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Author Topic: GokoDom III: Round 1 Discussion Thread  (Read 26644 times)

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Kirian

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GokoDom III: Round 1 Discussion Thread
« on: February 16, 2014, 10:09:21 pm »
+2

Please post your logs here, along with commentary and the like!
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markusin

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #1 on: February 17, 2014, 10:57:34 pm »
+1

Well, since we're expected to post logs here too, here are the logs to my games against LCS213. I didn't get around to recording them due to time restraints.

Game 1: markusin:69 - LCS213:40 -> markusin wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392690212247.txt

At the beginning here, I was torn between going for the typical Governor route and going for the Vineyard/Silk Road route. I opened Market in case I'd see an opportunity to dive in to Vineyards, but that never happened. My opponent and I both ended up counting of Governor Draw + Discard attacks to come out ahead. I'm thinking a second Spice Merchant could have come in handy, but discard attacks hurt it anyway.

Game 2: LCS213:16 - markusin:22 -> markusin wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392691542858.txt

Here, I was looking to get lots of Apothecaries to build up to some multi-Bridge deck. I figured having Plaza discarding Coppers for Apothecaries to pick up again could be a nice synergy. Somehow, my deck got too bloated anyway. My opponent was able to open with Trading Post, but Silver is only so good in a Colony game with a lack of handsize increasers. I feel like we both got bogged down by the lack of draw. I was fortunate enough to be able to sneak in a 3-pile ending here.

Game 3: LCS213:20 - markusin:11 -> LCS213 wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392692385686.txt

My plan here was to open Armory/Silver and judge whether or not I could topdeck a potion to get Familiar. If I felt I could, I would use Armory to gain a Potion. Otherwise, I'd use it to gain Feast or Silver to get Cultists. I was all set up to do the latter, but instead bought two Band of Misfits thinking I could play them as Familiar. Turns out you can't, based on the rules mentioned in Alchemy. I could find an opportunity to smoothly gain a Familiar after getting my first 3 Cultists. I also feel like I got too many Shanty Towns. I ended up losing the lead, at which point my opponent's Apprentice was easily able to seal the game.

Game 4: markusin:57 - LCS213:49 -> markusin wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392693063412.txt

Interesting game with Dukes. I wanted to build up a bit of an economy by remaking Estate->Silver and getting Jesters to help me gain good stuff before diving into the Duchies/Dukes. I also loaded up on Caravans with the hope of remaking them into Duchies/Dukes. I stayed away from Horn of Plenty because I expected to have little variety in my play area once I started greening. I hit $8 lots of times, but stubbornly put my faith in the Duchy/Duke strategy. My opponent denied me the last Duke, unaware that it would result in a 3-pile ending. I'm not sure how things would have ended if that didn't happen.

All good matches overall.
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SCSN

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #2 on: February 17, 2014, 11:37:56 pm »
+3

Game 2: LCS213:16 - markusin:22 -> markusin wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392691542858.txt

Here, I was looking to get lots of Apothecaries to build up to some multi-Bridge deck. I figured having Plaza discarding Coppers for Apothecaries to pick up again could be a nice synergy. Somehow, my deck got too bloated anyway. My opponent was able to open with Trading Post, but Silver is only so good in a Colony game with a lack of handsize increasers. I feel like we both got bogged down by the lack of draw. I was fortunate enough to be able to sneak in a 3-pile ending here.

http://dom.retrobox.eu/?/20140217/log.505d732a51c359e6597efeb8.1392697987698.txt
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markusin

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #3 on: February 18, 2014, 08:22:15 am »
+1

Game 2: LCS213:16 - markusin:22 -> markusin wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392691542858.txt

Here, I was looking to get lots of Apothecaries to build up to some multi-Bridge deck. I figured having Plaza discarding Coppers for Apothecaries to pick up again could be a nice synergy. Somehow, my deck got too bloated anyway. My opponent was able to open with Trading Post, but Silver is only so good in a Colony game with a lack of handsize increasers. I feel like we both got bogged down by the lack of draw. I was fortunate enough to be able to sneak in a 3-pile ending here.

http://dom.retrobox.eu/?/20140217/log.505d732a51c359e6597efeb8.1392697987698.txt
Wow, you pulled it off!

