Dominion Campaigns: Cornucopia Act 1

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[[Image:CampaignCornucopia1.png|thumb|right|750px|Completed map for Cornucopia - Act 1.]]
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'''[[Dominion Campaigns]]: Cornucopia''' (originally subtitled '''Plenty of Trouble''') is the sole Cornucopia Campaign Act on [[Dominion Online]].  It comes with the purchase of [[Cornucopia]], which includes {{Card|Hamlet}}, {{Card|Fortune Teller}}, {{Card|Menagerie}}, {{Card|Farming Village}}, {{Card|Horse Traders}}, {{Card|Remake}}, {{Card|Tournament}}, {{Card|Young Witch}}, {{Card|Harvest}}, {{Card|Horn of Plenty}}, {{Card|Hunting Party}}, {{Card|Jester}}, and {{Card|Fairgrounds}}.
 
'''[[Dominion Campaigns]]: Cornucopia''' (originally subtitled '''Plenty of Trouble''') is the sole Cornucopia Campaign Act on [[Dominion Online]].  It comes with the purchase of [[Cornucopia]], which includes {{Card|Hamlet}}, {{Card|Fortune Teller}}, {{Card|Menagerie}}, {{Card|Farming Village}}, {{Card|Horse Traders}}, {{Card|Remake}}, {{Card|Tournament}}, {{Card|Young Witch}}, {{Card|Harvest}}, {{Card|Horn of Plenty}}, {{Card|Hunting Party}}, {{Card|Jester}}, and {{Card|Fairgrounds}}.
  
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== List of Games ==
 
== List of Games ==
  
=== Game 1 vs. Alice the Serf ===
+
=== Game 1 ===
The summer has gone, the autumn breeze is settling in, and you watch the peasants reaping the bounty from the fields. It's time for the annual harvest celebration, and the villagers of the hamlet just outside your castle are making preparations. You decide that offering your menagerie as one of the attractions will endear you to your subjects, right?
+
The summer has gone, the autumn breeze is settling in, and you watch peasants reaping the bounty from the fields. The villagers of the hamlet just outside your castle are making preparations for a celebration. You decide that offering your menagerie as one of the attractions will endear you to your subjects, right?
  
Kingdom cards: Menagerie, Hamlet, Workshop, Moneylender, Militia, Remodel, Mine, Library, Market, Spy
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Alice the Serf: 7 Coppers, 3 Estates
  
=== Game 2 vs. Serf Adela ===
+
{{Kingdom|Remodel|Spy|Library|Market|Mine|Hamlet|Menagerie|Workshop|Militia|Moneylender|imgwidth = 150|title = Alice the Serf}}
The joyous festival has begun, but your mind is troubled. Things aren't going great with your love; you think that maybe you should stay home for awhile and repair your relationship. One relief is your jester, the sycophantic one (his competition, the honest jester, is "visiting" the dungeon). Another distraction will be a hunting party and tournament tomorrow with your top officials and some visiting dignitaries.
+
  
Kingdom cards: Jester, Hunting Party, Market, Spy, Festival, Chancellor, Throne Room, Chapel, Cellar, Adventurer
+
=== Game 2 ===
 +
The joyous festival has begun, but your mind is troubled. Your precious Tiny was attacked by a giant rat, and he has been severely wounded. One relief is your jester, the sycophantic one (his competition, the honest jester, is "visiting" the dungeon). Another distraction will be tomorrow's hunting party with your top officials and some visiting dignitaries.
  
=== Game 3 vs. Maiden Abigail ===
+
'''Starting decks'''
After your long day of chasing foxes, you are invited to a nearby farming village. The peasants are celebrating the bountiful year and wish to present you with a gift. Your advisors tell you that such a move would be good for your image, so you agree to pay a visit. A horn of plenty is presented to you. Hey, these peasants aren't so bad. Maybe you'll stay and have dinner with them tonight.
+
* You: 7 Coppers, 3 Estates
 +
* Serf Adela: 7 Coppers, 3 Estates
  
Kingdom cards: Horn Of Plenty, Farming Village, Laboratory, Bureaucrat, Spy, Cellar, Adventurer, Workshop, Council Room, Moneylender
+
{{Kingdom|Festival|Hunting Party|Jester|Market|Adventurer|Cellar|Chapel|Chancellor|Spy|Throne Room|imgwidth = 150|title = Serf Adela}}
  
=== Boss Game 4 vs. Lady Florence ===
+
=== Game 3 ===
You celebrate with too much wine, and as the party ends, you and your sweetie are shown to a coach. In spite of your love's horrid drunken singing, you pass out on the upholstered seat. At some point, you're jostled awake from an unfamiliar, too-bumpy road. You lean out the window and look up towards Jenkins, your chauffeur. That's not Jenkins! "I'm Prince Arundel, and you're my prisoner," the driver proclaims in a sinister tone.
+
After your long day of chasing foxes, you are invited to a nearby farming village. The peasants are celebrating the bountiful year and wish to present you with a gift. Your counselors tell you that such a move would be good for your image, so you agree to pay a visit. A horn of plenty is presented to you. Hey, these peasants aren't so bad. Maybe you'll stay and have dinner with them tonight.
  
