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Game Reports / Unusual pivot: Ambassador into Gardens
« on: December 21, 2012, 01:33:04 am »
http://dominion.isotropic.org/gamelog/201212/20/game-20121220-215759-66d317cd.html
So, this game started out as an Ambassador war between me and tat. We both had the same idea: use Mining Village and Throne Room to play multiple Ambassadors a turn and reduce the price of Peddler. Peddler was particularly attractive because it was the best source of virtual money on a Pirate Ship board. Between Ambassador for deck-thinning and no source of +buy, Gardens didn't look very interesting. As a result of some $3 hands early on, I had a couple of Silvers, which got me some early Provinces; but the Silvers and Provinces left my deck a little more clogged, while tat's engine speeded up and outraced me in the Ambassador war, reaching the point where he was Ambassadoring me two or three times a turn, putting a serious stop to my engine for good. This is when I started eyeing Gardens—there was no +buy, but the junk coming into my deck from tat's Ambassadors could serve as a substitute, and I could easily still make $4 a hand. Tat saw what I was doing, of course, but couldn't stop using Ambassador because he needed to keep his deck thin in order to be able to afford Provinces—I was still using Ambassador on him! (I think Ambassadoring me an Ambassador might have been a bad idea in that respect.) I lost the Province split 2–6, but made up for it by the fact that tat's attacking pushed my Gardens' value to 4 points each, and I won 45–38. I wonder if what tat really should have grabbed before it got too late was a Saboteur—but Saboteur's risky when your opponent has Peddlers, too.
Anyway, it's not too often you see a two-player game where both players do aggressive deck-thinning and then someone wins on Gardens. I had fun.
To make up for it, ten minutes later we played another Ambassador game, and again tat won the Ambassador war, and this time there was no way for me to recover from it:
http://dominion.isotropic.org/gamelog/201212/20/game-20121220-222039-3bd1ac9b.html
So, this game started out as an Ambassador war between me and tat. We both had the same idea: use Mining Village and Throne Room to play multiple Ambassadors a turn and reduce the price of Peddler. Peddler was particularly attractive because it was the best source of virtual money on a Pirate Ship board. Between Ambassador for deck-thinning and no source of +buy, Gardens didn't look very interesting. As a result of some $3 hands early on, I had a couple of Silvers, which got me some early Provinces; but the Silvers and Provinces left my deck a little more clogged, while tat's engine speeded up and outraced me in the Ambassador war, reaching the point where he was Ambassadoring me two or three times a turn, putting a serious stop to my engine for good. This is when I started eyeing Gardens—there was no +buy, but the junk coming into my deck from tat's Ambassadors could serve as a substitute, and I could easily still make $4 a hand. Tat saw what I was doing, of course, but couldn't stop using Ambassador because he needed to keep his deck thin in order to be able to afford Provinces—I was still using Ambassador on him! (I think Ambassadoring me an Ambassador might have been a bad idea in that respect.) I lost the Province split 2–6, but made up for it by the fact that tat's attacking pushed my Gardens' value to 4 points each, and I won 45–38. I wonder if what tat really should have grabbed before it got too late was a Saboteur—but Saboteur's risky when your opponent has Peddlers, too.
Anyway, it's not too often you see a two-player game where both players do aggressive deck-thinning and then someone wins on Gardens. I had fun.
To make up for it, ten minutes later we played another Ambassador game, and again tat won the Ambassador war, and this time there was no way for me to recover from it:
http://dominion.isotropic.org/gamelog/201212/20/game-20121220-222039-3bd1ac9b.html