Dominion Strategy Forum
Dominion => Puzzles and Challenges => Topic started by: Limetime on December 01, 2015, 07:53:40 am
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With the new adventures cards you can kick off an engine on turn 3 as demonstrated here:http://forum.dominionstrategy.com/index.php?topic=14312.0 (http://forum.dominionstrategy.com/index.php?topic=14312.0)
What is the highest score you can get by turn 3?
Rules:
Solo game
Mission, possession, and out post count as turns
Any number of events
Black market deck can be all cards not in the kingdom
Extra challenge: end the game
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It's (http://forum.dominionstrategy.com/index.php?topic=8448.msg478800#msg478800) been done. (http://forum.dominionstrategy.com/index.php?topic=6855.msg197272#msg197272)
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It's (http://forum.dominionstrategy.com/index.php?topic=8448.msg478800#msg478800) been done. (http://forum.dominionstrategy.com/index.php?topic=6855.msg197272#msg197272)
The second one uses four turns. The first one isn't complete.
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The first one is totally complete!
You probably know how it goes from here.
If you don't, see ADK's second link.
Even without Adventures, we can still end the game (http://forum.dominionstrategy.com/index.php?topic=4334.msg256314#msg256314 date=1371224487).
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3 turns, 110 VP (or more).
Post is flawed. Disregard.
EDIT: Back to the drawing board. I used too many buys at the very beginning of turn 3. Arrrgh.
Kingdom
Options
Shelters, Platinum/Colony
Events
Alms
Ball
Travelling Fair
Actions
Baker
Bridge
Cultist
King's Court
Squire
Stonemason
Villa
Watchtower
(works with 2/5 or 3/4 opening because of Baker; shown here with 3/4)
Turn 1
3 Copper
Buy Watchtower
Turn 2
4 Copper + coin token
Buy Ball, gain Bridge x 2
Turn 3 draw Bridge x 2, Necropolis, Watchtower, Copper
Play Necropolis, Bridge, Bridge
Buy Bridge, reveal Watchtower, topdeck Bridge
(Watchtower stays in hand. I'll just note (trash) or (topdeck) after each gain.)
Buy Squire (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Squire, Bridge, Copper
Buy Alms, gain Villa (in hand)
Turn 3.1
Play Villa, Bridge (now 2 buys, 2 coins, and cards cost 3 less)
Buy Stonemason (trash), overpay by 1, gain Bridge (topdeck), gain Bridge (topdeck)
Buy Stonemason (trash), overpay by 1, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
Play Villa, Squire (for +2 buys) (now 3 buys, 2 coin, and cards cost 3 less)
Buy Squire (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Squire, Bridge x 2
Buy Villa
Turn 3.3
Play Villa, Bridge, Squire (for +2 buys), Copper x 2 (now 4 buys, 5 coin, and cards cost 4 less)
Buy Travelling Fair (now 5 buys, 3 coin, and cards cost 4 less)
Buy Stonemason (trash), overpay by 3, gain King's Court x 2 (topdeck)
Buy Squire (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Squire, King's Court x 2
Buy Squire (trash), gain Cultist (trash), draw Bridge, Copper x 2
Buy Villa
Turn 3.4
Play Villa, KC-KC-Bridge-Bridge-Squire(+2buys), Copper x 2
13 buys, 12 coins, and cards cost 10 less.
Buy Colony x 8, Province x 5 for 110 VP.
I could have gone another iteration or two and emptied the entire kingdom, but you get the point.
I'm working on a version that can yield infinite VP.
To do that, one must retrieve a lot of cards from the trash, draw them, play them, including one Monument or other VP gainer, then in the buy phase, use Bonfire to trash all cards in play and then buy a Villa.
Infinite loop. You never run out of cards to play and your turn never ends.
See the posts by florrat and others here: http://forum.dominionstrategy.com/index.php?topic=15366.0 (http://forum.dominionstrategy.com/index.php?topic=15366.0)
This will necessitate a slightly different approach since Rogue and Graverobber can only retrieve cards costing 3 to 6 coins.
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I fixed it.
