Dominion Campaigns: Base Set Act 3

From DominionStrategy Wiki
(Difference between revisions)
Jump to: navigation, search
Line 1: Line 1:
 
[[Image:CampaignBase3.png|thumb|right|750px|Completed map for Base Set - Act 3.]]
 
[[Image:CampaignBase3.png|thumb|right|750px|Completed map for Base Set - Act 3.]]
  
'''[[Dominion Campaigns]]: Base Set Finale''', (originally subtitled '''Curses'''), is the final Campaign associated with the [[Dominion (base set)|Base set]] on [[Dominion Online]].  In this rules variant, the first Action is played twice, as if a {{Card|Throne Room}} had been played at the start of your turn.  This applies only to the player, not to any of the AI opponents.
+
'''[[Dominion Campaigns]]: Base Set Act 3''', (originally subtitled '''Curses'''), is the final Campaign associated with the [[Dominion (base set)|Base set]] on [[Dominion Online]].  In this rules variant, the first Action is played twice, as if a {{Card|Throne Room}} had been played at the start of your turn.  This applies only to the player, not to any of the AI opponents.
  
 
== Overview ==
 
== Overview ==
Line 119: Line 119:
 
{{Kingdom|Moneylender|Spy|Festival|Market|Adventurer|Cellar|Chancellor|Village|Bureaucrat|Feast|imgwidth = 150|title = Witch Jezebel Part III}}  
 
{{Kingdom|Moneylender|Spy|Festival|Market|Adventurer|Cellar|Chancellor|Village|Bureaucrat|Feast|imgwidth = 150|title = Witch Jezebel Part III}}  
  
=== Game 13 vs. Squire Wolfe ===
+
=== Game 13 ===
Queen Vada didn't like the cold wind, so she went home. The sunflowers in your gardens are taming witch Jezebel's powers a little, but she's renewed her alliance with King Leo.  The last thing you need is those two teaming up.
+
The militia remains alert! Your orders were to keep the bridges heavily guarded and to forge new armor in the smithy. If your grandfather plans to attack your kingdom, he won't find you off guard!
  
Kingdom cards: Cellar, Village, Workshop, Gardens, Militia, Remodel, Smithy, Spy, Market, Mine
+
'''Starting hands'''
 +
* You: 7 Coppers, 3 Estates
 +
* Squire Wolfe: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  
=== Game 14 vs. Lady Vluerona ===
+
{{Kingdom|Militia|Remodel|Smithy|Mine|Grand Market|Cellar|Village|Workshop|Bridge|Island|imgwidth = 150|title = Squire Wolfe}}
Courting a new love is difficult enough, even without the distraction of King Leo once again trying to take your lands.  He and witch Jezebel are planning something, but what?
+
  
Kingdom cards: Chapel, Village, Woodcutter, Workshop, Militia, Moneylender, Smithy, Market, Mine, Witch
+
=== Game 14 ===
 +
The situation becomes tense as the visit continues, and a rumor has come to your ears. Villagers are muttering in the markets and chapels that your grandfather's new wife is a witch. That would explain how he knows about the existence of the vigor potion formula!
  
=== Game 15 vs. Gentleman Ashton ===
+
'''Starting hands'''
You knew something would happen, and witch Jezebel didn't disappoint: she turned your new love into a frog.  It's not exactly the best of situations.  Should your throne room contain a lily pond?  Time to hire your own witches to throw some counter-spells.
+
* You: 7 Coppers, 3 Estates
 +
* Lady Vluerona: 3 Coppers, 1 Silver, 3 Militias, 1 Estate, 1 Duchy, 1 Province
  
Kingdom cards: Moat, Village, Bureaucrat, Gardens, Thief, Council Room, Festival, Laboratory, Library, Adventurer
+
{{Kingdom|Moneylender|Smithy|Market|Mine|Witch|Chapel|Village|Woodcutter|Workshop|Militia|imgwidth = 150|title = Lady Vluerona}}
  
=== Boss Game 16 vs. Overlord Hogan IV, Lady Felicia and Gentleman Preston ===
+
=== Game 15 ===
You visit the chapel in search of additional help.  Will a few coppers in the coffer remove the curse on your beloved frog?  Overlord Hogan is back in town, and he's developed a taste for frogs' legs.
+
It's time to end the formalities and face the truth! You confront your grandfather with your allegations, but he denies everything and leaves in a huff followed by his wife, his ambassadors and the rest of his court. After that swindler's extensive visit left you almost penniless, this is actually a relief!
 +
 
 +
'''Starting hands'''
 +
* You: 7 Coppers, 3 Estates
 +
* Gentleman Ashton: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
 +
 
