Dominion Campaigns: Intrigue Act 1: Difference between revisions
m Forgot a word |
Wikiwikiwiki (talk | contribs) No edit summary |
||
(12 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
[[Image:CampaignIntrigue1.png|thumb|right|750px|Completed map for Intrigue - Act 1.]] | |||
== | '''[[Dominion Campaigns]]: Intrigue Act 1''' (originally subtitled '''Peasants and Aristocrats''') is the first Act of the Intrigue Campaign on [[Dominion Online]]. It comes with the purchase of [[Intrigue]]. | ||
== Campaign Overview == | |||
You are introduced to your twin cousins, Henrietta and Belinda, and throw a masquerade ball that leads to chaos and betrayal. | You are introduced to your twin cousins, Henrietta and Belinda, and throw a masquerade ball that leads to chaos and betrayal. | ||
== List of | == List of Games == | ||
=== Game 1 | === Game 1 === | ||
You are the ruler of the magnificent but dull kingdom of Vaccara. Your coppersmith has been working hard on a jazzy new coat of arms for you; maybe if you threw a few coppers into the wishing well, it'll turn out as magnificent as you are. | You are the ruler of the magnificent but dull kingdom of Vaccara. Your coppersmith has been working hard on a jazzy new coat of arms for you; maybe if you threw a few coppers into the wishing well, it'll turn out as magnificent as you are. | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Clarita: 7 Coppers, 3 Estates | |||
=== Game 2 | {{Kingdom|Throne Room|Council Room|Laboratory|Market|Adventurer|Village|Wishing Well|Workshop|Coppersmith|Remodel|imgwidth=160|title = Serf Clarita}} | ||
=== Game 2 === | |||
Your scouts in the countryside intercepted your royal cousins, twin sisters Henrietta and Belinda, and their entourage. Oh goodie, they're paying you a visit. You let them freshen up in the harem. | Your scouts in the countryside intercepted your royal cousins, twin sisters Henrietta and Belinda, and their entourage. Oh goodie, they're paying you a visit. You let them freshen up in the harem. | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Anselm: 7 Coppers, 3 Estates | |||
=== Game 3 | {{Kingdom|Smithy|Festival|Market|Mine|Harem|Cellar|Chapel|Gardens|Moneylender|Scout|imgwidth=160|title = Serf Anselm}} | ||
=== Game 3 === | |||
You had scheduled a reception in the great hall, but where are your guests? Evidently a brouhaha has broken out in the harem. Time to upgrade your security. | You had scheduled a reception in the great hall, but where are your guests? Evidently a brouhaha has broken out in the harem. Time to upgrade your security. | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Eliose: 7 Coppers, 3 Estates | |||
{{Kingdom|Remodel|Festival|Laboratory|Library|Upgrade|Cellar|Great Hall|Workshop|Feast|Militia|imgwidth=160|title = Serf Eliose}} | |||
=== Boss Game 4 === | |||
Henrietta and Belinda are battling over which identical twin is prettier. You decline to give an answer, and a flying hairbrush nearly takes out your eye. You might have time to pay another visit to the wishing well in the village. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Scouts | |||
* Henrietta: 7 Coppers, 3 Scouts | |||
* Belinda: 7 Coppers, 3 Scouts | |||
{{Kingdom|Scout|Throne Room|Library|Upgrade|Harem|Great Hall|Village|Wishing Well|Coppersmith|Militia|imgwidth=160|title = Henrietta and Belinda}} | |||
=== Game 5 === | |||
Maybe a distraction is just what Henrietta and Belinda need. You schedule a trip to an ironworks to check out the latest in armor styles. Have muting helmets been invented yet? | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Olaf: 7 Coppers, 3 Estates | |||
{{Kingdom|Gardens|Ironworks|Remodel|Throne Room|Laboratory|Cellar|Great Hall|Village|Wishing Well|Bureaucrat|imgwidth=160|title = Serf Olaf}} | |||
=== Game 6 === | |||
You schedule a party, and invite nobles from far and wide. Your servants murmur about "strange things happening," but they don't elaborate and your scouts haven't reported anything new. As long as the party is a success, you don't mind a little bit of weirdness. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Ellyn: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Remodel|Scout|Library|Harem|Nobles|Cellar|Chancellor|Village|Woodcutter|Moneylender|imgwidth=160|title = Maiden Ellyn}} | ||
