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Author Topic: Guaranteed Delayed Provinces  (Read 19036 times)

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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #50 on: July 20, 2012, 08:04:52 am »
0

I think I can come up with a 5 card hand and a kingdom which can raise no capital at all this turn, but can guarantee buying 2 provinces on the next 2 turns.

2 provinces each on the next 2 turns.

It is guaranteed to get >=$16 and >=2 buys on turns 2 and 3.
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Davio

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Re: Guaranteed Delayed Provinces
« Reply #51 on: July 20, 2012, 08:10:26 am »
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Feel free to add it, man.

I don't really care if the solutions fit my original post completely, I'm just curious what kind of things you guys come up with.
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #52 on: July 20, 2012, 08:14:14 am »
+1

OK: The hand is 2 Kings Court's and 3 Feasts

Turn 1:
 KC+KC+F+F+F
 - Trash 3 feasts, gaining 8 markets and a mandarin

Turn 2:
 Play markets until your hand consists of 4 cards. These will be both KC's and a market and mandarin
 - Kings Court the mandarin, topdecking the Kings Court and the Market.
 You have $16 and 8 buys. Buy two provinces.

Turn 3:
 You have a Kings Court and a Market, and 3 cards from (7 Markets, 1 Kings Court, 1 Mandarin and 2 provinces).
 Kings Court the Market. You now have 6 cards from (7 Markets, 1 Kings Court, 1 Mandarin and 2 provinces). Play 7 markets. Kings court the mandarin, topdecking the two provinces.
 You have $19 and 11 buys. Buy two provinces.
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #53 on: July 20, 2012, 08:21:55 am »
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I think my KC-KC-CR-Scheme-CS-4Copper gets 1 Province each turn guaranteed until the Provinces are empty...
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #54 on: July 20, 2012, 08:31:19 am »
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Base game only: Throne Room + Baron + cantrip + cantrip + cantrip.
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zahlman

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Re: Guaranteed Delayed Provinces
« Reply #55 on: July 20, 2012, 08:47:54 am »
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I think I can come up with a 5 card hand and a kingdom which can raise no capital at all this turn, but can guarantee buying 2 provinces on the next 2 turns.

How about 2 Colonies (and not trashing them, either)?


KC-KC-Scheme-Feast-Lab.
Turn 1: Play KC-KC-Scheme-Feast, gaining two Mandarins and a Contraband. Buy a Copper. Topdeck KC-KC-Scheme. (8 cards total)
Turn 2: Play KC-KC-Scheme (drawing the rest of the deck) -Mandarin-Mandarin. Play Contraband and Copper. Buy 2 Colonies. Topdeck KC-KC-Lab. (10 cards total)
Turn 3: Play KC-KC-Lab (drawing the rest of the deck) -Mandarin-Mandarin. Play Contraband and Copper. Buy 2 Colonies.


Never mind that, I forgot Mandarin puts cards back too :( But I'm sure you can adapt this...
« Last Edit: July 20, 2012, 08:55:34 am by zahlman »
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Schneau

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Re: Guaranteed Delayed Provinces
« Reply #56 on: July 20, 2012, 09:00:40 am »
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Base game only: Throne Room + Baron + cantrip + cantrip + cantrip.

Baron is in Intrigue, not Base.
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #57 on: July 20, 2012, 09:30:38 am »
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5 card deck = KC+KC+Feast+Feast+Tac
Turn 1): trash 2 feasts for 5 festival's and 1 tactician, play tactician
Turn 2): kings court 5 festival's for $30, play tactician, buy 2 colonies
Turn 3): kings court 5 festival's for $30, play tactician, buy 2 colonies
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #58 on: July 20, 2012, 09:31:31 am »
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Disregard. Tacticians wouldn't activate.
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Davio

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Re: Guaranteed Delayed Provinces
« Reply #59 on: July 20, 2012, 09:35:27 am »
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Disregard. Tacticians wouldn't activate.
That's a mistake I still make all too often.

