Dominion Strategy Forum

Dominion => Puzzles and Challenges => Topic started by: mith on October 27, 2017, 12:40:55 pm

Title: Empty the Supply in 1 Turn (Now with No Luck!)
Post by: mith on October 27, 2017, 12:40:55 pm
See here for a version with no Black Market and only 2 Events (http://forum.dominionstrategy.com/index.php?topic=17800.msg734138#msg734138)

And majiponi's much simpler post-Renaissance solution! (http://forum.dominionstrategy.com/index.php?topic=17800.msg771897#msg771897)
And my modification to get rid of Goat, making it much simpler to actually set up (http://forum.dominionstrategy.com/index.php?topic=17800.msg776759#msg776759)

And finally, the ultimate form of this task: no shuffle luck needed! (http://forum.dominionstrategy.com/index.php?topic=17800.msg841171#msg841171)

There are probably some little mistakes here and there, and I suspect there is some optimizing to be done as well (in particular, Goat has already gotten rid of the original Bonfire play, and perhaps the new one is not strictly necessary; we may also be able to make do without Seaway, just buying Travelling Fair twice for our extra actions; the money/buys for setting up the loop may be too tight for that though).

Kingdom:
b = Border Village
f = Fortress
v = Villa
d = Doctor
w = Watchtower
s = Stonemason
x = Death Cart
o = Band of Misfits
l = Lurker
c = Crown
m = Black Market

Black Market: M = Mandarin, Baker, Young Witch, Pooka, Pixie

Events:
Borrow
Travelling Fair
Advance
Alms
Seaway
Bonfire
Ferry

Starting Cards:
C = Copper
u = Cursed Gold
g = Goat
n = Necropolis
h = Hovel
e = Overgrown Estate


Hand: ugCen
Deck: C[CCCh]
Spend: Coin Token (from Baker)
Buy: Borrow (- on deck), Travelling Fair, Advance (n -> bf), Alms (v)

9 Villas left, 9 Border Villages left

Hand: ugCev
Deck: -fbC[CCCh]
Play: v
Play: g (e, remove -1 Card), u (Curse to discard), C
Buy: Travelling Fair, Doctor (overpay $1, d to discard, trash f to hand), Advance (f -> bv)
$0 left

8 Villas left, 8 Border Villages left

Hand: fv
Deck: bbC[CCCh]
Play: v
Buy: Advance (f -> bv)
$1 left

7 Villas left, 7 Border Villages left

Hand: fv
Deck: bbbC[CCCh]
Play: v
Buy: Advance (f -> bv)
$2 left

6 Villas left, 6 Border Villages left

Hand: fv
Deck: bbbbC[CCCh]
Play: v
Buy: Advance (f -> bv)
$3 left

5 Villas left, 5 Border Villages left

Hand: fv
Deck: bbbbbC[CCCh]
Play: v
Buy: Advance (f -> bv)
$4 left

4 Villas left, 4 Border Villages left

Hand: fv
Deck: bbbbbbC[CCCh]
Play: v
Buy: Seaway (v)
$0 left

3 Villas left, 4 Border Villages left

Hand: fv
Deck: bbbbbbC[CCCh]
Play: v
Buy: Advance (f -> bs), Advance (f -> bv)
$1 left

2 Villas left, 2 Border Villages left

Hand: fv
Deck: bsbbbbbbbC[CCCh]
Play: v
Buy: Advance (f -> bw), Advance (f -> v)
$2 left

1 Villa left, 1 Border Village left

Hand: fv
Deck: wbbsbbbbbbbC[CCCh]
Play: f, v, w
Hand: bbsbbb
Deck: bbbbC[CCCh]
Play: s (b -> sw), b, b
Hand: swbb
Deck: bbbbC[CCCh]
Play: s (b -> ss), w
Hand: ssbbbb
Deck: bC[CCCh]
Play: s (b -> oo), s (b -> ow), b, w
Hand: bboooC
Deck: [CCCh]
Play: o as v, o as v, o as v
Play: C
$7, 8 Buys
Buy: Bonfire (f to hand), Ferry (c), Advance (f -> w), Advance (f -> w), Advance (f -> s), Advance (f -> bs), Advance (f -> w), Advance (f -> v)
$1 left

0 Villas left, 0 Border Villages left

Hand: fvbb
Deck: wsbsww[CCCh]
Play: v, f, w
Hand: bbbssw
Deck: ww[CCCh]
Play: s (b -> oo), s (b -> oc), w
Hand: bcooow
Deck: [CCCh]
Play:
  c
    o as c
      o as c
        o as x
        o as m (M, trash M, coo to deck)
      o as s (b -> oo)
    o as w
Hand: coooow
Deck: [CCCh]

Loop:
  c
    o as c
      o as c
        o as c
          o as x
          o as l (M, trash M, cooo to deck)
        o as l (o)
      o as *
    o as w

* Play as m enough times to buy out the Black Market deck. Then play as l to gain b + any card other than Province, trash the b with w in hand. By the time this is done, you will have enough money from all the plays of o as x to buy the remaining supply: 8 Provinces, 1 Lurker, 1 Death Cart, 1 Watchtower.

If you want to be really silly about it, you can also play o as w before o as d, and trash everything else from your deck. Then on the last loop, trash the Crown and Bands as well, plus everything you buy, and end the game with a single Watchtower for your deck, losing 0-0 on turns.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on October 27, 2017, 02:00:52 pm
And I'm now pretty confident this can be done without Seaway and Bonfire. Goat saves us a lot of tempo:

Hand: ugCen
Deck: C[CCCh]
Spend: Coin Token (from Baker)
Buy: Borrow (- on deck), Travelling Fair, Advance (n -> bf), Alms (v)

9 Villas left, 9 Border Villages left

Hand: ugCev
Deck: -fbC[CCCh]
Play: v
Play: g (e, remove -1 Card), u (Curse to discard), C
Buy: Travelling Fair, Doctor (overpay $1, d to discard, trash f to hand), Advance (f -> bv)
$0 left

8 Villas left, 8 Border Villages left

Hand: fv
Deck: bbC[CCCh]
Play: v
Buy: Advance (f -> bv)
$1 left

7 Villas left, 7 Border Villages left

Hand: fv
Deck: bbbC[CCCh]
Play: v
Buy: Travelling Fair, Advance (f -> bs), Advance (f -> bv)
$0 left

6 Villas left, 5 Border Villages left

Hand: fv
Deck: bsbbbbC[CCCh]
Play: v
Buy: Advance (f -> bv)
$1 left

5 Villas left, 4 Border Villages left

Hand: fv
Deck: bbsbbbbC[CCCh]
Play: v
Buy: Travelling Fair, Advance (f -> bw), Advance (f -> v)
$0 left

4 Villas left, 3 Border Villages left

Hand: fv
Deck: wbbbsbbbbC[CCCh]

We're not in quite the same position here - there are two fewer Border Villages on deck, and we're $2 short of where we were, but both of these can be solved by wasting a couple turns buying Advance (f -> bv) before getting the Watchtower. The other issue is getting a Fortress back in hand without Bonfire, but this can likely be done with an extra Stonemason play somewhere in the setup, and this would also save us $3 and a buy. We also don't get as many buys out of playing Band of Misfits as Villas, but playing Death Carts is just as good (since the extra $4 can be turned into 2 Buys).

Given all that... this can probably be done on ShuffleIT. If ShuffleIT handles all the Crown/Band of Misfits chaos correctly, at least.
Title: Re: Empty the Supply in 1 Turn
Post by: Qvist on October 27, 2017, 02:46:36 pm
Given all that... this can probably be done on ShuffleIT. If ShuffleIT handles all the Crown/Band of Misfits chaos correctly, at least.

Black Market makes it pretty much impossible
Title: Re: Empty the Supply in 1 Turn
Post by: mith on October 27, 2017, 02:56:23 pm
Hm, for some reason I thought you could specify the Black Market cards. I guess even if you could, the Bane would be random.

Also I forgot to list Ferry, so there's still 5 Events. Anyway, you will at least be able to do the Turn 1 Win solution. :)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on October 27, 2017, 07:40:53 pm
Realized while I was driving that you can trash the Watchtower too, with Trade - there’s no Silver left to gain. So this solves the trash-your-deck puzzle, too.

[edit]Except Fortress; would need Ambassador to get rid of Fortress, I think?[/edit]
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 01, 2017, 01:31:04 pm
Been playing with this some more trying to reduce Events and/or remove Black Market. Here's a promising start which avoids Doctor to save a slot and also avoids Borrow:

b = Border Village
f = Fortress
v = Villa
l = Library
p = Pooka
x = Pixie
k = Baker

Advance
Alms
Travelling Fair

Hand: ugCen
Deck: [CCCCh]
Buy: Alms (v)

9 Villas left, 10 Border Villages left

Hand: vugCen
Play: v
Spend: Coin Token
Play: u (Curse to discard), C
Buy: Travelling Fair, Advance (n -> bf), Villa

8 Villas left, 9 Border Villages left

Hand: vge
Deck: fb[CCCCh]
Play: v
Play: g (e, draw f)
Buy: Travelling Fair, Advance (f -> b?), Advance (f -> bv)

7 Villas left, 7 Border Villages left

Hand: vf
Deck: b?bb[CCCCh]
Play: v
Buy: Advance (f -> bv)

6 Villas left, 6 Border Villages left

Hand: vf
Deck: bb?bb[CCCCh]
Play: v
Buy: Travelling Fair, Advance (f -> bl), Advance (f -> v)

5 Villas left, 5 Border Villages left

Hand: vf
Deck: lbbb?bb[CCCCh]

Only three slots left to work with, but a lot of time left to build up some more, so maybe it's doable.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 01, 2017, 01:53:24 pm
And another, which uses Cursed Village and Banquet in place of Library, Pixie, and Baker:

b = Border Village
f = Fortress
v = Villa
c = Cursed Village
p = Pooka

Advance
Alms
Banquet
Travelling Fair

Hand: uCCCn
Deck: [CCCeh]
Buy: Alms (v)

9 Villas left, 10 Border Villages left

Hand: vuCCCn
Play: v
Play: u (Curse to discard), CCC
Buy: Travelling Fair, Travelling Fair, Advance (n -> bf), Banquet (CC to discard, c, hex Locusts, f -> ?, topdeck c), Advance (f -> bv)

8 Villas left, 8 Border Villages left

Hand: vf
Deck: bc?b[CCCCh]
Play: v
Buy: Advance (f -> bv)

7 Villas left, 7 Border Villages left

Hand: vf
Deck: bbc?b[CCCCh]
Play: v
Buy: Travelling Fair, Advance (f -> b?), Advance (f -> bv)

6 Villas left, 5 Border Villages left

Hand: vf
Deck: bb?bbc?b[CCCCh]
Play: v
Buy: Advance (f -> bv)

5 Villas left, 4 Border Villages left

Hand: vf
Deck: bbb?bbc?b[CCCCh]
Play: v
Buy: Travelling Fair, Advance (f -> bc, hex ? (there are several that miss due to small hand)), Advance (f -> v)

4 Villas left, 3 Border Villages left

Hand: vf
Deck: cbbbb?bbc?b[CCCCh]

With the addition of Ferry, this [edit]almost[/edit] gives us sufficient kingdom slots to use the Band of Misfits loop. But we've saved so much time at this point it may also be possible to gain enough Overlords (with Lurker) instead and keep it at 4 Events.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 01, 2017, 04:06:29 pm
Had to make a small edit to the last post - forgot that we need a self-trasher in order to take care of the last Overlord/BoM played.

