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Author Topic: Beyond the Impossible - Empty the Supply by Turn 5  (Read 15779 times)

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michaeljb

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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?

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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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