Dominion Campaigns: Intrigue Act 3

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[[File:IntrigueFinale.png|thumb|right|300px|Intrigue Finale art]]
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[[Image:CampaignIntrigue3.png|thumb|right|750px|Completed map for Intrigue - Act 3.]]
'''[[Dominion Adventures]]: Intrigue Finale''', subtitled '''Kin and Kingdoms''', is the final section of the Intrigue Adventures on [[Goko]].  It's available for a purchase of Coins, but cannot be played until [[Dominion Adventures: Intrigue Act 1|Act 1]] and [[Dominion Adventures: Intrigue Act 2|Act 2]] are completed. The cards available include the entire [[Intrigue]] expansion, as well as the [[Dominion (base set)|Base set]].
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== Adventure Overview ==
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'''[[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.
 +
 
 +
== Campaign Overview ==
 
Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.
 
Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.
  
== List of Scenes ==
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== 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
 +
 
 +
{{Kingdom|Gardens|Duke|Adventurer|Harem|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Bridge|imgwidth=150|title=Serf Hunwald}}
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 +
=== 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
 +
 
 +
{{Kingdom|Mining Village|Scout|Smithy|Council Room|Laboratory|Courtyard|Secret Chamber|Shanty Town|Wishing Well|Coppersmith|imgwidth=150|title=Serf Zebulon}}
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 +
=== 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
 +
 
 +
{{Kingdom|Conspirator|Festival|Trading Post|Adventurer|Harem|Chapel|Swindler|Wishing Well|Woodcutter|Bridge|imgwidth=150|title=Maiden Jessica}}
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 +
=== 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
 +
 
 +
{{Kingdom|Conspirator|Scout|Spy|Duke|Nobles|Pawn|Masquerade|Steward|Baron|Bureaucrat|imgwidth=150|title=Grandfather}}
 +
 
 +
=== 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
 +
 
 +
{{Kingdom|Thief|Minion|Saboteur|Torturer|Witch|Moat|Swindler|Bureaucrat|Militia|Spy|imgwidth=150|title=Serf Ysmay}}
 +
 
 +
=== 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
 +
 
 +
{{Kingdom|Moneylender|Remodel|Throne Room|Saboteur|Upgrade|Cellar|Courtyard|Great Hall|Shanty Town|Ironworks|imgwidth=150|title=Maiden Lindara}}
  
=== Intro text ===
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=== Game 7 ===
Unexpected events unfold in the final chapter of the Intrigue Adventure, as the sisters return, and regional warlords stage a revolt. Danger lurks everywhere, and Grandfather makes uncomfortable demands.
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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.
  
=== Game 1 vs. Serf Hunwald ===
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'''Starting decks'''
Your enemies are everywhere. It's not paranoia if everyone really is trying to kill you. You're even starting to wonder about your love's loyalty.
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* You: 7 Coppers, 3 Estates
 +
* Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Adventurer, Bridge, Courtyard, Duke, Gardens, Great Hall, Harem, Nobles, Shanty Town, Cellar
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{{Kingdom|Mining Village|Spy|Festival|Market|Tribute|Cellar|Pawn|Great Hall|Shanty Town|Village|imgwidth=150|title=Squire Clifton}} 
  
=== Game 2 vs. Serf Zebulon ===
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=== Boss Game 8 ===
Your scouts stay busy, looking for lands to purchase or conquer. They report that some of your formerly thriving villages on the outskirts of Vaccara are now deserted ruins.
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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!
  
Kingdom cards: Coppersmith, Council Room, Laboratory, Mining Village, Scout, Secret Chamber, Shanty Town, Smithy, Wishing Well, Courtyard
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'''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
  
=== Game 3 vs. Maiden Jessica ===
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{{Kingdom|Militia|Remodel|Council Room|Saboteur|Trading Post|Moat|Secret Chamber|Village|Workshop|Ironworks|imgwidth=150|title=Jeeves}}
Cousin Belinda, who saved you from her twin sister Henrietta, is visiting. Now Grandfather Provilia sends word that he'll be dropping by. You don't have time for family matters. There's an empire to run!
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Kingdom cards: Adventurer, Bridge, Conspirator, Festival, Harem, Swindler, Trading Post, Wishing Well, Woodcutter, Chapel
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=== Game 9 ===
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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.
  
