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Author Topic: Guaranteed Delayed Provinces  (Read 19040 times)

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DStu

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Re: Guaranteed Delayed Provinces
« Reply #25 on: July 20, 2012, 04:55:55 am »
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What if I guys told you: This turn you can produce at most $1 and you can't have any Bridge/Highway shenanigans.

These new solutions don't follow this addendum!
I think my solution fits.

Nope. You could gain a Gold and draw it with Scheme to produce $4.

is this meant this strict? There is no possibility to play your cards in T1 at all to gain more than $1, even if that does not let you gain Provinces in T2,3?
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #26 on: July 20, 2012, 04:56:53 am »
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KC-KC-Lab-Lab-Feast
KC-Feast for Mandarinx3
Use Lab to draw deck if necessary; KC-Mandarin, buy Province and topdeck KC-Mandarin
KC-Mandarin, buy Province


I think this also works with
KC-KC-Lab-Feast-Province
Feast for Explorers, maybe 1 Lab
Gain 3 Gold to buy Province
Do it again, or draw through to existing Gold to buy Province


Actually, these don't fit either.

KC-KC-Feast, then Lab to draw the gained cards.

There's probably a way to make it work anyway... but I need to go to bed.

Edit: Probably works with a single KC?
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Davio

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Re: Guaranteed Delayed Provinces
« Reply #27 on: July 20, 2012, 04:59:15 am »
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What if I guys told you: This turn you can produce at most $1 and you can't have any Bridge/Highway shenanigans.

These new solutions don't follow this addendum!
I think my solution fits.

Nope. You could gain a Gold and draw it with Scheme to produce $4.

is this meant this strict? There is no possibility to play your cards in T1 at all to gain more than $1, even if that does not let you gain Provinces in T2,3?
As I said, it's optional. Think of it as "hard mode" although it's only hard mode if you are thinking in that direction.

If I want to be strict I am going to say that even the possibility to get more than $1 is enough to disqualify.

But the reason I posted the restriction was to get you guys thinking in another (read: my) direction.
I really don't want to post my easy solution myself and am eagerly waiting for someone to have an a-ha erlebnis. :)
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Ozle

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Re: Guaranteed Delayed Provinces
« Reply #28 on: July 20, 2012, 05:01:38 am »
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You start with Village-Highway-Feast-Feast-Feast
Trash feasts Gain 3 golds
Next turn hand has to be either drawing or gold. Buy province
Next hand, worst hand you can have is Province+Drawing or gold, either way, result.
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #29 on: July 20, 2012, 05:03:13 am »
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Crap, out of bed because I think I got the simple solution.

4x scheme, Remodel
T1: Buy Peddler
T2: Remodel Peddler->Province, buy Peddler
T3: Repeat


Back to bed now.
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #30 on: July 20, 2012, 05:04:49 am »
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That's not bought...
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Davio

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Re: Guaranteed Delayed Provinces
« Reply #31 on: July 20, 2012, 05:06:23 am »
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Indeed, DStu!

Okay, I will post my solution by 12:00 CEST if no one has found it by then.  :)
« Last Edit: July 20, 2012, 05:08:16 am by Davio »
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #32 on: July 20, 2012, 05:07:40 am »
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Doh!
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #33 on: July 20, 2012, 05:08:28 am »
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Remake + 4 Adventurers?
This turn - remake 2 adventurers into 2 forges
Next turn - remake a forge and an adventurer into a province and a forge
Next turn - remake a forge and an adventurer into a province and a forge
Next turn - remake two forges into two provinces.
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #34 on: July 20, 2012, 05:12:40 am »
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KC-KC-Scheme-CR-Bank
1) play KC-KC-Scheme-CR. Bank, buy 4 Coppers. Put KC-KC-CR back
2) play KC-KC-CR (that will draw the rest of the deck), KC the Scheme, play CCCCBank, buy Province and Copper, put KCKCCR bacl
3) play KCKCCR, play CCCCCBank, buy Colony...
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Qvist

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Re: Guaranteed Delayed Provinces
« Reply #35 on: July 20, 2012, 05:13:00 am »
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I think eHalcyon was on the right track.

