Dominion Campaigns: Intrigue Act 2: Difference between revisions
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The purchase of a new estate reveals plots and trickery from neighboring kingdoms to uncover underground secrets. | The purchase of a new estate reveals plots and trickery from neighboring kingdoms to uncover underground secrets. | ||
== List of | == List of Games == | ||
=== Game 1 | === Game 1 === | ||
You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, a nice manor house | You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, and a nice manor house with beautiful gardens. You're busy, so you send a pawn to take care of the paperwork and hand over the payment. | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Dionisia: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Smithy|Throne Room|Council Room|Festival|Laboratory|Cellar|Pawn|Chancellor|Bridge|Gardens|imgwidth=160|title = Serf Dionisia}} | ||
=== Game 2 === | |||
An adventurer comes to your castle and produces ownership papers for the estate that you just acquired. He claims that he bought the property a few years ago when he met the previous owner in the trading post. Apparently, you've been duped by a swindler. | |||
'''Starting decks''' | |||
* You: 6 Coppers, 3 Estates, 1 Silver | |||
* Serf Hague: 6 Coppers, 3 Estates, 1 Swindler | |||
Kingdom | {{Kingdom|Thief|Festival|Mine|Trading Post|Adventurer|Cellar|Chancellor|Swindler|Village|Remodel|imgwidth=160|title = Serf Hague}} | ||
=== | === Game 3 === | ||
You don't need this petty distraction! You hear that the workers in your mining village are close to striking. You send Baron Brightman to look into both matters: the new estate and the mine. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Esther: 6 Coppers, 3 Estates, 1 Spy | |||
== | {{Kingdom|Smithy|Spy|Council Room|Laboratory|Witch|Moat|Workshop|Baron|Mining Village|Remodel|imgwidth=160|title = Maiden Esther}} | ||
=== Boss Game 4 === | |||
Baron Brigham finds out that the adventurer who claimed to be the estate's "legitimate owner" is actually a pawn of Queen Vada. Your cousin really wants the estate for herself. It's a nice place, but is it worth all this subterfuge? | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Arabella: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Throne Room|Library|Trading Post|Witch|Adventurer|Pawn|Swindler|Baron|Bridge|Mining Village|imgwidth=160|title = Lady Arabella}} | ||
=== Game | === Game 5 === | ||
You | Queen Vada and her conspirators aren't going to win this one. You don't look forward to another war, and you still have to solve the miners strike; but blast it all, your have your limits! | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Serf Matilda: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Spy|Thief|Laboratory|Market|Mine|Cellar|Pawn|Conspirator|Mining Village|Moneylender|imgwidth=160|title = Serf Matilda}} | ||
=== Game 6 === | |||
Queen Vada backs down, but you're sure she has something else up her embroidered sleeve. You decide to build a secret chamber near the throne room so that you can stash your valuables. You can't be too careful when thieves are on the prowl. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 2 Estates, 1 Secret Chamber | |||
* Maiden Chera: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Thief|Throne Room|Council Room|Festival|Library|Secret Chamber|Swindler|Village|Woodcutter|Baron|imgwidth=160|title = Maiden Chera}} | ||
=== Game | === Game 7 === | ||
You ask your staff to communicate in codes, just in case saboteurs are afoot. Jeeves, the butler, says something about eggs on your plate. Is this code for saying "the bridges are under attack"? You realize that he's just telling you that breakfast is ready. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Sedgewick: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Throne Room|Laboratory|Saboteur|Trading Post|Adventurer|Cellar|Moat|Village|Bridge|Smithy|imgwidth=160|title = Squire Sedgwick}} | ||
