the last card is silver/royal seal, and you plan to buy a mandarin and don't want to top-deck coppers
Philosopher's Stone
PASS for now, though.
Hand is Golem, KC3, Beggar1-3
Golem -> KC1, KC2
KC1 -> Beggar1 (gain 9 copper)
KC2 -> KC3 -> Beggar2, Beggar3. (Gain 18 copper)
For 27 cards
2 player game; no possession; no durations; 5 card hands; normal turn.
In my action phase, I play a single action card. By the time it's resolved, 15 cards have been gained. How?
Side puzzle: 15 was the best I could do. Is it possible to do better?
I can do 20. Your hand is four Market Squares and a Rebuild. Play the Rebuild, name Tunnel. Hit all 10 Tunnels and then a Duchy. 10 gold from the Tunnels, 4 from discarding Market Squares upon trashing the Duchy. You gain the province, The other player gains 5 gold from trashing his hand full of Fool's Gold in reaction to your province on-gain.
If you trash a Feodum instead of a duchy, you can't get a province but you can gain 18 cards all by yourself instead of letting the other player gain some of them. That one also gets 17 net cards gained.
I can do 20. Your hand is four Market Squares and a Rebuild. Play the Rebuild, name Tunnel. Hit all 10 Tunnels and then a Duchy. 10 gold from the Tunnels, 4 from discarding Market Squares upon trashing the Duchy. You gain the province, The other player gains 5 gold from trashing his hand full of Fool's Gold in reaction to your province on-gain.
If you trash a Feodum instead of a duchy, you can't get a province but you can gain 18 cards all by yourself instead of letting the other player gain some of them. That one also gets 17 net cards gained.
10 Tunnels? There are only 8 in a 2 player game.
2 player game; no possession; no durations; 5 card hands; normal turn.
In my action phase, I play a single action card. By the time it's resolved, 15 cards have been gained. How?
Side puzzle: 15 was the best I could do. Is it possible to do better?
All 14 Estates have been Ambassadored back into the supply (thanks to Lighthouse).
Play Black Market, playing Platinum, Venture (revealing Philosopher's Stone), and Horn of Plenty. Horn of Plenty gains a Cultist, which is trashed to my revealed Watchtower, drawing 3 cards. I play a Copper, Counterfeit a Horn of Plenty, gaining 2 Border Villages, and gaining and trashing 2 Cultists. I do that 3 more times, and play a Copper. I have 5 Horns of Plenty in my hand, a Watchtower, 6 Counterfeits, and 4 other cards. I Counterfeit 2 Horns of Plenty, gaining and trashing 4 Hunting Grounds for 12 Estates. I Counterfeit 3 Horns of Plenty to gain 6 Catacombs (2 with Border Villages first), trashing for 6 Squires, trashing for 6 Familiars. I then buy a Scout from the Black Market deck.
I gained 9 Cultists, 10 Border Villages, 12 Estates, 4 Hunting Grounds, 6 Catacombs, 6 Squires, 6 Familiars, and a Scout, for a total of 53 cards gained from playing a single Action card.
EDIT: Crap, I have to fit in Market Squares and Tunnels in there too. Also, Catacombs should gain Feodums to trash for Silver.
I can do 20. ... Hit all 10 Tunnels
2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?your opponent has at least two fool's golds, (at least one in hand), 3 fairgrounds, 14 unique cards, and 0 golds. they will trash a fool's gold and gain a gold, giving him 6 extra points from fairgrounds.
I like the Scout and all, but you'd squeeze out a bit more by buying a Death Cart instead.
EDIT: In fact, you could gain Death Carts from trashing Catacombs.
2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?your opponent has at least two fool's golds, (at least one in hand), 3 fairgrounds, 14 unique cards, and 0 golds. they will trash a fool's gold and gain a gold, giving him 6 extra points from fairgrounds.
2 player game. You are up by 1 on your turn and there is only a single province remaining and you have $8 yet if you buy it you'll lose. Why?your opponent has at least two fool's golds, (at least one in hand), 3 fairgrounds, 14 unique cards, and 0 golds. they will trash a fool's gold and gain a gold, giving him 6 extra points from fairgrounds.
Or all the embargoes are on provinces.
good point. however, you can only power feodum once, because for you to power fairground you can't have had any silver before then. you also can't power gardens because you don't actually gain any cards net. (you trash the FG)
Easy puzzle:
What one other card belongs with these three, and why?
Rebuild, Mystic, Contraband
Easy puzzle:
What one other card belongs with these three, and why?
Rebuild, Mystic, Contraband
Wishing Well. Only cards that have you name a card.
You might can stretch KC and Throne Room too.
You might can stretch KC and Throne Room too.
Well, those make you choose a physical piece of cardboard in your hand. The previous examples make you select a card name, not a specific instance of a card.
Anyway, 15 is possible with only a single action card being played.
Anyway, 15 is possible with only a single action card being played.
I can get 21.
Remake, Feodum, Feodum, Watchtower, Market Square.
Remake a Feodum (Gain 3 silvers, tally 3), Gain a Storeroom from Remake (tally: 4) than Trash it with WT to gain a Feodum (tally: 7) which you also trash to gain 3 silvers (Tally: 10).
Do this with other Feodum too. (tally: 20).
In meantime, reveal a Market Square once on any trash, for 21.
Remake a Feodum (Gain 3 silvers, tally 3), Gain aStoreroomCatacombs from Remake (tally: 4) than Trash it with WT to gain a Feodum (tally: 7) which you also trash to gain 3 silvers (Tally: 10).
Do this with other Feodum too. (tally: 20).
In meantime, reveal a Market Square once on any trash, for 21.
Band of Misfits?
Heres a ___ but not ___ puzzle:
Villages but not terminals
Haggler but not Morgrim
Innovation but not Dominion
Peeta but not Gale
Really bad card ideas but not Decline of civility on Isotropic?
On a completely unrelated note, +1 if youre an f.ds golden oldie.
goons but not mountebank,you but not me
peddler but not market
Heres a ___ but not ___ puzzle:
Villages but not terminals
Haggler but not Morgrim
Innovation but not Dominion
Peeta but not Gale
Really bad card ideas but not Decline of civility on Isotropic?
On a completely unrelated note, +1 if youre an f.ds golden oldie.
I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
But if you had just played Harvest without Scout you would have gotten the same outcome.
I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
But if you had just played Harvest without Scout you would have gotten the same outcome.
I was thinking adventurer with a gold Placed after the coppers but it's true that there was a lot of solutions.
Not if the rest of your deck is 4 unique non-Victory cards and 4 Provinces (or something similar). You might not have been sure whether you'd hit multiple Provinces, so you used the Scout to ensure your $4.I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
But if you had just played Harvest without Scout you would have gotten the same outcome.
Not if the rest of your deck is 4 unique non-Victory cards and 4 Provinces (or something similar). You might not have been sure whether you'd hit multiple Provinces, so you used the Scout to ensure your $4.I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
But if you had just played Harvest without Scout you would have gotten the same outcome.
.... The Scout didn't have any effect, gameplay wise.
another probably easy one:
you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?
I got an easy one:Harvest, after already having played a Highway.
Hand contains scout,3 coppers and a card.
You play your scout and don't see any victory cards but playing still makes you buy the last province when you wouldn't have without scout.
What's the last card?
But if you had just played Harvest without Scout you would have gotten the same outcome.
I was thinking adventurer with a gold Placed after the coppers but it's true that there was a lot of solutions.
another probably easy one:
you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?
-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.
another probably easy one:
you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?
-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.
And/or Herbalistanother probably easy one:
you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?
-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.
-You've played Scheme and will be topdecking a different action card in cleanup.
* You have played Treasury or Scheme, and have some reason to want to have cards in a place before the start of your next turn (hand-size or top-deck attacks from your opponent, reaction cards)And/or Herbalistanother probably easy one:
you play your navigator as the last action in your turn. You dont want to discard the 5 cards. Why does the order you put them back still matter?
-Loan
-Venture
-You have Watchtower or Royal Seal and will be topdecking what you buy. So which card you put on the bottom matters.
-You also played an Outpost so you'll only be drawing 3 cards instead of 5.
-You plan to buy Farmland and trash a Rats, Cultist, or Overgrown Estate.
-You've played Scheme and will be topdecking a different action card in cleanup.
Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
What I meant was simply: Yes to Golem, no to TR, PR and KC.Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
Gaining is enough.Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.
Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.
What I meant was simply: Yes to Golem, no to TR, PR and KC.Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
Playing a single KC doesn't get you anywhere. :)
Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.
Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.
Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Hand is Golem, 3 Market Squares, and Watchtower.
Play Golem, finding no actions, discarding 8 Tunnels from your deck.
Gain 8 Golds, trashing 1 of them to Watchtower, discarding 3 Market Squares.
Is that 11 or just 10? You didn't say you have to keep the Gold/Silver in your deck, just gain them.
If you don't have to keep the Silvers for them to count, just Trader a Feodum for 7 Silvers, reveal Trader to gain Silvers instead.
That's 14 if you count the Silvers you didn't end up gaining.
Time for another.
What is the highest number of Golds and Silvers that can be gained by starting with playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Yes to Golem means yes to the actions it finds, meaning: Use Golem and start some weird chain of events. :)And does the "yes" here mean it's allowed or prohibited?
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.
What I meant was simply: Yes to Golem, no to TR, PR and KC.Time for another.
What is the highest number of Golds and Silvers that can be gained by playing one single action card? Highest combination of both counts, I don't know the answer nor whether it includes just Golds, just Silvers or both.
Limits:
- You are starting with a regular 5-card hand and an empty discard pile, you may specify the draw pile
- It's a solitaire game
- No duration cards have been played previously
- You are not Possessing yourself
- There is nothing on any of the mats
Examples:
You use Storeroom to discard 4 Tunnels, draw them back and discard them again (your draw pile is empty), gaining 8 Golds.
Hints:
The solution might involve Trader and/or Watchtower and very likely Golem.
Define "playing one single action card"? Does this mean Throne Room, Procession, King's Court, and actions that Golem finds are out?
Playing a single KC doesn't get you anywhere. :)
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.
or even better:
hand is watchtower, rebuild, 3 market squares. deck is 8 tunnels and a feodum.
play rebuild, discard 8 tunnels (8 golds), trash feodum (3 silvers) discard 3 market squares(3 golds) gain a new feodum from rebuild, trash feodum with watchtower (3 silvers). total of 11 golds and 6 silvers for 17. I rather like this solution. it uses 7 different cards :D
farmland's effect is on-buy only. fortress.
Allowed and encouraged, go ahead and start with Golem finding 2KCs or something.
Why not ten Market Squares? Your opponent previously played 5 Council Rooms. :P
Oh. Then draw cards, and then play the Golem. The treasures are technically being gained via only one action card, the Golem.Why not ten Market Squares? Your opponent previously played 5 Council Rooms. :P
The puzzle says you start with 5 cards in hand!
Does Highway count as virtual coin?
A new puzzle (this one happened in a real game).
On one of my turns, the last action I played was Count, and I used the "trash hand" option. (I had no virtual coin from Action cards.) I then bought two Actions. When would this be good strategy?
A new puzzle (this one happened in a real game).
On one of my turns, the last action I played was Count, and I used the "trash hand" option. (I had no virtual coin from Action cards.) I then bought two Actions. When would this be good strategy?
New one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz. ;)Took me a while to notice they all weren't in millimeters.
Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 500mm x 200mm
Hehe, that was part of the challenge for all you quick-readers out there. ;DNew one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz. ;)Took me a while to notice they all weren't in millimeters.
Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 500mm x 200mm
Hehe, that was part of the challenge for all you quick-readers out there. ;DNew one, we're using the metric system here, because it calculates more easily, base-10 and all that jazz. ;)Took me a while to notice they all weren't in millimeters.
Assume the following:
- A single Dominion card has the dimensions 60mm x 90mm
- A Dominion mat has the dimensions 100mm x 100mm, mat in this case means any piece of cardboard that cards or tokens are placed on
- A player's play area has a fixed size of 500mm x 200mm
A new puzzle (this one happened in a real game).The top two Ruins were both Ruined Markets, the only +Buy in a game which is otherwise set up for a strong engine.
On one of my turns, the last action I played was Count, and I used the "trash hand" option. (I had no virtual coin from Action cards.) I then bought two Actions. When would this be good strategy?
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.1. Trader
wait, isn't just "you are more than 10 points ahead and want to three-pile" enough?
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.
You are in the wrong side of the curse giving for that game (maybe your sea hag got discarded, maybe your opponent buys a lot of IGG when you really don't want them) and you have a Watchtower.
You want to be able to buy/gain most of the curses with a watchtower in hand to empty the pile. Especially if Watchtower is the only trasher in the board.
Works with Trader instead of Watchtower too.
Assuming a large enough supply of coppers so that that pile has no chance of going empty, in what situation would it be correct play to embargo curses? I thought of two, but I might well have missed several.
You are in the wrong side of the curse giving for that game (maybe your sea hag got discarded, maybe your opponent buys a lot of IGG when you really don't want them) and you have a Watchtower.
You want to be able to buy/gain most of the curses with a watchtower in hand to empty the pile. Especially if Watchtower is the only trasher in the board.
Works with Trader instead of Watchtower too.
No it doesn't. Trader won't trash the Curses. You could do it if you just wanted a really easy way of getting multiple cheap Silvers, but you could do that with Coppers too so it doesn't really work.
Your opponent reveals five equal cards!
Reading through the embargo-curse problem I thought of another:The Estate and Copper piles are empty, there are no $2s, your opponent went first, you are only one point behind and your opponent reveals a hand full of Goons. He could end the game on piles if he bought two curses and gained +2VP, but now he can't, because he will gain only one VP from Goons and that will make him lose one point, and that makes him lose the game.
This two player game is close to its end with only one Province remaining. You're currently behind on the score so it's time for action.
It's your turn and your hand consists of Necropolis, Scout, Pillage, Curse and Embargo. Bwleugh! Why does this horrible draw have to happen right now? Admitted, buying that Scout might have been a mistake in a kingdom with no other green cards except for the basic three.
The good news is that the Scout reveals four Golds, so next turn is easy sailing. If only you can survive that long.
Next you play Necropolis and Pillage. Your opponent reveals five duplicates of a single card!
Finally you see what to do: Your only winning move is to embargo the remaining two curses.
What did your opponent reveal? What's happening here?
Edit: yes, I meant duplicates. sorry & thanks
Reading through the embargo-curse problem I thought of another:The Estate and Copper piles are empty, there are no $2s, your opponent went first, you are only one point behind and your opponent reveals a hand full of Goons. He could end the game on piles if he bought two curses and gained +2VP, but now he can't, because he will gain only one VP from Goons and that will make him lose one point, and that makes him lose the game.
This two player game is close to its end with only one Province remaining. You're currently behind on the score so it's time for action.
It's your turn and your hand consists of Necropolis, Scout, Pillage, Curse and Embargo. Bwleugh! Why does this horrible draw have to happen right now? Admitted, buying that Scout might have been a mistake in a kingdom with no other green cards except for the basic three.
The good news is that the Scout reveals four Golds, so next turn is easy sailing. If only you can survive that long.
Next you play Necropolis and Pillage. Your opponent reveals five duplicates of a single card!
Finally you see what to do: Your only winning move is to embargo the remaining two curses.
What did your opponent reveal? What's happening here?
Edit: yes, I meant duplicates. sorry & thanks
EDIT: @eHalcyon: True, that's not necessary. But that was the first scenario I could think of, and besides, simplicity is overrated.
I was about the post the same solution, except that I don't think it's necessary to specify there are no other $2 or cheaper cards. If you are only 1VP behind, the most points he could get in his turn is 3 -- Estate and 2VP from Goons (from buying another Copper or something). As long as this doesn't end the game, e.g. by running out Estates, then he will be 4VP up -- the last Province will still let you win.No that doesn't work. The puzzle states that "Your only winning move is to embargo the remaining two curses". If no piles are low, you're not losing anyway.
No that doesn't work. The puzzle states that "Your only winning move is to embargo the remaining two curses". If no piles are low, you're not losing anyway.Though, any two empty piles will do, they don't necessarily have to be Estate and Copper as long as buying an Estate and a Copper doesn't empty either pile.
No that doesn't work. The puzzle states that "Your only winning move is to embargo the remaining two curses". If no piles are low, you're not losing anyway.Though, any two empty piles will do, they don't necessarily have to be Estate and Copper as long as buying an Estate and a Copper doesn't empty either pile.
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.
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.
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.
No one wins this until they figure it out with full piles of all four.
Hard mode: By Turn 3.
You have 16 coppers in your discard, and you know you have another Counting House coming up in the next 5 cards, so you only pick up 8 coppers to get a Province next turn. Edge case McEdge-case
Of course. That was totally dumb.You have 16 coppers in your discard, and you know you have another Counting House coming up in the next 5 cards, so you only pick up 8 coppers to get a Province next turn. Edge case McEdge-case
Don't you discard the 8 you picked up? So they'll be there the next time you play Counting House as long as you don't shuffle.
new puzzle, it's pretty easy:
you play a counting house. There are multiple coppers in your discard pile. You pick up some, but not all, of those coppers. picking up the number of coppers you did, is, in this case, your best move. Why?
Iso did.new puzzle, it's pretty easy:
you play a counting house. There are multiple coppers in your discard pile. You pick up some, but not all, of those coppers. picking up the number of coppers you did, is, in this case, your best move. Why?
I had totally forgotten that CH lets you choose how many Copper to pick up. Androminion just puts all the Copper into your hand. Does Goko let you pick? Did iso?
Mountebank? And maybe you need to keep 1 for Fairgrounds so you just take everything minus 1.
that also works. So the answers so far:
-poor house
-count+fairgrounds
-P-stone
-loan
And my initial idea, which was:
-a draw to X card. let's say you have in hand, Necropolis, counting house, watchtower, gold, silver. Your discard pile has 2 coppers. You want to buy a province. You've been tracking your deck and know that the only money left is silver. If you pick up one copper, you need to draw one silver in 3 cards. If you pick up two, you need 1 silver in 2 cards. If you pick up none, you need 2 silver in 4 cards. Picking up exactly one copper gives you the best chance of buying a province.
That was a lot more convulted than I thought it would be. Your solutions are simpler :P
because... that's not the point. Nowhere in the puzzle does it say you have played well before this point, it just says that you have just played counting house.
OK - a new easy puzzle.Philosopher's Stone or Diadem + anything. Also, depending on how you interpret Counterfeit and the puzzle, it could be Counterfeit and Gold for a very short period of time.
You have two treasures in play that add up to $7 and one of them isn't a Platinum. What are they? Oh and the other one isn't a Platinum either.
OK - a new easy puzzle.Philosopher's Stone or Diadem + anything. Also, depending on how you interpret Counterfeit and the puzzle, it could be Counterfeit and Gold for a very short period of time.
You have two treasures in play that add up to $7 and one of them isn't a Platinum. What are they? Oh and the other one isn't a Platinum either.
Cheat: Crossroads. ;D ;D
Well, if Crossroads is one of the answers (and Outpost isn't), Hamlet?Cheat: Crossroads. ;D ;D
That is in fact one of the answers I had in mind. But there's also another one!
Well, if Crossroads is one of the answers (and Outpost isn't), Hamlet?Cheat: Crossroads. ;D ;D
That is in fact one of the answers I had in mind. But there's also another one!
It doesn't always give +2 Actions.
And you didn't mention Procession, so Procession-Procession-Goons-Goons. :)
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
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.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
I assume Tribute falls in the same category?
And you didn't mention Procession, so Procession-Procession-Goons-Goons. :)
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.
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.
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)
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
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?
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)
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.
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.
Easy one: you get a Wharf from the Black Market. You then build an engine that plays it every turn. How?
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.
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?
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?
That doesn't let you play it every turn. You will play Wharf one turn, scheme it the next, play it again after that. You can only alternate. You can't scheme it on the same turn you play it because Wharf won't be discarded, so Scheme can't topdeck it.
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?
That doesn't let you play it every turn. You will play Wharf one turn, scheme it the next, play it again after that. You can only alternate. You can't scheme it on the same turn you play it because Wharf won't be discarded, so Scheme can't topdeck it.
Then it seems that both Iso and Goko had bugs that let you do this? Well that's lovely.
New puzzle. What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?
I have a solution that gets _5_, but I don't know for sure if that's the most possible.
Can you name all the ways for you to have 0 cards at the start of your turn in a 2p game?
Also:
Beggar and Market Square reactions.
Hand full of curses
(http://i.qkme.me/3rzmz0.jpg)
New puzzle. What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?
I have a solution that gets _5_, but I don't know for sure if that's the most possible.
New puzzle. What is the maximum number of Peddlers you can buy on turn 3 in a solitaire game?
I have a solution that gets _5_, but I don't know for sure if that's the most possible.
I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.
That was 4 turns (http://forum.dominionstrategy.com/index.php?topic=6855.0).I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.
I thought Celestial Chameleon showed you could. Maybe I'm wrong, but I bet there is a way to get all 10 on turn 3... just need to think the solution up.
That was 4 turns (http://forum.dominionstrategy.com/index.php?topic=6855.0).I kinda doubt you can empty the supply in 3 turns... but I'll be gladly proved wrong. In solitaire, that is. It's probably possible with more people, even just two.
I thought Celestial Chameleon showed you could. Maybe I'm wrong, but I bet there is a way to get all 10 on turn 3... just need to think the solution up.
Butcher Puzzle:
What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?
edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.
Butcher Puzzle:
What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?
edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.
Butcher Puzzle:
What can you do with a Butcher card in your hand and no coin tokens available prior to playing the Butcher, nor any coin tokens left over after its play, that you couldn't have done if you had replaced that Butcher with a Remodel?
edit: Forgot to specify, the Butcher must get played, not Butchered by another Butcher/Remodel/etc into a card costing 7.
Trash a card gaining a card of the same value then buying a $2 card with the coins.
New Puzzle:
You played 8 Peddlers, but can't afford Province: Why?
You've already bought something else for the moneyYou got both.
Edit (before the post below): Or you've played Poor House to reduce your money
also, the treasures in your hand must be horn of plenty or potion so that they can't give you moneyThis is true though, you have to watch out.
Or you just discard them before the buy phase.You've already bought something else for the moneyYou got both.
Edit (before the post below): Or you've played Poor House to reduce your moneyalso, the treasures in your hand must be horn of plenty or potion so that they can't give you moneyThis is true though, you have to watch out.
... just something like death cart chapel works right?
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
I don't think Island alone works. There are 8 available, and 10 starting cards, so you will be stuck with two coppers in the end.
And I see that I forgot to mention 0 cards in play, which would make most trashers an answer. It's now edited into the question.
And I see that I forgot to mention 0 cards in play, which would make most trashers an answer. It's now edited into the question.
So, I think technically Masq can do this. If your opponent mirrors this in two player, and you both only have Masq, the one who plays it takes the other's last card, leaving you with nothing.
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
But that number goes down if you play your own Governors.Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.
In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.
In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.
Here's the next one:Knights, Bishop, Island, Black Market, Governor.
Name the 5 single kingdom card piles, that no matter which other 9 kingdom card piles are present, can make a player get down to 0 cards in deck, discard and hand.
Ok. I should also have had "No matter which cards are in the Black Market deck".
The others are 4 of the 5 I was thinking of, so there's still 1 missing.
lol at Governor... because it needs to be played A LOT for it to work. Say it's a Kingdom that has cards at every cost (including Poor House for $1, and Platinum for $9. And Peddlers or 3-player game for more than 8 $8-cost cards) and you started with Shelters.
In order to leave yourself with 0 cards in play, in deck, and in hand... your opponent needs to play Governor 97 times.
Ooh i like this :) A puzzle within my puzzle. How few Governors are actually needed at most given the kingdom?
I calculated it to that you can do it on any kingdom with 13 Governor plays, but I forgot a pretty important thing, that probably will make it less. It has to be another day I think about that though.
If anyone else wants to calculate this, then remember that you can get a single Governor yourself (I assume we play in the real world, so if you shuffle enough times you will hit 5$), and that you can empty 2 piles before the last turn and more piles in the last turn.
Note that the player who is not going to clear its deck can buy stuff first. For example if Poor House is in de kingdom, player 2 can first buy all 10 Poor Houses and then play a Governor 7 times for remodel, and player 1 can get rid of all is copper. If player 2 also buys out the silver pile and there are no other $3's in the kingdom, then player 1 can get rid of his starting hand with 10 Governor plays (player 2 should buy out the estates if you start with shelters).
But I'm puzzled how you should do something similar in an arbitrary kingdom with just 3 more Governor plays, as Simon claims is possible.
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?
By "open" in this case I mean "stuff you do before your third turn".
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?
By "open" in this case I mean "stuff you do before your third turn".
1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).
2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.
A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?
By "open" in this case I mean "stuff you do before your third turn".
1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).
2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.
A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.
How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?
With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?
By "open" in this case I mean "stuff you do before your third turn".
1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).
2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.
A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.
How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.
With Baker in the Kingdom and a 5/2 start.
...he said only base treasures, which I assume means only copper-silver-gold-platinum.
My two solutions were:With Guilds being available, I now can think of two ways to open with Platinum in a 2 player game.
Now wouldn't that be fun to pull off?
By "open" in this case I mean "stuff you do before your third turn".
1:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Death Cart/Death Cart.
Turn 2: Your opponent buys something. You play Necropolis, Death Cart, Death Cart and buy a Platinum (It's also possible to buy Colony on turn 2 this way).
2:
Turn 1: Your opponent buys Noble Brigand. You buy Stonemason and gain Smithy/Coppersmith.
Turn 2: Your opponent buys something. You play Necropolis, Smithy, Coppersmith and buy a Platinum.
A combination of the 2 are also possible (Death Cart/Smithy or Death Cart/Coppersmith).
Envoy is also a possibility instead of Smithy.
How do you overpay for Stonemason by $4 on your first turn, even after Noble Brigand? You need $6.
With Baker in the Kingdom and a 5/2 start.
Right, of course. You didn't mention it so I forgot.
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?It's not your turn.
...he said only base treasures, which I assume means only copper-silver-gold-platinum.
Oh. Well the market square/watchtower thing works. You could also watchtower sir gold gainer since he costs $5.
Don't forget about his Governor and Saboteur.You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?It's not your turn.
Your opponent plays Margrave, you draw a Tunnel and discard it. Your opponent then plays a knight and trashes Sir Vander, so you gain another Gold. He then plays Council Room, causing you to draw a Market Square, which you reveal when he plays a Thief, for another Gold. He then plays Spy, and discards the Tunnel on top of your deck, for another Gold. He then plays a Swindler, turning your Adventurer into a Gold.
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?Coin tokens. (Duh)
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?Coin tokens. (Duh)
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?Coin tokens. (Duh)
Counterfeit
Venture
DiademHoard
Fool's gold on opponent's turn.
Edit: Loan/Tunnel, Counterfeit/Market Square
How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?Coin tokens. (Duh)
How about this rephrasing of the question:
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
Wow I feel terribly stupid. Sorry :-[You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You gain a Gold. How?Coin tokens. (Duh)
How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
Is Procession + Duration legal?How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
Is Procession + Duration legal?How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
Is Procession + Duration legal?How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
Procession would still be out.
But procession isn't a duration, and you haven't played it this turn.Is Procession + Duration legal?How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
Procession would still be out.
Anyone figure out the turn 3 Prize gain yet?
You need 4 players to do it.
How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
I don't know how you would buy a Gold with $5 total buying power after having played all Treasures and/or Coins.
You could gain it in a variety of ways though.
As far as I know there is no Bridge-like Treasure, right?
I don't know how you would buy a Gold with $5 total buying power after having played all Treasures and/or Coins.
You could gain it in a variety of ways though.
As far as I know there is no Bridge-like Treasure, right?
How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
How about this rephrasing of the question:venture? can we have whatever types of treasures we want now? what exactly do you mean by "add up"?
You have a 5 card hand. You do not play any actions, you do not have any durations, you do not have any coin tokens. Your treasures add up to $5. You buy a Gold. How?
No idea. I just changed gain to buy.
I think the spirit of the challenge is only copper/silver/gold.
Somebody plays Council Room?
Note: I don't know if there is a solution, even. I just changed a word to see what would happen.>:(
Note: I don't know if there is a solution, even. I just changed a word to see what would happen.
Note: I don't know if there is a solution, even. I just changed a word to see what would happen.
Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.
Note: I don't know if there is a solution, even. I just changed a word to see what would happen.
Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.
See, this is why goko sucks. It doesn't even have the basic semblance of an IRL game of dominion, despite trying to make it look like you're playing IRL dominion.
Remember the "Distract With Nachos" button on iso? You could press it and it would gray out the screen for your opponent for 5 seconds and you could add cards from the supply to the bottom of your discard pile.*Immediately searches this forum for "Distract With Nachos" to see if this was some kind of Easter Egg or something*
Note: I don't know if there is a solution, even. I just changed a word to see what would happen.
Tell them to turn around, then when their back is turned buy the gold. Then when they point out you only had $5, punch them in the face and take the rest of them and the provinces and declare yourself the winner.
See, this is why goko sucks. It doesn't even have the basic semblance of an IRL game of dominion, despite trying to make it look like you're playing IRL dominion.
Remember the "Distract With Nachos" button on iso? You could press it and it would gray out the screen for your opponent for 5 seconds and you could add cards from the supply to the bottom of your discard pile.
Ill-Gotten Gains+Graverobber+Trasher.
Those are all attacks.Ill-Gotten Gains+Graverobber+Trasher.
IGG is the crux. Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief. Anything else?
you can also use Rogue, Ambassador and Thief.
There's no attack cardDammit, ninja'd
Those are all attacks.Ill-Gotten Gains+Graverobber+Trasher.
IGG is the crux. Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief. Anything else?
Ill-Gotten Gains+Graverobber+Trasher.
IGG is the crux. Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief. Anything else?
Ill-Gotten Gains+Graverobber+Trasher.
IGG is the crux. Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief. Anything else?
Ill-Gotten Gains+Graverobber+Trasher.
IGG is the crux. Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief. Anything else?
Aha, I fooled you all! My answer still works! No attack card on the table!? Well that's because the Rogue/Amb/Thief pile has been emptied! Yes! More exclamation marks!!
Ill-Gotten Gains+Graverobber+Trasher.
IGG is the crux. Along with Graverobber+Trasher, you can also use Rogue, Ambassador and Thief. Anything else?
Aha, I fooled you all! My answer still works! No attack card on the table!? Well that's because the Rogue/Amb/Thief pile has been emptied! Yes! More exclamation marks!!
I hope this is sarcastic because it specifies that curse is the only pile gone. :P
I've been trying to work out an edge case that doesn't involve IGG but I don't think it's possible :-\
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.Misclick?
How is this possible?
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.Misclick?
How is this possible?
edit: Multiple misclicks?
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.Are we including prizes as "on the table"? Because if not, Followers in a 3+ player game (or 2 player w/ Trader) would work.
How is this possible?
There's no attack card on the table. Nobody has bought a Curse or gained one willingly. The Curse pile is the only empty pile.Misclick?
How is this possible?
edit: Multiple misclicks?
Did you misclick the post button, so that's why you had to edit?
Puzzle: In a solitaire game, put the entire supply into the trash.
Puzzle: In a solitaire game, put the entire supply into the trash.
Puzzle: In a solitaire game, put the entire supply into the trash.
The more I think about this puzzle, the more I think that this doesn't belong in the easy puzzles thread.
Puzzle: In a solitaire game, put the entire supply into the trash.
The more I think about this puzzle, the more I think that this doesn't belong in the easy puzzles thread.
Here's a hint: This is a bit of a trick question.
You're trashing them with Mercenary, which is not in the supply.
You're trashing them with Mercenary, which is not in the supply.
You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.
You're trashing them with Mercenary, which is not in the supply.
You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.
By this logic it's not that hard, since you can use Black Market cards, which are not "in the supply." So you can Throne (from the BM) a Princess and then gain the Province with Feast, trashing it with Watchtower (which could also be from the BM so the puzzle's done), which you then trash with Mercenary.
You're trashing them with Mercenary, which is not in the supply.
You are sort of on the right track, but I am pretty sure that you cannot gain the last province and trash it and the card you gained it with all in the same turn using mercenaries.
By this logic it's not that hard, since you can use Black Market cards, which are not "in the supply." So you can Throne (from the BM) a Princess and then gain the Province with Feast, trashing it with Watchtower (which could also be from the BM so the puzzle's done), which you then trash with Mercenary.
Princess doesn't work that way (in play clause), but there are a bunch of other options. Expand (from BM) something into a province and trash it with WT (from BM) for example.
Hooray, you have found the solution!
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
Ok that works, but I have other solution where Curse pile is full.Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
Curse pile is empty already, due to many possible reasons.
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
Ok, that is also possible. I have different solution.Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
You embargo the IGG 10 times (30 times in 4p with King's court). You gain all of the curses yourself. Then the pile was full before you buy the IGG. I am not sure otherwise.
10 Hagglers in play, gain all curses.Wow, I did not thought there will be this many solutions. But you still have not found mine.
If you gain one from the Trash with Rogue, do opponents gain a Curse?Yes, it is same as with Border Village.
You bought IGG while possessing your opponent, so you gain both the IGG and the Curse.Yes, this is my solution. Congrats.
Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
Yes, he would. My solution (as when I created this puzzle) also included, that it is 2 player game. I didn't want to spoil that in puzzle description.Black Market and Trader are not in kingdom. You gain Ill Gotten Gains, but neither of opponents gains a Curse. How is that possible?
If you have multiple opponents, I believe at least one opponent (besides the player you are possessing) would still gain a curse.
What is the most amount of buying power (money) you can get with a 5 card hand of 1 of each ruins? No durations last turn.
I got 108 in 2 player; ruined library+philosopher's stone.
Emphasis on 5 card.What is the most amount of buying power (money) you can get with a 5 card hand of 1 of each ruins? No durations last turn.
25, right? I imagine some combination for KC/TR + Death Cart and Golem, drawn from your opponents' Council Rooms/Governors.
Yes, that's what I was thinking of Venture . Forgot about P StoneI got 108 in 2 player; ruined library+philosopher's stone.
Could that be improved with Venture ?
And this depends on Black Market which you can make as wild as you want.
...
I don't understand how you get to $108.
I don't understand how you get to $108.By playing a 6-player game and using the extra treasure cards. Also, the Potion pile has 16 cards so you can have 15, and the Spoils pile has 15 so you can have 15. On the other hand, the Platinum pile is only 12 cards. And why have only 30 cards in the BM deck?
Ah yes, I just took Iso's (and Goko's?) defaults for my calculation.And this depends on Black Market which you can make as wild as you want.
...
I don't understand how you get to $108.
These may be related, nothing rules-wise keeping BM from being a copy of every other kingdom card.
92:
Another easy puzzle which just requires a bit of thinking and a lot of counting:
How many cards can you maximally have in your "Duration" area (in a 2p game)?
You bought and played the last card of each pile during your turn. You played all the tacticians via processioned heralds or golum. you used all the KC, TR, and BoM as duration or TR (before you emptied those piles) too.That's 11 piles.
10 tacticians
10 KC
10 TR
10 caravans
10 BoM
10 haven
10 wharf
10 FV
10 merchant ship
10 outpost
10 lighthouse
110 cards
Really, it's at least 13 because you're not counting the Golem or the card being used to gain the last copy of the other piles.You bought and played the last card of each pile during your turn. You played all the tacticians via processioned heralds or golum. you used all the KC, TR, and BoM as duration or TR (before you emptied those piles) too.That's 11 piles.
10 tacticians
10 KC
10 TR
10 caravans
10 BoM
10 haven
10 wharf
10 FV
10 merchant ship
10 outpost
10 lighthouse
110 cards
A: With any # of opponentsOver 9000
Puzzle: Gain a Madman, but not during your clean-up phase.
Puzzle: Gain a Madman, but not during your clean-up phase.
Masquerade? But that depends on your definition of "gaining", because while you do gain the card that is passed to you via Masquerade, you don't gain it such that you activate on-gain effects or anything.
Puzzle: Gain a Madman, but not during your clean-up phase.
Masquerade? But that depends on your definition of "gaining", because while you do gain the card that is passed to you via Masquerade, you don't gain it such that you activate on-gain effects or anything.
Ambassador. That counts as gaining.
new question: not sure this has been done before, but what is the largest UNIQUE number of cards you can gain from a single buy?
I think I can do...1524. No idea if its best or not.
Trash Sir Vander, gaining 1 Gold.
Trash Sir Vander, gaining 1 Gold.
Can't you just keep Sir Vander and reveal a Market Square at some point to gain a Gold? Or does that not count?
Kingdom: Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.
Double Embargo Doctor. Save up tons of Coin tokens with a Candlestick Maker. Play Village, Haggler, Black Market. Buy Doctor, and overpay buy 23. Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]). Trash 10 Squires, gaining 9 Knights and Familiar. Trash Sir Vander, gaining 1 Gold. Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate. Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.
Total: Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse, Gold.2930 Cards.
Kingdom: Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.
Double Embargo Doctor. Save up tons of Coin tokens with a Candlestick Maker. Play Village, Haggler, Black Market. Buy Doctor, and overpay buy 23. Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]). Trash 10 Squires, gaining 9 Knights and Familiar. Trash Sir Vander, gaining 1 Gold. Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate. Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.
Total: Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse. 29 Cards.
Edit: Oh, and Potion and Gold. 31 Cards.
Kingdom: Familiar, Hunting Grounds, Knights, Catacombs, Death Cart, Trader, Black Market (contains Young Witch, Haggler, Doctor, Village), Candlestick Maker, Squire, Embargo, Duchess.
Double Embargo Doctor. Save up tons of Coin tokens with a Candlestick Maker. Play Village, Haggler, Black Market. Buy Doctor, and overpay buy 23. Trash 10 Catacombs (gaining Potion, Sir Martin, Black Market, Squire, Embargo, Trader, Candlestick Maker, 1 Ruin , 2 Death Carts [4 Ruins]). Trash 10 Squires, gaining 9 Knights and Familiar. Trash Sir Vander, gaining 1 Gold. Trash 2 Hunting Grounds, gaining Duchy, Duchess, and Estate. Gain a Copper off of Haggler. Finally, from Embargo gain a Curse, and reveal a Trader to get Silver instead of the second.
Total: Doctor, 10 Knights, Familiar, Death Cart, Trader, Black Market, Candlestick Maker, Squire, Embargo, Duchess, 5 Ruins, Estate, Duchy, Copper, Silver, Curse. 29 Cards.
Edit: Oh, and Potion and Gold. 31 Cards.
How do you Embargo a card in the Black Market deck?
Here's another simple one: Get 2 peddlers by (the end of) turn 2.
Super easy one: get more than one copy of a Shelter in your deck.
Super easy one: get more than one copy of a Shelter in your deck.
Isn't Masquerade the only answer here? They're never in the supply, and there's no way to make them cost enough to be gainable by Rogue. They aren't Treasure, so you can't Thieve them.
Puzzle: Gain a Madman, but not during your clean-up phase.1) Use the Finnish translation, the Finnish Hermit doesn't mention anything about having to discard it from play so any way to discard it before buying a card this turn (including opponent's discarding attacks) will do.
Yep, I was wondering if there might be another way but I doubt it.Here's another simple one: Get 2 peddlers by (the end of) turn 2.
Baker in kingdom. Shelters. Open 4/3.
Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Yep, I was wondering if there might be another way but I doubt it.Here's another simple one: Get 2 peddlers by (the end of) turn 2.
Baker in kingdom. Shelters. Open 4/3.
Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Player 4 (you) plays Necropolis/Market Square/Market Square/Squire/Squire (for buys). Play 2 Copper. Buy 2 Stonemason, gaining 4 Peddlers. Buy 5 more Peddlers.
You can get 3 peddlers by the end of turn 2 in a solitaire game.Wow, very nice!
Open 5C.
Turn 1: Spend coin token, buy Stonemason and gain 2 Nomad Camps to top of deck. Draw them with Necropolis and 2C.
Turn 2: Play everything to get 6 coins, 3 buys, and peddlers down to a cost of 2. Buy 3 Peddlers (or a Peddler and a Stonemason).
Yep, I was wondering if there might be another way but I doubt it.Here's another simple one: Get 2 peddlers by (the end of) turn 2.
Baker in kingdom. Shelters. Open 4/3.
Turn 1: Buy Nomad Camp
Turn 2: Play Necropolis, Nomad Camp, (Peddlers cost 4), play 3 Coppers + 1 coin, buy a Stonemason, overpaying 4.
Player 1 buys Noble Brigand, revealing Overgrown Estate and Hovel from each of Players 2, 3, and 4. (You're Player 4.)
Player 2 buys Stonemason + 2 Masquerades, draws Necropolis/Copper/Copper/shuffle/Masquerade/Masquerade.
Player 3 buys Stonemason + 2 Market Squares, draws Necropolis/Copper/Copper/shuffle/Market Square/Market Square.
Player 4 (you) buys Stonemason + 2 Squires, draws Necropolis/Copper/Copper/Squire/Squire.
Player 1
Player 2 plays Necropolis/Masquerade/Masquerade. You get both Market Squares from Player 3 for Coppers.
Player 3
Player 4 (you) plays Necropolis/Market Square/Market Square/Squire/Squire (for buys). Play 2 Copper. Buy 2 Stonemason, gaining 4 Peddlers. Buy 5 more Peddlers.
Can you get all 10? I can't. :(
You can get 3 peddlers by the end of turn 2 in a solitaire game.
Open 5C.
Turn 1: Spend coin token, buy Stonemason and gain 2 Nomad Camps to top of deck. Draw them with Necropolis and 2C.
Turn 2: Play everything to get 6 coins, 3 buys, and peddlers down to a cost of 2. Buy 3 Peddlers (or a Peddler and a Stonemason).
You're playing a game with more than 2 players, so there are 4 more Duchies! ;DIf that was the correct answer, it wouldn't be an easy puzzle.
Maybe too easy:Two technically correct answers:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Maybe too easy:Two technically correct answers:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Maybe too easy:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
Maybe too easy:Two technically correct answers:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.
Neither is technically correct. If you have no Dukes, your Dukes are not worth anything. If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.
A technically correct answer would be -- you have 3 Dukes. With 1 Duchy, 3 Dukes are worth 3 points. (The question did not say that the Dukes were worth 3 points each.)
Maybe too easy:Two technically correct answers:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.
Neither is technically correct. If you have no Dukes, your Dukes are not worth anything. If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.
A technically correct answer would be -- you have 3 Dukes. With 1 Duchy, 3 Dukes are worth 3 points. (The question did not say that the Dukes were worth 3 points each.)
The first one can work, depending on your definition of "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points" then if you don't have any dukes in your deck you have a contradiction and can derive anything.
Edit: Ninja'd (and I really shouldn't be surprised).
The definition of Duke's value is irrelevant if there are no Dukes in your deck.Maybe too easy:Two technically correct answers:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.
Neither is technically correct. If you have no Dukes, your Dukes are not worth anything. If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.
A technically correct answer would be -- you have 3 Dukes. With 1 Duchy, 3 Dukes are worth 3 points. (The question did not say that the Dukes were worth 3 points each.)
The first one can work, depending on your definition of "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points" then if you don't have any dukes in your deck you have a contradiction and can derive anything.
Edit: Ninja'd (and I really shouldn't be surprised).
I understand the logic involved, but the value of Dukes are clearly defined.
I'd say that the statement, "your Dukes are worth 3 points" technically and literally says that the combined VP value of your Dukes is 3 points, which means that you CANNOT have 0 Dukes. From the given "correct" answer, that wasn't the meaning meant, but that means the problem was incorrectly stated. ;)Ah, I guess that is another fair argument against that solution then. I interpreted it as "each of your Dukes is worth 3 points" rather than "all of your Dukes (together) are worth 3 points". Actually now that I think about it, the latter seems more like the technically correct interpretation, but the original post is ambiguous either way I think.
Maybe too easy:Two technically correct answers:
You lost Duchy split 1-7. At the end of the game your Dukes are worth 3 points. How is that possible?
-You have no Dukes (so all of them are worth 3 points)
-You have 1 Duke, which also exactly increases the value of your 2 Silk Road, so in some sense, the Duke is worth 3 points.
Neither is technically correct. If you have no Dukes, your Dukes are not worth anything. If you have 1 Duke and 2 SR, the Duke itself would still be worth X equal to the number of Duchies you have; the increase in value of SR is the worth of the SR, not the Duke.
A technically correct answer would be -- you have 3 Dukes. With 1 Duchy, 3 Dukes are worth 3 points. (The question did not say that the Dukes were worth 3 points each.)
The first one can work, depending on your definition of "your dukes are worth 3 points," if taken to mean "if a duke is in your deck, it is worth 3 points" then if you don't have any dukes in your deck you have a contradiction and can derive anything.
Edit: Ninja'd (and I really shouldn't be surprised).
I'd say that the statement, "your Dukes are worth 3 points" technically and literally says that the combined VP value of your Dukes is 3 points, which means that you CANNOT have 0 Dukes. From the given "correct" answer, that wasn't the meaning meant, but that means the problem was incorrectly stated. ;)
What is this kingdom:I don't get the question.
Witch, Conspirator, Fortress, King's Court, Scheme, Young Witch, Sea Hag, Nobles, Feast, Scrying Pool, Woodcutter (as the Bane)
Hint: There's decidedly no Hamlet.
Macbeth, of course.Surely you mean the Scottish board?
Macbeth, of course.
Agree with all your responses. Btw : you can change point 2 to 10 I just realized. Thx Pneumatiker.You can always buy doctor for 4, trash the top card, then draw doctor for turn 2. (even better chances if you buy doctor for 5 on your first turn trashing two cards)
For 3, I had something else in mind :-)
* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?Coppersmith, Copper, Copper, Copper, Copper
* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?open Beggar/Silver, drawing them both with 3 Copper on turn 3.
* Can anyone find other ways that would gain a Province on turn 3 (haven't been able to find any) ?open Beggar/Silver, drawing them both with 3 Copper on turn 3.
Why settle for a Province? I can get a Colony on turn 3.Because Tournament.
Why settle for a Province? I can get a Colony on turn 3.Because Tournament.
can anyone Remodel a Province into a Province on Turn 3?Yeah, the player 3 who opened Remodel/nothing and got passed player 1's turn 2 Province from player 2's Throne Room/Masquerade can.
Wait, how can Player 1 gain a Province on turn 2? Don't you need an additional player to buy Noble Brigand before player 1's turn?can anyone Remodel a Province into a Province on Turn 3?Yeah, the player 3 who opened Remodel/nothing and got passed player 1's turn 2 Province from player 2's Throne Room/Masquerade can.
Wait, how can Player 1 gain a Province on turn 2? Don't you need an additional player to buy Noble Brigand before player 1's turn?Probably. I just remembered seeing a Province on turn 2 puzzle solution, I didn't remember what it was like.
Why settle for a Province? I can get a Colony on turn 3.
My opponent just bought a $3 Masterpiece, which didn't empty the Masterpiece pile. The Silver pile wasn't empty either. There was no Fairgrounds or other cards that care about the name in the kingdom. Why was this a good play?Price reduction?
I have a few Ideas1, 3 and 4 aren't right, because cards that care about the name aren't allowed. Also, I didn't realize that Menagerie just cares about "duplicates", not "names", so 2 is not an incorrect answer for my original puzzle but it was my intention to forbid Menagerie, too. Taxman can be a legitimate reason to buy a Masterpiece instead of a Silver if both players go for Taxman and you need $3 Taxman fodder that your opponent's Taxman can't hit, so that would be a correct answer for the puzzle, but that's not what happened in the game (no Taxmen were bought even though it was in the kingdom).
1.maybe it was another card for his Horn of Plenty
2.It was good for his menagerie engine
3.silver was forbidden by contraband and he revealed trader.
4.he revealed watchtower to trash it and boost his foragers.
5.he later trashed it with trash for benifit ( mine/taxman/butcher)
Correct answer, but not what happened in the game.My opponent just bought a $3 Masterpiece, which didn't empty the Masterpiece pile. The Silver pile wasn't empty either. There was no Fairgrounds or other cards that care about the name in the kingdom. Why was this a good play?Price reduction?
it could be remodel, mine, butcher involved in this?There's little point in buying a Masterpiece instead of a Silver just because of TFB. Remodel was actually involved, but it's not a key here and the answer doesn't necessarily need to involve it or other TFB.
stupid solution:A Gardens Game where the only +buy is Black market and he has just 3 coins. buys masterpiece from the BM and a copper in his normal buy.You can not use coin token in Black Market buy phase.
yes i know but there wasnt a rule that you have to use a coin token. it was just what in fact happened in the game... this was just another solution i thought of.stupid solution:A Gardens Game where the only +buy is Black market and he has just 3 coins. buys masterpiece from the BM and a copper in his normal buy.You can not use coin token in Black Market buy phase.
If there are three masterpieces left in a no-buy gardens game, it might make sense to buy a masterpiece rather than avoid letting the other guy get two masterpieces (and potentially a bunch of silver with them)And pretty much this is what happened.
Here's one:you have a mercenary in hand and you only have 1 other bad card to trash... I'm sure there are similar situations
I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
This only works when it was a Black Marker buy.Here's one:you have a mercenary in hand and you only have 1 other bad card to trash... I'm sure there are similar situations
I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
you have a mercenaryin handand you only have 1 other bad card to trash... I'm sure there are similar situations
hovel is on buy, not on gain?yes
Here's one:You're playing a Double Tac with Black Market as the enabler and need something to discard.
I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
Here's one:You're playing a Double Tac with Black Market as the enabler and need something to discard.
I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
Here's one:
I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
Or simply Fairgrounds.It's from Cornucopia.
Oh right, read over that part.Or simply Fairgrounds.It's from Cornucopia.
Here's one
I trigger Hovel and decide not to use it. Why? (No Cornucopia.)
You can't use that victory card this turn, though.
You bought a Farmland, planning to remodel the Hovel into a 3-cost card.
haggler!
Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?let's see... 4 player game, play 10 hagglers, 9 talismans, buy a doctor (gain the other 9) with 30 embargoes on it, gaining 10 of a 2 cost. Overpay by 22, discard 12 tunnels, trash 10 catacombs, gaining 10 death carts and 20 ruins, discard 10 market squares.
Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?let's see... 4 player game, play 10 hagglers, 9 talismans, buy a doctor (gain the other 9) with 30 embargoes on it, gaining 10 of a 2 cost. Overpay by 22, discard 12 tunnels, trash 10 catacombs, gaining 10 death carts and 20 ruins, discard 10 market squares.
kingdom: haggler, talisman, doctor, black market, tunnel, catacombs, death cart, two-cost, market square.
black market deck: young witch, embargo, graverobber, bunch of cards to let you draw and play all that.
+10 doctors, +30 curses, + 10 two-costs, +12 gold, -10 catacombs, +10 death carts, +20 ruins, +10 gold. net +92 cards.
probably improvable... for instance, trashing cultist to draw 3 market squares?
And you can have Ambassador, Trader and Masquerade in the black market deck to enable the returning of the 18 starting Estates to the supply in a 6-player game (I love how Masquerade is necessary to pass the Ambassador around), and replace two-cost with Hunting Grounds (Haggler can gain Coppers, you don't need the two-cost in the kingdom). And once you have that Trader, you can also reveal it to gain a Silver instead of one of the Doctors and have an additional Talisman to gain one extra card. Therefore, at least +135 cards should be possible.Similar question whose answer is probably a combination of the all the answers to the last question... what is the most number of cards you can gain from a single buy?let's see... 4 player game, play 10 hagglers, 9 talismans, buy a doctor (gain the other 9) with 30 embargoes on it, gaining 10 of a 2 cost. Overpay by 22, discard 12 tunnels, trash 10 catacombs, gaining 10 death carts and 20 ruins, discard 10 market squares.
kingdom: haggler, talisman, doctor, black market, tunnel, catacombs, death cart, two-cost, market square.
black market deck: young witch, embargo, graverobber, bunch of cards to let you draw and play all that.
+10 doctors, +30 curses, + 10 two-costs, +12 gold, -10 catacombs, +10 death carts, +20 ruins, +10 gold. net +92 cards.
probably improvable... for instance, trashing cultist to draw 3 market squares?
oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
Yeah, though, this means that Embargo needs to take up a kingdom slot.oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
but BoM is graverobber-able and you can use it as your embargo
cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
but BoM is graverobber-able and you can use it as your embargo
silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...The Estates with Hunting Grounds. So, unless I'm mistaken, in a 6-player game, it should be possible to gain
The Gold and Silver piles are doubled for six players
The Gold and Silver piles are doubled for six players
I thought you always used all of your standard treasure cards every game
Though, even if he didn't mean that, there's nothing to stop people from doing it.The Gold and Silver piles are doubled for six players
I thought you always used all of your standard treasure cards every game
There are no strict rules on this. The Intrigue rulebook states that you "may combine" the treasures from both base and Intrigue. Donald has said before that people can choose to play with however many treasure cards they wish. (I assume it's implied he still meant at least as many as comes with 1 set).
Slow down. If you reveal Trader for each curse, then you don't get the curses. You can't get both.cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
but BoM is graverobber-able and you can use it as your embargo
silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
But you don't reveal it for each curse, you just reveal it for the 40/80 first curses (depending on if you use the Intrigue treasures or not), then you gain the 50 curses that are still left in the supply. Remember, there are 9001 Embargo tokens on Doctor because of Band of Misfits+Graverobber.Slow down. If you reveal Trader for each curse, then you don't get the curses. You can't get both.cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
but BoM is graverobber-able and you can use it as your embargo
silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
Ah cool. 9001 embargo tokens. Got it.But you don't reveal it for each curse, you just reveal it for the 40/80 first curses (depending on if you use the Intrigue treasures or not), then you gain the 50 curses that are still left in the supply. Remember, there are 9001 Embargo tokens on Doctor because of Band of Misfits+Graverobber.Slow down. If you reveal Trader for each curse, then you don't get the curses. You can't get both.cool! so then we can get the whole silver, curses, and gold pile by putting as many embargo tokens on doctor as we want and reveal trader to gain silvers. To get the gold pile we overpay by a ton and discard tunnels. We can actually put BoM, graverobber, trader, and tunnel in the black market deck to save space in the kingdom. add 10 hagglers and 9 talismans and we get 10 copper and 10 doctors. So in total:oops, embargo isn't graverobber-able, is it? 30 is the absolute max then, right?
but BoM is graverobber-able and you can use it as your embargo
silver pile + gold pile + curse pile + 20 + however many cards we can get from on-trash effects, using more doctor overpay. That's at least 20 from catacombs -> deathcart. Not sure what else we can do, we already gained the silver, gold, and curse piles...
Yeah, thats what I thought, but was wondering why the comment above states its doubled for 6 players, presume that came from somewhere
This game of Dominion went on forever. Why?
This game of Dominion went on forever. Why?
This game of Dominion went on forever. Why?
Great, now you've got me stuck looking for the BGG thread where DXV put the smackdown on the troll who suggested such a game. Now *that's* going to take forever.This game of Dominion went on forever. Why?
No Ruins. Coppers and Curses were emptied and trashed or permanently set aside. No one could afford even an Estate.
This game of Dominion went on forever. Why?KC-Possession-Chapel game. Both players successfully trash down to nothing but KC-Possession-Chapel. It is in neither of their best interest to create a functional deck, and the game draws out forever with no buys.
This game of Dominion went on forever. Why?KC-Possession-Chapel game. Both players successfully trash down to nothing but KC-Possession-Chapel. It is in neither of their best interest to create a functional deck, and the game draws out forever with no buys.
Depending on the board, I'm still not sure how I would finagle a win, however.If the kingdom is right, this is not hard. As long as you can possess your opponent every turn, you can force him to only have a single Chapel in hand. And on your turns you can do whatever you want. If the kingdom is right, this guarantees a win (even with worst-case shuffle luck; every line is a turn):
Great, now you've got me stuck looking for the BGG thread where DXV put the smackdown on the troll who suggested such a game. Now *that's* going to take forever.This game of Dominion went on forever. Why?
No Ruins. Coppers and Curses were emptied and trashed or permanently set aside. No one could afford even an Estate.
