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Topics - Chthonic Caiman

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Puzzles and Challenges / Turn 1 (1.5 Win)
« on: July 09, 2016, 03:14:30 pm »




+ 5 other Kingdom Cards

Note: I don't keep track of number of Actions. Every time you gain a Villa, you get +1 Action. I usually Play 1 Villa and Buy 1 Villa per buy phase iteration, so I gain net actions that I am not using.

3 C + Necropolis + Something :
  - Use Baker Token for 1 coin (1 coin, 1 buy)
  - Buy Borrow (2 coin, 1 buy)
  - Buy Travelling Fair (0 coin, 2 buy)
  - Buy Alms for Villa (0 coin, 1 buy) -> Return to Action Phase (0 coin, 1 buy) 
      - [ I didn't play money, so I can Alms. This is fairly interesting in Villa + Alms games, since you can always start with extra actions and +1 money ]
  - Play Villa (1 coin, 2 buy). End Actions
  - Play 3 C (4 coin, 2 buy)
  - Buy Advance on Necropolis -> Gain a Fortress -> Top deck with Travelling Fair (4 coin, 1 buy)
  - Buy Mission (0 coin, 0 buy)
  - End Turn

(9 Fortress + 9 Villa left)

Draw Fortress + 3 cards (because of Borrow Token). Note that worst case you have a Hovel + OG in this hand, so you have at least one copper (in this case, you would have had 4 copper in the first hand, and optimized a little bit more). We'll assume the hand is Fortress + C + Hovel + OG.

Mission Turn (I only buy events):
   Play 1 C (1 coin, 1 buy)
   Buy Borrow (2 coin, 1 buy)
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (2 coin, 0 buy)
   (9 Fortress + 9 BV + 8 Villa left)
   Play 1 Villa (3 coin, 1 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (3 coin, 0 buy)
   (9 Fortress + 8 BV + 7 Villa left)
   Play 1 Villa (4 coin, 1 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (4 coin, 0 buy)
   (9 Fortress + 7 BV + 6 Villa left)
   Play 1 Villa (5 coin, 1 buy)
      - End Actions
   Buy Seaway -> Gaining a Villa -> Putting +1 Buy on Villa + Putting Villa in Hand -> Returning to Action Phase (0 coin, 0 buy)
   (9 Fortress + 7 BV + 5 Villa left)
   Play 1 Villa (1 coin, 2 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (1 coin, 1 buy)
   (9 Fortress + 6 BV + 4 Villa left) 
   Play 1 Villa (2 coin, 3 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (2 coin, 2 buy)
   (9 Fortress + 5 BV + 3 Villa left) 
   Play 1 Villa (3 coin, 4 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (3 coin, 3 buy)
   (9 Fortress + 4 BV + 2 Villa left) 
   Play 1 Villa (4 coin, 5 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (4 coin, 4 buy)
   (9 Fortress + 3 BV + 1 Villa left) 
   Play 1 Villa (5 coin, 6 buy)
      - End Actions
   Buy Advance on Fortress -> Gaining a BV + Villa -> Returning Fortress to Hand + Putting Villa in Hand -> Returning to Action Phase (5 coin, 5 buy)
   (9 Fortress + 2 BV + 0 Villa left) 
   Play 1 Villa (6 coin, 7 buy)
      - End Actions
   Buy TF x 3 (0 coin, 10 buys)
   Buy Advance x 10, Gaining (BV + Patrician) x 2 + 3 Patrician + 5 Emporium, Gaining 10 VP.

   Villa, Border Village, Patrician/Emporium are out.

Note that Patrician/Emporium, weren't necessary, just that you needed something to give you and your opponent a difference in points (e.g. Great Hall would work). A fun one would be if Witch was a Kindgom, in which case you would buy a TF a turn earlier (to allow you to top deck), and then gain a few witches, top decking them, and then playing them to curse your opponent, before running out the witch pile.

You could also use a landmark here (such as +1 VP for trashing) and the net effect would be the same.

Probability of Winning on 1st turn for Player 1 is ~42% (Probability Necropolis in 1st hand = 50%. Probability Necro + OG + Hovel (which means 2 copper in 1st hand) is 1 / 2 * 4 / 9 * 3 / 8 = 1 / 12. 1 / 2 - 1 / 12 ~= .41666666... = Probability Necropolis AND not both OG/Hovel)

1) Can you increase the probability of winning on first turn?
2) Can you reduce # of events used (maybe independent of 1) )? Ideally, I'd like this down to 2 events.
3) Max # of piles emptied on turn 1? Lots of shenanigans here.
3) [Stretch] Can you remove the use of Mission? I'd like to think no.

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