Dominion > Puzzles and Challenges
Win with an all-blue deck
jonaskoelker:
Challenge: win the game using only blue cards.
Rules:
* The kingdom should be full-random-possible (0-2 events/landmarks, only Colony if 1+ Prosperity pile, etc.)
* You may only play cards if they have type Reaction
* You may only gain cards if they have type Reaction*
* When the game ends, all cards in your deck must have type Reaction
* The game must end in a victory for you
* To be exact: check the contents of your deck whenever the implicit stack is empty, i.e. whenever you can't do (or are done doing) reactions and there are no still-unresolved effects. If the cards have been added between the present and most recent such point in time don't currently have type Reaction, you lose the challenge.
For example, if you buy a Cache, you lose the challenge after having gained two Coppers, but no earlier, and then only if one or more of the three cards are in your deck.
Variant 2:
* The kingdom should be full-random-possible (0-2 events/landmarks, only Colony if 1+ Prosperity pile, etc.)
* Apart from one exception of your choice, you may only play cards if they have type Reaction
* When the game ends, all cards in your deck proper (not including mats, etc.) must have type Reaction
* Colony must be in the kingdom, and at the end of the game all colonies must count towards your score (i.e. either be in your deck or on a mat, or set aside, or some such shenanigans)
* At the end of the game, there must be at least one Hovel in your deck
Games are played against one opponent who does nothing. Solutions should work even with worst-case shuffle luck.
As of the time of writing, the blue cards are the following:
--- Code: ---Moat, Secret Chamber, Diplomat, Watchtower, Horse Traders, Fool's Gold, Tunnel, Trader, Beggar, Market Square, Hovel, Caravan Guard, Faithful Hound
--- End code ---
Note: in the first variant you're not allowed to play copper. I think naming 'copper' as the exception in variant 2 makes it unsolvable, but I don't have a proof.
This challenge is due to Adam Horton. He never fully spelled out a set of rules. Variant 2 is my pedantification of what he said informally, and the first puzzle is inspired by variant 2. I posted one of my solutions close to where he posted the challenge, so to avoid spoilers I will defer posting a link for a little while.
Ghacob:
Variant 1:
Kingdom: Caravan Guard, Tunnel, another Reaction, 7 other cards, Alms, Donate
A slow Alms to the finish. Since we just need to break 3 points, the majority of our time will be slowly draining 3 piles, rather than worrying about score.
Alms for Caravan Guards, Donate everything but the Caravan Guards, use Caravan Guards to pay off the debt, Alms for the rest of the Caravan Guards, all of the Tunnels, and a third reaction pile (note that any of them will do as they all cost 4 or less!)
Fool's Gold would inarguably make this faster (immediately pay off debt and still buy a card with 4 of them, finishing a whole turn before the Caravan Guard train), but we're workin' with all the conceptual time in the world, why not sit down and relax an extra turn?
jonaskoelker:
--- Quote from: Ghacob on March 18, 2018, 07:22:59 pm ---Variant 1: [ spoiler ] solution omitted [/ spoiler ]
--- End quote ---
Yep, that works. I think there's also a solution that doesn't use Tunnel.
Variant 3: Like variant 1, but Tunnel may not be in the game (neither in the kingdom, supply, black market deck, on a mat or up your sleeve).
GendoIkari:
Advanced mode:
You cannot play cards; you can only use their reactions.
jonaskoelker:
--- Quote from: GendoIkari on March 19, 2018, 04:55:02 pm ---Advanced mode: You cannot play cards; you can only use their reactions.
--- End quote ---
Given that your opponents never do anything, this might take an infinite arbitrary amount of time ;D
Navigation
[0] Message Index
[#] Next page
Go to full version