Dominion Campaigns: Intrigue Act 2

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You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, and a nice manor house with beautiful gardens. You're busy, so you send a pawn to take care of the paperwork and hand over the payment.
 
You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, and a nice manor house with beautiful gardens. You're busy, so you send a pawn to take care of the paperwork and hand over the payment.
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Serf Dionisia: 7 Coppers, 3 Estates
 
* Serf Dionisia: 7 Coppers, 3 Estates
Line 20: Line 20:
 
An adventurer comes to your castle and produces ownership papers for the estate that you just acquired. He claims that he bought the property a few years ago when he met the previous owner in the trading post. Apparently, you've been duped by a swindler.  
 
An adventurer comes to your castle and produces ownership papers for the estate that you just acquired. He claims that he bought the property a few years ago when he met the previous owner in the trading post. Apparently, you've been duped by a swindler.  
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 6 Coppers, 3 Estates, 1 Silver
 
* You: 6 Coppers, 3 Estates, 1 Silver
 
* Serf Hague: 6 Coppers, 3 Estates, 1 Swindler
 
* Serf Hague: 6 Coppers, 3 Estates, 1 Swindler
Line 29: Line 29:
 
You don't need this petty distraction! You hear that the workers in your mining village are close to striking. You send Baron Brightman to look into both matters: the new estate and the mine.
 
You don't need this petty distraction! You hear that the workers in your mining village are close to striking. You send Baron Brightman to look into both matters: the new estate and the mine.
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Maiden Esther: 6 Coppers, 3 Estates, 1 Spy
 
* Maiden Esther: 6 Coppers, 3 Estates, 1 Spy
Line 38: Line 38:
 
Baron Brigham finds out that the adventurer who claimed to be the estate's "legitimate owner" is actually a pawn of Queen Vada. Your cousin really wants the estate for herself. It's a nice place, but is it worth all this subterfuge?
 
Baron Brigham finds out that the adventurer who claimed to be the estate's "legitimate owner" is actually a pawn of Queen Vada. Your cousin really wants the estate for herself. It's a nice place, but is it worth all this subterfuge?
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Lady Arabella: 7 Coppers, 3 Estates
 
* Lady Arabella: 7 Coppers, 3 Estates
Line 47: Line 47:
 
Queen Vada and her conspirators aren't going to win this one. You don't look forward to another war, and you still have to solve the miners strike; but blast it all, your have your limits!
 
Queen Vada and her conspirators aren't going to win this one. You don't look forward to another war, and you still have to solve the miners strike; but blast it all, your have your limits!
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Serf Matilda: 7 Coppers, 3 Estates
 
* Serf Matilda: 7 Coppers, 3 Estates
Line 56: Line 56:
 
Queen Vada backs down, but you're sure she has something else up her embroidered sleeve. You decide to build a secret chamber near the throne room so that you can stash your valuables. You can't be too careful when thieves are on the prowl.
 
Queen Vada backs down, but you're sure she has something else up her embroidered sleeve. You decide to build a secret chamber near the throne room so that you can stash your valuables. You can't be too careful when thieves are on the prowl.
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 7 Coppers, 2 Estates, 1 Secret Chamber
 
* You: 7 Coppers, 2 Estates, 1 Secret Chamber
 
* Maiden Chera: 7 Coppers, 3 Estates
 
* Maiden Chera: 7 Coppers, 3 Estates
Line 65: Line 65:
 
You ask your staff to communicate in codes, just in case saboteurs are afoot. Jeeves, the butler, says something about eggs on your plate. Is this code for saying "the bridges are under attack"? You realize that he's just telling you that breakfast is ready.
 
You ask your staff to communicate in codes, just in case saboteurs are afoot. Jeeves, the butler, says something about eggs on your plate. Is this code for saying "the bridges are under attack"? You realize that he's just telling you that breakfast is ready.
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Squire Sedgewick: 7 Coppers, 3 Estates
 
* Squire Sedgewick: 7 Coppers, 3 Estates
Line 74: Line 74:
 
Baron Brigham reports that he suspects one of your new servants is a mole planted by Queen Vada to find your secret chamber. Two can play this game, so you send some of your own people to work in Queen Vada's castle.
 
