Dominion Campaigns: Base Set Act 3

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[[File:BaseFinale.png|thumb|right|300px|Base Set Finale art]]
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[[Image:CampaignBase3.png|thumb|right|750px|Completed map for Base Set - Act 3.]]
'''[[Dominion Adventures]]: Base Set Finale''', subtitled '''Curses''', is the final adventure associated with the [[Dominion (base set)|Base set]] on [[Dominion Online]].  In this rules variant, the first Action is played twice, as if a {{Card|Throne Room}} had been played at the start of your turn.
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 +
'''[[Dominion Campaigns]]: [[Dominion (base set)|Base Set]] Act 3''' (originally subtitled '''Curses''') is the third and final Act of the Base Set Campaign on [[Dominion Online]].  In this rules variant, the first Action is played twice, as if a {{Card|Throne Room}} had been played at the start of your turn.  This applies only to the player, not to any of the AI opponents.
  
 
== Overview ==
 
== Overview ==
 
You attempt to restore order to your kingdom, and you host a ball in order to find a spouse, but your enemies are still standing in the way of peace.
 
You attempt to restore order to your kingdom, and you host a ball in order to find a spouse, but your enemies are still standing in the way of peace.
  
== List of scenes ==
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== List of Games ==
=== Intro text ===
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In all games, there is a rules variant: the player's first Action is played twice, as if a Throne Room had been played at the start. This does not apply to the AI opponents.
Your first online Adventure concludes, and your royal relatives prove to be royal pains. The witches' powers grow, and someone you love suffers a terrible curse. Should you raise taxes to fight the battles, or will the peasants revolt?
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=== Game 1 ===
 +
In this moment of difficulty, something your father once told you comes to mind: "Give people land for planting and they will cease complaining." You offer royal titles in your states, duchies and provinces to anyone willing to work the land. It might work!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Filmore: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
 
 +
{{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth = 150|title = Serf Filmore}}
 +
 
 +
=== Game 2 ===
 +
Finally, Vaccara enters an unprecedented era of stability. The agitators seem to have calmed down; now they own lands, and aspire to own duchies and provinces in your name. Your bureaucrats say a bountiful harvest may let you repay the kingdom's debts with the moneylenders. Things seem to be back under control!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Agnes: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
 
 +
{{Kingdom|Remodel|Smithy|Spy|Thief|Throne Room|Bureaucrat|Feast|Gardens|Militia|Moneylender|imgwidth = 150|title = Serf Agnes}}
 +
 
 +
=== Game 3 ===
 +
The kingdom's prosperity never lasts long! Restoring the order has not been cheap. The biggest mines have been progressively depleted, and your reserves may not last until the next harvest. You may not be able to pay your debts after all!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Nicholaa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
 
 +
{{Kingdom|Remodel|Library|Market|Mine|Adventurer|Cellar|Chancellor|Bureaucrat|Feast|Moneylender|imgwidth = 150|title = Maiden Nicholaa}}
 +
 
 +
=== Boss Game 4 ===
 +
Some scholars come up with a great discovery. They manage to decipher a magic spell left behind by the witches who attacked your kingdom. Apparently, the spell is a formula for a potent potion of vigor to help villagers increase productivity. This could be the solution to all your problems!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Sir Robert: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* King Rex: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Throne Room|Council Room|Laboratory|Library|Market|Moat|Village|Feast|Smithy|Spy|imgwidth = 150|title = Sir Robert}}
 +
 
 +
=== Game 5 ===
 +
The economy slowly comes back to its balance, but you don't have time to celebrate it. Your militia has been busy hunting Simon Montfault, a skilled thief who was sighted traveling around the fishing villages. You are not sure, but you sense that his presence in your kingdom might be related to the new formula!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Tilla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
 
 +
{{Kingdom|Militia|Moneylender|Thief|Festival|Market|Cellar|Mining Village|Watchtower|Conspirator|Gardens|imgwidth = 150|title = Serf Tilla}}
 +
 
 +
Note: playing Conspirator as your first Action in a turn does ''not'' give +1 Card/+1 Action, unlike if a Throne Room had actually been played first.
 +
 