Three interesting things about your play:
- You actually get the Cellar. I was worried it's hand size reduction would work against me, but now I see that discarding the Copper drawn from Apothecary can be quite helpful, especially when you know what's on top of your deck.
- You buy extra Copper. What has now become apparent to me is that the extra Copper becomes a source of handsize increasing with Apothecary. Cool.
- You open Trade Route. I know Estate trashing is great for Apothecary. I just didn't expect it to be worth it that early.
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WanderingWinder

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #4 on: February 18, 2014, 04:32:06 pm »
+1

Game 2: LCS213:16 - markusin:22 -> markusin wins
http://dom.retrobox.eu/?/20140217/log.5080bad60cf2ab2c11d065ce.1392691542858.txt

Here, I was looking to get lots of Apothecaries to build up to some multi-Bridge deck. I figured having Plaza discarding Coppers for Apothecaries to pick up again could be a nice synergy. Somehow, my deck got too bloated anyway. My opponent was able to open with Trading Post, but Silver is only so good in a Colony game with a lack of handsize increasers. I feel like we both got bogged down by the lack of draw. I was fortunate enough to be able to sneak in a 3-pile ending here.

http://dom.retrobox.eu/?/20140217/log.505d732a51c359e6597efeb8.1392697987698.txt
Wow, you pulled it off!

Three interesting things about your play:
- You actually get the Cellar. I was worried it's hand size reduction would work against me, but now I see that discarding the Copper drawn from Apothecary can be quite helpful, especially when you know what's on top of your deck.
- You buy extra Copper. What has now become apparent to me is that the extra Copper becomes a source of handsize increasing with Apothecary. Cool.
- You open Trade Route. I know Estate trashing is great for Apothecary. I just didn't expect it to be worth it that early.
Thing is, silver is so bad for this deck... it's either trade route, cellar, or copper. And I don't think you want copper THAT soon....
I'm interested to know whether you want armory on your opening 4 or not though - it isn't clear to me...

TheMirrorMan

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #5 on: February 18, 2014, 05:52:07 pm »
+7

<Edit>Corrected the links</Edit>

Round 1 against Rabid. I've been upping my level a bit the last few days and can only be glad about the level of play I have showed.

But man, oh man, these games were weird.

Game 1 : "Oh, you poor thing"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392755686996.txt



Code: [Select]
Poor House, Native Village, Pawn, Ambassador, Doctor, Market Square, Envoy, Gardens, Library, Nobles
Well there's a lot going on here. Library shines, since Pawn, NV and Nobles work well together with it. The second one is Ambassador/Poor House. Given this, I decide to open Ambassador/Ambassador, keeping my deck thin but not too thin to not be able to buy anything. Rabid goes Silver/Ambassador. I think this is inferior. He tries to get a Gardens strategy over with me throwing over all the junk but it just doesn't work. I build up on the Poor Houses (and stealing away the Nobles before anything) and it takes a while but the greens start coming quickly in the end, together with +buy with Pawn (better than Market Square here). Rabid is left hampering.

Game 2 : "I need stuff!!!"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392756655251.txt



Code: [Select]
Lighthouse, Native Village, Pawn, Ambassador, Urchin, Bishop, Remodel, Silk Road, Ill-Gotten Gains, Border Village
Again Ambassador, NV and Pawn. My plan is to go Urchin/Ambassador. But where do I get the extra stuff from to trash with the Mercenary ? Oh, I have +buy with Pawn! Wrong, the right way to in this plan is Urchin/Ambassador + BV/IGG, getting extra coppers in the deck. I think?

Rabid sees it coming and buys enough Lighthouses to counter (Ambassador/Lighthouse) and starts getting the IGGs way sooner. I'm lacking strength, since the Lighthouses block the discards effectively and I have waaaaaaaaaay too much junk in my deck. That'll show me.

Game 3 : "Actions galore"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392757510885.txt



Code: [Select]
Vineyard, Stonemason, Fishing Village, Moneylender, Salvager, Talisman, Horn of Plenty, Saboteur, Upgrade, Border Village
Of course this is a Vineyard deck with Stonemason, BV and Talisman on the board. Key cards besided that are Upgrade/Saboteur - or so I thought.

