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hsiale

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Season one - Game reports & discussion: D
« on: May 20, 2014, 04:03:26 am »
+5

My match against pst

hsiale - pst 4-2

Game 1


Code: [Select]
Moat, Smugglers, Familiar, Herald, Monument, Plaza, Counting House, Embassy, Festival, Rebuildhttp://gokologs.drunkensailor.org/static/logprettifier.html?20140519/log.50893139a2e67cff211cd7e5.1400519153202.txt

I don't like the start: pst gets 5/2 and opens Moat/Rebuild, while I need to open Monument/Silver. But I get a great 2nd shuffle (getting Rebuild turn 3 and 4) and his Smugglers bought on turn 3 give him only another Smugglers instead of something more useful. After my turn 8 Duchies are gone and split 4-4, but I am left with only one Estate and have Monument, he is left with two Estates. Also at that time I already have 3 Rebuilds while he still has only one, this together with VP chips allows me to get a good lead so I can finish the game by trashing Provinces into new ones. 1-0

Game 2


Code: [Select]
Chapel, Embargo, Doctor, Oracle, Fortress, Smithy, Graverobber, Tribute, Upgrade, Haremhttp://gokologs.drunkensailor.org/static/logprettifier.html?20140519/log.50893139a2e67cff211cd7e5.1400519815200.txt

He trashes way better, I mess up my engine building, his Tribute works great on my Harem. The game takes long, I strongly suspect Smithy BM would win against either of our strategies. I fail to get $8 multiple times and finally he takes the last Province and wins. 1-1

Game 3


Code: [Select]
Fool's Gold, Moat, Sage, Armory, Gardens, Pirate Ship, Bazaar, Cultist, Margrave, Goons
http://gokologs.drunkensailor.org/static/logprettifier.html?20140519/log.50893139a2e67cff211cd7e5.1400520529048.txt
Goons, Cultist, Margrave so this is going to be quite aggressive game. We both get Goons turn 3. I don't understand his Armory buy turn 5 - I don't feel gaining lots of Sages is going to be so important here. We're building towards more Goons, he gets Copper on Goons play straight away (probably expecting Sage to skip it), I get a Cultist to junk him and try to avoid extra Copper. He gets ahead, while I still build, then turns 15-17 I get Province, Estate and 3 Gardens to get the lead while still having a smaller deck. After this I can maintain the lead while closing the game. 2-1

Game 4


Code: [Select]
Death Cart, Talisman, Cartographer, Cultist, Inn, Journeyman, Merchant Ship, Mountebank, Saboteur, Peddlerhttp://gokologs.drunkensailor.org/static/logprettifier.html?20140519/log.50893139a2e67cff211cd7e5.1400521474234.txt

I open Silver/Silver to go for $5 cards, he opens Silver/Talisman and gets multiple Death Carts with it, emptying the Ruins (which makes my Mountebank or Cultist choice easy). I curse him a lot while his Death Carts slowly clean his deck of Ruins. I get some good turns due to Inn buys just before shuffles, but in the end take way too long to close the game, his Death Carts start working, but luckily I finally manage to empty Duchies before he gets enough Colonies to get ahead. 3-1

Game 5


Code: [Select]
Native Village, Cutpurse, Rats, Silk Road, Trader, Count, Vault, Border Village, Goons, Possessionhttp://gokologs.drunkensailor.org/static/logprettifier.html?20140519/log.50893139a2e67cff211cd7e5.1400522483721.txt

We both go for Native Village/Goons with Cutpurse support, the difference being he adding Vaults which I ignore as I feel they work against both attacks. Once I feel my deck works decently, I start greening by buying Estates and Silk Roads, emptying those piles to get a big lead before he can buy Colonies regularly and end the game (NVs were gone very quickly). 4-1

Game 6


Code: [Select]
Transmute, Shanty Town, Armory, Farming Village, Remake, Salvager, Bandit Camp, City, Harvest, Treasuryhttp://gokologs.drunkensailor.org/static/logprettifier.html?20140519/log.50893139a2e67cff211cd7e5.1400522808601.txt

I though Remake will allow me to trash quickly and use Spoils the turn I gain them. It turned out this wasn't the case, he got a quick lead and due to having Salvager could trash Provinces to close the game before I could do anything. 4-2

Thanks for the games pst, if you want, it would be interesting to read how they looked from your point of view.
« Last Edit: June 29, 2014, 08:32:14 am by -Stef- »
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TheMirrorMan

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Re: Game reports & discussion
« Reply #1 on: May 21, 2014, 04:32:58 pm »
+3

Well here goes ... You're top seeded in the division and everybody wants to win against you now ... The burden :)



Game 1 : "Assemble the fool's gold!"

TheMirrorMan starts, TheMirrorMan wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400695693160.txt



Code: [Select]
Courtyard, Fool's Gold, Navigator, Trader, Treasure Map, Catacombs, Junk Dealer, Pillage, Soothsayer, Witch
Shelters, provinces

We both get 3/4 split. Not sure what to open here. You want the witch and the junk dealer and maybe a trader ?

I open CY/Trader, AM opens CY/FG. Not sure if it is better. Positive side : you can build up economy. Negative : that pseudo copper at the moment is not going to get you quick to the Junk dealer/witch.

To be honest, my trader didn't do much against his witch, I never had it in hand when the witch was played. The FG strategy goes off in the beginning but my witch starts hurting him quite a few times. I think some extra junk dealers on AM's side might have done the trick (instead of more provinces).

His deck starts to stall in the end and I scarcely can end it.

Edit : I think Silver/Trader is better here. I don't want that CY since I'm going to have witch as a terminal in any case. I'm still not convinced about FG.



Game 2 : "Reassemble by swindling"

Assemble Meme starts, Assemble Meme wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400696415138.txt



Code: [Select]
Swindler, Death Cart, Horse Traders, JackOfAllTrades, Silk Road, Smithy, City, Horn of Plenty, Library, Pillage
No shelters, provinces

We both have 3/4. Only trashing in JoaT. Swindler and cities look important enough. Swindler seems obvious to me, but AM doesn't take it and goes Silver/HT ? I just don't like this here, that Swindler is going to give you headaches and the more curses are gone, the better city becomes. you want HT at one point for the double buy of course, but that can happen later.

I get quite lucky, each time my Swindler hits his and I win the city split 7 to 2. My JoaT shoves too much silvers in the way however and I really can't get my deck together. The moment I get the upper hand he gets $8 and ... ends the game. Damn.

Edit : I think I should have stopped buying cities (when I'm ahead on them) and taking more Smithys. Serious mistake.



Game 3 : "In Russia, Swindler reassembles YOU!"

TheMirrorMan begins, TheMirrorMan wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400697056958.txt



Code: [Select]
Poor House, Forager, Steward, Swindler, Nomad Camp, Pirate Ship, Treasure Map, Hunting Party, Goons, Forge
No shelters, provinces

3/4 again for both. Trashing in Steward (but it's a terminal ...) and forager. HP for drawing the deck.

It's a bit of a think for both of us. I decide to get Forager/Swindler, AM goes Silver/Swindler - hoping to get to the HP soon. Okay, but now I'm throwing a lot of curses in his deck and ... I've seen the interesting Forager/Goons.

We both go for HPs, he has some back luck with the swindling in the beginning but then starts hitting my HPs (3 times). So at one point I decide to shove a goons in, buy some coppers and trash them again. In the end, I buy a forge to go into the endgame, while I think he buys Duchies a bit too quickly instead of Goons and/or forager. The trash in his deck starts to hurt.



Game 4 : "Why not Saboteur?"

Assemble Meme begins, Assemble Meme wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400698528032.txt



Code: [Select]
Candlestick Maker, Squire, Forager, Sage, Watchtower, Counting House, Explorer, Mandarin, Saboteur, Hunting Grounds
Shelters, provinces

The Squire/CM/Forager/WT engine seems clear and we both go for it (+ Hunting Grounds). I win Squire split 6/4 which I believe is that more important than getting the first WT in.

My T3 is a bit awkward with Forager/Necropolis/3 coppers. Do I trash a copper and give him +1 or trash the necropolis ? I decided the last.

Now I think I make a crucial mistake by getting the saboteur waaaaay too late (should have been one of the first turns). You REALLY want to trash those WTs ASAP. I am in the lead for quite some time, but in the end I just can't get my hands together as I want, even with 2 saboteurs against one. I trash some silvers, which of course you want here, because that will get your engine rolling more. I lose by AM doing a megaturn in the end. Damn. Frustrating.

His intermediate buy of a Mandarin here was a really good idea. And he was so nice not to take anything when I trashed his province with saboteur :)

Edit : the more I think about this board, the more I would open Forager x 2 and only then get into Squire/watchtower. It would enable the saboteurs and give me money.



Game 5 : "Do NOT assemble torturers here!"

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400699199045.txt



Code: [Select]
Courtyard, Watchtower, Coppersmith, Marauder, Nomad Camp, Hunting Party, Torturer, Venture, Altar, Peddler
No shelters, provinces

Well, we both get 5/2, which is fair here. AM opens HP/-. I decide to open Torturer/CY, doubting seriously about the CY.

To quote AM : "Torturer doesn't do much here". If he only picked up one curse somewhere ... But he doesn't. Although we split HPs 5/5 ... he is quicker in the money and in the greens, using Peddlers via a Nomad camp. It doesn't help here that I get some really dud ($4) hands, but that is because I refused to build better economy. I got outplayed here.

Note : I've had a similar game against Stef where he also went HP above Torturer. I should learn more from my mistakes.

Edit : blegh, I still stay with the Torturer, but not with CY. That was a correct assessment of you, AM. The moment I hit $6 I should buy a gold.



Game 6 : "Assemble eachothers decks!"

Assemble Meme begins, TheMirrorMan wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400700566732.txt



Code: [Select]
Transmute, Beggar, Haven, Bazaar, Count, Governor, Haggler, Outpost, Vault, Possession
No shelters, provinces

Goko decided to makes us restart 4 times. I just wanted me to begin!

I get 5/2, AM doesn't. Really unfair because count + Governor + Possession is going to be hell.

Getting my deck clean with count, then a Governor, remodel into potion, some golds and let the possessing begin.

Then at one point (while he has caught up with me), I suddenly see the danger. He possesses me in a hand with Golds and can remodel golds into provinces, with two purposes :

1) You're getting greens
2) You're hindering the possession of your opponent.

Unfortunately he doesn't play it ... the moment I get my turns, I am quick to remodel and turn the tables.

Note to all : you can't use the governor on the possession to get a province. Learnt that some time ago.



Well that makes it 3 - 3. Not a good start. Guess I'll have to make up for that in the next rounds eh ? ;)
« Last Edit: May 21, 2014, 10:07:40 pm by TheMirrorMan »
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Hugovj

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Re: Game reports & discussion
« Reply #2 on: May 21, 2014, 05:19:34 pm »
+3

My first match of any tournament didn't go without any trouble, but here is my look at it:

Game 1
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400696508427.txt


Code: [Select]
Poor House, Crossroads, University, Trade Route, Bridge, JackOfAllTrades, Quarry, Venture, Goons, Expand
I still don't know what is best here. What I did was pretty awful, trying to build a engine with Jack, Trade Route, Expand, Goons and Crossroads. He decides to go crazy on Ventures and wins. I think there should be a better strategy (Jack+money maybe).. A deserved, uncontested win for Simon though.

Game 2
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400697583845.txt


Code: [Select]
Stonemason, Doctor, Forager, Great Hall, Swindler, Bridge, Militia, Tournament, Trading Post, WitchWitch, trashing, Tournament. We both open Forager/Militia, he gets a Witch a little earlier, and after that goes for Tournaments. I decide to follow him, and lose the split 6/4. Meanwhile, he buys Great Halls.
I manage to get a lucky Province, think this will secure my win and set up a three pile-ending. Simon gets a Province, preventing me to finish it, and gets the win in his last turn, buying a Duchy and the last Great Hall.

Game 3
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400699835941.txt


Code: [Select]
Hermit, Loan, Ironworks, Island, Mining Village, Counterfeit, Embassy, Highway, Mine, Peddler
Highway game with Counterfeit as only +Buy. I open Silver/Silver, he goes Silver/Hermit. After that, the Highway-race commences. We split 5/5 and get some Embassies. I get the first two Colonies (once again thinking I'm in a good shape), he answers by also getting a Colony, and after a pretty good turn from me I'm able to get a Province and a Colony. With this large a lead, and PCR coming up, I hope I'll be able to end it soon. He gets a mega-mega turn though, buying not less than 6 Provinces and a Colony.
I think Simon got pretty lucky in the end. Our decks were very similar, and he gets this crazy turn. But yeah, that's also Dominion.

Game 4
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400701366186.txt


Code: [Select]
Pawn, Smugglers, Fortress, Herald, Ironmonger, Moneylender, Band of Misfits, Margrave, Mystic, King's Court
What to say about this game? He opens 5/2 gets a Margrave and things go really, really bad for me soon after that. Not a really interesting game, I got totally crushed here.

Game 5
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400702666523.txt


Code: [Select]
Hermit, Steward, Swindler, Envoy, Gardens, Taxman, Junk Dealer, Pillage, Torturer, NoblesI'm starting to worry and already see a 6-0 heading my way.. And then this board. Nobles is a big card here, trashing is everywhere. So you just want to buy a lot of Nobles and play some Torturers and trash down, right? Well, we both decide to do this, he has some luck and plays better than me. His Swindler hits me hard, while my is swindled away soon and I don't play my replacement often, I draw it dead a lot. He ends it with a surprisingly small margin.

Game 6
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400703611926.txt


Code: [Select]
Beggar, Candlestick Maker, Warehouse, Wishing Well, Advisor, Treasure Map, Jester, Mandarin, Hunting Grounds, ExpandAll right, play time is over. I have to win this game to save my honour. Luckily I get a 5/2, opening Jester (is that good? I guess so)/Candlestick Maker. We both go for the Treasure Maps/Warehouse thing. He ignores Hunting Grounds, while I take them to take my deck to the next level and to start buying Provinces. I think that was the difference and the reason why I won.

Well, thanks Simon for the games, I really enjoyed playing :)

TheMirrorMan

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Re: Game reports & discussion
« Reply #3 on: May 21, 2014, 06:11:40 pm »
0

My 2 cents on the match :

My first match of any tournament didn't go without any trouble, but here is my look at it:

Game 1
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400696508427.txt


Code: [Select]
Poor House, Crossroads, University, Trade Route, Bridge, JackOfAllTrades, Quarry, Venture, Goons, Expand


I'm wondering if Crossroads/Poor House isn't a thing here. Maybe open potion/TR, trash the coppers and use university for getting Bridges and as many CR/PH as you can ?

Edit : CR/JoaT looks nice, but often turns out anti-synergetic - you trash your fuel for the crossroads and get silvers in your deck which do not help the crossroads either.

Quote
Game 2
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400697583845.txt


Code: [Select]
Stonemason, Doctor, Forager, Great Hall, Swindler, Bridge, Militia, Tournament, Trading Post, Witch

Tournament on the board always makes the strategy different. I'm wondering if you could open Tourn/Swindler or Tourn/Doctor and go directly for money ? Your deck becomes really thin, swindler won't be able to hit a lot and you're going to get Tourn/Province quite soon.

Quote
Game 3
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400699835941.txt


Code: [Select]
Hermit, Loan, Ironworks, Island, Mining Village, Counterfeit, Embassy, Highway, Mine, Peddler

The Hermit is really important here. it enables quick trashing and cycling and with highways you can start picking up extra highways/counterfeits/peddlers after that.

Quote
Game 5
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400702666523.txt


Code: [Select]
Hermit, Steward, Swindler, Envoy, Gardens, Taxman, Junk Dealer, Pillage, Torturer, NoblesI'm starting to worry and already see a 6-0 heading my way.. And then this board. Nobles is a big card here, trashing is everywhere. So you just want to buy a lot of Nobles and play some Torturers and trash down, right? Well, we both decide to do this, he has some luck and plays better than me. His Swindler hits me hard, while my is swindled away soon and I don't play my replacement often, I draw it dead a lot. He ends it with a surprisingly small margin.

I would consider hermit/swindler here. Your hermit is going to help against the cursing attack by the torturers. And you're going to get nobles much faster than your opponent

Quote
Game 6
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400703611926.txt


Code: [Select]
Beggar, Candlestick Maker, Warehouse, Wishing Well, Advisor, Treasure Map, Jester, Mandarin, Hunting Grounds, Expand

I am sincerely still amazed about how long it takes to make WH/TM work. The HG was a really good call here!
« Last Edit: May 21, 2014, 07:56:10 pm by TheMirrorMan »
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Simon (DK)

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Re: Game reports & discussion
« Reply #4 on: May 21, 2014, 07:14:02 pm »
0

Note: I wrote this before reading TheMirrorMans comments.

My first match of any tournament didn't go without any trouble, but here is my look at it:

Game 1
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400696508427.txt


Code: [Select]
Poor House, Crossroads, University, Trade Route, Bridge, JackOfAllTrades, Quarry, Venture, Goons, Expand
I still don't know what is best here. What I did was pretty awful, trying to build a engine with Jack, Trade Route, Expand, Goons and Crossroads. He decides to go crazy on Ventures and wins. I think there should be a better strategy (Jack+money maybe).. A deserved, uncontested win for Simon though.


There's Goons and Bridge, but the only village (except for the single Crossroads) is University that forces you to gain a terminal every time you play it, so that's not that good.
I did want to go double JoaT with Ventures, but with 5 I prefered Venture, and I didn't get 4 before it was too late for JoaT.
I get a Trade Route to trash coppers, so my Ventures can hit something better, and I prefered trashing Coppers over Estates.
I got a Crossroads late when I started to have a lot of green.
I think hugovj went for too many terminals.

Quote

Game 2
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400697583845.txt


Code: [Select]
Stonemason, Doctor, Forager, Great Hall, Swindler, Bridge, Militia, Tournament, Trading Post, WitchWitch, trashing, Tournament. We both open Forager/Militia, he gets a Witch a little earlier, and after that goes for Tournaments. I decide to follow him, and lose the split 6/4. Meanwhile, he buys Great Halls.
I manage to get a lucky Province, think this will secure my win and set up a three pile-ending. Simon gets a Province, preventing me to finish it, and gets the win in his last turn, buying a Duchy and the last Great Hall.


I don't have that much to add here. I think Swindler is a bad card here, because most important cards will cost 3$ (Forager) or 4$ (Tournament) and all 3$ and 4$ cards can be used to something. And it doesn't matter if you're trashing Copper or Curse with Forager.
Later in the game, the 3$ choices are between Great Hall, Silver and nothing. I think Silver will be too much in the way of Tournament, so I go Great Hall for the points. The problem with Great Hall is that Witch can draw them dead, but with not many treasures, Witch will draw most cards dead anyway. I should maybe have went for more Silvers?

Quote

Game 3
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400699835941.txt


Code: [Select]
Hermit, Loan, Ironworks, Island, Mining Village, Counterfeit, Embassy, Highway, Mine, Peddler
Highway game with Counterfeit as only +Buy. I open Silver/Silver, he goes Silver/Hermit. After that, the Highway-race commences. We split 5/5 and get some Embassies. I get the first two Colonies (once again thinking I'm in a good shape), he answers by also getting a Colony, and after a pretty good turn from me I'm able to get a Province and a Colony. With this large a lead, and PCR coming up, I hope I'll be able to end it soon. He gets a mega-mega turn though, buying not less than 6 Provinces and a Colony.
I think Simon got pretty lucky in the end. Our decks were very similar, and he gets this crazy turn. But yeah, that's also Dominion.


At first I was thinking to do something with Ironworks gaining Island, but decide that there's not much to it. After that I consider Embassy, Counterfeit, Big money, but then I see Highway + Ironworks. Playing a Highway first and an Ironworks after is great, and you can get Counterfeits for +buy. The Highway split will be important.
After having decided what to go for comes the next part: How to go for it. Opening Ironworks doesn't help at all with reaching 5$, so this isn't good. I preferably want to get Highway first and Ironworks after. You can get Mining Village as a one time better Silver, but I want some Silvers in my deck, to reach 5$ early and to trash with Counterfeit later. I decide to open Silver and Hermit for Estate trashing.
He's getting 5$ more than me in the beginning, and I decide to get a single Loan for a bit of trashing.

