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Dominion League / Re: Season 28 - Signups
« on: May 25, 2018, 04:49:08 pm »
dominion.games username: ejk
timezone: Europe/London
discord username: @ejk#9336
timezone: Europe/London
discord username: @ejk#9336
Kingdom: Duchess, Lurker, Changeling, Market Square, Watchtower, Death Cart, Necromancer, Trader, Hunting Grounds; Ferry, Inheritance.
Setup: Ferry then Inheritance on Hunting Grounds. Gain Zombie Mason from the trash with Lurker.
Hand: Zombie Mason, Market Square, Market Square, Trader, Watchtower.
Top of deck: Hunting Grounds.
We have Trader in hand, so can exchange anything for a Changeling.
Play Zombie Mason, trashing Hunting Grounds.
Gain 3 Estates, exchanging two for Changelings and trashing the third with Watchtower.
Repeat this n times, where n is the size of the Estate pile. By default n=8 but it can be increased.
From trashing the final Estate-Hunting Grounds, gain a Duchy, exchanging it for a Changeling, gaining a Duchess, exchanging that for a Changeling.
React to the first Hunting Grounds trash with two Market Squares, gaining 2 Golds, exchanging them for Changelings.
Zombie Mason lets you gain a card: gain a Death Cart, exchanging it for a Changeling, and with it get two Ruins, exchanging those for Changelings.
Total Changelings is 2n + 7, so 23 if n=8.
The maximum value possible for n is 12+3*6 = 30, in a 6 player game with Ambassador and Lighthouse. Although we only have one Kingdom card slot left, we could replace Trader, Watchtower and Lurker with Black Market to allow both Ambassador and Lighthouse.
Starting hand is Shepherd and 4 Tunnels. Play Shepherd, discarding 4 Tunnels, gaining 4 Golds, exchanging 4 Golds for Changelings, drawing 8 cards, 6 of which are Tunnels. Buy Quest, discarding 6 Tunnels, gaining 6 Golds, exchanging 6 Golds for Changelings, and then gaining another Gold (which you cannot exchange, since the Changeling pile is now empty).
EDIT: How many Changelings can this gain if the Changeling pile is infinite? You can Seaway Shepherd prior to this turn, and you can assume that you actually drew 8 Tunnels off Shepherd (since you can redraw the ones you discarded). Then, you can buy Quest twice (failing to gain anything from Quest the second time, since you only discarded 2 cards). Over the course of this turn, you gained 13 Golds, so this can get you 13 Changelings.
EDIT 2: I guess my EDIT solution doesn't satisfy the requirement of the fact that the Changeling pile "must be entirely in your discard pile afterwards." Four of them end up in your deck.
Fool, receiving The Sun's Gift, The Wind's Gift, and The Sky's Gift to discard 4, 3, and 2 Tunnels to gain Gold nine times, exchanging each for Changeling, and then gaining a Gold from The Sky's Gift, exchanging for Changeling.
Here's a solution that satisfies the new rule:
Have the +1 card token on Tragic Hero. Play Tragic Hero, trash it, reveal 7 Market Squares to gain 7 Changelings, use Tragic Hero to gain a Cache (-> Changeling) and reveal a Trader to gain Silvers instead of Coppers and exchange them into Changelings as well.
Play Necromancer into Trader and trash a Colony.
This involves playing two Action cards: Necromancer and Trader. You're only allowed to play one.
It satisfies all of the conditions from the original puzzle. I start the turn with 5 cards, I play one Action card from Nocturne, no other cards are in play at any point in my turn, and the Changeling pile will be entirely in my discard pile immediately after Necromancer has finished resolving.
Play Necromancer into Trader and trash a Colony.