Dominion Strategy Forum

Dominion => Puzzles and Challenges => Topic started by: Davio on March 13, 2013, 11:55:50 am

Title: Easy Puzzles
Post by: Davio on March 13, 2013, 11:55:50 am
I often think about some easy puzzles that don't warrant their own topic, so might as well create a catch-all topic for them.

Rules

I'll start.

No durations, Possession or Outpost turn, it's a normal turn and I start with the following 5 cards.
In my hand I hold Secret Chamber, 3 Coppers and one other card.
I choose to play Secret Chamber and discard those 3 Coppers and of course have a tactical reason for doing this.
Nothing happens to the Coppers after I've discarded them, they are neither trashed nor put on top of my deck, they're not moved at all. Nothing would have happened to them if I hadn't discarded them with SC, they would have simply been discarded during clean-up.
Grand Market is not in the supply.

If not just for kicks and giggles, why would I discard 3 Coppers for $3 this way?
Title: Re: Easy Puzzles
Post by: AHoppy on March 13, 2013, 11:59:59 am
the last card is silver/royal seal, and you plan to buy a mandarin and don't want to top-deck coppers
Title: Re: Easy Puzzles
Post by: GendoIkari on March 13, 2013, 12:05:18 pm
the last card is silver/royal seal, and you plan to buy a mandarin and don't want to top-deck coppers

Was about to answer that, but he said nothing would have happened to the coppers if they hadn't been discarded to SC; they would have just been discarded during cleanup anyway.
Title: Re: Easy Puzzles
Post by: GendoIkari on March 13, 2013, 12:08:48 pm
I don't know, but if you had just 1 more money available I'd have a really fun solution:

Last card in hand is Watchtower.
You buy a Rats, trashing it with Watchtower, to draw a card.
Your draw pile was empty and so this causes you to reshuffle, shuffling all your Coppers back in your draw pile.
You had some reason for wanting lots of Coppers in your draw pile (Coppersmith strategy; Duchy strategy, etc).
Title: Re: Easy Puzzles
Post by: GendoIkari on March 13, 2013, 12:16:05 pm
Your rule about "nothing happens to the coppers after they are discarded" is a little ambiguous. Do you mean only immediately after they are discarded? Or they don't move at all for the entire turn? If the former, then the answer is that the last card was Loan.
Title: Re: Easy Puzzles
Post by: chester on March 13, 2013, 12:20:14 pm
Philosopher's Stone

PASS for now, though.
Title: Re: Easy Puzzles
Post by: GendoIkari on March 13, 2013, 12:25:15 pm
Philosopher's Stone

PASS for now, though.

*HEADSMACK*

Yeah, that was easy, in retrospect.
Title: Re: Easy Puzzles
Post by: Ozle on March 13, 2013, 12:52:23 pm
I like this idea, can we get some parameters down (To be editited in the first page)

i.e:  Normal Turn = No durations, Possession or Outpost turn, it's a normal turn and start with the 5 cards
Title: Re: Easy Puzzles
Post by: chester on March 13, 2013, 05:12:08 pm
2 player game; no possession; no durations; 5 card hands; normal turn.

In my action phase, I play a single action card.  By the time it's resolved, 15 cards have been gained.  How?

Side puzzle: 15 was the best I could do.  Is it possible to do better?
Title: Re: Easy Puzzles
Post by: Axxle on March 13, 2013, 05:16:18 pm
Hand is Golem, KC3, Beggar1-3

Golem -> KC1, KC2

KC1 -> Beggar1 (gain 9 copper)
KC2 -> KC3 -> Beggar2, Beggar3. (Gain 18 copper)

For 27 cards
Title: Re: Easy Puzzles
Post by: chester on March 13, 2013, 05:23:00 pm
Hand is Golem, KC3, Beggar1-3

Golem -> KC1, KC2

KC1 -> Beggar1 (gain 9 copper)
KC2 -> KC3 -> Beggar2, Beggar3. (Gain 18 copper)

For 27 cards

I meant to disqualify cards like Golem and KC with the wording "play a single action card", but I guess that could have been worded better.   

Anyway, 15 is possible with only a single action card being played.
Title: Re: Easy Puzzles
Post by: cluckyb on March 13, 2013, 05:28:15 pm
I can do 2018. Your hand is four Market Squares and a Rebuild. Play the Rebuild, name Tunnel. Hit all 108 Tunnels and then a Duchy. 108 gold from the Tunnels, 4 from discarding Market Squares upon trashing the Duchy. You gain the province, The other player gains 5 gold from trashing his hand full of Fool's Gold in reaction to your province on-gain.

If you trash a Feodum instead of a duchy, you can't get a province but you can gain 16 cards all by yourself instead of letting the other player gain some of them. That one also gets 15 net cards gained.

------

Another puzzle I just thought of:

2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on March 13, 2013, 05:33:28 pm
2 player game; no possession; no durations; 5 card hands; normal turn.

In my action phase, I play a single action card.  By the time it's resolved, 15 cards have been gained.  How?

Side puzzle: 15 was the best I could do.  Is it possible to do better?

All 14 Estates have been Ambassadored back into the supply (thanks to Lighthouse).

Play Black Market, playing Platinum, Venture (revealing Philosopher's Stone), and Horn of Plenty. Horn of Plenty gains a Cultist, which is trashed to my revealed Watchtower, drawing 3 cards. I play a Copper, Counterfeit a Horn of Plenty, gaining 2 Border Villages, and gaining and trashing 2 Cultists. I do that 3 more times, and play a Copper. I have 5 Horns of Plenty in my hand, a Watchtower, 6 Counterfeits, and 4 other cards. I Counterfeit 2 Horns of Plenty, gaining and trashing 4 Hunting Grounds for 12 Estates. I Counterfeit 3 Horns of Plenty to gain 6 Catacombs (2 with Border Villages first), trashing for 6 Squires, trashing for 6 Familiars. I then buy a Scout from the Black Market deck.

I gained 9 Cultists, 10 Border Villages, 12 Estates, 4 Hunting Grounds, 6 Catacombs, 6 Squires, 6 Familiars, and a Scout, for a total of 53 cards gained from playing a single Action card.


EDIT: Crap, I have to fit in Market Squares and Tunnels in there too. Also, Catacombs should gain Feodums to trash for Silver.
Title: Re: Easy Puzzles
Post by: SirPeebles on March 13, 2013, 05:33:40 pm
I can do 20. Your hand is four Market Squares and a Rebuild. Play the Rebuild, name Tunnel. Hit all 10 Tunnels and then a Duchy. 10 gold from the Tunnels, 4 from discarding Market Squares upon trashing the Duchy. You gain the province, The other player gains 5 gold from trashing his hand full of Fool's Gold in reaction to your province on-gain.

If you trash a Feodum instead of a duchy, you can't get a province but you can gain 18 cards all by yourself instead of letting the other player gain some of them. That one also gets 17 net cards gained.

10 Tunnels?  There are only 8 in a 2 player game.
Title: Re: Easy Puzzles
Post by: cluckyb on March 13, 2013, 05:36:03 pm
I can do 20. Your hand is four Market Squares and a Rebuild. Play the Rebuild, name Tunnel. Hit all 10 Tunnels and then a Duchy. 10 gold from the Tunnels, 4 from discarding Market Squares upon trashing the Duchy. You gain the province, The other player gains 5 gold from trashing his hand full of Fool's Gold in reaction to your province on-gain.

If you trash a Feodum instead of a duchy, you can't get a province but you can gain 18 cards all by yourself instead of letting the other player gain some of them. That one also gets 17 net cards gained.

10 Tunnels?  There are only 8 in a 2 player game.

Oh right Tunnel is a victory cards haha. Still 18 > 15. Though that does mean only 15 cards net gained.
Title: Re: Easy Puzzles
Post by: SirPeebles on March 13, 2013, 05:37:22 pm
2 player game; no possession; no durations; 5 card hands; normal turn.

In my action phase, I play a single action card.  By the time it's resolved, 15 cards have been gained.  How?

Side puzzle: 15 was the best I could do.  Is it possible to do better?

All 14 Estates have been Ambassadored back into the supply (thanks to Lighthouse).

Play Black Market, playing Platinum, Venture (revealing Philosopher's Stone), and Horn of Plenty. Horn of Plenty gains a Cultist, which is trashed to my revealed Watchtower, drawing 3 cards. I play a Copper, Counterfeit a Horn of Plenty, gaining 2 Border Villages, and gaining and trashing 2 Cultists. I do that 3 more times, and play a Copper. I have 5 Horns of Plenty in my hand, a Watchtower, 6 Counterfeits, and 4 other cards. I Counterfeit 2 Horns of Plenty, gaining and trashing 4 Hunting Grounds for 12 Estates. I Counterfeit 3 Horns of Plenty to gain 6 Catacombs (2 with Border Villages first), trashing for 6 Squires, trashing for 6 Familiars. I then buy a Scout from the Black Market deck.

I gained 9 Cultists, 10 Border Villages, 12 Estates, 4 Hunting Grounds, 6 Catacombs, 6 Squires, 6 Familiars, and a Scout, for a total of 53 cards gained from playing a single Action card.


EDIT: Crap, I have to fit in Market Squares and Tunnels in there too. Also, Catacombs should gain Feodums to trash for Silver.

I like the Scout and all, but you'd squeeze out a bit more by buying a Death Cart instead. 

EDIT:  In fact, you could gain Death Carts from trashing Catacombs.
Title: Re: Easy Puzzles
Post by: chester on March 13, 2013, 05:37:40 pm
I can do 20. ... Hit all 10 Tunnels

There are only 8 tunnels, but yeah, still that's better than mine.  I had [Dame Natalie, Watchtower, 3 Market Square].  Opponent trashes a Hunting Grounds (gaining three estates), flips a Tunnel (gaining 1 gold), and discards 5 Market Squares (5 more gold).   You gain Squire (trash with WT), Gain Sir Vander (trash with WT, gain gold), and discard 3 MS (3 more gold).
Title: Re: Easy Puzzles
Post by: AJD on March 13, 2013, 05:38:49 pm
I've got exactly 15!

Hand is Black Market, 2 Ventures, 2 Horns of Plenty.
Play Black Market.
Play Venture, playing Venture, playing Counterfeit, playing Horn of Plenty. Gain 2 Death Carts, 4 Ruins.
Play the other Venture; same thing happens.
Buy Border Village, gain Duke, gain Duchess.
Title: Re: Easy Puzzles
Post by: liopoil on March 13, 2013, 05:42:16 pm
2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?
your opponent has at least two fool's golds, (at least one in hand), 3 fairgrounds, 14 unique cards, and 0 golds. they will trash a fool's gold and gain a gold, giving him 6 extra points from fairgrounds.
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on March 13, 2013, 05:42:43 pm

I like the Scout and all, but you'd squeeze out a bit more by buying a Death Cart instead. 

EDIT:  In fact, you could gain Death Carts from trashing Catacombs.

Gaining Feoda and trashing them for silver is one card better than death cart.
Title: Re: Easy Puzzles
Post by: chester on March 13, 2013, 05:46:24 pm
2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?
your opponent has at least two fool's golds, (at least one in hand), 3 fairgrounds, 14 unique cards, and 0 golds. they will trash a fool's gold and gain a gold, giving him 6 extra points from fairgrounds.

Or all the embargoes are on provinces.

Title: Re: Easy Puzzles
Post by: cluckyb on March 13, 2013, 05:52:37 pm
2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?
your opponent has at least two fool's golds, (at least one in hand), 3 fairgrounds, 14 unique cards, and 0 golds. they will trash a fool's gold and gain a gold, giving him 6 extra points from fairgrounds.

Or all the embargoes are on provinces.

didn't think about that. Wow Trader is a really excellent Embargo counter...

Using FG to power Feodum/Fairgrounds could provide something like a 34 point swing if you played enough council rooms during your turn. So that would make the maximal swing in their favor 44 though at that point you're probably not winning to begin with.
Title: Re: Easy Puzzles
Post by: liopoil on March 13, 2013, 06:00:10 pm
FG can't power feodum... so it's just an 26 point swing. 8fairgrounds*2points=16, and then 10 from embargoes.
Title: Re: Easy Puzzles
Post by: SirPeebles on March 13, 2013, 06:13:44 pm
Fool's Gold could power Feoda if your opponent has a Trader in hand.  Also, it can be powering up Gardens at the same time.  So I'd go with a hand of Trader + 4 Fool's Golds.  Then you'd gain 4 Silvers.  This can give you a 8 + 16 + 16 = 40 point swing.  Then another 10 points from Embargoes to give a 50 point swing.
Title: Re: Easy Puzzles
Post by: liopoil on March 13, 2013, 06:17:31 pm
good point. however, you can only power feodum once, because for you to power fairground you can't have had any silver before then. you also can't power gardens because you don't actually gain any cards net. (you trash the FG)
Title: Re: Easy Puzzles
Post by: SirPeebles on March 13, 2013, 06:23:59 pm
good point. however, you can only power feodum once, because for you to power fairground you can't have had any silver before then. you also can't power gardens because you don't actually gain any cards net. (you trash the FG)

For Gardens, replace 3 of the Fool's Golds with Market Squares.  Good point on the Silvers though.
Title: Re: Easy Puzzles
Post by: ehunt on March 17, 2013, 12:30:19 pm
axn is a golem that hits smithy and kings court

kings court draws kings court kings court smithy
etc till 10 workshops and ironworks are kc'd.
Title: Re: Easy Puzzles
Post by: werothegreat on March 18, 2013, 12:11:22 am
Easy puzzle:

What one other card belongs with these three, and why?

Rebuild, Mystic, Contraband
Title: Re: Easy Puzzles
Post by: GendoIkari on March 18, 2013, 12:26:17 am
Easy puzzle:

What one other card belongs with these three, and why?

Rebuild, Mystic, Contraband

Wishing Well. Only cards that have you name a card.
Title: Re: Easy Puzzles
Post by: BiggerOil on March 18, 2013, 12:16:50 pm
Easy puzzle:

What one other card belongs with these three, and why?

Rebuild, Mystic, Contraband

Wishing Well. Only cards that have you name a card.

You might can stretch KC and Throne Room too.
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on March 18, 2013, 12:33:51 pm
You might can stretch KC and Throne Room too.

Well, those make you choose a physical piece of cardboard in your hand. The previous examples make you select a card name, not a specific instance of a card.
Title: Re: Easy Puzzles
Post by: GendoIkari on March 19, 2013, 10:38:36 am
You might can stretch KC and Throne Room too.

Well, those make you choose a physical piece of cardboard in your hand. The previous examples make you select a card name, not a specific instance of a card.

Right, meaning you can name Black Lotus. With Throne Room you can't choose Black Lotus.
Title: Re: Easy Puzzles
Post by: Grujah on March 19, 2013, 11:30:52 am
Anyway, 15 is possible with only a single action card being played.

I can get 21.
Remake, Feodum, Feodum, Watchtower, Market Square.

Remake a Feodum (Gain 3 silvers, tally 3), Gain a Storeroom Catacombs from Remake (tally: 4) than Trash it with WT to gain a Feodum (tally: 7) which you also trash to gain 3 silvers (Tally: 10).
Do this with other Feodum too. (tally: 20).
In meantime, reveal a Market Square once on any trash, for 21.
Title: Re: Easy Puzzles
Post by: GendoIkari on March 19, 2013, 12:02:40 pm
Anyway, 15 is possible with only a single action card being played.

I can get 21.
Remake, Feodum, Feodum, Watchtower, Market Square.

Remake a Feodum (Gain 3 silvers, tally 3), Gain a Storeroom from Remake (tally: 4) than Trash it with WT to gain a Feodum (tally: 7) which you also trash to gain 3 silvers (Tally: 10).
Do this with other Feodum too. (tally: 20).
In meantime, reveal a Market Square once on any trash, for 21.

Catacombs, not Storeroom?
Title: Re: Easy Puzzles
Post by: chester on March 19, 2013, 12:50:33 pm
Remake a Feodum (Gain 3 silvers, tally 3), Gain a Storeroom Catacombs from Remake (tally: 4) than Trash it with WT to gain a Feodum (tally: 7) which you also trash to gain 3 silvers (Tally: 10).
Do this with other Feodum too. (tally: 20).
In meantime, reveal a Market Square once on any trash, for 21.

Nice!  I think you miscounted though -- each one gains you 6 silver, 1 Catacomb, and 1 feodum for a tally of 8, not 10 (and a grand total of 17).

But going off this idea, if you use Governor instead of Remake to get started, you can get your opponent involved too. 

You trash feodum -> gain border village -> gain/trash catacomb -> gain/trash feodum.  (gaining BV, Cat, 6 silver, Feodum), and discard 2 MS.
Opponent goes feodum -> catacomb -> feodum (gaining 6 silver, Cat, Feodum), discarding 3 MS

I think that's 22 total.
Title: Re: Easy Puzzles
Post by: math on March 28, 2013, 09:51:46 pm
Another easy puzzle (it happened in a real game).

At one point, I had a nonzero number of cards on my Island mat, but none of them were Islands.  How is this possible?
Title: Re: Easy Puzzles
Post by: Jimmmmm on March 28, 2013, 10:03:29 pm
Band of Misfits?
Title: Re: Easy Puzzles
Post by: heron on March 28, 2013, 10:14:05 pm
Procession?
Title: Re: Easy Puzzles
Post by: Jimmmmm on March 28, 2013, 10:14:33 pm
I think Procession wouldn't be able to find it to trash it, right?
Title: Re: Easy Puzzles
Post by: heron on March 28, 2013, 10:16:02 pm
Hmmm... probably.
Title: Re: Easy Puzzles
Post by: math on March 28, 2013, 10:29:49 pm
Band of Misfits?

Correct.
Title: Re: Easy Puzzles
Post by: Jimmmmm on March 28, 2013, 10:32:03 pm
Seems like a strange use of Band of Misfits. Was it worth losing it to take something out of your deck?
Title: Re: Easy Puzzles
Post by: math on March 28, 2013, 10:53:27 pm
Yes, but I can't remember exactly why.  I think it was in a Minion game after the Minions were gone, and I wanted to take a Province out of my deck to reduce my handsize.
Title: Re: Easy Puzzles
Post by: itchiko on April 10, 2013, 08:33:15 am
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Title: Re: Easy Puzzles
Post by: Jimmmmm on April 10, 2013, 08:38:22 am
Wishing Well, Mystic, Scrying Pool?
Title: Re: Easy Puzzles
Post by: Morgrim7 on April 10, 2013, 08:40:04 am
Anything that will benefit from re-arranging the top cards of your deck, really.
Title: Re: Easy Puzzles
Post by: RTT on April 10, 2013, 08:47:15 am
even ruined library.

find a platinum and put it on top of the deck.
Title: Re: Easy Puzzles
Post by: Morgrim7 on April 10, 2013, 09:27:05 am
Heres a ___ but not ___ puzzle:
Villages but not terminals
Haggler but not Morgrim
Innovation but not Dominion
Peeta but not Gale
Really bad card ideas but not Decline of civility on Isotropic?

On a completely unrelated note, +1 if youre an f.ds golden oldie.
Title: Re: Easy Puzzles
Post by: loppo on April 10, 2013, 09:44:46 am
goons but not mountebank,
peddler but not market
Title: Re: Easy Puzzles
Post by: GendoIkari on April 10, 2013, 09:45:54 am
Heres a ___ but not ___ puzzle:
Villages but not terminals
Haggler but not Morgrim
Innovation but not Dominion
Peeta but not Gale
Really bad card ideas but not Decline of civility on Isotropic?

On a completely unrelated note, +1 if youre an f.ds golden oldie.

The same letter twice in a row, but not if alpha-characters don't show up twice in a row.

Managed to answer the riddle while adding an example of my own! ;)
Title: Re: Easy Puzzles
Post by: Morgrim7 on April 10, 2013, 10:11:59 am
goons but not mountebank,
peddler but not market
you but not me
Title: Re: Easy Puzzles
Post by: Jimmmmm on April 10, 2013, 10:13:36 am
Heres a ___ but not ___ puzzle:
Villages but not terminals
Haggler but not Morgrim
Innovation but not Dominion
Peeta but not Gale
Really bad card ideas but not Decline of civility on Isotropic?

On a completely unrelated note, +1 if youre an f.ds golden oldie.

I was going to say, haven't we done this already?
Title: Re: Easy Puzzles
Post by: ConMan on April 10, 2013, 07:15:00 pm
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.
Title: Re: Easy Puzzles
Post by: math on April 10, 2013, 07:25:02 pm
Another solution is that the last card in your hand is Peddler, and the top 4 cards are Copper, Peddler, Peddler, and Peddler (in that order).  All of the Peddlers could be any Peddler variant (Highway, Market, Treasury, etc.) except Oasis/Junk Dealer.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 10, 2013, 07:30:28 pm
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.

But if you had just played Harvest without Scout you would have gotten the same outcome.
Title: Re: Easy Puzzles
Post by: itchiko on April 10, 2013, 10:51:18 pm
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.

But if you had just played Harvest without Scout you would have gotten the same outcome.

I was thinking adventurer with a gold Placed after the coppers but it's true that there was a lot of solutions.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 10, 2013, 11:35:53 pm
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.

But if you had just played Harvest without Scout you would have gotten the same outcome.

I was thinking adventurer with a gold Placed after the coppers but it's true that there was a lot of solutions.

The general solution is anything that requires Scout's ability to scout ahead and maybe rearrange cards.  math's solution works.  Another is a Mystic chain.
Title: Re: Easy Puzzles
Post by: ConMan on April 11, 2013, 12:36:40 am
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.

But if you had just played Harvest without Scout you would have gotten the same outcome.
Not if the rest of your deck is 4 unique non-Victory cards and 4 Provinces (or something similar). You might not have been sure whether you'd hit multiple Provinces, so you used the Scout to ensure your $4.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 11, 2013, 03:32:59 am
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.

But if you had just played Harvest without Scout you would have gotten the same outcome.
Not if the rest of your deck is 4 unique non-Victory cards and 4 Provinces (or something similar). You might not have been sure whether you'd hit multiple Provinces, so you used the Scout to ensure your $4.

No, see, the puzzle states that you needed to use Scout to get the Province and that it did not find any Provinces.  In the situation described, if it does not find any green, then it does not change what cards are flipped for Harvest.  If you had just played Harvest without playing Scout, the result is the same.  The only difference is that you get to be confident about your Harvest before you play it... but you would have played it anyway and gotten lucky.  The Scout didn't have any effect, gameplay wise.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 11, 2013, 10:25:56 am
....  The Scout didn't have any effect, gameplay wise.

So, just like every other game that Scout is available, then? ;)
Title: Re: Easy Puzzles
Post by: Davio on April 11, 2013, 10:34:24 am
It's Sage.

You use Scout's reordering ability to put the cards back in an order that works for Sage.
If there are two $3+ cards in the next 4 cards, you could put one in front of the other.
Say.. Trade Route before Silver or something like that, after Scout showed you the original order was wrong.
Or...Pirate Ship before Chancellor... you get my drift.

There are a bunch of $3+ cards that can provide $5+.

Well, Scout's reordering ability isn't necessarily only needed for Sage.
If your last card is any cantrip it works just as well....the reordering part is key here.
Title: Re: Easy Puzzles
Post by: RTT on April 11, 2013, 10:38:46 am
best thing to do would be use the death cart, trash the scout and have the 8$ for the province
Title: Re: Easy Puzzles
Post by: RTT on April 11, 2013, 10:45:05 am
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?
Title: Re: Easy Puzzles
Post by: GendoIkari on April 11, 2013, 11:06:31 am
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.
Title: Re: Easy Puzzles
Post by: Jimmmmm on April 11, 2013, 11:30:35 am
I got an easy one:

Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.

What's the last card?
Harvest, after already having played a Highway.

But if you had just played Harvest without Scout you would have gotten the same outcome.

I was thinking adventurer with a gold Placed after the coppers but it's true that there was a lot of solutions.

Scout + Adventurer = brokenly overpowered combo?
Title: Re: Easy Puzzles
Post by: RTT on April 11, 2013, 05:24:11 pm
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.

Yep =) I only thought of the Outpost one. But I kind of knew you guys would find more than one solution.  ;)
Title: Re: Easy Puzzles
Post by: Emeric on April 15, 2013, 06:08:45 am
Very Easy and not really a puzzle just a question about dominion :
Without thinking a long time, how many green cards can you name ?

Answer :
18 : Colony, Province, Duchy, Estate, Garden, Duke, Great Hall, Nobles, Harem, Island, Vineyard, Tunnel, Farmland, Fairgrounds,  Silk Road, Feodum, Overgrown Estate, Dame Josephine.
Title: Re: Easy Puzzles
Post by: hyramgraff on April 15, 2013, 10:03:56 am
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.

-You've played Scheme and will be topdecking a different action card in cleanup.
Title: Re: Easy Puzzles
Post by: ponnuki on April 15, 2013, 02:29:09 pm
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.

-You've played Scheme and will be topdecking a different action card in cleanup.
And/or Herbalist
Title: Re: Easy Puzzles
Post by: ponnuki on April 15, 2013, 02:32:08 pm
another probably easy one:

you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?

-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.

-You've played Scheme and will be topdecking a different action card in cleanup.
And/or Herbalist
* You have played Treasury or Scheme, and have some reason to want to have cards in a place before the start of your next turn (hand-size or top-deck attacks from your opponent, reaction cards)
* You are planning to buy a Mandarin
* You are planning to buy a Nomad Camp
Title: Re: Easy Puzzles
Post by: Davio on April 16, 2013, 01:22:55 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by starting with playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 16, 2013, 01:41:06 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
Title: Re: Easy Puzzles
Post by: GendoIkari on April 16, 2013, 01:55:53 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.

Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.
Title: Re: Easy Puzzles
Post by: Davio on April 16, 2013, 02:07:42 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
What I meant was simply: Yes to Golem, no to TR, PR and KC.
Playing a single KC doesn't get you anywhere. :)
Title: Re: Easy Puzzles
Post by: Davio on April 16, 2013, 02:07:56 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.

Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.
Gaining is enough.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 16, 2013, 02:22:47 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
What I meant was simply: Yes to Golem, no to TR, PR and KC.
Playing a single KC doesn't get you anywhere. :)

Wait, yes to Golem? Or do you just mean that you can play Golem, but you can't play the actions that it finds?
Title: Re: Easy Puzzles
Post by: KingZog3 on April 16, 2013, 02:25:40 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.

Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.

If you don't have to keep the Silvers for them to count, just Trader a Feodum for 7 Silvers, reveal Trader to gain Silvers instead.

That's 14 if you count the Silvers you didn't end up gaining.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 16, 2013, 02:27:23 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.

Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.

If you don't have to keep the Silvers for them to count, just Trader a Feodum for 7 Silvers, reveal Trader to gain Silvers instead.

That's 14 if you count the Silvers you didn't end up gaining.

That doesn't work... because you never got the original 7 Silvers at all. It's "when you would gain" not "when you gain" for Trader. If that did count, then you could easily get infinite by revealing Trader over and over.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 16, 2013, 02:28:38 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by starting with playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Or perhaps simpler is better....

Play Trader, trashing Colony
Reveal and Discard 3 Market Squares
Gain 11 Silver

14 total.
Title: Re: Easy Puzzles
Post by: Davio on April 16, 2013, 03:31:54 pm
Yes to Golem means yes to the actions it finds, meaning: Use Golem and start some weird chain of events. :)
Title: Re: Easy Puzzles
Post by: Awaclus on April 16, 2013, 03:38:11 pm
Yes to Golem means yes to the actions it finds, meaning: Use Golem and start some weird chain of events. :)
And does the "yes" here mean it's allowed or prohibited?
Title: Re: Easy Puzzles
Post by: Davio on April 16, 2013, 03:40:37 pm
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 16, 2013, 04:39:16 pm
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.

...which force you to play more Golems?
Title: Re: Easy Puzzles
Post by: math on April 16, 2013, 04:44:50 pm
Time for another.

What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.

Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats

Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.

Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.

Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
What I meant was simply: Yes to Golem, no to TR, PR and KC.
Playing a single KC doesn't get you anywhere. :)

Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.

Wait, if Golem finds 2 King's Courts, wouldn't that end the chain because King's Court doesn't count?
Title: Re: Easy Puzzles
Post by: GendoIkari on April 16, 2013, 04:46:51 pm
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.

In that case, I don't think this belongs in the "easy puzzles" section. CC will be along shortly to show how you can gain every Gold and Silver in the supply.

I prefer the other version, where you can only "play" one action total. This means that actions played from Golem would count as more than 1 action being played. In the restricted version, can anyone beat my 14?
Title: Re: Easy Puzzles
Post by: math on April 16, 2013, 04:52:00 pm
Can you have played other actions first?  Or have durations left over from last turn?

For example: I played 7 Caravans/Havens last turn.  On this turn I play Trader, trash Colony, and discard 10 Market Squares to gain 11 Silvers and 10 Golds, for a total of 21.
Title: Re: Easy Puzzles
Post by: liopoil on April 16, 2013, 04:57:14 pm
hand is rebuild and 4 market squares. deck is 8 tunnels then an estate. play rebuild naming tunnel, discard the 8 tunnels, trash the estate and discard 4 market squares for 12 golds. 12 is fewer than 14, but gold is better than silver :D (yes I know the goal of the puzzle is to get the most total of gold or silver, doesn't matter which) you could replace a market square with a trader to gain a silver instead of all those golds, and also one more from the duchy you gain from rebuild. Still only 12 silvers though, because trader replaced a market square.

no durations.
Title: Re: Easy Puzzles
Post by: liopoil on April 16, 2013, 04:58:51 pm
actually, make that last estate a feodum and BOOM! 15!
Title: Re: Easy Puzzles
Post by: liopoil on April 16, 2013, 05:01:45 pm
or even better:

hand is watchtower, rebuild, 3 market squares. deck is 8 tunnels and a feodum.

play rebuild, discard 8 tunnels (8 golds), trash feodum (3 silvers) discard 3 market squares(3 golds) gain a new feodum from rebuild, trash feodum with watchtower (3 silvers). total of 11 golds and 6 silvers for 17. I rather like this solution. it uses 7 different cards :D
Title: Re: Easy Puzzles
Post by: eHalcyon on April 16, 2013, 05:07:35 pm
or even better:

hand is watchtower, rebuild, 3 market squares. deck is 8 tunnels and a feodum.

play rebuild, discard 8 tunnels (8 golds), trash feodum (3 silvers) discard 3 market squares(3 golds) gain a new feodum from rebuild, trash feodum with watchtower (3 silvers). total of 11 golds and 6 silvers for 17. I rather like this solution. it uses 7 different cards :D

Hand is Rebuild, 3 Market Squares, Fedoum.  Deck is 8 Tunnels and a Feodum.

Play rebuild, discard 8 Tunnels (8 Golds), trash Feodum (3 Silvers) discard 3 Market Squares(3 golds) gain a Farmland from Rebuild, trash Feodum from hand (3 silvers) to gain Border Village, gaining a Silver.

That's 11 Gold, 7 Silver = 18.

Or if you don't mind having less Gold, replace a MS with Watchtower.  BV gains Feodum, which is trashed for 3 Silver.  That'll be 10 Gold, 10 Silver = 20.
Title: Re: Easy Puzzles
Post by: liopoil on April 16, 2013, 05:12:25 pm
farmland's effect is on-buy only. fortress.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 16, 2013, 05:22:19 pm
farmland's effect is on-buy only. fortress.

Doh!
Title: Re: Easy Puzzles
Post by: KingZog3 on April 16, 2013, 06:28:52 pm
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.

I had written out a huge solution involving KC's and Golems, then read "1 action card" so erased it and made my stupid Trader remark which doesn't even make sense. -_-
Title: Re: Easy Puzzles
Post by: liopoil on April 16, 2013, 06:37:58 pm
Well, if golem works but we can't golem into KC chains, let's see what we can do. To start:

hand: golem, watchtower, 3 market squares
deck: 8 tunnels, feodum, 2 rebuilds (in that order)

play golem, discard 8 tunnels and feodum, hit double rebuild (8 gold from tunnels) play rebuild 1, name tunnel. shuffle with feodum on bottom, discard tunnels again (8 gold), hit feodum. trash feodum (3 silver), discard market squares (3 gold) gain feodum. play rebuild 2, name tunnel. shuffle with feodum on bottom, discard tunnels again (8 gold), trash feodum (3 silver) gain feodum, trash with watchtower (3 silver) Total of 27 gold and 9 silver, for 36.
Title: Re: Easy Puzzles
Post by: Morgrim7 on April 17, 2013, 01:22:38 am
Why not ten Market Squares? Your opponent previously played 5 Council Rooms. :P
Title: Re: Easy Puzzles
Post by: eHalcyon on April 17, 2013, 01:34:57 am
Why not ten Market Squares? Your opponent previously played 5 Council Rooms. :P

The puzzle says you start with 5 cards in hand!
Title: Re: Easy Puzzles
Post by: Morgrim7 on April 17, 2013, 02:06:23 am
Why not ten Market Squares? Your opponent previously played 5 Council Rooms. :P

The puzzle says you start with 5 cards in hand!
Oh. Then draw cards, and then play the Golem. The treasures are technically being gained via only one action card, the Golem.
/loopholes
Title: Re: Easy Puzzles
Post by: math on April 17, 2013, 03:29:35 am
A new puzzle (this one happened in a real game).

On one of my turns, the last action I played was Count, and I used the "trash hand" option.  (I had no virtual coin from Action cards.) I then bought two Actions.  When would this be good strategy?
Title: Re: Easy Puzzles
Post by: Davio on April 17, 2013, 03:56:02 am
1. Black Market
2. It's a game with Ruins, you're buying the last two Ruins to end the game and trash some Curses
Title: Re: Easy Puzzles
Post by: math on April 17, 2013, 03:58:50 am
I thought of both of those as possibilities, but neither of those is what actually happened.
Title: Re: Easy Puzzles
Post by: Dsell on April 17, 2013, 04:00:40 am
If Ruins and BM weren't involved, it had to be Peddler, right?
Title: Re: Easy Puzzles
Post by: Awaclus on April 17, 2013, 04:15:57 am
Does Highway count as virtual coin?
Title: Re: Easy Puzzles
Post by: Dsell on April 17, 2013, 04:17:56 am
Does Highway count as virtual coin?

Oh yeah with Highways in play it coulda been anything!
Title: Re: Easy Puzzles
Post by: ashersky on April 17, 2013, 08:07:31 am
A new puzzle (this one happened in a real game).

On one of my turns, the last action I played was Count, and I used the "trash hand" option.  (I had no virtual coin from Action cards.) I then bought two Actions.  When would this be good strategy?

After bridges/highways?
Title: Re: Easy Puzzles
Post by: Davio on April 17, 2013, 08:34:20 am
No, Bridges give +$1.
Title: Re: Easy Puzzles
Post by: SirPeebles on April 17, 2013, 09:07:10 am
A new puzzle (this one happened in a real game).

On one of my turns, the last action I played was Count, and I used the "trash hand" option.  (I had no virtual coin from Action cards.) I then bought two Actions.  When would this be good strategy?

A hand full of Rats?  Or maybe Cultist or Hunting Ground.
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on April 17, 2013, 12:14:10 pm
I think Peddler is still the most obviously correct answer.
Title: Re: Easy Puzzles
Post by: Ozle on April 17, 2013, 12:32:12 pm
Moat?
Title: Re: Easy Puzzles
Post by: math on April 17, 2013, 12:47:33 pm
Yes, it was Peddler.
Title: Re: Easy Puzzles
Post by: Davio on April 17, 2013, 02:49:45 pm
New one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz.  ;)

Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 50cm x 20cm

What's the minimal amount of tablespace needed in square meters for a setup with the biggest possible starting setup (meaning cards, mats, player piles etc) for a two player game?

Limits
- You need not worry about Duration cards, they will be in the player's play area at all times.
- You don't have to be concerned about "limbo" lands, like a place for set aside cards to go to or revealed cards; all of this will be handed in a player's play area as well.
- Masquerade passing also doesn't require any extra space.
- Basically, just concern yourself with card piles for all of the cards and the players and the mats

So it's basically a two-step problem:
First, figure out what a maximal setup needs in material
Second, convert the material to square metres
Title: Re: Easy Puzzles
Post by: Awaclus on April 17, 2013, 03:26:12 pm
New one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz.  ;)

Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 500mm x 200mm
Took me a while to notice they all weren't in millimeters.
Title: Re: Easy Puzzles
Post by: Davio on April 17, 2013, 03:51:05 pm
New one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz.  ;)

Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 500mm x 200mm
Took me a while to notice they all weren't in millimeters.
Hehe, that was part of the challenge for all you quick-readers out there.  ;D
Title: Re: Easy Puzzles
Post by: KingZog3 on April 17, 2013, 06:13:43 pm
New one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz.  ;)

Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 500mm x 200mm
Took me a while to notice they all weren't in millimeters.
Hehe, that was part of the challenge for all you quick-readers out there.  ;D

Like a bad high-school math problem... :P
Title: Re: Easy Puzzles
Post by: ConMan on April 17, 2013, 07:40:20 pm
A new puzzle (this one happened in a real game).

On one of my turns, the last action I played was Count, and I used the "trash hand" option.  (I had no virtual coin from Action cards.) I then bought two Actions.  When would this be good strategy?
The top two Ruins were both Ruined Markets, the only +Buy in a game which is otherwise set up for a strong engine.
Title: Re: Easy Puzzles
Post by: ponnuki on April 25, 2013, 06:15:16 pm
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.
Title: Re: Easy Puzzles
Post by: ConMan on April 25, 2013, 07:33:22 pm
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.
1. Trader
2. Watchtower and you want to 3-pile
3. Gardens and you want to 3-pile
Title: Re: Easy Puzzles
Post by: liopoil on April 25, 2013, 07:39:03 pm
wait, isn't just "you are more than 10 points ahead and want to three-pile" enough?
Title: Re: Easy Puzzles
Post by: KingZog3 on April 25, 2013, 07:48:47 pm
wait, isn't just "you are more than 10 points ahead and want to three-pile" enough?

Only if you can end it fast enough. Your opponent could pick-up enough points to stop you winning by three pilling.
Title: Re: Easy Puzzles
Post by: liopoil on April 25, 2013, 07:50:10 pm
well, let's say you know you will have five buys this turn.
Title: Re: Easy Puzzles
Post by: liopoil on April 25, 2013, 07:50:37 pm
or if there's only two curses left.
Title: Re: Easy Puzzles
Post by: ashersky on April 26, 2013, 12:28:08 am
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.

I think there is another way of looking at this, as all the reasons suggested so far have to do with buying the curses you embargo; one might embargo the curses because they want to buy all other cards without hinderance but want/need the 2 coin.  Another could be that you want to discourage your opponent from buying curses to ambassador your way by forcing him to get multiple (if you embargo enough, it's counterproductive).
Title: Re: Easy Puzzles
Post by: itchiko on April 26, 2013, 10:54:16 am
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.

You are in the wrong side of the curse giving for that game (maybe your sea hag got discarded, maybe your opponent buys a lot of IGG when you really don't want them) and you have a Watchtower.
You want to be able to buy/gain most of the curses with a watchtower in hand to empty the pile. Especially if Watchtower is the only trasher in the board.
Works with Trader instead of Watchtower too.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 26, 2013, 03:44:51 pm
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.

You are in the wrong side of the curse giving for that game (maybe your sea hag got discarded, maybe your opponent buys a lot of IGG when you really don't want them) and you have a Watchtower.
You want to be able to buy/gain most of the curses with a watchtower in hand to empty the pile. Especially if Watchtower is the only trasher in the board.
Works with Trader instead of Watchtower too.

No it doesn't.  Trader won't trash the Curses.  You could do it if you just wanted a really easy way of getting multiple cheap Silvers, but you could do that with Coppers too so it doesn't really work.
Title: Re: Easy Puzzles
Post by: itchiko on April 26, 2013, 04:45:43 pm
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.

You are in the wrong side of the curse giving for that game (maybe your sea hag got discarded, maybe your opponent buys a lot of IGG when you really don't want them) and you have a Watchtower.
You want to be able to buy/gain most of the curses with a watchtower in hand to empty the pile. Especially if Watchtower is the only trasher in the board.
Works with Trader instead of Watchtower too.

No it doesn't.  Trader won't trash the Curses.  You could do it if you just wanted a really easy way of getting multiple cheap Silvers, but you could do that with Coppers too so it doesn't really work.

Oh yes, forgot trader actually doesn't trash. The watchtower solution still is valid though ^^

Another one would be you are a chameleon trying to buy the whole kingdom on turn 4 on that strange kingdom and needs to play all those pesky embargoes for the money but can't really play them on any piles because gaining curses at this point will prevent your crazy combo for working and will just empty the curse pile last. But of course that may be a little far fetched ^^
Title: Re: Easy Puzzles
Post by: Asper on April 29, 2013, 08:12:28 pm
About the question how much space is needed for maximum setup:

Maximum setup includes:
10 kingdom cards, one of which is Black Market
1 bane card
copper, silver, gold, estate, duchy, province
colony, platin, potion
curses, ruins
spoils, mercanary, madman, prices
black market pile
trash pile

Pirate ship, island, native village mats (6 each)
6 vp mats and trade route mat

This comes to a total of 28 piles, 25 play mats (with 7 of them actually being quadratic) and 6 play areas.

I'm pretty sure i didn't forget anything.
Title: Re: Easy Puzzles
Post by: liopoil on April 29, 2013, 08:18:26 pm
do you have enough kingdom cards for that? Let's see:

young witch, black market, trade route, island, native village, pirate ship, goons/bishop/monument, marauder, tournament, hermit, urchin, potioncard. That's 12 cards. However, I think you just put all those cards in the BM deck and you're set, so nevermind.
Title: Re: Easy Puzzles
Post by: Davio on May 01, 2013, 07:13:54 am
It's just 2p though, not 6. :)
Title: Re: Easy Puzzles
Post by: -Stef- on May 01, 2013, 10:45:38 am
Reading through the embargo-curse problem I thought of another:


This two player game is close to its end with only one Province remaining. You're currently behind on the score so it's time for action.
It's your turn and your hand consists of Necropolis, Scout, Pillage, Curse and Embargo. Bwleugh! Why does this horrible draw have to happen right now? Admitted, buying that Scout might have been a mistake in a kingdom with no other green cards except for the basic three.
The good news is that the Scout reveals four Golds, so next turn is easy sailing. If only you can survive that long.
Next you play Necropolis and Pillage. Your opponent reveals five duplicates of a single card!
Finally you see what to do: Your only winning move is to embargo the remaining two curses.

What did your opponent reveal? What's happening here?


Edit: yes, I meant duplicates. sorry & thanks
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on May 01, 2013, 10:51:27 am
Your opponent reveals five equal cards!

Equal meaning they are duplicates?
Title: Re: Easy Puzzles
Post by: Awaclus on May 01, 2013, 12:54:09 pm
Reading through the embargo-curse problem I thought of another:


This two player game is close to its end with only one Province remaining. You're currently behind on the score so it's time for action.
It's your turn and your hand consists of Necropolis, Scout, Pillage, Curse and Embargo. Bwleugh! Why does this horrible draw have to happen right now? Admitted, buying that Scout might have been a mistake in a kingdom with no other green cards except for the basic three.
The good news is that the Scout reveals four Golds, so next turn is easy sailing. If only you can survive that long.
Next you play Necropolis and Pillage. Your opponent reveals five duplicates of a single card!
Finally you see what to do: Your only winning move is to embargo the remaining two curses.

What did your opponent reveal? What's happening here?


Edit: yes, I meant duplicates. sorry & thanks
The Estate and Copper piles are empty, there are no $2s, your opponent went first, you are only one point behind and your opponent reveals a hand full of Goons. He could end the game on piles if he bought two curses and gained +2VP, but now he can't, because he will gain only one VP from Goons and that will make him lose one point, and that makes him lose the game.

EDIT: @eHalcyon: True, that's not necessary. But that was the first scenario I could think of, and besides, simplicity is overrated.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 01, 2013, 12:59:29 pm
I was about the post the same solution, except that I don't think it's necessary to specify there are no other $2 or cheaper cards.  If you are only 1VP behind, the most points he could get in his turn is 3 -- Estate and 2VP from Goons (from buying another Copper or something).  As long as this doesn't end the game, e.g. by running out Estates, then he will be 4VP up -- the last Province will still let you win.
Title: Re: Easy Puzzles
Post by: -Stef- on May 01, 2013, 02:39:07 pm
Reading through the embargo-curse problem I thought of another:


This two player game is close to its end with only one Province remaining. You're currently behind on the score so it's time for action.
It's your turn and your hand consists of Necropolis, Scout, Pillage, Curse and Embargo. Bwleugh! Why does this horrible draw have to happen right now? Admitted, buying that Scout might have been a mistake in a kingdom with no other green cards except for the basic three.
The good news is that the Scout reveals four Golds, so next turn is easy sailing. If only you can survive that long.
Next you play Necropolis and Pillage. Your opponent reveals five duplicates of a single card!
Finally you see what to do: Your only winning move is to embargo the remaining two curses.

What did your opponent reveal? What's happening here?


Edit: yes, I meant duplicates. sorry & thanks
The Estate and Copper piles are empty, there are no $2s, your opponent went first, you are only one point behind and your opponent reveals a hand full of Goons. He could end the game on piles if he bought two curses and gained +2VP, but now he can't, because he will gain only one VP from Goons and that will make him lose one point, and that makes him lose the game.

EDIT: @eHalcyon: True, that's not necessary. But that was the first scenario I could think of, and besides, simplicity is overrated.

Yes that was my solution too. Although for completeness you could specify you got the embargo from the black market, because otherwise another Embargo is available for $2.

I was about the post the same solution, except that I don't think it's necessary to specify there are no other $2 or cheaper cards.  If you are only 1VP behind, the most points he could get in his turn is 3 -- Estate and 2VP from Goons (from buying another Copper or something).  As long as this doesn't end the game, e.g. by running out Estates, then he will be 4VP up -- the last Province will still let you win.
No that doesn't work. The puzzle states that "Your only winning move is to embargo the remaining two curses". If no piles are low, you're not losing anyway.
Title: Re: Easy Puzzles
Post by: Awaclus on May 01, 2013, 03:52:53 pm
No that doesn't work. The puzzle states that "Your only winning move is to embargo the remaining two curses". If no piles are low, you're not losing anyway.
Though, any two empty piles will do, they don't necessarily have to be Estate and Copper as long as buying an Estate and a Copper doesn't empty either pile.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 01, 2013, 06:37:30 pm
No that doesn't work. The puzzle states that "Your only winning move is to embargo the remaining two curses". If no piles are low, you're not losing anyway.
Though, any two empty piles will do, they don't necessarily have to be Estate and Copper as long as buying an Estate and a Copper doesn't empty either pile.