Kingdom
Options
Shelters, Platinum/Colony
Events
Alms
Ball
Travelling Fair
Triumph
Actions
Baker
Bridge
Councilroom
Crossroads
Cultist
King's Court
Squire
Stonemason
Villa
Watchtower
(works with 2/5 or 3/4 opening because of Baker; shown here with 3/4)
Turn 1
3 Copper
Buy Watchtower
Turn 2
4 Copper + coin token
Buy Ball, gain Bridge x 2
Turn 3 draw Bridge x 2, Necropolis, Watchtower, Copper
Play Necropolis, Bridge, Bridge (3 buys, 2 coins, and cards cost 2 less)
Buy Travelling Fair (now 4 buys)
Buy Squire, reveal Watchtower, topdeck Squire
(Watchtower stays in hand. I'll just note (trash) or (topdeck) after each gain.)
Buy Squire, reveal Watchtower, topdeck Squire
Buy Squire (trash), gain Cultist (trash), draw Squire x 2, Copper
Buy Alms, gain Villa (in hand)
Turn 3.1
Play Villa, Squire x 2 (for +2 buys), Copper (now 5 buys, 4 coins, and cards cost 2 less)
Buy Crossroads (topdeck)
Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Bridge (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Bridge x 2, Crossroads
Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
Play Villa, Crossroads, Bridge x 2 (now 3 buys, 3 coin, and cards cost 4 less)
Buy King's Court (topdeck)
Buy Squire (trash), gain Cultist (trash), draw King's Court, Bridge, Copper
Buy Villa
Turn 3.3
Play KC-Villa, Bridge (now 4 buys, 4 coin, and cards cost 5 less)
Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
Buy Squire (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Squire, King's Court x 2
Buy Villa
Turn 3.4
Play KC-KC-Villa-Squire(+2buys) (now 9 buys, 6 coins, and cards cost 5 less)
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Bridge (topdeck)
Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
Buy Councilroom (topdeck)
Buy Cultist (trash), draw Councilroom, King's Court x 2
Buy Villa
Turn 3.5
Play KC-KC-Councilroom-KC-KC-Villa-Bridge-Squire-Squire-Squire, Copper x 6
27 buys, 27 coins, and cards cost 8 less.
Buy Colony x 8, Province x 8, Duchy x 8, Estate x 2, Triumph for 182 VP.
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I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.
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Open 5/2, buy Duchy Estate.
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I fixed it.
Kingdom
Options
Shelters, Platinum/Colony
Events
Alms
Ball
Travelling Fair
Triumph
Actions
Baker
Bridge
Councilroom
Crossroads
Cultist
King's Court
Squire
Stonemason
Villa
Watchtower
(works with 2/5 or 3/4 opening because of Baker; shown here with 3/4)
Turn 1
3 Copper
Buy Watchtower
Turn 2
4 Copper + coin token
Buy Ball, gain Bridge x 2
Turn 3 draw Bridge x 2, Necropolis, Watchtower, Copper
Play Necropolis, Bridge, Bridge (3 buys, 2 coins, and cards cost 2 less)
Buy Travelling Fair (now 4 buys)
Buy Squire, reveal Watchtower, topdeck Squire
(Watchtower stays in hand. I'll just note (trash) or (topdeck) after each gain.)
Buy Squire, reveal Watchtower, topdeck Squire
Buy Squire (trash), gain Cultist (trash), draw Squire x 2, Copper
Buy Alms, gain Villa (in hand)
Turn 3.1
Play Villa, Squire x 2 (for +2 buys), Copper (now 5 buys, 4 coins, and cards cost 2 less)
Buy Crossroads (topdeck)
Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Bridge (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Bridge x 2, Crossroads
Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
Play Villa, Crossroads, Bridge x 2 (now 3 buys, 3 coin, and cards cost 4 less)
Buy King's Court (topdeck)
Buy Squire (trash), gain Cultist (trash), draw King's Court, Bridge, Copper
Buy Villa
Turn 3.3
Play KC-Villa, Bridge (now 4 buys, 4 coin, and cards cost 5 less)
Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
Buy Squire (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Squire, King's Court x 2
Buy Villa
Turn 3.4
Play KC-KC-Villa-Squire(+2buys) (now 9 buys, 6 coins, and cards cost 5 less)
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Bridge (topdeck)
Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
Buy Councilroom (topdeck)
Buy Cultist (trash), draw Councilroom, King's Court x 2
Buy Villa
Turn 3.5
Play KC-KC-Councilroom-KC-KC-Villa-Bridge-Squire-Squire-Squire, Copper x 6
27 buys, 27 coins, and cards cost 8 less.
