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151
Help! / Re: Posting losses in an attempt to get better.
« on: January 30, 2018, 02:21:57 pm »
Another game against an opponent ranked about 9 levels above me.




Colonies/Estates Game

Game Id 11163277

Code: [Select]
Game #11163277, rated.
SG252: 42.08
milkyholmes: 51.77

S starts with 7 Coppers and 3 Estates.
m starts with 7 Coppers and 3 Estates.
S shuffles their deck.
S draws 4 Coppers and an Estate.
m shuffles their deck.
m draws 5 cards.

Turn 1 - SG252
S plays 4 Coppers.
S buys and gains a Moneylender.
S draws 3 Coppers and 2 Estates.

Turn 1 - milkyholmes
m plays 2 Coppers.
m buys and gains a Ratcatcher.
m draws 5 cards.

Turn 2 - SG252
S plays 3 Coppers.
S buys and gains a Ratcatcher.
S shuffles their deck.
S draws 2 Coppers, an Estate, a Moneylender and a Ratcatcher.

Turn 2 - milkyholmes
m plays 4 Coppers.
m buys and gains a Moneylender.
m shuffles their deck.
m draws 5 cards.

Turn 3 - SG252
S plays a Ratcatcher.
S draws an Estate.
S puts a Ratcatcher on their Tavern mat.
S plays a Moneylender.
S trashes a Copper.
S plays a Copper.
S buys and gains a Bard.
S draws 4 Coppers and an Estate.

Turn 3 - milkyholmes
m plays 3 Coppers.
m buys and gains a Silver.
m draws 5 cards.

Turn 4 - SG252
S starts their turn.
S calls a Ratcatcher.
S trashes an Estate.
S plays 4 Coppers.
S buys and gains a Silver.
S shuffles their deck.
S draws 3 Coppers, an Estate and a Bard.

Turn 4 - milkyholmes
m plays a Ratcatcher.
m draws a card.
m puts a Ratcatcher on their Tavern mat.
m plays a Moneylender.
m trashes a Copper.
m plays 2 Coppers.
m buys and gains a Poacher.
m shuffles their deck.
m draws 5 cards.

Turn 5 - SG252
S plays a Bard.
S takes The Swamp's Gift.
S receives The Swamp's Gift
S gains a Will-o'-wisp.
S discards The Swamp's Gift.
S plays 3 Coppers.
S buys and gains a Silver.
S draws 2 Coppers, a Silver, an Estate and a Moneylender.

Turn 5 - milkyholmes
m starts their turn.
m calls a Ratcatcher.
m trashes an Estate.
m plays a Moneylender.
m trashes a Copper.
m plays 2 Coppers.
m buys and gains a Library.
m draws 5 cards.

Turn 6 - SG252
S plays a Moneylender.
S trashes a Copper.
S plays a Silver and a Copper.
S buys a Lost Arts.
S moves +Action token to the Patrician pile.
S shuffles their deck.
S draws 3 Coppers, an Estate and a Ratcatcher.

Turn 6 - milkyholmes
m plays a Poacher.
m draws a card.
m plays a Silver and 2 Coppers.
m buys and gains a Library.
m shuffles their deck.
m draws 5 cards.

Turn 7 - SG252
S plays a Ratcatcher.
S draws an Estate.
S puts a Ratcatcher on their Tavern mat.
S plays 3 Coppers.
S buys and gains a Patrician.
S draws 2 Coppers, a Silver, a Bard and a Will-o'-wisp.

Turn 7 - milkyholmes
m plays a Moneylender.
m trashes a Copper.
m plays a Silver and a Copper.
m buys a Lost Arts.
m moves +Action token to the Library pile.
m draws 5 cards.

Turn 8 - SG252
S starts their turn.
S plays a Will-o'-wisp.
S draws a Silver.
S reveals a Moneylender.
S topdecks a Moneylender.
S plays a Bard.
S takes The Field's Gift.
S receives The Field's Gift
S plays 2 Silvers and 2 Coppers.
S buys and gains a Platinum.
S discards The Field's Gift.
S shuffles their deck.
S draws 2 Coppers, a Silver, an Estate and a Moneylender.

Turn 8 - milkyholmes
m plays a Poacher.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 2 cards.
m looks at a card.
m shuffles their deck.
m draws a card.
m plays a Ratcatcher.
m draws a card.
m puts a Ratcatcher on their Tavern mat.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Silver and 4 Coppers.
m buys and gains a Gold.
m shuffles their deck.
m draws 5 cards.

Turn 9 - SG252
S starts their turn.
S calls a Ratcatcher.
S trashes an Estate.
S plays a Moneylender.
S trashes a Copper.
S plays a Silver and a Copper.
S buys and gains a Library.
S draws a Copper, an Estate, a Patrician, a Bard and a Will-o'-wisp.

Turn 9 - milkyholmes
m starts their turn.
m calls a Ratcatcher.
m trashes an Estate.
m plays a Moneylender.
m trashes a Copper.
m plays a Silver.
m buys and gains a Library.
m draws 5 cards.

Turn 10 - SG252
S plays a Will-o'-wisp.
S draws a Copper.
S reveals a Platinum.
S topdecks a Platinum.
S plays a Patrician.
S gets +1 Action (from Lost Arts)
S draws a Platinum.
S reveals a Silver.
S plays a Bard.
S takes The River's Gift.
S receives The River's Gift
S plays 2 Coppers and a Platinum.
S buys and gains a Platinum.
S discards The River's Gift.
S shuffles their deck.
S draws a Copper, a Silver, an Estate, a Library and 2 Platina.

Turn 10 - milkyholmes
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m looks at a card.
m draws a card.
m shuffles their deck.
m draws a card.
m looks at a card.
m plays a Poacher.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Moneylender.
m trashes a Copper.
m plays a Silver, 2 Coppers and a Gold.
m buys and gains a Platinum.
m shuffles their deck.
m draws 5 cards.

Turn 11 - SG252
S plays a Library.
S draws a Bard.
S looks at a Bard.
S sets a Bard aside with Library.
S draws a Copper and a Will-o'-wisp.
S looks at a Will-o'-wisp.
S sets a Will-o'-wisp aside with Library.
S draws a Copper.
S discards a Bard and a Will-o'-wisp.
S plays a Silver, 3 Coppers and 2 Platina.
S buys and gains a Colony.
S draws a Copper, a Silver, a Moneylender, a Ratcatcher and a Patrician.

Turn 11 - milkyholmes
m plays a Ratcatcher.
m draws a card.
m puts a Ratcatcher on their Tavern mat.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m looks at a card.
m draws 2 cards.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Moneylender.
m trashes a Copper.
m plays a Silver, a Copper, a Gold and a Platinum.
m buys and gains a Colony.
m shuffles their deck.
m draws 5 cards.

Turn 12 - SG252
S plays a Ratcatcher.
S shuffles their deck.
S draws a Will-o'-wisp.
S puts a Ratcatcher on their Tavern mat.
S plays a Will-o'-wisp.
S draws a Bard.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Patrician.
S gets +1 Action (from Lost Arts)
S draws a Copper.
S reveals a Silver.
S plays a Bard.
S takes The Earth's Gift.
S receives The Earth's Gift
S discards a Copper.
S gains a Bard.
S discards The Earth's Gift.
S plays a Moneylender.
S trashes a Copper.
S plays a Silver and a Copper.
S buys and gains a Library.
S draws a Silver, an Estate, a Library, a Colony and a Platinum.

Turn 12 - milkyholmes
m starts their turn.
m plays a Poacher.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 3 cards.
m looks at a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m looks at a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Moneylender.
m trashes a Copper.
m plays a Silver, a Gold and a Platinum.
m buys and gains a Colony.
m shuffles their deck.
m draws 5 cards.

Turn 13 - SG252
S starts their turn.
S calls a Ratcatcher.
S trashes an Estate.
S plays a Library.
S draws a Copper and a Platinum.
S shuffles their deck.
S draws a Silver and a Bard.
S looks at a Bard.
S sets a Bard aside with Library.
S draws a Will-o'-wisp.
S looks at a Will-o'-wisp.
S sets a Will-o'-wisp aside with Library.
S draws a Copper.
S discards a Bard and a Will-o'-wisp.
S plays 2 Silvers, 2 Coppers and 2 Platina.
S buys and gains a Colony.
S draws a Copper, a Library, a Moneylender, a Patrician and a Bard.

Turn 13 - milkyholmes
m starts their turn.
m calls a Ratcatcher.
m trashes a Moneylender.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 3 cards.
m looks at a card.
m draws a card.
m looks at a card.
m plays a Poacher.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m looks at a card.
m sets a card aside with Library.
m discards a Library.
m plays a Silver, a Gold and a Platinum.
m buys and gains a Colony.
m shuffles their deck.
m draws 5 cards.

Turn 14 - SG252
S plays a Patrician.
S gets +1 Action (from Lost Arts)
S shuffles their deck.
S draws a Silver.
S reveals a Library.
S puts a Library into their hand.
S plays a Library.
S draws a Copper and a Silver.
S plays a Bard.
S takes The Flame's Gift.
S receives The Flame's Gift
S trashes a Copper.
S discards The Flame's Gift.
S plays 2 Silvers and a Copper.
S buys a Lost Arts.
S moves +Action token to the Library pile.
S draws 2 Colonies, 2 Platina and a Will-o'-wisp.

Turn 14 - milkyholmes
m plays a Poacher.
m draws a card.
m plays a Ratcatcher.
m draws a card.
m puts a Ratcatcher on their Tavern mat.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 3 cards.
m looks at a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Silver, a Gold and a Platinum.
m buys and gains a Colony.
m shuffles their deck.
m draws 5 cards.

Turn 15 - SG252
S plays a Will-o'-wisp.
S draws a Copper.
S reveals a Ratcatcher.
S puts a Ratcatcher into their hand.
S plays a Ratcatcher.
S draws a Bard.
S puts a Ratcatcher on their Tavern mat.
S plays a Bard.
S takes The Moon's Gift.
S receives The Moon's Gift
S looks at a Patrician, 2 Silvers, a Copper, 2 Libraries, a Moneylender and a Bard.
S topdecks a Library.
S discards The Moon's Gift.
S plays a Copper and 2 Platina.
S buys and gains a Province.
S shuffles their deck.
S draws 2 Coppers, a Library, a Moneylender and a Colony.

Between Turns
S takes 8 debt.
S gets 8 VP.

Turn 15 - milkyholmes
m starts their turn.
m plays a Poacher.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 3 cards.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Gold and a Platinum.
m buys and gains a Platinum.
m shuffles their deck.
m draws 5 cards.

Turn 16 - SG252
S starts their turn.
S calls a Ratcatcher.
S trashes a Moneylender.
S plays a Library.
S gets +1 Action (from Lost Arts)
S draws a Patrician.
S looks at a Patrician.
S draws a Silver and 2 Platina.
S plays a Patrician.
S draws a Bard.
S reveals a Silver.
S plays a Bard.
S takes The Forest's Gift.
S receives The Forest's Gift
S plays a Silver, 2 Coppers and 2 Platina.
S repays 8 debt.
S buys and gains a Province.
S discards The Forest's Gift.
S draws a Silver, a Province, a Colony, a Bard and a Will-o'-wisp.

Turn 16 - milkyholmes
m starts their turn.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 2 cards.
m looks at a card.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Silver and 2 Platina.
m buys and gains a Colony.
m shuffles their deck.
m draws 5 cards.

Turn 17 - SG252
S plays a Will-o'-wisp.
S draws a Library.
S shuffles their deck.
S reveals a Silver.
S topdecks a Silver.
S plays a Library.
S gets +1 Action (from Lost Arts)
S draws a Silver and a Patrician.
S looks at a Patrician.
S draws a Colony.
S plays a Patrician.
S draws a Platinum.
S reveals a Library.
S puts a Library into their hand.
S plays a Library.
S gets +1 Action (from Lost Arts)
S plays a Bard.
S takes The Mountain's Gift.
S receives The Mountain's Gift
S gains a Silver.
S discards The Mountain's Gift.
S plays 2 Silvers and a Platinum.
S buys and gains a Province.
S draws a Copper, a Province, a Platinum, a Ratcatcher and a Bard.

Turn 17 - milkyholmes
m starts their turn.
m calls a Ratcatcher.
m trashes an Estate.
m plays a Poacher.
m draws a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws 2 cards.
m looks at a card.
m draws 2 cards.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m looks at a card.
m plays a Library.
m gets +1 Action (from Lost Arts)
m draws a card.
m plays a Gold and 2 Platina.
m buys and gains a Colony.
m shuffles their deck.
m draws 5 cards.

My first Colony game since I have been doing this.

I did make a big mistake here when I used Lost Arts to turn the Patrician/Emporium pile into a village instead of using it to turn Library into non-terminal draw. I corrected this later, but obviously this wasted a turn and probably did cost me the game.

I also think my opponent made a big error with his Mountain Pass bid. 7 was in my opinion far too low and this almost let me back in.  For the cost of a Province it gave me 2 additional points and no stop card.



152
Help! / Re: Posting losses in an attempt to get better.
« on: January 27, 2018, 04:48:36 am »
An old-school Dominion game with none of the mechanics from the newer expansions (although there are cards from them).




Provinces/Estates. No events or landmarks.

Code: [Select]
Game #11043031, rated.
SG252: 41.79
Any2Cards: 50.52

S starts with 7 Coppers and 3 Estates.
A starts with 7 Coppers and 3 Estates.
S shuffles their deck.
S draws 5 Coppers.
A shuffles their deck.
A draws 5 cards.

Turn 1 - SG252
S plays 5 Coppers.
S buys and gains a Margrave.
S draws 2 Coppers and 3 Estates.

Turn 1 - Any2Cards
A plays 4 Coppers.
A buys and gains an Amulet.
A draws 5 cards.

Turn 2 - SG252
S shuffles their deck.
S draws 3 Coppers, an Estate and a Margrave.

Turn 2 - Any2Cards
A plays 3 Coppers.
A buys and gains a Market Square.
A shuffles their deck.
A draws 5 cards.

Turn 3 - SG252
S plays a Margrave.
S draws 3 Coppers.
A draws a card.
A discards 2 other cards and a Copper.
S plays 6 Coppers.
S buys and gains 2 Amulets.
S shuffles their deck.
S draws 2 Coppers and 3 Estates.

Turn 3 - Any2Cards
A plays an Amulet.
A trashes a Copper.
A reacts with a Market Square.
A discards a Market Square.
A gains a Gold.
A draws 5 cards.