=== Boss Game 4 vs. Grandfather ===
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'''Starting decks'''
Grandfather Provilia arrived with his army. He's not happy that you annexed some land that he wanted. His new wife left him, and now he's demanding that you release his imprisoned ex, Grandmother Provilia, even though she had your parents murdered.
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* You: 7 Coppers, 3 Estates
 +
* Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Baron, Bureaucrat, Conspirator, Duke, Masquerade, Nobles, Scout, Spy, Steward, Pawn
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{{Kingdom|Ironworks|Mining Village|Saboteur|Torturer|Upgrade|Courtyard|Masquerade|Shanty Town|Bridge|Coppersmith|imgwidth=150|title=Maiden Esmaredla}}
  
=== Game 5 vs. Serf Ysmay ===
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=== Game 10 ===
Your push-back worked (for now), and Grandfather Provilia has gone home without either of his demands met. You just wish he'd stop talking about you producing an heir.
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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!
  
Kingdom cards: Bureaucrat, Militia, Minion, Saboteur, Spy, Swindler, Thief, Torturer, Witch, Moat
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Great Halls
 +
* Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute
  
=== Game 6 vs. Maiden Lindara ===
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{{Kingdom|Bridge|Trading Post|Tribute|Harem|Nobles|Pawn|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Denis}}
The palace seems unsettled; the gossip is in overdrive. You're very glad that Grandfather Provilia has stopped his nagging. At least your new mine has hit an iron vein, and your coffers should be full again soon.
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Kingdom cards: Courtyard, Great Hall, Ironworks, Moneylender, Remodel, Saboteur, Shanty Town, Throne Room, Upgrade, Cellar
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=== Game 11 ===
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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.
  
=== Game 7 vs. Squire Clifton ===
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'''Starting decks'''
Some regional warlords in your newly-acquired lands aren't being very nice, and they raided an army outpost. Could they be pawns of someone in your inner circle? Who could be seeking your downfall?
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* You: 7 Coppers, 3 Estates
 +
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Festival, Great Hall, Market, Mining Village, Pawn, Shanty Town, Spy, Tribute, Village, Cellar
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{{Kingdom|Ironworks|Library|Mine|Minion|Upgrade|Masquerade|Swindler|Village|Wishing Well|Feast|imgwidth=150|title=Lady Pya}}
  
=== Boss Game 8 vs. Jeeves and Squire Stephen ===
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=== Boss Game 12 ===
You see a shadowy figure by your window. Have your conversations been overheard? You run outside to see Jeeves, your former butler!
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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.
  
Kingdom cards: Council Room, Ironworks, Militia, Remodel, Saboteur, Secret Chamber, Trading Post, Village, Workshop, Moat
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'''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
  
=== Game 9 vs. Maiden Esmaredla ===
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{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=150|title=Belinda}}
Jeeves admits to passing information to the warlords and encouraging them to revolt. You throw him in the dungeon and seek his cohorts (you just know he's not working alone). You hope your troops can quash the rebellion.
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Kingdom cards: Bridge, Coppersmith, Ironworks, Masquerade, Mining Village, Saboteur, Shanty Town, Torturer, Upgrade, Courtyard
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=== Game 13 ===
 +
Now that the Baron and Belinda are on the go, you resume the meetings with in the secret chamber. You have a lot of catching up to do! Jeeves, your former butler, was at the mercy of the torturer's all along. He talked, and provided the identity of several nobles who are plotting against you!
  
=== Game 10 vs. Squire Denis ===
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'''Starting decks'''
Who was Jeeves' accomplice? You dismiss all unnecessary people from the palace. Belinda's not quite ready to leave (she's waiting for her carriage to be fixed).
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* You: 7 Coppers, 3 Estates
 +
* Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province
  
Kingdom cards: Baron, Bridge, Great Hall, Harem, Masquerade, Nobles, Steward, Trading Post, Tribute, Pawn
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{{Kingdom|Bridge|Ironworks|Torturer|Trading Post|Nobles|Secret Chamber|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Stephen}}
  
=== Game 11 vs. Lady Pya ===
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=== Game 14 ===
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.
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Your tolerance was significantly diminished after the last incident with the witches. So this time you decide to throw an attack against the mining villages and their conspiratorial landlords. You even force them to pay double tribute!
  
Kingdom cards: Feast, Ironworks, Library, Mine, Minion, Swindler, Upgrade, Village, Wishing Well, Masquerade
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Boss Game 12 vs. Belinda and Gentleman Egric ===
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{{Kingdom|Ironworks|Mining Village|Tribute|Upgrade|Witch|Pawn|Great Hall|Shanty Town|Conspirator|Feast|imgwidth=150|title=Lady Hildegard}}
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!
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Kingdom cards: Bridge, Duke, Masquerade, Minion, Pawn, Scout, Shanty Town, Steward, Upgrade, Cellar
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=== Game 15 ===
 +
Now that the mining villages have begun to pay their taxes, you have enough resources to make some improvements. You can finally expand the laboratory, and a new bridge would make your castle look better!
  
