Dominion Strategy Forum
Dominion => Puzzles and Challenges => Topic started by: scott_pilgrim on June 14, 2016, 01:10:37 am
-
This is my first draft. There are probably some errors in it (especially towards the end), but unless I've done something horribly wrong in the build-up, it's certainly possible now. And I don't make much use of shuffle-luck, so it is probably possible to do it with only stacking your deck at the beginning, and it might even be possible totally independently of shuffle-luck.
I'm attaching an excel spreadsheet because I think that's the easiest way to follow along, but I have no idea how attachments work on the forum. I was going to use Google docs, but I'm not sure if it puts my real name on there and I prefer to keep that private (I don't use Google docs much so I don't really know how they work), but if someone else could help me make a more convenient/readable version that would be nice.
Starting deck state:
Copper
Copper
Copper
Copper
Necropolis
Copper
Copper
Copper
Hovel
Overgrown Estate
Kingdom:
Stonemason
Black Market
Bridge
Villa
Procession
Library
Haggler
Council Room
Border Village
King's Court
Events:
Advance
Borrow
Travelling Fair
Black Market deck (in the order the cards are bought):
Royal Carriage
Throne Room
Hunting Grounds
Peddler
Altar
Forge
Bank
Counting House
Chancellor
Coppersmith
Cache
Death Cart
Baker
Feast
Rogue
Graverobber
Scout
Wishing Well
Witch
Royal Seal
(Really none of the Black Market deck matters after RC, TR, and HG, and Baker for the coin token and Death Cart for the Ruins. A few cards need to be expensive, and Coppersmith+Counting House explodes your money at the end, but you already have plenty of resources to empty the supply.)
How to read the spreadsheet:
The things on the left tell you the things they say they tell you.
They tell you how much of those things you have AFTER that row has been resolved.
Don't get confused by Black Market. You get +$2 and then you buy something (with some cost reduction), so that's why sometimes you come out with more coin and sometimes less or the same after playing Black Market.
The actions increase by 1 when you gain Villa, don't forget about that.
Below each black horizontal line, the current game state is shown. If you get lost you can try to go back to the last checkpoint and try again.
Unless otherwise specified, top-deck everything whenever possible (except Villas obviously, put those in your hand). There are some sections where I say not to top-deck stuff.
Here's the text version:
Play 4 Coppers, Buy TF, TF, 2 Ruins; Advance, trashing Necropolis, gaining Border Village and Library. Top of the deck is now Library, BV, Ruins, Ruins, Copper.
Play Copper+coin token. Buy Borrow, Buy TF.
Buy Advance, trashing Ruins, gaining BV+Bridge.
Buy Advance, trashing Ruins, gaining BV+Villa.
Play Villa
Play Library, (skip -1 card token), draw Border Village, Bridge, Border Village, Copper, Copper, Hovel
Play Bridge
Play 2 Copper
Buy Stonemason, overpaying by $3. Gain Bridge, Villa.
Play Villa
Play Border Village, drawing Stonemason
Play Stonemason, trashing Border Village, gaining Library and Library
Play Border Village, drawing Library
Play Library, drawing Library, Bridge, OGE, (re-shuffle), Copper, Copper, Copper
(Your draw pile is now just one Copper and your discard pile is empty)
Play Bridge
Play 3 Copper
Buy Stonemason, overpaying by $4, gaining Border Village, Library, Border Village, Haggler
Buy Stonemason, overpaying by $2, gaining Procession, Villa
Play Villa
Play Library, drawing Stonemason, Procession, Stonemason, Haggler, Border Village
Play Procession
Play Border Village twice, drawing Library, Border Village
Trash Border Village, gain King's Court
Play Haggler
Play Stonemason, trashing Border Village, gaining Haggler and Library
Play Library, drawing Library, Haggler, King's Court, Copper
Play King's Court on Haggler
Play Copper
Buy King's Court, gaining Border Village, gaining Haggler; gaining Border Village, gaining Procession
Buy King's Court, gaining Border Village, gaining Library; gaining Border Village, gaining Villa
Play Villa
Play Library, drawing King's Court, Border Village, Library, (skip Border Village, King's Court), Procession
Play King's Court on Procession
Play Stonemason twice
Trash Border Village, gain Haggler, Procession
Trash Hovel
Trash Stonemason; gain Black Market
Play Library twice
Draw Black Market, Procession, Haggler, Border Village, Haggler, (skip Border Village), (re-shuffle), King's Court
DON'T TOP-DECK ANYTHING FOR A WHILE
Trash Library; gain Border Village, gaining Library
!!! Border Villages are now empty
Play Procession twice
Play Border Village twice
Draw Border Village, (re-shuffle), Library
Trash Border Village; gain King's Court (top-deck)
Play King's Court twice
Play Haggler three times
Play Black Market three times
Buy Royal Carriage, gaining Procession, Procession, Procession
Buy Throne Room, gaining Black Market, Black Market, Black Market
Buy Hunting Grounds, gaining Haggler, Haggler, Council Room (top-deck Hunting Grounds)
Trash King's Court
Trash Procession; gain Haggler (don't top-deck this Haggler)
Play Haggler
Buy King's Court (top-deck this)
Gain 3 Gold, 1 Villa
Play Villa
Play Library, drawing King's Court, Hunting Grounds, King's Court, Border Village, Border Village
RESUME TOP-DECKING STUFF
Play King's Court on Hunting Grounds
Draw Haggler, Haggler, Haggler, Council Room
Draw Royal Carriage, Throne Room, Procession, Procession
Draw Procession, Black Market, Black Market, Black Market
Play Royal Carriage
Play Throne Room on King's Court
Play Haggler three times
Play Haggler three times
Call Royal Carriage (on King's Court)
Play Procession three times
Play Procession twice
Play Procession twice
Play Black Market twice
Buy Peddler, gaining 5 King's Courts, 1 Gold (don't top-deck the Gold or Peddler)
Buy Altar, gaining 3 Hagglers, 2 Council Rooms, 1 Library (don't top-deck Altar or Library)
Trash Black Market, gain Procession
Play Council Room twice
Draw Procession, Council Room, Council Room, Haggler
Draw Haggler, Haggler, King's Court, King's Court
Trash Council Room
Trash Procession, gain Council Room
Play King's Court twice
Play King's Court three times
Play Council Room three times
Draw Council Room, King's Court, King's Court, King's Court
Draw Gold, Gold, Gold, (re-shuffle), Gold
Draw Peddler, Altar, Library
Play King's Court three times
Play Haggler three times
Play Haggler three times
Play Haggler three times
Play King's Court three times
Play Haggler three times
Play Black Market three times
Buy Forge, gaining 2 Libraries, 6 Council Rooms, 1 Procession, 1 Gold (don't top-deck Hoard or Gold)
Buy Bank, gaining 10 Gold (don't top-deck any of this)
Buy Counting House, gaining 6 Black Markets, 3 Copper, 1 Bridge (don't top-deck the Copper)
Play King's Court three times
Play Council Room three times
Draw Counting House, Bridge, Black Market, Black Market
Draw Black Market, Black Market, Black Market, Black Market
Draw Procession, Council Room, Council Room, Council Room
Play Procession three times
Play Procession twice
Play Black Market twice
Buy Chancellor, gaining 10 Copper (don't top-deck the Copper)
Buy Coppersmith, gaining 10 Copper (don't top-deck the Copper)
Trash Black Market, gain Procession
Play Black Market twice
Buy Cache, gaining 10 Copper (12 Copper total; don't top-deck any of this)
Buy Death Cart, gaining 10 Copper, and 2 Ruins (don't top-deck this stuff)
Trash Black Market, gain Procession
Trash Procession
Play Council Room twice
Draw Procession, Procession, Coppersmith, Chancellor
Draw Council Room, Council Room, Council Room, Library
Trash Council Room
STOP TOP-DECKING STUFF
Play Procession twice
Play Procession twice
Play Black Market twice
Buy Baker, gaining 8 Copper, 2 Silver
Buy Feast, gaining 10 Silver
Trash Black Market, gain Bridge
Play Black Market twice
Buy Rogue, gaining 10 Silver
Buy Graverobber, gaining 10 Silver
Trash Black Market, gain Bridge
Trash Procession
Play Black Market twice
Buy Scout, gaining 8 Silver, 2 Ruins
Buy Wishing well, gaining 10 Curses
Trash Black Market, gain Bridge
Trash Procession
Play Black Market three times
Buy Witch, gaining 4 Ruins, 4 Bridges, 2 Stonemasons (top-deck everything except Witch)
Buy Royal Seal, gaining 5 Stonemasons, 5 Villas
Buy nothing
Play Bridge three times
Trash King's Court
Trash Procession
Play Coppersmith twice
Trash Coppersmith
Play Altar twice
Trash Gold, gain Province
Trash Gold, gain Province
Trash Altar
Play Counting House, putting 53 Coppers in hand.
Play 53 Coppers
Buy 6 Provinces, gaining all the Gold
Buy 8 Duchies
Buy 5 Travelling Fairs
Buy 8 Estates
-
Wow, Villa really makes a lot more possible... though Advance also does a lot of work.
Wonder if you can get it down to 2 Events. Doesn't seem like you need the Borrow at first glance, doesn't seem too necessary to the core of the build up. Like, maybe figure out another Advance play instead of Stonemason, gain a Fortress instead of a Bridge and just keep Advancing that.
Maybe look into an infinite loop setup so you don't have to worry about endgame, though most of the ones I've seen need a Ferry. One I was looking at could be modified to use one Bridge tick and Band of Misfits though....
Now, is it possible to play the perfect game, and empty the Supply on turn 1?
-
Wonder if you can get it down to 2 Events. Doesn't seem like you need the Borrow at first glance, doesn't seem too necessary to the core of the build up. Like, maybe figure out another Advance play instead of Stonemason, gain a Fortress instead of a Bridge and just keep Advancing that.
Yeah, I doubt you need Borrow. I did end up using that coin, but not for a while, so you could probably rework it so that you don't need it.
-
Now, is it possible to play the perfect game, and empty the Supply on turn 1?
Only Saint Celestial Chameleon may answer that problem.
-
The missing piece for a turn 1 solution is a way to draw multiple actions after returning to the action phase with Villa (and still have money and buys of course). We can already do something like:
Hand: CCCCN
Baker token, Borrow, Travelling Fair, Advance (Necropolis -> Border Village + Cultist), Alms (Villa)
Villa, Copper x4, Doctor (+1), Trash Cultist, Draw Border Village, Copper, Copper.
But we can't afford another Travelling Fair before the Doctor, so we can't Advance the Border Village (and even if we could we're no better off, because it would have to be Border Village + Villa to get back to the Action phase). The solution for turn 2 requires starting with two Ruins to Advance and a Library to draw the new actions with, and I don't think there's a way to get going with just our starting Necropolis.
Might be doable with more players though (via Messenger and Lost City).
-
Actually, Fortress is probably better than Cultist for this, because it's reusable fuel. Still don't see a way to buy Travelling Fair first, nor a good way to snowball even if there were one.
(An alternative goal could be to get set up for turn two but fit a Mission buy in there, and then go into a loop with Villa to gain the supply without buying. But I don't know that the unbounded loop is possible with only gains for Villa.)
-
Actually, Fortress is probably better than Cultist for this, because it's reusable fuel. Still don't see a way to buy Travelling Fair first, nor a good way to snowball even if there were one.
(An alternative goal could be to get set up for turn two but fit a Mission buy in there, and then go into a loop with Villa to gain the supply without buying. But I don't know that the unbounded loop is possible with only gains for Villa.)
Well, you could just keep Advancing Fortress for your Villa, so that doesn't seem that bad.
The tough part is putting Villa back with Ambassador, which requires you to buy Bonfire to trash the Ambassador and to have a KC Rogue to get it back. You also need continuous +Buy to keep buying it; maybe Seaway if we're giving up on 2 Events. And, of course, you need to keep drawing them back; I guess that's Pathfinding too or another card to fetch. And why not, throw Lost Arts in to get some +Action so you can play both KC and Ambassador without playing Villa.
-
Actually, that's a good point. You have to get your Fortress in hand first, so you need a Travelling Fair buy for that:
Hand: CCCCN
Baker token, Borrow, Travelling Fair, Advance (Necropolis -> Border Village + Fortress), Alms (Villa)
Villa, Copper x4, Doctor (+1), Trash Fortress, Fortress in Hand (but only $1 and 0 buys)
With an extra coin (say we make it a two player game and opponent buys Lost City):
Hand: CCCCCN
Baker token, Borrow, Travelling Fair, Advance (Necropolis -> Border Village + Fortress), Alms (Villa)
Villa, Copper x5, Travelling Fair, Doctor (+1), Trash Fortress (In Hand), Advance (Fortress -> Border Village + Villa)
Deck: BBXXXX, Hand: FV
Villa, Advance (Fortress -> Border Village + Villa)
Deck: BBBXXXX, Hand: FV
Villa, Travelling Fair, Advance (Fortress -> Border Village + Fortress), Advance (Fortress -> Border Village + Villa)
Deck: BFBBBXXXX, Hand: FV
Villa, Advance (Fortress -> Border Village + Villa)
Deck: BBFBBBXXXX, Hand: FV
Villa, Travelling Fair, Advance (Fortress -> Border Village + Library), Advance (Fortress -> Border Village + Villa)
Deck: BLBBBFBBBXXXX, Hand: FV
Villa, Fortress (draw Border Village), Border Village (draw Library), Library (draw BBBFBBB)
And you can probably do something from there, but you've gone through a lot of Border Villages and Villas. I'm starting to come around to at least being able to three-pile on turn 1 (given that extra coin).
(And of course we don't have to gain Border Villages with every Advance; running out of Villas is the bigger potential problem.)
[edit]Actually, that doesn't quite work because the Fortress won't draw (Borrow). But I'm sure that can be fixed somehow. And the turn 2 solution only requires 5 Villas, and the above also uses 5, so this might just be doable... though with too many Kingdom cards and Events, of course.[/edit]
-
With four players:
Player 1: Copper x4, Messenger (Watchtower)
Player 2: Copper x4, Coin Token, Borrow, Travelling Fair, Noble Brigand, Advance (Necropolis -> Lost City)
Player 3: Copper x4, Coin Token, Borrow, Travelling Fair, Noble Brigand, Advance (Necropolis -> Lost City)
Player 4: Hand: CCCCCNW
Coin Token, Borrow, Travelling Fair, Advance (Necropolis -> Border Village + Fortress, trash Fortress), Alms (Villa)
Hand: CCCCCWFV
Villa, Copper x5, Travelling Fair, Travelling Fair, Travelling Fair, Advance (Fortress -> Border Village + Bridge), Advance (Fortress -> Border Village + Bridge), Advance (Fortress -> Border Village + Villa)
Hand: WFV
Villa, Watchtower (skip -1 Card, draw Border Village x3, Bridge x2)
And you're already in a stronger position than the turn 2 solution. Watchtower in hand makes everything easier.
-
With an extra coin (say we make it a two player game and opponent buys Lost City):
I think I've convinced myself that this can't be made to work with 2 players. The issue is that it's already expensive to get the Fortress in hand, and because of the -1 Card token we need a *second* Doctor overpay to actually draw additional cards. We also need two Travelling Fair buys (one to get a Cultist on top, the other to Advance -> Villa after buying Doctor). Altogether, that's $8, which means (unless there's a way to get money other than Villa that we haven't found yet) we're buying our last Villa to get back to the Action phase with more than just Villa/Fortress. This is what that looks like:
Hand: Necropolis, Copper x5
Buy Borrow
Spend Coin Token
Buy Travelling Fair
Buy Advance (Necropolis -> Border Village, Fortress)
Buy Alms (Villa)
Hand: Villa, Copper x5
Play Villa
Play Copper x5
Buy Travelling Fair
Buy Doctor (Overpay 1, Trash Fortress)
Buy Advance (Fortress -> Border Village, Villa)
Hand: Villa, Fortress
Play Villa
Buy Advance (Fortress -> Border Village, Villa)
Hand: Villa, Fortress
Play Villa
Buy Travelling Fair
Buy Advance (Fortress -> Border Village, Cultist)
Buy Advance (Fortress -> Villa)
Hand: Villa, Fortress
Play Villa
Buy Advance (Fortress -> Villa)
(Do this 5 times)
Hand: Villa, Fortress
Play Villa
Buy Travelling Fair
Buy Doctor (Overpay 1, Trash Cultist)
Buy Advance (Fortress -> Villa)
Hand: Villa, Fortress, Border Village x2
I suspect if the Villa pile were 15 (maybe even fewer), it could be done; it wouldn't take much more from this point to start snowballing - two more plays of Villa will get you whatever $6 or less Kingdom card you want on top, either to draw or get an influx of cash, and with the -1 Card token out of the way you can draw that with a Border Village.
Of course, even with that we would still have to fit all this into the remaining Kingdom slots - we've already used 6 (Villa, Border Village, Fortress, Doctor, Cultist, Black Market) of 11. It's funny to me that the "Empty the Supply" problem would be easier with more cards in the supply, but there you go. (Never mind the 4 Events, I'll play with all 34 if I have to!)
(Even with 3 players, I'm not sure it can be done. The issue is that the first buy phase needs to be done without Copper in order to use Alms, so we're still stuck with the -1 Card token from Borrow.)