Kingdom: Stonemason(St), Black Market (Bm), Watchtower(Wt) (bane), Noble Brigand(Nb), Procession(Pr), Fortress(Ft), Catacombs(Ca), Cultist(Cu), Haggler(Hg), Goons(Gn), King’s Court(Kc).
Black Market Deck: Young Witch, Baker, Ironworks, Bank, Peddler, Quarry, Hunting Grounds, Fairgrounds, Counterfeit, Nobles, Gardens, Feodum, Duke, Silk Road, Vineyard, Scout, Crossroads, Cellar, Squire, Herbalist, Pawn, Candlestick Maker, Hamlet, Coppersmith, Counting House, Scyring Pool. (26 cards here is okay, right?)
- Shelters are used: Necropolis(N), Overgrown Estate (OE), Hovel(H)
- Colonies and Platina are used.
- There are ruins from Cultist. All are Ruined Market(Rm).
- There is the starting coin token from baker.
- There are potions from Scrying Pool and Vineyard.
- Copper is abbreviated C.
- Numbers refer the number (out of 10) in the supply they are.
- When I trash and topdeck stuff, it’s with Watchtower.
Player 1 starting hand: 4C, H
Player 2 starting hand: 5C
Player 1 Turn 1: Play 4C, buy Nb1. P2 discards N, H, gains C. Draw 3C, N, OE
Player 2 Turn 1: play 5C + coin token, buy St1, overpay by 4, gain Pr1 and Ft1. Draw OE, 2C, (shuffle) Pr1, Ft1. Deck is, from top to bottom (H, C, St1, C, C, C, N, C, C)
Player 1 Turn 2: play 3C + coin token, buy Nb2, P2 discards H, C. Draw (shuffle) Nb1, Nb2, N, 2C
Player 2 Turn 2: Pr1-->Ft1, draw St1, C, trash Ft1, get Ft1 back, gain Cu1. Play Ft1, draw C. St1--> OE, trash OE, draw C, gain 2C. Play 5C, buy St2, overpay by 3, gain Wt1, Bm1. Draw N, 2C (shuffle) Pr1, Ft1. Deck is, from top to bottom, (H, 5C, Wt1, St1, Cu1, Bm1, St2, 3C)
Player 1 Turn 3: play N, play Nb1, P2 discards H, C. play Nb2, P2 discards C, C. Play 2C, buy Nb3, P2 discards C, C. Draw 5C.
Player 2 Turn 3: This is the big turn. I’ll give gamestates periodically.
State:1 action, 1 buy, 0 coins
Hand: N, 2C, Pr1, Ft1.
Deck: Wt1, St1, Cu1, Bm1, St2, 3C
Discard: H, 5C
Pr1->Ft1, draw Wt1, St1, trash Ft1, return Ft1 to hand, gain Cu2, trash Cu2, draw Cu1, Bm1, St2.
St1->Ft1, trash Ft1, return Ft1 to hand, gain Wt2, gain Bm2.
St2->Cu1, draw 3C, gain Pr2, Pr3, topdeck both.
Play N
Play Bm1, play 5 coppers, buy ironworks, topdecking it.
Play Wt1, draw Ironworks, Pr2, Pr3, (shuffle), W2, Bm2.
State:1 action, 1 buy, 3 coins
Hand: Ft1, Pr2, Pr3, Wt2, Bm2, Ironworks
Deck: 5C, H
Discard: nothing
Play Ironworks, gain Pr4, topdeck Pr4.
Pr2 --> Pr3:
--> Ft1, draw Pr4, C, trash Ft1, return Ft1 to hand, gain Ca1, trash Ca1, gain Pr5, topdeck Pr5.
--> Pr4
--> Ft1 draw Pr5, C, trash Ft1, return Ft1 to hand, gain Ca2, trash Ca2, gain Pr6, topdeck Pr6.
-->Pr5
--> Ft1, draw Pr6, C, trash Ft1, return Ft1 to hand, gain Ca3, trash Ca3, gain Pr7, topdeck Pr7.
-->Pr6
-->Ft1, draw Pr7, C, trash Ft1, return Ft1 to hand, gain Ca4, trash Ca4, gain Pr8, topdeck Pr8.
-->Pr7
-->Ft1, draw Pr8, C, trash Ft1, return Ft1 to hand, gain Ca5, trash Ca5, gain Pr9, topdeck Pr9.
