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Messages - pitythefool

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1
From http://wiki.dominionstrategy.com/index.php/Throne_Room:

When you play Throne Room and choose to target a Duration, the Throne Room stays out in play with the Duration that it affects. If you Throne Room a Throne Room which affects a Duration, the top-level Throne Room does not stay in play and gets cleaned up during the Clean-up phase of the turn. However, if the targeted Duration won't do anything next turn on its second execution (for example, if it is a Tactician), the Throne Room doesn't stay out.

From http://wiki.dominionstrategy.com/index.php/Duration:

When you use a Throne Room variant on a Duration, it stays in play, even if multiplying the Duration's effect is not meaningful, such as Throning a Tactician, or Throning an Archive with 3 or fewer cards remaining in your deck. With Procession specifically, Procession remains out even though the Duration has been trashed, and remains in play until the Duration would have been discarded (if at all).


2
Let's Discuss ... / Re: empires: overlord
« on: August 13, 2016, 01:17:40 pm »
Imagine a kingdom with Overlord, Band of Misfits, and Conspirator.  Play Overlord, select to play it as Band of Misfits, then play Band of Misfits as Conspirator.  +card, +action, +2 coins!

3
Now that Empires is out, the solutions can be improved.
The minimum number of cards that contain all letters of the alphabet stays at 6, but it can now be done with just 43 characters.
The solution is unique.

------- 6 cards, 43 chars ------
bazaar
jack of all trades
tax
squire
swamphag
envoy
---------------------------------

For the fewest number of characters, there are a whole lot of 8 or 9 card solutions using just 43 characters.
Here is just one example.

-------- 8 cards, 42 chars ------
plaza
jester
taxman
quarry
bank
witch
forge
delve

4
Puzzles and Challenges / Re: Easy Puzzles
« 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.

5
Puzzles and Challenges / Re: Easy Puzzles
« 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.


6
Puzzles and Challenges / Re: Easy Puzzles
« 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.

7
Puzzles and Challenges / Re: Max VP tokens from Goons.
« on: May 29, 2016, 07:30:02 am »
What is the maximum number of VP tokens you get get from Goons in 1 turn? There are 10 cards in the kingdom, no Travelling Fair. Assume you can have any cards in your hand, in play or in your deck or the supply.
Infinite.  http://forum.dominionstrategy.com/index.php?topic=14322.msg604357#msg604357
Your kingdom requirements can be met if you are willing to wait more than 3 turns for the megaturn.
It only works in solo play or with cooperative opponents (the Ambassador attack must be blocked).

8
Puzzles and Challenges / Re: Most points by turn 3
« on: May 29, 2016, 06:58:24 am »

Now, I'm sure there's a version of this loop that plays Monument. But I'm too lazy to go around mucking with someone else's loop. There's a new Landmark called Tomb that gives 1 VP each time you trash. Use that and you get infinity. If you're really upset about having 3 landmarks/events, well, go remake that loop yourself, it just takes 2 more King's Court's, another Council Room, and 2 more Rogues.

I've been looking at Farmer's Market.  It's ideal as it provides VP, coins, +buys, and trashes itself.
This was going to be my modified loop.
KC-KC-KC-KC-Rogue-Rogue-Rogue-Rogue-Council Room-Band Of Misfits-Band Of Misfits.

You execute Band Of Misfits 6 times.  If the farmer's market supply is initially empty, you can use this sequence.
1) Farmer's Market (+buy +1 coin +1 VP)
2) Farmer's Market (+buy +2 coins +2 VP)
3) Farmer's Market (+buy +3 coins +3 VP)
4) Farmer's Market (+buy +4 coins +4 VP)
5) Farmer's Market (+buy +4 VP and the card is trashed)
6) Ambassador to return the Villa

Another benefit is that all cards in the loop are 5 coins or more.  You can open with Procession-Bridge and all cards can still be Rogue'd (no need for Ferry).
I haven't fit this into a 10 (or 11) card kingdom yet.  Others feel free to try.
I'm already regretting my last post.  Though I do think the BoM, Farmer's Market, Amb combo is slick, it is trying to add more cards to an already full kingdom.  I couldn't get it into play in 3 turns.

I think the win goes to esphesos, with contributions from liopoil and florrat.  All we need to do is stick a Goons in the black market and get it in play.  The loop buys one Villa each iteration to generate infinite VP.  Goal achieved.

