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Author Topic: Easy Puzzles  (Read 816339 times)

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majiponi

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Re: Easy Puzzles
« Reply #2675 on: September 17, 2016, 05:37:15 am »
0

Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.

Q12. Literally "Turn 1", "play an Attack". Multiplayer is OK.
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faust

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Re: Easy Puzzles
« Reply #2676 on: September 17, 2016, 06:59:58 am »
+2

Very easy one.

Q11. Gain Platinum on turn 2.
Q12. Attack on turn 1.

Q12. Literally "Turn 1", "play an Attack". Multiplayer is OK.
Well, multiplayer is always simple. Trying to make it work with the least number of players might still be interesting... let's see.

P1: Hand: 4C,Nc. Buy Alms, gain Villa. Play Villa, 4C, Baker coin, buy Borrow, Advance Nc->Lost City, buy Stonemason, overpay 5, gain 2 Lost Cities.
P2: Hand 7C,Nc. Buy Alms, gain Villa. Play Villa, 7C, Baker, Borrow. Buy Messenger (->Fortune Teller), buy Travelling Fair, Buy Noble Brigand, Advance Nc->Lost City.

P3 draws 3 cards from P1's Lost Cities, then discards 2 to P2's Noble Brigand, and draws 1 card after shuffle. Which is Fortune Teller.

Is it possible for P2 (without Mission)?
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Limetime

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Re: Easy Puzzles
« Reply #2677 on: September 17, 2016, 10:01:41 am »
+1

If you can do this http://forum.dominionstrategy.com/index.php?topic=15851.0 then you can play an attack on turn 1.
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faust

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Re: Easy Puzzles
« Reply #2678 on: September 17, 2016, 05:42:15 pm »
+1

If you can do this http://forum.dominionstrategy.com/index.php?topic=15851.0 then you can play an attack on turn 1.

Yes, basically what singletee said. We were looking for a solution for "real" turn 1.
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faust

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Re: Easy Puzzles
« Reply #2679 on: September 19, 2016, 04:11:11 pm »
+1

Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.
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LaLight

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Re: Easy Puzzles
« Reply #2680 on: September 19, 2016, 04:13:43 pm »
0

Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.

Cultist with lost arts on it. Many actions, play everything

Edit: breaks the second rule
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faust

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Re: Easy Puzzles
« Reply #2681 on: September 19, 2016, 04:24:35 pm »
0

Forgot to mention: No Peasant.
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Deadlock39

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Re: Easy Puzzles
« Reply #2682 on: September 19, 2016, 05:02:32 pm »
+1

Ambassador 2 Fishing Villages back to get one into the Supply and then buy Inheritance.

Guess I missed/broke the no attacks rule here, so this is wrong.
« Last Edit: September 19, 2016, 05:49:40 pm by Deadlock39 »
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traces Around

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Re: Easy Puzzles
« Reply #2683 on: September 19, 2016, 05:41:44 pm »
0

- the board has no attacks

erm... as much as we like to consider Ambassador purely as a thinner...

Summon is limited by pile size, although with the correct set of other cards (strong draw) it should be able to be made sustainable until the piles run out.

Deadlock39

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Re: Easy Puzzles
« Reply #2684 on: September 19, 2016, 05:53:17 pm »
+1

Another solution that is outlawed I just thought of is to put Lost Arts on Catapult, buy all the Rocks and then play them with Black Market.

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Re: Easy Puzzles
« Reply #2685 on: September 19, 2016, 05:58:45 pm »
0

- the board has no attacks

erm... as much as we like to consider Ambassador purely as a thinner...

Summon is limited by pile size, although with the correct set of other cards (strong draw) it should be able to be made sustainable until the piles run out.
I have a solution in mind that goes on forever, not just until some piles run out.
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Re: Easy Puzzles
« Reply #2686 on: September 19, 2016, 06:03:47 pm »
0

Durations. You can play 4 and then 5 Durations every turn drawing cards with expedition?
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Re: Easy Puzzles
« Reply #2687 on: September 19, 2016, 06:04:44 pm »
+1

The Durations aren't played the turn they stayed out.
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Re: Easy Puzzles
« Reply #2688 on: September 19, 2016, 06:04:59 pm »
0

Is there any way to force discard a Duration?
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Deadlock39

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Re: Easy Puzzles
« Reply #2689 on: September 20, 2016, 10:53:09 am »
0

The first thought that crossed my mind was to Bonfire the Fishing Villages and then gain them back with Graverobber/Rouge, but it doesn't work because your opponent could steal them, and you can't get them back the same turn without Plaza, which is a Village.

