Dominion Campaigns: Cornucopia Act 1: Difference between revisions
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'''[[Dominion Campaigns]]: Cornucopia''' (originally subtitled '''Plenty of Trouble''') is the sole Cornucopia Campaign Act on [[ | [[Image:CampaignCornucopia1.png|thumb|right|750px|Completed map for Cornucopia - Act 1.]] | ||
'''[[Dominion Campaigns]]: Cornucopia''' (originally subtitled '''Plenty of Trouble''') is the sole Cornucopia Campaign Act on [[Dominion Online]]. It comes with the purchase of [[Cornucopia]], which includes {{Card|Hamlet}}, {{Card|Fortune Teller}}, {{Card|Menagerie}}, {{Card|Farming Village}}, {{Card|Horse Traders}}, {{Card|Remake}}, {{Card|Tournament}}, {{Card|Young Witch}}, {{Card|Harvest}}, {{Card|Horn of Plenty}}, {{Card|Hunting Party}}, {{Card|Jester}}, and {{Card|Fairgrounds}}. | |||
== Campaign Overview == | == Campaign Overview == | ||
Line 6: | Line 8: | ||
== List of Games == | == List of Games == | ||
=== Game 1 | === Game 1 === | ||
The summer has gone, the autumn breeze is settling in, and you watch | The summer has gone, the autumn breeze is settling in, and you watch peasants reaping the bounty from the fields. The villagers of the hamlet just outside your castle are making preparations for a celebration. You decide that offering your menagerie as one of the attractions will endear you to your subjects, right? | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Alice the Serf: 7 Coppers, 3 Estates | |||
{{Kingdom|Remodel|Spy|Library|Market|Mine|Hamlet|Menagerie|Workshop|Militia|Moneylender|imgwidth=160|title = Alice the Serf}} | |||
=== Game 2 === | |||
The joyous festival has begun, but your mind is troubled. Your precious Tiny was attacked by a giant rat, and he has been severely wounded. One relief is your jester, the sycophantic one (his competition, the honest jester, is "visiting" the dungeon). Another distraction will be tomorrow's hunting party with your top officials and some visiting dignitaries. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Adela: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Festival|Hunting Party|Jester|Market|Adventurer|Cellar|Chapel|Chancellor|Spy|Throne Room|imgwidth=160|title = Serf Adela}} | ||
=== Game 3 === | |||
After your long day of chasing foxes, you are invited to a nearby farming village. The peasants are celebrating the bountiful year and wish to present you with a gift. Your counselors tell you that such a move would be good for your image, so you agree to pay a visit. A horn of plenty is presented to you. Hey, these peasants aren't so bad. Maybe you'll stay and have dinner with them tonight. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Abigail: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Spy|Council Room|Horn of Plenty|Laboratory|Adventurer|Cellar|Workshop|Bureaucrat|Farming Village|Moneylender|imgwidth=160|title = Maiden Abigail}} | ||
=== Boss Game 4 | === Boss Game 4 === | ||
You celebrate with too much wine, and as the party ends | You celebrate with too much wine, and as the party ends you pass out on the coach seat. At some point, you're jostled awake from an unfamiliar, too-bumpy road. You lean out the window and look up towards Jenkins, your chauffeur. That's not Jenkins! "I'm Prince Arundel, and you're my prisoner," the driver proclaims in a sinister tone. | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Florence: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Moneylender|Festival|Horn of Plenty|Hunting Party|Jester|Hamlet|Moat|Menagerie|Woodcutter|Farming Village|imgwidth=160|title = Lady Florence}} | ||
=== Game 5 === | |||
You climb up to the driver's seat, and you throw Prince Arundel off, leaving him in the dust. You slow the excited horse, and in spite of the bright harvest moon, you realize you are utterly lost. How far are you from the farming village and from your throne? | |||
'''Starting decks''' | |||
You | * You: 7 Coppers, 3 Estates | ||
* Serf Gordon: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Farming Village|Throne Room|Harvest|Market|Witch|Chapel|Moat|Menagerie|Workshop|Bureaucrat|imgwidth=160|title = Serf Gordon}} | ||
=== Game | === Game 6 === | ||
You wander in the forest and finally come to a familiar fairground, several hours' ride from your castle. There are peasants camped out at the site, awaiting the next day's festivities. One of them offers you and your love lodging in his tent. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Marjoria: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Horn of Plenty|Jester|Market|Adventurer|Fairgrounds|Cellar|Workshop|Feast|Remodel|Thief|imgwidth=160|title = Maiden Marjoria}} | ||
