Dominion Campaigns: Seaside Act 1

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'''[[Dominion Adventures]]: Seaside Act 1''', subtitled '''Ships and Sailors''', is the first section of the Seaside Adventures on [[Goko]]. For some unknown reason, it comes with the purchase of the [[Seaside#Ports and Beaches|Seaside: Ports and Beaches]] card set, which includes {{Card|Explorer}}, {{Card|Fishing Village}}, {{Card|Ghost Ship}}, {{Card|Haven}}, {{Card|Island}}, {{Card|Lighthouse}}, {{Card|Lookout}}, {{Card|Merchant Ship}}, {{Card|Navigator}}, {{Card|Pirate Ship}}, {{Card|Sea Hag}}, {{Card|Tactician}}, and {{Card|Treasure Map}}.
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[[Image:CampaignSeaside1.png|thumb|right|750px|Completed map for Seaside - Act 1.]]
  
== Adventure Overview ==
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'''[[Dominion Campaigns]]: Seaside Act 1''' (originally subtitled '''Ships and Sailors''') was the first Act of the Seaside Campaign on [[Dominion Online]].  It came with the purchase of [[Seaside]].
 +
 
 +
== Campaign Overview ==
 
A quest for adventure and treasure on the sea leads to a confrontation with pirates, ghosts, and magic.
 
A quest for adventure and treasure on the sea leads to a confrontation with pirates, ghosts, and magic.
  
== List of Scenes ==
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== List of Games ==
 +
 
 +
=== Game 1 ===
 +
You've hired an explorer, sea captain Althea, to distract you from court intrigue and sail you to the far reaches of your kingdom, Vaccara. She, you, and her crew set sail from a small fishing village to the south. While the boat is sailing away, you can hear in the distance the chapel bells and the murmur of the market.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Osred: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Smithy|Thief|Explorer|Library|Market|Chapel|Chancellor|Fishing Village|Workshop|Remodel|imgwidth = 150|title = Serf Osred}}
 +
 
 +
=== Game 2 ===
 +
You become friends with a crew member called Barric, who shows an aptitude for making maps. At a haven, you dock and trade with a merchant ship, whose crew tells tales of pirates, ghosts, and monsters. Slowly, you being to enjoy this experience away from your throne.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Swale: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Spy|Throne Room|Laboratory|Market|Merchant Ship|Cellar|Haven|Feast|Moneylender|Remodel|imgwidth = 150|title = Serf Swale}}
 +
 
 +
=== Game 3 ===
 +
Several of your crew, frightened by the ominous tales, elect to remain in port. Captain Althea promotes Barric to navigator, and you hire locals to replace your other crew. After five days at sea, Barric's inexperience shows, and you are lost. Captain Althea sees a light in the distance--is it a lighthouse, warning of rocky shores?
 +
 
 +
'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Navigator
 +
* Serf Amiot: 6 Coppers, 3 Estates, 1 Navigator
 +
 
 +
{{Kingdom|Navigator|Spy|Thief|Library|Witch|Cellar|Lighthouse|Village|Bureaucrat|Moneylender|imgwidth = 150|title = Serf Amiot}}
 +
 
 +
=== Boss Game 4 ===
 +
The crew have lost faith in Captain Althea. First Mate Gavin leads a mutiny; the sailors are loyal to his commands and call him "Gavin the Terrible". His first command as captain is to navigate the cove to the shore by the lighthouse. Does he have a plan?
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gavin the Terrible: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Explorer|Laboratory|Market|Merchant Ship|Witch|Haven|Lighthouse|Fishing Village|Militia|Navigator|imgwidth = 150|title = Gavin the Terrible}} 
 +
 
 +
=== Game 5 ===
 +
The ship drops anchor at the small island where the mutineers lock you and Althea in a precarious cell. Apparently the new captain, "Gavin the Terrible", did have a plan. You've heard the crew talking about a hidden coal mine located somewhere on the island!
 +
 
 +
'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Island
 +
* Serf Greta: 6 Coppers, 3 Estates, 1 Island
 +
 
 +
{{Kingdom|Remodel|Festival|Laboratory|Mine|Witch|Haven|Moat|Workshop|Island|Navigator|imgwidth = 150|title = Serf Greta}}
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 +
=== Game 6 ===
 +
This isn't a very fun adventure. You've been chained to Captain Althea for two weeks now when a pirate ship arrives The mutineers join the pirate crew. When Gavin sends them to explore the surroundings, they chop down the trees to clear a path through the wood. You long for the comfort and security of your throne room.
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 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Rosamunda: 6 Coppers, 3 Estates, 1 Pirate Ship
 +
 
 +
{{Kingdom|Smithy|Throne Room|Explorer|Market|Adventurer|Lighthouse|Village|Woodcutter|Workshop|Pirate Ship|imgwidth = 150|title = Maiden Rosamunda}}
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 +
=== Game 7 ===
 +
After a few weeks, Gavin the Terrible's men finally find the abandoned mine. At great speed they extract hundreds of filled trunks and load them into the boats. It seems like they were trying to avoid meeting someone, or something! Could the reason be the ghost ship you saw sailing on the horizon?
  
