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Topics - ycz6

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26
Game Reports / Chapel/Treasure Map vs. Remake, Fairgrounds
« on: December 10, 2012, 05:23:44 am »
Here's a pretty cool game I played against Rabid recently. Not many games where both players open 4/2 with completely different cards.

http://dominion.isotropic.org/gamelog/201212/09/game-20121209-155241-7c7ce36b.html

cards in supply: Chapel, Contraband, Fairgrounds, Grand Market, Lighthouse, Remake, Saboteur, Trading Post, Treasure Map, and Woodcutter

I went for Chapel/TM with a single Contraband, picked up a Grand Market when I had the chance and otherwise blitzed the Provinces. Rabid opened Remake/Lighthouse, got more Grand Markets than I did and focused on Fairgrounds, Remaking two Contrabands into GMs along the way. He ended up with no Provinces and only 12 distinct cards, though, which made the outcome somewhat inevitable.

27
Poker forums seem to do this pretty often, so the people surfing the main forums don't have to wade through piles of WTF I LOST POKET ACES TO 36 OFF >:( to get to the real strategy discussion, while people who want to commiserate about tragedy and boggle at absurdity can do so.

Game Reports isn't so active that we need such a split, but I think it'd be nice to have. Thoughts?

28
Game Reports / swingy cards are swingy
« on: December 05, 2012, 11:34:49 pm »
http://dominion.isotropic.org/gamelog/201212/05/game-20121205-201210-1fa3201e.html

cards in supply: Apothecary, Highway, King's Court, Laboratory, Monument, Potion, Secret Chamber, Swindler, Throne Room, Tournament, and Venture

Some highlights:

— ycz6's turn 4 —
ycz6 plays a Tournament.
ycz6 plays a Swindler.
ycz6 plays 4 Coppers.
ycz6 buys a King's Court.

— ycz6's turn 6 —
ycz6 plays a King's Court.
... and plays a Swindler.
... ... getting +$2.
... ... (axlemn reshuffles.)
... ... axlemn turns up a Gold and trashes it.
... ... replacing axlemn's Gold with a Gold.
... and plays the Swindler again.
... ... getting +$2.
... ... axlemn turns up an Estate and trashes it.
... ... replacing axlemn's Estate with an Estate.
... and plays the Swindler a third time.
... ... getting +$2.
... ... axlemn turns up a Swindler and trashes it.
... ... replacing axlemn's Swindler with a Silver.

— ycz6's turn 7 —
ycz6 plays a Tournament.
... getting +1 action.
... ycz6 reveals a Province.
... ycz6 discards a Province and gains a Followers on the deck.
... drawing 1 card and getting +$1.

— ycz6's turn 8 —
ycz6 plays a King's Court.
... and plays a Swindler.
... ... getting +$2.
... ... axlemn turns up an Estate and trashes it.
... ... replacing axlemn's Estate with an Estate.
... and plays the Swindler again.
... ... getting +$2.
... ... axlemn turns up an Estate and trashes it.
... ... replacing axlemn's Estate with an Estate.
... and plays the Swindler a third time.
... ... getting +$2.
... ... axlemn turns up a Gold and trashes it.
... ... replacing axlemn's Gold with a Gold.

— ycz6's turn 9 —
ycz6 plays a Swindler.
... getting +$2.
... axlemn turns up a Curse and trashes it.
... replacing axlemn's Curse with a Curse.

  — axlemn's turn 9 —
   axlemn plays a Swindler.
   ... getting +$2.
   ... ycz6 turns up a Followers and trashes it.
   ... replacing ycz6's Followers with a Curse.

   — axlemn's turn 11 —
   axlemn plays a Swindler.
   ... getting +$2.
   ... ycz6 turns up a Province and trashes it.
   ... replacing ycz6's Province with a Province.

— ycz6's turn 15 —
ycz6 plays a Swindler.
... getting +$2.
... axlemn turns up a Province and trashes it.
... replacing axlemn's Province with a Province.

and finally

   — axlemn's turn 19 —
   axlemn plays a Laboratory.
   ... drawing 2 cards and getting +1 action.
   axlemn plays a Swindler.
   ... getting +$2.
   ... ycz6 turns up a Province and trashes it.
   ... replacing ycz6's Province with a Province.
   axlemn plays a Potion, a Gold, and a Silver.
   axlemn buys a Duchy.
   (axlemn draws: a Province, a Laboratory, and 3 Estates.)