=== Game 7 === | |||
The next morning, you drive the long journey home to the castle. Your chancellors had kept your disappearance a secret from the public; why worry the peasants? You arrive just in time to see the start of the royal tournament. | |||
=== Game 9 | '''Starting decks''' | ||
* You: 7 Coppers, 3 Estates | |||
* Squire Edwin: 7 Coppers, 3 Estates | |||
{{Kingdom|Spy|Tournament|Council Room|Hunting Party|Mine|Cellar|Hamlet|Chancellor|Militia|Smithy|imgwidth=160|title = Squire Edwin}} | |||
=== Boss Game 8 === | |||
It's time for the archery competition, and feeling bold, you decide to give it a go. As you ready your bow, you catch some movement out of the corner of your eye. Another competitor has decided that you are the target, and lets fly an arrow. Your good reflexes barely save you, and you chase after the villain. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* The Archer: 7 Coppers, 3 Estates | |||
* Gentleman Norman: 7 Coppers, 3 Estates | |||
{{Kingdom|Harvest|Horn of Plenty|Hunting Party|Jester|Fairgrounds|Hamlet|Menagerie|Workshop|Farming Village|Tournament|imgwidth=160|title = The Archer}} | |||
=== Game 9 === | |||
The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon. | The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon. | ||
Kingdom | '''Starting decks''' | ||
* You: 7 Coppers, 3 Estates | |||
* Maiden Marie: 7 Coppers, 3 Estates | |||
{{Kingdom|Council Room|Festival|Jester|Market|Fairgrounds|Fortune Teller|Village|Bureaucrat|Gardens|Tournament|imgwidth=160|title = Maiden Marie}} | |||
=== Game 10 === | |||
Back at the castle, you drink a full bottle of wine and hope for uninterrupted sleep. It works. When you awaken, you realize that you slept through a fire--your laboratory has burned! The staff works to remake the place, but some of the potions stored in that room were irreplaceable; they were bought at the black market. | |||
'''Starting decks''' | |||
* You: 1 Chancellor, 6 Coppers, 3 Estates | |||
* Squire Clayton: 1 Chancellor, 6 Coppers, 3 Estates | |||
{{Kingdom|Throne Room|Festival|Harvest|Horn of Plenty|Laboratory|Hamlet|Black Market|Chancellor|Remake|Smithy|imgwidth=160|title = Squire Clayton}} | |||
=== Game 11 === | |||
Some of your guards said the fire was caused by a young witch from the woods. She had been spurned by her fiance, a horse trader from a few towns away, and has "unresolved issues." Evidently the man had found a more politically correct spouse, one who offered him inroads to higher places. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Sarra: 7 Coppers, 3 Estates | |||
{{Kingdom|Militia|Young Witch|Festival|Library|Mine|Chancellor|Menagerie|Farming Village|Gardens|Horse Traders|bane = Cellar|imgwidth=160|title = Lady Sarra}} | |||
=== Boss Game 12 === | |||
The young witch's story is sad, but that doesn't explain her attack on your castle. There must be more to the story. Aha! You learn that the horse trader is a serious tournament competitor, so you seek him for more information. You hear a scream--is the witch back? | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Preston: 7 Coppers, 3 Estates | |||
* Soldier: 7 Coppers, 3 Estates | |||
{{Kingdom|Young Witch|Harvest|Horn of Plenty|Jester|Fairgrounds|Fortune Teller|Menagerie|Horse Traders|Remake|Tournament|bane = Hamlet|imgwidth=160|title = Gentleman Preston}} | |||
=== Game 13 === | |||
Your guards capture the witch and take her to the castle dungeon. She screams and curses. You hope she will be able to explain herself. Meanwhile the annual harvest festival and tournament proceed delightfully. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Brockton: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Tournament|Festival|Harvest|Horn of Plenty|Hunting Party|Cellar|Menagerie|Militia|Moneylender|Smithy|imgwidth=160|title = Squire Brockton}} | ||
=== Game 14 === | |||
After you talk with her, you realize that she isn't completely delirious. Finally, she seems calmer, and apologizes for all the people she hurt that were not involved. As she regains her composure, she begins to tell her tale... | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Marigold: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Throne Room|Horn of Plenty|Jester|Laboratory|Adventurer|Hamlet|Fortune Teller|Bureaucrat|Remake|Spy|imgwidth=160|title = Lady Marigold}} | ||
