Dominion Campaigns: Seaside Act 3
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{{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Captain Althea}} | {{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Captain Althea}} | ||
− | === Game 5 | + | === 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 | ||
− | == | + | {{Kingdom|Spy|Thief|Treasure Map|Festival|Mine|Ambassador|Lookout|Bureaucrat|Salvager|Sea Hag|imgwidth = 150|title = Serf Valenia}} |
− | + | ||
− | + | === 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 | ||
− | Kingdom | + | {{Kingdom|Warehouse|Cutpurse|Island|Pirate Ship|Treasury|Haven|Lighthouse|Pearl Diver|Ambassador|Smugglers|imgwidth = 150|title = Maiden Joanna}} |
− | === | + | === 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 | ||
+ | |||
+ | {{Kingdom|Island|Pirate Ship|Treasure Map|Merchant Ship|Wharf|Lighthouse|Native Village|Smugglers|Warehouse|Caravan|imgwidth = 150|title = Squire Redwald}} | ||
+ | |||
+ | === 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 | ||
+ | |||
+ | {{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth = 150|title = Sir Robert}} | ||
=== Game 9 vs. Maiden Joya === | === Game 9 vs. Maiden Joya === |
Revision as of 19:37, 8 May 2016
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
A journey into uncharted territory reunites you with some vengeful witches.
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.
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 | ||||||||||
Embargo | Haven | Lighthouse | Pearl Diver | Fishing Village |
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 | ||||||||||
Native Village | Pearl Diver | Lookout | Smugglers | Warehouse |
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 | ||||||||||
Ambassador | Fishing Village | Lookout | Smugglers | Caravan |
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 | ||||||||||
Embargo | Lighthouse | Native Village | Smugglers | Warehouse |
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 | ||||||||||
Ambassador | Lookout | Bureaucrat | Salvager | Sea Hag |
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 | ||||||||||
Haven | Lighthouse | Pearl Diver | Ambassador | Smugglers |
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 | ||||||||||
Lighthouse | Native Village | Smugglers | Warehouse | Caravan |
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 | ||||||||||
Embargo | Haven | Ambassador | Fishing Village | Lookout |
Game 9 vs. Maiden Joya
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!"
Kingdom cards: Bazaar, Cutpurse, Feast, Ghost Ship, Library, Salvager, Sea Hag, Treasure Map, Wharf, Ambassador
Game 10 vs. Squire Tarquin
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.
Kingdom cards: Bazaar, Ghost Ship, Moneylender, Pirate Ship, Sea Hag, Tactician, Thief, Treasure Map, Treasury, Moat
Game 11 vs. Lady Philippa
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.
Kingdom cards: Bazaar, Explorer, Haven, Lighthouse, Merchant Ship, Navigator, Tactician, Treasury, Wharf, Embargo
Boss Game 12 vs. Witch Jezebel and Lady Philippa
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.
Kingdom cards: Caravan, Cutpurse, Explorer, Fishing Village, Merchant Ship, Native Village, Navigator, Outpost, Pearl Diver, Lighthouse
Game 13 vs. Squire Solomon
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.
Kingdom cards: Bazaar, Ghost Ship, Haven, Island, Lookout, Pirate Ship, Smugglers, Treasury, Warehouse, Embargo
Game 14 vs. Lady Thomasine
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.
Kingdom cards: Laboratory, Salvager, Sea Hag, Spy, Tactician, Throne Room, Treasure Map, Village, Wharf, Ambassador
Game 15 vs. Gentleman Benjamin
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.
Kingdom cards: Ambassador, Caravan, Fishing Village, Ghost Ship, Library, Native Village, Pearl Diver, Thief, Treasure Map, Embargo
Boss Game 16 vs. Witch Jezebel, Sea Hag, and Lady Thomasine
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!
Kingdom cards: Bazaar, Cutpurse, Ghost Ship, Haven, Island, Native Village, Smugglers, Treasury, Warehouse, Embargo
Game 17 vs. Lady Ellen
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.
Kingdom cards: Caravan, Explorer, Lookout, Navigator, Outpost, Pirate Ship, Salvager, Treasure Map, Wharf, Fishing Village
Game 18 vs. 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.
Kingdom cards: Ambassador, Ghost Ship, Merchant Ship, Outpost, Pearl Diver, Sea Hag, Smugglers, Tactician, Wharf, Lighthouse
Game 19 vs. Gentleman Hal
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?
Kingdom cards: Bazaar, Caravan, Cutpurse, Lookout, Navigator, Salvager, Treasure Map, Treasury, Warehouse, Haven
Boss Game 20 vs. Witch Jezebel
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.
Kingdom cards: Ambassador, Fishing Village, Haven, Island, Lookout, Native Village, Navigator, Pirate Ship, Smugglers, Embargo