Dominion Campaigns: Intrigue Act 3: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
 
(8 intermediate revisions by one other user not shown)
Line 1: Line 1:
[[Image:CampaignIntrigue3.png|thumb|right|750px|Completed map for Intrigue - Act 3.]]
[[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]].
'''[[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 ==
== Campaign Overview ==
Line 7: Line 7:


== List of Games ==
== 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 ===
=== 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.
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.
Line 14: Line 16:
* Serf Hunwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* 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=150|title=Serf Hunwald}}  
{{Kingdom|Gardens|Duke|Adventurer|Harem|Nobles|Cellar|Courtyard|Great Hall|Shanty Town|Bridge|imgwidth=160|title=Serf Hunwald}}  


=== Game 2 vs. Serf Zebulon ===
=== Game 2 ===
Your scouts stay busy, looking for lands to purchase or conquer. They report that some of your formerly thriving villages on the outskirts of Vaccara are now deserted ruins.
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!


Kingdom cards: Coppersmith, Council Room, Laboratory, Mining Village, Scout, Secret Chamber, Shanty Town, Smithy, Wishing Well, Courtyard
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Serf Zebulon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


=== Game 3 vs. Maiden Jessica ===
{{Kingdom|Mining Village|Scout|Smithy|Council Room|Laboratory|Courtyard|Secret Chamber|Shanty Town|Wishing Well|Coppersmith|imgwidth=160|title=Serf Zebulon}}
Cousin Belinda, who saved you from her twin sister Henrietta, is visiting. Now Grandfather Provilia sends word that he'll be dropping by. You don't have time for family matters. There's an empire to run!


Kingdom cards: Adventurer, Bridge, Conspirator, Festival, Harem, Swindler, Trading Post, Wishing Well, Woodcutter, Chapel
=== 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!


=== Boss Game 4 vs. Grandfather ===
'''Starting decks'''
Grandfather Provilia arrived with his army. He's not happy that you annexed some land that he wanted. His new wife left him, and now he's demanding that you release his imprisoned ex, Grandmother Provilia, even though she had your parents murdered.
* You: 7 Coppers, 3 Estates
* Maiden Jessica: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


Kingdom cards: Baron, Bureaucrat, Conspirator, Duke, Masquerade, Nobles, Scout, Spy, Steward, Pawn
{{Kingdom|Conspirator|Festival|Trading Post|Adventurer|Harem|Chapel|Swindler|Wishing Well|Woodcutter|Bridge|imgwidth=160|title=Maiden Jessica}}


=== Game 5 vs. Serf Ysmay ===
=== Boss Game 4 ===
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.
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!


Kingdom cards: Bureaucrat, Militia, Minion, Saboteur, Spy, Swindler, Thief, Torturer, Witch, Moat
'''Starting decks'''
* You: 6 Coppers, 3 Estates, 1 Masquerade
* Grandfather: 6 Coppers, 2 Nobles, 1 Province, 1 Silver


=== Game 6 vs. Maiden Lindara ===
{{Kingdom|Conspirator|Scout|Spy|Duke|Nobles|Pawn|Masquerade|Steward|Baron|Bureaucrat|imgwidth=160|title=Grandfather}}
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.


Kingdom cards: Courtyard, Great Hall, Ironworks, Moneylender, Remodel, Saboteur, Shanty Town, Throne Room, Upgrade, Cellar
=== 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.


=== Game 7 vs. Squire Clifton ===
'''Starting decks'''
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?
* You: 7 Coppers, 3 Estates
* Serf Ysmay: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


Kingdom cards: Festival, Great Hall, Market, Mining Village, Pawn, Shanty Town, Spy, Tribute, Village, Cellar
{{Kingdom|Thief|Minion|Saboteur|Torturer|Witch|Moat|Swindler|Bureaucrat|Militia|Spy|imgwidth=160|title=Serf Ysmay}}


=== Boss Game 8 vs. Jeeves and Squire Stephen ===
=== Game 6 ===
You see a shadowy figure by your window. Have your conversations been overheard? You run outside to see Jeeves, your former butler!
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!


Kingdom cards: Council Room, Ironworks, Militia, Remodel, Saboteur, Secret Chamber, Trading Post, Village, Workshop, Moat
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Maiden Lindara: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


=== Game 9 vs. Maiden Esmaredla ===
{{Kingdom|Moneylender|Remodel|Throne Room|Saboteur|Upgrade|Cellar|Courtyard|Great Hall|Shanty Town|Ironworks|imgwidth=160|title=Maiden Lindara}}
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.


Kingdom cards: Bridge, Coppersmith, Ironworks, Masquerade, Mining Village, Saboteur, Shanty Town, Torturer, Upgrade, Courtyard
=== 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.


=== Game 10 vs. Squire Denis ===
'''Starting decks'''
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).
* You: 7 Coppers, 3 Estates
* Squire Clifton: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


Kingdom cards: Baron, Bridge, Great Hall, Harem, Masquerade, Nobles, Steward, Trading Post, Tribute, Pawn
{{Kingdom|Mining Village|Spy|Festival|Market|Tribute|Cellar|Pawn|Great Hall|Shanty Town|Village|imgwidth=160|title=Squire Clifton}} 


=== Game 11 vs. Lady Pya ===
=== Boss Game 8 ===
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.
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!


