T7: Deck is just FortFortFortBomEESchPrssn: play Fort x2, if needed play a Sch: hand is now BomPrssnEEFort: Prssn -> Bom1 (Prssn) -> Fort (draw Sch if it is in draw deck, gain Bom2, regain Fort) -> (draw Bom2, gain Bom3, trash Bom1, gain Goons1, regain Fort)
Hand is now BomFortEE: Bom2 (Prssn) -> Fort (draw Goons1Bom3, gain Bom4, regain Fort) -> Bom3 (Prssn) ->Fort (draw Bom4, gain Bom5, regain Fort) -> Bom4 (Prssn) -> Fort (draw Bom5, gain Bom6, trash Bom3, gain Goons2) ... at the end of this chain I believe I should have 7 Goons in hand (the 7th being drawn by just playing the Fort) and more than enough actions to play all 7.
I don't get how the chain works (even after trying on Makingfun) ... how do you trash Bom3 ?
Other remarks : 1) You have one extra turn if the opponents are not allowed to buy Alms, 2) if you switch Bonfire (not used) for Travelling Fair you get 15 buys, securing against lucky kingmakings.
Well it seems silly in the extreme to not use Alms to gain BM cards; are BM strats not programmed to use Alms as a defacto $4 buy these days?
I think I made an error in the chain, thank you for pointing that out. One idea is to setup a procession tree - E.g. Prssn1 -> Prssn2 -> Prssn 3, each card processes two more where one or both is another procession. The other is to use Fort as the end points of the tree - each play results in gaining one Bom and drawing one card (in that order). Once we have an empty deck that means we will place Bom in the discard and then draw it & gain a new one to the discard each turn thereafter.
Mixing these two, as I must, makes the tree hard to parse. I need to kick off Prssn -> Bom (Prssn) -> Fort to get another Bom (or Prssn) into
hand, but if I cap any Bom/Prssn (e.g. Prssn -> Prssn -> Fort -> Fort) then I gain a card (in the case of Bom a $6) and that messes up the draw. I can use a kingdom slot on Nobles for some extra draw.
So here is another shot:
T1: Buy Bom
T2: Buy Scheme
T3/T4: One turn is at least CCC (if not I can trash estates early and then move the Bonfire to a later turn), trash 2 C; the other - buy Alms, gain Fort
T5: Sch -> Bom (Chap: trash CCCC): buy Alms gain Fort
T6: BomCEEE: Bom (Chap: trash CEEE): buy Alms gain Prssn (Scheme or Fort can be played first)
T7: Deck is now just BomPrssnSchFortFort: Bom1 (Prssn) -> Prssn -> Fort (draw nothing, trash Fort, gain Bom2, regain Fort) -> Fort (draw Bom2, trash Fort, gain Bom3, trash Prssn, gain Bom4, regain Fort)
I now have Bom2FortFortSch in hand Sch -> Fort
Bom2Bom3Bom4Fort: Bom2 (Prssn) -> Bom3 (Prssn) -> Bom4 (Prssn) -> Fort (draw nothing, trash Fort, gain Bom5, regain fort) -> Fort (draw Bom5, trash Fort, gain Bom6, regain Fort, trash Bom4, gain Goons1)
At this point Bom3 is looking for its 2nd card to process. Hand is Bom5Fort. ->Bom5 (Prssn) -> Fort (draw Bom6 & Goons1, trash Fort, gain Bom7, regain Fort) -> Bom6 (Prssn) -> Fort (draw Bom7, trash Fort, gain Bom8, regain Fort) -> Bom7 (Prssn) -> Fort (draw Bom8, trash Fort, gain Bom9, regain Fort) -> Bom8 (prssn) -> (draw Bom9, trash Fort, gain Bom10, regain Fort)
Okay so at this point Bom8 is looking for a second card to process, Bom9FortFort is in hand, and Bom10 is the only card in the discard. Say I have Council room in the kingdom (assuming I do not need my only open slot for something else). I can then continue:
->Bom9 (Prssn) -> Fort (draw Bom10, trash Fort, gain Cr1, regain Fort) -> Bom10 (Prssn) -> Fort (draw Cr1, trash Fort, gain Cr2, regain Fort)
Bom10 is looking for a 2nd card to process; Bom3-9 (excluding Bom4) are waiting to resolve Bom10 in reverse sequence)
-> Cr1 (draw Cr2, trash Cr1, gain Goons2, trash Bom10, gain Goons3, trash Bom9, gain Goons4 ... trash Bom5, gain Goons8, trash Bom3, gain Goons9) -> Cr2 (draw Goons2-6) -> Fort (draw Goons7)
I have more actions than I know what to do with so I play 7 Goons.
$14 gives me a duchy & province and 6 coppers for 65 VP (9 + 56). My opponents will have 27 VP in hand and 63 on the table. Of those, they can only take 62 (they cannot empty both Duchies and Estates without ending the game). Further I have just 3 cards (green + Cr) that are not either cantrip (Fort) or allow me to buy Estates (Goons, CC, Bom as Scav). It will also take them 25 turns to acquire all those VP. So before the next turn the potential scores are 65 vs 89. On my next turn I play Goons & buy EC; VP potential goes to 68 vs 88. Now I shuffle. I have 6C, 1Cr, 9Goons, E, P, D, 2Fort, Sch, 2Bom. With 4 dead cards I whiff my next hand (CrEPDC). After that I have at least 2 turns with at least one Goons and one turn with a simple Estate buy) - this changes VP potential 75 to 85. Now I shuffle again. I have 7 dead cards. In this shuffle I will again have at least 2 hands with a Goons as well as another E buying hand - 82 to 82.
Optimal VP gain for one king-made opponent would be Prov - 9 Duchies - Prov or 11 turns. As it only takes me 9 more turns to even out the score, one opponent cannot end it before I tie it. At this point I have 10 dead cards (7E/D/P/Cr) so on 11 turns after my megaturn turn I will buy another estate for a win that cannot be stopped.
Messenger is just brutal now. By
far the worst thing that can happen is for Messenger to just hand out curses every turn. At best Chapel can kill 4 cards per shuffle. You start with 3 turns per shuffle at T3 (13-14 cards). So on T3 you chapel 4, discard 1 (Liopoil's opening). That leaves 7 cards. It goes up to 8 next turn. The following turn will have 5 of 10 cards; you will gain another curse (11 cards). Finally you chapel 4 (7 cards) and gain 1 (8 cards). You cannot clear deck with Chapel at this rate.
What is faster than Chapel for clearing cards? Not to much. Summon - Envoy - Mint is broke because we want to trash curses. Bonfire is out because you need cards in play; though
maybe Bonfire/Chapel can work. Forge is far too slow and Count is slower still. Doc seems slower. Even something like Tfair/Chap/Mission is going to be too slow I think.