Dominion Campaigns: Seaside Act 3: Difference between revisions

From DominionStrategy Wiki
Jump to navigation Jump to search
No edit summary
 
(3 intermediate revisions by one other user not shown)
Line 1: Line 1:
[[Image:CampaignSeaside3.png|thumb|right|750px|Completed map for Seaside - Act 3.]]
[[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]].  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.
'''[[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 16: Line 16:
* Serf Archer: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* 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 = 150|title = Serf Archer}}
{{Kingdom|Caravan|Merchant Ship|Outpost|Tactician|Wharf|Embargo|Haven|Lighthouse|Pearl Diver|Fishing Village|imgwidth=160|title = Serf Archer}}


=== Game 2 ===
=== Game 2 ===
Line 25: Line 25:
* Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* Serf Mary: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


{{Kingdom|Island|Navigator|Explorer|Tactician|Treasury|Native Village|Pearl Diver|Lookout|Smugglers|Warehouse|imgwidth = 150|title = Serf Mary}}  
{{Kingdom|Island|Navigator|Explorer|Tactician|Treasury|Native Village|Pearl Diver|Lookout|Smugglers|Warehouse|imgwidth=160|title = Serf Mary}}  


=== Game 3 ===
=== Game 3 ===
Line 34: Line 34:
* Maiden Lettice: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* 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 = 150|title = Maiden Lettice}}
{{Kingdom|Cutpurse|Salvager|Sea Hag|Bazaar|Treasury|Ambassador|Fishing Village|Lookout|Smugglers|Caravan|imgwidth=160|title = Maiden Lettice}}


=== Boss Game 4 ===
=== Boss Game 4 ===
Line 43: Line 43:
* Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* Captain Althea: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


{{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth = 150|title = Captain Althea}}  
{{Kingdom|Caravan|Pirate Ship|Ghost Ship|Merchant Ship|Wharf|Embargo|Lighthouse|Native Village|Smugglers|Warehouse|imgwidth=160|title = Captain Althea}}  


=== Game 5 ===
=== Game 5 ===
Line 52: Line 52:
* Serf Valenia: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* 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 = 150|title = Serf Valenia}}
{{Kingdom|Spy|Thief|Treasure Map|Festival|Mine|Ambassador|Lookout|Bureaucrat|Salvager|Sea Hag|imgwidth=160|title = Serf Valenia}}


=== Game 6 ===
=== Game 6 ===
Line 61: Line 61:
* Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* Maiden Joanna: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


{{Kingdom|Warehouse|Cutpurse|Island|Pirate Ship|Treasury|Haven|Lighthouse|Pearl Diver|Ambassador|Smugglers|imgwidth = 150|title = Maiden Joanna}}  
{{Kingdom|Warehouse|Cutpurse|Island|Pirate Ship|Treasury|Haven|Lighthouse|Pearl Diver|Ambassador|Smugglers|imgwidth=160|title = Maiden Joanna}}  


=== Game 7 ===
=== Game 7 ===
Line 70: Line 70:
* Squire Redwald: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
* 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 = 150|title = Squire Redwald}}
{{Kingdom|Island|Pirate Ship|Treasure Map|Merchant Ship|Wharf|Lighthouse|Native Village|Smugglers|Warehouse|Caravan|imgwidth=160|title = Squire Redwald}}


=== Boss Game 8 ===
=== Boss Game 8 ===
Line 80: Line 80:
* Maiden Lettice: 7 Coppers, 3 Estates
* Maiden Lettice: 7 Coppers, 3 Estates


{{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth = 150|title = Sir Robert}}  
{{Kingdom|Navigator|Salvager|Explorer|Outpost|Tactician|Embargo|Haven|Ambassador|Fishing Village|Lookout|imgwidth=160|title = Sir Robert}}  


=== Game 9 vs. Maiden Joya ===
=== Game 9 ===
Your father must've paid handsomely for your defensive training; Sir Robert and his weapon are quickly separated. The swordplay he recognizes:  "It's you! You must join me for dinner this evening! Bring any companions you have!"
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.


Kingdom cards: Bazaar, Cutpurse, Feast, Ghost Ship, Library, Salvager, Sea Hag, Treasure Map, Wharf, Ambassador
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Maiden Joya: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


=== Game 10 vs. Squire Tarquin ===
{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Library|Wharf|Ambassador|Cutpurse|Feast|Salvager|Sea Hag|imgwidth=160|title = Maiden Joya}}
Dinner at Sir Robert's house is a welcome treat, despite his reticence in discussing the woman and the parcel. He says there aren't any ships near his town that could replace yours, and he replenishes your travelling supplies. You are grateful and suspicious.


Kingdom cards: Bazaar, Ghost Ship, Moneylender, Pirate Ship, Sea Hag, Tactician, Thief, Treasure Map, Treasury, Moat
=== 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!


=== Game 11 vs. Lady Philippa ===
'''Starting decks'''
Your trek takes you and your group to another village, then to a town, and finally you're told that a city, one with large boats, is just down the coast. Only one forest blocks your way.
* You: 7 Coppers, 3 Estates
* Squire Tarquin: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver
 
{{Kingdom|Treasure Map|Bazaar|Ghost Ship|Tactician|Treasury|Moat|Moneylender|Pirate Ship|Sea Hag|Thief|imgwidth=160|title = Squire Tarquin}}
 
=== 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


Kingdom cards: Bazaar, Explorer, Haven, Lighthouse, Merchant Ship, Navigator, Tactician, Treasury, Wharf, Embargo
{{Kingdom|Explorer|Merchant Ship|Tactician|Treasury|Wharf|Embargo|Haven|Lighthouse|Navigator|Bazaar|imgwidth=160|title = Lady Philippa}}


=== Boss Game 12 vs. Witch Jezebel and Lady Philippa ===
=== Boss Game 12 ===
Your camp in the woods has a surprise visitor--the hooded woman. Your tent and some trees burst into flame, and the light illuminates her face. It's the witch Jezebel. Your pack horses run.
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!


