Gear, Steward, Masquerade, Smugglers, Workshop, Horn of plenty, Plaza, Stables, Cultist, Witch
Events: Quest, Ferry
4 player IRL (no log)
I went for Cultists (which were ignored by all the other players, they hadn't seen it much and were unfamiliar with it) and got about 5 before I started greening. I had used the ferry to make my cultists cost 3, then gained them and plazas with a workshop. The plazas went quickly as they were the only source of actions and were the first empty pile. No one touched masquerade or HOP. We used steward for trashing. Quest was used a lot to gain golds as people would use stables to draw cards then buy a Quest to discard their mostly ruins and cursed hand to gain a gold. Witch was an afterthought with only a couple of them purchased.
I ended up winning with 31 points (5 Provinces plus other stuff and curses). But I think my deck could have been more streamlined. What would you buy here? Is witch stronger than cultist on this board? How many cultists do you buy when they are uncontested? Do you continue to buy them after the ruins are gone, or do you switch to witches? The guys I play with still look at me funny when I trash coppers but they all started to buy stewards when the ruins and curses became too much for their deck to bear.
I still don't know how to play HoP. Would it have worked here or does it need a more reliable source of actions to get more cards in play? I guess I was playing plazas, cultists, stewards, and treasures on most of my hands so it would have been worth 4-5 regularly.