Dominion Campaigns: Seaside Act 2

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'''[[Dominion Adventures]]: Seaside Act 2''', subtitled '''Ports and Beaches''', is the second section of the Seaside Adventures on [[Goko]]. For some unknown reason, it comes with the purchase of the [[Seaside#Ships and Sailors|Seaside: Ships and Sailors]] card set, which includes {{Card|Ambassador}}, {{Card|Bazaar}}, {{Card|Caravan}}, {{Card|Cutpurse}}, {{Card|Embargo}}, {{Card|Native Village}}, {{Card|Outpost}}, {{Card|Pearl Diver}}, {{Card|Salvager}}, {{Card|Smugglers}}, {{Card|Treasury}}, {{Card|Warehouse}}, and {{Card|Wharf}}.
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[[Image:CampaignSeaside2.png|thumb|right|750px|Completed map for Seaside - Act 2.]]
  
== Adventure Overview ==
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'''[[Dominion Campaigns]]: Seaside Act 2''' (originally subtitled '''Ports and Beaches'''), is the second Act of the Seaside Campaign on [[Dominion Online]].  It comes with the purchase of [[Seaside]].
 +
 
 +
== Campaign Overview ==
 
While searching for riches in far-off lands, you find yourself facing criminals and suspicion.
 
While searching for riches in far-off lands, you find yourself facing criminals and suspicion.
  
== List of Scenes ==
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== List of Games ==
 +
 
 +
=== Game 1 ===
 +
You feel good to be at home, but you have started to miss the adrenaline of adventure. No book in the library can be better than reality! An approaching caravan gives you the perfect opportunity to embark out of the castle, in disguise, to an outpost at the edge of your territory.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Frederick: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Festival|Library|Mine|Outpost|Adventurer|Chapel|Workshop|Caravan|Remodel|Spy|imgwidth = 150|title = Serf Frederick}}
 +
 
 +
=== Game 2 ===
 +
Your caravan crosses Vaccara's border into a vast wilderness. You reach a native village by a lake, when you notice your coin purse is missing! A little cutpurse has been busy, and he might know who you are. Stay alert!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Celestria: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Spy|Throne Room|Council Room|Laboratory|Market|Native Village|Chancellor|Cutpurse|Remodel|Smithy|imgwidth = 150|title = Serf Celestria}} 
 +
 
 +
=== Game 3 ===
 +
A local dignitary offers freshwater pearls from the lake's best pearl diver in exchange for the caravan's goods. He requests that you, and only you, deliver the materials to his warehouse, further northwest into the hills. In order to keep up appearances, you accept the task.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Lia: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Spy|Throne Room|Market|Mine|Witch|Pearl Diver|Warehouse|Woodcutter|Bureaucrat|Gardens|imgwidth = 150|title = Maiden Lia}}
 +
 
 +
=== Boss Game 4 ===
 +
As you move away from the native village and head to the warehouse to do the delivery, you feel like someone is chasing you. Is someone from the caravan? Could be the cutpurse? You don't have the militia to protect you, so be careful!
 +
 
 +
'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Outpost
 +
* Ela Thorodan: 6 Coppers, 3 Estates, 1 Outpost
 +
 
 +
{{Kingdom|Caravan|Cutpurse|Militia|Smithy|Outpost|Native Village|Pearl Diver|Warehouse|Workshop|Bureaucrat|imgwidth = 150|title = Ela Thorodan}}
 +
 
 +
=== Game 5 ===
 +
Before you get to the dignitary's house, a group of smugglers crosses your path. You manage to hide in time to avoid being seen, but it seems likely they know you are there, somewhere. You decide to leave the undelivered goods behind, head to the nearest outpost and ask for help.
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Serf Crispin: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Throne Room|Laboratory|Library|Market|Outpost|Native Village|Smugglers|Bureaucrat|Militia|Remodel|imgwidth = 150|title = Serf Crispin}}
 +
 
 +
=== Game 6 ===
 +
You are lost. The compass you bought at the market was in your stolen coin purse. You walk for several days before reaching a large bazaar in a small town. Lucky your caravan is already there!
 +
 
 +
'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Maiden Ewe: 7 Coppers, 3 Estates
 +
 
 +
{{Kingdom|Smithy|Thief|Bazaar|Market|Mine|Chapel|Pearl Diver|Chancellor|Caravan|Militia|imgwidth = 150|title = Maiden Ewe}}
 +
 
 +
=== Game 7 ===
 +
When you meet the caravan members, they say the Kingdom of Markden levied an embargo on them because you never fulfilled the delivery to the warehouse. They were forced to leave the village immediately. You are considered a thief, and there is a reward for your head!
  
