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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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==Overview==
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Picking up right after [[Dominion Adventures: Base Set Act 1|Act 1]], this adventure 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.
  
== Overview ==
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==List of scenes==
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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===Game 1 vs. Cardwell the Serf===
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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 adventurers are planning to embark.  To fund their journeys, they request investments and promise colossal returns.  If they succeed, you're looking at a very happy year.
  
== List of Games ==
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Kingdom cards: Cellar, Moat, Village, Woodcutter, Workshop, Militia, Remodel, Smithy, Market, Mine
=== 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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===Game 2 vs. Serf Henna===
* You: 2 Silvers, 8 Smithies
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News, but alas, no funds, has come in from the adventurers!  Their stories awaken a wanderlust within you, and you really would like to get away someday and have an adventure of your own.  You've had to rely on your moneylenders and mines for cash, so some financial returns would energize things back at the drowsy castle.
* 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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Kingdom cards: Moat, Workshop, Bureaucrat, Gardens, Moneylender, Throne Room, Library, Market, Witch, Adventurer
  
=== Game 2 ===
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===Game 3 vs. Maiden Ylaria===
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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The adventurers return with stories of amazing bounty.  You host only a moderate festival for these brave souls; after all, where is the gold they promised?  They appear honest, and it would be terrible if one turns out to be a thief.
  
'''Starting decks'''
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Kingdom cards: Chapel, Workshop, Bureaucrat, Gardens, Smithy, Thief, Throne Room, Council Room, Library, Mine
* 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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===Boss Game 4 vs. Leroy, King of Infamy===
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Everyone is enjoying the festival.  With funds brought in by the adventurers, you hope to purchase some territory 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 spies to keep a watchful eye.
  
=== Game 3 ===
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Kingdom cards: Chapel, Chancellor, Woodcutter, Feast, Moneylender, Remodel, Thief, Festival, Market, Mine
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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===Game 5 vs. Serf Willard===
* You: 7 Coppers, 3 Estates
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The festival has been ruined!  Spies report that an adventurer in attendance was bribed by King Leroy to steal your gold.  All of it.  Now you have to get it back, of course.  How?  Sometimes it's time to fight a little larceny with something "special" of your own.
* 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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Kingdom cards: Cellar, Chancellor, Feast, Gardens, Remodel, Throne Room, Festival, Laboratory, Library, Mine
  
=== Boss Game 4 ===
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===Game 6 vs. Maiden Justina===
Everyone is enjoying your festival.  With funds start to arrive from the mine, you hope to purchase the loyalty of new provinces from your guestsOne high-profile attendee is the gluttonous King of Infamy, LeroyThe 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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Your father once told you that you should be wary of change, something you never embracedThe witch Jezebel, a charismatic practitioner of magic, has come to seek an audience with youMagic has never had a home in Vaccara, but it might be good to change things up in seeking the upper hand with King Leroy.
  
In this rules variant the supply starts with 16 Provinces.
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Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Laboratory, Library
  
'''Starting decks'''
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===Game 7 vs. Squire Mendel===
* You: 7 Coppers, 3 Estates
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King Leroy continues his underhanded campaign against you.  You've learned that witches can be powerful weapons, and you feel justified in using them against one so devious.  Vaccara's new thieves' guild also might be helpful; maybe the two groups can help defeat King Leroy?
* 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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Kingdom cards: Chapel, Chancellor, Militia, Smithy, Spy, Thief, Council Room, Festival, Mine, Adventurer
  
=== Game 5 ===
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===Boss Game 8 vs. Leo and Lady Elena===
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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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, but only if his witches can attend the meeting. Is he planning a magic workshop?
  
'''Starting decks'''
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Kingdom cards: Cellar, Chapel, Village, Workshop, Gardens, Remodel, Thief, Throne Room, Laboratory, Market
* 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 9 vs. Maiden Osanna===
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Well, it's all-out war now.  Leo has brought every weapon from his arsenal: his militia, spies, thieves, witches, and even those who had once adventured for your sake.  You are not one to be trifled with, and you're sure Jezebel and her witches will be valuable additions to your cause.
  
=== Game 6 ===
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Kingdom cards: Moat, Village, Gardens, Remodel, Smithy, Thief, Throne Room, Market, Witch, Adventurer
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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===Game 10 vs. Squire Silas===
* You: 6 Coppers, 3 Estates, 1 Remodel
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You found that by building a new chapel in your fortress, you've gained powerful new allies.  Your subjects rally 'round the new religion and develop a unity they had lsot.  The people are re-energized and happy.
* 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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Kingdom cards: Moat, Moneylender, Remodel, Spy, Thief, Throne Room, Laboratory, Market, Witch, Adventurer
  
=== Game 7 ===
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===Game 11 vs. Lady Elena===
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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Leo lost most of his land to you during the warIt had been a bloody, destructive conflict, and the people blame you for the damage to the Vaccaran countryside.  Can you win back their approval?  The witch Jezebel has promised to stay by your side, but you are becoming doubtful of her integrity.
  
