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Author Topic: Villa: To Infinity and Beyond  (Read 29057 times)

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jomini

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Re: Villa: To Infinity and Beyond
« Reply #50 on: May 13, 2016, 11:16:53 pm »
0

Doing this without Kc is not too bad with Crown:

Crown x[n] -> Rogue x [n] will let you gain back 2n cards and generate 4n in coin. Trashing the Rogues will cost a good bit of cash, but we can get extremely high cash from a few options: Scav -> Chouse, for instance, will let us draw all the coppers and keep play it for more coin (an Csmith can make this hundreds of coins easy). Drawing the gained cards is pretty simple with say Sroom (which also gives buys).

Crown x 10 -> Rogue x5 (gain 5 Rogues, Chouse, Amb, Sroom, XX) -> Chouse (draw 60 copper) -> Sroom (draw Villa, Mandarin, Rogue x5, Chouse, Amb, Sroom; discard coppers to discard) -> Amb (return Villa & Mandarin) -> X -> X

Buy phase: Tfairs, gain Mandarin (top deck Crowns), Bonfire (trash all 10 actions in play for $25) -> gain Villa.

This then lets you play Chouse -> Sroom -> Crowns ...



If I have this right, you should then be able to have an exponentially increasing amount of cash (just let one of the X's be Csmith). Each iteration will increase the value of coppers and allow you to save more cash. This can also be unbounded for VP gain. Also, I think you may be able to bootstrap this up without Amb and everything in hand first, but being able to grow the combo with the initial Villa gains.

As far as doing this stuff quickly, well Kc versions will be far faster. I am guessing that my gain the whole kingdom in 5 turns with worst possible shuffle luck can be adapted here (open Tfair, curse x2, Baker/Borrow/Tfair/Quest/Alms for Gold + Dev to top deck, Dev to Kc -> Bom which can then spark off something like Prssn x3/Fort/Wt
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ephesos

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Re: Villa: To Infinity and Beyond
« Reply #51 on: May 16, 2016, 09:01:29 am »
0

Doesn't use Villa, but it's still infinite buys and coins.

Ferry on Crown

2 BoM's, Mandarin, Council Room in hand
4 BoM's, Mandarin, Roguex2, Council Room in deck
1 Rogue in trash
Chapel, Procession in supply, no cards costing 3 or 6 left(all Silver/Gold in trash)

Play BoM as Crown
 Play BoM as Chapel trashing Mandarin
 Play BoM as Crown
  Play BoM as Procession -> Council Room(drawing 4 BoM, Mandarin, Roguex2, Council Room)
  Play BoM as Crown
   Play BoM as Procession -> Rogue gains Rogue and Council Room
   Play BoM as Crown
    Play BoM as Procession -> Rogue gains Rogue and Mandarin, putting 4 BoM on deck
    Play BoM as Crown
     repeat

Alternate build with one less kingdom card, but no infinite buy:
Hand: BoM, Apprentice, Mandarin, Rogue
Deck: 4 BoM, 4 Rogue, Apprentice, Mandarin
Trash: 1 Rogue

Play BoM as Crown
 Play BoM as Procession -> Apprentice(trashing Mandarin and Rogue, drawing 4 BoM, 4 Rogue, Apprentice, Mandarin)
 Play BoM as Crown
  Play BoM as Procession -> Rogue, gaining Rogue and Apprentice
  Play BoM as Crown
   Play BoM as Procession -> Rogue, gaining Roguex2
   Play BoM as Crown
    Play BoM as Procession -> Rogue, gaining Rogue and Mandarin(putting 4 BoM on deck
    Play BoM as Crown
     repeat
« Last Edit: May 16, 2016, 09:14:04 am by ephesos »
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math

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Re: Villa: To Infinity and Beyond
« Reply #52 on: May 16, 2016, 11:53:45 am »
0

Doesn't use Villa, but it's still infinite buys and coins.

