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Author Topic: Easy Puzzles  (Read 808495 times)

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Davio

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Re: Easy Puzzles
« Reply #175 on: May 07, 2013, 03:27:15 am »
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@jonts26, I had thought about that previously to make a modified puzzle from yours and the answer is: Madman or Trusty Steed.
They aren't in the supply.  ;) Necropolis also isn't in the supply.

Another one: Assume there is a card with the text: If you gain this, you immediately win the game.
And this hypothetical card costs $100.

What is the least amount of cards you need to have in play to be able to afford this mega card?

Example: KC-KC-KC-KC-Death Cart-DC-DC-DC-DC-DC-DC gives 3 * 5 * 7 = $105 with 11 cards in play.
Can you do better? I have some ideas how to improve, but I'll let you guys have a go at it.

Limits:
- No Pirate Ship (you could potentially make PS worth $100 on its own)
- No Philosopher's Stone (same deal, although there likely aren't 500 cards in the game)
« Last Edit: May 07, 2013, 03:28:24 am by Davio »
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Pneumatiker

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Re: Easy Puzzles
« Reply #176 on: May 07, 2013, 03:46:10 am »
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As you obviously don't care about the number of cards in your hand at the beginning of your turn, the answer should be one. Either a Secret Chamber, a Storeroom or a Vault.

EDIT: And if you care it would probably two. A Scrying Pool which reveals enough actions or a Native Village and additionally one of the above mentioned cards.
« Last Edit: May 07, 2013, 03:50:16 am by Pneumatiker »
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Qvist

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Re: Easy Puzzles
« Reply #177 on: May 07, 2013, 03:51:21 am »
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As you obviously don't care about the number of cards in your hand at the beginning of your turn, the answer should be one. Either a Secret Chamber, a Storeroom or a Vault

I was going to say something similar. I guess he meant "cards in hand".
I have another 11 card solution: Forge 8 Colonies (in a 3-player game) and 2 Golds

Davio

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Re: Easy Puzzles
« Reply #178 on: May 07, 2013, 03:59:24 am »
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As you obviously don't care about the number of cards in your hand at the beginning of your turn, the answer should be one. Either a Secret Chamber, a Storeroom or a Vault

I was going to say something similar. I guess he meant "cards in hand".
I have another 11 card solution: Forge 8 Colonies (in a 3-player game) and 2 Golds
Oh yeah, let's just say: Minimize M where M is the maximum number of "your" cards at any time, so this counts cards in deck, cards in play, cards in discard and cards on Islands/BoMs.
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Pneumatiker

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Re: Easy Puzzles
« Reply #179 on: May 07, 2013, 04:09:33 am »
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Ok, so let's assume we got a kingdom with seven alternative victory cards, Trade Route, Fortress, KC and Colonies. If each victory card was gained at least once in the game, the TR would be worth 11 coins. You could play KC-KC-KC-KC-TR-TR-TR (=99 coins), always removing a Fortress from your hand and then play a Copper from your hand. So here's M=9 7.
« Last Edit: May 07, 2013, 04:19:32 am by Pneumatiker »
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Davio

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Re: Easy Puzzles
« Reply #180 on: May 07, 2013, 04:14:27 am »
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Improving on Pneumatiker's solution (which can remove 2 KC's from the chain):

Uses Colonies.
Kingdom is 7 Victory card piles, KC, Trade Route and Black Market and Tunnel as bane. BM holds Young Witch, Fortress and Council Room.

Opponent has previously played Council Room, leaving you with 6 cards in hand.
From each VP pile, at least one copy has been bought, Trade Route is worth 4 + 8 = 12.

Play KC-KC-TR-TR-TR, trashing a Fortress everytime, this gives you 9 * 12 = $108 with a total of 6 cards.
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GendoIkari

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Re: Easy Puzzles
« Reply #181 on: May 07, 2013, 09:33:04 am »
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I assume Tribute falls in the same category?

And you didn't mention Procession, so Procession-Procession-Goons-Goons. :)

Oh man what a terrible play.

And before the edge-casers post, yes, I know it can sometimes be the best move.
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hyramgraff

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Re: Easy Puzzles
« Reply #182 on: May 07, 2013, 03:14:32 pm »
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Ok, I came up with a puzzle of my own.

You have a five card hand an only one buy but you can still empty the gold, silver, copper and curse piles.  How is this possible?

Bonus mode: Can you still do it if there are no embargo tokens out at the start of your turn.

My answer was:
Hand is: Embargo, Talisman, Watchtower, Trader, Market Square.
Play embargo, choosing coppers.  Play talisman.  Buy a copper, reveal trader to gain a silver instead of the copper you would gain from talisman.  Gain bought copper.  Gain curse and reveal watchtower to trash it and then reveal and discard market square to gain a gold.


