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1
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: June 04, 2020, 10:18:31 am »
Yep, see other thread.

2
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: June 03, 2020, 04:42:28 pm »
I was posting in the other thread, but this seems worth adding to this thread for posterity.

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`C = CopperP = PouchG = GoatO = Overgrown EstateH = HovelN = Necropolisr = Horsey = Cavalrys = Squiref = Fortressv = Villah = Hagglert = TrackerAlso required: Animal Fair, PixieBuy: Alms (y)Play: CCCC               // or equivalent; we are guaranteed \$4 in 7 cardsBuy: y[play: G (trash O)]      // N in first 9 cards, or we have GO and can draw the 10th (or both)Buy: Advance (N -> y)[play: G (trash O)]Hand: yyHBuy: s, Advance (y -> y)Advance (y -> y)Hand: syyyH// 5 Cavalry leftPlay: s\$4, 3 Buys, 0 ActionsBuy: Advance (y -> f), Advance (y -> y)Hand: fyyHBuy: Advance (f -> v)Play: v, yHand: fyH; Discard: rr\$5, 2 Buys, 1 ActionBuy: Advance (f -> s), Advance (f -> y)Buy: Advance (f -> y)Hand: fsyrrH; Discard: y\$5, 1 Buy, 1 Action// 2 Cavalry left, 9 Villa leftPlay: s\$6, 3 Buys, 0 ActionsBuy: Advance (f -> h), Advance (f -> s), Advance (f -> v)Hand: fvyrrH; Discard: yshPlay: v, yHand: frrH; Discard: yshrrPlay: r, r// Here, we are guaranteed to have at least one Horse, and at least one of Haggler/Squire; assume we only have one:Play: hBuy: v (gain t)Play: v, rHand: fstyrrHPlay: s\$7, 3 Buys, 1 Action (1 Haggler)ORPlay: sBuy: Advance (f -> t), Advance (f -> v)Play: v, rHand: fhtyrrHPlay: h\$11, 2 Buys, 1 Action (1 Haggler)// In my log, I've gone with the latter route and wasted \$4 by buying Villa instead of Advance, to demonstrate that only \$7 is needed.Play: yHand: ftrrH; Discard: rrBuy: Advance (f -> v)Play: v, tHand: frrH; Discard: rr[X]// The reason for the Cavalry play here is to deal with The Wind's Gift - if we don't have a deck, it forces us to discard yH, which is probably fine, but simpler to just play the Cavalry first. In my log, I went ahead and played both Horses in hand even though this is unnecessary - really all this serves to do is guarantee we have drawn the extra card in the case of The Mountain's Gift or The Swamp's Gift, but since Tracker is now in play this doesn't really matter at all (and Storyteller will overdraw anyway).`
From this point, there are probably many ways to continue; previously I used the extra slots for King's Court/City, and this is probably fine - the money is tight, but you can gain a bunch of treasure and draw it and that probably makes up for it, even with Colony. But for this game, I went back to Priest, which makes the money trivial, with Animal Fair still providing plenty of buys without being tripled, and Storyteller for some ludicrous draw. The full log:

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`Pixie, Squire, Tracker, Cavalry, Fortress, Priest, Villa, Haggler, Storyteller, Animal Fair, Alms, AdvanceGame #47039613, unrated.Kingdom generated with these relative percentages:0%: Possessionm starts with a Goat and a Pouch.m starts with 5 Coppers.m starts with a Hovel, a Necropolis and an Overgrown Estate.m shuffles their deck.m draws 2 Coppers, a Hovel, an Overgrown Estate and a Pouch.Turn 1 - mithm buys an Alms.m gains a Cavalry.m draws a Copper and a Necropolis.m gets +1 Buy.m plays 3 Coppers. (+\$3)m plays a Pouch. (+\$1)m gets +1 Buy.m buys and gains a Cavalry.m draws 2 Coppers.m gets +1 Buy.m buys an Advance.m trashes a Necropolis.m gains a Cavalry.m shuffles their deck.m draws a Goat and a Cavalry.m gets +1 Buy.m plays 2 Coppers. (+\$2)m plays a Goat. (+\$1)m trashes an Overgrown Estate.m draws a Cavalry.m buys an Advance.m trashes a Cavalry.m gains a Squire.m buys an Advance.m trashes a Cavalry.m gains a Cavalry.m shuffles their deck.m draws a Squire and a Cavalry.m gets +1 Buy.m buys an Advance.m trashes a Cavalry.m gains a Cavalry.m shuffles their deck.m draws 2 Cavalries.m gets +1 Buy.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Advance.m trashes a Cavalry.m gains a Fortress.m buys an Advance.m trashes a Cavalry.m gains a Cavalry.m shuffles their deck.m draws a Fortress and a Cavalry.m gets +1 Buy.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Cavalry.m gains 2 Horses.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Squire.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m shuffles their deck.m draws a Squire and a Horse.m gets +1 Buy.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m draws a Cavalry and a Horse.m gets +1 Buy.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Squire.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Cavalry.m gains 2 Horses.m plays a Horse.m shuffles their deck.m draws a Haggler and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws a Squire and a Cavalry.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Tracker.m buys and gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Horse.m shuffles their deck.m draws a Tracker and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Haggler.m gets +\$2.m plays a Cavalry.m gains 2 Horses.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Tracker.m gets +\$1.m takes The Wind's Gift.m receives The Wind's Gift.m shuffles their deck.m draws 2 Horses.m discards a Hovel and a Horse.m discards The Wind's Gift.m plays a Horse.m shuffles their deck.m draws a Hovel and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m topdecks a Haggler with Tracker.m gains an Animal Fair.m buys a Villa.m gains a Squire.m topdecks a Squire with Tracker.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Horse.m draws a Haggler and a Squire.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Haggler.m gets +\$2.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Haggler.m topdecks a Haggler with Tracker.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Squire.m topdecks a Squire with Tracker.m gains a Haggler.m topdecks a Haggler with Tracker.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Storyteller.m topdecks a Storyteller with Tracker.m gains a Cavalry.m draws a Haggler and a Storyteller.m gets +1 Buy.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Storyteller.m topdecks a Storyteller with Tracker.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains an Animal Fair.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Storyteller.m gets +1 Action.m gets +\$1.m loses 11 Coins.m shuffles their deck.m draws 2 Hagglers, a Squire, a Storyteller, a Cavalry and 5 Animal Fairs.m plays a Squire.m gets +\$1.m gets +2 Actions.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Squire.m topdecks a Squire with Tracker.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Squire.m topdecks a Squire with Tracker.m gains a Cavalry.m draws a Haggler and a Squire.m gets +1 Buy.m gains an Animal Fair.m plays a Squire.m gets +\$1.m gets +2 Actions.m plays a Haggler.m gets +\$2.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Priest.m topdecks a Priest with Tracker.m gains a Storyteller.m topdecks a Storyteller with Tracker.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains an Animal Fair.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Storyteller.m gets +1 Action.m gets +\$1.m loses 12 Coins.m shuffles their deck.m draws 4 Hagglers, a Squire, a Storyteller, a Priest, a Cavalry and 2 Animal Fairs.m plays a Squire.m gets +\$1.m gets +2 Actions.m plays a Priest.m gets +\$2.m trashes a Hovel.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m plays an Animal Fair.m gets +\$4.m gets +2 Buys.m buys an Animal Fair.m trashes a Fortress.m gets +\$2.m puts a Fortress into their hand.m gains a Squire.m topdecks a Squire with Tracker.m gains a Squire.m topdecks a Squire with Tracker.m gains a Squire.m topdecks a Squire with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m gets +\$2.m puts a Fortress into their hand.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains a Fortress.m topdecks a Fortress with Tracker.m gains 4 Priests.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m gets +\$2.m puts a Fortress into their hand.m gains 5 Priests.m gains 2 Pixies.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains an Animal Fair.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Fortress.m draws a Fortress.m gets +2 Actions.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m plays a Storyteller.m gets +1 Action.m gets +\$1.m loses 23 Coins.m shuffles their deck.m draws 8 Fortresses, 3 Squires, a Pixie, 8 Priests and 3 Animal Fairs.m plays a Fortress.m draws a Pixie.m gets +2 Actions.m plays a Fortress.m draws a Priest.m gets +2 Actions.m plays a Squire.m gets +\$1.m gets +2 Actions.m plays a Squire.m gets +\$1.m gets +2 Actions.m plays a Squire.m gets +\$1.m gets +2 Actions.m plays a Fortress.m gets +2 Actions.m plays a Fortress.m gets +2 Actions.m plays a Fortress.m gets +2 Actions.m plays a Fortress.m gets +2 Actions.m plays a Fortress.m gets +2 Actions.m plays a Fortress.m gets +2 Actions.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$2.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$4.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$6.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$8.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$10.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$12.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$14.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$16.m puts a Fortress into their hand.m plays a Priest.m gets +\$2.m trashes a Fortress.m gets +\$18.m puts a Fortress into their hand.m plays an Animal Fair.m gets +\$4.m gets +6 Buys.m plays an Animal Fair.m gets +\$4.m gets +6 Buys.m plays an Animal Fair.m gets +\$4.m gets +6 Buys.m buys a Colony.m gains 7 Storytellers.m gains 3 Pixies.m gains a Colony.m buys a Colony.m gains 5 Pixies.m gains 5 Trackers.m gains a Colony.m buys a Colony.m gains 4 Trackers.m gains 6 Platina.m gains a Colony.m buys a Colony.m gains 6 Platina.m gains 3 Golds.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains a Colony.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m buys an Advance.m trashes a Fortress.m gets +\$20.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays an Animal Fair.m gets +\$4.m gets +11 Buys.m plays an Animal Fair.m gets +\$4.m gets +11 Buys.m plays an Animal Fair.m gets +\$4.m gets +11 Buys.m plays an Animal Fair.m gets +\$4.m gets +11 Buys.m buys an Advance.m trashes a Fortress.m gets +\$20.m puts a Fortress into their hand.m buys an Advance.m trashes a Fortress.m gets +\$20.m puts a Fortress into their hand.m buys an Advance.m trashes a Fortress.m gets +\$20.m puts a Fortress into their hand.m buys a Colony.m gains 10 Golds.m gains a Colony.m buys a Colony.m gains 10 Golds.m gains a Colony.m buys a Colony.m gains 7 Golds.m gains 3 Silvers.m gains a Colony.m buys a Colony.m gains 10 Silvers.m gains a Colony.m topdecks a Colony with Tracker.m buys a Province.m gains 10 Silvers.m gains a Province.m topdecks a Province with Tracker.m buys a Province.m gains 10 Silvers.m gains a Province.m buys a Province.m gains 7 Silvers.m gains 3 Coppers.m gains a Province.m buys a Duchy.m gains 10 Coppers.m gains a Duchy.m topdecks a Duchy with Tracker.m buys an Estate.m gains 10 Coppers.m gains an Estate.m topdecks an Estate with Tracker.m buys a Province.m gains 10 Curses.m topdecks a Curse with Tracker.m gains a Province.m buys a Province.m gains 10 Coppers.m gains a Province.m buys a Province.m gains 10 Coppers.m gains a Province.m buys a Province.m gains 10 Coppers.m gains a Province.m buys a Province.m gains 2 Coppers.m gains a Province.m buys and gains 7 Duchies.m buys and gains 7 Estates.m draws a Curse, an Estate, a Duchy, a Province and a Colony.`
So there it is. Empty the Supply, including Colony/Platinum, with no Black Market, only 2 landscapes, and no shuffle luck at all, in 1 turn.

