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Author Topic: GokoDom III: Round 6 Discussion Thread  (Read 14687 times)

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Kirian

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GokoDom III: Round 6 Discussion Thread
« on: March 31, 2014, 09:56:36 am »
+1

Please post your logs, commentary and analysis here!

Interesting things of note:

Markowkette vs. Monsieur X:  Two completely new names at the very top of the list.  A win for either of them clinches a spot in the top 16.

Ragingduckd (AI) and Stef:  As the only players with 8 points each to tie last round, both players with 9 points have to play someone with 8 points; otherwise they'd be scheduled to play each other two rounds in a row.  A win for either of them is an almost certain entry into the round of 16.

60 total players with 5 points or higher:  Every single one of these names is still in contention for a spot in the top 16.

Spreadsheet is here:  https://docs.google.com/spreadsheet/ccc?key=0AkuKfENQMyHadE9iM3Zzd3g4WVBrYV9Mb2ZWOWM5aEE&usp=sharing#gid=11
« Last Edit: March 31, 2014, 03:56:06 pm by Kirian »
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soulnet

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #1 on: March 31, 2014, 11:51:09 am »
0

Ragingduckd (AI) and Stef:  As the only players with 8 points each to tie last round, both players with 9 points have to play someone with 8 points; otherwise they'd be scheduled to play each other two rounds in a row.  A win for either of them is an almost certain entry into the round of 16.

Actually, Stef was at 7 and won last round.

EDIT: Actually, both were at 7 and won last round.
« Last Edit: March 31, 2014, 11:54:17 am by soulnet »
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SCSN

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #2 on: March 31, 2014, 12:31:43 pm »
0

Yah, Stef and Andrew tied each other two rounds ago. Last round Stef beat Marin and Andrew the ghost of Lespeutere, who due to his inability to interact with matter found himself unable to play even a single game.

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Kirian

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #3 on: March 31, 2014, 12:42:40 pm »
0

Oh.  Well... I can't count.  Still!
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amalloy

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #4 on: March 31, 2014, 02:06:42 pm »
+1

Please post your logs, commentary and analysis here!

Can we get a link to the spreadsheet in the OP of these Discussion threads? I don't usually look at the Results thread, and find myself wanting to look over the spreadsheet a few times a week, to check my pairing/ranking and check up on the progress of other players I'm interested in. And, in case it helps anyone else: the link is https://docs.google.com/spreadsheet/ccc?key=0AkuKfENQMyHadE9iM3Zzd3g4WVBrYV9Mb2ZWOWM5aEE&usp=sharing
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Qvist

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #5 on: April 01, 2014, 12:15:41 pm »
+3

Round 6 or how I embarrass myself playing with Ambassador...



Game 1

http://gokologs.drunkensailor.org/static/logprettifier.html?20140331/log.50733066fca2ca7237ee9b77.1396286237023.txt



Code: [Select]
Apothecary, Feast, JackOfAllTrades, Nomad Camp, Spy, Trader, Mandarin, Tactician, Trading Post, Bank
Bank is a monster here on this Colony board, with both Apothecary and Tactician on the board. We both open Silver/Potion and get Apothecaries. But he gets a Tactician in turn 6 while I didn't because I never had $5 or $6 without a Potion and I preferred Apothecary over it, probably a mistake. I get 2 Banks instead of his only one, but he can pull the trigger faster than me, getting double Colony in turn 11 while I get single Colony in turn 12 and in turn 13, he then gets double Colony in turn 14 again. I get single Colony in turn 14 as well, but can't get the fourth Colony before he can play his Tactician again which sealed the deal for him.


Game 2

http://gokologs.drunkensailor.org/static/logprettifier.html?20140331/log.50733066fca2ca7237ee9b77.1396287677160.txt



Code: [Select]
Fool's Gold, Hamlet, Develop, Warehouse, Wishing Well, Conspirator, Death Cart, Fortress, Wandering Minstrel, Junk Dealer
We both here for the Conspirator chain. I open Warehouse/Conspirator and he opens Wishing Well/Conspirator. I had great shuffle luck as I were able to play Warehouse in turn 3, buy a Junk Dealer and draw my Warehouse in turn 4 again, playing Junk Dealer and triggering Conspirator. My opponent goes for 2 Junk Dealers and a thinner deck which I don't think were necessary with Wandering Minstrel and Warehouse being present. He also prefers Fortress over Wandering Minstrel which makes sense as he will run out of cards that he might be able to trash to his 2 Junk Dealers and Wandering Minstrels aren't that great in a well thinned deck. I'm able to win the Conspirator split 6/4 which is a big deal. In turn 11 faust gets Province and a Death Cart to compensate the lost Conspirator split while I immediately green heavily with Province/Duchy. Unfortunately his deck is only capable of generating $15 per turn which is gives me the opportunity to keep pace with him. In turn 14 we are even in points (3 Provinces to 2 Provinces and 2 Duchies) and I had to go for double Duchy. He had a stall turn and had to trash his Death Cart to get to a Province. I then go for double Duchy + Estate as I think my deck is capable of handling the green cards. He then decides to break PPR with Province/Duchy and he had a very fortunate turn where my Junk Dealer draws a non-terminal to trigger my Conspirator, my Wandering Minstrel discards 3 Duchies and my Conspirator finally finds the Warehouse that I needed. I can therefore also Province/Duchy for the win.


Game 3

http://gokologs.drunkensailor.org/static/logprettifier.html?20140331/log.50733066fca2ca7237ee9b77.1396288322588.txt



Code: [Select]
Native Village, Stonemason, Sea Hag, Cache, Contraband, Merchant Ship, Tribute, Upgrade, Venture, King's Court
King's Court is present, but really no great payload. I open Sea Hag/Silver to his Upgrade/Native Village. I really like his 5/2 and think I'm in a bad shape. But my Sea Hag shows up as early as possible, in turns 3 and 5 again and get an Upgrade in turn 5 on my own. faust gets his Sea Hag in turn 5 which he never plays and trashes later to an Upgrade. We both go heavily into Upgrades and get a similar deck, but my Sea Hag really slowed him down in getting a thin deck, so my deck gets thinner faster as I can trash Coppers instead of Curses. From there it just snowballs, I can get a few more Ventures and less Coppers and get to $8 more regularly and win the game.


Game 4

http://gokologs.drunkensailor.org/static/logprettifier.html?20140331/log.50733066fca2ca7237ee9b77.1396289197107.txt



Code: [Select]
Fool's Gold, Ambassador, Workshop, Spice Merchant, Taxman, Thief, Mystic, Outpost, Pillage, Adventurer
This is the first Ambassador game that I screw up. We both open Spice Merchant/Ambassador, but he uses it for +Buys to get to Fool's Gold, while I get a second Ambassador and try to get a thin deck and use Mystic for my economy. I get a very thin deck very fast and get a few Fool's Gold to have some money, but it all didn't went how I wanted it to be as I just can't get to $5 regularly and had a lot of $4 hands. faust did get 2 Provinces really fast, but then decided to build again and basically had this in the bag from the get go. My strategy was just doomed to fail.


Game 5

http://gokologs.drunkensailor.org/static/logprettifier.html?20140331/log.50733066fca2ca7237ee9b77.1396290172548.txt



Code: [Select]
Chapel, Embargo, Smugglers, Urchin, Farming Village, Wandering Minstrel, Festival, Outpost, Wharf, Hoard

This is a power engine board. After I see him open double Urchin, I open Chapel/Smugglers and think I'm in a very good shape. My Chapel misses the reshuffle though and collides with the Smugglers. faust gets his Mercenaries in turn 6, but the discard attack did hurt I think only once. From there it just went worse and worse. He can thin his deck just better than I can and it all snowballed again from there. Not much to say there. But I'm confused. Is double Urchin here really better than Chapel!?


Game 6

http://gokologs.drunkensailor.org/static/logprettifier.html?20140331/log.50733066fca2ca7237ee9b77.1396291151792.txt



Code: [Select]
Beggar, Courtyard, Ambassador, Tunnel, Herald, Militia, Counting House, Horn of Plenty, Margrave, Venture

I thought about going for Beggar/Counting House, I thought about Courtyard/Margrave BM, but thought that an Ambassador engine with Heralds would be superior. I realised too late that it was a Shelters game (d'oh), but still it should work all right. So, I open Ambassador and my opponent immediately gets a Tunnel. What!?  I thin and thin, but again somehow my deck doesn't come together. I realised too late that my money has to come from action cards so that my Heralds keep hitting so I added 2 Militias and only few money. In turn 15 after a good turn I get a Curse what was a big mistake because I mostly short of actions because I can't rely on Heralds hitting all the time and were never able to return it. Also I could only get to $7 most turns as I only had enough actions to play one of my 2 Militias. It just didn't work well together. In turn 24 I could win if I hit $8, but I only get to $7 (as so many times) and lost the game.

Thanks for the games, faust, and good luck for you for the rest of this tournament.
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hsiale

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #6 on: April 01, 2014, 04:11:13 pm »
+1

hsiale 3-0 bearskinrug



Code: [Select]
Vagrant, Loan, Workshop, Advisor, Rats, Young Witch, Cache, Ghost Ship, Highway, Knights, MintWe both open Young Witch/Workshop (it's the bane). Then, on the second shuffle, we both get a 5 Copper hand. I decide Copper won't be bad and buy Cache, he decided Copper will be bad and buys Mint. He can curse much faster, but I have stronger economy and manage to get big enough lead that I can buy remaining Knights and Vagrants to end the game before he catches up.



Code: [Select]
Death Cart, Tournament, Wandering Minstrel, Golem, Cache, City, Count, Counting House, Laboratory, Hunting GroundsI support my Tournament with Gold and Labs, he goes for Tournament/Wandering Minstrel/Hunting Grounds. I manage to win the race to Followers, then he takes Princess, then I take Trusty Steed, then he takes Bag of Gold, finally I grab Diadem. I start greening earlier while he is building, probably preparing double Province turns with Princess. But Followers slow him down and before he's ready I manage to get more than half of the points available.