Later in the game, the piles are getting low, and we have to watch out for 3 pilings. I'm behind, but I know my deck is capable of a mega turn, and I'm just waiting for it to happen. I sometimes pick Island with Ironworks in the hope that the extra card will start the mega turn. The big difference at this point is that I have the villages to start the mega turn together with Embassies, and he only have 1 village. I'm sure my mega turn could come together earlier than it actually did.
I'm behind, but in most of my turns I don't even need them to be that big turns for me to pile out and buy enough points to get in front. I have plenty of gains with Ironworks and Hermit and can get a lot of buys with Counterfeits (keeping in mind that you can play Counterfeit on the Counterfeit for an extra buy). The Colonies gets down to 1, so I know it will probably be my last turn. I'm happy to see my mega turn finally comming together in that turn.

Quote

Game 4
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400701366186.txt


Code: [Select]
Pawn, Smugglers, Fortress, Herald, Ironmonger, Moneylender, Band of Misfits, Margrave, Mystic, King's Court
What to say about this game? He opens 5/2 gets a Margrave and things go really, really bad for me soon after that. Not a really interesting game, I got totally crushed here.


The game was pretty boring in itself, because I got so much in front that he didn't have a chance at all, so I'll talk more about my general thinking about this board:
This is an action board. Not getting a Moneylender is a mistake. The Coppers will be too much in the way. (I admit that I didn't get a Moneylender myself, but I was lucky enough to hit 5$ a lot early, so my Moneylender was actually a Band of Misfits). The main economy here is Moneylender and Copper in the beginning and King's Courted Pawns and Mystics later. Margrave is good for the draw and the attack. Ironmongers are good in the beginning, but later, when your deck is full of actions, it will mostly work as a Village, that you don't need because of King's Court. Smugglers could be usefull. The only kingdom card you don't want to get for free is Moneylender, and your opponent isn't buying a lot of those anyway, but it can be hard to find the right time for it, because Pawn are pretty good. Generally you want Margrave or Mystics over Band of Misfits. The only reason I bought a BoM is that I had my second 5$ very early, and 2 Margraves would have been bad for my deck at that time.
Ofc King's Court are very important, and you want to hit it as early as possible. In some games you may need to buy a Silver early to do this.

Quote

Game 5
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400702666523.txt


Code: [Select]
Hermit, Steward, Swindler, Envoy, Gardens, Taxman, Junk Dealer, Pillage, Torturer, NoblesI'm starting to worry and already see a 6-0 heading my way.. And then this board. Nobles is a big card here, trashing is everywhere. So you just want to buy a lot of Nobles and play some Torturers and trash down, right? Well, we both decide to do this, he has some luck and plays better than me. His Swindler hits me hard, while my is swindled away soon and I don't play my replacement often, I draw it dead a lot. He ends it with a surprisingly small margin.


The only village here are Nobles (and Necropolis), and this split will be very important.
We both start with Swinder, Steward, Silver. Then on turn 4 I can buy Junk Dealer and he has to settle for Silver.
Swindler is a little worse than usually, because it trashes the opponents Shelters. But you can be lucky (I only discovered this right now while I'm writing, and it never happened) to trash the other players Necropolis, which would hurt a lot.
I get 2 Junk Dealers, and he only gets 1. I think 2 is the right number here. It trashes a lot faster, and after I had trashed all my junk, I played 1 of them and trashed the other.
We both get 1 Torturer. Our decks doesn't have enough villages yet to put together a Torturer engine. I go hardly for Nobles, and win the split 5-3. I can draw my deck every turn, so I can safely take a Curse for his Torturers and trash it to Junk Dealer. At this point Curses are very low, so putting together a Torturer engine doesn't make much sense.
My economy comes from 1 Swinder, 1 Steward, 2 Silvers and a Junk Dealer. This is enough for a Province, but after greening a lot, I can no longer draw my deck. But even though it wasn't by that much, I was enough in front that it didn't become too big of a problem.

Quote

Game 6
Log: http://gokologs.drunkensailor.org/static/logprettifier.html?20140521/log.513880ece4b006f8dc8ce4c2.1400703611926.txt


Code: [Select]
Beggar, Candlestick Maker, Warehouse, Wishing Well, Advisor, Treasure Map, Jester, Mandarin, Hunting Grounds, ExpandAll right, play time is over. I have to win this game to save my honour. Luckily I get a 5/2, opening Jester (is that good? I guess so)/Candlestick Maker. We both go for the Treasure Maps/Warehouse thing. He ignores Hunting Grounds, while I take them to take my deck to the next level and to start buying Provinces. I think that was the difference and the reason why I won.

Well, thanks Simon for the games, I really enjoyed playing :)

I think his 5-2 opening here are pretty good, and I think I should have been able to put together the Treasure Maps earlier than I did.
I have a single turn, where I haven't put together the Treasure Maps yet, and I have to decide what to buy for 3$. I don't want to add any cards that hinder the collision, and I think I have enough Warehouses. So I choose to get Wishing Well.
I maybe should have gotten more Candlestick Makers. His were very useful for him. And I think he's right about the Hunting Grounds. For terminals I chose 2 Jesters, but I'm pretty sure it should have been 1 or 2 Hunting Grounds instead.
« Last Edit: May 22, 2014, 08:52:06 am by Simon (DK) »
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assemble_me

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Re: Game reports & discussion
« Reply #5 on: May 21, 2014, 07:40:54 pm »
+2

Assemble ALL the stuff :). Nice game titles overall except Game 4 maybe ;)

Well here goes ... You're top seeded in the division and everybody wants to win against you now ... The burden :)
Well, of course I want to win. But I'm realistic and I've been honest: Everything better than 1-5 would have been just a bonus for me ;).
I would like to talk about the games from my point of view, too.

Game 1 : "Assemble the fool's gold!"

TheMirrorMan starts, TheMirrorMan wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400695693160.txt



Code: [Select]
Courtyard, Fool's Gold, Navigator, Trader, Treasure Map, Catacombs, Junk Dealer, Pillage, Soothsayer, Witch
Shelters, provinces

I want to go for Fool's Golds even without +Buy and I'm lucky he does not contest them which I feel makes them suprerior to his usual money. Junk Dealer should be good enough to just skip the trader and rather go for the trashing plan and I don't want the Silvers. His Trader could be alright, I've watched a match between Adam H and Qvist with a rediculouls Trader that was always there against an opposing Moutebank I feel I got lucky to never see that happen. I get my first Junk Dealer quite fast but the second one really takes a lot of time and my deck is already producing 8+ quite often suddenly. I dont want to overpay that much and just go with the flow and start greening, probably too early as TheMirrorMan suggested. Anyway, that was a close one and I've started feeling I could slip some points out of that match.

Game 2 : "Reassemble by swindling"

Assemble Meme starts, Assemble Meme wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400696415138.txt



Code: [Select]
Swindler, Death Cart, Horse Traders, JackOfAllTrades, Silk Road, Smithy, City, Horn of Plenty, Library, Pillage
No shelters, provinces

The game starts and I totally misread the board. My initial plan was to go for a Silk Roads and I open Horse Traders/Silver. I want a Jack but only for the economy. He's getting a City Turn 3 and I feel like I don't want to pile out SR for his Cities. Besides, the SRs could be Swindled so fast into another 4-cost, that was just a bad plan. I'm getting Swindlers and he really starts pounding Cities. I'm not sure, the Cursing with Swindlers seems so slow, I rather want Gold, which can't be swindled either. The Horse Traders do a suprisingly nice job, I can start with 6 cards hands probably whenever I have HT in my hand. I deny him some cities on 5. He starts pulling off some action chains with his Cities as piles are gone but he has a hard time, as I already have a points lead. I finally draw my three Golds and buy the last Province


Game 3 : "In Russia, Swindler reassembles YOU!"

TheMirrorMan begins, TheMirrorMan wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400697056958.txt



Code: [Select]
Poor House, Forager, Steward, Swindler, Nomad Camp, Pirate Ship, Treasure Map, Hunting Party, Goons, Forge
No shelters, provinces
Hunting Party + Swindler seems the way to go for me here, so I go straight for it while he puts in some Forager shenanigans. I don't want to add more variety to my deck and trashing doesn't seem to be so hot with HP. At some point, he buys a Goons while I had 6$ but didn't go for it. His Forages help him, in the end he has no Silvers left and he could trash the extra Coppers from his Goons spare buys. I feel I really messed up my endgame here.


Game 4 : "Why not Saboteur?"

Assemble Meme begins, Assemble Meme wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400698528032.txt



Code: [Select]
Candlestick Maker, Squire, Forager, Sage, Watchtower, Counting House, Explorer, Mandarin, Saboteur, Hunting Grounds
Shelters, provinces

I guess most is said here. I really had a bad misclick against that Saboteur, trashing a Province with no replacement... I see that big squire that got discarted and think that was the card that got trashed (yea, yea Saboteur can't trash 2$s I know) and I don't want a Copper instead. I click "Done" and then just see in the log that the Province had gone. After the game I wondered if you could try to go for Hunting Grounds faster and less for WT. Also, I had the opportunity to get the last two Squires, but I rather wanted Candlestickmakers. I still like them, but maybe I should have gotten them later or one of each. While playing, I wasn't so sure about that Mandarin. It probably got trashed to the Saboteur too fast for accurate judgement ;)


Game 5 : "Do NOT assemble torturers here!"

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400699199045.txt



Code: [Select]
Courtyard, Watchtower, Coppersmith, Marauder, Nomad Camp, Hunting Party, Torturer, Venture, Altar, Peddler
No shelters, provinces
Next Hunting Party stackish board. I see him getting a Torturer turn 1 wondering if I should get a Courtyard with my 2/5. Again, I don't want to add variety to my HP deck and don't do it. I open HP/- as I think Torturer is just not worth it without +Actions. I rather want Nomad Camp as good ole terminal silver and it also gives +Buy which can get me free Peddlers. He gets his CY and I just pick up Silvers, discarting well to his Torturer, but not well enough for him. We split HP evenly and I'm getting ahead having the easiest game win of the evening. The Nomad Camp does a great job, leading me to Peddlers as well as a Province + Gold turn and several Province + Estate turns.


Game 6 : "Assemble eachothers decks!"

Assemble Meme begins, TheMirrorMan wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140521/log.50785f090cf28ed55d9d72bf.1400700566732.txt



Code: [Select]
Transmute, Beggar, Haven, Bazaar, Count, Governor, Haggler, Outpost, Vault, Possession
No shelters, provinces

I've been looking at this board for a long time just thinking "OMG - OK, you overperformed already this evening, so it's going to be fine." It's a Governor + Possession board and I don't have played either of them fairly often. So it's totally not the board I'd like to see against such an opponent. I had the chance to get a Potion few turns earlier but go for Heaven instead as I thought it would be to early - NO it wasn't cause it's Governor and Governor games are so FAST especially with the trashing support. So, of course I screwed that Possession turn. A well deserved game loss at the end of a great evening for me :)
« Last Edit: May 22, 2014, 01:47:51 pm by assemble_me »
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TheMirrorMan

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Re: Game reports & discussion
« Reply #6 on: May 21, 2014, 07:52:49 pm »
+1

Assemble ALL the stuff :). Nice game titles overall except Game 4 maybe ;)

It was a pun on the "Why not Zoidberg ?" meme :)
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assemble_me

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Re: Game reports & discussion
« Reply #7 on: May 22, 2014, 04:44:39 am »
0

Assemble ALL the stuff :). Nice game titles overall except Game 4 maybe ;)

It was a pun on the "Why not Zoidberg ?" meme :)

Oh, so you assembled that meme :D - it was probably too late at night for me to get it ;)
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amalloy

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Re: Game reports & discussion
« Reply #8 on: May 24, 2014, 07:08:48 pm »
+4

Division D-2: amalloy 2-4 michaeljb

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]
Transmute, Duchess, Lighthouse, Pearl Diver, Scrying Pool, Caravan, Ironmonger, Scavenger, Haggler, Possession
We mirror an engine with Scrying Pool to draw, Haggler to load up on potion-cost cards, and Ironmonger for village. I get much better draws and can win the SP split 7-3 as well as getting more Possessions; he wins the Ironmongers 6-4, which makes it tricky for me to get villages, but not impossible. I haggled a Transmute at one point, hoping to turn dead Coppers into drawable actions, but never actually got to play it; meanwhile, in the endgame he played it twice from my deck to gain two duchies. I tried to pile out while ahead, but ended up drawing a dud; he was able to possess me to take the lead and pile out himself instead. I'm still not sure whether either the Transmute or the aggressive pile-out were mistakes: they definitely didn't work out, but I think they had a reasonable chance to be good, and maybe I just got bad draws.

amalloy 0-1 michaeljb


Game 2 Log Video



Code: [Select]
Moat, University, Alchemist, Bishop, Conspirator, Farming Village, Plaza, Wandering Minstrel, Count, Counting House
We both build a Conspirator/Minstrel engine, with University to gain and Count to trash. I trash faster than he does, and pick up a couple Moats for draw, figuring I'll have enough actions. He gets a Silver and Alchemists instead, and wins the WM split 6-4. Bishop looks so appealing on this board, with loads of villages and a $5-gainer in a very thin deck, but I was worried I wouldn't be able to afford removing two cards from my hand just to get some VP, whereas I could Minstrel my way through green cards if I just buy Provinces. Alas, after gaining a million green cards in one turn, my next two turns are (perhaps unsurprisingly) totally dead, with no Minstrels, and michaeljb can easily pile out Duchies with Count for the win. I think I still had a reasonable chance of kicking off despite the heavy greening, but maybe it was the wrong call.

amalloy 0-2 michaeljb


Game 3 Log Video



Code: [Select]
Courtyard, Duchess, Scheme, Warehouse, Familiar, Farming Village, JackOfAllTrades, Counting House, Jester, Saboteur
I play double-Jack with Warehouse. michaeljb does something similar, but gets only one Warehouse, and picks up Jester instead of Gold. I really don't like the Jester: the only cards you really want to hit are Gold, Warehouse, or victory cards, and there won't be a lot of any of them in my deck, compared to other stuff. However, his four plays of Jester manage to hit one of the two Golds in my deck twice, so it certainly worked out. In the end, michaeljb opts to take the tie.

amalloy 0.5-2.5 michaeljb


Game 4 Log Video



Code: [Select]
Secret Chamber, University, Lookout, Scheme, Coppersmith, JackOfAllTrades, Ghost Ship, Junk Dealer, Pillage, Wharf
This is a complicated board, and it seems like a University/Wharf engine might work here, but with only disappearing villages and +2 cards for draw, the only way you can actually increase handsize is by playing a Wharf last turn, or by playing a bunch of villages, then Jack, then Wharf, but that's quite fiddly. So, I decided to just play Jack + Junk Dealer. michaeljb plays the engine, and has it going pretty well but never quite gets it to be reliable. If he could manage to play Ghost Ship on me every turn, after Pillaging away my Jack, I would be in terrible shape; however, he's not quite well enough put together to do that. The game is hanging by a thread for several turns, and finally I can just barely grab the last Province before things start getting really bad for me.

amalloy 1.5-2.5 michaeljb


Game 5 Log Video



Code: [Select]
Transmute, Worker's Village, Count, Counting House, Harvest, Highway, Ill-Gotten Gains, Rogue, Soothsayer, Fairgrounds
I really butchered this board. I saw the Worker's Village + Highway thing, which seems strong with Count to trash. But, I thought that an IGG/Duchy rush could beat that, because it would be hard to trash Curses without also trashing your payload cards, since there is no draw. However...the payload is cantrips! You can just play them, and then trash all the junk! Ugh. So I have a bad plan, and also execute it badly: michaeljb easily defeats me.

amalloy 1.5-3.5 michaeljb


Game 6 Log Video



Code: [Select]
Crossroads, Haven, Doctor, Oracle, Workshop, Bureaucrat, Silk Road, Talisman, Taxman, Hoard
Is Silk Road + Workshop a thing? It seems about as strong as Workshop + Gardens, which is mediocre. The alternative I see is to try to enable Hoard, with Silk Roads as a payoff for buying all that green? I thought that a Workshop rusher could end the game with plenty of points before that kicks off, so I decided to play for Workshop. michaeljb does the same thing, but with a Bureaucrat and fewer Workshops. I mis-remembered one of my early buys, and ended up buying the wrong thing because of it; I'm not sure whether it actually cost me anything, but it was certainly a bad play. In the end, I'm able to pile out on a tie, splitting both Estates and Silk Road 4-4. If I hadn't, I'm sure he could have bought a Duchy eventually, which was out of reach for me, having never gained any Treasures at all. The chat seems to think that Oracle/Hoard/money, with Doctor for trashing, should beat a Silk Road rush, so I guess I'm glad michaeljb mirrored.

Final score: amalloy 2-4 michaeljb

I think michael is a strong contender for promotion from our division, so every point I score against him matters a lot. I've got some catching up to do against the other players, if I want to outrace him for the top position.
« Last Edit: May 24, 2014, 07:13:02 pm by amalloy »
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assemble_me

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Re: Game reports & discussion
« Reply #9 on: May 25, 2014, 12:54:11 pm »
+4

D8, maos vs. assemble_me

After having a really nice start drawing against the much higher rated MirrorMan I feel like I'm the favorite in this match against maos. I want at least a draw and hope I can win.


Game 1

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.50e7525ee4b0b5b74140a6c0.1401021416467.txt



Code: [Select]
Vineyard, Vagrant, Village, Baron, Bishop, Salvager, Trader, Library, Fairgrounds, King's CourtProvinces, Estates

Assemble Meme starts

The draw to X engine doesn't look too hot. I want to build it anyway and go for Vineyards, although +Buy isn't optimal either with Salvager and Baron. King's Court is there, but there is nothing you really want to play it on. I don't really know if it is the right call here to go VY, as well, as I don't know if opening Village is. Maot goes for library, Villages, Bishops and money for many VP tokens and Provinces. Both of our decks begin to stall in the endgame, she has a lead most of the time but it's never too far. (Trashing actions to my Bishop hurts myself here btw...). In turn 31 I can bishop my Potion but I don't have any money otherwise to buy the last Estate to 3-pile. Maos can then buy a Province and pile out the next turn.

0-1


Game 2

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.50e7525ee4b0b5b74140a6c0.1401022147837.txt



Code: [Select]
Doctor, Storeroom, Bishop, Noble Brigand, Cartographer, Count, Hunting Party, Merchant Ship, Soothsayer, FairgroundsProvinces, Estates

maos starts

I still don't know what's the right strategy here. Maos opens Silver/Bishop, I open Silver/Silver to get to Soothsayer faster and I don't want the Bishop to let my opponent trash curses I gave her. On my second 5$, I get a Count which I never use to trash (Mistake? Bad Luck? I don't know...). I'm picking up a Noble Brigand on 4$ which seems decent with those money driven decks and the Soothsayer Golds. Maos picks up a second Soothsayer and we both take some Hunting Partys. I have this hand where all my good cards collide on turn 9 (Soothsayer, Silver, Silver, Count, Copper and then Gold drawn by the opposing Soothsayer). I really don't want to miss the chance to curse and put the Soothsayer back on top of the deck gaining Duchy buying Province. Maybe I would have done this different, had I realized it was the end of the shuffle. Funny how Count and Soothsayer collided right after again. I get more curses but can trash them for free due to her Bishops. It's close but her Bishops help to get a Points lead and I have to take a Fairgrounds for 8$. She gains doubly Duchy with her Count. I'm buying Fairgrounds and we both get Estates, it's all about who gets the last province, and it's not me.

