Dominion Campaigns: Seaside Act 3

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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 vs. Maiden Joya ===
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=== Game 9 ===
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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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.
  
Kingdom cards: Bazaar, Cutpurse, Feast, Ghost Ship, Library, Salvager, Sea Hag, Treasure Map, Wharf, Ambassador
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
=== Game 10 vs. Squire Tarquin ===
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{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth = 150|title = Maiden Joya}}
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
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=== 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!
  
=== Game 11 vs. Lady Philippa ===
+
'''Starting decks'''
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.
+
* You: 7 Coppers, 3 Estates
 +
* Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
  
Kingdom cards: Bazaar, Explorer, Haven, Lighthouse, Merchant Ship, Navigator, Tactician, Treasury, Wharf, Embargo
+
{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth = 150|title = Squire Tarquin}}
  
=== Boss Game 12 vs. Witch Jezebel and Lady Philippa ===
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=== Game 11 ===
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.
+
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!
  
Kingdom cards: Caravan, Cutpurse, Explorer, Fishing Village, Merchant Ship, Native Village, Navigator, Outpost, Pearl Diver, Lighthouse
+
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 +
 
 +
{{Kingdom|Explorer|Merchant Ship|Tactician|Treasury|Wharf|Embargo|Haven|Lighthouse|Navigator|Bazaar|imgwidth = 150|title = Lady Philippa}}
 +
 
 +
=== 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
 +
 
 +
{{Kingdom|Cutpurse|Navigator|Explorer|Merchant Ship|Outpost|Lighthouse|Native Village|Pearl Diver|Fishing Village|Caravan|imgwidth = 150|title = Witch Jezebel}}
  
 
=== Game 13 vs. Squire Solomon ===
 
=== Game 13 vs. Squire Solomon ===

Revision as of 23:28, 8 May 2016

Completed map for Seaside - Act 3.

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.

Contents

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
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

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

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

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

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

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

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

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

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

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

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

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

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

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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