Ferry on Crown

2 BoM's, Mandarin, Council Room in hand
4 BoM's, Mandarin, Roguex2, Council Room in deck
1 Rogue in trash
Chapel, Procession in supply, no cards costing 3 or 6 left(all Silver/Gold in trash)

Play BoM as Crown
 Play BoM as Chapel trashing Mandarin
 Play BoM as Crown
  Play BoM as Procession -> Council Room(drawing 4 BoM, Mandarin, Roguex2, Council Room)
  Play BoM as Crown
   Play BoM as Procession -> Rogue gains Rogue and Council Room
   Play BoM as Crown
    Play BoM as Procession -> Rogue gains Rogue and Mandarin, putting 4 BoM on deck
    Play BoM as Crown
     repeat

Alternate build with one less kingdom card, but no infinite buy:
Hand: BoM, Apprentice, Mandarin, Rogue
Deck: 4 BoM, 4 Rogue, Apprentice, Mandarin
Trash: 1 Rogue

Play BoM as Crown
 Play BoM as Procession -> Apprentice(trashing Mandarin and Rogue, drawing 4 BoM, 4 Rogue, Apprentice, Mandarin)
 Play BoM as Crown
  Play BoM as Procession -> Rogue, gaining Rogue and Apprentice
  Play BoM as Crown
   Play BoM as Procession -> Rogue, gaining Roguex2
   Play BoM as Crown
    Play BoM as Procession -> Rogue, gaining Rogue and Mandarin(putting 4 BoM on deck
    Play BoM as Crown
     repeat

I could be missing something, but how did you play Band of Misfits as Chapel/Procession and then the same one as Crown?  Wouldn't it still be what it was the first time, since it hasn't left play?
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ephesos

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Re: Villa: To Infinity and Beyond
« Reply #53 on: May 17, 2016, 01:31:21 am »
0

I could be missing something, but how did you play Band of Misfits as Chapel/Procession and then the same one as Crown?  Wouldn't it still be what it was the first time, since it hasn't left play?

DXV went back and forth on this, but I think the current ruling is you "play" BoM each time it tells you to and not whatever card you turned it into, choosing a new card on the second and subsequent plays. This was because otherwise, putting a +1 Card token or other token on BoM would have undesired results with the second play not playing a "BoM". Unless he changed his mind again....

EDIT: Hmm, looking at the wiki, maybe I never really understood the ruling... Doesn't help that for a long time it worked the other way around. Okay, I guess you can only rechoose if you took it out of play?

In that case, maybe you can get all the Crowns out first, fetch the Mandarin, then use your now not-Crowns to choose things other than Crown? BoM is confusing...
« Last Edit: May 17, 2016, 02:03:46 am by ephesos »
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ephesos

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Re: Villa: To Infinity and Beyond
« Reply #54 on: May 17, 2016, 01:54:03 am »
+9

Okay, new attempt:
Hand: 8 BoM, Rogue, Council Room
Deck: Council Roomx2, Roguex2
Trash: Rogue

Play BoM as Crown
 Play BoM as Crown
  Play BoM as Crown
   Play BoM as Crown
    Play BoM as Crown
     Play BoM as Crown
      Play BoM as Crown
       Play BoM as Feast, gaining Mandarin(putting 7 "Crowns" on deck)
       BoM trashed, can choose again: Play BoM as Procession -> Rogue gains BoM and Rogue
      BoM in deck, can choose again: Play BoM as Procession -> Council Room(drawing 7 BoM, Council Room)
     BoM in deck, can choose again: Play BoM as Procession -> Council Room(drawing Council Room, BoM, Roguex3, Mandarin, rest of deck empty)
    BoM in deck, can choose again: Play BoM as Ambassador, returning Mandarin(other players Moat)
   BoM in deck, can choose again: Play BoM as Procession -> Rogue gains Council Room x2
  BoM in deck, can choose again: Play BoM as Procession -> Rogue gains Rogue x2
 BoM in deck, could choose again: Play BoM as Crown
  repeat from here

Also, I just realized how ridiculous this would be to explain when playing an actual game.