This game of Dominion went on forever. Why?KC-Possession-Chapel game. Both players successfully trash down to nothing but KC-Possession-Chapel. It is in neither of their best interest to create a functional deck, and the game draws out forever with no buys.
During your last Possessed turn, I could have you Chapel both your KC and Possession. That way they are set aside until after you draw during cleanup, so you can't Possess me. Depending on the board, I'm still not sure how I would finagle a win, however.
This game of Dominion went on forever. Why?You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".
This game of Dominion went on forever. Why?You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".
It's not zero, it's negligible. Any finite number of steps would take up essentially zero time, but an infinite number of steps takes forever. There's no point at which you can declare that the infinite loop is now over.This game of Dominion went on forever. Why?You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".
But each step in that infinite loop takes up zero time. So does it really cause the game to go on forever?
It's not zero, it's negligible. Any finite number of steps would take up essentially zero time, but an infinite number of steps takes forever. There's no point at which you can declare that the infinite loop is now over.This game of Dominion went on forever. Why?You were playing a solitaire game, Possessed yourself and gained something, which results in an infinite loop of replacement effects replacing the "you gain the card" effect with "you gain the card".
But each step in that infinite loop takes up zero time. So does it really cause the game to go on forever?
This game of Dominion went on forever. Why?
Okay, here is the problem in full:
1. Possess your opponent 3 times, Chapel away his stuff and buy 2 Coppers
1b. Opponent buys a Copper
2. Do the same thing, but buy a Pawn
2b. Opponent buys another Copper and has 5 cards already
3. KC the Pawn, Chapel the Coppers, buy a Great Hall, bring yourself down to KC-Poss-Ch-Pawn-Great Hall
3b. Opponent buys his 6th card, 3rd Copper
4. Whatever you do, there is a chance your opponent has drawn KC-Poss-Copp-Copp-Copp (no Chapel) so you can't Chapel his stuff anymore, leaving you open for a KC-Poss yourself at which point your opponent can grab the lead
And if your opponent has Chapel-Poss-KC-Copp-Copp you can't use that turn to buy a Great Hall
Okay, here is the problem in full:It's even worse.
1. Possess your opponent 3 times, Chapel away his stuff and buy 2 Coppers
1b. Opponent buys a Copper
2. Do the same thing, but buy a Pawn
2b. Opponent buys another Copper and has 5 cards already
3. KC the Pawn, Chapel the Coppers, buy a Great Hall, bring yourself down to KC-Poss-Ch-Pawn-Great Hall
3b. Opponent buys his 6th card, 3rd Copper
4. Whatever you do, there is a chance your opponent has drawn KC-Poss-Copp-Copp-Copp (no Chapel) so you can't Chapel his stuff anymore, leaving you open for a KC-Poss yourself at which point your opponent can grab the lead
And if your opponent has Chapel-Poss-KC-Copp-Copp you can't use that turn to buy a Great Hall
It was the second one I was thinking of, but would've had a lot of trouble finding since the OP deleted all his posts. I was particularly thinking of the "Everyone plays until they stave to death" ruling.Great, now you've got me stuck looking for the BGG thread where DXV put the smackdown on the troll who suggested such a game. Now *that's* going to take forever.This game of Dominion went on forever. Why?
No Ruins. Coppers and Curses were emptied and trashed or permanently set aside. No one could afford even an Estate.
Argh, now I am!
http://www.boardgamegeek.com/thread/534706/is-the-following-scenario-a-draw
There is another thread like this too, but a lot of the posts in it were deleted:
http://www.boardgamegeek.com/thread/475492/draw-game/page/4
OK, new easy puzzle:The point counter isn't on, you forgot what the score is and your opponent is going for an alt-VP strategy that would benefit from a longer game.
In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
OK, new easy puzzle:
In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
buying the last province will result in you losing the game
OK, next easy puzzle: You have 11 scouts in play. How?
OK, next easy puzzle: You have 11 scouts in play. How?
One of them is a Band of Misfits.
OK, next easy puzzle: You have 11 scouts in play. How?
One of them is a Band of Misfits.
Almost....
OK, next easy puzzle: You have 11 scouts in play. How?
One of them is a Band of Misfits.
Almost....
Two of them are Band of Misfits? :P
But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.
OK, next easy puzzle: You have 11 scouts in play. How?
One of them is a Band of Misfits.
Almost....
Two of them are Band of Misfits? :P
But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.
OK, next easy puzzle: You have 11 scouts in play. How?
One of them is a Band of Misfits.
Almost....
Two of them are Band of Misfits? :P
But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.
OK, next easy puzzle: You have 11 scouts in play. How?
One of them is a Band of Misfits.
Almost....
Two of them are Band of Misfits? :P
But sudgy's answer still works if you have a way to gain and play that last Scout after playing BoM.
Not wrong then, but still incomplete.
OK another one! With a 4/3 opening split, what's the most number of points you can have after 1 turn?
I'm not procrastinating writing a paper I swear.
In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?
OK, new easy puzzle:The other player has a very large deck with two Fool's Gold, no Gold, and a lot of Fairgrounds. You know he can buy the province next turn to win but don't know if he has a fools gold. You buy the Province to end the game but he trashes a fools gold for a gold to bump up his fairgrounds and wins instead.
In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
I'm not procrastinating writing a paper I swear.
In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?
I'm not procrastinating writing a paper I swear.
In a solitaire game without shelters, what is the maximum number of turns you can go before drawing a victory card?
-1/12 turns
But more seriously, it bothers me when someone asks "what is the maximum number of turns?" and the answer given is "infinite". No, the answer is that there is no maximum. Not that infinity is the maximum. Whatever the latter might mean, it isn't happening here.
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
You played a Gold and a Platinum. The Gold isn't a Platinum.
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
You played a Gold and a Platinum. The Gold isn't a Platinum.
Time to head to the Liberry!
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
You played a Gold and a Platinum. The Gold isn't a Platinum.
Time to head to the Liberry!
Your face is getting red. Like a strawbrerry.
I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
Nice find! I had looked at Diadem, but couldn't figure it out with the constraints.I have two treasure cards in hand, no cards in play, my discard or my deck. I play those two cards and nothing else for $8. One of them is not a Platinum. What two cards have I played?
Diadem and Copper after having played (and trashed) 4 mining villages?
OK, new easy puzzle:The other player has a very large deck with two Fool's Gold, no Gold, and a lot of Fairgrounds. You know he can buy the province next turn to win but don't know if he has a fools gold. You buy the Province to end the game but he trashes a fools gold for a gold to bump up his fairgrounds and wins instead.
In a 2P game, buying the last province will result in you losing the game, but it's the correct strategic move. Why?
You have more buys and buy curses.
You reveal watchtower, trashing it.
Another answer: You have haggler in play, gaining border village, gaining a curse.
You have a haggler in play and gain a curse. No need for border village.
You have a haggler in play and gain a curse. No need for border village.
You reveal a Trader, emptying the Silver pile for a 3-pile-ending.
You bought it while possessed, so your opponent gained it.
Without Fool's Gold: You are 5 points behind, buy the last Province and lose. How can that happen? There are at least three different solutions.Something I actually once did: Use your last Spoils to buy the Province, returning it to supply and losing 2 points per Fairground.
I think the point of the puzzle was that you were 5 points behind immediately before buying the province. Otherwise there's a lot of other things that affect fairgrounds, vineyards, etc.Without Fool's Gold: You are 5 points behind, buy the last Province and lose. How can that happen? There are at least three different solutions.Something I actually once did: Use your last Spoils to buy the Province, returning it to supply and losing 2 points per Fairground.
You gained the Potion without buying it (Workshop, Ironworks, etc.).Better off using Stonemason on the Familiar, then you can get two of them.
Edit: If you meant you never gained a potion at all, you could have trashed a squire for a familiar, then remodeled familiar into vineyard.
Okay another one I thought of, with a simple puzzle.Hovel, Procession, Procession, Nomad Camp and Watchtower.
All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
Awaclus I don't think that works because you don't have any way to draw the processions you topdeck. Develop-watchtower-fortress-necropolis works though.It was a reference to the empty the supply in 4 turns puzzle.
Okay another one I thought of, with a simple puzzle.
All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
Okay another one I thought of, with a simple puzzle.
All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
King's Court, King's Court, Bridge, Ironworks, Smithy
All cards are in the supply, so it would be fun to find a solution that emptied spoils, Madmen and Mercenaries.have fun getting 35 buys. I think this may be possible with 3x procession, fortress, watchtower though.
All of them costs 0, so it should be possible.
how many players? any number 1-6?Try to minimize the number of players required. I can manage with 3 and 6 respectively, though it may be possible to do better.
Come on, you are in the easy puzzles...I don't think having new puzzles before the old ones were solved has caused a lot of problems.
Also no [spoil] tags here.
Rules are in the first post (http://forum.dominionstrategy.com/index.php?topic=7339.msg208394#msg208394).
Come on, you are in the easy puzzles...I couldn't come up with the answer for my own initial riddle. ;D ;D
Also no [spoil] tags here.
Rules are in the first post (http://forum.dominionstrategy.com/index.php?topic=7339.msg208394#msg208394).
Okay another one I thought of, with a simple puzzle.
All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
King's Court, King's Court, Bridge, Ironworks, Smithy
Okay another one I thought of, with a simple puzzle.I have an alternate ending that is more complicated. I'll put that in another post.
All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
Okay another one I thought of, with a simple puzzle.
All cards are in the supply. Pick 5 cards out of them and put them in your hand (nothing else is in your deck). Now end the game with a three (or more)-pile.
And actually, back on topic, has there been a trash the supply puzzle? Like, put the entire supply in the trash by Turn 2 sort of thing? Would that be an easy puzzle?
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?You wanted to gain a Mint without trashing your treasures?
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?
I bought a Feast for $5. I intended to do it; King's Court, Throne Room, and Procession were not in the Kingdom; and the Feast pile was not low. Why did I do this?You wanted to gain a Mint without trashing your treasures?
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).
that sounds like smugglers
3 duchies left in a duke game with no +buy, both players can draw their deck?
Here's a hint: it was for metagame purposes (that is, my opponent's deck was the primary reason).
that sounds like smugglers
3 duchies left in a duke game with no +buy, both players can draw their deck?
Oh that would be cool as hell, and how in the world would you end up in that situation.
To expand on the original constraints: none of the piles are low, and this was otherwise an extremely average game. It's centered around a single card in the kingdom (no weird combos necessary).
Your opponent has (several) Rogues? If you're overdrawing your deck you could in fact put several Feasts in the trash in quick succession, slowing down his trashing attack and mildly junking his deck.
Though quite why he's using Rogue as an attack I'm not sure.
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
That's the other correct answer that I was thinking of, but why not reveal Trader for all the Silvers? Embargo happens on buy, Trader on would gain.I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Curses are double Embargoed, and you have Trader+Watchtower in hand. Trash the Curses you bought, turn the ones you're gaining through Embargo into Silver.
That's the other correct answer that I was thinking of, but why not reveal Trader for all the Silvers? Embargo happens on buy, Trader on would gain.I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Curses are double Embargoed, and you have Trader+Watchtower in hand. Trash the Curses you bought, turn the ones you're gaining through Embargo into Silver.
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Okay, this one's a little far-fetched, but...there are a few cards that like Curse better than Copper. Vagrant and Farming Village are the ones that come to mind. Perhaps you're using Vagrant as draw, and then Cellar to replace your Curses with good cards; or you're playing a Gardens deck (explaining why you want either Curse or Copper at all) with Farming Villages in it and you'd like to skip over the junk you're buying.
Well ambassador/masquerade of course.
In order to increase your number of unique cards for menagerie and/or fairgrounds; you bought two so you'd have one to trash for a mandatory trasher (such as Junk Dealer, which would still give you cantrip money) or to put you over a Gardens threshold.That's a reason to buy one Curse instead of Copper, but normally you would prefer the Copper for the mandatory trasher and the Gardens threshold after you already have your number of unique cards increased.
In order to increase your number of unique cards for menagerie and/or fairgrounds; you bought two so you'd have one to trash for a mandatory trasher (such as Junk Dealer, which would still give you cantrip money) or to put you over a Gardens threshold.
You want cards to trash with a card like hermit or JOAT to activate your market squaresThat's a good one, but still not what actually happened.
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Why two Curses? Wouldn't one be enough?I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Ambassador is one, I suppose.
Why two Curses? Wouldn't one be enough?I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Ambassador is one, I suppose.
Okay, I suppose there are situations where it's beneficial. Still not what actually happened, though.Why two Curses? Wouldn't one be enough?I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Ambassador is one, I suppose.
You have a largish deck because you haven't had a chance to trash/send back coppers and it is a shelters game, and you want to ensure you match up at least one curse with your single Ambassador?
I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
This is probably a stretch. But...
You are consistently drawing your deck. You have reliable trashing and a lead, but you processioned your only +buy this turn. You know that next turn you can curse them enough to empty the remainder of the curse supply and trash the curses you just bought. If you had gained coppers, you couldn't ensure emptying the supply next turn.
(and it was not my intention to empty it at all).
Why two Curses? Wouldn't one be enough?I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Ambassador is one, I suppose.
EDIT: Hint: I still had buys left when I ended the turn. Two was the exact number of Curses that I wanted.
This plus top decking the curses and province with watchtower?Why two Curses? Wouldn't one be enough?I just bought a Province and two Curses on my turn. There was no Masquerade or Mountebank in the kingdom, there were Coppers left in the Supply and buying the Curses did not empty the Curse pile (and it was not my intention to empty it at all). I had 1 Copper left in my deck. Why did I buy two Curses over Coppers?
I can think of at least 1 correct answer in addition to the one that actually happened.
Ambassador is one, I suppose.
EDIT: Hint: I still had buys left when I ended the turn. Two was the exact number of Curses that I wanted.
Possession war? Curses to keep your own deck too weak to buy anything. 2 because of specific deck composition and/or score.
Lots of correct answers, but the actual situation didn't involve Possession, Embargo or non-treasure trashing.Maybe something with Menagerie?
TRIBUTE DEFENSE!I hope this is it, and if it is, it really belongs in the best dominion moments thread...
I had 1 Copper left in my deck.Is this important?
It's not a relevant part of the actual situation, but it rules out Hunting Party and Menagerie for solutions.I had 1 Copper left in my deck.Is this important?
Sorry to disappoint you, but it's not. I would have posted it in that thread if it really was best Dominion moments material.TRIBUTE DEFENSE!I hope this is it, and if it is, it really belongs in the best dominion moments thread...
Anyway, to explain a bit:
You have 5 schemes and a royal seal in play, topdeck the curses, then 5 actions, so that the tribute in their hand which you saw when you played cutpurse can't do anything. Their hand is 6 coins and a tribute, and you just bought the penultimate province.
Watchtower in hand, opponent is going for Familiar, you are not. You used your extra buys to deplete the stack by revealing Watchtower and trashing them.
(and it was not my intention to empty it at all).
I'm looking in the log, but I still can't figure it out...
I'm looking in the log, but I still can't figure it out...Well, it ended up having no relevance, because my opponent resigned before it did. If you look at his last turn though, it should be possible to figure out what could have happened and how my Curses instead of Coppers prevented it from happening.
Welp, missed that part of it. :)
maybe it's a meta puzzle, and his plan all along was to post here to confuse us.It's not, there actually is a recent game that I played in which I bought two Curses instead of Coppers.
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?Yes! This is what actually happened.
Hmm, you want some trash fodder, but not something which can be discarded by Cutpurse or Taxman?Yes! This is what actually happened.
Cards that resolve other cards during their own resolution?I don't think Possession counts. Black Market, on the other hand, does.
So, Possession? and than Venture + Counterfeit?
I have another one!But the thread name.
Tournament
Pirate Ship
Smugglers
you'll never get that one ::)
Adventurer?
Another easy one:
Throne Room
King's Court
Golem
Herald
Procession
Prince
While there is only one left, there is a simple way to relax the condition(s) that adds two extra cards to the list.
Another easy one:
Throne Room
King's Court
Golem
Herald
Procession
Prince
While there is only one left, there is a simple way to relax the condition(s) that adds two extra cards to the list.
Actions that can resolve another action card during their own resolution
Cultist. You can resolve another card (i.e. another Cultist) during its own resolution.
Relaxing the condition to "cards that can resolve another card of the same type during their own resolution" allows Venture and Counterfeit
I have another one!Tribute?
Tournament
Pirate Ship
Smugglers
you'll never get that one ::)
Tribute?nope. what made you think that?
EDIT: another easy puzzle.
Spoils
Madman
Prince
Very honourable mentions:
Alchemist
Walled Village
Treasury
Scheme
Island?
Cards not discarded from play or trashed at the end of the turn after being played. Island is missing (the honorable mentions are discarded from play very briefly).
oh, i know
it's just cards that gain other cards into the hand, period. it's not restricted to treasure cards. the missing card is therefore torturer.
No, missing honorable mention is taxman, right?
Cards that can gain and draw at the same time, which is similar to gaining into your hand. so... RATS
No, missing honorable mention is taxman, right?
Two cards that can are Remake and Count.
Also, Urchin, with the help of a second one.
I still think Remake and Count should make the list, because you don't need any other kingdom card to make it work. Just an OE. Gain a copper, trash your hand, including the OE, draw a copper. Or trash an estate, gain a silver, trash the OE, draw the silver.
I still think Remake and Count should make the list, because you don't need any other kingdom card to make it work. Just an OE. Gain a copper, trash your hand, including the OE, draw a copper. Or trash an estate, gain a silver, trash the OE, draw the silver.I agree that Count should, but Remake requires another kingdom card from Dark Ages or there won't be an Overgrown Estate in the game.
This one shouldn't be too hard - what's the common property in this list, and what cards are missing?
Village, Bank, Witch, Market, Count
Bonus question: Any honourable mentions? (I'll offer up a single one: Nobles)
Rules
DON'T use Spoiler Tags these ones, just post the answer
I don't think this is a good rule. I support breaking it.QuoteRules
DON'T use Spoiler Tags these ones, just post the answer
I don't think this is a good rule. I support breaking it.QuoteRules
DON'T use Spoiler Tags these ones, just post the answer
Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.
Well, the other honorable mentions that were mentioned had one extra letter. "Sp" appears in Spice Merchant, "In" appears in Wishing Well, "Min" appears in Mining Village, "ity" appears in University.Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.
I don't see how any of these qualify...? Certainly not in the same sense as the others mentioned. But I guess discussing/debating honorable mentions on these things is silly, because anyone can just make up their own standards for what warrants one.
Well, the other honorable mentions that were mentioned had one extra letter. "Sp" appears in Spice Merchant, "In" appears in Wishing Well, "Min" appears in Mining Village, "ity" appears in University.Aren't pretty much all short names honorable mentions? Spy, Inn, Mint, City, etc.
I don't see how any of these qualify...? Certainly not in the same sense as the others mentioned. But I guess discussing/debating honorable mentions on these things is silly, because anyone can just make up their own standards for what warrants one.
My original thought was that the puzzles were going to be so easy that using spoilers was unnecessary.I don't think this is a good rule. I support breaking it.QuoteRules
DON'T use Spoiler Tags these ones, just post the answer
i think it's a great rule
Another one (Supply Cards only):
Abandoned Mine, Candlestick Maker, Copper, Curse, Fool's Gold, Native Village, Pearl Diver, Poor House, Ruined Library, Ruined Market, Ruined Village, Secret Chamber, Survivors.
One card is missing.
In a two player game, I chose to play a mercenary but decided not to trash any cards. To have not played the mercenary would be a mistake (strictly worse than playing it), but trashing cards would have been a mistake too (strictly worse than not trashing). I did not play it for the following reasons:
- to have it in play (e.g., for horn of plenty or peddler)
- to get it out of my hand (e.g., shanty town, farmland, or even something like forager)
What was the rationale behind my decision? I can only think of exactly one scenario where all of the statements above are true.
Is "to get it out of your deck" a valid reason? In this case, you don't really care that it's in play, and you the fact that it's no longer in your hand is unimportant. The specific scenario: you are playing a Minion stack (with plenty of +actions from KC or something) and are about to cause a reshuffle with your next Minion play. Mercenary is a dead card because you've already trashed all your junk, so you play it to keep it out of the reshuffle.
Doesn't conspirator technically fit liopoils puzzle too? You don't need it in play, but simply to have played it. One you've played it you don't care if it disappears from play.
I think Throne Rooming Mercenary and trashing cards only once is also a solution.No, because I chose to play mercenary. The second time was forced.
You have King's Court, [strong attack], [strong non-attack] and Mercenary, with extra actions available. The opponent might have a Moat in hand. If no Moat, you'd prefer to KC the strong attack card. If Moat, you'd prefer to KC the other card. You play Mercenary first to check.This is on the right track. The answer is simpler and neither KC nor TR is necessary.
(KC or TR is necessary for this solution, because otherwise you just play both strong cards either way.)
Your opponent has Horse Traders that you want them to activate because you are about to play Possession.They don't have to reveal it, but they don't think you have possession? But they see that you play mercenary. Still, that could work
In a two player game, I chose to play a mercenary but decided not to trash any cards. To have not played the mercenary would be a mistake (strictly worse than playing it), but trashing cards would have been a mistake too (strictly worse than not trashing). I did not play it for the following reasons:
- to have it in play (e.g., for horn of plenty or peddler)
- to get it out of my hand (e.g., shanty town, farmland, or even something like forager)
What was the rationale behind my decision? I can only think of exactly one scenario where all of the statements above are true.
You guys are really overthinking it...
You were going for a three-pile ending and wanted to activate your opponent's Beggar to help you empty the silver pile.
You were going for a three-pile ending and wanted to activate your opponent's Beggar to help you empty the silver pile.
The stipulation in the statement of the puzzle that playing Mercenary is "strictly better" in this situation means that the reason can't depend on anything the opponent has the choice not to do.
You guys are really overthinking it...
You wanted to Attack, and were willing to sacrifice decent cards for the Attack. When you play Mercenary, the opponent reveals Moat, and then you know the Attack is not happening anyway, so you decide +$2, +2 Cards alone is not worth trashing your nice cards.
You have mediocre cards in hand. You would be willing to trash them if it your opponent would have to discard. He reveals Moat so you'd rather keep those cards and choose not to trash.
Big hint: I was planning to trash, but something happened which changed my mind.
You wanted to Attack, and were willing to sacrifice decent cards for the Attack. When you play Mercenary, the opponent reveals Moat, and then you know the Attack is not happening anyway, so you decide +$2, +2 Cards alone is not worth trashing your nice cards.
Sorry ehalcyon, I missed that. Soulnet and ehalcyon got it. In retrospect this puzzle wasn't very good.It sure kept me busy the last couple of days.
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.
Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.
Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.
a victory card doesn't trigger FG, only a province does. how do your opponents spike 8$ in their T2?
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.Buy Fool's Gold on Turn 1 or 2 (or both). Draw it/them at the end of T2. Any opponent buys a Victory card in their T2, so you trash the FG / FGs, and start your T3 with 4 / 3 cards in hand.
Every time I read this thread, I get really disappointed when I can't solve a puzzle. They're supposed to be "easy" puzzles. The thread title says so. Sure, easy puzzle aren't always fun puzzles. But this thread wasn't promising fun puzzles.
Easy puzzle:
I open 3/4 on a board without Embassy. When I reshuffle my deck for the first time, there are two silvers in it. What were my opening buys?
In solo play:
a. (not so easy) have a deck with total cost in coins of $35+ when shuffling for the first time.
b. (easier version, it helps to get the other one) have 8 Actions in the deck when shuffling for the first time.
Open 5/2, keep buying Mandarins.
b) baker baord, 5/2, overpay stonemason with 4$, gain 1 stonemason, 2 death carts, 4 ruins. buy stonemason with 2$.
New puzzle, hopefully there are fewer answers. This one didn't actually happen. As first player, begin turn 3 with some number of cards in hand that isn't 5. For simplicity, no noble brigand shenanigans.
Every time I read this thread, I get really disappointed when I can't solve a puzzle. They're supposed to be "easy" puzzles. The thread title says so. Sure, easy puzzle aren't always fun puzzles. But this thread wasn't promising fun puzzles.
Easy puzzle:
I open 3/4 on a board without Embassy. When I reshuffle my deck for the first time, there are two silvers in it. What were my opening buys?
In solo play:I can reach $39:
a. (not so easy) have a deck with total cost in coins of $35+ when shuffling for the first time during clean-up of T2.
Inspired by Shraeye's puzzle:
In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?
I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
Inspired by Shraeye's puzzle:
In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?
I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
Inspired by Shraeye's puzzle:
In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?
I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
That doesn't seem like good strategy to me. Build the engine first, then get economy.Inspired by Shraeye's puzzle:
In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?
I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
Open Silver/Silver. On turn 3, buy another Silver. Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4. Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D
Inspired by Shraeye's puzzle:
In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?
I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
Open Silver/Silver. On turn 3, buy another Silver. Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4. Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D
Yes, that's technically correct.
The best kind of correct.
Inspired by Shraeye's puzzle:
In a single player game without Masterpiece, how can you get 3 Silvers in your deck after turn 2?
I wouldn't be surprised if there's more than 1 solution here, but I only found 1 so far.
Open Silver/Silver. On turn 3, buy another Silver. Or if you happen to draw 3 Estates in that hand, buy the Silver on turn 4. Either way, you'll have 3 Silvers after turn 4, which is also after turn 2. :D
To use your own words:Yes, that's technically correct.
The best kind of correct.
For shraeye:what did you play: crossroads
I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers. I then bought another copy of that Action Card.
What Action Card did I play, and how?
First player plays Militia. I discard an estate and my Noble Brigands.Every time I read this thread, I get really disappointed when I can't solve a puzzle. They're supposed to be "easy" puzzles. The thread title says so. Sure, easy puzzle aren't always fun puzzles. But this thread wasn't promising fun puzzles.
Easy puzzle:
I open 3/4 on a board without Embassy. When I reshuffle my deck for the first time, there are two silvers in it. What were my opening buys?
Easy puzzle:
As second player, begin turn 3 with some number of cards in hand that isn't 5. Noble Brigands shenanigans are allowed.
For shraeye:Oracle, revealing two Estates from your deck and an Estate and a Mountebank from your opponent's deck, discarding all of them, and then drawing two Coppers.
I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers. I then bought another copy of that Action Card.
What Action Card did I play, and how?
For shraeye:Oracle, revealing two Estates from your deck and an Estate and a Mountebank from your opponent's deck, discarding all of them, and then drawing two Coppers.
I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers. I then bought another copy of that Action Card.
What Action Card did I play, and how?
Adventurer, Ambassador, Border Village, Butcher, Catacombs, Courtyard, Farmland, Ghost Ship, Goons, Grand Market, Horn Of Plenty, Hunting Grounds, Jack Of All Trades, Laboratory, Mining Village, Moneylender, Pearl Diver, Storeroom, Talisman, Village
exactly 1 card is missing.
hint: its all about the money
That doesn't work though, since Adventurer doesn't technically draw.For shraeye:Oracle, revealing two Estates from your deck and an Estate and a Mountebank from your opponent's deck, discarding all of them, and then drawing two Coppers.
I played an Action Card on T3 that revealed and discarded three Estates and drew two Coppers. I then bought another copy of that Action Card.
What Action Card did I play, and how?
Nice!
My answer was Adventurer, having opened with a 5C and Baker coin, then drawn it with 4C on T3, discarded three estates while finding two copper.
Another answer to ash's puzzle would be catacombs.That also doesn't work, because Catacombs doesn't reveal the cards.
That also doesn't work, because Catacombs doesn't reveal the cards.
I can choose to reveal them right? And I probably would brag about my luck.
Yay for Futurama. They say the best things.
"We have to keep our secret identity secret."
"From everybody?"
"Especially from everybody!"
You play a card X. What is the maximum number of cards that can be put into play as a result (including X) before you have to make a decision again?I bid 81.
How many copies of the same card can you have in solo play by the end of turn 2?
7: I have only Copper here.
6 and not more: I have 6 different cards here.
5 and not more: Only one card here.
4 and not more: There are lots of them. I have only one that costs more than $3, though.
Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)
You could have just said how many can you put into play. But I guess your original problem is easier to solve.Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)
That was my initial count too... but if you have nothing but a Copper in hand, and Coppers and Cures are gone, after you play your only Copper, the opponent plays, and he can play Possession, Islanding away your only Copper, and then spend as many turns as he wants doing whatever without ending the game, while you have no decision because there is nothing playable in your deck nor anything you can buy for $0, so the answer would really be infinity, if it weren't for the "as a result" on the statement. Phew.
You play a card X. What is the maximum number of cards that can be put into play as a result (including X) before you have to make a decision again?I bid 81.
Have a big megaturn, gaining the last Band of Misfits, Golem, Herald, Copper, Silver, Curse, Estate, and having 9 copies of Throne Room in your deck. Make sure the only card in the supply costing $4 or less is Throne Room. Your hand consists of one BoM and 10 Golems. I denote any action card which doesn't have a choice by Z (if Z draws, it doesn't draw any action cards, unless I mention so).
The card X you play is BoM. You must play BoM as Throne Room (no choice) and must play Golem twice (no choice).
* The first play you find 2 Zs (no choice),
* The second play you find 2 BoMs (no choice).
** Play BoM as TR: play Golem twice, finding 2 Zs twice.
** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
*** Play BoM as TR: play Golem twice, finding 2 Zs twice.
*** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
**** Play BoM as TR: play Golem twice, finding 2 Zs twice.
**** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 BoMs.
***** Play BoM as TR: play Golem twice, finding 2 Zs twice.
***** Play BoM as TR: play Golem twice, finding first two 2 Zs, then 2 TRs.
****** Play TR: play Golem twice, finding 2 Zs twice (drawing 10 Heralds).
****** Play TR: play Herald twice.
******* Hit and play Z.
******* Hit and play BoM: play Herald twice.
******** Hit and play Workshop: gaining the last Throne Room (no choice).
******** Hit and play TR: play Herald twice.
********* Hit and play Z.
********* Hit and play TR: play Herald twice.
********** Hit and play Z.
********** Hit and play TR: play Herald twice.
*********** Hit and play Z.
*********** Hit and play TR: play Herald twice.
************ Hit and play Z.
************ Hit and play TR: play Herald twice.
************* Hit and play Z.
************* Hit and play TR: play Herald twice.
************** Hit and play Z.
************** Hit and play TR: play Herald twice.
*************** Hit and play Z.
*************** Hit and play TR: play Herald twice.
**************** Hit and play two Zs.
Played: 10 BoMs, 10 TRs, 10 Golems, 10 Heralds, 40 Zs and Workshop, 81 total (if I can count)
Copper, Silver.
One card is missing from a specific trio.
Copper, Silver.
One card is missing from a specific trio.
Copper, Silver.
One card is missing from a specific trio.
No, gold. Scout doesn't count because it can draw cards and combos with everything.Copper, Silver.
One card is missing from a specific trio.
Scout. Cards that you don't want in your deck. Curse doesn't count because you can discard it to Mountebank to not gain a Copper.
Copper, Silver.
One card is missing from a specific trio.
Copper, Silver.
One card is missing from a specific trio.
Secret Chamber. It's cards which end in -er but aren't describing professions.
Edit: It turns out there is a fourth solution, Watchtower. I guess ashersky probably forgot one; it can be hard to remember all 206 kingdom cards sometimes.
Also, you are all wrong.
The real answer was Potion, of course, as the only other six-letters-in-the-name, not-a-kingdom-card-but-in-the-supply treasure card in Dominion. And I thought it was easy...
No, your answer was Scout.Also, you are all wrong.
The real answer was Potion, of course, as the only other six-letters-in-the-name, not-a-kingdom-card-but-in-the-supply treasure card in Dominion. And I thought it was easy...
My answer was better.
Copper, Silver.
One card is missing from a specific trio.
Secret Chamber. It's cards which end in -er but aren't describing professions.
Edit: It turns out there is a fourth solution, Watchtower. I guess ashersky probably forgot one; it can be hard to remember all 206 kingdom cards sometimes.
I'm pretty sure any tower you asked would tell you Watchtower is a profession.
(...)The problem is, Procession says "You may play an action card from your hand twice. (...)", so if you have an action card in your hand, playing a Procession always involves a choice.
Adventurer, Ambassador, Border Village, Butcher, Catacombs, Courtyard, Farmland, Ghost Ship, Goons, Grand Market, Horn Of Plenty, Hunting Grounds, Jack Of All Trades, Laboratory, Mining Village, Moneylender, Pearl Diver, Storeroom, Talisman, Village
exactly 1 card is missing.
hint: its all about the money
Guess this one was too complex for the easy puzzles. Or maybe the hint was too vague.
hint to the hint: when I said money, I referred to the costs in $ of the cards. And its all about actually means that's all that matters and the text on the card is irrelevant
6$
Farmland
Border Village
Goons
Hunting Grounds
Grand Market
Adventurer
5$
Catacombs
Horn of Plenty
Ghost Ship
Lab
Butcher
4$
Jack of all Trades
Talisman
Mining Village
Moneylender
3$
Ambasssador
Village
Storeroom
2$
Pearl Diver
Courtyard
...Poor House...
Get two Princes in T3. Without Baker.
... or is this supposed to be single player?
Death Cart + Silver + 3 Coppers with Stonemason on board?
Shelters.
T1 ($3): Stonemason - Poor House - Poor House
T2 ($4): Stonemason - Squire, Beggar
T3: Necropolis - Sq - PH -PH - Beggar
Play Nec, Sq for Actions, PH, PH, Beggar
This gets you 1 + 4 + 4 + 3 = 12
Nice! Now, get $12 on T3 without Guilds.
Nice! Now, get $12 on T3 without Guilds.
You keep changing it :)
Necro - coppersmith - watchtower
Nice! Now, get $12 on T3 without Guilds.
You keep changing it :)
Necro - coppersmith - watchtower
Wow, how didn't I see that... I thought it still had the Throne Room wording for some reason.(...)The problem is, Procession says "You may play an action card from your hand twice. (...)", so if you have an action card in your hand, playing a Procession always involves a choice.
Another one:
{ }
There is one card missing from the setup above in brackets. Name it, and why.
Another one:Black Market, it's basically a superset of all other kingdom cards (not including itself).
{ }
There is one card missing from the set up above in brackets. Name it, and why.
Another one:
{ }
There is one card missing from the set up above in brackets. Name it, and why.
Another one:Courtyard!
{ }
There is one card missing from the set up above in brackets. Name it, and why.
Dame AnnaAnother one:Courtyard!
{ }
There is one card missing from the set up above in brackets. Name it, and why.
Your brackets have 9 spaces between them and Courtyard is the only card with 9 letters (including spaces).
Well, there are probably others, but I'm just assuming there aren't any.
- Knights
- Rogue
- Saboteur
Exactly 1 card is missing in this list. What is it?
Edit to add a hint:
It has to do with their trashing effects.
Not quite true, because Saboteur can't trash cards below $3. None of them can.- Knights
- Rogue
- Saboteur
Exactly 1 card is missing in this list. What is it?
Edit to add a hint:
It has to do with their trashing effects.
They can all trash any card from your opponent's deck. Swindler.
Not quite true, because Saboteur can't trash cards below $3. None of them can.oh, of course.
Huge set. Only one is missing.
Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor
Not quite true, because Saboteur can't trash cards below $3. None of them can.- Knights
- Rogue
- Saboteur
Exactly 1 card is missing in this list. What is it?
Edit to add a hint:
It has to do with their trashing effects.
They can all trash any card from your opponent's deck. Swindler.
You could say they can trash any card of cost $3 or above and below $6, so I guess Swindler is valid. There are other solutions though. A really convoluted condition makes Thief a solution too.
There is yet another solution. The set is not distinct enough I guess.
Huge set. Only one is missing.
Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor
Knights
Huge set. Only one is missing.
Chapel, Remodel, Masquerade, Steward, Swindler, Saboteur, Trading Post, Upgrade, Lookout, Salvager, Apprentice, Transmute, Loan, Trade Route, Watchtower, Bishop, Expand, Forge, Remake, Develop, Jack of All Trades, Trader, Farmland, Mercenary, Forager, Hermit, Death Cart, Procession, Count, Counterfeit, Graverobber, Junk Dealer, Rogue, Altar, Stonemason, Doctor, Butcher, Governor
Knights
That was not my answer, what is the reasoning behind it?
I had only looked at it for a minute and thought it was the ability to trash Action cards, but didn't notice Counterfeit.
Is it Band of Misfits? Reason: can trash other cards with the same name.
It's just an ordinary upgrade and can trash another Upgrade from your hand.Is it Band of Misfits? Reason: can trash other cards with the same name.
Can it, though? As soon as you put Band of Misfits on the table, it is no longer a Band of Misfits. It's just an ordinary Upgrade, or whatever, for the rest of that turn, including the time during which it trashes the "other" BoM from your hand.
Is it Band of Misfits? Reason: can trash other cards with the same name.
Is it Band of Misfits? Reason: can trash other cards with the same name.
You get an Honorary Mention, because it is borderline (I agree with amalloy's argument here, a BoM never trashes anything). There is a more clear answer.
Treasure Map.
This is mostly curiosity but I'll turn it into a puzzle/challenge anyway.
Suppose you wanted to make a (still playable) game with the most expensive kingdom cards possible. What cards would you choose and what would your strategy be?
In a solo game, with the usual stipulations (perfect luck, you choose the kingdom, Possession turns count against you etc.) starting with a Shelters game deck (7 Coppers, Hovel, Overgrown Estate, Necropolis), transform your deck into a default starting deck (7 Coppers, 3 Estates) by turn 6. It doesn't matter what ends up in the trash, set aside on mats or anything like that so long as at the start of the 6th turn, all you have in total between your deck, hand, discard pile and in play is 7 Coppers and 3 Estates.
(Bonus harder question: Can you do it in less than 5 turns? I have a solution for 5 turns, and I don't think it's very complicated, but maybe it can be done quicker?)
In a solo game, with the usual stipulations (perfect luck, you choose the kingdom, Possession turns count against you etc.) starting with a Shelters game deck (7 Coppers, Hovel, Overgrown Estate, Necropolis), transform your deck into a default starting deck (7 Coppers, 3 Estates) by turn 6. It doesn't matter what ends up in the trash, set aside on mats or anything like that so long as at the start of the 6th turn, all you have in total between your deck, hand, discard pile and in play is 7 Coppers and 3 Estates.
(Bonus harder question: Can you do it in less than 5 turns? I have a solution for 5 turns, and I don't think it's very complicated, but maybe it can be done quicker?)
This looks like it can be improved a lot.
Open Remake / Hermit
T3: Start with Remake C C Necro OE. Play Remake, trash Necro and OE (draw Hovel), gain two Estates, buy Estate, trash Hovel.
T4: Start with C C C C Hermit, play Hermit, trash BoM, buy nothing, trash Hermit, gain Madman.
T5: Play and return Madman.
Heh, some solutions that work here, but not the one I was thinking of. Not surprised there's lots of ways to do it though.
My solution was:
Turn 1 draw 5c, buy Doctor, overpay 2, trash OE, Nec, draw Hovel
Turn 2 draw 4c, Doctor (shuffle after drawing 3c). Play Doctor trashing Hovel, discarding 2c. Buy Island.
Turn 3 draw 3c, Doctor, Island. Island Doctor, buy Estate
Turns 4-5 buy Estate.
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.
Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
Turn 2: Draw 5c. Buy Band of Misfits
Turn 3: Draw BoM, Copper, 3 Estates. Play BoM as Chapel, Trash 3 Estates.
Turn 4: Draw Witherweaver, 4 Copper. Play Witherweaver Gain Necropolis.
Turn 5: Draw 2 Copper, Necropolis, BoM, Witherweaver. Play Necro, play BoM as Witherweaver, gain Overgrown Estate, play Witherweaver, gain Hovel.
Turn 6: Draw 5 Copper.
Turn 7: Draw Witherweaver, BoM, 3 Copper. Play BoM as Island, set aside Witherweaver.
Relevant for 6 turns, but then you are set aside. ;)
Another actual easy puzzle for shraeye:I'm not shraeye, but I can't get this one. Is it moat?
Name the missing card:
Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel
Honorable mentions: Lots, I'm sure.
Another actual easy puzzle for shraeye:I'm not shraeye, but I can't get this one. Is it moat?
Name the missing card:
Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel
Honorable mentions: Lots, I'm sure.
Because that's what Ozle would say. Also because lighthouse is on the list.Another actual easy puzzle for shraeye:I'm not shraeye, but I can't get this one. Is it moat?
Name the missing card:
Chapel, Library, Ironworks, Lighthouse, Warehouse, Counting House, Mint, Bank, Embassy, Stables, Poor House, Armory, Fortress, Ruined Library, Hovel
Honorable mentions: Lots, I'm sure.
No, except maybe? Can you tell me why it might be?
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.
Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
Turn 2: Draw 5c. Buy Band of Misfits
Turn 3: Draw BoM, Copper, 3 Estates. Play BoM as Chapel, Trash 3 Estates.
Turn 4: Draw Witherweaver, 4 Copper. Play Witherweaver Gain Necropolis.
Turn 5: Draw 2 Copper, Necropolis, BoM, Witherweaver. Play Necro, play BoM as Witherweaver, gain Overgrown Estate, play Witherweaver, gain Hovel.
Turn 6: Draw 5 Copper.
Turn 7: Draw Witherweaver, BoM, 3 Copper. Play BoM as Island, set aside Witherweaver.
I feel so relevant!
Heh, some solutions that work here, but not the one I was thinking of. Not surprised there's lots of ways to do it though.
My solution was:
Turn 1 draw 5c, buy Doctor, overpay 2, trash OE, Nec, draw Hovel
Turn 2 draw 4c, Doctor (shuffle after drawing 3c). Play Doctor trashing Hovel, discarding 2c. Buy Island.
Turn 3 draw 3c, Doctor, Island. Island Doctor, buy Estate
Turns 4-5 buy Estate.
Doctor doesn't discard the two Coppers, it puts them back on top of your deck. It's not possible to draw your Island and Doctor together on turn 3 after that line of play. Now, you can set aside on a turn later than 3, so the general method is okay, but the details are wrong. On the other hand, I don't buy that having stuff on your Island mat counts as exactly your ordinary 10-card deck: stuff over there is still "in your deck", you just don't draw it. So I wouldn't accept this solution.
What's the fastest you can get to a situation where p1 has no cards in his hand or in his deck (it's irrelevant whether p2 can end the game)?
No trashing!
Just have everything in play or set aside in some way on your opponent's turn. :)
OK, now start from a regular deck with Estates and transform it into a deck with Shelters.Turn 1: Draw 2c 3e. Buy Witherweaver (http://forum.dominionstrategy.com/index.php?topic=114.msg423473#msg423473).
...
I feel so relevant!
*ruins the fun* you aren't though, because WW can't gain necropolis. if an effect just says "gain card X" and X is not in the supply, nothing happens. that was the main joke.
Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.
Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.Baker, Stonemason, Nomad Camp, Poor House, + bunch of random cards
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.
Replace the poorhouse buys with an overpay of 4 for two death carts, then buy 2 coppers. This gives 22 cards.Normally, you gain two cards in your opening leaving you with a twelve card deck after two turns.Baker, Stonemason, Nomad Camp, Poor House, + bunch of random cards
In a solo game, choose your kingdom and shuffle luck to obtain a sixteen card deck after two turns.
Use Shelters
draw 5 Coppers
T1: Spend token, buy Stonemason, overpay for $4, gain and topdeck two Nomad Camps, draw 2 Nomad Camps, Necropolis and 2 Coppers
T2: Play Necropolis, play Nomad Camps and Coppers, buy Stonemason, overpay for $1, gain two Poor Houses, buy another Stonemason, overpay for $1, gain two Poor Houses, buy a Copper.
That's 20 cards, if the point was to hit exactly 16 cards, then just don't buy the other Stonemason and the Copper on turn 2.
The text on Island and NV is just a remainder.
Here's an easy puzzle:
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Here's an easy puzzle:Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Please put answers in spoilers.
Please put answers in spoilers.
This is the Easy Puzzles thread! Spoilers should not be necessary.
Please put answers in spoilers.
This is the Easy Puzzles thread! Spoilers should not be necessary.
Please put answers in spoilers.
This is the Easy Puzzles thread! Spoilers should not be necessary.
Well, there was at least one person who couldn't figure it out!
Here's an easy puzzle:Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist
Here's an easy puzzle:Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist
Still confused. Was this the good answer ? Isn't every card referencing to itself ?
Here's an easy puzzle:Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist
Still confused. Was this the good answer ? Isn't every card referencing to itself ?
I think it's supposed to be explicit. That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".
Here's an easy puzzle:Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist
Still confused. Was this the good answer ? Isn't every card referencing to itself ?
I think it's supposed to be explicit. That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".
Ooooooooooooooooooooh ! I was stuck thinking about the card's name.
Here's an easy puzzle:Interesting. Was really confused at first, but I believe it's self-referencing themselves by name.
What do these cards have in common?
Embargo
Pirate Ship
Treasure Map
Golem
Crossroads
Fool's Gold
Rats
Black Market
And which cards should also be on this list?
Others: Native Village, Trade Route, Duchess, Madman, Spoils, Cultist
Still confused. Was this the good answer ? Isn't every card referencing to itself ?
I think it's supposed to be explicit. That is, the card text explicitly contains the card name. For example, Smithy doesn't say "Smithy", it only says "+3 cards". Cultist actually references "Cultist".
Ooooooooooooooooooooh ! I was stuck thinking about the card's name.
There is also Island and Transmute. And Curse, which says Curse in a line other than its name.
My guess would be they care about the name or type of a card, but then Possession doesn't fit.
They all can theoretically be a reason to buy a copper or curse?
They are all cards that can be reasons to prefer a card to be a curse rather than a copper.They all can theoretically be a reason to buy a copper or curse?
no, but you're close
yayThey are all cards that can be reasons to prefer a card to be a curse rather than a copper.They all can theoretically be a reason to buy a copper or curse?
no, but you're close
yayThey are all cards that can be reasons to prefer a card to be a curse rather than a copper.They all can theoretically be a reason to buy a copper or curse?
no, but you're close
yayThey are all cards that can be reasons to prefer a card to be a curse rather than a copper.They all can theoretically be a reason to buy a copper or curse?
no, but you're close
I don't see how that fits for Apothecary, Mine, or Moneylender.
and, uhhh, of course 1) doesn't work because you need prosperity cards to have colonies. well, I'm sure that can be worked out. You got the idea, anyway.
depending on the exact wording of the puzzle (which I didn't define), it's also okay if you need other Action cards, than all of them work! Herald or TR - TR - Draw forces you to play them.
apothecary: You can just rather have a curse on your deck then a copper in your hand, right? For example when followed by chancellor + library.
moneylender: if you have all the gardens, losing a card can be really painful.
mine: I can only make this work with a near-empty copper & silver pile either. Seems far stretched.
The one that I don't get is Horn of Plenty.
HoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.
Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TRHoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.
Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TRHoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.
Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
No - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TRHoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.
Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
Venture alone is enough, just for a different reason.
Certainly. However in this scenario the venture is not enough alone. If you insist, after the copper/curse I can put a duplicate silver, which you don't need the coins from, to make the cycling effect more irrelevant.thatNo - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TRHoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.
Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
Venture alone is enough, just for a different reason.
it's not about what venture does. the point is if card A needs card B to have effect X, but card B is already capable of having effect X on its own, then card A gets no credit, even if card A can cause effect X in a way that uses another aspect of card B.Certainly. However in this scenario the venture is not enough alone. If you insist, after the copper/curse I can put a duplicate silver, which you don't need the coins from, to make the cycling effect more irrelevant.thatNo - in my example venture alone isn't enough, the HoP is necessary. In your example adventurer would be enough alone. But there is a case to be made for herald, golem, and TRHoP: You want exactly 4 uniques, copper would be a sixth. So you would rather have venture skip everything (curse) than play a copper. You have to play the venture to get 4 uniques. The reason you want exactly 4 is that so your opponent doesn't know that you would have taken the 4-cost(s) even if you had 5.
Okay, that's a bit far-fetched and requires venture (the only way that playing a copper can be forced), but there you go.
nah that's not legit, because it requires venture, which is in itself a reason to want curse. if that counts, herald must also count because it can trigger adventurer.
Venture alone is enough, just for a different reason.
Forager, Masquerade, Advisor, Procession, Remake, Explorer, Rabble, Tactician, Adventurer, Goons
This puzzle should be pretty easy. I got a triple goons turn on the following kingdom. How?(http://wiki.dominionstrategy.com/images/3/3a/Explorer.jpg) (http://wiki.dominionstrategy.com/index.php/Explorer) (http://wiki.dominionstrategy.com/images/f/f1/Rabble.jpg) (http://wiki.dominionstrategy.com/index.php/Rabble) (http://wiki.dominionstrategy.com/images/e/ed/Tactician.jpg) (http://wiki.dominionstrategy.com/index.php/Tactician) (http://wiki.dominionstrategy.com/images/7/71/Adventurer.jpg) (http://wiki.dominionstrategy.com/index.php/Adventurer) (http://wiki.dominionstrategy.com/images/e/e2/Goons.jpg) (http://wiki.dominionstrategy.com/index.php/Goons)
(http://wiki.dominionstrategy.com/images/e/e6/Forager.jpg) (http://wiki.dominionstrategy.com/index.php/Forager) (http://wiki.dominionstrategy.com/images/0/0e/Masquerade.jpg) (http://wiki.dominionstrategy.com/index.php/Masquerade) (http://wiki.dominionstrategy.com/images/5/5e/Advisor.jpg) (http://wiki.dominionstrategy.com/index.php/Advisor) (http://wiki.dominionstrategy.com/images/7/7a/Procession.jpg) (http://wiki.dominionstrategy.com/index.php/Procession) (http://wiki.dominionstrategy.com/images/2/2b/Remake.jpg) (http://wiki.dominionstrategy.com/index.php/Remake)Code: [Select]Forager, Masquerade, Advisor, Procession, Remake, Explorer, Rabble, Tactician, Adventurer, Goons
you could play 10 goons on that kingdomNot realistically, but yes. You could play 20, even.
you could play 10 goons on that kingdomNot realistically, but yes. You could play 20, even.
I told you it was an easy puzzle.
Yeah, I wish it had shelters too.you could play 10 goons on that kingdomNot realistically, but yes. You could play 20, even.
I told you it was an easy puzzle.
I was expecting Tactician + Necropolis.
Disappointed.
With necro, even if Advisor and Forager weren't there, it would be possible to get 5 Goons in play, but no more. I wonder if it's possible to design a kingdom where it's possible to get x Goons in play, but not x+1, for x>5 (and obv. x not equal to 10). Oh yeah, Crossroads should help for x=7. Is it possible for x=8 or 9? Oh, you could just use Dame Molly. So Procession+Molly gives you 4 actions, Procession+Necro makes it 7, then Procession+Bailey makes it 8, Tactician to get 9, and just don't include Crossroads. I thought I was going to make a cool puzzle out of that but I guess I already solved it...
Actually wait, you can start with Pr>Pr>Pr>Molly,Necro,Bailey, and now you're at 10, so knights don't help, because as long as Procession and knights are in the kingdom you can get 10. Wait what if you throw out necro, just use Pr>Pr>Pr>Molly,Bailey,Crossroads gets you to 8, then Tactician to get to 9. So I think you just have to not have Necropolis. Okay, I think I did it now.
On my first turn, I bought a Masterpiece for $3. What am I buying on my second turn?
On my first turn, I bought a Masterpiece for $3. What am I buying on my second turn?
Scout?
Huh?With necro, even if Advisor and Forager weren't there, it would be possible to get 5 Goons in play, but no more. I wonder if it's possible to design a kingdom where it's possible to get x Goons in play, but not x+1, for x>5 (and obv. x not equal to 10). Oh yeah, Crossroads should help for x=7. Is it possible for x=8 or 9? Oh, you could just use Dame Molly. So Procession+Molly gives you 4 actions, Procession+Necro makes it 7, then Procession+Bailey makes it 8, Tactician to get 9, and just don't include Crossroads. I thought I was going to make a cool puzzle out of that but I guess I already solved it...
Actually wait, you can start with Pr>Pr>Pr>Molly,Necro,Bailey, and now you're at 10, so knights don't help, because as long as Procession and knights are in the kingdom you can get 10. Wait what if you throw out necro, just use Pr>Pr>Pr>Molly,Bailey,Crossroads gets you to 8, then Tactician to get to 9. So I think you just have to not have Necropolis. Okay, I think I did it now.
I'd love to see a discussion between you and ElaTalksToHerself
On my first turn, I bought a Masterpiece for $3. What am I buying on my second turn?Taxman?
On my first turn, I bought a Masterpiece for $3. What am I buying on my second turn?Taxman?
On my first turn, I bought a Masterpiece for $3. What am I buying on my second turn?
On my first turn, I bought a Masterpiece for $3. What am I buying on my second turn?
I'm gonna channel Ozle. Is it Moat?
masquerade, because it's a really good card?
I was thinking Forager, but that doesn't make sense because it would be better to buy Forager with $3 then overpay for Masterpiece on the $4 hand.
I do but other people might not...
I honestly scrolled through the entire "all cards" site highlighting every instance of $4. I'm obviously bad at this.
That card that cares about how many different treasures are in the trash?
Young Witch? Is it Young Witch?
Edit: Or possibly Sage??
Blacking that out in case it's right so people who are better at this can get it without help.
Young Witch? Is it Young Witch?
Blacking that out in case it's right so people who are better at this can get it without help.
(http://31.media.tumblr.com/2e3a7c412bdf66d176efedb2def4cdc2/tumblr_nbr9zpWXnT1r04yv0o1_500.gif)Young Witch? Is it Young Witch?
Blacking that out in case it's right so people who are better at this can get it without help.
Finally.
I don't think I'd buy Masterpiece just to be the bane. If it only blocks one Young Witch, it's barely better than if you hadn't bought it at all. And then there's the opportunity cost.
Possession? ;D
Possession? ;D
Bingo!
Why is a Raven like a Writing Desk?
you can play 2 highways, and then proceed to steal all of his provinces playing 14 rogues. buy the last province, and you have 8*6 - 9 vs 14 + 8*3 = 39 vs 38 points and win.Yes. Ok I guess that was really easy. I was tempted to say there are no such trashers -- in which case, the answer would be they quit haha. This would work as well:
Super megaturn with a bunch of Saboteurs, Swindlers, Graverobbers, and other such cards, plus lots of trashing (2 Chapels or something) for your curses???
How can your opponent have all 14 Estates without Ambassador or Masquerade?Oh, didn't realize that. Idk... is there a way?
Oh, didn't realize that. Idk... is there a way?no
Oh, didn't realize that. Idk... is there a way?Let the record show, that said "buy them?" before your ninja edit.
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market. I don't gain the Curse. Why?Uhhh.. cus you have a Moat? Is that a joke or am I missing something? Also, you could have played a Lighthouse -- all 10 are gone and hence not in the supply anymore (or, similarly, you have a Trader that have all been bought up as well).
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market. I don't gain the Curse. Why?You lied, it's you playing the Witch, it just feels like your opponent played it because you're being Possessed.
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market. I don't gain the Curse. Why?Uhhh.. cus you have a Moat? Is that a joke or am I missing something? Also, you could have played a Lighthouse -- all 10 are gone and hence not in the supply anymore (or, similarly, you have a Trader that have all been bought up as well).
2-Player game, opponent plays Witch, Curse pile is not empty, no Lighthouse or Trader in supply, nor Black Market. I don't gain the Curse. Why?You lied, it's you playing the Witch, it just feels like your opponent played it because you're being Possessed.
How can I buy a colony on my third turn without Noble Brigand nor Baker starting in the supply or in Black Market pile? (There are probably several ways -- I can think of 2 ways).
EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.
EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.
Yeah, I thought of a way to make it a bit more interesting.
Number of players = 2EDIT: Oh, the puzzle changed. Well, that's no longer an easy puzzle.
Yeah, I thought of a way to make it a bit more interesting.