=== Game | === Game 7 === | ||
Your party is a masquerade ball, and Belinda and Henrietta have promised to behave. The militia guards the security of the royal guests. Even irritating Lord Madison came. But wait--he hates parties. Why did he accept the invitation? | |||
'''Starting decks''' | |||
* You: 6 Coppers, 3 Estates, 1 Masquerade | |||
* Squire Elmo: 6 Coppers, 3 Estates, 1 Masquerade | |||
== | {{Kingdom|Council Room|Festival|Mine|Upgrade|Witch|Moat|Masquerade|Village|Coppersmith|Militia|imgwidth=160|title = Squire Elmo}} | ||
=== Boss Game 8 === | |||
With so many faces hidden by masks, you're starting to get a little paranoid. Is Lord Madison up to some trickery? You duck into a side room for a quick meeting with your senior staff. You really hope that nothing spoils your ball. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Servant: 7 Coppers, 3 Estates | |||
* Soldier: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Scout|Laboratory|Upgrade|Harem|Nobles|Great Hall|Masquerade|Wishing Well|Coppersmith|Ironworks|imgwidth=160|title = Servant and Soldier}} | ||
=== | === Game 9 === | ||
You decide that tonight, it's best to communicate in code. You keep your senior staff close, and you've asked one of your dukes to keep an eye on Lord Madison. With all the masks there could be witches at the feast, and you wouldn't know it! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Abigail: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Scout|Duke|Festival|Upgrade|Witch|Cellar|Bureaucrat|Feast|Ironworks|Militia|imgwidth=160|title = Maiden Abigail}} | ||
=== Game 10 === | |||
You hear a rumor that nobles are sending tribute -- including gold from your mines -- to a little shanty town not far from your castle. Could there be blackmail going on? | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Levi: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Market|Mine|Tribute|Harem|Nobles|Chapel|Shanty Town|Militia|Throne Room|Library|imgwidth=160|title = Squire Levi}} | ||
=== Game 11 | === Game 11 === | ||
Your masquerade costume is delightfully extravagant, and your mask is covered in feathers. Now you hear that Lord Madison wants a private audience. You're more inclined to give him a private audience with your torturer. | Your masquerade costume is delightfully extravagant, and your mask is covered in feathers. Now you hear that Lord Madison wants a private audience. You're more inclined to give him a private audience with your torturer. | ||
Kingdom | '''Starting decks''' | ||
* You: 7 Coppers, 3 Estates | |||
* Lady Ayleth: 5 Coppers, 4 Estates, 1 Torturer | |||
{{Kingdom|Workshop|Throne Room|Laboratory|Library|Torturer|Cellar|Great Hall|Masquerade|Village|Wishing Well|imgwidth=160|title = Lady Ayleth}} | |||
=== Boss Game 12 === | |||
As you're heading to the audience with Lord Madison, someone jumps you from behind and puts a smelly cloth over your face. None of your dukes or noblemen would ever dare to do something like this to you. So who is this? You feel woozy and hear a woman's voice--it is cousin Belinda! She must be angrier than you had realized. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Belinda: 7 Coppers, 2 Estates, 1 Duke | |||
* A Thief!: 7 Coppers, 2 Estates, 1 Duke | |||
{{Kingdom|Scout|Duke|Upgrade|Harem|Nobles|Great Hall|Masquerade|Shanty Town|Coppersmith|Ironworks|imgwidth=160|title = Belinda}} | |||
=== Game 13 === | |||
You awake to sounds of the masquerade ball in the distance. Your hands are bound, and you are stuffed in a trunk. Are you being driven away to the village? You really hope that someone has noticed that you're missing. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Nuno: 7 Coppers, 3 Estates | |||
{{Kingdom|Spy|Thief|Laboratory|Upgrade|Harem|Cellar|Masquerade|Village|Coppersmith|Ironworks|imgwidth=160|title = Squire Nuno}} | |||
=== Game 14 === | |||