Rabid opens Talisman/FV, I open FV/Moneylender. I was looking at Talisman but I thought Stonemason would be sufficient enough too. And in the end, you're stuck with that pesky pseudo-copper. However, it has enough merits here. I get a quick BV/Upgrade, so I thought I was set here (Upgrade the Upgrade into BV/Upgrade and in the end BV/Saboteur to get his actions out of the deck). Also, no +buy means only one Vineyard at a time ...
I thought this should have been enough to clean it out, but I believe I myself should have cleaned out my deck more in the beginning. I struggle in the midgame with my remaining coppers. He keeps on picking up enough Vineyards and my Saboteurs never go off well.

Any thoughts or comments on this are appreciated!

Game 4 : "Empty the black market!"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392758532507.txt



Code: [Select]
Black Market, Develop, Forager, Alchemist, Baron, Militia, Plaza, Remake, Festival, Merchant Guild
Well this counts for a lot. Let's see : no draw except Alchemist. Forager/Remake on the board so Baron probably out of the question. Some nice +buys but hey, how do you get your deck racing ?

Rabid chooses rapid trashing (Silver/Remake), I go for Alchemist first with Potion/BM (let's get lucky). Rabid only goes for potion with a neat deck, but that signals me to get a quick Militia in. I start dragging out some nice cards out of the BM deck and have the upper hand on the Alchemists. It makes my deck race nicely. Rabid is stuck with a nice deck, but I think given the lack of drawing power, this doesn't work in the end and the Militia starts hurting him quite a few times. With a Mountebank (BM) and followers (Tournament out of BM), he starts getting curses and this makes it impossible for him to finish with a lead.

As a side note, I like/hate Remake. It's a nice rapid trashing card, but in the end you're stuck with that stupid thing that just won't get out of your deck. I often find myself overtrashing and just spending too much turns cleaning up that I don't time to buy other decent stuff ...

Game 5 : "Wake me up before you Go-Go (Governor - Goons)"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392759225049.txt



Code: [Select]
Moat, Vagrant, Island, Pirate Ship, Governor, Journeyman, Rebuild, Altar, Goons, Hunting Grounds
You've got Rebuild but with Shelters, so that's a no. Other than that Governor (drawing) - Goons is clear.
I'm a bit screwed with the opening : Silver/Island, because Rabid can trash his Hovel, I can't.
But it seems to go off okay - I get the first Governor. But then Rabid gets the first Goons too. I buy a Moat with the $2 inbetween.

It stays a mirror (hey, I'm a MirrorMan !) but then he surprises me : Rebuild?! Ah damn, I put aside my Overgrown Estate. Right.

At one point we seem to still be going equal but I make a mistake by buying the 6th province too soon and letting him finish. Clean win, I played it wrong in the end.

Game 6 : "Let's buy the worst card !"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392760575919.txt



Code: [Select]
Crossroads, Hamlet, Moat, Shanty Town, Workshop, Thief, Throne Room, Ghost Ship, Saboteur, Expand
What?! This game looks as if it had been plucked from the base set. "Dominion for Dummies". No buy, no extra money. No nothing.
So errr ... What to do ? Well, similar to Pirate Ship : no extra money from actions means ... Thief?!
I'm even more flabbergasted by Rabid's opening : Throne Room/Workshop ?! What is he planning???
I open Silver/Shanty Town and get the Ghost Ship first and then the second, so it should be a clean run right ? And then pick out all the money with the thief ?

Well Rabid's plan is clear : Shanty Town/Hamlet the hell out of me against my Ghost Ships. One Shanty town doesn't work against GS, more do.

Well we both struggle hard and long to get anything going. He decides to do pseudo buy with Expand and trashes two of his three Ghost Ships in the midgame. Really surprised again. I thief a bit, but not too much because of the moats he stacks in his deck.

I thought this was going swell but I am stalling in the end. I thought it could become a tie but the clever Expands work nicely for him. Well played Rabid and congratulations.

Again, if anybody has any decent ideas on this deck, always open for suggestions.

I'm really happy with my play against Rabid, I have learnt some nice subtleties in the deck building. On to the next!

TheMirrorMan.




« Last Edit: February 18, 2014, 07:21:35 pm by TheMirrorMan »
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Rabid

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #6 on: February 18, 2014, 07:08:36 pm »
+4

Thanks for the write up and the fun match TheMirrorMan.
5 out of 6 game won by the 2nd player!

Looks like some of the game logs are a bit muddled up!

Game 1.
I still like Amb / Silver here but I needed to add a 2nd Amb on turn 3 or 4.
Gardens wasn't really the plan just a last roll of the dice after I lost the ambassador war.
You played this one much better than I did.