Turn 4 - SG252
S draws 3 Coppers, a Margrave and an Amulet.

Turn 4 - Any2Cards
A starts their turn.
A trashes an Estate.
A plays 3 Coppers.
A buys and gains an Amulet.
A shuffles their deck.
A draws 5 cards.

Turn 5 - SG252
S plays a Margrave.
S draws 2 Coppers and an Amulet.
A draws a card.
A discards 2 other cards and a Copper.
S plays 5 Coppers.
S buys and gains a Minion.
S shuffles their deck.
S draws 2 Coppers, 2 Estates and an Amulet.

Turn 5 - Any2Cards
A plays an Amulet.
A trashes a Copper.
A draws 5 cards.

Turn 6 - SG252
S plays an Amulet.
S trashes an Estate.
S draws 3 Coppers, an Estate and an Amulet.

Turn 6 - Any2Cards
A starts their turn.
A trashes an Estate.
A reacts with a Market Square.
A discards a Market Square.
A gains a Gold.
A plays an Amulet.
A trashes a Copper.
A plays a Gold.
A buys and gains a Village.
A shuffles their deck.
A draws 5 cards.

Turn 7 - SG252
S starts their turn.
S trashes an Estate.
S plays an Amulet.
S trashes a Copper.
S plays 2 Coppers.
S shuffles their deck.
S draws 2 Coppers, a Minion, a Margrave and an Amulet.

Turn 7 - Any2Cards
A starts their turn.
A trashes an Estate.
A reacts with a Market Square.
A discards a Market Square.
A gains a Gold.
A plays an Amulet.
A trashes a Copper.
A plays a Gold.
A buys and gains a Village.
A draws 5 cards.

Turn 8 - SG252
S starts their turn.
S trashes a Copper.
S plays a Minion.
S plays a Margrave.
S draws 3 Coppers.
A shuffles their deck.
A draws a card.
A discards 2 other cards and a Village.
S plays 4 Coppers.
S buys and gains a Village and a Market Square.
S shuffles their deck.
S draws 2 Coppers, an Estate, a Village and a Margrave.

Turn 8 - Any2Cards
A starts their turn.
A plays an Amulet.
A gains a Silver.
A plays a Copper and a Gold.
A buys and gains a Margrave.
A shuffles their deck.
A draws 5 cards.

Turn 9 - SG252
S plays a Village.
S draws a Minion.
S plays a Margrave.
S draws 2 Coppers and an Amulet.
A draws a card.
A discards 2 other cards and a Market Square.
S plays a Minion.
S plays an Amulet.
S trashes an Estate.
S plays 4 Coppers.
S buys and gains a Minion.
S shuffles their deck.
S draws a Copper, a Village, a Minion, a Market Square and an Amulet.

Turn 9 - Any2Cards
A starts their turn.
A trashes a Copper.
A plays 2 Golds.
A buys and gains a Grand Market.
A draws 5 cards.

Turn 10 - SG252
S starts their turn.
S trashes a Copper.
S reacts with a Market Square.
S discards a Market Square.
S gains a Gold.
S plays a Village.
S draws a Margrave.
S plays a Margrave.
S draws 2 Coppers and a Minion.
A draws a card.
A discards 2 other cards and a Copper.
S plays a Minion.
S plays a Minion.
S discards 2 Coppers and an Amulet.
S shuffles their deck.
S draws 3 Coppers and a Market Square.
S plays a Market Square.
S draws a Gold.
S plays 3 Coppers and a Gold.
S buys and gains a Village and a Minion.
S shuffles their deck.
S draws 3 Coppers, a Village and an Amulet.

Turn 10 - Any2Cards
A plays a Village.
A shuffles their deck.
A draws a card.
A plays a Margrave.
A draws 3 cards.
S draws a Copper.
S discards 3 Coppers.
A plays an Amulet.
A trashes a Copper.
A plays a Silver and 2 Golds.
A buys and gains a Grand Market.
A draws 5 cards.

Turn 11 - SG252
S plays a Village.
S draws a Minion.
S plays a Minion.
S discards a Copper and an Amulet.
S draws 2 Minions, a Margrave and an Amulet.
A discards 4 other cards and a Market Square.
A shuffles their deck.
A draws 4 cards.
S plays a Margrave.
S draws a Gold, a Village and a Market Square.
A draws a card.
A discards a card and an Amulet.
S plays a Village.
S shuffles their deck.
S draws a Copper.
S plays an Amulet.
S trashes a Copper.
S reacts with a Market Square.
S discards a Market Square.
S gains a Gold.
S plays a Minion.
S plays a Minion.
S discards a Gold.
S draws 3 Coppers and an Amulet.
S plays an Amulet.
S trashes a Copper.
S plays 2 Coppers.
S buys and gains a Village.
S shuffles their deck.
S draws a Copper, a Gold, a Village, a Minion and a Margrave.

Turn 11 - Any2Cards
A starts their turn.
A plays a Grand Market.
A draws a card.
A plays a Margrave.
A draws 3 cards.
S draws a Gold.
S discards a Copper and 2 Golds.
A plays 2 Golds.
A buys and gains a Village and a Grand Market.
A shuffles their deck.
A draws 5 cards.

Turn 12 - SG252
S starts their turn.
S plays a Village.
S draws a Market Square.
S plays a Margrave.
S draws a Village and 2 Minions.
A draws a card.
A discards 2 other cards and a Village.
S plays a Village.
S draws a Village.
S plays a Village.
S draws a Copper.
S plays a Market Square.
S shuffles their deck.
S draws a Gold.
S plays a Minion.
S plays a Minion.
S plays a Minion.
S plays a Gold.
S buys and gains a Grand Market and a Charm.
S shuffles their deck.
S draws 2 Coppers, 2 Golds and a Village.

Turn 12 - Any2Cards
A plays a Grand Market.
A draws a card.
A plays a Village.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Silver and 2 Golds.
A buys and gains 2 Grand Markets.
A draws 5 cards.

Turn 13 - SG252
S plays a Village.
S draws an Amulet.
S plays an Amulet.
S trashes a Copper.
S plays a Copper and 2 Golds.
S buys and gains a Minion.
S draws 2 Villages, 2 Minions and a Grand Market.

Turn 13 - Any2Cards
A plays a Grand Market.
A draws a card.
A plays a Village.
A shuffles their deck.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Margrave.
A draws 3 cards.
S draws a Minion.
S discards 2 Villages and a Minion.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Village.
A draws a card.
A plays a Village.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays an Amulet.
A trashes a Copper.
A reacts with a Market Square.
A discards a Market Square.
A gains a Gold.
A plays an Amulet.
A gains a Silver.
A plays a Silver and 2 Golds.
A buys and gains 3 Grand Markets.
A shuffles their deck.
A draws 5 cards.

Turn 14 - SG252
S starts their turn.
S plays a Grand Market.
S draws a Margrave.
S plays a Minion.
S plays a Minion.
S discards a Margrave.
S shuffles their deck.
S draws a Minion, a Market Square, an Amulet and a Charm.
A discards 4 other cards and a Gold.
A draws 4 cards.
S plays a Market Square.
S draws a Copper.
S plays a Minion.
S discards a Copper, an Amulet and a Charm.
S draws a Gold, 2 Villages and a Minion.
S plays a Village.
S draws a Gold.
S plays a Village.
S draws a Margrave.
S plays a Margrave.
S shuffles their deck.
S draws a Copper, a Village and an Amulet.
A draws a card.
A discards a card and a Grand Market.
S plays a Village.
S draws a Charm.
S plays an Amulet.
S trashes a Copper.
S plays a Minion.
S plays a Charm and 2 Golds.
S buys a Grand Market.
S gains a Gold.
S gains a Grand Market.
S buys and gains a City.
S shuffles their deck.
S draws a Gold, 3 Minions and an Amulet.

Turn 14 - Any2Cards
A starts their turn.
A plays a Village.
A draws a card.
A plays a Village.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Margrave.
A draws 3 cards.
S draws a Gold.
S discards 2 Golds and an Amulet.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A shuffles their deck.
A draws a card.
A plays 2 Silvers and 3 Golds.
A buys and gains a Province, 2 Cities and a Margrave.
A draws 5 cards.

Turn 15 - SG252
S starts their turn.
S plays a Minion.
S plays a Minion.
S plays a Minion.
S draws a Village, a Minion, a City and a Grand Market.
A discards 4 other cards and a Gold.
A shuffles their deck.
A draws 4 cards.
S plays a Grand Market.
S draws a Charm.
S plays a City.
S draws a Village and a Market Square.
S plays a Village.
S draws a Village.
S plays a Village.
S draws a Grand Market.
S plays a Village.
S draws a Gold.
S plays a Grand Market.
S draws a Margrave.
S plays a Margrave.
S shuffles their deck.
S draws 2 Golds and an Amulet.
A draws a card.
A discards a card and a Gold.
S plays a Market Square.
S plays an Amulet.
S plays a Minion.
S plays a Charm and 3 Golds.
S buys a City.
S gains a Minion.
S gains a City.
S buys and gains 3 Minions.
S shuffles their deck.
S draws 3 Villages, a Minion and a City.

Turn 15 - Any2Cards
A plays a City.
A draws 2 cards.
A plays a Village.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Grand Market.
A draws a card.
A plays a Margrave.
A draws 3 cards.
S draws a City.
S discards 3 Villages.
A plays a Grand Market.
A draws a card.
A plays a Village.
A draws a card.
A plays a Margrave.
A draws 3 cards.
S draws a Margrave.
S discards a Minion.
A plays a City.
A draws 2 cards.
A plays a Grand Market.
A draws a card.
A plays a Village.
A shuffles their deck.
A draws a card.
A plays a Market Square.
A draws a card.
A plays an Amulet.
A plays an Amulet.
A plays 2 Silvers and 4 Golds.
A buys and gains 2 Estates, a Province, 4 Villages and 2 Minions.
A shuffles their deck.
A draws 5 cards.

My opponent for this game is ranked about 9 levels higher than me, so losing probably isn't surprising. Interestingly, since I started this thread I haven't lost to anyone ranked lower than me.

I think my biggest mistake in this game was focusing too much on getting thin at the expense of early economy. Having a 5/2 opening didn't help as I think on this board 4/3 is better. My opponent opened Amulet/Market Square, which meant he gained Golds as he trashed  from the start to help is economy. Had I opened 4/3 I would have gone double Amulet and look to pick up a Market Square on my second shuffle. Would this have been better or not?

In the early game I believe I made a tactical error in prioritising trashing Coppers above buying a Market Square. The end result was that my opponent was in a position to buy Grand Markets a lot earlier than I was and heavily losing the Grand Market split was the deciding factor in the game.


153
Help! / Re: Posting losses in an attempt to get better.
« on: January 26, 2018, 04:16:30 pm »
The simple answer is that I forgot about Borrow on turn 3.  :-[

How quick is Masquerade BM? Given it took me and my opponent 15/16 turns to split the Province pile 5/3, it sounds like it could have won.

154
Help! / Re: Posting losses in an attempt to get better.
« on: January 26, 2018, 02:40:00 pm »
Oh dear, another defeat  :'(




Provinces/Estates game

Game Id 11023826
Code: [Select]
Game #11023826, rated.
Freaky: 46.93
SG252: 42.55

F starts with 7 Coppers and 3 Estates.
S starts with 7 Coppers and 3 Estates.
F shuffles their deck.
F draws 5 cards.
S shuffles their deck.
S draws 4 Coppers and an Estate.

Turn 1 - Freaky
F plays 4 Coppers.
F buys and gains a Taxman.
F draws 5 cards.

Turn 1 - SG252
S plays 4 Coppers.
S buys and gains a Sauna.
S draws 3 Coppers and 2 Estates.

Turn 2 - Freaky
F plays 3 Coppers.
F buys and gains a Masquerade.
F shuffles their deck.
F draws 5 cards.

Turn 2 - SG252
S plays 3 Coppers.
S buys and gains a Masquerade.
S shuffles their deck.
S draws 3 Coppers and 2 Estates.

Turn 3 - Freaky
F plays a Taxman.
F trashes a Copper.
S discards a Copper.
F gains a Silver.
F plays 3 Coppers.
F buys and gains a Silver.
F draws 5 cards.

Turn 3 - SG252
S draws 3 Coppers, an Estate and a Masquerade.

Turn 4 - Freaky
F plays a Masquerade.
F draws 2 cards.
F passes an Estate to S.
S passes an Estate to F.
F trashes an Estate.
F plays a Silver and 3 Coppers.
F buys and gains a Relic.
F shuffles their deck.
F draws 5 cards.

Turn 4 - SG252
S plays a Masquerade.
S draws a Copper and a Sauna.
S passes an Estate to F.
F passes an Estate to S.
S trashes an Estate.
S plays 4 Coppers.
S buys and gains a Sauna.
S shuffles their deck.
S draws 4 Coppers and a Sauna.

Turn 5 - Freaky
F plays a Taxman.
F trashes a Copper.
S discards a Copper.
F gains a Silver.
F plays a Silver and a Relic.
S moves -Card token to Draw Pile.
F buys and gains a Sauna.
F draws 5 cards.

Turn 5 - SG252
S plays a Sauna.
S skips a draw (because of Relic)
S moves -Card token to Token Limbo.
S plays 3 Coppers.
S buys and gains a Silver.
S draws 2 Coppers, 2 Estates and a Masquerade.

Turn 6 - Freaky
F plays 2 Silvers and 3 Coppers.
F buys and gains a Forge.
F shuffles their deck.
F draws 5 cards.

Turn 6 - SG252
S plays a Masquerade.
S draws a Copper and a Sauna.
S passes an Estate to F.
F passes an Estate to S.
S trashes an Estate.
S plays 3 Coppers.
S buys and gains a Menagerie.
S shuffles their deck.
S draws a Copper, a Silver, an Estate, a Masquerade and a Menagerie.

Turn 7 - Freaky
F plays a Masquerade.
F draws 2 cards.
F passes an Estate to S.
S passes an Estate to F.
F trashes an Estate.
F plays 4 Coppers.
F buys and gains a Sauna.
F draws 5 cards.

Turn 7 - SG252
S plays a Menagerie.
S reveals a Silver, a Copper, an Estate and a Masquerade.
S draws 2 Coppers and a Sauna.
S plays a Sauna.
S draws a Copper.
S plays a Masquerade.
S draws a Copper and a Sauna.
S passes an Estate to F.
F passes a Copper to S.
S trashes a Copper.
S plays a Silver.
S trashes a Copper.
S plays 4 Coppers.
S buys and gains a Gold.
S shuffles their deck.
S draws 3 Coppers, a Menagerie and a Sauna.

