Dominion Campaigns: Seaside Act 3

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[[File:SeasideFinale.png|thumb|right|300px|Seaside Finale art]]
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[[Image:CampaignSeaside3.png|thumb|right|750px|Completed map for Seaside - Act 3.]]
'''[[Dominion Adventures]]: Seaside Finale''', subtitled '''Old Friends''', is the final section of the Seaside Adventures on [[Goko]].  It's available for a purchase of Coins, but cannot be played until [[Dominion Adventures: Seaside Act 1|Act 1]] and [[Dominion Adventures: Seaside Act 2|Act 2]] are completed. The cards available include the entire [[Seaside]] expansion, as well as the [[Dominion (base set)|Base set]].
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== Adventure Overview ==
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'''[[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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 +
== Campaign Overview ==
 
A journey into uncharted territory reunites you with some vengeful witches.
 
A journey into uncharted territory reunites you with some vengeful witches.
  
== List of Scenes ==
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== List of Games ==
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In all games, there is a rules variant: the player gets 3 extra turns at the start of the game. This does not apply to the AI opponents.
 +
 
 +
=== Game 1 ===
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Captain Althea, Ela Thorodan and you are looking for a change of scenery, so you plan a short three-hour tour to Vaccara's coastal outposts. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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 +
{{Kingdom|Caravan|Merchant Ship|Outpost|Tactician|Wharf|Embargo|Haven|Lighthouse|Pearl Diver|Fishing Village|imgwidth = 150|title = Serf Archer}}
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 +
=== Game 2 ===
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You swim to the nearest shore, but you don't recognize this part of your kingdom. Are you on an island? Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon, so you start exploring your surroundings.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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 +
{{Kingdom|Island|Navigator|Explorer|Tactician|Treasury|Native Village|Pearl Diver|Lookout|Smugglers|Warehouse|imgwidth = 150|title = Serf Mary}}
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=== Game 3 ===
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There's no civilization in sight, but there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to salvage all they can from the wrecked ship. Ela gathers the rest of the crew and organizes a caravan to climb to the highest cliff and scan the horizon.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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 +
{{Kingdom|Cutpurse|Salvager|Sea Hag|Bazaar|Treasury|Ambassador|Fishing Village|Lookout|Smugglers|Caravan|imgwidth = 150|title = Maiden Lettice}}
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=== Boss Game 4 ===
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Weeks go by with no sign of friend or foe. The crew have begun to lose their strength and you fear the worst. You propose to build a bonfire as beacon to attract any passing merchant ship. You cross your fingers so that no pirates see the signal!
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 +
'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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{{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Captain Althea}}
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=== Game 5 ===
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After a few days, you're struck with a fever. Fortunately Ela proves to be a worthy nurse as well as a friend. Despite being in poor health you notice Captain Althea's concern; a salvager and her best lookout disappeared during an expedition to the center of the island. You might not be alone!
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 +
'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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 +
{{Kingdom|Spy|Thief|Treasure Map|Festival|Mine|Ambassador|Lookout|Bureaucrat|Salvager|Sea Hag|imgwidth = 150|title = Serf Valenia}}
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=== Game 6 ===
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You recover from your illness, and you organize an expedition to the interior of the island in search of the missing men. You pass a desert, then boggy fields, and finally you come to an abandoned warehouse! The place is full of treasures! Apparently, you have found a pirate's lair.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
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 +
{{Kingdom|Warehouse|Cutpurse|Island|Pirate Ship|Treasury|Haven|Lighthouse|Pearl Diver|Ambassador|Smugglers|imgwidth = 150|title = Maiden Joanna}}
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=== Game 7 ===
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Your men pounce on the chests full of gems and gold coins. You, Ela and Captain Althea walk away from the scene and spot, not far from the warehouse, a wharf and a deserted lighthouse. Wait! A light has begun to shine in the lantern room!
  
