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Author Topic: 2 Cards, 2 Turns, X Provinces  (Read 4555 times)

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Qvist

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2 Cards, 2 Turns, X Provinces
« on: January 26, 2012, 03:48:44 am »
+1

According to the 3 Provinces, X Cards Thread:

Assume it's the first turn of a one-player non-Colony game where you start with any 2 different cards.
How many Provinces do you get at maximum after Turn 2.
(Outpost turns are no seperate turns)
The Provinces have to stay in your deck (or mats) and you aren't allowed to assume perfect shuffle luck (e.g. if you have more than 5 cards later).

And what would be the solution for less restrictions like:
a) not the first turn
b) 2+ player game without Possession
c) the 2 cards can be the same
d) it's a Colony game
e) perfect shuffle luck is allowed

petrie911

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #1 on: January 26, 2012, 04:32:02 am »
0

I can think of a way to get 3 Provinces.

KC Governor, gain 3 Golds.  Next turn, KC Governor, remodel 3 Golds into Provinces
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ghostofmars

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #2 on: January 26, 2012, 04:37:11 am »
0

Also three Provinces
KC Ironworks -> Bridge(x2) TR
KC TR Bridge Bridge IW (gain 2 Provinces, buy a Province)


Edit: A small modification, and I get 4 provinces
KC Bridge -> Buy TR, Bridge, silver
TR KC Bridge Bridge silver (buy 4 Provinces)
« Last Edit: January 26, 2012, 05:01:09 am by ghostofmars »
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DrHades

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #3 on: January 26, 2012, 07:04:39 am »
0

a) 4 Pirate ship, but I don't know how to make more than taking a +buy and then buy 4 Provinces
b) 8 I start KC-Bridge, buy 2 Bridges. My opponent plays Village, Village, Torturer (I discard), Torturer (I discard), Masquerade (he sents KC, I sent nothing). Turn 2 - KC-KC-Bridge-Bridge-Bridge

And I have no idea, how the hell are you able to get 4 or even 3 in the original puzzle  ;D But I will try to find it...
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ghostofmars

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #4 on: January 26, 2012, 09:14:54 am »
0

a) 4 Pirate ship, but I don't know how to make more than taking a +buy and then buy 4 Provinces
b) 8 I start KC-Bridge, buy 2 Bridges. My opponent plays Village, Village, Torturer (I discard), Torturer (I discard), Masquerade (he sents KC, I sent nothing). Turn 2 - KC-KC-Bridge-Bridge-Bridge

And I have no idea, how the hell are you able to get 4 or even 3 in the original puzzle  ;D But I will try to find it...
I think no tokens are allowed, so that "not the first turn" is only relevant for City (pile empty) or Trade Route (Victory cards bought)

There's a bug in your (b) solution: You have only KC in hand.
However, it's easy to fix
opponent plays village -> torturer (I gain curse in hand), Masquerade (I pass curse, he passes KC)
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ghostofmars

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #5 on: January 26, 2012, 09:52:36 am »
+1

New solution: 9 provinces (if there were that many)

Turn 1:
KC university -> gain TR Outpost Tactician

Turn 2:
KC university -> gain HW Bridge(x2)
play Outpost
play Tactician

Turn 2 (Outpost):
play University -> gain Bridge
play HW -> draw Bridge
TR KC Bridge(x2)
Bridge

=> province cost 0, with 9 buys
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Qvist

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #6 on: January 26, 2012, 10:05:17 am »
0

petrie911's solution and ghostofmars's first solution were exact the solutions I had in mind.
ghostofmars second solution is great. Kudos!

For a) KC-Trade Route with at least 5 tokens => buy KC-Bridge-Bridge.
Play KC-KC-Bridge-Bridge-Trade Route => 8 Provinces


b) DrHades's + ghostofmars's solution is one of the many I think. But has anyone a good idea without Masquerade?

Ninja'd: Great, ghostofmars. So a)-e) don't matter anymore as we have a perfect solution with all restrictions.

dondon151

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #7 on: January 26, 2012, 12:57:30 pm »
0

=> province cost 0, with 9 buys

Shouldn't you have 8 buys? You've only played Bridge 7 times.

EDIT: Nevermind, when you wrote "draw Bridge," it also meant to play it.
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dondon151

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #8 on: January 26, 2012, 02:31:08 pm »
+1

OK, I think I can do one better by doing a huge KC chain; I hope I didn't make a mistake in there. It's probably not very optimized.

EDIT: Didn't see the part about not being able to assume perfect shuffle luck. This does require both Highways to be in the top 6 cards of the deck on the turn 2 Outpost draw.

Turn 1:
KC a University. Gain Ironworks, Outpost, Wharf.

Turn 2:
Draw King's Court, University, Ironworks, Outpost, Wharf.
KC a University. Gain 2x Highway and 1x Council Room.
Play Ironworks. Gain 1x Watchtower.
Play Outpost.
Play Wharf.

