I would like to share the results of my Round 2 match against Powerman.
I didn't really care about veto mode, starting hands etc. so I let Powerman decide and we played with Veto Mode on, Point Tracker on and Random Starting Hands.
It was a very close series that went the whole distance with an interesting twist in game 6.
Match result:
Powerman (seed 71) 3-4 PitzerMike (seed 173)Game 1:
Powerman 53-43 PitzerMike
The first game most notably featured Baron, Border Village, Bishop and Tactician. I have to admit I was a bit lost on this board and didn't immediately see the potential of double Baron turns. We both got an early Baron and Tactician and then added a Bishop and Border Villages. While I kept trashing the BVs for VP, Powerman mostly got rid of his coppers and then was able to play double Tactician with two Barons effectively buying a Province every turn at the end. The VP from the Border Villages was not enough.
Game 2: Powerman 61-
73 PitzerMikeA Colony game with Pawn, Watchtower, Walled Village, Mountebank, Goons, Fairgrounds. Here I got the more lucky draws in the early game blocking Powerman's Mountebank(s) several times with my Watchtower while his Watchtower didn't do too much for him. The early lead eventually won me the Walled Village split and got me a quick first Platinum. From there Powerman could only hope to empty the Provinces or three-pile but I didn't overbuild and quickly bought 3 Colonies and then closed it out by emptying Fairgrounds.
Game 3: Powerman 39-
60 PitzerMikeThis one had Cache, Counting House, Crossroads, Harem, Merchant Ship, Native Village, Thief, Silk Road. Powerman went for Cache + Counting House while I picked up 2 Merchant Ships with early 5s and a Crossroads and then only bought Harems and Provinces for the rest of the game. I think with the Crossroads + Harem synergy Counting House just wasn't ever going to be fast enough.
Game 4:
Powerman 42-24 PitzerMike
An interesting board with the following cards: Chapel, Develop, Embargo, Explorer, Hoard, Militia, Remake, Scheme, Trading Post, and Vault. Initially I wasn't really sure if I wanted to open Chapel and was considering a BM + Vault strategy. Then Powerman opened Chapel / Vault and I wasn't really sure what to do with my 3 / 4 opening so I followed him with Chapel / Militia hoping to slow him down with Militia. Well it turns out, in a trimmed down deck Hoard is much stronger than normally, as Powerman kickstarted his economy with early Duchy buys with Hoard in play. With double Vault he didn't have any trouble closing it out on Provinces. I myself just got stuck with too many terminals and a Chapel that didn't do what I wanted.
Game 5:
Powerman 36-14 PitzerMike
Adventurer, Ambassador, Border Village, Cartographer, Courtyard, Duke, Mint, Mountebank, Philosopher's Stone and Smugglers. Mountebank wasn't really an option, so I opened Cartographer / Courtyard into double Ambassador as a response to Powerman's double Ambassador opening. After adding another Cartographer I felt like I was in good shape to win the Ambassador war but somehow I never could hit 6$ for the important Border Village + Cartographer buy. Powerman did, so was able to get ahead and start to reliably draw his deck and play 2 or 3 Ambassadors per turn. As usual there was no coming back at this point. To add insult to injury Powerman added a Mountebank later on to completely flood my deck with crap. I just sat it out to the end - thinking about my mistakes in the past games.
Game 6: Powerman 14-
18 PitzerMikeGame 6 had a very interesting setup with Alchemist, Ambassador, Counting House, Fishing Village, Golem, Horn of Plenty, Ill-Gotten Gains, Nobles, Venture, and Village. Although there were Ambassadors I thought I could do well with an IGG opening if I just added an Ambassador on turn 3 or 4. Also I thought with the economy from IGG I could grab early Nobles and paired with the cheap villages it would allow me to draw large portions of my deck and Ambassador my opponent to death - figuratively. It turned out quite differently. The IGGs did indeed help me gain Nobles, but the additional Coppers just clogged me up too much. So while I was sitting ducks AGAIN Powerman cleared out his deck with Ambassadors and added Alchemists in the process. At the point where he passed me Curses and Estates in threes per turn I was all but dead and Powerman clearly felt like he had the upper hand too. He overlooked the Nobles, Estates and Curses running out. At the end I was able to empty the last Estates and Curses by Ambassadoring Estates without returning any and buying Curses. Powerman had a really good deck but too little economy to react in time. Puh, I got away with a black eye there - so the last game would decide.
Game 7: Powerman 26-
33 PitzerMikeThe final game had Baron, Council Room, Forge, Fortune Teller, Harvest, Margrave, Monument, Tribute, Watchtower, Young Witch and Wishing Well as the bane. I don't know why, but I felt that Monument / Wishing Well was a good opening here. I did get really lucky with my shuffle on turn 4 where I wished for a 5th copper and together with Monument that made 7$ for a very early Forge against Powerman's Young Witch opening. At this point I was already smelling victory. After misclicking two Forge plays (one minor) it got closer than it should have been but I was able to pull through.
Overall I think we both had our bright moments and then again some horrible blunders - I hope Powerman doesn't mind my saying that. I think we were about equally skilled and I was the luckier player this time around. I did really enjoy our series and I hope we will play again someday.
Lekkit, I'm coming for you!