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Author Topic: Beyond the Impossible - Empty the Supply by Turn 5  (Read 15781 times)

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Celestial Chameleon

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Beyond the Impossible - Empty the Supply by Turn 5
« on: August 02, 2012, 07:33:55 am »
+18

Because my previous challenge wasn't hard enough:

Challenge: In a solitaire game of Dominion with perfect shuffle luck, gain every card in the Supply by the end of Turn 5.

I will post my solution in 2 weeks time, or if anyone can solve this before then.

Edit: Outpost and Possession turns do count against the turn limit.
« Last Edit: August 03, 2012, 06:35:52 am by Celestial Chameleon »
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Thisisnotasmile

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #1 on: August 02, 2012, 08:36:51 am »
+6

+1 for claiming to be able to do this. Now I wait... for two weeks.
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gman314

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #2 on: August 02, 2012, 05:12:13 pm »
0

With you on the waiting! Although, given the number of puzzles that use turn 5 as a deadline, it was only a matter of time before someone figured out how to acquire everything.
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Grujah

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #3 on: August 02, 2012, 05:40:38 pm »
0

I call solution is with - Border Village, Haggler, Talisman, Duchess.  ;D
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Morgrim7

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #4 on: August 02, 2012, 07:07:59 pm »
0

Wow. That is…incredible.
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Young Nick

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #5 on: August 02, 2012, 07:29:17 pm »
0

I call solution is with - Border Village, Haggler, Talisman, Duchess.  ;D

Also maybe King's Court, Bridge, Develop, Ironworks, Nobles.
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cayvie

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #6 on: August 02, 2012, 08:00:33 pm »
0

I call solution is with - Border Village, Haggler, Talisman, Duchess.  ;D

Also maybe King's Court, Bridge, Develop, Ironworks, Nobles.

aaaand governor
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Morgrim7

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #7 on: August 02, 2012, 08:02:20 pm »
0

I call solution is with - Border Village, Haggler, Talisman, Duchess.  ;D

Also maybe King's Court, Bridge, Develop, Ironworks, Nobles.

aaaand governor
Too slow for only 5 turns. Nobles already fills that spot.
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Grujah

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #8 on: August 02, 2012, 08:03:24 pm »
0

Black Market, Watchtower, Hamlet, Crossroads?
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Morgrim7

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #9 on: August 02, 2012, 08:04:52 pm »
0

Black Market, Watchtower, Hamlet, Crossroads?
Watchtower and Crossroads are good guesses, I dunno about BM and Hamlet.
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Grujah

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #10 on: August 02, 2012, 08:23:40 pm »
0

Well, maybe not hamlet. BM if you need more than 10 different cards.
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gman314

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #11 on: August 02, 2012, 09:07:41 pm »
0

What about the puzzle staple: Chancellor?
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Powerman

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #12 on: August 02, 2012, 11:57:40 pm »
0

Black Market, Watchtower, Hamlet, Crossroads?
Watchtower and Crossroads are good guesses, I dunno about BM and Hamlet.

BM is always good... just have YW in it and add in the bane ;)
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Morgrim7

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #13 on: August 02, 2012, 11:59:08 pm »
0

What about the puzzle staple: Chancellor?
That one's almost as important as KC.
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NoMoreFun

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #14 on: August 03, 2012, 06:32:13 am »
0

You didn't specify Outpost or Possession turns counted as turns. Did you mean to? In a solitaire game you can Possess yourself and make "turn 5" last forever.
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Jorbles

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #15 on: August 03, 2012, 01:05:40 pm »
0

Black Market, Watchtower, Hamlet, Crossroads?
Watchtower and Crossroads are good guesses, I dunno about BM and Hamlet.

BM is always good... just have YW in it and add in the bane ;)
But then you have to empty the bane pile too. Although I guess if you're going for bonus points...
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Morgrim7

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #16 on: August 03, 2012, 06:36:16 pm »
0

Does the BM deck and prizes count as being in the supply?
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wuthefwasthat

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #17 on: August 03, 2012, 11:14:07 pm »
0

You didn't specify Outpost or Possession turns counted as turns. Did you mean to? In a solitaire game you can Possess yourself and make "turn 5" last forever.

Even without Possession, allowing Outpost alone makes this puzzle fairly easy, given the solution to the last puzzle.

