Dominion Campaigns: Intrigue Act 3

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
(List of Games)
(List of Games)
Line 100: Line 100:
 
{{Kingdom|Bridge|Trading Post|Tribute|Harem|Nobles|Pawn|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Denis}}
 
{{Kingdom|Bridge|Trading Post|Tribute|Harem|Nobles|Pawn|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Denis}}
  
=== Game 11 vs. Lady Pya ===
+
=== Game 11 ===
Your troops were attacked again. You absolutely must uncover and stop the palace mole. You throw all non-royals into the dungeon and begin interrogations.
+
You find Belinda sitting on the wishing well. She's spent a fortune asking for her beloved to return. It's settled then! Your sweet cousin and the baron get married right away, and you throw a huge party for them.
  
Kingdom cards: Feast, Ironworks, Library, Mine, Minion, Swindler, Upgrade, Village, Wishing Well, Masquerade
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Boss Game 12 vs. Belinda and Gentleman Egric ===
+
{{Kingdom|Ironworks|Library|Mine|Minion|Upgrade|Masquerade|Swindler|Village|Wishing Well|Feast|imgwidth=150|title=Lady Pya}}
As Belinda is climbing into her carriage to leave, she drops her bag, and a parchment tumbles out. It's your personal stationery; it's a letter of yours that was supposed to have gone to your militia. Ah-HA! The mole is Belinda!
+
  
Kingdom cards: Bridge, Duke, Masquerade, Minion, Pawn, Scout, Shanty Town, Steward, Upgrade, Cellar
+
=== Boss Game 12 ===
 +
The minions and pawns finally manage to put Belinda's wardrobe into a trunk. As she is climbing into her husband's carriage to leave, you feel a shiver going down your spine. This can't be a good sign! Just in case, you order your scouts to escort the newlyweds to the nearby bridge.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Belinda: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
 
 +
{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=150|title=Belinda}}
  
 
=== Game 13 vs. Squire Stephen ===
 
=== Game 13 vs. Squire Stephen ===

Revision as of 00:53, 23 June 2016

Completed map for Intrigue - Act 3.

Dominion Campaigns: Intrigue Act 3, (originally subtitled Kin and Kingdoms), is the third and final act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue. In this rules variant, your hand consists of 6 cards, not 5. This applies only to the player, not to any of the AI opponents.

Contents

Campaign Overview

Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.

List of Games

In all games, there is a rules variant: the player's hand consists of 6 cards, not 5. This does not apply to the AI opponents.

Game 1

Many in your kingdom claim a title of nobility. It's time to expand and create new duchies! You send some adventurers to explore several nearby shanty towns that can be conquered for that purpose.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Hunwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Hunwald [images]
Gardens Duke Adventurer Harem Nobles
Gardens.jpg Duke.jpg Adventurer.jpg Harem.jpg Nobles.jpg
Cellar.jpg Courtyard.jpg Great Hall.jpg Shanty Town.jpg Bridge.jpg
Cellar Courtyard Great Hall Shanty Town Bridge

Game 2

Your scouts stay busy, looking for lands to purchase or conquer. They report that some of the villages on the outskirts of Vaccara are more like deserts than towns. It will be hard to populate those places!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Zebulon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Zebulon [images]
Mining Village Scout Smithy Council Room Laboratory
Mining Village.jpg Scout.jpg Smithy.jpg Council Room.jpg Laboratory.jpg
Courtyard.jpg Secret Chamber.jpg Shanty Town.jpg Wishing Well.jpg Coppersmith.jpg
Courtyard Secret Chamber Shanty Town Wishing Well Coppersmith

Game 3

Cousin Belinda, who saved you from her conspiratorial twin sister Henrietta, is visiting. You send a group of adventurers to meet her at a nearby trading post. They are ordered to escort her to the castle bridge. It's the least you can do for her!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Jessica: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Jessica [images]
Conspirator Festival Trading Post Adventurer Harem
Conspirator.jpg Festival.jpg Trading Post.jpg Adventurer.jpg Harem.jpg
Chapel.jpg Swindler.jpg Wishing Well.jpg Woodcutter.jpg Bridge.jpg
Chapel Swindler Wishing Well Woodcutter Bridge