Code: [Select]
Transmute, Oracle, Bishop, JackOfAllTrades, Quarry, Thief, Mandarin, Treasury, Wharf, King's CourtKing's Court, Wharf, Treasury and Quarry. So we both open Silver/Quarry and race to power actions. I manage to connect KC with Wharf first, win KC split 8-2 thanks to this and the game is decided.

Thanks for the match bearskinrug.
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Robz888

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #7 on: April 01, 2014, 04:25:27 pm »
+2

My match against 2.7, which was sort of a must-win for my chances of making the finals.

Game 1: http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.515f2508e4b09ee2d2aa5c19.1396379556538.txt



Code: [Select]
Ambassador, Hermit, Bridge, Scout, Sea Hag, Cache, Explorer, Mountebank, Altar, Farmland
I'm first with 5/2. 5/2 is usually horrible against Ambassador, but there are no villages here, so I'm thinking that perhaps Mountebank can just power through it. Anyway, I basically have no choice but to find out. He goes for Ambassadors and Hermits and speedily turns them into Madmen. Am I in trouble here?

I think in a world where I didn't get such perfect draws--and so little Mountebank collision--I might have been in trouble. Also, he really, really needed to add Bridges to his deck. It's tough when you have to rely on Madmen as your only village, though. And the fact that he's trashing his Curses fairly easily makes my Mountebanks hit more often, giving him lots of Copper. He eventually really does de-junk his deck, but I have 5 Provinces by then. It doesn't come together quick enough for him. I'm honestly not sure if this is the expected result or not, given how lucky I felt my draws were.

Game 2: http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.515f2508e4b09ee2d2aa5c19.1396380866257.txt



Code: [Select]
Lighthouse, Pawn, Black Market, Monument, Trader, Apprentice, Upgrade, Border Village, Harem, Hunting Grounds
What a fun one! It looks to me like an Apprentice/Border Village thing. I can open Apprentice thanks to Baker. He opens Upgrade instead. I think this is a mistake here (maybe not generally, but in this game). The Black Market is kind to him, giving him Fortress. He adds Apprentice and more Upgrades and I think I am in some serious trouble. His draw and gaining should be off the charts!

Unfortunately for him, his draws are terrible, and he isn't doing anything good with his Fortress until really, really late. By then I have a Province lead and tons of Monument chips. His potential is so explosive, though, so I decide I should go for piles. I am 16 points up, and I buy the last Border Villages and bring the Monuments pile down to two. He has a lot of ways to gain but not much economy. I know he can't double Province. He can get tons of Duchies by Upgrading Fortress though...

Ultimately, he needs one more buy to tie or $2 more money to win. He has neither, and I can pile out Duchies on my next turn. Fun, tense game.

Game 3: http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.515f2508e4b09ee2d2aa5c19.1396381481923.txt



Code: [Select]
Secret Chamber, Fortune Teller, Oasis, Scheme, Smugglers, Philosopher's Stone, Feast, Rogue, Saboteur, Expand
Not much happening here. He opens Fortune Teller/Silver. I open Smugglers/Silver since I'm in second position. After I get a $2 hand, I decide I might as well pick up Secret Chamber. I wish I could chalk this up to brilliant strategic play, but really it was circumstantial. Okay, Secret Chamber was a hero here. This has never happened to me before. It totally obsoleted his Fortune Teller (in fact, his Fortune Teller was only smoothing out my hands), and hard-countered his Rogue (okay, I'll put back Estate and Copper). And he was playing these cards A LOT because of Scheme. With two Secret Chambers and the put back effect from Fortune Teller, (I would top deck the Chamber and then Estate, saving SC for next turn and having him skip zero of my cards), I felt totally defended.

Additionally, again, my draws were extremely fortuitous. The one time his Fortune Teller really hit me, it skipped my whole deck, leaving me with 4 cards. I then drew these four cards--Estate, Estate, Estate and Province--reshuffled, and drew my fifth card, Secret Chamber. This ensured a green-free shuffle that really, really sealed the game.

I think I played very well here, and resisted any bonehead moves, though extremely good luck went a long way.
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jaybeez

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #8 on: April 01, 2014, 04:45:21 pm »
+1

Comments on my 4-2 win over Burning Scull...

Game 1. http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.50a94f0ce4b07a80ae66d119.1396378589668.txt



Code: [Select]
Vineyard, Cutpurse, Horse Traders, Pirate Ship, Quarry, Scout, Silk Road, Fairgrounds, Goons, Bank
Really weird board here, isn't it?  One of the rare boards where Vineyard isn't pure radness.  We both go Goons-BM with Quarries into Silk Road, I'm not sure either of us played it optimally.

Game 2. http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.50a94f0ce4b07a80ae66d119.1396378916285.txt



Code: [Select]
Transmute, Coppersmith, Ironworks, Smithy, Golem, Contraband, Minion, Rebuild, Soothsayer, Wharf
A Rebuild mirror, hooray.  An engine is definitely viable here, I'm just not sure if it would have been fast enough to beat Rebuild, especially since the only village is Golem, which makes the engine a lot slower.  Or would Wharf-BM be competitive against Rebuild?

Game 3. http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.50a94f0ce4b07a80ae66d119.1396379825584.txt



Code: [Select]
Beggar, Fishing Village, Lookout, Island, Quarry, Harvest, Hunting Party, Ill-Gotten Gains, Margrave, Expand
Engine all the way here.  My opponent has better luck than me early, and although I manage to make it pretty close by the end he cleverly drains the Islands with help from his Quarry to edge ahead for the win.  I thought his Island buys earlier in the game were mistakes but they ended up allowing him to get the last 4 on his last turn to end the game, so maybe he knew what he was doing all along?

Game 4. http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.50a94f0ce4b07a80ae66d119.1396380487733.txt



Code: [Select]
Beggar, Loan, Workshop, Caravan, Conspirator, Feodum, Smithy, Spy, Butcher, Inn
There's no +Buy so I open Loan/Caravan, transitioning into a Butcher-based money deck.  My oponent goes for something more engine-like but it's way too slow, I'm able to get 5 Provinces (6 if you count the one I trashed) by T13.  That despite having flipped my one Butcher on T4 with an ill-advised Loan play.  Butcher-BM is FAST.

Game 5. http://gokologs.drunkensailor.org/static/logprettifier.html?20140401/log.50a94f0ce4b07a80ae66d119.1396381392819.txt



Code: [Select]
Courtyard, Squire, Steward, Coppersmith, JackOfAllTrades, Pirate Ship, Trader, Tribute, Upgrade, Fairgrounds
I wanted to go engine, but with Squire being the only +Buy AND the only +Actions, and the only draw being the +2 Cards variety, I think it was going to be too slow.  Well there's Tribute but if your opponent goes for a money deck then Tribute won't work as a village.  I don't know, maybe it could work with lots of Squires, using Jack for draw?  I doubt it.  We both open Courtyard/Jack and play basically a mirror.  My thinking with my Upgrade buy was that if it collided with Jack I could either clear out a Copper and then draw 2 with the Jack, or turn the Jack into a Duchy.  I'm able to do the latter on my penultimate turn, so maybe it was worth it?  Anyway, I win this one mainly because my opponent forgot that he had trashed all of his Estates, and he bought the last Province to lose by one point because his Fairgrounds was worth only 2 VP.  Ouch, babe.

Game 6. http://www.gokosalvager.com/static/logprettifier.html?/20140401/log.50a94f0ce4b07a80ae66d119.1396382458538.txt



Code: [Select]
Embargo, Vagrant, Menagerie, Alchemist, Rats, Talisman, Bazaar, Knights, Market, Nobles
And I also won the finale of the match because of a glaring oversight by my opponent: he opened Potion/Silver on this board.  I have the 5/2 which just makes it even better.  I'm able to Embargo Alchemist on T3 and that's pretty much the game I think.  In retrospect, I think I should have opened with Bazaar instead of Sir Vander but it doesn't really matter, I'm able to win handily.

Thanks for the match, Burning Scull!
« Last Edit: April 01, 2014, 04:58:35 pm by jaybeez »
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faust

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #9 on: April 01, 2014, 05:00:32 pm »
0

Round 6 or how I embarrass myself playing with Ambassador...

My thoughts:

Game 1: I think Tactician is key here, and the fact that you never got one may have lost the game for you. During the game, I also wasn't sure about my Copper buys, but looking back, I think they helped me as well.

Game 2: I still think I would have won this had I gone Duchy/Duchy instead of Province/Duchy on my last turn. Well, that's why PPR is a thing...

Game 3: Still not sure which of us had the better opening here. I feel like I had some bad shuffle luck, but in general Uprgrade should be superior to Sea Hag. Maybe I'm wrong on this though.

Game 4: I think both Mystic and Outpost are a trap here. Without any kind of handsize increasing, this really needs to be played as a money deck. I also didn't understand you trashing Fool's Golds to Spice Merchant.

Game 5: I chose Urchin over Chapel because of two things: 1. It's a Wharf board, so quick thinning isn't that important. 2. Urchin/Mercenary slow down your ability to trash. This could have been much closer if your Chapel hadn't missed the shuffle though.

Game 6: I think both of us didn't play this very well. could be we just should have ignored Ambassador and gone for a BM-ish deck with Tunnel as reaction to Margrave/Militia. Transitioning into BM later in the game helped me win this. Though, if one of us could have gotten all the Heralds, he would also be in a good position, so I'm not sure...

Anyway, thanks for the games, and good luck in the last round!
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DG

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #10 on: April 01, 2014, 06:07:50 pm »
+1

As a general note for the Qvist vs Faust games, I think a bit more thought needed to go into the endgame when appraising the initial kingdom. So one game started sea hag vs upgrade, straightforward start, but the endgame needed a commitment for merchant ship or tribute or venture or complete upgrade. Mixed strategies were going to be weak.  Most ambassador decks need planning to expand out from a small deck to buy provinces and it was important in both games here. The last game had a lot of options that would have changed the purchases while the deck was developing, including the horn of plenty finish for an engine player.
« Last Edit: April 01, 2014, 07:33:46 pm by DG »
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BraveBear

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #13 on: April 02, 2014, 10:16:46 am »
+3

yed - BraveBear 3-3

I don't feel like commenting on all the stupid mistakes I made...

http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396385137778.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396386192676.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396387361045.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396389000117.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396390010972.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396390588977.txt

That is disappointing yed...

