Dominion Strategy Forum
Dominion => Dominion General Discussion => Topic started by: mith on June 15, 2016, 05:14:01 pm
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With the release of Empires, I've updated my Recommended Kingdoms spreadsheet, with the goal of eventually finding a maximal set of disjoint kingdoms*. In doing so, I noticed that the wiki information is incomplete for GenCon 2012 (included are the kingdoms played by dondon151, but the full set of kingdoms is listed in the previous post by loppo; it's also worth noting that exactly half of these are repeats, of either published kingdoms or kingdoms used at previous tournaments). I'll edit the article at some point (unless someone beats me to it).
Anyway, it left me wondering if there are any more officially designed tournament sets out there which are not on the wiki. These are the ones I have at the moment:
Designed by DXV:
Essen 2011
GenCon 2011 (both from here (http://forum.dominionstrategy.com/index.php?topic=949.msg14484#msg14484))
GenCon 2012 (from here (http://forum.dominionstrategy.com/index.php?topic=4103.msg93819#msg93819))
Designed by DS.com:
Isodom 3
DS.com 2011
DS.com 2012
GokoDom 3
Dominion League S7
Full listing in spreadsheet form is here (https://docs.google.com/spreadsheets/d/1lVXAK8siPeAJd28yq47lvxls6lP4fXzKUuUjwv6IvJ4/edit?usp=sharing), if anyone wants it. At some point I'll get around to generating a list of disjoint sets.
*Probably not provably so; this is an NP-complete problem, and it's a large enough set to make brute force impractical. A post-Adventures example, with the further restriction of no single-set kingdoms, and only using those published in rulebooks, using just over half of the available kingdom cards:
Repetition Seaside Base Pearl Diver Pirate Ship Treasury Caravan Explorer Outpost Workshop Chancellor Militia Festival
The Kings Army Prosperity Base Expand Goons King's Court Rabble Vault Bureaucrat Council Room Moat Spy Village
Last Laughs Cornucopia Intrigue Farming Village Harvest Horse Traders Hunting Party Jester Minion Nobles Pawn Steward Swindler
The Dukes Ball Hinterlands Intrigue Conspirator Duke Harem Masquerade Upgrade Duchess Haggler Inn Noble Brigand Scheme
Travelers Hinterlands Seaside Cutpurse Island Lookout Merchant Ship Warehouse Cartographer Crossroads Farmland Silk Road Stables
Treasure Trove Hinterlands Prosperity Bank Monument Royal Seal Trade Route Venture Cache Develop Fool's Gold Ill-Gotten Gains Mandarin
Lamentations Dark Ages Alchemy Beggar Catacombs Counterfeit Forager Ironmonger Pillage Apothecary Golem Herbalist University
Honor Among Thieves Dark Ages Prosperity Bandit Camp Procession Rebuild Rogue Squire Forge Hoard Peddler Quarry Watchtower
Dark Carnival Dark Ages Cornucopia Band of Misfits Cultist Fortress Hermit Junk Dealer Knights Fairgrounds Hamlet Horn of Plenty Menagerie
Gifts and Mathoms Adventures Seaside Bridge Troll Caravan Guard Hireling Lost City Messenger Ambassador Embargo Haven Salvager Smugglers Expedition Quest
Spendthrift Adventures Guilds Artificer Gear Magpie Miser Storyteller Doctor Masterpiece Merchant Guild Soothsayer Stonemason Lost Arts
Queen of Tan Adventures Guilds Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage Advisor Butcher Candlestick Maker Herald Journeyman Pathfinding Save
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I wasn't ever able to find a 15 set solution by hand, which was a little surprising given that it's trivial to get to 14 from the previous solution by adding the two Empires-only sets (which are disjoint). However, I wrote a script to brute force it (currently running on a limited data set to find more interesting "cross-set" solutions without repeated expansion pairings), and have at least found a 15 set solution (by way of an 11 set pre-Adventures solution with the Adventures-only and Empires-only sets tacked on):
20 Chemistry Lesson Alchemy Base Alchemist Golem Philosopher's Stone University Bureaucrat Market Moat Remodel Witch Woodcutter
DX10 GenCon 2011 Game 4 Prosperity Base Adventurer Council Room Mine Moneylender Village Expand Loan Quarry Vault Venture
61 Watery Graves Dark Ages Seaside Count Graverobber Hermit Scavenger Urchin Native Village Pirate Ship Salvager Treasure Map Treasury
63 Infestations Dark Ages Alchemy Armory Cultist Feodum Market Square Rats Wandering Minstrel Apprentice Scrying Pool Transmute Vineyard
68 To the Victor Dark Ages Cornucopia Bandit Camp Counterfeit Death Cart Marauder Pillage Sage Harvest Hunting Party Remake Tournament
70 Expeditions Dark Ages Hinterlands Altar Catacombs Ironmonger Poor House Storeroom Crossroads Farmland Highway Spice Merchant Tunnel
74 Name That Card Guilds Intrigue Baker Doctor Plaza Advisor Masterpiece Courtyard Wishing Well Harem Tribute Nobles
77 Gentle Intro Adventures Adventures Amulet Distant Lands Dungeon Duplicate Giant Hireling Port Ranger Ratcatcher Treasure TroveScouting Party
78 Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine MerchantMission Plan
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice VillaWeddingTower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village TempleArena Triumphal Arch
DS4 Isodom 3 Round 4 Forge Torturer Governor Mountebank Wharf Sea Hag Worker's Village Familiar Fishing Village Chapel
DS8 2011 DS.com Game 3 Haven Great Hall Workshop Masquerade Ironworks Island Throne Room Tactician Goons King's Court
DS29 GokoDom 3 Game 4 Horse Traders Fool's Gold Menagerie Develop Warehouse Conspirator Minion Duke Horn of Plenty Candlestick Maker
DS39 Dominion League S7 Game 4 Embargo Secret Chamber Watchtower Swindler Bridge Procession Talisman Gardens Jester Mint
(There does not exist an 11 set pre-Adventures solution using only Donald-designed multi-expansion sets with no repeat pairings. There are likely more 11 set solutions when including the community designed sets, this is just the first one found.)