Kingdom cards: Menagerie, Hamlet, Jester, Hunting Party, Horn Of Plenty, Farming Village, Moat, Moneylender, Festival, Woodcutter
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Abigail: 7 Coppers, 3 Estates
  
=== Game 5 vs. Serf Gordon ===
+
{{Kingdom|Spy|Council Room|Horn of Plenty|Laboratory|Adventurer|Cellar|Workshop|Bureaucrat|Farming Village|Moneylender|imgwidth = 150|title = Maiden Abigail}}
Despite the protests of your love, you climb up to the driver's seat. You throw Prince Arundel off, leaving him in the dust. You slow the excited horse, and in spite of the bright harvest moon, you realize you are utterly lost.
+
  
Kingdom cards: Harvest, Menagerie, Farming Village, Chapel, Witch, Workshop, Bureaucrat, Market, Moat, Throne Room
+
=== Boss Game 4 ===
 +
You celebrate with too much wine, and as the party ends you pass out on the coach seat. At some point, you're jostled awake from an unfamiliar, too-bumpy road. You lean out the window and look up towards Jenkins, your chauffeur. That's not Jenkins! "I'm Prince Arundel, and you're my prisoner," the driver proclaims in a sinister tone.
  
=== Game 6 vs. Maiden Marjoria ===
+
'''Starting decks'''
You wander in the forest and finally come to the harvest fairgrounds, several hours' ride from your castle. There are peasants camped out at the site, awaiting the next day's festivities. One of them offers you and your love lodging in his tent.
+
* You: 7 Coppers, 3 Estates
 +
* Lady Florence: 7 Coppers, 3 Estates
  
Kingdom cards: Fairgrounds, Horn Of Plenty, Jester, Workshop, Remodel, Market, Feast, Thief, Cellar, Adventurer
+
{{Kingdom|Moneylender|Festival|Horn of Plenty|Hunting Party|Jester|Hamlet|Moat|Menagerie|Woodcutter|Farming Village|imgwidth = 150|title = Lady Florence}}
  
=== Game 7 vs. Squire Edwin ===
+
=== Game 5 ===
The next morning, you drive the long journey home to the castle. Your advisors had kept your disappearance a secret from the public; why worry the peasants? You arrive just in time to see the start of the royal tournament.
+
You climb up to the driver's seat, and you throw Prince Arundel off, leaving him in the dust. You slow the excited horse, and in spite of the bright harvest moon, you realize you are utterly lost. How far are you from the farming village and from your throne?
  
Kingdom cards: Tournament, Hunting Party, Hamlet, Cellar, Militia, Spy, Chancellor, Smithy, Council Room, Mine
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Gordon: 7 Coppers, 3 Estates
  
=== Boss Game 8 vs. Archer and Gentleman Norman ===
+
{{Kingdom|Farming Village|Throne Room|Harvest|Market|Witch|Chapel|Moat|Menagerie|Workshop|Bureaucrat|imgwidth = 150|title = Serf Gordon}}
It's time for the archery competition, and, what the heck, you decide to give it a go. As you ready, you catch some movement out of the corner of your eye. Another competitor has decided that you are the target, and lets fly an arrow. Your good reflexes barely save you; you chase after the villain.
+
  
Kingdom cards: Menagerie, Hamlet, Jester, Hunting Party, Horn Of Plenty, Farming Village, Harvest, Fairgrounds, Tournament, Workshop
+
=== Game 6 ===
 +
You wander in the forest and finally come to a familiar fairground, several hours' ride from your castle. There are peasants camped out at the site, awaiting the next day's festivities. One of them offers you and your love lodging in his tent.
  