Yes, that was my point. :)
Title: Re: Easy Puzzles
Post by: hyramgraff on May 03, 2013, 04:09:07 pm
Ok, I came up with a puzzle of my own.

You have a five card hand an only one buy but you can still empty the gold, silver, copper and curse piles.  How is this possible?

Bonus mode: Can you still do it if there are no embargo tokens out at the start of your turn.
Title: Re: Easy Puzzles
Post by: Davio on May 03, 2013, 04:12:35 pm
Does it mean you start with 1 buy or end with 1 buy?
And do you have to empty the entire piles or just get the last ones?

Otherwise, simply:
1. Hamlet, draw and discard Tunnel, get Gold
2. Village
3. Bureaucrat, get Silver
4. Beggar, get 3 Coppers
5. X

Buy Curse.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 03, 2013, 04:17:08 pm
Ok, I came up with a puzzle of my own.

You have a five card hand an only one buy but you can still empty the gold, silver, copper and curse piles.  How is this possible?

Bonus mode: Can you still do it if there are no embargo tokens out at the start of your turn.

Only one left of each
Crossroads + Haggler x3
Buy Gold, gain Silver, Copper and Curse.


:)
Title: Re: Easy Puzzles
Post by: liopoil on May 03, 2013, 04:52:42 pm
you can do it without playing any cards!

purchase embargoed copper, trash copper+curse with watchtower, discard two market square for golds, reveal trader for the first one but not the second.
Title: Re: Easy Puzzles
Post by: ashersky on May 03, 2013, 09:29:39 pm
Ok, I came up with a puzzle of my own.

You have a five card hand an only one buy but you can still empty the gold, silver, copper and curse piles.  How is this possible?

Bonus mode: Can you still do it if there are no embargo tokens out at the start of your turn.

No one wins this until they figure it out with full piles of all four.

Hard mode: By Turn 3.
Title: Re: Easy Puzzles
Post by: jonts26 on May 03, 2013, 10:39:43 pm
Ok, I came up with a puzzle of my own.

You have a five card hand an only one buy but you can still empty the gold, silver, copper and curse piles.  How is this possible?

Bonus mode: Can you still do it if there are no embargo tokens out at the start of your turn.

No one wins this until they figure it out with full piles of all four.

Hard mode: By Turn 3.

This thread is called easy puzzles. Not easy for CC puzzles.
Title: Re: Easy Puzzles
Post by: Simon (DK) on May 04, 2013, 03:27:26 pm
You can do it with only 3 cards if there's 1 left of each and no embargoes:
Play King's Court
Play Mine
Make treasure into Copper
Make Copper into Silver
Make Silver into Gold
Buy Curse
Title: Re: Easy Puzzles
Post by: eHalcyon on May 04, 2013, 06:35:56 pm
KC-KC-Beggar-Rebuild-X

Beggar will produce 9 Copper
Rebuild can hit 3 Feoda for 9 Silver, all the while flipping a bunch of Tunnels for up to 24 Gold (assuming you have all 8 Tunnels and they all get flipped as you search for the one Feodum that is rebuilt into another Feodum for the next Rebuild)
X can be Beggar or Rebuild, for whichever pile is bigger.
Buy something embargoed 10 times to run out Curse...
Title: Re: Easy Puzzles
Post by: Davio on May 05, 2013, 05:03:51 am
Assuming 60 Coppers, 40 Silvers, 30 Golds and 10 Curses, I can empty them all without buying anything.

Hand is Scrying Pool + 4x Colony
Play SC, draw KC (x10), Beggar (x7), Trader (x2), Golem (x1), Young Witch (x4) and Ace of Spades
Play a string of KC's letting us play 19 action cards 3 times, not that we need all 19

Play 7 Beggars 3 times for 60 Coppers
Trader 4 Colonies for 40 Silvers
Play Golem, discarding 8 Tunnels 3 times for 24 Golds
Play 4 Young Witches 3 times, dealing out 10 Curses, discarding 2 Tunnels 3 times to get 30 Golds total
Play Ace of Spades and confuse your opponent
Title: Re: Easy Puzzles
Post by: liopoil on May 05, 2013, 09:57:08 pm
new puzzle, it's pretty easy:

you play a counting house. There are multiple coppers in your discard pile. You pick up some, but not all, of those coppers. picking up the number of coppers you did, is, in this case, your best move. Why?
Title: Re: Easy Puzzles
Post by: Powerman on May 05, 2013, 10:13:40 pm
You're going to play loan, have no other treasure in your deck, and want to trash one?
Title: Re: Easy Puzzles
Post by: liopoil on May 05, 2013, 10:19:17 pm
That works. that wasn't what I had in mind. I can think of a couple others, but  there's probably even more.
Title: Re: Easy Puzzles
Post by: KingZog3 on May 05, 2013, 11:23:29 pm
You have 16 coppers in your discard, and you know you have another Counting House coming up in the next 5 cards, so you only pick up 8 coppers to get a Province next turn. Edge case McEdge-case
Title: Re: Easy Puzzles
Post by: ashersky on May 05, 2013, 11:33:51 pm
You have 16 coppers in your discard, and you know you have another Counting House coming up in the next 5 cards, so you only pick up 8 coppers to get a Province next turn. Edge case McEdge-case

Don't you discard the 8 you picked up?  So they'll be there the next time you play Counting House as long as you don't shuffle.
Title: Re: Easy Puzzles
Post by: KingZog3 on May 05, 2013, 11:39:51 pm
You have 16 coppers in your discard, and you know you have another Counting House coming up in the next 5 cards, so you only pick up 8 coppers to get a Province next turn. Edge case McEdge-case

Don't you discard the 8 you picked up?  So they'll be there the next time you play Counting House as long as you don't shuffle.
Of course. That was totally dumb.
Title: Re: Easy Puzzles
Post by: Davio on May 06, 2013, 01:12:30 am
You're going to play Count, trashing your hand, but don't want to trash all Coppers, leaving your economy crippled/Gardens worthless.

Count trashing and Counting House might be contradicting strategies, so let's say you got CH from Swindler.
Title: Re: Easy Puzzles
Post by: Axxle on May 06, 2013, 01:28:08 am
You want to play kc kc trade route poorhouse poorhouse
Title: Re: Easy Puzzles
Post by: eHalcyon on May 06, 2013, 02:54:04 am
new puzzle, it's pretty easy:

you play a counting house. There are multiple coppers in your discard pile. You pick up some, but not all, of those coppers. picking up the number of coppers you did, is, in this case, your best move. Why?

I had totally forgotten that CH lets you choose how many Copper to pick up.  Androminion just puts all the Copper into your hand.  Does Goko let you pick?  Did iso?
Title: Re: Easy Puzzles
Post by: RTT on May 06, 2013, 03:09:00 am
i belive goko lets you pick them one by one. But threre is also a button take all coppers.
Title: Re: Easy Puzzles
Post by: Awaclus on May 06, 2013, 05:41:59 am
new puzzle, it's pretty easy:

you play a counting house. There are multiple coppers in your discard pile. You pick up some, but not all, of those coppers. picking up the number of coppers you did, is, in this case, your best move. Why?

I had totally forgotten that CH lets you choose how many Copper to pick up.  Androminion just puts all the Copper into your hand.  Does Goko let you pick?  Did iso?
Iso did.
Title: Re: Easy Puzzles
Post by: liopoil on May 06, 2013, 07:19:40 am
If you're going to trash you hand and want coppers why did you pick up any? poorhouse with trashing works though.
Title: Re: Easy Puzzles
Post by: Davio on May 06, 2013, 09:57:47 am
Mountebank? And maybe you need to keep 1 for Fairgrounds so you just take everything minus 1.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 06, 2013, 11:04:09 am
Mountebank? And maybe you need to keep 1 for Fairgrounds so you just take everything minus 1.

The bigger question is why in the world are you using the "trash your hand" option in a Garden deck???
Title: Re: Easy Puzzles
Post by: Davio on May 06, 2013, 12:19:13 pm
That was a bad example, Fairgrounds is probably better, but Poor House and limited trashing is the obvious best answer.
Title: Re: Easy Puzzles
Post by: jonts26 on May 06, 2013, 01:19:54 pm
You have 2 Philosopher's stones in hand. You have 4 copper's in discard, and 23 total cards in discard/draw. Taking the 4th copper will net you less $.
Title: Re: Easy Puzzles
Post by: liopoil on May 06, 2013, 03:34:38 pm
that also works. So the answers so far:

-poor house
-count+fairgrounds
-P-stone
-loan

And my initial idea, which was:

-a draw to X card. let's say you have in hand, Necropolis, counting house, watchtower, gold, silver. Your discard pile has 2 coppers. You want to buy a province. You've been tracking your deck and know that the only money left is silver. If you pick up one copper, you need to draw one silver in 3 cards. If you pick up two, you need 1 silver in 2 cards. If you pick up none, you need 2 silver in 4 cards. Picking up exactly one copper gives you the best chance of buying a province.

That was a lot more convulted than I thought it would be. Your solutions are simpler :P
Title: Re: Easy Puzzles
Post by: Powerman on May 06, 2013, 08:42:15 pm
that also works. So the answers so far:

-poor house
-count+fairgrounds
-P-stone
-loan

And my initial idea, which was:

-a draw to X card. let's say you have in hand, Necropolis, counting house, watchtower, gold, silver. Your discard pile has 2 coppers. You want to buy a province. You've been tracking your deck and know that the only money left is silver. If you pick up one copper, you need to draw one silver in 3 cards. If you pick up two, you need 1 silver in 2 cards. If you pick up none, you need 2 silver in 4 cards. Picking up exactly one copper gives you the best chance of buying a province.

That was a lot more convulted than I thought it would be. Your solutions are simpler :P

Um... why wouldn't you do Necropolis - Watchtower - Counting House?
Title: Re: Easy Puzzles
Post by: liopoil on May 06, 2013, 08:53:51 pm
because... that's not the point. Nowhere in the puzzle does it say you have played well before this point, it just says that you have just played counting house.
Title: Re: Easy Puzzles
Post by: Powerman on May 06, 2013, 09:51:22 pm
because... that's not the point. Nowhere in the puzzle does it say you have played well before this point, it just says that you have just played counting house.

But... your solution is only "valid" because you say it gives you "the best chance of buying a province."  And... it doesn't :P
Title: Re: Easy Puzzles
Post by: liopoil on May 06, 2013, 09:53:13 pm
yeah I know :P. I didn't really think of that...
Title: Re: Easy Puzzles
Post by: Awaclus on May 07, 2013, 02:14:30 am
But misclicks happen, and you've got to know what to do when you accidentally played Counting House too early.
Title: Re: Easy Puzzles
Post by: jonts26 on May 07, 2013, 02:27:11 am
OK - a new easy puzzle.

You have two treasures in play that add up to $7 and one of them isn't a Platinum. What are they? Oh and the other one isn't a Platinum either.
Title: Re: Easy Puzzles
Post by: Awaclus on May 07, 2013, 02:39:49 am
OK - a new easy puzzle.

You have two treasures in play that add up to $7 and one of them isn't a Platinum. What are they? Oh and the other one isn't a Platinum either.
Philosopher's Stone or Diadem + anything. Also, depending on how you interpret Counterfeit and the puzzle, it could be Counterfeit and Gold for a very short period of time.
Title: Re: Easy Puzzles
Post by: jonts26 on May 07, 2013, 02:51:25 am
OK - a new easy puzzle.

You have two treasures in play that add up to $7 and one of them isn't a Platinum. What are they? Oh and the other one isn't a Platinum either.
Philosopher's Stone or Diadem + anything. Also, depending on how you interpret Counterfeit and the puzzle, it could be Counterfeit and Gold for a very short period of time.

Yeah, that all works. Easy Puzzles!

OK another one:

You're playing a game with no cards which offer +2 actions, no throne room/king's court or golem or tactician. Yet you manage to play 2 Goons in the same turn. How?
Title: Re: Easy Puzzles
Post by: Davio on May 07, 2013, 02:52:50 am
Cheat: Crossroads.  ;D ;D
Not sure if Outpost is the same turn...otherwise: Outpost?
Title: Re: Easy Puzzles
Post by: jonts26 on May 07, 2013, 02:54:14 am
Cheat: Crossroads.  ;D ;D

That is in fact one of the answers I had in mind. But there's also another one!
Title: Re: Easy Puzzles
Post by: Davio on May 07, 2013, 02:58:17 am
Cheat: Crossroads.  ;D ;D

That is in fact one of the answers I had in mind. But there's also another one!
Well, if Crossroads is one of the answers (and Outpost isn't), Hamlet?
It doesn't always give +2 Actions.
Title: Re: Easy Puzzles
Post by: jonts26 on May 07, 2013, 03:01:45 am
Cheat: Crossroads.  ;D ;D

That is in fact one of the answers I had in mind. But there's also another one!
Well, if Crossroads is one of the answers (and Outpost isn't), Hamlet?
It doesn't always give +2 Actions.

Outpost turns are a different turn. Hamlet (and ironmonger and maybe others) I still count as offer two actions. It gives one and then an option for a second. Though this could be just semantics. I suppose the crossroads answer could be semantics too since it has to give +2 actions to give + 3 actions. But the other answer I have in mind doesn't play that sort of word game.

Also, even if you didn't count outpost turns, you'd still have to play outpost and goons together and you might as well just play two goons in that case. So outpost can't help.
Title: Re: Easy Puzzles
Post by: Davio on May 07, 2013, 03:08:54 am
I assume Tribute falls in the same category?

And you didn't mention Procession, so Procession-Procession-Goons-Goons. :)
Title: Re: Easy Puzzles
Post by: jonts26 on May 07, 2013, 03:12:50 am
And you didn't mention Procession, so Procession-Procession-Goons-Goons. :)

Yep you got it. That answer plays an entirely different sort of word game.
Title: Re: Easy Puzzles
Post by: jonts26 on May 07, 2013, 03:15:48 am
OK so one more and I'm going to bed. Now the supply doesn't contain any of the cards prohibited from the previous question or crossroads or procession. But you can still play two goons in one turn. How?
Title: Re: Easy Puzzles
Post by: Davio on May 07, 2013, 03:27:15 am
@jonts26, I had thought about that previously to make a modified puzzle from yours and the answer is: Madman or Trusty Steed.
They aren't in the supply.  ;) Necropolis also isn't in the supply.

Another one: Assume there is a card with the text: If you gain this, you immediately win the game.
And this hypothetical card costs $100.

What is the least amount of cards you need to have in play to be able to afford this mega card?

Example: KC-KC-KC-KC-Death Cart-DC-DC-DC-DC-DC-DC gives 3 * 5 * 7 = $105 with 11 cards in play.
Can you do better? I have some ideas how to improve, but I'll let you guys have a go at it.

Limits:
- No Pirate Ship (you could potentially make PS worth $100 on its own)
- No Philosopher's Stone (same deal, although there likely aren't 500 cards in the game)
Title: Re: Easy Puzzles
Post by: Pneumatiker on May 07, 2013, 03:46:10 am
As you obviously don't care about the number of cards in your hand at the beginning of your turn, the answer should be one. Either a Secret Chamber, a Storeroom or a Vault.

EDIT: And if you care it would probably two. A Scrying Pool which reveals enough actions or a Native Village and additionally one of the above mentioned cards.
Title: Re: Easy Puzzles
Post by: Qvist on May 07, 2013, 03:51:21 am
As you obviously don't care about the number of cards in your hand at the beginning of your turn, the answer should be one. Either a Secret Chamber, a Storeroom or a Vault

I was going to say something similar. I guess he meant "cards in hand".
I have another 11 card solution: Forge 8 Colonies (in a 3-player game) and 2 Golds
Title: Re: Easy Puzzles
Post by: Davio on May 07, 2013, 03:59:24 am
As you obviously don't care about the number of cards in your hand at the beginning of your turn, the answer should be one. Either a Secret Chamber, a Storeroom or a Vault

I was going to say something similar. I guess he meant "cards in hand".
I have another 11 card solution: Forge 8 Colonies (in a 3-player game) and 2 Golds
Oh yeah, let's just say: Minimize M where M is the maximum number of "your" cards at any time, so this counts cards in deck, cards in play, cards in discard and cards on Islands/BoMs.
Title: Re: Easy Puzzles
Post by: Pneumatiker on May 07, 2013, 04:09:33 am
Ok, so let's assume we got a kingdom with seven alternative victory cards, Trade Route, Fortress, KC and Colonies. If each victory card was gained at least once in the game, the TR would be worth 11 coins. You could play KC-KC-KC-KC-TR-TR-TR (=99 coins), always removing a Fortress from your hand and then play a Copper from your hand. So here's M=9 7.
Title: Re: Easy Puzzles
Post by: Davio on May 07, 2013, 04:14:27 am
Improving on Pneumatiker's solution (which can remove 2 KC's from the chain):

Uses Colonies.
Kingdom is 7 Victory card piles, KC, Trade Route and Black Market and Tunnel as bane. BM holds Young Witch, Fortress and Council Room.

Opponent has previously played Council Room, leaving you with 6 cards in hand.
From each VP pile, at least one copy has been bought, Trade Route is worth 4 + 8 = 12.

Play KC-KC-TR-TR-TR, trashing a Fortress everytime, this gives you 9 * 12 = $108 with a total of 6 cards.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 07, 2013, 09:33:04 am
I assume Tribute falls in the same category?

And you didn't mention Procession, so Procession-Procession-Goons-Goons. :)

Oh man what a terrible play.

And before the edge-casers post, yes, I know it can sometimes be the best move.
Title: Re: Easy Puzzles
Post by: hyramgraff on May 07, 2013, 03:14:32 pm
Ok, I came up with a puzzle of my own.

You have a five card hand an only one buy but you can still empty the gold, silver, copper and curse piles.  How is this possible?

Bonus mode: Can you still do it if there are no embargo tokens out at the start of your turn.

My answer was:
Hand is: Embargo, Talisman, Watchtower, Trader, Market Square.
Play embargo, choosing coppers.  Play talisman.  Buy a copper, reveal trader to gain a silver instead of the copper you would gain from talisman.  Gain bought copper.  Gain curse and reveal watchtower to trash it and then reveal and discard market square to gain a gold.


I was impressed by the solution that required only a three card hand.
Title: Re: Easy Puzzles
Post by: heron on May 08, 2013, 03:51:11 pm
Puzzle:

Find two ways to have a gold in your deck before any player's second turn.
Title: Re: Easy Puzzles
Post by: Axxle on May 08, 2013, 04:37:05 pm
Buy a tunnel, opponent buys a noble brigand flipping the tunnel.

Cheat.
Title: Re: Easy Puzzles
Post by: Awaclus on May 08, 2013, 05:19:50 pm
The other one is the sixth player buying Noble Brigand and hitting the first player's gold. This requires that Shelters are used and Hovel was trashed when Tunnel was bought.
Title: Re: Easy Puzzles
Post by: heron on May 08, 2013, 05:23:05 pm
Huh, that's a good one Awaclus. I have a third though, which can be done with just 4 players.
Title: Re: Easy Puzzles
Post by: Davio on May 09, 2013, 04:15:12 am
The second one is:

P1: Buy Noble Brigand, flipping 2 cards for our target P3
P2: Buy Embassy, making P3 gain a Silver
P3: Buy Market Square, draw 3 cards, reshuffle, draw Market Square
P4: Buy Noble Brigand, trashing P3's gained Silver

P3 reveals Market Square and gains a Gold.
Title: Re: Easy Puzzles
Post by: Davio on May 09, 2013, 04:22:12 am
Another one from me:

We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.

The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

So no cantrips, Library, Farming Village or Native Village.
Title: Re: Easy Puzzles
Post by: ashersky on May 09, 2013, 04:38:24 am
Another one from me:

We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.

The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

So no cantrips, Library, Farming Village or Native Village.

For the first one, Tactician on a possessed turn?
Title: Re: Easy Puzzles
Post by: Awaclus on May 09, 2013, 05:35:23 am
We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.
Knights, Rogue, Bishop, Saboteur, Swindler (Trashing Cultist)
Torturer and he takes a curse
Margrave when he has two or less cards in hand
Masquerade when he has zero cards in hand

Title: Re: Easy Puzzles
Post by: eHalcyon on May 09, 2013, 09:12:41 am
We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.
Knights, Rogue, Bishop, Saboteur, Swindler (Trashing Cultist)
Torturer and he takes a curse
Margrave when he has two or less cards in hand
Masquerade when he has zero cards in hand

trashing attacks also work when they trash their Fortress, Rats or Overgrown Estate from their deck.

Margrave technically always works. It just doesn't last, is all.
Title: Re: Easy Puzzles
Post by: hyramgraff on May 09, 2013, 11:34:58 am
The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

Title: Re: Easy Puzzles
Post by: eHalcyon on May 09, 2013, 11:44:05 am
The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

  • Adventurer
  • Throne Room and procession with a drawer
  • Anything that trashes cultist
  • Envoy (I think it technically meets the critera)

Only your third one works.  And as before, it also works with Rats, OGE, and Fortress, depending on how you define "extra".  Adventurer says to put cards in your hand, and Envoy says to draw as well.  I don't think Davio's question is meant to look for slight wording differences.  Oh, and TR/Proc with a drawer still uses a drawer... though I guess that could be another technicality.

Some more answers are: Beggar, Explorer
Title: Re: Easy Puzzles
Post by: Axxle on May 09, 2013, 02:04:27 pm
___Band of Misfits___
Title: Re: Easy Puzzles
Post by: GendoIkari on May 14, 2013, 02:51:44 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
Title: Re: Easy Puzzles
Post by: qmech on May 14, 2013, 02:53:48 pm
Procession/Graverobber!  That's a very nice interaction.
Title: Re: Easy Puzzles
Post by: hyramgraff on May 14, 2013, 02:57:34 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
An engine involving Procession and Graverobber/Rouge.  Each turn you procession the Wharf and then get it back from the trash with Graverobber/Rouge.
Title: Re: Easy Puzzles
Post by: Awaclus on May 14, 2013, 04:21:49 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
The game ends before the second turn.
Title: Re: Easy Puzzles
Post by: AdamH on May 15, 2013, 03:56:22 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?

You can Scheme a Wharf, even though you won't get the duration benefit. I'm thinking KC+KC+Scheme+Scheme+Wharf might be useful for reliability, though I can't imagine why you would want to do this. Edge casers?
Title: Re: Easy Puzzles
Post by: eHalcyon on May 15, 2013, 04:35:45 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
The game ends before the second turn.

This doesn't quite meet the requirements because it says that "you then build an engine".  If the game ends, you did not build the engine.

Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?

You can Scheme a Wharf, even though you won't get the duration benefit. I'm thinking KC+KC+Scheme+Scheme+Wharf might be useful for reliability, though I can't imagine why you would want to do this. Edge casers?

That doesn't let you play it every turn.  You will play Wharf one turn, scheme it the next, play it again after that.  You can only alternate.  You can't scheme it on the same turn you play it because Wharf won't be discarded, so Scheme can't topdeck it.
Title: Re: Easy Puzzles
Post by: Axxle on May 15, 2013, 04:39:36 pm
Procession it and fish it out with Graverobber, you might be able to play it multiple times per turn!
Title: Re: Easy Puzzles
Post by: AdamH on May 16, 2013, 02:57:17 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?

You can Scheme a Wharf, even though you won't get the duration benefit. I'm thinking KC+KC+Scheme+Scheme+Wharf might be useful for reliability, though I can't imagine why you would want to do this. Edge casers?

That doesn't let you play it every turn.  You will play Wharf one turn, scheme it the next, play it again after that.  You can only alternate.  You can't scheme it on the same turn you play it because Wharf won't be discarded, so Scheme can't topdeck it.

Then it seems that both Iso and Goko had bugs that let you do this? Well that's lovely.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 16, 2013, 02:59:35 pm
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?

You can Scheme a Wharf, even though you won't get the duration benefit. I'm thinking KC+KC+Scheme+Scheme+Wharf might be useful for reliability, though I can't imagine why you would want to do this. Edge casers?

That doesn't let you play it every turn.  You will play Wharf one turn, scheme it the next, play it again after that.  You can only alternate.  You can't scheme it on the same turn you play it because Wharf won't be discarded, so Scheme can't topdeck it.

Then it seems that both Iso and Goko had bugs that let you do this? Well that's lovely.

Are you sure about that?

If you play Scheme and Wharf on the same turn, during clean up you can pick Wharf.  However, Scheme only triggers if the card is discarded from play taht turn.  Since Wharf stays in play as a duration, it won't get topdecked.  You could scheme and top-deck it on the second turn.

I think iso used to let you choose Wharf (correctly) but would not topdeck it in that case (also correct).
Title: Re: Easy Puzzles
Post by: Davio on May 17, 2013, 02:12:34 am
Iso did it correctly.

You could choose Wharf, but it would not put it back on your deck the turn you played it.
This is because during clean-up, the new Wharf is just in play as any other card. Indeed, it's not discarded so Scheme's effect sizzles in the end.

Don't know about Goko.
Title: Re: Easy Puzzles
Post by: hsiale on May 17, 2013, 02:23:23 am
I made a misclick recently and tried to Scheme a freshly played duration, Goko handled it correctly - card stayed where it was
Title: Re: Easy Puzzles
Post by: math on May 24, 2013, 01:17:54 pm
New puzzle.  What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?

I have a solution that gets _5_, but I don't know for sure if that's the most possible.
Title: Re: Easy Puzzles
Post by: liopoil on May 24, 2013, 02:45:08 pm
hmmm, that's tough. I figured out how you got 5 I think.

T1 buy NC
T2 buy hamlet, squire
T3 play Necropolis, hamlet discarding a card for a buy, squire for buys, nomad camp. You have 4 actions in play and 5 buys


I'm not sure how you could do better.
Title: Re: Easy Puzzles
Post by: liopoil on May 24, 2013, 02:46:44 pm
the hamlet can be any non-terminal buy for 2 or 3$. So market square works too.
Title: Re: Easy Puzzles
Post by: math on May 24, 2013, 03:29:46 pm
Yes, that's the way I did it.  I used Pawn for non-terminal buy, but the others work as well.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 24, 2013, 09:14:56 pm
New puzzle.  What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?

I have a solution that gets _5_, but I don't know for sure if that's the most possible.

I have a feeling that 10 is possible... just ask CC...
Title: Re: Easy Puzzles
Post by: Davio on June 05, 2013, 03:00:57 am
Can you name all the ways for you to have 0 cards at the start of your turn in a 2p game?
Title: Re: Easy Puzzles
Post by: Dsell on June 05, 2013, 03:37:39 am
Can you name all the ways for you to have 0 cards at the start of your turn in a 2p game?

Let's see...

Islanded away your last card previously.
Played your only card, a hermit, and bought nothing, trashing it while the madman pile was empty previously.
Played an urchin followed by a pillage while the spoils and mercenary pile were empty, choosing to trash the urchin previously.
Trashed death cart when it was your last card previously.
Played a madman when it was your last card previously.
Played a spoils when it was your last card previously.
Played a pillage when it was your last card and the spoils pile was empty previously.
Played any knight when it was your last card and it hit another knight previously.
Played an embargo when it was your last card previously.
Played a mining village when it was your last card and chose to trash it previously.
Played a treasure map (trashing another or not) when it was your last card and the gold pile was empty previously.
Your opponent possessed you and did any of the above to you (ok TECHNICALLY this isn't distinct from the above because you are still doing them and your opponent is just forcing you to).
Opponent has sucessfully pinned you (using some combination of discarder/outpost/masquerade/throne room/kings court).
Trashed all to opponent's bishop.
Trashed all to opponent's governor.
Revealed a hand containing only fools gold when another player bought a province, but the gold pile was empty.
Discarded all to torturer.
Placed all cards on deck due to bureaucrat.
All your coppers were cutpursed.
All of your cards are duration cards and they are all in play from last turn.
Played a band of misfits as one of the above $4 or less cost cards under the same conditions.
Edge case that I'm pretty sure doesn't work: Discard your only remaining card to vault and thus draw nothing.


I think this covers most everything. There may be an edge case or two I'm not thinking of.
Title: Re: Easy Puzzles
Post by: Axxle on June 05, 2013, 03:44:33 am
Also:

Beggar and Market Square reactions.
Secret chamber reaction when you only have two cards in your deck (including those in your hand)
Title: Re: Easy Puzzles
Post by: Dsell on June 05, 2013, 03:45:14 am
Also:

Beggar and Market Square reactions.

Gah! Don't know how I missed such simple ones. :-X
Title: Re: Easy Puzzles
Post by: Axxle on June 05, 2013, 03:49:59 am
Hand full of curses discarded to Mountebank attacks
Title: Re: Easy Puzzles
Post by: Dsell on June 05, 2013, 04:14:41 am
Hand full of curses

Reminds me of

(http://i.qkme.me/3rzmz0.jpg)
Title: Re: Easy Puzzles
Post by: jonts26 on June 05, 2013, 11:17:32 am
New puzzle.  What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?

I have a solution that gets _5_, but I don't know for sure if that's the most possible.

With Baker, we can get to 6.

1. 4C -> Nomad Camp
2. NC + 3C + Coin token -> Throne room + Squire
3. Necropolis, NC, TR(Squire) for 4 actions in play and 6 buys.
Title: Re: Easy Puzzles
Post by: KingZog3 on June 05, 2013, 03:32:15 pm
New puzzle.  What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?

I have a solution that gets _5_, but I don't know for sure if that's the most possible.

If you can empty the supply on turn 3, I would guess you can buy all of them.
Title: Re: Easy Puzzles
Post by: liopoil on June 05, 2013, 03:34:52 pm
I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.
Title: Re: Easy Puzzles
Post by: KingZog3 on June 05, 2013, 08:35:28 pm
I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.

I thought Celestial Chameleon showed you could. Maybe I'm wrong, but I bet there is a way to get all 10 on turn 3... just need to think the solution up.

EDIT: I'm wrong. 6 is probably the max, but I'll keep thinking about it :P
Title: Re: Easy Puzzles
Post by: Axxle on June 05, 2013, 08:37:30 pm
I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.

I thought Celestial Chameleon showed you could. Maybe I'm wrong, but I bet there is a way to get all 10 on turn 3... just need to think the solution up.
That was 4 turns (http://forum.dominionstrategy.com/index.php?topic=6855.0).
Title: Re: Easy Puzzles
Post by: KingZog3 on June 05, 2013, 08:38:23 pm
I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.

I thought Celestial Chameleon showed you could. Maybe I'm wrong, but I bet there is a way to get all 10 on turn 3... just need to think the solution up.
That was 4 turns (http://forum.dominionstrategy.com/index.php?topic=6855.0).

Just looked it up :P
Title: Re: Easy Puzzles
Post by: eHalcyon on June 05, 2013, 08:42:31 pm
But Baker and other Guilds cards could make a huge difference.  A small bump can add some major acceleration...
Title: Re: Easy Puzzles
Post by: liopoil on June 05, 2013, 08:52:17 pm
I found another way to get 6, and as a bonus I get 5 actions in play.

Kingdom: Peddler, Border Village, Nomad Camp, Squire, Baker, Shelters
T1: 5C; spend coin token, buy border village gain nomad camp.
T2: 2C, Nomad Camp, Overgrown estate, Hovel; play nomad camp, buy two squires.
T3: Necropolis, Border Village, Nomad Camp, 2 squires. Play necropolis, border village, nomad camp and two squires for buys. Have 6 buys and 5 actions in play, buy 6 peddlers.

Title: Re: Easy Puzzles
Post by: liopoil on June 05, 2013, 08:52:59 pm
in solitaire, I can't see how it could be possible to get more than 6 buys.
Title: Re: Easy Puzzles
Post by: Avin on June 06, 2013, 02:19:44 pm
Butcher Puzzle:

What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?

edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.
Title: Re: Easy Puzzles
Post by: KingZog3 on June 06, 2013, 02:26:27 pm
Butcher Puzzle:

What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?

edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.

Trash a card gaining a card of the same value then buying a $2 card with the coins.
Title: Re: Easy Puzzles
Post by: hyramgraff on June 06, 2013, 02:28:48 pm
Butcher Puzzle:

What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?

edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.

Throne Room/King's Court/Procession the Butcher and on the last play of butcher you can trash and gain a card costing 4-6 more than the card you trashed.
Title: Re: Easy Puzzles
Post by: Avin on June 06, 2013, 10:44:43 pm
Butcher Puzzle:

What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?

edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.

Trash a card gaining a card of the same value then buying a $2 card with the coins.

No coins are remaining after playing the Butcher, not just after the buy phase. But hyamgraff got the answer I was looking for.
Title: Re: Easy Puzzles
Post by: StrongRhino on June 10, 2013, 09:41:41 pm
New Puzzle:
You played 8 Peddlers, but can't afford Province: Why?
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 10, 2013, 09:43:35 pm
You've already bought something else for the money

Edit (before the post below): Or you've played Poor House to reduce your money
Title: Re: Easy Puzzles
Post by: ashersky on June 10, 2013, 09:44:41 pm
New Puzzle:
You played 8 Peddlers, but can't afford Province: Why?

Isn't there a negative money DA card that might make this happen?
Title: Re: Easy Puzzles
Post by: liopoil on June 10, 2013, 09:46:17 pm
yeah, poor house
Title: Re: Easy Puzzles
Post by: liopoil on June 10, 2013, 09:49:58 pm
also, the treasures in your hand must be horn of plenty or potion so that they can't give you money
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 10, 2013, 10:47:10 pm
You stupidly thought that Poor House would help you in a Double-Tac engine without trashing, so starting with 10 cards in hand you play 8 Peddlers and a Poor House. You then reveal your hand with the 7 starting Coppers and the Silver you bought to reach 5$ for a Tactician. After which you play your second Tactician, and end your turn with a total of 0$ to spend.
Title: Re: Easy Puzzles
Post by: StrongRhino on June 11, 2013, 09:05:10 pm
You've already bought something else for the money

Edit (before the post below): Or you've played Poor House to reduce your money
You got both.
also, the treasures in your hand must be horn of plenty or potion so that they can't give you money
This is true though, you have to watch out.
Title: Re: Easy Puzzles
Post by: Axxle on June 11, 2013, 10:23:59 pm
You've already bought something else for the money

Edit (before the post below): Or you've played Poor House to reduce your money
You got both.
also, the treasures in your hand must be horn of plenty or potion so that they can't give you money
This is true though, you have to watch out.
Or you just discard them before the buy phase.
Title: Re: Easy Puzzles
Post by: DStu on June 12, 2013, 02:13:14 am
Also: Contraband
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 07:11:28 am
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard, hand and in play.

Edit: Also no matter which cards are in the Black Market deck. It doesn't have to be a 2 player game.
Title: Re: Easy Puzzles
Post by: liopoil on June 12, 2013, 07:14:54 am
...  just something like death cart chapel works right?
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 07:46:27 am
...  just something like death cart chapel works right?

No. They only work together. Not separately.
Death Cart can't get rid of your starting Coppers and Estates.
With Chapel alone you will always have at least Chapel left in your deck.
Each of the 5 answers has to work no matter which other 9 kingdom card piles are present.
Title: Re: Easy Puzzles
Post by: Awaclus on June 12, 2013, 07:47:53 am
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 07:51:43 am
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
Title: Re: Easy Puzzles
Post by: ashersky on June 12, 2013, 07:56:30 am
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.

I don't think Island alone works.  There are 8 available, and 10 starting cards, so you will be stuck with two coppers in the end.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 07:58:05 am
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.

I don't think Island alone works.  There are 8 available, and 10 starting cards, so you will be stuck with two coppers in the end.

It works in a 3+ player game, where there is 12 available.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 08:05:51 am
And I see that I forgot to mention 0 cards in play, which would make most trashers an answer. It's now edited into the question.
Title: Re: Easy Puzzles
Post by: ashersky on June 12, 2013, 08:14:04 am
And I see that I forgot to mention 0 cards in play, which would make most trashers an answer. It's now edited into the question.

So, I think technically Masq can do this.  If your opponent mirrors this in two player, and you both only have Masq, the one who plays it takes the other's last card, leaving you with nothing.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 08:24:29 am
And I see that I forgot to mention 0 cards in play, which would make most trashers an answer. It's now edited into the question.

So, I think technically Masq can do this.  If your opponent mirrors this in two player, and you both only have Masq, the one who plays it takes the other's last card, leaving you with nothing.

Correct
Title: Re: Easy Puzzles
Post by: liopoil on June 12, 2013, 03:08:41 pm
oh, I see, you meant 5 different card individually, not 5 cards in one kingdom.
Title: Re: Easy Puzzles
Post by: GendoIkari on June 12, 2013, 04:31:44 pm
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.

lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.

In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.
Title: Re: Easy Puzzles
Post by: Awaclus on June 12, 2013, 05:05:51 pm
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.

lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.

In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.
But that number goes down if you play your own Governors.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 12, 2013, 07:48:10 pm
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.

lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.

In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.

Ooh i like this :) A puzzle within my puzzle. How few Governors are actually needed at most given the kingdom?

I calculated it to that you can do it on any kingdom with 13 Governor plays, but I forgot a pretty important thing, that probably will make it less. It has to be another day I think about that though.
If anyone else wants to calculate this, then remember that you can get a single Governor yourself (I assume we play in the real world, so if you shuffle enough times you will hit 5$), and that you can empty 2 piles before the last turn and more piles in the last turn.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 12, 2013, 08:21:14 pm
Here's the next one:

Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Knights, Bishop, Island, Black Market, Governor.

Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.

lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.

In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.

Ooh i like this :) A puzzle within my puzzle. How few Governors are actually needed at most given the kingdom?

I calculated it to that you can do it on any kingdom with 13 Governor plays, but I forgot a pretty important thing, that probably will make it less. It has to be another day I think about that though.
If anyone else wants to calculate this, then remember that you can get a single Governor yourself (I assume we play in the real world, so if you shuffle enough times you will hit 5$), and that you can empty 2 piles before the last turn and more piles in the last turn.

Uh, no way you can do it in 13 on ANY kingdom. 

Ideal case is: no Poor House, no $4 or $7 card, starting Estates.  Then it takes 7 plays of Governor by the opponent to clear the Coppers, 3 plays of Governor by you to clear the Estates, and 2 plays of Governor by the opponent so you can go Governor->Gold->missing $7.  That's a total of 12 plays.  Not bad.

If Poor House is in the kingdom, then your Coppers have to first become either PH or Estate (or another $2).  That's already 7 plays.  If there are no $4 cards in the kingdom, then you can get rid of the 10 Estates in your deck in 10 more plays of Governor.  Then you need your opponent to play Governor twice, so that you can go Governor->Gold->nothing, assuming there are no $7s in the kingdom.

So if PH is in the kingdom, you need a minimum of 19 plays.  If there are $4s and $7s, you need far more plays.

It also gets more difficult if you start with Shelters because you can't directly get rid of them either.  They will go Shelter->Estate or Shelter->Silver first.  So the best you can do with that is Shelter->Estate->missing $4 or Shelter->Silver->missing $4.  It thus takes 6 plays of Governor to clear these guys.  However, you could buy an Estate at some point to trash Hovel, which you can then go Estate->missing $4 directly, so 5 plays.  Without PH, it takes 7 opponent plays to clear Copper and 2 opponent plays to trash your Governor.  The total is 14 plays.

If the kingdom has a $7 cost card, it will take an extra 2 plays to trash your Governor: Gov->Gold->$7->Province->missing $9.  If Platinum is in, it takes one more play to go Plat->missing $10.

If the kingdom has a $4 cost card, then man you have troubles. :P





Edit: Err, wait, are you even talking about the same thing?  Are you just trying to end the game, or following the original puzzle of having 0 cards?
Title: Re: Easy Puzzles
Post by: florrat on June 12, 2013, 08:47:07 pm
Note that the player who is not going to clear its deck can buy stuff first. For example if Poor House is in de kingdom, player 2 can first buy all 10 Poor Houses and then play a Governor 7 times for remodel, and player 1 can get rid of all is copper. If player 2 also buys out the silver pile and there are no other $3's in the kingdom, then player 1 can get rid of his starting hand with 10 Governor plays (player 2 should buy out the estates if you start with shelters).

But I'm puzzled how you should do something similar in an arbitrary kingdom with just 3 more Governor plays, as Simon claims is possible.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 12, 2013, 10:03:40 pm
Note that the player who is not going to clear its deck can buy stuff first. For example if Poor House is in de kingdom, player 2 can first buy all 10 Poor Houses and then play a Governor 7 times for remodel, and player 1 can get rid of all is copper. If player 2 also buys out the silver pile and there are no other $3's in the kingdom, then player 1 can get rid of his starting hand with 10 Governor plays (player 2 should buy out the estates if you start with shelters).

But I'm puzzled how you should do something similar in an arbitrary kingdom with just 3 more Governor plays, as Simon claims is possible.

Mm, didn't think of that.  But yeah, the arbitrary kingdom could still mess with that.  Hmm.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 13, 2013, 04:33:02 am
I see now a big problem with my calcultaions. I forgot to account for that the player not getting down to 0 cards, has to have something in hand to trash.
A big part of my calculations was, that in the last turn, he played 2 Governors for draw, giving you 7 cards and him 7 Governors to play for trash. But he can't play 7 Governors for trash when he only has 2 other cards in hand.
I was pretty tired when I did the calculations.
Title: Re: Easy Puzzles
Post by: Davio on June 25, 2013, 05:23:44 am
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?

By "open" in this case I mean "stuff you do before your third turn".
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 25, 2013, 07:48:59 am
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?

By "open" in this case I mean "stuff you do before your third turn".

1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).

2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.

A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.
Title: Re: Easy Puzzles
Post by: KingZog3 on June 25, 2013, 08:51:17 am
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?

By "open" in this case I mean "stuff you do before your third turn".

1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).

2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.

A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.

How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 25, 2013, 08:59:15 am
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?

By "open" in this case I mean "stuff you do before your third turn".

1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).

2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.

A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.

How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.

With Baker in the Kingdom and a 5/2 start.
Title: Re: Easy Puzzles
Post by: Davio on June 25, 2013, 09:26:34 am
Heh, I hadn't even thought of Stonemason, but my solutions both use the coin from Baker on t2 and the Noble Brigand flip on t1.
Title: Re: Easy Puzzles
Post by: Powerman on June 25, 2013, 09:56:04 am
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 25, 2013, 10:03:54 am
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?

Venture?
Title: Re: Easy Puzzles
Post by: chester on June 25, 2013, 10:07:14 am
Counterfeit
Venture
Diadem
Hoard
Fool's gold on opponent's turn.

Edit: Loan/Tunnel, Counterfeit/Market Square
Title: Re: Easy Puzzles
Post by: Powerman on June 25, 2013, 10:15:10 am
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?

And there are only Base treasures.
Title: Re: Easy Puzzles
Post by: liopoil on June 25, 2013, 10:30:14 am
You have a market square and watchtower in hand.
Title: Re: Easy Puzzles
Post by: jonts26 on June 25, 2013, 10:44:09 am
$5 includes Hoard, buy duchy.
Title: Re: Easy Puzzles
Post by: KingZog3 on June 25, 2013, 10:45:39 am
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?

By "open" in this case I mean "stuff you do before your third turn".

1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).

2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.

A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.

How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.

With Baker in the Kingdom and a 5/2 start.

Right, of course. You didn't mention it so I forgot.
Title: Re: Easy Puzzles
Post by: liopoil on June 25, 2013, 10:46:01 am
...he said only base treasures, which I assume means only copper-silver-gold-platinum.
Title: Re: Easy Puzzles
Post by: jonts26 on June 25, 2013, 10:59:13 am
...he said only base treasures, which I assume means only copper-silver-gold-platinum.

Oh. Well the market square/watchtower thing works. You could also watchtower sir gold gainer since he costs $5.
Title: Re: Easy Puzzles
Post by: Axxle on June 25, 2013, 12:47:54 pm
Overpay for doctor with tunnel on your deck.
Title: Re: Easy Puzzles
Post by: Davio on June 25, 2013, 02:08:50 pm
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?

By "open" in this case I mean "stuff you do before your third turn".

1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).

2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.

A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.

How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.

With Baker in the Kingdom and a 5/2 start.

Right, of course. You didn't mention it so I forgot.
My two solutions were:
P1 opens Noble Brigand and flips 2 Estates, gives you a Copper, last 3 cards in your deck are Copper

P2 opens either Coppersmith or Envoy with 4C-E
P2 draws 3C (reshuffle), 1C and either Envoy or Coppersmith
Coppersmith played on 4 Coppers gives $8, using the Coin gives $9
Envoy draws 4 Coppers (that's why we needed the extra Copper from NB) and again we have $8 with a Coin.


A new one: I think you guys can figure out how to gain a Prize on turn 3...
Title: Re: Easy Puzzles
Post by: Just a Rube on June 25, 2013, 03:38:34 pm
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
It's not your turn.

Your opponent plays Margrave, you draw a Tunnel and discard it. Your opponent then plays a knight and trashes Sir Vander, so you gain another Gold. He then plays Council Room, causing you to draw a Market Square, which you reveal when he plays a Thief, for another Gold. He then plays Spy, and discards the Tunnel on top of your deck, for another Gold. He then plays a Swindler, turning your Adventurer into a Gold.
Title: Re: Easy Puzzles
Post by: Powerman on June 25, 2013, 05:05:58 pm
...he said only base treasures, which I assume means only copper-silver-gold-platinum.

Oh. Well the market square/watchtower thing works. You could also watchtower sir gold gainer since he costs $5.

Yup, Watchtower + Sir Gold Gainer was my main idea.
Title: Re: Easy Puzzles
Post by: Axxle on June 25, 2013, 05:33:55 pm
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
It's not your turn.