 +
{{Kingdom|Thief|Council Room|Laboratory|Adventurer|Hoard|Moat|Ambassador|Swindler|Bureaucrat|Gardens|imgwidth = 150|title = Gentleman Ashton}}
 +
 
 +
=== Boss Game 16 ===
 +
Apparently grandpa has changed his mind! Instead of leaving your kingdom, the duplicitous King of Provilia has decided to attack you. And he is not alone! His witch wife and militia have destroyed part of your defensive moat during their exodus.
 +
 
 +
'''Starting hands'''
 +
* You: 7 Coppers, 3 Estates
 +
* Overlord Hogan IV: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
 +
* Lady Felicia: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  
Kingdom cards: Cellar, Chapel, Moat, Gardens, Militia, Moneylender, Spy, Thief, Witch, Adventurer
+
{{Kingdom|Moneylender|Spy|Thief|Witch|Adventurer|Cellar|Chapel|Moat|Gardens|Militia|imgwidth = 150|title = Overlord Hogan IV Part II}}
  
 
=== Game 17 vs. Lady Marigold ===
 
=== Game 17 vs. Lady Marigold ===

Revision as of 23:03, 15 October 2015

Completed map for Base Set - Act 3.

Dominion Campaigns: Base Set Act 3, (originally subtitled Curses), is the final Campaign associated with the Base set on Dominion Online. In this rules variant, the first Action is played twice, as if a Throne RoomThrone Room.jpg had been played at the start of your turn. This applies only to the player, not to any of the AI opponents.

Contents

Overview

You attempt to restore order to your kingdom, and you host a ball in order to find a spouse, but your enemies are still standing in the way of peace.

List of Games

In all games, there is a rules variant: the player's first Action is played twice, as if a Throne Room had been played at the start. This does not apply to the AI opponents.

Game 1

In this moment of difficulty, something your father once told you comes to mind: "Give people land for planting and they will cease complaining." You offer royal titles in your states, duchies and provinces to anyone willing to work the land. It might work!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Serf Filmore: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Serf Filmore [images]
Militia Remodel Smithy Market Mine
Militia.jpg Remodel.jpg Smithy.jpg Market.jpg Mine.jpg
Cellar.jpg Moat.jpg Village.jpg Woodcutter.jpg Workshop.jpg
Cellar Moat Village Woodcutter Workshop

Game 2

Finally, Vaccara enters an unprecedented era of stability. The agitators seem to have calmed down; now they own lands, and aspire to own duchies and provinces in your name. Your bureaucrats say a bountiful harvest may let you repay the kingdom's debts with the moneylenders. Things seem to be back under control!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Serf Agnes: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Serf Agnes [images]
Remodel Smithy Spy Thief Throne Room
Remodel.jpg Smithy.jpg Spy.jpg Thief.jpg Throne Room.jpg
Bureaucrat.jpg Feast.jpg Gardens.jpg Militia.jpg Moneylender.jpg
Bureaucrat Feast Gardens Militia Moneylender

Game 3

The kingdom's prosperity never lasts long! Restoring the order has not been cheap. The biggest mines have been progressively depleted, and your reserves may not last until the next harvest. You may not be able to pay your debts after all!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Maiden Nicholaa: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Maiden Nicholaa [images]
Remodel Library Market Mine Adventurer
Remodel.jpg Library.jpg Market.jpg Mine.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Bureaucrat.jpg Feast.jpg Moneylender.jpg
Cellar Chancellor Bureaucrat Feast Moneylender

Boss Game 4

Some scholars come up with a great discovery. They manage to decipher a magic spell left behind by the witches who attacked your kingdom. Apparently, the spell is a formula for a potent potion of vigor to help villagers increase productivity. This could be the solution to all your problems!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Sir Robert: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  • King Rex: 7 Coppers, 3 Estates
Sir Robert [images]
Throne Room Council Room Laboratory Library Market
Throne Room.jpg Council Room.jpg Laboratory.jpg Library.jpg Market.jpg
Moat.jpg Village.jpg Feast.jpg Smithy.jpg Spy.jpg
Moat Village Feast Smithy Spy

Game 5

The economy slowly comes back to its balance, but you don't have time to celebrate it. Your militia has been busy hunting Simon Montfault, a skilled thief who was sighted traveling around the fishing villages. You are not sure, but you sense that his presence in your kingdom might be related to the new formula!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Serf Tilla: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Serf Tilla [images]
Militia Moneylender Thief Festival Market
Militia.jpg Moneylender.jpg Thief.jpg Festival.jpg Market.jpg
Cellar.jpg Fishing Village.jpg Watchtower.jpg Conspirator.jpg Gardens.jpg
Cellar Fishing Village Watchtower Conspirator Gardens

Note: playing Conspirator as your first Action in a turn does not give +1 Card/+1 Action, unlike if a Throne Room had actually been played first.