"Okay, you know that BoM I played 10 minutes ago? Yeah, the one in my deck. I'm going to play it again. Yes, of course I doubled it, just trust me."
« Last Edit: May 17, 2016, 02:15:01 am by ephesos »
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Elestan

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Re: Villa: To Infinity and Beyond
« Reply #55 on: May 17, 2016, 03:12:21 am »
+2

[stuff/]
Also, I just realized how ridiculous this would be to explain when playing an actual game.
"Okay, you know that BoM I played 10 minutes ago? Yeah, the one in my deck. I'm going to play it again. Yes, of course I doubled it, just trust me."

This thread would probably make an excellent source of test cases for the new Dominion client.  How would you make a UI that makes that sequence halfway understandable?
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Elanchana

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Re: Villa: To Infinity and Beyond
« Reply #56 on: May 18, 2016, 12:07:00 am »
0

Wow, mind = blown. I didn't realize that Mandarin's effect was on-gain (I thought it was on-buy, guess it was easy to confuse since it used to be impossible to gain it with treasures in play without buying it). I'm still trying to wrap my head around all the things BoM can do. Forget Villa, THAT's a borked card right there.

Here's my attempt at a Villa loop with Crown:

Kingdom includes: Crown, Villa, Council Room, Rogue, Mandarin, Peasant, Lighthouse/Page, Ferry, Bonfire
Setup: +1 buy token on Council Room, +$1 token on Rogue, -$2 token on Mandarin, all opponents defended
Starting deck: 8xCrown, 2xCouncil Room, 3xRogue
Trash includes: 2xCouncil Room, 3xRogue, Ambassador

Quote from: First iteration
Hand includes 2xCrown, Council Room

Action Phase:
Play Crown
-> Play Crown
->> Play Council Room, draw half of deck (+2 buys)
->> Replay Council Room, draw rest of deck (hand is now 6xCrown, Council Room, 3xRogue) (+2 buys)
-> Replay Crown
->> Play Crown
->>> Play Rogue, gain Council Room (+$3)
->>> Replay Rogue, gain Council Room (+$3)
->> Replay Crown
->>> Play Crown
->>>> Play Rogue, gain Rogue (+$3)
->>>> Replay Rogue, gain Rogue (+$3)
->>> Replay Crown
->>>> Play Crown
->>>>> Play Rogue, gain Rogue (+$3)
->>>>> Replay Rogue, gain Ambassador (+$3)
->>>> Replay Crown
->>>>> Play Crown
->>>>>> Play Council Room, draw 4 cards (+2 buys)
->>>>>> Replay Council Room, draw 2 cards (hand is now 2xCrown, 2xCouncil Room, 3xRogue, Ambassador) (+2 buys)
->>>>> Replay Crown
->>>>>> Play Ambassador, reveal any card without returning
->>>>>> Replay Ambassador, reveal any card without returning

Hand is now 2xCrown, 2xCouncil Room, 3xRogue

Buy Phase:
$18, 8 buys
Buy Bonfire, trash 2xCouncil Room (-$3, -1 buy)
Buy Bonfire, trash 2xRogue (-$3, -1 buy)
Buy Bonfire, trash Rogue, Ambassador (-$3, -1 buy)
Buy Mandarin, put 6xCrown on deck (-$3, -1 buy)
Buy Villa, put in hand, restart (-$4, -1 buy)

Quote from: All subsequent iterations
Hand: 2xCrown, 2xCouncil Room, 3xRogue, Villa
Deck: 6xCrown
Discard pile: Mandarin