After a bumpy journey, you're released into a dungeon. The torturer smiles at the arrival of a new "client." This is no way to treat a nobleman, let alone one who runs a kingdom. What exactly does he want from you? | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Juetta: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Council Room|Duke|Torturer|Tribute|Nobles|Moat|Woodcutter|Feast|Remodel|Scout|imgwidth=160|title = Lady Juetta}} | ||
=== Game 15 === | |||
The torturer says your friend, Duke Ashby, is behind the kidnapping! But that's impossible, you have always been good to him, even let him pay no tribute to you. What is going on here? | |||
'''Starting decks''' | |||
You | * You: 7 Coppers, 3 Estates | ||
* Gentleman Albert: 6 Coppers, 3 Estates, 1 Tribute | |||
Kingdom | {{Kingdom|Moneylender|Smithy|Duke|Market|Tribute|Cellar|Great Hall|Shanty Town|Wishing Well|Bureaucrat|imgwidth=160|title = Gentleman Albert}} | ||
=== Game | === Boss Game 16 === | ||
Back in your cell, Belinda says that she'd been blackmailed into kidnapping you from the masquerade ball by Henrietta and Lord Madison. They want to use Duke Ashby as a puppet ruler in your stead. Her conscience gets the better of her, and she helps you escape before having to face the torturer again. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Earl: 7 Coppers, 3 Estates | |||
* Belinda: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Coppersmith|Scout|Smithy|Torturer|Upgrade|Chapel|Masquerade|Shanty Town|Wishing Well|Bureaucrat|imgwidth=160|title = Gentleman Earl}} | ||
=== Game 17 === | |||
With help from Belinda, you escape the prison and make it back to your castle. Everyone had assumed you were dead; Henrietta and Lord Madison had taken control of your kingdom and forced the nobles to pay them tribute. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Amelia: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Ironworks|Market|Torturer|Tribute|Nobles|Moat|Chancellor|Wishing Well|Coppersmith|Gardens|imgwidth=160|title = Lady Amelia}} | ||
=== Game | === Game 18 === | ||
You're back, and your dull castle never looked so wonderful to your eyes. You send out your spies to scour the kingdom for Henrietta and Lord Madison. Lord Madison is easily found. He has locked himself inside a chapel. Let's hope he doesn't put up a fight. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Harald: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Spy|Council Room|Duke|Torturer|Harem|Chapel|Masquerade|Shanty Town|Woodcutter|Coppersmith|imgwidth=160|title = Gentleman Harald}} | ||
=== Game 19 === | |||
Despite the adventurers' efforts, Lord Madison escapes and flees to the shanty town rumored to be receiving illicit payments. Henrietta is probably already there waiting for him! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Shanty Towns | |||
* Gentleman Earl: 6 Coppers, 3 Estates, 1 Thief | |||
Kingdom | {{Kingdom|Tribute|Upgrade|Witch|Adventurer|Harem|Moat|Masquerade|Shanty Town|Wishing Well|Thief|imgwidth=160|title = Gentleman Earl}} | ||
=== Boss Game | === Final Boss Game === | ||
You want to witness Henrietta and Lord Madison's capture, so you accompany your militia to the shanty town. Lord Madison is | You want to witness Henrietta and Lord Madison's capture, so you accompany your militia to the shanty town. Lord Madison, being a nobleman, is a very able fighter; and Henrietta is deadly with a brush and comb. | ||
'''Starting decks''' | |||
* You: 6 Coppers, 3 Estates, 1 Masquerade | |||
* Lord Madison: 6 Coppers, 3 Estates, 1 Militia | |||
* Henrietta: 6 Coppers, 3 Estates, 1 Militia | |||
== | {{Kingdom|Throne Room|Torturer|Tribute|Upgrade|Nobles|Masquerade|Shanty Town|Coppersmith|Ironworks|Militia|imgwidth=160|title = Lord Madison}} | ||
== Trivia == | == Trivia == | ||
{{Navbox | {{Navbox MF Campaigns}} | ||
[[Category: | [[Category: Dominion Campaigns]] |
Latest revision as of 01:48, 6 September 2024
Dominion Campaigns: Intrigue Act 1 (originally subtitled Peasants and Aristocrats) is the first Act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue.
Campaign Overview
You are introduced to your twin cousins, Henrietta and Belinda, and throw a masquerade ball that leads to chaos and betrayal.