Game 2.
Really tricky board this, I think the VP from Bishop was the key.

Game 3.
Another hard board, I think the key was to try and win the Vineyard split.
As such I thought Talisman was better than the trashing and better $5 odds given by Moneylender, but I'm not at all sure.

Game 4.
I got outplayed on this one.
My deck lacked focus, remake into Alchemist was far too slow.

Game 5.
First player advantage was huge here. As was my Island / Hovel opening.
You handed me the game at the end, but i think I was in control, as if we both refuse to buy Prov I have the extra Goons for more points.

Game 6.
I think you played this one better than me as well.
Expanding the GhostShips should have cost me the game, then I got lucky draws at the end to steal it back.
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TheMirrorMan

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #7 on: February 18, 2014, 07:26:50 pm »
0

I corrected the links Rabid. And I agree with all your analyses. Game 5 probably was lost with the Double Goons. But maybe - so I thought - enough remodelling into green cards may do the trick. But in hindsight ... No. :)
Thanks for the nice words!
« Last Edit: February 18, 2014, 08:27:30 pm by TheMirrorMan »
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tenuki

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #8 on: February 19, 2014, 05:43:03 am »
+1

Hello everyone. Here are the logs to my games against Alan Malloy. I've made some comments but I'm rather beginning at this exercise. Would be happy if someone also comments it.

Game 1 : Ragoudvo wins by resignation http://dom.retrobox.eu/?/20140218/log.516d31dbe4b082c74d7b3391.1392788085658.txt

I think the key point is that game was to choice Horse Traders instead of Taxman during the first turns : Taxman was way less effective with HT+moats. Then with my 2 early Altars building an engine was not complicated. The only thing was not to do something stupid with the Horns of Plenty.

Game 2 : Alan Malloy wins 18 to -2 (!) : http://dom.retrobox.eu/?/20140218/log.516d31dbe4b082c74d7b3391.1392788634914.txt

Well. Obviously you have to start sea-haging, then hope for a world when you can buy a lot of Cultists. I've been crushed on that one although the start was pretty even. I don't know what was wrong, but probably I shouldn't have bought those Mining Villages. If I should play this game again, I would have bought a 2nd Sea Hag instead of my first MV.

Game 3 : Ragoudvo wins 37 to 25 : http://dom.retrobox.eu/?/20140218/log.516d31dbe4b082c74d7b3391.1392789236639.txt

Early Ghost Ship + Remake instead of Bishop do the job...

Game 4 : Ragoudvo wins 30 to 21 : http://dom.retrobox.eu/?/20140218/log.516d31dbe4b082c74d7b3391.1392790035325.txt

I would have bought a 2nd Junk Dealer instead of a Bazaar at turn 3 for my opponent. I think 2 junk dealers were the good number to build a quick engine, without extra buys.
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shark_bait

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #9 on: February 19, 2014, 09:40:22 am »
+4

Game 4 : Ragoudvo wins 30 to 21 : http://dom.retrobox.eu/?/20140218/log.516d31dbe4b082c74d7b3391.1392790035325.txt

I would have bought a 2nd Junk Dealer instead of a Bazaar at turn 3 for my opponent. I think 2 junk dealers were the good number to build a quick engine, without extra buys.

There's so much you can do on that board!  Go ahead and try some solitaire games on it.  This really is a great board to practice your engine building skills.  Take a minute to look through the kingdom.  Ask yourself how you will set up your engine?  What kind of trashing is available?  How can you use the trash for benefit to your greatest advantage?

Try the kingdom without looking directly at the spoiler tags.



Code: [Select]
Develop, Herald, Moneylender, Rats, Worker's Village, Bazaar, Junk Dealer, Mandarin, Rabble, Tactician
You have good trashing in the form of Moneylender, Develop, Rats and Junk Dealer.  A particularly good combo is in Rats and Develop.  Play Rats to gain a free $4-cost fodder card for Develop which can gain you free $3 and $5 cost cards.  You also have Villages in the form of Bazaar, Worker's Village and Herald.  Also of note is how you can guarantee hitting with Herald by Developing Rats in say Silver and Rabble ensuring that Rabble is the 2nd card on your deck.  You can also Develop into what you need.  Lacking draw in your current hand but have a Bazaar?  Develop that Rats into a Silver/Rabble with Rabble on top.  There's really a lot in this set and it is hard to play optimally.