=== Game 1 vs. Serf Osred ===
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'''Starting decks'''
You've hired an explorer, sea captain Althea, to distract you from court intrigue and sail you to the far reaches of your kingdom, Vaccara. She, you, and her crew set sail from a small fishing village to the south.
+
* You: 7 Coppers, 3 Estates
 +
* Squire Chermin: 7 Coppers, 3 Estates
  
Kingdom cards: Chancellor, Explorer, Fishing Village, Library, Market, Remodel, Smithy, Thief, Workshop, Chapel
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{{Kingdom|Thief|Throne Room|Ghost Ship|Merchant Ship|Mine|Chancellor|Fishing Village|Bureaucrat|Moneylender|Spy|imgwidth = 150|title = Squire Chermin}}
  
=== Game 2 vs. Serf Swale ===
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=== Boss Game 8 ===
You become friends with lookout Barric, who shows an aptitude for making maps. At a haven, you dock and trade with a merchant ship, whose crew tells tales of pirates, ghosts, and monsters.
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You, Captain Althea and Barric are still being held prisoners. But you have noticed that Gavin and his crew have been very nervous in the past few days, especially when the ghost-like ship was seen sailing through the fog around the island. Why are they so afraid?
  
Kingdom cards: Feast, Haven, Laboratory, Market, Merchant Ship, Moneylender, Remodel, Spy, Throne Room, Cellar
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Ghost Gavin: 7 Coppers, 3 Estates
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* Maiden Rosamunda: 7 Coppers, 3 Estates
  
=== Game 3 vs. Serf Amiot ===
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{{Kingdom|Pirate Ship|Explorer|Ghost Ship|Library|Merchant Ship|Haven|Lighthouse|Fishing Village|Island|Navigator|imgwidth = 150|title = Ghost Gavin}}
Several of your crew, frightened by the ominous tales, elect to remain in port. Captain Althea promotes Barric to navigator; you hire locals to replace your other crew. After five days at sea, Barric's inexperience shows, and you are lost. Captain Althea sees a light in the distance--is it a lighthouse, warning of rocky shores?
+
  
Kingdom cards: Bureaucrat, Library, Lighthouse, Moneylender, Navigator, Spy, Thief, Village, Witch, Cellar
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=== Game 9 ===
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At dawn Gavin and his crew are ready to weigh anchor and leave the coal mine behind. By now you recognise Gavin is a very tactical man; there must be a reason why he has decided to leave so quickly. You hope the reason is that your militia has been looking for you and pursuing him too closely!
  
=== Boss Game 4 vs. Gavin the Terrible ===
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'''Starting decks'''
The new crew have lost faith in Captain Althea. First Mate Gavin leads a mutiny; the sailors are loyal to his commands and call him "Gavin the Terrible"
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* You: 7 Coppers, 3 Estates
 +
* Maiden Agatha: 7 Coppers, 3 Estates
  
Kingdom cards: Explorer, Fishing Village, Laboratory, Lighthouse, Market, Merchant Ship, Militia, Navigator, Witch, Haven
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{{Kingdom|Pirate Ship|Market|Merchant Ship|Mine|Tactician|Moat|Fishing Village|Woodcutter|Bureaucrat|Militia|imgwidth = 150|title = Maiden Agatha}}
  
=== Game 5 vs. Serf Greta ===
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=== Game 10 ===
Captain Althea bravely fights and kills Gavin the Terrible, but the battle is lost. The mutineers lock you and Althea in the brig. After two more weeks at sea, the ship drops anchor at a small island. Two weeks of eating hardtack in the brig make you hope for a change of scenery and better food.
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Back to sea! Gavin's men spend many hours visiting the ship's wine cellar where they drink and sing chanties. Under the influence of alcohol one of them says Gavin found a treasure map hidden inside the abandoned mine.
  
