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Author Topic: Empty the Supply in 1 Turn (Now with No Luck!)  (Read 28081 times)

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JW

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Re: Empty the Supply in 1 Turn
« Reply #50 on: March 21, 2018, 04:44:59 pm »
+2

I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

Thanks for the beautiful illustration. I've requested an "order starting deck in solo mode" feature so that (if they implement it) you'll never need to go through this again: http://forum.shuffleit.nl/index.php?topic=2881.msg12749#msg12749
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Qvist

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Re: Empty the Supply in 1 Turn
« Reply #51 on: March 22, 2018, 07:24:24 am »
+1

You are right Forest Gift doesn't work, I missed that part. But Mountain+Earth Gift works and should easily solve this issue.

mith

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Re: Empty the Supply in 1 Turn
« Reply #52 on: March 26, 2018, 02:45:02 pm »
+1

Awesome, thanks Qvist. (If I had known you were making one, I would have pointed out the game ID for the perfect hand on turn 2, to save you all those clicks...)
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mith

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Re: Empty the Supply in 1 Turn
« Reply #53 on: March 28, 2018, 06:00:46 pm »
0

I wanted to do this for a while and finally I had time. I visualized mith's awesome solution. Go upvote his post.

Thanks for the beautiful illustration. I've requested an "order starting deck in solo mode" feature so that (if they implement it) you'll never need to go through this again: http://forum.shuffleit.nl/index.php?topic=2881.msg12749#msg12749

BTW, this was already requested here: http://forum.shuffleit.nl/index.php?topic=2593.0 Maybe Stef will give us an update.
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jonaskoelker

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Re: Empty the Supply in 1 Turn
« Reply #54 on: March 29, 2018, 07:04:10 am »
+1

You are right Forest Gift doesn't work, I missed that part. But Mountain+Earth Gift works and should easily solve this issue.

Yes, although it changes the payload from "infinite money and buys" into "gain and draw all cards which have neither potion nor debt in their costs (and only those)".

It's a very small difference, and it's definitely not a problem, because some of the cards you can gain are King's Court and Lurker which gain some copies of the only not-merely-coin-costing card (Overlord), and some of the others cards are treasures which help you pay for the Overlords. (Travelling Fair gets you the buys you need.)

There's one bit either missing or implicit in what you said: since The Earth's Gift decreases your hand size, you also need something to increase it, such as The Sea's Gift, and that something needs to be repeatable, which it is in the case of The Sea's Gift.

Using The Swamp's Gift to gain Will-o'-Wisps and The Wind's Gift to sift them into hand and the Will-o'-Wisps to draw (KC'd Bridges help) would work if there was enough Will-o'-Wisps to gain; infinite would be great, but a mere billion—or just a thousand or so, I think—would surely be enough. Alas, there are not enough Will-o'-Wisps, so this is not (sufficiently) repeatable.

TL;DR: you are right, given that a particular true assumption is true.
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mith

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Re: Empty the Supply in 1 Turn
« Reply #55 on: September 28, 2018, 12:37:20 pm »
0

I haven't seen anything in the Renaissance previews that helps here, though of course I may be missing something. (Scholar can probably be used in place of Library, but without much/any benefit.)

I had at first thought Innovation, maybe, stack the deck with your loop cards and then buy Innovation and a draw card. But it's first time in your turn, not first time after you buy the project.
« Last Edit: September 28, 2018, 01:04:34 pm by mith »
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majiponi

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Re: Empty the Supply in 1 Turn
« Reply #56 on: September 28, 2018, 08:21:52 pm »
+3

Ok, this should do it (unless I've made another dumb mistake somewhere), with xnor's Goat setup (from the Win in 1 thread)
Renaissance brushed up that combo. Go upvote his post!