Turn 8 - Freaky
F plays a Sauna.
F draws a card.
F plays a Forge.
F trashes an Estate and a Taxman.
F gains a Gold.
F plays 2 Silvers.
F buys and gains a Sauna.
F shuffles their deck.
F draws 5 cards.

Turn 8 - SG252
S plays a Menagerie.
S reveals 3 Coppers and a Sauna.
S draws a Sauna.
S plays a Sauna.
S draws a Masquerade.
S plays a Sauna.
S draws a Silver.
S plays a Masquerade.
S draws a Copper and a Gold.
S passes a Copper to F.
F passes a Silver to S.
S trashes a Copper.
S plays a Silver.
S trashes 2 Coppers.
S plays a Silver and a Gold.
S buys and gains an Avanto.
S shuffles their deck.
S draws 2 Coppers, a Silver, a Masquerade and an Avanto.

Turn 9 - Freaky
F plays a Sauna.
F draws a card.
F plays a Sauna.
F draws a card.
F plays a Forge.
F trashes a Copper.
F gains a Copper.
F plays a Silver, a Copper and a Relic.
S moves -Card token to Draw Pile.
F buys and gains an Avanto.
F draws 5 cards.

Turn 9 - SG252
S plays an Avanto.
S skips a draw (because of Relic)
S moves -Card token to Token Limbo.
S draws a Menagerie and a Sauna.
S plays a Sauna.
S draws a Silver.
S plays a Menagerie.
S reveals 2 Silvers, 2 Coppers and a Masquerade.
S draws a Sauna.
S plays a Sauna.
S draws a Gold.
S plays a Masquerade.
S passes a Copper to F.
F passes a Copper to S.
S trashes a Copper.
S plays a Silver.
S trashes a Copper.
S plays a Silver and a Gold.
S buys and gains an Avanto.
S shuffles their deck.
S draws a Silver, a Gold, a Masquerade and 2 Avantos.

Turn 10 - Freaky
F plays a Masquerade.
F draws 2 cards.
F passes a Copper to S.
S passes a Silver to F.
F trashes a Copper.
F plays 2 Silvers, a Copper and a Gold.
F buys and gains an Avanto.
F shuffles their deck.
F draws 5 cards.

Turn 10 - SG252
S plays an Avanto.
S draws a Silver and 2 Saunas.
S plays a Sauna.
S draws a Menagerie.
S plays an Avanto.
S plays a Sauna.
S plays a Menagerie.
S reveals a Silver, a Copper, a Gold and a Masquerade.
S plays a Masquerade.
S passes a Copper to F.
F passes an Estate to S.
S trashes an Estate.
S plays a Silver and a Gold.
S buys and gains an Avanto.
S shuffles their deck.
S draws a Gold, a Masquerade, a Menagerie and 2 Saunas.

Turn 11 - Freaky
F plays a Sauna.
F draws a card.
F plays a Forge.
F trashes 2 Coppers and a Silver.
F gains a Menagerie.
F plays a Gold.
F buys and gains a Menagerie.
F draws 5 cards.

Turn 11 - SG252
S plays a Sauna.
S draws an Avanto.
S plays an Avanto.
S draws a Silver and 2 Avantos.
S plays a Sauna.
S plays an Avanto.
S plays a Silver and a Gold.
S buys and gains a Relic.
S shuffles their deck.
S draws a Gold, a Masquerade, a Relic, a Sauna and an Avanto.

Turn 12 - Freaky
F plays a Sauna.
F draws a card.
F plays an Avanto.
F draws 3 cards.
F plays a Sauna.
F draws a card.
F plays an Avanto.
F shuffles their deck.
F draws 3 cards.
F plays a Masquerade.
F draws 2 cards.
F passes a Copper to S.
S passes a Masquerade to F.
F trashes a Silver.
F plays a Menagerie.
F reveals a Silver, a Copper, a Menagerie, a Sauna, a Gold, a Relic, a Forge and a Masquerade.
F plays a Menagerie.
F reveals a Silver, a Copper, a Sauna, a Gold, a Relic, a Forge and a Masquerade.
F plays a Sauna.
F plays a Silver and a Copper.
F trashes a Forge.
F plays a Gold and a Relic.
S moves -Card token to Draw Pile.
F buys and gains a Province.
F shuffles their deck.
F draws 5 cards.

Turn 12 - SG252
S plays a Sauna.
S skips a draw (because of Relic)
S moves -Card token to Token Limbo.
S plays an Avanto.
S draws a Silver, a Sauna and an Avanto.
S plays a Sauna.
S draws an Avanto.
S plays an Avanto.
S draws a Menagerie.
S plays a Silver, a Copper, a Gold and a Relic.
F moves -Card token to Draw Pile.
S buys and gains a Province.
S shuffles their deck.
S draws a Gold, a Province, a Menagerie, a Sauna and an Avanto.

Turn 13 - Freaky
F plays a Sauna.
F skips a draw (because of Relic)
F moves -Card token to Token Limbo.
F plays an Avanto.
F draws 3 cards.
F plays a Sauna.
F draws a card.
F plays a Menagerie.
F reveals a Menagerie, a Province, a Gold, a Masquerade and a Relic.
F draws 3 cards.
F plays a Menagerie.
F reveals a Copper, a Province, a Sauna, a Gold, a Masquerade, a Relic and an Avanto.
F draws 2 cards.
F plays a Sauna.
F plays an Avanto.
F plays a Silver, a Copper and a Gold.
F trashes 2 Masquerades.
F plays a Relic.
S moves -Card token to Draw Pile.
F buys and gains a Province.
F shuffles their deck.
F draws 5 cards.

Turn 13 - SG252
S plays a Sauna.
S skips a draw (because of Relic)
S moves -Card token to Token Limbo.
S plays an Avanto.
S draws a Silver, a Relic and an Avanto.
S plays a Menagerie.
S reveals a Silver, a Province, a Gold, a Relic and an Avanto.
S draws a Copper, a Sauna and an Avanto.
S plays a Sauna.
S plays an Avanto.
S plays a Silver, a Copper, a Gold and a Relic.
F moves -Card token to Draw Pile.
S buys and gains a Province.
S shuffles their deck.
S draws 2 Provinces, a Menagerie and 2 Avantos.

Turn 14 - Freaky
F plays a Sauna.
F skips a draw (because of Relic)
F moves -Card token to Token Limbo.
F plays an Avanto.
F draws 3 cards.
F plays a Sauna.
F draws a card.
F plays a Sauna.
F draws a card.
F plays a Menagerie.
F reveals a Silver, a Copper, 2 Provinces and a Relic.
F draws a card.
F plays a Silver, a Copper, a Gold and a Relic.
S moves -Card token to Draw Pile.
F buys and gains a Province.
F shuffles their deck.
F draws 5 cards.

Turn 14 - SG252
S plays a Menagerie.
S reveals 2 Provinces and 2 Avantos.
S skips a draw (because of Relic)
S moves -Card token to Token Limbo.
S plays an Avanto.
S draws a Silver, a Gold and a Sauna.
S plays a Sauna.
S draws a Copper.
S plays an Avanto.
S draws a Relic, a Sauna and an Avanto.
S plays a Sauna.
S plays an Avanto.
S plays a Silver, a Copper, a Gold and a Relic.
F moves -Card token to Draw Pile.
S buys and gains a Province.
S shuffles their deck.
S draws 2 Provinces, a Menagerie, a Relic and an Avanto.

Turn 15 - Freaky
F plays a Menagerie.
F reveals a Copper, a Menagerie, a Province and an Avanto.
F skips a draw (because of Relic)
F moves -Card token to Token Limbo.
F draws 2 cards.
F plays a Menagerie.
F reveals a Silver, a Copper, a Province, a Sauna and an Avanto.
F draws 3 cards.
F plays an Avanto.
F draws 3 cards.
F plays a Sauna.
F draws a card.
F plays an Avanto.
F plays a Sauna.
F plays a Sauna.
F plays a Silver, a Copper, a Gold and a Relic.
S moves -Card token to Draw Pile.
F buys and gains a Province.
F shuffles their deck.
F draws 5 cards.

Turn 15 - SG252
S plays a Menagerie.
S reveals 2 Provinces, a Relic and an Avanto.
S skips a draw (because of Relic)
S moves -Card token to Token Limbo.
S plays an Avanto.
S draws a Silver and 2 Avantos.
S plays a Silver and a Relic.
F moves -Card token to Draw Pile.
S buys and gains an Estate.
S draws a Copper, a Gold, a Province and 2 Saunas.

Turn 16 - Freaky
F plays an Avanto.
F skips a draw (because of Relic)
F moves -Card token to Token Limbo.
F draws 2 cards.
F plays a Sauna.
F draws a card.
F plays an Avanto.
F draws 3 cards.
F plays a Sauna.
F draws a card.
F plays a Menagerie.
F reveals a Silver, a Copper, a Menagerie, 3 Provinces and a Gold.
F draws a card.
F plays a Menagerie.
F reveals a Silver, a Copper, 3 Provinces, a Gold and a Relic.
F draws a card.
F plays a Sauna.
F draws a card.
F plays a Silver, a Copper, a Gold and a Relic.
S moves -Card token to Draw Pile.
F buys and gains a Province.
F shuffles their deck.
F draws 5 cards.

Taking on board the comments from my previous Sauna/Avanto game I went for it here. Thanks for the advice.  :)

This was a very close game, we both went for a similar strategy and at the end had very similar deck compositions. Not counting victory cards I had 1 Copper, 1 Silver, 1 Gold, 1 Relic, 1 Menagerie, 2 Saunas and 3 Avantos. My opponent had 1 Copper, 1 Silver, 1 Gold, 1 Relic, 2 Menageries, 3 Saunas and 2 Avantos.

We were both matching each other Province for Province and looked on for a draw but I dudded on turn 15 when the Avanto I initially played didn't draw a Sauna. I don't just want to put it down to luck though, to improve I need to try and learn from it.

155
Help! / Re: Posting losses in an attempt to get better.
« on: January 25, 2018, 02:37:04 pm »
I had a little streak of victories, so maybe this is helping.  ;D

But that came to an end on this, which to me is quite an odd board.




Provinces/Estates game (and a Lucky Coin thanks to Fool).

Game id 10991661

Code: [Select]
Game #10991661, rated.
SG252: 43.27
Martin123: 49.23

S starts with 6 Coppers, 3 Estates and a Lucky Coin.
M starts with 6 Coppers, 3 Estates and a Lucky Coin.
S shuffles their deck.
S draws 2 Coppers, 2 Estates and a Lucky Coin.
M shuffles their deck.
M draws 5 cards.

Turn 1 - SG252
S plays 2 Coppers and a Lucky Coin.
S gains a Silver.
S buys and gains a Black Market.
S draws 4 Coppers and an Estate.

Turn 1 - Martin123
M plays 3 Coppers.
M buys and gains a Black Market.
M draws 5 cards.

Turn 2 - SG252
S plays 4 Coppers.
S buys and gains a Potion.
S shuffles their deck.
S draws 3 Coppers, a Silver and a Lucky Coin.

Turn 2 - Martin123
M plays 3 Coppers and a Lucky Coin.
M gains a Silver.
M buys and gains a Chariot Race.
M shuffles their deck.
M draws 5 cards.

Turn 3 - SG252
S plays 3 Coppers, a Silver and a Lucky Coin.
S gains a Silver.
S buys and gains a Storyteller.
S draws 2 Coppers, an Estate, a Potion and a Black Market.

Turn 3 - Martin123
M plays 2 Coppers, a Silver and a Lucky Coin.
M gains a Silver.
M buys and gains a Storyteller.
M draws 5 cards.

Turn 4 - SG252
S plays a Black Market.
S reveals a Masquerade, a Catacombs and a Squire.
S plays a Copper.
S gains a Masquerade.
S puts a Catacombs and a Squire on the bottom of the Black Market Deck.
S shuffles their deck.
S draws 2 Coppers, 2 Estates and a Lucky Coin.

Turn 4 - Martin123
M plays a Chariot Race.
M reveals a Copper.
M puts a Copper into their hand.
S reveals a Copper.
M plays 3 Coppers.
M buys and gains a Fool.
M shuffles their deck.
M draws 5 cards.

Turn 5 - SG252
S plays 2 Coppers and a Lucky Coin.
S gains a Silver.
S buys and gains a Black Market.
S draws 2 Coppers, a Silver, a Potion and a Storyteller.

Turn 5 - Martin123
M plays a Chariot Race.
M reveals a Copper.
M puts a Copper into their hand.
S reveals an Estate.
M plays a Fool.
M takes Lost In The Woods.
M takes The Flame's Gift.
M takes The Sea's Gift.
M takes The Sun's Gift.
M receives The Flame's Gift
M trashes a Copper.
M gets 1 VP from Tomb.
M discards The Flame's Gift.
M receives The Sun's Gift
M reveals 4 cards.
M discards 2 other cards and an Estate.
M topdecks a card.
M discards The Sun's Gift.
M receives The Sea's Gift
M draws a card.
M discards The Sea's Gift.
M plays 2 Coppers and a Silver.
M buys and gains a Scheme.
M draws 5 cards.

Turn 6 - SG252
S plays a Storyteller.
S plays 2 Coppers and a Silver.
S draws a Copper, a Silver, an Estate, a Masquerade and a Black Market.
S plays a Masquerade.
S shuffles their deck.
S draws a Copper and a Silver.
S passes an Estate to M.
M passes a Copper to S.
S trashes a Copper.
S gets 1 VP from Tomb.
S plays 2 Coppers, 2 Silvers and a Potion.
S buys and gains a Storyteller.
S draws 2 Coppers, 2 Estates and a Black Market.

Turn 6 - Martin123
M starts their turn.
M discards an Estate.
M takes The Swamp's Gift.
M receives The Swamp's Gift
M gains a Will-o'-wisp.
M discards The Swamp's Gift.
M plays 2 Coppers, a Silver and a Lucky Coin.
M gains a Silver.
M buys a City Quarter.
M takes 8 debt.
M gains a City Quarter.
M repays 5 debt (3 remaining).
M shuffles their deck.
M draws 5 cards.

Turn 7 - SG252
S plays a Black Market.
S reveals a Cutpurse, a Vineyard and a Magpie.
S plays 2 Coppers.
S gains a Magpie.
S puts a Cutpurse and a Vineyard on the bottom of the Black Market Deck.
S shuffles their deck.
S draws a Copper, a Silver, a Storyteller, a Lucky Coin and a Black Market.