Here's a sample game wherein I empty the Province pile in the same number of turns that it took both you and your opponent to do it.  I'm sure there are ways that I could have played it better.  One thing to note that I think is important is the early Tactician.  It really helps line up your cards early to propel your engine along.  You can then Develop it into Gold/Worker's Village later for cash and the buy.  I think that doing that is the greatest thing that you can do in this set.

http://dom.retrobox.eu/?/20140219/log.50ea2963e4b0429cfe091cec.1392820442305.txt
« Last Edit: February 19, 2014, 09:55:47 am by shark_bait »
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markusin

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #10 on: February 19, 2014, 11:13:53 am »
+1

I hope you don't mind, but I took your suggestion and played 2 solitaire games on this board.

Without looking at the spoiler tags, here's what I came up with.


My first attempt started out with a simple "gather the $5 costs" and support them with Herald and Worker's Village. The Moneylender/Silver opening did that for me, and I added Junk Dealer to quicken my trashing efforts. I figured I can make a strong enough deck that I wouldn't even need Tactician (which is a bit dangerous to have with Herald anyway). The Moneylender eventually became a dead card, even when the Heralds hit them.  I struggled to get to the magical $16 to spend. It only became apparent to me later on that there is a nice synergy with Develop/Herald. The first card top-decked with Develop can be revealed by Herald. It's a shame that Developing a $4 cost card gives you either a Develop or a Silver for $3. Otherwise, Rats would have been amazing.

I was disappointed that I only got 4 Provinces in 14 turns. I knew I could do better.
http://dom.retrobox.eu/?/20140219/log.5080bad60cf2ab2c11d065ce.1392824289944.txt

The second game was a bit different, since I was able to open Junk Dealer/nothing. I used what I learned about Herald/Develop to trash $5's into Gold while top-decking a nice $4 that can even be revealed by Herald.  Finally, The double Province turns came early.

4 Provinces in 13 turns, and 1 more Province after each of the next 3 turns after that.
http://dom.retrobox.eu/?/20140219/log.5080bad60cf2ab2c11d065ce.1392824736406.txt


Now watch me get blown away as I read shark_bait's spoiler tags.

And of course he does a bit better than me using Tactician, a card I honestly have trouble using effectively. He also opts to ignore both Junk Dealer and Moneylender for Rats. By constantly trashing Rats with Develop, he builds a strong deck with plenty of Rabbles that can handle extra Silver, using early tactician to kickstart the process.

Nice!
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EgorK

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #11 on: February 19, 2014, 12:51:21 pm »
+1

Egor Kulikov - Jean-Michel 3:1

Egor Kulikov - Jean-Michel 32:40 (http://dom.retrobox.eu/?/20140219/log.505d7a160cf2ef979299a48e.1392829637767.txt)
Jean-Michel - Egor Kulikov 27:30 (http://dom.retrobox.eu/?/20140219/log.505d7a160cf2ef979299a48e.1392830030611.txt)

Rebuild games (first one with colonies)

Jean-Michel - Egor Kulikov 0:48 (http://dom.retrobox.eu/?/20140219/log.505d7a160cf2ef979299a48e.1392830590414.txt)

With bridge, ironmonger, steward and king court it was destined to end with this score

Egor Kulikov - Jean-Michel 28:24 (http://dom.retrobox.eu/?/20140219/log.505d7a160cf2ef979299a48e.1392831176396.txt)

Familiar vs cultist
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hdu88

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #14 on: February 19, 2014, 10:16:16 pm »
+2

hdu88 (Tao Chen): 3
Mic Qsenoch: 1

Game 0: Cancelled due to technical difficulties
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392859267200.txt

Alas, the most interesting game didn't finish. I had built a 35 point lead (soon to be 41 points), and Mic was just about to start an epic comeback with Bishop and constant Minion attacks. I had a lone Horse Traders and a few Schemes to try to steal the last two Provinces with. For some reason the window I was playing on completely froze, as in I couldn't click anything, even though my other tabs were working fine.  We decided to scrap that game.