Either way, 5 slots should be more than enough to empty the supply, if not pull off the loop.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 01, 2017, 04:23:17 pm
If we go back to using Raze, I think we can get away without using Watchtower (since we have Cursed Village for the draw part):

Crown
  Overlord as Crown
    Overlord as Crown
      Overlord as Crown
        Overlord as Crown
          Overlord as Raze (trash self, no draw)
          Overlord as Lurker (Mandarin)
        Overlord as Lurker (Overlord)
      Overlord as Cursed Village (draw Crown, 3 Overlords, Mandarin)
    Overlord as Raze (Mandarin, draw Overlord)
  Overlord as ?

So now we just need a hand of Crown + 5 Overlords and we're set. (It can't be BoM now, since we're using Overlord as both Crown and Cursed Village.) That's going to be tricky, though - we don't have the benefit of something like Stonemason or Procession to accelerate our action gaining. We can buy the fourth Overlord (and maybe more, if we can accumulate enough money), but we'll still need quite a few Lurker plays to make this happen.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 01, 2017, 05:15:56 pm
Border Village also may not be needed at this point, since we aren't using it to draw anything so far and since we aren't trashing it for other stuff. It's not immediately obvious what would be a good replacement for it, though.

One possible setup is to make use of Mandarin to repeatedly play the four starting treasures. But I think you run out of Villas. Something like:

$3 left
Hand: vfc
Play: v
Buy: Travelling Fair, Travelling Fair, Advance (f -> m), Advance (f -> c), Advance (f -> v)

Hand: vfc
Deck: cmuCCC[stuff]
Play: v, c, m (C)
Play: u (Curse to discard), C
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> l), Advance (f -> l), Advance (f -> m), Advance (f -> c), Advance (f -> v)

Hand: vfc
Deck: cmuCllCC[stuff]
Play: v, c, m (l)
Play: u (Curse to discard), C
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> l), Advance (f -> l), Advance (f -> m), Advance (f -> c), Advance (f -> v)

You do need enough Lurker plays to gain all four Overlords (since this isn't getting you to an extra $8 to pay off debt, and can't Advance to gain Villa with debt), and also need to trash a Mandarin for the loop to work.

I guess one possibility to speed things up a bit would be to use Horn of Plenty for an extra gain; it would reduce you to $7, so alternating 4 and 5 Advances instead of 5 every time. And it would also take some extra money up front to get started.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 01, 2017, 06:22:13 pm
Got there, with Death Cart to buy the Overlords outright; we only need 3 with the original Death Cart/Watchtower loop, now that we don't need to play Black Market with the fourth.

f = Fortress
v = Villa
c = Cursed Village
p = Pooka
d = Death Cart
o = Overlord
l = Lurker
r = Crown
w = Watchtower
m = Mandarin

Advance
Alms
Banquet
Travelling Fair

Hand: uCCCn
Deck: CCC[eh]
Buy: Alms (v)

9 Villas left

Hand: vuCCCn
Play: v
Play: u (Curse to discard), CCC
Buy: Travelling Fair, Travelling Fair, Advance (n -> f), Banquet (CC to discard, c, hex Locusts, f -> l, topdeck c), Advance (f -> v)

8 Villas left

Hand: vf
Deck: clCCC[eh]
Play: v
Buy: Advance (f -> v)

7 Villas left

Hand: vf
Deck: clCCC[eh]
Play: v
Buy: Travelling Fair, Advance (f -> d), Advance (f -> v)

6 Villas left

Hand: vf
Deck: dclCCC[eh]
Play: v
Buy: Advance (f -> v)

5 Villas left

Hand: vf
Deck: dclCCC[eh]
Play: v
Buy: Travelling Fair, Advance (f -> w), Advance (f -> v)

4 Villas left

Hand: vf
Deck: wdclCCC[eh]
Play: v, f, w, l (f), d (trash f)
Play: CCC
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> d), Advance (f -> d), Advance (f -> r), Advance (f -> w), Advance (f -> v)
$1 left

3 Villas left

Hand: vfc
Deck: wrdd[eh]
Play: c, r on d (trash f, trash f), d (trash f), v
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> d), Advance (f -> d), Advance (f -> r), Advance (f -> r), Advance (f -> w), Advance (f -> v)
$7 left

2 Villas left

Hand: vfw
Deck: wrrdd[eh]
Play: v, w, r on d (trash f, trash f), r on d (trash f, trash f)
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> m, trash m), Advance (f -> d), Advance (f -> d), Advance (f -> r), Advance (f -> r), Advance (f -> w), Advance (f -> v)
$16 left

1 Villa left
Hand: vfw
Deck: wrrdduCCCCCC[eh]
Play: v, w, r on d (trash f, trash f), r on d (trash f, trash f)
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Overlord, Overlord, Overlord, Advance (f -> r), Advance (f -> w), Advance (f -> v)
$3 left

0 Villas left
Hand: vfw
Deck: wrooouCCCCCC[eh]
Play: v, w
Loop:
  r
    o as r
      o as r
        o as d (trash o)
        o as l (m, trash with w)
      o as l (o)
    o as w
+$5 per loop

There's still some optimization to be done; in particular, I don't like needing the two shelters to be at the bottom of the deck (they are stuck in your hand, otherwise). Hovel we can get rid of by inserting an Estate gain somewhere, but we need a bit more cash for that. We could also replace our first Death Cart gain with after we draw those cards with a Mandarin, then play it to topdeck the shelter out of our hand. That might just work, since we have $1 spare to lose to having one fewer Copper, and another $2 left to lose going from Death Cart to Mandarin.

You may also be able to get away with War instead of Locusts, though that Lurker does end up being useful to get a Fortress back in hand.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 02, 2017, 01:07:06 pm
You can remove Alms, if you have Baker for the coin token:

Hand: uCCCn
Spend: Coin token
Play: u (Curse to discard), CCC
Buy: Travelling Fair, Travelling Fair, Advance (n -> f), Banquet (CC to discard, c, hex Locusts, f -> l, topdeck c), Advance (f -> v)

With a Black Market containing Pooka, Baker, and Young Witch, you can easily set up the same loop as previous post with only 3 Events, though you would need to do something extra to empty the black market deck along with the supply. Without Black Market, you still have enough kingdom slots (replacing Watchtower and Death Cart with Raze and Baker), but I don't see any way to actually get the loop set up (which doesn't mean there's no way to empty the supply without Black Market; after all, even with Baker we have only allocated 5 slots for the Villa/Fortress tricks, and some sort of KC/Border Village/Procession/Stonemason type thing still has potential).
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 03, 2017, 01:00:49 pm
We could also replace our first Death Cart gain with after we draw those cards with a Mandarin, then play it to topdeck the shelter out of our hand. That might just work, since we have $1 spare to lose to having one fewer Copper, and another $2 left to lose going from Death Cart to Mandarin.

I worked this out the other night just to make sure I wasn't missing anything, and it does work with $0 to spare.

I believe that brings our chances of pulling all this off to 1/216 - 5/63 for the initial hand of uCCCn, 7/10 for not drawing both h and e in the next three cards, and 1/12 for Locusts.

(Which is amazingly good odds compared to the chances of ending up with this exact kingdom randomly! And it's also better than anything relying on pulling a specific card from the Black Market.)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 13, 2017, 11:53:51 am
Realized I was overlooking a simple solution for the "second hand" shuffle luck problem, just by adjusting the order of our copper gains from Banquet:

Hand: vuCCCn
Deck: [CCChe]
Play: v
Play: u (Curse to discard), CCC
Buy: Travelling Fair, Travelling Fair, Banquet (CCf topdeck all), Advance (n -> c, hex Locusts, f -> l, topdeck lc), Advance (f -> v)

8 Villas left

Hand: vf
Deck: clCC[CCCeh]

And since we only needed to guarantee two coppers from our first Watchtower draw, we're fine.

So that improves our odds to a practically guaranteed 5/756. (More importantly, it means that when Nocturne is available on Dominion Online, I won't have to click through a bunch of stuff to see if I got the 70% chance on cards 6-8; once we draw the Locusts hex, we're good to go.)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 09:46:13 am
Pouch can replace Cursed Gold, since the +Buy saves us a Travelling Fair.

With Black Market, we should be able to get rid of both Alms and Banquet now, so we finally have a 2 Event solution. I’m not sure yet if we can use both Heirlooms without Black Market though; all the slots are very important, at least in the current version of the solution. Maybe it can be done without the loop.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 10:24:32 am
Trying it on DO now. Took me 24 tries to get my opening hand, and my first Hex was War instead of Locusts (which still gets me as far as the first Watchtower draw).

Turn 1 - mith
m buys an Alms.
m gains a Villa.
m puts a Villa into their hand.
m plays a Villa.
m plays a Cursed Gold.
m gains a Curse.
m plays 3 Coppers.
m buys 2 Travelling Fairs and a Banquet.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
m gains a Fortress.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Necropolis.
m gains a Cursed Village.
m takes War.
m receives War
m reveals a Fortress.
m trashes a Fortress.
m puts a Fortress into their hand.
m discards War.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys a Travelling Fair and an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
m gains 2 Ruined Villages.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys a Travelling Fair and an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a Watchtower.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Watchtower.
m plays a Watchtower.
m draws 4 Coppers, a Death Cart and a Cursed Village.
Title: Re: Empty the Supply in 1 Turn
Post by: Qvist on November 16, 2017, 10:53:53 am
How do you topdeck Cursed Village? Not sure who is right but on ShufflIt you lose track and then it doesn't work.

If you want to try: Replay #8755793 from turn 3
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 11:26:19 am
Having a lot of trouble loading a game right now for some reason. But topdecking Cursed Village just worked for me, and I don't know why you would lose track in this case. Cursed Village doesn't go anywhere while resolving the Hex.
Title: Re: Empty the Supply in 1 Turn
Post by: navical on November 16, 2017, 11:42:34 am
Quote
Buy: Banquet (CC to discard, c, hex Locusts, f -> l, topdeck c)

This doesn't work: when you gain the Lurker, it goes on top of the Cursed Village which is lost track of, so Travelling Fair can't topdeck the Cursed Village.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 12:02:53 pm
Ah, and I guess I didn't notice because my game had War and not Locusts.