=== Game 1 vs. Serf Frederick ===
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'''Starting decks'''
Now that your Kingdom of Vaccara is stable, you decide to take your long-overdue adventure. An approaching merchant caravan gives you the perfect opportunity to venture out, in disguise, to an outpost at the edge of your territory.
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* You: 7 Coppers, 3 Estates
 +
* Squire Winter: 7 Coppers, 3 Estates
  
Kingdom cards: Adventurer, Caravan, Festival, Library, Mine, Outpost, Remodel, Spy, Workshop, Chapel
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{{Kingdom|Gardens|Moneylender|Council Room|Market|Mine|Embargo|Village|Warehouse|Woodcutter|Cutpurse|imgwidth = 150|title = Squire Winter}}
  
=== Game 2 vs. Serf Celestria ===
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=== Boss Game 8 ===
Your caravan crosses Vaccara's border into a vast wilderness. As you reach a native village by a lake, you notice your coin purse is missing! A little cutpurse has been busy, and you give an unsuccessful chase. The other merchants don't seem concerned.
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You are prosecuted and must give an account of what happened. You try to explain your side of the story: when you were heading to the warehouse, a group of smugglers appeared in your path; you tried to reach the outpost, but instead ended up in the bazaar. You feel the unkind gaze of the judges!
  
Kingdom cards: Chancellor, Council Room, Cutpurse, Laboratory, Market, Remodel, Smithy, Spy, Throne Room, Native Village
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'''Starting decks'''
 +
* You: 6 Coppers, 3 Estates, 1 Smugglers
 +
* Soldier: 6 Coppers, 1 Embargo, 3 Estates
 +
* Serf Hague: 6 Coppers, 1 Embargo, 3 Estates
  
=== Game 3 vs. Maiden Lia ===
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{{Kingdom|Caravan|Cutpurse|Bazaar|Laboratory|Outpost|Embargo|Native Village|Pearl Diver|Smugglers|Warehouse|imgwidth = 150|title = Soldier}}
A wealthy merchant offers freshwater pearls from the lake's best pearl diver in exchange for most of your caravan's goods. He requests that you deliver your materials to his warehouse, further northwest into the hills.
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Kingdom cards: Bureaucrat, Gardens, Market, Mine, Spy, Throne Room, Warehouse, Witch, Woodcutter, Pearl Diver
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=== Game 9 ===
 +
The judges let you keep your head, but you are sentenced to work on the native village's wharf to pay the debt you have with the dignitary. After all you failed to deliver the caravan's goods to his warehouse!
  
=== Boss Game 4 vs. Ela ===
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'''Starting decks'''
Tonight you celebrate; your caravan is rich! You dance, you sing, you drink; you notice the little cutpurse from the village. You're fairly tipsy, but you try to capture her.
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* You: 7 Coppers, 3 Estates
 +
* Maiden Joya: 7 Coppers, 3 Estates
  
Kingdom cards: Bureaucrat, Caravan, Cutpurse, Militia, Outpost, Pearl Diver, Smithy, Warehouse, Workshop, Native Village
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{{Kingdom|Gardens|Militia|Festival|Mine|Wharf|Native Village|Warehouse|Bureaucrat|Caravan|Feast|imgwidth = 150|title = Maiden Joya}}
  
=== Game 5 vs. Serf Crispin ===
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=== Game 10 ===
You drag the little cutpurse to your camp, where she gives back your coppers and tells you her story: her name is Ela, and she lives with a band of smugglers and thieves. You and your companions "adopt" the orphan child and teach her the ways of honest merchants.
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You could have revealed your true identity and avoided the sentence, but it was only a minor lashing and you still have the feeling that someone is watching you. Besides, where's the fun in that! You prove to be good at your new job and soon you make new friends like Ela Thorodan, the town's treasurer.
  
Kingdom cards: Bureaucrat, Laboratory, Library, Market, Militia, Outpost, Remodel, Smugglers, Throne Room, Native Village
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Squire Ronin: 7 Coppers, 3 Estates
  
=== Game 6 vs. Maiden Ewe ===
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{{Kingdom|Spy|Laboratory|Market|Outpost|Treasury|Chapel|Embargo|Cutpurse|Feast|Remodel|imgwidth = 150|title = Squire Ronin}}
Your caravan travels to a large bazaar in a small town. As you wander through the stalls and merchants, you think you hear townspeople whispering about you, and you feel their unkind gaze.
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Kingdom cards: Bazaar, Caravan, Chancellor, Market, Militia, Mine, Pearl Diver, Smithy, Thief, Chapel
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=== Game 11 ===
 +
You are heading to meet with Ela Thorodan at the market when you see a salvager bringing up barrels of ale from a sunken boat to the castle's cellar. He tells you that tonight there will be a banquet in the Bazaar offered in honor of the visiting Vaccaran ambassador. These are good tidings for you!
  
