Dominion Campaigns: Base Set Act 2: Difference between revisions

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'''[[Campaigns|Dominion Campaigns]]: Base Set Act 2''', (originally subtitled '''Magic, Money and Ministry'''), is the second Campaign associated with the [[Dominion (base set)|Base set]] on [[Dominion Online]].  It is immediately available to play.  The cards available are the same as in [[Dominion Adventures: Base Set Act 1|Act 1]].
[[Image:CampaignBase2.png|thumb|right|750px|Completed map for Base Set - Act 2.]]
 
'''[[Campaigns|Dominion Campaigns]]: [[Dominion (base set)|Base Set]] Act 2''' (originally subtitled '''Magic, Money and Ministry''') is the second Act of the Base Set Campaign on [[Dominion Online]].  It is immediately available to play.  The cards available are the same as in [[Dominion Campaigns: Base Set Act 1|Act 1]].


== Overview ==
== Overview ==
Line 8: Line 10:
Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased).  Now you can concentrate on Vaccara, where a new mine has been discovered.  To fund its operation requires investment.  If it succeeds, you're looking at a very happy year. Remodel their workshops so the smiths can turn polearms into pickaxes.
Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased).  Now you can concentrate on Vaccara, where a new mine has been discovered.  To fund its operation requires investment.  If it succeeds, you're looking at a very happy year. Remodel their workshops so the smiths can turn polearms into pickaxes.


'''Starting hands'''
'''Starting decks'''
* You: 2 Silvers, 8 Smithies
* You: 2 Silvers, 8 Smithies
* Cardwell the Serf: 7 Coppers, 3 Estates
* Cardwell the Serf: 7 Coppers, 3 Estates


{{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth = 150|title = Cardwell the Serf}}  
{{Kingdom|Militia|Remodel|Smithy|Market|Mine|Cellar|Moat|Village|Woodcutter|Workshop|imgwidth=160|title = Cardwell the Serf}}  


=== Game 2 ===
=== Game 2 ===
News, but alas, no funds, has come in from the mines! On your way back from visiting a native village, you arrange a bridge loan from the moneylenders in the market. Shopping always makes the sad feel better.
News, but alas, no funds, has come in from the mines! On your way back from visiting a native village, you arrange a bridge loan from the moneylenders in the market. Shopping always makes the sad feel better.


'''Starting hands'''
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* You: 7 Coppers, 3 Estates
* Serf Henna: 7 Coppers, 3 Estates
* Serf Henna: 7 Coppers, 3 Estates


{{Kingdom|Throne Room|Library|Market|Witch|Adventurer|Native Village|Workshop|Bridge|Bureaucrat|Moneylender|imgwidth = 150|title = Serf Henna}}  
{{Kingdom|Throne Room|Library|Market|Witch|Adventurer|Native Village|Workshop|Bridge|Bureaucrat|Moneylender|imgwidth=160|title = Serf Henna}}  


=== Game 3 ===
=== Game 3 ===
The adventurers returning from the mines regale you with stories of amazing bounty.  You host only a moderate reception for these brave souls featuring a somewhat fresh catch from your fishing village; after all, where is the gold they promised?  They appear honest; it would be terrible if one turns out to be a thief.
The adventurers returning from the mines regale you with stories of amazing bounty.  You host only a moderate reception for these brave souls featuring a somewhat fresh catch from your fishing village; after all, where is the gold they promised?  They appear honest; it would be terrible if one turns out to be a thief.


'''Starting hands'''
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* You: 7 Coppers, 3 Estates
* Maiden Ylaria: 7 Coppers, 3 Estates
* Maiden Ylaria: 7 Coppers, 3 Estates


{{Kingdom|Smithy|Thief|Throne Room|Council Room|Mine|Chapel|Fishing Village|Workshop|Bureaucrat|Monument|imgwidth = 150|title = Maiden Ylaria}}
{{Kingdom|Smithy|Thief|Throne Room|Council Room|Mine|Chapel|Fishing Village|Workshop|Bureaucrat|Monument|imgwidth=160|title = Maiden Ylaria}}


=== Boss Game 4 ===
=== Boss Game 4 ===
Line 37: Line 39:
In this rules variant the supply starts with 16 Provinces.
In this rules variant the supply starts with 16 Provinces.