"Let me just play these Festivals, Vault, discard everything, yes, and finally Tact...whoops"
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #60 on: July 20, 2012, 09:36:38 am »
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Disregard. Tacticians wouldn't activate.

Mayabe use KCd Wharf?

edit: does also not work, it takes out one KC...
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sjelkjd

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Re: Guaranteed Delayed Provinces
« Reply #61 on: July 20, 2012, 10:31:25 am »
+1

Village, Merchant Shipx4
$4 this turn, $8 next turn
4 cards in deck ensure you can draw it all
$8 the turn after that
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zahlman

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Re: Guaranteed Delayed Provinces
« Reply #62 on: July 20, 2012, 10:51:14 am »
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Disregard. Tacticians wouldn't activate.

I also don't see how you're KCing more than 3 festivals with only 2 KCs, regardless of the Tactician...

It also occurred to me that setups with KC, Feast and e.g. Lab won't work since you could gain a Province on the first turn with them, by using the Lab to draw the gained cards and then play them. So anything starting with Tactician pretty much will also have to start with a junk card for it to discard.
« Last Edit: July 20, 2012, 11:48:48 am by zahlman »
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #63 on: July 20, 2012, 11:19:44 am »
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Disregard. Tacticians wouldn't activate.

I also don't see how you're KCing more than 3 festivals with only 2 KCs, regardless of the Tactician...

right, but I think you don't need. KC-KC-Festival-Festival-Festival+Festival-Festival is 3x3x2+2x2=$22 which is enough for 2 Colonies.
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jomini

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Re: Guaranteed Delayed Provinces
« Reply #64 on: July 20, 2012, 11:35:37 am »
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Here are several I see quickly:


Can buy 4 assured provinces -

Starting deck: Venture x4, gold
Buy: Venture
For the next 4 turns, you are able to buy exactly one povince (worst shuffle luck means that GPPPV still hits 8 coin)


You can make this into a colony variation with


Starting deck: Venture x3, Plat, Silver
Buy: Venture
For the next 3 turns, you are able to buy exactly one colony (worst shuffle luck means that SPCoCoV still hits 8 coin)


Starting hand Gold x2, Border Village x 3.
Buy: Border Village/Salvager
Worst shuffle luck means that your salvager is on bottom deck. So you have GGBvBvBv, you play two Bv, and salvage a third.
Next turn:
You have GGPBvBv. You play one Bv to draw Bv and play that to draw Sal, trash the other Bv and buy a province.

« Last Edit: July 20, 2012, 02:32:22 pm by jomini »
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DrFlux

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Re: Guaranteed Delayed Provinces
« Reply #65 on: July 20, 2012, 11:40:19 am »
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Quote
right, but I think you don't need. KC-KC-Festival-Festival-Festival+Festival-Festival is 3x3x2+2x2=$22 which is enough for 2 Colonies.

It almost works. You need to buy a copper during your first turn, in order to have something to discard during your second turn. As stated, you'll have $22 your second turn, to buy two colonies. However, the extra copper causes this to fail the "perfectly-bad-shuffle-luck" test: the third turn you have 11 cards to draw other than the tactician in play for the last turn, and you need the card you don't draw to be a colony, the copper or the other tactician.
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #66 on: July 20, 2012, 11:42:01 am »
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I got another one:
 Kings Court, Mint and 3 Stashes.

Turn 1: You mint a stash 3 times. Then you shuffle, and you put the stashes so there will be 4 in the first 5 cards, and 2 in the remaining 3.

Turn 2: You draw 4 stashes and a mint or kings court. Buy a province.
You have to shuffle before playing turn 3. Put two stashes at the top.

Turn 3: You draw 4 stashes and a kings court or mint. Buy a province.
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #67 on: July 20, 2012, 11:49:06 am »
+1

Ultimate Mode?  First hand of 5 produces $0.  Buys 2 Colonies and a Duchy each on turns 2 and 3.

(I really hope I don't have any dumb mistakes in here.  Whenever I get involved in puzzle threads I usually end up forgetting something important, like Princess bonus doesn't stack with KC.)