All Provinces are gone.
axlemn wins!

trash: 2 Swindlers, a Silver, 3 Estates, 3 Provinces, a Tournament, a Followers, 2 Golds, 5 Coppers, and a Curse

29
Game Reports / Terrible early-game luck, amazing midgame luck
« on: December 05, 2012, 04:13:56 am »
http://dominion.isotropic.org/gamelog/201212/05/game-20121205-010009-a7087fa5.html

ycz6 wins!
All Provinces are gone.

cards in supply: Adventurer, Alchemist, Bishop, Black Market, Bridge, Colony, Courtyard, Embargo, Governor, Moneylender, Platinum, Potion, and Woodcutter
Default card selection was used.  The point tracker will be available.
----------------------

#1 ycz6: 59 points (3 Colonies, 4 Provinces, a Duchy, and 2 Estates); 20 turns
      opening: Black Market / Potion

#2 Toshimo: 56 points (3 Colonies, 4 Provinces, a Duchy, and a Curse); 19 turns
         opening: Black Market / Potion

----------------------

trash: a Potion, a Silver, 5 Estates, a Tunnel, a Quarry, 5 Golds, a Moneylender, 9 Coppers, 2 Curses, and 2 Courtyards
_______________________________________________

The bad luck: I draw two Potions together with less than $3 at the beginning of three straight shuffles. I have three Potions but only one Alchemist in my deck at the beginning of Turn 15.

The good luck: My Black Market draws, which set up Turn 18, which in context is perhaps the best turn I have ever had. I play 5 Alchemists, Village from the BM deck, Black Market, Tactician from the BM deck which discards Tunnel from the BM deck, and then buy a Colony and return 5 Alchemists to my deck. I also got Mountebank from the BM deck on turn 10, which wasn't too shabby.  8)


In retrospect I have no idea how I missed Embargo vs. Alchemist, but, well, so it goes.

30
Game Reports / Interesting Goons/Alchemist/Duke game
« on: December 03, 2012, 03:42:08 pm »
http://dominion.isotropic.org/gamelog/201212/03/game-20121203-121433-6cc1f082.html

cards in supply: Alchemist, Contraband, Duke, Feast, Golem, Goons, Potion, Remake, Stables, Talisman, and Transmute

I'm not so interested in  the actual game, where my opponent got a lot of Silvers, ended the game with 3 Feasts, and generally didn't seem to know what he was doing. I'd like to know what you think the best strategy is, though.

By my view, the fastest way for a single player to end the game is via Feast/Duchy/Duke, which while strong is not that fast, so Alchemist/Goons is the way to go. Which still leaves the following decision points:
  • Open Remake/Silver or Potion/Silver? If the latter, should you ever pick up a Remake with $4? I opened Potion in the game, but I'm not sure this was right.
  • Do you fight as hard as possible for the Alchemists, or break for Golems whenever the buys and money give you a chance? What do you do with 6P at different points in the game? How about 9P and 2 buys? I'd guess since you shouldn't expect to get more than 6 Alchemists in a mirror, and Goons is eventually going to make anything between 3 and 5 Alchemists in hand equivalent, you'd want to pick up Golems whenever you have a chance.
  • Do you ever break for Victory cards? If so, when, and is it Provinces or Duchies/Dukes? If the game is still close near the end, probably a good idea. Dunno though, there are lots of factors to consider.
  • Should you bother getting Silvers or Transmutes, given the chance? Does this depend on the Golem/Alchemist balance in your deck?
  • When do you start picking up Coppers for Goons VPs? Certainly with 3 or more in play, I'd think.
  • Is it worth playing Golem before Alchemists and Stableses to avoid dead Golems and give yourself the chance for +2 Actions, or is the risk of hitting 2 Goonses/Transmutes too high? I dunno, I don't think I did this very well. Maybe more important with <10 Alchemists.
  • Are any tricky tactics like top-decking 3 out of 5 Alchemists when you expect to be Goons'd viable?
Lots of questions, I know, but it was that kind of game.