Baron Brigham reports that he suspects one of your new servants is a mole planted by Queen Vada to find your secret chamber. Two can play this game, so you send some of your own people to work in Queen Vada's castle.
  
'''Starting hands'''
+
'''Starting decks'''
 
* You: 2 Conspirators, 5 Coppers, 3 Estates
 
* You: 2 Conspirators, 5 Coppers, 3 Estates
 
* Servant: 5 Coppers, 3 Estates, 1 Saboteur, 1 Swindler
 
* Servant: 5 Coppers, 3 Estates, 1 Saboteur, 1 Swindler
Line 81: Line 81:
 
{{Kingdom|Bureaucrat|Conspirator|Mining Village|Saboteur|Trading Post|Pawn|Secret Chamber|Swindler|Baron|Bridge|imgwidth = 150|title = Servant}}
 
{{Kingdom|Bureaucrat|Conspirator|Mining Village|Saboteur|Trading Post|Pawn|Secret Chamber|Swindler|Baron|Bridge|imgwidth = 150|title = Servant}}
  
=== Game 9 vs. Maiden Sarah ===
+
=== Game 9 ===
Castle gossip once again proves valuable; your steward learns that Queen Vada has a map pinpointing some valuable secret at the estate you recently bought.
+
Castle gossip once again proves valuable; your steward learns that Queen Vada has a map in her library pinpointing some valuable secret at the estate you recently bought.
  
Kingdom cards: Adventurer, Bridge, Conspirator, Festival, Library, Steward, Village, Witch, Workshop, Pawn
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Sarah: 7 Coppers, 3 Estates
  
=== Game 10 vs. Squire Rylan ===
+
{{Kingdom|Conspirator|Festival|Library|Witch|Adventurer|Pawn|Steward|Village|Workshop|Bridge|imgwidth=150|title=Maiden Sarah}}
At the new estate, you have your staff plant a new garden. While digging, they uncover a door with stairs leading to an underground courtyard. You and your castle entourage travel to the estate and set up camp in the garden.
+
  
Kingdom cards: Adventurer, Baron, Bureaucrat, Gardens, Market, Swindler, Trading Post, Village, Woodcutter, Courtyard
+
=== Game 10 ===
 +
At the new estate you have your staff plant a new garden. While digging, they uncover a door with stairs leading to an underground courtyard. You and your castle entourage travel to the estate and set up camp in a nearby village.
  
=== Game 11 vs. Lady Floria ===
+
'''Starting decks'''
Fire! Your tents are burning! Was this just a worksite accident, or was it sabotage from a #minion of Queen Vada? Baron Brigham helps put out the flames.
+
* You: 7 Coppers, 3 Estates
 +
* Squire Rylan: 7 Coppers, 3 Estates
  
Kingdom cards: Chancellor, Feast, Festival, Mining Village, Minion, Remodel, Saboteur, Secret Chamber, Workshop, Chapel
+
{{Kingdom|Bureaucrat|Gardens|Market|Trading Post|Adventurer|Courtyard|Swindler|Village|Woodcutter|Baron|imgwidth=150|title=Squire Rylan}}
  
=== Boss Game 12 vs. Lady Amelia and Soldier ===
+
=== Game 11 ===
Thankfully, nothing of much value was stored in the tents. You check the secret door--it's been opened! You take some guards and venture down the stairs. You see a hooded figure with a box.
+
Fire! The village is burning! Was this just a worksite accident, or was it sabotage from a minion of Queen Vada? Baron Brigham, one of your chancellors, helps put out the flames.
  
Kingdom cards: Baron, Bridge, Conspirator, Mining Village, Minion, Pawn, Steward, Swindler, Trading Post, Courtyard
+
'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Silver
 +
* Lady Floria: 6 Coppers, 3 Estates, 1 Minion
  
=== Game 13 vs. Squire Clifton ===
+
{{Kingdom|Mining Village|Remodel|Festival|Minion|Saboteur|Chapel|Secret Chamber|Chancellor|Workshop|Feast|imgwidth=150|title=Lady Floria}}
It's your butler, Jeeves! Why would he betray you? The box holds a gilded book written in an unknown script. Later, when your butler brings your evening meal, he has a sly smirk on his face...
+
  
Kingdom cards: Baron, Festival, Library, Minion, Pawn, Spy, Steward, Swindler, Witch, Cellar
+
=== Boss Game 12 ===
 +
Thankfully, the village was not badly damaged. You check the secret door that leads to the courtyard--it's been opened! You ask Baron Brigham to venture down the stairs. He sees a hooded figure with a box.
  
