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 | + | === 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 | ||
− | == | + | {{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth = 150|title = Maiden Joya}} |
− | + | ||
− | + | === 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 | ||
− | Kingdom | + | {{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth = 150|title = Squire Tarquin}} |
− | === | + | === 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 | ||
+ | |||
+ | {{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
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
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 | ||||||||||
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 | ||||||||||
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 | ||||||||||
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 | ||||||||||
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