Boss Game 4

Baron Writingham arrived with his army. He's not happy that you annexed some land that he wanted for himself. To calm him down, you offer to hold a masquerade in his honor. And to your surprise cousin Belinda, of all noblewomen at the party, captures his attention!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Masquerade
  • Grandfather: 6 Coppers, 2 Nobles, 1 Province, 1 Silver
Grandfather [images]
Conspirator Scout Spy Duke Nobles
Conspirator.jpg Scout.jpg Spy.jpg Duke.jpg Nobles.jpg
Pawn.jpg Masquerade.jpg Steward.jpg Baron.jpg Bureaucrat.jpg
Pawn Masquerade Steward Baron Bureaucrat

Game 5

Your push-back worked, and Baron Writingham has quietly gone home, for now. He has promised to return to ask for Belinda's hand. Your worries grow when your spies inform you that he has a reputation for torturing his minions.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Ysmay [images]
Thief Minion Saboteur Torturer Witch
Thief.jpg Minion.jpg Saboteur.jpg Torturer.jpg Witch.jpg
Moat.jpg Swindler.jpg Bureaucrat.jpg Militia.jpg Spy.jpg
Moat Swindler Bureaucrat Militia Spy

Game 6

Your cousin Belinda has not stopped talking about her new love interest since the party. You try to distract her by putting her in charge of the renovation of the great hall and the throne room. Hopefully, that will make her forget the baron!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Lindara: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Lindara [images]
Moneylender Remodel Throne Room Saboteur Upgrade
Moneylender.jpg Remodel.jpg Throne Room.jpg Saboteur.jpg Upgrade.jpg
Cellar.jpg Courtyard.jpg Great Hall.jpg Shanty Town.jpg Ironworks.jpg
Cellar Courtyard Great Hall Shanty Town Ironworks

Game 7

Some regional lords in your newly acquired lands aren't being very nice, and they refuse to pay you a tribute. This is really bad news! The spies have assured you that many of those villages have rich iron mines to exploit.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Clifton [images]
Mining Village Spy Festival Market Tribute
Mining Village.jpg Spy.jpg Festival.jpg Market.jpg Tribute.jpg
Cellar.jpg Pawn.jpg Great Hall.jpg Shanty Town.jpg Village.jpg
Cellar Pawn Great Hall Shanty Town Village

Boss Game 8

Since cousin Belinda continues with the renovations, you decide to hold your council meetings in a secret chamber. Only your personal staff know its location inside the castle. That should keep the saboteurs away!

Starting decks

  • You: 5 Coppers, 3 Estates, 2 Ironworks
  • Jeeves: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
  • Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
Jeeves [images]
Militia Remodel Council Room Saboteur Trading Post
Militia.jpg Remodel.jpg Council Room.jpg Saboteur.jpg Trading Post.jpg
Moat.jpg Secret Chamber.jpg Village.jpg Workshop.jpg Ironworks.jpg
Moat Secret Chamber Village Workshop Ironworks

Game 9

Bad news! Your cook has been found passing information to the lords who stand against you. You throw him in the dungeon, and the torturer makes him confess everything he knows. He says the mines located in your new lands are not iron mines but copper.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Esmaredla [images]
Ironworks Mining Village Saboteur Torturer Upgrade
Ironworks.jpg Mining Village.jpg Saboteur.jpg Torturer.jpg Upgrade.jpg
Courtyard.jpg Masquerade.jpg Shanty Town.jpg Bridge.jpg Coppersmith.jpg
Courtyard Masquerade Shanty Town Bridge Coppersmith

Game 10

You don't have time to take care of the lords who refuse to pay you tribute. Baron Writingham is waiting for you in the great hall accompanied by his pawns and stewards. Apparently the baron wants to add Belinda to his harem!