=== Game 14 vs. Jeeves ===
+
'''Starting decks'''
Jeeves isn't talking. He won't tell you anything about the book, so you send for a linguistics expert to translate it.
+
* You: 7 Coppers, 3 Estates
 +
* Soldier: 7 Coppers, 3 Estates
 +
* Lady Amelia: 7 Coppers, 3 Estates
  
Kingdom cards: Bridge, Laboratory, Mining Village, Remodel, Saboteur, Spy, Swindler, Thief, Throne Room, Secret Chamber
+
{{Kingdom|Bridge|Conspirator|Mining Village|Minion|Trading Post|Courtyard|Pawn|Steward|Swindler|Baron|imgwidth=150|title=Servant}}
  
=== Game 15 vs. Gentleman Justin ===
+
=== Game 13 ===
If you can figure out what the courtyard was used for, it might help you to understand the book. They must be linked somehow.
+
Baron Brigham says it's your butler, Jeeves! Why would he betray you? The Baron spied him leaving the place with a gilded book written in an unknown script in his hands. Later, when your butler brings your evening meal, he has a sly smirk on his face!
  
Kingdom cards: Bureaucrat, Chancellor, Conspirator, Council Room, Militia, Mine, Mining Village, Minion, Steward, Courtyard
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Squire Clifton: 7 Coppers, 3 Estates
  
=== Boss Game 16 vs. Jeeves, Torturer, and Gentleman Davidson ===
+
{{Kingdom|Spy|Festival|Library|Minion|Witch|Cellar|Pawn|Steward|Swindler|Baron|imgwidth=150|title=Squire Clifton}}
The translator is found unconscious with a nasty head wound. Both the book and Baron Brigham are missing. You see a hooded figure in the flickering campfire.
+
  
Kingdom cards: Feast, Library, Mining Village, Minion, Saboteur, Secret Chamber, Steward, Swindler, Workshop, Pawn
+
=== Game 14 ===
 +
Jeeves was captured on the bridge while attempting to escape the village. He isn't talking. He won't tell you anything about the book, so you send for a linguistics expert to translate it.
  
=== Game 17 vs. Lady Lia ===
+
'''Starting decks'''
Your guards give chase, but the figure disappears into the underground chamber. You take your minions, a torch, and a few guards, and follow.
+
* You: 2 Bridges, 5 Coppers, 3 Estates
 +
* Jeeves: 6 Coppers, 3 Estates, 1 Saboteur
  
Kingdom cards: Bridge, Conspirator, Gardens, Market, Saboteur, Swindler, Trading Post, Village, Workshop, Pawn
+
{{Kingdom|Spy|Thief|Throne Room|Laboratory|Saboteur|Secret Chamber|Swindler|Bridge|Mining Village|Remodel|imgwidth=150|title=Jeeves}}
  
=== Game 18 vs. Gentleman Ivan ===
+
=== Game 15 ===
You hear a voice coming from the back of the chamber, and gradually you see that it's Queen Vada. She's reading from the foreign book. As you approach, she holds up her hand, motioning you to wait. The back wall of the chamber begins to crumble.
+
If you can figure out what the courtyard was used for, it might help you to understand the book. They must be linked somehow. Your cousin, Queen Vada, wouldn't be conspiring against you without something big to gain.
  