Kingdom: Lurker(l), Pixie, Tracker, Watchtower(w), Fortress(f), Priest(p), Villa(v), Pooka
Events: Advance, Travelling Fair
Others: Curse(c), Overgrown Estate(e), Goat(g), Hovel(h), Necropolis(n), Pouch(p), Cursed Gold(u)

Hand: upgen
Deck: [4Ch]
Play: u (c), p
Buy: Travelling Fair, Lurker, Advance (n -> v)
$0, 1 Buy left

Hand: vge
Deck: l[4Ch]
Play: g (e -> l)
Buy: Advance (v -> v)
$1 left

Hand: vl
Deck: [4Ch]
Play: l (f), v
Buy: Advance (f -> v)
$2 left
repeat this 3 times

Hand: vf
Deck: [4Ch]
Play: v
Buy: 3 Travelling Fairs, 4 Advances (f -> p, 2w, v)
$0 left

Hand: vf
Deck: wwp[4Ch]
Play: v, f, w, p (h), 3C
Buy: Travelling Fair, f (reveal w to trash)
$2, 1 Buy

Buy: Travelling Fair, Advance (f -> w)
$2, 1 Buy

Buy: Travelling Fair, 2 Advances (f -> p, v)
$0, 0 Buy

Play: v, w, p (c), C
$6, 1 Buy

Buy: Travelling Fair, Advance (f -> anything)
$8, 1 Buy
loop


EDIT: miscounting fixed
« Last Edit: September 29, 2018, 07:45:52 am by majiponi »
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mith

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Re: Empty the Supply in 1 Turn
« Reply #57 on: November 09, 2018, 12:45:18 pm »
0

Ooh, very nice. I was looking for cards to help speed up the initial setup (getting Fortress into hand) but totally overlooked Priest for generating coin. Using Advance/Fortress for the loop itself is excellent (and much quicker to play)!
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mith

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #58 on: November 09, 2018, 03:43:43 pm »
0

Since we have a couple extra slots, I'll note that you can speed this up by one Villa by adding Baker.

Since this is so fast to set up, it may be possible to use a slower setup method to get rid of (some of) the heirlooms, as well.
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mith

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #59 on: November 09, 2018, 04:30:52 pm »
+4

Removed Pixie and Lurker, added Doctor and Baker. Really, this setup could have been used pre-Renaissance, but requiring Doctor and Baker limited our options for looping or exploding.

You can do this with a single play of Priest as well:

Pooka (U = Cursed Gold)
Tracker (P = Pouch)
Baker
Doctor
f = Fortress
v = Villa
p = Priest
w = Watchtower

n = Necropolis
e = Overgrown Estate
h = Hovel
c = Curse
C = Copper

Hand: UPCCn
Play: U (c), PCC
Spend: 1 Coffers
$7, 2 Buys
Buy: Travelling Fair, Advance (n -> f, deck), Doctor (overpay $1, trash f -> hand), Advance (f -> v)

5x [
  Hand: vf
  Play: v
  Buy: Advance (f -> v)
]
$6, 1 Buy
Buy: Travelling Fair x3, Advance x4 (f -> pwwv)

Hand: vf
Deck: wwp[ehCCC]
Play: v, f, w, p (e), CCC
$6, 1 Buy
Buy: Travelling Fair, Fortress (trash with w)
$2, 1 Buy
Buy: Travelling Fair, Advance (f -> Action, trash with w)
loop

And now you net $2 per Advance. Now top-deck your favorite cost reducer, trash Cultists for draw, and go crazy. Everything you gain can be trashed, paying for more Travelling Fairs.

That starting hand is much more manageable than the exact 5 cards previously needed - 5/126, I believe, 10 times more likely. Now to actually play it.
« Last Edit: November 09, 2018, 04:58:03 pm by mith »
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mith

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #61 on: November 09, 2018, 05:34:02 pm »
0

Game doesn't seem to want to load... :)

I forgot to get a screenshot before cleanup, I had over $3000 left (played the rest of the Priests with the Bridge Trolls). It was silly.