If there is no player limit, I think you can easily get all your Coppers in hand through Masqed Apothecaries and even play a number of TR/Processioned Coppersmiths, which would give a lot more than $14. You can also do some TR/Death Cart tricks. So, I think you should limit the number of players and start over :P
$16 in T3, two players
Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)
$16 in T3, two players
Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)
Wow, nice! I always forget the possibilities with Stonemason. I was thinking:
Player 1 buys Masq
Player 2 buys Library
Player 1 buys Coppersmith
Player 2 buys Pawn
Player 1 plays Masq, passes Coppersmith, receives Overgrown Estate
Player 2 plays Necro, Pawn for action+coin, Coppersmith, Library, draws 6 more coppers for a total of 7 coppers -- they would have $15 and 1 buy (yes, my original question was for $14).
Fool's GoldThat was literally 30 seconds.
Is it Moat?
Any $2 giving money is a good reason to open Mint in many many boards. Arguably FG is the best, but Lighthouse, Duchess, Secret Chamber, Poor House, Squire and some others can be decent options as well.That's why I put an extra qualifier on. I was originally going to pick one of the virtual coin $2s and say it was a Feodum board without Masterpiece but I couldn't pick the right one so I decided to make the answer more obvious if it meant there would be a clear best choice.
Candlestick Maker could be pretty great.Any $2 giving money is a good reason to open Mint in many many boards. Arguably FG is the best, but Lighthouse, Duchess, Secret Chamber, Poor House, Squire and some others can be decent options as well.That's why I put an extra qualifier on. I was originally going to pick one of the virtual coin $2s and say it was a Feodum board without Masterpiece but I couldn't pick the right one so I decided to make the answer more obvious if it meant there would be a clear best choice.
For curiosity's sake, what WOULD be the best $2 opener alongside Mint on a Feodum board without Masterpiece, generally speaking?
My opponent plays an Attack.The Attack is Familiar. Then they play a Council Room.
I begin my turn with 6 cards.
There are no Durations in the Kingdom. Neither Soothsayer nor Horse Traders nor Prince are in the Kingdom.
My opponent plays an Attack.attack is knights, sab, or rogue;
I begin my turn with 6 cards.
There are no Durations in the Kingdom. Neither Soothsayer nor Horse Traders nor Prince are in the Kingdom.
High skill puzzle: what is the common property of these cards?
Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge
High skill puzzle: what is the common property of these cards?
Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge
They end in e. Except Mint.
Transmute
Apprentice
Mine
Village
Menagerie
Remake
Poor House
Scheme
Pillage
Bridge
That was literally 30 seconds.
$16 in T3, two players
Player 1 opens $5 Stonemason+Masq+Swindler / $2 Crossroads, draws Necro, Masq, Swindler, Crossroads, Copper for T3
Player 2 opens $3 Stonemason+2xPoor House / $3 Stonemason+2xPoor House, draws 4xPoor House and Necro for T3
Player 1 T3 plays Necro, Plays Swindler trashing OE (P2 draws Copper), plays Masq, passes Xroads and receives Copper.
Player 2 T3 Plays Necro, Plays Xroads, Plays 4xPoor House, gets $16 to spend (just 1 buy!)
Wow, nice! I always forget the possibilities with Stonemason. I was thinking:
Player 1 buys Masq
Player 2 buys Library
Player 1 buys Coppersmith
Player 2 buys Pawn
Player 1 plays Masq, passes Coppersmith, receives Overgrown Estate
Player 2 plays Necro, Pawn for action+coin, Coppersmith, Library, draws 6 more coppers for a total of 7 coppers -- they would have $15 and 1 buy (yes, my original question was for $14).
P1 Buys Masq ($3)
P2 Buys Stonemason+Xroads+Beggar ($4)
P1 Buys Coppersmith ($4)
P2 Buys Watchtower ($3)
P1 Plays Masq, passes Coppersmith
P2 plays Xroads, plays Coppersmith, plays WT, plays Beggar, has 8 Coppers in hand worth $2 each, for a total of $16.
I could not find a way to do more WT tricks like trashing incoming Squire, because playing Coppersmith is too important and money is tight.
All these 3 solutions can be improved to $17 by adding a Baker coin on turn 3.
What is the one missing card in this list:
Lighthouse
Watchtower
Workshop
What's the only missing card in this set?
Alchemist
Menagerie
Moat
Pawn
Smugglers
Storeroom
Warehouse
What is the one missing card in this list:
Lighthouse
Watchtower
Workshop
What is the one missing card in this list:
Lighthouse
Watchtower
Workshop
Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.
What is the one missing card in this list:
Lighthouse
Watchtower
Workshop
Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.
Hint: If "Knights" were an actual card, it would qualify.
What is the one missing card in this list:
Lighthouse
Watchtower
Workshop
Hint: Honorable mentions are Ghost Ship, Hunting Grounds, Jack of All Trades, and Merchant Ship.
Hint: If "Knights" were an actual card, it would qualify.
wandering miNSTRel
What's the only missing card in this set?
Alchemist
Menagerie
Moat
Pawn
Smugglers
Storeroom
Warehouse
I was hoping it'd be Jack of All Trades, but looks like it's just barely not. So, Great Hall, then?
Wait, how does it. What?
What is the common property of these cards:
Gardens
Ironworks
Mining Village
Duke
Feodum
Junk Dealer
Overgrown Estate
Journeyman
Merchant Guild
Envoy
Hint: Only the name of the card matters.
Though you probably shouldn't put the hint in spoilers, because you're never going to solve the puzzle without it.
Pretty interesting puzzle to think about...
If the kingdom were not limited to 10 cards, but rather ALL cards from ALL sets and all promos were in the kingdom, what would be the best openers ($4/$3 and $5/$2) and long-term strategy? Assume 2 player, Colony game.
Pretty interesting puzzle to think about...
If the kingdom were not limited to 10 cards, but rather ALL cards from ALL sets and all promos were in the kingdom, what would be the best openers ($4/$3 and $5/$2) and long-term strategy? Assume 2 player, Colony game.
If all cards are in, the opening can also be $4/$4 or $6/$2 or $5/$3. With both Chapel and Quarry for support, I have to say the Pin is the correct answer, so you HAVE to go fast for lighthouse or some Reaction before you can be pinned. Maybe the best would be to open with a $6 Doctor? I would say you want a LH in play every turn and then some good engine with KC/Bridge and Quarries being the prime candidates to have good pile control. This definitely ends on piles and really fast.
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.
They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.
They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.
But how fast can you set up the pin? There ate some really fast mega turn strategies out there too...
You don't need attack cards to make the pin. You can do it with Village, Outpost, King's Court and Masquerade.
They can protect and counter-attack any pin with Durations. But that kingdom is definitely some kind of pin-war, with the addition of Possession possibly.
But how fast can you set up the pin? There ate some really fast mega turn strategies out there too...
My gut reaction says to go Sage + Ghost Ship (with the +1 from Baker), because that could set up the pin pretty quickly, then go for some sort of Lighthouse+Village+draw up to X+Bridge+KC eventually. But this would be very luck dependent (as all my strategies are, haha). I considered Goons+Lighthouse but Goons is pretty much just a Militia at the beginning of the game. Maybe Urchin+Ghost Ship? Or Warehouse+Urchin+Abassador (via Stonemason)? Honestly, I have no idea. Assuming both players could play a Lighthouse every turn, of course that would change the game drastically. And Possession always lurking out there would screw up any strategy, especially ones with Masquerade or Ambassador.
If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.
If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.
Is there a way? I thought it was still t4 at earliest.
If you have an opponent there's a way. Even if your opponent isn't helpful, it's still possible to win on turn 3.If you prefer luck-dependent strategies, you could always aim to empty the supply on turn 3.
Is there a way? I thought it was still t4 at earliest.
Oh, wait, we're talking about the kingdom with all cards in it again? We've been over this one - upgrade/fortress is dominant.
This might have been answered elsewhere, and people alluded to it in previous posts, but...Does this have anything to do with Celestial Chameleon?
What is the earliest turn in which a game can end? Assume no one quits.
For the sake of discussion, let there be "half turns". I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).
Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
This might have been answered elsewhere, and people alluded to it in previous posts, but...Does this have anything to do with Celestial Chameleon?
What is the earliest turn in which a game can end? Assume no one quits.
For the sake of discussion, let there be "half turns". I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).
Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
...There's still no way to play any Actions on Turn 1, is there?There is. Just play your Necropolis.
This might have been answered elsewhere, and people alluded to it in previous posts, but...Does this have anything to do with Celestial Chameleon?
What is the earliest turn in which a game can end? Assume no one quits.
For the sake of discussion, let there be "half turns". I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).
Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
Celestial Chameleon can end the game before it has even begun.
With 8 players, the game can end on turn 1. The supply starts with 4 copper and 0 estates left. The first two players use $5 hands to buy Cache, and the next four players use overpay to empty the Stonemason pile. Players 7 and 8 never get to play.
IRL, they'd probably try to solve the problem by adding in extra base cards, or pulling out the Intrigue set. If they didn't, though, this is a valid way for the game to end.
With 8 players, the game can end on turn 1. The supply starts with 4 copper and 0 estates left. The first two players use $5 hands to buy Cache, and the next four players use overpay to empty the Stonemason pile. Players 7 and 8 never get to play.
IRL, they'd probably try to solve the problem by adding in extra base cards, or pulling out the Intrigue set. If they didn't, though, this is a valid way for the game to end.
8 players isn't officially supported, and even the highest player count of 6 requires that you have more base cards (e.g. with base + Intrigue). Also, you need to empty 4 piles instead of 3 to end the game.
I only play with 5 players to be nice. I'm not nice enough to play with 6 players.
It's possible to empty the supply in 2 turns with multiple opponents, I forget exactly how many are necessary. If we count each player's turn as a full turn the answer is three. With fractional round you can probably get it down to 1.5, possibly emptying the whole supply.Okay, let's see. 6 players.
You need to empty 4 piles with 6 players.Okay, P4-6 empty the stonemasons.
You need to empty 4 piles with 6 players.Okay, P4-6 empty the stonemasons.
They aren't neccessary, but they make the round fraction lower :DYou need to empty 4 piles with 6 players.Okay, P4-6 empty the stonemasons.
Why do you even need P4-6? Same solution seems to work with 3.
What is the most # of cards that can be in one's deck, in a 2-players game?
What is the most # of cards that can be in one's deck, in a 2-players game?
(Note: if I play 2 Possessions, and the game 3-piles on the first Possession, I don't continue to the second Possession.)
What is the most # of cards that can be in one's deck, in a 2-players game?
(Note: if I play 2 Possessions, and the game 3-piles on the first Possession, I don't continue to the second Possession.)
47?
Young Witch in the BM deck gets you an extra pile.What is the most # of cards that can be in one's deck, in a 2-players game?
At the end of the game, all of them, considering Rats in the supply, Plat+Colony, Potions, Ruins and a full BM deck, plus starting cards for both players (you can steal the starting cards with Masq one by one by placing all your stuff in the NV mat). All madman, spoils and mercenaries (use Rogue to get Urchins and Hermits back from the trash). It is not difficult to empty the supply completely in the last turn by playing 10 highways and 9 KCed-Ironworks drawn from the NV mat. Of course, you should get all the prizes first.
I am lazy to do the exact math.
Easy puzzle:
Two players gain the same Prize in one game. How?
Easy puzzle:
Two players gain the same Prize in one game. How?
------------ Game Setup ------------This might have been answered elsewhere, and people alluded to it in previous posts, but...Does this have anything to do with Celestial Chameleon?
What is the earliest turn in which a game can end? Assume no one quits.
For the sake of discussion, let there be "half turns". I.e. turn 1.0 would be {player 1 does actions, buys, cleans up, etc.}; turn 1.5 would be player 2 does that stuff; turn 2.0 is player 1 doe that stuff; and so on (yes, even though I'm a computer scientist, I'm starting counting at 1, not 0).
Shenanigans (Bakers, Nomad Camp, Black Market, Bane cards, etc.) are allowed.
Celestial Chameleon can end the game before it has even begun.
Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?
Ah, forgot about Rats.Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?
You can get 50, by forging 10 cultists (3 cards each) and 20 rats (1 card each)
Add Overgrown Estate for 51.Follow-up question: What is the maximum number of cards one action card can draw you, other than with Crossroads, Madman, or Storeroom?
Forge by trashing all 10 Cultists for +30 cards?
You can get 50, by forging 10 cultists (3 cards each) and 20 rats (1 card each)
Just play a Scrying Pool and draw all other action cards in the kingdom/BM deck.
On some previous turn played Prince and set it aside with Woodcutter. At the start of your current turn several things are happening, and you're supposed to choose the order. Then you realize playing the Woodcutter first is a mistake. Why?
On some previous turn played Prince and set it aside with Woodcutter. At the start of your current turn several things are happening, and you're supposed to choose the order. Then you realize playing the Woodcutter first is a mistake. Why?
Ruins?Just play a Scrying Pool and draw all other action cards in the kingdom/BM deck.
Ninja'd, but...
...+10 because of rats, +10 because of young witch, +4 because of tournament, +1 because of necropolis, +(n-1) because of the necropolis your (n-1) opponents sent you with masquerade. Am I missing anything else?
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?Could this be accomplished with Trader? I.e. you gain a Prize, reveal Trader, gain silver instead, then gain the same Prize later. I don't think this works though because you gain a silver *instead* of gaining a Prize -- so the first "gain" wasn't really a gain.
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?
I don't think this is technically possible. You can't gain it from the Prize pile because nothing returns stuff into the Prize pile, you can't gain it from the supply because a Prize can't be returned into the supply, and you can't gain it from the trash because nothing gains cards costing $0 from the trash. Am I missing something here?
You can attempt to gain another copy of a Prize if you get Jestered, though.
Can't you just Possession your opponent and Thief yourself?
Can't you just Possession your opponent and Thief yourself?
I though puzzles that involve Possession in the answer are off limits.Can't you just Possession your opponent and Thief yourself?
Yes.
Can't you just Possession your opponent and Thief yourself?
Or they can possess you and trash any prize, for example with forager.
I though puzzles that involve Possession in the answer are off limits.Can't you just Possession your opponent and Thief yourself?
Yes.
You gain the same Prize twice in a game. Your opponent never gains or in any way receives a Prize. How?Could this be accomplished with Trader? I.e. you gain a Prize, reveal Trader, gain silver instead, then gain the same Prize later. I don't think this works though because you gain a silver *instead* of gaining a Prize -- so the first "gain" wasn't really a gain.
I though puzzles that involve Possession in the answer are off limits.
Or they can possess you and trash any prize, for example with forager.
I don't read the OP as saying that Possession can't be involved in any answers, just clarifying the meaning of a single, normal turn for questions that call for it.
You fail to gain the Diadem because it's set aside already. Thief loses track of it.Can't you just Possession your opponent and Thief yourself?
Yes.
You fail to gain the Diadem because it's set aside already. Thief loses track of it.Can't you just Possession your opponent and Thief yourself?
Yes.
Pass it with Masquerade and let Thief steal it after that.
Your opponent never gains or in any way receives a Prize.
Pass it with Masquerade and let Thief steal it after that.Your opponent never gains or in any way receives a Prize.
Oh I see. Carry on.You fail to gain the Diadem because it's set aside already. Thief loses track of it.Can't you just Possession your opponent and Thief yourself?
Yes.
Hm? The person whose Diadem is getting trashed isn't the person being Possessed.
I don't read the OP as saying that Possession can't be involved in any answers, just clarifying the meaning of a single, normal turn for questions that call for it.OP here!
My deck+hand consists of the following, and nothing else:
A Duchies
B Dukes
C Gardens
D Silk Roads
E Estates
F Coppers
Assume (A+B+C+D+E+F) is a multiple of 10 and (A+B+C+D+E) is a multiple of 4 for easy Gardens/Silk Road math.
Gaining 1 of which card -- Duchy, Duke, Gardens, Silk Road, Estate, or Copper -- would give you the most +VP (assume there is at least 1 of that card left for you to gain)?
No shennanigans are in play (Possession, gaining 10 curses from Embargo tokens, etc.) -- just plain, old-fashioned card gaining.
Answer would be in terms of A, B, C, D, E, and F.
Bonus: come up with a similar puzzle that involves Vineyards, action cards, Feodums, silvers, etc.
Buying Duchy can increment all three of Dukes, Gardens and Silk Roads. I guess you can have 12 of two piles and 11 of the other so, 3 + 12 + 12 + 11 for 38.My deck+hand consists of the following, and nothing else:
A Duchies
B Dukes
C Gardens
D Silk Roads
E Estates
F Coppers
Assume (A+B+C+D+E+F) is a multiple of 10 and (A+B+C+D+E) is a multiple of 4 for easy Gardens/Silk Road math.
Gaining 1 of which card -- Duchy, Duke, Gardens, Silk Road, Estate, or Copper -- would give you the most +VP (assume there is at least 1 of that card left for you to gain)?
No shennanigans are in play (Possession, gaining 10 curses from Embargo tokens, etc.) -- just plain, old-fashioned card gaining.
Answer would be in terms of A, B, C, D, E, and F.
Bonus: come up with a similar puzzle that involves Vineyards, action cards, Feodums, silvers, etc.
A- Duchy gives you 3Pt+11+ from the 11 Dukes you bump up. so 14Pt.
D- Silk Road gives you 14 also if you opponents dont pass you their estates via Masquerade or stuff. (11Duchys+11Dukes+11Gardens+11Silkroads+14Estates = 58 but since it has to be a multiple of 4 its 56)
The puzzle says that you are at those multiples from the start, so one card couldn't bump up Gardens or Silk Road.Oh, you're right of course. That's boring!
Here's one:
At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply. At the end of my turn, both piles are empty. I used only one buy (EDIT: and trashed nothing). How did I do it?
Here's one:
At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply. At the end of my turn, both piles are empty. I used only one buy (EDIT: and trashed nothing). How did I do it?
Nine Feasts and a Platinum.
Here's one:
At the start of my turn, there are 10 Ill-Gotten Gains and 10 Curses in the supply. At the end of my turn, both piles are empty. I used only one buy (EDIT: and trashed nothing). How did I do it?
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left. You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything. You don't have any Horn Of Plenty's. How can you win the game on this turn? You have not played Outpost. No shenanigans (Possession, etc.).
(As always, I am thinking of 1 way to do this, but there are probably many.)
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left. You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything. You don't have any Horn Of Plenty's. How can you win the game on this turn? You have not played Outpost. No shenanigans (Possession, etc.).
(As always, I am thinking of 1 way to do this, but there are probably many.)
Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold
EDIT:
Play Loan or Venture, discard Tunnels to gain Golds for the same purpose
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left. You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything. You don't have any Horn Of Plenty's. How can you win the game on this turn? You have not played Outpost. No shenanigans (Possession, etc.).
(As always, I am thinking of 1 way to do this, but there are probably many.)
Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold
EDIT:
Play Loan or Venture, discard Tunnels to gain Golds for the same purpose
Yes, those work! But they were not what I had in mind. What I had in mind does not involve playing any more (treasure) cards that you haven't already played yet at the time of the mentioned circumstances.
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left. You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything. You don't have any Horn Of Plenty's. How can you win the game on this turn? You have not played Outpost. No shenanigans (Possession, etc.).
(As always, I am thinking of 1 way to do this, but there are probably many.)
Play IGG, gain Copper (emptying the pile) to boost your Gardens or Fairgrounds above the treshold
EDIT:
Play Loan or Venture, discard Tunnels to gain Golds for the same purpose
Yes, those work! But they were not what I had in mind. What I had in mind does not involve playing any more (treasure) cards that you haven't already played yet at the time of the mentioned circumstances.
3 piles are already empty. You have a Scheme and a Hermit in play. Don't buy anything, gain a Madman, topdeck Hermit, this boosts your Vineyards over the threshold.
Somehow, you are in your buy-phase with 1000 coins to spend, 100 buys, are losing by 1 VP, and there are plenty of green cards left. You have played a bunch of Counterfeits and Contrabands, to the point where you can't actually buy anything. You don't have any Horn Of Plenty's. How can you win the game on this turn? You have not played Outpost. No shenanigans (Possession, etc.).
(As always, I am thinking of 1 way to do this, but there are probably many.)
EDIT 2: I guess this is technically correct too: you already emptied 3 piles in your Action phase and there's a Province on your Haven/Native Village/Island mat. It returns to your deck at the end of game, giving you enough points to win.
Another one: Native Village was in the Black Market and is now in your deck: How can you get in on your mat?
I knew this one was easy ;) is there actually a way putting it on your NV mat ?Another one: Native Village was in the Black Market and is now in your deck: How can you get in on your mat?
Play Island to put it on the Island mat.
I knew this one was easy ;) is there actually a way putting it on your NV mat ?
I knew this one was easy ;) is there actually a way putting it on your NV mat ?
No way I can think of. Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat. Without gaining anything else, how can I put it on my NV mat. Band of Misfits is not in the supply.
I knew this one was easy ;) is there actually a way putting it on your NV mat ?
No way I can think of. Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat. Without gaining anything else, how can I put it on my NV mat. Band of Misfits is not in the supply.
Opponent Masquerades you a Native Village, you play it and set aside the other NV.
Other answer: BoM was in the Black Market deck.
Yet another answer: BoM was in the supply but now the pile is empty.
I knew this one was easy ;) is there actually a way putting it on your NV mat ?
No way I can think of. Similar question though:
I have 1 Native Village in my deck (including my current hand and any mats) that is not on my NV mat. Without gaining anything else, how can I put it on my NV mat. Band of Misfits is not in the supply.
Opponent Masquerades you a Native Village, you play it and set aside the other NV.
Other answer: BoM was in the Black Market deck.
Yet another answer: BoM was in the supply but now the pile is empty.
Yeppers. I was thinking of your second answer. Hadn't thought of Masquerade as I have always thought that getting a card via Masquerade should be a "gain".
You knew your opponent was going to play followers next turn, had a number of cards in deck equal to 8mod10 (i.e. 8, 18, 28, 38 etc..) and there was 1 estate & 1 province in supply, and no extra buys. If you gained the Duchy, they could gain the estate and province, increasing gardens value and winning. If you gain the estate, they cannot boost their Gardens that turn, and a Province loses them the game. Next turn, you buy the province and win.
You know next turn you have tournament, province and $8, and opponent has <$2 (because you cutpursed him this turn, and he revealed his hand of no coppers). If you buy the duchy now, you get 3pts + 6 next turn=9pts, if you buy estate now, you get 1pt+9 next turn=10pts, allowing you to win by 1 point.
I'm thinking there's simpler solutions though.
You had a Develop and wanted to turn the Estate into both a $3 and a Poor House as part of emptying both piles next turn.
- There's 10 Embargo tokens on the Estate pile. You have Trader in hand. Buying the Estate gives you that and 10 Silvers, which bumps up your Gardens/Feodums.
- You deck consists of only 1 Gold and 1 Silver. You know your opponent will play a Masquerade on his next turn, and for whatever reason giving him anything besides an Estate or a Curse would enable him to buy the last Province and win. Curse pile is out, so you have to buy the Estate to give him. If he buys the Duchy, he'll lose. You buy the Duchy next turn, which 3-piles, and you win.
- There are 2 Silvers left. Estate and Duchy are the only cards in the supply costing 5 or less. You know you can buy a Duchy next turn. You buy the Estate now. Next turn, Trader it for the +2 Silvers, which bumps up your Feodums, buy the Duchy, which 3-piles the game.
I'm sure there are more fringe cases.
I think this one will be pretty easy...
You play an Embargo to put an Embargo token on the Curse pile. Then you buy an Estate, which gives you all 20 curses (it's a 3-player game) due to Embargo tokens being on the Estate pile. You don't do anything else this turn (no more buys, no Possession shenanigans, etc.). How is this possible? (I'm pretty sure this can happen, but not 100% sure as I've never actually done it.)
Yeppers!I think this one will be pretty easy...
You play an Embargo to put an Embargo token on the Curse pile. Then you buy an Estate, which gives you all 20 curses (it's a 3-player game) due to Embargo tokens being on the Estate pile. You don't do anything else this turn (no more buys, no Possession shenanigans, etc.). How is this possible? (I'm pretty sure this can happen, but not 100% sure as I've never actually done it.)
There were 27 Embargo tokens on the Estate pile from 9 King's Courted Embargos.
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...
You are losing in VP. You have 10 buys. You buy and gain all 10 curses. You are now winning in VP. How can this happen? There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...
You are losing in VP. You have 10 buys. You buy and gain all 10 curses. You are now winning in VP. How can this happen? There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.
12 Gardens.
Another easy one (hey, they're not called "Easy Puzzles" for nothin)...
You are losing in VP. You have 10 buys. You buy and gain all 10 curses. You are now winning in VP. How can this happen? There are no on-gain effects going on, no Possession, etc., just plain old fashioned curse buying.
12 Gardens.
Another one: 12 Fairgrounds
Or: 11 Fairgrounds
Or: 6 Fairgrounds
Or: 10 Fairgrounds
Or: 8 Fairgrounds
Or: 7 Fairgrounds
Or: 9 Fairgrounds
Oh hmm in 3p it isn't "all" 10 Curses, is it.If there are 10 left, I would say "all". But maybe my Engrish needs better.
You missed one, Asper.
You missed one, Asper.
Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.
You missed one, Asper.
Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.
Damn. I was just trying to make you check your list compulsively until you realized that I was trolling you.
You could also just have 2+ Goons in play. Puzzle says no on-gain effects, but Goons triggers on buy.The puzzle does say "etc.", in which some would put on-buy effects into.
You missed one, Asper.
Thank you. That should have been "12 Gardens, 1 Fairgrounds". I don't know how this happened.
Damn. I was just trying to make you check your list compulsively until you realized that I was trolling you.
What if i told you that the list was complete and i just claimed to edit it to troll you for trying to troll me? Hypothetically speaking.
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)
Island away your Fairgrounds?
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)
I have no victory cards in my deck (or in play), buy a curse and gain points. How come?
(no on guy/gain effects, outpost, possession etc...)
Goons. It's not an on "guy/gain" effect.
I have edited my first post.
I have edited my first post.
Liar! I went and checked. It doesn't say that it has been edited. http://forum.dominionstrategy.com/index.php?topic=12219.msg447811#msg447811
Your opponent bought the last Province, but then revealed Trader and didn't gain it. The next turn you bought the last Province (then gained it) and won the game.
...or your opponent revealed Watchtower and trashed it.
(couldn't find logs for either of those, so you probably have a different answer)
You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)
Yes. You also had two 4-point fairgrounds and 8 curses for an added net 0. But then they got boosted, so you gained 4 points and won.You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)
But I said my total points were 27, which exactly covers 4 Islands, 3 Provinces, and an Estate. Wrong.
Yes. You also had two 4-point fairgrounds and 8 curses for an added net 0. But then they got boosted, so you gained 4 points and won.You trashed fool's gold for gold, boosting your 2 fairgrounds from 4 to 6 (you also had 8 curses)
But I said my total points were 27, which exactly covers 4 Islands, 3 Provinces, and an Estate. Wrong.
EDIT: another answer: he had 4 more buys and bought 4 curses.
He had 7 highways and 4 hagglers in play and the copper pile was empty?
I suppose another answer is that I could be possessing my opponent to buy the Province, though I'm not sure whether that would count or not. My answer is a simple elegant answer, which can actually happen in a game, and one which may or may not have controversy, but has possible actual applications in certain games.Well, seeing none of us can find it, it must not be so obvious. He did buy the province, not just gain it, right?
If no one can guess it correctly by the next two posts, I'll reveal my answer.
I suppose another answer is that I could be possessing my opponent to buy the Province, though I'm not sure whether that would count or not. My answer is a simple elegant answer, which can actually happen in a game, and one which may or may not have controversy, but has possible actual applications in certain games.Well, seeing none of us can find it, it must not be so obvious. He did buy the province, not just gain it, right?
If no one can guess it correctly by the next two posts, I'll reveal my answer.
I just bought an Estate for $5. On my next turn, I won the game because of that. Why? (this actually happened so you can cheat by searching for my recent games against faust on gokosalvager if you want)
Some obvious answers that didn't actually happen:
- the Duchy pile was empty/embargoed/contrabanded/in a disadvantageous PPR situation, and I needed the point
- Baron was in the kingdom and I needed something to discard
- Something cared about the card's name and having a card named Estate was more beneficial than other options
I can think of at least two other reasons in addition to the reason why I actually did it.
I just bought an Estate for $5. On my next turn, I won the game because of that. Why? (this actually happened so you can cheat by searching for my recent games against faust on gokosalvager if you want)
Some obvious answers that didn't actually happen:
- the Duchy pile was empty/embargoed/contrabanded/in a disadvantageous PPR situation, and I needed the point
- Baron was in the kingdom and I needed something to discard
- Something cared about the card's name and having a card named Estate was more beneficial than other options
I can think of at least two other reasons in addition to the reason why I actually did it.
So, the reason for this was that I wanted to Upgrade something into the last Oracle for the purpose of leveling up Cities at the right time (during my action phase), and Estate was the only $2 card available.
Here's another puzzle:
I have Treasure cards in play during my action phase. Black Market is not in the supply. How is this possible? (didn't actually happen)
Would having a card like Rebuild draw a copper count as having it in play? Adventurer?
Haven. Does that count?
Does trashing cards from your hand put them (temporarily) in play?
Since there is no valid definition of 'score' in dominion until the game ends, when you say the score was 27 to 24 then under the common interpretation which is the one salvager uses, it means 'if the game ended now' the score would be 27 to 24, which is not the case. Also, if you want to only count things in your deck the 2VP from each island does not count either as they are not in your deck and you only get point for victory cards in your deck at the end of the game.
Would having a card like Rebuild draw a copper count as having it in play? Adventurer?
Haven. Does that count?
Does trashing cards from your hand put them (temporarily) in play?
Those don't count.
Would having a card like Rebuild draw a copper count as having it in play? Adventurer?
Haven. Does that count?
Does trashing cards from your hand put them (temporarily) in play?
Those don't count.
Unless you count Coin Tokens as Treasures, I don't see an answer.
All the Black Markets have been bought.
All the Black Markets have been bought.
If that's the answer, I will be sad. But that might be technically true.
All the Black Markets have been bought.
If that's the answer, I will be sad. But that might be technically true.
That's the answer.
The better answer is that you got black market out of the black market deck.
It's like someone took everything of yours away, and replaced it with something not quite as good.The better answer is that you got black market out of the black market deck.
Or as a prize from tournament.
EDIT: Damn, I am not a jester anymore, but a saboteur. Enough with the jokes now. Everything sucks.
Island takes all cards outside of your deck until the end of the game. It says that it returns all cards to your deck at the end of the game, and even though the VP is still there, it will not physically be in your deck. It takes 4 Victory Cards in your deck for Silk Road to count VP.
(http://wiki.dominionstrategy.com/images/thumb/f/fd/Island.jpg/200px-Island.jpg) (http://wiki.dominionstrategy.com/images/thumb/f/f6/Silk_Road.jpg/200px-Silk_Road.jpg)
I've explored the options of Gardens, but you need at least 12 cards to get +2 with Gardens, and that means +1 VP for the 3 Gardens, revealing the ruse.
I can see the debate here, and it's all up to what Donald X. says. It doesn't change the game either way, it's just an interesting niche.
It's like someone took everything of yours away, and replaced it with something not quite as good.The better answer is that you got black market out of the black market deck.
Or as a prize from tournament.
EDIT: Damn, I am not a jester anymore, but a saboteur. Enough with the jokes now. Everything sucks.
Donald. We need you.http://xkcd.com/169/
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?We bought out the Black Markets. I Procession my only Black Market, Graverobber it back, then Masquerade it to my opponent (who does not give me one back, phew).
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?
Donald. We need you.http://xkcd.com/169/
Donald. We need you.http://xkcd.com/169/
Did... Did you just rip my arm off?
Serious question though. Do Islanded cards count as part of your deck? Would Silk Road count these Islanded cards before the game ends? It doesn't matter at all cuz points only matter in the end of the game, but it would be cool to know regardless.
Serious question though. Do Islanded cards count as part of your deck? Would Silk Road count these Islanded cards before the game ends? It doesn't matter at all cuz points only matter in the end of the game, but it would be cool to know regardless.Your deck is that pile of cards in front of you. It doesn't include your hand, discard pile, cards in play, or set aside cards. I feel like this must be clear in the rulebook, but hey maybe you have a foreign version with a bad translation.
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?We bought out the Black Markets. I Procession my only Black Market, Graverobber it back, then Masquerade it to my opponent (who does not give me one back, phew).
You have treasure cards in play during your action phase. Black Market isn't in the supply nor in the trash. If you don't play anymore cards and the game ends after your turn, then you wouldn't end up with any Black Markets in your deck. How is this possible?
Procession. You've played your Treasures, but haven't finished resolving the second Black Market play, so it isn't in the trash yet.
Would Silk Road count these Islanded cards before the game ends?
Donald. We need you.http://xkcd.com/169/
Did... Did you just rip my arm off?
Donald. We need you.http://xkcd.com/169/
Did... Did you just rip my arm off?
I don't see what that was about, either.
According to the wiki, Prosperity only comes with 8 coin tokens for the Trade Route mat. What was the most Trade Route could be worth when Prosperity was released? What is the most it could be worth now?
Bonus: In a random game, what is the chance that the 8 coin tokens from Prosperity aren't enough?
You missed Duke, for 11.
Is the randomization method for adding Colonies based on kingdom cards the official rule, or just a suggestion in the rule book? If the former, then the correct answer for max value would actually be 13, because Colonies would be absent. I actually hadn't thought of that until you mentioned it.
Otherwise, correct! Including the choice not to try the probabilities. ;)
For the probabilities question, feel free to exclude Young Witch and Black Market.
New easy puzzle: There are no VP token cards in the game. I play Trade Route but it produces $0. At this point in the game, what is my maximum possible score?
For the probabilities question, feel free to exclude Young Witch and Black Market.
New easy puzzle: There are no VP token cards in the game. I play Trade Route but it produces $0. At this point in the game, what is my maximum possible score?
18, with Masquerade and six players.
You're assuming passing all the starting Estates to you?For the probabilities question, feel free to exclude Young Witch and Black Market.
New easy puzzle: There are no VP token cards in the game. I play Trade Route but it produces $0. At this point in the game, what is my maximum possible score?
18, with Masquerade and six players.
@Dingan: The card has potion in its cost?
Talisman
How can this happen?
How can this happen?
gagillion may be not enough for double buy :P
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,
Also, there are 2 Grand Markets in supply.
You have 11 coins in solid currency, and the rest of your gagillion is provided with coppers.
So you can only buy one GM after you either bought a Mint or a Mandarin.
Edit: doesn't actually matter whether you have any non-copper economy or not.
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,
Bringo!
I had considered other flavors of this question:
- If you play a Contraband, opponent names a card, but you can still buy something from any pile, how can this happen?
- During your action phase, you have 2 Golds in your hand, but you guaranteed cannot buy a Grand Market during your upcoming buy phase, how can this happen?
The supply pile is Knights or Ruins with 2 different named cards ledt. You've played Contraband and the opponent named the bottom card,
Bringo!
I had considered other flavors of this question:
- If you play a Contraband, opponent names a card, but you can still buy something from any pile, how can this happen?
- During your action phase, you have 2 Golds in your hand, but you guaranteed cannot buy a Grand Market during your upcoming buy phase, how can this happen?
- Your opponent named a card that aren't in a supply pile.
- You have a Copper in play from a Black Market play.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
Perfect.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
Perfect.
He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds. Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
Perfect.
He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds. Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.
Those are separate actions outside of the attack.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
Perfect.
He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds. Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.
Those are separate actions outside of the attack.
So is you revealing Market Squares.
An opponent's Saboteur hits one of your cards. You have a standard 5 card hand. As a result of this attack, you gain 16 Gold. How is this possible?He has a Highway in play, the Saboteur skips over 8 Tunnels and hits a Cultist, whose on-trash effect gives you three extra cards and then you discard 8 Market Squares from your hand.
Perfect.
He hits your Cultist, which gives you your 3 Madmen, enabling a megaturn in which you gain like 50 golds. Without the extra 3 Madmen, you wouldn't have been able to do this, therefore this is a "result" of him playing Saboteur.
Those are separate actions outside of the attack.
So is you revealing Market Squares.
I can think of 3 different situations in which when you play a Tournament, and your opponent reveals a Province, why you would want to play a second Tournament. What are they? Are there more?
Note: Mercenary and Militia are the same "situation" -- they both make your opponent discard down to 3; Library and Jack are the same "situation" -- they both draw up to X; etc.
EDIT: 4 situations
EDIT: Ok, I realize that "situation" is a very ambiguous term, and can be defined many ways. Basically, when is it an obvious strategic move to play the second Tournament, without the need for the planets to align?
Use something like Oasis to discard it, then trigger a shuffle while it's the only card in your discard pile with, for example, Mystic.
KC+Scavenger also works.
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.
Haven doesn't work, though, because the card is set aside between your turns.
guarantee to have the Band card in your hand every turn for the rest of the game
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.
Haven doesn't work, though, because the card is set aside between your turns.
Sure, it doesn't protect you from Young Witch. Who said anything about protecting yourself from Young Witch though? It does meet this requirement:guarantee to have the Band card in your hand every turn for the rest of the game
Solution 1: The Bane card is Scheme. You play it every turn and use it to set itself on top of your deck.Yeah, I just kind of threw these out there without checking if they work. I looked at them again in the case the rest of my deck is a shuffled pile of Ruins, Curses, and whatever else I want/need to have.
Solution 2: You play KC/Scheme and the Bane card, choosing to set all three on top of your deck at the end of your turn.
Solution 3: You play Haven and set aside the Bane card.
Solution 4: You discard the Bane card during your turn, then use Inn/Herald/Scavenger to put it on top of your deck for next turn.
Solution 5: You play Courtyard/Mandarin/Count each turn, placing the Bane on top of your deck.
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.
Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.
Sounds like a rather short game. Or do you Ambassador it back each turn?
Maybe you've bought exactly 6 Provinces and an Estate, but your opponent has all the Duchies and the Estates are low. You've taken some Curses and probably can't buy another Province this game. But, if you can 3 pile without taking a Curse ever, your opponent can't buy the last Province or he'll lose. Kind of convoluted though I'm sure there's a simpler reason you wouldn't just lose. Maybe it's your only hope e.g. Plat+FG and you can buy Mandarin assuring you draw a Silver for the Province you need to win eventually, without taking the critical Curse that would mean you lose when you buy it.Solution 6: Buy Mandarin every turn, with the Bane being a Treasure(Fool's Gold, Loan, Masterpiece) and with sufficient other Treasure to buy Mandarin next turn.
Sounds like a rather short game. Or do you Ambassador it back each turn?
Well, while you're engaging in this complicated Mandarin/Bane golden deck, your opponent is buying all the Provinces.
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.Yeah, Prince helps a lot actually. Solution 5 works, just Prince whatever Action card it is(with Highway, maybe) and don't draw any more cards this turn. Similarly, Solution 4 also works, Prince a discard action and Scav.
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.
Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.
Solution..8?
Your opponent has no cards in their deck, but has Prince'd a Stonemason, so they can never buy/gain anything besides a curse or copper (unless you give them something). Your deck has 5 cards, including 1 Bane. You never gain anything else.
As an aside... you can win this game if a pile is empty besides coppers/curses, you have Watchtower, and are ahead in VP (you have 1 Duchy). I.e. you can 3-pile, while keeping your deck at 5 cards, and win.
Not unless he Masquerades it to you... I think that's cheating though. Bishop/WT/Gold/Gold/Gold seems like it could win games, with the every turn Bane being relevant.Solution 7(although its sort of a variation of another solution): You prince a scheme and topdeck your bane card each turn.
Solution..8?
Your opponent has no cards in their deck, but has Prince'd a Stonemason, so they can never buy/gain anything besides a curse or copper (unless you give them something). Your deck has 5 cards, including 1 Bane. You never gain anything else.
As an aside... you can win this game if a pile is empty besides coppers/curses, you have Watchtower, and are ahead in VP (you have 1 Duchy). I.e. you can 3-pile, while keeping your deck at 5 cards, and win.
This is so overly complicated and hyper-specific, and involves the opponent being in a nonsensical position.
It can be much simpler. You have fewer than 6 cards total, and one is the bane. You also have Watchtower (maybe as the bane itself) which prevents you from receiving any junk. Or, there is no way remaining for you to get junk (no attacks other than YW, or the relevant piles are already empty).
Why would it ever be a good idea to play a Bank before other treasures? I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.
Why would it ever be a good idea to play a Bank before other treasures? I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.
Before any treasures, or before some treasures? Because if it's just some, I can think of HoP off of the top of my head.
Why would it ever be a good idea to play a Bank before other treasures? I can think of 2 distinct situations (but there are probably more), 1 of which involves a reaction card and 1 of which does not.Two Banks. You want to play one of the Banks before the other one.
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.
I don't see any reaction-shenanigans where playing the other treasures after the bank is better.
Extension of HoP: you intend to use HoP to gain a Mandarin and top-deck the Bank, but you don't want to top-deck your weaker treasures like Coppers, so you play them after HoP and therefore after Bank.
Extension of HoP: you intend to use HoP to gain a Mandarin and top-deck the Bank, but you don't want to top-deck your weaker treasures like Coppers, so you play them after HoP and therefore after Bank.
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.
I don't see any reaction-shenanigans where playing the other treasures after the bank is better.
Ok, the Bank after Bank solution is lame. Not what I was thinking. Though I guess technically it works.
Why specifically would you want to play a Bank before some other treasure, even with Black Market?
I also had the two banks, and all sorts of scenario's with Black Market. I don't know for how many you want to count those.
I don't see any reaction-shenanigans where playing the other treasures after the bank is better.
Ok, the Bank after Bank solution is lame. Not what I was thinking. Though I guess technically it works.
Why specifically would you want to play a Bank before some other treasure, even with Black Market?
You play Black Market and have Bank in hand. You play Bank to help buy stuff from the Black Market. After, you play more cards and draw more treasure, which you play in the Buy phase after Bank has already been played.
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.
That works! Guess I'll point out what I had in mind, which is fairly different:
You you have several buys and a lot of money to spend. You play your Bank(s). You overpay for a Masterpiece to gain several silvers. You then buy a couple Cultists (or, similarly, gain them via overpaying for Stonemason), but trash them via Watchtower. This draws you the silvers you had just gained. Perhaps you are ending the game on piles with the silvers, and buying a Province, which is why you didn't simply buy Provinces with all your money in the first place.
You have no Treasures in your deck or discard pile. You Counterfeit a Bank, trashing it to activate a Market Square, gaining a Gold. You then play Venture to get and play the Gold.
That works! Guess I'll point out what I had in mind, which is fairly different:
You you have several buys and a lot of money to spend. You play your Bank(s). You overpay for a Masterpiece to gain several silvers. You then buy a couple Cultists (or, similarly, gain them via overpaying for Stonemason), but trash them via Watchtower. This draws you the silvers you had just gained. Perhaps you are ending the game on piles with the silvers, and buying a Province, which is why you didn't simply buy Provinces with all your money in the first place.
Once you've started buying cards in your buy phase, you can't play any more Treasures. So even if there was a point in getting those Silvers into your hand, you wouldn't be able to play them, and the Bank(s) would still be last.
Oh right, duh. Welp, I'm done with making puzzles for now then.
Oh right, duh. Welp, I'm done with making puzzles for now then.
I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away). How?
I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away). How?I'm guessing Mint or Mandarin are incorrect answers?
Oh right, duh. Welp, I'm done with making puzzles for now then.
I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away). How?
Buy it from the Black Market and put the Coppers in play later.
I bought a Grand Market this turn, but I also have coppers in play (they are still in play -- they weren't Counterfeited away). How?I'm guessing Mint or Mandarin are incorrect answers?
Easy puzzle: Name the missing letter(s) from the following card names:
Min _
They are all like that dude.Easy puzzle: Name the missing letter(s) from the following card names:
Min _
This is not an easy puzzle.
I'm not complaining, it's just that ashersky previously said he wished the puzzles here were easier and specifically said these were easy. I mean, it's not like that one was particularly difficult either. Mostly a joke about certain easily confused cards, otherwise I would have done the same for steward/stables.They are all like that dude.Easy puzzle: Name the missing letter(s) from the following card names:
Min _
This is not an easy puzzle.
They are all two cards.I'm not complaining, it's just that ashersky previously said he wished the puzzles here were easier and specifically said these were easy. I mean, it's not like that one was particularly difficult either. Mostly a joke about certain easily confused cards, otherwise I would have done the same for steward/stables.They are all like that dude.Easy puzzle: Name the missing letter(s) from the following card names:
Min _
This is not an easy puzzle.
Oh! That's pretty cool. I can't see the others right away though.They are all two cards.I'm not complaining, it's just that ashersky previously said he wished the puzzles here were easier and specifically said these were easy. I mean, it's not like that one was particularly difficult either. Mostly a joke about certain easily confused cards, otherwise I would have done the same for steward/stables.They are all like that dude.Easy puzzle: Name the missing letter(s) from the following card names:
Min _
This is not an easy puzzle.
Well the H_ _ _ _ one has at least four.This is why mic is so good at dominion. I had trouble thinking of even 1, now I can think of 3, one of which isn't a kingdom card.
Well the H_ _ _ _ one has at least four.This is why mic is so good at dominion.
Easy puzzle: Name the missing letter(s) from the following card names:
Min _
Well the H_ _ _ _ one has at least four.This is why mic is so good at dominion.
Crossword solving: a transferable skill. Put it in your _ _ !
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.You want a 3-card hand so that you are pillage-proof! Or to avoid triggering a reshuffle.
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.You want a 3-card hand so that you are pillage-proof!
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
You want to turn them into Adventurers with Procession.
You don't want them to clog up your deck during your outpost turn?
Or to avoid triggering a reshuffle.
Why would you want to play multiple outposts in one turn, not counting things that just like playing actions (Peddler, Conspirator, etc.), and not counting things that just like different cards.
You want to turn them into Adventurers with Procession.
I'm meaning things that you can't any other generic $5 action for, it has to be Outpost.
During my buy phase, I buy one Knight and, as a result, I gain the top two cards from the Knights pile.
How?
During your turn, a card is in the trash, then later in the same turn, you buy the card. How?
During your turn, a card is in the trash, then later in the same turn, you buy the card. How?Graverobber then Ambassador.
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.
During my buy phase, I buy one Knight and, as a result, I gain the top two cards from the Knights pile.Haggler+Squire+Watchtower.
How?
During your turn, a card is in the trash, then later in the same turn, you buy the card. How?
Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.
Then play 2 Hagglers.Buying a non-Martin knight with Haggler in play, revealing Martin, gaining Martin off Haggler.That's a partial solution, but not quite sufficient. You'd resolve the Haggler's effect before you gained the top Knight, so Sir Martin wouldn't be available to gain yet. You need a component or two more to make it work.
Okay so, buy Dame Anna or whoever with Haggler, gain Squire from Haggler, trash Squire with Watchtower, gain… no, Dame Anna is still on top, so you gain her from the Squire and then your buy… fizzles? I'm actually not sure what happens in this situation, but the buy fizzling seems more likely than it being transferred to the next Knight down.
You have ten Hagglers in play, buy a Knight, gain ten Squires, explode them with Watchtower and gain all ten Knights.
Then the game ends on piles. Hope you planned for that.
That works!Okay so, buy Dame Anna or whoever with Haggler, gain Squire from Haggler, trash Squire with Watchtower, gain… no, Dame Anna is still on top, so you gain her from the Squire and then your buy… fizzles? I'm actually not sure what happens in this situation, but the buy fizzling seems more likely than it being transferred to the next Knight down.Then play 2 Hagglers.
Play Highway, Play Haggler, Play Gold, Play Talisman.Yup, that's it!
Buy Sir Michael.
Choose to resolve Talisman's on Buy effect first.
Gain Sir Michael. (reveal Sir Martin)
Resolve Haggler's on Buy effect.
Gain Sir Martin.
I never thought about how Gaining from an On-Buy effect actually ends up Gaining in reverse order.And now let us drive it from our minds.
I never thought about how Gaining from an On-Buy effect actually ends up Gaining in reverse order.And now let us drive it from our minds.
Some of the last few puzzles have been very good. Thanks to those that posted them!
(I won't give names in case I forget someone and then they get upset and then there's drama)
You have a Followers in your hand. Ignoring Actions required, I play four cards and force you to give it to me. What did I play, and what else was in your hand?
You have a Followers in your hand. Ignoring Actions required, I play four cards and force you to give it to me. What did I play, and what else was in your hand?
Militia, Cutpurse, Cutpurse, Masquerade when you have a hand of Followers, Copper, Copper, Copper, Copper
You have a Followers in your hand. Ignoring Actions required, I play four cards and force you to give it to me. What did I play, and what else was in your hand?
Militia, Cutpurse, Cutpurse, Masquerade when you have a hand of Followers, Copper, Copper, Copper, Copper
Note that you have to be *forced* to give it. You could easily discard it to the Militia.
KC-cutpurse-cutpurse-masquerade
In a 2-player game, no Bakers, how can I have $8 to spend on my second turn of the game? (I can think of 2 ways, but there may be more.)
Bonus question: In a 2-player game, no Bakers, what is the most coins a player can have to spend on their second turn?
In a 2-player game, no Bakers, how can I have $8 to spend on my second turn of the game? (I can think of 2 ways, but there may be more.)
Bonus question: In a 2-player game, no Bakers, what is the most coins a player can have to spend on their second turn?
Solution 1:
Opponent's turn 1: buy Noble Brigand, you discard 2 Estates and gain a Copper
Your turn 1: buy Death Cart, draw 3 Coppers, shuffle, draw Death Cart and a Copper
Opponent's turn 2: buy Chancellor
Your turn 2: play Death Cart and 4 Coppers, have $9
Solution 2: Replace Death Cart with Coppersmith, have $8
Solution 3:
Use Shelters.
Opponent's turn 1: buy Noble Brigand, you discard 2 Coppers
Your turn 1: buy Stonemason, overpay for $1, gain two Poor Houses, draw Necropolis, Hovel, Overgrown Estate, shuffle, draw two Poor Houses
Opponent's turn 2: buy Moat
Your turn 2: play Necropolis, play Poor House, play Poor House, have $8
Bonus for including Moat.
Bonus for including Moat.
Easy: Your opponent buys it in turn 2.
Bonus for including Moat.
Easy: Your opponent buys it in turn 2.
I meant bonus for the solution.. he had included that.
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.
Using only the gameplay of Dominion, how can Romeo send a message to Juliet?
Whose turn is it? I'm presuming it's Juliet's? (I'm also presuming that you just chose arbitrary character names and there's no actual connection to the Shakespeare play.)
Maybe Juliet plays a discard attack (Goons is the most likely) and Romeo just happens to have the cards from the two piles Juliet needs to empty in his hand. He makes a big deal about discarding them and does so one at a time.
Whose turn is it? I'm presuming it's Juliet's? (I'm also presuming that you just chose arbitrary character names and there's no actual connection to the Shakespeare play.)Any player's turn is acceptable, and yes, the characters are completely arbitrary. Another way of phrasing the problem would read, "find a way to encode messages in Dominion".
Maybe Juliet plays a discard attack (Goons is the most likely) and Romeo just happens to have the cards from the two piles Juliet needs to empty in his hand. He makes a big deal about discarding them and does so one at a time.
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.
Using only the gameplay of Dominion, how can Romeo send a message to Juliet?
Romeo and Juliet are playing a 4-player game of Dominion. Romeo has spotted a complicated forced-win for Juliet and desperately wants to tell her, but he remains silent as he shouldn't upset the other players.
Using only the gameplay of Dominion, how can Romeo send a message to Juliet?
So.. is the puzzle how can Romeo tell Juliet something (i.e. give her information) without giving any information to the other players? And it's Juliet's turn? If I'm understanding this correctly...
During Juliet's turn, she has played some number of Torturers so that the other players (players A and B) don't have any cards in hand, but Romeo was unaffected because of Moat . Juliet then starts Thrown-Rooming some Masquerades so that the players pass cards in a circle. Every card that players A or B receive must then be passed along upon next Masquerade. If Juliet passes that same card to Romeo that she had received prior, that's a 0; passes a different card, that's a 1. They continue to communicate via binary until some sort of message is fully constructed. However, because player A doesn't know what was passed from Juliet to Romeo (through player B), or vice-versa for player B, neither of A nor B are able to know any of the bits.
How does Juliet know Romeo is trying to send her a message?
And the other players wouldn't notice this?How does Juliet know Romeo is trying to send her a message?
Why else would he reveal his Reactions multiple times?
And the other players wouldn't notice this?How does Juliet know Romeo is trying to send her a message?
Why else would he reveal his Reactions multiple times?
What is the most things you can do (play, gain, draw, etc) to a single card without losing track of it? And which card is it?
What is the most things you can do (play, gain, draw, etc) to a single card without losing track of it? And which card is it?
And the other players wouldn't notice this?How does Juliet know Romeo is trying to send her a message?
Why else would he reveal his Reactions multiple times?
I play 1 and only 1 Thrown Room this turn, and I use it on a Tactician. But this Thrown Room stays in play (in 'duration') until next turn. How?
I play 1 and only 1 Thrown Room this turn, and I use it on a Tactician. But this Thrown Room stays in play (in 'duration') until next turn. How?
It was played with KC and used on another Duration, too? It was Processed, gained from the trash and played on another duration? The card "Thrown Room" is not Throne Room, but a Lighthouse (Room) you threw on the table? You forgot to clean it up? You cheat?
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.
Edit: Here's a hint: I can reach the first number even when Lighthouse is out.
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.
Edit: Here's a hint: I can reach the first number even when Lighthouse is out.
Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.
Edit: Here's a hint: I can reach the first number even when Lighthouse is out.
Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?
Sure, but the majority of Reactions cares about other things then playing an attack.
TheOthin gave a perfectly valid answer.
Though Trader becomes less stupid if it helps emptying the Silver pile to end the game early. Also it's possible to have Tunnel in there instead of Moat (Dame Natalie, or Highway/Saboteur, for example).
Here's one: Use the maximum number of different Reactions in the course of a single attack.
Alsio, what is the max you can get before the attack even takes place?
I got to 8 and 7 , respectively.
Edit: Here's a hint: I can reach the first number even when Lighthouse is out.
Can't your opponent just play a bunch of Council Rooms or Governors, giving you a bunch of reaction cards in hand, then play an attack which causes them to react?
Sure, but the majority of Reactions cares about other things then playing an attack.
TheOthin gave a perfectly valid answer.
Though Trader becomes less stupid if it helps emptying the Silver pile to end the game early. Also it's possible to have Tunnel in there instead of Moat (Dame Natalie, or Highway/Saboteur, for example).
I guess I might not understand the puzzle. I can play 10 reactions from 1 attack -- I have 5 Traders in hand, opponent plays 5 Council Rooms, I draw 5 more Traders, opponent plays Witch, I reveal a Trader to instead gain a Silver, then continue to react other 9 Traders in the same way for this Silver. I could do something similar with Secret Chamber, etc.
Imagine a swindler game, where t is 20 turns, and x is the number of f**ks I give. As t increases, x approaches 0.
Given
x = 1; t = 0
and
x = 0; t = 20
What is x when t = 7?
Imagine a swindler game, where t is 20 turns, and x is the number of f**ks I give. As t increases, x approaches 0.
Given
x = 1; t = 0
and
x = 0; t = 20
What is x when t = 7?
Trick question. It says t=20 turns at the start, so all the other parts of the question that say "t = 0" or "t = 7" are already false.
Your hand is just two cards - one gives choices, one doesn't stack with Throne Room. An opponent plays an attack. You play the choice card, taking a different choice then you would have taken if the player had not played the attack. What are your cards, what is the attack?
Your hand is just two cards - one gives choices, one doesn't stack with Throne Room. An opponent plays an attack. You play the choice card, taking a different choice then you would have taken if the player had not played the attack. What are your cards, what is the attack?
Torturer could push you into trashing with Steward instead of one of the other options. Dunno about the second card though.
The intended solution might also involve Margrave (which still impacts a 2 card hand) and draw-to-X (which doesn't stack with Throne Room).