KC-KC-Scheme-CR-Salvager

Play it out, use 6 buys on Peddler.  Put back KC-Kc-Scheme.

PLay KC-KC-Scheme; now your hand will have 5 of (CR-Salvager, 6xPeddler)
- if CR in hand, can use it to draw deck, then Salvage and play 3 Peddlers for $27 total, 6 buys
- if not, KC Peddler to draw deck, then Salvage 3 Peddler and play 2 Peddlers and CR for $29 total, 4 buys

Either way, you have at least $27 over 4 buys.  Buy 2 Colonies, a Duchy and a Peddler, and topdeck KC-KC-CR with Scheme.

Deck consists of KC-KC-CR-Scheme-Salvager-4xPeddler and 3 VP cards.
KC-KC-CR will draw the deck, then Salvage 3-Peddlers for $24, KC-Peddler for $27 total, 6 buys.  Buy 2 Colonies and a Duchy.

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Captain_Frisk

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Re: Guaranteed Delayed Provinces
« Reply #68 on: July 20, 2012, 12:52:15 pm »
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2x Treasure Map + 3 Great Halls
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cayvie

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Re: Guaranteed Delayed Provinces
« Reply #69 on: July 20, 2012, 02:50:55 pm »
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Ultimate Mode?  First hand of 5 produces $0.  Buys 2 Colonies and a Duchy each on turns 2 and 3.

(I really hope I don't have any dumb mistakes in here.  Whenever I get involved in puzzle threads I usually end up forgetting something important, like Princess bonus doesn't stack with KC.)

KC-KC-Scheme-CR-Salvager

Play it out, use 6 buys on Peddler.  Put back KC-Kc-Scheme.

PLay KC-KC-Scheme; now your hand will have 5 of (CR-Salvager, 6xPeddler)
- if CR in hand, can use it to draw deck, then Salvage and play 3 Peddlers for $27 total, 6 buys
- if not, KC Peddler to draw deck, then Salvage 3 Peddler and play 2 Peddlers and CR for $29 total, 4 buys

Either way, you have at least $27 over 4 buys.  Buy 2 Colonies, a Duchy and a Peddler, and topdeck KC-KC-CR with Scheme.

Deck consists of KC-KC-CR-Scheme-Salvager-4xPeddler and 3 VP cards.
KC-KC-CR will draw the deck, then Salvage 3-Peddlers for $24, KC-Peddler for $27 total, 6 buys.  Buy 2 Colonies and a Duchy.


The problem with this one is that the opening deck is capable of buying a Province (KC-Salvager, have $15)
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #70 on: July 20, 2012, 03:43:31 pm »
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Ultimate Mode?  First hand of 5 produces $0.  Buys 2 Colonies and a Duchy each on turns 2 and 3.

(I really hope I don't have any dumb mistakes in here.  Whenever I get involved in puzzle threads I usually end up forgetting something important, like Princess bonus doesn't stack with KC.)

KC-KC-Scheme-CR-Salvager

Play it out, use 6 buys on Peddler.  Put back KC-Kc-Scheme.

PLay KC-KC-Scheme; now your hand will have 5 of (CR-Salvager, 6xPeddler)
- if CR in hand, can use it to draw deck, then Salvage and play 3 Peddlers for $27 total, 6 buys
- if not, KC Peddler to draw deck, then Salvage 3 Peddler and play 2 Peddlers and CR for $29 total, 4 buys

Either way, you have at least $27 over 4 buys.  Buy 2 Colonies, a Duchy and a Peddler, and topdeck KC-KC-CR with Scheme.

Deck consists of KC-KC-CR-Scheme-Salvager-4xPeddler and 3 VP cards.
KC-KC-CR will draw the deck, then Salvage 3-Peddlers for $24, KC-Peddler for $27 total, 6 buys.  Buy 2 Colonies and a Duchy.


The problem with this one is that the opening deck is capable of buying a Province (KC-Salvager, have $15)

Crap, that's the same problem I had earlier!  Maybe this solution could still be tweaked to work though.
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Qvist

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Re: Guaranteed Delayed Provinces
« Reply #71 on: July 20, 2012, 03:47:15 pm »
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Ultimate Mode?  First hand of 5 produces $0.  Buys 2 Colonies and a Duchy each on turns 2 and 3.