'''Starting hands'''
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* You: 7 Coppers, 3 Estates
* Leroy, King of Infamy: 7 Coppers, 3 Estates
* Leroy, King of Infamy: 7 Coppers, 3 Estates


{{Kingdom|Remodel|Thief|Festival|Market|Mine|Chapel|Chancellor|Woodcutter|Feast|Moneylender|imgwidth = 150|title = Leroy King of Infamy}}
{{Kingdom|Remodel|Thief|Festival|Market|Mine|Chapel|Chancellor|Woodcutter|Feast|Moneylender|imgwidth=160|title = Leroy King of Infamy}}


=== Game 5 vs. Serf Willard ===
=== Game 5 ===
The festival has been ruined! Spies report that an adventurer in attendance was bribed by King Leroy to steal your gold. All of it. Now you have to get it back, of course.  How?  Sometimes it's time to fight a little larceny with something "special" of your own.
The festival has been ruined! Your chancellor discovers that King Leroy bribed your partners to steal your gold. All of it. You can't mint currency without gold. Now you have to get it back, of course, but how?  Sometimes it's necessary to fight a little larceny with something "special" of your own. But first a quick visit to the harem.


Kingdom cards: Cellar, Chancellor, Feast, Gardens, Remodel, Throne Room, Festival, Laboratory, Library, Mine
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Serf Willard: 7 Coppers, 3 Estates


=== Game 6 vs. Maiden Justina ===
{{Kingdom|Laboratory|Library|Mine|Mint|Harem|Cellar|Chancellor|Feast|Remodel|Festival|imgwidth=160|title = Serf Willard}}
Your father once told you that you should be wary of change, something you never embraced.  The witch Jezebel, a charismatic practitioner of magic, has come to seek an audience with you.  Magic has never had a home in Vaccara, but it might be good to change things up in seeking the upper hand with King Leroy.


Kingdom cards: Cellar, Chapel, Moat, Workshop, Gardens, Remodel, Throne Room, Council Room, Laboratory, Library
=== Game 6 ===
During your childhood, the task of governing the kingdom always seemed so simple. At least, your father made it look that way! But now you're no longer a child, your father no longer sits on the throne, and you finally understand why a king has little time to play with his child in the garden or to read a book in the library. It's time to grow up!


=== Game 7 vs. Squire Mendel ===
'''Starting decks'''
King Leroy continues his underhanded campaign against you.  You've learned that witches can be powerful weapons, and you feel justified in using them against one so devious.  Vaccara's new thieves' guild also might be helpful; maybe the two groups can help defeat King Leroy?
* You: 6 Coppers, 3 Estates, 1 Remodel
* Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel


Kingdom cards: Chapel, Chancellor, Militia, Smithy, Spy, Thief, Council Room, Festival, Mine, Adventurer
{{Kingdom|Remodel|Throne Room|Council Room|Laboratory|Library|Cellar|Chapel|Moat|Workshop|Gardens|imgwidth=160|title = Maiden Justina}}


=== Boss Game 8 vs. Leo and Lady Elena ===
=== Game 7 ===
The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distressHis son Leo inherited his throne and seeks negotiations with you, but only if his witches can attend the meeting.  Is he planning a magic workshop?
King Leroy continues his underhanded campaign against youThe royal chancellor's tactician recommends reinforcing the militia, but something tells you that Vaccara's new thieves guild can strike King Leroy where it hurts most, that would be, in his pockets!