3
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: June 03, 2020, 12:40:47 pm »
The above is incorrect - I was missing a Cavalry in the first part, and we could draw yyyH instead of syyH. This means we need another Cavalry buy to guarantee the Squire is in hand. I think we can fix this by getting some Horses along the way (in a luck free way).

4
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: June 02, 2020, 04:31:26 pm »
This can almost certainly be made more efficient, but...

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`Game #46946341, unrated.m starts with a Goat and a Pouch.m starts with 5 Coppers.m starts with a Hovel, a Necropolis and an Overgrown Estate.m shuffles their deck.m draws 3 Coppers, a Hovel and a Necropolis.Turn 1 - mithm buys an Alms.m gains a Cavalry.m draws a Copper and a Pouch.m gets +1 Buy.m buys an Advance.m trashes a Necropolis.m gains a Cavalry.m draws an Overgrown Estate and a Goat.m gets +1 Buy.m plays 4 Coppers. (+\$4)m plays a Pouch. (+\$1)m gets +1 Buy.m plays a Goat. (+\$1)m trashes an Overgrown Estate.m draws a Copper.m plays a Copper. (+\$1)m buys and gains a Squire.m buys and gains a Cavalry.m shuffles their deck.m draws a Squire and a Cavalry.m gets +1 Buy.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Advance.m trashes a Cavalry.m gains a Cavalry.m draws 2 Cavalries.m gets +1 Buy.m buys and gains a Squire.m buys an Advance.m trashes a Cavalry.m gains a Fortress.m buys an Advance.m trashes a Cavalry.m gains a Cavalry.m shuffles their deck.m draws a Fortress and a Cavalry.m gets +1 Buy.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m draws a Squire and a Cavalry.m gets +1 Buy.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Squire.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m shuffles their deck.m draws a Haggler and a Cavalry.m gets +1 Buy.m plays a Haggler.m gets +\$2.m buys a Villa.m gains a Tracker.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Cavalry.m gains 2 Horses.m plays a Cavalry.m gains 2 Horses.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m draws a Squire and a Cavalry.m gets +1 Buy.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Squire.m gets +\$1.m gets +2 Buys.m plays a Cavalry.m gains 2 Horses.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a City.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Squire.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m shuffles their deck.m draws a Squire and a Horse.m gets +1 Buy.m gains an Animal Fair.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Cavalry.m gains 2 Horses.m plays a Horse.m draws a Tracker and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws a Cavalry and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws an Animal Fair and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Squire.m gets +\$1.m gets +2 Buys.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Tracker.m gets +\$1.m takes The Moon's Gift.m receives The Moon's Gift.m looks at an Animal Fair and 2 Horses.m looks at an Animal Fair and 2 Horses.m topdecks a Horse.m discards The Moon's Gift.m buys a King's Court.m gains a City.m topdecks a City with Tracker.m gains a King's Court.m topdecks a King's Court with Tracker.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a City.m topdecks a City with Tracker.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Cavalry.m draws a City and a King's Court.m gets +1 Buy.m gains an Animal Fair.m plays a Horse.m draws a City and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws an Animal Fair and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws a Cavalry and a Horse.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m shuffles their deck.m draws a City and a Cavalry.m gets +1 Action.m returns a Horse to the Horse pile.m plays a King's Court.m plays an Animal Fair.m gets +\$4.m gets +1 Buy.m plays an Animal Fair again.m gets +\$4.m gets +1 Buy.m plays an Animal Fair a third time.m gets +\$4.m gets +1 Buy.m buys a King's Court.m gains a City.m topdecks a City with Tracker.m gains a King's Court.m topdecks a King's Court with Tracker.m buys a Haggler.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains a Haggler.m topdecks a Haggler with Tracker.m plays a City.m draws a Haggler.m gets +2 Actions.m draws a King's Court.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Haggler.m gets +\$2.m plays an Animal Fair.m gets +\$4.m gets +1 Buy.m buys a King's Court.m gains a City.m topdecks a City with Tracker.m gains a City.m topdecks a City with Tracker.m gains a King's Court.m topdecks a King's Court with Tracker.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a City.m topdecks a City with Tracker.m gains a City.m topdecks a City with Tracker.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a City.m topdecks a City with Tracker.m gains a City.m topdecks a City with Tracker.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Haggler.m topdecks a Haggler with Tracker.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains an Animal Fair.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a City.m draws a Haggler.m gets +2 Actions.m draws a City.m gets +1 Buy.m gets +\$1.m plays a City.m draws a City.m gets +2 Actions.m draws a City.m gets +1 Buy.m gets +\$1.m plays a City.m draws a City.m gets +2 Actions.m draws a King's Court.m gets +1 Buy.m gets +\$1.m plays a King's Court.m plays a King's Court.m plays a City.m draws a City.m gets +2 Actions.m draws a City.m gets +1 Buy.m gets +\$1.m plays a City again.m draws a City.m gets +2 Actions.m draws an Animal Fair.m gets +1 Buy.m gets +\$1.m plays a City a third time.m draws an Animal Fair.m gets +2 Actions.m draws a Horse.m gets +1 Buy.m gets +\$1.m plays a King's Court again.m plays an Animal Fair.m gets +\$4.m gets +2 Buys.m plays an Animal Fair again.m gets +\$4.m gets +2 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +2 Buys.m plays a King's Court a third time.m plays an Animal Fair.m gets +\$4.m gets +2 Buys.m plays an Animal Fair again.m gets +\$4.m gets +2 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +2 Buys.m plays a Haggler.m gets +\$2.m buys a King's Court.m gains 3 Hagglers.m gains a King's Court.m topdecks a King's Court with Tracker.m buys a King's Court.m gains 3 Hagglers.m gains a King's Court.m topdecks a King's Court with Tracker.m buys a King's Court.m gains a Haggler.m gains 2 Fortresses.m gains a King's Court.m topdecks a King's Court with Tracker.m buys a King's Court.m gains 3 Fortresses.m gains a King's Court.m topdecks a King's Court with Tracker.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains 3 Fortresses.m gains an Animal Fair.m buys an Animal Fair.m trashes a Fortress.m puts a Fortress into their hand.m gains a Fortress.m gains 2 Pixies.m gains an Animal Fair.m buys an Advance.m trashes a Fortress.m puts a Fortress into their hand.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Cavalry.m gains a Horse.m topdecks a Horse with Tracker.m gains a Horse.m topdecks a Horse with Tracker.m plays a Cavalry.m gains a Horse.m topdecks a Horse with Tracker.m gains a Horse.m topdecks a Horse with Tracker.m plays a Cavalry.m gains a Horse.m topdecks a Horse with Tracker.m gains a Horse.m topdecks a Horse with Tracker.m plays a Horse.m draws 2 Horses.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws 2 Horses.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws 2 Horses.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws 2 King's Courts.