Action Phase:
Play Crown
-> Play Crown
->> Play Council Room, draw 4xCrown (+2 buys)
->> Replay Council Room, draw 2xCrown, Mandarin (hand is now 6xCrown, Council Room, 3xRogue, Villa, Mandarin) (+2 buys)
-> Replay Crown
->> Play Crown
->>> Play Rogue, gain Council Room (+$3)
->>> Replay Rogue, gain Council Room (+$3)
->> Replay Crown
->>> Play Crown
->>>> Play Rogue, gain Rogue (+$3)
->>>> Replay Rogue, gain Rogue (+$3)
->>> Replay Crown
->>>> Play Crown
->>>>> Play Rogue, gain Rogue (+$3)
->>>>> Replay Rogue, gain Ambassador (+$3)
->>>> Replay Crown
->>>>> Play Crown
->>>>>> Play Council Room, draw 4 cards (+2 buys)
->>>>>> Replay Council Room, draw 2 cards (hand is now 2xCrown, 2xCouncil Room, 3xRogue, Villa, Mandarin, Ambassador) (+2 buys)
->>>>> Replay Crown
->>>>>> Play Ambassador, return Villa
->>>>>> Replay Ambassador, return Mandarin

Hand is now 2xCrown, 2xCouncil Room, 3xRogue

Buy Phase:
$18, 8 buys
Buy Bonfire, trash 2xCouncil Room (-$3, -1 buy)
Buy Bonfire, trash 2xRogue (-$3, -1 buy)
Buy Bonfire, trash Rogue, Ambassador (-$3, -1 buy)
Buy Mandarin, put 6xCrown on deck (-$3, -1 buy)
Buy Villa, put in hand, restart (-$4, -1 buy)

Accumulation: $2, 3 buys

Not as satisfying without the level 3 Cities but I'm still glad I managed to find something. I thought this worked without Ferry (and it probably might with 10 Crowns???) but I math'd wrong. And it's still messy as all hell but my mind doesn't really do concise solutions like this.
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ConMan

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Re: Villa: To Infinity and Beyond
« Reply #57 on: May 18, 2016, 12:36:58 am »
0

Wow, mind = blown. I didn't realize that Mandarin's effect was on-gain (I thought it was on-buy, guess it was easy to confuse since it used to be impossible to gain it with treasures in play without buying it). I'm still trying to wrap my head around all the things BoM can do. Forget Villa, THAT's a borked card right there.
Difficult and usually not useful, but not impossible. Just play Storyteller or Black Market followed by a suitable gainer. But the interaction between Crown and Mandarin is now more interesting as part of that effect.
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Simon (DK)

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Re: Villa: To Infinity and Beyond
« Reply #58 on: May 18, 2016, 01:59:43 am »
0

Wow, mind = blown. I didn't realize that Mandarin's effect was on-gain (I thought it was on-buy, guess it was easy to confuse since it used to be impossible to gain it with treasures in play without buying it). I'm still trying to wrap my head around all the things BoM can do. Forget Villa, THAT's a borked card right there.
Difficult and usually not useful, but not impossible. Just play Storyteller or Black Market followed by a suitable gainer. But the interaction between Crown and Mandarin is now more interesting as part of that effect.
Or gain it with Horn of Plenty.
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ephesos

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Re: Villa: To Infinity and Beyond
« Reply #59 on: May 20, 2016, 06:27:20 am »
+1

Hmmm, now I'm thinking the next question is can you get the infinite loop down to enough cards that you could realistically buy and play them all in a real game of Dominion, given the proper kingdom. Like, as a combo like King's Court Goons Masquerade.

Definitely can't use Ambassador then. Maybe something like:

Start with 5 BoM, Mandarin in hand, Rogue, Council Room in deck, Rogue in trash
Play BoM as Crown
 Play BoM as Crown
  Play BoM as Crown
   Play BoM as Crown
    Play BoM as Raze(trashing Mandarin and itself, drawing 2 cards: Council Room and Rogue)
    BoM trashed, can choose again: Play BoM as Procession -> Rogue gains BoM and Mandarin(putting 4 "Crowns" on deck)
   Play BoM as Procession -> Rogue gains Rogue and Rogue
  Play BoM as Procession -> Council Room drawing 8 cards: 2 Rogue, 5 BoM, Mandarin
 Play BoM as Procession -> Rogue gains Rogue and Council Room
You get +2 actions from Raze and everything is back in hand, so you can do it again.