Not that I have had a great back and forth discussion about any of my matches so far.  It still was a little disheartening for that to be your only response on the games I played against you.  Anyways here are my thoughts on the games!

Game 1.  This game was I think one of my favorites.  You open double lighthouse which I really don't understand.  Yeah margrave is there but there isn't a village and so I don't really like that opening.  I go hard for hunting parties and grab a altar much earlier then you.  Then you focus on peddlers which again I don't understand because there was only 1 +buy and getting one platinum in your deck is much more important then 5 peddlers in a HP game.  Anyways I think my favorite part about this game is that I top deck a LH every turn and have one out so I don get hit by a margrave the entire game which is why I won this one.

Game 2.  You have 5-2 opening on a cutlist board which stresses me out and I open double lookout instead of double lighthouse.  I have 2 lighthouses and 3 lookouts by turn 12 but have 5 ruins still in my deck and you blow me apart the rest of the game.

Game 3.  This was the most interesting game of the match.  Rebuild is there but we both decide to build a menagerie engine.  You open double steward and I fall behind.  I decide to do some weird tricks with ironworks and grab estates.  But that probably wasn't smart.  I get a rebuild too late and you are able to end it pretty easily.

Game 4.  This was a risky engine board with the only draw in steward.  But if you thin enough I still think that's still good.  And so do you because we pretty much mirror buying 1 mandarin each for support.  I obv get really fortunate that all of your border villages are on the bottom of your deck one shuffle and am able to end it before I stall.

Game 5.  This game was very luck dependent.  Mountebank hits hard before any light trashing can be done with moneylender.  I king a Mountebank turn 11 even though you had a king before me.  Try lining up a Kings Court with anything when the only village is a Kinged Treasury.  This slog lasts 32 turns and I think I'm about to lose when one of my kings line up with a monument.  Got lucky on this one.

Game 6.  I double province on turn 14 which is my only good hand of the entire game.  I completely over value Watchtower here thinking I wouldn't draw an extra card because I would trash the curse.  But of course you gain the curse first and then trash it so you still draw a card, effectively making watchtower a ruined library.  I didn't have a good strategy going into this one.  Got outplayed here.

Thank you for the games yed!  I'm not expecting you to reply to this but it really does help my game when someone of your caliber comments.  Hopefully the games were at least a little fun for you because they were a blast for me.  Good luck in the last round!





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A Drowned Kernel

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #14 on: April 02, 2014, 10:55:17 am »
+2

liopoil beats ADK 3.5-2.5

The Stream

Game One liopoil

Sea Hag slog. Scheme wins the curse war for me but in the long run he gets gold and more economy and wins out in the end.

Game Two liopoil

Up against an IGG/Courtyard opening with 4/3, I desperately try to build an engine. I contend that it's possible on this board if you get early upgrades but the way I went about it was a no-go. liopoil crushes me.

Game Three ADK

The first game in a long time that I've seen Tunnel shine, with the help of Horse Traders and deck thinning. A madman turn lets me get a bunch of golds at once and the extra points from tunnel give me a more than comfortable point lead for the Province race.

Game Four Tie

I decide that the engine isn't worth it since all the components cost $5 and there's no +buy. He goes for it against my Rabble-BM and he ends up taking the tie, though if he had seen my last hand it might not have ended that way.

Game Five ADK

Apothecary is good. Like, so good. I love apothecary. Jack thins out the junk, apothecary draws, Mountebank attacks and empties the curse pile, and I manage to get all ten cities.

Game Six liopoil

An engine game with Masquerade, Haggler and Mining Village. I think he gets too many Masquerades, and ends up passing me good cards once or twice. I jump the gun on trashing my villages, though, and he pulls ahead in the endgame.

Thanks for the games, liopoil, and thanks for everyone who tuned into the stream!
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AdamH

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #15 on: April 02, 2014, 11:10:21 am »
0

AdamH 3, Max7272sp 0
Entire stream video on Twitch
Video Playlist on YouTube


Game 1: Max7272sp 48, AdamH 76
Game log     Twitch highlight     YouTube video
Kingdom Cards: Hamlet, Sage (bane), Cutpurse, Gardens, Navigator, Young Witch, Counterfeit, Cultist, Embassy, Venture, Fairgrounds

Well there's Cultist and Young Witch with no way to trash Ruins or Curses. My opponent opens 5/2 and I'm way behind, but Young Witch is OK to open with. I get two Cultists and still lose the Ruins split 9/1, but fear not! With five more unique cards in my deck that I didn't have to go out of my way for, Fairgrounds and Gardens are my salvation! His deck doesn't show much focus after the Cultist debacle where I focus more on money and I'm able to end the game with six 6-point Fairgrouns and six 6-point Gardens for an essentially unbeatable score.

I thought I'd catch some complaints from the chat about getting Golds over Counterfeits, but they were relatively happy with the way I played this one (which is saying something, usually most of the chat is high-level people pointing out everything I did wrong :P ). Apparently there is now a drinking game where you drink every time I consider buying a Silver, and another one where you drink every time I sigh. You guys are hilarious ;D


Game 2: AdamH 10, Max7272sp -7
Game log     Twitch highlight     YouTube video
Kingdom Cards: Ambassador, Navigator, Sea Hag, Smithy, Walled Village, Embassy, Library, Saboteur, Forge, King's Court, with Colony/Platinum

King's Court, Ambassador, and Saboteur -- the price of losing the Ambassador war is huge, so that's the objective. My opponent opens with a Sea Hag which has to be a mistake, and I get really thin and start King's Courting Ambassadors and then Saboteurs. The game goes awkwardly long because even after he has a 50+ card deck which includes 10 Curses and not really any good cards, I don't have any +Buy to end the game with, so the best move is to keep attacking. Eventually I'm able to put together a turn where I Ambassador a bunch of cards to him to empty piles and buy a Colony to win.

According to WW, the guy who wrote the article on Ambassador, I could have played tighter with my Ambs in the beginning of the game, which I believe, but I'm not quite sure how to line up my chat messages with certain turns in the game so I don't quite know what I did wrong...


Game 3: AdamH 34, Max7272sp 21
Game log     Twitch highlight     YouTube video
Kingdom Cards: Vineyard, Crossroads, Squire, Forager, Bureaucrat, Cutpurse, Contraband, Hunting Party, Library, Market

Vineyards board for sure, I prioritize draw with Hunting Party and he goes straight for a million cheap actions. I get a lucky first shuffle with Cutpurse hits, so I hit $5 and he doesn't. He doesn't go for Potions until too late so I win the Vineyards split 5/3 and his aren't worth enough to make up the difference. With more draw I'm able to end the game on piles and pick up a little extra green to be comfortable.

The main takeaway from the chat is that we both should have trashed heavily with Forager. I thought more Hunting Parties would be just as good but trashing would be nice to supplement the draw.


Thanks for the match, Max!
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soulnet

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #16 on: April 02, 2014, 12:18:49 pm »
0

According to WW, the guy who wrote the article on Ambassador, I could have played tighter with my Ambs in the beginning of the game, which I believe, but I'm not quite sure how to line up my chat messages with certain turns in the game so I don't quite know what I did wrong...

There was discussion about you getting too much Silver, but no full consensus. However, you should have given him Silver with KC/Amb when you had nothing worse. Silver is not bad for him, but BM is not going to make a comback and flooding him with Treasure would bury his only oppotunity (thin the deck and play the engine himself) even deeper.

The main takeaway from the chat is that we both should have trashed heavily with Forager. I thought more Hunting Parties would be just as good but trashing would be nice to supplement the draw.

Again, no consensus, but I still think Forager/Squire/Xroads/Market/Library was the way to go, at least to open. That helps trashing faster and getting the thing going. Afterwards, depending on how the piles are, you might add HPs for extra stability, but not sure. You do want all the Squires you can get and some Markets so you don't need to play them for buys.

Nice streaming. I am sorry you get beaten up like that in the chat, but I am sure almost everyone would.
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MarkowKette

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #19 on: April 02, 2014, 05:51:09 pm »
+1

Monsieur X   4         MarkowKette  2

The logs :

http://gokosalvager.com/static/logprettifier.html?20140402/log.516cd492e4b082c74d7a247a.1396462920547.txt 1-0
http://gokosalvager.com/static/logprettifier.html?20140402/log.516cd492e4b082c74d7a247a.1396463952937.txt  1-1
http://gokosalvager.com/static/logprettifier.html?20140402/log.516cd492e4b082c74d7a247a.1396464488726.txt 2-1
http://gokosalvager.com/static/logprettifier.html?20140402/log.516cd492e4b082c74d7a247a.1396465208637.txt 2-2
http://gokosalvager.com/static/logprettifier.html?20140402/log.516cd492e4b082c74d7a247a.1396466159728.txt  3-2
http://gokosalvager.com/static/logprettifier.html?20140402/log.516cd492e4b082c74d7a247a.1396466884402.txt  4-2

Thank you Markow for these close games. Good luck to you for next round!

A few notes from my side:



Code: [Select]
Haven, Scrying Pool, Shanty Town, Workshop, Baron, Mining Village, Quarry, Scavenger, Highway, Mine
Game 1: Scrying pool mirror match: I am first player and i haver the better opening with 4/3 to his 5/2.
I try to focus more on getting a lot of gains to snowball him down with 2 Workshops and 2 Barons and a lot of villages.
I get more scrying pools than him as i opened potion and he didn't. The main difference is his Scavanger that gives him better reliability in draw. I think my opening luck is evened out by very bad SP draws in the midgame, but his aren't so much better aswell. It's very even until his last turn where he can get 3 Provinces.
His Scavenger made the difference, i should have gotten one over my 2nd Baron. Accordingly he wins, well played.



