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Messages - scott_pilgrim

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2601
Variants and Fan Cards / Re: Fixing Dominion
« on: July 09, 2013, 05:03:17 pm »
If they work for us, then who cares what you think.  Get over yourself.
If you don't care what we think, then why did you bother posting?

The thing is, the people who posted here are trying to be helpful and show you why they do/don't think your changes will make Dominion a better game, because by posting, you implicitly asked for them to do that.  If you're going to ignore their advice anyway, then there wasn't much point in posting this thread.

Anyway, most of the card you mentioned are weak, but not so much so that they need changing.  I think it would be disappointing if you found a game where a normal Bureaucrat could have been awesome for whatever reason, but everyone is getting them anyway because gaining Silver to hand is so good.  And there are some minor variants you could make that probably wouldn't hurt the game at all, but if you buff all the weak cards until they're not weak, then you just get a new batch of weak cards that get ignored.  Maybe that makes for an interesting metagame, if that's what you're going for, but I can understand why the general consensus of the people here think it's a bad idea.  It's impossible to perfectly balance all the cards in the game, you might as well just settle for DXV's attempt.

2602
It looks like Mint was really the key.  I'm guessing there are a lot of other solutions (including maybe a variant on mine) that would work with Mint.  It's a bigger on-gain trasher than Doctor, and on-gain trashing is really the best way to circumvent bad shuffle luck.

2603
Variants and Fan Cards / Re: Fan Cards: Downtown and Inflation
« on: July 09, 2013, 01:21:29 am »
"While in play..." should go below the line.

Also, Downtown/Inflation will not still be in play when it is discarded, so it will not raise its own cost at that time.  Of course, with multiple cards there will be some staggered cost increase.

Similarly, you state that with TR/KC that costs will go up $1 per play.  No, they won't.

Lastly, why do you keep separating Bishop and TfB?  Bishop is an instance of TfB.
Actually, TR/KC will stack if he leaves the "While in play" clause above the line.

The line is just for organization.  It doesn't impact what the card does.
Quote from: Donald X.
By default, text on cards happens when you play them. It's true that there's a difference between "right now, set something up to happen later" and "at a certain time which from your perspective when you first see this will be in the future, do something." The dividing line lets you know that some stuff doesn't happen when you play the card (except it's missing on Harem, and the German version of Seaside puts it on duration cards even though they are the former case). Scheme does something when you play it, where that thing is to set up something to happen later. Similarly Bridge does something when you play it, but Highway does something while it's in play.

You couldn't just add a line to Scheme. Then the bottom half would have nothing specifying its scope - it could apply from the start of the game, with no Schemes ever bought or played. It would have to be like, "At the start of Clean-up, if this is in play, ..." Herbalist limits its scope by requiring itself to be discarded.

I don't think the dividing line is in the rules anywhere, but I think the FAQs are clear for all of the cards with them. The dividing line should be in the rules; I don't deny it.
http://boardgamegeek.com/thread/744463/diffrence-between-scheme-and-herbalist-when-throne

2604
Variants and Fan Cards / Re: Fan Cards: Downtown and Inflation
« on: July 08, 2013, 11:21:52 pm »
"While in play..." should go below the line.

Also, Downtown/Inflation will not still be in play when it is discarded, so it will not raise its own cost at that time.  Of course, with multiple cards there will be some staggered cost increase.

Similarly, you state that with TR/KC that costs will go up $1 per play.  No, they won't.

Lastly, why do you keep separating Bishop and TfB?  Bishop is an instance of TfB.
Actually, TR/KC will stack if he leaves the "While in play" clause above the line.

2605
Variants and Fan Cards / Re: Fan Cards: Downtown and Inflation
« on: July 08, 2013, 05:17:56 pm »
Third, this is an attack. Without an attack type, it's unfair. With one, what do you do if someone reveals a Moat? How do you track it? How do you if someone plays Minion and the Moat player gets a new hand (for example because his Moat hand was so bad)?
Why would this be an attack card?  It doesn't even affect other players.  Okay, maybe it does if you follow up with a Knight, but then Knights just trash their $2's and miss their $6's, that's probably better for other players.  I think you are confused because you expected it to be the duration price increaser, which it's not.

