Dominion Campaigns: Seaside Act 3: Difference between revisions
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[[Image: | [[Image:CampaignSeaside3.png|thumb|right|750px|Completed map for Seaside - Act 3.]] | ||
'''[[Dominion Campaigns]]: Seaside Act 3''' (originally subtitled '''Old Friends'''), is the third Act of the Seaside Campaign on [[Dominion Online]]. It comes with the purchase of [[Seaside]]. | '''[[Dominion Campaigns]]: Seaside Act 3''' (originally subtitled '''Old Friends'''), is the third and final Act of the Seaside Campaign on [[Dominion Online]]. It comes with the purchase of [[Seaside]]. In this rules variant, you get 3 extra turns at the start of the game. 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 gets 3 extra turns at the start of the game. This does not apply to the AI opponents. | |||
=== Game 1 | === Game 1 === | ||
Captain Althea, Ela | Captain Althea, Ela Thorodan and you are looking for a change of scenery, so you plan a short three-hour tour to Vaccara's coastal outposts. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!" | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Caravan|Merchant Ship|Outpost|Tactician|Wharf|Embargo|Haven|Lighthouse|Pearl Diver|Fishing Village|imgwidth=160|title = Serf Archer}} | ||
=== Game 2 === | |||
You swim to the nearest shore, but you don't recognize this part of your kingdom. Are you on an island? Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon, so you start exploring your surroundings. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Island|Navigator|Explorer|Tactician|Treasury|Native Village|Pearl Diver|Lookout|Smugglers|Warehouse|imgwidth=160|title = Serf Mary}} | ||
=== | === Game 3 === | ||
There's no civilization in sight, but there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to salvage all they can from the wrecked ship. Ela gathers the rest of the crew and organizes a caravan to climb to the highest cliff and scan the horizon. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Cutpurse|Salvager|Sea Hag|Bazaar|Treasury|Ambassador|Fishing Village|Lookout|Smugglers|Caravan|imgwidth=160|title = Maiden Lettice}} | ||
=== Boss Game 4 === | |||
Weeks go by with no sign of friend or foe. The crew have begun to lose their strength and you fear the worst. You propose to build a bonfire as beacon to attract any passing merchant ship. You cross your fingers so that no pirates see the signal! | |||
'''Starting decks''' | |||
You | * You: 7 Coppers, 3 Estates | ||
* Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth=160|title = Captain Althea}} | ||
=== Game | === Game 5 === | ||
After a few days, you're struck with a fever. Fortunately Ela proves to be a worthy nurse as well as a friend. Despite being in poor health you notice Captain Althea's concern; a salvager and her best lookout disappeared during an expedition to the center of the island. You might not be alone! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Spy|Thief|Treasure Map|Festival|Mine|Ambassador|Lookout|Bureaucrat|Salvager|Sea Hag|imgwidth=160|title = Serf Valenia}} | ||
=== Game 6 === | |||
You recover from your illness, and you organize an expedition to the interior of the island in search of the missing men. You pass a desert, then boggy fields, and finally you come to an abandoned warehouse! The place is full of treasures! Apparently, you have found a pirate's lair. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Warehouse|Cutpurse|Island|Pirate Ship|Treasury|Haven|Lighthouse|Pearl Diver|Ambassador|Smugglers|imgwidth=160|title = Maiden Joanna}} | ||
=== Game | === Game 7 === | ||
Your men pounce on the chests full of gems and gold coins. You, Ela and Captain Althea walk away from the scene and spot, not far from the warehouse, a wharf and a deserted lighthouse. Wait! A light has begun to shine in the lantern room! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Island|Pirate Ship|Treasure Map|Merchant Ship|Wharf|Lighthouse|Native Village|Smugglers|Warehouse|Caravan|imgwidth=160|title = Squire Redwald}} | ||
=== Boss Game 8 === | |||
There's no time to waste! The pirates are docking in the haven. Captain Althea orders her men to leave the treasure and run, but they end up mutinying. You and Ela help the Captain to put the situation under control, but you fear the pirates may arrive at any time. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Sir Robert: 1 Ambassador, 5 Coppers, 2 Estates, 1 Province, 1 Tactician | |||
* Maiden Lettice: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth=160|title = Sir Robert}} | ||
=== Game | === Game 9 === | ||
In the middle of the fight between your men and the pirates, Ela dragged you away from the scene. There was not much you could do; you were outnumbered by the pirates. Full of anger, you see from the distance how they celebrate the capture of Captain Althea and the other survivors. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth=160|title = Maiden Joya}} | ||
=== Game 10 === | |||
Your honor doesn't allow you to leave Captain Althea's fate in pirate's hands. You return to the place the next morning only to find it completely abandoned. The pirates have taken the prisoners and departed to parts unknown. You were not expecting this! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
Kingdom | {{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth=160|title = Squire Tarquin}} | ||
=== | === Game 11 === | ||
