In a solitaire game, find a way to have no cards in your draw deck after 6 turns. More specifically, you must be unable to draw a starting hand on Turn 7 and every turn thereafter; accordingly, durations that are in play count as being in your deck. As with Puzzle #1, you may assume perfect shuffle luck, and Outpost and Possession turns count towards your 6 turns.
Solution(s) after the jump…As many readers figured out, the ability to completely rid your deck of cards depends on having an Island. Accordingly, the key was to get your deck down to 2 cards by Turn 5, so on Turn 6 you can Island the other card away. The first solution, as provided by WHARF 2 THA BRIDGE, the author of the riddle, relies on Mint, Island, and Chapel. There are several modifications of this: you can add in Ironworks, Mining Village, and even Embargo and arrive at the same result. The purest, 3-card form of the solution is as follows:
Turn 1: Buy Chapel
Turn 2: Buy Island
Turn 3: Draw 5 Copper. Buy Mint, trashing 5 Copper.
Turn 4: Draw Estate – Estate – Estate – Copper – Chapel. Play Chapel, trash 3 Estates and 1 Copper. Your deck now consists of Chapel – Copper – Island – Mint.
Turn 5: Draw Chapel – Copper – Island – Mint. Play Chapel, trashing a Mint and 1 Copper.
Turn 6: Play Island and set aside Chapel.
(Several people went ahead and even managed to implement the solution on Isotropic.)
As I noted later, boloni was the first to discover a second solution to the puzzle. While it also relies on Island, it gets there very differently:
Turn 1: Buy Shanty Town
Turn 2: Buy Envoy
Turn 3: Draw 4 Coppers and Shanty Town. Play Shanty Town, draw Copper and Envoy. Play Envoy, revealing the rest of your deck, and discarding an Estate. Buy a Forge.
Turn 4: Draw 4 Coppers and Shanty Town. Play Shanty Town, draw Envoy and Forge. Play Envoy, drawing 2 Estates and 3 Copper. Discard 1 Copper. Play Forge, forging 6 Coppers and 2 Estates into an Island.
Turn 5: Draw Shanty Town, Envoy, Forge, Estate, and Copper. Play Forge, forging Shanty Town, Envoy, Copper, and Estate into nothing (this is where the no-Colony provision comes in, as you can only gain nothing if there are no Platinums in play).
Turn 6: Play the Island and set aside the Forge.
Some people objected to the fact that you choose your own Envoy discard in a solitaire game. To that, I have two responses: first, it’s a solitaire game, and them’s the rules, and second, you are trying to eliminate every card from your deck, and I doubt most opponents would have a problem with that 🙂
Yesterday, NinjaBus came up with a third solution, involving a creative use of Native Village. Although the trick it uses might be considered outside the spirit of the riddle, according to the text, it is technically correct — the best kind of correct.
Turn 1: Buy Native Village
Turn 2: Buy Library
Turn 3: Draw 3 Coppers, Native Village, and Library. Play Native Village, draw an Estate onto the mat, then play Library, drawing to a hand of 7 Copper. Buy a Forge.
Turn 4: Draw 2 Estates, Native Village, Library, and Forge. Play Native Village, drawing a Copper onto the mat. Play Forge, forging two Estates into an Island. Play Library, drawing the rest of your deck (6 Copper). Buy Mint.
Turn 5: Draw Native Village, Forge, Library, Island, and Mint. Play Forge, forging Native Village, Library, and Mint into nothing.
Turn 6: Play the Island and set aside the Forge. You still have an Estate and Copper on your Native Village mat, which can be returned to your deck before the end of the game, but you do have 0 cards in your draw deck indefinitely.
If you have any ideas for more such puzzles, please feel free to send them in!