Kingdom cards: Baron, Bridge, Chancellor, Library, Militia, Remodel, Steward, Swindler, Trading Post, Courtyard
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Justin: 7 Coppers, 3 Estates
  
=== Game 19 vs. Gentleman Akelin ===
+
{{Kingdom|Militia|Mining Village|Council Room|Mine|Minion|Courtyard|Chancellor|Steward|Bureaucrat|Conspirator|imgwidth=150|title=Gentleman Justin}}
The crumbled stones reveal a cache of jewels, maps, and coins. Queen Vada grabs some jewels and runs from the cavern. You grab a map, and then your guards pull you away as stones continue to fall.
+
 
 +
=== Boss Game 16 ===
 +
The translator is found unconscious with a nasty head wound. Both the book and Baron Brigham are missing. One of your pawns sees him leaving the village in a hurry. All your staff seem to have secrets or be part of the sabotage!
 +
 
 +
'''Starting decks'''
 +
* You: 4 Coppers, 3 Estates, 3 Pawns
 +
* Torturer: 7 Coppers, 2 Estates, 1 Secret Chamber
 +
* Jeeves: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Feast|Mining Village|Library|Minion|Saboteur|Pawn|Secret Chamber|Steward|Swindler|Workshop|imgwidth=150|title=Torturer}}
 +
 
 +
=== Game 17 ===
 +
Your guards give chase to Baron Brigham, but at the bridge they lose his trail. You take your pawns, a torch, and a few guards, and head up to the next trading post.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Lia: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Conspirator|Gardens|Market|Saboteur|Trading Post|Pawn|Swindler|Village|Workshop|Bridge|imgwidth=150|title=Lady Lia}}
 +
 
 +
=== Game 18 ===
 +
When you arrive at the trading post, you meet with Queen Vada and Baron Brigham. She's reading from the foreign book. As you approach, she holds up her hand, motioning your miltia to wait. The bridge that separates you from them begins to crumble.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Ivan: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Bridge|Militia|Remodel|Stash|Trading Post|Courtyard|Chancellor|Steward|Swindler|Baron|imgwidth=150|title=Gentleman Ivan}}
 +
 
 +
=== Game 19 ===
 +
You, and many of your pawns and minions become trapped under the rubble. Queen Vada grabs the book and runs back to the secret chamber. With some help you liberate yourself and go after her.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Akelin: 7 Coppers, 3 Estates
  
Kingdom cards: Conspirator, Mining Village, Minion, Moneylender, Pawn, Secret Chamber, Spy, Steward, Witch, Cellar
+
{{Kingdom|Mining Village|Moneylender|Spy|Minion|Witch|Cellar|Pawn|Secret Chamber|Steward|Conspirator|imgwidth=150|title=Gentleman Akelin}}
  
=== Boss Game 20 vs. Queen Vada, Jeeves, and Lady Lia ===
+
=== Final Boss Game ===
You lose sight of Queen Vada, and you run for the stairs. A fireball from the treasure room chases you as you run for the door. Will you make it in time?
+
Queen Vada and Baron Brigham are waiting for you. The beautiful mining village that you visited not so long ago, has become a battlefield. A fireball coming from your enemies' direction chases you as you run for your life. Will you be able to win this time?
  
Kingdom cards: Baron, Mining Village, Moneylender, Remodel, Saboteur, Steward, Swindler, Thief, Trading Post, Chapel
+
'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Steward
 +
* Queen Vada: 5 Coppers, 3 Estates, 1 Swindler, 1 Thief
 +
* Lady Lia: 7 Coppers, 3 Estates
  
=== Epilogue ===
+
{{Kingdom|Moneylender|Remodel|Thief|Saboteur|Trading Post|Chapel|Steward|Swindler|Baron|Mining Village|imgwidth=150|title=Queen Vada}}
You and your group make it up the stairs and back to your camp. The fireball dissipates just as it reaches the ground. [player name] wonders what secrets the map holds.
+
  
 
== Trivia ==
 
== Trivia ==
  
{{Navbox Goko Adventures}}
+
{{Navbox MF Campaigns}}
  
[[Category: Goko Adventures]]
+
[[Category: Dominion Campaigns]]

Latest revision as of 11:30, 18 May 2016

Completed map for Intrigue - Act 2.

Dominion Campaigns: Intrigue Act 2, (originally subtitled Underlings), is the second act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue.

Contents

[edit] Campaign Overview

The purchase of a new estate reveals plots and trickery from neighboring kingdoms to uncover underground secrets.