I'm holding out hope for a full 15 set solution with the extra conditions; I'm not overly optimistic at the moment though. Maybe 16 is possible with relaxed conditions, but it could take a long time to prove it is, and a longer time to prove it isn't.
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No 15 set solutions over all expansions with the more restrictive conditions. Might try relaxing them over the weekend.
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Didn't even take the weekend... 16 set solution with no restrictions:
7 Secret Schemes Intrigue Intrigue Conspirator Harem Ironworks Pawn Saboteur Shanty Town Steward Swindler Trading Post Tribute
26 Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
39 Introduction Hinterlands Hinterlands Cache Crossroads Develop Haggler Jack of all Trades Margrave Nomad Camp Oasis Spice Merchant Stables
55 Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
77 Gentle Intro Adventures Adventures Amulet Distant Lands Dungeon Duplicate Giant Hireling Port Ranger Ratcatcher Treasure Trove Scouting Party
78 Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine Merchant Mission Plan
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
20 Chemistry Lesson Alchemy Base Alchemist Golem Philosopher's Stone University Bureaucrat Market Moat Remodel Witch Woodcutter
DX16 GenCon 2011 Game 10 Alchemy Intrigue Courtyard Duke Great Hall Minion Nobles Scout Wishing Well Herbalist Transmute Vineyard
DX6 Essen 2011 Game 6 Cornucopia Base Cellar Feast Laboratory Mine Workshop Fairgrounds Farming Village Fortune Teller Horn of Plenty Menagerie
48 Diplomacy Hinterlands Seaside Ambassador Bazaar Caravan Embargo Smugglers Embassy Farmland ill-Gotten Gains Noble Brigand Trader
61 Watery Graves Dark Ages Seaside Count Graverobber Hermit Scavenger Urchin Native Village Pirate Ship Salvager Treasure Map Treasury
68 To the Victor Dark Ages Cornucopia Bandit Camp Counterfeit Death Cart Marauder Pillage Sage Harvest Hunting Party Remake Tournament
72 Clean Living Guilds Base Butcher Baker Candlestick Maker Doctor Soothsayer Militia Thief Moneylender Gardens Village
DS4 Isodom 3 Round 4 Forge Torturer Governor Mountebank Wharf Sea Hag Worker's Village Familiar Fishing Village Chapel
Half of these are single-expansion, no big surprise there. The only expansion without at least half its cards present is Guilds, which is understandable. (Seaside and Prosperity each only have 10 cards from Donald-designed kingdoms, but each has 3 cards in the Isodom 3 one to get them each to 13 cards.)
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Haven't found anything better than 16 yet, and it's becoming increasingly unlikely that I will (though the script is still checking possibilities with the first set as 3, so still a long long way to go).
Next project will be looking for other 16 set solutions with fewer single-expansion sets. And then perhaps a design contest using the leftovers... or just a full 26 set design contest. If there's interest in either of those. (First I should probably get the Treasure Chest contest updated though!)
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Script finally finished, 16 is the max.
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Solution with 7 single-expansion sets:
26 Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
39 Introduction Hinterlands Hinterlands Cache Crossroads Develop Haggler Jack of all Trades Margrave Nomad Camp Oasis Spice Merchant Stables
55 Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
77 Gentle Intro Adventures Adventures Amulet Distant Lands Dungeon Duplicate Giant Hireling Port Ranger Ratcatcher Treasure Trove Scouting Party
78 Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine Merchant Mission Plan
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
20 Chemistry Lesson Alchemy Base Alchemist Golem Philosopher's Stone University Bureaucrat Market Moat Remodel Witch Woodcutter
DX16 GenCon 2011 Game 10 Alchemy Intrigue Courtyard Duke Great Hall Minion Nobles Scout Wishing Well Herbalist Transmute Vineyard
30 Paths to Victory Prosperity Intrigue Bishop Counting House Goons Monument Peddler Baron Harem Pawn Shanty Town Upgrade
DX6 Essen 2011 Game 6 Cornucopia Base Cellar Feast Laboratory Mine Workshop Fairgrounds Farming Village Fortune Teller Horn of Plenty Menagerie
48 Diplomacy Hinterlands Seaside Ambassador Bazaar Caravan Embargo Smugglers Embassy Farmland ill-Gotten Gains Noble Brigand Trader
61 Watery Graves Dark Ages Seaside Count Graverobber Hermit Scavenger Urchin Native Village Pirate Ship Salvager Treasure Map Treasury
68 To the Victor Dark Ages Cornucopia Bandit Camp Counterfeit Death Cart Marauder Pillage Sage Harvest Hunting Party Remake Tournament
72 Clean Living Guilds Base Butcher Baker Candlestick Maker Doctor Soothsayer Militia Thief Moneylender Gardens Village
DS4 Isodom 3 Round 4 Forge Torturer Governor Mountebank Wharf Sea Hag Worker's Village Familiar Fishing Village Chapel
This is almost the same as the previous solution, substituting a Prosperity/Intrigue set for the all-Intrigue one. (Now it's Intrigue with 13 cards in, thanks to 1 from the Isodom 3 set and a 7/3 split with Alchemy.)