=== Game 1 vs. Serf Archer ===
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'''Starting decks'''
Captain Althea, Ela, and you are looking for a change of scenery, so you plan a short three-hour tour down Vaccara's coast. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"
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* You: 7 Coppers, 3 Estates
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* Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Caravan, Fishing Village, Haven, Lighthouse, Merchant Ship, Outpost, Pearl Diver, Tactician, Wharf, Embargo
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{{Kingdom|Island|Pirate Ship|Treasure Map|Merchant Ship|Wharf|Lighthouse|Native Village|Smugglers|Warehouse|Caravan|imgwidth = 150|title = Squire Redwald}}
  
=== Game 2 vs. Serf Mary ===
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=== Boss Game 8 ===
Thankfully, shore was close, but you don't recognize this part of your kingdom. Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon.
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There's no time to waste! The pirates are docking in the haven. Captain Althea orders her men to leave the treasure and run, but they end up mutinying. You and Ela help the Captain to put the situation under control, but you fear the pirates may arrive at any time.
  
Kingdom cards: Explorer, Island, Lookout, Navigator, Pearl Diver, Smugglers, Tactician, Treasury, Warehouse, Native Village
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Sir Robert: 1 Ambassador, 5 Coppers, 2 Estates, 1 Province, 1 Tactician
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* Maiden Lettice: 7 Coppers, 3 Estates
  
=== Game 3 vs. Maiden Lettice ===
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{{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth = 150|title = Sir Robert}}
There's no civilization in sight, but just beyond the beach, there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to scavenge all they can from the wrecked ship.
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Kingdom cards: Bazaar, Caravan, Cutpurse, Fishing Village, Lookout, Salvager, Sea Hag, Smugglers, Treasury, Ambassador
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=== Game 9 ===
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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.
  
=== Boss Game 4 vs. Captain Althea ===
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'''Starting decks'''
Weeks go by with no sign of friend or foe. Why no search party from your castle? You decide to hike across the far hills to find civilization. Captain Althea refuses to go. "Climbing those heights would be a death sentence," she says. You draw swords.
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* You: 7 Coppers, 3 Estates
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* Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Caravan, Ghost Ship, Lighthouse, Merchant Ship, Native Village, Pirate Ship, Smugglers, Warehouse, Wharf, Embargo
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{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth = 150|title = Maiden Joya}}
  
=== Game 5 vs. Serf Valenia ===
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=== Game 10 ===
You hated to fight your friend, but you know that someone must find a rescue. You leave Captain Althea at camp; Ela and some of the crew join your expedition. After a few days, you're struck with a fever. Ela proves to be a worthy nurse.
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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!
  
Kingdom cards: Bureaucrat, Festival, Lookout, Mine, Salvager, Sea Hag, Spy, Thief, Treasure Map, Ambassador
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 6 vs. Maiden Joanna ===
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{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth = 150|title = Squire Tarquin}}
You recover from your illness, and the march continues. You pass a desert, then boggy fields, and finally you come to a village! Your group receives food and comfort, but the villagers don't seem to recognize their ruler--you. Wait--is that Sir Robert you see--that thief?
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Kingdom cards: Ambassador, Cutpurse, Island, Lighthouse, Pearl Diver, Pirate Ship, Smugglers, Treasury, Warehouse, Haven
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=== Game 11 ===
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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!
  
=== Game 7 vs. Squire Redwald ===
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'''Starting decks'''
Sir Robert darts into a small shack, and he gives the hooded woman inside a parcel. The squawking chickens outside drown out their voices. What could they be saying?
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* You: 7 Coppers, 3 Estates
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* Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Caravan, Island, Merchant Ship, Native Village, Pirate Ship, Smugglers, Treasure Map, Warehouse, Wharf, Lighthouse  
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{{Kingdom|Explorer|Merchant Ship|Tactician|Treasury|Wharf|Embargo|Haven|Lighthouse|Navigator|Bazaar|imgwidth = 150|title = Lady Philippa}}
  
=== Boss Game 8 vs. Sir Robert and Maiden Lettice ===
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=== Boss Game 12 ===
Sir Robert emerges and sees you near the door. You don't think he recognizes you, but he's angry and pulls his sword. You draw yours. The fun begins.
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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!
  