2606
Variants and Fan Cards / Re: Fan Cards: Downtown and Inflation
« on: July 08, 2013, 04:12:37 pm »
Downtown is really, really weak.  It's basically a one-shot Workshop that's non-terminal, at the cost of everything being more expensive this turn.  Workshop is already pretty weak and it's not a one-shot.  Of course, you don't have to trash this for a $4, but in most cases you would want to, because it's not worth paying $1 extra just to get 2 actions.  It does interact with TfB, which I think was your goal, but it's really a dead card on boards without TfB.  And more importantly, on boards with TfB, it's not so great that I would generally be willing to get it.  Sure, it means I can draw an extra card from Apprentice, maybe get an extra VP from Bishop, and Salvager gets an extra coin; but that's about it.  Almost all TfB cards care about the cost of the trashed card, with a reward of gaining a card with some cost relative to the trashed card.  Even in the three cases where it is helpful, it's not very good; Salvager's extra $1 is only enough to make up for the price increase, so it probably shouldn't even count.  You can think of Apprentice's extra card as making this into a cantrip, which clearly isn't worth it.  And the extra point you might get from Bishop, well now we're talking about one combo that this card has, which isn't really that great, and you're making the card basically just for that one combo.  Stacking these doesn't help, because you need at least 3 of them to make a 2 VP difference off of Bishop, and you're basically killing the rest of your turn at that point.

Inflation might be a little better but really, I don't think it combos with TfB cards like how you want it to.  The extra buy probably does nothing most of the time since costs are increased, and the +$1 cancels with cards costing 1 more, so basically you would only be playing the card to trash it.  If you can get an engine going that can play like 6 of these, then they're pretty good; that's 5 VP each.  But that's going to be way too hard to do most of the time, and they'll probably just end up being a slightly worse Island (since they get you 2 VP that doesn't stay in your deck).

If you want to get interesting interactions with TfB, you might want to have some cards have their prices increase but not others.  That way, the trashers that reward you with some gain can actually benefit from these cards as well.

2607
Puzzles and Challenges / Re: The Omniscient Spy
« on: July 08, 2013, 12:27:45 am »
Yeah I just noticed Royal Seal too.  Top-decking seems like it's really, really useful for this.  Armory and Develop could both potentially be great.  I think the hardest part is getting it started.  If you can actually get any of the top-deckers into your hand, it probably starts to snowball.

Also, how about Secret Chamber?  That can give you control over what the Spy sees.  I guess it's not really much better than Moat though.

Treasury is probably very good for consistency.  Same for Alchemist.  But you can't get more than five of either of them to stack.

Sage could also be nice, skipping straight to a "good" card.  Wandering Minstrel tries to get to your actions, but it's probably not good enough at it.  Herald's overpay effect is kind of like a more reliable Inn.

2608
Puzzles and Challenges / Re: The Omniscient Spy
« on: July 07, 2013, 11:33:56 pm »
I think this is actually a pretty interesting challenge.  You'll need something pretty creative to be able to get anywhere at all.  A few potential key cards:

Nomad Camp - Early on this might give you a little boost, since it won't get hit by Spy the first time.
Inn - The on-gain effect might help later to make sure that you can actually get several important cards in one turn.  However, that requires hitting $5 near the end of a shuffle, which you might not have control over with worst case shuffle luck...
Scavenger - Helps you get a key card in your next hand.
Scheme - Sets up next turn while dodging Spy.
Pillage? - I'm not sure if this counts; can you discard the Spy, or is it like he has a deck of cantrips that culminates in him drawing Spy every turn?
Minion? - Kind of the same situation; can you discard his Spy?
Native Village - Store away cards for a megaturn.
Golem - Search for your actions even if they're not near the top of your deck.
Watchtower - Get the card you buy into your next hand.  This might be the most important card.  Still, you need a way to get to your Watchtower, so maybe not.