Starting decks

  • You: 7 Coppers, 3 Great Halls
  • Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute
Squire Denis [images]
Bridge Trading Post Tribute Harem Nobles
Bridge.jpg Trading Post.jpg Tribute.jpg Harem.jpg Nobles.jpg
Pawn.jpg Great Hall.jpg Masquerade.jpg Steward.jpg Baron.jpg
Pawn Great Hall Masquerade Steward Baron

Game 11

You find Belinda sitting on the wishing well. She's spent a fortune asking for her beloved to return. It's settled then! Your sweet cousin and the baron get married right away, and you throw a huge party for them.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Pya [images]
Ironworks Library Mine Minion Upgrade
Ironworks.jpg Library.jpg Mine.jpg Minion.jpg Upgrade.jpg
Masquerade.jpg Swindler.jpg Village.jpg Wishing Well.jpg Feast.jpg
Masquerade Swindler Village Wishing Well Feast

Boss Game 12

The minions and pawns finally manage to put Belinda's wardrobe into a trunk. As she is climbing into her husband's carriage to leave, you feel a shiver going down your spine. This can't be a good sign! Just in case, you order your scouts to escort the newlyweds to the nearby bridge.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Belinda: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Belinda [images]
Bridge Scout Duke Minion Upgrade
Bridge.jpg Scout.jpg Duke.jpg Minion.jpg Upgrade.jpg
Cellar.jpg Pawn.jpg Masquerade.jpg Shanty Town.jpg Steward.jpg
Cellar Pawn Masquerade Shanty Town Steward

Game 13 vs. Squire Stephen

Your torturer concentrates on his new client, Belinda. As the interrogation progresses, you realize that this isn't Belinda...it's her twin sister, Henrietta! You search Belinda's room and find Belinda bound and gagged.

Kingdom cards: Baron, Bridge, Great Hall, Ironworks, Masquerade, Nobles, Steward, Torturer, Trading Post, Secret Chamber

Game 14 vs. Lady Hildegard

A freed Belinda explains that Henrietta had betrayed her yet again. Henrietta tricked butler Jeeves into participating in the espionage--he thought he was helping Belinda (his secret girlfriend). Belinda begs for his release.

Kingdom cards: Conspirator, Feast, Great Hall, Ironworks, Mining Village, Shanty Town, Tribute, Upgrade, Witch, Pawn

Game 15 vs. Gentleman Egric

Jeeves finally talks: Henrietta had mentioned meeting a conspirator at a rendezvous spot. You send your troops there to arrest anyone who shows up. You have a suspicion that it might be a very good friend of Henrietta.

Kingdom cards: Baron, Bridge, Conspirator, Ironworks, Laboratory, Mining Village, Scout, Tribute, Upgrade, Pawn

Boss Game 16 vs. Lord Madison, Lady Hildegard, and Lady Pya

You know that if the conspirator is Lord Madison, your troops are in for quite a fight. He's crafty and good with a sword. You hope he just decides to surrender...

Kingdom cards: Adventurer, Coppersmith, Council Room, Courtyard, Great Hall, Mining Village, Nobles, Shanty Town, Smithy, Cellar

Game 17 vs. Lady Godelina

A messenger arrives, saying that Lord Madison has been taken into custody. He also says that Lord Madison's capture was planned as a distraction for your troops. You're about to be attacked--a large army is approaching. You can't quite make out their coat of arms.

Kingdom cards: Great Hall, Ironworks, Mining Village, Minion, Saboteur, Secret Chamber, Trading Post, Tribute, Upgrade, Courtyard

Game 18 vs. Gentleman Faran

It's Grandfather Provilia! You knew that his wife, Grandmother Provilia, orchestrated the murders of your parents, but you had higher hopes for Grandfather. He wouldn't really kill his oldest grandchild, would he?

Kingdom cards: Bridge, Great Hall, Mining Village, Minion, Nobles, Scout, Shanty Town, Steward, Wishing Well, Chancellor

Game 19 vs. Gentleman Osric

Your troops beat back the army of Provilia, following them as they retreat. But now the castle is being attacked! The bad guys somehow breached the royal guard, raided your dungeon, and rescued Grandmother Provilia.

Kingdom cards: Baron, Duke, Ironworks, Masquerade, Minion, Pawn, Secret Chamber, Torturer, Tribute, Courtyard

Boss Game 20 vs. Grandmother, Grandfather, and Soldier

You call every able-bodied man to arms--you must beat back your grandfather's army. Provilia must fall; Vaccara must win. It's all or nothing.

Kingdom cards: Moat, Pawn, Secret Chamber, Shanty Town, Swindler, Torturer, Tribute, Village, Witch, Chapel

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)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox