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Author Topic: Can we still empty the supply on turn 1?  (Read 4148 times)

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GendoIkari

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Can we still empty the supply on turn 1?
« on: March 24, 2020, 10:32:58 am »
0

The old empty the supply infinite loop relied on Overlord being trashed and re-played infinitely. With the 2019 errata; that won't work anymore. I'm pretty sure it's still possible to do. But how?

First thing that comes to mind is Way of the Horse. This gives us a way to turn any card into a one-shot so that we can play the same card infinitely many times on a turn.
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Re: Can we still empty the supply on turn 1?
« Reply #1 on: March 24, 2020, 11:27:32 am »
+1

Hm... Butterfly might be a little better, as it also turns cards into one-shots, but lets you gain other cards as well...
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bitwise

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Re: Can we still empty the supply on turn 1?
« Reply #2 on: March 24, 2020, 04:10:22 pm »
0

Are we only allowing 2 landscapes?
Populate seems like it could be very helpful. It's possible to reach 10 with Pooka (Cursed Gold), Baker and Desperation.
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GendoIkari

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Re: Can we still empty the supply on turn 1?
« Reply #3 on: March 24, 2020, 04:45:57 pm »
0

Are we only allowing 2 landscapes?
Populate seems like it could be very helpful. It's possible to reach 10 with Pooka (Cursed Gold), Baker and Desperation.

Yeah, and Villa works on-gain... so that could definitely be a start.
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bitwise

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Re: Can we still empty the supply on turn 1?
« Reply #4 on: March 24, 2020, 05:33:25 pm »
+7

Okay, with perfect shuffle luck it's pretty loose thanks to Populate. Here's an example

Kingdom Cards: Pooka, Baker, Villa, Cavalry, Inn, King's Court, Animal Fair, Scrying Pool, Priest, Watchtower, (Young Witch)
Events: Desperation, Populate

Draw and play 4 Coppers and Cursed Gold for $7, play the Coffers and buy Desperation to hit $10, buying Populate.
Choose the order you gain so that Inn shuffles in all the action cards (besides Villa).
Gain Villa to hand, and from Cavalry, draw Scrying Pool and a non-action (you still have 3 coppers and overgrown estate in your deck somewhere). Play Villa, then play Scrying Pool to draw all your remaining actions and a non-action.

You should have 2 Actions, $1, 2 Buys at this point.

Now, King's Court a Priest, trashing 3 useless things (Pooka, Baker, Inn, or Young Witch). Now you have 1 Action, $13, 2 Buys.

Then you can buy Populate again and do a similar thing (Cavalry draws Scrying Pool, play Villa and Scrying Pool) to draw all your actions. This time you will keep the King's Court and just play Priest by itself to get $8, and be at 2 Action, $12, 3 Buys.

Now repeat this loop again 8 more times until all the actions pile out. (Note that in subsequent loops, your Priest is giving you more money, so you won't run out of money). With your remaining 9 King's Courts and 10 Animal Fairs, play all 10 Animal Fairs King's Courted. There are currently 11 empty action supply piles, so this gives 30 * 11 = 330 Buys. You will also have at least 12 Priests played, making every card you trash give $24. Now you can buy every remaining pile, trashing to Watchtower as you buy.
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NoMoreFun

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Re: Can we still empty the supply on turn 1?
« Reply #5 on: March 24, 2020, 10:46:10 pm »
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Okay, with perfect shuffle luck it's pretty loose thanks to Populate. Here's an example

Kingdom Cards: Pooka, Baker, Villa, Cavalry, Inn, King's Court, Animal Fair, Scrying Pool, Priest, Watchtower, (Young Witch)
Events: Desperation, Populate

Draw and play 4 Coppers and Cursed Gold for $7, play the Coffers and buy Desperation to hit $10, buying Populate.
Choose the order you gain so that Inn shuffles in all the action cards (besides Villa).
Gain Villa to hand, and from Cavalry, draw Scrying Pool and a non-action (you still have 3 coppers and overgrown estate in your deck somewhere). Play Villa, then play Scrying Pool to draw all your remaining actions and a non-action.

You should have 2 Actions, $1, 2 Buys at this point.

Now, King's Court a Priest, trashing 3 useless things (Pooka, Baker, Inn, or Young Witch). Now you have 1 Action, $13, 2 Buys.

Then you can buy Populate again and do a similar thing (Cavalry draws Scrying Pool, play Villa and Scrying Pool) to draw all your actions. This time you will keep the King's Court and just play Priest by itself to get $8, and be at 2 Action, $12, 3 Buys.

Now repeat this loop again 8 more times until all the actions pile out. (Note that in subsequent loops, your Priest is giving you more money, so you won't run out of money). With your remaining 9 King's Courts and 10 Animal Fairs, play all 10 Animal Fairs King's Courted. There are currently 11 empty action supply piles, so this gives 30 * 11 = 330 Buys. You will also have at least 12 Priests played, making every card you trash give $24. Now you can buy every remaining pile, trashing to Watchtower as you buy.

Once you get a Watchtower in hand you don't have to worry about shuffle luck. You just need shuffle luck to get the opening hand, an Inn shuffle that lets you draw Scrying Pool, and Scrying Pool to draw enough of the right cards in the first instance (KC, Priest, 3 cards you're ok with trashing, and Watchtower). This wouldn't be too hard to do.
« Last Edit: March 24, 2020, 10:47:55 pm by NoMoreFun »
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hhelibebcnofnena

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Re: Can we still empty the supply on turn 1?
« Reply #6 on: March 25, 2020, 12:17:18 am »
+1

Okay, with perfect shuffle luck it's pretty loose thanks to Populate. Here's an example

Kingdom Cards: Pooka, Baker, Villa, Cavalry, Inn, King's Court, Animal Fair, Scrying Pool, Priest, Watchtower, (Young Witch)
Events: Desperation, Populate

Draw and play 4 Coppers and Cursed Gold for $7, play the Coffers and buy Desperation to hit $10, buying Populate.
Choose the order you gain so that Inn shuffles in all the action cards (besides Villa).
Gain Villa to hand, and from Cavalry, draw Scrying Pool and a non-action (you still have 3 coppers and overgrown estate in your deck somewhere). Play Villa, then play Scrying Pool to draw all your remaining actions and a non-action.

You should have 2 Actions, $1, 2 Buys at this point.

Now, King's Court a Priest, trashing 3 useless things (Pooka, Baker, Inn, or Young Witch). Now you have 1 Action, $13, 2 Buys.

Then you can buy Populate again and do a similar thing (Cavalry draws Scrying Pool, play Villa and Scrying Pool) to draw all your actions. This time you will keep the King's Court and just play Priest by itself to get $8, and be at 2 Action, $12, 3 Buys.

Now repeat this loop again 8 more times until all the actions pile out. (Note that in subsequent loops, your Priest is giving you more money, so you won't run out of money). With your remaining 9 King's Courts and 10 Animal Fairs, play all 10 Animal Fairs King's Courted. There are currently 11 empty action supply piles, so this gives 30 * 11 = 330 Buys. You will also have at least 12 Priests played, making every card you trash give $24. Now you can buy every remaining pile, trashing to Watchtower as you buy.

The Inn still has to be gained before the Cavalry, right?

Once you get a Watchtower in hand you don't have to worry about shuffle luck. You just need shuffle luck to get the opening hand, an Inn shuffle that lets you draw Scrying Pool, and Scrying Pool to draw enough of the right cards in the first instance (KC, Priest, 3 cards you're ok with trashing, and Watchtower). This wouldn't be too hard to do.

The starting hand itself is kind of rare, only 6% chance (5/84 to be exact). Not impossible, but rare. It's too late at night to calculate the rest right now (especially considering the Cavalry doesn't actually need to draw the Scrying Pool directly: it could draw the Baker, which draws the Scrying Pool, or something like that).
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #7 on: May 29, 2020, 07:34:20 pm »
+1

Post-Renaissance, majiponi pointed out that Priest could already be used to get rid of the loop; I improved on it to get the starting hand probability to 5/63 (about 8%), vs. 1/252 for the original solution with the Overlord shenanigans.

http://forum.dominionstrategy.com/index.php?topic=17800.msg771897#msg771897

Populate looks like some crazy fun waiting to happen though. I'm curious if we can do even better on the shuffle luck now that Menagerie is available.

One immediate thing is that you can use Cavalry in place of Doctor to get the Fortress in hand... and I think you can get rid of Necropolis and Pouch too?

U = Cursed Gold
y = Cavalry
f = Fortress
Hand = UCC?? (or CCCCC)

Play UCC?? (or CCCCC)
$5, 1 Buy
Spend Coffers
Buy: Traveling Fair, y (top deck, then draw)
$0, 2 Buys
Hand: y??
Repeat:
  Buy: Advance (trash y -> y, top deck, then draw)
until you have CCCC (or UC) in hand
Play: CCCC (or UC)
$4, 2 Buys
Buy: f, y (top deck both, then draw)
Hand: fy[EEE]
$0, 1 Buy
And now Advance Fortress into Villa like before and go cwazy.

In fact, Necropolis makes it even easier to set up (you can do it with $2 now - Travelling Fair, then Advance the Necropolis for the Cavalry, top deck and draw), so if both shelters and Cursed Gold are available the starting hand probability is 7/9! (Either you have Necropolis, or you don't but do have Cursed Gold, in which case you also have at least 2 Copper since you can't have all three shelters.)
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #8 on: May 30, 2020, 09:49:45 pm »
0

Correction; forgot to add in the five copper hand, and you can also improve it further by adding the Goat back in (to trash Overgrown Estate). It's not quite guaranteed, but it's getting very close.

Necropolis: 1/2
No Necropolis, Cursed Gold: 1/2 * 5/9 = 5/14 (7/9 total)
No Necropolis, No Cursed Gold, 5 Copper or Goat + 4 Copper: 2/9 * 3/28 = 1/42 (101/126 total)
Goat + Overgrown Estate + 3 Copper + don't draw Hovel: 5/126 * 4/5 = 2/63 (105/126 total)
Goat + Overgrown Estate + Hovel + 2 Copper + draw Necropolis or Cursed Gold: 5/126 * 2/5 = 1/63 (107/126 total)

Just a hair under 85%.
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #9 on: May 31, 2020, 05:24:43 pm »
0

It's actually even better than that! Since all we're really doing with Cavalry is repeatedly drawing the rest of our starting cards, we don't actually need to top deck it as long as we can get to Necropolis and have $2 left over for Travelling Fair; it doesn't matter if the first Cavalry (or even second!) goes to the discard, because we're drawing the whole deck anyway. For example:

Hand: CCCHO
Play: CCC
Buy: y  (draw UC)
Play: UC
Buy: y (draw CG)
Play: CG (trash O, draw N)
Buy: Travelling Fair, Advance (N -> y, draw yy!), Advance (y -> f), Advance (y -> y, draw yf)

Calculating the probability of a winning starting deck at this point is going to be a bit tricky, but I suspect it's well over 90%.

Actually, I think Pouch may even help in certain cases - with the extra buy for double advance (Fortress then Cavalry), and given that we can already get the earlier Cavalry in hand from discard, we don't need to buy Travelling Fair to get the Fortress, which means we're ok in some cases even if the Goat is on the bottom. I'm going to play around with this in a game to make sure I'm not missing anything. At this point I'm starting to wonder if we can win in any case where Goat/Cursed Gold/Necropolis aren't the bottom three cards (possibly without getting Travelling Fair at all??)

[edit]Ok, not quite - just Necropolis and Cursed Gold at the bottom is enough to stop you, since you're only at $3 with no action in hand after the first Cavalry and the Goat trashing. You also lose if Necropolis, Cursed Gold, and one of Goat/Overgrown Estate are in the bottom three. I think that may be it though?[/edit]


Code: [Select]
m gets +1 Coffers.
m starts with a Cursed Gold, a Goat and a Pouch.
m starts with 4 Coppers.
m starts with a Hovel, a Necropolis and an Overgrown Estate.
m shuffles their deck.
m draws 3 Coppers, a Hovel and a Goat.

Turn 1 - mith
m plays 3 Coppers. (+$3)
m uses 1 Coffers. (+$1)
m buys and gains a Cavalry.
m draws a Copper and an Overgrown Estate.
m gets +1 Buy.
m plays a Copper. (+$1)
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Pouch.
m plays a Pouch. (+$1)
m gets +1 Buy.
« Last Edit: May 31, 2020, 06:32:33 pm by mith »
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #10 on: May 31, 2020, 06:32:14 pm »
0

Here's an example where Necropolis is near the bottom:

Code: [Select]
m gets +1 Coffers.
m starts with a Cursed Gold, a Goat and a Pouch.
m starts with 4 Coppers.
m starts with a Hovel, a Necropolis and an Overgrown Estate.
m shuffles their deck.
m draws 3 Coppers, a Hovel and an Overgrown Estate.