Okay, maybe you start off Ferry on BoM. Then you BoM as Ironworks/Workshop/other gainer for more BoM's and rush for half of them. Then, you use them as some form of engine, get a Rogue or two, move the Ferry to Crown, start doubling actions or Treasure, whatever gets you to 5. Get enough extra engine to draw out your deck(or trash it with Raze), and start the loop. I could see it possibly working out against someone who doesn't know what you're doing (And seriously, who knows what the heck you're doing?)
« Last Edit: June 02, 2016, 08:22:32 am by ephesos »
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pitythefool

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Re: Villa: To Infinity and Beyond
« Reply #60 on: May 28, 2016, 04:09:11 pm »
0

  Play BoM as Crown
   Play BoM as Crown
    Play BoM as Raze(trashing Mandarin and itself, drawing 2 cards: Council Room and Rogue)
    BoM trashed, can choose again: Play BoM as Procession -> Rogue gains BoM and Mandarin(putting 4 "Crowns" on deck)

I hate to nitpick on something so brilliant, but you trashed two cards with the BoM as Raze.  Does this work?  If Raze trashes itself on the first play, then you can pick a different card for the second.  But you had to have picked Raze both times to trash two cards.  That BoM is trashed, but the previous BoM that Crowned it is not.  And because it was Crowned by the BoM before THAT, wouldn't it simply be forced to Crown another action card?
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ephesos

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Re: Villa: To Infinity and Beyond
« Reply #61 on: May 30, 2016, 05:02:57 am »
0

  Play BoM as Crown
   Play BoM as Crown
    Play BoM as Raze(trashing Mandarin and itself, drawing 2 cards: Council Room and Rogue)
    BoM trashed, can choose again: Play BoM as Procession -> Rogue gains BoM and Mandarin(putting 4 "Crowns" on deck)

I hate to nitpick on something so brilliant, but you trashed two cards with the BoM as Raze.  Does this work?  If Raze trashes itself on the first play, then you can pick a different card for the second.  But you had to have picked Raze both times to trash two cards.  That BoM is trashed, but the previous BoM that Crowned it is not.  And because it was Crowned by the BoM before THAT, wouldn't it simply be forced to Crown another action card?
Oh shoot, you're right, I missed that, Raze shouldn't be doubled. I guess you just have a Mandarin in the trash, and can only BoM Raze for one card. Which throws off the whole thing, because you need to draw one more card and trash your Mandarin... it works out, but you need a lot more BoMs, pretty much exactly as many as the version that used Feast-Ambassador. Which was 8. Which is a lot to ask for in a game where splits are a thing.

The previous BoM, though, that is actually out of play, as long as you choose the second play of your BoM to be Rogue instead of Razing the Mandarin. So you do get to choose again.

I could switch to BoM as Envoy to cut down on other non-BoM cards needed to loop(BoM as 2xEnvoy instead of Procession Council Room and Rogue), but then you don't get buys. Which, you know, is important for winning and stuff. I guess add in another card like Trade Route, Salvager, or Forager to trash the Mandarin, then.
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ephesos

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Re: Villa: To Infinity and Beyond
« Reply #62 on: May 30, 2016, 05:20:00 am »
0

At a certain point, I guess you just give up and say +1 Card token on BoM. So why not, +1 Card token on BoM, Ferry on Crown, and that's 2 Events.

Start with 6 BoM's in hand, 2 Rogues, Mandarin in deck, and Mandarin in trash.