I'm sure this could be optimized for speed. Baker is not necessary at all, it just saves a Villa in setup. Buys are the limiting factor, so anything to add Buys or gain cards more quickly in another way would help.
« Last Edit: November 09, 2018, 06:00:52 pm by mith »
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mith

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #62 on: November 10, 2018, 03:38:34 pm »
+1

Just realized that the starting hand chances are actually even better if Baker is used, since you only need one Copper to get going (we have plenty of Villas to spare, it's just that initial $6 and 2 Buys or $8 and 1 Buy that we need). Up to 5/63 (a bit less than 8%).

We can also guarantee at least emptying the supply by turn 2 if we add Lurker:

If we have Necropolis in our hand, we just need $2 (which we have) to buy Travelling Fair, Advance (n -> f) and have a Fortress in hand turn 2.
Otherwise, we have at least $3, plus the Coffers, for Travelling Fair, Lurker. Then Lurker on Fortress turn 2.

(This is assuming player 2 isn't trying to stop us; with enough $ and Necropolis, player 2 can burn a few Villas. Though we don't need nearly as many if we already have Fortress in hand.)
« Last Edit: November 10, 2018, 03:43:41 pm by mith »
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majiponi

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #63 on: November 11, 2018, 07:16:52 am »
+1

Less Expansion, less Kingdom cards, less probable method.

Kingdom: Tracker(t), Fortress(f), Priest(p), Villa(v), Cursed Village(V), Pooka
Events: Advance, Travelling Fair

Deck: Hovel(h), Overgrown Estate(o), 3 Coppers(C)
Hand: Cursed Gold(U), Pouch(P), Necropolis(n), 2 Coppers

play P, 2C, U(c)
(1 Action, $6, 2 Buys)

buy f, Travelling Fair, Advance (n -> V)
receive War(reveal h, o, 3C, shuffle, reveal f)
(1 Action, $0, 1 Buy)

buy Advance (f -> v, hand)
play v
repeat this 5 times

buy 3 Travelling Fairs
(7 Actions, $0, 4 Buys)

Deck: V, c
Discard: h, o, 3C
Hand: f

buy Advance (f -> p), Advance (f -> f, deck), Advance (f -> V)
receive Locusts (f -> t)
buy Advance (f -> v, hand)
(8 Actions, $0, 0 Buy)

play v, f, V (draw c, shuffle, draw p, V, C, t)
play p (trash c)
play t (receive The Earth's Gift)
discard C (gain Priest, deck)
play V (draw p, h, o, 2C)
play p (trash o, shuffle, draw C)
play 3C
(9 Actions, $11, 1 Buy)

Deck: (empty)
Discard: (empty)
Hand: f

Do as you like.
« Last Edit: November 11, 2018, 08:41:55 am by majiponi »
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mith

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #64 on: November 11, 2018, 11:50:28 am »
0

I think we can do better as far as probability:

Travelling Fair before Fortress, then either War or Locusts to get it to hand (1/6).
Gain Villa a couple extra times to afford ppfVv. The second hex can’t be Bad Omens or Famine (9/11).
Play v, f, V, p (f), p (f), and you’re set.
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mith

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #65 on: June 03, 2020, 04:42:28 pm »
+7

I was posting in the other thread, but this seems worth adding to this thread for posterity.

Code: [Select]
C = Copper
P = Pouch
G = Goat
O = Overgrown Estate
H = Hovel
N = Necropolis
r = Horse
y = Cavalry
s = Squire
f = Fortress
v = Villa
h = Haggler
t = Tracker

Also required: Animal Fair, Pixie

Buy: Alms (y)
Play: CCCC               // or equivalent; we are guaranteed $4 in 7 cards
Buy: y
[play: G (trash O)]      // N in first 9 cards, or we have GO and can draw the 10th (or both)
Buy: Advance (N -> y)
[play: G (trash O)]
Hand: yyH
Buy: s, Advance (y -> y)
Advance (y -> y)
Hand: syyyH

// 5 Cavalry left

Play: s
$4, 3 Buys, 0 Actions
Buy: Advance (y -> f), Advance (y -> y)
Hand: fyyH
Buy: Advance (f -> v)
Play: v, y
Hand: fyH; Discard: rr
$5, 2 Buys, 1 Action
Buy: Advance (f -> s), Advance (f -> y)
Buy: Advance (f -> y)
Hand: fsyrrH; Discard: y
$5, 1 Buy, 1 Action