Kingdom cards: Festival, Island, Laboratory, Mine, Moat, Navigator, Remodel, Witch, Workshop, Haven
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'''Starting decks'''
 +
* You: 7 Coppers, 2 Estates, 1 Treasure Map
 +
* Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
  
=== Game 6 vs. Maiden Rosamunda ===
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{{Kingdom|Treasure Map|Council Room|Explorer|Festival|Laboratory|Cellar|Haven|Village|Workshop|Island|imgwidth = 150|title = Squire Bryce}}
This isn't a very fun adventure. You've been chained to Captain Althea for two weeks now; the mutineers won't divulge their plans. Finally, a pirate ship arrives, and the mutineers cheer.
+
  
Kingdom cards: Adventurer, Explorer, Market, Pirate Ship, Smithy, Throne Room, Village, Woodcutter, Workshop, Lighthouse
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=== Game 11 ===
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Taking advantage of a crew's distraction, you, Althea and Barric overcame the new lookout and escaped from the ship in a dinghy. Wandering lost in the sea was never your idea of adventure. Who knows the dangers that might live in these waters? Your only hope is to reach land before a sea hag or that ghost ship finds you.
  
=== Game 7 vs. Squire Chermin ===
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'''Starting decks'''
The mutineers join the pirate crew, and you all board the pirate ship. What has become of Barric? The pirates' journey crosses into frigid waters; your jailor becomes uneasy at the smell of a heavy mist. "It's a ghost ship," he says. "We're all dead men."
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* You: 6 Coppers, 3 Estates, 1 Lookout
 +
* Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
  
Kingdom cards: Bureaucrat, Fishing Village, Ghost Ship, Merchant Ship, Mine, Moneylender, Spy, Thief, Throne Room, Chancellor
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{{Kingdom|Throne Room|Festival|Ghost Ship|Library|Adventurer|Lighthouse|Chancellor|Lookout|Remodel|Sea Hag|imgwidth = 150|title = Lady Aylild}}
  
=== Boss Game 8 vs. Ghost Gavin and Maiden Rosamunda ===
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=== Boss Game 12 ===
Screams come from the upper decks. Horrible sounds convince your jailor to release you and hand you weapons. The brig's door is bashed open, and the ghostly spectre of dead Gavin the Terrible faces you.
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Althea proves to be an excellent navigator, and you land safely at a fishing village. No sooner do you set foot on land when she confesses that before leaving the ship she stole the treasure map. Surely, Gavin the Terrible already knows this and has all his crew following your steps. You must get a new ship!
  
Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Library, Lighthouse, Merchant Ship, Navigator, Pirate Ship, Haven
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Captain Althea: 7 Coppers, 3 Estates
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* Maiden Agatha: 7 Coppers, 3 Estates
  
=== Game 9 vs. Maiden Agatha ===
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{{Kingdom|Pirate Ship|Sea Hag|Treasure Map|Explorer|Ghost Ship|Haven|Fishing Village|Lookout|Island|Navigator|imgwidth = 150|title = Captain Althea}}
Sunrise forces Gavin the Terrible to flee. In the pandemonium, you and Althea are ignored, and you leap into the sea. A short swim brings you to a village on the coast. Barric also had escaped to this town, and his experience with the pirates earned him the role of village defense tactician.
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Kingdom cards: Bureaucrat, Fishing Village, Market, Merchant Ship, Militia, Mine, Pirate Ship, Tactician, Woodcutter, Moat
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=== Game 13 ===
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Barric manages to acquire a new ship and crew on the credit of your good name, and you set out to find the treasure. Althea thinks you're rich enough already and strongly suggests you return to Vaccara. She may be right, but you didn't leave the feasts and safe haven of court to return empty handed. A share of that treasure is yours!
  
=== Game 10 vs. Squire Bryce ===
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'''Starting decks'''
Barric has sent a messenger to Vaccara, asking for aid; you and Althea refresh yourselves at the tavern. A traveler tries to sell you half a treasure map; he says the other half is hidden in a mansion a short journey away. Althea is happy resting in the village, but you venture to the mansion. Why buy the second half of a map if the first half isn't a reality?
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* You: 7 Coppers, 3 Estates
 +
* Squire Tigra: 7 Coppers, 3 Estates
  
Kingdom cards: Council Room, Explorer, Festival, Haven, Island, Laboratory, Treasure Map, Village, Workshop, Cellar
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{{Kingdom|Feast|Merchant Ship|Mine|Tactician|Witch|Chapel|Haven|Lighthouse|Fishing Village|Woodcutter|imgwidth = 150|title = Squire Tigra}}
  
=== Game 11 vs. Lady Aylild ===
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=== Game 14 ===
You locate the mansion, and a short search brings you the half map. You hear the rustle of a dress, and turn to see--maybe--a hooded woman disappearing into the next room. You give chase, but the mansion is deserted. Could she be a ghostly sea hag?
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The "X" on the map is on an island reputed to be the home of witches! You name Althea as the captain of your new ship as she has proven herself a good navigator. The lookout announces that you are close, but the place seems to be surrounded by seas hags piloting rickety ships. You hope your crew can manage the situation despite being a bunch of thieves!
  
