1851
Game Reports / Re: May 5th Tournament Final Game Comentary
« on: May 06, 2012, 03:57:39 pm »
Game 1
This game was lost entirely due to ednever picking up all 8 of the Nobles. I got some early Goons and bought 4 before deciding to switch to Nobles: then I never hit 6 again until the pile was empty. Nobles were absolutely key here, and my fourth Goons was probably a mistake. I'm surprised things stayed as close as they did given my complete absence of draw, but I had to engage in some serious Duchy and Copper buying to make up points.
Two other things are worth mentioning. First is that Horse Traders became particularly useful here, as it was my only source of "draw", giving me fodder to discard to Inn whenever I had one in hand. The second is that this game reached the point where two Inn buys would end the game. I was relying on Inn to keep my Duchies and Copper buried, but that option was eventually removed from me. So bear in mind that deck management with Inn can't go on indefinitely.
Game 2
Warehouse/Tunnel is a great opening because it leads to fast Gold. But it should be viewed as an accelerant, rather than an end in itself. In this game Platinum was necessary to buy Colonies, but I think over-investment in Tunnels is likely to be a mistake even in Province games. Here are our deck contents after 7 turns:
qmech: 5 points : 1 Platinum, 3 Gold, 1 Bridge, 1 Tunnel, 4 Warehouse, 3 Estate, 7 Copper
ednever: 11 points : 2 Gold, 1 Bridge, 4 Tunnel, 3 Warehouse, 3 Estate, 7 Copper
I have fewer Tunnels but more Gold (and a Platinum), as extra Warehouses mean that I see my Tunnel more often, and am able to spend the Gold I'm gaining faster. In the late game, I also have fewer dead cards to filter out, which more than makes up for the points from Ed's 6 extra Tunnels.
(Note on the above example: it's slightly misleading, as the last two buys were Platinum for me, and Tunnelx2 for Ed.)
Game 3
Not very exciting. Ed gets Farmland/Curse -> Estate a couple of times, but if they were Duchies instead it wouldn't have affected the result.
This game was lost entirely due to ednever picking up all 8 of the Nobles. I got some early Goons and bought 4 before deciding to switch to Nobles: then I never hit 6 again until the pile was empty. Nobles were absolutely key here, and my fourth Goons was probably a mistake. I'm surprised things stayed as close as they did given my complete absence of draw, but I had to engage in some serious Duchy and Copper buying to make up points.
Two other things are worth mentioning. First is that Horse Traders became particularly useful here, as it was my only source of "draw", giving me fodder to discard to Inn whenever I had one in hand. The second is that this game reached the point where two Inn buys would end the game. I was relying on Inn to keep my Duchies and Copper buried, but that option was eventually removed from me. So bear in mind that deck management with Inn can't go on indefinitely.
Game 2
Warehouse/Tunnel is a great opening because it leads to fast Gold. But it should be viewed as an accelerant, rather than an end in itself. In this game Platinum was necessary to buy Colonies, but I think over-investment in Tunnels is likely to be a mistake even in Province games. Here are our deck contents after 7 turns:
qmech: 5 points : 1 Platinum, 3 Gold, 1 Bridge, 1 Tunnel, 4 Warehouse, 3 Estate, 7 Copper
ednever: 11 points : 2 Gold, 1 Bridge, 4 Tunnel, 3 Warehouse, 3 Estate, 7 Copper
I have fewer Tunnels but more Gold (and a Platinum), as extra Warehouses mean that I see my Tunnel more often, and am able to spend the Gold I'm gaining faster. In the late game, I also have fewer dead cards to filter out, which more than makes up for the points from Ed's 6 extra Tunnels.
(Note on the above example: it's slightly misleading, as the last two buys were Platinum for me, and Tunnelx2 for Ed.)
Game 3
Not very exciting. Ed gets Farmland/Curse -> Estate a couple of times, but if they were Duchies instead it wouldn't have affected the result.