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[[Image:CampaignBase2.png|thumb|right|750px|Completed map for Base Set - Act 2.]]
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'''[[Campaigns|Dominion Campaigns]]: Base Set Act 2''', (originally subtitled '''Magic, Money and Ministry'''), is the second Campaign associated with the [[Dominion (base set)|Base set]] on [[Dominion Online]].  It is immediately available to play.  The cards available are the same as in [[Dominion Adventures: Base Set Act 1|Act 1]].
 
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'''[[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 ==
 
== Overview ==
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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.
 
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.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 2 Silvers, 8 Smithies
 
* You: 2 Silvers, 8 Smithies
 
* Cardwell the Serf: 7 Coppers, 3 Estates
 
* Cardwell the Serf: 7 Coppers, 3 Estates
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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.
 
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.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Serf Henna: 7 Coppers, 3 Estates
 
* Serf Henna: 7 Coppers, 3 Estates
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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.
 
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.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Maiden Ylaria: 7 Coppers, 3 Estates
 
* Maiden Ylaria: 7 Coppers, 3 Estates
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In this rules variant the supply starts with 16 Provinces.
 
In this rules variant the supply starts with 16 Provinces.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Leroy, King of Infamy: 7 Coppers, 3 Estates
 
* Leroy, King of Infamy: 7 Coppers, 3 Estates
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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.
 
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.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Serf Willard: 7 Coppers, 3 Estates
 
* Serf Willard: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 6 Coppers, 3 Estates, 1 Remodel
 
* You: 6 Coppers, 3 Estates, 1 Remodel
 
* Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
 
* Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Squire Mendel: 7 Coppers, 3 Estates
 
* Squire Mendel: 7 Coppers, 3 Estates
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In this rules variant your hand consists of 4 cards, not 5.
 
In this rules variant your hand consists of 4 cards, not 5.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
 
* You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
 
* Leo Leroy: 7 Coppers, 3 Estates
 
* Leo Leroy: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Maiden Osanna: 7 Coppers, 3 Estates
 
* Maiden Osanna: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Squire Silas: 7 Coppers, 3 Estates
 
* Squire Silas: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 10 Feasts
 
* You: 10 Feasts
 
* Lady Elena: 6 Silvers, 3 Estates
 
* Lady Elena: 6 Silvers, 3 Estates
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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.
 
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.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Witch Jezebel: 7 Coppers, 3 Estates
 
* Witch Jezebel: 7 Coppers, 3 Estates
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In this rules variant the supply starts with 16 Gardens.
 
In this rules variant the supply starts with 16 Gardens.
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Squire Allister: 7 Coppers, 3 Estates
 
* Squire Allister: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Lady Ingride: 7 Coppers, 3 Estates
 
* Lady Ingride: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Gentleman Keaton: 7 Coppers, 3 Estates
 
* Gentleman Keaton: 7 Coppers, 3 Estates
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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!
 
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!
  
'''Starting decks'''
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'''Starting hands'''
 
* You: 7 Coppers, 3 Estates
 
* You: 7 Coppers, 3 Estates
 
* Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
 
* Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
 
* Lady Ingride: 7 Coppers, 3 Estates
 
* Lady Ingride: 7 Coppers, 3 Estates
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* Gentleman Winston: 7 Coppers, 3 Estates
  
 
{{Kingdom|Spy|Thief|Library|Witch|Adventurer|Moat|Village|Bureaucrat|Militia|Remodel|imgwidth = 150|title = Witch Jezebel Part II}}  
 
{{Kingdom|Spy|Thief|Library|Witch|Adventurer|Moat|Village|Bureaucrat|Militia|Remodel|imgwidth = 150|title = Witch Jezebel Part II}}  
  
=== Game 17 ===
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=== Game 17 vs. Lady Juetta ===
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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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.
  
'''Starting decks'''
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Kingdom cards: Chapel, Moat, Feast, Gardens, Militia, Smithy, Spy, Thief, Council Room, Festival
* 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 vs. Gentleman Winston ===
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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.
  
=== Game 18 ===
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Kingdom cards: Cellar, Workshop, Bureaucrat, Feast, Moneylender, Remodel, Council Room, Festival, Library, Mine
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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=== Game 19 vs. Gentleman Sedgewick ===
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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, 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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=== 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 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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Kingdom cards: Cellar, Chancellor, Village, Gardens, Moneylender, Thief, Festival, Laboratory, Library, Witch
  
 
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[[Category: Dominion Campaigns]]
 
[[Category: Dominion Campaigns]]

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