=== Boss Game 8 === | |||
Baron Brigham reports that he suspects one of your new servants is a mole planted by Queen Vada to find your secret chamber. Two can play this game, so you send some of your own people to work in Queen Vada's castle. | |||
'''Starting decks''' | |||
* You: 2 Conspirators, 5 Coppers, 3 Estates | |||
* Servant: 5 Coppers, 3 Estates, 1 Saboteur, 1 Swindler | |||
* Lady Floria: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Bureaucrat|Conspirator|Mining Village|Saboteur|Trading Post|Pawn|Secret Chamber|Swindler|Baron|Bridge|imgwidth=160|title = Servant}} | ||
=== Game | === Game 9 === | ||
Castle gossip once again proves valuable; your steward learns that Queen Vada has a map in her library pinpointing some valuable secret at the estate you recently bought. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Maiden Sarah: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Conspirator|Festival|Library|Witch|Adventurer|Pawn|Steward|Village|Workshop|Bridge|imgwidth=160|title=Maiden Sarah}} | ||
=== Game 10 === | |||
At the new estate you have your staff plant a new garden. While digging, they uncover a door with stairs leading to an underground courtyard. You and your castle entourage travel to the estate and set up camp in a nearby village. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Rylan: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Bureaucrat|Gardens|Market|Trading Post|Adventurer|Courtyard|Swindler|Village|Woodcutter|Baron|imgwidth=160|title=Squire Rylan}} | ||
=== | === Game 11 === | ||
The | Fire! The village is burning! Was this just a worksite accident, or was it sabotage from a minion of Queen Vada? Baron Brigham, one of your chancellors, helps put out the flames. | ||
'''Starting decks''' | |||
* You: 6 Coppers, 3 Estates, 1 Silver | |||
* Lady Floria: 6 Coppers, 3 Estates, 1 Minion | |||
== | {{Kingdom|Mining Village|Remodel|Festival|Minion|Saboteur|Chapel|Secret Chamber|Chancellor|Workshop|Feast|imgwidth=160|title=Lady Floria}} | ||
=== Boss Game 12 === | |||
Thankfully, the village was not badly damaged. You check the secret door that leads to the courtyard--it's been opened! You ask Baron Brigham to venture down the stairs. He sees a hooded figure with a box. | |||
'''Starting decks''' | |||
You | * You: 7 Coppers, 3 Estates | ||
* Soldier: 7 Coppers, 3 Estates | |||
* Lady Amelia: 7 Coppers, 3 Estates | |||
Kingdom | {{Kingdom|Bridge|Conspirator|Mining Village|Minion|Trading Post|Courtyard|Pawn|Steward|Swindler|Baron|imgwidth=160|title=Servant}} | ||
=== Game | === Game 13 === | ||
The | Baron Brigham says it's your butler, Jeeves! Why would he betray you? The Baron spied him leaving the place with a gilded book written in an unknown script in his hands. Later, when your butler brings your evening meal, he has a sly smirk on his face! | ||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Squire Clifton: 7 Coppers, 3 Estates | |||
== | {{Kingdom|Spy|Festival|Library|Minion|Witch|Cellar|Pawn|Steward|Swindler|Baron|imgwidth=160|title=Squire Clifton}} | ||
=== Game 14 === | |||
Jeeves was captured on the bridge while attempting to escape the village. He isn't talking. He won't tell you anything about the book, so you send for a linguistics expert to translate it. | |||
=== | '''Starting decks''' | ||
You and your | * You: 2 Bridges, 5 Coppers, 3 Estates | ||
* Jeeves: 6 Coppers, 3 Estates, 1 Saboteur | |||
{{Kingdom|Spy|Thief|Throne Room|Laboratory|Saboteur|Secret Chamber|Swindler|Bridge|Mining Village|Remodel|imgwidth=160|title=Jeeves}} | |||
=== Game 15 === | |||
If you can figure out what the courtyard was used for, it might help you to understand the book. They must be linked somehow. Your cousin, Queen Vada, wouldn't be conspiring against you without something big to gain. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Justin: 7 Coppers, 3 Estates | |||