9
Puzzles and Challenges / Re: Villa: To Infinity and Beyond
« on: May 28, 2016, 04:09:11 pm »
  Play BoM as Crown
   Play BoM as Crown
    Play BoM as Raze(trashing Mandarin and itself, drawing 2 cards: Council Room and Rogue)
    BoM trashed, can choose again: Play BoM as Procession -> Rogue gains BoM and Mandarin(putting 4 "Crowns" on deck)

I hate to nitpick on something so brilliant, but you trashed two cards with the BoM as Raze.  Does this work?  If Raze trashes itself on the first play, then you can pick a different card for the second.  But you had to have picked Raze both times to trash two cards.  That BoM is trashed, but the previous BoM that Crowned it is not.  And because it was Crowned by the BoM before THAT, wouldn't it simply be forced to Crown another action card?

10
Puzzles and Challenges / Re: Most points by turn 3
« on: May 28, 2016, 02:30:31 pm »

Now, I'm sure there's a version of this loop that plays Monument. But I'm too lazy to go around mucking with someone else's loop. There's a new Landmark called Tomb that gives 1 VP each time you trash. Use that and you get infinity. If you're really upset about having 3 landmarks/events, well, go remake that loop yourself, it just takes 2 more King's Court's, another Council Room, and 2 more Rogues.

I've been looking at Farmer's Market.  It's ideal as it provides VP, coins, +buys, and trashes itself.
This was going to be my modified loop.
KC-KC-KC-KC-Rogue-Rogue-Rogue-Rogue-Council Room-Band Of Misfits-Band Of Misfits.

You execute Band Of Misfits 6 times.  If the farmer's market supply is initially empty, you can use this sequence.
1) Farmer's Market (+buy +1 coin +1 VP)
2) Farmer's Market (+buy +2 coins +2 VP)
3) Farmer's Market (+buy +3 coins +3 VP)
4) Farmer's Market (+buy +4 coins +4 VP)
5) Farmer's Market (+buy +4 VP and the card is trashed)
6) Ambassador to return the Villa

Another benefit is that all cards in the loop are 5 coins or more.  You can open with Procession-Bridge and all cards can still be Rogue'd (no need for Ferry).
I haven't fit this into a 10 (or 11) card kingdom yet.  Others feel free to try.

11
Puzzles and Challenges / Re: Most points by turn 3
« on: May 26, 2016, 09:03:34 pm »
I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.

The link you mention just empties the supply.  It doesn't gain VP.
Where is the game you are describing?

Easily modified to get 10 goons in play, done. The point is that exploding in a kingdom with those core cards is always is the answer to these puzzles. The solution is not completely fleshed out. You can find one of florrat's posts for all the details in a similar sort of puzzle.
It doesn't matter if you put all of the Goons in play.  Any engine that depends on buying cards to generate VP will eventually stall because it will run out of things to buy. This can be remedied by using Ambassador to put things back into the kingdom so they can be repurchased.  But then you run out of Ambassadors.  If you read the link in my first post, you would understand that the goal is to put florrat's "infinite engine" into play in 3 turns.  Then you can truly achieve infinite VP.  The goal of this puzzle is to gain the most VP and infinite beats finite.  So the core cards are not the answer.

12
Puzzles and Challenges / Re: Most points by turn 3
« on: May 26, 2016, 08:56:46 pm »
Take 3; shortened and improved.
190 VP in turn 3 and game ended.
Thanks to gkrieg13 for checking my earlier attempts.
This could be improved on.  liopoil has stated that a better solution exists, and that's probably true, but not the point.
This was a test to see if a Villa engine could be started on turn 3 and the answer is yes!  (and it probably could be done simpler)
The next step is to get florrat's "infinite engine" modified to gain VP and stick it in.

Kingdom
  Options
    Shelters, Platinum/Colony
  Events
    Alms
    Travelling Fair
    Triumph
  Actions
    Baker
    Bridge
    Councilroom
    Cultist
    King's Court
    Procession
    Squire
    Stonemason
    Villa
    Watchtower

Turn 1
  Copper x 5
  Buy Borrow
  Buy Stonemason, overpay by 4, gain Procession, gain Bridge

Turn 2
  Copper x 2, Overgrown Estate, Hovel (only four due to Borrow)
  Buy Borrow
  Buy Watchtower