Play BoM as Crown
 Play BoM as Crown
  Play BoM as Crown
   Play BoM as Raze on itself
   Play BoM as Procession -> Rogue(gaining Mandarin and BoM, putting 3 "Crowns" on deck)
  Play BoM as Procession -> Rogue(gaining Roguex2)
 Play BoM as trasher on Mandarin

At the end, you gained 7 cards(4 BoM, 2 Rogue, Mandarin), and drew 2 BoMs after you gained them. So with the 2 extra BoMs you have in hand, you can do the first 4 plays, and draw the remaining 5 cards in the process, with an extra draw left over.

Still optimizing down, but I guess that's 6 BoM's, 2 Rogues, and 2 Mandarins you need to start, along with buying Ferry and Pathfinding. Probably takes a decent number of turns to set up, but you have time while your opponent has to grab up half of the VP in the game, plus 1, which I think is either 7 Provinces or 6 Provinces, Duchy, Estate x2, which hopefully takes them a while. Sort of feel the urge to play it out at this point, and see how it goes.
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majiponi

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Re: Villa: To Infinity and Beyond
« Reply #63 on: October 06, 2016, 06:32:17 am »
+2

Mr. Ephesos gave me another puzzle. Maybe too easy.

Q. Earn 1 million coins from a SINGLE Copper.

A.
Quote
Kingdom: Overlord, Peasant, Raze, Coppersmith, Procession, Band of Misfits, Crown, Graverobber, Mandarin
(Italic cards can be in the Black Market deck)
Events: None


Setup: Put +1 Card token on Overlord, trash Graverobber and Mandarin
Deck: 5 Overlord, Band of Misfits, Graverobber, Copper

play Overlord as Crown
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Band of Misfits as Raze (trash itself)
-------- play Band of Misfits as Procession
---------- play Graverobber (gain Graverobber)
---------- play Graverobber (gain Mandarin)
------ play Overload as Raze (trash Mandarin, put Graverobber into your hand)
---- play Overload as Coppersmith
-- play Overload as Procession
---- play Graverobber (gain Graverobber)
---- play Graverobber (gain BoM)

repeat this 1 million times
play Copper

« Last Edit: October 06, 2016, 08:12:07 pm by majiponi »
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Jasoba

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Re: Villa: To Infinity and Beyond
« Reply #64 on: October 06, 2016, 07:32:30 am »
0


This thread would probably make an excellent source of test cases for the new Dominion client.  How would you make a UI that makes that sequence halfway understandable?

You dont; you rack up coins till integer overflow and end up crashing the game or at -64000$
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majiponi

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Re: Villa: To Infinity and Beyond
« Reply #65 on: November 04, 2016, 09:36:41 am »
+31

Fewer cards I have found to loop infinitely.
6 cards, no Event

Kingdom: Overlord, Lurker, Raze, Watchtower, Crown, Mandarin

Setup: trash Mandarin
Deck: 5 Overlord, 2 Watchtower

You have 2 Overlord and Watchtower in your hand.

play Overlord as Crown
-- play Overload as Crown
---- play Watchtower
---- play Watchtower
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Overlord as Raze (trash itself)
-------- play Overlord as Lurker (gain Mandarin, reveal Watchtower to trash)
------ play Overload as Lurker (gain Overlord)
---- play Overload as Watchtower

Now you have 5 Overlord and Watchtower in your hand.

LOOP FROM HERE

play Overlord as Crown
-- play Overload as Crown
---- play Overload as Crown
------ play Overload as Crown
-------- play Overlord as Raze (trash itself)
-------- play Overlord as Lurker (gain Mandarin, reveal Watchtower to trash)
------ play Overload as Lurker (gain Overlord)
---- play Overload as an Action costing up to $5
-- play Overload as Watchtower

LOOP END

Use Band of Misfits and Ferry instead of Overlord to make this more practical.
« Last Edit: November 04, 2016, 09:44:01 am by majiponi »
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jonaskoelker

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Re: Villa: To Infinity and Beyond
« Reply #66 on: May 29, 2017, 10:04:07 pm »
+3

LUNATIC MODE: 2-player game, your opponent tries to prevent your combo. (Your opponent won't play Lighthouse, reveal Moat.)