Turn 1 - mith
m plays 3 Coppers. (+$3)
m uses 1 Coffers. (+$1)
m buys and gains a Cavalry.
m draws a Cursed Gold and a Goat.
m gets +1 Buy.
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Copper.
m plays a Cursed Gold. (+$3)
m gains a Curse.
m plays a Copper. (+$1)
m buys and gains a Cavalry.
m draws a Necropolis and a Pouch.
m gets +1 Buy.
m plays a Pouch. (+$1)
m gets +1 Buy.
m buys an Advance.
m trashes a Necropolis.
m gains a Cavalry.
m shuffles their deck.
m draws 2 Cavalries.
m gets +1 Buy.
m buys a Travelling Fair.
m gets +2 Buys.
m buys an Advance.
m trashes a Cavalry.
m gains a Fortress.
m topdecks a Fortress with Travelling Fair.
m buys an Advance.
m trashes a Cavalry.
m gains a Cavalry.
m draws a Fortress and a Cavalry.
m gets +1 Buy.
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #11 on: May 31, 2020, 10:33:19 pm »
0

I think it's at 29/30, if I can math tonight.

Fail cases:
Necropolis and Cursed Gold bottom two = 2/10 * 1/9 = 1/45
Necropolis/Cursed Gold and Goat/Overgrown Estate bottom two, Cursed Gold/Necropolis third from bottom = 4/10 * 2/9 * 1/8 = 1/90
Total = 1/30

That is annoyingly close to not needing any shuffle luck at all. You can do it easily if you have a third event (Alms obviously works; Desperation should as well, probably others). In fact, if you have Alms (and Pouch) you don't need Travelling Fair to get the Fortress in hand. I'm having a hard time seeing how to get past that point with no extra buys.
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #12 on: June 02, 2020, 01:02:17 pm »
0

Ok, I think we can at least get started with Squire, and then transition to Animal Fair?

Hand: XXXXX
Buy: Alms (y)
Hand: XXXXXXX
Play: CCCC (or equivalent)
Buy: y
[at this point we either have Necropolis in hand, or we have Goat + Overgrown Estate and can draw it]
Buy: Advance (N -> y)
[now we can play Goat + Overgrown Estate if we haven't already, which gets us to 12 cards total - so we have two Cavalry in hand]
Play: [remaining treasure, which includes Pouch for the extra buy]
Buy: Advance (y -> s), Advance (y -> y)
Play: s

Now we have 3 buys; we don't have any actions, so we'll need a Villa at some point, and we'll also want to build up our hand with more Cavalry. I'll have to work out the details here, but eventually we can get both a Squire and a Fortress with our extra buys, and can increase our buys by 1 for every Squire (with Villa providing more actions). At some point we may also want to play some of the Cavalry for Horses, so that we don't need to rely on Cavalry gains exclusively to draw.

Since we are limited on buys, we almost certainly want Haggler; the more of these we can get into play, the more piles we can empty as we buy Animal Fair (by trashing Fortress), which equals more buys when we play the Animal Fairs, and then we really only need enough buys for the green cards - ten Hagglers is enough to empty the treasure piles.

Also note that we haven't used Baker or Pooka - we only need $4, plus the extra buy from Pouch, to get started - plus Watchtower was already unnecessary thanks to Cavalry draw... and we're only spending $120 on the green cards I don't think we even need Priest. We probably do need King's Court - not so much because of money, but rather limitations on actions and draw. Maybe we can even get around that with something like Recruiter/Council Room?

Anyway... I think this might actually be doable?
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #13 on: June 02, 2020, 04:31:26 pm »
0

This can almost certainly be made more efficient, but...

Code: [Select]
Game #46946341, unrated.

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 3 Coppers, a Hovel and a Necropolis.

