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Author Topic: Empty the supply with worst shuffle luck  (Read 2588 times)

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sudgy

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Empty the supply with worst shuffle luck
« on: February 24, 2016, 12:10:26 am »
+1

An idea from the Lucky Chancellor and friends thread: Empty the supply with the worst possible shuffle luck (basically, you can do it every game) as fast as you can.  Any specifics are up to you.
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Accatitippi

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Re: Empty the supply with worst shuffle luck
« Reply #1 on: February 24, 2016, 07:49:29 am »
+4

Here is my brute force method, using all cantrip +Buys I could put my dirty hands on.
It went through several iterations, so it might contain some errors, but I hope it's allright.
16 Turns, Supply as in a 2-player game, without the second player. One Event.

Market
Market Square
City
Highway
Watchtower
Worker's Village
Peddler
Ironworks
Grand Market
Chapel

Alms (+1-2 turns without Alms, I think)

T1-2 Chapel-Worker's Village
T3-4-5: Chapel 4 coppers, beg for 3WV.
Deck: 3 Estates, 3Coppers. Discard: 4WV, Chapel
T6: Beg for a WV
Deck: 1 Starting card. Discard: 5WV, Chapel, 5 Starting Cards
T7-T8: One Ironworks, One Peddler, Trash 4 Starters.
Stop cards: Chapel, Estate, Estate, Ironworks. Cantrips: 1Peddler, 5WV
T9: Play your Deck. Trash 2 Estates, Gain 6 Peddlers, one IW. (6buy, one gain)
T10: 5WV 7 Peddlers // 1Chapel 2Ironworks → Gain Ironworks (play), 2WV(play) buy 2 Peddlers, Highway, WV (alms)
T11: 7WV, 9 Peddlers, 1Highway // 1Chapel 3IW → Gain 2 Hws, 1 WV (play them), Buy 2 Highways, 6 Market Squares
T12: 8WV, 9 Peddlers, 5HW, 6MS // 1Chapel 3IW → Gain 2WV, 1 Market Square (play them), 1+8+6+3=18 Buys: 10 Cities, 8 Markets.
T13: Trash one IW with chapel. Gain: Watchtower, Market (play it). (this turn is tricky, but there's a way to make it work 100%)*
Deck: 10WV, 9 Peddlers, 5HW, 7MS, 10 Cities, 9 Markets // Chapel, 2IW, Watchtower.
buys: 1+10+7+10+9= 37 Buys: 9 Grand Markets (these cost 1 coin), 2 MS, 3 Highways.
Useless cards left to gain: 46 Coppers, 40 Silvers, 30 Golds, 24 Victory, 1 Market, 1 MS, 2 HW, 9 WT, 1 Peddler, 7 IW, 1 Grand Market, 9 Chapels, 10 Curses= 181
T13, cont'd: buy 23 useless cards, trashing them with WT. 158 left.
T14: 108 left (leave the Ironworks alone!)
T15: 58 left
T16: Yo dawg, Ironworks the Ironworks every time you can Ironworks. You have 10 Cities in your deck. You'll end your first run through your deck with 2 new IW in the discard, and a hand of Chapel, WT, at least 5 Cities, and a cantrip. (Once you've played 5 Cities, your hand has 6 non-stop cards, so you can spare the 5 Cities). Gain, draw and play all remaining Ironworks. The last two Ironworks gain Market and Market Square, which you still can play.
This turn you gained: 7 IW, 1 MS and 1 Market. Add 50 buys (2 from newly gained cards): 59 gains.

One possible change would be swapping out Market Square for Masterpiece.
Squire for Ironworks didn't work as well as this (17 or 18 turns, the gain-and-play is so strong)

*: draw your deck. You have Chapel, IW, IW, IW, Cantrip in hand. Trash one IW. Play IW, gain Market. Play Cantrip, draw Market. Play IW, Gain WT. Play Market, draw WT.