{{Kingdom|Militia|Mining Village|Council Room|Mine|Minion|Courtyard|Chancellor|Steward|Bureaucrat|Conspirator|imgwidth=160|title=Gentleman Justin}} | |||
=== Boss Game 16 === | |||
The translator is found unconscious with a nasty head wound. Both the book and Baron Brigham are missing. One of your pawns sees him leaving the village in a hurry. All your staff seem to have secrets or be part of the sabotage! | |||
'''Starting decks''' | |||
* You: 4 Coppers, 3 Estates, 3 Pawns | |||
* Torturer: 7 Coppers, 2 Estates, 1 Secret Chamber | |||
* Jeeves: 7 Coppers, 3 Estates | |||
{{Kingdom|Feast|Mining Village|Library|Minion|Saboteur|Pawn|Secret Chamber|Steward|Swindler|Workshop|imgwidth=160|title=Torturer}} | |||
=== Game 17 === | |||
Your guards give chase to Baron Brigham, but at the bridge they lose his trail. You take your pawns, a torch, and a few guards, and head up to the next trading post. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Lady Lia: 7 Coppers, 3 Estates | |||
{{Kingdom|Conspirator|Gardens|Market|Saboteur|Trading Post|Pawn|Swindler|Village|Workshop|Bridge|imgwidth=160|title=Lady Lia}} | |||
=== Game 18 === | |||
When you arrive at the trading post, you meet with Queen Vada and Baron Brigham. She's reading from the foreign book. As you approach, she holds up her hand, motioning your miltia to wait. The bridge that separates you from them begins to crumble. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Ivan: 7 Coppers, 3 Estates | |||
{{Kingdom|Bridge|Militia|Remodel|Stash|Trading Post|Courtyard|Chancellor|Steward|Swindler|Baron|imgwidth=160|title=Gentleman Ivan}} | |||
=== Game 19 === | |||
You, and many of your pawns and minions become trapped under the rubble. Queen Vada grabs the book and runs back to the secret chamber. With some help you liberate yourself and go after her. | |||
'''Starting decks''' | |||
* You: 7 Coppers, 3 Estates | |||
* Gentleman Akelin: 7 Coppers, 3 Estates | |||
{{Kingdom|Mining Village|Moneylender|Spy|Minion|Witch|Cellar|Pawn|Secret Chamber|Steward|Conspirator|imgwidth=160|title=Gentleman Akelin}} | |||
=== Final Boss Game === | |||
Queen Vada and Baron Brigham are waiting for you. The beautiful mining village that you visited not so long ago, has become a battlefield. A fireball coming from your enemies' direction chases you as you run for your life. Will you be able to win this time? | |||
'''Starting decks''' | |||
* You: 6 Coppers, 3 Estates, 1 Steward | |||
* Queen Vada: 5 Coppers, 3 Estates, 1 Swindler, 1 Thief | |||
* Lady Lia: 7 Coppers, 3 Estates | |||
{{Kingdom|Moneylender|Remodel|Thief|Saboteur|Trading Post|Chapel|Steward|Swindler|Baron|Mining Village|imgwidth=160|title=Queen Vada}} | |||
== Trivia == | == Trivia == | ||
{{Navbox | {{Navbox MF Campaigns}} | ||
[[Category: | [[Category: Dominion Campaigns]] |
Latest revision as of 01:46, 6 September 2024
Dominion Campaigns: Intrigue Act 2, (originally subtitled Underlings), is the second act of the Intrigue Campaign on Dominion Online. It comes with the purchase of Intrigue.
Campaign Overview
The purchase of a new estate reveals plots and trickery from neighboring kingdoms to uncover underground secrets.
List of Games
Game 1
You've found a new estate to add to your kingdom of Vaccara. It's awesome! It's got a small river with a bridge, and a nice manor house with beautiful gardens. You're busy, so you send a pawn to take care of the paperwork and hand over the payment.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Dionisia: 7 Coppers, 3 Estates
Serf Dionisia [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smithy | Throne Room | Council Room | Festival | Laboratory | ||||||||||
Cellar | Pawn | Chancellor | Bridge | Gardens |
Game 2
An adventurer comes to your castle and produces ownership papers for the estate that you just acquired. He claims that he bought the property a few years ago when he met the previous owner in the trading post. Apparently, you've been duped by a swindler.