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Horse.m draws 2 King's Courts.m gets +1 Action.m returns a Horse to the Horse pile.m plays a King's Court.m plays a King's Court.m plays a King's Court.m plays a King's Court.m plays a City.m draws an Animal Fair.m gets +2 Actions.m shuffles their deck.m draws a Haggler.m gets +1 Buy.m gets +\$1.m plays a City again.m draws a Fortress.m gets +2 Actions.m draws a Fortress.m gets +1 Buy.m gets +\$1.m plays a City a third time.m draws a Haggler.m gets +2 Actions.m draws a Pixie.m gets +1 Buy.m gets +\$1.m plays a King's Court again.m plays a City.m draws a Haggler.m gets +2 Actions.m draws a Pixie.m gets +1 Buy.m gets +\$1.m plays a City again.m draws a Fortress.m gets +2 Actions.m draws a Fortress.m gets +1 Buy.m gets +\$1.m plays a City a third time.m draws an Animal Fair.m gets +2 Actions.m draws a Haggler.m gets +1 Buy.m gets +\$1.m plays a King's Court a third time.m plays a City.m draws a Haggler.m gets +2 Actions.m draws an Animal Fair.m gets +1 Buy.m gets +\$1.m plays a City again.m draws a Fortress.m gets +2 Actions.m draws an Animal Fair.m gets +1 Buy.m gets +\$1.m plays a City a third time.m draws a Haggler.m gets +2 Actions.m draws a Fortress.m gets +1 Buy.m gets +\$1.m plays a King's Court again.m plays a City.m draws a Haggler.m gets +2 Actions.m draws an Animal Fair.m gets +1 Buy.m gets +\$1.m plays a City again.m draws a Fortress.m gets +2 Actions.m draws an Animal Fair.m gets +1 Buy.m gets +\$1.m plays a City a third time.m draws a Fortress.m gets +2 Actions.m draws a Fortress.m gets +1 Buy.m gets +\$1.m plays a King's Court a third time.m plays an Animal Fair.m gets +\$4.m gets +5 Buys.m plays an Animal Fair again.m gets +\$4.m gets +5 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +5 Buys.m plays a King's Court again.m plays an Animal Fair.m gets +\$4.m gets +5 Buys.m plays an Animal Fair again.m gets +\$4.m gets +5 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +5 Buys.m plays a King's Court a third time.m plays an Animal Fair.m gets +\$4.m gets +5 Buys.m plays an Animal Fair again.m gets +\$4.m gets +5 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +5 Buys.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m plays a Haggler.m gets +\$2.m buys a King's Court.m gains 8 Pixies.m gains a King's Court.m topdecks a King's Court with Tracker.m buys a King's Court.m gains 6 Squires.m gains 2 Trackers.m gains a King's Court.m topdecks a King's Court with Tracker.m buys a King's Court.m gains 7 Trackers.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains a King's Court.m topdecks a King's Court with Tracker.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m plays a Pixie.m draws a King's Court.m gets +1 Action.m takes The Earth's Gift.m discards The Earth's Gift.m plays a Pixie.m draws a King's Court.m gets +1 Action.m takes The Sea's Gift.m discards The Sea's Gift.m plays a Horse.m shuffles their deck.m draws a King's Court and a Squire.m gets +1 Action.m returns a Horse to the Horse pile.m plays a King's Court.m plays a King's Court.m plays a King's Court.m plays an Animal Fair.m gets +\$4.m gets +9 Buys.m plays an Animal Fair again.m gets +\$4.m gets +9 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +9 Buys.m plays a King's Court again.m plays an Animal Fair.m gets +\$4.m gets +9 Buys.m plays an Animal Fair again.m gets +\$4.m gets +9 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +9 Buys.m plays a King's Court a third time.m plays an Animal Fair.m gets +\$4.m gets +9 Buys.m plays an Animal Fair again.m gets +\$4.m gets +9 Buys.m plays an Animal Fair a third time.m gets +\$4.m gets +9 Buys.m plays a King's Court again.m plays a City.m draws a Tracker.m gets +2 Actions.m draws a Squire.m gets +1 Buy.m gets +\$1.m plays a City again.m draws a Pixie.m gets +2 Actions.m draws a Pixie.m gets +1 Buy.m gets +\$1.m plays a City a third time.m draws a Tracker.m gets +2 Actions.m draws a Tracker.m gets +1 Buy.m gets +\$1.m plays a King's Court a third time.m plays a Haggler.m gets +\$2.m plays a Haggler again.m gets +\$2.m plays a Haggler a third time.m gets +\$2.m plays a Haggler.m gets +\$2.m plays a Horse.m draws 2 Trackers.m gets +1 Action.m returns a Horse to the Horse pile.m plays a Fortress.m draws a Pixie.m gets +2 Actions.m plays a Fortress.m draws a Tracker.m gets +2 Actions.m plays a Fortress.m draws a Pixie.m gets +2 Actions.m plays a Fortress.m draws a Pixie.m gets +2 Actions.m plays a Fortress.m draws a Pixie.m gets +2 Actions.m plays a Fortress.m draws a Squire.m gets +2 Actions.m plays a Fortress.m draws a Pixie.m gets +2 Actions.m plays a Fortress.m draws a Tracker.m gets +2 Actions.m plays a Fortress.m draws a Tracker.m gets +2 Actions.m plays a Squire.m gets +\$1.m gains a Silver.m plays a Squire.m gets +\$1.m gains a Silver.m plays a Squire.m gets +\$1.m gains a Silver.m plays a Pixie.m draws a Squire.m gets +1 Action.m takes The Swamp's Gift.m discards The Swamp's Gift.m plays a Pixie.m draws a Pixie.m gets +1 Action.m takes The River's Gift.m discards The River's Gift.m plays a Pixie.m draws a Squire.m gets +1 Action.m takes The Mountain's Gift.m trashes a Pixie.m gains 2 Silvers.m discards The Mountain's Gift.m plays a Pixie.m draws a Squire.m gets +1 Action.m takes The Field's Gift.m trashes a Pixie.m gets +1 Action.m gets +\$1.m gets +1 Action.m gets +\$1.m plays a Pixie.m draws a Tracker.m gets +1 Action.m takes The Flame's Gift.m trashes a Pixie.m trashes a Fortress and a Hovel.m puts a Fortress into their hand.m discards The Flame's Gift.m plays a Pixie.m shuffles their deck.m draws a Silver.m gets +1 Action.m takes The Forest's Gift.m trashes a Pixie.m gets +1 Buy.m gets +\$1.m gets +1 Buy.m gets +\$1.m plays a Pixie.m draws a Silver.m gets +1 Action.m takes The Sky's Gift.m discards The Sky's Gift.m plays a Pixie.m draws a Silver.m gets +1 Action.m takes The Sun's Gift.m discards The Sun's Gift.m plays a Squire.m gets +\$1.m gains a Silver.m plays a Squire.m gets +\$1.m gains a Silver.m plays a Squire.m gets +\$1.m gains a Silver.m plays a Fortress.m draws a Silver.m gets +2 Actions.m plays a Tracker.m gets +\$1.m takes The Wind's Gift.m receives The Wind's Gift.m shuffles their deck.m draws 2 Silvers.m discards 2 Silvers.m discards The Wind's Gift.m plays a Tracker.m gets +\$1.m takes The River's Gift.m receives The River's Gift.m plays a Tracker.m gets +\$1.m takes The Mountain's Gift.m receives The Mountain's Gift.m gains a Silver.m discards The Mountain's Gift.m plays a Tracker.m gets +\$1.m takes The Earth's Gift.m receives The Earth's Gift.m discards The Earth's Gift.m plays a Tracker.m gets +\$1.m takes The Sky's Gift.m receives The Sky's Gift.m fails to discard for The Sky's Giftm discards The Sky's Gift.m plays a Tracker.m gets +\$1.m takes The Moon's Gift.m receives The Moon's Gift.m looks at 3 Silvers.m discards The Moon's Gift.m plays a Tracker.m gets +\$1.m takes The Wind's Gift.m receives The Wind's Gift.m draws 2 Silvers.m discards 2 Trackers.m discards The Wind's Gift.m plays 6 Silvers. (+\$12)m buys a Province.m gains 10 Golds.m gains a Province.m topdecks a Province with Tracker.Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).m buys a Province.m gains 10 Golds.m gains a Province.m topdecks a Province with Tracker.Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).m buys a Province.m gains 10 Golds.m gains a Province.m topdecks a Province with Tracker.Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).m buys a Province.m gains 10 Silvers.m gains a Province.m topdecks a Province with Tracker.Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).m buys a Province.m gains 10 Silvers.m gains a Province.m topdecks a Province with Tracker.Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).Tracker can no longer move Province (it already moved).m buys a Province.m gains 10 Silvers.m gains a Province.m buys a Province.m gains a Silver.m gains 9 Coppers.m gains a Province.m buys a Province.m gains 10 Coppers.m gains a Province.m buys a Duchy.m gains 10 Coppers.m gains a Duchy.m buys a Duchy.m gains 10 Coppers.m gains a Duchy.m buys a Duchy.m gains 10 Coppers.m gains a Duchy.m buys a Duchy.m gains 6 Coppers.m gains 4 Curses.m gains a Duchy.m buys a Duchy.m gains 6 Curses.m gains a Villa.m puts a Villa into their hand.Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).Tracker can no longer move Villa (it already moved).m gets +1 Action.m gains a Duchy.m plays a Villa.m gets +2 Actions.m gets +1 Buy.m gets +\$1.m buys and gains 3 Duchies.m buys and gains 8 Estates.m discards The Field's Gift.m discards The Forest's Gift.m discards The River's Gift.m shuffles their deck.m draws 5 Provinces and a Squire.`
I may be getting some shuffle luck before the Tracker is in play, so to be absolutely sure this works I'll have to do a worst-case on getting to that point. That said, had a Villa buy to spare. I'm still not convinced King's Court is necessary - it's counterproductive in the sense that we need to buy it rather than gaining it from Haggler. It does produce the money to make up for that, but Priest would work just as well for that as long as we could get the actions, and Animal Fair should still be able to generate enough buys. Just need a good non-terminal draw to go with it.