Do I have to play the choice card immediately? If not:
My two cards were Minion and Duplicate. I was going to play Minion for coins followed by Duplicate, just to get it onto the Tavern mat. But you played Margrave, allowing me to draw Necropolis (or some other village). I am thus able to play Necropolis and Duplicate before playing Minion to redraw.
Edit: My two cards are Minion and Vault. I really want to buy a $5 card. I plan on discarding with Minion because I expect Vault will only draw junk (and only reach $4 with Minion). You play Torturer, giving me a Curse in hand. Now I can play Minion for +$2 followed by Vault to reach $5.
Note, Vault actually does have a difference with Throne Room, but only with opponents. You could have a similar scenario but with Secret Chamber and only wanting to hit $3, or maybe have a Merchant Ship in play or something.
Do I have to play the choice card immediately? If not:
My two cards were Minion and Duplicate. I was going to play Minion for coins followed by Duplicate, just to get it onto the Tavern mat. But you played Margrave, allowing me to draw Necropolis (or some other village). I am thus able to play Necropolis and Duplicate before playing Minion to redraw.
Edit: My two cards are Minion and Vault. I really want to buy a $5 card. I plan on discarding with Minion because I expect Vault will only draw junk (and only reach $4 with Minion). You play Torturer, giving me a Curse in hand. Now I can play Minion for +$2 followed by Vault to reach $5.
Note, Vault actually does have a difference with Throne Room, but only with opponents. You could have a similar scenario but with Secret Chamber and only wanting to hit $3, or maybe have a Merchant Ship in play or something.
My solution only plays the choice card, but Duplicate/Minion is okay. Vault draws two cards, so it stacks with Throne Room. Or am i misunderstanding something?
Could be Torturer, Hamlet, Library... Not sure if discarding two cards instead is what was meant by different choice.
My two cards are Count and Secret Chamber (or Watchtower, or Library, or whatever). I was going to use Count to discard SC, but you played Margrave and I drew a card worth saving (maybe with the help of Secret Chamber) so I topdeck with Count instead.
Time for some Lagrange multipliers!
Optimization function: VP(x,y)=x*y+3*x
Constraint: z(x,y)=x+y=constant
dz/dy=dz/dx=1
dVP/dy=x,dVP/dx=3+y
These vectors must be in the same direction, with a Lagrange multiplier -L applied:
(dz/dx,dz/dy)=L(dVP/dx,dVP/dy)=(L dVP/dx,L dVP/dy)
L dVP/dx=dz/dx, L dVP/dy=dz/dy
1=Lx, L=1/x
1=(3+y)/x, x=3+y
23456
23456
2345
345678
23456
What's the next set of numbers, and what is the pattern?
23456
23456
2345
345678
23456
What's the next set of numbers, and what is the pattern?
123456
23456
23456
2345
345678
23456
What's the next set of numbers, and what is the pattern?
Time for some Lagrange multipliers!
Optimization function: VP(x,y)=x*y+3*x
Constraint: z(x,y)=x+y=constant
dz/dy=dz/dx=1
dVP/dy=x,dVP/dx=3+y
These vectors must be in the same direction, with a Lagrange multiplier -L applied:
(dz/dx,dz/dy)=L(dVP/dx,dVP/dy)=(L dVP/dx,L dVP/dy)
L dVP/dx=dz/dx, L dVP/dy=dz/dy
1=Lx, L=1/x
1=(3+y)/x, x=3+y
This is my favorite answer, which I actually like to put in non-calculus terms:
VP(x,y) = xy + 3x = (x)(y+3)
Let (x) and (y+3) be the sides of a rectangle, so that VP is the area of the rectangle. You want to maximize the area of the rectangle with a constant perimeter (perimeter is constant because perimeter = 2(x) + 2(y+3) = 2z+6 = constant). Everyone knows that with a given perimeter, the largest rectangle you can make is a square. So x = y + 3.
23456
23456
2345
345678
23456
What's the next set of numbers, and what is the pattern?
23456
(0)123456
2345
...right?
It's the costs of all kingdom supply cards in each set by release date, yeah? Except Alchemy's not in there because the prices are all weird.
23456
23456
2345
345678
23456
What's the next set of numbers, and what is the pattern?
23456
(0)123456
2345
...right?
It's the costs of all kingdom supply cards in each set by release date, yeah? Except Alchemy's not in there because the prices are all weird.
Skipping Alchemy was supposed to be a clue that I was skipping small sets, so the next set would be Dark Ages.
I mean, you could just as easily say "Everyone knows that f(x,y) is optimized subject to the constraint g(x,y) when Df = c*Dg."Well, it would be easiest to just say "Everyone knows x=y+3." But that would be boring.
I mean, you could just as easily say "Everyone knows that f(x,y) is optimized subject to the constraint g(x,y) when Df = c*Dg."Well, it would be easiest to just say "Everyone knows x=y+3." But that would be boring.
You have to start somewhere though, otherwise you can't get anywhere. Whether you start at knowing squares are optimizers or parabolas are maximized at the vertex or functions are optimized with respect to a constraint if their gradient vectors are proportional just depends on how much of the underlying mathematics you want to show.
Band of Misfits consist of heavy drinkers. How can you tell?Because they can never remember what they did the last time they went out?
Band of Misfits consist of heavy drinkers. How can you tell?Because they can never remember what they did the last time they went out?
Once they're on the Tavern mat you can't call them back (I think that's how BoM works with reserve cards)
Though I think that might mean that they're all lightweights.
About the question how much space is needed for maximum setup:
Maximum setup includes:
10 kingdom cards, one of which is Black Market
1 bane card
copper, silver, gold, estate, duchy, province
colony, platin, potion
curses, ruins
spoils, mercanary, madman, prices
black market pile
trash pile
Pirate ship, island, native village mats (6 each)
6 vp mats and trade route mat
This comes to a total of 28 piles, 25 play mats (with 7 of them actually being quadratic) and 6 play areas.
I'm pretty sure i didn't forget anything.
I'm sure I missed something. I had to use 3 events to get all the Tokens from Adventures. The Black Market deck became fairly random after the first few.About the question how much space is needed for maximum setup:
Maximum setup includes:
10 kingdom cards, one of which is Black Market
1 bane card
copper, silver, gold, estate, duchy, province
colony, platin, potion
curses, ruins
spoils, mercanary, madman, prices
black market pile
trash pile
Pirate ship, island, native village mats (6 each)
6 vp mats and trade route mat
This comes to a total of 28 piles, 25 play mats (with 7 of them actually being quadratic) and 6 play areas.
I'm pretty sure i didn't forget anything.
What are the new maximums after the release of Adventures :-) ?
I buy a Bank, and thus gain a King's Court. Explain.
I buy a Bank, and thus gain a King's Court. Explain.
Haggler and Quarry?
I start the buy phase with no cards in hand. I finish it with some cards in hand. How did I do it?
I start the buy phase with no cards in hand. I finish it with some cards in hand. How did I do it?
Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.
I start the buy phase with no cards in hand. I finish it with some cards in hand. How did I do it?
Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.
Yep, this is what I was thinking. I'm not sure if there are other ways to do it.
I start the buy phase with no cards in hand. I finish it with some cards in hand. How did I do it?Overbuy a Doctor, trashing Cultist, Rats, or Fortress from the top of your deck.
I start the buy phase with no cards in hand. I finish it with some cards in hand. How did I do it?"the buy phase"... like there's only one.
I start the buy phase with no cards in hand. I finish it with some cards in hand. How did I do it?
Using coins accumulated earlier, you buy a Bonfire, trashing a Cultist, Rats, or Fortress in play.
Yep, this is what I was thinking. I'm not sure if there are other ways to do it.
Highway--> Messenger --> Lost city
Actually, this only draws you one card, but I feel there must be something like it to get more.
You have no cards in play at all, but you gain two different action cards in your Buy phase. The second card is more expensive than the first. What did you do?
You have no cards in play at all, but you gain two different action cards in your Buy phase. The second card is more expensive than the first. What did you do?
Spend a bunch of coin tokens, overpay for Stonemason and gain the last Poor House in the pile. Alternatively, spend a bunch of coin tokens, overpay for Doctor, trash two Catacombses and gain a Moat and a Scout.
You have no cards in play at all, but you gain two different action cards in your Buy phase. The second card is more expensive than the first. What did you do?
You have no cards in play at all, but you gain two different action cards in your Buy phase. The second card is more expensive than the first. What did you do?
On your last turn you played Procession-Procession-Wharf-Merchant Ship
The other two work. My solution doesn't use coin tokens, Stonemason or Ruins. Also, you only buy one thing!
Buy a Squire for $0 because of a previously bought Ferry and trash it to Watchtower.
Alms also works in place of Ferry.
Travelling Fair, Alms, Port.
No coin tokens, no durations, no reserve cards. You play Vault (with no tokens on it), discarding your entire hand for $6 to spend. In your buy phase, gain any number of action cards with a total cost of $12.
...
That's good. My solution doesn't use Alms.
The only Treasures in my deck are three Golds.
I play them to Storyteller and draw 10 cards.
Later that turn, I play them again and buy a Province.
How?
I play Walled Village, then two more Actions. I play those same three cards again next turn, having put all of them on top of my deck. How?
I play Walled Village, then two more Actions. I play those same three cards again next turn, having put all of them on top of my deck. How?
KC-Scheme is the most obvious...
On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.
Also getting passed cards is not gaining them, and you can't reveal Watchtower.
Also getting passed cards is not gaining them, and you can't reveal Watchtower.
You can certainly reveal a Watchtower to your opponent's Ambassador.
I play Walled Village, then two more Actions. I play those same three cards again next turn, having put all of them on top of my deck. How?
On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.
I play Walled Village, then two more Actions. I play those same three cards again next turn, having put all of them on top of my deck. How?
On your opponent's turn, he Swindled them into a Scout, a Moat and a Tribute, and then he played KC/KC/Graverobber/Moat/Ambassador to gain them from the trash, draw them and pass them to you, and then you revealed the Watchtower in your hand to put them all on top of your deck, and then on your turn, you play KC/KC/Watchtower to draw all of the cards that you topdecked on your opponent's turn, and then you play Walled Village and the other two Actions.
Sorry to burst your bubble, but you can't get Moat back from the trash using Graverobber.
Editedit: Do these three cards have to be the EXACT same ones that were in play, or can they just have the same name?
Looking at Reserves to possibly put on top of your deck made me wonder when exactly Scheme is "resolved" for the means of Royal Carriage. Well, for a while. Then i realized it has to be resolved after drawing the card, because otherwise you couldn't play any other action card in that turn.
Good puzzle, by the way.
An Action or Treasure is considered resolved when, after playing it, you have finished performing all the instructions you can at that time, and are ready to play another card (if possible). The card may have effects that happen at a later time, such as Scheme or Duration cards; such delayed effects are considered "set up" at the time you play the card, and thus are part of resolving the card, though it does not cause anything to happen now, and the delayed effect does not need to happen before more cards can be played. This is important with regards to Throne Room variants, as multiplying a card with a delayed effect also multiplies that delayed effect. When delayed effects are finally dealt with, they are in a loose sense considered to be "resolved", but not resolved as an Action or as a Treasure, as the delayed effect does not have to be resolved before another card can be played.
Huh, I just realized permanent Durations "nerf" Walled Village.
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.
You play the three cards at the start of your next turn. Any shenanigans you pull must be done the first turn you play them.
Do you mean to restrict it to top decking them at the end of your first turn? Because otherwise you just play WV, Feast, Feast, then on your next turn play 2 Graverobbers to get the Feasts back, draw them with Smithy, and play them again.
You play the three cards at the start of your next turn. Any shenanigans you pull must be done the first turn you play them.
Wait.... Walled Village, Feast, Feast, Procession a Graverobber, putting both Feasts on your deck. Only WV and Procession are in play.
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
You would have to discard your hand during cleanup before your opponent can play Ghost Ship.
Contraband could also produce the +buy, but Traveling Fair was more Adventurous. ;)
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
Uh, how does Graverobber go to the top of your deck?
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.
*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
:D Exactly!
Yes, playing Treasures is fine.
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.
*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.
Might have still misread Wero's puzzle if playing treasures isn't allowed. I assumed they were okay because he just said "These are the only Actions I play this turn."
Coin Tokens I guess if Treasures aren't allowed to be played, or durations played on the previous turn as you stated.
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
Wait, there's a money problem. Bonfire costs $3... where are you getting that if you only played Walled Village and 2 Fortresses? You could get $2 if the +1 coin is on Fortress, but that's not enough still.
*Edit* I guess by the rules you could have had a Merchant Ship played the previous turn.
Might have still misread Wero's puzzle if playing treasures isn't allowed. I assumed they were okay because he just said "These are the only Actions I play this turn."
Coin Tokens I guess if Treasures aren't allowed to be played, or durations played on the previous turn as you stated.
The puzzle didn't originally have "These are the only Actions I play this turn", and when he first attempted to clarify that he said that he plays "only" those 3 cards.
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."
Anyway, so does my solution work just as well as the Haunted Woods thing then?
Your opponent has Haunted Woods in play.
You play Walled Village, Fortress, Fortress, and at least $5 in coins.
You buy Traveling Fair for an extra buy.
You buy Bonfire, trashing the two Fortresses, putting them into your hand.
You buy a Copper, putting the Fortresses on top of your deck with the Haunted Woods effect.
At the start of cleanup, Walled Village is the only action in play, and is put on top of your deck.
(One of the Fortresses could be Scheme I think)
:D Exactly!
Yes, playing Treasures is fine.
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."
*flails miserably on the floor*Anyway, so does my solution work just as well as the Haunted Woods thing then?
You can only buy Save once per turn. :)
See in your attempt to be super-specific in your reply to me earlier, you weren't specific enough, lol: "You play ONLY Walled Village and two other cards."
*flails miserably on the floor*Anyway, so does my solution work just as well as the Haunted Woods thing then?
You can only buy Save once per turn. :)
3. Play BoM as Graverobber (your -2 cost token is on Graverobber), putting BoM on top of your deck.
Throne BoM ruling was reversed?
4. Ruling: BoM is never played, rather the card you chose is played. This means you chose the card before-play. It means Conspirator counts one played Action.The rulebook refers to "playing" Band of Misfits. So you clearly played that.
4: I think most people would think you only played one card with BoM. It doesn't tell you to play another card like TR or Golem. And there's just one physical card that hit the table.
Let's say I BoM a Militia. Can you Moat it? Yes, you better be able to Moat that. So, Militia was played. You played both cards.
Conspirator is a confusing case; obv. I am sad it doesn't just count Action cards in play like Peddler. Conspirator counts Actions, not "cards," which helps a little; two Actions were played, BoM and whatever. So, Conspirator sees "I played BoM as Village" as "I played two Actions." A rulings reversal.
I am still happy with my ruling on the tokens, you should get tokens for both, which leads to getting one for BoM and two for the other card when Throning.
There remains the weird special case for Throne - BoM - Feast. Possibly I should drop it; the people who are never guessing how it works are never seeing it either. I guess there's still the chance to make the call as to what it means to play a card that instantly stops being itself; maybe that's fine, it still does everything, therefore Throne - BoM - Feast means you choose the second time and successfully play whatever you picked.
If you want to know the details, I suggest that you read the thread I linked to. This is not the right place.
But I'll answer this one. Yes it is clear. On both plays 2 and 3, KC plays the card, and the card is Band of Misfits.
If you want to know the details, I suggest that you read the thread I linked to. This is not the right place.
But I'll answer this one. Yes it is clear. On both plays 2 and 3, KC plays the card, and the card is Band of Misfits.
But when you play it the second time, it's Scheme.
But wait.
"Play this as if it were an Action card in the Supply costing less than it that you choose.
This is that card until it leaves play."
So you play Band of Misfits, choose Feast. Band of Misfits becomes Feast until it leaves play, so after you play it once it's done being Feast. Then you play it a second time because KC. Now, you choose Scheme. According to BoM's text, it's Scheme until it leaves play, only it hasn't even entered play. So how could it stop being Scheme?
But wait.
"Play this as if it were an Action card in the Supply costing less than it that you choose.
This is that card until it leaves play."
So you play Band of Misfits, choose Feast. Band of Misfits becomes Feast until it leaves play, so after you play it once it's done being Feast. Then you play it a second time because KC. Now, you choose Scheme. According to BoM's text, it's Scheme until it leaves play, only it hasn't even entered play. So how could it stop being Scheme?
Donald X.s ruling is that if it isn't in play, then it only becomes the other card for a short moment and then goes back to being BoM.
Doesn't seem hard to me. You Process BoM. BoM is played as Feast. Gain two 5 cost cards. Then you gain another 5 cost card from Procession. If I am right, BoM keeps it's cost while assuming the guise of another card.Don't you mean gain a 6 cost card from Procession?
Doesn't seem hard to me. You Process BoM. BoM is played as Feast. Gain two 5 cost cards. Then you gain another 5 cost card from Procession. If I am right, BoM keeps it's cost while assuming the guise of another card.Don't you mean gain a 6 cost card from Procession?
*Easty Puzzles with Complicated Rule Implications
*Easty Puzzles with Complicated Rule Implications
As opposed to Westy or Northy puzzles?
*Easty Puzzles with Complicated Rule Implications
As opposed to Westy or Northy puzzles?
Florsty*Florst puzzles.*Easty Puzzles with Complicated Rule ImplicationsAs opposed to Westy or Northy puzzles?
I buy Ferry, putting it on Grand Market.
Opponent buys Messenger, both of us gain Grand Market.
My own puzzle: In a 2 player game, how can you open Province/Tournament?
Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.
Right, all the players who Messenger need to put Ferry on GM.
There's another solution that doesn't involve Messenger, but Ferry is certainly key. :)
If I am right, BoM keeps it's cost while assuming the guise of another card.
Right, all the players who Messenger need to put Ferry on GM.
There's another solution that doesn't involve Messenger, but Ferry is certainly key. :)
Ferry/Inheritance? If that counts. Opponent needs to get a Lost City for you to hit both price targets.
That works, but how about T1 Province and T2 Tournament?My own puzzle: In a 2 player game, how can you open Province/Tournament?
Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.
Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.
Right, all the players who Messenger need to put Ferry on GM.
There's another solution that doesn't involve Messenger, but Ferry is certainly key. :)
Ferry/Inheritance? If that counts. Opponent needs to get a Lost City for you to hit both price targets.
It shouldn't count. Inherited Estate is still Estate. It doesn't gain the name of the selected card.
You need them to open Lost City, so you can 6 Copper+Baker+Borrow for your Province.That works, but how about T1 Province and T2 Tournament?My own puzzle: In a 2 player game, how can you open Province/Tournament?
Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.
Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.
How much money does 3 estates cost?
Hey. It's an easy puzzle.
How much money does 3 estates cost?
Hey. It's an easy puzzle.
You need them to open Lost City, so you can 6 Copper+Baker+Borrow for your Province.That works, but how about T1 Province and T2 Tournament?My own puzzle: In a 2 player game, how can you open Province/Tournament?
Edit: My solution states that the opponent goes first, buying Ferry and putting it on Grand Market.
Opponent plays three Coppers to buy Ferry on Lost City.
You play four Coppers to buy Tournament.
Opponent plays four Coppers and a Baker coin to buy Ball, gaining two Lost Cities. You shuffle and draw Tournament and a Copper.
You play Tournament and draw another Copper, then play five Coppers and a Baker coin and buy Borrow and a Province.
Then, you Alms for your Tournament.
How much money does 3 estates cost?http://www.amazon.com/Rio-Grande-Games-RGG-471/dp/B007MKLX84
Hey. It's an easy puzzle.
But what about all the other base cards? It doesn't make sense to adjust for the fact that you only need 3 estates but not the fact that you don't need other cards at all.
How much money does 3 estates cost?
Hey. It's an easy puzzle.
One hunting grounds, or $6 and a buy.
How much money does 3 estates cost?http://www.amazon.com/Rio-Grande-Games-RGG-471/dp/B007MKLX84
Hey. It's an easy puzzle.
Dominion Extra Cards costs $11.27 and comes with 12 Estates. So 3 Estates costs 1/4 of that, or $2.82
Really it depends mostly on where you live. In New England, especially near or in a big city like Boston, a single estate will cost upwards of a million dollars; so 3 estates would probably cost around 3 million. But in the midwest, you could probably get 3 estates for $400,000 or so. Of course it's also going to depends largely on the size of the estates. so really there's just no real way to answer this without a lot more details.
Really it depends mostly on where you live. In New England, especially near or in a big city like Boston, a single estate will cost upwards of a million dollars; so 3 estates would probably cost around 3 million. But in the midwest, you could probably get 3 estates for $400,000 or so. Of course it's also going to depends largely on the size of the estates. so really there's just no real way to answer this without a lot more details.
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.
How can you buy a card, without using coins, other than via cost reduction?
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.
How can you buy a card, without using coins, other than via cost reduction?
Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.
You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.
How can you buy a card, without using coins, other than via cost reduction?
Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.
You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.
There are cards that don't cost any coins at all.
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.
How can you buy a card, without using coins, other than via cost reduction?
Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.
You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.
There are cards that don't cost any coins at all.
Yeah the $0 ones. Are you proposing playing Cursers to wreck your opponent's VP and then buying Coppers and Ruins to end the game?
An opponent plays Bridge Troll; you take your -$1 token. Your point totals are even, all the Victory Supply piles are full, and no other pile has more than two cards taken from it.
How can you win the game without ever losing the -$1 token?
Bear in mind that length is a factor, as your opponent can just buy stuff and end the game on their own.
You have the other Bridge Troll and two Highways, plus three Estate-Highways created earlier by picking up Inheritance with a cost-reducer in play. You also have Princess, but since winning it you returned your Province to the Supply by playing Ambassador with an opponent's Lighthouse in play. You play your Bridge Troll, five Highways, and Princess to reduce the price of Provinces to $0, then swipe them all in a single turn. You need another five Buys to pull it off but you can get them with two Market Squares, two Worker's Villages, and a Pawn; the Worker's Villages also give you the Actions to play all your terminals.
Inheritance sets aside a card, so this doesn't meet the criteria of the puzzle.
How can you buy a card, without using coins, other than via cost reduction?
Okay then you gain one of the Highways mid-turn using Ironworks or Armory or something.
You can gain cards without coins, but you can't buy cards without coins unless you're either using cost reduction or going for cards that cost $0 in the first place.
There are cards that don't cost any coins at all.
Yeah the $0 ones. Are you proposing playing Cursers to wreck your opponent's VP and then buying Coppers and Ruins to end the game?
And the $0P ones.
New puzzle: How can Squire directly gain a treasure other than silver (Squire itself tells you to gain the treasure, not another card)?
:P Well of course, but I meant how do I get it back during the game and play it again?I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
At the end of the game.
:P Well of course, but I meant how do I get it back during the game and play it again?I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
At the end of the game.
TR-BoM, first play it as any Reserve (say Guide), set it aside. Then I can play it again.
Well, that's for playing it again. Getting it back might work like this, but I'm not sure how the ruling is there:
I have Princed a TR. At the start of my turn, I play TR-BoM as Guide, setting it aside. As my BoM-as-Guide is set aside, it reverts to being a BoM. Now I play it again, as Guide. For a split second, my BoM on the Tavern mat turn into Guide, immediately wanting to revert back to a BoM. But "ha!", I say and jump up. You're a Guide now, and it's the start of my turn, so I may call you! And I do!
I honestly wonder if this would work.
I played Band of Misfits as a Reserve card and set it aside on the Tavern mat. How do I get it back?
So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.
Wait, hold everything. Can't you Procession the BoM so that it gets trashed regardless of what it's played as, then gain it back with Graverobber? You could play it as a reserve card both times then.The question is whether a card is lost track of when moved to the Tavern Mat, making it unable to be trashed by Procession. This goes for all reserve cards, not just BoM as a reserve. The ruling seems to be that Procession can't trash a reserve once it moves to the Tavern Mat due to the lose track rule, similar to Procession/Madman.
So I usually hesitate to say this for these sorts of brain teasers, but I'm actually pretty sure this is impossible. I mean, once it's there there's no way to get it back. It's no longer the Reserve it was played as, so it can't just be called, and there's no card that interacts with a general card on your Tavern mat, so it's not like there's any other card that can take it off. And there's no way to use Procession or a similar card to put it on the Tavern mat and then immediately move it because the card in question is guaranteed to lose track of it in that situation, is it not? I'd love to be proved wrong, but I'm pretty sure those two rules would rule out any possible solution to this puzzle.
For Lose Track rule purposes, do cards generally expect to find themselves in play?
For Lose Track rule purposes, do cards generally expect to find themselves in play?
Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.
For Lose Track rule purposes, do cards generally expect to find themselves in play?
Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.
But my question pertained to (BoM as) Mining Village expecting to find itself in play. If Mining Village's self-trashing ability doesn't care whether it's in play, then I have solved ephesos's puzzle.
I already called put exactly this scenario as a potential solution that actually doesn't work.
For Lose Track rule purposes, do cards generally expect to find themselves in play?
Not as a general rule, but if a card plays another card and then does something else with it (for example, Procession) then it will always expect to find it in play when it does the second thing.
But my question pertained to (BoM as) Mining Village expecting to find itself in play. If Mining Village's self-trashing ability doesn't care whether it's in play, then I have solved ephesos's puzzle. Edit: missed that eHalcyon already said this.
You might want your deck size to increase for Vault or Secret Chamber money in the case where you are drawing your whole deck.
Here are some other ones:
Tribute
Far-fetched scenario where you have lots of Scrying Pools but want a fair number of non-action cards so that your Ironmongers have a better chance of acting as villages before you draw your deck.
I just bought a Province with a Hovel in hand and didn't trash it. Why?I took a bit of time to try to find the game in question, took more time to figure out why you'd want to not trash it.
I just bought a Province with a Hovel in hand and didn't trash it. Why?I took a bit of time to try to find the game in question, took more time to figure out why.
That's one of the most convoluted correct decisions I've ever seen.
So this is high level dominion.
Yes, that is very sad. Hint: He should have bought a borrow too.I just bought a Province with a Hovel in hand and didn't trash it. Why?I took a bit of time to try to find the game in question, took more time to figure out why.
That's one of the most convoluted correct decisions I've ever seen.
So this is high level dominion.
The sad part is it didn't even work out for the intended purpose.
I thought I got it from looking at the log but now I'm all confused again.Borrow decreases the handsize of your next turn, which is what he wants. He doesn't need the coin.
That's what I was thinking but I don't understand how it went wrong.I thought I got it from looking at the log but now I'm all confused again.Borrow decreases the handsize of your next turn, which is what he wants. He doesn't need the coin.
Could someone post the log?
That's what I was thinking but I don't understand how it went wrong.
Could someone post the log?
Here: http://www.gokosalvager.com/static/logprettifier.html?20150510/log.516cd492e4b082c74d7a247a.1431295722434.txt
Also, I most certainly did not play the early game very well (there was no need to start greening that early; with my amazing draws, I would have had all the time in the world to add some more reliability instead, but I didn't, and it backfired), so this is not the best example of high level Dominion ever.That's what I was thinking but I don't understand how it went wrong.
I drew both of my KCs.
Could someone post the log?
Here: http://www.gokosalvager.com/static/logprettifier.html?20150510/log.516cd492e4b082c74d7a247a.1431295722434.txt
Also, I most certainly did not play the early game very well (there was no need to start greening that early; with my amazing draws, I would have had all the time in the world to add some more reliability instead, but I didn't, and it backfired), so this is not the best example of high level Dominion ever.That's what I was thinking but I don't understand how it went wrong.
I drew both of my KCs.
So has the actual answer been posted yet?
That's right, his next hand already has all it needs, so he doesn't want to draw another KC. If he buys borrow, that further increases the chance that he doesn't draw the second KC.
I play Potion with my Storyteller. Why?Draw-to-x.
I play Potion with my Storyteller. Why?
I play Potion with my Storyteller. Why?
I play Potion with my Storyteller. Why?
You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists. Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.
I play Potion with my Storyteller. Why?
You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists. Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.
Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?
I play Potion with my Storyteller. Why?
You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists. Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.
Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?
I play Potion with my Storyteller. Why?
You eventually will Gain a Mandarin (during your Action phase) and want to have the Potion on top of your deck for next turn, maybe to buy something next turn (e.g., Vineyards and you have two Potions this hand and only one buy) or to line up with next turn's Alchemists. Or you could want to top-deck it for other reasons, like trashing with Lookout or more Harvest money.
Wait... if you play it with Storyteller, top-deck with Mandarin and draw again, can you actually generate PP with a single Potion?
I Inherit Peddlers on turn 2. How?
I Inherit Peddlers on turn 2. How?Turn 1: 5C + Borrow -> Scouting Party(discarding top 5)+Death Cart(gaining 2 Ruined Villages)
A boy wanders into a church and is killed; the clergy then turn his body into a holy artifact.
What happened?
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn?Teacher put a +action token on Distant Lands a long time ago, this allows me to play 5 Distant Lands. Teacher is not in the supply, and you can still call Distant Lands a terminal action, so this follows the rules.
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.
Terminal as in none of the card's effects could add any number of actions.
A boy wanders into a church and is killed; the clergy then turn his body into a holy artifact.
What happened?
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.Disciple is a non-supply card, so I'd Disciple a Disciple, playing a Smithy twice, then playing a Village (that I just drew) twice, and use that to play four Distant Lands.
How can I put 4 Distant Lands onto my Tavern mat this turn?
As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?Last turn, you Princed 4 Distant Lands with the help of Bridge. This turn, you drew a hand of 5 more Distant Lands, and played 4 Distant Lands at the start of your turn, setting them aside.
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.
As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?
You did say no cards that can play other cards. That would disallow both Disciple and Prince.
I would ask then what your definition of a terminal action is. As far as I'm concerned, Disciple is not terminalAccording to the wiki, a terminal action is an Action card that does not give +Action when played.
Play Chapel, Trash Squire, gain Relic.
Edit: next page ninja, but I think maybe Chapel makes more sense... maybe not... depends on if "church" or "clergy" was the important word.
New Puzzle: With a 5-card hand of only terminal actions with no {cards that can play other cards, no Durations, and no Reserves aside from Distant Lands} in the Supply or Black Market, and no Events in a solo game, how can I put 4 Distant Lands onto my Reserve mat in one turn? There are no tokens on any Supply Card.
Disciple is not in the Supply.
I would ask then what your definition of a terminal action is. As far as I'm concerned, Disciple is not terminalAccording to the wiki, a terminal action is an Action card that does not give +Action when played.
There's a reason why they're sometimes called pseudo-villages.
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.
Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:
There is no "general dominion puzzles thread" besides this one. I don't think it deserves a thread, and the case without any restrictions should be fairly easy.Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:
I kind of feel like "Easy Puzzles" is not the thread for this?
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:
Premise: Infinite supply piles, single player, you choose your initial deckstate and kingdom, but from then on you have the worst possible shuffle luck. Can you guarantee that you can gain a duchy every turn forever, following as many of the below restrictions as possible?
1. Without trashing any duchies, or revealing trader to the duchies.
2. Without setting aside the duchies.
3. Without ever drawing any cards apart from the cleanup phase.
4. Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
5. Without getting to choose your starting deck, only your starting hand.
6. Only using 4 different kingdom cards.
I can think of a solution that fits all 6 restrictions. Feel free to add more! The spoiler in #2 is because it gives a hint to how you might satisfy #1.
Here's a puzzle that starts with many solutions, but then I add restrictions and gets harder and probably still has many solutions:
Premise: Infinite supply piles, single player, you choose your initial deckstate and kingdom, but from then on you have the worst possible shuffle luck. Can you guarantee that you can gain a duchy every turn forever, following as many of the below restrictions as possible?
1. Without trashing any duchies, or revealing trader to the duchies.
2. Without setting aside the duchies.
3. Without ever drawing any cards apart from the cleanup phase.
4. Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
5. Without getting to choose your starting deck, only your starting hand.
6. Only using 4 different kingdom cards.
I can think of a solution that fits all 6 restrictions. Feel free to add more! The spoiler in #2 is because it gives a hint to how you might satisfy #1.
And for the original puzzle, if requirement 4 only counts cost of cards in hand, I have a solution that should work even against a pin and without choosing my starting hand.
Prince of Counts
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.
Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.
Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.
Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.
Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)
Well no, you're still playing two terminal actions, they just both come from the same card.
This was my intention (or at least close enough to it, the key part being "+1 Card token on BM, CotR plus draw and more actions to play the DLs"). One thing that tends to make these puzzles easier is the need to be ridiculously specific in what you aren't allowing, which often gives useful hints about what is actually needed to solve it.As a follow-up, a slightly trickier one. I start my turn with a 5-card hand of only terminal actions. I have not played any Duration cards this game, and there are no cards on my Tavern mat. Further, there are no cards in my deck that play more cards as part of their resolution, and I haven't put my +1 Action token on any pile. How can I put 4 Distant Lands onto my Tavern mat this turn?
Alternative without Prince:
Hand: Black Market x2, Distant Lands x2, Hunting Grounds x1. +1 card token on BM. Play BM, draw Coin of the Realm (CotR), play CotR, put BM cards back (BM finished resolving), call CotR. Play Hunting Grounds, drawing CotR x2, Distant Lands x2. Play second BM, play CotR x2, put cards back, call CotR x2, play 4 Distant Lands.
Heck, I don't feel bad about going right ahead and calling anything that is a splitter in any sense at all a village.
Agreed. While a more literal definition of a village might be "a card that provides +2 (or more) actions when played"; the entire purpose behind categorizing things as villages in the first place is to answer the question "can you play more than 1 terminal on a turn if this card is available?" And for that question, Throne Room qualifies as much as Village does.
Hmm, well. By that argument we could say a Throne Room qualifies only half as much as a Village does, since you have to have two Throne Rooms in order to play two terminals. (With one Throne Room you can play one terminal, but you play it twice.)
In [Kingdom]: Prince, Nomad Camp, Altar, Alms
Starting hand: Prince, Altar, _ , _ , _
Prince Altar, buy Alms to gain Nomad Camp
Every turn, trash the Nomad Camp, gaining a Duchy, then buy Alms to gain Nomad Camp
4. Uh, is that "only" a mistake? I assume that you'd also want to include cards that always show up in your hand, not only those that show up sometimes. And does this count cards that never show up in your hand, e.g. the Duchy itself?If it always shows up, it shows up sometimes. If it never shows up, it doesn't sometimes show up. So I don't see what's wrong with the 'only'.
Two princed schemes, topdecking Upgrade/Fortress every turn?
KC+KC+Scheme+Scheme+X?
KC+Scavenger?
Golem+Scavenger+Counting House?
Scavenger+4xStash, topdecking another Scavenger every turn?
etc...
4. Uh, is that "only" a mistake? I assume that you'd also want to include cards that always show up in your hand, not only those that show up sometimes. And does this count cards that never show up in your hand, e.g. the Duchy itself?If it always shows up, it shows up sometimes. If it never shows up, it doesn't sometimes show up. So I don't see what's wrong with the 'only'.
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.
Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.
Keeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
Nice! That is pretty similar in style to mine. However... you played two treasures
Right, only played one. You made the restriction yourself! But I do like that solution quite a bit. I might as well put out my solution:
2 Processions, Watchtower, Workshop, Count. Pr-Pr-Workshop-Count. Gain Procession and workshop with the workshop, gain a duchy, two coppers, and +3 coins from the count. Then trash workshop for Procession, count for nothing, procession for count, topdeck the good cards with watchtower. Finally topdeck a watchtower with your 3 coins, repeat next turn. I don't remember where I got this idea from...
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.
Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.QuoteKeeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
It's like the word "or". In logic, x or y is true if x is true, y is true, or both x and y are true. In colloquial speech though, people saying "or" usually mean "xor".
When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up. Cards that will be in your hand every time are cards that show up always, not just sometimes. From context I infer that this isn't what you meant, which is why I asked about it to confirm.
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.
Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.QuoteKeeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
It's like the word "or". In logic, x or y is true if x is true, y is true, or both x and y are true. In colloquial speech though, people saying "or" usually mean "xor".
When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up. Cards that will be in your hand every time are cards that show up always, not just sometimes. From context I infer that this isn't what you meant, which is why I asked about it to confirm.
I originally read it the way liopoil intended, but now I see it both ways. You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".
I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird. It's like asking someone "Do you have a cat or a dog?"
I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.
Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.QuoteKeeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
It's like the word "or". In logic, x or y is true if x is true, y is true, or both x and y are true. In colloquial speech though, people saying "or" usually mean "xor".
When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up. Cards that will be in your hand every time are cards that show up always, not just sometimes. From context I infer that this isn't what you meant, which is why I asked about it to confirm.
I originally read it the way liopoil intended, but now I see it both ways. You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".
I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird. It's like asking someone "Do you have a cat or a dog?"
Not quite? I'm saying that "never", "sometimes" and "always" are three distinct groups in colloquial speech, so "cards that show up sometimes" excludes "cards that show up always".
For what liopoil intended, I think the natural phrasing would be, "this includes cards that only show up sometimes", which would be an addition to the assumed counting of cards that show up always.
Why don't you just say "Count all of the cards that show up in your hand, even if they only show up sometimes"?I mean, I suppose I could say "shows up in your hand at least once", but I'm having trouble finding a way to read what I said and decide that it excludes cards that are always in my hand.
Do you ever have a scout in hand? If yes, add 4 to the total.
Repeat for every card in the game, then divide by the number of times you answered yes. Alternatively count each instance that a card shows up in your hand, I don't care.QuoteKeeping the average cost of cards used below 4 coins. (This includes only cards that show up in your hand sometimes).
It's like the word "or". In logic, x or y is true if x is true, y is true, or both x and y are true. In colloquial speech though, people saying "or" usually mean "xor".
When you say "this includes only cards that show up sometimes", it sounds like you mean that you only count cards if there is a chance they show up and a chance that they don't show up. Cards that will be in your hand every time are cards that show up always, not just sometimes. From context I infer that this isn't what you meant, which is why I asked about it to confirm.
I originally read it the way liopoil intended, but now I see it both ways. You're interpreting it as "this includes cards that show up only sometimes", whereas liopoil meant is as "this includes only cards that (show up sometimes)", as in "this does not include cards that don't (show up sometimes)".
I think colloquially, people still use the logical "or" or the logical "some", depending on the context, which is why that phrase is so weird. It's like asking someone "Do you have a cat or a dog?"
Not quite? I'm saying that "never", "sometimes" and "always" are three distinct groups in colloquial speech, so "cards that show up sometimes" excludes "cards that show up always".
For what liopoil intended, I think the natural phrasing would be, "this includes cards that only show up sometimes", which would be an addition to the assumed counting of cards that show up always.
That would be clear and correct, but not what liopoil wanted to say. Liopoil wanted to say that it didn't include cards that never show up. I don't know if there's a simple way to say that clearly, without just using the double negative. You could say "this includes only cards that show up sometimes or always", but that sounds really awkward, which is why I think it's reasonable to interpret "sometimes" as "sometimes or always" in this case.
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?- Fancard that reacts to reactions
- You would otherwise gain it to another location somehow and you want it in your discard pile? Does that work?This works.
- Somehow this puts you ahead/behind the "queue" of gaining a silver in multiplayer? so as to gain/not gain one? Does That work?This doesn't.
- You would otherwise gain it to another location somehow and you want it in your discard pile? Does that work?That was what I was thinking about. Something like Bureaucrat.
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?You played Ironworks for the Silver and would normally get $1. But you want to play Storyteller this turn, and don't want to trigger a reshuffle. So you decide to try to walk a blue dog instead. But the dog wasn't fed, and something confusing happened with a pink elephant intercepting the food, and you just decided the two of you had better stay home today.
New Puzzle: I gain a silver. Why would I reveal Trader other than to annoy my opponent and slow down the game?
possession?
You used your opponents transmute to gain one of your own. Unless no portion has been played the whole game...
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?
Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play. How do I have four Golems in my deck? At the moment I can count 3 different ways, some more convoluted than others.
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?
You Stonemasoned a Familiar that you gained with Squire.Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play. How do I have four Golems in my deck? At the moment I can count 3 different ways, some more convoluted than others.
You Remodeled 4 Familiars that you gained with Squires into 4 Golems.
You Upgraded 4 Familiars that you gained with Squires into 4 Golems.
You Remade 4 Familiars that you gained with Squires into 4 Golems.
That's 3 different ways.
I gained a Transmute without ever causing a Potion to be played, and neither Jester, Masquerade, nor Ambassador were involved. How?
You Stonemasoned a Familiar that you gained with Squire.Another puzzle: In a solo game, I gain a single Potion, and Counterfeit it on its first play. How do I have four Golems in my deck? At the moment I can count 3 different ways, some more convoluted than others.
You Remodeled 4 Familiars that you gained with Squires into 4 Golems.
You Upgraded 4 Familiars that you gained with Squires into 4 Golems.
You Remade 4 Familiars that you gained with Squires into 4 Golems.
That's 3 different ways.
Alright, try 3 *without* Squire.
Okay, Stonemason was one of them, and Transmute also works! There are more. :)
Simple Puzzle: How can I gain a Champion?
I buy and gain a card from the same pile 21 times. Ambassador was not involved. How?Copper, Silver, or Gold.
I buy and gain a card from the same pile 21 times. Ambassador was not involved. How?Copper, Silver, or Gold.
Page, Peasant.I buy and gain a card from the same pile 21 times. Ambassador was not involved. How?Copper, Silver, or Gold.
Excuse me, Kingdom card.
I buy and gain a card from the same pile 21 times. Ambassador was not involved. How?Copper, Silver, or Gold.
Excuse me, Kingdom card.
I buy and gain a card from the same pile 21 times. Ambassador was not involved. How?
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
My deck has maximal size (i.e. 2 piles run out, all other at 1 card left, and all the cards missing from the supply are mine). At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside. I play two cards (and no more than two cards). Now my deck and discard pile are empty. Which two cards did I play?
Hard mode: No perfect shuffle luck.
You said nothing about Durations from last turn, which are not set aside. Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.
You said nothing about Durations from last turn, which are not set aside. Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.
This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.
I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.
You said nothing about Durations from last turn, which are not set aside. Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.
This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.
I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.
The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples. There are also 9 Havens from last turn, and 9 RC'd Gears. That's 185 cards right there.
You said nothing about Durations from last turn, which are not set aside. Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.
This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.
I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.
The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples. There are also 9 Havens from last turn, and 9 RC'd Gears. That's 185 cards right there.
You forgot the 9 Princed Hunting Grounds ;)
You said nothing about Durations from last turn, which are not set aside. Trivial answer is there are 9 each of Caravan, Wharf and Haunted Woods from last turn in play, as well as 9 Hirelings.
This certainly still wouldn't be enough would it? By my count those durations draw 63 cards at the beginning of your turn, and that's barely enough to draw the 59 Coppers in your deck, let alone everything else.
I'm not sure about the solution. Scrying Pool+Madman occurred to me, but I think actions would make up less than half your deck no matter how you cut it.
The 9 HW's have 9 KC's on them, Wharves have TR's, 5 of the Hirelings have Disciples. There are also 9 Havens from last turn, and 9 RC'd Gears. That's 185 cards right there.
You forgot the 9 Princed Hunting Grounds ;)
That's now 12 Kingdom cards, and set aside cards were not allowed. :P
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.
Missed the lose-track, so that point's true. The card Prince sets aside is played, though, so it doesn't stay set aside.
I can do it with three cards, not requiring shuffle luck.
(2 Fishing Villages from last turn)
-Chancellor, discard deck
-Counting House, draw all Coppers
-Madman, draw everything else.
The other main problems are that the card Prince plays is also set aside, and Procession would lose track of Prince and fail to trash it.
Missed the lose-track, so that point's true. The card Prince sets aside is played, though, so it doesn't stay set aside.
But it is set aside, so no set aside cards as a rule for the puzzle would apply to it, would it not?
Edit: Okay... I guess looking back, the rules say "At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside.", so if it was possible to not set Prince aside, and the cards it played kept your hand size at 5, then it would fit into the stipulations.
The stipulation is that sometime after the start of turn, you have 5 cards in hand, then draw everything else by playing 2 cards. It says nothing about any previous cards that brought you to that 5 card state, or about other cards in play.
9 Fishing Villages in play from last turn.
-Play Chancellor, discarding deck.
-Play University, gaining an Inn, shuffling all Actions in my discard into my deck.
-Play Jack of all Trades, drawing back up to 5, and emptying the Silver pile.
--------------------(now at point where puzzle starts)-----------------------
-Play Scrying Pool, drawing deck.
-Play Madman, drawing everything else.
I haven't figured out the answer to this myself so it's open-ended, for now at least.Counting House, as long as your draw pile is empty and your discard is composed entirely of Coppers.
Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.
...or is it? Can you think of another card that can do that?
I haven't figured out the answer to this myself so it's open-ended, for now at least.Q: Isn't Scrying Pool, like, ridiculously good?
Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.
...or is it? Can you think of another card that can do that?
I haven't figured out the answer to this myself so it's open-ended, for now at least.
Scrying Pool is a really weird card. As long as you have the right deck composition, you can draw your entire deck with just one play of the card. Sure, you can do that with something like Council Room or Ranger if your deck is thin enough, and if you have a big enough hand you can draw everything with Madman or Crossroads or such, but there's no other card that can put your whole deck in your hand on one play regardless of deck and hand size.
...or is it? Can you think of another card that can do that?
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
The stipulation is that sometime after the start of turn, you have 5 cards in hand, then draw everything else by playing 2 cards. It says nothing about any previous cards that brought you to that 5 card state, or about other cards in play.
9 Fishing Villages in play from last turn.
-Play Chancellor, discarding deck.
-Play University, gaining an Inn, shuffling all Actions in my discard into my deck.
-Play Jack of all Trades, drawing back up to 5, and emptying the Silver pile.
--------------------(now at point where puzzle starts)-----------------------
-Play Scrying Pool, drawing deck.
-Play Madman, drawing everything else.
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
You can choose the two cards you want to play. These are in your hand.
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
You can choose the two cards you want to play. These are in your hand.
I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.
Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
You can choose the two cards you want to play. These are in your hand.
I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.
Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.
The first one doesn't work because you should be counting those 3 PStones as played cards as well.
Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats. I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.
Edit: So here's a way to make it work. Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something. No big deal there. +1 Action token on Pirate Ship. Play PS, followed by Storyteller.
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
You can choose the two cards you want to play. These are in your hand.
I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.
Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.
The first one doesn't work because you should be counting those 3 PStones as played cards as well.
Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats. I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.
Edit: So here's a way to make it work. Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something. No big deal there. +1 Action token on Pirate Ship. Play PS, followed by Storyteller.
Masquerade doesn't work, cause you have to pass them something, unless you empty your hand. Do Rogue instead of Graverobber, and you each have a Rogue; when you're done building up Pirate Ship, Rogue their Rogue and get it back from the trash.
Didn't think about tokens actually, that might make it much easier cause you can lead with a terminal. I'll guess that if the OP didn't use them, they'll be banned next.
My deck has maximal size (i.e. 2 piles run out, all other at 1 card left, and all the cards missing from the supply are mine). At some point after the start of my turn, I have five cards in hand, no cards on any mats, no cards set aside. I play two cards (and no more than two cards). Now my deck and discard pile are empty. Which two cards did I play?
Hard mode: No perfect shuffle luck.
scrying pool, madman? Hard mode.... surely we can at least choose our starting hand?
You can choose the two cards you want to play. These are in your hand.
I think this implies that you can't choose the other 3 cards in your hand, but if for some reason not, Storyteller + 3 Philosopher’s Stones can get 3/5ths of your deck I guess, there is maybe some way of guaranteeing you can draw the rest from there.
Miser can't be worth enough, and I don't think there is a way to build Pirate Ship here, but if there is, and calling reserves is allowed, Pirate Ship for infinite coins, then call Coin of the Realm, and play Storyteller.
The first one doesn't work because you should be counting those 3 PStones as played cards as well.
Pirate Ship is a more likely approach, but calling CotR wouldn't work because the puzzle specifies no cards on mats. I was asking about Reserves because there is that weird "some point after the start of your turn" wording which might let you get away with calling Reserves at the start of the turn, before you play anything.
Edit: So here's a way to make it work. Massive Pirate Ship built up via Graverobber on Silver, which can be retrieved from the opponent afterwards via Masquerade or something. No big deal there. +1 Action token on Pirate Ship. Play PS, followed by Storyteller.
What is the only non-Potion-costing Supply card that you can never Duplicate?
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
So there's another answer?
You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Procession a Fortress(Fortress is the card being played) and then Haven/Gear it
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
So there's another answer?
You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Right. The first Duplicate you gain can't be Duplicated.
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
So there's another answer?
You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Right. The first Duplicate you gain can't be Duplicated.
What about the last card in each pile?
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
So there's another answer?
You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Right. The first Duplicate you gain can't be Duplicated.
Next puzzle: I play a card this turn. Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand. What is the card, and how is it in my hand?
OK then, I contend that wero's solution doesn't work either. So here's a counter-puzzle:
How can you Duplicate the first Duplicate you gain?
OK then, I contend that wero's solution doesn't work either. So here's a counter-puzzle:
How can you Duplicate the first Duplicate you gain?
That can't be possible, since you would have to gain Duplicate via IW, play it, and it cannot gain itself at any time while it's not in play in the first place. I would say you remodel it to 'duplicate' your duplicate, but it can't be a trick like that, can it?
OK then, I contend that wero's solution doesn't work either. So here's a counter-puzzle:
How can you Duplicate the first Duplicate you gain?
That can't be possible, since you would have to gain Duplicate via IW, play it, and it cannot gain itself at any time while it's not in play in the first place. I would say you remodel it to 'duplicate' your duplicate, but it can't be a trick like that, can it?
I do have a solution. And I am not using a trick definition of "duplicate" here.
Aha. You possess your opponent, who already has a Duplicate, and you simply buy your first Duplicate.
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Pawn/Peasant, Transmogrify + Poor House?Procession a Fortress(Fortress is the card being played) and then Haven/Gear it
Can you do it without Procession?
Next puzzle: I play a card this turn. Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand. What is the card, and how is it in my hand?
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
So there's another answer?
You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Right. The first Duplicate you gain can't be Duplicated.
Next puzzle: I play a card this turn. Between then and my next turn, I do not shuffle, and I do not top-deck anything, and yet that card is in my next hand. What is the card, and how is it in my hand?
Copper. Play it with Storyteller, draw it back next turn with a princed Counting House.
But Bonfire to trash a Fortress that is in play, and then buy Save to put it in your next turn's hand.
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Then you could also get two and return the first with Ambassador...
Right. The first Duplicate you gain can't be Duplicated.
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Then you could also get two and return the first with Ambassador...
Not in 3p. And it breaks the clarification that no other player gains a Duplicate.
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Then you could also get two and return the first with Ambassador...
Not in 3p. And it breaks the clarification that no other player gains a Duplicate.
I assumed that for puzzles involving Attacks it's basically a given the attack may whiff if wished (because of Lighthouse, Moat, whatever).
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Then you could also get two and return the first with Ambassador...
Not in 3p. And it breaks the clarification that no other player gains a Duplicate.
I assumed that for puzzles involving Attacks it's basically a given the attack may whiff if wished (because of Lighthouse, Moat, whatever).
Oh. Yes, that's what I had in mind with my answer. I misread your first comment; I thought you were saying to have two copies and return them both (with one going to the opponent, the other staying in the pile). Now I'm not sure what you were trying to add.
You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Then you could also get two and return the first with Ambassador...
But I already gave it. :P See the bold:You can gain cards from the trash. So you can trash the Duplicate via watchtower, get a second Duplicate, and gain the first Duplicate back via Graverobber, which should work.
That's the general idea. wero's puzzle is about a specific copy of a card, the first in the stack. But you can gain a specific copy more than once. Gaining it from the trash is one way. Another way is to return it to the pile via Ambassador.
Then you could also get two and return the first with Ambassador...
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.you play two more Highways, then KC Forge and don't trash anything, just gain any card which suits you, because they all cost zero.
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?
Highway costs more than $0. So do Moat and [whatever card you want to gain], unless [whatever card you want to gain] is Copper.
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
All of these are pretty easy to get with lots of Highways in play? Even without Highway, my hand can simply be KC, Forge, Trusty Steed: play Trusty Steed for +2 actions +2cards, draw Moat, [whatever card I want to gain], play Moat, draw [whatever card I want to gain]x2, Play KC-Forge, trashing one card each time, and gaining the same card. Or am I misunderstanding something?
Highway costs more than $0. So do Moat and [whatever card you want to gain], unless [whatever card you want to gain] is Copper.
No cards in your deck cost more than zero, besides KC and Forge. The only thing you can gain with the set of rules seems to be Copper. Perhaps your hand is just full of curses, I don't see a reason to gain tons of copper unless you have coin tokens on Forge for more economy, as well as card draw.
Here's what you do to get more than just copper.
Play Trusty Steed in a hand of KC, Forge, Copper, Copper, copper. Choose +2 actions, +2 cards. Draw Princess and nothing else. Play Princess, KC Forge with a card draw modifier token, and you can get Estates in this way.
You can also gain Gold in this way. Draw Princess/Bag Of Gold, and you can play BoG, and choose to either play or not play Princess. Either way, you end up drawing it for each trash, getting 3 gains as a result for Gold.
You can also gain Silvers via this method. Have a hand of KC, Forge, Trusty Steed, with the same Forge Coin Token Draw. Play Steed as Gain 4 Silvers and 2 Actions, forge Silver for Silver.
You can also gain duchies theoretically, if you can get the gained Silvers in hand without running out of actions while playing Princess. Just trash 3 Silver, and don't touch the 4th one. Sadly, I cannot get to this game state so far.
Even harder is gaining Province, which requires you to get all 4 Silvers in hand AND the BoG's Gold in hand, still having to play Princess. Trash Gold and 4Silvers, and you can gain/Trash Province 3 times as well.
It's possible to gain everything, but having enough actions to do it is the challenge.
I considered Followers Draw and Ruined Village with +action tokens on them. So far nothing, but knowing DG, there has to be some elegant beautiful solution.
If you can prove Duchy, you can likely prove Province.
I didn't notice Madman, but I was still editing my post on my phone, and I didn't see your post when I thought of it dude, but thanks, Madman makes anything possible. And why freaking stop at Province? Let's get Platinum!
Trash 3 Silver, trash Platinum twice. Too easy.
Let's get COLONY.
If you think outside the box a bit:
Play Followers, Trash Gold and Silver and your new Estate, trash Colony twice.
I didn't notice Madman, but I was still editing my post on my phone, and I didn't see your post when I thought of it dude, but thanks, Madman makes anything possible. And why freaking stop at Province? Let's get Platinum!
Trash 3 Silver, trash Platinum twice. Too easy.
Let's get COLONY.
If you think outside the box a bit:
Play Followers, Trash Gold and Silver and your new Estate, trash Colony twice.
Ah, forgot to request no tokens. Knew there was some new thing I'd forgotten.
Ok, so how about without tokens?
Nicely done, though.
EDIT: Also, no cards in the discard, also, that cost more than zero.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)
Thanks, that's exactly what I meant. And I can't argue that people are being pedantic (this time) because my solution is quite pedantic as well!
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
Any of them. You play cost-reducers until everything costs $0 (the cost-reducers are no longer in your deck nor your hand -- they're in play).
dghunter79 would have to confirm, but I am pretty sure the no higher than 0 cost in the discard was just a clarification on this statement...You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
(because people here like to be pedantic and would just say they started with 3 Provinces in their discard because it isn't their deck.)
Thanks, that's exactly what I meant. And I can't argue that people are being pedantic (this time) because my solution is quite pedantic as well!
There's no possible way to do Duchy, Gold, or Province with these sets of rules.
There's no possible way to do Duchy, Gold, or Province with these sets of rules.
Gold is easily done with 4 Trusty Steed Silvers and the Gold from Bag of Gold
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies? Also does everybody keep in mind Followers gives us an Estate? We can get at least one Province this way.
Still i feel we need to find some way of circumventing the rules.... Processing a Haven for example leaves no Duration card in play and set-aside cards were not excluded by the rules (see quote above). I'd actually consider them part of the "deck", though (like Gardens does).