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Solution with 6 single-expansion sets:
26 Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
42 Gambits Hinterlands Hinterlands Cartographer Crossroads Embassy Inn Jack of all Trades Mandarin Nomad Camp Oasis Oracle Tunnel
55 Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
56 Chess With Death Dark Ages Dark Ages Bandit Camp Graverobber Junk Dealer Mystic Pillage Rats Sage Scavenger Storeroom Vagrant
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
15 Reach for Tomorrow Seaside Base Lookout Sea Hag Ghost Ship Treasure Map Cutpurse Cellar Spy Council Room Village Adventurer
16 Repetition Seaside Base Pearl Diver Pirate Ship Treasury Caravan Explorer Outpost Workshop Chancellor Militia Festival
20 Chemistry Lesson Alchemy Base Alchemist Golem Philosopher's Stone University Bureaucrat Market Moat Remodel Witch Woodcutter
60 Invasion Dark Ages Intrigue Beggar Marauder Rogue Squire Urchin Harem Mining Village Swindler Torturer Upgrade
91 Traders and Raiders Adventures Hinterlands Haunted Woods Lost City Page Port Wine Merchant Develop Farmland Haggler Spice Merchant Trader Raid
95 Spendthrift Adventures Guilds Artificer Gear Magpie Miser Storyteller Doctor Masterpiece Merchant Guild Soothsayer Stonemason Lost Arts
96 Queen of Tan Adventures Guilds Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage Advisor Butcher Candlestick Maker Herald Journeyman Pathfinding Save
DS14 2011 DS.com Game 9 Chapel Fishing Village Watchtower Ironworks Gardens Bridge Highway Mountebank Ill-Gotten Gains Goons
DX16 GenCon 2011 Game 10 Alchemy Intrigue Courtyard Duke Great Hall Minion Nobles Scout Wishing Well Herbalist Transmute Vineyard
DX21 GenCon 2011 Game 15 Cornucopia Seaside Bazaar Embargo Haven Navigator Warehouse Wharf Fortune Teller Hamlet Horn of Plenty Hunting Party
More significant changes here; this one includes the only two compatible Guilds sets, while Cornucopia is takes its place as the most unloved.
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Could you clarify what is your goal for a non-specialist, because I also like thinkng anout kingdoms.
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The goal of the script is to find the largest group of recommended kingdom sets which do not have any cards in common. (The idea being that one could take a collection and pre-sort the cards into these kingdoms, and have 16 designed games ready to go.)
Personally, I don't play often IRL (in part because I get my fix online, but mostly because we just don't play games that much since baby), so the idea of having some games ready to go when the opportunity arises is appealing. I've done this in the past without bothering with the recommended kingdom sets (basically, generated a bunch of random sets which were constrained to two or three expansions, I think with a minimum of 3 cards from each or something like that); using the recommended kingdoms is more a mathematical curiosity than anything. As I've mentioned elsewhere, I like the idea of collectively designing a full set of 26 kingdoms using every card, though it would be a beast to actually do (and whether the results would be significantly better than just randomly splitting the cards into sets, who knows?).
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So these are the recommended kingdoms from the rules?
If there are 260 cards, you can't make 26 sets, right? Blackmarket and young witch shenanigans?
I might want to come up with a bunch of kingdoms. Sounds like fun.
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These are recommended kingdoms from the rules + kingdoms designed by DXV for tournaments + kingdoms designed by the DS.com community for tournaments.
And yes, if you count the Bane and/or the Black Market cards, you can't get to a full 26 sets. However, you can ignore them for the purpose of counting cards as used (either duplicating the Bane card, or playing with a random $2-3 as the Bane rather than designing it in, and just pulling that card from the other set it appears in; for the Black Market, you can use the randomizer deck and grab cards which are actually bought from their respective sets). Or you can limit it to 23, say, and use the leftover 29 cards as the Black Market deck.
Solution with 5 single-expansion sets:
16 Repetition Seaside Base Pearl Diver Pirate Ship Treasury Caravan Explorer Outpost Workshop Chancellor Militia Festival
20 Chemistry Lesson Alchemy Base Alchemist Golem Philosopher's Stone University Bureaucrat Market Moat Remodel Witch Woodcutter
26 Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
36 Last Laughs Cornucopia Intrigue Farming Village Harvest Horse Traders Hunting Party Jester Minion Nobles Pawn Steward Swindler
37 The Spice of Life Cornucopia Intrigue Fairgrounds Horn of Plenty Remake Tournament Young Witch Coppersmith Courtyard Great Hall Mining Village Tribute Wishing Well
46 The Dukes Ball Hinterlands Intrigue Conspirator Duke Harem Masquerade Upgrade Duchess Haggler Inn Noble Brigand Scheme
47 Travelers Hinterlands Seaside Cutpurse Island Lookout Merchant Ship Warehouse Cartographer Crossroads Farmland Silk Road Stables
52 Treasure Trove Hinterlands Prosperity Bank Monument Royal Seal Trade Route Venture Cache Develop Fool's Gold Ill-Gotten Gains Mandarin
55 Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
56 Chess With Death Dark Ages Dark Ages Bandit Camp Graverobber Junk Dealer Mystic Pillage Rats Sage Scavenger Storeroom Vagrant
84 Gifts and Mathoms Adventures Seaside Bridge Troll Caravan Guard Hireling Lost City Messenger Ambassador Embargo Haven Salvager Smugglers Expedition Quest
95 Spendthrift Adventures Guilds Artificer Gear Magpie Miser Storyteller Doctor Masterpiece Merchant Guild Soothsayer Stonemason Lost Arts
96 Queen of Tan Adventures Guilds Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage Advisor Butcher Candlestick Maker Herald Journeyman Pathfinding Save
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
DS4 Isodom 3 Round 4 Forge Torturer Governor Mountebank Wharf Sea Hag Worker's Village Familiar Fishing Village Chapel
This is the first solution I've found which includes Young Witch, so 161 cards are used. Alchemy and Base are both below half here, with Cornucopia paired with Intrigue twice (and Guilds still paired with Adventures twice).
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Btw, if you truly want to use every card, that means Events and Landmarks as well. I've thought a little bit about how I might do that for the 26 Kingdom problem, and the best I've come up with which keeps the ratios reasonably close to fully random is:
E/L/#
0/0/2
0/1/2
0/2/1
1/0/3
1/1/3
1/2/2
2/0/6
2/1/4
2/2/3
Limiting it to 2 total Events+Landmarks is impossible, since 55/26 > 2. Limiting to 3 total is possible, but it's more difficult to have representative games with 0 Events or 0 Landmarks (or both). I've chosen here to limit to 2 Events and 2 Landmarks, independently, which seems a good compromise.
Doing it with only 23 Kingdoms would skew things more, but I guess if you're insisting on playing with all the Events and Landmarks you probably don't mind playing with them in almost every game.
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Solution with 4 single-expansion sets:
28 The Kings Army Prosperity Base Expand Goons King's Court Rabble Vault Bureaucrat Council Room Moat Spy Village
36 Last Laughs Cornucopia Intrigue Farming Village Harvest Horse Traders Hunting Party Jester Minion Nobles Pawn Steward Swindler
37 The Spice of Life Cornucopia Intrigue Fairgrounds Horn of Plenty Remake Tournament Young Witch Coppersmith Courtyard Great Hall Mining Village Tribute Wishing Well
46 The Dukes Ball Hinterlands Intrigue Conspirator Duke Harem Masquerade Upgrade Duchess Haggler Inn Noble Brigand Scheme
47 Travelers Hinterlands Seaside Cutpurse Island Lookout Merchant Ship Warehouse Cartographer Crossroads Farmland Silk Road Stables
52 Treasure Trove Hinterlands Prosperity Bank Monument Royal Seal Trade Route Venture Cache Develop Fool's Gold Ill-Gotten Gains Mandarin
61 Watery Graves Dark Ages Seaside Count Graverobber Hermit Scavenger Urchin Native Village Pirate Ship Salvager Treasure Map Treasury
63 Infestations Dark Ages Alchemy Armory Cultist Feodum Market Square Rats Wandering Minstrel Apprentice Scrying Pool Transmute Vineyard
64 Lamentations Dark Ages Alchemy Beggar Catacombs Counterfeit Forager Ironmonger Pillage Apothecary Golem Herbalist University
66 Honor Among Thieves Dark Ages Prosperity Bandit Camp Procession Rebuild Rogue Squire Forge Hoard Peddler Quarry Watchtower
71 Arts and Crafts Guilds Base Stonemason Advisor Baker Journeyman Merchant Guild Laboratory Cellar Workshop Festival Moneylender
73 Gilding the Lily Guilds Base Plaza Masterpiece Candlestick Maker Taxman Herald Library Remodel Adventurer Market Chancellor
77 Gentle Intro Adventures Adventures Amulet Distant Lands Dungeon Duplicate Giant Hireling Port Ranger Ratcatcher Treasure Trove Scouting Party
78 Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine Merchant Mission Plan
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
This is the best solution so far in several respects. It is the first 16 set solution which uses every expansion at least twice. It is the first 16 set solution which only uses rulebook kingdoms (I'm surprised there even is one, and now I'm wondering if there are others - this would be a relatively quick subset to run the script on). It again uses Young Witch, so it accounts for 161 kingdom cards (plus 4 events and 3 landmarks). And because of those last two, it is has the highest possible percentage of non-Promo kingdom cards used (161/254).
All three small expansions appear paired with the same large set for both appearances - this isn't a good or bad, necessarily (my ideal solution would have more variety), but it has a certain elegance. Alchemy has the fewest cards (8), while Dark Ages has the most (22), which lines up with their actual card counts (thanks to a 6-4 split in both Dark Ages-Alchemy sets).
One lazy extension of this solution would be to just put together the leftovers for single-expansion kingdoms. There are 10 leftover cards for Base, Prosperity, and Adventures; there are only 9 for Intrigue (because of Wishing Well as Bane), but you could throw in outtake Envoy there. There are 10 leftover from Alchemy+Cornucopia+Guilds. Some of these may not be interesting, I haven't actually put together a list (other than Base; I find it interesting that the leftovers include all the "pillars" and no +Actions other than Throne Room). And if I went this route, I probably wouldn't use the Adventures leftovers like this, since it already has two single-expansion sets. Anyway, that would get you to 20 kingdoms without much additional effort.
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Ran the script on just the rulebook kingdoms, the above was the only 16 set solution.
(No 3 single-expansion set solutions yet either, but that run hasn't finished yet.)
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A new solution with only Donald-designed kingdoms:
7 Secret Schemes Intrigue Intrigue Conspirator Harem Ironworks Pawn Saboteur Shanty Town Steward Swindler Trading Post Tribute
20 Chemistry Lesson Alchemy Base Alchemist Golem Philosopher's Stone University Bureaucrat Market Moat Remodel Witch Woodcutter
DX16 GenCon 2011 Game 10 Alchemy Intrigue Courtyard Duke Great Hall Minion Nobles Scout Wishing Well Herbalist Transmute Vineyard
26 Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
DX19 GenCon 2011 Game 13 Prosperity Seaside Ghost Ship Haven Island Lookout Tactician Bishop Trade Route Venture Watchtower Worker's Village
DX6 Essen 2011 Game 6 Cornucopia Base Cellar Feast Laboratory Mine Workshop Fairgrounds Farming Village Fortune Teller Horn of Plenty Menagerie
39 Introduction Hinterlands Hinterlands Cache Crossroads Develop Haggler Jack of all Trades Margrave Nomad Camp Oasis Spice Merchant Stables
48 Diplomacy Hinterlands Seaside Ambassador Bazaar Caravan Embargo Smugglers Embassy Farmland ill-Gotten Gains Noble Brigand Trader
55 Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
61 Watery Graves Dark Ages Seaside Count Graverobber Hermit Scavenger Urchin Native Village Pirate Ship Salvager Treasure Map Treasury
68 To the Victor Dark Ages Cornucopia Bandit Camp Counterfeit Death Cart Marauder Pillage Sage Harvest Hunting Party Remake Tournament
72 Clean Living Guilds Base Butcher Baker Candlestick Maker Doctor Soothsayer Militia Thief Moneylender Gardens Village
77 Gentle Intro Adventures Adventures Amulet Distant Lands Dungeon Duplicate Giant Hireling Port Ranger Ratcatcher Treasure Trove Scouting Party
78 Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine Merchant Mission Plan
97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
The only difference between this and the original 16-set solution is the replacement of the Isodom 3 set with GenCon 2011 Game 13. I kinda like that in this (and the first two 16-set solutions) Base is paired with all three small expansions.
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That script finished running over the weekend - those are the only two 16-set solutions on the Donald-only data set.
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No 1-2 single-expansion solutions yet either; it's looking increasingly likely that 4 is the best we can do by that metric.
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Planning to update this with the new 2nd Edition sets at some point. I haven't finished going through them all, but so far it looks like any of the sets involving a non-Base/Intrigue expansion are the same except for the cards which have been replaced. However, the Base only, Intrigue only, and Base/Intrigue sets are very different (except for First Game, which only had Woodcutter -> Merchant); some have the same name but different cards, some have new names.
Base:
First Game (Woodcutter -> Merchant)
Size Distortion (6 changes)
Big Money, Interaction, Village Square -> Deck Top, Sleight of Hand, Improvements, Silver & Gold
Intrigue:
Victory Dance (5 changes)
Best Wishes (5 changes)
Secret Schemes -> The Plot Thickens
Intrigue/Base:
Deconstruction (7 changes)
Underlings (4 changes)
Hand Madness -> Grand Scheme
Seaside/Base:
Reach for Tomorrow (Spy, Adventurer -> Artisan, Vassal)
Repetition (Chancellor -> Harbinger)
Give and Take (None)
Seaside/Intrigue:
(All New) A Star to Steer By, Shore Patrol, Bridge Crossing
Alchemy/Base:
Forbidden Arts (Thief -> Bandit)
Potion Mixers (Chancellor -> Poacher)
Chemistry Lesson (Woodcutter -> Vassal)
Alchemy/Intrigue:
Servants (Great Hall -> Mill)
Secret Research (None)
Pools, Tools, and Fools (Coppersmith -> Lurker)
Prosperity/Base:
Biggest Money (Adventurer, Spy -> Artisan, Harbinger)
The King's Army (Spy -> Merchant)
The Good Life (Chancellor -> Artisan)
Prosperity/Intrigue:
Paths to Victory (None)
All Along the Watchtower (Great Hall -> Mill)
Lucky Seven (Coppersmith, Tribute -> Lurker, Patrol)
Cornucopia/Base:
Bounty of the Hunt (None)
Bad Omens (Adventurer, Spy -> Merchant, Poacher)
The Jester's Workshop (Feast, Chancellor -> Artisan, Merchant)
Cornucopia/Intrigue:
Last Laughs (None)
The Spice of Life (Coppersmith, Great Hall, Tribute -> Courtier, Diplomat, Replace)
Small Victories (Great Hall -> Secret Passage)
Hinterlands/Base:
Highway Robbery (None)
Adventures Abroad (Adventurer, Chancellor -> Sentry, Vassal)
Hinterlands/Intrigue:
Money for Nothing (Coppersmith, Great Hall -> Patrol, Replace)
The Duke's Ball (None)
Dark Ages/Base:
High and Low (None)
Chivalry and Revelry (None)
Dark Ages/Intrigue:
Prophecy (Great Hall -> Secret Passage)
Invasion (Mining Village -> Diplomat)
Guilds/Base:
Arts and Crafts (None)
Clean Living (Thief -> Bandit)
Gilding the Lily (Adventurer, Chancellor -> Merchant, Sentry)
Guilds/Intrigue:
Name That Card (Tribute -> Replace)
Tricks of the Trade (Coppersmith, Great Hall -> Mill, Secret Passage)
Decisions, Decisions (None)
Adventures/Base:
Level Up (Spy -> Merchant)
Son of Size Distortion (Thief -> Bandit)
Adventures/Intrigue:
Royalty Factory (Secret Chamber -> Courtier)
Masters of Finance (None)
Empires/Base:
Everything in Moderation (None)
Silver Bullets (None)
Empires/Intrigue:
Delicious Torture (None)
Buddy System (None)
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(The "best" solution under the 1st Edition sets is no longer valid; both The King's Army and Gilding the Lily now use Merchant. I'll be interested to see whether there is still a rulebook-only 16 set solution.)
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The first 15 set solution with the updated card list:
2 1.2 First Game Base Base Cellar Market Merchant Militia Mine Moat Remodel Smithy Village Workshop
5 8.2 Best Wishes Intrigue Intrigue Baron Conspirator Courtyard Diplomat Duke Secret Passage Shanty Town Torturer Upgrade Wishing Well
9 12 High Seas Seaside Seaside Bazaar Caravan Embargo Explorer Haven Island Lookout Pirate Ship Smugglers Wharf
24 25 Friendly Interactive Prosperity Prosperity Bishop City Contraband Forge Hoard Peddler Royal Seal Trade Route Vault Worker's Village
37 36 Last Laughs Cornucopia Intrigue Farming Village Harvest Horse Traders Hunting Party Jester Minion Nobles Pawn Steward Swindler
44 42 Gambits Hinterlands Hinterlands Cartographer Crossroads Embassy Inn Jack of all Trades Mandarin Nomad Camp Oasis Oracle Tunnel
71 64 Lamentations Dark Ages Alchemy Beggar Catacombs Counterfeit Forager Ironmonger Pillage Apothecary Golem Herbalist University
74 67 Dark Carnival Dark Ages Cornucopia Band of Misfits Cultist Fortress Hermit Junk Dealer Knights Fairgrounds Hamlet Horn of Plenty Menagerie
101 91 Traders and Raiders Adventures Hinterlands Haunted Woods Lost City Page Port Wine Merchant Develop Farmland Haggler Spice Merchant Trader Raid
103 93 Cemetery Polka Adventures Dark Ages Amulet Caravan Guard Hireling Peasant Relic Graverobber Marauder Procession Rogue Wandering Minstrel Alms
105 95 Spendthrift Adventures Guilds Artificer Gear Magpie Miser Storyteller Doctor Masterpiece Merchant Guild Soothsayer Stonemason Lost Arts
106 96 Queen of Tan Adventures Guilds Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage Advisor Butcher Candlestick Maker Herald Journeyman Pathfinding Save
107 97 Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
108 98 Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
160 DS14 2011 DS.com Game 9 Chapel Fishing Village Watchtower Ironworks Gardens Bridge Highway Mountebank Ill-Gotten Gains Goons
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Script ran overnight on only rulebook sets, and hasn't found a 16 set solution yet - pretty unlikely that it will at this point. After this run, I'm going to do it again but without disallowing the removed cards - curious whether the extra 14 cards will allow for a 17 set solution or not.