'''Starting decks'''
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Kingdom cards: Workshop, Feast, Council Room, Festival, Laboratory, Library, Market, Mine, Witch, Adventurer
* 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 12 vs. Witch Jezebel and Maiden Ylaria===
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Witch Jezebel is not pleased that attendance at the chapel has increased sevenfold, and the sermons therein condemn the witches and their potion laboratories.  Persecution has begun!  You will have to choose a side.
  
=== Boss Game 8 ===
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Kingdom cards: Moat, Chancellor, Feast, Moneylender, Remodel, Spy, Throne Room, Laboratory, Market, Witch
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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===Game 13 vs. Squire Allister===
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Because of pressure from the chapel, the witches are banished, but Jezebel promises to return and lets you know of her displeasure.  Other matters of state are pressing, and you attempt to return Vaccara to a sense of normalcy.  Could she be plotting something devious?  Only time will tell.
  
'''Starting decks'''
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Kingdom cards: Village, Woodcutter, Bureaucrat, Feast, Gardens, Militia, Remodel, Throne Room, Festival, Mine
* 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 14 vs. Lady Ingride===
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Your biggest fear is realized: Jezebel has returned.  Her charisma is overcoming dogma from the chapel, and she is gaining followers in your kingdom.  You fear she will attempt a coup.  It's time for a display of strength.  Maybe a remodel of your throne room will help.
  
=== Game 9 ===
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Kingdom cards: Cellar, Chapel, Moat, Village, Woodcutter, Gardens, Militia, Council Room, Library, Mine
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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===Game 15 vs. Gentleman Keaton===
* You: 7 Coppers, 3 Estates
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Things have gone from bad to worse.  The witches are cursing your lands and sending their power to Jezebel.  Your people now fear Jezebel's anger and run from her wrath.  Will the combined forces of the chapel and militia be enough might to stop her?
* 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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Kingdom cards: Cellar, Chapel, Village, Woodcutter, Workshop, Bureaucrat, Remodel, Smithy, Spy, Laboratory
  
=== Game 10 ===
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===Boss Game 16 vs. Witch Jezebel, Lady Ingride and Gentleman Winston===
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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Neighboring kingdoms have fallen to Jezebel's power.  Some witches side with you in exchange for clemency; you agree, but they ultimately betray you and support Jezebel.  If you win this war, witches will be banished for good!
  
'''Starting decks'''
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Kingdom cards: Moat, Village, Bureaucrat, Militia, Remodel, Spy, Thief, Library, Witch, Adventurer
* 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 17 vs. Lady Juetta===
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Victory!  Now that the witches are banished, it's time to heal and repair your kingdom.  You've hired experts to assist in the reconstruction, and progress is being made.  You think wistfully about travelling like the adventurers, but it will have to wait.  Stability comes first.
  
=== Game 11 ===
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Kingdom cards: Chapel, Moat, Feast, Gardens, Militia, Smithy, Spy, Thief, Council Room, Festival
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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===Game 18 vs. Gentleman Winston===
* You: 10 Feasts
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Are your new employees honest?  The bureaucrats are a tad inefficient, but they seem trustworthy.  The thieves' guild survived the war; it looks they have already robbed quite a bit from your coffers.  It might be a good idea to show them who's in charge.
* 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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Kingdom cards: Cellar, Workshop, Bureaucrat, Feast, Moneylender, Remodel, Council Room, Festival, Library, Mine
  
=== Boss Game 12 ===
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===Game 19 vs. Gentleman Sedgewick===
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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Your spies report that Sir Robert, one of your knights, is the mastermind behind the robberies. Sir Robert's thefts interfere with your donations to the chapel, and you were hoping to mend relationships with the clergy. Time for the militia to capture Sir Robert and his thieves. They're almost as bad as the witches!
  
'''Starting decks'''
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Kingdom cards: Moat, Village, Woodcutter, Workshop, Bureaucrat, Feast, Gardens, Militia, Smithy, Market
* 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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===Boss Game 20 vs. Sir Robert, Squire Mendel and Gentleman Winston===
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Sir Robert and his crew evade capture and continue their heists.  Your coffers are painfully bare; it might be time to battle his thieves with thieves of your own.  Fight fire with fire, yes?
  
=== Game 13 ===
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Kingdom cards: Cellar, Chancellor, Village, Gardens, Moneylender, Thief, Festival, Laboratory, Library, Witch
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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===Epilogue===
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Your thieves locate Sir Robert's secret stash, and [player name] gets the stolen goods back.  You're not thrilled with using criminals to help achieve your goals, but sometimes you gotta do what you gotta do.
  
'''Starting decks'''
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{{Navbox Goko Adventures}}
* You: 7 Coppers, 3 Estates
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[[Category: Goko Adventures]]
* 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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