Is it exactly like eHalcyon's explanation, so that I can kill the Spy and/or Chancellor with Minion/Pillage?  (It also matters for things like Tribute/Jester.)

2609
Variants and Fan Cards / Re: Online-Only Cards
« on: July 07, 2013, 10:11:51 pm »
I agree that it's a terrible card.  But it's even more terrible if it's an attack, because that just makes it confusing and terrible.

2610
Variants and Fan Cards / Re: Online-Only Cards
« on: July 07, 2013, 06:53:48 pm »
If you label it as an attack, you will surely get players who buy lighthouses/moats, and then later are disappointed when they find out that "being unaffected by the attack" makes no difference, and now they've bought some cards that they didn't want.  There's no real reason to label this as an attack; the only difference it makes is whether it can be gained by trashing Squire, and I don't think that that's what this discussion is about.

The difference between this and Cutpurse is that Cutpurse does something when you play it.  This does something while it's in play.  Cutpurse could be blocked by moat/lighthouse if it were an attack, so it's an attack.  This could not be blocked by moat/lighthouse if it were an attack, so making it an attack just causes confusion.

2611
One of my favorite from my personal stash of interesting kingdoms:
Market Square
Tunnel
Philosopher's Stone
Gardens
Golem
Counting House
Contraband
Harvest
Trading Post
Fairgrounds

No colony, no shelters.

You could try to do a Golem/Counting House thing, with +buy from Contraband (or maybe MS if there's a good way to do that, but it probably kills the combo).  You could also use Golem to discard Tunnels.  There's P Stone and Gardens.  There's also MS and Gardens.  Trading Post can trigger MS, but that's probably not so easy.  Harvest can discard Tunnel, but it's not great at it.  And if you can come up with a way to combine all those different ideas, there's Fairgrounds (and Harvest).

I also have written under it in my notes to try replacing Trading Post with Mine and make it a colony game, and/or replace Contraband with Counterfeit.

2612
Dominion General Discussion / Re: WW's Power Rankings
« on: July 07, 2013, 04:25:48 pm »
Even if the extra actions are wasted, you still get the $5 lab effect on a $3 cost
If the extra actions are wasted, you get the $2 moat effect on a $3 cost.

But the actions aren't necessarily wasted, which is what makes Shanty Town viable (I agree with the rest of your post).

2613
Variants and Fan Cards / Re: Really bad card ideas
« on: July 07, 2013, 02:17:31 am »
cantrip trasher
almost-Chapel
terminal Gold
Silver
Smithy
Village
Laboratory
Don't forget Peddler!

You are probably right, now that I think about it more.  My initial thought was that since you usually pick up only two or three Junk Dealers, and then it's not until pretty late that you start hesitating to play them, then if you played the same way with this, you wouldn't get much benefit from the ability to not trash.  The difference is, you would play differently with this, and instead of cautiously picking up only a few, you just go straight after them and now you've got a deck full of peddlers, with all the junk dealt with.  Still, getting the $1 from Junk Dealer every time seems like the sort of thing that would make a bigger difference than you would normally notice.

2614
Variants and Fan Cards / Re: Really bad card ideas
« on: July 07, 2013, 02:05:13 am »
Strictly worse than Junk Dealer?
Action - $5
Choose Three: +1 Card, +1 Action, +$1, trash a card from your hand

I think the versatility makes it as good or better.

It's probably better. Trashing 3 cards is pretty good. Or even Trash 2 cards +1action.
I think the choices have to be different (otherwise it's strictly better than lab).  So it's either a Peddler, or a cantrip trasher (or one of the other two options), but not a straight Junk Dealer.  I actually think it's pretty interesting but I would think Junk Dealer is usually better.