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Finished going through the comparison between 1st and 2nd edition kingdoms, and there is one replacement of a non-removed card: The Dark Ages/Intrigue set Invasion replaces Mining Village with Diplomat.
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Bandit is a clear Thief replacement, and serves that role in all the recommended sets where it appears. Feast is always replaced by Artisan (though it never occurs as the only replacement). Otherwise, the Base substitutions are all over the place:
Adventurer/Spy -> Artisan/Vassal
Adventurer/Chancellor -> Merchant/Sentry
Adventurer/Chancellor -> Sentry/Vassal
Adventurer/Spy -> Artisan/Harbinger
Adventurer/Spy -> Merchant/Poacher
Chancellor -> Artisan
Chancellor -> Harbinger
Chancellor -> Merchant* (with Feast -> Artisan)
Chancellor -> Poacher
Spy -> Merchant
Spy -> Merchant
Woodcutter -> Merchant
Woodcutter -> Sentry* (with Feast/Thief -> Artisan/Bandit)
Woodcutter -> Vassal
For Intrigue, Great Hall for Mill and Scout for Patrol would seem to be the most obvious replacements, but Scout only appears in the two same-name Intrigue-only sets (with Patrol appearing in one of those as a replacement), while Great Hall is replaced by Mill and Secret Passage twice each (as the only replacement in those games), and by neither in two of the four sets were it is not the only card replaced. Secret Chamber is only replaced once, but there is no obvious relationship between it and Courtier, its replacement.
Coppersmith -> Lurker
Coppersmith/Great Hall -> Mill/Secret Passage
Coppersmith/Great Hall -> Patrol/Replace
Coppersmith/Great Hall/Tribute -> Courtier/Diplomat/Replace
Coppersmith/Scout -> Diplomat/Secret Passage* (with other changes)
Coppersmith/Tribute -> Lurker/Patrol
Great Hall -> Mill
Great Hall -> Mill
Great Hall -> Secret Passage
Great Hall -> Secret Passage
Great Hall/Scout -> Courtier/Mill/Patrol/Replace* (with other changes)
Mining Village -> Diplomat
Secret Chamber -> Courtier
Tribute -> Replace
And then the two Base/Intrigue sets:
Spy/Thief/Saboteur/Secret Chamber -> Bandit/Diplomat/Lurker/Replace* (with other changes)
(None) -> Courtier/Sentry/Vassal* (with other changes)
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New set, new recommended kingdoms... After forgetting to run this last year, I've updated my spreadsheet and script, and have a 17:
The King's Army Prosperity Base Bureaucrat Council Room Merchant Moat Village Expand Goons King's Court Rabble Vault
Highway Robbery Hinterlands Base Cellar Library Moneylender Throne Room Workshop Highway Inn Margrave Noble Brigand Oasis
Adventures Abroad Hinterlands Base Festival Laboratory Remodel Sentry Vassal Crossroads Farmland Fool's Gold Oracle Spice Merchant
Money for Nothing Hinterlands Intrigue Replace Patrol Pawn Shanty Town Torturer Cache Cartographer Jack of all Trades Silk Road Tunnel
Peasants Dark Ages Seaside Death Cart Feodum Poor House Urchin Vagrant Fishing Village Haven Island Lookout Warehouse
Lamentations Dark Ages Alchemy Beggar Catacombs Counterfeit Forager Ironmonger Pillage Apothecary Golem Herbalist University
Honor Among Thieves Dark Ages Prosperity Bandit Camp Procession Rebuild Rogue Squire Forge Hoard Peddler Quarry Watchtower
Dark Carnival Dark Ages Guilds/Cornucopia Band of Misfits Cultist Fortress Hermit Junk Dealer Knights Fairgrounds Hamlet Horn of Plenty Menagerie
Spendthrift Adventures Guilds/Cornucopia Artificer Gear Magpie Miser Storyteller Doctor Masterpiece Merchant Guild Soothsayer Stonemason Lost Arts
Queen of Tan Adventures Guilds/Cornucopia Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage Advisor Butcher Candlestick Maker Herald Journeyman Pathfinding Save
Simple Plans Empires Hinterlands Catapult/Rocks Forum Patrician/Emporium Temple Villa Border Village Develop Haggler Ill-Gotten Gains Stables Donate Labyrinth
Shadowy Figures Nocturne Intrigue Cobbler Conclave Faithful Hound Shepherd Tragic Hero Bridge Conspirator Mill Nobles Secret Passage
Impending Doom Nocturne Intrigue Leprechaun Monastery Necromancer Tormentor Werewolf Courtier Lurker Mining Village Swindler Upgrade
Nightmare Fuel Nocturne Alchemy Bard Blessed Village Cemetery Sacred Grove Skulk Tracker Alchemist Apprentice Transmute Vineyard
Treasures of the Night Nocturne Prosperity Crypt Guardian Night Watchman Raider Vampire Bank Contraband Loan Royal Seal Venture
Digging for Treasure Renaissance Seaside Border Guard Flag Bearer Inventor Sculptor Swashbuckler Caravan Native Village Salvager Tactician Treasure Map Crop Rotation Silos
Progress Renaissance Adventures Experiment Improve Recruiter Seer Silk Merchant Hireling Ranger Raze Swamp Hag Transmogrify Piazza Training
This solution only has Empires once, so I really wouldn't be surprised if there's an 18, even with the limited multi-set-kingdoms-only data set I'm running it on right now. Still pretty early in this run of the script.