Welp, back to tweaking. :) Options:

1. Squeeze in Pouch somehow so we can afford the Lurker separately from the Hex; note that now either War or Locusts would work for getting the Fortress - if we hit Locusts, we can't topdeck the Cursed Village but we can just gain and topdeck and Watchtower instead.
2. Find an extra $2 later to fit in an extra Advance for Watchtower (or Cursed Village, but why risk another Hex?) before we draw.
Title: Re: Empty the Supply in 1 Turn
Post by: Qvist on November 16, 2017, 12:17:56 pm
Yeah, that is what I meant navical.
Maybe add Pouch so that you have an extra buy for Advance?
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 12:34:57 pm
Edit Ninja >_>

Yeah, I just haven't found where we can save a slot for Pouch yet.
Title: Re: Empty the Supply in 1 Turn
Post by: Qvist on November 16, 2017, 01:20:46 pm
Might work anyway the way you laid it out, too tired to think about it though right now.
But if you do instead of

Quote
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> d), Advance (f -> d), Advance (f -> r), Advance (f -> w), Advance (f -> v)

Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> d), Advance (f -> l), Advance (f -> r), Advance (f -> w), Advance (f -> v)

to be able to continue the loop and then get Crown+Crown+Lurker+Death Cart running to maybe get Overlords with additional Lurker plays instead of buying them...
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 02:52:55 pm
The problem is you need a Lurker earlier in order to get a Fortress back in hand. The original Fortress is used to draw a Watchtower to draw a bunch of stuff. Without the Fortress in hand after this, there is nothing to trash for all the Advances on the line you quoted.

The alternative to having a Lurker in hand at that point is if we gain Watchtower from Locusts instead - it is now serving the purpose of the lost-track-of Cursed Village, but it can also be used to trash a Fortress if we gain one. But we'd be giving up $5 to do it:

Hand: vf
Deck: wdwCCCC[Ceh]
Play: v, f, w, d
Hand: wCCCC
Play: CCCC
$10
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Banquet (CCf, trash f with w), Advance (f -> d), Advance (f -> w), Advance (f -> v)
$1 left

But we've lost a couple of our Advances here. Maybe it can still work in time, but I doubt it - we've replaced $10 from Death Carts with 2 Coppers, and we only had $3 to spare previously (never mind that our next action phase won't snowball as quickly).
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 02:59:46 pm
Lurker plays before the last buy don't help with Overlords in the sense that it takes two plays to get an Overlord whereas two Death Carts are Travelling Fair+Overlord; it's a wash.

Where we might be able to optimize though is to stack the deck with Lurkers in the last buy phase in order to gain the Overlords and then draw them. That gives an extra opportunity to gain the Overlords, and Lurkers are cheaper (obviously). I'll play around with this and see what happens.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 04:27:51 pm
I think this works:

f = Fortress
v = Villa
c = Cursed Village
p = Pooka
d = Death Cart
o = Overlord
l = Lurker
r = Crown
w = Watchtower
m = Mandarin

Advance
Alms
Banquet
Travelling Fair

Hand: uCCCn
Deck: CCC[eh]
Buy: Alms (v)

9 Villas left

Hand: vuCCCn
Play: v
Play: u (Curse to discard), CCC
Buy: Travelling Fair, Travelling Fair, Banquet (CCf), Advance (n -> c, hex Locusts, f -> w, topdeck w), Advance (f -> v)

8 Villas left

Hand: vf
Deck: wCCCCC[eh]
Play: v
Buy: Advance (f -> v)

7 Villas left

Hand: vf
Deck: wCCCCC[eh]
Play: v
Buy: Travelling Fair, Advance (f -> d), Advance (f -> v)

6 Villas left

Hand: vf
Deck: dwCCCCC[eh]
Play: v
Buy: Advance (f -> v)

5 Villas left

Hand: vf
Deck: dwCCCCC[eh]
Play: v
Buy: Travelling Fair, Advance (f -> w), Advance (f -> v)

4 Villas left

Hand: vf
Deck: wdwCCCCC[eh]
Play: v, f, w, d
Play: CCCC
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Banquet (CCf, trash f), Advance (f -> d), Advance (f -> w), Advance (f -> v)
$1 left

3 Villas left

Hand: vfw
Deck: wdCCC[eh]
Play: v, w, d
Play: CCC
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> d), Advance (f -> d), Advance (f -> r), Advance (f -> r), Advance (f -> w), Advance (f -> v)
$0 left

2 Villas left

Hand: vfw
Deck: wrrdd[eh]
Play: v, w, r on d, r on d
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> m, trash m), Advance (f -> d), Advance (f -> d), Advance (f -> r), Advance (f -> r), Advance (f -> w), Advance (f -> v)
$9 left

1 Villa left
Hand: vfw
Deck: wrrdduCCCCCCCCCC[eh]
Play: v, w, r on d, r on d
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> r), Advance (f -> w), Advance (f -> w), Advance (f -> l), Advance (f -> l), Advance (f -> l), Advance (f -> l), Advance (f -> l), Advance (f -> l), Advance (f -> w), Advance (f -> v)
$8 left

0 Villas left
Hand: vfw
Deck: wllllllwwruCCCCCCCCCC[eh]
Play: v, w
Hand: fwllll
Deck: llwwruCCCCCCCCCC[eh]
Play: l (trash o), l (o), l (trash o), l (o), w
Hand: foollw
Deck: wruCCCCCCCCCC[eh]
Play: l (trash o), l (o), w
Hand: fooowr
Deck: CCCCCCCCCC[eh]
Loop:
  r
    o as r
      o as r
        o as d (trash o)
        o as l (m, trash with w)
      o as l (o)
    o as w
+$5 per loop

We're back to needing Hovel and Overgrown Estate at the bottom of the deck, which is annoying. But given how much we have left when the last Villa is gained, we may be able to skip a Death Cart play, and swap another for Mandarin to put a shelter back on top.

(We also don't *need* the Fortress in hand at the end, if that helps any with setup. It's mostly there to make it cheaper to gain the supply with Advance over buying it with Overlord-as-Death-Cart.)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 05:39:16 pm
Trying it now, and drew Overgrown Estate; ended up topdecking with Mandarin and now I'm $1 short of being able to finish it off. Backtracking to see if I can save that coin somewhere.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 05:51:04 pm
Code: [Select]
Game #8766588, unrated.
m starts with 6 Coppers, a Hovel, a Necropolis, an Overgrown Estate and a Cursed Gold.
m shuffles their deck.
m draws 3 Coppers, a Necropolis and a Cursed Gold.

Turn 1 - mith
m buys an Alms.
m gains a Villa.
m puts a Villa into their hand.
m plays a Villa.
m plays 3 Coppers and a Cursed Gold.
m gains a Curse.
m buys a Banquet and 2 Travelling Fairs.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
m gains a Fortress.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Necropolis.
m gains a Cursed Village.
m takes Locusts.
m receives Locusts
m reveals a Fortress.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
Travelling Fair loses track of Cursed Village (it was covered up).
Travelling Fair loses track of Cursed Village (it was covered up).
m reacts with a Travelling Fair.
m topdecks a card.
m discards Locusts.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance and a Travelling Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
m gains 2 Ruined Libraries.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance and a Travelling Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Watchtower.
m plays a Watchtower.
m draws 3 Coppers, a Watchtower, a Death Cart and an Overgrown Estate.
m plays a Death Cart.
m trashes a Death Cart.
m plays 3 Coppers.
m buys a Banquet and 3 Travelling Fairs.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Copper (it moved).
Watchtower loses track of Copper (it moved).
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Copper (it moved).
Watchtower loses track of Copper (it moved).
m gains a Fortress.
m reacts with a Watchtower.
m trashes a Fortress.
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
m puts a Fortress into their hand.
Watchtower loses track of Fortress (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Ruined Village.
m reacts with a Watchtower.
m trashes a Ruined Village.
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
m gains a Ruined Market.
m reacts with a Watchtower.
m trashes a Ruined Market.
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Watchtower (it moved).
Watchtower loses track of Watchtower (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Watchtower.
m draws 2 Coppers, a Watchtower and a Death Cart.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays 2 Coppers.
m buys an Advance and 4 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Survivors.
m reacts with a Watchtower.
m trashes a Survivors.
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
m gains an Abandoned Mine.
m reacts with a Watchtower.
m trashes an Abandoned Mine.
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Ruined Village.
m reacts with a Watchtower.
m trashes a Ruined Village.
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
m gains a Ruined Village.
m reacts with a Watchtower.
m trashes a Ruined Village.
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Crown.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Crown (it moved).
Watchtower loses track of Crown (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Watchtower (it moved).
Watchtower loses track of Watchtower (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Watchtower.
m draws a Watchtower, 2 Death Carts and a Crown.
m plays a Crown.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Death Cart again.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m buys an Advance and 5 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Mandarin.
m topdecks 8 Coppers, a Crown and a Cursed Gold.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Mandarin (it moved).
Watchtower loses track of Mandarin (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Ruined Market.
m reacts with a Watchtower.
m trashes a Ruined Market.
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
m gains an Abandoned Mine.
m reacts with a Watchtower.
m trashes an Abandoned Mine.
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
m buys and gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Watchtower (it moved).
Watchtower loses track of Watchtower (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Watchtower.
m draws a Watchtower, a Mandarin and 2 Death Carts.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Watchtower.
m draws a Copper, a Crown and a Cursed Gold.
m plays a Mandarin.
m topdecks an Overgrown Estate.
m plays a Crown.
m plays a Cursed Gold.
m gains a Curse.
m plays a Cursed Gold again.
m gains a Curse.
m plays a Copper.
m buys an Advance and 11 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Crown.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Watchtower.
m plays a Watchtower.
m draws 5 Lurkers and a Watchtower.
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays a Lurker.
m trashes a Mandarin.
m plays a Watchtower.
m draws 2 Lurkers, 2 Watchtowers and 2 Overlords.
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays a Watchtower.
m draws an Overgrown Estate, a Crown and an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Death Cart.
m trashes a Death Cart.
m plays an Overlord again.
m plays a Lurker.
m gains a Mandarin.
m topdecks a Copper, 4 Crowns and a Cursed Gold.
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays an Overlord again.
m plays a Watchtower.
m draws a Crown and 3 Overlords.
Title: Re: Empty the Supply in 1 Turn
Post by: ThetaSigma12 on November 16, 2017, 05:52:54 pm
Code: [Select]
I suggest using Code to make it easier to scroll.
So does that mean that you got it to work?
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 06:04:16 pm
Yep, just barely. I played the Fortress to save a buy, $1 left to spare.

We need buys for everything except the Coppers (which we will gain along with Silvers from Banquet). 57 actions left (once I Lurker a Fortress for Advance), 24 victory, 7 curses, and 70 gold/silver = 158 buys, minus the one we have, so $314 just for the Travelling Fairs. A total of $120 for the victory cards, $180 for gold, and $120 for silver, so $734 altogether, and after one loop I have $7. So $727 to go. On the last loop, I can play an extra two Death Carts and a Lurker to gain a Fortress to hand (for Advance). So $717 at $5 per loop is 144 more loops...
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 06:19:30 pm
I'll go back and finish eventually, but for now:

Code: [Select]
Trash
Topdeck
Done Reacting
View Trash | Undo | Resign
Game #8766588, unrated.
m starts with 6 Coppers, a Hovel, a Necropolis, an Overgrown Estate and a Cursed Gold.
m shuffles their deck.
m draws 3 Coppers, a Necropolis and a Cursed Gold.

