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Author Topic: Buy a Colony on Turn 2  (Read 3804 times)

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O

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Buy a Colony on Turn 2
« on: March 12, 2018, 05:09:06 pm »
0

Looked briefly and didn't see this in a post -- sorry if I missed it.

Using at most 2 Events/Landmarks, buy a colony on Turn 2 in a solo game.
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ThetaSigma12

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Re: Buy a Colony on Turn 2
« Reply #1 on: March 12, 2018, 05:35:22 pm »
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T1 Open Expedition with 2 Copper and Alms for Villa. T2 Play Cursed Gold, 6 Copper, Baker, and Alms for Villa for $11.

Edit: Whoops, good catch SamE. You can't Have a 3/4 open, you need to use Alms for Villa twice.
« Last Edit: March 12, 2018, 06:59:51 pm by ThetaSigma12 »
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samath

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Re: Buy a Colony on Turn 2
« Reply #2 on: March 12, 2018, 05:50:32 pm »
0

T1 Open Expedition. T2 Play Cursed Gold, 6 Copper, Baker, Borrow for $11 (or alternately Alms for Villa instead of Borrow).

How do you open Expedition if you aren't drawing any Estates/Shelters on T2?
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O

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Re: Buy a Colony on Turn 2
« Reply #3 on: March 12, 2018, 05:58:50 pm »
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I did forget about Alms->Villa though. I can actually get up to at least 14$ of raw spend T2 then.
« Last Edit: March 12, 2018, 06:00:02 pm by O »
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ThetaSigma12

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Re: Buy a Colony on Turn 2
« Reply #4 on: March 12, 2018, 06:58:08 pm »
0

T1 Open Expedition. T2 Play Cursed Gold, 6 Copper, Baker, Borrow for $11 (or alternately Alms for Villa instead of Borrow).

How do you open Expedition if you aren't drawing any Estates/Shelters on T2?

Good Catch. If you use Alms for Villa you can open 2C+Villa > Expedition T1 and 6C+CG+Baker+Villa > Colony T2.
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navical

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Re: Buy a Colony on Turn 2
« Reply #5 on: March 12, 2018, 09:55:57 pm »
+3

Double Colony turn 2:

Kingdom: Pooka, Tracker, Fool, Pixie, Fortress, Villa, Den of Sin, Baker; Advance, Borrow; Shelters.

Turn 1: Cursed Gold, Pouch, Lucky Coin, Necropolis, Hovel: Play treasures for $5 and 2 Buys, gaining Silver from Lucky Coin. Advance Necro -> Fortress, buy Den of Sin, play Den of Sin.
Turn 2: 3x Copper, Goat, OE. Den of Sin draws Cursed Gold, Fortress. 10x Advance Fortress -> Villa, play Villa. Play Fortress, drawing Pouch. Play Goat, trashing OE, drawing Silver. You have $11. Play Cursed Gold, Pouch, 3x Copper, Silver, spend Baker token, and buy Borrow, for $22 and 2 Buys.

Of course Borrow isn't necessary; replace it with Dominate and you can buy Dominate turn 2 and still have $7 and a buy spare.
« Last Edit: March 12, 2018, 10:06:23 pm by navical »
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Limetime

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Re: Buy a Colony on Turn 2
« Reply #6 on: March 12, 2018, 11:31:31 pm »
0

Why not buy out all the colonies turn 1?

How to load my solution (1-player):
1. New table
2. Set min and max players to 1
3. Create table
4. Advanced options->load game 12539340, decision 0
5. Play game

(credit to qvist as this was based off of his solution)
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Mic Qsenoch

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Re: Buy a Colony on Turn 2
« Reply #7 on: March 13, 2018, 09:32:44 am »
0

Why not buy out all the colonies turn 1?

How to load my solution (1-player):
1. New table
2. Set min and max players to 1
3. Create table
4. Advanced options->load game 12539340, decision 0
5. Play game

(credit to qvist as this was based off of his solution)

But the puzzle was to only use 2 Events/Landmarks.
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O

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Re: Buy a Colony on Turn 2
« Reply #8 on: March 13, 2018, 12:49:53 pm »
0

Double Colony turn 2:
[/spoiler]

Pretty sure that's going to beat mine no matter the optimization!

After using Alms-Villa, mine was:


Turn 1: CCCC-Cursed Gold: Buy Traveling fair, Buy a Mandarin, top decking the coins then it. Alms for a death cart and top deck it

Turn 2: Death Cart, Mandarin, Cursed Gold, Copper, Copper. Alms -> Villa and play Villa, Death Cart and Mandarin  (9$)
 Play the Cursed Gold and the remaining copper, and use a baker token (+5$ for 14$)

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mith

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Re: Buy a Colony on Turn 2
« Reply #9 on: March 15, 2018, 06:38:42 pm »
+3

Why not buy out all the colonies turn 1?

How to load my solution (1-player):
1. New table
2. Set min and max players to 1
3. Create table
4. Advanced options->load game 12539340, decision 0
5. Play game

(credit to qvist as this was based off of his solution)

But the puzzle was to only use 2 Events/Landmarks.

http://forum.dominionstrategy.com/index.php?topic=17800.msg734138#msg734138
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mith

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Re: Buy a Colony on Turn 2
« Reply #10 on: March 15, 2018, 06:58:47 pm »
+1

This kills a lot of otherwise interesting puzzles, though. Banning Villa for puzzles like this is probably the simplest thing to do. (Though banning Advance and maybe Alms is probably enough, if you prefer to keep Villa open.)
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O

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Re: Buy a Colony on Turn 2
« Reply #11 on: March 15, 2018, 10:06:13 pm »
0

Ah -- the 2 event limit has been pretty much fully solved then, just not in it's own thread.

I think Villa is the most explosive, but Fortress is also a pretty key component there. Not sure if it's actually interesting to solve puzzles once you take out legal in game components though.
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