I have a 2-player solution that requires no cooperation from my opponent (revealing Moat and such), except for not playing treasures and not buying anything. It does not involve Possession.

It was my personal goal to find a solution that didn't involve using Mandarin/Crown. I succeeded in that as well. Apart from not scaling to more players, I think this works in expert mode.

SPOILER WARNING: IT BEGINS HERE

There's an elaborate setup.

Phase 1: use Cutpurse, Masquerade and Thief to delete your opponent's deck.

Play Cutpurse until they reveal a hand with no copper; then, for each estate in their hand, do the following:
  play Masquerade, pass Copper, receive Estate (no other choice), trash the Estate
  play Cutpurse to make them discard the copper (makes "no other choice" remain true)

Then play Pirate Ship to trash some of their coppers. Eventually they will have nothing left.

(For convenience, you can pass them your estates the first three times if you like.)

Phase 2:
  Repeatedly Ambassador them a Copper, then trash it with Pirate Ship. (This is to increase Pirate Ship's value.)
  When Pirate Ship is big enough, pass them your last Copper.

Phase 3:
  You're ready! In addition to the action cards in the main loop below, your deck should also contain 2xVilla and a Scrying Pool. There should also be something in the trash (below).

Main loop:
  Scrying Pool, drawing your deck (including a second Scrying Pool)
  King's Court on King's Court on 3xLurker
  King's Court on King's Court on 2xLurker and one payload action (the first time, the payload will be Pirate Ship)
  Cutpurse (they discard a Copper)
  Thief (you trash and gain their Copper)
  Ambassador on 2xVilla (one goes to the supply, the other to their hand)
  Masquerade, drawing a Copper, passing it and receiving a Villa.
Buy Phase:
  Buy Travelling Fair 9 times ($18)
  Buy Bonfire 8 times ($24), trash all the cards you played in this iteration.
  Buy Villa ($4), return to your action phase, do the main loop again.

The total cost of this is $46; to pay for this we have $2 from Cutpurse and $15 or more per Pirate Ship. IIRC there are 60 Coppers minus starting decks in the supply, so there's no risk of running out before Pirate Ship gets there.

Counting carefully, you play 15 action cards and play Lurker 15 times. Before the first iteration, the trash should contain a copy of each card you play in the first iteration, which you will regain with Lurker. On subsequent iterations, you will regain the cards you played in the previous iteration, except you may choose which payload card to regain if there are multiple payload cards in the trash.

Note that this requires 5 Lurkers to be in the trash and 5 in your deck, leaving none in the supply. In other words, there's very little room to add things to the infrastructure bit of the loop.

However, you can repeat the loop with Pirate Ship as the payload any number of times to rack up any amount of money. Using Travelling Fair, you can empty all the piles.

You can also save up $46 to afford an iteration with a different payload card. If you omit the payload card (King's Court says you *may* play an action card thrice), you use 14 action cards to generate 15 Lurker plays, effectively making the last Lurker play your payload. (Instead of omitting a card to KC, you can also Throne Room a King's Court on 2xLurker if you like).

Kingdom, by cost:
2: Lurker
2p: Scrying Pool
3: Ambassador, Masquerade
4: Cutpurse, Thief, Pirate Ship, Villa
7: King's Court
Events/Landmarks: Bonfire, Travelling Fair

Note that this is a 9-card kingdom. You can either add a convenience card or an alternative payload. I like Scheme and Monument here.

So, that was feasibility. Future work is playtesting against Masquerade/BM to see how strong this is :D

(I guess that with Scheme, setting up the pin is enough to basically guarantee a win: simply trash your opponent's deck and all the Coppers, and they'll be helpless. Scheme'ing 2xKC+3xPool should make your deck remain reliable with up to 8 Provinces in it. So I don't think going infinite is strategically relevant on this board. But it's possible.)