Kingdom cards: Cellar, Chapel, Village, Workshop, Gardens, Remodel, Thief, Throne Room, Laboratory, Market
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Squire Mendel: 7 Coppers, 3 Estates


=== Game 9 vs. Maiden Osanna ===
{{Kingdom|Council Room|Festival|Mine|Tactician|Adventurer|Chapel|Pawn|Chancellor|Militia|Thief|imgwidth=160|title = Squire Mendel}}
Well, it's all-out war now.  Leo has brought every weapon from his arsenal: his militia, spies, thieves, witches, and even those who had once adventured for your sake.  You are not one to be trifled with, and you're sure Jezebel and her witches will be valuable additions to your cause.


Kingdom cards: Moat, Village, Gardens, Remodel, Smithy, Thief, Throne Room, Market, Witch, Adventurer
=== Boss Game 8 ===
The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distress. His son Leo inherited his throne and seeks negotiations with you regarding the provinces his father sought to acquire. You decide to give the young boy a chance. After all, your village needs remodeling, and it never hurts to have another market where you can sell what it's produced in your workshops.


=== Game 10 vs. Squire Silas ===
In this rules variant your hand consists of 4 cards, not 5.
You found that by building a new chapel in your fortress, you've gained powerful new allies.  Your subjects rally 'round the new religion and develop a unity they had lsot.  The people are re-energized and happy.


Kingdom cards: Moat, Moneylender, Remodel, Spy, Thief, Throne Room, Laboratory, Market, Witch, Adventurer
'''Starting decks'''
* You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
* Leo Leroy: 7 Coppers, 3 Estates
* Lady Elena: 7 Coppers, 3 Estates


=== Game 11 vs. Lady Elena ===
{{Kingdom|Remodel|Thief|Throne Room|Laboratory|Market|Cellar|Chapel|Village|Workshop|Gardens|imgwidth=160|title = Leo Leroy}}
Leo lost most of his land to you during the war.  It had been a bloody, destructive conflict, and the people blame you for the damage to the Vaccaran countryside.  Can you win back their approval?  The witch Jezebel has promised to stay by your side, but you are becoming doubtful of her integrity.


Kingdom cards: Workshop, Feast, Council Room, Festival, Laboratory, Library, Market, Mine, Witch, Adventurer
=== Game 9 ===
The apple never falls far from the tree.  Leo brought every weapon from his arsenal to the meeting, but it was just a diversion. He managed to infiltrate a horde of powerful witches in through the palace's gardens, and now the market, the smithy and the city moat are all under attack. It is all-out war now!


=== Boss Game 12 vs. Witch Jezebel and Maiden Ylaria ===
'''Starting decks'''
Witch Jezebel is not pleased that attendance at the chapel has increased sevenfold, and the sermons therein condemn the witches and their potion laboratories.  Persecution has begun!  You will have to choose a side.
* You: 7 Coppers, 3 Estates
* Maiden Osanna: 7 Coppers, 3 Estates


Kingdom cards: Moat, Chancellor, Feast, Moneylender, Remodel, Spy, Throne Room, Laboratory, Market, Witch
{{Kingdom|Smithy|Market|Witch|Adventurer|Hoard|Moat|Smugglers|Village|Gardens|Remodel|imgwidth=160|title = Maiden Osanna}}


=== Game 13 vs. Squire Allister ===
=== Game 10 ===
Because of pressure from the chapel, the witches are banished, but Jezebel promises to return and lets you know of her displeasure.  Other matters of state are pressing, and you attempt to return Vaccara to a sense of normalcy.  Could she be plotting something devious?  Only time will tell.
It's time to take action on this war before it's too late! The witch Jezebel has returned and seeks an audience with you. With her help and upgrades made to the citadel, soon the thief Leo will face the same fate as his father!