 +
=== Game 6 ===
 +
After you put a bounty of Montfault's head, the guild of adventurers has offered to catch him for you. Will these guys ever do something for free?
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Osanna: 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver, 3 Thieves
 +
{{Kingdom|Spy|Thief|Laboratory|Library|Adventurer|Cellar|Village|Woodcutter|Workshop|Remodel|imgwidth = 150|title = Maiden Osanna}}
 +
 
 +
=== Game 7 ===
 +
The thief was caught just in time! Your grandfater, King of Provilia, has decided to visit your land. He comes accompanied by his faithful chancellor, Lord Fairfax, and a group of pawns. As well as the usual caravan of peddlers that always follows a royal party.
  
=== Game 1 vs. Serf Filmore ===
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'''Starting decks'''
Sir Robert has been driven out, and Vaccara enters an unprecedented period of stability and wealth.  With success comes enemies, and uneasy lies the head that wears the crown.  You hear tales of exotic lands from your adventurers, and you begin to dream of freedom from the responsibilities and dangers of running a kingdom.
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* You: 7 Coppers, 3 Estates
 +
* Squire Lyman: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Cellar, Moat, Village, Woodcutter, Workshop, Militia, Remodel, Smithy, Market, Mine
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{{Kingdom|Spy|Thief|Throne Room|Laboratory|Peddler|Chapel|Pawn|Chancellor|Workshop|Caravan|imgwidth = 150|title = Squire Lyman}}
  
=== Game 2 vs. Serf Agnes ===
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=== Boss Game 8 ===
Couldn't things stay quiet for just a little while?  Familiar faces have returned: Sir Robert and his thieves have joined the re-empowered King Rex and his spies. Apart, they were formidable; together, nearly insurmountable.  Is any place safe for your treasures and gold?
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Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). The visit suddenly leads to a detailed inspection of your kingdom, from gardens to libraries to chapels to mines, and even the palace moat! Are they looking for something?
  
Kingdom cards: Bureaucrat, Feast, Gardens, Militia, Moneylender, Remodel, Smithy, Spy, Thief, Throne Room
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* Lady Vluerona: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 3 vs. Maiden Nicholaa ===
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{{Kingdom|Remodel|Throne Room|Council Room|Library|Mine|Cellar|Chapel|Moat|Workshop|Gardens|imgwidth = 150|title = Grandfather}}
The thieves and spies are insidious.  King Rex and Sir Robert have their men everywhere.  If you don't get rid of them soon, your kingdom may fall.  Time to bring in the militia.  Rex and Robert must be stopped.
+
  
Kingdom cards: Cellar, Chancellor, Bureaucrat, Feast, Moneylender, Remodel, Library, Market, Mine, Adventurer
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=== Game 9 ===
 +
A suspicion prowls around your mind like a ghost ship in the pre-dawn fog. Can it be that the thief, Simon Montfault, was working for your grandfather? Is he trying to put his hands on the formula for the potion of vigor?
  
=== Boss Game 4 vs. Sir Robert and King Rex ===
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'''Starting decks'''
Access to the kingdom's main river has been blocked by King Rex and Sir Robert.  Things are becoming dire; time to go on the offensive.  Your kingdom won't last long without water.
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* You: 7 Coppers, 3 Estates
 +
* Maiden Marie: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Moat, Village, Feast, Smithy, Spy, Throne Room, Council Room, Laboratory, Library, Market
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{{Kingdom|Spy|Ghost Ship|Laboratory|Market|Adventurer|Chapel|Ironworks|Monument|Remodel|Smithy|imgwidth = 150|title = Maiden Marie}}
  
=== Game 5 vs. Serf Tilla ===
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=== Game 10 ===
Your militia has sent King Rex and Sir Robert running, and it's unlikely that you'll see them again.  Access to the river is restored, but recovery is slow.  For the time being, frugality and rationing are norms.
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Loyal subjects claim they have seen the King of Provilia, your grandfather, holding secret meetings with his chancellor, Lord Fairfax, and a few of your bureaucrats in the royal gardens. You better keep him well spied upon!
  