Starting decks
- You: 6 Coppers, 3 Estates, 1 Silver
- Serf Hague: 6 Coppers, 3 Estates, 1 Swindler
Serf Hague [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thief | Festival | Mine | Trading Post | Adventurer | ||||||||||
Cellar | Chancellor | Swindler | Village | Remodel |
Game 3
You don't need this petty distraction! You hear that the workers in your mining village are close to striking. You send Baron Brightman to look into both matters: the new estate and the mine.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Esther: 6 Coppers, 3 Estates, 1 Spy
Maiden Esther [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Smithy | Spy | Council Room | Laboratory | Witch | ||||||||||
Moat | Workshop | Baron | Mining Village | Remodel |
Boss Game 4
Baron Brigham finds out that the adventurer who claimed to be the estate's "legitimate owner" is actually a pawn of Queen Vada. Your cousin really wants the estate for herself. It's a nice place, but is it worth all this subterfuge?
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Arabella: 7 Coppers, 3 Estates
Lady Arabella [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Library | Trading Post | Witch | Adventurer | ||||||||||
Pawn | Swindler | Baron | Bridge | Mining Village |
Game 5
Queen Vada and her conspirators aren't going to win this one. You don't look forward to another war, and you still have to solve the miners strike; but blast it all, your have your limits!
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Matilda: 7 Coppers, 3 Estates
Serf Matilda [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Thief | Laboratory | Market | Mine | ||||||||||
Cellar | Pawn | Conspirator | Mining Village | Moneylender |
Game 6
Queen Vada backs down, but you're sure she has something else up her embroidered sleeve. You decide to build a secret chamber near the throne room so that you can stash your valuables. You can't be too careful when thieves are on the prowl.
Starting decks
- You: 7 Coppers, 2 Estates, 1 Secret Chamber
- Maiden Chera: 7 Coppers, 3 Estates
Maiden Chera [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Thief | Throne Room | Council Room | Festival | Library | ||||||||||
Secret Chamber | Swindler | Village | Woodcutter | Baron |
Game 7
You ask your staff to communicate in codes, just in case saboteurs are afoot. Jeeves, the butler, says something about eggs on your plate. Is this code for saying "the bridges are under attack"? You realize that he's just telling you that breakfast is ready.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Sedgewick: 7 Coppers, 3 Estates
Squire Sedgwick [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throne Room | Laboratory | Saboteur | Trading Post | Adventurer | ||||||||||
Cellar | Moat | Village | Bridge | Smithy |
Boss Game 8
Baron Brigham reports that he suspects one of your new servants is a mole planted by Queen Vada to find your secret chamber. Two can play this game, so you send some of your own people to work in Queen Vada's castle.
Starting decks
- You: 2 Conspirators, 5 Coppers, 3 Estates
- Servant: 5 Coppers, 3 Estates, 1 Saboteur, 1 Swindler
- Lady Floria: 7 Coppers, 3 Estates
Servant [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bureaucrat | Conspirator | Mining Village | Saboteur | Trading Post | ||||||||||
Pawn | Secret Chamber | Swindler | Baron | Bridge |
Game 9
Castle gossip once again proves valuable; your steward learns that Queen Vada has a map in her library pinpointing some valuable secret at the estate you recently bought.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Sarah: 7 Coppers, 3 Estates
Maiden Sarah [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Conspirator | Festival | Library | Witch | Adventurer | ||||||||||
Pawn | Steward | Village | Workshop | Bridge |
Game 10
At the new estate you have your staff plant a new garden. While digging, they uncover a door with stairs leading to an underground courtyard. You and your castle entourage travel to the estate and set up camp in a nearby village.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Rylan: 7 Coppers, 3 Estates
Squire Rylan [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bureaucrat | Gardens | Market | Trading Post | Adventurer | ||||||||||
Courtyard | Swindler | Village | Woodcutter | Baron |
Game 11
Fire! The village is burning! Was this just a worksite accident, or was it sabotage from a minion of Queen Vada? Baron Brigham, one of your chancellors, helps put out the flames.
Starting decks
- You: 6 Coppers, 3 Estates, 1 Silver
- Lady Floria: 6 Coppers, 3 Estates, 1 Minion
Lady Floria [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mining Village | Remodel | Festival | Minion | Saboteur | ||||||||||
Chapel | Secret Chamber | Chancellor | Workshop | Feast |
Boss Game 12
Thankfully, the village was not badly damaged. You check the secret door that leads to the courtyard--it's been opened! You ask Baron Brigham to venture down the stairs. He sees a hooded figure with a box.
