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26
Dominion Articles / Possession Revisited
« on: March 13, 2014, 04:03:28 pm »
Possession Revisited

*DISCLAIMER*

I am not trying to convince anyone that Possession is a good card.  To be brutally honest, it is a bad card.  I have only used it in 25% of my games and although it was a key card in those games, it was ignorable  for the most part in all other 75% of the games.

There are many opinions on Possession.  These opinions range from the "Noob" thinking Possession is one of the most powerful cards to the "Veteran" thinking that it is underpowered.  So why is there such a dichotomy when evaluating the strength of Possession?

I'll tell you why.  Possession is a card that has the ability to cause a complete paradigm shift in both how a given kingdom is analyzed and how in practice it is played.  The reason for players judging its strengths differently are based on a lack of understanding of how correctly utilize it in their deck and how to properly play against an opponent going for Possession.

Consider the following kingdom:



Code: [Select]
Pawn, Armory, Quarry, Golem, Bandit Camp, Haggler, Hunting Party, Border Village, Grand Market, King's Court
That kingdom has the most savvy engine builders salivating as they start to think of how awesome it is going to be to play that game.  You have +Action, +Draw, King's Court, Grand Market, Haggler etc...  There is everything present for this deck to snowball and become a massive engine behemoth.  Let's look at the next kingdom.



Code: [Select]
Pawn, Armory, Quarry, Golem, Bandit Camp, Haggler, Hunting Party, Border Village, Grand Market, Possession

Oh great, look at all of those engine cards, this is gonna be a sweet deck, right?  Well, there is Possession.  Hmmmmm, Possession.  Well, I can still build the engine, right?  Possession is slow to get because you need $6P, so the engine should outpace it.  Wrong, the Possession deck will build to the point of playing 2-3 Possession per turn.  Your sexy engine that runs through the deck every turn doesn't look so good anymore as your opponent mooches VP after VP from your deck into his.

The previous kingdoms are quite a dramatic example of how the single card of Possession affects the analysis of an entire kingdom but the point still stands.  Traditional rules no longer apply when playing games with Possession.

Before moving on I want to focus on the 75% of games when Possession is not a good purchase.  In a vacuum, Possession does very poorly against standard big money.  The reason is the opportunity costs associated with the Potion.  By the time the Possession player is able to obtain a Possession and play said Possession a BM player will already have been greening.  This makes future hands less likely to be Province and the lead that the BM player has already obtained will be hard to beat.  Their deck will have an extra Potion and a Possession which in themselves are dead cards for purchasing Provinces also tend to lead to less Gold.  Possession is poor in slog games where your opponents will have poor hands.  This speaks for itself.  Using Possession results in a large loss of tempo.  You need to buy a Potion and then you need to buy the Possession.  Depending on the strength of the engine going for Possession could be the difference between having a functional engine and not having a functional engine.  As I'll get into more later, Possession and engine games have a very strange juxtaposition associated with them.

So when is Possession good?  The following statements serve as a brief highlight which I'll go into more depth.
 
1.)  There is little opportunity cost to obtaining Possession
2.)  You can Possess your opponent multiple times per turn or at a minimum once per turn.
3.)  Your have the ability to disrupt your opponents deck
4.)  You opponent is using TfB like Apprentice, Remodel, etc.
5.)  You can move things from your opponent deck to your own vis Ambassador or Masquerade

1.)  Opportunity costs is related to the act of getting Possession.  In order to obtain Possession you need a Potion and then you need a hand of $6P.  Possession improves when you have other Alchemy cards to gain or you can purchase your Potion such that you are almost guaranteed to hit $6P the first time it is in your hand.  If you ever purchase a Potion solely for Possession and don't get $6P, that is probably an indication either (a) your deck was not ready for the Potion or (b) you should have ignored Possession altogether.

2.)  Being able to play multiple Possessions per turn requires a couple of different things.  First, you need a village or pseudo village.  Second, you usually need some sort of trashing or good sifting.  Obtaining a deck of this nature inherently puts you in a good position as your opponent gets 1 turn off of his own deck for every 2-3 turns that you mooch.  Simple math tells us that you will be better off than your opponent.

3.)  Disruption comes in the form of messing up what your opponent planned to do or thwarting future hands from being good.  Planning comes in the form of things like Tactician.  Nothing is worse than discarding your last hand only to have your opponent steal your next.  Other disruptions often come from discard based actions.  Things like Minion, Cartographer and Warehouse leave a lot of cards in the discard pile.  Being able to cycle through the deck and then force a reshuffle can give your opponent 1-2 hands of worthless Copper/Estates.  Taking coin tokens or not putting Alchemists back on top are also small ways of disruption.