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
Copper, Copper, Copper
Estate, Estate, Estate
Silver, Silver, Silver
Duchy, Duchy, Duchy
Gold, Gold, Gold
Province, Province, Province
Any of them. You play cost-reducers until everything costs $0 (the cost-reducers are no longer in your deck nor your hand -- they're in play). Then you Forge $0s into $0s.
EDIT: Why does this have to be a standard solitaire game?
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies?
In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies?
I like this idea but it seems to go against the terms of the puzzle.
I'll just end it so that you have time to process your anger and disappointment.
Using Madman for draw and Actions, and Spoils for coin:
Play Trusty Steed for Silver. Madman to draw these and the Spoils you'll need.
Forge Silver into Black Market
Draw and King's Court the Black Market
Buy Messenger, gain Fortress, Border Village, gain Fortress, buy Stonemason and gain King's Court and Forge.
Draw all cards: for Province, Kings Court Forge on the two Fortresses. For Duchies, play Princess first, then Kings Court on Forge and trash one Fortress and one Silver three times.
At the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
QuoteAt the end of the same turn's Action phase, you play King's Court on Forge. Which of these sets could represent the three cards you gain as a result, and how?
I see. It was nowhere specified that they had to be the King's Court and Forge you had in your hand at the beginning. Makes it a bit of a trick question, honestly.
But can we get to Colony?In a standard solitaire game of Dominion, it's the beginning of your turn. You have no cards on any mats, no Durations in play, and no active Princes. There are no Events on the board.
You have somehow reached the following state: none of the cards in your hand or deck cost more than zero, except for one King's Court and one Forge.
I suppose it doesn't count if we gain other cards too, like Border Village instead of Gold for Duchies?
I like this idea but it seems to go against the terms of the puzzle.
I'll just end it so that you have time to process your anger and disappointment.
Using Madman for draw and Actions, and Spoils for coin:
Play Trusty Steed for Silver. Madman to draw these and the Spoils you'll need.
Forge Silver into Black Market
Draw and King's Court the Black Market
Buy Messenger, gain Fortress, Border Village, gain Fortress, buy Stonemason and gain King's Court and Forge.
Draw all cards: for Province, Kings Court Forge on the two Fortresses. For Duchies, play Princess first, then Kings Court on Forge and trash one Fortress and one Silver three times.
Empty the entire copper pile (46). How many turns does it take you for the fastest possible solution?
Empty the entire copper pile (46). How many turns does it take you for the fastest possible solution?
Easy puzzle: what is the cost of a card that you can never gain?
Easy puzzle: what is the cost of a card that you can never gain?
Easy puzzle: what is the cost of a card that you can never gain?
Easy puzzle: what is the cost of a card that you can never gain?Shelters cost $1.
Setup: Hand includes Watchtower and Feodum, Duplicate on Tavern mat, trashing token on Poor HouseThe trashing token would have to be on BV since it's an on-buy, not on-gain trigger. Otherwise, seems to work pretty well. My solution overlaps with this, but it used no cards from Adventures and two Events (neither of which was Plan).
Buy Border Village
Gain Catacombs, trash with Watchtower
Gain Squire, trash with Watchtower
Gain $4 attack
Call Duplicate to gain second Border Village
Gain Poor House
Trash Feodum from hand, gain 3 Silvers
$6: Border Village
$5: Catacombs
$4: attack
$3: Silver
$2: Squire
$1: Poor House
There's probably a less convoluted way to do this but it's what I came up with.
Setup: Hand includes Watchtower and Feodum, Duplicate on Tavern mat, trashing token on Poor HouseThe trashing token would have to be on BV since it's an on-buy, not on-gain trigger. Otherwise, seems to work pretty well. My solution overlaps with this, but it used no cards from Adventures and two Events (neither of which was Plan).
Buy Border Village
Gain Catacombs, trash with Watchtower
Gain Squire, trash with Watchtower
Gain $4 attack
Call Duplicate to gain second Border Village
Gain Poor House
Trash Feodum from hand, gain 3 Silvers
$6: Border Village
$5: Catacombs
$4: attack
$3: Silver
$2: Squire
$1: Poor House
There's probably a less convoluted way to do this but it's what I came up with.
Oh, yeah, it's on buy, whoops. Still need to actually play Adventures. Your solution only involves the buying of this one card, right? I wanted to make sure I couldn't include event buys, because those would make it incredibly easy.That's correct. I may already have tokens on piles (perhaps from buying Events on previous turns) though.
Wait, but that doesn't work. Estate tokens are only allowed on cards up to $4... unless there was a cost reducer happening somehow.I figure the -$2 token could have originally been on Catacombs, then Catacombs got Inherited, then the -$2 token was moved to Hunting Grounds.
Wait, but that doesn't work. Estate tokens are only allowed on cards up to $4... unless there was a cost reducer happening somehow.I figure the -$2 token could have originally been on Catacombs, then Catacombs got Inherited, then the -$2 token was moved to Hunting Grounds.
Buy Border Village and call 4 duplicates. For each BV, gain a different costing card.Well, dangit.
If you only care about the original cost of the cards rather than current cost, you can play Princess (or other cost reduction) and 4 Talismans. Then buy BV and gain a bunch of things.
When trashing Cultist, you also trash 3 Rats. This is all at the same time, before doing anything to the 3 cards in you deck. You resolve Rats first, thus drawing the cards before Cultist can.
When trashing Cultist, you also trash a Hunting Grounds (or 3 Catacombs). Resolving those first, you gain 3 cards and top-deck them using Watchtower. Cultist on-trash draws those cards instead of the original 3.
Can you reveal three Market Squares and topdeck the Golds with Watchtower so that only the gained Golds are drawn? MS also has an on-trash effect, so the timing is the same.When trashing Cultist, you also trash 3 Rats. This is all at the same time, before doing anything to the 3 cards in you deck. You resolve Rats first, thus drawing the cards before Cultist can.
When trashing Cultist, you also trash a Hunting Grounds (or 3 Catacombs). Resolving those first, you gain 3 cards and top-deck them using Watchtower. Cultist on-trash draws those cards instead of the original 3.
This works, but not what I was thinking. Let me rephrase:
You trash the Cultist (or OE, or a Rats, or anything that on-trash draws you cards), and nothing else. You draw nothing.
We all know the ways to play a Treasure card during an Action phase, but how does one play an Action card during a Buy phase?
Caravan Guard in response to Relic?Yep.
Name all ways you can get Grand Market by T3.
I can currently think of quite a few ways. Let's see how many you all can think of.
Ah yes, the good ol' buy and play a card in the same turn. You did find one solution though, I know of two moreA much more fun no restriction challenge puzzle is to get a Grand Market by T2 :D
I can think of a few ways!
Ferry > Ironworks/Ball/Workshop/Alms/etc.
Pretty much Ferry is too OP.
A much more fun no restriction challenge puzzle is to get a Grand Market by T2 :D
I can think of a few ways!
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
You mean Borrow, not Loan, yes?Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
You mean Borrow, not Loan, yes?Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Open 2/5
T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold
Open 2/5
T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold
What do you mean by saving a copper for the next turn?
Open 2/5
T1: Play copper, Save a copper for next turn
T2: Play 6 copper, buy gold
What do you mean by saving a copper for the next turn?
http://wiki.dominionstrategy.com/index.php/Save
You mean Borrow, not Loan, yes?Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
ahahaha I've been away for too long. Obviously Borrow, yeah. They're synonyms, whatcha gonna do.
Or draw four coppers, Baker and Borrow are on the board.Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Turn one, draw five coppers, baker or borrow is on the board.
You mean Borrow, not Loan, yes?Here's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buy Loan/Gold.
ahahaha I've been away for too long. Obviously Borrow, yeah. They're synonyms, whatcha gonna do.
Actually they're more like antonyms.
Baker on the board, Stonemason into 2 Nomad CampsHere's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buyLoanBORROW!/Gold.
Baker on the board, Stonemason into 2 Nomad CampsHere's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buyLoanBORROW!/Gold.
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6
Baker on the board, spend a coin, buy Mandarin, draw Mandarin + 4 coppers, Buy gold.How does the Mandarin get topdecked?
Baker on the board, Stonemason into 2 Nomad CampsHere's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buyLoanBORROW!/Gold.
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6
Name all ways you can get Grand Market by T3.
I can currently think of quite a few ways. Let's see how many you all can think of.
In 1P:Baker on the board, Stonemason into 2 Nomad CampsHere's another quick challenge. Gain a Gold in 2 turns. I can think of many ways so far. Solo play, no P2.
Quick one off the top of my head: Turn 1 buy Nomad Camp, turn 2 (must have 3 Coppers) buyLoanBORROW!/Gold.
Necropolis-Nomad Camp-Nomad Camp and 2 Coppers = $6
...I still say the Grand Market challenge is more interesting than these too easy ones...
That's one solution to mine I didn't see!
I still know another way to gain Grand Market (and Gold if you care) T2!
Baker on the board, spend a coin, buy Mandarin, draw Mandarin + 4 coppers, Buy gold.How does the Mandarin get topdecked?
Group 1: Bishop Masquerade Vault Duchess | | Group 2: Council Room Governor | | Group 3: Ill-Gotten Gains Embassy |
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.Advisor, Envoy, and Tribute instantly affect you -- not them. And there's also Tournament.
(And Governor should be in all of those groups.)
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.Advisor, Envoy, and Tribute instantly affect you -- not them.
(And Governor should be in all of those groups.)
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.Advisor, Envoy, and Tribute instantly affect you -- not them.
(And Governor should be in all of those groups.)
Contraband doesn't instantly affect them either.
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.Advisor, Envoy, and Tribute instantly affect you -- not them. And there's also Tournament.
(And Governor should be in all of those groups.)
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.Advisor, Envoy, and Tribute instantly affect you -- not them. And there's also Tournament.
(And Governor should be in all of those groups.)
Tribute instantly affects them...
So, you're missing Lost City, Advisor, Envoy, and, I guess, Tribute.Advisor, Envoy, and Tribute instantly affect you -- not them. And there's also Tournament.
(And Governor should be in all of those groups.)
Tribute instantly affects them...
I mean, anything affects them. You gaining from a pile affects them. Them knowing what is in your hand affects them. Jupiter's orbit affects them. What I meant though is that it doesn't give them coins, buys, cards, VP, etc. right now.
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.
And you could draw 30 more cards that stay in hand via KC-Hireling, played on an even earlier turn.
And with this hand of 30 cards, you could call 10 Ratcatchers to trash 9 Cultists and a Rat/Overgrown Estate from your hand, drawing 28 more cards. This requires having 10 Hirelings, 10 Ratcatchers, 9 Cultists. You don't need 10 KCs because of KC-KC or Procession-Graverobber tricks. The Guides draw more, so empty that pile and give up one Ratcatcher, I guess. So that would be 50+30+27 = 97 cards drawn.
*There may be a question where Royal Carriage is not allowed to be used on Reserve cards. Since Reserve Cards are played when taken off the Tavern Mat, I would argue that they do in fact count after consulting the rulebook on the matter. Royal Carriage works on action cards that have been put into play, and when you call a reserve card, it is put into play.
Well, I suppose that calling 10 Guides would successfully draw 50 cards. You wouldn't have more than a normal 5 card hand, but you certainly would draw a lot of cards.
And you could draw 30 more cards that stay in hand via KC-Hireling, played on an even earlier turn.
And with this hand of 30 cards, you could call 10 Ratcatchers to trash 9 Cultists and a Rat/Overgrown Estate from your hand, drawing 28 more cards. This requires having 10 Hirelings, 10 Ratcatchers, 9 Cultists. You don't need 10 KCs because of KC-KC or Procession-Graverobber tricks. The Guides draw more, so empty that pile and give up one Ratcatcher, I guess. So that would be 50+30+27 = 97 cards drawn.
He says no duration cards out though. You could 9 transmute 9 rats into 9 cultists (you already have 1), and then use 10 rat catchers to trash the 10 cultists. Then you wouldn't have 3 piles gone. This would be 39 cards, plus the 50 from the guides would give you 89.
If you Procession all 10 Hirelings, then retrieve them from the trash with Graverobber, then King's Court them all along with 8 Hireling-Inherited* Estates (which I think is the most you can get from a tree of KC's), you can also Procession**/Throne Room/whatever most of the remaining Estates - 6 in a 2-player game, giving you +86 Cards by my reckoning.
* Via cost-reduction, of course.
** Having Processioned the Hirelings in a tree pattern, you trash most of the Processions and regain them from the trash as well.
Horse Traders is a good, fine idea. But it's Caravan Guard.That's what I was thinking too at first, but they draw the card during your opponent's turn. Unless there's a use for coin in this puzzle, that won't mean much
Horse Traders is a good, fine idea. But it's Caravan Guard.That's what I was thinking too at first, but they draw the card during your opponent's turn. Unless there's a use for coin in this puzzle, that won't mean much
Hint:
Think about the most cards you can possibly draw without Reserves, set aside cards, opponents playing cards that draw you cards, or cards/Events played/bought this turn or the turn immediately before.
If you Procession all 10 Hirelings, then retrieve them from the trash with Graverobber, then King's Court them all along with 8 Hireling-Inherited* Estates (which I think is the most you can get from a tree of KC's), you can also Procession**/Throne Room/whatever most of the remaining Estates - 6 in a 2-player game, giving you +86 Cards by my reckoning.
* Via cost-reduction, of course.
** Having Processioned the Hirelings in a tree pattern, you trash most of the Processions and regain them from the trash as well.
If you're going to do that, you would need to not gain all 10, since we all established the top way of doing things above, it would need to be 9 Hirelings, and it would be pointless to do anyways, since Procession covers only the previous turn, expressly forbidden by Wero.
Horse Traders is a good, fine idea. But it's Caravan Guard.That's what I was thinking too at first, but they draw the card during your opponent's turn. Unless there's a use for coin in this puzzle, that won't mean much
Princed Storyteller via Highways previously? Note that Lighthouse and co. wouldn't work.
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.
But Doctor just looks at the top cards of your deck, and doesn't draw them.
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.
But Doctor just looks at the top cards of your deck, and doesn't draw them.
It also trashes them.
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.
But Doctor just looks at the top cards of your deck, and doesn't draw them.
It also trashes them.
You are technically correct. The best kind of correct.
So I guess the question is, Wero's intended solution involve having all 6 Overgrown Estates, 20 Rats and 10 Cultists in his deck and overpaying 36 for Doctor.
That is exactly 56 card draws, but doesn't include King's Courted Hirelings.
You can always use 23987429384729384723984 coin tokens and buy a Doctor without playing a card.
But Doctor just looks at the top cards of your deck, and doesn't draw them.
It also trashes them.
You are technically correct. The best kind of correct.
So I guess the question is, Wero's intended solution involve having all 6 Overgrown Estates, 20 Rats and 10 Cultists in his deck and overpaying 36 for Doctor.
That is exactly 56 card draws, but doesn't include King's Courted Hirelings.
But you're not drawing those cards at the start of a turn, but rather at the end of a turn where you buy Doctor. Those cards are then discarded during cleanup. Is there something I'm missing?
Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money
Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money
Well if you get (d), you can get (b) through storyteller.
pirate ship is bounded by the copper going into the trash. Although I guess you can keep gaining from the trash with rogue etc.
Edit. nevermind
I still can't think of a way to get infinite actions. I guess you kind of can with a champion aka you will never run out of actions.\. But that doesn't really count.
Although wouldn't the duration card still have to be out to get it's bonus? Or could you procession a hireling and draw infinite cards?According to official rulings, if you play Procession (P1) on a Procession (P2) on a Duration card, then:
Although wouldn't the duration card still have to be out to get it's bonus? Or could you procession a hireling and draw infinite cards?
We define a Dominion puzzle H as INF-HARD if every puzzle in INF(the set of all infinite vanilla bonus puzzles) can be reduced to H.Here's a simple puzzle: How can you get infinite
a) Actions
b) Cards
c) Buys
d) Money
Well if you get (d), you can get (b) through storyteller.
If you can get (d), you can get (c) through Traveling Fair
If you can get (a) you can get (d) through Diadem
So we just need to figure out how to get (a).
(d) can be obtained with Merchant Guild or Pirate Ship if it doesn't have to be done in one turn. (You can generate infinite coin tokens given infinite turns. If it must be bounded, these aren't valid.)
Whilst thinking about this I came up with a funny scenario where Dame Molly takes out a whole army.
1) Buy Lost Arts and put the action token on Knights.
2) Play Dame Molly which now gives you 3 actions.
3) A knight is hit, so both are trashed.
4) Play Graverobber to retrieve and top deck Dame Molly - 2 actions remaining.
5) Play Smithy to draw Dame Molly, Graverobber and Smithy - 1 action remaining.
6) Play Dame Molly again for 3 actions.
7) Repeat until Dame Molly has taken down all 9 other knights.
Whilst thinking about this I came up with a funny scenario where Dame Molly takes out a whole army.
1) Buy Lost Arts and put the action token on Knights.
2) Play Dame Molly which now gives you 3 actions.
3) A knight is hit, so both are trashed.
4) Play Graverobber to retrieve and top deck Dame Molly - 2 actions remaining.
5) Play Smithy to draw Dame Molly, Graverobber and Smithy - 1 action remaining.
6) Play Dame Molly again for 3 actions.
7) Repeat until Dame Molly has taken down all 9 other knights.
So let me get this straight:
You used dark sorcery on Dame Molly, then sent her into battle.
She killed another knight, but was slain in the process, so they buried her.
Then you yanked her right back out, gave her a new set of armor, and sent her right back to fight again? 8 times? You cruel, cruel person.
2 player game. Opponent plays a Witch. There is at least 1 Curse in the Curse pile. I have a Moat which I do not 'react'. I have no other on-gain reaction cards (e.g. Trader) in my hand. But I still gain a Curse (from the Witch). How?
No shenanigans (Possession, etc.).
2 player game. Opponent plays a Witch. There is at least 1 Curse in the Curse pile. I have a Moat which I do not 'react'. I have no other on-gain reaction cards (e.g. Trader) in my hand. But I still gain a Curse (from the Witch). How?... because that's what happens when your opponent plays a Witch?
No shenanigans (Possession, etc.).
Ahhh, sorry, I meant I do *not* gain the Curse.
And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).
You could just react a Secret Chamber and then get Trader/Watchtower into your hand.I guess this would work, but not what I had in mind. Not only do I not have any other 'on-gain' reactions in my hand now, I never do until it is my turn (or later).
I don't know anything about Adventures, so this is not what I had in mind.Ahhh, sorry, I meant I do *not* gain the Curse.
And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).
Champion in play.
You could just react a Secret Chamber and then get Trader/Watchtower into your hand.I guess this would work, but not what I had in mind. Not only do I not have any other 'on-gain' reactions in my hand now, I never do until it is my turn (or later).I don't know anything about Adventures, so this is not what I had in mind.Ahhh, sorry, I meant I do *not* gain the Curse.
And no Lighthouse in play (that's certainly a valid answer, but not what I had in mind).
Champion in play.
The Witch was Young, and you revealed the bane.
The Witch was Young, and you revealed the bane.
But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.
The Witch was Young, and you revealed the bane.
But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.
The Witch was Young, and you revealed the bane.
But a "Young Witch" is not a "Witch", no matter how you try and sell it. Similar to how Fool's Gold is not Gold, nor is Ruined Library a Library. They are two different cards with two different names that happen to be similar. Using the same method, I could say that the Witch was a Mountebank, so I discarded a Curse.
Why isn't a young witch a witch? I mean, she's just young, but she's still a witch. It's like you are saying a green apple is not an apple, when clearly it is an apple, just one of green color.
If two witches were watching two watches, which witch would watch which watch?
@Dingan it's been long enough that you should probably just provide your answer.xyz123 got the answer. If you see me +1 an answer, it's usually the one I was thinking of. You have 2 Moats -- one which you do not react, and one you do. Note that this is kind of like the riddle that says you have 2 coins that add to 15 cents and one is not a dime -- the other one is a dime.
2 player game. Opponent plays a Witch. There is at least 1 Curse in the Curse pile. I have a Moat which I do not 'react'. I have no other on-gain reaction cards (e.g. Trader) in my hand. But I still gain a Curse (from the Witch). How?
No shenanigans (Possession, etc.).
@Dingan it's been long enough that you should probably just provide your answer.xyz123 got the answer. If you see me +1 an answer, it's usually the one I was thinking of. You have 2 Moats -- one which you do not react, and one you do. Note that this is kind of like the riddle that says you have 2 coins that add to 15 cents and one is not a dime -- the other one is a dime.
Fyi, the original puzzle:2 player game. Opponent plays a Witch. There is at least 1 Curse in the Curse pile. I have a Moat which I do not 'react'. I have no other on-gain reaction cards (e.g. Trader) in my hand. But I still gain a Curse (from the Witch). How?
No shenanigans (Possession, etc.).
@Dingan it's been long enough that you should probably just provide your answer.xyz123 got the answer. If you see me +1 an answer, it's usually the one I was thinking of. You have 2 Moats -- one which you do not react, and one you do. Note that this is kind of like the riddle that says you have 2 coins that add to 15 cents and one is not a dime -- the other one is a dime.
Fyi, the original puzzle:2 player game. Opponent plays a Witch. There is at least 1 Curse in the Curse pile. I have a Moat which I do not 'react'. I have no other on-gain reaction cards (e.g. Trader) in my hand. But I still gain a Curse (from the Witch). How?
No shenanigans (Possession, etc.).
Pretty sure I already posted that!
You intend to play that Moat, which will trigger a reshuffle, so you want to discard cards so that they won't miss it.
Pretty sure I already posted that!
Ha, I don't follow that thread. Did you post it because of this puzzle?
Pretty sure I already posted that!
Ha, I don't follow that thread. Did you post it because of this puzzle?
Hmm.. it's possible I did not post it. Or it was another thread.. I don't know. I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.
Pretty sure I already posted that!
Ha, I don't follow that thread. Did you post it because of this puzzle?
Hmm.. it's possible I did not post it. Or it was another thread.. I don't know. I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.
No, I was saying I found your post after you told me about it (in Random Stuff 2); but I don't follow Random Stuff 2 so I hadn't seen it.
Pretty sure I already posted that!
Ha, I don't follow that thread. Did you post it because of this puzzle?
Hmm.. it's possible I did not post it. Or it was another thread.. I don't know. I remember specifically going to find that video because of a discussion like this, but maybe I decided not to post it or something.
No, I was saying I found your post after you told me about it (in Random Stuff 2); but I don't follow Random Stuff 2 so I hadn't seen it.
Ah, so I did do it!
Oh, and I remember now. It's the same clip that had the "Liberry/ Strawbrary" thing. It was in response to the "pronouncing 'r' in 'February'" discussion. But I remember thinking about it in regards to this puzzle.. strange that it was relevant in two different places in two different was at around the same time.
I can think of answers like "you've already discarded to a previous opponent's Militia (two green cards) and don't want to reveal the Moat" but that only helps you make the game take less time.
But the restriction of "no other Kingdom/Black Market cards are relevant" is really really huge. It's really hard to come up with convoluted situations that can come up in the 2-card kingdom of Militia and Moat that would make not revealing the Moat better than revealing it.
I don't think solutions that involve your opponent misplaying or even making a different play should be valid because then the trivial solution of "My opponent only buys Provinces on turns where people reveal Moats to his Militia" works. So the temptation of "I have two green cards to discard anyways, and I know playing this Moat will make me hit $8, and I want to invite misplays by my opponent or not reveal information" seems lackluster.
But then again I feel like that's probably it, since nothing else could really be it.
You intend to play that Moat, which will trigger a reshuffle, so you want to discard cards so that they won't miss it.
More of a question than a puzzle:
What cards are made worse by Shelters? Examples: Ambassador, Baron, pretty much any trash-for-benefitter (especially Remake and Upgrade).
What cards are made better?
Of course, there are fringe cases (maybe you want to Upgrade a Hovel into a Hamlet). But let's ignore those.
What cards are made better?
4-player game. You play Ambassador to return 2 cards to the supply, onto a supply pile that now has >2 cards in it. No reactions, on-gain cards, Lighthouse, or anything like that are anywhere. But only 2 of your 3 opponents gain a copy of the card. How?
In a 2-player game, buy 8 different cards on turn 2.For this, events are not cards, right? But we can still buy them?
In a 2-player game, buy 8 different cards on turn 2.For this, events are not cards, right? But we can still buy them?
In a 2-player game, buy 8 different cards on turn 2.For this, events are not cards, right? But we can still buy them?
Yes, that's correct.
In a 2-player game, buy 8 different cards on turn 2.For this, events are not cards, right? But we can still buy them?
Yes, that's correct.
P1: Scouting Party+Lost City, using Baker token+Borrow
P2: 6C, Inheritance Squire(Baker)
P1: Play Lost City, overbuy Stonemason for 2 Lost Cities using Borrow
P2: 3xSquire/Estate, 4 Copper, 5 buys with 7 coins, buy Travelling Fairx3, Copper, Curse, 5 differently named Ruins, and Poor House
That's great, but Philosopher's Stone rounds down, right?
So if you've got 7–9 cards in your deck, each Philosopher's Stone gives you $1. So Storyteller–3PS draws 3 cards; there's 4–6 remaining and Madman can only draw 3 three of them.
So I guess that answers Jacques's second question?
That's great, but Philosopher's Stone rounds down, right?Storyteller gives $1, so you draw 4 cards, not 3. That exactly covers the difference for 7-8, so it would have to be 9 cards.
So if you've got 7–9 cards in your deck, each Philosopher's Stone gives you $1. So Storyteller–3PS draws 3 cards; there's 4–6 remaining and Madman can only draw 3 three of them.
So I guess that answers Jacques's second question?
...
So, using Storyteller, PS, PS, PS, Madman you can't draw your deck if it contains exactly 3 (or 4 or 9) cards
1 player game. No Shelters. You only ever buy Silvers on $3-$5, Golds on $6-$7, Province on > $7, and nothing on < $3. What is the longest possible such game (number of turns)? Shortest possible game?
I can get 30
With Black Market you can get as many different Kingdom Cards as you want (limitted of course by the number of different cards in the game, but we wont get anywhere near that number).
In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Throne Room, Procession, Golem, playing 4 different action cards (including a gainer) and calling Coin of the Realm and Duplicate. With the 2nd Procession play you play Herald, playing 2 different cards. With the 2nd Throne Room play you play Graverobber gaining Golem and Herald back from the trash, drawing Herald due to +1 card token on Graverobber. With the 3rd Throne Room play you play Herald, drawing Golem and playing 2 action cards.
Then you call Royal Carriage to replay King's Court and play Golem, playing 6 action cards.
It's still the start of your turn, and you count the cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Throne Room, Procession, Coin of the Realm, Duplicate, Graverobber, Herald, Royal Carriage, Golem and 14 other action cards gives a total of 30.
Just playing a single Black Market allows you to get a ton of treasures in play
Just playing a single Black Market allows you to get a ton of treasures in play
Great, that's what i was thinking about. There is one more thing though, which increases the count by up to 25 on its own.
I assume the "I own only differently named kingdom cards" in the puzzle description applies at all times, so you can't during your turn get a Kingdom card you already own.
I can't find the last thing you talk about, but I've found a few cards that help and I've fixed my mistake. I can now get: 61
In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Golem, playing 6 action cards and calling Coin of the Realm and Duplicate. Call Royal Carriage to play King's Court again. This time you play Throne Room, Procession and Herald, playing 2 cards. 2nd Procession plays Band of Misfits as Herald, playing 2 action cards. 2nd Throne Room plays Disciple, and you play play the other 4 Disciples too (note that the puzzle only states no Kingdom card duplicates, and Disciple isn't a Kingdom card). With that you play Graverobber (gaining Herald and Band of Misfits from the trash), a drawer, Herald (playing 2 action cards), Band of Misfits as Herald (playing 2 action cards), 2 action cards, and Black Market, which plays all the Treasure cards in the game (you've earlier played a lot of non-specific action cards, which may be drawers, and you have a +1 card token, so drawing the treasure cards isn't a problem).
The last played Treasure card is Spoils, and while you resolve that it is the start of your turn and you count your different cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Golem, Coin of the Realm, Duplicate, Royal Carriage, Throne Room, Procession, Disciple, Graverobber, a drawer, Herald, Black Market, 26 treasure cards* and 16 other action cards for a total of 61 cards.
*Copper, Silver, Gold, Harem, Potion, Philosopher's Stone, Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank, Platinum, Horn of Plenty, Diadem, Fool's Gold, Cache, Ill-Gotten Gains, Spoils, Counterfeit, Masterpiece, Stash, Relic and Treasure Trove.
I assume the "I own only differently named kingdom cards" in the puzzle description applies at all times, so you can't during your turn get a Kingdom card you already own.
I can't find the last thing you talk about, but I've found a few cards that help and I've fixed my mistake. I can now get: 61
In the beginning you have Caravan Guard (played on your opponent's turn), Hireling and Champion in play.
Then you call Ratcactcher, Guide, Transmogrify and Teacher.
Then you play your Princed King's Court and play Golem, playing 6 action cards and calling Coin of the Realm and Duplicate. Call Royal Carriage to play King's Court again. This time you play Throne Room, Procession and Herald, playing 2 cards. 2nd Procession plays Band of Misfits as Herald, playing 2 action cards. 2nd Throne Room plays Disciple, and you play play the other 4 Disciples too (note that the puzzle only states no Kingdom card duplicates, and Disciple isn't a Kingdom card). With that you play Graverobber (gaining Herald and Band of Misfits from the trash), a drawer, Herald (playing 2 action cards), Band of Misfits as Herald (playing 2 action cards), 2 action cards, and Black Market, which plays all the Treasure cards in the game (you've earlier played a lot of non-specific action cards, which may be drawers, and you have a +1 card token, so drawing the treasure cards isn't a problem).
The last played Treasure card is Spoils, and while you resolve that it is the start of your turn and you count your different cards in play: Caravan Guard, Hireling, Champion, Ratcatcher, Guide, Transmogrify, Teacher, King's Court, Golem, Coin of the Realm, Duplicate, Royal Carriage, Throne Room, Procession, Disciple, Graverobber, a drawer, Herald, Black Market, 26 treasure cards* and 16 other action cards for a total of 61 cards.
*Copper, Silver, Gold, Harem, Potion, Philosopher's Stone, Loan, Quarry, Talisman, Contraband, Royal Seal, Venture, Hoard, Bank, Platinum, Horn of Plenty, Diadem, Fool's Gold, Cache, Ill-Gotten Gains, Spoils, Counterfeit, Masterpiece, Stash, Relic and Treasure Trove.
60, because you returned your spoils to the spoils pile and it isn't in play
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?
Clarification: are Teacher, and the other Travellers considered "kingdom cards" for the purpose of this puzzle? Copper, Silver, Gold? What about Black Market cards? I assume we're allowed to use them and gain them mid-turn or have them in our decks? Or should we be aware of some restriction on this?
Only counting cards that act exactly like goons and no it's not 10What is the most possible amount of goons(or cards that act like goons) you can have in play at once?
10, unless you are counting militia, in which case 20, unless you are counting merchant guild, in which case 30.... And so on....
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?
I'm sorry, i'm afraid my last puzzle wasn't exactly "easy". It was easy to ask but answering it is much too hard, as i didn't ask it properly. I should have thought more about that. In fact, i have been a bit surprised at how you re-used the same cards to get more in play, because i actually hoped that wouldn't work. Seems i was wrong ;)
Here's an actually easy one, though: I buy Borrow with my -1Card token on top of my deck. Why?
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?
26 + 3*number of players
Ferry on Goons
Inherit Goons
Gain 8 Goons, 10 BoM, and 8 Estates
Pass any Estates available from other players to you
King's Court a bunch of Villages and Draw so you can play all your Goonses[\spoiler]
49. You'd need to have your -$2 token on Goons and have 10 Band of Misfits in play, gain the last Goons after playing them and play it, and own all Estates in a 6-player game with Inheritance on Goons. As one Goons is removed by Inheritance (and you can't buy Inheritance after playing your last BoM), you can play one less Goons.
What is the most possible amount of goons(or cards that act like goons) you can have in play at once?
26 + 3*number of players
Ferry on Goons
Inherit Goons
Gain 8 Goons, 10 BoM, and 8 Estates
Pass any Estates available from other players to you
King's Court a bunch of Villages and Draw so you can play all your Goonses[\spoiler]
The number of Estates in the Supply varies depending on the number of players too, so you're missing 4 from the top answer.
Also, you were too slow on this one!49. You'd need to have your -$2 token on Goons and have 10 Band of Misfits in play, gain the last Goons after playing them and play it, and own all Estates in a 6-player game with Inheritance on Goons. As one Goons is removed by Inheritance (and you can't buy Inheritance after playing your last BoM), you can play one less Goons.
Related question:
How many points can you get without changing the game's composition(not counting (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) tokens of course) on each turn.
Game's composition means whatever is in the supply, your deck, your opponent's deck, mats and the trash. VP tokens do not count as they don't affect what is going to happen from a non-strategic point of view. And yes it has to be able to happen every turn.Related question:
How many points can you get without changing the game's composition(not counting (http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/12px-VP.png) tokens of course) on each turn.
Depends on what you mean by "game's composition". What stuff is allowed to change? We probably can't add or remove cards from the Supply, right? What about the Trash? What about our own decks, or the decks of opponents?
And when you say "each turn", does that mean it has to be sustainable? I don't think that's possible without VP tokens (or losing VP when it's not your turn to opponents doing these same things).
Some possibilities (assuming that it's just Supply and Trash that have to be the same by the end of the turn):
Distant Lands -- put all 12 on your mat to gain 48VP.
Harem -- steal 12 from other players using Thief to gain 24VP.
Pretty much any VP card -- gain them by having them passed to you via Masquerade. Alternatively, trash them from opponents and then gain them using Rogue (they don't stay in the Trash so it's OK?).
Gardens, Duke, Vineyard, Fairgrounds, Silk Road, Foedum -- bump up their value by stealing cards from opponents via Rogue, or Masquerade away non-counted cards for counted ones.
I'm sorry, i'm afraid my last puzzle wasn't exactly "easy". It was easy to ask but answering it is much too hard, as i didn't ask it properly. I should have thought more about that. In fact, i have been a bit surprised at how you re-used the same cards to get more in play, because i actually hoped that wouldn't work. Seems i was wrong ;)
Here's an actually easy one, though: I buy Borrow with my -1Card token on top of my deck. Why?
You buy Messenger next, avoiding handing out a card to every player. Maybe you don't want to buff up their Gardens.
Technically you can get infinite VP chips each turn because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.
Technically you can get infinite VP chips each turn because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.
Theoretically you can do that, but technically it isn't possible. ;)
Technically you can get infinite VP chips each turn because for the beginning infinite turns of the game you process infinite champions and graverob them back up. After this is done you pick up a diadem for infinite coins. You then buy infinite number of traveling fairs for infinite buys. You proceed to play at least one goons and using trader shenanigans to get infinite VP chips.
Theoretically you can do that, but technically it isn't possible. ;)
Technically, he should have used "unbounded" instead of "infinite" in his post, but the point made is clear.
At the start of my turn, I have a Coin of the Realm on my tavern mat. During the turn, I call it. At the end of the turn, it's back on my tavern mat. How did it get there?
Bingo! (Also any combination of playing BM/Storyteller and then gaining Mandarin works.) Now, to find a game where that is a legitimate engine strategy - possibly involving Graverobber to gain the same Mandarin multiple times.At the start of my turn, I have a Coin of the Realm on my tavern mat. During the turn, I call it. At the end of the turn, it's back on my tavern mat. How did it get there?
Call your Coin of the Realm. Play Black Market. Buy Mandarin; Coin of the Realm goes on your deck. Draw some cards somehow; now Coin is back in hand. Play Coin of the Realm and it goes back to your tavern mat.
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
Clarification question: do a Caravan Guard played on your opponent's last turn and a Lighthouse played on your own last turn both count as a "Duration from last turn"?
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.
That would only get you to +$5. CotR doesn't give you coin when you call it.
There is a card in Prosperity with an effect that you can use on any card in the game, except a set of less than ten and more than five. Which card?
It's possible there are several solutions. In that case, pick one. Also, remember folks, events are not cards.
There is a card in Prosperity with an effect that you can use on any card in the game, except a set of less than ten and more than five. Which card?
It's possible there are several solutions. In that case, pick one. Also, remember folks, events are not cards.
I suspect the answer is Watchtower/Royal Seal, which don't work on a handful of cards that they can lose track of, but I'm not sure I can come up with a list of more than 5.
Unless I remember incorrectly Nomad Camp wouldn't count because it is where it is expected to be due to "no visiting"
Death Cart would fail to Top Deck if the Ruins pile isn't empty.
Cache would be the same with Coppers
Same for Border Village if there are any valid gaining targets.
(But do those work if you apply the effect to the cards that go on top of them first, or are they lost as soon as the on-gain gains visit the discard?)
I think you lose track of Inn.
I can't really think of any more...
Duchy if you chose to gain a Duchess.
Took another perusal through the Prosperity cards and couldn't come up with any other great ideas.
I guess Quarry can't reduce the cost of Poor House, Copper, Curse, and the 5 Ruins by $2?
Edit... it only effects actions so that is obviously not it.
Wait...
Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
Wait...
Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
I suck at this... :'(
I suck at this... :'(
That's alright, it was fun anyway.
Wait...
Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile. The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures. Why?
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile. The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures. Why?
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile. The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures. Why?
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile. The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures. Why?
You have Talisman in play and don't want to gain a second Death Cart by buying the Death Cart directly.
Wait...
Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
Sorry, why can't you gain the Traveler upgrades? Can't some of them be Trashed and Gained with Graverobber or Rogue?
Edit: Actually, all of them cost from 3 and 6.
I Summon a Death Cart, knowing full well the Ruins it gains will make Summon lose track of it, leaving it in my discard pile. The Curse pile is empty, I have no cards in hand, and the only cards I have in play are Treasures. Why?
Death Cart is an extremely good card as we all know. So naturally, when you played your Contraband, your witty opponent banned it. But you managed to break his pitiful obstacles by summoning the satanic vehicle using black magic.
Wait...
Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
Sorry, why can't you gain the Traveler upgrades? Can't some of them be Trashed and Gained with Graverobber or Rogue?
Edit: Actually, all of them cost from 3 and 6.
I thought it was nice. It was original and it got people thinking, and the solution was not obvious, and the fact that there was no solution was even less obvious. :)Wait...
Is it Watchtower/Royal Seal because you can never gain the Traveller upgrades? Seems possible that is what you are looking for, but it isn't possible to gain the Shelters either so that would make the total 11 cards.
Sorry, why can't you gain the Traveler upgrades? Can't some of them be Trashed and Gained with Graverobber or Rogue?
Edit: Actually, all of them cost from 3 and 6.
You can and i am a fool. The puzzle just was rubbish.
5 platina and traveling fair is out?
At the start of my turn, my hand consists of five copies of the same card and nothing else.
At the start of my turn, my hand consists of five copies of the same card and nothing else. My draw and discard piles are empty and I have no duration/mat/prince/etc cards in play. At the end of my turn, I can guarantee that I will have two more Provinces than when I started. What card is in my hand?
(this is probably too easy)
Expand!
Governor.
At the start of my turn, my hand consists of five copies of the same card and nothing else.
Band of Misfits? Aka "Hand of Misfits".
Mining village, Mining village, Bridge, Bridge, Duplicate.Governor.
Well done, this is the one I had in mind!At the start of my turn, my hand consists of five copies of the same card and nothing else.
Band of Misfits? Aka "Hand of Misfits".
I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
Governor.
Well done, this is the one I had in mind!At the start of my turn, my hand consists of five copies of the same card and nothing else.
Band of Misfits? Aka "Hand of Misfits".
I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
Governor.
Well done, this is the one I had in mind!At the start of my turn, my hand consists of five copies of the same card and nothing else.
Band of Misfits? Aka "Hand of Misfits".
I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.
Governor.
Well done, this is the one I had in mind!At the start of my turn, my hand consists of five copies of the same card and nothing else.
Band of Misfits? Aka "Hand of Misfits".
I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.
I'd expect it to be possible to piledrive Colonies, maybe more. Are we assuming no cards in deck/discard either?
Governor.
Well done, this is the one I had in mind!At the start of my turn, my hand consists of five copies of the same card and nothing else.
Band of Misfits? Aka "Hand of Misfits".
I love "Hand of Misfits", but I can't see the sequence of moves that would give you two Provinces. I thought maybe Worker's Village then Bridge until I remembered the wording on BoM is "less than it" rather than "up to $4".
After some thought, I can easily see how you could get two Provinces with a HoM, so here's a new puzzle. How many Provinces can you get starting with only a Hand of Misfits (no Duration/Mat/Tokens/Events/Prince)? I think the answer is at least 5.
I'd expect it to be possible to piledrive Colonies, maybe more. Are we assuming no cards in deck/discard either?
Yep, same starting point as before. And yeah I think it's possible to gain at least 8 Colonies and 8 Provinces, at least with perfect shuffle luck.
...easy puzzles?
[...]
I'm going to stop now since the end game is trivial other than optimization. Use some combination of KC-Ironworks to gain more Ironworks. Highway (KC not needed here) and maybe IW gaining Colony to draw the remaining Ironworks. Use KC-Ironworks to gain all the $1 Colonies and more. Everything else costs $0 so you can buy 13 more copies of anything with all those buys. Optimization probably involves Ironworks for Squire to get more +Buy.
...easy puzzles?
...easy puzzles?
Name the commonality:
Adventurer
Alchemist
Ambassador
Apprentice
Baron
Bishop
Cartographer
Chancellor
Conspirator
Coppersmith
Duke
Explorer
Golem
Governor
Herbalist
Jester
Margrave
Minion
Moneylender
Mountebank
Navigator
Pawn
Pearl Diver
Saboteur
Salvager
Scout
Spy
Steward
Swindler
Tactician
Thief
Torturer
Witch
Young Witch
...
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.
That would only get you to +$5. CotR doesn't give you coin when you call it.
Yep, missed that.
...
They all have people drawn on them.
...
They all have people drawn on them.
Not the answer.
If it helps, this is a restrictive set in that no other cards share this commonality.
...
They all have people drawn on them.
Not the answer.
If it helps, this is a restrictive set in that no other cards share this commonality.
Cards that are named after one person and that you own? I see Governor, but not Envoy, from which i conclude you didn't just pick some random sets to include cards from.
Edit: Oops, forget it, Sea Hag isn't there, either, allthough Pearl Diver is. Hmm...
How do you gain BOM6-10, Fortress, Dev1-3, HW1? Unless I'm missing something major, this solution completely falls apart.
I play three Knights and enter my Buy phase with (http://wiki.dominionstrategy.com/images/thumb/6/6f/Coin6.png/16px-Coin6.png). I played no other cards that turn, and there were no Durations from last turn resolving and the only Reserve called was a single Coin of the Realm. I didn't use Borrow or any Coin tokens. How?
Your +1 coin token is on the Knights pile, and one of the Knights you played is Sylvia.
That would only get you to +$5. CotR doesn't give you coin when you call it.
Yep, missed that.
You inherited Dame Sylvia (thanks to the -2$ token) and you were actually playing Estates?
Yes, but you are very late (http://forum.dominionstrategy.com/index.php?topic=7339.msg542493#msg542493).
Border Village.Thanks :-[
There's people holding things on the art
This puzzle is inspired by the one from managore and a IRL discussion on ways to survive a lost knights battle that got complicated.
Goal: With 5 different cards in hand at the start of the turn, costing 2$ or less, get at least 13 vp in one turn. The draw and discard piles are empty. No duration/mat/prince/etc. cards in play. No potion-cost or Adventures cards/events. No platinum/colony. The kingdom is otherwise free to decide as long as it is a possible game state. Bonus points if you gain more points.
Hint: My solution buys 2 provinces and 1 estate.
Hint: not art related
Hint: not art related
Hmm, wait.
That's f.ds after jsh stopped posting in his art rankings thread!
Hint: not art related
Hmm, wait.
That's f.ds after jsh stopped posting in his art rankings thread!
They're all f.ds rankings.
Assume all piles are infinite.
How many ways can we get an infinite turn where we never reach the +buy phase?
Rules: No Adventures tokens and no Champion. They make it too easy. You could stick +Card and +Action on Workshop, and that's an infinite turn...
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
You can't draw them with Scout
And that is one of the many reasons why Scout is so good.What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
You can't draw them with Scout
But you can still rearrange the order of the top four!
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
You can't draw them with Scout
But you can still rearrange the order of the top four!
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.
Hint 2: Baron, Loan, and Bazaar get honorable mentions.
Hint 3: Even a Dominion rookie could figure it out.
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.
Hint 2: Baron, Loan, and Bazaar get honorable mentions.
Hint 3: Even a Dominion rookie could figure it out.
Is it card names that can be used as two different parts of speech? The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.
Hint 2: Baron, Loan, and Bazaar get honorable mentions.
Hint 3: Even a Dominion rookie could figure it out.
Is it card names that can be used as two different parts of speech? The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.
Hint 2: Baron, Loan, and Bazaar get honorable mentions.
Hint 3: Even a Dominion rookie could figure it out.
Is it card names that can be used as two different parts of speech? The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).
If that were the rule, wouldn't Loan work just fine as both a verb and a noun?
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.
Hint 2: Baron, Loan, and Bazaar get honorable mentions.
Hint 3: Even a Dominion rookie could figure it out.
Is it card names that can be used as two different parts of speech? The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).
If that were the rule, wouldn't Loan work just fine as both a verb and a noun?
Yeah, so maybe it has to specifically be a noun and an adjective? I think Copper should be in the list then though (I think it should have been with my original guess too).
What do the following cards have in common?
Silver
Gold
Familiar
Mint
Sage
Counterfeit
Mystic
Rogue
Fugitive
Duplicate
Giant
Hint 1: Silver, Mint, Counterfeit, and Duplicate make up a special subset.
Hint 2: Baron, Loan, and Bazaar get honorable mentions.
Hint 3: Even a Dominion rookie could figure it out.
Is it card names that can be used as two different parts of speech? The honorable mentions work, except that they are homophones for their alternate part of speech (baron/barren, loan/lone, bazaar/bizarre).
If that were the rule, wouldn't Loan work just fine as both a verb and a noun?
Yeah, so maybe it has to specifically be a noun and an adjective? I think Copper should be in the list then though (I think it should have been with my original guess too).
That puzzle was unfair to not native English speakers :P
That puzzle was unfair to not native English speakers :P
I'm of the opinion that all "what's missing" or "what's in common" type puzzles should include a note saying if they are Dominion related or simply word related. Or at least provided as a spoiler hint right away.
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.
Alternate solution Play a Bridge Troll. On the next turn, play no actions.
Easy puzzle: Make Peddler cost exactly $7 in your buy phase.
Play Bridge, then trash it with Bonfire.
No. It needs to be Bridge. The -1 cost needs to be in effect after you've trashed the card, otherwise Peddler would cost 8.Easy puzzle: Make Peddler cost exactly $7 in your buy phase.
Play Bridge, then trash it with Bonfire.
It needs to be Highway though, right? Bridge lasts until the end of the turn.
No. It needs to be Bridge. The -1 cost needs to be in effect after you've trashed the card, otherwise Peddler would cost 8.Easy puzzle: Make Peddler cost exactly $7 in your buy phase.
Play Bridge, then trash it with Bonfire.
It needs to be Highway though, right? Bridge lasts until the end of the turn.
On my first turn, I buy Summon and gain a Feast with it. Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game. When is this a good idea? (What did I gain with the Feast?)
On my first turn, I buy Summon and gain a Feast with it. Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game. When is this a good idea? (What did I gain with the Feast?)
On my first turn, I buy Summon and gain a Feast with it. Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game. When is this a good idea? (What did I gain with the Feast?)
On my first turn, I buy Summon and gain a Feast with it. Baker, Borrow, and Lost City are not in the setup, and I never gain another Feast during the game. When is this a good idea? (What did I gain with the Feast?)
Because your opponent gains a Silver when you gain Embassy.
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.
Is there any reason that the solution isn't simply to buy a Chapel on every opportunity until there's one left, wait until it's turn 16, then buy the last one?
With any base-only kingdom that includes Chapel (two player), empty the Chapel pile in exactly 16 turns, without trashing anything.
Is there any reason that the solution isn't simply to buy a Chapel on every opportunity until there's one left, wait until it's turn 16, then buy the last one?
Nope. This is the easy puzzles thread.
Except, what if you don't have 2 on your 16th turn?
Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.
Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.
It's a 2-player game so you only have to buy 5 dead cards and I'm not sure why you would Witch attack your opponent.
Huh. I'm curious which base kingdom will allow you to certainly buy 9 dead cards, get hit by 10 Witch attacks, keep your Estates and still be certain to have $2 even though you could pick up 6 treasures max.
It's a 2-player game so you only have to buy 5 dead cards and I'm not sure why you would Witch attack your opponent.
If it's intended that you work together, the puzzle becomes more trivial than easy. Just let your opponent buy nine Chapels and buy the tenth on turn 16. Or whatever distribution of Chapels, and possibly Silver, works out. Well, maybe not trivial, but i don't see what the base limitation is for, then.
QuoteIf it's intended that you work together, the puzzle becomes more trivial than easy. Just let your opponent buy nine Chapels and buy the tenth on turn 16. Or whatever distribution of Chapels, and possibly Silver, works out. Well, maybe not trivial, but i don't see what the base limitation is for, then.
You need to actually ensure your opponent can buy 9 Chapels. Here's a simple counter-example to show the that the 'only buy chapels' strategy can not ensure it - with this draw, it only gets 8 by turn 16. D here means D 'dead card' (Estate and Chapel), C is copper.
Turn 1: DDDCC. Chapel
Turn 2: CCCCC. Chapel.
Turn 3. DDDDC.
Turn 4. CCCCC. Chapel.
Turn 5. DDDDC.
Turn 6. CCCCC. Chapel.
Turn 7. DDCCC. Chapel.
Turn 8. DDDDC.
Turn 9. DDDDC.
Turn 10. CCCCC. Chapel.
Turn 11. DDDDC.
Turn 12. DDDDC.
Turn 13. CCCCC. Chapel.
Turn 14. DDDDC.
Turn 15. DDDDC.
Turn 16. CCCCC. Chapel.
So one needs to devise a strategy that can guarantee 9 chapels by turn 16. Probably not very hard.
You need to actually ensure your opponent can buy 9 Chapels.
Next problem
Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
Contraband? (With no actions left)
Normally you can see which phase he's in by whether the 3 revealed cards are still out. To avoid this, the Black Market deck has to be empty.Right.
The only treasure card I can find, where you knowing matters, is Contraband (you want to know if he can play more action cards). But if this is the case, he can just always answer that it's still his action phase.Asking which phase he is in when contrabanding is meaningless because no card (except Black Market) lets him buy a card in the Action phase.
Next problem
Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
Congratulations! Perfect answer!Next problem
Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Normally you can see which phase he's in by whether the 3 revealed cards are still out. To avoid this, the Black Market deck has to be empty.Right.The only treasure card I can find, where you knowing matters, is Contraband (you want to know if he can play more action cards). But if this is the case, he can just always answer that it's still his action phase.Asking which phase he is in when contrabanding is meaningless because no card (except Black Market) lets him buy a card in the Action phase.
Congratulations! Perfect answer!Next problem
Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
Congratulations! Perfect answer!Next problem
Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
But wouldn't the best play for him always be to say, that it's his action phase?
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.
Congratulations! Perfect answer!Next problem
Your opponent played Black Market and a Treasure.
You asked him which phase he was in.
Why did you ask?
There were no cards remaining in the Black Market deck, and the player had Actions remaining. They played Relic, and you are debating revealing a Moat or just taking the token, because you may want to hide your Moat to force your opponent to use their last action on an attack like Witch rather than a more powerful non-attack. If it is the Buy phase, you can safely reveal Moat since he can't Witch you.
But wouldn't the best play for him always be to say, that it's his action phase?
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.
The opponent should always name the Action phase in your Contraband example too, because even without an Action to afford Province he wants you to name cards he can't afford.
But if this is the case, he can just always answer that it's still his action phase.
But wouldn't the best play for him always be to say, that it's his action phase?Then, how about this:
Because of this the question doesn't matter. Unless we allow for sub-optimal play, which I don't think is normal in puzzles.
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
Discard Tunnel and draw the Gold.
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
You don't draw the card, you put it into your hand.
If it really is a trick question, "deck" might not include your discard pile.
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
Kind of a trick question, but..
You have 1 card left in your deck that you haven't drawn. You play Scrying Pool. But you don't actually draw the card. How?
You have 1 card left in your deck that you haven't drawn. In addition to that 1 card, you have other cards. And then you draw those other cards, but not that particular card.
I don't see how any of those interrupted the card revealing.If it really is a trick question, "deck" might not include your discard pile.
It does. The card can be in your deck or discard pile -- either way, it's not drawn nor put into your hand.
Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.
Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.
Hint:
Your opponent has a "When another player plays an attack card" reaction card in their hand.
Is it Moat?
Do you have your -1 card token on your deck somehow? Doesn't involve a reaction card but like...
Do you have your -1 card token on your deck somehow? Doesn't involve a reaction card but like...
Hmm... I just thought of something. Is a forced action card like Herald or Golem involved?
You play Scrying Pool. When your opponent clicks on their reaction card, a bug in the Making Fun client causes their game to crash. They quit the game while they still have priority, and the game ends before you can draw your card.Or one person resigns before you can draw the card.
You play Scrying Pool. When your opponent clicks on their reaction card, a bug in the Making Fun client causes their game to crash. They quit the game while they still have priority, and the game ends before you can draw your card.Or one person resigns before you can draw the card.
Edit: I suppose the answer isn't just "You have one card in your deck - it's the Scrying Pool you just played"
Boooooooooo
So, playing nearly all of my Dominion games IRL instead of online basically just prevented me from seeing an answer that really has nothing to do with the cards, or even the game itself. Nice.
The other player's Blitz timer ran out?Eh, I suppose, but not what I had in mind.
Really easy puzzle:
I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?
Really easy puzzle:
I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?
Eight Gardens, final Scout for a 3 pile.
Really easy puzzle:
I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?
Eight Gardens, final Scout for a 3 pile.
But then you'd win now, not next turn.
Really easy puzzle:
I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?
Eight Gardens, final Scout for a 3 pile.
But then you'd win now, not next turn.
I'll add a clarification: None of the other Scouts have been bought.
Eheh. I guess plenty of things can happen.
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
I'll add a clarification: None of the other Scouts have been bought.
Eheh. I guess plenty of things can happen.
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.
If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?
Really easy puzzle:
I'm behind in points. I play $4 and buy a Scout. On the next turn, I win. Why?
Eheh. I guess plenty of things can happen.
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.
If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?
There you go. Fairgrounds were what I was looking for, but Vineyards work too.
Eheh. I guess plenty of things can happen.
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.
If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?
There you go. Fairgrounds were what I was looking for, but Vineyards work too.
Fairgrounds might put you in the lead, but why did you win the next turn? That is, why did the game end?
Eheh. I guess plenty of things can happen.
How about this: There is no "funny business" associated with buying the Scout. You buy it, you gain it, end of buy phase. And you wouldn't have won if you hadn't bought the Scout.
It pumps up your Fairgrounds/Vineyards/Gardens, and on the next turn your opponent accidentally ends the game by milling one of your Provinces with Swindler.
If this isn't it, are variable VP cards involved at all? In other words, does buying the Scout increase your score?
There you go. Fairgrounds were what I was looking for, but Vineyards work too.
Fairgrounds might put you in the lead, but why did you win the next turn? That is, why did the game end?
Feast
Island
Treasure Map
Distant Lands
Wine Merchant
Hireling
Champion
What's missing?
Feast
Island
Treasure Map
Distant Lands
Wine Merchant
Hireling
Champion
What's missing?
Feast
Island
Treasure Map
Pillage
Distant Lands
Wine Merchant
Hireling
Champion
What's missing?
Prince
duplicate
When played, they can't get discarded?
There is something you can't do with all the listed cards.
There is something you can't do with all the listed cards.
Scheme them.
