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[[Image:CampaignBase2.png|thumb|right|750px|Completed map for Base Set - Act 2.]]
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[[File:Baseact2.png|thumb|right|300px|Base Set Act 2 logo]]
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'''[[Dominion Adventures]]: Base Set Act 2''', subtitled '''Magic, Money and Ministry''', is the second Adventure associated with the [[Dominion (base set)|Base set]] on [[Goko]]. It's available for a purchase of Coins.  The cards available are the same as available in [[Dominion Adventures: Base Set Act 1|Act 1]].
  
'''[[Campaigns|Dominion Campaigns]]: [[Dominion (base set)|Base Set]] Act 2''' (originally subtitled '''Magic, Money and Ministry''') is the second Act of the Base Set Campaign on [[Dominion Online]].  It is immediately available to play.  The cards available are the same as in [[Dominion Campaigns: Base Set Act 1|Act 1]].
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{{Navbox Goko Adventures}}
  
== Overview ==
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[[Category: Goko Adventures]]
Picking up right after [[Dominion Campaigns: Base Set Act 1|Act 1]], this Campaign concerns itself with first a war against the kingdom of Infamy, led first by King Leroy, then his son Leo, then a subsequent war against the witches, led by Jezebel, who had been your ally during the war against Infamy, and the reconstruction that takes place after.
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== List of Games ==
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=== Game 1 ===
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Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased).  Now you can concentrate on Vaccara, where a new mine has been discovered.  To fund its operation requires investment.  If it succeeds, you're looking at a very happy year. Remodel their workshops so the smiths can turn polearms into pickaxes.
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'''Starting decks'''
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* You: 2 Silvers, 8 Smithies
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* Cardwell the Serf: 7 Coppers, 3 Estates
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{{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth = 150|title = Cardwell the Serf}}
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=== Game 2 ===
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News, but alas, no funds, has come in from the mines! On your way back from visiting a native village, you arrange a bridge loan from the moneylenders in the market. Shopping always makes the sad feel better.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Henna: 7 Coppers, 3 Estates
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{{Kingdom|Throne Room|Library|Market|Witch|Adventurer|Native Village|Workshop|Bridge|Bureaucrat|Moneylender|imgwidth = 150|title = Serf Henna}}
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=== Game 3 ===
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The adventurers returning from the mines regale you with stories of amazing bounty.  You host only a moderate reception for these brave souls featuring a somewhat fresh catch from your fishing village; after all, where is the gold they promised?  They appear honest; it would be terrible if one turns out to be a thief.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Ylaria: 7 Coppers, 3 Estates
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{{Kingdom|Smithy|Thief|Throne Room|Council Room|Mine|Chapel|Fishing Village|Workshop|Bureaucrat|Monument|imgwidth = 150|title = Maiden Ylaria}}
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=== Boss Game 4 ===
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Everyone is enjoying your festival.  With funds start to arrive from the mine, you hope to purchase the loyalty of new provinces from your guests.  One high-profile attendee is the gluttonous King of Infamy, Leroy.  The rumor is that he plans to block your purchases, so you ask your chancellor to keep a watchful eye during the feast.
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In this rules variant the supply starts with 16 Provinces.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Leroy, King of Infamy: 7 Coppers, 3 Estates
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{{Kingdom|Remodel|Thief|Festival|Market|Mine|Chapel|Chancellor|Woodcutter|Feast|Moneylender|imgwidth = 150|title = Leroy King of Infamy}}
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=== Game 5 ===
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The festival has been ruined! Your chancellor discovers that King Leroy bribed your partners to steal your gold. All of it. You can't mint currency without gold. Now you have to get it back, of course, but how?  Sometimes it's necessary to fight a little larceny with something "special" of your own. But first a quick visit to the harem.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Serf Willard: 7 Coppers, 3 Estates
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{{Kingdom|Laboratory|Library|Mine|Mint|Harem|Cellar|Chancellor|Feast|Remodel|Festival|imgwidth = 150|title = Serf Willard}}
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=== Game 6 ===
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During your childhood, the task of governing the kingdom always seemed so simple. At least, your father made it look that way! But now you're no longer a child, your father no longer sits on the throne, and you finally understand why a king has little time to play with his child in the garden or to read a book in the library. It's time to grow up!
