Improved to over 300 points. The basic idea is to replace Squire with Band of Misfits, and Remake with Develop. Crucial is the fact that playing Procession on Band of Misfits gets you a 6 cost (checked the rules).
The solution explodes, to the point where optimizing becomes more or less impossible. Here's my solution which obtains 308, which is optimized for being easy to understand and verify, rather than being good. I'm sure there are many avenues for further improvement (playing Procession on Watchtower is probably dumb, for example), but it probably stops being interesting at some point to do so... the point is that 4th turn goes off!
Kingdom: Hamlet, Watchtower, Develop, Fortress, Nomad Camp, Procession, Catacombs, Band of Misfits, Goons, Peddler
Turn 1: Draw 4 Coppers and Hovel
Play 4 Coppers, buy Nomad Camp.
Turn 2: Draw Nomad Camp, 3 Coppers and Overgrown Estate
Play Nomad Camp and 3 Coppers, buy Watchtower and Hamlet.
Turn 3: Draw Necropolis, (reshuffle), Nomad Camp, Hamlet, Watchtower and Hovel
Play Necropolis and Nomad Camp
Play Hamlet, draw Overgrown Estate, discard Hovel and Overgrown Estate
Play Watchtower, draw 6 Coppers
Buy 2 Processions and Peddler
Turn 4: Draw Copper, (reshuffle), Procession, Procession, Nomad Camp and Watchtower
Play Procession on Procession:
- Play Nomad Camp twice. Trash Nomad Camp, gain Catacombs, trashing to gain Fortress, trashing and putting it in hand.
- Play Fortress twice, drawing Peddler and Hamlet. Trash Fortress, put Fortress in hand, gain Catacombs, trashing to gain Procession on deck.
- Trash Procession, gain Catacombs, trashing to gain Develop on deck.
Play Hamlet, draw Procession, discard Copper for +1 Buy
Play Peddler, draw Develop
Play Procession on Develop:
- 1st Develop trashes Fortress, putting it in hand. Gain Band of Misfits and Develop on deck
- 2nd Develop trashes Fortress, putting it in hand. Gain Band of Misfits and Watchtower on deck
- Trash Develop, gain Procession on deck
Play Watchtower, drawing Procession, 2 Band of Misfits, Develop, Watchtower
Now consider the following sequence, which starts and ends with a hand of Procession, Band of Misfits, Band of Misfits, Develop, Fortress, Watchtower:
Play Procession on Band of Misfits, playing as Procession
- 1st Procession plays Band of Misfits, playing as Procession
-- 1st Procession plays Develop
--- 1st Develop trashes Fortress, putting it in hand. Gain Watchtower and Duchy on deck.
--- 2nd Develop trashes Fortress, putting it in hand. Gain Duchy and Develop on deck.
--- Trash Develop, gain Procession on deck
-- 2nd Procession plays Fortress, drawing Procession and Develop. Trash Fortress, putting it in hand. Gain Catacombs, trashing to gain Hamlet on deck.
-- Trash the Band of Misfits, gain Goons on deck
- 2nd Procession plays Procession
-- 1st Procession plays Develop
--- 1st Develop trashes Fortress, putting it in hand. Gain Band of Misfits and Develop on deck.
--- 2nd Develop trashes Fortress, putting it in hand. Gain Band of Misfits and Watchtower on deck.
--- Trash the Develop, gain Procession on deck
-- 2nd Procession plays Watchtower, drawing Procession, 2 Band of Misfits, Develop, Watchtower. Trash Watchtower, gain Nomad Camp on deck.
-- Trash Procession, gain Catacombs, trashing to gain Nomad Camp on deck
- Trash Band of Misfits, gain Goons on deck
This sequence puts Watchtower, Duchy, Duchy, Hamlet, Goons, Nomad Camp, Nomad Camp, Goons on the deck (last on top), and does not disturb it otherwise. It nets 3 actions (and 0 buys). It also removes 2 Watchtowers, 2 Duchies, 2 Develops, 2 Processions, 2 Catacombs, 2 Nomad Camps, 2 Goons, 2 Band of Misfits, and 1 Hamlet from supply.
We play this sequence three times, except that on the third time, we replace the drawn Develop with a Watchtower. Then:
Play Procession on Band of Misfits, playing as Procession
- 1st Procession plays Band of Misfits, playing as Procession
-- 1st Procession plays Fortress, drawing Goons and Nomad Camp. Trash it, putting it in hand. Gain Band of Misfits on top.
-- 2nd Procession plays Fortress, drawing Band of Misfits and Nomad Camp. Trash it, putting it in hand. Gain Band of Misfits on top.
-- Trash Band of Misfits, gain Goons on top.
- 2nd Procession plays Band of Misfits, playing as Procession
-- 1st Procession plays Fortress, drawing Band of Misfits and Goons. Trash it, putting it in hand. Gain a Catacombs, trashing and gaining Nomad Camp on top.
-- 2nd Procession plays Band of Misfits, playing as Procession
--- 1st Procession plays Fortress, drawing Nomad Camp and Goons. Trash it, putting it in hand. Gain a Catacombs, trashing and gaining Nomad Camp on top.
--- 2nd Procession plays Fortress, drawing Nomad Camp and Hamlet. Trash it, putting it in hand. There is nothing to gain.
--- Trash the Band of Misfits, gaining Goons on top.
-- Trash the Band of Misfits, gaining Goons on top.
- Trash the Band of Misfits, gaining Goons on top.
At this point we have 30 actions, more then enough to:
Play Fortress, drawing Goons.
Play 4 Goons and 3 Nomad Camps.
Play Watchtower, drawing 2 Goons, Nomad Camp, Hamlet, Duchy.
Play Hamlet, drawing Duchy, discarding 2 Duchies for +1 action, +1 buy.
Play 2 Goons, and Nomad Camp.
Play Watchtower, drawing Watchtower, 2 Goons, 2 Nomad Camps, and Hamlet.
Play Hamlet, drawing Duchy, discarding it for +1 buy.
Play 2 Goons, 2 Nomad Camps.
Play Watchtower, drawing Duchy, Watchtower, 2 Goons, 2 Nomad Camps.
Play 2 Goons, 2 Nomad Camps.
Play Watchtower, drawing 2 Duchies, Hamlet, Watchtower, and a Copper.
Play Hamlet, drawing Copper, discarding 2 Duchies for +1 action, +1 buy.
Play Watchtower, drawing 3 Copper.
Play 5 Coppers.
We have 10 Goons out, 25 buys, and $45.
Thus we can buy 4 Colonies and 21 Copper, gaining 250 VP from Goons. With 6 Duchies, this gives us 308 Victory points. And the game ends on piles, with Goons, Catacombs, Band of Misfits, and Procession out.
Edit: There are some minor issues. Pointed out and fixed by CC in a later post.