Kingdom cards: Village, Woodcutter, Bureaucrat, Feast, Gardens, Militia, Remodel, Throne Room, Festival, Mine
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Squire Silas: 7 Coppers, 3 Estates


=== Game 14 vs. Lady Ingride ===
{{Kingdom|Laboratory|Upgrade|Witch|Adventurer|Grand Market|Moat|Moneylender|Spy|Thief|Throne Room|imgwidth=160|title = Squire Silas}}
Your biggest fear is realized: Jezebel has returned.  Her charisma is overcoming dogma from the chapel, and she is gaining followers in your kingdom.  You fear she will attempt a coup.  It's time for a display of strength.  Maybe a remodel of your throne room will help.


Kingdom cards: Cellar, Chapel, Moat, Village, Woodcutter, Gardens, Militia, Council Room, Library, Mine
=== Game 11 ===
Leo lost most of his land to you during the war; the mines of Vaccara are finally yours.  It had been a bloody, destructive conflict, and the people blame you for the damage. It would be wise of you to share the wealth of the conquest with the people. A fancy festival with a celebratory feast will improve everyone's mood!


=== Game 15 vs. Gentleman Keaton ===
'''Starting decks'''
Things have gone from bad to worse.  The witches are cursing your lands and sending their power to Jezebel.  Your people now fear Jezebel's anger and run from her wrath.  Will the combined forces of the chapel and militia be enough might to stop her?
* You: 10 Feasts
* Lady Elena: 6 Silvers, 3 Estates


Kingdom cards: Cellar, Chapel, Village, Woodcutter, Workshop, Bureaucrat, Remodel, Smithy, Spy, Laboratory
{{Kingdom|Library|Market|Mine|Witch|Adventurer|Workshop|Feast|Council Room|Festival|Laboratory|imgwidth=160|title = Lady Elena}}


=== Boss Game 16 vs. Witch Jezebel, Lady Ingride and Gentleman Winston ===
=== Boss Game 12 ===
Neighboring kingdoms have fallen to Jezebel's power.  Some witches side with you in exchange for clemency; you agree, but they ultimately betray you and support Jezebel. If you win this war, witches will be banished for good!
The witch Jezebel has promised to stay by your side, but the commoners are not pleased with the idea. A new religious faction has gained ground among the villagers, one that claims witches should be hunted and tortured. You can't rule from the throne of a divided kingdom! The best option is to spy on the two groups while considering what to do next.


Kingdom cards: Moat, Village, Bureaucrat, Militia, Remodel, Spy, Thief, Library, Witch, Adventurer
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Witch Jezebel: 7 Coppers, 3 Estates
* Maiden Ylaria: 7 Coppers, 3 Estates


=== Game 17 vs. Lady Juetta ===
{{Kingdom|Spy|Throne Room|Laboratory|Market|Torturer|Moat|Ambassador|Feast|Moneylender|Remodel|imgwidth=160|title = Witch Jezebel}}
Victory!  Now that the witches are banished, it's time to heal and repair your kingdom.  You've hired experts to assist in the reconstruction, and progress is being made.  You think wistfully about travelling like the adventurers, but it will have to wait.  Stability comes first.


Kingdom cards: Chapel, Moat, Feast, Gardens, Militia, Smithy, Spy, Thief, Council Room, Festival
=== Game 13 ===
Jezebel is banished as overwhelming pressure from the people forces your hand. She promises to return with greater strength. Concerned by this threat, many villagers quit their jobs in the mines and the sawmills to join the militia. Even some members of the bureaucracy waive the opulence of the feasts in the royal gardens to embrace the rigor of the military life.


=== Game 18 vs. Gentleman Winston ===
In this rules variant the supply starts with 16 Gardens.
Are your new employees honest?  The bureaucrats are a tad inefficient, but they seem trustworthy.  The thieves' guild survived the war; it looks they have already robbed quite a bit from your coffers.  It might be a good idea to show them who's in charge.