31
Game Reports / Pretty good Black Market
« on: December 01, 2012, 02:39:41 pm »

32
Game Reports / Silk Road/Contraband/Ironworks with Crossroads, Trader
« on: November 29, 2012, 11:01:04 pm »
http://dominion.isotropic.org/gamelog/201211/28/game-20121128-171822-2a81feec.html

I opened 5/2 against 4/3 on a board with amazing Silk Road support. Her prohibiting Gold on turns 3 and 6 probably lost her the game, as it allowed me to catch up in Ironworks and then steamroll the rest of the game. Also I ended up with 8 Crossroads somehow, which got me a 13-card hand and a Province at one point.

Contraband/Trader might've been a nice combo without Ironworks around.

33
ycz6 vs. pops
http://dominion.isotropic.org/gamelog/201210/14/game-20121014-160100-4b97ad47.html

ycz6 wins!
All but one player has resigned.

cards in supply: Bureaucrat, Caravan, Cellar, Ghost Ship, Hunting Party, Library, Oracle, Rabble, Silk Road, and Worker's Village
Default card selection was used.  The point tracker will be available.
----------------------

#1 ycz6: 27 points (4 Provinces and 3 Estates); 24 turns
      opening: Oracle / Caravan
      [48 cards] 10 Worker's Villages, 5 Oracles, 5 Rabbles, 4 Cellars, 2 Hunting Parties, 1 Bureaucrat, 1 Caravan, 1 Ghost Ship, 7 Coppers, 4 Silvers, 1 Gold, 3 Estates, 4 Provinces

#2 pops: resigned (1st); 24 turns
      opening: Silver / Caravan
      [31 cards] 5 Caravans, 5 Hunting Parties, 2 Silk Roads, 1 Cellar, 1 Ghost Ship, 7 Coppers, 4 Silvers, 1 Gold, 3 Estates, 2 Provinces

----------------------

This was a pretty unusual kingdom, because every single card had one of the following three properties:
  • Messing with the top of a deck
  • Sifting
  • Being named "Silk Road"

pops went for a pretty vanilla Hunting Party/Caravan deck, while I acted the villain and went for a messy attacking-centered engine. This was a strange dynamic, because even after my Oracle -> Rabble -> Ghost Ship -> Rabble chains completely junked the top of his deck, he would just draw one card from Caravan, skip another with Hunting Party and end up with enough to buy a HP or Caravan anyway. The game was one of the most tactically demanding I've played, too; at one point pops spent about a minute deciding how to order a Province and an Estate on top of his deck.

I did enough damage, though. He never bought a Province after his second, while I was able to grab a Bureaucrat on turn 21 to kick me up to the $16 level. He forfeited on turn 24, down by 10 points. His Silks Road were probably mistakes, though I wonder if anything else would have worked. Thoughts?

34
Game Reports / Can Chapel/Treasure Map go any better than this?
« on: September 30, 2012, 02:31:51 pm »
http://dominion.isotropic.org/gamelog/201209/30/game-20120930-112750-e16301d0.html

Turn 5 Treasure Map collision + Courtyard support lets me buy Provinces on turns 6, 8, 9, 10, and 11 to end the game in a win. Damn.

35
Game Reports / wandering star owns me with Mint
« on: September 26, 2012, 03:56:50 pm »
I thought I was cool, KC/Minting a Platinum on turn 10ish. But then this happened:

‎... ... ... and plays the King's Court a third time.
... ... ... ... and plays a Mint.
... ... ... ... ... revealing a Platinum and gaining another one.
... ... ... ... ... ... revealing a Watchtower.
... ... ... ... ... ... putting the Platinum on the deck.
... ... ... ... ... ... ... times three
... ... and plays the King's Court a third time.
... ... ... and plays a Native Village.
... ... ... ... getting +2 actions.
... ... ... ... drawing a card and placing it on the Native Village mat.
... ... ... and plays the Native Village again.
... ... ... ... getting +2 actions.
... ... ... ... drawing a card and placing it on the Native Village mat.
... ... ... and plays the Native Village a third time.
... ... ... ... getting +2 actions.
... ... ... ... drawing a card and placing it on the Native Village mat.
wandering star plays a Native Village.
... getting +2 actions.
... picking up 3 cards from the Native Village mat.

Unfortunately I forgot Council Room doesn't quite exist any more and didn't save the log, but he ended up winning, in a KC/Margrave game where my deck got clogged with Platinums. Fun stuff.