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'''Starting decks'''
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* You: 6 Coppers, 3 Estates, 1 Remodel
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* Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
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{{Kingdom|Remodel|Throne Room|Council Room|Laboratory|Library|Cellar|Chapel|Moat|Workshop|Gardens|imgwidth = 150|title = Maiden Justina}}
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=== Game 7 ===
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King Leroy continues his underhanded campaign against you.  The royal chancellor's tactician recommends reinforcing the militia, but something tells you that Vaccara's new thieves guild can strike King Leroy where it hurts most, that would be, in his pockets!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Squire Mendel: 7 Coppers, 3 Estates
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{{Kingdom|Council Room|Festival|Mine|Tactician|Adventurer|Chapel|Pawn|Chancellor|Militia|Thief|imgwidth = 150|title = Squire Mendel}}
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=== Boss Game 8 ===
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The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distress. His son Leo inherited his throne and seeks negotiations with you regarding the provinces his father sought to acquire. You decide to give the young boy a chance. After all, your village needs remodeling, and it never hurts to have another market where you can sell what it's produced in your workshops.
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In this rules variant your hand consists of 4 cards, not 5.
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'''Starting decks'''
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* You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
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* Leo Leroy: 7 Coppers, 3 Estates
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* Lady Elena: 7 Coppers, 3 Estates
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{{Kingdom|Remodel|Thief|Throne Room|Laboratory|Market|Cellar|Chapel|Village|Workshop|Gardens|imgwidth = 150|title = Leo Leroy}}
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=== Game 9 ===
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The apple never falls far from the tree.  Leo brought every weapon from his arsenal to the meeting, but it was just a diversion. He managed to infiltrate a horde of powerful witches in through the palace's gardens, and now the market, the smithy and the city moat are all under attack. It is all-out war now!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Maiden Osanna: 7 Coppers, 3 Estates
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{{Kingdom|Smithy|Market|Witch|Adventurer|Hoard|Moat|Smugglers|Village|Gardens|Remodel|imgwidth = 150|title = Maiden Osanna}}
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=== Game 10 ===
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It's time to take action on this war before it's too late! The witch Jezebel has returned and seeks an audience with you. With her help and upgrades made to the citadel, soon the thief Leo will face the same fate as his father!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Squire Silas: 7 Coppers, 3 Estates
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{{Kingdom|Laboratory|Upgrade|Witch|Adventurer|Grand Market|Moat|Moneylender|Spy|Thief|Throne Room|imgwidth = 150|title = Squire Silas}}
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=== Game 11 ===
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Leo lost most of his land to you during the war; the mines of Vaccara are finally yours.  It had been a bloody, destructive conflict, and the people blame you for the damage. It would be wise of you to share the wealth of the conquest with the people. A fancy festival with a celebratory feast will improve everyone's mood!
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'''Starting decks'''
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* You: 10 Feasts
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* Lady Elena: 6 Silvers, 3 Estates
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{{Kingdom|Library|Market|Mine|Witch|Adventurer|Workshop|Feast|Council Room|Festival|Laboratory|imgwidth = 150|title = Lady Elena}}
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=== Boss Game 12 ===
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The witch Jezebel has promised to stay by your side, but the commoners are not pleased with the idea. A new religious faction has gained ground among the villagers, one that claims witches should be hunted and tortured. You can't rule from the throne of a divided kingdom! The best option is to spy on the two groups while considering what to do next.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Witch Jezebel: 7 Coppers, 3 Estates
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* Maiden Ylaria: 7 Coppers, 3 Estates
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{{Kingdom|Spy|Throne Room|Laboratory|Market|Torturer|Moat|Ambassador|Feast|Moneylender|Remodel|imgwidth = 150|title = Witch Jezebel}}
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=== Game 13 ===
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Jezebel is banished as overwhelming pressure from the people forces your hand. She promises to return with greater strength. Concerned by this threat, many villagers quit their jobs in the mines and the sawmills to join the militia. Even some members of the bureaucracy waive the opulence of the feasts in the royal gardens to embrace the rigor of the military life.