Your opponent plays Margrave, you draw a Tunnel and discard it. Your opponent then plays a knight and trashes Sir Vander, so you gain another Gold. He then plays Council Room, causing you to draw a Market Square, which you reveal when he plays a Thief, for another Gold. He then plays Spy, and discards the Tunnel on top of your deck, for another Gold. He then plays a Swindler, turning your Adventurer into a Gold.
Don't forget about his Governor and Saboteur.
Title: Re: Easy Puzzles
Post by: StrongRhino on June 25, 2013, 08:02:55 pm
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
Coin tokens. (Duh)
Title: Re: Easy Puzzles
Post by: eHalcyon on June 25, 2013, 08:05:53 pm
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
Coin tokens. (Duh)
Title: Re: Easy Puzzles
Post by: ashersky on June 25, 2013, 08:19:10 pm
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
Coin tokens. (Duh)

How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
Title: Re: Easy Puzzles
Post by: florrat on June 25, 2013, 08:36:55 pm
Counterfeit
Venture
Diadem

Hoard
Fool's gold on opponent's turn.

Edit: Loan/Tunnel, Counterfeit/Market Square

Title: Re: Easy Puzzles
Post by: liopoil on June 25, 2013, 08:37:22 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
Title: Re: Easy Puzzles
Post by: StrongRhino on June 25, 2013, 08:49:03 pm
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
Coin tokens. (Duh)

How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You gain a Gold.  How?
Coin tokens. (Duh)
Wow I feel terribly stupid. Sorry  :-[
Title: Re: Easy Puzzles
Post by: ashersky on June 25, 2013, 08:52:13 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.
Title: Re: Easy Puzzles
Post by: liopoil on June 25, 2013, 09:04:57 pm
well then I don't see how this is possible...
Title: Re: Easy Puzzles
Post by: Axxle on June 25, 2013, 09:13:08 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.
Is Procession + Duration legal?
Title: Re: Easy Puzzles
Post by: KingZog3 on June 25, 2013, 11:18:16 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.
Is Procession + Duration legal?

Procession would still be out.
Title: Re: Easy Puzzles
Post by: heron on June 25, 2013, 11:34:40 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.
Is Procession + Duration legal?

Procession would still be out.

Not if you processioned it.
Title: Re: Easy Puzzles
Post by: Axxle on June 26, 2013, 02:29:29 am
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.
Is Procession + Duration legal?

Procession would still be out.
But procession isn't a duration, and you haven't played it this turn.
Title: Re: Easy Puzzles
Post by: Davio on June 26, 2013, 02:49:31 am
Anyone figure out the turn 3 Prize gain yet?
You need 4 players to do it.
Title: Re: Easy Puzzles
Post by: -Stef- on June 26, 2013, 05:40:25 am
Anyone figure out the turn 3 Prize gain yet?
You need 4 players to do it.

Isn't 2 players enough? Don't even need baker.

P1 opens envoy/silver
P2 opens masq/tournament

turn 3 P1 plays envoy, buys province, draws province
turn 3 P2 necro, masq, tournament
Title: Re: Easy Puzzles
Post by: Davio on June 26, 2013, 05:48:49 am
Masq is cheating.  ;D
Mostly because it had slipped my mind of course. :P

I've found a couple of solutions with 3 players without Masq's voluntarily Province passing.

Baker is in the kingdom, giving every player a Coin.

Turn 1
P1:
- Open Noble Brigand
-- Flip P2's E+C
-- Flip P3's 2E, giving him a C
P2:
- Open Council Room
-- draw EEC, reshuffle, draws CR + 1 more card
P3:
- Open Tournament with 4C-E
-- draw CCC, reshuffle, draws T + C (4C, 3E left in draw deck)

Turn 2
P1:
- Use Coin to buy NB
-- Flip P3's 2E, giving him a Copper (P3 has 4C, 1E left in draw deck)
P2:
- Play Council Room
-- Draw 4 cards
-- Make P3 draw a Copper (P3 has 3C, 1E left in draw deck)
-- Buy Noble Brigand
--- Flip P3's C+E (P3 has 2C left in draw deck)
P3: Has 5C + T in hand
- Play T, draw C, use Coin to buy Province
-- Draw C, reshuffle, draw Tournament + Province + 2 extra cards

Turn 3
P3: Play Tournament, reveal Province, gain Prize


Alternate solution, uses Shelters: (S) or (OE/H/N):

Turn 1
P1:
- Open Noble Brigand
-- Flip P2's H+C
-- Flip P3's 2C
P2:
- Open Council Room
-- draw SSC, reshuffle, draw CR + 1 more card (6 cards left in draw deck)
P3:
- Open Stonemason + Tournament/Death Cart/2 Ruins with $5 + Coin
-- draw OE+H+N, reshuffle, draw T + DC (7C, 2R, SM left in draw deck)

Turn 2
P1:
- Use Coin to buy NB
-- Flip P2's whatever
-- Flip P3's 2R, giving him a Copper (P3 has 7C, SM left in draw deck)
P2:
- Play Council Room
-- Draw 4 cards
-- Make P3 draw SM (P3 has 7C, left in draw deck)
-- Buy Noble Brigand
--- Flip P3's 2C (P3 has 5C left in draw deck)
P3: Has OE+H+N+T+DC+SM in hand
- Play N
- Play SM, trash OE, draw C (gain 2C)
- Play T, draw C (3C left in draw deck)
- Play DC, trashing it
- Buy Province with 2C, $1 from T and $5 from DC, trash H
- Draw 3C, T+P

Turn 3
P3: Play Tournament, reveal Province, gain Prize


You can have some fun with the alternate solution and shuffle some things around, like having P2 buy 2 Noble Brigands on T2 to flip some more cards, but the basic ingredients for my solutions are:
- Noble Brigand flipping
- Council Room (perhaps Governor) drawing
- Stonemason/Tournament/Death Cart or plain Tournament with Coppers

Maybe Stonemason/Tournament/Envoy works or something similar like SM/Tourney/Coppersmith.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 26, 2013, 06:48:56 am
2 players, starting with Estates. Noble Brigand, Baker, Stonemason, Tournament and Envoy in the kingdom:

Turn 1:
Player 1: Buy Noble Brigand. Flip 2x Estate. Player 2 gains Copper.
Player 2: 5 Coppers + Coin token - Buy Stonemason, gain Tournament and Envoy.

Turn 2:
Player 1: Do something.
Player 2: Hand: Estate, 2x Copper, Tournament, Envoy. Play Tournament, draw Copper. Play Envoy and reveal 5x Copper (draw 4, discard 1). Buy Province.
             Deck: 2x Estate, Stonemason. Draw those, Tournament and Province.

Turn 3:
Player 1: Do something.
Player 2: Play Tournament, discard Province, gain Prize.
Title: Re: Easy Puzzles
Post by: Davio on June 26, 2013, 06:51:58 am
Ah, Envoy gets it down to 2p as well, hadn't gone through the trouble of doing that one. :D
Title: Re: Easy Puzzles
Post by: ponnuki on June 26, 2013, 10:49:24 am
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.

Which also breaks the following solutions:
* Counterfeit
* Bank
* Diadem (being worth $1 more because of the Action you didn't use)
* Ill-gotten gains bringing another copper
* two (or more) Fool's Golds
* Gain something with your Horn of Plenty, increasing the value of your Philosopher's Stone by $1

For the given problem (no actions played, no durations out, no coin tokens, only copper/silver/gold to the value of 5) I find no solution. Well, except for the unfunny "It may be a Fool's gold, but it's still a gold..."
Title: Re: Easy Puzzles
Post by: Davio on June 26, 2013, 01:12:50 pm
I don't know how you would buy a Gold with $5 total buying power after having played all Treasures and/or Coins.
You could gain it in a variety of ways though.

As far as I know there is no Bridge-like Treasure, right?
Title: Re: Easy Puzzles
Post by: eHalcyon on June 26, 2013, 01:33:01 pm
I don't know how you would buy a Gold with $5 total buying power after having played all Treasures and/or Coins.
You could gain it in a variety of ways though.

As far as I know there is no Bridge-like Treasure, right?

Well, Quarry.  ;)
Title: Re: Easy Puzzles
Post by: Davio on June 26, 2013, 01:59:52 pm
Knew that was coming. :)
Title: Re: Easy Puzzles
Post by: KingZog3 on June 26, 2013, 02:07:06 pm
I don't know how you would buy a Gold with $5 total buying power after having played all Treasures and/or Coins.
You could gain it in a variety of ways though.

As far as I know there is no Bridge-like Treasure, right?

I play my super Quarry (Which is also named Copper), which lowers the cost of all cards by $2.
Title: Re: Easy Puzzles
Post by: Grujah on June 26, 2013, 06:16:02 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.

Somebody plays Council Room?
Title: Re: Easy Puzzles
Post by: KingZog3 on June 26, 2013, 06:53:41 pm
How about this rephrasing of the question:

You have a 5 card hand.  You do not play any actions, you do not have any durations, you do not have any coin tokens.  Your treasures add up to $5.  You buy a Gold.  How?
venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?

No idea.  I just changed gain to buy.

I think the spirit of the challenge is only copper/silver/gold.

Somebody plays Council Room?

That's a 6 card hand.
Title: Re: Easy Puzzles
Post by: ashersky on June 26, 2013, 06:55:11 pm
Note: I don't know if there is a solution, even.  I just changed a word to see what would happen.
Title: Re: Easy Puzzles
Post by: Axxle on June 26, 2013, 07:47:54 pm
Note: I don't know if there is a solution, even.  I just changed a word to see what would happen.
>:(
Title: Re: Easy Puzzles
Post by: heron on June 26, 2013, 07:52:18 pm
Well, the current wording allows for procession-duration, and even if you say no cards in play there is always procession-procession duration (MS, FV, or LH).
Title: Re: Easy Puzzles
Post by: jonts26 on June 26, 2013, 07:54:54 pm
Note: I don't know if there is a solution, even.  I just changed a word to see what would happen.

Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.
Title: Re: Easy Puzzles
Post by: heron on June 26, 2013, 07:58:10 pm
Note: I don't know if there is a solution, even.  I just changed a word to see what would happen.

Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.

See, this is why goko sucks. It doesn't even have the basic semblance of an IRL game of dominion, despite trying to make it look like you're playing IRL dominion.
Title: Re: Easy Puzzles
Post by: ashersky on June 26, 2013, 08:21:54 pm
Note: I don't know if there is a solution, even.  I just changed a word to see what would happen.

Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.

See, this is why goko sucks. It doesn't even have the basic semblance of an IRL game of dominion, despite trying to make it look like you're playing IRL dominion.

Remember the "Distract With Nachos" button on iso?  You could press it and it would gray out the screen for your opponent for 5 seconds and you could add cards from the supply to the bottom of your discard pile.
Title: Re: Easy Puzzles
Post by: florrat on June 26, 2013, 08:33:08 pm
Remember the "Distract With Nachos" button on iso?  You could press it and it would gray out the screen for your opponent for 5 seconds and you could add cards from the supply to the bottom of your discard pile.
*Immediately searches this forum for "Distract With Nachos" to see if this was some kind of Easter Egg or something*

*Is a bit disappointed when finding just one result*
Title: Re: Easy Puzzles
Post by: Dsell on June 26, 2013, 08:33:22 pm
Note: I don't know if there is a solution, even.  I just changed a word to see what would happen.

Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.

See, this is why goko sucks. It doesn't even have the basic semblance of an IRL game of dominion, despite trying to make it look like you're playing IRL dominion.

Remember the "Distract With Nachos" button on iso?  You could press it and it would gray out the screen for your opponent for 5 seconds and you could add cards from the supply to the bottom of your discard pile.

Ah, those were the days.
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 27, 2013, 07:52:24 pm
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.
How is this possible?
Title: Re: Easy Puzzles
Post by: heron on June 27, 2013, 07:58:01 pm
Ill-Gotten Gains+Graverobber+Trasher.
Title: Re: Easy Puzzles
Post by: florrat on June 27, 2013, 08:04:49 pm
Don't know if it counts, but there might be attack cards in the Black Market deck...

Is trashing curses with Watchtower allowed?

Ah, I know: you're not playing on a table, but there are attacks in the kingdom! 8)
Title: Re: Easy Puzzles
Post by: eHalcyon on June 27, 2013, 08:15:41 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?
Title: Re: Easy Puzzles
Post by: heron on June 27, 2013, 08:17:43 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?
Those are all attacks.
Title: Re: Easy Puzzles
Post by: florrat on June 27, 2013, 08:18:08 pm
you can also use Rogue, Ambassador and Thief.
There's no attack card
Dammit, ninja'd
Title: Re: Easy Puzzles
Post by: eHalcyon on June 27, 2013, 08:36:29 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?
Those are all attacks.

Oops. :(
Title: Re: Easy Puzzles
Post by: Grujah on June 27, 2013, 09:40:57 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?

KC + Embargo doesn't count, I guess?
Even if somebody embargoes everything (KC + Embargo + Graverobber + BoM)
Title: Re: Easy Puzzles
Post by: eHalcyon on June 27, 2013, 09:44:06 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?

Aha, I fooled you all!  My answer still works!  No attack card on the table!?  Well that's because the Rogue/Amb/Thief pile has been emptied!  Yes!  More exclamation marks!!
Title: Re: Easy Puzzles
Post by: Dsell on June 27, 2013, 09:48:25 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?

Aha, I fooled you all!  My answer still works!  No attack card on the table!?  Well that's because the Rogue/Amb/Thief pile has been emptied!  Yes!  More exclamation marks!!

I hope this is sarcastic because it specifies that curse is the only pile gone. :P

I've been trying to work out an edge case that doesn't involve IGG but I don't think it's possible :-\
Title: Re: Easy Puzzles
Post by: eHalcyon on June 27, 2013, 09:53:59 pm
Ill-Gotten Gains+Graverobber+Trasher.

IGG is the crux.  Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief.  Anything else?

Aha, I fooled you all!  My answer still works!  No attack card on the table!?  Well that's because the Rogue/Amb/Thief pile has been emptied!  Yes!  More exclamation marks!!

I hope this is sarcastic because it specifies that curse is the only pile gone. :P

I've been trying to work out an edge case that doesn't involve IGG but I don't think it's possible :-\

 :'(
Title: Re: Easy Puzzles
Post by: Axxle on June 27, 2013, 10:08:33 pm
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.
How is this possible?
Misclick?

edit: Multiple misclicks?
Title: Re: Easy Puzzles
Post by: sudgy on June 27, 2013, 10:23:30 pm
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.
How is this possible?
Misclick?

edit: Multiple misclicks?

Did you misclick the post button, so that's why you had to edit?
Title: Re: Easy Puzzles
Post by: Just a Rube on June 27, 2013, 11:58:05 pm
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.
How is this possible?
Are we including prizes as "on the table"? Because if not, Followers in a 3+ player game (or 2 player w/ Trader) would work.


Title: Re: Easy Puzzles
Post by: Axxle on June 28, 2013, 03:00:37 am
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.
How is this possible?
Misclick?

edit: Multiple misclicks?

Did you misclick the post button, so that's why you had to edit?

I upvoted this, but only because I was trying to quote it.

Rube brings up a good point, "On the table" is strange wording.
Title: Re: Easy Puzzles
Post by: heron on June 28, 2013, 04:03:41 pm
Puzzle: In a solitaire game, put the entire supply into the trash.
Title: Re: Easy Puzzles
Post by: jonts26 on June 28, 2013, 04:16:33 pm
Puzzle: In a solitaire game, put the entire supply into the trash.

Chapel everything then death cart the chapel then itself. Or do we have to follow three pile ending rules?
Title: Re: Easy Puzzles
Post by: liopoil on June 28, 2013, 04:18:34 pm
interesting. I assume we have to follow 3-pile rules. I can manage to trash everything except for a single watchtower... how to get rid of that watchtower...
Title: Re: Easy Puzzles
Post by: heron on June 28, 2013, 04:37:02 pm
Yeah, you have to follow three pile rules.
Title: Re: Easy Puzzles
Post by: liopoil on June 28, 2013, 04:42:48 pm
my first thought was to trash everything except one card from each supply pile, a watchtower in your deck, and a ton of treasures including 10 ventures and 10 counterfeits. Play all the ventures and counterfeits on each other getting a ton of money and 19 buys. buy the last card from each pile, including a mint, trashing everything with watchtower. but then you have 1 watchtower....

second thought: feast + hermit + madman. but you can't gain anything costing more than 5, so you can't get the last province :(
Title: Re: Easy Puzzles
Post by: StrongRhino on June 28, 2013, 04:52:39 pm
What I really hate about solitaire challenges like this is that Knights don't work  >:(
Title: Re: Easy Puzzles
Post by: liopoil on June 28, 2013, 04:57:15 pm
for a second I was like "aha! I get everything except the last province with feast and hermit (gold pile was already empty), then get the last province with horn of plenty!! but then I realized that if I'm only playing cards that trash them self, I won't have 8 different cards in play. :(

and then just now: oh wait, how am I going to trash the cards I gain. I still need watchtower!

I can trash the watchtower by buying a farmland, but then I can't trash the farmland!
Title: Re: Easy Puzzles
Post by: hyramgraff on June 28, 2013, 05:58:46 pm
Puzzle: In a solitaire game, put the entire supply into the trash.

The more I think about this puzzle, the more I think that this doesn't belong in the easy puzzles thread.
Title: Re: Easy Puzzles
Post by: heron on June 28, 2013, 05:59:32 pm
Puzzle: In a solitaire game, put the entire supply into the trash.

The more I think about this puzzle, the more I think that this doesn't belong in the easy puzzles thread.

Here's a hint: This is a bit of a trick question.
Title: Re: Easy Puzzles
Post by: SirPeebles on June 28, 2013, 06:03:03 pm
Puzzle: In a solitaire game, put the entire supply into the trash.

The more I think about this puzzle, the more I think that this doesn't belong in the easy puzzles thread.

Here's a hint: This is a bit of a trick question.

Are you permitted to put cards into the trash, then retrieve them using graverobber and return them to the supply with ambassador?
Title: Re: Easy Puzzles
Post by: heron on June 28, 2013, 06:04:25 pm
Yes, but all of the supply cards must be in the trash at the end of the game. So that would be pretty useless.
That would be a clever solution though, and my wording of the original puzzle does not prohibit it.
Title: Re: Easy Puzzles
Post by: jonts26 on June 28, 2013, 06:33:31 pm
If the answer is to literally take all the cards and put them in a trash can, you're banned from the forum.
Title: Re: Easy Puzzles
Post by: Awaclus on June 28, 2013, 06:40:09 pm
You're trashing them with Mercenary, which is not in the supply.
Title: Re: Easy Puzzles
Post by: heron on June 28, 2013, 06:51:37 pm
You're trashing them with Mercenary, which is not in the supply.

You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.
Title: Re: Easy Puzzles
Post by: Dsell on June 28, 2013, 07:05:50 pm
You're trashing them with Mercenary, which is not in the supply.

You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.

By this logic it's not that hard, since you can use Black Market cards, which are not "in the supply." So you can Throne (from the BM) a Princess and then gain the Province with Feast, trashing it with Watchtower (which could also be from the BM so the puzzle's done), which you then trash with Mercenary.

Edit: Spoilers
Title: Re: Easy Puzzles
Post by: jonts26 on June 28, 2013, 07:08:15 pm
You're trashing them with Mercenary, which is not in the supply.

You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.

By this logic it's not that hard, since you can use Black Market cards, which are not "in the supply." So you can Throne (from the BM) a Princess and then gain the Province with Feast, trashing it with Watchtower (which could also be from the BM so the puzzle's done), which you then trash with Mercenary.

Princess doesn't work that way (in play clause), but there are a bunch of other options. Expand (from BM) something into a province and trash it with WT (from BM) for example.
Title: Re: Easy Puzzles
Post by: Dsell on June 28, 2013, 07:12:22 pm
You're trashing them with Mercenary, which is not in the supply.

You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.

By this logic it's not that hard, since you can use Black Market cards, which are not "in the supply." So you can Throne (from the BM) a Princess and then gain the Province with Feast, trashing it with Watchtower (which could also be from the BM so the puzzle's done), which you then trash with Mercenary.

Princess doesn't work that way (in play clause), but there are a bunch of other options. Expand (from BM) something into a province and trash it with WT (from BM) for example.

Oh right. The point is, if you allow cards "not in the supply" it's trivial. Add a bridge or highway from the BM to my solution and it works too.
Title: Re: Easy Puzzles
Post by: heron on June 28, 2013, 07:19:24 pm
Hooray, you have found the solution!
Title: Re: Easy Puzzles
Post by: Dsell on June 28, 2013, 07:22:02 pm
Hooray, you have found the solution!

I guess it really was an "easy puzzle." :P
Title: Re: Easy Puzzles
Post by: Dsell on June 28, 2013, 08:06:45 pm
Sorry about the double post, but I have been trying for some time now to figure out how to do this puzzle without using Black Market cards, and feel pretty secure saying that it is, indeed, impossible. :P
Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 08:00:33 am
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
Title: Re: Easy Puzzles
Post by: ashersky on June 30, 2013, 08:11:13 am
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?

Curse pile is empty already, due to many possible reasons.
Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 08:13:13 am
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?

Curse pile is empty already, due to many possible reasons.
Ok that works, but I have other solution where Curse pile is full.
Title: Re: Easy Puzzles
Post by: Gveoniz on June 30, 2013, 08:59:56 am
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?

You embargo the IGG 10 times (30 times in 4p with King's court). You gain all of the curses yourself. Then the pile was full before you buy the IGG. I am not sure otherwise.

Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 09:20:10 am
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?

You embargo the IGG 10 times (30 times in 4p with King's court). You gain all of the curses yourself. Then the pile was full before you buy the IGG. I am not sure otherwise.
Ok, that is also possible. I have different solution.
Title: Re: Easy Puzzles
Post by: Grujah on June 30, 2013, 09:25:05 am
10 Hagglers in play, gain all curses.
Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 09:28:03 am
10 Hagglers in play, gain all curses.
Wow, I did not thought there will be this many solutions. But you still have not found mine.
Title: Re: Easy Puzzles
Post by: ashersky on June 30, 2013, 09:59:16 am
If you gain one from the Trash with Rogue, do opponents gain a Curse?
Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 10:05:56 am
If you gain one from the Trash with Rogue, do opponents gain a Curse?
Yes, it is same as with Border Village.
Title: Re: Easy Puzzles
Post by: ashersky on June 30, 2013, 10:08:59 am
You bought IGG while possessing your opponent, so you gain both the IGG and the Curse.
Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 10:10:59 am
You bought IGG while possessing your opponent, so you gain both the IGG and the Curse.
Yes, this is my solution. Congrats.
Title: Re: Easy Puzzles
Post by: Dsell on June 30, 2013, 12:43:24 pm
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?

If you have multiple opponents, I believe at least one opponent (besides the player you are possessing) would still gain a curse.
Title: Re: Easy Puzzles
Post by: yed on June 30, 2013, 12:55:40 pm
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?

If you have multiple opponents, I believe at least one opponent (besides the player you are possessing) would still gain a curse.
Yes, he would. My solution (as when I created this puzzle) also included, that it is 2 player game. I didn't want to spoil that in puzzle description.
Title: Re: Easy Puzzles
Post by: Tables on June 30, 2013, 01:17:28 pm
In that case, your puzzle is flawed. Your grammar is correct only for a game with at least two opponents (in fact it's still missing a use of 'your' but eh)
Title: Re: Easy Puzzles
Post by: Davio on June 30, 2013, 02:43:13 pm
Well, my original "rules" state that the default is a 2 player game unless otherwise specified. :)
Title: Re: Easy Puzzles
Post by: StrongRhino on July 04, 2013, 10:32:32 pm
What is the most amount of buying power (money) you can get with a 5 card hand of 1 of each ruins? No durations last turn.
Title: Re: Easy Puzzles
Post by: ashersky on July 04, 2013, 11:08:36 pm
What is the most amount of buying power (money) you can get with a 5 card hand of 1 of each ruins? No durations last turn.

25, right?  I imagine some combination for KC/TR + Death Cart and Golem, drawn from your opponents' Council Rooms/Governors.
Title: Re: Easy Puzzles
Post by: heron on July 04, 2013, 11:13:09 pm
I got 108 in 2 player; ruined library+philosopher's stone.
Title: Re: Easy Puzzles
Post by: Dsell on July 05, 2013, 12:06:54 am
I got 108 in 2 player; ruined library+philosopher's stone.

Could that be improved with Venture        ?
Title: Re: Easy Puzzles
Post by: StrongRhino on July 05, 2013, 12:26:37 am
What is the most amount of buying power (money) you can get with a 5 card hand of 1 of each ruins? No durations last turn.

25, right?  I imagine some combination for KC/TR + Death Cart and Golem, drawn from your opponents' Council Rooms/Governors.
Emphasis on 5 card.
I got 108 in 2 player; ruined library+philosopher's stone.

Could that be improved with Venture        ?
Yes, that's what I was thinking of Venture        . Forgot about P Stone
Title: Re: Easy Puzzles
Post by: Davio on July 05, 2013, 03:47:06 am
Well, it's mostly about calculating P-Stone's value and just adding 10 from Ventures.
And this depends on Black Market which you can make as wild as you want.
P2 also happily Ambassadors everything he has back to the supply of course, at which point his Ambassador is trashed and gained by P1 with Rogue/Graverobber.

So:
BM = 30 cards
7 Colonies, 7 Provinces, 7 Duchies, 7 + 3 + 3 Estates = 34 cards
14 Platinums, 29 Golds, 39 Silvers, 59 + 7 + 7 Coppers, 14 Potions = 169 cards
10 * 9 + 9 (bane) + 10 extra Rats = 109 Kingdom cards
9 Curses, 9 Ruins, 10 Spoils, 10 Madmen, 10 Mercenaries (not in Supply doesn't count toward empty piles), 5 Tournament Prizes = 53 cards
Add 2 cards to empty 2 piles.

Grand total: 397 cards

We've got 5 in hand, drawing a 6th (Venture), playing 10 more cards from our deck (9 Ventures, 1 PS) so we have 381 cards in deck and discard, making the PStone worth 76, adding $10 from Ventures gives us
...$86

I don't understand how you get to $108.
Title: Re: Easy Puzzles
Post by: Dsell on July 05, 2013, 04:45:08 am
And this depends on Black Market which you can make as wild as you want.

...

I don't understand how you get to $108.

These may be related, nothing rules-wise keeping BM from being a copy of every other kingdom card.
Title: Re: Easy Puzzles
Post by: Awaclus on July 05, 2013, 04:47:12 am
I don't understand how you get to $108.
By playing a 6-player game and using the extra treasure cards. Also, the Potion pile has 16 cards so you can have 15, and the Spoils pile has 15 so you can have 15. On the other hand, the Platinum pile is only 12 cards. And why have only 30 cards in the BM deck?

Actually I didn't check this, but I believe it should be enough to get $108.
Title: Re: Easy Puzzles
Post by: Davio on July 05, 2013, 05:11:33 am
And this depends on Black Market which you can make as wild as you want.

...

I don't understand how you get to $108.

These may be related, nothing rules-wise keeping BM from being a copy of every other kingdom card.
Ah yes, I just took Iso's (and Goko's?) defaults for my calculation.
This would add roughly 150 cards or $30 of value.
And I saw I got the Potion count wrong, should be 16 total instead of 15, and the Coppers.
Players' Coppers are dealt out of the general Copper stack, so I guess there should be less?
Doesn't matter a whole lot though.

Another easy puzzle which just requires a bit of thinking and a lot of counting:
How many cards can you maximally have in your "Duration" area (in a 2p game)?
Title: Re: Easy Puzzles
Post by: Just a Rube on July 05, 2013, 10:32:22 am

Another easy puzzle which just requires a bit of thinking and a lot of counting:
How many cards can you maximally have in your "Duration" area (in a 2p game)?
92:
9 of 8 of these stacks and 10 of 2 of them:
-Every duration except Tactician
-King's Court, Throne Room, Band of Misfits
Title: Re: Easy Puzzles
Post by: liopoil on July 05, 2013, 11:12:08 am
You bought and played the last card of each pile during your turn. You played all the tacticians via processioned heralds or golum. you used all the KC, TR, and BoM as duration or TR (before you emptied those piles) too.

10 tacticians
10 KC
10 TR
10 caravans
10 BoM
10 haven
10 wharf
10 FV
10 merchant ship
10 outpost
10 lighthouse

110 cards
Title: Re: Easy Puzzles
Post by: Just a Rube on July 05, 2013, 11:27:42 am
You bought and played the last card of each pile during your turn. You played all the tacticians via processioned heralds or golum. you used all the KC, TR, and BoM as duration or TR (before you emptied those piles) too.

10 tacticians
10 KC
10 TR
10 caravans
10 BoM
10 haven
10 wharf
10 FV
10 merchant ship
10 outpost
10 lighthouse

110 cards

That's 11 piles.
Title: Re: Easy Puzzles
Post by: hyramgraff on July 05, 2013, 11:31:58 am
You bought and played the last card of each pile during your turn. You played all the tacticians via processioned heralds or golum. you used all the KC, TR, and BoM as duration or TR (before you emptied those piles) too.

10 tacticians
10 KC
10 TR
10 caravans
10 BoM
10 haven
10 wharf
10 FV
10 merchant ship
10 outpost
10 lighthouse

110 cards

That's 11 piles.
Really, it's at least 13 because you're not counting the Golem or the card being used to gain the last copy of the other piles.
Title: Re: Easy Puzzles
Post by: liopoil on July 05, 2013, 11:39:32 am
okay, how about this:

Kingdom: KC, TR, BoM, outpost, lighthouse, caravan, merchant ship, FV, wharf, haven, Black Market
Black Market deck: young witch, tactician, lots of gainer's and engine stuff so I can draw my deck and gain and draw the last card of 9 piles.

101 cards this way.
Title: Re: Easy Puzzles
Post by: StrongRhino on July 12, 2013, 08:43:57 pm
How many full turns can you go before your first reshuffle?

A: With any # of opponents
B: Solitaire
Title: Re: Easy Puzzles
Post by: heron on July 12, 2013, 09:32:33 pm
I haven't worked out the details, but I'm pretty sure you can get as many turns as you want with perfect luck.

Shelters, 2/5 opening. Buy crossroads, buy out the mandarins, buy inn.
Use crossroads, necropolis, etc to play lots of mandarins for money. Near the end of each reshuffle, buy an inn. Pick up a poor house and some scavengers. Buy some king's courts, and set up KC-KC-Scavenger-Scavenger-Scavenger for every turn. In fact, you will eventually have to use the Scavenger's put deck into discard pile ability at some times, but onces you get 4 KC's and 6 Scavengers set up, you never have to reshuffle.
Title: Re: Easy Puzzles
Post by: Awaclus on July 12, 2013, 10:31:20 pm
A: With any # of opponents
Over 9000

Opponents' T1: one buys a Ghost Ship (Gs), another one buys a Swindler (S)
T1: CCCCC, use coin token, buy Stonemason (Sm) gaining two Nomad Camps (Nc). During cleanup, draw CCNcNcN
Opponents' T2: everyone buys a Moat
T2: play N, play Nc, play Nc, buy a Ruins (the $ one) (R) and a Poor House (Ph) an Inn (I), shuffling SmIRPh to your deck. During cleanup, draw PhORISm
Opponent's T3: He plays a Gs, you topdeck a Ph and an O. Also, all opponents buy another Moat.
T3: I draws a Ph and an O, you discard Sm and O, then you play R and Ph, then you buy another I, shuffling Sm, N, Nc, Nc, I to your deck. During cleanup, draw SmINcHN
Opponent's T4: He plays Gs, you topdeck Sm and I (I on top).
Opponent's T4: He plays a S, trashing your I and giving you another I, you shuffle IINcRPh. Also, all opponents buy another Moat.
T4: Play Nc, buy PhPh, draw IINcRPh
Opponent's T5: He plays a Gs, you topdeck R and I.
T5: Play I, draw R and I, discard R and I, play Ph and Nc, buy Ph and I, shuffling IIPhPhPhRNcNR. During cleanup, you draw INNcPhPh
T6: Play I, draw SmR and discard SmR, play N, play Nc, play Ph, play Ph, buy an Ambassador (A) and an I. You can now buy an I every turn at this point and also have more than two turns worth of cards in your deck, so it's possible to get hit by a Ghost Ship, then Ambassador two Inns (opponents reveal their Moats), then buy another Inn and repeat the process as many times as you like.


For B, I can get 3 with the first turns of my solution for A.

EDIT: Forgot about Mandarin. Damn, that would've made things a lot easier.
Title: Re: Easy Puzzles
Post by: SirPeebles on July 15, 2013, 07:07:47 pm
Puzzle:  Gain a Madman, but not during your clean-up phase.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 15, 2013, 07:26:45 pm
Puzzle:  Gain a Madman, but not during your clean-up phase.

Masquerade?  But that depends on your definition of "gaining", because while you do gain the card that is passed to you via Masquerade, you don't gain it such that you activate on-gain effects or anything.
Title: Re: Easy Puzzles
Post by: KingZog3 on July 15, 2013, 08:03:09 pm
Puzzle:  Gain a Madman, but not during your clean-up phase.

Masquerade?  But that depends on your definition of "gaining", because while you do gain the card that is passed to you via Masquerade, you don't gain it such that you activate on-gain effects or anything.

Ambassador. That counts as gaining.
Title: Re: Easy Puzzles
Post by: cluckyb on July 15, 2013, 08:18:57 pm
Puzzle:  Gain a Madman, but not during your clean-up phase.

Masquerade?  But that depends on your definition of "gaining", because while you do gain the card that is passed to you via Masquerade, you don't gain it such that you activate on-gain effects or anything.

Ambassador. That counts as gaining.

Ambassador only gains cards from the supply. Same with Jester. Masq doesn't gain.

Answer:

Possession. You don't gain it during your cleanup phase =)
Title: Re: Easy Puzzles
Post by: SirPeebles on July 15, 2013, 08:24:13 pm
clucky gets it.   I really hoped that there was a better solution to make a real puzzle, but I can't think of one.
Title: Re: Easy Puzzles
Post by: cluckyb on July 15, 2013, 08:36:26 pm
new question: not sure this has been done before, but what is the largest UNIQUE number of cards you can gain from a single buy?

I think I can do... 15 24. No idea if its best or not.
Title: Re: Easy Puzzles
Post by: ashersky on July 15, 2013, 09:33:15 pm
new question: not sure this has been done before, but what is the largest UNIQUE number of cards you can gain from a single buy?

I think I can do... 15 24. No idea if its best or not.

Can't you get 25?  Colony/Plat/YW/Ruins game, so 11 kingdom cards + 5 ruins + 4 Victory Cards + 4 Treasures + Curse?
Title: Re: Easy Puzzles
Post by: SirPeebles on July 15, 2013, 09:40:15 pm
Kingdom:  Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.

Double Embargo Doctor.  Save up tons of Coin tokens with a Candlestick Maker.  Play Village, Haggler, Black Market.  Buy Doctor, and overpay buy 23.  Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]).  Trash 10 Squires, gaining 9 Knights and Familiar.  Trash Sir Vander, gaining 1 Gold.  Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate.  Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.

Total:  Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse.  29 Cards.

Edit:  Oh, and Potion and Gold.  31 Cards.
Title: Re: Easy Puzzles
Post by: dondon151 on July 15, 2013, 09:59:51 pm
Trash Sir Vander, gaining 1 Gold.

Can't you just keep Sir Vander and reveal a Market Square at some point to gain a Gold? Or does that not count?
Title: Re: Easy Puzzles
Post by: SirPeebles on July 15, 2013, 10:02:39 pm
Trash Sir Vander, gaining 1 Gold.

Can't you just keep Sir Vander and reveal a Market Square at some point to gain a Gold? Or does that not count?

Sure, you could tuck Market Square into the Black Market deck.  Or you could include Tunnel and discard it to your Doctor overpay.  But why complicate things?  I still counted Sir Vander as being gained, even thought he is later trashed.
Title: Re: Easy Puzzles
Post by: Dsell on July 15, 2013, 10:06:44 pm
Kingdom:  Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.

Double Embargo Doctor.  Save up tons of Coin tokens with a Candlestick Maker.  Play Village, Haggler, Black Market.  Buy Doctor, and overpay buy 23.  Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]).  Trash 10 Squires, gaining 9 Knights and Familiar.  Trash Sir Vander, gaining 1 Gold.  Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate.  Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.

Total:  Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse, Gold29 30 Cards.
Title: Re: Easy Puzzles
Post by: SirPeebles on July 15, 2013, 10:08:32 pm
Just fixed that, Dsell.  I'd forgotten to count the Potion too.  31.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on July 15, 2013, 10:10:45 pm
Here's another simple one: Get 2 peddlers by (the end of) turn 2.
Title: Re: Easy Puzzles
Post by: cluckyb on July 15, 2013, 10:34:14 pm
wow nice work. completely different from what I was thinking which was a haggler/talisman trigger on a BV pickup

Using some of your ideas (death card to get ruins, embargo to handle trashing), without doctor I can still get 28

Kingdom consists of Highway, Haggler, Talisman, BV, Young Witch, BM (WT, Trader, Market Square, Embargo all in BM deck, plus an assortment of villages and drawers to hopefully actually make this work), Death Cart, Knights, Two other villages, Duchess.

Played 10 x haggler, at least 1 embargo on the BV pile, and have 9 Talisman to play. Buy BV (1), gain 9 more (use WT/Market Square/Trader to get Silver and Gold (3)), gain 10 knights (13) from BVs

From Hagglers gain the 7 kingdom cards other than BV/Haggler/Knight/Duchess, including a Death Cart with 2 ruins (22). Gain second Death Cart (24), final ruin (25) and Duchy + Duchess (27) From the Embagro, gain one curse (28).

If we allow the "Only need to gain the card, not keep it" then that becomes 29 by replacing a village with Catacombs and trashing it to gain copper/potion/estate.
Title: Re: Easy Puzzles
Post by: Simon (DK) on July 16, 2013, 05:49:04 am
Kingdom:  Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.

Double Embargo Doctor.  Save up tons of Coin tokens with a Candlestick Maker.  Play Village, Haggler, Black Market.  Buy Doctor, and overpay buy 23.  Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]).  Trash 10 Squires, gaining 9 Knights and Familiar.  Trash Sir Vander, gaining 1 Gold.  Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate.  Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.

Total:  Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse.  29 Cards.

Edit:  Oh, and Potion and Gold.  31 Cards.

How do you Embargo a card in the Black Market deck?
Title: Re: Easy Puzzles
Post by: SirPeebles on July 16, 2013, 08:28:05 am
Kingdom:  Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.

Double Embargo Doctor.  Save up tons of Coin tokens with a Candlestick Maker.  Play Village, Haggler, Black Market.  Buy Doctor, and overpay buy 23.  Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]).  Trash 10 Squires, gaining 9 Knights and Familiar.  Trash Sir Vander, gaining 1 Gold.  Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate.  Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.

Total:  Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse.  29 Cards.

Edit:  Oh, and Potion and Gold.  31 Cards.

How do you Embargo a card in the Black Market deck?

Right.  The Embargo is an artifact of before I stuck Doctor into the Black Market deck.

Alright.  Swap Trader with Feodum, and pay $1 to smash that open too.  That gets us the Silver we need for 30, but still no Curse.

Now put Hunting Ground into the Black Market deck, and Haggler into the Kingdom.  You can still have that one Hunting Ground to pop for a Duchy and Duchess, but by putting three Hagglers into play rather than just one, we can gain a Curse and an Embargo from Hagglers.  Then, the Catacombs which would have yielded an Embargo should instead give an Estate.

That should fix things, and give us 31 Cards.
Title: Re: Easy Puzzles
Post by: Grujah on July 16, 2013, 09:13:04 am
Here's another simple one: Get 2 peddlers by (the end of) turn 2.

Baker in kingdom. Shelters. Open 4/3.

Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Title: Re: Easy Puzzles
Post by: mail-mi on July 16, 2013, 02:20:41 pm
Super easy one: get more than one copy of a Shelter in your deck.
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on July 16, 2013, 02:23:05 pm
Super easy one: get more than one copy of a Shelter in your deck.

Isn't Masquerade the only answer here? They're never in the supply, and there's no way to make them cost enough to be gainable by Rogue. They aren't Treasure, so you can't Thieve them.
Title: Re: Easy Puzzles
Post by: mail-mi on July 16, 2013, 02:25:46 pm
Super easy one: get more than one copy of a Shelter in your deck.

Isn't Masquerade the only answer here? They're never in the supply, and there's no way to make them cost enough to be gainable by Rogue. They aren't Treasure, so you can't Thieve them.

I was trying to find another answer, but i think masquerade is the only one.
Title: Re: Easy Puzzles
Post by: Awaclus on July 16, 2013, 02:33:28 pm
Puzzle:  Gain a Madman, but not during your clean-up phase.
1) Use the Finnish translation, the Finnish Hermit doesn't mention anything about having to discard it from play so any way to discard it before buying a card this turn (including opponent's discarding attacks) will do.
2) Play Oasis, discard Hermit, trash the Hermit, gain a Madman.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on July 16, 2013, 02:39:44 pm
Here's another simple one: Get 2 peddlers by (the end of) turn 2.

Baker in kingdom. Shelters. Open 4/3.

Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Yep, I was wondering if there might be another way but I doubt it.
Title: Re: Easy Puzzles
Post by: Drab Emordnilap on July 16, 2013, 02:54:13 pm
Here's another simple one: Get 2 peddlers by (the end of) turn 2.

Baker in kingdom. Shelters. Open 4/3.

Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Yep, I was wondering if there might be another way but I doubt it.

Player 1 buys Noble Brigand, revealing Overgrown Estate and Hovel from each of Players 2, 3, and 4. (You're Player 4.)

Player 2 buys Stonemason + 2 Masquerades, draws Necropolis/Copper/Copper/shuffle/Masquerade/Masquerade.

Player 3 buys Stonemason + 2 Market Squares, draws Necropolis/Copper/Copper/shuffle/Market Square/Market Square.

Player 4 (you) buys Stonemason + 2 Squires, draws Necropolis/Copper/Copper/Squire/Squire.


Player 1

Player 2 plays Necropolis/Masquerade/Masquerade. You get both Market Squares from Player 3 for Coppers.

Player 3

Player 4 (you) plays Necropolis/Market Square/Market Square/Squire/Squire (for buys). Play 2 Copper. Buy 2 Stonemason, gaining 4 Peddlers. Buy 5 more Peddlers.


Can you get all 10? I can't.  :(
Title: Re: Easy Puzzles
Post by: Warfreak2 on July 16, 2013, 03:01:48 pm
With more players, you can do better; you don't have to draw your Squires on turn 2, as you can draw them with your Market Squares. With more plays of Masquerade, Market Squares can be passed further than one player along, giving you five in hand. Other players can open Stonemason+Market Square+Ambassador, giving you Market Squares in your discard pile, and other players can buy Noble Brigands to cycle your deck enough that you can play everything on turn 2.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 16, 2013, 03:02:32 pm
Player 4 (you) plays Necropolis/Market Square/Market Square/Squire/Squire (for buys). Play 2 Copper. Buy 2 Stonemason, gaining 4 Peddlers. Buy 5 more Peddlers.

Doesn't work.  You played enough action cards that Peddler costs $0.  You cannot overpay by $0 and Stonemason is exact, so Stonemason cannot gain $0 Peddlers.
Title: Re: Easy Puzzles
Post by: florrat on July 17, 2013, 07:38:17 pm
You can get 3 peddlers by the end of turn 2 in a solitaire game.

Open 5C.
Turn 1: Spend coin token, buy Stonemason and gain 2 Nomad Camps to top of deck. Draw them with Necropolis and 2C.
Turn 2: Play everything to get 6 coins, 3 buys, and peddlers down to a cost of 2. Buy 3 Peddlers (or a Peddler and a Stonemason).
Title: Re: Easy Puzzles
Post by: scott_pilgrim on July 17, 2013, 07:41:14 pm
You can get 3 peddlers by the end of turn 2 in a solitaire game.

Open 5C.
Turn 1: Spend coin token, buy Stonemason and gain 2 Nomad Camps to top of deck. Draw them with Necropolis and 2C.
Turn 2: Play everything to get 6 coins, 3 buys, and peddlers down to a cost of 2. Buy 3 Peddlers (or a Peddler and a Stonemason).

Wow, very nice!
Title: Re: Easy Puzzles
Post by: Simon (DK) on July 17, 2013, 08:09:31 pm
Here's another simple one: Get 2 peddlers by (the end of) turn 2.

Baker in kingdom. Shelters. Open 4/3.

Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Yep, I was wondering if there might be another way but I doubt it.

Player 1 buys Noble Brigand, revealing Overgrown Estate and Hovel from each of Players 2, 3, and 4. (You're Player 4.)

Player 2 buys Stonemason + 2 Masquerades, draws Necropolis/Copper/Copper/shuffle/Masquerade/Masquerade.

Player 3 buys Stonemason + 2 Market Squares, draws Necropolis/Copper/Copper/shuffle/Market Square/Market Square.

Player 4 (you) buys Stonemason + 2 Squires, draws Necropolis/Copper/Copper/Squire/Squire.


Player 1

Player 2 plays Necropolis/Masquerade/Masquerade. You get both Market Squares from Player 3 for Coppers.

Player 3

Player 4 (you) plays Necropolis/Market Square/Market Square/Squire/Squire (for buys). Play 2 Copper. Buy 2 Stonemason, gaining 4 Peddlers. Buy 5 more Peddlers.


Can you get all 10? I can't.  :(

I can:

Baker (or Black Market including Baker), Noble Brigand, Stonemason, Masquerade, Border Village, Talisman, Squire and Peddler in the kingdom.


Turn 1:

Player 1 buys Noble Brigand.

Player 2 buys Stonemason and gains 2 Masquerades.

Player 3 buys Border Village and gains Talisman.

Player 4 (you) buys Stonemason and gains 2 Squires


Turn 2:

(your hand: Necropolis, Squire, Squire, junk, junk)

Player 1

Player 2 plays Necropolis and 2 Masquerades. You pass the 2 junk cards and receive Border Village and Talisman.

Player 3

Player 4 (you) plays Necropolis, Border Village, Squire (for buys), Squire (for buys) and Talisman.
Peddler costs 0$, you have 5 buys, and for each of the buys you gain a copy from Talisman = 10 Peddlers.
Title: Re: Easy Puzzles
Post by: SirPeebles on July 17, 2013, 08:20:35 pm
Damn it, Player 3!  WTF?  I call shenanigans.
Title: Re: Easy Puzzles
Post by: AdamH on July 18, 2013, 09:23:48 am
You can get 3 peddlers by the end of turn 2 in a solitaire game.

