Editing Dominion Campaigns: Intrigue Act 3

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{{Kingdom|Conspirator|Scout|Spy|Duke|Nobles|Pawn|Masquerade|Steward|Baron|Bureaucrat|imgwidth=150|title=Grandfather}}
 
{{Kingdom|Conspirator|Scout|Spy|Duke|Nobles|Pawn|Masquerade|Steward|Baron|Bureaucrat|imgwidth=150|title=Grandfather}}
  
=== Game 5 ===
+
=== Game 5 vs. Serf Ysmay ===
Your push-back worked, and Baron Writingham has quietly gone home, for now. He has promised to return to ask for Belinda's hand. Your worries grow when your spies inform you that he has a reputation for torturing his minions.
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Your push-back worked (for now), and Grandfather Provilia has gone home without either of his demands met. You just wish he'd stop talking about you producing an heir.
  
'''Starting decks'''
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Kingdom cards: Bureaucrat, Militia, Minion, Saboteur, Spy, Swindler, Thief, Torturer, Witch, Moat
* You: 7 Coppers, 3 Estates
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* Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Thief|Minion|Saboteur|Torturer|Witch|Moat|Swindler|Bureaucrat|Militia|Spy|imgwidth=150|title=Serf Ysmay}}
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=== Game 6 vs. Maiden Lindara ===
 +
The palace seems unsettled; the gossip is in overdrive. You're very glad that Grandfather Provilia has stopped his nagging. At least your new mine has hit an iron vein, and your coffers should be full again soon.
  
=== Game 6 ===
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Kingdom cards: Courtyard, Great Hall, Ironworks, Moneylender, Remodel, Saboteur, Shanty Town, Throne Room, Upgrade, Cellar
Your cousin Belinda has not stopped talking about her new love interest since the party. You try to distract her by putting her in charge of the renovation of the great hall and the throne room. Hopefully, that will make her forget the baron!
+
  
'''Starting decks'''
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=== Game 7 vs. Squire Clifton ===
* You: 7 Coppers, 3 Estates
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Some regional warlords in your newly-acquired lands aren't being very nice, and they raided an army outpost. Could they be pawns of someone in your inner circle? Who could be seeking your downfall?
* Maiden Lindara: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Moneylender|Remodel|Throne Room|Saboteur|Upgrade|Cellar|Courtyard|Great Hall|Shanty Town|Ironworks|imgwidth=150|title=Maiden Lindara}}
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Kingdom cards: Festival, Great Hall, Market, Mining Village, Pawn, Shanty Town, Spy, Tribute, Village, Cellar
  
=== Game 7 ===
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=== Boss Game 8 vs. Jeeves and Squire Stephen ===
Some regional lords in your newly acquired lands aren't being very nice, and they refuse to pay you a tribute. This is really bad news! The spies have assured you that many of those villages have rich iron mines to exploit.
+
You see a shadowy figure by your window. Have your conversations been overheard? You run outside to see Jeeves, your former butler!
  
'''Starting decks'''
+
Kingdom cards: Council Room, Ironworks, Militia, Remodel, Saboteur, Secret Chamber, Trading Post, Village, Workshop, Moat
* You: 7 Coppers, 3 Estates
+
* Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Mining Village|Spy|Festival|Market|Tribute|Cellar|Pawn|Great Hall|Shanty Town|Village|imgwidth=150|title=Squire Clifton}} 
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=== Game 9 vs. Maiden Esmaredla ===
 +
Jeeves admits to passing information to the warlords and encouraging them to revolt. You throw him in the dungeon and seek his cohorts (you just know he's not working alone). You hope your troops can quash the rebellion.
  
=== Boss Game 8 ===
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Kingdom cards: Bridge, Coppersmith, Ironworks, Masquerade, Mining Village, Saboteur, Shanty Town, Torturer, Upgrade, Courtyard
Since cousin Belinda continues with the renovations, you decide to hold your council meetings in a secret chamber. Only your personal staff know its location inside the castle. That should keep the saboteurs away!
+
  
'''Starting decks'''
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=== Game 10 vs. Squire Denis ===
* You: 5 Coppers, 3 Estates, 2 Ironworks
+
Who was Jeeves' accomplice? You dismiss all unnecessary people from the palace. Belinda's not quite ready to leave (she's waiting for her carriage to be fixed).
* Jeeves: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
+
* Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Saboteur, 1 Silver
+
  
{{Kingdom|Militia|Remodel|Council Room|Saboteur|Trading Post|Moat|Secret Chamber|Village|Workshop|Ironworks|imgwidth=150|title=Jeeves}}
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Kingdom cards: Baron, Bridge, Great Hall, Harem, Masquerade, Nobles, Steward, Trading Post, Tribute, Pawn
  
=== Game 9 ===
+
=== Game 11 vs. Lady Pya ===
Bad news! Your cook has been found passing information to the lords who stand against you. You throw him in the dungeon, and the torturer makes him confess everything he knows. He says the mines located in your new lands are not iron mines but copper.
+
Your troops were attacked again. You absolutely must uncover and stop the palace mole. You throw all non-royals into the dungeon and begin interrogations.
  