Code: [Select]
Crossroads, Herbalist, Pawn, Smugglers, Remake, Talisman, Bazaar, Counterfeit, Haggler, Mandarin
Game 2: Big Money Mirror with Remake Haggler and Counterfeit. My Remake misses the shuffle and collides with the only terminal aswell and i can only play it once in the whole game. But i get a little luckier with the money distribution in my shuffles and get 3 Counterfeit and 1 Haggler to his 1CF and 2 Haggler. Usually 3 CF might be too much but i think here it's reasonable with the extra treasures from Haggler. We start greening at the same time and he gets unlucky with a few 7's
My Counterfeits give me the Flexibility to hit exactly 8. We start Duchy dancing and i can Counterfeit a Gold to get double Duchy once that and the 1 extra Estate that i didnt trash give me the lead that i need. He has to break PPR and i win.



Code: [Select]
Native Village, Village, Horse Traders, Silk Road, Taxman, Throne Room, Ill-Gotten Gains, Upgrade, Wharf, King's Court

Game 3: Huge engine board with Throne Room, Village, Wharf, Kings Court and Upgrade, and there is IGG.
We both decide it's possible to build the engine ignoring IGG at start. We are quite even here the only difference is i have one extra Upgrade and he one extra Wharf. But he gets better draws as my 5 costs are always at the very bottom of the shuffle. It snowballs extremely fast from here on and he starts pinning me down with IGG's that he upgrades into golds later on. I resign.



Code: [Select]
Oracle, Scheme, Steward, Cutpurse, Mining Village, Scout, Sea Hag, Thief, Apprentice, Soothsayer
Game 4: Engine Board without + buy.
I start Scheme/Steward he Silver/Steward we mirror each other for a while with the difference being that i focus more on trashing and getting the draw up and he a little more on economy buying Golds on turn 6 and 8 while I never buy a single treasure as there is Soothsayer for my economy. He surely gets unlucky only hitting 6'S and 3's instead of 4's and 5's, but still buying the treasures is a big mistake here, as he underestimates the power of Soothsayer. I get 2 of those with enough villages and an Apprentice so i can reliably draw my deck. I can give him 2 Curses each turn and he only has a single Steward and can only trash one per turn on average.
I cruise to an easy win from there.



Code: [Select]
Smugglers, Village, Death Cart, Feodum, Ironworks, Procession, Trader, Worker's Village, Wharf, Goons
Game 5: Wow this board! Really interesting. There are all the components for a very strong multi-Goons engine, but there is also Trader-Feodum. As the feodum strategy isn't really suited to a fast 3 pile ending i think the Goons engine has the time to catch up and i favor it a little. Now there is Smugglers here so i think if i go for a fast goons engine and he goes Smugglers into it he will probably win. Also Smuglers is not too bad in a Feodum Trader mirror. I open Smugglers/ironworks as they both help either of the strategies and i have all the flexibility to adjust to what he is doing. He opens the same.
Now we play a weird game where he focuses hard on ironworks getting 4 or 5 of them while i only get 2 or 3 and then a few villages we also both get 3 Smugglers as it get's clear that we will have to go into feodum now that the piles are already a little low. He wins the Feodum split because his only village connects with a smugglers+ironworks hand and all my villages decide that they want to stay together like my terminals but seperate from those. He rushes Estates now, while i try to getch up with silver flooding my deck to get maybe a few duchies and higher value feodums. In the end my 3 Feodums are worth nearly as much as his 5 but the estates give him a comfortable lead.
I'm not sure if i played this wrong i really like getting more villages than him and less ironworks. But maybe the best thing is more in between us. He has more reliability to at least get 1 feodum each turn and i have the higher chance of getting 2 a turn but also the higher chance to get none. So i think all in all this comes down to luck, but he certainly played it very well, too.



Code: [Select]
Fool's Gold, Lighthouse, Pirate Ship, Taxman, Library, Mystic, Rebuild, Adventurer, Expand, Forge

Game 6: Very disappointing ending to a rather interesting series so far. The two strategies here are rebuild without any really good support and Taxman-Fools Gold with Library later.
He is first player and starts Taxman/FG. I am pretty sure if the FG go uncontested it's stronger than rebuild and if rebuild contests FG it's weaker than rebuild with silvers instead (you wont hit 5 for a while).
So i think i have to mirror him and i do so. He wins the FG split because of first player advanage and i'm basically dead anyway. He then get's a rebuild on 5 which i think should have been a Library (he agrees on that after the game).
As i only have 4 FG in a deck of nearly 20 cards i dont have the biggest chance of getting to province a lot so i Taxman my FG into Silvers and react the other FG whenever i can (my only hope is the the FG he has to discard this way keep him away from provinces) It get's closer than i thought but it's clearly not enough and he wins.


Thanks for the very even games Monsier X.
Congratulations and good luck for the last round, maybe we will see each other again in the playoffs.
« Last Edit: April 03, 2014, 11:07:15 am by MarkowKette »
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pst

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #20 on: April 03, 2014, 04:40:08 pm »
0

pst vs. KingZog3

Game 1:  Crossroads, Embargo, Lighthouse, Native Village, Baron, Feast, Navigator, Pirate Ship, Cache, Harvest.

Both open Baron/Silver and get a pair of Harvests each, since there wasn't much more exciting things. I was really behind, not connecting Baron with Estates, but I managed to sneak in a win-by-one in turn 19 anyway, after KingZog3 bought Crossroads instead of Estate in his last move.

Game 2: Fool's Gold, Native Village, Loan, Oasis, Caravan, Mining Village, Cartographer, Laboratory, Library, Farmland.

KingZog3 opens Fool's Gold/Caravan, and I open Loan/Caravan. Both go into Fool's Golds and use Farmlands. This is also a win for me in turn 19.

Game 3: Doctor, Fishing Village, Storeroom, Wishing Well, Feodum, Island, Militia, Noble Brigand, Mine, Trading Post.

I open Silver/Militia and KingZog3 opens –/Trading Post. Feodum and Trading Post looked like a combo to me, even though I didn't know how good it works. At the end I had 4 Feoda and 19 Silver (after having trashed two of them). That is not enough against KingZog's 6 Provinces though, who played more for big money and Provinces.

Game 4: Herbalist, Scrying Pool, Tunnel, Conspirator, Bazaar, Count, Counterfeit, Hunting Party, Upgrade, Nobles.

We both open Potion/Silver, but I'm the one getting a Scrying Pool/Conspirator engine working.
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WalrusMcFishSr

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #21 on: April 03, 2014, 04:54:36 pm »
0

WalrusMcFishSr defeats qmech 3 - 0

Game 1: 1 - 0
http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.506872f90cf2795d403d3f0a.1396555904259.txt

This game was pretty tight...I had 5-2 and probably should have just opened Salvager/Fool's Gold as my opponent did, or even Taxman/Fool's Gold, but I thought I'd get tricky with Hunting Party/Fool's Gold instead, for mad cycling. My Taxman did little besides acting as Salvager fodder. My second Salvager helps me to squeak this one out.

Game 2: 2 - 0
http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.506872f90cf2795d403d3f0a.1396556905336.txt

5-2 again for me. I seriously considered opening Soothsayer or maybe even Stables, but Rebuild is just too tempting. qmech goes for a cool-looking engine involving Watchtower topdecking lots of Bridges and Throne Rooms, but it's just not fast enough I guess.

Game 3: 3 - 0
http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.506872f90cf2795d403d3f0a.1396557485112.txt

We both open 5-2...lots of 5-2 this round. The question is, do you go for Witch or IGG? I go pure IGG (with first player I can sneak a curse in before his shuffle), he gets a Witch, we end up splitting the curses. However I am able to grab a lucky Province later on to clinch it. Possibly my Nobles was a mistake, but hey, it got me to Province.

Thanks for the games qmech and good luck in the duration of the tournament!
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Titandrake

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #22 on: April 03, 2014, 06:46:31 pm »
+1

Titandrake beats wicket 3 - 1, will edit this post with more things as I have time.

Video: http://www.twitch.tv/titandrake/c/4004388
I tried to record chat with the stream as well, but because I minimized the chat window it didn't get redrawn until I looked at it again. Woops. I read through chat at the end, so if you skip there you can at least get the chat for middle of game 2 and on.

http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.5063a19a0cf225c46708f6f0.1396561270168.txt

The only way to increase hand size is Vault, but you have Pillage as an attack, and +Buy. The only +Actions is Bandit Camp, which is good but expensive. Deciding between Death Cart/Silver to hope for early Forge, and Silver/Silver into Vault-BM. I decide on the BM because all of the engine pieces you want in multiples are pretty expensive, but I think the engine should win here. wicket does Death Cart/Silver, gets bad Death Cart luck early, but manages to outrace Vault-BM anyways. I'm actually not sure how that happened, guess Death Cart trashed all the Ruins before killing itself.

http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.5063a19a0cf225c46708f6f0.1396562673067.txt

Scrying Pool as draw, with TR and Bridge and lots of Villages, and Mint to trash treasures. I'm a bit sloppy in my starting buys, Throne Room was probably too early, but it works out.

http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.5063a19a0cf225c46708f6f0.1396563461935.txt

Basically Swindler-BM with Soothsayer. This game felt super arbitrary. Not sure whether Swindler/Silver is better than Swindler/Swindler here or not, you have Soothsayer as an action to play so I'm assuming Swindler/Silver is nicer.

http://www.gokosalvager.com/static/logprettifier.html?/20140403/log.5063a19a0cf225c46708f6f0.1396564283559.txt

I go Vault-BM with 1 Trading Post, but there's a pretty decent engine here. Alchemist for draw, Junk Dealer to trash, and Graverobber to gain Provinces, with Squire as +Buy. I'm not confident enough that I can play the engine well enough to race Vault, so I decide not to. wicket goes for Alchemist with a straightforward money payload, but it doesn't work out. It might work, but I feel like Graverobber shenanigans are faster than buying treasures in the engine. Would like someone to try building the Alchemist engine here, because it seems very plausible.

Thanks for the games!
« Last Edit: April 03, 2014, 07:15:59 pm by Titandrake »
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yed

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #23 on: April 03, 2014, 08:13:51 pm »
+1

yed - BraveBear 3-3

I don't feel like commenting on all the stupid mistakes I made...

http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396385137778.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396386192676.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396387361045.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396389000117.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396390010972.txt
http://gokosalvager.com/static/logprettifier.html?20140401/log.51102b6ee4b06719e45eef9d.1396390588977.txt

That is disappointing yed...