List of Games
Game 1
You are the ruler of the magnificent but dull kingdom of Vaccara. Your coppersmith has been working hard on a jazzy new coat of arms for you; maybe if you threw a few coppers into the wishing well, it'll turn out as magnificent as you are.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Clarita: 7 Coppers, 3 Estates
Serf Clarita [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Council Room | Laboratory | Market | Adventurer | ||||||||||
Village | Wishing Well | Workshop | Coppersmith | Remodel |
Game 2
Your scouts in the countryside intercepted your royal cousins, twin sisters Henrietta and Belinda, and their entourage. Oh goodie, they're paying you a visit. You let them freshen up in the harem.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Anselm: 7 Coppers, 3 Estates
Serf Anselm [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smithy | Festival | Market | Mine | Harem | ||||||||||
Cellar | Chapel | Gardens | Moneylender | Scout |
Game 3
You had scheduled a reception in the great hall, but where are your guests? Evidently a brouhaha has broken out in the harem. Time to upgrade your security.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Eliose: 7 Coppers, 3 Estates
Serf Eliose [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Remodel | Festival | Laboratory | Library | Upgrade | ||||||||||
Cellar | Great Hall | Workshop | Feast | Militia |
Boss Game 4
Henrietta and Belinda are battling over which identical twin is prettier. You decline to give an answer, and a flying hairbrush nearly takes out your eye. You might have time to pay another visit to the wishing well in the village.
Starting decks
- You: 7 Coppers, 3 Scouts
- Henrietta: 7 Coppers, 3 Scouts
- Belinda: 7 Coppers, 3 Scouts
Henrietta and Belinda [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scout | Throne Room | Library | Upgrade | Harem | ||||||||||
Great Hall | Village | Wishing Well | Coppersmith | Militia |
Game 5
Maybe a distraction is just what Henrietta and Belinda need. You schedule a trip to an ironworks to check out the latest in armor styles. Have muting helmets been invented yet?
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Olaf: 7 Coppers, 3 Estates
Serf Olaf [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gardens | Ironworks | Remodel | Throne Room | Laboratory | ||||||||||
Cellar | Great Hall | Village | Wishing Well | Bureaucrat |
Game 6
You schedule a party, and invite nobles from far and wide. Your servants murmur about "strange things happening," but they don't elaborate and your scouts haven't reported anything new. As long as the party is a success, you don't mind a little bit of weirdness.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Ellyn: 7 Coppers, 3 Estates
Maiden Ellyn [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Remodel | Scout | Library | Harem | Nobles | ||||||||||
Cellar | Chancellor | Village | Woodcutter | Moneylender |
Game 7
Your party is a masquerade ball, and Belinda and Henrietta have promised to behave. The militia guards the security of the royal guests. Even irritating Lord Madison came. But wait--he hates parties. Why did he accept the invitation?
Starting decks
- You: 6 Coppers, 3 Estates, 1 Masquerade
- Squire Elmo: 6 Coppers, 3 Estates, 1 Masquerade
Squire Elmo [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Council Room | Festival | Mine | Upgrade | Witch | ||||||||||
Moat | Masquerade | Village | Coppersmith | Militia |
Boss Game 8
With so many faces hidden by masks, you're starting to get a little paranoid. Is Lord Madison up to some trickery? You duck into a side room for a quick meeting with your senior staff. You really hope that nothing spoils your ball.
Starting decks
- You: 7 Coppers, 3 Estates
- Servant: 7 Coppers, 3 Estates
- Soldier: 7 Coppers, 3 Estates
Servant and Soldier [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scout | Laboratory | Upgrade | Harem | Nobles | ||||||||||
Great Hall | Masquerade | Wishing Well | Coppersmith | Ironworks |
Game 9
You decide that tonight, it's best to communicate in code. You keep your senior staff close, and you've asked one of your dukes to keep an eye on Lord Madison. With all the masks there could be witches at the feast, and you wouldn't know it!
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Abigail: 7 Coppers, 3 Estates
Maiden Abigail [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scout | Duke | Festival | Upgrade | Witch | ||||||||||
Cellar | Bureaucrat | Feast | Ironworks | Militia |
Game 10
You hear a rumor that nobles are sending tribute -- including gold from your mines -- to a little shanty town not far from your castle. Could there be blackmail going on?
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Levi: 7 Coppers, 3 Estates
Squire Levi [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Market | Mine | Tribute | Harem | Nobles | ||||||||||
Chapel | Shanty Town | Militia | Throne Room | Library |
Game 11
Your masquerade costume is delightfully extravagant, and your mask is covered in feathers. Now you hear that Lord Madison wants a private audience. You're more inclined to give him a private audience with your torturer.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Ayleth: 5 Coppers, 4 Estates, 1 Torturer
Lady Ayleth [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Workshop | Throne Room | Laboratory | Library | Torturer | ||||||||||
Cellar | Great Hall | Masquerade | Village | Wishing Well |
Boss Game 12
As you're heading to the audience with Lord Madison, someone jumps you from behind and puts a smelly cloth over your face. None of your dukes or noblemen would ever dare to do something like this to you. So who is this? You feel woozy and hear a woman's voice--it is cousin Belinda! She must be angrier than you had realized.