Turn 2 (Outpost, +2 cards and +1 buy from Wharf - 2 buys):
Draw King's Court, University, Ironworks, 2x Highway.
Play 2x Highway (drawing Watchtower and Council Room), reducing costs by $2.
Play University. Gain a King's Court.
KC an Ironworks. Gain a Highway (reveal Watchtower), a Nobles (draw Highway), and an Ironworks.
Play Highway (draw Ironworks), reducing costs by $3.
Play Council Room (draw King's Court and Nobles). 3 buys.
KC an Ironworks. Gain 2x King's Court and an Ironworks.
Play Nobles (draw 2x King's Court and an Ironworks).
KC a KC...
- an Ironworks (gain an Ironworks (reveal Watchtower), a Nobles (draw Ironworks), and a King's Court).
- an Ironworks (gain an Ironworks (reveal Watchtower), a Nobles (draw Ironworks), and a King's Court).
- an Ironworks (gain a Nobles (reveal Watchtower and draw Nobles), and 2x Ironworks).
Play Nobles (draw 2x Nobles and Ironworks).
Play Nobles (draw 2x King's Court and Ironworks).
KC a KC...
- an Ironworks (gain 3x Ironworks)
- an Ironworks (gain 2x King's Court and a Festival)
- a Nobles (draw 3x Ironworks, 2x King's Court, and a Festival).
KC a KC...
- an Ironworks (gain Council Room (reveal Watchtower) and 2x King's Court (reveal Watchtower)).
- an Ironworks (gain 2x Throne Room (reveal Watchtower) and a Bridge)
- an Ironworks (gain 3x Bridge)
Play Festival. 4 buys.
Play Watchtower (draw Council Room, 2x King's Court, 2x Throne Room)
Play Council Room (draw 4x Bridge). 5 buys.
TR a TR...
- a KC...
-- a Bridge (reducing costs by $6). 8 buys.
-- a Bridge (reducing costs by $9). 11 buys.
- a KC...
-- a Bridge (reducing costs by $12). 14 buys.
-- a Bridge (reducing costs by $15). 17 buys.
« Last Edit: January 26, 2012, 02:42:40 pm by dondon151 »
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jotheonah

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #9 on: January 26, 2012, 03:19:42 pm »
0

New solution: 9 provinces (if there were that many)

Turn 1:
KC university -> gain TR Outpost Tactician

Turn 2:
KC university -> gain HW Bridge(x2)
play Outpost
play Tactician

Turn 2 (Outpost):
play University -> gain Bridge
play HW -> draw Bridge
TR KC Bridge(x2)
Bridge

=> province cost 0, with 9 buys


What did you discard to your Tactician to make it work?
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Qvist

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #10 on: January 26, 2012, 03:28:31 pm »
0

What did you discard to your Tactician to make it work?
Throne Room

dondon151: How many cards are in your kingdom?  :P

dondon151

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #11 on: January 26, 2012, 05:10:56 pm »
0

Too many. I think replacing all instances of Council Room and Festival with Wharf will both fix that problem, though (and tweaking a couple of plays).

Also I have a different opening on turn 1 in mind, but I'm too tired to try to figure it out.
« Last Edit: January 26, 2012, 05:22:42 pm by dondon151 »
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dondon151

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Re: 2 Cards, 2 Turns, X Provinces
« Reply #12 on: January 26, 2012, 08:15:57 pm »
+1

Revised my solution, making it a bit faster (and also conforms to supply rules!). Hopefully no big mistakes this time.

Supply: Bridge, Highway, Ironworks, King's Court, Nobles, Outpost, Throne Room, University, Watchtower, Wharf

Turn 1:
KC a University. Gain Ironworks, Throne Room, Watchtower.

Turn 2:
Draw King's Court, University, Ironworks, Throne Room, Watchtower.
TR a KC...
- a University (gaining 2x Highway and a Wharf).
- an Ironworks (gaining 3x Ironworks).
Play Watchtower (drawing 3x Ironworks, 2x Highway, and a Wharf).
Play Highway (drawing nothing), reducing costs by $1.
Play Ironworks (gaining a Wharf).
Play Ironworks (gaining a Wharf).
Play Wharf (drawing 2x Wharf).
Play Ironworks (gaining an Outpost).
Play Highway (drawing an Outpost), reducing costs by $2.
Play Wharf (drawing nothing).
Play Wharf (drawing nothing).
Play Outpost.

Turn 2 (Outpost, +6 cards and +3 buys from 3x Wharf - 4 buys):
Draw King's Court, University, 4x Ironworks, Throne Room, Watchtower, Highway.
*** Note that even though there's still 1 Highway left in the deck, it's impossible to not be able to draw the entire deck.
Play Highway (drawing a Highway), reducing costs by $1.
Play Highway (drawing nothing), reducing costs by $2.
TR a KC...
- an Ironworks (gaining 3x Nobles (revealing Watchtower and drawing 3x Nobles)).
- a University (gaining 2x King's Court and a Highway).
Play Nobles (drawing 2x King's Court and a Highway).
Play Highway (drawing nothing), reducing costs by $3.
KC a KC...
- an Ironworks (gaining 3x King's Court)
- an Ironworks (gaining 3x Bridge)
- an Ironworks (gaining 2x Bridge and a Nobles (revealing Watchtower and drawing Nobles)).
Play Nobles (drawing a Nobles and 2x Bridge).
Play Nobles (drawing 3x King's Court).
Play Nobles (drawing 3x Bridge).
KC a KC...
- a Bridge, reducing costs by $6. 7 buys.
- a Bridge, reducing costs by $9. 10 buys.
- a KC...
-- a Bridge, reducing costs by $12. 13 buys.
-- a Bridge, reducing costs by $15. 16 buys.
-- a Bridge, reducing costs by $18. 19 buys.


And I didn't empty out any supply piles, so you can probably extend this to get more Victory cards, or something.
« Last Edit: January 26, 2012, 08:19:23 pm by dondon151 »
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