Open 5C.
Turn 1: Spend coin token, buy Stonemason and gain 2 Nomad Camps to top of deck. Draw them with Necropolis and 2C.
Turn 2: Play everything to get 6 coins, 3 buys, and peddlers down to a cost of 2. Buy 3 Peddlers (or a Peddler and a Stonemason).

When you play the two Stonemasons, don't you have to trash the other two copper in your hand so that you only have $4?
Title: Re: Easy Puzzles
Post by: Warfreak2 on July 18, 2013, 09:35:07 am
You don't draw the Stonemasons.
Title: Re: Easy Puzzles
Post by: AdamH on July 18, 2013, 09:37:57 am
ugh. I'm so good at this  :-X  ::)  :o  >:(  :-[
Title: Re: Easy Puzzles
Post by: Warfreak2 on July 18, 2013, 09:40:41 am
In fact, you don't even have multiple Stonemasons.
Title: Re: Easy Puzzles
Post by: yed on September 05, 2013, 03:36:24 am
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Title: Re: Easy Puzzles
Post by: Davio on September 05, 2013, 04:28:54 am
You're playing a game with more than 2 players, so there are 4 more Duchies! ;D

But there are ways to steal them from your opponent, Masquerade/Ambassador (with Possession), Graverobber/Rogue.
Title: Re: Easy Puzzles
Post by: yed on September 05, 2013, 04:48:43 am
I stole them from my opponent with TR-Rogue.
http://dom.retrobox.eu/?/20130903/log.50612f220cf2d91d287a93b8.1378237364014.txt
Title: Re: Easy Puzzles
Post by: Awaclus on September 05, 2013, 06:15:23 am
You're playing a game with more than 2 players, so there are 4 more Duchies! ;D
If that was the correct answer, it wouldn't be an easy puzzle.
Title: Re: Easy Puzzles
Post by: florrat on September 05, 2013, 10:53:38 am
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Two technically correct answers:
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.
Title: Re: Easy Puzzles
Post by: eHalcyon on September 05, 2013, 11:49:15 am
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Two technically correct answers:
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.

Neither is technically correct.  If you have no Dukes, your Dukes are not worth anything.  If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.

A technically correct answer would be -- you have 3 Dukes.  With 1 Duchy, 3 Dukes are worth 3 points.  (The question did not say that the Dukes were worth 3 points each.)
Title: Re: Easy Puzzles
Post by: SirPeebles on September 05, 2013, 11:58:07 am
If you have no Dukes, then it is true that each of your Dukes is worth 3 points.  It is also true that each of your Dukes is worth 17 points.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 05, 2013, 03:20:42 pm
You've been vacuoused!
Title: Re: Easy Puzzles
Post by: Grujah on September 05, 2013, 07:34:26 pm
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?

He later Ambassador'd 2 Duchies back to you. (or, you Saboteur'd+ Rouge'd him)
Title: Re: Easy Puzzles
Post by: ashersky on September 05, 2013, 08:18:17 pm
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?

To me, this statement means that, at the end of the game, when everyone counts up their cards, I have 1 Duchy in my deck and my opponent has 7.

"Losing the split" means I got 1 and he got 7.  If I later stole 2 Duchies with Possession/Ambassador, or Rogue, or whatever, I didn't lose the split 1/7.  I lost the split 3/5.

The correct answer has to be "I had 3 Dukes worth 1 VP each, so my "Dukes" were worth 3."
Title: Re: Easy Puzzles
Post by: Aidan Millow on September 05, 2013, 09:34:45 pm
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Two technically correct answers:
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.

Neither is technically correct.  If you have no Dukes, your Dukes are not worth anything.  If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.

A technically correct answer would be -- you have 3 Dukes.  With 1 Duchy, 3 Dukes are worth 3 points.  (The question did not say that the Dukes were worth 3 points each.)

The first one can work, depending on your definition of  "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points"  then if you don't have any dukes in your deck you have a contradiction and can derive anything.

Edit: Ninja'd (and I really shouldn't be surprised).
Title: Re: Easy Puzzles
Post by: sudgy on September 05, 2013, 09:53:07 pm
Another way to say it is that your duchies are worth three points...
Title: Re: Easy Puzzles
Post by: eHalcyon on September 05, 2013, 10:34:14 pm
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Two technically correct answers:
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.

Neither is technically correct.  If you have no Dukes, your Dukes are not worth anything.  If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.

A technically correct answer would be -- you have 3 Dukes.  With 1 Duchy, 3 Dukes are worth 3 points.  (The question did not say that the Dukes were worth 3 points each.)

The first one can work, depending on your definition of  "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points"  then if you don't have any dukes in your deck you have a contradiction and can derive anything.

Edit: Ninja'd (and I really shouldn't be surprised).

I understand the logic involved, but the value of Dukes are clearly defined.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on September 05, 2013, 11:02:46 pm
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Two technically correct answers:
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.

Neither is technically correct.  If you have no Dukes, your Dukes are not worth anything.  If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.

A technically correct answer would be -- you have 3 Dukes.  With 1 Duchy, 3 Dukes are worth 3 points.  (The question did not say that the Dukes were worth 3 points each.)

The first one can work, depending on your definition of  "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points"  then if you don't have any dukes in your deck you have a contradiction and can derive anything.

Edit: Ninja'd (and I really shouldn't be surprised).

I understand the logic involved, but the value of Dukes are clearly defined.
The definition of Duke's value is irrelevant if there are no Dukes in your deck.

I could say both "All of the turtles I have ever owned are alive" and "All of the turtles I have ever owned are dead" and be completely correct in both cases because I have never owned a turtle.  If there are no Dukes in your deck, then all of the dukes in your deck are worth 3 points, even if it's the case that if you would have had a Duke it would have been worth 1 point.  The only argument I can think of against that solution would be to say that the statement "your Dukes are worth 3 points" implies that you have at least one Duke, although I don't think it does.
Title: Re: Easy Puzzles
Post by: eHalcyon on September 05, 2013, 11:11:06 pm
I'd say that the statement, "your Dukes are worth 3 points" technically and literally says that the combined VP value of your Dukes is 3 points, which means that you CANNOT have 0 Dukes.  From the given "correct" answer, that wasn't the meaning meant, but that means the problem was incorrectly stated. ;)
Title: Re: Easy Puzzles
Post by: scott_pilgrim on September 05, 2013, 11:14:46 pm
I'd say that the statement, "your Dukes are worth 3 points" technically and literally says that the combined VP value of your Dukes is 3 points, which means that you CANNOT have 0 Dukes.  From the given "correct" answer, that wasn't the meaning meant, but that means the problem was incorrectly stated. ;)
Ah, I guess that is another fair argument against that solution then.  I interpreted it as "each of your Dukes is worth 3 points" rather than "all of your Dukes (together) are worth 3 points".  Actually now that I think about it, the latter seems more like the technically correct interpretation, but the original post is ambiguous either way I think.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 06, 2013, 09:16:40 am
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Two technically correct answers:
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.

Neither is technically correct.  If you have no Dukes, your Dukes are not worth anything.  If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.

A technically correct answer would be -- you have 3 Dukes.  With 1 Duchy, 3 Dukes are worth 3 points.  (The question did not say that the Dukes were worth 3 points each.)

The first one can work, depending on your definition of  "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points"  then if you don't have any dukes in your deck you have a contradiction and can derive anything.

Edit: Ninja'd (and I really shouldn't be surprised).

That's not a contradiction.  The statement "If a Duke is in your deck, it is worth three points" is vacuously true in the case that there are zero Dukes in your deck.  The statement is satisfied because in every case when the hypothesis is satisfied, the conclusion is satisfied.
Title: Re: Easy Puzzles
Post by: popsofctown on September 06, 2013, 01:23:47 pm
I don't have any Scouts in my dominion collection.  Every last one of my Scouts is worth 98 VP though, can you say the same? :)
Title: Re: Easy Puzzles
Post by: Asper on September 25, 2013, 10:34:17 pm
I'd say that the statement, "your Dukes are worth 3 points" technically and literally says that the combined VP value of your Dukes is 3 points, which means that you CANNOT have 0 Dukes.  From the given "correct" answer, that wasn't the meaning meant, but that means the problem was incorrectly stated. ;)

"Your Dukes are worth 3 points" can mean a number of things. It can mean the value of all Dukes combined (making the three-Duke solution right), but also that each Duke is worth 3 VP.
In this case, you can either translate it "For all X goes: If X is yours and X is a Duke, it follows that X is worth 3 points" or the same plus "there exists an Y that is yours and a Duke"
In the first case, the implication is true by default if you have no Dukes, in the second it is false by default in this case.

I would suggest to read it the first way.
Title: Re: Easy Puzzles
Post by: Asper on October 17, 2013, 05:25:02 pm
What is this kingdom:

Witch, Conspirator, Fortress, King's Court, Scheme, Young Witch, Sea Hag, Nobles, Feast, Scrying Pool, Woodcutter (as the Bane)

Hint: There's decidedly no Hamlet.
Title: Re: Easy Puzzles
Post by: yed on October 17, 2013, 05:31:11 pm
What is this kingdom:

Witch, Conspirator, Fortress, King's Court, Scheme, Young Witch, Sea Hag, Nobles, Feast, Scrying Pool, Woodcutter (as the Bane)

Hint: There's decidedly no Hamlet.
I don't get the question.
Title: Re: Easy Puzzles
Post by: Warfreak2 on October 17, 2013, 05:38:50 pm
Macbeth, of course.
Title: Re: Easy Puzzles
Post by: ConMan on October 17, 2013, 06:18:43 pm
Macbeth, of course.
Surely you mean the Scottish board?
Title: Re: Easy Puzzles
Post by: Davio on October 18, 2013, 02:13:01 am
Duke?
Title: Re: Easy Puzzles
Post by: Asper on October 18, 2013, 02:52:37 pm
Macbeth, of course.

This is the right answer.
Title: Re: Easy Puzzles
Post by: TheMirrorMan on October 21, 2013, 05:41:13 am
Some easy puzzles that came to me during my sleep (hey, gotta do something !) :

* I actually succeeded in getting $9 on turn 3. How? (of course with shuffle luck).
* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?
* I got the card (and NOT a copy) that I bought on turn 1 back in my hand on turn 2 ! What trick did I use here ?
Title: Re: Easy Puzzles
Post by: Pneumatiker on October 21, 2013, 06:44:47 am
1.) With a Nomad Camp and Fool's Gold on the board and you deck stacked like this: cccce cceec, you can buy the Nomad Camp on turn 1, two Fool's Gold on turn 2 and draw the Nomad Camp, both Fool's Gold and two Coppers on turn three.
2.) With Baker, Throne Room and Death Chart in the kingdom you can get 13 on turn 3 by buying Throne Room and Death Chart on the first two turns and draw them together with 3 Coppers on turn 3. Without the Throne Room and the Baker, you can get nine on turn 3 by just drawing the Death Chart and 4 Coppers.
Just with a Baker on the board you can start Silver/Silver and use a coin token on turn three with ssccc in hand.

3.) See answer number 1.
Title: Re: Easy Puzzles
Post by: TheMirrorMan on October 21, 2013, 06:57:59 am
Agree with all your responses. Btw : you can change point 2 to 10 I just realized. Thx Pneumatiker.
For 3, I had something else in mind :-)
Title: Re: Easy Puzzles
Post by: 2.71828..... on October 21, 2013, 07:08:00 am
Agree with all your responses. Btw : you can change point 2 to 10 I just realized. Thx Pneumatiker.
For 3, I had something else in mind :-)
You can always buy doctor for 4, trash the top card, then draw doctor for turn 2.  (even better chances if you buy doctor for 5 on your first turn trashing two cards)
Title: Re: Easy Puzzles
Post by: Davio on October 21, 2013, 07:19:29 am
You can have your opponent buy Noble Brigand
Title: Re: Easy Puzzles
Post by: Awaclus on October 21, 2013, 07:35:51 am
* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?
Coppersmith, Copper, Copper, Copper, Copper
Baron, Estate, Silver, Copper, Copper
Title: Re: Easy Puzzles
Post by: TheMirrorMan on October 21, 2013, 07:51:20 am
Jeez - I should sleep more and think less. Of course.
Title: Re: Easy Puzzles
Post by: florrat on October 21, 2013, 12:27:12 pm
You can even gain a prize on turn 3 (http://forum.dominionstrategy.com/index.php?topic=9227.0) (and on turn 2 (http://forum.dominionstrategy.com/index.php?topic=9227.msg284804#msg284804) with enough players helping you).
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2013, 12:36:32 pm
or end the game:
Title: Re: Easy Puzzles
Post by: markusin on October 23, 2013, 02:23:33 pm

* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?
open Beggar/Silver, drawing them both with 3 Copper on turn 3.
Title: Re: Easy Puzzles
Post by: WalrusMcFishSr on October 23, 2013, 02:25:13 pm

* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?
open Beggar/Silver, drawing them both with 3 Copper on turn 3.

How about Death Cart?
Title: Re: Easy Puzzles
Post by: GendoIkari on October 23, 2013, 02:36:20 pm
Why settle for a Province? I can get a Colony on turn 3.
Title: Re: Easy Puzzles
Post by: Awaclus on October 23, 2013, 06:20:37 pm
Why settle for a Province? I can get a Colony on turn 3.
Because Tournament.
Title: Re: Easy Puzzles
Post by: WalrusMcFishSr on October 23, 2013, 06:22:51 pm
Why settle for a Province? I can get a Colony on turn 3.
Because Tournament.

Not to mention Explorer!!!
Title: Re: Easy Puzzles
Post by: ashersky on October 24, 2013, 01:59:54 am
can anyone Remodel a Province into a Province on Turn 3?
Title: Re: Easy Puzzles
Post by: Awaclus on October 24, 2013, 03:06:12 am
can anyone Remodel a Province into a Province on Turn 3?
Yeah, the player 3 who opened Remodel/nothing and got passed player 1's turn 2 Province from player 2's Throne Room/Masquerade can.
Title: Re: Easy Puzzles
Post by: florrat on October 24, 2013, 01:56:40 pm
can anyone Remodel a Province into a Province on Turn 3?
Yeah, the player 3 who opened Remodel/nothing and got passed player 1's turn 2 Province from player 2's Throne Room/Masquerade can.
Wait, how can Player 1 gain a Province on turn 2? Don't you need an additional player to buy Noble Brigand before player 1's turn?

And you can even Remodel a Province into a Province on turn 2. Just replace "Tournament" by "Remodel" in this solution (http://forum.dominionstrategy.com/index.php?topic=9227.msg284804#msg284804) (and replace "shows province, gains prize" by "trashes Province, gain Province")
Title: Re: Easy Puzzles
Post by: Awaclus on October 24, 2013, 02:09:23 pm
Wait, how can Player 1 gain a Province on turn 2? Don't you need an additional player to buy Noble Brigand before player 1's turn?
Probably. I just remembered seeing a Province on turn 2 puzzle solution, I didn't remember what it was like.
Title: Re: Easy Puzzles
Post by: Tables on October 28, 2013, 06:29:24 pm
Why settle for a Province? I can get a Colony on turn 3.

That's nothing. CC can gain the board on turn 3*

*He at least told me he's done the hard parts of such a problem, if I remember correctly.
Title: Re: Easy Puzzles
Post by: Awaclus on November 26, 2013, 06:58:55 am
My opponent just bought a $3 Masterpiece, which didn't empty the Masterpiece pile. The Silver pile wasn't empty either. There was no Fairgrounds or other cards that care about the name in the kingdom. Why was this a good play?
Title: Re: Easy Puzzles
Post by: RTT on November 26, 2013, 07:21:08 am
I have a few Ideas

1.maybe it was another card for his Horn of Plenty
2.It was good for his menagerie engine
3.silver was forbidden by contraband and he revealed trader.
4.he revealed watchtower to trash it and boost his foragers.
5.he later trashed it with trash for benifit ( mine/taxman/butcher)
Title: Re: Easy Puzzles
Post by: Gveoniz on November 26, 2013, 07:35:14 am
My opponent just bought a $3 Masterpiece, which didn't empty the Masterpiece pile. The Silver pile wasn't empty either. There was no Fairgrounds or other cards that care about the name in the kingdom. Why was this a good play?
Price reduction?
Title: Re: Easy Puzzles
Post by: Awaclus on November 26, 2013, 08:13:56 am
I have a few Ideas

1.maybe it was another card for his Horn of Plenty
2.It was good for his menagerie engine
3.silver was forbidden by contraband and he revealed trader.
4.he revealed watchtower to trash it and boost his foragers.
5.he later trashed it with trash for benifit ( mine/taxman/butcher)
1, 3 and 4 aren't right, because cards that care about the name aren't allowed. Also, I didn't realize that Menagerie just cares about "duplicates", not "names", so 2 is not an incorrect answer for my original puzzle but it was my intention to forbid Menagerie, too. Taxman can be a legitimate reason to buy a Masterpiece instead of a Silver if both players go for Taxman and you need $3 Taxman fodder that your opponent's Taxman can't hit, so that would be a correct answer for the puzzle, but that's not what happened in the game (no Taxmen were bought even though it was in the kingdom).

My opponent just bought a $3 Masterpiece, which didn't empty the Masterpiece pile. The Silver pile wasn't empty either. There was no Fairgrounds or other cards that care about the name in the kingdom. Why was this a good play?
Price reduction?
Correct answer, but not what happened in the game.


A couple of additional facts about the game: 1) the game didn't end on a 3-pile ending, I don't think that he made the decision with 3-piling in mind and a 3-pile ending at that point would have been beneficial to me, 2) I think he spent a coin token in order to reach $3 for the Masterpiece, 3) I hosted the game, so only Base and Guilds cards were in the kingdom, 4) now that I've finished the game, I'm no longer sure if buying that Masterpiece was beneficial for him (I won the game despite that play, but not in a way in which I intended to win it, so perhaps I would have won more if he hadn't made that play, but maybe the plan B I went for after adjusting to the Masterpiece buy was optimal in the first place - I'm not good enough to tell). Treat these facts as hints, not as rules; you may still post answers that contradict these.
Title: Re: Easy Puzzles
Post by: RTT on November 26, 2013, 08:27:15 am
i cant think of a szenatio were masterpiece alone is better than silver other then maybe giving it to your opponent via ambassador or masquerade. but then you would rather give away a curse.

and masterpiece as bane for Young Witch is also possible but its not in guilds+base

well guilds + base limits the options . it could be remodel, mine, butcher involved in this?

stupid solution:A Gardens Game where the only +buy is Black market and he has just 3 coins. buys masterpiece from the BM and a copper in his normal buy.
Title: Re: Easy Puzzles
Post by: Awaclus on November 26, 2013, 08:44:30 am
it could be remodel, mine, butcher involved in this?
There's little point in buying a Masterpiece instead of a Silver just because of TFB. Remodel was actually involved, but it's not a key here and the answer doesn't necessarily need to involve it or other TFB.
Title: Re: Easy Puzzles
Post by: yed on November 26, 2013, 09:03:35 am
stupid solution:A Gardens Game where the only +buy is Black market and he has just 3 coins. buys masterpiece from the BM and a copper in his normal buy.
You can not use coin token in Black Market buy phase.
Title: Re: Easy Puzzles
Post by: RTT on November 26, 2013, 09:06:22 am
stupid solution:A Gardens Game where the only +buy is Black market and he has just 3 coins. buys masterpiece from the BM and a copper in his normal buy.
You can not use coin token in Black Market buy phase.
yes i know but there wasnt a rule that you have to use a coin token. it was just what in fact happened in the game... this was just another solution i thought of.
Title: Re: Easy Puzzles
Post by: yed on November 26, 2013, 09:12:32 am
He needed a 3 coin fodder for remodeling into Duchy (Masterpiece was the only $3). He did not want to buy Silver because of your Thief, so you could steal only a "copper" and not Silver.
Title: Re: Easy Puzzles
Post by: Davio on November 26, 2013, 09:31:53 am
Noble Brigand probably has something to do with it, maybe?
Maybe he was drawing his deck comfortably, but wanted some extra treasure to increase his Banks.
He could have bought a Copper, but that would have been susceptible to Cutpurse and Masterpiece has some better TfB options.
Title: Re: Easy Puzzles
Post by: cluckyb on November 26, 2013, 01:17:06 pm
If there are three masterpieces left in a no-buy gardens game, it might make sense to buy a masterpiece rather than avoid letting the other guy get two masterpieces (and potentially a bunch of silver with them)
Title: Re: Easy Puzzles
Post by: Awaclus on November 26, 2013, 01:39:59 pm
If there are three masterpieces left in a no-buy gardens game, it might make sense to buy a masterpiece rather than avoid letting the other guy get two masterpieces (and potentially a bunch of silver with them)
And pretty much this is what happened.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 26, 2013, 02:47:37 pm
Even though the puzzle says it didn't empty the pile, it still reduces it. It can be a move to set up a future 3 pile ending.
Title: Re: Easy Puzzles
Post by: RTT on November 27, 2013, 04:25:07 am
or it could deny a 3-pile ending for you if there are two MP left and he buy the second last so there is only 1 left but still 10 sivers. you cant just overpay twice for 5$ and end the game and you wont proably get a masterpiece overpay for 10$
Title: Re: Easy Puzzles
Post by: Warfreak2 on November 27, 2013, 06:02:17 pm
You got an Ambassador out of the Black Market, and you want to spam your opponent with Masterpieces instead of Copper or Curse, because Masterpieces can't be trashed with Moneylender or Hermit.
Title: Re: Easy Puzzles
Post by: Asper on December 08, 2013, 06:08:53 pm
Here's one:

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
Title: Re: Easy Puzzles
Post by: liopoil on December 08, 2013, 06:11:56 pm
Here's one:

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
you have a mercenary in hand and you only have 1 other bad card to trash... I'm sure there are similar situations
Title: Re: Easy Puzzles
Post by: yed on December 08, 2013, 06:13:58 pm
Here's one:

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
you have a mercenary in hand and you only have 1 other bad card to trash... I'm sure there are similar situations
This only works when it was a Black Marker buy.

EDIT: or you can fix it like this:
you have a mercenary in hand and you only have 1 other bad card to trash... I'm sure there are similar situations
Title: Re: Easy Puzzles
Post by: liopoil on December 08, 2013, 06:20:02 pm
hovel is on buy, not on gain?
Title: Re: Easy Puzzles
Post by: yed on December 08, 2013, 06:20:50 pm
hovel is on buy, not on gain?
yes
Title: Re: Easy Puzzles
Post by: florrat on December 08, 2013, 06:41:43 pm
Two more possibilities:

-You need that Hovel to bump up your Gardens
-You have a deck which can draw itself very reliably, and can use dead cards in your hand (for example with Secret Chamber)
Title: Re: Easy Puzzles
Post by: Awaclus on December 08, 2013, 07:03:28 pm
Here's one:

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
You're playing a Double Tac with Black Market as the enabler and need something to discard.
You're playing against an opponent with Masquerade (or trashing attacks) and want a card in your deck that you can safely pass.
Your deck is now exactly 20 cards and you don't want any of the cards missing the reshuffle after the next one.
You're playing against an opponent who's relying on Tribute.
You have a Market Square in your deck and you want your Hovel to trigger it.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 08, 2013, 08:41:12 pm
Here's one:

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
You're playing a Double Tac with Black Market as the enabler and need something to discard.

You could just use the Victory card that you just bought to trigger the Hovel.

(And if you already have double tac set up, you probably shouldn't have Hovel in your hand to trigger anyway.)
Title: Re: Easy Puzzles
Post by: Jean-Michel on December 09, 2013, 01:45:05 am
Here's one:

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)

You bought a Farmland, planning to remodel the Hovel into a 3-cost card.
Title: Re: Easy Puzzles
Post by: Davio on December 09, 2013, 02:58:32 am
Or simply Fairgrounds.
Title: Re: Easy Puzzles
Post by: Awaclus on December 09, 2013, 03:11:34 am
Or simply Fairgrounds.
It's from Cornucopia.
Title: Re: Easy Puzzles
Post by: Davio on December 09, 2013, 03:33:22 am
Or simply Fairgrounds.
It's from Cornucopia.
Oh right, read over that part.

I guess I can't come up with anything but Farmlands then.
Title: Re: Easy Puzzles
Post by: Warfreak2 on December 09, 2013, 06:22:49 am
You can't use that victory card this turn, though.
Title: Re: Easy Puzzles
Post by: Grujah on December 09, 2013, 08:10:14 am
Here's one

I trigger Hovel and decide not to use it. Why? (No Cornucopia.)

Easy.
You are buying another victory card just after this one :D
Title: Re: Easy Puzzles
Post by: Davio on December 09, 2013, 08:57:59 am
Well, the obvious non-Cornucopia answer would be Gardens of course.
Title: Re: Easy Puzzles
Post by: KingZog3 on December 09, 2013, 09:47:22 am
Because you want to trash it with a Market Square in hand and get a Gold.
Title: Re: Easy Puzzles
Post by: Davio on December 09, 2013, 10:21:56 am
Or of course, Possession and the Hovel is in the hands of your opponent.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 09, 2013, 05:27:03 pm
You can't use that victory card this turn, though.

That's in response to me, right?

Mm, yeah, good point.
Title: Re: Easy Puzzles
Post by: Asper on December 21, 2013, 09:41:18 am
Nice remark about Black Market, Walrus - opens up many options.

You bought a Farmland, planning to remodel the Hovel into a 3-cost card.

This is the one i meant - of course most of the others are also correct (though some take strategic consideration).
Title: Re: Easy Puzzles
Post by: markusin on December 21, 2013, 01:54:00 pm
Here's one:

How can I, with a single buy, increase my deck size by 10 without gaining any Treasure cards extra Treasure Cards after the purchase?

Possible without having any cards in hand when the purchase was made.
Title: Re: Easy Puzzles
Post by: liopoil on December 21, 2013, 02:00:55 pm
haggler!
Title: Re: Easy Puzzles
Post by: markusin on December 21, 2013, 02:04:41 pm
haggler!

Well, that was fast. I didn't even think of that one.
Title: Re: Easy Puzzles
Post by: Davio on December 21, 2013, 02:13:10 pm
Talisman seems the obvious answer
Title: Re: Easy Puzzles
Post by: Awaclus on December 21, 2013, 02:24:11 pm
Buy any card with 9 Embargo tokens on it.

EDIT: Found another one: Buy Doctor, overpay by $6, trashing five Catacombs and a Copper, gaining five Death Carts and ten Ruins. EDIT 2: or alternatively you can just trash five Hunting Grounds to gain 15 Estates in a 3-player Ambassador game.

EDIT 3: Depending on how you interpret the question, Mandarin can increase your deck size by 10 if you topdeck 10 Treasures.
Title: Re: Easy Puzzles
Post by: SirPeebles on December 21, 2013, 11:42:11 pm
No spoiler tags in the Easy Puzzles thread.

Buying an Inn lets you shuffle action cards from your discard pile into your deck.
Title: Re: Easy Puzzles
Post by: GendoIkari on December 22, 2013, 10:46:05 am
Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?
Title: Re: Easy Puzzles
Post by: liopoil on December 22, 2013, 11:00:06 am
Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?
let's see... 4 player game, play 10 hagglers, 9 talismans, buy a doctor (gain the other 9) with 30 embargoes on it, gaining 10 of a 2 cost. Overpay by 22, discard 12 tunnels, trash 10 catacombs, gaining 10 death carts and 20 ruins, discard 10 market squares.

kingdom: haggler, talisman, doctor, black market, tunnel, catacombs, death cart, two-cost, market square.

black market deck: young witch, embargo, graverobber, bunch of cards to let you draw and play all that.

+10 doctors, +30 curses, + 10 two-costs, +12 gold, -10 catacombs, +10 death carts, +20 ruins,  +10 gold. net +92 cards.

probably improvable... for instance, trashing cultist to draw 3 market squares?
Title: Re: Easy Puzzles
Post by: Powerman on December 22, 2013, 11:06:44 am
Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?
let's see... 4 player game, play 10 hagglers, 9 talismans, buy a doctor (gain the other 9) with 30 embargoes on it, gaining 10 of a 2 cost. Overpay by 22, discard 12 tunnels, trash 10 catacombs, gaining 10 death carts and 20 ruins, discard 10 market squares.

kingdom: haggler, talisman, doctor, black market, tunnel, catacombs, death cart, two-cost, market square.

black market deck: young witch, embargo, graverobber, bunch of cards to let you draw and play all that.

+10 doctors, +30 curses, + 10 two-costs, +12 gold, -10 catacombs, +10 death carts, +20 ruins,  +10 gold. net +92 cards.

probably improvable... for instance, trashing cultist to draw 3 market squares?

Certainly improvable by trashing 12 feoda.
Title: Re: Easy Puzzles
Post by: Awaclus on December 22, 2013, 11:21:26 am
Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?
let's see... 4 player game, play 10 hagglers, 9 talismans, buy a doctor (gain the other 9) with 30 embargoes on it, gaining 10 of a 2 cost. Overpay by 22, discard 12 tunnels, trash 10 catacombs, gaining 10 death carts and 20 ruins, discard 10 market squares.

kingdom: haggler, talisman, doctor, black market, tunnel, catacombs, death cart, two-cost, market square.

black market deck: young witch, embargo, graverobber, bunch of cards to let you draw and play all that.

+10 doctors, +30 curses, + 10 two-costs, +12 gold, -10 catacombs, +10 death carts, +20 ruins,  +10 gold. net +92 cards.

probably improvable... for instance, trashing cultist to draw 3 market squares?
And you can have Ambassador, Trader and Masquerade in the black market deck to enable the returning of the 18 starting Estates to the supply in a 6-player game (I love how Masquerade is necessary to pass the Ambassador around), and replace two-cost with Hunting Grounds (Haggler can gain Coppers, you don't need the two-cost in the kingdom). And once you have that Trader, you can also reveal it to gain a Silver instead of one of the Doctors and have an additional Talisman to gain one extra card. Therefore, at least +135 cards should be possible.

EDIT: No, wait, you also need a Lighthouse or a Moat in the kingdom, otherwise the Ambassador would deal out more Estates than it returns. There's still enough space for it because of Young Witch.

EDIT 2: And you can actually just remove the Feodum - when Trader is around, you can put 27364 Embargo tokens on Doctor and reveal Trader to gain the entire Silver pile anyway. Though you also need a Band of Misfits for this, because you can't gain an Embargo from the trash (you needed it anyway for the same reason), and that means you need the Embargo in the kingdom. This increases the net to +154 cards I believe.

EDIT 3: And true, you can have at least one Cultist from the Black Market deck to draw three Market Squares to make it +156 cards.
Title: Re: Easy Puzzles
Post by: markusin on December 22, 2013, 11:34:58 am
for what it's worth, here was my first solution to the problem I proposed:

Buy Stonemason with Talisman in play, overpaying by 6. Gain 2 Border Villages with the overpay effect, gaining 2 Death Carts with the Border Villages and the 4 ruins that comes with the Death carts. Of course, why stop at 1 Talisman?
Title: Re: Easy Puzzles
Post by: Awaclus on December 22, 2013, 11:37:43 am
Actually, can't you just gain the entire gold pile, too, with Doctor, if you pay enough and reshuffle your Tunnels and discard them again etc? That would mean it's +162 cards. You can now remove Market Square from the kingdom if you have to.
Title: Re: Easy Puzzles
Post by: Grujah on December 22, 2013, 12:05:59 pm
10 Hagglers 9 Talismans and 2 Highways in play.

Buy a Border Village, gaining 9 more. (gain X curses also, I guess 50 is max in 6 players?)
Gain 10 Feodas, trash them with Watchtower, gain 30 silver, reveal 10 squares, gain 10 gold.
Of Haggler you gain 10 Caches, gaining 20 coppers.

10 BVs, 30 Sil, 10 Feo, 10 Gold, 10 Cache, 20 C. = 90 + howevermany curses.


Edit: you can add in that Silver/Trader trick as well, I guess.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 22, 2013, 03:02:55 pm
Most cards with a single buy is not an easy question.  I know it's been asked here before, but I think that was before DA and Guilds.
Title: Re: Easy Puzzles
Post by: liopoil on December 22, 2013, 04:01:33 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
Title: Re: Easy Puzzles
Post by: cluckyb on December 22, 2013, 04:08:41 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?

but BoM is graverobber-able and you can use it as your embargo
Title: Re: Easy Puzzles
Post by: Awaclus on December 22, 2013, 04:13:32 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?

but BoM is graverobber-able and you can use it as your embargo
Yeah, though, this means that Embargo needs to take up a kingdom slot.
Title: Re: Easy Puzzles
Post by: liopoil on December 22, 2013, 04:22:26 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?

but BoM is graverobber-able and you can use it as your embargo
cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:

silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...

kingdom: Black market, doctor, talisman, haggler, catacombs, deathcart, embargo
BM deck: young witch (in case we need more spots), trader, BoM, graverobber, tunnel

It's possible that gaining a border village could be better, but I doubt it.

EDIT: saw the post about hunting grounds.... trash 8 of those for 24 estates is another 16 cards. throw ambassador, masquerade, lighthouse, and moat in the BM deck. now with each play of ambassador two of them are blocked and only 1 estate is given out. but how to get rid of the last estate? could just put lighthouse or moat actually in the kingdom I suppose, there's room.
Title: Re: Easy Puzzles
Post by: Awaclus on December 22, 2013, 04:29:26 pm
silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
The Estates with Hunting Grounds. So, unless I'm mistaken, in a 6-player game, it should be possible to gain

40 Silvers + 30 Golds + 50 Curses + 10 Doctors + 10 Coppers + 20 Ruins + 10 Death Carts + 30 Estates - 10 Catacombs - 10 Hunting Grounds = 180. Not sure where my previous 162 came from.
Title: Re: Easy Puzzles
Post by: rrwoods on December 23, 2013, 04:16:41 am
The Gold and Silver piles are doubled for six players
Title: Re: Easy Puzzles
Post by: Ozle on December 23, 2013, 05:14:06 am
The Gold and Silver piles are doubled for six players

I thought you always used all of your standard treasure cards every game
Title: Re: Easy Puzzles
Post by: GendoIkari on December 23, 2013, 12:44:31 pm
The Gold and Silver piles are doubled for six players

I thought you always used all of your standard treasure cards every game

There are no strict rules on this. The Intrigue rulebook states that you "may combine" the treasures from both base and Intrigue. Donald has said before that people can choose to play with however many treasure cards they wish. (I assume it's implied he still meant at least as many as comes with 1 set).
Title: Re: Easy Puzzles
Post by: Awaclus on December 23, 2013, 12:48:07 pm
The Gold and Silver piles are doubled for six players

I thought you always used all of your standard treasure cards every game

There are no strict rules on this. The Intrigue rulebook states that you "may combine" the treasures from both base and Intrigue. Donald has said before that people can choose to play with however many treasure cards they wish. (I assume it's implied he still meant at least as many as comes with 1 set).
Though, even if he didn't mean that, there's nothing to stop people from doing it.
Title: Re: Easy Puzzles
Post by: Ozle on December 23, 2013, 01:59:01 pm
Yeah, thats what I thought, but was wondering why the comment above states its doubled for 6 players, presume that came from somewhere
Title: Re: Easy Puzzles
Post by: rrwoods on December 23, 2013, 02:36:17 pm
I actually took it from the all encompassing dominion FAQ: http://boardgamegeek.com/wiki/page/Complete_and_All-Encompassing_Dominion_FAQ

It's not written by Donald, of course. I've never checked the actual rules for this as I avoid five- and six-player games; I'd just assumed that the FAQ had it right as it seems to have everything else right.

But, for the purposes of the puzzle, you can assume the piles are doubled as you're controlling the setup anyway :)
Title: Re: Easy Puzzles
Post by: markusin on December 23, 2013, 05:48:45 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?

but BoM is graverobber-able and you can use it as your embargo
cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:

silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
Slow down. If you reveal Trader for each curse, then you don't get the curses. You can't get both.
Title: Re: Easy Puzzles
Post by: Awaclus on December 23, 2013, 06:31:50 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?

but BoM is graverobber-able and you can use it as your embargo
cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:

silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
Slow down. If you reveal Trader for each curse, then you don't get the curses. You can't get both.
But you don't reveal it for each curse, you just reveal it for the 40/80 first curses (depending on if you use the Intrigue treasures or not), then you gain the 50 curses that are still left in the supply. Remember, there are 9001 Embargo tokens on Doctor because of Band of Misfits+Graverobber.
Title: Re: Easy Puzzles
Post by: markusin on December 23, 2013, 06:36:18 pm
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?

but BoM is graverobber-able and you can use it as your embargo
cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:

silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
Slow down. If you reveal Trader for each curse, then you don't get the curses. You can't get both.
But you don't reveal it for each curse, you just reveal it for the 40/80 first curses (depending on if you use the Intrigue treasures or not), then you gain the 50 curses that are still left in the supply. Remember, there are 9001 Embargo tokens on Doctor because of Band of Misfits+Graverobber.
Ah cool. 9001 embargo tokens. Got it.
Title: Re: Easy Puzzles
Post by: GendoIkari on December 23, 2013, 10:51:29 pm
Yeah, thats what I thought, but was wondering why the comment above states its doubled for 6 players, presume that came from somewhere

The official rules in the Ingrigue rulebook instruct you to combine the treasures when playing with 5 or 6 players.
Title: Re: Easy Puzzles
Post by: Polk5440 on February 09, 2014, 05:28:21 pm
This game of Dominion went on forever. Why?
Title: Re: Easy Puzzles
Post by: scott_pilgrim on February 09, 2014, 05:39:23 pm
This game of Dominion went on forever. Why?

KC-Monument?  Bishop-Fortress?  You were playing on Goko?
Title: Re: Easy Puzzles
Post by: SirPeebles on February 09, 2014, 06:08:31 pm
This game of Dominion went on forever. Why?

No Ruins.  Coppers and Curses were emptied and trashed or permanently set aside.  No one could afford even an Estate.
Title: Re: Easy Puzzles
Post by: 2.71828..... on February 09, 2014, 06:41:23 pm
This game of Dominion went on forever. Why?

you were playing a normal game on goko, but the lag made it last forever
Title: Re: Easy Puzzles
Post by: ConMan on February 09, 2014, 08:28:01 pm
This game of Dominion went on forever. Why?

No Ruins.  Coppers and Curses were emptied and trashed or permanently set aside.  No one could afford even an Estate.
Great, now you've got me stuck looking for the BGG thread where DXV put the smackdown on the troll who suggested such a game. Now *that's* going to take forever.
Title: Re: Easy Puzzles
Post by: Stealth Tomato on February 09, 2014, 09:19:31 pm
This game of Dominion went on forever. Why?
KC-Possession-Chapel game. Both players successfully trash down to nothing but KC-Possession-Chapel. It is in neither of their best interest to create a functional deck, and the game draws out forever with no buys.
Title: Re: Easy Puzzles
Post by: SirPeebles on February 09, 2014, 09:35:20 pm
This game of Dominion went on forever. Why?
KC-Possession-Chapel game. Both players successfully trash down to nothing but KC-Possession-Chapel. It is in neither of their best interest to create a functional deck, and the game draws out forever with no buys.

During your last Possessed turn, I could have you Chapel both your KC and Possession.  That way they are set aside until after you draw during cleanup, so you can't Possess me.  Depending on the board, I'm still not sure how I would finagle a win, however.
Title: Re: Easy Puzzles
Post by: florrat on February 09, 2014, 09:52:27 pm
Depending on the board, I'm still not sure how I would finagle a win, however.
If the kingdom is right, this is not hard. As long as you can possess your opponent every turn, you can force him to only have a single Chapel in hand. And on your turns you can do whatever you want. If the kingdom is right, this guarantees a win (even with worst-case shuffle luck; every line is a turn):
-Buy Copper
-Buy Copper
-Buy Hamlet
-Buy Hamlet
-Trash Coppers
-Buy Peddler (x3)
-Buy Peddler (x3) and then go wild with KC/Wharf/Bridge (in a way that guarantees you have no bad draw)
OR
buy 1 Copper/Curse/Estate every turn, trash what you bought last turn, and end with an Estate
Title: Re: Easy Puzzles
Post by: florrat on February 09, 2014, 09:55:31 pm
And when the kingdom is not right (say, no kingdom cards costing less than 3), then it's not possible to guarantee a win. At some point you need to have 3 "junk" cards in you deck, either CCC or CCE, in addition to your Pos/KC/Ch, and with bad luck you might miss your Possession, and then your opponent gets 3 turns with your deck.
Title: Re: Easy Puzzles
Post by: heron on February 09, 2014, 10:26:49 pm
This game of Dominion went on forever. Why?

No Ruins.  Coppers and Curses were emptied and trashed or permanently set aside.  No one could afford even an Estate.
Great, now you've got me stuck looking for the BGG thread where DXV put the smackdown on the troll who suggested such a game. Now *that's* going to take forever.

Argh, now I am!

http://www.boardgamegeek.com/thread/534706/is-the-following-scenario-a-draw

There is another thread like this too, but a lot of the posts in it were deleted:
http://www.boardgamegeek.com/thread/475492/draw-game/page/4
Title: Re: Easy Puzzles
Post by: Stealth Tomato on February 10, 2014, 02:09:34 am
This game of Dominion went on forever. Why?
KC-Possession-Chapel game. Both players successfully trash down to nothing but KC-Possession-Chapel. It is in neither of their best interest to create a functional deck, and the game draws out forever with no buys.

During your last Possessed turn, I could have you Chapel both your KC and Possession.  That way they are set aside until after you draw during cleanup, so you can't Possess me.  Depending on the board, I'm still not sure how I would finagle a win, however.

Unless the board contains a $2 cantrip or Squire, it's impossible to pick up a sure win. With a $3 cantrip, it may still be a >50% proposition, but attempting the win and then picking up a non-Possession hand would doom you. Otherwise, you're pretty thoroughly stalemated unless the Estate or another $2 pile is very low.

I actually studied this myself before posting that response, because it could have invalidated it.

Thinking more about the $2-cantrip scenario, it's still difficult in most cases. Anything besides Pawn will include risks, because at some point you have KC-Possession-Chapel-2xCopper-X, and if X doesn't draw cards, you can end up without your Possession.
Title: Re: Easy Puzzles
Post by: Davio on February 10, 2014, 03:31:16 am
The main problem is that you can't prohibit your opponent from buying Coppers getting to 6+ cards in his deck eventually, meaning you might miss the Chapel in his hand.

You can get up to Pawn and Squire yourself and trash the Squire for an Ambassador, get another Ambassador, Ambassador one over, maaaaaybe that's the way to go.

1. You can get to KC-Poss-Chap-Amb-Pawn (by trashing a Squire and Chapeling the Coppers)
2. So you can also get to KC-Poss-Chap-Amb-Pawn-Amb and Ambassador the Amb over and Possess in the same turn
The odds of success are good, but still not 100%.

For part 1 and 2, you have to start with KC-Pawn in hand out of 6 cards, which has a very high success rate, but could still go wrong.
Title: Re: Easy Puzzles
Post by: Davio on February 10, 2014, 03:48:15 am
Okay, here is the problem in full:

1. Possess your opponent 3 times, Chapel away his stuff and buy 2 Coppers
1b. Opponent buys a Copper
2. Do the same thing, but buy a Pawn
2b. Opponent buys another Copper and has 5 cards already
3. KC the Pawn, Chapel the Coppers, buy a Great Hall, bring yourself down to KC-Poss-Ch-Pawn-Great Hall
3b. Opponent buys his 6th card, 3rd Copper
4. Whatever you do, there is a chance your opponent has drawn KC-Poss-Copp-Copp-Copp (no Chapel) so you can't Chapel his stuff anymore, leaving you open for a KC-Poss yourself at which point your opponent can grab the lead

And if your opponent has Chapel-Poss-KC-Copp-Copp you can't use that turn to buy a Great Hall
Title: Re: Easy Puzzles
Post by: Awaclus on February 10, 2014, 04:22:41 am
This game of Dominion went on forever. Why?
You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".
Title: Re: Easy Puzzles
Post by: Davio on February 10, 2014, 04:26:15 am
You could just keep revealing Trader. :)
Title: Re: Easy Puzzles
Post by: SirPeebles on February 10, 2014, 07:40:45 am
This game of Dominion went on forever. Why?
You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".

But each step in that infinite loop takes up zero time.  So does it really cause the game to go on forever?
Title: Re: Easy Puzzles
Post by: Awaclus on February 10, 2014, 07:54:56 am
This game of Dominion went on forever. Why?
You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".

But each step in that infinite loop takes up zero time.  So does it really cause the game to go on forever?
It's not zero, it's negligible. Any finite number of steps would take up essentially zero time, but an infinite number of steps takes forever. There's no point at which you can declare that the infinite loop is now over.
Title: Re: Easy Puzzles
Post by: SirPeebles on February 10, 2014, 08:18:54 am
This game of Dominion went on forever. Why?
You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".

But each step in that infinite loop takes up zero time.  So does it really cause the game to go on forever?
It's not zero, it's negligible. Any finite number of steps would take up essentially zero time, but an infinite number of steps takes forever. There's no point at which you can declare that the infinite loop is now over.

It is an ordered sequence of steps.  Formally, the number of steps is named omega, the smallest infinite ordinal.  The net time would be zero.
Title: Re: Easy Puzzles
Post by: AdamH on February 10, 2014, 10:27:23 am
This game of Dominion went on forever. Why?

There are stalemate situations possible with Pirate Ship.
Title: Re: Easy Puzzles
Post by: Stealth Tomato on February 10, 2014, 01:16:40 pm
Okay, here is the problem in full:

1. Possess your opponent 3 times, Chapel away his stuff and buy 2 Coppers
1b. Opponent buys a Copper
2. Do the same thing, but buy a Pawn
2b. Opponent buys another Copper and has 5 cards already
3. KC the Pawn, Chapel the Coppers, buy a Great Hall, bring yourself down to KC-Poss-Ch-Pawn-Great Hall
3b. Opponent buys his 6th card, 3rd Copper
4. Whatever you do, there is a chance your opponent has drawn KC-Poss-Copp-Copp-Copp (no Chapel) so you can't Chapel his stuff anymore, leaving you open for a KC-Poss yourself at which point your opponent can grab the lead

And if your opponent has Chapel-Poss-KC-Copp-Copp you can't use that turn to buy a Great Hall

I think you're right... which would make it a true stalemate given optimal play, correct?
Title: Re: Easy Puzzles
Post by: Davio on February 10, 2014, 01:38:38 pm
Well, it depends on your definition of optimal play.