=== Game 9 vs. Maiden Marie ===
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Marjoria: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Horn of Plenty|Jester|Market|Adventurer|Fairgrounds|Cellar|Workshop|Feast|Remodel|Thief|imgwidth = 150|title = Maiden Marjoria}}
 +
 
 +
=== Game 7 ===
 +
The next morning, you drive the long journey home to the castle. Your chancellors had kept your disappearance a secret from the public; why worry the peasants? You arrive just in time to see the start of the royal tournament.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Squire Edwin: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Spy|Tournament|Council Room|Hunting Party|Mine|Cellar|Hamlet|Chancellor|Militia|Smithy|imgwidth = 150|title = Squire Edwin}}
 +
 
 +
=== Boss Game 8 ===
 +
It's time for the archery competition, and feeling bold, you decide to give it a go. As you ready your bow, you catch some movement out of the corner of your eye. Another competitor has decided that you are the target, and lets fly an arrow. Your good reflexes barely save you, and you chase after the villain.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* The Archer: 7 Coppers, 3 Estates
 +
* Gentleman Norman: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Harvest|Horn of Plenty|Hunting Party|Jester|Fairgrounds|Hamlet|Menagerie|Workshop|Farming Village|Tournament|imgwidth = 150|title = The Archer}}
 +
 
 +
=== Game 9 ===
 
The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon.
 
The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon.
  
Kingdom cards: Fortune Teller, Fairgrounds, Jester, Tournament, Village, Bureaucrat, Gardens, Festival, Market, Council Room
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Marie: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Council Room|Festival|Jester|Market|Fairgrounds|Fortune Teller|Village|Bureaucrat|Gardens|Tournament|imgwidth = 150|title = Maiden Marie}}
 +
 
 +
=== Game 10 ===
 +
Back at the castle, you drink a full bottle of wine and hope for uninterrupted sleep. It works. When you awaken, you realize that you slept through a fire--your laboratory has burned! The staff works to remake the place, but some of the potions stored in that room were irreplaceable; they were bought at the black market.
 +
 
 +
'''Starting decks'''
 +
* You: 1 Chancellor, 6 Coppers, 3 Estates
 +
* Squire Clayton: 1 Chancellor, 6 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Throne Room|Festival|Harvest|Horn of Plenty|Laboratory|Hamlet|Black Market|Chancellor|Remake|Smithy|imgwidth = 150|title = Squire Clayton}}
 +
 
 +
=== Game 11 ===
 +
Some of your guards said the fire was caused by a young witch from the woods. She had been spurned by her fiance, a horse trader from a few towns away, and has "unresolved issues." Evidently the man had found a more politically correct spouse, one who offered him inroads to higher places.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Sarra: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Militia|Young Witch|Festival|Library|Mine|Chancellor|Menagerie|Farming Village|Gardens|Horse Traders|bane = Cellar|imgwidth = 150|title = Lady Sarra}}
 +
 
 +
=== Boss Game 12 ===
 +
The young witch's story is sad, but that doesn't explain her attack on your castle. There must be more to the story. Aha! You learn that the horse trader is a serious tournament competitor, so you seek him for more information. You hear a scream--is the witch back?
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Preston: 7 Coppers, 3 Estates
 +
* Soldier: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Young Witch|Harvest|Horn of Plenty|Jester|Fairgrounds|Fortune Teller|Menagerie|Horse Traders|Remake|Tournament|bane = Hamlet|imgwidth = 150|title = Gentleman Preston}}
 +
 
 +
=== Game 13 ===
 +
Your guards capture the witch and take her to the castle dungeon. She screams and curses. You hope she will be able to explain herself. Meanwhile the annual harvest festival and tournament proceed delightfully.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Squire Brockton: 7 Coppers, 3 Estates
  
=== Game 10 vs. Squire Clayton ===
+
{{Kingdom|Tournament|Festival|Harvest|Horn of Plenty|Hunting Party|Cellar|Menagerie|Militia|Moneylender|Smithy|imgwidth = 150|title = Squire Brockton}}
Back at the castle, you drink a full bottle of wine and hope for uninterrupted sleep. It works; when you awaken, you realize that you slept through a fire--the main tent of the tournament, visible from your window, has burned. The staff are working to remake the tent, but it's doubtful that it'll be finished before the tournament concludes.
+
  
Kingdom cards: Remake, Horn Of Plenty, Harvest, Hamlet, Smithy, Chancellor, Festival, Throne Room, Woodcutter, Laboratory
+
=== Game 14 ===
 +
After you talk with her, you realize that she isn't completely delirious. Finally, she seems calmer, and apologizes for all the people she hurt that were not involved. As she regains her composure, she begins to tell her tale...
  