Kingdom cards: Ambassador, Explorer, Fishing Village, Haven, Lookout, Navigator, Outpost, Salvager, Tactician, Embargo
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'''Starting decks'''
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* You: 7 Coppers, 1 Estate, 2 Pearl Divers
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* 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
  
=== Game 9 vs. Maiden Joya ===
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{{Kingdom|Cutpurse|Navigator|Explorer|Merchant Ship|Outpost|Lighthouse|Native Village|Pearl Diver|Fishing Village|Caravan|imgwidth = 150|title = Witch Jezebel}}
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!"
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Kingdom cards: Bazaar, Cutpurse, Feast, Ghost Ship, Library, Salvager, Sea Hag, Treasure Map, Wharf, Ambassador
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=== Game 13 ===
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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.
  
=== Game 10 vs. Squire Tarquin ===
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'''Starting decks'''
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.
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* You: 7 Coppers, 3 Estates
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* Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Bazaar, Ghost Ship, Moneylender, Pirate Ship, Sea Hag, Tactician, Thief, Treasure Map, Treasury, Moat
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{{Kingdom|Island|Pirate Ship|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Lookout|Smugglers|Warehouse|imgwidth = 150|title = Squire Solomon}}
  
=== Game 11 vs. Lady Philippa ===
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=== Game 14 ===
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.
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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.
  
Kingdom cards: Bazaar, Explorer, Haven, Lighthouse, Merchant Ship, Navigator, Tactician, Treasury, Wharf, Embargo
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Boss Game 12 vs. Witch Jezebel and Lady Philippa ===
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{{Kingdom|Throne Room|Treasure Map|Laboratory|Tactician|Wharf|Ambassador|Village|Salvager|Sea Hag|Spy|imgwidth = 150|title = Lady Thomasine}}
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.
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Kingdom cards: Caravan, Cutpurse, Explorer, Fishing Village, Merchant Ship, Native Village, Navigator, Outpost, Pearl Diver, Lighthouse
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=== Game 15 ===
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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.
  
=== Game 13 vs. Squire Solomon ===
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'''Starting decks'''
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.
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* You: 7 Coppers, 3 Estates
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* Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province
  
Kingdom cards: Bazaar, Ghost Ship, Haven, Island, Lookout, Pirate Ship, Smugglers, Treasury, Warehouse, Embargo
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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}}
  
=== Game 14 vs. Lady Thomasine ===
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=== Boss Game 16 ===
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.
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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!
  
Kingdom cards: Laboratory, Salvager, Sea Hag, Spy, Tactician, Throne Room, Treasure Map, Village, Wharf, Ambassador
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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
  
=== Game 15 vs. Gentleman Benjamin ===
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{{Kingdom|Cutpurse|Island|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Witch Jezebel Part II}}
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.
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Kingdom cards: Ambassador, Caravan, Fishing Village, Ghost Ship, Library, Native Village, Pearl Diver, Thief, Treasure Map, Embargo
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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.
  
=== Boss Game 16 vs. Witch Jezebel, Sea Hag, and Lady Thomasine ===
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'''Starting decks'''
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!
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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
  
Kingdom cards: Bazaar, Cutpurse, Ghost Ship, Haven, Island, Native Village, Smugglers, Treasury, Warehouse, Embargo
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{{Kingdom|Salvager|Treasure Map|Explorer|Outpost|Wharf|Fishing Village|Lookout|Caravan|Navigator|Pirate Ship|Warehouse|imgwidth = 150|title = Lady Ellen}}
  
=== Game 17 vs. Lady Ellen ===
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=== Game 18 ===
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.
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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?
  
