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
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.
------------ Game Setup ------------
Supply cards: King's Court, Goons, Haggler, Watchtower, Nomad Camp, Fortress, Procession, Catacombs, Hamlet, Black Market
Rating system: pro
Celestial Chameleon - starting cards: Estate, Estate, Estate, Copper, Copper, Copper, Copper, Copper, Copper, Copper
ephesos - starting cards: Estate, Estate, Estate, Copper, Copper, Copper, Copper, Copper, Copper, Copper
Celestial Chameleon - shuffles deck
ephesos - shuffles deck
Celestial Chameleon - draws Copper, Copper, Copper, Copper, Estate
ephesos - draws Copper, Estate, Copper, Copper, Copper
------------ Game Over ------------
Celestial Chameleon - cards: 7 Copper, 3 Estate
Celestial Chameleon - total victory points: 3
Celestial Chameleon - turns: 0
 
ephesos - resigned
ephesos - cards: 7 Copper, 3 Estate
ephesos - total victory points: 3
ephesos - turns: 0
 
1st place: Celestial Chameleon
2nd place: ephesos
Title: Re: Easy Puzzles
Post by: ashersky on January 10, 2015, 05:58:06 am
Easy puzzle: name all cards that can draw exactly four cards.
Title: Re: Easy Puzzles
Post by: Davio on January 10, 2015, 06:19:15 am
Scout, Scrying Pool, Council Room, Hunting Grounds, Apprentice, Crossroads, Cellar, Storeroom, Tactician (with 4 cards in deck), Madman, Tribute, Envoy and any card that can trash, trashing a Cultist and a Rats/Overgrown Estate.

For instance with Watchtower: Haggler in play, buy Cultist, gain Rats, trash both Rats and Cultist, draw 4 cards.
Title: Re: Easy Puzzles
Post by: liopoil on January 10, 2015, 08:26:27 am
also watchtower, library, and JOAT
Title: Re: Easy Puzzles
Post by: dereeder on January 10, 2015, 08:35:06 am
BoM and Minion.
Title: Re: Easy Puzzles
Post by: Pneumatiker on January 10, 2015, 08:56:03 am
If putting into hand counts, too, Apothecary and Native Village can "draw" 4 cards either.
Title: Re: Easy Puzzles
Post by: Davio on January 10, 2015, 09:27:05 am
You always forget some, it's like trying to do all 50 US states (which is even harder for non-US citizens like me).
Title: Re: Easy Puzzles
Post by: RTT on January 13, 2015, 08:44:09 am
Also Embassy(with 4 remaining cards in deck)
Title: Re: Easy Puzzles
Post by: Dingan on January 14, 2015, 10:47:31 am
What are all the action cards such that you can draw 7 or more cards by playing them once?  (I don't know the answer -- I'm asking.)  No shennanigans (Possession, Thrown Room, King's Court, etc.)
I can think of 9 off the top of my head: Crossroads, Madman, Storeroom, Cultist (if chaining multiple Cultists counts as 1 action), Chapel by trashing Cultists, Forge by trashing Cultists, Jack by drawing 5 then trashing a Cultist you just drew, Band of Misfits, Library.
Also, I thought of Secret Chamber when you have 5 of them in your hand and opponent plays attack.  You would draw 10 cards.  However, I would say this is not playing 1 action card -- it's reacting 5 action cards.

Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 14, 2015, 11:00:27 am
Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?

You can get 50, by forging 10 cultists (3 cards each) and 20 rats (1 card each)
Title: Re: Easy Puzzles
Post by: Dingan on January 14, 2015, 11:05:29 am
Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?

You can get 50, by forging 10 cultists (3 cards each) and 20 rats (1 card each)
Ah, forgot about Rats.
Title: Re: Easy Puzzles
Post by: Davio on January 14, 2015, 11:32:26 am
Just play a Scrying Pool and draw all other action cards in the kingdom/BM deck.
Title: Re: Easy Puzzles
Post by: Davio on January 14, 2015, 11:33:15 am
Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?

You can get 50, by forging 10 cultists (3 cards each) and 20 rats (1 card each)
Add Overgrown Estate for 51.
Title: Re: Easy Puzzles
Post by: pacovf on January 14, 2015, 11:35:58 am
Just play a Scrying Pool and draw all other action cards in the kingdom/BM deck.

Ninja'd, but...
...+10 because of rats, +10 because of young witch, +4 because of tournament, +1 because of necropolis, +(n-1) because of the necropolis your (n-1) opponents sent you with masquerade. Am I missing anything else?
Title: Re: Easy Puzzles
Post by: Deadlock39 on January 14, 2015, 12:10:14 pm
I don't think you can reveal 2 Secret Chambers at once.  I believe you have to finish resolving the first one (put the 2 cards back) before revealing the next.
Title: Re: Easy Puzzles
Post by: -Stef- on January 14, 2015, 09:17:19 pm
On some previous turn played Prince and set it aside with Woodcutter. At the start of your current turn several things are happening, and you're supposed to choose the order. Then you realize playing the Woodcutter first is a mistake. Why?
Title: Re: Easy Puzzles
Post by: JW on January 14, 2015, 09:20:09 pm
On some previous turn played Prince and set it aside with Woodcutter. At the start of your current turn several things are happening, and you're supposed to choose the order. Then you realize playing the Woodcutter first is a mistake. Why?

My answer:
You've also Princed Poor House and see that you've drawn a hand of 5 treasure cards.
Title: Re: Easy Puzzles
Post by: Awaclus on January 14, 2015, 09:21:39 pm
On some previous turn played Prince and set it aside with Woodcutter. At the start of your current turn several things are happening, and you're supposed to choose the order. Then you realize playing the Woodcutter first is a mistake. Why?

Another answer:
You've also Princed two Conspirators that you don't want to activate in order to avoid triggering a reshuffle this turn.
Title: Re: Easy Puzzles
Post by: Davio on January 15, 2015, 02:00:20 am
Just play a Scrying Pool and draw all other action cards in the kingdom/BM deck.

Ninja'd, but...
...+10 because of rats, +10 because of young witch, +4 because of tournament, +1 because of necropolis, +(n-1) because of the necropolis your (n-1) opponents sent you with masquerade. Am I missing anything else?
Ruins?
Title: Re: Easy Puzzles
Post by: Rubby on January 15, 2015, 11:11:18 am
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?
Title: Re: Easy Puzzles
Post by: Dingan on January 15, 2015, 11:18:43 am
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?
Could this be accomplished with Trader?  I.e. you gain a Prize, reveal Trader, gain silver instead, then gain the same Prize later.  I don't think this works though because you gain a silver *instead* of gaining a Prize -- so the first "gain" wasn't really a gain.
Title: Re: Easy Puzzles
Post by: Awaclus on January 15, 2015, 11:28:47 am
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?

I don't think this is technically possible. You can't gain it from the Prize pile because nothing returns stuff into the Prize pile, you can't gain it from the supply because a Prize can't be returned into the supply, and you can't gain it from the trash because nothing gains cards costing $0 from the trash. Am I missing something here?

You can attempt to gain another copy of a Prize if you get Jestered, though.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 15, 2015, 11:40:43 am
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?

I don't think this is technically possible. You can't gain it from the Prize pile because nothing returns stuff into the Prize pile, you can't gain it from the supply because a Prize can't be returned into the supply, and you can't gain it from the trash because nothing gains cards costing $0 from the trash. Am I missing something here?

You can attempt to gain another copy of a Prize if you get Jestered, though.

We did this one already.  Thief can trash and gain Diadem. 

Ignore me I fail at reading.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 15, 2015, 11:42:24 am
Can't you just Possession your opponent and Thief yourself?
Title: Re: Easy Puzzles
Post by: Rubby on January 15, 2015, 11:43:50 am
Can't you just Possession your opponent and Thief yourself?

Yes.
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 15, 2015, 11:46:12 am
Can't you just Possession your opponent and Thief yourself?

Or they can possess you and trash any prize, for example with forager.
Title: Re: Easy Puzzles
Post by: Dingan on January 15, 2015, 11:48:43 am
Can't you just Possession your opponent and Thief yourself?

Yes.
I though puzzles that involve Possession in the answer are off limits.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 15, 2015, 11:49:09 am
Can't you just Possession your opponent and Thief yourself?

Or they can possess you and trash any prize, for example with forager.

Hmm.. you don't regain the cards set aside via trashing with Possession; they're just returned to your deck.  I don't think it counts.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 15, 2015, 11:49:48 am
Can't you just Possession your opponent and Thief yourself?

Yes.
I though puzzles that involve Possession in the answer are off limits.

Just Possess your opponent and make him convince himself that they are not off limits.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 15, 2015, 11:50:49 am
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?
Could this be accomplished with Trader?  I.e. you gain a Prize, reveal Trader, gain silver instead, then gain the same Prize later.  I don't think this works though because you gain a silver *instead* of gaining a Prize -- so the first "gain" wasn't really a gain.

Right, Trader triggers on "would gain", so you never gain the original target.
Title: Re: Easy Puzzles
Post by: Rubby on January 15, 2015, 12:08:26 pm
I though puzzles that involve Possession in the answer are off limits.

I didn't even realize that the (almost 2-year-old) OP had that in the "Default" rules. I would suggest that it's better left up to the presenter of each puzzle to rule out things like Possession if they choose. As it is, if you say "Default rules don't apply to this one" then it pretty much gives away the answer.

Or they can possess you and trash any prize, for example with forager.

Returning to your deck is not gaining. Thief and Diadem is the only way it can happen.
Title: Re: Easy Puzzles
Post by: TheOthin on January 15, 2015, 12:16:24 pm
I don't read the OP as saying that Possession can't be involved in any answers, just clarifying the meaning of a single, normal turn for questions that call for it.
Title: Re: Easy Puzzles
Post by: Rubby on January 15, 2015, 12:33:37 pm
I don't read the OP as saying that Possession can't be involved in any answers, just clarifying the meaning of a single, normal turn for questions that call for it.

Good point - it says "Normal Turn = No durations, Possession or Outpost turn". It doesn't say that answers shouldn't involve Possession.
Title: Re: Easy Puzzles
Post by: Dingan on January 15, 2015, 02:32:15 pm
My deck+hand consists of the following, and nothing else:
A Duchies
B Dukes
C Gardens
D Silk Roads
E Estates
F Coppers

Assume (A+B+C+D+E+F) is a multiple of 10 and (A+B+C+D+E) is a multiple of 4 for easy Gardens/Silk Road math.
Gaining 1 of which card -- Duchy, Duke, Gardens, Silk Road, Estate, or Copper -- would give you the most +VP (assume there is at least 1 of that card left for you to gain)?
No shennanigans are in play (Possession, gaining 10 curses from Embargo tokens, etc.) -- just plain, old-fashioned card gaining.
Answer would be in terms of A, B, C, D, E, and F.

Bonus: come up with a similar puzzle that involves Vineyards, action cards, Feodums, silvers, etc.
Title: Re: Easy Puzzles
Post by: Donald X. on January 15, 2015, 05:32:41 pm
Can't you just Possession your opponent and Thief yourself?

Yes.
You fail to gain the Diadem because it's set aside already. Thief loses track of it.
Title: Re: Easy Puzzles
Post by: AJD on January 15, 2015, 05:37:14 pm
Can't you just Possession your opponent and Thief yourself?

Yes.
You fail to gain the Diadem because it's set aside already. Thief loses track of it.

Hm? The person whose Diadem is getting trashed isn't the person being Possessed.
Title: Re: Easy Puzzles
Post by: Asper on January 15, 2015, 05:53:20 pm
Pass it with Masquerade and let Thief steal it after that.
Title: Re: Easy Puzzles
Post by: Rubby on January 15, 2015, 05:55:51 pm
Pass it with Masquerade and let Thief steal it after that.

Your opponent never gains or in any way receives a Prize.
Title: Re: Easy Puzzles
Post by: Asper on January 15, 2015, 06:04:32 pm
Pass it with Masquerade and let Thief steal it after that.

Your opponent never gains or in any way receives a Prize.

Drat! Should have read more carefully (or at all)...
Title: Re: Easy Puzzles
Post by: Donald X. on January 15, 2015, 06:06:21 pm
Can't you just Possession your opponent and Thief yourself?

Yes.
You fail to gain the Diadem because it's set aside already. Thief loses track of it.

Hm? The person whose Diadem is getting trashed isn't the person being Possessed.
Oh I see. Carry on.
Title: Re: Easy Puzzles
Post by: Davio on January 16, 2015, 01:57:18 am
I don't read the OP as saying that Possession can't be involved in any answers, just clarifying the meaning of a single, normal turn for questions that call for it.
OP here!

That was indeed my intention.

Most early easy puzzles were based on 2 player games caring about numbers of turns.
As such, I opted for a default "regular turn = no Possession" rule to make it clear that a normal turn was just a normal turn without shenanigans.

But I didn't mean to rule out Possession for all puzzles.

Also, those are guidelines, not rules. You can use spoilers, or not.
Title: Re: Easy Puzzles
Post by: RTT on January 16, 2015, 03:34:01 am
My deck+hand consists of the following, and nothing else:
A Duchies
B Dukes
C Gardens
D Silk Roads
E Estates
F Coppers

Assume (A+B+C+D+E+F) is a multiple of 10 and (A+B+C+D+E) is a multiple of 4 for easy Gardens/Silk Road math.
Gaining 1 of which card -- Duchy, Duke, Gardens, Silk Road, Estate, or Copper -- would give you the most +VP (assume there is at least 1 of that card left for you to gain)?
No shennanigans are in play (Possession, gaining 10 curses from Embargo tokens, etc.) -- just plain, old-fashioned card gaining.
Answer would be in terms of A, B, C, D, E, and F.

Bonus: come up with a similar puzzle that involves Vineyards, action cards, Feodums, silvers, etc.

A- Duchy gives  you 3Pt+11+ from the 11 Dukes you bump up. so 14Pt.
D- Silk Road gives you 14 also if you opponents dont pass you their estates via Masquerade or stuff. (11Duchys+11Dukes+11Gardens+11Silkroads+14Estates = 58 but since it has to be a multiple of 4 its 56)
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on January 16, 2015, 11:15:00 am
My deck+hand consists of the following, and nothing else:
A Duchies
B Dukes
C Gardens
D Silk Roads
E Estates
F Coppers

Assume (A+B+C+D+E+F) is a multiple of 10 and (A+B+C+D+E) is a multiple of 4 for easy Gardens/Silk Road math.
Gaining 1 of which card -- Duchy, Duke, Gardens, Silk Road, Estate, or Copper -- would give you the most +VP (assume there is at least 1 of that card left for you to gain)?
No shennanigans are in play (Possession, gaining 10 curses from Embargo tokens, etc.) -- just plain, old-fashioned card gaining.
Answer would be in terms of A, B, C, D, E, and F.

Bonus: come up with a similar puzzle that involves Vineyards, action cards, Feodums, silvers, etc.

A- Duchy gives  you 3Pt+11+ from the 11 Dukes you bump up. so 14Pt.
D- Silk Road gives you 14 also if you opponents dont pass you their estates via Masquerade or stuff. (11Duchys+11Dukes+11Gardens+11Silkroads+14Estates = 58 but since it has to be a multiple of 4 its 56)

Buying Duchy can increment all three of Dukes, Gardens and Silk Roads. I guess you can have 12 of two piles and 11 of the other so, 3 + 12 + 12 + 11 for 38.

You can also buy a Silk Roads that increments 12 Gardens, 11 Silk Roads and is worth 15 points, for 15 + 12 + 11 = 38 again.
Title: Re: Easy Puzzles
Post by: eHalcyon on January 16, 2015, 01:08:52 pm
The puzzle says that you are at those multiples from the start, so one card couldn't bump up Gardens or Silk Road.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on January 16, 2015, 01:24:26 pm
The puzzle says that you are at those multiples from the start, so one card couldn't bump up Gardens or Silk Road.
Oh, you're right of course. That's boring!
Title: Re: Easy Puzzles
Post by: werothegreat on January 17, 2015, 09:43:26 pm
Here's one:

At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply.  At the end of my turn, both piles are empty.  I used only one buy (EDIT: and trashed nothing).  How did I do it?
Title: Re: Easy Puzzles
Post by: amalloy on January 17, 2015, 09:46:30 pm
Here's one:

At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply.  At the end of my turn, both piles are empty.  I used only one buy (EDIT: and trashed nothing).  How did I do it?

Nine Feasts and a Platinum.
Title: Re: Easy Puzzles
Post by: pacovf on January 17, 2015, 09:52:55 pm
There are many ways...

Haggler, gainer + Bridge/Highway, or the solution amalloy proposed all work.

Trash for benefit and fortress also works.
Title: Re: Easy Puzzles
Post by: TheOthin on January 17, 2015, 10:03:48 pm
Black Market to buy Border Village mid-turn and get the first, then Mint it to get the rest.

Clear out the rest of your hand, then KC-Golem to play five Altars to gain the first five without trashing any cards, followed by a Lab to draw another KC-Golem to repeat for the rest.
Title: Re: Easy Puzzles
Post by: werothegreat on January 17, 2015, 10:23:47 pm
Here's one:

At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply.  At the end of my turn, both piles are empty.  I used only one buy (EDIT: and trashed nothing).  How did I do it?

Nine Feasts and a Platinum.

That requires trashing.
Title: Re: Easy Puzzles
Post by: eHalcyon on January 17, 2015, 10:42:04 pm
Here's one:

At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply.  At the end of my turn, both piles are empty.  I used only one buy (EDIT: and trashed nothing).  How did I do it?

A gaggler of Hagglers.

(Edit: didn't see the next page... but I like my wording better.)
Title: Re: Easy Puzzles
Post by: werothegreat on January 17, 2015, 11:46:44 pm
The way I was thinking was
-4 Laboratories
-1 Highway
-9 Talismans
Title: Re: Easy Puzzles
Post by: Davio on January 18, 2015, 02:28:34 am
10 Horns of Plenty.
Title: Re: Easy Puzzles
Post by: Asper on January 18, 2015, 09:57:12 am
The IGG pile is embargoed ten times as you buy one. Enraged, you wipe the game off the table, emptying the IGG pile.
Title: Re: Easy Puzzles
Post by: soulnet on January 18, 2015, 11:09:25 am
Feast implies trashing. But cost reduction + gainers will easily do it, and there are gainers thatncan gain 5s (haggler). With just one action: play bridge and 9 talismans, buy igg.
Title: Re: Easy Puzzles
Post by: Dingan on January 19, 2015, 08:19:20 am
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left.  You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything.  You don't have any Horn Of Plenty's.  How can you win the game on this turn?  You have not played Outpost.  No shenanigans (Possession, etc.).

(As always, I am thinking of 1 way to do this, but there are probably many.)
Title: Re: Easy Puzzles
Post by: Awaclus on January 19, 2015, 08:28:03 am
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left.  You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything.  You don't have any Horn Of Plenty's.  How can you win the game on this turn?  You have not played Outpost.  No shenanigans (Possession, etc.).

(As always, I am thinking of 1 way to do this, but there are probably many.)

Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold

EDIT:

Play Loan or Venture, discard Tunnels to gain Golds for the same purpose

Play Loan or Counterfeit, trash something to activate Market Squares to gain Golds for the same purpose

EDIT 2: I guess this is technically correct too: you already emptied 3 piles in your Action phase and there's a Province on your Haven/Native Village/Island mat. It returns to your deck at the end of game, giving you enough points to win.
Title: Re: Easy Puzzles
Post by: Dingan on January 19, 2015, 08:33:58 am
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left.  You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything.  You don't have any Horn Of Plenty's.  How can you win the game on this turn?  You have not played Outpost.  No shenanigans (Possession, etc.).

(As always, I am thinking of 1 way to do this, but there are probably many.)

Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold

EDIT:

Play Loan or Venture, discard Tunnels to gain Golds for the same purpose

Yes, those work!  But they were not what I had in mind.  What I had in mind does not involve playing any more (treasure) cards that you haven't already played yet at the time of the mentioned circumstances.
Title: Re: Easy Puzzles
Post by: Awaclus on January 19, 2015, 08:36:59 am
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left.  You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything.  You don't have any Horn Of Plenty's.  How can you win the game on this turn?  You have not played Outpost.  No shenanigans (Possession, etc.).

(As always, I am thinking of 1 way to do this, but there are probably many.)

Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold

EDIT:

Play Loan or Venture, discard Tunnels to gain Golds for the same purpose

Yes, those work!  But they were not what I had in mind.  What I had in mind does not involve playing any more (treasure) cards that you haven't already played yet at the time of the mentioned circumstances.

3 piles are already empty. You have a Scheme and a Hermit in play. Don't buy anything, gain a Madman, topdeck Hermit, this boosts your Vineyards over the threshold.
Title: Re: Easy Puzzles
Post by: Dingan on January 19, 2015, 09:12:24 am
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left.  You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything.  You don't have any Horn Of Plenty's.  How can you win the game on this turn?  You have not played Outpost.  No shenanigans (Possession, etc.).

(As always, I am thinking of 1 way to do this, but there are probably many.)

Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold

EDIT:

Play Loan or Venture, discard Tunnels to gain Golds for the same purpose

Yes, those work!  But they were not what I had in mind.  What I had in mind does not involve playing any more (treasure) cards that you haven't already played yet at the time of the mentioned circumstances.

3 piles are already empty. You have a Scheme and a Hermit in play. Don't buy anything, gain a Madman, topdeck Hermit, this boosts your Vineyards over the threshold.

Nice!  I was thinking something similar, but slightly different:

You have some number of Hermits in play.  Don't buy anything, gain some Madmen.  Reveal Trader to gain Silvers instead of Madmen.  This empties the Silver pile, 3-piling the game, while bumping up your Feodums.
Title: Re: Easy Puzzles
Post by: eHalcyon on January 19, 2015, 01:21:35 pm
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left.  You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything.  You don't have any Horn Of Plenty's.  How can you win the game on this turn?  You have not played Outpost.  No shenanigans (Possession, etc.).

(As always, I am thinking of 1 way to do this, but there are probably many.)

EDIT 2: I guess this is technically correct too: you already emptied 3 piles in your Action phase and there's a Province on your Haven/Native Village/Island mat. It returns to your deck at the end of game, giving you enough points to win.

I don't really agree on that.  Everyone counts those locations as part of your deck because they never won't be.  When considering your current score, you don't ignore those set aside cards.
Title: Re: Easy Puzzles
Post by: RTT on January 28, 2015, 08:42:17 am
Another one: Native Village was in the Black Market and is now in your deck: How can you get in on your mat?
Title: Re: Easy Puzzles
Post by: Gveoniz on January 28, 2015, 08:45:01 am
Another one: Native Village was in the Black Market and is now in your deck: How can you get in on your mat?

Play Island to put it on the Island mat.
Title: Re: Easy Puzzles
Post by: RTT on January 28, 2015, 08:46:49 am
Another one: Native Village was in the Black Market and is now in your deck: How can you get in on your mat?

Play Island to put it on the Island mat.
I knew this one was easy ;) is there actually a way putting it on your NV mat ?
Title: Re: Easy Puzzles
Post by: TheOthin on January 28, 2015, 10:31:26 am
You'd have to play NV with NV on the top of your deck. I don't see how that could happen.
Title: Re: Easy Puzzles
Post by: Dingan on January 28, 2015, 03:58:09 pm
I knew this one was easy ;) is there actually a way putting it on your NV mat ?

No way I can think of.  Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat.  Without gaining anything else, how can I put it on my NV mat.  Band of Misfits is not in the supply.
Title: Re: Easy Puzzles
Post by: Awaclus on January 28, 2015, 04:01:42 pm
I knew this one was easy ;) is there actually a way putting it on your NV mat ?

No way I can think of.  Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat.  Without gaining anything else, how can I put it on my NV mat.  Band of Misfits is not in the supply.

Opponent Masquerades you a Native Village, you play it and set aside the other NV.

Other answer: BoM was in the Black Market deck.

Yet another answer: BoM was in the supply but now the pile is empty.
Title: Re: Easy Puzzles
Post by: Dingan on January 28, 2015, 04:07:38 pm
I knew this one was easy ;) is there actually a way putting it on your NV mat ?

No way I can think of.  Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat.  Without gaining anything else, how can I put it on my NV mat.  Band of Misfits is not in the supply.

Opponent Masquerades you a Native Village, you play it and set aside the other NV.

Other answer: BoM was in the Black Market deck.

Yet another answer: BoM was in the supply but now the pile is empty.

Yeppers.  I was thinking of your second answer.  Hadn't thought of Masquerade as I have always thought that getting a card via Masquerade should be a "gain".
Title: Re: Easy Puzzles
Post by: eHalcyon on January 28, 2015, 04:55:37 pm
I knew this one was easy ;) is there actually a way putting it on your NV mat ?

No way I can think of.  Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat.  Without gaining anything else, how can I put it on my NV mat.  Band of Misfits is not in the supply.

Opponent Masquerades you a Native Village, you play it and set aside the other NV.

Other answer: BoM was in the Black Market deck.

Yet another answer: BoM was in the supply but now the pile is empty.

Yeppers.  I was thinking of your second answer.  Hadn't thought of Masquerade as I have always thought that getting a card via Masquerade should be a "gain".

If that were the case, you'd have to reveal each card before passing them and it could create weird situations with on-gain effects that may or may not have been created yet.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2015, 05:38:15 am
I just bought an Estate for $5. On my next turn, I won the game because of that. Why? (this actually happened so you can cheat by searching for my recent games against faust on gokosalvager if you want)

Some obvious answers that didn't actually happen:

I can think of at least two other reasons in addition to the reason why I actually did it.
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 29, 2015, 06:40:18 am
You knew your opponent was going to play followers next turn, had a number of cards in deck equal to 8mod10 (i.e. 8, 18, 28, 38 etc..) and there was 1 estate & 1 province in supply, and no extra buys. If you gained the Duchy, they could gain the estate and province, increasing gardens value and winning. If you gain the estate, they cannot boost their Gardens that turn, and a Province loses them the game. Next turn, you buy the province and win.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2015, 06:44:44 am
You knew your opponent was going to play followers next turn, had a number of cards in deck equal to 8mod10 (i.e. 8, 18, 28, 38 etc..) and there was 1 estate & 1 province in supply, and no extra buys. If you gained the Duchy, they could gain the estate and province, increasing gardens value and winning. If you gain the estate, they cannot boost their Gardens that turn, and a Province loses them the game. Next turn, you buy the province and win.

Oh, I forgot about that. The Estate pile wasn't about to be emptied.
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 29, 2015, 07:01:42 am
You know next turn you have tournament, province and $8, and opponent has <$2 (because you cutpursed him this turn, and he revealed his hand of no coppers). If you buy the duchy now, you get 3pts + 6 next turn=9pts, if you buy estate now, you get 1pt+9 next turn=10pts, allowing you to win by 1 point.

I'm thinking there's simpler solutions though.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2015, 07:16:16 am
You know next turn you have tournament, province and $8, and opponent has <$2 (because you cutpursed him this turn, and he revealed his hand of no coppers). If you buy the duchy now, you get 3pts + 6 next turn=9pts, if you buy estate now, you get 1pt+9 next turn=10pts, allowing you to win by 1 point.

I'm thinking there's simpler solutions though.

The other two answers I had in mind are simpler. The one that actually happened was arguably more complicated.
Title: Re: Easy Puzzles
Post by: TheOthin on January 29, 2015, 07:21:33 am
You had a Develop and wanted to turn the Estate into both a $3 and a Poor House as part of emptying both piles next turn.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2015, 07:28:35 am

I'm sure there are more fringe cases.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2015, 07:34:37 am
You had a Develop and wanted to turn the Estate into both a $3 and a Poor House as part of emptying both piles next turn.

This is pretty close to what happened.

  • There's 10 Embargo tokens on the Estate pile.  You have Trader in hand.  Buying the Estate gives you that and 10 Silvers, which bumps up your Gardens/Feodums.
  • You deck consists of only 1 Gold and 1 Silver.  You know your opponent will play a Masquerade on his next turn, and for whatever reason giving him anything besides an Estate or a Curse would enable him to buy the last Province and win.  Curse pile is out, so you have to buy the Estate to give him.  If he buys the Duchy, he'll lose.  You buy the Duchy next turn, which 3-piles, and you win.
  • There are 2 Silvers left.  Estate and Duchy are the only cards in the supply costing 5 or less.  You know you can buy a Duchy next turn.  You buy the Estate now.  Next turn, Trader it for the +2 Silvers, which bumps up your Feodums, buy the Duchy, which 3-piles the game.

I'm sure there are more fringe cases.

The second one is one of the other cases I had in mind. The others work too.
Title: Re: Easy Puzzles
Post by: Dingan on January 30, 2015, 09:11:27 am
I think this one will be pretty easy...
You play an Embargo to put an Embargo token on the Curse pile.  Then you buy an Estate, which gives you all 20 curses (it's a 3-player game) due to Embargo tokens being on the Estate pile.  You don't do anything else this turn (no more buys, no Possession shenanigans, etc.).  How is this possible?  (I'm pretty sure this can happen, but not 100% sure as I've never actually done it.)
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 30, 2015, 09:35:14 am
I think this one will be pretty easy...
You play an Embargo to put an Embargo token on the Curse pile.  Then you buy an Estate, which gives you all 20 curses (it's a 3-player game) due to Embargo tokens being on the Estate pile.  You don't do anything else this turn (no more buys, no Possession shenanigans, etc.).  How is this possible?  (I'm pretty sure this can happen, but not 100% sure as I've never actually done it.)

There were 27 Embargo tokens on the Estate pile from 9 King's Courted Embargos.
Title: Re: Easy Puzzles
Post by: Dingan on January 30, 2015, 09:41:55 am
I think this one will be pretty easy...
You play an Embargo to put an Embargo token on the Curse pile.  Then you buy an Estate, which gives you all 20 curses (it's a 3-player game) due to Embargo tokens being on the Estate pile.  You don't do anything else this turn (no more buys, no Possession shenanigans, etc.).  How is this possible?  (I'm pretty sure this can happen, but not 100% sure as I've never actually done it.)

There were 27 Embargo tokens on the Estate pile from 9 King's Courted Embargos.
Yeppers!
Title: Re: Easy Puzzles
Post by: Dingan on January 30, 2015, 09:45:05 am
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...

You are losing in VP.  You have 10 buys.  You buy and gain all 10 curses.  You are now winning in VP.  How can this happen?  There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.
Title: Re: Easy Puzzles
Post by: TheOthin on January 30, 2015, 10:03:36 am
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...

You are losing in VP.  You have 10 buys.  You buy and gain all 10 curses.  You are now winning in VP.  How can this happen?  There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.

12 Gardens.
Title: Re: Easy Puzzles
Post by: Asper on January 30, 2015, 10:06:55 am
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...

You are losing in VP.  You have 10 buys.  You buy and gain all 10 curses.  You are now winning in VP.  How can this happen?  There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.

12 Gardens.

Another one: 12 Fairgrounds
Or: 11 Fairgrounds
Or: 6 Fairgrounds
Or: 10 Fairgrounds
Or: 8 Fairgrounds
Or: 7 Fairgrounds
Or: 9 Fairgrounds
Title: Re: Easy Puzzles
Post by: Dingan on January 30, 2015, 10:16:23 am
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...

You are losing in VP.  You have 10 buys.  You buy and gain all 10 curses.  You are now winning in VP.  How can this happen?  There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.

12 Gardens.

Another one: 12 Fairgrounds
Or: 11 Fairgrounds
Or: 6 Fairgrounds
Or: 10 Fairgrounds
Or: 8 Fairgrounds
Or: 7 Fairgrounds
Or: 9 Fairgrounds

Fairgrounds solution is what I was thinking because I was thinking 2-player game.  I guess the Gardens works in 3-player games though.
Title: Re: Easy Puzzles
Post by: Asper on January 30, 2015, 10:20:46 am
But wait, there's more:

12 Gardens and 12 Fairgrounds
Or: 12 Gardens and 11 Fairgrounds
Or: 12 Gardens and 10 Fairgrounds
Or: 12 Gardens and 9 Fairgrounds
Or: 12 Gardens and 8 Fairgrounds
Or: 12 Gardens and 7 Fairgrounds
Or: 12 Gardens and 6 Fairgrounds
Or: 12 Gardens and 5 Fairgrounds
Or: 12 Gardens and 4 Fairgrounds
Or: 12 Gardens and 3 Fairgrounds
Or: 12 Gardens and 2 Fairgrounds
Or: 12 Gardens and 1 Fairgrounds
Or: 11 Gardens and 12 Fairgrounds
Or: 11 Gardens and 11 Fairgrounds
Or: 11 Gardens and 10 Fairgrounds
Or: 11 Gardens and 9 Fairgrounds
Or: 11 Gardens and 8 Fairgrounds
Or: 11 Gardens and 7 Fairgrounds
Or: 11 Gardens and 6 Fairgrounds
Or: 11 Gardens and 5 Fairgrounds
Or: 11 Gardens and 4 Fairgrounds
Or: 11 Gardens and 3 Fairgrounds
Or: 11 Gardens and 2 Fairgrounds
Or: 11 Gardens and 1 Fairgrounds
Or: 10 Gardens and 12 Fairgrounds
Or: 10 Gardens and 11 Fairgrounds
Or: 10 Gardens and 10 Fairgrounds
Or: 10 Gardens and 9 Fairgrounds
Or: 10 Gardens and 8 Fairgrounds
Or: 10 Gardens and 7 Fairgrounds
Or: 10 Gardens and 6 Fairgrounds
Or: 10 Gardens and 5 Fairgrounds
Or: 10 Gardens and 4 Fairgrounds
Or: 10 Gardens and 3 Fairgrounds
Or: 10 Gardens and 2 Fairgrounds
Or: 10 Gardens and 1 Fairgrounds
Or: 9 Gardens and 12 Fairgrounds
Or: 9 Gardens and 11 Fairgrounds
Or: 9 Gardens and 10 Fairgrounds
Or: 9 Gardens and 9 Fairgrounds
Or: 9 Gardens and 8 Fairgrounds
Or: 9 Gardens and 7 Fairgrounds
Or: 9 Gardens and 6 Fairgrounds
Or: 9 Gardens and 5 Fairgrounds
Or: 9 Gardens and 4 Fairgrounds
Or: 9 Gardens and 3 Fairgrounds
Or: 9 Gardens and 2 Fairgrounds
Or: 9 Gardens and 1 Fairgrounds
Or: 8 Gardens and 12 Fairgrounds
Or: 8 Gardens and 11 Fairgrounds
Or: 8 Gardens and 10 Fairgrounds
Or: 8 Gardens and 9 Fairgrounds
Or: 8 Gardens and 8 Fairgrounds
Or: 8 Gardens and 7 Fairgrounds
Or: 8 Gardens and 6 Fairgrounds
Or: 8 Gardens and 5 Fairgrounds
Or: 8 Gardens and 4 Fairgrounds
Or: 8 Gardens and 3 Fairgrounds
Or: 8 Gardens and 2 Fairgrounds
Or: 7 Gardens and 12 Fairgrounds
Or: 7 Gardens and 11 Fairgrounds
Or: 7 Gardens and 10 Fairgrounds
Or: 7 Gardens and 9 Fairgrounds
Or: 7 Gardens and 8 Fairgrounds
Or: 7 Gardens and 7 Fairgrounds
Or: 7 Gardens and 6 Fairgrounds
Or: 7 Gardens and 5 Fairgrounds
Or: 7 Gardens and 4 Fairgrounds
Or: 7 Gardens and 3 Fairgrounds
Or: 7 Gardens and 2 Fairgrounds
Or: 6 Gardens and 12 Fairgrounds
Or: 6 Gardens and 11 Fairgrounds
Or: 6 Gardens and 10 Fairgrounds
Or: 6 Gardens and 9 Fairgrounds
Or: 6 Gardens and 8 Fairgrounds
Or: 6 Gardens and 7 Fairgrounds
Or: 6 Gardens and 6 Fairgrounds
Or: 6 Gardens and 5 Fairgrounds
Or: 6 Gardens and 4 Fairgrounds
Or: 6 Gardens and 3 Fairgrounds
Or: 5 Gardens and 12 Fairgrounds
Or: 5 Gardens and 11 Fairgrounds
Or: 5 Gardens and 10 Fairgrounds
Or: 5 Gardens and 9 Fairgrounds
Or: 5 Gardens and 8 Fairgrounds
Or: 5 Gardens and 7 Fairgrounds
Or: 5 Gardens and 6 Fairgrounds
Or: 5 Gardens and 5 Fairgrounds
Or: 5 Gardens and 4 Fairgrounds
Or: 5 Gardens and 3 Fairgrounds
Or: 4 Gardens and 12 Fairgrounds
Or: 4 Gardens and 11 Fairgrounds
Or: 4 Gardens and 10 Fairgrounds
Or: 4 Gardens and 9 Fairgrounds
Or: 4 Gardens and 8 Fairgrounds
Or: 4 Gardens and 7 Fairgrounds
Or: 4 Gardens and 6 Fairgrounds
Or: 4 Gardens and 5 Fairgrounds
Or: 4 Gardens and 4 Fairgrounds
Or: 3 Gardens and 12 Fairgrounds
Or: 3 Gardens and 11 Fairgrounds
Or: 3 Gardens and 10 Fairgrounds
Or: 3 Gardens and 9 Fairgrounds
Or: 3 Gardens and 8 Fairgrounds
Or: 3 Gardens and 7 Fairgrounds
Or: 3 Gardens and 6 Fairgrounds
Or: 3 Gardens and 5 Fairgrounds
Or: 3 Gardens and 4 Fairgrounds
Or: 2 Gardens and 12 Fairgrounds
Or: 2 Gardens and 11 Fairgrounds
Or: 2 Gardens and 10 Fairgrounds
Or: 2 Gardens and 9 Fairgrounds
Or: 2 Gardens and 8 Fairgrounds
Or: 2 Gardens and 7 Fairgrounds
Or: 2 Gardens and 6 Fairgrounds
Or: 2 Gardens and 5 Fairgrounds
Or: 1 Gardens and 12 Fairgrounds
Or: 1 Gardens and 11 Fairgrounds
Or: 1 Gardens and 10 Fairgrounds
Or: 1 Gardens and 9 Fairgrounds
Or: 1 Gardens and 8 Fairgrounds
Or: 1 Gardens and 7 Fairgrounds
Or: 1 Gardens and 6 Fairgrounds
Or: 1 Gardens and 5 Fairgrounds

And you call that an easy puzzle?
Title: Re: Easy Puzzles
Post by: TheOthin on January 30, 2015, 10:22:43 am
Oh hmm in 3p it isn't "all" 10 Curses, is it.
Title: Re: Easy Puzzles
Post by: Dingan on January 30, 2015, 10:24:04 am
Oh hmm in 3p it isn't "all" 10 Curses, is it.
If there are 10 left, I would say "all".  But maybe my Engrish needs better.
Title: Re: Easy Puzzles
Post by: pacovf on January 30, 2015, 10:31:23 am
You missed one, Asper.
Title: Re: Easy Puzzles
Post by: Asper on January 30, 2015, 10:35:55 am
You missed one, Asper.

Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.
Title: Re: Easy Puzzles
Post by: pacovf on January 30, 2015, 10:38:11 am
You missed one, Asper.

Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.

Damn. I was just trying to make you check your list compulsively until you realized that I was trolling you.
Title: Re: Easy Puzzles
Post by: Asper on January 30, 2015, 11:01:29 am
You missed one, Asper.

Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.

Damn. I was just trying to make you check your list compulsively until you realized that I was trolling you.

What if i told you that the list was complete and i just claimed to edit it to troll you for trying to troll me? Hypothetically speaking.
Title: Re: Easy Puzzles
Post by: eHalcyon on January 30, 2015, 01:06:23 pm
You could also just have 2+ Goons in play.  Puzzle says no on-gain effects, but Goons triggers on buy.
Title: Re: Easy Puzzles
Post by: Dingan on January 30, 2015, 01:28:06 pm
You could also just have 2+ Goons in play.  Puzzle says no on-gain effects, but Goons triggers on buy.
The puzzle does say "etc.", in which some would put on-buy effects into.
Title: Re: Easy Puzzles
Post by: pacovf on January 30, 2015, 07:35:53 pm
You missed one, Asper.

Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.

Damn. I was just trying to make you check your list compulsively until you realized that I was trolling you.

What if i told you that the list was complete and i just claimed to edit it to troll you for trying to troll me? Hypothetically speaking.

I would actually like that. Unfortunately, I saw your list after you mentioned the error but before the "last Edit:" tag appeared, and well the error was there.

Damn, we suck at trolling, Asper. We need to spend more time checking out Youtube comments or something.
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 31, 2015, 12:24:20 pm
I have no victory cards in my deck (or in hand or in play), buy a curse and gain points. How come?
(no on buy/gain effects, outpost, possession etc...)
Title: Re: Easy Puzzles
Post by: Witherweaver on January 31, 2015, 01:07:34 pm
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)

Island away your Fairgrounds?
Title: Re: Easy Puzzles
Post by: TheOthin on January 31, 2015, 01:15:15 pm
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)

Island away your Fairgrounds?

Or it's in your hand.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 31, 2015, 01:17:28 pm
I think "deck" includes hand, discard pile, draw deck, etc.  I don't think "in play" clause is needed either.
Title: Re: Easy Puzzles
Post by: Awaclus on January 31, 2015, 01:20:13 pm
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)

Goons. It's not an on "guy/gain" effect.
Title: Re: Easy Puzzles
Post by: Witherweaver on January 31, 2015, 01:39:57 pm
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)

Goons. It's not an on "guy/gain" effect.

False.  Goons is a guy!  Or a guys.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 01:50:26 pm
You have 3 Provinces and one Estate all Islanded away, and your opponent has 4 Provinces. The score is 27 (me) and 24 (him). It is his turn. He buys the last Province. He loses. How? There are no embargo tokens in play. There are no VP chips in play.
This happened to me.
Title: Re: Easy Puzzles
Post by: Deadlock39 on January 31, 2015, 02:05:22 pm
Colonies?

Or you just have the other 4 Islands too, that is 35 points to his 30.
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 31, 2015, 02:07:03 pm
Any source of any alternate -Vp would work
Title: Re: Easy Puzzles
Post by: Deadlock39 on January 31, 2015, 02:20:21 pm
Yeah, so many answers to that one... Duchies even.

Perhaps the VP mentioned is supposed to be the only VP in their decks. If that is the case, a ton of embargo tokens might be the only answer.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 02:30:58 pm
I apologize for not providing more caveats to this. I have edited my first post.

You have 3 Provinces and one Estate all Islanded away, and your opponent has 4 Provinces. The score is 27 (me) and 24 (him). It is his turn. He buys the last Province. He loses. How? There are no embargo tokens in play. There are no VP chips in play.

This happened to me.
Title: Re: Easy Puzzles
Post by: Awaclus on January 31, 2015, 02:34:41 pm
I have edited my first post.

Liar! I went and checked. It doesn't say that it has been edited. http://forum.dominionstrategy.com/index.php?topic=12219.msg447811#msg447811
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 02:35:32 pm
I have edited my first post.

Liar! I went and checked. It doesn't say that it has been edited. http://forum.dominionstrategy.com/index.php?topic=12219.msg447811#msg447811

You're the best.
Title: Re: Easy Puzzles
Post by: Deadlock39 on January 31, 2015, 02:48:57 pm
Your opponent bought the last Province, but then revealed Trader and didn't gain it. The next turn you bought the last Province (then gained it) and won the game.

...or your opponent revealed Watchtower and trashed it.

(couldn't find logs for either of those, so you probably have a different answer)
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 02:57:42 pm
Your opponent bought the last Province, but then revealed Trader and didn't gain it. The next turn you bought the last Province (then gained it) and won the game.

...or your opponent revealed Watchtower and trashed it.

(couldn't find logs for either of those, so you probably have a different answer)

Come on. It's easier than that.
Title: Re: Easy Puzzles
Post by: liopoil on January 31, 2015, 03:05:15 pm
You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 03:17:07 pm
You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)

But I said my total points were 27, which exactly covers 4 Islands, 3 Provinces, and an Estate. Wrong.
Title: Re: Easy Puzzles
Post by: liopoil on January 31, 2015, 03:23:30 pm
You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)

But I said my total points were 27, which exactly covers 4 Islands, 3 Provinces, and an Estate. Wrong.
Yes. You also had two 4-point fairgrounds and 8 curses for an added net 0. But then they got boosted, so you gained 4 points and won.

EDIT: another answer: he had 4 more buys and bought 4 curses.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 03:28:52 pm
You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)

But I said my total points were 27, which exactly covers 4 Islands, 3 Provinces, and an Estate. Wrong.
Yes. You also had two 4-point fairgrounds and 8 curses for an added net 0. But then they got boosted, so you gained 4 points and won.

EDIT: another answer: he had 4 more buys and bought 4 curses.

That's technically true, but the answer is more elegant than that.
Title: Re: Easy Puzzles
Post by: liopoil on January 31, 2015, 03:35:43 pm
He had 7 highways and 4 hagglers in play and the copper pile was empty?
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 03:49:27 pm
He had 7 highways and 4 hagglers in play and the copper pile was empty?

So he was forced to buy curses? That's also true, but man... you're overthinking it. Think simple.

And no, he didn't resign before ending the turn.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 03:59:47 pm
I suppose another answer is that I could be possessing my opponent to buy the Province, though I'm not sure whether that would count or not. My answer is a simple elegant answer, which can actually happen in a game, and one which may or may not have controversy, but has possible actual applications in certain games.

If no one can guess it correctly by the next two posts, I'll reveal my answer.
Title: Re: Easy Puzzles
Post by: liopoil on January 31, 2015, 04:12:50 pm
I suppose another answer is that I could be possessing my opponent to buy the Province, though I'm not sure whether that would count or not. My answer is a simple elegant answer, which can actually happen in a game, and one which may or may not have controversy, but has possible actual applications in certain games.

If no one can guess it correctly by the next two posts, I'll reveal my answer.
Well, seeing none of us can find it, it must not be so obvious. He did buy the province, not just gain it, right?
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 04:14:59 pm
I suppose another answer is that I could be possessing my opponent to buy the Province, though I'm not sure whether that would count or not. My answer is a simple elegant answer, which can actually happen in a game, and one which may or may not have controversy, but has possible actual applications in certain games.

If no one can guess it correctly by the next two posts, I'll reveal my answer.
Well, seeing none of us can find it, it must not be so obvious. He did buy the province, not just gain it, right?

He bought the Province.
Title: Re: Easy Puzzles
Post by: RTT on January 31, 2015, 04:18:38 pm
well maybe he trashed a province with sakvager to have enough coin for that las province
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 04:19:21 pm
This must be deviously simple.

I had 3 Silk Roads in my deck.
Title: Re: Easy Puzzles
Post by: RTT on January 31, 2015, 04:24:11 pm
but then the current score wasnt really 27 to 24
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 04:26:11 pm
Island takes all cards outside of your deck until the end of the game. It says that it returns all cards to your deck at the end of the game,  and even though the VP is still there, it will not physically be in your deck. It takes 4 Victory Cards in your deck for Silk Road to count VP.

(http://wiki.dominionstrategy.com/images/thumb/f/fd/Island.jpg/200px-Island.jpg) (http://wiki.dominionstrategy.com/images/thumb/f/f6/Silk_Road.jpg/200px-Silk_Road.jpg)

I've explored the options of Gardens, but you need at least 12 cards to get +2 with Gardens, and that means +1 VP for the 3 Gardens, revealing the ruse.

I can see the debate here, and it's all up to what Donald X. says. It doesn't change the game either way, it's just an interesting niche.
Title: Re: Easy Puzzles
Post by: Awaclus on January 31, 2015, 05:01:30 pm
I just bought an Estate for $5. On my next turn, I won the game because of that. Why? (this actually happened so you can cheat by searching for my recent games against faust on gokosalvager if you want)

Some obvious answers that didn't actually happen:
  • the Duchy pile was empty/embargoed/contrabanded/in a disadvantageous PPR situation, and I needed the point
  • Baron was in the kingdom and I needed something to discard
  • Something cared about the card's name and having a card named Estate was more beneficial than other options

I can think of at least two other reasons in addition to the reason why I actually did it.

So, the reason for this was that I wanted to Upgrade something into the last Oracle for the purpose of leveling up Cities at the right time (during my action phase), and Estate was the only $2 card available.


Here's another puzzle:

I have Treasure cards in play during my action phase. Black Market is not in the supply. How is this possible? (didn't actually happen)
Title: Re: Easy Puzzles
Post by: liopoil on January 31, 2015, 05:20:23 pm
Since there is no valid definition of 'score' in dominion until the game ends, when you say the score was 27 to 24 then under the common interpretation which is the one salvager uses, it means 'if the game ended now' the score would be 27 to 24, which is not the case. Also, if you want to only count things in your deck the 2VP from each island does not count either as they are not in your deck and you only get point for victory cards in your deck at the end of the game.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 05:21:30 pm
I just bought an Estate for $5. On my next turn, I won the game because of that. Why? (this actually happened so you can cheat by searching for my recent games against faust on gokosalvager if you want)

Some obvious answers that didn't actually happen:
  • the Duchy pile was empty/embargoed/contrabanded/in a disadvantageous PPR situation, and I needed the point
  • Baron was in the kingdom and I needed something to discard
  • Something cared about the card's name and having a card named Estate was more beneficial than other options

I can think of at least two other reasons in addition to the reason why I actually did it.

So, the reason for this was that I wanted to Upgrade something into the last Oracle for the purpose of leveling up Cities at the right time (during my action phase), and Estate was the only $2 card available.


Here's another puzzle:

I have Treasure cards in play during my action phase. Black Market is not in the supply. How is this possible? (didn't actually happen)

It has to be some niche, since it's not listed as a combo with Tactician.

Would having a card like Rebuild draw a copper count as having it in play? Adventurer?

Haven. Does that count?

Does trashing cards from your hand put them (temporarily) in play?
Title: Re: Easy Puzzles
Post by: Awaclus on January 31, 2015, 05:24:39 pm
Would having a card like Rebuild draw a copper count as having it in play? Adventurer?

Haven. Does that count?

Does trashing cards from your hand put them (temporarily) in play?

Those don't count.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 05:27:50 pm
Since there is no valid definition of 'score' in dominion until the game ends, when you say the score was 27 to 24 then under the common interpretation which is the one salvager uses, it means 'if the game ended now' the score would be 27 to 24, which is not the case. Also, if you want to only count things in your deck the 2VP from each island does not count either as they are not in your deck and you only get point for victory cards in your deck at the end of the game.

We can get philosophical. I can end up having 0 points until the end of the game. Sure. Most people would count the Islanded points. But the actual rules say Silk Road doesn't work unless you have enough green in your deck, and Island takes cards out of your deck until the end of the game.

It's just a puzzle. It doesn't change the game in any way, the result is the same either way.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 05:34:52 pm
Would having a card like Rebuild draw a copper count as having it in play? Adventurer?

Haven. Does that count?

Does trashing cards from your hand put them (temporarily) in play?

Those don't count.

Unless you count Coin Tokens as Treasures, I don't see an answer.
Title: Re: Easy Puzzles
Post by: Awaclus on January 31, 2015, 05:39:37 pm
Would having a card like Rebuild draw a copper count as having it in play? Adventurer?

Haven. Does that count?

Does trashing cards from your hand put them (temporarily) in play?

Those don't count.

Unless you count Coin Tokens as Treasures, I don't see an answer.

Coin tokens don't count as Treasures and there is an answer. It's a rather simple one, too.
Title: Re: Easy Puzzles
Post by: TheOthin on January 31, 2015, 05:44:14 pm
All the Black Markets have been bought.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 05:45:50 pm
All the Black Markets have been bought.

If that's the answer, I will be sad. But that might be technically true.
Title: Re: Easy Puzzles
Post by: Awaclus on January 31, 2015, 05:46:12 pm
All the Black Markets have been bought.

If that's the answer, I will be sad. But that might be technically true.

That's the answer.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 05:47:03 pm
All the Black Markets have been bought.

If that's the answer, I will be sad. But that might be technically true.

That's the answer.

I am sad.
Title: Re: Easy Puzzles
Post by: heron on January 31, 2015, 05:48:12 pm
The better answer is that you got black market out of the black market deck.
Title: Re: Easy Puzzles
Post by: pacovf on January 31, 2015, 06:37:30 pm
The better answer is that you got black market out of the black market deck.

Or as a prize from tournament.


EDIT: Damn, I am not a jester anymore, but a saboteur. Enough with the jokes now. Everything sucks.
Title: Re: Easy Puzzles
Post by: Donald X. on January 31, 2015, 07:34:30 pm
The better answer is that you got black market out of the black market deck.

Or as a prize from tournament.


EDIT: Damn, I am not a jester anymore, but a saboteur. Enough with the jokes now. Everything sucks.
It's like someone took everything of yours away, and replaced it with something not quite as good.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 07:36:11 pm
Island takes all cards outside of your deck until the end of the game. It says that it returns all cards to your deck at the end of the game,  and even though the VP is still there, it will not physically be in your deck. It takes 4 Victory Cards in your deck for Silk Road to count VP.

(http://wiki.dominionstrategy.com/images/thumb/f/fd/Island.jpg/200px-Island.jpg) (http://wiki.dominionstrategy.com/images/thumb/f/f6/Silk_Road.jpg/200px-Silk_Road.jpg)

I've explored the options of Gardens, but you need at least 12 cards to get +2 with Gardens, and that means +1 VP for the 3 Gardens, revealing the ruse.

I can see the debate here, and it's all up to what Donald X. says. It doesn't change the game either way, it's just an interesting niche.
The better answer is that you got black market out of the black market deck.

Or as a prize from tournament.


EDIT: Damn, I am not a jester anymore, but a saboteur. Enough with the jokes now. Everything sucks.
It's like someone took everything of yours away, and replaced it with something not quite as good.


Donald. We need you.
Title: Re: Easy Puzzles
Post by: Donald X. on January 31, 2015, 07:52:20 pm
Donald. We need you.
http://xkcd.com/169/
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 31, 2015, 07:53:43 pm
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?
Title: Re: Easy Puzzles
Post by: Donald X. on January 31, 2015, 08:00:38 pm
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?
We bought out the Black Markets. I Procession my only Black Market, Graverobber it back, then Masquerade it to my opponent (who does not give me one back, phew).
Title: Re: Easy Puzzles
Post by: TheOthin on January 31, 2015, 08:01:17 pm
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?

Procession. You've played your Treasures, but haven't finished resolving the second Black Market play, so it isn't in the trash yet.
Title: Re: Easy Puzzles
Post by: Seprix on January 31, 2015, 08:02:28 pm
Donald. We need you.
http://xkcd.com/169/

Did... Did you just rip my arm off?

Serious question though. Do Islanded cards count as part of your deck? Would Silk Road count these Islanded cards before the game ends? It doesn't matter at all cuz points only matter in the end of the game, but it would be cool to know regardless.
Title: Re: Easy Puzzles
Post by: Joseph2302 on January 31, 2015, 08:05:39 pm
Donald. We need you.
http://xkcd.com/169/

Did... Did you just rip my arm off?

Serious question though. Do Islanded cards count as part of your deck? Would Silk Road count these Islanded cards before the game ends? It doesn't matter at all cuz points only matter in the end of the game, but it would be cool to know regardless.

I assume that if counting your score mid-game, it's counted as "If the game were to end now, my score would be.....", so you include those cards returned to your deck at the end of the game.
Title: Re: Easy Puzzles
Post by: Donald X. on January 31, 2015, 08:08:11 pm
Serious question though. Do Islanded cards count as part of your deck? Would Silk Road count these Islanded cards before the game ends? It doesn't matter at all cuz points only matter in the end of the game, but it would be cool to know regardless.
Your deck is that pile of cards in front of you. It doesn't include your hand, discard pile, cards in play, or set aside cards. I feel like this must be clear in the rulebook, but hey maybe you have a foreign version with a bad translation.
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 31, 2015, 08:16:56 pm
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?
We bought out the Black Markets. I Procession my only Black Market, Graverobber it back, then Masquerade it to my opponent (who does not give me one back, phew).

Exactly the solution I was thinking of. Also works with Ambassador.

You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?

Procession. You've played your Treasures, but haven't finished resolving the second Black Market play, so it isn't in the trash yet.

Nice catch :)
Title: Re: Easy Puzzles
Post by: Rubby on January 31, 2015, 08:48:56 pm
Would Silk Road count these Islanded cards before the game ends?

By common-sense convention, yes. It's not a question that requires a DXV ruling.

If you're going for a strict interpretation of the official rules, the question is meaningless, because strictly officially, there is no "score" at all before the game ends.
Title: Re: Easy Puzzles
Post by: Asper on February 01, 2015, 09:05:12 am
Donald. We need you.
http://xkcd.com/169/

Did... Did you just rip my arm off?

I don't see what that was about, either.
Title: Re: Easy Puzzles
Post by: Rubby on February 01, 2015, 09:37:36 am
Donald. We need you.
http://xkcd.com/169/

Did... Did you just rip my arm off?

I don't see what that was about, either.

I think the point was that the puzzle - specifically the misleading statement that the score was 27 to 24 - communicated badly.
Title: Re: Easy Puzzles
Post by: ConMan on February 01, 2015, 06:41:31 pm
Explaining the jokecomic:

The puzzle, as it is typically worded, goes something like this: "Angry and hungry are two words that end in -gry. There are three words in the English language. What is the third?" and the answer is meant to be "language", the third word in the phrase "the English language". In the comic, the person posing the puzzle messes up the wording so that the trick answer isn't even valid. The guy wearing the black hat (frequently referred to on the xkcd forums as "Black Hat Guy"), who is known for his somewhat sociopathic tendencies in other xkcd comics, is upset at either the trick of the question or the fact that the other person didn't even ask it properly (or possibly both), and in response cuts off that person's arm.

As an aside, there are several words in English that end in -gry, including "gry". However, other than "angry" and "hungry", none of them are used particularly often.


In the context of the thread:

The puzzle, as posed, requires a strict interpretation of the rules that does not have much utility since, as others have pointed out, the most meaningful way to count score mid-game would be to consider the score one would have if the game were to end immediately, at which point all of the cards on the player's Island mats would be returned to their respective decks, and hence the Silk Roads would be worth non-zero points.

In a sense, the puzzle posted in the thread is analogous to that asked in the comic. By using a wording that goes counter to most people's understanding of the rules, the solution to the puzzle seems unsatisfying and, perhaps most importantly, out of place in a thread entitled "Easy Puzzles". Hence, when asking Donald for a ruling on whether the puzzle's interpretation is valid, he chose to reply with a link to the xkcd comic, suggesting that the puzzle was based on poor communication and possibly acting smug about it. He may or may not also be advocating for the amputation of the asker's arm.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 09, 2015, 09:33:01 pm
According to the wiki, Prosperity only comes with 8 coin tokens for the Trade Route mat.  What was the most Trade Route could be worth when Prosperity was released?  What is the most it could be worth now?

Bonus: In a random game, what is the chance that the 8 coin tokens from Prosperity aren't enough?
Title: Re: Easy Puzzles
Post by: TheOthin on February 09, 2015, 10:00:43 pm
According to the wiki, Prosperity only comes with 8 coin tokens for the Trade Route mat.  What was the most Trade Route could be worth when Prosperity was released?  What is the most it could be worth now?

Bonus: In a random game, what is the chance that the 8 coin tokens from Prosperity aren't enough?

Estate, Duchy, Province, Gardens, Great Hall, Harem, Nobles, Island, Vineyard, Colony makes 10. So it was, in fact, already possible for the available tokens to fall short.

Now, we have Fairgrounds, Farmland, Tunnel, Silk Road, and Feodum for a total of 15. However, as it is impossible for there to be more than 10 Kingdom Victory piles in a game, the limit is 14. Actually getting Trade Route in such a game requires having both it and Young Witch in the Black Market deck; anything else would take away a needed Supply pile one way or the other and cut the total to 13.

Funnily enough, this combination would never actually show up on Goko, as it contains no Prosperity cards in the Supply so Colony would not be randomly selected.

Beyond that, I'm not even gonna try the probability stuff.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 09, 2015, 10:11:48 pm
You missed Duke, for 11.

Is the randomization method for adding Colonies based on kingdom cards the official rule, or just a suggestion in the rule book?  If the former, then the correct answer for max value would actually be 13, because Colonies would be absent.  I actually hadn't thought of that until you mentioned it.

Otherwise, correct!  Including the choice not to try the probabilities. ;)
Title: Re: Easy Puzzles
Post by: ConMan on February 09, 2015, 10:12:57 pm
Base(ish) victory cards: Estate, Duchy, Province, Colony

Kingdom victory cards up to Prosperity: Gardens, Great Hall, Duke, Harem, Nobles, Island, Vineyards

Gives 11.

Kingdom victory cards post-Prosperity, up to Guilds: Fairgrounds, Tunnel, Farmland, Silk Road, Feodum

Gives 16, but as TheOthin points out the maximum you can manage for this is if you have Black Market containing Trade Route and Young Witch, allowing for 9 other initial Kingdom cards to be Victory cards, plus the Bane which would have to be Great Hall or Tunnel, for a total of 14 assuming that you play with Colonies despite there being no Prosperity cards in the Kingdom.

As for the bonus question, that's hideously difficult if YW is a possibility, in addition to the issues of whether promos are included or not.
Title: Re: Easy Puzzles
Post by: TheOthin on February 09, 2015, 10:34:40 pm
You missed Duke, for 11.

Is the randomization method for adding Colonies based on kingdom cards the official rule, or just a suggestion in the rule book?  If the former, then the correct answer for max value would actually be 13, because Colonies would be absent.  I actually hadn't thought of that until you mentioned it.

Otherwise, correct!  Including the choice not to try the probabilities. ;)

Hmm.

"If only Kingdom cards from Prosperity are being used this game, then the Platinum and Colony piles are added to the Basic cards in the Supply for the game. If a mix of Kingdom cards from Prosperity and other sets are being used, then the inclusion of Platinum and Colony should be determined randomly, based on the proportion of Prosperity and non-Prosperity cards in use. For example, choose a random Kingdom card being used - such as the first card dealt out from the Randomizer deck - and if it is from Prosperity, add Platinum and Colony to the Supply."

I'm not sure how to interpret that, especially since I imagine people rarely actually follow that random selection suggestion in person. I certainly don't; usually we just put them out if we feel like it, which is most if not all the time Prosperity cards are being used.

In any case, the rules don't actually address whether or not you can use them with no other Prosperity cards in the Supply, as far as I can tell.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 09, 2015, 10:45:02 pm
For the probabilities question, feel free to exclude Young Witch and Black Market.

New easy puzzle: There are no VP token cards in the game.  I play Trade Route but it produces $0.  At this point in the game, what is my maximum possible score?
Title: Re: Easy Puzzles
Post by: TheOthin on February 09, 2015, 10:59:01 pm
For the probabilities question, feel free to exclude Young Witch and Black Market.

New easy puzzle: There are no VP token cards in the game.  I play Trade Route but it produces $0.  At this point in the game, what is my maximum possible score?

18, with Masquerade and six players.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 09, 2015, 11:15:50 pm
For the probabilities question, feel free to exclude Young Witch and Black Market.

New easy puzzle: There are no VP token cards in the game.  I play Trade Route but it produces $0.  At this point in the game, what is my maximum possible score?

18, with Masquerade and six players.

I can get higher.
Title: Re: Easy Puzzles
Post by: ConMan on February 09, 2015, 11:16:38 pm
For the probabilities question, feel free to exclude Young Witch and Black Market.

New easy puzzle: There are no VP token cards in the game.  I play Trade Route but it produces $0.  At this point in the game, what is my maximum possible score?

18, with Masquerade and six players.
You're assuming passing all the starting Estates to you?

But you can also add 2 for Dame Josephine, plus 11 for Great Hall, Harem, Nobles, Island, Tunnel and Farmland gained from the Black Market, plus potentially quite large amounts for each of the variable VP cards, also gained from BM.

EDIT: In particular, with up to 31 victory cards in your deck (18 Estates + 12 alt VP from BM + Dame Josephine), the Silk Road will be worth 7 VP; you could have 80 silver in a 6-player game if I count right making the Feodum worth 26 VP; Gardens, Vineyards and Fairgrounds are trickier but I count at least 46 differently named cards out of Copper, Silver, Gold, the 12 alt VP, Estate, 10 Knights plus 10 other Kingdom piles (including the Bane), 5 Prizes and 5 Ruins so Fairgrounds are a minimum of 18 plus whatever else is in the BM deck.
Title: Re: Easy Puzzles
Post by: Davio on February 10, 2015, 09:27:17 am
Put Hermit and Urchin in the BM deck and something that gives Spoils.
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 07:48:48 am
I'm not sure if what I'm thinking of is how Goko would actually handle such a situation, but...

During your buy phase
- you have a gagillion coins and a quadrillion Potions to spend and 2 buys
- supply pile P has 2 cards left in it
- you can buy one of P, but not both
- you don't have any on-gain effect cards in play or in your hand (e.g. no Talisman). So at the end of your turn, the 1 of P that you did not buy is still there (you did not gain it).

How can this happen?
Title: Re: Easy Puzzles
Post by: Elanchana on February 12, 2015, 07:51:37 am
@Dingan: The card has potion in its cost?
Title: Re: Easy Puzzles
Post by: Witherweaver on February 12, 2015, 07:54:18 am
Talisman
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 07:57:04 am
@Dingan: The card has potion in its cost?

Updated question.

Talisman

This works, but not what I had in mind.  Updated question.
Title: Re: Easy Puzzles
Post by: Burning Skull on February 12, 2015, 08:09:52 am
How can this happen?

gagillion may be not enough for double buy :P
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 08:10:35 am
How can this happen?

gagillion may be not enough for double buy :P

gagillion > 1E100 > quadrillion > the most coins anyone has ever had during their buy phase
Title: Re: Easy Puzzles
Post by: Simon (DK) on February 12, 2015, 08:12:34 am
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 08:13:11 am
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,

Bringo!

I had considered other flavors of this question:
- If you play a Contraband, opponent names a card, but you can still buy something from any pile, how can this happen?
- During your action phase, you have 2 Golds in your hand, but you guaranteed cannot buy a Grand Market during your upcoming buy phase, how can this happen?
Title: Re: Easy Puzzles
Post by: Burning Skull on February 12, 2015, 08:16:05 am
Also, there are 2 Grand Markets in supply.
You have 11 coins in solid currency, and the rest of your gagillion is provided with coppers.
So you can only buy one GM after you either bought a Mint or a Mandarin.

Edit: doesn't actually matter whether you have any non-copper economy or not.
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 08:21:51 am
Also, there are 2 Grand Markets in supply.
You have 11 coins in solid currency, and the rest of your gagillion is provided with coppers.
So you can only buy one GM after you either bought a Mint or a Mandarin.

Edit: doesn't actually matter whether you have any non-copper economy or not.

Huh, guess that works.  Woulda never thought of that.
Title: Re: Easy Puzzles
Post by: Simon (DK) on February 12, 2015, 08:22:29 am
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,

Bringo!

I had considered other flavors of this question:
- If you play a Contraband, opponent names a card, but you can still buy something from any pile, how can this happen?
- During your action phase, you have 2 Golds in your hand, but you guaranteed cannot buy a Grand Market during your upcoming buy phase, how can this happen?

- Your opponent named a card that aren't in a supply pile.
- You have a Copper in play from a Black Market play.
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 08:24:25 am
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,

Bringo!

I had considered other flavors of this question:
- If you play a Contraband, opponent names a card, but you can still buy something from any pile, how can this happen?
- During your action phase, you have 2 Golds in your hand, but you guaranteed cannot buy a Grand Market during your upcoming buy phase, how can this happen?

- Your opponent named a card that aren't in a supply pile.
- You have a Copper in play from a Black Market play.

I guess I would have clarified if I had actually been asking them, but..

- Your opponent named the Knight/Ruins that was on the bottom
- You had played a Contraband during your BM play previously in your action phase, and opponent named GM
Title: Re: Easy Puzzles
Post by: Seprix on February 12, 2015, 01:42:07 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
Title: Re: Easy Puzzles
Post by: Awaclus on February 12, 2015, 01:52:54 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
Title: Re: Easy Puzzles
Post by: Seprix on February 12, 2015, 01:56:19 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.

Perfect.
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 02:06:43 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.

Perfect.

He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds.  Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.
Title: Re: Easy Puzzles
Post by: Seprix on February 12, 2015, 02:08:18 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.

Perfect.

He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds.  Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.

Those are separate actions outside of the attack.
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 02:10:34 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.

Perfect.

He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds.  Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.

Those are separate actions outside of the attack.

So is you revealing Market Squares.
Title: Re: Easy Puzzles
Post by: Seprix on February 12, 2015, 02:12:28 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.

Perfect.

He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds.  Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.

Those are separate actions outside of the attack.

So is you revealing Market Squares.

The attack is not resolved until all reactions that are viable are done being played, whether you use them or not.
Title: Re: Easy Puzzles
Post by: Awaclus on February 12, 2015, 02:13:22 pm
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?
He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.

Perfect.

He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds.  Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.

Those are separate actions outside of the attack.

So is you revealing Market Squares.

No, that is more like separate actions inside the attack.
Title: Re: Easy Puzzles
Post by: Dingan on February 12, 2015, 02:22:46 pm
I can think of 3 different situations in which when you play a Tournament, and your opponent reveals a Province, why you would want to play a second Tournament.  What are they?  Are there more?

Note: Mercenary and Militia are the same "situation" -- they both make your opponent discard down to 3; Library and Jack are the same "situation" -- they both draw up to X; etc.

EDIT: 4 situations

EDIT: Ok, I realize that "situation" is a very ambiguous term, and can be defined many ways.  Basically, when is it an obvious strategic move to play the second Tournament, without the need for the planets to align?
Title: Re: Easy Puzzles
Post by: Witherweaver on February 12, 2015, 02:27:18 pm
I can think of 3 different situations in which when you play a Tournament, and your opponent reveals a Province, why you would want to play a second Tournament.  What are they?  Are there more?

Note: Mercenary and Militia are the same "situation" -- they both make your opponent discard down to 3; Library and Jack are the same "situation" -- they both draw up to X; etc.

EDIT: 4 situations

EDIT: Ok, I realize that "situation" is a very ambiguous term, and can be defined many ways.  Basically, when is it an obvious strategic move to play the second Tournament, without the need for the planets to align?

So three obvious ones are:

*Draw to X
*Peddler Buff
*Trash Hand (e.g., Count)

I guess another that would count is:

*Repeated Plays (Throne Room, King's Court, Procession) for the +Actions
Title: Re: Easy Puzzles
Post by: pacovf on February 12, 2015, 02:28:00 pm
-You have two provinces in hand.
-Draw to X.
-Conspirator.
-Peddler.

PPE 1

EDIT:
-menagerie.
-shanty town.
-TR/KC/Procession and no villages in the kingdom.
Title: Re: Easy Puzzles
Post by: Witherweaver on February 12, 2015, 02:31:00 pm
Conspirator, Menagerie, and Shanty Town could all go into an "Enabling Actions" group, maybe
Title: Re: Easy Puzzles
Post by: Pneumatiker on February 12, 2015, 04:03:20 pm
In RL you could play a second tournament so see if you opponent reveals the same card. If not you got the extra information, that he has got at least two provinces in his hand.
Title: Re: Easy Puzzles
Post by: ephesos on February 13, 2015, 03:16:57 am
Scheme - you know your opponent just drew his only Province, so you want to Scheme both your Tournaments for next turn
Minion - your opponent already discarded, and since Tournament is Ruined Village for the rest of the turn, you'd rather not draw it again instead of cards you'll actually use
Get it out of your hand so you can trash nothing for benefit(Trade Route, Bishop, etc.) or Remake one thing

Edge cases: (planets might need to be nudged a little first)
Your opponent discarded his Province to a discard attack after you played the first one
HoP - you Processioned the first Tournament, so it's not in play
Madman - you don't want to shuffle
Prince - free +1 Action
Masquerade - get it out of your hand so you don't pass it. Similarly, KC/Masquerade so you can get rid of the Province, assuming previous discard to 3 attack.
Title: Re: Easy Puzzles
Post by: Dingan on February 13, 2015, 09:38:10 am
A recent opponent of mine had done something like this (and I never saw it coming)...

Your deck has 1 Bane card.  You never gain any more Bane cards.  There are no discard attacks available.  How can you guarantee to have the Band card in your hand every turn for the rest of the game?

Prince+Bane does not count (I don't think that would activate the Bane anyways).

(Note: just having 5 cards in your deck including a Band card, and never buying anything else, does not guarantee because your opponent may junk you to the point where you get >5 cards.)

No shenanigans (Possession, etc.).
Title: Re: Easy Puzzles
Post by: Joseph2302 on February 13, 2015, 09:46:56 am
Schemes?
Title: Re: Easy Puzzles
Post by: Awaclus on February 13, 2015, 10:42:31 am
Use something like Oasis to discard it, then trigger a shuffle while it's the only card in your discard pile with, for example, Mystic.

KC+Scavenger also works.

EDIT: Oh, and if the bane happens to be Crossroads, you can do the Graverobber/Crossroads/Inn/Procession/Feast golden deck.
Title: Re: Easy Puzzles
Post by: TheOthin on February 13, 2015, 10:44:16 am
Use something like Oasis to discard it, then trigger a shuffle while it's the only card in your discard pile with, for example, Mystic.

KC+Scavenger also works.

The former does depend on drawing your deck without even using the Bane or Mystic, though.
Title: Re: Easy Puzzles
Post by: ephesos on February 14, 2015, 06:58:45 pm
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.
Title: Re: Easy Puzzles
Post by: Asper on February 14, 2015, 07:13:30 pm
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.

Haven doesn't work, though, because the card is set aside between your turns.
Title: Re: Easy Puzzles
Post by: Awaclus on February 14, 2015, 07:40:11 pm
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.

Haven doesn't work, though, because the card is set aside between your turns.

Sure, it doesn't protect you from Young Witch. Who said anything about protecting yourself from Young Witch though? It does meet this requirement:

guarantee to have the Band card in your hand every turn for the rest of the game

Title: Re: Easy Puzzles
Post by: Joseph2302 on February 14, 2015, 07:54:00 pm
Solution 5: You have a (golden) deck with <5 cards in deck every turn.
Solution 5b: You have n havens (for some n), and have a (golden) deck with < 5+n cards in deck every turn.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 14, 2015, 08:26:33 pm
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.

Haven doesn't work, though, because the card is set aside between your turns.

Sure, it doesn't protect you from Young Witch. Who said anything about protecting yourself from Young Witch though? It does meet this requirement:

guarantee to have the Band card in your hand every turn for the rest of the game

Ahh, but it says every turn, not just your own turns!
Title: Re: Easy Puzzles
Post by: ephesos on February 16, 2015, 12:33:53 am
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.
Yeah, I just kind of threw these out there without checking if they work. I looked at them again in the case the rest of my deck is a shuffled pile of Ruins, Curses, and whatever else I want/need to have.
1 works because it's Scheme. But then the Bane card has to be Scheme, so it doesn't work with any other Bane. I guess the rest of these need other cards in the Supply though, so I suppose there's nothing wrong with specifying the Bane card.
I'm pretty sure 2 works, since it doesn't depend on the rest of your deck. Probably the best solution for any Bane other than Scheme.
3 doesn't work, cause as eHalcyon pointed out, it has to be in your hand every turn, not just your own.
4 depends on the contents of your deck, so they don't work without more combo behind them to get all the cards you need on top of your deck every turn.
I think KC/KC/Scav/Scav/Discard/Bane works every turn, with 2 more KC's, 2 more Scav's, and another copy of the discarding action in your deck. Also, since that's 6 cards, you have to either use something that draws and discards(Hamlet, Oasis, etc.) or something that discards the top card of your deck(JoaT).
Herald and Inn work as long as you can keep buying them, but eventually you'll run out of them. You just have to be able to ensure the game ends before then, I guess.
Since the cards have to come from your hand for 5, I don't think any of them can work every turn; you'll draw up whatever you put on top last time, minus the card you used to put them on top, plus Ruins/Curses.
Title: Re: Easy Puzzles
Post by: ephesos on February 16, 2015, 12:39:40 am
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.
Title: Re: Easy Puzzles
Post by: Asper on February 16, 2015, 07:14:25 am
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.

Sounds like a rather short game. Or do you Ambassador it back each turn?
Title: Re: Easy Puzzles
Post by: AJD on February 16, 2015, 12:49:08 pm
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.

Sounds like a rather short game. Or do you Ambassador it back each turn?

Well, while you're engaging in this complicated Mandarin/Bane golden deck, your opponent is buying all the Provinces.
Title: Re: Easy Puzzles
Post by: polot38 on February 18, 2015, 12:20:13 am
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.
Title: Re: Easy Puzzles
Post by: ephesos on February 19, 2015, 01:18:19 am
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.

Sounds like a rather short game. Or do you Ambassador it back each turn?

Well, while you're engaging in this complicated Mandarin/Bane golden deck, your opponent is buying all the Provinces.
Maybe you've bought exactly 6 Provinces and an Estate, but your opponent has all the Duchies and the Estates are low. You've taken some Curses and probably can't buy another Province this game. But, if you can 3 pile without taking a Curse ever, your opponent can't buy the last Province or he'll lose. Kind of convoluted though I'm sure there's a simpler reason you wouldn't just lose. Maybe it's your only hope e.g. Plat+FG and you can buy Mandarin assuring you draw a Silver for the Province you need to win eventually, without taking the critical Curse that would mean you lose when you buy it.
Title: Re: Easy Puzzles
Post by: ephesos on February 19, 2015, 01:29:50 am
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.
Yeah, Prince helps a lot actually. Solution 5 works, just Prince whatever Action card it is(with Highway, maybe) and don't draw any more cards this turn. Similarly, Solution 4 also works, Prince a discard action and Scav.
Solution 8(kind of cheating a little): The Bane card is Masquerade(or really, anything that doesn't lose you your hand also), and your deck is KC/KC/Goons/Bane(or Monument)/Masquerade
Also in this category: Any kind of Pin deck that can both prevent your opponent from ever junking you, and can also guarantee Bane each turn.
Title: Re: Easy Puzzles
Post by: Dingan on February 19, 2015, 08:03:40 am
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.

Solution..8?
Your opponent has no cards in their deck, but has Prince'd a Stonemason, so they can never buy/gain anything besides a curse or copper (unless you give them something).  Your deck has 5 cards, including 1 Bane.  You never gain anything else.

As an aside... you can win this game if a pile is empty besides coppers/curses, you have Watchtower, and are ahead in VP (you have 1 Duchy).  I.e. you can 3-pile, while keeping your deck at 5 cards, and win.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 19, 2015, 12:44:59 pm
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.

Solution..8?
Your opponent has no cards in their deck, but has Prince'd a Stonemason, so they can never buy/gain anything besides a curse or copper (unless you give them something).  Your deck has 5 cards, including 1 Bane.  You never gain anything else.

As an aside... you can win this game if a pile is empty besides coppers/curses, you have Watchtower, and are ahead in VP (you have 1 Duchy).  I.e. you can 3-pile, while keeping your deck at 5 cards, and win.

This is so overly complicated and hyper-specific, and involves the opponent being in a nonsensical position.

It can be much simpler.  You have fewer than 6 cards total, and one is the bane.  You also have Watchtower (maybe as the bane itself) which prevents you from receiving any junk.  Or, there is no way remaining for you to get junk (no attacks other than YW, or the relevant piles are already empty).
Title: Re: Easy Puzzles
Post by: ephesos on February 19, 2015, 05:34:13 pm
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.

Solution..8?
Your opponent has no cards in their deck, but has Prince'd a Stonemason, so they can never buy/gain anything besides a curse or copper (unless you give them something).  Your deck has 5 cards, including 1 Bane.  You never gain anything else.

As an aside... you can win this game if a pile is empty besides coppers/curses, you have Watchtower, and are ahead in VP (you have 1 Duchy).  I.e. you can 3-pile, while keeping your deck at 5 cards, and win.

This is so overly complicated and hyper-specific, and involves the opponent being in a nonsensical position.

It can be much simpler.  You have fewer than 6 cards total, and one is the bane.  You also have Watchtower (maybe as the bane itself) which prevents you from receiving any junk.  Or, there is no way remaining for you to get junk (no attacks other than YW, or the relevant piles are already empty).
Not unless he Masquerades it to you... I think that's cheating though. Bishop/WT/Gold/Gold/Gold seems like it could win games, with the every turn Bane being relevant.

Solution 3.1415926535897: You pay your opponent $50 in real money. He Masquerades you 9 more copies of the Bane and 7 Provinces, then buys the last Province.

Is there a way to make a solution that holds up to an opponent with a deck of KC/Masquerade? Maybe you need 2 Fortresses...
Title: Re: Easy Puzzles
Post by: TheOthin on February 19, 2015, 05:59:15 pm
Saying Masquerade is not in the kingdom, or at least somehow unavailable to your opponent, seems like a perfectly reasonable specification, especially at this stage.
Title: Re: Easy Puzzles
Post by: Dingan on February 25, 2015, 11:10:19 am
Why would it ever be a good idea to play a Bank before other treasures?  I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.
Title: Re: Easy Puzzles
Post by: sudgy on February 25, 2015, 11:46:11 am
Why would it ever be a good idea to play a Bank before other treasures?  I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.

Before any treasures, or before some treasures?  Because if it's just some, I can think of HoP off of the top of my head.
Title: Re: Easy Puzzles
Post by: Dingan on February 25, 2015, 11:56:53 am
Why would it ever be a good idea to play a Bank before other treasures?  I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.

Before any treasures, or before some treasures?  Because if it's just some, I can think of HoP off of the top of my head.

Yes, any treasure can be played after Bank.  And I forgot about HoP.  So that's a third situation.
Title: Re: Easy Puzzles
Post by: Awaclus on February 25, 2015, 12:05:39 pm
Why would it ever be a good idea to play a Bank before other treasures?  I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.
Two Banks. You want to play one of the Banks before the other one.
Title: Re: Easy Puzzles
Post by: -Stef- on February 25, 2015, 12:11:09 pm
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.

I don't see any reaction-shenanigans where playing the other treasures after the bank is better.
Title: Re: Easy Puzzles
Post by: TheOthin on February 25, 2015, 12:22:44 pm
Extension of HoP: you intend to use HoP to gain a Mandarin and top-deck the Bank, but you don't want to top-deck your weaker treasures like Coppers, so you play them after HoP and therefore after Bank.
Title: Re: Easy Puzzles
Post by: Dingan on February 25, 2015, 01:11:42 pm
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.

I don't see any reaction-shenanigans where playing the other treasures after the bank is better.

Ok, the Bank after Bank solution is lame.  Not what I was thinking.  Though I guess technically it works.
Why specifically would you want to play a Bank before some other treasure, even with Black Market?

Extension of HoP: you intend to use HoP to gain a Mandarin and top-deck the Bank, but you don't want to top-deck your weaker treasures like Coppers, so you play them after HoP and therefore after Bank.

Good one, hadn't thought of this.
Title: Re: Easy Puzzles
Post by: sudgy on February 25, 2015, 01:18:29 pm
Extension of HoP: you intend to use HoP to gain a Mandarin and top-deck the Bank, but you don't want to top-deck your weaker treasures like Coppers, so you play them after HoP and therefore after Bank.

Or, you want to buy a Mandarin and put your banks and no Coppers on your deck, so you play several Banks and buy a Mandarin.
Title: Re: Easy Puzzles
Post by: eHalcyon on February 25, 2015, 01:29:16 pm
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.

I don't see any reaction-shenanigans where playing the other treasures after the bank is better.

Ok, the Bank after Bank solution is lame.  Not what I was thinking.  Though I guess technically it works.
Why specifically would you want to play a Bank before some other treasure, even with Black Market?

You play Black Market and have Bank in hand.  You play Bank to help buy stuff from the Black Market.  After, you play more cards and draw more treasure, which you play in the Buy phase after Bank has already been played.
Title: Re: Easy Puzzles
Post by: Dingan on February 25, 2015, 02:01:39 pm
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.

I don't see any reaction-shenanigans where playing the other treasures after the bank is better.

Ok, the Bank after Bank solution is lame.  Not what I was thinking.  Though I guess technically it works.
Why specifically would you want to play a Bank before some other treasure, even with Black Market?

You play Black Market and have Bank in hand.  You play Bank to help buy stuff from the Black Market.  After, you play more cards and draw more treasure, which you play in the Buy phase after Bank has already been played.

Yep, that's scenario 1 of my 2 I was originally thinking of.  Although I was specifically thinking of when you have a treasure in your hand *when* you play the Bank, that you don't play.  E.g. you play Black Market, you have a Gold but you don't play it, you play the Bank an buy a Remodel, then play other stuff to draw the Remodel, the Remodel the Gold into a Province, or something like that.  This is a special case of what you mentioned, which works.

My other scenario -- the one that involves a reaction card -- is still unknown.
Title: Re: Easy Puzzles
Post by: TheOthin on February 25, 2015, 03:45:44 pm
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.
Title: Re: Easy Puzzles
Post by: Dingan on February 25, 2015, 03:53:37 pm
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.

That works!  Guess I'll point out what I had in mind, which is fairly different:
You you have several buys and a lot of money to spend.  You play your Bank(s).  You overpay for a Masterpiece to gain several silvers.  You then buy a couple Cultists (or, similarly, gain them via overpaying for Stonemason), but trash them via Watchtower.  This draws you the silvers you had just gained.  Perhaps you are ending the game on piles with the silvers, and buying a Province, which is why you didn't simply buy Provinces with all your money in the first place.
Title: Re: Easy Puzzles
Post by: TheOthin on February 25, 2015, 03:56:50 pm
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.

That works!  Guess I'll point out what I had in mind, which is fairly different:
You you have several buys and a lot of money to spend.  You play your Bank(s).  You overpay for a Masterpiece to gain several silvers.  You then buy a couple Cultists (or, similarly, gain them via overpaying for Stonemason), but trash them via Watchtower.  This draws you the silvers you had just gained.  Perhaps you are ending the game on piles with the silvers, and buying a Province, which is why you didn't simply buy Provinces with all your money in the first place.

Once you've started buying cards in your buy phase, you can't play any more Treasures. So even if there was a point in getting those Silvers into your hand, you wouldn't be able to play them, and the Bank(s) would still be last.
Title: Re: Easy Puzzles
Post by: Dingan on February 26, 2015, 07:24:10 am
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.

That works!  Guess I'll point out what I had in mind, which is fairly different:
You you have several buys and a lot of money to spend.  You play your Bank(s).  You overpay for a Masterpiece to gain several silvers.  You then buy a couple Cultists (or, similarly, gain them via overpaying for Stonemason), but trash them via Watchtower.  This draws you the silvers you had just gained.  Perhaps you are ending the game on piles with the silvers, and buying a Province, which is why you didn't simply buy Provinces with all your money in the first place.

Once you've started buying cards in your buy phase, you can't play any more Treasures. So even if there was a point in getting those Silvers into your hand, you wouldn't be able to play them, and the Bank(s) would still be last.

Oh right, duh.  Welp, I'm done with making puzzles for now then.
Title: Re: Easy Puzzles
Post by: Dingan on March 02, 2015, 07:45:31 am
Oh right, duh.  Welp, I'm done with making puzzles for now then.

I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away).  How?
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on March 02, 2015, 07:59:47 am
Oh right, duh.  Welp, I'm done with making puzzles for now then.

I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away).  How?

Buy it from the Black Market and put the Coppers in play later.
Title: Re: Easy Puzzles
Post by: pubby on March 02, 2015, 08:48:09 am
I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away).  How?
I'm guessing Mint or Mandarin are incorrect answers?
Title: Re: Easy Puzzles
Post by: Dingan on March 02, 2015, 09:08:48 am
Oh right, duh.  Welp, I'm done with making puzzles for now then.

I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away).  How?

Buy it from the Black Market and put the Coppers in play later.

Bringo

I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away).  How?
I'm guessing Mint or Mandarin are incorrect answers?

I don't think so because the coppers are "in play".
Title: Re: Easy Puzzles
Post by: TheOthin on March 02, 2015, 10:28:39 am
http://wiki.dominionstrategy.com/index.php/Grand_Market

Official FAQ says buying Mint followed by Grand Market is perfectly legit. But it wouldn't satisfy the "Coppers are still in play" clause.
Title: Re: Easy Puzzles
Post by: ashersky on March 02, 2015, 08:29:14 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

_ _ _ _ _ _ Village

_ _ _ _ _ _ er

_ _ _ ion

H _ _ _ _

H _ _ _ _ _ _ _ _ _ TY

_ _ _ _ _ Gold

_ _ _ _ er

_ _ _ _ ler

St _ _ _ _ _

H _ _ _ _ t

P _ _ _ _ ssion

_ illage



I'm sure there's more to be made...
Title: Re: Easy Puzzles
Post by: liopoil on March 02, 2015, 08:40:34 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

This is not an easy puzzle. The others:

Mining village
Watchtower
Potion
Harem
Hunting Party
Fool's Gold
Watchtower
Peddler
Stables or Steward
Hamlet
Possession
Village


Two more:

_ _t _ _ t _ _ _ _
_ _ _ er
Title: Re: Easy Puzzles
Post by: Donald X. on March 02, 2015, 09:03:59 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

This is not an easy puzzle.
They are all like that dude.
Title: Re: Easy Puzzles
Post by: liopoil on March 02, 2015, 09:14:53 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

This is not an easy puzzle.
They are all like that dude.

I'm not complaining, it's just that ashersky previously said he wished the puzzles here were easier and specifically said these were easy. I mean, it's not like that one was particularly difficult either. Mostly a joke about certain easily confused cards, otherwise I would have done the same for steward/stables.
Title: Re: Easy Puzzles
Post by: Donald X. on March 02, 2015, 09:35:58 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

This is not an easy puzzle.
They are all like that dude.

I'm not complaining, it's just that ashersky previously said he wished the puzzles here were easier and specifically said these were easy. I mean, it's not like that one was particularly difficult either. Mostly a joke about certain easily confused cards, otherwise I would have done the same for steward/stables.
They are all two cards.
Title: Re: Easy Puzzles
Post by: liopoil on March 02, 2015, 09:39:45 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

This is not an easy puzzle.
They are all like that dude.

I'm not complaining, it's just that ashersky previously said he wished the puzzles here were easier and specifically said these were easy. I mean, it's not like that one was particularly difficult either. Mostly a joke about certain easily confused cards, otherwise I would have done the same for steward/stables.
They are all two cards.

Oh! That's pretty cool. I can't see the others right away though.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on March 02, 2015, 10:05:01 pm
Well the H_ _ _ _ one has at least four.
Title: Re: Easy Puzzles
Post by: liopoil on March 02, 2015, 10:28:02 pm
Well the H_ _ _ _ one has at least four.
This is why mic is so good at dominion. I had trouble thinking of even 1, now I can think of 3, one of which isn't a kingdom card.

EDIT: lol I could have sworn hoard had 6 letters.
Title: Re: Easy Puzzles
Post by: pacovf on March 03, 2015, 07:53:30 am
Well the H_ _ _ _ one has at least four.
This is why mic is so good at dominion.

Crossword solving: a transferable skill. Put it in your CV!
Title: Re: Easy Puzzles
Post by: Tables on March 04, 2015, 05:23:21 pm
Easy puzzle: Name the missing letter(s) from the following card names:

Min _

I believe the answer is    Moat
Title: Re: Easy Puzzles
Post by: Witherweaver on March 04, 2015, 05:23:56 pm
Well the H_ _ _ _ one has at least four.
This is why mic is so good at dominion.

Crossword solving: a transferable skill. Put it in your _ _ !

Fixed that for you.
Title: Re: Easy Puzzles
Post by: sudgy on March 07, 2015, 11:05:35 am
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
Title: Re: Easy Puzzles
Post by: liopoil on March 07, 2015, 11:09:18 am
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
You want a 3-card hand so that you are pillage-proof! Or to avoid triggering a reshuffle.
Title: Re: Easy Puzzles
Post by: eHalcyon on March 07, 2015, 12:44:54 pm
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.

Something involving Possession?
Title: Re: Easy Puzzles
Post by: AJD on March 07, 2015, 01:51:54 pm
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
You want a 3-card hand so that you are pillage-proof!

I think that's playing an Outpost on your Outpost turn, not playing two Outposts in the same turn.
Title: Re: Easy Puzzles
Post by: Awaclus on March 07, 2015, 01:58:27 pm
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.

You want to turn them into Adventurers with Procession.
Title: Re: Easy Puzzles
Post by: dereeder on March 07, 2015, 03:45:17 pm
You don't want them to clog up your deck during your outpost turn?
Title: Re: Easy Puzzles
Post by: sudgy on March 08, 2015, 01:10:08 am
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.

You want to turn them into Adventurers with Procession.

I'm meaning things that you can't any other generic $5 action for, it has to be Outpost.

You don't want them to clog up your deck during your outpost turn?

Or to avoid triggering a reshuffle.

These were close to my answer.  My answer was to trigger a reshuffle during the cleanup phase of  your Outpost turn so that all of your extra Outposts would be discarded later in a convenient spot for future use/disposal.
Title: Re: Easy Puzzles
Post by: Awaclus on March 08, 2015, 04:50:49 am
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.

You want to turn them into Adventurers with Procession.

I'm meaning things that you can't any other generic $5 action for, it has to be Outpost.

You want to keep the other $5 Actions in your deck.
Title: Re: Easy Puzzles
Post by: chipperMDW on March 09, 2015, 02:35:51 am
During my buy phase, I buy one Knight and, as a result, I gain the top two cards from the Knights pile.

How?
Title: Re: Easy Puzzles
Post by: SCSN on March 09, 2015, 02:37:30 am
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.
Title: Re: Easy Puzzles
Post by: 2.71828..... on March 09, 2015, 02:38:15 am
During my buy phase, I buy one Knight and, as a result, I gain the top two cards from the Knights pile.

How?

haggler
Title: Re: Easy Puzzles
Post by: Dingan on March 09, 2015, 07:42:02 am
During your turn, a card is in the trash, then later in the same turn, you buy the card.  How?
Title: Re: Easy Puzzles
Post by: Awaclus on March 09, 2015, 07:43:47 am
During your turn, a card is in the trash, then later in the same turn, you buy the card.  How?

You gain it from the trash with Rogue or Graverobber, then use Ambassador to return it to the supply while your opponent has a Lighthouse in play, then you play some Treasure cards or whatever to get enough money to buy it.
Title: Re: Easy Puzzles
Post by: pubby on March 09, 2015, 08:45:55 am
During your turn, a card is in the trash, then later in the same turn, you buy the card.  How?
Graverobber then Ambassador.
Title: Re: Easy Puzzles
Post by: Deadlock39 on March 09, 2015, 09:25:51 am
Ninja-d by the next page I didn't see.

Graverobber, Moat-ed Ambassador (or return 2, card in question first)
Title: Re: Easy Puzzles
Post by: chipperMDW on March 09, 2015, 09:30:29 am
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.
That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.
Title: Re: Easy Puzzles
Post by: ephesos on March 09, 2015, 12:25:40 pm
During my buy phase, I buy one Knight and, as a result, I gain the top two cards from the Knights pile.

How?
Haggler+Squire+Watchtower.
Title: Re: Easy Puzzles
Post by: TheOthin on March 09, 2015, 12:27:27 pm
During your turn, a card is in the trash, then later in the same turn, you buy the card.  How?

Two-player. Graverobber, draw it with some cantrip, then play Ambassador, return that one first followed by a second copy. Opponent gains the second one, you can buy the original.

Next-page ninjas strike again.

Bigger question is why?

It has some on-gain or on-buy effect you want and there are none of it left in the Supply.
Title: Re: Easy Puzzles
Post by: AJD on March 09, 2015, 12:27:39 pm
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.
That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.

Okay so, buy Dame Anna or whoever with Haggler, gain Squire from Haggler, trash Squire with Watchtower, gain… no, Dame Anna is still on top, so you gain her from the Squire and then your buy… fizzles? I'm actually not sure what happens in this situation, but the buy fizzling seems more likely than it being transferred to the next Knight down.
Title: Re: Easy Puzzles
Post by: ephesos on March 09, 2015, 12:28:35 pm
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.
That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.

Okay so, buy Dame Anna or whoever with Haggler, gain Squire from Haggler, trash Squire with Watchtower, gain… no, Dame Anna is still on top, so you gain her from the Squire and then your buy… fizzles? I'm actually not sure what happens in this situation, but the buy fizzling seems more likely than it being transferred to the next Knight down.
Then play 2 Hagglers.
Title: Re: Easy Puzzles
Post by: TheOthin on March 09, 2015, 12:31:25 pm
You have ten Hagglers in play, buy a Knight, gain ten Squires, explode them with Watchtower and gain all ten Knights.

Then the game ends on piles. Hope you planned for that.
Title: Re: Easy Puzzles
Post by: Awaclus on March 09, 2015, 01:20:54 pm
You have ten Hagglers in play, buy a Knight, gain ten Squires, explode them with Watchtower and gain all ten Knights.

Then the game ends on piles. Hope you planned for that.

You have 2 points from Dame Josephine so it's fine.
Title: Re: Easy Puzzles
Post by: chipperMDW on March 09, 2015, 02:43:43 pm
Okay so, buy Dame Anna or whoever with Haggler, gain Squire from Haggler, trash Squire with Watchtower, gain… no, Dame Anna is still on top, so you gain her from the Squire and then your buy… fizzles? I'm actually not sure what happens in this situation, but the buy fizzling seems more likely than it being transferred to the next Knight down.
Then play 2 Hagglers.
That works!

There's a trickier solution that doesn't use Squire, though.
Title: Re: Easy Puzzles
Post by: Deadlock39 on March 09, 2015, 03:10:19 pm
Play Highway, Play Haggler, Play Gold, Play Talisman.

Buy Sir Michael.
Choose to resolve Talisman's on Buy effect first.
Gain Sir Michael. (reveal Sir Martin)
Resolve Haggler's on Buy effect.
Gain Sir Martin.
Title: Re: Easy Puzzles
Post by: chipperMDW on March 09, 2015, 03:21:50 pm
Play Highway, Play Haggler, Play Gold, Play Talisman.

Buy Sir Michael.
Choose to resolve Talisman's on Buy effect first.
Gain Sir Michael. (reveal Sir Martin)
Resolve Haggler's on Buy effect.
Gain Sir Martin.
Yup, that's it!

(And the buy does indeed "fizzle.")
Title: Re: Easy Puzzles
Post by: Witherweaver on March 09, 2015, 03:53:35 pm
I never thought about how Gaining from an On-Buy effect actually ends up Gaining in reverse order.
Title: Re: Easy Puzzles
Post by: Donald X. on March 09, 2015, 04:58:17 pm
I never thought about how Gaining from an On-Buy effect actually ends up Gaining in reverse order.
And now let us drive it from our minds.
Title: Re: Easy Puzzles
Post by: Witherweaver on March 09, 2015, 04:59:24 pm
I never thought about how Gaining from an On-Buy effect actually ends up Gaining in reverse order.
And now let us drive it from our minds.

No way, I can't wait to annoy my real-life friends with outrageous amounts of pedantry. 
Title: Re: Easy Puzzles
Post by: pacovf on March 09, 2015, 06:24:44 pm
Some of the last few puzzles have been very good. Thanks to those that posted them!

(I won't give names in case I forget someone and then they get upset and then there's drama)
Title: Re: Easy Puzzles
Post by: ashersky on March 09, 2015, 07:47:43 pm
Some of the last few puzzles have been very good. Thanks to those that posted them!

(I won't give names in case I forget someone and then they get upset and then there's drama)

How dare you!
Title: Re: Easy Puzzles
Post by: werothegreat on March 16, 2015, 05:25:48 pm
You have a Followers in your hand.  Ignoring Actions required, I play four cards and force you to give it to me.  What did I play, and what else was in your hand?
Title: Re: Easy Puzzles
Post by: Witherweaver on March 16, 2015, 05:27:46 pm
You have a Followers in your hand.  Ignoring Actions required, I play four cards and force you to give it to me.  What did I play, and what else was in your hand?

Militia, Cutpurse, Cutpurse, Masquerade when you have a hand of Followers, Copper, Copper, Copper, Copper
Title: Re: Easy Puzzles
Post by: werothegreat on March 16, 2015, 05:29:40 pm
You have a Followers in your hand.  Ignoring Actions required, I play four cards and force you to give it to me.  What did I play, and what else was in your hand?

Militia, Cutpurse, Cutpurse, Masquerade when you have a hand of Followers, Copper, Copper, Copper, Copper

Note that you have to be *forced* to give it.  You could easily discard it to the Militia.
Title: Re: Easy Puzzles
Post by: liopoil on March 16, 2015, 05:32:42 pm
KC-cutpurse-cutpurse-masquerade
Title: Re: Easy Puzzles
Post by: Witherweaver on March 16, 2015, 05:43:17 pm
You have a Followers in your hand.  Ignoring Actions required, I play four cards and force you to give it to me.  What did I play, and what else was in your hand?

Militia, Cutpurse, Cutpurse, Masquerade when you have a hand of Followers, Copper, Copper, Copper, Copper

Note that you have to be *forced* to give it.  You could easily discard it to the Militia.

Well that requires some forsight, but okay.  Liopoil's works.
Title: Re: Easy Puzzles
Post by: eHalcyon on March 16, 2015, 05:49:50 pm
Also KC-Bureaucrat-Bureacrat-Masquerade when your hand is 4 VP cards and Followers.  Or a mix of Bureaucrat and Cutpurse for a hand with VP and Copper.

You could also do it with 2 actions if we allow Possession.  (Possession and Masquerade, passing Masquerade.)
Title: Re: Easy Puzzles
Post by: werothegreat on March 16, 2015, 06:07:04 pm
KC-cutpurse-cutpurse-masquerade

Yep.  Also works if the other Cutpurse is a Pillage.
Title: Re: Easy Puzzles
Post by: AJD on March 17, 2015, 05:08:54 pm
I have no cards in hand.

I overpay for Stonemason.

I gain only one card due to the overpay (and then I gain Stonemason itself).

No supply piles are empty (or become emptied).

Why did this happen?
Title: Re: Easy Puzzles
Post by: Witherweaver on March 17, 2015, 05:09:30 pm
Knights?  Or Ruins?

Nevermind I had forgotten how Stonemason worked.  I'm not sure I ever realized you didn't gain two copies of the card.  I feel like I always use it to gain two of the same thing.
Title: Re: Easy Puzzles
Post by: werothegreat on March 17, 2015, 05:21:53 pm
Sir Martin is the only $4 in the kingdom.
Title: Re: Easy Puzzles
Post by: Deadlock39 on March 17, 2015, 05:41:42 pm
Or similarly, Knights are the only $5 action, and Sir Martin is revealed after the first gain.
Title: Re: Easy Puzzles
Post by: Dingan on March 19, 2015, 01:20:22 pm
In a 2-player game, no Bakers, how can I have $8 to spend on my second turn of the game?  (I can think of 2 ways, but there may be more.)

Bonus question: In a 2-player game, no Bakers, what is the most coins a player can have to spend on their second turn?
Title: Re: Easy Puzzles
Post by: iguanaiguana on March 19, 2015, 01:39:19 pm
Easy, because you zapped all your starting coppers into silvers (and also, hopefully, your estates into duchies and your opponent's estates into curses.) The most you can have turn 2 is 10 on a 4/10 split.
Title: Re: Easy Puzzles
Post by: Awaclus on March 19, 2015, 01:49:41 pm
In a 2-player game, no Bakers, how can I have $8 to spend on my second turn of the game?  (I can think of 2 ways, but there may be more.)

Bonus question: In a 2-player game, no Bakers, what is the most coins a player can have to spend on their second turn?

Solution 1:

Opponent's turn 1: buy Noble Brigand, you discard 2 Estates and gain a Copper
Your turn 1: buy Death Cart, draw 3 Coppers, shuffle, draw Death Cart and a Copper
Opponent's turn 2: buy Chancellor
Your turn 2: play Death Cart and 4 Coppers, have $9


Solution 2: Replace Death Cart with Coppersmith, have $8

Solution 3:

Use Shelters.
Opponent's turn 1: buy Noble Brigand, you discard 2 Coppers
Your turn 1: buy Stonemason, overpay for $1, gain two Poor Houses, draw Necropolis, Hovel, Overgrown Estate, shuffle, draw two Poor Houses
Opponent's turn 2: buy Moat
Your turn 2: play Necropolis, play Poor House, play Poor House, have $8
Title: Re: Easy Puzzles
Post by: Dingan on March 19, 2015, 01:55:37 pm
In a 2-player game, no Bakers, how can I have $8 to spend on my second turn of the game?  (I can think of 2 ways, but there may be more.)

Bonus question: In a 2-player game, no Bakers, what is the most coins a player can have to spend on their second turn?

Solution 1:

Opponent's turn 1: buy Noble Brigand, you discard 2 Estates and gain a Copper
Your turn 1: buy Death Cart, draw 3 Coppers, shuffle, draw Death Cart and a Copper
Opponent's turn 2: buy Chancellor
Your turn 2: play Death Cart and 4 Coppers, have $9


Solution 2: Replace Death Cart with Coppersmith, have $8

Solution 3:

Use Shelters.
Opponent's turn 1: buy Noble Brigand, you discard 2 Coppers
Your turn 1: buy Stonemason, overpay for $1, gain two Poor Houses, draw Necropolis, Hovel, Overgrown Estate, shuffle, draw two Poor Houses
Opponent's turn 2: buy Moat
Your turn 2: play Necropolis, play Poor House, play Poor House, have $8


Bringo!  I was thinking of your Solutions 2 and 3.  1 also works, nice!
Title: Re: Easy Puzzles
Post by: Witherweaver on March 19, 2015, 01:56:24 pm
Bonus for including  Moat.
Title: Re: Easy Puzzles
Post by: Simon (DK) on March 19, 2015, 09:17:17 pm
Bonus for including  Moat.

Easy: Your opponent buys it in turn 2.
Title: Re: Easy Puzzles
Post by: Witherweaver on March 19, 2015, 09:23:47 pm
Bonus for including  Moat.