=== | === Game 15 === | ||
The witch's | The witch's name is Evette. Yes, she was engaged to the dashing horse trader. He broke their engagement and married her nemesis, a woman of considerable political influence. She gains your trust, and you allow her to visit the fairgrounds with the promise that she'll remodel your laboratory afterwards. | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Garrick: 7 Coppers, 3 Estates | |||
=== | {{Kingdom|Young Witch|Jester|Laboratory|Market|Fairgrounds|Workshop|Farming Village|Feast|Horse Traders|Remodel|bane = Cellar|imgwidth=160|title = Gentleman Garrick}} | ||
=== Boss Game 16 === | |||
The horse trader's wife has asked her minions to attack Evette at the tournament. This is unacceptable; she might ruin the games just because she's unable to control her jealousies. You have your guards step into the fray. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Pierson: 7 Coppers, 3 Estates | |||
* Maiden Diamanda: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Remake|Tournament|Hunting Party|Market|Witch|Fortune Teller|Bureaucrat|Farming Village|Gardens|Horse Traders|imgwidth=160|title = Gentleman Pierson}} | ||
=== Game | === Game 17 === | ||
Evette is injured by the evil minions, and you rush her to your personal physicians. What she needs to be cured is one of the potions you had acquired at the black market; unfortunately, it was destroyed by the recent fire. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Gloriana: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Harvest|Horn of Plenty|Jester|Mine|Fairgrounds|Black Market|Menagerie|Gardens|Spy|Tournament|imgwidth=160|title = Lady Gloriana}} | ||
=== Game 18 === | |||
Evette's injuries are extensive; you absolutely cannot let this unnecessary violence go unpunished. The people who attacked have been rounded up by your militia, including the horse trader and his wife. They stole the tournament's golden trophy and were trying to flee in a hurry. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Bradshaw: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Thief|Tournament|Harvest|Hunting Party|Laboratory|Hamlet|Menagerie|Horse Traders|Militia|Smithy|imgwidth=160|title = Gentleman Bradshaw}} | ||
=== Game | === Game 19 === | ||
While you're out and about at the fairgrounds, you notice Prince Arundel. You shout to your guards to capture him, but he and his party run into the crowd. He must be apprehended, as a threat against the crown is a very serious offense. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Tilla: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Throne Room|Festival|Horn of Plenty|Hunting Party|Fairgrounds|Hamlet|Workshop|Bureaucrat|Horse Traders|Remake|imgwidth=160|title = Lady Tilla}} | ||
=== Final Boss Game === | |||
You and your guards manage to corner Prince Arundel by the stables. Suddenly, the grass around you is on fire, and it is quickly spreading. Apparently, Evette isn't the only one with the power to start fires. The fires are doused, and Prince Arundel is finally captured. You wonder what he will look like in motley. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Prince Arundel: 6 Coppers, 3 Estates, 1 Moat | |||
* Lady Florence: 6 Coppers, 3 Estates, 1 Young Witch | |||
Kingdom | {{Kingdom|Tournament|Young Witch|Council Room|Jester|Witch|Moat|Fortune Teller|Farming Village|Remake|Throne Room|bane = Chapel|imgwidth=160|title = Prince Arundel}} | ||
== Trivia == | == Trivia == |
Latest revision as of 01:47, 6 September 2024
Dominion Campaigns: Cornucopia (originally subtitled Plenty of Trouble) is the sole Cornucopia Campaign Act on Dominion Online. It comes with the purchase of Cornucopia, which includes Hamlet, Fortune Teller, Menagerie, Farming Village, Horse Traders, Remake, Tournament, Young Witch, Harvest, Horn of Plenty, Hunting Party, Jester, and Fairgrounds.
Campaign Overview
During harvest time, an unfortunate love affair prompts attacks from all sides.
List of Games
Game 1
The summer has gone, the autumn breeze is settling in, and you watch peasants reaping the bounty from the fields. The villagers of the hamlet just outside your castle are making preparations for a celebration. You decide that offering your menagerie as one of the attractions will endear you to your subjects, right?