=== Game 11 vs. Lady Sarra ===
+
'''Starting decks'''
Horse traders at the tournament said the fire was caused by a young witch from the woods. She had been spurned by her fiance, a chancellor from a few towns away, and has "unresolved issues." Evidently the chancellor had found a more politically correct spouse, one who offered him inroads to higher places.
+
* You: 7 Coppers, 3 Estates
 +
* Lady Marigold: 7 Coppers, 3 Estates
  
Kingdom cards: Young Witch (bane: Woodcutter), Horse Traders, Menagerie, Farming Village, Militia, Gardens, Library, Festival, Mine, Cellar
+
{{Kingdom|Throne Room|Horn of Plenty|Jester|Laboratory|Adventurer|Hamlet|Fortune Teller|Bureaucrat|Remake|Spy|imgwidth = 150|title = Lady Marigold}}
  
=== Boss Game 12 vs. Gentleman Preston and Soldier ===
+
=== Game 15 ===
The witch's story is sad, but that doesn't explain her attack on your tournament. There must be more to the story. Aha! You learn that the chancellor is a guest at the games, and you seek him for more information. You hear a scream; is the witch back?
+
The witch's name is Evette. Yes, she was engaged to the dashing horse trader. He broke their engagement and married her nemesis, a woman of considerable political influence. She gains your trust, and you allow her to visit the fairgrounds with the promise that she'll remodel your laboratory afterwards.
  
Kingdom cards: Fortune Teller, Remake, Young Witch (bane: Steward), Horse Traders, Harvest, Fairgrounds, Tournament, Horn Of Plenty, Jester, Menagerie
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Garrick: 7 Coppers, 3 Estates
  
=== Game 13 vs. Squire Brockton ===
+
{{Kingdom|Young Witch|Jester|Laboratory|Market|Fairgrounds|Workshop|Farming Village|Feast|Horse Traders|Remodel|bane = Cellar|imgwidth = 150|title = Gentleman Garrick}}
The witch has set a small tent on fire, but the tournament workers quickly put out the blaze. They capture the witch and take her to the castle dungeon. She screams and curses. You hope she will be able to explain herself.
+
  
Kingdom cards: Harvest, Horn Of Plenty, Hunting Party, Menagerie, Tournament, Cellar, Festival, Militia, Moneylender, Smithy
+
=== Boss Game 16 ===
 +
The horse trader's wife has asked her minions to attack Evette at the tournament. This is unacceptable; she might ruin the games just because she's unable to control her jealousies. You have your guards step into the fray.
  
=== Game 14 vs. Lady Marigold ===
+
'''Starting decks'''
After you talk with her, you realize that she isn't completely delirious. Finally, she seems to be more calm, and apologizes for all the people she hurt that were not involved. As she regains her composure, she begins to tell her tale...
+
* You: 7 Coppers, 3 Estates
 +
* Gentleman Pierson: 7 Coppers, 3 Estates
 +
* Maiden Diamanda: 7 Coppers, 3 Estates
  
Kingdom cards: Fortune Teller, Hamlet, Horn Of Plenty, Jester, Remake, Adventurer, Bureaucrat, Laboratory, Spy, Throne Room
+
{{Kingdom|Remake|Tournament|Hunting Party|Market|Witch|Fortune Teller|Bureaucrat|Farming Village|Gardens|Horse Traders|imgwidth = 150|title = Gentleman Pierson}}
  
=== Game 15 vs. Gentleman Garrick ===
+
=== Game 17 ===
Her name is Evette. Yes, she was engaged to a dashing chancellor. He broke their engagement and married her nemesis, a woman of considerable political influence. His turn of heart greatly wounded Evette, and she has been struggling to deal with the pain. She gains your trust, and you allow her to visit the games (and repair the burned tent).
+
Evette is injured by the evil minions, and you rush her to your personal physicians. What she needs to be cured is one of the potions you had acquired at the black market; unfortunately, it was destroyed by the recent fire.
  
Kingdom cards: Fairgrounds, Farming Village, Horse Traders, Jester, Young Witch (bane: Lookout), Feast, Laboratory, Market, Remodel, Workshop
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Gloriana: 7 Coppers, 3 Estates
  
=== Boss Game 16 vs. Gentleman Pierson, Lady Floria, and Maiden Diamanda ===
+
{{Kingdom|Harvest|Horn of Plenty|Jester|Mine|Fairgrounds|Black Market|Menagerie|Gardens|Spy|Tournament|imgwidth = 150|title = Lady Gloriana}}
Some people don't know that when you've won the war, you can stop the battle. The chancellor's wife has asked her minions to attack Evette at the games. This is unacceptable. You have your guards step into the fray.
+
  
Kingdom cards: Remake, Fortune Teller, Horse Traders, Hunting Party, Farming Village, Tournament, Witch, Market, Gardens, Bureaucrat
+
=== Game 18 ===
 +
Evette's injuries are extensive; you absolutely cannot let this unnecessary violence go unpunished. The people who attacked have been rounded up by your militia, including the horse trader and his wife. They stole the tournament's golden trophy and were trying to flee in a hurry.
  