Edit:  By the way, are Colony and Platinum in?  I believe their inclusion makes the puzzle far harder, unlike the last one.
« Last Edit: August 04, 2012, 01:05:36 am by wuthefwasthat »
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michaeljb

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #18 on: August 04, 2012, 02:04:39 am »
0

Edit:  By the way, are Colony and Platinum in?  I believe their inclusion makes the puzzle far harder, unlike the last one.

I guess that's hard mode :p
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wuthefwasthat

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #19 on: August 06, 2012, 04:24:39 am »
+8

Here's my solution.

A high level description:

We'll base the overall solution on the solutions to the predecessor puzzle (gain all Treasures by turn 5).  Key cards for setting up an engine quickly:  Ironworks, Chancellor, Throne Room, King's Court, Watchtower, Bridge, Council Room. 

Our main way to get cards, though, will be Haggler instead of Talisman.  Since we can't Haggle for Victory cards, the hardest part will be buying green.  We will buy green, and Haggle off of it.

We use Border Village instead of Duchy, so that we can Bridge 5 times, rather than 4. 

We use the Black Market deck to introduce cards for helping us gain Estates, which we can't Haggle anything off of.   We use Workshop and Baron (which also gives precious buys!). We use Young Witch in the deck to introduce an 11th Kingdom card.   

Upgrade is this last Kingdom card.  It's useful for getting the engine going at the start of the 5th turn, by getting us 4 costs and drawing.


Here is the solution, in full detail.  I double checked, but there are still probably mistakes, so please let me know!


C = Copper
E = Estate

B = Bridge
H = Haggler
I = Ironworks
K = King's Court
M = Black Market (Contains Young Witch, A = Baron, O = Workshop, Z = Goons)
N = Chancellor
U = Upgrade
R = Council Room
T = Throne Room
V = Border Village
W = Watchtower (bane)

===
Turn 1
===

Draw CCCCE
Play CCCC
Buy I

===
Turn 2
===

Draw CCCEE
Play CCC
Buy N

===
Turn 3
===

Draw CCCIN
Play I for T
Play N, discarding
Play 3 C, buy W

===
Turn 4
===

Draw ITNWC
Play T on I, for T and I, top-decking both
Play W, drawing TICC
Play I, for B.
Play T on N, discarding.
Play CCC, buy K

===
Turn 5
===

Draw TKBIW. 

** Play:
** Hand: TKBIW
** Deck: NTI CCCCCCCEEE

Play T on K. 
-1st K plays B
-2nd K plays I for KKR, revealing W and putting all on top.
Play W, drawing KKRNTI

** Play: T K B I W
** Hand: KKR NTI
** Deck: CCCCCCCEEE

Play T on K.
-1st K plays I, for KUU
-2nd K plays K

** Play: TT KKK B II W
** Hand: N R
** Deck: CCCCCCCEEE KUU

--1st K plays R, drawing CCCCCCCEEE KU
--2nd K plays U, turning EEE into TII, drawing UTI
--3rd K plays K

** Play: TT KKKK B II W R U
** Hand: N CCCCCCC UTI
** Deck: I

---1st K plays I, for KKR
---2nd K plays U, turning CCC into IIB, drawing IKR
---3rd K plays K

** Play: TT KKKKK B III W R UU
** Hand: N CCCC TIR
** Deck: KIIB

----1st K plays I, for KRU
----2nd K plays T
-----1st T plays R, drawing KKIIBRU
-----3rd T plays U, turning CC into II, drawing I
-----2nd T plays B
----3rd K plays K

** Play: TTT KKKKKK BB IIII W RR UUU
** Hand: N CC III KR
** Deck: I

-----1st K plays I, for KKK
-----2nd K plays I, for RII
-----3rd K plays K

** Play: TTT KKKKKKK BB IIIIII W RR UUU
** Hand: N CC I R
** Deck: IKKKRII

------1st K plays I, for MTH
------2nd K plays R, drawing KKK R III MTH
------3rd K plays K

** Play: TTT KKKKKKKK BB IIIIIII W RRR UUU
** Hand: N CC KK R III MTH
** Deck:

-------1st K plays I, for HHH
-------2nd K plays I, for HHH
-------3rd K plays K

** Play: TTT KKKKKKKKK BB IIIIIIIII W RRR UUU
** Hand: N CC K R I MTH
** Deck: HHHHHH

--------1st K plays M, gaining A, O, and Z
--------2nd K plays I gaining HHH
--------3rd K plays K