In a tournament setting, it could be that both players need a win, not a tie.

But in a regular game, it should be possible to offer a draw. :)
Title: Re: Easy Puzzles
Post by: florrat on February 10, 2014, 02:07:25 pm
Okay, here is the problem in full:

1. Possess your opponent 3 times, Chapel away his stuff and buy 2 Coppers
1b. Opponent buys a Copper
2. Do the same thing, but buy a Pawn
2b. Opponent buys another Copper and has 5 cards already
3. KC the Pawn, Chapel the Coppers, buy a Great Hall, bring yourself down to KC-Poss-Ch-Pawn-Great Hall
3b. Opponent buys his 6th card, 3rd Copper
4. Whatever you do, there is a chance your opponent has drawn KC-Poss-Copp-Copp-Copp (no Chapel) so you can't Chapel his stuff anymore, leaving you open for a KC-Poss yourself at which point your opponent can grab the lead

And if your opponent has Chapel-Poss-KC-Copp-Copp you can't use that turn to buy a Great Hall
It's even worse.
On turn 2, you can have at most 1 Copper in your hand, since you gained at least one of your coppers during a Possession turn.
On turn 3 your deck has 6 cards, so nothing guarantees that you draw you Pawn...Or your King's Court.

However, I'm not convinced that given the right kingdom you cannot do better. If you can get a single Governor, you can play KC-Governor to give your opponent an 8-card hand and then play a single Possession. Then you have 3 additional turns in which your opponent cannot do anything. You cannot trash his complete deck anymore, but it's not so bad if your opponent has a hand of KC-Ch-C during his turn. And there are some fast ways to get economy:
-Poor House
-Peddler (using for example Hamlet for +Buy)
-Trash Squire into something
Title: Re: Easy Puzzles
Post by: ConMan on February 10, 2014, 05:26:49 pm
This game of Dominion went on forever. Why?

No Ruins.  Coppers and Curses were emptied and trashed or permanently set aside.  No one could afford even an Estate.
Great, now you've got me stuck looking for the BGG thread where DXV put the smackdown on the troll who suggested such a game. Now *that's* going to take forever.

Argh, now I am!

http://www.boardgamegeek.com/thread/534706/is-the-following-scenario-a-draw

There is another thread like this too, but a lot of the posts in it were deleted:
http://www.boardgamegeek.com/thread/475492/draw-game/page/4
It was the second one I was thinking of, but would've had a lot of trouble finding since the OP deleted all his posts. I was particularly thinking of the "Everyone plays until they stave to death" ruling.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 05:39:09 pm
OK, new easy puzzle:

In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
Title: Re: Easy Puzzles
Post by: liopoil on February 10, 2014, 05:41:06 pm
...you're down by enough that it's actually impossible for you to come back?
Title: Re: Easy Puzzles
Post by: Awaclus on February 10, 2014, 05:52:45 pm
OK, new easy puzzle:

In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
The point counter isn't on, you forgot what the score is and your opponent is going for an alt-VP strategy that would benefit from a longer game.
Title: Re: Easy Puzzles
Post by: Grujah on February 10, 2014, 05:55:32 pm
OK, new easy puzzle:

In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?

You have 13$ and 2 buys, and also buy a Duchy for the win?
Title: Re: Easy Puzzles
Post by: liopoil on February 10, 2014, 05:58:02 pm
masquerade and it's impossible to know that you would lose, but the odds make it more likely that you would win by buying it now than if you wait.

EDIT: oh wait, 2P.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on February 10, 2014, 06:01:31 pm
buying the last province will result in you losing the game

This phrase is really ambiguous.  Literally, you're saying that if I buy the last province, I will lose the game, no matter what.  In which case it is not possible for it to be the strategically correct move, assuming "strategically correct" means the move that will most likely lead to my win (or draw).

That being said, maybe what you're going for is something like returning it with Ambassador, but then I think Grujah's solution of "also buy a Duchy" is also correct.

Actually, I think Awaclus's solution is the best, since even though it assumes sub-optimal play in the past, it still correctly answers the puzzle given optimal play in the present.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 06:43:54 pm
strategically correct may have been more ambiguous than I thought. Perhaps I shouldve worded it 'not  strategically wrong'. Anyway I was going for liopoil's winning is impossible answer.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 07:37:24 pm
OK, next easy puzzle: You have 11 scouts in play. How?
Title: Re: Easy Puzzles
Post by: sudgy on February 10, 2014, 07:39:14 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 07:41:17 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.

Almost....
Title: Re: Easy Puzzles
Post by: eHalcyon on February 10, 2014, 07:47:57 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.

Almost....

Two of them are Band of Misfits? :P

But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.
Title: Re: Easy Puzzles
Post by: Witherweaver on February 10, 2014, 07:51:56 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.

Almost....

Two of them are Band of Misfits? :P

But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.

The real reason the blank cards were included was that you could make more Scouts.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 07:55:46 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.

Almost....

Two of them are Band of Misfits? :P

But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.

Not wrong then, but still incomplete.

OK another one! With a 4/3 opening split, what's the most number of points you can have after 1 turn?
Title: Re: Easy Puzzles
Post by: sudgy on February 10, 2014, 08:04:46 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.

Almost....

Two of them are Band of Misfits? :P

But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.

Oh, right, I forgot about how BoM needs the card to be in the supply.
Title: Re: Easy Puzzles
Post by: Witherweaver on February 10, 2014, 08:11:24 pm
OK, next easy puzzle: You have 11 scouts in play. How?

One of them is a Band of Misfits.

Almost....

Two of them are Band of Misfits? :P

But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.

Not wrong then, but still incomplete.

OK another one! With a 4/3 opening split, what's the most number of points you can have after 1 turn?

Spending a coin token on Duchy and three starting Estates would give you 6.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 08:14:22 pm
I'm not procrastinating writing a paper I swear.

In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?
Title: Re: Easy Puzzles
Post by: Witherweaver on February 10, 2014, 08:17:41 pm
I'm not procrastinating writing a paper I swear.

In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?

Well you could buy all 10 Mandarins, so on the 11th turn you draw 5 Copper, and then the best I can do is Overpay Doctor by 2 and trash 2 Estates, but you'll still draw 1.  So 12.

Edit: Scratch that, coin token to overpay by 3, trash 3 Estates, so infinite.
Title: Re: Easy Puzzles
Post by: jonts26 on February 10, 2014, 08:25:44 pm
I was hoping someone would do the mandarin maths before realizing the answer is infinite.
Title: Re: Easy Puzzles
Post by: Axxle on February 10, 2014, 10:33:19 pm
OK, new easy puzzle:

In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
The other player has a very large deck with two Fool's Gold, no Gold, and a lot of Fairgrounds.  You know he can buy the province next turn to win but don't know if he has a fools gold.  You buy the Province to end the game but he trashes a fools gold for a gold to bump up his fairgrounds and wins instead.
Title: Re: Easy Puzzles
Post by: SirPeebles on February 10, 2014, 10:55:35 pm
I'm not procrastinating writing a paper I swear.

In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?

-1/12 turns
Title: Re: Easy Puzzles
Post by: Witherweaver on February 10, 2014, 10:58:21 pm
I'm not procrastinating writing a paper I swear.

In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?

-1/12 turns

I see what you did there.
Title: Re: Easy Puzzles
Post by: SirPeebles on February 12, 2014, 07:02:03 am
But more seriously, it bothers me when someone asks "what is the maximum number of turns?" and the answer given is "infinite".  No, the answer is that there is no maximum.  Not that infinity is the maximum.  Whatever the latter might mean, it isn't happening here.
Title: Re: Easy Puzzles
Post by: Witherweaver on February 12, 2014, 09:10:48 am
But more seriously, it bothers me when someone asks "what is the maximum number of turns?" and the answer given is "infinite".  No, the answer is that there is no maximum.  Not that infinity is the maximum.  Whatever the latter might mean, it isn't happening here.

Well the supremum is infinite.
Title: Re: Easy Puzzles
Post by: Axxle on February 12, 2014, 01:05:35 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
Title: Re: Easy Puzzles
Post by: KingZog3 on February 12, 2014, 01:11:32 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

The other one is Platinum. So Platinum and Gold.
Title: Re: Easy Puzzles
Post by: hyramgraff on February 12, 2014, 01:11:42 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

You played a Gold and a Platinum.  The Gold isn't a Platinum.
Title: Re: Easy Puzzles
Post by: Witherweaver on February 12, 2014, 01:52:42 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

You played a Gold and a Platinum.  The Gold isn't a Platinum.

Time to head to the Liberry!
Title: Re: Easy Puzzles
Post by: jonts26 on February 12, 2014, 03:15:31 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

You played a Gold and a Platinum.  The Gold isn't a Platinum.

Time to head to the Liberry!

Your face is getting red. Like a strawbrerry.
Title: Re: Easy Puzzles
Post by: Witherweaver on February 12, 2014, 03:18:18 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

You played a Gold and a Platinum.  The Gold isn't a Platinum.

Time to head to the Liberry!

Your face is getting red. Like a strawbrerry.

Don't have children.
Title: Re: Easy Puzzles
Post by: cluckyb on February 13, 2014, 02:41:01 pm
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

Diadem and Copper after having played (and trashed) 4 mining villages?
Title: Re: Easy Puzzles
Post by: Davio on February 14, 2014, 02:05:49 am
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?

Diadem and Copper after having played (and trashed) 4 mining villages?
Nice find! I had looked at Diadem, but couldn't figure it out with the constraints.
Title: Re: Easy Puzzles
Post by: Asper on February 28, 2014, 07:53:47 pm
OK, new easy puzzle:

In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
The other player has a very large deck with two Fool's Gold, no Gold, and a lot of Fairgrounds.  You know he can buy the province next turn to win but don't know if he has a fools gold.  You buy the Province to end the game but he trashes a fools gold for a gold to bump up his fairgrounds and wins instead.

Without Fool's Gold: You are 5 points behind, buy the last Province and lose. How can that happen? There are at least three different solutions.

PS: One is pretty unrealistic. I guess that's something for the edge casers among us ;)
Title: Re: Easy Puzzles
Post by: jonts26 on February 28, 2014, 08:01:45 pm
The easy one: Province pile is embargoed.

Another answer: You have haggler in play, gaining border village, gaining a curse.
Title: Re: Easy Puzzles
Post by: Axxle on February 28, 2014, 08:04:15 pm
You reveal watchtower, trashing it.
Title: Re: Easy Puzzles
Post by: jonts26 on February 28, 2014, 08:05:12 pm
You have more buys and buy curses.
Title: Re: Easy Puzzles
Post by: Axxle on February 28, 2014, 08:08:28 pm
You're reminded of The Game
Title: Re: Easy Puzzles
Post by: Asper on February 28, 2014, 08:10:01 pm
You have more buys and buy curses.
You reveal watchtower, trashing it.

While these are technically correct i actually meant something less... idiotic :P


Another answer: You have haggler in play, gaining border village, gaining a curse.

Chapeau, this was supposed to be the hard one.

One's remaining.
Title: Re: Easy Puzzles
Post by: heron on February 28, 2014, 08:17:49 pm
You have a haggler in play and gain a curse. No need for border village.
Title: Re: Easy Puzzles
Post by: Jimmmmm on February 28, 2014, 08:20:58 pm
You trash a Hovel, losing Fairgrounds points? That's still pretty dumb though.
Title: Re: Easy Puzzles
Post by: Awaclus on February 28, 2014, 08:22:47 pm
You reveal a Trader, emptying the Silver pile for a 3-pile-ending.
Title: Re: Easy Puzzles
Post by: jonts26 on February 28, 2014, 08:24:09 pm
You have a haggler in play and gain a curse. No need for border village.

Oh right. You can do that.
Title: Re: Easy Puzzles
Post by: Asper on February 28, 2014, 08:26:08 pm
You have a haggler in play and gain a curse. No need for border village.

I count that as the same idea. My solution also didn't include Border Village. Just a 5/6 player kingdom with 9 victory kingdom cards and Haggler, where any three piles between Copper, Silver, Gold and Haggler are empty. For your first Haggler in play you gain the last of the fourth pile, and two others have to gain Curses.
Title: Re: Easy Puzzles
Post by: Asper on February 28, 2014, 08:27:03 pm
You reveal a Trader, emptying the Silver pile for a 3-pile-ending.

8$ for a Silver? That's a steal.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 28, 2014, 08:32:03 pm
You bought it while possessed, so your opponent gained it.
Title: Re: Easy Puzzles
Post by: Asper on February 28, 2014, 08:38:51 pm
You bought it while possessed, so your opponent gained it.

That's the one.
Title: Re: Easy Puzzles
Post by: Ratsia on March 01, 2014, 02:07:42 am
Without Fool's Gold: You are 5 points behind, buy the last Province and lose. How can that happen? There are at least three different solutions.
Something I actually once did: Use your last Spoils to buy the Province, returning it to supply and losing 2 points per Fairground.
Title: Re: Easy Puzzles
Post by: Axxle on March 01, 2014, 04:52:49 am
Without Fool's Gold: You are 5 points behind, buy the last Province and lose. How can that happen? There are at least three different solutions.
Something I actually once did: Use your last Spoils to buy the Province, returning it to supply and losing 2 points per Fairground.
I think the point of the puzzle was that you were 5 points behind immediately before buying the province. Otherwise there's a lot of other things that affect fairgrounds, vineyards, etc.
Title: Re: Easy Puzzles
Post by: TheMirrorMan on May 11, 2014, 03:27:56 pm
Just a little quicky I thought of yesterday.

I never bought a potion, neither did my opponent. Yet I win my game by winning the vineyard split.

What cards are in the deck ?
Title: Re: Easy Puzzles
Post by: scott_pilgrim on May 11, 2014, 03:29:11 pm
You gained the Potion without buying it (Workshop, Ironworks, etc.).

Edit: If you meant you never gained a potion at all, you could have trashed a squire for a familiar, then remodeled familiar into vineyard.
Title: Re: Easy Puzzles
Post by: TheMirrorMan on May 11, 2014, 03:39:21 pm
Good one, scott_pilgrim, but ... I never had a potion in my deck :)

I'm changing it to :

I never gained a potion, neither did my opponent. Yet I win my game by winning the vineyard split.

What cards are in the deck ?

Edit : right, scott. As as sidenote, one of the reasons why Possession isn't an attack :)
Title: Re: Easy Puzzles
Post by: ConMan on May 11, 2014, 06:49:26 pm
You gained the Potion without buying it (Workshop, Ironworks, etc.).

Edit: If you meant you never gained a potion at all, you could have trashed a squire for a familiar, then remodeled familiar into vineyard.
Better off using Stonemason on the Familiar, then you can get two of them.
Title: Re: Easy Puzzles
Post by: TheMirrorMan on May 12, 2014, 01:29:41 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
Title: Re: Easy Puzzles
Post by: Awaclus on May 12, 2014, 01:54:59 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
Hovel, Procession, Procession, Nomad Camp and Watchtower.
Title: Re: Easy Puzzles
Post by: liopoil on May 12, 2014, 03:19:40 pm
Awaclus I don't think that works because you don't have any way to draw the processions you topdeck. Develop-watchtower-fortress-necropolis works though.
Title: Re: Easy Puzzles
Post by: Awaclus on May 12, 2014, 04:01:50 pm
Awaclus I don't think that works because you don't have any way to draw the processions you topdeck. Develop-watchtower-fortress-necropolis works though.
It was a reference to the empty the supply in 4 turns puzzle.
Title: Re: Easy Puzzles
Post by: Simon (DK) on May 13, 2014, 06:06:13 am
All cards are in the supply, so it would be fun to find a solution that emptied spoils, Madmen and Mercenaries.
All of them costs 0, so it should be possible.
Title: Re: Easy Puzzles
Post by: heron on May 13, 2014, 12:26:00 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.

King's Court, King's Court, Bridge, Ironworks, Smithy
Title: Re: Easy Puzzles
Post by: amalloy on May 13, 2014, 04:12:57 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.

King's Court, King's Court, Bridge, Ironworks, Smithy

Okay, so you King a King, letting you play three Bridges; Ironworks gains you three cards, and a Kinged Smithy draws you those three cards. It wasn't totally obvious to me what three cards work: you can't get back into the KC+KC territory you started in with just three cards.

So, in case anyone else is reading this and not immediately seeing the answer: you don't need to KC+KC anymore, because the Bridge was only needed once, to reduce KC to cost 4. The three cards are KC, Ironworks, Smithy; you King the Ironworks, gaining the same three cards, and draw them with Smithy.
Title: Re: Easy Puzzles
Post by: liopoil on May 13, 2014, 05:03:09 pm
All cards are in the supply, so it would be fun to find a solution that emptied spoils, Madmen and Mercenaries.
All of them costs 0, so it should be possible.
have fun getting 35 buys. I think this may be possible with 3x procession, fortress, watchtower though.
Title: Re: Easy Puzzles
Post by: navical on May 13, 2014, 05:06:29 pm
Inspired by the "empty the supply in 3 turns" challenge:

Gain a Province on your second turn.

Hard mode: gain a Colony on your second turn.

To clarify, you may control all players' actions, but one player must gain a Province (resp. Colony) on her second turn.
Title: Re: Easy Puzzles
Post by: liopoil on May 13, 2014, 05:12:50 pm
how many players? any number 1-6?
Title: Re: Easy Puzzles
Post by: navical on May 13, 2014, 05:21:44 pm
how many players? any number 1-6?
Try to minimize the number of players required. I can manage with 3 and 6 respectively, though it may be possible to do better.
Title: Re: Easy Puzzles
Post by: liopoil on May 13, 2014, 05:30:58 pm
I can get a colony with two players on turn 2: Solution below:

P1 T1: buy noble brigand, P2 discards hovel and OE, gains a copper.

P2 T1: play 5 copper and coin token from baker, buy stonemason, overpay by 4, gain two death carts and 4 ruins

P1 T2: do whatever

P2 T2: draw Necropolis, copper, copper, (shuffle) death cart, death cart. Play necropolis and two death carts, trashing the deathcarts. Play coppers, have $12 for a colony. Solution requires there to be colonies, shelters, stonemason, death cart, baker, and noble brigand on the board.
Title: Re: Easy Puzzles
Post by: navical on May 13, 2014, 05:45:38 pm
Well that rather crushes my solution based around Noble Brigand, Embassy, Nomad Camp and Baker (and Governor/Council Room for Colonies).
Title: Re: Easy Puzzles
Post by: yed on May 13, 2014, 08:07:09 pm
Come on, you are in the easy puzzles...
Also no [spoil] tags here.

Rules are in the first post (http://forum.dominionstrategy.com/index.php?topic=7339.msg208394#msg208394).
Title: Re: Easy Puzzles
Post by: Awaclus on May 13, 2014, 08:24:14 pm
Come on, you are in the easy puzzles...
Also no [spoil] tags here.

Rules are in the first post (http://forum.dominionstrategy.com/index.php?topic=7339.msg208394#msg208394).
I don't think having new puzzles before the old ones were solved has caused a lot of problems.
Title: Re: Easy Puzzles
Post by: Davio on May 14, 2014, 05:32:20 am
Come on, you are in the easy puzzles...
Also no [spoil] tags here.

Rules are in the first post (http://forum.dominionstrategy.com/index.php?topic=7339.msg208394#msg208394).
I couldn't come up with the answer for my own initial riddle.  ;D ;D
Title: Re: Easy Puzzles
Post by: pitythefool on May 14, 2014, 08:13:24 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.

King's Court, King's Court, Bridge, Ironworks, Smithy

I tweaked Heron's solution for one that's twice as fast and gives some VP.

King's Court, King's Court, Bridge, Ironworks, Ironworks

That leaves eight King's Courts, eight Ironworks, and eight Nobles in the kingdom.  That will be the 3-pile cards.

The KC-KC-Bridge-IR-IR combo allows you to gain 6 cards.  The first two are Nobles.  When gained, they go to your discard pile and then the on-gain action draws them into your hand.  The next four are KC, KC, IR, IR.  Play the two Nobles to draw the other four cards and repeat.

I have an alternate ending that is more complicated.  I'll put that in another post.
Title: Re: Easy Puzzles
Post by: pitythefool on May 14, 2014, 08:28:43 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
I have an alternate ending that is more complicated.  I'll put that in another post.

King's Court, King's Court, Bridge, Ironworks, Ironworks.
Play KC-KC-Bridge-IR.  Gain Nobles, Nobles, KC.  (the Nobles come into your hand).
Final KC is the other IR.  Gain KC, IR, IR.
Play Nobles for +3 cards and then the other Nobles for +3 cards.
Hand is now KC, KC, IR, IR.
Play KC-KC-IR-IR gaining Nobles, Nobles, KC, KC, IR, IR.
Final KC is Nobles.  Draw all gained cards.
Hand is now KC, KC, IR, IR, Nobles.
Play KC-KC-IR-IR-Nobles, gaining KC, KC, Embargo, Bridge, Squire, and draw them into your hand.
Finally play KC-KC-Embargo-Bridge-Squire.
Embargo Duchys.  When playing Squire, always select +2 buys.
You now enter the buy phase with cards costing 6 less (Duchys are free) and 13 buys.
Buy eight Duchys, taking eight Duchesses and also emptying the Curse pile.
Then buy the last two Duchesses.  3-pile on Duchy, Duchess, and Curse.
Title: Re: Easy Puzzles
Post by: amalloy on May 14, 2014, 08:40:17 pm
Okay another one I thought of, with a simple puzzle.

All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.

Easy. I just modify the starting conditions (http://forum.dominionstrategy.com/index.php?topic=11083.msg377462#msg377462) to put the whole supply into my deck before I start my turn.
Title: Re: Easy Puzzles
Post by: ashersky on May 15, 2014, 10:44:45 pm
And actually, back on topic, has there been a trash the supply puzzle?  Like, put the entire supply in the trash by Turn 2 sort of thing?  Would that be an easy puzzle?
Title: Re: Re: Easy Puzzles
Post by: heron on May 15, 2014, 11:34:58 pm
And actually, back on topic, has there been a trash the supply puzzle?  Like, put the entire supply in the trash by Turn 2 sort of thing?  Would that be an easy puzzle?

Well, I had this puzzle: http://forum.dominionstrategy.com/index.php?topic=7339.msg262997#msg262997
I think adding a turn limit kind of moves it out of the easy zone though.
Title: Re: Easy Puzzles
Post by: Stealth Tomato on May 23, 2014, 06:20:54 pm
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?
Title: Re: Easy Puzzles
Post by: sudgy on May 23, 2014, 06:29:16 pm
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?

You wanted to reveal Market Square to it?
Title: Re: Easy Puzzles
Post by: markusin on May 23, 2014, 06:30:12 pm
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?
You wanted to gain a Mint without trashing your treasures?
Title: Re: Easy Puzzles
Post by: -Stef- on May 23, 2014, 06:30:39 pm
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?

Two piles out, only 2 Duchies left and both our decks consist of a single Platinum and a Chapel.
(Don't ask me how we got to this gamestate, but the decks could be a lot more complicated with similar effect)

Now buying one of the Duchies leads to a tie while buying a feast makes you win.
Title: Re: Easy Puzzles
Post by: sudgy on May 23, 2014, 06:35:48 pm
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?
You wanted to gain a Mint without trashing your treasures?

I think this is the most likely of the three answers I've seen...
Title: Re: Easy Puzzles
Post by: Witherweaver on May 23, 2014, 06:40:27 pm
The $5 you want is Embargoed?
Title: Re: Easy Puzzles
Post by: Witherweaver on May 23, 2014, 06:41:24 pm
Well, or anything else that you wanted.  Feast is only gainer in board.
Title: Re: Easy Puzzles
Post by: Stealth Tomato on May 23, 2014, 06:47:02 pm
I'm so thrilled with all of these answers because they're all valid but not my actual reason. I expected maybe one or two, but four immediate reasons why someone would buy a Feast for $5 is kind of awesome.

Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).
Title: Re: Easy Puzzles
Post by: -Stef- on May 23, 2014, 07:04:04 pm
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).

that sounds like smugglers

3 duchies left in a duke game with no +buy, both players can draw their deck?
Title: Re: Easy Puzzles
Post by: Stealth Tomato on May 23, 2014, 09:05:02 pm
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).

that sounds like smugglers

3 duchies left in a duke game with no +buy, both players can draw their deck?

Oh that would be cool as hell, and how in the world would you end up in that situation.

To expand on the original constraints: none of the piles are low, and this was otherwise an extremely average game. It's centered around a single card in the kingdom (no weird combos necessary).
Title: Re: Easy Puzzles
Post by: Witherweaver on May 23, 2014, 09:11:51 pm
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).

that sounds like smugglers

3 duchies left in a duke game with no +buy, both players can draw their deck?

Oh that would be cool as hell, and how in the world would you end up in that situation.

To expand on the original constraints: none of the piles are low, and this was otherwise an extremely average game. It's centered around a single card in the kingdom (no weird combos necessary).

You played Contraband?
Title: Re: Easy Puzzles
Post by: navical on May 23, 2014, 09:36:05 pm
Your opponent has (several) Rogues? If you're overdrawing your deck you could in fact put several Feasts in the trash in quick succession, slowing down his trashing attack and mildly junking his deck.

Though quite why he's using Rogue as an attack I'm not sure.
Title: Re: Easy Puzzles
Post by: Stealth Tomato on May 23, 2014, 09:59:16 pm
Your opponent has (several) Rogues? If you're overdrawing your deck you could in fact put several Feasts in the trash in quick succession, slowing down his trashing attack and mildly junking his deck.

Though quite why he's using Rogue as an attack I'm not sure.

Hooray!

http://www.gokosalvager.com/static/logprettifier.html?/20140523/log.505de22f0cf2ef979299a5d8.1400883561525.txt

I was actually playing straight BM due to a really terrible board (Royal Seal was available, and is what I got with the Feast).
Title: Re: Easy Puzzles
Post by: cayvie on May 25, 2014, 01:57:48 am
Fairgrounds and Vineyards are two other possibilities.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 12:45:38 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.
Title: Re: Easy Puzzles
Post by: amalloy on August 13, 2014, 12:54:34 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Curses are double Embargoed, and you have Trader+Watchtower in hand. Trash the Curses you bought, turn the ones you're gaining through Embargo into Silver.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 12:58:44 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Curses are double Embargoed, and you have Trader+Watchtower in hand. Trash the Curses you bought, turn the ones you're gaining through Embargo into Silver.
That's the other correct answer that I was thinking of, but why not reveal Trader for all the Silvers? Embargo happens on buy, Trader on would gain.
Title: Re: Easy Puzzles
Post by: amalloy on August 13, 2014, 01:08:04 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Curses are double Embargoed, and you have Trader+Watchtower in hand. Trash the Curses you bought, turn the ones you're gaining through Embargo into Silver.
That's the other correct answer that I was thinking of, but why not reveal Trader for all the Silvers? Embargo happens on buy, Trader on would gain.

Yes, you're right. I was confusing the rules on Embargo with those on Cache and Death Cart (where you have to choose not to reveal the Trader in order to gain the "main" cards).
Title: Re: Easy Puzzles
Post by: amalloy on August 13, 2014, 01:11:45 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Okay, this one's a little far-fetched, but...there are a few cards that like Curse better than Copper. Vagrant and Farming Village are the ones that come to mind. Perhaps you're using Vagrant as draw, and then Cellar to replace your Curses with good cards; or you're playing a Gardens deck (explaining why you want either Curse or Copper at all) with Farming Villages in it and you'd like to skip over the junk you're buying.
Title: Re: Easy Puzzles
Post by: liopoil on August 13, 2014, 01:23:54 pm
Well ambassador/masquerade of course.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 01:32:01 pm
Okay, this one's a little far-fetched, but...there are a few cards that like Curse better than Copper. Vagrant and Farming Village are the ones that come to mind. Perhaps you're using Vagrant as draw, and then Cellar to replace your Curses with good cards; or you're playing a Gardens deck (explaining why you want either Curse or Copper at all) with Farming Villages in it and you'd like to skip over the junk you're buying.

I guess that's another correct answer, but not the one that actually happened.

Well ambassador/masquerade of course.

Masquerade wasn't in the kingdom and I don't think there's a reason to buy *two* Curses for Ambassador.
Title: Re: Easy Puzzles
Post by: theright555J on August 13, 2014, 05:23:38 pm
In order to increase your number of unique cards for menagerie and/or fairgrounds; you bought two so you'd have one to trash for a mandatory trasher (such as Junk Dealer, which would still give you cantrip money) or to put you over a Gardens threshold.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 05:57:32 pm
In order to increase your number of unique cards for menagerie and/or fairgrounds; you bought two so you'd have one to trash for a mandatory trasher (such as Junk Dealer, which would still give you cantrip money) or to put you over a Gardens threshold.
That's a reason to buy one Curse instead of Copper, but normally you would prefer the Copper for the mandatory trasher and the Gardens threshold after you already have your number of unique cards increased.
Title: Re: Easy Puzzles
Post by: sudgy on August 13, 2014, 05:59:13 pm
In order to increase your number of unique cards for menagerie and/or fairgrounds; you bought two so you'd have one to trash for a mandatory trasher (such as Junk Dealer, which would still give you cantrip money) or to put you over a Gardens threshold.

Why not a copper for the trasher?
Title: Re: Easy Puzzles
Post by: liopoil on August 13, 2014, 05:59:41 pm
You want cards to trash with a card like hermit or JOAT to activate your market squares
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 06:39:59 pm
You want cards to trash with a card like hermit or JOAT to activate your market squares
That's a good one, but still not what actually happened.
Title: Re: Easy Puzzles
Post by: ashersky on August 13, 2014, 07:11:15 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Ambassador is one, I suppose.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 07:13:08 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Ambassador is one, I suppose.
Why two Curses? Wouldn't one be enough?

EDIT: Hint: I still had buys left when I ended the turn. Two was the exact number of Curses that I wanted.
Title: Re: Easy Puzzles
Post by: ashersky on August 13, 2014, 07:14:26 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Ambassador is one, I suppose.
Why two Curses? Wouldn't one be enough?

You have a largish deck because you haven't had a chance to trash/send back coppers and it is a shelters game, and you want to ensure you match up at least one curse with your single Ambassador?
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 07:20:38 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Ambassador is one, I suppose.
Why two Curses? Wouldn't one be enough?

You have a largish deck because you haven't had a chance to trash/send back coppers and it is a shelters game, and you want to ensure you match up at least one curse with your single Ambassador?
Okay, I suppose there are situations where it's beneficial. Still not what actually happened, though.
Title: Re: Easy Puzzles
Post by: 2.71828..... on August 13, 2014, 07:37:06 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Oh that was clever!  (I cheated and looked up the log)
Title: Re: Easy Puzzles
Post by: Dsell on August 13, 2014, 08:49:58 pm
This is probably a stretch. But...

You are consistently drawing your deck. You have reliable trashing and a lead, but you processioned your only +buy this turn. You know that next turn you can curse them enough to empty the remainder of the curse supply and trash the curses you just bought. If you had gained coppers, you couldn't ensure emptying the supply next turn.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2014, 08:55:37 pm
This is probably a stretch. But...

You are consistently drawing your deck. You have reliable trashing and a lead, but you processioned your only +buy this turn. You know that next turn you can curse them enough to empty the remainder of the curse supply and trash the curses you just bought. If you had gained coppers, you couldn't ensure emptying the supply next turn.
(and it was not my intention to empty it at all).
Title: Re: Easy Puzzles
Post by: ConMan on August 13, 2014, 10:12:38 pm
The +4VP was enough to make you tie with your opponent, but you would have lost on turns. You knew that you would draw a Watchtower, and also that your opponent would not have enough coins on their turn to buy another VP card. If they played a curser, you could trash the curse with the Watchtower and guarantee the shared victory.
Title: Re: Easy Puzzles
Post by: eHalcyon on August 13, 2014, 10:39:01 pm
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Ambassador is one, I suppose.
Why two Curses? Wouldn't one be enough?

EDIT: Hint: I still had buys left when I ended the turn. Two was the exact number of Curses that I wanted.

Possession war? Curses to keep your own deck too weak to buy anything. 2 because of specific deck composition and/or score.
Title: Re: Easy Puzzles
Post by: Davio on August 14, 2014, 02:29:09 am
Coppers were Embargo'd 10 times and you just needed some fodder for your Junk Dealers.
Or obviously some Goons in play which meant the Curses gave you a net positive VP result.
Title: Re: Easy Puzzles
Post by: yed on August 14, 2014, 02:41:23 am
Goons in play. Only hermit for trashing.
Title: Re: Easy Puzzles
Post by: Davio on August 14, 2014, 03:08:51 am
Jack of All Trades also only trashes non-Treasure cards.
Title: Re: Easy Puzzles
Post by: Axxle on August 14, 2014, 04:34:50 am
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?

I can think of at least 1 correct answer in addition to the one that actually happened.

Ambassador is one, I suppose.
Why two Curses? Wouldn't one be enough?

EDIT: Hint: I still had buys left when I ended the turn. Two was the exact number of Curses that I wanted.

Possession war? Curses to keep your own deck too weak to buy anything. 2 because of specific deck composition and/or score.
This plus top decking the curses and province with watchtower?
Title: Re: Easy Puzzles
Post by: Titandrake on August 14, 2014, 05:30:54 am
You knew your opponent had a Possession in hand/was likely to play one, and after playing all the actions in an engine turn

1. Bought 2 Curses
2. Overpayed for a Doctor, triggering a reshuffle of junk cards, or overpay for Herald to topdeck junk cards.

letting you organize a hand that's useless when Possessed. You wanted Curses over Coppers because you actually needed to make sure opponent didn't get that extra $2, and you needed exactly 2 more junk cards to guarantee a dud. The problem is that if your opponent doesn't play Possession, you've put yourself behind, so this doesn't make much sense to me - you'd need your dud hand to have just enough money to make you win, but not enough to have the opponent win.
Title: Re: Easy Puzzles
Post by: Awaclus on August 14, 2014, 06:39:52 am
Lots of correct answers, but the actual situation didn't involve Possession, Embargo or non-treasure trashing.
Title: Re: Easy Puzzles
Post by: liopoil on August 14, 2014, 08:37:52 am
TRIBUTE DEFENSE!
Title: Re: Easy Puzzles
Post by: Davio on August 14, 2014, 08:56:32 am
Lots of correct answers, but the actual situation didn't involve Possession, Embargo or non-treasure trashing.
Maybe something with Menagerie?
Title: Re: Easy Puzzles
Post by: liopoil on August 14, 2014, 09:14:01 am
TRIBUTE DEFENSE!
I hope this is it, and if it is, it really belongs in the best dominion moments thread...

Anyway, to explain a bit:

You have 5 schemes and a royal seal in play, topdeck the curses, then 5 actions, so that the tribute in their hand which you saw when you played cutpurse can't do anything. Their hand is 6 coins and a tribute, and you just bought the penultimate province.
Title: Re: Easy Puzzles
Post by: liopoil on August 14, 2014, 09:16:53 am
I had 1 Copper left in my deck.
Is this important?
Title: Re: Easy Puzzles
Post by: Awaclus on August 14, 2014, 11:29:19 am
I had 1 Copper left in my deck.
Is this important?
It's not a relevant part of the actual situation, but it rules out Hunting Party and Menagerie for solutions.

TRIBUTE DEFENSE!
I hope this is it, and if it is, it really belongs in the best dominion moments thread...

Anyway, to explain a bit:

You have 5 schemes and a royal seal in play, topdeck the curses, then 5 actions, so that the tribute in their hand which you saw when you played cutpurse can't do anything. Their hand is 6 coins and a tribute, and you just bought the penultimate province.
Sorry to disappoint you, but it's not. I would have posted it in that thread if it really was best Dominion moments material.
Title: Re: Easy Puzzles
Post by: shark_bait on August 14, 2014, 12:44:36 pm
Watchtower in hand, opponent is going for Familiar, you are not.  You used your extra buys to deplete the stack by revealing Watchtower and trashing them.
Title: Re: Easy Puzzles
Post by: Awaclus on August 14, 2014, 01:24:08 pm
Watchtower in hand, opponent is going for Familiar, you are not.  You used your extra buys to deplete the stack by revealing Watchtower and trashing them.
(and it was not my intention to empty it at all).
Title: Re: Easy Puzzles
Post by: shark_bait on August 14, 2014, 01:24:51 pm
Welp, missed that part of it.  :)

Title: Re: Easy Puzzles
Post by: sudgy on August 14, 2014, 01:30:30 pm
I'm looking in the log, but I still can't figure it out...
Title: Re: Easy Puzzles
Post by: sudgy on August 14, 2014, 01:44:40 pm
I'm looking in the log, but I still can't figure it out...

No wait, I think I figured it out...  That took longer than it should have.
Title: Re: Easy Puzzles
Post by: Awaclus on August 14, 2014, 01:47:05 pm
I'm looking in the log, but I still can't figure it out...
Well, it ended up having no relevance, because my opponent resigned before it did. If you look at his last turn though, it should be possible to figure out what could have happened and how my Curses instead of Coppers prevented it from happening.

EDIT: Sarnath'd  :(
Title: Re: Easy Puzzles
Post by: eHalcyon on August 14, 2014, 06:35:34 pm
Welp, missed that part of it.  :)

I think Awaclus also said that he had extra buys left over, but he needed exactly 2 Curses for his plan, whatever it was.  If he was just defending against Familiar, he would have used every buy and trashed as many Curses as possible.
Title: Re: Easy Puzzles
Post by: Witherweaver on August 14, 2014, 07:45:27 pm
maybe it's a meta puzzle, and his plan all along was to post here to confuse us.
Title: Re: Easy Puzzles
Post by: Awaclus on August 14, 2014, 07:57:32 pm
maybe it's a meta puzzle, and his plan all along was to post here to confuse us.
It's not, there actually is a recent game that I played in which I bought two Curses instead of Coppers.
Title: Re: Easy Puzzles
Post by: 2.71828..... on August 14, 2014, 09:47:41 pm
I want to give a hint, but I feel as though Awaclus is the only one who should really do that
Title: Re: Easy Puzzles
Post by: ephesos on August 15, 2014, 01:03:43 am
Goons/Watchtower game, and both of you have buys to spare and are buying up Copper for points so the pile is low. If your opponent depletes Copper on his turn, you lose. You calculate that he has 7 buys possible from his deck. You buy Copper until there are 8 left, and 2 Curses exactly so that he can't empty that pile either(but you need exactly those 2 points to win). Having 8+ buys yourself, you will definitely be able to win next turn.
Title: Re: Easy Puzzles
Post by: Davio on August 15, 2014, 03:47:45 am
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?
Title: Re: Easy Puzzles
Post by: RobertJ on August 15, 2014, 04:04:14 am
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?

Similarly to Davio's suggestion: You want to guarantee starting your next turn with a 5 card hand (because of Vault or Madman perhaps) and opponent is playing Cutpurse or Taxman?
Title: Re: Easy Puzzles
Post by: Awaclus on August 15, 2014, 05:20:06 am
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?
Yes! This is what actually happened.
Title: Re: Easy Puzzles
Post by: Witherweaver on August 15, 2014, 09:40:45 am
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?
Yes! This is what actually happened.

Powering up Vagrants to Labs is a much cooler explanation.
Title: Re: Easy Puzzles
Post by: silverspawn on October 05, 2014, 01:52:47 pm
another list

Throne Room
Library
Grave Robber
Treasure Map
Moneylender

which card is missing?

I think this is easy.
Title: Re: Easy Puzzles
Post by: pacovf on October 05, 2014, 02:17:52 pm
Mine? Cards with accountability issues.
Title: Re: Easy Puzzles
Post by: Awaclus on October 05, 2014, 02:26:30 pm
There's also Prince.
Title: Re: Easy Puzzles
Post by: silverspawn on October 05, 2014, 02:35:09 pm
yea, that's it. I didn't know Mine trashing was mandatory. Both fit.
Title: Re: Easy Puzzles
Post by: Davio on October 05, 2014, 02:50:07 pm
Library draws cards into limbo land, no?

Somewhere in between the deck and your hand.
Title: Re: Easy Puzzles
Post by: pacovf on October 05, 2014, 03:02:33 pm
Another easy one:

Throne Room
King's Court
Golem
Herald
Procession
Prince

While there is only one left, there is a simple way to relax the condition(s) that adds two extra cards to the list.
Title: Re: Easy Puzzles
Post by: Grujah on October 05, 2014, 03:25:40 pm
Cards that resolve other cards during their own resolution?
So, Possession? and than Venture + Counterfeit?
Title: Re: Easy Puzzles
Post by: Awaclus on October 05, 2014, 03:32:12 pm
Cards that resolve other cards during their own resolution?
So, Possession? and than Venture + Counterfeit?
I don't think Possession counts. Black Market, on the other hand, does.
Title: Re: Easy Puzzles
Post by: pacovf on October 05, 2014, 03:33:21 pm
Close but not really. For starters, Possession doesn't actually resolve other cards during its own resolution, no more than scheme puts card on top of your deck during its resolution.

Venture + Counterfeit are the two extra cards I had in mind, though.

Not Black Market either, although it probably deserves an honourable mention.
Title: Re: Easy Puzzles
Post by: silverspawn on October 05, 2014, 03:40:25 pm
Adventurer?
Title: Re: Easy Puzzles
Post by: silverspawn on October 05, 2014, 03:42:02 pm
I have another one!

Tournament
Pirate Ship
Smugglers

you'll never get that one  ::)

Title: Re: Easy Puzzles
Post by: markusin on October 05, 2014, 04:43:01 pm
I have another one!

Tournament
Pirate Ship
Smugglers

you'll never get that one  ::)
But the thread name.
Title: Re: Easy Puzzles
Post by: pacovf on October 05, 2014, 05:50:21 pm
Adventurer?

Nope.
Title: Re: Easy Puzzles
Post by: dereeder on October 05, 2014, 09:32:12 pm
Another easy one:

Throne Room
King's Court
Golem
Herald
Procession
Prince

While there is only one left, there is a simple way to relax the condition(s) that adds two extra cards to the list.

Actions that can resolve another action card during their own resolution

Cultist.  You can resolve another card (i.e. another Cultist) during its own resolution.

Relaxing the condition to "cards that can resolve another card of the same type during their own resolution" allows Venture and Counterfeit
Title: Re: Easy Puzzles
Post by: pacovf on October 05, 2014, 09:41:05 pm
Another easy one:

Throne Room
King's Court
Golem
Herald
Procession
Prince

While there is only one left, there is a simple way to relax the condition(s) that adds two extra cards to the list.

Actions that can resolve another action card during their own resolution

Cultist.  You can resolve another card (i.e. another Cultist) during its own resolution.

Relaxing the condition to "cards that can resolve another card of the same type during their own resolution" allows Venture and Counterfeit


Bingo. The exact wording of the condition was Cards that can play other (Action) cards.



EDIT: another easy puzzle.

Spoils
Madman
Prince

Very honourable mentions:
Alchemist
Walled Village
Treasury
Scheme


EDIT2: Ooooooh I thought of a very nice one for afterwards.
Title: Re: Easy Puzzles
Post by: liopoil on October 05, 2014, 10:16:44 pm
Cards not discarded from play or trashed at the end of the turn after being played. Island is missing (the honorable mentions are discarded from play very briefly).
Title: Re: Easy Puzzles
Post by: liopoil on October 05, 2014, 10:18:11 pm
I have another one!

Tournament
Pirate Ship
Smugglers

you'll never get that one  ::)
Tribute?
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 02:16:38 am
Tribute?
nope. what made you think that?
Title: Re: Easy Puzzles
Post by: Davio on October 06, 2014, 05:24:32 am
EDIT: another easy puzzle.

Spoils
Madman
Prince

Very honourable mentions:
Alchemist
Walled Village
Treasury
Scheme


Island?
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 06:22:48 am
EDIT: another easy puzzle.

Spoils
Madman
Prince

Very honourable mentions:
Alchemist
Walled Village
Treasury
Scheme


Island?

You've been ninja'd!

Cards not discarded from play or trashed at the end of the turn after being played. Island is missing (the honorable mentions are discarded from play very briefly).

Perfect answer. I considered not giving the honourable mentions, maybe I shouldn't have :P



Ok, this one is a bit trickier. Which card is missing?

Beggar
Ill-gotten Gains
Explorer
Trading Post
Mine

Honourable mention:
Ironworks
Jack of all Trades
Tournament
Masquerade
"Something else"
EDIT: Count (as pointed out by silverspawn and Awaclus later)

There are lots of "somewhat" honourable mentions, but I don't think I've forgotten anything otherwise.
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 06:42:35 am
that seems pretty easy. cards that gain treasure cards into your hand.

except I can't find another card that does this.
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 06:48:31 am
oh, i know

it's just cards that gain other cards into the hand, period. it's not restricted to treasure cards. the missing card is therefore torturer.
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 07:01:48 am
oh, i know

it's just cards that gain other cards into the hand, period. it's not restricted to treasure cards. the missing card is therefore torturer.

Indeed! Can you also find the missing honourable mention?
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 07:12:00 am
Cards that can gain and draw at the same time, which is similar to gaining into your hand. so... RATS
Title: Re: Easy Puzzles
Post by: liopoil on October 06, 2014, 07:20:01 am
No, missing honorable mention is taxman, right?
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 07:21:15 am
No, missing honorable mention is taxman, right?

no, taxman just gains cards on top of your deck. that's not special, armory does it too.
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 07:23:08 am
Cards that can gain and draw at the same time, which is similar to gaining into your hand. so... RATS

Nope, not rats. Otherwise upgrade would qualify too.

No, missing honorable mention is taxman, right?

No, that would not even fit as a "somewhat" honourable mention.
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 07:27:19 am
Bandit Camp
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 07:28:46 am
As I said, there are lots of "somewhat" honourable mentions. That's another one  :)
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 07:37:22 am
wild guess. it's cards that can theoretically gain the card into your hand, but are not guaranteed to. Rats can't, because it draws before gaining, and so does Bandit Camp.

Two cards that can are Remake and Count. Also, Urchin, with the help of a second one.
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 07:46:14 am
You are very close!

Two cards that can are Remake and Count.

A bit too theoretical? No.

Quote
Also, Urchin, with the help of a second one.

This one is really really close, but doesn't strictly check the condition.
Title: Re: Easy Puzzles
Post by: Awaclus on October 06, 2014, 07:48:52 am
Ironworks?
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 07:50:23 am
That one's already in the original list :P
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 08:00:15 am
Soothsayer

that has to be it.
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 08:04:06 am
And we have a winner!