=== Game 17 vs. Lady Gloriana ===
+
'''Starting decks'''
Evette is injured by the evil minions, and you rush her to your personal physician. You hope that her injuries aren't too severe.
+
* You: 7 Coppers, 3 Estates
 +
* Gentleman Bradshaw: 7 Coppers, 3 Estates
  
Kingdom cards: Fairgrounds, Horn Of Plenty, Harvest, Tournament, Jester, Menagerie, Gardens, Mine, Woodcutter, Spy
+
{{Kingdom|Thief|Tournament|Harvest|Hunting Party|Laboratory|Hamlet|Menagerie|Horse Traders|Militia|Smithy|imgwidth = 150|title = Gentleman Bradshaw}}
  
=== Game 18 vs. Gentleman Bradshaw ===
+
=== Game 19 ===
Evette's injuries are extensive, and you absolutely cannot let this unnecessary violence go unpunished. The people who attacked have been rounded up, including the chancellor and his wife.
+
While you're out and about at the fairgrounds, you notice Prince Arundel. You shout to your guards to capture him, but he and his party run into the crowd. He must be apprehended, as a threat against the crown is a very serious offense.
  
Kingdom cards: Hamlet, Menagerie, Horse Traders, Tournament, Hunting Party, Harvest, Thief, Militia, Laboratory, Smithy
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Tilla: 7 Coppers, 3 Estates
  
=== Game 19 vs. Lady Tilla ===
+
{{Kingdom|Throne Room|Festival|Horn of Plenty|Hunting Party|Fairgrounds|Hamlet|Workshop|Bureaucrat|Horse Traders|Remake|imgwidth = 150|title = Lady Tilla}}
While you're out and about at the games, you notice...Prince Arundel? You shout to your guards to capture him, but he runs into the crowd. He must be apprehended, as a threat against the crown is a very serious offense.
+
  
Kingdom cards: Fairgrounds, Horn Of Plenty, Horse Traders, Hamlet, Hunting Party, Remake, Workshop, Bureaucrat, Festival, Throne Room
+
=== Final Boss Game ===
 +
You and your guards manage to corner Prince Arundel by the stables. Suddenly, the grass around you is on fire, and it is quickly spreading. Apparently, Evette isn't the only one with the power to start fires. The fires are doused, and Prince Arundel is finally captured. You wonder what he will look like in motley.
  
=== Boss Game 20 vs. Prince Arundel, Lady Florence, and Maiden Marie ===
+
'''Starting decks'''
You and your guards manage to corner Prince Arundel by the stables; suddenly, the grass around you is on fire, and it is quickly spreading. Apparently, Evette isn't the only one with the power to start fires. The fires are doused, and Prince Arundel is finally captured.
+
* You: 7 Coppers, 3 Estates
 +
* Prince Arundel: 6 Coppers, 3 Estates, 1 Moat
 +
* Lady Florence: 6 Coppers, 3 Estates, 1 Young Witch
  
Kingdom cards: Young Witch (bane: Steward), Fortune Teller, Farming Village, Remake, Jester, Tournament, Witch, Moat, Throne Room, Council Room
+
{{Kingdom|Tournament|Young Witch|Council Room|Jester|Witch|Moat|Fortune Teller|Farming Village|Remake|Throne Room|bane = Chapel|imgwidth = 150|title = Prince Arundel}}
  
 
== Trivia ==
 
== Trivia ==

Latest revision as of 14:42, 4 May 2016

Completed map for Cornucopia - Act 1.

Dominion Campaigns: Cornucopia (originally subtitled Plenty of Trouble) is the sole Cornucopia Campaign Act on Dominion Online. It comes with the purchase of Cornucopia, which includes HamletHamlet.jpg, Fortune TellerFortune Teller.jpg, MenagerieMenagerie.jpg, Farming VillageFarming Village.jpg, Horse TradersHorse Traders.jpg, RemakeRemake.jpg, TournamentTournament.jpg, Young WitchYoung Witch.jpg, HarvestHarvest.jpg, Horn of PlentyHorn of Plenty.jpg, Hunting PartyHunting Party.jpg, JesterJester.jpg, and FairgroundsFairgrounds.jpg.

Contents

[edit] Campaign Overview

During harvest time, an unfortunate love affair prompts attacks from all sides.