Turn 7 - Martin123
M starts their turn.
M plays a Chariot Race.
M reveals a Silver.
M puts a Silver into their hand.
S reveals a Copper.
M gets 1 VP.
M plays a Scheme.
M draws a card.
M plays a Storyteller.
M plays 2 Coppers and a Silver.
M draws 6 cards.
M plays a Will-o'-wisp.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Black Market.
M reveals a Jester, a Dungeon and a Ranger.
M plays 2 Silvers and a Lucky Coin.
M gains a Silver.
M plays 2 Coppers.
M puts a Jester, a Dungeon and a Ranger on the bottom of the Black Market Deck.
M repays 3 debt.
M buys a City Quarter.
M takes 8 debt.
M gains a City Quarter.
M repays 6 debt (2 remaining).
M topdecks a Storyteller.
M draws 5 cards.

Turn 8 - SG252
S plays a Storyteller.
S plays a Copper, a Silver and a Lucky Coin.
S gains a Silver.
S draws 2 Coppers, a Masquerade, a Magpie and a Black Market.
S plays a Magpie.
S draws a Silver.
S reveals a Silver.
S puts a Silver into their hand.
S plays a Masquerade.
S draws a Potion and a Storyteller.
S passes a Copper to M.
M passes an Estate to S.
S trashes an Estate.
S gets 1 VP from Tomb.
S plays a Copper, 2 Silvers and a Potion.
S buys a City Quarter.
S takes 8 debt.
S gains a City Quarter.
S repays 5 debt (3 remaining).
S draws 3 Coppers and 2 Estates.

Turn 8 - Martin123
M starts their turn.
M discards an Estate.
M takes The Field's Gift.
M receives The Field's Gift
M plays a City Quarter.
M reveals a Storyteller, an Estate and a Copper.
M shuffles their deck.
M draws a card.
M plays a Storyteller.
M plays 2 Coppers.
M draws 4 cards.
M plays a City Quarter.
M reveals an Estate, a Silver, a Chariot Race and a Lucky Coin.
M draws a card.
M plays a Chariot Race.
M reveals a Black Market.
M puts a Black Market into their hand.
S shuffles their deck.
S reveals a Silver.
M plays a Black Market.
M reveals a Worker's Village, a Fortune Teller and a Treasure Trove.
M plays a Lucky Coin.
M gains a Silver.
M plays 2 Silvers.
M puts a Worker's Village, a Fortune Teller and a Treasure Trove on the bottom of the Black Market Deck.
M repays 2 debt.
M buys and gains a Chariot Race.
M discards The Field's Gift.
M draws 5 cards.

Turn 9 - SG252
S plays 3 Coppers.
S repays 3 debt.
S draws 2 Silvers, a Lucky Coin and 2 Black Markets.

Turn 9 - Martin123
M starts their turn.
M discards an Estate.
M takes The River's Gift.
M receives The River's Gift
M plays a Scheme.
M draws a card.
M plays 2 Coppers and 2 Silvers.
M buys and gains a Gold.
M topdecks a Scheme.
M discards The River's Gift.
M shuffles their deck.
M draws 6 cards.

Turn 10 - SG252
S plays a Black Market.
S reveals a Salvager, a Contraband and a Grand Market.
S plays 2 Silvers and a Lucky Coin.
S gains a Silver.
S gains a Grand Market.
S puts a Salvager and a Contraband on the bottom of the Black Market Deck.
S draws 2 Coppers, a Potion, a Storyteller and a City Quarter.

Turn 10 - Martin123
M starts their turn.
M discards an Estate.
M takes The Earth's Gift.
M receives The Earth's Gift
M discards a Copper.
M gains a Chariot Race.
M discards The Earth's Gift.
M plays a Will-o'-wisp.
M draws a card.
M reveals a Silver.
M topdecks a Silver.
M plays a Scheme.
M draws a card.
M plays a Storyteller.
M plays a Silver.
M draws 3 cards.
M plays a Chariot Race.
M reveals a Copper.
M puts a Copper into their hand.
S reveals a Masquerade.
M plays a Black Market.
M reveals a Hoard, a Highway and a Port.
M plays a Lucky Coin.
M gains a Silver.
M plays a Copper and a Silver.
M gains a Highway.
M puts a Hoard and a Port on the bottom of the Black Market Deck.
M topdecks a Storyteller.
M draws 5 cards.

Turn 11 - SG252
S plays a Storyteller.
S plays 2 Coppers.
S draws a Silver, a Masquerade and a Magpie.
S plays a City Quarter.
S reveals a Masquerade, a Silver, a Potion and a Magpie.
S draws a Silver and a Storyteller.
S plays a Storyteller.
S plays 2 Silvers.
S shuffles their deck.
S draws 2 Coppers, a Silver, an Estate and a Black Market.
S plays a Magpie.
S draws a Copper.
S reveals a Black Market.
S puts a Black Market back onto their deck.
S plays a Masquerade.
S draws a Silver and a Black Market.
S passes an Estate to M.
M passes a Copper to S.
S trashes a Copper.
S gets 1 VP from Tomb.
S plays a Black Market.
S reveals a Gardens, a Moneylender and a Treasury.
S plays 3 Coppers, 2 Silvers and a Potion.
S gains a Treasury.
S puts a Gardens and a Moneylender on the bottom of the Black Market Deck.
S buys and gains an Apothecary.
S shuffles their deck.
S draws a Copper, a Silver, an Estate, a Grand Market and a Lucky Coin.

Turn 11 - Martin123
M starts their turn.
M discards an Estate.
M takes The Moon's Gift.
M receives The Moon's Gift
M looks at 15 cards.
M topdecks a card.
M discards The Moon's Gift.
M plays a Storyteller.
M plays 2 Silvers.
M draws 5 cards.
M plays a City Quarter.
M reveals a City Quarter, an Estate, a Silver, a Chariot Race and a Black Market.
M draws 3 cards.
M plays a City Quarter.
M reveals 2 Estates, a Copper, a Silver, a Chariot Race, a Black Market and a Gold.
M shuffles their deck.
M draws 2 cards.
M plays a Chariot Race.
M reveals a Fool.
M puts a Fool into their hand.
S reveals a Copper.
M gets 1 VP.
M plays a Fool.
M plays a Black Market.
M reveals a Militia, a Transmute and a Stables.
M plays a Copper.
M gains a Militia.
M puts a Transmute and a Stables on the bottom of the Black Market Deck.
M plays a Copper, 2 Silvers and a Gold.
M buys a City Quarter.
M takes 8 debt.
M gains a City Quarter.
M repays 8 debt.
M draws 5 cards.

Turn 12 - SG252
S plays a Grand Market.
S draws a Copper.
S plays 2 Coppers, a Silver and a Lucky Coin.
S gains a Silver.
S buys a City Quarter.
S takes 8 debt.
S gains a City Quarter.
S repays 7 debt (1 remaining).
S draws a Copper, a Silver, a Potion, a Storyteller and a Black Market.

Turn 12 - Martin123
M starts their turn.
M discards an Estate.
M takes The Forest's Gift.
M receives The Forest's Gift
M plays a Chariot Race.
M reveals a Chariot Race.
M puts a Chariot Race into their hand.
S reveals a Silver.
M plays a Chariot Race.
M reveals a Highway.
M puts a Highway into their hand.
S reveals a Silver.
M gets 1 VP.
M plays a Highway.
M draws a card.
M plays a Will-o'-wisp.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Scheme.
M draws a card.
M plays 2 Coppers and 2 Silvers.
M buys and gains a Province.
M topdecks a Highway.
M discards The Forest's Gift.
M shuffles their deck.
M draws 5 cards.

Turn 13 - SG252
S plays a Storyteller.
S plays a Copper and a Silver.
S draws 2 Silvers, a Storyteller and a City Quarter.
S plays a Storyteller.
S plays 2 Silvers.
S draws a Copper, a Masquerade, an Apothecary, a Magpie and a Black Market.
S plays a City Quarter.
S reveals a Masquerade, a Copper, 2 Black Markets, a Potion, a Magpie and an Apothecary.
S shuffles their deck.
S draws a Copper, 2 Silvers, a Treasury and a Lucky Coin.
S plays an Apothecary.
S draws a Copper.
S reveals a Copper, a Silver, a Grand Market and a City Quarter.
S puts a Copper into their hand.
S topdecks a Silver, a Grand Market and a City Quarter.
S plays a Magpie.
S draws a Grand Market.
S reveals a Silver.
S puts a Silver into their hand.
S plays a Treasury.
S draws a City Quarter.
S plays a City Quarter.
S reveals a Masquerade, 4 Coppers, 3 Silvers, 2 Black Markets, a Potion, a Lucky Coin and a Grand Market.
S draws an Estate.
S plays a Grand Market.
S plays a Masquerade.
S passes an Estate to M.
M passes a Silver to S.
S trashes a Copper.
S gets 1 VP from Tomb.
S plays a Black Market.
S reveals a Watchtower, an Embassy and a Raze.
S puts a Watchtower, an Embassy and a Raze on the bottom of the Black Market Deck.
S plays a Black Market.
S reveals a Remodel, a Trading Post and a Farming Village.
S plays 4 Silvers and a Lucky Coin.
S gains a Silver.
S plays 3 Coppers and a Potion.
S puts a Remodel, a Trading Post and a Farming Village on the bottom of the Black Market Deck.
S repays 1 debt.
S buys and gains 2 Provinces.
S shuffles their deck.
S draws 2 Silvers, a Magpie and 2 City Quarters.

Turn 13 - Martin123
M starts their turn.
M discards an Estate.
M takes The Mountain's Gift.
M receives The Mountain's Gift
M gains a Silver.
M discards The Mountain's Gift.
M plays a Scheme.
M draws a card.
M plays a Highway.
M draws a card.
M plays a Storyteller.
M plays a Lucky Coin.
M gains a Silver.
M plays a Copper.
M draws 3 cards.
M plays a City Quarter.
M reveals a Copper, a Militia and a Silver.
M draws a card.
M plays a Militia.
S discards 2 Silvers.
M plays a Black Market.
M reveals a Mine, a Witch and a Beggar.
M plays a Copper.
M gains a Mine.
M puts a Witch and a Beggar on the bottom of the Black Market Deck.
M plays a Silver.
M buys and gains a Chariot Race.
M topdecks a City Quarter.
M draws 5 cards.

Turn 14 - SG252
S plays a City Quarter.
S reveals a City Quarter and a Magpie.
S draws 2 Silvers.
S plays a Magpie.
S draws a Province.
S reveals a Storyteller.
S puts a Storyteller back onto their deck.
S plays a City Quarter.
S reveals 2 Silvers and a Province.
S plays 2 Silvers.
S buys and gains a Chariot Race.
S draws a Copper, a Potion, 2 Storytellers and a Black Market.

Turn 14 - Martin123
M starts their turn.
M discards a Fool.
M takes The Sky's Gift.
M receives The Sky's Gift
M fails to discard for The Sky's Gift
M discards The Sky's Gift.
M plays a City Quarter.
M reveals a Silver, a Chariot Race and a Gold.
M draws a card.
M plays a Will-o'-wisp.
M draws a card.
M reveals an Estate.
M puts an Estate into their hand.
M plays a Chariot Race.
M reveals a Silver.
M puts a Silver into their hand.
S reveals an Apothecary.
M plays 2 Silvers and a Gold.
M buys and gains a Storyteller.
M draws 5 cards.

Turn 15 - SG252
S plays a Storyteller.
S plays a Copper.
S draws a Province and an Apothecary.
S plays an Apothecary.
S draws a Silver.
S reveals 3 Silvers and a Black Market.
S topdecks 3 Silvers and a Black Market.
S plays a Storyteller.
S plays a Silver.
S draws 2 Silvers and a Black Market.
S plays a Black Market.
S reveals a Diplomat, a Treasure Map and a Sage.
S puts a Diplomat, a Treasure Map and a Sage on the bottom of the Black Market Deck.
S plays 2 Silvers and a Potion.
S buys a City Quarter.
S takes 8 debt.
S gains a City Quarter.
S repays 6 debt (2 remaining).
S draws 2 Coppers, a Silver, a Treasury and a Lucky Coin.

Turn 15 - Martin123
M starts their turn.
M discards a Copper.
M takes The Wind's Gift.
M receives The Wind's Gift
M draws 2 cards.
M discards a card and a Silver.
M discards The Wind's Gift.
M plays a City Quarter.
M reveals a City Quarter and 2 Chariot Races.
M draws 3 cards.
M plays a City Quarter.
M reveals an Estate, a Silver, 2 Chariot Races and a Province.
M shuffles their deck.
M draws 2 cards.
M plays a Chariot Race.
M reveals a Fool.
M puts a Fool into their hand.
S reveals a Masquerade.
M plays a Chariot Race.
M reveals a Silver.
M puts a Silver into their hand.
S reveals a Masquerade.
M plays a Scheme.
M draws a card.
M plays a Fool.
M plays a Copper and 2 Silvers.
M buys and gains a Storyteller.
M topdecks a City Quarter.
M draws 5 cards.

Turn 16 - SG252
S plays a Treasury.
S draws a Masquerade.
S plays a Masquerade.
S draws a Copper and a Grand Market.
S passes a Copper to M.
M passes an Estate to S.
S trashes an Estate.
S gets 1 VP from Tomb.
S plays 2 Coppers, a Silver and a Lucky Coin.
S gains a Silver.
S repays 2 debt.
S buys and gains a Fool.
S topdecks a Treasury.
S shuffles their deck.
S draws a Silver, 2 Provinces, a Treasury and a Black Market.

Turn 16 - Martin123
M starts their turn.
M plays a Storyteller.
M plays a Copper and a Silver.
M draws 4 cards.
M plays a City Quarter.
M reveals a City Quarter, a Copper, a Chariot Race, a Black Market and a Lucky Coin.
M draws 3 cards.
M plays a City Quarter.
M reveals a Copper, 2 Silvers, 2 Chariot Races, a Black Market and a Lucky Coin.
M draws 3 cards.
M plays a Chariot Race.
M reveals a Militia.
M puts a Militia into their hand.
S reveals a Silver.
M gets 1 VP.
M plays a Chariot Race.
M reveals a Copper.
M puts a Copper into their hand.
S reveals a Silver.
M plays a Mine.
M trashes a Copper.
M gets 1 VP from Tomb.
M gains a Silver.
M plays a Militia.
S discards 2 Provinces.
M plays a Black Market.
M reveals a Harbinger, a Steward and a Wharf.
M gains a Wharf.
M puts a Harbinger and a Steward on the bottom of the Black Market Deck.
M plays a Copper, 4 Silvers and a Lucky Coin.
M gains a Silver.
M buys and gains a Province.
M draws 5 cards.