4.)  Trash for benefit is so much better for the Possessor due to having no repercussions.  These cards are balanced on them being removed from your deck.  The fact that they are not gives them all a huge power spike when you are using them via Possession.

5.)  Ambassador and Masquerade are huge liabilities in Possession games.  Passing and gifting from the supply mean that a single play can result in a 12 or 18 VP swing if Provinces were the card involved.  Engine cards can also be passed.   

In most kingdoms, Possession can be successfully ignored due to not of the above being viable options.  You will be correctly playing a vast majority of boards (75% on my count) by simply ignoring Possession.  However, on the boards correctly suited for Possession you must be ready to either play Possession or counter-play Possession. 

Opponent Goes Possession Without Strong (1) or (2) Support

So your opponent gets a questionable Potion and decides to go for Possession.  You don't think it's right but you fear that he'll get lucky and poach your Province hands.  In this situation you are right in ignoring Possession but that does not mean that your play will stay the same.  In these circumstances you want to green a bit earlier and harder.  A rough rule of thumb for this is to green hard (i.e. Province/Duchy whenever possible) the shuffle before he Possesses you for the first time.  You can judge when that will be based on the state of his deck and when he first gets Possession.   

The Mirror

Possession mirror matches are one of the most strange things in all of Dominion.  Conventional wisdom is thrown out of the window.  In fact, I think most people have the following knowledge of mirror Possession matches.



So why are people clueless about Possession mirror matches.  I'll tell you why.  Instead of building up your deck you need to build down your deck.  That's the big catch 22, you need to build up your deck to get to Possession but at the same time you don't want your opponent to be able to utilize the greater efficiency of your deck.  The consequence of this is insanely early greening with subsequent hard stalling.  In order to prevent your opponent from mooching VP using your deck you green before they can with the knowledge that if they continue to build you will just Possess them to get points.  Games like this often stall out with Duchies and Estates being grabbed left and right.  Assuming that your opponent does build more and you are greening like a Mad Man, you need to ensure that your cycling is still present.  Because your opponent will win if you green so hard that you are consistently missing Possession turns. 

Sample Kingdoms



Code: [Select]
Chapel, Pawn, Pearl Diver, Secret Chamber, Fortune Teller, Village, Watchtower, Cutpurse, Spice Merchant, Possession
There is Chapel and Possession.  Both my opponent and myself go for trashing  via Spice Merchant and Chapel followed by Possession.  My opponent builds for one more turn than myself allowing me to mooch a Province, we both get multiple Possession in our decks and then start hitting Duchies and Estates.  My slim lead from the Provinces forces my opponent to build more as Pawns are emptied for the 3rd pile.

Below is another strange kingdom involving Possession.  It has Goons, but there are also no villages so you just get a single terminal each turn.



Code: [Select]
Herbalist, Scrying Pool, Forager, Masterpiece, Caravan, Mine, Mint, Goons, Hoard, Possession
My opponents deck gets better than mine, but a combination of enough Scrying Pools and Caravan allow me win despite my "worse" deck.  This was perhaps one of the most confusing games I've played in a long time.  My first terminal was actually not Possession but Goons.  After picking up a few points from Goons I realized that my opponent was going to have a better deck than mine.  I switch from a Goons being my terminal to Possession being my terminal.  When he mistakenly picks up 4 Foragers I am able to use them more efficiently and end the game in a 3-pile.



Code: [Select]
Chancellor, Village, Farming Village, Silk Road, Spice Merchant, Trader, Hunting Party, Mystic, Fairgrounds, Possession
With no plus buy other than Spice Merchant my deck gets to multi-Possession turns by turn 12 and overcomes a HP/Chancellor BM strategy.

Summary

Possession is still not a good card.  It is also a card that you will probably ignore most of the time.  Despite that fact when Possession is viable it changes the game unlike any other card.  To correctly play Possession in those situations you must first know when it is viable and second, know how to approach the mirror assuming your opponent also knows Possession is viable.  Doing so will give you the best chance of winning those few games where Possession is available and actually viable.

Comments, questions and critiques welcome.


27
Game Reports / I Need To Rant
« on: March 10, 2014, 01:14:18 pm »
Code: [Select]
6 Bridge
2 Forager
3 Grand Market
5 Scrying Pool
5 Shanty Town
1 Potion
22 cards in deck

For the math inclined, anyone want to calculate the chance of not drawing through the deck at this state?  I mean I guess I had a fair bit of Bridges, Foragers and Shanty Towns, but it still seems highly unlikely.  And really you just need a single Scrying Pool in hand that can draw another Scrying Pool before hitting the Potion. 