Kingdom cards: Feast, Ironworks, Library, Mine, Minion, Swindler, Upgrade, Village, Wishing Well, Masquerade
'''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


=== Boss Game 12 vs. Belinda and Gentleman Egric ===
{{Kingdom|Militia|Remodel|Council Room|Saboteur|Trading Post|Moat|Secret Chamber|Village|Workshop|Ironworks|imgwidth=160|title=Jeeves}}
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!


Kingdom cards: Bridge, Duke, Masquerade, Minion, Pawn, Scout, Shanty Town, Steward, Upgrade, Cellar
=== 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.


=== Game 13 vs. Squire Stephen ===
'''Starting decks'''
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.
* You: 7 Coppers, 3 Estates
* Maiden Esmaredla: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


Kingdom cards: Baron, Bridge, Great Hall, Ironworks, Masquerade, Nobles, Steward, Torturer, Trading Post, Secret Chamber
{{Kingdom|Ironworks|Mining Village|Saboteur|Torturer|Upgrade|Courtyard|Masquerade|Shanty Town|Bridge|Coppersmith|imgwidth=160|title=Maiden Esmaredla}}


=== Game 14 vs. Lady Hildegard ===
=== Game 10 ===
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.
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!


Kingdom cards: Conspirator, Feast, Great Hall, Ironworks, Mining Village, Shanty Town, Tribute, Upgrade, Witch, Pawn
'''Starting decks'''
* You: 7 Coppers, 3 Great Halls
* Squire Denis: 5 Coppers, 1 Duchy, 1 Great Hall, 1 Province, 1 Silver, 1 Tribute


=== Game 15 vs. Gentleman Egric ===
{{Kingdom|Bridge|Trading Post|Tribute|Harem|Nobles|Pawn|Great Hall|Masquerade|Steward|Baron|imgwidth=160|title=Squire Denis}}
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.


Kingdom cards: Baron, Bridge, Conspirator, Ironworks, Laboratory, Mining Village, Scout, Tribute, Upgrade, Pawn
=== 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.


=== Boss Game 16 vs. Lord Madison, Lady Hildegard, and Lady Pya ===
'''Starting decks'''
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...
* You: 7 Coppers, 3 Estates
* Lady Pya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


Kingdom cards: Adventurer, Coppersmith, Council Room, Courtyard, Great Hall, Mining Village, Nobles, Shanty Town, Smithy, Cellar
{{Kingdom|Ironworks|Library|Mine|Minion|Upgrade|Masquerade|Swindler|Village|Wishing Well|Feast|imgwidth=160|title=Lady Pya}}


=== Game 17 vs. Lady Godelina ===
=== Boss Game 12 ===
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.
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.


Kingdom cards: Great Hall, Ironworks, Mining Village, Minion, Saboteur, Secret Chamber, Trading Post, Tribute, Upgrade, Courtyard
'''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


=== Game 18 vs. Gentleman Faran ===
{{Kingdom|Bridge|Scout|Duke|Minion|Upgrade|Cellar|Pawn|Masquerade|Shanty Town|Steward|imgwidth=160|title=Belinda}}
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?


Kingdom cards: Bridge, Great Hall, Mining Village, Minion, Nobles, Scout, Shanty Town, Steward, Wishing Well, Chancellor
=== 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!


=== Game 19 vs. Gentleman Osric ===
'''Starting decks'''
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.
* 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=160|title=Squire Stephen}}
 
=== 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!


Kingdom cards: Baron, Duke, Ironworks, Masquerade, Minion, Pawn, Secret Chamber, Torturer, Tribute, Courtyard
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Lady Hildegard: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


=== Boss Game 20 vs. Grandmother, Grandfather, and Soldier ===
{{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|Mining Village|Scout|Laboratory|Tribute|Upgrade|Pawn|Baron|Bridge|Conspirator|Ironworks|imgwidth=160|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=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|Minion|Saboteur|Trading Post|Tribute|Upgrade|Courtyard|Secret Chamber|Great Hall|Ironworks|Mining Village|imgwidth=160|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=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|Ironworks|Duke|Minion|Torturer|Tribute|Courtyard|Pawn|Secret Chamber|Masquerade|Baron|imgwidth=160|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.


Kingdom cards: Moat, Pawn, Secret Chamber, Shanty Town, Swindler, Torturer, Tribute, Village, Witch, Chapel
'''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 ==

Latest revision as of 01:46, 6 September 2024

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.

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

Trivia

Tutorial
Base Set: (Act 1Act 2Act 3) •• Intrigue: (Act 1Act 2Act 3) •• Seaside: (Act 1Act 2Act 3) •• Prosperity: (Act 1Act 2Act 3)
Cornucopia: (Act 1) •• Hinterlands: (Act 1Act 2Act 3) •• Alchemy: (Act 1) •• Dark Ages: (Act 1Act 2Act 3Act 4) •• Guilds: (Act 1) •• Adventures: (Act 1Act 2Act 3)