Turn 17 - SG252
S plays a Treasury.
S draws a Silver.
S plays a Black Market.
S reveals a Shanty Town, a Ghost Ship and an Envoy.
S plays 2 Silvers.
S gains a Ghost Ship.
S puts a Shanty Town and an Envoy on the bottom of the Black Market Deck.
S buys a City Quarter.
S takes 8 debt.
S gains a City Quarter.
S repays 2 debt (6 remaining).
S topdecks a Treasury.
S draws a Copper, a Masquerade, a Treasury, a Storyteller and a Lucky Coin.

Turn 17 - Martin123
M starts their turn.
M discards an Estate.
M takes The Sun's Gift.
M receives The Sun's Gift
M shuffles their deck.
M reveals 4 cards.
M discards a Copper.
M topdecks 3 cards.
M discards The Sun's Gift.
M plays a Highway.
M draws a card.
M plays a Storyteller.
M plays a Copper, a Silver and a Gold.
M draws 7 cards.
M plays a Will-o'-wisp.
M draws a card.
M reveals a City Quarter.
M topdecks a City Quarter.
M plays a Chariot Race.
M reveals a City Quarter.
M puts a City Quarter into their hand.
S reveals a Copper.
M gets 1 VP.
M plays a Storyteller.
M plays 2 Silvers.
M draws 6 cards.
M plays a City Quarter.
M reveals 2 City Quarters, a Wharf, 3 Silvers, a Black Market and 2 Provinces.
M draws 4 cards.
M plays a City Quarter.
M reveals a City Quarter, an Estate, a Wharf, 4 Silvers, a Black Market, a Mine, a Scheme and 2 Provinces.
M draws 5 cards.
M plays a Chariot Race.
M reveals a Copper.
M puts a Copper into their hand.
S reveals a Copper.
M plays a City Quarter.
M reveals a Storyteller, 3 Estates, a Wharf, 2 Coppers, 4 Silvers, a Black Market, a Mine, a Scheme and 2 Provinces.
M draws 5 cards.
M plays a Chariot Race.
M reveals a Fool.
M puts a Fool into their hand.
S reveals a Copper.
M gets 1 VP.
M plays a Wharf.
M draws 2 cards.
M plays a Chariot Race.
M shuffles their deck.
M reveals a Copper.
M puts a Copper into their hand.
S reveals a Copper.
M plays a Scheme.
M plays a Mine.
M trashes a Copper.
M gets 1 VP from Tomb.
M gains a Silver.
M plays a Militia.
S discards a Copper and a Storyteller.
M plays a Black Market.
M reveals a Relic, a Royal Carriage and a Cobbler.
M gains a Royal Carriage.
M puts a Relic and a Cobbler on the bottom of the Black Market Deck.
M plays 2 Coppers, 7 Silvers and a Lucky Coin.
M gains a Silver.
M buys and gains 2 Provinces.
M topdecks a City Quarter.
M shuffles their deck.
M draws 5 cards.

Turn 18 - SG252
S plays a Treasury.
S draws a Copper.
S plays a Masquerade.
S draws a Silver and a City Quarter.
S passes a Copper to M.
M passes a Silver to S.
S trashes a Lucky Coin.
S gets 1 VP from Tomb.
S plays 2 Silvers.
S repays 5 debt (1 remaining).
S topdecks a Treasury.
S draws 2 Silvers, a Treasury, a City Quarter and a Black Market.

Turn 18 - Martin123
M starts their turn.
M draws 2 cards (Wharf).
M plays a Storyteller.
M plays a Copper and 2 Silvers.
M draws 6 cards.
M plays a City Quarter.
M reveals a Fool, an Estate, 2 Chariot Races, a Lucky Coin, a Mine, a Will-o'-wisp and a Province.
M draws 5 cards.
M plays a Chariot Race.
M reveals a Province.
M puts a Province into their hand.
S reveals a Silver.
M gets 1 VP.
M plays a Will-o'-wisp.
M draws a card.
M reveals a Province.
M topdecks a Province.
M plays a Highway.
M draws a card.
M plays a Chariot Race.
M reveals a Storyteller.
M puts a Storyteller into their hand.
S reveals a Silver.
M gets 1 VP.
M plays a Storyteller.
M plays a Lucky Coin.
M gains a Silver.
M plays 2 Silvers.
M draws 8 cards.
M plays a City Quarter.
M reveals a Fool, an Estate, a Militia, 5 Silvers, a Chariot Race, a Mine, a Gold, a Royal Carriage and 4 Provinces.
M draws 5 cards.
M plays a Chariot Race.
M reveals an Estate.
M puts an Estate into their hand.
S reveals a Silver.
M plays a Chariot Race.
M reveals a Black Market.
M puts a Black Market into their hand.
S reveals a Silver.
M plays a Royal Carriage.
M puts a Royal Carriage on their Tavern mat.
M plays a Mine.
M trashes a Copper.
M gets 1 VP from Tomb.
M gains a Silver.
M calls a Royal Carriage.
M plays a Mine again.
M trashes a Copper.
M gets 1 VP from Tomb.
M gains a Silver.
M plays a Militia.
S discards 2 Silvers.
M plays a Black Market.
M reveals an Altar, a Band of Misfits and a Guardian.
M puts an Altar, a Band of Misfits and a Guardian on the bottom of the Black Market Deck.
M plays a Copper, 8 Silvers and a Gold.
M buys and gains 2 Provinces.
M draws 5 cards.

As I said a strange board, no trashing, no plus buy, no gainers in the kingdom cards but there is bound to be something in the Black Market to make an engine worthwhile.

To me the option here was to build a Storyteller/City Quarter/Black Market engine and hope what I can pull out of the BM is better than what my opponent does.

I think the deciding moment was when my opponent pulled Militia out of the Black Market. At that point both engines were beginning to come together, we could both draw our decks but not yet consistently. When starting with 3 card hands a deck based around Storyteller and City Quarter is very unlikely to kick off, especially here when you will not have the opportunity to get thin.

I think I undervalued Fool on this board, I didn't go for it and my opponent did. Yes, it is unpredictable, but on this board you have a good chance of getting something from a Boon that none of the kingdom cards offer.

Is there anything else you can do here apart from building the engine and hope you get some good payload from Black Market? If not, is there anything that I could have done to have tilted the odds in my favour?

156
Help! / Re: Posting losses in an attempt to get better.
« on: January 23, 2018, 05:07:51 pm »
Thanks for the replies.

It has been a while since I have played with Sauna and I did forget it could trash. Looking back on the game, I am wondering if my opponent really was lucky with a 5/2 opening, as a 4/3 should have made me more likely to win the Sauna split if I had gone for it. I suppose it comes down to what happens during any Minion attacks, if it meant key cards were skipped or key price points missed then it could be considered an advantage. If I could have done as DG suggests and opened Sauna/Silver, followed by Seaway on Sauna and Workshop on my next two turns I would have been in a very strong position.

157
Help! / Re: Posting losses in an attempt to get better.
« on: January 23, 2018, 02:16:21 pm »
Another defeat here. If I don't get any responses to this I will stop.




Provinces/Estates Game.

Game Id 10920722
Code: [Select]
Game #10920722, rated.
Stober: 46.4
SG252: 41.65

St starts with 7 Coppers and 3 Estates.
SG starts with 7 Coppers and 3 Estates.
St shuffles their deck.
St draws 5 cards.
SG shuffles their deck.
SG draws 3 Coppers and 2 Estates.

Turn 1 - Stober
St plays 2 Coppers.
St buys and gains a Patrician.
St draws 5 cards.

Turn 1 - SG252
SG plays 3 Coppers.
SG buys and gains a Silver.
SG draws 4 Coppers and an Estate.

Turn 2 - Stober
St plays 5 Coppers.
St buys and gains a Minion.
St shuffles their deck.
St draws 5 cards.

Turn 2 - SG252
SG plays 4 Coppers.
SG buys and gains a Trader.
SG shuffles their deck.
SG draws 2 Coppers, a Silver and 2 Estates.

Turn 3 - Stober
St plays 5 Coppers.
St buys and gains a Minion.
St draws 5 cards.

Turn 3 - SG252
SG plays a Silver and 2 Coppers.
SG buys and gains a Bishop.
SG draws 4 Coppers and a Trader.

Turn 4 - Stober
St plays a Patrician.
St draws a card.
St reveals an Estate.
St plays a Minion.
St plays 2 Coppers.
St buys and gains a Sauna.
St shuffles their deck.
St draws 5 cards.

Turn 4 - SG252
SG plays 4 Coppers.
SG buys and gains an Ironmonger.
SG shuffles their deck.
SG draws 3 Coppers, an Estate and a Trader.

Turn 5 - Stober
St plays 3 Coppers.
St buys and gains a Silver.
St draws 5 cards.

Turn 5 - SG252
SG plays a Trader.
SG trashes an Estate.
SG gains 2 Silvers.
SG plays 3 Coppers.
SG buys and gains a Workshop.
SG draws 3 Coppers, an Estate and a Bishop.

Turn 6 - Stober
St plays a Sauna.
St draws a card.
St plays 4 Coppers.
St buys and gains a Sauna.
St shuffles their deck.
St draws 5 cards.

Turn 6 - SG252
SG plays a Bishop.
SG gets 1 VP.
SG trashes an Estate.
SG gets 1 VP.
St trashes an Estate.
SG plays 3 Coppers.
SG buys and gains a Sauna.
SG shuffles their deck.
SG draws 2 Coppers, a Silver, an Estate and an Ironmonger.

Turn 7 - Stober
St plays a Patrician.
St draws a card.
St reveals a Copper.
St plays a Sauna.
St draws a card.
St plays a Minion.
St plays a Minion.
St discards a card and a Copper.
St draws 4 cards.
SG discards 2 Coppers, a Silver, an Estate and an Ironmonger.
SG draws 2 Coppers, a Silver and a Workshop.
St plays 3 Coppers.
St buys and gains a Sauna.
St draws 5 cards.

Turn 7 - SG252
SG plays a Workshop.
SG gains a Throne Room.
SG plays a Silver and 2 Coppers.
SG buys and gains an Ironmonger.
SG draws a Copper, a Silver, a Bishop, a Trader and a Sauna.

Turn 8 - Stober
St plays a Sauna.
St shuffles their deck.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Silver.
St trashes a Copper and an Estate.
St plays 2 Coppers.
St buys and gains a Sauna.
St draws 5 cards.

Turn 8 - SG252
SG plays a Sauna.
SG draws a Copper.
SG plays a Bishop.
SG gets 1 VP.
SG trashes a Copper.
St trashes an Estate.
SG plays a Silver.
SG trashes a Copper.
SG buys and gains a Silver.
SG shuffles their deck.
SG draws a Copper, a Silver, a Workshop, an Ironmonger and a Sauna.

Turn 9 - Stober
St plays a Patrician.
St draws a card.
St reveals a Copper.
St plays a Minion.
St plays a Sauna.
St draws a card.
St plays a Minion.
St discards a card and a Copper.
St shuffles their deck.
St draws 4 cards.
SG discards a Copper, a Silver, a Workshop, an Ironmonger and a Sauna.
SG draws a Copper, 2 Silvers and a Throne Room.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Silver.
St trashes 2 Coppers.
St plays a Copper.
St buys a Seaway.
St gains a Mining Village.
St moves +Buy token to the Mining Village pile.
St shuffles their deck.
St draws 5 cards.

Turn 9 - SG252
SG plays 2 Silvers and a Copper.
SG buys and gains a Minion.
SG draws 3 Coppers, a Silver and a Bishop.

Turn 10 - Stober
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Patrician.
St draws a card.
St reveals a Sauna.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Minion.
St plays 4 Coppers.
St buys and gains an Avanto.
St shuffles their deck.
St draws 5 cards.

Turn 10 - SG252
SG plays a Bishop.
SG gets 1 VP.
SG trashes a Copper.
St trashes a Copper.
SG plays a Silver and 2 Coppers.
SG buys and gains a Minion.
SG shuffles their deck.
SG draws a Silver, an Estate, a Trader, an Ironmonger and a Sauna.

Turn 11 - Stober
St plays a Sauna.
St draws a card.
St plays a Minion.
St plays a Minion.
St discards a card and a Silver.
St draws 4 cards.
SG discards a Silver, an Estate, a Trader, an Ironmonger and a Sauna.
SG draws a Silver, a Throne Room and 2 Minions.
St plays a Patrician.
St draws a card.
St reveals a Sauna.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays an Avanto.
St shuffles their deck.
St draws 3 cards.
St plays a Sauna.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St plays a Silver.
St trashes a Copper.
St plays 2 Coppers.
St buys and gains a Gold.
St shuffles their deck.
St draws 5 cards.

Turn 11 - SG252
SG plays a Throne Room.
SG plays a Minion.
SG plays a Minion again.
SG plays a Minion.
SG discards a Silver.
SG draws a Copper, 2 Silvers and an Ironmonger.
St discards 4 other cards and a Silver.
St draws 4 cards.
SG plays an Ironmonger.
SG draws a Workshop.
SG reveals a Bishop.
SG topdecks a Bishop.
SG plays a Workshop.
SG gains an Ironmonger.
SG plays 2 Silvers and a Copper.
SG buys and gains a Province.
SG takes 2 VP from Battlefield.
SG shuffles their deck.
SG draws 3 Coppers, a Throne Room and a Bishop.

Turn 12 - Stober
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St draws a card.
St trashes a Mining Village.
St plays a Patrician.
St draws a card.
St reveals a Gold.
St puts a card into their hand.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St shuffles their deck.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Minion.
St plays a Minion.
St plays a Gold and 2 Coppers.
St buys and gains a Gold and an Avanto.
St shuffles their deck.
St draws 5 cards.

Turn 12 - SG252
SG plays a Throne Room.
SG plays a Bishop.
SG gets 1 VP.
SG trashes a Copper.
St trashes a Copper.
SG plays a Bishop again.
SG gets 1 VP.
SG trashes a Copper.
SG plays a Copper.
SG buys and gains a Patrician.
SG draws a Silver, a Province, a Workshop and 2 Minions.