Watno

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Re: Easy Puzzles
« Reply #2690 on: September 20, 2016, 10:55:39 am »
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Since your opponent doesn't actively interfere with your plans, this works.
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Seprix

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Re: Easy Puzzles
« Reply #2691 on: September 20, 2016, 10:56:14 am »
0

Is there any way to force discard a Duration?

Yes. Play Rabble, discard the opponent's Wharf.
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Seprix

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Re: Easy Puzzles
« Reply #2692 on: September 20, 2016, 10:57:55 am »
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Is there any way to force discard a Duration?

There is also Enchantress in play, you play Fishing Village as cantrip, and you discard a Duration card at the end of the turn as a result.
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Re: Easy Puzzles
« Reply #2693 on: September 20, 2016, 11:22:36 am »
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I meant discard from play. 

Enchantress could help this work, but not on the Fishing Villages, and there are no Attacks.
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Deadlock39

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Re: Easy Puzzles
« Reply #2694 on: September 20, 2016, 11:36:55 am »
+1

Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.

singletee

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Re: Easy Puzzles
« Reply #2695 on: September 20, 2016, 11:48:22 am »
+1

Man, this sucks. On a board with Fishing Village and only terminal actions otherwise, you lost the split 4-6. How can you make sure that you can play one copy of every terminal action on the board each turn?

Clarifications:
- the board has no attacks, no Possession, no Black Market, no Prince.
- cards that let you play other cards do not count as terminal. Any card that has "+X action(s)" in its text is not terminal.
- the board consists only of action supply piles.
- there may be Events.
- Mission and Outpost turns count as separate turns.
- your opponent does not cooperate, but will not actively interfere with your plans. They will never draw a hand of all Fishing Villages.

Ok, I think this technically works. I am definitely abusing a loophole though.

The Kingdom is Pilgrimage, Lost Arts, Courtyard, Fishing Village, Masquerade, Ranger, Smithy, Council Room, Journeyman, Catacombs, Wharf, Hunting Grounds. Shelters are used.

1. Buy Lost Arts on Fishing Village, and several Masquerades.
2. Use Masquerade whenever possible until your opponent is caught with a hand of 4 Fishing Villages and a Necropolis (which is not a hand of all Fishing Villages!). Assume the opponent is a meanie and gives you the Necropolis.
3. Buy two Catacombs, two Wharves, and one of each other terminal Action. Trash away your extra Masquerades and your starting cards except for one Copper.

At the start of your turn, your deck is:
2 FV
2 Necro
1 Courtyard
1 Masq
1 Ranger
1 Smithy
1 Council Room
1 Journeyman
2 Catacombs
1 Wharf
1 Hunting Grounds
1 X, which is whatever your opponent passed you from last turn's Masquerade.

You have 2 Fishing Villages and 1 Wharf active from last turn. Your Journey Token is face down.

Each turn:
Draw 2 from Wharf
Get a total of +2 Actions form your Fishing Villages
If you have Fishing Villages or Necropolises in hand, play them.
Otherwise, play the Catacombs you topdecked last turn to sift for your FVs and Necros.
Continue playing FV, Necro, and terminal draw until you have drawn your deck and played everything except Courtyard, Masquerade, Catacombs, and X.
Play Masquerade, passing X.
Play Courtyard, topdecking Catacombs.
Buy Pilgrimage to flip your Journey token back.

So, do you have enough Actions to do all this? Let's see:
Start with 1 Action
+1 from each of 2 FV durations => 3
+2 from each of 2 FVs => 7
+1 from each of 2 Necropolises => 9

faust

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Re: Easy Puzzles
« Reply #2696 on: September 20, 2016, 12:06:24 pm »
0

Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?
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faust

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Re: Easy Puzzles
« Reply #2697 on: September 20, 2016, 12:07:23 pm »
0

I guess I should have specified no Shelters. Well, you always forget something. Have a +1 anyway.
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Deadlock39

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Re: Easy Puzzles
« Reply #2698 on: September 20, 2016, 12:18:43 pm »
0

Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?

Two of the terminals are Rouge and Graverobber.

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Re: Easy Puzzles
« Reply #2699 on: September 20, 2016, 12:25:23 pm »
0

Since your opponent doesn't actively interfere with your plans, this works.

I misread that part and thought it said that your opponent would actively interfere.  Maybe that does work.

If you play 2 Fishing Villages every other turn, and play the other 2 every turn using Bonfire and gaining them back, that gets you to 7 actions each turn with 2 FV plays.  Putting Lost Arts on FV would get you up to 9.

If that doesn't violate the rules of the puzzle, I am sure you can find 9 terminals that enable it all.
How do you gain back 2 Fishing Villages each turn though?

Two of the terminals are Rouge and Graverobber.
Breaks the "no attacks" rule.
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