Buy Colony x 8, Province x 8, Duchy x 8, Estate x 2, Triumph for 182 VP.
I don't think you are taking the minus coin token for buying ball into account at the beginning of turn three
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I fixed it.
<...long game log deleted...>
I don't think you are taking the minus coin token for buying ball into account at the beginning of turn three
Quite right. I can easily fix it though by adding the Borrow event.
I think I'll work on the infinite solution now, though.
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I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.
The link you mention just empties the supply. It doesn't gain VP.
Where is the game you are describing?
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I fixed it.
<...long game log deleted...>
I don't think you are taking the minus coin token for buying ball into account at the beginning of turn three
Quite right. I can easily fix it though by adding the Borrow event.
I think I'll work on the infinite solution now, though.
Oops again. Borrow gives one more coin, but one less card the next time I draw, not the next turn.
I thought it could still be salvaged by reordering turn 1 & 2, but that would still leave a shelter for my next draw and then I'm short a copper.
I think I could still make it work with more thought.
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I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.
The link you mention just empties the supply. It doesn't gain VP.
Where is the game you are describing?
Easily modified to get 10 goons in play, done. The point is that exploding in a kingdom with those core cards is always is the answer to these puzzles. The solution is not completely fleshed out. You can find one of florrat's posts for all the details in a similar sort of puzzle.
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Take 3; shortened and improved.
190 VP in turn 3 and game ended.
Thanks to gkrieg13 for checking my earlier attempts.
This could be improved on. liopoil has stated that a better solution exists, and that's probably true, but not the point.
This was a test to see if a Villa engine could be started on turn 3 and the answer is yes! (and it probably could be done simpler)
The next step is to get florrat's "infinite engine" modified to gain VP and stick it in.
Kingdom
Options
Shelters, Platinum/Colony
Events
Alms
Travelling Fair
Triumph
Actions
Baker
Bridge
Councilroom
Cultist
King's Court
Procession
Squire
Stonemason
Villa
Watchtower
Turn 1
Copper x 5
Buy Borrow
Buy Stonemason, overpay by 4, gain Procession, gain Bridge
Turn 2
Copper x 2, Overgrown Estate, Hovel (only four due to Borrow)
Buy Borrow
Buy Watchtower
Turn 3 draw Necropolis, (reshuffle) Procession, Bridge, Watchtower (only four due to Borrow)
Play Procession-Bridge, gain Cultist, reveal Watchtower, trash Cultist, draw Copper x 3
(Watchtower stays in hand forever. I'll just note (trash) or (topdeck) after each gain.)
(3 buys, 2 coins, and cards cost 2 less) (no Copper played)
Buy Travelling Fair (now 4 buys)
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Squire x 2, Copper
Buy Alms, gain Villa (in hand)
Turn 3.1
Play Villa, Squire (for +2 buys), Squire (for +2 buys), Copper x 3 (now 5 buys, 6 coins, and cards cost 2 less)
Buy Squire (topdeck)
Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Bridge (topdeck)
Buy Stonemason (trash), overpay by 2, gain Procession (topdeck), gain Procession (topdeck)
Buy Squire (trash), gain Cultist (trash), draw Procession x 2, Bridge
Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
Play Villa, Procession-Procession-Bridge-Bridge
(Play Procession on Procession, thus playing Procession twice. Both times you play Procession, it will be on a Bridge. The 2nd Bridge is not yet in hand.)
(One Procession and both Bridges will be trashed to gain three 5 coin cards.)
gain Cultist (trash), draw Bridge x 2, Squire
gain Councilroom (topdeck)
gain Cultist (trash), draw Councilroom, Copper x 2
Play Squire (+2buys) (now 7 buys, 6 coins, and cards cost 6 less)
Buy Travelling Fair
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Squire (topdeck)
Buy Bridge (topdeck)
Buy Stonemason (trash), overpay by 1, gain King's Court x 2 (topdeck)
Buy Stonemason (trash), overpay by 1, gain King's Court x 2 (topdeck)
Buy Cultist (trash), draw King's Court x 3
Buy Villa
Turn 3.3
Play KC-KC-KC-Councilroom-KC-Villa-Bridge-Bridge-Squire-Squire-Squire
Buy Travelling Fair
31 buys and all cards are free
Buy Colony x 8, Province x 8, Duchy x 8, Estate x 6, Triumph for 190 VP.