Turn 1 - mith
m buys an Alms.
m gains a Villa.
m puts a Villa into their hand.
m plays a Villa.
m plays 3 Coppers and a Cursed Gold.
m gains a Curse.
m buys a Banquet and 2 Travelling Fairs.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
m gains a Fortress.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Necropolis.
m gains a Cursed Village.
m takes Locusts.
m receives Locusts
m reveals a Fortress.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
Travelling Fair loses track of Cursed Village (it was covered up).
Travelling Fair loses track of Cursed Village (it was covered up).
m reacts with a Travelling Fair.
m topdecks a card.
m discards Locusts.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance and a Travelling Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
m gains 2 Ruined Libraries.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance and a Travelling Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Watchtower.
m plays a Watchtower.
m draws 3 Coppers, a Watchtower, a Death Cart and an Overgrown Estate.
m plays a Death Cart.
m trashes a Death Cart.
m plays 3 Coppers.
m buys a Banquet and 3 Travelling Fairs.
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Copper (it moved).
Watchtower loses track of Copper (it moved).
m gains a Copper.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Copper (it moved).
Watchtower loses track of Copper (it moved).
m gains a Fortress.
m reacts with a Watchtower.
m trashes a Fortress.
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
Travelling Fair loses track of Fortress (it moved).
m puts a Fortress into their hand.
Watchtower loses track of Fortress (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Ruined Village.
m reacts with a Watchtower.
m trashes a Ruined Village.
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
m gains a Ruined Market.
m reacts with a Watchtower.
m trashes a Ruined Market.
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Watchtower (it moved).
Watchtower loses track of Watchtower (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Watchtower.
m draws 2 Coppers, a Watchtower and a Death Cart.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays 2 Coppers.
m buys an Advance and 4 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Survivors.
m reacts with a Watchtower.
m trashes a Survivors.
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
Travelling Fair loses track of Survivors (it moved).
m gains an Abandoned Mine.
m reacts with a Watchtower.
m trashes an Abandoned Mine.
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Ruined Village.
m reacts with a Watchtower.
m trashes a Ruined Village.
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
m gains a Ruined Village.
m reacts with a Watchtower.
m trashes a Ruined Village.
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
Travelling Fair loses track of Ruined Village (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Crown.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Crown (it moved).
Watchtower loses track of Crown (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Watchtower (it moved).
Watchtower loses track of Watchtower (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Watchtower.
m draws a Watchtower, 2 Death Carts and a Crown.
m plays a Crown.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Death Cart again.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m buys an Advance and 5 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Mandarin.
m topdecks 8 Coppers, a Crown and a Cursed Gold.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Mandarin (it moved).
Watchtower loses track of Mandarin (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m gains a Ruined Market.
m reacts with a Watchtower.
m trashes a Ruined Market.
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
Travelling Fair loses track of Ruined Market (it moved).
m gains an Abandoned Mine.
m reacts with a Watchtower.
m trashes an Abandoned Mine.
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
Travelling Fair loses track of Abandoned Mine (it moved).
m buys and gains a Death Cart.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Death Cart (it moved).
Watchtower loses track of Death Cart (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Watchtower (it moved).
Watchtower loses track of Watchtower (it moved).
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Watchtower loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Watchtower.
m draws a Watchtower, a Mandarin and 2 Death Carts.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Death Cart.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Watchtower.
m draws a Copper, a Crown and a Cursed Gold.
m plays a Mandarin.
m topdecks an Overgrown Estate.
m plays a Crown.
m plays a Cursed Gold.
m gains a Curse.
m plays a Cursed Gold again.
m gains a Curse.
m plays a Copper.
m buys an Advance and 11 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Crown.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Watchtower.
m reacts with a Travelling Fair.
m topdecks a card.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Watchtower.
m plays a Watchtower.
m draws 5 Lurkers and a Watchtower.
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays a Lurker.
m trashes a Mandarin.
m plays a Watchtower.
m draws 2 Lurkers, 2 Watchtowers and 2 Overlords.
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays a Watchtower.
m draws an Overgrown Estate, a Crown and an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Death Cart.
m trashes an Overlord.
m plays an Overlord again.
m plays a Lurker.
m gains a Mandarin.
m topdecks a Copper, 2 Crowns, 2 Overlords and a Cursed Gold.
m reacts with a Watchtower.
m trashes a Mandarin.
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks a card.
Watchtower loses track of Overlord (it moved).
Watchtower loses track of Overlord (it moved).
m plays an Overlord again.
m plays a Watchtower.
m draws a Crown and 3 Overlords.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Death Cart.
m trashes an Overlord.
m plays an Overlord again.
m plays a Lurker.
m gains a Mandarin.
m reacts with a Watchtower.
m trashes a Mandarin.
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
m topdecks a Crown and 2 Overlords.
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
m plays an Overlord again.
m plays a Watchtower.
m draws a Crown and 3 Overlords.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Death Cart.
m trashes an Overlord.
m plays an Overlord again.
m plays a Lurker.
m gains a Mandarin.
m reacts with a Watchtower.
m trashes a Mandarin.
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
m topdecks a Crown and 2 Overlords.
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
m plays an Overlord again.
m plays a Watchtower.
m draws a Crown and 3 Overlords.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Crown.
m plays an Overlord.
m plays a Death Cart.
m trashes an Overlord.
m plays an Overlord again.
m plays a Lurker.
m gains a Mandarin.
m reacts with a Watchtower.
m trashes a Mandarin.
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
Travelling Fair loses track of Mandarin (it moved).
m topdecks a Crown and 2 Overlords.
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
Travelling Fair loses track of Overlord (it moved).
m plays an Overlord again.
m plays a Watchtower.
m draws a Crown and 3 Overlords.
m buys 6 Travelling Fairs and a Curse.
m gains a Curse.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
m buys and gains a Curse.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
m buys and gains a Curse.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
m buys and gains a Curse.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
m buys and gains a Curse.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
m buys and gains a Curse.
m reacts with a Watchtower.
m topdecks a card.
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
Travelling Fair loses track of Curse (it moved).
m buys and gains a Curse.

You gain a Curse and...
• may topdeck.
• may reveal Watchtower to trash it.
• may reveal Watchtower to topdeck it.

(https://cf.geekdo-images.com/images/pic3839276_lg.png)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 16, 2017, 06:21:43 pm
One thing I didn't notice until I actually got to the loop was that with the additional cycles added by using Lurker after the last Villa is gone, we were down to 1 Watchtower in the pile. I would have been super annoyed if I got to that point only to realize the loop didn't work because there wasn't a Watchtower to copy. :)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 17, 2017, 11:18:58 am
Another possible area for improvement:

In the case where we draw one of the shelters, we (probably) have to gain Mandarin to topdeck it at some point so that we draw an extra card with Watchtower. If we do this after we have already played a Crown, it goes back on top. In the game above, I had to immediately use it to double my Cursed Gold (or I'm short on coin again). But in the case where we don't draw a shelter, it may be worthwhile to gain the Mandarin after a Crown (and maybe even an Overlord-Crown) has been used on Death Cart, saving tempo later. We can also trash the Mandarin to Death Cart, rather than using an extra Lurker play to trash one later.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 17, 2017, 04:21:10 pm
New version, based on the Overlord-KC-MV-Lurker loop:

f = Fortress
v = Villa
x = Doctor
a = Pooka
t = Tracker
o = Overlord
l = Lurker
k = King's Court
m = Mining Village

Advance
Travelling Fair
Ferry

Hand: upCCn
Deck: [CCCeh]
Play: upCC
Buy: Travelling Fair, Advance (n -> f), Doctor (+1, f), Advance (f -> v)

9 Villas left

Hand: vf

With the extra slots freed up by the smaller loop, we can fit in Tracker, replacing the Cursed Village/Banquet/Alms setup with Doctor/Pouch. We're not in as good a position to this point - we're a Villa ahead, but don't have a Watchtower on top. However, the setup may be simpler in the long run - we only need the three Overlords, plus Ferry on King's Court. Watchtower is no longer necessary (we don't need to trash Mandarin), so could be replaced with Library or some other draw.

(Using Doctor/Pouch also improves our initial setup probability to 5/126.)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 17, 2017, 04:57:12 pm
I'm now curious if we can also expand the loop and play Tracker enough times to gain all the Will-o'-Wisps... (and gain all the Silvers and Golds as well)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 20, 2017, 02:16:19 pm
Another thought is to use Pixie as our self-trasher (and get Goat for helping initial setup); that's not optimal from a starting-hand-odds standpoint (1/252, which is worse than relying on a specific Hex in the Cursed Village version), but there is something elegant about getting started with the perfect hand of Heirlooms and Shelters.

Hand: upgen
Deck: [CCCCh]
Play: up
Buy: Advance (n -> f), Villa

9 Villas left

Hand: vge
Deck: f[CCCCh]
Play: v
Play: g (e -> f)
Buy: Travelling Fair, Advance (f -> ?), Advance (f -> v)

Also gives us an extra kingdom slot to play with (Pixie replaces Doctor/Mining Village) for setting up our final hand. And if one of those slots is Bridge (or variant), we don't need Ferry and can do it with two Events.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 20, 2017, 07:04:44 pm
[edit]Bleh, forgot I need a Travelling Fair before I can use Goat.[/edit]
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 21, 2017, 03:38:57 pm
Ok, this should do it (unless I've made another dumb mistake somewhere), with xnor's Goat setup (from the Win in 1 thread):

f = Fortress
v = Villa
x = Pixie
a = Pooka
t = Tracker
o = Overlord
l = Lurker
k = King's Court
b = Bridge
y = Library

Travelling Fair
Advance

c = Curse
u = Cursed Gold
p = Pouch
g = Goat
e = Overgrown Estate
n = Necropolis

Hand: upgen
Deck: [CCCCh]
Play: u (c), p
$4, 2 Buys
Buy: Travelling Fair, Lurker, Advance (n -> v)
$0, 1 Buy left

9 Villas left

Hand: vge
Deck: l[CCCCh]
Play: g (e -> l)
Buy: Advance (v -> v)
$1 left

8 Villas left

Hand: vl
Deck: [CCCCh]
Play: l (f), v
Buy: Advance (f -> v)
$2 left

7 Villas left

Hand: vf
Deck: [CCCCh]
Play: v
Buy: Advance (f -> v)
$3 left

6 Villas left

Hand: vf
Deck: [CCCCh]
Play: v
Buy: Advance (f -> v)
$4 left

5 Villas left

Hand: vf
Deck: [CCCCh]
Play: v
Buy: Advance (f -> v)
$5 left

4 Villas left

Hand: vf
Deck: bl[CCCCh]
Play: v
$6, 1 Buy
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> l), Advance (f -> b), Advance (f -> y), Advance (f -> v)
$0 left

3 Villas left

Hand: vf
Deck: ybl[CCCCh]
Play: v, f, y, b, l (f)
Play: CCCC
Hand: fh
$6, 2 Buys
Buy: Travelling Fair, Travelling Fair, Travelling Fair, Advance (f -> l), Advance (f -> b), Advance (f -> k), Advance (f -> y), Advance (f -> v)

2 Villas left

Hand: vfh
Deck: ykbl
Play: v, f, y, k (bbb), l (f)
$4, 4 Buys
Buy: Travelling Fair, Travelling Fair, Advance (f -> l), Advance (f -> b), Advance (f -> k), Advance (f -> k), Advance (f -> y), Advance (f -> v)

1 Villa left

Hand: vfhc
Deck: ykkbl
Play: v, f, y, k (bbb),
  k
    l (f)
    l (trash o)
    l (gain o)
Hand: fh
Deck: o
$4, 4 Buys
Buy: Travelling Fair, Travelling Fair, Advance (f -> l), Advance (f -> l), Advance (f -> k), Advance (f -> k), Advance (f -> y), Advance (f -> v)

0 Villas left

Hand: vfhc
Deck: ykkllo
Play: v, f, y
Hand: hckkllo
Play:
  k
    k
      l (trash o)
      l (gain o)
      l (f)
    k
      o as x (trash, draw o)
      o as l (gain o)
      o as k
        loop
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 21, 2017, 04:52:53 pm
I haven't seen a way to get there without Bridge - Ferry effectively costs 5 Villas - and with Bridge in the Doctor/Mining Village version there is no slot for draw.