36
Game Reports / The dreaded Thief / Woodcutter opening
« on: August 22, 2012, 11:50:38 pm »
http://dominion.isotropic.org/gamelog/201208/22/game-20120822-204440-1547dc2c.html

cards in supply: Caravan, Chancellor, Crossroads, Farmland, Ill-Gotten Gains, Library, Silk Road, Thief, Village, and Woodcutter

#1 ycz6: 37 points (4 Silk Roads [18 victory cards], 4 Duchies, 8 Estates, 2 Farmlands, and 3 Curses); 27 turns
      opening: Thief / Woodcutter
      [60 cards] 4 Silk Roads, 3 Ill-Gotten Gains, 2 Caravans, 2 Crossroads, 2 Farmlands, 2 Thieves, 2 Woodcutters, 26 Coppers, 2 Silvers, 8 Estates, 4 Duchies, 3 Curses

#2 whyme: 27 points (4 Duchies, 4 Silk Roads [14 victory cards], 6 Estates, and 3 Curses); 27 turns
       opening: Silver / Silver
       [50 cards] 4 Silk Roads, 3 Ill-Gotten Gains, 1 Thief, 1 Woodcutter, 20 Coppers, 8 Silvers, 6 Estates, 4 Duchies, 3 Curses


There's not a whole lot to say, as my opening is obviously too good for whyme to handle. I guess we could talk about IGG vs. Duchy vs. Silk Road vs. Farmland timings, and whether Thief is actually worth anything here, if you want.

37
Game Reports / Native Village / Coppersmith megaturn
« on: August 21, 2012, 01:03:09 am »
http://dominion.isotropic.org/gamelog/201208/20/game-20120820-215643-303e3125.html

cards in supply: Cartographer, Coppersmith, Duke, Feast, Market, Native Village, Royal Seal, Scheme, Spice Merchant, and Trade Route

Pretty weak board, so with a 5/2 opening I go Market/Native Village, aiming for a NV/Bridge-style megaturn with Coppersmith. It more or less plays out how I expect; I keep an eye on the Province pile as I build up, grab some Trade Routes for the requisite +Buy, and am able to squeak out the win. I didn't need as many Coppersmiths as I thought I would, but my midgame Copper buys turned out to be the right choice, I think.

I end up trashing mostly Native Villages with my Trade Routes on my megaturn, which I think is kind of funny.

38
Game Reports / Chapel/Stash to the max
« on: August 19, 2012, 06:42:23 pm »
Here's a game I played against 57% Fresh today:

http://dominion.isotropic.org/gamelog/201208/19/game-20120819-131034-857cb664.html

#1 ycz6: 36 points (6 Provinces); 26 turns
      opening: Chapel / Stash
      [11 cards] 4 Stashes, 1 Chapel, 6 Provinces

Fair warning: I don't think this a particularly well-played game by either side, and there probably aren't any big insights to take away. You might find it funny though.

---

Having never actually tried the combo before, as soon as I see the board I want to try it out before Isotropic goes down :( So, despite the presence of Sea Hag, I open Chapel/Stash on 2/5.

I end up picking up Sea Hag on the first shuffle anyway, and my Stash doesn't actually do anything for me for several turns. I also don't get my second Stash until turn 12. Perhaps my opening was questionable. Nevertheless, I somehow split the Curses 5/5.

He gets Trade Route from the Black Market deck and buys an Estate on turn 8. I don't like this move, especially since he could have gotten a Lab (or a Stash!) instead.

I buy a second Chapel on turn 11. I think this was the right move, given the weird tempo of Stash-based economies? Someone else should weigh in here.

I Chapel down and load up on Stashes for a while. I Chapel three Silvers on Turn 18. I believe this was the correct play.

He gets a Pirate Ship, which is a huge mistake, since Stash is pretty much a hard counter, and the trashing helps me quite a bit. Weirdly, though, it becomes a big threat later in the game; on Turn 22, for instance, my draw pile + discard contains only five cards, 4 of which are Stashes. If he'd hit one of my Stashes there, it would've set me back a good two turns. I don't think he noticed, though, and anyway he never drew his Pirate Ship when I was in the danger zone.

Eventually, I end up with an amazingly sharp deck, and a 36-9 victory.