Turn 3 draw Necropolis, (reshuffle) Procession, Bridge, Watchtower (only four due to Borrow)
  Play Procession-Bridge, gain Cultist, reveal Watchtower, trash Cultist, draw Copper x 3
  (Watchtower stays in hand forever.  I'll just note (trash) or (topdeck) after each gain.)
  (3 buys, 2 coins, and cards cost 2 less) (no Copper played)
  Buy Travelling Fair (now 4 buys)
  Buy Squire (topdeck)
  Buy Squire (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Squire x 2, Copper
  Buy Alms, gain Villa (in hand)
Turn 3.1
  Play Villa, Squire (for +2 buys), Squire (for +2 buys), Copper x 3 (now 5 buys, 6 coins, and cards cost 2 less)
  Buy Squire (topdeck)
  Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Bridge (topdeck)
  Buy Stonemason (trash), overpay by 2, gain Procession (topdeck), gain Procession (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Procession x 2, Bridge
  Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
  Play Villa, Procession-Procession-Bridge-Bridge
  (Play Procession on Procession, thus playing Procession twice.  Both times you play Procession, it will be on a Bridge.  The 2nd Bridge is not yet in hand.)
  (One Procession and both Bridges will be trashed to gain three 5 coin cards.)
  gain Cultist (trash), draw Bridge x 2, Squire
  gain Councilroom (topdeck)
  gain Cultist (trash), draw Councilroom, Copper x 2
  Play Squire (+2buys) (now 7 buys, 6 coins, and cards cost 6 less)
  Buy Travelling Fair
  Buy Squire (topdeck)
  Buy Squire (topdeck)
  Buy Squire (topdeck)
  Buy Bridge (topdeck)
  Buy Stonemason (trash), overpay by 1, gain King's Court x 2 (topdeck)
  Buy Stonemason (trash), overpay by 1, gain King's Court x 2 (topdeck)
  Buy Cultist (trash), draw King's Court x 3
  Buy Villa
Turn 3.3
  Play KC-KC-KC-Councilroom-KC-Villa-Bridge-Bridge-Squire-Squire-Squire
  Buy Travelling Fair
  31 buys and all cards are free
  Buy Colony x 8, Province x 8, Duchy x 8, Estate x 6, Triumph for 190 VP.



13
Puzzles and Challenges / Re: Most points by turn 3
« on: May 25, 2016, 10:39:21 pm »
I fixed it.

 <...long game log deleted...>

I don't think you are taking the minus coin token for buying ball into account at the beginning of turn three

Quite right.  I can easily fix it though by adding the Borrow event.
I think I'll work on the infinite solution now, though.
Oops again.  Borrow gives one more coin, but one less card the next time I draw, not the next turn.
I thought it could still be salvaged by reordering turn 1 & 2, but that would still leave a shelter for my next draw and then I'm short a copper.
I think I could still make it work with more thought.

14
Puzzles and Challenges / Re: Most points by turn 3
« on: May 25, 2016, 09:46:32 pm »
I'm sure the method described in ADK's first link easily gets 1000+ VP. Villa is unneccessary.

The link you mention just empties the supply.  It doesn't gain VP.
Where is the game you are describing?

15
Puzzles and Challenges / Re: Most points by turn 3
« on: May 25, 2016, 09:32:36 pm »
I fixed it.

 <...long game log deleted...>

I don't think you are taking the minus coin token for buying ball into account at the beginning of turn three

Quite right.  I can easily fix it though by adding the Borrow event.
I think I'll work on the infinite solution now, though.

16
Puzzles and Challenges / Re: Most points by turn 3
« on: May 25, 2016, 07:50:18 pm »
I fixed it.

Kingdom
  Options
    Shelters, Platinum/Colony
  Events
    Alms
    Ball
    Travelling Fair
    Triumph
  Actions
    Baker
    Bridge
    Councilroom
    Crossroads
    Cultist
    King's Court
    Squire
    Stonemason
    Villa
    Watchtower

(works with 2/5 or 3/4 opening because of Baker; shown here with 3/4)
Turn 1
  3 Copper
  Buy Watchtower

Turn 2
  4 Copper + coin token
  Buy Ball, gain Bridge x 2

Turn 3 draw Bridge x 2, Necropolis, Watchtower, Copper
  Play Necropolis, Bridge, Bridge (3 buys, 2 coins, and cards cost 2 less)
  Buy Travelling Fair (now 4 buys)
  Buy Squire, reveal Watchtower, topdeck Squire
  (Watchtower stays in hand.  I'll just note (trash) or (topdeck) after each gain.)
  Buy Squire, reveal Watchtower, topdeck Squire
  Buy Squire (trash), gain Cultist (trash), draw Squire x 2, Copper
  Buy Alms, gain Villa (in hand)
Turn 3.1
  Play Villa, Squire x 2 (for +2 buys), Copper (now 5 buys, 4 coins, and cards cost 2 less)
  Buy Crossroads (topdeck)
  Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Bridge (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Bridge x 2, Crossroads
  Buy Stonemason (trash), overpay by 2, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
  Play Villa, Crossroads, Bridge x 2 (now 3 buys, 3 coin, and cards cost 4 less)
  Buy King's Court (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw King's Court, Bridge, Copper
  Buy Villa
Turn 3.3
  Play KC-Villa, Bridge (now 4 buys, 4 coin, and cards cost 5 less)
  Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
  Buy Squire (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Squire, King's Court x 2
  Buy Villa
Turn 3.4
  Play KC-KC-Villa-Squire(+2buys) (now 9 buys, 6 coins, and cards cost 5 less)
  Buy Squire (topdeck)
  Buy Squire (topdeck)
  Buy Squire (topdeck)
  Buy Bridge (topdeck)
  Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
  Buy Stonemason (trash), overpay by 2, gain King's Court x 2 (topdeck)
  Buy Councilroom (topdeck)
  Buy Cultist (trash), draw Councilroom, King's Court x 2
  Buy Villa
Turn 3.5
  Play KC-KC-Councilroom-KC-KC-Villa-Bridge-Squire-Squire-Squire, Copper x 6
  27 buys, 27 coins, and cards cost 8 less.
  Buy Colony x 8, Province x 8, Duchy x 8, Estate x 2, Triumph for 182 VP.