Easy: Your opponent buys it in turn 2.

I meant bonus for the solution.. he had included that.
Title: Re: Easy Puzzles
Post by: Burning Skull on March 20, 2015, 03:24:03 am
Bonus for including  Moat.

Easy: Your opponent buys it in turn 2.

I meant bonus for the solution.. he had included that.

That was an awkward little situation.
Title: Re: Easy Puzzles
Post by: pubby on March 20, 2015, 11:30:31 am
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.

Using only the gameplay of Dominion, how can Romeo send a message to Juliet?
Title: Re: Easy Puzzles
Post by: pacovf on March 20, 2015, 11:40:53 am
Use any card that asks you to name a card, and name "Strategy that will be a forced-win for Juliet".

I am not sure I understand your puzzle though.
Title: Re: Easy Puzzles
Post by: Elanchana on March 20, 2015, 12:28:49 pm
Whose turn is it? I'm presuming it's Juliet's? (I'm also presuming that you just chose arbitrary character names and there's no actual connection to the Shakespeare play.)

Maybe Juliet plays a discard attack (Goons is the most likely) and Romeo just happens to have the cards from the two piles Juliet needs to empty in his hand. He makes a big deal about discarding them and does so one at a time.
Title: Re: Easy Puzzles
Post by: Asper on March 20, 2015, 12:39:37 pm
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.

Using only the gameplay of Dominion, how can Romeo send a message to Juliet?

Romeo and Juliet? Hmm... Masquerade?
Title: Re: Easy Puzzles
Post by: Seprix on March 20, 2015, 12:42:24 pm
Whose turn is it? I'm presuming it's Juliet's? (I'm also presuming that you just chose arbitrary character names and there's no actual connection to the Shakespeare play.)

Maybe Juliet plays a discard attack (Goons is the most likely) and Romeo just happens to have the cards from the two piles Juliet needs to empty in his hand. He makes a big deal about discarding them and does so one at a time.

Good night! Good night! Parting with this GOONS is such sweet sorrow...
Title: Re: Easy Puzzles
Post by: pubby on March 20, 2015, 02:04:48 pm
Whose turn is it? I'm presuming it's Juliet's? (I'm also presuming that you just chose arbitrary character names and there's no actual connection to the Shakespeare play.)

Maybe Juliet plays a discard attack (Goons is the most likely) and Romeo just happens to have the cards from the two piles Juliet needs to empty in his hand. He makes a big deal about discarding them and does so one at a time.
Any player's turn is acceptable, and yes, the characters are completely arbitrary. Another way of phrasing the problem would read, "find a way to encode messages in Dominion".

Your answer is acceptable but there are other ways.
Title: Re: Easy Puzzles
Post by: Dingan on March 20, 2015, 02:20:11 pm
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.

Using only the gameplay of Dominion, how can Romeo send a message to Juliet?

So.. is the puzzle how can Romeo tell Juliet something (i.e. give her information) without giving any information to the other players?  And it's Juliet's turn?  If I'm understanding this correctly...

During Juliet's turn, she has played some number of Torturers so that the other players (players A and B) don't have any cards in hand, but Romeo was unaffected because of        Moat                .  Juliet then starts Thrown-Rooming some Masquerades so that the players pass cards in a circle.  Every card that players A or B receive must then be passed along upon next Masquerade.  If Juliet passes that same card to Romeo that she had received prior, that's a 0; passes a different card, that's a 1.  They continue to communicate via binary until some sort of message is fully constructed.  However, because player A doesn't know what was passed from Juliet to Romeo (through player B), or vice-versa for player B, neither of A nor B are able to know any of the bits.

EDIT: This allows for 2-way communication.  If all you want is 1-way, and Juliet is directly on Romeo's left, then the solution is easy -- just use Masquerade to pass bits.
Title: Re: Easy Puzzles
Post by: Asper on March 20, 2015, 02:23:57 pm
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.

Using only the gameplay of Dominion, how can Romeo send a message to Juliet?

So.. is the puzzle how can Romeo tell Juliet something (i.e. give her information) without giving any information to the other players?  And it's Juliet's turn?  If I'm understanding this correctly...

During Juliet's turn, she has played some number of Torturers so that the other players (players A and B) don't have any cards in hand, but Romeo was unaffected because of        Moat                .  Juliet then starts Thrown-Rooming some Masquerades so that the players pass cards in a circle.  Every card that players A or B receive must then be passed along upon next Masquerade.  If Juliet passes that same card to Romeo that she had received prior, that's a 0; passes a different card, that's a 1.  They continue to communicate via binary until some sort of message is fully constructed.  However, because player A doesn't know what was passed from Juliet to Romeo (through player B), or vice-versa for player B, neither of A nor B are able to know any of the bits.

EXACTLY what i meant.
Title: Re: Easy Puzzles
Post by: eHalcyon on March 20, 2015, 03:44:18 pm
Romeo looks through the trash one card at a time, pausing on each card for a deliberate amount of time to communicate in morse code.
Title: Re: Easy Puzzles
Post by: pubby on March 21, 2015, 11:41:05 pm
Very clever Dingan and Halcyon.

My solution involves Moat and Secret Chamber. When an attack is played, Romeo can reveal Moat to represent a "dot", and a Secret Chamber to represent a "dash". By revealing multiple times per attack, Romeo can transmit a Morse code message of any length to Juliet.
Title: Re: Easy Puzzles
Post by: liopoil on March 22, 2015, 11:35:45 am
How does Juliet know Romeo is trying to send her a message?
Title: Re: Easy Puzzles
Post by: Awaclus on March 22, 2015, 11:36:47 am
How does Juliet know Romeo is trying to send her a message?

Why else would he reveal his Reactions multiple times?
Title: Re: Easy Puzzles
Post by: liopoil on March 22, 2015, 11:37:51 am
How does Juliet know Romeo is trying to send her a message?

Why else would he reveal his Reactions multiple times?
And the other players wouldn't notice this?
Title: Re: Easy Puzzles
Post by: pacovf on March 22, 2015, 11:42:52 am
How does Juliet know Romeo is trying to send her a message?

Why else would he reveal his Reactions multiple times?
And the other players wouldn't notice this?

Romeo is revealing the reactions as the other players blink.
Title: Re: Easy Puzzles
Post by: werothegreat on March 22, 2015, 01:42:11 pm
What is the most things you can do (play, gain, draw, etc) to a single card without losing track of it?  And which card is it?
Title: Re: Easy Puzzles
Post by: Seprix on March 22, 2015, 02:04:13 pm
What is the most things you can do (play, gain, draw, etc) to a single card without losing track of it?  And which card is it?

Stash?

You can play, gain, draw, and trash it, and you'll always know where it is.
Title: Re: Easy Puzzles
Post by: Witherweaver on March 22, 2015, 02:30:14 pm
What is the most things you can do (play, gain, draw, etc) to a single card without losing track of it?  And which card is it?

Reveal, Unbounded, Moat~

(or any other reveal that doesn't discard)
Title: Re: Easy Puzzles
Post by: werothegreat on March 22, 2015, 05:23:46 pm
Let me rephrase: what is the most DIFFERENT things you can do?  Andy by "losing track", I mean the "lose track" rule.  So once Stash is in your discard pile, and something else goes on top of it, you've lost track of it.

Let's take an example: Feast!
-I draw it (with Village, perhaps)
-I play it
-I trash it (its own effect)

Three discrete things I can do with Feast.  What are the most discrete things I can do with a card without losing track of it, and which is it?
Title: Re: Easy Puzzles
Post by: Seprix on March 22, 2015, 05:56:15 pm
Native Village:

You can draw it, play it, set it aside onto the mat, put it into your hand from the mat.

Rats:

You can draw it, play it, trash with it, gain it, get a benefit on trashing it?

Title: Re: Easy Puzzles
Post by: liopoil on March 22, 2015, 06:08:40 pm
Horse traders can be bought, gained, drawn, discarded, revealed, set aside, returned to hand, trashed, topdecked, or played. I can't think of anything else that can happen to a card. If we restrict it to one turn then I can still do all that:

I play crossroads, black market, two copper, buy Fortress and gain Fortress and topdeck it with Watchtower. Now I play Watchtower and draw Fortress, Procession, Prince, Cellar, and two Scouts. Now there is nothing left in my deck. I discard Fortress with cellar and redraw it. Now I Procession the Fortress, play the Fortress twice, trash the Fortress and put it in my hand. Now I play Prince, reveal Fortress and set it aside with Prince.

That's a nice round 10 things.

Certainly the lose-track rule has not been invoked, but I don't know if you would consider the Fortress lost track of at any point. I don't think there is anything else you can do to a card in Dominion (hopefully there are more with Adventures!)

EDIT: oh wait there are more. Pass to the left, return to supply...
Title: Re: Easy Puzzles
Post by: Asper on March 22, 2015, 06:11:58 pm
How does Juliet know Romeo is trying to send her a message?

Why else would he reveal his Reactions multiple times?
And the other players wouldn't notice this?

They notice, but don't know Morse code.

Edit: He could also count the cards in his draw pile and spell out something by stopping at a certain count, where each number stands for a letter's index in the alphabet. The other players are toddlers and can't read. They just learnt all cards by heart so they can play at all.
Title: Re: Easy Puzzles
Post by: werothegreat on March 22, 2015, 08:19:38 pm
liopoil got it.  I thought the "losing track" thing would make it obvious that it's the same card, doing things to it over the course of a turn - technically, you lost track of it when you reshuffled to draw it with Cellar.  Topdecking with Scavenger solves that problem.
Title: Re: Easy Puzzles
Post by: Dingan on March 25, 2015, 07:15:18 am
I play 1 and only 1 Thrown Room this turn, and I use it on a Tactician.  But this Thrown Room stays in play (in 'duration') until next turn.  How?
Title: Re: Easy Puzzles
Post by: Asper on March 25, 2015, 07:49:12 am
I play 1 and only 1 Thrown Room this turn, and I use it on a Tactician.  But this Thrown Room stays in play (in 'duration') until next turn.  How?

It was played with KC and used on another Duration, too? It was Processed, gained from the trash and played on another duration? The card "Thrown Room" is not Throne Room, but a Lighthouse (Room) you threw on the table? You forgot to clean it up? You cheat?
Title: Re: Easy Puzzles
Post by: Dingan on March 25, 2015, 07:55:12 am
I play 1 and only 1 Thrown Room this turn, and I use it on a Tactician.  But this Thrown Room stays in play (in 'duration') until next turn.  How?

It was played with KC and used on another Duration, too? It was Processed, gained from the trash and played on another duration? The card "Thrown Room" is not Throne Room, but a Lighthouse (Room) you threw on the table? You forgot to clean it up? You cheat?

First or second was what I was thinking, although those other things are entirely plausible.
Title: Re: Easy Puzzles
Post by: Asper on March 25, 2015, 08:52:28 am
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.

Edit: Here's a hint: I can reach the first number even when Lighthouse is out.
Title: Re: Easy Puzzles
Post by: TheOthin on March 25, 2015, 12:57:46 pm
Starting hand of Moat, Secret Chamber, Horse Traders, Beggar, and Watchtower. Reveal Moat and Secret Chamber, draw Market Square and Trader, put back Moat and Secret Chamber, reveal Horse Traders, reveal Beggar, reveal Watchtower to trash a gained Silver, discard Market Square to gain a Gold, reveal Trader to replace it with a Silver and complete the circle of stupidity.

That gets to the 7 before the Attack hits. My first thought was that #8 would be Tunnel, but it doesn't seem to get along with Moat. Instead, Fool's Gold should do it. You draw it with a Council Room earlier in the turn, then an opponent has to gain a Province during the Attack. Swindler could make it happen with 3+ players, but even in 2-player Dame Natalie could do it with enough cost reducers.
Title: Re: Easy Puzzles
Post by: Dingan on March 25, 2015, 01:17:42 pm
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.

Edit: Here's a hint: I can reach the first number even when Lighthouse is out.

Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?
Title: Re: Easy Puzzles
Post by: Asper on March 25, 2015, 02:06:49 pm
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.

Edit: Here's a hint: I can reach the first number even when Lighthouse is out.

Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?

Sure, but the majority of Reactions cares about other things then playing an attack.

TheOthin gave a perfectly valid answer.

Though Trader becomes less stupid if it helps emptying the Silver pile to end the game early. Also it's possible to have Tunnel in there instead of Moat (Dame Natalie, or Highway/Saboteur, for example).
Title: Re: Easy Puzzles
Post by: Dingan on March 25, 2015, 02:19:21 pm
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.

Edit: Here's a hint: I can reach the first number even when Lighthouse is out.

Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?

Sure, but the majority of Reactions cares about other things then playing an attack.

TheOthin gave a perfectly valid answer.

Though Trader becomes less stupid if it helps emptying the Silver pile to end the game early. Also it's possible to have Tunnel in there instead of Moat (Dame Natalie, or Highway/Saboteur, for example).

I guess I might not understand the puzzle.  I can play 10 reactions from 1 attack -- I have 5 Traders in hand, opponent plays 5 Council Rooms, I draw 5 more Traders, opponent plays Witch, I reveal a Trader to instead gain a Silver, then continue to react other 9 Traders in the same way for this Silver.  I could do something similar with Secret Chamber, etc.
Title: Re: Easy Puzzles
Post by: TheOthin on March 25, 2015, 03:22:52 pm
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.

Edit: Here's a hint: I can reach the first number even when Lighthouse is out.

Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?

Sure, but the majority of Reactions cares about other things then playing an attack.

TheOthin gave a perfectly valid answer.

Though Trader becomes less stupid if it helps emptying the Silver pile to end the game early. Also it's possible to have Tunnel in there instead of Moat (Dame Natalie, or Highway/Saboteur, for example).

I guess I might not understand the puzzle.  I can play 10 reactions from 1 attack -- I have 5 Traders in hand, opponent plays 5 Council Rooms, I draw 5 more Traders, opponent plays Witch, I reveal a Trader to instead gain a Silver, then continue to react other 9 Traders in the same way for this Silver.  I could do something similar with Secret Chamber, etc.

You missed the specification of "different" Reactions. Reactions like Moat can be revealed unlimited times even with just one.
Title: Re: Easy Puzzles
Post by: Seprix on April 01, 2015, 05:35:00 pm
Imagine a swindler game, where t is 20 turns, and x is the number of f**ks I give. As t increases, x approaches 0.

Given
x = 1; t = 0
and
x = 0; t = 20

What is x when t = 7?
Title: Re: Easy Puzzles
Post by: eHalcyon on April 01, 2015, 05:38:55 pm
Imagine a swindler game, where t is 20 turns, and x is the number of f**ks I give. As t increases, x approaches 0.

Given
x = 1; t = 0
and
x = 0; t = 20

What is x when t = 7?

Trick question.  It says t=20 turns at the start, so all the other parts of the question that say "t = 0" or "t = 7" are already false.
Title: Re: Easy Puzzles
Post by: Seprix on April 01, 2015, 05:41:10 pm
Imagine a swindler game, where t is 20 turns, and x is the number of f**ks I give. As t increases, x approaches 0.

Given
x = 1; t = 0
and
x = 0; t = 20

What is x when t = 7?

Trick question.  It says t=20 turns at the start, so all the other parts of the question that say "t = 0" or "t = 7" are already false.

Dang it. :(
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2015, 06:10:52 pm
Your hand is just two cards - one gives choices, one doesn't stack with Throne Room. An opponent plays an attack. You play the choice card, taking a different choice then you would have taken if the player had not played the attack. What are your cards, what is the attack?
Title: Re: Easy Puzzles
Post by: eHalcyon on April 08, 2015, 06:21:45 pm
Your hand is just two cards - one gives choices, one doesn't stack with Throne Room. An opponent plays an attack. You play the choice card, taking a different choice then you would have taken if the player had not played the attack. What are your cards, what is the attack?

Torturer could push you into trashing with Steward instead of one of the other options.  Dunno about the second card though.

The intended solution might also involve Margrave (which still impacts a 2 card hand) and draw-to-X (which doesn't stack with Throne Room).
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2015, 06:27:33 pm
Your hand is just two cards - one gives choices, one doesn't stack with Throne Room. An opponent plays an attack. You play the choice card, taking a different choice then you would have taken if the player had not played the attack. What are your cards, what is the attack?

Torturer could push you into trashing with Steward instead of one of the other options.  Dunno about the second card though.

The intended solution might also involve Margrave (which still impacts a 2 card hand) and draw-to-X (which doesn't stack with Throne Room).

That's technically a solution, but i'd like to have the second card involved in one way or another.

Edit: I also want to make clear that the second card can be something like Secret Chamber, where you technically can do something on both plays, but where this doesn't do anything you couldn't achieve with just one play.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 08, 2015, 06:31:10 pm
Could be Torturer, Hamlet, Library... Not sure if discarding two cards instead is what was meant by different choice.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 08, 2015, 06:36:27 pm
Do I have to play the choice card immediately?  If not:

My two cards were Minion and Duplicate.  I was going to play Minion for coins followed by Duplicate, just to get it onto the Tavern mat.  But you played Margrave, allowing me to draw Necropolis (or some other village).  I am thus able to play Necropolis and Duplicate before playing Minion to redraw.

Edit: My two cards are Minion and Vault.  I really want to buy a $5 card.  I plan on discarding with Minion because I expect Vault will only draw junk (and only reach $4 with Minion).  You play Torturer, giving me a Curse in hand.  Now I can play Minion for +$2 followed by Vault to reach $5.

Note, Vault actually does have a difference with Throne Room, but only with opponents.  You could have a similar scenario but with Secret Chamber and only wanting to hit $3, or maybe have a Merchant Ship in play or something.
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2015, 07:07:41 pm
Do I have to play the choice card immediately?  If not:

My two cards were Minion and Duplicate.  I was going to play Minion for coins followed by Duplicate, just to get it onto the Tavern mat.  But you played Margrave, allowing me to draw Necropolis (or some other village).  I am thus able to play Necropolis and Duplicate before playing Minion to redraw.

Edit: My two cards are Minion and Vault.  I really want to buy a $5 card.  I plan on discarding with Minion because I expect Vault will only draw junk (and only reach $4 with Minion).  You play Torturer, giving me a Curse in hand.  Now I can play Minion for +$2 followed by Vault to reach $5.

Note, Vault actually does have a difference with Throne Room, but only with opponents.  You could have a similar scenario but with Secret Chamber and only wanting to hit $3, or maybe have a Merchant Ship in play or something.

My solution only plays the choice card, but Duplicate/Minion is okay. Vault draws two cards, so it stacks with Throne Room. Or am i misunderstanding something?
Title: Re: Easy Puzzles
Post by: eHalcyon on April 08, 2015, 07:10:20 pm
Do I have to play the choice card immediately?  If not:

My two cards were Minion and Duplicate.  I was going to play Minion for coins followed by Duplicate, just to get it onto the Tavern mat.  But you played Margrave, allowing me to draw Necropolis (or some other village).  I am thus able to play Necropolis and Duplicate before playing Minion to redraw.

Edit: My two cards are Minion and Vault.  I really want to buy a $5 card.  I plan on discarding with Minion because I expect Vault will only draw junk (and only reach $4 with Minion).  You play Torturer, giving me a Curse in hand.  Now I can play Minion for +$2 followed by Vault to reach $5.

Note, Vault actually does have a difference with Throne Room, but only with opponents.  You could have a similar scenario but with Secret Chamber and only wanting to hit $3, or maybe have a Merchant Ship in play or something.

My solution only plays the choice card, but Duplicate/Minion is okay. Vault draws two cards, so it stacks with Throne Room. Or am i misunderstanding something?

Errrrr, no.  That was a brain fart.

Secret Chamber though.  It works there. :P
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2015, 07:14:52 pm
Could be Torturer, Hamlet, Library... Not sure if discarding two cards instead is what was meant by different choice.

The choice card is your choice when you play it. Hamlet and Library are "may", so you can argue they are choice cards, and of course Workshop and Chapel give implicit choices, but i'm thinking of cards where the choices are spelled out on the card, with a "choose" on it, like Stuart. Narrows it down a bit.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 08, 2015, 07:17:41 pm
My two cards are Count and Secret Chamber (or Watchtower, or Library, or whatever).  I was going to use Count to discard SC, but you played Margrave and I drew a card worth saving (maybe with the help of Secret Chamber) so I topdeck with Count instead.
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2015, 07:23:48 pm
My two cards are Count and Secret Chamber (or Watchtower, or Library, or whatever).  I was going to use Count to discard SC, but you played Margrave and I drew a card worth saving (maybe with the help of Secret Chamber) so I topdeck with Count instead.

Count/SC makes sense, and even plausibly uses the non-scaling card. Nice, if not what i thought about :-)
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2015, 08:02:22 pm
Oh, and now that a legitimate solution was posted, here's mine:

Your hand is Squire and Counting House. You plan to play Squire for Actions, to play Counting House, get to $6 and buy a Gold. Your opponent plays Haunted Woods. You change your plans, choose two buys instead and buy three Coppers. You topdeck your Counting House, so next turn you will certainly be able to buy a Province, maybe even a Colony. Of course this assumes your deck has at least 4 cards in it.
Title: Re: Easy Puzzles
Post by: Dingan on April 09, 2015, 09:55:12 am
I have z Duchies and Dukes.  That is, I have x Duchies and y Dukes, where x + y = z.  For a constant z, what should x and y be to maximize my VP?  I.e. what is y in terms of x (or x in terms of y)?  Explain why (I like math).
Title: Re: Easy Puzzles
Post by: ephesos on April 09, 2015, 10:21:07 am
Time for some Lagrange multipliers!
Optimization function: VP(x,y)=x*y+3*x
Constraint: z(x,y)=x+y=constant
dz/dy=dz/dx=1
dVP/dy=x,dVP/dx=3+y
These vectors must be in the same direction, with a Lagrange multiplier -L applied:
(dz/dx,dz/dy)=L(dVP/dx,dVP/dy)=(L dVP/dx,L dVP/dy)
L dVP/dx=dz/dx, L dVP/dy=dz/dy
1=Lx, L=1/x
1=(3+y)/x, x=3+y
Title: Re: Easy Puzzles
Post by: liopoil on April 09, 2015, 10:29:01 am
Surely you don't need that fancy stuff to see intuitively that x - 3 = y, and that if this is not possible for a given z, then it is possible for z-1 and that the zth duchy/duke can be either one. If we assume that if we maximize the VP for each z < zactual in sequence we get the right answer (not quite sure how to proove that, induction or something), then we see that after z3 we simply alternate buying duchies and dukes. (also provable by induction)
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 09, 2015, 10:32:26 am
The number of points from Duchies is 3x, and the number of points from Dukes is xy.

Points = 3x + xy. 
    Substitute y = z - x
Points = 3x + x(z - x)
Points = 3x + xz - x^2
Points = -x^2 + (z + 3)x

By inspection, this is a parabola with a single local max. Derive and solve for 0 to find local max (Knowing how parabolas work is left as an exercise for the reader.)

0 = -2x + (z + 3)
2x = (z + 3)
*x = (z + 3) / 2
    Second solution by substituting x = z - y
z - y = (z + 3) / 2
-y = (z + 3) / 2 - z
y = z - (z + 3) / 2
y = 2z / 2 - (z + 3) / 2
y = (2z - (z + 3)) / 2
*y = (z - 3) / 2

Duchies = (z + 3) / 2
Dukes = (z - 3) / 2

Because Dukes and Duchies cannot be non-integer values even values of z do not properly solve the equation.  Because we know parabolas are symmetrical (still left as an exercise for the reader), we know in this case that substituting Duchies + 0.5 or Duchies - 0.5 will result in the same maximum number of points.

For z < 3, this solution produces an invalid negative number of Dukes. In this case Dukes must be assigned the minimum possible value of 0.  Substitution yields Duchies = z for this case.

(This notation is probably blasphemous, but... meh)

For z < 3:
Duchies = z
Dukes = 0

For z >= 3
Duchies = (z + 3) / 2 } if z odd
Dukes   = (z - 3) / 2 } if z odd
Duchies = (z + 3) / 2 +/- 0.5 } if z even
Dukes   = (z - 3) / 2 -/+ 0.5 } if z even
Title: Re: Easy Puzzles
Post by: Dingan on April 09, 2015, 10:40:31 am
Time for some Lagrange multipliers!
Optimization function: VP(x,y)=x*y+3*x
Constraint: z(x,y)=x+y=constant
dz/dy=dz/dx=1
dVP/dy=x,dVP/dx=3+y
These vectors must be in the same direction, with a Lagrange multiplier -L applied:
(dz/dx,dz/dy)=L(dVP/dx,dVP/dy)=(L dVP/dx,L dVP/dy)
L dVP/dx=dz/dx, L dVP/dy=dz/dy
1=Lx, L=1/x
1=(3+y)/x, x=3+y

This is my favorite answer, which I actually like to put in non-calculus terms:

VP(x,y) = xy + 3x = (x)(y+3)
Let (x) and (y+3) be the sides of a rectangle, so that VP is the area of the rectangle.  You want to maximize the area of the rectangle with a constant perimeter (perimeter is constant because perimeter = 2(x) + 2(y+3) = 2z+6 = constant).  Everyone knows that with a given perimeter, the largest rectangle you can make is a square.  So x = y + 3.
Title: Re: Easy Puzzles
Post by: liopoil on April 09, 2015, 11:08:20 am
Ooo, that is good. I think all three of our solutions are pretty much getting at that same idea.
Title: Re: Easy Puzzles
Post by: werothegreat on April 09, 2015, 11:59:51 am
23456
23456
2345
345678
23456

What's the next set of numbers, and what is the pattern?
Title: Re: Easy Puzzles
Post by: AJD on April 09, 2015, 12:01:48 pm
23456
23456
2345
345678
23456

What's the next set of numbers, and what is the pattern?

123456
Title: Re: Easy Puzzles
Post by: Witherweaver on April 09, 2015, 12:02:48 pm
23456
23456
2345
345678
23456

What's the next set of numbers, and what is the pattern?

123456

That's the kind of thing an idiot would have on his luggage!
Title: Re: Easy Puzzles
Post by: Elanchana on April 09, 2015, 12:29:32 pm
23456
23456
2345
345678
23456

What's the next set of numbers, and what is the pattern?

23456
(0)123456
2345

...right?

It's the costs of all kingdom supply cards in each set by release date, yeah? Except Alchemy's not in there because the prices are all weird.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 09, 2015, 12:32:15 pm
Time for some Lagrange multipliers!
Optimization function: VP(x,y)=x*y+3*x
Constraint: z(x,y)=x+y=constant
dz/dy=dz/dx=1
dVP/dy=x,dVP/dx=3+y
These vectors must be in the same direction, with a Lagrange multiplier -L applied:
(dz/dx,dz/dy)=L(dVP/dx,dVP/dy)=(L dVP/dx,L dVP/dy)
L dVP/dx=dz/dx, L dVP/dy=dz/dy
1=Lx, L=1/x
1=(3+y)/x, x=3+y

This is my favorite answer, which I actually like to put in non-calculus terms:

VP(x,y) = xy + 3x = (x)(y+3)
Let (x) and (y+3) be the sides of a rectangle, so that VP is the area of the rectangle.  You want to maximize the area of the rectangle with a constant perimeter (perimeter is constant because perimeter = 2(x) + 2(y+3) = 2z+6 = constant).  Everyone knows that with a given perimeter, the largest rectangle you can make is a square.  So x = y + 3.

I mean, you could just as easily say   "Everyone knows that f(x,y) is optimized subject to the constraint g(x,y) when Df = c*Dg."
Title: Re: Easy Puzzles
Post by: werothegreat on April 09, 2015, 01:12:51 pm
23456
23456
2345
345678
23456

What's the next set of numbers, and what is the pattern?

23456
(0)123456
2345

...right?

It's the costs of all kingdom supply cards in each set by release date, yeah? Except Alchemy's not in there because the prices are all weird.

Skipping Alchemy was supposed to be a clue that I was skipping small sets, so the next set would be Dark Ages.
Title: Re: Easy Puzzles
Post by: Elanchana on April 09, 2015, 03:24:23 pm
23456
23456
2345
345678
23456

What's the next set of numbers, and what is the pattern?

23456
(0)123456
2345

...right?

It's the costs of all kingdom supply cards in each set by release date, yeah? Except Alchemy's not in there because the prices are all weird.

Skipping Alchemy was supposed to be a clue that I was skipping small sets, so the next set would be Dark Ages.

Ohhhhhhhh. I thought it was because writing P2P3P4P6P would have been a dead giveaway but your reason is better.

Also I'm kind of amused that my phone thinks (0)123456 is a phone number.
Title: Re: Easy Puzzles
Post by: ephesos on April 10, 2015, 09:05:46 am
I mean, you could just as easily say   "Everyone knows that f(x,y) is optimized subject to the constraint g(x,y) when Df = c*Dg."
Well, it would be easiest to just say "Everyone knows x=y+3." But that would be boring.

You have to start somewhere though, otherwise you can't get anywhere. Whether you start at knowing squares are optimizers or parabolas are maximized at the vertex or functions are optimized with respect to a constraint if their gradient vectors are proportional just depends on how much of the underlying mathematics you want to show.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 10, 2015, 09:48:59 am
I mean, you could just as easily say   "Everyone knows that f(x,y) is optimized subject to the constraint g(x,y) when Df = c*Dg."
Well, it would be easiest to just say "Everyone knows x=y+3." But that would be boring.

No, because that's too out of context.  But once you define x and y, sure.

Quote
You have to start somewhere though, otherwise you can't get anywhere. Whether you start at knowing squares are optimizers or parabolas are maximized at the vertex or functions are optimized with respect to a constraint if their gradient vectors are proportional just depends on how much of the underlying mathematics you want to show.

Yeah, that was my point. 
Title: Re: Easy Puzzles
Post by: Asper on April 12, 2015, 08:17:29 pm
Band of Misfits consist of heavy drinkers. How can you tell?
Title: Re: Easy Puzzles
Post by: ConMan on April 12, 2015, 11:21:19 pm
Band of Misfits consist of heavy drinkers. How can you tell?
Because they can never remember what they did the last time they went out?
Title: Re: Easy Puzzles
Post by: Asper on April 13, 2015, 07:37:11 am
Band of Misfits consist of heavy drinkers. How can you tell?
Because they can never remember what they did the last time they went out?

This is a very good answer and i wish it was mine ;D
Alas, it's not.

Edit: In case somebody wants a hint: This doesn't work in every kingdom.
Title: Re: Easy Puzzles
Post by: Asper on April 13, 2015, 10:19:05 am
Allright, nobody else? Should i solve or give more hints? I think it's obvious it's a joke question, but the answer isn't obvious at all, so maybe the puzzle isn't exactly easy...

Hmm... I'll just give another hint, either way: It didn't work before Adventures.
Title: Re: Easy Puzzles
Post by: A Drowned Kernel on April 13, 2015, 10:53:20 am
Once they're on the Tavern mat you can't call them back (I think that's how BoM works with reserve cards)
Title: Re: Easy Puzzles
Post by: Asper on April 13, 2015, 11:48:28 am
Once they're on the Tavern mat you can't call them back (I think that's how BoM works with reserve cards)

A winner is you ;D
Title: Re: Easy Puzzles
Post by: A Drowned Kernel on April 13, 2015, 12:04:59 pm
Though I think that might mean that they're all lightweights.
Title: Re: Easy Puzzles
Post by: Asper on April 14, 2015, 10:18:02 am
Though I think that might mean that they're all lightweights.

Maybe it's a boardgame meetup. Boardgames weren't super popular in the Dark Ages, and they are misfits, after all. I suppose they are playing Monopoly. Dark Ages, as i said.
Title: Re: Easy Puzzles
Post by: dirkdebeule on April 18, 2015, 09:32:04 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.

What are the new maximums after the release of Adventures :-) ?
Title: Re: Easy Puzzles
Post by: enfynet on April 19, 2015, 01:13:20 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.

What are the new maximums after the release of Adventures :-) ?
I'm sure I missed something. I had to use 3 events to get all the Tokens from Adventures. The Black Market deck became fairly random after the first few.


Base Cards: Curse, Estate, Duchy, Province, Copper, Silver, Gold, Trash

E1. Inheritance (Estate Token)
E2. Plan (Trash Token)
E3. Ferry (-$2 Cost Token)
01. Knights (Shelters)
02. Pirate Ship (Pirate Ship Mats)
03. Island (Island Mats)
04. Young Witch (Bane)
05. Urchin (Mercenary)
06. Hermit (Madman)
07. Rats
08. Page (Page Travelers)
09. Peasant (Peasant Travelers, Tavern Mat, Four '+1' Tokens)
10. Trade Route (Trade Route Mat, Coins Tokens, Platinum, Colony)
Bane. Black Market
BM01: Marauder (Ruins, Spoils)
BM02. Baker (Coin Tokens)
BM03. Native Village (Native Village Mat)
BM04. Giant (Journey Token)
BM05. Monument (VP Token Mats)
BM06. Tournament (Prizes)
BM07. Embargo (Embargo Tokens)
BM08. Scrying Pool (Potion)
BM09. Relic (-1 Card Token)
BM10. Magpie
BM11. Port
BM12. Hireling
BM13. Graverobber
BM14. Fortress
BM15. Watchtower
BM16. Envoy
BM17. Walled Village
BM18. Governor
BM19. Stash
BM20. Prince
BM21. Band of Misfits
BM22. Duchess
BM23. Hunting Party
BM24. Scout
BM25. Fairgrounds
Title: Re: Easy Puzzles
Post by: Tables on April 20, 2015, 12:14:56 pm
I buy a Forge, and gain a King's Court before I gain the Forge. Explain.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 20, 2015, 12:16:06 pm
I buy a Bank, and thus gain a King's Court. Explain.

Haggler and Quarry?
Title: Re: Easy Puzzles
Post by: Tables on April 20, 2015, 12:17:01 pm
I buy a Bank, and thus gain a King's Court. Explain.

Haggler and Quarry?

I fixed the puzzle because my wording was broken. That one was trivial, this one is just easy.
Title: Re: Easy Puzzles
Post by: TheOthin on April 20, 2015, 12:17:24 pm
Haggler and Ferry.
Title: Re: Easy Puzzles
Post by: CavJes on April 20, 2015, 12:37:47 pm
Gain a Province on turn 3 without playing any treasures on any turn.
Title: Re: Easy Puzzles
Post by: pacovf on April 20, 2015, 12:42:30 pm
Alms, 2*Death Cart, Necropolis.

Also:

Alms, Baron, Throne Room.

Also:

Borrow, Poor house, Borrow, Poor house, Necropolis.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on April 21, 2015, 08:05:25 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?
Title: Re: Easy Puzzles
Post by: TheOthin on April 21, 2015, 08:12:46 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?

Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on April 21, 2015, 08:15:47 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?

Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.

Yep, this is what I was thinking.  I'm not sure if there are other ways to do it.
Title: Re: Easy Puzzles
Post by: silvern on April 21, 2015, 08:42:38 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?

Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.


Yep, this is what I was thinking.  I'm not sure if there are other ways to do it.

Highway--> Messenger --> Lost city
Actually, this only draws you one card, but I feel there must be something like it to get more.
Title: Re: Easy Puzzles
Post by: ephesos on April 21, 2015, 08:43:07 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?
Overbuy a Doctor, trashing Cultist, Rats, or Fortress from the top of your deck.
Title: Re: Easy Puzzles
Post by: ephesos on April 21, 2015, 08:51:03 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?
"the buy phase"... like there's only one.
Prince Procession on Possession with no other cards in your deck.
On your opponent's turn, buy Ill Gotten Gains and Lost City.

I really want to work more P's into the answer...
Play Port to play Princess and Page with Pathfinding's token to draw and play Plaza(discarding Philosopher's Stone) and Poor House...

Title: Re: Easy Puzzles
Post by: TheOthin on April 21, 2015, 09:28:14 pm
I start the buy phase with no cards in hand.  I finish it with some cards in hand.  How did I do it?

Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.


Yep, this is what I was thinking.  I'm not sure if there are other ways to do it.

Highway--> Messenger --> Lost city
Actually, this only draws you one card, but I feel there must be something like it to get more.

Just need more players.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 05:33:35 pm
You have no cards in play at all, but you gain two different action cards in your Buy phase.  The second card is more expensive than the first.  What did you do?
Title: Re: Easy Puzzles
Post by: Awaclus on April 23, 2015, 05:39:07 pm
You have no cards in play at all, but you gain two different action cards in your Buy phase.  The second card is more expensive than the first.  What did you do?

Spend a bunch of coin tokens, overpay for Stonemason and gain the last Poor House in the pile. Alternatively, spend a bunch of coin tokens, overpay for Doctor, trash two Catacombses and gain a Moat and a Scout.
Title: Re: Easy Puzzles
Post by: JW on April 23, 2015, 05:42:47 pm
You have no cards in play at all, but you gain two different action cards in your Buy phase.  The second card is more expensive than the first.  What did you do?

Spend a bunch of coin tokens, overpay for Stonemason and gain the last Poor House in the pile. Alternatively, spend a bunch of coin tokens, overpay for Doctor, trash two Catacombses and gain a Moat and a Scout.

Without Coin tokens or Stonemason: You played Death Cart and trashed it to itself. Buy Travelling Fair for $2, buy any Ruin ($0), buy Poor House ($1). $2 left over. You could also buy Travelling Fair twice, buy two Ruins, and then buy Poor House.
Title: Re: Easy Puzzles
Post by: Simon (DK) on April 23, 2015, 05:45:44 pm
You have no cards in play at all, but you gain two different action cards in your Buy phase.  The second card is more expensive than the first.  What did you do?

On your last turn you played Procession-Procession-Wharf-Merchant Ship
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 05:54:36 pm
You have no cards in play at all, but you gain two different action cards in your Buy phase.  The second card is more expensive than the first.  What did you do?

On your last turn you played Procession-Procession-Wharf-Merchant Ship

You would still have a Procession in play from that.

(Edit: Wait, never mind... OK, I guess that works.  No Durations then. :P)



The other two work.  My solution doesn't use coin tokens, Stonemason or Ruins.  Also, you only buy one thing!
Title: Re: Easy Puzzles
Post by: JW on April 23, 2015, 06:07:01 pm
The other two work.  My solution doesn't use coin tokens, Stonemason or Ruins.  Also, you only buy one thing!

Play Death Cart with a +1 Coin token on it, trashing it to itself. Buy Farmland, trashing a Catacombs from hand (gain a <=$4 cost action), then gain a $7 cost action from Farmlands. 
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 06:16:33 pm
Well, having Death Cart means having Ruins. :P

I'll try narrowing it down further -- you don't need to play (or call) any cards at all.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 06:45:44 pm
Haha, I just realized that my original solution doesn't actually work.  Thankfully, I came up with an all new solution that still fits all my requirements. :P
Title: Re: Easy Puzzles
Post by: TheOthin on April 23, 2015, 06:49:53 pm
Buy a Squire for $0 because of a previously bought Ferry and trash it to Watchtower.

Alms also works in place of Ferry.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 06:57:40 pm
Buy a Squire for $0 because of a previously bought Ferry and trash it to Watchtower.

Alms also works in place of Ferry.

That's the one.

Now another attempt at using the interaction I had in mind...

No coin tokens, no durations, no reserve cards.  You play Vault (with no tokens on it), discarding your entire hand for $6 to spend.  In your buy phase, gain any number of action cards with a total cost of $12.
Title: Re: Easy Puzzles
Post by: TheOthin on April 23, 2015, 07:05:36 pm
Travelling Fair, Alms, Port.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 07:20:21 pm
Travelling Fair, Alms, Port.

That's good.  My solution doesn't use Alms.
Title: Re: Easy Puzzles
Post by: JW on April 23, 2015, 08:04:35 pm
No coin tokens, no durations, no reserve cards.  You play Vault (with no tokens on it), discarding your entire hand for $6 to spend.  In your buy phase, gain any number of action cards with a total cost of $12.
...
That's good.  My solution doesn't use Alms.

Ferry (on a Stonemason), Buy Stonemason for $0, overpay for $6, gain two $6 cost actions. As of the time you gain these actions, the total cost is $12.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 23, 2015, 08:09:17 pm
That works too!  Maybe I should just reveal my solution.  Or I should put more restrictions... :P

- Nothing gained ever costs $0 during this whole process.
- I gain a total of 4 cards.
Title: Re: Easy Puzzles
Post by: TheOthin on April 24, 2015, 12:29:40 am
Ferry on Border Village. Buy Stonemason, overpay by $4, gain two Border Villages and two $3 cards, for a total of $16 value.

That fulfills the "nothing ever costs $0" new condition but doesn't stick to exactly four cards.

Along the same vein, Ferry on Peddler, then pick up two with Stonemason. They'll be $4 each during the Buy phase, but go up to $6 each afterwards, so you'll total $14.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 24, 2015, 01:06:30 am
I'll just give my solution.

Inheritance on Port.  Buy Travelling Fair.  Buy two Estates, gaining Port for each.
Title: Re: Easy Puzzles
Post by: Asper on April 24, 2015, 07:44:37 am
For the original two cards, you could Ferry Port, and reveal Trader to the first Port you gain.
Title: Re: Easy Puzzles
Post by: werothegreat on April 28, 2015, 03:10:17 pm
The only Treasures in my deck are three Golds.

I play them to Storyteller and draw 10 cards.

Later that turn, I play them again and buy a Province.

How?
Title: Re: Easy Puzzles
Post by: sudgy on April 28, 2015, 03:16:32 pm
The only Treasures in my deck are three Golds.

I play them to Storyteller and draw 10 cards.

Later that turn, I play them again and buy a Province.

How?

You gain a Mandarin.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 12:56:36 pm
I play Walled Village, then two more Actions.  These are the only Actions I play this turn.  I play those same three cards again on my next turn, before playing any other cards, having put all of them on top of my deck.  How?

EDIT: Walled Village puts itself on your deck, not another card.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 29, 2015, 01:02:35 pm
I play Walled Village, then two more Actions.  I play those same three cards again next turn, having put all of them on top of my deck.  How?

KC-Scheme is the most obvious...
Title: Re: Easy Puzzles
Post by: Awaclus on April 29, 2015, 01:11:25 pm
I play Walled Village, then two more Actions.  I play those same three cards again next turn, having put all of them on top of my deck.  How?

On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 01:15:41 pm
KC-Scheme is the most obvious...

Made an edit: "Walled Village puts itself on your deck, not another card."

On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.

Rather more convoluted than I was thinking.  There's a simpler way.  Also getting passed cards is not gaining them, and you can't reveal Watchtower.
Title: Re: Easy Puzzles
Post by: Awaclus on April 29, 2015, 01:20:54 pm
Also getting passed cards is not gaining them, and you can't reveal Watchtower.

You can certainly reveal a Watchtower to your opponent's Ambassador.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 01:21:41 pm
Also getting passed cards is not gaining them, and you can't reveal Watchtower.

You can certainly reveal a Watchtower to your opponent's Ambassador.

Ah.  You said "pass", so I thought the official "pass", which would have meant Masquerade.

There's still a simpler way.
Title: Re: Easy Puzzles
Post by: Asper on April 29, 2015, 01:49:57 pm
I play Walled Village, then two more Actions.  I play those same three cards again next turn, having put all of them on top of my deck.  How?

On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.

Sorry to burst your bubble, but you can't get Moat back from the trash using Graverobber.
Title: Re: Easy Puzzles
Post by: Elanchana on April 29, 2015, 01:53:50 pm
I know you're probably thinking of something involving Adventures cards or events but there's always the really stupid idea of playing Walled Village then Feast, gaining another Feast and topdecking it with Watchtower, and Scheme.

Edit: Oh snap that doesn't work either! Never mind.

Editedit: Do these three cards have to be the EXACT same ones that were in play, or can they just have the same name?
Title: Re: Easy Puzzles
Post by: Witherweaver on April 29, 2015, 02:03:28 pm
I play Walled Village, then two more Actions.  I play those same three cards again next turn, having put all of them on top of my deck.  How?

On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.

Sorry to burst your bubble, but you can't get Moat back from the trash using Graverobber.

Why can't you let Ozle have his dream?
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 02:47:47 pm
Editedit: Do these three cards have to be the EXACT same ones that were in play, or can they just have the same name?

The exact same ones.
Title: Re: Easy Puzzles
Post by: Asper on April 29, 2015, 03:13:38 pm
Looking at Reserves to possibly put on top of your deck made me wonder when exactly Scheme is "resolved" for the means of Royal Carriage. Well, for a while. Then i realized it has to be resolved after drawing the card, because otherwise you couldn't play any other action card in that turn.

Good puzzle, by the way.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 29, 2015, 03:20:10 pm
Looking at Reserves to possibly put on top of your deck made me wonder when exactly Scheme is "resolved" for the means of Royal Carriage. Well, for a while. Then i realized it has to be resolved after drawing the card, because otherwise you couldn't play any other action card in that turn.

Good puzzle, by the way.

From the Wiki:

Quote
An Action or Treasure is considered resolved when, after playing it, you have finished performing all the instructions you can at that time, and are ready to play another card (if possible). The card may have effects that happen at a later time, such as Scheme or Duration cards; such delayed effects are considered "set up" at the time you play the card, and thus are part of resolving the card, though it does not cause anything to happen now, and the delayed effect does not need to happen before more cards can be played. This is important with regards to Throne Room variants, as multiplying a card with a delayed effect also multiplies that delayed effect. When delayed effects are finally dealt with, they are in a loose sense considered to be "resolved", but not resolved as an Action or as a Treasure, as the delayed effect does not have to be resolved before another card can be played.

http://wiki.dominionstrategy.com/index.php/Resolve
Title: Re: Easy Puzzles
Post by: Witherweaver on April 29, 2015, 03:22:00 pm
I was wondering about Wine Merchant, too, but it doesn't get discarded from play, and it triggers at the end of the Buy Phase, so it's already discarded by the beginning of your Cleanup phase.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 03:24:43 pm
My solution does involve Adventures stuff, but not Reserves.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 29, 2015, 03:30:21 pm
Huh, I just realized permanent Durations "nerf" Walled Village.
Title: Re: Easy Puzzles
Post by: Awaclus on April 29, 2015, 03:46:50 pm
Huh, I just realized permanent Durations "nerf" Walled Village.

Good! It used to be so OP.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 03:55:26 pm
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 04:01:04 pm
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.

You play the three cards at the start of your next turn.  Any shenanigans you pull must be done the first turn you play them.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 04:02:56 pm
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.

You play the three cards at the start of your next turn.  Any shenanigans you pull must be done the first turn you play them.

Wait.... Walled Village, Feast, Feast, Procession a Graverobber, putting both Feasts on your deck. Only WV and Procession are in play.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 04:05:03 pm
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.

You play the three cards at the start of your next turn.  Any shenanigans you pull must be done the first turn you play them.

Wait.... Walled Village, Feast, Feast, Procession a Graverobber, putting both Feasts on your deck. Only WV and Procession are in play.

*rolls eyes*

I see I need to be incredibly specific when wording these.  You play ONLY Walled Village and two other cards.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 29, 2015, 04:33:16 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 04:34:21 pm
Does this need to work in a single-player game? If not...


Walled Village, Fortress, Fortress. Buy Bonfire, putting both Fortresses into your hand, then top deck Walled Village.

Opponent plays Ghost Ship, you top deck both Fortresses. Start of your turn next turn, play all 3.

*Edit* After you buy Bonfire, you also buy Save to keep the Fortresses til next turn.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 04:35:49 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Ha, you thought of almost the same thing I did, a few seconds faster! Both ours should qualify if either does, since they both require an opponent. Also, you don't need to have Traveling Fair; you could have your +1 Buy token on Fortress.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 29, 2015, 04:45:02 pm
You would have to discard your hand during cleanup before your opponent can play Ghost Ship.

Contraband could also produce the +buy, but I thought Traveling Fair was more Adventurous. ;)
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 04:45:37 pm
You would have to discard your hand during cleanup before your opponent can play Ghost Ship.

Contraband could also produce the +buy, but Traveling Fair was more Adventurous. ;)

Oh, oops, then just also buy a Save.
Title: Re: Easy Puzzles
Post by: Elanchana on April 29, 2015, 04:46:32 pm
I GOT IT! The principle is pretty simple but I'm gonna be really systematic with this to make sure I don't screw up.

*denotes double-played card

First turn
Hand: *Walled Village, *Scheme, *Graverobber, Watchtower, +buy card
Action phase: *Walled Village (drawing treasure), *Scheme (drawing treasure), *Graverobber (gaining some kind of cantrip from the trash and topdecking it with Watchtower), +buy card.
Buy phase: At least $6 and 2 buys, buy Watchtower topdecking it with Watchtower, buy Bonfire trashing *Scheme and +buy card.
Cleanup phase: Topdeck *Walled Village, *Graverobber.

Second turn: *Walled Village, *Graverobber, Watchtower, cantrip, something
Action phase: *Walled Village (drawing anything), *Graverobbber (gaining *Scheme from the trash and topdecking it with Watchtower), play cantrip (drawing *Scheme), play *Scheme...
And the rest is noise.

So yeah, something involving Bonfire, Scheme, Graverobber, and Watchtower.

Edit: Okay so this can still work without playing the +buy card (in order to only play 2 things after WV) but you'd need more shuffle luck.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 29, 2015, 04:47:57 pm
Uh, how does Graverobber go to the top of your deck?

Edit: Oh, I guess Scheme still triggers even if it's trashed?
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 04:48:05 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.

*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.
Title: Re: Easy Puzzles
Post by: Elanchana on April 29, 2015, 04:48:43 pm
Uh, how does Graverobber go to the top of your deck?

That Scheme still does its thing after it's been trashed.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 29, 2015, 04:51:05 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.

*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.

Might have still misread Wero's puzzle if playing treasures isn't allowed.  I assumed they were okay because he just said "These are the only Actions I play this turn."

Coin Tokens I guess if Treasures aren't allowed to be played, or durations played on the previous turn as you stated.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 05:04:59 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

:D  Exactly!

Yes, playing Treasures is fine.
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 05:07:08 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

:D  Exactly!

Yes, playing Treasures is fine.

See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."

Anyway, so does my solution work just as well as the Haunted Woods thing then?
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 05:07:58 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.

*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.

Might have still misread Wero's puzzle if playing treasures isn't allowed.  I assumed they were okay because he just said "These are the only Actions I play this turn."

Coin Tokens I guess if Treasures aren't allowed to be played, or durations played on the previous turn as you stated.

The puzzle didn't originally have "These are the only Actions I play this turn", and when he first attempted to clarify that he said that he plays "only" those 3 cards.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 29, 2015, 05:09:41 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.

*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.

Might have still misread Wero's puzzle if playing treasures isn't allowed.  I assumed they were okay because he just said "These are the only Actions I play this turn."

Coin Tokens I guess if Treasures aren't allowed to be played, or durations played on the previous turn as you stated.

The puzzle didn't originally have "These are the only Actions I play this turn", and when he first attempted to clarify that he said that he plays "only" those 3 cards.

Makes sense.  I wasn't watching closely enough to follow the whole clarification process.
Title: Re: Easy Puzzles
Post by: werothegreat on April 29, 2015, 05:18:34 pm
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."

*flails miserably on the floor*

Anyway, so does my solution work just as well as the Haunted Woods thing then?

You can only buy Save once per turn.  :)
Title: Re: Easy Puzzles
Post by: Elanchana on April 29, 2015, 05:19:38 pm
Your opponent has Haunted Woods in play.

You play Walled Village, Fortress, Fortress, and at least $5 in coins.

You buy Traveling Fair for an extra buy.

You buy Bonfire, trashing the two Fortresses, putting them into your hand.

You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.

At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.

(One of the Fortresses could be Scheme I think)

:D  Exactly!

Yes, playing Treasures is fine.

...oh. Well, my solution works too. XD
Title: Re: Easy Puzzles
Post by: GendoIkari on April 29, 2015, 05:22:43 pm
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."

*flails miserably on the floor*

Anyway, so does my solution work just as well as the Haunted Woods thing then?

You can only buy Save once per turn.  :)

I was thinking that Save could do up to 2 cards for some reason. But fine, replace 1 Fortress with Scheme and it works.   :)
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 29, 2015, 06:03:42 pm
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."

*flails miserably on the floor*

Anyway, so does my solution work just as well as the Haunted Woods thing then?

You can only buy Save once per turn.  :)

I think Save can work if you just have one Fortress and use Scheme for the other one.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 29, 2015, 06:25:21 pm
Hmm.. I guess there is no preAdventures solution that only used three Action cards?

I wanted to do Walled Village-> Procession -> Graberobber, trash and gain itself and topdeck with Watchtower, but Graverobber doesn't go to the trash until after it resolves twice. 
Title: Re: Easy Puzzles
Post by: eHalcyon on April 29, 2015, 06:59:57 pm
I was thinking of Scheme-Hermit, but they don't resolve soon enough.
Title: Re: Easy Puzzles
Post by: Simon (DK) on April 30, 2015, 05:38:18 am
If more plays of the same physical cards are allowed (but still only 3 physical cards getting played), then Walled Village - King's Court - Band of Misfits works with the new rulings in http://forum.dominionstrategy.com/index.php?topic=13115.0.

1. Play BoM as Feast, gaining whatever and trashing itself.
2. Play BoM as Scheme drawing whatever.
3. Play BoM as Graverobber (your -2 cost token is on Graverobber), putting BoM on top of your deck.

Use Scheme to put King's Court on top of your deck and Walled Village puts itself on top of your deck.
Title: Re: Easy Puzzles
Post by: Simon (DK) on April 30, 2015, 05:53:23 am
With playing 3 actions, Walled Village - BoM (as Scheme) works, also with the new rulings in http://forum.dominionstrategy.com/index.php?topic=13115.0. With the new rulings, we are playing 3 actions: Walled Village, Band of Misfits and Scheme. Both cards in our play area top decks themself.
Title: Re: Easy Puzzles
Post by: werothegreat on April 30, 2015, 08:42:59 am
3. Play BoM as Graverobber (your -2 cost token is on Graverobber), putting BoM on top of your deck.

Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
Title: Re: Easy Puzzles
Post by: Witherweaver on April 30, 2015, 09:36:12 am
Throne BoM ruling was reversed?
Title: Re: Easy Puzzles
Post by: Simon (DK) on April 30, 2015, 09:47:24 am
Throne BoM ruling was reversed?

4. Ruling: BoM is never played, rather the card you chose is played. This means you chose the card before-play. It means Conspirator counts one played Action.

4: I think most people would think you only played one card with BoM. It doesn't tell you to play another card like TR or Golem. And there's just one physical card that hit the table.
The rulebook refers to "playing" Band of Misfits. So you clearly played that.

Let's say I BoM a Militia. Can you Moat it? Yes, you better be able to Moat that. So, Militia was played. You played both cards.

Conspirator is a confusing case; obv. I am sad it doesn't just count Action cards in play like Peddler. Conspirator counts Actions, not "cards," which helps a little; two Actions were played, BoM and whatever. So, Conspirator sees "I played BoM as Village" as "I played two Actions." A rulings reversal.

I am still happy with my ruling on the tokens, you should get tokens for both, which leads to getting one for BoM and two for the other card when Throning.

There remains the weird special case for Throne - BoM - Feast. Possibly I should drop it; the people who are never guessing how it works are never seeing it either. I guess there's still the chance to make the call as to what it means to play a card that instantly stops being itself; maybe that's fine, it still does everything, therefore Throne - BoM - Feast means you choose the second time and successfully play whatever you picked.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 30, 2015, 09:51:48 am
I see, because of the Feast.

But, is it clear you get to choose a different BoM target between plays 2 and 3?
Title: Re: Easy Puzzles
Post by: Simon (DK) on April 30, 2015, 09:59:49 am
If you want to know the details, I suggest that you read the thread I linked to. This is not the right place.

But I'll answer this one. Yes it is clear. On both plays 2 and 3, KC plays the card, and the card is Band of Misfits.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 30, 2015, 10:05:22 am
If you want to know the details, I suggest that you read the thread I linked to. This is not the right place.

But I'll answer this one. Yes it is clear. On both plays 2 and 3, KC plays the card, and the card is Band of Misfits.

But when you play it the second time, it's Scheme. 
Title: Re: Easy Puzzles
Post by: werothegreat on April 30, 2015, 11:56:18 am
If you want to know the details, I suggest that you read the thread I linked to. This is not the right place.

But I'll answer this one. Yes it is clear. On both plays 2 and 3, KC plays the card, and the card is Band of Misfits.

But when you play it the second time, it's Scheme.

But it's in the trash, not in play, so it doesn't stay Scheme.
Title: Re: Easy Puzzles
Post by: TheOthin on April 30, 2015, 01:38:20 pm
But wait.

"Play this as if it were an Action card in the Supply costing less than it that you choose.
This is that card until it leaves play."

So you play Band of Misfits, choose Feast. Band of Misfits becomes Feast until it leaves play, so after you play it once it's done being Feast. Then you play it a second time because KC. Now, you choose Scheme. According to BoM's text, it's Scheme until it leaves play, only it hasn't even entered play. So how could it stop being Scheme?
Title: Re: Easy Puzzles
Post by: Simon (DK) on April 30, 2015, 01:43:09 pm
But wait.

"Play this as if it were an Action card in the Supply costing less than it that you choose.
This is that card until it leaves play."

So you play Band of Misfits, choose Feast. Band of Misfits becomes Feast until it leaves play, so after you play it once it's done being Feast. Then you play it a second time because KC. Now, you choose Scheme. According to BoM's text, it's Scheme until it leaves play, only it hasn't even entered play. So how could it stop being Scheme?

Donald X.s ruling is that if it isn't in play, then it only becomes the other card for a short moment and then goes back to being BoM.
Title: Re: Easy Puzzles
Post by: werothegreat on April 30, 2015, 01:51:30 pm
But wait.

"Play this as if it were an Action card in the Supply costing less than it that you choose.
This is that card until it leaves play."

So you play Band of Misfits, choose Feast. Band of Misfits becomes Feast until it leaves play, so after you play it once it's done being Feast. Then you play it a second time because KC. Now, you choose Scheme. According to BoM's text, it's Scheme until it leaves play, only it hasn't even entered play. So how could it stop being Scheme?

Donald X.s ruling is that if it isn't in play, then it only becomes the other card for a short moment and then goes back to being BoM.

It has an epileptic fit.
Title: Re: Easy Puzzles
Post by: Asper on May 01, 2015, 07:30:16 am
I don't think Donald has made a final ruling for BoM. It's terribly complex to do, so i don't blame him. I mean, man, the man's got other things to do than sit around thinking about a single card in a mass of cards for an awesome game he created. He's got kids and stuff. And new cards to make that people bug him to make. And new games. And so on. I'm a bored student, and i have time, and it still hurts my head to think about BoM.

I tried to narrow it down to two questions:


This leads to 4 possible combinations:

Sadly, each option has issues:
1. You could argue that you always play BoM, including weirdly counting both for Conspirator. In that case, TR makes me play BoM twice, which means i could choose two different cards. Which is it then? The second, because it can't be two cards? Or both? Personally, i don't like that this variant introduces some weird things like BoM potentially being Herbalist and Hermit at the same time, but at least it's consequent. And that's a huge thing. Obviously this option wasn't considered. You get bonuses for tokens on the BoM pile in this variant.

2. You play BoM, but can't choose what it does the second time. But... why? Because it is a new card now? That would make sense if TR was saying "play a card from your hand. Play it again.". But TR says "choose a card from your hand", which is BoM. And then: "Play it twice". So i should play BoM twice from TR's wording.*

If i play BoM, but can't choose because BoM took over another alias after the first play, why can't i choose again if i trash BoM on the first play, for example as Feast?

The answer Donald gave is that BoM/TR is "hard-coded". So we don't get TR/BoM/Feast to play two different cards because TR "locks in" on Feast. Problem solved, right? Well, if we assume that TR "locks in" on the card you played BoM as, and we actually play BoM first, this means that TR knows something about what BoM does. Since when can cards do that?

Also this makes Procession even weirder: If i play BoM, then Feast, then Feast again, even though BoM has allready turned back to BoM, i should trash Feast, if any card at all. "It" on Procession goes back a long while, and starts at "play a card from your hand twice". And that card was BoM, but we still didn't treat it as if it was BoM, right? We treated it as Feast, and now we treat it as BoM again? So we do lock in there, but only for a part of Procession's effect? I'm personally a fierce enemy of trashed cards being considered only after the fact, which mattered the first time for BoM and now matters for Inheritance, but however you see this particular thing, there are a bunch of issues with this specific interpretation of BoM.

Pro: You get bonuses for tokens on the BoM pile in this variant.

3. You never play BoM. You played Feast to TR, so you play it again. This seems plausible from the wording, and works nicely for most situations. But as mentioned, TR and KC ask you to "choose a card from your hand" before playing any. And that card would be BoM, no matter what happens next. But hey, at least you never play BoM, so "locking in" makes a lot more sense. Why? Because you don't lock in on the card you chose for BoM, you're locking in on the card you played. And this means TR doesn't need to know what you did as part of BoM. Also it now doesn't cause weird stuff with Conspirator, but instead gets no bonuses for tokens on BoM. It still means that Procession's ruling becomes weird. If i never played a BoM, how is "it" BoM?

4. A bit like option one, just without the weird Conspirator thing, instead the tokens on the BoM pile do nothing. Relatively consequential, but still leads to BoM being played as several different cards each time.



Personally, i'm house ruling option 3 and ignoring the whole post-trashing observation stuff that leads to issues with Procession and recently Inheritance. In my house, if i trash a card, i don't look at it after trashing it. Who knows where it'll be now?

*Another side problem here is that while TR and KC first "choose a card", Procession and Disciple go right into "play a card from your hand". Obviously you want them to behave the same.

Edit: Oops, how did this post grow so big?  :o
Sorry for the wall of text, guys.
Title: Re: Easy Puzzles
Post by: Seprix on May 01, 2015, 09:24:09 am
Doesn't seem hard to me. You Process BoM. BoM is played as Feast. Gain two 5 cost cards. Then you gain another 5 cost card from Procession. If I am right, BoM keeps it's cost while assuming the guise of another card.
Title: Re: Easy Puzzles
Post by: markusin on May 01, 2015, 09:28:27 am
Quick summary of Donald's ruling as I understand it, Donald ruled for option 2 in Asper's post above, expect BoM is only played the first time (so you only get tokens once). You don't get to choose again once it's played a second time with TR. That is, unless the BoM trashes itself on the first play through TR, for example by choosing Feast. In that case, BoM then follows Asper's option 1; You always play BoM and you always choose until TR/KC/Procession resolves.

Given the new ruling, I now think of TR/KC/Procession as always choosing a single physical card whose on-play effect changes. So the "it" referred to by Procession for Procession/BoM is always the BoM that you hold in your hand and that you physically move to the trash, not some idea or description of a card. What that BoM does when you play it changes though. So I don't object to gaining a card costing 1 more than BoM or Inherited Estates when those respective cards are played by Procession.
Title: Re: Easy Puzzles
Post by: markusin on May 01, 2015, 09:29:13 am
Doesn't seem hard to me. You Process BoM. BoM is played as Feast. Gain two 5 cost cards. Then you gain another 5 cost card from Procession. If I am right, BoM keeps it's cost while assuming the guise of another card.
Don't you mean gain a 6 cost card from Procession?
Title: Re: Easy Puzzles
Post by: Seprix on May 01, 2015, 09:32:16 am
Doesn't seem hard to me. You Process BoM. BoM is played as Feast. Gain two 5 cost cards. Then you gain another 5 cost card from Procession. If I am right, BoM keeps it's cost while assuming the guise of another card.
Don't you mean gain a 6 cost card from Procession?

Typo.
Title: Re: Easy Puzzles
Post by: Witherweaver on May 01, 2015, 09:32:57 am
*Easy Puzzles with Complicated Rule Implications
Title: Re: Easy Puzzles
Post by: werothegreat on May 01, 2015, 10:09:29 am
*Easty Puzzles with Complicated Rule Implications

As opposed to Westy or Northy puzzles?
Title: Re: Easy Puzzles
Post by: Witherweaver on May 01, 2015, 10:10:11 am
*Easty Puzzles with Complicated Rule Implications

As opposed to Westy or Northy puzzles?

Damn you.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 01, 2015, 10:33:49 am
*Easty Puzzles with Complicated Rule Implications

As opposed to Westy or Northy puzzles?

Florst puzzles.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 01, 2015, 11:11:54 am
(I'm not sure this belongs in the puzzles, but I'm not responding to something in the main discussion thread so... sorry for perpetuating off topic-ness.)

I think that the ruling that appears to have been settled on by Donald is perfectly logical.  There are potentially other reasonable interpretations, but I like the new official ruling the best.

When considering the Throne Room case, you have to very carefully define what "it" is.  If you define "it" as the rules of the card in your hand that you chose, then you can go two different ways.  If BoM transforms before anything can ever see it as BoM, then you say "this card is Feast, and TR says to play Feast twice". If it does not, then you say "this card is BoM, and TR says to play BoM twice" 

Those are both reasonable interpretations, but the other option is to define "it" as the actual single physical instance of the card you chose.  You chose an Action card from your hand and Throne Room tells you to play that card twice.  That card is BoM. You play it, and BoM says "now I am Village until I leave play" when you play that card again, it is sitting in play and it is Village, so Village gets played.  If you choose Feast, the card you chose is in the trash after it is played the first time.  The card has changed back into BoM before it gets played the second time, so it gets played as BoM again.
Title: Re: Easy Puzzles
Post by: ephesos on May 03, 2015, 12:05:55 am
*Easty Puzzles with Complicated Rule Implications
As opposed to Westy or Northy puzzles?
Florst puzzles.
Florsty*
Title: Re: Easy Puzzles
Post by: werothegreat on May 03, 2015, 12:38:57 am
I play three Grand Markets on turn 3.  How?
Title: Re: Easy Puzzles
Post by: belugawhale on May 03, 2015, 12:50:18 am
Messenger, Ferry, Ball, Borrow on the board.

Opponent buys Ferry, putting it on Grand Market.
I buy Ferry, putting it on Grand Market.
Opponent buys Messenger, both of us gain Grand Market.
I buy Borrow for +1, and buy Ball, gaining two Grand Markets.

I draw three Grand Markets on T3.
Title: Re: Easy Puzzles
Post by: AJD on May 03, 2015, 12:51:18 am
I buy Ferry, putting it on Grand Market.
Opponent buys Messenger, both of us gain Grand Market.

Doesn't work; Grand Market's cost is still $6 on your opponent's turn.
Title: Re: Easy Puzzles
Post by: belugawhale on May 03, 2015, 12:52:33 am
My own puzzle: In a 2 player game, how can you open Province/Tournament?

Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.
Title: Re: Easy Puzzles
Post by: werothegreat on May 03, 2015, 08:22:34 am
Right, all the players who Messenger need to put Ferry on GM.

There's another solution that doesn't involve Messenger, but Ferry is certainly key.  :)
Title: Re: Easy Puzzles
Post by: TheOthin on May 03, 2015, 10:16:33 am
My own puzzle: In a 2 player game, how can you open Province/Tournament?

Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.

Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.

Right, all the players who Messenger need to put Ferry on GM.

There's another solution that doesn't involve Messenger, but Ferry is certainly key.  :)

Ferry/Inheritance? If that counts. Opponent needs to get a Lost City for you to hit both price targets.
Title: Re: Easy Puzzles
Post by: swedenman on May 03, 2015, 10:21:51 am
If I am right, BoM keeps it's cost while assuming the guise of another card.

This is definitely incorrect. If it copies Scout, then it costs 4 until it leaves play. Granted, that is irrelevant for Procession (and every other case I can think of), but it's still correct.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 03, 2015, 02:42:53 pm
Right, all the players who Messenger need to put Ferry on GM.

There's another solution that doesn't involve Messenger, but Ferry is certainly key.  :)

Ferry/Inheritance? If that counts. Opponent needs to get a Lost City for you to hit both price targets.

It shouldn't count.  Inherited Estate is still Estate.  It doesn't gain the name of the selected card.
Title: Re: Easy Puzzles
Post by: belugawhale on May 03, 2015, 03:00:45 pm
My own puzzle: In a 2 player game, how can you open Province/Tournament?

Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.

Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.

That works, but how about T1 Province and T2 Tournament?
Title: Re: Easy Puzzles
Post by: TheOthin on May 03, 2015, 03:18:56 pm
Hmm. You could have an opponent buy Lost City so you can reach Province, then they buy Messenger to give you the Tournament, but I assume that's not valid either.
Title: Re: Easy Puzzles
Post by: werothegreat on May 03, 2015, 05:25:52 pm
Right, all the players who Messenger need to put Ferry on GM.

There's another solution that doesn't involve Messenger, but Ferry is certainly key.  :)

Ferry/Inheritance? If that counts. Opponent needs to get a Lost City for you to hit both price targets.

It shouldn't count.  Inherited Estate is still Estate.  It doesn't gain the name of the selected card.

Ah, right, right.  Forgot about the "staying Estates" thing.  Good thing Messenger works, though, or else I'd look really stupid! 
Title: Re: Easy Puzzles
Post by: ephesos on May 03, 2015, 11:51:18 pm
My own puzzle: In a 2 player game, how can you open Province/Tournament?

Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.

Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.

That works, but how about T1 Province and T2 Tournament?
You need them to open Lost City, so you can 6 Copper+Baker+Borrow for your Province.
Then, you Alms for your Tournament.
Title: Re: Easy Puzzles
Post by: Seprix on May 04, 2015, 10:26:19 am
How much money does 3 estates cost?

Hey. It's an easy puzzle.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 04, 2015, 10:44:41 am
The total for 3 is 6 coins if this isn't intended as a trick question.

Potential trick question answers:
They don't cost anything because you start the game with them (if you don't start with Shelters).
Estates do not cost money, they cost 2 coins each. 
Title: Re: Easy Puzzles
Post by: Dingan on May 04, 2015, 10:44:55 am
How much money does 3 estates cost?

Hey. It's an easy puzzle.

42
Title: Re: Easy Puzzles
Post by: Witherweaver on May 04, 2015, 10:50:32 am
How much money does 3 estates cost?

Hey. It's an easy puzzle.

About tree fiddy.
Title: Re: Easy Puzzles
Post by: belugawhale on May 04, 2015, 11:33:51 am
My own puzzle: In a 2 player game, how can you open Province/Tournament?

Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.

Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.

That works, but how about T1 Province and T2 Tournament?
You need them to open Lost City, so you can 6 Copper+Baker+Borrow for your Province.
Then, you Alms for your Tournament.

Correct!
Title: Re: Easy Puzzles
Post by: ephesos on May 04, 2015, 08:16:19 pm
How much money does 3 estates cost?

Hey. It's an easy puzzle.
http://www.amazon.com/Rio-Grande-Games-RGG-471/dp/B007MKLX84
Dominion Extra Cards costs $11.27 and comes with 12 Estates. So 3 Estates costs 1/4 of that, or $2.82
Title: Re: Easy Puzzles
Post by: liopoil on May 04, 2015, 08:23:50 pm
But what about all the other base cards? It doesn't make sense to adjust for the fact that you only need 3 estates but not the fact that you don't need other cards at all.
Title: Re: Easy Puzzles
Post by: TheOthin on May 04, 2015, 08:38:23 pm
But what about all the other base cards? It doesn't make sense to adjust for the fact that you only need 3 estates but not the fact that you don't need other cards at all.

Well, I hear the going rate for each Province is about $8.
Title: Re: Easy Puzzles
Post by: heron on May 04, 2015, 10:00:39 pm
How much money does 3 estates cost?

Hey. It's an easy puzzle.

$6..............and three buys!
Title: Re: Easy Puzzles
Post by: liopoil on May 04, 2015, 10:04:41 pm
One hunting grounds, or $6 and a buy.
Title: Re: Easy Puzzles
Post by: TheOthin on May 04, 2015, 10:25:46 pm
One hunting grounds, or $6 and a buy.

For you, maybe. The rest of us need to put in a bit more work.
Title: Re: Easy Puzzles
Post by: terminalCopper on May 05, 2015, 07:05:12 am
How much money does 3 estates cost?

Hey. It's an easy puzzle.
http://www.amazon.com/Rio-Grande-Games-RGG-471/dp/B007MKLX84
Dominion Extra Cards costs $11.27 and comes with 12 Estates. So 3 Estates costs 1/4 of that, or $2.82

According to this, three estates cost $11.27.
Title: Re: Easy Puzzles
Post by: Seprix on May 05, 2015, 10:26:38 am
Wow. My question was just sarcastic.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 05, 2015, 11:51:02 am
Really it depends mostly on where you live. In New England, especially near or in a big city like Boston, a single estate will cost upwards of a million dollars; so 3 estates would probably cost around 3 million. But in the midwest, you could probably get 3 estates for $400,000 or so. Of course it's also going to depends largely on the size of the estates. so really there's just no real way to answer this without a lot more details.
Title: Re: Easy Puzzles
Post by: werothegreat on May 05, 2015, 11:58:52 am
Really it depends mostly on where you live. In New England, especially near or in a big city like Boston, a single estate will cost upwards of a million dollars; so 3 estates would probably cost around 3 million. But in the midwest, you could probably get 3 estates for $400,000 or so. Of course it's also going to depends largely on the size of the estates. so really there's just no real way to answer this without a lot more details.

The pun thread is over in General Discussion, guys.
Title: Re: Easy Puzzles
Post by: Witherweaver on May 05, 2015, 12:01:50 pm
Really it depends mostly on where you live. In New England, especially near or in a big city like Boston, a single estate will cost upwards of a million dollars; so 3 estates would probably cost around 3 million. But in the midwest, you could probably get 3 estates for $400,000 or so. Of course it's also going to depends largely on the size of the estates. so really there's just no real way to answer this without a lot more details.

They're about 1VP big.
Title: Re: Easy Puzzles
Post by: ephesos on May 05, 2015, 12:08:52 pm
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
Title: Re: Easy Puzzles
Post by: Awaclus on May 05, 2015, 12:14:38 pm
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

At the end of the game.
Title: Re: Easy Puzzles
Post by: werothegreat on May 05, 2015, 12:25:28 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
Title: Re: Easy Puzzles
Post by: terminalCopper on May 05, 2015, 12:36:46 pm
Board with Baker, Stonemason, Forager, Masquerade, Ironmonger, Mountebank, Wharf, Watchtower, Border Village, X;
no Black Market, no Kings Court, no Forge, no Adventures. 4 Player.

What is presumably the most common reason no one uses the coin token on T1/2?

Player 1 loses connection on T1.
Title: Re: Easy Puzzles
Post by: Elanchana on May 05, 2015, 12:43:14 pm
They want to save it for their first $7 turn to get SM-2xBV-2xWharf? I can think of a lot of things but that's the most "drastic" play.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 05, 2015, 12:49:22 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

Your deck is: King's Court, King's Court, Dame Natalie, Sir Michael, Masquerade.

Pin them until their deck is gone. Then, start gaining Coppers/Estates/Curses with Dame Natalie, and trashing them. Drain those piles to 1 Curse, 0 Copper, 2 Estates.  On the final turn, gain those 3 cards and pass the Curse last. (or drain until there are 1-3 Estates left and just don't play Masquerade)
Title: Re: Easy Puzzles
Post by: TheOthin on May 05, 2015, 01:02:14 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
Title: Re: Easy Puzzles
Post by: werothegreat on May 05, 2015, 02:26:15 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.

Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.

How can you buy a card, without using coins, other than via cost reduction?
Title: Re: Easy Puzzles
Post by: TheOthin on May 05, 2015, 02:46:01 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.

Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.

How can you buy a card, without using coins, other than via cost reduction?

Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.

You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 05, 2015, 02:52:01 pm
One Bridge Troll, and 3 Estate-Highways (or with one real Highway and the contrived Princess thing) gets you to KC/KC/Workshop/Workshop/Ironworks for all the provinces.

Title: Re: Easy Puzzles
Post by: werothegreat on May 05, 2015, 02:59:37 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.

Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.

How can you buy a card, without using coins, other than via cost reduction?

Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.

You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.

There are cards that don't cost any coins at all.
Title: Re: Easy Puzzles
Post by: TheOthin on May 05, 2015, 03:13:24 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.

Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.

How can you buy a card, without using coins, other than via cost reduction?

Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.

You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.

There are cards that don't cost any coins at all.

Yeah the $0 ones. Are you proposing playing Cursers to wreck your opponent's VP and then buying Coppers and Ruins to end the game?
Title: Re: Easy Puzzles
Post by: Awaclus on May 05, 2015, 03:35:25 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.

Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.

How can you buy a card, without using coins, other than via cost reduction?

Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.

You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.

There are cards that don't cost any coins at all.

Yeah the $0 ones. Are you proposing playing Cursers to wreck your opponent's VP and then buying Coppers and Ruins to end the game?

And the $0P ones.
Title: Re: Easy Puzzles
Post by: TheOthin on May 05, 2015, 03:39:20 pm
An opponent plays Bridge Troll; you take your -$1 token.  Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.

How can you win the game without ever losing the -$1 token?

Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.

You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.

Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.

How can you buy a card, without using coins, other than via cost reduction?

Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.

You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.

There are cards that don't cost any coins at all.

Yeah the $0 ones. Are you proposing playing Cursers to wreck your opponent's VP and then buying Coppers and Ruins to end the game?

And the $0P ones.

Well. That would do it, wouldn't it.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 05, 2015, 09:29:15 pm
Can't you just play a bunch of Workshops and Workshop variants? Alms too.
Title: Re: Easy Puzzles
Post by: belugawhale on May 07, 2015, 11:32:58 am
New puzzle: How can Squire directly gain a treasure other than silver (Squire itself tells you to gain the treasure, not another card)?
Title: Re: Easy Puzzles
Post by: AJD on May 07, 2015, 11:35:52 am
New puzzle: How can Squire directly gain a treasure other than silver (Squire itself tells you to gain the treasure, not another card)?

Relic.
Title: Re: Easy Puzzles
Post by: ephesos on May 07, 2015, 01:28:52 pm
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?
Title: Re: Easy Puzzles
Post by: eHalcyon on May 07, 2015, 01:55:13 pm
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?

Pretty sure that there is no way.  There was an idea that you could do something like TR-BoM, first as Reserve, then as something that trashes itself.  Then you can gain it from the trash with, say, Graverobber. But BoM would fail to trash itself from the tavern.

Edit: typo
Title: Re: Easy Puzzles
Post by: faust on May 07, 2015, 02:14:36 pm
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?

TR-BoM, first play it as any Reserve (say Guide), set it aside. Then I can play it again.

Well, that's for playing it again. Getting it back might work like this, but I'm not sure how the ruling is there:

I have Princed a TR. At the start of my turn, I play TR-BoM as Guide, setting it aside. As my BoM-as-Guide is set aside, it reverts to being a BoM. Now I play it again, as Guide. For a split second, my BoM on the Tavern mat turn into Guide, immediately wanting to revert back to a BoM. But "ha!", I say and jump up. You're a Guide now, and it's the start of my turn, so I may call you! And I do!

I honestly wonder if this would work.
Title: Re: Easy Puzzles
Post by: swedenman on May 08, 2015, 09:29:55 pm
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?

TR-BoM, first play it as any Reserve (say Guide), set it aside. Then I can play it again.

Well, that's for playing it again. Getting it back might work like this, but I'm not sure how the ruling is there:

I have Princed a TR. At the start of my turn, I play TR-BoM as Guide, setting it aside. As my BoM-as-Guide is set aside, it reverts to being a BoM. Now I play it again, as Guide. For a split second, my BoM on the Tavern mat turn into Guide, immediately wanting to revert back to a BoM. But "ha!", I say and jump up. You're a Guide now, and it's the start of my turn, so I may call you! And I do!

I honestly wonder if this would work.

It wouldn't work. BoM never becomes Guide the second time, because it's out of play. Therefore, you can't call it.
Title: Re: Easy Puzzles
Post by: swedenman on May 10, 2015, 06:19:18 am
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?

So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.
Title: Re: Easy Puzzles
Post by: Rubby on May 10, 2015, 11:02:45 am
So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.

For Lose Track rule purposes, do cards generally expect to find themselves in play?

If so, then I agree that there is no way to get it back. If not, then you can Throne Room BoM, play it as Wine Merchant, then play it as Mining Village and trash it, then get it back with Graverobber.
Title: Re: Easy Puzzles
Post by: Elanchana on May 10, 2015, 11:12:29 am
Wait, hold everything. Can't you Procession the BoM so that it gets trashed regardless of what it's played as, then gain it back with Graverobber? You could play it as a reserve card both times then.
Title: Re: Easy Puzzles
Post by: markusin on May 10, 2015, 11:20:03 am
Wait, hold everything. Can't you Procession the BoM so that it gets trashed regardless of what it's played as, then gain it back with Graverobber? You could play it as a reserve card both times then.
The question is whether a card is lost track of when moved to the Tavern Mat, making it unable to be trashed by Procession.  This goes for all reserve cards, not just BoM as a reserve. The ruling seems to be that Procession can't trash a reserve once it moves to the Tavern Mat due to the lose track rule, similar to Procession/Madman.
Title: Re: Easy Puzzles
Post by: swedenman on May 10, 2015, 12:21:40 pm
So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.

For Lose Track rule purposes, do cards generally expect to find themselves in play?

Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.
Title: Re: Easy Puzzles
Post by: Rubby on May 10, 2015, 03:44:16 pm

For Lose Track rule purposes, do cards generally expect to find themselves in play?

Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.

But my question pertained to (BoM as) Mining Village expecting to find itself in play. If Mining Village's self-trashing ability doesn't care whether it's in play, then I have solved ephesos's puzzle. Edit: missed that eHalcyon already said this.
Title: Re: Easy Puzzles
Post by: TheOthin on May 10, 2015, 03:45:48 pm

For Lose Track rule purposes, do cards generally expect to find themselves in play?

Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.

But my question pertained to (BoM as) Mining Village expecting to find itself in play. If Mining Village's self-trashing ability doesn't care whether it's in play, then I have solved ephesos's puzzle.

It does. This is why Mining Village was the first card to invoke Lose Track.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 10, 2015, 03:49:06 pm
I already called put exactly this scenario as a potential solution that actually doesn't work.
Title: Re: Easy Puzzles
Post by: pacovf on May 10, 2015, 03:53:51 pm
Some potential solutions improve with a second viewing.
Title: Re: Easy Puzzles
Post by: Rubby on May 10, 2015, 04:11:32 pm
I already called put exactly this scenario as a potential solution that actually doesn't work.

Oops, missed that. So what's the official ruling as to why it doesn't work? I know Lose Track accounts for Throne Room not being able to put a trashed Mining Village back in play, and I know a trashed Mining Village can't re-trash itself because trashing requires moving to the trash from somewhere else, but I'm not aware of any ruling saying that a Mining Village (or BoM as Mining Village) can't move itself to the trash from a non-in-play location.

Maybe it's that the second play of BoM in that scenario is actually playing a virtual BoM and not the one that is on the Tavern mat, so there is nothing to trash?
Title: Re: Easy Puzzles
Post by: swedenman on May 10, 2015, 04:41:33 pm

For Lose Track rule purposes, do cards generally expect to find themselves in play?

Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.

But my question pertained to (BoM as) Mining Village expecting to find itself in play. If Mining Village's self-trashing ability doesn't care whether it's in play, then I have solved ephesos's puzzle. Edit: missed that eHalcyon already said this.

Oh, I missed the "themselves" part of your question. My bad. But yes, Mining Village's self-trashing can only move itself from in play to the trash. If it's not in play then MV has lost track of itself. I believe the rationale behind the ruling is simply that the trashing on Mining Village is meant to be strictly interpreted as moving MV from in play to the trash. That isn't clear from the card text or the FAQ, but it was needed to prevent silliness involving TR-MV on a Possession turn, I believe.
Title: Re: Easy Puzzles
Post by: Awaclus on May 10, 2015, 06:14:53 pm
I just bought a Province with a Hovel in hand and didn't trash it. Why?

A few obvious answers that didn't actually happen this time:


There are multiple non-obvious answers that I can think of in addition to the one that actually happened, and there are probably more that I didn't think of.

Hint: It was undoubtedly a good play on a strong kingdom.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on May 10, 2015, 06:35:03 pm
Some more obvious reasons!
It was the end of the game
You were buying another VP card and felt the 2nd one had really earned the Hovel trashing

Something non-obvious
You might want your deck size to increase for Vault or Secret Chamber money in the case where you are drawing your whole deck.
Possession turn and you wanted the Hovel to be in their shuffle, though this doesn't actually work with the wording "I just bought a Province."
You could imagine deck states where your opponent has Possessions and you don't want to improve your deck, this seems pretty speculative and marginal in any case but I can see someone talking themselves into it.
Title: Re: Easy Puzzles
Post by: Awaclus on May 10, 2015, 07:03:50 pm
You might want your deck size to increase for Vault or Secret Chamber money in the case where you are drawing your whole deck.

This is one of the answers I had in mind, but not the one that actually happened.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on May 10, 2015, 07:18:54 pm
Here are some other ones:
Tribute
Far-fetched scenario where you have lots of Scrying Pools but want a fair number of non-action cards so that your Ironmongers have a better chance of acting as villages before you draw your deck.
Title: Re: Easy Puzzles
Post by: Awaclus on May 10, 2015, 07:22:47 pm
Here are some other ones:
Tribute
Far-fetched scenario where you have lots of Scrying Pools but want a fair number of non-action cards so that your Ironmongers have a better chance of acting as villages before you draw your deck.

Hadn't thought of these.
Title: Re: Easy Puzzles
Post by: TheOthin on May 10, 2015, 07:51:56 pm
Quest.
Title: Re: Easy Puzzles
Post by: Ghacob on May 10, 2015, 08:28:47 pm
I just bought a Province with a Hovel in hand and didn't trash it. Why?
I took a bit of time to try to find the game in question, took more time to figure out why you'd want to not trash it.
That's one of the most convoluted correct decisions I've ever seen.
So this is high level dominion.
Title: Re: Easy Puzzles
Post by: liopoil on May 10, 2015, 08:37:17 pm
You needed it to discard to tactician on your next turn?
You need to play a warehouse every turn to lower the cost of peddlers, but your deck is so thin that you need more bad cards to discard?

Also storeroom, but that's just the same as secret chamber or vault.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on May 10, 2015, 08:53:43 pm
I just bought a Province with a Hovel in hand and didn't trash it. Why?
I took a bit of time to try to find the game in question, took more time to figure out why.
That's one of the most convoluted correct decisions I've ever seen.
So this is high level dominion.

The sad part is it didn't even work out for the intended purpose.

edit: It also only improves his chances of "success" the next turn by 0.48% and his chances of winning the game by even less. Assuming I math'd correctly. Not to disagree with Ghacob, it was a nice thought from Awaclus, but this kind of thing is not really important for high level Dominion play. The attention to detail is good, but even better is having a sense of when these little things make a big difference and learning how to focus your mindpower on those situations vs the times when it's just meaningless for your odds of winning.
Title: Re: Easy Puzzles
Post by: liopoil on May 10, 2015, 08:59:57 pm
I just bought a Province with a Hovel in hand and didn't trash it. Why?
I took a bit of time to try to find the game in question, took more time to figure out why.
That's one of the most convoluted correct decisions I've ever seen.
So this is high level dominion.

The sad part is it didn't even work out for the intended purpose.
Yes, that is very sad. Hint: He should have bought a borrow too.
Title: Re: Easy Puzzles
Post by: TheOthin on May 10, 2015, 10:01:28 pm
I thought I got it from looking at the log but now I'm all confused again.
Title: Re: Easy Puzzles
Post by: liopoil on May 10, 2015, 10:02:19 pm
I thought I got it from looking at the log but now I'm all confused again.
Borrow decreases the handsize of your next turn, which is what he wants. He doesn't need the coin.
Title: Re: Easy Puzzles
Post by: belugawhale on May 10, 2015, 10:31:40 pm
Could someone post the log?
Title: Re: Easy Puzzles
Post by: TheOthin on May 10, 2015, 10:57:56 pm
I thought I got it from looking at the log but now I'm all confused again.
Borrow decreases the handsize of your next turn, which is what he wants. He doesn't need the coin.
That's what I was thinking but I don't understand how it went wrong.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 10, 2015, 11:43:27 pm
Possibly having plans to Forge it with other cards totaling $7 into a Province later.

From the comments made, I don't think this is the case in question, but I don't think it has been mentioned.

Edit: I guess that is trash for benefit, which was included in the obvious answers in the original post, so nothing to see here.
Title: Re: Easy Puzzles
Post by: Awaclus on May 11, 2015, 04:10:09 am
Could someone post the log?

Here: http://www.gokosalvager.com/static/logprettifier.html?20150510/log.516cd492e4b082c74d7a247a.1431295722434.txt

Also, I most certainly did not play the early game very well (there was no need to start greening that early; with my amazing draws, I would have had all the time in the world to add some more reliability instead, but I didn't, and it backfired), so this is not the best example of high level Dominion ever.

That's what I was thinking but I don't understand how it went wrong.

I drew both of my KCs.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 11, 2015, 02:13:39 pm
Could someone post the log?

Here: http://www.gokosalvager.com/static/logprettifier.html?20150510/log.516cd492e4b082c74d7a247a.1431295722434.txt

Also, I most certainly did not play the early game very well (there was no need to start greening that early; with my amazing draws, I would have had all the time in the world to add some more reliability instead, but I didn't, and it backfired), so this is not the best example of high level Dominion ever.

That's what I was thinking but I don't understand how it went wrong.

I drew both of my KCs.

So has the actual answer been posted yet?
Title: Re: Easy Puzzles
Post by: Awaclus on May 11, 2015, 02:15:15 pm
Could someone post the log?

Here: http://www.gokosalvager.com/static/logprettifier.html?20150510/log.516cd492e4b082c74d7a247a.1431295722434.txt

Also, I most certainly did not play the early game very well (there was no need to start greening that early; with my amazing draws, I would have had all the time in the world to add some more reliability instead, but I didn't, and it backfired), so this is not the best example of high level Dominion ever.

That's what I was thinking but I don't understand how it went wrong.

I drew both of my KCs.

So has the actual answer been posted yet?

No. It has been implied, though.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2015, 07:13:18 pm
What's with the comments about Borrow?  Is lio just joking?

From the log...

Awaclus wants to play KC-Scavenger and Gold every turn, using Scavenger to topdeck another KC, Scavenger and Gold.  He only has 2 KCs though, so this can be disrupted if he ends up drawing his second KC and thus preventing him from topdecking it for his next hand.  Keeping the Hovel makes it slightly less likely for this to happen.
Title: Re: Easy Puzzles
Post by: liopoil on May 11, 2015, 07:16:27 pm
That's right, his next hand already has all it needs, so he doesn't want to draw another KC. If he buys borrow, that further increases the chance that he doesn't draw the second KC.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2015, 07:18:43 pm
That's right, his next hand already has all it needs, so he doesn't want to draw another KC. If he buys borrow, that further increases the chance that he doesn't draw the second KC.

Oh.

I found it confusing because Borrow isn't in the game. :P
Title: Re: Easy Puzzles
Post by: werothegreat on May 12, 2015, 12:51:19 am
I play Potion with my Storyteller.  Why?
Title: Re: Easy Puzzles
Post by: TheOthin on May 12, 2015, 12:53:27 am
I play Potion with my Storyteller.  Why?
Draw-to-x.
Title: Re: Easy Puzzles
Post by: Witherweaver on May 12, 2015, 04:27:02 am
I play Potion with my Storyteller.  Why?

You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists.  Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.
Title: Re: Easy Puzzles
Post by: Jimmmmm on May 12, 2015, 04:32:01 am
I play Potion with my Storyteller.  Why?

Horn of Plenty
Menagerie
Poor House
Tactician
Title: Re: Easy Puzzles
Post by: faust on May 12, 2015, 11:43:52 am
I play Potion with my Storyteller.  Why?

You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists.  Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.

Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?
Title: Re: Easy Puzzles
Post by: Ghacob on May 12, 2015, 11:54:29 am
I play Potion with my Storyteller.  Why?

You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists.  Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.

Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?

Wouldn't this interaction have existed already with Black Market?
Title: Re: Easy Puzzles
Post by: belugawhale on May 12, 2015, 02:22:18 pm
If you buy Mandarin from the Black Market or gain it with something like university.
Title: Re: Easy Puzzles
Post by: swedenman on May 12, 2015, 04:19:29 pm
I play Potion with my Storyteller.  Why?

You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists.  Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.

Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?

Yeah. It's important to remember that a Potion card isn't itself a resource but rather a card that generates a resource when you play it.
Title: Re: Easy Puzzles
Post by: Witherweaver on May 13, 2015, 04:20:33 am
I play Potion with my Storyteller.  Why?

You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists.  Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.

Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?

Well yeah; I guess you only need one Potion in my example of spending P this turn and having another Potion next turn.

But a more direct edge case would be, you have one Potion, 2 Buys, some way to Gain Mandarin (e.g., University), a draw, and there are two Vineyards left for a three pile. 
Title: Re: Easy Puzzles
Post by: werothegreat on May 16, 2015, 12:24:35 pm
I Inherit Peddlers on turn 2.  How?
Title: Re: Easy Puzzles
Post by: pacovf on May 16, 2015, 12:27:30 pm
T1: Play 4 Coppers. Buy Nomad Camp
T2: Play Necropolis, Nomad Camp, 3 Coppers, use Baker's Coin Token, Buy Borrow, Buy Inheritance.

Nomad Camp so OP.
Title: Re: Easy Puzzles
Post by: swedenman on May 16, 2015, 04:01:31 pm
I Inherit Peddlers on turn 2.  How?

T1-Play 5 Copper; Buy Travelling Fair, Poor House, and Poor House, top-decking both. Draw PH, PH, and your 3 Shelters.
T2-Play Necropolis, then both PHs. Inherit Peddlers.

I wonder if it's possible without Shelters? Probably not, but I'll think about it.
Title: Re: Easy Puzzles
Post by: TheOthin on May 16, 2015, 07:04:45 pm
Turn 1: Buy Travelling Fair, Poor House, Pawn. Draw Poor House, Pawn, and three Estates.
Turn 2: Play Pawn for +1 Action and +$1, play Poor House for +$4. Use Baker coin and Borrow to reach $7 and buy Inheritance.
Title: Re: Easy Puzzles
Post by: ephesos on May 16, 2015, 07:34:01 pm
I Inherit Peddlers on turn 2.  How?
Turn 1: 5C + Borrow -> Scouting Party(discarding top 5)+Death Cart(gaining 2 Ruined Villages)
Turn 2: 2 Ruined Villages+Death Cart+C+Baker coin token+Borrow-> Inheritance on Peddlers
Title: Re: Easy Puzzles
Post by: werothegreat on May 17, 2015, 08:54:42 pm
A boy wanders into a church and is killed; the clergy then turn his body into a holy artifact.

What happened?
Title: Re: Easy Puzzles
Post by: Ghacob on May 17, 2015, 08:55:52 pm
Drowned in the holy water?
Title: Re: Easy Puzzles
Post by: GendoIkari on May 17, 2015, 08:59:36 pm
A boy wanders into a church and is killed; the clergy then turn his body into a holy artifact.

What happened?

You trashed a Squire with Bishop, gaining a Relic.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 17, 2015, 09:07:00 pm
Play Chapel, Trash Squire, gain Relic.

Edit: next page ninja, but I think maybe Chapel makes more sense... maybe not... depends on if "church" or "clergy" was the important word.
Title: Re: Easy Puzzles
Post by: belugawhale on May 17, 2015, 09:40:59 pm
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.
Title: Re: Easy Puzzles
Post by: liopoil on May 17, 2015, 09:46:44 pm
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn?
Teacher put a +action token on Distant Lands a long time ago, this allows me to play 5 Distant Lands. Teacher is not in the supply, and you can still call Distant Lands a terminal action, so this follows the rules.
Title: Re: Easy Puzzles
Post by: belugawhale on May 17, 2015, 09:48:05 pm
That works, but now I will edit my post to disallow tokens.
Title: Re: Easy Puzzles
Post by: liopoil on May 17, 2015, 09:49:28 pm
I can't think of a way this can be possible then... but I'd love to be shown wrong.
Title: Re: Easy Puzzles
Post by: werothegreat on May 17, 2015, 10:01:17 pm
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.

What are you counting as terminal?  Does Tribute count?

EDIT: What about Band of Misfits?
Title: Re: Easy Puzzles
Post by: belugawhale on May 17, 2015, 10:46:25 pm
Terminal as in none of the card's effects could add any number of actions.
Title: Re: Easy Puzzles
Post by: werothegreat on May 17, 2015, 10:54:22 pm
Terminal as in none of the card's effects could add any number of actions.

Champion is a Duration, but it's not in the Supply.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 18, 2015, 01:20:18 am
A boy wanders into a church and is killed; the clergy then turn his body into a holy artifact.

What happened?

Use Chapel (or Bishop) to trash Squire, gaining Relic.
Title: Re: Easy Puzzles
Post by: ConMan on May 18, 2015, 02:43:29 am
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.
Disciple is a non-supply card, so I'd Disciple a Disciple, playing a Smithy twice, then playing a Village (that I just drew) twice, and use that to play four Distant Lands.
Title: Re: Easy Puzzles
Post by: ConMan on May 18, 2015, 02:54:06 am
As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?
Title: Re: Easy Puzzles
Post by: swedenman on May 18, 2015, 03:32:31 am
How can I put 4 Distant Lands onto my Tavern mat this turn?

Pick them up and put them there.
Title: Re: Easy Puzzles
Post by: ephesos on May 18, 2015, 06:42:58 am
As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?
Last turn, you Princed 4 Distant Lands with the help of Bridge. This turn, you drew a hand of 5 more Distant Lands, and played 4 Distant Lands at the start of your turn, setting them aside.
Even though they play other cards as part of their resolution, the Princes are no longer in your deck.

Alternatively, just Prince a Crossroads. But I like this better cause it wastes 4 Princes.
Title: Re: Easy Puzzles
Post by: faust on May 18, 2015, 07:53:50 am
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.

Princed Crossroads, 4 Distant Lands in hand.
Title: Re: Easy Puzzles
Post by: faust on May 18, 2015, 07:54:27 am
Oh crap, that was already there. Have a +1.
Title: Re: Easy Puzzles
Post by: faust on May 18, 2015, 08:02:11 am
As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?

Alternative without Prince:

Hand: Black Market x2, Distant Lands x2, Hunting Grounds x1. +1 card token on BM. Play BM, draw Coin of the Realm (CotR), play CotR, put BM cards back (BM finished resolving), call CotR. Play Hunting Grounds, drawing CotR x2, Distant Lands x2. Play second BM, play CotR x2, put cards back, call CotR x2, play 4 Distant Lands.
Title: Re: Easy Puzzles
Post by: belugawhale on May 18, 2015, 10:21:16 am
Wow, I guess I left way too many loopholes in my post.
My solution was 4xDisciple and 1xCouncil Room. Play Disciple-Disciple-Disciple-Disciple-CR, drawing 4 Distant Lands, 1 Disciple, and 3 Scouts. Play the last Disciple, and you have 4 TR effects to play the Distant Lands.
Title: Re: Easy Puzzles
Post by: pacovf on May 18, 2015, 10:37:33 am
You did say no cards that can play other cards. That would disallow both Disciple and Prince.
Title: Re: Easy Puzzles
Post by: werothegreat on May 18, 2015, 10:52:48 am
You did say no cards that can play other cards. That would disallow both Disciple and Prince.

Right... what exactly counts, to you, as a card that plays other cards?
Title: Re: Easy Puzzles
Post by: pacovf on May 18, 2015, 11:24:47 am
A card that tells you to play (or that you may play) an Action card. Is there any other way to understand that?
Title: Re: Easy Puzzles
Post by: belugawhale on May 18, 2015, 11:49:37 am
Disciple is not in the Supply.
Title: Re: Easy Puzzles
Post by: Ghacob on May 18, 2015, 11:55:28 am
I would ask then what your definition of a terminal action is. As far as I'm concerned, Disciple is not terminal
Title: Re: Easy Puzzles
Post by: belugawhale on May 18, 2015, 01:46:06 pm
I would ask then what your definition of a terminal action is. As far as I'm concerned, Disciple is not terminal
According to the wiki, a terminal action is an Action card that does not give +Action when played.
Title: Re: Easy Puzzles
Post by: Accatitippi on May 18, 2015, 02:02:07 pm
Play Chapel, Trash Squire, gain Relic.

Edit: next page ninja, but I think maybe Chapel makes more sense... maybe not... depends on if "church" or "clergy" was the important word.

I thought it was an altar, but that would make two holy artifacts.
Better not to investigate too closely about what constitutes those relics. Seriously.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 18, 2015, 03:06:28 pm
Whoops, didn't even notice I was next-page ninja'd too.
Title: Re: Easy Puzzles
Post by: Ghacob on May 18, 2015, 04:31:48 pm
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.

Disciple is not in the Supply.

Using this silly set of rules, I could just as easily put 12 Distant lands onto the Tavern mat, as well as buy 20 cards from the Black Market deck, and even buy out the whole supply, solution trivial
Title: Re: Easy Puzzles
Post by: werothegreat on May 18, 2015, 04:34:55 pm
I would ask then what your definition of a terminal action is. As far as I'm concerned, Disciple is not terminal
According to the wiki, a terminal action is an Action card that does not give +Action when played.

But Throne Room variants do, in a broad sense, give extra Action when played, because they allow (or force) you to play another card.  They certainly aren't terminal in the conventional sense, not even soft terminal.  There's a reason why they're sometimes called pseudo-villages.
Title: Re: Easy Puzzles
Post by: Awaclus on May 18, 2015, 06:15:49 pm
There's a reason why they're sometimes called pseudo-villages.

And for the same reason, I always try to use the term splitter which already includes Throne variants without the need of a "pseudo" in front of it.
Title: Re: Easy Puzzles
Post by: liopoil on May 18, 2015, 06:27:15 pm
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 18, 2015, 11:45:19 pm
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.

Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 12:08:27 am
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:

Premise: Infinite supply piles, single player, you choose your initial deckstate and kingdom, but from then on you have the worst possible shuffle luck. Can you guarantee that you can gain a duchy every turn forever, following as many of the below restrictions as possible?

1. Without trashing any duchies, or revealing trader to the duchies.
2. Without setting aside the duchies.
3. Without ever drawing any cards apart from the cleanup phase.
4. Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
5. Without getting to choose your starting deck, only your starting hand.
6. Only using 4 different kingdom cards.

I can think of a solution that fits all 6 restrictions. Feel free to add more! The spoiler in #2 is because it gives a hint to how you might satisfy #1.
Title: Re: Easy Puzzles
Post by: AJD on May 19, 2015, 12:08:58 am
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.

Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.

Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)
Title: Re: Easy Puzzles
Post by: AJD on May 19, 2015, 12:09:39 am
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:

I kind of feel like "Easy Puzzles" is not the thread for this?
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 12:10:37 am
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:

I kind of feel like "Easy Puzzles" is not the thread for this?
There is no "general dominion puzzles thread" besides this one. I don't think it deserves a thread, and the case without any restrictions should be fairly easy.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 12:12:50 am
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:

Premise: Infinite supply piles, single player, you choose your initial deckstate and kingdom, but from then on you have the worst possible shuffle luck. Can you guarantee that you can gain a duchy every turn forever, following as many of the below restrictions as possible?

1. Without trashing any duchies, or revealing trader to the duchies.
2. Without setting aside the duchies.
3. Without ever drawing any cards apart from the cleanup phase.
4. Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
5. Without getting to choose your starting deck, only your starting hand.
6. Only using 4 different kingdom cards.

I can think of a solution that fits all 6 restrictions. Feel free to add more! The spoiler in #2 is because it gives a hint to how you might satisfy #1.

1. Revealing Trader doesn't help anyway.  If you do, you never actually gain Duchy.
4. Uh, is that "only" a mistake?  I assume that you'd also want to include cards that always show up in your hand, not only those that show up sometimes.  And does this count cards that never show up in your hand, e.g. the Duchy itself?

Edit:

By the way, I can do this with the additional restrictions:

7. Only using 2 different kingdom cards.
8. Gaining Province instead of Duchy.

My average cost is lower too, but it depends on exactly what cards you are counting.  If you only count cards in hand, my average is $2. 

Hand is 5 Fool's Gold.  Buy Travelling Fair, Mandarin, Province.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 01:22:30 am
Alternatively, I can do it with these restrictions:

7. Only using 3 different kingdom cards.
8. Gaining Colony in addition to Duchy.
9. Using no treasures.
10. With other players attacking me (but Masquerade and Possession would stop me).

And if you only count cards in hand, my average card cost is $1.

Kingdom cards are Page, Peasant, Poor House.

Champion is in play.  Poor House has +1 Buy token on it via Teacher and +1 Coin token on it from Training.  Hand is 5x Poor House.

Play all PH for $25 and 6 Buys. Buy Travelling Fair, 5 top-decked Poor Houses, Colony and Duchy.




And for the original puzzle, if requirement 4 only counts cost of cards in hand, I have a solution that should work even against a pin and without choosing my starting hand.

Prince of Counts
Title: Re: Easy Puzzles
Post by: ephesos on May 19, 2015, 01:29:12 am
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:

Premise: Infinite supply piles, single player, you choose your initial deckstate and kingdom, but from then on you have the worst possible shuffle luck. Can you guarantee that you can gain a duchy every turn forever, following as many of the below restrictions as possible?

1. Without trashing any duchies, or revealing trader to the duchies.
2. Without setting aside the duchies.
3. Without ever drawing any cards apart from the cleanup phase.
4. Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
5. Without getting to choose your starting deck, only your starting hand.
6. Only using 4 different kingdom cards.

I can think of a solution that fits all 6 restrictions. Feel free to add more! The spoiler in #2 is because it gives a hint to how you might satisfy #1.

Watchtower, Travelling Fair, and Mandarin seem like the most likely culprits to me. Develop could be used, but it's really restrictive.

5 Poor House with Champion in play/+Action on Poor House gets you $20 for 5 Travelling Fairs, 5 Poor Houses(topdecked), and a Duchy. Not sure if having a Champion is part of "choosing your initial deckstate", but it only uses 2 different Kingdom cards(and an Event)

And, as eHalcyon said, 5 FG gets you $17 for Travelling Fair, Mandarin, and Province.