Kingdom cards: Caravan, Cutpurse, Explorer, Fishing Village, Merchant Ship, Native Village, Navigator, Outpost, Pearl Diver, Lighthouse
'''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


=== Game 13 vs. Squire Solomon ===
{{Kingdom|Cutpurse|Navigator|Explorer|Merchant Ship|Outpost|Lighthouse|Native Village|Pearl Diver|Fishing Village|Caravan|imgwidth=160|title = Witch Jezebel}}
Witch Jezebel throws a few more fireballs and runs from camp, with you in hot (literally, your hat is on fire) pursuit. You come to a small dock. Witch Jezebel steals a dinghy and paddles off, and you do the same. She's a better paddler than you thought she'd be.


Kingdom cards: Bazaar, Ghost Ship, Haven, Island, Lookout, Pirate Ship, Smugglers, Treasury, Warehouse, Embargo
=== 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.


=== Game 14 vs. Lady Thomasine ===
'''Starting decks'''
You remember how witch Jezebel turned your love into a frog, and how difficult it was to get the curse removed. You really, really want to catch her. You hope your friends and Ela didn't burn up in the fire back at camp.
* You: 7 Coppers, 3 Estates
* Squire Solomon: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


Kingdom cards: Laboratory, Salvager, Sea Hag, Spy, Tactician, Throne Room, Treasure Map, Village, Wharf, Ambassador
{{Kingdom|Island|Pirate Ship|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Lookout|Smugglers|Warehouse|imgwidth=160|title = Squire Solomon}}


=== Game 15 vs. Gentleman Benjamin ===
=== Game 14 ===
A horse and rider appear on the distant shore, and witch Jezebel flies from her boat onto the horse (witches are tricky). They turn and ride off. It must be Sir Robert. You just knew his kindness was suspect.
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.


Kingdom cards: Ambassador, Caravan, Fishing Village, Ghost Ship, Library, Native Village, Pearl Diver, Thief, Treasure Map, Embargo
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Lady Thomasine: 6 Coppers, 1 Duchy, 1 Estate, 1 Province, 1 Silver


=== Boss Game 16 vs. Witch Jezebel, Sea Hag, and Lady Thomasine ===
{{Kingdom|Throne Room|Treasure Map|Laboratory|Tactician|Wharf|Ambassador|Village|Salvager|Sea Hag|Spy|imgwidth=160|title = Lady Thomasine}}
You pick up their trail, but it still takes hours to catch up to their camp. You're stunned to hear a familiar voice--the rider with the horse was the Sea Hag from Valierian Manor!


Kingdom cards: Bazaar, Cutpurse, Ghost Ship, Haven, Island, Native Village, Smugglers, Treasury, Warehouse, Embargo
=== 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.


=== Game 17 vs. Lady Ellen ===
'''Starting decks'''
Ela and the crew stamp out the witch's fires as Sir Robert approaches. "I saw your fire on the horizon. How can I help?" He brings fresh horses and helpers.
* You: 7 Coppers, 3 Estates
* Gentleman Benjamin: 2 Coppers, 3 Embargoes, 2 Estates, 2 Fishing Villages, 1 Province


Kingdom cards: Caravan, Explorer, Lookout, Navigator, Outpost, Pirate Ship, Salvager, Treasure Map, Wharf, Fishing Village
{{Kingdom|Caravan|Thief|Treasure Map|Ghost Ship|Library|Embargo|Native Village|Pearl Diver|Ambassador|Fishing Village|imgwidth=160|title = Gentleman Benjamin}}


=== Game 18 vs. Gentleman Ingvar ===
=== Boss Game 16 ===
Sir Robert finally tells Ela and your crew what was in the parcel he gave to Witch Jezebel: he had borrowed money from her years ago, and he felt obligated to repay his loan. But with the debt repaid, it's time for justice.
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!


Kingdom cards: Ambassador, Ghost Ship, Merchant Ship, Outpost, Pearl Diver, Sea Hag, Smugglers, Tactician, Wharf, Lighthouse
'''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


=== Game 19 vs. Gentleman Hal ===
{{Kingdom|Cutpurse|Island|Bazaar|Ghost Ship|Treasury|Embargo|Haven|Native Village|Smugglers|Warehouse|imgwidth=160|title = Witch Jezebel Part II}}
Sir Robert says he has sent his fastest men to the city with the large boats. They're instructed to hire a large ship to assist in the rescue of Captain Althea. Would it arrive in time?


Kingdom cards: Bazaar, Caravan, Cutpurse, Lookout, Navigator, Salvager, Treasure Map, Treasury, Warehouse, Haven
=== 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.


=== Boss Game 20 vs. Witch Jezebel ===
'''Starting decks'''
Witch Jezebel's anger at your treatment of her witches is all-encompassing. Nothing but your death will quench her lust for revenge. She lifts her hands to the sky and begins an incantation.
* 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 cards: Ambassador, Fishing Village, Haven, Island, Lookout, Native Village, Navigator, Pirate Ship, Smugglers, Embargo
{{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

Completed map for Seaside - Act 3.

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

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)