2615
Variants and Fan Cards / Re: Missing vanilla
« on: July 06, 2013, 10:49:37 pm »
I've noticed this as well.  I think the reason for a terminal card giving both cards and coin not existing is that cards and coins do sort of the same thing, just with cards being more versatile than coin.  When a card gives +cards, it's like giving you potential to do stuff with the other cards in your deck, and when it gives +coin, it's being the card that gives you buying power.  +cards is just a way to get to +coin cards (if we're counting treasures as +coin cards); or to get to other +cards cards.  Non-terminals do it sometimes because cantrip coin is kind of a distinctive thing (I'm not really sure how to explain why, but it feels different).  A card that gives both cards and coin feels like it's trying to accomplish two different things at once, telling you to play through more of your deck but also telling you you're done playing through your deck and it's time to spend.  I feel like I did a terrible job of explaining that, but hopefully that made some kind of sense.

Anyway, as for your card, that seems way too strong for $5.  Often as a rough comparison, I equate +1 card=+$1 (not perfect by any means, cards are usually better than coin and it certainly depends on the context), which would mean that +3 cards, +$2 is roughly equal to +$5, which is just too much for a $5 card.  In big money, if you get this card in your hand you almost certainly can get a province.  It might even be too good for $6.  If you want to keep it at $5, it could maybe be +2 cards, +$2, or +3 cards, +$1.

I've always wanted to see something like +2 cards, +1 action, +$1, but I'm not really sure how to price that.  Clearly it has to be $6, but it might be too weak, since it's hard to grab a lot of $6 cards.

Edit: Also, I thought +2 cards, +$2 is usually the most popular option for Trusty Steed.  It seems like it gets chosen more than a third of the time (I'm assuming the silver gaining option is negligible).

2616
Dominion General Discussion / Re: WW's Power Rankings
« on: July 06, 2013, 10:13:02 pm »
I'm surprised Forager is this low.  I think of it as a top 5 (maybe 6 or 7) $3 card.  But then I have no idea why it feels so good.  It really doesn't sound that good on paper.  But I feel like every time I don't get two or three of them I end up falling way behind.  It's not quite as good on play as Upgrade/Junk Dealer, but it's so much cheaper.  Early on you can grab several of them quickly because they're cheap, and you trash your starting cards pretty fast while still making decent money, and you don't have to worry about collision.  All that, and you get extra buys if you need them.  Later on, you can use them to trash each other and get +buy, or you can trash a Silver to power them up if your opponent has trashed theirs.

Shanty Town seems higher than I would expect as well.  (And yeah, I think the general consensus is that Village is better than Shanty Town.)  I feel like I've seen a decent number of boards on which, a weak engine would have been viable with Village in the kingdom, but with Shanty Town instead, big money was faster.  Sure, if the engine is good enough, you'll just be glad to have the +actions, but a lot of times it's just not worth it.  Thinking of it as a lab variant rather than a village variant is interesting, but that just makes it seem even more disappointing.  Labs are usually good when you can chain them.  With Shanty Town, you need a low action density to trigger them, but then you can't really chain them because you don't have enough of them.  It can also be used in a big money deck, where it's a drawer that is guaranteed not to collide with your terminal.  But even then it's pretty weak; +2 cards isn't usually worth it for $3.

2617
King's Court is also not in the supply.

2618
Puzzles and Challenges / Empty the Supply with Bad Shuffle Luck
« on: July 06, 2013, 05:23:59 pm »
Trying to beat the Lucky Chancellor got me thinking about this.  What is the fastest you can empty the supply, assuming worst case shuffle luck?

You can choose the kingdom, and set the Black Market deck however you like.  (I would also be interested to see what people can do with a shuffled Black Market deck, but that probably just means it goes unused.)