Kingdom cards: Adventurer, Chancellor, Festival, Ghost Ship, Library, Lookout, Remodel, Sea Hag, Throne Room, Lighthouse
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'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Ghost Ship
 +
* Lady Tilla: 6 Coppers, 3 Estates, 1 Sea Hag
  
=== Boss Game 12 vs. Captain Althea and Maiden Agatha ===
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{{Kingdom|Thief|Throne Room|Festival|Ghost Ship|Witch|Lookout|Militia|Navigator|Pirate Ship|Sea Hag|imgwidth = 150|title = Lady Tilla}}
Back at the tavern, Althea and Barric tell you what they've learned: the hooded woman is the sea hag Mrs. Valerian, widow of a captain, lost at sea 50 years ago. She was also taken by the sea, when a huge wave hit her mansion's pier and swept her into the swirling depths.
+
  
Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lookout, Navigator, Pirate Ship, Sea Hag, Treasure Map, Haven
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=== Game 15 ===
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As you and your men explore the island, the smell of a familiar heavy mist overtakes you. One of your men screams, and you're filled with dread. Lightning strikes, thunder claps, and you're caught in a deluge. The treasure map leads you to the gardens of a place that was once a prosperous manor, but now it is overgrown ruins.
  
=== Game 13 vs. Squire Tigra ===
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'''Starting decks'''
Your ship from Vaccara arrives! With your funds replenished, you buy the other map half. Your new ship and crew set out to find the treasure; Althea thinks you're rich enough already and strongly suggests you return to Vaccara.
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* You: 7 Coppers, 3 Estates
 +
* Gentleman Hal: 7 Coppers, 3 Estates
  
Kingdom cards: Feast, Fishing Village, Haven, Lighthouse, Merchant Ship, Mine, Tactician, Witch, Woodcutter, Chapel
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{{Kingdom|Island|Treasure Map|Council Room|Explorer|Laboratory|Cellar|Fishing Village|Lookout|Workshop|Gardens|imgwidth = 150|title = Gentleman Hal}}
  
=== Game 14 vs. Lady Tilla ===
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=== Boss Game 16 ===
The "X" on the map is on a pirate island! You sneak past the pirates' camp to a navigable creek; you find a small boat and paddle to the location. Evidently this was once a prosperous manor, but now it's overgrown ruins.
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You have found the treasure! Unfortunately, Gavin the Terrible and his men have found you. You and most of your crew manage to get to the ship and leave the island. But you're soon chased by both Gavin's pirate ships and the ghost ship!
  
Kingdom cards: Festival, Ghost Ship, Militia, Navigator, Pirate Ship, Sea Hag, Thief, Throne Room, Witch, Lookout
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Ghost Gavin: 7 Coppers, 3 Estates
 +
* Squire Chermin: 7 Coppers, 3 Estates
  
=== Game 15 vs. Gentleman Hal ===
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{{Kingdom|Explorer|Ghost Ship|Library|Market|Merchant Ship|Chapel|Fishing Village|Island|Navigator|Pirate Ship|imgwidth = 150|title = Ghost Gavin Part II}}
As you and your men explore the manor, the smell of a familiar heavy mist overtakes you. One of your men screams, and you're filled with dread. Lightning strikes, thunder claps, and you're caught in a deluge.
+
  
Kingdom cards: Council Room, Explorer, Fishing Village, Gardens, Island, Laboratory, Lookout, Treasure Map, Workshop, Cellar
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=== Game 17 ===
 +
You have successfully left Gavin's ships behind but not the Ghost Ship that at times comes dangerously close to yours, though you manage to keep the distance. Lookout Barric says he could see a crew of undead on its deck. Suddenly, you wish to never have gone for adventure!
  
=== Boss Game 16 vs. Ghost Gavin, Squire Chermin, and Lady Tilla ===
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'''Starting decks'''
Gavin the Horrible has returned with an army of wraiths! How can you kill the undead?
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* You: 7 Coppers, 3 Estates
 +
* Lady Maud: 7 Coppers, 3 Estates
  
Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Library, Market, Merchant Ship, Navigator, Pirate Ship, Chapel
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{{Kingdom|Treasure Map|Council Room|Ghost Ship|Tactician|Adventurer|Cellar|Lookout|Village|Sea Hag|Spy|imgwidth = 150|title = Lady Maud}}
  
=== Game 17 vs. Lady Maud ===
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=== Game 18 ===
The skies clear, and the colors of a rainbow wash over the wraith Gavin. The colored light changes Gavin back to human form! You quickly grab a rock and smash Gavin's head, and he disappears into a puff of dust. Your men scatter, and you take cover in a huge old crypt marked "Valerian."
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You can see Vaccara's lighthouse on the horizon! If you can make it safely to land, you might have a chance. You send Barric in a small boat to rouse the council and warn every smith, woodcutter and villager of the danger that has been chasing you.
  