Kingdom cards: Cellar, Moat, Village, Gardens, Militia, Moneylender, Thief, Festival, Market, Witch
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Squire Quentin: 3 Bureaucrats, 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver
  
=== Game 6 vs. Maiden Osanna ===
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{{Kingdom|Spy|Thief|Throne Room|Market|Mine|Moat|Chancellor|Village|Bureaucrat|Gardens|imgwidth = 150|title = Squire Quentin}}
With your latest threat eliminated, things have been quiet.  You take this opportunity  to invest in your villages' infrastructure, since it's the villagers who make your country strong.  Happy workers make a happy kingdom.
+
  
Kingdom cards: Cellar, Village, Woodcutter, Workshop, Remodel, Spy, Thief, Laboratory, Library, Adventurer
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=== Game 11 ===
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You have organized a ball in the city in honor of your grandfather, the King of Provilia. After all, you need to keep up appearances. It is the perfect excuse to investigate what he is up to. Nothing like wine and women to loosen the tongue! Maybe he will even attend if you can pry him from the private harem he has assembled right under your private nose!
  
=== Game 7 vs. Squire Lyman ===
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'''Starting decks'''
Now that the countryside is prospering again, it's time to update your castle.  The fight with Rex and Robert had left it a less than desirable place to live, and cannon holes in walls make for a drafty castle.  Oh, great!  Your grandfater, King of Provilia, has decided to visit.
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* You: 7 Coppers, 3 Estates
 +
* Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Chapel, Chancellor, Workshop, Bureaucrat, Remodel, Smithy, Spy, Thief, Throne Room, Laboratory
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{{Kingdom|Moneylender|City|Council Room|Witch|Harem|Cellar|Smugglers|Woodcutter|Feast|Gardens|imgwidth = 150|title = Lady Felicia}}
  
=== Boss Game 8 vs Grandfather and Lady Vluerona ===
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=== Boss Game 12 ===
Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). You show him the improvements you've made to the castle and the surrounding village. He decides it's time for you to find a spouse, and a ball is just the event to attract the "right" sort of people.
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Lord Fairfax and some other King's men sneak into your throne room. Apparently, you're not the only one who has taken advantage of the feast to spy on enemies. Despite the treacherous guests, the ball is a success!
  
Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Library, Mine
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 9 vs. Maiden Marie ===
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{{Kingdom|Moneylender|Spy|Festival|Market|Adventurer|Cellar|Chancellor|Village|Bureaucrat|Feast|imgwidth = 150|title = Witch Jezebel Part III}}
An eerie, incessant wind from the north has driven your subjects to seek warmer homesteads.  Will anyone be left to attend your ball?  The wind is cold and cuts the land with a haunting iciness.  At least your castle's walls have been repaired!
+
  
Kingdom cards: Cellar, Chapel, Remodel, Smithy, Spy, Festival, Laboratory, Library, Market, Adventurer
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=== Game 13 ===
 +
The militia remains alert! Your orders were to keep the bridges heavily guarded and to forge new armor in the smithy. If your grandfather plans to attack your kingdom, he won't find you off guard!
  
=== Game 10 vs. Squire Quentin ===
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'''Starting decks'''
That witch is back!  The witch Jezebel has returned with allies, and you'd be wise to prepare for a fight.  You've been told that planting sunflowers in your garden can ward off a witch, but surely it won't be that easy.
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* You: 7 Coppers, 3 Estates
 +
* Squire Wolfe: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Moat, Chancellor, Village, Bureaucrat, Gardens, Spy, Thief, Throne Room, Market, Mine
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{{Kingdom|Militia|Remodel|Smithy|Mine|Grand Market|Cellar|Village|Workshop|Bridge|Island|imgwidth = 150|title = Squire Wolfe}}
  
=== Game 11 vs. Lady Felicia ===
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=== Game 14 ===
It's the night of your grandfather's ball, and witch Jezebel has shown up as the guest of someone who must be admitted, your cousin Queen Vada.  You couldn't plan a more undesirable guest list. Try to make the best of it.  Maybe you'll meet someone special.
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The situation becomes tense as the visit continues, and a rumor has come to your ears. Villagers are muttering in the markets and chapels that your grandfather's new wife is a witch. That would explain how he knows about the existence of the vigor potion formula!
  