You can Scheme Treasure Map.There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
You can Scheme Treasure Map.There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
So if you play Treasure Map without another Treasure Map, it just gets trashed?You can Scheme Treasure Map.There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
When played, they can't get discarded?
That's true, but there several other cards like that.
There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
Let's see... Madman, apparently.
When played, they can't get discarded?
That's true, but there several other cards like that.
Isn't this equivalent to Asper's answer?
So if you play Treasure Map without another Treasure Map, it just gets trashed?
When played, they can't get discarded?
That's true, but there several other cards like that.
Isn't this equivalent to Asper's answer?
Calling a card gets in into play without playing it. Then you can Scheme it.
When played, they can't get discarded?
That's true, but there several other cards like that.
Isn't this equivalent to Asper's answer?
Calling a card gets in into play without playing it. Then you can Scheme it.
Oh, so Adrian would have been right if he'd said that they never get discarded from play, period.
Another card belongs on this list. Which one?
Squire
Masquerade
Jester
Hero
Another card belongs on this list. Which one?
Squire
Masquerade
Jester
Hero
So if you play Treasure Map without another Treasure Map, it just gets trashed?You can Scheme Treasure Map.There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
Another card belongs on this list. Which one?
Squire
Masquerade
Jester
Hero
These can all get potion-cost cards into your deck (not necessarily gain them) without you having to play a potion. Is the missing card Disciple?
So if you play Treasure Map without another Treasure Map, it just gets trashed?You can Scheme Treasure Map.There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
That depends, does it say "trash this" as the first instruction?
I bought a Pilgrimage and gained a Victory card. There are no multi-type Victory cards in the Kingdom. How did I do it?
I bought a Pilgrimage and gained a Victory card. There are no multi-type Victory cards in the Kingdom. How did I do it?
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?You revealed a Secret Chamber, but you only had one card in your deck and one in your discard. You drew both of them, then returned two cards to the top of your deck.
I bought a Pilgrimage and gained a Victory card. There are no multi-type Victory cards in the Kingdom. How did I do it?
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?
My opponent plays a Swamp Hag and I reveal a Reaction. Afterwards my draw pile has an additional card in it. Why?
Umm, Beggar?
So if you play Treasure Map without another Treasure Map, it just gets trashed?You can Scheme Treasure Map.There is something you can't do with all the listed cards.
Scheme them.
We have a winner! And what's the missing card?
You are probably thinking of another Treasure Map from another game that isn't Dominion. One that doesn't say "Trash this" as its first two words.
That depends, does it say "trash this" as the first instruction?
Is this a serious question? Because i figured looking at the card using your cool Chrome plugin would answer that question for you. It says "trash this and another Treasure Map from your hand." If you have no other Treasure Map, you still do as much as you can, and trash the played Map itself.
During my buy phase, there are no empty supply piles. But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase. How?
Mission probably doesn't work, as you could buy another Event. Unless there are no other events. But Counterfeiting Contrabands seems legit.During my buy phase, there are no empty supply piles. But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase. How?
1. You Counterfeited a bunch of Contrabands.
2. You bought Mission during your last turn.
1. (Assuming there aren't any Events in the Kingdom.)During my buy phase, there are no empty supply piles. But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase. How?
1. You Counterfeited a bunch of Contrabands.
2. You bought Mission during your last turn.
During my buy phase, there are no empty supply piles. But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase. How?You are taking a bathroom break and cannot click on buttons.
During my buy phase, there are no empty supply piles. But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase. How?You're being possessed by someone who's adamant about not buying anything? It is technically your buy phase.
I like this solution. Maybe you have 6 Princed Goons. HA!During my buy phase, there are no empty supply piles. But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase. How?You're being possessed by someone who's adamant about not buying anything? It is technically your buy phase.
During my buy phase, there are no empty supply piles. But no matter how many coins I have to spend or how many buys I have, I cannot buy anything during my buy phase. How?
During my buy phase, there are no empty supply piles. But no matter what I did during my turn -- how many coins I have to spend, how many buys I have, etc. -- I cannot buy anything during my buy phase. How?
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.
I think you may be onto something here....
The kingdom consists of 9 potion cost cards and Contraband. You have played 7 Contrabands to which your opponent nominated Province, Duchy, Estate, Gold, Silver, Copper and Contraband, You do not have a potion in your hand.
There is also the possibility that of Potion-cost cards. If you have no Potion in your deck, you can't buy them. Of course, only so many of the supply cards can be Potion-cost, and this doesn't really explain why you can't buy e.g. Estate.
I think you may be onto something here....
The kingdom consists of 9 potion cost cards and Contraband. You have played 7 Contrabands to which your opponent nominated Province, Duchy, Estate, Gold, Silver, Copper and Contraband, You do not have a potion in your hand.
8 Contrabands. The opponent also has to name Curse.
Double tac?(http://wiki.dominionstrategy.com/images/3/37/Mystic.jpg) (http://wiki.dominionstrategy.com/index.php/Mystic) (http://wiki.dominionstrategy.com/images/e/ed/Tactician.jpg) (http://wiki.dominionstrategy.com/index.php/Tactician) (http://wiki.dominionstrategy.com/images/f/fd/Treasury.jpg) (http://wiki.dominionstrategy.com/index.php/Treasury) (http://wiki.dominionstrategy.com/images/e/ea/Farmland.jpg) (http://wiki.dominionstrategy.com/index.php/Farmland) (http://wiki.dominionstrategy.com/images/8/8d/King's_Court.jpg) (http://wiki.dominionstrategy.com/index.php/King's Court)
(http://wiki.dominionstrategy.com/images/2/29/Chapel.jpg) (http://wiki.dominionstrategy.com/index.php/Chapel) (http://wiki.dominionstrategy.com/images/3/3f/Vagrant.jpg) (http://wiki.dominionstrategy.com/index.php/Vagrant) (http://wiki.dominionstrategy.com/images/b/b4/Bishop.jpg) (http://wiki.dominionstrategy.com/index.php/Bishop) (http://wiki.dominionstrategy.com/images/4/43/Bandit_Camp.jpg) (http://wiki.dominionstrategy.com/index.php/Bandit Camp) (http://wiki.dominionstrategy.com/images/2/28/Counterfeit.jpg) (http://wiki.dominionstrategy.com/index.php/Counterfeit)
What unusual thing will happen in this game if it is played more or less optimally?
A golden deck?
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Counterfeit the spoils
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.
It's for destroying spoils.Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.
Is it really worth it for just the +1VP per Bishop?
It's for destroying spoils.Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.
Is it really worth it for just the +1VP per Bishop?
Marpia Real
$4, Action
You may play an Action card from your hand and trash the Spoils pile.
(This is not in the Supply.)
AfterIt's for destroying spoils.Why would all the Spoils end up in the trash? Are you trashing them with Bishop for +VP or something? That doesn't seem like an amazing reason to go for Bandit Camp.
Well, it is the only way of constantly getting Bishop fuel without losing the ability to gain components at the same time.
Is it really worth it for just the +1VP per Bishop?
For that, we have Marpia Real (from the computer-made Dominion cards:QuoteMarpia Real
$4, Action
You may play an Action card from your hand and trash the Spoils pile.
(This is not in the Supply.)
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
"Kingdom supply" is kind of ambiguous. Kingdom cards are the 10 that are randomized. I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified. Supply card is a broader category that includes basic cards, but excludes things that you normally can't buy (e.g. Spoils).
(1) The average number of types per Kingdom supply card in Alchemy is 1.17 (if I've done my math right). What is the only set that has a lower average than this? (I'm not counting Promos as a "set".)
Hint: It's not Base.
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
"Kingdom supply" is kind of ambiguous. Kingdom cards are the 10 that are randomized. I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.
(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
"Kingdom supply" is kind of ambiguous. Kingdom cards are the 10 that are randomized. I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.
That's as may be, but it seems to be redundant, rather than ambiguous.
I play a Tactician this turn (it wasn't played the previous turn). Then later this turn, I play some Treasures. How? Nothing from Adventures allowed.
I play a Tactician this turn (it wasn't played the previous turn). Then later this turn, I play some Treasures. How? Nothing from Adventures allowed.
Highest amount of coin count in 3 turns, excluding the current coppers in your starting hands? Adventures allowed. Go crazy. I bet someone will get higher than I did. I currently have $18. As per rules, only 2 events per game.
Highest amount of coin count in 3 turns, excluding the current coppers in your starting hands? Adventures allowed. Go crazy. I bet someone will get higher than I did. I currently have $18. As per rules, only 2 events per game.
Using 2 turns here for hardmode
Events used: Travelling Fair, Alms
With Shelters,
Kingdom has Baker, Stonemason, Poor House, Death Cart
Open 5C, spent Baker Token, buy Travelling Fair, Stonemason overpaying by 1, also 1 Poor House, top deck 2 Poor Houses
Turn 2: Draw Poor House, Poor House, 3 shelters. Buy 2x Travelling Fair, Stonemason overpaying by one, gain 2 Poor Houses, buy Poor House, Alms for Death Cart, gain 2 Ruined Mines.
6 Poor Houses is 24, 1 Death Cart is 4 and the 2 Ruined Mines make for a total of 30 extra coin added to the deck. Actually, let's make that 32, because 2 of the coppers never got into my starting hands.
Gain as much value in coin as possible in 3 turns.
Gain as much value in coin as possible in 3 turns.
What happens if I gain a Bank?
There's probably fun things to be done with Summon, but I dunno, the little thing I set up doesn't seem to be all that exciting. Maybe I should think of a different idea.
There's probably fun things to be done with Summon, but I dunno, the little thing I set up doesn't seem to be all that exciting. Maybe I should think of a different idea.
I like the puzzle, as long as it's stated clearly. The problem with it - like many other similar puzzles - is that the answer simply is to 'gain the supply', and then someone can just link one of those threads and that's usually that, maybe with some minor adjustments here and there.
Also your solution has two problems: You spent 1 buy too many in turn 1, and you only drew 5 instead of 7 coppers before reshuffling the deck.
You have a 1 card hand. How do you get to a 2 Province buy?
It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?
Some simple easy puzzles:That card is Philosopher's Stone and Traveling Fair is on the board.
You have a 1 card hand. How do you get to a 2 Province buy?
You have a 1 card hand. How do you get to a 2 Province buy?
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?
It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?
Nice solution, now try no highways.You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?
You have 8 Highways in play and then you buy a Traveling Fair.
You have a 1 card hand. How do you get to a 2 Province buy?
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?
It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.
There is a cost reducer, but there is no Highways or Bridges or any of that.
I'm not sure what your question is.(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
"Kingdom supply" is kind of ambiguous. Kingdom cards are the 10 that are randomized. I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.
That's as may be, but it seems to be redundant, rather than ambiguous.
Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting. So it's technically redundant, but ambiguous in practice.
I'm not sure what your question is.(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
"Kingdom supply" is kind of ambiguous. Kingdom cards are the 10 that are randomized. I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.
That's as may be, but it seems to be redundant, rather than ambiguous.
Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting. So it's technically redundant, but ambiguous in practice.
"Kingdom cards" are the ten cards that change from game to game, plus sometimes an 11th for Young Witch.
"The Supply" is the Kingdom cards plus Copper Silver Gold Estate Duchy Province Curse, sometimes plus Potion, sometimes plus Platinum Colony, sometimes plus Ruins.
When e.g. Ferry said "Kingdom card," people thought the token could go on the Provinces. Now it says "Action." I considered letting some of them go on Treasures too, but it mostly didn't come up and being consistent makes it easier to learn everything.
I see. So there was a question, about what Dingan meant, but you weren't asking it.I'm not sure what your question is.(2) The average coin cost (so ignoring Potion) of Kingdom supply cards in Seaside is $3.73 (again, if I've done my math right). What is the only set that has a lower average than this? (Again, don't care about Promos.)
"Kingdom supply" is kind of ambiguous. Kingdom cards are the 10 that are randomized. I don't think there are any Kingdom cards that aren't also Supply cards, so I don't know why that's specified.
That's as may be, but it seems to be redundant, rather than ambiguous.
Well it's redundant if we assume everybody is using the terms correctly, but just recently people were getting confused by it in a discussion thread and somebody (Donald, or LF? Asper?) mentioned that some of the events that put tokens specifically on Action cards used to work for any Kingdom card, but that changed because most people kept getting confused about what Kingdom cards actually were during playtesting. So it's technically redundant, but ambiguous in practice.
"Kingdom cards" are the ten cards that change from game to game, plus sometimes an 11th for Young Witch.
"The Supply" is the Kingdom cards plus Copper Silver Gold Estate Duchy Province Curse, sometimes plus Potion, sometimes plus Platinum Colony, sometimes plus Ruins.
When e.g. Ferry said "Kingdom card," people thought the token could go on the Provinces. Now it says "Action." I considered letting some of them go on Treasures too, but it mostly didn't come up and being consistent makes it easier to learn everything.
I wasn't asking a question! I was just commenting that people often get confused at what "kingdom card" actually means, and used that story about the events as an example. Dingan wrote "kingdom supply cards", which is redundant, and the fact that people use the terms incorrectly made the redundant usage ambiguous to me. Did Dingan actually mean "kingdom cards", or "supply cards", or something else entirely?
Some simple easy puzzles:
You have a 1 card hand. How do you get to a 2 Province buy?
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.
There is a cost reducer, but there is no Highways or Bridges or any of that.
It's Bridge Troll.
Some simple easy puzzles:
You have a 1 card hand. How do you get to a 2 Province buy?
18$ Pirate Ship and Travelling Fair is on the board.
I see. So there was a question, about what Dingan meant, but you weren't asking it.
I of course saw "Donald, or LF?" (note the question mark) and thought I was being asked something.
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.
There is a cost reducer, but there is no Highways or Bridges or any of that.
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.
There is a cost reducer, but there is no Highways or Bridges or any of that.
No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.
2. Cost reducers - I can't think of a way to get two besides Traveling Fair, which Awa already said.
There is a cost reducer, but there is no Highways or Bridges or any of that.
No Highway and no Bridge? So of what's left, Ferry and Quarry only affect Actions, so... Princess? But that's only used once. I no gets it. And you said buy the Provinces so that means you can't do stuff like Farmland tricks or whatev.
Yes, no Farmland, because you have to buy the Provinces. And no Princess in play.
The important thing is that we're posting.I see. So there was a question, about what Dingan meant, but you weren't asking it.
I of course saw "Donald, or LF?" (note the question mark) and thought I was being asked something.
Ah, my meaning there was -- "Here's a playtesting anecdote I read recently, but I can't quite remember who was the one to provide that anecdote". But hey, now you have confirmed the story here directly. :D
...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?
...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?
Okay, whatever. I'll say my solution because it may not be possible after all.
You have only $5 to spend with one buy, and you have to go ahead and buy a Province, right?
Here's what you have in hand: Silver, Silver, Quarry, Watchtower.
Play treasures, buy Traveling Fair, $3 left to spend. Quarry cheapens action cards, buy Cultist, trash with Watch tower, draw 3 Platinums, buy Province.
It's probably not possible because I don't know if you can play treasures once you actually buy something. I don't think I even need a Donald conformation, it doesn't work in MF or Goko now that I think about it. So yeah, not a real solution.
I'm not good at this puzzle thing at all.
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province?
How about 2 Provinces?I spend my 13 coin tokens, buy a Travelling Fair and Two Provinces.
Some simple easy puzzles:
You have a 1 card hand. How do you get to a 2 Province buy?
You are in your buy phase. You have $5 to spend and 1 buy. How do you get to buying a Province? How about 2 Provinces?
It is your opponent's turn. He has 1 more VP than you, and there is one Province left. He buys it... And loses. How?
There is a pile from which, no matter what I do, I cannot gain all the cards from. What pile is it?
Note: this happens in MF; I'm not sure how I would make the pile IRL. I'd probably just not put them all out. But I don't know what the rule is.
No, none of that. And no, it's not something dumb like a randomizer card or the trash card or anything.
A really clever answer is Copper, but all I'd have to do is buy Masquerade and Curse afterwards, passing the Curses for the opponent's copper.
Hint 1: It's not a supply pile.
Hint 2: There are 10 of them, and I'm pretty sure you can only gain 1.
Is it Moat?
It could be Mercenary, but you can still gain all 10 over time, given there's another attack on the board. Nothing from Adventures comes to mind at all.
It could be Mercenary, but you can still gain all 10 over time, given there's another attack on the board. Nothing from Adventures comes to mind at all.
You don't need another attack since Mercenary is an attack itself, right?
The Mercenary Pile when Urchin is in the Black Market, and there are no other attacks on the board or in the Black Market?
The Mercenary Pile when Urchin is in the Black Market, and there are no other attacks on the board or in the Black Market?
Throne Room or variant.
Throne Room or variant.
You can do that?
Throne Room or variant.
You can do that?
Why not?
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.
Still excludes Rogue/Graverobber/Scheme shenanigans.
I think it's Madman with Hermit in the Black Market pile then. Makes more sense to me than the Urchin theory.
You can use Scheme to save your Hermit!?
But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck. Seems silly to me.
You can use Scheme to save your Hermit!?
You play Scheme. During clean-up, you choose Hermit. Now you discard Hermit. Two effects trigger simultaneously:
(1) Scheme says to put Hermit on top of you deck.
(2) Hermit says to trash it and gain a Madman.
You can choose to resolve (1) first. Then when you resolve (2), you do everything you can. That means you don't trash Hermit because it's lost track of itself, but you still gain a Madman.
Throne Room or variant.
You can do that?
Why not?
Oh, maybe because of this:
If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.
http://wiki.dominionstrategy.com/index.php/Urchin
I'm not sure I understand why, though.
Edit: I guess 'another' Attack fails?
Throne Room or variant.
You can do that?
Why not?
Oh, maybe because of this:
If you play the same Urchin twice in one turn, such as via Procession, that does not let you trash it for a Mercenary. If you play two different Urchins however, playing the second one will let you trash the first one.
http://wiki.dominionstrategy.com/index.php/Urchin
I'm not sure I understand why, though.
Edit: I guess 'another' Attack fails?
My guess is that it isn't "in play" when it's being played a second time.
But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck. Seems silly to me.
But ya, I've always wondered why all 10 Madmen go out when you get the Hermit from the BM deck. Seems silly to me.
I think the answer is, it doesn't really mean anything. The Madman pile isn't part of the supply, so it doesn't matter where you put it. You could have Hermit in the kingdom and just leave Madman in the box, and when anyone needs to gain a Madman you go back to your games cupboard and get a Madman out of it, and you're still playing by the rules. You could put Madman on the table next to the Duchies and Curses in a game without Hermit, and you're still playing by the rules.
Sounds about right
"You won't get it! It is mine! Mine alone!"Clearly not, if you're trying to get a Mine instead of a Madman.
...and you're still playing by the rules.
You can use Scheme to save your Hermit!?
You play Scheme. During clean-up, you choose Hermit. Now you discard Hermit. Two effects trigger simultaneously:
(1) Scheme says to put Hermit on top of you deck.
(2) Hermit says to trash it and gain a Madman.
You can choose to resolve (1) first. Then when you resolve (2), you do everything you can. That means you don't trash Hermit because it's lost track of itself, but you still gain a Madman.
@Dingan: because putting all 10 out is simpler and doesn't require extra rules that say "put 1 out, unless there are these special cases where you do indeed need all 10". It's just a simple "put them out when Hermit is in the game".
New puzzle:You can draw your deck and you'd rather have $1 than two actions that you don't need.
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
New puzzle:Your opponent played a spy, putting a province on top of your deck, in a game with peddler. He then played swindler. You were playing BM and your opponent swindled your estate into a COTR. It's near the end of the game and you greened a little to much and you need the extra cash as much as possible and you have no actions in your deck other then a caravan guard that was given to you by a swindler after he trashed your silver.
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
New puzzle:
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
New puzzle:You can draw your deck and you'd rather have $1 than two actions that you don't need.
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
New puzzle:
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.
New puzzle:
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.
You could do that on your turn after the Storyteller. But HoP could work if you have no other Action card in hand.
Another solution: your opponent already played Possession and you have multiple terminals in hand.
New puzzle:
My opponent plays an Attack (let's say something fairly harmless, like Fortune Teller), and I play a Caravan Guard from my hand. I then call Coin of the Realm off my mat, even though the extra Actions it gives me are meaningless during my opponent's turn. Why?
You are going to play Storyteller, then Horn of Plenty for a mid-turn gain and you want COTR in play to boost your Horn of Plenty.
You could do that on your turn after the Storyteller. But HoP could work if you have no other Action card in hand.
Another solution: your opponent already played Possession and you have multiple terminals in hand.
HoP gets played as part of the resolution of Storyteller, before you have an opportunity to call CotR. You are playing HoP in your action phase because you want to gain some card and then draw and play it. But yeah, no actions at all is simpler.
You have a deck with 3 Provinces, 1 Butcher, 1 Farming Village, 2 Crossroads, a Scout, and an Ironworks.
Your opponent has 4 Provinces, a Duchy, and two Estates.
The Kingdom is Fishing Village, Explorer, Transmute, Highway, Butcher, Farming Village, Crossroads, Scout, Ironworks, and Talisman.
Your starting hand is Butcher-Ironworks-Crossroads-Scout-Farming Village.
End the game and win.
Now try it without a Highway. :)
Now try it without a Highway. :)
Play Scout, revealing all three Provinces and your other Crossroads. Play Crossroads, drawing Crossroads and two other cards. Play the Crossroads, drawing three cards. Play Farming Village, drawing another card. There are six unknown cards here, and you have three Actions left. We can specify anything we want for those six cards, so let's say they are Transmute and five Golds. Transmute the Ironworks into a Duchy, Butcher one of the Golds into a Province, and buy a Duchy.
There are many possible solutions, but I can't think of any that don't include Transmute or Highway.
I was thinking:...impossibru (http://wiki.dominionstrategy.com/index.php/Cost_reduction)?
Okay, whatever. I'll say my solution because it may not be possible after all.
You have only $5 to spend with one buy, and you have to go ahead and buy a Province, right?
Here's what you have in hand: Silver, Silver, Quarry, Watchtower.
Play treasures, buy Traveling Fair, $3 left to spend. Quarry cheapens action cards, buy Cultist, trash with Watch tower, draw 3 Platinums, buy Province.
It's probably not possible because I don't know if you can play treasures once you actually buy something. I don't think I even need a Donald conformation, it doesn't work in MF or Goko now that I think about it. So yeah, not a real solution.
I'm not good at this puzzle thing at all.
There are exactly 4 cards that do this. Two of them are in adventures.
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
Nope, sorry.Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
City Quarter. Also, wouldn't Crossroads work? Or Scrying Pool? Or Madman?
Edit: Ninja'd
You're one smart cookie.Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
Scout.
Scrying Pool.
Herald hitting Smithy.
Hunting Grounds. The Mining Village you played earlier is in the trash.
There are exactly 4 cards that do this. Two of them are in adventures.
There are exactly 4 cards that do this. Two of them are in adventures.
* There are only 4 trashing attacks that hit within a limited cost range, namely Knights, Rogue, Giant and Warrior.
* There are only 4 kingdom cards that can be upgraded into another card (Peasant, Page, Urchin, Hermit), that can typically only be gained in that way.
Another. Minion(I had no cards to discard, and drew 4 cards)You're one smart cookie.Here's a very easy puzzle:
You play a card with no tokens on it. Champion is not in play. There are no durations or villages in play.
You play card X and draw four cards. You then play a Scout.
What is card X?
Scout.
Scrying Pool.
Herald hitting Smithy.
Hunting Grounds. The Mining Village you played earlier is in the trash.
There is one way to prevent Madman from returning to the Madman pile. What is it?
There is one way to prevent Madman from returning to the Madman pile. What is it?
Don't play it.
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
Okay, Teacher then. Here you go:
Crossroads with a +1 Card token and a hand full of VP. That will get to 10.
In the question as originally posed, I can get to 25 cards.
Storyteller with +Coin token, play Counterfeit-Counterfeit-Platinum-Platinum, draw 1+1+1+2+10+10 = 25 cards
The only way I can get to 10 cards with the rest of the hand worst case is with +Card and +Action on Ranger, which is not possible with Teacher alone.
Play King's Court, choosing Crown
-- Play Crown, choosing University
---- Play University, gaining Mint, trashing Crown
---- Play University, gaining whatever
-- Play Crown, choosing Graverobber
---- Play Graverobber, gaining Crown, putting it on top of your dck
---- Play Graverobber, trashing Cultist, drawing 3 cards including Crown, gaining whatever
-- Play Crown, choosing Crown
Storyteller doesn't work even with the original because I specified that you don't play any other cards while resolving your one card, so your Storyteller would have no Treasure backing it.
Storyteller doesn't work even with the original because I specified that you don't play any other cards while resolving your one card, so your Storyteller would have no Treasure backing it.
Oh, right, understood it as action cards.
+Action on Chapel, trashing 4 Cultists, draw 12 cards works within the original conditions then.
I still can't do better than +Action on Ranger for a 9 card hand for the puzzle where you only get to decide 1 card.
What about 60 cards (or however many coppers there are)? +Action on Counting House, draw all the coppers from the discard pile. It only specifies that the deck is worst case, not the discard pile...
Ranger has a draw token on it from Teacher, and Champion was in play from another turn but was trashed by procession
Boom.
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.Counting House.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.Counting House.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.
At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.Counting House.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
Setup:
Put +1 Action token on the Counting House pile.
Gain 53 Coppers, 4 Schemes, 1 Scavenger, 5 Counting House.
Wait until you have Scavenger in your hand after you played 4 Schemes.
Play Scavenger to discard your deck and put Counting House on top of your deck.
At the cleanup of this turn, put 4 Schemes on top of your deck.
At the start of your next turn, play Counting House to put 60 Coppers in your hand.
64 cards, 1 Action remaining.
You're not allowed to specify what's in your deck, only in your hand. Otherwise Scrying Pool can draw way more than Counting House.
No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
What if you draw Cultist when you trashed Cultist? Control-able?No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.
Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.
You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.
What if you draw Cultist when you trashed Cultist? Control-able?No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.
Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.
You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.
There is one way to prevent Madman from returning to the Madman pile. What is it?
Previously, you have used Teacher to put the +1 buy token on Squire, and used Embargoes to put three embargo tokens on Cultist.What if you draw Cultist when you trashed Cultist? Control-able?No durations, no events, nothing in play or set aside at the start of your turn (neither on the Tavern mat nor anywhere else). No Empires stuff.
You start with 5 cards in hand, whatever cards you want. Your deck contains a bunch of cards of different types unspecified for this puzzle; just assume the worst case for your answer.
You play one card and one card only. You don't put any other cards into play while resolving that one card.
What is the largest hand size you can guarantee while still having at least one action remaining? What card did you play?
I can get to 10 cards.
I can get 17, even with the restriction that the other 4 cards in your hand are Coppers.
Previously, you have used Teacher to put the +1 buy token on Market Square and Baker to gain an arbitrarily large number of coin tokens.
You play one Market Square. Then you enter your buy phase, spend an arbitrarily large number of coin tokens, buy Stonemason, overpay for $5, gain 2 Cultists, buy Stonemason, overpay for $5, gain 2 Cultists, buy Doctor, overpay for an arbitrarily large number of dollars, trash all the cards in your deck. As a result, you have 17 cards in your hand.
Oops, no action remaining. :-(
Play BoM (with +action token) as Ranger (with +card token).
Play BoM (with +action token) as Ranger (with +card token).
This was the intended solution.
Awaclus' idea might work, though I meant for the draw to be accomplished by the resolution of the action played and not with a setup of arbitrarily large coin tokens and buys. But I think the problem of Cultist drawing Cultist does actually prevent you from trashing more than one Cultist this way, since the worst case shuffle luck would always make it so that the Cultist you trash draws the other 3 Cultists. +1 anyway for thinking outside the box.
That said, if we allow the coin token trick, we can stick with the intended solution and buy/trash just one Cultist along with it to push the hand size to 13.
Oh, and you can trash the Squire first to gain a fifth Cultist, so you can guarantee trashing two Cultists for a final hand size of1615 (using +Buy token instead of +Card).
Play BoM (with +action token) as Ranger (with +card token).
This was the intended solution.
Awaclus' idea might work, though I meant for the draw to be accomplished by the resolution of the action played and not with a setup of arbitrarily large coin tokens and buys. But I think the problem of Cultist drawing Cultist does actually prevent you from trashing more than one Cultist this way, since the worst case shuffle luck would always make it so that the Cultist you trash draws the other 3 Cultists. +1 anyway for thinking outside the box.
That said, if we allow the coin token trick, we can stick with the intended solution and buy/trash just one Cultist along with it to push the hand size to 13.
Oh, and you can trash the Squire first to gain a fifth Cultist, so you can guarantee trashing two Cultists for a final hand size of1615 (using +Buy token instead of +Card).
Play BoM (with +action token) as Squire (with +buy token). Take the +2 buys for a total of 4.
Buy 4 StoneMasons, overpaying by $5 for each. Gain 8 Cultists. As you gain each Cultist, reveal a Watchtower and trash it for +3 cards each.
That gives 8*3+4 = 28 cards.
Okay, here's my first puzzle:Because they have the +card and +coin tokens on them.
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
Ok, let's try a new version of the same puzzle.
You have 5 cards in hand, no cards in play, set aside, or on the Tavern mat, no accumulated money (or actions or buys other than the one you started your turn with). You may specify the kingdom, your hand, and the contents and order of your draw deck and discard pile. No Empires stuff, though. You play a card. When that card finishes resolving, you have at least 10 cards in hand.
How many possibilities are there for that card?
Hard mode: how many of those do not require Adventures tokens already placed and are independent on the order and/or contents or your draw deck or discard pile?
I make it 30; hard mode: 15 but I wouldn't be surprised if I've missed one or two.
Chapel
Workshop
Feast
Remodel
Throne Room (this one is easy)
Masquerade
Steward
Ironworks
Trading Post
Upgrade
Ambassador (in a 6-player game, reveal Lost City for +5 cards, have +card token on Ambassador)
Lookout
Smugglers
Salvager
Transmute
Apothecary (needs +card token to draw 6 cards)
Scrying Pool
University
Golem (into one of the other cards)
Apprentice
Trade Route
Bishop
Counting House
Expand
Forge
King's Court
Remake
Horn of Plenty
Jester
Develop
Jack of All Trades
Forager
Mercenary
Armory
Death Cart
Procession
Rats
Band of Misfits
Count (you need to have an Overgrown Estate in hand and draw a Watchtower with it to be able to pull off the HG/Cultist thing)
Graverobber
Junk Dealer
Dame Anna
Rebuild (inherit Cultists; rebuild Estate (+3 cards) into Estate, reveal Watchtower, trash Estate (+3 cards)
Rogue
Altar
Stonemason
Doctor
Herald (long enough chain suffices)
Butcher
Disciple
Raze
Amulet
Ranger (+card token needed)
Artificer
Storyteller
Black Market (play Platinum, buy Hunting Grounds, reveal Watchtower etc.)
Governor
Chapel (trash 4 Cultists for 12 cards)
Throne Room (into Hunting Grounds)
Apprentice
Forge (see Chapel)
King's Court
Remake (trash two Cultists, gain 2 Border Villages + 2 Cultists, trash the Cultists with Watchtower)
Jester (for any other player, reveal Cultist, you gain and trash it - it does only depend on the other players' deck!)
Develop (trash Cultist (+3 cards), gain Border Village + Cultists, trash Cultist (+3 cards), gain Fortress, trash Fortress, put in hand)
Mercenary (trash 2 Cultists)
Procession
Band of Misfits
Count (trash 4 Cultists)
Doctor (trash 3 Cultists)
Disciple
Storyteller
Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
Ok, i had two answers: tokens and that my deck literally contains schemes and labs =) but i love the thought about Chariot Race!Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:
- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Note first that you can use Procession-KC-Brigde Troll to arbitrarily lower the cost of each card.Bridge Troll doesn't reduce costs unless it's in play, and you aren't allowed cards in play. So the gainers don't work.
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
okay, technically that's ok, but what if they do not now, what mix is right?
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
okay, technically that's ok, but what if they do not now, what mix is right?
Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?
Code: [Select]Chapel (trash 4 Cultists for 12 cards)
Throne Room (into Hunting Grounds)
Apprentice
Forge (see Chapel)
King's Court
Remake (trash two Cultists, gain 2 Border Villages + 2 Cultists, trash the Cultists with Watchtower)
Jester (for any other player, reveal Cultist, you gain and trash it - it does only depend on the other players' deck!)
Develop (trash Cultist (+3 cards), gain Border Village + Cultists, trash Cultist (+3 cards), gain Fortress, trash Fortress, put in hand)
Mercenary (trash 2 Cultists)
Procession
Band of Misfits
Count (trash 4 Cultists)
Doctor (trash 3 Cultists)
Disciple
Storyteller
That's 15; the same 15 that you found?
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
okay, technically that's ok, but what if they do not now, what mix is right?
Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?
I can say, that this can happen in a normal game, without cooperating and house rules
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
okay, technically that's ok, but what if they do not now, what mix is right?
Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?
I can say, that this can happen in a normal game, without cooperating and house rules
It would definitely make things clearer if you did formalize the constraint, because as it stands, Stef's solution still works; your opponents could Summon the right mix of cards by pure luck, without any cooperation. If you Borrow on turn 1, that reduces it to 4 opponents needed, again with the right luck, but if Stef is right and you are doing everything possible to prevent this from happening, you wouldn't Borrow on T1. 7 opponents could guarantee that it would happen no matter what you did - the first summons Militia, and three others summon Bureaucrat and three summon Cutpurse. However, an 8-player game can't really be considered a "normal game".
5 Summoned Bishops also works.
More of a lame riddle than an easy puzzle, but whatever:One that tends to leave junk on top of your deck, I believe.
A card walks into a bar, and tells the barman: "+1 Buy; When you play this, double your coins if you haven't yet this turn. When you gain this, gain a Gold per Gladiator you have in play."
What card is that?
No idea if someone has brought this one up before, but I'm also wondering if it was possible pre-Empires: buy a Province on turn 1 in solo.i'm pretty sure it's impossible? there's no way you can play actions at all, and once you get into the buy phase there isn't a way to play cards that you gain (since buying anything forbids you from playing cards afterwards and no method exists of gaining cards in the buy phase other than buying events/cards) so the only way to increase your money is baker token and borrow i'm pretty sure
Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:
- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:
- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Some of those don't work. For the Bane, you only need a single Scheme. For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes. For Enchantress, you only need one Scheme to get around it.
Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:
- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Some of those don't work. For the Bane, you only need a single Scheme. For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes. For Enchantress, you only need one Scheme to get around it.
Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:
- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Some of those don't work. For the Bane, you only need a single Scheme. For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes. For Enchantress, you only need one Scheme to get around it.
You plan on buying Quest after getting 6 cards into your hand. Putting 5-6 Schemes on top of your deck allows you to save the Labs for the following turn, when they can draw your new Gold.
Okay, here's my first puzzle:
Your deck contains only schemes and labs. Why do you put only schemes on top of your deck every turn?
If your deck contains only Schemes and Labs, there's little point to putting Labs on top over Schemes, because you'll draw your deck anyway. Things that might give Scheme an edge, other than tokens:
- Scheme is the bane card
- you need to reveal it to your opponent's Gladiator
- you want the expensive Labs to not be in your hand for Chariot Race
- you don't want your opponent to be able to Pillage-discard a Lab (this doesn't really matter if your deck is only Labs and Schemes)
- you know that your opponent will play Enchantress and therefore don't want Lab to be your first action (only really matters if there are tokens on Lab)
Some of those don't work. For the Bane, you only need a single Scheme. For Gladiator, you'd want at least one of both Scheme and Lab, not all Schemes. For Enchantress, you only need one Scheme to get around it.
Well, the puzzle didn't state how many Schemes and Labs there were in your deck. A deck with 1 Scheme and 8 Labs is a deck of "only Schemes and Labs", and for that one my solutions work.
No idea if someone has brought this one up before, but I'm also wondering if it was possible pre-Empires: buy a Province on turn 1 in solo.i'm pretty sure it's impossible? there's no way you can play actions at all, and once you get into the buy phase there isn't a way to play cards that you gain (since buying anything forbids you from playing cards afterwards and no method exists of gaining cards in the buy phase other than buying events/cards) so the only way to increase your money is baker token and borrow i'm pretty sure
Ah, but the Puzzle says you put Schemes (plural!) on top of your deck, which you can't fulfill if you have only 1 Scheme.
Ah, but the Puzzle says you put Schemes (plural!) on top of your deck, which you can't fulfill if you have only 1 Scheme.
No; the puzzles says you put "only Schemes" on top, which only means all the cards you put on top are Schemes; a condition that can technically be fulfilled by not putting anything on top of your deck.
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
okay, technically that's ok, but what if they do not now, what mix is right?
Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?
Then, the next (I think it's harder):
I start Turn 2 without any cards in my hand. Why is that?
Five opponents go before you and summon the right mix of Cutpurse & Bureaucrat on their turn 1.
okay, technically that's ok, but what if they do not now, what mix is right?
Could you formalize this constraint? Is the person with the soon-to-be-empty hand not allowed to cooperate in any way, and in fact do whatever he can to prevent the empty hand from happening?
Ok, let's try the hard mode:
A group of opposing players (max 5) tries to get your hand empty at the start of your turn 2. They get to pick the kingdom, seating, decide all their own shuffles, and make a plan up front. However, you overhear them making a plan, and you get to try to do whatever you can to spoil their plan (including choosing your own shuffles).
Think of a plan for the group that can't be spoiled. I have a solution, although it requires 3 events.
I summoned Death Cart from aside.Moat
What happened in the previous turn?
I summoned Death Cart from aside.
What happened in the previous turn?
I summoned Death Cart from aside.
What happened in the previous turn?
You gained Death Cart through Summon. I'm trying to find out where the puzzle is. If it's the Ruins that are a problem, just have a Watchtower in hand, or a Trader.
I summoned Death Cart from aside.
What happened in the previous turn?
You gained Death Cart through Summon. I'm trying to find out where the puzzle is. If it's the Ruins that are a problem, just have a Watchtower in hand, or a Trader.
No, neither of those work. Watchtower is too late (the Death cart is already covered up, and thus lost track of by Summon, even if it gets uncovered after that) and while Trader is actually in time to intercept the ruin, it just replaces the problem with a Silver.
You are on the right track with saying Ruins are a problem, but these blue cards aren't the solution.
Is it buying Travelling Fair before Summon?
Would this mean you can top deck the two Ruins, enabling Summon to be able to set aside Death Cart?
The ruins pile is empty?
You reveal Trader with an empty Silver pile for the Ruins. Since Trader is a when-would-gain reaction, the Ruins never visit the pile, and since there are no Silvers left, Death Cart is never covered up.Great!
Another quiz. Mr. Hirotashi first posted in twitter.
Discard your Wine Merchant from play.
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.
I'm tempted to say BoM as Wine Merchant, but I don't think that works.
PPE: 1
That's it. Brilliant solution.
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.
I'm tempted to say BoM as Wine Merchant, but I don't think that works.
PPE: 1
That's it. Brilliant solution.
KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?
Closest I can get is first play BoM as Feast, then as Wine Merchant, then as (Ferry token'd) Rogue to retrieve itself from the trash, except that that doesn't discard it from play, and as pointed out it isn't really a Wine Merchant at that point.I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.
I'm tempted to say BoM as Wine Merchant, but I don't think that works.
PPE: 1
That's it. Brilliant solution.
KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?
How does KC-BoM work? BoM would just get stuck on your Tavern mat, never to return.
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.
I'm tempted to say BoM as Wine Merchant, but I don't think that works.
PPE: 1
That's it. Brilliant solution.
KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?
How does KC-BoM work? BoM would just get stuck on your Tavern mat, never to return.
Your deck consists of just the five cards in your hand from a legal kingdom of your choice. No cards are set aside, on a mat, etc.Your hand is Mining Village, Mining Village, Pillage, and any two other cards. Play Mining Village, trashing itself for +$2, play Pillage, trashing itself and gaining 2 Spoils, then play the second Mining Village, drawing one of the Spoils and trashing itself for +$2. Then play the Spoils.
The challenge: In one turn, gain a Spoils and later play it with no action cards left in play or in your hand or in your deck or set aside or on a mat, etc.
In other words, all action cards must be trashed before playing the Spoils.
Solo play, any legal kingdom, any number of events. You may assume perfect shuffle luck if you need to.
Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2Pillage, Mining Village works and is simpler than my solution. Grats.
Play Mining Village, trash. Play Pillage, play Raze, trashing itself.
Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:
Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.
Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel
Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2Pillage, Mining Village works and is simpler than my solution. Grats.
Play Mining Village, trash. Play Pillage, play Raze, trashing itself.
Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:
Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.
Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel
Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
The second solution does not work. You play the Spoils before buying Bonfire, hence actions are still in play.
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.
I'm tempted to say BoM as Wine Merchant, but I don't think that works.
PPE: 1
That's it. Brilliant solution.
KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?
How does KC-BoM work? BoM would just get stuck on your Tavern mat, never to return.
Trash it with the first play, then retrieve it later and play it again. You "lose track" of a card's location when it's trashed, so you can't find it to put it on your Tavern mat when you play it as Wine Merchant.
I stand corrected.Alternate method with only 3 Action cards: Pillage/Raze/Mining Village/copperx2Pillage, Mining Village works and is simpler than my solution. Grats.
Play Mining Village, trash. Play Pillage, play Raze, trashing itself.
Hard mode: remove all cards (not just Actions) from play without discarding, putting on mat:
Pillage/Raze/Mining Village/[Raze or Mining Village]/Copper
Play Mining Village, trash. Play Pillage, play Raze/Mining Village as needed to trashdraw both Spoils. Play Spoils, play copper.
Then simply buy Bonfire, trashing the copper.
Extreme mode: Trash all cards from your hand and from play, INCLUDING THE SPOILS.
Hand of Pillage/Mining Village/Mining Village/Mining Village/Chapel
Play Mining Village, trash, Pillage, draw Spoils with Mining Village, trashing, trash Spoils with Chapel, buy Bonfire.
The second solution does not work. You play the Spoils before buying Bonfire, hence actions are still in play.
The second solution does work. There are no Action cards in hand or in play. The bonfire was for trashing copper, a minimal increase in difficulty. Raze and Mining Village already trashed themselves along with Pillage, and the remaining card was Copper, or another Mining Village if you want it all to be just Action cards, nullifying the Bonfire bit as it would just all be gone anyways.
I love it. Simple, elegant puzzle, but incredibly hard to solve at first glance.
I'm tempted to say BoM as Wine Merchant, but I don't think that works.
PPE: 1
That's it. Brilliant solution.
KC the BoM and make it lose track, and that works. You can play it later as Moat and discard it.
However, you know a BoM isn't actually "your Wine Merchant", right?
How does KC-BoM work? BoM would just get stuck on your Tavern mat, never to return.
Trash it with the first play, then retrieve it later and play it again. You "lose track" of a card's location when it's trashed, so you can't find it to put it on your Tavern mat when you play it as Wine Merchant.
This doesn't work. No matter what, if you put it into play when you play it, and it stays there, it can find itself.
New one.
Gain a Goons while resolving a University. 7 different answers exist.
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.The obvious ones are:
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.
What are all the ways your opponent can force you to gain a Gold? There are currently 9 answers I have.
1. Jester
2. Swindler
3. Ambassador
4. Trash your Sir Vander
What counts as a different way? Because your opponent could also Possess you and Prince your:
5. Soothsayer6. Thief
7. Noble Brigand
8. Rogue
9. Smugglers
10. Hero, when there are no other Treasures left11. Taxman, when there are no other Treasures left
12. Mine, when there are no other Treasures left
13. Bag of Gold
14. Sir Vander, trashing their own Knight
15. Treasure Map16. Mint
17. Herald, hitting a Gold gainer
18. Throne Room, hitting a Gold gainer
There's also Masquerade, though that's not really gaining.
Edit: Whoops, Thief, Taxman, and Mint are optional.
Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.
Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.
Baker board with Ferry and Alms.
T1: Open Ferry on GM, if you have 2/5 spend a coin token to do so.
T2: Buy Alms, gain GM
5/2
Turn 1: $5, Buy Borrow, Travelling Fair, Poor House, Silver, topdeck all.
Turn 2:
Draw Estate x2, Silver + Poor House
Alms gain Villa.
Play Villa (+$1), Poor House (+$3), use Baker Token (+$1), Borrow Token (+$1), Silver (+$2) for a total of $8, buy Grand Market or even Province if you wanted.
Give a strategy that will allow you, in a solo game, to buy a Grand Market on turn 2, regardless of opening split/shuffle luck. Kingdom can be however you wish.
There is no single solution that can be used for all 4 scenarios without any changes.
There is no single solution that can be used for all 4 scenarios without any changes.
Certainly there is. Just never play Treasures and it doesn't matter what your opening split is.
Kingdom includes Grand Market (of course), Baker and Death Cart. Events are Borrow and Alms.
Turn 1: Don't play Treasures. Use coin token and Borrow to generate $2. Buy Travelling Fair. Buy Alms for Death Cart, top-decking with Travelling Fair. You can choose to top-deck Ruins as well, but it's not necessary. In clean-up, draw only 4 cards including Death Cart.
Turn 2: Don't play Treasures. Play Death Cart for +$5. Borrow again to reach $6. Buy Grand Market.
You can actually hit $7 on turn 2 without Treasure by using Alms for Villa beforehand.
Edit: That same trick means that you can use Villa instead of either Baker or Borrow.
There is no single solution that can be used for all 4 scenarios without any changes.
Certainly there is. Just never play Treasures and it doesn't matter what your opening split is.
Kingdom includes Grand Market (of course), Baker and Death Cart. Events are Borrow and Alms.
Turn 1: Don't play Treasures. Use coin token and Borrow to generate $2. Buy Travelling Fair. Buy Alms for Death Cart, top-decking with Travelling Fair. You can choose to top-deck Ruins as well, but it's not necessary. In clean-up, draw only 4 cards including Death Cart.
Turn 2: Don't play Treasures. Play Death Cart for +$5. Borrow again to reach $6. Buy Grand Market.
You can actually hit $7 on turn 2 without Treasure by using Alms for Villa beforehand.
Edit: That same trick means that you can use Villa instead of either Baker or Borrow.
You'll need to use Villa instead of Borrow, since you are buying Travelling Fair on turn 1 and therefore have three events. Replacing Borrow with Villa leaves only two.
I buy a Ferry to put the token on Scout. Why?You have 7 buys 6 scouts are left in the supply. You have 15 dollars you also want to pile out.
I buy a Ferry to put the token on Scout. Why?
I buy a Ferry to put the token on Scout. Why?You want to be able to Swindle your opponent's two-cost cards into Scouts.
I buy a Ferry to put the token on Scout. Why?You want to be able to Swindle your opponent's two-cost cards into Scouts.
Actually, you still need Baker and Borrow because you can only use Alms once per turn. Kingdoms can have three events; that's fine.
There are also 2 similar solutions that do not use Death Cart.
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.
*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.
There are two solutions I found so far.
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.
*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.
There are two solutions I found so far.
Buy Bonfire, trashing a Fortress into your hand. Buy two Farmlands, remodeling your Fortress into a Farmland each time.
Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?
Actually, you still need Baker and Borrow because you can only use Alms once per turn. Kingdoms can have three events; that's fine.
There are also 2 similar solutions that do not use Death Cart.
Here are the other solutions.
T1: Buy Alms gaining Villa, play Villa, play 2 Copper, use Baker token, buy Travelling Fair, buy Secret Chamber and topdeck it
T2: Play SC discarding 4, buy Alms gaining Villa, play Villa, buy Borrow, buy GM
T1: Buy Alms gaining Villa, play Villa, play 2 Copper, use Baker token, buy Borrow, buy Summon gaining Secret Chamber/Storeroom
T2: Play SC/SR discarding 4, buy Alms gaining Villa, play Villa, buy Borrow, buy GM
Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?
Hey, that's another solution.
My second solution is buy Bonfire, trashing a Cultist, and drawing a Fortress.
Very similar to mine. Trashing 2 Rats to draw 2 Rats.Uh, buy Villa, which has the +Card Token on it. Play it drawing a Fortress?
Hey, that's another solution.
My second solution is buy Bonfire, trashing a Cultist, and drawing a Fortress.
*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.You mean, no coin token, right?
There are four Farmlands left in the pile. You have no cards in hand. You have $15 and 3 buys. Empty the Farmland Pile.
*No Borrow, no Baker, no Ferry, no cost reduction, no durations, no Duplicate.
There are two solutions I found so far.
(I don't know if the rule still applies that you have to solve a puzzle to make a puzzle, but here's one I came up with a while back.)
What's the most different types and different colors of cards you can get in 5 or fewer cards with no repeats?
I got 9 types and 7 colors in 4 cards. This is pre-Empires.
(I don't know if the rule still applies that you have to solve a puzzle to make a puzzle, but here's one I came up with a while back.)
What's the most different types and different colors of cards you can get in 5 or fewer cards with no repeats?
I got 9 types and 7 colors in 4 cards. This is pre-Empires.
I suspect there's a way to do better, but I don't have time to think deeper about it right now...
One way to reach your numbers is Dame Josephine, Hovel, Coin of the Realm, Curse but I'm pretty sure there are other solutions to get the same.
Enchantress
So Tax adds debt to the cost of a card for the next player who wants that card, but there are at least four things you can buy to actually increase the cost of a card. What are they?
So Tax adds debt to the cost of a card for the next player who wants that card, but there are at least four things you can buy to actually increase the cost of a card. What are they?
Bonfire could also trash your not-a-Band of Misfits from play, turning it into a Band of Misfits, which costs more than whatever it was emulating.
Buying Mandarin can move Crown from in play to your deck, increasing the cost of Peddler.So mint would be the 4th then?
Buying Mandarin can move Crown from in play to your deck, increasing the cost of Peddler.So mint would be the 4th then?
I guess if Villa is a valid answer because buying it ends your buy phase and increases the cost of Peddler, then all the card shaped things that you can buy could be valid answers for the same reason.
Raid increases the cost of cards for the opponent when you buy it.How?
Oh, right. That would be -1 Card.
Alright, I guess there's Ball then, but that's next turn. Ew.
Isn't the last one just Ferry, moving the token off a pile?
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
overlord?
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
overlord?
I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
overlord?
I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
overlord?
I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.
Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.Fortune costs $8 more than Overlord.
:P the wiki lists it under the 3 costs....Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.Fortune costs $8 more than Overlord.
:P the wiki lists it under the 3 costs....Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.Fortune costs $8 more than Overlord.
Okay, no card currently in the game except for Fortune costs more. So it's only slightly suckier.
That is arguable. Hitting Dominate's $14 is harder than hitting simply $8 [8] and paying off the debt later. Having Potion and $6 collide can also be also a bit trickier than $8 [8]. There is not only money but time/opportunity cost for all cards.
:P the wiki lists it under the 3 costs....Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.Fortune costs $8 more than Overlord.
Okay, no card currently in the game except for Fortune costs more. So it's only slightly suckier.
That is arguable. Hitting Dominate's $14 is harder than hitting simply $8 [8] and paying off the debt later. Having Potion and $6 collide can also be also a bit trickier than $8 [8]. There is not only money but time/opportunity cost for all cards.
I think this post completely missed what the quoted posts were attempting to say
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from.
overlord?
I was thinking of Transmute, but as you figured out the more interesting Chariot Race part (it costs somethigng that isn't coin), i'll accept this answer. I thought this was harder.
Hey, if it's Transmute from your opponent, at least you can flip up a Golem or something. No card currently in the game costs more than Overlord, though.
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from."NO CARD". You don't even need to gain it. Just trash with Donate.
I am easy to gain once you gained me, and if you reveal me to your Chariot Race, it very likely sucks no matter whose pile i came from."NO CARD". You don't even need to gain it. Just trash with Donate.
Another quiz.
I have some coins unspent in this Buy phase. I have some debt. But I don't pay for them due to an tactical reason. What is that?
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?Coin tokens.
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.
Well, govener and council room will let you draw them. Govener 4 silvers and then draw 4x with govener. Masquerade could pass a trade route or foarger worth 8 coins.I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.
coin tokens okay, but was not my initial answer
Masquerader silver won't let me pay all the debt
The rest won't be in my hand next turn
You're very right =)Well, govener and council room will let you draw them. Govener 4 silvers and then draw 4x with govener. Masquerade could pass a trade route or foarger worth 8 coins.I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?Coin tokens.
Opponents Masquerader silver.
Ambassador silver.
Messenger silver.
Govener, giving you a silver.
coin tokens okay, but was not my initial answer
Masquerader silver won't let me pay all the debt
The rest won't be in my hand next turn
If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
I bought Donate and trashed all cards from discard, play area and the deck (No durations). However, on my next turn I paid all the debt. How?
That's the obvious thing, but there are several more.If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
That's the obvious thing, but there are several more.If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure
Your opponent knows nothing about the errata he-he-he
You are forgetting one thing.That's the obvious thing, but there are several more.If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure
You want to trash all your opponent's Rocks for that sweet Silver. And maybe Sir Vander.
That's the obvious thing, but there are several more.If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure
Your opponent knows nothing about the errata he-he-heYou are forgetting one thing.That's the obvious thing, but there are several more.If donate happened when you buy it, what would be a tactical reason for buying it during a possession?Trashing everything and leaving your opponent with no hand. (He only gets the trashed cards back after drawing his hand)
Opponent bought Inn, shuffling all his actions before the reshuffle with the deck of 100 cards, now you won't give him such pleasure
You want to trash all your opponent's Rocks for that sweet Silver. And maybe Sir Vander.
There is a kingdom without cantrips, villages, throne room (and all the variants), no cards (or Events) giving tokens, no travellers, no Black Market, no cultists, literally NO cards giving +1 action. How can you make a turn, having played three different actions during the turn?
There is a kingdom without cantrips, villages, throne room (and all the variants), no cards (or Events) giving tokens, no travellers, no Black Market, no cultists, literally NO cards giving +1 action. How can you make a turn, having played three different actions during the turn?
Prince
Overlord + Band of Misfits
Okay, another one: you take a normal turn and in the buy phase after you played all the treasures, you have $65 and 30 buys and no debt. But no matter how hard you want, you can't buy any cards (No Mission). Why?
Okay, another one: you take a normal turn and in the buy phase after you played all the treasures, you have $65 and 30 buys and no debt. But no matter how hard you want, you can't buy any cards (No Mission). Why?
Counterfeit contraband
I played Storyteller but didn't draw any cards. Why? 5 solutions.
I played Storyteller but didn't draw any cards. Why? 5 solutions.
1) Your deck is trashed
2) Your deck is in your hand
3) Your deck is set aside
4) You have -1 token
5) You have -1 card token
I played Storyteller but didn't draw any cards. Why? 5 solutions.
Fourth is Enchantress.
I considered playing Poor House first, but that doesn't send you into negative. Debt doesn't prevent you from gaining coins. Hmm.
Storyteller->Crown->Poor House
Storyteller->Crown->Black Market
(Maybe those are 1 answer?)
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?
There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?
There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.
1) Market Square
2) You need this Ratcatcher in your deck next turn (It's the only cantrip and you can take additional +actions from it in some way)
3) You need more actions in play for Conspirator
4) Tomb
At the start of your turn, you call a Ratcatcher and trash a Fortress in your hand. Why?
There are three solutions. Remember that trashing a Fortress and putting it into your hand is not regaining it, so there are no Watchtower/Trader tricks.
1) Market Square
2) You need this Ratcatcher in your deck next turn (It's the only cantrip and you can take additional +actions from it in some way)
3) You need more actions in play for Conspirator
4) Tomb
I think about Emporium but it's "Horn of Plenty" solution
Enchantress.
Hmm, you gain with Watchtower, revealing a Beggar is not playing it and it gains cards anyways.
I play beggar and gain no cards. (copper is not empty)
I play beggar and gain no cards. (copper is not empty)
Trader with no Silver.
You're Possessed.
Trash a Rats on Turn 2.
Trash a Province on Turn 2. (no Donate)
Trash a Rats on Turn 2.
http://forum.dominionstrategy.com/index.php?topic=15683.0 (http://forum.dominionstrategy.com/index.php?topic=15683.0)
PutRatsWatchtower in the Black Market deck and trashita Province at some point.