Explanation
The condition was, cards that gain cards to hand by themselves. The cards in the Honourable Mention category were gainers that could draw after the gain and hence get the card to your hand; and masquerade, which gets you a card in your hand, but doesn't actually "gain" it. While urchin can gain a mercenary "to hand", you need two of them to do it, and the urchin that gains mercenary is not the same as the one that gets it into your hand, anyway.
Title: Re: Easy Puzzles
Post by: silverspawn on October 06, 2014, 08:14:12 am
I still think Remake and Count should make the list, because you don't need any other kingdom card to make it work. Just an OE. Gain a copper, trash your hand, including the OE, draw a copper. Or trash an estate, gain a silver, trash the OE, draw the silver.
Title: Re: Easy Puzzles
Post by: pacovf on October 06, 2014, 08:18:47 am
I still think Remake and Count should make the list, because you don't need any other kingdom card to make it work. Just an OE. Gain a copper, trash your hand, including the OE, draw a copper. Or trash an estate, gain a silver, trash the OE, draw the silver.

Cute! I hadn't thought about Overgrown Estate as a non-kingdom card, so I see were you are coming from. It depends on the exact way the condition is worded.
Title: Re: Easy Puzzles
Post by: Awaclus on October 06, 2014, 08:24:47 am
I still think Remake and Count should make the list, because you don't need any other kingdom card to make it work. Just an OE. Gain a copper, trash your hand, including the OE, draw a copper. Or trash an estate, gain a silver, trash the OE, draw the silver.
I agree that Count should, but Remake requires another kingdom card from Dark Ages or there won't be an Overgrown Estate in the game.
Title: Re: Easy Puzzles
Post by: ConMan on October 13, 2014, 07:16:17 pm
This one shouldn't be too hard - what's the common property in this list, and what cards are missing?

Village, Bank, Witch, Market, Count

Bonus question: Any honourable mentions? (I'll offer up a single one: Nobles)
Title: Re: Easy Puzzles
Post by: Rubby on October 14, 2014, 12:03:42 pm
This one shouldn't be too hard - what's the common property in this list, and what cards are missing?

Village, Bank, Witch, Market, Count

Bonus question: Any honourable mentions? (I'll offer up a single one: Nobles)

I won't say what the property is, but I think the missing cards are
Copper, Estate, Gold, Library, Mine, Venture, Trader, Prince.

For honorable mentions, maybe Smithy and Treasury.
Title: Re: Easy Puzzles
Post by: dereeder on October 14, 2014, 01:03:23 pm
Cards whose name is a substring of the name of another card.
Title: Re: Easy Puzzles
Post by: Awaclus on October 14, 2014, 01:56:23 pm
Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.

Minion could be a honorable mention because it's in Dominion.
Title: Re: Easy Puzzles
Post by: Grujah on October 14, 2014, 02:23:59 pm
Quote
Rules
DON'T use Spoiler Tags these ones, just post the answer
Title: Re: Easy Puzzles
Post by: silverspawn on October 14, 2014, 02:27:03 pm
Quote
Rules
DON'T use Spoiler Tags these ones, just post the answer
I don't think this is a good rule. I support breaking it.
Title: Re: Easy Puzzles
Post by: jonts26 on October 14, 2014, 03:39:19 pm
Quote
Rules
DON'T use Spoiler Tags these ones, just post the answer
I don't think this is a good rule. I support breaking it.

i think it's a great rule
Title: Re: Easy Puzzles
Post by: Rubby on October 14, 2014, 04:01:12 pm
Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.

I don't see how any of these qualify...? Certainly not in the same sense as the others mentioned. But I guess discussing/debating honorable mentions on these things is silly, because anyone can just make up their own standards for what warrants one.
Title: Re: Easy Puzzles
Post by: Awaclus on October 14, 2014, 06:06:09 pm
Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.

I don't see how any of these qualify...? Certainly not in the same sense as the others mentioned. But I guess discussing/debating honorable mentions on these things is silly, because anyone can just make up their own standards for what warrants one.
Well, the other honorable mentions that were mentioned had one extra letter. "Sp" appears in Spice Merchant, "In" appears in Wishing Well, "Min" appears in Mining Village, "ity" appears in University.
Title: Re: Easy Puzzles
Post by: Rubby on October 14, 2014, 07:24:30 pm
Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.

I don't see how any of these qualify...? Certainly not in the same sense as the others mentioned. But I guess discussing/debating honorable mentions on these things is silly, because anyone can just make up their own standards for what warrants one.
Well, the other honorable mentions that were mentioned had one extra letter. "Sp" appears in Spice Merchant, "In" appears in Wishing Well, "Min" appears in Mining Village, "ity" appears in University.

The others were forms of words that would qualify.
Title: Re: Easy Puzzles
Post by: dereeder on October 14, 2014, 08:26:05 pm
Another one (Supply Cards only):

Abandoned Mine, Candlestick Maker, Copper, Curse, Fool's Gold, Native Village, Pearl Diver, Poor House, Ruined Library, Ruined Market, Ruined Village, Secret Chamber, Survivors.

One card is missing.

Title: Re: Easy Puzzles
Post by: Davio on October 15, 2014, 02:15:37 am
Quote
Rules
DON'T use Spoiler Tags these ones, just post the answer
I don't think this is a good rule. I support breaking it.

i think it's a great rule
My original thought was that the puzzles were going to be so easy that using spoilers was unnecessary.
But the real easy puzzles ran out quickly, so I'm okay with spoiler tags.
Title: Re: Easy Puzzles
Post by: pacovf on October 15, 2014, 03:11:15 am
Another one (Supply Cards only):

Abandoned Mine, Candlestick Maker, Copper, Curse, Fool's Gold, Native Village, Pearl Diver, Poor House, Ruined Library, Ruined Market, Ruined Village, Secret Chamber, Survivors.

One card is missing.

They all cost 2$ or less... but there's more than one missing, and I can't see anything else they have in common. It must be something external to the card itself, since, say, curse can't do anything by itself (other than lowering your score).
Title: Re: Easy Puzzles
Post by: Qvist on October 15, 2014, 04:09:33 am
Jack of All Trades

The name of the card has equal or more words than its cost
Title: Re: Easy Puzzles
Post by: XerxesPraelor on October 16, 2014, 01:01:37 pm
Poor House, Fishing Village, Warehouse, Market Square, Bishop, Worker's Village, Death Cart, Horse Traders, Mandarin, Festival, Inn, Market, Embassy, Bazaar, Council Room, Margrave, Grand Market, Hunting Grounds

Four missing - I don't know how easy this is.
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 07:35:03 pm
In a two player game, I chose to play a mercenary but decided not to trash any cards. To have not played the mercenary would be a mistake (strictly worse than playing it), but trashing cards would have been a mistake too (strictly worse than not trashing). I did not play it for the following reasons:

- to have it in play (e.g., for horn of plenty or peddler)
- to get it out of my hand (e.g., shanty town, farmland, or even something like forager)

What was the rationale behind my decision? I can only think of exactly one scenario where all of the statements above are true.
Title: Re: Easy Puzzles
Post by: amalloy on October 21, 2014, 07:37:48 pm
In a two player game, I chose to play a mercenary but decided not to trash any cards. To have not played the mercenary would be a mistake (strictly worse than playing it), but trashing cards would have been a mistake too (strictly worse than not trashing). I did not play it for the following reasons:

- to have it in play (e.g., for horn of plenty or peddler)
- to get it out of my hand (e.g., shanty town, farmland, or even something like forager)

What was the rationale behind my decision? I can only think of exactly one scenario where all of the statements above are true.

You have an Urchin in play that you want to upgrade to Mercenary. You have no junk in hand to trash now, but you have enough in your deck that a second Mercenary is welcome.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 21, 2014, 07:40:58 pm
Is "to get it out of your deck" a valid reason?  In this case, you don't really care that it's in play, and you the fact that it's no longer in your hand is unimportant.  The specific scenario: you are playing a Minion stack (with plenty of +actions from KC or something) and are about to cause a reshuffle with your next Minion play.  Mercenary is a dead card because you've already trashed all your junk, so you play it to keep it out of the reshuffle.
Title: Re: Easy Puzzles
Post by: amalloy on October 21, 2014, 07:47:17 pm
Is "to get it out of your deck" a valid reason?  In this case, you don't really care that it's in play, and you the fact that it's no longer in your hand is unimportant.  The specific scenario: you are playing a Minion stack (with plenty of +actions from KC or something) and are about to cause a reshuffle with your next Minion play.  Mercenary is a dead card because you've already trashed all your junk, so you play it to keep it out of the reshuffle.

I think that has to fall under "get it out of your hand". You just want it out of your hand so that when you play Minion you won't discard it.
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 07:55:11 pm
I should have known that I couldn't think of everything. Amalloy's was supposed to fall under have it in play, but it doesn't, and ehalcs was supposed to fall under get it out of your hand, but it doesn't. So those are valid answers, but not what happened.
Title: Re: Easy Puzzles
Post by: Hydrad on October 21, 2014, 07:57:47 pm
what if you want to scheme it? Does that one work?
Title: Re: Easy Puzzles
Post by: mpsprs on October 21, 2014, 08:03:23 pm
Doesn't conspirator technically fit liopoils puzzle too?  You don't need it in play, but simply to have played it.  One you've played it you don't care if it disappears from play.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 21, 2014, 08:05:58 pm
Doesn't conspirator technically fit liopoils puzzle too?  You don't need it in play, but simply to have played it.  One you've played it you don't care if it disappears from play.

Yes, that's technically correct.

The best kind of correct.
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 08:19:01 pm
yes, those "work". I'm thinking more along the lines of what mercenary actually does.
Title: Re: Easy Puzzles
Post by: florrat on October 21, 2014, 08:33:17 pm
I think Throne Rooming Mercenary and trashing cards only once is also a solution.
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 08:37:58 pm
I think Throne Rooming Mercenary and trashing cards only once is also a solution.
No, because I chose to play mercenary. The second time was forced.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 21, 2014, 09:00:00 pm
You have King's Court, [strong attack], [strong non-attack] and Mercenary, with extra actions available.  The opponent might have a Moat in hand.  If no Moat, you'd prefer to KC the strong attack card.  If Moat, you'd prefer to KC the other card.  You play Mercenary first to check.

(KC or TR is necessary for this solution, because otherwise you just play both strong cards either way.)
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 09:07:18 pm
You have King's Court, [strong attack], [strong non-attack] and Mercenary, with extra actions available.  The opponent might have a Moat in hand.  If no Moat, you'd prefer to KC the strong attack card.  If Moat, you'd prefer to KC the other card.  You play Mercenary first to check.

(KC or TR is necessary for this solution, because otherwise you just play both strong cards either way.)
This is on the right track. The answer is simpler and neither KC nor TR is necessary.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 21, 2014, 09:38:57 pm
Your opponent has Horse Traders that you want them to activate because you are about to play Possession.
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 09:45:58 pm
Your opponent has Horse Traders that you want them to activate because you are about to play Possession.
They don't have to reveal it, but they don't think you have possession? But they see that you play mercenary. Still, that could work
Title: Re: Easy Puzzles
Post by: AJD on October 21, 2014, 10:03:50 pm
In a two player game, I chose to play a mercenary but decided not to trash any cards. To have not played the mercenary would be a mistake (strictly worse than playing it), but trashing cards would have been a mistake too (strictly worse than not trashing). I did not play it for the following reasons:

- to have it in play (e.g., for horn of plenty or peddler)
- to get it out of my hand (e.g., shanty town, farmland, or even something like forager)

What was the rationale behind my decision? I can only think of exactly one scenario where all of the statements above are true.

I think there are two possible reasons:
You have an Urchin in play and want to gain another Mercenary.
You want to activate your Conspirator.
Title: Re: Easy Puzzles
Post by: heron on October 21, 2014, 10:17:02 pm
You want to know if your opponent has moat before you play pillage?
Title: Re: Easy Puzzles
Post by: liopoil on October 21, 2014, 10:33:39 pm
All fine answers. Should I just say what happened? I think it's possibly the most common reason. Hint: while I did play more actions that turn, that had no influence on my decision.
Title: Re: Easy Puzzles
Post by: ConMan on October 21, 2014, 11:50:47 pm
I was going to go with either:
1. You want to see if your opponent reveals a Reaction of some kind; or
2. You were in a Throne Room chain and thus had to play *an* Action card, you chose Mercenary because the alternatives would have been worse.

But those both seem to have been edged out.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2014, 12:04:33 am
You choose for your opponent to play Mercenary during a Possession turn so that you can activate your own Secret Chamber, or activate your own HT or Beggar?  That doesn't seem like it would be common though.

I'm stumped.  Actions that came after didn't matter.  I don't see any way for Treasures that come after to matter.  What you buy or gain shouldn't matter because, if it did, it would be one of the situations you named initially.  You've already rejected Urchin, and no other cards that came prior will care about what you play after (unless I'm missing something). 

You said I was on the right track with the Moat-checking.  I'm not sure how that even works since you've ruled out influence from cards that come after, such as attack cards.  Uh, maybe knowing whether they have a Moat in their current hand gives you an edge in a future turn when you would consider playing another attack card?  Or knowing that Moat is in their hand lets you know that there's a lower chance of them having [important card] in hand, which may influence whether you break PPR?
Title: Re: Easy Puzzles
Post by: ashersky on October 22, 2014, 12:39:01 am
You are playing IRL.  You play the Mercenary and your opponent assumes you are going to trash, so discards two cards, allowing you to see one of the two sitting in the discard pile.  With that new information, you decide not to trash, allowing your opponent to pick up the cards again, but now with you having gained a small bit of information.

This also has a built in reaction test.
Title: Re: Easy Puzzles
Post by: markusin on October 22, 2014, 08:06:34 am
Kind of like what eHalcyon and Ashersky said. You were thinking of trashing for draw to dig for an attack card you really want to use against your opponent this turn (h
Say Witch or Saboteur), but your opponent blocks the Mercenary with Moat so there really is no point to dig for it anymore. Might as well try your luck with that Adventurer or whatnot with that last action.
Title: Re: Easy Puzzles
Post by: Awaclus on October 22, 2014, 08:24:14 am
It's a PPR situation. You have $8, know that you're going to have $8 next turn, and you know that the last cards in your opponent's deck and current hand are a Gold, five Coppers and a Moat. If he has the Moat in his hand, he can draw all of his Treasures, meaning that he will be able to buy a Province, which means you have to buy a Duchy now, but if he doesn't, he only has 5 cards which can't buy a Province for him, which means you can safely ignore PPR. If Goko gives him the option to reveal the Moat after you've played Mercenary, you know that he has one in hand, and if not, you know he doesn't.
Title: Re: Easy Puzzles
Post by: liopoil on October 22, 2014, 08:35:00 am
You guys are really overthinking it...
Title: Re: Easy Puzzles
Post by: XerxesPraelor on October 22, 2014, 08:43:25 am
Is my puzzle too hard?
Title: Re: Easy Puzzles
Post by: mpsprs on October 22, 2014, 09:12:49 am
You guys are really overthinking it...

You're preparing a critique of jsh's art rankings, and just want to make this turn longer to keep examining mercenary?
Title: Re: Easy Puzzles
Post by: Rubby on October 22, 2014, 11:42:29 am
You were going for a three-pile ending and wanted to activate your opponent's Beggar to help you empty the silver pile.

Hard to see this being the most common reason, though. Inducing the Beggar reaction in order to Thief/Pirate Ship/Noble Brigand the silver would seem more likely, but you said actions you played after it didn't matter.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2014, 11:43:39 am
You have mediocre cards in hand. You would be willing to trash them if it your opponent would have to discard. He reveals Moat so you'd rather keep those cards and choose not to trash.
Title: Re: Easy Puzzles
Post by: AJD on October 22, 2014, 01:54:53 pm
You were going for a three-pile ending and wanted to activate your opponent's Beggar to help you empty the silver pile.

The stipulation in the statement of the puzzle that playing Mercenary is "strictly better" in this situation means that the reason can't depend on anything the opponent has the choice not to do.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2014, 03:51:41 pm
You were going for a three-pile ending and wanted to activate your opponent's Beggar to help you empty the silver pile.

The stipulation in the statement of the puzzle that playing Mercenary is "strictly better" in this situation means that the reason can't depend on anything the opponent has the choice not to do.

Not necessarily, because your opponent doesn't have full knowledge of what you'll do on your turn.  One of my earlier suggestions was to give your opponent a chance to activate Horse Traders before you play Possession.  From your POV, you absolutely want that to happen.  From theirs, they are unsure.  You just played Mercenary, so maybe you intend to inflict a discard attack and don't even have Possession in hand, in which case they should activate HT.  But then again, you might not trash to Mercenary and you might have Possession after all. 

They get to make a choice, but it's win-neutral as far as you're concerned (if you had actions to spare and didn't need that Mercenary in hand for something else).  Either they activate HT and you benefit or they don't and it's neutral for you.  The possibility of benefit is strictly better than no chance of benefit.

You could probably set up a situation where activating Beggars is similarly a tough choice for the opponent.  Maybe the opponent is ahead and they could actually win by piling out silver on your turn, but there is a risk of you getting enough VP to pull into the lead.
Title: Re: Easy Puzzles
Post by: amalloy on October 22, 2014, 04:08:00 pm
You guys are really overthinking it...

I don't think that's true at all. Everyone is coming up with plausible reasons that are not outlawed by your definition of the problem, and they're not too hard to come up with: I thought of mine in about ten seconds, and I don't think anyone else is sitting around for ten minutes with steam coming out of their ears trying to think of an edge case. Nobody is over-thinking it, but you are under-thinking it by assuming that whatever particular edge case you ran into is by far the most obvious one. It looks obvious to you, because it actually happened, but it doesn't leap out at anyone else.
Title: Re: Easy Puzzles
Post by: liopoil on October 22, 2014, 04:28:28 pm
Oh I totally understand why nobody has gotten it yet. In saying that you are overthinking it I mean more that what happened is simpler than some of your answers that are quite convoluted. My answer is certainly not the most obvious one.

Big hint: I was planning to trash, but something happened which changed my mind.

I probably shouldn't have said strictly better, that is slightly misleading as there was a chance that it wouldn't matter. I consider a chance of something good to be strictly better than no chance of something good.
Title: Re: Easy Puzzles
Post by: soulnet on October 22, 2014, 04:39:10 pm
You wanted to Attack, and were willing to sacrifice decent cards for the Attack. When you play Mercenary, the opponent reveals Moat, and then you know the Attack is not happening anyway, so you decide +$2, +2 Cards alone is not worth trashing your nice cards.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2014, 04:40:37 pm
You wanted to Attack, and were willing to sacrifice decent cards for the Attack. When you play Mercenary, the opponent reveals Moat, and then you know the Attack is not happening anyway, so you decide +$2, +2 Cards alone is not worth trashing your nice cards.

You have mediocre cards in hand. You would be willing to trash them if it your opponent would have to discard. He reveals Moat so you'd rather keep those cards and choose not to trash.
Title: Re: Easy Puzzles
Post by: amalloy on October 22, 2014, 04:41:08 pm
Big hint: I was planning to trash, but something happened which changed my mind.

Playing IRL, you wanted to attack your opponent, but he revealed a hand of 5 Doctors and you decided it was more urgent to get him medical attention since nobody of sound mind would do that in response to a Mercenary play.
Title: Re: Easy Puzzles
Post by: amalloy on October 22, 2014, 04:43:10 pm
You wanted to Attack, and were willing to sacrifice decent cards for the Attack. When you play Mercenary, the opponent reveals Moat, and then you know the Attack is not happening anyway, so you decide +$2, +2 Cards alone is not worth trashing your nice cards.

That certainly doesn't fall under "strictly better" to not trash: there are scenarios in which trashing could work out better than not trashing, even if opponent is blocking, so it's not strictly better.
Title: Re: Easy Puzzles
Post by: liopoil on October 22, 2014, 04:49:18 pm
Sorry ehalcyon, I missed that. Soulnet and ehalcyon got it. In retrospect this puzzle wasn't very good.
Title: Re: Easy Puzzles
Post by: Davio on October 23, 2014, 03:46:57 am
Sorry ehalcyon, I missed that. Soulnet and ehalcyon got it. In retrospect this puzzle wasn't very good.
It sure kept me busy the last couple of days.

I had the most interesting scenarios with Secret Chamber, Tunnel and Minion, but they just didn't work out in the end.
Title: Re: Easy Puzzles
Post by: liopoil on October 23, 2014, 07:30:42 am
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.
Title: Re: Easy Puzzles
Post by: soulnet on October 23, 2014, 07:53:10 am
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.

Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.
Title: Re: Easy Puzzles
Post by: silverspawn on October 23, 2014, 08:07:34 am
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.

Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.

a victory card doesn't trigger FG, only a province does. how do your opponents spike 8$ in their T2?
Title: Re: Easy Puzzles
Post by: Witherweaver on October 23, 2014, 09:13:14 am
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.

Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.

a victory card doesn't trigger FG, only a province does. how do your opponents spike 8$ in their T2?

Zaps!  I always knew Soulnet was an Adventure bot.
Title: Re: Easy Puzzles
Post by: dereeder on October 23, 2014, 09:16:51 am
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.

Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.

Baker board with estates.

Open CCCCC, buy Doctor, overpay 3 (using coin token), trash EEE.
Draw CC(shuffle)CCC
Play CCCCC, buy Mint
Draw CC, Doctor, Mint

Title: Re: Easy Puzzles
Post by: shraeye on October 23, 2014, 10:14:37 am
Every time I read this thread, I get really disappointed when I can't solve a puzzle.  They're supposed to be "easy" puzzles.  The thread title says so.  Sure, easy puzzle aren't always fun puzzles.  But this thread wasn't promising fun puzzles.

Easy puzzle:
I open 3/4 on a board without Embassy.  When I reshuffle my deck for the first time, there are two silvers in it.  What were my opening buys?
Title: Re: Easy Puzzles
Post by: markusin on October 23, 2014, 10:22:37 am
Every time I read this thread, I get really disappointed when I can't solve a puzzle.  They're supposed to be "easy" puzzles.  The thread title says so.  Sure, easy puzzle aren't always fun puzzles.  But this thread wasn't promising fun puzzles.

Easy puzzle:
I open 3/4 on a board without Embassy.  When I reshuffle my deck for the first time, there are two silvers in it.  What were my opening buys?

Ooh, ooh, I know! Silver/Silver, or Silver/Masterpiece(+1 overpay).
Title: Re: Easy Puzzles
Post by: shraeye on October 23, 2014, 10:26:03 am
yay!
Title: Re: Easy Puzzles
Post by: soulnet on October 23, 2014, 10:37:52 am
In solo play:

a. (not so easy) have a deck with total cost in coins of $35+ when shuffling for the first time during clean-up of T2.

b. (easier version, it helps to get the other one) have 9 Actions in the deck when shuffling for the first time during clean-up of T2.
Title: Re: Easy Puzzles
Post by: Awaclus on October 23, 2014, 10:45:59 am
In solo play:

a. (not so easy) have a deck with total cost in coins of $35+ when shuffling for the first time.

b. (easier version, it helps to get the other one) have 8 Actions in the deck when shuffling for the first time.

Open 5/2, keep buying Mandarins.
Title: Re: Easy Puzzles
Post by: silverspawn on October 23, 2014, 10:46:47 am
b) baker baord, 5/2, overpay stonemason with 4$, gain 1 stonemason, 2 death carts, 4 ruins. buy stonemason with 2$.
Title: Re: Easy Puzzles
Post by: soulnet on October 23, 2014, 11:13:04 am
Open 5/2, keep buying Mandarins.

Oops, it was supposed to be harder than that. Edited the puzzle to make you shuffle in T2.

b) baker baord, 5/2, overpay stonemason with 4$, gain 1 stonemason, 2 death carts, 4 ruins. buy stonemason with 2$.

That was the idea. Edited the statement to have 9 instead of 8, because you can also have Necro for free.
Title: Re: Easy Puzzles
Post by: -Stef- on October 23, 2014, 11:24:01 am
Adventurer, Ambassador, Border Village, Butcher, Catacombs, Courtyard, Farmland, Ghost Ship, Goons, Grand Market, Horn Of Plenty, Hunting Grounds, Jack Of All Trades, Laboratory, Mining Village, Moneylender, Pearl Diver, Storeroom, Talisman, Village

exactly 1 card is missing.

hint: its all about the money
Title: Re: Easy Puzzles
Post by: RobertJ on October 23, 2014, 06:40:39 pm
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.

Open with Market Square/Watchtower and draw them together during turn 2 clean-up. Your opponent buys Ill-Gotten Gains on their turn 2 and you react with Watchtower to trash the curse, and then discard the Market Square in reaction to the trashing of the curse leaving you with a 4 card hand to begin turn 3.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 23, 2014, 06:46:24 pm
Every time I read this thread, I get really disappointed when I can't solve a puzzle.  They're supposed to be "easy" puzzles.  The thread title says so.  Sure, easy puzzle aren't always fun puzzles.  But this thread wasn't promising fun puzzles.

Easy puzzle:
I open 3/4 on a board without Embassy.  When I reshuffle my deck for the first time, there are two silvers in it.  What were my opening buys?

Easy puzzle:

As second player, begin turn 3 with some number of cards in hand that isn't 5. Noble Brigands shenanigans are allowed.
Title: Re: Easy Puzzles
Post by: liopoil on October 23, 2014, 06:56:08 pm
dereeder's answer was the one I thought of, but RobertJ's is even cooler!
Title: Re: Easy Puzzles
Post by: florrat on October 23, 2014, 09:21:49 pm
In solo play:

a. (not so easy) have a deck with total cost in coins of $35+ when shuffling for the first time during clean-up of T2.
I can reach $39:

Shelter game (initial deck worth $3):
T1: play CCCCC + baker coin, buy Stonemason + 2 Nomad Camps (worth $10)
T2: play Necropolis, Nc, Nc, C, C, buy SM, gaining 2 Peddlers, buy Peddler. (worth $26)

Total: $39
Title: Re: Easy Puzzles
Post by: markusin on October 23, 2014, 09:37:27 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
Title: Re: Easy Puzzles
Post by: soulnet on October 23, 2014, 09:39:31 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.

T1: Buy Feodum.
T2: Buy Doctor overpaying $1 (with Baker coin), reveal Feodum, trash Feodum.
Title: Re: Easy Puzzles
Post by: amalloy on October 23, 2014, 09:44:31 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.

Same answer as the $35 deck: open double NC via SM with Baker token; play Necropolis NC NC Copper Copper, buy three Silvers.

EDIT okay apparently Silver costs three, not two. Who knew?
Title: Re: Easy Puzzles
Post by: eHalcyon on October 23, 2014, 10:10:56 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.

Open Silver/Silver.  On turn 3, buy another Silver.  Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4.  Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D
Title: Re: Easy Puzzles
Post by: liopoil on October 23, 2014, 10:14:59 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.

Open Silver/Silver.  On turn 3, buy another Silver.  Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4.  Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D
That doesn't seem like good strategy to me. Build the engine first, then get economy.
Title: Re: Easy Puzzles
Post by: mpsprs on October 23, 2014, 10:20:43 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.

Open Silver/Silver.  On turn 3, buy another Silver.  Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4.  Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D


To use your own words:

Yes, that's technically correct.

The best kind of correct.
Title: Re: Easy Puzzles
Post by: markusin on October 23, 2014, 11:09:35 pm
Inspired by Shraeye's puzzle:

In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?

I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.

Open Silver/Silver.  On turn 3, buy another Silver.  Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4.  Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D


To use your own words:

Yes, that's technically correct.

The best kind of correct.

Yes, yes it is.

Anyway Soulnet got the solution I was thinking of.

And Amalloy, don't feel too bad. I specifically checked to make sure the $35 solution wouldn't work.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 23, 2014, 11:10:31 pm
I'm afraid I can't take credit for those words.

https://www.youtube.com/watch?v=hou0lU8WMgo
Title: Re: Easy Puzzles
Post by: markusin on October 23, 2014, 11:13:31 pm
Yay for Futurama. They say the best things.

"We have to keep our secret identity secret."
"From everybody?"
"Especially from everybody!"
Title: Re: Easy Puzzles
Post by: ashersky on October 24, 2014, 01:40:45 am
For shraeye:

I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers.  I then bought another copy of that Action Card.

What Action Card did I play, and how?
Title: Re: Easy Puzzles
Post by: shraeye on October 24, 2014, 06:56:25 am
For shraeye:

I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers.  I then bought another copy of that Action Card.

What Action Card did I play, and how?
what did you play: crossroads
How did you play it: improperly

I love these puzzles now!
Title: Re: Easy Puzzles
Post by: shraeye on October 24, 2014, 06:59:05 am
Every time I read this thread, I get really disappointed when I can't solve a puzzle.  They're supposed to be "easy" puzzles.  The thread title says so.  Sure, easy puzzle aren't always fun puzzles.  But this thread wasn't promising fun puzzles.

Easy puzzle:
I open 3/4 on a board without Embassy.  When I reshuffle my deck for the first time, there are two silvers in it.  What were my opening buys?

Easy puzzle:

As second player, begin turn 3 with some number of cards in hand that isn't 5. Noble Brigands shenanigans are allowed.
First player plays Militia.  I discard an estate and my Noble Brigands.
Title: Re: Easy Puzzles
Post by: Awaclus on October 24, 2014, 07:06:25 am
For shraeye:

I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers.  I then bought another copy of that Action Card.

What Action Card did I play, and how?
Oracle, revealing two Estates from your deck and an Estate and a Mountebank from your opponent's deck, discarding all of them, and then drawing two Coppers.
Title: Re: Easy Puzzles
Post by: ashersky on October 24, 2014, 07:11:46 am
For shraeye:

I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers.  I then bought another copy of that Action Card.

What Action Card did I play, and how?
Oracle, revealing two Estates from your deck and an Estate and a Mountebank from your opponent's deck, discarding all of them, and then drawing two Coppers.

Nice!

My answer was Adventurer, having opened with a 5C and Baker coin, then drawn it with 4C on T3, discarded three estates while finding two copper.[/spolier]
Title: Re: Easy Puzzles
Post by: -Stef- on October 24, 2014, 07:14:02 am
Adventurer, Ambassador, Border Village, Butcher, Catacombs, Courtyard, Farmland, Ghost Ship, Goons, Grand Market, Horn Of Plenty, Hunting Grounds, Jack Of All Trades, Laboratory, Mining Village, Moneylender, Pearl Diver, Storeroom, Talisman, Village

exactly 1 card is missing.

hint: its all about the money

Guess this one was too complex for the easy puzzles. Or maybe the hint was too vague.
hint to the hint: when I said money, I referred to the costs in $ of the cards. And its all about actually means that's all that matters and the text on the card is irrelevant
Title: Re: Easy Puzzles
Post by: liopoil on October 24, 2014, 07:17:09 am
Another answer to ash's puzzle would be catacombs.
Title: Re: Easy Puzzles
Post by: Awaclus on October 24, 2014, 07:21:56 am
For shraeye:

I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers.  I then bought another copy of that Action Card.

What Action Card did I play, and how?
Oracle, revealing two Estates from your deck and an Estate and a Mountebank from your opponent's deck, discarding all of them, and then drawing two Coppers.

Nice!

My answer was Adventurer, having opened with a 5C and Baker coin, then drawn it with 4C on T3, discarded three estates while finding two copper.
That doesn't work though, since Adventurer doesn't technically draw.

Another answer to ash's puzzle would be catacombs.
That also doesn't work, because Catacombs doesn't reveal the cards.
Title: Re: Easy Puzzles
Post by: liopoil on October 24, 2014, 07:26:41 am
I can choose to reveal them right? And I probably would brag about my luck.
Title: Re: Easy Puzzles
Post by: -Stef- on October 24, 2014, 07:28:53 am
That also doesn't work, because Catacombs doesn't reveal the cards.

He tried to say Journeyman.
Title: Re: Easy Puzzles
Post by: soulnet on October 24, 2014, 07:52:41 am
I can choose to reveal them right? And I probably would brag about my luck.

No you cannot. And it may matter in 3+ players games.
Title: Re: Easy Puzzles
Post by: soulnet on October 24, 2014, 08:02:34 am
How many copies of the same card can you have in solo play by the end of turn 2?

7: I have only Copper here.
6 and not more: I have 6 different cards here.
5 and not more: Only one card here.
4 and not more: There are lots of them. I have only one that costs more than $3, though.
Title: Re: Easy Puzzles
Post by: soulnet on October 24, 2014, 08:13:20 am
You play a card X. What is the maximum number of cards that can be put into play as a result (including X) before you have to make a decision again?

A decision is defined here as choosing between two options that result in non-equivalent game states. For instance, if you play Trade Route and you have only Coppers in hand, choosing to trash a Copper is not considered a decision. However, if you have Copper and Silver in hand, even if the board is such that Silver is always preferable to keep, deciding to trash Copper is considered a decision.

The order in which cards go into play is considered part of the game state, so playing Copper and the Silver is different from playing Silver and then Copper. On the other hand, playing two Coppers in either order yields the same game state, because different copies of the same card are indistinguishable.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 24, 2014, 08:32:50 am
Yay for Futurama. They say the best things.

"We have to keep our secret identity secret."
"From everybody?"
"Especially from everybody!"

"Ooh, a lesson in not changing history form Mr. I'm-My-Own-Grandpa!"
Title: Re: Easy Puzzles
Post by: florrat on October 24, 2014, 10:17:11 am
You play a card X. What is the maximum number of cards that can be put into play as a result (including X) before you have to make a decision again?
I bid 81.

Have a big megaturn, gaining the last Band of Misfits, Golem, Herald, Copper, Silver, Curse, Estate, and having 9 copies of Throne Room in your deck. Make sure the only card in the supply costing $4 or less is Throne Room. Your hand consists of one BoM and 10 Golems. I denote any action card which doesn't have a choice by Z (if Z draws, it doesn't draw any action cards, unless I mention so).

The card X you play is BoM. You must play BoM as Throne Room (no choice) and must play Golem twice (no choice).
* The first play you find 2 Zs (no choice),
* The second play you find 2 BoMs (no choice).
** Play BoM as TR: play Golem twice, finding 2 Zs twice.
** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
*** Play BoM as TR: play Golem twice, finding 2 Zs twice.
*** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
**** Play BoM as TR: play Golem twice, finding 2 Zs twice.
**** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
***** Play BoM as TR: play Golem twice, finding 2 Zs twice.
***** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 TRs.
****** Play TR: play Golem twice, finding 2 Zs twice (drawing 10 Heralds).
****** Play TR: play Herald twice.
******* Hit and play Z.
******* Hit and play BoM: play Herald twice.
******** Hit and play Workshop: gaining the last Throne Room (no choice).
******** Hit and play TR: play Herald twice.
********* Hit and play Z.
********* Hit and play TR: play Herald twice.
********** Hit and play Z.
********** Hit and play TR: play Herald twice.
*********** Hit and play Z.
*********** Hit and play TR: play Herald twice.
************ Hit and play Z.
************ Hit and play TR: play Herald twice.
************* Hit and play Z.
************* Hit and play TR: play Herald twice.
************** Hit and play Z.
************** Hit and play TR: play Herald twice.
*************** Hit and play Z.
*************** Hit and play TR: play Herald twice.
**************** Hit and play two Zs.

Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)
Title: Re: Easy Puzzles
Post by: markusin on October 24, 2014, 10:29:47 am
How many copies of the same card can you have in solo play by the end of turn 2?

7: I have only Copper here.
6 and not more: I have 6 different cards here.
5 and not more: Only one card here.
4 and not more: There are lots of them. I have only one that costs more than $3, though.

I have all 5 Ruins here if the top 5 cards of the Ruins pile is the same Ruins card (X).

T1) 5 Copper + 1 Coin token (from Baker) to overpay for Stonemason by 4 to gain 2 Death Carts, gaining 4 copies of X.
T2) Buy X

Nevermind, Stonemason and all 5 Ruins fit Into the "6 and not more category".

All cases assume Baker is on the board.
Stonemason:
Overpay for stonemason by 2 on turns 1 and 2 (with coin token), gaining 2 stonemasons each time.

Ruin X:
T1) Buy stonemason, overpaying by 4 to get 2 Nomad Camps.
T2) play Necropolis, 2 Nomad Camps, and 2 Coppers to buy Stonemason, overpaying by 4 to gain 2 Death Carts, gaining 4 of Ruins X. Then you buy 2 more copies of X from the Ruins pile with the 2 extra buys from Nomad Camp.
Title: Re: Easy Puzzles
Post by: soulnet on October 24, 2014, 10:35:38 am
Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)

That was my initial count too... but if you have nothing but a Copper in hand, and Coppers and Cures are gone, after you play your only Copper, the opponent plays, and he can play Possession, Islanding away your only Copper, and then spend as many turns as he wants doing whatever without ending the game, while you have no decision because there is nothing playable in your deck nor anything you can buy for $0, so the answer would really be infinity, if it weren't for the "as a result" on the statement. Phew.
Title: Re: Easy Puzzles
Post by: markusin on October 24, 2014, 10:45:44 am
Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)

That was my initial count too... but if you have nothing but a Copper in hand, and Coppers and Cures are gone, after you play your only Copper, the opponent plays, and he can play Possession, Islanding away your only Copper, and then spend as many turns as he wants doing whatever without ending the game, while you have no decision because there is nothing playable in your deck nor anything you can buy for $0, so the answer would really be infinity, if it weren't for the "as a result" on the statement. Phew.
You could have just said how many can you put into play. But I guess your original problem is easier to solve.
Title: Re: Easy Puzzles
Post by: ephesos on October 26, 2014, 08:11:59 pm
You play a card X. What is the maximum number of cards that can be put into play as a result (including X) before you have to make a decision again?
I bid 81.

Have a big megaturn, gaining the last Band of Misfits, Golem, Herald, Copper, Silver, Curse, Estate, and having 9 copies of Throne Room in your deck. Make sure the only card in the supply costing $4 or less is Throne Room. Your hand consists of one BoM and 10 Golems. I denote any action card which doesn't have a choice by Z (if Z draws, it doesn't draw any action cards, unless I mention so).

The card X you play is BoM. You must play BoM as Throne Room (no choice) and must play Golem twice (no choice).
* The first play you find 2 Zs (no choice),
* The second play you find 2 BoMs (no choice).
** Play BoM as TR: play Golem twice, finding 2 Zs twice.
** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
*** Play BoM as TR: play Golem twice, finding 2 Zs twice.
*** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
**** Play BoM as TR: play Golem twice, finding 2 Zs twice.
**** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
***** Play BoM as TR: play Golem twice, finding 2 Zs twice.
***** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 TRs.
****** Play TR: play Golem twice, finding 2 Zs twice (drawing 10 Heralds).
****** Play TR: play Herald twice.
******* Hit and play Z.
******* Hit and play BoM: play Herald twice.
******** Hit and play Workshop: gaining the last Throne Room (no choice).
******** Hit and play TR: play Herald twice.
********* Hit and play Z.
********* Hit and play TR: play Herald twice.
********** Hit and play Z.
********** Hit and play TR: play Herald twice.
*********** Hit and play Z.
*********** Hit and play TR: play Herald twice.
************ Hit and play Z.
************ Hit and play TR: play Herald twice.
************* Hit and play Z.
************* Hit and play TR: play Herald twice.
************** Hit and play Z.
************** Hit and play TR: play Herald twice.
*************** Hit and play Z.
*************** Hit and play TR: play Herald twice.
**************** Hit and play two Zs.

Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)

An improvement: in addition to the other cards except TR, suppose you have also gained 8 Processions, one Bridge, and 3 Rogues, with the rest bought out by your opponent.
Suppose you have only bought 6 TR's, with the remaining 4 left over. And, there is only one pile left of 6 cost actions(call them G's, either Grand Market or Goons) and you've bought out Gold and Duchy.
So, the only cards left costing 6 or less are G and Throne Room.

The card X you play is BoM. You must play BoM as Throne Room (no choice) and must play Golem twice (no choice).
* The first play you find 2 Zs (no choice),
* The second play you find 2 BoMs (no choice).
** Play BoM as TR: play Golem twice, finding 2 Zs twice.
** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
*** Play BoM as TR: play Golem twice, finding 2 Zs twice.
*** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
**** Play BoM as TR: play Golem twice, finding 2 Zs twice.
**** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
***** Play BoM as TR: play Golem twice, finding 2 Zs twice.
***** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 TRs.
****** Play TR: play Golem twice, finding 2 Zs twice
****** Play TR: play Herald twice.
\\Note that there's only one play of Herald here, which plays BoM. The other one will come back later
******* Hit and play BoM as TR: play Herald twice.
\\Again, another Herald starts as Procession, the second comes back later
******** Hit and play Procession: play Herald twice.
********* Hit and play TR: play Workshop twice
********** Play Workshop: gaining Throne Room (no choice).
********** Play Workshop: gaining Throne Room (no choice).
********* Hit and play Procession: play Herald twice.
********** Hit and play Workshop: gaining Throne Room (no choice).
********** Hit and play Procession: play Herald twice.
*********** Hit and play Workshop: gaining Throne Room (no choice)
//Throne Rooms are now out
*********** Hit and play Z
********** Trash Herald, gaining nothing(no choice)
********* Trash Herald, gaining nothing(no choice)
******** Trash Herald, gaining nothing(no choice)
******** //the return of the second Herald play from before
******** Hit and play Procession: play Herald twice
********* Hit and play Rogue: gaining Herald from trash(no choice)
********* Hit and play Procession: play Herald twice
********** Hit and play Rogue: gaining Herald from trash(no choice)
********** Hit and play Procession: play Herald twice
*********** Hit and play Rogue: gaining Herald from trash(no choice)
*********** Hit and play TR: play Bridge twice
************ Bridge played, cards cost 1 less
************ Bridge played, cards cost 2 less
********** Trash Herald, gaining nothing(no choice)
********* Trash Herald, gaining nothing(no choice)
******** Trash Herald, gaining nothing(no choice)
******* //the return of the first Herald play from before
******* Hit and play Procession: play Herald twice
******** Hit and play TR: play Workshop twice
********* Play Workshop, gaining G(no choice, since Throne Rooms are out)
********* Play Workshop, gaining G(no choice)
******** Hit and play Procession: play Herald twice
********* Hit and play TR: play Workshop twice
********** Play Workshop, gaining G(no choice)
********** Play Workshop, gaining G(no choice)

// out of cards in deck, shuffle 4 TR's, 3 Heralds(from Rogue), and 4 G's
********* Hit and play TR: play Herald twice
********** Hit and play TR: play Herald twice
*********** Hit and play TR: play Herald twice
************ Hit and play TR: play G twice
************ Draw G, hit and play G
*********** Draw G, hit and play G
********** No cards left, no draw and no play
******** Trash Herald, gaining nothing(no choice)
******* Trash Herald, gaining nothing(no choice)

And we're done.
I believe that's 10 TR's, 8 Processions, 10 BoM's, 5 Workshops, 3 Rogues, 10 Golems, either 10 or 14 Heralds(depending on how you count a card that was played, left play, then was played again), 31 Z's, and 4 G's, for a total of either 91 or 95.
Title: Re: Easy Puzzles
Post by: ashersky on October 26, 2014, 08:14:55 pm
Copper, Silver.

One card is missing from a specific trio.
Title: Re: Easy Puzzles
Post by: Hydrad on October 26, 2014, 08:20:48 pm
Copper, Silver.

One card is missing from a specific trio.

platinum!
Title: Re: Easy Puzzles
Post by: Witherweaver on October 26, 2014, 08:21:13 pm
Copper, Silver.

One card is missing from a specific trio.

Scout.  Cards that you don't want in your deck.  Curse doesn't count because you can discard it to Mountebank to not gain a Copper.
Title: Re: Easy Puzzles
Post by: pacovf on October 26, 2014, 08:25:51 pm
Copper, Silver.

One card is missing from a specific trio.

But it's so simple. All I have to do is divine from what I know of you: are you the sort of man who would ask an obvious question, or a misleading one? Now, a clever man would ask a misleading question, because he would know that only a great fool would reach for the obvious answer. I am not a great fool, so I should clearly not overthink a complicated answer. But you must have known I was not a great fool, you would have counted on it, so I can clearly not choose the gold in front of me.
Title: Re: Easy Puzzles
Post by: liopoil on October 26, 2014, 08:26:34 pm
Copper, Silver.

One card is missing from a specific trio.

Scout.  Cards that you don't want in your deck.  Curse doesn't count because you can discard it to Mountebank to not gain a Copper.
No, gold. Scout doesn't count because it can draw cards and combos with everything.
Title: Re: Easy Puzzles
Post by: heron on October 26, 2014, 09:06:32 pm
Copper, Silver.

One card is missing from a specific trio.

Secret Chamber. It's cards which end in -er but aren't describing professions.

Edit: It turns out there is a fourth solution, Watchtower. I guess ashersky probably forgot one; it can be hard to remember all 206 kingdom cards sometimes.
Title: Re: Easy Puzzles
Post by: ashersky on October 26, 2014, 09:09:51 pm
Copper, Silver.

One card is missing from a specific trio.

Secret Chamber. It's cards which end in -er but aren't describing professions.

Edit: It turns out there is a fourth solution, Watchtower. I guess ashersky probably forgot one; it can be hard to remember all 206 kingdom cards sometimes.

I'm pretty sure any tower you asked would tell you Watchtower is a profession.
Title: Re: Easy Puzzles
Post by: ashersky on October 26, 2014, 09:15:21 pm
Also, you are all wrong.

The real answer was Potion, of course, as the only other six-letters-in-the-name, not-a-kingdom-card-but-in-the-supply treasure card in Dominion.  And I thought it was easy...
Title: Re: Easy Puzzles
Post by: Witherweaver on October 26, 2014, 09:45:43 pm
Also, you are all wrong.

The real answer was Potion, of course, as the only other six-letters-in-the-name, not-a-kingdom-card-but-in-the-supply treasure card in Dominion.  And I thought it was easy...

My answer was better.
Title: Re: Easy Puzzles
Post by: Awaclus on October 26, 2014, 10:38:04 pm
Also, you are all wrong.

The real answer was Potion, of course, as the only other six-letters-in-the-name, not-a-kingdom-card-but-in-the-supply treasure card in Dominion.  And I thought it was easy...

My answer was better.
No, your answer was Scout.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 27, 2014, 12:24:05 am
Copper, Silver.

One card is missing from a specific trio.

