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Help! / Re: Improving Alt-VP strategies
« on: March 05, 2014, 07:15:52 am »
Game 1: Opponent got lucky here. Main question here is how viable is a hamlet-jack engine. Opening jack/steward is OK. I would buy second jack, hamlet and when you could get 5 then cultist even when by stewards +2 coins. With jacks IGG are very powerful so buy one each turn until you start hitting 8. With 10 additional ruins from cultist both deck would likely fill with junk, unless jack engine could kill it at same pace. Also game could end on emptying curse/igg/ruin piles before feodums would worth much.
Here is example that with jack/igg and no engine ignoring igg has disastrous result.
http://dom.retrobox.eu/?/20140304/log.5161606fe4b0ad9d06948a25.1393939394339.txt
Game 2: As previously said at least 3-4 horse traders. You will consistently hit 5 and could laugh at opponent margrave which starts read as: Discard two cards (likely duchies), draw two cards.
Game 3: Relatively close with mistakes on both sides, you should build economy more, its sea hag game so it will be long. A duchy split is important so I would not sacrifice these however I would buy a silver instead first silk road and haggler/bandit camp instead of first duke.
Opponent loves bandit camps too much. His first province buy is mistake, he should buy duchy here. Also he should gain gold instead bandit camp from haggling province as with that thick deck bandit camp is effectively gold that you cannot use on first reshuffle. Also as previously said you should count thresholds. I would wait few turns to buy estate and try to bump a silk road counter.
Game 4: I would also open storeroom/storeroom and try to be flexible. Versus bm a mountebank would help you to slow opponent down to prolong game. Also with storerooms I would first twice buy 2 fools gold versus as storeroom allows you connect these and as reaction when bm opponent buys provinces.
Here is example that with jack/igg and no engine ignoring igg has disastrous result.
http://dom.retrobox.eu/?/20140304/log.5161606fe4b0ad9d06948a25.1393939394339.txt
Game 2: As previously said at least 3-4 horse traders. You will consistently hit 5 and could laugh at opponent margrave which starts read as: Discard two cards (likely duchies), draw two cards.
Game 3: Relatively close with mistakes on both sides, you should build economy more, its sea hag game so it will be long. A duchy split is important so I would not sacrifice these however I would buy a silver instead first silk road and haggler/bandit camp instead of first duke.
Opponent loves bandit camps too much. His first province buy is mistake, he should buy duchy here. Also he should gain gold instead bandit camp from haggling province as with that thick deck bandit camp is effectively gold that you cannot use on first reshuffle. Also as previously said you should count thresholds. I would wait few turns to buy estate and try to bump a silk road counter.
Game 4: I would also open storeroom/storeroom and try to be flexible. Versus bm a mountebank would help you to slow opponent down to prolong game. Also with storerooms I would first twice buy 2 fools gold versus as storeroom allows you connect these and as reaction when bm opponent buys provinces.