Turn 13 - Stober
St plays a Patrician.
St draws a card.
St reveals a Sauna.
St plays an Avanto.
St draws 3 cards.
St plays a Sauna.
St draws a card.
St plays an Avanto.
St draws 3 cards.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St plays a Sauna.
St plays a Minion.
St plays a Minion.
St plays a Silver.
St trashes a Copper.
St plays 2 Golds.
St buys and gains a Gold.
St shuffles their deck.
St draws 5 cards.

Turn 13 - SG252
SG plays a Minion.
SG plays a Minion.
SG discards a Silver, a Province and a Workshop.
SG draws a Copper, a Silver, an Ironmonger and a Sauna.
St discards 4 other cards and a Gold.
St draws 4 cards.
SG plays an Ironmonger.
SG draws a Silver.
SG reveals an Ironmonger.
SG topdecks an Ironmonger.
SG plays a Sauna.
SG draws an Ironmonger.
SG plays an Ironmonger.
SG draws a Silver.
SG reveals an Ironmonger.
SG topdecks an Ironmonger.
SG plays a Silver.
SG trashes a Copper.
SG plays 2 Silvers.
SG buys and gains a Province.
SG takes 2 VP from Battlefield.
SG shuffles their deck.
SG draws 2 Silvers, an Estate, a Trader and an Ironmonger.

Turn 14 - Stober
St plays a Patrician.
St draws a card.
St reveals a Gold.
St puts a card into their hand.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays an Avanto.
St shuffles their deck.
St draws 3 cards.
St plays a Sauna.
St draws a card.
St plays an Avanto.
St draws a card.
St plays a Sauna.
St plays a Minion.
St plays a Silver and 3 Golds.
St buys and gains a Mining Village.
St shuffles their deck.
St draws 5 cards.

Turn 14 - SG252
SG plays an Ironmonger.
SG draws an Ironmonger.
SG reveals a Minion.
SG topdecks a Minion.
SG plays an Ironmonger.
SG draws a Minion.
SG reveals a Patrician.
SG discards a Patrician.
SG plays a Minion.
SG discards 2 Silvers, an Estate and a Trader.
SG draws a Copper, a Bishop, an Ironmonger and a Sauna.
St discards 4 other cards and a Minion.
St draws 4 cards.
SG plays an Ironmonger.
SG draws a Province.
SG reveals a Workshop.
SG topdecks a Workshop.
SG plays a Sauna.
SG draws a Workshop.
SG plays a Workshop.
SG gains an Ironmonger.
SG plays a Bishop.
SG gets 1 VP.
SG trashes a Copper.
SG draws 2 Silvers, a Province, a Throne Room and a Minion.

Turn 15 - Stober
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays an Avanto.
St shuffles their deck.
St draws 3 cards.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St draws a card.
St plays a Patrician.
St draws a card.
St reveals a Sauna.
St plays an Avanto.
St draws 2 cards.
St plays a Sauna.
St plays a Minion.
St plays a Minion.
St plays a Silver and 3 Golds.
St buys and gains a Province.
St takes 2 VP from Battlefield.
St buys and gains a Gold.
St shuffles their deck.
St draws 5 cards.

Turn 15 - SG252
SG plays a Throne Room.
SG plays a Minion.
SG plays a Minion again.
SG discards 2 Silvers and a Province.
SG shuffles their deck.
SG draws an Estate, a Workshop, a Minion and an Ironmonger.
St discards 4 other cards and a Sauna.
St draws 4 cards.
SG plays an Ironmonger.
SG draws an Ironmonger.
SG reveals a Silver.
SG discards a Silver.
SG plays an Ironmonger.
SG draws a Silver.
SG reveals a Silver.
SG discards a Silver.
SG plays a Workshop.
SG gains a Mining Village.
SG plays a Minion.
SG discards a Silver and an Estate.
SG draws a Silver, a Province and 2 Ironmongers.
SG plays an Ironmonger.
SG draws a Province.
SG reveals a Patrician.
SG discards a Patrician.
SG plays an Ironmonger.
SG draws a Trader.
SG reveals a Bishop.
SG topdecks a Bishop.
SG plays a Silver.
SG buys a Seaway.
SG gains an Ironmonger.
SG moves +Buy token to the Ironmonger pile.
SG shuffles their deck.
SG draws a Silver, a Province, a Bishop, a Trader and a Sauna.

Turn 16 - Stober
St plays a Patrician.
St draws a card.
St reveals a Province.
St puts a card into their hand.
St plays a Minion.
St discards 3 other cards and a Province.
St draws 4 cards.
SG discards a Silver, a Province, a Bishop, a Trader and a Sauna.
SG draws a Silver, an Estate, a Workshop and an Ironmonger.
St plays a Sauna.
St draws a card.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St shuffles their deck.
St draws a card.
St plays a Sauna.
St draws a card.
St plays an Avanto.
St draws 3 cards.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Minion.
St discards 4 other cards and a Gold.
St shuffles their deck.
St draws 4 cards.
St plays an Avanto.
St draws 3 cards.
St plays a Silver and 4 Golds.
St buys and gains a Province.
St takes 2 VP from Battlefield.
St buys and gains a Gold.
St shuffles their deck.
St draws 5 cards.

Turn 16 - SG252
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws a Patrician.
SG reveals an Ironmonger.
SG topdecks an Ironmonger.
SG plays a Patrician.
SG draws an Ironmonger.
SG reveals a Silver.
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws a Silver.
SG reveals a Mining Village.
SG topdecks a Mining Village.
SG plays a Workshop.
SG gains a Throne Room.
SG plays 2 Silvers.
SG buys and gains a Throne Room.
SG draws a Silver, a Throne Room, a Mining Village, a Minion and an Ironmonger.

Turn 17 - Stober
St plays a Sauna.
St draws a card.
St plays a Patrician.
St draws a card.
St reveals a Province.
St puts a card into their hand.
St plays a Minion.
St discards 4 other cards and a Province.
St draws 4 cards.
SG discards a Silver, a Throne Room, a Mining Village, a Minion and an Ironmonger.
SG draws a Province, a Minion and 2 Ironmongers.
St plays a Sauna.
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St draws a card.
St plays a Sauna.
St draws a card.
St plays a Minion.
St discards 2 other cards and a Gold.
St shuffles their deck.
St draws 4 cards.
St plays an Avanto.
St draws 3 cards.
St plays an Avanto.
St draws 3 cards.
St plays a Silver and 5 Golds.
St buys and gains a Province.
St takes 2 VP from Battlefield.
St buys and gains a Province.
St takes 2 VP from Battlefield.
St shuffles their deck.
St draws 5 cards.

Turn 17 - SG252
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG shuffles their deck.
SG draws a Mining Village.
SG reveals a Silver.
SG discards a Silver.
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws a Patrician.
SG reveals a Throne Room.
SG topdecks a Throne Room.
SG plays a Patrician.
SG draws a Throne Room.
SG reveals a Silver.
SG plays a Mining Village.
SG draws a Silver.
SG trashes a Mining Village.
SG plays a Throne Room.
SG plays a Minion.
SG plays a Minion again.
SG discards a Silver and a Province.
SG draws a Silver, an Estate, a Throne Room and a Minion.
St discards 4 other cards and a Gold.
St draws 4 cards.
SG plays a Throne Room.
SG plays a Minion.
SG plays a Minion again.
SG discards a Silver and an Estate.
SG draws a Province, a Throne Room, a Workshop and an Ironmonger.
SG plays a Throne Room.
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws an Ironmonger.
SG reveals a Sauna.
SG topdecks a Sauna.
SG plays an Ironmonger again.
SG gets +1 Buy (from Seaway)
SG draws a Sauna.
SG reveals a Bishop.
SG topdecks a Bishop.
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws a Bishop.
SG reveals an Ironmonger.
SG topdecks an Ironmonger.
SG plays a Sauna.
SG draws an Ironmonger.
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws a Silver.
SG reveals a Trader.
SG discards a Trader.
SG plays a Bishop.
SG gets 1 VP.
SG trashes a Workshop.
SG gets 1 VP.
SG plays a Silver.
SG buys and gains 2 Duchies.
SG shuffles their deck.
SG draws a Silver, 2 Duchies, a Bishop and an Ironmonger.

Turn 18 - Stober
St plays a Sauna.
St draws a card.
St plays an Avanto.
St draws 3 cards.
St plays an Avanto.
St draws 3 cards.
St plays a Sauna.
St draws a card.
St plays a Patrician.
St draws a card.
St reveals a Province.
St puts a card into their hand.
St plays a Sauna.
St draws a card.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St shuffles their deck.
St draws a card.
St plays a Minion.
St plays a Silver and 3 Golds.
St buys and gains a Duchy and a Province.
St shuffles their deck.
St draws 5 cards.

Turn 18 - SG252
SG plays an Ironmonger.
SG gets +1 Buy (from Seaway)
SG draws a Throne Room.
SG reveals a Silver.
SG discards a Silver.
SG plays a Throne Room.
SG plays a Bishop.
SG gets 1 VP.
SG trashes a Silver.
SG gets 1 VP.
SG plays a Bishop again.
SG gets 1 VP.
SG trashes a Duchy.
SG gets 2 VP.
SG buys and gains an Estate.
SG draws a Silver, a Province, an Ironmonger, a Patrician and a Sauna.

Turn 19 - Stober
St plays a Sauna.
St draws a card.
St plays an Avanto.
St draws 3 cards.
St plays a Sauna.
St draws a card.
St plays a Mining Village.
St gets +1 Buy (from Seaway)
St draws a card.
St plays a Minion.
St plays 4 Golds.
St buys and gains a Duchy and a Province.
St draws 5 cards.


I think my opponent did get lucky with a 5/2 opening and I did have some unlucky early draws with missing 5 or getting Minioned. However I think the main reason for the defeat was that their Sauna/Avanto engine idea was better than my attempts to put together a Minion engine with Throne Room,  Ironmonger and Bishop.

Was the Sauna/Avanto engine the best option here and which other cards on this board best enhance the deck? Most of the cards here look like they could have a place in a lot of engines.

One of the interesting features of this board is that there is no +buy on the kingdom cards but there is Seaway and a number of potential targets. Which is the best option?

158
Puzzles and Challenges / Re: Easy Puzzles
« on: January 21, 2018, 09:15:44 am »
Much easier puzzle:

I play Chariot Race. I reveal a card, and the player to my left reveals the same card. However, I still get +$1 and +1VP. Why?

Your opponent had their Ferry token on that card?

159
Help! / Re: Posting losses in an attempt to get better.
« on: January 21, 2018, 03:29:41 am »
Thanks for the comments and advice terminalCopper, the tips I am taking from that game is:
- Don't try and force an engine that will probably never come together just because there is good payload.
- Even if I am unsure about my initial plan, stick with it. If it turns out to be wrong I can consider why after the game.

Another game that I lost.




This was a Provinces/Shelters game.

Game Id 10838296 (I remembered to get the log for this one :))
Code: [Select]
Game #10838296, rated.
Miltontaylor: 48.69
SG252: 40.99

M starts with 6 Coppers, a Hovel, a Necropolis, an Overgrown Estate and a Haunted Mirror.
S starts with 6 Coppers, a Hovel, a Necropolis, an Overgrown Estate and a Haunted Mirror.
M shuffles their deck.
M draws 5 cards.
S shuffles their deck.
S draws 3 Coppers, an Overgrown Estate and a Haunted Mirror.

Turn 1 - Miltontaylor
M plays a Necropolis.
M plays 4 Coppers.
M buys and gains a Magpie.
M draws 5 cards.

Turn 1 - SG252
S plays 3 Coppers and a Haunted Mirror.
S buys and gains a Magpie.
S draws 3 Coppers, a Hovel and a Necropolis.

Turn 2 - Miltontaylor
M plays 2 Coppers and a Haunted Mirror.
M buys and gains a Silver.
M shuffles their deck.
M draws 5 cards.

Turn 2 - SG252
S plays a Necropolis.
S plays 3 Coppers.
S buys and gains a Silver.
S shuffles their deck.
S draws 2 Coppers, a Silver, a Magpie and a Haunted Mirror.

Turn 3 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Haunted Mirror.
M puts a Haunted Mirror into their hand.
M plays a Silver, 3 Coppers and a Haunted Mirror.
M buys and gains a Cultist.
M draws 5 cards.

Turn 3 - SG252
S plays a Magpie.
S draws a Copper.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Silver, 4 Coppers and a Haunted Mirror.
S buys and gains a Cultist.
S draws 2 Coppers, a Hovel, a Necropolis and an Overgrown Estate.

Turn 4 - Miltontaylor
M plays a Necropolis.
M plays 3 Coppers.
M buys and gains a Silver.
M shuffles their deck.
M draws 5 cards.

Turn 4 - SG252
S plays a Necropolis.
S plays 2 Coppers.
S buys and gains a Raze.
S shuffles their deck.
S draws a Copper, a Necropolis, a Magpie, a Raze and a Haunted Mirror.

Turn 5 - Miltontaylor
M plays a Silver, 2 Coppers and a Haunted Mirror.
M buys and gains a Cultist.
M draws 5 cards.

Turn 5 - SG252
S plays a Magpie.
S draws a Cultist.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Raze.
S trashes a Haunted Mirror.
S discards a Necropolis.
S gains a Ghost.
S plays a Cultist.
S draws 2 Coppers.
M gains a Survivors.
S plays 4 Coppers.
S buys and gains a Silver.
S draws 2 Coppers, a Silver, a Hovel and an Overgrown Estate.

Turn 6 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M gains a Magpie.
M plays a Necropolis.
M plays a Silver and 2 Coppers.
M buys and gains a Magpie.
M shuffles their deck.
M draws 5 cards.

Turn 6 - SG252
S plays a Silver and 2 Coppers.
S buys and gains a Magpie.
S shuffles their deck.
S draws 2 Coppers, a Silver, a Hovel and a Necropolis.

Turn 7 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Magpie.
M puts a Magpie back onto their deck.
M gains a Magpie.
M plays a Cultist.
M draws 2 cards.
S gains a Ruined Library.
M plays a Cultist.
M draws 2 cards.
S gains a Ruined Market.
M plays a Silver and 2 Coppers.
M buys and gains a Cemetery.
M takes 2 VP from Battlefield.
M trashes 2 Coppers and a Haunted Mirror.
M discards a Magpie.
M gains a Ghost.
M draws 5 cards.

Turn 7 - SG252
S plays a Necropolis.
S plays a Silver and 2 Coppers.
S buys and gains a Magpie.
S draws a Copper, an Overgrown Estate, 2 Magpies and a Raze.

Turn 8 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Necropolis.
M plays a Survivors.
M shuffles their deck.
M looks at 2 cards.
M discards a card and an Overgrown Estate.
M plays a Silver and 2 Coppers.
M buys and gains a Magpie.
M draws 5 cards.