In order to prevent a giant tree of possibilities (or at least, to minimize those possibilities), I would guess you want to trash down with Chapel and/or Doctor, then try to build up a megaturn starting from just a few cards.  I don't have a baseline solution.  I would expect good solutions to be around 11-13 turns.  If someone can do it in 10 or less I will be very impressed.  Actually, I would be impressed by any solutions at all, regardless of number of turns.

2619
Dominion General Discussion / Re: Ranking the Expansions
« on: July 06, 2013, 04:29:55 am »
After ranking them, it looks like my main criteria for ranking them were: how interesting are the decisions that must be made because of the expansion?, and how much does the expansion encourage engines?

My list:

10. Promos - I guess if these count, I put them last because I don't really like any of them.  Black Market is high variance, Walled Village just feels like a $4 vanilla village, Stash can do some cool things but mostly feels like a $5 silver, Envoy seems anti-fun, since you discard your best card, and I don't like Governor.

9. Base - By itself, the base set is pretty much dominated by big money, which is no fun.  There are a few really weak cards (Spy, Thief, Adventurer) that just don't add much, and none of the cards jump out as interesting, or even fun.  Maybe with the exception of Chapel, just because it helps engine-building.

8. Intrigue - The set contains Minion, Courtyard, Swindler, and Saboteur, all of which I hate (Courtyard because it so strongly encourages BM, Minion because it's a single-card strategy, Swindler and Saboteur because of high variance), and I'm not really fond of either of its main themes.  Choice isn't really that interesting because, well, I make choices when I choose what to buy.  And I also make choices when I play cards, in deciding an order to play them in, and things like choosing what to Embargo, what to throne, etc.  Putting explicit choices on cards doesn't really add much to the game.  Dual-types are all right I guess, but none of them do anything outstandingly fun or interesting with that.  They're just normal cards that make me say "hey I get 2 more victory points" at the end of the game.

7. Hinterlands - Overall, the set feels kind of awkward and clunky.  The on-gain effects generally feel to me like I'm buying two completely unrelated cards when I buy a card.  I buy Inn to improve my next few turns by shuffling actions into my deck, and then hey now I've got this "+2 cards, +2 actions, discard two cards" card in my deck.  This isn't really a problem for most people, but to me it just feels inelegant.  Also, it has JoaT, Fool's Gold, and Duchess, none of which I like.

6. Alchemy - This is probably higher than most people will have it.  Sure, it has two of my most hated cards (Familiar and Possession), but it also has a few cards that can be pretty fun - University, Alchemist, Scrying Pool, Vineyard, Golem, Apprentice.  The concept of potion is interesting as well.  I think Alchemy is better when played mixed with only one or two other sets.

5. Prosperity - This is probably lower than most people will have it.  Colonies can be fun and encourage engine-building, but they can also just make it "first player to Platinum wins".  (I used the word "can", I know this doesn't usually happen, and it depends on the board.)  My problem with prosperity is that a lot of the cards have this sort of problem.  Getting a Grand Market makes it so much easier to get more of them, and you can win the split pretty fast because of a good draw.  There's also Mountebank, so that's not fun.  But overall, I like Prosperity, enough to put it in the top half; it has King's Court, Worker's Village, Peddler, Monument.  It really encourages engines, which I like a lot.

4. Guilds - It's hard to rank this one because I haven't played it much, but I really like both themes.  Coin tokens puzzle me (which is a good thing), and unlike with Hinterlands on-gain effects, the overpay effects in Guilds feel connected to the cards they come on.  Soothsayer is by far my favorite junking attack.  Giving a benefit to the other player makes it so interesting.

3. Seaside - Durations are fun.  Wharf and Fishing Village just lead to so many engine possibilities (although Wharf is great for BM as well).  Embargo is interesting, Caravan is fun, Tactician can lead to some very unique strategies that we probably couldn't get anywhere close to without durations.  There are Ghost Ship, Ambassador, and Sea Hag, but really I don't mind any of those too much.  On the other hand, Treasure Map...

