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Author Topic: Guilds openings  (Read 1869 times)

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liopoil

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Guilds openings
« on: June 13, 2013, 02:19:58 pm »
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So, as we know, guilds effects your opening buys. In most games, after two turns, you have 12 cards in your deck. But with guilds, you can get much more than that. In a solitaire game, what is the biggest deck you can have after two turns with perfect shuffle luck? You choose the kingdom. You may get a different answer depending on how you interpret one of the cards in guilds.

in regard to emptying the supply in 3 turns, which is the obvious guilds puzzle, I'm not seeing it. CC bought 2 processions, a watchtower, a hamlet, a nomad camp, and a peddler before T4. There's no way to come close to doing that in 2 turns. But, I hope it's possible :)
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liopoil

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Re: Guilds openings
« Reply #1 on: June 13, 2013, 02:22:58 pm »
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I can get 8 if you can't overpay for stonemason by 0, 12 if you can
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jonts26

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Re: Guilds openings
« Reply #2 on: June 13, 2013, 03:48:46 pm »
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I can get 20

Baker in the supply.
Turn 1: Buy stonemason for $6, gaining 2 nomad camps.
Turn 2: Play Necropolis and both NC's, buying 2 stonemasons for $3 each, gaining 4 poor houses, and buy a copper


EDIT: upped it to 20
« Last Edit: June 13, 2013, 03:56:28 pm by jonts26 »
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liopoil

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Re: Guilds openings
« Reply #3 on: June 13, 2013, 03:51:34 pm »
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oh, I forgot my starting cards. I can get 18 if you can't overpay for stonemason by 0, 22 if you can.
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jonts26

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Re: Guilds openings
« Reply #4 on: June 13, 2013, 04:02:10 pm »
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And if you could overpay by $0, which I don't think you can, I can get your 22 by buying 3 stone masons at $2 each and gaining 6 ruinses on turn 2.
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RTT

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Re: Guilds openings
« Reply #5 on: June 13, 2013, 06:26:31 pm »
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Quote
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
Its pretty clear you cant overpay by 0.

1. You buy this
2.You chose how much to pay for it
3.Did you overpay? so did you pay more than it costs?
4.If Yes: Gain 2 .... ; If no : nothing happens.
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Tables

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Re: Guilds openings
« Reply #6 on: June 13, 2013, 08:13:36 pm »
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Quote
When you buy this, you may overpay for it. If you do, gain 2 Action cards each costing the amount you overpaid.
Its pretty clear you cant overpay by 0.

1. You buy this
2.You chose how much to pay for it
3.Did you overpay? so did you pay more than it costs?
4.If Yes: Gain 2 .... ; If no : nothing happens.

Or...
1. You buy this
2.You chose whether to overpay.
3. If you did, how much did you overpay by? Resolve that effect.
4. Gain the card.

You're assuming you know the rules to a mechanic when there's many viable alternatives. The fact we have the ruling now saying you can't doesn't necessarily mean it was in any way obvious.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

liopoil

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Re: Guilds openings
« Reply #7 on: June 13, 2013, 08:38:29 pm »
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I don't think it was too clear. I can now get 22, even without overpaying by 0:

T1: play 5 coppers, spend coin token from baker, spend 6 on stonemason, gaining two nomad camps
T2: play necropolis, 2 nomad camps, and 2 coppers. spend 6 on stonemason, gaining 2 death carts, gaining 4 ruins, buy two coppers.

10 starting + 2 stonemasons + 2 copper + 2 deathcart + 2 nomad camp + 4 ruins = 22
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