Just frustrated after this game

http://www.gokosalvager.com/static/logprettifier.html?/20140310/log.50ea2963e4b0429cfe091cec.1394471337022.txt


28
Game Reports / An Engine of Cards Costing $2 or Less
« on: March 06, 2014, 09:20:13 am »
Kudos to TheMirrorMan for playing this awesome game with me.  It's not often that I leave a game thinking, wow, I just got outplayed hard.



Code: [Select]
Poor House, Crossroads, Secret Chamber, Stonemason, Loan, Island, Nomad Camp, Treasure Map, Journeyman, Farmland
http://dom.retrobox.eu/?/20140305/log.50ea2963e4b0429cfe091cec.1394054214701.txt

I play an unexciting Journeyman/BM.

TheMirrorMan on the other hands puts together a beautiful deck.  The key cards in his engine are Stonemason, Crossroads and Poor House.  Loan is used for a bit of acceleration in regards to trashing and Island is also used as a $4 VP card.  But the meat of the engine is present in Stonemason, Crossroads and Poor House.  By opening with Loan and Stonemason Overpay MM's deck is able to remove all copper by Turn 8 while having 3 Crossroads and 3 Poor Houses.  At that point it's just game over as he can play 2 Crossroads while still having the requisite amount of actions to play 2 Poor Houses.  That really isn't hard to do in his deck and he cruises to an easy victory getting 5 Provinces and 4 Islands in 15 Turns.

29
Game Reports / Unique Philosopher's Stone Use
« on: February 13, 2014, 11:51:22 am »
http://dom.retrobox.eu/?/20140213/log.50ea2963e4b0429cfe091cec.1392309661712.txt



Code: [Select]
Beggar, Masquerade, Philosopher's Stone, Coppersmith, Cutpurse, Ironworks, Militia, Nomad Camp, Council Room, Margrave
Philosopher's stone is one of those cards that is really hard to use effectively.  Apart from the semi-decent Philosopher's Stone/Herbalist combo it's tough to use.  It can be good in a slog where the game is long and you can count on getting $4, $5, and upwards stones.  But even in those games it's tough to know when to buy Potion for the stone while ensuring that you can get enough stone's and also play them enough to be worth it.

In this game I went for the stones right from the get go.  A unique combination of cards made for the power of the stone to be utilized faster than I have ever seen before.  The key cards for making this work are Beggar and Ironworks.  Ironworks allows for gaining Potions to get enough stones in deck.  Beggar quickly makes the deck large so that the stones are worth large amounts of coin. 

Now maybe Masquerade/BM is the more reliable and "better" strategy here.  But I am always amazed how even after thousands of games of Dominion you can run into some combination of cards that you've never seen before and put together a fun unique strategy.  This was certainly a fun deck construct and a fun way to use a card that is rarely if ever purchased.  And you know, 4 Provinces, 1 Duchy and 5 Estates in deck after 15 turns isn't so bad for a BM strategy either.  :)

30
Game Reports / "Frustrating" Rebuild Draw
« on: February 04, 2014, 04:36:20 pm »


Code: [Select]
Secret Chamber, Masquerade, Shanty Town, Watchtower, Conspirator, Rats, Scavenger, Wandering Minstrel, Rebuild, Harem
http://dom.retrobox.eu/?/20140203/log.50ea2963e4b0429cfe091cec.1391477919940.txt

This is a pretty obvious Rebuild game.  That's not what I want to highlight.  What's more important is responding to draws in the game.  Notice what I do on Turn 6.

Code: [Select]
Turn 5......
shark_bait draws Rebuild, Estate, Estate, Estate, Copper

Turn 6
shark_bait plays Rebuild
shark_bait names Province
shark_bait reveals Silver, Copper, Copper, Silver, Copper, Copper, Scavenger, Copper, Copper, Rebuild
shark_bait discards: Silver, Copper, Copper, Silver, Copper, Copper, Scavenger, Copper, Copper, Rebuild
shark_bait shuffles deck
shark_bait draws Copper, Copper, Estate, Estate, Rebuild

In my frustration of drawing Rebuild with 3 Estates I sealed my fate by playing it. 

Look at what my hands would have been.  Turn 7 would net $6 for Duchy.  Turn 8 would net $5 for Duchy, playing Rebuild and putting Rebuild on top of the deck.