Also, FG, Copper, Silver, Plat, HoP for Mandarin buys Province with $9 and has $1 left over.
Diadem Silver Gold Contraband HoP is about as far as I'm willing to go with optimizing this, and gets you $10 for 2 guaranteed Duchies.
Title: Re: Easy Puzzles
Post by: ephesos on May 19, 2015, 01:39:43 am
And for the original puzzle, if requirement 4 only counts cost of cards in hand, I have a solution that should work even against a pin and without choosing my starting hand.

Prince of Counts

Prince of Altars
Prince of Smugglers(with you starting with $5 and buying a Duchy)
Prince of Bridges, buying Ball with 2 FG, gaining Mandarin and Duchy
Prince (any actions giving you $5), etc. Prince makes it trivial
Title: Re: Easy Puzzles
Post by: swedenman on May 19, 2015, 01:49:39 am
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.

Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.

Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)

Well no, you're still playing two terminal actions, they just both come from the same card.
Title: Re: Easy Puzzles
Post by: AJD on May 19, 2015, 01:52:50 am
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.

Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.

Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)

Well no, you're still playing two terminal actions, they just both come from the same card.

Maybe, but it doesn't stop you from drawing Actions dead and it doesn't save you from terminal collisions...
Title: Re: Easy Puzzles
Post by: ConMan on May 19, 2015, 02:21:25 am
As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?

Alternative without Prince:

Hand: Black Market x2, Distant Lands x2, Hunting Grounds x1. +1 card token on BM. Play BM, draw Coin of the Realm (CotR), play CotR, put BM cards back (BM finished resolving), call CotR. Play Hunting Grounds, drawing CotR x2, Distant Lands x2. Play second BM, play CotR x2, put cards back, call CotR x2, play 4 Distant Lands.
This was my intention (or at least close enough to it, the key part being "+1 Card token on BM, CotR plus draw and more actions to play the DLs"). One thing that tends to make these puzzles easier is the need to be ridiculously specific in what you aren't allowing, which often gives useful hints about what is actually needed to solve it.
Title: Re: Easy Puzzles
Post by: GendoIkari on May 19, 2015, 10:56:24 am
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.

Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.

Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)

Well you can also Throne a non-terminal; then play 2 different terminals. But true you do still need 2 cards to make that work (in addition to the 2 terminals you want to play).
Title: Re: Easy Puzzles
Post by: TheOthin on May 19, 2015, 11:41:18 am
Prince of Altars wouldn't work; you'd eventually run out of non-Duchy cards to trash.
Title: Re: Easy Puzzles
Post by: Ghacob on May 19, 2015, 12:08:58 pm
In [Kingdom]: Prince, Nomad Camp, Altar, Alms
Starting hand: Prince, Altar, _ , _ , _
Prince Altar, buy Alms to gain Nomad Camp
Every turn, trash the Nomad Camp, gaining a Duchy, then buy Alms to gain Nomad Camp

Title: Re: Easy Puzzles
Post by: TheOthin on May 19, 2015, 12:14:36 pm
In [Kingdom]: Prince, Nomad Camp, Altar, Alms
Starting hand: Prince, Altar, _ , _ , _
Prince Altar, buy Alms to gain Nomad Camp
Every turn, trash the Nomad Camp, gaining a Duchy, then buy Alms to gain Nomad Camp

Oh, that works.
Title: Re: Easy Puzzles
Post by: belugawhale on May 19, 2015, 03:05:27 pm
Two princed schemes, topdecking Upgrade/Fortress every turn?

KC+KC+Scheme+Scheme+X?

KC+Scavenger?

Golem+Scavenger+Counting House?

Scavenger+4xStash, topdecking another Scavenger every turn?

etc...
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 03:31:50 pm
Restrictions 8 and 10 change the premise of the puzzle, so I veto them :P

Nice solutions with Prince and Adventures. Therefore, two more restrictions!

- No prince
- No adventures

4. Uh, is that "only" a mistake?  I assume that you'd also want to include cards that always show up in your hand, not only those that show up sometimes.  And does this count cards that never show up in your hand, e.g. the Duchy itself?
If it always shows up, it shows up sometimes. If it never shows up, it doesn't sometimes show up. So I don't see what's wrong with the 'only'.

Without adventures/prince, I'm not sure that restriction 7 is possible to satisfy. Of course, I am only banning adventures and prince to make my own solution special! It also does not involve Mandarin.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 03:40:56 pm
Two princed schemes, topdecking Upgrade/Fortress every turn?

KC+KC+Scheme+Scheme+X?

KC+Scavenger?

Golem+Scavenger+Counting House?

Scavenger+4xStash, topdecking another Scavenger every turn?

etc...

Scheme and Upgrade draw cards so they don't work for the most restrictive version of the puzzle.  Your other solutions run afoul of the average card cost restriction (which still isn't fully explained).

4. Uh, is that "only" a mistake?  I assume that you'd also want to include cards that always show up in your hand, not only those that show up sometimes.  And does this count cards that never show up in your hand, e.g. the Duchy itself?
If it always shows up, it shows up sometimes. If it never shows up, it doesn't sometimes show up. So I don't see what's wrong with the 'only'.

In colloquial speech, "sometimes" means sometimes yes, sometimes no.  "Always" is never no.
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 03:45:51 pm
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.

Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 03:55:20 pm
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.

Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.

Quote
Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).

It's like the word "or".  In logic, x or y is true if x is true, y is true, or both x and y are true.  In colloquial speech though, people saying "or" usually mean "xor".

When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up.  Cards that will be in your hand every time are cards that show up always, not just sometimes.  From context I infer that this isn't what you meant, which is why I asked about it to confirm.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 04:19:04 pm
Starting hand: Watchtower, Stonemason, Market Square, Quarry, Gold

Play Stonemason on Gold, gaining Duchy and Quarry and discarding Market Square to gain Gold.  Play Quarry.  Buy Stonemason with $1 total, overpaying by $1 to gain Watchtower and Market Square.  Obviously top-deck everything but the Duchy using Watchtower in hand.
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 04:23:34 pm
Nice! That is pretty similar in style to mine. However... you played two treasures
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 04:26:37 pm
Nice! That is pretty similar in style to mine. However... you played two treasures

I only played one.  But there's no restriction against that anyway.
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 04:36:14 pm
Right, only played one. You made the restriction yourself! But I do like that solution quite a bit. I might as well put out my solution:

2 Processions, Watchtower, Workshop, Count. Pr-Pr-Workshop-Count. Gain Procession and workshop with the workshop, gain a duchy, two coppers, and +3 coins from the count. Then trash workshop for Procession, count for nothing, procession for count, topdeck the good cards with watchtower. Finally topdeck a watchtower with your 3 coins, repeat next turn. I don't remember where I got this idea from...
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 04:54:15 pm
Right, only played one. You made the restriction yourself! But I do like that solution quite a bit. I might as well put out my solution:

2 Processions, Watchtower, Workshop, Count. Pr-Pr-Workshop-Count. Gain Procession and workshop with the workshop, gain a duchy, two coppers, and +3 coins from the count. Then trash workshop for Procession, count for nothing, procession for count, topdeck the good cards with watchtower. Finally topdeck a watchtower with your 3 coins, repeat next turn. I don't remember where I got this idea from...

Oh, well, those restrictions went out the window after you discounted Adventures. :P

I'm also wondering if a solution could be done with Transmute or Rebuild.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on May 19, 2015, 05:49:41 pm
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.

Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.

Quote
Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).

It's like the word "or".  In logic, x or y is true if x is true, y is true, or both x and y are true.  In colloquial speech though, people saying "or" usually mean "xor".

When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up.  Cards that will be in your hand every time are cards that show up always, not just sometimes.  From context I infer that this isn't what you meant, which is why I asked about it to confirm.

I originally read it the way liopoil intended, but now I see it both ways.  You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".

I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird.  It's like asking someone "Do you have a cat or a dog?"
Title: Re: Easy Puzzles
Post by: eHalcyon on May 19, 2015, 06:12:14 pm
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.

Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.

Quote
Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).

It's like the word "or".  In logic, x or y is true if x is true, y is true, or both x and y are true.  In colloquial speech though, people saying "or" usually mean "xor".

When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up.  Cards that will be in your hand every time are cards that show up always, not just sometimes.  From context I infer that this isn't what you meant, which is why I asked about it to confirm.

I originally read it the way liopoil intended, but now I see it both ways.  You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".

I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird.  It's like asking someone "Do you have a cat or a dog?"

Not quite?  I'm saying that "never", "sometimes" and "always" are three distinct groups in colloquial speech, so "cards that show up sometimes" excludes "cards that show up always".

For what liopoil intended, I think the natural phrasing would be, "this includes cards that only show up sometimes", which would be an addition to the assumed counting of cards that show up always.
Title: Re: Easy Puzzles
Post by: liopoil on May 19, 2015, 06:13:35 pm
My intention more was to exclude cards that you never draw, such as the duchies.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on May 19, 2015, 06:17:34 pm
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.

Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.

Quote
Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).

It's like the word "or".  In logic, x or y is true if x is true, y is true, or both x and y are true.  In colloquial speech though, people saying "or" usually mean "xor".

When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up.  Cards that will be in your hand every time are cards that show up always, not just sometimes.  From context I infer that this isn't what you meant, which is why I asked about it to confirm.

I originally read it the way liopoil intended, but now I see it both ways.  You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".

I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird.  It's like asking someone "Do you have a cat or a dog?"

Not quite?  I'm saying that "never", "sometimes" and "always" are three distinct groups in colloquial speech, so "cards that show up sometimes" excludes "cards that show up always".

For what liopoil intended, I think the natural phrasing would be, "this includes cards that only show up sometimes", which would be an addition to the assumed counting of cards that show up always.

That would be clear and correct, but not what liopoil wanted to say.  Liopoil wanted to say that it didn't include cards that never show up.  I don't know if there's a simple way to say that clearly, without just using the double negative.  You could say "this includes only cards that show up sometimes or always", but that sounds really awkward, which is why I think it's reasonable to interpret "sometimes" as "sometimes or always" in this case.
Title: Re: Easy Puzzles
Post by: ephesos on May 20, 2015, 08:30:56 pm
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.

Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.

Quote
Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).

It's like the word "or".  In logic, x or y is true if x is true, y is true, or both x and y are true.  In colloquial speech though, people saying "or" usually mean "xor".

When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up.  Cards that will be in your hand every time are cards that show up always, not just sometimes.  From context I infer that this isn't what you meant, which is why I asked about it to confirm.

I originally read it the way liopoil intended, but now I see it both ways.  You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".

I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird.  It's like asking someone "Do you have a cat or a dog?"

Not quite?  I'm saying that "never", "sometimes" and "always" are three distinct groups in colloquial speech, so "cards that show up sometimes" excludes "cards that show up always".

For what liopoil intended, I think the natural phrasing would be, "this includes cards that only show up sometimes", which would be an addition to the assumed counting of cards that show up always.

That would be clear and correct, but not what liopoil wanted to say.  Liopoil wanted to say that it didn't include cards that never show up.  I don't know if there's a simple way to say that clearly, without just using the double negative.  You could say "this includes only cards that show up sometimes or always", but that sounds really awkward, which is why I think it's reasonable to interpret "sometimes" as "sometimes or always" in this case.
Why don't you just say "Count all of the cards that show up in your hand, even if they only show up sometimes"?

I don't even think the "sometimes" is necessary: Was the card in your hand? Count it. Was it never in your hand? Don't. Simple.

I guess not counting what never showed up in your hand is implied, but not doing things you weren't told to is implied by the imperative mood. Like, if I tell you to wash a blue dog, I can't be absolutely sure you won't take it for a walk, since I didn't tell you not to. But I never told you to take it for a walk, or even mentioned walking, so why would you? You wouldn't.
Title: Re: Easy Puzzles
Post by: belugawhale on May 22, 2015, 09:24:31 pm
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?
Title: Re: Easy Puzzles
Post by: Ghacob on May 22, 2015, 09:54:11 pm
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?
- Fancard that reacts to reactions
- You would otherwise gain it to another location somehow and you want it in your discard pile? Does that work?
- Somehow this puts you ahead/behind the "queue" of gaining a silver in multiplayer? so as to gain/not gain one? Does That work?
- Trick question: Since you've already stated that you gain a silver, you're now revealing trader a bit later when you would gain another card so as to instead gain a silver
Title: Re: Easy Puzzles
Post by: Awaclus on May 22, 2015, 10:39:23 pm
- You would otherwise gain it to another location somehow and you want it in your discard pile? Does that work?
This works.
Quote
- Somehow this puts you ahead/behind the "queue" of gaining a silver in multiplayer? so as to gain/not gain one? Does That work?
This doesn't.
Title: Re: Easy Puzzles
Post by: belugawhale on May 22, 2015, 10:44:35 pm
- You would otherwise gain it to another location somehow and you want it in your discard pile? Does that work?
That was what I was thinking about. Something like Bureaucrat.
Title: Re: Easy Puzzles
Post by: ephesos on May 22, 2015, 11:45:37 pm
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?
You played Ironworks for the Silver and would normally get $1. But you want to play Storyteller this turn, and don't want to trigger a reshuffle. So you decide to try to walk a blue dog instead. But the dog wasn't fed, and something confusing happened with a pink elephant intercepting the food, and you just decided the two of you had better stay home today.
Title: Re: Easy Puzzles
Post by: DLloyd09 on May 23, 2015, 12:55:34 am
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?

Title: Re: Easy Puzzles
Post by: werothegreat on May 23, 2015, 10:43:28 am
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?
Title: Re: Easy Puzzles
Post by: AHoppy on May 23, 2015, 10:50:20 am
possession?
Title: Re: Easy Puzzles
Post by: werothegreat on May 23, 2015, 10:51:29 am
possession?

Care to elaborate on that?

Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play.  How do I have four Golems in my deck?  At the moment I can count 3 different ways, some more convoluted than others.

EDIT: No Squire, either.
Title: Re: Easy Puzzles
Post by: AHoppy on May 23, 2015, 10:58:53 am
You used your opponents transmute to gain one of your own. Unless no portion has been played the whole game...
Title: Re: Easy Puzzles
Post by: werothegreat on May 23, 2015, 11:04:04 am
You used your opponents transmute to gain one of your own. Unless no portion has been played the whole game...

Exactly.  Notice how I worded "caused a Potion to be played".
Title: Re: Easy Puzzles
Post by: Awaclus on May 23, 2015, 11:06:21 am
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?

You Stonemasoned a Familiar that you gained with Squire.

Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play.  How do I have four Golems in my deck?  At the moment I can count 3 different ways, some more convoluted than others.

You Remodeled 4 Familiars that you gained with Squires into 4 Golems.
You Upgraded 4 Familiars that you gained with Squires into 4 Golems.
You Remade 4 Familiars that you gained with Squires into 4 Golems.

That's 3 different ways.
Title: Re: Easy Puzzles
Post by: werothegreat on May 23, 2015, 11:11:09 am
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?

You Stonemasoned a Familiar that you gained with Squire.

Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play.  How do I have four Golems in my deck?  At the moment I can count 3 different ways, some more convoluted than others.

You Remodeled 4 Familiars that you gained with Squires into 4 Golems.
You Upgraded 4 Familiars that you gained with Squires into 4 Golems.
You Remade 4 Familiars that you gained with Squires into 4 Golems.

That's 3 different ways.

Alright, try 3 *without* Squire.
Title: Re: Easy Puzzles
Post by: liopoil on May 23, 2015, 11:17:50 am
You bought two transmutes with the counterfeited potion. Then you played the transmutes for more transmutes, total 4. Then you remodeled them twice --> scrying pool --> golem.
Title: Re: Easy Puzzles
Post by: Awaclus on May 23, 2015, 11:25:47 am
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?

You Stonemasoned a Familiar that you gained with Squire.

Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play.  How do I have four Golems in my deck?  At the moment I can count 3 different ways, some more convoluted than others.

You Remodeled 4 Familiars that you gained with Squires into 4 Golems.
You Upgraded 4 Familiars that you gained with Squires into 4 Golems.
You Remade 4 Familiars that you gained with Squires into 4 Golems.

That's 3 different ways.

Alright, try 3 *without* Squire.

You played a bunch of other Treasures as well and had enough money to overpay $4P for Stonemason twice.
You had enough money to overpay $3P for Stonemason twice, then Upgraded the Familiars into Golems.
You had enough money to overpay $2P for Stonemason twice, then Remade the Scrying Pools into Familiars and the Familiars into Golems.

I could come up with a lot more than just 3 different ways (some more convoluted than others)!
Title: Re: Easy Puzzles
Post by: werothegreat on May 23, 2015, 11:29:06 am
Okay, Stonemason was one of them, and Transmute also works!  There are more.  :)
Title: Re: Easy Puzzles
Post by: Seprix on May 23, 2015, 11:56:49 am
Okay, Stonemason was one of them, and Transmute also works!  There are more.  :)

You can Remodel any Potion cost card into a Transmute, if I am not mistaken. Which includes Transmogrify.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 23, 2015, 12:20:42 pm
After you buy one, play it with Disciple a few times.
Title: Re: Easy Puzzles
Post by: belugawhale on May 23, 2015, 02:05:22 pm
Simple Puzzle: How can I gain a Champion?
Title: Re: Easy Puzzles
Post by: Awaclus on May 23, 2015, 02:08:17 pm
Simple Puzzle: How can I gain a Champion?

From the trash with Graverobber or Rogue.
Title: Re: Easy Puzzles
Post by: DLloyd09 on May 23, 2015, 07:08:04 pm
(1) Exchange a Hero.

(2) You're facing an opponent who has foolishly bought Masquerade while Possession is also in the Kingdom and the Champion happens to be in their hand when you Possess.




Title: Re: Easy Puzzles
Post by: liopoil on May 23, 2015, 07:09:58 pm
Neither of those involve you gaining the champion. It is either put in your hand or exchanged for, not gained.
Title: Re: Easy Puzzles
Post by: DLloyd09 on May 23, 2015, 09:07:39 pm
Err... right.
Title: Re: Easy Puzzles
Post by: werothegreat on May 25, 2015, 12:15:54 pm
I buy and gain a card from the same pile 21 times.  Ambassador was not involved.  How?

EDIT: Kingdom card.
Title: Re: Easy Puzzles
Post by: liopoil on May 25, 2015, 12:18:13 pm
I buy and gain a card from the same pile 21 times.  Ambassador was not involved.  How?
Copper, Silver, or Gold.
Title: Re: Easy Puzzles
Post by: werothegreat on May 25, 2015, 12:31:39 pm
I buy and gain a card from the same pile 21 times.  Ambassador was not involved.  How?
Copper, Silver, or Gold.

Excuse me, Kingdom card.
Title: Re: Easy Puzzles
Post by: liopoil on May 25, 2015, 12:33:04 pm
I buy and gain a card from the same pile 21 times.  Ambassador was not involved.  How?
Copper, Silver, or Gold.

Excuse me, Kingdom card.
Page, Peasant.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 25, 2015, 12:35:16 pm
I buy and gain a card from the same pile 21 times.  Ambassador was not involved.  How?
Copper, Silver, or Gold.

Excuse me, Kingdom card.

I parse your question to read as a single buy with 21 gains.  Answer: Graverobber.
Title: Re: Easy Puzzles
Post by: Jimmmmm on May 25, 2015, 07:12:44 pm
I buy and gain a card from the same pile 21 times.  Ambassador was not involved.  How?

You reveal Trader 20 times, then you trash it and Graverobber it 20 times.
Title: Re: Easy Puzzles
Post by: faust on May 26, 2015, 04:56:32 am
My deck has maximal size (i.e. 2 piles run out, all other at 1 card left, and all the cards missing from the supply are mine). At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside. I play two cards (and no more than two cards). Now my deck and discard pile are empty. Which two cards did I play?

Hard mode: No perfect shuffle luck.
Title: Re: Easy Puzzles
Post by: liopoil on May 26, 2015, 07:37:50 am
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 07:49:11 am
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

Basically the entire supply is yours, meaning that your opponents are obviously not very good at playing Dominion. I'd say it's safe to assume that you could keep on taking turns drawing and shuffeling until your deck is in the perfect order.
Title: Re: Easy Puzzles
Post by: werothegreat on May 26, 2015, 09:15:29 am
You said nothing about Durations from last turn, which are not set aside.  Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 10:05:31 am
My deck has maximal size (i.e. 2 piles run out, all other at 1 card left, and all the cards missing from the supply are mine). At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside. I play two cards (and no more than two cards). Now my deck and discard pile are empty. Which two cards did I play?

Hard mode: No perfect shuffle luck.

You sucessfully King's Courted all ten Tacticians last turn, and this turn you play a Madman to draw the other half of your deck, followed by a Forge to get back down to 5 caaaaaaaargh... Damn those ninjas!
Title: Re: Easy Puzzles
Post by: swedenman on May 26, 2015, 01:04:48 pm
You said nothing about Durations from last turn, which are not set aside.  Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.

This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.

I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.
Title: Re: Easy Puzzles
Post by: werothegreat on May 26, 2015, 01:30:00 pm
You said nothing about Durations from last turn, which are not set aside.  Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.

This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.

I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.

The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples.  There are also 9 Havens from last turn, and 9 RC'd Gears.  That's 185 cards right there.
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 01:57:59 pm
Well, you could have King's Courted Processions to play 6 Tacticians per Procession/KC pair. By re-gaining all Tacticians from the trash inbetween, you get to 9 KC/Procession pairs, leading to 54 Tactician plays. Then you Throne each Tactician, play 9 Wharfs, play 9 Hirelings, play 9 Havens, play 9 Ghost Ships. That's a whole lot of cards. Maybe there's a better Procession/KC/TR combination, but you get the point. And then there's Madman doubling your hand next turn.
Title: Re: Easy Puzzles
Post by: swedenman on May 26, 2015, 02:00:56 pm
You said nothing about Durations from last turn, which are not set aside.  Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.

This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.

I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.

The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples.  There are also 9 Havens from last turn, and 9 RC'd Gears.  That's 185 cards right there.

You forgot the 9 Princed Hunting Grounds ;)
Title: Re: Easy Puzzles
Post by: werothegreat on May 26, 2015, 02:04:36 pm
You said nothing about Durations from last turn, which are not set aside.  Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.

This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.

I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.

The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples.  There are also 9 Havens from last turn, and 9 RC'd Gears.  That's 185 cards right there.

You forgot the 9 Princed Hunting Grounds ;)

That's now 12 Kingdom cards, and set aside cards were not allowed.  :P
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 02:11:31 pm
You said nothing about Durations from last turn, which are not set aside.  Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.

This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.

I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.

The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples.  There are also 9 Havens from last turn, and 9 RC'd Gears.  That's 185 cards right there.

You forgot the 9 Princed Hunting Grounds ;)

That's now 12 Kingdom cards, and set aside cards were not allowed.  :P

You can keep the Princes from being set aside by processing them. The main Problem would be that princed cards are still played.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 26, 2015, 02:14:39 pm
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 03:47:46 pm
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.

Missed the lose-track, so that point's true. The card Prince sets aside is played, though, so it doesn't stay set aside.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 26, 2015, 04:09:46 pm
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.

Missed the lose-track, so that point's true. The card Prince sets aside is played, though, so it doesn't stay set aside.

But it is set aside, so no set aside cards as a rule for the puzzle would apply to it, would it not?

Edit: Okay... I guess looking back, the rules say "At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside.", so if it was possible to not set Prince aside, and the cards it played kept your hand size at 5, then it would fit into the stipulations.
Title: Re: Easy Puzzles
Post by: werothegreat on May 26, 2015, 05:19:51 pm
I can do it with three cards, not requiring shuffle luck.

(2 Fishing Villages from last turn)
-Chancellor, discard deck
-Counting House, draw all Coppers
-Madman, draw everything else.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 26, 2015, 05:26:33 pm
I can do it with three cards, not requiring shuffle luck.

(2 Fishing Villages from last turn)
-Chancellor, discard deck
-Counting House, draw all Coppers
-Madman, draw everything else.

I don't think there are enough Copper to make that work unless you are also doing the duration shenanigans.
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 05:34:45 pm
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.

Missed the lose-track, so that point's true. The card Prince sets aside is played, though, so it doesn't stay set aside.

But it is set aside, so no set aside cards as a rule for the puzzle would apply to it, would it not?

Edit: Okay... I guess looking back, the rules say "At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside.", so if it was possible to not set Prince aside, and the cards it played kept your hand size at 5, then it would fit into the stipulations.

Actually the cards can increase your handsize. I don't see any other way than drawing your deck and trashing most of it, actually.
Title: Re: Easy Puzzles
Post by: werothegreat on May 26, 2015, 05:46:27 pm
The stipulation is that sometime after the start of turn, you have 5 cards in hand, then draw everything else by playing 2 cards.  It says nothing about any previous cards that brought you to that 5 card state, or about other cards in play.

9 Fishing Villages in play from last turn.
-Play Chancellor, discarding deck.
-Play University, gaining an Inn, shuffling all Actions in my discard into my deck.
-Play Jack of all Trades, drawing back up to 5, and emptying the Silver pile.
--------------------(now at point where puzzle starts)-----------------------
-Play Scrying Pool, drawing deck.
-Play Madman, drawing everything else.
Title: Re: Easy Puzzles
Post by: Asper on May 26, 2015, 06:31:25 pm
Oh. I always read it so that you could draw your deck before playing a single card... Oops.
Title: Re: Easy Puzzles
Post by: ephesos on May 26, 2015, 07:53:22 pm
The stipulation is that sometime after the start of turn, you have 5 cards in hand, then draw everything else by playing 2 cards.  It says nothing about any previous cards that brought you to that 5 card state, or about other cards in play.

9 Fishing Villages in play from last turn.
-Play Chancellor, discarding deck.
-Play University, gaining an Inn, shuffling all Actions in my discard into my deck.
-Play Jack of all Trades, drawing back up to 5, and emptying the Silver pile.
--------------------(now at point where puzzle starts)-----------------------
-Play Scrying Pool, drawing deck.
-Play Madman, drawing everything else.

Well, you've got 92 Actions in your deck(if you're only playing 10 card piles), of which you're playing 14, with 78 left over. So your max hand size for Madman is 79. But there's 59 Copper, 39 Silver, 29 Gold, 13 Potion, 21 Victory cards, and 9 Curses left, for a total of 170 cards you have to draw(minus one you got from Scrying Pool). So you need some more stipulations on the cards you have i.e. you need piles bigger than 10.

Also, to fulfill the puzzle, you need to have something to gain from the trash(Rogue/Graverobber), otherwise you don't have the Hermit you trashed to get Madman and your deck does not have maximal size.

Probably need Rats, Young Witch, Page, and Peasant(adding 10, 10, 20, 20 cards). Also having Ruins would help. You also can get more Madmen for even more Action cards.

This only leaves 4 more Kingdom card slots, so you have to pick and choose the remaining ones. Rats, Page, Young Witch, and Peasant bane fill out all but the last slot, and don't cover the difference.

I don't think it's possible to get any more without the help of Black Market, with the rest of the Action cards not in the Supply. That should definitely cover the difference, and it frees up slots you only play one of, all the cards in your 5 card hand. So you can take Port, Urchin, Tournament, etc. and make it up to drawing your whole deck.
Title: Re: Easy Puzzles
Post by: Elanchana on May 27, 2015, 01:35:11 am
I haven't figured out the answer to this myself so it's open-ended, for now at least.

Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.

...or is it? Can you think of another card that can do that?
Title: Re: Easy Puzzles
Post by: ConMan on May 27, 2015, 01:47:21 am
I haven't figured out the answer to this myself so it's open-ended, for now at least.

Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.

...or is it? Can you think of another card that can do that?
Counting House, as long as your draw pile is empty and your discard is composed entirely of Coppers.
Title: Re: Easy Puzzles
Post by: liopoil on May 27, 2015, 07:04:38 am
I haven't figured out the answer to this myself so it's open-ended, for now at least.

Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.

...or is it? Can you think of another card that can do that?
Q: Isn't Scrying Pool, like, ridiculously good?
A: Yes.
Title: Re: Easy Puzzles
Post by: faust on May 27, 2015, 12:58:58 pm
I haven't figured out the answer to this myself so it's open-ended, for now at least.

Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.

...or is it? Can you think of another card that can do that?

There is another card.
Title: Re: Easy Puzzles
Post by: faust on May 27, 2015, 12:59:27 pm
Sorry, I forgot to prohibit Durations. Durations are now prohibited. Who can still do it?
Title: Re: Easy Puzzles
Post by: faust on May 27, 2015, 01:00:33 pm
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

You can choose the two cards you want to play. These are in your hand.
Title: Re: Easy Puzzles
Post by: faust on May 27, 2015, 01:05:46 pm
The stipulation is that sometime after the start of turn, you have 5 cards in hand, then draw everything else by playing 2 cards.  It says nothing about any previous cards that brought you to that 5 card state, or about other cards in play.

9 Fishing Villages in play from last turn.
-Play Chancellor, discarding deck.
-Play University, gaining an Inn, shuffling all Actions in my discard into my deck.
-Play Jack of all Trades, drawing back up to 5, and emptying the Silver pile.
--------------------(now at point where puzzle starts)-----------------------
-Play Scrying Pool, drawing deck.
-Play Madman, drawing everything else.

Cool Solution. And now do it with no cards in play additionally.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 27, 2015, 01:11:00 pm
To be clear, are you now requiring these two cards be played at the start of your turn?  Or can you, for example, call a reserve card first?
Title: Re: Easy Puzzles
Post by: werothegreat on May 27, 2015, 02:37:13 pm
By play only 2 cards, does that rule out things like Golem and Herald?
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 27, 2015, 02:40:49 pm
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

You can choose the two cards you want to play. These are in your hand.

I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.

Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 27, 2015, 03:41:10 pm
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

You can choose the two cards you want to play. These are in your hand.

I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.

Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.

The first one doesn't work because you should be counting those 3 PStones as played cards as well.

Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats.  I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.

Edit: So here's a way to make it work.  Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something.  No big deal there.  +1 Action token on Pirate Ship.  Play PS, followed by Storyteller.
Title: Re: Easy Puzzles
Post by: ephesos on May 27, 2015, 06:46:51 pm
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

You can choose the two cards you want to play. These are in your hand.

I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.

Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.

The first one doesn't work because you should be counting those 3 PStones as played cards as well.

Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats.  I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.

Edit: So here's a way to make it work.  Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something.  No big deal there.  +1 Action token on Pirate Ship.  Play PS, followed by Storyteller.

Masquerade doesn't work, cause you have to pass them something, unless you empty your hand. Do Rogue instead of Graverobber, and you each have a Rogue; when you're done building up Pirate Ship, Rogue their Rogue and get it back from the trash.

Didn't think about tokens actually, that might make it much easier cause you can lead with a terminal. I'll guess that if the OP didn't use them, they'll be banned next.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 27, 2015, 07:03:05 pm
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

You can choose the two cards you want to play. These are in your hand.

I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.

Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.

The first one doesn't work because you should be counting those 3 PStones as played cards as well.

Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats.  I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.

Edit: So here's a way to make it work.  Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something.  No big deal there.  +1 Action token on Pirate Ship.  Play PS, followed by Storyteller.

Masquerade doesn't work, cause you have to pass them something, unless you empty your hand. Do Rogue instead of Graverobber, and you each have a Rogue; when you're done building up Pirate Ship, Rogue their Rogue and get it back from the trash.

Didn't think about tokens actually, that might make it much easier cause you can lead with a terminal. I'll guess that if the OP didn't use them, they'll be banned next.

There are lots of ways to empty your hand first.  Alternatively, you could gain the Graverobber yourself and then Masquerade to give it to them.  Later, Masquerade and swap back!  But sure, Rogue would be simpler.
Title: Re: Easy Puzzles
Post by: ephesos on May 27, 2015, 07:06:23 pm
My deck has maximal size (i.e. 2 piles run out, all other at 1 card left, and all the cards missing from the supply are mine). At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside. I play two cards (and no more than two cards). Now my deck and discard pile are empty. Which two cards did I play?

Hard mode: No perfect shuffle luck.

Damn, I had such a good solution going, but then I realized no cards are set aside. Shame.

I guess I'll make my own puzzle instead, allowing set aside cards. Only two cards are set aside, with the rest of the conditions held. Additionally, I only played one card this turn. What card did I play and how?
Title: Re: Easy Puzzles
Post by: faust on May 28, 2015, 03:52:35 am
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?

You can choose the two cards you want to play. These are in your hand.

I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.

Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.

The first one doesn't work because you should be counting those 3 PStones as played cards as well.

Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats.  I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.

Edit: So here's a way to make it work.  Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something.  No big deal there.  +1 Action token on Pirate Ship.  Play PS, followed by Storyteller.

That's what I had in mind.
Title: Re: Easy Puzzles
Post by: werothegreat on June 02, 2015, 10:10:24 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?
Title: Re: Easy Puzzles
Post by: Seprix on June 02, 2015, 10:14:21 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.
Title: Re: Easy Puzzles
Post by: werothegreat on June 02, 2015, 11:16:32 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.
Title: Re: Easy Puzzles
Post by: Seprix on June 02, 2015, 11:27:28 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Title: Re: Easy Puzzles
Post by: werothegreat on June 02, 2015, 11:35:49 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.

Right.  The first Duplicate you gain can't be Duplicated.

Next puzzle: I play a card this turn.  Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand.  What is the card, and how is it in my hand?
Title: Re: Easy Puzzles
Post by: Ghacob on June 02, 2015, 11:42:58 pm
Procession a Fortress(Fortress is the card being played) and then Haven/Gear it
Title: Re: Easy Puzzles
Post by: werothegreat on June 02, 2015, 11:47:08 pm
Procession a Fortress(Fortress is the card being played) and then Haven/Gear it

Can you do it without Procession?
Title: Re: Easy Puzzles
Post by: eHalcyon on June 02, 2015, 11:57:19 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.

Right.  The first Duplicate you gain can't be Duplicated.

What about the last card in each pile?
Title: Re: Easy Puzzles
Post by: Ghacob on June 03, 2015, 12:01:54 am
Telling me not to use Procession (and not without haven) tells me that there's a way to play a card and then get it back into your hand the same turn without gaining to discard or topdecking

...or is this another one of those?

Inn.
Title: Re: Easy Puzzles
Post by: Ghacob on June 03, 2015, 12:04:05 am
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.

Right.  The first Duplicate you gain can't be Duplicated.

What about the last card in each pile?

If we define Duplicate as "call Duplicate to resolve Duplicate's on call effect", only wero's solution works. A successful duplication is another matter
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 12:36:46 am
OK then, I contend that wero's solution doesn't work either.  So here's a counter-puzzle:

How can you Duplicate the first Duplicate you gain?
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2015, 12:39:55 am
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.

Right.  The first Duplicate you gain can't be Duplicated.

Next puzzle: I play a card this turn.  Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand.  What is the card, and how is it in my hand?

Copper. Play it with Storyteller, draw it back next turn with a princed Counting House.
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2015, 12:44:44 am
OK then, I contend that wero's solution doesn't work either.  So here's a counter-puzzle:

How can you Duplicate the first Duplicate you gain?

That can't be possible, since you would have to gain Duplicate via IW, play it, and it cannot gain itself at any time while it's not in play in the first place. I would say you remodel it to 'duplicate' your duplicate, but it can't be a trick like that, can it?
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 12:47:04 am
OK then, I contend that wero's solution doesn't work either.  So here's a counter-puzzle:

How can you Duplicate the first Duplicate you gain?

That can't be possible, since you would have to gain Duplicate via IW, play it, and it cannot gain itself at any time while it's not in play in the first place. I would say you remodel it to 'duplicate' your duplicate, but it can't be a trick like that, can it?

I do have a solution.  And I am not using a trick definition of "duplicate" here.
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2015, 12:48:02 am
OK then, I contend that wero's solution doesn't work either.  So here's a counter-puzzle:

How can you Duplicate the first Duplicate you gain?

That can't be possible, since you would have to gain Duplicate via IW, play it, and it cannot gain itself at any time while it's not in play in the first place. I would say you remodel it to 'duplicate' your duplicate, but it can't be a trick like that, can it?

I do have a solution.  And I am not using a trick definition of "duplicate" here.

Ohohohohhh... This is good... This is good...

The game is afoot Watson!
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2015, 12:49:09 am
Aha. You possess your opponent, who already has a Duplicate, and you simply buy your first Duplicate.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 01:12:07 am
Aha. You possess your opponent, who already has a Duplicate, and you simply buy your first Duplicate.

Clarification: You are the only player who ever gains a Duplicate in this game.

(This is meant to be a counter-example to wero's puzzle, so your solution doesn't fit.)
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2015, 01:17:19 am
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 01:25:10 am
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.
Title: Re: Easy Puzzles
Post by: Asper on June 03, 2015, 07:20:54 am
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...
Title: Re: Easy Puzzles
Post by: Ghacob on June 03, 2015, 07:45:16 am
Procession a Fortress(Fortress is the card being played) and then Haven/Gear it

Can you do it without Procession?
Pawn/Peasant, Transmogrify + Poor House?
Title: Re: Easy Puzzles
Post by: Dingan on June 03, 2015, 08:22:45 am
Next puzzle: I play a card this turn.  Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand.  What is the card, and how is it in my hand?

Any card -- you have <= 5 cards in your deck.

EDIT: I guess technically you're supposed to still shuffle.  But IRL I don't shuffle if my deck has <= 5 cards, and there's no reason Goko would have to either (although I think it does?), so my answer still holds.

EDIT2: I guess not all cards would work, e.g. Durations or anything like that.
Title: Re: Easy Puzzles
Post by: werothegreat on June 03, 2015, 08:46:56 am
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.

Right.  The first Duplicate you gain can't be Duplicated.

Next puzzle: I play a card this turn.  Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand.  What is the card, and how is it in my hand?

Copper. Play it with Storyteller, draw it back next turn with a princed Counting House.

It has to be part of your starting hand for that turn.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 03, 2015, 10:08:09 am
But Bonfire to trash a Fortress that is in play, and then buy Save to put it in your next turn's hand.
Title: Re: Easy Puzzles
Post by: werothegreat on June 03, 2015, 10:14:52 am
But Bonfire to trash a Fortress that is in play, and then buy Save to put it in your next turn's hand.

Exactly.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 12:04:51 pm
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...

Not in 3p.  And it breaks the clarification that no other player gains a Duplicate.
Title: Re: Easy Puzzles
Post by: GendoIkari on June 03, 2015, 02:02:53 pm
Right.  The first Duplicate you gain can't be Duplicated.


Edge case: You were passed a Duplicate before you gained one.
Title: Re: Easy Puzzles
Post by: Asper on June 03, 2015, 02:39:08 pm
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...

Not in 3p.  And it breaks the clarification that no other player gains a Duplicate.

I assumed that for puzzles involving Attacks it's basically a given the attack may whiff if wished (because of Lighthouse, Moat, whatever).
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 03:05:37 pm
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...

Not in 3p.  And it breaks the clarification that no other player gains a Duplicate.

I assumed that for puzzles involving Attacks it's basically a given the attack may whiff if wished (because of Lighthouse, Moat, whatever).

Oh.  Yes, that's what I had in mind with my answer.  I misread your first comment; I thought you were saying to have two copies and return them both (with one going to the opponent, the other staying in the pile).  Now I'm not sure what you were trying to add.
Title: Re: Easy Puzzles
Post by: Asper on June 03, 2015, 04:10:08 pm
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...

Not in 3p.  And it breaks the clarification that no other player gains a Duplicate.

I assumed that for puzzles involving Attacks it's basically a given the attack may whiff if wished (because of Lighthouse, Moat, whatever).

Oh.  Yes, that's what I had in mind with my answer.  I misread your first comment; I thought you were saying to have two copies and return them both (with one going to the opponent, the other staying in the pile).  Now I'm not sure what you were trying to add.

Just wanted to give an alternative to gaining the cards from the trash that still solves the puzzle. That's all.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2015, 04:27:58 pm
But I already gave it. :P  See the bold:

You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...
Title: Re: Easy Puzzles
Post by: Asper on June 03, 2015, 04:46:41 pm
But I already gave it. :P  See the bold:

You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.

That's the general idea.  wero's puzzle is about a specific copy of a card, the first in the stack.  But you can gain a specific copy more than once.  Gaining it from the trash is one way.  Another way is to return it to the pile via Ambassador.

Then you could also get two and return the first with Ambassador...

:-[ :-[ :-[
I didn't use to be bad at reading...
Title: Re: Easy Puzzles
Post by: dghunter79 on June 04, 2015, 04:18:49 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
Title: Re: Easy Puzzles
Post by: faust on June 04, 2015, 06:40:16 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?
Title: Re: Easy Puzzles
Post by: Simon (DK) on June 04, 2015, 07:11:53 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

All of them.
You've put your +1 card token on Forge with Teacher and after that trashed the Teacher.
Your deck is empty and the only card in your discard pile is the card you want to gain.
You play King's Court Forge and three times you draw the card you want to gain, trash it, and gain a copy.
Title: Re: Easy Puzzles
Post by: Burning Skull on June 04, 2015, 08:20:33 am
err... even more simple:

After that moment
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
you play two more Highways, then KC Forge and don't trash anything, just gain any card which suits you, because they all cost zero.
Title: Re: Easy Puzzles
Post by: Awaclus on June 04, 2015, 08:32:36 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?

Highway costs more than $0. So do Moat and [whatever card you want to gain], unless [whatever card you want to gain] is Copper.
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 10:04:20 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?

Highway costs more than $0. So do Moat and [whatever card you want to gain], unless [whatever card you want to gain] is Copper.

No cards in your deck cost more than zero, besides KC and Forge. So no Moat, nothing besides $0 cost.

Here's what you do to get more than just copper.

Play Trusty Steed in a hand of KC, Forge, Copper, Copper, copper. Choose +2 actions, +2 cards. Draw Princess and nothing else. Play Princess, KC Forge with a card draw modifier token, and you can get Estates in this way.

You can also gain Gold in this way. Draw Princess/Bag Of Gold, and you can play BoG, and choose to either play or not play Princess. Either way, you end up drawing it for each trash, getting 3 gains as a result for Gold.

You can also gain Silvers via this method. Have a hand of KC, Forge, Trusty Steed, with the same Forge Coin Token Draw. Play Steed as Gain 4 Silvers and 2 Actions, forge Silver for Silver.

You can also gain duchies theoretically, if you can get the gained Silvers in hand without running out of actions while playing Princess. Just trash 3 Silver, and don't touch the 4th one. Sadly, I cannot get to this game state so far.

Even harder is gaining Province, which requires you to get all 4 Silvers in hand AND the BoG's Gold in hand, still having to play Princess. Trash Gold and 4Silvers, and you can gain/Trash Province 3 times as well.

It's possible to gain everything, but having enough actions to do it is the challenge.

I considered Followers Draw and Ruined Village with +action tokens on them. So far nothing, but knowing DG, there has to be some elegant beautiful solution.

If you can prove Duchy, you can likely prove Province.

The problem is piss poor draw. If you can find the draw and the actions to implement it, you'll go very far. Using Followers/Ruined Village is as if you didn't even have them in hand.

Transmute could maybe get you going, if you're allowed to use it, since it's technically 0$, but I think P eliminates it from contention.

EDIT: DUH. Madman makes all gains easily possible, I don't even need to prove it.

Problem solved. :)
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 04, 2015, 10:40:33 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?

Highway costs more than $0. So do Moat and [whatever card you want to gain], unless [whatever card you want to gain] is Copper.

No cards in your deck cost more than zero, besides KC and Forge. The only thing you can gain with the set of rules seems to be Copper. Perhaps your hand is just full of curses, I don't see a reason to gain tons of copper unless you have coin tokens on Forge for more economy, as well as card draw.

Here's what you do to get more than just copper.

Play Trusty Steed in a hand of KC, Forge, Copper, Copper, copper. Choose +2 actions, +2 cards. Draw Princess and nothing else. Play Princess, KC Forge with a card draw modifier token, and you can get Estates in this way.

You can also gain Gold in this way. Draw Princess/Bag Of Gold, and you can play BoG, and choose to either play or not play Princess. Either way, you end up drawing it for each trash, getting 3 gains as a result for Gold.

You can also gain Silvers via this method. Have a hand of KC, Forge, Trusty Steed, with the same Forge Coin Token Draw. Play Steed as Gain 4 Silvers and 2 Actions, forge Silver for Silver.

You can also gain duchies theoretically, if you can get the gained Silvers in hand without running out of actions while playing Princess. Just trash 3 Silver, and don't touch the 4th one. Sadly, I cannot get to this game state so far.

Even harder is gaining Province, which requires you to get all 4 Silvers in hand AND the BoG's Gold in hand, still having to play Princess. Trash Gold and 4Silvers, and you can gain/Trash Province 3 times as well.

It's possible to gain everything, but having enough actions to do it is the challenge.

I considered Followers Draw and Ruined Village with +action tokens on them. So far nothing, but knowing DG, there has to be some elegant beautiful solution.

If you can prove Duchy, you can likely prove Province.

You can probably use Madman to get the Actions you need.
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 11:02:25 am
I didn't notice Madman, but I was still editing my post on my phone, and I didn't see your post when I thought of it dude, but thanks, Madman makes anything possible. And why freaking stop at Province? Let's get Platinum!

Trash 3 Silver, trash Platinum twice. Too easy.

Let's get COLONY.

If you think outside the box a bit:

Play Followers, Trash Gold and Silver and your new Estate, trash Colony twice.
Title: Re: Easy Puzzles
Post by: dghunter79 on June 04, 2015, 01:10:18 pm
I didn't notice Madman, but I was still editing my post on my phone, and I didn't see your post when I thought of it dude, but thanks, Madman makes anything possible. And why freaking stop at Province? Let's get Platinum!

Trash 3 Silver, trash Platinum twice. Too easy.

Let's get COLONY.

If you think outside the box a bit:

Play Followers, Trash Gold and Silver and your new Estate, trash Colony twice.

Ah, forgot to request no tokens. Knew there was some new thing I'd forgotten.

Ok, so how about without tokens?

Nicely done, though.

EDIT: Also, at the start of the turn there are no cards in the discard that cost more than zero.
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 02:14:26 pm
I didn't notice Madman, but I was still editing my post on my phone, and I didn't see your post when I thought of it dude, but thanks, Madman makes anything possible. And why freaking stop at Province? Let's get Platinum!

Trash 3 Silver, trash Platinum twice. Too easy.

Let's get COLONY.

If you think outside the box a bit:

Play Followers, Trash Gold and Silver and your new Estate, trash Colony twice.

Ah, forgot to request no tokens. Knew there was some new thing I'd forgotten.

Ok, so how about without tokens?

Nicely done, though.

EDIT: Also, no cards in the discard, also, that cost more than zero.

So no Silver gaining by Trusty Steed. Guh.. I'll have to think. No trashing to regain. So that kills a lot of options.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 04, 2015, 02:46:02 pm
I don't think he ruled out the Steed gaining did he?
I think he just got rid of the token, killing the ability to draw the first gained card to generate the next 2. 

You can obviously still do Copper.

Playing Princess makes Estates cost 0, so that works.

Turning 3 Steed Silvers to Silver should also be easy.

Gold, You can get with the 4 Steed Silvers and the Gold from Bag of Gold

I don't see any way to come up with the cost requirements to Gain 3 Duchies or Provinces with just 4 Silvers, 1 Estate, 1 Gold and Princess.  I think the only other $0 we haven't looked at is Mercenary, and I don't think it does anything for you.
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 02:49:15 pm
When you gain the silvers, your deck gets discarded, a fact you often forget when playing Goko. And no higher than 0 cost can be in the discard, making this a tricky problem that must be tackled with surgical precision.
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 02:51:52 pm
I think at least one of these is impossible. But thankfully, Madman opens a lot of doors.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 04, 2015, 03:33:07 pm
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)
Title: Re: Easy Puzzles
Post by: dghunter79 on June 04, 2015, 09:44:15 pm
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)

Thanks, that's exactly what I meant. And I can't argue that people are being pedantic (this time) because my solution is quite pedantic as well!
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 11:39:42 pm
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)

Thanks, that's exactly what I meant. And I can't argue that people are being pedantic (this time) because my solution is quite pedantic as well!

So all gains are possible? Hrm...
Title: Re: Easy Puzzles
Post by: Seprix on June 04, 2015, 11:51:05 pm
Copper is easy.
Estate is a simple Princess play.
Silver is a simple Madman/Trusty Steed play.

Only possible gains you can do are Trusty Steed, Followers, and Bag of Gold. Only possible cost modifiers are Princess. Mercenary gives you coin and draw, but your goal is not to buy things, but to gain via trashing with Forge. Madman is primary draw and action giver. Diadem is most likely irrelevant. I can't see a possible Peddler play here, Peddler is $8 at the start of your turn, so that can't happen logically.

Proving Duchy, Gold, and Province are trickier.
Title: Re: Easy Puzzles
Post by: Dingan on June 05, 2015, 08:41:05 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

Any of them.  You play cost-reducers until everything costs $0 (the cost-reducers are no longer in your deck nor your hand -- they're in play).  Then you Forge $0s into $0s.

EDIT: Why does this have to be a standard solitaire game?
Title: Re: Easy Puzzles
Post by: Awaclus on June 05, 2015, 08:47:21 am
Any of them.  You play cost-reducers until everything costs $0 (the cost-reducers are no longer in your deck nor your hand -- they're in play).

Princess is the only cost-reducer that you can have in a deck where no card except for King's Court and Forge cost more than $0, and you can play only one of it.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 05, 2015, 09:49:28 am
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)

Thanks, that's exactly what I meant. And I can't argue that people are being pedantic (this time) because my solution is quite pedantic as well!

Hmmm, well... we need to look for loopholes for Duchy and Province.

The only thing that came to mind was a card set aside with save, but I forgot there aren't any events.  Anyone else see any ways to sneak more cost reduction, or cards that otherwise cost more than 0 past the restrictions given?
Title: Re: Easy Puzzles
Post by: Seprix on June 05, 2015, 09:55:09 am
There's no possible way to do Duchy, Gold, or Province with these sets of rules.
Title: Re: Easy Puzzles
Post by: Ghacob on June 05, 2015, 11:40:53 am
There's no possible way to do Duchy, Gold, or Province with these sets of rules.

Gold is easily done with 4 Trusty Steed Silvers and the Gold from Bag of Gold
Title: Re: Easy Puzzles
Post by: Seprix on June 05, 2015, 11:45:12 am
There's no possible way to do Duchy, Gold, or Province with these sets of rules.

Gold is easily done with 4 Trusty Steed Silvers and the Gold from Bag of Gold

Well, yes.

Duchy and Province are much harder, and may not even be possible.
Title: Re: Easy Puzzles
Post by: Asper on June 05, 2015, 11:52:40 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies? Also does everybody keep in mind Followers gives us an Estate? We can get at least one Province this way.

Still i feel we need to find some way of circumventing the rules.... Processing a Haven for example leaves no Duration card in play and set-aside cards were not excluded by the rules (see quote above). I'd actually consider them part of the "deck", though (like Gardens does).
Title: Re: Easy Puzzles
Post by: Seprix on June 05, 2015, 11:58:57 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies? Also does everybody keep in mind Followers gives us an Estate? We can get at least one Province this way.

Still i feel we need to find some way of circumventing the rules.... Processing a Haven for example leaves no Duration card in play and set-aside cards were not excluded by the rules (see quote above). I'd actually consider them part of the "deck", though (like Gardens does).

I considered Followers for the Estate already. :D It was how I got 3 Colonies with the 'Forge Token Card Draw' method, which was then banned by DG.

Here's the lowdown.

Your goal is Forge 3 of something with King's Court. Be it copper, estate, silver, duchy, gold, and province.

We have no cards costing more than $0 in the entire deck besides King's Court and Forge. If there is a way to insert cards into the deck costing more than $0, that's going to be your strategy. Bag Of Gold, Trusty Steed, and Followers are your gainers as of now, and Madman is your draw and actions, so playing actions is not a problem at all.

Mercenary is probably not useful.

I like your Procession idea, but I feel DG would not allow it.

My next obvious question is this: Do you have to do all of this in 1 turn?
Title: Re: Easy Puzzles
Post by: eHalcyon on June 05, 2015, 12:55:18 pm
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province

Any of them.  You play cost-reducers until everything costs $0 (the cost-reducers are no longer in your deck nor your hand -- they're in play).  Then you Forge $0s into $0s.

EDIT: Why does this have to be a standard solitaire game?

You can't have cost-reducers other than Princess because they cost more than $0 at the start of your turn.  You can try to gain and play them during your turn, but that's nontrivial.
Title: Re: Easy Puzzles
Post by: dghunter79 on June 05, 2015, 03:38:19 pm
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies?

I like this idea but it seems to go against the terms of the puzzle.

I'll just end it so that you have time to process your anger and disappointment.

Using Madman for draw and Actions, and Spoils for coin:


Play Trusty Steed for Silver. Madman to draw these and the Spoils you'll need.
Forge Silver into Black Market
Draw and King's Court the Black Market
Buy Messenger, gain Fortress, Border Village, gain Fortress, buy Stonemason and gain King's Court and Forge.
Draw all cards: for Province, Kings Court Forge on the two Fortresses. For Duchies, play Princess first, then Kings Court on Forge and trash one Fortress and one Silver three times.
Title: Re: Easy Puzzles
Post by: Seprix on June 05, 2015, 05:56:11 pm
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies?

I like this idea but it seems to go against the terms of the puzzle.

I'll just end it so that you have time to process your anger and disappointment.

Using Madman for draw and Actions, and Spoils for coin:


Play Trusty Steed for Silver. Madman to draw these and the Spoils you'll need.
Forge Silver into Black Market
Draw and King's Court the Black Market
Buy Messenger, gain Fortress, Border Village, gain Fortress, buy Stonemason and gain King's Court and Forge.
Draw all cards: for Province, Kings Court Forge on the two Fortresses. For Duchies, play Princess first, then Kings Court on Forge and trash one Fortress and one Silver three times.

You sick individual.

I would have figured it out eventually. D:

I now have anger and disappointment to process.
Title: Re: Easy Puzzles
Post by: Asper on June 06, 2015, 02:33:18 pm
Quote
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

I see. It was nowhere specified that they had to be the King's Court and Forge you had in your hand at the beginning. Makes it a bit of a trick question, honestly.
Title: Re: Easy Puzzles
Post by: dghunter79 on June 06, 2015, 06:52:30 pm
Quote
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?

I see. It was nowhere specified that they had to be the King's Court and Forge you had in your hand at the beginning. Makes it a bit of a trick question, honestly.

For sure.
Title: Re: Easy Puzzles
Post by: ephesos on June 07, 2015, 02:05:49 am
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes.  There are no Events on the board.

You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.

I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies?

I like this idea but it seems to go against the terms of the puzzle.

I'll just end it so that you have time to process your anger and disappointment.

Using Madman for draw and Actions, and Spoils for coin:


Play Trusty Steed for Silver. Madman to draw these and the Spoils you'll need.
Forge Silver into Black Market
Draw and King's Court the Black Market
Buy Messenger, gain Fortress, Border Village, gain Fortress, buy Stonemason and gain King's Court and Forge.
Draw all cards: for Province, Kings Court Forge on the two Fortresses. For Duchies, play Princess first, then Kings Court on Forge and trash one Fortress and one Silver three times.
But can we get to Colony?

We have 3 Silvers, King's Court, Forge, Stonemason, 2 Fortresses, Messenger, Border Village, and an arbitrary amount of 0 cost cards, so long as they can all be drawn with Madman.
Using 7 Madmen before, we can draw up to 4*2^7=512 cards. That should be sufficient.
Overall, we have 10 Madmen, Trusty Steed, and Border Village for 12 possible actions this turn, 3 of which have already been used. So we have 9 left.
Action 1: Stonemason Fortress for 2 Develops. Play Madman to draw them.
Actions 2-3: Develop Fortress into Develop and Band of Misfits twice. Play Madman to draw them.
Actions 4-6: Develop Fortress into Develop and Band of Misfits 3 times, playing Band of Misfits as Develop.
Action 7: Play Band of Misfits as Trader, trashing Messenger for 4 Silver. Play Madman to draw everything.
Action 8: King's Court Forge, trashing 2 Develops and Band of Misfits for Colony, and trashing 2 Silvers and Band of Misfits for Colony twice.
Title: Re: Easy Puzzles
Post by: Seprix on June 19, 2015, 02:04:09 am
Empty the entire copper pile (46). How many turns does it take you for the fastest possible solution?
Title: Re: Easy Puzzles
Post by: heron on June 19, 2015, 08:48:44 pm
Empty the entire copper pile (46). How many turns does it take you for the fastest possible solution?

Fastest is not an easy puzzle, but I know a 46 turn solution. Probably the copper pile should actually contain 53 cards.
Title: Re: Easy Puzzles
Post by: A Drowned Kernel on June 19, 2015, 09:03:34 pm
Empty the entire copper pile (46). How many turns does it take you for the fastest possible solution?

Three? (http://forum.dominionstrategy.com/index.php?topic=8448.0)
Title: Re: Easy Puzzles
Post by: AJD on July 01, 2015, 06:35:32 pm
Easy puzzle: what is the cost of a card that you can never gain?
Title: Re: Easy Puzzles
Post by: Awaclus on July 01, 2015, 06:43:24 pm
Easy puzzle: what is the cost of a card that you can never gain?

(http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).
Title: Re: Easy Puzzles
Post by: sudgy on July 01, 2015, 07:07:31 pm
Easy puzzle: what is the cost of a card that you can never gain?

The only cards I can think of that you don't gain are the Travelers, but you could trash them and gain them with Rogue/Graverobber...
Title: Re: Easy Puzzles
Post by: Dingan on July 01, 2015, 07:11:31 pm
Easy puzzle: what is the cost of a card that you can never gain?

The randomizer cards?
Title: Re: Easy Puzzles
Post by: sudgy on July 01, 2015, 07:12:51 pm
$5?  The Knights randomizer?
Title: Re: Easy Puzzles
Post by: ConMan on July 01, 2015, 07:13:02 pm
Easy puzzle: what is the cost of a card that you can never gain?
Shelters cost $1.

Puzzle:
I buy a card costing $6 with no Hagglers in play, and while resolving the buy I also gain cards costing $5, $4, $3, $2 and $1. How did I do it?
Title: Re: Easy Puzzles
Post by: Elanchana on July 01, 2015, 07:34:49 pm
Setup: Hand includes Watchtower and Feodum, Duplicate on Tavern mat, trashing token on Poor House

Buy Border Village
Gain Catacombs, trash with Watchtower
Gain Squire, trash with Watchtower
Gain $4 attack
Call Duplicate to gain second Border Village
Gain Poor House
Trash Feodum from hand, gain 3 Silvers

$6: Border Village
$5: Catacombs
$4: attack
$3: Silver
$2: Squire
$1: Poor House

There's probably a less convoluted way to do this but it's what I came up with.
Title: Re: Easy Puzzles
Post by: ConMan on July 01, 2015, 08:25:19 pm
Setup: Hand includes Watchtower and Feodum, Duplicate on Tavern mat, trashing token on Poor House

Buy Border Village
Gain Catacombs, trash with Watchtower
Gain Squire, trash with Watchtower
Gain $4 attack
Call Duplicate to gain second Border Village
Gain Poor House
Trash Feodum from hand, gain 3 Silvers

$6: Border Village
$5: Catacombs
$4: attack
$3: Silver
$2: Squire
$1: Poor House

There's probably a less convoluted way to do this but it's what I came up with.
The trashing token would have to be on BV since it's an on-buy, not on-gain trigger. Otherwise, seems to work pretty well. My solution overlaps with this, but it used no cards from Adventures and two Events (neither of which was Plan).
Title: Re: Easy Puzzles
Post by: Elanchana on July 01, 2015, 08:40:06 pm
Setup: Hand includes Watchtower and Feodum, Duplicate on Tavern mat, trashing token on Poor House

Buy Border Village
Gain Catacombs, trash with Watchtower
Gain Squire, trash with Watchtower
Gain $4 attack
Call Duplicate to gain second Border Village
Gain Poor House
Trash Feodum from hand, gain 3 Silvers

$6: Border Village
$5: Catacombs
$4: attack
$3: Silver
$2: Squire
$1: Poor House

There's probably a less convoluted way to do this but it's what I came up with.
The trashing token would have to be on BV since it's an on-buy, not on-gain trigger. Otherwise, seems to work pretty well. My solution overlaps with this, but it used no cards from Adventures and two Events (neither of which was Plan).

Oh, yeah, it's on buy, whoops. Still need to actually play Adventures. Your solution only involves the buying of this one card, right? I wanted to make sure I couldn't include event buys, because those would make it incredibly easy.
Title: Re: Easy Puzzles
Post by: ConMan on July 02, 2015, 12:05:04 am
Oh, yeah, it's on buy, whoops. Still need to actually play Adventures. Your solution only involves the buying of this one card, right? I wanted to make sure I couldn't include event buys, because those would make it incredibly easy.
That's correct. I may already have tokens on piles (perhaps from buying Events on previous turns) though.
Title: Re: Easy Puzzles
Post by: Elanchana on July 02, 2015, 04:49:47 am
Attempt #2

Setup: Ferry and Inheritance, -$2 token on Hunting Grounds, Estate token on Squire, Watchtower and Hunting Grounds in hand

Buy Farmland
Trash Hunting Grounds from hand
Gain 3 Squire!Estates, reveal Watchtower to trash at least 2
Gain $3 and $4 attacks
Gain Border Village (from Farmland trash-for-benefit on Hunting Grounds)
Gain Catacombs, reveal Watchtower to trash
Gain Poor House

$6: Farmland
$5: Catacombs
$4: attack
$3: attack
$2: Estate
$1: Poor House

I almost had it where you'd actually keep one of every cost, but to gain and keep a $5 cost you'd have to trash all three Estates.
Title: Re: Easy Puzzles
Post by: ConMan on July 02, 2015, 07:44:42 pm
That's also a pretty cool solution and it keeps more cards than mine, although I do gain the cards in descending order of cost(-ish). I'll post mine for posterity, and if anyone else comes up with a different version I'd love to see it.

Setup: -$2 token on Hunting Grounds, Estate token on a Catacombs, Watchtower and Trader in hand

Buy Border Village
Gain Border Village* ($6)
Trigger BV's on-gain, gain a Catacombs ($5)
Reveal Watchtower, trashing Catacombs
Trigger Catacombs' on-trash, gain a Hunting Grounds ($4)
Reveal Watchtower, trashing Hunting Grounds
Trigger Hunting Grounds' on-trash, would gain three Estates
Reveal Trader, gain Silver instead of one Estate ($3)
Continue to gain two Estates ($2)
Reveal Watchtower, trashing one Estate
Trigger Estate's on-trash (from Catacombs), gain a Poor House ($1)
And if you really want to, reveal another Watchtower, trashing the other Estate, to gain a Copper ($0)**.

* Hmm. I am considering the "gain the card you bought" as part of "resolving the buy". Probably didn't make that clear.
** Also hmm, I assume that the "Gain three Estates" of Hunting Grounds is three separate gains that you react to individually, because otherwise I think that gaining the Poor House would wind up covering the third Estate, meaning you can't react to it?
Title: Re: Easy Puzzles
Post by: Elanchana on July 02, 2015, 08:00:41 pm
Wait, but that doesn't work. Estate tokens are only allowed on cards up to $4... unless there was a cost reducer happening somehow.
Title: Re: Easy Puzzles
Post by: ConMan on July 02, 2015, 08:50:08 pm
Wait, but that doesn't work. Estate tokens are only allowed on cards up to $4... unless there was a cost reducer happening somehow.
I figure the -$2 token could have originally been on Catacombs, then Catacombs got Inherited, then the -$2 token was moved to Hunting Grounds.
Title: Re: Easy Puzzles
Post by: Elanchana on July 02, 2015, 09:02:53 pm
Wait, but that doesn't work. Estate tokens are only allowed on cards up to $4... unless there was a cost reducer happening somehow.
I figure the -$2 token could have originally been on Catacombs, then Catacombs got Inherited, then the -$2 token was moved to Hunting Grounds.

Fair enough. Clearly there are quite a few solutions to this.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 02, 2015, 10:01:44 pm
Buy Border Village and call 4 duplicates.  For each BV, gain a different costing card.

If you only care about the original cost of the cards rather than current cost, you can play Princess (or other cost reduction) and 4 Talismans.  Then buy BV and gain a bunch of things.
Title: Re: Easy Puzzles
Post by: ConMan on July 02, 2015, 11:36:38 pm
Buy Border Village and call 4 duplicates.  For each BV, gain a different costing card.

If you only care about the original cost of the cards rather than current cost, you can play Princess (or other cost reduction) and 4 Talismans.  Then buy BV and gain a bunch of things.
Well, dangit.
Title: Re: Easy Puzzles
Post by: Dingan on July 15, 2015, 02:43:21 pm
Hopefully this makes sense...

There are 3 cards in your deck.  You trash a Cultist (before drawing or trashing or whatever the cards in your deck), but you don't draw any of the 3 cards.  How?  Similarly, could replace Cultist w/ Overgrown Estate -- same puzzle.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 15, 2015, 02:52:52 pm
When trashing Cultist, you also trash 3 Rats.  This is all at the same time, before doing anything to the 3 cards in you deck.  You resolve Rats first, thus drawing the cards before Cultist can.

When trashing Cultist, you also trash a Hunting Grounds (or 3 Catacombs).  Resolving those first, you gain 3 cards and top-deck them using Watchtower.  Cultist on-trash draws those cards instead of the original 3.
Title: Re: Easy Puzzles
Post by: Dingan on July 15, 2015, 03:06:04 pm
When trashing Cultist, you also trash 3 Rats.  This is all at the same time, before doing anything to the 3 cards in you deck.  You resolve Rats first, thus drawing the cards before Cultist can.

When trashing Cultist, you also trash a Hunting Grounds (or 3 Catacombs).  Resolving those first, you gain 3 cards and top-deck them using Watchtower.  Cultist on-trash draws those cards instead of the original 3.

This works, but not what I was thinking.  Let me rephrase:
You trash the Cultist (or OE, or a Rats, or anything that on-trash draws you cards), and nothing else.  You draw nothing.
Title: Re: Easy Puzzles
Post by: markusin on July 15, 2015, 03:22:24 pm
When trashing Cultist, you also trash 3 Rats.  This is all at the same time, before doing anything to the 3 cards in you deck.  You resolve Rats first, thus drawing the cards before Cultist can.

When trashing Cultist, you also trash a Hunting Grounds (or 3 Catacombs).  Resolving those first, you gain 3 cards and top-deck them using Watchtower.  Cultist on-trash draws those cards instead of the original 3.

This works, but not what I was thinking.  Let me rephrase:
You trash the Cultist (or OE, or a Rats, or anything that on-trash draws you cards), and nothing else.  You draw nothing.
Can you reveal three Market Squares and topdeck the Golds with Watchtower so that only the gained Golds are drawn? MS also has an on-trash effect, so the timing is the same.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 15, 2015, 03:35:37 pm
For Rats/OGE, you just need a -1 card token on your deck to prevent the draw.

Maybe you mean for it to be a trick question.  Cultist is one of the three cards on your deck and you trash it using Lookout.
Title: Re: Easy Puzzles
Post by: Dingan on July 15, 2015, 04:43:26 pm
I was thinking
Lookout or Doctor, where you reveal the Cultist, trash it, don't draw anything, put the other 2 cards back.  Note: this assumes "revealed" cards are still in your deck, which was the part I was unsure about when posting.
Title: Re: Easy Puzzles
Post by: Erick648 on July 21, 2015, 10:35:43 pm
We all know the ways to play a Treasure card during an Action phase, but how does one play an Action card during a Buy phase?
Title: Re: Easy Puzzles
Post by: scott_pilgrim on July 21, 2015, 10:37:21 pm
We all know the ways to play a Treasure card during an Action phase, but how does one play an Action card during a Buy phase?

Caravan Guard in response to Relic?
Title: Re: Easy Puzzles
Post by: Erick648 on July 21, 2015, 11:00:32 pm
Caravan Guard in response to Relic?
Yep.
Title: Re: Easy Puzzles
Post by: Seprix on July 21, 2015, 11:15:02 pm
Name all ways you can get Grand Market by T3.

I can currently think of quite a few ways. Let's see how many you all can think of.
Title: Re: Easy Puzzles
Post by: Ghacob on July 21, 2015, 11:44:16 pm
Name all ways you can get Grand Market by T3.

I can currently think of quite a few ways. Let's see how many you all can think of.

Would you like to disallow Baker and Borrow?
With both of them around, there are far too many ways that exist
Title: Re: Easy Puzzles
Post by: Ghacob on July 21, 2015, 11:58:23 pm
A much more fun no restriction challenge puzzle is to get a Grand Market by T2 :D

I can think of a few ways!
Title: Re: Easy Puzzles
Post by: Seprix on July 22, 2015, 12:03:00 am
Ferry > Ball/Alms

Pretty much Ferry is too OP.

Title: Re: Easy Puzzles
Post by: Ghacob on July 22, 2015, 12:05:56 am
A much more fun no restriction challenge puzzle is to get a Grand Market by T2 :D

I can think of a few ways!

Ferry > Ironworks/Ball/Workshop/Alms/etc.

Pretty much Ferry is too OP.
Ah yes, the good ol' buy and play a card in the same turn. You did find one solution though, I know of two more
Title: Re: Easy Puzzles
Post by: ConMan on July 22, 2015, 12:10:53 am
If you're P2 and open 5/2, then:

P1 T1: Buy Noble Brigand
P2 T1: Buy Vault, draw Vault during Clean-up
P2 T2: Play Vault, discard everything for $6, buy GM

Or

P2 T1: Buy Vault
P1 T2: Buy Lost City, P2 draws Vault
P2 T2: As above

Or

P2 T1: Buy Artificer
P1 T2: Buy Lost City, P2 draws Artificer
P2 T2: Play Artificer, discard 6 cards, gain GM

Or if you open 3/4:

T1: Buy Ferry, put -$2 token on GM
T2: Buy Alms, gain GM

Or, if it's a Baker game and you open 3/4 or 2/5:

T1: Buy Ferry, put -$2 token on GM
T2: Buy Ball or Seaway, gaining an appropriate number of copies of GM
Title: Re: Easy Puzzles
Post by: Seprix on July 22, 2015, 12:13:09 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Title: Re: Easy Puzzles
Post by: singletee on July 22, 2015, 12:31:40 am
A much more fun no restriction challenge puzzle is to get a Grand Market by T2 :D

I can think of a few ways!

Turn 1:
P1 buys Noble Brigand
P2 buys Embassy
P3 buys Death Cart

Turn 2:
P1 ...
P2 ...
P3 plays Death Cart and Silver, buys Grand Market
Title: Re: Easy Puzzles
Post by: Elanchana on July 22, 2015, 01:41:41 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy LoanBORROW!/Gold.
Title: Re: Easy Puzzles
Post by: ConMan on July 22, 2015, 02:15:14 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
You mean Borrow, not Loan, yes?
Title: Re: Easy Puzzles
Post by: Spellbound on July 22, 2015, 02:35:51 am
Buy Travelling Fair then 2 Curses, putting on top. Buy Quest next turn, gain Gold.

Buy Expedition with $3, hope for $6 next turn to buy Gold.

Buy Alm with $2, gain Nomad Camp. Guaranteed Gold next turn.
Title: Re: Easy Puzzles
Post by: Elanchana on July 22, 2015, 10:47:51 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
You mean Borrow, not Loan, yes?

ahahaha I've been away for too long. Obviously Borrow, yeah. They're synonyms, whatcha gonna do.
Title: Re: Easy Puzzles
Post by: A Drowned Kernel on July 22, 2015, 03:55:56 pm
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Turn one, draw five coppers, baker or borrow is on the board.
Title: Re: Easy Puzzles
Post by: belugawhale on July 22, 2015, 11:28:21 pm
Open 2/5

T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold
Title: Re: Easy Puzzles
Post by: sudgy on July 22, 2015, 11:39:14 pm
Open 2/5

T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold

What do you mean by saving a copper for the next turn?
Title: Re: Easy Puzzles
Post by: Ghacob on July 22, 2015, 11:42:38 pm
Open 2/5

T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold

What do you mean by saving a copper for the next turn?

http://wiki.dominionstrategy.com/index.php/Save
Title: Re: Easy Puzzles
Post by: sudgy on July 22, 2015, 11:46:40 pm
Open 2/5

T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold

What do you mean by saving a copper for the next turn?

http://wiki.dominionstrategy.com/index.php/Save

::)
Title: Re: Easy Puzzles
Post by: GendoIkari on July 23, 2015, 12:17:09 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
You mean Borrow, not Loan, yes?

ahahaha I've been away for too long. Obviously Borrow, yeah. They're synonyms, whatcha gonna do.

Actually they're more like antonyms.
Title: Re: Easy Puzzles
Post by: Erick648 on July 23, 2015, 06:04:50 pm
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Turn one, draw five coppers, baker or borrow is on the board.
Or draw four coppers, Baker and Borrow are on the board.
Title: Re: Easy Puzzles
Post by: Seprix on July 23, 2015, 07:23:23 pm
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
You mean Borrow, not Loan, yes?

ahahaha I've been away for too long. Obviously Borrow, yeah. They're synonyms, whatcha gonna do.

Actually they're more like antonyms.

Actually they're more like homonyms.
Title: Re: Easy Puzzles
Post by: Davio on July 24, 2015, 08:53:35 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy LoanBORROW!/Gold.
Baker on the board, Stonemason into 2 Nomad Camps
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6
Title: Re: Easy Puzzles
Post by: Seprix on July 24, 2015, 09:50:12 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy LoanBORROW!/Gold.
Baker on the board, Stonemason into 2 Nomad Camps
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6

Cwazy!
Title: Re: Easy Puzzles
Post by: Seprix on July 24, 2015, 09:51:10 am
Baker on the board, spend a coin, buy Mandarin, draw Mandarin + 4 coppers, Buy gold.
Title: Re: Easy Puzzles
Post by: markusin on July 24, 2015, 11:26:57 am
Baker on the board, spend a coin, buy Mandarin, draw Mandarin + 4 coppers, Buy gold.
How does the Mandarin get topdecked?
Title: Re: Easy Puzzles
Post by: Ghacob on July 24, 2015, 11:29:39 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy LoanBORROW!/Gold.
Baker on the board, Stonemason into 2 Nomad Camps
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6

...I still say the Grand Market challenge is more interesting than these too easy ones...
That's one solution to mine I didn't see!
I still know another way to gain Grand Market (and Gold if you care) T2!
Title: Re: Easy Puzzles
Post by: Witherweaver on July 24, 2015, 11:38:01 am
Name all ways you can get Grand Market by T3.

I can currently think of quite a few ways. Let's see how many you all can think of.

Just take it.  Do it.

https://www.youtube.com/watch?v=nuHfVn_cfHU
Title: Re: Easy Puzzles
Post by: markusin on July 24, 2015, 11:39:23 am
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.

Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy LoanBORROW!/Gold.
Baker on the board, Stonemason into 2 Nomad Camps
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6

...I still say the Grand Market challenge is more interesting than these too easy ones...
That's one solution to mine I didn't see!
I still know another way to gain Grand Market (and Gold if you care) T2!
In 1P:
T1: Baker + Borrow + 5 Copper -> buy Travelling Fair and Ball, topdecking Remodel + some other $4 card
T2: Remodel $4 card in Grand Market.

In 2P:
P1 T1: buy Lost City
P2 T1: 6 Coppers + Borrow + Baker Coin Token -> Buy Travelling Fair + Overpay for Stonemason by 4, topdecking Remodel and some other $4 card.
P2 T2: Remodel $4 cost card into Grand Market.
Title: Re: Easy Puzzles
Post by: Seprix on July 24, 2015, 12:52:20 pm
Baker on the board, spend a coin, buy Mandarin, draw Mandarin + 4 coppers, Buy gold.
How does the Mandarin get topdecked?

Oops.
Title: Re: Easy Puzzles
Post by: belugawhale on July 25, 2015, 10:14:31 pm
For Grand Market on T2

T1: Play 3 copper, Ferry on Grand Market
T2: Alms->Grand Market
Title: Re: Easy Puzzles
Post by: Dingan on July 28, 2015, 01:40:01 pm
These 8 cards have something in common with each other, that no other cards have.  I've further grouped them into 3 logically separate groups.  That is, cards within a group have an additional thing in common with each other, that is different from the other groups.  What are the common/different things going on here?  Note: this doesn't include anything from Adventures because I don't know anything about those yet.

Bonus points if you answer what I'm actually thinking (there might be multiple valid answers ;)).

Group 1:
Bishop
Masquerade
Vault
Duchess
     
Group 2:
Council Room
Governor
     
Group 3:
Ill-Gotten Gains
Embassy

My answer:
They are all non-attack cards that instantly affect your opponent in some way when you play or gain them.  Group 1: your opponent has to make a decision (the result of the decision may or may not instantly affect them).  Group 2: your opponent draws a card (assuming they have a card to draw).  Group 3: your opponent gains a card (assuming there is a card to gain).

Fyi, I thought of these types of cards when teaching other new players how to play.  When teaching, I like to use cards that affect other players, or force them to make a conscious decision, while not completely destroying their hopes and dreams.  So I'll put these cards out, and not put out attack cards (especially cursers).  Hence, I call these types of cards "teachers".
Title: Re: Easy Puzzles
Post by: AJD on July 28, 2015, 01:50:07 pm
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Title: Re: Easy Puzzles
Post by: Dingan on July 28, 2015, 02:07:41 pm
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Advisor, Envoy, and Tribute instantly affect you -- not them.  And there's also Tournament.
Title: Re: Easy Puzzles
Post by: Awaclus on July 28, 2015, 02:09:00 pm
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Advisor, Envoy, and Tribute instantly affect you -- not them.

Contraband doesn't instantly affect them either.
Title: Re: Easy Puzzles
Post by: Dingan on July 28, 2015, 02:09:55 pm
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Advisor, Envoy, and Tribute instantly affect you -- not them.

Contraband doesn't instantly affect them either.

Ah, good call.  Ok I'll remove that one then.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 28, 2015, 04:03:02 pm
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Advisor, Envoy, and Tribute instantly affect you -- not them.  And there's also Tournament.

Tribute instantly affects them...
Title: Re: Easy Puzzles
Post by: Dingan on July 29, 2015, 07:28:25 am
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Advisor, Envoy, and Tribute instantly affect you -- not them.  And there's also Tournament.

Tribute instantly affects them...

I mean, anything affects them.  You gaining from a pile affects them.  Them knowing what is in your hand affects them.  Jupiter's orbit affects them.  What I meant though is that it doesn't give them coins, buys, cards, VP, etc. right now.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 29, 2015, 12:59:12 pm
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.

(And Governor should be in all of those groups.)
Advisor, Envoy, and Tribute instantly affect you -- not them.  And there's also Tournament.

Tribute instantly affects them...

I mean, anything affects them.  You gaining from a pile affects them.  Them knowing what is in your hand affects them.  Jupiter's orbit affects them.  What I meant though is that it doesn't give them coins, buys, cards, VP, etc. right now.

But it discards two of their cards, which is an actual thing that matters.  It can cause a reshuffle.
Title: Re: Easy Puzzles
Post by: werothegreat on July 30, 2015, 07:05:14 pm
Puzzle:

At the start of my turn, before playing any cards, I draw 56 cards.

I did not play any Durations on my previous turn, nor did I buy any Events, or set aside any cards to put into my hand later, and my opponent(s) did not play any cards with a non-Attack player interaction effect.

How did I do it?
Title: Re: Easy Puzzles
Post by: JacquesTheBard on July 30, 2015, 07:22:19 pm
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 30, 2015, 07:48:04 pm
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.

And you could draw 30 more cards that stay in hand via KC-Hireling, played on an even earlier turn.
And with this hand of 30 cards, you could call 10 Ratcatchers to trash 9 Cultists and a Rat/Overgrown Estate from your hand, drawing 28 more cards.  This requires having 10 Hirelings, 10 Ratcatchers, 9 Cultists.  You don't need 10 KCs because of KC-KC or Procession-Graverobber tricks.  The Guides draw more, so empty that pile and give up one Ratcatcher, I guess.  So that would be 50+30+27 = 97 cards drawn.
Title: Re: Easy Puzzles
Post by: gkrieg13 on July 30, 2015, 07:59:35 pm
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.

And you could draw 30 more cards that stay in hand via KC-Hireling, played on an even earlier turn.
And with this hand of 30 cards, you could call 10 Ratcatchers to trash 9 Cultists and a Rat/Overgrown Estate from your hand, drawing 28 more cards.  This requires having 10 Hirelings, 10 Ratcatchers, 9 Cultists.  You don't need 10 KCs because of KC-KC or Procession-Graverobber tricks.  The Guides draw more, so empty that pile and give up one Ratcatcher, I guess.  So that would be 50+30+27 = 97 cards drawn.

He says no duration cards out though.  You could 9 transmute 9 rats into 9 cultists (you already have 1), and then use 10 rat catchers to trash the 10 cultists.  Then you wouldn't have 3 piles gone.  This would be 39 cards, plus the 50 from the guides would give you 89.
Title: Re: Easy Puzzles
Post by: Seprix on July 30, 2015, 08:01:49 pm
Hand: 5 Rats
Deck: 10 Rats, 10 Cultists, 140 random cards

On Reserve Mat: 10 Ratcatchers, 10 Transmorgifies, 10 Guides, 10 Royal Carriages.

Before you play any cards, you may resolve actions.

Hireling has been KC'd 10 times with 10 KCs on an even previous turn (if Wero intended this way), bringing card draw to a total of 30.
Call all 10 Ratcatchers into play, trashing a Rat each time, drawing a Rat. 10 cards have been drawn this way.
Call all 10 Transmorgifies into play, trashing a Cultist each time, drawing a Cultist. 30 cards have been drawn this way.
Call a Guide into play, calling a Royal Carriage into play each time. 100 cards have been drawn this way.

A total of 140 cards can be 'drawn' beforehand, 170 if Hireling on a previous previous turn counts.

*There may be a question where Royal Carriage is not allowed to be used on Reserve cards. Since Reserve Cards are played when taken off the Tavern Mat, I would argue that they do in fact count after consulting the rulebook on the matter. Royal Carriage works on action cards that have been put into play, and when you call a reserve card, it is put into play.
Title: Re: Easy Puzzles
Post by: sudgy on July 30, 2015, 09:13:56 pm
*There may be a question where Royal Carriage is not allowed to be used on Reserve cards. Since Reserve Cards are played when taken off the Tavern Mat, I would argue that they do in fact count after consulting the rulebook on the matter. Royal Carriage works on action cards that have been put into play, and when you call a reserve card, it is put into play.

Reserve cards aren't played when taken off the Tavern Mat, they're just moved into play.  I'm pretty sure it doesn't work.

Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.

And you could draw 30 more cards that stay in hand via KC-Hireling, played on an even earlier turn.
And with this hand of 30 cards, you could call 10 Ratcatchers to trash 9 Cultists and a Rat/Overgrown Estate from your hand, drawing 28 more cards.  This requires having 10 Hirelings, 10 Ratcatchers, 9 Cultists.  You don't need 10 KCs because of KC-KC or Procession-Graverobber tricks.  The Guides draw more, so empty that pile and give up one Ratcatcher, I guess.  So that would be 50+30+27 = 97 cards drawn.

He says no duration cards out though.  You could 9 transmute 9 rats into 9 cultists (you already have 1), and then use 10 rat catchers to trash the 10 cultists.  Then you wouldn't have 3 piles gone.  This would be 39 cards, plus the 50 from the guides would give you 89.

He said no duration cards the previous turn; you can play as many durations as you want before then.
Title: Re: Easy Puzzles
Post by: Erick648 on July 30, 2015, 10:04:04 pm
I can get to 157 in a 6-player game (final hand size: 92).

Kingdom: Ratcatcher, Guide, Watchtower, Duplicate, Transmogrify, Cultist, Inheritance

Inherited Cultists. 

Relevant Cards in Supply:
20 Estates (courtesy of blocked Ambassadors; note that it starts with 16 Estates in a 6-player game)
3 Cultists
Empty piles: Guide, Ratcatcher, Transmogrify (note that it's 6-player game, so it takes 4 piles to end it)

Relevant Cards in Deck:
14 Estates
6 Cultists
1 Watchtower

Relevant Cards on Tavern Mat:
10 Guides
10 Ratcatchers
10 Transmogrifies
9 Duplicates

At start of turn:
Call 10 Guides (+50 cards, 50 total)
Call 1 Transmogrify to trash Cultist->Estate (+3 cards, 53 total)
Call 9 Duplicates to gain 9 more Estates
Reveal Watchtower to trash all 10 new Estates (+30 cards, 83 total)
Call 1 Transmogrify to trash Cultist->Cultist (+3 cards, 86 total)
Reveal Watchtower to trash the new Cultist (+3 cards, 89 total)
Call 8 Transmogrifies to trash Estate->Estate (+24 cards, 113 total)
Reveal Watchtower to trash all 8 new Estates (+24 cards, 127 total)
Call 6 Ratcatchers to trash Estates (+18 cards, 145 total)
Call 4 Ratcatchers to trash Cultists (+12 cards, 157 total)

Note that this won't even end the game, as the Estate and Cultist piles will still have 2 cards in them.
Title: Re: Easy Puzzles
Post by: Seprix on July 30, 2015, 10:09:46 pm
^ Instead of doing all that, simply have most of the Estates in your deck inherited as Cultists, have 9 Cultists in your deck, and simply transmogrify one of them into a Cultist at one point, transmogrifying any Estates into estates every 3 to make sure you draw up the estates you gained. I can imagine there's a way to make sure all the Estates and Cultists there can be gained.

And I guess Royal Carriage doesn't work.

Empty piles of Ratcatcher, Guide, and Transmogrify, with one Watchtower in your hand.

EDIT: Well, hold on. Let me think about this.
Title: Re: Easy Puzzles
Post by: Seprix on July 30, 2015, 10:23:59 pm
Got it. You can be more efficient with your trashing by gaining Hunting Grounds from a Cultist Transmogrify, netting 3 Estates to be trashed with Watchtower, letting you get extra to trash after emptying the Cultist and the Estates, including Rats and Overgrown Estate.
Title: Re: Easy Puzzles
Post by: ConMan on July 30, 2015, 10:50:18 pm
If you Procession all 10 Hirelings, then retrieve them from the trash with Graverobber, then King's Court them all along with 8 Hireling-Inherited* Estates (which I think is the most you can get from a tree of KC's), you can also Procession**/Throne Room/whatever most of the remaining Estates - 6 in a 2-player game, giving you +86 Cards by my reckoning.

* Via cost-reduction, of course.
** Having Processioned the Hirelings in a tree pattern, you trash most of the Processions and regain them from the trash as well.
Title: Re: Easy Puzzles
Post by: Seprix on July 30, 2015, 10:53:06 pm
If you Procession all 10 Hirelings, then retrieve them from the trash with Graverobber, then King's Court them all along with 8 Hireling-Inherited* Estates (which I think is the most you can get from a tree of KC's), you can also Procession**/Throne Room/whatever most of the remaining Estates - 6 in a 2-player game, giving you +86 Cards by my reckoning.

* Via cost-reduction, of course.
** Having Processioned the Hirelings in a tree pattern, you trash most of the Processions and regain them from the trash as well.

If you're going to do that, you would need to not gain all 10, since we all established the top way of doing things above, it would need to be 9 Hirelings, and it would be pointless to do anyways, since Procession covers only the previous turn, expressly forbidden by Wero.
Title: Re: Easy Puzzles
Post by: werothegreat on July 31, 2015, 12:13:04 am
Let me clarify: no Reserve-calling was done either.

And I said that no Duration was played on the last turn, not that there weren't any in play.  ConMan has come closest.  I may have to up the number of cards drawn, but he's still missing one card.
Title: Re: Easy Puzzles
Post by: Erick648 on July 31, 2015, 12:25:57 am
In that case, couldn't you play Procession-Procession-Hireling-Hireling-Graverobber-Graverobber-Graverobber (with appropriate village support) every turn for 14 turns (or any arbitrarily large number of turns), then do nothing for a turn (so you didn't play any Durations on that turn), then draw 56 cards (or 4 times the number of turns you Processioned Hirelings) at the start of your next turn?

Note that Procession gains won't end the game if there's no $7 Action cards and no $5 Action cards other than Graverobber (heck, you could avoid gaining anything with Procession if you put the Ferry token on Graverobber).

Or does it all have to be set up in a single turn?

If so, does a Band of Misfits mimicking a Ferried Hireling count as a Duration for purposes of this puzzle (I believe that technically it is one, since it gains the mimicked card's types)?
Title: Re: Easy Puzzles
Post by: Ghacob on July 31, 2015, 12:26:30 am
Well one clear implication of your wording is opponents playing attacks on you
It seems that duration attacks won't do anything to you in this scenario, so we can focus on cards that effect your hand (basically)...or reactions!

+9 Horse Trader Cards!
I'm wrong, but that specific wording still leaves questions
Title: Re: Easy Puzzles
Post by: Seprix on July 31, 2015, 12:29:35 am
Horse Traders is a good, fine idea. But it's Caravan Guard.
Title: Re: Easy Puzzles
Post by: Ghacob on July 31, 2015, 12:33:17 am
Horse Traders is a good, fine idea. But it's Caravan Guard.
That's what I was thinking too at first, but they draw the card during your opponent's turn. Unless there's a use for coin in this puzzle, that won't mean much
Title: Re: Easy Puzzles
Post by: Seprix on July 31, 2015, 12:35:27 am
Horse Traders is a good, fine idea. But it's Caravan Guard.
That's what I was thinking too at first, but they draw the card during your opponent's turn. Unless there's a use for coin in this puzzle, that won't mean much

Princed Storyteller via Highways previously? Note that Lighthouse and co. wouldn't work.
Title: Re: Easy Puzzles
Post by: werothegreat on July 31, 2015, 12:49:50 am
Hint:

Think about the most cards you can possibly draw without Reserves, set aside cards, opponents playing cards that draw you cards, or cards/Events played/bought this turn or the turn immediately before.
Title: Re: Easy Puzzles
Post by: Seprix on July 31, 2015, 12:56:40 am
Hint:

Think about the most cards you can possibly draw without Reserves, set aside cards, opponents playing cards that draw you cards, or cards/Events played/bought this turn or the turn immediately before.

...That's the puzzle...
Title: Re: Easy Puzzles
Post by: eHalcyon on July 31, 2015, 01:08:08 am
If you Procession all 10 Hirelings, then retrieve them from the trash with Graverobber, then King's Court them all along with 8 Hireling-Inherited* Estates (which I think is the most you can get from a tree of KC's), you can also Procession**/Throne Room/whatever most of the remaining Estates - 6 in a 2-player game, giving you +86 Cards by my reckoning.

* Via cost-reduction, of course.
** Having Processioned the Hirelings in a tree pattern, you trash most of the Processions and regain them from the trash as well.

If you're going to do that, you would need to not gain all 10, since we all established the top way of doing things above, it would need to be 9 Hirelings, and it would be pointless to do anyways, since Procession covers only the previous turn, expressly forbidden by Wero.

I don't understand what you mean here...

Horse Traders is a good, fine idea. But it's Caravan Guard.
That's what I was thinking too at first, but they draw the card during your opponent's turn. Unless there's a use for coin in this puzzle, that won't mean much

Princed Storyteller via Highways previously? Note that Lighthouse and co. wouldn't work.

Hey hey, Prince seems like an easy way to increase draw.  Can't we have 10 Princed cards?  With cost reduction you could do Hunting Grounds, or you could just do Storyteller that keeps drawing Platinum (and later, Bank).
Title: Re: Easy Puzzles
Post by: scott_pilgrim on July 31, 2015, 01:26:56 am
Prince plays the cards though.  The puzzle specifies "before playing any cards".
Title: Re: Easy Puzzles
Post by: Awaclus on July 31, 2015, 04:35:12 am
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.
Title: Re: Easy Puzzles
Post by: Deadlock39 on July 31, 2015, 09:39:53 am
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.

But Doctor just looks at the top cards of your deck, and doesn't draw them.
Title: Re: Easy Puzzles
Post by: Awaclus on July 31, 2015, 09:44:45 am
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.

But Doctor just looks at the top cards of your deck, and doesn't draw them.

It also trashes them.
Title: Re: Easy Puzzles
Post by: Deadlock39 on July 31, 2015, 10:39:25 am
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.

But Doctor just looks at the top cards of your deck, and doesn't draw them.

It also trashes them.

You are technically correct.  The best kind of correct.

So I guess the question is, Wero's intended solution involve having all 6 Overgrown Estates, 20 Rats and 10 Cultists in his deck and overpaying 36 for Doctor.

That is exactly 56 card draws, but doesn't include King's Courted Hirelings.
Title: Re: Easy Puzzles
Post by: markusin on July 31, 2015, 12:35:51 pm
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.

But Doctor just looks at the top cards of your deck, and doesn't draw them.

It also trashes them.

You are technically correct.  The best kind of correct.

So I guess the question is, Wero's intended solution involve having all 6 Overgrown Estates, 20 Rats and 10 Cultists in his deck and overpaying 36 for Doctor.

That is exactly 56 card draws, but doesn't include King's Courted Hirelings.

But you're not drawing those cards at the start of a turn, but rather at the end of a turn where you buy Doctor. Those cards are then discarded during cleanup. Is there something I'm missing?
Title: Re: Easy Puzzles
Post by: Seprix on July 31, 2015, 12:36:44 pm
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.

But Doctor just looks at the top cards of your deck, and doesn't draw them.

It also trashes them.

You are technically correct.  The best kind of correct.

So I guess the question is, Wero's intended solution involve having all 6 Overgrown Estates, 20 Rats and 10 Cultists in his deck and overpaying 36 for Doctor.

That is exactly 56 card draws, but doesn't include King's Courted Hirelings.

But you're not drawing those cards at the start of a turn, but rather at the end of a turn where you buy Doctor. Those cards are then discarded during cleanup. Is there something I'm missing?

Nope, back at square one.
Title: Re: Easy Puzzles
Post by: werothegreat on July 31, 2015, 01:39:41 pm
You will need to King's Court Hirelings.  I wasn't thinking of Procession and Graverobber, and that probably drives the number of cards you draw up a bit.

EDIT: Just realized Procession-Procession-Hireling-Hireling can be done an infinite amount of times with Graverobber, so ignore Procession.
Title: Re: Easy Puzzles
Post by: Erick648 on July 31, 2015, 07:17:56 pm
Okay, then I can get to 168 in a 6-player game

Kingdom: Ambassador/Masquerade, Band of Misfits, Royal Carriage, Hireling, King's Court, Ferry, Inheritance (and presumably some engine support)

Ferry Token on Hireling.
Inherited Hirelings.


Deck:
34 Estates (16 from the Supply due to it being a 6-player game + 18 starting Estates courtesy of Masquerade or Ambassador)
10 Bands of Misfits
9 Royal Carriages
8 Hirelings
7 King's Courts
Presumably some engine parts so you can play the cards you want

Steps:
1. Play all Royal Carriages
2. Play King's Court->Band of Misfits (mimicking Hireling) (+3 cards/turn; 3 cards/turn total)
3. Call 9 Royal Carriages on King's Court, to play King's Court->Band of Misfits (mimicking Hireling) 9 more times (+27 cards/turn; 30 cards/turn total)
4. Gain the last Hireling (note that this doesn't end the game because 6-player games go to 4 piles)
5. Play all Royal Carriages
6. Play King's Court->Hireling (+3 cards/turn; 33 cards/turn total)
7. Call 8 Royal Carriages on King's Court, to play King's Court->Hireling 8 more times (+24 cards/turn; 57 cards/turn total)
8. Play all Royal Carriages
9. Play King's Court->Estate (+3 cards/turn; 60 cards/turn total)
10. Call 9 Royal Carriages on King's Court, to play King's Court->Estate 9 more times (+27 cards/turn; 87 cards/turn total)
11. Play all Royal Carriages
12. Play King's Court->Estate (+3 cards/turn; 90 cards/turn total)
13. Call 9 Royal Carriages on King's Court, to play King's Court->Estate 9 more times (+27 cards/turn; 117 cards/turn total)
14. Play all Royal Carriages
15. Play King's Court->Estate (+3 cards/turn; 120 cards/turn total)
16. Call 9 Royal Carriages on King's Court, to play King's Court->Estate 9 more times (+27 cards/turn; 147 cards/turn total)
17. Play all Royal Carriages
18. Play King's Court->King's Court->Estate-Estate-Estate (+9 cards/turn; 156 cards total)
19. Play King's Court->Estate (+3 cards/turn; 159 cards total)
20. Call 9 Royal Carriages on Estate (+9 cards/turn; 168 cards total)
21. Pass a turn (to fulfill the "no Durations played last turn" requirement")
22. Draw 168 cards at the start of your turn

Edit: Forgot about the set-aside Hireling.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on July 31, 2015, 07:22:01 pm
Inheritance sets aside a copy of the card the Estates become, so you can only have 8 Hirelings at the start.
Title: Re: Easy Puzzles
Post by: belugawhale on August 10, 2015, 04:38:14 pm
Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money
Title: Re: Easy Puzzles
Post by: gkrieg13 on August 10, 2015, 04:40:37 pm
Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money

Well if you get (d), you can get (b) through storyteller.
Title: Re: Easy Puzzles
Post by: Deadlock39 on August 10, 2015, 04:50:11 pm
Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money

Well if you get (d), you can get (b) through storyteller.

If you can get (d), you can get (c) through Traveling Fair

If you can get (a) you can get (d) through Diadem

So we just need to figure out how to get (a).

(d) can be obtained with Merchant Guild or Pirate Ship if it doesn't have to be done in one turn. (You can generate infinite coin tokens given infinite turns. If it must be bounded, these aren't valid.)
Title: Re: Easy Puzzles
Post by: gkrieg13 on August 10, 2015, 05:01:46 pm
pirate ship is bounded by the copper going into the trash. Although I guess you can keep gaining from the trash with rogue etc.

Edit. nevermind
Title: Re: Easy Puzzles
Post by: Deadlock39 on August 10, 2015, 05:09:02 pm
pirate ship is bounded by the copper going into the trash. Although I guess you can keep gaining from the trash with rogue etc.

Edit. nevermind

Yeah, Rouge/Graverobber is the idea, but they can't gain Copper, so it would have to be Silver/Gold/Kingdom Treasures.

Merchant Guild is bounded by cards to buy, but you can either return them with Ambassador, or buy things and never gain them by using Trader.
Title: Re: Easy Puzzles
Post by: gkrieg13 on August 10, 2015, 05:14:22 pm
I still can't think of a way to get infinite actions.  I guess you kind of can with a champion aka you will never run out of actions.\.  But that doesn't really count.
Title: Re: Easy Puzzles
Post by: Asper on August 10, 2015, 05:20:08 pm
I still can't think of a way to get infinite actions.  I guess you kind of can with a champion aka you will never run out of actions.\.  But that doesn't really count.

Well, Processing a Champion sets its +1 Action thing up twice, and for the rest of the game. If you re-gain taht Champion with Graverobber, you can do that as often as you want. Without Procession, i am pretty sure it's impossible.
Title: Re: Easy Puzzles
Post by: gkrieg13 on August 10, 2015, 05:22:17 pm
Although wouldn't the duration card still have to be out to get it's bonus?  Or could you procession a hireling and draw infinite cards?
Title: Re: Easy Puzzles
Post by: Seprix on August 10, 2015, 05:49:05 pm
Process Hireling every turn, regain with Graverobber. (Card)
Process Champion every turn, regain with Graverobber. (Action)
trash one of every treasure in the game (Black Market), gain Fortress, King's Court* Forager. (Money)**
Use your money to buy all of the Traveling Fairs you want. (Buy)***

*Processing and regaining with Graverobbers to reprocess can give even more dividends, but is more convoluted.
**Money can never be truly infinite, but you can go very very high with this method.
***Tied to money. No infinite money, no infinite buy.
Title: Re: Easy Puzzles
Post by: sudgy on August 10, 2015, 06:34:18 pm
You can just play as many candlestick makers as you want for infinite money.
Title: Re: Easy Puzzles
Post by: ConMan on August 10, 2015, 06:50:15 pm
Although wouldn't the duration card still have to be out to get it's bonus?  Or could you procession a hireling and draw infinite cards?
According to official rulings, if you play Procession (P1) on a Procession (P2) on a Duration card, then:
(a) the Duration is played twice, and so two lots of its Duration effect are in play;
(b) the Duration is trashed;
(c) P2 is trashed; and
(d) P1 is discarded from play during Clean-up.

So if you do Proc-Proc-Hireling, you get +2 Cards at the start of each turn and can retrieve both the Hireling and the Procession from the trash with Rogue/Graverobber, meaning that you could repeat the process every turn to get an unbounded number of card draws. Similarly, my reading of Champion is that for *each* Champion you play, you get +1 Action for *each* Action you play, and it's a straight Duration effect - not a while-in-play - hence by playing Proc-Proc-Champion over a few turns you get an unbounded number of Actions for every Action card you play.
Title: Re: Easy Puzzles
Post by: Asper on August 10, 2015, 07:36:24 pm
Although wouldn't the duration card still have to be out to get it's bonus?  Or could you procession a hireling and draw infinite cards?

ConMan kind of explained this, but i'll still answer this directly:

No to the first question. Yes to the second.

The reason is that any effect that is not below a dividing line is set up as soon as you play a card, and what happens to the card later is not of relevance. This is a bit confusing with Durations at first, but their effects are not conceptionally different from Smithies +3 Cards in that regard. Such an effect may be timed for later, like Scheme or Coppersmith, or have implicit conditions, like Champion. But the effect itself is set up as soon as the card is played.

This is different to effects that are inherently dependant on a condition, like "while in play", "when you trash this", "when you gain this" and reaction effects. All of those are below a dividing line to show that their effect is different from "on play" effects, and is not set up on playing a card.

A well known example for this is that playing Bridge (http://wiki.dominionstrategy.com/index.php/Bridge) twice with Throne Room actually reduces costs by (http://wiki.dominionstrategy.com/images/thumb/3/3d/Coin2.png/16px-Coin2.png) (effect is above the line), while using Throne Room on Highway (http://wiki.dominionstrategy.com/index.php/Highway) draws and gives actions twice (above), but only reduces costs by (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png).

Similarly, a Processed Monument will give you +2(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png), a processed Goons none, no matter how much you buy.

Hope this helps.
Title: Re: Easy Puzzles
Post by: gkrieg13 on August 10, 2015, 08:09:15 pm
I guess I just haven't read those cards for a while!  thanks
Title: Re: Easy Puzzles
Post by: scott_pilgrim on August 10, 2015, 10:46:53 pm
Can someone clarify the puzzle?  Are we actually talking about infinite cards/actions/buys/coin?  I don't think that's possible.  Really we're just talking about unbounded cards/actions/buys/coin, right?  The difference being in the first case, you would look at your "action pool" and say "I have infinity actions remaining", whereas in the second case, we just mean that for any real number you name, I can generate more actions than that.
Title: Re: Easy Puzzles
Post by: Deadlock39 on August 10, 2015, 11:01:22 pm
I don't think there are any infinite combos that can be repeated within the bounds of one turn, so I believe this would have to be looking for ways to generate an infinite amount given infinite turns (unbounded).
Title: Re: Easy Puzzles
Post by: sudgy on August 10, 2015, 11:23:01 pm
I'm pretty sure it's unbounded.

Who made that meme about what happens when infinity is mentioned on f.ds?
Title: Re: Easy Puzzles
Post by: ConMan on August 10, 2015, 11:31:08 pm
Likewise, I don't believe there are any infinite combos that can be pulled off in a turn, mainly because you can't arbitrarily get a card currently in play back into your deck or hand within the same phase of a turn. You can get a bunch of cards into the trash and then gain them back with Graverobber/Rogue, but then you usually can't trash the cards you used to trash those cards in the first place (and also often can't trash the Graverobber). If there were some way to buy Events during your Action phase then you could probably manage something with Bonfire.

So instead, I read the puzzle as "How can you manage an arbitrarily large number of Actions/Coins/Cards/Buys on some turn?" which then boils down to "What resources can you set up a reliable loop to generate more of the more turns you have, and how can you turn them into Actions/Coins/Cards/Buys on a turn of your choosing?".
Title: Re: Easy Puzzles
Post by: ephesos on August 11, 2015, 11:31:52 am
Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money

Well if you get (d), you can get (b) through storyteller.

If you can get (d), you can get (c) through Traveling Fair

If you can get (a) you can get (d) through Diadem

So we just need to figure out how to get (a).

(d) can be obtained with Merchant Guild or Pirate Ship if it doesn't have to be done in one turn. (You can generate infinite coin tokens given infinite turns. If it must be bounded, these aren't valid.)
We define a Dominion puzzle H as INF-HARD if every puzzle in INF(the set of all infinite vanilla bonus puzzles) can be reduced to H.
Infinite actions is therefore in INF-HARD.

We define another set of Dominion puzzles, F, as the set of all puzzles that can be solved given a finite number of turns. Can you prove that INF is not in F?
Title: Re: Easy Puzzles
Post by: xyz123 on August 11, 2015, 02:43:55 pm
Whilst thinking about this I came up with a funny scenario where Dame Molly takes out a whole army.

1) Buy Lost Arts and put the action token on Knights.
2) Play Dame Molly which now gives you 3 actions.
3) A knight is hit, so both are trashed.
4) Play Graverobber to retrieve and top deck Dame Molly - 2 actions remaining.
5) Play Smithy to draw Dame Molly, Graverobber and Smithy - 1 action remaining.
6) Play Dame Molly again for 3 actions.
7) Repeat until Dame Molly has taken down all 9 other knights.
Title: Re: Easy Puzzles
Post by: ephesos on August 13, 2015, 09:43:30 am
Whilst thinking about this I came up with a funny scenario where Dame Molly takes out a whole army.