Edit: rereading this I just noticed I mistakently only counted 36 Coppers instead of 46. I might try and optimize it, but it's 17 turns in its current form  :(

Edit2: I fixed it!
« Last Edit: February 24, 2016, 08:25:22 am by Accatitippi »
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AdrianHealey

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Re: Empty the supply with worst shuffle luck
« Reply #2 on: February 24, 2016, 10:18:38 am »
0

I think someone should try this with two players both interacting. So we can totally try it out in a real game.

We can try this with one player never buying anything at all, though.

Ah, fuck. Alms isn't yet on dominion online. Sad.
« Last Edit: February 24, 2016, 10:19:45 am by AdrianHealey »
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Deadlock39

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Re: Empty the supply with worst shuffle luck
« Reply #3 on: February 24, 2016, 10:56:49 am »
0

beg for 3WV


You can't do that.... Alms is once per turn. Even if it weren't you don't have 3 buys...

The annotation confused me at first. This is referencing turns 3-5, so they are gaining one with Alms each turn.

Accatitippi

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Re: Empty the supply with worst shuffle luck
« Reply #4 on: February 24, 2016, 11:16:40 am »
0

beg for 3WV


You can't do that.... Alms is once per turn. Even if it weren't you don't have 3 buys...

The annotation confused me at first. This is referencing turns 3-5, so they are gaining one with Alms each turn.

Yeah, sorry, I could have annotated it better. Anyway, I grouped some turns because their exact configuration depends on draws, but you're guaranteed to get those cards during that shuffle. (it mattered more before I added Alms)
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jomini

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Re: Empty the supply with worst shuffle luck
« Reply #5 on: March 19, 2016, 07:10:13 pm »
+7

So this is long and likely hard to follow. I highly expect there to be mistakes. But if I have not done too badly this gains every card in play in 5 Turns with any possible shuffle luck. I will not be using spoiler tags because it is already fiendishly long.


Kingdom
1. Develop (Dev) (bane)
2. Kc
3. Band of misfits (Bom)
4. Death cart (Dc)
5. Procession (Prssn)
6. Watchtower (Wt)
7. Fortess (Fort)
8. Haggler (Haglr)
9. Border village (Bv)
10. Council room (Cr)
11. Black market (Bm) which contains (in any order): 1. Young witch (Yw) 2. Baker 3. Bridge (Brg) 4. Highway (Hwy) 5. Royal Carriage (Rc) 6. Tournament 7. Bridge troll (Brgtrl) 8. Sir Martin 9. Grave robber (Grvrbr) 10. Rogue 11. Squire (Sqr) 12. Hunting grounds (Hground) 13. Festival 14. City

Events:
Save
Alms
Ball
Travelling fair
Quest



T1: Save (any card is Saved)
T2: Borrow/Baker coin: Tfair, Quest (gain G to deck top), Alms(Dev1)
T3: Dev1 (trash G, gain Kc1/Bom1): Alms (Dev2)
T4: Kc1 → Bom1 (Dc, trash Bom1): $15: Tfair ($2), Tfair ($2), Ball ($5, gain Prssn1-2), Ball($5 gain Prssn3, Fort1), Alms (Wt)
T5: WtPrssn1Prssn2Prssn3Fort1:7C3EDev1-2Kc1

//When gaining cards I will generally be revealing Wt to top deck the card I have tried to note when I do something else either before or after the gains in question
Prssn1 → Prssn2 → Prssn3 → Fort1 (draw XX, trash Fort1, gain Bom2, regain Fort1) →

Fort1 (draw Bom2X, trash Fort1, gain Bom3, regain Fort1, trash Prssn3, gain Bom4) →