Game 6

After you put a bounty of Montfault's head, the guild of adventurers has offered to catch him for you. Will these guys ever do something for free?

Starting hands

  • You: 7 Coppers, 3 Estates
  • Maiden Osanna: 3 Coppers, 1 Silver, 3 Thieves, 1 Estate, 1 Duchy, 1 Province
Maiden Osanna [images]
Spy Thief Laboratory Library Adventurer
Spy.jpg Thief.jpg Laboratory.jpg Library.jpg Adventurer.jpg
Cellar.jpg Village.jpg Woodcutter.jpg Workshop.jpg Remodel.jpg
Cellar Village Woodcutter Workshop Remodel

Game 7

The thief was caught just in time! Your grandfater, King of Provilia, has decided to visit your land. He comes accompanied by his faithful chancellor, Lord Fairfax, and a group of pawns. As well as the usual caravan of peddlers that always follows a royal party.

Starting hands

  • You: 7 Coppers, 3 Estates
  • Squire Lyman: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Squire Lyman [images]
Spy Thief Throne Room Laboratory Peddler
Spy.jpg Thief.jpg Throne Room.jpg Laboratory.jpg Peddler.jpg
Chapel.jpg Pawn.jpg Chancellor.jpg Workshop.jpg Caravan.jpg
Chapel Pawn Chancellor Workshop Caravan

Boss Game 8

Your opinionated grandfather has taken a new queen (remember that your grandmother is in jail for the murders of your parents). The visit suddenly leads to a detailed inspection of your kingdom, from gardens to libraries to chapels to mines, and even the palace moat! Are they looking for something?

Starting hands

  • You: 7 Coppers, 3 Estates
  • Grandfather: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  • Lady Vluerona: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Grandfather [images]
Remodel Throne Room Council Room Library Mine
Remodel.jpg Throne Room.jpg Council Room.jpg Library.jpg Mine.jpg
Cellar.jpg Chapel.jpg Moat.jpg Workshop.jpg Gardens.jpg
Cellar Chapel Moat Workshop Gardens

Game 9

A suspicion prowls around your mind like a ghost ship in the pre-dawn fog. Can it be that the thief, Simon Montfault, was working for your grandfather? Is he trying to put his hands on the formula for the potion of vigor?

Starting hands

  • You: 7 Coppers, 3 Estates
  • Maiden Marie: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Maiden Marie [images]
Spy Ghost Ship Laboratory Market Adventurer
Spy.jpg Ghost Ship.jpg Laboratory.jpg Market.jpg Adventurer.jpg
Chapel.jpg Ironworks.jpg Monument.jpg Remodel.jpg Smithy.jpg
Chapel Ironworks Monument Remodel Smithy

Game 10

Loyal subjects claim they have seen the King of Provilia, your grandfather, holding secret meetings with his chancellor, Lord Fairfax, and a few of your bureaucrats in the royal gardens. You better keep him well spied upon!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Squire Quentin: 3 Coppers, 1 Silver, 3 Bureaucrats, 1 Estate, 1 Duchy, 1 Province
Squire Quentin [images]
Spy Thief Throne Room Market Mine
Spy.jpg Thief.jpg Throne Room.jpg Market.jpg Mine.jpg
Moat.jpg Chancellor.jpg Village.jpg Bureaucrat.jpg Gardens.jpg
Moat Chancellor Village Bureaucrat Gardens

Game 11

You have organized a ball in the city in honor of your grandfather, the King of Provilia. After all, you need to keep up appearances. It is the perfect excuse to investigate what he is up to. Nothing like wine and women to loosen the tongue! Maybe he will even attend if you can pry him from the private harem he has assembled right under your private nose!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Lady Felicia: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Lady Felicia [images]
Moneylender City Council Room Witch Harem
Moneylender.jpg City.jpg Council Room.jpg Witch.jpg Harem.jpg
Cellar.jpg Smugglers.jpg Woodcutter.jpg Feast.jpg Gardens.jpg
Cellar Smugglers Woodcutter Feast Gardens