[edit] List of Games

[edit] Game 1

You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, and a nice manor house with beautiful gardens. You're busy, so you send a pawn to take care of the paperwork and hand over the payment.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Dionisia: 7 Coppers, 3 Estates
Serf Dionisia [images]
Smithy Throne Room Council Room Festival Laboratory
Smithy.jpg Throne Room.jpg Council Room.jpg Festival.jpg Laboratory.jpg
Cellar.jpg Pawn.jpg Chancellor.jpg Bridge.jpg Gardens.jpg
Cellar Pawn Chancellor Bridge Gardens

[edit] Game 2

An adventurer comes to your castle and produces ownership papers for the estate that you just acquired. He claims that he bought the property a few years ago when he met the previous owner in the trading post. Apparently, you've been duped by a swindler.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Silver
  • Serf Hague: 6 Coppers, 3 Estates, 1 Swindler
Serf Hague [images]
Thief Festival Mine Trading Post Adventurer
Thief.jpg Festival.jpg Mine.jpg Trading Post.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Swindler.jpg Village.jpg Remodel.jpg
Cellar Chancellor Swindler Village Remodel

[edit] Game 3

You don't need this petty distraction! You hear that the workers in your mining village are close to striking. You send Baron Brightman to look into both matters: the new estate and the mine.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Esther: 6 Coppers, 3 Estates, 1 Spy
Maiden Esther [images]
Smithy Spy Council Room Laboratory Witch
Smithy.jpg Spy.jpg Council Room.jpg Laboratory.jpg Witch.jpg
Moat.jpg Workshop.jpg Baron.jpg Mining Village.jpg Remodel.jpg
Moat Workshop Baron Mining Village Remodel

[edit] Boss Game 4

Baron Brigham finds out that the adventurer who claimed to be the estate's "legitimate owner" is actually a pawn of Queen Vada. Your cousin really wants the estate for herself. It's a nice place, but is it worth all this subterfuge?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Arabella: 7 Coppers, 3 Estates
Lady Arabella [images]
Throne Room Library Trading Post Witch Adventurer
Throne Room.jpg Library.jpg Trading Post.jpg Witch.jpg Adventurer.jpg
Pawn.jpg Swindler.jpg Baron.jpg Bridge.jpg Mining Village.jpg
Pawn Swindler Baron Bridge Mining Village

[edit] Game 5

Queen Vada and her conspirators aren't going to win this one. You don't look forward to another war, and you still have to solve the miners strike; but blast it all, your have your limits!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Matilda: 7 Coppers, 3 Estates
Serf Matilda [images]
Spy Thief Laboratory Market Mine
Spy.jpg Thief.jpg Laboratory.jpg Market.jpg Mine.jpg
Cellar.jpg Pawn.jpg Conspirator.jpg Mining Village.jpg Moneylender.jpg
Cellar Pawn Conspirator Mining Village Moneylender

[edit] Game 6

Queen Vada backs down, but you're sure she has something else up her embroidered sleeve. You decide to build a secret chamber near the throne room so that you can stash your valuables. You can't be too careful when thieves are on the prowl.

Starting decks

  • You: 7 Coppers, 2 Estates, 1 Secret Chamber
  • Maiden Chera: 7 Coppers, 3 Estates
Maiden Chera [images]
Thief Throne Room Council Room Festival Library
Thief.jpg Throne Room.jpg Council Room.jpg Festival.jpg Library.jpg
Secret Chamber.jpg Swindler.jpg Village.jpg Woodcutter.jpg Baron.jpg
Secret Chamber Swindler Village Woodcutter Baron

[edit] Game 7

You ask your staff to communicate in codes, just in case saboteurs are afoot. Jeeves, the butler, says something about eggs on your plate. Is this code for saying "the bridges are under attack"? You realize that he's just telling you that breakfast is ready.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Sedgewick: 7 Coppers, 3 Estates
Squire Sedgwick [images]
Throne Room Laboratory Saboteur Trading Post Adventurer
Throne Room.jpg Laboratory.jpg Saboteur.jpg Trading Post.jpg Adventurer.jpg
Cellar.jpg Moat.jpg Village.jpg Bridge.jpg Smithy.jpg
Cellar Moat Village Bridge Smithy

[edit] Boss Game 8

Baron Brigham reports that he suspects one of your new servants is a mole planted by Queen Vada to find your secret chamber. Two can play this game, so you send some of your own people to work in Queen Vada's castle.