We could keep Doctor but replace Mining Village with Pixie, and then use Pixie (The Sea's Gift) for our first draw and Pooka afterward, but I'm pretty sure this is too slow and relying on a Boon makes the odds worse than the version without Doctor anyway.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 21, 2017, 07:08:27 pm
And the log, with Council Room instead of Library since I had already randomized my way to the right starting hand on turn 2.

Code: [Select]
Game #8900068, unrated.
m starts with 4 Coppers, a Hovel, a Necropolis, an Overgrown Estate, a Cursed Gold, a Goat and a Pouch.
m shuffles their deck.
m draws 4 Coppers and a Hovel.

Turn 1 - mith
m draws a Necropolis, an Overgrown Estate, a Cursed Gold, a Goat and a Pouch.

Turn 2 - mith
m plays a Cursed Gold.
m gains a Curse.
m plays a Pouch.
m buys a Lurker and a Travelling Fair.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys an Advance.
m trashes a Necropolis.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
m plays a Goat.
m trashes an Overgrown Estate.
m draws a Lurker.
m buys an Advance.
m trashes a Villa.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
m plays a Lurker.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m buys an Advance and 3 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Bridge.
m reacts with a Travelling Fair.
m topdecks a Bridge.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Council Room.
m reacts with a Travelling Fair.
m topdecks a Council Room.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Council Room.
m plays a Council Room.
m shuffles their deck.
m draws a Copper, a Bridge, a Lurker and a Hovel.
m plays a Bridge.
m plays a Lurker.
m trashes a Fortress.
m puts a Fortress into their hand.
m buys an Advance and a Travelling Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Bridge.
m reacts with a Travelling Fair.
m topdecks a Bridge.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Council Room.
m reacts with a Travelling Fair.
m topdecks a Council Room.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Council Room.
m plays a Council Room.
m draws 2 Coppers, a Bridge and a Lurker.
m plays a Bridge.
m plays a Lurker.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays 3 Coppers.
m buys an Advance and 2 Travelling Fairs.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Bridge.
m reacts with a Travelling Fair.
m topdecks a Bridge.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a King's Court.
m reacts with a Travelling Fair.
m topdecks a King's Court.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Council Room.
m reacts with a Travelling Fair.
m topdecks a Council Room.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Villa.
m plays a Fortress.
m draws a Council Room.
m plays a Council Room.
m draws a Copper, a Bridge, a Lurker and a King's Court.
m plays a King's Court.
m plays a Bridge.
m plays a Bridge again.
m plays a Bridge a third time.
m plays a Lurker.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Copper.
m buys a Lurker and 3 Travelling Fairs.
m gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys and gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys and gains a Lurker.
m reacts with a Travelling Fair.
m topdecks a Lurker.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a King's Court.
m reacts with a Travelling Fair.
m topdecks a King's Court.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a King's Court.
m reacts with a Travelling Fair.
m topdecks a King's Court.
m buys and gains a Council Room.
m reacts with a Travelling Fair.
m topdecks a Council Room.
m buys and gains a Council Room.
m reacts with a Travelling Fair.
m topdecks a Council Room.
m buys and gains a Villa.
m puts a Villa into their hand.
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
Travelling Fair loses track of Villa (it moved).
m plays a Fortress.
m draws a Council Room.
m plays a Council Room.
m draws a Council Room, a Lurker and 2 King's Courts.
m plays a Council Room.
m draws a Curse and 2 Lurkers.
m plays a King's Court.
m plays a King's Court.
m plays a Lurker.
m trashes an Overlord.
m plays a Lurker again.
m trashes an Overlord.
m plays a Lurker a third time.
m trashes an Overlord.
m plays a King's Court again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
m plays a Lurker again.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
m plays a Lurker a third time.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
m plays a King's Court a third time.
m plays a Lurker.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Lurker again.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Lurker a third time.
m trashes a Fortress.
m puts a Fortress into their hand.
m plays a Fortress.
m draws an Overlord.
m plays a Fortress.
m draws an Overlord.
m plays a Fortress.
m draws an Overlord.
m plays a Villa.
m plays an Overlord.
m plays a King's Court.
m plays an Overlord.
m plays a Pixie.
m takes The Flame's Gift.
m trashes a Curse, a Hovel and an Overlord.
m discards The Flame's Gift.
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
m plays an Overlord a third time.
m plays a King's Court.
m plays an Overlord.
m plays a Pixie.
m draws an Overlord.
m takes The Mountain's Gift.
m trashes a Pixie.
m gains 2 Silvers.
m discards The Mountain's Gift.
m plays an Overlord again.
m plays a Lurker.
m gains an Overlord.
m reacts with a Travelling Fair.
m topdecks an Overlord.
m plays an Overlord a third time.
m plays a King's Court.
m plays an Overlord.

Choose a card to impersonate.

Tedious to play it out, but not quite as bad as the other loop.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 21, 2017, 07:58:18 pm
Played it far enough to gain all the Provinces (with Earth's Gift) and then drew my deck and bought all the Duchies and Estates. Dominion Online doesn't handle counting cards correctly in this loop. :)

https://boardgamegeek.com/image/3849056/mith?size=large
Title: Re: Empty the Supply in 1 Turn
Post by: jonaskoelker on December 30, 2017, 04:48:53 am
Ok, this should do it (unless I've made another dumb mistake somewhere)

[some shorthand omitted]

x = Pixie
o = Overlord
l = Lurker
k = King's Court

[long and impressive set-up]

Play:
  k
    k
      l (trash o)
      l (gain o)
      l (f)
    k
      o as x (trash, draw o)
      o as l (gain o)
      o as k
        loop

When you use Pixie (http://wiki.dominionstrategy.com/index.php/Pixie) as the self-trasher and you have to trash it on every play (or else you run out of Overlord (http://wiki.dominionstrategy.com/index.php/Overlord)s), you will eventually receive The Mountain's Gift (http://wiki.dominionstrategy.com/index.php/The_Mountain's_Gift), which non-optionally gains you a Silver (http://wiki.dominionstrategy.com/index.php/Silver) (each time, so two Silver in total). I think this makes it hard to draw the other Overlord.

Am I missing something here? I see you're using Library; I'm not sure the King's Court (http://wiki.dominionstrategy.com/index.php/King's_Court)/Overlord/Pixie/Lurker (http://wiki.dominionstrategy.com/index.php/Lurker) loop can sneak in much draw, unless it's the self-trashing Tragic Hero (http://wiki.dominionstrategy.com/index.php/Tragic_Hero) (which requires a large hand to work).
Title: Re: Empty the Supply in 1 Turn
Post by: jonaskoelker on December 31, 2017, 06:18:10 am
Am I missing something here?
Yes I am. I'm missing that Travelling Fair (http://wiki.dominionstrategy.com/index.php/Travelling_Fair) can topdeck the Overlord (http://wiki.dominionstrategy.com/index.php/Overlord) you gain during the loop, guaranteeing that you can always draw it, no matter what other cards you gain.

If Pixie (http://wiki.dominionstrategy.com/index.php/Pixie) gives you The Wind's Gift (http://wiki.dominionstrategy.com/index.php/The_Wind's_Gift), you might need to have two cards you can discard, in case you don't draw anything (or one card, if you draw one card you can discard). You have that in Hovel (http://wiki.dominionstrategy.com/index.php/Hovel) and Curse (http://wiki.dominionstrategy.com/index.php/Curse), though, so no problem. When you get the Boon, there's no Overlord on your deck which must stay there, so you'll have cards to draw and discard to subsequent Wind's Gifts. So it poses no problem.

Here's a part of your solution you haven't posted an analysis of:

The setup plays 4xBridge (http://wiki.dominionstrategy.com/index.php/Bridge). If Colony (http://wiki.dominionstrategy.com/index.php/Colony) is not in the supply, the most expensive card is Province (http://wiki.dominionstrategy.com/index.php/Province) at $4.

Repeatedly triggering Pixie will get you The Forest's Gift (http://wiki.dominionstrategy.com/index.php/The_Forest's_Gift), The Field's Gift (http://wiki.dominionstrategy.com/index.php/The_Field's_Gift) and The River's Gift (http://wiki.dominionstrategy.com/index.php/The_River's_Gift) twice each, after which they'll get set aside.

The remaining boons don't give you money, but The Mountain's Gift (http://wiki.dominionstrategy.com/index.php/The_Mountain's_Gift) gains you Silver and The Sea's Gift (http://wiki.dominionstrategy.com/index.php/The_Sea's_Gift) lets you draw those Silvers. You can iterate the loop until you have all the Silver in hand—the other boons don't upset this process.

You can then use The Earth's Gift (http://wiki.dominionstrategy.com/index.php/The_Earth's_Gift) to gain (and later draw) all cards costing up to $4, which includes all cards with neither potion nor debt cost—i.e. everything except Overlord, in your particular kingdom. Well, except that you need to leave one in each Overlorded pile or else Overlord doesn't work.

Furthermore, if you modify the loop by injecting a tripled KC followed by KC, Bridge, Lurker (gaining Overlord), Lurker (gaining a second Overlord), Pixie or Fortress (http://wiki.dominionstrategy.com/index.php/Fortress) (drawing Overlords), you have one tripled action and two Overlords in hand with which to continue the loop. With this modification, Colony now costs $4 (and Platinum (http://wiki.dominionstrategy.com/index.php/Platinum) costs less) so you can gain those as well.

When you're done looping, you can play 40xSilver and 30xGold for $170. Spend at most $20 for 10xTravelling Fair and at most $80 to buy at most 10xOverlord, plus $6 for 3xTravelling Fair (and maybe some chump change) to buy King's Court, Pixie and Lurker.