17
Puzzles and Challenges / Re: Most points by turn 3
« on: May 25, 2016, 05:41:01 pm »
3 turns, 110 VP (or more).
Post is flawed.  Disregard.
EDIT:  Back to the drawing board.  I used too many buys at the very beginning of turn 3.   Arrrgh.

Kingdom
  Options
    Shelters, Platinum/Colony
  Events
    Alms
    Ball
    Travelling Fair
  Actions
    Baker
    Bridge
    Cultist
    King's Court
    Squire
    Stonemason
    Villa
    Watchtower

(works with 2/5 or 3/4 opening because of Baker; shown here with 3/4)
Turn 1
  3 Copper
  Buy Watchtower

Turn 2
  4 Copper + coin token
  Buy Ball, gain Bridge x 2

Turn 3 draw Bridge x 2, Necropolis, Watchtower, Copper
  Play Necropolis, Bridge, Bridge
  Buy Bridge, reveal Watchtower, topdeck Bridge
  (Watchtower stays in hand.  I'll just note (trash) or (topdeck) after each gain.)
  Buy Squire (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Squire, Bridge, Copper
  Buy Alms, gain Villa (in hand)
Turn 3.1
  Play Villa, Bridge (now 2 buys, 2 coins, and cards cost 3 less)
  Buy Stonemason (trash), overpay by 1, gain Bridge (topdeck), gain Bridge (topdeck)
  Buy Stonemason (trash), overpay by 1, gain Bridge (topdeck), gain Villa (in hand)
Turn 3.2
  Play Villa, Squire (for +2 buys) (now 3 buys, 2 coin, and cards cost 3 less)
  Buy Squire (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Squire, Bridge x 2
  Buy Villa
Turn 3.3
  Play Villa, Bridge, Squire (for +2 buys), Copper x 2 (now 4 buys, 5 coin, and cards cost 4 less)
  Buy Travelling Fair (now 5 buys, 3 coin, and cards cost 4 less)
  Buy Stonemason (trash), overpay by 3, gain King's Court x 2 (topdeck)
  Buy Squire (topdeck)
  Buy Squire (trash), gain Cultist (trash), draw Squire, King's Court x 2
  Buy Squire (trash), gain Cultist (trash), draw Bridge, Copper x 2
  Buy Villa
Turn 3.4
  Play Villa, KC-KC-Bridge-Bridge-Squire(+2buys), Copper x 2
  13 buys, 12 coins, and cards cost 10 less.
  Buy Colony x 8, Province x 5 for 110 VP.

I could have gone another iteration or two and emptied the entire kingdom, but you get the point.
I'm working on a version that can yield infinite VP.
To do that, one must retrieve a lot of cards from the trash, draw them, play them, including one Monument or other VP gainer, then in the buy phase, use Bonfire to trash all cards in play and then buy a Villa.
Infinite loop.  You never run out of cards to play and your turn never ends.
See the posts by florrat and others here:  http://forum.dominionstrategy.com/index.php?topic=15366.0
This will necessitate a slightly different approach since Rogue and Graverobber can only retrieve cards costing 3 to 6 coins.


18
Labor Force
$6
Reveal your hand.
Play all revealed actions in any order.

19
Puzzles and Challenges / Re: Easy Puzzles
« 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.

20
Puzzles and Challenges / Re: Easy Puzzles
« 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.    :-(


21
The Adventures expansion has allowed a new "least characters" solution with 43 characters.  The "least cards" solution is still unbeatable (till the next expansion at least).

plaza
expand
journeyman
quest
bank
witch
fugitive


22
Puzzles and Challenges / Re: Easy Puzzles
« 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.


23
Puzzles and Challenges / Re: Easy Puzzles
« 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.

24
Puzzles and Challenges / Re: Easy Puzzles
« 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.

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I've updated my program with Grujah's 240 card list and the solutions can not be bettered.
There were two more 44 character solutions though.  One of them included both Province and Gold.
That sure made for a fun programming exercise.

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