Turn 1 - mith
m buys an Alms.
m gains a Cavalry.
m draws a Copper and a Pouch.
m gets +1 Buy.
m buys an Advance.
m trashes a Necropolis.
m gains a Cavalry.
m draws an Overgrown Estate and a Goat.
m gets +1 Buy.
m plays 4 Coppers. (+$4)
m plays a Pouch. (+$1)
m gets +1 Buy.
m plays a Goat. (+$1)
m trashes an Overgrown Estate.
m draws a Copper.
m plays a Copper. (+$1)
m buys and gains a Squire.
m buys and gains a Cavalry.
m shuffles their deck.
m draws a Squire and a Cavalry.
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 Cavalry.
m draws 2 Cavalries.
m gets +1 Buy.
m buys and gains a Squire.
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 buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m draws a Squire and a Cavalry.
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 Squire.
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 Cavalry.
m shuffles their deck.
m draws a Haggler and a Cavalry.
m gets +1 Buy.
m plays a Haggler.
m gets +$2.
m buys a Villa.
m gains a Tracker.
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 Cavalry.
m gains 2 Horses.
m buys an Advance.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Cavalry.
m draws a Squire 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 Squire.
m gets +$1.
m gets +2 Buys.
m plays a Cavalry.
m gains 2 Horses.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a City.
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 gains an Animal Fair.
m buys an Animal Fair.
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 gains an Animal Fair.
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 draws a Tracker and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws a Cavalry and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws an Animal Fair and a Horse.
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 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 Moon's Gift.
m receives The Moon's Gift.
m looks at an Animal Fair and 2 Horses.
m looks at an Animal Fair and 2 Horses.
m topdecks a Horse.
m discards The Moon's Gift.
m buys a King's Court.
m gains a City.
m topdecks a City with Tracker.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a City.
m topdecks a City 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 Cavalry.
m draws a City and a King's Court.
m gets +1 Buy.
m gains an Animal Fair.
m plays a Horse.
m draws a City and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws an Animal Fair and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws a Cavalry and a Horse.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m shuffles their deck.
m draws a City and a Cavalry.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a King's Court.
m plays an Animal Fair.
m gets +$4.
m gets +1 Buy.
m plays an Animal Fair again.
m gets +$4.
m gets +1 Buy.
m plays an Animal Fair a third time.
m gets +$4.
m gets +1 Buy.
m buys a King's Court.
m gains a City.
m topdecks a City with Tracker.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys a Haggler.
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 Haggler.
m topdecks a Haggler with Tracker.
m plays a City.
m draws a Haggler.
m gets +2 Actions.
m draws a King's Court.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Haggler.
m gets +$2.
m plays an Animal Fair.
m gets +$4.
m gets +1 Buy.
m buys a King's Court.
m gains a City.
m topdecks a City with Tracker.
m gains a City.
m topdecks a City with Tracker.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a City.
m topdecks a City with Tracker.
m gains a City.
m topdecks a City 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 City.
m topdecks a City with Tracker.
m gains a City.
m topdecks a City 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 Haggler.
m topdecks a Haggler 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 City.
m draws a Haggler.
m gets +2 Actions.
m draws a City.
m gets +1 Buy.
m gets +$1.
m plays a City.
m draws a City.
m gets +2 Actions.
m draws a City.
m gets +1 Buy.
m gets +$1.
m plays a City.
m draws a City.
m gets +2 Actions.
m draws a King's Court.
m gets +1 Buy.
m gets +$1.
m plays a King's Court.
m plays a King's Court.
m plays a City.
m draws a City.
m gets +2 Actions.
m draws a City.
m gets +1 Buy.
m gets +$1.
m plays a City again.
m draws a City.
m gets +2 Actions.
m draws an Animal Fair.
m gets +1 Buy.
m gets +$1.
m plays a City a third time.
m draws an Animal Fair.
m gets +2 Actions.
m draws a Horse.
m gets +1 Buy.
m gets +$1.
m plays a King's Court again.
m plays an Animal Fair.
m gets +$4.
m gets +2 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +2 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +2 Buys.
m plays a King's Court a third time.
m plays an Animal Fair.
m gets +$4.
m gets +2 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +2 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +2 Buys.
m plays a Haggler.
m gets +$2.
m buys a King's Court.
