3P IRL game.
Plan on Page --> Candlestick Maker (Warrior-proof) --> Double Page buys --> cycle like crazy --> buy more Pages, trash all starting cards, lock opponents out of Travelers by grabbing all Warriors and upgrading only one of them to Champion. Put Pathfinding on Page. Final build:
...8 Pages, 4 Warriors, three Platinums, three Silvers leftover from Treasure Hunters. Draw whole deck repeatedly, trashing literally every 3-4 cost card in opponents' decks along the way, play one Candlestick Maker for exactly $22 and two buys, buy double Colonies...five turns in a row.
One opponent was attempting Page buys with Forager (not Warrior-proof) and the other was attempting Pathfinding/City chains. Final score: 106 - 20 - 0.
That said, I made a huge mistake in a 4P IRL game yesterday:
Excellent engine parts (Smithy, Journeyman, Plaza, Count) but not a single extra buy. No junking. Harem. Played a boring Smithy-BM, won by a few points, apologized for being boring.
However, I saw it too late: Highway, Count, Ball. Derp! The Kingdom could easily have supported a very thin deck playing 4 Highways and Balling two Provinces a turn, no double-buy required. I've got to remember that Ball says "a card" and not "an action card" like so many Events do.
(One more: Highway/Prince-Embassy. Wow! Only won by two points over opponent who got Highway/Prince-Journeyman.)