Starting decks
- You: 7 Coppers, 3 Estates
- Soldier: 7 Coppers, 3 Estates
- Lady Amelia: 7 Coppers, 3 Estates
Servant [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | Conspirator | Mining Village | Minion | Trading Post | ||||||||||
Courtyard | Pawn | Steward | Swindler | Baron |
Game 13
Baron Brigham says it's your butler, Jeeves! Why would he betray you? The Baron spied him leaving the place with a gilded book written in an unknown script in his hands. Later, when your butler brings your evening meal, he has a sly smirk on his face!
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Clifton: 7 Coppers, 3 Estates
Squire Clifton [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Festival | Library | Minion | Witch | ||||||||||
Cellar | Pawn | Steward | Swindler | Baron |
Game 14
Jeeves was captured on the bridge while attempting to escape the village. He isn't talking. He won't tell you anything about the book, so you send for a linguistics expert to translate it.
Starting decks
- You: 2 Bridges, 5 Coppers, 3 Estates
- Jeeves: 6 Coppers, 3 Estates, 1 Saboteur
Jeeves [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spy | Thief | Throne Room | Laboratory | Saboteur | ||||||||||
Secret Chamber | Swindler | Bridge | Mining Village | Remodel |
Game 15
If you can figure out what the courtyard was used for, it might help you to understand the book. They must be linked somehow. Your cousin, Queen Vada, wouldn't be conspiring against you without something big to gain.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Justin: 7 Coppers, 3 Estates
Gentleman Justin [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Militia | Mining Village | Council Room | Mine | Minion | ||||||||||
Courtyard | Chancellor | Steward | Bureaucrat | Conspirator |
Boss Game 16
The translator is found unconscious with a nasty head wound. Both the book and Baron Brigham are missing. One of your pawns sees him leaving the village in a hurry. All your staff seem to have secrets or be part of the sabotage!
Starting decks
- You: 4 Coppers, 3 Estates, 3 Pawns
- Torturer: 7 Coppers, 2 Estates, 1 Secret Chamber
- Jeeves: 7 Coppers, 3 Estates
Torturer [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Feast | Mining Village | Library | Minion | Saboteur | ||||||||||
Pawn | Secret Chamber | Steward | Swindler | Workshop |
Game 17
Your guards give chase to Baron Brigham, but at the bridge they lose his trail. You take your pawns, a torch, and a few guards, and head up to the next trading post.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Lia: 7 Coppers, 3 Estates
Lady Lia [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Conspirator | Gardens | Market | Saboteur | Trading Post | ||||||||||
Pawn | Swindler | Village | Workshop | Bridge |
Game 18
When you arrive at the trading post, you meet with Queen Vada and Baron Brigham. She's reading from the foreign book. As you approach, she holds up her hand, motioning your miltia to wait. The bridge that separates you from them begins to crumble.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Ivan: 7 Coppers, 3 Estates
Gentleman Ivan [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bridge | Militia | Remodel | Stash | Trading Post | ||||||||||
Courtyard | Chancellor | Steward | Swindler | Baron |
Game 19
You, and many of your pawns and minions become trapped under the rubble. Queen Vada grabs the book and runs back to the secret chamber. With some help you liberate yourself and go after her.
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Akelin: 7 Coppers, 3 Estates
Gentleman Akelin [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mining Village | Moneylender | Spy | Minion | Witch | ||||||||||
Cellar | Pawn | Secret Chamber | Steward | Conspirator |
Final Boss Game
Queen Vada and Baron Brigham are waiting for you. The beautiful mining village that you visited not so long ago, has become a battlefield. A fireball coming from your enemies' direction chases you as you run for your life. Will you be able to win this time?
Starting decks
- You: 6 Coppers, 3 Estates, 1 Steward
- Queen Vada: 5 Coppers, 3 Estates, 1 Swindler, 1 Thief
- Lady Lia: 7 Coppers, 3 Estates
Queen Vada [images] | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Moneylender | Remodel | Thief | Saboteur | Trading Post | ||||||||||
Chapel | Steward | Swindler | Baron | Mining Village |