In my frustration of having a Rebuild in hand with no targets I played it anyways.  Even good players make mistakes.  This was one that gave my opponent a very easy win.

31
Game Reports / The Pirate Ships that Could
« on: January 30, 2014, 03:47:43 pm »


Code: [Select]
Fortune Teller, Great Hall, Masquerade, Feast, Pirate Ship, Procession, Scavenger, Golem, Cartographer, Torturer
http://dom.retrobox.eu/?/20140130/log.50ea2963e4b0429cfe091cec.1391112294771.txt

So this was a pretty interesting game to play.  The engine has little support as the only "Village" is Necropolis, Golem or Procession.  There is also no +Buy.  Masquerade provides a great counter to Torturer as you can pass the curses and it's unlikely that they will be chained due to lack of support.  So pretty much Masquerade/BM then, right?

Or is there something else?  Masquerade/BM requires Silver/Gold to buy Provinces.  The presence of Pirate Ship is appealing to compete against a heavy money deck.  I decide to be bold and go for the ships.  My opening buys are stand Masquerade/Silver but you don't really want the ships too early and Masquerade trashing is just so good.  A little bit of cash is also necessary for Golem which can chain multiple Ship attacks in a single turn.

My opponent gets out to an early lead but falters mid-game to the presence of the attacks.  The issue here is that with no +Buy a single Province per turn is the best I can do to catch up even though my mat has boatloads (pun intended) of coin.  I start getting a Province a turn starting on turn 15 and a little bit of luck leaves my opponent just short allowing me to catch up.

Masquerade/BM may well have been a "better" strategy (at the very least more consistent) but this was a fun way to try and counter a traditional money deck.

32
Game Reports / Breaking the PPR
« on: January 15, 2014, 01:44:23 pm »


Code: [Select]
Lighthouse, Smugglers, Trade Route, Baron, Island, Marauder, Moneylender, Taxman, Pillage, Saboteur

http://dom.retrobox.eu/?/20140115/log.50ea2963e4b0429cfe091cec.1389809932449.txt

Both of us play similar strategies in this game with Pillage, Maurader and Lighthouse.  Going into the end-game it is a close game.  After demitibat's 27th turn I find myself down 38 to 31 with 2 Provinces left.  This may seem elementary to some but I thought I'd post this game to illustrate this concept in practice. 

Even though there are 2 Provinces left you need to break the PPR.

If I buy a Duchy I am down 38 to 34 and still in need of both Provinces to win.  This is an instance where you have to think before blindly following some set sequence of buying.  In the end because of breaking the PPR I am able to come away with a 43-41 victory.


33
Game Reports / Develop in a Non-Engine Game
« on: January 10, 2014, 04:03:42 pm »


Code: [Select]
Develop, Menagerie, Feodum, Quarry, Salvager, Harvest, Horn of Plenty, Inn, Royal Seal, Bank
http://dom.retrobox.eu/?/20140109/log.50ea2963e4b0429cfe091cec.1389330993261.txt

Overall this is a weak board.  The HoP mega turn is quickly ruled out by the only net +Card being Menagerie's +3 Card which can not trigger with duplicate HoP's.  Generic engine is also weak due to lack of good supporting engine cards in addition to low power trashing.

So this makes for a BM game.  This is significantly more interesting BM game than a Smithy-BM.  The opening buys are crucial here and I will saw that the optimal opening is in fact Feodum/Develop.  This combination has a high probability of hitting the Silver pinata.  Even if Develop comes in turn 3 you can simply Develop Estate in another Develop placing it on top of your deck.  In a normal BM game this opening would not be advisable because Develop would quickly become a dead card,  However this game also contains Bank!  Develop can trash Bank into a Province and a Gold allowing it to continue to be useful later in the game.  In the end it gains 5 Provinces and a Duchy by Turn 15 and my opponent suicides coming up 6 points short in his Turn 16.

34
Game Reports / 2nd Player Advantage for the Tie
« on: January 03, 2014, 05:50:41 pm »


Code: [Select]
Courtyard, Loan, Village, Conspirator, Worker's Village, Laboratory, Upgrade, Venture, Grand Market, Harem
http://dom.retrobox.eu/?/20140103/log.51477077e4b0bef57ec8970f.1388789019037.txt

This game has massive first player advantage with it.  We both pursue identical strategies and have functionally identical decks.  At the end of Turn 11 we both have 5 Conspirators and 3 Grand Markets.  Both of our decks are capable of obtaining 4 Grand Markets on Turn 12 and that's exactly what my opponent does.  Unfortunately this means that there are none left in the supply for me.