0-2


Game 3

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.50e7525ee4b0b5b74140a6c0.1401022762943.txt



Code: [Select]
Fool's Gold, Vagrant, Forager, Masterpiece, Scheme, Farming Village, Moneylender, Trader, Knights, Trading PostProvinces, Estates

maos starts

Fool's Gold seems to be nice with Forager. Besides, I think that's a Kingdom where Knights aren't a big deal as the most cards you want can't be trashed. I open Forager/Fool's Gold on 4/3, she is not going for FG and opens Moneylender/Silver which I think is a mistake. She goes for a few Knights, eventually my Forager gets trashed but it's not a big deal. I get some late Knights on 5$ and get a big points lead. The thing about the Knights that hurts me most is Sir Michael's discard attack which prevents me from buying a Province twice, but I'm too far ahead and coast to the win.

1-2


Game 4

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.50e7525ee4b0b5b74140a6c0.1401023213597.txt



Code: [Select]
Vineyard, Ambassador, Village, Scavenger, Cultist, Governor, Graverobber, Jester, Royal Seal, FarmlandProvinces, Estates

maos starts

Again, this is a board where I don't really know what's the way to go. There's Ambassador which is mostly a big deal but it doesn't do well against Cultist. But you probably don't want Cultist either because of Vineyard. We both open Silver/Silver. I pick up two Governors and a Scavenger. She's getting a Jester first and then Governors and also picks up Villages. I would like a fourth Governor but with my Golds, my Governors and my Scavenger I'm buying provinces so quickly I don't need a double province turn.

2-2


Game 5

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.50e7525ee4b0b5b74140a6c0.1401023930009.txt



Code: [Select]
Chapel, Great Hall, Tunnel, Workshop, Moneylender, Procession, Salvager, Contraband, Duke, PossessionProvinces, Estates

Assemble Meme starts

This is a very weak board. There's no draw, no +Actions, no +Buy, nothing to activate tunnel and you don't want Possession here. I think BM+Salvager seems to be the best option here, but I mirror her Moneylender/Silver opening and get my Salvager right after that (I think I shouldn't have done that). Not much happening here after that, we pick up provinces first, then go for Duchies, we both don't have the longevity for much green. I win the Duchy split and buy some 5 point Dukes and a bunch of tunnels. Finally i can salvage a Province to buy the last province and win.

3-2


Game 6

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.50e7525ee4b0b5b74140a6c0.1401024735903.txt



Code: [Select]
Cellar, Lighthouse, Fortune Teller, Masterpiece, Advisor, Talisman, Treasure Map, Ghost Ship, Mint, StablesProvinces, Estates

Assemble Meme starts

Stables seems to be a big deal here, so you probably want Stables and Money and maybe Ghost Ship. We both open Silver/Silver to hit 5. I'm getting my first Stables on 6$ and buy my Ghost Ship on the next 5$ despite the Lighthouse. She buys a Ghost Ship as well, and we both start buying Provinces. I win the Stables split 6/4 but she has an extra gold where I have an extra Silver. Maybe an in-between Masterpiece would have been good here, but I didn't saw the right moment for it. Again we start stalling and she breaks PPR to take the lead. I can't really do anthing anymore and she finally buys the last Province.

Maybe Mint -> Treasure Map -> eventually Masterpiece +9 would have been a thing (don't know if you want to flood Silvers if you can Mint Gold instead). I did have the chance for Mint on turn 7 but didn't consider it. Seems slow to start with on turn 7, though. You probably want Ghost Ship later if you try to go that way... Oh or just Treasure Map/Cellar :O..
OK - checked it, Treasure Map is too slow, but the in-between Masterpiece would have been good.


3-3

Nice game and good luck to maos for her upcoming league matches!
« Last Edit: May 26, 2014, 02:49:52 pm by assemble_me »
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DG

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Re: Game reports & discussion
« Reply #10 on: May 25, 2014, 02:46:18 pm »
0

DG vs Turtlegods in D6

Game 1  - Chapel, Develop, Armory, Gardens, Navigator, Quarry, Margrave, Minion, Vault, Goons, Colony, Platinum

http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.516d1136e4b082c74d7abcb4.1401034038442.txt. I get the better start and keep that advantage to the end.

Game 2 - Beggar, Cellar, Courtyard, Haven, Great Hall, Workshop, Salvager, Haggler, Harvest, Horn of Plenty

http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.516d1136e4b082c74d7abcb4.1401034539081.txt. Not much synergy here and it plays out as a big money win for Turtlegods.

Game 3 - Fortune Teller, Lookout, Swindler, Alchemist, Familiar, Scavenger, Talisman, Butcher, Laboratory, Merchant Guild, Colony

http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.516d1136e4b082c74d7abcb4.1401035838546.txt. There's a bit of work to be done moving from a swindler/ familiar deck to an engine deck. I trash down faster to get a winning advantage.

Game 4 - Chancellor, Sage, Death Cart, Plaza, Rats, Bandit Camp, Festival, Pillage, Border Village, Possession

http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.516d1136e4b082c74d7abcb4.1401036965961.txt. I just play a money deck but Turtlegods tries an ambitious rats + death cart thing. I'm not really good enough with dark ages to know if it would work, so perhaps someone else could advise him?

Game 5 - Lighthouse, Warehouse, Bishop, Marauder, Silk Road, Spice Merchant, Highway, Margrave, Wharf, Forge, Colony

http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.516d1136e4b082c74d7abcb4.1401038154908.txt. Tricky game for harnessing the terminal actions. My wharves give the hand size needed to tidy up my deck for a very big finish.

Game 6 - Chapel, Ironworks, Tournament, Trader, Council Room, Rebuild, Trading Post, Venture, Forge, Copper, Colony

http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.516d1136e4b082c74d7abcb4.1401039108762.txt. I take a chapel with ironworks for tournaments and Turtlegods goes for straight rebuild. Maybe a mixed tournament/rebuild deck work but I had time to trash out my deck, get the prizes, and do a few tricks before finishing off on provinces.

Thanks Turtlegods and good luck for the remaining games.
« Last Edit: May 25, 2014, 05:31:04 pm by DG »
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Joseph2302

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Re: Game reports & discussion
« Reply #11 on: May 25, 2014, 04:03:45 pm »
0

Joseph2302 5-1 Loes U, available to watch at http://www.twitch.tv/joseph2302/b/532098128

Game 1: Joseph2302 25-47 Loes U

http://dominionlogs.goko.com/20140525/log.5062f3dc51c3843e7939eb9f.1401041043067.txt

I try an engine with vaults & heralds & bandit camps, which is far too slow- herald didn't help much here. Loes U goes money + hoards, the hoards work well and I'm just too far behind.

Game 2: Joseph2302 34-25 Loes U

http://dominionlogs.goko.com/20140525/log.5062f3dc51c3843e7939eb9f.1401041867466.txt

Big money again, with Spice Merchant + Bakers used by both of us. I get 1 more baker, and Loes U gets trade routes + death carts, which didn't help much. I get ahead and stay a little bit ahead throughout.

Game 3: Joseph2302 20-6 Loes U

http://dominionlogs.goko.com/20140525/log.5062f3dc51c3843e7939eb9f.1401042452232.txt

2/5 opening on a Cultist board with no trashing is just too good, and the ruins split ends up being 9-1. I'd rather not dwell too much on this one.

Game 4: Joseph2302 39-28 Loes U

http://dominionlogs.goko.com/20140525/log.5062f3dc51c3843e7939eb9f.1401043253460.txt

Massively divergent strategies, I go for Hunting Party stack, whilst Loes U goes for Fool'd Gold, on 5/2 opening of Festival/Fool's Gold. My engine works well, and gets me almost to the victory, before slowing massively, but just get over the line here.

Game 5: Joseph2302 39-27 Loes U

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.5062f3dc51c3843e7939eb9f.1401044083640.txt

Soothsayer + stonemason (predominantly for the overpay thing) + bandit camps + merchant ships, Loes U gets 3 soothsayers (which I think is maybe 1 too many) to my 1, but only wins curse split 6-4. The rest of our deck is basically identical, but i get the win, by getting a bit ahead, and managing to stay there.

Game 6: Joseph2302 44-29 Loes U

http://www.gokosalvager.com/static/logprettifier.html?20140525/log.5062f3dc51c3843e7939eb9f.1401044885195.txt

Young Witch with Woodcutter as (weak) bane, no villages, curses split 5-5, and then we go tournaments. I hit $8 more (I do have slightly more gold), and get ahead, and manage to stay there.


Thanks for the games, and sorry for my good luck (especially Game 3) :)
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TheMirrorMan

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Re: Game reports & discussion
« Reply #12 on: May 25, 2014, 05:51:24 pm »
+4

D8 : TheMirrorMan vs. hugovj : 4,5 - 1,5.

"Pass the dutchie on the left hand side"

Well it's good to know that there are still Dutch players that are not god-like Dominion machines :) Thanks hugovj for the games.

We talked a bit after the match and he seems to have gone up and down the last few weeks, just like me. You know, one of those weeks where you just can't get the strategy together. Fortunately in the games, I think my experience gave me the upper hand.



Game 1 : "The prize is ... right ?" - Win

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.50785f090cf28ed55d9d72bf.1401043163562.txt



Code: [Select]
Feast, Island, Rats, Scout, Taxman, Tournament, Count, Harvest, Minion, Witch
No shelters, provinces.

Well, you could do all sorts of interesting stuff here except ... there's Tournament on the board. Getting to $8 will be quite important. Other than that, Count, Witch and Minion play a role.

We differ quite quickly : I open Silver/Tournament, he opens Silver/Silver. I like mine better here because I already have Count in mind. If you have a dud hand, put the Tournament on top and trash. Got a silver or gold ? Topdeck that and trash the rest. And the +3 can come in handy for the province.

However, he has something else in mind - he goes witch, I go Count. I don't mind those curses (he picks up count later).

I get an early province but can't connect to the tournament - he picks up the first prize and I can't contest it.

Unfortunately, he makes bad choices here : Followers and bag of gold instead of Trusty steed or Princess (so he has 2 junkers now). I take those two which do wonders with Minions.

I also learnt (shame on me for not realizing this either) that a tournament does not necessarily HAVE to pick up something.

I win the minion split 6/4 and that seals the deal (picking up a witch later on).



Game 2 : "I hate rebuild" (quote Hugovj) - Win

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.50785f090cf28ed55d9d72bf.1401044052875.txt



Code: [Select]
Courtyard, Native Village, Scrying Pool, Black Market, Farming Village, Golem, Haggler, Merchant Guild, Rabble, Rebuild
No shelters, provinces.

There's baker in the black market so we both start with an extra coin. Rebuild and scrying pool seem important here, but with rebuild, you just don't have time for the latter.

Much to my surprise he opens Black market/Haggler, while I do Black market/Rebuild. Not that there's "real" interesting stuff in there, I just want the +$2.

T3 I get $5 and rebuild no. 2 is born. He tries to follow but when his deck gets together, I've already taken/rebuilt the Duchies. He's stuck with Provinces/Estates. Not much to say.



Game 3 : "Wish you well" - Win

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.50785f090cf28ed55d9d72bf.1401045190494.txt



Code: [Select]
Wishing Well, Philosopher's Stone, Cutpurse, Feodum, Worker's Village, City, Counting House, Market, Minion, Stash
No shelters, provinces.

Clean mirror here with Wishing well/Worker's vilage/Cutpurse/Minion/Cities.

When Minions start getting low, I go for cities to get the extra draw in. I take a province, then switch to cities whenever he's still trailing.

He buys up the Wishing wells, making my cities even stronger. But it doesn't work out in the end - he hits quite a few good hands with minions and my wishes seem to always miss their target. The moment I am well ahead (Minions and wishing wells gone), I get an awful discard by his minions. I've got 3 greens and one copper and even that one disappears after his cutpurse. So I'm nailbiting because I can't buy anything and he can potentially get back. But then ... Awful : he buys the last 2 cities, 3-piling himself. Sorry hugovj, that could have been a win.



Game 4 : "If it just weren't for those meddling gardens" - Loss

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.50785f090cf28ed55d9d72bf.1401045735804.txt



Code: [Select]
Shanty Town, Familiar, Gardens, Remodel, Bandit Camp, Catacombs, Counting House, Cultist, Saboteur, Tactician
No shelters, provinces.

Of course I see it! Of course I do! Familiar, cultist, such a nice junking board ... But then there's gardens. When to pick them ?

I open ST/Potion vs. Silver/Potion. Still like it more here, especially with cultist.

I miss one familiar with $2+P while he gets three. We both split a lot of the stuff though.

But then, at the crucial moment when piles are getting low, Hugo picks up the first garden while I have $1.

After that it's a real snowball. I try to contest gardens but I think I should have gotten a tactician a lot sooner. I keep on junking him, hoping to stop, trying to buy estates (wrong too, I should have kept on building economy). I can't keep up. Clean win for Hugo.



Game 5 : "Going to the chapel..." - Tie.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.50785f090cf28ed55d9d72bf.1401046518285.txt



Code: [Select]
Chapel, Crossroads, Oracle, Woodcutter, Coppersmith, Taxman, Golem, Inn, Tactician, Farmland
No shelters, provinces.

Not the board I like to see when I desperately need a win. And I've got 2/5.

So question to the audience : Chapel + tactician or Chapel + Taxman here ? I wasn't sure at all. Probably Taxman is still better ?

I take Chapel + tactician thinking I can trash the whole lot very soon. Hugo takes Silver/chapel.

I'm okay, because I tactician on t3 and can trash all the estates and get a gold. But then what ? We continue with a gold and I keep a Copper with something in mind.

Okay, I've got 2 golds + 1 coppers in hand with a very thin deck. My plan : trash copper with farmland for crossroads. (Idea is to constantly have crossroads, trash farmland into province, restart). But I forget to keep the copper in hand, you know ... "Play treasures" without undo ... Not good.

I'm trailing because I cannot get enough money together for buying enough. In the end, I need to decide whether I take the tie or take another risky duchy while piles are low. I took the safe option.

Would like comments on the opening ...



Game 6 : "You need the economy" - Win

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140525/log.50785f090cf28ed55d9d72bf.1401047645294.txt



Code: [Select]
Crossroads, Fool's Gold, Secret Chamber, Chancellor, Marauder, Wandering Minstrel, Young Witch, Festival, Library, Treasury, Witch
No shelters, provinces - yes, boring, standard, I know. Chancellor is the bane.

Let's do it the other way around here. What don't you need ?

Crossroads : gonna be way too slow with the curses.
Fool's gold : I looked at library/festival, but again, with curses ?! No thank you. Way too slow.
Secret chamber : who buys this against junkers ?
Library : way too slow again with the curses.
Festival : ditto.
Chancellor : well this could be a maybe, but do you really want Chancellor/YW as opening ?
So it's : Young witch, Witch, treasury, Wandering Minstrel, Marauder.

We both open Silver/YW, but then transition into different strategies : Hugo goes for a second witch, I go for treasuries with Wandering minstrel.

I lose the split in curses 6/4 but ... the wandering minstrels skip these nicely. I build up in treasuries and economy for a long time until Hugo decides to go for province. At which point I just start greening heavily with all the golds I've picked up. His deck with only one gold just isn't good enough anymore, especially not when I switch to marauders to junk his deck again and get economy back.

Note : after the game I looked at the fact that a marauder actually would block a good Wandering minstrel strategy. But then you would love the curse split. So I think I made the right decision here.



End of the line : 4,5 - 1,5. It's not easy being "top seed" (although my ranking has dropped significantly). Thanks for the games Hugovj. Yet I will need to step up ...
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shark_bait

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Re: Game reports & discussion
« Reply #13 on: May 26, 2014, 01:25:15 pm »
+3

@MM In regards to your game 5, you should skip Chapel.

5 Provinces in 12 Turns

5 Provinces in 12 Turns

5 Provinces in 12 Turns

Those were my first 3 games I played.  Those are not cut and paste from a larger collection of games.  Ignore the total turns in the first two games as it took me awhile to get a 5/2 start to reflect how your game started. 

Tactician/Coppersmith is easily a reason to skip Chapel in this set.  You've also got Crossroad/Inn/Oracle for draw/sifting and the ability to add in Woodcutter for a 3rd buy.  This strategy should do better than any Chapel down based strategy.
« Last Edit: May 26, 2014, 01:26:27 pm by shark_bait »
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serakfalcon

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Re: Game reports & discussion
« Reply #14 on: May 27, 2014, 06:37:46 am »
+2

Game 1

Code: [Select]
Poor House, Hamlet, Alchemist, Philosopher's Stone, Armory, Harvest, Highway, Laboratory, Vault
Pretty standard game. I figure I'd like to use highway to bring down the price, and hamlet to load up on buys, and otherwise try to avoid buying treasure. Of course, relying on cantrips requires some source of +cards so I try alchemist. Since I start 5/2 I open with lab, and pick a few more up here and there. Aidan also goes hamlet/highway and due to relying more on silvers and not buying lab, he wins the highway split. However, he doesn't get his draw going until late in the game. We both start greening, and between his win of the highway split and more silvers, I start to get a little nervous. However, I manage to get a good turn in with enough buys to pull off a tight 3-pile win.

http://gokosalvager.com/static/logprettifier.html?20140527/log.516d3566e4b082c74d7b3ec8.1401179230399.txt

Game 2

Code: [Select]
Chapel, Moat, Oracle, Scheme, Warehouse, Conspirator, Spy, Baker, Laboratory, Peddler, Copper
If only there were buys!
So, we both get the same sort of idea, which is to get a cantrip engine thing going on. I plan things out a little better and rely on conspirators more than Aidan, and start to stock up coin tokens. By turn 10 it's basically guaranteed that we both will hit provinces every turn until the piles run out. I could have started greening turn 9, but I get slightly worried that I might choke so I wait until turn 10. So, naturally it ends in a draw.

http://gokosalvager.com/static/logprettifier.html?20140527/log.516d3566e4b082c74d7b3ec8.1401179708697.txt

Game 3

Code: [Select]
Vineyard, Stonemason, Hermit, Menagerie, Oasis, Monument, Governor, Haggler, Mystic, Stables
Governor is the only way to multi-province in this game, and stonemason allows for some double-gains of nice cards where possible. To avoid giving your opponent +1 card from governor (and wasting a governor use on it's weakest ability) menagerie and stables can come in handy. I open monument/hermit to get a few VP tokens stored up and to trash, as well, I figure hermit's gain for menagerie or oasis will come in handy, not to mention a possible madman turn down the road. Unfortunately, the opportunity to get madman comes a little earlier than I would have liked, but it works out anyway.
 Aidan gets 5/2 so he goes directly for governor and picks up a stonemason, ostensibly to trash coppers. We both start loading up on menageries, and governors, I pick up some oasis's, to hopefully get more draw out of my menageries (by being able to discard duplicates) Turn 9 I make a horrible mistake, while trying to pick up a stonemason to get a Governor and Stables, I hit the wrong button by accident and get 3 stonemasons instead. However, I notice my engine is coming together better than Aidan's so I'm not too worried. Turn 12 I realize that my horrible mistake may pay off anyways, when I cause a 3-pile while slightly ahead.

http://gokosalvager.com/static/logprettifier.html?20140527/log.516d3566e4b082c74d7b3ec8.1401180197332.txt

Game 4

Code: [Select]
Chancellor, Forager, Fortress, Nomad Camp, Remodel, Tournament, Cache, Cartographer, Mint, Rogue
I am really bad at tournament. I can never quite figure out how to get it working right. To boot, I get a 5/2 start. I decide to be clever and go rogue, hoping to catch forager or tournament from Aidan. However, Forager/Tournament is much better. My strategy  backfires when Mint ends up in the trash, and then I'm stuck with dead cards. I figured I could go with a less efficient deck, hoping that boosting buying power will get me to 8 faster (since trimming costs you a few turns). I know I have limited time to hit my first province, since Aidan's tight deck will connect province every turn if he can just get up to 8. Unfortunately, I'm just short 2-3 turns in a row, and after that it's all over. The game goes on for another 9 turns, but it's just a formality, Aidan creams me.

http://gokosalvager.com/static/logprettifier.html?20140527/log.516d3566e4b082c74d7b3ec8.1401180931724.txt

Game 5

Code: [Select]
Lighthouse, Pearl Diver, Smugglers, Woodcutter, Caravan, Remake, Spice Merchant, Count, Soothsayer, Trading Post
This is a big of a funky one. I hoped to get count, and move into a caravan engine. Maybe pick up Soothsayer for gold (if it gives curses to the other guy, bonus) and see where things go. Aidan gets a 2/5 so I decide to be clever and pick up smugglers/caravan (on the hope that I can steal Count turn 3). Alas, it was not to be. I get Remake to at least get some trashing going since count after t4 won't be a great buy on this board. We start greening, Aidan starts taking a lead, so I get a little desperate and use remake to get myself 2 duchies from caravans. Aidan hits 7 a few turns in a row, preventing him from finishing me off, and I get lucky eventually. I can't really say I played better this game, it kind of came down to luck more or less.

http://gokosalvager.com/static/logprettifier.html?20140527/log.516d3566e4b082c74d7b3ec8.1401181441250.txt

Game 6

Code: [Select]
Chancellor, Develop, Watchtower, Spice Merchant, Taxman, Harvest, Knights, Merchant Ship, Torturer, Possession
I love possession. I don't always win with it, but if it looks like it could work I might as well try. In general, the key to a good possession deck is to be easily able to hit 6, (so it won't be too much work to hit 6p) but very difficult to hit 8. Specifically though, it may be okay to have a nice deck if you know they won't possess you too much, for a subjective level of too much.

