Dominion Strategy Forum
Dominion => Puzzles and Challenges => Topic started by: Graystripe77 on July 25, 2011, 07:36:12 pm
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I recently played a game in which i acquired 4 provinces in 10 turns. Can anyone figure out how, or any other possible way to do so? Note: i did not trash any of the provinces.
If you must know, i lost the game : (
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You can gain 8 Colonies in the first 5 turns of the game (http://dominionstrategy.com/2011/04/29/dominion-puzzle-1/), so 4 Provinces in 10 turns is not very hard at all. There are probably a large number of solutions.
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how about without ironworks? My solution doesn't include that.
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Probably still a lot of ways to do it. But if it's at all semi-reasonable to do this, post it in the game reports section
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I wish i could find it, but if i do, i'll post it.
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Once your opponent assists you with either council rooms and bishops, a 10 turn win (or loss) becomes possible. A couple of wharves, banks, and bishop assistance can get you there on decent draws.
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With favorable shuffling, I feel a single Envoy may be able to do it.
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With favorable shuffling, I feel a single Envoy may be able to do it.
This is too slow I think.
What works is a setup of Chapel, Talisman, Quarry and Grand Market - with good shuffle luck you're even better than Turn 10:
1/2 => buy Chapel / buy Talisman
3/4 => [Chxxxx] trash 4x junk / [Tcccx] buy Quarry, gain another one
5/6 => [QQTxx] buy GM, gain another one / [Chxxxx] trash 4x junk
7 => 2x GM > [QTChxx] > trash 2x junk > buy 3 GM, gain another 3
8 => 8x GM > buy 2x Province
9 => 8x GM > buy 2x Province
With Peddler available this is even better, since your QQT get you several of them in Turn 8 and 9.
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Village/Chancellor.
3. Chancellor -> buy Baron.
4. Village, Baron (discard), Chancellor -> buy Province.
5. Village, Baron (discard), Chancellor -> buy Province.
6. Village, Baron (discard), Chancellor -> buy Province.
7. Village, Baron (discard), Chancellor -> buy Province.
8. Village, Baron (discard), Chancellor -> buy Province.
9. Village, Baron (discard), Chancellor -> buy Province.
10. Village, Baron (discard), Chancellor -> buy Province.
That's 7...
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It's all very easy with perfect shuffle luck, but what about finding a strategy that can consistently get 10 in 4 turns?
I managed to create a simple bot that averages 4 Provinces in <12 turns. It opens Quarry/Chapel, buys 1 more Quarry (Talisman proved a little slower) and goes on to empty the Grand Markets before going for the Provinces. I'm quite sure a human player can average close to 10 turns using this as a base strategy with some more help (Pawns, King's Courts, Bridge...)
<player name="4 Provinces in 12 turns">
<buy name="Quarry">
<condition>
<left type="countCardsInDeck" attribute="Quarry"/>
<operator type="smallerThan" />
<right type="constant" attribute="2.0"/>
</condition>
</buy>
<buy name="Chapel">
<condition>
<left type="countCardsInDeck" attribute="Chapel"/>
<operator type="equalTo" />
<right type="constant" attribute="0.0"/>
</condition>
</buy>
<buy name="Grand_Market"/>
<buy name="Province"/>
<buy name="Market"/>
<buy name="Peddler"/>
</player>
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I managed to create a simple bot that averages 4 Provinces in <12 turns. It opens Quarry/Chapel, buys 1 more Quarry (Talisman proved a little slower) and goes on to empty the Grand Markets before going for the Provinces. I'm quite sure a human player can average close to 10 turns using this as a base strategy with some more help (Pawns, King's Courts, Bridge...)
In my example Talisman is not so much for gaining 2 Quarries, but mainly for gainig double GMs per turn. With additional KC+Bridge it gets ridiculous.
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I had an opponent do this to me the other day.
Treasure Map/Chapel
Turn 3 chapel's away 3 estates. Turn 4 buys treasure map.
Turn 5 gets both treasure maps and he's off to the races. I'm pretty sure he got 4 in a row after that.