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Author Topic: 10 Grand markets by turn 5.  (Read 2422 times)

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papaHav

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10 Grand markets by turn 5.
« on: June 28, 2011, 08:15:17 pm »
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In a solitaire game, find a way to have 10 Grand Markets in your deck by the end of your fifth turn.  (Outpost and Possession turns are included in this total.)
You may assume that you have perfect “shuffle luck”: i.e., you may rearrange your deck in any way you wish after shuffling.

As this is decidedly easier than 8 Colonies in puzzle #1, the following cards are prohibited:
Chancellor
Ironworks
Watchtower
Throneroom
Bridge
Kings court
(All the puzzle #1 cards!)
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Donald X.

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Re: 10 Grand markets by turn 5.
« Reply #1 on: June 28, 2011, 08:46:48 pm »
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I am just going to mention this because why hasn't someone else, but you can obv. try the basic puzzle of "how fast can you get 8 provinces in a solo game," limited by set. Using only cards from the main set, using only cards from Seaside, etc.
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papaHav

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Re: 10 Grand markets by turn 5.
« Reply #2 on: June 28, 2011, 09:01:40 pm »
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I'll back base as a clear favourite here =]
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Yariv

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Re: 10 Grand markets by turn 5.
« Reply #3 on: June 28, 2011, 09:43:25 pm »
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Turn 1: buy Council Room
Turn 2: buy Hamlet. Cleanup: draw Hamlet, Council Room, 3 Copper
Turn 3: play Hamlet, draw estate, play Council Room, draw 3 Coppers, 1 Estate. buy Talisman and Pawn. Cleanup: draw Estate and Copper, reshuffle, draw Hamlet, Pawn, Council Room.
Turn 4: play Hamlet, draw Copper, discard Estate for +action. play Council Room, draw 4 Coppers. play Pawn for +$, +card, draw Talisman. buy Quarry and Talisman, gain another copy of each. Cleanup: draw Copper, 2 Estate, reshuffle, draw Hamlet, Council Room.
Turn 5: play Hamlet, draw Pawn, discard Copper for +action, discard Estate for +buy. play Council Room, draw 2 Talisman, 2 Quarry. play Pawn for +card, +$, draw Talisman. Play 3 Talisman, 2 Quarry, with 6$, 3 buys, GM cost 2$ and 3 Talisman in play, buy 3 and empty the pile.

I think this works, but it's way too late for me to be sure...
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