This is luck free so far:

Play: CCCC
[play: G (trash O)]
Play: CP
[play: G (trash O)]
Hand: yyH
Hand: syyH

--- 6 Cavalry left

Play: s (+2 Buys)
\$2, 3 Buys, 0 Actions
Hand: fyH
\$2, 2 Buys, 0 Actions
Play: v
\$2, 2 Buys, 2 Actions
Hand: fsyyH

--- 4 Cavalry left, 9 Villa left

Play: s (+2 Buys)
\$3, 3 Buys, 1 Action
Hand: fshyyyyH
Play: h
Buy: v (gain t)
\$1, 1 Buy, 0 Actions, 1 Haggler
Play: v, s (+2 Buys)
\$3, 3 Buys, 1 Action, 1 Haggler

--- 2 Cavalry left, 8 Villa left

Reordered a bit from my log, but in basically the same game state other than having already popped a bunch of Cavalry for Horses and started gaining some Animal Fairs; I think we can get the Tracker in hand with Cavalry at this point and then do all the other stuff in the log (with top deck control) without deviating from the end result. In the log, I drew Squire/Horse with my 9th Cavalry and then used Horse to draw the Tracker; if we buy the 9th right now, we're drawing Tracker/Cavalry, but to make up for the draw I think we can just gain an extra Fortress in here somewhere, top deck it with some Horses, and then use our first Fortress to draw Horse and the Horse to draw Fortress/Horse. I'll have to play it out like this at some point and see if I get stuck somewhere unexpected.