Starting decks

  • You: 2 Conspirators, 5 Coppers, 3 Estates
  • Servant: 5 Coppers, 3 Estates, 1 Saboteur, 1 Swindler
  • Lady Floria: 7 Coppers, 3 Estates
Servant [images]
Bureaucrat Conspirator Mining Village Saboteur Trading Post
Bureaucrat.jpg Conspirator.jpg Mining Village.jpg Saboteur.jpg Trading Post.jpg
Pawn.jpg Secret Chamber.jpg Swindler.jpg Baron.jpg Bridge.jpg
Pawn Secret Chamber Swindler Baron Bridge

[edit] Game 9

Castle gossip once again proves valuable; your steward learns that Queen Vada has a map in her library pinpointing some valuable secret at the estate you recently bought.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Sarah: 7 Coppers, 3 Estates
Maiden Sarah [images]
Conspirator Festival Library Witch Adventurer
Conspirator.jpg Festival.jpg Library.jpg Witch.jpg Adventurer.jpg
Pawn.jpg Steward.jpg Village.jpg Workshop.jpg Bridge.jpg
Pawn Steward Village Workshop Bridge

[edit] Game 10

At the new estate you have your staff plant a new garden. While digging, they uncover a door with stairs leading to an underground courtyard. You and your castle entourage travel to the estate and set up camp in a nearby village.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Rylan: 7 Coppers, 3 Estates
Squire Rylan [images]
Bureaucrat Gardens Market Trading Post Adventurer
Bureaucrat.jpg Gardens.jpg Market.jpg Trading Post.jpg Adventurer.jpg
Courtyard.jpg Swindler.jpg Village.jpg Woodcutter.jpg Baron.jpg
Courtyard Swindler Village Woodcutter Baron

[edit] Game 11

Fire! The village is burning! Was this just a worksite accident, or was it sabotage from a minion of Queen Vada? Baron Brigham, one of your chancellors, helps put out the flames.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Silver
  • Lady Floria: 6 Coppers, 3 Estates, 1 Minion
Lady Floria [images]
Mining Village Remodel Festival Minion Saboteur
Mining Village.jpg Remodel.jpg Festival.jpg Minion.jpg Saboteur.jpg
Chapel.jpg Secret Chamber.jpg Chancellor.jpg Workshop.jpg Feast.jpg
Chapel Secret Chamber Chancellor Workshop Feast

[edit] Boss Game 12

Thankfully, the village was not badly damaged. You check the secret door that leads to the courtyard--it's been opened! You ask Baron Brigham to venture down the stairs. He sees a hooded figure with a box.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Soldier: 7 Coppers, 3 Estates
  • Lady Amelia: 7 Coppers, 3 Estates
Servant [images]
Bridge Conspirator Mining Village Minion Trading Post
Bridge.jpg Conspirator.jpg Mining Village.jpg Minion.jpg Trading Post.jpg
Courtyard.jpg Pawn.jpg Steward.jpg Swindler.jpg Baron.jpg
Courtyard Pawn Steward Swindler Baron

[edit] Game 13

Baron Brigham says it's your butler, Jeeves! Why would he betray you? The Baron spied him leaving the place with a gilded book written in an unknown script in his hands. Later, when your butler brings your evening meal, he has a sly smirk on his face!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Clifton: 7 Coppers, 3 Estates
Squire Clifton [images]
Spy Festival Library Minion Witch
Spy.jpg Festival.jpg Library.jpg Minion.jpg Witch.jpg
Cellar.jpg Pawn.jpg Steward.jpg Swindler.jpg Baron.jpg
Cellar Pawn Steward Swindler Baron

[edit] Game 14

Jeeves was captured on the bridge while attempting to escape the village. He isn't talking. He won't tell you anything about the book, so you send for a linguistics expert to translate it.