Kingdom cards: Cellar, Chancellor, Woodcutter, Feast, Gardens, Moneylender, Throne Room, Council Room, Festival, Witch
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Vluerona: 3 Coppers, 1 Estate, 1 Duchy, 3 Militias, 1 Province, 1 Silver
  
=== Boss Game 12 vs. Witch Jezebel and Queen Vada ===
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{{Kingdom|Moneylender|Smithy|Market|Mine|Witch|Chapel|Village|Woodcutter|Workshop|Militia|imgwidth = 150|title = Lady Vluerona}}
Despite the unwanted guests, the ball was a success.  You finally found someone you believe would make a good mate and co-ruler.  Is it love?  If you could limit witch Jezebel and Queen Vada's machinations, you'd have time to spend on affairs of the heart.
+
  
Kingdom cards: Cellar, Chancellor, Village, Bureaucrat, Feast, Moneylender, Spy, Festival, Market, Adventurer
+
=== Game 15 ===
 +
It's time to end the formalities and face the truth! You confront your grandfather with your allegations, but he denies everything and leaves in a huff followed by his wife, his ambassadors and the rest of his court. After that swindler's extensive visit left you almost penniless, this is actually a relief!
  
=== Game 13 vs. Squire Wolfe ===
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'''Starting decks'''
Queen Vada didn't like the cold wind, so she went home.  The sunflowers in your gardens are taming witch Jezebel's powers a little, but she's renewed her alliance with King Leo.  The last thing you need is those two teaming up.
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* You: 7 Coppers, 3 Estates
 +
* Gentleman Ashton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Cellar, Village, Workshop, Gardens, Militia, Remodel, Smithy, Spy, Market, Mine
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{{Kingdom|Thief|Council Room|Laboratory|Adventurer|Hoard|Moat|Ambassador|Swindler|Bureaucrat|Gardens|imgwidth = 150|title = Gentleman Ashton}}
  
=== Game 14 vs. Lady Vluerona ===
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=== Boss Game 16 ===
Courting a new love is difficult enough, even without the distraction of King Leo once again trying to take your lands. He and witch Jezebel are planning something, but what?
+
Apparently grandpa has changed his mind! Instead of leaving your kingdom, the duplicitous King of Provilia has decided to attack you. And he is not alone! His witch wife and militia have destroyed part of your defensive moat during their exodus.
  
Kingdom cards: Chapel, Village, Woodcutter, Workshop, Militia, Moneylender, Smithy, Market, Mine, Witch
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Overlord Hogan IV: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 15 vs. Gentleman Ashton ===
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{{Kingdom|Moneylender|Spy|Thief|Witch|Adventurer|Cellar|Chapel|Moat|Gardens|Militia|imgwidth = 150|title = Overlord Hogan IV Part II}}
You knew something would happen, and witch Jezebel didn't disappoint: she turned your new love into a frog.  It's not exactly the best of situations.  Should your throne room contain a lily pond?  Time to hire your own witches to throw some counter-spells.
+
  
Kingdom cards: Moat, Village, Bureaucrat, Gardens, Thief, Council Room, Festival, Laboratory, Library, Adventurer
+
=== Game 17 ===
 +
Your new grandmother's witchy powers are strong! With very little effort she has managed to destroy the remainings of the moat. Your personal chancellor recommends that you upgrade your defenses as soon as possible.  Duh!
  