=== Game 7 vs. Squire Winter ===
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'''Starting decks'''
You offer a few coins to a town merchant, and he explains the villagers' concerns: the Kingdom of Markden to the southwest levied an embargo on the village because of the smugglers, and they think you're one of them, too.
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* You: 1 Ambassador, 6 Coppers, 3 Estates
 +
* Lady Ida: 1 Bazaar, 6 Coppers, 3 Estates
  
Kingdom cards: Council Room, Cutpurse, Gardens, Market, Mine, Moneylender, Village, Warehouse, Woodcutter, Embargo
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{{Kingdom|Thief|Bazaar|Library|Market|Witch|Cellar|Ambassador|Smugglers|Moneylender|Salvager|imgwidth = 150|title = Lady Ida}}
  
=== Boss Game 8 vs. Serf Hague and Soldier ===
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=== Boss Game 12 ===
Trading goes well, and you amass a good cache of gemstones. A large man with a large sword grabs you and begins to drag you to the back of the bazaar. These townspeople really aren't friendly, are they?
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You are starting to become homesick, and the presence in town of the Vaccaran ambassador gives you the chance to reveal your true identity. No smuggler or cutpurse will trouble you anymore! You just have to meet the ambassador and show him your face, and surely he will recognize you!
  
Kingdom cards: Bazaar, Caravan, Cutpurse, Laboratory, Native Village, Outpost, Pearl Diver, Smugglers, Warehouse, Embargo
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Jewel Owner: 7 Coppers, 3 Estates
 +
* Soldier: 7 Coppers, 3 Estates
  
=== Game 9 vs. Maiden Joya ===
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{{Kingdom|Salvager|Bazaar|Outpost|Treasury|Wharf|Embargo|Native Village|Smugglers|Warehouse|Cutpurse|imgwidth = 150|title = Jewel Owner}}
You grab what's nearby--some of your gemstones--and throw them in the man's face. You and Ela run outside, towards a small wharf, chased by the large man. Things aren't looking good, especially since your wares and friends are back at the bazaar.
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Kingdom cards: Bureaucrat, Caravan, Feast, Festival, Gardens, Militia, Mine, Warehouse, Wharf, Native Village
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=== Game 13 ===
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Who is this? This is no ambassador of your kingdom, not even a bureaucrat! Apparently, you have been away from your throne for too long. You see him depart back to Vaccara while wondering what will happen to you now that you've been abandoned in this land full of unscrupulous smugglers and pearl divers?
  
=== Game 10 vs. Squire Ronin ===
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'''Starting decks'''
You and Ela duck into a vacant-looking building. You find a huge sapphire on the floor and realize that you're in the back storeroom of a treasury -- one that's full of unguarded riches. You explain to Ela that returning it is the right thing to do.
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* You: 7 Coppers, 3 Estates
 +
* Squire Solomon: 7 Coppers, 3 Estates
  
Kingdom cards: Cutpurse, Embargo, Feast, Laboratory, Market, Outpost, Remodel, Spy, Treasury, Chapel
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{{Kingdom|Remodel|Throne Room|Bazaar|Outpost|Wharf|Pearl Diver|Smugglers|Bureaucrat|Gardens|Moneylender|imgwidth = 150|title = Squire Solomon}}
  
=== Game 11 vs. Lady Ida ===
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=== Game 14 ===
You leave the treasury and find your friends nearby, at the harbor, watching a salvager bring up barrels of ale from a sunken boat. The visiting Markdenian ambassador had ordered a specific ale, but the delivery boat capsized in the harbor.  
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You make Ela Thorodan and the rest of your friends at the bazaar laugh every time you confess to being king of Vaccara. At this point you would give away all your kingdom's treasure for the chance to prove yourself right. You must find out who that fake ambassador was!
  