1) Buy Lost Arts and put the action token on Knights.
2) Play Dame Molly which now gives you 3 actions.
3) A knight is hit, so both are trashed.
4) Play Graverobber to retrieve and top deck Dame Molly - 2 actions remaining.
5) Play Smithy to draw Dame Molly, Graverobber and Smithy - 1 action remaining.
6) Play Dame Molly again for 3 actions.
7) Repeat until Dame Molly has taken down all 9 other knights.

So let me get this straight:
You used dark sorcery on Dame Molly, then sent her into battle.
She killed another knight, but was slain in the process, so they buried her.
Then you yanked her right back out, gave her a new set of armor, and sent her right back to fight again? 8 times? You cruel, cruel person.
Title: Re: Easy Puzzles
Post by: Awaclus on August 13, 2015, 11:52:51 am
Whilst thinking about this I came up with a funny scenario where Dame Molly takes out a whole army.

1) Buy Lost Arts and put the action token on Knights.
2) Play Dame Molly which now gives you 3 actions.
3) A knight is hit, so both are trashed.
4) Play Graverobber to retrieve and top deck Dame Molly - 2 actions remaining.
5) Play Smithy to draw Dame Molly, Graverobber and Smithy - 1 action remaining.
6) Play Dame Molly again for 3 actions.
7) Repeat until Dame Molly has taken down all 9 other knights.

So let me get this straight:
You used dark sorcery on Dame Molly, then sent her into battle.
She killed another knight, but was slain in the process, so they buried her.
Then you yanked her right back out, gave her a new set of armor, and sent her right back to fight again? 8 times? You cruel, cruel person.

At least he paid her $5 for it.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on August 25, 2015, 04:33:13 pm
What is the (non-trivial) common property of the following cards:

Bridge
Caravan
City
Copper
Count
Gold
Library
Market
Mine
Trader
Venture
Village
Witch

Honorable mentions:
Estate
Prince
Scout
Title: Re: Easy Puzzles
Post by: xyz123 on August 25, 2015, 05:32:38 pm
Each card's name is also part of another card. The honourable mentions are cards that are not in the supply or are events.


Bridge - Bridge Troll
Caravan - Caravan Guard
City - Lost City
Copper - Coppersmith
Count- Counting House
Gold - Fool's Gold
Library - Ruined Library
Market - Market Square, Ruined Market
Mine - Abandoned Mine
Trader - Horse Traders
Venture - Adventurer
Village - Various villages, e.g. Mining, Fishing, Ruined.
Witch - Young Witch

Honorable mentions:
Estate - Overgrown Estate
Prince - Princess
Scout - Scouting Party
Title: Re: Easy Puzzles
Post by: Dingan on August 31, 2015, 08:49:25 pm
2 player game.  Opponent plays a Witch.  There is at least 1 Curse in the Curse pile.  I have a Moat which I do not 'react'.  I have no other on-gain reaction cards (e.g. Trader) in my hand.  But I still gain a Curse (from the Witch).  How?

No shenanigans (Possession, etc.).
Title: Re: Easy Puzzles
Post by: Seprix on August 31, 2015, 08:57:14 pm
2 player game.  Opponent plays a Witch.  There is at least 1 Curse in the Curse pile.  I have a Moat which I do not 'react'.  I have no other on-gain reaction cards (e.g. Trader) in my hand.  But I still gain a Curse (from the Witch).  How?

No shenanigans (Possession, etc.).

You're up by two points and Curses are the 3rd pile.
Title: Re: Easy Puzzles
Post by: ConMan on August 31, 2015, 08:57:58 pm
2 player game.  Opponent plays a Witch.  There is at least 1 Curse in the Curse pile.  I have a Moat which I do not 'react'.  I have no other on-gain reaction cards (e.g. Trader) in my hand.  But I still gain a Curse (from the Witch).  How?

No shenanigans (Possession, etc.).
... because that's what happens when your opponent plays a Witch?

If you mean you still *don't* gain a Curse, then ... Lighthouse?

Or do you mean you *choose* to gain the Curse, in which case I guess Seprix's answer?
Title: Re: Easy Puzzles
Post by: Seprix on August 31, 2015, 08:59:17 pm
Wait, you're saying how do you gain a curse that you did NOT react a Moat to?
Title: Re: Easy Puzzles
Post by: DLloyd09 on August 31, 2015, 09:00:06 pm
Should that *how* be a *why*? Because the *how* seems obvious... you did nothing to stop the Curse.

Anyway, Curses are the third pile and you have 9 or 14 other unique cards in your deck, so the Curse boosts your Fairgrounds up enough to be worth more than your opponent could score this turn.
Title: Re: Easy Puzzles
Post by: Dingan on September 01, 2015, 12:24:44 pm
Ahhh, sorry, I meant I do *not* gain the Curse.

And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on September 01, 2015, 12:40:19 pm
You could just react a Secret Chamber and then get Trader/Watchtower into your hand.
Title: Re: Easy Puzzles
Post by: Awaclus on September 01, 2015, 01:14:44 pm
Ahhh, sorry, I meant I do *not* gain the Curse.

And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).

Champion in play.
Title: Re: Easy Puzzles
Post by: Dingan on September 01, 2015, 02:09:27 pm
You could just react a Secret Chamber and then get Trader/Watchtower into your hand.
I guess this would work, but not what I had in mind.  Not only do I not have any other 'on-gain' reactions in my hand now, I never do until it is my turn (or later).

Ahhh, sorry, I meant I do *not* gain the Curse.

And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).

Champion in play.
I don't know anything about Adventures, so this is not what I had in mind.
Title: Re: Easy Puzzles
Post by: xyz123 on September 01, 2015, 02:30:38 pm
You have two moats in your hand. The one you reacted and the one you didn't.

Caravan Guard drawing a Watchtower or Trader would also work.
Title: Re: Easy Puzzles
Post by: GendoIkari on September 01, 2015, 02:52:21 pm
The Witch was Young, and you revealed the bane.
Title: Re: Easy Puzzles
Post by: ephesos on September 01, 2015, 10:33:44 pm
You could just react a Secret Chamber and then get Trader/Watchtower into your hand.
I guess this would work, but not what I had in mind.  Not only do I not have any other 'on-gain' reactions in my hand now, I never do until it is my turn (or later).

Ahhh, sorry, I meant I do *not* gain the Curse.

And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).

Champion in play.
I don't know anything about Adventures, so this is not what I had in mind.

So you're saying there are a lot of ways not to gain this Curse, but you want us to guess the specific one you thought of?

List of applicable Reactions:
Moat, Secret Chamber, Caravan Guard, Watchtower, Trader

List of applicable Durations:
Lighthouse, Caravan Guard, Champion
Title: Re: Easy Puzzles
Post by: ephesos on September 01, 2015, 10:36:34 pm
The Witch was Young, and you revealed the bane.

But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.
Title: Re: Easy Puzzles
Post by: GendoIkari on September 02, 2015, 09:57:09 am
The Witch was Young, and you revealed the bane.

But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.

It wasn't intended to be a serious guess.  :)
Title: Re: Easy Puzzles
Post by: ashersky on September 08, 2015, 10:32:25 am
The Witch was Young, and you revealed the bane.

But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.

Why isn't a young witch a witch?  I mean, she's just young, but she's still a witch.  It's like you are saying a green apple is not an apple, when clearly it is an apple, just one of green color.
Title: Re: Easy Puzzles
Post by: eHalcyon on September 08, 2015, 12:24:35 pm
The Witch was Young, and you revealed the bane.

But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.

Why isn't a young witch a witch?  I mean, she's just young, but she's still a witch.  It's like you are saying a green apple is not an apple, when clearly it is an apple, just one of green color.

A young witch may be a witch but a Young Witch is not a Witch.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 08, 2015, 02:23:51 pm
If two witches were watching two watches, which witch would watch which watch?
Title: Re: Easy Puzzles
Post by: scott_pilgrim on September 08, 2015, 03:07:18 pm
If two witches were watching two watches, which witch would watch which watch?

The young witch would switch the watch which the witch watched with the watch which the witch wouldn't watch to watch the watch which the witch watched.
Title: Re: Easy Puzzles
Post by: eHalcyon on September 10, 2015, 09:17:49 pm
@Dingan it's been long enough that you should probably just provide your answer.
Title: Re: Easy Puzzles
Post by: Dingan on September 14, 2015, 08:12:12 pm
@Dingan it's been long enough that you should probably just provide your answer.
xyz123 got the answer.  If you see me +1 an answer, it's usually the one I was thinking of.  You have 2 Moats -- one which you do not react, and one you do.  Note that this is kind of like the riddle that says you have 2 coins that add to 15 cents and one is not a dime -- the other one is a dime.

Fyi, the original puzzle:
2 player game.  Opponent plays a Witch.  There is at least 1 Curse in the Curse pile.  I have a Moat which I do not 'react'.  I have no other on-gain reaction cards (e.g. Trader) in my hand.  But I still gain a Curse (from the Witch).  How?

No shenanigans (Possession, etc.).
Title: Re: Easy Puzzles
Post by: eHalcyon on September 14, 2015, 09:19:03 pm
@Dingan it's been long enough that you should probably just provide your answer.
xyz123 got the answer.  If you see me +1 an answer, it's usually the one I was thinking of.  You have 2 Moats -- one which you do not react, and one you do.  Note that this is kind of like the riddle that says you have 2 coins that add to 15 cents and one is not a dime -- the other one is a dime.

Fyi, the original puzzle:
2 player game.  Opponent plays a Witch.  There is at least 1 Curse in the Curse pile.  I have a Moat which I do not 'react'.  I have no other on-gain reaction cards (e.g. Trader) in my hand.  But I still gain a Curse (from the Witch).  How?

No shenanigans (Possession, etc.).

Oh, I don't usually check who +1s things. :P
Title: Re: Easy Puzzles
Post by: XerxesPraelor on September 14, 2015, 09:34:28 pm
Another one fit for the "easy puzzles" thread.

I have a Moat in my hand and choosing not to react to a Militia helps me. No other kingdom cards are relevant. (or cards in the black market).
Title: Re: Easy Puzzles
Post by: pacovf on September 14, 2015, 09:50:09 pm
You intend to play that Moat, which will trigger a reshuffle, so you want to discard cards so that they won't miss it.
Title: Re: Easy Puzzles
Post by: Awaclus on September 15, 2015, 03:26:22 am
In a late game tactics situation, you would rather let your opponent know that you have two green cards in your hand than a Moat.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 15, 2015, 09:42:20 am
There are probably a ton of solutions to this one.

Another:
Your hand is Festival/Watchtower/Moat/Tunnel/Tunnel.


I apparently didn't read the question because it says other cards are not relevant.
Title: Re: Easy Puzzles
Post by: AdamH on September 15, 2015, 11:17:14 am
I can think of answers like "you've already discarded to a previous opponent's Militia (two green cards) and don't want to reveal the Moat" but that only helps you make the game take less time.

But the restriction of "no other Kingdom/Black Market cards are relevant" is really really huge. It's really hard to come up with convoluted situations that can come up in the 2-card kingdom of Militia and Moat that would make not revealing the Moat better than revealing it.

I don't think solutions that involve your opponent misplaying or even making a different play should be valid because then the trivial solution of "My opponent only buys Provinces on turns where people reveal Moats to his Militia" works. So the temptation of "I have two green cards to discard anyways, and I know playing this Moat will make me hit $8, and I want to invite misplays by my opponent or not reveal information" seems lackluster.

But then again I feel like that's probably it, since nothing else could really be it.
Title: Re: Easy Puzzles
Post by: GendoIkari on September 15, 2015, 11:44:34 am
@Dingan it's been long enough that you should probably just provide your answer.
xyz123 got the answer.  If you see me +1 an answer, it's usually the one I was thinking of.  You have 2 Moats -- one which you do not react, and one you do.  Note that this is kind of like the riddle that says you have 2 coins that add to 15 cents and one is not a dime -- the other one is a dime.

Fyi, the original puzzle:
2 player game.  Opponent plays a Witch.  There is at least 1 Curse in the Curse pile.  I have a Moat which I do not 'react'.  I have no other on-gain reaction cards (e.g. Trader) in my hand.  But I still gain a Curse (from the Witch).  How?

No shenanigans (Possession, etc.).

https://www.youtube.com/watch?v=gKyx7CbBKho
Title: Re: Easy Puzzles
Post by: Witherweaver on September 15, 2015, 11:58:18 am
Pretty sure I already posted that!
Title: Re: Easy Puzzles
Post by: GendoIkari on September 15, 2015, 12:16:10 pm
Pretty sure I already posted that!

Ha, I don't follow that thread. Did you post it because of this puzzle?
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 15, 2015, 12:28:26 pm
You intend to play that Moat, which will trigger a reshuffle, so you want to discard cards so that they won't miss it.

For a specific example of this: Your hand is Moat/Gold/Silver/Militia/Militia, and your deck exactly one card left in it that you know is a Gold.  Discarding the Militias puts them back into your shuffle.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 15, 2015, 12:36:36 pm
Pretty sure I already posted that!

Ha, I don't follow that thread. Did you post it because of this puzzle?

Hmm.. it's possible I did not post it.  Or it was another thread.. I don't know.  I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.

Title: Re: Easy Puzzles
Post by: GendoIkari on September 15, 2015, 12:51:43 pm
Pretty sure I already posted that!

Ha, I don't follow that thread. Did you post it because of this puzzle?

Hmm.. it's possible I did not post it.  Or it was another thread.. I don't know.  I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.

No, I was saying I found your post after you told me about it (in Random Stuff 2); but I don't follow Random Stuff 2 so I hadn't seen it.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 15, 2015, 01:19:04 pm
Pretty sure I already posted that!

Ha, I don't follow that thread. Did you post it because of this puzzle?

Hmm.. it's possible I did not post it.  Or it was another thread.. I don't know.  I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.

No, I was saying I found your post after you told me about it (in Random Stuff 2); but I don't follow Random Stuff 2 so I hadn't seen it.

Ah, so I did do it!

Oh, and I remember now.  It's the same clip that had the "Liberry/ Strawbrary" thing.  It was in response to the "pronouncing 'r' in 'February'" discussion.  But I remember thinking about it in regards to this puzzle.. strange that it was relevant in two different places in two different was at around the same time. 
Title: Re: Easy Puzzles
Post by: GendoIkari on September 15, 2015, 01:20:41 pm
Pretty sure I already posted that!

Ha, I don't follow that thread. Did you post it because of this puzzle?

Hmm.. it's possible I did not post it.  Or it was another thread.. I don't know.  I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.

No, I was saying I found your post after you told me about it (in Random Stuff 2); but I don't follow Random Stuff 2 so I hadn't seen it.

Ah, so I did do it!

Oh, and I remember now.  It's the same clip that had the "Liberry/ Strawbrary" thing.  It was in response to the "pronouncing 'r' in 'February'" discussion.  But I remember thinking about it in regards to this puzzle.. strange that it was relevant in two different places in two different was at around the same time.

Ha!
Title: Re: Easy Puzzles
Post by: scott_pilgrim on September 15, 2015, 03:54:24 pm
I can think of answers like "you've already discarded to a previous opponent's Militia (two green cards) and don't want to reveal the Moat" but that only helps you make the game take less time.

But the restriction of "no other Kingdom/Black Market cards are relevant" is really really huge. It's really hard to come up with convoluted situations that can come up in the 2-card kingdom of Militia and Moat that would make not revealing the Moat better than revealing it.

I don't think solutions that involve your opponent misplaying or even making a different play should be valid because then the trivial solution of "My opponent only buys Provinces on turns where people reveal Moats to his Militia" works. So the temptation of "I have two green cards to discard anyways, and I know playing this Moat will make me hit $8, and I want to invite misplays by my opponent or not reveal information" seems lackluster.

But then again I feel like that's probably it, since nothing else could really be it.

Well Deadlock's solution is easier and works anyway, but I still think Awaclus's solution is valid and the trivial example you gave isn't.  You assume that your opponent doesn't misplay, but you can only assume that from their perspective.  They can still do something that ends up being bad for them, as long as, based on the information they have, it was the best thing they could have done.  So you have to give them information that causes them to do something that ends up being worse for them.  Now there may be some WIFOM there, but this is good enough as a reason to prefer discarding two green cards rather than revealing Moat sometimes.

To give an example of this, say your hand is 2 Golds, a Moat, and 2 Provinces.  There are 2 Provinces left, and you're up by 2 points.  Your opponent plays a Militia, and then must decide whether to buy a Duchy or a Province.  You can either reveal the Moat, in which case he knows that you have a Moat four other "random" cards in hand, or discard 2 green cards, in which case he knows you have three better than average cards.  If you think you can buy a Province here, you want to convince him you can't; if you don't think you can buy a Province, you want to convince him you can.  Let's say you both know (from deck-tracking) that playing a Moat would draw you 2 Silvers.  If you reveal the Moat, he will certainly think four random cards plus 2 silvers will get you a Province (and so he'll take a Duchy).  But if you discard two cards instead, all he knows is that you have three cards, and he has no idea whether you will pick up those 2 Silvers this turn.  He is more likely to assume you can't get the Province, breaking PPR and making himself lose.

Note that it is actually in your interest to do this (it increases your chance of winning, rather than just speeding up the game), because it would be possible for him to catch up on later turns with Duchies.
Title: Re: Easy Puzzles
Post by: XerxesPraelor on September 15, 2015, 09:50:37 pm
You intend to play that Moat, which will trigger a reshuffle, so you want to discard cards so that they won't miss it.

Yup. This was the intended answer. The above one is also interesting and works.
Title: Re: Easy Puzzles
Post by: Dingan on September 17, 2015, 01:13:36 pm
More of a question than a puzzle:
What cards are made worse by Shelters?  Examples: Ambassador, Baron, pretty much any trash-for-benefitter (especially Remake and Upgrade).

What cards are made better?

Of course, there are fringe cases (maybe you want to Upgrade a Hovel into a Hamlet).  But let's ignore those.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 17, 2015, 01:20:32 pm
More of a question than a puzzle:
What cards are made worse by Shelters?  Examples: Ambassador, Baron, pretty much any trash-for-benefitter (especially Remake and Upgrade).

What cards are made better?

Of course, there are fringe cases (maybe you want to Upgrade a Hovel into a Hamlet).  But let's ignore those.

"let's exclude edge cases"

*pummeled with edge cases*
Title: Re: Easy Puzzles
Post by: iguanaiguana on September 17, 2015, 01:55:07 pm
If I can't edge case, can I instead troll?

Because rebuild gets worse with shelters. Often skippable on a shelters board. So much so in fact that if its the last card revealed its like the card is proclaiming its own death sentence.

Seriously though, your question is in no way an easy puzzle
Title: Re: Easy Puzzles
Post by: singletee on September 17, 2015, 02:15:29 pm
It's no good when you flip an opponent's Estate with your Swindler, but it's even worse when you hit a Shelter and give them a free trash. But you might want to open double Swindler, and Necropolis helps with that.

Necropolis:
Any time you want to open two terminals.

Hovel:
Dual-type VP, especially Great Hall and Tunnel

Overgrown Estate:
There's not much synergy with OE that isn't better with Estate. Trash For No Benefit?
Title: Re: Easy Puzzles
Post by: Witherweaver on September 17, 2015, 02:20:05 pm
All Victory cards get better with Hovel, technically.
Title: Re: Easy Puzzles
Post by: Burning Skull on September 22, 2015, 09:10:34 am
What cards are made better?

I played a game recently with Remake and Fool's Gold. Having Shelters instead of Estates helped a lot.
Title: Re: Easy Puzzles
Post by: Chris is me on September 22, 2015, 09:46:40 am
Edit: most of these have been said already but if I remove them my post is exclusively edgy cases

Lots of actions that are terminal or can be terminal are made marginally better by Shelters just because of Necropolis. Two terminal openings are a lot more viable and waiting to get your first village from the Supply means your deck gets the cards that do things sooner.

Harem, Great Hall, Nobles, Island, and Distant Lands all benefit from Hovel - there is less of a downside to buying these cards early if they lead to trashing Hovel. Obviously Harem and Nobles make your deck much better than Hovel did, Island is twice as effective at thinning your deck (-2 Cards instead of -1 Card), and Great Hall reduces your effective deck size.

Vagrant is made marginally better as it can draw Necropolis with its reveal effect, making it one of the only cards it can draw second that does anything at all.

Cards that trash Estates, but don't care that the card being trashed *is* an Estate, slightly benefit from the +1 Card of Overgrown Estate.

Governor and Farmland make Shelters into Silvers, which depending on the board could be better than a $4 card.
Title: Re: Easy Puzzles
Post by: Dingan on September 22, 2015, 04:13:26 pm
4-player game.  You play Ambassador to return 2 cards to the supply, onto a supply pile that now has >2 cards in it.  No reactions, on-gain cards, Lighthouse, or anything like that are anywhere.  But only 2 of your 3 opponents gain a copy of the card.  How?
Title: Re: Easy Puzzles
Post by: Awaclus on September 22, 2015, 04:16:37 pm
4-player game.  You play Ambassador to return 2 cards to the supply, onto a supply pile that now has >2 cards in it.  No reactions, on-gain cards, Lighthouse, or anything like that are anywhere.  But only 2 of your 3 opponents gain a copy of the card.  How?

It's a Ruins and the third card in the pile has a different name.
Title: Re: Easy Puzzles
Post by: singletee on September 22, 2015, 07:55:55 pm
In a 2-player game, buy 8 different cards on turn 2.
Title: Re: Easy Puzzles
Post by: ephesos on September 22, 2015, 08:03:53 pm
In a 2-player game, buy 8 different cards on turn 2.
For this, events are not cards, right? But we can still buy them?
Title: Re: Easy Puzzles
Post by: singletee on September 22, 2015, 08:05:20 pm
In a 2-player game, buy 8 different cards on turn 2.
For this, events are not cards, right? But we can still buy them?

Yes, that's correct.
Title: Re: Easy Puzzles
Post by: ephesos on September 22, 2015, 08:19:22 pm
In a 2-player game, buy 8 different cards on turn 2.
For this, events are not cards, right? But we can still buy them?

Yes, that's correct.

P1: Scouting Party+Lost City, using Baker token+Borrow
P2: 6C, Inheritance Squire(Baker)
P1: Play Lost City, overbuy Stonemason for 2 Lost Cities using Borrow
P2: 3xSquire/Estate, 4 Copper, 5 buys with 7 coins, buy Travelling Fairx3, Copper, Curse, 5 differently named Ruins, and Poor House
Title: Re: Easy Puzzles
Post by: singletee on September 22, 2015, 08:46:48 pm
In a 2-player game, buy 8 different cards on turn 2.
For this, events are not cards, right? But we can still buy them?

Yes, that's correct.

P1: Scouting Party+Lost City, using Baker token+Borrow
P2: 6C, Inheritance Squire(Baker)
P1: Play Lost City, overbuy Stonemason for 2 Lost Cities using Borrow
P2: 3xSquire/Estate, 4 Copper, 5 buys with 7 coins, buy Travelling Fairx3, Copper, Curse, 5 differently named Ruins, and Poor House


Nice solution, similar to what I was thinking.

But on P1's turn 2, I only count $6 to buy with: CCC(LC), play LC drawing CC for CCCCC in hand, Borrowing again for $6.

My solution:

P1: CCCCC, buy Stonemason, overpaying 4 using Baker token, gaining Throne Room and Baron
P2: CCCCC, buy Borrow, buy Stonemason, overpaying 5 using Baker token, gaining 2 Lost Cities
P1: EEECC(TR)(Baron), Throne Baron, getting +$8 and +2 buys for a total of $10 and 3 buys. Buy Borrow and Travelling Fair x 5, leaving you with $1 and 8 buys. Buy 5 different Ruins, Copper, Curse, and Poor House.
Title: Re: Easy Puzzles
Post by: ephesos on September 23, 2015, 08:40:16 pm
Oops, forgot I had to pay back my Borrow...


Feel like you can do something with that extra P2 turn though...
P1: Buy Scouting Party(discarding), Ferry(on Grand Market)
P2: Borrow, Baker, Inheritance Worker's Village
P1: Messenger Grand Market
P2: Play 3 Estates, Grand Market. 5 buys, 6 money, buy Borrow, Travelling Fairx3, Poor House, Curse, Copper, and 5 differently named Ruins


There we go, got it to work with Inheritance
Title: Re: Easy Puzzles
Post by: JacquesTheBard on October 08, 2015, 07:33:59 pm
Not sure if this one is "easy" or not, but erring on the side of caution.
There is a combination of five cards I found with incredible collective draw potential. 99% of the time, it is guaranteed to draw your deck. This is the case regardless of what your deck consists of. 50 Curses? The Silver pile? A copy of every card in Dominion? You can draw them all using this specific five-card hand.

The rules for this challenge are as follows:


There are two steps to succeeding here. The first is to find the hand that can do this. The second is to find the lowest deck size at which the deck cannot be drawn.

I wish you the best. Let me know if this is too hard, too easy, or somewhere in the middle. Here are some hints, from least helpful to most helpful.

Hints:
1. King's Court is not necessary.

2. A single madman is involved.

3. This test involves three copies of the same card.

Good luck!
Title: Re: Easy Puzzles
Post by: Simon (DK) on October 08, 2015, 09:15:40 pm
Solved without looking at any of the hints.

Storyteller, 3* Philosopher's Stone, Madman will always draw your full deck.
Storyteller + 3* Philosopher's Stone will draw 3/5 of your deck. Madman will draw the rest.

Storyteller, Counterfeit, 2* Philosopher's Stone, Madman can also be used.
Title: Re: Easy Puzzles
Post by: AJD on October 08, 2015, 10:32:43 pm
That's great, but Philosopher's Stone rounds down, right?

So if you've got 7–9 cards in your deck, each Philosopher's Stone gives you $1. So Storyteller–3PS draws 3 cards; there's 4–6 remaining and Madman can only draw 3 three of them.


So I guess that answers Jacques's second question?
Title: Re: Easy Puzzles
Post by: eHalcyon on October 08, 2015, 10:49:05 pm
That's great, but Philosopher's Stone rounds down, right?

So if you've got 7–9 cards in your deck, each Philosopher's Stone gives you $1. So Storyteller–3PS draws 3 cards; there's 4–6 remaining and Madman can only draw 3 three of them.


So I guess that answers Jacques's second question?

Storyteller-3PS draws 4 cards because Storyteller itself gives +$1.  Then Madman draws another 4 cards.  That's enough to draw 8, but not 9.

Edit: But you can draw it all even then -- Storyteller-Counterfeit-2PS gets you an extra $1, so it draws 5 cards.  Then Madman will actually overdraw.
Title: Re: Easy Puzzles
Post by: ephesos on October 08, 2015, 10:56:28 pm
That's great, but Philosopher's Stone rounds down, right?

So if you've got 7–9 cards in your deck, each Philosopher's Stone gives you $1. So Storyteller–3PS draws 3 cards; there's 4–6 remaining and Madman can only draw 3 three of them.


So I guess that answers Jacques's second question?
Storyteller gives $1, so you draw 4 cards, not 3. That exactly covers the difference for 7-8, so it would have to be 9 cards.

EDIT: ninja'd...
Title: Re: Easy Puzzles
Post by: ephesos on October 08, 2015, 11:07:21 pm

Suppose you have 5X+Y cards in your deck(including your hand). X>=1, since you have a deck to draw. Y <= 4 is the remainder when you divide by 5.
You play Storyteller, Counterfeit(doubling PS), PS. That gives you 1+1+3(X-1) cards=3X-1 cards. (X-1) since the cards in your hand and in play aren't counted.
Madman then draws you 3X-1 cards for a total of 6X-2 cards. Add in your original hand, and that's 6X+3 cards going into your hand for the turn.
X>=1,Y>=4 imply 6X+3>=5X+4>=5X+Y
So it will always draw your deck, no matter how many cards you have.

In the original, he said he used 3 of the same card. Subtract $1 from the Counterfeit, and we get 6X+2.
The condition for drawing your deck is 6X+2>=5X+Y, or X+2>=Y. This is false when X+2<Y, but since Y<=4, X+2<4 and X<2 is the only case when this is false.
So you can't draw your deck when X=1,Y=4, or when the number of cards in your deck is 9.
Title: Re: Easy Puzzles
Post by: ephesos on October 08, 2015, 11:11:35 pm

Another modification(ignoring hint 2)
Storyteller+Counterfeit+PS+Madman+Madman

If you start with 5X+Y cards, X>=1, Y<=4,
Storyteller draws you 1+1+2(X-1)=2X+1 cards, for a total of 2X+3 in hand.
Madman doubles 2X+2 cards(1 from the other Madman) to 4X+4.
Second Madman doubles 4X+3 to 8X+6. Sufficient to overdraw any deck by about half.

And, in keeping with hint 3 having 3 of the same card(but not with hint 2):
Storyteller+PS+Madman+Madman+Madman
Storyteller draws you 1+(X-1)=X cards, putting you to X+3
Madman draws you X+2 cards, putting you to 2X+4.
Madman draws you 2X+3 cards, putting you to 4X+6
Madman draws you 4X+5 cards, putting you to 8X+10 cards. You get to overdraw by 4 more cards!
Title: Re: Easy Puzzles
Post by: Burning Skull on October 09, 2015, 05:27:16 am
...

Thank you, that's the best one in a while indeed.
Title: Re: Easy Puzzles
Post by: Asper on October 09, 2015, 10:56:36 am
So, using Storyteller, PS, PS, PS, Madman you can't draw your deck if it contains exactly 3  (or 4 or 9) cards, as the combination draws 2+(cardcount mod 5)*6 cards. From 10 on, this is always more than cardcount, and for 1 and 2 the Madman-doubled draw from Storyteller (2) is enough on its own.

If you have Counterfeit, there is no amount of cards you can't draw, as ST, CF, PS, PS, MM generates 4+ (cardcount mod 5)*6 cards, which is always at least cardcount. Basically, the +4 (from Storyteller and CF doubled) balances the mod 5.


A really nice puzzle. Thanks for posting it :)
Title: Re: Easy Puzzles
Post by: Simon (DK) on October 09, 2015, 11:36:23 am
So, using Storyteller, PS, PS, PS, Madman you can't draw your deck if it contains exactly 3  (or 4 or 9) cards

For 3 or 4 cards you just play Madman first. The only problem is with 9 cards.

I thought about the solutions with more Madmen right after I posted my solution, but I had already shut down my computer and went to bed, so I didn't want to start it up again.
Title: Re: Easy Puzzles
Post by: Dingan on October 09, 2015, 06:54:00 pm
1 player game. No Shelters.  You only ever buy Silvers on $3-$5, Golds on $6-$7, Province on > $7, and nothing on < $3.  What is the longest possible such game (number of turns)?  Shortest possible game?
Title: Re: Easy Puzzles
Post by: Elanchana on October 09, 2015, 07:40:43 pm
1 player game. No Shelters.  You only ever buy Silvers on $3-$5, Golds on $6-$7, Province on > $7, and nothing on < $3.  What is the longest possible such game (number of turns)?  Shortest possible game?

For shortest I did a theoretical test run and got 18 turns.

Here's how I got there - t is turn, d is deck/draw pile, and shuffles (shuf) only include stuff that isn't in hand
shuf-7C3E
t1-3C2E-buyS (d4C1E)
t2-4C1E-buyS (empty)
shuf-2S7C3E
t3-2S2C1E-buyG (d5C2E)
t4-3C2E-buyS (d2C)
t5-2C
shuf-1G3S5C3E
t5-1S1G1C-buyP (d2S4C3E)
t6-2S2C1E-buyG (d2C2E)
t7-2C2E
shuf-2G3S5C1P1E
t7-1C-buyS (d2G3S4C1P1E)
t8-2G1S1P1E-buyP (d2S4C)
t9-1S4C-buyG (d1C)
t10-1C
shuf-3G4S6C2P2E
t10-1G1S2C-buyP (d2G3S4C2P2E)
t11-2G1S2P-buyP (d2S4C2E)
t12-1S4C-buyG (d1S2E)
t13-1S2E
shuf-4G3S7C4P1E
t13-2G-buyP (d2G3S7C4P1E)
t14-2G1S2P-buyP (d2S7C2P1E)
t15-1S4C-buyG (d1S3C2P1E)
t16-3C2P-buyS (d1S1E)
t17-1S1E
shuf-5G4S7C6P2E
t17-2G1E-buyP (d3G4S7C6P1E)
t18-2G1S2P-buyP - GAME OVER


Edit: I tried for the long game and I got up to 46 turns. I don't know if that actually is the longest possible game under those conditions but this would certainly be painful. (I went for the "strategy" of not being able to buy Gold until the deck had a lot of green and could hit $7 consistently.)
shuf-7C3E
t1-2C3E-buyX (d5C)
t2-5C-buyS (empty)
shuf-1S7C3E
t3-2C3E-buyX (d1S5C)
t4-5C-buyS (d1S)
t5-1S
shuf-1S7C3E
t5-3C1E-buyS (d1S4C2E)
t6-1S3C1E-buyS (d1C1E)
t7-1C1E
shuf-4S6C2E
t7-1S2C-buyS (d3S4C2E)
t8-1S3C1E-buyS (d2S1C1E)
t9-2S1C1E-buyS (empty)
shuf-7S7C3E
t10-1S3C1E-buyS (d6S4C2E)
t11-1S3C1E-buyS (d5S1C2E)
t12-5S-buyP (d1C2E)
t13-1C2E
shuf-9S6C1P1E
t13-2S-buyS (d7S6C1P1E)
t14-5S-buyP (d4S6C1P1E)
t15-1S3C1P-buyS (d3S3C1E)
t16-1S3C1E-buyS (d2S)
t17-2S
shuf-10S7C2P3E
t17-3S-buyP (d7S7C2P3E)
t18-5S-buyP (d2S7C2P3E)
t19-1S3C1P-buyS (d1S4C1P3E)
t20-1S3C1P-buyS (d1C3E)
t21-1C3E
shuf-14S6C4P
t21-1C-buyX (d14S5C4P)
t22-2S1C2P-buyS (d12S4C2P)
t23-2S1C2P-buyS (d10S3C)
t24-5S-buyP (d5S3C)
t25-5S-buyP (d3C)
t26-3C
shuf-16S4C6P3E
t26-2S-buyG (d14S4C6P3E)
t27-3S1C1E-buyG (d11S3C6P2E)
t28-3S1C1E-buyG (d8S2C6P1E)
t29-3S1C1E-buyG (d5S1C6P)
t30-3S1C1P-buyG (d2S5P)
t31-1S4P-buyX (d1S1P)
t32-1S1P
shuf-5G15S7C5P3E
t32-1G1S1E-buyG (d4G14S7C5P2E)
t33-1G2S2E-buyG (d3G12S7C5P)
t34-1G2S2P-buyG (d2G10S7C3P)
t35-1G2S2P-buyG (d8S7C1P)
t36-3S1C1P-buyG (d5S6C)
t37-2S3C-buyG (d3S3C)
t38-2S3C-buyG (d1S)
t39-1S
shuf-12G15S7C6P3E
t39-1G1S2E-buyG (d11G14S7C6P1E)
t40-1G2S1P1E-buyG (d10G12S7C5P)
t41-1G2S2P-buyG (d9G10S7C3P)
t42-1G2S2P-buyG (d8G8S7C1P)
t43-1G1S2C1P-buyG (d7G7S5C)
t44-1G4C-buyG (d6G7S1C)
t45-5G-buyP (d1G7S1C)
t46-5S-buyP - GAME OVER
Title: Re: Easy Puzzles
Post by: JacquesTheBard on October 09, 2015, 10:46:47 pm
Welp... hadn't thought of 2 Madmen, or Counterfeit. I have seen the masters at work. Good job to all of you.
So yeah... easy puzzles indeed.
Title: Re: Easy Puzzles
Post by: Asper on October 20, 2015, 07:00:46 pm
I own only differently named kingdom cards. How many differently named cards can i have in play at the start of my turn if i played neither on my last turn?
Hint: It's quite a lot.
Title: Re: Easy Puzzles
Post by: Simon (DK) on October 21, 2015, 07:08:26 am
I can get 30

With Black Market you can get as many different Kingdom Cards as you want (limitted of course by the number of different cards in the game, but we wont get anywhere near that number).
In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Throne Room, Procession, Golem, playing 4 different action cards (including a gainer) and calling Coin of the Realm and Duplicate. With the 2nd Procession play you play Herald, playing 2 different cards. With the 2nd Throne Room play you play Graverobber gaining Golem and Herald back from the trash, drawing Herald due to +1 card token on Graverobber. With the 3rd Throne Room play you play Herald, drawing Golem and playing 2 action cards.
Then you call Royal Carriage to replay King's Court and play Golem, playing 6 action cards.
It's still the start of your turn, and you count the cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Throne Room, Procession, Coin of the Realm, Duplicate, Graverobber, Herald, Royal Carriage, Golem and 14 other action cards gives a total of 30.
Title: Re: Easy Puzzles
Post by: Asper on October 21, 2015, 08:31:03 am
I can get 30

With Black Market you can get as many different Kingdom Cards as you want (limitted of course by the number of different cards in the game, but we wont get anywhere near that number).
In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Throne Room, Procession, Golem, playing 4 different action cards (including a gainer) and calling Coin of the Realm and Duplicate. With the 2nd Procession play you play Herald, playing 2 different cards. With the 2nd Throne Room play you play Graverobber gaining Golem and Herald back from the trash, drawing Herald due to +1 card token on Graverobber. With the 3rd Throne Room play you play Herald, drawing Golem and playing 2 action cards.
Then you call Royal Carriage to replay King's Court and play Golem, playing 6 action cards.
It's still the start of your turn, and you count the cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Throne Room, Procession, Coin of the Realm, Duplicate, Graverobber, Herald, Royal Carriage, Golem and 14 other action cards gives a total of 30.


Very good. But you can get a lot more, still. ;)
Edit 2: Allthough you can't get Golem back from the trash using Graverobber. But nice idea either way.

Edit: It's not only about the optimal combination of using Throne Room variants, by the way. I know those will make a huge difference, but i suck at that and won't claim i know how to get the most out of that. Maybe i should have excluded TR variants to keep this easier... Either way, there still is a thing or two you can do besides that.
Title: Re: Easy Puzzles
Post by: AdamH on October 21, 2015, 09:25:18 am
Just playing a single Black Market allows you to get a ton of treasures in play
Title: Re: Easy Puzzles
Post by: Asper on October 21, 2015, 03:08:50 pm
Just playing a single Black Market allows you to get a ton of treasures in play

Great, that's what i was thinking about. There is one more thing though, which increases the count by up to 25 on its own.
Title: Re: Easy Puzzles
Post by: iguanaiguana on October 21, 2015, 03:37:11 pm
Just playing a single Black Market allows you to get a ton of treasures in play

Great, that's what i was thinking about. There is one more thing though, which increases the count by up to 25 on its own.

Is it moat?
Title: Re: Easy Puzzles
Post by: Simon (DK) on October 21, 2015, 06:02:19 pm
I assume the "I own only differently named kingdom cards" in the puzzle description applies at all times, so you can't during your turn get a Kingdom card you already own.

I can't find the last thing you talk about, but I've found a few cards that help and I've fixed my mistake. I can now get: 61

In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Golem, playing 6 action cards and calling Coin of the Realm and Duplicate. Call Royal Carriage to play King's Court again. This time you play Throne Room, Procession and Herald, playing 2 cards. 2nd Procession plays Band of Misfits as Herald, playing 2 action cards. 2nd Throne Room plays Disciple, and you play play the other 4 Disciples too (note that the puzzle only states no Kingdom card duplicates, and Disciple isn't a Kingdom card). With that you play Graverobber (gaining Herald and Band of Misfits from the trash), a drawer, Herald (playing 2 action cards), Band of Misfits as Herald (playing 2 action cards), 2 action cards, and Black Market, which plays all the Treasure cards in the game (you've earlier played a lot of non-specific action cards, which may be drawers, and you have a +1 card token, so drawing the treasure cards isn't a problem).
The last played Treasure card is Spoils, and while you resolve that it is the start of your turn and you count your different cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Golem, Coin of the Realm, Duplicate, Royal Carriage, Throne Room, Procession, Disciple, Graverobber, a drawer, Herald, Black Market, 26 treasure cards* and 16 other action cards for a total of 61 cards.

*Copper, Silver, Gold, Harem, Potion, Philosopher's Stone, Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank, Platinum, Horn of Plenty, Diadem, Fool's Gold, Cache, Ill-Gotten Gains, Spoils, Counterfeit, Masterpiece, Stash, Relic and Treasure Trove.
Title: Re: Easy Puzzles
Post by: iguanaiguana on October 21, 2015, 06:07:55 pm
I assume the "I own only differently named kingdom cards" in the puzzle description applies at all times, so you can't during your turn get a Kingdom card you already own.

I can't find the last thing you talk about, but I've found a few cards that help and I've fixed my mistake. I can now get: 61

In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Golem, playing 6 action cards and calling Coin of the Realm and Duplicate. Call Royal Carriage to play King's Court again. This time you play Throne Room, Procession and Herald, playing 2 cards. 2nd Procession plays Band of Misfits as Herald, playing 2 action cards. 2nd Throne Room plays Disciple, and you play play the other 4 Disciples too (note that the puzzle only states no Kingdom card duplicates, and Disciple isn't a Kingdom card). With that you play Graverobber (gaining Herald and Band of Misfits from the trash), a drawer, Herald (playing 2 action cards), Band of Misfits as Herald (playing 2 action cards), 2 action cards, and Black Market, which plays all the Treasure cards in the game (you've earlier played a lot of non-specific action cards, which may be drawers, and you have a +1 card token, so drawing the treasure cards isn't a problem).
The last played Treasure card is Spoils, and while you resolve that it is the start of your turn and you count your different cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Golem, Coin of the Realm, Duplicate, Royal Carriage, Throne Room, Procession, Disciple, Graverobber, a drawer, Herald, Black Market, 26 treasure cards* and 16 other action cards for a total of 61 cards.

*Copper, Silver, Gold, Harem, Potion, Philosopher's Stone, Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank, Platinum, Horn of Plenty, Diadem, Fool's Gold, Cache, Ill-Gotten Gains, Spoils, Counterfeit, Masterpiece, Stash, Relic and Treasure Trove.


60, because you returned your spoils to the spoils pile and it isn't in play
Title: Re: Easy Puzzles
Post by: Simon (DK) on October 21, 2015, 06:26:24 pm
I assume the "I own only differently named kingdom cards" in the puzzle description applies at all times, so you can't during your turn get a Kingdom card you already own.

I can't find the last thing you talk about, but I've found a few cards that help and I've fixed my mistake. I can now get: 61

In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Golem, playing 6 action cards and calling Coin of the Realm and Duplicate. Call Royal Carriage to play King's Court again. This time you play Throne Room, Procession and Herald, playing 2 cards. 2nd Procession plays Band of Misfits as Herald, playing 2 action cards. 2nd Throne Room plays Disciple, and you play play the other 4 Disciples too (note that the puzzle only states no Kingdom card duplicates, and Disciple isn't a Kingdom card). With that you play Graverobber (gaining Herald and Band of Misfits from the trash), a drawer, Herald (playing 2 action cards), Band of Misfits as Herald (playing 2 action cards), 2 action cards, and Black Market, which plays all the Treasure cards in the game (you've earlier played a lot of non-specific action cards, which may be drawers, and you have a +1 card token, so drawing the treasure cards isn't a problem).
The last played Treasure card is Spoils, and while you resolve that it is the start of your turn and you count your different cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Golem, Coin of the Realm, Duplicate, Royal Carriage, Throne Room, Procession, Disciple, Graverobber, a drawer, Herald, Black Market, 26 treasure cards* and 16 other action cards for a total of 61 cards.

*Copper, Silver, Gold, Harem, Potion, Philosopher's Stone, Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank, Platinum, Horn of Plenty, Diadem, Fool's Gold, Cache, Ill-Gotten Gains, Spoils, Counterfeit, Masterpiece, Stash, Relic and Treasure Trove.


60, because you returned your spoils to the spoils pile and it isn't in play

The puzzle description says at the start of your turn. It doesn't say when at the start of your turn. While resolving Spoils it is in play, and it is the start of the turn. I choose this moment to count the cards in play.
Title: Re: Easy Puzzles
Post by: AdamH on October 22, 2015, 07:43:45 am
Clarification: are Teacher, and the other Travellers considered "kingdom cards" for the purpose of this puzzle? Copper, Silver, Gold? What about Black Market cards? I assume we're allowed to use them and gain them mid-turn or have them in our decks? Or should we be aware of some restriction on this?
Title: Re: Easy Puzzles
Post by: iguanaiguana on October 22, 2015, 11:46:35 am
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?

10, unless you are counting militia, in which case 20, unless you are counting merchant guild, in which case 30.... And so on....
Title: Re: Easy Puzzles
Post by: Asper on October 22, 2015, 11:57:28 am
Clarification: are Teacher, and the other Travellers considered "kingdom cards" for the purpose of this puzzle? Copper, Silver, Gold? What about Black Market cards? I assume we're allowed to use them and gain them mid-turn or have them in our decks? Or should we be aware of some restriction on this?

I intended to have one of every non-base card, and admit i didn't think of Teacher and Champion (for that restriction).
Edit: Actually, Travellers should only matter for Disciple, as we are still talking about "differently named" cards in play. But yes, you have 5 Disciples at your disposal, if that helps anything. And, yes, you can have any amount of Copper, Silver, Gold etc.

But... I just realized you can circumvent my puzzle by putting the Estate token on King's Court, allowing up to 41 King's Courts... That was not intended. So let's make one of every card, to make things easier. And yes, my puzzle wording allows gaining during the turn, but that is also shifting the focus from what i intended. I should have asked: Name every way you can use to have cards in play at the start of your turn. Sorry for that.

Also, the thing i was referring to which can increase the count by 25 is Summon, the new Promo event, which can be used to gain every supply action card once and play it. This includes all 10 Knights, one of each Ruins and the bane card.

What is the most possible amount of goons(or cards that act like goons) you can have in play at once?

10, unless you are counting militia, in which case 20, unless you are counting merchant guild, in which case 30.... And so on....
Only counting cards that act exactly like goons and no it's not 10

49. You'd need to have your -$2 token on Goons and have 10 Band of Misfits in play, gain the last Goons after playing them and play it, and own all Estates in a 6-player game with Inheritance on Goons. As one Goons is removed by Inheritance (and you can't buy Inheritance after playing your last BoM), you can play one less Goons.
Title: Re: Easy Puzzles
Post by: Limetime on October 22, 2015, 12:00:37 pm
Asper figured that one out :)
Title: Re: Easy Puzzles
Post by: Asper on October 22, 2015, 12:10:21 pm
I'm sorry, i'm afraid my last puzzle wasn't exactly "easy". It was easy to ask but answering it is much too hard, as i didn't ask it properly. I should have thought more about that. In fact, i have been a bit surprised at how you re-used the same cards to get more in play, because i actually hoped that wouldn't work. Seems i was wrong ;)

Here's an actually easy one, though: I buy Borrow with my -1Card token on top of my deck. Why?
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 22, 2015, 01:37:08 pm
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?

26 + 3*number of players
Ferry on Goons
Inherit Goons
Gain 8 Goons, 10 BoM, and 8 Estates
Pass any Estates available from other players to you
King's Court a bunch of Villages and Draw so you can play all your Goonses[\spoiler]
Title: Re: Easy Puzzles
Post by: singletee on October 22, 2015, 03:12:22 pm
I'm sorry, i'm afraid my last puzzle wasn't exactly "easy". It was easy to ask but answering it is much too hard, as i didn't ask it properly. I should have thought more about that. In fact, i have been a bit surprised at how you re-used the same cards to get more in play, because i actually hoped that wouldn't work. Seems i was wrong ;)

Here's an actually easy one, though: I buy Borrow with my -1Card token on top of my deck. Why?

You buy Messenger next, avoiding handing out a card to every player. Maybe you don't want to buff up their Gardens.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2015, 05:42:47 pm
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?

26 + 3*number of players
Ferry on Goons
Inherit Goons
Gain 8 Goons, 10 BoM, and 8 Estates
Pass any Estates available from other players to you
King's Court a bunch of Villages and Draw so you can play all your Goonses[\spoiler]

The number of Estates in the Supply varies depending on the number of players too, so you're missing 4 from the top answer.

Also, you were too slow on this one!

49. You'd need to have your -$2 token on Goons and have 10 Band of Misfits in play, gain the last Goons after playing them and play it, and own all Estates in a 6-player game with Inheritance on Goons. As one Goons is removed by Inheritance (and you can't buy Inheritance after playing your last BoM), you can play one less Goons.
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 22, 2015, 05:59:57 pm
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?

26 + 3*number of players
Ferry on Goons
Inherit Goons
Gain 8 Goons, 10 BoM, and 8 Estates
Pass any Estates available from other players to you
King's Court a bunch of Villages and Draw so you can play all your Goonses[\spoiler]

The number of Estates in the Supply varies depending on the number of players too, so you're missing 4 from the top answer.

Also, you were too slow on this one!

49. You'd need to have your -$2 token on Goons and have 10 Band of Misfits in play, gain the last Goons after playing them and play it, and own all Estates in a 6-player game with Inheritance on Goons. As one Goons is removed by Inheritance (and you can't buy Inheritance after playing your last BoM), you can play one less Goons.

Hmmm, I overlooked Asper's answer.

Those extra Estates in 3p+ games mess up the pretty formula I wrote so bah. I also totally missed the possiblity of gaining and playing the last Goons in the pile after getting all the BoM into play, so I was short one on that.
Title: Re: Easy Puzzles
Post by: Limetime on October 22, 2015, 08:30:25 pm
Related question:
How many points can you get without changing the game's composition (other than (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) tokens of course) on each turn.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2015, 09:08:14 pm
Related question:
How many points can you get without changing the game's composition(not counting (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) tokens of course) on each turn.

Depends on what you mean by "game's composition".  What stuff is allowed to change?  We probably can't add or remove cards from the Supply, right?  What about the Trash?  What about our own decks, or the decks of opponents?

And when you say "each turn", does that mean it has to be sustainable?  I don't think that's possible without VP tokens (or losing VP when it's not your turn to opponents doing these same things).

Some possibilities (assuming that it's just Supply and Trash that have to be the same by the end of the turn):

Distant Lands -- put all 12 on your mat to gain 48VP.

Harem -- steal 12 from other players using Thief to gain 24VP.

Pretty much any VP card -- gain them by having them passed to you via Masquerade.  Alternatively, trash them from opponents and then gain them using Rogue (they don't stay in the Trash so it's OK?).

Gardens, Duke, Vineyard, Fairgrounds, Silk Road, Foedum -- bump up their value by stealing cards from opponents via Rogue, or Masquerade away non-counted cards for counted ones.

Title: Re: Easy Puzzles
Post by: Limetime on October 22, 2015, 10:23:59 pm
Related question:
How many points can you get without changing the game's composition(not counting (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) tokens of course) on each turn.

Depends on what you mean by "game's composition".  What stuff is allowed to change?  We probably can't add or remove cards from the Supply, right?  What about the Trash?  What about our own decks, or the decks of opponents?

And when you say "each turn", does that mean it has to be sustainable?  I don't think that's possible without VP tokens (or losing VP when it's not your turn to opponents doing these same things).

Some possibilities (assuming that it's just Supply and Trash that have to be the same by the end of the turn):

Distant Lands -- put all 12 on your mat to gain 48VP.

Harem -- steal 12 from other players using Thief to gain 24VP.

Pretty much any VP card -- gain them by having them passed to you via Masquerade.  Alternatively, trash them from opponents and then gain them using Rogue (they don't stay in the Trash so it's OK?).

Gardens, Duke, Vineyard, Fairgrounds, Silk Road, Foedum -- bump up their value by stealing cards from opponents via Rogue, or Masquerade away non-counted cards for counted ones.
Game's composition means whatever is in the supply, your deck, your opponent's deck, mats and the trash. VP tokens do not count as they don't affect what is going to happen from a non-strategic point of view. And yes it has to be able to happen every turn.
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 22, 2015, 10:44:28 pm
You can King a bunch of Bishops, trashing Fortresses... but you can also play the 49 Goonses (48 actually because you can't gain the last one after playing BoMs) Then you can buy as many cards as you can get buys (the max will be hard to determine) with Trader and an empty Silver Pile (one less Goons if you don't have the 4 pile rule for 5/6 player).

Just from the Goons buys and Goons in play you get 48*49 = 2352 VP tokens.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 22, 2015, 10:55:39 pm
Oh, when you said "not counting VP tokens" I thought you meant we weren't allowed to count them as VP gained.  Otherwise, I would have mentioned the Trader-Goons trick.
Title: Re: Easy Puzzles
Post by: Asper on October 23, 2015, 03:50:44 am
I'm sorry, i'm afraid my last puzzle wasn't exactly "easy". It was easy to ask but answering it is much too hard, as i didn't ask it properly. I should have thought more about that. In fact, i have been a bit surprised at how you re-used the same cards to get more in play, because i actually hoped that wouldn't work. Seems i was wrong ;)

Here's an actually easy one, though: I buy Borrow with my -1Card token on top of my deck. Why?

You buy Messenger next, avoiding handing out a card to every player. Maybe you don't want to buff up their Gardens.

Correct. :)
Title: Re: Easy Puzzles
Post by: Limetime on October 23, 2015, 06:23:40 am
Technically  you can get infinite VP chips each turn  because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done  you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.
Title: Re: Easy Puzzles
Post by: eHalcyon on October 23, 2015, 12:47:29 pm
Technically  you can get infinite VP chips each turn  because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done  you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.

Theoretically you can do that, but technically it isn't possible. ;)
Title: Re: Easy Puzzles
Post by: Deadlock39 on October 23, 2015, 12:55:29 pm
Technically  you can get infinite VP chips each turn  because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done  you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.

Theoretically you can do that, but technically it isn't possible. ;)

Technically, he should have used "unbounded" instead of "infinite" in his post, but the point made is clear.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 23, 2015, 01:36:55 pm
Technically  you can get infinite VP chips each turn  because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done  you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.

Theoretically you can do that, but technically it isn't possible. ;)

Technically, he should have used "unbounded" instead of "infinite" in his post, but the point made is clear.

https://www.youtube.com/watch?v=hou0lU8WMgo
Title: Re: Easy Puzzles
Post by: ConMan on November 12, 2015, 01:11:40 am
At the start of my turn, I have a Coin of the Realm on my tavern mat. During the turn, I call it. At the end of the turn, it's back on my tavern mat. How did it get there?
Title: Re: Easy Puzzles
Post by: AJD on November 12, 2015, 01:18:13 am
At the start of my turn, I have a Coin of the Realm on my tavern mat. During the turn, I call it. At the end of the turn, it's back on my tavern mat. How did it get there?

Call your Coin of the Realm. Play Black Market. Buy Mandarin; Coin of the Realm goes on your deck. Draw some cards somehow; now Coin is back in hand. Play Coin of the Realm and it goes back to your tavern mat.
Title: Re: Easy Puzzles
Post by: ConMan on November 12, 2015, 04:39:57 pm
At the start of my turn, I have a Coin of the Realm on my tavern mat. During the turn, I call it. At the end of the turn, it's back on my tavern mat. How did it get there?

Call your Coin of the Realm. Play Black Market. Buy Mandarin; Coin of the Realm goes on your deck. Draw some cards somehow; now Coin is back in hand. Play Coin of the Realm and it goes back to your tavern mat.
Bingo! (Also any combination of playing BM/Storyteller and then gaining Mandarin works.) Now, to find a game where that is a legitimate engine strategy - possibly involving Graverobber to gain the same Mandarin multiple times.
Title: Re: Easy Puzzles
Post by: werothegreat on November 16, 2015, 07:06:50 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?
Title: Re: Easy Puzzles
Post by: AJD on November 16, 2015, 07:31:55 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Clarification question: do a Caravan Guard played on your opponent's last turn and a Lighthouse played on your own last turn both count as a "Duration from last turn"?
Title: Re: Easy Puzzles
Post by: werothegreat on November 16, 2015, 08:24:17 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Clarification question: do a Caravan Guard played on your opponent's last turn and a Lighthouse played on your own last turn both count as a "Duration from last turn"?

Yes.  No Durations in play or Processed or Bonfired out of play.  No Durations in the Kingdom or Black Market even.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 16, 2015, 09:27:40 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

You inherited Dame Sylvia.
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 16, 2015, 09:30:10 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.

Edit: This is wrong because of what eHalcyon said.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 16, 2015, 09:34:36 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.

That would only get you to +$5.  CotR doesn't give you coin when you call it.
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 16, 2015, 09:41:19 pm
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.

That would only get you to +$5.  CotR doesn't give you coin when you call it.

Yep, missed that.
Title: Re: Easy Puzzles
Post by: Asper on November 19, 2015, 04:02:48 pm
There is a card in Prosperity with an effect that you can use on any card in the game, except a set of less than ten and more than five. Which card?

It's possible there are several solutions. In that case, pick one. Also, remember folks, events are not cards.
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 19, 2015, 04:28:48 pm
There is a card in Prosperity with an effect that you can use on any card in the game, except a set of less than ten and more than five. Which card?

It's possible there are several solutions. In that case, pick one. Also, remember folks, events are not cards.

I suspect the answer is Watchtower/Royal Seal, which don't work on a handful of cards that they can lose track of, but I'm not sure I can come up with a list of more than 5.

Unless I remember incorrectly Nomad Camp wouldn't count because it is where it is expected to be due to "no visiting"
Death Cart would fail to Top Deck if the Ruins pile isn't empty.
Cache would be the same with Coppers
Same for Border Village if there are any valid gaining targets.
(But do those work if you apply the effect to the cards that go on top of them first, or are they lost as soon as the on-gain gains visit the discard?)
I think you lose track of Inn.

I can't really think of any more...
Duchy if you chose to gain a Duchess.

Title: Re: Easy Puzzles
Post by: Asper on November 19, 2015, 05:30:38 pm
There is a card in Prosperity with an effect that you can use on any card in the game, except a set of less than ten and more than five. Which card?

It's possible there are several solutions. In that case, pick one. Also, remember folks, events are not cards.

I suspect the answer is Watchtower/Royal Seal, which don't work on a handful of cards that they can lose track of, but I'm not sure I can come up with a list of more than 5.

Unless I remember incorrectly Nomad Camp wouldn't count because it is where it is expected to be due to "no visiting"
Death Cart would fail to Top Deck if the Ruins pile isn't empty.
Cache would be the same with Coppers
Same for Border Village if there are any valid gaining targets.
(But do those work if you apply the effect to the cards that go on top of them first, or are they lost as soon as the on-gain gains visit the discard?)
I think you lose track of Inn.

I can't really think of any more...
Duchy if you chose to gain a Duchess.


Let me clarify: My solution means "can [...] except" in the sense of "for those you cannot possibly". That is, you couldn't do it even if you tried to, all edge-cases considered.
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 19, 2015, 05:58:21 pm
Took another perusal through the Prosperity cards and couldn't come up with any other great ideas.

I guess Quarry can't reduce the cost of Poor House, Copper, Curse, and the 5 Ruins by $2?

Edit... it only effects actions so that is obviously not it.
Title: Re: Easy Puzzles
Post by: Asper on November 19, 2015, 06:01:50 pm
Took another perusal through the Prosperity cards and couldn't come up with any other great ideas.

I guess Quarry can't reduce the cost of Poor House, Copper, Curse, and the 5 Ruins by $2?

Edit... it only effects actions so that is obviously not it.


You weren't that far away before.
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 19, 2015, 06:03:01 pm
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
Title: Re: Easy Puzzles
Post by: Asper on November 19, 2015, 06:25:08 pm
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.

:(
I forgot the Shelters... Foolish Asper is foolish.
Title: Re: Easy Puzzles
Post by: singletee on November 19, 2015, 06:31:53 pm
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.

Rogue/Graverobber can gain Traveller upgrades from the trash

Is it King's Court? Library, Watchtower, Secret Chamber, Counting House, Tactician, Teacher, Duplicate, Distant Lands, and Prince do not have any additional effect when Kinged (barring actions-played count and tokens on the piles).

EDIT: Never mind, it has to apply to all cards in the game, and KC can't do anything with non-actions. It was nice compiling the list, though.
Title: Re: Easy Puzzles
Post by: Asper on November 19, 2015, 06:57:59 pm
I suck at this... :'(
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 19, 2015, 09:14:36 pm
I suck at this... :'(

That's alright, it was fun anyway. 
Title: Re: Easy Puzzles
Post by: Asper on November 20, 2015, 04:10:08 am
I suck at this... :'(

That's alright, it was fun anyway.

Nah, i think creating puzzles just isn't my strength. Thanks though.
Title: Re: Easy Puzzles
Post by: werothegreat on November 20, 2015, 11:52:57 am
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile.  The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures.  Why?
Title: Re: Easy Puzzles
Post by: Witherweaver on November 20, 2015, 11:57:47 am
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.

Sorry, why can't you gain the Traveler upgrades?  Can't some of them be Trashed and Gained with Graverobber or Rogue?

Edit: Actually, all of them cost from 3 and 6. 
Title: Re: Easy Puzzles
Post by: markusin on November 20, 2015, 12:08:41 pm
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile.  The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures.  Why?

You have Talisman in play and don't want to gain a second Death Cart by buying the Death Cart directly.
Title: Re: Easy Puzzles
Post by: Burning Skull on November 20, 2015, 12:14:48 pm
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile.  The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures.  Why?

Death Cart is an extremely good card as we all know. So naturally, when you played your Contraband, your witty opponent banned it. But you managed to break his pitiful obstacles by summoning the satanic vehicle using black magic.
Title: Re: Easy Puzzles
Post by: Accatitippi on November 20, 2015, 12:18:35 pm
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile.  The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures.  Why?

Well, you probably only drew Treasures this turn.
Title: Re: Easy Puzzles
Post by: werothegreat on November 20, 2015, 12:27:55 pm
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile.  The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures.  Why?

You have Talisman in play and don't want to gain a second Death Cart by buying the Death Cart directly.

Ehhhhh I guess.  Not what I was looking for, though.
Title: Re: Easy Puzzles
Post by: Deadlock39 on November 20, 2015, 12:28:13 pm
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.

Sorry, why can't you gain the Traveler upgrades?  Can't some of them be Trashed and Gained with Graverobber or Rogue?

Edit: Actually, all of them cost from 3 and 6. 

Yeah, singletee pointed that one out too. It looks like the only cards that can never be gained are the Shelters.
Title: Re: Easy Puzzles
Post by: werothegreat on November 20, 2015, 12:32:30 pm
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile.  The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures.  Why?

Death Cart is an extremely good card as we all know. So naturally, when you played your Contraband, your witty opponent banned it. But you managed to break his pitiful obstacles by summoning the satanic vehicle using black magic.

Exactly!
Title: Re: Easy Puzzles
Post by: Asper on November 22, 2015, 05:56:58 am
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.

Sorry, why can't you gain the Traveler upgrades?  Can't some of them be Trashed and Gained with Graverobber or Rogue?

Edit: Actually, all of them cost from 3 and 6. 

You can and i am a fool. The puzzle just was rubbish.
Title: Re: Easy Puzzles
Post by: Accatitippi on November 22, 2015, 06:18:56 am
Wait...

Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.

Sorry, why can't you gain the Traveler upgrades?  Can't some of them be Trashed and Gained with Graverobber or Rogue?

Edit: Actually, all of them cost from 3 and 6. 

You can and i am a fool. The puzzle just was rubbish.
I thought it was nice. It was original and it got people thinking, and the solution was not obvious, and the fact that there was no solution was even less obvious.  :)
Title: Re: Easy Puzzles
Post by: managore on November 26, 2015, 12:36:04 am
At the start of my turn, my hand consists of five copies of the same card and nothing else. My draw and discard piles are empty and I have no duration/mat/prince/etc cards in play. At the end of my turn, I can guarantee that I will have two more Provinces than when I started. What card is in my hand?

(this is probably too easy)
Title: Re: Easy Puzzles
Post by: gkrieg13 on November 26, 2015, 12:42:26 am
5 platina and traveling fair is out?
Title: Re: Easy Puzzles
Post by: managore on November 26, 2015, 12:55:36 am
5 platina and traveling fair is out?

I'd forgotten about the event cards.

...No event cards! :)
Title: Re: Easy Puzzles
Post by: AJD on November 26, 2015, 01:25:23 am
Governor.
Title: Re: Easy Puzzles
Post by: Dingan on November 26, 2015, 03:20:27 am
At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".
Title: Re: Easy Puzzles
Post by: Chris is me on November 26, 2015, 09:32:10 am
At the start of my turn, my hand consists of five copies of the same card and nothing else. My draw and discard piles are empty and I have no duration/mat/prince/etc cards in play. At the end of my turn, I can guarantee that I will have two more Provinces than when I started. What card is in my hand?

(this is probably too easy)

Expand!
Title: Re: Easy Puzzles
Post by: Burning Skull on November 26, 2015, 09:39:12 am
Expand!

Why not, as long as it's Lost Arts'ed.
Title: Re: Easy Puzzles
Post by: managore on November 26, 2015, 03:37:13 pm
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
Title: Re: Easy Puzzles
Post by: Accatitippi on November 26, 2015, 04:04:51 pm
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
Mining village, Mining village, Bridge, Bridge, Duplicate.

EDIT, no wait, you can't call BoM, can you? :(
Title: Re: Easy Puzzles
Post by: managore on November 26, 2015, 04:27:45 pm
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 26, 2015, 05:16:37 pm
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.

I'd expect it to be possible to piledrive Colonies, maybe more.  Are we assuming no cards in deck/discard either?
Title: Re: Easy Puzzles
Post by: managore on November 26, 2015, 05:29:16 pm
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.

I'd expect it to be possible to piledrive Colonies, maybe more.  Are we assuming no cards in deck/discard either?

Yep, same starting point as before. And yeah I think it's possible to gain at least 8 Colonies and 8 Provinces, at least with perfect shuffle luck.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 26, 2015, 06:51:42 pm
Governor.

Well done, this is the one I had in mind!

At the start of my turn, my hand consists of five copies of the same card and nothing else.

Band of Misfits?  Aka "Hand of Misfits".

I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".

After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.

I'd expect it to be possible to piledrive Colonies, maybe more.  Are we assuming no cards in deck/discard either?

Yep, same starting point as before. And yeah I think it's possible to gain at least 8 Colonies and 8 Provinces, at least with perfect shuffle luck.

No perfect shuffle luck needed.  I'm sure that starting with 5 BoM is more than adequate to launch into something akin to CelestialChameleon's solution to gaining the entire Supply.  However, I'm doing this on the fly and I'm not great with these big chains, so I'm not going to be nearly so optimal.

Kingdom: Squire, Scrying Pool, Develop, Fortress, Ironworks, Procession, Band of Misfits, Highway, Border Village, King's Court

BoM1-as-Procession (0 actions)
  BoM2-as-Procession
    BoM3-as-Procession
      BoM4-as-Squire
       +2 buys ($1, 3 buys, including the default one)
     BoM4-as-Squire again
       +2 buys ($2, 5 buys)
     Trash BoM4-as-Squire, gain Scrying Pool (SP1), gain Border Village (BV1) and BoM6
    BoM3-as-Procession again
     BoM5-as-Fortress (reshuffle, draw a card, 2 actions)
     BoM5-as-Fortress again (draw a card, 4 actions)
      Trash BoM5-as-Fortress (it returns to your hand), gain BV2 and BoM7
    Trash BoM3-as-Procession, gain BV3 and BoM8
  BoM2-as-Procession again
    BoM5-as-Fortress (draw a card, 6 actions)
    BoM5-as-Fortress again (reshuffle, draw a card, 8 actions)
   Trash BoM5-as-Fortress (it returns to your hand), gain BV4 and BoM9
  Trash BoM2-as-Procession, gain BV5 and BoM10
Scrying Pool to draw my deck.


My hand is now 5 Border Villages and 6 BoM (5-10).
I have 8 actions remaining, $2, 5 buys total.

BoM5-as-Procession (7 actions)
  BoM6-as-Procession
    BoM7-as-Procession
     BoM8-as-Procession
       BoM9-as-Squire
        +2 buys ($3, 7 buys)
      BoM9-as-Squire again
        +2 buys ($4, 9 buys)
      Trash BoM9-as-Squire, gain SP2, BV6 and Fortress
     BoM8-as-Procession again
       BV1 (reshuffle, draw a card, 9 actions)
      BV1 again (draw a card, 11 actions)
      Trash BV1, gain King's Court (KC1)
     Trash BoM8-as-Procession, gain BV7 and Develop (Dev1)
   BoM7-as-Procession again
     BV2 (draw a card, 13 actions)
     BV2 again (reshuffle, draw a card, 15 actions)
     Trash BV2, gain KC2
   Trash BoM7-as-Procession, gain BV8 and Dev2
  BoM6-as-Procession again
    BoM10-as-Squire
     +2 buys ($5, 11 buys)
     +2 buys ($6, 13 buys)
     Trash BoM10-as-Squire, gain SP3, BV9 and Dev3
  Trash BoM6-as-Procession, BV10 and Highway (HW1)
Play SP2 to draw deck.


My hand is now 1 Scrying Pool, 1 Fortress, 1 Highway, 2 King's Court, 3 Develop, 8 Border Village (3-10).
I have 15 actions remaining, $6, 13 buys total.

KC1 (14 actions)
  KC2
    Dev1 on BV3-5, gaining HW2-4 and KC3-5
  KC2 again
    Dev2 on BV6-8, gaining HW5-7 and KC4-8
  KC2 final time
    Dev3 on BV9, BV10 and Fortress, gaining HW8-10, KC9-10 and Ironworks
Play SP3 to draw deck.


My hand is now 1 Fortress, 10 Highway, 8 King's Court, 1 Ironworks.
I have 14 actions remaining, $6, 13 buys total.  At this point I have no idea why I'm still tracking actions.  Turns out I didn't need to track money either (I was thinking earlier that I might end up buying those $1 Colonies).

I'm going to stop now since the end game is trivial other than optimization.  Use some combination of KC-Ironworks to gain more Ironworks.  Highway (KC not needed here) and maybe IW gaining Colony to draw the remaining Ironworks.  Use KC-Ironworks to gain all the $1 Colonies and more.  Everything else costs $0 so you can buy 13 more copies of anything with all those buys.  Optimization probably involves Ironworks for Squire to get more +Buy.
Title: Re: Easy Puzzles
Post by: sudgy on November 26, 2015, 07:06:53 pm
...easy puzzles?
Title: Re: Easy Puzzles
Post by: eHalcyon on November 26, 2015, 07:59:34 pm
...easy puzzles?

I did it on the fly and I'm bad at these chains, so yeah, still easy. :P
Title: Re: Easy Puzzles
Post by: managore on November 26, 2015, 08:37:47 pm
[...]
I'm going to stop now since the end game is trivial other than optimization.  Use some combination of KC-Ironworks to gain more Ironworks.  Highway (KC not needed here) and maybe IW gaining Colony to draw the remaining Ironworks.  Use KC-Ironworks to gain all the $1 Colonies and more.  Everything else costs $0 so you can buy 13 more copies of anything with all those buys.  Optimization probably involves Ironworks for Squire to get more +Buy.

Yep, that'll do it! My solution was very similar but I hadn't considered Squire into Scrying Pool so my solution was a more finicky version involving Nobles.
Title: Re: Easy Puzzles
Post by: ashersky on November 27, 2015, 08:34:27 am
...easy puzzles?

Name the commonality:

Adventurer
Alchemist
Ambassador
Apprentice
Baron
Bishop
Cartographer
Chancellor
Conspirator
Coppersmith
Duke
Explorer
Golem
Governor
Herbalist
Jester
Margrave
Minion
Moneylender
Mountebank
Navigator
Pawn
Pearl Diver
Saboteur
Salvager
Scout
Spy
Steward
Swindler
Tactician
Thief
Torturer
Witch
Young Witch
Title: Re: Easy Puzzles
Post by: Awaclus on November 27, 2015, 08:52:12 am
...easy puzzles?

Name the commonality:

Adventurer
Alchemist
Ambassador
Apprentice
Baron
Bishop
Cartographer
Chancellor
Conspirator
Coppersmith
Duke
Explorer
Golem
Governor
Herbalist
Jester
Margrave
Minion
Moneylender
Mountebank
Navigator
Pawn
Pearl Diver
Saboteur
Salvager
Scout
Spy
Steward
Swindler
Tactician
Thief
Torturer
Witch
Young Witch

I name it Alice.
Title: Re: Easy Puzzles
Post by: Burning Skull on November 27, 2015, 09:01:06 am
...

They all have people drawn on them.
Title: Re: Easy Puzzles
Post by: pacovf on November 27, 2015, 10:03:56 am
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.

That would only get you to +$5.  CotR doesn't give you coin when you call it.

Yep, missed that.

You inherited Dame Sylvia (thanks to the -2$ token) and you were actually playing Estates?
Title: Re: Easy Puzzles
Post by: ashersky on November 27, 2015, 11:15:00 am
...

They all have people drawn on them.

Not the answer.

If it helps, this is a restrictive set in that no other cards share this commonality.
Title: Re: Easy Puzzles
Post by: Asper on November 27, 2015, 11:44:15 am
...

They all have people drawn on them.

Not the answer.

If it helps, this is a restrictive set in that no other cards share this commonality.

Cards that are named after one person and that you own? I see Governor, but not Envoy, from which i conclude you didn't just pick some random sets to include cards from.

Edit: Oops, forget it, Sea Hag isn't there, either, allthough Pearl Diver is. Hmm...
Title: Re: Easy Puzzles
Post by: florrat on November 27, 2015, 01:15:01 pm
How do you gain BOM6-10, Fortress, Dev1-3, HW1? Unless I'm missing something major, this solution completely falls apart.
Title: Re: Easy Puzzles
Post by: ashersky on November 27, 2015, 01:19:34 pm
...

They all have people drawn on them.

Not the answer.

If it helps, this is a restrictive set in that no other cards share this commonality.

Cards that are named after one person and that you own? I see Governor, but not Envoy, from which i conclude you didn't just pick some random sets to include cards from.

Edit: Oops, forget it, Sea Hag isn't there, either, allthough Pearl Diver is. Hmm...

Nope.
Title: Re: Easy Puzzles
Post by: eHalcyon on November 27, 2015, 01:46:11 pm
How do you gain BOM6-10, Fortress, Dev1-3, HW1? Unless I'm missing something major, this solution completely falls apart.

Border Village.

I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png).  I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm.  I didn't use Borrow or any Coin tokens.  How?

Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.

That would only get you to +$5.  CotR doesn't give you coin when you call it.

Yep, missed that.

You inherited Dame Sylvia (thanks to the -2$ token) and you were actually playing Estates?

Yes, but you are very late (http://forum.dominionstrategy.com/index.php?topic=7339.msg542493#msg542493).
Title: Re: Easy Puzzles
Post by: pacovf on November 27, 2015, 03:32:39 pm
Yes, but you are very late (http://forum.dominionstrategy.com/index.php?topic=7339.msg542493#msg542493).

Indeed, I cannot read. I shall go back into hiding.
Title: Re: Easy Puzzles
Post by: florrat on November 27, 2015, 05:02:26 pm
Border Village.
Thanks  :-[
Title: Re: Easy Puzzles
Post by: Sten-Åke on November 28, 2015, 05:40:13 am
This puzzle is inspired by the one from managore and a IRL discussion on ways to survive a lost knights battle that got complicated.

Goal: With 5 different cards in hand at the start of the turn, costing 2$ or less, get at least 13 vp in one turn. The draw and discard piles are empty. No duration/mat/prince/etc. cards in play. No potion-cost or Adventures cards/events. No platinum/colony. The kingdom is otherwise free to decide as long as it is a possible game state. Bonus points if you gain more points.

Hint: My solution buys 2 provinces and 1 estate.
Title: Re: Easy Puzzles
Post by: wachsmuth on November 28, 2015, 05:44:48 am

There's people holding things on the art
Title: Re: Easy Puzzles
Post by: ashersky on November 28, 2015, 05:59:44 am

There's people holding things on the art

Not my idea.

Hint: not art related
Title: Re: Easy Puzzles
Post by: wachsmuth on November 28, 2015, 06:02:50 am
This puzzle is inspired by the one from managore and a IRL discussion on ways to survive a lost knights battle that got complicated.

Goal: With 5 different cards in hand at the start of the turn, costing 2$ or less, get at least 13 vp in one turn. The draw and discard piles are empty. No duration/mat/prince/etc. cards in play. No potion-cost or Adventures cards/events. No platinum/colony. The kingdom is otherwise free to decide as long as it is a possible game state. Bonus points if you gain more points.

Hint: My solution buys 2 provinces and 1 estate.

Hand is Followers, Trusty Steed, Princess, Squire, Madman

Kingdom has Stonemason, Island, Tournament, Squire, Hermit

Play Trusty Steed for +2 actions and 4 silvers. Play Followers, gain 1 estate draw 2 of the silvers. Play Madman for +2 actions and draw the rest of the silvers. Play Princess and play Squire for +2 buys.

$9 and 4 buys to spend.

Buy Stonemason, overpaying by 2, gaining 2 Islands four times, gaining 8 Islands in total.

8 Islands + 1 estate = 17 points


Can probably be improved upon.
Title: Re: Easy Puzzles
Post by: Sten-Åke on November 28, 2015, 06:33:44 am
Nice solution. I really has to get better using Stonemason. My hand was Trusty Steed, Beggar, Madman, Princess, Candlestick Maker., and my gaining was not nearly as good.
Title: Re: Easy Puzzles
Post by: wachsmuth on November 28, 2015, 07:06:24 am
Another solution is (with some creative reading of the problem)

allowing us to play Candlestick Maker an infinite amount before our explosive turn. That means we have infinite money. (which wasn't explicitly forbidden in the puzzle)

Hand is Crossroads, Candlestick Maker, Squire, Pawn, Herbalist

Play Crossroads first, then the rest for +Buys, given us 6 Buys

Buy an enormous Masterpiece to gain 40 Silvers.

Buy 5 Feodum, each at 13 points.

Total of 65 points gained.
Title: Re: Easy Puzzles
Post by: Burning Skull on November 28, 2015, 07:47:31 am
Hint: not art related

Hmm, wait.
That's f.ds after jsh stopped posting in his art rankings thread!
Title: Re: Easy Puzzles
Post by: werothegreat on November 28, 2015, 08:49:28 am
Hint: not art related

Hmm, wait.
That's f.ds after jsh stopped posting in his art rankings thread!

They're all f.ds rankings.
Title: Re: Easy Puzzles
Post by: ashersky on November 28, 2015, 10:29:19 am
Hint: not art related

Hmm, wait.
That's f.ds after jsh stopped posting in his art rankings thread!

They're all f.ds rankings.

Winner!
Title: Re: Easy Puzzles
Post by: wachsmuth on December 01, 2015, 06:21:20 pm
Assume all piles are infinite.

How many ways can we get an infinite turn where we never reach the buy phase?

Rules: No Adventures tokens and no Champion. They make it too easy. You could stick +Card and +Action on Workshop, and that's an infinite turn...
Title: Re: Easy Puzzles
Post by: singletee on December 01, 2015, 06:27:15 pm
Assume all piles are infinite.

How many ways can we get an infinite turn where we never reach the +buy phase?

Rules: No Adventures tokens and no Champion. They make it too easy. You could stick +Card and +Action on Workshop, and that's an infinite turn...

Rats.
Title: Re: Easy Puzzles
Post by: liopoil on December 01, 2015, 09:04:03 pm
Rats/Watchtower, Magpie/Watchtower, Fortress/Develop/Catacombs/Watchtower, Fortress/Procession/Catacombs/Watchtower...
Title: Re: Easy Puzzles
Post by: singletee on December 01, 2015, 10:19:42 pm
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Title: Re: Easy Puzzles
Post by: Burning Skull on December 02, 2015, 03:32:37 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

You can't draw them with Scout
Title: Re: Easy Puzzles
Post by: iguanaiguana on December 02, 2015, 08:03:05 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

You can't draw them with Scout

But you can still rearrange the order of the top four!
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on December 02, 2015, 08:19:15 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

You can't draw them with Scout

But you can still rearrange the order of the top four!
And that is one of the many reasons why Scout is so good.
Title: Re: Easy Puzzles
Post by: Asper on December 02, 2015, 01:44:22 pm
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

You can't draw them with Scout

But you can still rearrange the order of the top four!

"Scout, i choose you! Rearrange the Top Four!"
Title: Re: Easy Puzzles
Post by: singletee on December 03, 2015, 12:23:03 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 03, 2015, 12:50:29 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.

Is it card names that can be used as two different parts of speech?  The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).
Title: Re: Easy Puzzles
Post by: singletee on December 03, 2015, 12:59:45 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.

Is it card names that can be used as two different parts of speech?  The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).

Almost. But your rule is a little too broad.
Title: Re: Easy Puzzles
Post by: eHalcyon on December 03, 2015, 01:07:59 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.

Is it card names that can be used as two different parts of speech?  The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).

If that were the rule, wouldn't Loan work just fine as both a verb and a noun?
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 03, 2015, 02:03:35 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.

Is it card names that can be used as two different parts of speech?  The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).

If that were the rule, wouldn't Loan work just fine as both a verb and a noun?

Yeah, so maybe it has to specifically be a noun and an adjective?  I think Copper should be in the list then though (I think it should have been with my original guess too).
Title: Re: Easy Puzzles
Post by: eHalcyon on December 03, 2015, 02:55:40 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.

Is it card names that can be used as two different parts of speech?  The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).

If that were the rule, wouldn't Loan work just fine as both a verb and a noun?

Yeah, so maybe it has to specifically be a noun and an adjective?  I think Copper should be in the list then though (I think it should have been with my original guess too).

Yeah, if so, Copper should be there.  Hint 1 could be that those cards all function as verbs as well.
Title: Re: Easy Puzzles
Post by: singletee on December 03, 2015, 08:56:08 am
What do the following cards have in common?

Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant

Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.

Hint 2: Baron, Loan, and Bazaar get honorable mentions.

Hint 3: Even a Dominion rookie could figure it out.

Is it card names that can be used as two different parts of speech?  The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).

If that were the rule, wouldn't Loan work just fine as both a verb and a noun?

Yeah, so maybe it has to specifically be a noun and an adjective?  I think Copper should be in the list then though (I think it should have been with my original guess too).

Yes, and yes it should. I overlooked Copper for some reason.
Title: Re: Easy Puzzles
Post by: Burning Skull on December 03, 2015, 11:40:48 am
That puzzle was unfair to not native English speakers  :P
Title: Re: Easy Puzzles
Post by: GendoIkari on December 03, 2015, 11:42:59 am
That puzzle was unfair to not native English speakers  :P

I'm of the opinion that all "what's missing" or "what's in common" type puzzles should include a note saying if they are Dominion related or simply word related. Or at least provided as a spoiler hint right away.
Title: Re: Easy Puzzles
Post by: singletee on December 03, 2015, 03:38:11 pm
That puzzle was unfair to not native English speakers  :P

I'm of the opinion that all "what's missing" or "what's in common" type puzzles should include a note saying if they are Dominion related or simply word related. Or at least provided as a spoiler hint right away.

Hmm, that's an idea, but I think it would have nearly given it away for the native English speakers. Should I make it too easy for one group, or too hard for another?
Title: Re: Easy Puzzles
Post by: dominator 123 on December 05, 2015, 07:37:11 am
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.
Title: Re: Easy Puzzles
Post by: Asper on December 05, 2015, 10:00:19 am
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.

Play Bridge, then trash it with Bonfire.
Title: Re: Easy Puzzles
Post by: wachsmuth on December 05, 2015, 01:32:16 pm
Alternate solution Play a Bridge Troll. On the next turn, play no actions.
Title: Re: Easy Puzzles
Post by: Awaclus on December 05, 2015, 01:35:04 pm
Alternate solution Play a Bridge Troll. On the next turn, play no actions.

Then Peddler would cost $5 because you have the Bridge Troll in play.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 05, 2015, 04:01:53 pm
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.

Play Bridge, then trash it with Bonfire.

It needs to be Highway though, right?  Bridge lasts until the end of the turn.
Title: Re: Easy Puzzles
Post by: Simon (DK) on December 05, 2015, 04:37:17 pm
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.

Play Bridge, then trash it with Bonfire.

It needs to be Highway though, right?  Bridge lasts until the end of the turn.
No. It needs to be Bridge. The -1 cost needs to be in effect after you've trashed the card, otherwise Peddler would cost 8.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on December 05, 2015, 08:56:33 pm
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.

Play Bridge, then trash it with Bonfire.

It needs to be Highway though, right?  Bridge lasts until the end of the turn.
No. It needs to be Bridge. The -1 cost needs to be in effect after you've trashed the card, otherwise Peddler would cost 8.

Oh right, I have no idea what I was thinking...
Title: Re: Easy Puzzles
Post by: math on December 18, 2015, 03:38:37 pm
On my first turn, I buy Summon and gain a Feast with it.  Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game.  When is this a good idea?  (What did I gain with the Feast?)
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on December 18, 2015, 04:27:55 pm
On my first turn, I buy Summon and gain a Feast with it.  Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game.  When is this a good idea?  (What did I gain with the Feast?)

I guess you can imagine doing this with Rogue or Graverobber, but I'm not sure if it's a good idea.
Title: Re: Easy Puzzles
Post by: Chris is me on December 18, 2015, 05:24:45 pm
On my first turn, I buy Summon and gain a Feast with it.  Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game.  When is this a good idea?  (What did I gain with the Feast?)

For some reason, you want a Mandarin in your deck early, but you don't want your first shuffle delayed.
Title: Re: Easy Puzzles
Post by: majiponi on December 18, 2015, 08:26:46 pm
On my first turn, I buy Summon and gain a Feast with it.  Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game.  When is this a good idea?  (What did I gain with the Feast?)

Because your opponent gains a Silver when you gain Embassy.
Title: Re: Easy Puzzles
Post by: math on December 19, 2015, 12:08:31 pm
On my first turn, I buy Summon and gain a Feast with it.  Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game.  When is this a good idea?  (What did I gain with the Feast?)

Because your opponent gains a Silver when you gain Embassy.

That was the solution I had in mind; you are the second player, so getting the Embassy on turn 2 will make the Silver miss your opponent's reshuffle.
Title: Re: Easy Puzzles
Post by: ashersky on December 31, 2015, 06:51:17 pm
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.
Title: Re: Easy Puzzles
Post by: enfynet on December 31, 2015, 07:41:14 pm
I feel like Villages and Workshops would be useful here.
Title: Re: Easy Puzzles
Post by: wachsmuth on January 01, 2016, 03:35:08 am
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.

Is there any reason that the solution isn't simply to buy a Chapel on every opportunity until there's one left, wait until it's turn 16, then buy the last one?
Title: Re: Easy Puzzles
Post by: ashersky on January 01, 2016, 08:15:46 am
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.

Is there any reason that the solution isn't simply to buy a Chapel on every opportunity until there's one left, wait until it's turn 16, then buy the last one?

Nope.  This is the easy puzzles thread.

Except, what if you don't have 2 on your 16th turn?
Title: Re: Easy Puzzles
Post by: Asper on January 01, 2016, 09:45:24 am
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.

Is there any reason that the solution isn't simply to buy a Chapel on every opportunity until there's one left, wait until it's turn 16, then buy the last one?

Nope.  This is the easy puzzles thread.

Except, what if you don't have 2 on your 16th turn?

Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.
Title: Re: Easy Puzzles
Post by: Awaclus on January 01, 2016, 09:48:21 am
Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.

It's a 2-player game so you only have to buy 5 dead cards and I'm not sure why you would Witch attack your opponent.
Title: Re: Easy Puzzles
Post by: ashersky on January 01, 2016, 09:50:53 am
Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.

It's a 2-player game so you only have to buy 5 dead cards and I'm not sure why you would Witch attack your opponent.

You need to empty the pile.  Sorry if that wasn't clear.
Title: Re: Easy Puzzles
Post by: Asper on January 01, 2016, 10:20:59 am
Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.

It's a 2-player game so you only have to buy 5 dead cards and I'm not sure why you would Witch attack your opponent.

I was assuming your opponent is not intending to help you. He doesn't buy Chapels and instead plays Witch to actively hinder you. If it's intended that you work together, the puzzle becomes more trivial than easy. Just let your opponent buy nine Chapels and buy the tenth on turn 16. Or whatever distribution of Chapels, and possibly Silver, works out. Well, maybe not trivial, but i don't see what the base limitation is for, then.
Title: Re: Easy Puzzles
Post by: liopoil on January 01, 2016, 12:55:37 pm
I think we choose the kingdom, so no attacks. I'm not sure that this is possible with worst shuffle luck.
Title: Re: Easy Puzzles
Post by: wachsmuth on January 01, 2016, 06:50:51 pm
Quote
If it's intended that you work together, the puzzle becomes more trivial than easy. Just let your opponent buy nine Chapels and buy the tenth on turn 16. Or whatever distribution of Chapels, and possibly Silver, works out. Well, maybe not trivial, but i don't see what the base limitation is for, then.

You need to actually ensure your opponent can buy 9 Chapels. Here's a simple counter-example to show the that the 'only buy chapels' strategy can not ensure it - with this draw, it only gets 8 by turn 16. D here means D 'dead card' (Estate and Chapel), C is copper.

Turn 1: DDDCC. Chapel
Turn 2: CCCCC. Chapel.
Turn 3. DDDDC.
Turn 4. CCCCC. Chapel.
Turn 5. DDDDC.
Turn 6. CCCCC. Chapel.
Turn 7. DDCCC. Chapel.
Turn 8. DDDDC.
Turn 9. DDDDC.
Turn 10. CCCCC. Chapel.
Turn 11. DDDDC.
Turn 12. DDDDC.
Turn 13. CCCCC. Chapel.
Turn 14. DDDDC.
Turn 15. DDDDC.
Turn 16. CCCCC. Chapel.

So one needs to devise a strategy that can guarantee 9 chapels by turn 16. Probably not very hard.
Title: Re: Easy Puzzles
Post by: Asper on January 03, 2016, 11:43:41 am
Quote
If it's intended that you work together, the puzzle becomes more trivial than easy. Just let your opponent buy nine Chapels and buy the tenth on turn 16. Or whatever distribution of Chapels, and possibly Silver, works out. Well, maybe not trivial, but i don't see what the base limitation is for, then.

You need to actually ensure your opponent can buy 9 Chapels. Here's a simple counter-example to show the that the 'only buy chapels' strategy can not ensure it - with this draw, it only gets 8 by turn 16. D here means D 'dead card' (Estate and Chapel), C is copper.

Turn 1: DDDCC. Chapel
Turn 2: CCCCC. Chapel.
Turn 3. DDDDC.
Turn 4. CCCCC. Chapel.
Turn 5. DDDDC.
Turn 6. CCCCC. Chapel.
Turn 7. DDCCC. Chapel.
Turn 8. DDDDC.
Turn 9. DDDDC.
Turn 10. CCCCC. Chapel.
Turn 11. DDDDC.
Turn 12. DDDDC.
Turn 13. CCCCC. Chapel.
Turn 14. DDDDC.
Turn 15. DDDDC.
Turn 16. CCCCC. Chapel.

So one needs to devise a strategy that can guarantee 9 chapels by turn 16. Probably not very hard.

Right. So, you yourself buy the ninth (edit: or rather, eight) on turn 15. You won't have to shuffle after odd-numbered turns, meaning you'll have at least $2 on turn 16.
Title: Re: Easy Puzzles
Post by: majiponi on January 03, 2016, 06:47:35 pm
You need to actually ensure your opponent can buy 9 Chapels.

Buying Copper, my opponent can buy 9 Chapels even if he has worst shuffle luck.

T1:EEECC
T2:CCCCC
T3:ChEEEC
T4:CCCCC
T5:ChCEEE
T6:CCCCC
T7:ChCCCC
T8:ChEEEC
T9:ChCCCC
T10:ChEEEC
T11:ChChChChCh
T12:CCCCC
T13:CCCCC
T14:ChEEEC
T15:ChChChChCh
T16:ChChChCC
Title: Re: Easy Puzzles
Post by: majiponi on January 04, 2016, 03:26:07 am
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
Title: Re: Easy Puzzles
Post by: enfynet on January 04, 2016, 03:31:56 am
Contraband? (With no actions left)
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 04, 2016, 06:32:21 am
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?

Contraband? (With no actions left)

Normally you can see which phase he's in by whether the 3 revealed cards are still out. To avoid this, the Black Market deck has to be empty.

The only treasure card I can find, where you knowing matters, is Contraband (you want to know if he can play more action cards). But if this is the case, he can just always answer that it's still his action phase.
Title: Re: Easy Puzzles
Post by: majiponi on January 04, 2016, 09:53:40 am
Normally you can see which phase he's in by whether the 3 revealed cards are still out. To avoid this, the Black Market deck has to be empty.
Right.

The only treasure card I can find, where you knowing matters, is Contraband (you want to know if he can play more action cards). But if this is the case, he can just always answer that it's still his action phase.
Asking which phase he is in when contrabanding is meaningless because no card (except Black Market) lets him buy a card in the Action phase.

Hint: blue card
Title: Re: Easy Puzzles
Post by: Chris is me on January 04, 2016, 10:08:01 am
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?

There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Title: Re: Easy Puzzles
Post by: majiponi on January 04, 2016, 07:46:40 pm
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?

There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Congratulations! Perfect answer!
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 05, 2016, 05:03:41 am
Normally you can see which phase he's in by whether the 3 revealed cards are still out. To avoid this, the Black Market deck has to be empty.
Right.

The only treasure card I can find, where you knowing matters, is Contraband (you want to know if he can play more action cards). But if this is the case, he can just always answer that it's still his action phase.
Asking which phase he is in when contrabanding is meaningless because no card (except Black Market) lets him buy a card in the Action phase.

When he can buy cards isn't the point.
After playing Contraband he has $6 and one card left in hand. You know the only treasure he has left are Coppers. He does have action cards giving $2, and he has 1 action left.
If he's in his action phase, he can maybe afford Province, and then you want to name Province to avoid that.
If he's in his buy phase, you know that he can't afford Province, and you want to name something cheaper.
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 05, 2016, 05:08:48 am
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?

There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Congratulations! Perfect answer!

But wouldn't the best play for him always be to say, that it's his action phase?
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.
Title: Re: Easy Puzzles
Post by: singletee on January 05, 2016, 07:32:58 am
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?

There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Congratulations! Perfect answer!

But wouldn't the best play for him always be to say, that it's his action phase?
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.

Ok, how about this: he Counterfeits a Venture, first hitting Relic. The second play of Venture could hit Horn of Plenty. He may want to be in his buy phase so that Peddler is cheaper, and he cannot switch phases in between.
Title: Re: Easy Puzzles
Post by: Chris is me on January 05, 2016, 07:46:13 am
Next problem

Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?

There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Congratulations! Perfect answer!

But wouldn't the best play for him always be to say, that it's his action phase?
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.

Puzzle just says you ask what phase it is - you just need to supply an instance of when it could matter, not an instance where your opponent might choose one or the other. The opponent should always name the Action phase in your Contraband example too, because even without an Action to afford Province he wants you to name cards he can't afford.
Title: Re: Easy Puzzles
Post by: Simon (DK) on January 05, 2016, 08:26:06 am
The opponent should always name the Action phase in your Contraband example too, because even without an Action to afford Province he wants you to name cards he can't afford.

I know. That's why I wrote this sentence:

But if this is the case, he can just always answer that it's still his action phase.
Title: Re: Easy Puzzles
Post by: majiponi on January 05, 2016, 08:46:59 am
But wouldn't the best play for him always be to say, that it's his action phase?
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.
Then, how about this:
The reaction card is Secret Chamber.
If you react, your opponent can know you can earn at least 4 coins.
He sometimes wants to know whether you can earn on the last phase - maybe he loses when he buys something.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 12:17:39 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on January 29, 2016, 12:24:32 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

Discard Tunnel and draw the Gold.
Title: Re: Easy Puzzles
Post by: AJD on January 29, 2016, 12:24:42 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

A trick question deserves a trick answer: you never draw cards with Scrying Pool. You just reveal them and then put them in your hand.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 12:41:10 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

Discard Tunnel and draw the Gold.

Ah, that works, but not what I was thinking.  My answer is "trickier" than that.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 12:43:32 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

You don't draw the card, you put it into your hand.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 12:47:23 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

You don't draw the card, you put it into your hand.

It never gets in your hand at all.
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2016, 12:51:47 pm
If it really is a trick question, "deck" might not include your discard pile.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 12:54:54 pm
If it really is a trick question, "deck" might not include your discard pile.

It does.  The card can be in your deck or discard pile -- either way, it's not drawn nor put into your hand.

Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 12:55:45 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

You have 1 card left in your deck that you haven't drawn. In addition to that 1 card, you have other cards. And then you draw those other cards, but not that particular card.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 12:56:34 pm
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?

You have 1 card left in your deck that you haven't drawn. In addition to that 1 card, you have other cards. And then you draw those other cards, but not that particular card.

No.  You have 1 and only 1 card in your deck / discard pile.
Title: Re: Easy Puzzles
Post by: enfynet on January 29, 2016, 01:02:29 pm
If it really is a trick question, "deck" might not include your discard pile.

It does.  The card can be in your deck or discard pile -- either way, it's not drawn nor put into your hand.

Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.
I don't see how any of those interrupted the card revealing.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 01:10:12 pm
Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.

Is it Moat?
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 01:10:53 pm
Do you have your -1 card token on your deck somehow? Doesn't involve a reaction card but like...
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 01:11:32 pm
Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.

Is it Moat?

I should have seen that coming.  That could be part of the answer (any "When another player plays an attack card" reaction card would work).
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 01:13:29 pm
Do you have your -1 card token on your deck somehow? Doesn't involve a reaction card but like...

I don't consider Adventure stuff in my puzzles yet, so no.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 01:13:41 pm
Do you have your -1 card token on your deck somehow? Doesn't involve a reaction card but like...

The -1 card token doesn't do anything to Scrying Pool because it doesn't technically draw.
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 01:19:54 pm
Is this all the steps there are?

P1 plays Scrying Pool
P2 uses a reaction card (and something happens)
P1 reveals the only card in their deck and discards it or puts it back
P1 possibly reveals the top card of P2's deck and discards it or puts it back
P1 reveals the only card in their deck and discards it or puts it back -OR- P1 does nothing
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 01:28:20 pm
Hmm... I just thought of something. Is a forced action card like Herald or Golem involved?
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 01:36:30 pm
Hmm... I just thought of something. Is a forced action card like Herald or Golem involved?

No
Title: Re: Easy Puzzles
Post by: Deadlock39 on January 29, 2016, 01:39:02 pm
You play Scrying Pool.  When your opponent clicks on their reaction card, a bug in the Making Fun client causes their game to crash.  They quit the game while they still have priority, and the game ends before you can draw your card.
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 01:44:27 pm
You play Scrying Pool.  When your opponent clicks on their reaction card, a bug in the Making Fun client causes their game to crash.  They quit the game while they still have priority, and the game ends before you can draw your card.
Or one person resigns before you can draw the card.

Edit: I suppose the answer isn't just "You have one card in your deck - it's the Scrying Pool you just played"
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 01:51:20 pm
You play Scrying Pool.  When your opponent clicks on their reaction card, a bug in the Making Fun client causes their game to crash.  They quit the game while they still have priority, and the game ends before you can draw your card.
Or one person resigns before you can draw the card.

Edit: I suppose the answer isn't just "You have one card in your deck - it's the Scrying Pool you just played"

 ;D Correct. To clarify: you play your SP, opponent has a Secret Chamber or something in hand, then they realize just how far behind they are and resign.  Game ends, with you having never drawn that card.

EDIT: there's also a way with Possession (though Possession was outlawed by the OP):
I, P1, am possessing my opponent, P2.  P2 (as me) plays SP. I reveal P2's only card in deck, discard it, then reveal P1's top card which is a Tunnel, and discard it. I (P2) gain the Gold, and then I draw it instead of the other card.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on January 29, 2016, 01:52:36 pm
Boooooooooo
Title: Re: Easy Puzzles
Post by: enfynet on January 29, 2016, 01:54:08 pm
So, playing nearly all of my Dominion games IRL instead of online basically just prevented me from seeing an answer that really has nothing to do with the cards, or even the game itself. Nice.
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 01:55:40 pm
Boooooooooo

So, playing nearly all of my Dominion games IRL instead of online basically just prevented me from seeing an answer that really has nothing to do with the cards, or even the game itself. Nice.

I did mention it was kind of a trick question.  And I also said I played a Scrying Pool -- not an IRL Scrying Pool.
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 01:57:29 pm
Really easy puzzle:

I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?
Title: Re: Easy Puzzles
Post by: enfynet on January 29, 2016, 01:58:55 pm
The other player's Blitz timer ran out?
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 02:01:43 pm
The other player's Blitz timer ran out?
Eh, I suppose, but not what I had in mind.
Title: Re: Easy Puzzles
Post by: ashersky on January 29, 2016, 02:09:12 pm
Really easy puzzle:

I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?

Eight Gardens, final Scout for a 3 pile.
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 02:12:05 pm
Really easy puzzle:

I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?

Eight Gardens, final Scout for a 3 pile.

But then you'd win now, not next turn.
Title: Re: Easy Puzzles
Post by: ashersky on January 29, 2016, 02:13:57 pm
Really easy puzzle:

I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?

Eight Gardens, final Scout for a 3 pile.

But then you'd win now, not next turn.

Seems like there's an almost infinite number of things we could make up between "you bought the second to last Scout, pumping all 8 of your Gardens up one point" and the next turn where you buy the last Scout.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 02:14:41 pm
Really easy puzzle:

I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?

Eight Gardens, final Scout for a 3 pile.

But then you'd win now, not next turn.

It's your opponent who buys the final Scout for a 3-pile.
Title: Re: Easy Puzzles
Post by: ashersky on January 29, 2016, 02:20:00 pm
Wait, Roadrunner is your opponent and he has a heart attack because he's so happy you bought a Scout, is unable to finish the game, and you win by default?
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 02:43:17 pm
I'll add a clarification: None of the other Scouts have been bought.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 02:44:26 pm
I'll add a clarification: None of the other Scouts have been bought.

You reveal a Trader and gain a Silver instead. Then your opponent buys the last Silver for the 3-pile.
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 02:52:28 pm
Eheh. I guess plenty of things can happen.

How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 02:58:17 pm
Eheh. I guess plenty of things can happen.

How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.

It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.

If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?
Title: Re: Easy Puzzles
Post by: Dingan on January 29, 2016, 02:58:19 pm
Vineyards?
Title: Re: Easy Puzzles
Post by: xyz123 on January 29, 2016, 02:58:58 pm
You are less than 6 points behind. You are playing an engine where the only draw card is Embassy, which means after drawing your deck you have to discard three cards. You have three Distant Lands in your deck. After playing your last Embassy you discard the three Distant Lands and play Scout to draw them again. You have sufficient actions left over to put each on your Tavern Mat scoring you 12 points and giving you the lead. You can then use your multiple buys to end the game.

Your opponent is playing pure Embassy BM so can only buy one card per turn and there are multiple Provinces remaining. This means they cannot end the game on their turn and neither can they prevent you from winning even if they buy Province.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 03:07:54 pm
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.

I'll add a clarification: None of the other Scouts have been bought.

None of the other Scouts were bought. They were gained through Ironworks.
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 03:26:15 pm
Eheh. I guess plenty of things can happen.

How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.

It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.

If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?

There you go. Fairgrounds were what I was looking for, but Vineyards work too.
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2016, 03:48:09 pm
Really easy puzzle:

I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?

You have two Goons in play and it's the last Scout.

Meh, too late again.
Title: Re: Easy Puzzles
Post by: ashersky on January 29, 2016, 04:32:24 pm
Eheh. I guess plenty of things can happen.

How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.

It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.

If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?

There you go. Fairgrounds were what I was looking for, but Vineyards work too.

Fairgrounds might put you in the lead, but why did you win the next turn?  That is, why did the game end?
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 04:36:32 pm
Eheh. I guess plenty of things can happen.

How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.

It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.

If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?

There you go. Fairgrounds were what I was looking for, but Vineyards work too.

Fairgrounds might put you in the lead, but why did you win the next turn?  That is, why did the game end?

Assuming a rational opponent, there could be Swindler, Jester, Golem/Herald into gainer... or an opponent who doesn't realize they're behind.
Title: Re: Easy Puzzles
Post by: Elanchana on January 29, 2016, 04:54:01 pm
Eheh. I guess plenty of things can happen.

How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.

It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.

If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?

There you go. Fairgrounds were what I was looking for, but Vineyards work too.

Fairgrounds might put you in the lead, but why did you win the next turn?  That is, why did the game end?

I meant YOUR next turn. Last Fairgrounds or something.
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 05:17:18 pm
Feast
Embargo
Island
Treasure Map
Pillage
Distant Lands
Wine Merchant
Hireling
Champion

What's missing?
Title: Re: Easy Puzzles
Post by: eHalcyon on January 29, 2016, 05:19:09 pm
Feast
Island
Treasure Map
Distant Lands
Wine Merchant
Hireling
Champion

What's missing?

Every card other than Feast, Island, Treasure Map, Distant Lands, Wine Merchant, Hireling and Champion are missing from that list.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 05:26:05 pm
Feast
Island
Treasure Map
Distant Lands
Wine Merchant
Hireling
Champion

What's missing?

Moat.
Title: Re: Easy Puzzles
Post by: Limetime on January 29, 2016, 05:29:06 pm
Prince
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 05:30:13 pm
Feast
Island
Treasure Map
Pillage
Distant Lands
Wine Merchant
Hireling
Champion

What's missing?

Whoops, I left one out. Pillage should also be on the list; I added it. All the cards on the list share a particular property. There is only one other Dominion card with that property. What are the missing card and the common property?
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 05:32:40 pm
Prince

No, not Prince.
Title: Re: Easy Puzzles
Post by: Limetime on January 29, 2016, 05:34:53 pm
duplicate
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 05:37:55 pm
duplicate

Nope. What is the common property?