Trash a Province on Turn 2. (no Donate)Trash a Rats on Turn 2.
http://forum.dominionstrategy.com/index.php?topic=15683.0 (http://forum.dominionstrategy.com/index.php?topic=15683.0)
PutRatsWatchtower in the Black Market deck and trashita Province at some point.
Open Travelling Fair, Watchtower.
Turn 2: 2 Copper+ Baker token+Borrow. Buy Rats, reveal Watchtower to trash it.
Or use the token to open with Travelling Fair, Rats. Then play it turn 2 and Borrow+ Bonfire to trash it from play. (3 events though)
4/3 opening. Open Rats. Then Donate!
Trash a Province on Turn 2. (no Donate)Turn1(Opponent): use a coin token, buy Borrow, buy Travelling Fair, buy Stonemason, overpaying $3, gain 2 Masquerade, put them on top of her deck
Trash a Province on Turn 2. (no Donate)
Trash a Province on Turn 2. (no Donate)
Salt the Earth.
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?
An opponent gains Villa, plays Masquerade, and passes you a card while your hand is empty.
(Edit: Empty from, say, a bunch of Torturers or whatever.)
You buy Inheritance and set aside the last card of a pile to end the game.
Neither you nor your opponent have any cards in your decks or in Duration. There are 2 piles empty -- Coppers and Curses. There are no other supply piles worth $0. How does the game end? The answer is not 'resignation'.
Neither you nor your opponent have any cards in your decks or in Duration. There are 2 piles empty -- Coppers and Curses. There are no other supply piles worth $0. How does the game end? The answer is not 'resignation'.You have a bunch of cards in your hand/discard pile. You have no cards in your deck.
Last Buy phase of the game. You do not buy or gain a card, but the total of your Gardens points goes up another threshold. How?
An opponent gains Villa, plays Masquerade, and passes you a card while your hand is empty.
(Edit: Empty from, say, a bunch of Torturers or whatever.)
Then it wasn't the last Buy phase of the game.
I meant no cards in deck as in no cards anywhere -- so no cards in hand, Duration cards, Prince, Horse Traders, etc. Guess that wasn't clear. And oh, solutions I was thinking of (there are 2) have been mentioned:
Alms or coin tokens
EDIT:
I guess Borrow / Poor House also works.
EDIT2:
Would debt cards work? (I still don't know the rules regarding Debt.)
Neither you nor your opponent have any cards in your decks or in Duration. There are 2 piles empty -- Coppers and Curses. There are no other supply piles worth $0. How does the game end? The answer is not 'resignation'.
Neither you nor your opponent have any cards in your decks or in Duration. There are 2 piles empty -- Coppers and Curses. There are no other supply piles worth $0. How does the game end? The answer is not 'resignation'.
First player to starve to death loses.
Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.
Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.
Do we start the turn with 0 cards? Or can it be at any time during our turn.
Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant
Coin tokens.
Buy Estate and use the $2 extra to retrieve it.Neither you nor your opponent have any cards in your decks or in Duration. There are 2 piles empty -- Coppers and Curses. There are no other supply piles worth $0. How does the game end? The answer is not 'resignation'.
First player to starve to death loses.
Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.
Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.
Do we start the turn with 0 cards? Or can it be at any time during our turn.
Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant
You were ninja'd by a couple days...
Wine Merchant alone wouldn't work because you wouldn't be able to retrieve it from the mat without some other way of generating coin.
Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant
Buy Estate and use the $2 extra to retrieve it.Neither you nor your opponent have any cards in your decks or in Duration. There are 2 piles empty -- Coppers and Curses. There are no other supply piles worth $0. How does the game end? The answer is not 'resignation'.
First player to starve to death loses.
Also, all Debt cards except for Donate, though you have to end the game by gaining that card if it's City Quarter, Royal Blacksmith, Annex(Estate), or Triumph(Duchy)
And Overlord if there are no Actions costing less than 5 that can end the game.
Does no cards anywhere mean no cards in play? Because otherwise, I play KC/KC/Bridge/Bridge/Bridge as the only cards I have left and end the game.
Do we start the turn with 0 cards? Or can it be at any time during our turn.
Can there be cards in the trash? Feast Or on Tavern mats? Wine Merchant
You were ninja'd by a couple days...
Wine Merchant alone wouldn't work because you wouldn't be able to retrieve it from the mat without some other way of generating coin.
Also just read it before reading this lol.
Oh, you're assuming that Wine Merchant was just played so you have $4 to spend? I thought it was implied that we're starting on a fresh turn. If that's allowed, Embargo and Mining Village are also possible answers, or cards that generate lots of money and buys plus Bonfire.
Oh, you're assuming that Wine Merchant was just played so you have $4 to spend? I thought it was implied that we're starting on a fresh turn. If that's allowed, Embargo and Mining Village are also possible answers, or cards that generate lots of money and buys plus Bonfire.
Well, that's sort of what I was asking, how "fresh" is our turn?
If it is nothing anywhere e.g. start the game, but before turn 1 I take away all your cards and some of the Supply, then I think solutions are limited to things you can buy with $0. Which pretty much makes the only solutions Alms, Borrow, and Debt.
Also, problem says "There are no other supply piles worth $0." Not sure if this counts, but if you say a card can be "worth" $2, but only cost $0 due to Ferry, then Ferry token on a $2 or $1 cost. Idk, maybe just being semantic, but I'd still say my Village is worth $3 even if I have 3 Bridges in play.
Either that, or you get really semantic and say Copper is worth $1, Silver's worth $2, Plat's worth $5, etc. and buy out the Ruins which aren't "worth" anything cause they're not Treasure.
it's actually possible to discard Champion from play.
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.
Enchantress
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.
Enchantress
How about this?
Discard Transmogrify you played in this turn from play.
EnchantressSame way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.
Enchantress
How about this?
Discard Transmogrify you played in this turn from play.
Same way as many other "how do you discard this card from play when it normally can't?" questions. I can't think of any other possibilities at the moment.
Enchantress
How about this?
Discard Transmogrify you played in this turn from play.
The old prince and call trick
I gained a Warrior. How?
I gained a Warrior. How?
I gained a Warrior. How?
Quest, Lost Arts, Doctor, Guide, Scheme, Bishop, Caravan, Quarry, Spice Merchant, Thief, Storyteller, Hireling
How does this game evolve, how does it end, and who wins?
How does this game evolve, how does it end, and who wins?
Golden deck on bishop, whoever gets better doctor trashing luck wins.
How does this game evolve, how does it end, and who wins?
Golden deck on bishop, whoever gets better doctor trashing luck wins.
There's no village, so there will only be one Thief a turn.
There's no village, so there will only be one Thief a turn.
There is Lost Arts (which you probably noticed).
There's no village, so there will only be one Thief a turn.
There is Lost Arts (which you probably noticed).
No, I actually forgot. Darned lack of an image.
CrownAnd Champion is in play, so the revealed card could as well have been a Curse.
Also coin token is on Legionary and your tributes reveals any action card.
Unexpected pop quiz!
These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.
1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?
2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.
3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?
4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?
Answers (no peeking until you try to solve!)
1. Mandarin
2. Any non-negative integer
3. Curse and Hovel
4. King's Castle
Unexpected pop quiz!
These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.
1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?
2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.
3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?
4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?
Answers (no peeking until you try to solve!)
1. Mandarin
2. Any non-negative integer
3. Curse and Hovel
4. King's Castle
Unexpected pop quiz!
These questions are not particularly tricky, so I am consolidating them into one post. Okay, the last one requires some thought. Think of it as extra credit.
1. I gained 2 cards with different costs via Stonemason overpay. What was one of those cards?
2. What handsizes are possible at the end of your turn (after clean-up)? Assume an arbitrary Kingdom and an infinite Supply.
3. I played a Tribute, and the player to my left revealed 2 differently-named cards. I got no bonus from the Tribute plays. My deck was not empty. What cards were revealed?
4. In a hypothetical game you are not allowed to buy any card-shaped things except Castles. What is the highest-cost Castle you can get?
For 1, Peddler should also be valid. Both this answer and the provided one depend on tricky timing when you check the cost.
PPE: I don't think BV works because the card you gain from BV isn't one you gained from Stonemason overpay.
For 1, Peddler should also be valid. Both this answer and the provided one depend on tricky timing when you check the cost.
PPE: I don't think BV works because the card you gain from BV isn't one you gained from Stonemason overpay.
I think he says BV works because BV lets him gain Mandarin.
Didn't realize how that works at first....
Play Crown, buy Stonemason, overpay 6, gain Peddler, gain BV to gain Mandarin(trashing Crown). Peddler now costs 8 and BV costs 6.
Right, I realized after the fact that Quarry was probably an unstated assumption for Mandarin solutions. But it wasn't what I thought of first, and I was too lazy to change the post.Didn't realize how that works at first....Hmm, I was thinking it would be:
Play Crown, buy Stonemason, overpay 6, gain Peddler, gain BV to gain Mandarin(trashing Crown). Peddler now costs 8 and BV costs 6.
Play Quarry, buy Stonemason, overpay 4 (or 3), gain Border Village for Mandarin (or just Mandarin directly). BV now costs $6 (Mandarin now costs $5) and your second Stonemason gain will still be for a $4 (or $3).
Mint works instead of mandrin.
Mint works instead of mandrin.
No it doesn't. Mint is only on buy.
Mint works instead of mandrin.
No it doesn't. Mint is only on buy.
Nope, it's on gain.
FTFYMint works instead of mandrin.
No it doesn't. Mint is only on buy.
Nope, it's on gain.
(http://wiki.dominionstrategy.com/images/8/8e/Mine.jpg)
Gah!FTFYMint works instead of mandrin.
No it doesn't. Mint is only on buy.
Nope, it's on gain.
img
How many times can you meaningfully* reveal a Secret Chamber to the same** attack?
*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.
How many times can you meaningfully* reveal a Secret Chamber to the same** attack?
*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.
Twelve times. Reveal once each to get the Caravan Guards at positions 2-11 in your deck, once to get the Moat at position 12, and once to put Secret Chamber itself on top.
Disclaimer: I don't know any answer(s) to this question, but for some reason I bet there is at least 1...
When does playing Necropolis on T2 matter?
But for Inheritance, one of the CGs will be set aside, so it's only 41.How many times can you meaningfully* reveal a Secret Chamber to the same** attack?
*meaningfully=the same result could not be achieved with fewer reveals.
**same=the same play of an attack card, i.e. Throning does not count.
Twelve times. Reveal once each to get the Caravan Guards at positions 2-11 in your deck, once to get the Moat at position 12, and once to put Secret Chamber itself on top.I get 36 you have 24 estates inheriting caravan guard.
42 6 more estates because its 6p
After the Caravan guards are out, reveal it 10 more times to reveal and React with the 10 Horse Traders on top of your deck.
Very easy one.11: Save copper. Alms for Villa, copper x6, Baker, Borrow.
Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
Very easy one.11: Save copper. Alms for Villa, copper x6, Baker, Borrow.
Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
12: Buy a noble brigand
Possibly over-complicated for 12: Necro and 4 copper, play coppers, baker token, borrow for TF, Advance trashing necro to top-deck some attack, buy mission. Play attack on mission turn (which I guess is still turn 1)Hmm. I thought about a solution without Mission , but I don't think there is one. At least not in singleplayer.
Possibly over-complicated for 12: Necro and 4 copper, play coppers, baker token, borrow for TF, Advance trashing necro to top-deck some attack, buy mission. Play attack on mission turn (which I guess is still turn 1)Hmm. I thought about a solution without Mission , but I don't think there is one. At least not in singleplayer.
Very easy one.
Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
Well, multiplayer is always simple. Trying to make it work with the least number of players might still be interesting... let's see.Very easy one.
Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.
Q12. Literally "Turn 1", "play an Attack". Multiplayer is OK.
If you can do this http://forum.dominionstrategy.com/index.php?topic=15851.0 (http://forum.dominionstrategy.com/index.php?topic=15851.0) then you can play an attack on turn 1.
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?
Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.
- the board has no attacks
I have a solution in mind that goes on forever, not just until some piles run out.- the board has no attacks
erm... as much as we like to consider Ambassador purely as a thinner...
Summon is limited by pile size, although with the correct set of other cards (strong draw) it should be able to be made sustainable until the piles run out.
Is there any way to force discard a Duration?
Is there any way to force discard a Duration?
Since your opponent doesn't actively interfere with your plans, this works.
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?
Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.
How do you gain back 2 Fishing Villages each turn though?Since your opponent doesn't actively interfere with your plans, this works.
I misread that part and thought it said that your opponent would actively interfere. Maybe that does work.
If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays. Putting Lost Arts on FV would get you up to 9.
If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?Since your opponent doesn't actively interfere with your plans, this works.
I misread that part and thought it said that your opponent would actively interfere. Maybe that does work.
If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays. Putting Lost Arts on FV would get you up to 9.
If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
Breaks the "no attacks" rule.How do you gain back 2 Fishing Villages each turn though?Since your opponent doesn't actively interfere with your plans, this works.
I misread that part and thought it said that your opponent would actively interfere. Maybe that does work.
If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays. Putting Lost Arts on FV would get you up to 9.
If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
Two of the terminals are Rouge and Graverobber.
I'm not sure if the rules allow for using Overlord and BoM, but if they do, you can emulate Graverobber with them.
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?
Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.
It is easy to forget that attack rule when you aren't using the attack to attack obviously... I've done that twice now. Lost Arts on Graverobber was a great idea.
It is easy to forget that attack rule when you aren't using the attack to attack obviously... I've done that twice now. Lost Arts on Graverobber was a great idea.
You can put it on FV, too, but it just makes the play order trickier.
I meant discard from play.
Enchantress could help this work, but not on the Fishing Villages, and there are no Attacks.
I'm not sure if the rules allow for using Overlord and BoM, but if they do, you can emulate Graverobber with them.
I figure they are disallowed under "no cards that play other cards", since otherwise you can just Lost Arts Overlord/BOM and play whatever actions, no Fishing Villages needed!
I meant discard from play.
Enchantress could help this work, but not on the Fishing Villages, and there are no Attacks.
Process Wharf, get it back with Graverobber?
Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?
Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.
New puzzle: in a 2-player game, trash a Curse on turn 1.
Hard mode: My solution requires 2 events and 7 Kingdom cards. Can you do it with fewer?
Here's a solution for player 1 using only 2 kingdom cards and 1 event:
Play 5 coppers, use baker coin, buy traveling fair, buy curse (putting it on deck), buy doctor, overpay by 1, trash the curse.
Here's a solution for player 1 using only 2 kingdom cards and 1 event:
Play 5 coppers, use baker coin, buy traveling fair, buy curse (putting it on deck), buy doctor, overpay by 1, trash the curse.
I don't understand your q
Terminal library becomes marginally worse with the +1 card token, I guess. But that's not a good answer.the card token allows you to draw if you play it with 7 cards in hand already
So how about this: it's a big money game and your options are smithy or library. Disregarding cost, library is strictly better, as it allows you to skip actions. With Pathfinding available, Smithy becomes better because it draws more cards.
Is that the kind of thing you're looking for?
So here's a question: which cards can you never gain?
So here's a question: which cards can you never gain?
I think it's none, now that we have Lurker?
Any of the travellers (besides page and peasant) can't be gained.So here's a question: which cards can you never gain?
I think it's none, now that we have Lurker?
Pretty sure there are at least two.
Travellers can be gained from trash via Lurker.Any of the travellers (besides page and peasant) can't be gained.So here's a question: which cards can you never gain?
I think it's none, now that we have Lurker?
Pretty sure there are at least two.
(or do you mean kingdom cards only?)
Any of the travellers (besides page and peasant) can't be gained.So here's a question: which cards can you never gain?
I think it's none, now that we have Lurker?
Pretty sure there are at least two.
(or do you mean kingdom cards only?)
Travellers can be gained from trash via Lurker.Any of the travellers (besides page and peasant) can't be gained.So here's a question: which cards can you never gain?
I think it's none, now that we have Lurker?
Pretty sure there are at least two.
(or do you mean kingdom cards only?)
I think it has to be Overgrown Estate and Hovel, doesn't it? They're too cheap to gain via Graverobber/Rogue, and the wrong type for Lurker.
So here's a question: which cards can you never gain?The Ace of Spades, Black Lotus, and Yogg-Saron, Hope's End...
So here's a question: which cards can you never gain?
So here's a question: which cards can you never gain?The Ace of Spades, Black Lotus, and Yogg-Saron, Hope's End...
There should be a text field where you can enter any card name you want.Yeah...
There should be a text field where you can enter any card name you want.
There should be a text field where you can enter any card name you want.
Except for when you want to wish for Bureaucrat. No one should have to endure that.
There should be a text field where you can enter any card name you want.
Except for when you want to wish for Bureaucrat. No one should have to endure that.
Unless it lets you just say B-crat
There should be a text field where you can enter any card name you want.
Except for when you want to wish for Bureaucrat. No one should have to endure that.
imagine a reaction card called 'beets' that says, under the line:
"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.
imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
How do infinitely large supply piles work with castles/split piles?uh, i guess you can just choose whatever order
imagine a reaction card called 'beets' that says, under the line:I don't think more than 12 (trashing either 4 Hunting Grounds or 4 Feoda, or a combination of those). I almost got something to work where it's arbitrarily many because you bought Donate before and are in Donate-resolving phase (which is between turns). But I can only make you gain cards there via Embassy/IGG, which both cost $5, and the only way to gain stuff is Catacombs, but Ferry doesn't apply if it's not your turn.
"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.
imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
imagine a reaction card called 'beets' that says, under the line:I don't think more than 12 (trashing either 4 Hunting Grounds or 4 Feoda, or a combination of those). I almost got something to work where it's arbitrarily many because you bought Donate before and are in Donate-resolving phase (which is between turns). But I can only make you gain cards there via Embassy/IGG, which both cost $5, and the only way to gain stuff is Catacombs, but Ferry doesn't apply if it's not your turn.
"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.
imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
imagine a reaction card called 'beets' that says, under the line:At least 19. Inheritance on Ferried Hunting Grounds, trash 3 of them to gain 9 estates. Trash Cultist to draw 3 Estates. Trash 3 Estates to gain 9 Estates.
"whenever there is a lunar eclipse happening, you may reveal this from your hand. if you do, trash any number of cards from your hand."
so, during the lunar eclipse, you can reveal beets any number of times from your hand.
imagine we're playing dominion, i just finished my turn, and we both notice a lunar eclipse is happening. wow, this lunar eclipse is so cool. how about, in observance of this lunar eclipse, we'll have it be nobody's turn for a while, and when it's over you can start your turn. also, we're playing with infinitely large supply piles of every kingdom card.
so, if you have a hand of 1 beets, any other 4 cards (anything that could legally be in someone's hand is fair game), and no deck (or other cards on mats, blah blah blah), what is the largest amount of cards you could gain before the eclipse is over, and my turn starts?
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?The key action card was Band of Misfits
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
You used tfb is trash it.
It was an IRL game and you're bad at gaining cards without knocking the token off of the pile.
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
You wanted to call Teacher on the pile.
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
You wanted to call Teacher on the pile.
But we're all WW...I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
You wanted to call Teacher on the pile.
Yeah, that was one of the reasons. The second one is probably more difficult to think of, although WW got somewhat close.
I just played a game where I was inconvenienced by my own Ferry token being on a key Action card. What was the reason?
There are way more than two correct answers to this puzzle, and two of them actually happened in a single game I just played today and lost partially because I had forgotten to consider these situations.
You wanted to call Teacher on the pile.
Yeah, that was one of the reasons. The second one is probably more difficult to think of, although WW got somewhat close.
Opponent's Swindler became more powerful.
Opponent's Swindler became more powerful.
That doesn't work because it doesn't have an effect on my opponent's turn.
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?
You have the -1 card token and you're affected by Enchantress.
I play Ironmorger and it seems it's no better than Ruined Village! It doesn't draw me a card and doesn't reveal a card either! How's that possible if my deck is sloggy and consists of many cards and I didn't draw anything in this turn yet?
You have the -1 card token and you're affected by Enchantress.
Too easy, right? :)
I gain a King's Court to Catacombs' on-trash effect. How?
I gain a King's Court to Catacombs' on-trash effect. How?
I gain a King's Court to Catacombs' on-trash effect. How?
Quarry doesn't work. Ferry doesn't lower the value of King's court enough. Lurker seems like cheating.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
I was thinking along the same line, but I would have thought the estate-you-inherited also goes down in coin cost, because it's an action card at that point.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.
I don't think this works. Quarry lowers the cost of your Estates as well, they are Actions.
If you have a bunch of Quarries in play and you've inherited Catacombs, you can gain a King's Court when you trash one of your Estates. Not sure if it's technically gaining it with Catacombs' on-trash effect.
Correct. It's quite confusing interaction since you use the on-trash effect on Estate while at the same time utilizing that it is actually no longer there.
I don't think this works. Quarry lowers the cost of your Estates as well, they are Actions.
They're not your Estates, they're in the trash.
Your first turn you have $2, and so expect to have $5 on your second turn.. but you don't. How?Your opponent buys lost city?
Similarly, you have $5 on T1 and so expect $2 on T2, but don't -- how?
The second one is probably more difficult to think of, although WW got somewhat close.
You bought Travelling Fair/Curse, topdecking the Curse!
Or, more realistically, Travelling Fair/Advance (Nercopolis into Sea Hag).
Your first turn you have $2, and so expect to have $5 on your second turn.. but you don't. How?Q1.
Similarly, you have $5 on T1 and so expect $2 on T2, but don't -- how?
Another.
Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.
Another.Before adventures mode
Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.
HARD MODE: before Adventures, no Shelters
Another.5/2 or 2/5 openings are trivial.
Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.
HARD MODE: before Adventures, no Shelters
Another.5/2 or 2/5 openings are trivial.
Q. Gain a card costing $5 before the cleanup of T4 when you have WORST SHUFFLE LUCK.
No Coin Token, no Event.
HARD MODE: before Adventures, no Shelters
On 3/4, you can do this:
- open Watchtower/Doctor(overpay 1) (shuffle)
- if you reveal WT, put it on top of your deck
- otherwise, trash.
- on T3, things split up depending on what happens.
- Case 1: hand is WtCCXX
- buy Squire, trash, gain Rabble.
- Case 2: hand is WtEEEC
- don't play Watchtower, next hand is CCCCC.
- Case 3: hand is CCCCC
- buy $5.
- Case 4: hand is EXXXX (in this case you always trashed, since Wt is not in hand)
- next hand is EEWtCC or better; then buy Squire, trash.
I cannot really get 4/3 to work though.
3/4 split:
T1: buy Silver
T2: buy Nomad Camp
T3: if you have...
$3: you have $5 on T4
$4: buy Nomad Camp to have $5 on T4
$5 or more: you already have $5
4/3 is very tough. I used 2nd Edition.
It is necessary that I announce "My buy phase starts now." Why?
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.It is necessary that I announce "My buy phase starts now." Why?
Crown and hand full of Treasures.
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.It is necessary that I announce "My buy phase starts now." Why?
Crown and hand full of Treasures.
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.It is necessary that I announce "My buy phase starts now." Why?
Crown and hand full of Treasures.
But I may want to play it as an action (Peddler)
It's not really necessary then: It will be obvious that you started our buy phase. Otherwise it would also be necessar to say it before you play your first Copper.It is necessary that I announce "My buy phase starts now." Why?
Crown and hand full of Treasures.
But I may want to play it as an action (Peddler)
You cannot "play it as an Action". It always is an action, regardless of whether you played it in your buy phase or your action phase,and it will always count for Peddler.
I'm not sure if this fits your intention (you could say a lot of things rather than the thing about the buy phase to communicate the intention here):
Play Storyteller as last action when you have the -1 coin token (and no other virtual coin), but don't want to play any Treasures for drawing. It's slightly ambiguous how the Treasures are being used in this instance without some verbal clue, though it becomes apparent after the treasures are played.
Could also just be Storyteller with an empty deck.
It is necessary that I announce "My buy phase starts now." Why?
It is necessary that I announce "My buy phase starts now." Why?
You are about to play Crown and you have your +Card token on Crown.
The phase you are in becomes evident after you play the first non-Crown in the chain. With the token, you gain new information after each play of Crown, so you must declare your phase in order to account to the other players that you decided what phase you were in before getting the new information.
Example: My hand is (Crown, Abandoned Mine). If I draw a Gold off the +Card token, I would prefer to Crown that, but I have to make the decision before playing Crown.
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?Hmm. I've come up with two ways to have a Treasure in play in my Action phase, but so far no way to play one other than the three mentioned.
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?
That was one of my two. The other is buying Villa.I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?
Coin of the realm gets called from the tavern mat, so that's not it.
I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?Counterfeit on HoP, gaining Villa. The second time HoP is played is during your Action phase.
Oooooooooh. Nice. So I was even partway there!I play a Treasure during my Action phase. Black Market, Storyteller, and Crown are not in the game. How did I do it?Counterfeit on HoP, gaining Villa. The second time HoP is played is during your Action phase.
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
No Victory cards are worth anything until the end of the game (and the rulebooks say this explicitly for Kingdom Victory cards), so you're not only being pedantic and unhelpful, you're also wrong. "You are down 30-0 in VP" can only mean "if we scored now, you'd be down 30-0 in VP", in which case, things like Tower and Wall must be applied too.You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
No Victory cards are worth anything until the end of the game (and the rulebooks say this explicitly for Kingdom Victory cards), so you're not only being pedantic and unhelpful, you're also wrong. "You are down 30-0 in VP" can only mean "if we scored now, you'd be down 30-0 in VP", in which case, things like Tower and Wall must be applied too.You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?
You buy the 40th Silver, getting 40 points from Tower.
All of your opponent's points came from temple, but they only have one. You buy a Duchy with a bunch of Hagglers in play and gain a Temple and a bunch of other things for the 3-pile.
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Things like wall only count when scoring, so you could buy an estate and win with 1 point and your opponent has 45 cards in their deck.
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Assuming 3+ players: buy Duchy, call 10 Duplicates.
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Assuming 3+ players: buy Duchy, call 10 Duplicates.
For two players, you can still buy Duchy, call 7 Duplicates, and have a Duke and a Silk Road in our deck, or something similar.
You are down 30 - 0 in VP. It is your turn, and your buy phase. You have no durations or cost reductions in play, and you have only 1 buy. With your 1 buy, you 3-pile and win the game. How?Assuming 3+ players: buy Duchy, call 10 Duplicates.
For two players, you can still buy Duchy, call 7 Duplicates, and have a Duke and a Silk Road in our deck, or something similar.
Okay, let's add another clause of no Reserves in play.
Okay, let's try this instead.You have 76 cards in your deck, with wall and 61 VP tokens. You donate all but 15 cards, one of which is a catacombs, to 3 pile.
You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
Okay, let's try this instead.
You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
Okay, let's try this instead.
You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
39 cards in your deck (at least), 10 Hagglers in play. Buy Colony, gaining 10 Border Villages, gaining 8 Gardenses and 2 Duchies, for 10 + 48 + 6 = 64 VP..
Okay, let's try this instead.You have 76 cards in your deck, with wall and 61 VP tokens. You donate all but 15 cards, one of which is a catacombs, to 3 pile.
You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
(Not sure on the timing with 3 pile and donate?)
Okay, let's try this instead.
You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
Okay, let's try this instead.
You are down 60-0. No cost reduction, no cards on the Tavern Mat, no Durations in play. You have only one buy. With your one buy, you three-pile and end the game, winning. How did you do it?
You have a bunch of Feodums and buy a Masterpiece for €748483839293947474839.
faust, in neither of those solutions do you have 0 VP during your Buy phase, fun though they are. However, the second was the inspiration for the following:Oh, this was a requirement? Well, between Wolf Den, Bandit Fort and Curses, I'm sure you can always push your score to 0.
New Puzzle: Start your turn with 3 supply piles empty (before resolving start-of-turn effects, 2 players)Donate + Hunting Grounds/Catacombs.
I have multiple City Quarters in my deck, but have never taken any Debt tokens this game, nor been able to afford a Province yet (and neither has my opponent). How do I have them?Masquerade, Ambassador?
I have multiple City Quarters in my deck, but have never taken any Debt tokens this game, nor been able to afford a Province yet (and neither has my opponent). How do I have them?
Gain Fortune with Hero
And people say champion is overpowered...Gain Fortune with Hero
That right there, I think, is the most ridiculous interaction in this entire game
Magpie has a two best cards to reveal and a worst card to reveal. What are they?Harem and Crown, and Curse/Hovel?
Magpie has a two best cards to reveal and a worst card to reveal. What are they?Harem and Crown, and Curse/Hovel?
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!
How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!
How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?
Crown, HOP, Coin of the realm on tavern mat?
My lack of Treasures made me very sad.
I picked up quite a few and thought, "Not bad!"
I Donated my junk,
Then saw that I was sunk.
I couldn't make a coin with what I had!
How many different Treasures, at most, could I have had in my deck without being able to produce any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png)?
Crown, HOP, Coin of the realm on tavern mat?
You can always by copper, so you can always recoverNot when you have debt.
I shuffle an empty deck. Why?You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.
Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
I shuffle an empty deck. Why?You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.
Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
Inn with no Actions?I shuffle an empty deck. Why?You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.
Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
Didn't think of that. There's at least one other way.
I shuffle an empty deck. Why?You buy Annex to gain a Duchy, and choosing all 5 cards in your discard pile to not shuffle, "shuffling" the rest into your deck.
Given information:
- I have cards in my discard pile, but I am not shuffling them to create my new deck in this instance.
Didn't think of that. There's at least one other way.
I find it funny that my Annex answer got 0 respect while my Inn answer got 2.
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.Masterpiece with overpay
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.Masterpiece with overpay
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
One of the two empty piles is Embargo and all 10 tokens have been put on the same card. You buy that card which also means you gain all 10 curses.
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.4-player game: I played Highway and bought Messenger to gain Ill Gotten Gains.
There is 2 empty piles. All the others have minimum of 10 cards. I've made only one buy and won on three-pile. No Haggler/Border Village on the board.4-player game: I played Highway and bought Messenger to gain Ill Gotten Gains.
Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.
Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.
Donate?How? What did I trash?
I guess ambassador is also possible
Some of the empty piles weren't supply piles.Oh, I should have written "Supply". Your answer is also acceptable.
Encampments went back at clean-up.I forgot Encampments. Right, this is an answer, too.
Another puzzle:
In the previous buy phase, there were 3 empty piles. But the game didn't end. Why?
4-player game, no Villa.
you exchanged travellers.What I prepared. Great!
Not sure if this works, but you bought the last card in a pile, temporarily emptying it, then revealed Trader to gain a Silver instead, so you put it back.In goko, that's ok. However, Trader can be revealed BEFORE you gain a card, so that won't work in real games.
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.
Alternatively, Graverobber/Expand and Catacombs.Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.
Also fun: The cards in my hand are Fortune/Gold. Alms for Villa, play Villa, Gold, Fortune for $8. This of course works with a wide variety of other combinations.Ah, I did not think of Alms! Well done, doesn't break the no-trashing rule, only gains two cards instead of five.
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
It's Procession and WM. You couldn't buy a Province without gaining $6-cost action on the board.
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
Capitol and Haggler?
You played Procession-Procession-Champion on another turn.I really like the Procession-Procession-Champion touch, but this involves gaining four cards, not two.
Your hand is Begger and Masquerade.
You play Begger to put 3 Coppers in hand.
You play Masquerade to pass Copper, and receive Capital from your poor opponent.
You play all Treasures to buy Province.
Capitol and Haggler?Close, but remember: "At no point in the game, this turn included, have I in any way interacted with any tokens (including... Debt tokens)".
Play 3 Treasure Troves with Storyteller while your deck and discard are empty.
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
Due to an bizarre series of Masquerades, I start my turn owning exactly two cards, both of which are in my hand (so no Native Village mat, Tavern mat, Prince, etc., etc.). By the end of the turn I have gained a Province and I did not trash, return, or exchange any cards in the process. At no point in the game, this turn included, have I in any way interacted with any tokens (including placing or manipulating Adventures tokens, taking Pirate Ship tokens, placing or gaining Curses from Embargo tokens, or anything at all to do with VP/Coin/Debt tokens), though some or all of them may nonetheless be present in the Kingdom. No Attack cards from other players (e.g. Swamp Hag) had any effects on me this turn.
However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
Hero + Venture, with Platinum on the board.
New quiz.throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
Play Overlord as Engineer.
yeah i think that worksNew quiz.throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
Play Overlord as Engineer.
yeah i think that worksNew quiz.throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
Play Overlord as Engineer.
yeah i think that worksNew quiz.throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
Play Overlord as Engineer.
Band of Misfits can't play Engineer.
yeah i think that worksNew quiz.throne overlord, play it as a feast, second time play it as bom which can now play as engineer because it has left play & doesn't cost $5. i dunno if i have the right rules for either card though
Play Overlord as Engineer.
Band of Misfits can't play Engineer.
It can if it costs (http://wiki.dominionstrategy.com/images/thumb/d/d4/Debt8.png/18px-Debt8.png) because it is currently an Overlord in the Trash.
On a related note, I just tried playing overlord as band of misfits on ShIT. This led to the overlord staying in play forever. Is this correct behavior, and why?It's a known bug.
One of the conditions of the puzzle was you had to gain a specific card, and couldn't have gotten the Province if you hadn't.However, I also gained a second card besides the Province, and in fact, on account of which two cards were in my hand, I could not have fulfilled all the conditions in the last paragraph without also gaining that other card. What other card did I gain, and what two cards started the turn in my hand?
Hero + Venture, with Platinum on the board.
You could also just have two Platina in hand, then you don't need to gain anything
If you could fill your starting deck with any 10 unique kingdom cards, which roster would net you the most (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on your first turn?It probably gets arbitrarily large. But some questions first:
If you could fill your starting deck with any 10 unique kingdom cards, which roster would net you the most (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png) on your first turn?It probably gets arbitrarily large. But some questions first:
- there's only 1 of each in your deck, right?
- are these cards also required to be piles in the given game?
- the usual starting cards get replaced, right?
I play Storyteller, then three Treasures. However, once I'm done resolving them, I don't end up drawing any cards from Storyteller. How?
Trivial answer: Birdge Troll/Ball and three Horns of Plenty. There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
I play Storyteller, then three Treasures. However, once I'm done resolving them, I don't end up drawing any cards from Storyteller. How?
Trivial answer: Birdge Troll/Ball and three Horns of Plenty. There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
3 Charms and for each choosing to gain an additional card.
Similarly, have the last Treasure be Crown, which plays Black Market where you spend all the money from the other Treasures you played.I play Storyteller, then three Treasures. However, once I'm done resolving them, I don't end up drawing any cards from Storyteller. How?
Trivial answer: Birdge Troll/Ball and three Horns of Plenty. There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:
Challenge #1: Prince an Expand this turn.
Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.
Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.
You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.
At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:
Challenge #1: Prince an Expand this turn.
Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.
Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.
You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.
1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand). 6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand. 8 steps.
3 does not seem feasible. To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.
You're right. I think I confused myself there in trying to get a bit too clever. I will see if I can reformulate the challenge.At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:
Challenge #1: Prince an Expand this turn.
Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.
Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.
You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.
1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand). 6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand. 8 steps.
3 does not seem feasible. To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.
I play Storyteller, then three Treasures. However, once I'm done resolving them, I don't end up drawing any cards from Storyteller. How?
Or, indeed, another Storyteller.Similarly, have the last Treasure be Crown, which plays Black Market where you spend all the money from the other Treasures you played.I play Storyteller, then three Treasures. However, once I'm done resolving them, I don't end up drawing any cards from Storyteller. How?
Trivial answer: Birdge Troll/Ball and three Horns of Plenty. There's another answer that doesn't involve not producing any (http://wiki.dominionstrategy.com/images/thumb/6/6d/Coin.png/16px-Coin.png).
Have your last treasure you play be crown, which crowns a poor house and you have lots of treasures in your hand.
1: Is trivially reduced by one step (Ruined Library) by adding the +card token to Prince.At the start of my turn, I have no cards in hand, deck or discard pile, nothing already in play, and nothing on any mat. I do, however, have an arbitrary number of cards set aside from buying multiple Summons in the previous turn. Find the fewest number of steps (represented by lines of play log) for each of the following challenges:
Challenge #1: Prince an Expand this turn.
Challenge #2: Prince an Expand this turn, with none of the Summoned cards costing more than $4 in the absence of cost reduction.
Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.
You can ignore the mechanism by which everything is set up, but otherwise the challenge must result in a valid kingdom.
1: 3 Summoned Bridges, 1 Summoned Armory (gain Expand), one Summoned Ruined Library, 1 Summoned Prince (set aside Expand). 6 steps.
2: Four Summoned Bridges, two Summoned Armories (gain Prince, gain Expand), one Summoned Smithy, Prince Expand. 8 steps.
3 does not seem feasible. To play Expand at the start of your turn, you would have to have Princed or Summoned Prince, which is not possible without cost reduction.
Summoned throne roomYes. It enables you to play Prince. But I have no idea of Princing them.
Challenge #3: As in Challenge #2, but with no cost reduction involved at all, with the Expand being played at the start of turn, and resulting in the gaining and/or trashing of cards costing $2, $3, $4, $5 and $6 as part of its resolution.
Mercenary
Mercenary
Indeed
I Discipled a card that is not in the supply, but gained its copy as a result. How?
I play Ironmonger, reveal 1 card, and get all 3 bonuses. How?Inherited Crown.
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?
Procession on Encampment, revealing Gold each time, then trashing Encampment. Lurker to get Encampment from trash. Library, setting aside Encampment. Procession on Encampment again, revealing Gold again and trashing it again. Lurker to gain it back once more.
Donate a catacombs?
In a single turn, I have (in this order) played, set aside and gained the same copy of Encampment. How?
Procession on Encampment, revealing Gold each time, then trashing Encampment. Lurker to get Encampment from trash. Library, setting aside Encampment. Procession on Encampment again, revealing Gold again and trashing it again. Lurker to gain it back once more.
I think Procession loses track of the Encampment and it isn't trashed.
I play a Thief and gain a card that isn't a Treasure. How?
inb4 "What's Thief?"
I play a Thief and gain a card that isn't a Treasure. How?
inb4 "What's Thief?"
I play a Thief and gain a card that isn't a Treasure. How?
inb4 "What's Thief?"
I play a Thief and gain a card that isn't a Treasure. How?
inb4 "What's Thief?"
How many ways to welsh on your debts?
Example: Crowning Capital saves 6 debts.
Use Lurker to trash and then gain a Debt-cost Action card, thereby never having to pay for it or accumulate the Debt.Even better: Disciple a debt card.
Convince Donald to create a Debt-cost Attack card, then trash Squire to gain it.Use Lurker to trash and then gain a Debt-cost Action card, thereby never having to pay for it or accumulate the Debt.Even better: Disciple a debt card.
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.
Good one! But I have no buys which means I have bought something this turn already.
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?
You trash 10 Hermits from play and don't gain any Madmen because your opponent has all of them. As a result, you get 10 VP from Tomb and another 10 from Wall.
Good one! But I have no buys which means I have bought something this turn already.
You bought a Tax.
Another solution. Setup: you have already bought a Copper this turn, but haven't gained it yet. Solution: gain it. Fountain gives you 15 points and your 10 Goons in play give you 10.
It's technically correct.
On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.
Okay, let's add then that you have gained no card this turn.
I noticed. So, how about this?On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.Okay, let's add then that you have gained no card this turn.
I noticed. So, how about this?On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.Okay, let's add then that you have gained no card this turn.
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.
I have 12 Fairgrounds. I played Swindler to pile out, and exchanged Hero for Champion to have the 15th different-named card.I noticed. So, how about this?On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.Okay, let's add then that you have gained no card this turn.
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.
Techically correct.
There is one more solution not involving possession.
I have 12 Fairgrounds. I played Swindler to pile out, and exchanged Hero for Champion to have the 15th different-named card.I noticed. So, how about this?On the last turn of the game you are 15 points behind your opponent. You have no actions, no money, no buys (it is already buy phase), no cards in hand. But you win in the end. How?Because I am possessing my dad, who has played many Tortures and has $22, 2 buys. I don't have any Actions, Buys, $s, hands.Okay, let's add then that you have gained no card this turn.
My daddy has played Goons, trashed the last Province from Supply, bought many Coppers revealing Trader.
Techically correct.
There is one more solution not involving possession.
Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)
Right. Too easy?Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)
You wanted to topdeck a Madman.
Q. I bought nothing but Travelling Fair in turn 3. Why?
(Maybe someone saw me playing like that.)
You wanted to topdeck a Madman.
I have n Buys. I buy a card. I then have n+1 Buys. How?
I buy a card, not an event.I have n Buys. I buy a card. I then have n+1 Buys. How?
Seawayed Villa
I have n Buys. I buy a card. I then have n+1 Buys. How?
I think he means to seaway earlier and then buy Villa in that turn in question and play it.The distinction is dingan never said he played a card. Villa's extra buy triggers on the playing of it and not buying.
Game ends. I have nothing but some coppers and shelters in my deck. No single VP chip either. But I still have 4 points. How?Wall + Fountain: You have 23 Coppers and 3 Shelters. Fountain gives +15 VP, Wall gives -11, leading to 4.
Game ends. I have nothing but some coppers and shelters in my deck. No single VP chip either. But I still have 4 points. How?Wall + Fountain: You have 23 Coppers and 3 Shelters. Fountain gives +15 VP, Wall gives -11, leading to 4.
Or, Museum, and you trashed two of the Shelters.
In a 3 or more player game with other people buying Masquerade, you could get 3 Necropolises and so 4 points from Orchard.
Estate posing as sir Martin?Or Enchantress/Caravan Guard.
I was going for the Crown one, but apparently all those work, too!
I gain a Villa during my turn. Directly after that, it is not my action phase. Why?Devil's Workshop
In a solo game, get a Platinum on turn 1.
In a solo game, get a Platinum on turn 1.
There is an Action supply Pile. I am Deluded but still bought a card from this pile in my Buy Phase. How?Plunder/Rocks
There is an Action supply Pile. I am Deluded but still bought a card from this pile in my Buy Phase. How?Plunder/Rocks
From Mr. Cha-shu.
Solo game without any Events: play Possession on turn 2.
From Mr. Cha-shu.
Solo game without any Events: play Possession on turn 2.
Kingdom: Lurker, Pixie, Stonemason, Fool, Necromancer, Baker, Band of Misfits, Pooka, Possession. Shelters (thanks to Band of Misfits).
Starting cards: Goat, Cursed Gold, Lucky Coin, 3x Copper, Overgrown Estate, Hovel, Necropolis.
T1: Draw Cursed Gold, Copper, Copper, Goat, Overgrown Estate
Play all treasures. Goat trashes Overgrown Estate, drawing Hovel.
Spend Baker coin, giving $7. Buy Stonemason, overpaying $5, gaining two Bands of Misfits.
T2: Draw Copper, Copper, Lucky Coin, Necropolis. Shuffle, draw Band of Misfits.
Deck: Band of Misfits then Stonemason, Curse, Copper, Copper, Goat, Cursed Gold in any order.
Play Necropolis.
Play Band of Misfits as Fool. Take Earth's Gift, Moon's Gift, Wind's Gift.
Receive Earth's Gift, discarding Lucky Coin to gain Lurker. Receive Moon's Gift, topdecking Lurker. Receive Wind's Gift, drawing Lurker and Band of Misfits, discarding 2x Copper.
Play Lurker, trashing Possession.
Play Band of Misfits as Necromancer, playing Possession from the trash.
Kingdom: Lurker, Stonemason, Necromancer, Baker, Cursed Village, Pooka, Possession
T1
play 4 Coppers and Cursed Gold, use a coin token
buy Stonemason overpaying $6 to gain Border Village, Lurker, Border Village, Cursed Village (the Hex is Bad Omens)
draw 2 Coppers, 2 Border Villages, and Stonemason
T2
play Border Village to draw Cursed Village
play Stonemason to gain Necromancer and Cursed Village (the Hex is War, trash Cursed Gold after revealing the other cards in deck)
play Cursed Village to draw Lurker, Necromancer, and 2 cards
play Lurker to trash Possession
play Necromancer to play Possession
Buy a ratcatcher and call it on the same turn.
Buy a ratcatcher and call it on the same turn.
Have a Princed Black Market, buy the Ratcatcher, and call it because it's still the start of the turn.
Buy a ratcatcher and call it on the same turn.
Have a Princed Black Market, buy the Ratcatcher, and call it because it's still the start of the turn.
You would also need a Princed Herald or something, to play the Ratcatcher before the start of your turn
Start your turn with 5 cards in your hand.
Play only one card, which must be an Action card from Nocturne.
No other cards may be in play at any point in your turn.
The Changeling pile must be full first, and be entirely in your discard pile afterwards.
Furry con was going much better than Amanda had ever anticipated.
Chuck turned around to take one last look at his huge collection of Harry Potter memorabilia before going off to bed.
Start your turn with 5 cards in your hand.
Play only one card, which must be an Action card from Nocturne.
No other cards may be in play at any point in your turn.
The Changeling pile must be full first, and be entirely in your discard pile afterwards.
Only 5 cards are yours.
Play an Action after Nocturne (Dismantle) to wipe out Changeling pile.
Level 1: No Trader
Level 2: No Kingdom cards has multiple types.
Level 3: 5 different cards are yours.
Level 4: All of the above.
Furry con was going much better than Amanda had ever anticipated.
Obviously Pooka.Chuck turned around to take one last look at his huge collection of Harry Potter memorabilia before going off to bed.
Counting House?
Chuck turned around to take one last look at his huge collection of Harry Potter memorabilia before going off to bed.
Why, did he ask himself, did I think it was a good idea to try carrying all of them at once?
And he would be rather disappointed to find out that after spending half the afternoon trying to get to the cookie jar, there was not a single cookie inside.
- And he would be rather disappointed to find out that after spending half the afternoon trying to get to the cookie jar, there was not a single cookie inside.
Solo gameKingdom: Lurker, Squire, Scrying Pool, Watchtower, Fortress, Villa, Knights, Outpost, Border Village
Trash all Knights until the end of turn 4. No Baker in the kingdom!
Solo gameKingdom: Lurker, Squire, Scrying Pool, Watchtower, Fortress, Villa, Knights, Outpost, Border Village
Trash all Knights until the end of turn 4. No Baker in the kingdom!
Events: Advance, Travelling Fair
T1:
play 2 Coppers, buy Travelling Fair, buy Advance to trash Necropolis to gain Lurker, topdecking
T2:
play Lurker to trash Fortress
play 4 Coppers
buy 2 Travelling Fairs
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Villa to play it
repeat this 7 times
buy 4 Travelling Fairs
buy Advance to trash Fortress to gain Lurker
repeat this twice
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Lurker, topdecking
buy Advance to trash Fortress to gain Watchtower, topdecking
buy Advance to trash Fortress to gain Outpost
buy Advance to trash Fortress to gain Border Village to gain Villa
play Fortress, Outpost
T2-Outpost:
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool
play Border Village to draw Lurker
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool to draw 3 Lurkers, 8 Villas, Fortress, Border Village, Copper
play 7 Border Villages, 8 Villas
play Lurker to trash Knight
repeat this twice
play 7 Coppers
buy Advance to trash Fortress to gain Villa to play it
buy Advance to trash Fortress to gain Knight, revealing Watchtower to trash it
repeat this 6 times
buy 2 Provinces
Every Japanese player knows this combo, as Mr. Cha-shu has told us.
Solo gameKingdom: Lurker, Squire, Scrying Pool, Watchtower, Fortress, Villa, Knights, Outpost, Border Village
Trash all Knights until the end of turn 4. No Baker in the kingdom!
Events: Advance, Travelling Fair
T1:
play 2 Coppers, buy Travelling Fair, buy Advance to trash Necropolis to gain Lurker, topdecking
T2:
play Lurker to trash Fortress
play 4 Coppers
buy 2 Travelling Fairs
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Villa to play it
repeat this 7 times
buy 4 Travelling Fairs
buy Advance to trash Fortress to gain Lurker
repeat this twice
buy Advance to trash Fortress to gain Border Village, topdecking, to gain Lurker, topdecking
buy Advance to trash Fortress to gain Watchtower, topdecking
buy Advance to trash Fortress to gain Outpost
buy Advance to trash Fortress to gain Border Village to gain Villa
play Fortress, Outpost
T2-Outpost:
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool
play Border Village to draw Lurker
play Lurker to trash Squire to gain Scrying Pool, topdecking
play Border Village
play Scrying Pool to draw 3 Lurkers, 8 Villas, Fortress, Border Village, Copper
play 7 Border Villages, 8 Villas
play Lurker to trash Knight
repeat this twice
play 7 Coppers
buy Advance to trash Fortress to gain Villa to play it
buy Advance to trash Fortress to gain Knight, revealing Watchtower to trash it
repeat this 6 times
buy 2 Provinces
Every Japanese player knows this combo, as Mr. Cha-shu has told us.
Why in the sam hill is this in the "Easy Puzzles" thread?
Why in the sam hill is this in the "Easy Puzzles" thread?
Because I thought about a much easier solution instead of this one.
Another one: I play an Abandoned Mine and get +2 Cards +2 Actions. How?
Why in the sam hill is this in the "Easy Puzzles" thread?
Because I thought about a much easier solution instead of this one.
Another one: I play an Abandoned Mine and get +2 Cards +2 Actions. How?
Lost Arts, Pathfinding, other player's Enchantress. An Event can be Teacher instead.
Another.
Trash all your cards without playing any Actions, nor buying Events.
Another.
Trash all your cards without playing any Actions, nor buying Events.
Buy 2 Counterfeits (using Silver etc as stepping stones) then trash down with Goat until all you have are those 3 cards. Chain Counterfeits and Goat to trash all but the first Counterfeit, buy a Blessed Village, taking the Flame's gift and exchanging the Blessed Village for a Changeling. Next turn, trash the remaining Counterfeit you draw with The Flame's Gift and then play the Changeling to trash it without a replacement.
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?
Clarification: I have not played Pirate Ship before during this game.
The situation actually comes from a real game (though my opponent still had ~2 Treasures when it happened). It wasn't Magic Lamp there, and obviously none of the three purely theoretical options above.I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?
Clarification: I have not played Pirate Ship before during this game.
There are lots of reasons. Some that come to mind immediately:
- you want to activate Conspirators
- you want to lower the cost of Peddler
- you want to trigger your opponent's reshuffle
And one that's actually a plausible explanation for why you would do that in a real game:
- to activate Magic Lamp
Did your opponent's deck have the potential to gain treasure for some powerful purpose (eg Gold-gainer and trash for benefit, or a deck that would benefit greatly from Fortune)?The situation actually comes from a real game (though my opponent still had ~2 Treasures when it happened). It wasn't Magic Lamp there, and obviously none of the three purely theoretical options above.I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?
Clarification: I have not played Pirate Ship before during this game.
There are lots of reasons. Some that come to mind immediately:
- you want to activate Conspirators
- you want to lower the cost of Peddler
- you want to trigger your opponent's reshuffle
And one that's actually a plausible explanation for why you would do that in a real game:
- to activate Magic Lamp
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Yes!To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
Not that I can recall.Did your opponent's deck have the potential to gain treasure for some powerful purpose (eg Gold-gainer and trash for benefit, or a deck that would benefit greatly from Fortune)?The situation actually comes from a real game (though my opponent still had ~2 Treasures when it happened). It wasn't Magic Lamp there, and obviously none of the three purely theoretical options above.I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?
Clarification: I have not played Pirate Ship before during this game.
There are lots of reasons. Some that come to mind immediately:
- you want to activate Conspirators
- you want to lower the cost of Peddler
- you want to trigger your opponent's reshuffle
And one that's actually a plausible explanation for why you would do that in a real game:
- to activate Magic Lamp
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Could it be that Pirate Ship is the only 2-type card in the game, so you want it for empowering your Courtiers.Yes!To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?
Clarification: I have not played Pirate Ship before during this game.
I find it hard to imagine a game where this would be a good strategy. And no, that wasn't it.Could it be that Pirate Ship is the only 2-type card in the game, so you want it for empowering your Courtiers.Yes!To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
The reason why you intend to play Pirate Ship is so that you can use Changelings to gain more of them.
Interesting idea. But it wasn't that.I bought a Pirate Ship with the intention to play it. My opponent had no Treasures in their deck. Why would I do that?
Clarification: I have not played Pirate Ship before during this game.
To trash Urchin, whose pile has some Embargo tokens.
Or, slightly more plausibly, you play the Pirate Ship each turn so that you can Scheme it ready for Courtiers next turn.I find it hard to imagine a game where this would be a good strategy. And no, that wasn't it.Could it be that Pirate Ship is the only 2-type card in the game, so you want it for empowering your Courtiers.Yes!To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
Could it have been achieved by an Action - Attack card that costs $4 and does nothing on play?
The reason why you intend to play Pirate Ship is so that you can use Changelings to gain more of them.
Then the answer probably has something to do with Soldier.
Yeah, I had an engine playing 4 Soldiers every turn for economy. Pirate Ship provided +4$, the most cost-efficient way to add economy.Then the answer probably has something to do with Soldier.
Maybe 2+ soldiers in hand and a Cobbler (and some means to play them all + the Pirate Ship)?
It would have to be 2 Soldiers or else you could just gain a Silver, right?
- you want to activate Conspirators
- you want to activate Conspirators
How would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.
Presumably they also banned Conspirator with Contraband, because if you have no P-ship tokens it's a dead Action and Conspirator is strictly better. So then at that point I think it is debateable that anyone would pick up a Ruined Village to help their Conspirators.You have Champion in play, and your opponent banned Page with your Contraband and those are the only Action cards in the kingdom.- you want to activate ConspiratorsHow would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.
Presumably they also banned Conspirator with Contraband, because if you have no P-ship tokens it's a dead Action and Conspirator is strictly better. So then at that point I think it is debateable that anyone would pick up a Ruined Village to help their Conspirators.You have Champion in play, and your opponent banned Page with your Contraband and those are the only Action cards in the kingdom.- you want to activate ConspiratorsHow would Pirate Ship help with this? It's terminal. I can't think of any case where Pirate Ship is the best way to activate your conspirators.
Alternate solution: You have an engine with Scheme. Opponent is using Enchantress. Schemes, Enchantresses, and Embargoes are Embargoed, and Pirate Ship is the next cheapest action. You want to have an action to get Enchanted so you can get the full use from the rest of your cards.
To make the question more narrow, maybe I should point out that the same thing could not have been achieved by an action card that costs $4 and simply does nothing on play.
I was under the impression that Faust was actually asking for a strategically viable reason. Conspirator fails in that case, but granted, strategic play aside, there is a valid edge-case with it.
I play the same Action card from my hand twice, without playing any other cards. How?You have your +$1 and +Buy tokens on Fortress. You play a Fortress from your hand, then call 6 Royal Carriages on it, giving $7. You buy Bonfire, trashing the Fortress so it goes back to your hand, then Villa to return to your Action phase. You play the Fortress from your hand again.
I play the same Action card from my hand twice, without playing any other cards. How?You have your +$1 and +Buy tokens on Fortress. You play a Fortress from your hand, then call 6 Royal Carriages on it, giving $7. You buy Bonfire, trashing the Fortress so it goes back to your hand, then Villa to return to your Action phase. You play the Fortress from your hand again.