** Play: TTT KKKKKKKKKK BB IIIIIIIIII W RRR UUU M
** Hand: N CC R TH
** Deck: HHHHHH AOZ HHH

---------1st K plays R, drawing AOZHHHHHHHHH
---------2nd K plays A, gaining EEE
---------3rd K plays O, gaining EEE

** Play: TTT KKKKKKKKKK BB IIIIIIIIII W RRRR UUU M A O
** Hand: N CC TZ HHHHHHHHHH
** Deck: EEEEEE

Play T on Z.  Play N.  Play HHHHHHHHHH.  Play CC. 

We've played 5 Bridges, 3 Barons (not discarding), 2 Goons (same card), 11 Council Rooms, 10 Hagglers, 3 Black Markets, a Chancellor, and 2 Coppers.  We also lost $1 for buying Goons.
This gives us $38, 22 buys, everything costs 5 less, and we have 10 Hagglers in play.

The piles counts are:

  8 Provinces
  8 Duchies
  2 Estates

  30 Golds
  40 Silvers
  53 Coppers

  10 Curses

  0 Hagglers
  0 Ironworks
  0 King's Courts

  10 Border Villages

  8 Bridges
  9 Black Markets
  9 Chancellors
  7 Upgrades
  6 Council Rooms
  7 Throne Rooms
  9 Watchtowers
= 55 non-Border Village Kingdom Cards

Buy 8 Provinces, Haggling to gain 26 Gold, 53 Coppers and a Curse.
Buy 4 Golds, Haggling to gain 40 Silvers.
Buy 10 Border Villages, gaining 8 Duchies and 2 Estates, and Haggling to gain the other 55 Kingdom Cards (King's Court is gone), 9 Curses.


I may be able to also get Platinum and Colony.  Will work on this in the next few days, maybe.  We'd probably want 7 Bridges played, some more money, and just a tad more buys.  In this version, I had 3 extra buys and some leftover money. 
« Last Edit: August 06, 2012, 06:54:20 am by wuthefwasthat »
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Celestial Chameleon

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #20 on: August 06, 2012, 07:16:01 am »
+8

Here's my solution.

Here is the solution, in full detail.  I double checked, but there are still probably mistakes, so please let me know!

The only flaw that I can see is that your third Upgrade turns 2 Coppers into a Council Room and an Upgrade, which is impossible since you only have 3 Bridges in play at that point. That looks easy to fix though.

Before I post my solution though, I'll just see if anyone can do this:

HARD MODE: In a solitaire game of Dominion with perfect shuffle luck, gain every card in the Supply and score over 900 points by the end of Turn 5. Outpost/Possession turn count towards this limit.
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Young Nick

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #21 on: August 06, 2012, 04:10:26 pm »
0

Here's my solution.

Here is the solution, in full detail.  I double checked, but there are still probably mistakes, so please let me know!

The only flaw that I can see is that your third Upgrade turns 2 Coppers into a Council Room and an Upgrade, which is impossible since you only have 3 Bridges in play at that point. That looks easy to fix though.

Before I post my solution though, I'll just see if anyone can do this:

HARD MODE: In a solitaire game of Dominion with perfect shuffle luck, gain every card in the Supply and score over 900 points by the end of Turn 5. Outpost/Possession turn count towards this limit.

Sweet mother of baby unicorns. No. Just no. There is no way you can fit in Goons or whatever it is that you need to fit in. Where is the upper-bound? sheesh
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jonts26

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #22 on: August 06, 2012, 04:48:19 pm »
+2

Before I post my solution though, I'll just see if anyone can do this:

HARD MODE: In a solitaire game of Dominion with perfect shuffle luck, gain every card in the Supply and score over 900 points by the end of Turn 5. Outpost/Possession turn count towards this limit.

You. I like you.
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wuthefwasthat

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #23 on: August 07, 2012, 12:36:00 am »
0

The only flaw that I can see is that your third Upgrade turns 2 Coppers into a Council Room and an Upgrade, which is impossible since you only have 3 Bridges in play at that point. That looks easy to fix though.

Before I post my solution though, I'll just see if anyone can do this:

HARD MODE: In a solitaire game of Dominion with perfect shuffle luck, gain every card in the Supply and score over 900 points by the end of Turn 5. Outpost/Possession turn count towards this limit.