Also, I left out Embargo. Added that one, too.
Title: Re: Easy Puzzles
Post by: AdrianHealey on January 29, 2016, 05:43:43 pm
When played, they can't get discarded?
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 05:54:45 pm
When played, they can't get discarded?

That's true, but there several other cards like that.
Title: Re: Easy Puzzles
Post by: Limetime on January 29, 2016, 05:56:55 pm
All one shots?
Title: Re: Easy Puzzles
Post by: Limetime on January 29, 2016, 05:57:44 pm
band of misfits?
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 08:03:12 pm
There is something you can't do with all the listed cards.
Title: Re: Easy Puzzles
Post by: Qvist on January 29, 2016, 08:28:21 pm
Raze
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2016, 08:37:34 pm
There is something you can't do with all the listed cards.

Scheme them.
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 08:37:58 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on January 29, 2016, 08:39:01 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
You can Scheme Treasure Map.
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2016, 08:39:37 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?

Let's see... Madman, apparently.
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2016, 08:41:07 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
You can Scheme Treasure Map.

You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on January 29, 2016, 08:41:50 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
You can Scheme Treasure Map.

You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
So if you play Treasure Map without another Treasure Map, it just gets trashed?
Title: Re: Easy Puzzles
Post by: eHalcyon on January 29, 2016, 08:42:17 pm
When played, they can't get discarded?

That's true, but there several other cards like that.

Isn't this equivalent to Asper's answer?
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 08:47:14 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?

Let's see... Madman, apparently.

That's it.

You can Scheme the Reserve Actions I didn't list on the turn you call them.
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 08:48:04 pm
When played, they can't get discarded?

That's true, but there several other cards like that.

Isn't this equivalent to Asper's answer?

Calling a card gets in into play without playing it. Then you can Scheme it.
Title: Re: Easy Puzzles
Post by: Awaclus on January 29, 2016, 08:59:48 pm
So if you play Treasure Map without another Treasure Map, it just gets trashed?

Yes, that's a convenient way to get rid of them when you have purchased more than two Treasure Maps to help with the collision but you already collided two of them.
Title: Re: Easy Puzzles
Post by: eHalcyon on January 29, 2016, 09:01:27 pm
When played, they can't get discarded?

That's true, but there several other cards like that.

Isn't this equivalent to Asper's answer?

Calling a card gets in into play without playing it. Then you can Scheme it.

Oh, so Adrian would have been right if he'd said that they never get discarded from play, period.
Title: Re: Easy Puzzles
Post by: singletee on January 29, 2016, 09:12:29 pm
When played, they can't get discarded?

That's true, but there several other cards like that.

Isn't this equivalent to Asper's answer?

Calling a card gets in into play without playing it. Then you can Scheme it.

Oh, so Adrian would have been right if he'd said that they never get discarded from play, period.

Yeah.
Title: Re: Easy Puzzles
Post by: wachsmuth on February 10, 2016, 04:39:55 am
Another card belongs on this list. Which one?

Squire
Masquerade
Jester
Hero
Title: Re: Easy Puzzles
Post by: faust on February 10, 2016, 08:07:23 am
Another card belongs on this list. Which one?

Squire
Masquerade
Jester
Hero

All these cards can add $5 attacks to you deck, so... University? Altar? Since this is not unique, it's probably not the solution.
Title: Re: Easy Puzzles
Post by: J Reggie on February 10, 2016, 09:14:46 am
Another card belongs on this list. Which one?

Squire
Masquerade
Jester
Hero

These can all get potion-cost cards into your deck (not necessarily gain them) without you having to play a potion. Is the missing card Disciple?
Title: Re: Easy Puzzles
Post by: GendoIkari on February 10, 2016, 10:44:15 am
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
You can Scheme Treasure Map.

You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
So if you play Treasure Map without another Treasure Map, it just gets trashed?

That depends, does it say "trash this" as the first instruction?
Title: Re: Easy Puzzles
Post by: AJD on February 10, 2016, 02:10:57 pm
Another card belongs on this list. Which one?

Squire
Masquerade
Jester
Hero

These can all get potion-cost cards into your deck (not necessarily gain them) without you having to play a potion. Is the missing card Disciple?

No, Disciple is too broad, because then Expand and Remodel and so on would also count.

It's gotta be Thief, I guess.
Title: Re: Easy Puzzles
Post by: wachsmuth on February 11, 2016, 07:37:33 am
Correct.

It's the small set of cards that can get you Potion-cost cards without having a Potion-cost card or a Potion in your deck already. Arguably Ambassador also works, but that doesn't work without the opponent being cooperative (or extremely unlucky in a Golem or Herald deck).
Title: Re: Easy Puzzles
Post by: Asper on February 11, 2016, 09:29:43 am
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
You can Scheme Treasure Map.

You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
So if you play Treasure Map without another Treasure Map, it just gets trashed?

That depends, does it say "trash this" as the first instruction?

Is this a serious question? Because i figured looking at the card using your cool Chrome plugin would answer that question for you. It says "trash this and another Treasure Map from your hand." If you have no other Treasure Map, you still do as much as you can, and trash the played Map itself.
Title: Re: Easy Puzzles
Post by: werothegreat on February 11, 2016, 08:14:47 pm
I bought a Pilgrimage and gained a Victory card.  There are no multi-type Victory cards in the Kingdom.  How did I do it?
Title: Re: Easy Puzzles
Post by: singletee on February 11, 2016, 08:32:47 pm
I bought a Pilgrimage and gained a Victory card.  There are no multi-type Victory cards in the Kingdom.  How did I do it?

Inheritance
Title: Re: Easy Puzzles
Post by: J Reggie on February 11, 2016, 08:57:42 pm
I bought a Pilgrimage and gained a Victory card.  There are no multi-type Victory cards in the Kingdom.  How did I do it?

Border Village, I would assume.
Title: Re: Easy Puzzles
Post by: singletee on February 11, 2016, 09:54:50 pm
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?
Title: Re: Easy Puzzles
Post by: ConMan on February 11, 2016, 10:16:38 pm
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?
You revealed a Secret Chamber, but you only had one card in your deck and one in your discard. You drew both of them, then returned two cards to the top of your deck.
Title: Re: Easy Puzzles
Post by: wachsmuth on February 12, 2016, 07:13:17 am
I bought a Pilgrimage and gained a Victory card.  There are no multi-type Victory cards in the Kingdom.  How did I do it?
Title: Re: Easy Puzzles
Post by: AdamH on February 12, 2016, 08:00:27 am
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?

Umm, Beggar?
Title: Re: Easy Puzzles
Post by: singletee on February 12, 2016, 11:15:58 am
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?

Umm, Beggar?

Whoops, forgot about that one. Caravan Guard with empty deck and 2 cards in discard works too, though what I was actually thinking of was reacting with Secret Chamber while your -1 Card token is on your deck.
Title: Re: Easy Puzzles
Post by: GendoIkari on February 13, 2016, 01:28:27 pm
There is something you can't do with all the listed cards.

Scheme them.

We have a winner! And what's the missing card?
You can Scheme Treasure Map.

You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
So if you play Treasure Map without another Treasure Map, it just gets trashed?

That depends, does it say "trash this" as the first instruction?

Is this a serious question? Because i figured looking at the card using your cool Chrome plugin would answer that question for you. It says "trash this and another Treasure Map from your hand." If you have no other Treasure Map, you still do as much as you can, and trash the played Map itself.

It was meant as a rhetorical question, to help Roadrunner get clarity on why a single Treasure Map would trash itself.
Title: Re: Easy Puzzles
Post by: Dingan on February 19, 2016, 03:46:36 pm
During my buy phase, there are no empty supply piles.  But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase.  How?
Title: Re: Easy Puzzles
Post by: singletee on February 19, 2016, 03:54:16 pm
During my buy phase, there are no empty supply piles.  But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase.  How?

1. You Counterfeited a bunch of Contrabands.
2. You bought Mission during your last turn.
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on February 19, 2016, 04:03:03 pm
During my buy phase, there are no empty supply piles.  But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase.  How?

1. You Counterfeited a bunch of Contrabands.
2. You bought Mission during your last turn.
Mission probably doesn't work, as you could buy another Event. Unless there are no other events. But Counterfeiting Contrabands seems legit.
Title: Re: Easy Puzzles
Post by: Accatitippi on February 19, 2016, 04:04:37 pm
During my buy phase, there are no empty supply piles.  But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase.  How?

1. You Counterfeited a bunch of Contrabands.
2. You bought Mission during your last turn.
1. (Assuming there aren't any Events in the Kingdom.)
2. You can technically still buy Mission.
Title: Re: Easy Puzzles
Post by: gkrieg13 on February 19, 2016, 07:38:55 pm
Maybe you just didn't have the will?
Title: Re: Easy Puzzles
Post by: Limetime on February 19, 2016, 09:19:28 pm
During my buy phase, there are no empty supply piles.  But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase.  How?
You are taking a bathroom break and cannot click on buttons.
Title: Re: Easy Puzzles
Post by: xyz123 on February 20, 2016, 02:29:45 am
You keeled over and died mid turn?
Title: Re: Easy Puzzles
Post by: Accatitippi on February 20, 2016, 03:20:26 am
Ooooh, I think I got this one:
Making fun!
Title: Re: Easy Puzzles
Post by: tailred on February 20, 2016, 08:55:26 am
During my buy phase, there are no empty supply piles.  But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase.  How?
You're being possessed by someone who's adamant about not buying anything? It is technically your buy phase.
Title: Re: Easy Puzzles
Post by: Accatitippi on February 20, 2016, 09:13:00 am
During my buy phase, there are no empty supply piles.  But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase.  How?
You're being possessed by someone who's adamant about not buying anything? It is technically your buy phase.
I like this solution. Maybe you have 6 Princed Goons. HA!

(Yes, you used cost reduction, obviously. Such a powerful counter to Possession was definitely worth the trouble)
Title: Re: Easy Puzzles
Post by: ephesos on February 25, 2016, 09:07:22 pm
During my buy phase, there are no empty supply piles.  But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase.  How?
During my buy phase, there are no empty supply piles.  But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase.  How?

Sneaky edits...
Title: Re: Easy Puzzles
Post by: wachsmuth on February 25, 2016, 09:10:03 pm
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.
Title: Re: Easy Puzzles
Post by: xyz123 on February 26, 2016, 02:12:03 am
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.

I think you may be onto something here....

The kingdom consists of 9 potion cost cards and Contraband. You have played 7 Contrabands to which your opponent nominated Province, Duchy, Estate, Gold, Silver, Copper and Contraband, You do not have a potion in your hand.
Title: Re: Easy Puzzles
Post by: Simon (DK) on February 26, 2016, 03:08:16 am
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.

I think you may be onto something here....

The kingdom consists of 9 potion cost cards and Contraband. You have played 7 Contrabands to which your opponent nominated Province, Duchy, Estate, Gold, Silver, Copper and Contraband, You do not have a potion in your hand.

8 Contrabands. The opponent also has to name Curse.
Title: Re: Easy Puzzles
Post by: J Reggie on February 26, 2016, 09:20:37 am
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.

I think you may be onto something here....

The kingdom consists of 9 potion cost cards and Contraband. You have played 7 Contrabands to which your opponent nominated Province, Duchy, Estate, Gold, Silver, Copper and Contraband, You do not have a potion in your hand.

8 Contrabands. The opponent also has to name Curse.

And Potion, which makes it 9.
Title: Re: Easy Puzzles
Post by: Burning Skull on March 03, 2016, 05:15:42 am
(http://wiki.dominionstrategy.com/images/3/37/Mystic.jpg) (http://wiki.dominionstrategy.com/index.php/Mystic) (http://wiki.dominionstrategy.com/images/e/ed/Tactician.jpg) (http://wiki.dominionstrategy.com/index.php/Tactician) (http://wiki.dominionstrategy.com/images/f/fd/Treasury.jpg) (http://wiki.dominionstrategy.com/index.php/Treasury) (http://wiki.dominionstrategy.com/images/e/ea/Farmland.jpg) (http://wiki.dominionstrategy.com/index.php/Farmland) (http://wiki.dominionstrategy.com/images/8/8d/King's_Court.jpg) (http://wiki.dominionstrategy.com/index.php/King's Court)
(http://wiki.dominionstrategy.com/images/2/29/Chapel.jpg) (http://wiki.dominionstrategy.com/index.php/Chapel) (http://wiki.dominionstrategy.com/images/3/3f/Vagrant.jpg) (http://wiki.dominionstrategy.com/index.php/Vagrant) (http://wiki.dominionstrategy.com/images/b/b4/Bishop.jpg) (http://wiki.dominionstrategy.com/index.php/Bishop) (http://wiki.dominionstrategy.com/images/4/43/Bandit_Camp.jpg) (http://wiki.dominionstrategy.com/index.php/Bandit Camp) (http://wiki.dominionstrategy.com/images/2/28/Counterfeit.jpg) (http://wiki.dominionstrategy.com/index.php/Counterfeit)

What unusual thing will happen in this game if it is played more or less optimally?
Title: Re: Easy Puzzles
Post by: Limetime on March 03, 2016, 08:27:51 am
(http://wiki.dominionstrategy.com/images/3/37/Mystic.jpg) (http://wiki.dominionstrategy.com/index.php/Mystic) (http://wiki.dominionstrategy.com/images/e/ed/Tactician.jpg) (http://wiki.dominionstrategy.com/index.php/Tactician) (http://wiki.dominionstrategy.com/images/f/fd/Treasury.jpg) (http://wiki.dominionstrategy.com/index.php/Treasury) (http://wiki.dominionstrategy.com/images/e/ea/Farmland.jpg) (http://wiki.dominionstrategy.com/index.php/Farmland) (http://wiki.dominionstrategy.com/images/8/8d/King's_Court.jpg) (http://wiki.dominionstrategy.com/index.php/King's Court)
(http://wiki.dominionstrategy.com/images/2/29/Chapel.jpg) (http://wiki.dominionstrategy.com/index.php/Chapel) (http://wiki.dominionstrategy.com/images/3/3f/Vagrant.jpg) (http://wiki.dominionstrategy.com/index.php/Vagrant) (http://wiki.dominionstrategy.com/images/b/b4/Bishop.jpg) (http://wiki.dominionstrategy.com/index.php/Bishop) (http://wiki.dominionstrategy.com/images/4/43/Bandit_Camp.jpg) (http://wiki.dominionstrategy.com/index.php/Bandit Camp) (http://wiki.dominionstrategy.com/images/2/28/Counterfeit.jpg) (http://wiki.dominionstrategy.com/index.php/Counterfeit)

What unusual thing will happen in this game if it is played more or less optimally?
Double tac?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on March 03, 2016, 08:29:33 am
A golden deck?
Title: Re: Easy Puzzles
Post by: Deadlock39 on March 03, 2016, 08:32:30 am
All the spoils will end up in the trash?
Title: Re: Easy Puzzles
Post by: Burning Skull on March 03, 2016, 09:03:11 am
Limetime, double Tac should happen here (at least I think so), but one can hardly call it unusual.

It is Deadlock's answer that I had in mind.

A golden deck?

Golden deck (5VP per turn) will be really slow here - it will be demolished by double Tac deck, and well, by the deck with just KCs, Mystics/Treasuries, Counterfeit too.
Title: Re: Easy Puzzles
Post by: gkrieg13 on March 03, 2016, 09:17:28 am
You will get more points by trashing a victory card than keeping it?
Title: Re: Easy Puzzles
Post by: Awaclus on March 03, 2016, 10:15:36 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Title: Re: Easy Puzzles
Post by: gkrieg13 on March 03, 2016, 10:16:56 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Counterfeit the spoils
Title: Re: Easy Puzzles
Post by: Awaclus on March 03, 2016, 10:24:48 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Counterfeit the spoils

That way they don't end up in the trash, because Spoils moves itself to the Spoils pile before Counterfeit can trash it.
Title: Re: Easy Puzzles
Post by: Burning Skull on March 03, 2016, 11:00:13 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.
Title: Re: Easy Puzzles
Post by: Deadlock39 on March 03, 2016, 11:05:07 am
I would also be skeptical on the spoils getting trashed, even though it seemed like a good guess for the puzzle.

I think the idea is that you want Bandit Camps to play multiple Bishops, but have to get the Spoils out so they don't clog your double Tactician.  I'm skeptical that this actually happens with ideal play because I don't think you are in strong need of playing multiple terminals during the building phase, and beyond that, King's Court will work better as your splitter.  Spending a bunch of time Bishop-ing Spoils for 1 VP seems like a bad plan. Even if that was happening, I'm not sure I believe they all get trashed before the game ends with the large payload you can get from King's Court/Mystic/Treasury.
Title: Re: Easy Puzzles
Post by: Awaclus on March 03, 2016, 11:17:18 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.

Is it really worth it for just the +1VP per Bishop?
Title: Re: Easy Puzzles
Post by: Limetime on March 03, 2016, 11:18:14 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.

Is it really worth it for just the +1VP per Bishop?
It's for destroying spoils.
Title: Re: Easy Puzzles
Post by: Burning Skull on March 03, 2016, 11:23:25 am
I think if you go for Double Tactician you also go for Bishoping the Spoils, because you are limited with two buys, and well - you can
You only need one Camp for it for sure, and it seems like a nice first 5-cost buy.

The only thing I am concerned about is that maybe you don't go for Tactician at all: just get KCs, Mystics, Treasuries and Conterfeits. That might easily end up with a several Provinces megaturn.

Anyway, I just feel like it's an interesting board and if somebody would like to play it with me I'll gladly do that.
Title: Re: Easy Puzzles
Post by: J Reggie on March 03, 2016, 11:25:15 am
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.

Is it really worth it for just the +1VP per Bishop?
It's for destroying spoils.

For that, we have Marpia Real (from the computer-made Dominion cards):

Quote
Marpia Real
$4, Action

You may play an Action card from your hand and trash the Spoils pile.
(This is not in the Supply.)
Title: Re: Easy Puzzles
Post by: schadd on March 03, 2016, 02:05:29 pm
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.

Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.

Is it really worth it for just the +1VP per Bishop?
It's for destroying spoils.

For that, we have Marpia Real (from the computer-made Dominion cards:

Quote
Marpia Real
$4, Action

You may play an Action card from your hand and trash the Spoils pile.
(This is not in the Supply.)
After
trash the spoils pile
then
1 Major/Minor Improvement
Title: Re: Easy Puzzles
Post by: Dingan on March 23, 2016, 04:12:16 pm
(1) The average number of types per Kingdom supply card in Alchemy is 1.17 (if I've done my math right).  What is the only set that has a lower average than this?  (I'm not counting Promos as a "set".)

Hint: It's not Base.

-----------

(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)
Title: Re: Easy Puzzles
Post by: eHalcyon on March 23, 2016, 04:49:48 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.  Supply card is a broader category that includes basic cards, but excludes things that you normally can't buy (e.g. Spoils).
Title: Re: Easy Puzzles
Post by: Dingan on March 23, 2016, 05:01:57 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.  Supply card is a broader category that includes basic cards, but excludes things that you normally can't buy (e.g. Spoils).

Cards that are one of the 10 random cards you put out.  So excluding things like Province, Duchy, Gold, Potion, Prizes, Spoils, etc...

And just to clarify, I didn't count Ruins towards anything, and I think I considered Knights as costing $4.9.  Not that that really matters.. I don't think you will need that fine-grained of detail to get the answer right.

Oh and I guess it also probably doesn't matter, but for the number of types per card, I did the union of all the types of the card plus its other non-supply cards.  So for example, I counted Tournament as 4 (Action, Attack, Treasure, Prize), and Knights as 4 (Action, Attack, Victory, Knight), etc.
Title: Re: Easy Puzzles
Post by: Watno on March 23, 2016, 05:07:51 pm
I'd guess (1) is Prosperity, (2) is Alchemy
Title: Re: Easy Puzzles
Post by: wachsmuth on March 23, 2016, 08:37:45 pm
(1) The average number of types per Kingdom supply card in Alchemy is 1.17 (if I've done my math right).  What is the only set that has a lower average than this?  (I'm not counting Promos as a "set".)

Hint: It's not Base.

Am I wrong in thinking that both Guilds and Prosperity work here?
Title: Re: Easy Puzzles
Post by: Watno on March 23, 2016, 08:52:28 pm
pretty sure you're right now that i checked.
Title: Re: Easy Puzzles
Post by: AJD on March 23, 2016, 11:18:41 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.

That's as may be, but it seems to be redundant, rather than ambiguous.
Title: Re: Easy Puzzles
Post by: eHalcyon on March 23, 2016, 11:41:55 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.

That's as may be, but it seems to be redundant, rather than ambiguous.

Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting.  So it's technically redundant, but ambiguous in practice.
Title: Re: Easy Puzzles
Post by: Dingan on March 24, 2016, 03:12:02 pm
I play a Tactician this turn (it wasn't played the previous turn).  Then later this turn, I play some Treasures.  How?  Nothing from Adventures allowed.
Title: Re: Easy Puzzles
Post by: Seprix on March 24, 2016, 03:18:25 pm
I play a Tactician this turn (it wasn't played the previous turn).  Then later this turn, I play some Treasures.  How?  Nothing from Adventures allowed.

Golem draws Tactician and a draw card, play Tac first, Draw card draws treasures.
Title: Re: Easy Puzzles
Post by: Asper on March 24, 2016, 03:19:13 pm
I play a Tactician this turn (it wasn't played the previous turn).  Then later this turn, I play some Treasures.  How?  Nothing from Adventures allowed.

Ninja'd for Golem. I'll add Throned Herald.
Title: Re: Easy Puzzles
Post by: Seprix on March 24, 2016, 03:26:51 pm
Highest amount of coin count in 3 turns, excluding the current coppers in your starting hands? Adventures allowed. Go crazy. I bet someone will get higher than I did. I currently have $18. As per rules, only 2 events per game.

Example:
T1/T2 buy Silver, Squire ($2)
T3 (hand: Squire, Silver, x3 copper) Play Squire for Silver ($3), buy Borrow ($1), Gold ($3)
Total: $9
Title: Re: Easy Puzzles
Post by: wachsmuth on March 25, 2016, 05:33:01 pm
Highest amount of coin count in 3 turns, excluding the current coppers in your starting hands? Adventures allowed. Go crazy. I bet someone will get higher than I did. I currently have $18. As per rules, only 2 events per game.

Using 2 turns here for hardmode


Events used: Travelling Fair, Alms

With Shelters,

Kingdom has Baker, Stonemason, Poor House, Death Cart

Open 5C, spent Baker Token, buy Travelling Fair, Stonemason overpaying by 1, also 1 Poor House, top deck 2 Poor Houses

Turn 2: Draw Poor House, Poor House, 3 shelters. Buy 2x Travelling Fair, Stonemason overpaying by one, gain 2 Poor Houses, buy Poor House, Alms for Death Cart, gain 2 Ruined Mines.

6 Poor Houses is 24, 1 Death Cart is 4 and the 2 Ruined Mines make for a total of 30 extra coin added to the deck. Actually, let's make that 32, because 2 of the coppers never got into my starting hands.

Title: Re: Easy Puzzles
Post by: Seprix on March 25, 2016, 05:42:05 pm
Highest amount of coin count in 3 turns, excluding the current coppers in your starting hands? Adventures allowed. Go crazy. I bet someone will get higher than I did. I currently have $18. As per rules, only 2 events per game.

Using 2 turns here for hardmode


Events used: Travelling Fair, Alms

With Shelters,

Kingdom has Baker, Stonemason, Poor House, Death Cart

Open 5C, spent Baker Token, buy Travelling Fair, Stonemason overpaying by 1, also 1 Poor House, top deck 2 Poor Houses

Turn 2: Draw Poor House, Poor House, 3 shelters. Buy 2x Travelling Fair, Stonemason overpaying by one, gain 2 Poor Houses, buy Poor House, Alms for Death Cart, gain 2 Ruined Mines.

6 Poor Houses is 24, 1 Death Cart is 4 and the 2 Ruined Mines make for a total of 30 extra coin added to the deck. Actually, let's make that 32, because 2 of the coppers never got into my starting hands.


I intended it so that you'd have to play the card to gain the coin amount with actions. I don't know, I mean, I can't think of a reason to exclude action cards with money gaining. If it only counts if you play the action card, it should only count if you can play the money card. Ugh.
Title: Re: Easy Puzzles
Post by: Seprix on March 25, 2016, 05:51:20 pm
I'll restart the thing, I guess.

Gain as much value in coin as possible in 3 turns. Coin value is earned by playing Action cards with +coin, and by buying treasure. Gaining action cards with +coin without playing them does not gain value in coin.

My all new current record with wachsmuth's current setup: $42

Setup: Shelters
Action cards: Baker, Poor House, Stonemason, Masterpiece
Events: Borrow, Traveling Fair

T1: 5x copper
$5 to spend.

Buy Traveling Fair, Buy Stonemason, overpay for 2 Poor Houses. Buy 1 copper (+1).
[Coin value this turn: $1][Total coin value: $1]
Topdeck Poor Houses.

T2: Shelters, x2 Poor House
Play Necropolis, play x2 Poor House (+8).
Use coin token, $9 to spend.
Buy Masterpiece (+1), overpay $6, gain 6 Silvers (+12).
[Coin value this turn: $21][Total coin value: $22]

T3: x3 Silver, x2 Copper
$8 to spend.

Buy Borrow (+1), $9 to spend.
Buy Masterpiece (+1), overpay $6, gain 6 Silvers (+12).
[Coin value this turn: $14][Total coin value: $36]
Title: Re: Easy Puzzles
Post by: faust on March 25, 2016, 06:35:24 pm
Gain as much value in coin as possible in 3 turns.

What happens if I gain a Bank?
Title: Re: Easy Puzzles
Post by: faust on March 25, 2016, 06:40:10 pm
Also this:

http://forum.dominionstrategy.com/index.php?topic=8448.msg256077#msg256077

I'm too lazy to calculate the max value in coins of the supply.
Title: Re: Easy Puzzles
Post by: Seprix on March 25, 2016, 07:08:51 pm
Gain as much value in coin as possible in 3 turns.

What happens if I gain a Bank?

Well, when you play Bank, the value is 0, plus any treasures in play. So it is worth 0 when gained.

There's probably fun things to be done with Summon, but I dunno, the little thing I set up doesn't seem to be all that exciting. Maybe I should think of a different idea.
Title: Re: Easy Puzzles
Post by: wachsmuth on March 25, 2016, 07:54:00 pm
There's probably fun things to be done with Summon, but I dunno, the little thing I set up doesn't seem to be all that exciting. Maybe I should think of a different idea.

I like the puzzle, as long as it's stated clearly. The problem with it - like many other similar puzzles - is that the answer simply is to 'gain the supply', and then someone can just link one of those threads and that's usually that, maybe with some minor adjustments here and there.

Also your solution has two problems: You spent 1 buy too many in turn 1, and you only drew 5 instead of 7 coppers before reshuffling the deck.
Title: Re: Easy Puzzles
Post by: Seprix on March 25, 2016, 08:18:25 pm
There's probably fun things to be done with Summon, but I dunno, the little thing I set up doesn't seem to be all that exciting. Maybe I should think of a different idea.

I like the puzzle, as long as it's stated clearly. The problem with it - like many other similar puzzles - is that the answer simply is to 'gain the supply', and then someone can just link one of those threads and that's usually that, maybe with some minor adjustments here and there.

Also your solution has two problems: You spent 1 buy too many in turn 1, and you only drew 5 instead of 7 coppers before reshuffling the deck.

Fixed. In my haste to calculate Poor House and money count all in my head, I forgot about the topdecking effect. I even remembered it in the beginning. Ugh. As for the +buy, the +2 buys threw me off with Traveling Fair.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 02:20:29 pm
Some simple easy puzzles:

You have a 1 card hand. How do you get to a 2 Province buy?

You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?

It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?
Title: Re: Easy Puzzles
Post by: AJD on March 27, 2016, 02:31:18 pm
You have a 1 card hand. How do you get to a 2 Province buy?

The one card is Ruined Market, and you have 16 coin tokens.

Quote
It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?

You trash a Fool's Gold for your first Gold, and that puts your Fairgrounds that you had for some reason up to the next points threshold.
Title: Re: Easy Puzzles
Post by: navical on March 27, 2016, 02:34:37 pm
Some simple easy puzzles:

You have a 1 card hand. How do you get to a 2 Province buy?
That card is Philosopher's Stone and Traveling Fair is on the board.
Title: Re: Easy Puzzles
Post by: Awaclus on March 27, 2016, 02:55:23 pm
You have a 1 card hand. How do you get to a 2 Province buy?

That one card is a Lost City, and when you play it, you draw another Lost City and a Hunting Grounds, and when you play them, you draw 6 Highways, and when you play them, you draw 2 more Highways and a Candlestick Maker. Then you play the Candlestick Maker for the +buy and buy two Provinces for $0 each.

You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?

You have 8 Highways in play and then you buy a Traveling Fair.

It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?

He also buys a Trade to trash two Provinces from his hand.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 03:01:10 pm
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?

You have 8 Highways in play and then you buy a Traveling Fair.
Nice solution, now try no highways.
Title: Re: Easy Puzzles
Post by: Elanchana on March 27, 2016, 03:04:27 pm
You have a 1 card hand. How do you get to a 2 Province buy?

You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?

It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?

I assume you made these to have a lot of different solutions so lemme see if I can come up with some that no one wrote before.

1. It's a Scrying Pool and you don't have any non-actions. You draw your whole deck, which can buy two or more Provinces.

2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

3. Provinces are multiple-Embargoed. Or they are Embargoed once and he loses on turns.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 03:40:30 pm
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.
Title: Re: Easy Puzzles
Post by: Awaclus on March 27, 2016, 04:02:59 pm
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

It's Bridge Troll.
Title: Re: Easy Puzzles
Post by: Donald X. on March 27, 2016, 04:10:23 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.

That's as may be, but it seems to be redundant, rather than ambiguous.

Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting.  So it's technically redundant, but ambiguous in practice.
I'm not sure what your question is.

"Kingdom cards" are the ten cards that change from game to game, plus sometimes an 11th for Young Witch.

"The Supply" is the Kingdom cards plus Copper Silver Gold Estate Duchy Province Curse, sometimes plus Potion, sometimes plus Platinum Colony, sometimes plus Ruins.

When e.g. Ferry said "Kingdom card," people thought the token could go on the Provinces. Now it says "Action." I considered letting some of them go on Treasures too, but it mostly didn't come up and being consistent makes it easier to learn everything.
Title: Re: Easy Puzzles
Post by: eHalcyon on March 27, 2016, 04:34:56 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.

That's as may be, but it seems to be redundant, rather than ambiguous.

Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting.  So it's technically redundant, but ambiguous in practice.
I'm not sure what your question is.

"Kingdom cards" are the ten cards that change from game to game, plus sometimes an 11th for Young Witch.

"The Supply" is the Kingdom cards plus Copper Silver Gold Estate Duchy Province Curse, sometimes plus Potion, sometimes plus Platinum Colony, sometimes plus Ruins.

When e.g. Ferry said "Kingdom card," people thought the token could go on the Provinces. Now it says "Action." I considered letting some of them go on Treasures too, but it mostly didn't come up and being consistent makes it easier to learn everything.

I wasn't asking a question!  I was just commenting that people often get confused at what "kingdom card" actually means, and used that story about the events as an example.  Dingan wrote "kingdom supply cards", which is redundant, and the fact that people use the terms incorrectly made the redundant usage ambiguous to me.  Did Dingan actually mean "kingdom cards", or "supply cards", or something else entirely? 
Title: Re: Easy Puzzles
Post by: Donald X. on March 27, 2016, 04:47:34 pm
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right).  What is the only set that has a lower average than this?  (Again, don't care about Promos.)

"Kingdom supply" is kind of ambiguous.  Kingdom cards are the 10 that are randomized.  I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.

That's as may be, but it seems to be redundant, rather than ambiguous.

Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting.  So it's technically redundant, but ambiguous in practice.
I'm not sure what your question is.

"Kingdom cards" are the ten cards that change from game to game, plus sometimes an 11th for Young Witch.

"The Supply" is the Kingdom cards plus Copper Silver Gold Estate Duchy Province Curse, sometimes plus Potion, sometimes plus Platinum Colony, sometimes plus Ruins.

When e.g. Ferry said "Kingdom card," people thought the token could go on the Provinces. Now it says "Action." I considered letting some of them go on Treasures too, but it mostly didn't come up and being consistent makes it easier to learn everything.

I wasn't asking a question!  I was just commenting that people often get confused at what "kingdom card" actually means, and used that story about the events as an example.  Dingan wrote "kingdom supply cards", which is redundant, and the fact that people use the terms incorrectly made the redundant usage ambiguous to me.  Did Dingan actually mean "kingdom cards", or "supply cards", or something else entirely?
I see. So there was a question, about what Dingan meant, but you weren't asking it.

I of course saw "Donald, or LF?" (note the question mark) and thought I was being asked something.
Title: Re: Easy Puzzles
Post by: wachsmuth on March 27, 2016, 04:48:08 pm
Some simple easy puzzles:

You have a 1 card hand. How do you get to a 2 Province buy?

18$ Pirate Ship and Travelling Fair is on the board.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 05:14:06 pm
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

It's Bridge Troll.

Nah.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 05:14:39 pm
Some simple easy puzzles:

You have a 1 card hand. How do you get to a 2 Province buy?

18$ Pirate Ship and Travelling Fair is on the board.

There's probably like 80 more solutions, but that solution was not what I had in mind. But yes, it is correct.
Title: Re: Easy Puzzles
Post by: eHalcyon on March 27, 2016, 05:30:58 pm
I see. So there was a question, about what Dingan meant, but you weren't asking it.

I of course saw "Donald, or LF?" (note the question mark) and thought I was being asked something.

Ah, my meaning there was -- "Here's a playtesting anecdote I read recently, but I can't quite remember who was the one to provide that anecdote".  But hey, now you have confirmed the story here directly. :D
Title: Re: Easy Puzzles
Post by: Elanchana on March 27, 2016, 05:50:48 pm
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 05:54:35 pm
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.

Yes, no Farmland, because you have to buy the Provinces. And no Princess in play.
Title: Re: Easy Puzzles
Post by: Elanchana on March 27, 2016, 06:13:52 pm
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.

There is a cost reducer, but there is no Highways or Bridges or any of that.

No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.

Yes, no Farmland, because you have to buy the Provinces. And no Princess in play.

...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?
Title: Re: Easy Puzzles
Post by: Donald X. on March 27, 2016, 06:25:30 pm
I see. So there was a question, about what Dingan meant, but you weren't asking it.

I of course saw "Donald, or LF?" (note the question mark) and thought I was being asked something.

Ah, my meaning there was -- "Here's a playtesting anecdote I read recently, but I can't quite remember who was the one to provide that anecdote".  But hey, now you have confirmed the story here directly. :D
The important thing is that we're posting.
Title: Re: Easy Puzzles
Post by: Seprix on March 27, 2016, 06:52:45 pm
...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?

Okay, whatever. I'll say my solution because it may not be possible after all.

You have only $5 to spend with one buy, and you have to go ahead and buy a Province, right?

Here's what you have in hand: Silver, Silver, Quarry, Watchtower.

Play treasures, buy Traveling Fair, $3 left to spend. Quarry cheapens action cards, buy Cultist, trash with Watch tower, draw 3 Platinums, buy Province.

It's probably not possible because I don't know if you can play treasures once you actually buy something. I don't think I even need a Donald conformation, it doesn't work in MF or Goko now that I think about it. So yeah, not a real solution.

I'm not good at this puzzle thing at all.
Title: Re: Easy Puzzles
Post by: Elanchana on March 27, 2016, 06:56:07 pm
...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?

Okay, whatever. I'll say my solution because it may not be possible after all.

You have only $5 to spend with one buy, and you have to go ahead and buy a Province, right?

Here's what you have in hand: Silver, Silver, Quarry, Watchtower.

Play treasures, buy Traveling Fair, $3 left to spend. Quarry cheapens action cards, buy Cultist, trash with Watch tower, draw 3 Platinums, buy Province.

It's probably not possible because I don't know if you can play treasures once you actually buy something. I don't think I even need a Donald conformation, it doesn't work in MF or Goko now that I think about it. So yeah, not a real solution.

I'm not good at this puzzle thing at all.

Yeah you can't play treasures once you've bought something.

               redacted                                                     
Title: Re: Easy Puzzles
Post by: transportowiec96 on March 28, 2016, 02:44:52 am
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province?

I spend my 3 coin tokens and buy a Province.
How about 2 Provinces?
I spend my 13 coin tokens, buy a Travelling Fair and Two Provinces.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on March 28, 2016, 09:32:54 am
Might the solution involve princess and duplicate?
Title: Re: Easy Puzzles
Post by: Marcory on March 31, 2016, 12:19:31 am
Some simple easy puzzles:

You have a 1 card hand. How do you get to a 2 Province buy?

You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?

It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?

1. Forager. 11 Treasures in the Black Market have been trashed, as have 1 each of Copper/Silver/Gold/Platinum/Potion.

2. 
A. 7 Embargo tokens on Province, or:

B. You have Fools Gold and Market Square in hand. FG lets you gain a Gold, then you gain more Gold by Reacting to the Fools Gold trashing, thereby gaining enough cards to boost your Gardens (alternately , you could reveal Trader to gain a Silver instead of Gold to boost Feoda)

C.  If you didn't previously have a Gold but had at least 2 FG in your deck, gaining Gold could boost your Fairgrounds.
Title: Re: Easy Puzzles
Post by: Dingan on April 07, 2016, 11:53:44 am
There is a pile from which, no matter what I do, I cannot gain all the cards from.  What pile is it?

Note: this happens in MF; I'm not sure how I would make the pile IRL.  I'd probably just not put them all out.  But I don't know what the rule is.
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 11:58:16 am
There is a pile from which, no matter what I do, I cannot gain all the cards from.  What pile is it?

Note: this happens in MF; I'm not sure how I would make the pile IRL.  I'd probably just not put them all out.  But I don't know what the rule is.

I'd say Black Market with a Potion card, but then you have to put the Potion card out. I suppose if your opponent ran out all the Potion cards, you can't get a Potion Black Market card, but this feels like cheating.

It's not Spoils, it's not Madman. And while it feels like Highway, this is also not technically true.

I'd also joke it's the Randomizer deck.

A really clever answer is Copper, but all I'd have to do is buy Masquerade and Curse afterwards, passing the Curses for the opponent's copper.
Title: Re: Easy Puzzles
Post by: Dingan on April 07, 2016, 12:06:54 pm
No, none of that.  And no, it's not something dumb like a randomizer card or the trash card or anything.
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 12:07:23 pm
No, none of that.  And no, it's not something dumb like a randomizer card or the trash card or anything.

The trash card. HAHAHA! I'll keep thinking.
Title: Re: Easy Puzzles
Post by: Awaclus on April 07, 2016, 12:09:05 pm
A really clever answer is Copper, but all I'd have to do is buy Masquerade and Curse afterwards, passing the Curses for the opponent's copper.

Passing is not gaining.
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 12:10:59 pm
I would say a specific Ruins card, as there are tons of them and there's no real way to get all of that one card in any given game. I suppose oddswise, it's possible though, and of course, when we get to 6P games, then you can gain all of the Ruins. I am assuming a 2P game though.
Title: Re: Easy Puzzles
Post by: Dingan on April 07, 2016, 12:14:55 pm
No.  There are 1 or more cards you actually put out that you can't gain.  So it's not like the extra Ruins or Curses or green cards that you don't put out.

EDIT: MF puts them out.  In IRL, I just wouldn't put them out.  Although like I said, I don't know what the ruling is.
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 12:19:06 pm
And you said it's a pile, so it's not Event cards. I have no clue.
Title: Re: Easy Puzzles
Post by: Dingan on April 07, 2016, 12:22:07 pm
Hint 1: It's not a supply pile.

Hint 2: There are 10 of them, and I'm pretty sure you can only gain 1.
Title: Re: Easy Puzzles
Post by: J Reggie on April 07, 2016, 12:32:13 pm
Hint 1: It's not a supply pile.

Hint 2: There are 10 of them, and I'm pretty sure you can only gain 1.

As far as I know, the only two piles that meet these conditions are Madman and Mercenary, and you can gain all of those if you want.  Maybe it's something from Empires.
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 12:34:25 pm
It could be Mercenary, but you can still gain all 10 over time, given there's another attack on the board. Nothing from Adventures comes to mind at all.
Title: Re: Easy Puzzles
Post by: Awaclus on April 07, 2016, 12:50:36 pm
Is it Moat?
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 12:53:05 pm
Is it Moat?

No, it's
                                       
             
                  Moat         
                     
                                                     
             

...but there's some speculation on that.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 07, 2016, 12:55:20 pm
It could be Mercenary, but you can still gain all 10 over time, given there's another attack on the board. Nothing from Adventures comes to mind at all.

You don't need another attack since Mercenary is an attack itself, right?
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 12:57:26 pm
It could be Mercenary, but you can still gain all 10 over time, given there's another attack on the board. Nothing from Adventures comes to mind at all.

You don't need another attack since Mercenary is an attack itself, right?

You are right, of course.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 07, 2016, 03:39:27 pm
The Mercenary Pile when Urchin is in the Black Market, and there are no other attacks on the board or in the Black Market?
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 03:41:21 pm
The Mercenary Pile when Urchin is in the Black Market, and there are no other attacks on the board or in the Black Market?

BRILLIANT. There could even be attacks, as long as there isn't Graverobber/Rogue on the board.

Also, Pillage in Black Market is now just as much a solution for Spoils... Except Graverobber/Rogue spoil everything.

However,       moat       .
Title: Re: Easy Puzzles
Post by: Awaclus on April 07, 2016, 03:47:26 pm
The Mercenary Pile when Urchin is in the Black Market, and there are no other attacks on the board or in the Black Market?

Well, there would have to be an Attack on the board because otherwise you can't even gain the first Mercenary.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 07, 2016, 03:51:02 pm
Throne Room or variant.
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 03:52:04 pm
Throne Room or variant.

You can do that?
Title: Re: Easy Puzzles
Post by: Witherweaver on April 07, 2016, 03:53:03 pm
Throne Room or variant.

You can do that?

Why not?
Title: Re: Easy Puzzles
Post by: Witherweaver on April 07, 2016, 03:54:32 pm
Throne Room or variant.

You can do that?

Why not?

Oh, maybe because of this:

If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.

http://wiki.dominionstrategy.com/index.php/Urchin

I'm not sure I understand why, though.

Edit: I guess 'another' Attack fails?
Title: Re: Easy Puzzles
Post by: teamrocketgrunt on April 07, 2016, 03:55:40 pm
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.
Title: Re: Easy Puzzles
Post by: Witherweaver on April 07, 2016, 03:56:31 pm
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.

Still excludes Rogue/Graverobber shenanigans.
Title: Re: Easy Puzzles
Post by: Burning Skull on April 07, 2016, 03:59:03 pm
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.

Still excludes Rogue/Graverobber/Scheme shenanigans.

FTFY
Title: Re: Easy Puzzles
Post by: Seprix on April 07, 2016, 04:02:18 pm
You can use Scheme to save your Hermit!?
Title: Re: Easy Puzzles
Post by: Dingan on April 07, 2016, 04:03:03 pm
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.

This is what I had in mind!

I guess the Urchin/Mercenary when there is no other attack, and Pillage/Spoils things also work.

All of the above exclude getting things back from the trash, which I hadn't thought of.

But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck.  Seems silly to me.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 07, 2016, 04:08:08 pm
You can use Scheme to save your Hermit!?

You play Scheme.  During clean-up, you choose Hermit.  Now you discard Hermit.  Two effects trigger simultaneously:

(1) Scheme says to put Hermit on top of you deck.
(2) Hermit says to trash it and gain a Madman.

You can choose to resolve (1) first.  Then when you resolve (2), you do everything you can.  That means you don't trash Hermit because it's lost track of itself, but you still gain a Madman.


@Dingan: because putting all 10 out is simpler and doesn't require extra rules that say "put 1 out, unless there are these special cases where you do indeed need all 10".  It's just a simple "put them out when Hermit is in the game".
Title: Re: Easy Puzzles
Post by: Awaclus on April 07, 2016, 04:08:53 pm
But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck.  Seems silly to me.

Why not? It is possible to gain more than one Madman with a single Hermit, and it would be incredibly inelegant to add a rule in the rule book stating that you only have 1 Madman in the pile when Hermit is in the BM deck because most of the time it doesn't make any difference anyway.

You can use Scheme to save your Hermit!?

You play Scheme.  During clean-up, you choose Hermit.  Now you discard Hermit.  Two effects trigger simultaneously:

(1) Scheme says to put Hermit on top of you deck.
(2) Hermit says to trash it and gain a Madman.

You can choose to resolve (1) first.  Then when you resolve (2), you do everything you can.  That means you don't trash Hermit because it's lost track of itself, but you still gain a Madman.

This also works with Prince, by the way.
Title: Re: Easy Puzzles
Post by: Axxle on April 07, 2016, 05:37:50 pm
Throne Room or variant.

You can do that?

Why not?

Oh, maybe because of this:

If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.

http://wiki.dominionstrategy.com/index.php/Urchin

I'm not sure I understand why, though.

Edit: I guess 'another' Attack fails?

My guess is that it isn't "in play" when it's being played a second time.
Title: Re: Easy Puzzles
Post by: singletee on April 07, 2016, 08:12:46 pm
Throne Room or variant.

You can do that?

Why not?

Oh, maybe because of this:

If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.

http://wiki.dominionstrategy.com/index.php/Urchin

I'm not sure I understand why, though.

Edit: I guess 'another' Attack fails?

My guess is that it isn't "in play" when it's being played a second time.

WW is right. It is in play, and it is an Attack card, but it isn't another Attack card.
Title: Re: Easy Puzzles
Post by: AJD on April 08, 2016, 01:21:13 pm
But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck.  Seems silly to me.

I think the answer is, it doesn't really mean anything. The Madman pile isn't part of the supply, so it doesn't matter where you put it. You could have Hermit in the kingdom and just leave Madman in the box, and when anyone needs to gain a Madman you go back to your games cupboard and get a Madman out of it, and you're still playing by the rules. You could put Madman on the table next to the Duchies and Curses in a game without Hermit, and you're still playing by the rules.
Title: Re: Easy Puzzles
Post by: faust on April 09, 2016, 09:02:33 am
But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck.  Seems silly to me.

I think the answer is, it doesn't really mean anything. The Madman pile isn't part of the supply, so it doesn't matter where you put it. You could have Hermit in the kingdom and just leave Madman in the box, and when anyone needs to gain a Madman you go back to your games cupboard and get a Madman out of it, and you're still playing by the rules. You could put Madman on the table next to the Duchies and Curses in a game without Hermit, and you're still playing by the rules.

Also, you could put the Madman pile in a solid wooden chest reinforced by straps of steel, which can only be opened using three seperate keys, which have been hidden all across the kingdom, and stash that chest away deep into the dark, gloomy caves that spread deep below the haunted woods at the far western border of the kingdom. One day, a lone hermit would find a mysterious note talking about a treasure hidden away generations ago, a treasure so magnificent that the minds of those looking upon it would break and crumble. The hermit had always led a solitary life in a small hut a couple of miles from the capital, and had long lost his craving for earthly riches. Every now and again, he would make a trip to the capital, selling herbs and picking up essentials that he needed to live a decent life. Over the years, he has come to despise the city dwellers and their greed more and more, and kept on postponing these trips for as long as possible.

Yet as he reads those lines, a desire fills him that he has never previously known. This is when he knows: He must find that hidden treasure! He sets out to a long, perilous journey. The author of the note is supposedly a scholar from an academy that has dedicated itself to the study of the ancient history of the kingdom. But as he enters their halls, he finds that noone has heard the name written on that scratch of paper. It is only when he talks to the head librarian, an aged man who had been working in the academy for decades, that the name seems to ring a bell. The librarian frowns as he hears it, and tells the hermit that the woman he is looking for had been expelled from the academy 36 years ago after months where it became more and more apparent that she started to lose her senses, writing articles that increasingly lacked coherence and fancying herself a warrior from ancient times reborn.

The hermit is pointed to an asylum not far outside the town. That is where he meets the old woman, sitting in the corner of her room, her head completely shaved. "She kept gnawing on them, pulling them out, and it would unsettle our other patients", explained the nurse. As the hermit shows her the piece of paper, the eyes that had been staring into the distance ever since he entered the room suddenly fixed on him. "You found it?", she croaked. Under her incoherent muttering, the hermit can only make out that she has found one of the keys and buried in in the academy garden just before she was taken away. She also tells him that a second key was suppedly in the hands of a witch living in the swamps to the north. "Because they could not seal away the treasure without magic, no they couldn't, and had to dabble into dark arts... I know it, I have seen it... horrible, horrible things... they asked her, but they had to pay the price... I had to pay the price..."

The hermit sneaks into the academy at night, and indeed, as he digs through the wet earth, he suddenly feels cold metal. It is a silver key that is engraved with skulls and bones. The hermit shudders, but does not give up on his task, not when he has just gotten a lot closer.

The hermit follows the way through the swamps, hoping to find the witch, if she was still alive. He finds the huge dead tree exactly where the mad scholar described it, a dim light glowing from within through the murkiness of the swamps. The tree's bark is standing open at one side, and it appears the the tree is hollow within. He can see a fully furnished room inside, and lying on the bed a beautiful young woman, a candle by her side and apparently reading in a old book.

The hermit approaches cautiously. As the woman lays her eyes upon him, she says "Do I have a visitor?" Despite the young body, her voice sounds like that of an ancient woman, more dead than alive. The hermit asks her about the treasure, and a spark of anger enters her eyes. "I have exhausted... my powers.... most of my powers to seal it... my magic is nearly gone now, as is my life." She refuses to tell him where the key is. Suddenly, a mad frenzy overcomes the hermit, and he grabs the candle on the bedside table and brings the flame close to her left eye. The witch screams in agony. "Tell me!", he demands. Then he sees the necklace the witch is wearing: A key is dangling on it just like the one he found in the garden. Triumphantly, he rips the necklace off her. "Where is the third one?" he yells as the candlewax pours on the witch's eye. Then he pulls the candle to her hair and watches as they burn. "Please stop!", the witch yells. " I will tell you."

Later, the hermit stumbles through the woods, shattered. What had he done? Was this all worth it? But the desire in his heart grew fiercer than ever, and his feet lead him to the lake that the witch described. It was already the middle of the night on this cold november day, but the hermit just jumps into the water, diving deep, looking for the final key. He has to get up for air several times, and after each time, he gets greedier, his dives becomng ever longer, his hands wandering through the muddy bottom of the lake. After almost an our of searching this way, finally, his hands close on a metal object. At the same time, he can no longer take it, open the mouth to breathe, but only swallows a large bit of water. Using his last energy reserves, he struggles to the surface, almost passing out on the way.

Nothing can stop him now. He knows where he is going, and he lets nothing stop him. Days after days he walks through the land never stopping to sleep, not for food or water. His mind now knows but one thing: the mysterious treasure. Freezing, starved and sleep-deprived, he reaches the forest, and continues on. He looks at the trees around him... they look sinister. Do they want to take his treasure? He could not let them! He picks up the pace, now running, screaming at the top of his lungs "You won't get it! It is mine! Mine alone!" He not realized anymore where he is going, running in circles, every tree looking the same, hardly any light reaching through the thickly-layered leaves. The last of his sanity leaves the hermit, and he never reaches the treasure he was hoping to find.

...and you're still playing by the rules.
Title: Re: Easy Puzzles
Post by: 2.71828..... on April 09, 2016, 10:42:13 am


Sounds about right
Title: Re: Easy Puzzles
Post by: eHalcyon on April 09, 2016, 11:41:58 am


Sounds about right

You know the rules, and so do I.
Title: Re: Easy Puzzles
Post by: ConMan on April 10, 2016, 06:33:21 pm
"You won't get it! It is mine! Mine alone!"
...and you're still playing by the rules.
Clearly not, if you're trying to get a Mine instead of a Madman.
Title: Re: Easy Puzzles
Post by: Seprix on April 11, 2016, 03:03:14 pm
You can use Scheme to save your Hermit!?

You play Scheme.  During clean-up, you choose Hermit.  Now you discard Hermit.  Two effects trigger simultaneously:

(1) Scheme says to put Hermit on top of you deck.
(2) Hermit says to trash it and gain a Madman.

You can choose to resolve (1) first.  Then when you resolve (2), you do everything you can.  That means you don't trash Hermit because it's lost track of itself, but you still gain a Madman.


@Dingan: because putting all 10 out is simpler and doesn't require extra rules that say "put 1 out, unless there are these special cases where you do indeed need all 10".  It's just a simple "put them out when Hermit is in the game".

I just did this in a game with Highway, Grand Market, Scheme, and Hermit. I kept the Hermits for gains, getting Madmen constantly and eventually getting enough Highways to do crazy Grand market gains. My opponent resigned immediately.
Title: Re: Easy Puzzles
Post by: werothegreat on April 24, 2016, 10:26:05 am
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on April 24, 2016, 10:33:41 am
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?
You can draw your deck and you'd rather have $1 than two actions that you don't need.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on April 24, 2016, 03:34:11 pm
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?
Your opponent played a spy, putting a province on top of your deck, in a game with peddler. He then played swindler. You were playing BM and your opponent swindled your estate into a COTR. It's near the end of the game and you greened a little to much and you need the extra cash as much as possible and you have no actions in your deck other then a caravan guard that was given to you by a swindler after he trashed your silver.
Title: Re: Easy Puzzles
Post by: singletee on April 24, 2016, 03:41:54 pm
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?

You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.
Title: Re: Easy Puzzles
Post by: singletee on April 25, 2016, 01:42:49 pm
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?
You can draw your deck and you'd rather have $1 than two actions that you don't need.

Coin of the Realm doesn't get cleaned up until the end of your turn (I think), so you wouldn't have it available to play for cash that turn.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 25, 2016, 02:13:46 pm
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?

You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.

You could do that on your turn after the Storyteller.  But HoP could work if you have no other Action card in hand.

Another solution: your opponent already played Possession and you have multiple terminals in hand.
Title: Re: Easy Puzzles
Post by: singletee on April 25, 2016, 03:13:59 pm
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?

You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.

You could do that on your turn after the Storyteller.  But HoP could work if you have no other Action card in hand.

Another solution: your opponent already played Possession and you have multiple terminals in hand.

HoP gets played as part of the resolution of Storyteller, before you have an opportunity to call CotR. You are playing HoP in your action phase because you want to gain some card and then draw and play it. But yeah, no actions at all is simpler.
Title: Re: Easy Puzzles
Post by: eHalcyon on April 25, 2016, 04:03:55 pm
New puzzle:

My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand.  I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn.  Why?

You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.

You could do that on your turn after the Storyteller.  But HoP could work if you have no other Action card in hand.

Another solution: your opponent already played Possession and you have multiple terminals in hand.

HoP gets played as part of the resolution of Storyteller, before you have an opportunity to call CotR. You are playing HoP in your action phase because you want to gain some card and then draw and play it. But yeah, no actions at all is simpler.

Oops, right, I see now.
Title: Re: Easy Puzzles
Post by: Seprix on April 29, 2016, 07:14:40 pm
You have a deck with 3 Provinces, 1 Butcher, 1 Farming Village, 2 Crossroads, a Scout, and an Ironworks.
Your opponent has 4 Provinces, a Duchy, and two Estates.

The Kingdom is Fishing Village, Explorer, Transmute, Highway, Butcher, Farming Village, Crossroads, Scout, Ironworks, and Talisman.

Your starting hand is Butcher-Ironworks-Crossroads-Scout-Farming Village.

End the game and win.
Title: Re: Easy Puzzles
Post by: Dingan on April 29, 2016, 07:37:33 pm
You have a deck with 3 Provinces, 1 Butcher, 1 Farming Village, 2 Crossroads, a Scout, and an Ironworks.
Your opponent has 4 Provinces, a Duchy, and two Estates.

The Kingdom is Fishing Village, Explorer, Transmute, Highway, Butcher, Farming Village, Crossroads, Scout, Ironworks, and Talisman.

Your starting hand is Butcher-Ironworks-Crossroads-Scout-Farming Village.

End the game and win.


Farming Village -> draw Highway -> Highway -> Ironworks a Duchy -> Butcher something into Duchy -> use coin tokens to buy last Province

EDIT: Or just buy the last Province and win cus your opponent has 10 Curses.
Title: Re: Easy Puzzles
Post by: Seprix on April 29, 2016, 07:53:38 pm
Now try it without a Highway. :)
Title: Re: Easy Puzzles
Post by: math on April 29, 2016, 09:15:43 pm
Now try it without a Highway. :)

Play Scout, revealing all three Provinces and your other Crossroads.  Play Crossroads, drawing Crossroads and two other cards.  Play the Crossroads, drawing three cards.  Play Farming Village, drawing another card.  There are six unknown cards here, and you have three Actions left.  We can specify anything we want for those six cards, so let's say they are Transmute and five Golds.  Transmute the Ironworks into a Duchy, Butcher one of the Golds into a Province, and buy a Duchy.

There are many possible solutions, but I can't think of any that don't include Transmute or Highway.
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on April 29, 2016, 09:25:06 pm
Play Scout, reveal four Scouts, causing your opponent to resign and reconsider their life choices.
Title: Re: Easy Puzzles
Post by: Seprix on April 29, 2016, 09:42:40 pm
Now try it without a Highway. :)

Play Scout, revealing all three Provinces and your other Crossroads.  Play Crossroads, drawing Crossroads and two other cards.  Play the Crossroads, drawing three cards.  Play Farming Village, drawing another card.  There are six unknown cards here, and you have three Actions left.  We can specify anything we want for those six cards, so let's say they are Transmute and five Golds.  Transmute the Ironworks into a Duchy, Butcher one of the Golds into a Province, and buy a Duchy.

There are many possible solutions, but I can't think of any that don't include Transmute or Highway.

No, there are not 'unknown' cards. There is only what I've listed in your deck. You can decide what magically appears when you draw it, but you cannot decide what is in your deck.
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 29, 2016, 10:49:04 pm
Seems not possible. You have to gain the last Province and 2 Duchies to win. Your deck starts with a max of 3 gains. There's no way to use the Ironworks to gain a Duchy without a Highway.
Title: Re: Easy Puzzles
Post by: Seprix on April 29, 2016, 10:52:15 pm
I thought I did the puzzle so that you had to gain Potion with Ironworks, then use Transmute to get a Duchy, but then I just realized like an idiot you'd need another turn to do that, so I suppose I could fix that by including a Black market deck, but then it's just too convoluted. I messed up. :(
Title: Re: Easy Puzzles
Post by: Deadlock39 on April 30, 2016, 12:51:28 am
You could do something like that but with a Stonemason and another P cost card that you have to trash into 2 Transmutes.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on May 03, 2016, 11:59:45 am
...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?

Okay, whatever. I'll say my solution because it may not be possible after all.

You have only $5 to spend with one buy, and you have to go ahead and buy a Province, right?

Here's what you have in hand: Silver, Silver, Quarry, Watchtower.

Play treasures, buy Traveling Fair, $3 left to spend. Quarry cheapens action cards, buy Cultist, trash with Watch tower, draw 3 Platinums, buy Province.

It's probably not possible because I don't know if you can play treasures once you actually buy something. I don't think I even need a Donald conformation, it doesn't work in MF or Goko now that I think about it. So yeah, not a real solution.

I'm not good at this puzzle thing at all.
I was thinking:
Play Princess and $5. Borrow for 6, buy a province, call duplicate to get an extra $6 province.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on May 09, 2016, 06:27:58 pm
There are exactly 4 cards that do this. Two of them are in adventures.
Title: Re: Easy Puzzles
Post by: wachsmuth on May 09, 2016, 11:33:29 pm
There are exactly 4 cards that do this. Two of them are in adventures.

Here's one answer that I'm pretty sure works:

Cards that can unconditionally gain Gold (e.g. as long as the Gold pile is not empty, when you play this, you can gain a Gold). The 4 cards are Soothsayer, Governor, Hero and Treasure Trove.

Edit: Never mind, forgot about Bag of Gold...
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on May 09, 2016, 11:38:41 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?
Title: Re: Easy Puzzles
Post by: Elanchana on May 09, 2016, 11:40:38 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

City Quarter ja?
Title: Re: Easy Puzzles
Post by: math on May 09, 2016, 11:40:56 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

City Quarter.  Also, wouldn't Crossroads work?  Or Scrying Pool?  Or Madman?

Edit: Ninja'd
Title: Re: Easy Puzzles
Post by: wachsmuth on May 09, 2016, 11:43:16 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

Apothecary, Scrying Pool, Madman would all allow this, no?
Title: Re: Easy Puzzles
Post by: singletee on May 09, 2016, 11:43:33 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

Scout.
Scrying Pool.
Herald hitting Smithy.
Hunting Grounds. The Mining Village you played earlier is in the trash.
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on May 09, 2016, 11:43:47 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

City Quarter.  Also, wouldn't Crossroads work?  Or Scrying Pool?  Or Madman?

Edit: Ninja'd
Nope, sorry.
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on May 09, 2016, 11:44:21 pm
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

Scout.
Scrying Pool.
Herald hitting Smithy.
Hunting Grounds. The Mining Village you played earlier is in the trash.
You're one smart cookie.
Title: Re: Easy Puzzles
Post by: wachsmuth on May 09, 2016, 11:58:12 pm
There are exactly 4 cards that do this. Two of them are in adventures.

* There are only 4 trashing attacks that hit within a limited cost range, namely Knights, Rogue, Giant and Warrior.

* There are only 4 kingdom cards that can be upgraded into another card (Peasant, Page, Urchin, Hermit), that can typically only be gained in that way.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on May 10, 2016, 07:57:48 am
There are exactly 4 cards that do this. Two of them are in adventures.

* There are only 4 trashing attacks that hit within a limited cost range, namely Knights, Rogue, Giant and Warrior.

* There are only 4 kingdom cards that can be upgraded into another card (Peasant, Page, Urchin, Hermit), that can typically only be gained in that way.

Good answers! Except all the knights are different cards so there are 13 cards that do that. Your second answer is a little to vague IMO, but it still works. Neither of these are the ones I was looking for though...
Title: Re: Easy Puzzles
Post by: majiponi on May 10, 2016, 09:18:00 am
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.

You play card X and draw four cards. You then play a Scout.

What is card X?

Scout.
Scrying Pool.
Herald hitting Smithy.
Hunting Grounds. The Mining Village you played earlier is in the trash.
You're one smart cookie.
Another. Minion(I had no cards to discard, and drew 4 cards)
Title: Re: Easy Puzzles
Post by: florrat on May 11, 2016, 01:29:23 pm
New puzzle: Let a card play itself.

Clarification: Cards like Throne Room can play other cards. They can even play another Throne Room. Typically, you cannot play the same copy of Throne Room, because that card is already in play. This puzzle asks you to do exactly that.
Title: Re: Easy Puzzles
Post by: singletee on May 11, 2016, 01:47:42 pm
Play Crown1, choosing Crown2
    Play Crown2, choosing Crown3
        Play Crown3, choosing Horn of Plenty
            Play Horn of Plenty
                Gain Copper
            Play Horn of Plenty
                Gain Mandarin
                    Put back Horn of Plenty, Crown3, Crown1, Crown2
        Play Crown3, choosing Fortune
            Play Fortune with +1 Card token, drawing Crown2
            Play Fortune with +1 Card token, drawing Crown1
    Play Crown2, choosing Crown2

Alternate solution, with no Empires:

Play Counterfeit1, choosing Counterfeit2
    Play Counterfeit2, choosing Horn of Plenty
        Play Horn of Plenty
            Gain Mandarin
                Put back Horn of Plenty, Counterfeit1, Counterfeit2
        Play Horn of Plenty
            Gain Cultist
                Trash Cultist with Watchtower, drawing Counterfeit2, Counterfeit1, Horn of Plenty
        Can't trash Horn of Plenty as we have lost track
    Play Counterfeit2, choosing Counterfeit2
Title: Re: Easy Puzzles
Post by: navical on May 11, 2016, 04:29:36 pm
Two variants that use Crown but nothing else from Adventures or Empires:

Play Crown1, choosing Crown2
-- Play Crown2, choosing University
---- Play University, gaining Mandarin, putting Crown1 and Crown2 on top of your deck
---- Play University, gaining Cultist, trashing Cultist with Watchtower, drawing Crown1, Crown2 and one more card
-- Play Crown2, choosing Crown2

Play King's Court, choosing Crown
-- Play Crown, choosing University
---- Play University, gaining Mint, trashing Crown
---- Play University, gaining whatever
-- Play Crown, choosing Graverobber
---- Play Graverobber, gaining Crown, putting it on top of your dck
---- Play Graverobber, trashing Cultist, drawing 3 cards including Crown, gaining whatever
-- Play Crown, choosing Crown

(alternatives: have enough Throne Room variants to play a drawing action between the Graverobber and the second Crown; have the +1 Card token on Graverobber so the second play draws the Crown whatever)
Title: Re: Easy Puzzles
Post by: Seprix on May 11, 2016, 06:04:23 pm
There is one way to prevent Madman from returning to the Madman pile. What is it?
Title: Re: Easy Puzzles
Post by: Witherweaver on May 11, 2016, 06:05:24 pm
There is one way to prevent Madman from returning to the Madman pile. What is it?

Don't play it.
Title: Re: Easy Puzzles
Post by: Seprix on May 11, 2016, 06:09:44 pm
There is one way to prevent Madman from returning to the Madman pile. What is it?

Don't play it.

That was quick. :)
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2016, 07:36:26 pm
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.
Title: Re: Easy Puzzles
Post by: Seprix on May 11, 2016, 07:42:24 pm
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

i can get to 92. Scrying Pool can draw 92 Action cards without ending the game. However, this is the "best case" scenario, so probably doesn't count. I could go even higher with rats and Ports and emptying the Black market deck and Ruins pile as well as counting Inherited Estates, but let's not.
Title: Re: Easy Puzzles
Post by: Seprix on May 11, 2016, 07:48:49 pm
I also had Embassy as an answer, as it draws you 10 cards temporarily, but this does not leave 1 Action left, so it is moot.

However, the answer for your puzzle you made is Inherited Estate as Crossroads with a hand of 4 VP cards, drawing you 5 cards and getting you 10 cards in hand while keeping actions.
Title: Re: Easy Puzzles
Post by: singletee on May 11, 2016, 07:52:05 pm
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

I can get 14. Apprentice a Colony.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2016, 07:59:11 pm
Scrying Pool doesn't work -- I said that the deck is unspecified and worst case, so your SP will be drawing into a deck of all Treasures or something.

I don't think Crossroads works either?  You play Crossroads with 4VP cards in hand, you only draw 4 cards and get to 8 total.

Apprentice is great, I totally wasn't thinking of it.  Uhh, let's say that the rest of your hand is also unspecified and worst case, other than that one card that you play.  So if you're playing Apprentice, your hand is full of Copper.

Note, even though stuff is unspecified, you are allowed to have set up stuff beforehand.  This is a hint.  If that's not enough of a hint, here it is explicitly: for my solution, Teacher was previously used.

And Embassy doesn't count, temporary doesn't cut it.
Title: Re: Easy Puzzles
Post by: Seprix on May 11, 2016, 08:08:46 pm
Okay, Teacher then. Here you go:

Crossroads with a +1 Card token and a hand full of VP. That will get to 10.
Title: Re: Easy Puzzles
Post by: wachsmuth on May 11, 2016, 08:16:34 pm
In the question as originally posed, I can get to 25 cards.

Storyteller with +Coin token, play Counterfeit-Counterfeit-Platinum-Platinum, draw 1+1+1+2+10+10 = 25 cards

The only way I can get to 10 cards with the rest of the hand worst case is with +Card and +Action on Ranger, which is not possible with Teacher alone.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2016, 08:28:24 pm
Okay, Teacher then. Here you go:

Crossroads with a +1 Card token and a hand full of VP. That will get to 10.

Doesn't work because the +1 Card won't draw you a fifth VP card.  Worst case!

In the question as originally posed, I can get to 25 cards.

Storyteller with +Coin token, play Counterfeit-Counterfeit-Platinum-Platinum, draw 1+1+1+2+10+10 = 25 cards

The only way I can get to 10 cards with the rest of the hand worst case is with +Card and +Action on Ranger, which is not possible with Teacher alone.

Storyteller doesn't work even with the original because I specified that you don't play any other cards while resolving your one card, so your Storyteller would have no Treasure backing it.
Title: Re: Easy Puzzles
Post by: AJD on May 11, 2016, 09:02:43 pm
Play King's Court, choosing Crown
-- Play Crown, choosing University
---- Play University, gaining Mint, trashing Crown
---- Play University, gaining whatever
-- Play Crown, choosing Graverobber
---- Play Graverobber, gaining Crown, putting it on top of your dck
---- Play Graverobber, trashing Cultist, drawing 3 cards including Crown, gaining whatever
-- Play Crown, choosing Crown

This one doesn't work; Mint trashes on buy, not on gain.

(I really like this puzzle and solutions, by the way!)
Title: Re: Easy Puzzles
Post by: wachsmuth on May 11, 2016, 09:25:09 pm
Storyteller doesn't work even with the original because I specified that you don't play any other cards while resolving your one card, so your Storyteller would have no Treasure backing it.

Oh, right, understood it as action cards.

+Action on Chapel, trashing 4 Cultists, draw 12 cards works within the original conditions then.

I still can't do better than +Action on Ranger for a 9 card hand for the puzzle where you only get to decide 1 card.

What about 60 cards (or however many coppers there are)? +Action on Counting House, draw all the coppers from the discard pile. It only specifies that the deck is worst case, not the discard pile...
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2016, 09:41:02 pm
Storyteller doesn't work even with the original because I specified that you don't play any other cards while resolving your one card, so your Storyteller would have no Treasure backing it.

Oh, right, understood it as action cards.

+Action on Chapel, trashing 4 Cultists, draw 12 cards works within the original conditions then.

I still can't do better than +Action on Ranger for a 9 card hand for the puzzle where you only get to decide 1 card.

What about 60 cards (or however many coppers there are)? +Action on Counting House, draw all the coppers from the discard pile. It only specifies that the deck is worst case, not the discard pile...

+1 for Chapel-Cultist on the original puzzle.

The "unspecified deck" condition is intended to disallow anything that relies on drawing a specific set of cards.

Hint: you are on the right track with Ranger.
Title: Re: Easy Puzzles
Post by: Seprix on May 11, 2016, 10:18:52 pm
Ranger has a draw token on it from Teacher, and Champion was in play from another turn but was trashed by procession

Boom.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 11, 2016, 10:48:57 pm
Ranger has a draw token on it from Teacher, and Champion was in play from another turn but was trashed by procession

Boom.

The puzzle said no durations, period.  Doesn't matter if you've removed them from play. :P
Title: Re: Easy Puzzles
Post by: faust on May 12, 2016, 04:28:28 am
Play BoM (with +action token) as Ranger (with +card token).
Title: Re: Easy Puzzles
Post by: majiponi on May 12, 2016, 05:33:02 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.
Counting House.

Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.

At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.
Title: Re: Easy Puzzles
Post by: faust on May 12, 2016, 06:35:48 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.
Counting House.

Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.

At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.

You're not allowed to specify what's in your deck, only in your hand. Otherwise Scrying Pool can draw way more than Counting House.
Title: Re: Easy Puzzles
Post by: wachsmuth on May 12, 2016, 06:46:10 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.
Counting House.

Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.

At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.

You're not allowed to specify what's in your deck, only in your hand. Otherwise Scrying Pool can draw way more than Counting House.

Well, it didn't specify that you can't specify the state of your discard pile, but apparently eHalcyon did not appreciate that reading of the problem  ;D
Title: Re: Easy Puzzles
Post by: Awaclus on May 12, 2016, 06:56:19 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.

Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.


You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.
Title: Re: Easy Puzzles
Post by: majiponi on May 12, 2016, 08:14:21 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.

Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.


You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.

What if you draw Cultist when you trashed Cultist? Control-able?
Title: Re: Easy Puzzles
Post by: Awaclus on May 12, 2016, 08:34:59 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.

Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.


You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.

What if you draw Cultist when you trashed Cultist? Control-able?

Well, you can just keep discarding cards with Doctor until you've discarded all but one Cultist while you still have three other cards in your deck, and repeat this process until you're done. It would surely work in practice, and it kind of works in theory (the probability approaches 1 as your number of coin tokens approaches infinity).
Title: Re: Easy Puzzles
Post by: Simon (DK) on May 12, 2016, 09:29:40 am
There is one way to prevent Madman from returning to the Madman pile. What is it?

Your opponent played Enchantress
Title: Re: Easy Puzzles
Post by: pitythefool on May 12, 2016, 09:44:50 am
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else).  No Empires stuff.

You start with 5 cards in hand, whatever cards you want.  Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.

You play one card and one card only.  You don't put any other cards into play while resolving that one card.

What is the largest hand size you can guarantee while still having at least one action remaining?  What card did you play?

I can get to 10 cards.

I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.

Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.


You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.

What if you draw Cultist when you trashed Cultist? Control-able?
Previously, you have used Teacher to put the +1 buy token on Squire, and used Embargoes to put three embargo tokens on Cultist.
There must be at least 18 Curses left in the kingdom (3 or 4 player game).
Your hand contains a Squire and a Watchtower and some treasure.  Play Squire for +2 buys for a total of 4 buys.  Buy Stonemason, overpay for $5, gain 2 Cultists and 6 Curses.  Use Watchtower to topdeck the cards.  You should be able to manage the order Curse, Curse, Curse, Cultist, Curse, Curse, Curse, Cultist.  Repeat the same buy two more times and topdeck the cards in the same manner.  Buy a Doctor, overpay by $6.  Trash the Cultists, drawing all of the curses.  That gives 6*3+4 = 22.  It only requires $30 in treasures and tokens.

Oops, no action remaining.    :-(

Title: Re: Easy Puzzles
Post by: Awaclus on May 12, 2016, 10:30:32 am
Oops, no action remaining.    :-(

Never mind that the other cards in your hand are Coppers and not Watchtowers and that Embargo triggers on-buy, not on-gain so you wouldn't gain those Curses.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 12, 2016, 12:14:44 pm
Play BoM (with +action token) as Ranger (with +card token).

This was the intended solution.

Awaclus' idea might work, though I meant for the draw to be accomplished by the resolution of the action played and not with a setup of arbitrarily large coin tokens and buys.  But I think the problem of Cultist drawing Cultist does actually prevent you from trashing more than one Cultist this way, since the worst case shuffle luck would always make it so that the Cultist you trash draws the other 3 Cultists.  +1 anyway for thinking outside the box.

That said, if we allow the coin token trick, we can stick with the intended solution and buy/trash just one Cultist along with it to push the hand size to 13.

Oh, and you can trash the Squire first to gain a fifth Cultist, so you can guarantee trashing two Cultists for a final hand size of 16 15 (using +Buy token instead of +Card).
Title: Re: Easy Puzzles
Post by: pitythefool on May 12, 2016, 03:28:46 pm
Play BoM (with +action token) as Ranger (with +card token).

This was the intended solution.

Awaclus' idea might work, though I meant for the draw to be accomplished by the resolution of the action played and not with a setup of arbitrarily large coin tokens and buys.  But I think the problem of Cultist drawing Cultist does actually prevent you from trashing more than one Cultist this way, since the worst case shuffle luck would always make it so that the Cultist you trash draws the other 3 Cultists.  +1 anyway for thinking outside the box.

That said, if we allow the coin token trick, we can stick with the intended solution and buy/trash just one Cultist along with it to push the hand size to 13.

Oh, and you can trash the Squire first to gain a fifth Cultist, so you can guarantee trashing two Cultists for a final hand size of 16 15 (using +Buy token instead of +Card).

Play BoM (with +action token) as Squire (with +buy token).  Take the +2 buys for a total of 4.
Buy 4 StoneMasons, overpaying by $5 for each.  Gain 8 Cultists.  As you gain each Cultist, reveal a Watchtower and trash it for +3 cards each.
That gives 8*3+4 = 28 cards.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 12, 2016, 04:43:36 pm
Play BoM (with +action token) as Ranger (with +card token).

This was the intended solution.

Awaclus' idea might work, though I meant for the draw to be accomplished by the resolution of the action played and not with a setup of arbitrarily large coin tokens and buys.  But I think the problem of Cultist drawing Cultist does actually prevent you from trashing more than one Cultist this way, since the worst case shuffle luck would always make it so that the Cultist you trash draws the other 3 Cultists.  +1 anyway for thinking outside the box.

That said, if we allow the coin token trick, we can stick with the intended solution and buy/trash just one Cultist along with it to push the hand size to 13.

Oh, and you can trash the Squire first to gain a fifth Cultist, so you can guarantee trashing two Cultists for a final hand size of 16 15 (using +Buy token instead of +Card).

Play BoM (with +action token) as Squire (with +buy token).  Take the +2 buys for a total of 4.
Buy 4 StoneMasons, overpaying by $5 for each.  Gain 8 Cultists.  As you gain each Cultist, reveal a Watchtower and trash it for +3 cards each.
That gives 8*3+4 = 28 cards.

After Apprentice was suggested, I amended the puzzle so that you can't specify the other 4 cards in your hand, so you have no Watchtower.  But OK, it works for the original. :P

Next time I propose a puzzle maybe I should be super restrictive.  I never know how specific to get with puzzle parameters; I should have said "before the Buy phase" or something.
Title: Re: Easy Puzzles
Post by: navical on May 13, 2016, 03:48:11 am
Ok, let's try a new version of the same puzzle.

You have 5 cards in hand, no cards in play, set aside, or on the Tavern mat, no accumulated money (or actions or buys other than the one you started your turn with). You may specify the kingdom, your hand, and the contents and order of your draw deck and discard pile. No Empires stuff, though. You play a card. When that card finishes resolving, you have at least 10 cards in hand.

How many possibilities are there for that card?
Hard mode: how many of those do not require Adventures tokens already placed and are independent on the order and/or contents or your draw deck or discard pile?

I make it 30; hard mode: 15 but I wouldn't be surprised if I've missed one or two.
Title: Re: Easy Puzzles
Post by: michaeljb on May 13, 2016, 04:09:33 am
No idea if someone has brought this one up before, but I'm also wondering if it was possible pre-Empires: buy a Province on turn 1 in solo.
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 05:44:43 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on May 13, 2016, 07:17:42 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
Because they have the +card and +coin tokens on them.
Title: Re: Easy Puzzles
Post by: faust on May 13, 2016, 07:23:52 am
Ok, let's try a new version of the same puzzle.

You have 5 cards in hand, no cards in play, set aside, or on the Tavern mat, no accumulated money (or actions or buys other than the one you started your turn with). You may specify the kingdom, your hand, and the contents and order of your draw deck and discard pile. No Empires stuff, though. You play a card. When that card finishes resolving, you have at least 10 cards in hand.

How many possibilities are there for that card?
Hard mode: how many of those do not require Adventures tokens already placed and are independent on the order and/or contents or your draw deck or discard pile?

I make it 30; hard mode: 15 but I wouldn't be surprised if I've missed one or two.

We can put a Ferry token on Hunting Grounds. Then this works for any card that either trashes a card from your hand or gains an action costing up to $4:
Inherit Cultists. Trash a Hunting Grounds, or gain a Hunting Grounds, reveal Watchtower, trash it. From the trashed Hunting Grounds, gain three Estates, trash them with Watchtower for +3 cards each. This gives the following list:

Code: [Select]
Chapel
Workshop
Feast
Remodel
Throne Room (this one is easy)
Masquerade
Steward
Ironworks
Trading Post
Upgrade
Ambassador (in a 6-player game, reveal Lost City for +5 cards, have +card token on Ambassador)
Lookout
Smugglers
Salvager
Transmute
Apothecary (needs +card token to draw 6 cards)
Scrying Pool
University
Golem (into one of the other cards)
Apprentice
Trade Route
Bishop
Counting House
Expand
Forge
King's Court
Remake
Horn of Plenty
Jester
Develop
Jack of All Trades
Forager
Mercenary
Armory
Death Cart
Procession
Rats
Band of Misfits
Count (you need to have an Overgrown Estate in hand and draw a Watchtower with it to be able to pull off the HG/Cultist thing)
Graverobber
Junk Dealer
Dame Anna
Rebuild (inherit Cultists; rebuild Estate (+3 cards) into Estate, reveal Watchtower, trash Estate (+3 cards)
Rogue
Altar
Stonemason
Doctor
Herald (long enough chain suffices)
Butcher
Disciple
Raze
Amulet
Ranger (+card token needed)
Artificer
Storyteller
Black Market (play Platinum, buy Hunting Grounds, reveal Watchtower etc.)
Governor

These are 57 cards. Of course our procedure does not work in hard mode, since it requires the Estate token. I'm too lazy to work around that right now, but it probably comes down to "can you trash 2 Cultists?"

Edit: hard mode list:

Code: [Select]
Chapel (trash 4 Cultists for 12 cards)
Throne Room (into Hunting Grounds)
Apprentice
Forge (see Chapel)
King's Court
Remake (trash two Cultists, gain 2 Border Villages + 2 Cultists, trash the Cultists with Watchtower)
Jester (for any other player, reveal Cultist, you gain and trash it - it does only depend on the other players' deck!)
Develop (trash Cultist (+3 cards), gain Border Village + Cultists, trash Cultist (+3 cards), gain Fortress, trash Fortress, put in hand)
Mercenary (trash 2 Cultists)
Procession
Band of Misfits
Count (trash 4 Cultists)
Doctor (trash 3 Cultists)
Disciple
Storyteller

That's 15; the same 15 that you found?

EDIT: Bridge Troll doesn't work, so we have to restrict to using Ferry.
Title: Re: Easy Puzzles
Post by: faust on May 13, 2016, 07:38:13 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 07:43:31 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Ok, i had two answers: tokens and that my deck literally contains schemes and labs =) but i love the thought about Chariot Race!
Title: Re: Easy Puzzles
Post by: Accatitippi on May 13, 2016, 07:44:15 am
More of a lame riddle than an easy puzzle, but whatever:

A card walks into a bar, and tells the barman: "+1 Buy; When you play this, double your coins if you haven't yet this turn. When you gain this, gain a Gold per Gladiator you have in play."

What card is that?
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 07:45:46 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Title: Re: Easy Puzzles
Post by: navical on May 13, 2016, 07:53:20 am
Note first that you can use Procession-KC-Brigde Troll to arbitrarily lower the cost of each card.
Bridge Troll doesn't reduce costs unless it's in play, and you aren't allowed cards in play. So the gainers don't work.

But I didn't see the Inherit Cultists -> trash Hunting Grounds -> trash 3 Estate-Cultists idea. Nice.

Title: Re: Easy Puzzles
Post by: -Stef- on May 13, 2016, 08:05:59 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 08:07:16 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?
Title: Re: Easy Puzzles
Post by: -Stef- on May 13, 2016, 08:33:11 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?

Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 08:42:14 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?

Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?

I can say, that this can happen in a normal game, without cooperating and house rules
Title: Re: Easy Puzzles
Post by: navical on May 13, 2016, 09:25:16 am
Code: [Select]
Chapel (trash 4 Cultists for 12 cards)
Throne Room (into Hunting Grounds)
Apprentice
Forge (see Chapel)
King's Court
Remake (trash two Cultists, gain 2 Border Villages + 2 Cultists, trash the Cultists with Watchtower)
Jester (for any other player, reveal Cultist, you gain and trash it - it does only depend on the other players' deck!)
Develop (trash Cultist (+3 cards), gain Border Village + Cultists, trash Cultist (+3 cards), gain Fortress, trash Fortress, put in hand)
Mercenary (trash 2 Cultists)
Procession
Band of Misfits
Count (trash 4 Cultists)
Doctor (trash 3 Cultists)
Disciple
Storyteller

That's 15; the same 15 that you found?

Not quite. Doctor fails the hard mode rules. I hadn't seen Jester at all but would say it fails the spirit of the hard mode rules even if not the precise statement. I'd missed Mercenary entirely, but had Golem incorrectly in my hard mode list. I have two more that you don't have:
Upgrade works in a similar way to Develop, the +1 Card replacing the Fortress. Cultist works if you have 5 Cultists in hand.
Title: Re: Easy Puzzles
Post by: schadd on May 13, 2016, 10:45:10 am
all this stuff seems pretty np-difficult
Title: Re: Easy Puzzles
Post by: math on May 13, 2016, 11:20:12 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?

Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?

I can say, that this can happen in a normal game, without cooperating and house rules

It would definitely make things clearer if you did formalize the constraint, because as it stands, Stef's solution still works; your opponents could Summon the right mix of cards by pure luck, without any cooperation.  If you Borrow on turn 1, that reduces it to 4 opponents needed, again with the right luck, but if Stef is right and you are doing everything possible to prevent this from happening, you wouldn't Borrow on T1. 7 opponents could guarantee that it would happen no matter what you did - the first summons Militia, and three others summon Bureaucrat and three summon Cutpurse.  However, an 8-player game can't really be considered a "normal game".
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 11:25:07 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?

Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?

I can say, that this can happen in a normal game, without cooperating and house rules

It would definitely make things clearer if you did formalize the constraint, because as it stands, Stef's solution still works; your opponents could Summon the right mix of cards by pure luck, without any cooperation.  If you Borrow on turn 1, that reduces it to 4 opponents needed, again with the right luck, but if Stef is right and you are doing everything possible to prevent this from happening, you wouldn't Borrow on T1. 7 opponents could guarantee that it would happen no matter what you did - the first summons Militia, and three others summon Bureaucrat and three summon Cutpurse.  However, an 8-player game can't really be considered a "normal game".

ok, my fault, i dunno how to formalize that. One thing comes to mind, that every player gets profit from these actions, including you.

and yeah, i count Stef's answer as the right answer, just there's one more =)
Title: Re: Easy Puzzles
Post by: navical on May 13, 2016, 11:38:17 am
5 Summoned Bishops also works.
Title: Re: Easy Puzzles
Post by: LaLight on May 13, 2016, 11:39:01 am
5 Summoned Bishops also works.

Yeah, that is my answer!
Title: Re: Easy Puzzles
Post by: ConMan on May 13, 2016, 11:42:15 am
More of a lame riddle than an easy puzzle, but whatever:

A card walks into a bar, and tells the barman: "+1 Buy; When you play this, double your coins if you haven't yet this turn. When you gain this, gain a Gold per Gladiator you have in play."

What card is that?
One that tends to leave junk on top of your deck, I believe.
Title: Re: Easy Puzzles
Post by: schadd on May 13, 2016, 12:05:31 pm
No idea if someone has brought this one up before, but I'm also wondering if it was possible pre-Empires: buy a Province on turn 1 in solo.
i'm pretty sure it's impossible? there's no way you can play actions at all, and once you get into the buy phase there isn't a way to play cards that you gain (since buying anything forbids you from playing cards afterwards and no method exists of gaining cards in the buy phase other than buying events/cards) so the only way to increase your money is baker token and borrow i'm pretty sure
Title: Re: Easy Puzzles
Post by: eHalcyon on May 13, 2016, 03:04:12 pm
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)

Some of those don't work.  For the Bane, you only need a single Scheme.  For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes.  For Enchantress, you only need one Scheme to get around it.
Title: Re: Easy Puzzles
Post by: Marcory on May 14, 2016, 01:13:06 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)

Some of those don't work.  For the Bane, you only need a single Scheme.  For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes.  For Enchantress, you only need one Scheme to get around it.

You plan on buying Quest after getting 6 cards into your hand. Putting 5-6 Schemes on top of your deck allows you to save the Labs for the following turn, when they can draw your new Gold.
Title: Re: Easy Puzzles
Post by: faust on May 14, 2016, 06:26:55 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)

Some of those don't work.  For the Bane, you only need a single Scheme.  For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes.  For Enchantress, you only need one Scheme to get around it.

Well, the puzzle didn't state how many Schemes and Labs there were in your deck. A deck with 1 Scheme and 8 Labs is a deck of "only Schemes and Labs", and for that one my solutions work.
Title: Re: Easy Puzzles
Post by: faust on May 14, 2016, 06:28:16 am
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)

Some of those don't work.  For the Bane, you only need a single Scheme.  For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes.  For Enchantress, you only need one Scheme to get around it.

You plan on buying Quest after getting 6 cards into your hand. Putting 5-6 Schemes on top of your deck allows you to save the Labs for the following turn, when they can draw your new Gold.

Doesn't work if your deck is only Schemes and Labs though.
Title: Re: Easy Puzzles
Post by: AdrianHealey on May 14, 2016, 07:32:11 am
Warrior?
Title: Re: Easy Puzzles
Post by: eHalcyon on May 14, 2016, 12:48:58 pm
Okay, here's my first puzzle:

Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?

If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:

- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)

Some of those don't work.  For the Bane, you only need a single Scheme.  For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes.  For Enchantress, you only need one Scheme to get around it.

Well, the puzzle didn't state how many Schemes and Labs there were in your deck. A deck with 1 Scheme and 8 Labs is a deck of "only Schemes and Labs", and for that one my solutions work.

Ah,  but the Puzzle says you put Schemes (plural!) on top of your deck, which you can't fulfill if you have only 1 Scheme.
Title: Re: Easy Puzzles
Post by: michaeljb on May 14, 2016, 12:59:34 pm
No idea if someone has brought this one up before, but I'm also wondering if it was possible pre-Empires: buy a Province on turn 1 in solo.
i'm pretty sure it's impossible? there's no way you can play actions at all, and once you get into the buy phase there isn't a way to play cards that you gain (since buying anything forbids you from playing cards afterwards and no method exists of gaining cards in the buy phase other than buying events/cards) so the only way to increase your money is baker token and borrow i'm pretty sure

It is possible, I actually made a separate thread for it just before you posted here.

http://forum.dominionstrategy.com/index.php?topic=15406.0

edit: or are you saying it's impossible pre-Empires? Because I agree with that.
Title: Re: Easy Puzzles
Post by: faust on May 15, 2016, 05:35:39 am
Ah,  but the Puzzle says you put Schemes (plural!) on top of your deck, which you can't fulfill if you have only 1 Scheme.

No; the puzzles says you put "only Schemes" on top, which only means all the cards you put on top are Schemes; a condition that can technically be fulfilled by not putting anything on top of your deck.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 16, 2016, 01:43:09 am
Ah,  but the Puzzle says you put Schemes (plural!) on top of your deck, which you can't fulfill if you have only 1 Scheme.

No; the puzzles says you put "only Schemes" on top, which only means all the cards you put on top are Schemes; a condition that can technically be fulfilled by not putting anything on top of your deck.

Fine, I concede.  You win this round!
Title: Re: Easy Puzzles
Post by: -Stef- on May 17, 2016, 07:54:47 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?

Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?

Ok, let's try the hard mode:

A group of opposing players (max 5) tries to get your hand empty at the start of your turn 2. They get to pick the kingdom, seating, decide all their own shuffles, and make a plan up front. However, you overhear them making a plan, and you get to try to do whatever you can to spoil their plan (including choosing your own shuffles).

Think of a plan for the group that can't be spoiled. I have a solution, although it requires 3 events.


Edit: now also have a solution with two events.
Title: Re: Easy Puzzles
Post by: LaLight on May 17, 2016, 08:03:39 am
Then, the next (I think it's harder):

I start Turn 2 without any cards in my hand. Why is that?

Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.

okay, technically that's ok, but what if they do not now, what mix is right?

Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?

Ok, let's try the hard mode:

A group of opposing players (max 5) tries to get your hand empty at the start of your turn 2. They get to pick the kingdom, seating, decide all their own shuffles, and make a plan up front. However, you overhear them making a plan, and you get to try to do whatever you can to spoil their plan (including choosing your own shuffles).

Think of a plan for the group that can't be spoiled. I have a solution, although it requires 3 events.

I think events are Borrow, Mission and Summon, I'll try to think about the solution
Title: Re: Easy Puzzles
Post by: majiponi on May 18, 2016, 06:34:05 am
I summoned Death Cart from aside.
What happened in the previous turn?
Title: Re: Easy Puzzles
Post by: Joseph2302 on May 18, 2016, 11:01:17 am
I summoned Death Cart from aside.
What happened in the previous turn?
        Moat                                                               
                                            Moat
      Moat
Title: Re: Easy Puzzles
Post by: Seprix on May 18, 2016, 12:32:52 pm
I summoned Death Cart from aside.
What happened in the previous turn?

You gained Death Cart through Summon. I'm trying to find out where the puzzle is. If it's the Ruins that are a problem, just have a Watchtower in hand, or a Trader.
Title: Re: Easy Puzzles
Post by: -Stef- on May 18, 2016, 01:28:41 pm
I summoned Death Cart from aside.
What happened in the previous turn?

You gained Death Cart through Summon. I'm trying to find out where the puzzle is. If it's the Ruins that are a problem, just have a Watchtower in hand, or a Trader.

No, neither of those work. Watchtower is too late (the Death cart is already covered up, and thus lost track of by Summon, even if it gets uncovered after that) and while Trader is actually in time to intercept the ruin, it just replaces the problem with a Silver.

You are on the right track with saying Ruins are a problem, but these blue cards aren't the solution.
Title: Re: Easy Puzzles
Post by: Infthitbox on May 18, 2016, 01:36:07 pm
The ruins pile is empty?
Title: Re: Easy Puzzles
Post by: Seprix on May 18, 2016, 02:00:38 pm
I summoned Death Cart from aside.
What happened in the previous turn?

You gained Death Cart through Summon. I'm trying to find out where the puzzle is. If it's the Ruins that are a problem, just have a Watchtower in hand, or a Trader.

No, neither of those work. Watchtower is too late (the Death cart is already covered up, and thus lost track of by Summon, even if it gets uncovered after that) and while Trader is actually in time to intercept the ruin, it just replaces the problem with a Silver.

You are on the right track with saying Ruins are a problem, but these blue cards aren't the solution.

Alright, so can you topdeck Death Cart with Watchtower without any Summon problems? I'm going to say no, though Nomad Camp apparently works just fine.

No Ruins is an answer, but I want to find a potential answer with Ruins.
Title: Re: Easy Puzzles
Post by: xyz123 on May 18, 2016, 02:59:27 pm
Is it buying Travelling Fair before Summon?

Would this mean you can top deck the two Ruins, enabling Summon to be able to set aside Death Cart?
Title: Re: Easy Puzzles
Post by: Chris is me on May 18, 2016, 04:26:05 pm
You reveal Trader with an empty Silver pile for the Ruins. Since Trader is a when-would-gain reaction, the Ruins never visit the pile, and since there are no Silvers left, Death Cart is never covered up.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 18, 2016, 04:31:48 pm
Is it buying Travelling Fair before Summon?

Would this mean you can top deck the two Ruins, enabling Summon to be able to set aside Death Cart?

I don't think so. Travelling Fair doesn't stop gained cards from visiting the discard pile.
Title: Re: Easy Puzzles
Post by: majiponi on May 25, 2016, 07:32:34 pm
The ruins pile is empty?
You reveal Trader with an empty Silver pile for the Ruins. Since Trader is a when-would-gain reaction, the Ruins never visit the pile, and since there are no Silvers left, Death Cart is never covered up.
Great!

Another quiz. Mr. Hirotashi first posted in twitter.

Discard your Wine Merchant from play.
Title: Re: Easy Puzzles
Post by: Deadlock39 on May 25, 2016, 08:05:58 pm
Another quiz. Mr. Hirotashi first posted in twitter.

Discard your Wine Merchant from play.

Enchantress
Title: Re: Easy Puzzles
Post by: Seprix on May 25, 2016, 08:12:38 pm
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.
Title: Re: Easy Puzzles
Post by: ephesos on May 28, 2016, 10:13:07 am
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.

KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?
Title: Re: Easy Puzzles
Post by: eHalcyon on May 28, 2016, 11:27:34 am
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.

KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?

How does KC-BoM work?   BoM would just get stuck on your Tavern mat, never to return.
Title: Re: Easy Puzzles
Post by: ConMan on May 29, 2016, 06:53:47 pm
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.

KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?

How does KC-BoM work?   BoM would just get stuck on your Tavern mat, never to return.
Closest I can get is first play BoM as Feast, then as Wine Merchant, then as (Ferry token'd) Rogue to retrieve itself from the trash, except that that doesn't discard it from play, and as pointed out it isn't really a Wine Merchant at that point.
Title: Re: Easy Puzzles
Post by: ephesos on May 30, 2016, 05:23:02 am
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.

KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?

How does KC-BoM work?   BoM would just get stuck on your Tavern mat, never to return.

Trash it with the first play, then retrieve it later and play it again. You "lose track" of a card's location when it's trashed, so you can't find it to put it on your Tavern mat when you play it as Wine Merchant.
Title: Re: Easy Puzzles
Post by: pitythefool on May 30, 2016, 10:58:55 am
Your deck consists of just the five cards in your hand from a legal kingdom of your choice.  No cards are set aside, on a mat, etc.
The challenge:  In one turn, gain a Spoils and later play it with no action cards left in play or in your hand or in your deck or set aside or on a mat, etc.
In other words, all action cards must be trashed before playing the Spoils.

Solo play, any legal kingdom, any number of events.  You may assume perfect shuffle luck if you need to.
Title: Re: Easy Puzzles
Post by: navical on May 30, 2016, 11:08:24 am
Your deck consists of just the five cards in your hand from a legal kingdom of your choice.  No cards are set aside, on a mat, etc.
The challenge:  In one turn, gain a Spoils and later play it with no action cards left in play or in your hand or in your deck or set aside or on a mat, etc.
In other words, all action cards must be trashed before playing the Spoils.

Solo play, any legal kingdom, any number of events.  You may assume perfect shuffle luck if you need to.
Your hand is Mining Village, Mining Village, Pillage, and any two other cards. Play Mining Village, trashing itself for +$2, play Pillage, trashing itself and gaining 2 Spoils, then play the second Mining Village, drawing one of the Spoils and trashing itself for +$2. Then play the Spoils.

Alternative: your hand is Pillage, Venture, and any three other cards. Play Pillage, trashing itself and gaining 2 Spoils, then in your Buy phase, play Venture, drawing and then playing one of the Spoils.
Title: Re: Easy Puzzles
Post by: Seprix on May 30, 2016, 11:11:22 am
Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2

Play Mining Village, trash. Play Pillage, play Raze, trashing itself.

Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:


Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.

Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel

Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
Title: Re: Easy Puzzles
Post by: pitythefool on May 30, 2016, 11:33:33 am
Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2

Play Mining Village, trash. Play Pillage, play Raze, trashing itself.

Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:


Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.

Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel

Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
Pillage, Mining Village works and is simpler than my solution.  Grats.

The second solution does not work.  You play the Spoils before buying Bonfire, hence actions are still in play.

Title: Re: Easy Puzzles
Post by: Seprix on May 30, 2016, 11:37:15 am
Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2

Play Mining Village, trash. Play Pillage, play Raze, trashing itself.

Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:


Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.

Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel

Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
Pillage, Mining Village works and is simpler than my solution.  Grats.

The second solution does not work.  You play the Spoils before buying Bonfire, hence actions are still in play.

The second solution does work. There are no Action cards in hand or in play. The bonfire was for trashing copper, a minimal increase in difficulty. Raze and Mining Village already trashed themselves along with Pillage, and the remaining card was Copper, or another Mining Village if you want it all to be just Action cards, nullifying the Bonfire bit as it would just all be gone anyways.
Title: Re: Easy Puzzles
Post by: singletee on May 30, 2016, 12:32:45 pm
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.

KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?

How does KC-BoM work?   BoM would just get stuck on your Tavern mat, never to return.

Trash it with the first play, then retrieve it later and play it again. You "lose track" of a card's location when it's trashed, so you can't find it to put it on your Tavern mat when you play it as Wine Merchant.

This doesn't work. No matter what, if you put it into play when you play it, and it stays there, it can find itself.
Title: Re: Easy Puzzles
Post by: pitythefool on May 30, 2016, 01:37:47 pm
Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2

Play Mining Village, trash. Play Pillage, play Raze, trashing itself.

Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:


Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.

Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel

Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
Pillage, Mining Village works and is simpler than my solution.  Grats.

The second solution does not work.  You play the Spoils before buying Bonfire, hence actions are still in play.

The second solution does work. There are no Action cards in hand or in play. The bonfire was for trashing copper, a minimal increase in difficulty. Raze and Mining Village already trashed themselves along with Pillage, and the remaining card was Copper, or another Mining Village if you want it all to be just Action cards, nullifying the Bonfire bit as it would just all be gone anyways.
I stand corrected.
Let me make the Puzzle harder.  No Pillage.

EDIT:  My solution doesn't work as it has an on-buy/on-gain resolving order problem.  This may not be possible.
EDIT:  It can be done
EDIT:  Again a problem.  So close, but I think it may be impossible.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 30, 2016, 06:40:02 pm
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.

I'm tempted to say BoM as Wine Merchant, but I don't think that works.

PPE: 1

That's it. Brilliant solution.

KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?

How does KC-BoM work?   BoM would just get stuck on your Tavern mat, never to return.

Trash it with the first play, then retrieve it later and play it again. You "lose track" of a card's location when it's trashed, so you can't find it to put it on your Tavern mat when you play it as Wine Merchant.

This doesn't work. No matter what, if you put it into play when you play it, and it stays there, it can find itself.

I guess ephesos means you do the following:

- Play KC-BoM.
- Choose Feast; BoM trashes itself and now you can choose again.
- Choose Wine Merchant at least once with the next two plays.
- Retrieve BoM from the trash with Graverobber.
- Play BoM again, now as Moat.
- Discard Moat from play.

I misunderstood his answer earlier, thinking that the solution was supposed to be all contained in the KC-BoM.  This actual "solution" doesn't actually work though.  You never discard a Wine Merchant from play; you never even put a Wine Merchant nto play.  At best, you are discarding a card from play that was once a Wine Merchant.  ephesos admitted this, but he also said "and that works" which is why I was confused. :P
Title: Re: Easy Puzzles
Post by: majiponi on May 30, 2016, 07:37:30 pm
New one.

Gain a Goons while resolving a University. 7 different answers exist.
Title: Re: Easy Puzzles
Post by: eHalcyon on May 30, 2016, 07:48:21 pm
New one.

Gain a Goons while resolving a University. 7 different answers exist.

1. Highway
2. Bridge
3. Princess
4. Quarry (via Black Market, Storyteller or Villa)
5. Ferry
6. Bridge Troll
7. Gain Squire, trashing it with Watchtower to gain Goons
Title: Re: Easy Puzzles
Post by: Seprix on May 30, 2016, 09:20:55 pm
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.
Title: Re: Easy Puzzles
Post by: wachsmuth on May 30, 2016, 10:08:18 pm
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.
The obvious ones are:

Ambassador
Messenger (involves cost reduction)
Jester
Masquerade (not technically gain, whatever)
Swindler

Other than that, I don't know. There are some convoluted ways an opponent can force you to gain Gold assuming you have certain cards in your deck. For example, trash their Sir Vander with a trashing attack. Another method that works is to play Possession, and set aside Bag of Gold, Soothsayer or Noble Brigand with Prince, forcing them to gain Golds during their turn. Well I guess that's 9.
Title: Re: Easy Puzzles
Post by: singletee on May 30, 2016, 10:09:24 pm
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.

1. Jester
2. Swindler
3. Ambassador
4. Trash your Sir Vander

What counts as a different way? Because your opponent could also Possess you and Prince your:

5. Soothsayer
6. Thief
7. Noble Brigand
8. Rogue
9. Smugglers
10. Hero, when there are no other Treasures left
11. Taxman, when there are no other Treasures left
12. Mine, when there are no other Treasures left
13. Bag of Gold
14. Sir Vander, trashing their own Knight
15. Treasure Map
16. Mint
17. Herald, hitting a Gold gainer
18. Throne Room, hitting a Gold gainer

There's also Masquerade, though that's not really gaining.

Edit: Whoops, Thief, Taxman, and Mint are optional.
Title: Re: Easy Puzzles
Post by: wachsmuth on May 30, 2016, 10:12:20 pm
Mint and Taxman are also optional.

Additionally, you can also Prince all of those cards yourself, then Possess your opponent and play their Possession, forcing them to gain Golds using your deck!
Title: Re: Easy Puzzles
Post by: Seprix on May 30, 2016, 10:16:43 pm
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.

1. Jester
2. Swindler
3. Ambassador
4. Trash your Sir Vander

What counts as a different way? Because your opponent could also Possess you and Prince your:

5. Soothsayer
6. Thief
7. Noble Brigand
8. Rogue
9. Smugglers
10. Hero, when there are no other Treasures left
11. Taxman, when there are no other Treasures left
12. Mine, when there are no other Treasures left
13. Bag of Gold
14. Sir Vander, trashing their own Knight
15. Treasure Map
16. Mint
17. Herald, hitting a Gold gainer
18. Throne Room, hitting a Gold gainer

There's also Masquerade, though that's not really gaining.

Edit: Whoops, Thief, Taxman, and Mint are optional.

You got the basic gist with Prince and Possession. There is also Summon with cost reduction. How it is done:

1. Play Possession, buy Summon.
2. Play Possession on the Possession turn.
3. Opponent must resolve Summon.
Title: Re: Easy Puzzles
Post by: singletee on June 01, 2016, 01:31:57 pm
Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.
Title: Re: Easy Puzzles
Post by: Qvist on June 01, 2016, 01:57:11 pm
Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.

Baker board with Ferry and Alms.

T1: Open Ferry on GM, if you have 2/5 spend a coin token to do so.
T2: Buy Alms, gain GM
Title: Re: Easy Puzzles
Post by: singletee on June 01, 2016, 02:02:55 pm
Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.

Baker board with Ferry and Alms.

T1: Open Ferry on GM, if you have 2/5 spend a coin token to do so.
T2: Buy Alms, gain GM

You have to buy the GM.
Title: Re: Easy Puzzles
Post by: Seprix on June 01, 2016, 02:17:35 pm
5/2

Turn 1: $5, Buy Borrow, Travelling Fair, Poor House, Silver, topdeck all.