Not that I have had a great back and forth discussion about any of my matches so far.  It still was a little disheartening for that to be your only response on the games I played against you.  Anyways here are my thoughts on the games!
Sorry, I did not feel like commenting right after those games and next day I forgot about it.

Quote
Game 1.  This game was I think one of my favorites.  You open double lighthouse which I really don't understand.  Yeah margrave is there but there isn't a village and so I don't really like that opening.  I go hard for hunting parties and grab a altar much earlier then you.  Then you focus on peddlers which again I don't understand because there was only 1 +buy and getting one platinum in your deck is much more important then 5 peddlers in a HP game.  Anyways I think my favorite part about this game is that I top deck a LH every turn and have one out so I don get hit by a margrave the entire game which is why I won this one.
I opened double light houses for the peddlers. I did not want any silver in my deck. My dreamed deck was a lot of peddlers, trash most of my junk to HP with Altar and at some point add Platinums and maybe gold and aim for double colony.
Problem is not hitting Altar early. It needed better trasher to work. Outpost was mistake.
Yes straight HP money was better....

Quote
Game 2.  You have 5-2 opening on a cutlist board which stresses me out and I open double lookout instead of double lighthouse.  I have 2 lighthouses and 3 lookouts by turn 12 but have 5 ruins still in my deck and you blow me apart the rest of the game.
Lucky win. Yes you should have opened double Light House. It is hard to trash the ruins from cultists, they come too quick. Also with double Lookout you won't buy cultist, unless really lucky.

Quote
Game 3.  This was the most interesting game of the match.  Rebuild is there but we both decide to build a menagerie engine.  You open double steward and I fall behind.  I decide to do some weird tricks with ironworks and grab estates.  But that probably wasn't smart.  I get a rebuild too late and you are able to end it pretty easily.
I am not sure the engine is good here with no +buy and no way to activate Menagerie when you have 2 provinces in hand. But if you go engine you need to trash fast. Steward is good for that and it gives you economy later. You want have only one copy of each card you coan not get out of your hand.
Another way is to gain estates with IW and then rebuild them (I thought you were planing to d that in game when gaining estates).
Maybe plain rebuild or some variant with steward+rebuild is better. With shelters not sure, with estates probably better.

Quote
Game 4.  This was a risky engine board with the only draw in steward.  But if you thin enough I still think that's still good.  And so do you because we pretty much mirror buying 1 mandarin each for support.  I obv get really fortunate that all of your border villages are on the bottom of your deck one shuffle and am able to end it before I stall.
I had too many terminals and I should have bought Golem earlier for reliability. My goal was double province turns, but maybe it is not worth it here. And actually I am even considering BM Mandarine here...

Quote
Game 5.  This game was very luck dependent.  Mountebank hits hard before any light trashing can be done with moneylender.  I king a Mountebank turn 11 even though you had a king before me.  Try lining up a Kings Court with anything when the only village is a Kinged Treasury.  This slog lasts 32 turns and I think I'm about to lose when one of my kings line up with a monument.  Got lucky on this one.
I don't get how did that got so close when I lose the curse split 7/3. Maybe you should have build more and focused on KC Monument instead of greening. You can leave trasury on top that way to have always KC target. Multiple Rabbles would kill me for sure with all those curses.

Quote
Game 6.  I double province on turn 14 which is my only good hand of the entire game.  I completely over value Watchtower here thinking I wouldn't draw an extra card because I would trash the curse.  But of course you gain the curse first and then trash it so you still draw a card, effectively making watchtower a ruined library.  I didn't have a good strategy going into this one.  Got outplayed here.
Maybe the engine is possible here, but you need more remodels for it, they would reduced your hand size and allow WT to draw more, problem is that you don't have good target for remodeling coppers and no way to discard them either.
Maybe even pirate ship can be good in engine, but probably not, I had too many golds.

Quote
Thank you for the games yed!  I'm not expecting you to reply to this but it really does help my game when someone of your caliber comments.  Hopefully the games were at least a little fun for you because they were a blast for me.  Good luck in the last round!
Thanks you too. Yes, it was fun. I was just mad at myself for all those mistakes, again sorry for no comments earlier. Good luck to you too, maybe with 9 points we can still make it to top 16 (if Kirian was not lying about 5+ have chance).
« Last Edit: April 03, 2014, 08:17:13 pm by yed »
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amalloy

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #24 on: April 03, 2014, 08:22:43 pm »
0

Good luck to you too, maybe with 9 points we can still make it to top 16 (if Kirian was not lying about 5+ have chance).

markowkette estimated that qualifying for the playoffs will require 11 points, or 10 with a strong tiebreaker. This sounds about right to me, looking at the standings after round 5: The player ranked 16th (me!) has 8 points and a weak tiebreaker, so assuming average play by everyone after that, 10 points and a weak tiebreaker is right on the boundary. If you have 9 points after 6 rounds, a win in round 7 should give you a very good chance of making the top 16.
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yed

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #25 on: April 03, 2014, 08:34:47 pm »
0

Good luck to you too, maybe with 9 points we can still make it to top 16 (if Kirian was not lying about 5+ have chance).

markowkette estimated that qualifying for the playoffs will require 11 points, or 10 with a strong tiebreaker. This sounds about right to me, looking at the standings after round 5: The player ranked 16th (me!) has 8 points and a weak tiebreaker, so assuming average play by everyone after that, 10 points and a weak tiebreaker is right on the boundary. If you have 9 points after 6 rounds, a win in round 7 should give you a very good chance of making the top 16.
Ok, so we are out with 7 after round 6. Kirian probably gave false hope to all thos 5 points after round 5.
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liopoil

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #26 on: April 03, 2014, 08:37:36 pm »
0

He only has 7 points, he's counting on winning the last match to get to 9. It's possible that could get him into the top 16, but it's a long shot I think.
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Titandrake

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #27 on: April 03, 2014, 09:44:27 pm »
0

The very crude approximation I'm using is, take the number of people with the same number of points as you or higher. Assuming a win in round 6 and round 7, divide that by 4. That's your rough rank if everything goes well.

So for me, I have 6 points after round 5. There are 48 people with 6 points or higher. If I win my remaining rounds, I'll be roughly in the top 12. This is pretty optimisitic. The model works by assuming everyone with >= 6 points has 6 points, then places you in the top half if you get a win.

A more accurate model would figure out how many people have >= 8 points after round 6, then divide that by 2 for the final round. 17 people already have 8 points or more. In a worst case scenario (everyone with 7 points ties, everyone with 6 points wins or loses), there are 36 people who have 8 points or more after round 6, which makes the cutoff for top 16 after round 7 be 10 points with tiebreaker.
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liopoil

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #28 on: April 03, 2014, 10:16:33 pm »
0

However, many people will already have 9+ after this round, which makes it harder to get into the top 16. I estimate about 20 people with 10+ points.
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Titandrake

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #29 on: April 03, 2014, 11:04:51 pm »
+2

I think Kirian was being technically correct about 5 points after round 5 having a chance of top 16. If enough people with 6 points tie this round, then there will be lots of people with 7 points instead of 8 points before the final round, and that might push the top 16 cutoff to 9 points.

This is unlikely enough that it probably won't happen.
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TheMirrorMan

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #30 on: April 04, 2014, 12:39:43 pm »
+4

Round 6 : TheMirrorMan vs. Simon (DK) :

Let's make it a game of ... "Simon says".

Game 1 : "Simon says ... Get your grand markets!" - Simon (DK) wins.

http://www.gokosalvager.com/static/logprettifier.html?/20140404/log.50785f090cf28ed55d9d72bf.1396621079463.txt



Code: [Select]
Lighthouse, Lookout, Workshop, Count, Counterfeit, Highway, Junk Dealer, Mystic, Grand Market, Expand
So let's have a look at this. Key cards are going to be Highway and Grand Market. Support for Highway in Workshop (1 Highway > extra Highway, 2 Highways > Grand Market, 4 Highways > Province). Expand may play a role. For + buy Counterfeit is possible.

Second, you want to get that deck cleaned up. Junk Dealer, Lookout and Count can help with that - my plan is Junk Dealer asap to keep my deck rolling instead of the lookout. I don't want a count, because I want Workshop as terminal. I open Silver/Silver.

Simon wants to get the deck clean quicker. Silver/Lookout.

From what follows, I have to admit that the Silver/lookout seems more appealing, because we are playing with Shelters.

He follows up with a quick counterfeit instead of a Junk Dealer. Again, good call - he uses them to get to GMs quicker. I pick one up way too late.

I thought this was going to be tight, but I have to admit that his strategy is just plain out better.

In the end I can't go for provinces so go for Duchies. The moment his deck starts stalling I pull out a mega turn, but miscalculate (1 point too little). But I think the game was lost anyways, he would have probably picked up the last province.

Game 2 : "Simon says ... Go for the platinum!" - TheMirrorMan wins.

http://www.gokosalvager.com/static/logprettifier.html?/20140404/log.50785f090cf28ed55d9d72bf.1396622356861.txt



Code: [Select]
Stonemason, Scrying Pool, Loan, Watchtower, Taxman, Contraband, Mandarin, Mystic, Forge, King's Court
This is a colony board with not much happening to get to $9 quickly. KC + SP are screaming for an action board, but only with Forge/Loan for trashing and Mystic for +$ ... I don't know. And no +buy.

This probably explains Simon's choice : Silver/Taxman into Big Money.

I think long and hard (so does he) and come up with something interesting. Potion/Watchtower. Wait, what ?!

Well, the watchtower will do three things :
1) Topdeck the SPs.
2) When buying a Stonemason, trash the Stonemason (but keep one in the deck for point 3)
3) Use stonemason on the estates, turning them into coppers, trashing the coppers.

Okay, now where to get money from ? Well, KC + Mystic and some remaining money.

I stock up on a lot of SPs until I get to $7, then take 2 Mystics with Stonemason and then take the KC. With 7 SPs in the deck, I am capable to interfere with his top cards each turn and his Taxman in the end doesn't hurt my action deck anymore. He is indeed quicker to the platinum, but my deck picks up a colony each turn in the end while he is struggling with the forge he bought. I win.