Yeah, I had fixed that issue before you posted (check the timestamp)  :P

This hard mode feels less natural than the one which simply includes Colony/Platinum.  I guess you chose it cause you know it's possible?  (Presumably that's also why 900 and not 1000, a rounder number.  I bet 1000 is possible, given that you've achieved 900, too!) 

Unfortunately, I'm going to be busy and won't have much time to work on this.  So others will need to step it up!  And hey, why is everyone's attitude just like "Man, no way.  Crazy impossible"?  C'mon guys.  Saying we can't fit in Goons is just lacking in imagination :)  My solution to "easy" mode has many places it could use better stuff.

Here is how I think a solution could go:  Take my solution, and replace Upgrade (or maybe Border Village) with Goons.  Border Village can play a similar catalyst role in the middle - I used it to buy Duchies, but it can instead be used as a great card gainer off Ironworks.  During the King's Court chain, we'll focus on getting buys rather than other things.  Our main idea will be to have Black Market will play a bigger role.  Notice that Black Market is not only a buy, but a mid-turn one.  If Goons has been played, we get the points.  And if Haggler has been played, we get to gain cards the cards (from supply)! This is a huge economy boost that I didn't take advantage of at all, previously.  Furthermore, there are many great cards to gain from Black Market: Talisman, alt VP (Vineyard, Fairgrounds, Gardens, etc), Forge, Expand, Baron, Workshop, City, Grand Market, etc.  We will likely want a Watchtower in hand all the time, to trash the many coppers we Haggle. 

So indeed, my intuition is that this is hardly "impossible".  It just takes some time and effort to work out the details!   :P  (Shameless plug for my own puzzle:  Is this more impossible than 12 Provinces on turn 2?)  Someone else should give it a try, as I won't have as much time in the next week. (Sorry Chameleon!)
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Morgrim7

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #24 on: August 08, 2012, 04:17:17 am »
+1

CC are you human? Or are you the Dominion god, come down to be amused by our reactions to your complete awesomeness?
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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #25 on: August 10, 2012, 01:36:00 am »
0

CC are you human? Or are you the Dominion god, come down to be amused by our reactions to your complete awesomeness?

DXV's alt.
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Celestial Chameleon

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #26 on: August 14, 2012, 11:10:30 am »
+32

Here's the solution to the hard mode, with 1036 points by the end of Turn 5:

Kingdom: Black Market (Bm), Chancellor (Ch), Watchtower (Wt), Bridge (Br), Ironworks (Ir), Throne Room (Tr), Council Room (Cr), Haggler (Hg), Upgrade (Up), Goons (Gn), King's Court (Kc)

Black Market deck contains: Forge, Fairgrounds, Grand Market, Bazaar, City, Contraband, Counting House, Duke, Festival, Inn, Market, Tribute, Feodum, Gardens, Silk Road, Worker's Village, Cellar, Crossroads, Hamlet, Pawn, Squire, Vineyard, Young Witch (Chancellor is the Bane) and Cultist.

Open Ironworks/Chancellor

Turn 3: Draw IrChCCC
Play Ir1, gain Tr1
Play Ch1, discard deck
Play 3C
Buy Wt1

Turn 4: Draw TrIrChWtC
Play Tr1-Ir1, gain Ir2,Tr2, reveal Wt1, top-deck both
Play Wt1, draw Ir2,Tr2,2C
Play Ir2, gain Br1
Play Tr2-Ch1, discard deck
Play 3C
Buy Kc1