5
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: June 02, 2020, 01:02:17 pm »
Ok, I think we can at least get started with Squire, and then transition to Animal Fair?

Hand: XXXXX
Hand: XXXXXXX
Play: CCCC (or equivalent)
[at this point we either have Necropolis in hand, or we have Goat + Overgrown Estate and can draw it]
[now we can play Goat + Overgrown Estate if we haven't already, which gets us to 12 cards total - so we have two Cavalry in hand]
Play: [remaining treasure, which includes Pouch for the extra buy]
Play: s

Now we have 3 buys; we don't have any actions, so we'll need a Villa at some point, and we'll also want to build up our hand with more Cavalry. I'll have to work out the details here, but eventually we can get both a Squire and a Fortress with our extra buys, and can increase our buys by 1 for every Squire (with Villa providing more actions). At some point we may also want to play some of the Cavalry for Horses, so that we don't need to rely on Cavalry gains exclusively to draw.

Since we are limited on buys, we almost certainly want Haggler; the more of these we can get into play, the more piles we can empty as we buy Animal Fair (by trashing Fortress), which equals more buys when we play the Animal Fairs, and then we really only need enough buys for the green cards - ten Hagglers is enough to empty the treasure piles.

Also note that we haven't used Baker or Pooka - we only need \$4, plus the extra buy from Pouch, to get started - plus Watchtower was already unnecessary thanks to Cavalry draw... and we're only spending \$120 on the green cards I don't think we even need Priest. We probably do need King's Court - not so much because of money, but rather limitations on actions and draw. Maybe we can even get around that with something like Recruiter/Council Room?

Anyway... I think this might actually be doable?

6
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: May 31, 2020, 10:33:19 pm »
I think it's at 29/30, if I can math tonight.

Fail cases:
Necropolis and Cursed Gold bottom two = 2/10 * 1/9 = 1/45
Necropolis/Cursed Gold and Goat/Overgrown Estate bottom two, Cursed Gold/Necropolis third from bottom = 4/10 * 2/9 * 1/8 = 1/90
Total = 1/30

That is annoyingly close to not needing any shuffle luck at all. You can do it easily if you have a third event (Alms obviously works; Desperation should as well, probably others). In fact, if you have Alms (and Pouch) you don't need Travelling Fair to get the Fortress in hand. I'm having a hard time seeing how to get past that point with no extra buys.

7
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: May 31, 2020, 06:32:14 pm »
Here's an example where Necropolis is near the bottom:

Code: [Select]
`m gets +1 Coffers.m starts with a Cursed Gold, a Goat and a Pouch.m starts with 4 Coppers.m starts with a Hovel, a Necropolis and an Overgrown Estate.m shuffles their deck.m draws 3 Coppers, a Hovel and an Overgrown Estate.Turn 1 - mithm plays 3 Coppers. (+\$3)m uses 1 Coffers. (+\$1)m buys and gains a Cavalry.m draws a Cursed Gold and a Goat.m gets +1 Buy.m plays a Goat. (+\$1)m trashes an Overgrown Estate.m draws a Copper.m plays a Cursed Gold. (+\$3)m gains a Curse.m plays a Copper. (+\$1)m buys and gains a Cavalry.m draws a Necropolis and a Pouch.m gets +1 Buy.m plays a Pouch. (+\$1)m gets +1 Buy.m buys an Advance.m trashes a Necropolis.m gains a Cavalry.m shuffles their deck.m draws 2 Cavalries.m gets +1 Buy.m buys a Travelling Fair.m gets +2 Buys.m buys an Advance.m trashes a Cavalry.m gains a Fortress.m topdecks a Fortress with Travelling Fair.m buys an Advance.m trashes a Cavalry.m gains a Cavalry.m draws a Fortress and a Cavalry.m gets +1 Buy.`

8
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: May 31, 2020, 05:24:43 pm »
It's actually even better than that! Since all we're really doing with Cavalry is repeatedly drawing the rest of our starting cards, we don't actually need to top deck it as long as we can get to Necropolis and have \$2 left over for Travelling Fair; it doesn't matter if the first Cavalry (or even second!) goes to the discard, because we're drawing the whole deck anyway. For example:

Hand: CCCHO
Play: CCC
Buy: y  (draw UC)
Play: UC
Buy: y (draw CG)
Play: CG (trash O, draw N)
Buy: Travelling Fair, Advance (N -> y, draw yy!), Advance (y -> f), Advance (y -> y, draw yf)

Calculating the probability of a winning starting deck at this point is going to be a bit tricky, but I suspect it's well over 90%.

Actually, I think Pouch may even help in certain cases - with the extra buy for double advance (Fortress then Cavalry), and given that we can already get the earlier Cavalry in hand from discard, we don't need to buy Travelling Fair to get the Fortress, which means we're ok in some cases even if the Goat is on the bottom. I'm going to play around with this in a game to make sure I'm not missing anything. At this point I'm starting to wonder if we can win in any case where Goat/Cursed Gold/Necropolis aren't the bottom three cards (possibly without getting Travelling Fair at all??)

Ok, not quite - just Necropolis and Cursed Gold at the bottom is enough to stop you, since you're only at \$3 with no action in hand after the first Cavalry and the Goat trashing. You also lose if Necropolis, Cursed Gold, and one of Goat/Overgrown Estate are in the bottom three. I think that may be it though?[/edit]

Code: [Select]
`m gets +1 Coffers.m starts with a Cursed Gold, a Goat and a Pouch.m starts with 4 Coppers.m starts with a Hovel, a Necropolis and an Overgrown Estate.m shuffles their deck.m draws 3 Coppers, a Hovel and a Goat.Turn 1 - mithm plays 3 Coppers. (+\$3)m uses 1 Coffers. (+\$1)m buys and gains a Cavalry.m draws a Copper and an Overgrown Estate.m gets +1 Buy.m plays a Copper. (+\$1)m plays a Goat. (+\$1)m trashes an Overgrown Estate.m draws a Pouch.m plays a Pouch. (+\$1)m gets +1 Buy.`

9
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: May 30, 2020, 09:49:45 pm »
Correction; forgot to add in the five copper hand, and you can also improve it further by adding the Goat back in (to trash Overgrown Estate). It's not quite guaranteed, but it's getting very close.

Necropolis: 1/2
No Necropolis, Cursed Gold: 1/2 * 5/9 = 5/14 (7/9 total)
No Necropolis, No Cursed Gold, 5 Copper or Goat + 4 Copper: 2/9 * 3/28 = 1/42 (101/126 total)
Goat + Overgrown Estate + 3 Copper + don't draw Hovel: 5/126 * 4/5 = 2/63 (105/126 total)
Goat + Overgrown Estate + Hovel + 2 Copper + draw Necropolis or Cursed Gold: 5/126 * 2/5 = 1/63 (107/126 total)

Just a hair under 85%.

10
Puzzles and Challenges / Re: Can we still empty the supply on turn 1?
« on: May 29, 2020, 07:34:20 pm »
Post-Renaissance, majiponi pointed out that Priest could already be used to get rid of the loop; I improved on it to get the starting hand probability to 5/63 (about 8%), vs. 1/252 for the original solution with the Overlord shenanigans.

http://forum.dominionstrategy.com/index.php?topic=17800.msg771897#msg771897

Populate looks like some crazy fun waiting to happen though. I'm curious if we can do even better on the shuffle luck now that Menagerie is available.

One immediate thing is that you can use Cavalry in place of Doctor to get the Fortress in hand... and I think you can get rid of Necropolis and Pouch too?

