slemdog wins! Great Halls, Curses, and Shanty Towns are all gone. cards in supply: You'd play with Courtyard, Familiar, Goons, Great Hall, Loan, Mountebank, Potion, Scrying Pool, Shanty Town, Trade Route, and Vineyard. ---------------------- #1 slemdog: 103 points (7 Vineyards [32 action cards], 27 ▼, and 6 Great Halls); 30 turns opening: Great Hall / Potion [53 cards] 8 Shanty Towns, 7 Vineyards, 6 Great Halls, 5 Trade Routes, 4 Courtyards, 4 Scrying Pools, 3 Goons, 2 Familiars, 11 Coppers, 3 Potions #2 Jimjim: 5 points (a Province, 3 Estates, 2 Great Halls, and 6 Curses); 29 turns opening: Potion / Great Hall [43 cards] 3 Familiars, 3 Scrying Pools, 2 Courtyards, 2 Great Halls, 2 Mountebanks, 2 Shanty Towns, 1 Trade Route, 7 Coppers, 3 Silvers, 1 Potion, 7 Golds, 3 Estates, 1 Province, 6 Curses ---------------------- trash: 3 Coppers, 4 Curses, and 3 Estates league game: no
Game log Turn order is slemdog and then Jimjim. (slemdog's first hand: 3 Coppers and 2 Estates.) (Jimjim's first hand: 4 Coppers and an Estate.) --- slemdog's turn 1 --- slemdog plays 3 Coppers. slemdog buys a Great Hall. (slemdog draws: 4 Coppers and an Estate.) --- Jimjim's turn 1 --- Jimjim plays 4 Coppers. Jimjim buys a Potion. (Jimjim draws: 3 Coppers and 2 Estates.) --- slemdog's turn 2 --- slemdog plays 4 Coppers. slemdog buys a Potion. (slemdog reshuffles.) (slemdog draws: 2 Coppers and 3 Estates.) --- Jimjim's turn 2 --- Jimjim plays 3 Coppers. Jimjim buys a Great Hall. (Jimjim reshuffles.) (Jimjim draws: 4 Coppers and an Estate.) --- slemdog's turn 3 --- slemdog plays 2 Coppers. slemdog buys a Courtyard. (slemdog draws: 3 Coppers, a Potion, and a Great Hall.) --- Jimjim's turn 3 --- Jimjim plays 4 Coppers. Jimjim buys a Great Hall. (Jimjim draws: a Potion, 2 Coppers, and 2 Estates.) --- slemdog's turn 4 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays 4 Coppers and a Potion. slemdog buys a Familiar. (slemdog reshuffles.) (slemdog draws: 2 Coppers, a Great Hall, a Familiar, and an Estate.) --- Jimjim's turn 4 --- Jimjim plays a Potion. Jimjim plays 2 Coppers. Jimjim buys a Scrying Pool. (Jimjim reshuffles.) (Jimjim draws: a Copper, a Potion, 2 Great Halls, and an Estate.) --- slemdog's turn 5 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays 6 Coppers. slemdog buys a Goons. (slemdog draws: a Copper, a Potion, and 3 Estates.) --- Jimjim's turn 5 --- Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays 3 Coppers and a Potion. Jimjim buys a Familiar. (Jimjim draws: a Scrying Pool, 3 Coppers, and an Estate.) --- slemdog's turn 6 --- slemdog plays a Copper and a Potion. slemdog buys a Vineyard. (slemdog reshuffles.) (slemdog draws: 2 Coppers, a Potion, a Great Hall, and an Estate.) --- Jimjim's turn 6 --- Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Copper and keeping it. ... making slemdog discard a Copper. ... revealing a Copper and putting it in the hand. Jimjim plays 4 Coppers. Jimjim buys a Silver. (Jimjim reshuffles.) (Jimjim draws: a Potion, a Scrying Pool, a Familiar, and 2 Estates.) --- slemdog's turn 7 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays 2 Coppers and a Potion. slemdog buys a Vineyard. ... getting +1 ▼. slemdog buys a Trade Route. ... getting +1 ▼. (slemdog draws: 2 Coppers, a Courtyard, a Familiar, and an Estate.) --- Jimjim's turn 7 --- Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains a Curse. Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Great Hall and keeping it. ... letting slemdog keep an Estate. ... revealing a Great Hall and a Copper and putting them in the hand. Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays a Potion and 2 Coppers. Jimjim buys a Scrying Pool. (Jimjim draws: a Curse, 3 Coppers, and a Silver.) --- slemdog's turn 8 --- slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays 3 Coppers. slemdog buys a Shanty Town. (slemdog reshuffles.) (slemdog draws: 2 Coppers, a Potion, a Trade Route, and an Estate.) --- Jimjim's turn 8 --- Jimjim plays 3 Coppers and a Silver. Jimjim buys a Mountebank. (Jimjim reshuffles.) (Jimjim draws: 4 Coppers and a Great Hall.) --- slemdog's turn 9 --- slemdog plays a Trade Route. ... trashing an Estate. ... getting +1 buy and +$2. slemdog plays 2 Coppers and a Potion. slemdog buys a Familiar. (slemdog draws: 2 Coppers, a Vineyard, a Shanty Town, and an Estate.) --- Jimjim's turn 9 --- Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays 4 Coppers and a Silver. Jimjim buys a Gold. (Jimjim draws: a Potion, a Mountebank, a Scrying Pool, a Copper, and an Estate.) --- slemdog's turn 10 --- slemdog plays a Shanty Town. ... revealing 2 Coppers, a Vineyard, and an Estate. ... drawing 2 cards and getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays 3 Coppers. slemdog buys a Shanty Town. ... getting +1 ▼. slemdog buys a Courtyard. ... getting +1 ▼. (slemdog draws: a Curse, 2 Coppers, a Great Hall, and an Estate.) --- Jimjim's turn 10 --- Jimjim plays a Mountebank. ... getting +$2. ... slemdog discards a Curse. Jimjim plays a Potion and a Copper. Jimjim buys a Familiar. (Jimjim draws: a Scrying Pool, a Copper, a Great Hall, an Estate, and a Curse.) --- slemdog's turn 11 --- slemdog plays a Great Hall. ... (slemdog reshuffles.) ... drawing 1 card and getting +1 action. slemdog plays a Trade Route. ... trashing an Estate. ... getting +1 buy and +$2. slemdog plays 2 Coppers. slemdog buys a Great Hall. (slemdog draws: a Potion, 2 Coppers, and 2 Shanty Towns.) --- Jimjim's turn 11 --- Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Curse and discarding it. ... letting slemdog keep a Copper. ... revealing a Copper and putting it in the hand. Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays 2 Coppers. Jimjim buys a Courtyard. (Jimjim reshuffles.) (Jimjim draws: a Scrying Pool, a Copper, a Great Hall, a Familiar, and a Curse.) --- slemdog's turn 12 --- slemdog plays a Shanty Town. ... revealing a Potion, 2 Coppers, and a Shanty Town. ... getting +2 actions. slemdog plays a Shanty Town. ... revealing a Potion and 2 Coppers. ... drawing 2 cards and getting +2 actions. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays a Potion and 3 Coppers. slemdog buys a Scrying Pool. ... getting +1 ▼. slemdog buys a Great Hall. ... getting +1 ▼. (slemdog draws: 2 Courtyards, an Estate, and 2 Familiars.) --- Jimjim's turn 12 --- Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains a Curse. Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Silver and keeping it. ... letting slemdog keep a Vineyard. ... revealing a Silver and putting it in the hand. Jimjim plays a Copper, a Potion, and a Silver. Jimjim buys a Familiar. (Jimjim draws: a Curse, a Copper, a Courtyard, a Gold, and an Estate.) --- slemdog's turn 13 --- slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. (slemdog reshuffles.) (slemdog draws: a Copper, a Great Hall, a Courtyard, a Shanty Town, and a Curse.) --- Jimjim's turn 13 --- Jimjim plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. Jimjim plays 2 Coppers and a Gold. Jimjim buys a Mountebank. (Jimjim draws: a Copper, a Mountebank, a Scrying Pool, an Estate, and a Familiar.) --- slemdog's turn 14 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Shanty Town. ... revealing a Copper, a Curse, a Courtyard, and a Shanty Town. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Shanty Town. ... revealing 2 Coppers, a Curse, and a Vineyard. ... drawing 2 cards and getting +2 actions. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains a Curse. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Great Hall and keeping it. ... making Jimjim discard a Copper. ... revealing a Great Hall, a Courtyard, and a Potion and putting them in the hand. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays 5 Coppers and a Potion. slemdog buys a Scrying Pool. ... getting +1 ▼. slemdog buys a Great Hall. ... getting +1 ▼. (slemdog draws: 2 Coppers, a Curse, a Vineyard, and a Trade Route.) --- Jimjim's turn 14 --- Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Copper and discarding it. ... letting slemdog keep an Estate. ... revealing a Great Hall and a Copper and putting them in the hand. Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains a Curse. Jimjim plays a Great Hall. ... (Jimjim reshuffles.) ... drawing 1 card and getting +1 action. Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Mountebank. ... getting +$2. ... slemdog discards a Curse. Jimjim plays a Copper and a Potion. Jimjim buys a Scrying Pool. (Jimjim draws: 3 Coppers, a Mountebank, and a Gold.) --- slemdog's turn 15 --- slemdog plays a Trade Route. ... trashing a Copper. ... getting +1 buy and +$2. slemdog plays a Copper. slemdog buys a Great Hall. (slemdog reshuffles.) (slemdog draws: a Vineyard, a Goons, a Great Hall, a Trade Route, and an Estate.) --- Jimjim's turn 15 --- Jimjim plays a Mountebank. ... getting +$2. ... slemdog gains a Copper. Jimjim plays 3 Coppers and a Gold. Jimjim buys a Gold. (Jimjim draws: 2 Coppers, 2 Curses, and a Great Hall.) --- slemdog's turn 16 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Trade Route. ... trashing an Estate. ... getting +1 buy and +$2. slemdog plays a Potion. slemdog buys a Scrying Pool. (slemdog draws: a Copper, a Scrying Pool, a Shanty Town, a Familiar, and a Curse.) --- Jimjim's turn 16 --- Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays 2 Coppers and a Silver. Jimjim buys a Silver. (Jimjim draws: a Copper, 2 Curses, an Estate, and a Familiar.) --- slemdog's turn 17 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Courtyard and keeping it. ... making Jimjim discard a Courtyard. ... revealing a Courtyard and a Curse and putting them in the hand. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Shanty Town. ... revealing a Copper, 3 Curses, and a Courtyard. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays 3 Coppers. slemdog buys a Great Hall. (slemdog draws: a Copper, a Courtyard, and 3 Great Halls.) --- Jimjim's turn 17 --- Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Copper. (Jimjim reshuffles.) (Jimjim draws: 2 Curses, a Scrying Pool, a Copper, and an Estate.) --- slemdog's turn 18 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays 3 Coppers. slemdog buys a Shanty Town. (slemdog reshuffles.) (slemdog draws: a Scrying Pool, a Copper, a Goons, a Shanty Town, and a Great Hall.) --- Jimjim's turn 18 --- Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Curse and discarding it. ... letting slemdog keep a Vineyard. ... revealing a Curse and putting it in the hand. Jimjim plays a Copper. (Jimjim draws: a Copper, a Mountebank, a Great Hall, a Familiar, and a Curse.) --- slemdog's turn 19 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Vineyard and discarding it. ... letting Jimjim keep a Copper. ... revealing a Copper and putting it in the hand. slemdog plays a Shanty Town. ... revealing 2 Coppers, a Goons, and a Great Hall. ... getting +2 actions. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Familiar and keeping it. ... letting Jimjim keep a Copper. ... revealing a Familiar, a Great Hall, and a Copper and putting them in the hand. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays 3 Coppers and a Potion. slemdog buys a Scrying Pool. ... getting +1 ▼. slemdog buys a Trade Route. ... getting +1 ▼. (slemdog draws: 2 Coppers, a Courtyard, a Great Hall, and a Shanty Town.) --- Jimjim's turn 19 --- Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Mountebank. ... getting +$2. ... slemdog gains a Copper. Jimjim plays 2 Coppers. Jimjim buys a Silver. (Jimjim draws: a Curse, 2 Coppers, a Courtyard, and a Silver.) --- slemdog's turn 20 --- slemdog plays a Shanty Town. ... revealing 2 Coppers, a Courtyard, and a Great Hall. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays 4 Coppers. slemdog buys a Potion. (slemdog draws: a Shanty Town, a Trade Route, 2 Great Halls, and a Familiar.) --- Jimjim's turn 20 --- Jimjim plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. Jimjim plays 2 Coppers, 2 Golds, and a Silver. Jimjim buys a Province. (Jimjim draws: a Potion, a Scrying Pool, a Curse, a Familiar, and a Silver.) --- slemdog's turn 21 --- slemdog plays a Shanty Town. ... revealing a Trade Route, 2 Great Halls, and a Familiar. ... getting +2 actions. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Great Hall and keeping it. ... making Jimjim discard a Familiar. ... (slemdog reshuffles.) ... revealing a Great Hall and a Vineyard and putting them in the hand. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Trade Route. ... trashing a Curse. ... getting +1 buy and +$3. slemdog plays a Potion. slemdog buys a Trade Route. slemdog buys a Vineyard. (slemdog draws: 2 Coppers, a Courtyard, and 2 Great Halls.) --- Jimjim's turn 21 --- Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Great Hall and discarding it. ... letting slemdog keep a Curse. ... revealing a Scrying Pool and a Copper and putting them in the hand. Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Mountebank and keeping it. ... letting slemdog keep a Curse. ... revealing a Mountebank and a Copper and putting them in the hand. Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Mountebank. ... getting +$2. ... slemdog gains a Copper. Jimjim plays a Potion, 2 Coppers, and a Silver. Jimjim buys a Gold. (Jimjim reshuffles.) (Jimjim draws: 2 Coppers, a Curse, a Great Hall, and an Estate.) --- slemdog's turn 22 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays 4 Coppers. slemdog buys a Potion. (slemdog draws: 2 Scrying Pools, a Copper, a Goons, and a Courtyard.) --- Jimjim's turn 22 --- Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays 2 Coppers and a Gold. Jimjim buys a Trade Route. (Jimjim draws: a Potion, an Estate, a Gold, a Familiar, and a Silver.) --- slemdog's turn 23 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Shanty Town and keeping it. ... making Jimjim discard a Copper. ... revealing a Shanty Town and a Copper and putting them in the hand. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Copper and discarding it. ... making Jimjim discard a Scrying Pool. ... revealing a Great Hall and a Copper and putting them in the hand. slemdog plays a Shanty Town. ... revealing 3 Coppers, a Great Hall, a Goons, and a Courtyard. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Potion and discarding it. ... making Jimjim discard a Great Hall. ... (slemdog reshuffles.) ... revealing a Great Hall, a Great Hall, and a Curse and putting them in the hand. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Shanty Town. ... revealing 4 Coppers, a Curse, a Goons, a Vineyard, and a Trade Route. ... getting +2 actions. slemdog plays a Trade Route. ... trashing a Curse. ... getting +1 buy and +$3. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays 4 Coppers. slemdog buys a Goons. ... getting +1 ▼. slemdog buys a Trade Route. ... getting +1 ▼. (slemdog draws: 2 Coppers, a Potion, a Trade Route, and a Great Hall.) --- Jimjim's turn 23 --- Jimjim plays a Potion, a Gold, and a Silver. Jimjim buys a Shanty Town. (Jimjim draws: a Curse, a Province, a Courtyard, a Familiar, and an Estate.) --- slemdog's turn 24 --- slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Trade Route. ... trashing a Copper. ... getting +1 buy and +$3. slemdog plays a Copper and a Potion. slemdog buys a Vineyard. slemdog buys a Shanty Town. (slemdog draws: a Scrying Pool, a Curse, a Courtyard, a Great Hall, and a Familiar.) --- Jimjim's turn 24 --- Jimjim plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. Jimjim plays a Copper and a Silver. Jimjim buys a Shanty Town. (Jimjim draws: 2 Curses, a Mountebank, a Scrying Pool, and a Familiar.) --- slemdog's turn 25 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Shanty Town and keeping it. ... making Jimjim discard a Silver. ... revealing a Shanty Town and a Copper and putting them in the hand. slemdog plays a Shanty Town. ... revealing a Curse, a Courtyard, a Great Hall, a Familiar, and a Copper. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Trade Route. ... trashing a Curse. ... getting +1 buy and +$3. slemdog plays 3 Coppers and a Potion. slemdog buys a Vineyard. slemdog buys a Goons. (slemdog reshuffles.) (slemdog draws: a Potion, a Copper, a Vineyard, a Goons, and a Trade Route.) --- Jimjim's turn 25 --- Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Curse and discarding it. ... letting slemdog keep a Vineyard. ... revealing a Scrying Pool and a Copper and putting them in the hand. Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Gold and keeping it. ... letting slemdog keep a Vineyard. ... revealing a Gold and putting it in the hand. Jimjim plays a Mountebank. ... getting +$2. ... slemdog gains a Copper. Jimjim plays a Copper and a Gold. Jimjim buys a Gold. (Jimjim reshuffles.) (Jimjim draws: 2 Coppers, a Curse, a Scrying Pool, and a Mountebank.) --- slemdog's turn 26 --- slemdog plays a Trade Route. ... trashing a Copper. ... getting +1 buy and +$3. slemdog plays a Potion. slemdog buys a Vineyard. slemdog buys a Shanty Town. (slemdog draws: 2 Scrying Pools, 2 Vineyards, and a Familiar.) --- Jimjim's turn 26 --- Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Scrying Pool and keeping it. ... letting slemdog keep a Copper. ... revealing a Scrying Pool and a Copper and putting them in the hand. Jimjim plays a Scrying Pool. ... getting +1 action. ... revealing a Courtyard and discarding it. ... letting slemdog keep a Copper. ... revealing a Copper and putting it in the hand. Jimjim plays a Mountebank. ... getting +$2. ... slemdog gains a Copper. Jimjim plays 4 Coppers. Jimjim buys a Gold. (Jimjim draws: a Copper, a Great Hall, 2 Estates, and a Silver.) --- slemdog's turn 27 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Copper and discarding it. ... letting Jimjim keep a Curse. ... revealing a Vineyard and putting it in the hand. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Trade Route and keeping it. ... making Jimjim discard a Curse. ... revealing a Trade Route, a Trade Route, a Great Hall, and a Copper and putting them in the hand. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays a Copper. slemdog buys a Shanty Town. ... getting +1 ▼. (slemdog draws: 2 Coppers, a Courtyard, a Goons, and a Shanty Town.) --- Jimjim's turn 27 --- Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Copper, a Gold, and a Silver. Jimjim buys a Gold. (Jimjim draws: a Curse, a Mountebank, a Province, a Familiar, and an Estate.) --- slemdog's turn 28 --- slemdog plays a Shanty Town. ... revealing 2 Coppers, a Goons, and a Courtyard. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Shanty Town. ... revealing 2 Coppers, a Goons, and a Courtyard. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays 3 Coppers. slemdog buys a Shanty Town. ... getting +1 ▼. slemdog buys a Courtyard. ... getting +1 ▼. (slemdog draws: a Copper, a Scrying Pool, a Potion, a Great Hall, and a Familiar.) --- Jimjim's turn 28 --- Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Familiar. ... drawing 1 card and getting +1 action. ... slemdog gains nothing. Jimjim plays a Great Hall. ... drawing 1 card and getting +1 action. Jimjim plays a Shanty Town. ... revealing a Curse and a Mountebank. ... getting +2 actions. Jimjim plays a Mountebank. ... getting +$2. ... slemdog gains a Copper. Jimjim buys a Courtyard. (Jimjim draws: a Curse, a Potion, a Trade Route, a Shanty Town, and a Gold.) --- slemdog's turn 29 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Copper and discarding it. ... making Jimjim discard a Copper. ... revealing a Potion and putting it in the hand. slemdog plays a Familiar. ... drawing 1 card and getting +1 action. ... Jimjim gains nothing. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Great Hall and keeping it. ... letting Jimjim keep a Curse. ... (slemdog reshuffles.) ... revealing a Great Hall, a Great Hall, a Great Hall, a Shanty Town, and a Copper and putting them in the hand. slemdog plays a Shanty Town. ... revealing 2 Coppers, 2 Potions, 3 Great Halls, and a Shanty Town. ... getting +2 actions. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Shanty Town. ... revealing 3 Coppers, 2 Potions, a Vineyard, and a Shanty Town. ... getting +2 actions. slemdog plays a Shanty Town. ... revealing 3 Coppers, 2 Potions, and a Vineyard. ... drawing 2 cards and getting +2 actions. slemdog plays 4 Coppers and 2 Potions. slemdog buys a Vineyard. (slemdog draws: a Scrying Pool, a Courtyard, 2 Trade Routes, and a Shanty Town.) --- Jimjim's turn 29 --- Jimjim plays a Trade Route. ... trashing a Curse. ... getting +1 buy and +$3. Jimjim plays a Potion and a Gold. Jimjim buys a Gold. (Jimjim draws: 2 Curses, a Gold, and 2 Silvers.) --- slemdog's turn 30 --- slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Goons and keeping it. ... making Jimjim discard a Scrying Pool. ... revealing a Goons, a Shanty Town, a Goons, a Shanty Town, and a Copper and putting them in the hand. slemdog plays a Shanty Town. ... revealing a Copper, 2 Shanty Towns, 2 Trade Routes, a Courtyard, and 2 Goons. ... getting +2 actions. slemdog plays a Courtyard. ... drawing 3 cards. ... putting 1 card back on the deck. slemdog plays a Scrying Pool. ... getting +1 action. ... revealing a Great Hall and keeping it. ... making Jimjim discard a Gold. ... revealing a Great Hall and a Vineyard and putting them in the hand. slemdog plays a Great Hall. ... drawing 1 card and getting +1 action. slemdog plays a Shanty Town. ... revealing 2 Coppers, 2 Trade Routes, a Shanty Town, 3 Goons, and a Vineyard. ... getting +2 actions. slemdog plays a Shanty Town. ... revealing 2 Coppers, 2 Trade Routes, a Vineyard, and 3 Goons. ... getting +2 actions. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim discards 2 cards. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim only has 3 cards. slemdog plays a Goons. ... getting +1 buy and +$2. ... Jimjim only has 3 cards. slemdog plays 2 Coppers. slemdog buys a Shanty Town. ... getting +1 ▼. ... getting +1 ▼. ... getting +1 ▼. slemdog buys a Trade Route. ... getting +1 ▼. ... getting +1 ▼. ... getting +1 ▼. slemdog buys a Courtyard. ... getting +1 ▼. ... getting +1 ▼. ... getting +1 ▼. slemdog buys a Copper. ... getting +1 ▼. ... getting +1 ▼. ... getting +1 ▼. (slemdog draws: a Courtyard, 3 Vineyards, and a Great Hall.) Great Halls, Curses, and Shanty Towns are all gone. slemdog wins!