Turn 5: Draw TrKcBrIrWt
Play Tr1-Kc1:
- Play Br1 thrice
- Play Ir1 thrice, gain Kc2,Kc3,Cr1, reveal Wt1, top-deck all
Play Wt1, draw Kc2,Kc3,Cr1,Tr2,Ir2,Ch1
Play Tr2-Kc2:
- Play Ir2 thrice, gain Kc4,Up1,Up2
- Play Kc3 thrice:
  - Play Cr1 thrice, draw 7C,3E,Kc4,Up1
  - Play Up1 thrice, 3E-->Tr3,Ir3,Ir4, draw Up2,Tr3,Ir3
  - Play Kc4 thrice:
    - Play Ir3 thrice, gain Kc5,Kc6,Cr2
    - Play Up2 thrice, 3C-->Ir5,Ir6,Ir7, draw Ir4,Kc5,Cr2
    - Play Kc5 thrice:
      - Play Ir4 thrice, gain Kc7,Cr3,Up3
      - Play Tr3 thrice:
        - Play Cr2 twice, draw Kc6,Kc7,Ir5,Ir6,Ir7,Cr3,Up3
        - Play Up3 twice, 2C-->Ir8,Ir9, draw Ir8
        - Play Ir5 twice, gain Up4,Cr4
      - Play Kc6 thrice:
        - Play Ir6 thrice, gain Kc8,Kc9,Kc10
        - Play Ir7 thrice, gain Hg1-3
        - Play Kc7 thrice:
          - Play Ir8 thrice, gain Hg4-6
          - Play Cr3 thrice, draw Up4,Cr4,Kc8,Kc9,Kc10,Ir9,Hg1-6
          - Play Kc8 thrice:
            - Play Up4 thrice, ChCC-->Ir10,Tr4,Tr5, draw Ir10,Tr4
            - Play Ir9 thrice, gain Hg7-9
            - Play Ir10 thrice, gain Hg10,Cr5,Bm1
Play Tr4-Cr4, draw Tr5,Hg7-10,Cr5,Bm1
Play Hg1-10

At this point, we have 27 Actions and 14 Buys, and each time we buy a card (including by Black Market), we gain 10 cheaper cards. So:

Play Tr5-Bm1, buy Forge and Grand Market, gain 20 cards (Gn1-10,Cr6-10,Tr6,Bm2-5)
Play Cr5, draw Gn1-3,Cr6
Play Cr6, draw Gn4-6,Cr7
Play Cr7, draw Gn7-9,Cr8
Play Cr8, draw Gn10,Cr9,Cr10,Tr6
Play Cr9, draw Bm2-5
Play Gn1-10

Now we have 11 Actions and 29 Buys, and get 10 VP every time we buy a card.

Play Tr6-Kc9:
- Play Bm2 thrice, buy Bazaar, City and Counting House, gain 30 cards (Bm6-10, Wt2-3, Br2-8, Tr7-10, 3 Coppers, a Potion and 8 Ruined Markets)
- Play Kc10 thrice:
  - Play Bm3 thrice, buy Festival, Market and Tribute, gain 30 cards (30 Coppers)
  - Play Bm4 thrice, buy Worker's Village, Cellar and Inn (shuffle Cellar and Counting House into deck), gain 20 cards (20 Coppers)
  - Play Bm5 thrice, buy Crossroads, Hamlet and Pawn, gain nothing
Play Cr10, draw Counting House, Cellar, Grand Market and Forge
Play Counting House, draw 53 Coppers
Play Cellar, discard 37 Coppers, draw 37 cards (Bazaar, City, Festival, Market, Tribute, Worker's Village, Inn, Crossroads, Hamlet, Pawn, Bm6-10, Wt2-3,

Br2-8, Tr7-10, a Potion and 8 Ruined Markets)
Play Tr7-Tr8:
- Play Bm6 twice, buy Contraband and Duke, gain 20 cards (Br9-10, Wt4-6 and 15 Potions)
- Play Tr9 twice:
  - Play Bm7 twice, buy Feodum and Gardens, gain 20 cards (Wt7-10, Ch2-10, 5 Silvers, Ruined Village and Ruined Library)
  - Play Tr10 twice:
    - Play Bm8 twice, buy Silk Road and Fairgrounds, gain 20 cards (Up5-10, 4 Silvers and 10 Curses), reveal Wt2, trash 10 Curses
Play Bm9, buy Squire, gain nothing
Play Bm10, play Potion, buy Vineyards, gain nothing

Now we have 5 Actions, 31 Buys, and 200 VP from Goons.

Play City, draw Squire and Contraband
Play Grand Market, draw Silver
Play Bazaar, draw Silver
Play Festival
Play Inn, draw 2 Silvers, discard 2 Coppers
Play Market, draw Silver
Play Tribute, discard ChBr, get +4 Actions
Play Worker's Village, draw Silver
Play Crossroads
Play Hamlet, draw Silver, discard 2 Coppers for +1 Action and +1 Buy
Play Pawn for +1 Action and +1 Buy
Play Squire for +2 Buys

Now we are up to 15 Actions and 39 Buys, so we can:

Play Br2-8
Play 8 Ruined Markets
Play Contraband

This gives us 55 Buys and all card cost $10 less, letting us buy 8 Provinces, 8 Duchies, 8 Estates, 12 Platinums, 11 Golds and 8 Colonies, gaining 51 cards (19 Golds and 32 Silvers), emptying the Supply.