Kingdom cards: Ambassador, Bazaar, Library, Market, Moneylender, Salvager, Smugglers, Thief, Witch, Cellar
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Lady Florence: 7 Coppers, 3 Estates
  
=== Boss Game 12 vs. Jewel Owner and Soldier ===
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{{Kingdom|Bazaar|Laboratory|Market|Treasury|Adventurer|Chapel|Embargo|Ambassador|Caravan|Spy|imgwidth = 150|title = Lady Florence}}
As you and your group prepare to leave town, some guards accuse you of stealing from the treasury, but you avow your innocence. Ela secretly shows you the sapphire you had found on the floor. She stole it! You quickly hide it behind some barrels as they frisk Ela, then you.
+
  
Kingdom cards: Bazaar, Cutpurse, Native Village, Outpost, Salvager, Smugglers, Treasury, Warehouse, Wharf, Embargo
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=== Game 15 ===
 +
Tears fall from your eyes when you discover that your friends have been gathering money to help you get back home. Ela has been working extra hours at a workshop to get more coins. To promise to yourself to change these people's lives once you are back at Vaccara!
  
=== Game 13 vs. Squire Solomon ===
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'''Starting decks'''
Satisfied of your innocence, the guards let you go. You leave the sapphire in its hiding place, much to Ela's dismay, and join your friends for the next leg of your journey.
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* You: 7 Coppers, 3 Estates
 +
* Gentleman Charles: 6 Coppers, 1 Cutpurse, 3 Estates
  
Kingdom cards: Bazaar, Bureaucrat, Gardens, Moneylender, Outpost, Remodel, Smugglers, Throne Room, Wharf, Pearl Diver
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{{Kingdom|Remodel|Salvager|Laboratory|Mine|Treasury|Native Village|Warehouse|Workshop|Cutpurse|Moneylender|imgwidth = 150|title = Gentleman Charles}} 
  
=== Game 14 vs. Lady Florence ===
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=== Boss Game 16  ===
You are starting to become homesick, but parenting Ela is a pleasant distraction. Should you make her "adoption" official? As you drift to sleep by the campfire, you notice a storm approaching.
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You get a place on the next boat to Vaccara. As you prepare to leave town, some guards accuse Ela Thorodan of stealing from the treasury. A villager, with evidence of having been tortured, and an unsrcupulous local bureaucrat are the main witnesses. You can't leave her like this!
  
Kingdom cards: Adventurer, Ambassador, Bazaar, Caravan, Embargo, Laboratory, Market, Spy, Treasury, Chapel
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Ricker: 7 Coppers, 3 Estates
 +
* Squire Ronin: 7 Coppers, 3 Estates
  
=== Game 15 vs. Gentleman Charles ===
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{{Kingdom|Bureaucrat|Cutpurse|Mine|Treasury|Wharf|Embargo|Pearl Diver|Ambassador|Smugglers|Village|imgwidth = 150|title = Ricker}} 
The storm is fierce, but the shelter of the next town is still across one last river. As you and Ela wade through the cold water, a small box bobs past. You open it and are shocked to see it filled with large blue sapphires. Someone shouts at you from the nearby riverbank.
+
  
Kingdom cards: Cutpurse, Laboratory, Mine, Moneylender, Remodel, Salvager, Treasury, Warehouse, Workshop, Native Village
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=== Game 17 ===
 +
The fight is bloody and quick. You dispatch three while valiant Ela trounces one. A search of the gang's belongings reveals a journal. You have been followed since the first day you joined the caravan--you even discover that the incident involving the failed delivery to the warehouse was indeed a trap!
  
=== Boss Game 16 vs. Ricker, Gentleman Vilin, and Squire Ronin ===
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'''Starting decks'''
Four armed men order you to turn over the sapphires. "Ela?" one of them asks. This must be the smuggling gang that held her! With this distraction, you're able to grab one man's sword and prepare for a fight.
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* You: 6 Coppers, 3 Estates, 1 Outpost
 +
* Lady Kateryn: 6 Coppers, 3 Estates, 1 Treasury
  
Kingdom cards: Ambassador, Bureaucrat, Cutpurse, Mine, Pearl Diver, Smugglers, Treasury, Village, Wharf, Embargo
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{{Kingdom|Cutpurse|Thief|Bazaar|Outpost|Treasury|Pearl Diver|Chancellor|Warehouse|Workshop|Caravan|imgwidth = 150|title = Lady Kateryn}}
  
=== Game 17 vs. Lady Kateryn ===
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=== Game 18 ===
The fight is bloody and quick. You dispatch three; valiant Ela trounces one. Your friends arrive, and a search of the gang's belongings reveals a journal--one detailing their secret hideout at Skull Mountain.
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Back in the wharf you convince Ela to join you on your trip back home. Once you again sit on your throne, you'll be able to find out who is behind this conspiracy. Who sent envoys to go after you and the caravan when you departed? Someone owes you an explanation!
  
