Dominion Campaigns: Cornucopia Act 1
Dominion Campaigns: Cornucopia (originally subtitled Plenty of Trouble) is the sole Cornucopia Campaign Act on Dominion Online. It comes with the purchase of Cornucopia, which includes Hamlet, Fortune Teller, Menagerie, Farming Village, Horse Traders, Remake, Tournament, Young Witch, Harvest, Horn of Plenty, Hunting Party, Jester, and Fairgrounds.
Campaign Overview
During harvest time, an unfortunate love affair prompts attacks from all sides.
List of Games
Game 1
The summer has gone, the autumn breeze is settling in, and you watch peasants reaping the bounty from the fields. The villagers of the hamlet just outside your castle are making preparations for a celebration. You decide that offering your menagerie as one of the attractions will endear you to your subjects, right?
Starting decks
- You: 7 Coppers, 3 Estates
- Alice the Serf: 7 Coppers, 3 Estates
Alice the Serf [images] | ||||||||||||||
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Remodel | Spy | Library | Market | Mine | ||||||||||
Hamlet | Menagerie | Workshop | Militia | Moneylender |
Game 2
The joyous festival has begun, but your mind is troubled. Your precious Tiny was attacked by a giant rat, and he has been severely wounded. One relief is your jester, the sycophantic one (his competition, the honest jester, is "visiting" the dungeon). Another distraction will be tomorrow's hunting party with your top officials and some visiting dignitaries.
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Adela: 7 Coppers, 3 Estates
Serf Adela [images] | ||||||||||||||
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Festival | Hunting Party | Jester | Market | Adventurer | ||||||||||
Cellar | Chapel | Chancellor | Spy | Throne Room |
Game 3
After your long day of chasing foxes, you are invited to a nearby farming village. The peasants are celebrating the bountiful year and wish to present you with a gift. Your counselors tell you that such a move would be good for your image, so you agree to pay a visit. A horn of plenty is presented to you. Hey, these peasants aren't so bad. Maybe you'll stay and have dinner with them tonight.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Abigail: 7 Coppers, 3 Estates
Maiden Abigail [images] | ||||||||||||||
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Spy | Council Room | Horn of Plenty | Laboratory | Adventurer | ||||||||||
Cellar | Workshop | Bureaucrat | Farming Village | Moneylender |
Boss Game 4
You celebrate with too much wine, and as the party ends you pass out on the coach seat. At some point, you're jostled awake from an unfamiliar, too-bumpy road. You lean out the window and look up towards Jenkins, your chauffeur. That's not Jenkins! "I'm Prince Arundel, and you're my prisoner," the driver proclaims in a sinister tone.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Florence: 7 Coppers, 3 Estates
Lady Florence [images] | ||||||||||||||
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Moneylender | Festival | Horn of Plenty | Hunting Party | Jester | ||||||||||
Hamlet | Moat | Menagerie | Woodcutter | Farming Village |
Game 5
You climb up to the driver's seat, and you throw Prince Arundel off, leaving him in the dust. You slow the excited horse, and in spite of the bright harvest moon, you realize you are utterly lost. How far are you from the farming village and from your throne?
Starting decks
- You: 7 Coppers, 3 Estates
- Serf Gordon: 7 Coppers, 3 Estates
Serf Gordon [images] | ||||||||||||||
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Farming Village | Throne Room | Harvest | Market | Witch | ||||||||||
Chapel | Moat | Menagerie | Workshop | Bureaucrat |
Game 6
You wander in the forest and finally come to a familiar fairground, several hours' ride from your castle. There are peasants camped out at the site, awaiting the next day's festivities. One of them offers you and your love lodging in his tent.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Marjoria: 7 Coppers, 3 Estates
Maiden Marjoria [images] | ||||||||||||||
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Horn of Plenty | Jester | Market | Adventurer | Fairgrounds | ||||||||||
Cellar | Workshop | Feast | Remodel | Thief |
Game 7
The next morning, you drive the long journey home to the castle. Your chancellors had kept your disappearance a secret from the public; why worry the peasants? You arrive just in time to see the start of the royal tournament.
Starting decks
- You: 7 Coppers, 3 Estates
- Squire Edwin: 7 Coppers, 3 Estates
Squire Edwin [images] | ||||||||||||||
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Spy | Tournament | Council Room | Hunting Party | Mine | ||||||||||
Cellar | Hamlet | Chancellor | Militia | Smithy |
Boss Game 8
It's time for the archery competition, and feeling bold, you decide to give it a go. As you ready your bow, you catch some movement out of the corner of your eye. Another competitor has decided that you are the target, and lets fly an arrow. Your good reflexes barely save you, and you chase after the villain.
Starting decks
- You: 7 Coppers, 3 Estates
- The Archer: 7 Coppers, 3 Estates
- Gentleman Norman: 7 Coppers, 3 Estates
The Archer [images] | ||||||||||||||
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Harvest | Horn of Plenty | Hunting Party | Jester | Fairgrounds | ||||||||||
Hamlet | Menagerie | Workshop | Farming Village | Tournament |
Game 9
The evil archer is captured, but even "advanced" interrogation techniques don't reveal her motivation. Was she part of a conspiracy? You visit a fortune teller at the tournament, with hopes of finding out more about the attack. All that you learn is that doom is certain, and soon.