m gains 3 Hagglers.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys a King's Court.
m gains 3 Hagglers.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys a King's Court.
m gains a Haggler.
m gains 2 Fortresses.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys a King's Court.
m gains 3 Fortresses.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains 3 Fortresses.
m gains an Animal Fair.
m buys an Animal Fair.
m trashes a Fortress.
m puts a Fortress into their hand.
m gains a Fortress.
m gains 2 Pixies.
m gains an Animal Fair.
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.
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 Cavalry.
m gains a Horse.
m topdecks a Horse with Tracker.
m gains a Horse.
m topdecks a Horse with Tracker.
m plays a Cavalry.
m gains a Horse.
m topdecks a Horse with Tracker.
m gains a Horse.
m topdecks a Horse with Tracker.
m plays a Cavalry.
m gains a Horse.
m topdecks a Horse with Tracker.
m gains a Horse.
m topdecks a Horse with Tracker.
m plays a Horse.
m draws 2 Horses.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws 2 Horses.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws 2 Horses.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws 2 King's Courts.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Horse.
m draws 2 King's Courts.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a King's Court.
m plays a King's Court.
m plays a King's Court.
m plays a King's Court.
m plays a City.
m draws an Animal Fair.
m gets +2 Actions.
m shuffles their deck.
m draws a Haggler.
m gets +1 Buy.
m gets +$1.
m plays a City again.
m draws a Fortress.
m gets +2 Actions.
m draws a Fortress.
m gets +1 Buy.
m gets +$1.
m plays a City a third time.
m draws a Haggler.
m gets +2 Actions.
m draws a Pixie.
m gets +1 Buy.
m gets +$1.
m plays a King's Court again.
m plays a City.
m draws a Haggler.
m gets +2 Actions.
m draws a Pixie.
m gets +1 Buy.
m gets +$1.
m plays a City again.
m draws a Fortress.
m gets +2 Actions.
m draws a Fortress.
m gets +1 Buy.
m gets +$1.
m plays a City a third time.
m draws an Animal Fair.
m gets +2 Actions.
m draws a Haggler.
m gets +1 Buy.
m gets +$1.
m plays a King's Court a third time.
m plays a City.
m draws a Haggler.
m gets +2 Actions.
m draws an Animal Fair.
m gets +1 Buy.
m gets +$1.
m plays a City again.
m draws a Fortress.
m gets +2 Actions.
m draws an Animal Fair.
m gets +1 Buy.
m gets +$1.
m plays a City a third time.
m draws a Haggler.
m gets +2 Actions.
m draws a Fortress.
m gets +1 Buy.
m gets +$1.
m plays a King's Court again.
m plays a City.
m draws a Haggler.
m gets +2 Actions.
m draws an Animal Fair.
m gets +1 Buy.
m gets +$1.
m plays a City again.
m draws a Fortress.
m gets +2 Actions.
m draws an Animal Fair.
m gets +1 Buy.
m gets +$1.
m plays a City a third time.
m draws a Fortress.
m gets +2 Actions.
m draws a Fortress.
m gets +1 Buy.
m gets +$1.
m plays a King's Court a third time.
m plays an Animal Fair.
m gets +$4.
m gets +5 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +5 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +5 Buys.
m plays a King's Court again.
m plays an Animal Fair.
m gets +$4.
m gets +5 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +5 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +5 Buys.
m plays a King's Court a third time.
m plays an Animal Fair.
m gets +$4.
m gets +5 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +5 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +5 Buys.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Haggler.
m gets +$2.
m buys a King's Court.
m gains 8 Pixies.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys a King's Court.
m gains 6 Squires.
m gains 2 Trackers.
m gains a King's Court.
m topdecks a King's Court with Tracker.
m buys a King's Court.
m gains 7 Trackers.
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 King's Court.
m topdecks a King's Court with Tracker.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m plays a Pixie.
m draws a King's Court.
m gets +1 Action.
m takes The Earth's Gift.
m discards The Earth's Gift.
m plays a Pixie.
m draws a King's Court.
m gets +1 Action.
m takes The Sea's Gift.
m discards The Sea's Gift.
m plays a Horse.
m shuffles their deck.
m draws a King's Court and a Squire.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a King's Court.
m plays a King's Court.
m plays a King's Court.
m plays an Animal Fair.
m gets +$4.
m gets +9 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +9 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +9 Buys.
m plays a King's Court again.
m plays an Animal Fair.
m gets +$4.
m gets +9 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +9 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +9 Buys.
m plays a King's Court a third time.
m plays an Animal Fair.
m gets +$4.
m gets +9 Buys.
m plays an Animal Fair again.
m gets +$4.
m gets +9 Buys.