I am not sure if Aidan will also go with Possession, but since there are no villages, I figure I can make my deck nice as he won't play it more often than I will. I'm not worried about Torturer or Knights, as the lack of villages makes them weaker, and I certainly don't want to hurt Aidan's deck! I will need it! We both open Spice Merchant/Watchtower, but I start going for treasure immediately after, to be sure I can hit 6p easily. I go $2+buy from Spice Merchant twice to get buying power, and pick up potion. As a slight hedge for a tight game, I buy an estate to trash hovel. Aidan gets another Spice Merchant, probably wanting to trash down more. Turn 9 Aidan makes a head-scratching decision to buy Merchant Ship, but hey, I don't mind using up his duration cards for him. (In the end, it turns out to be a neutral decision on his part, it ends up being a dead card when I possess him as often as I get to benefit from him).
He doesn't go for possession in the end, perhaps hoping he could do fine without it.
Turn 13 I get a chance to buy a province with Aidan's deck, and also trigger a reshuffle causing many of his nice cards to get missed. It was a lucky time to possess him, and it probably clinched the game for me. After that, me taking about 2 turns to his 1 turn, plus his merchant ship, won the game for me.

http://gokosalvager.com/static/logprettifier.html?20140527/log.516d3566e4b082c74d7b3ec8.1401182076108.txt

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SCSN

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Re: Game reports & discussion
« Reply #15 on: May 27, 2014, 08:11:22 am »
0

Game 1

Code: [Select]
Poor House, Hamlet, Alchemist, Philosopher's Stone, Armory, Harvest, Highway, Laboratory, Vault
Pretty standard game. I figure I'd like to use highway to bring down the price, and hamlet to load up on buys, and otherwise try to avoid buying treasure. Of course, relying on cantrips requires some source of +cards so I try alchemist. Since I start 5/2 I open with lab, and pick a few more up here and there. Aidan also goes hamlet/highway and due to relying more on silvers and not buying lab, he wins the highway split. However, he doesn't get his draw going until late in the game. We both start greening, and between his win of the highway split and more silvers, I start to get a little nervous. However, I manage to get a good turn in with enough buys to pull off a tight 3-pile win.

For some reason both of you ignored Armory, which isn't as great as Ironworks with Highway, but still pretty good.
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assemble_me

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Re: Game reports & discussion
« Reply #16 on: May 27, 2014, 08:41:20 am »
0

Game 1

Code: [Select]
Poor House, Hamlet, Alchemist, Philosopher's Stone, Armory, Harvest, Highway, Laboratory, Vault
Pretty standard game. I figure I'd like to use highway to bring down the price, and hamlet to load up on buys, and otherwise try to avoid buying treasure. Of course, relying on cantrips requires some source of +cards so I try alchemist. Since I start 5/2 I open with lab, and pick a few more up here and there. Aidan also goes hamlet/highway and due to relying more on silvers and not buying lab, he wins the highway split. However, he doesn't get his draw going until late in the game. We both start greening, and between his win of the highway split and more silvers, I start to get a little nervous. However, I manage to get a good turn in with enough buys to pull off a tight 3-pile win.

For some reason both of you ignored Armory, which isn't as great as Ironworks with Highway, but still pretty good.
Actually, his opponent didn't. He even opened Armory/Silver (which I believe is a mistake, I'd rather want it later with a few Highways; not sure, though)
« Last Edit: May 27, 2014, 09:13:47 am by assemble_me »
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serakfalcon

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Re: Game reports & discussion
« Reply #17 on: May 27, 2014, 10:40:02 am »
0

Game 1

Code: [Select]
Poor House, Hamlet, Alchemist, Philosopher's Stone, Armory, Harvest, Highway, Laboratory, Vault...

For some reason both of you ignored Armory, which isn't as great as Ironworks with Highway, but still pretty good.
That's a good point. I was worried about being able to cycle through my deck early on, I knew my engine would be unstable so I was afraid of having an extra terminal. Later in the game it would have been pretty great, but I forgot about it by then :P
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serakfalcon

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Re: Game reports & discussion
« Reply #18 on: May 28, 2014, 10:18:23 pm »
0

Note: I wrote this before reading TheMirrorMans comments.

Code: [Select]
Poor House, Crossroads, University, Trade Route, Bridge, JackOfAllTrades, Quarry, Venture, Goons, Expand
I still don't know what is best here. What I did was pretty awful, trying to build a engine with Jack, Trade Route, Expand, Goons and Crossroads. He decides to go crazy on Ventures and wins. I think there should be a better strategy (Jack+money maybe).. A deserved, uncontested win for Simon though.


There's Goons and Bridge, but the only village (except for the single Crossroads) is University that forces you to gain a terminal every time you play it, so that's not that good.
I did want to go double JoaT with Ventures, but with 5 I prefered Venture, and I didn't get 4 before it was too late for JoaT.
I get a Trade Route to trash coppers, so my Ventures can hit something better, and I prefered trashing Coppers over Estates.
I got a Crossroads late when I started to have a lot of green.
I think hugovj went for too many terminals.


You're never forced to gain anything with University. It's only your own greed that gets you.
Goons and bridge are amazing power cards, but they require a source of draw. Both rely on last-minute greening (or in goons case, not greening at all) so you can't rely on crossroads for cards. You're only source of draw is Jack, which can be ok considering all the terminals, but you have to gain a silver to do it. That being said, I still think there's a case for goons, you just have to realize you won't be getting a goons engine going and should plan to never play more than 2 a turn, and usually will only play 1. (so, you could get it, but don't get a lot).

tbh Simon, I would have opened Jack even with 5/2, Crossroads/Jack and maybe even DoubleJack would have sped up your Ventures by several turns.
« Last Edit: May 28, 2014, 10:19:28 pm by serakfalcon »
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Simon (DK)

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Re: Game reports & discussion
« Reply #19 on: May 29, 2014, 10:08:37 am »
0

Note: I wrote this before reading TheMirrorMans comments.

Code: [Select]
Poor House, Crossroads, University, Trade Route, Bridge, JackOfAllTrades, Quarry, Venture, Goons, Expand
I still don't know what is best here. What I did was pretty awful, trying to build a engine with Jack, Trade Route, Expand, Goons and Crossroads. He decides to go crazy on Ventures and wins. I think there should be a better strategy (Jack+money maybe).. A deserved, uncontested win for Simon though.


There's Goons and Bridge, but the only village (except for the single Crossroads) is University that forces you to gain a terminal every time you play it, so that's not that good.
I did want to go double JoaT with Ventures, but with 5 I prefered Venture, and I didn't get 4 before it was too late for JoaT.
I get a Trade Route to trash coppers, so my Ventures can hit something better, and I prefered trashing Coppers over Estates.
I got a Crossroads late when I started to have a lot of green.
I think hugovj went for too many terminals.


You're never forced to gain anything with University. It's only your own greed that gets you.
Goons and bridge are amazing power cards, but they require a source of draw. Both rely on last-minute greening (or in goons case, not greening at all) so you can't rely on crossroads for cards. You're only source of draw is Jack, which can be ok considering all the terminals, but you have to gain a silver to do it. That being said, I still think there's a case for goons, you just have to realize you won't be getting a goons engine going and should plan to never play more than 2 a turn, and usually will only play 1. (so, you could get it, but don't get a lot).

tbh Simon, I would have opened Jack even with 5/2, Crossroads/Jack and maybe even DoubleJack would have sped up your Ventures by several turns.

Damn. I thought I knew all the cards. I guess I should look out for the "may"-sentences more.

Would you keep or trash the starting Estates? Jack wants to trash them, and Crossroads wants to keep them. I guess you want to trash them, but then what's the point of opening Crossroads. Isn't it mostly just a dead card (You should draw it without Jack more than you draw it with both Jacks before you start greening)?
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assemble_me

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Re: Game reports & discussion: D
« Reply #20 on: May 29, 2014, 04:56:23 pm »
+1

D8, EgorK vs. assemble_me, aka "First player can't win"

My third game so far this season. I consider EgorK to be one of the top half players of my division and think he's the favorite in this game, but it's only 10 Iso levels this time and after the game against TheMirrorMan I don't fear anyone any more ;).
I'm still feeling quite newbie-ish here, so please add any comment that floats through your mind. I'd appreciate it very much. Thanks


Game 1



Code: [Select]
Courtyard, Marauder, Militia, Mining Village, Silk Road, Spy, Walled Village, Library, Saboteur, PossessionProvinces, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140529/log.505d7a160cf2ef979299a48e.1401370514517.txt

EgorK starts, assemble_me wins

So there's Walled Village and Mining Village as Villages, Cortyard and Library to draw. You could build an engine here, but what would be the payload? You could go Possession or you could trash your opponent's stuff with a lot of Saboteurs. But it does not look superstrong. There's Militia and Marauder and the question is which of them you want. We both open Militia/Silver. He picks up a second Militia and hits me every turn early on. However, I decide to pick up a Library on my first 5$, which counters Militia very well. His economy is better than mine and he can pick up the first Province. I'm picking up a second Library while he decides to pick up Duchies very early (probably because he already had that much money). Finally my Libraries start kicking in and I can turn the tables and get a points lead which I can sustain until the end. I think my Libraries won me this game, although he probably had some really unfortunate draws, too.

1-0


Game 2



Code: [Select]
Beggar, Village, Advisor, Feast, Ironmonger, Scout, Stables, Farmland, Hunting Grounds, PeddlerProvinces, Shelters

http://www.gokosalvager.com/static/logprettifier.html?20140529/log.505d7a160cf2ef979299a48e.1401371064751.txt

assemble_me starts, EgorK wins

On this board, there's Village and potentially Ironmonger for +Actions, Stables and Hunting Grounds for draw but there is no +Buy to make a big engine viable. So we both open Ironmonger/Silver adding more Ironmongers and Stables to our decks. On our first 6$ we both go for Hunting Grounds over Gold. I'm having two extra Silvers to his two extra Stables but I have the initative on greening. I have to get another Silver while he can pick up three Provinces in a row. I'm already switching to Duchies and he can finally get the fifth province.

1-1


Game 3



Code: [Select]
Courtyard, Swindler, Gardens, Moneylender, Bandit Camp, Count, Harvest, Jester, Mine, MysticProvinces, Shelters

http://www.gokosalvager.com/static/logprettifier.html?20140529/log.505d7a160cf2ef979299a48e.1401371632304.txt

EgorK starts, assemble_me wins

Again, this looks like a board where you could build an Engine, but it doesn't look terribly strong. And, there's Swindler, which I don't like, but anyways, we're both opening Swindler/Swindler. Here, I'm having a terrible misclick: My first Swindler hits his Hovel, I think I'm about to give him a replacement, but I'm buying the Curse :/. We both get Bandit Camp and Count on our first 5$s. He's way ahead at this point getting more Bandit Camps but I can swindle his Count into a Duchy while his Swindlers trash my Shelters. I'm getting Gold where he has Bandit Camps and get some good Swindler luck. We start greening and it's really tight but finally I can buy the penultimate Province gaining a 6 point lead as second player while topdecking a Gold with my Count. He can Duchy + Gardens with his Count, but I can buy the last Province right afterwards.

2-1


Game 4



Code: [Select]
Oasis, Tunnel, Envoy, Moneylender, Salvager, Wandering Minstrel, Golem, Hunting Party, Jester, RabbleProvinces, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140529/log.505d7a160cf2ef979299a48e.1401372533175.txt

assemble_me starts, EgorK wins

There's a lot to do with your Tunnels, here. I'm opening Oasis/Salvager while he has 5/2 to go Jester/-. I'm getting Oases, a Hunting Party and an early Tunnel. He picks up Hunting Party as well but adds Moneylender and Wandering Ministrel. I'm even picking up a second Tunnel to get Golds and we're both getting Rabbles. For a long time, I don't hit 4$ for a Wandering Minstrel I'd really like to get, but I don't want to pass on the 5$ costs either. I win the Hunting Party Split 6/4 but it's not that bad for him because his deck starts to work much better than mine and the Wandering Ministrel work wonders to activate his Tunnels. I panic and buy my first Province way early, he's coming back, can even double Province once and wins big time.

2-2


Game 5



Code: [Select]
Transmute, Chapel, Sage, Coppersmith, Fortress, Remake, Throne Room, Trader, Embassy, StashProvinces, Shelters

http://www.gokosalvager.com/static/logprettifier.html?20140529/log.505d7a160cf2ef979299a48e.1401372997318.txt

EgorK starts, EgorK wins

So here, we have some really nice engine pieces but again, there's no +Buy. There is Fortress + Remake but there is no poweful 5$ you want masses of, so the best you can do is to utilize it for double Duchy. I expect BM Embassy to be very good. The other thing I have in mind is to use Chapel to get thin, add Fortress and Trader and flood Silvers, and then get Embassy. He opens Silver/Chapel which makes me decide to mirror and go for the fancy thing. My Chapel misses the reshuffle and I'm behind with trashing. He has something different in mind and uses his thin deck with exactly 4 Silvers, a few Fortresses and an Embassy to just draw enough money to buy a Province almost every turn. I can flood Silvers twice and buy my Province, but I'm too far behind and his strategy was probably better as well. So, in game 5, this was actually the first game where the first player could win.

2-3


Game 6



Code: [Select]
Great Hall, Lookout, Scheme, Remodel, Tournament, Library, Venture, Farmland, Bank, ExpandColonies, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140529/log.505d7a160cf2ef979299a48e.1401373800704.txt

assemble_me starts, assemble_me wins

So this is a Colony game with no engine potential. There is Tournament, which is often a big deal and I spot Venture (which I really like) with Bank and with Platina it should be even better. Also, it's probably quite resilient to extra Estates or extra Curses from Followers. I want Lookout for some Copper trashing and we both start with Lookout/Tornament on 3/4. He really pounds Tournaments even getting them on 5$. On my first 5$, I think about it for a long time if I want a Library or just start grabbing Ventures. I figure that Library won't help me to connect Tournament and Province and go for the Venture. On turn 8, I'm getting a bit lucky that my Venture finds a Silver and I have a hand with my other Silver and three Coppers for an early Province. He doesn't go for Venture while I'm buying Venture over a Gold the next turn. On turn 11 I decide not to play my Venture after putting my Province on top of the deck with my Lookout and it pays off: The next turn, I can connect it with my Tournament to get Followers and my Ventures connect for 9$ and I can go right for a Platinum skipping Golds. I'm getting another Platinum, a Bank and more Ventures. He connects his Tournament for the horse, I get Princess. The Vetures are really huge and I can buy a lot of Colonies while he gets some extra Farmlands and Provinces. I'm getting very big lead crusing to the victory. I end up playing the Followers only twice, but I still rather have them myself than giving them to my opponent. And of course, there are some misclicks again, like Princess + 9$ could have been a Colony, I didn't really want Province+Venture there, although it didn't matter, I'd been far ahead already... I think I should play more like AI ;)

3-3

So that's game three, third time 3-3. Maybe I can still win a match this season ;). But, on the other hand, I would consider this season very successful if I just keep on playing draw every game. Good luck to Egor for his upcoming matches!
« Last Edit: May 29, 2014, 05:18:04 pm by assemble_me »
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TheMirrorMan

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Re: Game reports & discussion: D
« Reply #21 on: May 29, 2014, 05:32:44 pm »
+1

I consider EgorK to be one of the top half players of my division and think he's the favorite in this game, but it's only 10 Iso levels this time and after the game against TheMirrorMan I don't fear anyone any more ;).

Good to know I keep on motivating you :) Wish I could motivate myself now ...
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Aidan Millow

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Re: Game reports & discussion: D
« Reply #22 on: May 30, 2014, 02:17:37 am »
+1

D1: Mikemike vs Aidan Millow

Game 1:


Code: [Select]
Vagrant, Urchin, Woodcutter, Marauder, Rats, Mandarin, Goons, Hunting Grounds, Possession, King's CourtNo Shelters or Colonies
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401420396568.txt
We both open triple urchin and do much the same thing for a long time. I grab a rats aiming to trash down for Kc-posession while mike gets more money and goons. I get KC a turn earlier and he draws his dead. Turn 16 I kings court mercenary and trash a large portion of my deck. Turns 17 and 18 I hit KC possession and mike resigns.

Game 2:


Code: [Select]
Fool's Gold, Apothecary, Doctor, Plaza, Thief, Treasure Map, Counting House, Vault, Venture, FairgroundsColonies, no Shelters
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401421008475.txt
I plan on building some mediocre Plaza/Vault engine while mike goes mostly money with a doctor for 5 on t5. I feel mike gets fairly lucky with the consistency of his deck but I might just be underestimating vault both for and against. Regardless he wins handily.

Game 3:


Code: [Select]
Fool's Gold, Pearl Diver, Scrying Pool, Doctor, Lookout, JackOfAllTrades, Bandit Camp, Bazaar, Merchant Ship, SaboteurNo Shelters or Colonies
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401422011157.txt
I go scrying pool while Mike goes Doublejack with lookout. I trash down fairly quickly but by the time I get my buying power up mike already has 2 provinces and with no +buy I decide to go for saboteur for the first time ever. I do trash a lot of stuff but mike has no trouble getting more. Looking back at the log I realise I would've had a much better chance if I just manned up and bought provinces.

Game 4:


Code: [Select]
Ambassador, Great Hall, Oracle, Smugglers, Herald, Nomad Camp, Bandit Camp, Count, Goons, PeddlerNo Shelters or Colonies.
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401422998167.txt
Pretty obvious goons game post ambassador war. I open Count on 5/2 while mike opens double ambassador only but then has the worst possible split in his reshuffle so he isn't able to get ahead in deck size before I buy my ambassador. Then I hit 6 using count on both turn 8 and 9. While mike first hits 6 on turn twelve and chooses not to buy a second goons until turn 15. I then get 3 double goons turns in a row. Mike almost manages to catch up by buying a province while I'm running down the piles but I manage to close it out on my next turn.

Game 5:


Code: [Select]
Vineyard, Great Hall, Village, Woodcutter, Monument, Remake, Band of Misfits, Mine, Soothsayer, FairgroundsNo Shelters or Colonies.
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401423775339.txt
He opens soothsayer on 5/2 and gets another on turn 5 while I go Remake silver. The game is long so I don't remember specific watershed moments but I end up buying all 8 vineyards with 17 actions while mike finds additional points through fairgrounds and wins pretty narrowly.

