I played a three player game, where the key cards were Rats, Death Cart, and Cultist. I opened Cultist/Estate (trashing Hovel), and proceeded to buy a few more early Cultists and an early Sage (at this point, it was guaranteed to dig up Cultists, but I bought a Gold fairly early on too). I think I had something like 6 Cultists, and I gave out all the Ruins, buying a Death Cart myself after the ruins were out (but I drew it without Sage/Cultists, so it trashed itself, still netted me a Province that turn).
The other players were basically ruined too fast. They didn't buy enough Death Carts early on (they both Opened Death Cart/something, and I think the something was Hermit or Silver), having 1-2 Death Carts each and a few Rats by the time the curses ran out. Essentially, the were so ruined, they weren't hitting $4 too often in the early game.
So my huge lead let me win, and their Rats/Death Cart engine never took off. May have been due to poor play on their part, or maybe due to my lucking into a triple Cultist chain early on (but Sage is a great enabler, as it's essentially an extra Cultist in the early game, as long as you draw into it in your initial hand, rather than via Cultists, but even the latter case is okay if you have a Necropolis in your opening hand). Anyone have any insights?