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I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.
The link you mention just empties the supply. It doesn't gain VP.
Where is the game you are describing?
Easily modified to get 10 goons in play, done. The point is that exploding in a kingdom with those core cards is always is the answer to these puzzles. The solution is not completely fleshed out. You can find one of florrat's posts for all the details in a similar sort of puzzle.
It doesn't matter if you put all of the Goons in play. Any engine that depends on buying cards to generate VP will eventually stall because it will run out of things to buy. This can be remedied by using Ambassador to put things back into the kingdom so they can be repurchased. But then you run out of Ambassadors. If you read the link in my first post, you would understand that the goal is to put florrat's "infinite engine" into play in 3 turns. Then you can truly achieve infinite VP. The goal of this puzzle is to gain the most VP and infinite beats finite. So the core cards are not the answer.
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I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.
The link you mention just empties the supply. It doesn't gain VP.
Where is the game you are describing?
Easily modified to get 10 goons in play, done. The point is that exploding in a kingdom with those core cards is always is the answer to these puzzles. The solution is not completely fleshed out. You can find one of florrat's posts for all the details in a similar sort of puzzle.
It doesn't matter if you put all of the Goons in play. Any engine that depends on buying cards to generate VP will eventually stall because it will run out of things to buy. This can be remedied by using Ambassador to put things back into the kingdom so they can be repurchased. But then you run out of Ambassadors. If you read the link in my first post, you would understand that the goal is to put florrat's "infinite engine" into play in 3 turns. Then you can truly achieve infinite VP. The goal of this puzzle is to gain the most VP and infinite beats finite. So the core cards are not the answer.
They are the answer unless you can actually get the infinite solution, because right now you are just getting all the kingdom VP for under 200. I don't think you've demonstrated that the infinite cycle can be set up in 3 turns. I will admit I had not been reading your posts closely and only saw villa and kingdom VP, so totally missed that you hope to find a way to go infinite.
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New challenge win the game with worst possible shuffle luck 1 turn solo.
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New challenge win the game with worst possible shuffle luck 1 turn solo.
I've tried this before but with a solo game I always win but also always come in last place.
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I'd be surprised if the infinite combo can't be set up in 3 turns if there aren't limits on the number of kingdom cards available. Whether it can all be fit into a 10 Kingdom set, though... not sure.
On the other hand, I don't think anything revealed so far has made it faster to set up a supply-emptying combo. The Villa combo just provides an alternative route to getting there. (On the third hand, we haven't seen all the cards yet, so who knows what will be possible in a post-Empires solo puzzle world.)
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The infinite combo in 3 turns, by pasting 2 solutions together.
Following from this (http://forum.dominionstrategy.com/index.php?topic=6855.msg197272#msg197272)
Actions:
Stonemason(Bane)
Procession
Fortress
Develop
Watchtower
Black Market
Catacombs
Rogue
Villa
King's Court
Council Room
Events:
Bonfire
Ferry
Black Market deck:
Baker
Young Witch
Ambassador
With the starting hand given by liopoil's solution, we can get a large number of arbitrary cards using the Procession Fortress, Procession Catacombs, and Develop Fortress combos. Once you've got the engine rolling, you can also use Black Market to fetch whatever other cards you want.
e.g.
Procession
Procession
Procession Fortress(gaining 5 cost)
Procession Fortress again, gaining another 5
Trash Procession gaining 5 cost
Procession Rogue, fetching Procession and a leftover Rogue out of the trash
Trash Rogue and gain nothing
Trash Procession gaining 5 cost
So you have one Procession stuck in play, but you gained 3 actions, 4 5-costs and drew 4 cards. You could replace Rogue with Catacombs to draw 10 cards total, and gain a Procession or a Develop to use on Fortress.
Once you have enough money from Rogue built up, you can start Black Market-ing for extra cards. You also can get some extra buys out of Council Room, then buy a Ferry on King's Court and a Villa to return.
