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[[Image:CampaignIntrigue3.png|thumb|right|750px|Completed map for Intrigue - Act 3.]] | |||
== | '''[[Dominion Campaigns]]: Intrigue Act 3''', (originally subtitled '''Kin and Kingdoms'''), is the third and final act of the Intrigue Campaign on [[Dominion Online]]. It comes with the purchase of [[Intrigue]]. In this rules variant, your hand consists of 6 cards, not 5. This applies only to the player, not to any of the AI opponents. | ||
== Campaign Overview == | |||
Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara. | Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara. | ||
== List of | == List of Games == | ||
In all games, there is a rules variant: the player's hand consists of 6 cards, not 5. This does not apply to the AI opponents. | |||
=== Game 1 === | |||
Many in your kingdom claim a title of nobility. It's time to expand and create new duchies! You send some adventurers to explore several nearby shanty towns that can be conquered for that purpose. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Hunwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Gardens|Duke|Adventurer|Harem|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Bridge|imgwidth=160|title=Serf Hunwald}} | |||
=== Game 2 === | |||
Your scouts stay busy, looking for lands to purchase or conquer. They report that some of the villages on the outskirts of Vaccara are more like deserts than towns. It will be hard to populate those places! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Zebulon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Mining Village|Scout|Smithy|Council Room|Laboratory|Courtyard|Secret Chamber|Shanty Town|Wishing Well|Coppersmith|imgwidth=160|title=Serf Zebulon}} | |||
=== Game 3 === | |||
Cousin Belinda, who saved you from her conspiratorial twin sister Henrietta, is visiting. You send a group of adventurers to meet her at a nearby trading post. They are ordered to escort her to the castle bridge. It's the least you can do for her! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Jessica: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Conspirator|Festival|Trading Post|Adventurer|Harem|Chapel|Swindler|Wishing Well|Woodcutter|Bridge|imgwidth=160|title=Maiden Jessica}} | |||
=== Boss Game 4 === | |||
Baron Writingham arrived with his army. He's not happy that you annexed some land that he wanted for himself. To calm him down, you offer to hold a masquerade in his honor. And to your surprise cousin Belinda, of all noblewomen at the party, captures his attention! | |||
'''Starting decks''' | |||
* You: 6 Coppers, 3 Estates, 1 Masquerade | |||
* Grandfather: 6 Coppers, 2 Nobles, 1 Province, 1 Silver | |||
{{Kingdom|Conspirator|Scout|Spy|Duke|Nobles|Pawn|Masquerade|Steward|Baron|Bureaucrat|imgwidth=160|title=Grandfather}} | |||
=== Game 5 === | |||
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. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Thief|Minion|Saboteur|Torturer|Witch|Moat|Swindler|Bureaucrat|Militia|Spy|imgwidth=160|title=Serf Ysmay}} | |||
=== Game 6 === | |||
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''' | |||
* You: 7 Coppers, 3 Estates | |||
* 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=160|title=Maiden Lindara}} | |||
=== Game 7 === | |||
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. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Mining Village|Spy|Festival|Market|Tribute|Cellar|Pawn|Great Hall|Shanty Town|Village|imgwidth=160|title=Squire Clifton}} | ||
=== Game | === Boss Game 8 === | ||
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''' | |||
* You: 5 Coppers, 3 Estates, 2 Ironworks | |||
* 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=160|title=Jeeves}} | ||
=== Game 9 === | |||
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. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Ironworks|Mining Village|Saboteur|Torturer|Upgrade|Courtyard|Masquerade|Shanty Town|Bridge|Coppersmith|imgwidth=160|title=Maiden Esmaredla}} | ||
=== Game | === Game 10 === | ||
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''' | |||
* You: 7 Coppers, 3 Great Halls | |||
* 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=160|title=Squire Denis}} | ||
=== Game 11 === | |||
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. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Ironworks|Library|Mine|Minion|Upgrade|Masquerade|Swindler|Village|Wishing Well|Feast|imgwidth=160|title=Lady Pya}} | ||
=== Boss Game | === Boss Game 12 === | ||
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''' | |||
* You: 7 Coppers, 3 Estates | |||
* 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=160|title=Belinda}} | ||
=== Game 13 === | |||
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! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province | |||
Kingdom | {{Kingdom|Bridge|Ironworks|Torturer|Trading Post|Nobles|Secret Chamber|Great Hall|Masquerade|Steward|Baron|imgwidth=160|title=Squire Stephen}} | ||
=== Game | === Game 14 === | ||
Your | 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''' | |||
* You: 7 Coppers, 3 Estates | |||
* 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=160|title=Lady Hildegard}} | ||
=== Game 15 === | |||
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 | {{Kingdom|Mining Village|Scout|Laboratory|Tribute|Upgrade|Pawn|Baron|Bridge|Conspirator|Ironworks|imgwidth=160|title=Gentleman Egric}} | ||
=== Game | === Boss Game 16 === | ||
A | 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=160|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 | {{Kingdom|Minion|Saboteur|Trading Post|Tribute|Upgrade|Courtyard|Secret Chamber|Great Hall|Ironworks|Mining Village|imgwidth=160|title=Lady Godelina}} | ||
=== Game | === 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=160|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 | {{Kingdom|Ironworks|Duke|Minion|Torturer|Tribute|Courtyard|Pawn|Secret Chamber|Masquerade|Baron|imgwidth=160|title=Gentleman Osric}} | ||
=== Boss Game | === 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''' | |||
* 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=160|title=Grandfather Part II}} | ||
== Trivia == | == Trivia == | ||
{{Navbox | {{Navbox MF Campaigns}} | ||
[[Category: | [[Category: Dominion Campaigns]] |
Latest revision as of 01:46, 6 September 2024
Dominion Campaigns: Intrigue Act 3, (originally subtitled Kin and Kingdoms), is the third and final act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue. In this rules variant, your hand consists of 6 cards, not 5. This applies only to the player, not to any of the AI opponents.