Game 6:


Code: [Select]
Hamlet, Market Square, Sage, Warehouse, Fortress, Procession, Haggler, Harvest, Highway, Horn of PlentyNo Shelters or Colonies.
Log: http://dominionlogs.goko.com/20140529/log.516d24f3e4b082c74d7b0865.1401424527759.txt
We both plan to use Fortress/Procession into highway. Mike opens double silver and gets the ideal split while I take an early fortress and procession which achieve nothing until turn 8 but then I get lucky and draw fortress with 2 processions on turn 9 which leads to winning the highway split. Mike has 4 provinces by turn 15 but doesn't hit 8 in his next three turns while my extra highways let me hit a double duchy on turn 15 and then grab the last two provinces for a narrow and probably undeserved win.
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serakfalcon

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Re: Game reports & discussion
« Reply #23 on: May 30, 2014, 03:29:59 am »
0

Would you keep or trash the starting Estates? Jack wants to trash them, and Crossroads wants to keep them. I guess you want to trash them, but then what's the point of opening Crossroads. Isn't it mostly just a dead card (You should draw it without Jack more than you draw it with both Jacks before you start greening)?
Trash.
Even with crossroads, I'd rather have a silver and a copper (or 2 silvers) in my hand, and no draw, than 2 estates plus crossroads, which gets me 2 random cards, and if 1 is Jack it can't be used to draw. So basically, without jack in hand, the fact that you got 2 cards when you had those estates in hand with crossroads masks the fact that, were those estates not in your deck, you would have got those 2 cards anyway. However, you won't always draw the estates and the crossroads together, so those estates will get in the way of other hands. If you get lucky, and jack and crossroads are together in the same hand, you get extra draw and will be able to play an extra action (potentially two jacks in one turn! more silver, just what a BM deck needs!). Also, it's going to be rare that you draw crossroads dead with Jack, due to Jack's self-spying ability.
In the midgame, crossroads isn't that helpful it's true, but it's a relatively low cost considering it may help you keep your deck going once you start greening, and without great sources of buys it won't be worth it to pick it up in the late game.

That aside, the real reason I'd open jack/crossroads would be for turns 3/4/5, to maximize the chance of my jack colliding with estates so it can trash them. (Proof left as an exercise)

One thing you should be wary of, is any game that goes on past 18-20 turns (when there are no junkers or powerful attacks) could probably have been beaten by a simpler BM strategy. Especially with Jack being a decent counter to Militia-type attacks, it's something to consider.
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TheMirrorMan

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Re: Game reports & discussion: D
« Reply #24 on: May 30, 2014, 09:21:23 am »
+3

My match against QwertZuiop ...

Now I see some of you guys thinking ... What ? Qwert... Z ? Well, that's the German keyboard layout for you.

Did you know ... That the Qwerty/Azerty/Qwertz keyboards were actually constructed for people to type slower ? In the time when there were typewriters, the inventors wanted to avoid the ink hammers clashing. That's why they invented this weird layout.

On to the games? Yes. They were nerve wrecking.



Game 1 : "Nobles isn't THAT good ?" - TheMirrorMan (MM) begins, Qwertzuiop (QW) wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.50785f090cf28ed55d9d72bf.1401442009575.txt



Code: [Select]
Courtyard, Lookout, Monument, Butcher, Mine, Stables, Adventurer, Fairgrounds, Nobles, Forge
No shelters, provinces.

Soooo ... A lot of stuff plays a role here. First off, no +buy but Butcher can help with that. Engine in Nobles/Courtyard or the easier Stables. Trashing with lookout/butcher/forge. Also, look out (!) for Fairgrounds - you will need to diversify the deck a bit.

We both have 3/4 and diverge : I take Silver/Monument, QW takes Lookout/Monument. My plan was to go for Nobles asap and I didn't want to trash coppers since the stables need them (but later I mistakenly forget this).

Well my plan works, I'm at 4 Nobles when QW is at one, but of course, I have my estates still in my deck. At $3 I prefer CY over silver, hoping to hit a gold soon ?

But then I forget everything I planned. T13 I take a province already (way too early), then a forge and in a dud hand of 3 coppers, Province, Forge, I decide to trash the coppers too ... Leaving me with no fuel for the stables. QW keeps on building up on Fairgrounds/Provinces and because I have too little money to keep the engine going with the stables. Two crucial errors and it hurts. QW picks up 6 FGs, each worth at least four and I can't even get a decent province. So yeah, I threw myself in the deep water. QW played it well, although I'm still doubting on the lookout opening. Comments welcome.



Game 2 : "The one where ambassador ... just is not that good" - QW begins, MM wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.50785f090cf28ed55d9d72bf.1401443193312.txt



Code: [Select]
Vineyard, Apothecary, Ambassador, Storeroom, Contraband, Ill-Gotten Gains, Mine, Mystic, Vault, Grand Market
Now this board is already a nerve wrecker. There's ambassador, but we both decide to skip it because of the Apothecary/Storeroom/Grand Market/Mystic(/Vault maybe) engine here. 4/3 is Potion/Storeroom for both.

Now there are some crucial questions here in building this :

1) Do you take more coppers ?
2) Do you take all the apothecaries first or take a grand market when you can ?

Answers to 1 :
QW takes extra coppers, MM says ... when I can already draw my deck.

Answers to 2 :
QW takes apothecaries first (but also because he couldn't get to GM quickly enough), I take Grand markets first.

For the endgame, the potion is equally as important for vineyards.

Then QW gets a horrible T10. He draws his whole deck (it' 4 apos against 2 apos and two GMs) except for ... the storeroom. So he has Potion + 10 ... And buys an apothecary. I can really understand that this is frustrating.

In the end I'm getting scared because he has 7 apos against my 3 but I've stocked up seriously with GMs (6 vs. 1) and this is just begging for a megaturn. With the GMs in, I can start buying extra action cards for the vineyards. I'm down 2 provinces, but my vineyards start gaining points. In the end he buys the last province ... Only to be confronted with me having the explosive Apo/GM/Mystic/storeroom combo.

Very close. Again, would like to know how you guys would have played it.



Game 3 : Start of the black market shenanigans - MM begins, MM wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.50785f090cf28ed55d9d72bf.1401444531671.txt



Code: [Select]
Vagrant, Black Market, Urchin, Bridge, JackOfAllTrades, Wandering Minstrel, Explorer, Ghost Ship, Journeyman, Mandarin
No shelters, provinces

I think this one is a win mostly due to luck, but let's analyze the board here, because there's a LOT going on.

BM has some interesting cards (mainly the +$2 is to get GS asap), but a lot of engine pieces are already on the board.
Now with GS on the board and Urchin, this looks like a trashing game, although ... Where do you get extra cards from to trash ? So you need +buy from Bridge or BM, but then you're not drawing enough ...
Also, Journeyman counter the GS attack, JoaT can counter both GS and Mercenary, but do you really want silvers here ... Well maybe, for the mercenaries to trash ...
You need to prioritize here. QW's 2/5 becomes Vagrant/GS, my 3/4 becomes BM/WM, picking up a GS on T3.

QW can't get the Mercenary quick enough (I got a lucky Urchin GS combo on T6) and that probably decides it. That and the awesome stuff I draw out of the BM deck (HoP, Herald, CM, Fairgrounds!!!). I get a WM/Bridge deck going and that starts doing the trick. I take a few provinces and three pile with Vagrants.

Unlucky for QW - I admit.



Game 4 : "I wanna do everything!" - MM begins, QW wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.50785f090cf28ed55d9d72bf.1401445764921.txt



Code: [Select]
Vineyard, Crossroads, Ambassador, Black Market, Doctor, Workshop, Militia, Mine, Rabble, Peddler
No shelters, provinces.

Wow. What a nice board. Biggest problem : no villages, no + buy (except BM). BM will help with this of course. But there's Ambassador, Doctor ?, Militia, Rabble ... So confusing.

I decide I need at least 2 villages here in the form of CR and skip the BM for now. I want to counter Amb with Militia, so I open CR/Militia. Mweh, I'll pick up an Amb and/or BM later. He'll probably be throwing over estates in any case.

My plan is just way too slow and it shows. And I think I missed the key ingredient : BM gives actions, actions give peddlers ...

QW opens Amb/BM. And the BM ... is giving him all he needs. Tactician, Merchant Guild, Ironmonger, Scheme, Salvager ... They all work so incredible with the peddlers on the board. I can't even get a decent had together and with the MG/Tactician, he gets coins a plenty and Peddlers a plenty. Two megaturns (T16 + T18) seal the trick. The 44-13 shows that I got a severe beating here. Overrun by QW, nicely played.



Game 5 : "BM again, confusing ... again" - QW begins, MM wins.



Code: [Select]
Crossroads, Pearl Diver, Secret Chamber, Black Market, Alchemist, Cutpurse, Young Witch, Bazaar, Count, Harvest, Mystic
No shelters, provinces.

Meh, it's 2 - 2 and he can start two times now. Not a happy bunny.

A few things to consider here : BM is the bane and we have an extra coin token because baker is in the BM deck.

Nerve wrecking again. Now count/BM looks so interesting, but there's a lack of draw. There's a few interesting cards (Witch, Oracle, HP ...) in the deck, but ... yeah ... What do you do ?

Count/BM is QW's opening, I decide to take it somewhere else with Potion/YW (although I seriously considered the same opening). I'm hoping YW will also help me get the potion soon.

The power of young witch should be less of course, since with count, he will probably put BM back on top and trash the rest. Unfortunately for him, I get the YW in the hand where he DOESN'T get the BM in. I build up alchemists soon, he gets some nice witch/oracle, but can't really get the hands he wants. He has a thin deck, but the total draw just is missing. And with count (later on) I can get +$3, put something back, while I still have enough in hand (I don't care about trashing the curses anymore, also because I want to keep the potion in hand).

I counter significantly by getting Golem, GS and lighthouse out of the BM deck. LH protects me from the oracle discards and the curses and with so many actions ... But I have no +buy!!! Then BM rewards me with a Trade route, which becomes strong, since the duchies are being dealt with the count. I win.



Game 6 : "About prizes, cartographers and mountebanks"

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.50785f090cf28ed55d9d72bf.1401449309786.txt



Code: [Select]
Herbalist, Fishing Village, Menagerie, Advisor, Ironworks, Tournament, Baker, Cartographer, Mountebank, Royal Seal
No shelters, provinces. Jeez, Goko, again ... Can I get a non-standard game please ?

QW to start, Baker on the board ... Well yeah, we don't have to think twice. No trashing means ... Mountebank.

What else plays a role here ? IW/Advisor : not a good idea here. Cartographer to skip the junk AND also interesting to connect Tournament/Province, Menagerie/FV maybe ? - you need to watch out for the discard attack of the followers.

Another important point : no +buy. If we contest prizes, it's going to be Princess first probably.

It's 2 vs. 2 on mountebanks (I need to mirror him). To my surprise however, he gets a herbalist in. I don't like that choice here - Too much junk already in the deck. I understand you like +buy but I think Big Money is going to overrun you.

$6 is mostly spent on cartographers until all the curses are dealt out. I'm first to get the province, but he connects his to the tournament earlier and ... no surprise - he gets the princess. Damn.

But he has no menageries so my next prize will be ... Followers, even though there are no curses left. I hurt his hand 2 times in a row and I start building up seriously on Provinces. It still remains very close, we go for duchies next with the provinces and that means ... 2 piles already done. Okay, he now has the + buy but the followers keep on hurting and I'm up 8 points. With only 6 estates left, he will need to get a double estates and a province ... It proves impossible.



Very nerve wrecking, yet very interesting games. I'm glad I showed more decent strategy this time. Thanks for the games Qwertzuiop.

Note : he needed to play assemble_meme 1/2 hour later, I'm playing EgorK this afternoon ... I think we both will be very nervous :)
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TheMirrorMan

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Re: Game reports & discussion: D
« Reply #25 on: May 30, 2014, 11:51:17 am »
+3

"Russian roulette" - TheMirrorMan - EgorK : 4 - 2

Next match : up against EgorK (EK). A very nice Russian guy that amazed in the GokoDom match. So I knew I had to watch out. And boy did I feel it.



Game 1 : "Black market rules" - EK begins, EK wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.505d7a160cf2ef979299a48e.1401457375684.txt



Code: [Select]
Black Market, Great Hall, Bishop, Caravan, Cutpurse, Plaza, Walled Village, Embassy, Outpost, Witch
No shelters, provinces.

Ah here we go again. The black market. This time, a lack of trashing and +buy. Egor owns the very special Walled Village card which to me is ... often utter useless. Witch is there for junking.

So what to open here ? Plaza is probably a bit too early here, so I go Caravan/BM, while Egor takes BM/cutpurse. Bit surprise, but hey, there's enough villages on the board to play them.

The cutpurse ends up working nicely, since he 2x hits my hand getting it to $2. But the worst thing of all ...

T6 he picks up Ambassador (oh dear, I am in deep trouble), I pick up a Horse traders.

T9 he picks up ... chapel. Yeah, and then I get serious snowballing. I need to pick up witch to do something but all the curses just get thrown back to me and I still can't get any trasher out of the deck.

Even when he buys golds and I shove back silvers in with Embassy ... His deck is just too clean.

Conclusion : just got screwed by the Black Market. Not much more to say.



Game 2 : "Here comes the mirror man" - MM begins, MM wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.505d7a160cf2ef979299a48e.1401458421973.txt



Code: [Select]
Doctor, Fortune Teller, Masquerade, Plaza, Quarry, Remake, Young Witch, Butcher, Inn, Library, Wharf
No shelters, provinces.
Bane : Fortune teller.

I start in game 2 and on this board I am really happy with first player advantage. We both have 3/4. YW is out of the question with such an engine going on and Masq on the board. 3 is Masq, what is 4 ? We both opt for Quarry, given Inn/Plaza/Wharf/...

It's a back and forth but as starting player I always have that starting edge. For the endgame, I pick up a quick Butcher. The moment the greens are almost over, he stocks up on coins but he needs about $20 to get anywhere. He tries to, but just too little.

Not much more to say, stupid mirror.



Game 3 : "Is rebuild really that good ?" - MM begins, MM wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.505d7a160cf2ef979299a48e.1401459047190.txt



Code: [Select]
Beggar, Stonemason, Armory, Bureaucrat, Gardens, Island, Remodel, Rebuild, Tribute, Wharf
Shelters, provinces.

Yeay, no estates Goko ?! And you reward us with ... Rebuild.

Now, there's a lot of stuff on the board. To me this seems to be centered around Gardens somewhat, with beggar, bureaucrat, armory ... But maybe Wharf ? Rebuild (with shelters, I dunno) ?

It's a bit of a think. I've got 4/3 and at one point I even consider doing SM for 2 beggars ... Then think ... that's going to be REALLY slow. So I decide on bureaucrat/beggar.

In hindsight, this could be an error - if he picks up a beggar here, he gets 2 silvers which of course get his gardens count up too.

However, Egor doesn't pick up any of them and just goes for plain Silver/Silver. I'm surprised, this means he's NOT going for gardens.

No, he goes straight for rebuild. So I follow suit. Now of course, this requires some precaution : you don't want to trash your gardens, so you need to buy an extra green inbetween.

He is quick in getting the duchies - which signals me not to pick up estates but beggars at $2. He does get to the five duchies (rebuilding some islands, I think he should have taken the gardens instead), but I've already remodeled 2 into provinces and am getting my gardens in. Since the duchies are gone, he needs to contest the gardens now but his deck is just too small to get any points out of it and he can't rebuild them anymore into decent stuff.

In the end, I have him cornered - he can't get a province anymore (1 left), the islands have one left too, so his rebuilds become useless. I don't really get much extra money, but now I can piledrive estates. I win.



Game 4 : "In Russia, Gold fools YOU!" - MM begins, MM wins

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.505d7a160cf2ef979299a48e.1401459639403.txt



Code: [Select]
Fool's Gold, Forager, Village, Bishop, Gardens, Mining Village, Spice Merchant, Golem, Merchant Guild, Upgrade
No shelters, provinces.

Well I don't know what Egor was thinking here but this looks like a FG board to me. He apparently had Villages/MG/Gardens in mind, but that seems so awfully slow.

He opens nothing (?) first turn - that means he doesn't want FG - and then Upgrade.

It gets ugly prettly fast with Spice merchant/forager. I'm already at 7 FGs and 1 province on turn 8. He decides to go for the Gardens as an outer, but it's just not that good, since he needs to trash some stuff again with forager ... I just pick some gardens up myself and he's left without any decent way to end the game.



Game 5 : "In Belgium ... Gold fools ME!" - EK begins, EK wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.505d7a160cf2ef979299a48e.1401460123126.txt



Code: [Select]
Crossroads, Fool's Gold, Alchemist, Caravan, Coppersmith, Rats, Cultist, Market, Saboteur, Torturer
No shelters, provinces.

Cultist is central on this board and with CR being the only village ... It's going to be Cultist Big Money.

So I think, "hey, let's be smart - take Fool's Golds!" - even though there is no +buy you will get them in your hand with your cultists.

Well, no. especially since Silver/Silver for EK gives him a quick cultist ... or 5. I've got 8 ruins in my deck. and I'm down by two provinces ... I take in some extra FG (hey, stick with the plan!) but Egor empties the cultists with 2 provinces up and then just takes the remaining FGs. No question here : outplayed. Well done Egor.



Game 6 : "Shot by the greens" - EK begins, MM wins.

Log : http://www.gokosalvager.com/static/logprettifier.html?/20140530/log.505d7a160cf2ef979299a48e.1401460505582.txt



Code: [Select]
Steward, Swindler, Bridge, Silk Road, Cultist, Journeyman, Margrave, Merchant Ship, Witch, Forge
No shelters, provinces.

Safe to say - this is SURELY a cultist board.

And I'm of course delighted with my 5/2 here against his 3/4. My cultist appears t3 but I then have some trouble finding them in my deck.

We split cultists 4/4 but I hit Egor with the ruins harder : 6 for him, 4 for me. We build up the money Now I see an ending appearing of course : out of cultists and you're already two piles down. So at $5, I decide to buy an intermediary duchy. Egor does not follow and continues buying money. Consequently I just pick up more cultists. I've got more draw, he's got an extra gold.

It turns out this just worked a little bit better. Duchies suddenly get low and with stuff like a silk road at a cheap $4 ... I take the last win.



Thanks for the games EgorK! Nice to have played with the Walled village (even though we didn't buy it).

Four down, two to go ...
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assemble_me

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Re: Game reports & discussion: D
« Reply #26 on: May 30, 2014, 07:05:49 pm »
+2

D8, QwertZuiop vs. assemble_me, the "German duel"

Here we go again, game 4 for me, another game against one of our division's top players who will probably fight for the promotion against TheMirrorMan. I'm not too worried, I'm sure I can reach a draw against him as well :D. Turns out he is German, too, so we can chat in Deutsch. Sehr schön :).
As always, I'm very happy to read about your thoughts on these games. Thanks
/E: Logs added

Game 1



Code: [Select]
Duchess, Pearl Diver, Apothecary, Menagerie, Familiar, Advisor, Farming Village, Highway, Stash, TreasuryProvinces, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140530/log.50e7525ee4b0b5b74140a6c0.1401451914256.txt

QwertZuiop starts, assemble_me wins

Not an exciting board here with Duchess being the only terminal. There's Highway, but no +Buy, Apothecary, but it's only the consolation price for a missed Familiar, because there's no trashing either. We both open Potion/Silver on 4/3. I get my Familiar on the first reshuffle while he has to pick up an Apothecary. He gets the first Province while being behind 3-6 on curses but manages to give me the last one. Finally, the two Menageries I'd put up by the way prove to be good and activate on my last two turns for Province buys No. 4 and 5, while he's buying Dutchies and Estates

1-0


Game 2



Code: [Select]
Haven, Squire, Advisor, Militia, Tournament, Contraband, Journeyman, Merchant Guild, Outpost, ForgeProvinces, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140530/log.505f03ecfca2893af1cba622.1401452669928.txt

assemble_me starts, QwertZuiop wins

So here is Squire as a Village, Journeyman for the draw, Forge as trashing and Merchant Guild as nice engine payload and +Buy but then, there's Tournament :(.
We both open Militia/Squire. He can get a Journeyman on turn 4 which helps him to a very early Province on turn 5 which is almost game. My deck is not really coming together, he can connect his Province and Tournament for Followers buying his second Province while I haven't gotten one. I continue to do nothing, he continues buying Provinces and I resign on turn 19 being behind 5-1 on Provinces and 4 on Curses/Estates.