=== Boss Game 16 vs. Overlord Hogan IV, Lady Felicia and Gentleman Preston ===
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'''Starting decks'''
You visit the chapel in search of additional help.  Will a few coppers in the coffer remove the curse on your beloved frog?  Overlord Hogan is back in town, and he's developed a taste for frogs' legs.
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* You: 7 Coppers, 3 Estates
 +
* Lady Marigold: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Cellar, Chapel, Moat, Gardens, Militia, Moneylender, Spy, Thief, Witch, Adventurer
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{{Kingdom|Market|Mine|Upgrade|Venture|Witch|Hamlet|Moat|Chancellor|Workshop|Feast|imgwidth = 150|title = Lady Marigold}}
  
=== Game 17 vs. Lady Marigold ===
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=== Game 18 ===
Witch Jezebel has decided to make one last stand with help from her friend, Overlord Hogan.  Her powers are so strong now!  Your love is still a frog, and you're just not sure who can help.  the chapel personnel promise success with the donation of a gold or two.
+
How can you stop the attack of a witch when you don't have any magical power? The answer is simple: you can't! Get the scholars working double time in the laboratories and workshops. Maybe they can find a solution!
  
Kingdom cards: Moat, Chancellor, Village, Woodcutter, Workshop, Feast, Remodel, Market, Mine, Witch
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Keaton: 6 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Witch
  
=== Game 18 vs. Gentleman Keaton ===
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{{Kingdom|Remodel|Throne Room|Festival|Laboratory|Witch|Chancellor|Village|Workshop|Feast|Moneylender|imgwidth = 150|title = Gentleman Keaton}}
The chapel is demanding more gold, as breaking curses is an expensive process.  You put pressure on the villagers and have your bureaucrats raise taxes.  You increase shifts at the mine.  You even visit the town's moneylenders.  You might be close to lifting the curse.
+
  
Kingdom cards: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch
+
=== Game 19 ===
 +
Never ask a scholar to do a mage's work! They accidentally transformed some nobles and villagers into pigs. But what you couldn't achieve with science, you could do with brutality. Hire a few goons to take care of the witches.
  
=== Game 19 vs. Gentleman Preston ===
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'''Starting decks'''
Overlord Hogan desperately wants a taste of your love's juicy frog legs, and in his desperation, comes at you with a huge fork and a very point knife.  The tines of the fork scratch your face, and you wonder how deeply the knife could cut.
+
* You: 7 Coppers, 3 Estates
 +
* Gentleman Preston: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Moat, Village, Woodcutter, Bureaucrat, Gardens, Moneylender, Remodel, Library, Market, Mine
+
{{Kingdom|Remodel|Library|Mine|Goons|Nobles|Moat|Native Village|Woodcutter|Bureaucrat|Moneylender|imgwidth = 150|title = Gentleman Preston}}
  
=== Boss Game 20 vs. Grandfather, Queen Vada and Overlord Hogan IV ===
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=== Final Boss Game ===
The chapel assures you that restoration of your love is very close, but will it happen quickly enough to prevent a Captain's Platter?
+
[[File:BaseFinale.png|thumb|right|300px|Base Finale art]]
 +
You have decided to teach your grandfather and his wife a lesson. One they will never forget. No one threatens your kingdom and lives to tell!
  
Kingdom cards: Cellar, Village, Woodcutter, Remodel, Spy, Throne Room, Festival, Laboratory, Market, Mine
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Epilogue ===
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{{Kingdom|Throne Room|Festival|Laboratory|Market|Mine|Cellar|Village|Woodcutter|Remodel|Spy|imgwidth = 150|title = Grandfather Part II}}
Your love is restored to human form!  Witch Jezebel finally vanishes in a puff of smoke.  [player name] gets married!  You celebrate the royal wedding in the chapel, and the wedding feast in the gardens, amidst the sunflowers.  Your enemies are still plotting your demise, but you now have a co-ruler by your side.
+
  
{{Navbox Goko Adventures}}
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{{Navbox MF Campaigns}}
[[Category:Goko Adventures]]
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[[Category:Dominion Campaigns]]

Latest revision as of 22:22, 25 November 2017

Completed map for Base Set - Act 3.

Dominion Campaigns: Base Set Act 3 (originally subtitled Curses) is the third and final Act of the Base Set Campaign on Dominion Online. In this rules variant, the first Action is played twice, as if a Throne RoomThrone Room.jpg had been played at the start of your turn. This applies only to the player, not to any of the AI opponents.

Contents

[edit] Overview

You attempt to restore order to your kingdom, and you host a ball in order to find a spouse, but your enemies are still standing in the way of peace.