Kingdom cards: Adventurer, Council Room, Ghost Ship, Lookout, Sea Hag, Spy, Tactician, Treasure Map, Village, Cellar
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'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Merchant Ship
 +
* Gentleman Vilin: 6 Coppers, 1 Council Room, 3 Estates
  
=== Game 18 vs. Gentleman Vilin ===
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{{Kingdom|Navigator|Smithy|Council Room|Laboratory|Merchant Ship|Lighthouse|Chancellor|Fishing Village|Village|Woodcutter|imgwidth = 150|title = Gentleman Vilin}}
The back of the crypt abuts a hill; inside the crypt, the tomb continues into a hillside cave, and then to a grotto. Some of your men follow you, and from your reckoning, you realize that you're at the location of the "X" on the treasure map.
+
  
Kingdom cards: Chancellor, Council Room, Fishing Village, Laboratory, Merchant Ship, Navigator, Smithy, Village, Woodcutter, Lighthouse
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=== Game 19 ===
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Before you can reach land, a ghostly vessel emerges from the waters. It is the ghost ship! Now you understand, the treasure might have been cursed; any explorer who finds it could face death. You are not planning to join the dead or the undead, so you do battle!
  
=== Game 19 vs. Gentleman Norman ===
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'''Starting decks'''
You dig into the sand and uncover a small but ornate chest. Before you can open it, a hooded spectre emerges from the grotto's waters. It's the sea hag, the widow Valerian!
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* You: 7 Coppers, 3 Estates
 +
* Gentleman Norman: 7 Coppers, 3 Estates
  
Kingdom cards: Explorer, Feast, Haven, Island, Lookout, Remodel, Tactician, Thief, Treasure Map, Cellar
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{{Kingdom|Remodel|Thief|Treasure Map|Explorer|Tactician|Cellar|Haven|Lookout|Feast|Island|imgwidth = 150|title = Gentleman Norman}}
  
=== Boss Game 20 vs. Sea Hag, Ghost Gavin, and Maiden Lia ===
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=== Final Boss Game ===
You open the chest and see a lovely, but limited, collection of gems, plus a small scrolled parchment. Your gems at home are finer than these, but what is this parchment? You tuck the scroll into your boot, drop the chest, and RUN!
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Gavin and his men have joined the battle, but that is a lesser concern as you still don't know how to defeat the undead on the Ghost ship. You open the treasure chest and see a collection of gems and coins, plus a small scrolled parchment. Your instinct tells you that you may have found the solution!
  
Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lighthouse, Lookout, Navigator, Pirate Ship, Sea Hag, Haven
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'''Starting decks'''
 +
* You: 5 Coppers, 3 Estates, 1 Fishing Village, 1 Haven
 +
* Sea Hag: 6 Coppers, 3 Estates, 1 Pirate Ship
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* Ghost Gavin: 7 Coppers, 3 Estates
  
=== Epilogue ===
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{{Kingdom|Navigator|Pirate Ship|Sea Hag|Explorer|Ghost Ship|Haven|Lighthouse|Fishing Village|Lookout|Island|imgwidth = 150|title = Sea Hag}}
Sometimes the best way to win a fight is to avoid it; running was the right thing to do, and it saved the lives of your crew. As you sail back to Vaccara, Captain Althea hopes that [player name] learns that adventurers should expect the unexpected.
+
  
 
== 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 19:44, 30 March 2020

Completed map for Seaside - Act 1.

Dominion Campaigns: Seaside Act 1 (originally subtitled Ships and Sailors) was the first Act of the Seaside Campaign on Dominion Online. It came with the purchase of Seaside.

Contents

[edit] Campaign Overview

A quest for adventure and treasure on the sea leads to a confrontation with pirates, ghosts, and magic.