1-1


Game 3



Code: [Select]
Haven, Develop, Scheme, Smugglers, Coppersmith, Moneylender, Young Witch, Merchant Ship, Royal Seal, Grand Market, ForgeBane: Develop
Provinces, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140530/log.50e7525ee4b0b5b74140a6c0.1401453452426.txt

QwertZuiop starts, QwertZuiop wins

The key cards on this board are probably Young Witch and Grand Market. The question is how to get there and what to do with them. He decides to prioritize GM ignoring YW and opens Silver/Moneylender while I open Silver/Young Witch as I expect Develop not to be the best Bane ever and its trashing as quite slow. He picks up an early Develop and an early Gold. I decide to add a Moneylender and a bunch of Royal Seals (probably too many). I can get the first Grand Market but his Develops and Moneylender did a very good job for a trimmed deck and he can manage to win the GM split 7-3 and get a 4-2 Province lead. I think I'm lost in the long run and decide to go for the PP, he just buys the last one on his turn.

1-2


Game 4



Code: [Select]
Pearl Diver, Masquerade, Tunnel, Woodcutter, Feodum, JackOfAllTrades, Spice Merchant, Throne Room, Haggler, FairgroundsProvinces, Shelters

http://www.gokosalvager.com/static/logprettifier.html?20140530/log.505f03ecfca2893af1cba622.1401455198117.txt

QwertZuiop starts, assemble_me wins

This is a very interesting board. You could build an engine here (if your name is Adam ;)) with Jack and his best engine friend Spice Merchant, but I'm not sure if it's THAT hot with Masquerade as only draw for bigger hands and Throne Room as the only Village. But there's also +Buy with Woodcutter and extra gains from Haggler and of course Fairgrounds favors the engine builder. But then, there's also Feodum. Gaining Silvers with Jack, gaining lots of Feoda blasting a few at an opportune moment seems really good. I like Feodum and want to go for it. However, I think I can't ignore Masquerade, so I open Masquerade/Jack which may be a bit aggressive, but I think I like it on a Shelters board. He opens Masq/Spice Merchant which signals he is going for the engine. I think that I shouldn't go for the Feoda directly and build up a bit. I'm getting a second Jack and two Golds. After buying my first Province I'm getting my first Feodum for 6$. He has already picked up a bunch of engine components and his Spice Merchants has thinned all his coppers.
He follows me on Provinces, after my 3rd he goes for Fairgrounds and after my 4th I'm going for Feoda. I'm having a 8 point lead with six provinces gone but I'm a bit concerned if he could be able to double Province. It's a tight run for the points. He denies one of the Feoda for his Fairgrounds variety. When he has taken a one point lead, I'm getting 8$ and my Jack-gained Silver pumps up my Feodum points so I buy the province and have a 11 points lead at once. He's getting closer again but I can get the last province (and by the way Jack pushes the Feodum level again).

2-2


Game 5



Code: [Select]
Hermit, Herald, Apprentice, Counterfeit, Duke, Explorer, Rabble, Venture, Farmland, Hunting GroundsProvinces, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140530/log.50e7525ee4b0b5b74140a6c0.1401455893658.txt

assemble_me starts, assemble_me wins

I'm having 5/2 on this board and open Counterfeit/- (I like Counterfeit) while he opens Hermit/Hermit. I'm getting Rabble, Apprentice and Golds; he's gaining lots of Silver and and a Counterfeit. He starts going for the Duchies but I can answer with 10+ and two Buys for double Duchy. He gets a second Duchy but I can just double Duchy again. After his third, I only have 4$ in my hand so I decide to trash one Duchy finding Gold, Counterfeit and Rabble which help me to Duchy + Duke winning the Duchy split 4-3, then we split the Dukes 4-4. During our last turns I probably got quite lucky. With all that green I could find a bunch of good cards, buy a province for a nice lead, then do nothing for two turns and after the reshuffle I could buy the last province.

3-2


Game 6



Code: [Select]
Vineyard, Haven, Native Village, Stonemason, Fortune Teller, Familiar, Remake, Contraband, Venture, ForgeColonies, Estates

http://www.gokosalvager.com/static/logprettifier.html?20140530/log.505f03ecfca2893af1cba622.1401456711469.txt

assemble_me starts, QwertZuiop wins

So here it is again, Game 6 and a Colony board where Venture can shine. I'm making a big mistake and miss the Remake, so I open Fortune Teller/Silver to his Remake/Silver. He also picks up a stonemason and gets to Platinum faster. We both get a buch of Ventures. It seems I'm out of luck and I've got no real chance to make up for his early Platina.

3-3


Again? Really? Yeah, but like in my first match I really feel like a winner here. My last question is: How many 3-3 in a row do you have to play for the combo bonus :)?
Good luck to QwertZuiop, I'm excited to see how the race for division C is going on in our group.
« Last Edit: May 31, 2014, 05:15:25 am by assemble_me »
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TheMirrorMan

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Re: Game reports & discussion: D
« Reply #27 on: May 30, 2014, 08:06:51 pm »
+1

D8, QwertZuiop vs. assemble_me, the "German duel"

Game 6



Code: [Select]
Vineyard, Haven, Native Village, Stonemason, Fortune Teller, Familiar, Remake, Contraband, Venture, ForgeColonies, Estates

assemble_me starts, QwertZuiop wins

So here it is again, Game 6 and a Colony board where Venture can shine. I'm making a big mistake and miss the Remake, so I open Fortune Teller/Silver to his Remake/Silver. He also picks up a stonemason and gets to Platinum faster. We both get a buch of Ventures. It seems I'm out of luck and I've got no real chance to make up for his early Platina.

I'm just wondering why no one went Potion/Fortuneteller ? Okay, I can understand with the ventures, but you can pick some up yourself if necessary.
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assemble_me

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Re: Game reports & discussion: D
« Reply #28 on: May 30, 2014, 08:47:16 pm »
0

Code: [Select]
Vineyard, Haven, Native Village, Stonemason, Fortune Teller, Familiar, Remake, Contraband, Venture, ForgeColonies, Estates

I'm just wondering why no one went Potion/Fortuneteller ? Okay, I can understand with the ventures, but you can pick some up yourself if necessary.

I think, this is a board where Familiar isn't that hot. Of course, dealing curses to your opponent is strong, but with strong trashing like Remake I think you may ignore it. The potion will slow down your own build up and your opponent may outrace you, and it's even worse if you loose the gamble for 3P on the first reshuffle. And yea, the potion also interferes with the Ventures... Funny how I didn't want Familiar because of Remake but didn't open Remake :/
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SCSN

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Re: Game reports & discussion: D
« Reply #29 on: May 30, 2014, 10:03:52 pm »
+1

There isn't just Familiar, there's also Vineyard together with Stonemason (its single best enabler) and two(!) other spammable 2-costs. Ignoring Potion will both slow you down a lot by having to trash 10 Curses, and forces you to get all 8 Colonies yourself, and by the time you'd get them your opponent's Vineyards might well be worth more than 11 points, not to mention that he'd likely have had some opportunities to end it on a 3-pile long before you got enough green cards to even be competitive.
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amalloy

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Re: Game reports & discussion: D
« Reply #30 on: May 30, 2014, 10:47:56 pm »
+1

There isn't just Familiar, there's also Vineyard together with Stonemason (its single best enabler) and two(!) other spammable 2-costs. Ignoring Potion will both slow you down a lot by having to trash 10 Curses, and forces you to get all 8 Colonies yourself, and by the time you'd get them your opponent's Vineyards might well be worth more than 11 points, not to mention that he'd likely have had some opportunities to end it on a 3-pile long before you got enough green cards to even be competitive.

Don't forget you can use Stonemason to get Familiar and Vineyard very fast: buy a Stonemason for 5p, gain two Familiars. Stonemason each of those into two Vineyards, and you already have half the Vineyards with just one use of your Potion. The Stonemason lets you build quite quickly by nabbing a bunch of actions, and then enables you to pivot dramatically into greening. I think Colonies can't possibly compete with Stonemason/Vineyards/Familiar.
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Re: Game reports & discussion: D
« Reply #31 on: May 31, 2014, 04:19:12 am »
0

There isn't just Familiar, there's also Vineyard together with Stonemason (its single best enabler) and two(!) other spammable 2-costs. Ignoring Potion will both slow you down a lot by having to trash 10 Curses, and forces you to get all 8 Colonies yourself, and by the time you'd get them your opponent's Vineyards might well be worth more than 11 points, not to mention that he'd likely have had some opportunities to end it on a 3-pile long before you got enough green cards to even be competitive.

Don't forget you can use Stonemason to get Familiar and Vineyard very fast: buy a Stonemason for 5p, gain two Familiars. Stonemason each of those into two Vineyards, and you already have half the Vineyards with just one use of your Potion. The Stonemason lets you build quite quickly by nabbing a bunch of actions, and then enables you to pivot dramatically into greening. I think Colonies can't possibly compete with Stonemason/Vineyards/Familiar.

Wow. OK. I totally haven't seen a way to enable Vineyards on this board. Maybe he didn't either or just didn't expect it to be good enough. I think I've never played Vineyards without +Buy and with Stonemason instead, but It looks really good: Each time you buy a Stonemason your Vineyards are pushed to the next level. I will try this a few times against bots today, I think.

/E: I think I'm not good with Vineyards. My game against maos shows the same. I've already commited myself to go for it more often because I've underrated it before. Now I'm getting punished when playing it but here I haven't seen it at all. Maybe I need some Dominion lessons, too ;)
« Last Edit: May 31, 2014, 04:36:50 am by assemble_me »
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amalloy

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Re: Game reports & discussion: D
« Reply #32 on: June 01, 2014, 12:15:41 am »
+3

Division D-2: amalloy 3-3 MtMagus

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]
Herbalist, Lookout, Workshop, Marauder, Salvager, Apprentice, Council Room, Counterfeit, Haggler, Hunting Party
I like to play Apprentice/Haggler, even if (as here) it's not super amazing. The trashing is mediocre, so Marauder should be good, and with ruins and shelters, Hunting Party should be astonishingly bad. But Counterfeit is a great synergy with Marauder: once you're done thinning you can double up the Spoils, and use your multiple buys to haggle Apprentice fuel. My opponent gets 5/2: the Counterfeit makes me jealous, but the Herbalist seems like a clear error. Overall 4/3 is probably better than 5/2 even if you skip the Herbalist.

In the end he confuses me some more by never buying Marauder, and going heavily after Hunting Party in a deck full of differently-named junk. I easily romp to victory.

amalloy 1-0 MtMagus


Game 2 Log Video



Code: [Select]
Haven, Lighthouse, Moat, Loan, Watchtower, Bureaucrat, Militia, Tournament, City, Fairgrounds
I don't know the right way to play this one, but it seems like Tournament is the focus. My opponent takes Followers as his first Prize, which I think is really bad with Watchtower, Moat, and Lighthouse around; Princess must be much better. However, he can buy about a million more Provinces than me, and it doesn't really matter. I don't know what I did wrong: too many Watchtowers? I wouldn't expect it to matter that much, and they seemed to help most of the time. Maybe it was the Loan he got: I thought the rush for Provinces would mean trashing is less important, but it seems to have worked out for him.

amalloy 1-1 MtMagus


Game 3 Log Video



Code: [Select]
Secret Chamber, Fortune Teller, Tunnel, Workshop, Bandit Camp, Cache, Council Room, Market, Soothsayer, Witch
With no trashing, and the only village at $5 competing with the important cursers, the outline of this game is: give out curses, then play big money. My opponent goes for Soothsayers over Witch, which I don't like at all: the drastically improved cycling I get, from my Witches and his Soothsayers, means I win the Curse split 8-2. After that, there's plenty of time to get Golds and Provinces as his deck is a soggy mess and mine mostly has cards I like.

amalloy 2-1 MtMagus


Game 4 Log Video



Code: [Select]
Courtyard, Shanty Town, Armory, Baron, Gardens, Horse Traders, Salvager, Scavenger, Worker's Village, Witch
I think you can build kind of an engine here, with Witch and Courtyard both mediocre draw, and Armory gaining you lots of villages. But my opponent gets 5-2, and can give out the Curses really fast. Then, when I finally hit 5 myself, I get distracted and buy a village instead. I think I was probably already lost at that point, either because my plan is no good or because his 5-2 opening lets him do it better; but declining to buy the Witch hurts a lot, and sends me into a bit of a funk. I play the rest of the game with no real goal in mind, and get clobbered.

amalloy 2-2 MtMagus


Game 5 Log Video



Code: [Select]
Village, Gardens, Marauder, Procession, Quarry, Spice Merchant, Count, Festival, Venture, Border Village
I decide to go for basically Count+Venture, with the idea that Venture won't mind greening, and I can fairly often gain Duchy with Count, then Venture into a Province. My opponent thins a lot more, and plays Marauder against me a lot. My deck is not thin, and I can't really deal with the ruins very well, plus my Venture plan doesn't really work after the minimal trashing I actually did. Eventually, though, I can just barely pull through, as my Ventures go searching for each other through the disgusting mess that is the rest of my deck and I buy the last Province.

amalloy 3-2 MtMagus


Game 6 Log Video



Code: [Select]
Armory, Remake, Scout, Council Room, Haggler, Library, Mountebank, Soothsayer, Bank, Forge
Again my opponent goes for Soothsayer when a much stronger curser is available: I think Mountebank should crush Soothsayer most of the time here. But when my Remake misses the shuffle and then collides with my Mountebank, I think he's caught up to me. In fact, I only end up being able to play my Remake twice, on turns 9 and 19.

Then I hit $8, $8, $8 over and over on a Colony board: I have to buy five Golds before I get to my first Platinum, by which time he already has four Platinums. I made some questionable end-game plays, but I had already lost the game a long time ago, and he just piles out Colonies with his Platinum-filled deck.

Final score: amalloy 3-3 MtMagus

All in all a disappointing showing from me. I expected to do better in this match, but I can only blame luck for the last game. In two games I played better than he did, and won easily; the other games my play was pretty mediocre, and he deserved the wins he got (as well as perhaps deserving to beat me in the weirdo Count/Venture game).
« Last Edit: June 01, 2014, 01:47:44 am by amalloy »
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mtmagus

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Re: Game reports & discussion: D
« Reply #33 on: June 01, 2014, 03:54:53 pm »
0

Hey Alan.  Nice commentary.

Game 1 I don't know what I was thinking.  Buying the Hunting Partys and not buying a Marauder was my major mistake and all the ruins slowed me down to the point where I couldn't get any money.

Game 2 I think came down to the fact that you had 4 first turn and didn't buy a Militia.  So I gleefully went Militia - Silver.  In fact I don't think you bought a Militia until close to mid-end game which meant I could ignore Watchtower entirely for more Silver's and Tournaments.  In fact that game you lost probably cause you went too defensive.  You bought too many Watchtowers and Lighthouses to defend against my one Militia.

Game 3...  Man.  I'm going to admit there I screwed up.  The first time I got 5 I thought I already had a curser so I bought Bandit Camp.  Turns out I didn't.  By the time I bought one it was too late.

Game 4 I probably won because I started 5 -2.  Witch/Courtyard is a very powerful starting hand.

Game 5 was really close.  I think if I had paid down and bought a few Ventures when I had 6 or 7 I might have won.  Really too close to call.

The very last game.  In general Montebank is better than Soothsayer.  However if you look at the supporting cards you see that there is pretty good trashing (remake and forge), plus no engine, plus the addition of Colonies/Platinums means the game is going to last longer.  Plus Montebank gives you an out (discard a curse which I think I did 2 or 3 times) while Soothsayer doesn't.  So basically the Soothsayer vs Montebank argument is what is the card going to behave like when the curses run out.  In that case I'd much rather have a card that gives me a gold vs a card that gives me two coins and gives my opponent a copper.
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amalloy

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Re: Game reports & discussion: D
« Reply #34 on: June 02, 2014, 04:27:26 pm »
0

Hey Alan.  Nice commentary.

Game 2 I think came down to the fact that you had 4 first turn and didn't buy a Militia.  So I gleefully went Militia - Silver.  In fact I don't think you bought a Militia until close to mid-end game which meant I could ignore Watchtower entirely for more Silver's and Tournaments.  In fact that game you lost probably cause you went too defensive.  You bought too many Watchtowers and Lighthouses to defend against my one Militia.

...

The very last game.  In general Montebank is better than Soothsayer.  However if you look at the supporting cards you see that there is pretty good trashing (remake and forge), plus no engine, plus the addition of Colonies/Platinums means the game is going to last longer.  Plus Montebank gives you an out (discard a curse which I think I did 2 or 3 times) while Soothsayer doesn't.  So basically the Soothsayer vs Montebank argument is what is the card going to behave like when the curses run out.  In that case I'd much rather have a card that gives me a gold vs a card that gives me two coins and gives my opponent a copper.

I think you're right about game 2. Skipping the Militia was terrible, and I overcompensated with defense.

Game 6, though, I heartily disagree: I would happily play you again on this same board, Remake/Mountebank vs Remake/Soothsayer. Mountebank adds two junk cards to your deck and gives me money now; Soothsayer gives you money a whole shuffle later, adds less junk to my deck, and improves my current turn. Having one Remake in deck doesn't come close to equalizing that difference. As for dodging curses with the discard, I gave you 7 and you gave me 3. You were probably right to buy the Forge, but I'm far from convinced that Soothsayer is the better opening. I think the Hagglers were a nice addition, but that was just sealing an already-won game: you could afford to spend time buying Hagglers to cushion the greening, because I was still struggling to buy my first Platinum and you already had three.

In fact, I actually went to the trouble of implementing Soothsayer for Dominiate and trying out Remake/Soothsayer vs Remake/Mountebank. Obviously it's not perfect: since I don't think the bot is very good at playing Forge, I just didn't tell it to buy one. Maybe that makes all the difference, but with just those two cards, Mountebank wins over 70% of the time across thousands of games. My change isn't accepted yet, but you can play around with strategies at http://amalloy.github.com/dominiate/play if you think I've mischaracterized your plan. Here are the strategies I tested against each other:

Code: [Select]
{
  name: 'RemakeMountebank'
  requires: ['Remake', 'Mountebank']
  gainPriority: (state, my) -> [
    "Colony" if my.countInDeck("Platinum") > 1
    "Province" if state.countInSupply("Colony") <= 6 and my.countInDeck("Gold") > 0
    "Mountebank" if my.countInDeck("Mountebank") < 2
    "Remake" if my.countInDeck("Remake") < 1
    "Duchy" if 0 < state.gainsToEndGame() <= 5
    "Estate" if 0 < state.gainsToEndGame() <= 2
    "Platinum"
    "Gold"
    "Silver"
  ]
 
  trashPriority: (state, my) -> [
    "Curse"
    "Estate"
    "Copper"
  ]
}

Code: [Select]
{
  name: 'RemakeSoothsayer'
  requires: ['Remake', 'Soothsayer']
  gainPriority: (state, my) -> [
    "Colony" if my.countInDeck("Platinum") > 1
    "Province" if state.countInSupply("Colony") <= 6 and my.countInDeck("Gold") > 0
    "Soothsayer" if my.countInDeck("Soothsayer") < 2
    "Remake" if my.countInDeck("Remake") < 1
    "Duchy" if 0 < state.gainsToEndGame() <= 5
    "Estate" if 0 < state.gainsToEndGame() <= 2
    "Platinum"
    "Gold"
    "Silver"
  ]
 
  trashPriority: (state, my) -> [
    "Curse"
    "Estate"
    "Copper"
  ]
}
« Last Edit: June 02, 2014, 04:30:41 pm by amalloy »
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mtmagus

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Re: Game reports & discussion: D
« Reply #35 on: June 02, 2014, 08:38:28 pm »
0

I haven't looked at dominate much.  I ran some sims and you may be right about the strategy being less than effective.