[edit] List of Games

In all games, there is a rules variant: the player's first Action is played twice, as if a Throne Room had been played at the start. This does not apply to the AI opponents.

[edit] Game 1

In this moment of difficulty, something your father once told you comes to mind: "Give people land for planting and they will cease complaining." You offer royal titles in your states, duchies and provinces to anyone willing to work the land. It might work!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Filmore: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Filmore [images]
Militia Remodel Smithy Market Mine
Militia.jpg Remodel.jpg Smithy.jpg Market.jpg Mine.jpg
Cellar.jpg Moat.jpg Village.jpg Woodcutter.jpg Workshop.jpg
Cellar Moat Village Woodcutter Workshop

[edit] Game 2

Finally, Vaccara enters an unprecedented era of stability. The agitators seem to have calmed down; now they own lands, and aspire to own duchies and provinces in your name. Your bureaucrats say a bountiful harvest may let you repay the kingdom's debts with the moneylenders. Things seem to be back under control!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Agnes: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Agnes [images]
Remodel Smithy Spy Thief Throne Room
Remodel.jpg Smithy.jpg Spy.jpg Thief.jpg Throne Room.jpg
Bureaucrat.jpg Feast.jpg Gardens.jpg Militia.jpg Moneylender.jpg
Bureaucrat Feast Gardens Militia Moneylender

[edit] Game 3

The kingdom's prosperity never lasts long! Restoring the order has not been cheap. The biggest mines have been progressively depleted, and your reserves may not last until the next harvest. You may not be able to pay your debts after all!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Nicholaa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Nicholaa [images]
Remodel Library Market Mine Adventurer
Remodel.jpg Library.jpg Market.jpg Mine.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Bureaucrat.jpg Feast.jpg Moneylender.jpg
Cellar Chancellor Bureaucrat Feast Moneylender

[edit] Boss Game 4

Some scholars come up with a great discovery. They manage to decipher a magic spell left behind by the witches who attacked your kingdom. Apparently, the spell is a formula for a potent potion of vigor to help villagers increase productivity. This could be the solution to all your problems!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • King Rex: 7 Coppers, 3 Estates
Sir Robert [images]
Throne Room Council Room Laboratory Library Market
Throne Room.jpg Council Room.jpg Laboratory.jpg Library.jpg Market.jpg
Moat.jpg Village.jpg Feast.jpg Smithy.jpg Spy.jpg
Moat Village Feast Smithy Spy

[edit] Game 5

The economy slowly comes back to its balance, but you don't have time to celebrate it. Your militia has been busy hunting Simon Montfault, a skilled thief who was sighted traveling around the fishing villages. You are not sure, but you sense that his presence in your kingdom might be related to the new formula!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Tilla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Tilla [images]
Militia Moneylender Thief Festival Market
Militia.jpg Moneylender.jpg Thief.jpg Festival.jpg Market.jpg
Cellar.jpg Mining Village.jpg Watchtower.jpg Conspirator.jpg Gardens.jpg
Cellar Mining Village Watchtower Conspirator Gardens

Note: playing Conspirator as your first Action in a turn does not give +1 Card/+1 Action, unlike if a Throne Room had actually been played first.

[edit] Game 6

After you put a bounty of Montfault's head, the guild of adventurers has offered to catch him for you. Will these guys ever do something for free?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Osanna: 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver, 3 Thieves
Maiden Osanna [images]
Spy Thief Laboratory Library Adventurer
Spy.jpg Thief.jpg Laboratory.jpg Library.jpg Adventurer.jpg
Cellar.jpg Village.jpg Woodcutter.jpg Workshop.jpg Remodel.jpg
Cellar Village Woodcutter Workshop Remodel

[edit] Game 7

The thief was caught just in time! Your grandfater, King of Provilia, has decided to visit your land. He comes accompanied by his faithful chancellor, Lord Fairfax, and a group of pawns. As well as the usual caravan of peddlers that always follows a royal party.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Lyman: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Lyman [images]
Spy Thief Throne Room Laboratory Peddler
Spy.jpg Thief.jpg Throne Room.jpg Laboratory.jpg Peddler.jpg
Chapel.jpg Pawn.jpg Chancellor.jpg Workshop.jpg Caravan.jpg
Chapel Pawn Chancellor Workshop Caravan