Game 3 : "Simon says : Junk your opponent!" - TheMirrorMan wins.

http://www.gokosalvager.com/static/logprettifier.html?/20140404/log.50785f090cf28ed55d9d72bf.1396623093359.txt



Code: [Select]
Beggar, Vagrant, Doctor, Smugglers, Sea Hag, Cultist, Junk Dealer, Library, Royal Seal, Forge
Not really a deck you want to see as second player. So much junking with Cultist and Sea Hag, so expensive to trash. Doctor is there, yes as a (very) soft counter to the Sea Hag. I don't think it's a good call here, with all the ruins, unless you have $8+ ... And it's a colony board!

Simon open Smuggler/Sea Hag. Understandable : he wants to pick up the Cultists that I buy. However, I have stopped buying two terminals before the reshuffle, so I go Silver/Sea Hag and pick up a Smuggler after that.

Lucky draw in turn 3 gives him a Cultist - damn. That is going to hurt. I only get to $5 at turn 10 but then forget to pick up a Cultist and go Junk Dealer immediately.

I lose the ruins split badly (9/1) but then get a lucky turn where I can trash a cultist that I bought and get to $11 (with Silvers and coppers !!!). In the meantime, curses and ruins are gone and the vagrants are running low ... So I can pick up the last 2 vagrants to end the game.

I think I was extremily lucky here.

Game 4 : "Simon says : Ventures for the win!" - TheMirrorMan wins

http://www.gokosalvager.com/static/logprettifier.html?/20140404/log.50785f090cf28ed55d9d72bf.1396623516532.txt



Code: [Select]
Chancellor, Masterpiece, Pirate Ship, Taxman, Butcher, Cultist, Mandarin, Minion, Venture, Grand Market
Again a cultist game with only Butcher to trash stuff, which is very slow. Minion is an option, but I don't believe in a junked deck with Minions. Neither does Simon.

Simon opens nothing in turn 1 so yeah ... that's going to be a Cultist already. Aargh.
I open Silver and ... yes, Chancellor! I want to be able to play the Cultists by discarding the deck as much as possible. Yes it will hurt the Cultist/BM but you need to do something.

Fortunately I can pick up a Cultist turn 3 and discard my deck. Yet it's not going smoothly enough.

What follows is weird : split in ruins is 5/5 and Simon gets very disproportionate hands : $8 and then $4 and repeat. Nothing inbetween.

The $8s are used to buy provinces (who wouldn't ?) and $4 for Silver. I decide that I need some extra Cultists and Ventures to get through my deck and skip the trash.

He's up three provinces but then his deck starts stalling. I think (as he was amazed losing afterwards - honestly, I was amazed that I won this too), that after the first province, he should have picked up more Ventures and kept me trailing. I pick up more ventures and in the end hit $8 in a few consecutive turns and take the game. Really weird.

Thanks for the games Simon (DK). Hope to see you in the Dominion League!!!
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MarkowKette

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #31 on: April 04, 2014, 10:56:05 pm »
+1


Game 2 : "Simon says ... Go for the platinum!" - TheMirrorMan wins.

http://www.gokosalvager.com/static/logprettifier.html?/20140404/log.50785f090cf28ed55d9d72bf.1396622356861.txt



Code: [Select]
Stonemason, Scrying Pool, Loan, Watchtower, Taxman, Contraband, Mandarin, Mystic, Forge, King's Court
This is a colony board with not much happening to get to $9 quickly. KC + SP are screaming for an action board, but only with Forge/Loan for trashing and Mystic for +$ ... I don't know. And no +buy.

This probably explains Simon's choice : Silver/Taxman into Big Money.

I think long and hard (so does he) and come up with something interesting. Potion/Watchtower. Wait, what ?!

Well, the watchtower will do three things :
1) Topdeck the SPs.
2) When buying a Stonemason, trash the Stonemason (but keep one in the deck for point 3)
3) Use stonemason on the estates, turning them into coppers, trashing the coppers.

Okay, now where to get money from ? Well, KC + Mystic and some remaining money.

I stock up on a lot of SPs until I get to $7, then take 2 Mystics with Stonemason and then take the KC. With 7 SPs in the deck, I am capable to interfere with his top cards each turn and his Taxman in the end doesn't hurt my action deck anymore. He is indeed quicker to the platinum, but my deck picks up a colony each turn in the end while he is struggling with the forge he bought. I win.


I'm quite sure most people in this forum will agree that Potion Watchtower is not a weird opening at all on this board.
Maybe Potion/loan is as good. This is as clear of an engine board as you can get one. This board is designed to release the true power of Stonemason.
There even is +buy in contraband (even though you really dont need it and probably dont want it to get multi province turns).
You can very easily set such up with e.g. buying SM+ double 7 cost then stonemasoning them into 4 Golds next turn, draw them than stonemasoning 2 of them into 4 mandarins then draw them and stonemason one of them into two watchtowers then draw again (with 7 pools and one or two KC this should really not be an issue) and then king-forging  2* gold+mandarin and 1* mandarin +2 watchtower into 3 Colonies.
KC and stonemason just fasten up the engine building so amazingly fast and you really can't complain about not enough trashing here. Even a very stong BM enabler (which Taxman certainly is not!) wouldn't be able to compete.
In a mirror you would have to be very carefull about 3 pile endings.

And i really think even your straight single colony turn SP engine wants more stonemasons than only one. They don't really hurt that much in your draw and just give you so much more flexibility and end game controll.
« Last Edit: April 04, 2014, 11:32:07 pm by MarkowKette »
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EgorK

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #32 on: April 05, 2014, 05:29:41 am »
0

EgorK - ravi 3˝ - 1˝

Game 1. EgorK - ravi 37:28

http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.505d7a160cf2ef979299a48e.1396685582197.txt



Code: [Select]
Lighthouse, Shanty Town, Philosopher's Stone, Baron, Caravan, Catacombs, Embassy, Pillage, Hoard, Expand
Embassy-Hoard seems too strong here, especially with 5-2

Game 2. ravi - EgorK 34:23

http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.505d7a160cf2ef979299a48e.1396686211253.txt



Code: [Select]
Market Square, Woodcutter, Baron, Nomad Camp, Scavenger, Butcher, Mandarin, Upgrade, Witch, Hunting Grounds
Seems like ravi's enginish is better here than my butcher BM

Game 3. ravi - EgorK 30:30

http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.505d7a160cf2ef979299a48e.1396687015663.txt



Code: [Select]
Native Village, Market Square, Masterpiece, Swindler, Woodcutter, Throne Room, Trader, Saboteur, Wharf, Bank
Market Square is natural counter to both Swindler and Saboteur. I'm more heavy into draw while my opponent uses Banks to have double Province turn once. In the end I'm one coin short of clinching win so settle to tie

Game 4. EgorK - ravi Win:Resign

http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.505d7a160cf2ef979299a48e.1396687800187.txt



Code: [Select]
Haven, Apothecary, Lookout, Noble Brigand, Plaza, Procession, Remake, Junk Dealer, Adventurer, Goons
Colony game, but this is completely irrelevant as there are tons of support for Apothecary/Plaza/Goons engine. All 3 cards works so well with one another it is just ridiculous. My opponent ignored Apothecary which was probably why I won

Game 5. EgorK - ravi Win:Resign

http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.505d7a160cf2ef979299a48e.1396688827726.txt



Code: [Select]
Haven, Lighthouse, Forager, Storeroom, Tunnel, Fortress, Procession, Wandering Minstrel, Harvest, Royal Seal
Storeroom/Tunnel is very strong here. Procession/Fortress is generally very strong as well but with only $5 action being Harvest it is not that appealing. In the end I bough more than half points available and my opponent resigns

ravi, thanks for games and good luck in last round
« Last Edit: April 05, 2014, 05:46:41 am by EgorK »
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AdamH

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #33 on: April 05, 2014, 10:25:24 am »
0

Nice streaming. I am sorry you get beaten up like that in the chat, but I am sure almost everyone would.

Yeah it was very clear from me ever since the first time I made a video that this community likes to point out things I could have done better. If you put your games out there, that's what you're going to get back. I'm pretty used to it by now and I consider it among the highest compliments when I can play an entire game with people like Stef and WW watching and not have my play critiqued  :D
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WanderingWinder

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #34 on: April 05, 2014, 10:35:11 am »
+6

Nice streaming. I am sorry you get beaten up like that in the chat, but I am sure almost everyone would.

Yeah it was very clear from me ever since the first time I made a video that this community likes to point out things I could have done better. If you put your games out there, that's what you're going to get back. I'm pretty used to it by now and I consider it among the highest compliments when I can play an entire game with people like Stef and WW watching and not have my play critiqued  :D
I think this kind of thing is very common for strategic games. You see it some in chess broadcasts, with people ripping Grandmasters for playing bad moves (of course, this is a bit ridiculous, but thanks to computer chess engines, it's possible for a common fan to see mistakes of players much better than them reasonably often). You see it a LOT in e.g. Magic broadcasts. Basically, it seems very natural to recommend advice - viewers like to play vicariously through the streamer; basically the game is about the decisions you make (well, luck too), and so people can figure out what they would do. It's a great thing, really, because a lot of people can get a lot of enjoyment out of the same game, even when not playing, and the discussion makes things more fun and interesting, but at the same time, if you're going to be streaming, you need to understand that this is going to happen, and at least for the most part, this isn't really meant as a negative kind of criticism.

Indeed, I think Mic Q put it very well in my stream earlier this week - I don't remember his exact phrasing, but towards the end of one of my games, I played Ghost Ship when I should have played Courtyard (Ghost ship being a better Stonemason target, and I was likely ending the game that turn); he pointed this out and then added something like "Of course, I say this here watching the stream, and it's obvious, but if I were playing, probably I would make the same mistake" (I use quotation marks here, but it's a paraphrase). And this is on the spot - viewers give advice, but it's (often) a lot easier when you're sitting there watching than actually under the stress of playing.