Kingdom cards: Bazaar, Caravan, Chancellor, Cutpurse, Outpost, Thief, Treasury, Warehouse, Workshop, Pearl Diver
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Drake: 7 Coppers, 3 Estates
  
=== Game 18 vs. Gentleman Drake ===
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{{Kingdom|Throne Room|Bazaar|Market|Mine|Wharf|Embargo|Warehouse|Caravan|Envoy|Salvager|imgwidth = 150|title = Gentleman Drake}}
In town, you ask the locals about Skull Mountain. They find the smugglers' bodies and verify your story. You and your friends are heroes! Yes, the smugglers have been oppressing the villagers for years, hoarding the stolen gold at Skull Mountain.
+
  
Kingdom cards: Bazaar, Caravan, Market, Mine, Salvager, Smithy, Throne Room, Warehouse, Wharf, Embargo
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=== Game 19 ===
 +
You and Ela make the dangerous journey back to Vaccara. Upon your arrival, nobody seems to recognise you; nobody cares if you are a smuggler, an adventurer or the king himself. Gaining access to the council room proves to be hard, but at the end you can finally claim your identity back!
  
=== Game 19 vs. Gentleman Alvar ===
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'''Starting decks'''
You, Ela, and only a few of your friends make the dangerous journey to Skull Mountain. As you enter the smugglers' cave, you trigger a booby trap! A swinging axe nearly takes your head. You tell your friends to wait at the entrance with Ela; you'll go alone into the darkness.
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* You: 6 Coppers, 3 Estates, 1 Warehouse
 +
* Gentleman Alvar: 6 Coppers, 3 Estates, 1 Smugglers
  
Kingdom cards: Adventurer, Council Room, Laboratory, Outpost, Smugglers, Treasury, Village, Warehouse, Workshop, Ambassador
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{{Kingdom|Council Room|Laboratory|Outpost|Treasury|Adventurer|Ambassador|Smugglers|Village|Warehouse|Workshop|imgwidth = 150|title = Gentleman Alvar}}
  
=== Boss Game 20 vs. Ela, Ricker, and Soldier ===
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=== Boss Game 20 ===
You use your sword to jam another trap's gears. You see...it's the man from the inn brawl when you were searching for Tiny's dognapper--the man whose nose you bloodied! If I can defeat this smuggler chief, Ela can make Vaccara her home!
+
It's time to deal with the usurper! Your jaw drops when you see his face. It's the dignitary you met at the beginning of your journey with the caravan. He is accompanied by the false Vaccaran ambassador and the salvager who was bringing up barrels of ale at the Markdenian Bazaar.
  
Kingdom cards: Ambassador, Bazaar, Caravan, Cutpurse, Native Village, Pearl Diver, Salvager, Treasury, Wharf, Embargo
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'''Starting decks'''
 +
* You: 7 Coppers, 3 Estates
 +
* Ricker: 7 Coppers, 3 Estates
 +
* Ela Thorodan: 7 Coppers, 3 Estates
  
=== Epilogue ===
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{{Kingdom|Cutpurse|Salvager|Bazaar|Treasury|Wharf|Embargo|Native Village|Pearl Diver|Ambassador|Caravan|imgwidth = 150|title = Ricker Part II}}
You reach for your last bag of sapphires and aim for his sore nose. Bullseye--or more appropriately, shark's nose! His most vulnerable spot took the hit, and he went down for the count. You and your friends drag the smuggler chief back to town, and the residents gratefully accept their new prisoner. [player name] is going home to Vaccara!
+
  
 
== Trivia ==
 
== Trivia ==
  
{{Navbox Goko Adventures}}
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{{Navbox MF Campaigns}}
  
[[Category: Goko Adventures]]
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[[Category: Dominion Campaigns]]

Latest revision as of 16:04, 8 May 2016

Completed map for Seaside - Act 2.

Dominion Campaigns: Seaside Act 2 (originally subtitled Ports and Beaches), is the second Act of the Seaside Campaign on Dominion Online. It comes with the purchase of Seaside.

Contents

[edit] Campaign Overview

While searching for riches in far-off lands, you find yourself facing criminals and suspicion.