Campaign Overview
Family conflict closes in from all sides as the Provilians make an attempt to conquer Vaccara.
List of Games
In all games, there is a rules variant: the player's hand consists of 6 cards, not 5. This does not apply to the AI opponents.
Game 1
Many in your kingdom claim a title of nobility. It's time to expand and create new duchies! You send some adventurers to explore several nearby shanty towns that can be conquered for that purpose.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Hunwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Hunwald [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gardens | Duke | Adventurer | Harem | Nobles | ||||||||||
Cellar | Courtyard | Great Hall | Shanty Town | Bridge |
Game 2
Your scouts stay busy, looking for lands to purchase or conquer. They report that some of the villages on the outskirts of Vaccara are more like deserts than towns. It will be hard to populate those places!
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Zebulon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Zebulon [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mining Village | Scout | Smithy | Council Room | Laboratory | ||||||||||
Courtyard | Secret Chamber | Shanty Town | Wishing Well | Coppersmith |
Game 3
Cousin Belinda, who saved you from her conspiratorial twin sister Henrietta, is visiting. You send a group of adventurers to meet her at a nearby trading post. They are ordered to escort her to the castle bridge. It's the least you can do for her!
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Jessica: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Jessica [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Conspirator | Festival | Trading Post | Adventurer | Harem | ||||||||||
Chapel | Swindler | Wishing Well | Woodcutter | Bridge |
Boss Game 4
Baron Writingham arrived with his army. He's not happy that you annexed some land that he wanted for himself. To calm him down, you offer to hold a masquerade in his honor. And to your surprise cousin Belinda, of all noblewomen at the party, captures his attention!
Starting decks
- You: 6 Coppers, 3 Estates, 1 Masquerade
- Grandfather: 6 Coppers, 2 Nobles, 1 Province, 1 Silver
Grandfather [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Conspirator | Scout | Spy | Duke | Nobles | ||||||||||
Pawn | Masquerade | Steward | Baron | Bureaucrat |
Game 5
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.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Ysmay [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thief | Minion | Saboteur | Torturer | Witch | ||||||||||
Moat | Swindler | Bureaucrat | Militia | Spy |
Game 6
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
- You: 7 Coppers, 3 Estates
- Maiden Lindara: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Lindara [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moneylender | Remodel | Throne Room | Saboteur | Upgrade | ||||||||||
Cellar | Courtyard | Great Hall | Shanty Town | Ironworks |
Game 7
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.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Clifton [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mining Village | Spy | Festival | Market | Tribute | ||||||||||
Cellar | Pawn | Great Hall | Shanty Town | Village |
Boss Game 8
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
- You: 5 Coppers, 3 Estates, 2 Ironworks
- 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
Jeeves [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Militia | Remodel | Council Room | Saboteur | Trading Post | ||||||||||
Moat | Secret Chamber | Village | Workshop | Ironworks |
Game 9
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.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Esmaredla [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ironworks | Mining Village | Saboteur | Torturer | Upgrade | ||||||||||
Courtyard | Masquerade | Shanty Town | Bridge | Coppersmith |
Game 10
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
- You: 7 Coppers, 3 Great Halls
- Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute
Squire Denis [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | Trading Post | Tribute | Harem | Nobles | ||||||||||
Pawn | Great Hall | Masquerade | Steward | Baron |
Game 11
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.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Pya [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ironworks | Library | Mine | Minion | Upgrade | ||||||||||
Masquerade | Swindler | Village | Wishing Well | Feast |
Boss Game 12
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
- You: 7 Coppers, 3 Estates
- Belinda: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
- Gentleman Egric: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Belinda [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | Scout | Duke | Minion | Upgrade | ||||||||||
Cellar | Pawn | Masquerade | Shanty Town | Steward |
Game 13
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!
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Stephen: 5 Coppers, 1 Duchy, 1 Estate, 2 Masquerades, 1 Province
Squire Stephen [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | Ironworks | Torturer | Trading Post | Nobles | ||||||||||
Secret Chamber | Great Hall | Masquerade | Steward | Baron |
Game 14
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
- You: 7 Coppers, 3 Estates
- Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Hildegard [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ironworks | Mining Village | Tribute | Upgrade | Witch | ||||||||||
Pawn | Great Hall | Shanty Town | Conspirator | Feast |
Game 15
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
Gentleman Egric [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mining Village | Scout | Laboratory | Tribute | Upgrade | ||||||||||
Pawn | Baron | Bridge | Conspirator | Ironworks |
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
Lord Madison [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mining Village | Smithy | Council Room | Adventurer | Nobles | ||||||||||
Cellar | Courtyard | Great Hall | Shanty Town | Coppersmith |
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
Lady Godelina [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Minion | Saboteur | Trading Post | Tribute | Upgrade | ||||||||||
Courtyard | Secret Chamber | Great Hall | Ironworks | Mining Village |
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
Gentleman Faran [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | Mining Village | Scout | Minion | Nobles | ||||||||||
Chancellor | Great Hall | Shanty Town | Steward | Wishing Well |
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
Gentleman Osric [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ironworks | Duke | Minion | Torturer | Tribute | ||||||||||
Courtyard | Pawn | Secret Chamber | Masquerade | Baron |
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.
Starting decks
- 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
Grandfather Part II [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Swindler | Village | Torturer | Tribute | Witch | ||||||||||
Chapel | Moat | Pawn | Secret Chamber | Shanty Town |