SCSN

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #35 on: April 05, 2014, 11:34:58 am »
+1

There's also just a gigantic bias in what gets expressed for the simple reason that making the plays that are obviously correct—and to a better player more correct plays are obvious—doesn't seem worth pointing out, if they even get consciously noticed at all. It's like when you're driving a car over a smooth highway. You're not thinking all the time "yes, good, this drive is smooth, the asphalt is nicely laid down, the ride is awesome" because you're not really noticing that. You are going to notice, though, the one time there's a nasty bump.

So when you get a Mountebank for your first $5, people just aren't going to cheer you on. If you decide to go for an Harvest, on the other hand...

And this.
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Smartie

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #36 on: April 05, 2014, 12:16:51 pm »
0

Smartie vs RTT - Definitely luck was on my side :)

Round 1: http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.5161606fe4b0ad9d06948a25.1396712333190.txt
Poor House, Apothecary, Scrying Pool, Scavenger, Scout, Jester, Market, Mint, Mystic, Soothsayer, Copper, Silver, Gold, Estate, Duchy, Province, Curse, Potion

My approach was actually initially just to get scavenger and soothsayer together. However, RTT move of getting apothecary made me decide to change my plan. Turned out to be really good for me! We actually used very similar strategies except for turn 8 which he decided to buy market in an attempt to get apothecary and another card. That didnt turn out well for him as he didnt get his apothecaries with his market. Despite so, the scores were consistently close: Till to the point where whoever gets the last province wins. I got my golds together and bought the last province, allowing a small win

Round 2: http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.5161606fe4b0ad9d06948a25.1396712809318.txt
Secret Chamber, Masquerade, Oasis, Oracle, Swindler, Caravan, Tournament, Worker's Village, Young Witch, Ill-Gotten Gains, Rebuild, Copper, Silver, Gold, Estate, Duchy, Province, Curse

Well, masquerade and tournament requires lots of luck to make them work, and I did. 1. I got an early gold 2. My 2 masquerades did not clash and 3. My province keep meeting his tournaments. And so that was basically it

Round 3: http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.5161606fe4b0ad9d06948a25.1396713206257.txt
Fishing Village, Masterpiece, Village, Noble Brigand, Sea Hag, Duke, Haggler, Harvest, Market, Bank, Copper, Silver, Gold, Estate, Duchy, Province, Curse

The key cards were obviously sea hags and fishing villages. As all of you may already know, sea hags matches can be swingy if one discards the other sea hags on top deck. However, this time the curse split was quite even. On my first $5, I decided to buy a haggler while he decides to go immediately to duchy. When my haggler hits $4, I was actually beginning to think that I have made a bad choice, particularly there was no good $4. However, I decided to buy noble brigand, which may not be not a bad choice, as I could give him a copper and acquire a silver in my deck. My next haggler buy however, was I must say, beyond awesome! I managed to get $8 and get a gold! I dived the estates while he tries to get noble brigand to get my gold. As it didnt work the way he hoped, I got my little lucky victory :)

Good games RTT. Really enjoyed playing with you!
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michaeljb

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #37 on: April 05, 2014, 12:18:35 pm »
+1

michaeljb vs soulnet


Game 1 - http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.50a6c1abe4b03214bb7822e9.1396710445902.txt



Code: [Select]
Embargo, Trade Route, Tunnel, Coppersmith, Farming Village, Ironworks, Baker, Cartographer, Duke, Ill-Gotten Gains
I open Embargo/IGG, hoping to get lucky with the shuffle and cut off IGGs with the lead, but we end up with a couple curses each before the Embargo is down. I grab an Ironworks for Silvers, soulnet picks up some Trade Routes. He eventually puts an Embargo on the last Duchy when I have the split 4-3. Obviously the last Duchy is worth the Curse, and then we slowly pile out the Tunnels and Dukes.
michaeljb 38 - 33 soulnet


Game 2 - http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.50a6c1abe4b03214bb7822e9.1396710809143.txt



Code: [Select]
Vineyard, Moat, Swindler, Cutpurse, Gardens, Ironmonger, JackOfAllTrades, Tournament, Graverobber, Mandarin
We both open Jack/Swindler, I get lucky with my first Swindler play, turning soulnet's turn 3 Ironmonger buy into Gardens while his first Swindler play just gives me a Curse. I'm able to get to Golds quicker and that's about it. I eventually bought a Tournament with 6, but the only time I managed to play it, a Gold would have given the same result.
soulnet 29 - 39 michaeljb


Game 3 - http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.50a6c1abe4b03214bb7822e9.1396712107127.txt



Code: [Select]
Haven, Secret Chamber, Scrying Pool, Spy, Young Witch (bane: Sage), Butcher, City, Counterfeit, Border Village, Bank
I open 5/2 and I think I would have preferred 4/3. We open Counterfeit/Haven vs Young Witch/Sage and soulnet gets into Scrying Pools and more Sages much quicker than me, taking a serious Curse lead. I picked up a Butcher, some Border Villages, and a couple of Cities, but not enough Scrying Pools, and soulnet was eventually able to pile out Scrying Pools and Curses for the win.
soulnet 10 - 7 michaeljb


Game 4 - http://www.gokosalvager.com/static/logprettifier.html?/20140405/log.50a6c1abe4b03214bb7822e9.1396712819666.txt



Code: [Select]
Tunnel, Cutpurse, Quarry, City, Contraband, Governor, Graverobber, Hunting Party, Royal Seal, King's Court
Lots of craziness here with a +buy choke point. I think it's clear that with Quarry and so many good options at $5+, Contraband's +buy will make up for the purchasing restriction. Soulnet's first $5 goes to Hunting Party, mine to Contraband. Eventually I build up a fun King's Court/Hunting Party/Governor engine, picking up my 7 Provinces across two big turns for the match win.
michaeljb 55 - 31 soulnet
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Psyduck

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #38 on: April 05, 2014, 02:17:48 pm »
0

Psyduck - markusin 3:1

Game 1
A tense game with Forager, Market Square, Governor and King's Court. Both of us get thin and strong decks quite fast, but markusin focuses stronger on Governors. In turn 13 I miss to buy a Colony as protection, and he punishes that mistake with three-piling the turn after, winning with one Duchy.

Game 2
Ambassador game with Highway, Scheme, Stonemason, Sea Hag and Rats. He starts with Amb/Sea Hag, I react to it with Amb/Rats. I manage to keep my deck thinner, and finally pass him my Rats. Thus I can win the Highway split 6-4 and have a much easier time connecting them, finally causing the win for me.

Game 3
Big Engine with Worker's Village, Catacombs, Junk Dealer, Bridge, Wishing Well, Jester and Squire. We go for the same stuff, except for markusin gets an early Jester which does not too much for him in this game, although it really should help gaining more engine components. I get an early advantage, hitting $5 twice in T3 and T4, while he gets only $4 and $5. My draws are also quite well, and then it snowballs for me. In T11 I needed $1 more to end it, which then happens the turn afterwards.

Game 4
Another interesting game with Fool's Gold, Horse Traders, Swindler, Steward, Spice Merchant and Black Market (with some nice cards in it like Goons, Soothsayer, Sea Hag).
This turns out to be a very tactical game. Normally, FG + Horse Traders is a good combination, but here Swindler can turn FGs into Estates, while Horse Traders reacts to Swindlers. Leaving all the FG to the opponent must be the wrong decision as well, so both of us go for FG and Swindler. He starts FG+HT, I get Swindler and Spice Merchant. He goes for the FG more aggressively and manages to get Provinces early, causing me to trash my FG in order to remove them as Swindler targets.
Later I can catch up with my Golds (which are actually hit by his Swindlers) and the Sea Hag I find in the Black Market. It's very close in the end, but I'm lucky enough to end it.


Thanks again for the games, markusin. I'm looking forward to watching your videos.
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AdamH

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #39 on: April 05, 2014, 03:11:48 pm »
0


And this.

So my g/f was listening to this with me and her reaction was that she notices when roads are really smooth. She also doesn't like dominion. Hmmmm...
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markusin

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #40 on: April 05, 2014, 03:56:17 pm »
+2

Psyduck said it all, but here are the videos.

Game 1:

Game 2:

Game 3:

Game 4:

All in all, very challenging games, Psyduck. Good luck with the rest of the tournament.
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Re: GokoDom III: Round 6 Discussion Thread
« Reply #41 on: April 05, 2014, 04:45:28 pm »
+2

amalloy 0-3 DG

You can watch the full match on Twitch, or watch each game individually using the links included with each game in this writeup.


Game 1 Log Video



Code: [Select]
Hamlet, Oasis, Storeroom, Ironmonger, Throne Room, Baker, Butcher, Merchant Ship, Outpost, Pillage
I see the lack of draw in this kingdom and recognize that Butcher-BM is probably best; so does my opponent. However, I make lots of mistakes playing it. I open Oasis to help me get to my Butcher more often, but later realize that if I'm discarding copper then my Oasis might as well be nothing at all. I also decide that in a Butcher-BM deck, the card I want the most of is...Baker? I was just too afraid of terminal collision, and too enamoured of the "free" coin tokens - if I'd gotten Butchers instead I might be in fine shape. Instead, my opponent's more focused deck wipes the floor with me.

amalloy 0-1 DG


Game 2 Log Video



Code: [Select]
Pearl Diver, Urchin, Nomad Camp, Pirate Ship, Rats, Remake, Treasure Map, Baker, Duke, Harem
I've never seen Remake/Rats/Duke before, but it seemed like it must be really good, especially with the Baker token to open with both Rats and Remake. DG has also never played it, but he comes to the same conclusion I do, and it's a mirror. I have to say I got some very bad early shuffles here, going through a 15-card deck with 4 rats and 2 remakes but not colliding rats/remake at all. DG was able to get three Duchies before I could even start, and that was game over for me. But...I don't mind losing so much when MarkowKette says in the chat that I played really well.

amalloy 0-2 DG


Game 3 Log Video



Code: [Select]
Moat, Bridge, Farming Village, Island, Remake, Silk Road, Contraband, Merchant Ship, Rabble, Saboteur
This looks like a Bridge engine for sure, and FV will be a hotly contested pile, since your terminal draw competes with your Bridges for actions. I feel like I was behind here from the start, with my Remake missing all my Estates in the first shuffle, while DG got to trash two Estates on turn 3. He gets a Contraband at one point, which I don't understand at all (and he trashes it after I block two key buys for him!), but other than that his play is very good. The endgame is close, with the game hanging in the balance for several turns, but I can't ever put together quite enough Bridges even to tie the game, despite one very lucky draw. A well-deserved win for DG, both of this game and the match.

amalloy 0-3 DG
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DG

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #42 on: April 05, 2014, 06:00:00 pm »
0

Just some brief comments for my match with Alan. Game #1 goes my way with good draws without a great deal of work. The oasis has a few drawbacks here for Alan. Game #2 was probably a unique game that won't come around very often (baker/rats/remake/duke) and I guess we were on the right track. I preferred urchin over silver as it gave more cycling and kept pressure on the hand size, but first turn advantage might have won me this too. Game #3 I messed up a bit with the contraband and some remake play but the turning point was after the villages (key cards) split and I chose a big drawing deck over a bridge heavy deck. Five villages each sounds a lot but we both needed more to get a really good deck.