[edit] List of Games

[edit] Game 1

You feel good to be at home, but you have started to miss the adrenaline of adventure. No book in the library can be better than reality! An approaching caravan gives you the perfect opportunity to embark out of the castle, in disguise, to an outpost at the edge of your territory.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Frederick: 7 Coppers, 3 Estates
Serf Frederick [images]
Festival Library Mine Outpost Adventurer
Festival.jpg Library.jpg Mine.jpg Outpost.jpg Adventurer.jpg
Chapel.jpg Workshop.jpg Caravan.jpg Remodel.jpg Spy.jpg
Chapel Workshop Caravan Remodel Spy

[edit] Game 2

Your caravan crosses Vaccara's border into a vast wilderness. You reach a native village by a lake, when you notice your coin purse is missing! A little cutpurse has been busy, and he might know who you are. Stay alert!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Celestria: 7 Coppers, 3 Estates
Serf Celestria [images]
Spy Throne Room Council Room Laboratory Market
Spy.jpg Throne Room.jpg Council Room.jpg Laboratory.jpg Market.jpg
Native Village.jpg Chancellor.jpg Cutpurse.jpg Remodel.jpg Smithy.jpg
Native Village Chancellor Cutpurse Remodel Smithy

[edit] Game 3

A local dignitary offers freshwater pearls from the lake's best pearl diver in exchange for the caravan's goods. He requests that you, and only you, deliver the materials to his warehouse, further northwest into the hills. In order to keep up appearances, you accept the task.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Lia: 7 Coppers, 3 Estates
Maiden Lia [images]
Spy Throne Room Market Mine Witch
Spy.jpg Throne Room.jpg Market.jpg Mine.jpg Witch.jpg
Pearl Diver.jpg Warehouse.jpg Woodcutter.jpg Bureaucrat.jpg Gardens.jpg
Pearl Diver Warehouse Woodcutter Bureaucrat Gardens

[edit] Boss Game 4

As you move away from the native village and head to the warehouse to do the delivery, you feel like someone is chasing you. Is someone from the caravan? Could be the cutpurse? You don't have the militia to protect you, so be careful!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Outpost
  • Ela Thorodan: 6 Coppers, 3 Estates, 1 Outpost
Ela Thorodan [images]
Caravan Cutpurse Militia Smithy Outpost
Caravan.jpg Cutpurse.jpg Militia.jpg Smithy.jpg Outpost.jpg
Native Village.jpg Pearl Diver.jpg Warehouse.jpg Workshop.jpg Bureaucrat.jpg
Native Village Pearl Diver Warehouse Workshop Bureaucrat

[edit] Game 5

Before you get to the dignitary's house, a group of smugglers crosses your path. You manage to hide in time to avoid being seen, but it seems likely they know you are there, somewhere. You decide to leave the undelivered goods behind, head to the nearest outpost and ask for help.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Crispin: 7 Coppers, 3 Estates
Serf Crispin [images]
Throne Room Laboratory Library Market Outpost
Throne Room.jpg Laboratory.jpg Library.jpg Market.jpg Outpost.jpg
Native Village.jpg Smugglers.jpg Bureaucrat.jpg Militia.jpg Remodel.jpg
Native Village Smugglers Bureaucrat Militia Remodel

[edit] Game 6

You are lost. The compass you bought at the market was in your stolen coin purse. You walk for several days before reaching a large bazaar in a small town. Lucky your caravan is already there!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Ewe: 7 Coppers, 3 Estates
Maiden Ewe [images]
Smithy Thief Bazaar Market Mine
Smithy.jpg Thief.jpg Bazaar.jpg Market.jpg Mine.jpg
Chapel.jpg Pearl Diver.jpg Chancellor.jpg Caravan.jpg Militia.jpg
Chapel Pearl Diver Chancellor Caravan Militia

[edit] Game 7

When you meet the caravan members, they say the Kingdom of Markden levied an embargo on them because you never fulfilled the delivery to the warehouse. They were forced to leave the village immediately. You are considered a thief, and there is a reward for your head!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Winter: 7 Coppers, 3 Estates
Squire Winter [images]
Gardens Moneylender Council Room Market Mine
Gardens.jpg Moneylender.jpg Council Room.jpg Market.jpg Mine.jpg
Embargo.jpg Village.jpg Warehouse.jpg Woodcutter.jpg Cutpurse.jpg
Embargo Village Warehouse Woodcutter Cutpurse