(I really hope I don't have any dumb mistakes in here.  Whenever I get involved in puzzle threads I usually end up forgetting something important, like Princess bonus doesn't stack with KC.)

KC-KC-Scheme-CR-Salvager

Play it out, use 6 buys on Peddler.  Put back KC-Kc-Scheme.

PLay KC-KC-Scheme; now your hand will have 5 of (CR-Salvager, 6xPeddler)
- if CR in hand, can use it to draw deck, then Salvage and play 3 Peddlers for $27 total, 6 buys
- if not, KC Peddler to draw deck, then Salvage 3 Peddler and play 2 Peddlers and CR for $29 total, 4 buys

Either way, you have at least $27 over 4 buys.  Buy 2 Colonies, a Duchy and a Peddler, and topdeck KC-KC-CR with Scheme.

Deck consists of KC-KC-CR-Scheme-Salvager-4xPeddler and 3 VP cards.
KC-KC-CR will draw the deck, then Salvage 3-Peddlers for $24, KC-Peddler for $27 total, 6 buys.  Buy 2 Colonies and a Duchy.


The problem with this one is that the opening deck is capable of buying a Province (KC-Salvager, have $15)

Crap, that's the same problem I had earlier!  Maybe this solution could still be tweaked to work though.

I haven't tried it out in detail, but maybe it works again if you replace Salvager for Ironworks and then gain Salvager and let's say 2 Schemes.

eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #72 on: July 20, 2012, 03:53:05 pm »
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I haven't tried it out in detail, but maybe it works again if you replace Salvager for Ironworks and then gain Salvager and let's say 2 Schemes.

I no longer think there is a way to salvage it:

KC-Ironworks means you an produce $3 if you Ironworks Silver.
Even other gainers (Feast, Workshop) would fail because you could KC-KC-Workshop, Scheme to draw them immediately.


:(
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T-hawk

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Re: Guaranteed Delayed Provinces
« Reply #73 on: August 15, 2012, 12:54:31 pm »
+1

Heck, I'll do the original puzzle with Curses and a single $2 kingdom card.  As a bonus, that kingdom card could get the deck to this 5-card state in the first place.

Turn N: Gold - Gold - Curse - Curse - Chapel.  Chapel the Curses.  $6 can't buy a Province but can buy Gold.
Turn N+1: Gold - Gold - Gold - Chapel.  Buy Province.
Turn N+2: Gold - Gold - Gold - Province - Chapel.  Buy Province.

Or getting VP chips at the same time:

Turn N: Gold - Gold - Colony - Colony - Bishop.  Trash Colony for 6 VP.  Buy Gold.
Turn N+1: Gold - Gold - Gold - Colony - Bishop.  Trash Colony for 6 VP.  Buy Province.
Turn N+2: Gold - Gold - Gold - Province - Bishop.  Buy Province.

More generally, anything with 2 Gold, a trasher, and any other two cards that can't produce money.
« Last Edit: August 15, 2012, 12:58:14 pm by T-hawk »
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gman314

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Re: Guaranteed Delayed Provinces
« Reply #74 on: August 15, 2012, 02:02:04 pm »
0

Another funny one:

Trader, Watchtower, Province
Silvers are Embargo'd (once) and there is at least one Curse remaining.

Trader the Province and get 8 Silvers + a couple of Curses.
Reveal Watchtower to put 4 Silvers and 1 Curse on top for your next turn.
Trash the other Curses with Watchtower.
Use the same trick to put the other 4 Silvers on top behind the Curse+Silvers.
Your next hand will be 4 Silvers + a Curse and the hand after that has 4 Silvers + whatever.

Again, you have $0 this turn.


I don't think anyone pointed this out, but Embargo doesn't give you curses for gaining cards, only buying them. However, you can get the same result by Tradering the province, putting all 8 Silver on top and then buying a curse (or a copper) putting it on top too.
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