-->Pr8
-->Ft1, draw Pr9, H, trash Ft1, return Ft1 to hand, gain Ca6, trash Ca6, gain Pr10, topdeck Pr10.
-->Pr9
-->Ft1, draw Pr10, trash Ft1, return Ft1 to hand, gain Hg1, topdeck Hg1.
-->Pr10
-->Ft1, draw Hg1, trash Ft1, gain Hg2, topdeck Hg2.
-->Ft1, draw Hg2, trash Ft1, gain Hg3, topdeck Hg3.
Trash Pr5-10 for Hg4-9 on the deck.
Trash Pr3-4 for Cu3-4, trashing them to draw Hg4-9.
Play Ft1, draw Hg3.
State:37 actions, 1 buy, 3 coins
Hand: Wt2, Hg1-9, Bm2, 5C, H
Deck+Discard: Nothing
Play Hg1-9
Play Bm2 and 5C. Have 27 coins, 9 hagglers in play, 1 buy, and 27 actions. Buy a Bank, gaining Wt3, Hg10, Bm3-4, Ca7, St3, Gn1-2(topdecking Hg10, St3, and Bm3), and Cu5, trashing Cu5 to draw Hg10, Bm3, and St3.
Play St3 on H, trash H, gain Rm1-2
Play Hg10.
Play Bm3. Have 25 coins, 10 hagglers in play, 1 buy, and 24 actions. Buy a Peddler, gaining Kc1-6 and Gn3-6. State:
24 actions, 1 buy, 17 coins.
Hand: Wt2
Deck: Nothing
Discard: Kc1-6, Gn1-6, Bm4, Ca7, Rm1-2, Wt3, Bank, Peddler
Play Wt2, drawing (shuffle), Kc1-5, Ca7
Kc1-->Kc2
-->Ca7, drawing Wt3, Bm4, Kc6, and Gn1-6
-->Gn1
-->Kc3
-->Gn2-3, Kc4 --> Gn4-5, Kc5 --> Gn6
-->Bm4. Buy Quarry, gaining Bm5-10 and Rm3-6, topdeck Bm5-10 and Quarry. Buy Hunting Grounds, gain Ca8-10, Ft2-6 (trashing Ft2-6 into hand and topdecking Hunting Grounds), and Cu6-7, trashing Cu6-7 to draw Quarry, Hunting Grounds, and Bm5-8. Play Quarry. Buy Fairgrounds, gaining Kc7-10, Gn7-10 (topdecking them), and Cu8-9, trashing Cu8-9 to draw Kc7-8 and Gn7-10.
State:22 actions, 19 buys, 43 coins, 12 VP chips, 6 Goons, 10 hagglers, and a Quarry in play.
Hand: Hunting Grounds, Bm5-8, Wt3, Kc7-10, Gn7-8, Ft2-6.
Deck: Kc9-10, Bm9-10, Bank, Rm1-2, Peddler.
Discard: Fairgrounds, Rm3-6, Ca8-10
-->Kc6
-->Gn7-8, Kc7-->Gn9-10, Kc8
-->Bm5, Buy Counterfeit, gain Cu10, trash Cu10 to draw Kc9-10, Bm9. Gain Ft7-10, Rm7-9, 2 Potion (trashing Ft7-10 into hand, topdecking 2 Potion, Counterfeit). Buy Nobles, trash Ft2, gain gold, return Ft2 to hand. Gain 10 silvers. Topdeck 7 silvers. Buy Gardens, gaining Rm10, Nb4-10, 2 silvers.
-->Hunting Grounds, draw 7 silvers, 2 potions, Bm10, Bank, Counterfeit.
-->Kc9
State:22 actions, 31 buys, 53 coins, 48 VP chips, 10 goons, 10 hagglers, and a Quarry in play
Hand: Kc10, Ft2-10, Bm6-10, Wt3, Counterfeit, Bank, 2 Potions, 7 silver.
Deck: Rm1-2, Peddler
Discard: Rm3-10, Ca8-10, Nb4-10, 5 Silver, Nobles, Gardens, Duke, Fairgrounds
-->Bm6-7, Kc10, Bm8-10. Can buy 15 cards from the Black Market deck. Play 2 potions. Buy Feodum, Silk Road, Vineyard, Duke, Scout, Crossroads, Cellar, Squire, Herbalist, Pawn, Candlestick Maker, Hamlet, Coppersmith, Counting House, Scyring Pool. Gain 28 silvers, 43 coppers, 9 curses. Trash the curses, topdeck the Scyring Pool and Counting house.
