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Author Topic: [COMPLETE] Geronimoo's challenges - Priest gone wild  (Read 5721 times)

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Geronimoo

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[COMPLETE] Geronimoo's challenges - Priest gone wild
« on: April 17, 2012, 03:05:55 am »
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You're a devout priest, withdrawn in your Chapel. You spend the days praying in solitude. One day, cleaning your chapel, you find a copper coin. You put it in your pocket, but don't think much of it. Next day, you find another copper coin and suddenly realize there's a whole world to discover outside your little chapel. You pack your bags, take the bus to the sea shore and somehow persuade the lighthouse keeper to sell you his property for a mere 2 copper coins. It sure is a crazy world! Who knows what else is possible???

Challenge - End a solo game in the fewest number of turns by buying/gaining all the Provinces. You start with a single Chapel (7 Coppers and 3 Estates in the trash and nothing on mats or anything). Just buy a Chapel and trash down to a single Chapel, at which point the challenge starts.

One entry (as a personal message) only per person, deadline Saturday, GMT+1 9:00 a.m.
« Last Edit: May 15, 2012, 01:59:03 am by Geronimoo »
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GendoIkari

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Re: Geronimoo's challenges - Priest gone wild
« Reply #1 on: April 17, 2012, 10:19:41 am »
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I'm assuming we can choose any kingdom we want, then? (So long as it has Chapel). Is Lighthouse required, or was that meant to just be a blatant hint in the story?

Also, are you required to keep all 8 Provinces?

Finally; since the challenge doesn't begin until you have only 1 card in your deck; I assume it's ok to open Chapel/Chapel in order to try to get to 1 card faster?
« Last Edit: April 17, 2012, 10:25:30 am by GendoIkari »
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Geronimoo

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Re: Geronimoo's challenges - Priest gone wild
« Reply #2 on: April 17, 2012, 10:27:21 am »
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Yes, you get to choose the 10 cards (but Chapel is mandatory). Lighthouse isn't required. The Provinces don't need to be in your end deck.

I guess it's ok to open Chapel/Chapel and unless someone objects you can start the challenge with a Chapel + 2 Coppers deck (so only 5 Coppers in the trash). This should reduce the setting up time.
« Last Edit: April 17, 2012, 10:30:05 am by Geronimoo »
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Avin

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Re: Geronimoo's challenges - Priest gone wild
« Reply #3 on: April 17, 2012, 10:31:38 am »
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Does time spent getting down to the challenge starting position of a 1 chapel deck count towards the solution's time, or are you only going to count the number of turns starting from the first turn that has a single chapel?

In other words, do we need to immediately restart if we don't get the chapel in each round from 3rd until we have one chapel?
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Geronimoo

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Re: Geronimoo's challenges - Priest gone wild
« Reply #4 on: April 17, 2012, 10:38:02 am »
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The numbers of turns to set up will be subtracted from the total number of turns.

(if you start with Chapel+2 Copper, 2 turns will be added of course)
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Lekkit

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Re: Geronimoo's challenges - Priest gone wild
« Reply #5 on: April 17, 2012, 10:45:50 am »
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So basically the first possible buy (with the two coppers) is turn 3?
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Geronimoo

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Re: Geronimoo's challenges - Priest gone wild
« Reply #6 on: April 17, 2012, 10:53:19 am »
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So basically the first possible buy (with the two coppers) is turn 3?
Yes, there are no cards costing less than $2 besides Copper and Curse, but I doubt you're going to buy Curses in this challenge :)
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Lekkit

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Re: Geronimoo's challenges - Priest gone wild
« Reply #7 on: April 17, 2012, 10:54:35 am »
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Then I guess the turn number I got for my solution still is correct. :)
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GendoIkari

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Re: Geronimoo's challenges - Priest gone wild
« Reply #8 on: April 17, 2012, 11:04:33 am »
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and unless someone objects you can start the challenge with a Chapel + 2 Coppers deck (so only 5 Coppers in the trash). This should reduce the setting up time.

Wait, but this changes the puzzle completely. Who says that I want my first 2 buys to both be Copper? My strategy involves alternating between Curses and Coppers and buying nothing each turn. ;)
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DStu

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Re: Geronimoo's challenges - Priest gone wild
« Reply #9 on: April 17, 2012, 11:07:03 am »
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and unless someone objects you can start the challenge with a Chapel + 2 Coppers deck (so only 5 Coppers in the trash). This should reduce the setting up time.

Wait, but this changes the puzzle completely. Who says that I want my first 2 buys to both be Copper? My strategy involves alternating between Curses and Coppers and buying nothing each turn. ;)

It says you can, not you must....
Edit: ;)
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Avin

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Re: Geronimoo's challenges - Priest gone wild
« Reply #10 on: April 17, 2012, 11:46:16 am »
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I just played a game with a 6 turn solution.

Until I noticed one rule that disqualified my starting setup.  :'(

Quote from: Geronimoo
7 Coppers and 3 Estates in the trash
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Schneau

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Re: Geronimoo's challenges - Priest gone wild
« Reply #11 on: April 17, 2012, 01:05:51 pm »
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I just played a game with a 6 turn solution.

Until I noticed one rule that disqualified my starting setup.  :'(

Quote from: Geronimoo
7 Coppers and 3 Estates in the trash
Yeah, this is an important rule. I also had the idea to go for a level 2 City game, but that doesn't work.
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blueblimp

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Re: Geronimoo's challenges - Priest gone wild
« Reply #12 on: April 17, 2012, 01:36:21 pm »
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I sent a PM with a rules question earlier. (Didn't want to post it in the thread since it could be a spoiler.) Did you get it or should I re-send? Thanks.
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Geronimoo

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Re: Geronimoo's challenges - Priest gone wild
« Reply #13 on: April 17, 2012, 01:42:52 pm »
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Possession turns are going to count as extra turns because you can't really do that stuff in a real game.
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blueblimp

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Re: Geronimoo's challenges - Priest gone wild
« Reply #14 on: April 17, 2012, 02:00:47 pm »
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Possession turns are going to count as extra turns because you can't really do that stuff in a real game.
Thanks! I won't bother refining that solution then. ;)
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Geronimoo

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Re: Geronimoo's challenges - Priest gone wild
« Reply #15 on: April 21, 2012, 06:23:00 am »
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Results!!!

Wow, Dominion would be a boring game if we'd get to start with and empty deck. Actually it wouldn't be much of a game at all since everyone would do the same thing after a while.

Lekkit was the first one to send in his solution and it was perfect and finished the game in 8 turns. He aims for the good old King's Court, King's Court, Bridge, Bridge, Bridge hand that immediately ends the game. The way to do this fastest with an empty deck is to get 2 Fool's Gold (after the mandatory 2 Copper buys) to ramp up to a Bridge while trashing the 2 Coppers, then King’s Court, then a Governor and eventually the 3 remaining combo pieces. The eighth turn is the only one requiring any luck to get the KC-KC-3 Bridge hand together.

Avin, Tables, Powerman had the same idea and also achieved 8 turns.

Schneau(Embargo open ) and Fate( Duchess open) had a similar idea, but used Quarry and Embargo or Duchess to eventually achieve the same deck. Since this strategy has no opportunity to trash the initial Coppers, it requires a little more luck to end in 8 turns, but is still nice of course.

Other people had different ideas, but none that ended in 8 turns. Thx for playing Quadell, Galzria, Insomniac, empra, blueblimp.

I'm going to declare Lekkit as the winner here because he had the smallest number of turns and was first to send in the solution. I'm not doing points, it's all about honor.
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