Turn 8 - SG252
S plays a Magpie.
S draws a Copper.
S reveals a Cultist.
S puts a Cultist back onto their deck.
S gains a Magpie.
S plays a Magpie.
S draws a Cultist.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Raze.
S trashes an Overgrown Estate.
S draws a Copper.
S looks at a Ghost.
S puts a Ghost into their hand.
S plays a Cultist.
S shuffles their deck.
S draws a Copper and a Silver.
M gains a Ruined Village.
S plays a Silver and 5 Coppers.
S buys and gains a Cultist.
S plays a Ghost.
S reveals a Hovel and a Ruined Library.
S discards a Hovel.
S sets a Ruined Library aside.
S draws a Copper, a Silver, a Necropolis and 2 Magpies.

Turn 9 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Ghost.
M puts a Ghost back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Cemetery.
M puts a Cemetery back onto their deck.
M gains a Magpie.
M plays a Cultist.
M draws 2 cards.
S gains a Ruined Village.
M plays a Cultist.
M shuffles their deck.
M draws 2 cards.
S gains a Survivors.
M plays a Silver and 3 Coppers.
M buys and gains a Cultist.
M plays a Ghost.
M reveals an Overgrown Estate and a Magpie.
M discards an Overgrown Estate.
M sets a Magpie aside.
M draws 5 cards.

Turn 9 - SG252
S starts their turn.
S plays a Ruined Library.
S draws a Ruined Market.
S plays a Ruined Library again.
S shuffles their deck.
S draws a Ruined Village.
S plays a Magpie.
S draws a Cultist.
S reveals a Survivors.
S puts a Survivors back onto their deck.
S plays a Magpie.
S draws a Survivors.
S reveals a Cultist.
S puts a Cultist back onto their deck.
S plays a Necropolis.
S plays a Cultist.
S draws a Cultist and a Hovel.
M gains an Abandoned Mine.
S plays a Cultist.
S draws 2 Coppers.
M gains an Abandoned Mine.
S plays a Silver and 3 Coppers.
S buys and gains a Cemetery.
S takes 2 VP from Battlefield.
S trashes a Hovel, a Ruined Market, a Ruined Village and a Survivors.
S draws 2 Coppers, a Silver, a Magpie and a Raze.

Turn 10 - Miltontaylor
M starts their turn.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Magpie again.
M draws a card.
M shuffles their deck.
M reveals a Magpie.
M puts a Magpie back onto their deck.
M plays a Necropolis.
M plays a Survivors.
M looks at 2 cards.
M discards a card and a Magpie.
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Cultist.
M draws 2 cards.
S gains an Abandoned Mine.
M plays a Magpie.
M draws a card.
M reveals a Silver.
M puts a Silver into their hand.
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M plays a Cultist.
M draws 2 cards.
S gains an Abandoned Mine.
M plays a Cultist.
M draws 2 cards.
M plays 2 Silvers.
M buys a Cemetery.
M trashes a Hovel.
M gains a Cemetery.
M takes 2 VP from Battlefield.
M trashes a Copper, an Abandoned Mine, an Overgrown Estate and a Ruined Village.
M shuffles their deck.
M draws a card.
M shuffles their deck.
M draws 5 cards.

Turn 10 - SG252
S plays a Magpie.
S draws a Magpie.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Magpie.
S shuffles their deck.
S draws a Necropolis.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Raze.
S trashes a Necropolis.
S looks at a Cultist.
S puts a Cultist into their hand.
S plays a Cultist.
S draws a Ruined Library and a Magpie.
S plays a Silver and 2 Coppers.
S buys and gains a Cemetery.
S takes 2 VP from Battlefield.
S trashes 2 Coppers and a Ruined Library.
S draws 2 Coppers, a Cultist, a Magpie and a Ghost.

Turn 11 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Silver.
M puts a Silver into their hand.
M plays a Magpie.
M draws a card.
M reveals a Magpie.
M puts a Magpie back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Magpie.
M draws a card.
M reveals a Survivors.
M puts a Survivors back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M plays an Abandoned Mine.
M plays a Silver and 3 Coppers.
M buys and gains a Gold.
M plays a Ghost.
M reveals a Cultist.
M sets a Cultist aside.
M draws 5 cards.

Turn 11 - SG252
S plays a Magpie.
S draws an Abandoned Mine.
S reveals a Silver.
S puts a Silver into their hand.
S plays a Cultist.
S draws an Abandoned Mine and a Cemetery.
S plays a Silver and 2 Coppers.
S buys and gains a Cemetery.
S takes 2 VP from Battlefield.
S trashes 2 Abandoned Mines.
S plays a Ghost.
S shuffles their deck.
S reveals a Magpie.
S sets a Magpie aside.
S draws a Copper, a Silver, a Cultist, a Magpie and a Raze.

Turn 12 - Miltontaylor
M starts their turn.
M plays a Cultist.
M draws 2 cards.
M plays a Cultist.
M shuffles their deck.
M draws 2 cards.
M plays a Cultist.
M draws 2 cards.
M plays a Cultist again.
M draws 2 cards.
M plays a Magpie.
M draws a card.
M reveals a Silver.
M puts a Silver into their hand.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Magpie.
M plays a Magpie.
M plays a Magpie.
M plays a Necropolis.
M plays 2 Silvers and a Gold.
M buys and gains a Cemetery.
M takes 2 VP from Battlefield.
M trashes 2 Coppers, an Abandoned Mine and a Survivors.
M shuffles their deck.
M draws 5 cards.

Turn 12 - SG252
S starts their turn.
S plays a Magpie.
S draws a Cemetery.
S reveals a Cemetery.
S puts a Cemetery back onto their deck.
S plays a Magpie again.
S draws a Cemetery.
S reveals a Magpie.
S puts a Magpie back onto their deck.
S plays a Magpie.
S draws a Magpie.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Magpie.
S shuffles their deck.
S draws a Copper.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Cultist.
S draws a Silver and a Cultist.
S plays a Cultist.
S draws a Magpie and a Cemetery.
S plays 2 Silvers and 4 Coppers.
S buys and gains a Province.
S shuffles their deck.
S draws a Copper, a Magpie and 3 Cemeteries.

Turn 13 - Miltontaylor
M plays a Necropolis.
M plays a Magpie.
M draws a card.
M reveals a Cemetery.
M puts a Cemetery back onto their deck.
M plays a Cultist.
M draws 2 cards.
M plays a Cultist.
M draws 2 cards.
M plays a Magpie.
M draws a card.
M reveals a Magpie.
M puts a Magpie back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Gold.
M puts a Gold into their hand.
M plays a Magpie.
M draws a card.
M reveals a Magpie.
M puts a Magpie back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Silver.
M puts a Silver into their hand.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Cultist.
M plays 2 Silvers, a Copper and a Gold.
M buys and gains a Province.
M plays a Ghost.
M shuffles their deck.
M reveals a Province.
M discards a Province.
M shuffles their deck.
M draws 5 cards.

Turn 13 - SG252
S plays a Magpie.
S draws a Copper.
S reveals a Copper.
S puts a Copper into their hand.
S plays 3 Coppers.
S buys and gains an Estate.
S draws a Silver, a Cultist, 2 Magpies and a Ghost.

Turn 14 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Copper.
M puts a Copper into their hand.
M plays a Cultist.
M draws 2 cards.
M plays a Silver and a Copper.
M buys and gains a Silver.
M plays a Ghost.
M reveals a Cultist.
M sets a Cultist aside.
M draws 5 cards.

Turn 14 - SG252
S plays a Magpie.
S draws a Raze.
S reveals a Silver.
S puts a Silver into their hand.
S plays a Magpie.
S draws a Province.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Raze.
S trashes a Raze.
S looks at a Cultist and a Magpie.
S puts a Cultist into their hand.
S discards a Magpie.
S plays a Cultist.
S shuffles their deck.
S draws a Copper and a Magpie.
S plays a Cultist.
S draws a Copper and a Cemetery.
S plays 2 Silvers and 3 Coppers.
S buys and gains a Cemetery.
S plays a Ghost.
S reveals a Copper, an Estate, a Magpie and 2 Cemeteries.
S discards a Copper, an Estate and 2 Cemeteries.
S sets a Magpie aside.
S shuffles their deck.
S draws a Silver, 2 Magpies and 2 Cemeteries.

Turn 15 - Miltontaylor
M starts their turn.
M plays a Cultist.
M draws 2 cards.
M plays a Cultist.
M shuffles their deck.
M draws 2 cards.
M plays a Cultist again.
M draws 2 cards.
M plays a Necropolis.
M plays a Magpie.
M draws a card.
M reveals a Cemetery.
M puts a Cemetery back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Province.
M puts a Province back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Silver.
M puts a Silver into their hand.
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Silver.
M puts a Silver into their hand.
M plays a Magpie.
M plays 3 Silvers, a Copper and a Gold.
M buys and gains a Province.
M shuffles their deck.
M draws 5 cards.

Turn 15 - SG252
S starts their turn.
S plays a Magpie.
S draws a Silver.
S reveals an Estate.
S puts an Estate back onto their deck.
S plays a Magpie again.
S draws an Estate.
S reveals a Copper.
S puts a Copper into their hand.
S plays a Magpie.
S draws a Province.
S reveals a Cultist.
S puts a Cultist back onto their deck.
S plays a Magpie.
S draws a Cultist.
S reveals a Cemetery.
S puts a Cemetery back onto their deck.
S plays a Cultist.
S draws a Magpie and a Cemetery.
S plays a Magpie.
S draws a Copper.
S reveals a Copper.
S puts a Copper into their hand.
S plays 2 Silvers and 3 Coppers.
S buys and gains a Duchy.
S shuffles their deck.
S draws a Copper, a Silver, a Cultist and 2 Cemeteries.

Turn 16 - Miltontaylor
M plays a Magpie.
M draws a card.
M reveals a Province.
M puts a Province back onto their deck.
M plays a Magpie.
M draws a card.
M reveals a Cultist.
M puts a Cultist back onto their deck.
M plays a Copper and a Gold.
M buys and gains a Cemetery.
M draws 5 cards.

In this game we both went for the same strategy, Magpie/Cultist using Cemetery buys to clean up our decks. It was close.

I did have a dud turn 4 in which I drew 2 Coppers with the 3 Shelters. I am not sure how much of an impact this had. I believe it did contribute to me losing the Magpie split, but on the other hand I did buy a Raze on that turn and that enabled me to trash Haunted Mirror and get my Ghost in play earlier than my opponent.

We both played the endgame quite differently. Magpie and Ruins were out and Cemetery was getting low. I played it as more of a slog whilst my opponent concentrated more on building up their money, targeting the higher cost victory cards.

On turn 14 I took a calculated risk that either way would very likely be the game deciding moment. I bought the penultimate Cemetery giving me a 3 point lead. If my opponent couldn't buy a Province than I would probably win on my next turn. Unfortunately, they did spike a Province, I bought a Duchy and they got the final Cemetery for the win.  On the turn before they only had 3 coin to spend and on the final turn where they got the last Cemetery they had 7, so I don't think that was an unreasonable gamble.

Questions I have.
1) Were my endgame tactics in trying to slog it out right, or was my opponent right in building out a bit more, or is it that close it comes down to who has the right draws at the right time?
2) Do you want to buy Training on this board? There are several occasions where I thought it would have been useful, but whenever I could have bought it something else always seemed better.
3) Did both my opponent and myself go for the right strategy? There is an engine on this board.





160
Help! / Posting losses in an attempt to get better.
« on: January 20, 2018, 04:39:26 am »
In the past in this section I noticed some people have posted a series of losses in order to improve, so I thought I would give it a go and see if it helps me get better. I posted a couple of threads recently and had some interesting responses.

Since deciding to give this a go, I came unstuck on the following board.




The game was Provinces/Estates. There were no events or landmarks.

The game id is 10805340

I forgot to copy the log first time around, so I went back into the game against the bot to copy it. This though transposed the users, so it shows me as my opponent (the winner) and Lord Rattington as me (the loser).

Code: [Select]
Game #10805340, unrated.
S starts with 7 Coppers and 3 Estates.
L starts with 7 Coppers and 3 Estates.
S shuffles their deck.
S draws 5 Coppers.
L shuffles their deck.
L draws 5 cards.

Turn 1 - SG252
S plays 5 Coppers.
S buys and gains a Margrave.
S draws 2 Coppers and 3 Estates.

Turn 1 - Lord Rattington
L draws 5 cards.

Turn 2 - SG252
S shuffles their deck.
S draws 4 Coppers and an Estate.

Turn 2 - Lord Rattington
L plays 5 Coppers.
L buys and gains a Margrave.
L shuffles their deck.
L draws 5 cards.

Turn 3 - SG252
S plays 4 Coppers.
S buys and gains a Salvager.
S draws 3 Coppers and 2 Estates.

Turn 3 - Lord Rattington
L draws 5 cards.

Turn 4 - SG252
S plays 3 Coppers.
S buys and gains a Silver.
S shuffles their deck.
S draws a Copper, 2 Estates, a Salvager and a Margrave.

Turn 4 - Lord Rattington
L plays a Margrave.
L shuffles their deck.
L draws 3 cards.
S draws a Copper.
S discards a Copper, an Estate and a Margrave.
L plays 5 Coppers.
L buys and gains a Tournament.
L shuffles their deck.
L draws 5 cards.

Turn 5 - SG252
S plays a Salvager.
S trashes an Estate.
S plays a Copper.
S buys and gains a Silver.
S draws 4 Coppers and a Silver.

Turn 5 - Lord Rattington
L plays 4 Coppers.
L buys and gains a Salvager.
L draws 5 cards.

Turn 6 - SG252
S plays a Silver and 4 Coppers.
S buys and gains a Hireling.
S shuffles their deck.
S draws 3 Coppers, an Estate and a Salvager.

Turn 6 - Lord Rattington
L plays a Tournament.
L draws a card.
L plays a Margrave.
L shuffles their deck.
L draws 3 cards.
S draws a Copper.
S discards 3 Coppers.
L plays 4 Coppers.
L buys and gains a Tournament.
L shuffles their deck.
L draws 5 cards.

Turn 7 - SG252
S plays a Salvager.
S trashes an Estate.
S plays a Copper.
S buys and gains a Silver.
S draws 3 Coppers, an Estate and a Margrave.