To needlessly optimize this further: you already have some of the Overlords, and you could probably gain more using the King's Courts and Lurkers you gained with The Earth's Gift, and some of those Overlords could be played as more King's Courts and Lurkers to gain more Overlords. You could also just trash them—which takes fewer Lurker plays—if you're happy to empty rather than gain the supply. Also, with the +buy from Bridge you can skip some of the Travelling Fairs.

Using gaining with boons rather than infinite money to empty (almost all of) the supply is cute, I like it.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on January 02, 2018, 06:08:35 pm
Yeah, once I got it done with two events, I got tired of trying to optimize the loop. The Pixie loop takes way more plays than the Death Cart loop, since we are effectively netting a Silver, a Will-o'-Wisp, and another card costing up to $4 each 9 plays (after the first pass through the boons). Once we have all the Will-o'-Wisps (~111 Pixie plays), we can use them to draw a big hand and play something crazy like 4xKC into 18xBr before resuming the loop, but even that only nets us 27 buys (from Bridge and Travelling Fair).
Title: Re: Empty the Supply in 1 Turn
Post by: jonaskoelker on January 02, 2018, 08:54:41 pm
The setup plays 4xBridge (http://wiki.dominionstrategy.com/index.php/Bridge). If Colony (http://wiki.dominionstrategy.com/index.php/Colony) is not in the supply, the most expensive card is Province (http://wiki.dominionstrategy.com/index.php/Province) at $4.
This is wrong. The setup plays 7xBridge. Once with 3 Villa (http://wiki.dominionstrategy.com/index.php/Villa)s left, thrice with 2 Villas left and thrice with 1 Villa left.

Sneaking in more Bridge plays is thus not necessary.

play something crazy like 4xKC into 18xBr before resuming the loop, but even that only nets us 27 buys (from Bridge and Travelling Fair).

Playing more Bridge still saves us money, as you have astutely observed, but we already have enough.

By my count, your setup uses 5xLurker (http://wiki.dominionstrategy.com/index.php/Lurker), which means we can sneak 15xLurker into the loop (with King's Court (http://wiki.dominionstrategy.com/index.php/King's_Court)), which lets us gain 7xOverlord (http://wiki.dominionstrategy.com/index.php/Overlord) and trash the 8th. We already have 2 when we start the loop, so this gets all 10 Overlords out of the supply before entering the buy phase. Once everything else has been gained, the last play of a KC'd Overlord can be a Lurker, trashing King's Court, Pixie and Lurker. This way, you can empty the supply with a single Lurker being the only card you bought.

You can probably even end the loop by gaining the trashed Overlord instead of trashing Lurker; then KC/KC/Overlord/Overlord/Overlord as Lurker can gain some trashed cards; the last Overlord can trash and gain the last Lurker.

I'm a little tired atm, so my reading and counting skills are probably not the greatest, but I think you only trash Overgrown Estate (http://wiki.dominionstrategy.com/index.php/Overgrown_Estate) and a Villa (http://wiki.dominionstrategy.com/index.php/Villa); so this means you can put the entire supply into your deck by only buying a single Lurker and leaving a single non-supply card in the trash.

I find this very neat and pleasing.

Once we have all the Will-o'-Wisps (~111 Pixie plays), we can use them to draw a big hand
Oh hey, 7xBridge makes them near-certain labs, that's a cute interaction.

I do puzzles on paper, you play them out. I suspect that makes me inclined to maximize elegance and nifty-ness, and you inclined to minimize the amount of clicking since you bear the costs of the solution. Today I learned [...].
Title: Re: Empty the Supply in 1 Turn
Post by: mith on January 15, 2018, 01:33:37 pm
By my count, your setup uses 5xLurker (http://wiki.dominionstrategy.com/index.php/Lurker), which means we can sneak 15xLurker into the loop (with King's Court (http://wiki.dominionstrategy.com/index.php/King's_Court)), which lets us gain 7xOverlord (http://wiki.dominionstrategy.com/index.php/Overlord) and trash the 8th. We already have 2 when we start the loop, so this gets all 10 Overlords out of the supply before entering the buy phase. Once everything else has been gained, the last play of a KC'd Overlord can be a Lurker, trashing King's Court, Pixie and Lurker. This way, you can empty the supply with a single Lurker being the only card you bought.

Only 12x Lurker; one needs to stay in the supply for Overlord to copy in the loop.

Quote
I'm a little tired atm, so my reading and counting skills are probably not the greatest, but I think you only trash Overgrown Estate (http://wiki.dominionstrategy.com/index.php/Overgrown_Estate) and a Villa (http://wiki.dominionstrategy.com/index.php/Villa); so this means you can put the entire supply into your deck by only buying a single Lurker and leaving a single non-supply card in the trash.

I find this very neat and pleasing.

Yep, that should be doable.

Quote
I do puzzles on paper, you play them out. I suspect that makes me inclined to maximize elegance and nifty-ness, and you inclined to minimize the amount of clicking since you bear the costs of the solution. Today I learned [...].

I actually did this on paper (or a text editor on computer), and then played it out (primarily because cool factor and also to catch errors). It's just that my goal was different - proving it could be done at all, and then with only two events. Some consideration was also given to reducing the starting hand luck needed (to make it realistic to play out), though I eventually ended up with the worst possible starting hand luck required. Maybe it can be improved by someone, I just haven't seen it yet.

I consider the other optimization and elegance as an exercise left to the reader. ;)
Title: Re: Empty the Supply in 1 Turn
Post by: Qvist on March 21, 2018, 05:30:36 am
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

https://youtu.be/pbWdV9H2SKk
Title: Re: Empty the Supply in 1 Turn
Post by: GendoIkari on March 21, 2018, 02:12:11 pm
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

https://youtu.be/pbWdV9H2SKk

Wait, I don't think this works? You keep The Forest's Gift (http://wiki.dominionstrategy.com/index.php/The_Forest's_Gift) until cleanup, meaning that you won't be able to receive it from Pixie again this turn...

*Edit* I think jonaskoelker's post explains it. From this video, it sounded like you were relying on The Forest's Gift to get the buys and money you needed; but I see that you don't actually need many buys or money to gain everything.
Title: Re: Empty the Supply in 1 Turn
Post by: jonaskoelker on March 21, 2018, 03:41:48 pm
*Edit* I think jonaskoelker's post explains it.
I think so too—although it's not obvious how the loop works when you use Pixie as payload, as made evident by me correcting some guy named 'jonaskoelker' several times ;D
Title: Re: Empty the Supply in 1 Turn
Post by: jonaskoelker on March 21, 2018, 03:44:35 pm
[link to youtube video, game is in turn 425]
Qvist's patience is saintly and his video is awesome. Go upvote his post.
Title: Re: Empty the Supply in 1 Turn
Post by: JW on March 21, 2018, 04:44:59 pm
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

Thanks for the beautiful illustration. I've requested an "order starting deck in solo mode" feature so that (if they implement it) you'll never need to go through this again: http://forum.shuffleit.nl/index.php?topic=2881.msg12749#msg12749
Title: Re: Empty the Supply in 1 Turn
Post by: Qvist on March 22, 2018, 07:24:24 am
You are right Forest Gift doesn't work, I missed that part. But Mountain+Earth Gift works and should easily solve this issue.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on March 26, 2018, 02:45:02 pm
Awesome, thanks Qvist. (If I had known you were making one, I would have pointed out the game ID for the perfect hand on turn 2, to save you all those clicks...)
Title: Re: Empty the Supply in 1 Turn
Post by: mith on March 28, 2018, 06:00:46 pm
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

Thanks for the beautiful illustration. I've requested an "order starting deck in solo mode" feature so that (if they implement it) you'll never need to go through this again: http://forum.shuffleit.nl/index.php?topic=2881.msg12749#msg12749

BTW, this was already requested here: http://forum.shuffleit.nl/index.php?topic=2593.0 Maybe Stef will give us an update.
Title: Re: Empty the Supply in 1 Turn
Post by: jonaskoelker on March 29, 2018, 07:04:10 am
You are right Forest Gift doesn't work, I missed that part. But Mountain+Earth Gift works and should easily solve this issue.

Yes, although it changes the payload from "infinite money and buys" into "gain and draw all cards which have neither potion nor debt in their costs (and only those)".

It's a very small difference, and it's definitely not a problem, because some of the cards you can gain are King's Court (http://wiki.dominionstrategy.com/index.php/King's_Court) and Lurker (http://wiki.dominionstrategy.com/index.php/Lurker) which gain some copies of the only not-merely-coin-costing card (Overlord (http://wiki.dominionstrategy.com/index.php/Overlord)), and some of the others cards are treasures which help you pay for the Overlords. (Travelling Fair (http://wiki.dominionstrategy.com/index.php/Travelling_Fair) gets you the buys you need.)

There's one bit either missing or implicit in what you said: since The Earth's Gift (http://wiki.dominionstrategy.com/index.php/The_Earth's_Gift) decreases your hand size, you also need something to increase it, such as The Sea's Gift (http://wiki.dominionstrategy.com/index.php/The_Sea's_Gift), and that something needs to be repeatable, which it is in the case of The Sea's Gift.

Using The Swamp's Gift (http://wiki.dominionstrategy.com/index.php/The_Swamp's_Gift) to gain Will-o'-Wisp (http://wiki.dominionstrategy.com/index.php/Will-o'-Wisp)s and The Wind's Gift (http://wiki.dominionstrategy.com/index.php/The_Wind's_Gift) to sift them into hand and the Will-o'-Wisps to draw (KC'd Bridge (http://wiki.dominionstrategy.com/index.php/Bridge)s help) would work if there was enough Will-o'-Wisps to gain; infinite would be great, but a mere billion—or just a thousand or so, I think—would surely be enough. Alas, there are not enough Will-o'-Wisps, so this is not (sufficiently) repeatable.

TL;DR: you are right, given that a particular true assumption is true.
Title: Re: Empty the Supply in 1 Turn
Post by: mith on September 28, 2018, 12:37:20 pm
I haven't seen anything in the Renaissance previews that helps here, though of course I may be missing something. (Scholar can probably be used in place of Library, but without much/any benefit.)

I had at first thought Innovation, maybe, stack the deck with your loop cards and then buy Innovation and a draw card. But it's first time in your turn, not first time after you buy the project.
Title: Re: Empty the Supply in 1 Turn
Post by: majiponi on September 28, 2018, 08:21:52 pm
Ok, this should do it (unless I've made another dumb mistake somewhere), with xnor's Goat setup (from the Win in 1 thread)
Renaissance brushed up that combo. Go upvote his post!