39
Game Reports / Golem/Tunnel/Tactician -> 25 Golds
« on: July 02, 2012, 11:46:12 pm »
http://dominion.isotropic.org/gamelog/201207/02/game-20120702-204147-beb4e6e1.html

First time I've gone for something like this. Not much in the way of either engine or BM enablers, so I go for the cheese with a Single Tact + Golem machine to Tunnel my way to greatness. It peaks on turn 8 with 8 Golds, and despite an even Tunnel split I end up with five times as many Golds. And I even narrowly win the game!

Also, this deck is a good example of one where picking up free Border Villages is a really terrible idea.

40
Help! / The 30-point comeback
« on: June 24, 2012, 12:08:30 am »
Got a couple of IsoDom games against Marin I'd like some analysis on. Here's a pasta from the results thread:

http://dominion.isotropic.org/gamelog/201206/23/game-20120623-082842-61db5907.html
A weird Witch game with Minion, Upgrade, and Mining Village support. Duchesses ended up being kind of a big deal, as they fueled a significant portion of his huge 30-point Vineyards comeback.

http://dominion.isotropic.org/gamelog/201206/23/game-20120623-084329-5ff0a372.html
We were both stunned by how this game turned out. Honestly, I think we both played horrendously.

http://dominion.isotropic.org/gamelog/201206/23/game-20120623-090256-6bdfbc6d.html
Another Fool's Gold game and another crazy 30-point comeback on Marin's part, but this time he fell just short. With just a bit of luck on his last turn we would've tied. A few tactical errors, including some misclicks, cost him big time, while I hugely underestimated how long the game would go.

---

So... is there anything in particular I'm doing wrong that lets this happen? Not building up my deck enough? Overtrashing? Greening too early? Too late?

41
Help! / Merchant Ship BM vs. University/Market/MS
« on: June 23, 2012, 10:15:40 am »
http://dominion.isotropic.org/gamelog/201206/23/game-20120623-070649-27611f31.html

Looking at the final scores, it seems like I probably greened a little bit early, and maybe should've picked up a Market for +Buy at some point? Honestly, though, I can't see a single point in the game where I'd do something different now than what I did here. Should I have Embargoed University or Peddler instead of Alchemist, and not gotten the second Embargo with 5?

---

MrEevee wins!
Merchant Ships, Markets, Estates, and Duchies are all gone.

cards in supply: Alchemist, Embargo, Explorer, Haven, Market, Merchant Ship, Moat, Peddler, Potion, Quarry, and University

#1 MrEevee: 40 points (6 Duchies, 2 Provinces, and 10 Estates); 23 turns
         opening: Silver / Potion
         [56 cards] 10 Markets, 8 Merchant Ships, 5 Havens, 3 Universities, 1 Explorer, 7 Coppers, 3 Silvers, 1 Potion, 10 Estates, 6 Duchies, 2 Provinces

#2 ycz6: 34 points (4 Provinces, 2 Duchies, and 4 Estates); 23 turns
      opening: Silver / Silver
      [31 cards] 2 Merchant Ships, 7 Coppers, 6 Silvers, 6 Golds, 4 Estates, 2 Duchies, 4 Provinces

42
Game Reports / Clash of the somewhat questionable engines
« on: May 29, 2012, 10:20:42 pm »
ycz6 vs Fumanchu, 5/19/2012

cards in supply: Bishop, Black Market, Chapel, Gardens, Goons, Great Hall, Library, Oasis, Scout, and Vault
  The point tracker will be available.

Log: http://dominion.isotropic.org/gamelog/201205/29/game-20120529-155038-25b8489a.html

---

After some vetoing which I basically ignore, I notice Chapel/Bishop right away, and look around for Golden Deck counters. Goons and Vault are red flags, especially the discard attack of Goons, but I figure neither will be fast enough. I forget to check one thing, though, and that turns out to screw me.

I open Chapel/Bishop against Fumanchu's Chapel/Black Market. I trash down, picking up Great Halls where I can, while he pulls a Mountebank from the BM deck :( And I am sad.

I keep trashing down, hoping I can grab and Bishop Provinces quickly enough to stay ahead. I grab an Oasis, and my first Silver on turn 9; in the meantime, he Chapels down as well, and picks up a Goons and a few Golds in the same time. I pick up a Scout on turn 10, thinking maybe this will be the time.