m plays an Animal Fair a third time.
m gets +$4.
m gets +9 Buys.
m plays a King's Court again.
m plays a City.
m draws a Tracker.
m gets +2 Actions.
m draws a Squire.
m gets +1 Buy.
m gets +$1.
m plays a City again.
m draws a Pixie.
m gets +2 Actions.
m draws a Pixie.
m gets +1 Buy.
m gets +$1.
m plays a City a third time.
m draws a Tracker.
m gets +2 Actions.
m draws a Tracker.
m gets +1 Buy.
m gets +$1.
m plays a King's Court a third time.
m plays a Haggler.
m gets +$2.
m plays a Haggler again.
m gets +$2.
m plays a Haggler a third time.
m gets +$2.
m plays a Haggler.
m gets +$2.
m plays a Horse.
m draws 2 Trackers.
m gets +1 Action.
m returns a Horse to the Horse pile.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Tracker.
m gets +2 Actions.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Squire.
m gets +2 Actions.
m plays a Fortress.
m draws a Pixie.
m gets +2 Actions.
m plays a Fortress.
m draws a Tracker.
m gets +2 Actions.
m plays a Fortress.
m draws a Tracker.
m gets +2 Actions.
m plays a Squire.
m gets +$1.
m gains a Silver.
m plays a Squire.
m gets +$1.
m gains a Silver.
m plays a Squire.
m gets +$1.
m gains a Silver.
m plays a Pixie.
m draws a Squire.
m gets +1 Action.
m takes The Swamp's Gift.
m discards The Swamp's Gift.
m plays a Pixie.
m draws a Pixie.
m gets +1 Action.
m takes The River's Gift.
m discards The River's Gift.
m plays a Pixie.
m draws a Squire.
m gets +1 Action.
m takes The Mountain's Gift.
m trashes a Pixie.
m gains 2 Silvers.
m discards The Mountain's Gift.
m plays a Pixie.
m draws a Squire.
m gets +1 Action.
m takes The Field's Gift.
m trashes a Pixie.
m gets +1 Action.
m gets +$1.
m gets +1 Action.
m gets +$1.
m plays a Pixie.
m draws a Tracker.
m gets +1 Action.
m takes The Flame's Gift.
m trashes a Pixie.
m trashes a Fortress and a Hovel.
m puts a Fortress into their hand.
m discards The Flame's Gift.
m plays a Pixie.
m shuffles their deck.
m draws a Silver.
m gets +1 Action.
m takes The Forest's Gift.
m trashes a Pixie.
m gets +1 Buy.
m gets +$1.
m gets +1 Buy.
m gets +$1.
m plays a Pixie.
m draws a Silver.
m gets +1 Action.
m takes The Sky's Gift.
m discards The Sky's Gift.
m plays a Pixie.
m draws a Silver.
m gets +1 Action.
m takes The Sun's Gift.
m discards The Sun's Gift.
m plays a Squire.
m gets +$1.
m gains a Silver.
m plays a Squire.
m gets +$1.
m gains a Silver.
m plays a Squire.
m gets +$1.
m gains a Silver.
m plays a Fortress.
m draws a Silver.
m gets +2 Actions.
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 Silvers.
m discards 2 Silvers.
m discards The Wind's Gift.
m plays a Tracker.
m gets +$1.
m takes The River's Gift.
m receives The River's Gift.
m plays a Tracker.
m gets +$1.
m takes The Mountain's Gift.
m receives The Mountain's Gift.
m gains a Silver.
m discards The Mountain's Gift.
m plays a Tracker.
m gets +$1.
m takes The Earth's Gift.
m receives The Earth's Gift.
m discards The Earth's Gift.
m plays a Tracker.
m gets +$1.
m takes The Sky's Gift.
m receives The Sky's Gift.
m fails to discard for The Sky's Gift
m discards The Sky's Gift.
m plays a Tracker.
m gets +$1.
m takes The Moon's Gift.
m receives The Moon's Gift.
m looks at 3 Silvers.
m discards The Moon's Gift.
m plays a Tracker.
m gets +$1.
m takes The Wind's Gift.
m receives The Wind's Gift.
m draws 2 Silvers.
m discards 2 Trackers.
m discards The Wind's Gift.
m plays 6 Silvers. (+$12)
m buys a Province.
m gains 10 Golds.
m gains a Province.
m topdecks a Province with Tracker.
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
m buys a Province.
m gains 10 Golds.
m gains a Province.
m topdecks a Province with Tracker.
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
m buys a Province.
m gains 10 Golds.
m gains a Province.
m topdecks a Province with Tracker.
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m topdecks a Province with Tracker.
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m topdecks a Province with Tracker.
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
Tracker can no longer move Province (it already moved).
m buys a Province.
m gains 10 Silvers.
m gains a Province.
m buys a Province.
m gains a Silver.
m gains 9 Coppers.
m gains a Province.
m buys a Province.
m gains 10 Coppers.
m gains a Province.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m buys a Duchy.
m gains 10 Coppers.
m gains a Duchy.
m buys a Duchy.
m gains 6 Coppers.
m gains 4 Curses.
m gains a Duchy.
m buys a Duchy.
m gains 6 Curses.
m gains a Villa.
m puts a Villa into their hand.
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
Tracker can no longer move Villa (it already moved).
m gets +1 Action.
m gains a Duchy.
m plays a Villa.
m gets +2 Actions.
m gets +1 Buy.
m gets +$1.
m buys and gains 3 Duchies.
m buys and gains 8 Estates.
m discards The Field's Gift.
m discards The Forest's Gift.
m discards The River's Gift.
m shuffles their deck.
m draws 5 Provinces and a Squire.

