Editing Dominion Campaigns: Seaside Act 3

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[[Image:CampaignSeaside3.png|thumb|right|750px|Completed map for Seaside - Act 3.]]
 
[[Image:CampaignSeaside3.png|thumb|right|750px|Completed map for Seaside - Act 3.]]
  
'''[[Dominion Campaigns]]: Seaside Act 3''' (originally subtitled '''Old Friends'''), is the third and final Act of the Seaside Campaign on [[Dominion Online]].  It comes with the purchase of [[Seaside]].  In this rules variant, you get 3 extra turns at the start of the game.  This applies only to the player, not to any of the AI opponents.
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'''[[Dominion Campaigns]]: Seaside Act 3''' (originally subtitled '''Old Friends'''), is the third Act of the Seaside Campaign on [[Dominion Online]].  It comes with the purchase of [[Seaside]].  In this rules variant, you get 3 extra turns at the start of the game.  This applies only to the player, not to any of the AI opponents.
  
 
== Campaign Overview ==
 
== Campaign Overview ==
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{{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth = 150|title = Sir Robert}}  
 
{{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth = 150|title = Sir Robert}}  
  
=== Game 9 ===
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=== Game 9 vs. Maiden Joya ===
In the middle of the fight between your men and the pirates, Ela dragged you away from the scene. There was not much you could do; you were outnumbered by the pirates. Full of anger, you see from the distance how they celebrate the capture of Captain Althea and the other survivors.
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Your father must've paid handsomely for your defensive training; Sir Robert and his weapon are quickly separated. The swordplay he recognizes:  "It's you! You must join me for dinner this evening! Bring any companions you have!"
  
'''Starting decks'''
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Kingdom cards: Bazaar, Cutpurse, Feast, Ghost Ship, Library, Salvager, Sea Hag, Treasure Map, Wharf, Ambassador
* You: 7 Coppers, 3 Estates
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* Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth = 150|title = Maiden Joya}}
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=== Game 10 vs. Squire Tarquin ===
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Dinner at Sir Robert's house is a welcome treat, despite his reticence in discussing the woman and the parcel. He says there aren't any ships near his town that could replace yours, and he replenishes your travelling supplies. You are grateful and suspicious.
  
=== Game 10 ===
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Kingdom cards: Bazaar, Ghost Ship, Moneylender, Pirate Ship, Sea Hag, Tactician, Thief, Treasure Map, Treasury, Moat
Your honor doesn't allow you to leave Captain Althea's fate in pirate's hands. You return to the place the next morning only to find it completely abandoned. The pirates have taken the prisoners and departed to parts unknown. You were not expecting this!
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'''Starting decks'''
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=== Game 11 vs. Lady Philippa ===
* You: 7 Coppers, 3 Estates
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Your trek takes you and your group to another village, then to a town, and finally you're told that a city, one with large boats, is just down the coast. Only one forest blocks your way.
* Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth = 150|title = Squire Tarquin}}
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Kingdom cards: Bazaar, Explorer, Haven, Lighthouse, Merchant Ship, Navigator, Tactician, Treasury, Wharf, Embargo
  
=== Game 11 ===
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=== Boss Game 12 vs. Witch Jezebel and Lady Philippa ===
You and Ela return to the shore where your ship sank. The bonfire you lit to call for help is still burning, and it seems to have attracted the attention of a merchant ship. You might be able to rescue Captain Althea after all!
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Your camp in the woods has a surprise visitor--the hooded woman. Your tent and some trees burst into flame, and the light illuminates her face. It's the witch Jezebel. Your pack horses run.
  
'''Starting decks'''
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Kingdom cards: Caravan, Cutpurse, Explorer, Fishing Village, Merchant Ship, Native Village, Navigator, Outpost, Pearl Diver, Lighthouse
* You: 7 Coppers, 3 Estates
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* Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Explorer|Merchant Ship|Tactician|Treasury|Wharf|Embargo|Haven|Lighthouse|Navigator|Bazaar|imgwidth = 150|title = Lady Philippa}}
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=== Game 13 vs. Squire Solomon ===
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Witch Jezebel throws a few more fireballs and runs from camp, with you in hot (literally, your hat is on fire) pursuit. You come to a small dock. Witch Jezebel steals a dinghy and paddles off, and you do the same. She's a better paddler than you thought she'd be.
  