So now what?

I'm toast in the long game being down 7-3 for the GM split.  I only have 4 Buys so Estate pile driving isn't an option.  The solution..... Upgrade!  With Worker's Village in the game, I upgrade both my Loan and Village into Worker's Village.  With my $18 and 6 Buys I am now able to empty the Villages rejoicing in a shared victory instead of certain defeat.

35
Game Reports / Save the Token!
« on: December 08, 2013, 09:13:45 pm »
http://dom.retrobox.eu/?/20131208/log.50ea2963e4b0429cfe091cec.1386554323797.txt



Code: [Select]
Secret Chamber, Trade Route, Woodcutter, Spice Merchant, Baker, Contraband, Haggler, Horn of Plenty, Grand Market, Hoard
With a 4/3 start this is a game to save the token.  The key parts of this set focus on getting a deck that can both play Grand Markets fast and obtain them fast. 

Let's talk about gaining them first.  You could go old Cornelius Fudge and just ride the Silver and Gold train up to GM but that is slow and unreliable.  You could use Haggler to gain them on $8 Province and $9 Platinum.  Surely that is a good route to go and yes, it is.  But there is a better route.

HoP can be used to get them with 6 unique cards in play.  So how do you get horns up to 6?  With no Village and no net draw you need cantrips, and unique cash.  From the set we have Spice Merchant, Trade Route, Baker, Copper, Silver and HoP.  Those are 6 reasonable cards and they also do something else important.  Notice 2 trashing cards in the mix.  So when you get to the point of obtaining GM's, you are also at the point of playing each newly gained GM on each turn.

So think about the opening.  You could use your coin token immediately and open Haggler/TR or Baker/TR or Baker/Silver.  Any of these routes sets you seriously behind on trashing making it difficult to get to the point of being able to play each GM each turn.  Conceivably you could do SM/SM but that approach leaves you short on cash fast and uses up the coin token.

The alternative is to open SM/TR and SAVE THE COIN TOKEN.  This opening is weak but eventually I am able to use it on turn 6 to gain my 2nd Baker.  Notice that I did not go HoP at this time.  My deck is not sufficiently small to guarantee hitting 6 (or 5 minimun) and there are no cards worth having at $4 or below.  As soon as I get my HoP, I hit 6 with it and am off to the races.  From there it's a simple matter of picking up a Haggler and obtaining a slew of Platinum/GM/Baker's to control the end-game.

This is truly a unique game where I believe the best strategy involves saving the starting Baker token.

36
Game Reports / Interaction: Rats with Watchtower/Develop
« on: December 06, 2013, 05:12:17 pm »
This was one of the more interesting games I've played in awhile.  Kingdom shown below.

http://dom.retrobox.eu/?/20131206/log.50ea2963e4b0429cfe091cec.1386365416670.txt



Code: [Select]
Haven, Develop, Watchtower, Rats, Count, Festival, Harvest, Merchant Guild, Royal Seal, Altar
So my first thought on this kingdom is engine.  Specifically a Festival draw up to 6 engine with Watchtower.  Merchant guild provides some cash and scales nicely with the +Buy.  Altar provides trashing and gaining of $5-cost cards however Altar is horrendously slow for trashing and there isn't a great way to get draw without first trashing down.

The alternative approach is to utilize Rats!  It has a few unique interactions here which make for an interesting game.  First is the Devlop/Rats combo.  This allows for the top-decking of a Festival/Watchtower which can be used for next turn or alternatively used to set up the following hand.  In addition to getting those on top, for trashing Rats you get an extra card in hand.

The other interesting interaction is with Watchtower.  I don't think I've ever encountered this on the forum before so I'll lay it out explicitly.  Rats becomes an entirely new card with Watchtower in hand.

Code: [Select]
Rat King

+2 Cards
+1 Action

Trash a card from your hand other than a Rats or reveal a hand of all Rats

By using Watchtower's reveal to trash the incoming Rats, you transform your lowly rat into a king that is a Laboratory that trashes.  It also prevents a serious issue of Rats completely infesting your deck. 

I decided to go this route and it worked out very well.  I start out getting Develop, Watchtower, Rats and a couple Havens from Devoping Shelters.  Then check out Turns 7 and 8.  I am able to pick up the last 2 Festivals only losing the split 6 to 4 and having a much more trim deck.