// 2 Cavalry left, 9 Villa left

Play: s
$6, 3 Buys, 0 Actions
Buy: Advance (f -> h), Advance (f -> s), Advance (f -> v)
Hand: fvyrrH; Discard: ysh
Play: v, y
Hand: frrH; Discard: yshrr
Play: r, r

// Here, we are guaranteed to have at least one Horse, and at least one of Haggler/Squire; assume we only have one:

Play: h
Buy: v (gain t)
Play: v, r
Hand: fstyrrH
Play: s
$7, 3 Buys, 1 Action (1 Haggler)

OR

Play: s
Buy: Advance (f -> t), Advance (f -> v)
Play: v, r
Hand: fhtyrrH
Play: h
$11, 2 Buys, 1 Action (1 Haggler)

// In my log, I've gone with the latter route and wasted $4 by buying Villa instead of Advance, to demonstrate that only $7 is needed.

Play: y
Hand: ftrrH; Discard: rr
Buy: Advance (f -> v)
Play: v, t
Hand: frrH; Discard: rr[X]

// The reason for the Cavalry play here is to deal with The Wind's Gift - if we don't have a deck, it forces us to discard yH, which is probably fine, but simpler to just play the Cavalry first. In my log, I went ahead and played both Horses in hand even though this is unnecessary - really all this serves to do is guarantee we have drawn the extra card in the case of The Mountain's Gift or The Swamp's Gift, but since Tracker is now in play this doesn't really matter at all (and Storyteller will overdraw anyway).

From this point, there are probably many ways to continue; previously I used the extra slots for King's Court/City, and this is probably fine - the money is tight, but you can gain a bunch of treasure and draw it and that probably makes up for it, even with Colony. But for this game, I went back to Priest, which makes the money trivial, with Animal Fair still providing plenty of buys without being tripled, and Storyteller for some ludicrous draw. The full log:

Code: [Select]
Pixie, Squire, Tracker, Cavalry, Fortress, Priest, Villa, Haggler, Storyteller, Animal Fair, Alms, Advance

Game #47039613, unrated.

Kingdom generated with these relative percentages:
0%: Possession

m starts with a Goat and a Pouch.
m starts with 5 Coppers.
m starts with a Hovel, a Necropolis and an Overgrown Estate.
m shuffles their deck.
m draws 2 Coppers, a Hovel, an Overgrown Estate and a Pouch.

Turn 1 - mith
m buys an Alms.
m gains a Cavalry.
m draws a Copper and a Necropolis.
m gets +1 Buy.
m plays 3 Coppers. (+$3)
m plays a Pouch. (+$1)
m gets +1 Buy.
m buys and gains a Cavalry.
m draws 2 Coppers.
m gets +1 Buy.
m buys an Advance.
m trashes a Necropolis.
m gains a Cavalry.
m shuffles their deck.
m draws a Goat and a Cavalry.
m gets +1 Buy.
m plays 2 Coppers. (+$2)
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Cavalry.
m buys an Advance.
m trashes a Cavalry.
m gains a Squire.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws 2 Cavalries.
m gets +1 Buy.

m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Cavalry.
m gains a Fortress.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Fortress and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Horse.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m draws a Cavalry and a Horse.

m gets +1 Buy.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m plays a Horse.
m shuffles their deck.
m draws a Haggler and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws a Squire and a Cavalry.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Tracker.
m buys and gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m shuffles their deck.
m draws a Tracker and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.

