http://www.gokosalvager.com/static/logprettifier.html?/20141031/log.50d50910e4b0e06e52ee3be2.1414806936769.txt
(http://wiki.dominionstrategy.com/images/f/f9/Wandering_Minstrel.jpg) (http://wiki.dominionstrategy.com/index.php/Wandering Minstrel) (http://wiki.dominionstrategy.com/images/b/b4/Outpost.jpg) (http://wiki.dominionstrategy.com/index.php/Outpost) (http://wiki.dominionstrategy.com/images/f/f1/Rabble.jpg) (http://wiki.dominionstrategy.com/index.php/Rabble) (http://wiki.dominionstrategy.com/images/b/b3/Altar.jpg) (http://wiki.dominionstrategy.com/index.php/Altar) (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/f/f7/Develop.jpg) (http://wiki.dominionstrategy.com/index.php/Develop) (http://wiki.dominionstrategy.com/images/a/a7/Trade_Route.jpg) (http://wiki.dominionstrategy.com/index.php/Trade Route) (http://wiki.dominionstrategy.com/images/7/7d/Cutpurse.jpg) (http://wiki.dominionstrategy.com/index.php/Cutpurse) (http://wiki.dominionstrategy.com/images/1/1f/Feodum.jpg) (http://wiki.dominionstrategy.com/index.php/Feodum) (http://wiki.dominionstrategy.com/images/8/89/Salvager.jpg) (http://wiki.dominionstrategy.com/index.php/Salvager)
Develop, Trade Route, Cutpurse, Feodum, Salvager, Wandering Minstrel, Outpost, Rabble, Altar, King's Court
What a kingdom! I open 5/2, which is a disadvantage, but my opponent makes some questionable treasure buys over trashing, and I get a big lead. I run into some economy troubles but double turns and trade route/feodum fix that, and I get KCs. Turn 12 I decide I'm going to try to win. I draw my deck, play outpost, and get province, KC, and coppers. I definitely should not have gotten the province, that was stupid. I could have won much more easily without it (getting more engine pieces would let me 3-pile easily on the outpost turn. I suppose I was worried about drawing dead and my opponent 3-piling. I also wanted 4 coin trade route for some reason). On my outpost turn, I am forced to KC a wandering minstrel early to ensure I can draw it all. After I do so, AP sets in. I think and think about how I can empty piles on a win for a long time. Eventually I worry that I will time out, but still can't think of what card to play to avoid timing out (do I start the KC chain or not?) and I actually do time out. I still am not sure if I could have ended the game with a win that turn.
That brings me to the main reason I am posting this, as a puzzle to all of you. I'll tell you what the state was at the end of that turn, and hopefully somebody can find a way to win.
5 actions, 1 buy, 0 coins
Empty deck and discard
Hand: 2 KC, 2 Rabble, 2 silver, 2 copper, Necropolis, Trade Route, Altar, Province, Wandering Minstrel
Trade Route is worth 4 coins, each victory card pile has 7 cards in it, except feodum has 6.
Supply: No piles empty, 1 wandering minstrel, 1 Rabble still in the supply. 7 trade routes, 5 KC in the supply. Other piles have 8 or more cards remaining.
Ideas: Use altar to gain develop(s) which are used to gain other things. I need to empty estates or feoda most likely, though another pile could be possible (?). I can pick up the rabble and wandering minstrel pretty easily. Hmmm, this is looking pretty hard. The buys are hard to get more than 4 of, and it's hard to gain and play too many cards. Developing silver/rabbles seems likely key.
On another note, I don't really like the Goko auto-kick (it doesn't even help against slow rollers really). There should be a way for me to be able to think for as long as I want. If you want to play a game where I don't get as long to think as I want, timed dominion should be implemented, but that's another thread.