U = Cursed Gold
y = Cavalry
f = Fortress
Hand = UCC?? (or CCCCC)

Play UCC?? (or CCCCC)
Spend Coffers
Buy: Traveling Fair, y (top deck, then draw)
Hand: y??
Repeat:
Buy: Advance (trash y -> y, top deck, then draw)
until you have CCCC (or UC) in hand
Play: CCCC (or UC)
Buy: f, y (top deck both, then draw)
Hand: fy[EEE]
And now Advance Fortress into Villa like before and go cwazy.

In fact, Necropolis makes it even easier to set up (you can do it with \$2 now - Travelling Fair, then Advance the Necropolis for the Cavalry, top deck and draw), so if both shelters and Cursed Gold are available the starting hand probability is 7/9! (Either you have Necropolis, or you don't but do have Cursed Gold, in which case you also have at least 2 Copper since you can't have all three shelters.)

11
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 11, 2018, 11:50:28 am »
I think we can do better as far as probability:

Travelling Fair before Fortress, then either War or Locusts to get it to hand (1/6).
Gain Villa a couple extra times to afford ppfVv. The second hex can’t be Bad Omens or Famine (9/11).
Play v, f, V, p (f), p (f), and you’re set.

12
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 10, 2018, 03:38:34 pm »
Just realized that the starting hand chances are actually even better if Baker is used, since you only need one Copper to get going (we have plenty of Villas to spare, it's just that initial \$6 and 2 Buys or \$8 and 1 Buy that we need). Up to 5/63 (a bit less than 8%).

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

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

(This is assuming player 2 isn't trying to stop us; with enough \$ and Necropolis, player 2 can burn a few Villas. Though we don't need nearly as many if we already have Fortress in hand.)

13
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 09, 2018, 05:34:02 pm »
Game doesn't seem to want to load...

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

I'm sure this could be optimized for speed. Baker is not necessary at all, it just saves a Villa in setup. Buys are the limiting factor, so anything to add Buys or gain cards more quickly in another way would help.

14
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 09, 2018, 05:31:17 pm »

15
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 09, 2018, 04:30:52 pm »
Removed Pixie and Lurker, added Doctor and Baker. Really, this setup could have been used pre-Renaissance, but requiring Doctor and Baker limited our options for looping or exploding.

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

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

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

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

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

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

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

That starting hand is much more manageable than the exact 5 cards previously needed - 5/126, I believe, 10 times more likely. Now to actually play it.

16
Puzzles and Challenges / Re: Empty the Supply in 1 Turn (Now with Priest!)
« on: November 09, 2018, 03:43:43 pm »
Since we have a couple extra slots, I'll note that you can speed this up by one Villa by adding Baker.

Since this is so fast to set up, it may be possible to use a slower setup method to get rid of (some of) the heirlooms, as well.

17
Puzzles and Challenges / Re: Empty the Supply in 1 Turn
« on: November 09, 2018, 12:45:18 pm »
Ooh, very nice. I was looking for cards to help speed up the initial setup (getting Fortress into hand) but totally overlooked Priest for generating coin. Using Advance/Fortress for the loop itself is excellent (and much quicker to play)!

18
Dominion General Discussion / Re: Recommended Kingdoms
« on: November 07, 2018, 06:11:41 pm »
Was about to post the first 19 it found, and it got a 20 as I was writing it up:

Underlings   Intrigue   Base   Baron   Cellar   Festival   Library   Masquerade   Minion   Nobles   Pawn   Steward   Witch
Gambits   Hinterlands   Hinterlands   Cartographer   Crossroads   Embassy   Inn   Jack of all Trades   Mandarin   Nomad Camp   Oasis   Oracle   Tunnel
Instant Gratification   Hinterlands   Prosperity   Bishop   Expand   Hoard   Mint   Watchtower   Farmland   Haggler   Ill-Gotten Gains   Noble Brigand   Trader
Grim Parade   Dark Ages   Dark Ages   Armory   Band of Misfits   Catacombs   Cultist   Forager   Fortress   Hunting Grounds   Knights   Market Square   Procession
Chess With Death   Dark Ages   Dark Ages   Bandit Camp   Graverobber   Junk Dealer   Mystic   Pillage   Rats   Sage   Scavenger   Storeroom   Vagrant
Invasion   Dark Ages   Intrigue   Diplomat   Harem   Swindler   Torturer   Upgrade   Beggar   Marauder   Rogue   Squire   Urchin
Gentle Intro   Adventures   Adventures   Amulet   Distant Lands   Dungeon   Duplicate   Giant   Hireling   Port   Ranger   Ratcatcher   Treasure Trove      Scouting Party
Expert Intro   Adventures   Adventures   Caravan Guard   Coin of the Realm   Haunted Woods   Lost City   Magpie   Peasant   Raze   Swamp Hag   Transmogrify   Wine Merchant      Mission   Plan
King of the Sea   Empires   Seaside   Archive   Farmers' Market   Overlord   Temple   Wild Hunt   Explorer   Haven   Native Village   Pirate Ship   Sea Hag      Delve   Fountain
Big Time   Empires   Prosperity   Capital   Gladiator/Fortune   Patrician/Emporium   Royal Blacksmith   Villa   Bank   Forge   Grand Market   Loan   Royal Seal      Dominate   Obelisk
Silver & Gold   Base   Base   Bandit   Bureaucrat   Chapel   Harbinger   Laboratory   Merchant   Mine   Moneylender   Throne Room   Vassal
Grand Scheme   Intrigue   Base   Bridge   Mill   Mining Village   Patrol   Shanty Town   Artisan   Council Room   Market   Militia   Workshop
Dusk   Nocturne   Nocturne   Blessed Village   Cobbler   Den of Sin   Faithful Hound   Fool   Monastery   Night Watchman   Shepherd   Tormentor   Tragic Hero
Midnight   Nocturne   Nocturne   Conclave   Crypt   Cursed Village   Devil's Workshop   Druid   Exorcist   Leprechaun   Pooka   Raider   Secret Cave
Collector   Guilds/Cornucopia   Seaside   Fairgrounds   Farming Village   Fortune Teller   Harvest   Hunting Party   Embargo   Fishing Village   Merchant Ship   Navigator   Smugglers
Collider   Guilds/Cornucopia   Seaside   Menagerie   Horn of Plenty   Horse Traders   Jester   Tournament   Lighthouse   Salvager   Treasure Map   Treasury   Warehouse
Illuminati   Guilds/Cornucopia   Alchemy   Butcher   Herald   Masterpiece   Merchant Guild   Stonemason   Apprentice   Golem   Philosopher's Stone   Scrying Pool   University
Tonics & Toxins   Guilds/Cornucopia   Alchemy   Baker   Candlestick Maker   Doctor   Plaza   Soothsayer   Alchemist   Familiar   Herbalist   Transmute   Vineyard
Overture   Renaissance   Renaissance   Acting Troupe   Experiment   Flag Bearer   Hideout   Improve   Inventor   Lackeys   Old Witch   Seer   Treasurer      Fair
Prelude   Renaissance   Renaissance   Border Guard   Cargo Ship   Ducat   Mountain Village   Priest   Recruiter   Sculptor   Silk Merchant   Swashbuckler   Villain      Citadel   Star Chart

Makes good use of the new Guilds/Cornucopia sets, with Seaside paired with Cornucopia twice and Alchemy paired with Guilds twice. "Only" 10 single set kingdoms.