//Prssn2 needs to double play another card

Bom2 (Prssn) → Fort1 (draw Bom3-4, trash Fort1, gain Bom5, regain Fort1) →
Bom3 (Prssn) → Fort1 (draw Bom5X, trash Fort1, gain Bom6, regain Fort1) →
Bom4 (Prssn) → Fort1 (draw Bom6X, trash Fort1, gain Bom7, regain Fort1) →
Bom5 (Prssn) → Fort1 (draw Bom7X, trash Fort1, gain Bom8, regain Fort1) →
Bom6 (Prssn) → Fort1 (draw Bom8X, trash Fort1, gain Bom9, regain Fort1) →
Bom7 (Prssn) → Fort1 (draw Bom9X, trash Fort1, gain Bom10, regain Fort1) →
Bom8 (Prssn) → Fort1 (draw Bom10X, trash Fort1, gain Cr1, regain Fort1) →
Bom9 (Prssn) → Fort1 (draw Cr1X, trash Fort1, gain Cr2, regain Fort1) →
Bom10 (Prssn) → Fort1 (draw Cr2X, trash Fort1, gain Cr3, regain Fort1) →
Fort1 (draw Cr3X, trash Bom1-10, gain Bv1-10, gain Prssn4-10, Dev3-5) →

//I have now drawn 12 of 13 starting cards: through selective use of Wt my draw deck now has 12 cards  Xprssn4-10Bv1-4

Cr1 → Cr2 → Cr3 (draw Xprssn4-10Bv1-4; 4 buys) →
Kc1 → Prssn4 → Prssn5 → Prssn6 → Prssn7 → Prssn8 → Prssn9 →

Bv1 (draw Dev3-4, trash Bv1, gain Kc2) →
Bv2 (draw Kc2Dev5, trash Bv2, gain Kc3, trash Prssn9, gain Cr4) →
Kc2 → Prssn10 → Bv3 (draw Kc3Cr4, trash Bv3, gain Kc4 to discard) →
Bv4(draw Bv5-6, trash Bv4, gain Kc4 to discard) →
Bv5(draw Bv7-8, trash Bv5, gain Kc5 to discard) →
Dev1(trash Fort1, gain Dev4-Dev5, Bm1/Cr5-7, trash Kc2, trash Prssn9, gain Haglr1)

//Prssn8 is back up
 
Bv6(draw Bm1Cr5, trash Bv6, gain Kc6 to discard, trash Prssn8, gain Haglr2) →
Bv7(draw Dev4Cr6, trash Bv7, gain Kc7 to discard, trash Prssn7, gain Haglr3) →
Bv8(draw Dev5Cr7, trash Bv8, gain Kc8 to discard, trash Prssn6, gain Haglr4) →
Fort1(draw Bv9-10, trash Fort1, gain Haglr5, trash Prssn 5, gain Haglr5) →

//Prssn4 has 2 openings left
Dev2(trash Bv9-10, gain Haglr6-7/Kc9-10, trash Dev3, gain Dc1, trash Fort2 with Wt, gain Fort2 to hand) →
Fort1 (draw Haglr6Kc9, trash Fort1, gain Haglr8, regain Fort1) ->

//current hand: Dev3-5Fort1-2Wt1Bm1Cr4-7Kc9Kc3Haglr6
//deck top Haglr7Kc10
//discard Haglr1-5Kc4-8Dc1Ruins1-2

Dev3(trash Fort1, gain Haglr8Dev6, regain Fort1) →
Dev4(trash Fort1, gain Cr8Dev7, regain Fort1) →
Dev5(trash Fort1, gain Cr9Dev8, regain Fort1) →
Cr4 → Cr5 (draw Cr8-9Dev6-8Haglr7-8Bm2Kc10, 6 buys) →

Dev6(trash Fort1, gain Haglr9Bm2, regain Fort1) →
Dev7(trash Fort1, gain Haglr10Bm3, regain Fort1) →
Dev8(trash Fort1, gain Cr10Bm4, regain Fort1) →

//current hand: Fort1-2Wt1Bm1Cr6-9Kc9-10Kc3Haglr6-8
//deck top Cr10Haglr9-10Bm2-4: 7 cards
//discard Haglr1-5Kc4-8DcRuins1-2: 14 cards