I may be getting some shuffle luck before the Tracker is in play, so to be absolutely sure this works I'll have to do a worst-case on getting to that point. That said, had a Villa buy to spare. I'm still not convinced King's Court is necessary - it's counterproductive in the sense that we need to buy it rather than gaining it from Haggler. It does produce the money to make up for that, but Priest would work just as well for that as long as we could get the actions, and Animal Fair should still be able to generate enough buys. Just need a good non-terminal draw to go with it.

[edit]This is luck free so far:

Buy: Alms (y)
Play: CCCC
Buy: y
[play: G (trash O)]
Play: CP
Buy: Advance (n -> y)
[play: G (trash O)]
Hand: yyH
$3, 2 Buys
Buy: s, Advance (y -> y)
Hand: syyH

--- 6 Cavalry left

Play: s (+2 Buys)
$2, 3 Buys, 0 Actions
Buy: Advance (y -> f), Advance (y -> y)
Hand: fyH
$2, 2 Buys, 0 Actions
Buy: Advance (f -> v)
Play: v
$2, 2 Buys, 2 Actions
Buy: Advance (f -> s), Advance (f -> y)
Hand: fsyyH

--- 4 Cavalry left, 9 Villa left

Play: s (+2 Buys)
$3, 3 Buys, 1 Action
Buy: Advance (f -> s), Advance (f -> h), Advance (f -> y)
Buy: Advance (f -> y)
Hand: fshyyyyH
Play: h
Buy: v (gain t)
$1, 1 Buy, 0 Actions, 1 Haggler
Play: v, s (+2 Buys)
$3, 3 Buys, 1 Action, 1 Haggler

--- 2 Cavalry left, 8 Villa left

Reordered a bit from my log, but in basically the same game state other than having already popped a bunch of Cavalry for Horses and started gaining some Animal Fairs; I think we can get the Tracker in hand with Cavalry at this point and then do all the other stuff in the log (with top deck control) without deviating from the end result. In the log, I drew Squire/Horse with my 9th Cavalry and then used Horse to draw the Tracker; if we buy the 9th right now, we're drawing Tracker/Cavalry, but to make up for the draw I think we can just gain an extra Fortress in here somewhere, top deck it with some Horses, and then use our first Fortress to draw Horse and the Horse to draw Fortress/Horse. I'll have to play it out like this at some point and see if I get stuck somewhere unexpected.
« Last Edit: June 02, 2020, 07:51:36 pm by mith »
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #14 on: June 03, 2020, 12:40:47 pm »
0

The above is incorrect - I was missing a Cavalry in the first part, and we could draw yyyH instead of syyH. This means we need another Cavalry buy to guarantee the Squire is in hand. I think we can fix this by getting some Horses along the way (in a luck free way).
« Last Edit: June 03, 2020, 12:51:09 pm by mith »
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majiponi

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Re: Can we still empty the supply on turn 1?
« Reply #15 on: June 03, 2020, 08:54:43 pm »
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I think this works (#47061547).
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mith

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Re: Can we still empty the supply on turn 1?
« Reply #16 on: June 04, 2020, 10:18:31 am »
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Yep, see other thread. :)
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