Starting decks

  • You: 2 Bridges, 5 Coppers, 3 Estates
  • Jeeves: 6 Coppers, 3 Estates, 1 Saboteur
Jeeves [images]
Spy Thief Throne Room Laboratory Saboteur
Spy.jpg Thief.jpg Throne Room.jpg Laboratory.jpg Saboteur.jpg
Secret Chamber.jpg Swindler.jpg Bridge.jpg Mining Village.jpg Remodel.jpg
Secret Chamber Swindler Bridge Mining Village Remodel

[edit] Game 15

If you can figure out what the courtyard was used for, it might help you to understand the book. They must be linked somehow. Your cousin, Queen Vada, wouldn't be conspiring against you without something big to gain.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Justin: 7 Coppers, 3 Estates
Gentleman Justin [images]
Militia Mining Village Council Room Mine Minion
Militia.jpg Mining Village.jpg Council Room.jpg Mine.jpg Minion.jpg
Courtyard.jpg Chancellor.jpg Steward.jpg Bureaucrat.jpg Conspirator.jpg
Courtyard Chancellor Steward Bureaucrat Conspirator

[edit] Boss Game 16

The translator is found unconscious with a nasty head wound. Both the book and Baron Brigham are missing. One of your pawns sees him leaving the village in a hurry. All your staff seem to have secrets or be part of the sabotage!

Starting decks

  • You: 4 Coppers, 3 Estates, 3 Pawns
  • Torturer: 7 Coppers, 2 Estates, 1 Secret Chamber
  • Jeeves: 7 Coppers, 3 Estates
Torturer [images]
Feast Mining Village Library Minion Saboteur
Feast.jpg Mining Village.jpg Library.jpg Minion.jpg Saboteur.jpg
Pawn.jpg Secret Chamber.jpg Steward.jpg Swindler.jpg Workshop.jpg
Pawn Secret Chamber Steward Swindler Workshop

[edit] Game 17

Your guards give chase to Baron Brigham, but at the bridge they lose his trail. You take your pawns, a torch, and a few guards, and head up to the next trading post.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Lia: 7 Coppers, 3 Estates
Lady Lia [images]
Conspirator Gardens Market Saboteur Trading Post
Conspirator.jpg Gardens.jpg Market.jpg Saboteur.jpg Trading Post.jpg
Pawn.jpg Swindler.jpg Village.jpg Workshop.jpg Bridge.jpg
Pawn Swindler Village Workshop Bridge

[edit] Game 18

When you arrive at the trading post, you meet with Queen Vada and Baron Brigham. She's reading from the foreign book. As you approach, she holds up her hand, motioning your miltia to wait. The bridge that separates you from them begins to crumble.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Ivan: 7 Coppers, 3 Estates
Gentleman Ivan [images]
Bridge Militia Remodel Stash Trading Post
Bridge.jpg Militia.jpg Remodel.jpg Stash.jpg Trading Post.jpg
Courtyard.jpg Chancellor.jpg Steward.jpg Swindler.jpg Baron.jpg
Courtyard Chancellor Steward Swindler Baron

[edit] Game 19

You, and many of your pawns and minions become trapped under the rubble. Queen Vada grabs the book and runs back to the secret chamber. With some help you liberate yourself and go after her.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Akelin: 7 Coppers, 3 Estates
Gentleman Akelin [images]
Mining Village Moneylender Spy Minion Witch
Mining Village.jpg Moneylender.jpg Spy.jpg Minion.jpg Witch.jpg
Cellar.jpg Pawn.jpg Secret Chamber.jpg Steward.jpg Conspirator.jpg
Cellar Pawn Secret Chamber Steward Conspirator

[edit] Final Boss Game

Queen Vada and Baron Brigham are waiting for you. The beautiful mining village that you visited not so long ago, has become a battlefield. A fireball coming from your enemies' direction chases you as you run for your life. Will you be able to win this time?

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Steward
  • Queen Vada: 5 Coppers, 3 Estates, 1 Swindler, 1 Thief
  • Lady Lia: 7 Coppers, 3 Estates
Queen Vada [images]
Moneylender Remodel Thief Saboteur Trading Post
Moneylender.jpg Remodel.jpg Thief.jpg Saboteur.jpg Trading Post.jpg
Chapel.jpg Steward.jpg Swindler.jpg Baron.jpg Mining Village.jpg
Chapel Steward Swindler Baron Mining Village

[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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