Turn 7 - Lord Rattington
L plays a Margrave.
L draws 3 cards.
S draws a Hireling.
S discards a Copper, an Estate and a Hireling.
L plays 5 Coppers.
L buys and gains a Vault.
L draws 5 cards.

Turn 8 - SG252
S plays a Margrave.
S shuffles their deck.
S draws 2 Silvers and a Hireling.
L draws a card.
L discards 2 other cards and a Copper.
S plays 2 Silvers and 2 Coppers.
S buys and gains a Gold.
S draws 4 Coppers and a Salvager.

Turn 8 - Lord Rattington
L plays a Tournament.
L shuffles their deck.
L draws a card.
L plays a Tournament.
L draws a card.
L plays a Vault.
L draws 2 cards.
L discards a Salvager.
S discards 2 Coppers.
S draws an Estate.
L plays 3 Coppers.
L buys and gains a Gold.
L draws 5 cards.

Turn 9 - SG252
S plays a Salvager.
S trashes an Estate.
S plays 2 Coppers.
S buys and gains a Silver.
S shuffles their deck.
S draws 3 Coppers, a Silver and a Gold.

Turn 9 - Lord Rattington
L plays a Margrave.
L draws 3 cards.
S draws a Copper.
S discards 3 Coppers.
L plays 4 Coppers.
L buys and gains a Tournament.
L shuffles their deck.
L draws 5 cards.

Turn 10 - SG252
S plays a Silver, a Gold and a Copper.
S buys and gains a Gold.
S draws 2 Coppers, a Silver, a Salvager and a Margrave.

Turn 10 - Lord Rattington
L plays a Tournament.
L draws a card.
L plays a Tournament.
L draws a card.
L plays a Gold and 4 Coppers.
L buys and gains a Province.
L draws 5 cards.

Turn 11 - SG252
S plays a Margrave.
S draws 2 Silvers and a Hireling.
L draws a card.
L discards 2 other cards and a Vault.
S plays 3 Silvers and 2 Coppers.
S buys and gains a Province.
S shuffles their deck.
S draws 3 Coppers, a Silver and a Margrave.

Turn 11 - Lord Rattington
L plays a Salvager.
L trashes an Estate.
L plays a Copper.
L buys and gains a Gladiator.
L shuffles their deck.
L draws 5 cards.

Turn 12 - SG252
S plays a Margrave.
S draws a Copper, a Silver and a Salvager.
L draws a card.
L discards 2 other cards and a Copper.
S plays 2 Silvers and 4 Coppers.
S buys and gains a Province.
S draws 3 Coppers, a Silver and a Gold.

Turn 12 - Lord Rattington
L plays a Tournament.
L draws a card.
L plays a Tournament.
L draws a card.
L plays a Tournament.
L draws a card.
L plays a Gladiator.
L reveals a Gold.
S blocks with a Gold.
L plays a Gold and a Copper.
L buys and gains a Province.
L draws 5 cards.

Turn 13 - SG252
S plays a Silver, a Gold and 3 Coppers.
S buys and gains a Province.
S shuffles their deck.
S draws a Copper, a Silver, a Gold, a Province and a Hireling.

Turn 13 - Lord Rattington
L plays a Margrave.
L draws 3 cards.
S draws a Silver.
S discards a Copper, a Silver and a Province.
L plays 4 Coppers.
L buys and gains a Tournament.
L shuffles their deck.
L draws 5 cards.

Turn 14 - SG252
S plays a Hireling.
S plays a Silver and a Gold.
S buys and gains a Duchy.
S draws a Copper, a Silver, a Gold, a Province and a Margrave.

Turn 14 - Lord Rattington
L plays a Tournament.
L reveals a Province.
L discards a Province.
S reveals a Province.
L gains a Trusty Steed.
L plays a Margrave.
L draws 3 cards.
S draws a Copper.
S discards 2 Coppers and a Province.
L draws 5 cards.

Turn 15 - SG252
S starts their turn.
S draws a Copper (Hireling).
S plays a Margrave.
S draws a Copper, a Silver and a Province.
L draws a card.
L discards 2 other cards and a Copper.
S plays 2 Silvers, a Gold and 2 Coppers.
S buys and gains a Province.
S shuffles their deck.
S draws 2 Coppers, a Gold, a Province and a Salvager.

Turn 15 - Lord Rattington
L plays a Tournament.
L reveals a Province.
L discards a Province.
S reveals a Province.
L gains a Duchy.
L draws 5 cards.

Turn 16 - SG252
S starts their turn.
S draws a Gold (Hireling).
S plays a Salvager.
S trashes a Province.
S plays 2 Golds and 2 Coppers.
S buys and gains a Province.

It's your buy phase, you may...
• buy cards.

The only non-terminal actions in the supply are Tournament and Groundskeeper. I did think gaining Trusty Steed  (the only village) would be important as that might help enable something with the alt-vp available on this board. My opponent went for a money strategy and beat me quite comfortably.

I do think I played quite badly, as I wasn't fully convinced that my strategy was right and reacted to some of my opponents buys and I had too many terminals which resulted in bad hands. With hindsight I think early on I should have limited myself to a single terminal early on and gone harder for Tournament. I am unsure though as to whether that terminal should have been Salvager to get thin or Margrave mixed with some money for economy.

My gut feeling is that there is something better than the money strategy that my opponent played, but what is it?


161
Help! / Re: Battlefield and Distant Lands but no draw
« on: January 06, 2018, 01:17:51 am »
Thanks for the replies.

In answer to Gazbag's question, I listed Apothecary differently to the engine because the Apothecary deck I referred was initially using just Apothecary in order to be able to buy Distant Lands. It wasn't building an engine around it.

162
Help! / Battlefield and Distant Lands but no draw
« on: January 05, 2018, 05:09:48 pm »
Hi. I would like some advice on how this kingdom should be played.

Starting with Provinces/Estates




My thoughts on the board

The interaction that jumps out at me here is Distant Lands and Battlefield. Battlefield tries to reward you for greening early (or trick you into greening too early) and Distant Lands allows you to green early because it removes itself from your deck. Also, by the time it is on your tavern mat, a Distant Lands with Battlefield points is worth the same as a Province without. It seems to be that you need a compelling reason not to go for it and I cannot see one here.

The board also offers payload options for potentially gaining and playing Distant Lands on the same turn, which can keep your deck nice and clean. You can gain a card with Ironworks which can be Butchered or Upgraded into a DL. The big problem for an engine though is the lack of draw. The only way you can draw more than one engine component is with an activated Shanty Town or by calling Royal Carriage on one of the cantrips.

I can see several possible ways to play this.

1) The engine
The lack of draw doesn't mean the engine is impossible, but it does make it weaker. You still have trashing, a village and payload. This board also features several options for sifting and deck re-ordering. Can this help compensate for the lack of draw and aid reliability?

2) Apothecary
A simple Apothecary deck should be able to quickly and reasonably reliably pick up a Distant Lands on most turns whilst playing the one bought on the previous turn. The main problem here is that you also have to make the deck be able to do something else for when the Distant Lands are gone.

3) A Butcher, Ironworks money strategy.
A money strategy using Ironworks as a Silver gainer and Butchering Silvers into Distant Lands.

4) I don't think it is a feasible option, but a golden deck is possible here.
Given that the simplest deck that can gain and play a Distant Lands each turn consists of Ironworks, Upgrade and Shanty Town, it is possible but I don't think it is realistic. I think trashing down to it would take too long and like the Apothecary deck, it also needs to be able to do something else when the DLs are gone.

Playing the game

I tried playing the engine  and it didn't work as I would have hoped. I opened Ironworks/Silver and planned to use Upgrade for my trashing. The problem I found was that you have to get really thin for the engine to start to work and by then it was too late. Apologies, but this was a real life game and I cannot remember much more about what I did. If anyone does think the engine is viable I would like to hear how you would go about it. I am wondering if you should open Ironworks/Trade Route on a 4/3 as this negates the need for an early Silver which is adding an extra stop card in your deck. You can always gain a Silver later on to start hitting 5 once the deck can take it.

Interested to hear any thoughts or ideas on this board.

163
Dominion: Nocturne Previews / Re: Bonus Preview #5: Necromancer
« on: October 28, 2017, 11:28:14 am »
Necromancer + Procession = Crazy Fun

164
I love how during the night phase, the interface asks, "What Night to play?"

What if there is a night card that allows you to play action cards during the night phase and you have more than one knight in hand?

165
Dominion: Nocturne Previews / Re: Nocturne Teasers Speculation
« on: October 20, 2017, 04:38:14 pm »
Some thoughts I had.

If this is a Dark Ages sequel, then could we have some villages whose names are people, e.g. Wandering Minstrel, Squire and Madman. Bard and Fool are certainly quite similar.

Could Changeling be similar to Hireling? There does seem to be scope for similar cards. For example a card that gives you an extra action or an extra buy each turn in the same way Hireling lets you draw an extra card.

166
Dominion General Discussion / Re: How do YOU pick interesting kingdoms?
« on: October 12, 2017, 08:07:36 pm »
I prefer full random as sometimes what is missing can contribute to making a kingdom interesting just as much as what is present.

167
Help! / Re: Would like to hear thoughts on this board
« on: October 04, 2017, 01:42:36 pm »
Thanks again for the replies. :)

168
Help! / Re: Would like to hear thoughts on this board
« on: October 03, 2017, 03:43:21 pm »
Thanks for the comments Dan.

Interesting that you agree with my initial intuition about the Madman/Bridge Troll mega turn, which I ended up talking myself out of. When considering how it might work I completely missed that Hermit could gain Ferried Bridge Trolls. I can see how this could be quick enough to work even though some Bridge Trolls will be dead cards until you fire off the mega turn.

I notice that you haven't mentioned anything about trying to score Labyrinth points. Is it a red herring and not worth going out of your way for on this board?

You said you would open Ferry/Sentry. I take it a 5/2 would be Sentry/Raze as this would thin even faster.

If anyone else has any different ideas I would be really interested in hearing them.

169
Help! / Would like to hear thoughts on this board
« on: October 02, 2017, 03:27:21 pm »
Hi, I recently played the following board in a couple games at a games club. I found it quite interesting and I would like to hear how people here would approach it.

The Board

Provinces/Shelters

- Beggar
- Raze
- Hermit
- Advisor
- Pirate Ship
- Bridge Troll
- Rogue
- Sentry
- Hireling
- Peddler

Event - Ferry
Landmark - Labyrinth

My thoughts and analysis of the board.

The first thing that jumped out at me was the combination of Madman and Bridge Troll and whether or not there is a potential mega turn (or turns) seeing as Bridge Troll is a duration. I thought about what such a deck would look like and thought you would probably need Bridge Trolls that you wouldn't have the terminal space for until you fire off the mega turn(s). Maybe there are some tricks in setting this up that I missed, but I discounted this idea.

All the engine components are here.
- Trashing (Raze, Hermit, Sentry)
- Draw (Advisor, Madman)
- Villages (Necropolis, Madman)
- Payload (Bridge Troll, Peddler and possibly Rogue or Hermit).
Villages are the interesting component on this board. There are limitations with both Necropolis and Madman so you still have to think about your terminal space. I think that some sort of engine is the right way to go.

Rogue allows you to retrieve Hermits from the trash. This means an infinite number of Madmen could potentially be played on this board. However there is an anti-synergy here with Bridge Troll. If a Bridge Troll has already been played or was played on the previous turn, Rogue can no longer gain Hermit. In my opinion Bridge Troll is the best payload card on this board and therefore the Rogue/Hermit/Madman interaction can be ignored.

I think Hermit is a stronger card here than it usually is. Labyrinth means it can score you points early on. There are also two sources of cost reduction so it can gain cards it is normally unable to.

What I did

The strategy I decided to go for was an engine that used Necropolis to play 2 Bridge Trolls each turn, meaning I have 4 in play at any one time. I went about it as follows.
- In the early stages use Hermits to gain Ferried Advisors whilst scoring Labyrinth points and trashing Overgrown Estates and Hovels.
- If I can afford to buy a Bridge Troll do so, otherwise buy Advisors.
- Once I have a Bridge Troll pick up a couple of Razes to trash Coppers, Hermits (once Advisors are out) and lastly themselves.
- Buy Bridge Trolls until I have 4. Use additional buys on Peddlers.

The Problem

This engine has horrible potential for choking when you start to green, I assume a risk associated with using Advisors for draw. If you don't manage to get two Bridge Trolls in play on a turn the problem snowballs. Not only does this hurt the current turn, but the next one as well. The unplayed Bridge Troll can also be a potential dead card for the next turn.

As I said, I would be really interested in how people better than me would approach this.

*By the way, how can you post images of kingdoms now we don't have Goko Salvager any more?

170
Sea Hag + Chariot Race

Just had this come up in a game. If you can play Chariot Race after Sea Hag, you know your opponent's top card is worth 0.

171
Buying Rats just to trash it w/ a Watchtower in hand?(No Tom lol so easy. Doesn't empty a pile, Rats were full so not even close.


Couple more for this one.

1) You are possessing your opponent. This means your opponent gains the Rats instead of you. If Rats and Watchtower are the only trashers in the game this would effectively be a junking attack.

2) Your engine has stalled. You have more than 6 cards in your hand, at least 8 coin and at least 2 buys. You know the top card of your deck is a draw card. You buy Rats and trash it with Watchtower to draw that top card. You then buy Villa, play it with your draw card start your engine off again.

172
For the Rats trashing one, you believe your opponent is going to attack with Rogue next turn. Trashing a Rats is a defence against it.

Opening double Crossroads. You open 4/3. The Landmarks are Bandit Fort and Obelisk (on Crossroads). There is no trashing and Crossroads is the only kingdom card that cost less than 5.

173
Favourite - Contraband. I know most of the time it is useless, but on those few boards where you want it I love the extra dimension it adds.

Least favourite - Rebuild. Strong monolithic strategies are boring.

174
Dominion General Discussion / Re: Least thematic card?
« on: July 11, 2017, 05:48:05 pm »
One theming oddity I have noticed is with Dark Ages villages.

The general theme for a village is a place where you would expect to find a number of people. For some DA villages this holds true, i.e. Fortress or Bandit Camp. Other DA villages though are an individual, Squire, Madman and Wandering Minstrel. In later sets villages return to their normal theme.

175
Puzzles and Challenges / Re: Easy Puzzles
« on: July 05, 2017, 01:50:40 pm »
How many ways to welsh on your debts?
Example: Crowning Capital saves 6 debts.

Counterfeitting Capital or playing Mandarin with Capital in hand means it doesn't get discarded. Therefore no debt.

End the game. You don't have to pay back any debt you pick up.

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