2. Cornucopia - Before Dark Ages came out, this was my favorite set.  It also contains my favorite card, Fairgrounds.  I really, really like the diversity theme.  Playing a board in a way that makes use of as many different cards as possible means sometimes you actually want to get that Scout in your deck, or want to spend $6 on Adventurer.  Menagerie is loads of fun (there's just something ridiculously satisfying about drawing a Menagerie hand), and I love all of Fairgrounds, Harvest, Jester, and Horn of Plenty.  I despise Tournament, but I otherwise love this set.

1. Dark Ages - Dark Ages is fantastic.  It has two of my three favorite cards (Rats and Mystic), Procession, Fortress, Poor House, Hunting Grounds.  What's not to love?  Oh yeah, there's Rebuild.  People complain about Rebuild, and I agree that it's insanely strong, but, if anything, that just makes it add more to the game.  A Dominion game with Rebuild in the kingdom feels completely different from a Dominion game without Rebuild in the kingdom, and I think that's a good thing.  I really, really like almost every card in Dark Ages, and when you play a game of DA mixed with only one or two other sets, you'll find an epic combo in almost every game.  Pure DA games are like "which killer combo is faster than the others?"

I'm interested to see other people's rankings, because I get the impression that Prosperity is generally loved and Alchemy generally hated, but I've never really felt that strongly about either of those two sets.

2620
Well, I don't think anything is going to come of my attempt.  There is one case that I think is impossible in trying to get down to I/I/P/P/C by turn 10, so the rest won't matter.

On the other hand, I am very excited to see Powerman's solution.

2621
you can count the games I've lost with one hand's fingers.
So you've lost fewer than 32 games? :P

Also, I don't really think this is a Euro.  Not only is it a lot more thematic than most Euros, it seems like a lot of fighting monsters and counting damage and stuff, that doesn't feel very Euro-y.

2622
Actually, just noticed another problem:  You play a Highway twice with Procession, which removes it from play, then gain Border Villages with IW... but you only have one Highway in play at that point.  I think that throws a wrench in things, since Highway is "while this is in play."
Darn, I was watching for that at the beginning, but by the time I finally played the second Highway, I forgot to not Procession it.  I'm not sure how important the later Border Villages were, so hopefully that can be fixed.
Nice to see a first try of a solution... Let's see if we can reduce the amount of mistakes in it  :)

One more thing which I think is wrong with the solution: are you sure you can get the said deck in turn 10 without any Great Halls in it? You're using in your solution that your deck is empty (to time the reshuffle in the begin) which you cannot assure if you have great halls in your deck.

Also, can you give a sketch how you trash your hand in turns 1-9? How do you open? Do you open chapel + doctor, using the coin token later to guarantee a $4 for ironworks?
I open with Doctor, overpaying by $3 (Powerman said controlling first hand is okay), and then I don't buy Chapel until later (exact turn number depends on the case).  Turn 2 is dead to make Doctor's naming easier, then the Chapel trashes Doctor after one or two plays.  Hopefully I can give a summary of each case later tonight.  A couple of the cases involve buying Silver or even Copper at some points (Doctor trashes more Copper than you want it to in one case).  I'm not 100% sure that all of the cases work, but the "hardest" cases all work (unless I have mistakes, which is possible), and the easier ones look like they are strictly easier than the hard ones.

2623
The problem, though, is that the Black Market is needed for Young Witch giving an extra kingdom pile, and the extra coin token from Baker might be necessary to get the first nine turns done in time.

Watchtower and/or Highway are probably the easiest to replace, but getting that first draw is tough without Watchtower (I don't use it at all otherwise).  Maybe Moat can get it started?  I only use two Highways in the whole thing, but man, they are important.  (At least one of them is.)  I considered replacing Ironworks with Feast, but that makes it harder to play the first nine turns, and Feast is terminal, which presents a problem for the beginning of turn 10.  I could almost do the first nine turns without Doctor, using Ironworks as cantrip Great Hall gainers (which is why the Great Hall lettering is wonky in my solution), until I realized that having Great Halls in the deck screws up the first re-shuffle on turn 10.  You could almost go without Great Hall, except that you need the +1 action when Ironworks gains it the first time (and it needs to draw Watchtower if you draw it instead of Watchtower).