Down to 9 single set kingdoms:

Underlings   Intrigue   Base   Courtier   Diplomat   Minion   Nobles   Pawn   Cellar   Festival   Library   Sentry   Vassal
Big Actions   Prosperity   Prosperity   City   Expand   Grand Market   King's Court   Loan   Mint   Quarry   Rabble   Talisman   Vault
The Duke's Ball   Hinterlands   Intrigue   Conspirator   Duke   Harem   Masquerade   Upgrade   Duchess   Haggler   Inn   Noble Brigand   Scheme
Travelers   Hinterlands   Seaside   Cutpurse   Island   Lookout   Merchant Ship   Warehouse   Cartographer   Crossroads   Farmland   Silk Road   Stables
Treasure Trove   Hinterlands   Prosperity   Bank   Monument   Royal Seal   Trade Route   Venture   Cache   Develop   Fool's Gold   Ill-Gotten Gains   Mandarin
Grim Parade   Dark Ages   Dark Ages   Armory   Band of Misfits   Catacombs   Cultist   Forager   Fortress   Hunting Grounds   Knights   Market Square   Procession
Watery Graves   Dark Ages   Seaside   Count   Graverobber   Hermit   Scavenger   Urchin   Native Village   Pirate Ship   Salvager   Treasure Map   Treasury
To the Victor   Dark Ages   Guilds/Cornucopia   Bandit Camp   Counterfeit   Death Cart   Marauder   Pillage   Sage   Harvest   Hunting Party   Remake   Tournament
Expert Intro   Adventures   Adventures   Caravan Guard   Coin of the Realm   Haunted Woods   Lost City   Magpie   Peasant   Raze   Swamp Hag   Transmogrify   Wine Merchant      Mission   Plan
Son of Size Distortion   Adventures   Base   Bandit   Bureaucrat   Gardens   Moneylender   Witch   Amulet   Duplicate   Giant   Messenger   Treasure Trove      Bonfire   Raid
The Hero's Return   Adventures   Guilds/Cornucopia   Artificer   Miser   Page   Ranger   Relic   Fairgrounds   Farming Village   Horse Traders   Jester   Menagerie      Travelling Fair
Basic Intro   Empires   Empires   Castles   Chariot Race   City Quarter   Engineer   Farmers' Market   Forum   Legionary   Patrician/Emporium   Sacrifice   Villa      Wedding   Tower
Advanced Intro   Empires   Empires   Archive   Capital   Catapult/Rocks   Crown   Enchantress   Gladiator/Fortune   Groundskeeper   Royal Blacksmith   Settlers/Bustling Village   Temple      Arena   Triumphal Arch
Grand Scheme   Intrigue   Base   Bridge   Mill   Mining Village   Patrol   Shanty Town   Artisan   Council Room   Market   Militia   Workshop
Dusk   Nocturne   Nocturne   Blessed Village   Cobbler   Den of Sin   Faithful Hound   Fool   Monastery   Night Watchman   Shepherd   Tormentor   Tragic Hero
Midnight   Nocturne   Nocturne   Conclave   Crypt   Cursed Village   Devil's Workshop   Druid   Exorcist   Leprechaun   Pooka   Raider   Secret Cave
Illuminati   Guilds/Cornucopia   Alchemy   Butcher   Herald   Masterpiece   Merchant Guild   Stonemason   Apprentice   Golem   Philosopher's Stone   Scrying Pool   University
Tonics & Toxins   Guilds/Cornucopia   Alchemy   Baker   Candlestick Maker   Doctor   Plaza   Soothsayer   Alchemist   Familiar   Herbalist   Transmute   Vineyard
Overture   Renaissance   Renaissance   Acting Troupe   Experiment   Flag Bearer   Hideout   Improve   Inventor   Lackeys   Old Witch   Seer   Treasurer      Fair
Prelude   Renaissance   Renaissance   Border Guard   Cargo Ship   Ducat   Mountain Village   Priest   Recruiter   Sculptor   Silk Merchant   Swashbuckler   Villain      Citadel   Star Chart

This also has an extra pair of card-shaped things, and is the only solution with 12, so far. Other solutions have an extra kingdom card, though (using Wine & Dine, which has a Herbalist bane).

Interestingly, all of the solutions so far include a pair of the new Guilds/Cornucopia + Alchemy sets; 6 of the 9 use the Guilds ones, while the other 3 use the Cornucopia ones. The Cornucopia pair includes every Alchemy card except for Possession.

Script is nowhere near done; I have the kingdoms ordered by a least-overlap metric, and the first thread is still checking combinations with kingdoms 1, 2, 7, 8 (Dark Ages, Nocturne, Nocturne, and Dark Ages single set kingdoms); 3-6 are all Nocturne kingdoms which overlap with 2. The second thread skipped set 1, and is still also on 2, 7, 8, though it is now on its second fourth set (20 - Big Actions - and now 23). The third thread started with 3, 4, and hasn't found a 20-kingdom solution yet.; at the rate it is going, it may finish checking the rest of the combinations before the first thread exhausts set 1; starting with two multi-set kingdoms seems to be messier in terms of eliminating other kingdoms more quickly, so fewer combinations to check.

19
Dominion General Discussion / Re: Recommended Kingdoms
« on: November 07, 2018, 05:38:10 pm »
Almost immediately found an 18 when I added in the single-set kingdoms (and over a dozen more very similar ones):

Shipwrecks   Seaside   Seaside   Ghost Ship   Merchant Ship   Native Village   Navigator   Pearl Diver   Salvager   Sea Hag   Smugglers   Treasury   Warehouse
Servants   Alchemy   Intrigue   Conspirator   Mill   Minion   Pawn   Steward   Golem   Possession   Scrying Pool   Transmute   Vineyard
Big Actions   Prosperity   Prosperity   City   Expand   Grand Market   King's Court   Loan   Mint   Quarry   Rabble   Talisman   Vault
Bounty of the Hunt   Guilds/Cornucopia   Base   Cellar   Festival   Militia   Moneylender   Smithy   Harvest   Horn of Plenty   Hunting Party   Menagerie   Tournament
The Jester's Workshop   Guilds/Cornucopia   Base   Artisan   Laboratory   Market   Remodel   Workshop   Fairgrounds   Farming Village   Horse Traders   Jester   Young Witch   Merchant
Gambits   Hinterlands   Hinterlands   Cartographer   Crossroads   Embassy   Inn   Jack of all Trades   Mandarin   Nomad Camp   Oasis   Oracle   Tunnel
Grim Parade   Dark Ages   Dark Ages   Armory   Band of Misfits   Catacombs   Cultist   Forager   Fortress   Hunting Grounds   Knights   Market Square   Procession
Chess With Death   Dark Ages   Dark Ages   Bandit Camp   Graverobber   Junk Dealer   Mystic   Pillage   Rats   Sage   Scavenger   Storeroom   Vagrant
Invasion   Dark Ages   Intrigue   Diplomat   Harem   Swindler   Torturer   Upgrade   Beggar   Marauder   Rogue   Squire   Urchin
Traders and Raiders   Adventures   Hinterlands   Haunted Woods   Lost City   Page   Port   Wine Merchant   Develop   Farmland   Haggler   Spice Merchant   Trader      Raid
Spendthrift   Adventures   Guilds/Cornucopia   Artificer   Gear   Magpie   Miser   Storyteller   Doctor   Masterpiece   Merchant Guild   Soothsayer   Stonemason      Lost Arts
Queen of Tan   Adventures   Guilds/Cornucopia   Coin of the Realm   Duplicate   Guide   Ratcatcher   Royal Carriage   Advisor   Butcher   Candlestick Maker   Herald   Journeyman      Pathfinding   Save
Basic Intro   Empires   Empires   Castles   Chariot Race   City Quarter   Engineer   Farmers' Market   Forum   Legionary   Patrician/Emporium   Sacrifice   Villa      Wedding   Tower
Advanced Intro   Empires   Empires   Archive   Capital   Catapult/Rocks   Crown   Enchantress   Gladiator/Fortune   Groundskeeper   Royal Blacksmith   Settlers/Bustling Village   Temple      Arena   Triumphal Arch
Dusk   Nocturne   Nocturne   Blessed Village   Cobbler   Den of Sin   Faithful Hound   Fool   Monastery   Night Watchman   Shepherd   Tormentor   Tragic Hero
Midnight   Nocturne   Nocturne   Conclave   Crypt   Cursed Village   Devil's Workshop   Druid   Exorcist   Leprechaun   Pooka   Raider   Secret Cave
Overture   Renaissance   Renaissance   Acting Troupe   Experiment   Flag Bearer   Hideout   Improve   Inventor   Lackeys   Old Witch   Seer   Treasurer      Fair
Prelude   Renaissance   Renaissance   Border Guard   Cargo Ship   Ducat   Mountain Village   Priest   Recruiter   Sculptor   Silk Merchant   Swashbuckler   Villain      Citadel   Star Chart