Now do the following infinite loop: (slightly modified from the original to use only 1 Ambassador)
Preparation: Put Ferry token on KC. Get a deck consisting of KC*6, Amb, Rogue*4, Villa*4, CR*3, Overgrown Estate, Hovel. Trash all starting copper and Necropolis and make sure at least the following is in the trash: KC*4, Amb*1, Rogue*4, Villa*2, CR (trash with Bonfire).
Start your infinite turn when you have KC*2, CR*2 (this will eventually always happen). Play KC-KC-CR-CR-Villa to draw your deck.
-- START LOOP -- (hand consist of KC*4, Rogue*4, Villa*3, CR (and OE), trash consists of KC*4, Amb*1, Rogue*4, Villa*2, CR)
Now play your 4 KCs in a chain to play 7 actions three times:
play 4 Rogues three times, to gain KC*4, Amb, Rogue*4, Villa*2, CR
play CR three times to draw your deck.
play 2 Villas three times.
Play Ambassador, returning a Villa.
You gained 30 coins and 9 buys by this KC-chain. Go to the buy phase and buy Bonfire 6 times to trash 4*KC, 4*Rogue, CR, Villa*2, Amb. Buy a Villa to return to your action phase, and repeat the loop.
-- END LOOP --
Now, I'm sure there's a version of this loop that plays Monument. But I'm too lazy to go around mucking with someone else's loop. There's a new Landmark called Tomb that gives 1 VP each time you trash. Use that and you get infinity. If you're really upset about having 3 landmarks/events, well, go remake that loop yourself, it just takes 2 more King's Court's, another Council Room, and 2 more Rogues.
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Now, I'm sure there's a version of this loop that plays Monument. But I'm too lazy to go around mucking with someone else's loop. There's a new Landmark called Tomb that gives 1 VP each time you trash. Use that and you get infinity. If you're really upset about having 3 landmarks/events, well, go remake that loop yourself, it just takes 2 more King's Court's, another Council Room, and 2 more Rogues.
I've been looking at Farmer's Market. It's ideal as it provides VP, coins, +buys, and trashes itself.
This was going to be my modified loop.
KC-KC-KC-KC-Rogue-Rogue-Rogue-Rogue-Council Room-Band Of Misfits-Band Of Misfits.
You execute Band Of Misfits 6 times. If the farmer's market supply is initially empty, you can use this sequence.
1) Farmer's Market (+buy +1 coin +1 VP)
2) Farmer's Market (+buy +2 coins +2 VP)
3) Farmer's Market (+buy +3 coins +3 VP)
4) Farmer's Market (+buy +4 coins +4 VP)
5) Farmer's Market (+buy +4 VP and the card is trashed)
6) Ambassador to return the Villa
Another benefit is that all cards in the loop are 5 coins or more. You can open with Procession-Bridge and all cards can still be Rogue'd (no need for Ferry).
I haven't fit this into a 10 (or 11) card kingdom yet. Others feel free to try.
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Now, I'm sure there's a version of this loop that plays Monument. But I'm too lazy to go around mucking with someone else's loop. There's a new Landmark called Tomb that gives 1 VP each time you trash. Use that and you get infinity. If you're really upset about having 3 landmarks/events, well, go remake that loop yourself, it just takes 2 more King's Court's, another Council Room, and 2 more Rogues.
I've been looking at Farmer's Market. It's ideal as it provides VP, coins, +buys, and trashes itself.
This was going to be my modified loop.
KC-KC-KC-KC-Rogue-Rogue-Rogue-Rogue-Council Room-Band Of Misfits-Band Of Misfits.
You execute Band Of Misfits 6 times. If the farmer's market supply is initially empty, you can use this sequence.
1) Farmer's Market (+buy +1 coin +1 VP)
2) Farmer's Market (+buy +2 coins +2 VP)
3) Farmer's Market (+buy +3 coins +3 VP)
4) Farmer's Market (+buy +4 coins +4 VP)
5) Farmer's Market (+buy +4 VP and the card is trashed)
6) Ambassador to return the Villa
Another benefit is that all cards in the loop are 5 coins or more. You can open with Procession-Bridge and all cards can still be Rogue'd (no need for Ferry).
I haven't fit this into a 10 (or 11) card kingdom yet. Others feel free to try.
