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Author Topic: 3 pile in 7 turns  (Read 1959 times)

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ratxt1

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3 pile in 7 turns
« on: February 06, 2012, 07:29:00 pm »
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so here is the challenge your starting deck is 5 differently named cards and you are to 3 pile the game in 7 turns. do not assume perfect shuffle luck.

edit: added 3 more restraints since it porved to be too easy. You now can't use cost reducers, buy cards, nor have any non terminals (KC and TR don't count as non-terminals).
« Last Edit: February 06, 2012, 08:56:57 pm by ratxt1 »
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ftl

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Re: 3 pile in 7 turns
« Reply #1 on: February 06, 2012, 07:54:45 pm »
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That seems a little easy. Am I missing something?

Start with Throne Room, KC, bridge, grand market, princess.

Turn 1:  TR->KC->grand market, bridge. Play princess. Total - 8 buys, everything costs 5 less, 9 coin. Buy 8 grand markets.
Turn 2:  GMs are cantrips, so you can cycle them all and end with the same five cards. Total - 16 buys, everything costs 5 less, 25 coin. Buy a grand market, 10 markets, 5 hamlets.   
Turn 3 - same thing, buy out everything you need to finish the three-pile.


I think if you get to start with any 5 unique cards, it might even be doable in two, or there's some infinite chain you can set up and three-pile in one...
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ftl

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Re: 3 pile in 7 turns
« Reply #2 on: February 06, 2012, 07:59:54 pm »
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OK, in one turn.


Throne Room, KC, Bridge, Ironworks, Library.

Throne Room->KC
KC the bridge. Everything costs 3 less.
KC the ironworks. Ironworks a KC, an ironworks, and a library. This also gives +3 actions.
Play the library from your hand; draw KC, ironworks, library.
KC the ironworks to gain KC, ironworks, library; play the library.

And so on, until KCs, ironworks, and libraries are gone.
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ratxt1

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Re: 3 pile in 7 turns
« Reply #3 on: February 06, 2012, 08:46:36 pm »
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yea didn't really have tiem to think of other solutions was more of trying to craft a problem to a cute trick will come up with better constraints.


edit: i thing these two constraints make it harder. you can't use cost reducers (like bridge) and you can't buy cards only gain them.

edit 2: and if that is too easy add in the restraint that you can only have terminal cards (KC and TR count as terminals)
« Last Edit: February 06, 2012, 08:57:31 pm by ratxt1 »
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eHalcyon

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Re: 3 pile in 7 turns
« Reply #4 on: February 07, 2012, 02:04:15 pm »
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You can't buy cards?  OK, following alll of the new constraints:

Starting hand: King's Court, Throne Room, Workshop, Feast, Watchtower

Throne Room King's Court, KC Feast and Workshop. 

With the KC'd Feast, gain 1 Feast and 2 Duchy.  With the KC'd Workshop, take 3 Estate.  Trash every card gained with Watchtower except for a single Feast.  You will be trashing 6 cards each turn and draw the same starting hand each time.  When the Estates run out, go for Feast instead.


Sample:

1: Gain and trash 2 Duchy, 1 Feast, 3 Estate
remaining: 6 Duchy, 5 Estate 8 Feast - note that there are 10 Feast total, 1 was in starting hand and 1 was gained.

2: Gain and trash 2 Duchy, 1 Feast, 3 Estate
remaining: D duchy, 2 Estate, 7 Feast

3: Gain and trash 2 Duchy, 2 Feast, 2 Estate
remaining: 2 Duchy, 0 Estate, 5 Feast

4: Gain and trash 2 Duchy, 4 Feast
remaining: 0 Duchy, 0 Estate, 1 Feast

5: Gain last Feast (trashing is optional)
remaining: 0 Duchy, 0 Estate, 0 Feast


3-pile ending thus achieved in 5 turns.

It could probably be done faster by gaining and keeping some throne rooms and more feasts and Workshops along with some drawing card to draw the entire deck, but I don't want to work it out without perfect shuffle luck.
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ratxt1

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Re: 3 pile in 7 turns
« Reply #5 on: February 07, 2012, 10:50:50 pm »
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good one i will just post the one i was thinking of since i am failing at making a cool puzzle with good restrictions, if you want to try and find this combo without looking at the spolier try a new puzzle with the same restraints except you have to get a 6 pile in 10 turns and you can only buy those 6 cards.

KC/Harem/Duchy/Gardens/Develop
KC the Develop and trash the harem gaining any 5 cost card putting it on the deck and a KC putting it on top of the deck.
with the duchy gain a harem and gardens and with the gardens gain a duchy and develop. your next hand will be the exact same as the one you started with.
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