Dominion Campaigns: Base Set Act 3

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== List of Games ==
 
== 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.
 
=== Game 1 ===
 
=== 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!
 
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!

Revision as of 10:08, 15 October 2015

Base Set Finale art

Dominion Campaigns: Base Set Finale, (originally subtitled Curses), is the final Campaign associated with the Base set 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

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.

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.

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 hands

  • You: 7 Coppers, 3 Estates
  • Serf Filmore: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
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

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 hands

  • You: 7 Coppers, 3 Estates
  • Serf Agnes: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
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

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 hands

  • You: 7 Coppers, 3 Estates
  • Maiden Nicholaa: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
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

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 hands

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  • 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

Game 5 vs. Serf Tilla

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.

Kingdom cards: Cellar, Moat, Village, Gardens, Militia, Moneylender, Thief, Festival, Market, Witch

Game 6 vs. Maiden Osanna

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

Game 7 vs. Squire Lyman

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.

Kingdom cards: Chapel, Chancellor, Workshop, Bureaucrat, Remodel, Smithy, Spy, Thief, Throne Room, Laboratory

Boss Game 8 vs Grandfather and Lady Vluerona

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.

Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Library, Mine

Game 9 vs. Maiden Marie

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

Game 10 vs. Squire Quentin

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.

Kingdom cards: Moat, Chancellor, Village, Bureaucrat, Gardens, Spy, Thief, Throne Room, Market, Mine

Game 11 vs. Lady Felicia

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.

Kingdom cards: Cellar, Chancellor, Woodcutter, Feast, Gardens, Moneylender, Throne Room, Council Room, Festival, Witch

Boss Game 12 vs. Witch Jezebel and Queen Vada

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 13 vs. Squire Wolfe

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.

Kingdom cards: Cellar, Village, Workshop, Gardens, Militia, Remodel, Smithy, Spy, Market, Mine

Game 14 vs. Lady Vluerona

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?

Kingdom cards: Chapel, Village, Woodcutter, Workshop, Militia, Moneylender, Smithy, Market, Mine, Witch

Game 15 vs. Gentleman Ashton

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

Boss Game 16 vs. Overlord Hogan IV, Lady Felicia and Gentleman Preston

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.

Kingdom cards: Cellar, Chapel, Moat, Gardens, Militia, Moneylender, Spy, Thief, Witch, Adventurer

Game 17 vs. Lady Marigold

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.

Kingdom cards: Moat, Chancellor, Village, Woodcutter, Workshop, Feast, Remodel, Market, Mine, Witch

Game 18 vs. 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 vs. Gentleman Preston

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.

Kingdom cards: Moat, Village, Woodcutter, Bureaucrat, Gardens, Moneylender, Remodel, Library, Market, Mine

Boss Game 20 vs. Grandfather, Queen Vada and Overlord Hogan IV

The chapel assures you that restoration of your love is very close, but will it happen quickly enough to prevent a Captain's Platter?

Kingdom cards: Cellar, Village, Woodcutter, Remodel, Spy, Throne Room, Festival, Laboratory, Market, Mine


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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