I'm already regretting my last post. Though I do think the BoM, Farmer's Market, Amb combo is slick, it is trying to add more cards to an already full kingdom. I couldn't get it into play in 3 turns.
I think the win goes to esphesos, with contributions from liopoil and florrat. All we need to do is stick a Goons in the black market and get it in play. The loop buys one Villa each iteration to generate infinite VP. Goal achieved.
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you hope to find a way to go infinite.
There is no way to get infinite VP.
Use that and you get infinity.
No, you don't.
Then you can truly achieve infinite VP.
No, you cannot.
The loop buys one Villa each iteration to generate infinite VP.
The current rules of Dominion give you no possibility to gain "infinite" VP.
Am I going to do one of these in every thread that this solution pops up in? Yes, indeed.
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you hope to find a way to go infinite.
There is no way to get infinite VP.
Use that and you get infinity.
No, you don't.
Then you can truly achieve infinite VP.
No, you cannot.
The loop buys one Villa each iteration to generate infinite VP.
The current rules of Dominion give you no possibility to gain "infinite" VP.
Am I going to do one of these in every thread that this solution pops up in? Yes, indeed.
In INFINITELY MANY such threads.
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you hope to find a way to go infinite.
There is no way to get infinite VP.
Use that and you get infinity.
No, you don't.
Then you can truly achieve infinite VP.
No, you cannot.
The loop buys one Villa each iteration to generate infinite VP.
The current rules of Dominion give you no possibility to gain "infinite" VP.
Am I going to do one of these in every thread that this solution pops up in? Yes, indeed.
Fine, fine, strictly speaking, we can define a non-ending sequence of Dominion play such that there exists no upper bound on the VP gained by the player over the course of the sequence, which means that the limit of the VP count, as the sequence continues, is infinity.
You can't end the game with infinite VP, but, so long as you don't run into the starvation problem(we put you and your very bored opponent into hyperspace so you can survive the heat death of the universe), you can gain infinite VP.
But seriously, dude, do you really want everyone to have to put this in their posts about infinity, when you can sum it up in one word instead?
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you hope to find a way to go infinite.
There is no way to get infinite VP.
Use that and you get infinity.
No, you don't.
Then you can truly achieve infinite VP.
No, you cannot.
The loop buys one Villa each iteration to generate infinite VP.
The current rules of Dominion give you no possibility to gain "infinite" VP.
Am I going to do one of these in every thread that this solution pops up in? Yes, indeed.
It very obvious does, so I don't know what you are talking about. There is no rule problem within dominion that doesn't allow for infinte vp gain?
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you hope to find a way to go infinite.
There is no way to get infinite VP.
Use that and you get infinity.
No, you don't.
Then you can truly achieve infinite VP.
No, you cannot.
The loop buys one Villa each iteration to generate infinite VP.
The current rules of Dominion give you no possibility to gain "infinite" VP.
Am I going to do one of these in every thread that this solution pops up in? Yes, indeed.
It very obvious does, so I don't know what you are talking about. There is no rule problem within dominion that doesn't allow for infinte vp gain?
I believe he's saying that it's not possible for your VP total to be "infinity". It's just possible for it to be arbitrarily large.
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So he is talking about practical stuff? That we'll die? Well, sure.
But there is no mandatory end of dominion or whatever, so everyone knows what's meant here.
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Trash Rogue and gain a Gold
Am I missing something, but how do you gain a Gold here? Procession only gains Action cards.
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If you happen to care about being technically correct, you can use "unbounded" instead of "infinite".
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Trash Rogue and gain a Gold
Am I missing something, but how do you gain a Gold here? Procession only gains Action cards.
shhhhhhhh that never happened *stealthily edits posts*
I make that mistake like all the time though, think I probably played it wrong in real life. Like I think I bought one in a match last week thinking I'd be able to Procession my 5 costs into Gold, and then I got confused like 3 turns later looking for my Gold.
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So he is talking about practical stuff? That we'll die? Well, sure.
But there is no mandatory end of dominion or whatever, so everyone knows what's meant here.
Still, there is no point during a game of Dominion at which you will have "infinite" VP, unless you're thinking about time as a long line (https://en.wikipedia.org/wiki/Long_line_%28topology%29), which I don't think anybody does.