As usual, my script really likes the Adventures/Guilds sets...
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Almost immediately found an 18 when I added in the single-set kingdoms (and over a dozen more very similar ones):
Shipwrecks Seaside Seaside Ghost Ship Merchant Ship Native Village Navigator Pearl Diver Salvager Sea Hag Smugglers Treasury Warehouse
Servants Alchemy Intrigue Conspirator Mill Minion Pawn Steward Golem Possession Scrying Pool Transmute Vineyard
Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
Bounty of the Hunt Guilds/Cornucopia Base Cellar Festival Militia Moneylender Smithy Harvest Horn of Plenty Hunting Party Menagerie Tournament
The Jester's Workshop Guilds/Cornucopia Base Artisan Laboratory Market Remodel Workshop Fairgrounds Farming Village Horse Traders Jester Young Witch Merchant
Gambits Hinterlands Hinterlands Cartographer Crossroads Embassy Inn Jack of all Trades Mandarin Nomad Camp Oasis Oracle Tunnel
Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
Chess With Death Dark Ages Dark Ages Bandit Camp Graverobber Junk Dealer Mystic Pillage Rats Sage Scavenger Storeroom Vagrant
Invasion Dark Ages Intrigue Diplomat Harem Swindler Torturer Upgrade Beggar Marauder Rogue Squire Urchin
Traders and Raiders Adventures Hinterlands Haunted Woods Lost City Page Port Wine Merchant Develop Farmland Haggler Spice Merchant Trader Raid
Spendthrift Adventures Guilds/Cornucopia Artificer Gear Magpie Miser Storyteller Doctor Masterpiece Merchant Guild Soothsayer Stonemason Lost Arts
Queen of Tan Adventures Guilds/Cornucopia Coin of the Realm Duplicate Guide Ratcatcher Royal Carriage Advisor Butcher Candlestick Maker Herald Journeyman Pathfinding Save
Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
Dusk Nocturne Nocturne Blessed Village Cobbler Den of Sin Faithful Hound Fool Monastery Night Watchman Shepherd Tormentor Tragic Hero
Midnight Nocturne Nocturne Conclave Crypt Cursed Village Devil's Workshop Druid Exorcist Leprechaun Pooka Raider Secret Cave
Overture Renaissance Renaissance Acting Troupe Experiment Flag Bearer Hideout Improve Inventor Lackeys Old Witch Seer Treasurer Fair
Prelude Renaissance Renaissance Border Guard Cargo Ship Ducat Mountain Village Priest Recruiter Sculptor Silk Merchant Swashbuckler Villain Citadel Star Chart
That includes 11 single set kingdoms, with the recent trend of having a pair with no overlap for each new expansion.
And it analyzing this, I just realized that my data set is missing the new Guilds/Cornucopia kingdoms. At a minimum, this gets us to 19 by replacing the three Adventures sets with the Adventures single sets and the Guilds/Cornucopia "single sets". Might put 20 in reach, too.
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Oh wow, this thread does not get along well with Autolink. About 700 images loaded; 320 MB transferred. I hope this isn't an issue...
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Was about to post the first 19 it found, and it got a 20 as I was writing it up:
Underlings Intrigue Base Baron Cellar Festival Library Masquerade Minion Nobles Pawn Steward Witch
Gambits Hinterlands Hinterlands Cartographer Crossroads Embassy Inn Jack of all Trades Mandarin Nomad Camp Oasis Oracle Tunnel
Instant Gratification Hinterlands Prosperity Bishop Expand Hoard Mint Watchtower Farmland Haggler Ill-Gotten Gains Noble Brigand Trader
Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
Chess With Death Dark Ages Dark Ages Bandit Camp Graverobber Junk Dealer Mystic Pillage Rats Sage Scavenger Storeroom Vagrant
Invasion Dark Ages Intrigue Diplomat Harem Swindler Torturer Upgrade Beggar Marauder Rogue Squire Urchin
Gentle Intro Adventures Adventures Amulet Distant Lands Dungeon Duplicate Giant Hireling Port Ranger Ratcatcher Treasure Trove Scouting Party
Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine Merchant Mission Plan
King of the Sea Empires Seaside Archive Farmers' Market Overlord Temple Wild Hunt Explorer Haven Native Village Pirate Ship Sea Hag Delve Fountain
Big Time Empires Prosperity Capital Gladiator/Fortune Patrician/Emporium Royal Blacksmith Villa Bank Forge Grand Market Loan Royal Seal Dominate Obelisk
Silver & Gold Base Base Bandit Bureaucrat Chapel Harbinger Laboratory Merchant Mine Moneylender Throne Room Vassal
Grand Scheme Intrigue Base Bridge Mill Mining Village Patrol Shanty Town Artisan Council Room Market Militia Workshop
Dusk Nocturne Nocturne Blessed Village Cobbler Den of Sin Faithful Hound Fool Monastery Night Watchman Shepherd Tormentor Tragic Hero
Midnight Nocturne Nocturne Conclave Crypt Cursed Village Devil's Workshop Druid Exorcist Leprechaun Pooka Raider Secret Cave
Collector Guilds/Cornucopia Seaside Fairgrounds Farming Village Fortune Teller Harvest Hunting Party Embargo Fishing Village Merchant Ship Navigator Smugglers
Collider Guilds/Cornucopia Seaside Menagerie Horn of Plenty Horse Traders Jester Tournament Lighthouse Salvager Treasure Map Treasury Warehouse
Illuminati Guilds/Cornucopia Alchemy Butcher Herald Masterpiece Merchant Guild Stonemason Apprentice Golem Philosopher's Stone Scrying Pool University
Tonics & Toxins Guilds/Cornucopia Alchemy Baker Candlestick Maker Doctor Plaza Soothsayer Alchemist Familiar Herbalist Transmute Vineyard
Overture Renaissance Renaissance Acting Troupe Experiment Flag Bearer Hideout Improve Inventor Lackeys Old Witch Seer Treasurer Fair
Prelude Renaissance Renaissance Border Guard Cargo Ship Ducat Mountain Village Priest Recruiter Sculptor Silk Merchant Swashbuckler Villain Citadel Star Chart
Makes good use of the new Guilds/Cornucopia sets, with Seaside paired with Cornucopia twice and Alchemy paired with Guilds twice. "Only" 10 single set kingdoms.