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In this rules variant the supply starts with 16 Gardens.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Squire Allister: 7 Coppers, 3 Estates
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{{Kingdom|Militia|Remodel|Throne Room|Festival|Mine|Village|Woodcutter|Bureaucrat|Feast|Gardens|imgwidth = 150|title = Squire Allister}}
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=== Game 14 ===
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Your biggest fear is realized: Jezebel has returned. Fortunately your militia is stronger than ever. But what's really reassuring is that you found a powerful talisman from days past when you were hiding the gold produced in your mines in the cellars of your secret haven. Fight magic with magic!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Lady Ingride: 7 Coppers, 3 Estates
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{{Kingdom|Militia|Talisman|Council Room|Library|Mine|Cellar|Haven|Village|Woodcutter|Gardens|imgwidth = 150|title = Lady Ingride}}
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=== Game 15 ===
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Jezebel's anger seems to be fading away. The Kingdom goes back to its normal life. Villagers return to their previous jobs, filling the cities again with peddlers, woodcutters and bureaucrats. Everything seems fine, but you know Jezebel well enough to know that she has not stopped conspiring against you. Stay alert!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Keaton: 7 Coppers, 3 Estates
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{{Kingdom|Bureaucrat|Conspirator|Remodel|Laboratory|Peddler|Cellar|Chapel|Village|Woodcutter|Workshop|imgwidth = 150|title = Gentleman Keaton}}
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=== Boss Game 16 ===
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You were right! Jezebel was gathering allies and already neighboring estates have fallen to her power. You sent spies and adventurers to explore the surroundings, but the news is not so encouraging. You know you have the power to defeat your neighbours' militias, but Jezebel's army of witches is beyond your capabilities. If you manage to win this war, witches will be banished for good!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
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* Lady Ingride: 7 Coppers, 3 Estates
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{{Kingdom|Spy|Thief|Library|Witch|Adventurer|Moat|Village|Bureaucrat|Militia|Remodel|imgwidth = 150|title = Witch Jezebel Part II}}
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=== Game 17 ===
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Victory!  Now that the witches are banished to a distant island, it's time to heal your kingdom.  While the residents organize a festival and a feast in your honor, the ironworks blaze full time to repair the damage done to the gates, gardens and chapels.
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Lady Juetta: 7 Coppers, 3 Estates
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{{Kingdom|Militia|Spy|Thief|Council Room|Festival|Chapel|Feast|Gardens|Ironworks|Island|imgwidth = 150|title = Lady Juetta}}
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=== Game 18 ===
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The council has been busy lately receiving complaints of miners and other workers. They claim that while the bureaucrats and moneylenders were partying at the festival made in your honor, they had to work hard remodeling castles they are not invited to. They have a point.
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In this rules variant you gain a copper with every turn.
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'''Starting decks'''
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* You: 7 Coppers, 2 Estates, 1 Province
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* Gentleman Winston: 7 Coppers, 3 Estates
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{{Kingdom|Remodel|Council Room|Festival|Library|Mine|Cellar|Workshop|Bureaucrat|Feast|Moneylender|imgwidth = 150|title = Gentleman Winston}}
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=== Game 19 ===
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The general discontent grows every day. The militia, created to defeat foreign enemies, now has to restrain riots incited by smiths and woodcutters in the local markets. Many caravans have been seen abandoning the cities. This can't be good for your kingdom!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Gentleman Sedgewick: 7 Coppers, 3 Estates
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{{Kingdom|Feast|Militia|Smithy|City|Market|Moat|Woodcutter|Workshop|Bureaucrat|Caravan|imgwidth = 150|title = Gentleman Sedgewick}}
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=== Final Boss Game ===
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The royal chancellor has advised you to keep all the villages under surveillance and build new watchtowers on the roads. This has made things worse! Not only has the number of rebellions increased, but also the debts. You've been forced to ask boons of the moneylenders. Tread carefully: you do not need more enemies!
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'''Starting decks'''
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* You: 7 Coppers, 3 Estates
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* Sir Robert: 7 Coppers, 3 Estates
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* Gentleman Winston: 7 Coppers, 3 Estates
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{{Kingdom|Gardens|Moneylender|Festival|Library|Witch|Cellar|Chancellor|Swindler|Village|Watchtower|imgwidth = 150|title = Sir Robert}}
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{{Navbox MF Campaigns}}
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[[Category: Dominion Campaigns]]
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