[edit] List of Games

[edit] Game 1

You've hired an explorer, sea captain Althea, to distract you from court intrigue and sail you to the far reaches of your kingdom, Vaccara. She, you, and her crew set sail from a small fishing village to the south. While the boat is sailing away, you can hear in the distance the chapel bells and the murmur of the market.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Osred: 7 Coppers, 3 Estates
Serf Osred [images]
Smithy Thief Explorer Library Market
Smithy.jpg Thief.jpg Explorer.jpg Library.jpg Market.jpg
Chapel.jpg Chancellor.jpg Fishing Village.jpg Workshop.jpg Remodel.jpg
Chapel Chancellor Fishing Village Workshop Remodel

[edit] Game 2

You become friends with a crew member called Barric, who shows an aptitude for making maps. At a haven, you dock and trade with a merchant ship, whose crew tells tales of pirates, ghosts, and monsters. Slowly, you being to enjoy this experience away from your throne.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Swale: 7 Coppers, 3 Estates
Serf Swale [images]
Spy Throne Room Laboratory Market Merchant Ship
Spy.jpg Throne Room.jpg Laboratory.jpg Market.jpg Merchant Ship.jpg
Cellar.jpg Haven.jpg Feast.jpg Moneylender.jpg Remodel.jpg
Cellar Haven Feast Moneylender Remodel

[edit] Game 3

Several of your crew, frightened by the ominous tales, elect to remain in port. Captain Althea promotes Barric to navigator, and you hire locals to replace your other crew. After five days at sea, Barric's inexperience shows, and you are lost. Captain Althea sees a light in the distance--is it a lighthouse, warning of rocky shores?

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Navigator
  • Serf Amiot: 6 Coppers, 3 Estates, 1 Navigator
Serf Amiot [images]
Navigator Spy Thief Library Witch
Navigator.jpg Spy.jpg Thief.jpg Library.jpg Witch.jpg
Cellar.jpg Lighthouse.jpg Village.jpg Bureaucrat.jpg Moneylender.jpg
Cellar Lighthouse Village Bureaucrat Moneylender

[edit] Boss Game 4

The crew have lost faith in Captain Althea. First Mate Gavin leads a mutiny; the sailors are loyal to his commands and call him "Gavin the Terrible". His first command as captain is to navigate the cove to the shore by the lighthouse. Does he have a plan?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gavin the Terrible: 7 Coppers, 3 Estates
Gavin the Terrible [images]
Explorer Laboratory Market Merchant Ship Witch
Explorer.jpg Laboratory.jpg Market.jpg Merchant Ship.jpg Witch.jpg
Haven.jpg Lighthouse.jpg Fishing Village.jpg Militia.jpg Navigator.jpg
Haven Lighthouse Fishing Village Militia Navigator

[edit] Game 5

The ship drops anchor at the small island where the mutineers lock you and Althea in a precarious cell. Apparently the new captain, "Gavin the Terrible", did have a plan. You've heard the crew talking about a hidden coal mine located somewhere on the island!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Island
  • Serf Greta: 6 Coppers, 3 Estates, 1 Island
Serf Greta [images]
Remodel Festival Laboratory Mine Witch
Remodel.jpg Festival.jpg Laboratory.jpg Mine.jpg Witch.jpg
Haven.jpg Moat.jpg Workshop.jpg Island.jpg Navigator.jpg
Haven Moat Workshop Island Navigator

[edit] Game 6

This isn't a very fun adventure. You've been chained to Captain Althea for two weeks now when a pirate ship arrives The mutineers join the pirate crew. When Gavin sends them to explore the surroundings, they chop down the trees to clear a path through the wood. You long for the comfort and security of your throne room.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Rosamunda: 6 Coppers, 3 Estates, 1 Pirate Ship
Maiden Rosamunda [images]
Smithy Throne Room Explorer Market Adventurer
Smithy.jpg Throne Room.jpg Explorer.jpg Market.jpg Adventurer.jpg
Lighthouse.jpg Village.jpg Woodcutter.jpg Workshop.jpg Pirate Ship.jpg
Lighthouse Village Woodcutter Workshop Pirate Ship

[edit] Game 7

After a few weeks, Gavin the Terrible's men finally find the abandoned mine. At great speed they extract hundreds of filled trunks and load them into the boats. It seems like they were trying to avoid meeting someone, or something! Could the reason be the ghost ship you saw sailing on the horizon?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Chermin: 7 Coppers, 3 Estates
Squire Chermin [images]
Thief Throne Room Ghost Ship Merchant Ship Mine
Thief.jpg Throne Room.jpg Ghost Ship.jpg Merchant Ship.jpg Mine.jpg
Chancellor.jpg Fishing Village.jpg Bureaucrat.jpg Moneylender.jpg Spy.jpg
Chancellor Fishing Village Bureaucrat Moneylender Spy