Secret Chamber. It's cards which end in -er but aren't describing professions.

Edit: It turns out there is a fourth solution, Watchtower. I guess ashersky probably forgot one; it can be hard to remember all 206 kingdom cards sometimes.

I'm pretty sure any tower you asked would tell you Watchtower is a profession.

Also, heron, if you don't think Watchtower is a profession, who do you call when your timepiece runs out of gas and you need it moved?
Title: Re: Easy Puzzles
Post by: florrat on October 27, 2014, 02:02:46 am
(...)
The problem is, Procession says "You may play an action card from your hand twice. (...)", so if you have an action card in your hand, playing a Procession always involves a choice.
Title: Re: Easy Puzzles
Post by: silverspawn on October 27, 2014, 06:41:44 am
Adventurer, Ambassador, Border Village, Butcher, Catacombs, Courtyard, Farmland, Ghost Ship, Goons, Grand Market, Horn Of Plenty, Hunting Grounds, Jack Of All Trades, Laboratory, Mining Village, Moneylender, Pearl Diver, Storeroom, Talisman, Village

exactly 1 card is missing.

hint: its all about the money

Guess this one was too complex for the easy puzzles. Or maybe the hint was too vague.
hint to the hint: when I said money, I referred to the costs in $ of the cards. And its all about actually means that's all that matters and the text on the card is irrelevant


Ah... yea. For each price point, there are as many Kingdom cards as it costs coins on the list. 7$  is not included, because there are only 4 cards costing 7$, and 8$ because there are only 2

Quote
6$
Farmland
Border Village
Goons
Hunting Grounds
Grand Market
Adventurer

5$
Catacombs
Horn of Plenty
Ghost Ship
Lab
Butcher

4$
Jack of all Trades
Talisman
Mining Village
Moneylender

3$
Ambasssador
Village
Storeroom

2$
Pearl Diver
Courtyard

so, the missing card is Poor House, because it costs 1$, so it alone is enough to complete the list. and of course, not including this price is the only way to get a distinct answer.
Title: Re: Easy Puzzles
Post by: -Stef- on October 27, 2014, 08:22:14 am
...Poor House...

bingo
Title: Re: Easy Puzzles
Post by: soulnet on October 27, 2014, 10:47:27 am
Get two Princes in T3. Without Baker.
Title: Re: Easy Puzzles
Post by: -Stef- on October 27, 2014, 10:59:22 am
Get two Princes in T3. Without Baker.

I open Stonemason/double Candlestick Maker/Chancellor. On turn 3 I buy 2 Peddlers.
My opponent opens throne room/swindler and makes some suboptimal choices on his turn 3.

... or is this supposed to be single player?
Title: Re: Easy Puzzles
Post by: Witherweaver on October 27, 2014, 11:00:15 am
Death Cart + Silver + 3 Coppers with Stonemason on board?

Then you can Prince your Ruins!
Title: Re: Easy Puzzles
Post by: soulnet on October 27, 2014, 11:02:00 am
... or is this supposed to be single player?

It was supposed to be single player, sorry. I am sure you can empty the supply in T3 in multiplayer, and probably even in T2 using Noble Brigand and Masquerading stuff.
Title: Re: Easy Puzzles
Post by: soulnet on October 27, 2014, 11:03:26 am
Death Cart + Silver + 3 Coppers with Stonemason on board?

Nice! So, new challenge, produce $12 instead of $11 in the buy phase of T3 (without Baker). This was my actual solution.
Title: Re: Easy Puzzles
Post by: Davio on October 27, 2014, 11:29:33 am
Shelters.

T1 ($3): Stonemason - Poor House - Poor House
T2 ($4): Stonemason - Squire, Beggar
T3: Necropolis - Sq - PH -PH - Beggar
Play Nec, Sq for Actions, PH, PH, Beggar
This gets you 1 + 4 + 4 + 3 = 12
Title: Re: Easy Puzzles
Post by: soulnet on October 27, 2014, 11:31:24 am
Shelters.

T1 ($3): Stonemason - Poor House - Poor House
T2 ($4): Stonemason - Squire, Beggar
T3: Necropolis - Sq - PH -PH - Beggar
Play Nec, Sq for Actions, PH, PH, Beggar
This gets you 1 + 4 + 4 + 3 = 12

Nice! Now, get $12 on T3 without Guilds.
Title: Re: Easy Puzzles
Post by: Awaclus on October 27, 2014, 11:48:06 am
Open Platinum/Platinum (http://forum.dominionstrategy.com/index.php?topic=4095.msg88098#msg88098)

t3: Play two Platinums and two Coppers to hit $12.
Title: Re: Easy Puzzles
Post by: -Stef- on October 27, 2014, 11:50:18 am
Nice! Now, get $12 on T3 without Guilds.

You keep changing it :)

Necro - coppersmith - watchtower
Title: Re: Easy Puzzles
Post by: soulnet on October 27, 2014, 11:51:58 am
Nice! Now, get $12 on T3 without Guilds.

You keep changing it :)

Necro - coppersmith - watchtower

Well, there are several variants. The more challenges, the more fun. I did say the previous answer were correct.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 27, 2014, 11:56:44 am
Nice! Now, get $12 on T3 without Guilds.

You keep changing it :)

Necro - coppersmith - watchtower

This combo is dubbed "Watch my Necroppersmith"
Title: Re: Easy Puzzles
Post by: ephesos on October 28, 2014, 01:06:21 am
(...)
The problem is, Procession says "You may play an action card from your hand twice. (...)", so if you have an action card in your hand, playing a Procession always involves a choice.
Wow, how didn't I see that... I thought it still had the Throne Room wording for some reason.
Anyway, there's another way to do better.
Toss in Outpost and Prince, with a Princed Throne Room. Only Copper and Curse are depleted, and you have no treasure and no way to get money in your deck(Z does not give you money). No Ruins in play.

I will argue that the second turn Princed Throne Room is a direct result of the Outpost play, since without it, you would not be able to play a second turn, and you have no choice in the matter whether to play the second turn or not. Thus, it is a direct result of your initial play, which played Outpost.

You only have 9 TR's, 9 Heralds, 9 Golems, an Outpost, and 25 Z's for action cards. Also, you have some unimportant amount of non-Action, non-Treasures(like Province, Duchy, Estate, Silk Road, Gardens... you've pretty much won anyway, why else would you be doing this?)

Turn 1:
Start with only Golem and non-Actions in hand
Prince'd TR plays Golem
* plays 2 TR's, with 2 Golems in hand
** plays 2 Z's twice
** plays 2 Z's and 2 TR's, with 2 Golems in hand
*** plays 2 Z's twice
*** plays 2 Z's and 2 TR's, with 2 Golems in hand
**** plays 2 Z's twice
**** plays 2 Z's and 2 TR's, with 2 Golems in hand
***** plays 2 Z's twice
***** plays 2 Z's, then 2 Heralds
****** hits and plays Z
****** hits and plays Herald
******* hits and plays Herald
******** hits and plays Herald
... for the rest of the Heralds
************ hits and plays Outpost
No actions and no Treasure in hand, Copper and Curse bought out, so no choice to buy.
Turn 2: repeat Turn 1 exactly
The total for each turn is 9 Heralds, 9 Throne Rooms, 9 Golems, 25 Z's, and an Outpost, for 53. Multiply by 2, and we get 106 actions played.
Title: Re: Easy Puzzles
Post by: ephesos on October 28, 2014, 01:10:43 am
And, if you have an opponent to work with, you can get to infinity: Prince TR for both of you, and both of your decks have only Possession. The only way out is for one of you to resign... But that's just a bit cheaty.
Title: Re: Easy Puzzles
Post by: ashersky on October 28, 2014, 01:52:36 am
Another one:

{         }

There is one card missing from the set up above in brackets.  Name it, and why.
Title: Re: Easy Puzzles
Post by: KingZog3 on October 28, 2014, 01:54:11 am
Another one:

{         }

There is one card missing from the setup above in brackets.  Name it, and why.

Inn, because it's on gain effect is really fun to use, creating interesting shuffling situations.
Title: Re: Easy Puzzles
Post by: Davio on October 28, 2014, 03:08:27 am
Another one:

{         }

There is one card missing from the set up above in brackets.  Name it, and why.
Black Market, it's basically a superset of all other kingdom cards (not including itself).
Title: Re: Easy Puzzles
Post by: eHalcyon on October 28, 2014, 03:15:04 am
Another one:

{         }

There is one card missing from the set up above in brackets.  Name it, and why.

Are you sure the missing card doesn't go outside the brackets?  If it does, then the answer is Bureaucrat.  A lifetime of red tape, pencil pushing and meaningless busywork has left him empty inside, much like your empty set.
Title: Re: Easy Puzzles
Post by: Davio on October 28, 2014, 03:26:20 am
Another one:

{         }

There is one card missing from the set up above in brackets.  Name it, and why.
Courtyard!

Your brackets have 9 spaces between them and Courtyard is the only card with 9 letters (including spaces).
Well, there are probably others, but I'm just assuming there aren't any.
Title: Re: Easy Puzzles
Post by: markusin on October 28, 2014, 11:05:10 am
- Knights
- Rogue
- Saboteur

Exactly 1 card is missing in this list. What is it?

Edit to add a hint:
It has to do with their trashing effects.
Title: Re: Easy Puzzles
Post by: markusin on October 28, 2014, 11:17:02 am
Another one:

{         }

There is one card missing from the set up above in brackets.  Name it, and why.
Courtyard!

Your brackets have 9 spaces between them and Courtyard is the only card with 9 letters (including spaces).
Well, there are probably others, but I'm just assuming there aren't any.
Dame Anna
Title: Re: Easy Puzzles
Post by: silverspawn on October 28, 2014, 11:18:23 am
- Knights
- Rogue
- Saboteur

Exactly 1 card is missing in this list. What is it?

Edit to add a hint:
It has to do with their trashing effects.

They can all trash any card from your opponent's deck. Swindler.
Title: Re: Easy Puzzles
Post by: markusin on October 28, 2014, 11:33:00 am
- Knights
- Rogue
- Saboteur

Exactly 1 card is missing in this list. What is it?

Edit to add a hint:
It has to do with their trashing effects.

They can all trash any card from your opponent's deck. Swindler.
Not quite true, because Saboteur can't trash cards below $3. None of them can.

You could say they can trash any card of cost $3 or above and below $6, so  I guess Swindler is valid. There are other solutions though. A really convoluted condition makes          Thief a solution too.

There is yet another solution. The set is not distinct enough I guess.
Title: Re: Easy Puzzles
Post by: silverspawn on October 28, 2014, 11:39:43 am
Quote
Not quite true, because Saboteur can't trash cards below $3. None of them can.
oh, of course.
Title: Re: Easy Puzzles
Post by: soulnet on October 28, 2014, 12:00:44 pm
Huge set. Only one is missing.

Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor
Title: Re: Easy Puzzles
Post by: Rubby on October 28, 2014, 12:23:41 pm
Huge set. Only one is missing.

Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor

Knights
Title: Re: Easy Puzzles
Post by: Awaclus on October 28, 2014, 12:30:35 pm
- Knights
- Rogue
- Saboteur

Exactly 1 card is missing in this list. What is it?

Edit to add a hint:
It has to do with their trashing effects.

They can all trash any card from your opponent's deck. Swindler.
Not quite true, because Saboteur can't trash cards below $3. None of them can.

You could say they can trash any card of cost $3 or above and below $6, so  I guess Swindler is valid. There are other solutions though. A really convoluted condition makes          Thief a solution too.

There is yet another solution. The set is not distinct enough I guess.

You could also say that they can trash another copy of themselves from your opponents' decks. That would also make Swindler a valid answer, and perhaps Bishop and Governor as well.
Title: Re: Easy Puzzles
Post by: soulnet on October 28, 2014, 12:41:32 pm
Huge set. Only one is missing.

Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor

Knights

That was not my answer, what is the reasoning behind it?
Title: Re: Easy Puzzles
Post by: Rubby on October 28, 2014, 02:20:48 pm
Huge set. Only one is missing.

Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor

Knights

That was not my answer, what is the reasoning behind it?

I had only looked at it for a minute and thought it was the ability to trash Action cards, but didn't notice Counterfeit.
Title: Re: Easy Puzzles
Post by: soulnet on October 28, 2014, 03:51:58 pm
I had only looked at it for a minute and thought it was the ability to trash Action cards, but didn't notice Counterfeit.

There is also Loan. And Rats (among others) is not there.
Title: Re: Easy Puzzles
Post by: florrat on October 29, 2014, 02:26:43 am
Is it Band of Misfits? Reason: can trash other cards with the same name.
Title: Re: Easy Puzzles
Post by: amalloy on October 29, 2014, 04:58:32 am
Is it Band of Misfits? Reason: can trash other cards with the same name.

Can it, though? As soon as you put Band of Misfits on the table, it is no longer a Band of Misfits. It's just an ordinary Upgrade, or whatever, for the rest of that turn, including the time during which it trashes the "other" BoM from your hand.
Title: Re: Easy Puzzles
Post by: Awaclus on October 29, 2014, 09:13:10 am
Is it Band of Misfits? Reason: can trash other cards with the same name.

Can it, though? As soon as you put Band of Misfits on the table, it is no longer a Band of Misfits. It's just an ordinary Upgrade, or whatever, for the rest of that turn, including the time during which it trashes the "other" BoM from your hand.
It's just an ordinary upgrade and can trash another Upgrade from your hand.
Title: Re: Easy Puzzles
Post by: soulnet on October 29, 2014, 09:27:52 am
Is it Band of Misfits? Reason: can trash other cards with the same name.

You get an Honorary Mention, because it is borderline (I agree with amalloy's argument here, a BoM never trashes anything). There is a more clear answer.
Title: Re: Easy Puzzles
Post by: Rubby on October 29, 2014, 09:52:35 am
Is it Band of Misfits? Reason: can trash other cards with the same name.

You get an Honorary Mention, because it is borderline (I agree with amalloy's argument here, a BoM never trashes anything). There is a more clear answer.

Treasure Map.
Title: Re: Easy Puzzles
Post by: soulnet on October 29, 2014, 10:05:57 am
Treasure Map.

Yay!
Title: Re: Easy Puzzles
Post by: Elanchana on October 29, 2014, 01:14:47 pm
This is mostly curiosity but I'll turn it into a puzzle/challenge anyway.

Suppose you wanted to make a (still playable) game with the most expensive kingdom cards possible. What cards would you choose and what would your strategy be?
Title: Re: Easy Puzzles
Post by: soulnet on October 29, 2014, 01:25:16 pm
This is mostly curiosity but I'll turn it into a puzzle/challenge anyway.

Suppose you wanted to make a (still playable) game with the most expensive kingdom cards possible. What cards would you choose and what would your strategy be?

Most expensive is not well definied due to Potion costs, but let me try:

These are all the cards that (arguably) cost more than $6: Peddler, KC, Forge, Bank, Expand, Possession, Golem, Prince.
GM is arguably the most expensive $6-cost, so lets add it. Let me then add Goons to counter Possession. And of course, Platinum and Colony.

I guess you want to ignore Bank and Expand, and you want to build to megaturn Goons. Since there is no good draw other than KC-Peddler, you probably want Golem and as many Peddlers/GMs as you can get, which should make the engine tricky. Golem and Goons discourage Possession enough. I guess you want as many Golems as you can get, some KCs and some Goons, plus a Forge to trash the garbage. Probably a tactical game.
Title: Re: Easy Puzzles
Post by: Tables on October 30, 2014, 03:10:52 pm
In a solo game, with the usual stipulations (perfect luck, you choose the kingdom, Possession turns count against you etc.) starting with a Shelters game deck (7 Coppers, Hovel, Overgrown Estate, Necropolis), transform your deck into a default starting deck (7 Coppers, 3 Estates) by turn 6. It doesn't matter what ends up in the trash, set aside on mats or anything like that so long as at the start of the 6th turn, all you have in total between your deck, hand, discard pile and in play is 7 Coppers and 3 Estates.

(Bonus harder question: Can you do it in less than 5 turns? I have a solution for 5 turns, and I don't think it's very complicated, but maybe it can be done quicker?)
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on October 30, 2014, 03:24:30 pm
Can do the easy one with Hermits. Open Hermit/Hermit, turns 3-4 play Hermits trashing OE and Necro, gain Estates, buy nothing get Madmen. Turn 5 play Madmen and buy Estate trashing Hovel. I imagine this was your solution.
Title: Re: Easy Puzzles
Post by: soulnet on October 30, 2014, 03:31:30 pm
In a solo game, with the usual stipulations (perfect luck, you choose the kingdom, Possession turns count against you etc.) starting with a Shelters game deck (7 Coppers, Hovel, Overgrown Estate, Necropolis), transform your deck into a default starting deck (7 Coppers, 3 Estates) by turn 6. It doesn't matter what ends up in the trash, set aside on mats or anything like that so long as at the start of the 6th turn, all you have in total between your deck, hand, discard pile and in play is 7 Coppers and 3 Estates.

(Bonus harder question: Can you do it in less than 5 turns? I have a solution for 5 turns, and I don't think it's very complicated, but maybe it can be done quicker?)


This looks like it can be improved a lot.

Open Remake / Hermit

T3: Start with Remake C C Necro OE. Play Remake, trash Necro and OE (draw Hovel), gain two Estates, buy Estate, trash Hovel.
T4: Start with C C C C Hermit, play Hermit, trash BoM, buy nothing, trash Hermit, gain Madman.
T5: Play and return Madman.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 30, 2014, 03:33:56 pm
In a solo game, with the usual stipulations (perfect luck, you choose the kingdom, Possession turns count against you etc.) starting with a Shelters game deck (7 Coppers, Hovel, Overgrown Estate, Necropolis), transform your deck into a default starting deck (7 Coppers, 3 Estates) by turn 6. It doesn't matter what ends up in the trash, set aside on mats or anything like that so long as at the start of the 6th turn, all you have in total between your deck, hand, discard pile and in play is 7 Coppers and 3 Estates.

(Bonus harder question: Can you do it in less than 5 turns? I have a solution for 5 turns, and I don't think it's very complicated, but maybe it can be done quicker?)


This looks like it can be improved a lot.

Open Remake / Hermit

T3: Start with Remake C C Necro OE. Play Remake, trash Necro and OE (draw Hovel), gain two Estates, buy Estate, trash Hovel.
T4: Start with C C C C Hermit, play Hermit, trash BoM, buy nothing, trash Hermit, gain Madman.
T5: Play and return Madman.

Trash Remake?
Title: Re: Easy Puzzles
Post by: Tables on October 30, 2014, 04:09:56 pm
Heh, some solutions that work here, but not the one I was thinking of. Not surprised there's lots of ways to do it though.

My solution was:

Turn 1 draw 5c, buy Doctor, overpay 2, trash OE, Nec, draw Hovel
Turn 2 draw 4c, Doctor (shuffle after drawing 3c). Play Doctor trashing Hovel, discarding 2c. Buy Island.
Turn 3 draw 3c, Doctor, Island. Island Doctor, buy Estate
Turns 4-5 buy Estate.
Title: Re: Easy Puzzles
Post by: amalloy on October 30, 2014, 04:42:56 pm
Heh, some solutions that work here, but not the one I was thinking of. Not surprised there's lots of ways to do it though.

My solution was:

Turn 1 draw 5c, buy Doctor, overpay 2, trash OE, Nec, draw Hovel
Turn 2 draw 4c, Doctor (shuffle after drawing 3c). Play Doctor trashing Hovel, discarding 2c. Buy Island.
Turn 3 draw 3c, Doctor, Island. Island Doctor, buy Estate
Turns 4-5 buy Estate.


Doctor doesn't discard the two Coppers, it puts them back on top of your deck. It's not possible to draw your Island and Doctor together on turn 3 after that line of play. Now, you can set aside on a turn later than 3, so the general method is okay, but the details are wrong. On the other hand, I don't buy that having stuff on your Island mat counts as exactly your ordinary 10-card deck: stuff over there is still "in your deck", you just don't draw it. So I wouldn't accept this solution.
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 30, 2014, 04:59:31 pm
Seems really close, but I can't find any way around the 5 Coppers on turn 4 to shave it down a turn

Turn 1: draw 5c, buy Band of Misfits
Turn 2: Nothing
Turn 3: draw 2c, BoM, Overgrown Estate, Necropolis. Play BoM as Remake, Trash Nec, Gain Estate, Trash OE, Draw Hovel, Gain Estate, Buy Estate, Trash Hovel.
Turn 4: draw 5c
Turn 5: draw BoM and 4 cards. Play BoM as Treasure Map.
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 30, 2014, 05:10:34 pm
4 Turns.

Turn 1: Draw 5c. Buy Band of Misfits
Turn 2: Draw 2c, Shelters. Use Coin Token (Baker start), Buy Menagerie.
Turn 3: Draw Menagerie, BoM, Overgrown Estate, Necropolis, Hovel. Play Menagerie draw 3c, Play BoM as Remake, Trash Nec, Gain Estate, Trash OE, Draw Copper, Gain Estate, Buy Estate, Trash Hovel.
Turn 4: Draw 3 Copper, BoM, Menagerie. Play BoM as Island, Set aside Menagerie.

Title: Re: Easy Puzzles
Post by: eHalcyon on October 30, 2014, 05:20:26 pm
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 30, 2014, 05:58:08 pm
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.

Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
Turn 2: Draw 5c. Buy Band of Misfits
Turn 3: Draw BoM, Copper, 3 Estates. Play BoM as Chapel, Trash 3 Estates.
Turn 4: Draw Witherweaver, 4 Copper. Play Witherweaver Gain Necropolis.
Turn 5: Draw 2 Copper, Necropolis, BoM, Witherweaver. Play Necro, play BoM as Witherweaver, gain Overgrown Estate, play Witherweaver, gain Hovel.
Turn 6: Draw 5 Copper.
Turn 7: Draw Witherweaver, BoM, 3 Copper.  Play BoM as Island, set aside Witherweaver.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 30, 2014, 06:32:56 pm
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.

Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
Turn 2: Draw 5c. Buy Band of Misfits
Turn 3: Draw BoM, Copper, 3 Estates. Play BoM as Chapel, Trash 3 Estates.
Turn 4: Draw Witherweaver, 4 Copper. Play Witherweaver Gain Necropolis.
Turn 5: Draw 2 Copper, Necropolis, BoM, Witherweaver. Play Necro, play BoM as Witherweaver, gain Overgrown Estate, play Witherweaver, gain Hovel.
Turn 6: Draw 5 Copper.
Turn 7: Draw Witherweaver, BoM, 3 Copper.  Play BoM as Island, set aside Witherweaver.

I feel so relevant!
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 30, 2014, 06:50:42 pm
Relevant for 6 turns, but then you are set aside. ;)
Title: Re: Easy Puzzles
Post by: Witherweaver on October 30, 2014, 06:55:13 pm
Relevant for 6 turns, but then you are set aside. ;)

Much like my love life.
Title: Re: Easy Puzzles
Post by: ashersky on October 30, 2014, 08:52:06 pm
Another actual easy puzzle for shraeye:

Name the missing card:

Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel

Honorable mentions: Lots, I'm sure.
Title: Re: Easy Puzzles
Post by: liopoil on October 30, 2014, 08:59:27 pm
Another actual easy puzzle for shraeye:

Name the missing card:

Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel

Honorable mentions: Lots, I'm sure.
I'm not shraeye, but I can't get this one. Is it moat?
Title: Re: Easy Puzzles
Post by: ashersky on October 30, 2014, 09:15:18 pm
Another actual easy puzzle for shraeye:

Name the missing card:

Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel

Honorable mentions: Lots, I'm sure.
I'm not shraeye, but I can't get this one. Is it moat?

No, except maybe?  Can you tell me why it might be?
Title: Re: Easy Puzzles
Post by: liopoil on October 30, 2014, 09:16:59 pm
Another actual easy puzzle for shraeye:

Name the missing card:

Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel

Honorable mentions: Lots, I'm sure.
I'm not shraeye, but I can't get this one. Is it moat?

No, except maybe?  Can you tell me why it might be?
Because that's what Ozle would say. Also because lighthouse is on the list.
Title: Re: Easy Puzzles
Post by: silverspawn on October 31, 2014, 05:00:04 am
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.

Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
Turn 2: Draw 5c. Buy Band of Misfits
Turn 3: Draw BoM, Copper, 3 Estates. Play BoM as Chapel, Trash 3 Estates.
Turn 4: Draw Witherweaver, 4 Copper. Play Witherweaver Gain Necropolis.
Turn 5: Draw 2 Copper, Necropolis, BoM, Witherweaver. Play Necro, play BoM as Witherweaver, gain Overgrown Estate, play Witherweaver, gain Hovel.
Turn 6: Draw 5 Copper.
Turn 7: Draw Witherweaver, BoM, 3 Copper.  Play BoM as Island, set aside Witherweaver.

I feel so relevant!

*ruins the fun* you aren't though, because WW can't gain necropolis. if an effect just says "gain card X" and X is not in the supply, nothing happens. that was the main joke.
Title: Re: Easy Puzzles
Post by: Tables on October 31, 2014, 06:17:29 am
Heh, some solutions that work here, but not the one I was thinking of. Not surprised there's lots of ways to do it though.

My solution was:

Turn 1 draw 5c, buy Doctor, overpay 2, trash OE, Nec, draw Hovel
Turn 2 draw 4c, Doctor (shuffle after drawing 3c). Play Doctor trashing Hovel, discarding 2c. Buy Island.
Turn 3 draw 3c, Doctor, Island. Island Doctor, buy Estate
Turns 4-5 buy Estate.


Doctor doesn't discard the two Coppers, it puts them back on top of your deck. It's not possible to draw your Island and Doctor together on turn 3 after that line of play. Now, you can set aside on a turn later than 3, so the general method is okay, but the details are wrong. On the other hand, I don't buy that having stuff on your Island mat counts as exactly your ordinary 10-card deck: stuff over there is still "in your deck", you just don't draw it. So I wouldn't accept this solution.

I did explicitly say stuff on mats is okay. During the game, things on your Island mat for example are not part of your deck. Otherwise, it wouldn't have to explicitly tell you to return it to your deck at the end of the game.

As for the Doctor mistake, you're right. I forgot exactly what Doctor does. But yeah, still works.
Title: Re: Easy Puzzles
Post by: soulnet on October 31, 2014, 06:59:26 am
It does not need to tell you to return. The text on Island and NV is just a remainder. Prince, Haven and HT also are in your deck when set aside abd are scored, despite not having the remainder. Donald clarified this himself.
Title: Re: Easy Puzzles
Post by: Davio on October 31, 2014, 07:59:46 am
I think there's a general rule somewhere which says something like: At the end of the game, return all your stuff to your deck.

But this reminds me of a puzzle.

We're playing a 2 player game. My opponent ends the game and I have no cards currently in my deck or in my hand, but I haven't trashed anything, passed it or returned it to the supply.

What's the fastest you can get to a situation where p1 has no cards in his hand or in his deck (it's irrelevant whether p2 can end the game)?
Title: Re: Easy Puzzles
Post by: soulnet on October 31, 2014, 08:05:47 am
What's the fastest you can get to a situation where p1 has no cards in his hand or in his deck (it's irrelevant whether p2 can end the game)?

4 turns?

P1,T1: Play CCCCC, buy Mint, trash CCCCC.
P2,T1: Buy Bishop.
P1,T2: Play CC, buy Chapel.
P2,T2: Pass.
P1,T3: Play Chapel, trash 3 Estates + Mint.
P2,T3: Pass.
P1,T4: Play Chapel, trash CC.
P2,T4: Play Bishop, P1 trashes Chapel.

Edit: With 3 players you can have one opponent playing Bishop and the other playing TR->Bishop to finish off P1's deck by T3.
Title: Re: Easy Puzzles
Post by: Davio on October 31, 2014, 08:25:04 am
No trashing!

Just have everything in play or set aside in some way on your opponent's turn. :)
Title: Re: Easy Puzzles
Post by: soulnet on October 31, 2014, 08:50:24 am
No trashing!

Just have everything in play or set aside in some way on your opponent's turn. :)

Oh, ok. In T11 you can easily play 10 Havens setting everything aside.

I got a bit tired from the details, but using 2 Nomad Camps to speed up, TR (first on NC and later on Haven) and then Haven you can play 5 TR Havens and two more Havens to set aside your 10 starting cards, the Havens and TRs and the two NCs. I think you can make it by T7.
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 31, 2014, 11:16:22 am
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.
Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
...

I feel so relevant!

*ruins the fun* you aren't though, because WW can't gain necropolis. if an effect just says "gain card X" and X is not in the supply, nothing happens. that was the main joke.


I didn't see the FAQ... ;)

*beats the dead fun*
I don't really agree with your explanation either (but obviously it is your card, so...) If I saw that on a real Dominion card (From "Dominion: Unglued") I would assume the FAQ would read:
You can gain any Dominion card that isn't in the supply (e.g. Spoils, Madman, Tournament Prizes).  If it is a Dominion card and it isn't in the supply, you can gain it.  This could be a card from the trash, a card from your Dominion box, a card from your opponents deck, one of the extra Provinces you aren't using because it is a 2 player game, ect...

I don't really understand where the "it's not in the supply, so you can't gain it" idea comes from anyway. I don't think that is in line with the rules as they work for other cards. I mean, Bandit Camp tells me to "Gain a Spoils from the Spoils pile", and Spoils is not in the Supply.  Witherweaver tells me to gain a card that isn't in the Supply, so that has to at least include Spoils in a game where a card brings them into the game.  If the card isn't in the game, well that is another question, but I would have gone with the hilarious card described in my fake FAQ above.

Edit: I guess you can definitely argue that a gain that isn't in the supply needs to have a "From" statement. I can give you that, so...

Witherweaver v2:
Gain any card that's not in the supply from wherever it is.
---
When you put a card on top of your deck, you may reveal this from your hand. If you do, other Players will know that you have it in your hand.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 31, 2014, 11:31:16 am
I would use Witherweaver to gain a Beta Black Lotus.
Title: Re: Easy Puzzles
Post by: pitythefool on October 31, 2014, 12:06:42 pm
Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.

Title: Re: Easy Puzzles
Post by: Mic Qsenoch on October 31, 2014, 12:08:58 pm
Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.

Baker, open Death Cart/Death Cart.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 31, 2014, 12:10:38 pm
Could also do Baker on Board, open Cache for 13 cards total on Turn 1.  On Turn 2, buy Stonemason, Overpay by 1 and gain two Poor Houses, for 16 cards.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 31, 2014, 12:10:54 pm
And Cache can be replaced by Masterpiece.
Title: Re: Easy Puzzles
Post by: Awaclus on October 31, 2014, 12:12:37 pm
Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.
Baker, Stonemason, Nomad Camp, Poor House, + bunch of random cards
Use Shelters

draw 5 Coppers
T1: Spend token, buy Stonemason, overpay for $4, gain and topdeck two Nomad Camps, draw 2 Nomad Camps, Necropolis and 2 Coppers
T2: Play Necropolis, play Nomad Camps and Coppers, buy Stonemason, overpay for $1, gain two Poor Houses, buy another Stonemason, overpay for $1, gain two Poor Houses, buy a Copper.

That's 20 cards, if the point was to hit exactly 16 cards, then just don't buy the other Stonemason and the Copper on turn 2.
Title: Re: Easy Puzzles
Post by: markusin on October 31, 2014, 12:17:13 pm
Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.
Baker, Stonemason, Nomad Camp, Poor House, + bunch of random cards
Use Shelters

draw 5 Coppers
T1: Spend token, buy Stonemason, overpay for $4, gain and topdeck two Nomad Camps, draw 2 Nomad Camps, Necropolis and 2 Coppers
T2: Play Necropolis, play Nomad Camps and Coppers, buy Stonemason, overpay for $1, gain two Poor Houses, buy another Stonemason, overpay for $1, gain two Poor Houses, buy a Copper.

That's 20 cards, if the point was to hit exactly 16 cards, then just don't buy the other Stonemason and the Copper on turn 2.
Replace the poorhouse buys with an overpay of 4 for two death carts, then buy 2 coppers. This gives 22 cards.
Title: Re: Easy Puzzles
Post by: pacovf on October 31, 2014, 01:29:41 pm
The text on Island and NV is just a remainder.

It doesn't appear on Goko though: they use float divisions
Title: Re: Easy Puzzles
Post by: werothegreat on November 20, 2014, 11:23:15 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Title: Re: Easy Puzzles
Post by: simval on November 20, 2014, 11:46:34 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?

Easy ? I tried really hard but couldn't find it. At one point I was calculating the number of sentences on every card...  :o
Title: Re: Easy Puzzles
Post by: TheOthin on November 20, 2014, 11:59:10 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.

Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist
Title: Re: Easy Puzzles
Post by: werothegreat on November 21, 2014, 01:09:02 am
Please put answers in spoilers.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 21, 2014, 01:45:50 am
Please put answers in spoilers.

This is the Easy Puzzles thread!  Spoilers should not be necessary.
Title: Re: Easy Puzzles
Post by: silverspawn on November 21, 2014, 05:59:58 am
Please put answers in spoilers.

This is the Easy Puzzles thread!  Spoilers should not be necessary.

                 
Title: Re: Easy Puzzles
Post by: TheOthin on November 21, 2014, 07:37:45 am
Whoops. Used spoilers at first, but then saw the first post saying not to so I removed them, but they're back now.
Title: Re: Easy Puzzles
Post by: werothegreat on November 21, 2014, 09:24:13 am
Please put answers in spoilers.

This is the Easy Puzzles thread!  Spoilers should not be necessary.

Well, there was at least one person who couldn't figure it out!
Title: Re: Easy Puzzles
Post by: eHalcyon on November 21, 2014, 11:09:28 am
Please put answers in spoilers.

This is the Easy Puzzles thread!  Spoilers should not be necessary.

Well, there was at least one person who couldn't figure it out!

If you really want people to use spoilers, just make a new thread for the puzzle. As TheOthin points out, the OP actually says not to use them here.
Title: Re: Easy Puzzles
Post by: simval on November 21, 2014, 07:14:45 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.

Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist

Still confused. Was this the good answer ? Isn't every card referencing to itself ?
Title: Re: Easy Puzzles
Post by: eHalcyon on November 21, 2014, 08:00:07 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.

Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist

Still confused. Was this the good answer ? Isn't every card referencing to itself ?

I think it's supposed to be explicit.  That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".
Title: Re: Easy Puzzles
Post by: simval on November 21, 2014, 09:16:33 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.

Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist

Still confused. Was this the good answer ? Isn't every card referencing to itself ?

I think it's supposed to be explicit.  That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".

Ooooooooooooooooooooh ! I was stuck thinking about the card's name.
Title: Re: Easy Puzzles
Post by: soulnet on November 22, 2014, 01:52:43 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.

Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist

Still confused. Was this the good answer ? Isn't every card referencing to itself ?

I think it's supposed to be explicit.  That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".

Ooooooooooooooooooooh ! I was stuck thinking about the card's name.

There is also Island and Transmute. And Curse, which says Curse in a line other than its name.
Title: Re: Easy Puzzles
Post by: TheOthin on November 22, 2014, 05:24:42 pm
Here's an easy puzzle:

What do these cards have in common?

Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market

And which cards should also be on this list?
Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.

Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist

Still confused. Was this the good answer ? Isn't every card referencing to itself ?

I think it's supposed to be explicit.  That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".

Ooooooooooooooooooooh ! I was stuck thinking about the card's name.

There is also Island and Transmute. And Curse, which says Curse in a line other than its name.

Good catch on Transmute. Island doesn't seem to fit, though; its wording is different from Native Village. Curse is up in the air depending on specifics.
Title: Re: Easy Puzzles
Post by: AJD on November 22, 2014, 06:06:18 pm
http://forum.dominionstrategy.com/index.php?topic=723.msg9963
Title: Re: Easy Puzzles
Post by: silverspawn on November 25, 2014, 07:07:19 am
I was going to make a thread, but it's too easy. So many more cards than I expected

Apothecary
Transmute
Possession
Mine
Moneylender
Thief
Fortune Teller
Menagerie
Harvest
Horn of Plenty
Hunting Party
Jester
Fairgrounds
Hermit
Poor House
Vagrant
Mystic
Doctor
Journeyman
Taxman
Jack of all Trades
Noble Brigand
Masquerade
Tribute
Wishing Well
Loan
Mountebank
Rabble
Venture
Pirate Ship
Ambassador
Cutpurse

Honorable Mentions: Forager, Mandarin

What is the common property of this list?
Title: Re: Easy Puzzles
Post by: werothegreat on November 25, 2014, 08:53:52 am
My guess would be they care about the name or type of a card, but then Possession doesn't fit.
Title: Re: Easy Puzzles
Post by: silverspawn on November 27, 2014, 01:10:40 pm
My guess would be they care about the name or type of a card, but then Possession doesn't fit.

nope
Title: Re: Easy Puzzles
Post by: liopoil on November 27, 2014, 01:12:59 pm
They all can theoretically be a reason to buy a copper or curse?
Title: Re: Easy Puzzles
Post by: silverspawn on November 27, 2014, 01:42:44 pm
They all can theoretically be a reason to buy a copper or curse?

no, but you're close
Title: Re: Easy Puzzles
Post by: liopoil on November 27, 2014, 01:46:48 pm
They all can theoretically be a reason to buy a copper or curse?

no, but you're close
They are all cards that can be reasons to prefer a card to be a curse rather than a copper.
Title: Re: Easy Puzzles
Post by: silverspawn on November 27, 2014, 01:50:10 pm
They all can theoretically be a reason to buy a copper or curse?

no, but you're close
They are all cards that can be reasons to prefer a card to be a curse rather than a copper.
yay
Title: Re: Easy Puzzles
Post by: werothegreat on November 28, 2014, 12:47:52 am
They all can theoretically be a reason to buy a copper or curse?

no, but you're close
They are all cards that can be reasons to prefer a card to be a curse rather than a copper.
yay

I don't see how that fits for Apothecary, Mine, or Moneylender.
Title: Re: Easy Puzzles
Post by: silverspawn on November 28, 2014, 07:12:30 am
They all can theoretically be a reason to buy a copper or curse?

no, but you're close
They are all cards that can be reasons to prefer a card to be a curse rather than a copper.
yay

I don't see how that fits for Apothecary, Mine, or Moneylender.

1. Apothecary
There are 2 colonies left in the supply. You need both of them to win, and you need to buy them this turn and the next turn, or you will lose. Your hand is 5*apothecary. Your discard pile is 5 Estates; your draw pile is 11 Coppers. On top of your deck is: Platinum, Platinum, Copper, Copper, (XXX), Colony, Colony, Colony.

Case 1: XXX is a copper.
You play apothecary. You draw Platinum, Copper, Copper, Copper, and put Platinum on top of your deck. Your hand is now: 4*apothecary, Platinum, 3*Copper. That's not enough coin, so you need to play the other one. You play apothecary. You draw Platinum, reveal 3 Colones, shuffle, and reveal one Estate. You put these on top of your deck. You have 13$ and buy a colony. In your Cleanup, you draw 5 Estates.

Your opponent has his turn, it's a dead turn. Your turn again, your hand is 3*colony 2*Estate. You can't do anything, you give up your turn. on your next opponent's turn, he buys the last colony.


Case 2: XXX is a Curse
You play apothecary. You draw Platinum, Copper, Copper, and put Curse and then Platinum on top of your deck. You play the second Apothecary, you reveal Curse, Colony, Colony, Colony. You put these on top of your deck in any order. Your hand has 12$ and you buy the colony. In your Clean-up, you draw 3*Colony, Curse, shuffle everything, and draw apothecary.

On your opponent's turn, he has a dead hand, so you get another turn.

You play apothecary. You draw apothecary + 4* copper. You play apothecary, you draw Apothecary + 4*Copper. You play apothecary, you draw an Estate + 4*Copper. You buy the colony and win.


2. Mine
You are 4P behind, and the last Provinces is the only Victory card left in the supply. The copper pile has 2 cards in it, the silver pile one. Your hand is: Mine, 3*Estate, XX. In your turn, you missclick and play Mine (I know, bad solution, but otherwise you need another Action card to make it work). If it's copper, you have to trash it and either end on a 3pile (silvers, duchies, estates), or take the copper and allow him to end on a 3-pile with coppers. you could have bought the province next turn!

3. Moneylender
If you really need a card because it will allow you to trash it with forager which will give you +1 buy and allow you to buy another colony or something. Needs other Action cards.

#2 and #3 could be cut. Apothecary is legit though.
Title: Re: Easy Puzzles
Post by: silverspawn on November 28, 2014, 07:15:48 am
and, uhhh, of course 1) doesn't work because you need prosperity cards to have colonies. well, I'm sure that can be worked out. You got the idea, anyway.

depending on the exact wording of the puzzle (which I didn't define), it's also okay if you need other Action cards, than all of them work! Herald or TR - TR - Draw forces you to play them.
Title: Re: Easy Puzzles
Post by: -Stef- on November 28, 2014, 09:05:10 am
and, uhhh, of course 1) doesn't work because you need prosperity cards to have colonies. well, I'm sure that can be worked out. You got the idea, anyway.

depending on the exact wording of the puzzle (which I didn't define), it's also okay if you need other Action cards, than all of them work! Herald or TR - TR - Draw forces you to play them.

apothecary: You can just rather have a curse on your deck then a copper in your hand, right? For example when followed by chancellor + library.

moneylender: if you have all the gardens, losing a card can be really painful.

mine: I can only make this work with a near-empty copper & silver pile either. Seems far stretched.


The one that I don't get is Horn of Plenty.
Title: Re: Easy Puzzles
Post by: silverspawn on November 28, 2014, 09:35:38 am
apothecary: You can just rather have a curse on your deck then a copper in your hand, right? For example when followed by chancellor + library.

moneylender: if you have all the gardens, losing a card can be really painful.

mine: I can only make this work with a near-empty copper & silver pile either. Seems far stretched.


The one that I don't get is Horn of Plenty.

well but my example for apothecary works without any other Kingdom cards. just replace platinum with gold and colony with province.

horn of plenty is of course a mistake.
Title: Re: Easy Puzzles
Post by: liopoil on November 28, 2014, 09:47:52 am
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
Title: Re: Easy Puzzles
Post by: silverspawn on November 28, 2014, 09:50:32 am
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.

nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
Title: Re: Easy Puzzles
Post by: liopoil on November 28, 2014, 09:55:01 am
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.

nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TR
Title: Re: Easy Puzzles
Post by: eHalcyon on November 28, 2014, 12:27:24 pm
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.

nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TR

Venture alone is enough, just for a different reason.
Title: Re: Easy Puzzles
Post by: silverspawn on November 28, 2014, 12:46:05 pm
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.

nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TR

Venture alone is enough, just for a different reason.

that
Title: Re: Easy Puzzles
Post by: liopoil on November 28, 2014, 12:48:41 pm
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.

nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TR

Venture alone is enough, just for a different reason.
that
Certainly. However in this scenario the venture is not enough alone. If you insist, after the copper/curse I can put a duplicate silver, which you don't need the coins from, to make the cycling effect more irrelevant.
Title: Re: Easy Puzzles
Post by: silverspawn on November 28, 2014, 01:06:34 pm
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.

Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.

nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TR

Venture alone is enough, just for a different reason.
that
Certainly. However in this scenario the venture is not enough alone. If you insist, after the copper/curse I can put a duplicate silver, which you don't need the coins from, to make the cycling effect more irrelevant.
it's not about what venture does. the point is if card A needs card B to have effect X, but card B is already capable of having effect X on its own, then card A gets no credit, even if card A can cause effect X in a way that uses another aspect of card B.
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 09:44:37 am
What do these cards all have in common?

Cellar
Chancellor
Village
Woodcutter
Workshop
Gardens
Militia
Moneylender
Remodel
Smithy
Spy
Thief
Throne room
Laboratory
Witch
Wishing well
Bridge
Scout
Saboteur
Peddler
Title: Re: Easy Puzzles
Post by: soulnet on December 01, 2014, 10:33:44 am
They introduced a basic concept that was redone in later cards?
Title: Re: Easy Puzzles
Post by: Ozle on December 01, 2014, 12:42:54 pm
moat?
Title: Re: Easy Puzzles
Post by: liopoil on December 01, 2014, 04:44:05 pm
This puzzle should be pretty easy. I got a triple goons turn on the following kingdom. How?

(http://wiki.dominionstrategy.com/images/3/3a/Explorer.jpg) (http://wiki.dominionstrategy.com/index.php/Explorer) (http://wiki.dominionstrategy.com/images/f/f1/Rabble.jpg) (http://wiki.dominionstrategy.com/index.php/Rabble) (http://wiki.dominionstrategy.com/images/e/ed/Tactician.jpg) (http://wiki.dominionstrategy.com/index.php/Tactician) (http://wiki.dominionstrategy.com/images/7/71/Adventurer.jpg) (http://wiki.dominionstrategy.com/index.php/Adventurer) (http://wiki.dominionstrategy.com/images/e/e2/Goons.jpg) (http://wiki.dominionstrategy.com/index.php/Goons)
(http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/5/5e/Advisor.jpg) (http://wiki.dominionstrategy.com/index.php/Advisor) (http://wiki.dominionstrategy.com/images/7/7a/Procession.jpg) (http://wiki.dominionstrategy.com/index.php/Procession) (http://wiki.dominionstrategy.com/images/2/2b/Remake.jpg) (http://wiki.dominionstrategy.com/index.php/Remake)
Code: [Select]
Forager, Masquerade, Advisor, Procession, Remake, Explorer, Rabble, Tactician, Adventurer, Goons
Title: Re: Easy Puzzles
Post by: eHalcyon on December 01, 2014, 04:45:56 pm
This puzzle should be pretty easy. I got a triple goons turn on the following kingdom. How?