Only thing I think is missing from those graphs is variance/confidence intervals.  I have a feeling that I tend to run high-variance strategy's (for instance one's involving Bank) quite a lot.
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amalloy

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Re: Game reports & discussion: D
« Reply #36 on: June 07, 2014, 08:11:16 pm »
+2

Division D-2: amalloy 2-4 Kylar

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]
Embargo, Stonemason, Apothecary, Fortune Teller, Masquerade, Steward, Armory, Wandering Minstrel, Inn, Outpost
We both try to get a lot of Apothecaries and Minstrels, but neither of us seems to have a clear endgame plan. He goes for piles first, hoping to end it on his Outpost turn, but bricks out. On my last turn, I have a forced win, by Stonemasoning Armory, Outpost, and Apothecary into six Estates, then overpaying for Stonemason to pile out; but I miss it, and Kylar can end it on a tie.

amalloy 0.5-0.5 Kylar


Game 2 Log Video



Code: [Select]
Haven, Masterpiece, Urchin, Warehouse, Caravan, Ironmonger, Bazaar, Merchant Ship, Rabble, Farmland
My 4-3 is a lot better than Kylar's 5-2, on a clear Urchin board. There's no +buy so the engine doesn't have a huge payoff, but you can strangle your opponent pretty well and build to one reliable Province per turn. He doesn't manage to gain a Mercenary until turn 10, so I should have this in the bag. But, by that time I'm out of things to trash, so he can Mercenary freely and I can't attack him easily; and with no buy there's no easy way to gain junk cards...or is there? I pick up a $7 Masterpiece, and earn a place in SCSN's heart by referring to it as "gaining five junk cards". Unfortunately, this play was a bit dangerous: I'm not yet reliably drawing everything, and all these stop cards are a real problem. But, on my "dead" turns I can still usually buy Province, and my opponent has little economy, so I am never really in danger, and eventually limp to the finish line.

amalloy 1.5-0.5 Kylar


Game 3 Log Video



Code: [Select]
Courtyard, Duchess, Shanty Town, Gardens, Scavenger, Bandit Camp, Hunting Party, Merchant Ship, Trading Post, Farmland
This board is a clear Hunting Party + Scavenger + money kingdom, and the Hunting Party split is an uneventful 5-5. My main advantage is that I can get two Golds before he gets even one; and with Farmlands as the only gainer, that can be a big tactical advantage. We grab the first six Provinces in no time, but when I Farmland my Gold into the sixth Province, all sorts of tactical options appear for both of us, and the game turns into a huge slog while we dance around with Duchy and Farmland, and our decks become awful. Eventually I get two awful turns in a row, buying Estate/nothing, and that leaves enough room for Kylar to tie it up.

amalloy 2-1 Kylar


Game 4 Log Video



Code: [Select]
Squire, Great Hall, Masquerade, Feast, Explorer, Festival, Mystic, Rebuild, Trading Post, Grand Market
The thin Grand Market deck looks plausible, even with no draw, but is it fast enough to outpace Rebuild? I decide it is, and try to build it. I actually pass Kylar an Estate with Masquerade, and then on that turn he buys his first Rebuild. I wonder, should I have passed Copper instead, just in case he's going Rebuild? I think the extra Estate helps him a lot in that case.

I actually almost get things going in time: when there are three Provinces left, if I can buy them all I'll win. But I only make it up to $21, and that's the end for me.

amalloy 2-2 Kylar


Game 5 Log Video



Code: [Select]
Lighthouse, Herald, Mining Village, Hunting Party, Pillage, Rabble, Rebuild, Royal Seal, Goons, Expand
This looks like a clear Goons engine, with Rabble to draw, Herald/MV for village, and probably Expand for some light trashing. I do basically nothing right in the execution, though: I open Lighthouse/MV instead of Silver/NV, which is substantially worse for hitting an early 5. And indeed it takes me forever to get to $5, while Kylar is loading up on all these juicy terminals. I try to compensate by piling out the Mining Villages to deny them to him, but Herald is good enough. With such weak trashing I thought Herald would be mediocre, but it turned out to be fine for him; and my rush for MV leaves me with nothing useful in my whole deck. I end up resigning without ever buying Goons.

amalloy 2-3 Kylar


Game 6 Log Video



Code: [Select]
Haven, Lighthouse, Loan, Alchemist, Caravan, Farming Village, Herald, Scout, Catacombs, Jester
With only Loan for trashing, and only Jester for attack/gain, I decide to just play Catacombs/money. Jester shouldn't hurt a BM player very much, right? If it hits a green card he curses me, but otherwise it doesn't matter very much: I don't super-mind Coppers, and he doesn't really want Silver or Gold from me, and that's most of my deck. But his Loan trashes pretty well, and his Jester ends up loading me up with Curses, and gaining two Catacombs for him. I get an opportunity to split Provinces 4-4, but my four Curses spell curtains. I desperately buy some Duchies, but there was never really any hope.

Final score: amalloy 2-4 Kylar

I think I'm out of contention for the season now, but I'll still be playing to win in my last match. I'll announce it on the forums once it's scheduled, and I hope you'll join me to watch it!
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assemble_me

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Re: Game reports & discussion: D
« Reply #37 on: June 09, 2014, 04:36:08 am »
+2

D8, hugovj vs. assemble_me: "c-c-c-combo breaker"

My fifth game already. It's against Hugovj today, who had not reached that great results before so I'm feeling like the favorite, but so far opponent's strength didn't matter in my games ;). So I thought a win might be possible today but I could count on playing draw at least, couldn't I?
As always, I'd be happy to read about your thoghts on these games, thanks a lot.


Game 1

http://www.gokosalvager.com/static/logprettifier.html?20140608/log.50e7525ee4b0b5b74140a6c0.1402251851690.txt



Code: [Select]
Duchess, Pawn, Loan, Advisor, Bureaucrat, Ironworks, Noble Brigand, Highway, Stash, AdventurerColonies, Estates

Hugovj starts, Hugovj wins

There's nothing really big going on here. We both tried to go Highway with Ironworks and Loan for trashing and some Pawns for +Buy. But once Highways are out, what to you want to do? Highways probably don't get you to the points on their own here. We both had no great answer and went for treasures, I also picked up some Advisors. Although I won the Highway split, Hugovj picked up a Platinum earlier than I did, probably his extra treasures helped more here, then he got an early points lead. I've been thinking about getting Adventurer, but just kept buying points because he seemed to be so far away already. I had a big turn for Colony+Province which helped me to almost catch up. I ignored the PCR feeling I might be in better shape, but he could get the last Colony for the win.

0-1


Game 2

http://dominionlogs.goko.com/20140608/log.50e7525ee4b0b5b74140a6c0.1402253621882.txt



Code: [Select]
Native Village, Black Market, Great Hall, Swindler, Tunnel, JackOfAllTrades, Cache, Graverobber, Mine, Grand MarketColonies, Shelters
Code: [Select]
Black market deck cards: Forager, Urchin, Embassy, Explorer, Lighthouse, Loan, City, Philosopher's Stone, Band of Misfits,
Cellar, Expand, Horn of Plenty, Spy, Oracle, Bank, Rogue, Candlestick Maker, Vineyard, Tribute, Trade Route, Apprentice, Scavenger,
Talisman, Menagerie, Fortress

Assemble Meme starts, Assemble Meme wins

Here, we have the second Colony game already. We both went for Black Market as you probably want to get some draw and money trashing out of it, which is missing on the board. He opened Jack/Native Village on 5/2 while I went for Swindler/Black Market on 4/3. I think I would have gotten Mine here on a 5/2, as it's able to shine in Colony Games. Not sure, if that's right, though. He was able to get the first two Grand Markets, but my earlyish Graverobber helped me to catch up for an even split. I noticed a bit later that it's also very very nice to re-gain what your or your opponent's Swindler trashed.
Still, the most important questions here were probably what your Swindlers would hit and what you could buy out of the BM. So, I was able to get Trade Route (which got trashed very soon), Forager, Oracle and City (with two Piles low already), while he got Embassy and Apprenice. So, his better draw worried me a bit, but swindling his 5$ into Caches twice for extra junk was probably very nice. I managed to get a 16 points lead so I attacked the Swindler pile, but he could just come back with a Colony+Province+Duchy turn. So now I had to be worried that he could pile out for the win. Finally he could only buy a Tunnel and I had enough for a Province and the last two Swindlers.

1-1


Game 3

http://www.gokosalvager.com/static/logprettifier.html?20140608/log.50e7525ee4b0b5b74140a6c0.1402254570740.txt



Code: [Select]
Vineyard, Farming Village, Fortress, Nomad Camp, Spy, Taxman, Duke, Graverobber, Junk Dealer, TorturerProvinces, Estates

Assemble Meme starts, Assemble Meme wins

Oh this board, we had Torturer and Villages which probably tells you to go for a Torturer chain? There's also Junk Dealer, and putting Curses into your hand is actually much less painful if you also have a Junk Dealer in hand. I'm opening 5/2 for Torturer/- and feel that's quite good but he can just buy his Torturer on his second turn, as he opened 2/5, and then his first shuffle looked better than mine as he could get a Junk Dealer and a Silver where I could get Fortress and Silver. He was also the first one to chain his Torturers later but with his money, he just went for the Province. I decided to build a bit longer, get another Torturer and another Junkdealer, which was probably the key here. After that, I've been able to consistently chain my Torturers while the Curses he gave me didn't have a good time to stay in my deck. I've been getting a really big lead and he couldn't get the curses out of his deck. After four Provinces my deck stalled a bit so I picked up two Graverobbers to trash 5$ actions into the last Provinces.

2-1


Game 4

http://www.gokosalvager.com/static/logprettifier.html?20140608/log.50e7525ee4b0b5b74140a6c0.1402255174042.txt



Code: [Select]
Chapel, Moat, Doctor, Warehouse, Pirate Ship, Throne Room, Trader, City, Library, TreasuryProvinces, Estates

Assemble Meme starts, Hugovj wins

We both saw no point in building an actual engine here and went for money based strategies. I just wanted to go straight Library Big Money and thought Warehouse should be really good with it so I opened Warehouse/Silver while he went for Chapel/Silver. I've picked up Money and Libraries, he went for Money as well and one Library, one Treasury and one Warehouse.
I was able to buy the first Province but he could really pound the Province pile and on turn 13 he already had 5 Provinces where I had only 2 Provinces and 2 Duchies (and my starting Estates). After that, my deck hits 8 a lot but the last Province wouldn't help so we had to split Duchies first. I felt I still got reasonable chances to win but then his Warehouse drew perfectly and he could buy the last Province.
I really don't know how to evaluate this game. I've once learned that if your plan is not to go for an engine and it's a big moneyish game, you don't want Chapel. So, was the Chapel good here for some reasons (maybe the Warehouse?) or did I become unlucky? I think he shouldn't have been able to get 5 Provinces that quickly here...

2-2


Game 5

http://www.gokosalvager.com/static/logprettifier.html?20140608/log.50e7525ee4b0b5b74140a6c0.1402255895536.txt



Code: [Select]
Develop, Shanty Town, Village, Watchtower, Workshop, Philosopher's Stone, Duke, Harvest, Merchant Ship, PeddlerColonies, Estates

Hugovj starts, Hugovj wins

So it was 2-2 after four games but he was going first for the last two games. I really didn't like my match position here and felt I would need some more luck than in those first four games.
On this board, it's just Money and Colononies again and we both decided to go this way. Duke is here, but I didn't saw strong support and in a Colony game...? Probably not.
I decided to open Shanty Town/Silver while he went for Develop/Silver and to get his Shanty Town on turn 3 where I picked up a Develop turn 3. We both added a bunch of Merchant Ships. He has been able to get his first Platinum much faster than I did (turn 8 vs turn 11, when he had already bought his first Colony). So again, he had the lead and I had to try to keep up and hope for some dud hands on his side but it didn't happen.

2-3


Game 6

http://www.gokosalvager.com/static/logprettifier.html?20140608/log.50e7525ee4b0b5b74140a6c0.1402256636633.txt



Code: [Select]
Beggar, Great Hall, Scheme, Familiar, Island, Talisman, Embassy, Hunting Party, Stables, Trading PostProvinces, Estates

Hugovj starts, Hugovj wins

So, it's a classic Familiar Game... isn't it? Well, again I decided to not pick up the Potion, my plan was to get an early Trading Post and some Schemes to play it more often and then some draw. So I opened Silver/Silver and he went Potion/Silver. I got 4$/4$ after the first shuffle which is totally NOT what I wanted to see and so I couldn't pick up my Trading Post, while he got 3P for a Familiar. We both went for Stables, which turned out to be even better for him as he could play some big multi cursing turns.
Not going for Familiar here was probably a bad idea, I didn't get my deck fully curse clean and he got a convenient win.

2-4

Well... not the combo breaker I had wished for. I just hope for an appropriate finish on my last game.
« Last Edit: June 09, 2014, 06:47:06 am by assemble_me »
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TheMirrorMan

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Re: Game reports & discussion: D
« Reply #38 on: June 09, 2014, 07:08:47 pm »
+2

Quote
We both saw no point in building an actual engine here and went for money based strategies. I just wanted to go straight Library Big Money and thought Warehouse should be really good with it so I opened Warehouse/Silver while he went for Chapel/Silver.

I really don't know how to evaluate this game. I've once learned that if your plan is not to go for an engine and it's a big moneyish game, you don't want Chapel. So, was the Chapel good here for some reasons (maybe the Warehouse?) or did I become unlucky?
Nothing is set in stone.
Your only real draw option is Library. So what does Library draw ... Non-action cards. Including the greens ... So in this case, chapel is just necessary.
If you were to have Embassy is on the board, then I would reconsider because of the discard. But even then I think I would grab a chapel to begin with.

I actually believe that a BM game benefits from Chapel! You're so quick in getting your money over and over again because your deck is so thin - In the end, you don't even need draw anymore.
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kylar

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Re: Game reports & discussion: D
« Reply #39 on: June 09, 2014, 09:32:09 pm »
0

Quote
Code: [Select]
Embargo, Stonemason, Apothecary, Fortune Teller, Masquerade, Steward, Armory, Wandering Minstrel, Inn, Outpost
We both try to get a lot of Apothecaries and Minstrels, but neither of us seems to have a clear endgame plan. He goes for piles first, hoping to end it on his Outpost turn, but bricks out. On my last turn, I have a forced win, by Stonemasoning Armory, Outpost, and Apothecary into six Estates, then overpaying for Stonemason to pile out; but I miss it, and Kylar can end it on a tie.




Code: [Select]
Haven, Masterpiece, Urchin, Warehouse, Caravan, Ironmonger, Bazaar, Merchant Ship, Rabble, Farmland
My 4-3 is a lot better than Kylar's 5-2, on a clear Urchin board. There's no +buy so the engine doesn't have a huge payoff, but you can strangle your opponent pretty well and build to one reliable Province per turn. He doesn't manage to gain a Mercenary until turn 10, so I should have this in the bag. But, by that time I'm out of things to trash, so he can Mercenary freely and I can't attack him easily; and with no buy there's no easy way to gain junk cards...or is there? I pick up a $7 Masterpiece, and earn a place in SCSN's heart by referring to it as "gaining five junk cards". Unfortunately, this play was a bit dangerous: I'm not yet reliably drawing everything, and all these stop cards are a real problem. But, on my "dead" turns I can still usually buy Province, and my opponent has little economy, so I am never really in danger, and eventually limp to the finish line.


Code: [Select]
Courtyard, Duchess, Shanty Town, Gardens, Scavenger, Bandit Camp, Hunting Party, Merchant Ship, Trading Post, Farmland
This board is a clear Hunting Party + Scavenger + money kingdom, and the Hunting Party split is an uneventful 5-5. My main advantage is that I can get two Golds before he gets even one; and with Farmlands as the only gainer, that can be a big tactical advantage. We grab the first six Provinces in no time, but when I Farmland my Gold into the sixth Province, all sorts of tactical options appear for both of us, and the game turns into a huge slog while we dance around with Duchy and Farmland, and our decks become awful. Eventually I get two awful turns in a row, buying Estate/nothing, and that leaves enough room for Kylar to tie it up.


Code: [Select]
Squire, Great Hall, Masquerade, Feast, Explorer, Festival, Mystic, Rebuild, Trading Post, Grand Market
The thin Grand Market deck looks plausible, even with no draw, but is it fast enough to outpace Rebuild? I decide it is, and try to build it. I actually pass Kylar an Estate with Masquerade, and then on that turn he buys his first Rebuild. I wonder, should I have passed Copper instead, just in case he's going Rebuild? I think the extra Estate helps him a lot in that case.

I actually almost get things going in time: when there are three Provinces left, if I can buy them all I'll win. But I only make it up to $21, and that's the end for me.


Code: [Select]
Lighthouse, Herald, Mining Village, Hunting Party, Pillage, Rabble, Rebuild, Royal Seal, Goons, Expand
This looks like a clear Goons engine, with Rabble to draw, Herald/MV for village, and probably Expand for some light trashing. I do basically nothing right in the execution, though: I open Lighthouse/MV instead of Silver/NV, which is substantially worse for hitting an early 5. And indeed it takes me forever to get to $5, while Kylar is loading up on all these juicy terminals. I try to compensate by piling out the Mining Villages to deny them to him, but Herald is good enough. With such weak trashing I thought Herald would be mediocre, but it turned out to be fine for him; and my rush for MV leaves me with nothing useful in my whole deck. I end up resigning without ever buying Goons.


Code: [Select]
Haven, Lighthouse, Loan, Alchemist, Caravan, Farming Village, Herald, Scout, Catacombs, Jester
With only Loan for trashing, and only Jester for attack/gain, I decide to just play Catacombs/money. Jester shouldn't hurt a BM player very much, right? If it hits a green card he curses me, but otherwise it doesn't matter very much: I don't super-mind Coppers, and he doesn't really want Silver or Gold from me, and that's most of my deck. But his Loan trashes pretty well, and his Jester ends up loading me up with Curses, and gaining two Catacombs for him. I get an opportunity to split Provinces 4-4, but my four Curses spell curtains. I desperately buy some Duchies, but there was never really any hope.



I think I'm out of contention for the season now, but I'll still be playing to win in my last match. I'll announce it on the forums once it's scheduled, and I hope you'll join me to watch it!

  Thank you for doing this writeup and posting the video's of the games. Its always interesting to see things from your opponents side. I sat down and watched the full match after playing and it helped highlight some of my errors.

  You did a thorough synopsis of the strategies and outcomes so I'll just fill in a few thoughts here and there from my perspective.

Game 1:
       
    You are right, I did not have an endgame plan and was floundering because of it. Looking at the board now things are a lot clearer. Just stonemason for apothecaries (completely forgot about that till you did it) and wandering minstrels till you can draw everything, get a little green and try for a three pile with the stonemasons. I always undervalue stonemason and my armory buy early was a mistake, if there was a need for it, it was much later. I also never should have given up my potion to your masquerade, I had a really good hand but that pass should have been the armory. I was ecstatic to get the tie there but I am sorry you missed the win, I always prefer to get points on skill rather than a mistake.

Game 2:

    What can I say, you killed me. I was cursing your Urchin collision turn three till I saw that I created it for you. I think I might have had a small chance to come back here but I overtrashed after getting my mercenaries so late and that was that. For me, a gold would have been a lot better than the Merchant Ship.

Game 3:

     I think that golds instead of farmlands till late here would have been a good call but I got caught up in greening. Again, I was pretty happy to get a tie.

Game 4:

     I really didn't think that you would be fast enough to beat Rebuild without draw or a curser. I was wrong, that was a toss up. I did notice that late in the game when the duchies ran out you should have been passing me Estates with your Masquerades. The points didn't matter so much and all you needed to do was stop one rebuild to win the game. I could not protect both Great Hall and Estate. Also, with that first Masquerade, I passed you an estate when you passed me one so it was a wash.

Game 5:

    Silver was probably better but I think you got a bit unlucky. I was not so concerned about the village split. My deck was 3/4 actions, Herald works fine.

Game 6:

    My plan was never to go full engine. I just wanted to have some cycling and to trash coppers with the loan before going money. I think I got optimal draws early, both with the loan and to get my jesters so fast. I think if we played that board again it would not necessarily go the way it did. I just always try to get around BM+.