[edit] Boss Game 8

You, Captain Althea and Barric are still being held prisoners. But you have noticed that Gavin and his crew have been very nervous in the past few days, especially when the ghost-like ship was seen sailing through the fog around the island. Why are they so afraid?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ghost Gavin: 7 Coppers, 3 Estates
  • Maiden Rosamunda: 7 Coppers, 3 Estates
Ghost Gavin [images]
Pirate Ship Explorer Ghost Ship Library Merchant Ship
Pirate Ship.jpg Explorer.jpg Ghost Ship.jpg Library.jpg Merchant Ship.jpg
Haven.jpg Lighthouse.jpg Fishing Village.jpg Island.jpg Navigator.jpg
Haven Lighthouse Fishing Village Island Navigator

[edit] Game 9

At dawn Gavin and his crew are ready to weigh anchor and leave the coal mine behind. By now you recognise Gavin is a very tactical man; there must be a reason why he has decided to leave so quickly. You hope the reason is that your militia has been looking for you and pursuing him too closely!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Agatha: 7 Coppers, 3 Estates
Maiden Agatha [images]
Pirate Ship Market Merchant Ship Mine Tactician
Pirate Ship.jpg Market.jpg Merchant Ship.jpg Mine.jpg Tactician.jpg
Moat.jpg Fishing Village.jpg Woodcutter.jpg Bureaucrat.jpg Militia.jpg
Moat Fishing Village Woodcutter Bureaucrat Militia

[edit] Game 10

Back to sea! Gavin's men spend many hours visiting the ship's wine cellar where they drink and sing chanties. Under the influence of alcohol one of them says Gavin found a treasure map hidden inside the abandoned mine.

Starting decks

  • You: 7 Coppers, 2 Estates, 1 Treasure Map
  • Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
Squire Bryce [images]
Treasure Map Council Room Explorer Festival Laboratory
Treasure Map.jpg Council Room.jpg Explorer.jpg Festival.jpg Laboratory.jpg
Cellar.jpg Haven.jpg Village.jpg Workshop.jpg Island.jpg
Cellar Haven Village Workshop Island

[edit] Game 11

Taking advantage of a crew's distraction, you, Althea and Barric overcame the new lookout and escaped from the ship in a dinghy. Wandering lost in the sea was never your idea of adventure. Who knows the dangers that might live in these waters? Your only hope is to reach land before a sea hag or that ghost ship finds you.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Lookout
  • Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
Lady Aylild [images]
Throne Room Festival Ghost Ship Library Adventurer
Throne Room.jpg Festival.jpg Ghost Ship.jpg Library.jpg Adventurer.jpg
Lighthouse.jpg Chancellor.jpg Lookout.jpg Remodel.jpg Sea Hag.jpg
Lighthouse Chancellor Lookout Remodel Sea Hag

[edit] Boss Game 12

Althea proves to be an excellent navigator, and you land safely at a fishing village. No sooner do you set foot on land when she confesses that before leaving the ship she stole the treasure map. Surely, Gavin the Terrible already knows this and has all his crew following your steps. You must get a new ship!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Captain Althea: 7 Coppers, 3 Estates
  • Maiden Agatha: 7 Coppers, 3 Estates
Captain Althea [images]
Pirate Ship Sea Hag Treasure Map Explorer Ghost Ship
Pirate Ship.jpg Sea Hag.jpg Treasure Map.jpg Explorer.jpg Ghost Ship.jpg
Haven.jpg Fishing Village.jpg Lookout.jpg Island.jpg Navigator.jpg
Haven Fishing Village Lookout Island Navigator

[edit] Game 13

Barric manages to acquire a new ship and crew on the credit of your good name, and you set out to find the treasure. Althea thinks you're rich enough already and strongly suggests you return to Vaccara. She may be right, but you didn't leave the feasts and safe haven of court to return empty handed. A share of that treasure is yours!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Tigra: 7 Coppers, 3 Estates
Squire Tigra [images]
Feast Merchant Ship Mine Tactician Witch
Feast.jpg Merchant Ship.jpg Mine.jpg Tactician.jpg Witch.jpg
Chapel.jpg Haven.jpg Lighthouse.jpg Fishing Village.jpg Woodcutter.jpg
Chapel Haven Lighthouse Fishing Village Woodcutter

[edit] Game 14

The "X" on the map is on an island reputed to be the home of witches! You name Althea as the captain of your new ship as she has proven herself a good navigator. The lookout announces that you are close, but the place seems to be surrounded by seas hags piloting rickety ships. You hope your crew can manage the situation despite being a bunch of thieves!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Ghost Ship
  • Lady Tilla: 6 Coppers, 3 Estates, 1 Sea Hag
Lady Tilla [images]
Thief Throne Room Festival Ghost Ship Witch
Thief.jpg Throne Room.jpg Festival.jpg Ghost Ship.jpg Witch.jpg
Lookout.jpg Militia.jpg Navigator.jpg Pirate Ship.jpg Sea Hag.jpg
Lookout Militia Navigator Pirate Ship Sea Hag