Deck: 4x Scheme, Ironworks
T1: Play the Schemes, gain a Salvager with Ironworks, buy a Peddler
T2: Play the Schemes, salvage the Peddler, buy Peddler and Province
T3: Repeat

eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #36 on: July 20, 2012, 05:13:33 am »
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4xScheme+Salvager
Turn 1: Buy Peddler
Turn 2: Salvage Peddler, buy Province and Peddler
Turn 3: Repeat


Also,

KC-Workshop, Labx3
Turn 1: KC-Workshop for 3x FG
Turn 2: KC+Labs to draw FG, buy Province
Turn 3: Repeat


Edit: NINJA'D
« Last Edit: July 20, 2012, 05:15:28 am by eHalcyon »
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #37 on: July 20, 2012, 05:14:26 am »
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I think eHalcyon was on the right track.

Deck: 4x Scheme, Ironworks
T1: Play the Schemes, gain a Salvager with Ironworks, buy a Peddler
T2: Play the Schemes, salvage the Peddler, buy Peddler and Province
T3: Repeat


I guess this is necessary because you could salvage a scheme to get $3.  Good call.
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Ozle

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Re: Guaranteed Delayed Provinces
« Reply #38 on: July 20, 2012, 05:15:43 am »
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KC-Workshop, Labx3
Turn 1: KC-Workshop for 3x FG
Turn 2: KC+Labs to drag FG, buy Province
Turn 3: Repeat


Edit: NINJA'D

This one doesnt work

What if you draw FG, FG KC, Workshop Province on your 3rd hand?
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eHalcyon

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Re: Guaranteed Delayed Provinces
« Reply #39 on: July 20, 2012, 05:16:36 am »
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KC-Workshop, Labx3
Turn 1: KC-Workshop for 3x FG
Turn 2: KC+Labs to drag FG, buy Province
Turn 3: Repeat


Edit: NINJA'D

This one doesnt work

What if you draw FG, FG KC, Workshop Province on your 3rd hand?

Maybe I should just stay in bed.
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #40 on: July 20, 2012, 05:17:01 am »
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Kings Court, Forge, Duchy and Two Curses.

1) Forge the Duchy and Two Curses into a Mandarin
2) KC a Mandarin, putting the Forge back on your deck - buy a province
3) KC a Mandarin, putting the Forge and province back on your deck - buy a province.
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #41 on: July 20, 2012, 05:19:29 am »
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With $0 in first turn, and Colonies.

KC-KC-Scheme-CR-Coppersmith
1) KC-KC-Scheme-CR. Buy 4 Copper, put KCKCCR back
2) KC-KC-CR (draw deck), Scheme-CS, play 4 Copper worth $4, buy Colony, put KCKCCR back
3) repeat.


or

KC-KC-Scheme-CR-Coppersmith
1) KC-KC-Scheme-CR. Buy 4 Copper, put KCKCCR back
2) KC-KC-CR (draw deck), Scheme-CS, play 4 Copper worth $4, buy Colony and 3 Copper, put KCKCCR back
3) KC-KC-CR (draw deck), Scheme-CS, play 7 Copper worth $4, buy 2 Colonies.
« Last Edit: July 20, 2012, 05:21:42 am by DStu »
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DG

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Re: Guaranteed Delayed Provinces
« Reply #42 on: July 20, 2012, 06:10:22 am »
+1

Four treasure maps?
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Davio

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Re: Guaranteed Delayed Provinces
« Reply #43 on: July 20, 2012, 06:19:09 am »
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Ok, here is my super easy solution:

KC-KC-Bureaucrat-Bureaucrat-Bureaucrat, you get 9 Silvers, putting them on deck.
Your next hand you get 5 * $2 = $10 and the hand after that, irrespective of how you shuffle, you get a minimum of 4 * $2 = $8.