I play the same Action card from my hand twice, without playing any other cards. How?Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!I play the same Action card from my hand twice, without playing any other cards. How?Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
No, you played some Charms. When you buy a card, you may gain a card that costs the same for each Charm you played.How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!I play the same Action card from my hand twice, without playing any other cards. How?Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
Oh I see. So you've got Charm, Charm, Crown, <do clever stuff without playing any other cards>, same Crown again.No, you played some Charms. When you buy a card, you may gain a card that costs the same for each Charm you played.How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!I play the same Action card from my hand twice, without playing any other cards. How?Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
You could of course still do it then, using just coin tokens and Travelling Fair for extra buys to get the Madnarin / Rats / Villa. I only had it with Charm because I originally intended to buy Mandarin from the Black Market.Oh I see. So you've got Charm, Charm, Crown, <do clever stuff without playing any other cards>, same Crown again.No, you played some Charms. When you buy a card, you may gain a card that costs the same for each Charm you played.How do you gain the second Catacombs? And do you mean Charm throughout instead of Crown? But then Charm isn't an Action card... I'm confused!I play the same Action card from my hand twice, without playing any other cards. How?Also, play Crown, buy Mandarin (topdeck Crown), gain Catacombs from Charm, reveal Watchtower trashing Catacombs, gain Rats, reveal Watchtower trashing Rats, draw Crown, gain another Catacombs trashing it to gain Villa, play Crown.
I had assumed the "without playing any other cards" was intended to apply to the whole turn.
I play just one card and get:
+ 5 Cards
+ 5$
+ 8 Actions
+ 1 Buy
Which card did I play?
I play just one card and get:
+ 5 Cards
+ 5$
+ 8 Actions
+ 1 Buy
Which card did I play?
Storeroom, with 4 Champions Processed beforehand.
Tribute
With 5 Champions in play, play Tribute with card, action, coin, buy tokens. Opponent reveals Harem and Estate inheriting Crown for +4 cards, +4 coins, +2 actions.That's correct. Also don't forget that all four vanilla Adventures tokens are on Tribute.
With 5 Champions in play, play Tribute with card, action, coin, buy tokens. Opponent reveals Harem and Estate inheriting Crown for +4 cards, +4 coins, +2 actions.That's correct. Also don't forget that all four vanilla Adventures tokens are on Tribute.
With all 13 Imps in their pile at the start of your turn, gain all of them in one action phase.Never mind, I messed something up. May still be possible, just haven't thought of it.
Found a way again, but not 100% sure it actually works due to potential wording issues.
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.Never mind, I messed something up. May still be possible, just haven't thought of it.
Found a way again,but not 100% sure it actually works due to potential wording issues.Pretty sure it works.
With all 13 Imps in their pile at the start of your turn, gain all of them before ending your action phase.Never mind, I messed something up. May still be possible, just haven't thought of it.
Found a way again,but not 100% sure it actually works due to potential wording issues.Pretty sure it works.
Hand is 8 Crowns, 8 BoMs, 7 Tormentors (you bought lots of Expeditions the turn before). Play Crown on Crown etc. Final Crown's first play is BoM as Raze trashing itself, then BoM as Lurker gaining Mandarin, topdecking all the Crowns.
Then each Crown's second play is BoM as Raze trashing itself, BoM as Procession playing Tormentor.
Much easier puzzle:
I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?
Much easier puzzle:It's an Estate; your opponent Inherited something and there's a Quarry in play.
I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?
I play a Soothsayer against my little cousin Jonjon. Jonjon draws a card off the top of his deck, and then explains to me that since he drew the card, he won't be having any curses, no sir. Jonjon is correct. What has transpired?
I did have the particular mechanic that enables this come up in a game (not the exact scenario though).
Turn 1 - I buy a Silver.
Turn 1 - My opponent buys a Silver.
Turn 2 - I play the Silver I bought on turn 1.
How did this happen?
By slightly modifying mine
An opponent has Haunted Woods in play, and it's affecting me. I buy a card. Then, I trash a card with Bat. What happened?
(I can think of multiple solutions.)
An opponent has Haunted Woods in play, and it's affecting me. I buy a card. Then, I trash a card with Bat. What happened?
(I can think of multiple solutions.)
An opponent has Haunted Woods in play, and it's affecting me. I buy a card. Then, I trash a card with Bat. What happened?
(I can think of multiple solutions.)
I bought a Villa, topdecking a Watchtower, played the Villa, Enchantressed, played the Watchtower, and played a Bat.
In the trash are six Estates and one Copper.
What is the card most likely to be present in the kingdom?
I have my own answer but there could always be a better one.
Could also be Dismantle or SalvagerIt could be a ton of things, but it was asked which is the most likely.
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?Mandarin?
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?Mandarin?
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?Mandarin?
ugh, this is why I don't hang out in this thread
The next best thing I can think of is Summon; there is a variety of openings with Summon that would allow this.Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?Mandarin?
ugh, this is why I don't hang out in this thread
this is where I say "no Mandarin either" and then people guess the 18 other obvious ways to do this that I also didn't think of
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Today for the first time ever I had a straight-up $5-$5 opening with no Baker or Borrow in the Kingdom. The only Heirloom was Pouch. What did I buy with my first $5?
Night's Watchman and discarded everything.
What's the only card that you can't start with and can't gain?Twice Miserable
What's the only card that you can't start with and can't gain?
Cursed Village and get Bad Omens?
In the trash are six Estates and one Copper.Actually, the answer is Pixie.
What is the card most likely to be present in the kingdom?
I have my own answer but there could always be a better one.
In the trash are six Estates and one Copper.Actually, the answer is Pixie.
What is the card most likely to be present in the kingdom?
I have my own answer but there could always be a better one.
No I don’t think it’s that one.
In the trash are six Estates and one Copper.Actually, the answer is Pixie.
What is the card most likely to be present in the kingdom?
I have my own answer but there could always be a better one.
No I don’t think it’s that one.
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?
That works, but there is a solution with fewer intermediary steps.There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?
Before you bought the Gold, you had $10 and 2 Buys from at least 3 differently named Treasures, a Venture and a Horn of Plenty in hand, and no Treasures in your draw or discard piles. After you bought the Gold, you then bought a Villa, returning to your Action phase, but immediately ending your Action phase without playing the Villa. You then played a Horn of Plenty, gaining a Cemetery, trashing the Villa. You then played a Venture, drawing the Gold, and playing it.
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?Under these same conditions, do the reverse. That is:
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?Under these same conditions, do the reverse. That is:
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I play a Gold. Later that same turn, there are still no Action cards that are "mine". I buy the Gold that I played. What happened in between?
There are no Action cards that are considered "mine" (spare me the refreshing jokes).
refreshing
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I buy a Gold. Later that same turn, there are still no Action cards that are "mine". I play the Gold that I bought. What happened in between?Under these same conditions, do the reverse. That is:
There are no Action cards that are considered "mine" (spare me the refreshing jokes). I play a Gold. Later that same turn, there are still no Action cards that are "mine". I buy the Gold that I played. What happened in between?
Buy Villa, Ambassador, Inheritance, turning estates into smithies
Here's a solution that might actualyl work.The Cultists are still yours at the time you play the Gold.
Play 2 Cultists
Counterfeit-Counterfeit-Counterfeit-Platinum-Platinum-Gold
Buy Graverobber
Buy Ambassador
Buy Bonfire trashing a Cultist, drawing Graverobber and Ambassador
Buy Villa
Play Villa
Play Graverobber to gain the Gold from the trash.
Buy another bonfire, trashing the second Cultist and the Villa, drawing the Gold
Play Villa
Ambassador the Gold (oppoents moat)
Buy Bonfire to trash Villa + Ambassador
Buy Gold.
8 coin tokens :P
I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.
Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.
Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Yeah I was thinking Crypt for the first part, but Cobbler works too.I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.
Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.
Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
Well alternatively it can be that you played Procession-Procession-Merchant Ship, Merchant Ship and then your opponent used attacks to trash the remaining Procession. Or if you don't want opponent support you can always trash the Procession to Donate.Yeah I was thinking Crypt for the first part, but Cobbler works too.I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.
Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.
Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
I forgot about duration coin + Bonfire, but the solution is valid. The solution I had didn't use Bonfire.
Mhm that would work. It's solitaire so you'd need Donate.Well alternatively it can be that you played Procession-Procession-Merchant Ship, Merchant Ship and then your opponent used attacks to trash the remaining Procession. Or if you don't want opponent support you can always trash the Procession to Donate.Yeah I was thinking Crypt for the first part, but Cobbler works too.I am playing a solitaire game. At the start of my current turn, I have no Action cards that are considered "mine" (in deck/discard, set aside, etc.). During my last turn, I drew no cards at the end of cleanup (or whenever you are supposed to draw cards at the end of the turn). During my current turn, I buy a Province. How did I do this?Easy mode: Have 4 Cobblers set aside to gain 4 Silvers.
Hard mode: Same scenario as above, except now at the start of my turn, I have absolutely no cards that are considered "mine" at the start of my turn.
Edit: As teamlyle pointed out, Coin tokens are one solution. What about if there are no coin tokens available?
Hard mode: played 4 Merchant Ships the turn before and trashed them with Bonfire.
I forgot about duration coin + Bonfire, but the solution is valid. The solution I had didn't use Bonfire.
You have Ferry, Training, Seaway, and Pathfinding on Villa
Alms for Villa, play Villa
Buy Villa, play Villa x 8
Buy 8 Peddlers and a Villa
Play Villa; play Peddlers
Buy Province
I have x Banks and y Fortunes at my disposal, and no other coins/Treasures/tokens/shenanigans/anything. x and y can each be anything >= 0 (e.g. more than 10 Banks, more than 5 Fortunes). Which order should I play them to maximize my coin?
I have x Banks and y Fortunes at my disposal, and no other coins/Treasures/tokens/shenanigans/anything. x and y can each be anything >= 0 (e.g. more than 10 Banks, more than 5 Fortunes). Which order should I play them to maximize my coin?
Awaclus is right. Here's an explanation/proof.
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?
Villa only returns to Action phase if it is your buy phase. When you play Exorcist, it is your Night phase.On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?
Exorcist for Ghost. Devil's workshop for Villa.
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Villa only returns to Action phase if it is your buy phase. When you play Exorcist, it is your Night phase.On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?
Exorcist for Ghost. Devil's workshop for Villa.
I suppose that's correct.Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.
EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
I suppose that's correct.Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.
EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
My two solutions work without Boons though.
True! But that doesn't cover hard mode.I suppose that's correct.Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.
EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
My two solutions work without Boons though.
+1 Card Token on Werewolf would do it.
True! But that doesn't cover hard mode.I suppose that's correct.Play tracker in action phase, (get a boons that doesn't gain you anything), don't buy anything, use exorcist in night phase on an expensive card for ghost, topdeck ghost, play devils workshop for cemetery, trash overgrown estate, draw ghost, play ghost. Right? If there's a way to do it with no on-trash abilities then I have no clue. Unless it's something goofy with possession or masquerade or 22 player noble brigand/messenger/lost city shenanigans
Technically that doesn't work because you can't gain Cemetery if it's a board without Haunted Mirror, but obviously you can achieve the same effect very easily just by using any Night that trashes, such as another Exorcist.
EDIT: for extra hard mode, you can gain Blessed Village with Vampire and get the +1 card boon to draw the Ghost, or you can get the +2 cards, discard 2 cards boon to draw the Ghost. Does that count as two different possible solutions?
My two solutions work without Boons though.
+1 Card Token on Werewolf would do it.
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.
So can you give me a good a priori way to determine whether a puzzle that I post is easy or not? When I thought it up, I thought it likely to just be answered right away.Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.
I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!
Why is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.
I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!
Maybe we need a "reasonably easy puzzles" or "harder version of easy puzzles" threadWhy is there a puzzle with a "hard mode" and an "extra hard mode", 12 comments of discussion, and spoiler-blocked responses, in the "easy puzzles" thread?I'm not sure what you want this thread to be. I don't find puzzles where the answer gets posted within 5 minutes to be very exciting.
I mean, that is literally what this thread is supposed to be. Easy puzzles. Puzzles that are not easy, and inspire extended discussion, can have their own threads!
Neat puzzles that seemed easy when you thought of them
In a kingdom with no black market, reserves, or durations except tactician, I play 3 action cards on my turn, the first of which is a tactician. What events are in the kingdom?
You can also not have any Events or start-of-turn shenanigans by just doing Golem into Tactician and X.
On a board with no Haunted Mirror, I gain a Ghost from the Ghost pile and play it on the same turn. How?
Hard mode: No tokens, opponents have Lighthouses out
Extra hard mode: All of the above, but also non on-trash effects
EDIT: Hard mode fixed. It is solvable now.
EDIT2: New extra hard mode. I can think of 2 possible solutions for extra hard.
Not useful, but certainly neat.
When you play an Enchantress, it covers the first Action card played during a turn... Which includes a Werewolf in the Night Phase.
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP? :(
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP? :(
I'm gonna guess... 48?
12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP? :(
I'm gonna guess... 48?
12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans
Differently-named.
:) What is the largest number of differently-named Victory cards you can have in your deck, with none of them worth more than 0 VP? :(
I'm gonna guess... 48?
12 each of Duke, Feodum, and either Vineyard or Distant Lands (but not both)
6 Overgrown Estates and 6 Pastures, via ridiculous 6-player Masquerade shenanigans
Differently-named.
Oops.
Play a Night from your hand twice in a night.Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.Play a Night from your hand twice in a night.Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.Play a Night from your hand twice in a night.Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
How? Werewolf cannot draw in a night.Play a Night from your hand twice in a night.Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.
How? Werewolf cannot draw in a night.Play a Night from your hand twice in a night.Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.
Oh! This is an awesome answer! Well done!
My answer uses 2 Kingdom cards. You can do without any other player.
How? Werewolf cannot draw in a night.Play a Night from your hand twice in a night.Opponent has Enchantress in play. Play Vampire, exchange for Bat. Play Bat, exchange for that Vampire. Play Werwolf, drawing that Vampire, and play again.
Werewolf is an Action so Enchantress turns it into a cantrip instead of its night effect.
Oh! This is an awesome answer! Well done!
My answer uses 2 Kingdom cards. You can do without any other player.
In that case, just have an additional Bat and a Cultist/Rats in hand to trash the Cultist/Rats and draw that Vampire.
*"Double-province" meaning, get two Provinces on a turn without milling/sacrificing other VP cards.
City can get 6
Pixie can quintuple-Province.
Trash 3 Pixies for 6 Wil-o-wisps.
Start turn with Will-o-wisps all drawing Pixies. 11 cards in hand. Reveal 2x Sea's Gift for 4 extra cards, 15 in hand. Reveal 2x Forest's Gift for 4$, 5 buys. All 15 cards are Golds, so you have enough cash to quintuple-Province. (revealing the same Boon twice works with triggering a good reshuffle).
How many Golems can you gain during your buy phase with with an hand of unlimited size, but made up of only treasure and hybrid treasure, with only one copy of each card -- and no other cards in your hand, deck, or on your mats?
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.
Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.
I'm going to naively assume that coins are not an issue (since we can play a fairly large number of Treasures including Bank and Fortune), and Buys probably aren't either (given Travelling Fair). Like Awaclus, I would Counterfeit a Potion and and have my -$2 cost token on Golem but *not* play Quarry (so Golems cost $2P). I will also put my Trashing token on Stonemason. So I can get to 6:
* Buy 2 Squires, putting them on my deck (probably Travelling Fair).
* Buy 2 Blessed Villages, receiving The Sea's Gift twice (due to reshuffling the Boons) to draw the Squires.
* Buy 2 Stonemasons, overpaying $2P each to gain 4 Golems and trashing two Squires to gain two Familiars onto my deck.
* Buy 2 Cursed Villages, receiving Locusts both times (due to reshuffling the Hexes), trashing the two Familiars and gaining 2 Golems.
Total cost: $26 and 8 Buys. So Copper + Silver + Gold + Platinum + Counterfeit (Potion) + Bank + Fortune gives $34 and 3 Buys, we can buy Travelling Fair 4 times to make that $26 and 7 Buys so just throw a Royal Seal or something in there to make up the difference.
Your difficulty settings are strange when the solution for easy is the hardest to come up with ::)I'm going to naively assume that coins are not an issue (since we can play a fairly large number of Treasures including Bank and Fortune), and Buys probably aren't either (given Travelling Fair). Like Awaclus, I would Counterfeit a Potion and and have my -$2 cost token on Golem but *not* play Quarry (so Golems cost $2P). I will also put my Trashing token on Stonemason. So I can get to 6:
* Buy 2 Squires, putting them on my deck (probably Travelling Fair).
* Buy 2 Blessed Villages, receiving The Sea's Gift twice (due to reshuffling the Boons) to draw the Squires.
* Buy 2 Stonemasons, overpaying $2P each to gain 4 Golems and trashing two Squires to gain two Familiars onto my deck.
* Buy 2 Cursed Villages, receiving Locusts both times (due to reshuffling the Hexes), trashing the two Familiars and gaining 2 Golems.
Total cost: $26 and 8 Buys. So Copper + Silver + Gold + Platinum + Counterfeit (Potion) + Bank + Fortune gives $34 and 3 Buys, we can buy Travelling Fair 4 times to make that $26 and 7 Buys so just throw a Royal Seal or something in there to make up the difference.
Love it.
Makes me think there should be difficulty settings ::)
HARD: No on-gain effects or events. Just use the set of unique treasure in your hand.
Current best -- 3
MEDIUM: On-gain effects allowed.
Current best -- 4
EASY: Events allowed.
Current best -- 6
If you have 10 Hagglers in play (i.e. not in your hand, deck, or on your mats), you can gain all 10 Golems by buying a Possession.Also have 10 Inherited Estate-Hagglers in play and upon gain exchange the first 10 Golems for Changelings, gaining 20 Golems in total.
EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.
I think it's more using on-gain effects of kingdom cards.Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.
No, gotta stay in your buy phase.
Nice solution. I bow to your awesomeness. I haven't checked the costs involved, but I wonder if you can incorporate other Treasures to produce sufficient coin to do it all.EDIT: With Stonemason on the board, you can get 4 and don't even need the Charm thing.
I think it's more using on-gain effects of kingdom cards.Are we allowed to leave the Buy phase, then come back into it? Because Villa + Pathfinding could enable some shenanigans.
No, gotta stay in your buy phase.
Are we allowed to have non-Treasure cards in hand AFTER playing a Treasure? I mean,
play Horn of Plenty to gain Border Village
call 3 Duplicates to gain 3 Border Villages
gain Horn of Plenty, Watchtower, Cultist
gain Cursed Village
reveal Locusts to reveal Cultist
draw Watchtower, Horn of Plenty, Cursed Village
gain Copper
play Potion
play Counterfeit to play Horn of Plenty twice
play it to gain Mandarin
play that to gain Cultist
reveal Watchtower to trash it
repeat this 9 times
With enough coin tokens, we can gain 66 Golems if we have enough in Supply.
I Inherit Crown, my opponent Inherits Caravan Guard.
Play Band of Misfits as Crown, playing Estate twice.
.. first play of Estate, play University twice
.... first play of University, gain a Mandarin to top-deck BoM and Estate
.... second play of University, gain a Catacombs and reveal a Watchtower from hand to trash it, drawing the BoM and Estate
.. second play of Estate, play Ambassador
.... first play of Ambassador, return Estate to the supply, opponent gains Estate
.... second play of Ambassador, opponent reacts with Estate, putting it in play
.. Estate has finished resolving, call Royal Carriage
Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).
Catacombs
Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).
Is that correct? Royal Carriage says you may call "if it's still in play". But the Estate isn't still in play, it has left play, and is now in play again.Catacombs
Cultist?Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).
It doesn't need to. You don't need to know where a card is to call RC upon its resolution.
Also, you need to force opponent to draw a card in between the two Ambassador plays.
Is that correct? Royal Carriage says you may call "if it's still in play". But the Estate isn't still in play, it has left play, and is now in play again.Catacombs
Cultist?Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).
It doesn't need to. You don't need to know where a card is to call RC upon its resolution.
Also, you need to force opponent to draw a card in between the two Ambassador plays.
Yeah, that one.Catacombs
Cultist?
I knew I missed something. And yes, as pointed out, RC can only be called if the card is still in play when it finishes resolving (and if it leaves play then comes back into play, especially in a situation where you can't prove it was the same card, then I'd say RC wouldn't be callable).Although by all rights, I'm pretty sure we've lost track of the Estate so many times we can't actually call RC (since it doesn't know that it's the same Estate in play).
It doesn't need to. You don't need to know where a card is to call RC upon its resolution.
Also, you need to force opponent to draw a card in between the two Ambassador plays.
Call a royal carriage on a card that is in your opponent's play area.
So this has no solution, right?
At least I can call a Royal Carriage directly after my opponent played a card.
So this has no solution, right?
At least I can call a Royal Carriage directly after my opponent played a card.
I think the solution does in fact work; after a bunch of back-and-forth in the rules thread.
farmlandYes, I kept her from buying a Farmland to remodel Province to King's Castle. Is there another good idea?
Is there another good idea?
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.
Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.
Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
I assume it has to be my turn? Otherwise I can do it with one card in my deck: Possession.You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.No landmarks, presumably? Wall/Wolf Den/Bandit Fort could give your opponent a negative score despite all their green.
Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
Up to 2 Landmarks if you need. I assume that your opponent has the least negative score (like no Silver/Gold, 2 Platinum).
You have only 3 cards, which are in your hand. No token, no Duration. Your opponent has 7 Provinces, 8 Duchies, 8 Estates. Win in this turn.I assume it has to be my turn? Otherwise I can do it with one card in my deck: Possession.
Hard: No Events, no card in trash.
Lunatic: No Villa
Phantasm: 2 cards
play King's Court to play Jester 3 times
gain Blessed Village for +1 Action
gain Masquerade
gain Blessed Village to draw Blessed Village
gain 6 Border Villages to gain 6 Feoda
play Blessed Village to draw Masquerade
play Masquerade to pass Blessed Village, to be passed Treasure Hunter
play Treasure Hunter to gain 40 Silvers
buy Feodum
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.There are a couple of three-letter things (Tax, Bat, Spy, Imp...) which seem obvious, so I assume the answer to this should be something with 1 or 2 letters. I can't think of any 2-letter named thing though... Ox seems like something that might one day be a Dominion card.
What is the shortest name in Dominion?
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.There are a couple of three-letter things (Tax, Bat, Spy, Imp...) which seem obvious, so I assume the answer to this should be something with 1 or 2 letters. I can't think of any 2-letter named thing though... Ox seems like something that might one day be a Dominion card.
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
Don't forget about "I."There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.Gold has four letters
Don't forget about "I."There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
Don't forget about "I."There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".
Don't forget about "I."There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".
*Annoyed grumbling*
I believe the word is morae.Don't forget about "I."There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".
*Annoyed grumbling*
Technically, the Furigana has it at two
<looks up online>
"syllabaries".
I believe the word is morae.Don't forget about "I."There's also "Dom".What is the shortest name in Dominion? For example, "Curse" has five letters. Abandoned Mine has the shortest text.
Well, there is only one name in "Dominion" so the answer must be Dominion.
Well, there's Minion in Dominion, which is shorter already.
I didn't say "in English". The shortest name is "塔"(Tower) in Japanese. A single letter. We read it "tɔː".
*Annoyed grumbling*
Technically, the Furigana has it at two
<looks up online>
"syllabaries".
Here's a pretty easy one, with at least two different solutions:Hand is KC, Mountebank, Familiar, 2 * Capital
Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times. How?
Here's a pretty easy one, with at least two different solutions:Hand is KC, Mountebank, Familiar, 2 * Capital
Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times. How?
EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.
Here's a pretty easy one, with at least two different solutions:Hand is KC, Mountebank, Familiar, 2 * Capital
Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times. How?
EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.
Replace a Capital with Fortune and you can get Colony + Duchy even.
Here's a pretty easy one, with at least two different solutions:Hand is KC, Mountebank, Familiar, 2 * Capital
Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times. How?
EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.
Hand: Royal Carriage, King's Court, Bridge
play Royal Carriage, King's Court, Bridge
call Royal Carriage for Bridge
buy Travelling Fair, 6 Villas
buy Province, Duchy, 4 Ill Gotten Gains
I would say that you are using the Villas, and thus violate the condition that you should be "only using the five cards in your starting hand". Otherwise you could probably do all kinds of craziness with Fortress/Upgrade/Upgrade opening.Here's a pretty easy one, with at least two different solutions:Hand is KC, Mountebank, Familiar, 2 * Capital
Using only the five cards in my starting hand (i.e. no Duration effects or Reserves), I manage to buy a Province and a Duchy, as well as Curse my opponent four times. How?
EDIT: 4-card solution: KC, Mountebank, Royal Carriage, Capital.
Is this all right?QuoteHand: Royal Carriage, King's Court, Bridge
play Royal Carriage, King's Court, Bridge
call Royal Carriage for Bridge
buy Travelling Fair, 6 Villas
buy Province, Duchy, 4 Ill Gotten Gains
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.
Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.
Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer
- something that cares about shufflingfrom Renaissance.
What is the only non-Potion-costing Supply card that you can never Duplicate?
Simple.
Sir Martin.
You can theoretically copy anything else given you play enough highways.
Well, technically you can't Duplicate any Knight, but that's now what I was going for.
So there's another answer?
You cannot duplicate the Duplicate card itself, if you're trying some loaded question.
Who has no child? Write as much as possible.
Answer example: Overlord
In a game without
Bridge, Bridge Troll, Highway, Inventor, Ferry, Canal, Quarry, Tournament
have a card set aside with Prince that costs more than $4.
Who has no child? Write as much as possible.
Answer example: Overlord
What do you mean "no child"?
Who has no child? Write as much as possible.
Answer example: Overlord
What do you mean "no child"?
That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.
I don't know for sure whether any of the ladies on Harem has achild, but I know for sure none of those is going to inherit anything.Who has no child? Write as much as possible.
Answer example: Overlord
What do you mean "no child"?
That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.
Who has no child? Write as much as possible.
Answer example: Overlord
What do you mean "no child"?
That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.
So this was meant to be a wordplay puzzle to figure out what "no child" meant; with the answer being "cannot be chosen for Inheritance"? And you're giving up and giving the answer here?
Or... was the puzzle to list all cards that cannot be chosen for Inheritance, and it was just worded in a cryptic way?
Who has no child? Write as much as possible.
Answer example: Overlord
What do you mean "no child"?
That's the point. For example, Baron is a 4-cost card. So he is inheritable. In other words, he has a child. Overlord is a great guy, but he has no child.
So this was meant to be a wordplay puzzle to figure out what "no child" meant; with the answer being "cannot be chosen for Inheritance"? And you're giving up and giving the answer here?
Or... was the puzzle to list all cards that cannot be chosen for Inheritance, and it was just worded in a cryptic way?
I gave up. No need to list all.
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.
Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer
The Tunnel answer is absolutely correct, but it does not even require Bandit Fort. There is just one Gold left for a three-pile ending.
I have another easy one. Although the Curse tile is empty I play a Sea Hag for a win. Why? Hint: It has absolutely nothing to do with Peddler, Leprechaun, Library or any other Action card interaction.
Well, i’d say you discard opponent’s tunnel and they accidentally take a gold with Bandit Fort, but i feel there’s another answer
The Tunnel answer is absolutely correct, but it does not even require Bandit Fort. There is just one Gold left for a three-pile ending.
But the gold gain isn't mandatory, so probably opponent wouldn't do it if they're loosing
How many ways can you get Citadel and Innovation to activate for the same card?Trivial cases of not buying but gaining an action: Horn of Plenty, Idol, Devil's Workshop, Exorcist, any Event that gains an Action etc.
EDIT: The trivial answer is, don't play any Actions and buy a card. There are more interesting ones!
How many ways can you get Citadel and Innovation to activate for the same card?Trivial cases of not buying but gaining an action: Horn of Plenty, Idol, Devil's Workshop, Exorcist, any Event that gains an Action etc.
EDIT: The trivial answer is, don't play any Actions and buy a card. There are more interesting ones!
More interesting cases (that happen before your buy phase): Cobbler, Lost in the Woods into Swamp's or Earth's Gift, Ratcatcher or Cathedral trashing Catacombs (or Hunting Grounds with Inherited Estates).
Lost in the Woods into Swamp's or Earth's Gift
You play something with +buy and money, Alms a Catapult, revealing Rocks, Advance something in your hand for Villa, and then you buy Rocks with your money.
Not sure this breaks the "pure actions" part of the pile rules...
pure actions
So, all the kingdom has is 10 piles, all of which are pure actions. I have no gainers in my deck whatsoever and Deluded. Still in the end of this very turn, I return Deluded and still buy one of the cards from the supply of these 10 piles. Which card is it and how?
So, all the kingdom has is 10 piles, all of which are pure actions. I have no gainers in my deck whatsoever and Deluded. Still in the end of this very turn, I return Deluded and still buy one of the cards from the supply of these 10 piles. Which card is it and how?
I think to try to solve this puzzle we need an explanation of what "all of which are pure actions" means. If a supply pile is a split pile that contains some Action cards and some non-Action cards, like Encampment/Plunder, does that fall into the rubric of "all pure actions"? I would have assumed no, but most of the guesses so far seem to be assuming yes.
What card can Royal Carriage only call exactly once? (No Enchantress)
What card can Royal Carriage only call exactly once? (No Enchantress)
Here's a relatively formulaic challenge which I present mainly for amusement value:
Play a Smuggler before the player to your right has had a turn.
What card can Royal Carriage only call exactly once? (No Enchantress)
Do you mean replay?
And is it Farmer's Market, when the first play puts the fourth VP chip on the pile?
What card can Royal Carriage only call exactly once? (No Enchantress)
Do you mean replay?
And is it Farmer's Market, when the first play puts the fourth VP chip on the pile?
Tragic Hero
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?Another player played three Torturers, you discarded, and the card in your hand is Library?
My deck contains a Throne Room, card X and otherwise only base cards (no Ruins). There are no Adventures tokens placed anywhere. I play Throne Room on X and draw 7 cards. What is X?
It's Hunting Grounds but you only have 7 cards in your deck/discard pile.
N* = N -(m*P)?I don't think so, because if N=10, P=0.5, and m=30, then N*=-5, which doesn't seem possible.
Is N* the amount of Pixies you have on average?Yes, I think? Think of it as the "expected" number of Pixies.
Do you trash pixies with Flame's Gift?No. I guess I should have clarified -- you have no other way to gain Pixies and you don't get rid of them by any other means than trashing them on-play.
N* = N -(m*P)?I don't think so, because if N=10, P=0.5, and m=30, then N*=-5, which doesn't seem possible.
Today I played a game in which my opponent started their last turn when 3 piles were already empty. The game did not have Fleet. How was it done?
In the game I played I piled out by Donating away my Hunting Grounds to empty the Estates. Market Square could also work, as crj suggested.
In the game I played I piled out by Donating away my Hunting Grounds to empty the Estates. Market Square could also work, as crj suggested.
Why does that work? It doesn't seem like it should work.
1. You have 40+ cards in your deck.The third card is Venture, and your remaining deck consists of a combination of Ventures, Faithful Hounds and Inherited Faithful Hounds.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.
What happened?
There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I have found two so far, which I will spoil below.
1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount)
1. You have 40+ cards in your deck.The third card is Venture, and your remaining deck consists of a combination of Ventures, Faithful Hounds and Inherited Faithful Hounds.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.
What happened?
There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I have found two so far, which I will spoil below.
1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount)
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.
What happened?
There are multiple solutions. How many unique solutions (that are defined as not simply some variation of the same idea, but truly unique ideas) can you find? I will continue to add solutions as I find them/they get discussed.
1. Capitalized Poor House, of which the 11 cards remaining are all Treasures, reducing the virtual coin to exactly 0. This works with the Infinite Deck.
2. Playing Capitalized Black Market, which reveals Grand Castle. (Could Crown Black Market instead to reveal two cards to buy costing the exact amount) This works for the Infinite Deck.
3. Playing Crowned Black Market, revealing Doctor, and playing a Fortune, overpaying by a billion to trash all of the cards, drawing nothing. This is not an infinite solution.
4. Play Venture/Loan/Crowned Rebuild/Hunting Party with -Card Token/etc., revealing exclusively Hounds. This can be considered an infinite solution.
4a. Variant of Solution 4, but with Library. This can be done with multiple Crown plays, to get the deck size down to below 7 cards. Also infinite.
4b. Venture can reveal exclusively Ventures, in addition to Hounds.
Another clarification: You cannot draw cards in any capacity, meaning that Crowning Storyteller with a -card token in play does not work, as you draw cards. The challenge is not to not draw cards from the first storyteller, but to not draw cards at all.
Additional challenge: Infinite sized deck, bonus points for finding a solution that works in that way. Infinite deck size assumes infinite piles, so feel free to add a billion copies of a card to the deck if you like.
1. You have 40+ cards in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.
What happened?
I have my entire deck in play, and all the cards are Actions. I then buy one card, and trash everything in play. How?
I have my entire deck in play, and all the cards are Actions. I then buy one card, and trash everything in play. How?
That's not one buy. If more buys were allowed, you could just use Travelling Fair/Bonfire.I have my entire deck in play, and all the cards are Actions. I then buy one card, and trash everything in play. How?
Hard Mode: Find a way to trash all cards in play, with four Pearl Divers in play in addition to everything else.
Solution:
Play Black Market, buying Peasant and playing it using Innovation, play another Black Market revealing Villa and buy it, and then buy Mint and double Bonfire, killing 4 Pearl Divers.
I have my entire deck in play, and all the cards are Actions. I then buy one card, and trash everything in play. How?
I have no cards in my deck.
Answer to Hard Mode:You cannot trash cards in play with Sewers.
Half of the cards in play are Crowns. You have already bought Sewers. You buy Mint.
Answer to Hard Mode:You cannot trash cards in play with Sewers.
Half of the cards in play are Crowns. You have already bought Sewers. You buy Mint.
Three Dominion card names (including events, etc.) can be completely spelled by stringing together the postal abbreviations for US states.
One is MINE. MI = Michigan; NE = Nebraska.
What are the other two? For the purposes of this question, ignore spaces in card names.
https://www.bls.gov/cew/cewedr10.htm (https://www.bls.gov/cew/cewedr10.htm)
Mandarin
I may or may not have used regular expressions to solve this.
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?The first attack was young witch, and lighthouse was the bane.
The first attack was Noble Brigand and it revealed a Lighthouse and a non-Treasure and your opponent had Capitalism!On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?The first attack was young witch, and lighthouse was the bane.
On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?
Mandarin
I may or may not have used regular expressions to solve this.
Ah, I wondered if there were some kind of thing like that. I checked all the card names one at a time. (I considered adding the extra challenge of trying to solve it from memory...)
There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states. But I doubt any computer program can find this one.
What card am I thinking of?
This is the answer I thought of, but I like the alternatives.On my opponent's turn, he played a Village and two Attack cards. I had a Lighthouse which protected me from the first attack, but not the second. What happened?The first attack was young witch, and lighthouse was the bane.
Mandarin
I may or may not have used regular expressions to solve this.
Ah, I wondered if there were some kind of thing like that. I checked all the card names one at a time. (I considered adding the extra challenge of trying to solve it from memory...)
There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states. But I doubt any computer program can find this one.
What card am I thinking of?
Did anyone ever solve the fourth card?
I never played Duration cards during my turns, but I start my next turn 20 cards in play. What has happened?
I never played Duration cards during my turns, but I start my next turn 20 cards in play. What has happened?
10 Princes?
I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?
Alright! That's it.I never played Duration cards during my turns, but I start my next turn having 20 cards in play. What has happened?
You played a bunch of Caravan Guards and called a bunch of Royal Carriages on your opponent's turn.
1. You have 40+ cards in your deck.Crown a King's Courted King's Court to play two Envoys and a Native Village each three times. The Native Village is needed, because Envoy keeps one card in your deck.
2. You start with a hand of 15 cards.
3. You play Storyteller, and you play 2 Golds and a third card.
4. You draw no cards.
What happened?
Mandarin
I may or may not have used regular expressions to solve this.
Ah, I wondered if there were some kind of thing like that. I checked all the card names one at a time. (I considered adding the extra challenge of trying to solve it from memory...)
There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states. But I doubt any computer program can find this one.
What card am I thinking of?
Did anyone ever solve the fourth card?
ENVY
Mandarin
I may or may not have used regular expressions to solve this.
Ah, I wondered if there were some kind of thing like that. I checked all the card names one at a time. (I considered adding the extra challenge of trying to solve it from memory...)
There's actually a FOURTH card, though, that can similarly be completely expressed using the postal abbreviations for US states. But I doubt any computer program can find this one.
What card am I thinking of?
Did anyone ever solve the fourth card?
ENVY
Explain? I see different parts of it in different states, but no real connection other than every letter appearing somewhere in a state abbreviation.
Not sure if either of these actually work, but
- Innovation + Experiment
- Changeling (gaining a different card)
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
Is it that super weird situation involving Inheritance and Ambassador where you can manage to actually play one of your opponents Estates (while your opponent is Inheriting Goons, thanks to cost reduction).
From this thread (http://forum.dominionstrategy.com/index.php?topic=18598.0).
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
All those factors would be technically true if Goons was not in the Supply, so:
Goons is available in the Black Market deck.
You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
All those factors would be technically true if Goons was not in the Supply, so:
Goons is available in the Black Market deck.
You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.
Hmm, if this is correct, then I dislike the puzzle, because it simply comes down to a trickery of "all of my opponent's Goons" actually means "no Goons", because my opponent doesn't have any. Guess what, all of my opponent's Goons are also Victory cards that are on his Tavern Mat, and are worth 100(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) at game end! It's too much like this: https://xkcd.com/169/.
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
All those factors would be technically true if Goons was not in the Supply, so:
Goons is available in the Black Market deck.
You buy the only one, then KC the Goons for 3 plays, while calling RC for the fourth.
Hmm, if this is correct, then I dislike the puzzle, because it simply comes down to a trickery of "all of my opponent's Goons" actually means "no Goons", because my opponent doesn't have any. Guess what, all of my opponent's Goons are also Victory cards that are on his Tavern Mat, and are worth 100(http://wiki.dominionstrategy.com/images/thumb/9/92/VP.png/16px-VP.png) at game end! It's too much like this: https://xkcd.com/169/.
That is not the solution I have in mind, although of course it's difficult to promise you'll find mine more satisfying or unpedantic.
"No Goons left in the supply" was intended to mean that there is an empty supply pile for Goons, I don't care to argue to what extent those English words should mean exactly that, but it will be nice if someone can solve the puzzle for an empty Goons pile in the supply.
I actually almost designed a similar puzzle involving Black Market so I was thinking about an empty Goons supply pile to preclude Black Market Goons presence.
That is not the solution I have in mind, although of course it's difficult to promise you'll find mine more satisfying or unpedantic.
"No Goons left in the supply" was intended to mean that there is an empty supply pile for Goons, I don't care to argue to what extent those English words should mean exactly that, but it will be nice if someone can solve the puzzle for an empty Goons pile in the supply.
I actually almost designed a similar puzzle involving Black Market so I was thinking about an empty Goons supply pile to preclude Black Market Goons presence.
While my opponent decides what this turn's purchase will be, I realized that the synergy Goons and Worker's Village is probably key to winning this game, but I don't have any Goons, there are no Goons left in the supply, no Goons in the trash, and all of my opponent's Goons are on his Island Mat. But by the time my opponent is done deciding, I've already realized that's A-OK. A dozen turns later, I play four Goons in a turn and pile out the Estates for a win.
What happened?
I'm also pretty sure that I have a solution (after some searching on the wiki to figure out whether it was valid)
I'm also pretty sure that I have a solution (after some searching on the wiki to figure out whether it was valid)
Why is this in the "easy puzzles" thread?
I'll redeem myself.
I am playing a game with just the base set.
There are no attacks in play. It is my third turn of the game. I play just one card, but after I play it, I have no cards left in my hand! What has happened??
Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yoursI'd considered and rejected that possibility. I can't see anything in the rules which says those cards cease to be yours?
Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yoursI'd considered and rejected that possibility. I can't see anything in the rules which says those cards cease to be yours?
Then, they Possess you, and (for some reason, maybe tfb; the Goons don't really benefit the opponent when possessed anyway) decide to "trash" all of your Goons. While they decide what "this turn's purchase" should be (i.e. your purchase which they will gain), "your" 4 Goons are not technically yoursI'd considered and rejected that possibility. I can't see anything in the rules which says those cards cease to be yours?
The Inheritance rules say that a card stops being yours when it is trashed, and cards trashed on a Possession turn are still trashed even though they are set aside afterwards. There isn't a specific ruling in this case because it never comes up for Estates, but I would assume that the Estates or Goons stop being yours when they are trashed and become yours again when they are returned to your discard pile.
Of course you need to spoiler it don't ruin these kinds of puzzles. This is the puzzles people loveI'll redeem myself.
I am playing a game with just the base set.
There are no attacks in play. It is my third turn of the game. I play just one card, but after I play it, I have no cards left in my hand! What has happened??
Um, are you talking about having played a Chapel? (I don't think the spoiler is really needed...)
Rules
- DON'T use Spoiler Tags these ones, just post the answer
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?
Maybe it was not clear. At the start of your turn, you have no cards. Not in your hand, not in your deck, not in play, not anywhere.At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?
You and your opponent's entire decks only have 10 cards each; and he bought 3 Expeditions on his last turn to draw all 10.
You played Durations last turn which drew you a cards at the start of this turn (Wharf, Caravan, etc). Then you played a Militia and 2 Torturers to bring your opponent down to 0 cards. Then you bought Expeditions to end your turn with 10 cards.
(There's probably some answer you were looking for that's more specific to the number of cards being 10 specifically...)
Maybe it was not clear. At the start of your turn, you have no cards. Not in your hand, not in your deck, not in play, not anywhere.At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?
You and your opponent's entire decks only have 10 cards each; and he bought 3 Expeditions on his last turn to draw all 10.
You played Durations last turn which drew you a cards at the start of this turn (Wharf, Caravan, etc). Then you played a Militia and 2 Torturers to bring your opponent down to 0 cards. Then you bought Expeditions to end your turn with 10 cards.
(There's probably some answer you were looking for that's more specific to the number of cards being 10 specifically...)
Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.Cobbler is a Night card; you cannot Procession it.
Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.Cobbler is a Night card; you cannot Procession it.
No; you can only buy Bonfire in the buy phase, which is before the Night phase.Ok so instead... last turn you played a bunch of Inventors and then Procession on Cobbler a bunch; failing to gain a replacement because nothing cost (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png), and used Bonfires to trash all of your cards.Cobbler is a Night card; you cannot Procession it.
Oops! But you can just as easily play a bunch of Cobblers and then Bonfire them away. I don't know why I overcomplicated it with Procession at all.
At the start of my turn, I have no cards and my opponent has 10 cards. At the end of the turn, I have 10 cards and my opponent has no cards. What happened?
I'd argue that things you do during a Mission turn don't happen before the end of "the" turn, and therefore don't satisfy the challenge.
A new puzzle.
Create a kingdom where you can play an Action card any number of times in a single Buy phase.
No. Captain cannot play a Duration card.A new puzzle.
Create a kingdom where you can play an Action card any number of times in a single Buy phase.
Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.
No. Captain cannot play a Duration card.A new puzzle.
Create a kingdom where you can play an Action card any number of times in a single Buy phase.
Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.
Nice. How about this?No. Captain cannot play a Duration card.A new puzzle.
Create a kingdom where you can play an Action card any number of times in a single Buy phase.
Scepter, Captain, Quarry.
Play Captain in Action phase. Buy phase: play Quarry, play Scepter, replaying Captain. Captain now costs $4, so you can play Captain with Captain recursively.
Ah, right. Okay, then:
Scepter, Captain, Quarry, Inheritance
Slight change to the first answer. Play Quarry on some setup turn to allow Inheriting Captains. Then, later, play Scepter to play Captain or Estate. Each Estate plays a Captain, which plays an Estate.
I think someone else came up with this idea on a different thread (probably the Rules Tweaks/Errata thread), but I don't remember who.
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?Whichever is ok. I have both answers.
Setup: trash Mandarin
play Storyteller to play Scepter for +$2
play Necromancer to play Zombie Apprentice to trash Tactician
play Rogue to gain Tactician, revealing Watchtower to trash it
you have 4 Scepters and a Watchtower in hand
play Scepter to replay Storyteller
play Scepter to replay Rogue to gain Tactician, revealing Watchtower to trash it
play Scepter to replay Rogue to gain Mandarin, revealing Watchtower to trash it
play Scepter to replay Necromancer to play Tactician to discard Watchtower
you have 4 Scepters and a Watchtower in hand
repeat
Does the Tactician have to have something to discard each time? Or can they be dead Tacticians?Whichever is ok. I have both answers.QuoteSetup: trash Mandarin
play Storyteller to play Scepter for +$2
play Necromancer to play Zombie Apprentice to trash Tactician
play Rogue to gain Tactician, revealing Watchtower to trash it
you have 4 Scepters and a Watchtower in hand
play Scepter to replay Storyteller
play Scepter to replay Rogue to gain Tactician, revealing Watchtower to trash it
play Scepter to replay Rogue to gain Mandarin, revealing Watchtower to trash it
play Scepter to replay Necromancer to play Tactician to discard Watchtower
you have 4 Scepters and a Watchtower in hand
repeat
Necromancer cannot play durations. It's an explicit restriction on the card.
Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.
Necromancer cannot play durations. It's an explicit restriction on the card.
Edit: the fix would be to replace the Tactician in the trash with Band of Misfits and put the Ferry token on Tactician.
Oops. Replay Overlord to play Rogue and Tactician instead.
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys.
Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys.
Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys.
Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
I'll give this a shot.
In 2-player, 12VP on the landmark, I can get it down to 6VP max:
The kingdom has Labyrinth and Blessed Village, and the rest of the kingdom does not provide any extra source of +buy/gain. The only source of Labyrithn points are the 10 Boons that can be received from gaining Blessed Village. There are 5 Boons that give +buy/gain: Earth, Forest, Mountain, Sky, and Swamp. If two of those five boons are the bottom two cards of the 12-card boon deck, then one can only gain an extra card on their turn up to three times, yielding 6 VP total across the game.
Concerning 3+ player games:
If we go to 3+ players, then the minimum number goes down to at least 4VP:
The Kingdom is Castles, Collonade, and the rest of the kingdom consists of non-actions. The only source of Collonade points becomes buying Small Castle when having the other Small Castle in play and Opulent Castle when the other Opulent Castle is in play.
Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys.
Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain any.
Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
Oh, for the 2p, 12VP puzzle, I can get it down to2VP by replacing Blessed Village with Cursed Village and putting two of Plague, Locusts, and Greed on the bottom of the Hex deck.
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.
Totally. In that case each player can gain 2VP. I'm also looking for one where there are 2 or more players but only one player can gain 2VP.
I think this is another 2VP solution: with Cemetery and no gainers/buys, the only time you can gain multiple cards in a turn is to trash Haunted Mirror to gain Ghost.
Totally. In that case each player can gain 2VP. I'm also looking for one where there are 2 or more players but only one player can gain 2VP.
feast in a black market?
For the 3+ player games, I don't believe that it's possible to have Small Castle in play and have the other copy available to buy. So this should actually count as 2VP.Several Monument cards start the game with 12 VP chips on them, to be gained under certain circumstances. However, in some kingdoms it is impossible to gain anys.
Across all possible Kingdoms, what is the smallest non-zero maximum number of VP chips it is possible to gain off of one of these cards?
I'll give this a shot.
In 2-player, 12VP on the landmark, I can get it down to 6VP max:
The kingdom has Labyrinth and Blessed Village, and the rest of the kingdom does not provide any extra source of +buy/gain. The only source of Labyrithn points are the 10 Boons that can be received from gaining Blessed Village. There are 5 Boons that give +buy/gain: Earth, Forest, Mountain, Sky, and Swamp. If two of those five boons are the bottom two cards of the 12-card boon deck, then one can only gain an extra card on their turn up to three times, yielding 6 VP total across the game.
Concerning 3+ player games:
If we go to 3+ players, then the minimum number goes down to at least 4VP:
The Kingdom is Castles, Collonade, and the rest of the kingdom consists of non-actions. The only source of Collonade points becomes buying Small Castle when having the other Small Castle in play and Opulent Castle when the other Opulent Castle is in play.
Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.
Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.
It also gains you the other Small Castle, though. And Colonnade is when-buy, not when-gain.
You could do it with Ambassador shenanigans, but that enables more Colonnade points.Small Castle is “trash this or a Castle in your hand.” So I believe there are 4VP up for grabs.
It also gains you the other Small Castle, though. And Colonnade is when-buy, not when-gain.
Good point.
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?
Hard mode: no Black Cat, Embargo, or Swamp Hag
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?You react with a Fools Gold, having another in your deck to get your first Gold, which is the 5th unique for your 4 Fairgrounds to give you 8pts.
Hard mode: no Black Cat, Embargo, or Swamp Hag
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?
Hard mode: no Black Cat, Embargo, or Swamp Hag
The score is currently tied. Your opponent buys the last province. They take no other actions, and then they lose the game. How?
Hard mode: no Black Cat, Embargo, or Swamp Hag
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?Trash a Duchy, gain a Border Village and some $5 from BV's on-gain. There are no $4 cards in the supply.
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?
Neither of those is a solution to the puzzle; in both of your proposed solutions, the card costing $x is not caused to be gained by Develop.
Also, please don't use spoiler blocking in "Easy Puzzles".
Neither of those is a solution to the puzzle; in both of your proposed solutions, the card costing $x is not caused to be gained by Develop.
Also, please don't use spoiler blocking in "Easy Puzzles".
why shouldn't we? People may want to guess themselves, without looking at an answer.
Trash a squire, gain a silver and a black cat
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?
I play Develop, trashing a card costing $x. This causes me to gain two cards. One of the gained cards costs $x. How did this happen?
You trash a Worker's Village, gaining a Silver and then a Destrier (since Destrier now costs $5). Now destrier costs $4, the same as your Worker's Village that you trashed.
These Wayfarer solutions are very cute, but my original intended solution is much simpler:
MORE ENGLISH-LANGUAGE CARD* NAME TRIVIA:
The chemical element whose name appears in the names of the most Dominion cards has a symbol on the periodic table that appears in the name of only one Dominion card.
From memory, (no looking it up on the periodic table or Dominion card lists) name that card.
*Or card-shaped things, as always.
MORE ENGLISH-LANGUAGE CARD* NAME TRIVIA:
The chemical element whose name appears in the names of the most Dominion cards has a symbol on the periodic table that appears in the name of only one Dominion card.
From memory, (no looking it up on the periodic table or Dominion card lists) name that card.
*Or card-shaped things, as always.
Festival?
Festival?Nope!
What about Marauder?Nope!
Festival?Nope!What about Marauder?Nope!
These Wayfarer solutions are very cute, but my original intended solution is much simpler:
Your solution might be much simpler, but scolapasta's solution is way fairer.
Festival?Nope!What about Marauder?Nope!
These Wayfarer solutions are very cute, but my original intended solution is much simpler:
Your solution might be much simpler, but scolapasta's solution is way fairer.
I don't understand what you mean.
Your turns starts, you play a Bustling Village and then three Hagglers.
You now have 6 coins and only 1 buy.
Your task is to gain a Peddler, a Destrier, a Wayfarer, and a Fisherman.
Which one do you buy?
(You may decide the initial state of your discard pile.)
Easy mode: use all six coins
Hard mode: use only five coins
Harder mode: use only two coins
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.I couldn't find one either, so perhaps it may be considered an implementation choice. I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.I couldn't find one either, so perhaps it may be considered an implementation choice. I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing. The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.I couldn't find one either, so perhaps it may be considered an implementation choice. I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing. The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.
Ah, good point about Destrier pricing
So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card
I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.I couldn't find one either, so perhaps it may be considered an implementation choice. I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing. The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.
Ah, good point about Destrier pricing
So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card
Still not a solution.
If you gain Peddler, you cannot gain any more from Haggler since the Wayfarer price is now evaluated as zero.
Thumbs up.I think the last one works, but I'm assuming ...<snip>..., but I couldn't find any reference confirming that it works that way.I couldn't find one either, so perhaps it may be considered an implementation choice. I am basing my solutions on how ShuffleIT implements Haggler, so I guess I should explain how that works.
The price point at which you "Haggle" is not determined when you play the Haggler or when you buy the card, but established when the Haggler effect is processed during the when-buy processing. The value of the purchased card is re-evaluated at that time.
Also keep in mind that the gaining of a purchased card only happens after all when-buy effects are finished.
Scolapasta, your easy mode solution does not work and although your Destrier pricing is wrong, your hard and harder mode solutions do work.
Ah, good point about Destrier pricing
So for easy: Just swap Peddler and Destrier then, since you don't drop the price from the bought card
Still not a solution.
If you gain Peddler, you cannot gain any more from Haggler since the Wayfarer price is now evaluated as zero.
Ha! So much for being the easy one:
So I had chosen to start with Wayfarer, because I thought that would sta away from weird Destrier shenangians - instead I got Wayfarer shenangans.
So, then instead: Buy Destrier for $6; gain Fisherman @ $5, Peddler @ 0, Wayfarer @ 0
How do you gain a Fortune during your Cleanup phase?Improve a City Quarter with 7 Highways in play.
Archer edge casesWhen the card you can afford to lose the least is Village Green or Faithful Hound or Tunnel. Or maybe Patron.
When choosing what not to reveal, generally you pick the card that you can afford to lose the least (e.g. the only draw, the only village, the trasher, the best Treasure, etc).
In what situations does that not apply? There may be more correct answers than I have in mind.
Archer edge casesWhen the card you can afford to lose the least is Village Green or Faithful Hound or Tunnel. Or maybe Patron.
When choosing what not to reveal, generally you pick the card that you can afford to lose the least (e.g. the only draw, the only village, the trasher, the best Treasure, etc).
In what situations does that not apply? There may be more correct answers than I have in mind.
More generally, there's a lot of mindgame potential in combos. Have Encampment+Gold? Reveal the Encampment, keep the Gold, see if your opponent takes the bait. Similar things hold for Tournament/Province. Or of course the most readily available example, Battle Plan and an Attack card.
Playable Kingdom Cards: Chapel, Bandit Camp, Highwayman, Horn of PlentyNot sure the exact number of cards needed, but 8 HoPs, one of copper, gold, silver, chapel, enough Bandit Camps/Highwaymen to draw deck. Opponent plays Highwayman on their turn. You have a bunch of highwaymen in play, so you Draw your whole deck. Then you play bandit camp, highwayman, and chapel, BC and HM many times, then in buy phase first play a spoils, which stays in play because of highwayman. THen play gold, silver, and copper. Then you play 8 HoP, and there are 8 diff cards in play (HoP, highwayman, bandit camp, chapel, spoils, copper, silver, gold), so you gain 8 provinces.
Landscapes: none
Starting Cards: 7 Coppers, 3 Estates
Create a deck to gain 8 Provinces in a single turn. (Maybe your opponent can help you.)
This came up in a game I played against Lord Rattington recently and I was too busy thrashing him to notice that this was possible until after the game:
Gain the entire Wish pile in a single turn.
I've thought of multiple solutions so I added some "hard modes", which I spoilered to keep from giving hints:
No villages/splitters.
No returning to your action phase. (My kingdom had this + only Trusty Steed as a splitter which is really no splitters.)
No landscapes.
All of the above - I haven't found a way to do this though, I can do any 2 but not all 3.
Bonus puzzle: If there were unlimited copies of wish how many can you gain in a single turn? I can get to 65 given perfect shuffle luck but I bet someone can do better.
Gain a Fortress from Trash.I think this should work:
Note: Putting it into your hand is not gaining.
Gain a Fortress from Trash.I think this should work:
Note: Putting it into your hand is not gaining.
Trash a Fortress on your turn with Market Square in hand.
Two when-trash triggers: MS & Fortress. Choose to resolve MS first.
Gain Gold from MS, use Architect's Guild to gain Rogue, use Innovation to play Rogue gaining Fortress.
Ah, neat. I was not aware that when you trash multiple cards, you get to choose the order of all on-trash effects.Gain a Fortress from Trash.I think this should work:
Note: Putting it into your hand is not gaining.
Trash a Fortress on your turn with Market Square in hand.
Two when-trash triggers: MS & Fortress. Choose to resolve MS first.
Gain Gold from MS, use Architect's Guild to gain Rogue, use Innovation to play Rogue gaining Fortress.
Nice. My solution is, "play Count to trash Fortress and Lich".
What is the key card which can give you infinite vps on turn 1? (You can also use other cards.)
What is the key card which can give you infinite vps on turn 1? (You can also use other cards.)
I'm sure there are ways with Triumph.