Turn 2:
Draw Estate x2, Silver + Poor House
Alms gain Villa.
Play Villa (+$1), Poor House (+$3), use Baker Token (+$1), Borrow Token (+$1), Silver (+$2) for a total of $8, buy Grand Market or even Province if you wanted.
Title: Re: Easy Puzzles
Post by: singletee on June 01, 2016, 03:02:58 pm
5/2

Turn 1: $5, Buy Borrow, Travelling Fair, Poor House, Silver, topdeck all.

Turn 2:
Draw Estate x2, Silver + Poor House
Alms gain Villa.
Play Villa (+$1), Poor House (+$3), use Baker Token (+$1), Borrow Token (+$1), Silver (+$2) for a total of $8, buy Grand Market or even Province if you wanted.

The puzzle is to find a solution that works no matter your opening split:

Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.

So I need something that works on 2/5, 5/2, 3/4, and 4/3.
Title: Re: Easy Puzzles
Post by: Seprix on June 01, 2016, 03:24:17 pm
There is no single solution that can be used for all 4 scenarios without any changes.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 01, 2016, 04:00:04 pm
There is no single solution that can be used for all 4 scenarios without any changes.

Certainly there is.  Just never play Treasures and it doesn't matter what your opening split is.

Kingdom includes Grand Market (of course), Baker and Death Cart.  Events are Travelling Fair, Borrow and Alms.

Turn 1: Don't play Treasures.  Use coin token and Borrow to generate $2.  Buy Travelling Fair.  Buy Alms for Death Cart, top-decking with Travelling Fair.  You can choose to top-deck Ruins as well, but it's not necessary.  In clean-up, draw only 4 cards including Death Cart.

Turn 2: Don't play Treasures.  Play Death Cart for +$5.  Borrow again to reach $6.  Buy Grand Market.

You can actually hit $7 on turn 2 without Treasure by using Alms for Villa beforehand.

Edit: That same trick means that you can use Villa instead of either Baker or Borrow.

Edit 2: Can't do that on turn 1 because Alms is needed to get the Death Cart.
Title: Re: Easy Puzzles
Post by: math on June 01, 2016, 05:13:35 pm
There is no single solution that can be used for all 4 scenarios without any changes.

Certainly there is.  Just never play Treasures and it doesn't matter what your opening split is.

Kingdom includes Grand Market (of course), Baker and Death Cart.  Events are Borrow and Alms.

Turn 1: Don't play Treasures.  Use coin token and Borrow to generate $2.  Buy Travelling Fair.  Buy Alms for Death Cart, top-decking with Travelling Fair.  You can choose to top-deck Ruins as well, but it's not necessary.  In clean-up, draw only 4 cards including Death Cart.

Turn 2: Don't play Treasures.  Play Death Cart for +$5.  Borrow again to reach $6.  Buy Grand Market.

You can actually hit $7 on turn 2 without Treasure by using Alms for Villa beforehand.

Edit: That same trick means that you can use Villa instead of either Baker or Borrow.

You'll need to use Villa instead of Borrow, since you are buying Travelling Fair on turn 1 and therefore have three events.  Replacing Borrow with Villa leaves only two.
Title: Re: Easy Puzzles
Post by: singletee on June 01, 2016, 05:17:38 pm
Actually, you still need Baker and Borrow because you can only use Alms once per turn. Kingdoms can have three events; that's fine.

There are also 2 similar solutions that do not use Death Cart.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 01, 2016, 05:46:49 pm
There is no single solution that can be used for all 4 scenarios without any changes.

Certainly there is.  Just never play Treasures and it doesn't matter what your opening split is.

Kingdom includes Grand Market (of course), Baker and Death Cart.  Events are Borrow and Alms.

Turn 1: Don't play Treasures.  Use coin token and Borrow to generate $2.  Buy Travelling Fair.  Buy Alms for Death Cart, top-decking with Travelling Fair.  You can choose to top-deck Ruins as well, but it's not necessary.  In clean-up, draw only 4 cards including Death Cart.

Turn 2: Don't play Treasures.  Play Death Cart for +$5.  Borrow again to reach $6.  Buy Grand Market.

You can actually hit $7 on turn 2 without Treasure by using Alms for Villa beforehand.

Edit: That same trick means that you can use Villa instead of either Baker or Borrow.

You'll need to use Villa instead of Borrow, since you are buying Travelling Fair on turn 1 and therefore have three events.  Replacing Borrow with Villa leaves only two.

Oops, editing made me lose some of that stuff.  But three events is allowed, even if the recommendation is for 2 max.

Yeah, Alms+Villa can't be used on turn 1 since I already use Alms for Death Cart, my bad.
Title: Re: Easy Puzzles
Post by: faust on June 02, 2016, 10:03:50 am
I buy a Ferry to put the token on Scout. Why?
Title: Re: Easy Puzzles
Post by: Limetime on June 02, 2016, 10:06:41 am
I buy a Ferry to put the token on Scout. Why?
You have 7 buys 6 scouts are left in the supply. You have 15 dollars you also want to pile out.
2 piles are out and you that is the olny way to pile out.
Title: Re: Easy Puzzles
Post by: Seprix on June 02, 2016, 10:25:25 am
I buy a Ferry to put the token on Scout. Why?

Because you're RoadRunner.
Title: Re: Easy Puzzles
Post by: wachsmuth on June 02, 2016, 10:31:25 am
Cause Vineyards.
Title: Re: Easy Puzzles
Post by: Watno on June 02, 2016, 10:31:56 am
I buy a Ferry to put the token on Scout. Why?
You want to be able to Swindle your opponent's two-cost cards into Scouts.
Title: Re: Easy Puzzles
Post by: Seprix on June 02, 2016, 11:11:30 am
If you could actually draw a card with Scout via +Card Token, it would be worth it. But of course, there are so much better options with the +Card Token.
Title: Re: Easy Puzzles
Post by: faust on June 02, 2016, 11:29:21 am
I buy a Ferry to put the token on Scout. Why?
You want to be able to Swindle your opponent's two-cost cards into Scouts.

That's what I had in mind.
Title: Re: Easy Puzzles
Post by: navical on June 02, 2016, 12:25:38 pm
So your Saboteurs miss your opponent's Scouts.
Title: Re: Easy Puzzles
Post by: belugawhale on June 03, 2016, 12:11:19 am
How can you discard something from play in the middle of your buy phase?
Title: Re: Easy Puzzles
Post by: singletee on June 03, 2016, 10:50:40 am
Actually, you still need Baker and Borrow because you can only use Alms once per turn. Kingdoms can have three events; that's fine.

There are also 2 similar solutions that do not use Death Cart.

Here are the other solutions.

T1: Buy Alms gaining Villa, play Villa, play 2 Copper, use Baker token, buy Travelling Fair, buy Secret Chamber and topdeck it
T2: Play SC discarding 4, buy Alms gaining Villa, play Villa, buy Borrow, buy GM

T1: Buy Alms gaining Villa, play Villa, play 2 Copper, use Baker token, buy Borrow, buy Summon gaining Secret Chamber/Storeroom
T2: Play SC/SR discarding 4, buy Alms gaining Villa, play Villa, buy Borrow, buy GM
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2016, 10:58:54 am
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.

*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.

There are two solutions I found so far.
Title: Re: Easy Puzzles
Post by: singletee on June 03, 2016, 11:04:43 am
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.

*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.

There are two solutions I found so far.

Buy Bonfire, trashing a Fortress into your hand. Buy two Farmlands, remodeling your Fortress into a Farmland each time.
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2016, 11:05:14 am
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.

*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.

There are two solutions I found so far.

Buy Bonfire, trashing a Fortress into your hand. Buy two Farmlands, remodeling your Fortress into a Farmland each time.

Correct. The other solution is similar.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 03, 2016, 11:13:03 am
Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?
Title: Re: Easy Puzzles
Post by: Seprix on June 03, 2016, 11:32:56 am
Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?

Hey, that's another solution.

My second solution is buy Bonfire, trashing a Cultist, and drawing a Fortress.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 03, 2016, 01:04:44 pm
Actually, you still need Baker and Borrow because you can only use Alms once per turn. Kingdoms can have three events; that's fine.

There are also 2 similar solutions that do not use Death Cart.

Here are the other solutions.

T1: Buy Alms gaining Villa, play Villa, play 2 Copper, use Baker token, buy Travelling Fair, buy Secret Chamber and topdeck it
T2: Play SC discarding 4, buy Alms gaining Villa, play Villa, buy Borrow, buy GM

T1: Buy Alms gaining Villa, play Villa, play 2 Copper, use Baker token, buy Borrow, buy Summon gaining Secret Chamber/Storeroom
T2: Play SC/SR discarding 4, buy Alms gaining Villa, play Villa, buy Borrow, buy GM


There are also solutions where you Summon Death Cart.  Didn't think it counted as a different solution because it's still the same action card.  I was trying to think of other action cards that could work and missed your solution here.

Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?

Hey, that's another solution.

My second solution is buy Bonfire, trashing a Cultist, and drawing a Fortress.

You could also Bonfire two Catacombs for two Villa. Or the trashed Cultist draws two $4s. Or your Pathfinding Villa draws a Margrave that launches you into an engine to do all sorts of things. ;)
Title: Re: Easy Puzzles
Post by: majiponi on June 04, 2016, 06:09:03 am
Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?

Hey, that's another solution.

My second solution is buy Bonfire, trashing a Cultist, and drawing a Fortress.
Very similar to mine. Trashing 2 Rats to draw 2 Rats.
Buy Doctor, overpaying $2, trashing 2 Rats, drawing Squire and Bank. Buy Villa. Play it. Play Squire to choose +2 Buys. Play Bank to earn extra $16. Buy 4 Farmlands.
(In Action phase) call Royal Carriage to replay Horse Trader 3 times.
Haggler is in play. Buy Farmland, resolving Haggler's effect first, gain Villa, putting it into your hand. Trash Villa to gain Farmland. Do this again.
*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.
You mean, no coin token, right?
Title: Re: Easy Puzzles
Post by: faust on June 04, 2016, 09:13:03 am
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.

*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.

There are two solutions I found so far.

Since you didn't specify a game state, you can just do all sorts of sheninigans if it's the start of your turn, like Prince, Guide etc.
Title: Re: Easy Puzzles
Post by: J Reggie on June 04, 2016, 10:05:30 pm
(I don't know if the rule still applies that you have to solve a puzzle to make a puzzle, but here's one I came up with a while back.)

What's the most different types and different colors of cards you can get in 5 or fewer cards with no repeats?

I got 9 types and 7 colors in 4 cards. This is pre-Empires.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 04, 2016, 10:45:10 pm
(I don't know if the rule still applies that you have to solve a puzzle to make a puzzle, but here's one I came up with a while back.)

What's the most different types and different colors of cards you can get in 5 or fewer cards with no repeats?

I got 9 types and 7 colors in 4 cards. This is pre-Empires.

I suspect there's a way to do better, but I don't have time to think deeper about it right now...

One way to reach your numbers is Dame Josephine, Hovel, Coin of the Realm, Curse but I'm pretty sure there are other solutions to get the same.
Title: Re: Easy Puzzles
Post by: J Reggie on June 04, 2016, 11:09:44 pm
(I don't know if the rule still applies that you have to solve a puzzle to make a puzzle, but here's one I came up with a while back.)

What's the most different types and different colors of cards you can get in 5 or fewer cards with no repeats?

I got 9 types and 7 colors in 4 cards. This is pre-Empires.

I suspect there's a way to do better, but I don't have time to think deeper about it right now...

One way to reach your numbers is Dame Josephine, Hovel, Coin of the Realm, Curse but I'm pretty sure there are other solutions to get the same.

That's what I had.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 04, 2016, 11:52:08 pm
OK, here's going at it with some actual methodology.

From what I can see, there are nine types with different colours: Action, Treasure, Victory, Curse, Reaction, Duration, Shelter, Ruins, Reserve.

All Knights, Looters and Travellers are Actions, and they don't necessarily bring a lot of extra to the table so we may wish to rule those out immediately.  Ruins are all Actions as well but they have their own colour; nonetheless, we will likely get more out of another Action card.  So that's one colour we give up on.

Hovel is the best Shelter to take.  It gives us two types and colours without using any of the usual primary types.

All Durations are actions.  The Durations with the most types are the ones that are also Attacks.  So let's take Haunted Woods.

We can take a Reserve.  We can grab either Coin of the Realm or Distant Lands.  Pre-Empires, there aren't any Victory cards with other types that we can still take, but there are Treasures.  So we should take Distant Lands here.  (Empires has Castles for another type.)

And then we can take Diadem for our Treasure, and Curse because it's unique.


Total: 10 types and 8 colours in 5 cards.
Title: Re: Easy Puzzles
Post by: werothegreat on June 18, 2016, 10:14:23 am
During my Buy phase, I use Pilgrimage to gain an Embargo.  How?
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 18, 2016, 10:24:04 am
Enchantress
Title: Re: Easy Puzzles
Post by: J Reggie on June 20, 2016, 05:12:12 pm
So Tax adds debt to the cost of a card for the next player who wants that card, but there are at least four things you can buy to actually increase the cost of a card. What are they?

Title: Re: Easy Puzzles
Post by: eHalcyon on June 20, 2016, 05:27:58 pm
So Tax adds debt to the cost of a card for the next player who wants that card, but there are at least four things you can buy to actually increase the cost of a card. What are they?

Stonemason, Doctor, Herald, Masterpiece.
Title: Re: Easy Puzzles
Post by: singletee on June 20, 2016, 05:28:26 pm
So Tax adds debt to the cost of a card for the next player who wants that card, but there are at least four things you can buy to actually increase the cost of a card. What are they?

Villa makes Peddler cost more; I dunno about the others.
Title: Re: Easy Puzzles
Post by: Seprix on June 20, 2016, 05:31:57 pm
Castles pile, feels like cheating, but is a potential option.
Title: Re: Easy Puzzles
Post by: Awaclus on June 20, 2016, 05:35:45 pm
Bonfire can increase the cost of stuff by trashing your Highways.
Title: Re: Easy Puzzles
Post by: J Reggie on June 20, 2016, 05:36:35 pm
Villa and Bonfire were two of the ones I was thinking of. The overpay ones are clever but not quite what I was getting at. Castles don't actually increase in cost when you buy them, they just uncover more expensive cards.
Title: Re: Easy Puzzles
Post by: Seprix on June 20, 2016, 05:43:04 pm
So it also works for Bridge Troll and Quarry with Bonfire, but not Bridge.
Title: Re: Easy Puzzles
Post by: singletee on June 20, 2016, 05:46:31 pm
Bonfire could also trash your not-a-Band of Misfits from play, turning it into a Band of Misfits, which costs more than whatever it was emulating.
Title: Re: Easy Puzzles
Post by: Seprix on June 20, 2016, 05:48:46 pm
When you buy a card with Swamp Hag in play, you pay 'extra' with Curses.
Title: Re: Easy Puzzles
Post by: J Reggie on June 20, 2016, 05:50:54 pm
Bonfire could also trash your not-a-Band of Misfits from play, turning it into a Band of Misfits, which costs more than whatever it was emulating.

Nice, I didn't even think about that.  But there at still at least two more uh card shaped things that you can buy to increase the cost of things, no matter what you trash with Bonfire.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 20, 2016, 05:53:37 pm
Buying Mandarin can move Crown from in play to your deck, increasing the cost of Peddler.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 20, 2016, 05:56:04 pm
Border Village gaining Villa, but that doesn't seem like a new solution.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 20, 2016, 05:59:06 pm
Buying Mandarin can move Crown from in play to your deck, increasing the cost of Peddler.
So mint would be the 4th then?
Title: Re: Easy Puzzles
Post by: J Reggie on June 20, 2016, 06:00:18 pm
Buying Mandarin can move Crown from in play to your deck, increasing the cost of Peddler.
So mint would be the 4th then?

I hadn't thought of Mint, that makes 5 things. Mint and Mandarin also remove Quarry from play.
Title: Re: Easy Puzzles
Post by: Awaclus on June 20, 2016, 06:04:58 pm
I guess if Villa is a valid answer because buying it ends your buy phase and increases the cost of Peddler, then all the card shaped things that you can buy could be valid answers for the same reason.
Title: Re: Easy Puzzles
Post by: J Reggie on June 20, 2016, 06:10:10 pm
I guess if Villa is a valid answer because buying it ends your buy phase and increases the cost of Peddler, then all the card shaped things that you can buy could be valid answers for the same reason.

Hmm, that's actually a good point. There's still another thing you can buy to increase the cost of non-Peddler cards though.
Title: Re: Easy Puzzles
Post by: Seprix on June 20, 2016, 06:26:12 pm
Raid increases the cost of cards for the opponent when you buy it.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 20, 2016, 06:42:31 pm
Raid increases the cost of cards for the opponent when you buy it.
How?
Title: Re: Easy Puzzles
Post by: Seprix on June 20, 2016, 06:49:11 pm
Oh, right. That would be -1 Card.

Alright, I guess there's Ball then, but that's next turn. Ew.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 20, 2016, 06:55:24 pm
Oh, right. That would be -1 Card.

Alright, I guess there's Ball then, but that's next turn. Ew.

That's decreasing coin accrued, not increasing cost.
Title: Re: Easy Puzzles
Post by: faust on June 21, 2016, 02:21:12 pm
Isn't the last one just Ferry, moving the token off a pile?
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 21, 2016, 02:33:43 pm
Isn't the last one just Ferry, moving the token off a pile?

We of course missed the arguably most obvious one :)
Title: Re: Easy Puzzles
Post by: Asper on June 21, 2016, 05:41:07 pm
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
Title: Re: Easy Puzzles
Post by: gkrieg13 on June 21, 2016, 05:42:19 pm
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.

overlord?
Title: Re: Easy Puzzles
Post by: Asper on June 21, 2016, 05:46:29 pm
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.

overlord?

I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.
Title: Re: Easy Puzzles
Post by: gkrieg13 on June 21, 2016, 05:51:19 pm
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.

overlord?

I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.

I guess I read it wrong the first time.  I thought you meant that you were easy to gain but then the chariot race stuff, which would work with overlord
Title: Re: Easy Puzzles
Post by: AJD on June 23, 2016, 04:14:17 pm
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.

overlord?

I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.

you posted it in the "easy puzzles" thread
Title: Re: Easy Puzzles
Post by: ephesos on June 24, 2016, 03:07:09 pm
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.

overlord?

I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.

Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.
Title: Re: Easy Puzzles
Post by: Donald X. on June 24, 2016, 03:08:58 pm
Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.
Fortune costs $8 more than Overlord.
Title: Re: Easy Puzzles
Post by: ephesos on June 24, 2016, 03:14:12 pm
Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.
Fortune costs $8 more than Overlord.
:P the wiki lists it under the 3 costs....
Okay, no card currently in the game except for Fortune costs more. So it's only slightly suckier.
Title: Re: Easy Puzzles
Post by: gkrieg13 on June 24, 2016, 03:32:14 pm
Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.
Fortune costs $8 more than Overlord.
:P the wiki lists it under the 3 costs....
Okay, no card currently in the game except for Fortune costs more. So it's only slightly suckier.

That is arguable. Hitting Dominate's $14 is harder than hitting simply $8 [8] and paying off the debt later. Having Potion and $6 collide can also be also a bit trickier than $8 [8]. There is not only money but time/opportunity cost for all cards.

I think this post completely missed what the quoted posts were attempting to say
Title: Re: Easy Puzzles
Post by: Seprix on June 24, 2016, 04:23:20 pm
Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.
Fortune costs $8 more than Overlord.
:P the wiki lists it under the 3 costs....
Okay, no card currently in the game except for Fortune costs more. So it's only slightly suckier.

That is arguable. Hitting Dominate's $14 is harder than hitting simply $8 [8] and paying off the debt later. Having Potion and $6 collide can also be also a bit trickier than $8 [8]. There is not only money but time/opportunity cost for all cards.

I think this post completely missed what the quoted posts were attempting to say

Yes, it did.
Title: Re: Easy Puzzles
Post by: Asper on June 26, 2016, 04:12:23 am
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.

overlord?

I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.

Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.

Overlord also costs more than Engineer, in addition to Copper, Curse, and the older non-supply cards. But yes, there are more cards costing more or less than Transmute than there are cards that cost more or less than Overlord. Or Royal Blacksmith. Or City Quarter. The idea was mostly that a secondary currency was involved. Only the first part points at Transmute specifically.
Title: Re: Easy Puzzles
Post by: majiponi on June 28, 2016, 06:30:34 am
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
"NO CARD". You don't even need to gain it. Just trash with Donate.

Another quiz.
I have some coins unspent in this Buy phase. I have some debt. But I don't pay for them due to an tactical reason. What is that?
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 06:51:05 am
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
"NO CARD". You don't even need to gain it. Just trash with Donate.

Another quiz.
I have some coins unspent in this Buy phase. I have some debt. But I don't pay for them due to an tactical reason. What is that?

Wine Merchant or Basilica
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 06:54:23 am
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 28, 2016, 07:06:05 am
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?
Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.



Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 28, 2016, 07:10:47 am
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 07:13:55 am
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?
Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.

coin tokens okay, but was not my initial answer
Masquerader silver won't let me pay all the debt
The rest won't be in my hand next turn
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 28, 2016, 07:25:26 am
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?
Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.

coin tokens okay, but was not my initial answer
Masquerader silver won't let me pay all the debt
The rest won't be in my hand next turn
Well, govener and council room will let you draw them. Govener 4 silvers and then draw 4x with govener. Masquerade could pass a trade route or foarger worth 8 coins.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 07:26:17 am
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?
Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.

coin tokens okay, but was not my initial answer
Masquerader silver won't let me pay all the debt
The rest won't be in my hand next turn
Well, govener and council room will let you draw them. Govener 4 silvers and then draw 4x with govener. Masquerade could pass a trade route or foarger worth 8 coins.
You're very right =)
Title: Re: Easy Puzzles
Post by: Watno on June 28, 2016, 07:32:31 am
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
Title: Re: Easy Puzzles
Post by: faust on June 28, 2016, 07:32:50 am
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?

Opponent Ambassadors stuff, on your turn, call Guide.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 28, 2016, 08:05:03 am
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 08:14:31 am
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.

Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure
Title: Re: Easy Puzzles
Post by: markusin on June 28, 2016, 08:43:49 am
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.

Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure

You want to trash all your opponent's Rocks for that sweet Silver. And maybe Sir Vander.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 08:49:28 am
Your opponent knows nothing about the errata he-he-he
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on June 28, 2016, 09:40:55 am
Your opponent knows nothing about the errata he-he-he
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.

Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure

You want to trash all your opponent's Rocks for that sweet Silver. And maybe Sir Vander.
You are forgetting one thing.
Title: Re: Easy Puzzles
Post by: Watno on June 28, 2016, 09:41:49 am
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.

Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure

That still works with Donate happening between turns though, except you allow the opponent to trash cards in process.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 09:58:05 am
Your opponent knows nothing about the errata he-he-he
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?
Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.

Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure

You want to trash all your opponent's Rocks for that sweet Silver. And maybe Sir Vander.
You are forgetting one thing.

TOMB!!!
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 10:09:00 am
There is a kingdom without cantrips, villages, throne room (and all the variants), no cards (or Events) giving tokens, no travellers, no Black Market, no cultists, literally NO cards giving +1 action. How can you make a turn, having played three different actions during the turn?
Title: Re: Easy Puzzles
Post by: singletee on June 28, 2016, 10:12:30 am
There is a kingdom without cantrips, villages, throne room (and all the variants), no cards (or Events) giving tokens, no travellers, no Black Market, no cultists, literally NO cards giving +1 action. How can you make a turn, having played three different actions during the turn?

Prince

Overlord + Band of Misfits
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 10:13:17 am
There is a kingdom without cantrips, villages, throne room (and all the variants), no cards (or Events) giving tokens, no travellers, no Black Market, no cultists, literally NO cards giving +1 action. How can you make a turn, having played three different actions during the turn?

Prince

Overlord + Band of Misfits

It was too easy =(
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 10:34:56 am
Okay, another one: you take a normal turn and in the buy phase after you played all the treasures, you have $65 and 30 buys and no debt. But no matter how hard you want, you can't buy any cards (No Mission). Why?
Title: Re: Easy Puzzles
Post by: gkrieg13 on June 28, 2016, 10:48:11 am
Okay, another one: you take a normal turn and in the buy phase after you played all the treasures, you have $65 and 30 buys and no debt. But no matter how hard you want, you can't buy any cards (No Mission). Why?

Counterfeit contraband
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 10:58:32 am
Okay, another one: you take a normal turn and in the buy phase after you played all the treasures, you have $65 and 30 buys and no debt. But no matter how hard you want, you can't buy any cards (No Mission). Why?

Counterfeit contraband

True
Title: Re: Easy Puzzles
Post by: singletee on June 28, 2016, 11:35:52 am
I played Storyteller but didn't draw any cards. Why? 5 solutions.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 11:41:03 am
I played Storyteller but didn't draw any cards. Why? 5 solutions.

1) Your deck is trashed
2) Your deck is in your hand
3) Your deck is set aside
4) You have -1 token
5) You have -1 card token
Title: Re: Easy Puzzles
Post by: singletee on June 28, 2016, 11:42:42 am
I played Storyteller but didn't draw any cards. Why? 5 solutions.

1) Your deck is trashed
2) Your deck is in your hand
3) Your deck is set aside
4) You have -1 token
5) You have -1 card token

You got 3. (I consider the first 3 the same - no more cards in deck.)
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 11:44:02 am
I played Storyteller but didn't draw any cards. Why? 5 solutions.

1. -1 Coin Token. (From Ball, Bridge Troll)
2. No cards in deck or discard.
3. -1 Card token (from Raid, Relic)

Is that all 5 solutions, or does that count as only three?

PPE: Darn.
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 11:44:33 am
Fourth is Enchantress.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 11:47:21 am
Fourth is Enchantress.

With enchantress you draw a card
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 11:52:16 am
I considered playing Poor House first, but that doesn't send you into negative. Debt doesn't prevent you from gaining coins. Hmm.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 28, 2016, 11:57:16 am
Storyteller->Crown->Poor House

Storyteller->Crown->Black Market
 
(Maybe those are 1 answer?)
Title: Re: Easy Puzzles
Post by: Awaclus on June 28, 2016, 11:57:52 am
I considered playing Poor House first, but that doesn't send you into negative. Debt doesn't prevent you from gaining coins. Hmm.

You can, however, play a Crown with Storyteller's ability and Crown a Poor House to remove the coin you got from Storyteller.

EDIT: Crownmind
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 12:00:36 pm
Got a solution. Play Storyteller, Play Crown, play Poor House.

PPE: Come ooooonnnn!
Title: Re: Easy Puzzles
Post by: singletee on June 28, 2016, 12:19:10 pm
Storyteller->Crown->Poor House

Storyteller->Crown->Black Market
 
(Maybe those are 1 answer?)

Yep, those are the other 2.
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 12:23:53 pm
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?

There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 12:32:42 pm
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?

There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.

1) Market Square
2) You need this Ratcatcher in your deck next turn (It's the only cantrip and you can take additional +actions from it in some way)
3) You need more actions in play for Conspirator
4) Tomb
Title: Re: Easy Puzzles
Post by: singletee on June 28, 2016, 12:35:13 pm
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?

There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.

1) Market Square
2) You need this Ratcatcher in your deck next turn (It's the only cantrip and you can take additional +actions from it in some way)
3) You need more actions in play for Conspirator
4) Tomb

Conspirator doesn't work, but Horn of Plenty, Peddler, and Pilgrimage do.
Title: Re: Easy Puzzles
Post by: eHalcyon on June 28, 2016, 12:35:41 pm
There's nothing else in your hand that you'd rather trash and you want Ratcatcher in play for Peddler or Horn of Plenty or whatever other reason.

There's nothing else in your hand that you'd rather trash and you want to trigger an on-trash effect like Market Square or Tomb.

You're possessed with a hand of all Fortresses.

Edit: ninja'd on two, oh well.
Title: Re: Easy Puzzles
Post by: J Reggie on June 28, 2016, 12:36:36 pm
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?

There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.

1) Market Square
2) You need this Ratcatcher in your deck next turn (It's the only cantrip and you can take additional +actions from it in some way)
3) You need more actions in play for Conspirator
4) Tomb

3 doesn't work, but it could be for Horn of Plenty or Pilgrimage or whichever landmark gives you points for buying a card that you have in play.
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 12:41:09 pm
Congrats on the Landmark solutions. Conspirator indeed does not work.

The three solutions I had were:

Trash trigger (Market Square)
Horn of Plenty
Peddler (eHalcyon guessed it actually)

Landmarks is an acceptable answer, as is wanting Ratcatcher in your deck.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 12:49:31 pm
I think about Emporium but it's "Horn of Plenty" solution

Edit: My solution works either, isn't it?
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 12:50:05 pm
I think about Emporium but it's "Horn of Plenty" solution

Yes, but I'll take that as another answer! :p
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 12:57:54 pm
I play beggar and gain no cards. (copper is not empty)
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 01:04:31 pm
Enchantress.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 01:05:54 pm
Enchantress.

There's more
Title: Re: Easy Puzzles
Post by: Seprix on June 28, 2016, 01:15:21 pm
Hmm, you gain with Watchtower, revealing a Beggar is not playing it and it gains cards anyways.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 01:15:44 pm
Hmm, you gain with Watchtower, revealing a Beggar is not playing it and it gains cards anyways.

You're right, that's not an answer
Title: Re: Easy Puzzles
Post by: eHalcyon on June 28, 2016, 01:19:07 pm
I play beggar and gain no cards. (copper is not empty)

Trader with no Silver.

You're Possessed.
Title: Re: Easy Puzzles
Post by: LaLight on June 28, 2016, 01:22:16 pm
I play beggar and gain no cards. (copper is not empty)

Trader with no Silver.

You're Possessed.

Yeah, it was trader.
Title: Re: Easy Puzzles
Post by: Seprix on June 29, 2016, 10:33:53 pm
Trash a Rats on Turn 2.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 29, 2016, 11:08:21 pm
Open Travelling Fair, Watchtower.
Turn 2: 2 Copper+ Baker token+Borrow. Buy Rats, reveal Watchtower to trash it.

Or use the token to open with Travelling Fair, Rats. Then play it turn 2 and Borrow+ Bonfire to trash it from play. (3 events though)
Title: Re: Easy Puzzles
Post by: DLloyd09 on June 29, 2016, 11:12:51 pm
Kingdom contains Baker. Events: Travelling Fair, Advance

T1: 5/2 opening, using coin token buy Travelling Fair, then Rats, topdecking Rats.
T2: Buy Advance. Trash Rats.

Edit: sniped (mostly)
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on June 29, 2016, 11:19:52 pm
4/3 opening. Open Rats. Then Donate!
Title: Re: Easy Puzzles
Post by: scott_pilgrim on June 29, 2016, 11:36:38 pm
Trash a Rats on Turn 2.

http://forum.dominionstrategy.com/index.php?topic=15683.0 (http://forum.dominionstrategy.com/index.php?topic=15683.0)

Put Rats in the Black Market deck and trash it at some point.
Title: Re: Easy Puzzles
Post by: Seprix on June 29, 2016, 11:39:30 pm
Trash a Province on Turn 2. (no Donate)
Title: Re: Easy Puzzles
Post by: scott_pilgrim on June 29, 2016, 11:41:09 pm
Trash a Province on Turn 2. (no Donate)

Trash a Rats on Turn 2.

http://forum.dominionstrategy.com/index.php?topic=15683.0 (http://forum.dominionstrategy.com/index.php?topic=15683.0)

Put Rats Watchtower in the Black Market deck and trash it a Province at some point.
Title: Re: Easy Puzzles
Post by: Seprix on June 30, 2016, 12:04:36 am
Trash a Province on Turn 2. (no Donate)

Trash a Rats on Turn 2.

http://forum.dominionstrategy.com/index.php?topic=15683.0 (http://forum.dominionstrategy.com/index.php?topic=15683.0)

Put Rats Watchtower in the Black Market deck and trash it a Province at some point.

Boringggggg.
Title: Re: Easy Puzzles
Post by: singletee on June 30, 2016, 01:47:25 am
Open Travelling Fair, Watchtower.
Turn 2: 2 Copper+ Baker token+Borrow. Buy Rats, reveal Watchtower to trash it.

Or use the token to open with Travelling Fair, Rats. Then play it turn 2 and Borrow+ Bonfire to trash it from play. (3 events though)

A bit simpler version of the latter:

T1 CCCCC, Summon Rats
T2 CCEEE, Play summoned Rats, reshuffling to draw Copper, trashing Estate. Play 3 Copper and buy Bonfire to trash Rats from play.
Title: Re: Easy Puzzles
Post by: Deadlock39 on June 30, 2016, 09:13:22 am
4/3 opening. Open Rats. Then Donate!

This one doesn't technically work because Donate happens after your 2nd Turn.

You could however, use a Baker Token, or Borrow to buy Travelling Fair, and purchase both Rats and Donate on Turn 1 to trash the Rats between Turns 1 and 2.
Title: Re: Easy Puzzles
Post by: majiponi on July 02, 2016, 04:57:33 am
Trash a Province on Turn 2. (no Donate)
Turn1(Opponent): use a coin token, buy Borrow, buy Travelling Fair, buy Stonemason, overpaying $3, gain 2 Masquerade, put them on top of her deck
Turn1(mine): buy Alms to gain Villa, buy Province
Turn2(Opponent): play Masquerade, pass Masquerade
Turn2(mine): play Masquerade, trash Province
Title: Re: Easy Puzzles
Post by: faust on July 02, 2016, 05:20:12 am
Trash a Province on Turn 2. (no Donate)

Salt the Earth.
Title: Re: Easy Puzzles
Post by: Seprix on July 02, 2016, 07:17:24 pm
Trash a Province on Turn 2. (no Donate)

Salt the Earth.

Yes, you correctly figured out my trick question. That was actually the answer, if you can believe it.
Title: Re: Easy Puzzles
Post by: Chris is me on July 05, 2016, 01:55:20 pm
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?
Title: Re: Easy Puzzles
Post by: Witherweaver on July 05, 2016, 01:59:05 pm
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?

An opponent gains Villa, plays Masquerade, and passes you a card while your hand is empty.

(Edit: Empty from, say, a bunch of Torturers or whatever.)
Title: Re: Easy Puzzles
Post by: Deadlock39 on July 05, 2016, 02:16:41 pm
You buy Inheritance and set aside the last card of a pile to end the game.
Title: Re: Easy Puzzles
Post by: singletee on July 05, 2016, 03:32:50 pm
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?

An opponent gains Villa, plays Masquerade, and passes you a card while your hand is empty.

(Edit: Empty from, say, a bunch of Torturers or whatever.)

Then it wasn't the last Buy phase of the game.
Title: Re: Easy Puzzles
Post by: Chris is me on July 05, 2016, 03:43:44 pm
You buy Inheritance and set aside the last card of a pile to end the game.

This is what I was thinking of. The Inheritance Vineyard thread made me realize that Inheritance actually puts a card in your deck at the end of the game that you never gained.
Title: Re: Easy Puzzles
Post by: Dingan on July 08, 2016, 12:36:50 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.
Title: Re: Easy Puzzles
Post by: Chris is me on July 08, 2016, 12:43:15 pm
Do you have cards in your hand?

Either way, you can Alms a third pile, like Estates. Alms isn't a Supply pile :P
Title: Re: Easy Puzzles
Post by: eHalcyon on July 08, 2016, 12:44:17 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.

Starvation.

For real though, your premise is unclear.  Does my deck include my hand, or do I have 5 cards to work with (say, KC-KC-Bridge-Bridge-Bridge)?  Do I have coin tokens (spend 11 coin tokens, buy the last Colony).  Do I have non-Duration cards set aside (return Horse Traders to hand, play it and buy 2 Poor Houses or even Prince of Workshops to pile out Silver over multiple turns).
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on July 08, 2016, 12:44:59 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.
You have a bunch of cards in your hand/discard pile. You have no cards in your deck.
Title: Re: Easy Puzzles
Post by: Witherweaver on July 08, 2016, 12:52:29 pm
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?

An opponent gains Villa, plays Masquerade, and passes you a card while your hand is empty.

(Edit: Empty from, say, a bunch of Torturers or whatever.)

Then it wasn't the last Buy phase of the game.

Why you gotta bust balls :(
Title: Re: Easy Puzzles
Post by: Dingan on July 08, 2016, 01:05:21 pm
I meant no cards in deck as in no cards anywhere -- so no cards in hand, Duration cards, Prince, Horse Traders, etc.  Guess that wasn't clear.  And oh, solutions I was thinking of (there are 2) have been mentioned:

                              Alms or coin tokens                             

EDIT:
I guess Borrow / Poor House also works.

EDIT2:
Would debt cards work?  (I still don't know the rules regarding Debt.)
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on July 08, 2016, 01:18:22 pm
I meant no cards in deck as in no cards anywhere -- so no cards in hand, Duration cards, Prince, Horse Traders, etc.  Guess that wasn't clear.  And oh, solutions I was thinking of (there are 2) have been mentioned:

                              Alms or coin tokens                             

EDIT:
I guess Borrow / Poor House also works.

EDIT2:
Would debt cards work?  (I still don't know the rules regarding Debt.)

Debt cards (with a $0/XD cost) would work assuming you only had to buy 1 of them to empty that pile and end the game.

Procession/Bonfire with some action that produces money/buys, or just money + Travelling Fair, or any duration that makes $ also works. Though you need to not have action cards available costing $1 more than Processioned cards.
Title: Re: Easy Puzzles
Post by: ephesos on July 11, 2016, 01:27:05 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.

First player to starve to death loses.

Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.

Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.

Do we start the turn with 0 cards? Or can it be at any time during our turn.

Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant
Title: Re: Easy Puzzles
Post by: eHalcyon on July 11, 2016, 01:29:53 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.

First player to starve to death loses.

Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.

Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.

Do we start the turn with 0 cards? Or can it be at any time during our turn.

Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant

You were ninja'd by a couple days...

Wine Merchant alone wouldn't work because you wouldn't be able to retrieve it from the mat without some other way of generating coin.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on July 11, 2016, 01:50:07 pm
Coin tokens.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 11, 2016, 02:10:23 pm
Coin tokens.

Also mentioned already. :P
Title: Re: Easy Puzzles
Post by: ephesos on July 11, 2016, 05:04:16 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.

First player to starve to death loses.

Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.

Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.

Do we start the turn with 0 cards? Or can it be at any time during our turn.

Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant

You were ninja'd by a couple days...

Wine Merchant alone wouldn't work because you wouldn't be able to retrieve it from the mat without some other way of generating coin.
Buy Estate and use the $2 extra to retrieve it.

Also just read it before reading this lol.
Title: Re: Easy Puzzles
Post by: singletee on July 11, 2016, 05:09:44 pm
Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant

Mining Village works too.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 11, 2016, 05:40:37 pm
Neither you nor your opponent have any cards in your decks or in Duration.  There are 2 piles empty -- Coppers and Curses.  There are no other supply piles worth $0.  How does the game end?  The answer is not 'resignation'.

First player to starve to death loses.

Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.

Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.

Do we start the turn with 0 cards? Or can it be at any time during our turn.

Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant

You were ninja'd by a couple days...

Wine Merchant alone wouldn't work because you wouldn't be able to retrieve it from the mat without some other way of generating coin.
Buy Estate and use the $2 extra to retrieve it.

Also just read it before reading this lol.

Oh, you're assuming that Wine Merchant was just played so you have $4 to spend?  I thought it was implied that we're starting on a fresh turn.  If that's allowed, Embargo and Mining Village are also possible answers, or cards that generate lots of money and buys plus Bonfire.
Title: Re: Easy Puzzles
Post by: ephesos on July 11, 2016, 10:37:26 pm
Oh, you're assuming that Wine Merchant was just played so you have $4 to spend?  I thought it was implied that we're starting on a fresh turn.  If that's allowed, Embargo and Mining Village are also possible answers, or cards that generate lots of money and buys plus Bonfire.

Well, that's sort of what I was asking, how "fresh" is our turn?

If it is nothing anywhere e.g. start the game, but before turn 1 I take away all your cards and some of the Supply, then I think solutions are limited to things you can buy with $0. Which pretty much makes the only solutions Alms, Borrow, and Debt.

Also, problem says "There are no other supply piles worth $0." Not sure if this counts, but if you say a card can be "worth" $2, but only cost $0 due to Ferry, then Ferry token on a $2 or $1 cost. Idk, maybe just being semantic, but I'd still say my Village is worth $3 even if I have 3 Bridges in play.

Either that, or you get really semantic and say Copper is worth $1, Silver's worth $2, Plat's worth $5, etc. and buy out the Ruins which aren't "worth" anything cause they're not Treasure.
Title: Re: Easy Puzzles
Post by: eHalcyon on July 12, 2016, 12:13:32 am
Oh, you're assuming that Wine Merchant was just played so you have $4 to spend?  I thought it was implied that we're starting on a fresh turn.  If that's allowed, Embargo and Mining Village are also possible answers, or cards that generate lots of money and buys plus Bonfire.

Well, that's sort of what I was asking, how "fresh" is our turn?

If it is nothing anywhere e.g. start the game, but before turn 1 I take away all your cards and some of the Supply, then I think solutions are limited to things you can buy with $0. Which pretty much makes the only solutions Alms, Borrow, and Debt.

Also, problem says "There are no other supply piles worth $0." Not sure if this counts, but if you say a card can be "worth" $2, but only cost $0 due to Ferry, then Ferry token on a $2 or $1 cost. Idk, maybe just being semantic, but I'd still say my Village is worth $3 even if I have 3 Bridges in play.

Either that, or you get really semantic and say Copper is worth $1, Silver's worth $2, Plat's worth $5, etc. and buy out the Ruins which aren't "worth" anything cause they're not Treasure.


Yeah, most of that was already covered and clarification plus the intended answers are already revealed here (http://forum.dominionstrategy.com/index.php?topic=7339.msg617438#msg617438).
Title: Re: Easy Puzzles
Post by: mail-mi on July 18, 2016, 02:10:16 am
it's actually possible to discard Champion from play.

So, how?

I can only think of one way. any others?
Title: Re: Easy Puzzles
Post by: ConMan on July 18, 2016, 02:13:45 am
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.

Enchantress
Title: Re: Easy Puzzles
Post by: majiponi on July 19, 2016, 01:24:44 am
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.

Enchantress

How about this?
Discard Transmogrify you played in this turn from play.
Title: Re: Easy Puzzles
Post by: gkrieg13 on July 19, 2016, 01:34:21 am
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.

Enchantress

How about this?
Discard Transmogrify you played in this turn from play.

The old prince and call trick
Title: Re: Easy Puzzles
Post by: Watno on July 19, 2016, 06:47:11 am
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.

Enchantress

How about this?
Discard Transmogrify you played in this turn from play.
Enchantress
Title: Re: Easy Puzzles
Post by: J Reggie on July 20, 2016, 07:57:11 pm
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.

Enchantress

How about this?
Discard Transmogrify you played in this turn from play.

The old prince and call trick

A Princed throne room is an answer that might actually come up in a game.
Title: Re: Easy Puzzles
Post by: werothegreat on July 25, 2016, 12:01:57 am
I gained a Warrior.  How?
Title: Re: Easy Puzzles
Post by: gkrieg13 on July 25, 2016, 01:23:59 am
I gained a Warrior.  How?

Rogue?
Title: Re: Easy Puzzles
Post by: Seprix on July 25, 2016, 10:31:31 am
I gained a Warrior.  How?

Rogue, Graverobber.
Title: Re: Easy Puzzles
Post by: J Reggie on July 30, 2016, 08:33:28 am
I gained a Warrior.  How?

You bought Pilgrimage on Making Fun when Adventures first came online.
Title: Re: Easy Puzzles
Post by: Dingan on August 01, 2016, 02:10:22 pm
How does this game evolve, how does it end, and who wins?  And no cheating by finding the game log.  (And I still can't figure out how to get the Event images to show up -- Events were Quest and Lost Arts.)

(http://wiki.dominionstrategy.com/images/b/b4/Bishop.jpg) (http://wiki.dominionstrategy.com/index.php/Bishop) (http://wiki.dominionstrategy.com/images/c/c8/Caravan.jpg) (http://wiki.dominionstrategy.com/index.php/Caravan) (http://wiki.dominionstrategy.com/images/6/65/Quarry.jpg) (http://wiki.dominionstrategy.com/index.php/Quarry) (http://wiki.dominionstrategy.com/images/e/e2/Spice_Merchant.jpg) (http://wiki.dominionstrategy.com/index.php/Spice Merchant) (http://wiki.dominionstrategy.com/images/f/f5/Thief.jpg) (http://wiki.dominionstrategy.com/index.php/Thief) (http://wiki.dominionstrategy.com/images/6/6a/Storyteller.jpg) (http://wiki.dominionstrategy.com/index.php/Storyteller) (http://wiki.dominionstrategy.com/images/9/91/Hireling.jpg) (http://wiki.dominionstrategy.com/index.php/Hireling)  (http://wiki.dominionstrategy.com/images/b/b2/Doctor.jpg) (http://wiki.dominionstrategy.com/index.php/Doctor) (http://wiki.dominionstrategy.com/images/e/e1/Guide.jpg) (http://wiki.dominionstrategy.com/index.php/Guide) (http://wiki.dominionstrategy.com/images/8/8d/Scheme.jpg) (http://wiki.dominionstrategy.com/index.php/Scheme)
Code: [Select]
Quest, Lost Arts, Doctor, Guide, Scheme, Bishop, Caravan, Quarry, Spice Merchant, Thief, Storyteller, Hireling
EDIT
I'm not really looking for a "Player A wins if they do X, Y, and Z".  I'm more so looking for something like "Player A wins if they do X first, or faster, or more often".
Title: Re: Easy Puzzles
Post by: 2.71828..... on August 01, 2016, 02:32:10 pm
How does this game evolve, how does it end, and who wins?

Golden deck on bishop, whoever gets better doctor trashing  luck wins.
Title: Re: Easy Puzzles
Post by: Seprix on August 01, 2016, 02:54:52 pm
How does this game evolve, how does it end, and who wins?

Golden deck on bishop, whoever gets better doctor trashing  luck wins.

Ditto. Nothing else here is surefire.
Title: Re: Easy Puzzles
Post by: Dingan on August 01, 2016, 03:04:08 pm
How does this game evolve, how does it end, and who wins?

Golden deck on bishop, whoever gets better doctor trashing  luck wins.

Hmm, not sure.  Could you guarantee that you could get your deck like that before your opponent starts Thieving things?  You would have to act fast.  And even if so, is that guaranteed to out-pace the deck that is buying Provinces and Bishoping non-green things?
Title: Re: Easy Puzzles
Post by: Seprix on August 01, 2016, 03:17:38 pm
There's no village, so there will only be one Thief a turn. One Bishop a turn. All roads appear to lead to the Bishop golden deck. I agree that Thief is prominent here, so the only alternative to the Bishop deck that can possibly beat it is a Thief/Storyteller engine, maybe with a Hireling thrown in.

edit: peeked at the log. Interesting match, I could see it devolving into that, but I'm not 100% sure it is inevitable.
Title: Re: Easy Puzzles
Post by: Dingan on August 01, 2016, 03:32:29 pm
There's no village, so there will only be one Thief a turn.

There is Lost Arts (which you probably noticed).
Title: Re: Easy Puzzles
Post by: Seprix on August 01, 2016, 08:34:34 pm
There's no village, so there will only be one Thief a turn.

There is Lost Arts (which you probably noticed).

No, I actually forgot. Darned lack of an image.
Title: Re: Easy Puzzles
Post by: Witherweaver on August 02, 2016, 09:27:11 am
There's no village, so there will only be one Thief a turn.

There is Lost Arts (which you probably noticed).

No, I actually forgot. Darned lack of an image.

I suppose the art has been........ lost.
Title: Re: Easy Puzzles
Post by: werothegreat on August 03, 2016, 09:30:53 am
I have three cards in my hand, and you have 1 card between your deck and discard pile.

I play Tribute, and you reveal and discard that single card.

I then play two Legionaries, revealing nothing, and then buy a Province.

What card of yours did Tribute reveal?
Title: Re: Easy Puzzles
Post by: Limetime on August 03, 2016, 09:45:40 am
Crown

Also coin token is on Legionary and your tributes reveals any action card.
Title: Re: Easy Puzzles
Post by: faust on August 03, 2016, 09:58:17 am
Crown

Also coin token is on Legionary and your tributes reveals any action card.
And Champion is in play, so the revealed card could as well have been a Curse.
Title: Re: Easy Puzzles
Post by: singletee on August 04, 2016, 06:08:04 pm
Unexpected pop quiz!

These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.

1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?

2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.

3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?

4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?

Answers (no peeking until you try to solve!)

1. Mandarin

2. Any non-negative integer

3. Curse and Hovel

4. King's Castle
Title: Re: Easy Puzzles
Post by: math on August 04, 2016, 06:44:10 pm
Unexpected pop quiz!

These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.

1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?

2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.

3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?

4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?

Answers (no peeking until you try to solve!)

1. Mandarin

2. Any non-negative integer

3. Curse and Hovel

4. King's Castle

I got the third and fourth ones.  For the second one, I figured out how to get anywhere from 2 to 6, but I didn't think of Expedition or having 0 or 1 cards in your deck.  For the first one, I couldn't figure it out for a while even after reading the solution, but then I remembered   Quarry  .
Title: Re: Easy Puzzles
Post by: Dingan on August 04, 2016, 06:49:49 pm
Unexpected pop quiz!

These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.

1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?

2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.

3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?

4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?

Answers (no peeking until you try to solve!)

1. Mandarin

2. Any non-negative integer

3. Curse and Hovel

4. King's Castle

1. could also be          Border Village     
Title: Re: Easy Puzzles
Post by: eHalcyon on August 04, 2016, 06:54:33 pm
For 1, Peddler should also be valid.  Both this answer and the provided one depend on tricky timing when you check the cost.

PPE: I don't think BV works because the card you gain from BV isn't one you gained from Stonemason overpay.
Title: Re: Easy Puzzles
Post by: Asper on August 05, 2016, 04:12:11 am
Unexpected pop quiz!

These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.

1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?

2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.

3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?

4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?

1. Peddler and a card costing less. A card with a Ferry token that's later removed and a card costing less. Any two cards with different costs that have their cost reduced to $0 thanks to a cost reducer.

2. Any. Counts below 5 by trashing down (Raze or Ratcatcher for example to get to 0), any number of Expeditions to increase by 2, and Save to get odd numbers.

3. Curse and Hovel, the only non-VP, non-Action, non-Treasure cards there are.

4. Any. Just get up to Small Castle, then trash another Castle each time you have it in hand. It's possible to reach up to $6 without that to get Haunted Castle, and with its Gold you can get $9 to reach Grand Castle, with Opulent Castle, 3 VP cards and Gold in hand. To max out your points, trash Crumbling Castle for King's Castle and keep the rest.

Edit: +1 for the answer to #1, which i didn't think of. Technically it's as correct as the other solutions, because even there the cards don't really have different costs - although the first has a different cost the moment you gain the second, which no other solution i saw provides.
Title: Re: Easy Puzzles
Post by: majiponi on August 05, 2016, 06:08:13 am
For 1, Peddler should also be valid.  Both this answer and the provided one depend on tricky timing when you check the cost.

PPE: I don't think BV works because the card you gain from BV isn't one you gained from Stonemason overpay.

I think he says BV works because BV lets him gain Mandarin.
Title: Re: Easy Puzzles
Post by: ephesos on August 07, 2016, 10:23:23 pm
For 1, Peddler should also be valid.  Both this answer and the provided one depend on tricky timing when you check the cost.

PPE: I don't think BV works because the card you gain from BV isn't one you gained from Stonemason overpay.

I think he says BV works because BV lets him gain Mandarin.

Didn't realize how that works at first....
Play Crown, buy Stonemason, overpay 6, gain Peddler, gain BV to gain Mandarin(trashing Crown). Peddler now costs 8 and BV costs 6.

Also,
Peddler+Villa works with BV too. Peddler only costs less during the buy phase.
Title: Re: Easy Puzzles
Post by: eHalcyon on August 08, 2016, 02:15:02 am
Didn't realize how that works at first....
Play Crown, buy Stonemason, overpay 6, gain Peddler, gain BV to gain Mandarin(trashing Crown). Peddler now costs 8 and BV costs 6.

Hmm, I was thinking it would be:

Play Quarry, buy Stonemason, overpay 4 (or 3), gain Border Village for Mandarin (or just Mandarin directly).  BV now costs $6 (Mandarin now costs $5) and your second Stonemason gain will still be for a $4 (or $3).
Title: Re: Easy Puzzles
Post by: ephesos on August 08, 2016, 10:26:04 pm
Didn't realize how that works at first....
Play Crown, buy Stonemason, overpay 6, gain Peddler, gain BV to gain Mandarin(trashing Crown). Peddler now costs 8 and BV costs 6.
Hmm, I was thinking it would be:
Play Quarry, buy Stonemason, overpay 4 (or 3), gain Border Village for Mandarin (or just Mandarin directly).  BV now costs $6 (Mandarin now costs $5) and your second Stonemason gain will still be for a $4 (or $3).
Right, I realized after the fact that Quarry was probably an unstated assumption for Mandarin solutions. But it wasn't what I thought of first, and I was too lazy to change the post.
Title: Re: Easy Puzzles
Post by: Limetime on August 18, 2016, 01:28:10 am
Mint works instead of mandrin.
Title: Re: Easy Puzzles
Post by: Simon (DK) on August 18, 2016, 06:19:52 am
Mint works instead of mandrin.

No it doesn't. Mint is only on buy.
Title: Re: Easy Puzzles
Post by: mail-mi on August 18, 2016, 11:27:21 am
Mint works instead of mandrin.

No it doesn't. Mint is only on buy.

Nope, it's on gain.
Title: Re: Easy Puzzles
Post by: singletee on August 18, 2016, 11:29:07 am
Mint works instead of mandrin.

No it doesn't. Mint is only on buy.

Nope, it's on gain.

(http://wiki.dominionstrategy.com/images/thumb/b/bc/Mint.jpg/200px-Mint.jpg)
Title: Re: Easy Puzzles
Post by: Witherweaver on August 18, 2016, 11:31:46 am
He was thinking of Mine, because all of Mine's triggered abilities are on-gain.
Title: Re: Easy Puzzles
Post by: mail-mi on August 18, 2016, 02:01:14 pm
...oh  :-[
Title: Re: Easy Puzzles
Post by: Limetime on August 26, 2016, 12:28:15 am
Mint works instead of mandrin.

No it doesn't. Mint is only on buy.

Nope, it's on gain.

(http://wiki.dominionstrategy.com/images/8/8e/Mine.jpg)
FTFY
Title: Re: Easy Puzzles
Post by: Haddock on August 26, 2016, 09:47:10 am
Mint works instead of mandrin.

No it doesn't. Mint is only on buy.

Nope, it's on gain.

img
FTFY
Gah!
Title: Re: Easy Puzzles
Post by: faust on August 28, 2016, 11:41:49 am
How many times can you meaningfully* reveal a Secret Chamber to the same** attack?

*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.
Title: Re: Easy Puzzles
Post by: singletee on August 28, 2016, 11:48:26 am
How many times can you meaningfully* reveal a Secret Chamber to the same** attack?

*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.

Twelve times. Reveal once each to get the Caravan Guards at positions 2-11 in your deck, once to get the Moat at position 12, and once to put Secret Chamber itself on top.
Title: Re: Easy Puzzles
Post by: Watno on August 28, 2016, 12:38:52 pm
How many times can you meaningfully* reveal a Secret Chamber to the same** attack?

*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.

Twelve times. Reveal once each to get the Caravan Guards at positions 2-11 in your deck, once to get the Moat at position 12, and once to put Secret Chamber itself on top.
I get 36 you have 24 estates inheriting caravan guard.
42 6 more estates because its 6p
Title: Re: Easy Puzzles
Post by: Dingan on August 30, 2016, 02:25:24 am
Disclaimer: I don't know any answer(s) to this question, but for some reason I bet there is at least 1...

When does playing Necropolis on T2 matter?
Title: Re: Easy Puzzles
Post by: LaLight on August 30, 2016, 03:18:47 am
Disclaimer: I don't know any answer(s) to this question, but for some reason I bet there is at least 1...

When does playing Necropolis on T2 matter?

You have 8 from Lost City/Baker/Borrow and but TrFair and 2 Swindlers topdecked
Title: Re: Easy Puzzles
Post by: Qvist on August 30, 2016, 08:43:10 am
It matters on T1 and T2 if you want to trigger Advance because if you play it you can't do that anymore.
Title: Re: Easy Puzzles
Post by: Witherweaver on August 30, 2016, 08:45:15 am
Trashing with Bonfire as well.
Title: Re: Easy Puzzles
Post by: faust on August 30, 2016, 11:38:04 am
If you want to open with Baker coin, Borrow, buying a $6 Peddler... because that's an amazing plan!

I'm also pretty sure it matters in scott's "empty the supply on T2" solution.
Title: Re: Easy Puzzles
Post by: singletee on August 30, 2016, 11:39:30 am
Turn 1 Ball for 2 Nomad Camps
Title: Re: Easy Puzzles
Post by: faust on August 31, 2016, 04:09:20 am
How many times can you meaningfully* reveal a Secret Chamber to the same** attack?

*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.

Twelve times. Reveal once each to get the Caravan Guards at positions 2-11 in your deck, once to get the Moat at position 12, and once to put Secret Chamber itself on top.
I get 36 you have 24 estates inheriting caravan guard.
42 6 more estates because its 6p
But for Inheritance, one of the CGs will be set aside, so it's only 41.
Title: Re: Easy Puzzles
Post by: Marcory on September 11, 2016, 01:04:26 am
After the Caravan guards are out, reveal it 10 more times to reveal and React with the 10 Horse Traders on top of your deck.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 11, 2016, 01:09:58 am
After the Caravan guards are out, reveal it 10 more times to reveal and React with the 10 Horse Traders on top of your deck.

Reacting with HT doesn't draw you a card until the start of your next turn, so you can't get deeper into your deck by doing it.
Title: Re: Easy Puzzles
Post by: majiponi on September 16, 2016, 10:46:00 am
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on September 16, 2016, 11:32:05 am
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
11: Save copper. Alms for Villa, copper x6, Baker, Borrow.

12: Buy a noble brigand
Title: Re: Easy Puzzles
Post by: Witherweaver on September 16, 2016, 11:39:21 am
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
11: Save copper. Alms for Villa, copper x6, Baker, Borrow.

12: Buy a noble brigand

If "Attack on turn 1" means "play an Attack on turn 1" (which I think it has to), then that doesn't work.
Title: Re: Easy Puzzles
Post by: traces Around on September 16, 2016, 03:18:17 pm
Possibly over-complicated for 12: Necro and 4 copper, play coppers, baker token, borrow for TF, Advance trashing necro to top-deck some attack, buy mission. Play attack on mission turn (which I guess is still turn 1)
Title: Re: Easy Puzzles
Post by: faust on September 16, 2016, 03:24:48 pm
Possibly over-complicated for 12: Necro and 4 copper, play coppers, baker token, borrow for TF, Advance trashing necro to top-deck some attack, buy mission. Play attack on mission turn (which I guess is still turn 1)
Hmm. I thought about a solution without Mission   , but I don't think there is one. At least not in singleplayer.
Title: Re: Easy Puzzles
Post by: singletee on September 16, 2016, 03:27:36 pm
Possibly over-complicated for 12: Necro and 4 copper, play coppers, baker token, borrow for TF, Advance trashing necro to top-deck some attack, buy mission. Play attack on mission turn (which I guess is still turn 1)
Hmm. I thought about a solution without Mission   , but I don't think there is one. At least not in singleplayer.

Yeah, I can't think of any way to get a non-Villa Action (or Relic) into your hand on your regular Turn 1 in solitaire.
Title: Re: Easy Puzzles
Post by: majiponi on September 17, 2016, 05:37:15 am
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.

Q12. Literally "Turn 1", "play an Attack". Multiplayer is OK.
Title: Re: Easy Puzzles
Post by: faust on September 17, 2016, 06:59:58 am
Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.

Q12. Literally "Turn 1", "play an Attack". Multiplayer is OK.
Well, multiplayer is always simple. Trying to make it work with the least number of players might still be interesting... let's see.

P1: Hand: 4C,Nc. Buy Alms, gain Villa. Play Villa, 4C, Baker coin, buy Borrow, Advance Nc->Lost City, buy Stonemason, overpay 5, gain 2 Lost Cities.
P2: Hand 7C,Nc. Buy Alms, gain Villa. Play Villa, 7C, Baker, Borrow. Buy Messenger (->Fortune Teller), buy Travelling Fair, Buy Noble Brigand, Advance Nc->Lost City.

P3 draws 3 cards from P1's Lost Cities, then discards 2 to P2's Noble Brigand, and draws 1 card after shuffle. Which is Fortune Teller.

Is it possible for P2 (without Mission)?
Title: Re: Easy Puzzles
Post by: Limetime on September 17, 2016, 10:01:41 am
If you can do this http://forum.dominionstrategy.com/index.php?topic=15851.0  (http://forum.dominionstrategy.com/index.php?topic=15851.0) then you can play an attack on turn 1.
Title: Re: Easy Puzzles
Post by: faust on September 17, 2016, 05:42:15 pm
If you can do this http://forum.dominionstrategy.com/index.php?topic=15851.0  (http://forum.dominionstrategy.com/index.php?topic=15851.0) then you can play an attack on turn 1.

Yes, basically what singletee said. We were looking for a solution for "real" turn 1.
Title: Re: Easy Puzzles
Post by: faust on September 19, 2016, 04:11:11 pm
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.
Title: Re: Easy Puzzles
Post by: LaLight on September 19, 2016, 04:13:43 pm
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.

Cultist with lost arts on it. Many actions, play everything

Edit: breaks the second rule
Title: Re: Easy Puzzles
Post by: faust on September 19, 2016, 04:24:35 pm
Forgot to mention: No Peasant.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 19, 2016, 05:02:32 pm
Ambassador 2 Fishing Villages back to get one into the Supply and then buy Inheritance.

Guess I missed/broke the no attacks rule here, so this is wrong.
Title: Re: Easy Puzzles
Post by: traces Around on September 19, 2016, 05:41:44 pm
- the board has no attacks

erm... as much as we like to consider Ambassador purely as a thinner...

Summon is limited by pile size, although with the correct set of other cards (strong draw) it should be able to be made sustainable until the piles run out.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 19, 2016, 05:53:17 pm
Another solution that is outlawed I just thought of is to put Lost Arts on Catapult, buy all the Rocks and then play them with Black Market.
Title: Re: Easy Puzzles
Post by: faust on September 19, 2016, 05:58:45 pm
- the board has no attacks

erm... as much as we like to consider Ambassador purely as a thinner...

Summon is limited by pile size, although with the correct set of other cards (strong draw) it should be able to be made sustainable until the piles run out.
I have a solution in mind that goes on forever, not just until some piles run out.
Title: Re: Easy Puzzles
Post by: Limetime on September 19, 2016, 06:03:47 pm
Durations. You can play 4 and then 5 Durations every turn drawing cards with expedition?
Title: Re: Easy Puzzles
Post by: Witherweaver on September 19, 2016, 06:04:44 pm
The Durations aren't played the turn they stayed out.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 19, 2016, 06:04:59 pm
Is there any way to force discard a Duration?
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 20, 2016, 10:53:09 am
The first thought that crossed my mind was to Bonfire the Fishing Villages and then gain them back with Graverobber/Rouge, but it doesn't work because your opponent could steal them, and you can't get them back the same turn without Plaza, which is a Village.
Title: Re: Easy Puzzles
Post by: Watno on September 20, 2016, 10:55:39 am
Since your opponent doesn't actively interfere with your plans, this works.
Title: Re: Easy Puzzles
Post by: Seprix on September 20, 2016, 10:56:14 am
Is there any way to force discard a Duration?

Yes. Play Rabble, discard the opponent's Wharf.
Title: Re: Easy Puzzles
Post by: Seprix on September 20, 2016, 10:57:55 am
Is there any way to force discard a Duration?

There is also Enchantress in play, you play Fishing Village as cantrip, and you discard a Duration card at the end of the turn as a result.
Title: Re: Easy Puzzles
Post by: Witherweaver on September 20, 2016, 11:22:36 am
I meant discard from play. 

Enchantress could help this work, but not on the Fishing Villages, and there are no Attacks.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 20, 2016, 11:36:55 am
Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
Title: Re: Easy Puzzles
Post by: singletee on September 20, 2016, 11:48:22 am
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.

Ok, I think this technically works. I am definitely abusing a loophole though.

The Kingdom is Pilgrimage, Lost Arts, Courtyard, Fishing Village, Masquerade, Ranger, Smithy, Council Room, Journeyman, Catacombs, Wharf, Hunting Grounds. Shelters are used.

1. Buy Lost Arts on Fishing Village, and several Masquerades.
2. Use Masquerade whenever possible until your opponent is caught with a hand of 4 Fishing Villages and a Necropolis (which is not a hand of all Fishing Villages!). Assume the opponent is a meanie and gives you the Necropolis.
3. Buy two Catacombs, two Wharves, and one of each other terminal Action. Trash away your extra Masquerades and your starting cards except for one Copper.

At the start of your turn, your deck is:
2 FV
2 Necro
1 Courtyard
1 Masq
1 Ranger
1 Smithy
1 Council Room
1 Journeyman
2 Catacombs
1 Wharf
1 Hunting Grounds
1 X, which is whatever your opponent passed you from last turn's Masquerade.

You have 2 Fishing Villages and 1 Wharf active from last turn. Your Journey Token is face down.

Each turn:
Draw 2 from Wharf
Get a total of +2 Actions form your Fishing Villages
If you have Fishing Villages or Necropolises in hand, play them.
Otherwise, play the Catacombs you topdecked last turn to sift for your FVs and Necros.
Continue playing FV, Necro, and terminal draw until you have drawn your deck and played everything except Courtyard, Masquerade, Catacombs, and X.
Play Masquerade, passing X.
Play Courtyard, topdecking Catacombs.
Buy Pilgrimage to flip your Journey token back.

So, do you have enough Actions to do all this? Let's see:
Start with 1 Action
+1 from each of 2 FV durations => 3
+2 from each of 2 FVs => 7
+1 from each of 2 Necropolises => 9
Title: Re: Easy Puzzles
Post by: faust on September 20, 2016, 12:06:24 pm
Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?
Title: Re: Easy Puzzles
Post by: faust on September 20, 2016, 12:07:23 pm
I guess I should have specified no Shelters. Well, you always forget something. Have a +1 anyway.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 20, 2016, 12:18:43 pm
Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?

Two of the terminals are Rouge and Graverobber.
Title: Re: Easy Puzzles
Post by: faust on September 20, 2016, 12:25:23 pm
Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?

Two of the terminals are Rouge and Graverobber.
Breaks the "no attacks" rule.
Title: Re: Easy Puzzles
Post by: Watno on September 20, 2016, 01:10:18 pm
I'm not sure if the rules allow for using Overlord and BoM, but if they do, you can emulate Graverobber with them.
Title: Re: Easy Puzzles
Post by: singletee on September 20, 2016, 01:19:27 pm
I'm not sure if the rules allow for using Overlord and BoM, but if they do, you can emulate Graverobber with them.

I figure they are disallowed under "no cards that play other cards", since otherwise you can just Lost Arts Overlord/BOM and play whatever actions, no Fishing Villages needed!
Title: Re: Easy Puzzles
Post by: singletee on September 20, 2016, 02:10:52 pm
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.

Solution based on Deadlock's ideas:

The Kingdom is Bonfire, Lost Arts, Royal Blacksmith, Steward, Fishing Village, Smithy, Graverobber, Council Room, Journeyman, Catacombs, Wharf, Hunting Grounds.

1. Get Steward and trash your starting cards with it.
2. Buy Lost Arts on Graverobber, four Graverobbers, two Wharves, and one of each other terminal Action.

At the start of your turn, your deck is:
1 Royal Blacksmith
1 Steward
1 Smithy
4 Graverobbers
1 Council Room
1 Journeyman
1 Catacombs
1 Wharf
1 Hunting Grounds

There are 4 Fishing Villages in the trash. You have 1 Wharf active from last turn.

Each turn:
Draw 2 from Wharf
Get a total of +4 Actions form your phantom Fishing Villages
Play terminal draw cards until you find some Graverobbers.
With Graverobber in hand, play it, gaining a topdecked Fishing Village from the trash.
Continue playing Graverobbers, FVs, and terminal draw until you have played everything.
You have $8 from your Fishing Village plays and 4 buys. Buy Bonfire twice, trashing your 4 Fishing Villages.

So, do you have enough Actions to do all this? Let's see:
Start with 1 Action
+1 from each of 4 FV durations => 5
+1 from each of 4 FVs => 9
Graverobbers are Action-neutral.

Wow, we have 1 Action left over! We use that Action to throw a party. Our opponent, knowing they can never measure up, resigns in shame.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 20, 2016, 02:25:51 pm
It is easy to forget that attack rule when you aren't using the attack to attack obviously... I've done that twice now.  Lost Arts on Graverobber was a great idea.
Title: Re: Easy Puzzles
Post by: singletee on September 20, 2016, 02:30:08 pm
It is easy to forget that attack rule when you aren't using the attack to attack obviously... I've done that twice now.  Lost Arts on Graverobber was a great idea.

You can put it on FV, too, but it just makes the play order trickier.
Title: Re: Easy Puzzles
Post by: Deadlock39 on September 20, 2016, 03:50:06 pm
It is easy to forget that attack rule when you aren't using the attack to attack obviously... I've done that twice now.  Lost Arts on Graverobber was a great idea.

You can put it on FV, too, but it just makes the play order trickier.

True, for some reason I was stuck on the idea of just playing each card once (because you don't have space for extra plays), but playing Graverobber allows you to get an extra action out of FV and Lost Arts on Graverobber or FV, so playing more of them actually gets you somewhere.
Title: Re: Easy Puzzles
Post by: Seprix on September 20, 2016, 04:32:38 pm
I meant discard from play. 

Enchantress could help this work, but not on the Fishing Villages, and there are no Attacks.

Process Wharf, get it back with Graverobber?
Title: Re: Easy Puzzles
Post by: ephesos on September 20, 2016, 08:13:16 pm
I'm not sure if the rules allow for using Overlord and BoM, but if they do, you can emulate Graverobber with them.

I figure they are disallowed under "no cards that play other cards", since otherwise you can just Lost Arts Overlord/BOM and play whatever actions, no Fishing Villages needed!

Well, you're not playing the terminal you're emulating, you're playing Overlord/BoM, so it wouldn't count towards the 9 terminals you have to play, past itself.
Title: Re: Easy Puzzles
Post by: ephesos on September 20, 2016, 08:15:38 pm
I meant discard from play. 

Enchantress could help this work, but not on the Fishing Villages, and there are no Attacks.

Process Wharf, get it back with Graverobber?

Procession lets you play other cards, so it's not terminal.
Title: Re: Easy Puzzles
Post by: ephesos on September 20, 2016, 08:24:25 pm
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.

Cheating the spirit of the rules, though not the letter:
Hermit is a terminal action and Madman is not on the board, so it's not outlawed.
Title: Re: Easy Puzzles
Post by: faust on September 21, 2016, 04:22:10 am


That's the solution I had in mind! An extra quirk for me was to use Hireling/Bonfire/Graverobber to get arbitrarily large hand size; then I don't really have to care about the other cards.
Title: Re: Easy Puzzles
Post by: singletee on September 23, 2016, 04:55:23 pm
New puzzle: in a 2-player game, trash a Curse on turn 1.

Hard mode: My solution requires 2 events and 7 Kingdom cards. Can you do it with fewer?

Clarifications: Must be your normal turn 1; no extra turns. Donate trashing happens after your turn ;)
Title: Re: Easy Puzzles
Post by: faust on September 23, 2016, 07:31:31 pm
New puzzle: in a 2-player game, trash a Curse on turn 1.

Hard mode: My solution requires 2 events and 7 Kingdom cards. Can you do it with fewer?

Here's a solution with 4 events and 5 Kingdom cards. I guess it's not really fewer, but there you go. It doesn't need Mission, that's a plus I guess.


P1: Baker coin, Borrow, Stonemason into 2 Lost Cities
P2: Hand ECCCCCC. Alms for Villa, Baker coin, Borrow, buy Travelling Fair, Inherit Watchtowers, buy Curse, reveal Watchtower-Estate.
Title: Re: Easy Puzzles
Post by: AJD on September 24, 2016, 04:13:12 pm
why is this in the Easy Puzzles thread
Title: Re: Easy Puzzles
Post by: heron on September 24, 2016, 06:01:13 pm
Here's a solution for player 1 using only 2 kingdom cards and 1 event:
Play 5 coppers, use baker coin, buy traveling fair, buy curse (putting it on deck), buy doctor, overpay by 1, trash the curse.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on September 24, 2016, 06:03:04 pm
Here's a solution for player 1 using only 2 kingdom cards and 1 event:
Play 5 coppers, use baker coin, buy traveling fair, buy curse (putting it on deck), buy doctor, overpay by 1, trash the curse.

And this answers AJD's question too!
Title: Re: Easy Puzzles
Post by: singletee on September 25, 2016, 01:15:31 am
Here's a solution for player 1 using only 2 kingdom cards and 1 event:
Play 5 coppers, use baker coin, buy traveling fair, buy curse (putting it on deck), buy doctor, overpay by 1, trash the curse.

Wow, I overthought this. My solution was:

P1: Alms+play Villa, play 5C, Baker coin token, Borrow, buy Stonemason gaining 2 Border Villages, Lost City, and Ill-Gotten Gains
P2: Alms+play Villa, play 6C, Baker coin token, buy Doctor overpaying 5, trashing CoEEECu
Title: Re: Easy Puzzles
Post by: Dingan on September 28, 2016, 05:34:18 pm
Are there any cards A and B, and definition for "strictly better than" D, such that
(1) A is strictly better than B (using D), but
(2) A is not strictly better than B (again, using D) if both A and B had a similar token on them, or were both Inherited?
Obviously, no bogus D's allowed (and I even think there is a generally-accepted one somewhere, if you can find it).

Bonus question: If so, are there any A, B, and D with the above and
(3) B is strictly better than A (using... you guessed it.. D)?

And just to clarify: by "similar token", I mean like (hypothetically) Pathfinding'ing both A and B at the same time, or Lost Arts'ing both A and B, etc.
Title: Re: Easy Puzzles
Post by: AdrianHealey on September 28, 2016, 05:47:44 pm
I don't understand your q
Title: Re: Easy Puzzles
Post by: eHalcyon on September 28, 2016, 08:17:47 pm
I don't understand your q

Give a reasonable definition for "strictly better".  Using that definition, is there a pair of cards where one is strictly better than the other, but is no longer strictly better if it has an Adventures token on it?

I'm gonna say that the answer is probably no.  But if there is an answer, it probably uses the -$2 token for something where the card's cost actually matters.
Title: Re: Easy Puzzles
Post by: AdrianHealey on September 29, 2016, 01:04:54 am
Ah.

X is strictly better than y, unless x and y have the same token on it?

Terminal library becomes marginally worse with the +1 card token, I guess. But that's not a good answer.
Title: Re: Easy Puzzles
Post by: schadd on September 29, 2016, 09:56:49 am
Terminal library becomes marginally worse with the +1 card token, I guess. But that's not a good answer.
the card token allows you to draw if you play it with 7 cards in hand already
Title: Re: Easy Puzzles
Post by: J Reggie on September 29, 2016, 11:30:35 am
So how about this: it's a big money game and your options are smithy or library. Disregarding cost, library is strictly better, as it allows you to skip actions. With Pathfinding available,  Smithy becomes better because it draws more cards.

Is that the kind of thing you're looking for?
Title: Re: Easy Puzzles
Post by: eHalcyon on September 29, 2016, 09:16:38 pm
So how about this: it's a big money game and your options are smithy or library. Disregarding cost, library is strictly better, as it allows you to skip actions. With Pathfinding available,  Smithy becomes better because it draws more cards.

Is that the kind of thing you're looking for?

I would not say that a reasonable definition for "strictly better" would allow the specific qualification of "it's a big money game".  But it's not my question; maybe it's OK with Dingan.
Title: Re: Easy Puzzles
Post by: Dingan on September 29, 2016, 11:02:38 pm
It's the best answer so far I guess
Title: Re: Easy Puzzles
Post by: J Reggie on September 29, 2016, 11:16:17 pm
So here's a question: which cards can you never gain?
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on September 29, 2016, 11:21:07 pm
So here's a question: which cards can you never gain?

I think it's none, now that we have Lurker?
Title: Re: Easy Puzzles
Post by: J Reggie on September 29, 2016, 11:48:08 pm
So here's a question: which cards can you never gain?

I think it's none, now that we have Lurker?

Pretty sure there are at least two.
Title: Re: Easy Puzzles
Post by: LibraryAdventurer on September 30, 2016, 12:14:33 am
So here's a question: which cards can you never gain?

I think it's none, now that we have Lurker?

Pretty sure there are at least two.
Any of the travellers (besides page and peasant) can't be gained.
(or do you mean kingdom cards only?)
Title: Re: Easy Puzzles
Post by: ConMan on September 30, 2016, 12:20:41 am
So here's a question: which cards can you never gain?

I think it's none, now that we have Lurker?

Pretty sure there are at least two.
Any of the travellers (besides page and peasant) can't be gained.
(or do you mean kingdom cards only?)
Travellers can be gained from trash via Lurker.

I think it has to be Overgrown Estate and Hovel, doesn't it? They're too cheap to gain via Graverobber/Rogue, and the wrong type for Lurker.
Title: Re: Easy Puzzles
Post by: J Reggie on September 30, 2016, 12:20:55 am
So here's a question: which cards can you never gain?

I think it's none, now that we have Lurker?

Pretty sure there are at least two.
Any of the travellers (besides page and peasant) can't be gained.
(or do you mean kingdom cards only?)

They can be gained by Rogue, Graverobber, or Lurker.
Title: Re: Easy Puzzles
Post by: J Reggie on September 30, 2016, 12:21:19 am
So here's a question: which cards can you never gain?

I think it's none, now that we have Lurker?

Pretty sure there are at least two.
Any of the travellers (besides page and peasant) can't be gained.
(or do you mean kingdom cards only?)
Travellers can be gained from trash via Lurker.

I think it has to be Overgrown Estate and Hovel, doesn't it? They're too cheap to gain via Graverobber/Rogue, and the wrong type for Lurker.

Those are the only two I could think of.
Title: Re: Easy Puzzles
Post by: ephesos on September 30, 2016, 01:29:30 am
So here's a question: which cards can you never gain?
The Ace of Spades, Black Lotus, and Yogg-Saron, Hope's End...

Ohhhh, you meant Dominion cards (and not card shaped things)?
Your opponent's set aside Prince, the Trash pile card, and the Copper randomizer.


Ohhhh, you meant like just any card with a certain name, and not a specific one, and that your opponent will cooperate and allow you to gain?
Then yeah, only Hovel and Overgrown Estate.

Any Action, you could trash it and then gain it with Lurker.
Any Treasure is either buyable, or is Spoils or Diadem which you gain.
Victory cards except for Overgrown Estate are all buyable (if your opponent doesn't get to them first)
Curses can be gained.
And Hovel is the only card without any of these types.
Title: Re: Easy Puzzles
Post by: Dingan on September 30, 2016, 01:52:35 am
So here's a question: which cards can you never gain?

The Knights randomizer
Title: Re: Easy Puzzles
Post by: Aleimon Thimble on September 30, 2016, 06:37:13 am
So here's a question: which cards can you never gain?
The Ace of Spades, Black Lotus, and Yogg-Saron, Hope's End...

Little bit off-topic, but I sincerely hope that the Ace of Spades will still be a card you can choose for Wishing Well and Mystic on ShIT's system. I've always found it a really clever joke.
Title: Re: Easy Puzzles
Post by: Watno on September 30, 2016, 09:05:46 am
There should be a text field where you can enter any card name you want.
Title: Re: Easy Puzzles
Post by: Limetime on September 30, 2016, 11:37:55 am
There should be a text field where you can enter any card name you want.
Yeah...
Title: Re: Easy Puzzles
Post by: gkrieg13 on September 30, 2016, 11:54:43 am
There should be a text field where you can enter any card name you want.

Except for when you want to wish for Bureaucrat.  No one should have to endure that.
Title: Re: Easy Puzzles
Post by: Dingan on September 30, 2016, 12:33:55 pm
There should be a text field where you can enter any card name you want.

Except for when you want to wish for Bureaucrat.  No one should have to endure that.

Unless it lets you just say B-crat
Title: Re: Easy Puzzles
Post by: markusin on September 30, 2016, 02:00:39 pm
There should be a text field where you can enter any card name you want.

Except for when you want to wish for Bureaucrat.  No one should have to endure that.

Unless it lets you just say B-crat

Or a field with an autocomplete dropdown.
Title: Re: Easy Puzzles
Post by: J Reggie on October 01, 2016, 10:35:34 pm
There should be a text field where you can enter any card name you want.

Except for when you want to wish for Bureaucrat.  No one should have to endure that.

Beeiureaooucratt
Title: Re: Easy Puzzles
Post by: schadd on October 01, 2016, 11:16:43 pm
bgyrocrat
beauticrat
Title: Re: Easy Puzzles
Post by: schadd on October 14, 2016, 09:36:15 pm
imagine a reaction card called 'beets' that says, under the line:


"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.


  imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
  so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
Title: Re: Easy Puzzles
Post by: Witherweaver on October 14, 2016, 10:47:43 pm
imagine a reaction card called 'beets' that says, under the line:


"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.


  imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
  so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?

'Bout tree fiddy.
Title: Re: Easy Puzzles
Post by: J Reggie on October 14, 2016, 11:39:03 pm
How do infinitely large supply piles work with castles/split piles?
Title: Re: Easy Puzzles
Post by: schadd on October 15, 2016, 12:00:33 am
How do infinitely large supply piles work with castles/split piles?
uh, i guess you can just choose whatever order
Title: Re: Easy Puzzles
Post by: faust on October 16, 2016, 07:17:26 am
imagine a reaction card called 'beets' that says, under the line:


"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.


  imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
  so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
I don't think more than 12 (trashing either 4 Hunting Grounds or 4 Feoda, or a combination of those). I almost got something to work where it's arbitrarily many because you bought Donate before and are in Donate-resolving phase (which is between turns). But I can only make you gain cards there via Embassy/IGG, which both cost $5, and the only way to gain stuff is Catacombs, but Ferry doesn't apply if it's not your turn.
Title: Re: Easy Puzzles
Post by: Asper on October 16, 2016, 07:21:47 am
imagine a reaction card called 'beets' that says, under the line:


"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.


  imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
  so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
I don't think more than 12 (trashing either 4 Hunting Grounds or 4 Feoda, or a combination of those). I almost got something to work where it's arbitrarily many because you bought Donate before and are in Donate-resolving phase (which is between turns). But I can only make you gain cards there via Embassy/IGG, which both cost $5, and the only way to gain stuff is Catacombs, but Ferry doesn't apply if it's not your turn.

Can't you just trash unbounded many Cultists to increase your handsize arbitrarily, then trash unbounded many of whatever card (Squire, Catacombs, Hunting Grounds, Feodum, Rocks, Sir What's-his-names, Crumbling Castles...)?

Edit: I missed there's no deck...
Title: Re: Easy Puzzles
Post by: ephesos on October 16, 2016, 02:17:27 pm
imagine a reaction card called 'beets' that says, under the line:


"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.


  imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
  so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
At least 19. Inheritance on Ferried Hunting Grounds, trash 3 of them to gain 9 estates. Trash Cultist to draw 3 Estates. Trash 3 Estates to gain 9 Estates.
Title: Re: Easy Puzzles
Post by: faust on October 16, 2016, 04:40:06 pm
Oh man Inheritance. I knew I missed something.

Then it's arbitrarily many with an opponent that Inherited Embassies, and trashes X Hunting Grounds to Donate, gaining 3X Estates and making you gain 3X Silvers; no Beets needed.

Without Donate, you gain get to 36 with 4 Hunting Grounds and Inherited Death Carts.
Title: Re: Easy Puzzles
Post by: Simon (DK) on October 17, 2016, 06:22:47 am
Another way to get arbitrarily many:
Inherit Hunting Grounds.
You have Watchtower and Hunting Grounds/Estate in hand.
Trash Hunting Grounds/Estate and keep revealing Watchtower to the gained Estates.
Title: Re: Easy Puzzles
Post by: Awaclus on October 19, 2016, 02:35:06 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
Title: Re: Easy Puzzles
Post by: McGarnacle on October 19, 2016, 05:40:04 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You used tfb is trash it.
Title: Re: Easy Puzzles
Post by: Roadrunner7671 on October 19, 2016, 05:41:08 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
The key action card was Band of Misfits
Title: Re: Easy Puzzles
Post by: Chris is me on October 19, 2016, 05:42:12 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You wanted to call Teacher on the pile.
Title: Re: Easy Puzzles
Post by: Witherweaver on October 19, 2016, 05:44:17 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You used tfb is trash it.

Catacombs on-trash ability.  Knights/Sab not trashing your opponent's copies of the card because they fall below $3.  Cannot gain from Trash from Rogue.  Inconvenient Upgrade points (unlikely I think).
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on October 19, 2016, 06:34:34 pm
Border Village.
Title: Re: Easy Puzzles
Post by: navical on October 20, 2016, 05:18:36 am
It got skipped by Sage.

You couldn't Smuggle it.
Title: Re: Easy Puzzles
Post by: J Reggie on October 20, 2016, 09:07:22 am
It was an IRL game and you're bad at gaining cards without knocking the token off of the pile.
Title: Re: Easy Puzzles
Post by: Chris is me on October 20, 2016, 09:34:25 am
It was an IRL game and you're bad at gaining cards without knocking the token off of the pile.

But that's so easy, you just tip the card downward as you're picking it up and the token just slides right off.
Title: Re: Easy Puzzles
Post by: Aleimon Thimble on October 20, 2016, 09:57:22 am
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You wanted to call Teacher on the pile.

This has happened to me more than once. So annoying.
Title: Re: Easy Puzzles
Post by: Awaclus on October 20, 2016, 01:49:38 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You wanted to call Teacher on the pile.

Yeah, that was one of the reasons. The second one is probably more difficult to think of, although WW got somewhat close.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on October 20, 2016, 02:17:06 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You wanted to call Teacher on the pile.

Yeah, that was one of the reasons. The second one is probably more difficult to think of, although WW got somewhat close.
But we're all WW...
Title: Re: Easy Puzzles
Post by: markusin on October 20, 2016, 02:23:40 pm
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?

There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.

You wanted to call Teacher on the pile.

Yeah, that was one of the reasons. The second one is probably more difficult to think of, although WW got somewhat close.

Opponent's Swindler became more powerful.

Also for IRL games, the ferry token card is worse when used for the Chariot Race.

Edit: or you can't overpay for Stonemason for the ferry token card anymore because it now costs $0.
Title: Re: Easy Puzzles
Post by: Awaclus on October 20, 2016, 02:34:58 pm
Opponent's Swindler became more powerful.

That doesn't work because it doesn't have an effect on my opponent's turn.
Title: Re: Easy Puzzles
Post by: markusin on October 20, 2016, 02:58:49 pm
Opponent's Swindler became more powerful.

That doesn't work because it doesn't have an effect on my opponent's turn.

Oops. But, it does prevent your own Swindler from turning that $4 cost card into a Scout if it costs $2 on your turn due to Ferry.
Title: Re: Easy Puzzles
Post by: LaLight on October 22, 2016, 03:42:11 am
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?
Title: Re: Easy Puzzles
Post by: Awaclus on October 22, 2016, 03:46:51 am
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?

You have the -1 card token and you're affected by Enchantress.
Title: Re: Easy Puzzles
Post by: LaLight on October 22, 2016, 04:13:12 am
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?

You have the -1 card token and you're affected by Enchantress.

Too easy, right? :)
Title: Re: Easy Puzzles
Post by: J Reggie on October 22, 2016, 09:54:13 am
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?

You have the -1 card token and you're affected by Enchantress.

Too easy, right? :)

Check the title of the thread.
Title: Re: Easy Puzzles
Post by: faust on October 23, 2016, 08:33:54 am
I gain a King's Court to Catacombs' on-trash effect. How?
Title: Re: Easy Puzzles
Post by: LaLight on October 23, 2016, 10:09:16 am
I gain a King's Court to Catacombs' on-trash effect. How?

Lurker
Title: Re: Easy Puzzles
Post by: AdrianHealey on October 23, 2016, 10:45:05 am
I gain a King's Court to Catacombs' on-trash effect. How?


Quarry doesn't work. Ferry doesn't lower the value of King's court enough. Lurker seems like cheating.
Title: Re: Easy Puzzles
Post by: LaLight on October 23, 2016, 10:46:28 am
I gain a King's Court to Catacombs' on-trash effect. How?


Quarry doesn't work. Ferry doesn't lower the value of King's court enough. Lurker seems like cheating.

Oh I did'nt understand the question right. hm.
Title: Re: Easy Puzzles
Post by: Awaclus on October 23, 2016, 10:54:51 am
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
Title: Re: Easy Puzzles
Post by: AdrianHealey on October 23, 2016, 11:06:39 am
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

I was thinking along the same line, but I would have thought the estate-you-inherited also goes down in coin cost, because it's an action card at that point.
Title: Re: Easy Puzzles
Post by: Awaclus on October 23, 2016, 11:15:41 am
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

I was thinking along the same line, but I would have thought the estate-you-inherited also goes down in coin cost, because it's an action card at that point.

It's a when-trash ability, so it happens after you've trashed the Estate. At that point, it's no longer your Estate, so it's just a regular Estate.
Title: Re: Easy Puzzles
Post by: faust on October 23, 2016, 11:17:27 am
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.
Title: Re: Easy Puzzles
Post by: AdrianHealey on October 23, 2016, 11:21:53 am
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.

Yeah, this is just bs rulings, haha. :D
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on October 23, 2016, 02:51:37 pm
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.

I don't think this works. Quarry lowers the cost of your Estates as well, they are Actions.
Title: Re: Easy Puzzles
Post by: Awaclus on October 23, 2016, 02:58:04 pm
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.

I don't think this works. Quarry lowers the cost of your Estates as well, they are Actions.

They're not your Estates, they're in the trash.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on October 23, 2016, 03:02:36 pm
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.

Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.

I don't think this works. Quarry lowers the cost of your Estates as well, they are Actions.

They're not your Estates, they're in the trash.

I'm not sure of the timing on "when you trash" this abilities and whether or not it's still considered yours when you check the price. You could be right.
Title: Re: Easy Puzzles
Post by: Dingan on October 24, 2016, 05:55:11 pm
Your first turn you have $2, and so expect to have $5 on your second turn.. but you don't.  How?

Similarly, you have $5 on T1 and so expect $2 on T2, but don't -- how?
Title: Re: Easy Puzzles
Post by: Limetime on October 24, 2016, 06:12:34 pm
Your first turn you have $2, and so expect to have $5 on your second turn.. but you don't.  How?

Similarly, you have $5 on T1 and so expect $2 on T2, but don't -- how?
Your opponent buys lost city?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on October 24, 2016, 06:14:34 pm
Borrow?

Noble birgand?
Title: Re: Easy Puzzles
Post by: Dingan on October 24, 2016, 07:26:38 pm
Ah, guess those work, but not the solution I was thinking.  And also to clarify: you don't have >=$5 to spend (so Lost City doesn't work).
Title: Re: Easy Puzzles
Post by: LostPhoenix on October 24, 2016, 08:48:26 pm
Buy doctor with $5, trash 2 copper.
Draw 3 estates, a copper, and your doctor, causing you to have $1 turn 2.
Title: Re: Easy Puzzles
Post by: ephesos on October 24, 2016, 09:13:33 pm
You bought Save with $1 so you could have $6 next turn.

Or you bought Scouting Party/Silver on $5 so that you could get rid of all the Estates and hopefully get a good draw for the next turn.

Or Travelling Fair, or Expedition, or Ball, or Donate, or Nomad Camp, or...
Title: Re: Easy Puzzles
Post by: faust on October 25, 2016, 02:27:35 am
You bought Travelling Fair/Curse, topdecking the Curse!

Or, more realistically, Travelling Fair/Advance (Nercopolis into Sea Hag).
Title: Re: Easy Puzzles
Post by: Awaclus on October 25, 2016, 03:22:43 am
The second one is probably more difficult to think of, although WW got somewhat close.

Since people have stopped guessing, the other actual answer is it allowed my opponent to upgrade his Estates into Governors with my Governor.
Title: Re: Easy Puzzles
Post by: J Reggie on October 25, 2016, 10:07:46 am
You bought Travelling Fair/Curse, topdecking the Curse!

Or, more realistically, Travelling Fair/Advance (Nercopolis into Sea Hag).

Or your opponent bought Travelling Fair/Advance-Sea Hag/Mission.
Title: Re: Easy Puzzles
Post by: Dingan on October 25, 2016, 12:24:47 pm
Holy crap, there are way more answers than I thought of.  /fail  Here's what I was thinking:

Opponent goes first and opens Mission - Alms - Masquerade, then you do your T1, then your opponent plays Masq, you pass them a Copper and they pass you an Estate.
Title: Re: Easy Puzzles
Post by: majiponi on October 25, 2016, 06:32:28 pm
Your first turn you have $2, and so expect to have $5 on your second turn.. but you don't.  How?

Similarly, you have $5 on T1 and so expect $2 on T2, but don't -- how?
Q1.
You bought Travelling Fair and Ruined Market to topdeck to buy 2 Fool's Gold on T2.
Or you bought Villa on T2.
Q2.
Nomad Camp
Title: Re: Easy Puzzles
Post by: majiponi on October 26, 2016, 08:41:15 pm
Another.

Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.

HARD MODE: before Adventures, no Shelters
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on October 26, 2016, 08:52:49 pm
6 Player game, all opponents open Lost City.

Open Ferry, get your (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png) by turn 4.

Opponent opens Ferry/Messanger

Opponent Ambassadors a (http://wiki.dominionstrategy.com/images/thumb/7/7d/Coin5.png/16px-Coin5.png).

Title: Re: Easy Puzzles
Post by: ephesos on October 26, 2016, 10:02:45 pm
Another.

Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.

Using Shelters:

$3/$4 split, else just buy a $5 cost.

If starting with Hovel in hand, buy Great Hall trashing Hovel, then T2 buy Overlord.
 11 cards in deck, and one cantrip: you will have Overlord T4 at the latest, play it emulating Soothsayer to gain Gold.
If starting with $3 and no Hovel, buy Silver. T2 buy Mill trashing Hovel.
 11 cards in deck and one cantrip, $9 total money: you will either have $5 in one hand, or draw Mill.
  If you draw it with $3, play it and discard Estate and the card you drew to get $5.
  If you draw it with $2, there is $6 left in the remaining 6 cards: your next hand is all Copper, use it to buy a $5
If starting with $4 and no Hovel, buy Nomad Camp.
 T2 with Nomad Camp and $3, play it and buy a $5.
 T2 with Nomad Camp and $2: last card in hand must be Hovel. Play Nomad Camp, buy Mill trashing Hovel.
  As before, 11 cards with cantrip, Nomad Camp acts just like Silver.

Title: Re: Easy Puzzles
Post by: Limetime on October 27, 2016, 01:17:21 am
Another.

Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.

HARD MODE: before Adventures, no Shelters
Before adventures mode
Open great hall trashing hovel begger.
Title: Re: Easy Puzzles
Post by: faust on October 27, 2016, 10:03:48 am
Another.

Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.

HARD MODE: before Adventures, no Shelters
5/2 or 2/5 openings are trivial.

On 3/4, you can do this:
  - open Watchtower/Doctor(overpay 1) (shuffle)
     - if you reveal WT, put it on top of your deck
     - otherwise, trash.
  - on T3, things split up depending on what happens.
       - Case 1: hand is WtCCXX
          - buy Squire, trash, gain Rabble.
       - Case 2: hand is WtEEEC
          - don't play Watchtower, next hand is CCCCC.
       - Case 3: hand is CCCCC
          - buy $5.
       - Case 4: hand is EXXXX (in this case you always trashed, since Wt is not in hand)
          - next hand is EEWtCC or better; then buy Squire, trash.

I cannot really get 4/3 to work though.
Title: Re: Easy Puzzles
Post by: majiponi on October 28, 2016, 08:34:15 pm
Another.

Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.

HARD MODE: before Adventures, no Shelters
5/2 or 2/5 openings are trivial.

On 3/4, you can do this:
  - open Watchtower/Doctor(overpay 1) (shuffle)
     - if you reveal WT, put it on top of your deck
     - otherwise, trash.
  - on T3, things split up depending on what happens.
       - Case 1: hand is WtCCXX
          - buy Squire, trash, gain Rabble.
       - Case 2: hand is WtEEEC
          - don't play Watchtower, next hand is CCCCC.
       - Case 3: hand is CCCCC
          - buy $5.
       - Case 4: hand is EXXXX (in this case you always trashed, since Wt is not in hand)
          - next hand is EEWtCC or better; then buy Squire, trash.

I cannot really get 4/3 to work though.

I have a simpler answer.
Quote
3/4 split:
T1: buy Silver
T2: buy Nomad Camp
T3: if you have...

$3: you have $5 on T4
$4: buy Nomad Camp to have $5 on T4
$5 or more: you already have $5

4/3 is very tough. I used 2nd Edition.
Title: Re: Easy Puzzles
Post by: ephesos on October 29, 2016, 02:50:57 am
4/3:
T1: Doctor, trashing Copper(or Estate, better unless we play Doctor, will address)
T2: Draw 2 Copper, 2 Estate, shuffle 4 Coppers, an Estate, and a Doctor, draw 1 (5 cards in deck). Buy Lurker.
 3 possible draws: Copper, Estate, Doctor. Estate is just as good/better than Copper draw.
T3: Draw at worst either 4 Coppers and an Estate(Doctor T2), or 3 Coppers Doctor Estate(Copper T2)
 $4 no Doctor: Buy Doctor, overbuying by 1. Shuffle 2 Copper, 2 Estate, 1 Doctor, 1 Lurker. Trash top card if it isn't Lurker. Guaranteed Lurker in next hand.
  T4: Lurker Squire gaining Rabble
 $3 Doctor Estate: Play Doctor naming Copper. Shuffle 3 Copper, 2 Estate, Lurker(or 4 Copper Estate Lurker, Copper replacing Estate from initial trash). Guaranteed Lurker in next hand.
  T4: Lurker Squire gaining Rabble.
Title: Re: Easy Puzzles
Post by: faust on October 29, 2016, 03:57:54 am
4/3 is very tough. I used 2nd Edition.

I just assumed that "before Adventures" is a chronological thing.
Title: Re: Easy Puzzles
Post by: faust on November 16, 2016, 07:12:49 am
It is necessary that I announce "My buy phase starts now." Why?
Title: Re: Easy Puzzles
Post by: LaLight on November 16, 2016, 07:18:07 am
It is necessary that I announce "My buy phase starts now." Why?

Crown and hand full of Treasures.
Title: Re: Easy Puzzles
Post by: faust on November 16, 2016, 07:24:17 am
It is necessary that I announce "My buy phase starts now." Why?

Crown and hand full of Treasures.
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.
Title: Re: Easy Puzzles
Post by: LaLight on November 16, 2016, 07:25:37 am
It is necessary that I announce "My buy phase starts now." Why?

Crown and hand full of Treasures.
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.

But I may want to play it as an action (Peddler)
Title: Re: Easy Puzzles
Post by: faust on November 16, 2016, 07:32:16 am
It is necessary that I announce "My buy phase starts now." Why?

Crown and hand full of Treasures.
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.

But I may want to play it as an action (Peddler)

You cannot "play it as an Action". It always is an action, regardless of whether you played it in your buy phase or your action phase,and it will always count for Peddler.
Title: Re: Easy Puzzles
Post by: Ghacob on November 16, 2016, 04:33:51 pm
It is necessary that I announce "My buy phase starts now." Why?

Crown and hand full of Treasures.
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.

But I may want to play it as an action (Peddler)

You cannot "play it as an Action". It always is an action, regardless of whether you played it in your buy phase or your action phase,and it will always count for Peddler.

Crown, Champion, Diadem?
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on November 16, 2016, 04:51:18 pm
I'm not sure if this fits your intention (you could say a lot of things rather than the thing about the buy phase to communicate the intention here):

Play Storyteller as last action when you have the -1 coin token (and no other virtual coin), but don't want to play any Treasures for drawing. It's slightly ambiguous how the Treasures are being used in this instance without some verbal clue, though it becomes apparent after the treasures are played.

Could also just be Storyteller with an empty deck.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on November 16, 2016, 04:55:13 pm
I'm not sure if this fits your intention (you could say a lot of things rather than the thing about the buy phase to communicate the intention here):

Play Storyteller as last action when you have the -1 coin token (and no other virtual coin), but don't want to play any Treasures for drawing. It's slightly ambiguous how the Treasures are being used in this instance without some verbal clue, though it becomes apparent after the treasures are played.

Could also just be Storyteller with an empty deck.

A similar ambiguity can be made with an empty Black Market deck and the desire to use HoPs to gain Peddlers (assuming that playing a BM when the market is empty still lets you play treasures).
Title: Re: Easy Puzzles
Post by: singletee on November 16, 2016, 05:10:01 pm
It is necessary that I announce "My buy phase starts now." Why?

You are about to play Crown and you have your +Card token on Crown.

The phase you are in becomes evident after you play the first non-Crown in the chain. With the token, you gain new information after each play of Crown, so you must declare your phase in order to account to the other players that you decided what phase you were in before getting the new information.

Example: My hand is (Crown, Abandoned Mine). If I draw a Gold off the +Card token, I would prefer to Crown that, but I have to make the decision before playing Crown.
Title: Re: Easy Puzzles
Post by: ephesos on November 17, 2016, 01:22:33 am
It is necessary that I announce "My buy phase starts now." Why?

You are about to play Crown and you have your +Card token on Crown.

The phase you are in becomes evident after you play the first non-Crown in the chain. With the token, you gain new information after each play of Crown, so you must declare your phase in order to account to the other players that you decided what phase you were in before getting the new information.

Example: My hand is (Crown, Abandoned Mine). If I draw a Gold off the +Card token, I would prefer to Crown that, but I have to make the decision before playing Crown.

Similarly, Crown HoP for Rocks.
Title: Re: Easy Puzzles
Post by: singletee on November 22, 2016, 12:57:07 pm
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?
Title: Re: Easy Puzzles
Post by: ConMan on November 22, 2016, 05:34:32 pm
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?
Hmm. I've come up with two ways to have a Treasure in play in my Action phase, but so far no way to play one other than the three mentioned.
Title: Re: Easy Puzzles
Post by: AdrianHealey on November 22, 2016, 05:41:50 pm
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?

Coin of the realm gets called from the tavern mat, so that's not it.
Title: Re: Easy Puzzles
Post by: ConMan on November 22, 2016, 06:07:50 pm
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?

Coin of the realm gets called from the tavern mat, so that's not it.
That was one of my two. The other is buying Villa.

On a related vein, Inheriting Crown will make my Estates Treasures, but I can't do that if Crown isn't available in the first place.
Title: Re: Easy Puzzles
Post by: faust on November 22, 2016, 06:37:36 pm
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?
Counterfeit on HoP, gaining Villa. The second time HoP is played is during your Action phase.
Title: Re: Easy Puzzles
Post by: ConMan on November 22, 2016, 08:22:47 pm
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?
Counterfeit on HoP, gaining Villa. The second time HoP is played is during your Action phase.
Oooooooooh. Nice. So I was even partway there!
Title: Re: Easy Puzzles
Post by: Seprix on November 24, 2016, 12:50:52 am
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?

Title: Re: Easy Puzzles
Post by: singletee on November 24, 2016, 01:10:05 am
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?

You buy the 40th Silver, getting 40 points from Tower.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on November 24, 2016, 07:44:09 am
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
Title: Re: Easy Puzzles
Post by: navical on November 24, 2016, 10:24:27 am
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
No Victory cards are worth anything until the end of the game (and the rulebooks say this explicitly for Kingdom Victory cards), so you're not only being pedantic and unhelpful, you're also wrong. "You are down 30-0 in VP" can only mean "if we scored now, you'd be down 30-0 in VP", in which case, things like Tower and Wall must be applied too.
Title: Re: Easy Puzzles
Post by: J Reggie on November 24, 2016, 11:05:45 am
All of your opponent's points came from temple, but they only have one. You buy a Duchy with a bunch of Hagglers in play and gain a Temple and a bunch of other things for the 3-pile.
Title: Re: Easy Puzzles
Post by: Seprix on November 24, 2016, 11:18:16 am
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
No Victory cards are worth anything until the end of the game (and the rulebooks say this explicitly for Kingdom Victory cards), so you're not only being pedantic and unhelpful, you're also wrong. "You are down 30-0 in VP" can only mean "if we scored now, you'd be down 30-0 in VP", in which case, things like Tower and Wall must be applied too.

You're the one being pedantic and unhelpful. You know exactly what I mean.

You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?

You buy the 40th Silver, getting 40 points from Tower.

There's more solutions than Tower, but good find!

All of your opponent's points came from temple, but they only have one. You buy a Duchy with a bunch of Hagglers in play and gain a Temple and a bunch of other things for the 3-pile.

While true, it's also kind of unrealistic and not the solution I was looking for.. :P

You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.

It's the Island/Silk Road clause. I pulled that stunt before, and everybody got very angry. Always assume if the game ended immediately, and that is the current score, Wall or not.
Title: Re: Easy Puzzles
Post by: faust on November 24, 2016, 11:32:38 am
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Assuming 3+ players: buy Duchy, call 10 Duplicates.

For two players, you can still buy Duchy, call 7 Duplicates, and have a Duke and a Silk Road in our deck, or something similar.
Title: Re: Easy Puzzles
Post by: Seprix on November 24, 2016, 01:34:23 pm
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Assuming 3+ players: buy Duchy, call 10 Duplicates.

For two players, you can still buy Duchy, call 7 Duplicates, and have a Duke and a Silk Road in our deck, or something similar.