Kingdom: Lurker(l), Pixie, Tracker, Watchtower(w), Fortress(f), Priest(p), Villa(v), Pooka
Events: Advance, Travelling Fair
Others: Curse(c), Overgrown Estate(e), Goat(g), Hovel(h), Necropolis(n), Pouch(p), Cursed Gold(u)

Hand: upgen
Deck: [4Ch]
Play: u (c), p
Buy: Travelling Fair, Lurker, Advance (n -> v)
$0, 1 Buy left

Hand: vge
Deck: l[4Ch]
Play: g (e -> l)
Buy: Advance (v -> v)
$1 left

Hand: vl
Deck: [4Ch]
Play: l (f), v
Buy: Advance (f -> v)
$2 left
repeat this 3 times

Hand: vf
Deck: [4Ch]
Play: v
Buy: 3 Travelling Fairs, 4 Advances (f -> p, 2w, v)
$0 left

Hand: vf
Deck: wwp[4Ch]
Play: v, f, w, p (h), 3C
Buy: Travelling Fair, f (reveal w to trash)
$2, 1 Buy

Buy: Travelling Fair, Advance (f -> w)
$2, 1 Buy

Buy: Travelling Fair, 2 Advances (f -> p, v)
$0, 0 Buy

Play: v, w, p (c), C
$6, 1 Buy

Buy: Travelling Fair, Advance (f -> anything)
$8, 1 Buy
loop


EDIT: miscounting fixed
Title: Re: Empty the Supply in 1 Turn
Post by: mith on November 09, 2018, 12:45:18 pm
Ooh, very nice. I was looking for cards to help speed up the initial setup (getting Fortress into hand) but totally overlooked Priest for generating coin. Using Advance/Fortress for the loop itself is excellent (and much quicker to play)!
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on November 09, 2018, 03:43:43 pm
Since we have a couple extra slots, I'll note that you can speed this up by one Villa by adding Baker.

Since this is so fast to set up, it may be possible to use a slower setup method to get rid of (some of) the heirlooms, as well.
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on November 09, 2018, 04:30:52 pm
Removed Pixie and Lurker, added Doctor and Baker. Really, this setup could have been used pre-Renaissance, but requiring Doctor and Baker limited our options for looping or exploding.

You can do this with a single play of Priest as well:

Pooka (U = Cursed Gold)
Tracker (P = Pouch)
Baker
Doctor
f = Fortress
v = Villa
p = Priest
w = Watchtower

n = Necropolis
e = Overgrown Estate
h = Hovel
c = Curse
C = Copper

Hand: UPCCn
Play: U (c), PCC
Spend: 1 Coffers
$7, 2 Buys
Buy: Travelling Fair, Advance (n -> f, deck), Doctor (overpay $1, trash f -> hand), Advance (f -> v)

5x [
  Hand: vf
  Play: v
  Buy: Advance (f -> v)
]
$6, 1 Buy
Buy: Travelling Fair x3, Advance x4 (f -> pwwv)

Hand: vf
Deck: wwp[ehCCC]
Play: v, f, w, p (e), CCC
$6, 1 Buy
Buy: Travelling Fair, Fortress (trash with w)
$2, 1 Buy
Buy: Travelling Fair, Advance (f -> Action, trash with w)
loop

And now you net $2 per Advance. Now top-deck your favorite cost reducer, trash Cultists for draw, and go crazy. Everything you gain can be trashed, paying for more Travelling Fairs.

That starting hand is much more manageable than the exact 5 cards previously needed - 5/126, I believe, 10 times more likely. Now to actually play it.
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on November 09, 2018, 05:31:17 pm
Game 20138032 (https://drive.google.com/open?id=1kYB9x4bow6xmCnTzb4UGRn5zJEqa3k1o)

https://drive.google.com/open?id=1oV4U0z_zzYBOPGt3NXKo6moafntZjmDF
https://drive.google.com/open?id=16yr1J1BJhaOmNq8lZEss_FtNtNRrr8MU
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on November 09, 2018, 05:34:02 pm
Game doesn't seem to want to load... :)

I forgot to get a screenshot before cleanup, I had over $3000 left (played the rest of the Priests with the Bridge Trolls). It was silly.

I'm sure this could be optimized for speed. Baker is not necessary at all, it just saves a Villa in setup. Buys are the limiting factor, so anything to add Buys or gain cards more quickly in another way would help.
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on November 10, 2018, 03:38:34 pm
Just realized that the starting hand chances are actually even better if Baker is used, since you only need one Copper to get going (we have plenty of Villas to spare, it's just that initial $6 and 2 Buys or $8 and 1 Buy that we need). Up to 5/63 (a bit less than 8%).

We can also guarantee at least emptying the supply by turn 2 if we add Lurker:

If we have Necropolis in our hand, we just need $2 (which we have) to buy Travelling Fair, Advance (n -> f) and have a Fortress in hand turn 2.
Otherwise, we have at least $3, plus the Coffers, for Travelling Fair, Lurker. Then Lurker on Fortress turn 2.

(This is assuming player 2 isn't trying to stop us; with enough $ and Necropolis, player 2 can burn a few Villas. Though we don't need nearly as many if we already have Fortress in hand.)
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: majiponi on November 11, 2018, 07:16:52 am
Less Expansion, less Kingdom cards, less probable method.

Kingdom: Tracker(t), Fortress(f), Priest(p), Villa(v), Cursed Village(V), Pooka
Events: Advance, Travelling Fair

Deck: Hovel(h), Overgrown Estate(o), 3 Coppers(C)
Hand: Cursed Gold(U), Pouch(P), Necropolis(n), 2 Coppers

play P, 2C, U(c)
(1 Action, $6, 2 Buys)

buy f, Travelling Fair, Advance (n -> V)
receive War(reveal h, o, 3C, shuffle, reveal f)
(1 Action, $0, 1 Buy)

buy Advance (f -> v, hand)
play v
repeat this 5 times

buy 3 Travelling Fairs
(7 Actions, $0, 4 Buys)

Deck: V, c
Discard: h, o, 3C
Hand: f

buy Advance (f -> p), Advance (f -> f, deck), Advance (f -> V)
receive Locusts (f -> t)
buy Advance (f -> v, hand)
(8 Actions, $0, 0 Buy)

play v, f, V (draw c, shuffle, draw p, V, C, t)
play p (trash c)
play t (receive The Earth's Gift)
discard C (gain Priest, deck)
play V (draw p, h, o, 2C)
play p (trash o, shuffle, draw C)
play 3C
(9 Actions, $11, 1 Buy)

Deck: (empty)
Discard: (empty)
Hand: f

Do as you like.
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on November 11, 2018, 11:50:28 am
I think we can do better as far as probability:

Travelling Fair before Fortress, then either War or Locusts to get it to hand (1/6).
Gain Villa a couple extra times to afford ppfVv. The second hex can’t be Bad Omens or Famine (9/11).
Play v, f, V, p (f), p (f), and you’re set.
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: mith on June 03, 2020, 04:42:28 pm
I was posting in the other thread, but this seems worth adding to this thread for posterity.

Code: [Select]
C = Copper
P = Pouch
G = Goat
O = Overgrown Estate
H = Hovel
N = Necropolis
r = Horse
y = Cavalry
s = Squire
f = Fortress
v = Villa
h = Haggler
t = Tracker

Also required: Animal Fair, Pixie

Buy: Alms (y)
Play: CCCC               // or equivalent; we are guaranteed $4 in 7 cards
Buy: y
[play: G (trash O)]      // N in first 9 cards, or we have GO and can draw the 10th (or both)
Buy: Advance (N -> y)
[play: G (trash O)]
Hand: yyH
Buy: s, Advance (y -> y)
Advance (y -> y)
Hand: syyyH

// 5 Cavalry left

Play: s
$4, 3 Buys, 0 Actions
Buy: Advance (y -> f), Advance (y -> y)
Hand: fyyH
Buy: Advance (f -> v)
Play: v, y
Hand: fyH; Discard: rr
$5, 2 Buys, 1 Action
Buy: Advance (f -> s), Advance (f -> y)
Buy: Advance (f -> y)
Hand: fsyrrH; Discard: y
$5, 1 Buy, 1 Action

// 2 Cavalry left, 9 Villa left

Play: s
$6, 3 Buys, 0 Actions
Buy: Advance (f -> h), Advance (f -> s), Advance (f -> v)
Hand: fvyrrH; Discard: ysh
Play: v, y
Hand: frrH; Discard: yshrr
Play: r, r

// Here, we are guaranteed to have at least one Horse, and at least one of Haggler/Squire; assume we only have one:

Play: h
Buy: v (gain t)
Play: v, r
Hand: fstyrrH
Play: s
$7, 3 Buys, 1 Action (1 Haggler)

OR

Play: s
Buy: Advance (f -> t), Advance (f -> v)
Play: v, r
Hand: fhtyrrH
Play: h
$11, 2 Buys, 1 Action (1 Haggler)

// In my log, I've gone with the latter route and wasted $4 by buying Villa instead of Advance, to demonstrate that only $7 is needed.

Play: y
Hand: ftrrH; Discard: rr
Buy: Advance (f -> v)
Play: v, t
Hand: frrH; Discard: rr[X]

// The reason for the Cavalry play here is to deal with The Wind's Gift - if we don't have a deck, it forces us to discard yH, which is probably fine, but simpler to just play the Cavalry first. In my log, I went ahead and played both Horses in hand even though this is unnecessary - really all this serves to do is guarantee we have drawn the extra card in the case of The Mountain's Gift or The Swamp's Gift, but since Tracker is now in play this doesn't really matter at all (and Storyteller will overdraw anyway).

From this point, there are probably many ways to continue; previously I used the extra slots for King's Court/City, and this is probably fine - the money is tight, but you can gain a bunch of treasure and draw it and that probably makes up for it, even with Colony. But for this game, I went back to Priest, which makes the money trivial, with Animal Fair still providing plenty of buys without being tripled, and Storyteller for some ludicrous draw. The full log:

Code: [Select]
Pixie, Squire, Tracker, Cavalry, Fortress, Priest, Villa, Haggler, Storyteller, Animal Fair, Alms, Advance

Game #47039613, unrated.

Kingdom generated with these relative percentages:
0%: Possession

m starts with a Goat and a Pouch.
m starts with 5 Coppers.
m starts with a Hovel, a Necropolis and an Overgrown Estate.
m shuffles their deck.
m draws 2 Coppers, a Hovel, an Overgrown Estate and a Pouch.

