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Author Topic: Turn 1 Win (No Mission/Outpost/Possession)  (Read 324 times)

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mith

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Turn 1 Win (No Mission/Outpost/Possession)
« on: October 25, 2017, 05:19:15 pm »
+11

Kingdom:
b = Border Village
f = Fortress
v = Villa
d = Doctor
l = Library
x = Death Cart
Baker
Pooka
?
?

R = Ruin

Events:
Borrow
Travelling Fair
Advance
Alms
Seaway
Bonfire

Starting Cards:
C = Copper
g = Cursed Gold
n = Necropolis
h = Hovel
e = Overgrown Estate



Hand: gCCCn
Deck: [CCChe]
Spend: Coin Token (from Baker)
Buy: Borrow, Travelling Fair, Advance (n -> bf), Alms (v)

9 Villas left, 9 Border Villages left

Hand: gCCCv
Deck: fb[CCChe]
Play: v
Play: CCCg (Curse to discard)
Buy: Travelling Fair, Doctor (overpay $1, trash f to hand), Advance (f -> bv)
$1 left

8 Villas left, 8 Border Villages left

Hand: fv
Deck: bb[CCChe]
Play: v
Buy: Advance (f -> bv)
$2 left

7 Villas left, 7 Border Villages left

Hand: fv
Deck: bbb[CCChe]
Play: v
Buy: Advance (f -> bv)
$3 left

6 Villas left, 6 Border Villages left

Hand: fv
Deck: bbbb[CCChe]
Play: v
Buy: Advance (f -> bv)
$4 left

5 Villas left, 5 Border Villages left

Hand: fv
Deck: bbbbb[CCChe]
Play: v
Buy: Seaway (v)
$0 left

4 Villas left, 5 Border Villages left

Hand: fv
Deck: bbbbb[CCChe]
Play: v
Buy: Advance (f -> bx, RR to discard), Advance (f -> bv)
$1 left

3 Villas left, 3 Border Villages left, 8 Ruins left

Hand: fv
Deck: bxbbbbbb[CCChe]
Play: v
Buy: Advance (f -> bl), Advance (f -> v)
$2 left

2 Villas left, 2 Border Villages left, 8 Ruins left

Hand: fv
Deck: lbbxbbbbbb[CCChe]
Play: f (-1 Card), v
Buy: Bonfire (fC), Advance (f -> v)
$0 left

1 Villa left, 2 Border Villages left, 8 Ruins left

Hand: fv
Deck: lbbxbbbbbb[CCChe]
Play: f, v, l
Hand: bbxbbbb
Deck: bb[CCChe]
Play: x (trash x)
Buy: Travelling Fair, Bonfire (fC), Advance (f -> bx, RR to discard), Advance (f -> v)

0 Villas left, 1 Border Village left, 6 Ruins left

Hand: fvbbbbbb
Deck: xbbb[CCChe]
Play: b, x (trash x), v
Buy: Travelling Fair, Travelling Fair, Advance (f -> x, RR to discard), Advance (f -> x, RR to discard), Advance (f -> x, RR to discard), Advance (f -> a + Duchy)

Villa, Border Village, Ruins empty
Final score: 2-0 (obviously could be much higher)



I am also now 95% confident that we can also pull of the Empty the Supply in 1 Turn starting from the position after the second Fortress play. Working out a few details still, but I'll note the following improvements that can already be made:

There are two empty slots in the kingdom, but we can actually make that five - Death Cart is not needed for setup (and can be any action we choose to have with our Library and Border Villages), and by including Black Market, we can stick Baker, Pooka, and Young Witch in the BM deck and are now using 6 of 11 slots.
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Qvist

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Re: Turn 1 Win (No Mission/Outpost/Possession)
« Reply #1 on: October 25, 2017, 05:47:07 pm »
+2

Nice I will try to come up with a solution with only 4 events so that I can try on ShIT when Nocturne gets released.
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mith

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Re: Turn 1 Win (No Mission/Outpost/Possession)
« Reply #2 on: October 25, 2017, 06:20:55 pm »
0

This is as close as I can get without Seaway and Bonfire at the moment:


Kingdom:
b = Border Village
f = Fortress
v = Villa
d = Doctor
l = Library
x = Death Cart
c = Cultist
Baker
Pooka
?

R = Ruin

Events:
Borrow
Travelling Fair
Advance
Alms

Starting Cards:
C = Copper
g = Cursed Gold
n = Necropolis
h = Hovel
e = Overgrown Estate




Hand: gCCCn
Deck: [CCChe]
Spend: Coin Token (from Baker)
Buy: Borrow, Travelling Fair, Advance (n -> bf), Alms (v)

9 Villas left, 9 Border Villages left

Hand: gCCCv
Deck: fb[CCChe]
Play: v
Play: CCCg (Curse to discard)
Buy: Travelling Fair, Doctor (overpay $1, trash f to hand), Advance (f -> bv)
$1 left

8 Villas left, 8 Border Villages left

Hand: fv
Deck: bb[CCChe]
Play: v
Buy: Advance (f -> bc), Advance (f -> bv)
$0 left

7 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$1 left

6 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$2 left

5 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$3 left

4 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$4 left

3 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Advance (f -> v)
$5 left

2 Villas left, 6 Border Villages left

Hand: fv
Deck: cbbbb[CCChe]
Play: v
Buy: Travelling Fair, Doctor (overpay $1, trash Cultist, draw -1 Card bb), Advance (f -> bv)
$0 left

1 Villa left, 5 Border Villages left

Hand: fvbb


But we don't have the Library or the Death Cart payload to make it work from here. I haven't seen a way to get the Library in hand faster, but that doesn't mean it's impossible.