I am then able to finagle a 3-pile ending on turn 11.  All in all, a pretty cool game featuring a combo with 2 of the least loved cards in the game.

37
Goko Dominion Online / (*&^$#$ aka Frustrations with Goko
« on: December 03, 2013, 11:47:19 pm »
Interpret as you desire.  That is my response to Goko shutting down in the middle of two consecutive games.

Edited to make it more friendly.  I'm just very angry at Goko at the moment and being friendly is challenging.

38
Goko Dominion Online / Instead of wasting time on a laggy Goko...
« on: November 23, 2013, 10:17:29 am »
I went for a run.

Let's all take the time to share what amazing productive things we can do with a Dominion platform that doesn't allow us to play Dominion.

39
General Discussion / 2-Player Strategy Game Ideas
« on: November 05, 2013, 01:29:31 pm »
Hey Guys, I need some help from the F.DS braintrust.  My fiance and I love playing games together but one issue that we have is that I have played all of my games much more than her.  Consequently, she says that I have an unfair advantage over her.  This is most polarized in Dominion where I have played upwards of 4000 games but is still present in all other games.  I'd like to get a new game that we can both play/learn at the same time thus removing the asymmetry of me having more experience.

So I'm open to suggestions from you guys.  The qualifications for these games are as follows:

1.)  I can not have played it ever!
2.)  Good for 2 players
3.)  Strategically deep
4.)  Replayable

For reference, I have played the following games (list is not exhaustive, it's possible I missed something)

Powergrid
Ticket to Ride
Settler's of Catan
Dominion
Colosseum
Pandemic
Stone Age
Carcasonne

That's all I can think of right now.  If any of you have any suggestions I'd love to hear them!

40
Game Reports / I almost got Stef'd
« on: August 29, 2013, 11:04:51 am »
After being down 42 - 6, he only tied, he didn't win.

http://dom.retrobox.eu/?/20130829/log.50b20dc3e4b0c9ce0cf27eb3.1377784561632.txt

In hindsight, I shouldn't have gone for Provinces and I should have emptied the BC stack on turn 12 for a 6 - 4 split.  That would have given me more flexibility later in the game as well as more access to the Spoils.


41
Goko Dominion Online / Button over "End Actions"
« on: August 28, 2013, 09:21:12 am »
This needs to be changed.  An errant double click when making a decision during your action phase can lead to oodles of dead cards in your hand that would have otherwise been played.  It can't be too hard to make the "End Actions" button in a unique place.

42
Mini-Set Design Contest / Metallurgist/Bronze
« on: August 26, 2013, 10:32:02 pm »
My card for LFN's contest got nixed due to space considerations.  I'd love to hear your guy's thoughts on this combo.


Metallurgist
$4 - Action
--
Gain a bronze card.  Place a treasure card from your hand onto your Metallurgist mat or take a card from your Metallurgist mat placing it in your hand.

(In games with Metallurgist, add a separate Bronze pile)

Bronze
 $0* - Treasure
--
Worth $1 for each unique card on your Metallurgist mat.

*This is not part of the supply

There are 16 total Bronze cards. 

43
Game Reports / Interesting Kingdom Discussion
« on: August 20, 2013, 01:33:02 pm »
Here's the kingdom




There are a few questions to consider with this kingdom in regards to engine potential.

1.)  What should be your first priority?

Trashing is of utmost importance.  You are building an engine so you need a thin deck.

2.)  Knowing your first priority, how do you open?  With Baker on the Board you have the potential for $6/$2, $5/$3, $4/$4, $4/$3 or $5/$2.

Because trashing is important Steward should be obtained.  This leaves you with $5 which can be either Apprentice or Baker.  Apprentice is weak for Copper trashing and Shelters lessons its early game importance, Baker is more important for smoothing out money.  Of note, this opening can be obtained with either a $5/$2 or $4/$3 start.  One could make a point for $4/$3 with Rats saving the coin token.

3.)  What unique interaction are present and how do they impact building the engine.