I was impressed by the solution that required only a three card hand.
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heron

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Re: Easy Puzzles
« Reply #183 on: May 08, 2013, 03:51:11 pm »
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Puzzle:

Find two ways to have a gold in your deck before any player's second turn.
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Axxle

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Re: Easy Puzzles
« Reply #184 on: May 08, 2013, 04:37:05 pm »
+1

Buy a tunnel, opponent buys a noble brigand flipping the tunnel.

Cheat.
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Awaclus

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Re: Easy Puzzles
« Reply #185 on: May 08, 2013, 05:19:50 pm »
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The other one is the sixth player buying Noble Brigand and hitting the first player's gold. This requires that Shelters are used and Hovel was trashed when Tunnel was bought.
« Last Edit: May 08, 2013, 05:21:07 pm by Awaclus »
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heron

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Re: Easy Puzzles
« Reply #186 on: May 08, 2013, 05:23:05 pm »
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Huh, that's a good one Awaclus. I have a third though, which can be done with just 4 players.
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Davio

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Re: Easy Puzzles
« Reply #187 on: May 09, 2013, 04:15:12 am »
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The second one is:

P1: Buy Noble Brigand, flipping 2 cards for our target P3
P2: Buy Embassy, making P3 gain a Silver
P3: Buy Market Square, draw 3 cards, reshuffle, draw Market Square
P4: Buy Noble Brigand, trashing P3's gained Silver

P3 reveals Market Square and gains a Gold.
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Davio

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Re: Easy Puzzles
« Reply #188 on: May 09, 2013, 04:22:12 am »
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Another one from me:

We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.

The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

So no cantrips, Library, Farming Village or Native Village.
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ashersky

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Re: Easy Puzzles
« Reply #189 on: May 09, 2013, 04:38:24 am »
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Another one from me:

We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.

The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

So no cantrips, Library, Farming Village or Native Village.

For the first one, Tactician on a possessed turn?
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Awaclus

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Re: Easy Puzzles
« Reply #190 on: May 09, 2013, 05:35:23 am »
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We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.
Knights, Rogue, Bishop, Saboteur, Swindler (Trashing Cultist)
Torturer and he takes a curse
Margrave when he has two or less cards in hand
Masquerade when he has zero cards in hand

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eHalcyon

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Re: Easy Puzzles
« Reply #191 on: May 09, 2013, 09:12:41 am »
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We all know that Council Room and Governor can increase opponents' handsizes. Which other cards have the ability to do so? Once you know how, it's easy to find all the cards.
Knights, Rogue, Bishop, Saboteur, Swindler (Trashing Cultist)
Torturer and he takes a curse
Margrave when he has two or less cards in hand
Masquerade when he has zero cards in hand

trashing attacks also work when they trash their Fortress, Rats or Overgrown Estate from their deck.

Margrave technically always works. It just doesn't last, is all.
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hyramgraff

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Re: Easy Puzzles
« Reply #192 on: May 09, 2013, 11:34:58 am »
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The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

  • Adventurer
  • Throne Room and procession with a drawer
  • Anything that trashes cultist
  • Envoy (I think it technically meets the critera)
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eHalcyon

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Re: Easy Puzzles
« Reply #193 on: May 09, 2013, 11:44:05 am »
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The second question is a variation of the first: Which non-Duration cards that don't have "+X Card(s)" or a "draw up to X ability" or a text similar to "put that card in your hand" on them can still give us extra cards in hand on our turn?

  • Adventurer
  • Throne Room and procession with a drawer
  • Anything that trashes cultist
  • Envoy (I think it technically meets the critera)

Only your third one works.  And as before, it also works with Rats, OGE, and Fortress, depending on how you define "extra".  Adventurer says to put cards in your hand, and Envoy says to draw as well.  I don't think Davio's question is meant to look for slight wording differences.  Oh, and TR/Proc with a drawer still uses a drawer... though I guess that could be another technicality.

Some more answers are: Beggar, Explorer
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Axxle

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Re: Easy Puzzles
« Reply #194 on: May 09, 2013, 02:04:27 pm »
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___Band of Misfits___
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GendoIkari

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Re: Easy Puzzles
« Reply #195 on: May 14, 2013, 02:51:44 pm »
+1

Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
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Re: Easy Puzzles
« Reply #196 on: May 14, 2013, 02:53:48 pm »
+1

Procession/Graverobber!  That's a very nice interaction.
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hyramgraff

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Re: Easy Puzzles
« Reply #197 on: May 14, 2013, 02:57:34 pm »
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Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
An engine involving Procession and Graverobber/Rouge.  Each turn you procession the Wharf and then get it back from the trash with Graverobber/Rouge.
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Awaclus

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Re: Easy Puzzles
« Reply #198 on: May 14, 2013, 04:21:49 pm »
+2

Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
The game ends before the second turn.
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Re: Easy Puzzles
« Reply #199 on: May 15, 2013, 03:56:22 pm »
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Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?

You can Scheme a Wharf, even though you won't get the duration benefit. I'm thinking KC+KC+Scheme+Scheme+Wharf might be useful for reliability, though I can't imagine why you would want to do this. Edge casers?
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