'''Starting decks'''
+
Kingdom cards: Feast, Ironworks, Library, Mine, Minion, Swindler, Upgrade, Village, Wishing Well, Masquerade
* You: 7 Coppers, 3 Estates
+
* Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Ironworks|Mining Village|Saboteur|Torturer|Upgrade|Courtyard|Masquerade|Shanty Town|Bridge|Coppersmith|imgwidth=150|title=Maiden Esmaredla}}
+
=== Boss Game 12 vs. Belinda and Gentleman Egric ===
 +
As Belinda is climbing into her carriage to leave, she drops her bag, and a parchment tumbles out. It's your personal stationery; it's a letter of yours that was supposed to have gone to your militia. Ah-HA! The mole is Belinda!
  
=== Game 10 ===
+
Kingdom cards: Bridge, Duke, Masquerade, Minion, Pawn, Scout, Shanty Town, Steward, Upgrade, Cellar
You don't have time to take care of the lords who refuse to pay you tribute. Baron Writingham is waiting for you in the great hall accompanied by his pawns and stewards. Apparently the baron wants to add Belinda to his harem!
+
  
'''Starting decks'''
+
=== Game 13 vs. Squire Stephen ===
* You: 7 Coppers, 3 Great Halls
+
Your torturer concentrates on his new client, Belinda. As the interrogation progresses, you realize that this isn't Belinda...it's her twin sister, Henrietta! You search Belinda's room and find Belinda bound and gagged.
* Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute
+
  
{{Kingdom|Bridge|Trading Post|Tribute|Harem|Nobles|Pawn|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Denis}}
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Kingdom cards: Baron, Bridge, Great Hall, Ironworks, Masquerade, Nobles, Steward, Torturer, Trading Post, Secret Chamber
  
=== Game 11 ===
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=== Game 14 vs. Lady Hildegard ===
You find Belinda sitting on the wishing well. She's spent a fortune asking for her beloved to return. It's settled then! Your sweet cousin and the baron get married right away, and you throw a huge party for them.
+
A freed Belinda explains that Henrietta had betrayed her yet again. Henrietta tricked butler Jeeves into participating in the espionage--he thought he was helping Belinda (his secret girlfriend). Belinda begs for his release.
  
'''Starting decks'''
+
Kingdom cards: Conspirator, Feast, Great Hall, Ironworks, Mining Village, Shanty Town, Tribute, Upgrade, Witch, Pawn
* You: 7 Coppers, 3 Estates
+
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Ironworks|Library|Mine|Minion|Upgrade|Masquerade|Swindler|Village|Wishing Well|Feast|imgwidth=150|title=Lady Pya}}
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=== Game 15 vs. Gentleman Egric ===
 +
Jeeves finally talks: Henrietta had mentioned meeting a conspirator at a rendezvous spot. You send your troops there to arrest anyone who shows up. You have a suspicion that it might be a very good friend of Henrietta.
  
=== Boss Game 12 ===
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Kingdom cards: Baron, Bridge, Conspirator, Ironworks, Laboratory, Mining Village, Scout, Tribute, Upgrade, Pawn
The minions and pawns finally manage to put Belinda's wardrobe into a trunk. As she is climbing into her husband's carriage to leave, you feel a shiver going down your spine. This can't be a good sign! Just in case, you order your scouts to escort the newlyweds to the nearby bridge.
+
  
'''Starting decks'''
+
=== Boss Game 16 vs. Lord Madison, Lady Hildegard, and Lady Pya ===
* You: 7 Coppers, 3 Estates
+
You know that if the conspirator is Lord Madison, your troops are in for quite a fight. He's crafty and good with a sword. You hope he just decides to surrender...
* Belinda: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
* Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=150|title=Belinda}}
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Kingdom cards: Adventurer, Coppersmith, Council Room, Courtyard, Great Hall, Mining Village, Nobles, Shanty Town, Smithy, Cellar
  
=== Game 13 ===
+
=== Game 17 vs. Lady Godelina ===
Now that the Baron and Belinda are on the go, you resume the meetings with in the secret chamber. You have a lot of catching up to do! Jeeves, your former butler, was at the mercy of the torturer's all along. He talked, and provided the identity of several nobles who are plotting against you!
+
A messenger arrives, saying that Lord Madison has been taken into custody. He also says that Lord Madison's capture was planned as a distraction for your troops. You're about to be attacked--a large army is approaching. You can't quite make out their coat of arms.
  
'''Starting decks'''
+
Kingdom cards: Great Hall, Ironworks, Mining Village, Minion, Saboteur, Secret Chamber, Trading Post, Tribute, Upgrade, Courtyard
* You: 7 Coppers, 3 Estates
+
* Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province
+
  
{{Kingdom|Bridge|Ironworks|Torturer|Trading Post|Nobles|Secret Chamber|Great Hall|Masquerade|Steward|Baron|imgwidth=150|title=Squire Stephen}}
+
=== Game 18 vs. Gentleman Faran ===
 +
It's Grandfather Provilia! You knew that his wife, Grandmother Provilia, orchestrated the murders of your parents, but you had higher hopes for Grandfather. He wouldn't really kill his oldest grandchild, would he?
  