[edit] Game 15

As you and your men explore the island, the smell of a familiar heavy mist overtakes you. One of your men screams, and you're filled with dread. Lightning strikes, thunder claps, and you're caught in a deluge. The treasure map leads you to the gardens of a place that was once a prosperous manor, but now it is overgrown ruins.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Hal: 7 Coppers, 3 Estates
Gentleman Hal [images]
Island Treasure Map Council Room Explorer Laboratory
Island.jpg Treasure Map.jpg Council Room.jpg Explorer.jpg Laboratory.jpg
Cellar.jpg Fishing Village.jpg Lookout.jpg Workshop.jpg Gardens.jpg
Cellar Fishing Village Lookout Workshop Gardens

[edit] Boss Game 16

You have found the treasure! Unfortunately, Gavin the Terrible and his men have found you. You and most of your crew manage to get to the ship and leave the island. But you're soon chased by both Gavin's pirate ships and the ghost ship!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ghost Gavin: 7 Coppers, 3 Estates
  • Squire Chermin: 7 Coppers, 3 Estates
Ghost Gavin Part II [images]
Explorer Ghost Ship Library Market Merchant Ship
Explorer.jpg Ghost Ship.jpg Library.jpg Market.jpg Merchant Ship.jpg
Chapel.jpg Fishing Village.jpg Island.jpg Navigator.jpg Pirate Ship.jpg
Chapel Fishing Village Island Navigator Pirate Ship

[edit] Game 17

You have successfully left Gavin's ships behind but not the Ghost Ship that at times comes dangerously close to yours, though you manage to keep the distance. Lookout Barric says he could see a crew of undead on its deck. Suddenly, you wish to never have gone for adventure!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Maud: 7 Coppers, 3 Estates
Lady Maud [images]
Treasure Map Council Room Ghost Ship Tactician Adventurer
Treasure Map.jpg Council Room.jpg Ghost Ship.jpg Tactician.jpg Adventurer.jpg
Cellar.jpg Lookout.jpg Village.jpg Sea Hag.jpg Spy.jpg
Cellar Lookout Village Sea Hag Spy

[edit] Game 18

You can see Vaccara's lighthouse on the horizon! If you can make it safely to land, you might have a chance. You send Barric in a small boat to rouse the council and warn every smith, woodcutter and villager of the danger that has been chasing you.

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Merchant Ship
  • Gentleman Vilin: 6 Coppers, 1 Council Room, 3 Estates
Gentleman Vilin [images]
Navigator Smithy Council Room Laboratory Merchant Ship
Navigator.jpg Smithy.jpg Council Room.jpg Laboratory.jpg Merchant Ship.jpg
Lighthouse.jpg Chancellor.jpg Fishing Village.jpg Village.jpg Woodcutter.jpg
Lighthouse Chancellor Fishing Village Village Woodcutter

[edit] Game 19

Before you can reach land, a ghostly vessel emerges from the waters. It is the ghost ship! Now you understand, the treasure might have been cursed; any explorer who finds it could face death. You are not planning to join the dead or the undead, so you do battle!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Norman: 7 Coppers, 3 Estates
Gentleman Norman [images]
Remodel Thief Treasure Map Explorer Tactician
Remodel.jpg Thief.jpg Treasure Map.jpg Explorer.jpg Tactician.jpg
Cellar.jpg Haven.jpg Lookout.jpg Feast.jpg Island.jpg
Cellar Haven Lookout Feast Island

[edit] Final Boss Game

Gavin and his men have joined the battle, but that is a lesser concern as you still don't know how to defeat the undead on the Ghost ship. You open the treasure chest and see a collection of gems and coins, plus a small scrolled parchment. Your instinct tells you that you may have found the solution!

Starting decks

  • You: 5 Coppers, 3 Estates, 1 Fishing Village, 1 Haven
  • Sea Hag: 6 Coppers, 3 Estates, 1 Pirate Ship
  • Ghost Gavin: 7 Coppers, 3 Estates
Sea Hag [images]
Navigator Pirate Ship Sea Hag Explorer Ghost Ship
Navigator.jpg Pirate Ship.jpg Sea Hag.jpg Explorer.jpg Ghost Ship.jpg
Haven.jpg Lighthouse.jpg Fishing Village.jpg Lookout.jpg Island.jpg
Haven Lighthouse Fishing Village Lookout Island

[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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