=== Boss Game 12 ===
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Kingdom cards: Bazaar, Ghost Ship, Haven, Island, Lookout, Pirate Ship, Smugglers, Treasury, Warehouse, Embargo
The merchant ship that rescued you and Ela delivers pearls from the distant fishing villages to the your kingdom's capital city. You ask the crew to overcome all the odds and reach port as soon as possible. You have a friend to rescue!
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'''Starting decks'''
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=== Game 14 vs. Lady Thomasine ===
* You: 7 Coppers, 1 Estate, 2 Pearl Divers
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You remember how witch Jezebel turned your love into a frog, and how difficult it was to get the curse removed. You really, really want to catch her. You hope your friends and Ela didn't burn up in the fire back at camp.
* Witch Jezebel: 4 Coppers, 2 Estates, 1 Fishing Village, 1 Merchant Ship, 1 Outpost, 1 Province
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* Lady Philippa: 7 Coppers, 3 Estates
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{{Kingdom|Cutpurse|Navigator|Explorer|Merchant Ship|Outpost|Lighthouse|Native Village|Pearl Diver|Fishing Village|Caravan|imgwidth = 150|title = Witch Jezebel}}
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Kingdom cards: Laboratory, Salvager, Sea Hag, Spy, Tactician, Throne Room, Treasure Map, Village, Wharf, Ambassador
  
=== Game 13 ===
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=== Game 15 vs. Gentleman Benjamin ===
You gather a group of your best men and depart again to the pirate island. Your plan is to confiscate the treasure the pirates have hidden in the warehouse and exchange it for Althea's life.
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A horse and rider appear on the distant shore, and witch Jezebel flies from her boat onto the horse (witches are tricky). They turn and ride off. It must be Sir Robert. You just knew his kindness was suspect.
  
'''Starting decks'''
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Kingdom cards: Ambassador, Caravan, Fishing Village, Ghost Ship, Library, Native Village, Pearl Diver, Thief, Treasure Map, Embargo
* You: 7 Coppers, 3 Estates
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* Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Island|Pirate Ship|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Lookout|Smugglers|Warehouse|imgwidth = 150|title = Squire Solomon}}
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=== Boss Game 16 vs. Witch Jezebel, Sea Hag, and Lady Thomasine ===
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You pick up their trail, but it still takes hours to catch up to their camp. You're stunned to hear a familiar voice--the rider with the horse was the Sea Hag from Valierian Manor!
  
=== Game 14 ===
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Kingdom cards: Bazaar, Cutpurse, Ghost Ship, Haven, Island, Native Village, Smugglers, Treasury, Warehouse, Embargo
Your plan proves to be an excellent tactical decision! It doesn't take long before an envoy of the pirates shows up in front of your throne to negotiate with you the exchange of Captain Althea's life for the pirate's treasure.
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'''Starting decks'''
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=== Game 17 vs. Lady Ellen ===
* You: 7 Coppers, 3 Estates
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Ela and the crew stamp out the witch's fires as Sir Robert approaches. "I saw your fire on the horizon. How can I help?" He brings fresh horses and helpers.
* Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Throne Room|Treasure Map|Laboratory|Tactician|Wharf|Ambassador|Village|Salvager|Sea Hag|Spy|imgwidth = 150|title = Lady Thomasine}}
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Kingdom cards: Caravan, Explorer, Lookout, Navigator, Outpost, Pirate Ship, Salvager, Treasure Map, Wharf, Fishing Village
  
=== Game 15 ===
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=== Game 18 vs. Gentleman Ingvar ===
You do not wish to welcome pirates inside your city, so the transaction will take place in a distant fishing village. A caravan is responsible for transporting the treasure to the specified location. You and Ela ride close behind them guarding the convoy from attack by thieves.
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Sir Robert finally tells Ela and your crew what was in the parcel he gave to Witch Jezebel: he had borrowed money from her years ago, and he felt obligated to repay his loan. But with the debt repaid, it's time for justice.
  