Starting decks
- You: 7 Coppers, 3 Estates
- Maiden Marie: 7 Coppers, 3 Estates
Maiden Marie [images] | ||||||||||||||
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Council Room | Festival | Jester | Market | Fairgrounds | ||||||||||
Fortune Teller | Village | Bureaucrat | Gardens | Tournament |
Game 10
Back at the castle, you drink a full bottle of wine and hope for uninterrupted sleep. It works. When you awaken, you realize that you slept through a fire--your laboratory has burned! The staff works to remake the place, but some of the potions stored in that room were irreplaceable; they were bought at the black market.
Starting decks
- You: 1 Chancellor, 6 Coppers, 3 Estates
- Squire Clayton: 1 Chancellor, 6 Coppers, 3 Estates
Squire Clayton [images] | ||||||||||||||
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Throne Room | Festival | Harvest | Horn of Plenty | Laboratory | ||||||||||
Hamlet | Black Market | Chancellor | Remake | Smithy |
Game 11
Some of your guards said the fire was caused by a young witch from the woods. She had been spurned by her fiance, a horse trader from a few towns away, and has "unresolved issues." Evidently the man had found a more politically correct spouse, one who offered him inroads to higher places.
Starting decks
- You: 7 Coppers, 3 Estates
- Lady Sarra: 7 Coppers, 3 Estates
Lady Sarra [images] | ||||||||||||||
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Militia | Young Witch | Festival | Library | Mine | ||||||||||
Chancellor | Menagerie | Farming Village | Gardens | Horse Traders | ||||||||||
Landscapes and Additional Cards | ||||||||||||||
Bane pile: Cellar |
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Boss Game 12
The young witch's story is sad, but that doesn't explain her attack on your castle. There must be more to the story. Aha! You learn that the horse trader is a serious tournament competitor, so you seek him for more information. You hear a scream--is the witch back?
Starting decks
- You: 7 Coppers, 3 Estates
- Gentleman Preston: 7 Coppers, 3 Estates
- Soldier: 7 Coppers, 3 Estates
Gentleman Preston [images] | ||||||||||||||
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Young Witch | Harvest | Horn of Plenty | Jester | Fairgrounds | ||||||||||
Fortune Teller | Menagerie | Horse Traders | Remake | Tournament | ||||||||||
Landscapes and Additional Cards | ||||||||||||||
Bane pile: Hamlet |
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Game 13 vs. Squire Brockton
The witch has set a small tent on fire, but the tournament workers quickly put out the blaze. They capture the witch and take her to the castle dungeon. She screams and curses. You hope she will be able to explain herself.
Kingdom cards: Harvest, Horn Of Plenty, Hunting Party, Menagerie, Tournament, Cellar, Festival, Militia, Moneylender, Smithy
Game 14 vs. Lady Marigold
After you talk with her, you realize that she isn't completely delirious. Finally, she seems to be more calm, and apologizes for all the people she hurt that were not involved. As she regains her composure, she begins to tell her tale...
Kingdom cards: Fortune Teller, Hamlet, Horn Of Plenty, Jester, Remake, Adventurer, Bureaucrat, Laboratory, Spy, Throne Room
Game 15 vs. Gentleman Garrick
Her name is Evette. Yes, she was engaged to a dashing chancellor. He broke their engagement and married her nemesis, a woman of considerable political influence. His turn of heart greatly wounded Evette, and she has been struggling to deal with the pain. She gains your trust, and you allow her to visit the games (and repair the burned tent).
Kingdom cards: Fairgrounds, Farming Village, Horse Traders, Jester, Young Witch (bane: Lookout), Feast, Laboratory, Market, Remodel, Workshop
Boss Game 16 vs. Gentleman Pierson, Lady Floria, and Maiden Diamanda
Some people don't know that when you've won the war, you can stop the battle. The chancellor's wife has asked her minions to attack Evette at the games. This is unacceptable. You have your guards step into the fray.
Kingdom cards: Remake, Fortune Teller, Horse Traders, Hunting Party, Farming Village, Tournament, Witch, Market, Gardens, Bureaucrat
Game 17 vs. Lady Gloriana
Evette is injured by the evil minions, and you rush her to your personal physician. You hope that her injuries aren't too severe.
Kingdom cards: Fairgrounds, Horn Of Plenty, Harvest, Tournament, Jester, Menagerie, Gardens, Mine, Woodcutter, Spy
Game 18 vs. Gentleman Bradshaw
Evette's injuries are extensive, and you absolutely cannot let this unnecessary violence go unpunished. The people who attacked have been rounded up, including the chancellor and his wife.
Kingdom cards: Hamlet, Menagerie, Horse Traders, Tournament, Hunting Party, Harvest, Thief, Militia, Laboratory, Smithy
Game 19 vs. Lady Tilla
While you're out and about at the games, you notice...Prince Arundel? You shout to your guards to capture him, but he runs into the crowd. He must be apprehended, as a threat against the crown is a very serious offense.
Kingdom cards: Fairgrounds, Horn Of Plenty, Horse Traders, Hamlet, Hunting Party, Remake, Workshop, Bureaucrat, Festival, Throne Room
Boss Game 20 vs. Prince Arundel, Lady Florence, and Maiden Marie
You and your guards manage to corner Prince Arundel by the stables; suddenly, the grass around you is on fire, and it is quickly spreading. Apparently, Evette isn't the only one with the power to start fires. The fires are doused, and Prince Arundel is finally captured.
Kingdom cards: Young Witch (bane: Steward), Fortune Teller, Farming Village, Remake, Jester, Tournament, Witch, Moat, Throne Room, Council Room