I hope you enjoyed :)
« Last Edit: September 16, 2017, 12:58:30 pm by jonaskoelker »
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jonaskoelker

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Re: Villa: To Infinity and Beyond
« Reply #67 on: September 13, 2020, 03:53:33 pm »
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I'm not sure my 9-card loop was ever that useful, but I like it and I have an update I want to share: it can be done using only second edition cards, i.e. without Thief. In particular, Treasurer can get back the copper you send. Also, as an optimization, by alternating Pirate Ship and Treasurer as kinging targets, you need one less Lurker.

Here's the kingdom:




The setup is still equally ridiculous: empty their deck and get enough tokens on Pirate Ship. Have no non-actions in your deck, i.e. Masquerade your estates and either Bonfire your potion or gain Scrying Pool with Lurker. Have at least 3xCopper in the trash.

To kick off, play Scrying Pool to draw your deck, then King's Court on King's Court, kinging Treasurer for 3xCopper from the trash, Ambassador to also give your opponent three coppers, and a third (kinged) King's Court which begins the loop.

The loop is:
King a King's Court which kings a King's Court (yo dawg), kinging 4xLurker and a payload card.
Ambassador returning 2xVilla
Masquerade giving Copper and receiving Villa.
Cutpurse to make them discard the copper
Bonfire all the cards, using Travelling Fair to get enough buys
Buy back the second Villa
Scrying Pool to draw the second set of cards you gained with all the Lurker plays.

Cards played: 3xKC, 4xLurker, Payload, Ambassador, Masquerade, Cutpurse, Scrying Pool; 12 in total, which is how I cut out a Lurker.

The payload is initially a Pirate Ship large enough to afford three iterations of the loop when kinged (i.e. a single play affords a single iteration), then Pirate Ship for the trashing attack on the second iteration (putting 3xCopper in the trash), then Treasurer gaining 3xCopper from the trash.

The three-phased nature of the loop is why you gave them 3xCopper with Ambassador: that way the Pirate Ship attack trashes 3xCopper, the Treasurer gains 3xCopper and your Masquerade gives them 3xCopper.

Over the course of three loops, Pirate Ship gets an additional three tokens. It eventually becomes big enough to afford two/six iterations of the loop. Once that happens, on every third iteration you can alternate between playing Pirate Ship for the money and some other payload card. As before, you can omit the payload card to effectively payload a Lurker.

Alternatively you can add a fifth Lurker and play Treasurer and a second Pirate Ship every iteration. Then the Pirate Ship for money can get away with about a third of the tokens.

With the 12-card loop, you need $4 for Villa plus $18 for 6xBonfire plus $14 for 7xTravelling Fair, i.e. $36, so that's how big your Pirate Ship needs to be (except Cutpurse chips in $2 and Treasurer chips in $3).

Also, by my count you need 4 King's Courts to kick off and 3 on every iteration, which you Bonfire. That leaves one in play. If you played an odd number of cards (to payload Lurker), Bonfire the extra King's Court. The next time you play an odd number of cards, leave a King's Court in play and gain the extra King's Court from the trash. That is, you can alternate between trashing one card more and one card less than you played.

Note the beautifully interlocking gears of circular card flow:

  • 2xVilla in your hand -> 1 in supply, 1 in opponent's hand -> 1 in supply, 1 in your hand -> 2 in your hand.
  • 3xCopper in your hand -> opponent's hand -> opponent's discard -> trash -> your hand. Coppers leave your hand and your opponent's hand one by one, then go from discard to trash to your hand in batches of 3.
  • One set of action cards in play, one in the trash -> 1 in play, 1 in discard -> 1 in trash, 1 in discard -> 1 in hand, 1 in trash -> 1 in play, 1 in trash.

The Monument is there just because I like it as a payload card.
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