Game 1: hdu88 wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392860487920.txt

I spent a while deciding whether to go for a Vineyard strategy or play double Tactician with Secret Chamber. I ended up going for the double Tac under the erroneous assumption that each Stables play would give me +$2. Nope, it's actually +$1 because I lose two cards and gain three cards. Mandarin gives +$1 for the same reason (lose two cards, gain $3), but it has two advantages over Stables: 1) I can topdeck a card for next turn. I topdecked Secret Chamber when I started buying Provinces, but switched to Coppers after I nearly ended up with a treasureless Stables hand. 2) Stables eventually runs out of cards to draw, and then it becomes -$1. Mandarin gives extra cards to draw.

Anyway, my incorrect assumption gives me the win.

Game 2: hdu88 wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392860970409.txt

I've actually done a fair bit of testing with the DoubleJack opening on a Baker board (don't ask; I was curious). If the two Jacks collide like they did in this game, I'm at a small disadvantage compared to a Silver-Jack opening (but I still got lucky and won). If they don't collide, not only do I probably trash two early Estates, but I actually have a nearly guaranteed path to prevent them from colliding in the next shuffle, and it ends up being an enormous advantage (on a Jack board, "enormous advantage" translates to being roughly one turn faster). 50-50 slight disadvantage vs enormous advantage; I'm taking the gamble.

Game 3: Mic wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392861566523.txt

By the time I noticed the synergy between Scavenger and Phil Stone, it was too late. I probably bought too many Golds when I should be buying Duchy and/or Scavenger. I decided to end the game because I had no chance.

Game 4: hdu88 wins
http://dom.retrobox.eu/?/20140219/log.51201cbee4b04e88c8da4f9a.1392862115693.txt

I pretty much had no idea what I was doing on this board, but somehow I timed everything correctly despite some minor terminal collision. I bought Pillage at exactly the right time so that I could use Spoils on my last shuffle, and I gained 4 Curses from my opponent's Witch but never saw them.
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Mic Qsenoch

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #15 on: February 19, 2014, 11:03:06 pm »
+1

Game 0 freezing was sad, I was probably going to lose but it would have been a cool comeback if it worked. The Alchemist stack didn't come together very quickly for me, despite getting an early Upgrade. I make a few Scheme misclicks because of the damn interface.

Game 1 - I am outplayed, no doubt about it. I might need a Tactician, or just more cantrips instead of Squires, and also more Potions. I am not getting Vineyards at a fast enough pace here.

Game 2 - I honestly didn't think about DoubleJack opening, probably the right call, I probably should have made a move on the second to last Province at some point when I had a coin token lead.

Game 3 - I have above average luck with my Scavengers and Pstones, I also don't really get swamped with Ruins despite his Cultist opening. Turn 19 is especially fortunate: I can play Necro, then Scavenger to topdeck Pstone and then play Worker's Village to draw it. Stef described something like this in a response to a game report the other day and I actually remembered his post during this turn, so thanks Stef!

Game 4 - I like what I do better here, though he definitely has a strong money deck. He hits exactly $8 for 4 of his 5 Province buys, if the money falls a little differently I can definitely pull this one out. It's close in any case.
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hdu88

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #16 on: February 20, 2014, 12:35:28 am »
0


Game 4 : "Empty the black market!"

http://dom.retrobox.eu/?/20140218/log.50785f090cf28ed55d9d72bf.1392758532507.txt



Code: [Select]
Black Market, Develop, Forager, Alchemist, Baron, Militia, Plaza, Remake, Festival, Merchant Guild

Quick trashing not working? Try quicker trashing!

http://dom.retrobox.eu/?/20140219/log.505d34a8fca2594308272c72.1392874313842.txt

Note: Against Militia, this strategy is significantly slower.
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TheMirrorMan

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #17 on: February 20, 2014, 07:28:07 am »
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Forager/Remake?! That is so counter-intuitive. I'll need to take a look into it. Thx hdu88!
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Nevermind

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #18 on: February 20, 2014, 03:57:04 pm »
0

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Nevermind

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GeoLib

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #20 on: February 20, 2014, 06:59:30 pm »
0

Geolib 3: UnmuddiedLake 1

Game 1: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392934936429.txt UnmuddiedLake Wins
Rebuild mirror. He opens Marauder/Silver and I go Silver/Silver. I pick up some schemes, we split duchies 4/4 and he gets extra estates. We each rebuild 3 provinces and T14 my rebuild collides with my one remaining duchy :-( He rebuilds his estates into silk roads. Then rebuilds a 4th province and trashes the last one for the win.
Was Marauder the right way to go here? I thought early 5s would be more important and rebuild basically shrugs off ruins (especially with some scheming). Also, is picking up estates really a good idea? I thought they would just waste a rebuild, but I guess the SR help there.