=== Game 13 vs. Squire Stephen ===
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'''Starting decks'''
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.
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* You: 7 Coppers, 3 Estates
 +
* Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Baron, Bridge, Great Hall, Ironworks, Masquerade, Nobles, Steward, Torturer, Trading Post, Secret Chamber
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{{Kingdom|Mining Village|Scout|Laboratory|Tribute|Upgrade|Pawn|Baron|Bridge|Conspirator|Ironworks|imgwidth=150|title=Gentleman Egric}}
  
=== Game 14 vs. Lady Hildegard ===
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=== Boss Game 16 ===
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.
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A group of adventurers reach the great hall with a strange report. Rebellious landlords of mining villages have gathered all their strength for one last attack. This is not possible! All their gold goes to your coffers, so how have they managed to build a new army without any resources?
  
Kingdom cards: Conspirator, Feast, Great Hall, Ironworks, Mining Village, Shanty Town, Tribute, Upgrade, Witch, Pawn
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lord Madison: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 15 vs. Gentleman Egric ===
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{{Kingdom|Mining Village|Smithy|Council Room|Adventurer|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Coppersmith|imgwidth=150|title=Lord Madison}}
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
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=== Game 17 ===
 +
You're about to be attacked--a large army from the mining villages is approaching your courtyard. Among the crowd you spy a swordsman in black armor. Who is he? Can he be the person who has been funding the rebel landlords' sabotage?
  
=== Boss Game 16 vs. Lord Madison, Lady Hildegard, and Lady Pya ===
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'''Starting decks'''
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...
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* You: 7 Coppers, 3 Estates
 +
* Lady Godelina: 4 Coppers, 1 Courtyard, 2 Estates, 1 Province, 2 Tributes
  
Kingdom cards: Adventurer, Coppersmith, Council Room, Courtyard, Great Hall, Mining Village, Nobles, Shanty Town, Smithy, Cellar
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{{Kingdom|Minion|Saboteur|Trading Post|Tribute|Upgrade|Courtyard|Secret Chamber|Great Hall|Ironworks|Mining Village|imgwidth=150|title=Lady Godelina}}
  
=== Game 17 vs. Lady Godelina ===
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=== Game 18 ===
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.
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It's Baron Writingham! You knew that he was a shady character, Grandmother Provilia, but you had higher hopes for cousin Belinda. That's why you spared her life when she was captured over the bridge by one of your scouts during the attack! After all she's family!
  
Kingdom cards: Great Hall, Ironworks, Mining Village, Minion, Saboteur, Secret Chamber, Trading Post, Tribute, Upgrade, Courtyard
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Faran: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 18 vs. Gentleman Faran ===
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{{Kingdom|Bridge|Mining Village|Scout|Minion|Nobles|Chancellor|Great Hall|Shanty Town|Steward|Wishing Well|imgwidth=150|title=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
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=== Game 19 ===
 +
Your troops beat back Baron Writingham's army, following them as they retreat. But now the castle is being attacked again! The bad guys somehow breached the royal guard, raided your dungeon, and rescued cousin Belinda.
  
=== Game 19 vs. Gentleman Osric ===
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'''Starting decks'''
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.
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* You: 5 Coppers, 1 Duke, 2 Estates, 2 Pawns
 +
* Gentleman Osric: 5 Coppers, 2 Estates, 2 Minions, 1 Province
  
Kingdom cards: Baron, Duke, Ironworks, Masquerade, Minion, Pawn, Secret Chamber, Torturer, Tribute, Courtyard
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{{Kingdom|Ironworks|Duke|Minion|Torturer|Tribute|Courtyard|Pawn|Secret Chamber|Masquerade|Baron|imgwidth=150|title=Gentleman Osric}}
  
=== Boss Game 20 vs. Grandmother, Grandfather, and Soldier ===
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=== Final Boss Game ===
 
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.
 
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
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Grandfather: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
 +
* Soldier: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
  
=== Epilogue ===
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{{Kingdom|Swindler|Village|Torturer|Tribute|Witch|Chapel|Moat|Pawn|Secret Chamber|Shanty Town|imgwidth=150|title=Grandfather Part II}}
Success, but it's always sad when you go to war against family members. Grandfather and Grandmother escape with a few servants to the coast; you hear they've sailed away. [player name] has gained their lands, their castles, their resources--but not their love.
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== Trivia ==
 
== Trivia ==
  
{{Navbox Goko Adventures}}
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{{Navbox MF Campaigns}}
  
[[Category: Goko Adventures]]
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[[Category: Dominion Campaigns]]

Latest revision as of 11:56, 2 July 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

[edit] Campaign Overview

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

[edit] 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.