I would be excited to see if someone can do this with fewer kingdom cards so that there is room for Chancellor and even Moat.

2624
That is a good point, I had not thought about that.  I assumed that setting the BM deck is kind of like choosing the kingdom, so I assumed control over it.  That makes a big difference though.  I might try to work out a way to do it without Black Market later.

2625
I can do hardest mode without Chancellor/Moat in the kingdom.  I'm not sure if that counts.

Kingdom: Chapel, Black Market, Doctor (Bane), Watchtower, Great Hall, Procession, Ironworks, Catacombs, Highway, Border Village, King's Court

On turns 1-9, you use Chapel and Doctor to trash your deck down to just 2 Ironworks, 2 Processions, and a Chapel.  This is always possible; the proof is left as an exercise for the reader (which is a fancy way of saying I don't want to list every possible case in this post).  Someone should probably verify this though, because it is quite possible that I made a mistake.

Notational warning: I letter each card so that generally, the first one you get is A, then B, etc. (i.e. the first Procession I get is Procession A, the next one is Procession B, then Procession C, etc.)  However, I think a few of the cards mixed up the letterings and I was too lazy to fix them.  For example, I think you get Catacombs G before Catacombs D-F.  Since the labels are arbitrary, it doesn't affect the solution, but it might look funny.  Similarly, Great Halls A and B don't exist because of herp derp.  You can get some Great Halls where I say to get Estates at the end, but it doesn't matter.

Notational warning #2: Upon previewing my post, I see that typing three ?'s comes up as ???, (when I first typed it up I had three ?'s) so I guess that will be the symbol that I use when you draw cards that can't be determined because of the shuffle.  Usually when this happens, you draw the rest of your deck shortly after so that I know what is in your hand again.  This happens a lot at the end when it doesn't matter because you're ending the game anyway.