Well, maybe it is. I draw my whole deck the next turn, Bishopping a Curse and buying a Gold. He grabs a Province on the same turn. We both continue buying Great Halls, and Provinces where possible. I Bishop my Chapel and pick up another Scout, while he gets a Walled Village from the BM deck on turn 15, which lets him play two Goons and buy three Oases the next turn for 6 VPs.

From there on, it's a race to stay ahead. I do my best to Bishop as much as possible (Province on 16, Gold on 18) while still affording big cards, while he trudges along with his hodgepodge of cards, picking up some Provinces, a Tunnel, and a Gardens. On turn 21, up by 1 point, I buy the penultimate Province and hope for the best; sadly it is not to be. He has a Goons plus $10, and proceeds to win by 2.

---

Still not entirely sure what the best strategy here was, though I'm pretty sure neither of us took it. Goons/BM, perhaps, or Chapel into thereof? Thoughts appreciated.

44
Game Reports / Double Tactician / Highway / Remake comeback
« on: May 03, 2012, 02:15:12 pm »
http://councilroom.com/game?game_id=game-20120502-220906-c789b32a.html

cards in supply: Ambassador, Baron, Farming Village, Highway, Oasis, Oracle, Remake, Smithy, Stables, and Tactician

Our hero algebra123230 starts off pretty unluckily, with 5/2 in an Ambassador game. He opens Remake/- against ReadyFreddy's Amb/Silver. On the first shuffle, RF picks up a Tactician and Ambassadors two Estates, while algebra grabs an Ambassador of his own and Remakes two Estates. Given what is about to happen, these probably should have been Oases and not Silvers. Whoops!

algebra moves towards the fabled DoubleTact with Tacticians on turns 5 and 7 and Highway+Oasis on turn 9, while RF sets up his BM Tactician deck with 3 Golds and an Oracle. Soon, RF's deck kicks in and he snags 4 Provinces and a Stables on turns 11-14, while algebra can only buy a few engine components every other turn.

Turn 15 is a turning point for algebra, as he manages to play 4 Highways, which is enough to Remake two Coppers into Highways, play another Tactician, and buy two more Highways. On Turn 16, algebra makes what I, sitting next to him at the time, think is a huge mistake, playing 8 Highways and thus making it impossible to Remake cards into Provinces. He buys 2 Provinces. (Note that he was in second position and down exactly 24 points at the time, and RF had a Tactician in play.)

RF takes Highway+Duchy on his Tactician turn, leaving only 1 Province in the supply, so after some contemplation algebra Remakes Silver+Ambassador -> Duchy/Duchy and buys two Duchies on turn 17. RF is clearly a bit annoyed at how slowly algebra is playing. Come on, man, this stuff is tricky.

Fortunately for algebra, RF's deck now stalls out and he can buy only an Estate, giving algebra a "golden" opportunity. He jumps, this time making sure to play 4 Highways, then his Remake, then the rest of his Highways, netting 14 points on his final turn to finish the game 39-35. There is jubilation all around.

Check out the graphs on that game log, eh? Pretty wild stuff.

45
cards in supply: Bank, Colony, Contraband, Familiar, Farmland, Forge, Ill-Gotten Gains, Philosopher's Stone, Platinum, Potion, Secret Chamber, Trade Route, and Wishing Well

I ignored IGG for Familiar, which I think was the right choice, though it could have gone either way. What I really enjoyed, though, was the way my deck was driven by unconventional sources of money, though with turns like

Code: [Select]
— ycz6's turn 18 —
ycz6 plays a Familiar.
... drawing 1 card and getting +1 action.
... Severian gains nothing.
ycz6 plays a Silver.
ycz6 plays a Contraband.
... Severian prohibits ycz6 from buying Duchies.
ycz6 plays a Silver.
ycz6 plays a Silver.
ycz6 buys a Platinum.

and

Code: [Select]
— ycz6's turn 27 —
ycz6 plays a Philosopher's Stone.
... which is worth +$6 (13 cards in deck, 17 cards in discard).
ycz6 plays a Philosopher's Stone.
... which is worth +$6 (13 cards in deck, 17 cards in discard).
ycz6 plays a Silver.
ycz6 buys a Colony.
(ycz6 draws: a Contraband, a Potion, a Silver, a Copper, and a Familiar.)