Starting decks
- You: 7 Coppers, 3 Estates
- Alice the Serf: 7 Coppers, 3 Estates
Alice the Serf [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Remodel | Spy | Library | Market | Mine | ||||||||||
Hamlet | Menagerie | Workshop | Militia | Moneylender |
Game 2
The joyous festival has begun, but your mind is troubled. Your precious Tiny was attacked by a giant rat, and he has been severely wounded. One relief is your jester, the sycophantic one (his competition, the honest jester, is "visiting" the dungeon). Another distraction will be tomorrow's hunting party with your top officials and some visiting dignitaries.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Adela: 7 Coppers, 3 Estates
Serf Adela [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Festival | Hunting Party | Jester | Market | Adventurer | ||||||||||
Cellar | Chapel | Chancellor | Spy | Throne Room |
Game 3
After your long day of chasing foxes, you are invited to a nearby farming village. The peasants are celebrating the bountiful year and wish to present you with a gift. Your counselors tell you that such a move would be good for your image, so you agree to pay a visit. A horn of plenty is presented to you. Hey, these peasants aren't so bad. Maybe you'll stay and have dinner with them tonight.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Abigail: 7 Coppers, 3 Estates
Maiden Abigail [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Council Room | Horn of Plenty | Laboratory | Adventurer | ||||||||||
Cellar | Workshop | Bureaucrat | Farming Village | Moneylender |
Boss Game 4
You celebrate with too much wine, and as the party ends you pass out on the coach seat. At some point, you're jostled awake from an unfamiliar, too-bumpy road. You lean out the window and look up towards Jenkins, your chauffeur. That's not Jenkins! "I'm Prince Arundel, and you're my prisoner," the driver proclaims in a sinister tone.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Florence: 7 Coppers, 3 Estates
Lady Florence [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moneylender | Festival | Horn of Plenty | Hunting Party | Jester | ||||||||||
Hamlet | Moat | Menagerie | Woodcutter | Farming Village |
Game 5
You climb up to the driver's seat, and you throw Prince Arundel off, leaving him in the dust. You slow the excited horse, and in spite of the bright harvest moon, you realize you are utterly lost. How far are you from the farming village and from your throne?
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Gordon: 7 Coppers, 3 Estates
Serf Gordon [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Farming Village | Throne Room | Harvest | Market | Witch | ||||||||||
Chapel | Moat | Menagerie | Workshop | Bureaucrat |
Game 6
You wander in the forest and finally come to a familiar fairground, several hours' ride from your castle. There are peasants camped out at the site, awaiting the next day's festivities. One of them offers you and your love lodging in his tent.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Marjoria: 7 Coppers, 3 Estates
Maiden Marjoria [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Horn of Plenty | Jester | Market | Adventurer | Fairgrounds | ||||||||||
Cellar | Workshop | Feast | Remodel | Thief |
Game 7
The next morning, you drive the long journey home to the castle. Your chancellors had kept your disappearance a secret from the public; why worry the peasants? You arrive just in time to see the start of the royal tournament.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Edwin: 7 Coppers, 3 Estates
Squire Edwin [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Tournament | Council Room | Hunting Party | Mine | ||||||||||
Cellar | Hamlet | Chancellor | Militia | Smithy |
Boss Game 8
It's time for the archery competition, and feeling bold, you decide to give it a go. As you ready your bow, you catch some movement out of the corner of your eye. Another competitor has decided that you are the target, and lets fly an arrow. Your good reflexes barely save you, and you chase after the villain.
Starting decks
- You: 7 Coppers, 3 Estates
- The Archer: 7 Coppers, 3 Estates
- Gentleman Norman: 7 Coppers, 3 Estates
The Archer [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Harvest | Horn of Plenty | Hunting Party | Jester | Fairgrounds | ||||||||||
Hamlet | Menagerie | Workshop | Farming Village | Tournament |
Game 9
The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Marie: 7 Coppers, 3 Estates
Maiden Marie [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Council Room | Festival | Jester | Market | Fairgrounds | ||||||||||
Fortune Teller | Village | Bureaucrat | Gardens | Tournament |
Game 10
Back at the castle, you drink a full bottle of wine and hope for uninterrupted sleep. It works. When you awaken, you realize that you slept through a fire--your laboratory has burned! The staff works to remake the place, but some of the potions stored in that room were irreplaceable; they were bought at the black market.
Starting decks
- You: 1 Chancellor, 6 Coppers, 3 Estates
- Squire Clayton: 1 Chancellor, 6 Coppers, 3 Estates
Squire Clayton [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Festival | Harvest | Horn of Plenty | Laboratory | ||||||||||
Hamlet | Black Market | Chancellor | Remake | Smithy |
Game 11
Some of your guards said the fire was caused by a young witch from the woods. She had been spurned by her fiance, a horse trader from a few towns away, and has "unresolved issues." Evidently the man had found a more politically correct spouse, one who offered him inroads to higher places.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Sarra: 7 Coppers, 3 Estates
Lady Sarra [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Militia | Young Witch | Festival | Library | Mine | ||||||||||
Chancellor | Menagerie | Farming Village | Gardens | Horse Traders | ||||||||||
Landscapes and Additional Cards | ||||||||||||||
Bane pile: Cellar |
||||||||||||||
Boss Game 12
The young witch's story is sad, but that doesn't explain her attack on your castle. There must be more to the story. Aha! You learn that the horse trader is a serious tournament competitor, so you seek him for more information. You hear a scream--is the witch back?
