Dominion Strategy Forum
Dominion => Puzzles and Challenges => Solo Challenges => Topic started by: majiponi on November 19, 2015, 12:55:02 am
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Build a deck and get a Colony every turn.
Only Colonies and cards costing up to 2 coins are used in this game.
NO SHUFFLE LUCK after building.
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Once set, Your starting hand is:
Hamlet, Native Village, Colony, 6xFool's Gold
Play Hamlet, Discard Colony for 1 Buy.
Play Native Village, putting Colony on your mat.
Play 6 Fool's Gold for 21 coins.
Buy, Colony, Traveling Fair, 2xExpedition
Repeat
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Once set, Your starting hand is:
Hamlet, Native Village, Colony, 6xFool's Gold
Play Hamlet, Discard Colony for 1 Buy.
Play Native Village, putting Colony on your mat.
Play 6 Fool's Gold for 21 coins.
Buy, Colony, Traveling Fair, 2xExpedition
Repeat
I don't think this works because Events are neither Colonies nor cards costing up to 2 coins.
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Chapel down to a deck consisting of:
Poor House*3, Chapel, Native Village, Hamlet*2, Haven*2
You have a Haven in play, Hamlet is the card set aside.
At the start of your turn, you have all but one card in your hand. Play the Hamlet you set aside, draw deck.
Discard Chapel for an Action.
Play Native Village, set aside the Chapel.
Play Haven, set aside the other Hamlet.
Play the three Poor Houses for $12, buy Colony.
Your deck is now the same, only you have Colony instead of Chapel so you can repeat this with Colonies.
This was a tough one, you have to throw in the Haven stuff to ensure you don't get the nightmare draw of PH, PH, PH, Chapel, NV.
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Once set, Your starting hand is:
Hamlet, Native Village, Colony, 6xFool's Gold
Play Hamlet, Discard Colony for 1 Buy.
Play Native Village, putting Colony on your mat.
Play 6 Fool's Gold for 21 coins.
Buy, Colony, Traveling Fair, 2xExpedition
Repeat
I don't think this works because Events are neither Colonies nor cards costing up to 2 coins.
I guess I thought of it as "events aren't cards" and aren't restricted, but it is probably more reasonable to interpret the rules as events not being allowed. (You know... the "anything not explicitly allowed by the rules is forbidden" thing. I'm just used to looking for loopholes in the puzzle forum.)
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The way it's worded, it says that only cards ... are used, so that explicitly forbids events and all other cards that aren't mentioned.
I think puzzles like this are really cool. Much cooler than "I'm going to word something in a confusing way, find the problem with my question." That isn't a Dominion puzzle, that's an English puzzle. I was never good at English, but I'm mildly OK at Dominion :P
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The way it's worded, it says that only cards ... are used, so that explicitly forbids events and all other cards that aren't mentioned.
I think puzzles like this are really cool. Much cooler than "I'm going to word something in a confusing way, find the problem with my question." That isn't a Dominion puzzle, that's an English puzzle. I was never good at English, but I'm mildly OK at Dominion :P
I agree 100%. I am just much more used to the second type of puzzle around here.
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> Deadlock39: Nice idea! I also wanted answers using Events.
I didn't notice the puzzle text prohibits Events, unfortunately.
I actually wanted to prohibit Potion-costed cards.
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Couldn't you as setup just get arbitrary amount of coin tokens from candlestick makers?
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Couldn't you as setup just get arbitrary amount of coin tokens from candlestick makers?
You could get 88 coin tokens from CSM and guarantee a Colony per turn until they are gone, but I don't really think that counts as a "Golden" deck. I feel like "Golden Deck" means it would continue indefinitely even if the pile was infinite.
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With events:- 2 cost token on masq
Deck: masq, hamlet*2, native village, copper
Play Hamlet discard native village(hand is hamlet, masq, copper) (discard is native village)
Play Masq.Draw native village; pass copper, get colony(Hand is hamlet, native village,colony)
Play Hamlet:Discard colony (Hand is native village) (discard is colony)
Play Native Village:Mat the colony (Hand and discard is empty)
Buy copper
The way the second person gets his colony is similar to deadlock's
Opponent's deck = 6 fool's gold, copper, ratcatcher*2
Draw 4 cards with two expeditions
Call ratcatcher to trash copper
Play ratcatcher
Have 21$ Buy Colony, Expedition*2, Travelling Fair
Edit: Didn't see that this was under solo challenges
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Your deck is Raze, 3*Poor House. Champion in play (Champion is allowed because Page costs $2!)