I'm fairly certain the other four Events are necessary; at least until we find out there is an Heirloom that is an Action, or some other shenanigans as yet to be revealed.
« Last Edit: October 25, 2017, 06:26:09 pm by mith »
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mith

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Re: Turn 1 Win (No Mission/Outpost/Possession)
« Reply #3 on: October 26, 2017, 01:05:27 pm »
+2

I think I've got a way to empty the supply. Need to work out the details. But the big picture goal is:

Extra Kingdom Cards: s = Stonemason, p = Procession, o = Band of Misfits, g = Grand Market, k = King's Court, m = Black Market

Stonemason replaces Death Cart in the above method.

Hand: sbbbbbb
Play: s (b -> oo), b, b
Hand: oobbb
Play:
  o as p
    o as s (b -> oo)
    o as s (b -> oo)
    o -> bl
  b, l
Hand: oooobbb

From here we can start to chain Band of Misfits as Procession and gain a bunch of cards, including King's Court; Grand Market is for an additional $6 target of Procession and to generate money for Black Market and our next buy phase (so we can stack our deck with a lot of Advances). This is where I need to work out some details. The end goal an unbounded loop with the following:

Pathfinding on Procession
King's Court chain, play Procession 9 times alternating on Rogue and Graverobber (gaining each other and another action in the chain), play Hunting Grounds and Grand Market three times for draw, coin, and actions.
Ambassador the last Villa back to the supply.
Buy Travelling Fair x5, Bonfire x5 (trashing all the King's Courts and Processions, Hunting Grounds, Grand Market, and Ambassador), Advance Fortress -> Villa
« Last Edit: October 26, 2017, 01:08:18 pm by mith »
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mith

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Re: Turn 1 Win (No Mission/Outpost/Possession)
« Reply #4 on: October 26, 2017, 02:41:39 pm »
+1

Update:

Here's the cleanest loop I've been able to find:

Gain from Black Market: H = Hunting Grounds, R = Rogue, G = Graverobber, A = Ambassador
Pathfinding, Seaway on Procession

Hand: vfkkkpppG
Trash: RHAkkkppp

k
  k
    k
      p, draw ? (GG -> RA)
      p, draw R (RR -> Gp)
      p, draw G (GG -> Rp)
    k
      p, draw R (RR -> Gp)
      p, draw G (GG -> Rk)
      p, draw R (RR -> Gk)
    k
      p, draw G (GG -> Rk)
      p, draw R (RR -> GH)
      p, draw G (ff draw Hk -> f to hand)
  k
    HHH draw kkpppA??????
A (v -> supply)

+$16, +9 Buys

Bonfire x 4 ($12) trash kkkpppHA, Advance (f -> v)

Hand: vfGkkkppp
Trash: RkkkpppHA

Seaway on Procession is not strictly necessary - we can play a 9th Processed gain-from-trash and then use our spare KC to play GM as our source of actions and buys (and extra money for TF). But since it's already used as an Event in the Turn 1 Win solution, might as well.

(Doing it this way also makes the Procession gain-from-trash plays even, which means you can just start at the same point in the loop instead of alternating.)

All that's left is getting to that starting hand and trash from the oooobbb start in previous post, and that seems like a small task now compared to everything else.

[edit]Oh, we do need cost reduction on King's Court to be able to pick it up, and it can't be Bridge, Bridge Troll, or Highway because that would lower Ambassador to $2; so add in Ferry for that. Maybe there's some convoluted way to do it without Ferry by blinking a Bridge Troll in and out of play, but I don't want to think about that right now.
« Last Edit: October 26, 2017, 05:29:40 pm by mith »
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mith

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Re: Turn 1 Win (No Mission/Outpost/Possession)
« Reply #5 on: October 26, 2017, 11:27:19 pm »
0

Well, I just remembered that the particular loop I added only works in a solo game, or with a cooperative opponent (feed them a black market Moat for example) in a two player game.

The setup is strong enough that Iím still fairly certain that you can empty the supply, just maybe not as elegantly as I had hoped. And a turn 1 infinite loop in a solo game is pretty sweet.

I had looked at trying to set up the Band of Misfits / Crown / Mandarin loop initially, but it would be tricky to set up. You need Crown, Lurker, Watchtower, and something that self-trashes (Death Cart is best for money), so that doesnít leave room for all of KC, GM, Procession, and Stonemason, and all of them are vital to how Iím currently transitioning to the loop.

Anyway, out of ideas for now, but Iíll post my full solo solution at some point. And maybe Nocturne has some other enablers left...
« Last Edit: October 26, 2017, 11:55:39 pm by mith »
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mith

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Re: Turn 1 Win (No Mission/Outpost/Possession)
« Reply #6 on: October 27, 2017, 11:18:14 am »
0

Well, Goat makes this easier. I think I found a working loop without Goat anyway, though.
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