Dominion Campaigns: Seaside Act 1

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
(List of Games)
(List of Games)
Line 81: Line 81:
 
{{Kingdom|Pirate Ship|Explorer|Ghost Ship|Library|Merchant Ship|Haven|Lighthouse|Fishing Village|Island|Navigator|imgwidth = 150|title = Ghost Gavin}}
 
{{Kingdom|Pirate Ship|Explorer|Ghost Ship|Library|Merchant Ship|Haven|Lighthouse|Fishing Village|Island|Navigator|imgwidth = 150|title = Ghost Gavin}}
  
=== Game 9 vs. Maiden Agatha ===
+
=== Game 9 ===
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.
+
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!
  
Kingdom cards: Bureaucrat, Fishing Village, Market, Merchant Ship, Militia, Mine, Pirate Ship, Tactician, Woodcutter, Moat
+
'''Starting hands'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Agatha: 7 Coppers, 3 Estates
  
=== Game 10 vs. Squire Bryce ===
+
{{Kingdom|Pirate Ship|Market|Merchant Ship|Mine|Tactician|Moat|Fishing Village|Woodcutter|Bureaucrat|Militia|imgwidth = 150|title = Maiden Agatha}}
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?
+
  
Kingdom cards: Council Room, Explorer, Festival, Haven, Island, Laboratory, Treasure Map, Village, Workshop, Cellar
+
=== Game 10 ===
 +
Back to sea! Gavin's 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.
  
=== Game 11 vs. Lady Aylild ===
+
'''Starting hands'''
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?
+
* You: 7 Coppers, 2 Estates, 1 Treasure Map
 +
* Squire Bryce: 7 Coppers, 2 Estates, 1 Treasure Map
  
Kingdom cards: Adventurer, Chancellor, Festival, Ghost Ship, Library, Lookout, Remodel, Sea Hag, Throne Room, Lighthouse
+
{{Kingdom|Treasure Map|Council Room|Explorer|Festival|Laboratory|Cellar|Haven|Village|Workshop|Island|imgwidth = 150|title = Squire Bryce}}
  
=== Boss Game 12 vs. Captain Althea and Maiden Agatha ===
+
=== Game 11 ===
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.
+
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.
  
Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lookout, Navigator, Pirate Ship, Sea Hag, Treasure Map, Haven
+
'''Starting hands'''
 +
* You: 6 Coppers, 3 Estates, 1 Lookout
 +
* Lady Aylild: 6 Coppers, 3 Estates, 1 Sea Hag
 +
 
 +
{{Kingdom|Throne Room|Festival|Ghost Ship|Library|Adventurer|Lighthouse|Chancellor|Lookout|Remodel|Sea Hag|imgwidth = 150|title = Lady Aylild}}
 +
 
 +
=== 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 hands'''
 +
* You: 7 Coppers, 3 Estates
 +
* Captain Althea: 7 Coppers, 3 Estates
 +
* Maiden Agatha: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Pirate Ship|Sea Hag|Treasure Map|Explorer|Ghost Ship|Haven|Fishing Village|Lookout|Island|Navigator|imgwidth = 150|title = Captain Althea}}
  
 
=== Game 13 vs. Squire Tigra ===
 
=== Game 13 vs. Squire Tigra ===

Revision as of 13:43, 3 May 2016

Completed map for Seaside - Act 1.

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

Contents

Campaign Overview

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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

Game 10

Back to sea! Gavin's 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 hands

  • 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

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 hands

  • 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

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 hands

  • 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

Game 13 vs. Squire Tigra

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.

Kingdom cards: Feast, Fishing Village, Haven, Lighthouse, Merchant Ship, Mine, Tactician, Witch, Woodcutter, Chapel

Game 14 vs. Lady Tilla

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.

Kingdom cards: Festival, Ghost Ship, Militia, Navigator, Pirate Ship, Sea Hag, Thief, Throne Room, Witch, Lookout

Game 15 vs. Gentleman Hal

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

Boss Game 16 vs. Ghost Gavin, Squire Chermin, and Lady Tilla

Gavin the Horrible has returned with an army of wraiths! How can you kill the undead?

Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Library, Market, Merchant Ship, Navigator, Pirate Ship, Chapel

Game 17 vs. Lady Maud

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."

Kingdom cards: Adventurer, Council Room, Ghost Ship, Lookout, Sea Hag, Spy, Tactician, Treasure Map, Village, Cellar

Game 18 vs. 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

Game 19 vs. Gentleman Norman

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!

Kingdom cards: Explorer, Feast, Haven, Island, Lookout, Remodel, Tactician, Thief, Treasure Map, Cellar

Boss Game 20 vs. Sea Hag, Ghost Gavin, and Maiden Lia

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!

Kingdom cards: Explorer, Fishing Village, Ghost Ship, Island, Lighthouse, Lookout, Navigator, Pirate Ship, Sea Hag, Haven

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