Kingdom cards: Cellar, Workshop, Bureaucrat, Feast, Moneylender, Remodel, Council Room, Festival, Library, Mine
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Squire Allister: 7 Coppers, 3 Estates


=== Game 19 vs. Gentleman Sedgewick ===
{{Kingdom|Militia|Remodel|Throne Room|Festival|Mine|Village|Woodcutter|Bureaucrat|Feast|Gardens|imgwidth=160|title = Squire Allister}}
Your spies report that Sir Robert, one of your knights, is the mastermind behind the robberies.  Sir Robert's thefts interfere with your donations to the chapel, and you were hoping to mend relationships with the clergy.  Time for the militia to capture Sir Robert and his thieves.  They're almost as bad as the witches!


Kingdom cards: Moat, Village, Woodcutter, Workshop, Bureaucrat, Feast, Gardens, Militia, Smithy, Market
=== Game 14 ===
Your biggest fear is realized: Jezebel has returned. Fortunately your militia is stronger than ever. But what's really reassuring is that you found a powerful talisman from days past when you were hiding the gold produced in your mines in the cellars of your secret haven. Fight magic with magic!


=== Boss Game 20 vs. Sir Robert, Squire Mendel and Gentleman Winston ===
'''Starting decks'''
Sir Robert and his crew evade capture and continue their heistsYour coffers are painfully bare; it might be time to battle his thieves with thieves of your own. Fight fire with fire, yes?
* You: 7 Coppers, 3 Estates
* Lady Ingride: 7 Coppers, 3 Estates
 
{{Kingdom|Militia|Talisman|Council Room|Library|Mine|Cellar|Haven|Village|Woodcutter|Gardens|imgwidth=160|title = Lady Ingride}}
 
=== Game 15 ===
Jezebel's anger seems to be fading away. The Kingdom goes back to its normal life. Villagers return to their previous jobs, filling the cities again with peddlers, woodcutters and bureaucrats. Everything seems fine, but you know Jezebel well enough to know that she has not stopped conspiring against you. Stay alert!
 
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Gentleman Keaton: 7 Coppers, 3 Estates
 
{{Kingdom|Bureaucrat|Conspirator|Remodel|Laboratory|Peddler|Cellar|Chapel|Village|Woodcutter|Workshop|imgwidth=160|title = Gentleman Keaton}}
 
=== Boss Game 16 ===
You were right! Jezebel was gathering allies and already neighboring estates have fallen to her power. You sent spies and adventurers to explore the surroundings, but the news is not so encouraging. You know you have the power to defeat your neighbours' militias, but Jezebel's army of witches is beyond your capabilities. If you manage to win this war, witches will be banished for good!
 
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
* Lady Ingride: 7 Coppers, 3 Estates
 
{{Kingdom|Spy|Thief|Library|Witch|Adventurer|Moat|Village|Bureaucrat|Militia|Remodel|imgwidth=160|title = Witch Jezebel Part II}}
 
=== Game 17 ===
Victory! Now that the witches are banished to a distant island, it's time to heal your kingdom.  While the residents organize a festival and a feast in your honor, the ironworks blaze full time to repair the damage done to the gates, gardens and chapels.
 
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Lady Juetta: 7 Coppers, 3 Estates
 
{{Kingdom|Militia|Spy|Thief|Council Room|Festival|Chapel|Feast|Gardens|Ironworks|Island|imgwidth=160|title = Lady Juetta}}
 
=== Game 18 ===
The council has been busy lately receiving complaints of miners and other workers. They claim that while the bureaucrats and moneylenders were partying at the festival made in your honor, they had to work hard remodeling castles they are not invited to. They have a point.
 
In this rules variant you gain a copper with every turn.
 
'''Starting decks'''
* You: 7 Coppers, 2 Estates, 1 Province
* Gentleman Winston: 7 Coppers, 3 Estates
 
{{Kingdom|Remodel|Council Room|Festival|Library|Mine|Cellar|Workshop|Bureaucrat|Feast|Moneylender|imgwidth=160|title = Gentleman Winston}}
 
=== Game 19 ===
The general discontent grows every day. The militia, created to defeat foreign enemies, now has to restrain riots incited by smiths and woodcutters in the local markets. Many caravans have been seen abandoning the cities. This can't be good for your kingdom!
 