Kingdom cards: Caravan, Explorer, Lookout, Navigator, Outpost, Pirate Ship, Salvager, Treasure Map, Wharf, Fishing Village
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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
  
=== Game 18 vs. Gentleman Ingvar ===
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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}}
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.
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Kingdom cards: Ambassador, Ghost Ship, Merchant Ship, Outpost, Pearl Diver, Sea Hag, Smugglers, Tactician, Wharf, Lighthouse
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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!"
  
=== Game 19 vs. Gentleman Hal ===
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'''Starting decks'''
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?
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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
  
Kingdom cards: Bazaar, Caravan, Cutpurse, Lookout, Navigator, Salvager, Treasure Map, Treasury, Warehouse, Haven
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{{Kingdom|Navigator|Salvager|Treasure Map|Bazaar|Treasury|Haven|Lookout|Warehouse|Caravan|Cutpurse|Warehouse|imgwidth = 150|title = Gentleman Hal}}
  
=== Boss Game 20 vs. Witch Jezebel ===
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=== Final Boss Game ===
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.
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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!
  
Kingdom cards: Ambassador, Fishing Village, Haven, Island, Lookout, Native Village, Navigator, Pirate Ship, Smugglers, Embargo
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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
  
=== Epilogue ===
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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}}
Witch Jezebel leans back to throw a fireball at your head. Just as she releases the flame, the Sea Hag attacks you, blocking Jezebel's shot, the Sea Hag bursts into flame and runs toward Jezebel, who also catches on fire. The two of them disappear in a swirling cloud of ash. Time to head home; [player name]'s three-hour tour is over.
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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 11:36, 18 May 2016

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.

Contents

[edit] Campaign Overview

A journey into uncharted territory reunites you with some vengeful witches.

[edit] List of Games

In all games, there is a rules variant: the player gets 3 extra turns at the start of the game. This does not apply to the AI opponents.

[edit] Game 1

Captain Althea, Ela Thorodan and you are looking for a change of scenery, so you plan a short three-hour tour to Vaccara's coastal outposts. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Archer [images]
Caravan Merchant Ship Outpost Tactician Wharf
Caravan.jpg Merchant Ship.jpg Outpost.jpg Tactician.jpg Wharf.jpg
Embargo.jpg Haven.jpg Lighthouse.jpg Pearl Diver.jpg Fishing Village.jpg
Embargo Haven Lighthouse Pearl Diver Fishing Village

[edit] Game 2

You swim to the nearest shore, but you don't recognize this part of your kingdom. Are you on an island? Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon, so you start exploring your surroundings.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Mary [images]
Island Navigator Explorer Tactician Treasury
Island.jpg Navigator.jpg Explorer.jpg Tactician.jpg Treasury.jpg
Native Village.jpg Pearl Diver.jpg Lookout.jpg Smugglers.jpg Warehouse.jpg
Native Village Pearl Diver Lookout Smugglers Warehouse

[edit] Game 3

There's no civilization in sight, but there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to salvage all they can from the wrecked ship. Ela gathers the rest of the crew and organizes a caravan to climb to the highest cliff and scan the horizon.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Lettice [images]
Cutpurse Salvager Sea Hag Bazaar Treasury
Cutpurse.jpg Salvager.jpg Sea Hag.jpg Bazaar.jpg Treasury.jpg
Ambassador.jpg Fishing Village.jpg Lookout.jpg Smugglers.jpg Caravan.jpg
Ambassador Fishing Village Lookout Smugglers Caravan

[edit] Boss Game 4

Weeks go by with no sign of friend or foe. The crew have begun to lose their strength and you fear the worst. You propose to build a bonfire as beacon to attract any passing merchant ship. You cross your fingers so that no pirates see the signal!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Captain Althea [images]
Caravan Pirate Ship Ghost Ship Merchant Ship Wharf
Caravan.jpg Pirate Ship.jpg Ghost Ship.jpg Merchant Ship.jpg Wharf.jpg
Embargo.jpg Lighthouse.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg
Embargo Lighthouse Native Village Smugglers Warehouse