[edit] Boss Game 8

You are prosecuted and must give an account of what happened. You try to explain your side of the story: when you were heading to the warehouse, a group of smugglers appeared in your path; you tried to reach the outpost, but instead ended up in the bazaar. You feel the unkind gaze of the judges!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Smugglers
  • Soldier: 6 Coppers, 1 Embargo, 3 Estates
  • Serf Hague: 6 Coppers, 1 Embargo, 3 Estates
Soldier [images]
Caravan Cutpurse Bazaar Laboratory Outpost
Caravan.jpg Cutpurse.jpg Bazaar.jpg Laboratory.jpg Outpost.jpg
Embargo.jpg Native Village.jpg Pearl Diver.jpg Smugglers.jpg Warehouse.jpg
Embargo Native Village Pearl Diver Smugglers Warehouse

[edit] Game 9

The judges let you keep your head, but you are sentenced to work on the native village's wharf to pay the debt you have with the dignitary. After all you failed to deliver the caravan's goods to his warehouse!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Joya: 7 Coppers, 3 Estates
Maiden Joya [images]
Gardens Militia Festival Mine Wharf
Gardens.jpg Militia.jpg Festival.jpg Mine.jpg Wharf.jpg
Native Village.jpg Warehouse.jpg Bureaucrat.jpg Caravan.jpg Feast.jpg
Native Village Warehouse Bureaucrat Caravan Feast

[edit] Game 10

You could have revealed your true identity and avoided the sentence, but it was only a minor lashing and you still have the feeling that someone is watching you. Besides, where's the fun in that! You prove to be good at your new job and soon you make new friends like Ela Thorodan, the town's treasurer.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Ronin: 7 Coppers, 3 Estates
Squire Ronin [images]
Spy Laboratory Market Outpost Treasury
Spy.jpg Laboratory.jpg Market.jpg Outpost.jpg Treasury.jpg
Chapel.jpg Embargo.jpg Cutpurse.jpg Feast.jpg Remodel.jpg
Chapel Embargo Cutpurse Feast Remodel

[edit] Game 11

You are heading to meet with Ela Thorodan at the market when you see a salvager bringing up barrels of ale from a sunken boat to the castle's cellar. He tells you that tonight there will be a banquet in the Bazaar offered in honor of the visiting Vaccaran ambassador. These are good tidings for you!

Starting decks

  • You: 1 Ambassador, 6 Coppers, 3 Estates
  • Lady Ida: 1 Bazaar, 6 Coppers, 3 Estates
Lady Ida [images]
Thief Bazaar Library Market Witch
Thief.jpg Bazaar.jpg Library.jpg Market.jpg Witch.jpg
Cellar.jpg Ambassador.jpg Smugglers.jpg Moneylender.jpg Salvager.jpg
Cellar Ambassador Smugglers Moneylender Salvager

[edit] Boss Game 12

You are starting to become homesick, and the presence in town of the Vaccaran ambassador gives you the chance to reveal your true identity. No smuggler or cutpurse will trouble you anymore! You just have to meet the ambassador and show him your face, and surely he will recognize you!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Jewel Owner: 7 Coppers, 3 Estates
  • Soldier: 7 Coppers, 3 Estates
Jewel Owner [images]
Salvager Bazaar Outpost Treasury Wharf
Salvager.jpg Bazaar.jpg Outpost.jpg Treasury.jpg Wharf.jpg
Embargo.jpg Native Village.jpg Smugglers.jpg Warehouse.jpg Cutpurse.jpg
Embargo Native Village Smugglers Warehouse Cutpurse

[edit] Game 13

Who is this? This is no ambassador of your kingdom, not even a bureaucrat! Apparently, you have been away from your throne for too long. You see him depart back to Vaccara while wondering what will happen to you now that you've been abandoned in this land full of unscrupulous smugglers and pearl divers?

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Solomon: 7 Coppers, 3 Estates
Squire Solomon [images]
Remodel Throne Room Bazaar Outpost Wharf
Remodel.jpg Throne Room.jpg Bazaar.jpg Outpost.jpg Wharf.jpg
Pearl Diver.jpg Smugglers.jpg Bureaucrat.jpg Gardens.jpg Moneylender.jpg
Pearl Diver Smugglers Bureaucrat Gardens Moneylender

[edit] Game 14

You make Ela Thorodan and the rest of your friends at the bazaar laugh every time you confess to being king of Vaccara. At this point you would give away all your kingdom's treasure for the chance to prove yourself right. You must find out who that fake ambassador was!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Florence: 7 Coppers, 3 Estates
Lady Florence [images]
Bazaar Laboratory Market Treasury Adventurer
Bazaar.jpg Laboratory.jpg Market.jpg Treasury.jpg Adventurer.jpg
Chapel.jpg Embargo.jpg Ambassador.jpg Caravan.jpg Spy.jpg
Chapel Embargo Ambassador Caravan Spy