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Gentleman Sedgewick: 7 Coppers, 3 Estates
 
{{Kingdom|Feast|Militia|Smithy|City|Market|Moat|Woodcutter|Workshop|Bureaucrat|Caravan|imgwidth=160|title = Gentleman Sedgewick}}
 
=== Final Boss Game ===
The royal chancellor has advised you to keep all the villages under surveillance and build new watchtowers on the roads. This has made things worse! Not only has the number of rebellions increased, but also the debts. You've been forced to ask boons of the moneylenders. Tread carefully: you do not need more enemies!
 
'''Starting decks'''
* You: 7 Coppers, 3 Estates
* Sir Robert: 7 Coppers, 3 Estates
* Gentleman Winston: 7 Coppers, 3 Estates


Kingdom cards: Cellar, Chancellor, Village, Gardens, Moneylender, Thief, Festival, Laboratory, Library, Witch
{{Kingdom|Gardens|Moneylender|Festival|Library|Witch|Cellar|Chancellor|Swindler|Village|Watchtower|imgwidth=160|title = Sir Robert}}


{{Navbox MF Campaigns}}
{{Navbox MF Campaigns}}
[[Category: Dominion Campaigns]]
[[Category: Dominion Campaigns]]

Latest revision as of 01:52, 6 September 2024

Completed map for Base Set - Act 2.

Dominion Campaigns: Base Set Act 2 (originally subtitled Magic, Money and Ministry) is the second Act of the Base Set Campaign on Dominion Online. It is immediately available to play. The cards available are the same as in Act 1.

Overview

Picking up right after Act 1, this Campaign concerns itself with first a war against the kingdom of Infamy, led first by King Leroy, then his son Leo, then a subsequent war against the witches, led by Jezebel, who had been your ally during the war against Infamy, and the reconstruction that takes place after.

List of Games

Game 1

Your grandmother, Queen of Provilia, has been brought to Justice for your parents' deaths (oddly, Grandfather was pleased). Now you can concentrate on Vaccara, where a new mine has been discovered. To fund its operation requires investment. If it succeeds, you're looking at a very happy year. Remodel their workshops so the smiths can turn polearms into pickaxes.

Starting decks

  • You: 2 Silvers, 8 Smithies
  • Cardwell the Serf: 7 Coppers, 3 Estates
Cardwell the Serf [images]
Militia Remodel Smithy Market Mine
Cellar Moat Village Woodcutter Workshop

Game 2

News, but alas, no funds, has come in from the mines! On your way back from visiting a native village, you arrange a bridge loan from the moneylenders in the market. Shopping always makes the sad feel better.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Henna: 7 Coppers, 3 Estates
Serf Henna [images]
Throne Room Library Market Witch Adventurer
Native Village Workshop Bridge Bureaucrat Moneylender

Game 3

The adventurers returning from the mines regale you with stories of amazing bounty. You host only a moderate reception for these brave souls featuring a somewhat fresh catch from your fishing village; after all, where is the gold they promised? They appear honest; it would be terrible if one turns out to be a thief.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Ylaria: 7 Coppers, 3 Estates
Maiden Ylaria [images]
Smithy Thief Throne Room Council Room Mine
Chapel Fishing Village Workshop Bureaucrat Monument

Boss Game 4

Everyone is enjoying your festival. With funds start to arrive from the mine, you hope to purchase the loyalty of new provinces from your guests. One high-profile attendee is the gluttonous King of Infamy, Leroy. The rumor is that he plans to block your purchases, so you ask your chancellor to keep a watchful eye during the feast.