Okay, let's add another clause of no Reserves in play.
Title: Re: Easy Puzzles
Post by: navical on November 24, 2016, 02:58:15 pm
Slightly more realistic Haggler method: 9 Hagglers in play, buy a Province, gaining 9 Border Villages, gaining 8 Duchies and an Estate, for 6 + 8*3 + 1 = 31 points.
Title: Re: Easy Puzzles
Post by: faust on November 24, 2016, 05:15:36 pm
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
Assuming 3+ players: buy Duchy, call 10 Duplicates.

For two players, you can still buy Duchy, call 7 Duplicates, and have a Duke and a Silk Road in our deck, or something similar.

Okay, let's add another clause of no Reserves in play.

They're not in play, they're on the tavern mat :P
Title: Re: Easy Puzzles
Post by: Seprix on November 24, 2016, 05:40:49 pm
Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on November 24, 2016, 06:03:45 pm
Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
You have 76 cards in your deck, with wall and 61 VP tokens. You donate all but 15 cards, one of which is a catacombs, to 3 pile.
(Not sure on the timing with 3 pile and donate?)
Title: Re: Easy Puzzles
Post by: navical on November 24, 2016, 07:09:00 pm
Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?

39 cards in your deck (at least), 10 Hagglers in play. Buy Colony, gaining 10 Border Villages, gaining 8 Gardenses and 2 Duchies, for 10 + 48 + 6 = 64 VP..
Title: Re: Easy Puzzles
Post by: Seprix on November 24, 2016, 07:40:55 pm
Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?

39 cards in your deck (at least), 10 Hagglers in play. Buy Colony, gaining 10 Border Villages, gaining 8 Gardenses and 2 Duchies, for 10 + 48 + 6 = 64 VP..

Nice work, but there's another solution.

Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
You have 76 cards in your deck, with wall and 61 VP tokens. You donate all but 15 cards, one of which is a catacombs, to 3 pile.
(Not sure on the timing with 3 pile and donate?)

A nice solution, but there's another answer.
Title: Re: Easy Puzzles
Post by: Awaclus on November 25, 2016, 01:45:50 am
Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?

You have a bunch of Feodums and buy a Masterpiece for €748483839293947474839.
Title: Re: Easy Puzzles
Post by: LaLight on November 25, 2016, 02:20:19 am
Okay, let's try this instead.

You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?

You have a bunch of Feodums and buy a Masterpiece for €748483839293947474839.

With no overpaying.
Title: Re: Easy Puzzles
Post by: navical on November 25, 2016, 04:55:58 am
Some solutions that rely on Landmarks rather than variable-cost VP cards:

10 Hagglers in play, landmarks are Keep and Fountain. Your opponent has 9 Coppers, 2 Silver, 2 Gold, 2 Counterfeit, and 2 Crown. You have 8 Coppers, 1 Silver, 1 Gold, 1 Counterfeit, and 1 Crown, so your opponent has 25 Keep points and 35 other VP. There are 5 Counterfeits (or Crowns) in the Trash, and 2 other empty piles. Buy a Colony, gaining 2 Coppers, 2 Silvers, 2 Golds, 2 Counterfeits, and 2 Crowns. Your opponent loses those 25 Keep points; you gain 25 Keep points, 15 Fountain points, and 10 Colony points, for a 50-35 win.

(Obviously, you can change the numbers of each Treasure that each of you has, provided your opponent has 1 more of each than you do, and you have 8 or 9 Copper; these numbers I think maximize the list below.)

Adding in other Landmarks can increase this (some of these you'll need Curses or other Landmarks to get you down to 0 VP, and some of these the game state is rather implausible):
Aqueduct 4
Basilica 2
Battlefield 2
Labyrinth 2
Museum 2
Obelisk of Crowns 2
Orchard 4
Palace 6
Triumphal Arch 3
Wolf Den 12


Ooh, here's another method. Landmarks Wolf Den and Fountain, you have 9 Coppers and singles of each of the 9 non-Haggler Kingdom piles, one of which is Border Village, plus Duchy and Colony. Also, you have 33 VP in your deck ignoring Wolf Den, starting you at 0. Have 10 Hagglers in play, buy Colony, gain Border Village -> Duchy, the 8 other Kingdom cards, and a Copper. You now have 61 VP: 33 in your deck already, 10 from the Colony, 3 from the Duchy, and 15 from Fountain. Again, other Landmarks can improve this.  Alternatively, scrap Fountain and have Keep and lots of Kingdom Treasures, so each of the 9 gains (other than BV-Duchy which is 9 VP) can be worth 8 VP if it puts you to a 2-2 tie on Keep, for a total of 10 + 9 + (8*9) = 91 VP.

If I'm allowed Ferry, which I guess I'm not since it's cost reduction: Landmark Tomb, Ferry on Hunting Grounds; 10 Hagglers in play. Buy Colony; gain 10 BVs, trash with Watchtower; gain 10 Catacombs, trash with Watchtower; gain 10 Hunting Grounds, trash with Watchtower; gain 8 Duchies and 6 Estates, for 10 + 10 + 10 + 10 + 24 + 6 = 70 VP.
Title: Re: Easy Puzzles
Post by: faust on November 25, 2016, 09:09:19 am
A non-Haggler solution:

Landmarks: Obelisk on Ports, Tower, Triumphal Arch.
Events: Save
Kingdom supply piles: Talisman, Port, Rats, Royal Blacksmith + X

Your deck: 20 Rats, 10 Talismans, 1 Royal Blacksmith, nothing else.

Save a Royal Blacksmith. have 5 Talismans + Royal Blacksmith in hand. Play it to draw 5 more Talismans.

10 Talismans in play, buy a Port to empty the whole pile.

From Obelisk: 24 VP
From Tower: 12 VP
From Trimuphal Arch: 33 VP (3 VP from each Port after the first one)

Total: 69 VP.

Note: Can get +4*11 additional VP from Vineyards, 2*11 from Gardens.
Title: Re: Easy Puzzles
Post by: faust on November 25, 2016, 09:16:25 am
Another fun one is inherit Rats, Play 11 Ironworks (1 Throned) gaining Estate-Rats, Play Estates+Rats to gain 19 Rats (you have a Fortress, okay?), Play 10 Beggars gaining 30 Coppers (there is a +action token on them, okay?). That's 60 gains. Buy Triumph gaining the final Estate for +62 VP.
Title: Re: Easy Puzzles
Post by: navical on November 25, 2016, 01:41:01 pm
faust, in neither of those solutions do you have 0 VP during your Buy phase, fun though they are. However, the second was the inspiration for the following:

Kingdom: King's Court, Armory, Workshop, Engineer, Ironworks, Rats, Trader, Beggar, Peasant, Scrying Pool.

Opponent has their Shelters, a single Soldier (to enable buying Gold), some Gold, some Platinum, 4 Colonies, 3 Provinces, 1 Duchy and a Curse, for 60 VP.

Your deck at start of turn: 10x KC, 5x Disciple, 5x Beggar, 2x Trader, 3x Colony, 1x OE, 1x Necro, 1x Potion, 1x Scrying Pool, 4x Ironworks, 4x Armory, 4x Workshop, 9x Engineer. The only cards in the trash are your Coppers and Hovel.

(To get to this state, start off getting a SP and a Soldier; a hand of SP (drawing Soldier + Copper), plus 4 Coppers, lets you buy KC, and from there it's clearly possible; Trader lets you thin Coppers safely).

Starting hand KC-KC-SP-Colony-Colony. KC-KC-SP draws everything provided one of the stop cards is at the bottom of the deck.
Currently have 2x KC plays; KCing a KC gives 2 more KC plays, so we have 18 KC plays left.
6 of these target Engineers, gaining 4 cards per Engineer, so 24 <4 cost gains, which we'll discuss later
5 target Beggars, gaining 45 Coppers
2 target Traders, trashing 3x Colony, 2x Shelters and 1x Potion, gaining 39 Silvers
5 target Disciples, giving 15 Disciple plays
- 4 target Ironworks, gaining 4 Ironworks and 8 <4 cost gains
- 4 target Armories, gaining 4 Armories and 8 <4 cost gains
- 4 target Workshops, gaining 4 Workshops and 8 <4 cost gains
- 3 target Engineers, gaining 1 Engineer and 9 <4 cost gains

We have a total of 57 <4 cost gains. Gain the following:
7 Estates
7 Curses
19 Rats
14 Potions
9 Peasants
1 Trader

We have 0 VP and 1 Buy. Kings' Courts and Engineers are empty; there is 1 Estate left. We've gained 45 Coppers, 39 Silvers, 13 cards from Disciples, and 57 <4 cost cards, for a total of 154 gains. Buy Triumph for 156 VP.

We even have a spare Landmark slot (using the semiofficial limit of 2 events/landmarks)... Aqueduct we can get up to 8 if we do the Silvers after the Estates, which I think is the best. Maybe more, I think up to 14, if replace the Workshops by Minting Golds?
Title: Re: Easy Puzzles
Post by: Watno on November 26, 2016, 08:12:59 am
New Puzzle: Start your turn with 3 supply piles empty (before resolving start-of-turn effects, 2 players)
Title: Re: Easy Puzzles
Post by: faust on November 26, 2016, 08:38:29 am
faust, in neither of those solutions do you have 0 VP during your Buy phase, fun though they are. However, the second was the inspiration for the following:
Oh, this was a requirement? Well, between Wolf Den, Bandit Fort and Curses, I'm sure you can always push your score to 0.
Title: Re: Easy Puzzles
Post by: faust on November 26, 2016, 08:41:01 am
New Puzzle: Start your turn with 3 supply piles empty (before resolving start-of-turn effects, 2 players)
Donate + Hunting Grounds/Catacombs.
Title: Re: Easy Puzzles
Post by: Limetime on November 26, 2016, 11:19:10 am
2 piles and 9 doctors are gone. Tomb in kingdom.
Buy doctor overpay 61 trashing 61 non victory cards.
Title: Re: Easy Puzzles
Post by: werothegreat on November 26, 2016, 12:28:05 pm
I have multiple City Quarters in my deck, but have never taken any Debt tokens this game, nor been able to afford a Province yet (and neither has my opponent).  How do I have them?
Title: Re: Easy Puzzles
Post by: faust on November 26, 2016, 12:54:01 pm
I have multiple City Quarters in my deck, but have never taken any Debt tokens this game, nor been able to afford a Province yet (and neither has my opponent).  How do I have them?
Masquerade, Ambassador?
Title: Re: Easy Puzzles
Post by: singletee on November 26, 2016, 01:06:41 pm
I have multiple City Quarters in my deck, but have never taken any Debt tokens this game, nor been able to afford a Province yet (and neither has my opponent).  How do I have them?

Lurker.

Gain Fortune with Hero, Remodel it into City Quarter.
Title: Re: Easy Puzzles
Post by: werothegreat on November 26, 2016, 05:42:59 pm
Gain Fortune with Hero

That right there, I think, is the most ridiculous interaction in this entire game
Title: Re: Easy Puzzles
Post by: LibraryAdventurer on November 27, 2016, 01:11:42 am
Gain Fortune with Hero

That right there, I think, is the most ridiculous interaction in this entire game
And people say champion is overpowered...
Title: Re: Easy Puzzles
Post by: Kirian on November 30, 2016, 03:28:20 pm
Magpie has a two best cards to reveal and a worst card to reveal.  What are they?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on November 30, 2016, 03:30:52 pm
Magpie has a two best cards to reveal and a worst card to reveal.  What are they?
Harem and Crown, and Curse/Hovel?
Title: Re: Easy Puzzles
Post by: Kirian on November 30, 2016, 03:35:50 pm
Magpie has a two best cards to reveal and a worst card to reveal.  What are they?
Harem and Crown, and Curse/Hovel?

Somehow I'd forgotten about Curse and Crown.  I was thinking Humble Castle.
Title: Re: Easy Puzzles
Post by: singletee on November 30, 2016, 03:37:20 pm
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!

How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?
Title: Re: Easy Puzzles
Post by: AdrianHealey on November 30, 2016, 03:51:33 pm
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!

How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?

Crown, HOP, Coin of the realm on tavern mat?

Title: Re: Easy Puzzles
Post by: Kirian on November 30, 2016, 03:55:14 pm
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!

How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?

Crown, HOP, Coin of the realm on tavern mat?



P-Stone too.
Title: Re: Easy Puzzles
Post by: AdrianHealey on November 30, 2016, 03:55:56 pm
With very few cards then, yes.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on November 30, 2016, 03:57:01 pm
and Fortune
Title: Re: Easy Puzzles
Post by: singletee on November 30, 2016, 04:28:00 pm
Let's not count cards that are in special locations (Tavern, mats, set aside, etc.) - otherwise I could stuff every card in the Kingdom onto my Native Village mat then trash Native Village. So everything has to be in hand, draw pile, or discard. You can have cards in other locations but they do not count towards your different Treasure count. And you must not be able to produce (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) no matter what combination of cards you draw.
Title: Re: Easy Puzzles
Post by: navical on November 30, 2016, 07:40:13 pm
Potion, too.
Title: Re: Easy Puzzles
Post by: AJD on December 01, 2016, 01:45:37 am
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!

How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?

Crown, HOP, Coin of the realm on tavern mat?

With this gamestate, you could in principle recover at an average rate of $1 per turn....
Title: Re: Easy Puzzles
Post by: AdrianHealey on December 01, 2016, 03:07:03 am
You can always by copper, so you can always recover
Title: Re: Easy Puzzles
Post by: Limetime on December 01, 2016, 06:10:58 pm
You can always by copper, so you can always recover
Not when you have debt.
Title: Re: Easy Puzzles
Post by: werothegreat on December 16, 2016, 09:17:36 am
I shuffle an empty deck.  Why?

Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on December 16, 2016, 09:37:48 am
I shuffle an empty deck.  Why?

Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.
Title: Re: Easy Puzzles
Post by: werothegreat on December 16, 2016, 11:33:39 am
I shuffle an empty deck.  Why?

Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.

Didn't think of that.  There's at least one other way.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on December 16, 2016, 12:08:05 pm
I shuffle an empty deck.  Why?

Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.

Didn't think of that.  There's at least one other way.
Inn with no Actions?
Title: Re: Easy Puzzles
Post by: J Reggie on December 17, 2016, 05:45:00 pm
I shuffle an empty deck.  Why?

Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.

Didn't think of that.  There's at least one other way.

Donate. You trash everything including Feoda, Catacombs, etc. and then try to shuffle your hand into your deck.

If I'm getting how it works right.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on December 17, 2016, 05:46:59 pm
I find it funny that my Annex   answer got 0 respect while my     Inn    answer got 2.
Title: Re: Easy Puzzles
Post by: Awaclus on December 18, 2016, 02:58:49 am
I find it funny that my Annex   answer got 0 respect while my     Inn    answer got 2.

I wonder how much respect would         Moat? get?
Title: Re: Easy Puzzles
Post by: LaLight on December 18, 2016, 02:39:18 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
Title: Re: Easy Puzzles
Post by: Awaclus on December 18, 2016, 02:48:57 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.

Solution 1: You bought a Masterpiece and overpaid enough to empty the Silver pile.
Solution 2: You bought a Doctor and overpaid enough to discard enough Tunnels to empty the Gold pile.
Solution 3: You revealed a Watchtower to trash whatever you bought and discarded enough Market Squares to empty the Gold pile.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on December 18, 2016, 02:49:45 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
Masterpiece with overpay
Title: Re: Easy Puzzles
Post by: LaLight on December 18, 2016, 02:54:09 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
Masterpiece with overpay

Right!
Title: Re: Easy Puzzles
Post by: xyz123 on December 18, 2016, 03:30:46 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.

One of the two empty piles is Embargo and all 10 tokens have been put on the same card. You buy that card which also means you gain all 10 curses.
Title: Re: Easy Puzzles
Post by: LaLight on December 18, 2016, 03:32:55 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.

One of the two empty piles is Embargo and all 10 tokens have been put on the same card. You buy that card which also means you gain all 10 curses.

Right also!
Title: Re: Easy Puzzles
Post by: ephesos on December 18, 2016, 05:14:24 pm
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.

This puzzle is impossible unless you assume 3+ players, since otherwise there are only 8 Provinces and Provinces being out ends the game.

1. You bought Donate and trashed 10 Catacombs
2. You bought Raid with 10+ Silvers in play and only 10 Silvers left.
3. You Inherited a Ferried Hunting Grounds and bought one, trashing it with Watchtower to gain 3 Estates, trashing those to empty the pile.
4. You called 9 Duplicates.
5. 9 Talismans.
6. Villa, returning to your Action phase and playing 9 Workshops for Villas.
Title: Re: Easy Puzzles
Post by: TheOthin on December 20, 2016, 03:51:56 pm
10 Charms is another option.
Title: Re: Easy Puzzles
Post by: majiponi on December 21, 2016, 03:52:52 am
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
4-player game: I played Highway and bought Messenger to gain Ill Gotten Gains.

Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.
Title: Re: Easy Puzzles
Post by: AdrianHealey on December 21, 2016, 07:19:23 am
Donate?

I guess ambassador is also possible
Title: Re: Easy Puzzles
Post by: Awaclus on December 21, 2016, 07:40:07 am
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
4-player game: I played Highway and bought Messenger to gain Ill Gotten Gains.

Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.

Some of the empty piles weren't supply piles.
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on December 21, 2016, 08:19:40 am
Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.

Encampments went back at clean-up.
Title: Re: Easy Puzzles
Post by: majiponi on December 21, 2016, 09:43:43 am
Donate?

I guess ambassador is also possible
How? What did I trash?

Some of the empty piles weren't supply piles.
Oh, I should have written "Supply". Your answer is also acceptable.

Encampments went back at clean-up.
I forgot Encampments. Right, this is an answer, too.
Title: Re: Easy Puzzles
Post by: Limetime on December 21, 2016, 01:25:18 pm
you exchanged travellers.
Title: Re: Easy Puzzles
Post by: ephesos on December 21, 2016, 03:35:10 pm
Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.

Not sure if this works, but you bought the last card in a pile, temporarily emptying it, then revealed Trader to gain a Silver instead, so you put it back.
Title: Re: Easy Puzzles
Post by: majiponi on December 21, 2016, 07:08:50 pm
you exchanged travellers.
What I prepared. Great!
Yes, your turn ends AFTER the Clean-up phase, so I can say "Hey, the game does not end, I will exchange my Page, don't start counting your Victory cards from your discard pile before I draw 5 cards!"

Not sure if this works, but you bought the last card in a pile, temporarily emptying it, then revealed Trader to gain a Silver instead, so you put it back.
In goko, that's ok. However, Trader can be revealed BEFORE you gain a card, so that won't work in real games.
Title: Re: Easy Puzzles
Post by: Violet CLM on January 11, 2017, 04:17:48 am
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
Title: Re: Easy Puzzles
Post by: LaLight on January 11, 2017, 04:28:49 am
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.
Title: Re: Easy Puzzles
Post by: faust on January 11, 2017, 04:35:56 am
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.
Alternatively, Graverobber/Expand and Catacombs.
Doesn't meet the "no trashing" requirement.
Title: Re: Easy Puzzles
Post by: LaLight on January 11, 2017, 04:38:13 am
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.
Alternatively, Graverobber/Expand and Catacombs.
Title: Re: Easy Puzzles
Post by: faust on January 11, 2017, 04:43:47 am
A working yet somewhat silly solution is Treasure Hunter/Hunting Grounds, assuming your opponent gained enough cards in their previous turn.
Title: Re: Easy Puzzles
Post by: faust on January 11, 2017, 04:46:14 am
Also fun: The cards in my hand are Fortune/Gold. Alms for Villa, play Villa, Gold, Fortune for $8. This of course works with a wide variety of other combinations.
Title: Re: Easy Puzzles
Post by: Violet CLM on January 11, 2017, 05:15:58 am
Also fun: The cards in my hand are Fortune/Gold. Alms for Villa, play Villa, Gold, Fortune for $8. This of course works with a wide variety of other combinations.
Ah, I did not think of Alms! Well done, doesn't break the no-trashing rule, only gains two cards instead of five.

(I've actually thought of two other (non-Alms-including) solutions that I also didn't intend... it occurs to me that Provinces are surprisingly cheap.)
Title: Re: Easy Puzzles
Post by: xyz123 on January 11, 2017, 01:09:34 pm
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.

You could modify this answer to be Disciple instead of Procession.
Title: Re: Easy Puzzles
Post by: gkrieg13 on January 11, 2017, 03:03:38 pm
Capitol and Haggler?
Title: Re: Easy Puzzles
Post by: majiponi on January 11, 2017, 06:13:51 pm
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

You played Procession-Procession-Champion on another turn.
Your hand is Begger and Masquerade.
You play Begger to put 3 Coppers in hand.
You play Masquerade to pass Copper, and receive Capital from your poor opponent.
You play all Treasures to buy Province.
Title: Re: Easy Puzzles
Post by: markusin on January 11, 2017, 07:55:25 pm
Capitol and Haggler?

Also, Capitol and Ill Gotten Gains
Title: Re: Easy Puzzles
Post by: Violet CLM on January 11, 2017, 11:25:48 pm
Further reflection reveals that yes, Procession + Wine Merchant would work, at least under the assumption there is a $6 pile. Disciple + Wine Merchant and Disciple + Poor House are better in that regard... oh well. It looks like I should have required that no card be played more than once, and also that all three cards have the same price (to ward off another combination that hasn't been mentioned). But I am quite impressed by some of the ideas here--Dominion is complicated!

You played Procession-Procession-Champion on another turn.
Your hand is Begger and Masquerade.
You play Begger to put 3 Coppers in hand.
You play Masquerade to pass Copper, and receive Capital from your poor opponent.
You play all Treasures to buy Province.
I really like the Procession-Procession-Champion touch, but this involves gaining four cards, not two.

Capitol and Haggler?
Close, but remember: "At no point in the game, this turn included, have I in any way interacted with any tokens (including... Debt tokens)".
Title: Re: Easy Puzzles
Post by: LaLight on January 12, 2017, 08:23:22 am
Sometimes there need to be easy ones:

How can one gain 6 cards and instantly draw them using only one action card (played once, no tokens)?
Title: Re: Easy Puzzles
Post by: Awaclus on January 12, 2017, 08:39:31 am
Play 3 Treasure Troves with Storyteller while your deck and discard are empty.
Title: Re: Easy Puzzles
Post by: LaLight on January 12, 2017, 08:42:15 am
Play 3 Treasure Troves with Storyteller while your deck and discard are empty.

Sure :) It's so elegant, I really liked it.
Title: Re: Easy Puzzles
Post by: ephesos on January 13, 2017, 01:19:29 pm
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

Hero + Venture, with Platinum on the board.
Title: Re: Easy Puzzles
Post by: majiponi on January 22, 2017, 02:45:30 am
New quiz.

Play Overlord as Engineer.
Title: Re: Easy Puzzles
Post by: werothegreat on January 22, 2017, 11:41:51 am
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.

However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

Hero + Venture, with Platinum on the board.

You could also just have two Platina in hand, then you don't need to gain anything
Title: Re: Easy Puzzles
Post by: schadd on January 22, 2017, 12:57:24 pm
New quiz.
Play Overlord as Engineer.
throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
Title: Re: Easy Puzzles
Post by: schadd on January 22, 2017, 12:59:58 pm
New quiz.
Play Overlord as Engineer.
throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
yeah i think that works
Title: Re: Easy Puzzles
Post by: werothegreat on January 22, 2017, 02:42:38 pm
New quiz.
Play Overlord as Engineer.
throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
yeah i think that works

Band of Misfits can't play Engineer.
Title: Re: Easy Puzzles
Post by: singletee on January 22, 2017, 03:02:21 pm
New quiz.
Play Overlord as Engineer.
throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
yeah i think that works

Band of Misfits can't play Engineer.

It can if it costs (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) because it is currently an Overlord in the Trash.
Title: Re: Easy Puzzles
Post by: heron on January 22, 2017, 03:07:13 pm
On a related note, I just tried playing overlord as band of misfits on ShIT. This led to the overlord staying in play forever. Is this correct behavior, and why?
Title: Re: Easy Puzzles
Post by: werothegreat on January 22, 2017, 03:07:29 pm
New quiz.
Play Overlord as Engineer.
throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
yeah i think that works

Band of Misfits can't play Engineer.

It can if it costs (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) because it is currently an Overlord in the Trash.

That makes my head hurt
Title: Re: Easy Puzzles
Post by: Watno on January 22, 2017, 03:16:38 pm
On a related note, I just tried playing overlord as band of misfits on ShIT. This led to the overlord staying in play forever. Is this correct behavior, and why?
It's a known bug.
Title: Re: Easy Puzzles
Post by: ephesos on January 22, 2017, 03:51:26 pm
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?

Hero + Venture, with Platinum on the board.

You could also just have two Platina in hand, then you don't need to gain anything
One of the conditions of the puzzle was you had to gain a specific card, and couldn't have gotten the Province if you hadn't.
Title: Re: Easy Puzzles
Post by: ConMan on January 22, 2017, 05:50:46 pm
In a game where all the Kingdom cards came from the same expansion, with no Events, Durations or Reactions available to any player, I ended my turn drawing the usual 5 cards, and started the next turn with 8 cards in hand. How did that happen? (Multiple solutions are possible, but one of them is, I feel, the simplest.)
Title: Re: Easy Puzzles
Post by: AdrianHealey on January 22, 2017, 05:52:12 pm
Someone bought 3 lost cities? :p
Title: Re: Easy Puzzles
Post by: heron on January 22, 2017, 06:08:26 pm
See also: Council Room, Torturer, Cultist + Knights, Fortress + Knights
Title: Re: Easy Puzzles
Post by: werothegreat on January 22, 2017, 06:40:22 pm
If you could fill your starting deck with any 10 unique kingdom cards, which roster would net you the most (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on your first turn?
Title: Re: Easy Puzzles
Post by: ConMan on January 22, 2017, 06:46:03 pm
Turns out I missed even simpler solutions. I like all of them. (FYI, my solution was Knights or Rogue + Cultist.)
Title: Re: Easy Puzzles
Post by: faust on January 23, 2017, 07:09:47 am
If you could fill your starting deck with any 10 unique kingdom cards, which roster would net you the most (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on your first turn?
It probably gets arbitrarily large. But some questions first:

- there's only 1 of each in your deck, right?
- are these cards also required to be piles in the given game?
- the usual starting cards get replaced, right?
Title: Re: Easy Puzzles
Post by: faust on January 23, 2017, 09:54:47 am
If you could fill your starting deck with any 10 unique kingdom cards, which roster would net you the most (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on your first turn?
It probably gets arbitrarily large. But some questions first:

- there's only 1 of each in your deck, right?
- are these cards also required to be piles in the given game?
- the usual starting cards get replaced, right?

Assuming the answers are all yes, here's a solution (it might stretch the rules a bit):

You starting cards are: Overlord, Watchtower, Mandarin, Lurker, Raze, Crown, King's Court, Fortune, Scyring Pool, Stonemason - this is also the Kingdom. (i.e. there is a Gladiator/Fortune split pile; this is me stretching the rules)

Starting hand: KC, Lurker, Stonemason, Fortune, Scyring Pool.

Play KC
  play Lurker 3 times
    trash 2 Overlords and gain 1
play Stonemason
  trash Fortune
    gain 2 Overlords
play Scrying Pool to draw everything
play Raze
  trash Mandarin (*)
%hand is now Crown, 4 Overlords, Watchtower. Now use a variation of majiponi's loop (http://forum.dominionstrategy.com/index.php?topic=15366.msg651636#msg651636):
play Crown
  play Overlord1 as Crown
    play Overlord2 as Crown
      play Overlord3 as Crown
        play Overlord4 as Raze, trashing itself
        play Overlord4 as Lurker
          gain Mandarin (trahsed in (*))
          put Overlord1 - Overlord3 and the Crown on your deck
          reveal Watchtower to trash Mandarin
      play Overlord3 as Lurker, gaining Overlord4
    play Overlord2 as Mandarin
      put Watchtower on deck
  play Overlord1 as Watchtower
    draw Watchtower, Overlord1-4, Crown
repeat. Each iteration nets +$3, +3 actions.
Title: Re: Easy Puzzles
Post by: werothegreat on February 01, 2017, 07:05:10 pm
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

Trivial answer: Birdge Troll/Ball and three Horns of Plenty.  There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Title: Re: Easy Puzzles
Post by: gkrieg13 on February 01, 2017, 07:13:41 pm
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

Trivial answer: Birdge Troll/Ball and three Horns of Plenty.  There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).

Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
Title: Re: Easy Puzzles
Post by: xyz123 on February 01, 2017, 07:23:05 pm
3 Charms and for each choosing to gain an additional card.
Title: Re: Easy Puzzles
Post by: werothegreat on February 01, 2017, 07:51:29 pm
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

Trivial answer: Birdge Troll/Ball and three Horns of Plenty.  There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).

Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.

That certainly works! There's another answer, though!
Title: Re: Easy Puzzles
Post by: gkrieg13 on February 01, 2017, 08:00:24 pm
3 Charms and for each choosing to gain an additional card.

You would still draw a card from the story teller.
Title: Re: Easy Puzzles
Post by: ConMan on February 01, 2017, 08:29:04 pm
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

Trivial answer: Birdge Troll/Ball and three Horns of Plenty.  There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).

Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
Similarly, have the last Treasure be Crown, which plays Black Market where you spend all the money from the other Treasures you played.
Title: Re: Easy Puzzles
Post by: ConMan on February 02, 2017, 12:03:43 am
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:

Challenge #1: Prince an Expand this turn.

Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.

Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.

You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.
Title: Re: Easy Puzzles
Post by: werothegreat on February 02, 2017, 12:22:46 am
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:

Challenge #1: Prince an Expand this turn.

Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.

Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.

You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.

1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand).  6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand.  8 steps.

3 does not seem feasible.  To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.
Title: Re: Easy Puzzles
Post by: singletee on February 02, 2017, 12:36:53 am
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:

Challenge #1: Prince an Expand this turn.

Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.

Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.

You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.

1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand).  6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand.  8 steps.

3 does not seem feasible.  To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.

Princing Expand in itself isn't possible without cost reduction. The closest you could get would be Princing Estate that is Inheriting Expand.
Title: Re: Easy Puzzles
Post by: ConMan on February 02, 2017, 12:59:55 am
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:

Challenge #1: Prince an Expand this turn.

Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.

Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.

You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.

1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand).  6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand.  8 steps.

3 does not seem feasible.  To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.
You're right. I think I confused myself there in trying to get a bit too clever. I will see if I can reformulate the challenge.
Title: Re: Easy Puzzles
Post by: Awaclus on February 02, 2017, 03:45:15 am
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

There are no cards in your deck or discard.
Title: Re: Easy Puzzles
Post by: navical on February 02, 2017, 04:14:28 am
I play Storyteller, then three Treasures.  However, once I'm done resolving them, I don't end up drawing any cards from Storyteller.  How?

Trivial answer: Birdge Troll/Ball and three Horns of Plenty.  There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).

Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
Similarly, have the last Treasure be Crown, which plays Black Market where you spend all the money from the other Treasures you played.
Or, indeed, another Storyteller.
Title: Re: Easy Puzzles
Post by: faust on February 02, 2017, 07:14:34 am
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:

Challenge #1: Prince an Expand this turn.

Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.

Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.

You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.

1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand).  6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand.  8 steps.

3 does not seem feasible.  To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.
1: Is trivially reduced by one step (Ruined Library) by adding the +card token to Prince.
Title: Re: Easy Puzzles
Post by: faust on February 02, 2017, 07:39:33 am
Not sure how much setting up is allowed, but the following solutions for 1 & 2 works within the framework:

1:
-2$ token on Expand, +card token on Lurker, Prince & Expand in trash
Summoned cards Lurker *2, Highway

Play Lurker gaining Expand
Play Lurker (draw Expand) gaining Prince
Play Highway drawing Prince
Play Prince setting aside Expand


2:
Same as 1, replace Highway by Bridge and add some drawing card.

4 and 5 steps, respectively.
Title: Re: Easy Puzzles
Post by: majiponi on February 10, 2017, 01:25:28 am
Another.

During the start of your turn, play a card whose cost is not only $ but also Potion, debt, etc.

Too easy?
Title: Re: Easy Puzzles
Post by: Watno on February 10, 2017, 03:05:37 am
Summoned throne room
Title: Re: Easy Puzzles
Post by: majiponi on February 10, 2017, 08:09:32 am
Summoned throne room
Yes. It enables you to play Prince. But I have no idea of Princing them.
Title: Re: Easy Puzzles
Post by: Watno on February 11, 2017, 05:59:27 am
you can use the throne on a debt or potion cost card
Title: Re: Easy Puzzles
Post by: Asper on February 12, 2017, 01:03:44 pm
Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.

You cannot ever Prince an Exand directly without cost reduction from what I know. What you could do is Prince Throne Room, then play Expand twice at the start of your turn, trashing an Estate for a Catacombs which you watchtower-trash for a Rocks which you watchtower-trash for a Silver. The second time you just trash a Gold to fulfill the condition of the named price points getting trashed and/or gained. I don't want to come up with a way how to get your deck in that state, but if emptying the game by turn 3 is possible, I suppose there's a way to do this.
Title: Re: Easy Puzzles
Post by: LaLight on February 23, 2017, 10:41:33 am
I Discipled a card that is not in the supply, but gained its copy as a result. How?
Title: Re: Easy Puzzles
Post by: Watno on February 23, 2017, 10:43:58 am
Mercenary
Title: Re: Easy Puzzles
Post by: LaLight on February 23, 2017, 10:45:40 am
Mercenary

Indeed
Title: Re: Easy Puzzles
Post by: Simon (DK) on February 23, 2017, 07:07:35 pm
Mercenary

Indeed

Or Ambassador with an empty ambassador pile returning 2 Ambassadors to the supply
Title: Re: Easy Puzzles
Post by: Simon (DK) on February 23, 2017, 07:09:39 pm
I Discipled a card that is not in the supply, but gained its copy as a result. How?

Actually all kingdom cards can be used for this.
The card you Discipled is not in the supply. It's in play.
Title: Re: Easy Puzzles
Post by: werothegreat on April 07, 2017, 10:00:25 am
I play Ironmonger, reveal 1 card, and get all 3 bonuses.  How?
Title: Re: Easy Puzzles
Post by: faust on April 07, 2017, 10:05:59 am
I play Ironmonger, reveal 1 card, and get all 3 bonuses.  How?
Inherited Crown.
Title: Re: Easy Puzzles
Post by: faust on April 07, 2017, 10:33:29 am
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?
Title: Re: Easy Puzzles
Post by: singletee on April 07, 2017, 10:44:07 am
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?

Procession on Encampment, revealing Gold each time, then trashing Encampment. Lurker to get Encampment from trash. Library, setting aside Encampment. Procession on Encampment again, revealing Gold again and trashing it again. Lurker to gain it back once more.
Title: Re: Easy Puzzles
Post by: LaLight on April 07, 2017, 10:46:47 am
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?

You played it, showed gold. Then you bought Bonfire, trashed it. Bought Villa. Played Lurker, gained Encampment. Draw it. Then you played Artisan, put Encampment on top of the deck, then you set it aside with native village. Then you take it in hand and play ambassador to return it into the pile (opponent lighthoused) then you played workshop and gained it.
Title: Re: Easy Puzzles
Post by: Watno on April 07, 2017, 11:52:23 am
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?

Procession on Encampment, revealing Gold each time, then trashing Encampment. Lurker to get Encampment from trash. Library, setting aside Encampment. Procession on Encampment again, revealing Gold again and trashing it again. Lurker to gain it back once more.

I think Procession loses track of the Encampment and it isn't trashed.
Title: Re: Easy Puzzles
Post by: gkrieg13 on April 07, 2017, 12:01:17 pm
Donate a catacombs?
Title: Re: Easy Puzzles
Post by: faust on April 07, 2017, 02:08:53 pm
Donate a catacombs?

Technically, Donate happens between turns and not on the same turn.
Title: Re: Easy Puzzles
Post by: Asper on April 08, 2017, 07:35:16 pm
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?

Procession on Encampment, revealing Gold each time, then trashing Encampment. Lurker to get Encampment from trash. Library, setting aside Encampment. Procession on Encampment again, revealing Gold again and trashing it again. Lurker to gain it back once more.

I think Procession loses track of the Encampment and it isn't trashed.

Why would it? If you reveal Gold, Encampment will be where Procession expects it to be.
Title: Re: Easy Puzzles
Post by: singletee on May 04, 2017, 02:51:32 pm
I play a Thief and gain a card that isn't a Treasure. How?

inb4 "What's Thief?"
Title: Re: Easy Puzzles
Post by: gkrieg13 on May 04, 2017, 02:55:21 pm
I play a Thief and gain a card that isn't a Treasure. How?

inb4 "What's Thief?"

Opponent inherited crown and revealed an estate.
Title: Re: Easy Puzzles
Post by: 4est on May 04, 2017, 02:58:00 pm
I play a Thief and gain a card that isn't a Treasure. How?

inb4 "What's Thief?"

Play Thief with Urchin in play, trash Urchin, gain Mercenary
Title: Re: Easy Puzzles
Post by: Awaclus on May 04, 2017, 03:00:23 pm
I play a Thief and gain a card that isn't a Treasure. How?

inb4 "What's Thief?"

"What's Thief?"

Also, you can't inb4 your own post.
Title: Re: Easy Puzzles
Post by: majiponi on July 05, 2017, 05:17:13 am
How many ways to welsh on your debts?
Example: Crowning Capital saves 6 debts.
Title: Re: Easy Puzzles
Post by: xyz123 on July 05, 2017, 01:46:57 pm
I play a Thief and gain a card that isn't a Treasure. How?

inb4 "What's Thief?"

Processioned or Discipled a Thief. You therefore gained a 5 cost action or another Thief.
Title: Re: Easy Puzzles
Post by: xyz123 on July 05, 2017, 01:50:40 pm
How many ways to welsh on your debts?
Example: Crowning Capital saves 6 debts.

Counterfeitting Capital or playing Mandarin with Capital in hand means it doesn't get discarded. Therefore no debt.

End the game. You don't have to pay back any debt you pick up.
Title: Re: Easy Puzzles
Post by: ConMan on July 05, 2017, 07:16:38 pm
Use Lurker to trash and then gain a Debt-cost Action card, thereby never having to pay for it or accumulate the Debt.
Title: Re: Easy Puzzles
Post by: faust on July 07, 2017, 02:05:30 am
Use Lurker to trash and then gain a Debt-cost Action card, thereby never having to pay for it or accumulate the Debt.
Even better: Disciple a debt card.
Title: Re: Easy Puzzles
Post by: ConMan on July 07, 2017, 02:52:28 am
Use Lurker to trash and then gain a Debt-cost Action card, thereby never having to pay for it or accumulate the Debt.
Even better: Disciple a debt card.
Convince Donald to create a Debt-cost Attack card, then trash Squire to gain it.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 04:14:08 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
Title: Re: Easy Puzzles
Post by: Awaclus on July 07, 2017, 04:45:55 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?

You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 05:46:38 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?

You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.

Good one! But I have no buys which means I have bought something this turn already.
Title: Re: Easy Puzzles
Post by: Awaclus on July 07, 2017, 06:09:18 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?

You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.

Good one! But I have no buys which means I have bought something this turn already.

You bought a Tax.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 06:10:07 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?

You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.

Good one! But I have no buys which means I have bought something this turn already.

You bought a Tax.

ok, this is correct. There is at least one more decision where no card is trashed
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 06:11:45 am
also let's say you were 23 point behind
Title: Re: Easy Puzzles
Post by: Awaclus on July 07, 2017, 06:14:32 am
Another solution. Setup: you have already bought a Copper this turn, but haven't gained it yet. Solution: gain it. Fountain gives you 15 points and your 8 Gardens and 1 Fairgrounds give you 10.

It's technically correct. EDIT: now it's actually technically correct EDIT: scratch that, it's still not technically correct. Well, this was a real Parker Square of a solution.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 06:15:40 am
Another solution. Setup: you have already bought a Copper this turn, but haven't gained it yet. Solution: gain it. Fountain gives you 15 points and your 10 Goons in play give you 10.

It's technically correct.

True.

Okay, let's add then that you have gained no card this turn.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 09:28:20 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.

Okay, let's add then that you have gained no card this turn.
Title: Re: Easy Puzzles
Post by: majiponi on July 07, 2017, 09:31:43 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.

Okay, let's add then that you have gained no card this turn.
I noticed. So, how about this?
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 09:35:50 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.

Okay, let's add then that you have gained no card this turn.
I noticed. So, how about this?
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.

Techically correct.

There is one more solution not involving possession.
Title: Re: Easy Puzzles
Post by: majiponi on July 07, 2017, 09:40:40 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.

Okay, let's add then that you have gained no card this turn.
I noticed. So, how about this?
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.

Techically correct.

There is one more solution not involving possession.
I have 12 Fairgrounds. I played Swindler to pile out, and exchanged Hero for Champion to have the 15th different-named card.
Title: Re: Easy Puzzles
Post by: LaLight on July 07, 2017, 09:42:32 am
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.

Okay, let's add then that you have gained no card this turn.
I noticed. So, how about this?
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.

Techically correct.

There is one more solution not involving possession.
I have 12 Fairgrounds. I played Swindler to pile out, and exchanged Hero for Champion to have the 15th different-named card.

This is quite close to my solution!
Title: Re: Easy Puzzles
Post by: LaLight on July 11, 2017, 10:02:36 am
My solution was to return 1 page, 1 peasant and 1 Encampment back so the opponent loses 27 points out of his Tower :)
Title: Re: Easy Puzzles
Post by: majiponi on August 01, 2017, 03:06:38 am
Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)
Title: Re: Easy Puzzles
Post by: Awaclus on August 01, 2017, 03:20:36 am
Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)

You wanted to topdeck a Madman.
Title: Re: Easy Puzzles
Post by: majiponi on August 04, 2017, 02:10:40 am
Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)

You wanted to topdeck a Madman.
Right. Too easy?

Next one: IHL killed your opponent. What does IHL mean?
Answer: Inheritance, Hunting Grounds, Lurker
Title: Re: Easy Puzzles
Post by: GendoIkari on August 07, 2017, 02:08:29 pm
Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)

You wanted to topdeck a Madman.

That doesn't sound like a good move on turn 3. Unless a bunch of other weird stuff happened, your deck is your 10 starting cards, Madman, whatever you gained with Hermit, and whatever you opened with other than Hermit.  I wouldn't want to play (or probably get) a Madman at that point.
Title: Re: Easy Puzzles
Post by: Dingan on September 03, 2017, 11:19:29 pm
I have n Buys. I buy a card. I then have n+1 Buys. How?
Title: Re: Easy Puzzles
Post by: Skumpy on September 03, 2017, 11:31:23 pm
I have n Buys. I buy a card. I then have n+1 Buys. How?

Seawayed Villa
Title: Re: Easy Puzzles
Post by: Dingan on September 03, 2017, 11:40:20 pm
I have n Buys. I buy a card. I then have n+1 Buys. How?

Seawayed Villa
I buy a card, not an event.
Title: Re: Easy Puzzles
Post by: Qvist on September 03, 2017, 11:45:39 pm
I think he means to seaway earlier and then buy Villa in that turn in question and play it.
Title: Re: Easy Puzzles
Post by: singletee on September 04, 2017, 02:09:07 am
I have n Buys. I buy a card. I then have n+1 Buys. How?

Forum from the Black Market
Title: Re: Easy Puzzles
Post by: Limetime on September 04, 2017, 11:49:57 pm
I think he means to seaway earlier and then buy Villa in that turn in question and play it.
The distinction is dingan never said he played a card. Villa's extra buy triggers on the playing of it and not buying.
Title: Re: Easy Puzzles
Post by: LaLight on September 05, 2017, 06:02:22 am
Game ends. I have nothing but some coppers and shelters in my deck. No single VP chip either. But I still have 4 points. How?
Title: Re: Easy Puzzles
Post by: faust on September 05, 2017, 06:09:32 am
Game ends. I have nothing but some coppers and shelters in my deck. No single VP chip either. But I still have 4 points. How?
Wall + Fountain: You have 23 Coppers and 3 Shelters. Fountain gives +15 VP, Wall gives -11, leading to 4.

Or, Museum, and you trashed two of the Shelters.
Title: Re: Easy Puzzles
Post by: LaLight on September 05, 2017, 06:13:55 am
Game ends. I have nothing but some coppers and shelters in my deck. No single VP chip either. But I still have 4 points. How?
Wall + Fountain: You have 23 Coppers and 3 Shelters. Fountain gives +15 VP, Wall gives -11, leading to 4.

Or, Museum, and you trashed two of the Shelters.

good! I haven't thought of Museum, but the other one is the one.

There is another solution, quite a nice one. No Museum, no Wall, no Fountain
Title: Re: Easy Puzzles
Post by: navical on September 05, 2017, 06:43:39 am
In a 3 or more player game with other people buying Masquerade, you could get 3 Necropolises and so 4 points from Orchard.

If the Coppers are empty but you only have 4 of them, then Tower would end you up with 4 points. Or, slightly more plausibly, Wolf Den is there as well and you have 13 Coppers plus your starting Shelters.
Title: Re: Easy Puzzles
Post by: LaLight on September 05, 2017, 06:49:16 am
In a 3 or more player game with other people buying Masquerade, you could get 3 Necropolises and so 4 points from Orchard.

This was what crossed my mind! So elegant

Tower solution is neat!
Title: Re: Easy Puzzles
Post by: faust on September 05, 2017, 07:50:35 am
Keep + Wall would also work.
Title: Re: Easy Puzzles
Post by: werothegreat on September 10, 2017, 04:49:48 pm
I revealed a basic card (basic, not Base Set) to Courtier, and got all 4 bonuses.  How?
Title: Re: Easy Puzzles
Post by: gkrieg13 on September 10, 2017, 04:53:13 pm
Estate posing as sir Martin?
Title: Re: Easy Puzzles
Post by: faust on September 11, 2017, 02:04:14 am
Estate posing as sir Martin?
Or Enchantress/Caravan Guard.
Title: Re: Easy Puzzles
Post by: werothegreat on September 14, 2017, 03:24:02 pm
I bought a Kingdom Treasure (so not a basic card), and moved 1(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) to Aqueduct.  How did this happen?
Title: Re: Easy Puzzles
Post by: teamlyle on September 14, 2017, 03:34:27 pm
Haggler gaining silver?
Title: Re: Easy Puzzles
Post by: navical on September 14, 2017, 03:41:16 pm
Crown, with Defiled Shrine also in play.

Rocks.

Masterpiece, overpaying 1.

Edit: any 3- or 6-cost Kingdom Treasure, so Loan, Masterpiece, Small Castle, Harem, or Hoard, having played a Charm (second option) earlier.
Title: Re: Easy Puzzles
Post by: werothegreat on September 14, 2017, 10:35:25 pm
I was going for the Crown one, but apparently all those work, too!
Title: Re: Easy Puzzles
Post by: navical on September 15, 2017, 04:43:50 am
I was going for the Crown one, but apparently all those work, too!

I suspected that was the one you were thinking of!

(Also work: Fortune with a Gladiator in play; Harem or Small Castle with a Hoard in play).
Title: Re: Easy Puzzles
Post by: faust on October 24, 2017, 07:09:59 am
I gain a Villa during my turn. Directly after that, it is not my action phase. Why?
Title: Re: Easy Puzzles
Post by: navical on October 24, 2017, 07:24:33 am
I gain a Villa during my turn. Directly after that, it is not my action phase. Why?
Devil's Workshop
Title: Re: Easy Puzzles
Post by: ghost_of_jonts on October 24, 2017, 09:16:12 am
In a solo game, get a Platinum on turn 1.
Title: Re: Easy Puzzles
Post by: J Reggie on October 24, 2017, 09:44:43 am
In a solo game, get a Platinum on turn 1.

Cursed Gold + Baker + Borrow
Title: Re: Easy Puzzles
Post by: Awaclus on October 24, 2017, 09:54:03 am
In a solo game, get a Platinum on turn 1.

Hack Isotropic and open Platinum/Platinum.

Alternatively, hack Goko and open Platinum/Platinum.
Title: Re: Easy Puzzles
Post by: LaLight on October 26, 2017, 09:43:59 am
There is an Action supply Pile. I am Deluded but still bought a card from this pile in my Buy Phase. How?
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on October 26, 2017, 09:45:13 am
There is an Action supply Pile. I am Deluded but still bought a card from this pile in my Buy Phase. How?
Plunder/Rocks
Title: Re: Easy Puzzles
Post by: LaLight on October 26, 2017, 09:45:47 am
There is an Action supply Pile. I am Deluded but still bought a card from this pile in my Buy Phase. How?
Plunder/Rocks

, Fortune Correct!
Title: Re: Easy Puzzles
Post by: majiponi on November 01, 2017, 03:19:16 am
From Mr. Cha-shu.

Solo game without any Events: play Possession on turn 2.
Title: Re: Easy Puzzles
Post by: navical on November 01, 2017, 06:20:13 am
From Mr. Cha-shu.

Solo game without any Events: play Possession on turn 2.

Kingdom: Lurker, Pixie, Stonemason, Fool, Necromancer, Baker, Band of Misfits, Pooka, Possession. Shelters (thanks to Band of Misfits).
Starting cards: Goat, Cursed Gold, Lucky Coin, 3x Copper, Overgrown Estate, Hovel, Necropolis.
T1: Draw Cursed Gold, Copper, Copper, Goat, Overgrown Estate
Play all treasures. Goat trashes Overgrown Estate, drawing Hovel.
Spend Baker coin, giving $7. Buy Stonemason, overpaying $5, gaining two Bands of Misfits.
T2: Draw Copper, Copper, Lucky Coin, Necropolis. Shuffle, draw Band of Misfits.
Deck: Band of Misfits then Stonemason, Curse, Copper, Copper, Goat, Cursed Gold in any order.
Play Necropolis.
Play Band of Misfits as Fool. Take Earth's Gift, Moon's Gift, Wind's Gift.
Receive Earth's Gift, discarding Lucky Coin to gain Lurker. Receive Moon's Gift, topdecking Lurker. Receive Wind's Gift, drawing Lurker and Band of Misfits, discarding 2x Copper.
Play Lurker, trashing Possession.
Play Band of Misfits as Necromancer, playing Possession from the trash.
Title: Re: Easy Puzzles
Post by: majiponi on November 01, 2017, 08:58:21 am
From Mr. Cha-shu.

Solo game without any Events: play Possession on turn 2.

Kingdom: Lurker, Pixie, Stonemason, Fool, Necromancer, Baker, Band of Misfits, Pooka, Possession. Shelters (thanks to Band of Misfits).
Starting cards: Goat, Cursed Gold, Lucky Coin, 3x Copper, Overgrown Estate, Hovel, Necropolis.
T1: Draw Cursed Gold, Copper, Copper, Goat, Overgrown Estate
Play all treasures. Goat trashes Overgrown Estate, drawing Hovel.
Spend Baker coin, giving $7. Buy Stonemason, overpaying $5, gaining two Bands of Misfits.
T2: Draw Copper, Copper, Lucky Coin, Necropolis. Shuffle, draw Band of Misfits.
Deck: Band of Misfits then Stonemason, Curse, Copper, Copper, Goat, Cursed Gold in any order.
Play Necropolis.
Play Band of Misfits as Fool. Take Earth's Gift, Moon's Gift, Wind's Gift.
Receive Earth's Gift, discarding Lucky Coin to gain Lurker. Receive Moon's Gift, topdecking Lurker. Receive Wind's Gift, drawing Lurker and Band of Misfits, discarding 2x Copper.
Play Lurker, trashing Possession.
Play Band of Misfits as Necromancer, playing Possession from the trash.


Good. This is my answer, which he didn't imagine.
Quote
Kingdom: Lurker, Stonemason, Necromancer, Baker, Cursed Village, Pooka, Possession

T1
play 4 Coppers and Cursed Gold, use a coin token
buy Stonemason overpaying $6 to gain Border Village, Lurker, Border Village, Cursed Village (the Hex is Bad Omens)
draw  2 Coppers, 2 Border Villages, and Stonemason

T2
play Border Village to draw Cursed Village
play Stonemason to gain Necromancer and Cursed Village (the Hex is War, trash Cursed Gold after revealing the other cards in deck)
play Cursed Village to draw Lurker, Necromancer, and 2 cards
play Lurker to trash Possession
play Necromancer to play Possession

Title: Re: Easy Puzzles
Post by: Asper on November 01, 2017, 09:24:00 am
I realized you could make a puzzle by doing fake-context art descriptions of Dominion cards. So, what are these?

Title: Re: Easy Puzzles
Post by: mad4math on November 22, 2017, 12:28:34 am
Buy a ratcatcher and call it on the same turn.
Title: Re: Easy Puzzles
Post by: sudgy on November 22, 2017, 01:39:13 am
Buy a ratcatcher and call it on the same turn.

Have a Princed Black Market, buy the Ratcatcher, and call it because it's still the start of the turn.
Title: Re: Easy Puzzles
Post by: gloures on November 22, 2017, 01:44:42 am
Buy a ratcatcher and call it on the same turn.

Have a Princed Black Market, buy the Ratcatcher, and call it because it's still the start of the turn.

You would also need a Princed Herald or something, to play the Ratcatcher before the start of your turn
Title: Re: Easy Puzzles
Post by: sudgy on November 22, 2017, 02:56:33 am
Buy a ratcatcher and call it on the same turn.

Have a Princed Black Market, buy the Ratcatcher, and call it because it's still the start of the turn.

You would also need a Princed Herald or something, to play the Ratcatcher before the start of your turn

Oh yeah.
Title: Re: Easy Puzzles
Post by: majiponi on December 05, 2017, 11:26:39 am
Start your turn with 5 cards in your hand.
Play only one card, which must be an Action card from Nocturne.
No other cards may be in play at any point in your turn.
The Changeling pile must be full first, and be entirely in your discard pile afterwards.

Only 5 cards are yours.
Play an Action after Nocturne (Dismantle) to wipe out Changeling pile.

Level 1: No Trader
Level 2: No Kingdom cards has multiple types.
Level 3: 5 different cards are yours.
Level 4: All of the above.
Title: Re: Easy Puzzles
Post by: fisherman on December 05, 2017, 12:23:04 pm
Level 1+2 solution:

Hand: Dismantle, Catacombs, 3x Feodum

Dismantle Catacombs for 2x Changeling + Cemetary. On Cemetary gain, trash 3x Feodum for 9x Changeling.
Title: Re: Easy Puzzles
Post by: Commodore Chuckles on December 17, 2017, 12:53:22 pm
Furry con was going much better than Amanda had ever anticipated.

Obviously Pooka.

Chuck turned around to take one last look at his huge collection of Harry Potter memorabilia before going off to bed.

Counting House?
Title: Re: Easy Puzzles
Post by: majiponi on December 24, 2017, 12:45:35 am
Start your turn with 5 cards in your hand.
Play only one card, which must be an Action card from Nocturne.
No other cards may be in play at any point in your turn.
The Changeling pile must be full first, and be entirely in your discard pile afterwards.

Only 5 cards are yours.
Play an Action after Nocturne (Dismantle) to wipe out Changeling pile.

Level 1: No Trader
Level 2: No Kingdom cards has multiple types.
Level 3: 5 different cards are yours.
Level 4: All of the above.

Level 3
Hand: Dismantle, Market Square, Platinum, Watchtower
You inherited Hunting Grounds.

play Dismantle to trash Platinum
discard Market Square to gain gold, exchanging it to Changeling
gain Hunting Grounds, revealing Watchtower to trash
gain Estate, revealing Watchtower to trash
gain Duchy, exchanging it to Changeling
gain Estate, revealing Watchtower to trash
gain Duchy, exchanging it to Changeling
gain Estate, revealing Watchtower to trash
repeat this twice
gain Estate, revealing Watchtower to trash
gain Duchy, exchanging it to Changeling
repeat this twice
gain Gold, exchanging it to Changeling


Level 4 needs other players' help.
inherit Embassy
play dismantle to trash Hunting Grounds
gain 3 Estates to let others exchange to 9 Changelings
gain Gold to exchange it to the last  Changeling
Title: Re: Easy Puzzles
Post by: Asper on December 24, 2017, 06:24:54 am
Furry con was going much better than Amanda had ever anticipated.

Obviously Pooka.

Chuck turned around to take one last look at his huge collection of Harry Potter memorabilia before going off to bed.

Counting House?

The first is correct, but the second isn't.

Hint:                     Removed.
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on December 27, 2017, 12:52:59 pm
Chuck turned around to take one last look at his huge collection of Harry Potter memorabilia before going off to bed.

Secret Chamber
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on December 27, 2017, 12:56:49 pm
Why, did he ask himself, did I think it was a good idea to try carrying all of them at once?

Mandarin         
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on December 27, 2017, 01:01:32 pm
And he would be rather disappointed to find out that after spending half the afternoon trying to get to the cookie jar, there was not a single cookie inside.

Imp?             
Title: Re: Easy Puzzles
Post by: Chappy7 on December 27, 2017, 05:13:09 pm

  • And he would be rather disappointed to find out that after spending half the afternoon trying to get to the cookie jar, there was not a single cookie inside.

Tournament?
Title: Re: Easy Puzzles
Post by: King Leon on December 27, 2017, 08:48:33 pm
Solo game
Trash all Knights until the end of turn 4. No Baker in the kingdom!

Solution
Pooka and Tracker are in the kingdom

Turn 1:
Draw 3 Copper, 1 Pouch, and 1 Cursed Gold
Play 3 Copper, 1 Pouch
Play Cursed Gold, gain Curse
Buy Inheritance: inherit Lurker

Turn 2:
Draw: 2 Copper, 3 Estates
Play Estate, trash Sir Vander, gain Gold
Play Estate, trash Knight
Play Estate, trash Knight
Play 2 Copper
Buy Estate

Turn 3:
Draw 1 Gold, 1 Cursed Gold, 1 Copper, 1 Pouch, 1 Estate
Play Estate, trash Knight
Play 1 Gold, 1 Copper, 1 Pouch
Play Cursed Gold, gain Curse
Buy Travelling Fair
Buy Estate
Buy Salt the Earth, trash Dame Josephine
Buy Donate, trash anything but 5 Estates

Turn 4:
Draw 5 Estates
Play Estate, trash Knight
Play Estate, trash Knight
Play Estate, trash Knight
Play Estate, trash Knight
Play Estate, trash Knight
Title: Re: Easy Puzzles
Post by: majiponi on December 28, 2017, 02:58:40 am
Solo game
Trash all Knights until the end of turn 4. No Baker in the kingdom!
Kingdom: Lurker, Squire, Scrying Pool, Watchtower, Fortress, Villa, Knights, Outpost, Border Village
Events: Advance, Travelling Fair

T1:
play 2 Coppers, buy Travelling Fair, buy Advance to trash Necropolis to gain Lurker, topdecking

T2:
play Lurker to trash Fortress
play 4 Coppers
buy 2 Travelling Fairs
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Villa to play it
repeat this 7 times
buy 4 Travelling Fairs
buy Advance to trash Fortress to gain Lurker
repeat this twice
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Lurker, topdecking
buy Advance to trash Fortress to gain Watchtower, topdecking
buy Advance to trash Fortress to gain Outpost
buy Advance to trash Fortress to gain Border Village to gain Villa
play Fortress, Outpost

T2-Outpost:
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool
play Border Village to draw Lurker
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool to draw 3 Lurkers, 8 Villas, Fortress, Border Village, Copper
play 7 Border Villages, 8 Villas
play Lurker to trash Knight
repeat this twice
play 7 Coppers
buy Advance to trash Fortress to gain Villa to play it
buy Advance to trash Fortress to gain Knight, revealing Watchtower to trash it
repeat this 6 times
buy 2 Provinces

Every Japanese player knows this combo, as Mr. Cha-shu has told us.
Title: Re: Easy Puzzles
Post by: King Leon on December 28, 2017, 07:26:14 am
Solo game
Trash all Knights until the end of turn 4. No Baker in the kingdom!
Kingdom: Lurker, Squire, Scrying Pool, Watchtower, Fortress, Villa, Knights, Outpost, Border Village
Events: Advance, Travelling Fair

T1:
play 2 Coppers, buy Travelling Fair, buy Advance to trash Necropolis to gain Lurker, topdecking

T2:
play Lurker to trash Fortress
play 4 Coppers
buy 2 Travelling Fairs
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Villa to play it
repeat this 7 times
buy 4 Travelling Fairs
buy Advance to trash Fortress to gain Lurker
repeat this twice
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Lurker, topdecking
buy Advance to trash Fortress to gain Watchtower, topdecking
buy Advance to trash Fortress to gain Outpost
buy Advance to trash Fortress to gain Border Village to gain Villa
play Fortress, Outpost

T2-Outpost:
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool
play Border Village to draw Lurker
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool to draw 3 Lurkers, 8 Villas, Fortress, Border Village, Copper
play 7 Border Villages, 8 Villas
play Lurker to trash Knight
repeat this twice
play 7 Coppers
buy Advance to trash Fortress to gain Villa to play it
buy Advance to trash Fortress to gain Knight, revealing Watchtower to trash it
repeat this 6 times
buy 2 Provinces

Every Japanese player knows this combo, as Mr. Cha-shu has told us.

Oh, I did not think about Advance. Nice one!
Title: Re: Easy Puzzles
Post by: Asper on December 28, 2017, 10:05:14 am
Cave-O-Sapien got all remaining 3 of them! Hooray  ;D
Title: Re: Easy Puzzles
Post by: AJD on December 29, 2017, 12:43:40 am
Solo game
Trash all Knights until the end of turn 4. No Baker in the kingdom!
Kingdom: Lurker, Squire, Scrying Pool, Watchtower, Fortress, Villa, Knights, Outpost, Border Village
Events: Advance, Travelling Fair

T1:
play 2 Coppers, buy Travelling Fair, buy Advance to trash Necropolis to gain Lurker, topdecking

T2:
play Lurker to trash Fortress
play 4 Coppers
buy 2 Travelling Fairs
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Villa to play it
repeat this 7 times
buy 4 Travelling Fairs
buy Advance to trash Fortress to gain Lurker
repeat this twice
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Lurker, topdecking
buy Advance to trash Fortress to gain Watchtower, topdecking
buy Advance to trash Fortress to gain Outpost
buy Advance to trash Fortress to gain Border Village to gain Villa
play Fortress, Outpost

T2-Outpost:
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool
play Border Village to draw Lurker
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool to draw 3 Lurkers, 8 Villas, Fortress, Border Village, Copper
play 7 Border Villages, 8 Villas
play Lurker to trash Knight
repeat this twice
play 7 Coppers
buy Advance to trash Fortress to gain Villa to play it
buy Advance to trash Fortress to gain Knight, revealing Watchtower to trash it
repeat this 6 times
buy 2 Provinces

Every Japanese player knows this combo, as Mr. Cha-shu has told us.

Why in the sam hill is this in the "Easy Puzzles" thread?
Title: Re: Easy Puzzles
Post by: King Leon on December 30, 2017, 03:06:52 pm
Why in the sam hill is this in the "Easy Puzzles" thread?

Because I thought about a much easier solution instead of this one.

Another one: I play an Abandoned Mine and get +2 Cards +2 Actions. How?
Title: Re: Easy Puzzles
Post by: majiponi on December 31, 2017, 02:11:04 am
Why in the sam hill is this in the "Easy Puzzles" thread?

Because I thought about a much easier solution instead of this one.

Another one: I play an Abandoned Mine and get +2 Cards +2 Actions. How?

Lost Arts, Pathfinding, other player's Enchantress. An Event can be Teacher instead.
Title: Re: Easy Puzzles
Post by: King Leon on December 31, 2017, 06:06:16 am
Why in the sam hill is this in the "Easy Puzzles" thread?

Because I thought about a much easier solution instead of this one.

Another one: I play an Abandoned Mine and get +2 Cards +2 Actions. How?

Lost Arts, Pathfinding, other player's Enchantress. An Event can be Teacher instead.

correct!
Title: Re: Easy Puzzles
Post by: majiponi on January 02, 2018, 08:12:37 pm
Another.

Trash all your cards without playing any Actions, nor buying Events.
Title: Re: Easy Puzzles
Post by: Asper on January 02, 2018, 09:18:37 pm
Another.

Trash all your cards without playing any Actions, nor buying Events.

Buy 2 Counterfeits (using Silver etc as stepping stones) then trash down with Goat until all you have are those 3 cards. Chain Counterfeits and Goat to trash all but the first Counterfeit, buy a Blessed Village, taking the Flame's gift and exchanging the Blessed Village for a Changeling. Next turn, trash the remaining Counterfeit you draw with The Flame's Gift and then play the Changeling to trash it without a replacement.
Title: Re: Easy Puzzles
Post by: majiponi on January 02, 2018, 11:46:24 pm
Another.

Trash all your cards without playing any Actions, nor buying Events.

Buy 2 Counterfeits (using Silver etc as stepping stones) then trash down with Goat until all you have are those 3 cards. Chain Counterfeits and Goat to trash all but the first Counterfeit, buy a Blessed Village, taking the Flame's gift and exchanging the Blessed Village for a Changeling. Next turn, trash the remaining Counterfeit you draw with The Flame's Gift and then play the Changeling to trash it without a replacement.

Good. I was thinking buying Mint, exchanging it to Changeling.
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 08:52:49 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.
Title: Re: Easy Puzzles
Post by: Awaclus on January 08, 2018, 09:04:34 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

There are lots of reasons. Some that come to mind immediately:

 - you want to activate Conspirators
 - you want to lower the cost of Peddler
 - you want to trigger your opponent's reshuffle

And one that's actually a plausible explanation for why you would do that in a real game:
 - to activate Magic Lamp
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 09:07:58 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

There are lots of reasons. Some that come to mind immediately:

 - you want to activate Conspirators
 - you want to lower the cost of Peddler
 - you want to trigger your opponent's reshuffle

And one that's actually a plausible explanation for why you would do that in a real game:
 - to activate Magic Lamp
The situation actually comes from a real game (though my opponent still had ~2 Treasures when it happened). It wasn't Magic Lamp there, and obviously none of the three purely theoretical options above.

To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Title: Re: Easy Puzzles
Post by: infangthief on January 08, 2018, 09:22:25 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

There are lots of reasons. Some that come to mind immediately:

 - you want to activate Conspirators
 - you want to lower the cost of Peddler
 - you want to trigger your opponent's reshuffle

And one that's actually a plausible explanation for why you would do that in a real game:
 - to activate Magic Lamp
The situation actually comes from a real game (though my opponent still had ~2 Treasures when it happened). It wasn't Magic Lamp there, and obviously none of the three purely theoretical options above.

To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Did your opponent's deck have the potential to gain treasure for some powerful purpose (eg Gold-gainer and trash for benefit, or a deck that would benefit greatly from Fortune)?
Title: Re: Easy Puzzles
Post by: Awaclus on January 08, 2018, 09:29:45 am
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.

Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 09:59:51 am
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.

Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
Yes!
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 10:00:36 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

There are lots of reasons. Some that come to mind immediately:

 - you want to activate Conspirators
 - you want to lower the cost of Peddler
 - you want to trigger your opponent's reshuffle

And one that's actually a plausible explanation for why you would do that in a real game:
 - to activate Magic Lamp
The situation actually comes from a real game (though my opponent still had ~2 Treasures when it happened). It wasn't Magic Lamp there, and obviously none of the three purely theoretical options above.

To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Did your opponent's deck have the potential to gain treasure for some powerful purpose (eg Gold-gainer and trash for benefit, or a deck that would benefit greatly from Fortune)?
Not that I can recall.
Title: Re: Easy Puzzles
Post by: infangthief on January 08, 2018, 10:57:09 am
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.

Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
Yes!
Could it be that Pirate Ship is the only 2-type card in the game, so you want it for empowering your Courtiers.
The reason why you intend to play Pirate Ship is so that you can use Changelings to gain more of them.
Title: Re: Easy Puzzles
Post by: majiponi on January 08, 2018, 11:05:23 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

To trash Urchin, whose pile has some Embargo tokens.
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 11:06:08 am
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.

Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
Yes!
Could it be that Pirate Ship is the only 2-type card in the game, so you want it for empowering your Courtiers.
The reason why you intend to play Pirate Ship is so that you can use Changelings to gain more of them.
I find it hard to imagine a game where this would be a good strategy. And no, that wasn't it.
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 11:06:34 am
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?

Clarification: I have not played Pirate Ship before during this game.

To trash Urchin, whose pile has some Embargo tokens.
Interesting idea. But it wasn't that.
Title: Re: Easy Puzzles
Post by: infangthief on January 08, 2018, 11:16:33 am
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.

Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
Yes!
Could it be that Pirate Ship is the only 2-type card in the game, so you want it for empowering your Courtiers.
The reason why you intend to play Pirate Ship is so that you can use Changelings to gain more of them.
I find it hard to imagine a game where this would be a good strategy. And no, that wasn't it.
Or, slightly more plausibly, you play the Pirate Ship each turn so that you can Scheme it ready for Courtiers next turn.
Title: Re: Easy Puzzles
Post by: Awaclus on January 08, 2018, 11:48:56 am
Then the answer probably has something to do with Soldier.
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on January 08, 2018, 02:26:12 pm
Then the answer probably has something to do with Soldier.

Maybe 2+ soldiers in hand and a Cobbler (and some means to play them all + the Pirate Ship)?

It would have to be 2 Soldiers or else you could just gain a Silver, right?
Title: Re: Easy Puzzles
Post by: faust on January 08, 2018, 03:20:51 pm
Then the answer probably has something to do with Soldier.

Maybe 2+ soldiers in hand and a Cobbler (and some means to play them all + the Pirate Ship)?

It would have to be 2 Soldiers or else you could just gain a Silver, right?
Yeah, I had an engine playing 4 Soldiers every turn for economy. Pirate Ship provided +4$, the most cost-efficient way to add economy.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on January 09, 2018, 05:28:23 pm
- you want to activate Conspirators

How would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.
Title: Re: Easy Puzzles
Post by: Awaclus on January 09, 2018, 11:05:31 pm
- you want to activate Conspirators

How would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.

You have Champion in play, and your opponent banned Page with your Contraband and those are the only Action cards in the kingdom.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on January 10, 2018, 10:10:58 am
- you want to activate Conspirators
How would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.
You have Champion in play, and your opponent banned Page with your Contraband and those are the only Action cards in the kingdom.
Presumably they also banned Conspirator with Contraband, because if you have no P-ship tokens it's a dead Action and Conspirator is strictly better. So then at that point I think it is debateable that anyone would pick up a Ruined Village to help their Conspirators.
Title: Re: Easy Puzzles
Post by: Awaclus on January 10, 2018, 10:34:28 am
- you want to activate Conspirators
How would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.
You have Champion in play, and your opponent banned Page with your Contraband and those are the only Action cards in the kingdom.
Presumably they also banned Conspirator with Contraband, because if you have no P-ship tokens it's a dead Action and Conspirator is strictly better. So then at that point I think it is debateable that anyone would pick up a Ruined Village to help their Conspirators.

It doesn't need to be a good play, there just needs to be a reason to do it.
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on January 10, 2018, 12:03:29 pm
I was under the impression that Faust was actually asking for a strategically viable reason. Conspirator fails in that case, but granted, strategic play aside, there is a valid edge-case with it.
Title: Re: Easy Puzzles
Post by: singletee on January 10, 2018, 01:01:41 pm
Alternate solution: You have an engine with Scheme. Opponent is using Enchantress. Schemes, Enchantresses, and Embargoes are Embargoed, and Pirate Ship is the next cheapest action. You want to have an action to get Enchanted so you can get the full use from the rest of your cards.
Title: Re: Easy Puzzles
Post by: infangthief on January 11, 2018, 05:15:28 am
Alternate solution: You have an engine with Scheme. Opponent is using Enchantress. Schemes, Enchantresses, and Embargoes are Embargoed, and Pirate Ship is the next cheapest action. You want to have an action to get Enchanted so you can get the full use from the rest of your cards.

Similarly Pirate Ship may be the cheapest card that would increase the value of your Horns of Plenty, but faust narrowed the challenge to exclude such things:

To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Title: Re: Easy Puzzles
Post by: Awaclus on January 11, 2018, 07:18:06 am
I was under the impression that Faust was actually asking for a strategically viable reason. Conspirator fails in that case, but granted, strategic play aside, there is a valid edge-case with it.

Well, usually these kinds of puzzles have two kinds of correct answers: the one that actually happened in a game, and ones that don't necessarily have to be good plays or plausible situations as long as it achieves something. If only good plays were accepted as answers, the correct answers would be debatable, which isn't great.
Title: Re: Easy Puzzles
Post by: ConMan on January 11, 2018, 05:32:59 pm
My one thought is using the PS attack to discard stuff off the top of the opponent's deck, which may help if you're playing lots of Chariot Races and you already know the top card is too expensive.
Title: Re: Easy Puzzles
Post by: Asper on January 15, 2018, 05:44:06 pm
I play the same Action card from my hand twice, without playing any other cards. How?
Title: Re: Easy Puzzles
Post by: ConMan on January 15, 2018, 06:32:46 pm
I play the same Action card from my hand twice, without playing any other cards. How?
You have your +$1 and +Buy tokens on Fortress. You play a Fortress from your hand, then call 6 Royal Carriages on it, giving $7. You buy Bonfire, trashing the Fortress so it goes back to your hand, then Villa to return to your Action phase. You play the Fortress from your hand again.
Title: Re: Easy Puzzles
Post by: Asper on January 15, 2018, 09:32:52 pm
I play the same Action card from my hand twice, without playing any other cards. How?
You have your +$1 and +Buy tokens on Fortress. You play a Fortress from your hand, then call 6 Royal Carriages on it, giving $7. You buy Bonfire, trashing the Fortress so it goes back to your hand, then Villa to return to your Action phase. You play the Fortress from your hand again.

My original solution used coin tokens instead of the +1$ token and Royal Carriage, but apart from that it's perfect.
Title: Re: Easy Puzzles
Post by: faust on January 16, 2018, 04:12:13 am
I play the same Action card from my hand twice, without playing any other cards. How?
Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
Title: Re: Easy Puzzles
Post by: infangthief on January 16, 2018, 04:53:47 am
I play the same Action card from my hand twice, without playing any other cards. How?
Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!
Title: Re: Easy Puzzles
Post by: faust on January 16, 2018, 07:32:03 am
I play the same Action card from my hand twice, without playing any other cards. How?
Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!
No, you played some Charms. When you buy a card, you may gain a card that costs the same for each Charm you played.
Title: Re: Easy Puzzles
Post by: infangthief on January 16, 2018, 07:39:38 am
I play the same Action card from my hand twice, without playing any other cards. How?
Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!
No, you played some Charms. When you buy a card, you may gain a card that costs the same for each Charm you played.
Oh I see. So you've got Charm, Charm, Crown, <do clever stuff without playing any other cards>, same Crown again.
I had assumed the "without playing any other cards" was intended to apply to the whole turn.
Title: Re: Easy Puzzles
Post by: faust on January 16, 2018, 08:58:52 am
I play the same Action card from my hand twice, without playing any other cards. How?
Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!
No, you played some Charms. When you buy a card, you may gain a card that costs the same for each Charm you played.
Oh I see. So you've got Charm, Charm, Crown, <do clever stuff without playing any other cards>, same Crown again.
I had assumed the "without playing any other cards" was intended to apply to the whole turn.
You could of course still do it then, using just coin tokens and Travelling Fair for extra buys to get the Madnarin / Rats / Villa. I only had it with Charm because I originally intended to buy Mandarin from the Black Market.
Title: Re: Easy Puzzles
Post by: King Leon on January 18, 2018, 04:06:22 pm
I play just one card and get:

+ 5 Cards
+ 5$
+ 8 Actions
+ 1 Buy

Which card did I play?
Title: Re: Easy Puzzles
Post by: singletee on January 18, 2018, 09:48:01 pm
I play just one card and get:

+ 5 Cards
+ 5$
+ 8 Actions
+ 1 Buy

Which card did I play?

Storeroom, with 4 Champions Processed beforehand.
Title: Re: Easy Puzzles
Post by: King Leon on January 19, 2018, 12:42:51 am
I play just one card and get:

+ 5 Cards
+ 5$
+ 8 Actions
+ 1 Buy

Which card did I play?

Storeroom, with 4 Champions Processed beforehand.

Nevermind, it's not Storeroom. Hint: I only discard two cards.
Title: Re: Easy Puzzles
Post by: dominator 123 on January 19, 2018, 09:33:50 am
With 5 Champions in play, play Tribute with card, action, coin, buy tokens. Opponent reveals Harem and Estate inheriting Crown for +4 cards, +4 coins, +2 actions.
Title: Re: Easy Puzzles
Post by: Awaclus on January 19, 2018, 10:07:07 am
Tribute

What's that?
Title: Re: Easy Puzzles
Post by: humcalc216 on January 19, 2018, 10:48:54 am
Prerequisite: You've Processioned 4 Champions. +buy token on Death Cart.  Inherited Cultist.  You have a -1 Card token.

Play Death Cart, trash Hunting Grounds, gain 3 Estates, reveal Watchtower to trash 2 of them.

If you instead want to have a net hand-size increase of 5 cards, you can just not use the -1 Card token.
Title: Re: Easy Puzzles
Post by: King Leon on January 19, 2018, 01:35:24 pm
With 5 Champions in play, play Tribute with card, action, coin, buy tokens. Opponent reveals Harem and Estate inheriting Crown for +4 cards, +4 coins, +2 actions.
That's correct. Also don't forget that all four vanilla Adventures tokens are on Tribute.
Title: Re: Easy Puzzles
Post by: Asper on January 19, 2018, 08:39:52 pm
With 5 Champions in play, play Tribute with card, action, coin, buy tokens. Opponent reveals Harem and Estate inheriting Crown for +4 cards, +4 coins, +2 actions.
That's correct. Also don't forget that all four vanilla Adventures tokens are on Tribute.

You technically never discard any cards yourself this way  :P
Title: Re: Easy Puzzles
Post by: dominator 123 on January 20, 2018, 10:06:35 am
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.

Never mind, I messed something up. May still be possible, just haven't thought of it.

Found a way again, but not 100% sure it actually works due to potential wording issues. Pretty sure it works.
Title: Re: Easy Puzzles
Post by: King Leon on January 20, 2018, 09:07:02 pm
With all 13 Imps in their pile at the start of your turn, gain all of them in one action phase.

Never mind, I messed something up. May still be possible, just haven't thought of it.

Found a way again, but not 100% sure it actually works due to potential wording issues.

When you play a villa, you return to your Action phase and you are still in your Action phase. A second action phase is possible with Outpost or Mission.

gaining all 13 imps is possible with Tormentor, Lurker, King’s Court and Bonfire.
Title: Re: Easy Puzzles
Post by: humcalc216 on January 20, 2018, 11:59:24 pm
I can get all 13 during action phases of a single turn.

Setup: 1 Tormentor in supply, 9 in your deck, 10 Villas in the supply, Lighthouses in play for each opponent, You have 84 Coin Tokens

Play 2 Madmen so your hand contains 9 Tormentors, 4 Overlords, 1 Ambassador

Repeat 10 times:
    Play Tormentor (or play Overlord as Tormentor), gaining an Imp
    Buy Travelling Fair, Bonfire (trashing Tormentor), Villa

Play Tormentor, gaining an Imp
Play Ambassador, returning 2 Villas to the supply (you had spare actions from the Madmen)
Buy Travelling Fair, Bonfire (trashing Tormentor and Ambassador), Villa
Play Tormentor, gaining an Imp
Buy Travelling Fair, Bonfire (trashing Tormentor), Villa
Play Tormentor, gaining an Imp
Title: Re: Easy Puzzles
Post by: dominator 123 on January 21, 2018, 03:25:42 am
Nice work, but I actually meant within a single action phase. Which means going to your buy phase, buying cards/events and going back to your action phase does not count. Otherwise I'd just have said something like "only with Tormentor and no Exorcist/Devil's Workshop". I've edited the question to make this even clearer.
Title: Re: Easy Puzzles
Post by: faust on January 21, 2018, 04:39:40 am
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.

Never mind, I messed something up. May still be possible, just haven't thought of it.

Found a way again, but not 100% sure it actually works due to potential wording issues. Pretty sure it works.

Hand is 8 Crowns, 8 BoMs, 7 Tormentors (you bought lots of Expeditions the turn before). Play Crown on Crown etc. Final Crown's first play is BoM as Raze trashing itself, then BoM as Lurker gaining Mandarin, topdecking all the Crowns.

Then each Crown's second play is BoM as Raze trashing itself, BoM as Procession playing Tormentor.

Title: Re: Easy Puzzles
Post by: dominator 123 on January 21, 2018, 08:50:20 am
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.

Never mind, I messed something up. May still be possible, just haven't thought of it.

Found a way again, but not 100% sure it actually works due to potential wording issues. Pretty sure it works.

Hand is 8 Crowns, 8 BoMs, 7 Tormentors (you bought lots of Expeditions the turn before). Play Crown on Crown etc. Final Crown's first play is BoM as Raze trashing itself, then BoM as Lurker gaining Mandarin, topdecking all the Crowns.

Then each Crown's second play is BoM as Raze trashing itself, BoM as Procession playing Tormentor.

Not exactly my solution but has the same spirit and much simpler too. The most important part is to play many Crowns, then BoM as self trasher then gaining a Mandarin on the second play to remove everything from play.

From here you have many Throned actions so it becomes easy by using BoM as self trasher then X. Procession works, but I forgot about it and ended up setting up some weird Overlord-KC-Necromancer chain  ;D

I wonder, what is the maximum number of Imps (assuming infinite pile) that can be gained with this restriction? This method can be extended to 18 Imps with 10/10/9 Crowns/BoMs/Tormentors, but I believe even more is possible.
Title: Re: Easy Puzzles
Post by: dominator 123 on January 21, 2018, 08:52:40 am
Much easier puzzle:

I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?
Title: Re: Easy Puzzles
Post by: xyz123 on January 21, 2018, 09:15:44 am
Much easier puzzle:

I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?

Your opponent had their Ferry token on that card?
Title: Re: Easy Puzzles
Post by: humcalc216 on January 21, 2018, 11:17:39 am
That doesn't work, as Ferry applies during a turn, not to a player.  Learned that the hard way yesterday when I hit my opponent's Skulk with Locusts and they gained a Highway because I had Ferried Highway.
Title: Re: Easy Puzzles
Post by: faust on January 21, 2018, 01:11:51 pm
Much easier puzzle:

I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?
It's an Estate; your opponent Inherited something and there's a Quarry in play.
Title: Re: Easy Puzzles
Post by: popsofctown on January 23, 2018, 01:44:52 am
I play a Soothsayer against my little cousin Jonjon.  Jonjon draws a card off the top of his deck, and then explains to me that since he drew the card, he won't be having any curses, no sir.  Jonjon is correct. What has transpired?
Title: Re: Easy Puzzles
Post by: AJD on January 23, 2018, 01:56:01 am
I play a Soothsayer against my little cousin Jonjon.  Jonjon draws a card off the top of his deck, and then explains to me that since he drew the card, he won't be having any curses, no sir.  Jonjon is correct. What has transpired?

Jonjon played a Caravan Guard and drew a Moat (or, I suppose, a Trader).
Title: Re: Easy Puzzles
Post by: xyz123 on February 04, 2018, 04:01:00 pm
I did have the particular mechanic that enables this come up in a game (not the exact scenario though).

Turn 1 - I buy a Silver.
Turn 1 - My opponent buys a Silver.
Turn 2 - I play the Silver I bought on turn 1.

How did this happen?
Title: Re: Easy Puzzles
Post by: majiponi on February 04, 2018, 07:53:06 pm
I did have the particular mechanic that enables this come up in a game (not the exact scenario though).

Turn 1 - I buy a Silver.
Turn 1 - My opponent buys a Silver.
Turn 2 - I play the Silver I bought on turn 1.

How did this happen?

Travelling Fair, I suppose.

Then, how about this?

Turn 1 - I buy a Gold.
Turn 1 - My opponent buys a Gold.
Turn 2 - I buy a Gold.
Title: Re: Easy Puzzles
Post by: AJD on February 04, 2018, 08:49:03 pm
Play Cursed Gold and 4 Copper, buy Borrow, buy Scouting Party, discard 3 Estates, buy Gold. Reshuffle, draw 3 Copper and Gold (or Cursed Gold).
Title: Re: Easy Puzzles
Post by: xyz123 on February 05, 2018, 01:21:22 am
That works but very different to the scenario I had come up. By slightly modifying mine I can also solve Majiponi's puzzle.

I was thinking of the following.


It is a Shelters game with Pixie, which means you start with Goat.
On your first turn by a Silver
On turn 2 trash Overgrown Estate with Goat. This causes a reshuffle to draw one card, which happens to be the Silver your bought on turn 1

Modified version for Majiponi's problem.
Add Baker and Pooka to the kingdom which means you also start with Cursed Gold and a coin token.
Turn 1 - 5 Coppers. Use the coin token to buy and Gold.
Turn 2 - 3 Shelters, Goat, Cursed Gold. Trash Overgrown Estate with Goat triggering a reshuffle. Draw the Gold bought on turn 1. Buy a Gold.
Title: Re: Easy Puzzles
Post by: Awaclus on February 05, 2018, 05:26:45 am
By slightly modifying mine

How much are we allowed to modify existing cards?
Title: Re: Easy Puzzles
Post by: Watno on February 05, 2018, 05:51:56 pm
I think making it trash actions instead of treasures is going to far.
Title: Re: Easy Puzzles
Post by: humcalc216 on February 10, 2018, 12:42:21 pm
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)
Title: Re: Easy Puzzles
Post by: Awaclus on February 10, 2018, 01:05:49 pm
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

Overpaying for Doctor and trashing a Cultist is one.
Title: Re: Easy Puzzles
Post by: majiponi on February 10, 2018, 11:38:04 pm
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

I bought a Villa, topdecking a Watchtower, played the Villa, Enchantressed, played the Watchtower, and played a Bat.
Title: Re: Easy Puzzles
Post by: humcalc216 on February 11, 2018, 09:33:19 pm
An opponent has Haunted Woods in play, and it's affecting me.  I buy a card.  Then, I trash a card with Bat.  What happened?

(I can think of multiple solutions.)

I bought a Villa, topdecking a Watchtower, played the Villa, Enchantressed, played the Watchtower, and played a Bat.

I hadn't thought of that one.  Clever!  In addition to that and Doctor overpay, here are a few other solutions:

1. There's one Boon left.  It's Sea's Gift.  Stonemason for Blessed Villages.  Receive Sea's Gift Twice (because you shuffled the Boons and got it again).  Play Bat, trash the other card you drew.
2. There's cost reduction.  Messenger for Lost Cities.  If it's a 2P game, your opponent calls a Duplicate to gain another Lost City.  Play Bat, trash another card you drew.
3. You've played Storyteller.  You play a Crown for Storyteller and use it to play Black Market twice.
  You buy a cheap card from the Black Market, then Storyteller draws you cards.  Play Bat, trash another card you drew.
Title: Re: Easy Puzzles
Post by: dghunter79 on February 23, 2018, 01:44:31 am
In the trash are six Estates and one Copper.

What is the card most likely to be present in the kingdom?

I have my own answer but there could always be a better one.
Title: Re: Easy Puzzles
Post by: faust on February 23, 2018, 03:58:32 am
In the trash are six Estates and one Copper.

What is the card most likely to be present in the kingdom?

I have my own answer but there could always be a better one.
Well the most likely kingdom cards are those that cost $2-$3, so it will be a trasher from among those. Probably not from Dark Ages since that would make Shelters more likely.

Actually, the answer is Pixie.
Title: Re: Easy Puzzles
Post by: RTT on February 23, 2018, 05:20:31 am
Could also be Dismantle or Salvager
Title: Re: Easy Puzzles
Post by: faust on February 23, 2018, 05:32:08 am
Could also be Dismantle or Salvager
It could be a ton of things, but it was asked which is the most likely.
Title: Re: Easy Puzzles
Post by: Cuzz on February 23, 2018, 08:27:10 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Title: Re: Easy Puzzles
Post by: faust on February 23, 2018, 08:36:00 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Mandarin?
Title: Re: Easy Puzzles
Post by: Cuzz on February 23, 2018, 08:39:27 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Mandarin?

ugh, this is why I don't hang out in this thread
Title: Re: Easy Puzzles
Post by: Cuzz on February 23, 2018, 08:42:05 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Mandarin?

ugh, this is why I don't hang out in this thread

this is where I say "no Mandarin either" and then people guess the 18 other obvious ways to do this that I also didn't think of
Title: Re: Easy Puzzles
Post by: faust on February 23, 2018, 08:54:39 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Mandarin?

ugh, this is why I don't hang out in this thread

this is where I say "no Mandarin either" and then people guess the 18 other obvious ways to do this that I also didn't think of
The next best thing I can think of is Summon; there is a variety of openings with Summon that would allow this.
Title: Re: Easy Puzzles
Post by: Awaclus on February 23, 2018, 09:23:51 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?

Night's Watchman and discarded everything.
Title: Re: Easy Puzzles
Post by: Cuzz on February 23, 2018, 10:26:09 am
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?

Night's Watchman and discarded everything.

Close, but let me try just one more time:

Opened $5-$5 with no Baker, no events, only Heirloom was Pouch, and the first buy was a $5 card which was not Mandarin.
Title: Re: Easy Puzzles
Post by: Awaclus on February 23, 2018, 11:01:56 am
Cursed Village and get Bad Omens?
Title: Re: Easy Puzzles
Post by: AJD on February 23, 2018, 11:56:11 am
What's the only card that you can't start with and can't gain?
Title: Re: Easy Puzzles
Post by: ephesos on February 23, 2018, 01:38:26 pm
What's the only card that you can't start with and can't gain?
Twice Miserable
Title: Re: Easy Puzzles
Post by: Asper on February 23, 2018, 01:52:53 pm
What's the only card that you can't start with and can't gain?

Bat.
Title: Re: Easy Puzzles
Post by: Cuzz on February 23, 2018, 03:25:27 pm
Cursed Village and get Bad Omens?

There we go. Except it was actually War.
Title: Re: Easy Puzzles
Post by: dghunter79 on February 23, 2018, 06:27:59 pm
In the trash are six Estates and one Copper.

What is the card most likely to be present in the kingdom?

I have my own answer but there could always be a better one.
Actually, the answer is Pixie.

No I don’t think it’s that one.
Title: Re: Easy Puzzles
Post by: Asper on February 24, 2018, 09:29:40 am
In the trash are six Estates and one Copper.

What is the card most likely to be present in the kingdom?

I have my own answer but there could always be a better one.
Actually, the answer is Pixie.

No I don’t think it’s that one.

Scavenger, perhaps?
Title: Re: Easy Puzzles
Post by: Ghacob on February 25, 2018, 02:43:05 pm
In the trash are six Estates and one Copper.

What is the card most likely to be present in the kingdom?

I have my own answer but there could always be a better one.
Actually, the answer is Pixie.

No I don’t think it’s that one.

I can't tell you *most likely*, but my mind goes to Masquerade.
Title: Re: Easy Puzzles
Post by: faust on March 09, 2018, 08:42:21 am
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?
Title: Re: Easy Puzzles
Post by: navical on March 09, 2018, 09:07:58 am
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?

Before you bought the Gold, you had $10 and 2 Buys from at least 3 differently named Treasures, a Venture and a Horn of Plenty in hand, and no Treasures in your draw or discard piles. After you bought the Gold, you then bought a Villa, returning to your Action phase, but immediately ending your Action phase without playing the Villa. You then played a Horn of Plenty, gaining a Cemetery, trashing the Villa. You then played a Venture, drawing the Gold, and playing it.
Title: Re: Easy Puzzles
Post by: faust on March 09, 2018, 09:09:13 am
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?

Before you bought the Gold, you had $10 and 2 Buys from at least 3 differently named Treasures, a Venture and a Horn of Plenty in hand, and no Treasures in your draw or discard piles. After you bought the Gold, you then bought a Villa, returning to your Action phase, but immediately ending your Action phase without playing the Villa. You then played a Horn of Plenty, gaining a Cemetery, trashing the Villa. You then played a Venture, drawing the Gold, and playing it.
That works, but there is a solution with fewer intermediary steps.
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on March 09, 2018, 12:25:25 pm
Buy Gold + Villa, Exchange Villa for Changeling, play Venture
Title: Re: Easy Puzzles
Post by: Ghacob on March 09, 2018, 02:30:06 pm
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?
Under these same conditions, do the reverse. That is:

There are no Action cards that are considered "mine" (spare me the refreshing jokes). I play a Gold. Later that same turn, there are still no Action cards that are "mine". I buy the Gold that I played. What happened in between?
Title: Re: Easy Puzzles
Post by: Watno on March 09, 2018, 04:10:57 pm
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?
Under these same conditions, do the reverse. That is:

There are no Action cards that are considered "mine" (spare me the refreshing jokes). I play a Gold. Later that same turn, there are still no Action cards that are "mine". I buy the Gold that I played. What happened in between?

Buy Villa, Ambassador, Inheritance, turning estates into smithies
Title: Re: Easy Puzzles
Post by: Awaclus on March 09, 2018, 08:05:55 pm
There are no Action cards that are considered "mine" (spare me the refreshing jokes).

refreshing

I see what you did there.
Title: Re: Easy Puzzles
Post by: Ghacob on March 09, 2018, 09:37:57 pm
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?
Under these same conditions, do the reverse. That is:

There are no Action cards that are considered "mine" (spare me the refreshing jokes). I play a Gold. Later that same turn, there are still no Action cards that are "mine". I buy the Gold that I played. What happened in between?

Buy Villa, Ambassador, Inheritance, turning estates into smithies

I...that certainly could involve playing a Gold? And does not involve any of the other parts of the puzzle..?
Title: Re: Easy Puzzles
Post by: Watno on March 10, 2018, 10:24:23 am
The rest is kinda obvious and was left as an exercise to the reader.
Title: Re: Easy Puzzles
Post by: Ghacob on March 10, 2018, 10:28:39 am
Good luck making your set aside Smithy no longer yours?
Title: Re: Easy Puzzles
Post by: Watno on March 10, 2018, 11:12:14 am
Well, I guess it's not as obvious anymore if you read the whole puzzle :( Sorry.
Title: Re: Easy Puzzles
Post by: Watno on March 10, 2018, 11:22:16 am
Here's a solution that might actualyl work.

Play 2 Cultists
Counterfeit-Counterfeit-Counterfeit-Platinum-Platinum-Gold
Buy Graverobber
Buy Ambassador
Buy Bonfire trashing a Cultist, drawing Graverobber and Ambassador
Buy Villa
Play Villa
Play Graverobber to gain the Gold from the trash.
Buy another bonfire, trashing the second Cultist and the Villa, drawing the Gold
Play Villa
Ambassador the Gold (oppoents moat)
Buy Bonfire to trash Villa + Ambassador
Buy Gold.
Title: Re: Easy Puzzles
Post by: faust on March 10, 2018, 02:30:27 pm
Here's a solution that might actualyl work.

Play 2 Cultists
Counterfeit-Counterfeit-Counterfeit-Platinum-Platinum-Gold
Buy Graverobber
Buy Ambassador
Buy Bonfire trashing a Cultist, drawing Graverobber and Ambassador
Buy Villa
Play Villa
Play Graverobber to gain the Gold from the trash.
Buy another bonfire, trashing the second Cultist and the Villa, drawing the Gold
Play Villa
Ambassador the Gold (oppoents moat)
Buy Bonfire to trash Villa + Ambassador
Buy Gold.

The Cultists are still yours at the time you play the Gold.
Title: Re: Easy Puzzles
Post by: navical on March 10, 2018, 02:56:44 pm
Kingdom cards: Counterfeit, Gladiator/Fortune, Venture, Ambassador, Rogue, Villa, Lighthouse.
Events: Pathfinding, Bonfire
+Card token on Villa.
Opponent has a Lighthouse in play.

Starting hand: Counterfeit, Counterfeit, Fortune, Gold, Venture. Deck: 5 Ventures. Discard empty.
Play Venture, chaining into 5 Ventures. $6
Counterfeit -> Counterfeit -> Gold & Fortune. 3 Counterfeit plays plus 2 Gold plays is $9, so we have $15 when we play Fortune, = $30 after.
Also we have 6 Buys (3 Counterfeit plays, 2 Fortune plays).

Buy Ambassador, Rogue. 4 Buys, $22.
Buy Villa, play Villa, buy Villa, play Villa; draw Rogue and Ambassador. 4 Buys, $16.
Play Rogue, gaining Gold. 4 Buys, $18.
Buy Villa, play Villa, draw Gold. 4 Buys, $15.
Play Ambassador, returning Gold.
Buy Bonfire x3, trashing 3x Villa, Rogue, Ambassador. 1 Buy, $6.
Buy Gold.
Title: Re: Easy Puzzles
Post by: markusin on March 12, 2018, 09:52:49 am
I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?

Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.

Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Title: Re: Easy Puzzles
Post by: teamlyle on March 12, 2018, 10:10:31 am
8 coin tokens :P
Title: Re: Easy Puzzles
Post by: markusin on March 12, 2018, 10:21:14 am
8 coin tokens :P

That too. I didn't think of that. Are there other ways?
Title: Re: Easy Puzzles
Post by: AJD on March 12, 2018, 11:28:59 am
I think this is a load of cobblers.
Title: Re: Easy Puzzles
Post by: faust on March 12, 2018, 11:32:37 am
I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?

Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.

Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.

Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
Title: Re: Easy Puzzles
Post by: markusin on March 12, 2018, 11:46:20 am
I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?

Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.

Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.

Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
Yeah I was thinking Crypt for the first part, but Cobbler works too.

I forgot about duration coin + Bonfire, but the solution is valid. The solution I had didn't use Bonfire.
Title: Re: Easy Puzzles
Post by: faust on March 12, 2018, 12:18:58 pm
I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?

Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.

Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.

Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
Yeah I was thinking Crypt for the first part, but Cobbler works too.

I forgot about duration coin + Bonfire, but the solution is valid. The solution I had didn't use Bonfire.
Well alternatively it can be that you played Procession-Procession-Merchant Ship, Merchant Ship and then your opponent used attacks to trash the remaining Procession. Or if you don't want opponent support you can always trash the Procession to Donate.
Title: Re: Easy Puzzles
Post by: markusin on March 12, 2018, 12:23:10 pm
I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?

Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.

Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.

Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
Yeah I was thinking Crypt for the first part, but Cobbler works too.

I forgot about duration coin + Bonfire, but the solution is valid. The solution I had didn't use Bonfire.
Well alternatively it can be that you played Procession-Procession-Merchant Ship, Merchant Ship and then your opponent used attacks to trash the remaining Procession. Or if you don't want opponent support you can always trash the Procession to Donate.
Mhm that would work. It's solitaire so you'd need Donate.

My solution didn't use Durations, but it uses a whole bunch of events.
Title: Re: Easy Puzzles
Post by: teamlyle on March 13, 2018, 02:33:27 pm

You have Ferry, Training, Seaway, and Pathfinding on Villa

Alms for Villa, play Villa

Buy Villa, play Villa x 8

Buy 8 Peddlers and a Villa

Play Villa; play Peddlers

Buy Province

Title: Re: Easy Puzzles
Post by: markusin on March 13, 2018, 03:00:06 pm

You have Ferry, Training, Seaway, and Pathfinding on Villa

Alms for Villa, play Villa

Buy Villa, play Villa x 8

Buy 8 Peddlers and a Villa

Play Villa; play Peddlers

Buy Province



Yeah this is very close to my solution.

My solution has the same token setup on Villa, except instead of playing Villa 8 times, you trash the second Villa with Advance to get a Border Village and a Villa. From there, you repeat the process of playing Villa and trashing Border Village with Advance for another Border Village and Villa until you can afford Province.
Title: Re: Easy Puzzles
Post by: Dingan on March 15, 2018, 01:30:02 pm
I have x Banks and y Fortunes at my disposal, and no other coins/Treasures/tokens/shenanigans/anything. x and y can each be anything >= 0 (e.g. more than 10 Banks, more than 5 Fortunes). Which order should I play them to maximize my coin?
Title: Re: Easy Puzzles
Post by: Awaclus on March 15, 2018, 01:52:23 pm
I have x Banks and y Fortunes at my disposal, and no other coins/Treasures/tokens/shenanigans/anything. x and y can each be anything >= 0 (e.g. more than 10 Banks, more than 5 Fortunes). Which order should I play them to maximize my coin?

Are we supposed to find the mathematical formula which covers all the possible cases?

EDIT: If y*x >= x(x+1)/2, you should play all the Fortunes first but otherwise you should play all the Banks first.
Title: Re: Easy Puzzles
Post by: Chappy7 on March 15, 2018, 04:29:15 pm
If all of these really are easy puzzles, then I'm really stupid
Title: Re: Easy Puzzles
Post by: samath on March 15, 2018, 07:03:25 pm
I have x Banks and y Fortunes at my disposal, and no other coins/Treasures/tokens/shenanigans/anything. x and y can each be anything >= 0 (e.g. more than 10 Banks, more than 5 Fortunes). Which order should I play them to maximize my coin?

Awaclus is right. Here's an explanation/proof.

First, if you've already played on Fortune, there is no reason to play any Banks before you play the rest of them since they don't double your money. So the optimal order must involve playing all of the Fortunes consecutively. This drastically cuts down on the possible solution space.

Let's say that you first play z Banks, then all y Fortunes, then the remaining x-z Banks. Your total money after playing the Banks is 1+2+...+z = z(z+1)/2. This is then doubled to z(z+1) by the first Fortune. Then the remaining Banks add (y+z+1)+(y+z+2)+...(y+x) = (y+x)(y+x+1)/2 - (y+z)(y+z+1)/2 = (x-z)(2y+x+z+1)/2 to the total coins.

We want to pick the z that maximizes this formula. Fortunately, it's a quadratic formula in z, which means that the scores lie on a parabola. Moreover, a quick inspection of the z^2 coefficient shows that this parabola is concave up, which means that the maximum must occur at one of the endpoints -- either z=0 or z=x. To figure out which is bigger, we just need to see how much money these yield and pick the bigger one. Let's see: z = 0 means we play all of the Fortunes first (they're essentially functioning as worse than Coppers here), and the total is x(2y+x+1)/2. Alternatively, if we play all of the Banks first, our total is simply x(x+1). So to determine which is bigger, we compare these two expressions. Dividing by x, we conclude that you should play the Banks first if x+1 > 2y, and you should play the Fortunes first if 2y > x+1. If they're equal, you can do either.

What does this mean intuitively? Essentially if you have a lot more Banks than Fortunes, it'll be more worthwhile to accumulate all of the Bank money first and then double it. If you don't have that many Banks, though, it'll be more important to make each of them give you lots of money by playing the Fortunes first.
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on March 16, 2018, 02:29:32 pm
Awaclus is right. Here's an explanation/proof.

We really need LaTeX support on this forum.

I guess there's something like mathurl.com that might work as an alternative.
Title: Re: Easy Puzzles
Post by: Ghacob on March 16, 2018, 08:11:05 pm
Remember, next time you have a hand of no Banks and no Fortunes, you should play all of your Banks before Fortunes.
Title: Re: Easy Puzzles
Post by: faust on March 26, 2018, 11:10:13 am
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Hard mode:             No tokens, opponents have Lighthouses out       
Extra hard mode:                 All of the above, but also non on-trash effects             

EDIT: Hard mode fixed. It is solvable now.
EDIT2: New extra hard mode. I can think of 2 possible solutions for extra hard.
Title: Re: Easy Puzzles
Post by: Chappy7 on March 26, 2018, 11:12:11 am
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Exorcist for Ghost.  Devil's workshop for Villa.
Title: Re: Easy Puzzles
Post by: faust on March 26, 2018, 11:14:29 am
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Exorcist for Ghost.  Devil's workshop for Villa.
Villa only returns to Action phase if it is your buy phase. When you play Exorcist, it is your Night phase.
Title: Re: Easy Puzzles
Post by: benedettosoxfan on March 26, 2018, 11:33:07 am
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Title: Re: Easy Puzzles
Post by: Awaclus on March 26, 2018, 12:30:48 pm
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
Title: Re: Easy Puzzles
Post by: humcalc216 on March 26, 2018, 12:35:31 pm
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Using the Devil's Workshop to gain a Blessed Village, receiving Sea's Gift or Wind's Gift would work.
Title: Re: Easy Puzzles
Post by: Chappy7 on March 26, 2018, 05:52:54 pm
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Exorcist for Ghost.  Devil's workshop for Villa.
Villa only returns to Action phase if it is your buy phase. When you play Exorcist, it is your Night phase.

Just when I think I'm starting to understand Nocturne cards....
Title: Re: Easy Puzzles
Post by: faust on March 28, 2018, 06:52:42 am
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.
Title: Re: Easy Puzzles
Post by: humcalc216 on March 28, 2018, 08:52:19 am
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

+1 Card Token on Werewolf would do it.
Title: Re: Easy Puzzles
Post by: faust on March 28, 2018, 02:25:41 pm
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

+1 Card Token on Werewolf would do it.
True! But that doesn't cover hard mode.
Title: Re: Easy Puzzles
Post by: humcalc216 on March 29, 2018, 10:55:58 am
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans

Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.

EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.

My two solutions work without Boons though.

+1 Card Token on Werewolf would do it.
True! But that doesn't cover hard mode.

Right.  Forgot about that.
Title: Re: Easy Puzzles
Post by: faust on March 29, 2018, 11:14:15 am
After thinking some more, one of my solutions for extra hard doesn't work. But the other is still fine, and was actually the reason I came up with this puzzle in the first place.
Title: Re: Easy Puzzles
Post by: AJD on March 29, 2018, 10:40:51 pm
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
Title: Re: Easy Puzzles
Post by: faust on March 30, 2018, 01:48:13 am
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.
Title: Re: Easy Puzzles
Post by: Awaclus on March 30, 2018, 03:06:31 am
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?

That's pretty standard for this thread. The only thing that doesn't belong here are the spoiler tags.
Title: Re: Easy Puzzles
Post by: AJD on March 30, 2018, 12:33:39 pm
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.