You | You and Ela return to the shore where your ship sank. The bonfire you lit to call for help is still burning, and it seems to have attracted the attention of a merchant ship. You might be able to rescue Captain Althea after all! | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Explorer|Merchant Ship|Tactician|Treasury|Wharf|Embargo|Haven|Lighthouse|Navigator|Bazaar|imgwidth=160|title = Lady Philippa}} | ||
=== Boss Game 12 === | |||
The merchant ship that rescued you and Ela delivers pearls from the distant fishing villages to the your kingdom's capital city. You ask the crew to overcome all the odds and reach port as soon as possible. You have a friend to rescue! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 1 Estate, 2 Pearl Divers | |||
* Witch Jezebel: 4 Coppers, 2 Estates, 1 Fishing Village, 1 Merchant Ship, 1 Outpost, 1 Province | |||
* Lady Philippa: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Cutpurse|Navigator|Explorer|Merchant Ship|Outpost|Lighthouse|Native Village|Pearl Diver|Fishing Village|Caravan|imgwidth=160|title = Witch Jezebel}} | ||
=== Game | === Game 13 === | ||
You gather a group of your best men and depart again to the pirate island. Your plan is to confiscate the treasure the pirates have hidden in the warehouse and exchange it for Althea's life. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
== | {{Kingdom|Island|Pirate Ship|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Lookout|Smugglers|Warehouse|imgwidth=160|title = Squire Solomon}} | ||
Kingdom | === Game 14 === | ||
Your plan proves to be an excellent tactical decision! It doesn't take long before an envoy of the pirates shows up in front of your throne to negotiate with you the exchange of Captain Althea's life for the pirate's treasure. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Throne Room|Treasure Map|Laboratory|Tactician|Wharf|Ambassador|Village|Salvager|Sea Hag|Spy|imgwidth=160|title = Lady Thomasine}} | |||
=== Game 15 === | |||
You do not wish to welcome pirates inside your city, so the transaction will take place in a distant fishing village. A caravan is responsible for transporting the treasure to the specified location. You and Ela ride close behind them guarding the convoy from attack by thieves. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province | |||
{{Kingdom|Caravan|Thief|Treasure Map|Ghost Ship|Library|Embargo|Native Village|Pearl Diver|Ambassador|Fishing Village|imgwidth=160|title = Gentleman Benjamin}} | |||
=== Boss Game 16 === | |||
As expected, several pirate hordes assault the caravan in an attempt to cheat on the agreement they have with you and recover their treasure. Luckily, they don't catch you off guard! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
* Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Cutpurse|Island|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Native Village|Smugglers|Warehouse|imgwidth=160|title = Witch Jezebel Part II}} | |||
=== Game 17 === | |||
You, Ela and the caravan continue your course towards the fishing village. You expect the pirates still want to negotiate with you! It seems like they do; one explorers ensures you that a pirate ship is docked at the wharf. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Ellen: 5 Coppers, 1 Duchy, 1 Estate, 2 Pirate Ships, 1 Province | |||
{{Kingdom|Salvager|Treasure Map|Explorer|Outpost|Wharf|Fishing Village|Lookout|Caravan|Navigator|Pirate Ship|Warehouse|imgwidth=160|title = Lady Ellen}} | |||
=== Game 18 === | |||
You order your men to remain stationed nearby; you don't want to jeopardize Captain Althea's life. A horse and rider come down from the pirate ship and appear on the distant shore. Who is this? | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Ingvar: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Ghost Ship|Merchant Ship|Outpost|Tactician|Wharf|Lighthouse|Pearl Diver|Ambassador|Smugglers|Sea Hag|Warehouse|imgwidth=160|title = Gentleman Ingvar}} | |||
=== Game 19 === | |||
You're stunned to see a familiar face--the rider with the horse is Captain Althea! But why is she wielding a sword? Before you can form the idea in your mind, you hear Ela yelling, "She's a traitor!" | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Hal: 4 Coppers, 2 Estates, 1 Province, 2 Treasure Maps, 1 Warehouse | |||
{{Kingdom|Navigator|Salvager|Treasure Map|Bazaar|Treasury|Haven|Lookout|Warehouse|Caravan|Cutpurse|Warehouse|imgwidth=160|title = Gentleman Hal}} | |||
=== Final Boss Game === | |||
Hundreds of pirates appear from different areas of the fishing village. Apparently, Captain Althea made a deal with her captors while she was on board of the pirate ship. Her betrayal hurts you deeply, but you are not letting her get away with it! | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
* Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver | |||
{{Kingdom|Lookout|Smugglers|Island|Navigator|Pirate Ship|Embargo|Haven|Native Village|Ambassador|Fishing Village|imgwidth=160|title = Witch Jezebel Part III}} | |||
== Trivia == | == Trivia == |
Latest revision as of 01:49, 6 September 2024
Dominion Campaigns: Seaside Act 3 (originally subtitled Old Friends), is the third and final Act of the Seaside Campaign on Dominion Online. It comes with the purchase of Seaside. In this rules variant, you get 3 extra turns at the start of the game. This applies only to the player, not to any of the AI opponents.