[edit] Game 5

After a few days, you're struck with a fever. Fortunately Ela proves to be a worthy nurse as well as a friend. Despite being in poor health you notice Captain Althea's concern; a salvager and her best lookout disappeared during an expedition to the center of the island. You might not be alone!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Valenia [images]
Spy Thief Treasure Map Festival Mine
Spy.jpg Thief.jpg Treasure Map.jpg Festival.jpg Mine.jpg
Ambassador.jpg Lookout.jpg Bureaucrat.jpg Salvager.jpg Sea Hag.jpg
Ambassador Lookout Bureaucrat Salvager Sea Hag

[edit] Game 6

You recover from your illness, and you organize an expedition to the interior of the island in search of the missing men. You pass a desert, then boggy fields, and finally you come to an abandoned warehouse! The place is full of treasures! Apparently, you have found a pirate's lair.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Joanna [images]
Warehouse Cutpurse Island Pirate Ship Treasury
Warehouse.jpg Cutpurse.jpg Island.jpg Pirate Ship.jpg Treasury.jpg
Haven.jpg Lighthouse.jpg Pearl Diver.jpg Ambassador.jpg Smugglers.jpg
Haven Lighthouse Pearl Diver Ambassador Smugglers

[edit] Game 7

Your men pounce on the chests full of gems and gold coins. You, Ela and Captain Althea walk away from the scene and spot, not far from the warehouse, a wharf and a deserted lighthouse. Wait! A light has begun to shine in the lantern room!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Redwald [images]
Island Pirate Ship Treasure Map Merchant Ship Wharf
Island.jpg Pirate Ship.jpg Treasure Map.jpg Merchant Ship.jpg Wharf.jpg
Lighthouse.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg Caravan.jpg
Lighthouse Native Village Smugglers Warehouse Caravan

[edit] Boss Game 8

There's no time to waste! The pirates are docking in the haven. Captain Althea orders her men to leave the treasure and run, but they end up mutinying. You and Ela help the Captain to put the situation under control, but you fear the pirates may arrive at any time.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 1 Ambassador, 5 Coppers, 2 Estates, 1 Province, 1 Tactician
  • Maiden Lettice: 7 Coppers, 3 Estates
Sir Robert [images]
Navigator Salvager Explorer Outpost Tactician
Navigator.jpg Salvager.jpg Explorer.jpg Outpost.jpg Tactician.jpg
Embargo.jpg Haven.jpg Ambassador.jpg Fishing Village.jpg Lookout.jpg
Embargo Haven Ambassador Fishing Village Lookout

[edit] Game 9

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Joya [images]
Treasure Map Bazaar Ghost Ship Library Wharf
Treasure Map.jpg Bazaar.jpg Ghost Ship.jpg Library.jpg Wharf.jpg
Ambassador.jpg Cutpurse.jpg Feast.jpg Salvager.jpg Sea Hag.jpg
Ambassador Cutpurse Feast Salvager Sea Hag

[edit] Game 10

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Tarquin [images]
Treasure Map Bazaar Ghost Ship Tactician Treasury
Treasure Map.jpg Bazaar.jpg Ghost Ship.jpg Tactician.jpg Treasury.jpg
Moat.jpg Moneylender.jpg Pirate Ship.jpg Sea Hag.jpg Thief.jpg
Moat Moneylender Pirate Ship Sea Hag Thief

[edit] Game 11

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Philippa [images]
Explorer Merchant Ship Tactician Treasury Wharf
Explorer.jpg Merchant Ship.jpg Tactician.jpg Treasury.jpg Wharf.jpg
Embargo.jpg Haven.jpg Lighthouse.jpg Navigator.jpg Bazaar.jpg
Embargo Haven Lighthouse Navigator Bazaar

[edit] Boss Game 12

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!