m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Tracker.
m gets +$1.
m takes The Wind's Gift.
m receives The Wind's Gift.
m shuffles their deck.
m draws 2 Horses.
m discards a Hovel and a Horse.
m discards The Wind's Gift.
m plays a Horse.
m shuffles their deck.
m draws a Hovel and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys a Villa.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m draws a Haggler and a Squire.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Cavalry.
m draws a Haggler and a Storyteller.
m gets +1 Buy.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 11 Coins.
m shuffles their deck.
m draws 2 Hagglers, a Squire, a Storyteller, a Cavalry and 5 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Cavalry.
m draws a Haggler and a Squire.
m gets +1 Buy.
m gains an Animal Fair.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Priest.
m topdecks a Priest with Tracker.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 12 Coins.
m shuffles their deck.
m draws 4 Hagglers, a Squire, a Storyteller, a Priest, a Cavalry and 2 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Hovel.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays an Animal Fair.
m gets +$4.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains 4 Priests.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains 5 Priests.
m gains 2 Pixies.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Fortress.
m draws a Fortress.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 23 Coins.
m shuffles their deck.
m draws 8 Fortresses, 3 Squires, a Pixie, 8 Priests and 3 Animal Fairs.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Priest.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$4.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$6.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$8.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$10.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$12.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$14.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$16.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$18.
m puts a Fortress into their hand.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m buys a Colony.
m gains 7 Storytellers.
m gains 3 Pixies.
m gains a Colony.
m buys a Colony.
m gains 5 Pixies.
m gains 5 Trackers.
m gains a Colony.
m buys a Colony.
m gains 4 Trackers.
m gains 6 Platina.
m gains a Colony.
m buys a Colony.
m gains 6 Platina.
m gains 3 Golds.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains a Colony.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 7 Golds.
m gains 3 Silvers.
m gains a Colony.
m buys a Colony.
m gains 10 Silvers.
m gains a Colony.
m topdecks a Colony with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m topdecks a Province with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m buys a Province.
m gains 7 Silvers.
m gains 3 Coppers.
m gains a Province.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m topdecks a Duchy with Tracker.
m buys an Estate.
m gains 10 Coppers.
m gains an Estate.
m topdecks an Estate with Tracker.
m buys a Province.
m gains 10 Curses.
m topdecks a Curse with Tracker.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 2 Coppers.
m gains a Province.
m buys and gains 7 Duchies.
m buys and gains 7 Estates.
m draws a Curse, an Estate, a Duchy, a Province and a Colony.

So there it is. Empty the Supply, including Colony/Platinum, with no Black Market, only 2 landscapes, and no shuffle luck at all, in 1 turn.
Logged

rubikbeggar

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Re: Empty the Supply in 1 Turn (Now with No Luck!)
« Reply #66 on: June 11, 2020, 06:39:20 am »
0

Hi great idea to use Cavalry !
There’s a little inconsistency though, in the first part you say to buy squire (which is consistent with the number of cavalries you claim to have in hand after that step), but you say you still have $3 left (not counting the $2 for squire). And in the second part (the game log), you instead buy advance to get the squire, but then you wouldn’t have 3 cavalries in hand
I suppose the true line is to advance into squire since it’s the one you tested

another thing, is that at the end of the step where you either play squire or haggler, you claim to have 2 horses in hand while you have only gained 4 and already played 3; and you talk about playing the two horses after that. I don’t think it matters to your line though !
« Last Edit: June 11, 2020, 06:53:51 am by rubikbeggar »
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NoMoreFun

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Re: Empty the Supply in 1 Turn (Now with Priest!)
« Reply #67 on: June 07, 2021, 08:26:08 am »
0

I was posting in the other thread, but this seems worth adding to this thread for posterity.

Code: [Select]
C = Copper
P = Pouch
G = Goat
O = Overgrown Estate
H = Hovel
N = Necropolis
r = Horse
y = Cavalry
s = Squire
f = Fortress
v = Villa
h = Haggler
t = Tracker

Also required: Animal Fair, Pixie

Buy: Alms (y)
Play: CCCC               // or equivalent; we are guaranteed $4 in 7 cards
Buy: y
[play: G (trash O)]      // N in first 9 cards, or we have GO and can draw the 10th (or both)
Buy: Advance (N -> y)
[play: G (trash O)]
Hand: yyH
Buy: s, Advance (y -> y)
Advance (y -> y)
Hand: syyyH