Game 2: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392935755708.txt GeoLib Wins
We both go forager/bridge into tactician. In retrospect I think scavenger might have been better than bridge here. I misclick and trash my 2nd forager T9 instead of playing it. He breaks PPR (though he was already behind as well) when I have a tac turn next and I buy the last province for the win.

Game 3: http://dom.retrobox.eu/?/20140220/log.516d0cc6e4b082c74d7aa724.1392936548569.txt GeoLib Wins
Baker coin token. I go militia/forager and he goes baker/forager. Is baker worth spending the coin token for? I figured militia would be better here. Basically money with bakers and trashing from here. He gets an expand, which I don't think was worth it. I get a second militia which of course collides with the first like 4 times. I don't think that was a good idea. He misses that I still have an untrashed estate and buys the last province giving me the win.

Game 4: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392937388717.txt GeoLib Wins
Border Village/Ghost Ship/Torturer/Smugglers craziness. We both ignore marauder and go smuggler/silver. I pick up a ghost ship before my first torturer which I think was the right choice. Some brutal attacking back and forth. He gets a potion T4 for a golem, which I think was a mistake. I get one T12, which was definitely a mistake. I never even buy golem. That one was pretty dumb. I pick up a duchy with my BV T13 for insurance. He doesn't see the 3-pile coming and I buy the last vagrant for a 4-2 victory.

Thank you UnmuddiedLake for some fun games!
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bearskinrug

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #21 on: February 20, 2014, 08:04:30 pm »
+1

bearskinrug edged out gamesou, 3.5 to 2.5

Game 1: gamesou wins
http://dom.retrobox.eu/?/20140220/log.516d321ae4b082c74d7b345d.1392934046342.txt
My initial plan was to focus primarily on Monument, Bandit Camp and Warehouse, but I got sidetracked almost immediately and bought a couple Bridges once my opponent started going that direction.  I wish I'd bought my second Monument far sooner than I did (turn 16!), probably before I bought my first Bridge.  Not really sure the result would have been any different since my strategy was a little disjointed.

Game 2: gamesou wins
http://dom.retrobox.eu/?/20140220/log.516d321ae4b082c74d7b345d.1392935140868.txt
On turn 13, I had no choice but to buy a Duchy and hope my opponent would not be able to double-Province on his next turn.  Once he did, I think with a good amount of luck, I may have been able to win with a final Province, double-Duchy last turn, but all I could manage was Province, Duchy for the loss.

Game 3: bearskinrug wins
http://dom.retrobox.eu/?/20140220/log.516d321ae4b082c74d7b345d.1392936094628.txt
Me getting the 5-2 opening was probably the critical moment in the game with Torturer and Native Village on the board.  Count's trashing was huge on both sides, but I definitely got the better of it.  On turns 11 and 13 when it was likely my opponent had his Count in hand given his acceptance of curses from Torturer, I'm not sure whether I should have played the third Torturer, but I think it was still probably the right move to play them all.

Game 4: tie
http://dom.retrobox.eu/?/20140220/log.516d321ae4b082c74d7b345d.1392936711659.txt
When I have more time, I'll have to study this log a little more closely since I'm pretty sure I misplayed this.  I also made the mistake of not checking the score before opening the game up to a three-pile ending, so I got exceptionally lucky to escape with a tie.  I started buying up the Gardens as a denial tactic, but I'm not sure I wouldn't have been better served buying a Province or two first.  Also, I Heralded into Mercenary a couple times when I'd rather not have....

Game 5: bearskinrug wins
http://dom.retrobox.eu/?/20140220/log.516d321ae4b082c74d7b345d.1392937459825.txt
Probably my strongest game of the bunch, or at least the one where I felt like I had the most cohesive strategy.  I went in expecting to go Hamlet-Menagie-Upgrade-Hoard, and that's pretty much what I stuck with.

Game 6: bearskinrug wins
http://dom.retrobox.eu/?/20140220/log.516d321ae4b082c74d7b345d.1392938806578.txt
I was first to get to the King's Courts and was lucky to have my Watchtower in hand when he had his big Torturer turn.  Watchtower turned out to be a key card for all of its uses.  I wanted to pick up a Storeroom for the +buy sooner in the game, but I didn't actually get there until turn 16.