That includes 11 single set kingdoms, with the recent trend of having a pair with no overlap for each new expansion.

And it analyzing this, I just realized that my data set is missing the new Guilds/Cornucopia kingdoms. At a minimum, this gets us to 19 by replacing the three Adventures sets with the Adventures single sets and the Guilds/Cornucopia "single sets". Might put 20 in reach, too.

20
Dominion General Discussion / Re: Recommended Kingdoms
« on: November 06, 2018, 08:53:44 pm »
New set, new recommended kingdoms... After forgetting to run this last year, I've updated my spreadsheet and script, and have a 17:

The King's Army   Prosperity   Base   Bureaucrat   Council Room   Merchant   Moat   Village   Expand   Goons   King's Court   Rabble   Vault
Highway Robbery   Hinterlands   Base   Cellar   Library   Moneylender   Throne Room   Workshop   Highway   Inn   Margrave   Noble Brigand   Oasis
Adventures Abroad   Hinterlands   Base   Festival   Laboratory   Remodel   Sentry   Vassal   Crossroads   Farmland   Fool's Gold   Oracle   Spice Merchant
Money for Nothing   Hinterlands   Intrigue   Replace   Patrol   Pawn   Shanty Town   Torturer   Cache   Cartographer   Jack of all Trades   Silk Road   Tunnel
Peasants   Dark Ages   Seaside   Death Cart   Feodum   Poor House   Urchin   Vagrant   Fishing Village   Haven   Island   Lookout   Warehouse
Lamentations   Dark Ages   Alchemy   Beggar   Catacombs   Counterfeit   Forager   Ironmonger   Pillage   Apothecary   Golem   Herbalist   University
Honor Among Thieves   Dark Ages   Prosperity   Bandit Camp   Procession   Rebuild   Rogue   Squire   Forge   Hoard   Peddler   Quarry   Watchtower
Dark Carnival   Dark Ages   Guilds/Cornucopia   Band of Misfits   Cultist   Fortress   Hermit   Junk Dealer   Knights   Fairgrounds   Hamlet   Horn of Plenty   Menagerie
Spendthrift   Adventures   Guilds/Cornucopia   Artificer   Gear   Magpie   Miser   Storyteller   Doctor   Masterpiece   Merchant Guild   Soothsayer   Stonemason      Lost Arts
Queen of Tan   Adventures   Guilds/Cornucopia   Coin of the Realm   Duplicate   Guide   Ratcatcher   Royal Carriage   Advisor   Butcher   Candlestick Maker   Herald   Journeyman      Pathfinding   Save
Simple Plans   Empires   Hinterlands   Catapult/Rocks   Forum   Patrician/Emporium   Temple   Villa   Border Village   Develop   Haggler   Ill-Gotten Gains   Stables      Donate   Labyrinth
Shadowy Figures   Nocturne   Intrigue   Cobbler   Conclave   Faithful Hound   Shepherd   Tragic Hero   Bridge   Conspirator   Mill   Nobles   Secret Passage
Impending Doom   Nocturne   Intrigue   Leprechaun   Monastery   Necromancer   Tormentor   Werewolf   Courtier   Lurker   Mining Village   Swindler   Upgrade
Nightmare Fuel   Nocturne   Alchemy   Bard   Blessed Village   Cemetery   Sacred Grove   Skulk   Tracker   Alchemist   Apprentice   Transmute   Vineyard
Treasures of the Night   Nocturne   Prosperity   Crypt   Guardian   Night Watchman   Raider   Vampire   Bank   Contraband   Loan   Royal Seal   Venture
Digging for Treasure   Renaissance   Seaside   Border Guard   Flag Bearer   Inventor   Sculptor   Swashbuckler   Caravan   Native Village   Salvager   Tactician   Treasure Map      Crop Rotation   Silos
Progress   Renaissance   Adventures   Experiment   Improve   Recruiter   Seer   Silk Merchant   Hireling   Ranger   Raze   Swamp Hag   Transmogrify      Piazza   Training

This solution only has Empires once, so I really wouldn't be surprised if there's an 18, even with the limited multi-set-kingdoms-only data set I'm running it on right now. Still pretty early in this run of the script.

As usual, my script really likes the Adventures/Guilds sets...

21
Weekly Design Contest / Re: Weekly Design Contest Thread
« on: September 28, 2018, 03:18:43 pm »
Supervisor
Type: Action
Cost: \$5
+1 Card
+1 Villager
+\$1
--------
Setup: Each player gets +1 Villager

(This seems obvious, and I'd be a little surprised if that setup doesn't appear on an actual card.)

22
Puzzles and Challenges / Re: Empty the Supply in 1 Turn
« on: September 28, 2018, 12:37:20 pm »
I haven't seen anything in the Renaissance previews that helps here, though of course I may be missing something. (Scholar can probably be used in place of Library, but without much/any benefit.)

I had at first thought Innovation, maybe, stack the deck with your loop cards and then buy Innovation and a draw card. But it's first time in your turn, not first time after you buy the project.

23
Puzzles and Challenges / Re: Most money from 5-card hand?
« on: August 10, 2018, 05:18:57 pm »
You can just replace Pixie with Mining Village there to get an infinite / “arbitrarily large” amount of coin.

Hmm, does this work for the 1-turn supply empty as well? The Pixie solution relies on using Earth and Mountain gifts to gain basically everything; but since it doesn't go infinite with coin, it could fail on an arbitrarily large supply (like if a future expansion just said "all games now have an extra supply pile of cards costing \$100). But if you can actually get infinite coins with Mining Village instead; then the solution works on all supplies.

Yes, Mining Village and Death Cart were used for loops before Pixie was a thing; the original 1-turn solution used Death Cart, in fact, and only relies on Nocturne for the heirlooms (in Black Market) to ramp up fast enough. Pixie as both self-trasher and heirloom-provider is more efficient and ultimately allowed for a two-event-no-black-market solution, though.

24
Solo Challenges / Re: Buy 8 Colonies on turn 1 with a single Event.
« on: May 01, 2018, 10:28:26 am »
Looking forward to seeing this one. I haven't come up with anything yet.

25
Puzzles and Challenges / Re: Empty the Supply in 1 Turn
« on: March 28, 2018, 06:00:46 pm »
I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

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

BTW, this was already requested here: http://forum.shuffleit.nl/index.php?topic=2593.0 Maybe Stef will give us an update.

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