Dominion Campaigns: Base Set Act 2
Dominion Campaigns: Base Set Act 2, (originally subtitled Magic, Money and Ministry), is the second Campaign associated with the Base set 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 hands
- You: 2 Silvers, 8 Smithies
- Cardwell the Serf: 7 Coppers, 3 Estates
Cardwell the Serf [images] | ||||||||||||||
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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 hands
- You: 7 Coppers, 3 Estates
- Serf Henna: 7 Coppers, 3 Estates
Serf Henna [images] | ||||||||||||||
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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 hands
- You: 7 Coppers, 3 Estates
- Maiden Ylaria: 7 Coppers, 3 Estates
Maiden Ylaria [images] | ||||||||||||||
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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 hands
- You: 7 Coppers, 3 Estates
- Leroy, King of Infamy: 7 Coppers, 3 Estates
Leroy King of Infamy [images] | ||||||||||||||
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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 hands
- You: 7 Coppers, 3 Estates
- Serf Willard: 7 Coppers, 3 Estates
Serf Willard [images] | ||||||||||||||
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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 hands
- You: 6 Coppers, 3 Estates, 1 Remodel
- Maiden Justina: 6 Coppers, 3 Estates, 1 Remodel
Maiden Justina [images] | ||||||||||||||
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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 hands
- You: 7 Coppers, 3 Estates
- Squire Mendel: 7 Coppers, 3 Estates
Squire Mendel [images] | ||||||||||||||
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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 hands
- You: 6 Coppers, 2 Estates, 1 Province, 1 Silver
- Leo Leroy: 7 Coppers, 3 Estates
- Lady Elena: 7 Coppers, 3 Estates
Leo Leroy [images] | ||||||||||||||
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Remodel | Thief | Throne Room | Laboratory | Market | ||||||||||
Cellar | Chapel | Village | Workshop | Gardens |
Game 9 vs. Maiden Osanna
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
Game 10 vs. Squire Silas
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
Game 11 vs. Lady Elena
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
Boss Game 12 vs. Witch Jezebel and Maiden Ylaria
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.
Kingdom cards: Moat, Chancellor, Feast, Moneylender, Remodel, Spy, Throne Room, Laboratory, Market, Witch
Game 13 vs. Squire Allister
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.
Kingdom cards: Village, Woodcutter, Bureaucrat, Feast, Gardens, Militia, Remodel, Throne Room, Festival, Mine
Game 14 vs. Lady Ingride
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 15 vs. Gentleman Keaton
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?
Kingdom cards: Cellar, Chapel, Village, Woodcutter, Workshop, Bureaucrat, Remodel, Smithy, Spy, Laboratory
Boss Game 16 vs. Witch Jezebel, Lady Ingride and Gentleman Winston
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!
Kingdom cards: Moat, Village, Bureaucrat, Militia, Remodel, Spy, Thief, Library, Witch, Adventurer
Game 17 vs. Lady Juetta
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 18 vs. Gentleman Winston
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
Game 19 vs. Gentleman Sedgewick
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
Boss Game 20 vs. Sir Robert, Squire Mendel and Gentleman Winston
Sir Robert and his crew evade capture and continue their heists. Your coffers are painfully bare; it might be time to battle his thieves with thieves of your own. Fight fire with fire, yes?
Kingdom cards: Cellar, Chancellor, Village, Gardens, Moneylender, Thief, Festival, Laboratory, Library, Witch