In this rules variant the supply starts with 16 Provinces.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Leroy, King of Infamy: 7 Coppers, 3 Estates
Leroy King of Infamy [images]
Remodel Thief Festival Market Mine
Chapel Chancellor Woodcutter Feast Moneylender

Game 5

The festival has been ruined! Your chancellor discovers that King Leroy bribed your partners to steal your gold. All of it. You can't mint currency without gold. Now you have to get it back, of course, but how? Sometimes it's necessary to fight a little larceny with something "special" of your own. But first a quick visit to the harem.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Serf Willard: 7 Coppers, 3 Estates
Serf Willard [images]
Laboratory Library Mine Mint Harem
Cellar Chancellor Feast Remodel Festival

Game 6

During your childhood, the task of governing the kingdom always seemed so simple. At least, your father made it look that way! But now you're no longer a child, your father no longer sits on the throne, and you finally understand why a king has little time to play with his child in the garden or to read a book in the library. It's time to grow up!

Starting decks

  • You: 6 Coppers, 3 Estates, 1 Remodel
  • Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
Maiden Justina [images]
Remodel Throne Room Council Room Laboratory Library
Cellar Chapel Moat Workshop Gardens

Game 7

King Leroy continues his underhanded campaign against you. The royal chancellor's tactician recommends reinforcing the militia, but something tells you that Vaccara's new thieves guild can strike King Leroy where it hurts most, that would be, in his pockets!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Mendel: 7 Coppers, 3 Estates
Squire Mendel [images]
Council Room Festival Mine Tactician Adventurer
Chapel Pawn Chancellor Militia Thief

Boss Game 8

The King of Infamy, Leroy, is no longer a problem: he gobble up one too many roasted chickens and died from gastrointestinal distress. His son Leo inherited his throne and seeks negotiations with you regarding the provinces his father sought to acquire. You decide to give the young boy a chance. After all, your village needs remodeling, and it never hurts to have another market where you can sell what it's produced in your workshops.

In this rules variant your hand consists of 4 cards, not 5.

Starting decks

  • You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
  • Leo Leroy: 7 Coppers, 3 Estates
  • Lady Elena: 7 Coppers, 3 Estates
Leo Leroy [images]
Remodel Thief Throne Room Laboratory Market
Cellar Chapel Village Workshop Gardens

Game 9

The apple never falls far from the tree. Leo brought every weapon from his arsenal to the meeting, but it was just a diversion. He managed to infiltrate a horde of powerful witches in through the palace's gardens, and now the market, the smithy and the city moat are all under attack. It is all-out war now!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Maiden Osanna: 7 Coppers, 3 Estates
Maiden Osanna [images]
Smithy Market Witch Adventurer Hoard
Moat Smugglers Village Gardens Remodel

Game 10

It's time to take action on this war before it's too late! The witch Jezebel has returned and seeks an audience with you. With her help and upgrades made to the citadel, soon the thief Leo will face the same fate as his father!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Silas: 7 Coppers, 3 Estates
Squire Silas [images]
Laboratory Upgrade Witch Adventurer Grand Market
Moat Moneylender Spy Thief Throne Room

Game 11

Leo lost most of his land to you during the war; the mines of Vaccara are finally yours. It had been a bloody, destructive conflict, and the people blame you for the damage. It would be wise of you to share the wealth of the conquest with the people. A fancy festival with a celebratory feast will improve everyone's mood!

Starting decks

  • You: 10 Feasts
  • Lady Elena: 6 Silvers, 3 Estates
Lady Elena [images]
Library Market Mine Witch Adventurer
Workshop Feast Council Room Festival Laboratory

Boss Game 12

The witch Jezebel has promised to stay by your side, but the commoners are not pleased with the idea. A new religious faction has gained ground among the villagers, one that claims witches should be hunted and tortured. You can't rule from the throne of a divided kingdom! The best option is to spy on the two groups while considering what to do next.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 7 Coppers, 3 Estates
  • Maiden Ylaria: 7 Coppers, 3 Estates
Witch Jezebel [images]
Spy Throne Room Laboratory Market Torturer
Moat Ambassador Feast Moneylender Remodel

Game 13

Jezebel is banished as overwhelming pressure from the people forces your hand. She promises to return with greater strength. Concerned by this threat, many villagers quit their jobs in the mines and the sawmills to join the militia. Even some members of the bureaucracy waive the opulence of the feasts in the royal gardens to embrace the rigor of the military life.