// 5 Cavalry left

Play: s
$4, 3 Buys, 0 Actions
Buy: Advance (y -> f), Advance (y -> y)
Hand: fyyH
Buy: Advance (f -> v)
Play: v, y
Hand: fyH; Discard: rr
$5, 2 Buys, 1 Action
Buy: Advance (f -> s), Advance (f -> y)
Buy: Advance (f -> y)
Hand: fsyrrH; Discard: y
$5, 1 Buy, 1 Action

// 2 Cavalry left, 9 Villa left

Play: s
$6, 3 Buys, 0 Actions
Buy: Advance (f -> h), Advance (f -> s), Advance (f -> v)
Hand: fvyrrH; Discard: ysh
Play: v, y
Hand: frrH; Discard: yshrr
Play: r, r

// Here, we are guaranteed to have at least one Horse, and at least one of Haggler/Squire; assume we only have one:

Play: h
Buy: v (gain t)
Play: v, r
Hand: fstyrrH
Play: s
$7, 3 Buys, 1 Action (1 Haggler)

OR

Play: s
Buy: Advance (f -> t), Advance (f -> v)
Play: v, r
Hand: fhtyrrH
Play: h
$11, 2 Buys, 1 Action (1 Haggler)

// In my log, I've gone with the latter route and wasted $4 by buying Villa instead of Advance, to demonstrate that only $7 is needed.

Play: y
Hand: ftrrH; Discard: rr
Buy: Advance (f -> v)
Play: v, t
Hand: frrH; Discard: rr[X]

// The reason for the Cavalry play here is to deal with The Wind's Gift - if we don't have a deck, it forces us to discard yH, which is probably fine, but simpler to just play the Cavalry first. In my log, I went ahead and played both Horses in hand even though this is unnecessary - really all this serves to do is guarantee we have drawn the extra card in the case of The Mountain's Gift or The Swamp's Gift, but since Tracker is now in play this doesn't really matter at all (and Storyteller will overdraw anyway).

From this point, there are probably many ways to continue; previously I used the extra slots for King's Court/City, and this is probably fine - the money is tight, but you can gain a bunch of treasure and draw it and that probably makes up for it, even with Colony. But for this game, I went back to Priest, which makes the money trivial, with Animal Fair still providing plenty of buys without being tripled, and Storyteller for some ludicrous draw. The full log:

Code: [Select]
Pixie, Squire, Tracker, Cavalry, Fortress, Priest, Villa, Haggler, Storyteller, Animal Fair, Alms, Advance

Game #47039613, unrated.

Kingdom generated with these relative percentages:
0%: Possession

m starts with a Goat and a Pouch.
m starts with 5 Coppers.
m starts with a Hovel, a Necropolis and an Overgrown Estate.
m shuffles their deck.
m draws 2 Coppers, a Hovel, an Overgrown Estate and a Pouch.

Turn 1 - mith
m buys an Alms.
m gains a Cavalry.
m draws a Copper and a Necropolis.
m gets +1 Buy.
m plays 3 Coppers. (+$3)
m plays a Pouch. (+$1)
m gets +1 Buy.
m buys and gains a Cavalry.
m draws 2 Coppers.
m gets +1 Buy.
m buys an Advance.
m trashes a Necropolis.
m gains a Cavalry.
m shuffles their deck.
m draws a Goat and a Cavalry.
m gets +1 Buy.
m plays 2 Coppers. (+$2)
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Cavalry.
m buys an Advance.
m trashes a Cavalry.
m gains a Squire.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws 2 Cavalries.
m gets +1 Buy.

m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Cavalry.
m gains a Fortress.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m shuffles their deck.
m draws a Fortress and a Cavalry.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Horse.
m gets +1 Buy.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m draws a Cavalry and a Horse.

m gets +1 Buy.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Cavalry.
m gains 2 Horses.
m plays a Horse.
m shuffles their deck.
m draws a Haggler and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws a Squire and a Cavalry.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Tracker.
m buys and gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m shuffles their deck.
m draws a Tracker and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.