This gives us a total of 1036 VP: 750 VP from Goons, 160 VP from Colonies/Provinces/Duchies/Estates, 44 VP from Vineyards (133 Action cards), 34 VP from Gardens (340 cards), 18 VP from Fairgrounds (45 different cards), 13 VP from Feodum (40 Silvers), 9 VP from Silk Road (38 Victory cards) and 8 VP from Duke (8 Duchies).
« Last Edit: August 21, 2012, 08:52:27 am by Celestial Chameleon »
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Powerman

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #27 on: August 14, 2012, 11:20:40 am »
0

How do you get 8 Ruined Markets?  Won't there only be 2 of those + 8 of the other 4?
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GendoIkari

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #28 on: August 14, 2012, 11:29:21 am »
0

How do you get 8 Ruined Markets?  Won't there only be 2 of those + 8 of the other 4?

No, which Ruins you get in the Ruins deck is random; all Ruins are shuffled together. The Ruins deck for 1 or 2 player is made up of 10 random Ruins cards. In a perfect luck puzzle, you can choose which 10.
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Young Nick

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #29 on: August 14, 2012, 04:08:57 pm »
+2

Reading that gave me a semi. No shame.
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Kirian

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #30 on: August 14, 2012, 04:46:08 pm »
+5

Dominion has been solved.  Pack it in folks, game over.
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razorborne

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #31 on: August 15, 2012, 01:51:36 am »
0

Dominion has been solved.  Pack it in folks, game over.
it's not solved until you can do it turn 1.
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wuthefwasthat

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #32 on: August 15, 2012, 02:04:54 am »
+4

Here's the solution to the hard mode, with 1036 points by the end of Turn 5

Awesome!  You also got to 1000 (as I thought should be possible), and got Colony/Platinum in there as well (possibly even necessary for hitting 1000?).  By the way, even without the Dark Ages cards, this should be fine.  As a side note, I'd looked at the previews with puzzles in mind, and also noticed all the new cards that might be helpful for various puzzle ideas, including this one.  I'll wait until the whole set is out before I start posting anything :) 

The main idea which I had articulated a while ago was spot on, though!  I bet Watchtower (trashing Coppers) + Scrying Pool can play the same role as your Counting House/Cellar trick.  But your trick is lovely and certainly gets more style points.  Sorta silly how nobody else seemed to try working on this - it's gratifying and surprisingly easy to do what initially may seem "impossible", though it may take a while to optimize.  I'm surprised how tight actions end up being!

Here are some random errors.  All are minor:
  • After Bm10, you play a bunch of cards you haven't drawn yet.  You probably meant to Cellar more Coppers to draw them.  This is also necessary to draw the Squire/Contraband when you do.
  • You Cellar only 25 cards, not 28.  (You keep 28 in hand - perhaps that is the confusion.  This number should change anyways, due to the previous point)
  • On Bm7, you gain only 18 cards.  On Bm8, you gain 21 cards.
Other stuff/aesthetics:
  • You didn't need to play Grand Market when you did.  You already had a Potion in hand, presumably intended for buying that Vineyards.
  • Is the Inn effect really necessary?  Also, when you play it, it should discard 2 cards.
  • I like your notation.  But the part where you messed up the TR/KC indenting (intentionally, I'm guessing) = argh!
« Last Edit: August 15, 2012, 04:30:26 am by wuthefwasthat »
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Dubdubdubdub

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #33 on: August 15, 2012, 02:51:21 am »
+1

CC, this is just insane.
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NoMoreFun

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #34 on: August 15, 2012, 06:01:18 am »
0

Where can you go from here?

How about "All In, All Gone" - Play a variation of dominion where every single card is in the supply. Empty the supply.

You could probably do it.
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Dsell

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Re: Beyond the Impossible - Empty the Supply by Turn 5
« Reply #35 on: August 15, 2012, 01:20:17 pm »
0

Where can you go from here?

How about "All In, All Gone" - Play a variation of dominion where every single card is in the supply. Empty the supply.

You could probably do it.

Psssssh. 6 turns, max.
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