You have $0 money this turn though.


Another funny one:

Trader, Watchtower, Province
Silvers are Embargo'd (once) and there is at least one Curse remaining.

Trader the Province and get 8 Silvers + a couple of Curses.
Reveal Watchtower to put 4 Silvers and 1 Curse on top for your next turn.
Trash the other Curses with Watchtower.
Use the same trick to put the other 4 Silvers on top behind the Curse+Silvers.
Your next hand will be 4 Silvers + a Curse and the hand after that has 4 Silvers + whatever.

Again, you have $0 this turn.
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iangoth

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Re: Guaranteed Delayed Provinces
« Reply #44 on: July 20, 2012, 06:52:57 am »
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Here's one:

treasure map x2, copper, smithy, smithy

T1) play the treasure maps
T2) buy province
T3) play smithy if in your hand, buy province. It's guaranteed.


Edit: Didn't see that DG beat me to it, more or less.
Edit2: Well, maybe not. DG's can fail, depending on the 5th card. province-gold-gold-treasure map x2 on T3 won't buy a province
« Last Edit: July 20, 2012, 06:59:40 am by iangoth »
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DStu

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Re: Guaranteed Delayed Provinces
« Reply #45 on: July 20, 2012, 07:06:50 am »
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I thinn DGs works with Village-4xTM. Gives you 8 Golds on deck, which is enough for a Province each the next two turns.
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zahlman

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Re: Guaranteed Delayed Provinces
« Reply #46 on: July 20, 2012, 07:13:42 am »
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Still no one has found the easiest solution. :D

I think everyone has a different idea of "easy" here. :)

Here's one starting with no treasure and not involving cards costing more than $4 except the Provinces:


TR-Trader-Island-Island-Watchtower
Turn 1: TR->Trader, trash both Islands, topdecking 8 Silvers via the Watchtower. Buy a Curse, topdecking it as well.
Turn 2: Since the Curse was topdecked last, you draw Curse-Silver-Silver-Silver-Silver and buy a Province.
Turn 3: Silver-Silver-Silver-Silver-X, buy a Province.


Actually, here's one starting with no treasure, no +$ to start, not involving cards costing more than $4, and not trashing anything:


TR-TR-Workshop-Great Hall-Great Hall
Turn 1: TR->Workshop, gain two Monuments (or Woodcutters, or Chancellors, or any other cheap terminal Silver I'm not thinking of).
Turn 2: If the missing card isn't a GH, draw it with GH. TR-TR-Monument-Monument generates $8 for a province (and 4 VP tokens).
Turn 3: Repeat (except possibly needing to play both GHs).
« Last Edit: July 20, 2012, 07:53:52 am by zahlman »
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bozzball

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Re: Guaranteed Delayed Provinces
« Reply #47 on: July 20, 2012, 07:51:59 am »
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I think I can come up with a 5 card hand and a kingdom which can raise no capital at all this turn, but can guarantee buying 2 provinces on the next 2 turns.
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Grujah

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Re: Guaranteed Delayed Provinces
« Reply #48 on: July 20, 2012, 07:54:52 am »
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Four treasure maps?

And a village. That was my idea too. Surprise nobody mentioned it.
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Grujah

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Re: Guaranteed Delayed Provinces
« Reply #49 on: July 20, 2012, 08:02:53 am »
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Also, easily with Stashes:
Stash, Stash, Talisman, Talisman, Highway.
This turn: buy Stash. Gain 2 more. Reshuffle.
Reshuffle:Put 3 Stashes on top. than the rest 3 random. Than 2 Stashes.
Next turn: You have 2 Stashes + 2 Talismans and maybe also Highway. Buy province.
Reshuffle: all 3 stashes on top.
Next-Next-turn: 5 stashes, province.
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