Starting decks
- You: 7 Coppers, 3 Estates
- Belinda: 7 Coppers, 2 Estates, 1 Duke
- A Thief!: 7 Coppers, 2 Estates, 1 Duke
Belinda [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scout | Duke | Upgrade | Harem | Nobles | ||||||||||
Great Hall | Masquerade | Shanty Town | Coppersmith | Ironworks |
Game 13
You awake to sounds of the masquerade ball in the distance. Your hands are bound, and you are stuffed in a trunk. Are you being driven away to the village? You really hope that someone has noticed that you're missing.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Nuno: 7 Coppers, 3 Estates
Squire Nuno [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Thief | Laboratory | Upgrade | Harem | ||||||||||
Cellar | Masquerade | Village | Coppersmith | Ironworks |
Game 14
After a bumpy journey, you're released into a dungeon. The torturer smiles at the arrival of a new "client." This is no way to treat a nobleman, let alone one who runs a kingdom. What exactly does he want from you?
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Juetta: 7 Coppers, 3 Estates
Lady Juetta [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Council Room | Duke | Torturer | Tribute | Nobles | ||||||||||
Moat | Woodcutter | Feast | Remodel | Scout |
Game 15
The torturer says your friend, Duke Ashby, is behind the kidnapping! But that's impossible, you have always been good to him, even let him pay no tribute to you. What is going on here?
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Albert: 6 Coppers, 3 Estates, 1 Tribute
Gentleman Albert [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moneylender | Smithy | Duke | Market | Tribute | ||||||||||
Cellar | Great Hall | Shanty Town | Wishing Well | Bureaucrat |
Boss Game 16
Back in your cell, Belinda says that she'd been blackmailed into kidnapping you from the masquerade ball by Henrietta and Lord Madison. They want to use Duke Ashby as a puppet ruler in your stead. Her conscience gets the better of her, and she helps you escape before having to face the torturer again.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Earl: 7 Coppers, 3 Estates
- Belinda: 7 Coppers, 3 Estates
Gentleman Earl [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Coppersmith | Scout | Smithy | Torturer | Upgrade | ||||||||||
Chapel | Masquerade | Shanty Town | Wishing Well | Bureaucrat |
Game 17
With help from Belinda, you escape the prison and make it back to your castle. Everyone had assumed you were dead; Henrietta and Lord Madison had taken control of your kingdom and forced the nobles to pay them tribute.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Amelia: 7 Coppers, 3 Estates
Lady Amelia [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ironworks | Market | Torturer | Tribute | Nobles | ||||||||||
Moat | Chancellor | Wishing Well | Coppersmith | Gardens |
Game 18
You're back, and your dull castle never looked so wonderful to your eyes. You send out your spies to scour the kingdom for Henrietta and Lord Madison. Lord Madison is easily found. He has locked himself inside a chapel. Let's hope he doesn't put up a fight.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Harald: 7 Coppers, 3 Estates
Gentleman Harald [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Council Room | Duke | Torturer | Harem | ||||||||||
Chapel | Masquerade | Shanty Town | Woodcutter | Coppersmith |
Game 19
Despite the adventurers' efforts, Lord Madison escapes and flees to the shanty town rumored to be receiving illicit payments. Henrietta is probably already there waiting for him!
Starting decks
- You: 7 Coppers, 3 Shanty Towns
- Gentleman Earl: 6 Coppers, 3 Estates, 1 Thief
Gentleman Earl [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Tribute | Upgrade | Witch | Adventurer | Harem | ||||||||||
Moat | Masquerade | Shanty Town | Wishing Well | Thief |
Final Boss Game
You want to witness Henrietta and Lord Madison's capture, so you accompany your militia to the shanty town. Lord Madison, being a nobleman, is a very able fighter; and Henrietta is deadly with a brush and comb.
Starting decks
- You: 6 Coppers, 3 Estates, 1 Masquerade
- Lord Madison: 6 Coppers, 3 Estates, 1 Militia
- Henrietta: 6 Coppers, 3 Estates, 1 Militia
Lord Madison [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Torturer | Tribute | Upgrade | Nobles | ||||||||||
Masquerade | Shanty Town | Coppersmith | Ironworks | Militia |