There are two important interaction.  First is Squire's on trash ability.  This can lead to Goon gaining without purchasing.  The second is Apprentice/Rats which provides net card draw which is otherwise absent in this set

Here's the log:  http://dom.retrobox.eu/?/20130818/log.50ea2963e4b0429cfe091cec.1376835112180.txt

My Thoughts on how I played the set

I actually don't think I play this as well as possible.  In fact, I would go as far to say that I played poorly.  I failed to think of both the Squire and the Rats interactions at the start of the game and consequently implemented each of them poorly.  This is a very finicky set where the timing of each buy is of utmost importance.  My opponent made the mistake of over investing in Squire.  Yes they can be trashed for Goons and yes they are the only village to allow multiple Goons turns.  However, they impede on early trashing allowing my deck with both less Goons and less Squires to easily outrace his.  Early trashing was about the 1 thing I did alright, but even then I feel like Steward/Rats could be very competitive and I'm more and more thinking that that is actually the right opening.  That would lead to the fastest trashing as well as Rats gaining for fodder.  At $2, squire can easily be obtained and Goons are available via trashing.  The only thing to make sure is that Apprentice can be gained, but by saving the coin token, that is very plausible.

44
Game Reports / When To Deplete VP Piles
« on: July 30, 2013, 12:43:09 pm »
Here's the kingdom




Here's the log:  http://dom.retrobox.eu/?/20130729/log.50ea2963e4b0429cfe091cec.1375136757312.txt

Immediately I see Forge as a counter to the Cursers present, especially Torturer.  Consequently, I opening Quarry/Silver.  In retrospect, I could have opened with Quarry/Fortune Teller as the attack can be quite potent in causing important cards (i.e. Quarry) to miss coming into the hand.  My opponent opts for the Torturer/Bazaar Combo while I go for Stables into Forge.  It takes me exceptionally long to get my first Forge (9 Turns).  But I still have a deck with great draw due to the stables.  I am never able to play either of my Soothsayers as my Bazaar never collides with my multiple actions but at the least I am able to Forge them into VP.

This game illustrates a concept, that in my opinion, separate good from great players.  Great players know how to win.  I know it sounds cliche, but great players have an acute knowledge of how to correctly navigate the end-game to give them the best chance of winning.  My opponent did a good job on assembling his deck, but his Forge endgame decision making was detrimental.  Twice, instead of using Forge (the only source of +Buy) for net positive VP gain, he uses it for +0 VP gain and depletes the Colony stack.  The endgame decision making by him allowed my less versatile deck to win by Forging the last Colony and grabbing a Province to win 32 - 30 in a game where he could have easily manipulated the end-game in his favor.

45
Game Reports / That Moment When You Go... "Oh s***"
« on: July 24, 2013, 09:24:09 am »
For context, I was down 4 - 0 in Provinces.  I had a very large KC/Wharf/HP based draw engine that could go through my deck.  I just needed that Pile-driving turn to come back.  The title says my immediate reaction to that Swindler play.

Code: [Select]
shark_bait plays Swindler
AQUAREAF reveals Province
AQUAREAF trashes Province
AQUAREAF gains Province
shark_bait plays Swindler
AQUAREAF reveals Copper
AQUAREAF trashes Copper
AQUAREAF gains Curse
shark_bait plays Swindler
AQUAREAF reveals Province
AQUAREAF trashes Province
AQUAREAF gains Province

In the end, I manage to scrape up $40 netting 2 Provinces, 4 Duchies and 2 Estates to come out with a slim 25 - 24 victory but gosh, I thought that Swindler had just thwarted my comeback.

46
Game Reports / Double Tactician/Storeroom
« on: July 19, 2013, 09:49:19 am »
I'm sure this has been mentioned before, but this is quite the potent combo.  Storerooms combines the ability to sift through a large number of cards as well as convert cards in hand to virtual coin.  As a double Tactician enabler the only thing you need is a Village and +$2 generating action.  Once set up it is almost impossible to misfire.  You can overbuy Storeroom with almost no consequence to you deck quality.

In this first game, the double Tactician starts firing on Turn 9 (actually 10 but a Turn 9 misclick resulted in buying another Storeroom rather than starting the combo).  It makes use of Border Village/Mountebank as a Village/+$2.  Additionally, when Forager becomes +$2 it is possible to start trashing Copper and steal get up to $8 with a card left to discard to the second Tactician.

The second game really illustrates just how powerful this can be.  How many engines do you see after Sea Hag battle?  This one makes use of Conspirator, Pearl Diver and Warehouse for the double Tactician/Storeroom support.  I actually misplay this one quite badly.  I believe that I could have build up to a better more reliable engine.  The Caravan should have been a Conspirator.  I get the double Tactician Storeroom part going and I stop with only a single Conspirator in my deck.  The fact that my opponent was up 3 - 1 on Provinces made me wary to build up.  But I think if instead of my first 2 Provinces I had picked up 4 Conspirators, I would have been in a better position in the endgame.  As it was, I was able to sneak out with a 1-point victory due to a penultimate turn Duchy/2x Estate.