In this rules variant the supply starts with 16 Gardens.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Squire Allister: 7 Coppers, 3 Estates
Squire Allister [images]
Militia Remodel Throne Room Festival Mine
Village Woodcutter Bureaucrat Feast Gardens

Game 14

Your biggest fear is realized: Jezebel has returned. Fortunately your militia is stronger than ever. But what's really reassuring is that you found a powerful talisman from days past when you were hiding the gold produced in your mines in the cellars of your secret haven. Fight magic with magic!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Ingride: 7 Coppers, 3 Estates
Lady Ingride [images]
Militia Talisman Council Room Library Mine
Cellar Haven Village Woodcutter Gardens

Game 15

Jezebel's anger seems to be fading away. The Kingdom goes back to its normal life. Villagers return to their previous jobs, filling the cities again with peddlers, woodcutters and bureaucrats. Everything seems fine, but you know Jezebel well enough to know that she has not stopped conspiring against you. Stay alert!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Keaton: 7 Coppers, 3 Estates
Gentleman Keaton [images]
Bureaucrat Conspirator Remodel Laboratory Peddler
Cellar Chapel Village Woodcutter Workshop

Boss Game 16

You were right! Jezebel was gathering allies and already neighboring estates have fallen to her power. You sent spies and adventurers to explore the surroundings, but the news is not so encouraging. You know you have the power to defeat your neighbours' militias, but Jezebel's army of witches is beyond your capabilities. If you manage to win this war, witches will be banished for good!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 2 Coppers, 3 Estates, 1 Bureaucrat, 1 Militia, 1 Spy, 1 Thief, 1 Witch
  • Lady Ingride: 7 Coppers, 3 Estates
Witch Jezebel Part II [images]
Spy Thief Library Witch Adventurer
Moat Village Bureaucrat Militia Remodel

Game 17

Victory! Now that the witches are banished to a distant island, it's time to heal your kingdom. While the residents organize a festival and a feast in your honor, the ironworks blaze full time to repair the damage done to the gates, gardens and chapels.

Starting decks

  • You: 7 Coppers, 3 Estates
  • Lady Juetta: 7 Coppers, 3 Estates
Lady Juetta [images]
Militia Spy Thief Council Room Festival
Chapel Feast Gardens Ironworks Island

Game 18

The council has been busy lately receiving complaints of miners and other workers. They claim that while the bureaucrats and moneylenders were partying at the festival made in your honor, they had to work hard remodeling castles they are not invited to. They have a point.

In this rules variant you gain a copper with every turn.

Starting decks

  • You: 7 Coppers, 2 Estates, 1 Province
  • Gentleman Winston: 7 Coppers, 3 Estates
Gentleman Winston [images]
Remodel Council Room Festival Library Mine
Cellar Workshop Bureaucrat Feast Moneylender

Game 19

The general discontent grows every day. The militia, created to defeat foreign enemies, now has to restrain riots incited by smiths and woodcutters in the local markets. Many caravans have been seen abandoning the cities. This can't be good for your kingdom!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Gentleman Sedgewick: 7 Coppers, 3 Estates
Gentleman Sedgewick [images]
Feast Militia Smithy City Market
Moat Woodcutter Workshop Bureaucrat Caravan

Final Boss Game

The royal chancellor has advised you to keep all the villages under surveillance and build new watchtowers on the roads. This has made things worse! Not only has the number of rebellions increased, but also the debts. You've been forced to ask boons of the moneylenders. Tread carefully: you do not need more enemies!

Starting decks

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 7 Coppers, 3 Estates
  • Gentleman Winston: 7 Coppers, 3 Estates
Sir Robert [images]
Gardens Moneylender Festival Library Witch
Cellar Chancellor Swindler Village Watchtower


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)