Campaign Overview
A journey into uncharted territory reunites you with some vengeful witches.
List of Games
In all games, there is a rules variant: the player gets 3 extra turns at the start of the game. This does not apply to the AI opponents.
Game 1
Captain Althea, Ela Thorodan and you are looking for a change of scenery, so you plan a short three-hour tour to Vaccara's coastal outposts. A storm explodes on the horizon, and you can't outrun it. You've hit a reef--Captain Althea calls out, "Abandon ship!"
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Archer [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Caravan | Merchant Ship | Outpost | Tactician | Wharf | ||||||||||
Embargo | Haven | Lighthouse | Pearl Diver | Fishing Village |
Game 2
You swim to the nearest shore, but you don't recognize this part of your kingdom. Are you on an island? Your ship is sinking, and you leave it to the reef. You know you'll need food and water soon, so you start exploring your surroundings.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Mary [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Island | Navigator | Explorer | Tactician | Treasury | ||||||||||
Native Village | Pearl Diver | Lookout | Smugglers | Warehouse |
Game 3
There's no civilization in sight, but there are rabbits to hunt and a small stream with drinkable water. Captain Althea takes a party to salvage all they can from the wrecked ship. Ela gathers the rest of the crew and organizes a caravan to climb to the highest cliff and scan the horizon.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Lettice [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cutpurse | Salvager | Sea Hag | Bazaar | Treasury | ||||||||||
Ambassador | Fishing Village | Lookout | Smugglers | Caravan |
Boss Game 4
Weeks go by with no sign of friend or foe. The crew have begun to lose their strength and you fear the worst. You propose to build a bonfire as beacon to attract any passing merchant ship. You cross your fingers so that no pirates see the signal!
Starting decks
- You: 7 Coppers, 3 Estates
- Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Captain Althea [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Caravan | Pirate Ship | Ghost Ship | Merchant Ship | Wharf | ||||||||||
Embargo | Lighthouse | Native Village | Smugglers | Warehouse |
Game 5
After a few days, you're struck with a fever. Fortunately Ela proves to be a worthy nurse as well as a friend. Despite being in poor health you notice Captain Althea's concern; a salvager and her best lookout disappeared during an expedition to the center of the island. You might not be alone!
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Serf Valenia [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Thief | Treasure Map | Festival | Mine | ||||||||||
Ambassador | Lookout | Bureaucrat | Salvager | Sea Hag |
Game 6
You recover from your illness, and you organize an expedition to the interior of the island in search of the missing men. You pass a desert, then boggy fields, and finally you come to an abandoned warehouse! The place is full of treasures! Apparently, you have found a pirate's lair.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Joanna [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Warehouse | Cutpurse | Island | Pirate Ship | Treasury | ||||||||||
Haven | Lighthouse | Pearl Diver | Ambassador | Smugglers |
Game 7
Your men pounce on the chests full of gems and gold coins. You, Ela and Captain Althea walk away from the scene and spot, not far from the warehouse, a wharf and a deserted lighthouse. Wait! A light has begun to shine in the lantern room!
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Redwald [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Island | Pirate Ship | Treasure Map | Merchant Ship | Wharf | ||||||||||
Lighthouse | Native Village | Smugglers | Warehouse | Caravan |
Boss Game 8
There's no time to waste! The pirates are docking in the haven. Captain Althea orders her men to leave the treasure and run, but they end up mutinying. You and Ela help the Captain to put the situation under control, but you fear the pirates may arrive at any time.
Starting decks
- You: 7 Coppers, 3 Estates
- Sir Robert: 1 Ambassador, 5 Coppers, 2 Estates, 1 Province, 1 Tactician
- Maiden Lettice: 7 Coppers, 3 Estates
Sir Robert [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Navigator | Salvager | Explorer | Outpost | Tactician | ||||||||||
Embargo | Haven | Ambassador | Fishing Village | Lookout |
Game 9
In the middle of the fight between your men and the pirates, Ela dragged you away from the scene. There was not much you could do; you were outnumbered by the pirates. Full of anger, you see from the distance how they celebrate the capture of Captain Althea and the other survivors.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Maiden Joya [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Treasure Map | Bazaar | Ghost Ship | Library | Wharf | ||||||||||
Ambassador | Cutpurse | Feast | Salvager | Sea Hag |
Game 10
Your honor doesn't allow you to leave Captain Althea's fate in pirate's hands. You return to the place the next morning only to find it completely abandoned. The pirates have taken the prisoners and departed to parts unknown. You were not expecting this!