Boss Game 12

Lord Fairfax and some other King's men sneak into your throne room. Apparently, you're not the only one who has taken advantage of the feast to spy on enemies. Despite the treacherous guests, the ball is a success!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Witch Jezebel: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  • Queen Vada: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Witch Jezebel Part III [images]
Moneylender Spy Festival Market Adventurer
Moneylender.jpg Spy.jpg Festival.jpg Market.jpg Adventurer.jpg
Cellar.jpg Chancellor.jpg Village.jpg Bureaucrat.jpg Feast.jpg
Cellar Chancellor Village Bureaucrat Feast

Game 13

The militia remains alert! Your orders were to keep the bridges heavily guarded and to forge new armor in the smithy. If your grandfather plans to attack your kingdom, he won't find you off guard!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Squire Wolfe: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Squire Wolfe [images]
Militia Remodel Smithy Mine Grand Market
Militia.jpg Remodel.jpg Smithy.jpg Mine.jpg Grand Market.jpg
Cellar.jpg Village.jpg Workshop.jpg Bridge.jpg Island.jpg
Cellar Village Workshop Bridge Island

Game 14

The situation becomes tense as the visit continues, and a rumor has come to your ears. Villagers are muttering in the markets and chapels that your grandfather's new wife is a witch. That would explain how he knows about the existence of the vigor potion formula!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Lady Vluerona: 3 Coppers, 1 Silver, 3 Militias, 1 Estate, 1 Duchy, 1 Province
Lady Vluerona [images]
Moneylender Smithy Market Mine Witch
Moneylender.jpg Smithy.jpg Market.jpg Mine.jpg Witch.jpg
Chapel.jpg Village.jpg Woodcutter.jpg Workshop.jpg Militia.jpg
Chapel Village Woodcutter Workshop Militia

Game 15

It's time to end the formalities and face the truth! You confront your grandfather with your allegations, but he denies everything and leaves in a huff followed by his wife, his ambassadors and the rest of his court. After that swindler's extensive visit left you almost penniless, this is actually a relief!

Starting hands

  • You: 7 Coppers, 3 Estates
  • Gentleman Ashton: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Gentleman Ashton [images]
Thief Council Room Laboratory Adventurer Hoard
Thief.jpg Council Room.jpg Laboratory.jpg Adventurer.jpg Hoard.jpg
Moat.jpg Ambassador.jpg Swindler.jpg Bureaucrat.jpg Gardens.jpg
Moat Ambassador Swindler Bureaucrat Gardens

Boss Game 16

Apparently grandpa has changed his mind! Instead of leaving your kingdom, the duplicitous King of Provilia has decided to attack you. And he is not alone! His witch wife and militia have destroyed part of your defensive moat during their exodus.

Starting hands

  • You: 7 Coppers, 3 Estates
  • Overlord Hogan IV: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
  • Lady Felicia: 6 Coppers, 1 Silver, 1 Estate, 1 Duchy, 1 Province
Overlord Hogan IV Part II [images]
Moneylender Spy Thief Witch Adventurer
Moneylender.jpg Spy.jpg Thief.jpg Witch.jpg Adventurer.jpg
Cellar.jpg Chapel.jpg Moat.jpg Gardens.jpg Militia.jpg
Cellar Chapel Moat Gardens Militia

Game 17 vs. Lady Marigold

Witch Jezebel has decided to make one last stand with help from her friend, Overlord Hogan. Her powers are so strong now! Your love is still a frog, and you're just not sure who can help. the chapel personnel promise success with the donation of a gold or two.

Kingdom cards: Moat, Chancellor, Village, Woodcutter, Workshop, Feast, Remodel, Market, Mine, Witch

Game 18 vs. Gentleman Keaton

The chapel is demanding more gold, as breaking curses is an expensive process. You put pressure on the villagers and have your bureaucrats raise taxes. You increase shifts at the mine. You even visit the town's moneylenders. You might be close to lifting the curse.

Kingdom cards: Chancellor, Village, Workshop, Feast, Moneylender, Remodel, Throne Room, Festival, Laboratory, Witch

Game 19 vs. Gentleman Preston

Overlord Hogan desperately wants a taste of your love's juicy frog legs, and in his desperation, comes at you with a huge fork and a very point knife. The tines of the fork scratch your face, and you wonder how deeply the knife could cut.

Kingdom cards: Moat, Village, Woodcutter, Bureaucrat, Gardens, Moneylender, Remodel, Library, Market, Mine

Boss Game 20 vs. Grandfather, Queen Vada and Overlord Hogan IV

The chapel assures you that restoration of your love is very close, but will it happen quickly enough to prevent a Captain's Platter?

Kingdom cards: Cellar, Village, Woodcutter, Remodel, Spy, Throne Room, Festival, Laboratory, Market, Mine


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)
Personal tools
Namespaces

Variants
Views
Actions
Navigation
Toolbox