I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!
Title: Re: Easy Puzzles
Post by: faust on March 30, 2018, 12:50:18 pm
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.

I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!
So can you give me a good a priori way to determine whether a puzzle that I post is easy or not? When I thought it up, I thought it likely to just be answered right away.
Title: Re: Easy Puzzles
Post by: Awaclus on March 30, 2018, 01:05:31 pm
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.

I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!

Are you saying that we shouldn't be allowed to extendedly discuss puzzles ITT?
Title: Re: Easy Puzzles
Post by: Joseph2302 on March 30, 2018, 07:14:51 pm
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.

I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!
Maybe we need a "reasonably easy puzzles" or "harder version of easy puzzles" thread
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on March 30, 2018, 07:22:39 pm
It's not about difficulty guys, it's about length.  Nobody feels like starting a new topic just for a weird convoluted interaction problem.
Title: Re: Easy Puzzles
Post by: J Reggie on April 12, 2018, 11:38:16 am
Neat puzzles that seemed easy when you thought of them
Title: Re: Easy Puzzles
Post by: ThetaSigma12 on April 12, 2018, 01:39:42 pm
Neat puzzles that seemed easy when you thought of them

Or more accurately:

"Interesting card interaction you dreamed up that was reverse-engineered into a puzzle"
Title: Re: Easy Puzzles
Post by: MeNowDealWithIt on April 18, 2018, 08:00:15 pm
In a kingdom with no black market, reserves, or durations except tactician, I play 3 action cards on my turn, the first of which is a tactician. What events are in the kingdom?

Alms and Pathfinding; in a previous turn, I put pathfinding on Villa, then on the turn I just described, I used alms on a villa and played it, drawing another action card and playing that.
Title: Re: Easy Puzzles
Post by: fisherman on April 19, 2018, 05:41:28 pm
In a kingdom with no black market, reserves, or durations except tactician, I play 3 action cards on my turn, the first of which is a tactician. What events are in the kingdom?



Summon is enough with Bridge or Highway, so that you can Summon a Tactician and 2 other actions.
Title: Re: Easy Puzzles
Post by: Watno on April 20, 2018, 02:01:56 am
actually, you need no events with Prince+ highway
Title: Re: Easy Puzzles
Post by: faust on April 20, 2018, 02:09:11 am
You can also not have any Events or start-of-turn shenanigans by just doing Golem into Tactician and X.
Title: Re: Easy Puzzles
Post by: AJD on April 20, 2018, 02:29:08 am
You can also not have any Events or start-of-turn shenanigans by just doing Golem into Tactician and X.

Not if Tactician is the first Action played on the turn.
Title: Re: Easy Puzzles
Post by: faust on May 13, 2018, 01:43:00 am
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?

Hard mode:             No tokens, opponents have Lighthouses out       
Extra hard mode:                 All of the above, but also non on-trash effects             

EDIT: Hard mode fixed. It is solvable now.
EDIT2: New extra hard mode. I can think of 2 possible solutions for extra hard.

By the way Seprix has just inadvertently solved this puzzle in another thread:

Not useful, but certainly neat.

When you play an Enchantress, it covers the first Action card played during a turn... Which includes a Werewolf in the Night Phase.
Title: Re: Easy Puzzles
Post by: dghunter79 on May 18, 2018, 11:45:53 am
 :) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP?  :(
Title: Re: Easy Puzzles
Post by: AJD on May 18, 2018, 12:50:17 pm
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP?  :(

I'm gonna guess... 48?

12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans
Title: Re: Easy Puzzles
Post by: Awaclus on May 18, 2018, 01:05:47 pm
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP?  :(

I'm gonna guess... 48?

12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans

Differently-named.
Title: Re: Easy Puzzles
Post by: AJD on May 18, 2018, 01:08:55 pm
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP?  :(

I'm gonna guess... 48?

12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans

Differently-named.

Oops.
Title: Re: Easy Puzzles
Post by: AJD on May 18, 2018, 02:00:39 pm
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP?  :(

I'm gonna guess... 48?

12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans

Differently-named.

Oops.

Okay so 7:
Gardens
Duke
Feodum
Vineyard
Distant Lands
Overgrown Estate
Pasture
Title: Re: Easy Puzzles
Post by: majiponi on June 22, 2018, 09:17:51 pm
Play a Night from your hand twice in a night.
Title: Re: Easy Puzzles
Post by: faust on June 23, 2018, 04:49:27 am
Play a Night from your hand twice in a night.
Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
Title: Re: Easy Puzzles
Post by: majiponi on June 23, 2018, 06:29:45 am
Play a Night from your hand twice in a night.
Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.
Title: Re: Easy Puzzles
Post by: Awaclus on June 23, 2018, 06:33:23 am
Play a Night from your hand twice in a night.
Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.

Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.
Title: Re: Easy Puzzles
Post by: majiponi on June 23, 2018, 06:36:44 am
Play a Night from your hand twice in a night.
Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.

Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.

Oh! This is an awesome answer! Well done!
My answer uses 2 Kingdom cards. You can do without any other player.
Title: Re: Easy Puzzles
Post by: Asper on June 24, 2018, 06:49:18 am
Play a Night from your hand twice in a night.
Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.

Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.

Oh! This is an awesome answer! Well done!
My answer uses 2 Kingdom cards. You can do without any other player.

In that case, just have an additional Bat and a Cultist/Rats in hand to trash the Cultist/Rats and draw that Vampire.
Title: Re: Easy Puzzles
Post by: majiponi on June 24, 2018, 08:40:13 am
Play a Night from your hand twice in a night.
Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.

Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.

Oh! This is an awesome answer! Well done!
My answer uses 2 Kingdom cards. You can do without any other player.

In that case, just have an additional Bat and a Cultist/Rats in hand to trash the Cultist/Rats and draw that Vampire.

Correct! My answer is...

Deck/Discard: (empty)
Hand: Vampire(A), Bat(A), 3 Rats

play Vampire(A) to gain Duchy, exchanging to Bat(B)
play Bat(A) to trash 2 Rats, drawing Bat(B) and Duchy, exchanging to Vampire(A)
play Bat(B) to trash Rats, drawing Vampire(A), exchanging to Vampire(B)
play Vampire(A) to gain Duchy
Title: Re: Easy Puzzles
Post by: dghunter79 on June 24, 2018, 02:20:52 pm
There are quite a few Kingdom Cards that can create the game state to double-Province without requiring the use of any other Kingdom cards.*  For example, Remodel.  With Remodel and 4 Golds: play Remodel, trash Gold, gain Province, play three Golds, buy Province.

A few more cards can, similarly, triple-Province.  Market: Play ten Markets to end up with a hand of 5 Golds, triple-Province with those $25 and 10 buys.**

Grand Market can, in the same way, quadruple-Province.

A hand of Candlestick Makers can, fairly simply, quintuple-Province using buys and coin tokens.  Governor (EDIT: and City) can also quintuple fairly trivially.

What other two cards can generate a quintuple-Province on their own?

*"Double-province" meaning, get two Provinces on a turn without milling/sacrificing other VP cards.
**There's at least one more triple-Province card that isn't mentioned here and isn't one of the two answers.
***Of course I could be wrong about so many things!  Maybe there's more than two.
Title: Re: Easy Puzzles
Post by: heron on June 24, 2018, 02:34:00 pm
City can get 6, rebuild can kind of get 5 but probably counts as milling vp, capital gets 3.
Title: Re: Easy Puzzles
Post by: AJD on June 24, 2018, 03:45:12 pm
Well I mean you could call 5 Transmogrifies on a hand of 5 Platinums, but I don't know if having a Platinum board, which implies the presence of kingdom cards from Prosperity, counts as "using" other kingdom cards.
Title: Re: Easy Puzzles
Post by: Awaclus on June 24, 2018, 04:33:42 pm
*"Double-province" meaning, get two Provinces on a turn without milling/sacrificing other VP cards.

So Mill and Sacrifice don't work as solutions then.
Title: Re: Easy Puzzles
Post by: dghunter79 on June 24, 2018, 06:32:00 pm
City can get 6

Ah.  I didn't think of that one, darn.  I have two other ones.

I do consider Platinum and Shelters off limits, although I'm curious to know if it adds anything to allow them, but only for Prosperity and Dark Ages sets respectively.  Otherwise it has to be Golds and Provinces, plus whatever accoutrements come with the answer-card.
Title: Re: Easy Puzzles
Post by: silvern on June 24, 2018, 07:10:25 pm
Peasant?
Title: Re: Easy Puzzles
Post by: faust on June 25, 2018, 01:08:38 am
Pixie can quintuple-Province.

Trash 3 Pixies for 6 Wil-o-wisps.

Start turn with Will-o-wisps all drawing Pixies. 11 cards in hand. Reveal 2x Sea's Gift for 4 extra cards, 15 in hand. Reveal 2x Forest's Gift for 4$, 5 buys. All 15 cards are Golds, so you have enough cash to quintuple-Province. (revealing the same Boon twice works with triggering a good reshuffle).
Title: Re: Easy Puzzles
Post by: infangthief on June 25, 2018, 09:30:57 am
Black Market often comes with a few useful accoutrements... does that count?
Title: Re: Easy Puzzles
Post by: infangthief on June 25, 2018, 09:37:47 am
Wharf is another triple-province card.
Title: Re: Easy Puzzles
Post by: majiponi on June 26, 2018, 09:22:31 am
Pixie can quintuple-Province.

Trash 3 Pixies for 6 Wil-o-wisps.

Start turn with Will-o-wisps all drawing Pixies. 11 cards in hand. Reveal 2x Sea's Gift for 4 extra cards, 15 in hand. Reveal 2x Forest's Gift for 4$, 5 buys. All 15 cards are Golds, so you have enough cash to quintuple-Province. (revealing the same Boon twice works with triggering a good reshuffle).

Forest is with you until Cleanup.
Title: Re: Easy Puzzles
Post by: humcalc216 on June 26, 2018, 02:24:14 pm
Druid can quintuple Province.

Druid has Swamp and Field (and something else).  You have 5 Druids in your deck, and you have 12 Wisps.  You start this turn with 5 Wisps.  First 7 Wisps draw Gold+Wisp.  Next 5 Wisps draw Gold+Druid.  Play all Druids for Field ($5). Play 12 Golds ($41).  Buy 5 Provinces.
Title: Re: Easy Puzzles
Post by: dghunter79 on July 11, 2018, 07:04:00 pm
How many Golems can you gain during your buy phase with with a hand of unlimited size, but made up of only treasure and hybrid treasure, with only one copy of each card -- and no other cards in your hand, deck, or on your mats?
Title: Re: Easy Puzzles
Post by: Awaclus on July 11, 2018, 07:14:20 pm
How many Golems can you gain during your buy phase with with an hand of unlimited size, but made up of only treasure and hybrid treasure, with only one copy of each card -- and no other cards in your hand, deck, or on your mats?

Three? Counterfeit, Potion, Quarry, Crown, Charm and you have Ferry token on Golem so you Counterfeit the Potion, Crown the Charm and buy a Transmute to gain 2 Golems and then you buy a third Golem with your second (http://wiki.dominionstrategy.com/images/thumb/7/7a/Potion.png/9px-Potion.png).

EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.
Title: Re: Easy Puzzles
Post by: ConMan on July 11, 2018, 07:23:14 pm
Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.
Title: Re: Easy Puzzles
Post by: dghunter79 on July 12, 2018, 12:53:26 am
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.

More?
Title: Re: Easy Puzzles
Post by: dghunter79 on July 12, 2018, 12:55:43 am
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.

I think it's more using on-gain effects of kingdom cards.


Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.

No, gotta stay in your buy phase.
Title: Re: Easy Puzzles
Post by: ConMan on July 12, 2018, 01:26:33 am
I'm going to naively assume that coins are not an issue (since we can play a fairly large number of Treasures including Bank and Fortune), and Buys probably aren't either (given Travelling Fair). Like Awaclus, I would Counterfeit a Potion and and have my -$2 cost token on Golem but *not* play Quarry (so Golems cost $2P). I will also put my Trashing token on Stonemason. So I can get to 6:

* Buy 2 Squires, putting them on my deck (probably Travelling Fair).
* Buy 2 Blessed Villages, receiving The Sea's Gift twice (due to reshuffling the Boons) to draw the Squires.
* Buy 2 Stonemasons, overpaying $2P each to gain 4 Golems and trashing two Squires to gain two Familiars onto my deck.
* Buy 2 Cursed Villages, receiving Locusts both times (due to reshuffling the Hexes), trashing the two Familiars and gaining 2 Golems.

Total cost: $26 and 8 Buys. So Copper + Silver + Gold + Platinum + Counterfeit (Potion) + Bank + Fortune gives $34 and 3 Buys, we can buy Travelling Fair 4 times to make that $26 and 7 Buys so just throw a Royal Seal or something in there to make up the difference.
Title: Re: Easy Puzzles
Post by: dghunter79 on July 12, 2018, 03:21:53 am
I'm going to naively assume that coins are not an issue (since we can play a fairly large number of Treasures including Bank and Fortune), and Buys probably aren't either (given Travelling Fair). Like Awaclus, I would Counterfeit a Potion and and have my -$2 cost token on Golem but *not* play Quarry (so Golems cost $2P). I will also put my Trashing token on Stonemason. So I can get to 6:

* Buy 2 Squires, putting them on my deck (probably Travelling Fair).
* Buy 2 Blessed Villages, receiving The Sea's Gift twice (due to reshuffling the Boons) to draw the Squires.
* Buy 2 Stonemasons, overpaying $2P each to gain 4 Golems and trashing two Squires to gain two Familiars onto my deck.
* Buy 2 Cursed Villages, receiving Locusts both times (due to reshuffling the Hexes), trashing the two Familiars and gaining 2 Golems.

Total cost: $26 and 8 Buys. So Copper + Silver + Gold + Platinum + Counterfeit (Potion) + Bank + Fortune gives $34 and 3 Buys, we can buy Travelling Fair 4 times to make that $26 and 7 Buys so just throw a Royal Seal or something in there to make up the difference.

Love it.

Makes me think there should be difficulty settings  ::)

HARD: No on-gain effects or events.  Just use the set of unique treasure in your hand.
Current best -- 3

MEDIUM: On-gain effects allowed.
Current best -- 4

EASY: Events allowed.
Current best -- 6
Title: Re: Easy Puzzles
Post by: faust on July 12, 2018, 03:54:37 am
I'm going to naively assume that coins are not an issue (since we can play a fairly large number of Treasures including Bank and Fortune), and Buys probably aren't either (given Travelling Fair). Like Awaclus, I would Counterfeit a Potion and and have my -$2 cost token on Golem but *not* play Quarry (so Golems cost $2P). I will also put my Trashing token on Stonemason. So I can get to 6:

* Buy 2 Squires, putting them on my deck (probably Travelling Fair).
* Buy 2 Blessed Villages, receiving The Sea's Gift twice (due to reshuffling the Boons) to draw the Squires.
* Buy 2 Stonemasons, overpaying $2P each to gain 4 Golems and trashing two Squires to gain two Familiars onto my deck.
* Buy 2 Cursed Villages, receiving Locusts both times (due to reshuffling the Hexes), trashing the two Familiars and gaining 2 Golems.

Total cost: $26 and 8 Buys. So Copper + Silver + Gold + Platinum + Counterfeit (Potion) + Bank + Fortune gives $34 and 3 Buys, we can buy Travelling Fair 4 times to make that $26 and 7 Buys so just throw a Royal Seal or something in there to make up the difference.

Love it.

Makes me think there should be difficulty settings  ::)

HARD: No on-gain effects or events.  Just use the set of unique treasure in your hand.
Current best -- 3

MEDIUM: On-gain effects allowed.
Current best -- 4

EASY: Events allowed.
Current best -- 6
Your difficulty settings are strange when the solution for easy is the hardest to come up with  ::)
Title: Re: Easy Puzzles
Post by: Awaclus on July 12, 2018, 05:40:51 am
If you have 10 Hagglers in play (i.e. not in your hand, deck, or on your mats), you can gain all 10 Golems by buying a Possession.
Title: Re: Easy Puzzles
Post by: faust on July 12, 2018, 05:52:19 am
If you have 10 Hagglers in play (i.e. not in your hand, deck, or on your mats), you can gain all 10 Golems by buying a Possession.
Also have 10 Inherited Estate-Hagglers in play and upon gain exchange the first 10 Golems for Changelings, gaining 20 Golems in total.
Title: Re: Easy Puzzles
Post by: majiponi on July 12, 2018, 11:47:40 am
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.

I think it's more using on-gain effects of kingdom cards.


Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.

No, gotta stay in your buy phase.

Are we allowed to have non-Treasure cards in hand AFTER playing a Treasure? I mean,

play Horn of Plenty to gain Border Village
call 3 Duplicates to gain 3 Border Villages
gain Horn of Plenty, Watchtower, Cultist
gain Cursed Village
reveal Locusts to reveal Cultist
draw Watchtower, Horn of Plenty, Cursed Village
gain Copper

play Potion
play Counterfeit to play Horn of Plenty twice
play it to gain Mandarin
play that to gain Cultist
reveal Watchtower to trash it

repeat this 9 times

With enough coin tokens, we can gain 66 Golems if we have enough in Supply.
Title: Re: Easy Puzzles
Post by: ConMan on July 12, 2018, 10:08:16 pm
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.

I think it's more using on-gain effects of kingdom cards.


Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.

No, gotta stay in your buy phase.

Are we allowed to have non-Treasure cards in hand AFTER playing a Treasure? I mean,

play Horn of Plenty to gain Border Village
call 3 Duplicates to gain 3 Border Villages
gain Horn of Plenty, Watchtower, Cultist
gain Cursed Village
reveal Locusts to reveal Cultist
draw Watchtower, Horn of Plenty, Cursed Village
gain Copper

play Potion
play Counterfeit to play Horn of Plenty twice
play it to gain Mandarin
play that to gain Cultist
reveal Watchtower to trash it

repeat this 9 times

With enough coin tokens, we can gain 66 Golems if we have enough in Supply.
Nice solution. I bow to your awesomeness. I haven't checked the costs involved, but I wonder if you can incorporate other Treasures to produce sufficient coin to do it all.
Title: Re: Easy Puzzles
Post by: mad4math on July 16, 2018, 11:17:39 pm
Call a royal carriage on a card that is in your opponent's play area.
Title: Re: Easy Puzzles
Post by: ConMan on July 17, 2018, 12:43:17 am
I Inherit Crown, my opponent Inherits Caravan Guard.

Play Band of Misfits as Crown, playing Estate twice.
.. first play of Estate, play University twice
.... first play of University, gain a Mandarin to top-deck BoM and Estate
.... second play of University, gain a Catacombs and reveal a Watchtower from hand to trash it, drawing the BoM and Estate
.. second play of Estate, play Ambassador
.... first play of Ambassador, return Estate to the supply, opponent gains Estate
.... second play of Ambassador, opponent reacts with Estate, putting it in play
.. Estate has finished resolving, call Royal Carriage

Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).
Title: Re: Easy Puzzles
Post by: majiponi on July 17, 2018, 04:49:28 am
I Inherit Crown, my opponent Inherits Caravan Guard.

Play Band of Misfits as Crown, playing Estate twice.
.. first play of Estate, play University twice
.... first play of University, gain a Mandarin to top-deck BoM and Estate
.... second play of University, gain a Catacombs and reveal a Watchtower from hand to trash it, drawing the BoM and Estate
.. second play of Estate, play Ambassador
.... first play of Ambassador, return Estate to the supply, opponent gains Estate
.... second play of Ambassador, opponent reacts with Estate, putting it in play
.. Estate has finished resolving, call Royal Carriage

Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).

I doubt I can call RC even if I put a card on my opponent's play directly, or I play a card which has already been in her play.
Title: Re: Easy Puzzles
Post by: singletee on July 17, 2018, 10:43:38 am
Catacombs

Cultist?

Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).

It doesn't need to. You don't need to know where a card is to call RC upon its resolution.

Also, you need to force opponent to draw a card in between the two Ambassador plays.
Title: Re: Easy Puzzles
Post by: faust on July 17, 2018, 10:53:53 am
Catacombs

Cultist?

Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).

It doesn't need to. You don't need to know where a card is to call RC upon its resolution.

Also, you need to force opponent to draw a card in between the two Ambassador plays.
Is that correct? Royal Carriage says you may call "if it's still in play". But the Estate isn't still in play, it has left play, and is now in play again.
Title: Re: Easy Puzzles
Post by: singletee on July 17, 2018, 11:01:12 am
Catacombs

Cultist?

Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).

It doesn't need to. You don't need to know where a card is to call RC upon its resolution.

Also, you need to force opponent to draw a card in between the two Ambassador plays.
Is that correct? Royal Carriage says you may call "if it's still in play". But the Estate isn't still in play, it has left play, and is now in play again.

Ah, I didn't remember it had that phrase. In that case, it's not "still" in play and can't be called.
Title: Re: Easy Puzzles
Post by: ConMan on July 17, 2018, 08:31:07 pm
Catacombs

Cultist?
Yeah, that one.

Quote
Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).

It doesn't need to. You don't need to know where a card is to call RC upon its resolution.

Also, you need to force opponent to draw a card in between the two Ambassador plays.
I knew I missed something. And yes, as pointed out, RC can only be called if the card is still in play when it finishes resolving (and if it leaves play then comes back into play, especially in a situation where you can't prove it was the same card, then I'd say RC wouldn't be callable).
Title: Re: Easy Puzzles
Post by: J Reggie on July 19, 2018, 01:00:24 am
Call a royal carriage on a card that is in your opponent's play area.

I've played enough action cards on my turn that I have to start playing them in front of the player sitting next to me.

No, that doesn't really work...
Title: Re: Easy Puzzles
Post by: Asper on July 19, 2018, 02:26:17 pm
So this has no solution, right?

At least I can call a Royal Carriage directly after my opponent played a card.
Title: Re: Easy Puzzles
Post by: GendoIkari on July 19, 2018, 03:35:01 pm
So this has no solution, right?

At least I can call a Royal Carriage directly after my opponent played a card.

I think the solution does in fact work; after a bunch of back-and-forth in the rules thread.
Title: Re: Easy Puzzles
Post by: GendoIkari on July 20, 2018, 12:23:44 am
So this has no solution, right?

At least I can call a Royal Carriage directly after my opponent played a card.

I think the solution does in fact work; after a bunch of back-and-forth in the rules thread.

Nope, a final ruling has been made; this can't be done.
Title: Re: Easy Puzzles
Post by: majiponi on July 20, 2018, 10:40:43 pm
My sister Akihime played a Hunting Party.
I knew that she had Copper, Silver, Gold, Estate, Province, and Contraband in her hand.
I named a non-Province card when she played the Contraband.
Why?
Title: Re: Easy Puzzles
Post by: heron on July 20, 2018, 10:59:02 pm
farmland
Title: Re: Easy Puzzles
Post by: majiponi on July 21, 2018, 12:10:26 am
farmland
Yes, I kept her from buying a Farmland to remodel Province to King's Castle. Is there another good idea?
Title: Re: Easy Puzzles
Post by: samath on July 21, 2018, 02:14:36 am
Is there another good idea?

The clear common thing to me in that hand with buying Farmland seems to be to buy Farmland using the Copper, Silver, and Contraband, and trash the Gold for Province for a (nearly) final turn 8-VP boost.

Of course, not naming Province also makes sense in a lot of other contexts: she might also still be building her engine, want to buy a different card to pile out, prefer Alt-VP at that point, and so on.
Title: Re: Easy Puzzles
Post by: majiponi on August 08, 2018, 09:39:05 am
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
Title: Re: Easy Puzzles
Post by: samath on August 08, 2018, 10:46:50 am
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.
Title: Re: Easy Puzzles
Post by: majiponi on August 08, 2018, 06:40:21 pm
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.

Up to 2 Landmarks if you need. I assume that your opponent has the least negative score (like no Silver/Gold, 2 Platinum).
Title: Re: Easy Puzzles
Post by: faust on August 09, 2018, 04:15:45 pm
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.

Up to 2 Landmarks if you need. I assume that your opponent has the least negative score (like no Silver/Gold, 2 Platinum).
I assume it has to be my turn? Otherwise I can do it with one card in my deck: Possession.
Title: Re: Easy Puzzles
Post by: majiponi on August 10, 2018, 11:59:11 pm
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.

Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
I assume it has to be my turn? Otherwise I can do it with one card in my deck: Possession.

My turn. Up to 2 Landmarks if you use.

Phantasm solution
Quote
play King's Court to play Jester 3 times
gain Blessed Village for +1 Action
gain Masquerade
gain Blessed Village to draw Blessed Village
gain 6 Border Villages to gain 6 Feoda
play Blessed Village to draw Masquerade
play Masquerade to pass Blessed Village, to be passed Treasure Hunter
play Treasure Hunter to gain 40 Silvers
buy Feodum
Title: Re: Easy Puzzles
Post by: majiponi on August 23, 2018, 04:06:09 am
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Title: Re: Easy Puzzles
Post by: faust on August 23, 2018, 04:22:10 am
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
There are a couple of three-letter things (Tax, Bat, Spy, Imp...) which seem obvious, so I assume the answer to this should be something with 1 or 2 letters. I can't think of any 2-letter named thing though... Ox seems like something that might one day be a Dominion card.
Title: Re: Easy Puzzles
Post by: GendoIkari on August 23, 2018, 10:45:02 am
What is the shortest name in Dominion?

http://forum.dominionstrategy.com/index.php?action=profile;u=831
Title: Re: Easy Puzzles
Post by: Awaclus on August 23, 2018, 11:36:07 am
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.
Title: Re: Easy Puzzles
Post by: Cave-o-sapien on August 23, 2018, 12:37:53 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
There are a couple of three-letter things (Tax, Bat, Spy, Imp...) which seem obvious, so I assume the answer to this should be something with 1 or 2 letters. I can't think of any 2-letter named thing though... Ox seems like something that might one day be a Dominion card.

Inn seems like the shortest, simplest name.
Title: Re: Easy Puzzles
Post by: Watno on August 23, 2018, 04:00:11 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
Title: Re: Easy Puzzles
Post by: ConMan on August 23, 2018, 07:44:13 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Title: Re: Easy Puzzles
Post by: LostPhoenix on August 23, 2018, 07:46:13 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."
Title: Re: Easy Puzzles
Post by: Freddy10 on August 23, 2018, 08:41:53 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Gold has four letters
Title: Re: Easy Puzzles
Post by: majiponi on August 25, 2018, 07:52:51 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."

I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".
Title: Re: Easy Puzzles
Post by: Asper on August 26, 2018, 04:35:03 am
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."

I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".

*Annoyed grumbling*
Title: Re: Easy Puzzles
Post by: markusin on August 26, 2018, 08:39:47 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."

I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".

*Annoyed grumbling*

Technically, the Furigana has it at two
<looks up online>
"syllabaries".
Title: Re: Easy Puzzles
Post by: ConMan on August 26, 2018, 09:32:18 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."

I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".

*Annoyed grumbling*

Technically, the Furigana has it at two
<looks up online>
"syllabaries".
I believe the word is morae.
Title: Re: Easy Puzzles
Post by: markusin on August 26, 2018, 11:37:33 pm
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.

Well, there is only one name in "Dominion" so the answer must be Dominion.

Well, there's Minion in Dominion, which is shorter already.
There's also "Dom".
Don't forget about "I."

I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".

*Annoyed grumbling*

Technically, the Furigana has it at two
<looks up online>
"syllabaries".
I believe the word is morae.

What I've gathered looking into it a bit further is that you have a syllabary that is composed of syballograms, and each syballogram acts as written representation of a mora.
Title: Re: Easy Puzzles
Post by: 4est on August 27, 2018, 09:37:20 am
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Title: Re: Easy Puzzles
Post by: faust on August 27, 2018, 10:29:13 am
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Hand is KC, Mountebank, Familiar, 2 * Capital

EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.
Title: Re: Easy Puzzles
Post by: fisherman on August 29, 2018, 10:22:46 am
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Hand is KC, Mountebank, Familiar, 2 * Capital

EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.

Replace a Capital with Fortune and you can get Colony + Duchy even.
Title: Re: Easy Puzzles
Post by: J Reggie on August 29, 2018, 11:04:43 am
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Hand is KC, Mountebank, Familiar, 2 * Capital

EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.

Replace a Capital with Fortune and you can get Colony + Duchy even.

You can't Replace Capital with Fortune because of the debt cost 8)
Title: Re: Easy Puzzles
Post by: Commodore Chuckles on September 01, 2018, 09:18:03 am
The fact that Prince isn't a Duration opens up all other kinds of possibilities...
Title: Re: Easy Puzzles
Post by: majiponi on September 04, 2018, 11:16:36 pm
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Hand is KC, Mountebank, Familiar, 2 * Capital

EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.

Is this all right?

Quote
Hand: Royal Carriage, King's Court, Bridge
play Royal Carriage, King's Court, Bridge
call Royal Carriage for Bridge
buy Travelling Fair, 6 Villas
buy Province, Duchy, 4 Ill Gotten Gains
Title: Re: Easy Puzzles
Post by: faust on September 05, 2018, 05:09:04 am
Here's a pretty easy one, with at least two different solutions:

Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times.  How?
Hand is KC, Mountebank, Familiar, 2 * Capital

EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.

Is this all right?

Quote
Hand: Royal Carriage, King's Court, Bridge
play Royal Carriage, King's Court, Bridge
call Royal Carriage for Bridge
buy Travelling Fair, 6 Villas
buy Province, Duchy, 4 Ill Gotten Gains
I would say that you are using the Villas, and thus violate the condition that you should be "only using the five cards in your starting hand". Otherwise you could probably do all kinds of craziness with Fortress/Upgrade/Upgrade opening.
Title: Re: Easy Puzzles
Post by: King Leon on September 22, 2018, 12:35:34 pm
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.
Title: Re: Easy Puzzles
Post by: LaLight on September 22, 2018, 12:47:13 pm
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.

Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer
Title: Re: Easy Puzzles
Post by: King Leon on September 22, 2018, 01:14:34 pm
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.

Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer

The Tunnel answer is absolutely correct, but it does not even require Bandit Fort. There is just one Gold left for a three-pile ending.
Title: Re: Easy Puzzles
Post by: faust on September 22, 2018, 04:57:11 pm
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.

Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer

If Sea Hag has to be the last thing to resolve before the win, then I don't really see another solution. If not, then there are tons - Swindler, Chariot Race, but also just discarding the opponent's Village to cause a dud for them.

It may also be
- something that cares about shuffling
from Renaissance.
Title: Re: Easy Puzzles
Post by: Awaclus on September 22, 2018, 06:00:47 pm
Depending on what "for a win" means, you could even say that you played Sea Hag, you saw that it flipped over the opponent's only Gold, and that made you sure you could safely break PPR this turn to win on the next.
Title: Re: Easy Puzzles
Post by: GendoIkari on December 17, 2018, 06:31:12 pm
What is the only non-Potion-costing Supply card that you can never Duplicate?

Simple.

Sir Martin.

You can theoretically copy anything else given you play enough highways.

Well, technically you can't Duplicate any Knight, but that's now what I was going for.

So there's another answer?

You cannot duplicate the Duplicate card itself, if you're trying some loaded question.

With Innovation, you now can! Gain Duplicate, using Innovation to play it, then call it to gain another Duplicate.
Title: Re: Easy Puzzles
Post by: majiponi on December 18, 2018, 09:45:44 am
Who has no child? Write as much as possible.

Answer example: Overlord
Title: Re: Easy Puzzles
Post by: GendoIkari on December 18, 2018, 10:37:05 am
Who has no child? Write as much as possible.

Answer example: Overlord

What do you mean "no child"?
Title: Re: Easy Puzzles
Post by: faust on January 25, 2019, 07:39:50 am
In a game without

Bridge, Bridge Troll, Highway, Inventor, Ferry, Canal, Quarry, Tournament

have a card set aside with Prince that costs more than $4.
Title: Re: Easy Puzzles
Post by: hypercube on January 25, 2019, 07:48:35 am
In a game without

Bridge, Bridge Troll, Highway, Inventor, Ferry, Canal, Quarry, Tournament

have a card set aside with Prince that costs more than $4.

Use Innovation to play Prince during your Buy phase. Set aside Peddler.
Title: Re: Easy Puzzles
Post by: majiponi on January 28, 2019, 03:18:19 am
Who has no child? Write as much as possible.

Answer example: Overlord

What do you mean "no child"?

That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.
Title: Re: Easy Puzzles
Post by: GendoIkari on January 28, 2019, 02:46:01 pm
Who has no child? Write as much as possible.

Answer example: Overlord

What do you mean "no child"?

That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.

So this was meant to be a wordplay puzzle to figure out what "no child" meant; with the answer being "cannot be chosen for Inheritance"? And you're giving up and giving the answer here?

Or... was the puzzle to list all cards that cannot be chosen for Inheritance, and it was just worded in a cryptic way?
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2019, 03:50:17 am
Who has no child? Write as much as possible.

Answer example: Overlord

What do you mean "no child"?

That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.
I don't know for sure whether any of the ladies on Harem has achild, but I know for sure none of those is going to inherit anything.
Title: Re: Easy Puzzles
Post by: majiponi on January 29, 2019, 08:37:03 am
Who has no child? Write as much as possible.

Answer example: Overlord

What do you mean "no child"?

That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.

So this was meant to be a wordplay puzzle to figure out what "no child" meant; with the answer being "cannot be chosen for Inheritance"? And you're giving up and giving the answer here?

Or... was the puzzle to list all cards that cannot be chosen for Inheritance, and it was just worded in a cryptic way?

I gave up. No need to list all.
Title: Re: Easy Puzzles
Post by: Asper on January 29, 2019, 08:46:41 am
Who has no child? Write as much as possible.

Answer example: Overlord

What do you mean "no child"?

That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.

So this was meant to be a wordplay puzzle to figure out what "no child" meant; with the answer being "cannot be chosen for Inheritance"? And you're giving up and giving the answer here?

Or... was the puzzle to list all cards that cannot be chosen for Inheritance, and it was just worded in a cryptic way?

I gave up. No need to list all.

I think it would have been clearer if you had asked something along the lines of "How do you know Overlord has no child?".
Title: Re: Easy Puzzles
Post by: Puk on January 29, 2019, 09:01:09 am
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.

Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer

The Tunnel answer is absolutely correct, but it does not even require Bandit Fort. There is just one Gold left for a three-pile ending.

But the gold gain isn't mandatory, so probably opponent wouldn't do it if they're loosing
Title: Re: Easy Puzzles
Post by: majiponi on January 30, 2019, 02:06:31 am
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.

Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer

The Tunnel answer is absolutely correct, but it does not even require Bandit Fort. There is just one Gold left for a three-pile ending.

But the gold gain isn't mandatory, so probably opponent wouldn't do it if they're loosing

I bought Innovation. I bought and gained Province. My opponent trashed Fool's Gold. Instead of buying and gaining Estate, I bought and gained Sea Hag to discard his Gold.

Or, this is a 4-player game. My right player will win if I do nothing. So I discarded my left player's Patron to let her buy the last Province to make her and myself tie-winners.
Title: Re: Easy Puzzles
Post by: werothegreat on January 30, 2019, 09:43:33 pm
How many ways can you get Citadel and Innovation to activate for the same card?

EDIT: The trivial answer is, don't play any Actions and buy a card.  There are more interesting ones!
Title: Re: Easy Puzzles
Post by: faust on January 31, 2019, 01:32:24 am
How many ways can you get Citadel and Innovation to activate for the same card?

EDIT: The trivial answer is, don't play any Actions and buy a card.  There are more interesting ones!
Trivial cases of not buying but gaining an action: Horn of Plenty, Idol, Devil's Workshop, Exorcist, any Event that gains an Action etc.

More interesting cases (that happen before your buy phase): Cobbler, Lost in the Woods into Swamp's or Earth's Gift, Ratcatcher or Cathedral trashing Catacombs (or Hunting Grounds with Inherited Estates).
Title: Re: Easy Puzzles
Post by: markusin on January 31, 2019, 01:56:06 pm
How many ways can you get Citadel and Innovation to activate for the same card?

EDIT: The trivial answer is, don't play any Actions and buy a card.  There are more interesting ones!
Trivial cases of not buying but gaining an action: Horn of Plenty, Idol, Devil's Workshop, Exorcist, any Event that gains an Action etc.

More interesting cases (that happen before your buy phase): Cobbler, Lost in the Woods into Swamp's or Earth's Gift, Ratcatcher or Cathedral trashing Catacombs (or Hunting Grounds with Inherited Estates).

I think you can also play Changeling to gain a duration card that was played last turn.
Title: Re: Easy Puzzles
Post by: werothegreat on January 31, 2019, 03:06:40 pm
Lost in the Woods into Swamp's or Earth's Gift

You can also do this with Blessed Village, which is the one I thought of!
Title: Re: Easy Puzzles
Post by: LaLight on February 12, 2019, 09:21:27 am
So, all the kingdom has is 10 piles, all of which are pure actions. I have no gainers in my deck whatsoever and Deluded. Still in the end of this very turn, I return Deluded and still buy one of the cards from the supply of these 10 piles. Which card is it and how?
Title: Re: Easy Puzzles
Post by: MiX on February 12, 2019, 09:30:16 am
You play something with +buy and money, Alms a Catapult, revealing Rocks, Advance something in your hand for Villa, and then you buy Rocks with your money.

Not sure this breaks the "pure actions" part of the pile rules...
Title: Re: Easy Puzzles
Post by: LaLight on February 12, 2019, 10:00:44 am
You play something with +buy and money, Alms a Catapult, revealing Rocks, Advance something in your hand for Villa, and then you buy Rocks with your money.

Not sure this breaks the "pure actions" part of the pile rules...

That's good! I had a solution not involving any events and Villa though :)
Title: Re: Easy Puzzles
Post by: MiX on February 12, 2019, 10:16:15 am
Hmm, then there's another way: Swindle an opponent's Estate into an Encampment then buy the resulting Plunder.

Or ambassador some Rocks after putting some catapults there in a previous turn.

There's probably more but this should be enough.
Title: Re: Easy Puzzles
Post by: LaLight on February 12, 2019, 10:33:30 am
This solution doesn't work and also your previous one as well.

pure actions

No attacks
Title: Re: Easy Puzzles
Post by: MiX on February 12, 2019, 10:48:36 am
Well that makes it harder...Masquerade a hand of 5 workshops to gain the last encampment? Catapult isn't allowed because it's an Attack.

There's also trashing Catacombs but it's technically a gainer...

If these don't work then I got nothing else.
Title: Re: Easy Puzzles
Post by: faust on February 12, 2019, 10:50:41 am
Gladiator to trash a Gladiator from the supply and buy a Fortune?
Title: Re: Easy Puzzles
Post by: AJD on February 12, 2019, 11:36:42 am
So, all the kingdom has is 10 piles, all of which are pure actions. I have no gainers in my deck whatsoever and Deluded. Still in the end of this very turn, I return Deluded and still buy one of the cards from the supply of these 10 piles. Which card is it and how?

I think to try to solve this puzzle we need an explanation of what "all of which are pure actions" means. If a supply pile is a split pile that contains some Action cards and some non-Action cards, like Encampment/Plunder, does that fall into the rubric of "all pure actions"? I would have assumed no, but most of the guesses so far seem to be assuming yes.
Title: Re: Easy Puzzles
Post by: LaLight on February 12, 2019, 12:11:45 pm
So, all the kingdom has is 10 piles, all of which are pure actions. I have no gainers in my deck whatsoever and Deluded. Still in the end of this very turn, I return Deluded and still buy one of the cards from the supply of these 10 piles. Which card is it and how?

I think to try to solve this puzzle we need an explanation of what "all of which are pure actions" means. If a supply pile is a split pile that contains some Action cards and some non-Action cards, like Encampment/Plunder, does that fall into the rubric of "all pure actions"? I would have assumed no, but most of the guesses so far seem to be assuming yes.

Yes, split piles count and the answer above is actually what I had in mind, so it is correct.
Title: Re: Easy Puzzles
Post by: LaLight on February 12, 2019, 12:12:00 pm
it's harder to word puzzles than to solve them :)
Title: Re: Easy Puzzles
Post by: Seprix on February 23, 2019, 09:11:17 pm
What card can Royal Carriage only call exactly once? (No Enchantress)
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on February 23, 2019, 09:34:39 pm
What card can Royal Carriage only call exactly once? (No Enchantress)

Once per game or once per time you play it?
Title: Re: Easy Puzzles
Post by: mail-mi on February 24, 2019, 02:11:41 am
What card can Royal Carriage only call exactly once? (No Enchantress)

Do you mean replay?

And is it Farmer's Market, when the first play puts the fourth VP chip on the pile?
Title: Re: Easy Puzzles
Post by: crj on March 13, 2019, 08:18:53 pm
Here's a relatively formulaic challenge which I present mainly for amusement value:

Play a Smuggler before the player to your right has had a turn.
Title: Re: Easy Puzzles
Post by: singletee on March 13, 2019, 08:23:05 pm
Here's a relatively formulaic challenge which I present mainly for amusement value:

Play a Smuggler before the player to your right has had a turn.

Play Pouch, Cursed Gold, 3 Coppers. Spend Baker coffer, buy Borrow, Innovation, Smugglers.

Play Pouch, Cursed Gold, 2 Coppers. Buy Innovation. Advance Necropolis into Smugglers.
Title: Re: Easy Puzzles
Post by: crj on March 13, 2019, 08:35:04 pm
Nice! Renaissance makes that a whole bunch tidier; I assumed one would need to go the more convoluted Villa route.
Title: Re: Easy Puzzles
Post by: heron on March 13, 2019, 08:40:06 pm
Alternatively, Summon - Mission
Title: Re: Easy Puzzles
Post by: Seprix on March 16, 2019, 12:09:12 am
What card can Royal Carriage only call exactly once? (No Enchantress)

Do you mean replay?

And is it Farmer's Market, when the first play puts the fourth VP chip on the pile?

Tragic Hero
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on March 17, 2019, 11:21:34 pm
What card can Royal Carriage only call exactly once? (No Enchantress)

Do you mean replay?

And is it Farmer's Market, when the first play puts the fourth VP chip on the pile?

Tragic Hero

Not necessarily, if you play it originally with only one other card in hand. (e.g. Festival*3 then Tragic Hero)
Title: Re: Easy Puzzles
Post by: faust on April 04, 2019, 09:34:57 am
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?
Title: Re: Easy Puzzles
Post by: Awaclus on April 04, 2019, 09:41:45 am
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?

It's Hunting Grounds but you only have 7 cards in your deck/discard pile.
Title: Re: Easy Puzzles
Post by: MiX on April 04, 2019, 09:45:46 am
Swindler in a dreaded 5 player game with Road Network and crazy amounts of luck?
Title: Re: Easy Puzzles
Post by: Asper on April 04, 2019, 09:54:23 am
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?
Another player played three Torturers, you discarded, and the card in your hand is Library?
Or something with Apothecary.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on April 04, 2019, 11:39:45 am
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?

It's Hunting Grounds but you only have 7 cards in your deck/discard pile.

That's also the answer I got.
Another possible answer is: Baker in kingdom; You buy Throne Room your first four hand, you buy Innovation your first 5 hand (using Baker coffer), and you buy Library your second 5 hand. Your deck now meets the conditions. Buy a throne the next time you have Library and four Coppers. You draw 7 cards. (It never said the Throne Room in your deck has to be the one you play).
Title: Re: Easy Puzzles
Post by: Dingan on April 20, 2019, 01:03:40 pm
If you start with N Pixies and never gain any more, and P probability of trashing a Pixie on play (0 <= P <= 1), how many Pixies, N*, do you have after m Pixie plays? N* can be not a whole number.
Title: Re: Easy Puzzles
Post by: MiX on April 20, 2019, 02:38:45 pm
N* = N -(m*P)? Is N* the amount of Pixies you have on average? This is either too simple or I'm missing something obvious...

Do you trash pixies with Flame's Gift?
Title: Re: Easy Puzzles
Post by: Dingan on April 21, 2019, 06:48:56 pm
N* = N -(m*P)?
I don't think so, because if N=10, P=0.5, and m=30, then N*=-5, which doesn't seem possible.

Is N* the amount of Pixies you have on average?
Yes, I think? Think of it as the "expected" number of Pixies.

Do you trash pixies with Flame's Gift?
No. I guess I should have clarified -- you have no other way to gain Pixies and you don't get rid of them by any other means than trashing them on-play.
Title: Re: Easy Puzzles
Post by: MiX on April 21, 2019, 07:01:38 pm
N* = N -(m*P)?
I don't think so, because if N=10, P=0.5, and m=30, then N*=-5, which doesn't seem possible.

Well you can just do max(N -(m*P), 0) and that would...somewhat work? Is this assuming we know you can successfully play m Pixies? Because, on average, in your scenario we couldn't play all 30 Pixies...
Title: Re: Easy Puzzles
Post by: teamlyle on May 01, 2019, 03:57:49 pm
Today I played a game in which my opponent started their last turn when 3 piles were already empty. The game did not have Fleet. How was it done?
Title: Re: Easy Puzzles
Post by: MiX on May 01, 2019, 05:13:17 pm
Today I played a game in which my opponent started their last turn when 3 piles were already empty. The game did not have Fleet. How was it done?

Were the piles in the supply?
Title: Re: Easy Puzzles
Post by: crj on May 01, 2019, 05:24:39 pm
Ninja. An empty non-Supply pile would do it.

Alternatively, you could have used Donate + Market Square to empty the Gold after your turn and before opponent's.
Title: Re: Easy Puzzles
Post by: teamlyle on May 01, 2019, 09:07:05 pm
Yes, all the piles were in the supply. Didn't think about that.

In the game I played I piled out by Donating away my Hunting Grounds to empty the Estates. Market Square could also work, as crj suggested.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 01, 2019, 10:59:49 pm
In the game I played I piled out by Donating away my Hunting Grounds to empty the Estates. Market Square could also work, as crj suggested.

Why does that work? It doesn't seem like it should work.
Title: Re: Easy Puzzles
Post by: AJD on May 02, 2019, 12:06:38 am
In the game I played I piled out by Donating away my Hunting Grounds to empty the Estates. Market Square could also work, as crj suggested.

Why does that work? It doesn't seem like it should work.

The game ends at the end of the turn if three piles are empty. When Teamlyle's turn ended, the Estates were still in the supply; Donate trashing happens after the turn ends.
Title: Re: Easy Puzzles
Post by: Seprix on May 09, 2019, 11:10:53 am
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I will continue to add solutions as I find them/they get discussed.

1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0. This works with the Infinite Deck.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount) This works for the Infinite Deck.
3. Playing Crowned Black Market, revealing Doctor, and playing a Fortune, overpaying by a billion to trash all of the cards, drawing nothing. This is not an infinite solution.
4. Play Venture/Loan/Crowned Rebuild/Hunting Party with -Card Token/etc., revealing exclusively Hounds. This can be considered an infinite solution.
4a. Variant of Solution 4, but with Library. This can be done with multiple Crown plays, to get the deck size down to below 7 cards. Also infinite.
4b. Venture can reveal exclusively Ventures, in addition to Hounds.


Another clarification: You cannot draw cards in any capacity, meaning that Crowning Storyteller with a -card token in play does not work, as you draw cards. The challenge is not to not draw cards from the first storyteller, but to not draw cards at all.

Additional challenge: Infinite sized deck, bonus points for finding a solution that works in that way. Infinite deck size assumes infinite piles, so feel free to add a billion copies of a card to the deck if you like.
Title: Re: Easy Puzzles
Post by: faust on May 09, 2019, 11:19:40 am
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I have found two so far, which I will spoil below.

1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount)

The third card is Venture, and your remaining deck consists of a combination of Ventures, Faithful Hounds and Inherited Faithful Hounds.
Title: Re: Easy Puzzles
Post by: Seprix on May 09, 2019, 11:27:16 am
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I have found two so far, which I will spoil below.

1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount)

The third card is Venture, and your remaining deck consists of a combination of Ventures, Faithful Hounds and Inherited Faithful Hounds.

Amazing.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 09, 2019, 02:14:59 pm
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I will continue to add solutions as I find them/they get discussed.

1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0. This works with the Infinite Deck.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount) This works for the Infinite Deck.
3. Playing Crowned Black Market, revealing Doctor, and playing a Fortune, overpaying by a billion to trash all of the cards, drawing nothing. This is not an infinite solution.
4. Play Venture/Loan/Crowned Rebuild/Hunting Party with -Card Token/etc., revealing exclusively Hounds. This can be considered an infinite solution.
4a. Variant of Solution 4, but with Library. This can be done with multiple Crown plays, to get the deck size down to below 7 cards. Also infinite.
4b. Venture can reveal exclusively Ventures, in addition to Hounds.


Another clarification: You cannot draw cards in any capacity, meaning that Crowning Storyteller with a -card token in play does not work, as you draw cards. The challenge is not to not draw cards from the first storyteller, but to not draw cards at all.

Additional challenge: Infinite sized deck, bonus points for finding a solution that works in that way. Infinite deck size assumes infinite piles, so feel free to add a billion copies of a card to the deck if you like.

Hey, I actually solved this one! I came up with the first solution before looking at the spoilers! Maybe I should actually try to solve some of the other puzzles on this thread instead of just looking at the answers immediately!
Title: Re: Easy Puzzles
Post by: Dingan on May 09, 2019, 02:22:08 pm
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

You drew no cards.
Title: Re: Easy Puzzles
Post by: benedettosoxfan on May 09, 2019, 05:42:35 pm
Your third card could be a capitalized vassal that sets off a chain of infinite vassals. Technically the final card in your could be any action that doesn't cause you to discard from your hand. You discard and play all the cards in your deck, but never draw them.
Title: Re: Easy Puzzles
Post by: werothegreat on May 10, 2019, 08:50:55 am
I have my entire deck in play, and all the cards are Actions.  I then buy one card, and trash everything in play.  How?
Title: Re: Easy Puzzles
Post by: crj on May 10, 2019, 09:35:30 am
Capitalism; buy Mint.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 10, 2019, 11:25:50 am
They're all Crowns, buy Mint.
Title: Re: Easy Puzzles
Post by: Seprix on May 10, 2019, 01:06:57 pm
I have my entire deck in play, and all the cards are Actions.  I then buy one card, and trash everything in play.  How?

Hard Mode: Find a way to trash all cards in play, with four Pearl Divers in play in addition to everything else.

Solution:
Play Black Market, buying Peasant and playing it using Innovation, play another Black Market revealing Villa and buy it, and then buy Mint and double Bonfire, killing 4 Pearl Divers.
Title: Re: Easy Puzzles
Post by: sudgy on May 10, 2019, 01:34:33 pm
I have my entire deck in play, and all the cards are Actions.  I then buy one card, and trash everything in play.  How?

I have no cards in my deck.
Title: Re: Easy Puzzles
Post by: faust on May 10, 2019, 01:51:53 pm
I have my entire deck in play, and all the cards are Actions.  I then buy one card, and trash everything in play.  How?

Hard Mode: Find a way to trash all cards in play, with four Pearl Divers in play in addition to everything else.

Solution:
Play Black Market, buying Peasant and playing it using Innovation, play another Black Market revealing Villa and buy it, and then buy Mint and double Bonfire, killing 4 Pearl Divers.
That's not one buy. If more buys were allowed, you could just use Travelling Fair/Bonfire.
Title: Re: Easy Puzzles
Post by: werothegreat on May 10, 2019, 02:06:26 pm
I have my entire deck in play, and all the cards are Actions.  I then buy one card, and trash everything in play.  How?

I have no cards in my deck.

I have no cards.  They are all Actions.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 10, 2019, 04:06:43 pm
Answer to Hard Mode:
Half of the cards in play are Crowns. You have already bought Sewers. You buy Mint.
Title: Re: Easy Puzzles
Post by: faust on May 10, 2019, 04:28:46 pm
Answer to Hard Mode:
Half of the cards in play are Crowns. You have already bought Sewers. You buy Mint.
You cannot trash cards in play with Sewers.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 10, 2019, 05:15:50 pm
Answer to Hard Mode:
Half of the cards in play are Crowns. You have already bought Sewers. You buy Mint.
You cannot trash cards in play with Sewers.

Oh yeah, right. Never mind.

I'm assuming Donate doesn't count? Because it's not a card?

Hmm... Maybe having 4 KC'd Improves in play would work. As it's phrased, the trash is independent of the buy.

They don't actually have to be KC'd, you could buy Mint with Capitalism already bought. Then some of the trashes would be caused by a buy.
Title: Re: Easy Puzzles
Post by: dghunter79 on May 14, 2019, 03:13:42 am
Three Dominion card names (including events, etc.) can be completely spelled by stringing together the postal abbreviations for US states. 

One is MINE.  MI = Michigan; NE = Nebraska.

What are the other two?  For the purposes of this question, ignore spaces in card names.

https://www.bls.gov/cew/cewedr10.htm (https://www.bls.gov/cew/cewedr10.htm)
Title: Re: Easy Puzzles
Post by: GendoIkari on May 14, 2019, 11:25:58 am
Alms
Title: Re: Easy Puzzles
Post by: GendoIkari on May 14, 2019, 11:49:16 am
Might be helpful for this and/or other puzzles:

http://pittersplace.com/dominion/cardlist.txt
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 14, 2019, 12:13:35 pm
Three Dominion card names (including events, etc.) can be completely spelled by stringing together the postal abbreviations for US states. 

One is MINE.  MI = Michigan; NE = Nebraska.

What are the other two?  For the purposes of this question, ignore spaces in card names.

https://www.bls.gov/cew/cewedr10.htm (https://www.bls.gov/cew/cewedr10.htm)

How do you know there are exactly two others? Did you check all of them?
Title: Re: Easy Puzzles
Post by: GendoIkari on May 14, 2019, 01:55:19 pm
Mandarin

I may or may not have used regular expressions to solve this.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on May 14, 2019, 04:17:32 pm
Oh, of course. Regular expressions. I wish I knew how to use those better.
Title: Re: Easy Puzzles
Post by: dghunter79 on May 17, 2019, 08:38:16 pm
Mandarin

I may or may not have used regular expressions to solve this.

Ah, I wondered if there were some kind of thing like that.  I checked all the card names one at a time.  (I considered adding the extra challenge of trying to solve it from memory...)

There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states.  But I doubt any computer program can find this one.

What card am I thinking of?
Title: Re: Easy Puzzles
Post by: ConMan on June 06, 2019, 06:32:04 am
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?
Title: Re: Easy Puzzles
Post by: MeNowDealWithIt on June 06, 2019, 08:45:59 am
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?
The first attack was young witch, and lighthouse was the bane.
Title: Re: Easy Puzzles
Post by: faust on June 06, 2019, 09:41:06 am
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?
The first attack was young witch, and lighthouse was the bane.
The first attack was Noble Brigand and it revealed a Lighthouse and a non-Treasure and your opponent had Capitalism!
Title: Re: Easy Puzzles
Post by: JW on June 11, 2019, 10:32:49 am
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?

The second attack was Rogue. Rogue gained a Black Market from the trash, played Black Market with Innovation, and bought a Noble Brigand out of the Black Market.  Alternately, substitute Dame Natalie for Rogue!
Title: Re: Easy Puzzles
Post by: GendoIkari on June 11, 2019, 11:58:27 am
Mandarin

I may or may not have used regular expressions to solve this.

Ah, I wondered if there were some kind of thing like that.  I checked all the card names one at a time.  (I considered adding the extra challenge of trying to solve it from memory...)

There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states.  But I doubt any computer program can find this one.

What card am I thinking of?

Did anyone ever solve the fourth card?
Title: Re: Easy Puzzles
Post by: ConMan on June 12, 2019, 08:41:28 pm
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?
The first attack was young witch, and lighthouse was the bane.
This is the answer I thought of, but I like the alternatives.
Title: Re: Easy Puzzles
Post by: dghunter79 on June 15, 2019, 07:59:34 pm
Mandarin

I may or may not have used regular expressions to solve this.

Ah, I wondered if there were some kind of thing like that.  I checked all the card names one at a time.  (I considered adding the extra challenge of trying to solve it from memory...)

There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states.  But I doubt any computer program can find this one.

What card am I thinking of?

Did anyone ever solve the fourth card?

ENVY
Title: Re: Easy Puzzles
Post by: King Leon on June 16, 2019, 07:03:47 am
I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?
Title: Re: Easy Puzzles
Post by: MiX on June 16, 2019, 07:04:37 am
I never played Duration cards during my turns, but I start my next turn 20 cards in play. What has happened?

10 Princes?
Title: Re: Easy Puzzles
Post by: King Leon on June 16, 2019, 07:07:05 am
I never played Duration cards during my turns, but I start my next turn 20 cards in play. What has happened?

10 Princes?

Prince sets its card aside, so it is not in play. No, there is another way. Read carefully. Ratcatcher, Guide and Transmogrify also don't count, because they are called at and not before the start of your turn.
Title: Re: Easy Puzzles
Post by: Awaclus on June 16, 2019, 07:15:19 am
I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?

You played a bunch of Caravan Guards and called a bunch of Royal Carriages on your opponent's turn.
Title: Re: Easy Puzzles
Post by: King Leon on June 16, 2019, 07:17:25 am
I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?

You played a bunch of Caravan Guards and called a bunch of Royal Carriages on your opponent's turn.
Alright! That's it.
Title: Re: Easy Puzzles
Post by: King Leon on June 16, 2019, 07:52:55 am
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.

What happened?

Crown a King's Courted King's Court to play two Envoys  and a Native Village each three times. The Native Village is needed, because Envoy keeps one card in your deck.


Alternatively, Golem and  Vassal allow pseudo-drawing.
Title: Re: Easy Puzzles
Post by: GendoIkari on June 16, 2019, 11:05:57 am
Mandarin

I may or may not have used regular expressions to solve this.

Ah, I wondered if there were some kind of thing like that.  I checked all the card names one at a time.  (I considered adding the extra challenge of trying to solve it from memory...)

There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states.  But I doubt any computer program can find this one.

What card am I thinking of?

Did anyone ever solve the fourth card?

ENVY

Explain? I see different parts of it in different states, but no real connection other than every letter appearing somewhere in a state abbreviation.
Title: Re: Easy Puzzles
Post by: scolapasta on June 16, 2019, 12:30:40 pm
Mandarin

I may or may not have used regular expressions to solve this.

Ah, I wondered if there were some kind of thing like that.  I checked all the card names one at a time.  (I considered adding the extra challenge of trying to solve it from memory...)

There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states.  But I doubt any computer program can find this one.

What card am I thinking of?

Did anyone ever solve the fourth card?

ENVY

Explain? I see different parts of it in different states, but no real connection other than every letter appearing somewhere in a state abbreviation.

ENVY = "N - V" = NV

Clever.
Title: Re: Easy Puzzles
Post by: Seprix on July 12, 2019, 07:42:37 pm
There is more than one way to send a card back into the supply. However, there is a specific way to send a card back to the supply, by gaining it from the trash.

How?
Title: Re: Easy Puzzles
Post by: bitwise on July 12, 2019, 09:03:48 pm
Not sure if either of these actually work, but
Title: Re: Easy Puzzles
Post by: Seprix on July 12, 2019, 09:16:34 pm
Not sure if either of these actually work, but
  • Innovation + Experiment
  • Changeling (gaining a different card)

Those are both correct. The second answer was what I had in mind.
Title: Re: Easy Puzzles
Post by: popsofctown on July 18, 2019, 03:27:23 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?
Title: Re: Easy Puzzles
Post by: scolapasta on July 18, 2019, 03:38:22 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

All those factors would be technically true if Goons was not in the Supply, so:

Goons is available in the Black Market deck.

You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.
Title: Re: Easy Puzzles
Post by: GendoIkari on July 18, 2019, 03:43:02 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

Is it that super weird situation involving Inheritance and Ambassador where you can manage to actually play one of your opponents Estates (while your opponent is Inheriting Goons, thanks to cost reduction).

From this thread (http://forum.dominionstrategy.com/index.php?topic=18598.0).

*Edit* I guess that doesn't actually count for the puzzle, because the Estates you play wouldn't actually be "playing Goons", it would be playing Estates that have the types and abilities of Goons.
Title: Re: Easy Puzzles
Post by: math on July 18, 2019, 03:50:09 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

Is it that super weird situation involving Inheritance and Ambassador where you can manage to actually play one of your opponents Estates (while your opponent is Inheriting Goons, thanks to cost reduction).

From this thread (http://forum.dominionstrategy.com/index.php?topic=18598.0).

That doesn't work since you are playing an Estate, which has the abilities and types of Goons but isn't called Goons.  Also, that would mean your opponent has one Goons that isn't on the Island mat - it's the one set aside by Inheritance in the first place.

Edit: Looks like you realized this and edited your post while I was posting.
Title: Re: Easy Puzzles
Post by: GendoIkari on July 18, 2019, 03:50:30 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

All those factors would be technically true if Goons was not in the Supply, so:

Goons is available in the Black Market deck.

You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.


Hmm, if this is correct, then I dislike the puzzle, because it simply comes down to a trickery of "all of my opponent's Goons" actually means "no Goons", because my opponent doesn't have any. Guess what, all of my opponent's Goons are also Victory cards that are on his Tavern Mat, and are worth 100(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) at game end! It's too much like this: https://xkcd.com/169/.
Title: Re: Easy Puzzles
Post by: math on July 18, 2019, 03:55:47 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

All those factors would be technically true if Goons was not in the Supply, so:

Goons is available in the Black Market deck.

You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.


Hmm, if this is correct, then I dislike the puzzle, because it simply comes down to a trickery of "all of my opponent's Goons" actually means "no Goons", because my opponent doesn't have any. Guess what, all of my opponent's Goons are also Victory cards that are on his Tavern Mat, and are worth 100(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) at game end! It's too much like this: https://xkcd.com/169/.

It might be just a matter of preference.  I actually like this kind of vacuous logic, although my math background does play into that as well (often the wording of theorems needs to take into account that edge cases like this exist).
Title: Re: Easy Puzzles
Post by: singletee on July 18, 2019, 04:53:11 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

All those factors would be technically true if Goons was not in the Supply, so:

Goons is available in the Black Market deck.

You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.


Hmm, if this is correct, then I dislike the puzzle, because it simply comes down to a trickery of "all of my opponent's Goons" actually means "no Goons", because my opponent doesn't have any. Guess what, all of my opponent's Goons are also Victory cards that are on his Tavern Mat, and are worth 100(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) at game end! It's too much like this: https://xkcd.com/169/.

Indeed, also that's not playing 4 Goons. That's playing 1 Goons 4 times. If you're going to be pedantic at least get it right.
Title: Re: Easy Puzzles
Post by: popsofctown on July 18, 2019, 06:38:20 pm
That is not the solution I have in mind, although of course it's difficult to promise you'll find mine more satisfying or unpedantic.
"No Goons left in the supply" was intended to mean that there is an empty supply pile for Goons, I don't care to argue to what extent those English words should mean exactly that, but it will be nice if someone can solve the puzzle for an empty Goons pile in the supply.

I actually almost designed a similar puzzle involving Black Market so I was thinking about an empty Goons supply pile to preclude Black Market Goons presence.
Title: Re: Easy Puzzles
Post by: scolapasta on July 18, 2019, 06:49:09 pm
That is not the solution I have in mind, although of course it's difficult to promise you'll find mine more satisfying or unpedantic.
"No Goons left in the supply" was intended to mean that there is an empty supply pile for Goons, I don't care to argue to what extent those English words should mean exactly that, but it will be nice if someone can solve the puzzle for an empty Goons pile in the supply.

I actually almost designed a similar puzzle involving Black Market so I was thinking about an empty Goons supply pile to preclude Black Market Goons presence.

Fair enough. I didn't think that was the solution you had in mind, but it's the only thing I could come up with (for now).

I'm actually happy to hear there's something that doesn't involve BM.
Title: Re: Easy Puzzles
Post by: singletee on July 18, 2019, 06:49:47 pm
That is not the solution I have in mind, although of course it's difficult to promise you'll find mine more satisfying or unpedantic.
"No Goons left in the supply" was intended to mean that there is an empty supply pile for Goons, I don't care to argue to what extent those English words should mean exactly that, but it will be nice if someone can solve the puzzle for an empty Goons pile in the supply.

I actually almost designed a similar puzzle involving Black Market so I was thinking about an empty Goons supply pile to preclude Black Market Goons presence.

Oh, I see. Apologies, I misread some things and thought that was the intended solution.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on July 18, 2019, 08:36:05 pm
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat.  But by the time my opponent is done deciding, I've already realized that's A-OK.  A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.

What happened?

I'm pretty sure this comes down to finding a location that can contain owner-less cards other than the supply and the trash. I'm also pretty sure that I have a solution (after some searching on the wiki to figure out whether it was valid): Possession is in the supply. The opponent wins the Goons split 6/4, and either decides or is possessed to set aside all of their Goons with Island. Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yours, nor are they technically in the trash. They are set aside and owner-less. However, as soon as your turn ends, they are yours again.
Title: Re: Easy Puzzles
Post by: popsofctown on July 18, 2019, 11:29:14 pm
This is the solution I had in mind :D
Title: Re: Easy Puzzles
Post by: AJD on July 19, 2019, 10:39:34 am
I'm also pretty sure that I have a solution (after some searching on the wiki to figure out whether it was valid)

Why is this in the "easy puzzles" thread?
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on July 19, 2019, 11:28:35 am
I'm also pretty sure that I have a solution (after some searching on the wiki to figure out whether it was valid)

Why is this in the "easy puzzles" thread?

The concept itself was easy for me once I figured out what the puzzle was actually asking. I just needed to look up the exact wording on one of the cards to figure out whether it was valid. I could have looked in my Dominion box, except that I have the 1st edition version of most expansions, including Alchemy, and I wasn't sure if this was one of the few cases where the slight wording change from 1E to 2E mattered (it's not).
Title: Re: Easy Puzzles
Post by: popsofctown on July 19, 2019, 11:34:39 am
I thought it was easy D:
Title: Re: Easy Puzzles
Post by: popsofctown on July 19, 2019, 06:03:21 pm
I'll redeem myself.
I am playing a game with just the base set.

There are no attacks in play.  It is my third turn of the game.  I play just one card, but after I play it, I have no cards left in my hand!  What has happened??
Title: Re: Easy Puzzles
Post by: math on July 19, 2019, 07:00:40 pm
I'll redeem myself.
I am playing a game with just the base set.

There are no attacks in play.  It is my third turn of the game.  I play just one card, but after I play it, I have no cards left in my hand!  What has happened??

Um, are you talking about having played a Chapel?  (I don't think the spoiler is really needed...)
Title: Re: Easy Puzzles
Post by: crj on July 19, 2019, 07:57:25 pm
Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yours
I'd considered and rejected that possibility. I can't see anything in the rules which says those cards cease to be yours?
Title: Re: Easy Puzzles
Post by: math on July 19, 2019, 08:08:07 pm
Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yours
I'd considered and rejected that possibility. I can't see anything in the rules which says those cards cease to be yours?

The Inheritance rules say that a card stops being yours when it is trashed, and cards trashed on a Possession turn are still trashed even though they are set aside afterwards.  There isn't a specific ruling in this case because it never comes up for Estates, but I would assume that the Estates or Goons stop being yours when they are trashed and become yours again when they are returned to your discard pile.
Title: Re: Easy Puzzles
Post by: GendoIkari on July 20, 2019, 03:48:40 am
Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yours
I'd considered and rejected that possibility. I can't see anything in the rules which says those cards cease to be yours?

The Inheritance rules say that a card stops being yours when it is trashed, and cards trashed on a Possession turn are still trashed even though they are set aside afterwards.  There isn't a specific ruling in this case because it never comes up for Estates, but I would assume that the Estates or Goons stop being yours when they are trashed and become yours again when they are returned to your discard pile.

Yeah, the key is that Possession doesn’t stop cards from being trashed... they are trashed like normal, and then the trashed cards are set aside. So when they are trashed like normal, they stop being yours; it’s no different than if you had trashed them while not possessed. Though I don’t think it’s in a rulebook, it has been ruled and is understood that when the set-aside card returns to your discard pile, it becomes yours again.
Title: Re: Easy Puzzles
Post by: crj on July 20, 2019, 06:39:08 pm
Hmm. OK. Staring really carefully at the rules on trashing, on Fortress, on Possession makes me reluctantly agree with that interpretation.

Having done that exercise, I now believe the trashed cards do hit the trash pile momentarily before being set aside? Alas, since that happens before on-trash effects, I guess there's no underhanded way to arrange that Possession loses track of them...
Title: Re: Easy Puzzles
Post by: popsofctown on July 21, 2019, 12:43:04 am
I'll redeem myself.
I am playing a game with just the base set.

There are no attacks in play.  It is my third turn of the game.  I play just one card, but after I play it, I have no cards left in my hand!  What has happened??

Um, are you talking about having played a Chapel?  (I don't think the spoiler is really needed...)
Of course you need to spoiler it don't ruin these kinds of puzzles.  This is the puzzles people love
Title: Re: Easy Puzzles
Post by: AJD on July 21, 2019, 09:14:19 am

Rules
  • DON'T use Spoiler Tags these ones, just post the answer
Title: Re: Easy Puzzles
Post by: faust on August 02, 2019, 10:18:22 am
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?
Title: Re: Easy Puzzles
Post by: GendoIkari on August 02, 2019, 10:31:38 am
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?

You and your opponent's entire decks only have 10 cards each; and he bought 3 Expeditions on his last turn to draw all 10.

You played Durations last turn which drew you a cards at the start of this turn (Wharf, Caravan, etc). Then you played a Militia and 2 Torturers to bring your opponent down to 0 cards. Then you bought Expeditions to end your turn with 10 cards.

(There's probably some answer you were looking for that's more specific to the number of cards being 10 specifically...)
Title: Re: Easy Puzzles
Post by: faust on August 02, 2019, 10:33:25 am
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?

You and your opponent's entire decks only have 10 cards each; and he bought 3 Expeditions on his last turn to draw all 10.

You played Durations last turn which drew you a cards at the start of this turn (Wharf, Caravan, etc). Then you played a Militia and 2 Torturers to bring your opponent down to 0 cards. Then you bought Expeditions to end your turn with 10 cards.

(There's probably some answer you were looking for that's more specific to the number of cards being 10 specifically...)
Maybe it was not clear. At the start of your turn, you have no cards. Not in your hand, not in your deck, not in play, not anywhere.
Title: Re: Easy Puzzles
Post by: GendoIkari on August 02, 2019, 10:34:57 am
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?

You and your opponent's entire decks only have 10 cards each; and he bought 3 Expeditions on his last turn to draw all 10.

You played Durations last turn which drew you a cards at the start of this turn (Wharf, Caravan, etc). Then you played a Militia and 2 Torturers to bring your opponent down to 0 cards. Then you bought Expeditions to end your turn with 10 cards.

(There's probably some answer you were looking for that's more specific to the number of cards being 10 specifically...)
Maybe it was not clear. At the start of your turn, you have no cards. Not in your hand, not in your deck, not in play, not anywhere.

Ah, you did say "no cards" and not "no cards in hand"; I see.
Title: Re: Easy Puzzles
Post by: GendoIkari on August 02, 2019, 11:52:34 am
Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.

So at the start of your turn, you can gain a bunch Inventors to your hand and other engine pieces to your hand. You have villager tokens lying around also so you don't need to spend gains on Villages.

Using Inventors to gain Knights, Processions, and Torturers, you are able to trash all 10 of your opponents cards.

You then buy some Bonfires to get back down to 10 cards exactly.
Title: Re: Easy Puzzles
Post by: faust on August 02, 2019, 11:53:55 am
Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.
Cobbler is a Night card; you cannot Procession it.
Title: Re: Easy Puzzles
Post by: GendoIkari on August 02, 2019, 11:55:39 am
Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.
Cobbler is a Night card; you cannot Procession it.

Oops! But you can just as easily play a bunch of Cobblers and then Bonfire them away. I don't know why I overcomplicated it with Procession at all.
Title: Re: Easy Puzzles
Post by: faust on August 02, 2019, 11:57:11 am
Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.
Cobbler is a Night card; you cannot Procession it.

Oops! But you can just as easily play a bunch of Cobblers and then Bonfire them away. I don't know why I overcomplicated it with Procession at all.
No; you can only buy Bonfire in the buy phase, which is before the Night phase.
Title: Re: Easy Puzzles
Post by: GendoIkari on August 02, 2019, 12:22:54 pm
Ok given that I have completely failed with 3 different attempts now....

New attempt!

Last turn you played a bunch of Captains (Let's say 10 of them, with the help of King's Courts), and then used Bonfire to trash all of your cards.

At the start of your turn, you use the Captain effects to play a bunch of Inventors; and you also have your +1 card token on the Inventor pile. This lets you get whatever cards you need into your hand. Play Torturers to discard your opponent's hand; 10 Saboteurs to trash your opponent's entire deck; then buy some bonfires to get back down to 10 cards.
Title: Re: Easy Puzzles
Post by: pitythefool on August 04, 2019, 02:02:55 pm
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?

One can assume that before trashing your deck, you have managed to accumulate many coin tokens.
So by using Traveling Fair, buy two King's Courts, a Thief, a (1st edition) Masquerade, and Mission.
Play KC-KC-Thief-Masquerade.
Opponent has all 10 Scepters; five in hand, five in deck.
The Thief trashes 3 Scepters and gains them.
The Masquerade draws the Scepters and exchanges them with the opponent, without trashing any.
Now play two Scepters to replay the Thief twice and trash the rest of the opponent's deck.  Do not gain the Scepters.
Play the remaining Scepter to replay the Masquerade.  Receive a Scepter from the opponent.  Repeat four times.
Buy Bonfire to trash two cards and you're left with ten cards.

The drawback is that this does not work with 2nd edition rules for Masquerade.  But there are many variations that can be substituted.
KC-KC-Thief-Torturer.  Torturer will draw the first three Scepters and force the opponent to discard his hand.  Replay Thief and Torturer as needed to gain/draw the remaining Scepters.

I particularly like a variant that forces him to trash all of his Scepters, then you play a Treasurer which can gain one to your hand.  Rinse and repeat.
Title: Re: Easy Puzzles
Post by: crj on August 04, 2019, 02:39:54 pm
I'd argue that things you do during a Mission turn don't happen before the end of "the" turn, and therefore don't satisfy the challenge.
Title: Re: Easy Puzzles
Post by: pitythefool on August 04, 2019, 07:58:17 pm
I'd argue that things you do during a Mission turn don't happen before the end of "the" turn, and therefore don't satisfy the challenge.

Fair enough.  I'll do it in the first turn.
Setup:  purchase Innovation, accrue many coin tokens, trash all of your deck (perhaps Donate).
Turn:  Buy many Travelling Fairs for extra buys.  Buy a Sculptor, play it with Innovation, gain a Watchtower to your hand.
Still in buy phase:  Buy 2 King's Courts, a Thief, a Torturer.  Buy two Cultists, use the Watchtower to trash them thus drawing your deck.
Buy a Villa, return to action phase.
Proceed as before:  KC-KC-Thief-Torturer, gaining and using opponent's Scepters.

Title: Re: Easy Puzzles
Post by: majiponi on October 03, 2019, 12:18:43 pm
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on October 03, 2019, 06:09:32 pm
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.
Title: Re: Easy Puzzles
Post by: majiponi on October 03, 2019, 07:22:45 pm
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.

No. Captain cannot play a Duration card.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on October 03, 2019, 08:09:56 pm
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.

No. Captain cannot play a Duration card.

Ah, right. Okay, then:
Scepter, Captain, Quarry, Inheritance
Slight change to the first answer. Play Quarry on some setup turn to allow Inheriting Captains. Then, later, play Scepter to play Captain or Estate. Each Estate plays a Captain, which plays an Estate.


I think someone else came up with this idea on a different thread (probably the Rules Tweaks/Errata thread), but I don't remember who.
Title: Re: Easy Puzzles
Post by: majiponi on October 04, 2019, 05:40:10 am
A new puzzle.

Create a kingdom where you can play an Action card any number of times in a single Buy phase.

Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.

No. Captain cannot play a Duration card.

Ah, right. Okay, then:
Scepter, Captain, Quarry, Inheritance
Slight change to the first answer. Play Quarry on some setup turn to allow Inheriting Captains. Then, later, play Scepter to play Captain or Estate. Each Estate plays a Captain, which plays an Estate.


I think someone else came up with this idea on a different thread (probably the Rules Tweaks/Errata thread), but I don't remember who.
Nice. How about this?

... play  a Tactician any number of times in a single Buy phase.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on October 04, 2019, 11:26:44 am
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?
Title: Re: Easy Puzzles
Post by: majiponi on October 04, 2019, 05:29:24 pm
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?
Whichever is ok. I have both answers.

Quote
Setup: trash Mandarin

play Storyteller to play Scepter for +$2
play Necromancer to play Zombie Apprentice to trash Tactician
play Rogue to gain Tactician, revealing Watchtower to trash it

you have 4 Scepters and a Watchtower in hand

play Scepter to replay Storyteller
play Scepter to replay Rogue to gain Tactician, revealing Watchtower to trash it
play Scepter to replay Rogue to gain Mandarin, revealing Watchtower to trash it
play Scepter to replay Necromancer to play Tactician to discard Watchtower

you have 4 Scepters and a Watchtower in hand
repeat
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on October 05, 2019, 07:39:24 pm
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?
Whichever is ok. I have both answers.

Quote
Setup: trash Mandarin

play Storyteller to play Scepter for +$2
play Necromancer to play Zombie Apprentice to trash Tactician
play Rogue to gain Tactician, revealing Watchtower to trash it

you have 4 Scepters and a Watchtower in hand

play Scepter to replay Storyteller
play Scepter to replay Rogue to gain Tactician, revealing Watchtower to trash it
play Scepter to replay Rogue to gain Mandarin, revealing Watchtower to trash it
play Scepter to replay Necromancer to play Tactician to discard Watchtower

you have 4 Scepters and a Watchtower in hand
repeat

How is this in the buy phase?
Title: Re: Easy Puzzles
Post by: markusin on October 07, 2019, 08:42:59 am
Necromancer cannot play durations. It's an explicit restriction on the card.

Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.
Title: Re: Easy Puzzles
Post by: majiponi on October 07, 2019, 12:03:13 pm
Necromancer cannot play durations. It's an explicit restriction on the card.

Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.

Oops. Replay Overlord to play Rogue and Tactician instead.
Title: Re: Easy Puzzles
Post by: markusin on October 07, 2019, 04:52:49 pm
Necromancer cannot play durations. It's an explicit restriction on the card.

Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.

Oops. Replay Overlord to play Rogue and Tactician instead.

Overlord cannot be gained from the trash by Rogue, which is why I gave BoM as an example to make sure the solution wasn't broken.

Edit: nevermind, I understand what you mean now.
Title: Re: Easy Puzzles
Post by: dghunter79 on December 04, 2019, 03:51:17 am
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain any. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
Title: Re: Easy Puzzles
Post by: FrenziedHavoc on December 04, 2019, 10:40:38 am
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?

Well it's no more than 8. Colonnade + Gladiator + 9 non-action kingdom cards
Title: Re: Easy Puzzles
Post by: markusin on December 04, 2019, 10:51:37 am
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?

I'll give this a shot.

In 2-player, 12VP on the landmark, I can get it down to 6VP max:
The kingdom has Labyrinth and Blessed Village, and the rest of the kingdom does not provide any extra source of +buy/gain. The only source of Labyrithn points are the 10 Boons that can be received from gaining Blessed Village. There are 5 Boons that give +buy/gain: Earth, Forest, Mountain, Sky, and Swamp. If two of those five boons are the bottom two cards of the 12-card boon deck, then one can only gain an extra card on their turn up to three times, yielding 6 VP total across the game.

Concerning 3+ player games:
If we go to 3+ players, then the minimum number goes down to at least 4VP:
The Kingdom is Castles, Collonade, and the rest of the kingdom consists of non-actions. The only source of Collonade points becomes buying Small Castle when having the other Small Castle in play and Opulent Castle when the other Opulent Castle is in play.
Title: Re: Easy Puzzles
Post by: markusin on December 04, 2019, 11:09:12 am
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?

I'll give this a shot.

In 2-player, 12VP on the landmark, I can get it down to 6VP max:
The kingdom has Labyrinth and Blessed Village, and the rest of the kingdom does not provide any extra source of +buy/gain. The only source of Labyrithn points are the 10 Boons that can be received from gaining Blessed Village. There are 5 Boons that give +buy/gain: Earth, Forest, Mountain, Sky, and Swamp. If two of those five boons are the bottom two cards of the 12-card boon deck, then one can only gain an extra card on their turn up to three times, yielding 6 VP total across the game.

Concerning 3+ player games:
If we go to 3+ players, then the minimum number goes down to at least 4VP:
The Kingdom is Castles, Collonade, and the rest of the kingdom consists of non-actions. The only source of Collonade points becomes buying Small Castle when having the other Small Castle in play and Opulent Castle when the other Opulent Castle is in play.


Oh, for the 2p, 12VP puzzle, I can get it down to2VP by replacing Blessed Village with Cursed Village and putting two of Plague, Locusts, and Greed on the bottom of the Hex deck.
Title: Re: Easy Puzzles
Post by: dghunter79 on March 22, 2020, 11:45:07 pm
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain any. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?

Oh, for the 2p, 12VP puzzle, I can get it down to2VP by replacing Blessed Village with Cursed Village and putting two of Plague, Locusts, and Greed on the bottom of the Hex deck.

I'm still trying to find a solution to this that doesn't involve stacking the Boons or Hexes deck, but that only allows a single player a single gain of 2 VP off of Colonnade or Labyrinth. Why? I don't know.

One thing that Menagerie has opened up is a solution where only one "player" can gain all the chips, while the other is locked out.

Can anyone find that solution? Or come up with an alternate one that only permits a single gain of 2 VP and no more?
Title: Re: Easy Puzzles
Post by: bitwise on March 23, 2020, 05:06:26 pm
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.
Title: Re: Easy Puzzles
Post by: dghunter79 on March 23, 2020, 05:52:50 pm
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.

Totally. In that case each player can gain 2VP. I'm also looking for one where there are 2 or more players but only one player can gain 2VP.
Title: Re: Easy Puzzles
Post by: LaLight on March 23, 2020, 09:26:45 pm
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.

Totally. In that case each player can gain 2VP. I'm also looking for one where there are 2 or more players but only one player can gain 2VP.

feast in a black market?
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on March 23, 2020, 09:32:16 pm
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.

Totally. In that case each player can gain 2VP. I'm also looking for one where there are 2 or more players but only one player can gain 2VP.

feast in a black market?

No, that wouldn't work. You can gain the feast in the same turn as another card, and then use the feast to gain two cards in a turn.

However, any card that doesn't gain, if it is the only card in the black market deck (although I don't know if that's allowed) would work
Title: Re: Easy Puzzles
Post by: bitwise on March 23, 2020, 11:11:13 pm
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys. 

Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?

I'll give this a shot.

In 2-player, 12VP on the landmark, I can get it down to 6VP max:
The kingdom has Labyrinth and Blessed Village, and the rest of the kingdom does not provide any extra source of +buy/gain. The only source of Labyrithn points are the 10 Boons that can be received from gaining Blessed Village. There are 5 Boons that give +buy/gain: Earth, Forest, Mountain, Sky, and Swamp. If two of those five boons are the bottom two cards of the 12-card boon deck, then one can only gain an extra card on their turn up to three times, yielding 6 VP total across the game.

Concerning 3+ player games:
If we go to 3+ players, then the minimum number goes down to at least 4VP:
The Kingdom is Castles, Collonade, and the rest of the kingdom consists of non-actions. The only source of Collonade points becomes buying Small Castle when having the other Small Castle in play and Opulent Castle when the other Opulent Castle is in play.

For the 3+ player games, I don't believe that it's possible to have Small Castle in play and have the other copy available to buy. So this should actually count as 2VP.
Title: Re: Easy Puzzles
Post by: dghunter79 on March 24, 2020, 01:55:02 am
Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.

Putting a single card in the Black Market deck is like stacking the boons deck. The true solution should be implicit in the kingdom.
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on March 24, 2020, 11:38:34 am
Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.

It also gains you the other Small Castle, though. And Colonnade is when-buy, not when-gain.
Title: Re: Easy Puzzles
Post by: dghunter79 on March 24, 2020, 04:48:46 pm
Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.

It also gains you the other Small Castle, though. And Colonnade is when-buy, not when-gain.

Good point.
Title: Re: Easy Puzzles
Post by: [TP] Inferno on March 24, 2020, 05:44:10 pm
Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.

It also gains you the other Small Castle, though. And Colonnade is when-buy, not when-gain.

Good point.
You could do it with Ambassador shenanigans, but that enables more Colonnade points.
Title: Re: Easy Puzzles
Post by: mad4math on March 25, 2020, 04:16:06 am
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?

Hard mode: no Black Cat, Embargo, or Swamp Hag
Title: Re: Easy Puzzles
Post by: LaLight on March 25, 2020, 06:40:52 am
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?

Hard mode: no Black Cat, Embargo, or Swamp Hag

you trash 4 Fool's Golds winning on Keep points with Gold and getting 4 points from Tomb
Title: Re: Easy Puzzles
Post by: [TP] Inferno on March 25, 2020, 06:41:41 am
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?

Hard mode: no Black Cat, Embargo, or Swamp Hag
You react with a Fools Gold, having another in your deck to get your first Gold, which is the 5th unique for your 4 Fairgrounds to give you 8pts.

Edit: Partially ninja'd by LaLight. Damn
Title: Re: Easy Puzzles
Post by: hhelibebcnofnena on March 25, 2020, 08:32:31 am
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?

Hard mode: no Black Cat, Embargo, or Swamp Hag

Hard mode answer:
You react with one of your Fool's Golds, gaining a Gold, giving you points from both Palace and Keep.

Huh. the three answers so far all use Fool's Gold as the initiator. Different sources of actual points, though.
Title: Re: Easy Puzzles
Post by: faust on March 25, 2020, 08:45:00 am
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?

Hard mode: no Black Cat, Embargo, or Swamp Hag

They have 4 Hoards in play, and Bandit Fort is in the kingdom.
Title: Re: Easy Puzzles
Post by: crj on March 25, 2020, 09:56:19 am
Silly, trivial answer: you were Possessing them.
Or: you bought Fleet.

More silly and edge-casey: every other Province was trashed using Salt the Earth, and you outbid your opponent on Mountain Pass.
Or: in a Wall game, they had seven Hagglers in play.
Title: Re: Easy Puzzles
Post by: AlexTFish on March 25, 2020, 10:33:46 am
Ridiculously edge-case answer: Wolf Den with a couple of Hagglers and every supply pile down to 1 card remaining.

Or their Province takes the last card from some supply pile thanks to Hoard or Haggler, and you have most of the rest of that pile so win with Tower.
Title: Re: Easy Puzzles
Post by: humcalc216 on March 25, 2020, 11:32:37 am
Another weird one: React a Fool's Gold, then play 7 Sheepdogs as Chariot Race (Way of the Mouse), winning each one.
Title: Re: Easy Puzzles
Post by: crj on March 25, 2020, 12:25:46 pm
Sheepdog + Way of the Mouse is a whole category unto itself of ways to score points!
Title: Re: Easy Puzzles
Post by: AJD on July 25, 2020, 10:04:26 pm
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?
Title: Re: Easy Puzzles
Post by: mail-mi on July 26, 2020, 12:39:38 am
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?
Trash a Duchy, gain a Border Village and some $5 from BV's on-gain. There are no $4 cards in the supply.
Title: Re: Easy Puzzles
Post by: alion8me on July 26, 2020, 11:21:03 pm
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?

You could also trash a $3 cost and reveal a Trader for one of the gained cards.
Title: Re: Easy Puzzles
Post by: AJD on July 27, 2020, 04:50:38 am
Neither of those is a solution to the puzzle; in both of your proposed solutions, the card costing $x is not caused to be gained by Develop.

Also, please don't use spoiler blocking in "Easy Puzzles".
Title: Re: Easy Puzzles
Post by: LaLight on July 27, 2020, 05:20:23 am
Neither of those is a solution to the puzzle; in both of your proposed solutions, the card costing $x is not caused to be gained by Develop.

Also, please don't use spoiler blocking in "Easy Puzzles".

why shouldn't we? People may want to guess themselves, without looking at an answer.
Title: Re: Easy Puzzles
Post by: silverspawn on July 27, 2020, 07:08:52 am
Trash a squire, gain a silver and a black cat
Title: Re: Easy Puzzles
Post by: AJD on July 27, 2020, 12:37:27 pm
Neither of those is a solution to the puzzle; in both of your proposed solutions, the card costing $x is not caused to be gained by Develop.

Also, please don't use spoiler blocking in "Easy Puzzles".

why shouldn't we? People may want to guess themselves, without looking at an answer.

It's in the instructions in the first post in the thread.
Title: Re: Easy Puzzles
Post by: AJD on July 27, 2020, 12:39:15 pm
Trash a squire, gain a silver and a black cat

Again, in this example it's the Squire, not the Develop, that's is causing you to gain a Black Cat. I see that I phrased the puzzle ambiguously; what I meant to be asking about is just the cards gained by Develop.
Title: Re: Easy Puzzles
Post by: mail-mi on July 27, 2020, 12:49:04 pm
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?

You trash a Worker's Village, gaining a Silver and then a Destrier (since Destrier now costs $5). Now destrier costs $4, the same as your Worker's Village that you trashed.
Title: Re: Easy Puzzles
Post by: AJD on July 27, 2020, 02:41:07 pm
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?

You trash a Worker's Village, gaining a Silver and then a Destrier (since Destrier now costs $5). Now destrier costs $4, the same as your Worker's Village that you trashed.

Ooh! Not the one I was thinking of, but that's a good answer.
Title: Re: Easy Puzzles
Post by: scolapasta on July 27, 2020, 03:19:03 pm
This one is more complicated:

Pre steps:
• Play Village
• Play Workshop
• Gain a card costing $4

(alternative pre-steps, have played a Cobbler the previous turn)

Pay Develop:
• Trash a card costing $5
• Gain Wayfarer costing $4
• Gain Border Village costing $6
• Gain a cheaper card, costing $5

The Developed-gained Wayfarer now costs $5.
Title: Re: Easy Puzzles
Post by: scolapasta on July 27, 2020, 03:46:22 pm
Another way:

Get Wayfarer down to $4, through gaining, like above.
Develop a $3 card, gain wayfarer, then a $2 cost card, trading for a Silver.
Title: Re: Easy Puzzles
Post by: AJD on July 27, 2020, 08:10:49 pm
These Wayfarer solutions are very cute, but my original intended solution is much simpler:

Play Develop, trash Wayfarer. One of the gained cards will have the same cost Wayfarer had when you trashed it.
Title: Re: Easy Puzzles
Post by: dghunter79 on August 02, 2020, 05:20:29 pm
MORE ENGLISH-LANGUAGE CARD* NAME TRIVIA:

The chemical element whose name appears in the names of the most Dominion cards has a symbol on the periodic table that appears in the name of only one Dominion card.

From memory, (no looking it up on the periodic table or Dominion card lists) name that card.

*Or card-shaped things, as always.



Title: Re: Easy Puzzles
Post by: Awaclus on August 02, 2020, 05:36:22 pm
These Wayfarer solutions are very cute, but my original intended solution is much simpler:

Your solution might be much simpler, but scolapasta's solution is way fairer.
Title: Re: Easy Puzzles
Post by: scott_pilgrim on August 02, 2020, 05:51:15 pm
MORE ENGLISH-LANGUAGE CARD* NAME TRIVIA:

The chemical element whose name appears in the names of the most Dominion cards has a symbol on the periodic table that appears in the name of only one Dominion card.

From memory, (no looking it up on the periodic table or Dominion card lists) name that card.

*Or card-shaped things, as always.

Festival?
Title: Re: Easy Puzzles
Post by: scolapasta on August 02, 2020, 07:21:04 pm
MORE ENGLISH-LANGUAGE CARD* NAME TRIVIA:

The chemical element whose name appears in the names of the most Dominion cards has a symbol on the periodic table that appears in the name of only one Dominion card.

From memory, (no looking it up on the periodic table or Dominion card lists) name that card.

*Or card-shaped things, as always.

Festival?

Assuming you're thinking Iron (Fe), there's also Ferry.

What about Marauder?/spoiler]
Title: Re: Easy Puzzles
Post by: dghunter79 on August 03, 2020, 04:48:48 am
Festival?
Nope!

What about Marauder?
Nope!
Title: Re: Easy Puzzles
Post by: X-tra on August 03, 2020, 09:10:38 am
Festival?
Nope!

What about Marauder?
Nope!

I know what element it is. But I cheated, because, while I knew the name of the element itself, I forgot what was its symbol. Now that I know what the symbol is, I know what the card is as well (without having to look that one up though!)

I can say the answer, but feel bad I had to look up for the symbol for the element I knew was the most common.  :-[
Title: Re: Easy Puzzles
Post by: scott_pilgrim on August 03, 2020, 09:41:36 am
Tragic hero?

Edit: Never mind, there's also Sea Hag...
Title: Re: Easy Puzzles
Post by: AJD on August 04, 2020, 12:45:18 am
These Wayfarer solutions are very cute, but my original intended solution is much simpler:

Your solution might be much simpler, but scolapasta's solution is way fairer.

I don't understand what you mean.
Title: Re: Easy Puzzles
Post by: X-tra on August 04, 2020, 10:57:37 am
Festival?
Nope!

What about Marauder?
Nope!

Alright, I'll say what I found. Keep in mind I cheated and had to look at the symbol of the element I suspected was the most common. I did not cheat to know which card it was though. Please do not reveal that answer, there's still people out there who'll want to genuinely find it: it's Snowy Village, for the element of symbol "Sn", Tin. Tin is the most common found set of letters bunched together in Dominion card names.

These Wayfarer solutions are very cute, but my original intended solution is much simpler:


Your solution might be much simpler, but scolapasta's solution is way fairer.

I don't understand what you mean.

Way fairer... Wayfairer! It's meant to be a pun.  :)
Title: Re: Easy Puzzles
Post by: pitythefool on April 06, 2021, 11:21:45 pm
Your turns starts, you play a Bustling Village and then three Hagglers.
You now have 6 coins and only 1 buy.
Your task is to gain a Peddler, a Destrier, a Wayfarer, and a Fisherman.

Which one do you buy?

(You may decide the initial state of your discard pile.)

Easy mode:    use all six coins
Hard mode:    use only five coins
Harder mode:  use only two coins
Title: Re: Easy Puzzles
Post by: scolapasta on April 06, 2021, 11:53:49 pm
Your turns starts, you play a Bustling Village and then three Hagglers.
You now have 6 coins and only 1 buy.
Your task is to gain a Peddler, a Destrier, a Wayfarer, and a Fisherman.

Which one do you buy?

(You may decide the initial state of your discard pile.)

Easy mode:    use all six coins
Hard mode:    use only five coins
Harder mode:  use only two coins

Let's see:

Easy: Buy Wayfarer for $6; gain Fisherman @ $5, Destrier @ 4, Peddler @ 0

Hard: Buy Fisherman (non empty discard) for $5; gain Peddler @ $0, Wayfarer @ 0, Destrier @ 3

Harder:  Buy Fisherman (empty discard) for $2 (but is $5 after the gain); gain Peddler @ $0, Wayfarer @ 0, Destrier @ 3

I think the last one works, but I'm assuming that  "cheaper" on Haggler would refer to the cost of Fisherman as $5, and not the $2 you paid; but I couldn't find any reference confirming that it works that way
Title: Re: Easy Puzzles
Post by: pitythefool on April 07, 2021, 08:38:44 am
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.
I couldn't find one either, so perhaps it may be considered an implementation choice.  I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing.  The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.
Title: Re: Easy Puzzles
Post by: scolapasta on April 07, 2021, 09:23:05 am
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.
I couldn't find one either, so perhaps it may be considered an implementation choice.  I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing.  The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.

Ah, good point about Destrier pricing

So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card
Title: Re: Easy Puzzles
Post by: pitythefool on April 07, 2021, 10:42:03 am
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.
I couldn't find one either, so perhaps it may be considered an implementation choice.  I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing.  The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.

Ah, good point about Destrier pricing

So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card


Still not a solution.
If you gain Peddler, you cannot gain any more from Haggler since the Wayfarer price is now evaluated as zero.
Title: Re: Easy Puzzles
Post by: scolapasta on April 07, 2021, 10:48:40 am
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.
I couldn't find one either, so perhaps it may be considered an implementation choice.  I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing.  The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.

Ah, good point about Destrier pricing

So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card


Still not a solution.
If you gain Peddler, you cannot gain any more from Haggler since the Wayfarer price is now evaluated as zero.

Ha! So much for being the easy one:

So I had chosen to start with Wayfarer, because I thought that would sta away from weird Destrier shenangians - instead I got Wayfarer shenangans.

So, then instead: Buy Destrier for $6; gain Fisherman @ $5, Peddler @ 0, Wayfarer @ 0
Title: Re: Easy Puzzles
Post by: pitythefool on April 07, 2021, 10:56:03 am
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.
I couldn't find one either, so perhaps it may be considered an implementation choice.  I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing.  The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.

Ah, good point about Destrier pricing

So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card


Still not a solution.
If you gain Peddler, you cannot gain any more from Haggler since the Wayfarer price is now evaluated as zero.

Ha! So much for being the easy one:

So I had chosen to start with Wayfarer, because I thought that would sta away from weird Destrier shenangians - instead I got Wayfarer shenangans.

So, then instead: Buy Destrier for $6; gain Fisherman @ $5, Peddler @ 0, Wayfarer @ 0

Thumbs up.
Title: Re: Easy Puzzles
Post by: AJD on April 19, 2021, 02:49:34 am
How do you gain a Fortune during your Cleanup phase?
Title: Re: Easy Puzzles
Post by: faust on April 19, 2021, 03:45:58 am
How do you gain a Fortune during your Cleanup phase?
Improve a City Quarter with 7 Highways in play.

There is a more fun way to do this:
Have Hermit in play, no cards bought this turn. Have Innovation. Gain a Madman, play it as Way of the Mouse - Vassal into Tragic Hero.
Title: Re: Easy Puzzles
Post by: Awaclus on March 11, 2022, 07:08:06 am
Archer edge cases

When choosing what not to reveal, generally you pick the card that you can afford to lose the least (e.g. the only draw, the only village, the trasher, the best Treasure, etc).

In what situations does that not apply? There may be more correct answers than I have in mind.
Title: Re: Easy Puzzles
Post by: faust on March 11, 2022, 01:07:19 pm
Archer edge cases

When choosing what not to reveal, generally you pick the card that you can afford to lose the least (e.g. the only draw, the only village, the trasher, the best Treasure, etc).

In what situations does that not apply? There may be more correct answers than I have in mind.
When the card you can afford to lose the least is Village Green or Faithful Hound or Tunnel. Or maybe Patron.

More generally, there's a lot of mindgame potential in combos. Have Encampment+Gold? Reveal the Encampment, keep the Gold, see if your opponent takes the bait. Similar things hold for Tournament/Province. Or of course the most readily available example, Battle Plan and an Attack card.
Title: Re: Easy Puzzles
Post by: Awaclus on March 12, 2022, 05:36:46 am
Archer edge cases

When choosing what not to reveal, generally you pick the card that you can afford to lose the least (e.g. the only draw, the only village, the trasher, the best Treasure, etc).

In what situations does that not apply? There may be more correct answers than I have in mind.
When the card you can afford to lose the least is Village Green or Faithful Hound or Tunnel. Or maybe Patron.

More generally, there's a lot of mindgame potential in combos. Have Encampment+Gold? Reveal the Encampment, keep the Gold, see if your opponent takes the bait. Similar things hold for Tournament/Province. Or of course the most readily available example, Battle Plan and an Attack card.

This includes some answers that I didn't have in mind as well as some that I did, but I also have more answers left in mind.
Title: Re: Easy Puzzles
Post by: Davio on March 12, 2022, 01:20:24 pm
I have to admit, when I created this topic 9 years ago (created 13th of March 2013) I had no idea:
Title: Re: Easy Puzzles
Post by: majiponi on June 09, 2022, 11:10:42 pm
Playable Kingdom Cards: Chapel, Bandit Camp, Highwayman, Horn of Plenty
Landscapes: none
Starting Cards: 7 Coppers, 3 Estates

Create a deck to gain 8 Provinces in a single turn. (Maybe your opponent can help you.)
Title: Re: Easy Puzzles
Post by: BBobb on June 10, 2022, 12:03:31 am
Playable Kingdom Cards: Chapel, Bandit Camp, Highwayman, Horn of Plenty
Landscapes: none
Starting Cards: 7 Coppers, 3 Estates

Create a deck to gain 8 Provinces in a single turn. (Maybe your opponent can help you.)
Not sure the exact number of cards needed, but 8 HoPs, one of copper, gold, silver, chapel, enough Bandit Camps/Highwaymen to draw deck. Opponent plays Highwayman on their turn. You have a bunch of highwaymen in play, so you Draw your whole deck. Then you play bandit camp, highwayman, and chapel, BC and HM many times, then in buy phase first play a spoils, which stays in play because of highwayman. THen play gold, silver, and copper. Then you play 8 HoP, and there are 8 diff cards in play (HoP, highwayman, bandit camp, chapel, spoils, copper, silver, gold), so you gain 8 provinces.
Title: Re: Easy Puzzles
Post by: weretheruler on August 11, 2022, 06:44:52 pm
This came up in a game I played against Lord Rattington recently and I was too busy thrashing him to notice that this was possible until after the game:

Gain the entire Wish pile in a single turn.

I've thought of multiple solutions so I added some "hard modes", which I spoilered to keep from giving hints:
No villages/splitters.
No returning to your action phase. (My kingdom had this + only Trusty Steed as a splitter which is really no splitters.)
No landscapes.
All of the above - I haven't found a way to do this though, I can do any 2 but not all 3.

Bonus puzzle: If there were unlimited copies of wish how many can you gain in a single turn? I can get to 65 given perfect shuffle luck but I bet someone can do better.
Title: Re: Easy Puzzles
Post by: majiponi on August 12, 2022, 10:10:55 am
This came up in a game I played against Lord Rattington recently and I was too busy thrashing him to notice that this was possible until after the game:

Gain the entire Wish pile in a single turn.

I've thought of multiple solutions so I added some "hard modes", which I spoilered to keep from giving hints:
No villages/splitters.
No returning to your action phase. (My kingdom had this + only Trusty Steed as a splitter which is really no splitters.)
No landscapes.
All of the above - I haven't found a way to do this though, I can do any 2 but not all 3.

Bonus puzzle: If there were unlimited copies of wish how many can you gain in a single turn? I can get to 65 given perfect shuffle luck but I bet someone can do better.

Hard mode

play 10 Experiments to draw 9 Processions and 6 Leprechauns
play 6 Processions and a Leprechaun twice
play 6th Procession again to play another Leprechaun twice
play 5th Procession again to play another Procession to play another Leprechaun twice
play 7th Procession again to play another Leprechaun twice
play 4th Procession again to play 2 Processions and
another Leprechaun twice
play another Leprechaun twice
Title: Re: Easy Puzzles
Post by: majiponi on August 24, 2022, 10:56:41 pm
Hand: Improve, Watchtower, Procession, Trail, Falconer

Earn as many vps as possible in this turn.


Answer
play Procession to play Improve twice
trash it to gain Trail, playing it, playing Falconer  to gain Procession
play Procession to play Trail twice
trash it to replay, gaining Falconer, topdecking
play Watchtower to draw that Falconer (and 2 Coppers)
play Falconer to gain Improve
play Improve
(play 2 Coppers)
buy Duchy (or Province)
trash Procession, 2 Trails to gain 3 Duchies
Title: Re: Easy Puzzles
Post by: majiponi on November 06, 2022, 11:08:25 pm
Gain a Fortress from Trash.

Note: Putting it into your hand is not gaining.
Title: Re: Easy Puzzles
Post by: faust on November 07, 2022, 02:31:03 am
Gain a Fortress from Trash.

Note: Putting it into your hand is not gaining.
I think this should work:

Trash a Fortress on your turn with Market Square in hand.
Two when-trash triggers: MS & Fortress. Choose to resolve MS first.
Gain Gold from MS, use Architect's Guild to gain Rogue, use Innovation to play Rogue gaining Fortress.
Title: Re: Easy Puzzles
Post by: majiponi on November 07, 2022, 09:12:36 am
Gain a Fortress from Trash.

Note: Putting it into your hand is not gaining.
I think this should work:

Trash a Fortress on your turn with Market Square in hand.
Two when-trash triggers: MS & Fortress. Choose to resolve MS first.
Gain Gold from MS, use Architect's Guild to gain Rogue, use Innovation to play Rogue gaining Fortress.


Nice. My solution is, "play Count to trash Fortress and Lich".
Title: Re: Easy Puzzles
Post by: faust on November 07, 2022, 09:32:25 am
Gain a Fortress from Trash.

Note: Putting it into your hand is not gaining.
I think this should work:

Trash a Fortress on your turn with Market Square in hand.
Two when-trash triggers: MS & Fortress. Choose to resolve MS first.
Gain Gold from MS, use Architect's Guild to gain Rogue, use Innovation to play Rogue gaining Fortress.


Nice. My solution is, "play Count to trash Fortress and Lich".
Ah, neat. I was not aware that when you trash multiple cards, you get to choose the order of all on-trash effects.
Title: Re: Easy Puzzles
Post by: majiponi on November 22, 2022, 09:32:22 am
What is the key card which can give you infinite vps on turn 1? (You can also use other cards.)
Title: Re: Easy Puzzles
Post by: Mic Qsenoch on November 22, 2022, 05:36:17 pm
What is the key card which can give you infinite vps on turn 1? (You can also use other cards.)

I'm sure there are ways with Triumph.
Title: Re: Easy Puzzles
Post by: majiponi on November 22, 2022, 06:40:20 pm
What is the key card which can give you infinite vps on turn 1? (You can also use other cards.)

I'm sure there are ways with Triumph.

Oh, I didn't notice that.  I was thinking Emporium.