State:22 actions, 31 buys, 66 coins, 198 VP chips, all that same stuff in play
Hand: Ft2-10, Wt3, Counterfeit, Bank, 7 silver.
Deck: Scrying Pool, Counting House, Rm1-2, Peddler
Discard: Rm3-10, Ca8-10, Nb4-10, Nobles, Scout, Crossroads, Cellar, Squire, Herbalist, Pawn, Candlestick Maker, Hamlet, Coppersmith, Duke, Fairgrounds, Gardens, Feodum, Silk Road, Vineyards, 33 Silver, 43 Copper. (Deck will be in this order when shuffled)
Play Ft2-3, draw Scrying Pool and Counting House. (24 actions)
Play Counting House, pick up 43 Copper.
Play Scrying Pool, draw ALL the actions!! (and Duke)
Play Ft4, draw Fairgrounds. (24 actions)
Play
The Almighty Scout, draw Gardens, Feodum, Silk Road, and Vineyards.
Play Crossroads, reveal 7 victory cards, draw 7 Silver.
Play Ca8-10, draw 9 Silver
Play Ft5-10, draw 5 Silver (30 actions)
Play Nobles for cards and Peddler, draw 4 silver
Play Rm1-10, Nb4-10, Coppersmith.
State:11 actions, 41 buys, 74 coins, 198 VP chips, all that stuff in play + Coppersmith
Hand: Wt3, Cellar, Squire, Herbalist, Pawn, Candlestick Maker, Hamlet, Farmland, Duke, Fairgrounds, Gardens, Feodum, Silk Road, Vineyards, Counterfeit, Bank, 32 Silver, 43 Copper.
Deck: 8 silver
Discard: Nothing
Play Cellar, discard Duke, Fairgrounds, Gardens, Feodum, Silk Road, Vineyards, Wt3, draw 7 Silver.
Play Candlestick Maker, Herbalist, and Squire for buys.
Play Pawn for card and buy, drawing 1 silver.
Play Hamlet, (shuffle) draw Duke, discard Duke for a buy.
ENTER THE BUY PHASE!!Use a coin token!
State:8 useless actions, 47 fabulous buys, 77 coins, 198 VP chips, 10 hagglers, 10 goons, Quarry, and Coppersmith in play. Hand: 40 silver, 43 copper, counterfeit, bank
Play the gold, silver, and copper for 169 more coins. (246 total).
Counterfeit-->Bank. Bank is worth 97: 40 silver + 2 potions + 1 bank + 1 counterfeit + 53 copper (the 43 just played, plus 10 from way back near the start of the turn.) 246 + 1 from counterfeit + 97 + 97 = 441 coins. Only 48 buys (+1 from counterfeit) though.
--Coppersmith was a waste, could have been Sir Martin. But I can’t just not get and play coppersmith with 53 coppers in hand!--
What remains in the supply are all the basic victory cards, 12 platina, 30 gold, 14 Potions, 8 stonemasons, 7 Watchtowers, and a curse. Buy the curse. Buy a stonemason, overpay by 196 coins to gain the pair of super-secret action cards costing 196 in the supply.
There are exactly enough coins and buys left over to buy the rest of the stonemasons, the rest of the watchtowers, all the colonies (gaining the rest of the plats and golds and potions), and all the provinces, duchies, and estates.
Enter cleanup phase, discard most of the supply, don’t use the herbalist effect, draw Feodum, Fairgrounds, Gardens, Silk Road, and Vineyards (yes, this was perfect shuffle luck). Next turn doesn’t look too good, (although you have a whole lot of points in hand), but luckily the game has ended on the 22-pile rule.
Points:VP Chips: 678
Supply Kingdom Victory cards: 80+48+24+8 =180
Nobles: 4
Feodum: 13
Duke: 8
Fairgrounds: 18 (45 uniques)
Gardens: 53 copper + 40 silver + 30 gold + 12 plat + 16 potion + 32 kingdom victory cards + 23 black market cards + 2 Pr + N + 10 Kc + 10 Hg + 10 Gn + 10 Wt + 10 St + 10 Ft + 4 Ca + 7 Nb + 10 Rm + 1 curse = 290 cards = 29 Points
Vineyards: 29 (89 actions)
Silk Road: 9
Curse: -1
678 + 180 + 4 + 13 + 8 + 18 + 29 + 29 + 9 – 1 =
967 VP