(http://wiki.dominionstrategy.com/images/3/3a/Explorer.jpg) (http://wiki.dominionstrategy.com/index.php/Explorer) (http://wiki.dominionstrategy.com/images/f/f1/Rabble.jpg) (http://wiki.dominionstrategy.com/index.php/Rabble) (http://wiki.dominionstrategy.com/images/e/ed/Tactician.jpg) (http://wiki.dominionstrategy.com/index.php/Tactician) (http://wiki.dominionstrategy.com/images/7/71/Adventurer.jpg) (http://wiki.dominionstrategy.com/index.php/Adventurer) (http://wiki.dominionstrategy.com/images/e/e2/Goons.jpg) (http://wiki.dominionstrategy.com/index.php/Goons)
(http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/5/5e/Advisor.jpg) (http://wiki.dominionstrategy.com/index.php/Advisor) (http://wiki.dominionstrategy.com/images/7/7a/Procession.jpg) (http://wiki.dominionstrategy.com/index.php/Procession) (http://wiki.dominionstrategy.com/images/2/2b/Remake.jpg) (http://wiki.dominionstrategy.com/index.php/Remake)
Code: [Select]
Forager, Masquerade, Advisor, Procession, Remake, Explorer, Rabble, Tactician, Adventurer, Goons

You mean, you played three Goons?  Tactician gives an extra action, and Procession-Advisor or Procession-Forager give you more actions as well.
Title: Re: Easy Puzzles
Post by: silverspawn on December 01, 2014, 04:46:44 pm
you could play 10 goons on that kingdom
Title: Re: Easy Puzzles
Post by: liopoil on December 01, 2014, 04:59:13 pm
you could play 10 goons on that kingdom
Not realistically, but yes. You could play 20, even.

I told you it was an easy puzzle.
Title: Re: Easy Puzzles
Post by: pacovf on December 01, 2014, 05:01:15 pm
you could play 10 goons on that kingdom
Not realistically, but yes. You could play 20, even.

I told you it was an easy puzzle.

I was expecting Tactician + Necropolis.

Disappointed.
Title: Re: Easy Puzzles
Post by: liopoil on December 01, 2014, 05:05:16 pm
you could play 10 goons on that kingdom
Not realistically, but yes. You could play 20, even.

I told you it was an easy puzzle.

I was expecting Tactician + Necropolis.

Disappointed.
Yeah, I wish it had shelters too.

Most of the reason I posted it was that when I started the game I didn't think triple goons was feasible.  And then suddenly it was. Double tactician is great (and I did play tactician that turn as well).
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 01, 2014, 06:05:55 pm
With necro, even if Advisor and Forager weren't there, it would be possible to get 5 Goons in play, but no more.  I wonder if it's possible to design a kingdom where it's possible to get x Goons in play, but not x+1, for x>5 (and obv. x not equal to 10).  Oh yeah, Crossroads should help for x=7.  Is it possible for x=8 or 9?  Oh, you could just use Dame Molly.  So Procession+Molly gives you 4 actions, Procession+Necro makes it 7, then Procession+Bailey makes it 8, Tactician to get 9, and just don't include Crossroads.  I thought I was going to make a cool puzzle out of that but I guess I already solved it...

Actually wait, you can start with Pr>Pr>Pr>Molly,Necro,Bailey, and now you're at 10, so knights don't help, because as long as Procession and knights are in the kingdom you can get 10.  Wait what if you throw out necro, just use Pr>Pr>Pr>Molly,Bailey,Crossroads gets you to 8, then Tactician to get to 9.  So I think you just have to not have Necropolis.  Okay, I think I did it now.
Title: Re: Easy Puzzles
Post by: -Stef- on December 01, 2014, 06:08:21 pm
With necro, even if Advisor and Forager weren't there, it would be possible to get 5 Goons in play, but no more.  I wonder if it's possible to design a kingdom where it's possible to get x Goons in play, but not x+1, for x>5 (and obv. x not equal to 10).  Oh yeah, Crossroads should help for x=7.  Is it possible for x=8 or 9?  Oh, you could just use Dame Molly.  So Procession+Molly gives you 4 actions, Procession+Necro makes it 7, then Procession+Bailey makes it 8, Tactician to get 9, and just don't include Crossroads.  I thought I was going to make a cool puzzle out of that but I guess I already solved it...

Actually wait, you can start with Pr>Pr>Pr>Molly,Necro,Bailey, and now you're at 10, so knights don't help, because as long as Procession and knights are in the kingdom you can get 10.  Wait what if you throw out necro, just use Pr>Pr>Pr>Molly,Bailey,Crossroads gets you to 8, then Tactician to get to 9.  So I think you just have to not have Necropolis.  Okay, I think I did it now.

I'd love to see a discussion between you and ElaTalksToHerself
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 08:29:02 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?
Title: Re: Easy Puzzles
Post by: soulnet on December 01, 2014, 08:46:28 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?

Scout?
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 09:15:32 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?

Scout?

Nope.
Title: Re: Easy Puzzles
Post by: liopoil on December 01, 2014, 09:23:57 pm
I'm having trouble thinking of a kingdom where you want masterpiece for $3 over silver on turn 1. The idea here is that you are actually playing well, right?
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 09:25:11 pm
With necro, even if Advisor and Forager weren't there, it would be possible to get 5 Goons in play, but no more.  I wonder if it's possible to design a kingdom where it's possible to get x Goons in play, but not x+1, for x>5 (and obv. x not equal to 10).  Oh yeah, Crossroads should help for x=7.  Is it possible for x=8 or 9?  Oh, you could just use Dame Molly.  So Procession+Molly gives you 4 actions, Procession+Necro makes it 7, then Procession+Bailey makes it 8, Tactician to get 9, and just don't include Crossroads.  I thought I was going to make a cool puzzle out of that but I guess I already solved it...

Actually wait, you can start with Pr>Pr>Pr>Molly,Necro,Bailey, and now you're at 10, so knights don't help, because as long as Procession and knights are in the kingdom you can get 10.  Wait what if you throw out necro, just use Pr>Pr>Pr>Molly,Bailey,Crossroads gets you to 8, then Tactician to get to 9.  So I think you just have to not have Necropolis.  Okay, I think I did it now.

I'd love to see a discussion between you and ElaTalksToHerself
Huh?
Title: Re: Easy Puzzles
Post by: ConMan on December 01, 2014, 09:40:27 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?
Taxman?
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 09:50:06 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?
Taxman?

Nope!
Title: Re: Easy Puzzles
Post by: Kirian on December 01, 2014, 09:54:25 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?

I'm gonna channel Ozle.  Is it Moat?
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 09:57:28 pm
On my first turn, I bought a Masterpiece for $3.  What am I buying on my second turn?

I'm gonna channel Ozle.  Is it Moat?

Nnnnnnnnnnnnnnnnnope.
Title: Re: Easy Puzzles
Post by: liopoil on December 01, 2014, 10:01:17 pm
masquerade, because it's a really good card?
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 10:05:31 pm
masquerade, because it's a really good card?

Noperino.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 01, 2014, 10:08:50 pm
I was thinking Forager, but that doesn't make sense because it would be better to buy Forager with $3 then overpay for Masterpiece on the $4 hand.
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 10:11:36 pm
I was thinking Forager, but that doesn't make sense because it would be better to buy Forager with $3 then overpay for Masterpiece on the $4 hand.

(http://rexinreallife.com/wp-content/uploads/2013/12/tumblr_m2wahjJLpc1ro8qpo.gif)
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 10:18:24 pm
I'm actually going to attempt this *ish scrolling through all the cards on ds*

Noble Brigand? (If it's on the board it can target Silvers but not Masterpieces, and it's a good card to open with... though I don't see how getting a Masterpiece would be better than a Copper in this case unless there's trash for benefit stuff)

Bishop? (You could trash the Masterpiece for as many VP tokens as trashing a Silver, but you don't have to lose a Silver in the process... though it would just be an extra card to trash)

Forager? (The Masterpiece would add an extra treasure to the trash pile... though you would probably still want silvers) Ninja'd
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 10:21:23 pm
I'm honestly quite surprised no one has gotten this yet.
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 10:23:35 pm
Uh... Mint? You get Noble Briganded and somehow get 3/5 with the Masterpiece on turn 2?

Edit:

Masterpiece again maybe? Because it's a Feodum board and you want to stop your opponent from getting it?

Edit2:

Menagerie???
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 10:26:12 pm
Do you guys want a hint?
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 10:28:35 pm
I do but other people might not...
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 10:30:53 pm
I do but other people might not...

Look specifically at the cost of the card.
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 10:36:44 pm
I honestly scrolled through the entire "all cards" site highlighting every instance of $4. I'm obviously bad at this.
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 10:47:03 pm
I honestly scrolled through the entire "all cards" site highlighting every instance of $4. I'm obviously bad at this.

Not that card.
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 10:57:37 pm
I still don't understand. If you buy a Masterpiece for $3 then you didn't overpay, meaning you got a treasure worth $1 for $3 and didn't get any Silvers in the process. All I'm reading is that it's basically a $3 Copper with a different name. Is there something else I'm supposed to be getting?
Title: Re: Easy Puzzles
Post by: ashersky on December 01, 2014, 11:05:55 pm
That card that cares about how many different treasures are in the trash?
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 11:13:47 pm
Masterpiece costs $3.  What card cares about a certain other card that usually costs $3?
Title: Re: Easy Puzzles
Post by: dereeder on December 01, 2014, 11:16:29 pm
That card that cares about how many different treasures are in the trash?

Opponent opened embassy on $5, giving you a silver, so you bought masterpiece to power up your forager/fortress/ draw to X deck.
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 11:18:01 pm
Young Witch? Is it Young Witch?
Edit: Or possibly Sage??


Blacking that out in case it's right so people who are better at this can get it without help.
Title: Re: Easy Puzzles
Post by: ashersky on December 01, 2014, 11:23:33 pm
Young Witch? Is it Young Witch?
Edit: Or possibly Sage??


Blacking that out in case it's right so people who are better at this can get it without help.

It could be the first, although that's a stretch by wero, given the lack of limitations there.

The second doesn't make sense, unless you specifically wanted half an Adventurer.  And you need to want it over Silver, which you don't.
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 11:25:10 pm
Young Witch? Is it Young Witch?

Blacking that out in case it's right so people who are better at this can get it without help.

Finally.
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 11:28:48 pm
Young Witch? Is it Young Witch?

Blacking that out in case it's right so people who are better at this can get it without help.

Finally.
(http://31.media.tumblr.com/2e3a7c412bdf66d176efedb2def4cdc2/tumblr_nbr9zpWXnT1r04yv0o1_500.gif)
Title: Re: Easy Puzzles
Post by: eHalcyon on December 01, 2014, 11:38:09 pm
I don't think I'd buy Masterpiece just to be the bane. If it only blocks one Young Witch, it's barely better than if you hadn't bought it at all. And then there's the opportunity cost.
Title: Re: Easy Puzzles
Post by: werothegreat on December 01, 2014, 11:42:12 pm
I don't think I'd buy Masterpiece just to be the bane. If it only blocks one Young Witch, it's barely better than if you hadn't bought it at all. And then there's the opportunity cost.

I never said it was a *good* play.
Title: Re: Easy Puzzles
Post by: Elanchana on December 01, 2014, 11:45:44 pm
I swear that I'm going to come up with a good one of these myself soon to make up for that derp.
Title: Re: Easy Puzzles
Post by: AJD on December 09, 2014, 02:10:42 am
There are four cards that can require me to play an Action card I don't want to play: Throne Room, Golem, Herald, and what?
Title: Re: Easy Puzzles
Post by: Davio on December 09, 2014, 02:36:56 am
Possession?  ;D

But really, it's Prince, right?

If you had set aside the Prince with say a Smithy, you're forced to play it every turn until you stop discarding it at the end of your turn.
Title: Re: Easy Puzzles
Post by: AJD on December 09, 2014, 02:40:04 am
Possession?  ;D

Bingo!
Title: Re: Easy Puzzles
Post by: eHalcyon on December 09, 2014, 03:27:38 am
Possession?  ;D

Bingo!

Also Scout.  It requires me to play Scout.
Title: Re: Easy Puzzles
Post by: dereeder on December 09, 2014, 09:14:44 am
And BoM.
Title: Re: Easy Puzzles
Post by: werothegreat on December 09, 2014, 10:14:24 am
Why is a Raven like a Writing Desk?
Title: Re: Easy Puzzles
Post by: soulnet on December 09, 2014, 10:32:45 am
Why is a Raven like a Writing Desk?

Neither is Lewis Carroll?
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 01:20:41 pm
My opponent has all 14 estates, 8 duchies, and 7 of the 8 provinces.  I have 9 of the 10 curses.  There is no other card that gives victory points (Gardens, Vineyard, Goons, Bishop, etc.), no Masquerade, no Ambassador, and no Possession.  How can I win the game?

(There are probably a bunch of ways this is possible -- what is *a* way?)
Title: Re: Easy Puzzles
Post by: Elanchana on December 09, 2014, 01:24:45 pm
Super megaturn with a bunch of Saboteurs, Swindlers, Graverobbers, and other such cards, plus lots of trashing (2 Chapels or something) for your curses???
Title: Re: Easy Puzzles
Post by: eHalcyon on December 09, 2014, 01:29:20 pm
How can your opponent have all 14 Estates without Ambassador or Masquerade?
Title: Re: Easy Puzzles
Post by: silverspawn on December 09, 2014, 01:30:40 pm
you can play 2 highways, and then proceed to steal all of his provinces playing 14 rogues. buy the last province, and you have 8*6 - 9 vs 14 + 8*3 = 39 vs 38 points and win.
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 01:32:11 pm
you can play 2 highways, and then proceed to steal all of his provinces playing 14 rogues. buy the last province, and you have 8*6 - 9 vs 14 + 8*3 = 39 vs 38 points and win.
Yes.  Ok I guess that was really easy.  I was tempted to say there are no such trashers -- in which case, the answer would be they quit haha.  This would work as well:

Super megaturn with a bunch of Saboteurs, Swindlers, Graverobbers, and other such cards, plus lots of trashing (2 Chapels or something) for your curses???


How can your opponent have all 14 Estates without Ambassador or Masquerade?
Oh, didn't realize that.  Idk... is there a way?
Title: Re: Easy Puzzles
Post by: silverspawn on December 09, 2014, 01:34:08 pm
Oh, didn't realize that.  Idk... is there a way?
no
Title: Re: Easy Puzzles
Post by: Donald X. on December 09, 2014, 01:35:59 pm
Oh, didn't realize that.  Idk... is there a way?
Let the record show, that said "buy them?" before your ninja edit.

Persuasive Procurer - Action, $5
+$2
In your buy phase this turn, the other players reveal their hands, and you can buy cards from them.
Title: Re: Easy Puzzles
Post by: Witherweaver on December 09, 2014, 01:39:24 pm
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supplykingdom, nor Black Market.  I don't gain the Curse.  Why?
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 01:43:00 pm
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market.  I don't gain the Curse.  Why?
Uhhh.. cus you have a Moat?  Is that a joke or am I missing something?  Also, you could have played a Lighthouse -- all 10 are gone and hence not in the supply anymore (or, similarly, you have a Trader that have all been bought up as well).
Title: Re: Easy Puzzles
Post by: Donald X. on December 09, 2014, 01:44:53 pm
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market.  I don't gain the Curse.  Why?
You lied, it's you playing the Witch, it just feels like your opponent played it because you're being Possessed.
Title: Re: Easy Puzzles
Post by: Witherweaver on December 09, 2014, 01:45:30 pm
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market.  I don't gain the Curse.  Why?
Uhhh.. cus you have a Moat?  Is that a joke or am I missing something?  Also, you could have played a Lighthouse -- all 10 are gone and hence not in the supply anymore (or, similarly, you have a Trader that have all been bought up as well).

Hm, we should have a handy catalogue of F.DS jokes so we could check if something is a joke or not!
Title: Re: Easy Puzzles
Post by: Witherweaver on December 09, 2014, 01:45:57 pm
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market.  I don't gain the Curse.  Why?
You lied, it's you playing the Witch, it just feels like your opponent played it because you're being Possessed.

I'll allow it.
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 02:05:12 pm
What is the maximum amount of money I can have on my third turn, without Noble Brigand, Baker, nor Nomad Camp starting in the supply or in Black Market pile (because hey, those just complicate things)?  I can think of 1 way to have $14.

EDIT: Ok, after editing this question 100 times, I'm done.
Title: Re: Easy Puzzles
Post by: Awaclus on December 09, 2014, 02:16:00 pm
How can I buy a colony on my third turn without Noble Brigand nor Baker starting in the supply or in Black Market pile?  (There are probably several ways -- I can think of 2 ways).

Open Platinum/Platinum.

Title: Re: Easy Puzzles
Post by: Awaclus on December 09, 2014, 02:18:49 pm
Shelters board. Open Stonemason/Poor House/Poor House/Poor House. Opponent opens Masquerade/Silver. Opponent passes you his Necropolis with his Masquerade on his turn 3. Play Necropolis, Necropolis, Poor House, Poor House, Poor House, buy Colony.

EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 02:21:16 pm
EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.

Yeah, I thought of a way to make it a bit more interesting.
Title: Re: Easy Puzzles
Post by: soulnet on December 09, 2014, 02:36:34 pm
EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.

Yeah, I thought of a way to make it a bit more interesting.

If there is no player limit, I think you can easily get all your Coppers in hand through Masqed Apothecaries and even play a number of TR/Processioned Coppersmiths, which would give a lot more than $14. You can also do some TR/Death Cart tricks. So, I think you should limit the number of players and start over :P
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 02:43:54 pm
EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.

Yeah, I thought of a way to make it a bit more interesting.

If there is no player limit, I think you can easily get all your Coppers in hand through Masqed Apothecaries and even play a number of TR/Processioned Coppersmiths, which would give a lot more than $14. You can also do some TR/Death Cart tricks. So, I think you should limit the number of players and start over :P
Number of players = 2
Title: Re: Easy Puzzles
Post by: soulnet on December 09, 2014, 03:12:39 pm
$16 in T3, two players

Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)
Title: Re: Easy Puzzles
Post by: Dingan on December 09, 2014, 03:35:46 pm
$16 in T3, two players

Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)

Wow, nice!  I always forget the possibilities with Stonemason.  I was thinking:
Player 1 buys Masq
Player 2 buys Library
Player 1 buys Coppersmith
Player 2 buys Pawn
Player 1 plays Masq, passes Coppersmith, receives Overgrown Estate
Player 2 plays Necro, Pawn for action+coin, Coppersmith, Library, draws 6 more coppers for a total of 7 coppers -- they would have $15 and 1 buy (yes, my original question was for $14).
Title: Re: Easy Puzzles
Post by: soulnet on December 09, 2014, 04:04:14 pm
$16 in T3, two players

Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)

Wow, nice!  I always forget the possibilities with Stonemason.  I was thinking:
Player 1 buys Masq
Player 2 buys Library
Player 1 buys Coppersmith
Player 2 buys Pawn
Player 1 plays Masq, passes Coppersmith, receives Overgrown Estate
Player 2 plays Necro, Pawn for action+coin, Coppersmith, Library, draws 6 more coppers for a total of 7 coppers -- they would have $15 and 1 buy (yes, my original question was for $14).

P1 Buys Masq ($3)
P2 Buys Stonemason+Xroads+Beggar ($4)
P1 Buys Coppersmith ($4)
P2 Buys Watchtower ($3)
P1 Plays Masq, passes Coppersmith
P2 plays Xroads, plays Coppersmith, plays WT, plays Beggar, has 8 Coppers in hand worth $2 each, for a total of $16.

I could not find a way to do more WT tricks like trashing incoming Squire, because playing Coppersmith is too important and money is tight.
Title: Re: Easy Puzzles
Post by: Elanchana on December 09, 2014, 04:39:05 pm
I've got one. It's super easy but...

Not going for a long game
Turn 1 buy Mint
Turn 2 buy _____
Title: Re: Easy Puzzles
Post by: silverspawn on December 09, 2014, 04:39:35 pm
Fool's Gold
Title: Re: Easy Puzzles
Post by: Elanchana on December 09, 2014, 04:41:11 pm
Fool's Gold
That was literally 30 seconds.
Title: Re: Easy Puzzles
Post by: Witherweaver on December 09, 2014, 04:42:13 pm
Is it Moat?

Fixed that for you.
Title: Re: Easy Puzzles
Post by: soulnet on December 09, 2014, 04:42:27 pm
Any $2 giving money is a good reason to open Mint in many many boards. Arguably FG is the best, but Lighthouse, Duchess, Secret Chamber, Poor House, Squire and some others can be decent options as well.
Title: Re: Easy Puzzles
Post by: Elanchana on December 09, 2014, 04:50:13 pm
Any $2 giving money is a good reason to open Mint in many many boards. Arguably FG is the best, but Lighthouse, Duchess, Secret Chamber, Poor House, Squire and some others can be decent options as well.
That's why I put an extra qualifier on. I was originally going to pick one of the virtual coin $2s and say it was a Feodum board without Masterpiece but I couldn't pick the right one so I decided to make the answer more obvious if it meant there would be a clear best choice.

For curiosity's sake, what WOULD be the best $2 opener alongside Mint on a Feodum board without Masterpiece, generally speaking?
Title: Re: Easy Puzzles
Post by: TheOthin on December 09, 2014, 04:55:19 pm
Any $2 giving money is a good reason to open Mint in many many boards. Arguably FG is the best, but Lighthouse, Duchess, Secret Chamber, Poor House, Squire and some others can be decent options as well.
That's why I put an extra qualifier on. I was originally going to pick one of the virtual coin $2s and say it was a Feodum board without Masterpiece but I couldn't pick the right one so I decided to make the answer more obvious if it meant there would be a clear best choice.

For curiosity's sake, what WOULD be the best $2 opener alongside Mint on a Feodum board without Masterpiece, generally speaking?
Candlestick Maker could be pretty great.

Wait, Squire gains Silver outright. That could be hard to compete with.
Title: Re: Easy Puzzles
Post by: werothegreat on December 09, 2014, 04:58:21 pm
My opponent plays an Attack.
I begin my turn with 6 cards.

There are no Durations in the Kingdom.  Neither Soothsayer nor Horse Traders nor Prince are in the Kingdom.
Title: Re: Easy Puzzles
Post by: TheOthin on December 09, 2014, 05:00:03 pm
My opponent plays an Attack.
I begin my turn with 6 cards.

There are no Durations in the Kingdom.  Neither Soothsayer nor Horse Traders nor Prince are in the Kingdom.
The Attack is Familiar. Then they play a Council Room.
Title: Re: Easy Puzzles
Post by: liopoil on December 09, 2014, 05:09:49 pm
My opponent plays an Attack.
I begin my turn with 6 cards.

There are no Durations in the Kingdom.  Neither Soothsayer nor Horse Traders nor Prince are in the Kingdom.
attack is knights, sab, or rogue;
rats, cultist, or fortress on top of the deck.

EDIT: or just torturer.
Title: Re: Easy Puzzles
Post by: silverspawn on December 09, 2014, 05:16:36 pm
High skill puzzle: what is the common property of these cards?

Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge
Title: Re: Easy Puzzles
Post by: Awaclus on December 09, 2014, 05:23:51 pm
High skill puzzle: what is the common property of these cards?

Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge

They end in e. Except Mint.
Title: Re: Easy Puzzles
Post by: silverspawn on December 09, 2014, 05:27:47 pm
High skill puzzle: what is the common property of these cards?

Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge

They end in e. Except Mint.

yes!! you are clearly excellent at the game for having that figured out.
Title: Re: Easy Puzzles
Post by: Awaclus on December 09, 2014, 05:58:11 pm
Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge

Could be an interesting kingdom too.
Title: Re: Easy Puzzles
Post by: Ozle on December 09, 2014, 06:54:54 pm
That was literally 30 seconds.

Thats what my girlfriend always says....
Title: Re: Easy Puzzles
Post by: werothegreat on December 09, 2014, 07:02:47 pm
What do these cards have in common, and what other cards should belong here?

Butcher
Doctor
Pillage
Cultist
Count
Catacombs
Band of Misfits
Rats
Urchin
Forager
Remake
Diadem
Peddler
Grand Market
City
Trade Route
Philosopher's Stone
Apprentice
Outpost
Title: Re: Easy Puzzles
Post by: Simon (DK) on December 09, 2014, 07:14:37 pm
$16 in T3, two players

Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)

Wow, nice!  I always forget the possibilities with Stonemason.  I was thinking:
Player 1 buys Masq
Player 2 buys Library
Player 1 buys Coppersmith
Player 2 buys Pawn
Player 1 plays Masq, passes Coppersmith, receives Overgrown Estate
Player 2 plays Necro, Pawn for action+coin, Coppersmith, Library, draws 6 more coppers for a total of 7 coppers -- they would have $15 and 1 buy (yes, my original question was for $14).

P1 Buys Masq ($3)
P2 Buys Stonemason+Xroads+Beggar ($4)
P1 Buys Coppersmith ($4)
P2 Buys Watchtower ($3)
P1 Plays Masq, passes Coppersmith
P2 plays Xroads, plays Coppersmith, plays WT, plays Beggar, has 8 Coppers in hand worth $2 each, for a total of $16.

I could not find a way to do more WT tricks like trashing incoming Squire, because playing Coppersmith is too important and money is tight.

All these 3 solutions can be improved to $17 by adding a Baker coin on turn 3.
Title: Re: Easy Puzzles
Post by: soulnet on December 10, 2014, 08:16:11 am
All these 3 solutions can be improved to $17 by adding a Baker coin on turn 3.

The puzzle specifically asked for no Baker, and one of the solutions you mention would not get to $17 because it was not getting $16 without the coin.
Title: Re: Easy Puzzles
Post by: Rubby on December 10, 2014, 01:48:41 pm
What is the one missing card in this list:

Lighthouse
Watchtower
Workshop
Title: Re: Easy Puzzles
Post by: Dingan on December 10, 2014, 02:13:01 pm
What is the one missing card in this list:

Lighthouse
Watchtower
Workshop

Upgrade.

"light" and "house" are English words.
"watch" and "tower" are English words.
"work" and "shop" are English words.
"up" and "grade" are English words.
Title: Re: Easy Puzzles
Post by: dereeder on December 10, 2014, 02:21:06 pm
What about pill-age and pot-ion?
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on December 10, 2014, 02:24:45 pm
The two words have to be the same length so Potion works, but the others suggested don't.

edit:
Well there are a lot of cards that meet these requirements, so maybe it's something else.

Copper, Hamlet, Vineyard and probably others.
Title: Re: Easy Puzzles
Post by: soulnet on December 10, 2014, 03:19:11 pm
What's the only missing card in this set?

Alchemist
Menagerie
Moat
Pawn
Smugglers
Storeroom
Warehouse

Title: Re: Easy Puzzles
Post by: Dingan on December 10, 2014, 03:25:04 pm
What's the only missing card in this set?

Alchemist
Menagerie
Moat
Pawn
Smugglers
Storeroom
Warehouse

You have draw, +buys, a gainer, so... a village?  :)
Title: Re: Easy Puzzles
Post by: Rubby on December 10, 2014, 03:57:55 pm
What is the one missing card in this list:

Lighthouse
Watchtower
Workshop

Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.
Title: Re: Easy Puzzles
Post by: Rubby on December 10, 2014, 08:32:45 pm
What is the one missing card in this list:

Lighthouse
Watchtower
Workshop

Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.

Hint: If "Knights" were an actual card, it would qualify.
Title: Re: Easy Puzzles
Post by: mpsprs on December 10, 2014, 09:29:41 pm
What is the one missing card in this list:

Lighthouse
Watchtower
Workshop

Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.

Hint: If "Knights" were an actual card, it would qualify.

wandering miNSTRel
Title: Re: Easy Puzzles
Post by: Rubby on December 10, 2014, 10:12:14 pm
What is the one missing card in this list:

Lighthouse
Watchtower
Workshop

Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.

Hint: If "Knights" were an actual card, it would qualify.

wandering miNSTRel

Yes!
Title: Re: Easy Puzzles
Post by: eHalcyon on December 10, 2014, 10:24:33 pm
King's Court should also be an honourable mention.

And Dame Sylvia and Sir Destry should sometimes be in that list.
Title: Re: Easy Puzzles
Post by: TheOthin on December 10, 2014, 10:39:40 pm
Wait, how does it. What?
Title: Re: Easy Puzzles
Post by: AJD on December 10, 2014, 11:38:03 pm
What's the only missing card in this set?

Alchemist
Menagerie
Moat
Pawn
Smugglers
Storeroom
Warehouse

I was hoping it'd be Jack of All Trades, but looks like it's just barely not. So, Great Hall, then?
Title: Re: Easy Puzzles
Post by: werothegreat on December 10, 2014, 11:45:58 pm
Still waiting for someone to try my latest puzzle...
Title: Re: Easy Puzzles
Post by: soulnet on December 11, 2014, 08:23:21 am
I was hoping it'd be Jack of All Trades, but looks like it's just barely not. So, Great Hall, then?

Me too, and yes!
Title: Re: Easy Puzzles
Post by: eHalcyon on December 11, 2014, 01:43:02 pm
Wait, how does it. What?

It was 4 consecutive consonants.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 11, 2014, 03:18:54 pm
What is the common property of these cards:

Gardens
Ironworks
Mining Village
Duke
Feodum
Junk Dealer
Overgrown Estate
Journeyman
Merchant Guild
Envoy

Hint: Only the name of the card matters.
Title: Re: Easy Puzzles
Post by: Witherweaver on December 11, 2014, 03:25:06 pm
What is the common property of these cards:

Gardens
Ironworks
Mining Village
Duke
Feodum
Junk Dealer
Overgrown Estate
Journeyman
Merchant Guild
Envoy

Hint: Only the name of the card matters.

They're all not Moat.
Title: Re: Easy Puzzles
Post by: silverspawn on December 11, 2014, 03:29:30 pm
the number of letters in their name is equal to the position of the first letter in the alphabet.

cool puzzle.
Title: Re: Easy Puzzles
Post by: silverspawn on December 11, 2014, 03:30:46 pm
Though you probably shouldn't put the hint in spoilers, because you're never going to solve the puzzle without it.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 11, 2014, 04:31:08 pm
Though you probably shouldn't put the hint in spoilers, because you're never going to solve the puzzle without it.

Probably, I'm bad at judging how hard a puzzle is when I already know the answer.
Title: Re: Easy Puzzles
Post by: Dingan on December 16, 2014, 10:00:37 am
Pretty interesting puzzle to think about...

If the kingdom were not limited to 10 cards, but rather ALL cards from ALL sets and all promos were in the kingdom, what would be the best openers ($4/$3 and $5/$2) and long-term strategy?  Assume 2 player, Colony game.
Title: Re: Easy Puzzles
Post by: soulnet on December 16, 2014, 10:06:51 am
Pretty interesting puzzle to think about...

If the kingdom were not limited to 10 cards, but rather ALL cards from ALL sets and all promos were in the kingdom, what would be the best openers ($4/$3 and $5/$2) and long-term strategy?  Assume 2 player, Colony game.

If all cards are in, the opening can also be $4/$4 or $6/$2 or $5/$3. With both Chapel and Quarry for support, I have to say the Pin is the correct answer, so you HAVE to go fast for lighthouse or some Reaction before you can be pinned. Maybe the best would be to open with a $6 Doctor? I would say you want a LH in play every turn and then some good engine with KC/Bridge and Quarries being the prime candidates to have good pile control. This definitely ends on piles and really fast.
Title: Re: Easy Puzzles
Post by: Simon (DK) on December 16, 2014, 10:14:24 am
Pretty interesting puzzle to think about...

If the kingdom were not limited to 10 cards, but rather ALL cards from ALL sets and all promos were in the kingdom, what would be the best openers ($4/$3 and $5/$2) and long-term strategy?  Assume 2 player, Colony game.

If all cards are in, the opening can also be $4/$4 or $6/$2 or $5/$3. With both Chapel and Quarry for support, I have to say the Pin is the correct answer, so you HAVE to go fast for lighthouse or some Reaction before you can be pinned. Maybe the best would be to open with a $6 Doctor? I would say you want a LH in play every turn and then some good engine with KC/Bridge and Quarries being the prime candidates to have good pile control. This definitely ends on piles and really fast.

You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.
Title: Re: Easy Puzzles
Post by: soulnet on December 16, 2014, 10:40:11 am
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.

They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 16, 2014, 11:11:33 am
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.

They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.

But how fast can you set up the pin?  There ate some really fast mega turn strategies out there too...
Title: Re: Easy Puzzles
Post by: Dingan on December 16, 2014, 11:30:52 am
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.

They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.

But how fast can you set up the pin?  There ate some really fast mega turn strategies out there too...

My gut reaction says to go Sage + Ghost Ship (with the +1 from Baker), because that could set up the pin pretty quickly, then go for some sort of Lighthouse+Village+draw up to X+Bridge+KC eventually.  But this would be very luck dependent (as all my strategies are, haha).  I considered Goons+Lighthouse but Goons is pretty much just a Militia at the beginning of the game.  Maybe Urchin+Ghost Ship?  Or Warehouse+Urchin+Abassador (via Stonemason)?  Honestly, I have no idea.  Assuming both players could play a Lighthouse every turn, of course that would change the game drastically.  And Possession always lurking out there would screw up any strategy, especially ones with Masquerade or Ambassador.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 16, 2014, 11:46:40 am
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.

They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.

But how fast can you set up the pin?  There ate some really fast mega turn strategies out there too...

My gut reaction says to go Sage + Ghost Ship (with the +1 from Baker), because that could set up the pin pretty quickly, then go for some sort of Lighthouse+Village+draw up to X+Bridge+KC eventually.  But this would be very luck dependent (as all my strategies are, haha).  I considered Goons+Lighthouse but Goons is pretty much just a Militia at the beginning of the game.  Maybe Urchin+Ghost Ship?  Or Warehouse+Urchin+Abassador (via Stonemason)?  Honestly, I have no idea.  Assuming both players could play a Lighthouse every turn, of course that would change the game drastically.  And Possession always lurking out there would screw up any strategy, especially ones with Masquerade or Ambassador.

I'm pretty sure the fastest pins will start with Chapel, or just maybe Doctor.  Sage shouldn't factor in at all.
Title: Re: Easy Puzzles
Post by: dondon151 on December 16, 2014, 12:11:57 pm
If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 16, 2014, 01:02:13 pm
If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.

Is there a way? I thought it was still t4 at earliest.
Title: Re: Easy Puzzles
Post by: TheOthin on December 16, 2014, 01:10:38 pm
If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.

Is there a way? I thought it was still t4 at earliest.

Depends on if you can distract your opponent for long enough to sneak a Silver into your starting deck.
Title: Re: Easy Puzzles
Post by: liopoil on December 16, 2014, 01:29:11 pm
If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.

Is there a way? I thought it was still t4 at earliest.
If you have an opponent there's a way. Even if your opponent isn't helpful, it's still possible to win on turn 3.
Title: Re: Easy Puzzles
Post by: silverspawn on December 16, 2014, 01:46:57 pm
I highly doubt that you go for the pin. I think you just go for a procession/fortress/watchtower thing
Title: Re: Easy Puzzles
Post by: liopoil on December 16, 2014, 02:02:09 pm
Oh, wait, we're talking about the kingdom with all cards in it again? We've been over this one - upgrade/fortress is dominant.
Title: Re: Easy Puzzles
Post by: pacovf on December 16, 2014, 02:05:00 pm
Oh, wait, we're talking about the kingdom with all cards in it again? We've been over this one - upgrade/fortress is dominant.

Don't you mean upgrade/rats? The three-pile is faster.

EDIT: thread (http://forum.dominionstrategy.com/index.php?topic=7654.0).
Title: Re: Easy Puzzles
Post by: Dingan on December 17, 2014, 11:27:05 am
This might have been answered elsewhere, and people alluded to it in previous posts, but...

What is the earliest turn in which a game can end?  Assume no one quits.

For the sake of discussion, let there be "half turns".  I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).

Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.

EDIT: Assume 2 players.  Of course the game can end in less than 1 turn if there are enough players.
Title: Re: Easy Puzzles
Post by: Elanchana on December 17, 2014, 11:50:55 am
This might have been answered elsewhere, and people alluded to it in previous posts, but...

What is the earliest turn in which a game can end?  Assume no one quits.

For the sake of discussion, let there be "half turns".  I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).

Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
Does this have anything to do with Celestial Chameleon?
Title: Re: Easy Puzzles
Post by: Witherweaver on December 17, 2014, 01:01:24 pm
This might have been answered elsewhere, and people alluded to it in previous posts, but...

What is the earliest turn in which a game can end?  Assume no one quits.

For the sake of discussion, let there be "half turns".  I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).

Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
Does this have anything to do with Celestial Chameleon?

Celestial Chameleon can end the game before it has even begun.
Title: Re: Easy Puzzles
Post by: Awaclus on December 17, 2014, 01:30:06 pm
Turn 2 was possible with 6 players before Guilds. I don't remember if there has been a better solution after Guilds. And this isn't an easy puzzle.
Title: Re: Easy Puzzles
Post by: TheOthin on December 17, 2014, 01:45:10 pm
I know liopoil found a way to do it Turn 3 in solitaire. Beyond that, it'd be interesting to see how few players it'd take to do it Turn 2.

...There's still no way to play any Actions on Turn 1, is there?
Title: Re: Easy Puzzles
Post by: Awaclus on December 17, 2014, 01:46:25 pm
...There's still no way to play any Actions on Turn 1, is there?
There is. Just play your Necropolis.
Title: Re: Easy Puzzles
Post by: A Drowned Kernel on December 17, 2014, 02:06:50 pm
Here's a pretty basic solution for 2 turns with 4 players, I'm guessing this can be beat.

Baker, Border Village, Stonemason, Nomad Camp, and Poor House are on the board. Shelters are used.

Each player has the same turn 1: draw 5 coppers, spend a coin token to overpay for Stonemason by 4, gaining 2 Nomad Camps.

Player 1 & 2 on their turn two: play Necro, play 2 NC and 2 copper, overpay for two stonemasons by 1, gaining 2 stonemasons and 4 PH each.

Player 3, play the same but only overpay for 1 stonemason, gaining the last two PH. Spends their other buy on an estate or something.

Player 4, plays the same, overpays for the last stonemason by 4, gaining the last two NC. NC, Stonemason, and PH are empty. Player 3 wins from buying the estate!
Title: Re: Easy Puzzles
Post by: A Drowned Kernel on December 17, 2014, 02:14:52 pm
Actually there's probably a similar but quicker solution involving Death Cart.
Title: Re: Easy Puzzles
Post by: liopoil on December 17, 2014, 02:41:14 pm
It's possible to empty the supply in 2 turns with multiple opponents, I forget exactly how many are neccessary. If we count each player's turn as a full turn the answer is three. With fractional round you can probably get it down to 1.5, possibly emptying the whole supply.
Title: Re: Easy Puzzles
Post by: JacquesTheBard on December 17, 2014, 05:42:10 pm
With 8 players, the game can end on turn 1. The supply starts with 4 copper and 0 estates left. The first two players use $5 hands to buy Cache, and the next four players use overpay to empty the Stonemason pile. Players 7 and 8 never get to play.

IRL, they'd probably try to solve the problem by adding in extra base cards, or pulling out the Intrigue set. If they didn't, though, this is a valid way for the game to end.
Title: Re: Easy Puzzles
Post by: Asper on December 17, 2014, 05:47:43 pm
This might have been answered elsewhere, and people alluded to it in previous posts, but...

What is the earliest turn in which a game can end?  Assume no one quits.

For the sake of discussion, let there be "half turns".  I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).

Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
Does this have anything to do with Celestial Chameleon?

Celestial Chameleon can end the game before it has even begun.

I can do that too! Though it only works if Rebuild is on the board, or Rats when playing against bots.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 17, 2014, 06:00:45 pm
With 8 players, the game can end on turn 1. The supply starts with 4 copper and 0 estates left. The first two players use $5 hands to buy Cache, and the next four players use overpay to empty the Stonemason pile. Players 7 and 8 never get to play.

IRL, they'd probably try to solve the problem by adding in extra base cards, or pulling out the Intrigue set. If they didn't, though, this is a valid way for the game to end.

8 players isn't officially supported, and even the highest player count of 6 requires that you have more base cards (e.g. with base + Intrigue).  Also, you need to empty 4 piles instead of 3 to end the game.
Title: Re: Easy Puzzles
Post by: Asper on December 17, 2014, 06:06:45 pm
With 8 players, the game can end on turn 1. The supply starts with 4 copper and 0 estates left. The first two players use $5 hands to buy Cache, and the next four players use overpay to empty the Stonemason pile. Players 7 and 8 never get to play.

IRL, they'd probably try to solve the problem by adding in extra base cards, or pulling out the Intrigue set. If they didn't, though, this is a valid way for the game to end.

8 players isn't officially supported, and even the highest player count of 6 requires that you have more base cards (e.g. with base + Intrigue).  Also, you need to empty 4 piles instead of 3 to end the game.


I like what Donald said about 5 & 6 player games:

Quote
I only play with 5 players to be nice. I'm not nice enough to play with 6 players.
Title: Re: Easy Puzzles
Post by: TheOthin on December 17, 2014, 06:42:43 pm
Hmm. With Baker in play, you could overpay for Stonemason by $4 and get two Death Carts for four Ruins... out of a pile that grows by 10 for every extra player added. Dammit.
Title: Re: Easy Puzzles
Post by: liopoil on December 17, 2014, 09:17:53 pm
It's possible to empty the supply in 2 turns with multiple opponents, I forget exactly how many are necessary. If we count each player's turn as a full turn the answer is three. With fractional round you can probably get it down to 1.5, possibly emptying the whole supply.
Okay, let's see. 6 players.

P1T1: Noble brigand. P2 and P3 discard OE, Hovel.
P2T1: Stonemason/Masquerade/Watchtower. Draws Necro, Masq, Watchtower, 2 copper
P3T1: Stonemason/Procession/Fortress. Draws necro, 2 copper, Fortress, Procession
P4-6T1: ---
P1T2: ---
P2T2: Play masquerade, pass watchtower. (P3 passes copper)
P3T2: Win.

Now, how exactly do you win?
1. Procession fortress, drawing stonemason, OE, trash the fortress for a catacombs into a fortress into your hand, and the original fortress in the hand too.
2. Stonemason on the fortress, get develops on the deck.
3. Fortress draw a develop. You now have 4 actions, watchtower, fortress, and develop in hand.
4. Keep developing fortress into a develop on the deck and a fortress in the hand through catacombs until all three piles are empty.
5. Buy an estate.

You can certainly do more than this, but here you go.
Title: Re: Easy Puzzles
Post by: soulnet on December 18, 2014, 04:40:28 am
You need to empty 4 piles with 6 players.
Title: Re: Easy Puzzles
Post by: liopoil on December 18, 2014, 09:01:55 am
You need to empty 4 piles with 6 players.
Okay, P4-6 empty the stonemasons.
Title: Re: Easy Puzzles
Post by: soulnet on December 18, 2014, 10:44:44 am
You need to empty 4 piles with 6 players.
Okay, P4-6 empty the stonemasons.

Why do you even need P4-6? Same solution seems to work with 3.
Title: Re: Easy Puzzles
Post by: liopoil on December 18, 2014, 02:17:05 pm
You need to empty 4 piles with 6 players.
Okay, P4-6 empty the stonemasons.

Why do you even need P4-6? Same solution seems to work with 3.
They aren't neccessary, but they make the round fraction lower :D
Title: Re: Easy Puzzles
Post by: Dingan on December 30, 2014, 09:10:28 am
What is the most # of cards that can be in one's deck, in a 2-players game?

(Note: if I play 2 Possessions, and the game 3-piles on the first Possession, I don't continue to the second Possession.)
Title: Re: Easy Puzzles
Post by: soulnet on December 30, 2014, 09:24:18 am
What is the most # of cards that can be in one's deck, in a 2-players game?

At the end of the game, all of them, considering Rats in the supply, Plat+Colony, Potions, Ruins and a full BM deck, plus starting cards for both players (you can steal the starting cards with Masq one by one by placing all your stuff in the NV mat). All madman, spoils and mercenaries (use Rogue to get Urchins and Hermits back from the trash). It is not difficult to empty the supply completely in the last turn by playing 10 highways and 9 KCed-Ironworks drawn from the NV mat. Of course, you should get all the prizes first.

I am lazy to do the exact math.
Title: Re: Easy Puzzles
Post by: Ozle on December 30, 2014, 09:45:25 am
What is the most # of cards that can be in one's deck, in a 2-players game?

(Note: if I play 2 Possessions, and the game 3-piles on the first Possession, I don't continue to the second Possession.)

47?
Title: Re: Easy Puzzles
Post by: Witherweaver on December 30, 2014, 09:49:38 am
What is the most # of cards that can be in one's deck, in a 2-players game?

(Note: if I play 2 Possessions, and the game 3-piles on the first Possession, I don't continue to the second Possession.)

47?

Moat?
Title: Re: Easy Puzzles
Post by: Davio on January 03, 2015, 04:16:04 pm
What is the most # of cards that can be in one's deck, in a 2-players game?

At the end of the game, all of them, considering Rats in the supply, Plat+Colony, Potions, Ruins and a full BM deck, plus starting cards for both players (you can steal the starting cards with Masq one by one by placing all your stuff in the NV mat). All madman, spoils and mercenaries (use Rogue to get Urchins and Hermits back from the trash). It is not difficult to empty the supply completely in the last turn by playing 10 highways and 9 KCed-Ironworks drawn from the NV mat. Of course, you should get all the prizes first.

I am lazy to do the exact math.
Young Witch in the BM deck gets you an extra pile.
Title: Re: Easy Puzzles
Post by: AJD on January 06, 2015, 01:10:29 pm
Easy puzzle:

Two players gain the same Prize in one game. How?
Title: Re: Easy Puzzles
Post by: Witherweaver on January 06, 2015, 01:13:01 pm
Easy puzzle:

Two players gain the same Prize in one game. How?

Thief hits Diadem. 
Title: Re: Easy Puzzles
Post by: pacovf on January 06, 2015, 01:14:10 pm
Easy puzzle:

Two players gain the same Prize in one game. How?

Diadem and Thief
Title: Re: Easy Puzzles
Post by: sudgy on January 06, 2015, 01:20:26 pm
Aw, thanks for reminding me of my dream where I got a hand of KC-Tournament-Province-Province-Province.  I'm surprised my dream actually got it right...
Title: Re: Easy Puzzles
Post by: florrat on January 06, 2015, 05:56:17 pm
About ending the game in 2 turns: you can empty the supply in a game where 3 players have 2 turns each. I'm (over) halfway done with writing down a full solution, which I was planning to post it in this thread (http://forum.dominionstrategy.com/index.php?topic=11093.0). If anyone is interested, I can post my incomplete solution, I'm not likely to complete it anytime soon. (I'm certain that it can be completed, the only question is with how much points player 3 can end, probably well over 1000).
Title: Re: Easy Puzzles
Post by: ephesos on January 10, 2015, 12:37:22 am