[edit] List of Games

[edit] Game 1

The summer has gone, the autumn breeze is settling in, and you watch peasants reaping the bounty from the fields. The villagers of the hamlet just outside your castle are making preparations for a celebration. You decide that offering your menagerie as one of the attractions will endear you to your subjects, right?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Alice the Serf: 7 Coppers, 3 Estates
Alice the Serf [images]
Remodel Spy Library Market Mine
Remodel.jpg Spy.jpg Library.jpg Market.jpg Mine.jpg
Hamlet.jpg Menagerie.jpg Workshop.jpg Militia.jpg Moneylender.jpg
Hamlet Menagerie Workshop Militia Moneylender

[edit] Game 2

The joyous festival has begun, but your mind is troubled. Your precious Tiny was attacked by a giant rat, and he has been severely wounded. One relief is your jester, the sycophantic one (his competition, the honest jester, is "visiting" the dungeon). Another distraction will be tomorrow's hunting party with your top officials and some visiting dignitaries.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Adela: 7 Coppers, 3 Estates
Serf Adela [images]
Festival Hunting Party Jester Market Adventurer
Festival.jpg Hunting Party.jpg Jester.jpg Market.jpg Adventurer.jpg
Cellar.jpg Chapel.jpg Chancellor.jpg Spy.jpg Throne Room.jpg
Cellar Chapel Chancellor Spy Throne Room

[edit] Game 3

After your long day of chasing foxes, you are invited to a nearby farming village. The peasants are celebrating the bountiful year and wish to present you with a gift. Your counselors tell you that such a move would be good for your image, so you agree to pay a visit. A horn of plenty is presented to you. Hey, these peasants aren't so bad. Maybe you'll stay and have dinner with them tonight.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Abigail: 7 Coppers, 3 Estates
Maiden Abigail [images]
Spy Council Room Horn of Plenty Laboratory Adventurer
Spy.jpg Council Room.jpg Horn of Plenty.jpg Laboratory.jpg Adventurer.jpg
Cellar.jpg Workshop.jpg Bureaucrat.jpg Farming Village.jpg Moneylender.jpg
Cellar Workshop Bureaucrat Farming Village Moneylender

[edit] Boss Game 4

You celebrate with too much wine, and as the party ends you pass out on the coach seat. At some point, you're jostled awake from an unfamiliar, too-bumpy road. You lean out the window and look up towards Jenkins, your chauffeur. That's not Jenkins! "I'm Prince Arundel, and you're my prisoner," the driver proclaims in a sinister tone.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Florence: 7 Coppers, 3 Estates
Lady Florence [images]
Moneylender Festival Horn of Plenty Hunting Party Jester
Moneylender.jpg Festival.jpg Horn of Plenty.jpg Hunting Party.jpg Jester.jpg
Hamlet.jpg Moat.jpg Menagerie.jpg Woodcutter.jpg Farming Village.jpg
Hamlet Moat Menagerie Woodcutter Farming Village

[edit] Game 5

You climb up to the driver's seat, and you throw Prince Arundel off, leaving him in the dust. You slow the excited horse, and in spite of the bright harvest moon, you realize you are utterly lost. How far are you from the farming village and from your throne?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Gordon: 7 Coppers, 3 Estates
Serf Gordon [images]
Farming Village Throne Room Harvest Market Witch
Farming Village.jpg Throne Room.jpg Harvest.jpg Market.jpg Witch.jpg
Chapel.jpg Moat.jpg Menagerie.jpg Workshop.jpg Bureaucrat.jpg
Chapel Moat Menagerie Workshop Bureaucrat

[edit] Game 6

You wander in the forest and finally come to a familiar fairground, several hours' ride from your castle. There are peasants camped out at the site, awaiting the next day's festivities. One of them offers you and your love lodging in his tent.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Marjoria: 7 Coppers, 3 Estates
Maiden Marjoria [images]
Horn of Plenty Jester Market Adventurer Fairgrounds
Horn of Plenty.jpg Jester.jpg Market.jpg Adventurer.jpg Fairgrounds.jpg
Cellar.jpg Workshop.jpg Feast.jpg Remodel.jpg Thief.jpg
Cellar Workshop Feast Remodel Thief

[edit] Game 7

The next morning, you drive the long journey home to the castle. Your chancellors had kept your disappearance a secret from the public; why worry the peasants? You arrive just in time to see the start of the royal tournament.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Edwin: 7 Coppers, 3 Estates
Squire Edwin [images]
Spy Tournament Council Room Hunting Party Mine
Spy.jpg Tournament.jpg Council Room.jpg Hunting Party.jpg Mine.jpg
Cellar.jpg Hamlet.jpg Chancellor.jpg Militia.jpg Smithy.jpg
Cellar Hamlet Chancellor Militia Smithy

[edit] Boss Game 8

It's time for the archery competition, and feeling bold, you decide to give it a go. As you ready your bow, you catch some movement out of the corner of your eye. Another competitor has decided that you are the target, and lets fly an arrow. Your good reflexes barely save you, and you chase after the villain.