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Tarquin [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Treasure Map | Bazaar | Ghost Ship | Tactician | Treasury | ||||||||||
Moat | Moneylender | Pirate Ship | Sea Hag | Thief |
Game 11
You and Ela return to the shore where your ship sank. The bonfire you lit to call for help is still burning, and it seems to have attracted the attention of a merchant ship. You might be able to rescue Captain Althea after all!
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Philippa: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Philippa [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Explorer | Merchant Ship | Tactician | Treasury | Wharf | ||||||||||
Embargo | Haven | Lighthouse | Navigator | Bazaar |
Boss Game 12
The merchant ship that rescued you and Ela delivers pearls from the distant fishing villages to the your kingdom's capital city. You ask the crew to overcome all the odds and reach port as soon as possible. You have a friend to rescue!
Starting decks
- You: 7 Coppers, 1 Estate, 2 Pearl Divers
- Witch Jezebel: 4 Coppers, 2 Estates, 1 Fishing Village, 1 Merchant Ship, 1 Outpost, 1 Province
- Lady Philippa: 7 Coppers, 3 Estates
Witch Jezebel [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cutpurse | Navigator | Explorer | Merchant Ship | Outpost | ||||||||||
Lighthouse | Native Village | Pearl Diver | Fishing Village | Caravan |
Game 13
You gather a group of your best men and depart again to the pirate island. Your plan is to confiscate the treasure the pirates have hidden in the warehouse and exchange it for Althea's life.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Squire Solomon [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Island | Pirate Ship | Bazaar | Ghost Ship | Treasury | ||||||||||
Embargo | Haven | Lookout | Smugglers | Warehouse |
Game 14
Your plan proves to be an excellent tactical decision! It doesn't take long before an envoy of the pirates shows up in front of your throne to negotiate with you the exchange of Captain Althea's life for the pirate's treasure.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Lady Thomasine [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Treasure Map | Laboratory | Tactician | Wharf | ||||||||||
Ambassador | Village | Salvager | Sea Hag | Spy |
Game 15
You do not wish to welcome pirates inside your city, so the transaction will take place in a distant fishing village. A caravan is responsible for transporting the treasure to the specified location. You and Ela ride close behind them guarding the convoy from attack by thieves.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province
Gentleman Benjamin [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Caravan | Thief | Treasure Map | Ghost Ship | Library | ||||||||||
Embargo | Native Village | Pearl Diver | Ambassador | Fishing Village |
Boss Game 16
As expected, several pirate hordes assault the caravan in an attempt to cheat on the agreement they have with you and recover their treasure. Luckily, they don't catch you off guard!
Starting decks
- You: 7 Coppers, 3 Estates
- Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
- Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part II [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Cutpurse | Island | Bazaar | Ghost Ship | Treasury | ||||||||||
Embargo | Haven | Native Village | Smugglers | Warehouse |
Game 17
You, Ela and the caravan continue your course towards the fishing village. You expect the pirates still want to negotiate with you! It seems like they do; one explorers ensures you that a pirate ship is docked at the wharf.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Ellen: 5 Coppers, 1 Duchy, 1 Estate, 2 Pirate Ships, 1 Province
Lady Ellen [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Salvager | Treasure Map | Explorer | Outpost | Wharf | ||||||||||
Fishing Village | Lookout | Caravan | Navigator | Pirate Ship |
Game 18
You order your men to remain stationed nearby; you don't want to jeopardize Captain Althea's life. A horse and rider come down from the pirate ship and appear on the distant shore. Who is this?
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Ingvar: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Gentleman Ingvar [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ghost Ship | Merchant Ship | Outpost | Tactician | Wharf | ||||||||||
Lighthouse | Pearl Diver | Ambassador | Smugglers | Sea Hag |
Game 19
You're stunned to see a familiar face--the rider with the horse is Captain Althea! But why is she wielding a sword? Before you can form the idea in your mind, you hear Ela yelling, "She's a traitor!"
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Hal: 4 Coppers, 2 Estates, 1 Province, 2 Treasure Maps, 1 Warehouse
Gentleman Hal [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Navigator | Salvager | Treasure Map | Bazaar | Treasury | ||||||||||
Haven | Lookout | Warehouse | Caravan | Cutpurse |
Final Boss Game
Hundreds of pirates appear from different areas of the fishing village. Apparently, Captain Althea made a deal with her captors while she was on board of the pirate ship. Her betrayal hurts you deeply, but you are not letting her get away with it!
Starting decks
- You: 7 Coppers, 3 Estates
- Witch Jezebel: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
- Sea Hag: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
Witch Jezebel Part III [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lookout | Smugglers | Island | Navigator | Pirate Ship | ||||||||||
Embargo | Haven | Native Village | Ambassador | Fishing Village |