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] 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

[edit] Game 13

Now that the Baron and Belinda are on the go, you resume the meetings with in the secret chamber. You have a lot of catching up to do! Jeeves, your former butler, was at the mercy of the torturer's all along. He talked, and provided the identity of several nobles who are plotting against you!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province
Squire Stephen [images]
Bridge Ironworks Torturer Trading Post Nobles
Bridge.jpg Ironworks.jpg Torturer.jpg Trading Post.jpg Nobles.jpg
Secret Chamber.jpg Great Hall.jpg Masquerade.jpg Steward.jpg Baron.jpg
Secret Chamber Great Hall Masquerade Steward Baron

[edit] Game 14

Your tolerance was significantly diminished after the last incident with the witches. So this time you decide to throw an attack against the mining villages and their conspiratorial landlords. You even force them to pay double tribute!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Hildegard [images]
Ironworks Mining Village Tribute Upgrade Witch
Ironworks.jpg Mining Village.jpg Tribute.jpg Upgrade.jpg Witch.jpg
Pawn.jpg Great Hall.jpg Shanty Town.jpg Conspirator.jpg Feast.jpg
Pawn Great Hall Shanty Town Conspirator Feast

[edit] Game 15

Now that the mining villages have begun to pay their taxes, you have enough resources to make some improvements. You can finally expand the laboratory, and a new bridge would make your castle look better!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Egric [images]
Mining Village Scout Laboratory Tribute Upgrade
Mining Village.jpg Scout.jpg Laboratory.jpg Tribute.jpg Upgrade.jpg
Pawn.jpg Baron.jpg Bridge.jpg Conspirator.jpg Ironworks.jpg
Pawn Baron Bridge Conspirator Ironworks

[edit] Boss Game 16

A group of adventurers reach the great hall with a strange report. Rebellious landlords of mining villages have gathered all their strength for one last attack. This is not possible! All their gold goes to your coffers, so how have they managed to build a new army without any resources?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lord Madison: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lord Madison [images]
Mining Village Smithy Council Room Adventurer Nobles
Mining Village.jpg Smithy.jpg Council Room.jpg Adventurer.jpg Nobles.jpg
Cellar.jpg Courtyard.jpg Great Hall.jpg Shanty Town.jpg Coppersmith.jpg
Cellar Courtyard Great Hall Shanty Town Coppersmith

[edit] Game 17

You're about to be attacked--a large army from the mining villages is approaching your courtyard. Among the crowd you spy a swordsman in black armor. Who is he? Can he be the person who has been funding the rebel landlords' sabotage?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Godelina: 4 Coppers, 1 Courtyard, 2 Estates, 1 Province, 2 Tributes
Lady Godelina [images]
Minion Saboteur Trading Post Tribute Upgrade
Minion.jpg Saboteur.jpg Trading Post.jpg Tribute.jpg Upgrade.jpg
Courtyard.jpg Secret Chamber.jpg Great Hall.jpg Ironworks.jpg Mining Village.jpg
Courtyard Secret Chamber Great Hall Ironworks Mining Village

[edit] Game 18

It's Baron Writingham! You knew that he was a shady character, Grandmother Provilia, but you had higher hopes for cousin Belinda. That's why you spared her life when she was captured over the bridge by one of your scouts during the attack! After all she's family!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Faran: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Faran [images]
Bridge Mining Village Scout Minion Nobles
Bridge.jpg Mining Village.jpg Scout.jpg Minion.jpg Nobles.jpg
Chancellor.jpg Great Hall.jpg Shanty Town.jpg Steward.jpg Wishing Well.jpg
Chancellor Great Hall Shanty Town Steward Wishing Well

[edit] Game 19

Your troops beat back Baron Writingham's army, following them as they retreat. But now the castle is being attacked again! The bad guys somehow breached the royal guard, raided your dungeon, and rescued cousin Belinda.

Starting decks

  • You: 5 Coppers, 1 Duke, 2 Estates, 2 Pawns
  • Gentleman Osric: 5 Coppers, 2 Estates, 2 Minions, 1 Province
Gentleman Osric [images]
Ironworks Duke Minion Torturer Tribute
Ironworks.jpg Duke.jpg Minion.jpg Torturer.jpg Tribute.jpg
Courtyard.jpg Pawn.jpg Secret Chamber.jpg Masquerade.jpg Baron.jpg
Courtyard Pawn Secret Chamber Masquerade Baron

[edit] Final Boss Game

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Grandfather: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
  • Soldier: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
Grandfather Part II [images]
Swindler Village Torturer Tribute Witch
Swindler.jpg Village.jpg Torturer.jpg Tribute.jpg Witch.jpg
Chapel.jpg Moat.jpg Pawn.jpg Secret Chamber.jpg Shanty Town.jpg
Chapel Moat Pawn Secret Chamber Shanty Town

[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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