Starting decks

  • You: 7 Coppers, 3 Estates
  • The Archer: 7 Coppers, 3 Estates
  • Gentleman Norman: 7 Coppers, 3 Estates
The Archer [images]
Harvest Horn of Plenty Hunting Party Jester Fairgrounds
Harvest.jpg Horn of Plenty.jpg Hunting Party.jpg Jester.jpg Fairgrounds.jpg
Hamlet.jpg Menagerie.jpg Workshop.jpg Farming Village.jpg Tournament.jpg
Hamlet Menagerie Workshop Farming Village Tournament

[edit] Game 9

The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Marie: 7 Coppers, 3 Estates
Maiden Marie [images]
Council Room Festival Jester Market Fairgrounds
Council Room.jpg Festival.jpg Jester.jpg Market.jpg Fairgrounds.jpg
Fortune Teller.jpg Village.jpg Bureaucrat.jpg Gardens.jpg Tournament.jpg
Fortune Teller Village Bureaucrat Gardens Tournament

[edit] Game 10

Back at the castle, you drink a full bottle of wine and hope for uninterrupted sleep. It works. When you awaken, you realize that you slept through a fire--your laboratory has burned! The staff works to remake the place, but some of the potions stored in that room were irreplaceable; they were bought at the black market.

Starting decks

  • You: 1 Chancellor, 6 Coppers, 3 Estates
  • Squire Clayton: 1 Chancellor, 6 Coppers, 3 Estates
Squire Clayton [images]
Throne Room Festival Harvest Horn of Plenty Laboratory
Throne Room.jpg Festival.jpg Harvest.jpg Horn of Plenty.jpg Laboratory.jpg
Hamlet.jpg Black Market.jpg Chancellor.jpg Remake.jpg Smithy.jpg
Hamlet Black Market Chancellor Remake Smithy

[edit] Game 11

Some of your guards said the fire was caused by a young witch from the woods. She had been spurned by her fiance, a horse trader from a few towns away, and has "unresolved issues." Evidently the man had found a more politically correct spouse, one who offered him inroads to higher places.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Sarra: 7 Coppers, 3 Estates
Lady Sarra [images]
Militia Young Witch Festival Library Mine
Militia.jpg Young Witch.jpg Festival.jpg Library.jpg Mine.jpg
Chancellor.jpg Menagerie.jpg Farming Village.jpg Gardens.jpg Horse Traders.jpg
Chancellor Menagerie Farming Village Gardens Horse Traders
Landscapes and Additional Cards
Bane pile:
Cellar
Cellar.jpg

[edit] Boss Game 12

The young witch's story is sad, but that doesn't explain her attack on your castle. There must be more to the story. Aha! You learn that the horse trader is a serious tournament competitor, so you seek him for more information. You hear a scream--is the witch back?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Preston: 7 Coppers, 3 Estates
  • Soldier: 7 Coppers, 3 Estates
Gentleman Preston [images]
Young Witch Harvest Horn of Plenty Jester Fairgrounds
Young Witch.jpg Harvest.jpg Horn of Plenty.jpg Jester.jpg Fairgrounds.jpg
Fortune Teller.jpg Menagerie.jpg Horse Traders.jpg Remake.jpg Tournament.jpg
Fortune Teller Menagerie Horse Traders Remake Tournament
Landscapes and Additional Cards
Bane pile:
Hamlet
Hamlet.jpg

[edit] Game 13

Your guards capture the witch and take her to the castle dungeon. She screams and curses. You hope she will be able to explain herself. Meanwhile the annual harvest festival and tournament proceed delightfully.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Brockton: 7 Coppers, 3 Estates
Squire Brockton [images]
Tournament Festival Harvest Horn of Plenty Hunting Party
Tournament.jpg Festival.jpg Harvest.jpg Horn of Plenty.jpg Hunting Party.jpg
Cellar.jpg Menagerie.jpg Militia.jpg Moneylender.jpg Smithy.jpg
Cellar Menagerie Militia Moneylender Smithy

[edit] Game 14

After you talk with her, you realize that she isn't completely delirious. Finally, she seems calmer, and apologizes for all the people she hurt that were not involved. As she regains her composure, she begins to tell her tale...