   — Severian's turn 28 —
   Severian plays a Trade Route.
   ... trashing a Curse.
   ... getting +1 buy and +$5.
   Severian plays a Copper.
   Severian plays a Philosopher's Stone.
   ... which is worth +$6 (14 cards in deck, 19 cards in discard).
   Severian plays a Bank.
   ... which is worth +$3.
   Severian buys a Colony.
   Severian buys an Estate.

I didn't get to Forge Familiars into Philosopher's Stones or three-pile on Stones/Curses/X like I wanted to, but it was still quite satisfying to use such traditionally mediocre cards to power huge amounts of money. Hurrah for Colony games, I suppose!

46
Game Reports / amazing new strategy
« on: March 15, 2012, 01:54:50 am »

47
http://dominion.isotropic.org/gamelog/201203/01/game-20120301-092448-4686cc5a.html
cards in supply: Ambassador, Chapel, Horse Traders, Lighthouse, Noble Brigand, Potion, Scrying Pool, Spy, Trader, Tunnel, and Young Witch ( Watchtower♦ )

After he opened Chapel with $3, I figured Ambassadors weren't going to be an issue from his side and opened Young Witch/Tunnel, and basically played straight YW/Tunnel BM for the whole game. Scrying Pool was definitely a mistake, but a Chapel opening transitioning into YW or Trader would have been viable against my deck, I'm thinking... a few Lighthouses would not have hurt either. And where does Horse Traders figure into this, if at all?

48
Game Reports / One of THOSE games
« on: February 29, 2012, 06:24:32 pm »
http://councilroom.com/game?game_id=game-20120229-151309-ded08716.html
cards in supply: Grand Market, Ill-Gotten Gains, King's Court, Minion, Stables, Tactician, Tournament, Treasury, Vault, and Worker's Village

I was kind of distracted during this game, and got hit with a few depressing Minion hands ($8 on turn 8, Tournament/Province at turn 11), but in any case clearly neither of us had any idea what to do, and the game should not have taken 25 turns. Would you:

Straight IGG rush?
Straight Minion rush?
Minions with KC? With GM?
Vault into GM?
Vault into IGG?
Straight Tactician/Vault?
Tactician/Vault to Province rush for Tournaments?
Double Tact with KC/Treasury/Minion/etc.?
Go for the megaturn with Tact/KC/Vault/GM/Treasury/Princess?
KC/WV/Diadem megaturn???

Any thoughts in general on how to play these boards with multiple god-tier possibilities? Do you go in with a plan and stick to it, or adapt to the shuffle luck?

49
Game Reports / Confirmed: Mandarin is a confusing card.
« on: October 15, 2011, 03:53:33 pm »
See if you can spot the two completely reasonable mistakes my opponent made, which, together, lost him the game:

#1 ycz6: 22 points (3 Provinces, 3 Great Halls, and an Estate); 16 turns

#2 marin: 21 points (2 Provinces, 5 Great Halls, and 4 Estates); 16 turns

   — marin's turn 16 —
   marin plays a Border Village.
   ... drawing 1 card and getting +2 actions.
   marin plays a Great Hall.
   ... drawing 1 card and getting +1 action.
   marin plays a Grand Market.
   ... drawing 1 card and getting +1 action, +1 buy, and +$2.
   marin plays a Grand Market.
   ... drawing 1 card and getting +1 action, +1 buy, and +$2.
   marin plays a Great Hall.
   ... drawing 1 card and getting +1 action.
   marin plays a Grand Market.
   ... (marin reshuffles.)
   ... drawing 1 card and getting +1 action, +1 buy, and +$2.
   marin plays a Border Village.
   ... drawing 1 card and getting +2 actions.
   marin plays a Silver and 2 Quarries.
   marin buys a Border Village.
   ... gaining a Mandarin.
   ... ... putting a Silver and 2 Quarries back on the deck (in some order).
   marin buys a Border Village.
   ... gaining a Mandarin.
   marin buys an Estate.
   (marin draws: a Silver, 2 Quarries, a Province, and a Great Hall.)

Great Halls, Border Villages, and Grand Markets are all gone.
ycz6 wins!

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