What these illustrate is that first, this combo can be fast and consistent.  Without much hindering, it obtained 7 Provinces in 16 turns.  Additionally, this combo is resilient.  It manages to maintain double Tactician with good reliability after an initial Sea Hag slog with no trashing.

47
Goko Dominion Online / You cruel man AI.... ;)
« on: July 18, 2013, 05:51:34 pm »
http://gokologs.drunkensailor.org/static/automatch_testframes.html

I was about to be super excited and then became only mildly excited.  But regardless, all you've done for making Goko better is pretty awesome.  Thanks for all of the time and effort you've put into it!

48
Game Reports / Optimal Play for Interesting Kingdom
« on: July 17, 2013, 09:17:02 pm »
Alright F.DS braintrust, here's the kingdom.  How in the world do you play this optimally?  I'll post the game and how I played it later but for now I want some opinions.  There is just so much going on in this set especially in regards to how the deck is built with the various forms of TfB.





49
Game Reports / Cool Combo Using VP-Interacting Cards
« on: July 06, 2013, 11:08:04 am »
This is one where I just got thoroughly outplayed so hard that I had to post it.  My initial thought at this kingdom was that there was nothing too powerful.  Villages are Hamlet/Crossroads, not the best for a full fledged engine.  Bridge is there for +Buy.  Harem provides some VP and combo with Crossroads.  And Vagrant is there to pick up fuel for Crossroads.  My opponent put together a beautiful engine using all of those cards on a board that otherwise looked rather dull.

http://dom.retrobox.eu/?/20130706/log.50ea2963e4b0429cfe091cec.1373122969391.txt

50
Game Reports / Just How Good is Rebuild?
« on: July 05, 2013, 04:49:38 pm »
I cringe in fear whenever I see rebuild on the board.  As a relatively new (Goko) and somewhat infrequent player, my experience with the card is limited.  When playing against players of similar rank, I already feel at a disadvantage due to my lack of experience in playing the mirror.  As a consequence, in some of my games against it, I have decided to try alternate paths to victory.

Game 1

Key Cards - Rebuild, Sage / Fool's Gold, Chapel, Cultist, Mandarin

My opponent makes a few mistakes (mainly buying Great Hall's instead of Sage) but the quick build up and consistency of Fool's Gold/Cultist makes quick work of Provinces while bloating my opponents deck.  The Mandarin allows top-decking of 2 Fool's Gold for endgame play.

Game 2

Key Cards - Rebuild, Moneylender, Thief / Chapel, Treasure Map, Storeroom

My opponent goes for Rebuild using Moneylender to both thin deck and purchase Rebuilds.  The Thief is picked up in response to my going for Treasure Maps.  By golly this was a tense game.  I could hardly believe how fast Rebuild chunked through the VP piles.  My opponent managed to gain a single Gold from me in his one Thief play post Treasure Map trashing.  Storeroom really is the key card here.  A play of Storeroom means I only need 2 Gold from 6 cards to guarantee Province.  Without this card I don't think it could have beat Rebuild.

Game 3

Key Cards - Rebuild, Cellar / Tactician, Noble Brigand, Rebuild

I go into this game planning on Rebuild.  Unfortunate draws of $4/$4/$4/$4 on turns 3, 4, 5, and 6 combined with every Noble Brigand buy/play missing Silver make the mirror impossible and I flounder around with Tactician.

Game 4

Key Cards - Rebuild, Sage, Warehouse / Forager, Highway, Moneylender

This is a really good Rebuild board but I go for the Forgarer/Highway combo.  In hindsight, this wasn't the best choice.  There is no net gain +draw available and the only +Buy is Forager which needs fodder.  Once greening starts, it's going to crash and burn.  Perhaps I could have tried something cute like get 4 Highways and try to buy out the Duchies, then transition into Rebuild for the last Provinces, I dunno.  This was an interesting game regardless of the outcome. 

Game 5

Key Cards - Rebuild / Throne Room, Market, Steward, Goons

So Rebuild clearly isn't the best choice here but it highlights a key aspect of playing against Rebuild.  When the non-Rebuild player doesn't need to compete for Provinces, they have a huge advantage as they can have more available turns in which to build their engine and gain points. 

So my take-away thoughts from these game are that Rebuild is really really good.  Even without much support, it can define a match and give an exceptionally fast baseline that other strategies must compete against.  Give it some good support and it is even more intimidating.  But it is not unbeatable.  Perhaps that's what makes dominion such a great game.  A great card like Rebuild though good, is not game-breaking.

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