Starting decks

  • You: 7 Coppers, 1 Estate, 2 Pearl Divers
  • Witch Jezebel: 4 Coppers, 2 Estates, 1 Fishing Village, 1 Merchant Ship, 1 Outpost, 1 Province
  • Lady Philippa: 7 Coppers, 3 Estates
Witch Jezebel [images]
Cutpurse Navigator Explorer Merchant Ship Outpost
Cutpurse.jpg Navigator.jpg Explorer.jpg Merchant Ship.jpg Outpost.jpg
Lighthouse.jpg Native Village.jpg Pearl Diver.jpg Fishing Village.jpg Caravan.jpg
Lighthouse Native Village Pearl Diver Fishing Village Caravan

[edit] Game 13

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Solomon [images]
Island Pirate Ship Bazaar Ghost Ship Treasury
Island.jpg Pirate Ship.jpg Bazaar.jpg Ghost Ship.jpg Treasury.jpg
Embargo.jpg Haven.jpg Lookout.jpg Smugglers.jpg Warehouse.jpg
Embargo Haven Lookout Smugglers Warehouse

[edit] Game 14

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Thomasine [images]
Throne Room Treasure Map Laboratory Tactician Wharf
Throne Room.jpg Treasure Map.jpg Laboratory.jpg Tactician.jpg Wharf.jpg
Ambassador.jpg Village.jpg Salvager.jpg Sea Hag.jpg Spy.jpg
Ambassador Village Salvager Sea Hag Spy

[edit] Game 15

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province
Gentleman Benjamin [images]
Caravan Thief Treasure Map Ghost Ship Library
Caravan.jpg Thief.jpg Treasure Map.jpg Ghost Ship.jpg Library.jpg
Embargo.jpg Native Village.jpg Pearl Diver.jpg Ambassador.jpg Fishing Village.jpg
Embargo Native Village Pearl Diver Ambassador Fishing Village

[edit] Boss Game 16

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part II [images]
Cutpurse Island Bazaar Ghost Ship Treasury
Cutpurse.jpg Island.jpg Bazaar.jpg Ghost Ship.jpg Treasury.jpg
Embargo.jpg Haven.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg
Embargo Haven Native Village Smugglers Warehouse

[edit] Game 17

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.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Ellen: 5 Coppers, 1 Duchy, 1 Estate, 2 Pirate Ships, 1 Province
Lady Ellen [images]
Salvager Treasure Map Explorer Outpost Wharf
Salvager.jpg Treasure Map.jpg Explorer.jpg Outpost.jpg Wharf.jpg
Fishing Village.jpg Lookout.jpg Caravan.jpg Navigator.jpg Pirate Ship.jpg
Fishing Village Lookout Caravan Navigator Pirate Ship

[edit] Game 18

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?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Ingvar: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Ingvar [images]
Ghost Ship Merchant Ship Outpost Tactician Wharf
Ghost Ship.jpg Merchant Ship.jpg Outpost.jpg Tactician.jpg Wharf.jpg
Lighthouse.jpg Pearl Diver.jpg Ambassador.jpg Smugglers.jpg Sea Hag.jpg
Lighthouse Pearl Diver Ambassador Smugglers Sea Hag

[edit] Game 19

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!"

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Hal: 4 Coppers, 2 Estates, 1 Province, 2 Treasure Maps, 1 Warehouse
Gentleman Hal [images]
Navigator Salvager Treasure Map Bazaar Treasury
Navigator.jpg Salvager.jpg Treasure Map.jpg Bazaar.jpg Treasury.jpg
Haven.jpg Lookout.jpg Warehouse.jpg Caravan.jpg Cutpurse.jpg
Haven Lookout Warehouse Caravan Cutpurse

[edit] Final Boss Game

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!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  • Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part III [images]
Lookout Smugglers Island Navigator Pirate Ship
Lookout.jpg Smugglers.jpg Island.jpg Navigator.jpg Pirate Ship.jpg
Embargo.jpg Haven.jpg Native Village.jpg Ambassador.jpg Fishing Village.jpg
Embargo Haven Native Village Ambassador Fishing Village

[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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