Kc3 → Kc9 → Cr6 → Cr7 (draw everything, 12 buys) → Dc1
Haglr1-10 →

//now it is time to start playing Bm, nothing but Squire in the Bm deck costs less than $3, I have $34 between 10 Haglrs, 7 coppers, a triple play of Dc, and 1 Bm

Bm1 → Bm2 ->

There are 3 cards < $5, at worst I buy a $4, gain 10 Silvers & buy a $5 or greater, gain Fort2-10, Dev9, top deck the $5; trash & gain to hand all the Forts

Bm3 (buy a $5, gain Bm6-10 to top deck, gain Dev10, 4 Silvers) →

Fort1-8 (draw Bm6-10 & 3 cards from Bm deck) →
Bm4-7 (buy stuff from the Bm deck, gain 40 cards <$5) ->
Bm8 (buy a $5 from the Bm deck, gain 9 Dc to top deck, another card)

//top deck is now 5 cards from Bm deck

Kc4 → Kc5 → Kc6 → Kc7 → Kc10 →

This gives me 10 triple plays:
Bm9 (gain 3 Bm cards to deck top, gain 30 cards) →
Bm10 (gain 3 Bm cards to deck top, gain 30 cards) →

//I have gained 101 cards unspecified, top deck is 11 cards from the Bm deck & 9 Dc

Cr8 → Cr9 (draw 24 cards, total buys at 18) →

//so I have all Bm cards in hand, all Dc in hand, and spent $59 on buys. I had $15 from Dc1, $20 from Haglrs, $28 from Bm plays, and $7 from Coppers. This gave me $70 so I have $11 leftover

Brg (cards cost $3 less, total cash at $14, total buys at 21) →
Sir Martin (total buys at 27) →
Sqr (total buys at 33) →
Grvrbr (trash Hgrounds, gain 3E, gain Prov to deck top; gain Kc2 from trash, gain Bv1 from trash, gain Duch1) →
City (total cash at $17, total buys at 36; draw Kc2Prov1)
Kc (get another 2 triple plays) →
Festival (total cash at $23, total buys at 39) →
Rogue (gain Bv2-4, gain Duch 2-4, total cash at $29) →

//done with triple plays
Rc → Tourney (discard Prov, gain Princess) → Princess (cards cost net $5 less, total buys at 41)
[call Rc on Princess] → Princess (total buys of 43) →
Brgtrl (cards cost net $6 less, total buys at $42) → Hwy (cards cost net $7 less) →
Baker (gain coin token)

//in hand are 9 Dc, I currently have 42 buys and $29 with a $7 cost reduction on cards

Dc2-10 (gain $45 for a total of $74)

BUY PHASE:
Buy 12 Colonies for $60: gain: 9 Plats, 29 Gold, 82 cards <$5
Buy 11 Provinces for $11: gain 110 cards <$5

I  spend $71 of $74

Buys left:
19:
Buy Duch5-12 for 8 buys, no $
Buy E4-12 for 9 buys, no$

2 Buys left

Cards not explicitly stated to be gained:
9 Wt
20 (of 40) Ruins
40 Silver
60 Copper
40 Curses
total : 169
optional: 16 Potions (trivial to gain as well)


So I think this should be sufficient overkill to gain everything regardless of shuffle luck. The big ideas are:
1. Using a lot of events to get Dev/Gold on deck top to start T3 so I can get Kc/Bom for a lot of cash
2. Using the cash to setup a PrssnFort explosion with Wt top decking or trashing cards
3. Chaining up from $4 -> Bom/Haglr -> Bv -> Kc
4. Mass gaining cards off 10 Haglr in play during Bm buys
5. Using Brg, Brgtrl, Hwy, and Princess to get $7 cost reduction with multiple plays of Kc.
6. Getting a huge number of +buy with Kc, Cr, and Bm cards
7. Using mass Dc to get lots of $
9. Using some card gaining powers of various cards to deplete a few Duchies and Estates instead of needing more buys.

Please let me know where the mistakes are and I might try to fix them if I have time.
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