Overall, very fun set of games and thanks to gamesou for playing with me.  The series easily could have gone the other way but for a handful of lucky breaks in my favor.
« Last Edit: February 20, 2014, 08:23:50 pm by bearskinrug »
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Breezy D

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #22 on: February 20, 2014, 10:46:07 pm »
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Breezy:3
Jaybeez:1

Game 1 Jaybeez wins
http://dom.retrobox.eu/?/20140220/log.516cd2c1e4b082c74d7a166a.1392948357166.txt

BM+Butcher with Harems. On T3 with 6 coins I chose to buy Harem. I think this should have been a butcher to trash out estates for silver and get coin tokens for future use. I kept up for a good part of the game but then Jaybeez's momentum took over.


Game 2 Breezy wins
http://dom.retrobox.eu/?/20140220/log.516cd2c1e4b082c74d7a166a.1392949899637.txt

We both went scrying pool then vineyards on this board. I tossed an early urchin in which let me trash coppers. I accidentally trashed my potion before I remembered I needed it for vineyards. And this threatened to put me dramatically behind as I bought 2 potions to make up. Slowly buying highways & then a couple of provinces let me pull ahead.

Part way though the game I wondered whether BM+Wharf would have been better.

Game 3 Breezy wins
http://dom.retrobox.eu/?/20140220/log.516cd2c1e4b082c74d7a166a.1392950449995.txt

BM+Masquerade with Stashes and no +2actions. I open 5/2 and choose hunting party over stash. Jaybeez opens silver/masquerade & in T4 buys Haggler. This gave him 2 terminals in his deck while hunting party let me see my 2 stashes more often.

I maintained the lead through the game but almost lost when I miscounted my coins and bought an estate (duchies were out) instead of the last province.

Game 4 Breezy wins
http://dom.retrobox.eu/?/20140220/log.516cd2c1e4b082c74d7a166a.1392951354737.txt

A tough game for  Jaybeez due to 2p in T5. He couldn't afford a familiar  & his potion missed the reshuffle. Throughout the early game scavenger, and then later golem, let me play familiar much more regularly. Looking at the log, I wonder whether Scavenger would have been a better T4 buy for Jaybeez than Minion. Though, had I been in his place, I likely would have also gone Minion over Scavenger assuming I'd get a familiar shortly.


Thanks Jaybeez for some good games and also for your patience in Game 4.
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hdu88

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #23 on: February 20, 2014, 11:33:27 pm »
0

Game 1: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392934936429.txt UnmuddiedLake Wins

Marauder is important because it lets you hit $5 in the crucial midgame turns, stops your opponent from hitting $5, and gives your opponent fewer Rebuild plays. Lake ended up getting 3 Rebuild to your 2 and still split the Duchies.

The extra Estates are important not to turn into Silk Road, but to end the game on Turn 14 with a 2-point lead, which Lake missed.

Game 2: http://dom.retrobox.eu/?/20140220/log.50ca9bbae4b0c3bfb6b97227.1392935755708.txt GeoLib Wins

Forager-Jack seems way better, either for Big Money or Double Tac (yes I think Double Tac is possible despite the lack of non-Jack card draw). I'm interested enough to solitaire this.

Edit:
Big Money http://dom.retrobox.eu/?/20140220/log.505d34a8fca2594308272c72.1392958797239.txt 5 Province in 14 turns seems alright
Double Tac http://dom.retrobox.eu/?/20140220/log.505d34a8fca2594308272c72.1392958418348.txt Probably inferior, but way more fun

Game 3: http://dom.retrobox.eu/?/20140220/log.516d0cc6e4b082c74d7aa724.1392936548569.txt GeoLib Wins

I feel like Militia is correct here. Lake just likes spending those coin tokens like they're on fire.
« Last Edit: February 21, 2014, 12:07:07 am by hdu88 »
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hdu88

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Re: GokoDom III: Round 1 Discussion Thread
« Reply #24 on: February 21, 2014, 12:46:12 am »
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Part way though the game I wondered whether BM+Wharf would have been better.


Highway megaturn all the way! Necropolis + 2 Wharf + 2 duration Wharf gives you 5 buys.

http://dom.retrobox.eu/?/20140220/log.505d34a8fca2594308272c72.1392960884915.txt
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