=== Game 14 ===
+
Kingdom cards: Bridge, Great Hall, Mining Village, Minion, Nobles, Scout, Shanty Town, Steward, Wishing Well, Chancellor
Your tolerance was significantly diminished after the last incident with the witches. So this time you decide to throw an attack against the mining villages and their conspiratorial landlords. You even force them to pay double tribute!
+
  
'''Starting decks'''
+
=== Game 19 vs. Gentleman Osric ===
* You: 7 Coppers, 3 Estates
+
Your troops beat back the army of Provilia, following them as they retreat. But now the castle is being attacked! The bad guys somehow breached the royal guard, raided your dungeon, and rescued Grandmother Provilia.
* Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
  
{{Kingdom|Ironworks|Mining Village|Tribute|Upgrade|Witch|Pawn|Great Hall|Shanty Town|Conspirator|Feast|imgwidth=150|title=Lady Hildegard}}
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Kingdom cards: Baron, Duke, Ironworks, Masquerade, Minion, Pawn, Secret Chamber, Torturer, Tribute, Courtyard
  
=== Game 15 ===
+
=== Boss Game 20 vs. Grandmother, Grandfather, and Soldier ===
Now that the mining villages have begun to pay their taxes, you have enough resources to make some improvements. You can finally expand the laboratory, and a new bridge would make your castle look better!
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Mining Village|Scout|Laboratory|Tribute|Upgrade|Pawn|Baron|Bridge|Conspirator|Ironworks|imgwidth=150|title=Gentleman Egric}}
+
 
+
=== Boss Game 16 ===
+
A group of adventurers reach the great hall with a strange report. Rebellious landlords of mining villages have gathered all their strength for one last attack. This is not possible! All their gold goes to your coffers, so how have they managed to build a new army without any resources?
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Lord Madison: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Mining Village|Smithy|Council Room|Adventurer|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Coppersmith|imgwidth=150|title=Lord Madison}}
+
 
+
=== Game 17 ===
+
You're about to be attacked--a large army from the mining villages is approaching your courtyard. Among the crowd you spy a swordsman in black armor. Who is he? Can he be the person who has been funding the rebel landlords' sabotage?
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Lady Godelina: 4 Coppers, 1 Courtyard, 2 Estates, 1 Province, 2 Tributes
+
 
+
{{Kingdom|Minion|Saboteur|Trading Post|Tribute|Upgrade|Courtyard|Secret Chamber|Great Hall|Ironworks|Mining Village|imgwidth=150|title=Lady Godelina}}
+
 
+
=== Game 18 ===
+
It's Baron Writingham! You knew that he was a shady character, Grandmother Provilia, but you had higher hopes for cousin Belinda. That's why you spared her life when she was captured over the bridge by one of your scouts during the attack! After all she's family!
+
 
+
'''Starting decks'''
+
* You: 7 Coppers, 3 Estates
+
* Gentleman Faran: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
+
 
+
{{Kingdom|Bridge|Mining Village|Scout|Minion|Nobles|Chancellor|Great Hall|Shanty Town|Steward|Wishing Well|imgwidth=150|title=Gentleman Faran}}
+
 
+
=== Game 19 ===
+
Your troops beat back Baron Writingham's army, following them as they retreat. But now the castle is being attacked again! The bad guys somehow breached the royal guard, raided your dungeon, and rescued cousin Belinda.
+
 
+
'''Starting decks'''
+
* You: 5 Coppers, 1 Duke, 2 Estates, 2 Pawns
+
* Gentleman Osric: 5 Coppers, 2 Estates, 2 Minions, 1 Province
+
 
+
{{Kingdom|Ironworks|Duke|Minion|Torturer|Tribute|Courtyard|Pawn|Secret Chamber|Masquerade|Baron|imgwidth=150|title=Gentleman Osric}}
+
 
+
=== Final Boss Game ===
+
 
You call every able-bodied man to arms--you must beat back your grandfather's army. Provilia must fall; Vaccara must win. It's all or nothing.
 
You call every able-bodied man to arms--you must beat back your grandfather's army. Provilia must fall; Vaccara must win. It's all or nothing.
  
'''Starting decks'''
+
Kingdom cards: Moat, Pawn, Secret Chamber, Shanty Town, Swindler, Torturer, Tribute, Village, Witch, Chapel
* You: 7 Coppers, 3 Estates
+
* Grandfather: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
+
* Soldier: 5 Coppers, 1 Duchy, 1 Estate, 1 Moat, 1 Province, 1 Silver
+
 
+
{{Kingdom|Swindler|Village|Torturer|Tribute|Witch|Chapel|Moat|Pawn|Secret Chamber|Shanty Town|imgwidth=150|title=Grandfather Part II}}
+
  
 
== Trivia ==
 
== Trivia ==

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