[edit] Boss Game 8

Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). The visit suddenly leads to a detailed inspection of your kingdom, from gardens to libraries to chapels to mines, and even the palace moat! Are they looking for something?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Lady Vluerona: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Grandfather [images]
Remodel Throne Room Council Room Library Mine
Remodel.jpg Throne Room.jpg Council Room.jpg Library.jpg Mine.jpg
Cellar.jpg Chapel.jpg Moat.jpg Workshop.jpg Gardens.jpg
Cellar Chapel Moat Workshop Gardens

[edit] Game 9

A suspicion prowls around your mind like a ghost ship in the pre-dawn fog. Can it be that the thief, Simon Montfault, was working for your grandfather? Is he trying to put his hands on the formula for the potion of vigor?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Marie: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Marie [images]
Spy Ghost Ship Laboratory Market Adventurer
Spy.jpg Ghost Ship.jpg Laboratory.jpg Market.jpg Adventurer.jpg
Chapel.jpg Ironworks.jpg Monument.jpg Remodel.jpg Smithy.jpg
Chapel Ironworks Monument Remodel Smithy

[edit] Game 10

Loyal subjects claim they have seen the King of Provilia, your grandfather, holding secret meetings with his chancellor, Lord Fairfax, and a few of your bureaucrats in the royal gardens. You better keep him well spied upon!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Quentin: 3 Bureaucrats, 3 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Silver
Squire Quentin [images]
Spy Thief Throne Room Market Mine
Spy.jpg Thief.jpg Throne Room.jpg Market.jpg Mine.jpg
Moat.jpg Chancellor.jpg Village.jpg Bureaucrat.jpg Gardens.jpg
Moat Chancellor Village Bureaucrat Gardens

[edit] Game 11

You have organized a ball in the city in honor of your grandfather, the King of Provilia. After all, you need to keep up appearances. It is the perfect excuse to investigate what he is up to. Nothing like wine and women to loosen the tongue! Maybe he will even attend if you can pry him from the private harem he has assembled right under your private nose!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Felicia [images]
Moneylender City Council Room Witch Harem
Moneylender.jpg City.jpg Council Room.jpg Witch.jpg Harem.jpg
Cellar.jpg Smugglers.jpg Woodcutter.jpg Feast.jpg Gardens.jpg
Cellar Smugglers Woodcutter Feast Gardens

[edit] Boss Game 12

Lord Fairfax and some other King's men sneak into your throne room. Apparently, you're not the only one who has taken advantage of the feast to spy on enemies. Despite the treacherous guests, the ball is a success!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part III [images]
Moneylender Spy Festival Market Adventurer
Moneylender.jpg Spy.jpg Festival.jpg Market.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Village.jpg Bureaucrat.jpg Feast.jpg
Cellar Chancellor Village Bureaucrat Feast

[edit] Game 13

The militia remains alert! Your orders were to keep the bridges heavily guarded and to forge new armor in the smithy. If your grandfather plans to attack your kingdom, he won't find you off guard!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Wolfe: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Wolfe [images]
Militia Remodel Smithy Mine Grand Market
Militia.jpg Remodel.jpg Smithy.jpg Mine.jpg Grand Market.jpg
Cellar.jpg Village.jpg Workshop.jpg Bridge.jpg Island.jpg
Cellar Village Workshop Bridge Island

[edit] Game 14

The situation becomes tense as the visit continues, and a rumor has come to your ears. Villagers are muttering in the markets and chapels that your grandfather's new wife is a witch. That would explain how he knows about the existence of the vigor potion formula!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Vluerona: 3 Coppers, 1 Estate, 1 Duchy, 3 Militias, 1 Province, 1 Silver
Lady Vluerona [images]
Moneylender Smithy Market Mine Witch
Moneylender.jpg Smithy.jpg Market.jpg Mine.jpg Witch.jpg
Chapel.jpg Village.jpg Woodcutter.jpg Workshop.jpg Militia.jpg
Chapel Village Woodcutter Workshop Militia