[edit] Game 15

Tears fall from your eyes when you discover that your friends have been gathering money to help you get back home. Ela has been working extra hours at a workshop to get more coins. To promise to yourself to change these people's lives once you are back at Vaccara!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Charles: 6 Coppers, 1 Cutpurse, 3 Estates
Gentleman Charles [images]
Remodel Salvager Laboratory Mine Treasury
Remodel.jpg Salvager.jpg Laboratory.jpg Mine.jpg Treasury.jpg
Native Village.jpg Warehouse.jpg Workshop.jpg Cutpurse.jpg Moneylender.jpg
Native Village Warehouse Workshop Cutpurse Moneylender

[edit] Boss Game 16

You get a place on the next boat to Vaccara. As you prepare to leave town, some guards accuse Ela Thorodan of stealing from the treasury. A villager, with evidence of having been tortured, and an unsrcupulous local bureaucrat are the main witnesses. You can't leave her like this!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ricker: 7 Coppers, 3 Estates
  • Squire Ronin: 7 Coppers, 3 Estates
Ricker [images]
Bureaucrat Cutpurse Mine Treasury Wharf
Bureaucrat.jpg Cutpurse.jpg Mine.jpg Treasury.jpg Wharf.jpg
Embargo.jpg Pearl Diver.jpg Ambassador.jpg Smugglers.jpg Village.jpg
Embargo Pearl Diver Ambassador Smugglers Village

[edit] Game 17

The fight is bloody and quick. You dispatch three while valiant Ela trounces one. A search of the gang's belongings reveals a journal. You have been followed since the first day you joined the caravan--you even discover that the incident involving the failed delivery to the warehouse was indeed a trap!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Outpost
  • Lady Kateryn: 6 Coppers, 3 Estates, 1 Treasury
Lady Kateryn [images]
Cutpurse Thief Bazaar Outpost Treasury
Cutpurse.jpg Thief.jpg Bazaar.jpg Outpost.jpg Treasury.jpg
Pearl Diver.jpg Chancellor.jpg Warehouse.jpg Workshop.jpg Caravan.jpg
Pearl Diver Chancellor Warehouse Workshop Caravan

[edit] Game 18

Back in the wharf you convince Ela to join you on your trip back home. Once you again sit on your throne, you'll be able to find out who is behind this conspiracy. Who sent envoys to go after you and the caravan when you departed? Someone owes you an explanation!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Drake: 7 Coppers, 3 Estates
Gentleman Drake [images]
Throne Room Bazaar Market Mine Wharf
Throne Room.jpg Bazaar.jpg Market.jpg Mine.jpg Wharf.jpg
Embargo.jpg Warehouse.jpg Caravan.jpg Envoy.jpg Salvager.jpg
Embargo Warehouse Caravan Envoy Salvager

[edit] Game 19

You and Ela make the dangerous journey back to Vaccara. Upon your arrival, nobody seems to recognise you; nobody cares if you are a smuggler, an adventurer or the king himself. Gaining access to the council room proves to be hard, but at the end you can finally claim your identity back!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Warehouse
  • Gentleman Alvar: 6 Coppers, 3 Estates, 1 Smugglers
Gentleman Alvar [images]
Council Room Laboratory Outpost Treasury Adventurer
Council Room.jpg Laboratory.jpg Outpost.jpg Treasury.jpg Adventurer.jpg
Ambassador.jpg Smugglers.jpg Village.jpg Warehouse.jpg Workshop.jpg
Ambassador Smugglers Village Warehouse Workshop

[edit] Boss Game 20

It's time to deal with the usurper! Your jaw drops when you see his face. It's the dignitary you met at the beginning of your journey with the caravan. He is accompanied by the false Vaccaran ambassador and the salvager who was bringing up barrels of ale at the Markdenian Bazaar.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Ricker: 7 Coppers, 3 Estates
  • Ela Thorodan: 7 Coppers, 3 Estates
Ricker Part II [images]
Cutpurse Salvager Bazaar Treasury Wharf
Cutpurse.jpg Salvager.jpg Bazaar.jpg Treasury.jpg Wharf.jpg
Embargo.jpg Native Village.jpg Pearl Diver.jpg Ambassador.jpg Caravan.jpg
Embargo Native Village Pearl Diver Ambassador Caravan

[edit] 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)
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