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Preston: 7 Coppers, 3 Estates
- Soldier: 7 Coppers, 3 Estates
Gentleman Preston [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Young Witch | Harvest | Horn of Plenty | Jester | Fairgrounds | ||||||||||
Fortune Teller | Menagerie | Horse Traders | Remake | Tournament | ||||||||||
Landscapes and Additional Cards | ||||||||||||||
Bane pile: Hamlet |
||||||||||||||
Game 13
Your guards capture the witch and take her to the castle dungeon. She screams and curses. You hope she will be able to explain herself. Meanwhile the annual harvest festival and tournament proceed delightfully.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Brockton: 7 Coppers, 3 Estates
Squire Brockton [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tournament | Festival | Harvest | Horn of Plenty | Hunting Party | ||||||||||
Cellar | Menagerie | Militia | Moneylender | Smithy |
Game 14
After you talk with her, you realize that she isn't completely delirious. Finally, she seems calmer, and apologizes for all the people she hurt that were not involved. As she regains her composure, she begins to tell her tale...
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Marigold: 7 Coppers, 3 Estates
Lady Marigold [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Horn of Plenty | Jester | Laboratory | Adventurer | ||||||||||
Hamlet | Fortune Teller | Bureaucrat | Remake | Spy |
Game 15
The witch's name is Evette. Yes, she was engaged to the dashing horse trader. He broke their engagement and married her nemesis, a woman of considerable political influence. She gains your trust, and you allow her to visit the fairgrounds with the promise that she'll remodel your laboratory afterwards.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Garrick: 7 Coppers, 3 Estates
Gentleman Garrick [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Young Witch | Jester | Laboratory | Market | Fairgrounds | ||||||||||
Workshop | Farming Village | Feast | Horse Traders | Remodel | ||||||||||
Landscapes and Additional Cards | ||||||||||||||
Bane pile: Cellar |
||||||||||||||
Boss Game 16
The horse trader's wife has asked her minions to attack Evette at the tournament. This is unacceptable; she might ruin the games just because she's unable to control her jealousies. You have your guards step into the fray.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Pierson: 7 Coppers, 3 Estates
- Maiden Diamanda: 7 Coppers, 3 Estates
Gentleman Pierson [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Remake | Tournament | Hunting Party | Market | Witch | ||||||||||
Fortune Teller | Bureaucrat | Farming Village | Gardens | Horse Traders |
Game 17
Evette is injured by the evil minions, and you rush her to your personal physicians. What she needs to be cured is one of the potions you had acquired at the black market; unfortunately, it was destroyed by the recent fire.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Gloriana: 7 Coppers, 3 Estates
Lady Gloriana [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Harvest | Horn of Plenty | Jester | Mine | Fairgrounds | ||||||||||
Black Market | Menagerie | Gardens | Spy | Tournament |
Game 18
Evette's injuries are extensive; you absolutely cannot let this unnecessary violence go unpunished. The people who attacked have been rounded up by your militia, including the horse trader and his wife. They stole the tournament's golden trophy and were trying to flee in a hurry.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Bradshaw: 7 Coppers, 3 Estates
Gentleman Bradshaw [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thief | Tournament | Harvest | Hunting Party | Laboratory | ||||||||||
Hamlet | Menagerie | Horse Traders | Militia | Smithy |
Game 19
While you're out and about at the fairgrounds, you notice Prince Arundel. You shout to your guards to capture him, but he and his party run into the crowd. He must be apprehended, as a threat against the crown is a very serious offense.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Tilla: 7 Coppers, 3 Estates
Lady Tilla [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Festival | Horn of Plenty | Hunting Party | Fairgrounds | ||||||||||
Hamlet | Workshop | Bureaucrat | Horse Traders | Remake |
Final Boss Game
You and your guards manage to corner Prince Arundel by the stables. Suddenly, the grass around you is on fire, and it is quickly spreading. Apparently, Evette isn't the only one with the power to start fires. The fires are doused, and Prince Arundel is finally captured. You wonder what he will look like in motley.
Starting decks
- You: 7 Coppers, 3 Estates
- Prince Arundel: 6 Coppers, 3 Estates, 1 Moat
- Lady Florence: 6 Coppers, 3 Estates, 1 Young Witch
Prince Arundel [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tournament | Young Witch | Council Room | Jester | Witch | ||||||||||
Moat | Fortune Teller | Farming Village | Remake | Throne Room | ||||||||||
Landscapes and Additional Cards | ||||||||||||||
Bane pile: Chapel |
||||||||||||||