m plays a Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Tracker.
m gets +$1.
m takes The Wind's Gift.
m receives The Wind's Gift.
m shuffles their deck.
m draws 2 Horses.
m discards a Hovel and a Horse.
m discards The Wind's Gift.
m plays a Horse.
m shuffles their deck.
m draws a Hovel and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys a Villa.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Horse.
m draws a Haggler and a Squire.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Haggler.
m gets +$2.
m plays a Squire.
m gets +$1.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Cavalry.
m draws a Haggler and a Storyteller.
m gets +1 Buy.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 11 Coins.
m shuffles their deck.
m draws 2 Hagglers, a Squire, a Storyteller, a Cavalry and 5 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Cavalry.
m draws a Haggler and a Squire.
m gets +1 Buy.
m gains an Animal Fair.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Haggler.
m topdecks a Haggler with Tracker.
m gains a Priest.
m topdecks a Priest with Tracker.
m gains a Storyteller.
m topdecks a Storyteller with Tracker.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 12 Coins.
m shuffles their deck.
m draws 4 Hagglers, a Squire, a Storyteller, a Priest, a Cavalry and 2 Animal Fairs.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Hovel.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays an Animal Fair.
m gets +$4.
m gets +2 Buys.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Squire.
m topdecks a Squire with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains a Fortress.
m topdecks a Fortress with Tracker.
m gains 4 Priests.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m gains 5 Priests.
m gains 2 Pixies.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains an Animal Fair.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Fortress.
m draws a Fortress.
m gets +2 Actions.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Storyteller.
m gets +1 Action.
m gets +$1.
m loses 23 Coins.
m shuffles their deck.
m draws 8 Fortresses, 3 Squires, a Pixie, 8 Priests and 3 Animal Fairs.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Priest.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Fortress.
m gets +2 Actions.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$2.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$4.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$6.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$8.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$10.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$12.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$14.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$16.
m puts a Fortress into their hand.
m plays a Priest.
m gets +$2.
m trashes a Fortress.
m gets +$18.
m puts a Fortress into their hand.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +6 Buys.
m buys a Colony.
m gains 7 Storytellers.
m gains 3 Pixies.
m gains a Colony.
m buys a Colony.
m gains 5 Pixies.
m gains 5 Trackers.
m gains a Colony.
m buys a Colony.
m gains 4 Trackers.
m gains 6 Platina.
m gains a Colony.
m buys a Colony.
m gains 6 Platina.
m gains 3 Golds.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains a Colony.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m plays an Animal Fair.
m gets +$4.
m gets +11 Buys.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys an Advance.
m trashes a Fortress.
m gets +$20.
m puts a Fortress into their hand.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 10 Golds.
m gains a Colony.
m buys a Colony.
m gains 7 Golds.
m gains 3 Silvers.
m gains a Colony.
m buys a Colony.
m gains 10 Silvers.
m gains a Colony.
m topdecks a Colony with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m topdecks a Province with Tracker.
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m buys a Province.
m gains 7 Silvers.
m gains 3 Coppers.
m gains a Province.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m topdecks a Duchy with Tracker.
m buys an Estate.
m gains 10 Coppers.
m gains an Estate.
m topdecks an Estate with Tracker.
m buys a Province.
m gains 10 Curses.
m topdecks a Curse with Tracker.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Province.
m gains 2 Coppers.
m gains a Province.
m buys and gains 7 Duchies.
m buys and gains 7 Estates.
m draws a Curse, an Estate, a Duchy, a Province and a Colony.

So there it is. Empty the Supply, including Colony/Platinum, with no Black Market, only 2 landscapes, and no shuffle luck at all, in 1 turn.

I did this at a 6 player table. It was close but I ran out of buys, leaving 2 Estates in the supply. Maybe I accidentally bought something I should have gained with Haggler somewhere?

It seems solvable with the Pixies - each of them would net enough Priest money to save on Advance buys. But I had already gotten too far at that point.
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