On turn 10, you have this megaturn:
Your hand is Procession A, Procession B, Ironworks A, Ironworks B, Chapel A
   Play Procession A:                  
      Play Procession B twice:            
         Play Ironworks A twice:         
            Gain Watchtower A         
            Gain Great Hall C, re-shuffling and drawing either Great Hall C or Watchtower A
         Trash Ironworks A            
         Gain Catacombs A            
         Play Ironworks B twice:         
            Gain Procession C         
            Gain Procession D         
         Trash Ironworks B            
         Gain Highway A            
      Trash Procession B               
      Gain Catacombs B               
   (If Great Hall C is in hand, play it to draw Watchtower A)      
   Play Watchtower A:                  
      Draw Catacombs A, Catacombs B, Procession C, Procession D, Highway A
   Play Highway A                  
   Play Procession C:                  
      Play Procession D twice:            
         Play Catacombs A twice         
         Trash Catacombs A            
            Gain Procession E         
         Gain Border Village A         
            Gain Catacombs C         
         Play Catacombs B twice         
            Draw Procession E, Border Village A, Catacombs C
         Trash Catacombs B            
            Gain Procession F         
         Gain Border Village B         
            Gain Procession G         
      Trash Procession D               
      Gain Catacombs G               
   Play Procession E:                  
      Play Catacombs C twice:            
         Draw Procession F, Procession G, Border Village B, Catacombs G
      Trash Catacombs C               
         Gain Procession H            
      Gain Border Village C            
         Gain Catacombs D            
   Play Procession F:                  
      Play Procession G twice:            
         Play Border Village A twice:         
            Draw ???, ???         
         Trash Border Village A         
         Gain King's Court A            
         Play Border Village B twice:         
            Draw ???, King's Court A      
         Trash Border Village B         
         Gain King's Court B            
      Trash Procession G               
      Gain Catacombs E               
   Play King's Court A:                  
      Play Procession H three times:            
         Play Border Village C twice:         
            Draw King's Court B, Catacombs E   
         Trash Border Village C         
         Gain King's Court C            
         Play Catacombs D twice:         
            Draw King's Court C         
         Trash Catacombs C            
            Gain Ironworks C         
         Gain Border Village D         
            Gain Procession I         
         Play Catacombs E twice:         
            Draw Ironworks C, Border Village D, Procession I
         Trash Catacombs E            
            Gain Procession J         
         Gain Border Village E         
            Gain Catacombs F         
   Play King's Court B:                  
      Play King's Court C three times:         
         Play Procession I three times:         
            Play Border Village D twice:      
               Draw ???, ???      
            Trash Border Village D      
            Gain King's Court D         
            Play Catacombs G twice:      
               Draw ???, ???      
            Trash Catacombs G         
               Gain Ironworks D      
            Gain Border Village F      
               Gain Highway B      
            Play Border Village E twice:      
               Draw ???, ???      
            Trash Border Village E      
            Gain King's Court E         
         Play King's Court D three times:      
            Play Procession J three times:      
               Play Catacombs F twice:   
                  Draw ???, ???   
               Trash Catacombs F      
                  Gain Ironworks E   
               Gain Border Village G   
                  Gain Black Market A   
               Play Border Village F twice:   
                  Draw ???, ???   
               Trash Border Village F   
               Gain King's Court F      
               Play Highway B twice:   
                  Draw ???, ???   
               Gain Border Village H   
                  Gain Ironworks F   
            Play King's Court E three times:   
               Play King's Court F three times:
                  Play Ironworks C three times:
                     Gain Border Village I
                        Gain Ironworks G
                     Gain Border Village J
                        Gain Ironworks H
                     Gain Ironworks I
                  Play Ironworks D three times:
                     Gain Ironworks J
                     Gain Duchy A
                        (worst case) Draw Duchy A
                     Gain Duchy B
                        Draw ??? (not Duchy B, because of re-shuffle)
                  Play Ironworks E three times:
                     Gain Duchy C
                        Draw ???
                     Gain Duchy D
                        Draw ???
                     Gain Duchy E
                        Draw ???
               Play Black Market A three times:
                  Buy Silk Road   
                  Buy Tunnel   
                  Buy Duke      
               There is at least one Ironworks in your hand; play it three times:
                  Gain Duchy F   
                     Draw ???   
                  Gain Duchy G   
                     Draw ???   
                  Gain Duchy H   
                     Draw ???   
            There is at least one Ironworks in your hand; play it three times:
               Gain Great Hall D      
                  Draw ???      
               Gain Great Hall E      
                  Draw ???      
               Gain Great Hall F      
                  Draw ???      
         There are three Ironworks in your hand; play one of them three times:
            Gain Great Hall G (if you run out of Great Halls to gain, just gain Estates)
               Draw ???         
            Gain Great Hall H         
               Draw ???         
            Gain Estate D         
               Draw ???         
      There are two Ironworks in your hand; play one of them three times:
         Gain Estate E            
            Draw ???            
         Gain Estate F            
            Draw ???            
         Gain Estate G            
            Draw ???            
      Play the last Ironworks in your hand three times:      
         Gain Estate H            
            Draw ???            
         Gain Estate I            
            Draw ???            
         Gain Estate J            
            Draw ???            
You should have around 53 points, which is enough to beat the Lucky Chancellor.  Silk Road should be worth at least 6, Duke should be worth 8.

Someone who has cards on Goko should verify my solution, I don't trust myself to get through a megaturn like that by hand without any mistakes.  I would imagine though that even if there are mistakes, it can easily be adjusted.

This gets me wondering, with worst case shuffle luck, what is the fastest you could empty the supply?

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