[edit] Game 15

It's time to end the formalities and face the truth! You confront your grandfather with your allegations, but he denies everything and leaves in a huff followed by his wife, his ambassadors and the rest of his court. After that swindler's extensive visit left you almost penniless, this is actually a relief!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Ashton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Ashton [images]
Thief Council Room Laboratory Adventurer Hoard
Thief.jpg Council Room.jpg Laboratory.jpg Adventurer.jpg Hoard.jpg
Moat.jpg Ambassador.jpg Swindler.jpg Bureaucrat.jpg Gardens.jpg
Moat Ambassador Swindler Bureaucrat Gardens

[edit] Boss Game 16

Apparently grandpa has changed his mind! Instead of leaving your kingdom, the duplicitous King of Provilia has decided to attack you. And he is not alone! His witch wife and militia have destroyed part of your defensive moat during their exodus.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Overlord Hogan IV: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Lady Felicia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Overlord Hogan IV Part II [images]
Moneylender Spy Thief Witch Adventurer
Moneylender.jpg Spy.jpg Thief.jpg Witch.jpg Adventurer.jpg
Cellar.jpg Chapel.jpg Moat.jpg Gardens.jpg Militia.jpg
Cellar Chapel Moat Gardens Militia

[edit] Game 17

Your new grandmother's witchy powers are strong! With very little effort she has managed to destroy the remainings of the moat. Your personal chancellor recommends that you upgrade your defenses as soon as possible. Duh!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Marigold: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Marigold [images]
Market Mine Upgrade Venture Witch
Market.jpg Mine.jpg Upgrade.jpg Venture.jpg Witch.jpg
Hamlet.jpg Moat.jpg Chancellor.jpg Workshop.jpg Feast.jpg
Hamlet Moat Chancellor Workshop Feast

[edit] Game 18

How can you stop the attack of a witch when you don't have any magical power? The answer is simple: you can't! Get the scholars working double time in the laboratories and workshops. Maybe they can find a solution!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Keaton: 6 Coppers, 1 Estate, 1 Duchy, 1 Province, 1 Witch
Gentleman Keaton [images]
Remodel Throne Room Festival Laboratory Witch
Remodel.jpg Throne Room.jpg Festival.jpg Laboratory.jpg Witch.jpg
Chancellor.jpg Village.jpg Workshop.jpg Feast.jpg Moneylender.jpg
Chancellor Village Workshop Feast Moneylender

[edit] Game 19

Never ask a scholar to do a mage's work! They accidentally transformed some nobles and villagers into pigs. But what you couldn't achieve with science, you could do with brutality. Hire a few goons to take care of the witches.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Preston: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Preston [images]
Remodel Library Mine Goons Nobles
Remodel.jpg Library.jpg Mine.jpg Goons.jpg Nobles.jpg
Moat.jpg Native Village.jpg Woodcutter.jpg Bureaucrat.jpg Moneylender.jpg
Moat Native Village Woodcutter Bureaucrat Moneylender

[edit] Final Boss Game

Base Finale art

You have decided to teach your grandfather and his wife a lesson. One they will never forget. No one threatens your kingdom and lives to tell!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Grandfather: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Queen Vada: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Grandfather Part II [images]
Throne Room Festival Laboratory Market Mine
Throne Room.jpg Festival.jpg Laboratory.jpg Market.jpg Mine.jpg
Cellar.jpg Village.jpg Woodcutter.jpg Remodel.jpg Spy.jpg
Cellar Village Woodcutter Remodel Spy


Tutorial
Base Set: (Act 1Act 2Act 3) •• Intrigue: (Act 1Act 2Act 3) •• Seaside: (Act 1Act 2Act 3) •• Prosperity: (Act 1Act 2Act 3)
Cornucopia: (Act 1) •• Hinterlands: (Act 1Act 2Act 3) •• Alchemy: (Act 1) •• Dark Ages: (Act 1Act 2Act 3Act 4) •• Guilds: (Act 1) •• Adventures: (Act 1Act 2Act 3)
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