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Your deck is Raze, 3*Poor House. Champion in play (Champion is allowed because Page costs $2!)
Champion is still a card that costs $6 though. The restriction doesn't only apply to kingdom cards.
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> AdamH
I found a mistake an hour ago. Sorry for my revision.
>> At the start of your turn, you have all but one card in your hand.
No. Two cards are on your deck. This combo breaks when the other Haven is bottom on your deck.
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Ouch! Counting is hard. :-\
Deck: 3 Poor Houses, Chapel, Native Village, 2 Coins of the Realm, 2 Courtyards, 2 Havens
1 Coin on Tavern Mat, 1 Haven in play with Courtyard set aside.
Start of turn, you have 5 cards in hand plus Courtyard. Play Courtyard, draw deck, (I counted it out this time!) put Chapel back.
Call Coin from Tavern Mat. We have 2 Actions now.
Play Native Village, set Chapel aside, we have 3 Actions.
Play Haven, draw nothing, set aside Courtyard. Play 3 Poor Houses and Coin from our hand.
Buy Colony, repeat with Colony instead of Chapel ad inf.
You can accomplish the same thing you get with Havens if you use Save, but it requires an extra $1. I mean, we have an extra $2 so it's no bigs, but just in case you didn't want to use Events...
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Deck: 3 Poor Houses, Chapel, Native Village, 2 Coins of the Realm, 2 Courtyards, 2 Havens
1 Coin on Tavern Mat, 1 Haven in play with Courtyard set aside.
Start of turn, you have 5 cards in hand plus Courtyard. Play Courtyard, draw deck, (I counted it out this time!) put Chapel back.
Call Coin from Tavern Mat. We have 2 Actions now.
Play Native Village, set Chapel aside, we have 3 Actions.
Play Haven, draw nothing, set aside Courtyard. Play 3 Poor Houses and Coin from our hand.
Buy Colony, repeat with Colony instead of Chapel ad inf.
You only have 10 coins!
My new answer is much more difficult to find.
16 cards (7 kinds).
Chapel, Courtyard, Crossroads(2), Estate(2), Haven(6), Native Village, Poor House(3)
Setup: 3 Havens in play with a Crossroads and 2 Estates set aside.
At the start of your next turn, put them into your hand.
Play Crossroads. (3 cards are remaining on your deck)
Play Courtyard and put Chapel/Colony on top of your deck.
(If you do not have Courtyard in your hand, play Havens.)
Play Native Village to set aside.
Play 3 Havens to set aside a Crossroads and 2 Estates.
Play 3 Poor Houses to buy a Colony.
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Events are easy-mode
Put Seaway, Pathfinding and Lost Arts on Poor House.
Deck is 10 Poor Houses, 1 Crossroads (assume we trash our Chapel with a self-removing trasher like Ratcatcher).
Buy 2 Colonies and 2 Islands. Then on every subsequent turn, Island away the two Colonies and buy 2 Colonies and 2 Islands again.
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Events are easy-mode
Put Seaway, Pathfinding and Lost Arts on Poor House.
Deck is 10 Poor Houses, 1 Crossroads (assume we trash our Chapel with a self-removing trasher like Ratcatcher).
Buy 2 Colonies and 2 Islands. Then on every subsequent turn, Island away the two Colonies and buy 2 Colonies and 2 Islands again.
Island costs $4. All of the events are >$2.
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Events are easy-mode
Put Seaway, Pathfinding and Lost Arts on Poor House.
Deck is 10 Poor Houses, 1 Crossroads (assume we trash our Chapel with a self-removing trasher like Ratcatcher).
Buy 2 Colonies and 2 Islands. Then on every subsequent turn, Island away the two Colonies and buy 2 Colonies and 2 Islands again.
Island costs $4. All of the events are >$2.
Events aren't cards Island has -2cost token on it.
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This is similar to http://forum.dominionstrategy.com/index.php?topic=1268.0. The Haven shenanigans are a nice improvement.