Good luck in the next round Alan. I hope you won your friendlies tonight.
« Last Edit: April 05, 2014, 06:01:10 pm by DG »
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markusin

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #43 on: April 05, 2014, 07:00:17 pm »
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I should follow amalloy's example of providing links to my videos instead of embedding them into the thread. Sorry about that guys.
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JOG

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #44 on: April 06, 2014, 01:20:01 pm »
+1

http://gokologs.drunkensailor.org/static/logprettifier.html?20140406/log.516d321ae4b082c74d7b345d.1396800811717.txt
Horn of plenty mega turn game. He doesn't hit 5 after first shuffle.  Also, I found out during chat after match that his single spice merchant didn't have a copper target twice.  Both of my spice merchants always had a target.

http://gokologs.drunkensailor.org/static/logprettifier.html?20140406/log.516d321ae4b082c74d7b345d.1396801864073.txt
Herald mirror with support from butchers, tournaments, courtyards, and journeymen.  The difference in this game, in my opinion, came from his first prize choice.  I think it should have been trusty steed  instead of followers.  The discard attack didn't hurt me much, and it junks both of our decks equally.

http://gokologs.drunkensailor.org/static/logprettifier.html?20140406/log.516d321ae4b082c74d7b345d.1396802571227.txt
Torturers, ironmongers, altar.  No reliable villages, but I think torturer chain is better than torturer money here.  It's possible to get a high action density with help from altar.  I considered getting a single merchant guild, but I think a reliable torturer chain was more important.  I think I was somewhat lucky hitting action cards with ironmonger.

Thanks for the match gamesou.
Three interesting boards.
« Last Edit: April 06, 2014, 08:30:14 pm by JOG »
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RTT

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #45 on: April 06, 2014, 01:51:20 pm »
+1

So here are the videos from my match with smartie.
I realy feel like there was just a inch of luck deciding in game 1 and 3 and the second i lost because of awesome shuffleluck for smartie in a tournament masq deck. I dont know if i could have done everything different to win any of this matches. Well i hope you can enjoy the videos anyways.

Gokodom vs. Smartie Game 1


Game 2


Game3


Anyways Smartie was a very good and nice opponent and i wish him all the best for his next round and hope we can meet again to maybe play some engine boards.
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MarkowKette

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #46 on: April 06, 2014, 02:21:45 pm »
0

It seems like RNG really didn't want you to win this round.  :(
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hdu88

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #47 on: April 06, 2014, 05:23:50 pm »
0

hdu88 vs M0G3L
Game 1
Code: [Select]
Candlestick Maker, Advisor, Baron, Horse Traders, Monument, Counterfeit, Margrave, Merchant Ship, Saboteur, PossessionWe start with a Colony/Shelter game. This one's pretty straightforward, and we mirror each other's strategies for a while. I make a crucial mistake on Turn 6 when I autopilot trash a Copper, instead of trashing Silver to buy Platinum. My opponent can't seem to connect either of his Counterfeits with his big treasures, and I get a big lead, only to have the lead evaporated by some last-minute YOLO plays on his part (breaking PPR after following PCR for the longest time). He completes the comeback and ends the game in a draw.

57-57
0.5-0.5


Game 2
Code: [Select]
Transmute, Lighthouse, Scrying Pool, Masterpiece, Horse Traders, Rats, Talisman, Baker, Graverobber, FairgroundsHe goes for Big Money Baker with Masterpiece support, while I go for a Scrying Pool engine with Rats as trashing (which only works in a Scrying Pool engine AFAIK). The problem with my strategy is that Rats kinda sits there like Ruins, which makes it WAY worse in a Scrying Pool deck than Pearl Diver, for instance. I can get maybe one double Province turn with this engine if I'm lucky, and then it breaks down. As it turns out, this is pretty close to what actually happened. I wish I had time to buy more Pools, but Baker BM is too fast. Also, Fairgrounds is NOT always automatically 4 points.

18-42
0.5-1.5


Game 3
Code: [Select]
Scrying Pool, Wishing Well, Ironmonger, Remodel, Taxman, Trader, Baker, Contraband, Witch, King's CourtAnother Colony board. I had big plans for this one. I opened Silver/Witch to his Ironmonger/Remodel, which let me win the Curse split 3-7. I was going to chain Remodels into Baker and KC which would let me eventually buy a Colony every turn. That did not happen at all. We were both remodeling Curse into Estate, so the Curse, Estate, and Ironmonger piles all got depleted in the blink of an eye and my Curse split victory translated to a points victory.

4-0
1.5-1.5


Game 4
Code: [Select]
Transmute, Sage, Workshop, Bishop, Coppersmith, Fortress, Spy, Bandit Camp, Saboteur, WharfBishop/Fortress board with Wharf for draw. My opponent got some early Bishops, which translated to a ~10 point lead and slightly better trashing. I was more interested in setting up the draw engine while sniping Fortress because that felt like the split I needed to win. I ended up with 6 Fortress 4 Bishop 3 Wharf, which let me get consistent 12-point turns vs his 4 Fortress 4 Bishop 3 Wharf which doesn't. After that, I coasted to an easy 3-pile victory.

48-39
2.5-1.5


Game 5
Code: [Select]
Native Village, Lookout, Envoy, Cache, Cartographer, Explorer, Graverobber, Harvest, Rebuild, King's CourtRebuild board :( I open Silver Envoy to maximize the chances of hitting $5 on Turn 3 and to hopefully get a god draw cycle into Turn 4 Rebuild. Naturally I get 4-4 on my first reshuffle. But wait! My opponent's Rebuild misses his second reshuffle, and I'm back in the game! Then Turns 9 and 10 happen to me, and it's over.

21-30
2.5-2.5


Game 6
Code: [Select]
Moat, Native Village, Black Market, Great Hall, Masquerade, Noble Brigand, Throne Room, Young Witch, Cultist, Minion, GoonsI notice that there's some good stuff in the Black Market, but everything I need is already on the board. My opponent doesn't notice that we start with a coin token and goes Masquerade/Silver instead of Masquerade/Minion. He racks up Minions early while I get an early Goons and some Native Village and Throne Room action. In the end my late Young Witch beats his later Young Witch, letting me win with several double Goons turns. I feel like I got kinda lucky to play Minion as much as I did, given I had 3 Minions and he had 5.

37-10
3.5-2.5

hdu88 wins


Feedback appreciated, especially on my atrocious Rebuild play.

Thanks for the matches M0G3L, and good luck in the final round. Some of those matches were nail-biters, and I think you make some good plays to keep yourself in the game.
« Last Edit: April 06, 2014, 05:39:11 pm by hdu88 »
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hdu88

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #48 on: April 06, 2014, 06:05:43 pm »
0

http://gokologs.drunkensailor.org/static/logprettifier.html?20140406/log.516d321ae4b082c74d7b345d.1396801864073.txt
Herald mirror with support from butchers, tournaments, courtyards, and journeymen.  The difference in this game, in my opinion, came from his first prize choice.  I think it should have been trusty steed or princess instead of followers.  The discard attack didn't hurt me much, and it junks both of our decks equally.

Well, he couldn't take Princess because YOU ALREADY TOOK IT. I feel like Trusty Steed vs Followers is close, but Trusty Steed is better here because Butcher beats a Followers slog, as you demonstrated.
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JOG

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #49 on: April 06, 2014, 08:31:05 pm »
0

http://gokologs.drunkensailor.org/static/logprettifier.html?20140406/log.516d321ae4b082c74d7b345d.1396801864073.txt
Herald mirror with support from butchers, tournaments, courtyards, and journeymen.  The difference in this game, in my opinion, came from his first prize choice.  I think it should have been trusty steed or princess instead of followers.  The discard attack didn't hurt me much, and it junks both of our decks equally.

Well, he couldn't take Princess because YOU ALREADY TOOK IT. I feel like Trusty Steed vs Followers is close, but Trusty Steed is better here because Butcher beats a Followers slog, as you demonstrated.

My mistake.  Fixed it.
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Kirian

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #50 on: April 07, 2014, 10:44:36 am »
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I think Kirian was being technically correct about 5 points after round 5 having a chance of top 16. If enough people with 6 points tie this round, then there will be lots of people with 7 points instead of 8 points before the final round, and that might push the top 16 cutoff to 9 points.

This is unlikely enough that it probably won't happen.

Pretty much exactly this.  Ties mess with what would otherwise be a binomial distribution.

In other words, there are people with 7 points currently who still have a chance at the top 16.  It's not everyone though; mainly those with very high Solkoff scores, probably 40+ depending on exactly who does and does not tie in the 8-point tier.  And of course that assumes lots of ties in the 8-point tier.
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DG

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #51 on: April 07, 2014, 10:51:10 am »
0

You never know, some players might drop out through injury or be banned by WADA. Keep playing!
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SirD

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Re: GokoDom III: Round 6 Discussion Thread
« Reply #52 on: April 15, 2014, 09:16:03 am »
0

WalrusMcFishSr defeats qmech 3 - 0

Still on top of his game that Walrus. Love it. I would like to see more videos from you. I always enjoyed your obliging and joyful play :)
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Greetings,
SirDagen
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