'''Starting decks'''
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Kingdom cards: Ambassador, Ghost Ship, Merchant Ship, Outpost, Pearl Diver, Sea Hag, Smugglers, Tactician, Wharf, Lighthouse
* You: 7 Coppers, 3 Estates
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* Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province
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{{Kingdom|Caravan|Thief|Treasure Map|Ghost Ship|Library|Embargo|Native Village|Pearl Diver|Ambassador|Fishing Village|imgwidth = 150|title = Gentleman Benjamin}}
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=== Game 19 vs. Gentleman Hal ===
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Sir Robert says he has sent his fastest men to the city with the large boats. They're instructed to hire a large ship to assist in the rescue of Captain Althea. Would it arrive in time?
  
=== Boss Game 16 ===
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Kingdom cards: Bazaar, Caravan, Cutpurse, Lookout, Navigator, Salvager, Treasure Map, Treasury, Warehouse, Haven
As expected, several pirate hordes assault the caravan in an attempt to cheat on the agreement they have with you and recover their treasure. Luckily, they don't catch you off guard!
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'''Starting decks'''
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=== Boss Game 20 vs. Witch Jezebel ===
* You: 7 Coppers, 3 Estates
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Witch Jezebel's anger at your treatment of her witches is all-encompassing. Nothing but your death will quench her lust for revenge. She lifts her hands to the sky and begins an incantation.
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Cutpurse|Island|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Witch Jezebel Part II}}
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=== Game 17 ===
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You, Ela and the caravan continue your course towards the fishing village. You expect the pirates still want to negotiate with you! It seems like they do; one explorers ensures you that a pirate ship is docked at the wharf.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Lady Ellen: 5 Coppers, 1 Duchy, 1 Estate, 2 Pirate Ships, 1 Province
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{{Kingdom|Salvager|Treasure Map|Explorer|Outpost|Wharf|Fishing Village|Lookout|Caravan|Navigator|Pirate Ship|Warehouse|imgwidth = 150|title = Lady Ellen}}
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=== Game 18 ===
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You order your men to remain stationed nearby; you don't want to jeopardize Captain Althea's life. A horse and rider come down from the pirate ship and appear on the distant shore. Who is this?
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Ingvar: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Ghost Ship|Merchant Ship|Outpost|Tactician|Wharf|Lighthouse|Pearl Diver|Ambassador|Smugglers|Sea Hag|Warehouse|imgwidth = 150|title = Gentleman Ingvar}}
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=== Game 19 ===
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You're stunned to see a familiar face--the rider with the horse is Captain Althea! But why is she wielding a sword? Before you can form the idea in your mind, you hear Ela yelling, "She's a traitor!"
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Hal: 4 Coppers, 2 Estates, 1 Province, 2 Treasure Maps, 1 Warehouse
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{{Kingdom|Navigator|Salvager|Treasure Map|Bazaar|Treasury|Haven|Lookout|Warehouse|Caravan|Cutpurse|Warehouse|imgwidth = 150|title = Gentleman Hal}}
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=== Final Boss Game ===
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Hundreds of pirates appear from different areas of the fishing village. Apparently, Captain Althea made a deal with her captors while she was on board of the pirate ship. Her betrayal hurts you deeply, but you are not letting her get away with it!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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* Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Lookout|Smugglers|Island|Navigator|Pirate Ship|Embargo|Haven|Native Village|Ambassador|Fishing Village|imgwidth = 150|title = Witch Jezebel Part III}}
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Kingdom cards: Ambassador, Fishing Village, Haven, Island, Lookout, Native Village, Navigator, Pirate Ship, Smugglers, Embargo
  
 
== Trivia ==
 
== Trivia ==

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