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Down to 9 single set kingdoms:
Underlings Intrigue Base Courtier Diplomat Minion Nobles Pawn Cellar Festival Library Sentry Vassal
Big Actions Prosperity Prosperity City Expand Grand Market King's Court Loan Mint Quarry Rabble Talisman Vault
The Duke's Ball Hinterlands Intrigue Conspirator Duke Harem Masquerade Upgrade Duchess Haggler Inn Noble Brigand Scheme
Travelers Hinterlands Seaside Cutpurse Island Lookout Merchant Ship Warehouse Cartographer Crossroads Farmland Silk Road Stables
Treasure Trove Hinterlands Prosperity Bank Monument Royal Seal Trade Route Venture Cache Develop Fool's Gold Ill-Gotten Gains Mandarin
Grim Parade Dark Ages Dark Ages Armory Band of Misfits Catacombs Cultist Forager Fortress Hunting Grounds Knights Market Square Procession
Watery Graves Dark Ages Seaside Count Graverobber Hermit Scavenger Urchin Native Village Pirate Ship Salvager Treasure Map Treasury
To the Victor Dark Ages Guilds/Cornucopia Bandit Camp Counterfeit Death Cart Marauder Pillage Sage Harvest Hunting Party Remake Tournament
Expert Intro Adventures Adventures Caravan Guard Coin of the Realm Haunted Woods Lost City Magpie Peasant Raze Swamp Hag Transmogrify Wine Merchant Mission Plan
Son of Size Distortion Adventures Base Bandit Bureaucrat Gardens Moneylender Witch Amulet Duplicate Giant Messenger Treasure Trove Bonfire Raid
The Hero's Return Adventures Guilds/Cornucopia Artificer Miser Page Ranger Relic Fairgrounds Farming Village Horse Traders Jester Menagerie Travelling Fair
Basic Intro Empires Empires Castles Chariot Race City Quarter Engineer Farmers' Market Forum Legionary Patrician/Emporium Sacrifice Villa Wedding Tower
Advanced Intro Empires Empires Archive Capital Catapult/Rocks Crown Enchantress Gladiator/Fortune Groundskeeper Royal Blacksmith Settlers/Bustling Village Temple Arena Triumphal Arch
Grand Scheme Intrigue Base Bridge Mill Mining Village Patrol Shanty Town Artisan Council Room Market Militia Workshop
Dusk Nocturne Nocturne Blessed Village Cobbler Den of Sin Faithful Hound Fool Monastery Night Watchman Shepherd Tormentor Tragic Hero
Midnight Nocturne Nocturne Conclave Crypt Cursed Village Devil's Workshop Druid Exorcist Leprechaun Pooka Raider Secret Cave
Illuminati Guilds/Cornucopia Alchemy Butcher Herald Masterpiece Merchant Guild Stonemason Apprentice Golem Philosopher's Stone Scrying Pool University
Tonics & Toxins Guilds/Cornucopia Alchemy Baker Candlestick Maker Doctor Plaza Soothsayer Alchemist Familiar Herbalist Transmute Vineyard
Overture Renaissance Renaissance Acting Troupe Experiment Flag Bearer Hideout Improve Inventor Lackeys Old Witch Seer Treasurer Fair
Prelude Renaissance Renaissance Border Guard Cargo Ship Ducat Mountain Village Priest Recruiter Sculptor Silk Merchant Swashbuckler Villain Citadel Star Chart
This also has an extra pair of card-shaped things, and is the only solution with 12, so far. Other solutions have an extra kingdom card, though (using Wine & Dine, which has a Herbalist bane).
Interestingly, all of the solutions so far include a pair of the new Guilds/Cornucopia + Alchemy sets; 6 of the 9 use the Guilds ones, while the other 3 use the Cornucopia ones. The Cornucopia pair includes every Alchemy card except for Possession.
Script is nowhere near done; I have the kingdoms ordered by a least-overlap metric, and the first thread is still checking combinations with kingdoms 1, 2, 7, 8 (Dark Ages, Nocturne, Nocturne, and Dark Ages single set kingdoms); 3-6 are all Nocturne kingdoms which overlap with 2. The second thread skipped set 1, and is still also on 2, 7, 8, though it is now on its second fourth set (20 - Big Actions - and now 23). The third thread started with 3, 4, and hasn't found a 20-kingdom solution yet.; at the rate it is going, it may finish checking the rest of the combinations before the first thread exhausts set 1; starting with two multi-set kingdoms seems to be messier in terms of eliminating other kingdoms more quickly, so fewer combinations to check.
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Oh wow, this thread does not get along well with Autolink. About 700 images loaded; 320 MB transferred. I hope this isn't an issue...
The latest update to the extension fixes this issue by only autolinking the first 500 cards in a thread. Don't know if any thread other than this one is affected by that change. 500 is still kind of a lot to link, but it it's far better than the 2533 card names that are mentioned in this thread!