Turn 1 - mith
m buys an Alms.
m gains a Cavalry.
m draws a Copper and a Necropolis.
m gets +1 Buy.
m plays 3 Coppers. (+$3)
m plays a Pouch. (+$1)
m gets +1 Buy.
m buys and gains a Cavalry.
m draws 2 Coppers.
m gets +1 Buy.
m buys an Advance.
m trashes a Necropolis.
m gains a Cavalry.
m shuffles their deck.
m draws a Goat and a Cavalry.
m gets +1 Buy.
m plays 2 Coppers. (+$2)
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Cavalry.
m buys an Advance.
m trashes a Cavalry.
m gains a Squire.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws 2 Cavalries.
m gets +1 Buy.

m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Cavalry.
m gains a Fortress.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Fortress and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Horse.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m draws a Cavalry and a Horse.

m gets +1 Buy.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m plays a Horse.
m shuffles their deck.
m draws a Haggler and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws a Squire and a Cavalry.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Tracker.
m buys and gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m shuffles their deck.
m draws a Tracker and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.

m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Tracker.
m gets +$1.
m takes The Wind's Gift.
m receives The Wind's Gift.
m shuffles their deck.
m draws 2 Horses.
m discards a Hovel and a Horse.
m discards The Wind's Gift.
m plays a Horse.
m shuffles their deck.
m draws a Hovel and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys a Villa.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m draws a Haggler and a Squire.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Cavalry.
m draws a Haggler and a Storyteller.
m gets +1 Buy.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 11 Coins.
m shuffles their deck.
m draws 2 Hagglers, a Squire, a Storyteller, a Cavalry and 5 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Cavalry.
m draws a Haggler and a Squire.
m gets +1 Buy.
m gains an Animal Fair.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Priest.
m topdecks a Priest with Tracker.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 12 Coins.
m shuffles their deck.
m draws 4 Hagglers, a Squire, a Storyteller, a Priest, a Cavalry and 2 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Hovel.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays an Animal Fair.
m gets +$4.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains 4 Priests.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains 5 Priests.
m gains 2 Pixies.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Fortress.
m draws a Fortress.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 23 Coins.
m shuffles their deck.
m draws 8 Fortresses, 3 Squires, a Pixie, 8 Priests and 3 Animal Fairs.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Priest.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$4.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$6.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$8.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$10.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$12.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$14.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$16.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$18.
m puts a Fortress into their hand.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m buys a Colony.
m gains 7 Storytellers.
m gains 3 Pixies.
m gains a Colony.
m buys a Colony.
m gains 5 Pixies.
m gains 5 Trackers.
m gains a Colony.
m buys a Colony.
m gains 4 Trackers.
m gains 6 Platina.
m gains a Colony.
m buys a Colony.
m gains 6 Platina.
m gains 3 Golds.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains a Colony.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 7 Golds.
m gains 3 Silvers.
m gains a Colony.
m buys a Colony.
m gains 10 Silvers.
m gains a Colony.
m topdecks a Colony with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m topdecks a Province with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m buys a Province.
m gains 7 Silvers.
m gains 3 Coppers.
m gains a Province.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m topdecks a Duchy with Tracker.
m buys an Estate.
m gains 10 Coppers.
m gains an Estate.
m topdecks an Estate with Tracker.
m buys a Province.
m gains 10 Curses.
m topdecks a Curse with Tracker.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 2 Coppers.
m gains a Province.
m buys and gains 7 Duchies.
m buys and gains 7 Estates.
m draws a Curse, an Estate, a Duchy, a Province and a Colony.

So there it is. Empty the Supply, including Colony/Platinum, with no Black Market, only 2 landscapes, and no shuffle luck at all, in 1 turn.
Title: Re: Empty the Supply in 1 Turn (Now with No Luck!)
Post by: rubikbeggar on June 11, 2020, 06:39:20 am
Hi great idea to use Cavalry !
There’s a little inconsistency though, in the first part you say to buy squire (which is consistent with the number of cavalries you claim to have in hand after that step), but you say you still have $3 left (not counting the $2 for squire). And in the second part (the game log), you instead buy advance to get the squire, but then you wouldn’t have 3 cavalries in hand
I suppose the true line is to advance into squire since it’s the one you tested

another thing, is that at the end of the step where you either play squire or haggler, you claim to have 2 horses in hand while you have only gained 4 and already played 3; and you talk about playing the two horses after that. I don’t think it matters to your line though !
Title: Re: Empty the Supply in 1 Turn (Now with Priest!)
Post by: NoMoreFun on June 07, 2021, 08:26:08 am
I was posting in the other thread, but this seems worth adding to this thread for posterity.

Code: [Select]
C = Copper
P = Pouch
G = Goat
O = Overgrown Estate
H = Hovel
N = Necropolis
r = Horse
y = Cavalry
s = Squire
f = Fortress
v = Villa
h = Haggler
t = Tracker

Also required: Animal Fair, Pixie

Buy: Alms (y)
Play: CCCC               // or equivalent; we are guaranteed $4 in 7 cards
Buy: y
[play: G (trash O)]      // N in first 9 cards, or we have GO and can draw the 10th (or both)
Buy: Advance (N -> y)
[play: G (trash O)]
Hand: yyH
Buy: s, Advance (y -> y)
Advance (y -> y)
Hand: syyyH

// 5 Cavalry left

Play: s
$4, 3 Buys, 0 Actions
Buy: Advance (y -> f), Advance (y -> y)
Hand: fyyH
Buy: Advance (f -> v)
Play: v, y
Hand: fyH; Discard: rr
$5, 2 Buys, 1 Action
Buy: Advance (f -> s), Advance (f -> y)
Buy: Advance (f -> y)
Hand: fsyrrH; Discard: y
$5, 1 Buy, 1 Action

// 2 Cavalry left, 9 Villa left

Play: s
$6, 3 Buys, 0 Actions
Buy: Advance (f -> h), Advance (f -> s), Advance (f -> v)
Hand: fvyrrH; Discard: ysh
Play: v, y
Hand: frrH; Discard: yshrr
Play: r, r

// Here, we are guaranteed to have at least one Horse, and at least one of Haggler/Squire; assume we only have one:

Play: h
Buy: v (gain t)
Play: v, r
Hand: fstyrrH
Play: s
$7, 3 Buys, 1 Action (1 Haggler)

OR

Play: s
Buy: Advance (f -> t), Advance (f -> v)
Play: v, r
Hand: fhtyrrH
Play: h
$11, 2 Buys, 1 Action (1 Haggler)

// In my log, I've gone with the latter route and wasted $4 by buying Villa instead of Advance, to demonstrate that only $7 is needed.

Play: y
Hand: ftrrH; Discard: rr
Buy: Advance (f -> v)
Play: v, t
Hand: frrH; Discard: rr[X]

// The reason for the Cavalry play here is to deal with The Wind's Gift - if we don't have a deck, it forces us to discard yH, which is probably fine, but simpler to just play the Cavalry first. In my log, I went ahead and played both Horses in hand even though this is unnecessary - really all this serves to do is guarantee we have drawn the extra card in the case of The Mountain's Gift or The Swamp's Gift, but since Tracker is now in play this doesn't really matter at all (and Storyteller will overdraw anyway).

From this point, there are probably many ways to continue; previously I used the extra slots for King's Court/City, and this is probably fine - the money is tight, but you can gain a bunch of treasure and draw it and that probably makes up for it, even with Colony. But for this game, I went back to Priest, which makes the money trivial, with Animal Fair still providing plenty of buys without being tripled, and Storyteller for some ludicrous draw. The full log:

Code: [Select]
Pixie, Squire, Tracker, Cavalry, Fortress, Priest, Villa, Haggler, Storyteller, Animal Fair, Alms, Advance

Game #47039613, unrated.

Kingdom generated with these relative percentages:
0%: Possession

m starts with a Goat and a Pouch.
m starts with 5 Coppers.
m starts with a Hovel, a Necropolis and an Overgrown Estate.
m shuffles their deck.
m draws 2 Coppers, a Hovel, an Overgrown Estate and a Pouch.

Turn 1 - mith
m buys an Alms.
m gains a Cavalry.
m draws a Copper and a Necropolis.
m gets +1 Buy.
m plays 3 Coppers. (+$3)
m plays a Pouch. (+$1)
m gets +1 Buy.
m buys and gains a Cavalry.
m draws 2 Coppers.
m gets +1 Buy.
m buys an Advance.
m trashes a Necropolis.
m gains a Cavalry.
m shuffles their deck.
m draws a Goat and a Cavalry.
m gets +1 Buy.
m plays 2 Coppers. (+$2)
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Cavalry.
m buys an Advance.
m trashes a Cavalry.
m gains a Squire.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws 2 Cavalries.
m gets +1 Buy.

m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Cavalry.
m gains a Fortress.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Fortress and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Horse.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m draws a Cavalry and a Horse.

m gets +1 Buy.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m plays a Horse.
m shuffles their deck.
m draws a Haggler and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws a Squire and a Cavalry.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Tracker.
m buys and gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m shuffles their deck.
m draws a Tracker and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.

m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Tracker.
m gets +$1.
m takes The Wind's Gift.
m receives The Wind's Gift.
m shuffles their deck.
m draws 2 Horses.
m discards a Hovel and a Horse.
m discards The Wind's Gift.
m plays a Horse.
m shuffles their deck.
m draws a Hovel and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys a Villa.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m draws a Haggler and a Squire.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Cavalry.
m draws a Haggler and a Storyteller.
m gets +1 Buy.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 11 Coins.
m shuffles their deck.
m draws 2 Hagglers, a Squire, a Storyteller, a Cavalry and 5 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Cavalry.
m draws a Haggler and a Squire.
m gets +1 Buy.
m gains an Animal Fair.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Priest.
m topdecks a Priest with Tracker.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 12 Coins.
m shuffles their deck.
m draws 4 Hagglers, a Squire, a Storyteller, a Priest, a Cavalry and 2 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Hovel.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays an Animal Fair.
m gets +$4.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains 4 Priests.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains 5 Priests.
m gains 2 Pixies.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Fortress.
m draws a Fortress.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 23 Coins.
m shuffles their deck.
m draws 8 Fortresses, 3 Squires, a Pixie, 8 Priests and 3 Animal Fairs.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Priest.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$4.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$6.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$8.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$10.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$12.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$14.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$16.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$18.
m puts a Fortress into their hand.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m buys a Colony.
m gains 7 Storytellers.
m gains 3 Pixies.
m gains a Colony.
m buys a Colony.
m gains 5 Pixies.
m gains 5 Trackers.
m gains a Colony.
m buys a Colony.
m gains 4 Trackers.
m gains 6 Platina.
m gains a Colony.
m buys a Colony.
m gains 6 Platina.
m gains 3 Golds.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains a Colony.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 7 Golds.
m gains 3 Silvers.
m gains a Colony.
m buys a Colony.
m gains 10 Silvers.
m gains a Colony.
m topdecks a Colony with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m topdecks a Province with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m buys a Province.
m gains 7 Silvers.
m gains 3 Coppers.
m gains a Province.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m topdecks a Duchy with Tracker.
m buys an Estate.
m gains 10 Coppers.
m gains an Estate.
m topdecks an Estate with Tracker.
m buys a Province.
m gains 10 Curses.
m topdecks a Curse with Tracker.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 2 Coppers.
m gains a Province.
m buys and gains 7 Duchies.
m buys and gains 7 Estates.
m draws a Curse, an Estate, a Duchy, a Province and a Colony.

So there it is. Empty the Supply, including Colony/Platinum, with no Black Market, only 2 landscapes, and no shuffle luck at all, in 1 turn.

I did this at a 6 player table. It was close but I ran out of buys, leaving 2 Estates in the supply. Maybe I accidentally bought something I should have gained with Haggler somewhere?

It seems solvable with the Pixies - each of them would net enough Priest money to save on Advance buys. But I had already gotten too far at that point.