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Marigold: 7 Coppers, 3 Estates
Lady Marigold [images]
Throne Room Horn of Plenty Jester Laboratory Adventurer
Throne Room.jpg Horn of Plenty.jpg Jester.jpg Laboratory.jpg Adventurer.jpg
Hamlet.jpg Fortune Teller.jpg Bureaucrat.jpg Remake.jpg Spy.jpg
Hamlet Fortune Teller Bureaucrat Remake Spy

[edit] Game 15

The witch's name is Evette. Yes, she was engaged to the dashing horse trader. He broke their engagement and married her nemesis, a woman of considerable political influence. She gains your trust, and you allow her to visit the fairgrounds with the promise that she'll remodel your laboratory afterwards.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Garrick: 7 Coppers, 3 Estates
Gentleman Garrick [images]
Young Witch Jester Laboratory Market Fairgrounds
Young Witch.jpg Jester.jpg Laboratory.jpg Market.jpg Fairgrounds.jpg
Workshop.jpg Farming Village.jpg Feast.jpg Horse Traders.jpg Remodel.jpg
Workshop Farming Village Feast Horse Traders Remodel
Landscapes and Additional Cards
Bane pile:
Cellar
Cellar.jpg

[edit] Boss Game 16

The horse trader's wife has asked her minions to attack Evette at the tournament. This is unacceptable; she might ruin the games just because she's unable to control her jealousies. You have your guards step into the fray.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Pierson: 7 Coppers, 3 Estates
  • Maiden Diamanda: 7 Coppers, 3 Estates
Gentleman Pierson [images]
Remake Tournament Hunting Party Market Witch
Remake.jpg Tournament.jpg Hunting Party.jpg Market.jpg Witch.jpg
Fortune Teller.jpg Bureaucrat.jpg Farming Village.jpg Gardens.jpg Horse Traders.jpg
Fortune Teller Bureaucrat Farming Village Gardens Horse Traders

[edit] Game 17

Evette is injured by the evil minions, and you rush her to your personal physicians. What she needs to be cured is one of the potions you had acquired at the black market; unfortunately, it was destroyed by the recent fire.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Gloriana: 7 Coppers, 3 Estates
Lady Gloriana [images]
Harvest Horn of Plenty Jester Mine Fairgrounds
Harvest.jpg Horn of Plenty.jpg Jester.jpg Mine.jpg Fairgrounds.jpg
Black Market.jpg Menagerie.jpg Gardens.jpg Spy.jpg Tournament.jpg
Black Market Menagerie Gardens Spy Tournament

[edit] Game 18

Evette's injuries are extensive; you absolutely cannot let this unnecessary violence go unpunished. The people who attacked have been rounded up by your militia, including the horse trader and his wife. They stole the tournament's golden trophy and were trying to flee in a hurry.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Bradshaw: 7 Coppers, 3 Estates
Gentleman Bradshaw [images]
Thief Tournament Harvest Hunting Party Laboratory
Thief.jpg Tournament.jpg Harvest.jpg Hunting Party.jpg Laboratory.jpg
Hamlet.jpg Menagerie.jpg Horse Traders.jpg Militia.jpg Smithy.jpg
Hamlet Menagerie Horse Traders Militia Smithy

[edit] Game 19

While you're out and about at the fairgrounds, you notice Prince Arundel. You shout to your guards to capture him, but he and his party run into the crowd. He must be apprehended, as a threat against the crown is a very serious offense.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Tilla: 7 Coppers, 3 Estates
Lady Tilla [images]
Throne Room Festival Horn of Plenty Hunting Party Fairgrounds
Throne Room.jpg Festival.jpg Horn of Plenty.jpg Hunting Party.jpg Fairgrounds.jpg
Hamlet.jpg Workshop.jpg Bureaucrat.jpg Horse Traders.jpg Remake.jpg
Hamlet Workshop Bureaucrat Horse Traders Remake

[edit] Final Boss Game

You and your guards manage to corner Prince Arundel by the stables. Suddenly, the grass around you is on fire, and it is quickly spreading. Apparently, Evette isn't the only one with the power to start fires. The fires are doused, and Prince Arundel is finally captured. You wonder what he will look like in motley.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Prince Arundel: 6 Coppers, 3 Estates, 1 Moat
  • Lady Florence: 6 Coppers, 3 Estates, 1 Young Witch
Prince Arundel [images]
Tournament Young Witch Council Room Jester Witch
Tournament.jpg Young Witch.jpg Council Room.jpg Jester.jpg Witch.jpg
Moat.jpg Fortune Teller.jpg Farming Village.jpg Remake.jpg Throne Room.jpg
Moat Fortune Teller Farming Village Remake Throne Room
Landscapes and Additional Cards
Bane pile:
Chapel
Chapel.jpg

[edit] Trivia

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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