  All in all it was a pretty interesting series of boards. I would really like to have another go at some of them, so many small decisions for optimal play.

  Thank you again Alan Malloy. We have a very competitive division, I will probably see you again next season.
« Last Edit: June 09, 2014, 09:36:39 pm by kylar »
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Mic Qsenoch

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Re: Game reports & discussion: D
« Reply #40 on: June 09, 2014, 10:15:06 pm »
+2

assemble_me vs Hugovj

Game 1:

You have this game in the bag and then throw it away starting on turn 10. Second Loan at that point is terrible. Especially considering that you start adding Golds immediately after. Advisor is great for your deck (lot's of cantrips, eventually fewer treasures). Turn 10 buy should be Advisor. Turn 11 you should gain Advisor with Ironworks. The only treasure you should get is Platinum, Gold is awful for you, just buy Advisors on Turns 12-14 (turn 13 could have been double Advisor). Your Highway advantage gives you the power to double or triple Colony (or several Provinces). But you have to be patient and get your deck under control first.

Game 3: Junk Dealer looks better than Torturer as an opening.

Game 4: I don't like the Chapel for money either. I think your opponent had some luck, it was a close game, so his strategy wasn't obviously better. I think I prefer Gold over your second Library, but it's close. I can actually see Pirate Ship being quite nasty here, could really destroy the Chapeled money deck.

Game 5: Turn 10 should probably be a Village, not Silver. Turn 16 you should play Shanty, Develop the Peddler for a Plat, play Merchant Ship. Too soon for a Province I think. It is definitely a rough time when your opponent gets to Plat a lot sooner though.

Game 6: I like skipping Familiar here. But 4/4 on the reshuffle hurts a lot. I think it's worth considering an Island for one of those 4s. By turn 6 I think you've got enough Silver and should just take another Scheme. I really don't like Stables over Hunting Party. HP looks better for getting to your Trading Post each turn. On Turn 9 you buy a Scheme with $5, this is very bad and should be Hunting Party or Stables. The Embassy buys are not good, again these should be HP/Stables.
« Last Edit: June 10, 2014, 01:39:04 am by Mic Qsenoch »
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assemble_me

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Re: Game reports & discussion: D
« Reply #41 on: June 10, 2014, 04:00:41 am »
+1

First of all: Thanks a lot for your input.

assemble_me vs Hugovj

Game 1:

You have this game in the bag and then throw it away starting on turn 10. Second Loan at that point is terrible. Especially considering that you start adding Golds immediately after. Advisor is great for your deck (lot's of cantrips, eventually fewer treasures). Turn 10 buy should be Advisor. Turn 11 you should gain Advisor with Ironworks. The only treasure you should get is Platinum, Gold is awful for you, just buy Advisors on Turns 12-14 (turn 13 could have been double Advisor). Your Highway advantage gives you the power to double or triple Colony (or several Provinces). But you have to be patient and get your deck under control first.

Game 3: Junk Dealer looks better than Torturer as an opening.

Game 4: I don't like the Chapel for money either. I think your opponent had some luck, it was a close game, so his strategy wasn't obviously better. I think I prefer Gold over your second Library, but it's close. I can actually see Pirate Ship being quite nasty here, could really destroy the Chapeled money deck.

Game 5: Turn 10 should probably be a Village, not Silver. Turn 16 you should play Shanty, Develop the Peddler for a Plat, play Merchant Ship. Too soon for a Province I think. It is definitely a rough time when your opponent gets to Plat a lot sooner though.

Game 6: I like skipping Familiar here. But 4/4 on the reshuffle hurts a lot. I think it's worth considering an Island for one of those 4s. By turn 6 I think you've got enough Silver and should just take another Scheme. I really don't like Stables over Hunting Party. HP looks better for getting to your Trading Post each turn. On Turn 9 you buy a Scheme with $5, this is very bad and should be Hunting Party or Stables. The Embassy buys are not good, again these should be HP/Stables.

Game 1: Maybe I misplayed this a lot. I never got a good feeling for this deck (actually, that was a big issue this whole evening). I went for the second loan because I felt I wasn't thin enough already. The Advisors turned out to be working well when I got them, but I always find it hard to figure out when you want to start going for them. Again, for a long time I thought my deck wasn't thin enough for them to be worthwile. I think I might have played this engine better in a Province game.

Game 3: Isn't it at least a close call? I like the chance of hitting his early 5$ hands with my Torturer here. In some way, I took it for the extra economy I'd get because of the draw. Now, of course it's a big benefit of Junk Dealer to thin and have some economy, too.

Game 4: Yeah, I saw the Pirate Ship in the beginning and thought it might hurt a money driven deck, but never really considered it during the game, because if your opponent does not thin you don't want it. Overall, I expected pure Library-BM to just dominate here, so I didn't went for the Ships.

Game 5: Develop Peddler for Platinum... Woah, I can't believe I missed that here, I haven't seen this opportunity at all on this board.
I have to say if I played bad here midgame it was probably because I was really worried that I had fallen behind again in such a BM game...

Game 6: I think I had written a sentence about my uncertainty regarding Stables vs. Hunting Party which I edited out of my report sometime. I really wasn't sure which of both I wanted and now that I read it, I probably made the wrong decision.
I think, when I got for the Embassy I felt I'd been already that far behind, it was somehow just giving up my initial plan. The point of my Schemes was to play the Trading Post more often, which is something the Hunting Parties would have supported as well. With HPs I probably would have picked up less Schemes anyways.
Well, then maybe my strategy wasn't all that bad, but it was bad shuffle luck meeting bad execution.



Quote
We both saw no point in building an actual engine here and went for money based strategies. I just wanted to go straight Library Big Money and thought Warehouse should be really good with it so I opened Warehouse/Silver while he went for Chapel/Silver.

I really don't know how to evaluate this game. I've once learned that if your plan is not to go for an engine and it's a big moneyish game, you don't want Chapel. So, was the Chapel good here for some reasons (maybe the Warehouse?) or did I become unlucky?
Nothing is set in stone.
Your only real draw option is Library. So what does Library draw ... Non-action cards. Including the greens ... So in this case, chapel is just necessary.
If you were to have Embassy is on the board, then I would reconsider because of the discard. But even then I think I would grab a chapel to begin with.

I actually believe that a BM game benefits from Chapel! You're so quick in getting your money over and over again because your deck is so thin - In the end, you don't even need draw anymore.

Maybe I'm wrong, after this game: I don't know. I actually can't recall exactly where I picked that up. I think I'll replay this a few times against bots.
« Last Edit: June 10, 2014, 05:00:32 am by assemble_me »
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Hugovj

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Re: Game reports & discussion: D
« Reply #42 on: June 10, 2014, 02:12:59 pm »
+1

So yeah, here's my view of things. Before this match, I hoped I could maybe take a draw, but the win is just amazing :)

Game 1
There's nothing really big going on here. We both tried to go Highway with Ironworks and Loan for trashing and some Pawns for +Buy. But once Highways are out, what to you want to do? Highways probably don't get you to the points on their own here. We both had no great answer and went for treasures, I also picked up some Advisors. Although I won the Highway split, Hugovj picked up a Platinum earlier than I did, probably his extra treasures helped more here, then he got an early points lead. I've been thinking about getting Adventurer, but just kept buying points because he seemed to be so far away already. I had a big turn for Colony+Province which helped me to almost catch up. I ignored the PCR feeling I might be in better shape, but he could get the last Colony for the win.

0-1

Yeah, I experienced the same 'what now?'-feeling after the Highways run out. I thought I lost the split and therefore the game, but apparently not. I don't exactly remember whether I bought a second Loan.. I did consider it anyway. I had the uncomfortable feeling of badly misplaying this board. No idea what I should have changed, because I did lose the split, so a straight Highway-deck was harder for me to create.

Game 2
Here, we have the second Colony game already. We both went for Black Market as you probably want to get some draw and money trashing out of it, which is missing on the board. He opened Jack/Native Village on 5/2 while I went for Swindler/Black Market on 4/3. I think I would have gotten Mine here on a 5/2, as it's able to shine in Colony Games. Not sure, if that's right, though. He was able to get the first two Grand Markets, but my earlyish Graverobber helped me to catch up for an even split. I noticed a bit later that it's also very very nice to re-gain what your or your opponent's Swindler trashed.
Still, the most important questions here were probably what your Swindlers would hit and what you could buy out of the BM. So, I was able to get Trade Route (which got trashed very soon), Forager, Oracle and City (with two Piles low already), while he got Embassy and Apprenice. So, his better draw worried me a bit, but swindling his 5$ into Caches twice for extra junk was probably very nice. I managed to get a 16 points lead so I attacked the Swindler pile, but he could just come back with a Colony+Province+Duchy turn. So now I had to be worried that he could pile out for the win. Finally he could only buy a Tunnel and I had enough for a Province and the last two Swindlers.

1-1

I think I got a little unlucky with the Black Market (I don't like that card..), not getting any trashing. The Caches killed me in the end though. Too much junk in my deck, every shuffle I had at least one really bad turn. Don't know where the improvements lie..

Game 3
Oh this board, we had Torturer and Villages which probably tells you to go for a Torturer chain? There's also Junk Dealer, and putting Curses into your hand is actually much less painful if you also have a Junk Dealer in hand. I'm opening 5/2 for Torturer/- and feel that's quite good but he can just buy his Torturer on his second turn, as he opened 2/5, and then his first shuffle looked better than mine as he could get a Junk Dealer and a Silver where I could get Fortress and Silver. He was also the first one to chain his Torturers later but with his money, he just went for the Province. I decided to build a bit longer, get another Torturer and another Junkdealer, which was probably the key here. After that, I've been able to consistently chain my Torturers while the Curses he gave me didn't have a good time to stay in my deck. I've been getting a really big lead and he couldn't get the curses out of his deck. After four Provinces my deck stalled a bit so I picked up two Graverobbers to trash 5$ actions into the last Provinces.

2-1

I know, should have waited with the Province and just bought a Torturer.. Not happy with the way I played here. Junk Dealer as a opener is probably better too. Bad game from my side.

Game 4
We both saw no point in building an actual engine here and went for money based strategies. I just wanted to go straight Library Big Money and thought Warehouse should be really good with it so I opened Warehouse/Silver while he went for Chapel/Silver. I've picked up Money and Libraries, he went for Money as well and one Library, one Treasury and one Warehouse.
I was able to buy the first Province but he could really pound the Province pile and on turn 13 he already had 5 Provinces where I had only 2 Provinces and 2 Duchies (and my starting Estates). After that, my deck hits 8 a lot but the last Province wouldn't help so we had to split Duchies first. I felt I still got reasonable chances to win but then his Warehouse drew perfectly and he could buy the last Province.
I really don't know how to evaluate this game. I've once learned that if your plan is not to go for an engine and it's a big moneyish game, you don't want Chapel. So, was the Chapel good here for some reasons (maybe the Warehouse?) or did I become unlucky? I think he shouldn't have been able to get 5 Provinces that quickly here...

2-2

Yeah, BM game for sure. I still stand behind my Chapel though. Greening doesn't hurt that badly, and it really sped my game up. Warehouse was a great card here in my deck. The sifting was very important because I choked really hard. I didn't consider Pirate Ship as a good counter, but on second thought it would have been pretty nasty. Some luck also played an important role here. Didn't mind it though ;)

Game 5
So it was 2-2 after four games but he was going first for the last two games. I really didn't like my match position here and felt I would need some more luck than in those first four games.
On this board, it's just Money and Colononies again and we both decided to go this way. Duke is here, but I didn't saw strong support and in a Colony game...? Probably not.
I decided to open Shanty Town/Silver while he went for Develop/Silver and to get his Shanty Town on turn 3 where I picked up a Develop turn 3. We both added a bunch of Merchant Ships. He has been able to get his first Platinum much faster than I did (turn 8 vs turn 11, when he had already bought his first Colony). So again, he had the lead and I had to try to keep up and hope for some dud hands on his side but it didn't happen.

2-3

I didn't see anything here. I did think of Duke, but yeah, Colonies. So I looked for some BM support, and found Merchant Ship. It worked out pretty nice here though. Peddler+Develop, didn't see that, but it's pretty obvious now.. I think I should have bought a Village somewhere, but yeah, overall a pretty boring BM game, and again a pretty lucky victory.

Game 6
So, it's a classic Familiar Game... isn't it? Well, again I decided to not pick up the Potion, my plan was to get an early Trading Post and some Schemes to play it more often and then some draw. So I opened Silver/Silver and he went Potion/Silver. I got 4$/4$ after the first shuffle which is totally NOT what I wanted to see and so I couldn't pick up my Trading Post, while he got 3P for a Familiar. We both went for Stables, which turned out to be even better for him as he could play some big multi cursing turns.
Not going for Familiar here was probably a bad idea, I didn't get my deck fully curse clean and he got a convenient win.

2-4

I still think Familiar just beats Stables. Hunting Party, I don't know. Trashing is pretty slow here, certainly compared to the tempo of cursing. 4/4 was very unlucky for you, but I do think Familiar should win regardless. Not taking an Island surprised me, especially when I got my familiar.. I didn't like the Embassies, because the draw was good enough without it. I don't now whether HP or Stables would be better for my deck, but I figured I didn't have that many uniques to make HP worth it (also, I had no curses to skip)

My first win in the league :D I really enjoyed the games, although I was a bit lucky. Anyway, good luck in the last game of the season!

And I will continue my battle for 6th place ;) Or maybe 5th, you never know what will happen  ::)

AHoppy

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Re: Game reports & discussion: D
« Reply #43 on: June 12, 2014, 08:45:32 pm »
+1

AHoppy loses to Liopoil, 5-1

The log prettifier stopped working for our last 4 games, so I only have logs for the first 2.  Neither of us had all the cards, so we ended up playing (mostly) base set.  I have the 3 cards you get from owning the physical game (nobles, haven, hoard) so it was more exciting than straight base.

http://www.gokosalvager.com/static/logprettifier.html?/20140603/log.512add69e4b0c02658feaef2.1401839089905.txt - AHoppy wins, AHoppy starts
http://www.gokosalvager.com/static/logprettifier.html?/20140603/log.512add69e4b0c02658feaef2.1401840538192.txt - Liopoil wins, AHoppy starts
Ahoppy goes first, Lio wins 47-34
Lio first, lio wins 41-29
Lio first, lio wins 42-37
Lio first, lio wins 24-6

amalloy

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Re: Game reports & discussion: D
« Reply #44 on: June 14, 2014, 08:28:30 pm »
+1

Division D-2: amalloy 6-0 kipkoan

You can watch the full match on Twitch, or watch each game individually using the links included with each game in this writeup. And since Goko only saved log files for two of our six games, you'll have to watch the videos if you want to see what really happened. For the games with no log, I'll include my analysis and the video link as usual, but no kingdom or log link.


Game 1 Log Video



Code: [Select]
Chapel, Lighthouse, Apothecary, Scrying Pool, Market Square, Shanty Town, Ironmonger, Remodel, Vault, Adventurer
We both aim for Scrying Pool + Vault, with Market Square for buys. But the early draws cause our decks to diverge: after trashing two Coppers with Chapel, I draw all five of my remaining Coppers together, Vaulting me into the mid-game with a huge lead: I no longer have to gain Golds by revealing Market Square just to get me up to Vault. Instead, I can just build a pure action deck. I don't build it perfectly, focusing too much on coins and not enough on buys; but my opponent's deck was struggling quite a bit and he resigns.

amalloy 1-0 kipkoan


Game 2 Log Video

I play Soothsayer BM here - all the components for an engine exist, but they're all very fiddly and I don't think it can get going very quickly at all. I in fact play Soothsayer BM quite badly, opening with a useless Develop and then getting too many Soothsayers. But, kipkoan goes for the engine, and he's doomed no matter how well I play it. My draws were pretty good in the mid-game: I must have hit exactly 8 3 or 4 turns in a row at some point. His were quite good as well, getting his Golem thing going much faster than I expected, but it was not enough.

amalloy 2-0 kipkoan


Game 3 Log Video

Apprentice + Market Square is so good! kipkoan gets a 5-2, which I think is quite unfortunate here. He opens Apprentice/-, of course, but my 4-3 leaves me with a more interesting choice. I decide to open double Lookout, getting really thin to ensure I can collide my Market Squares with trashers as soon as possible. Maybe that's wrong, and I want MS/Lookout instead? I'm not sure. I certainly felt under a lot of pressure with my complete lack of economy, but it kicked off in time and ran really smooth once it was going, so it seems okay.

I built a bit longer than my opponent here, which left me in the uncomfortable position of being down three Provinces to zero against an opponent who can easily double Province; but having a million Apprentices and five buys was good enough: I had to get two Provinces and three Duchies, and zoomed past him on my last turn.

amalloy 3-0 kipkoan


Game 4 Log Video



Code: [Select]
Vineyard, Great Hall, Farming Village, Marauder, Procession, Spice Merchant, Worker's Village, Golem, Mandarin, Altar
Vineyard obviously looks tempting here, but with very little virtual coin and the only gainers requiring you to trash something, it's going to be a little hard to stuff your deck with actions quickly; meanwhile, Colonies make Vineyard a little less appealing. But it's a pretty weak board for Colonies too: by the time you can drain them all, your opponent's Vineyards will be worth an awful lot. So we both go for Vineyards. My early $5 meant I could use Mandarin to guarantee myself an Altar, which looks like a really nice card here; I later picked up another one. kipkoan got two Spice Merchants instead, which I don't really like, but with only $4 instead of $5 he couldn't do the same thing I did, so...who knows, maybe it's right.

He gets his Potion on turn 5, which seems a little early to me. But then he doesn't use it to buy anything the first time he draws it? I don't really understand that: maybe he was hoping for Golem, but if you don't get that you definitely want Vineyard: that split is key. We end up splitting the Vineyards 4-4: he only has one Potion to my two, but he uses it well, buying Mandarin+Vineyard to re-top it: a neat trick. In the imminent three-pile, my Altars mean I have slightly more actions than he does: the extra 4 Vineyard points just make up for the 3 Estates I trashed, and I win by a point.

amalloy 4-0 kipkoan


Game 5 Log Video

I don't know quite the right way to build this Possession engine, but that's got to be the theme. We spend the first few turns racing down the Fishing Villages, which makes me feel quite silly: they can't be that important, can they? But nothing else really appeals to me at that price point, so racing it is. I get a couple Watchtowers at an opportune time, and the extra cycling+draw those provide catapult me up to Possession pretty quickly. I end up with four Possessions to his one, and most turns I manage to play at least one Possession. Mic Qsenoch points out in the chat that I could have incorporated Grand Markets, since I wasn't being possessed very much: maybe so, but I was more focused on possessing him as much as possible, and buying green to catch up with his earlier greening. Eventually, I'm taking so many more turns than he is that I have all the endgame control, and can eventually buy the last Province.

amalloy 5-0 kipkoan


Game 6 Log Video

A pretty cool engine here, after the Ambassador wars wind down. It's hard with only Jack+Upgrade for gaining, but you can still gain some pretty good cards that way. I get off to a great start, thinning a lot faster than my opponent can, and I'm in a comfortable lead. However, I really bungle it next, by throwing away my Ambassadors: it's true I don't need them to trash anymore, but I do need them to make sure my opponent can't dig his way out of the sea of Coppers I've left him in. I start greening, and have a big lead, but he gets his deck humming along pretty well and giving me two Curses a turn, at a point where I can no longer deal with them at all. I manage to grab the last Province, and the score has me winning by a lot, but I think it was a lot closer than that: I was teetering on the brink of disaster if the game had gone much longer.

Final score: amalloy 6-0 kipkoan

This is actually only my second win of the season: I beat GeoLib handily, but then lost to michaeljb, tied MtMagus, and lost to Kylar. I'm glad it was a big win to tie the season together. I think the highlight of the match, for me, is that I started every game by reminding the audience that I'm mathematically eliminated, and Mic Qsenoch ended every game by trying to tell me in the chat that I'm not actually. I didn't actually get the message until the match was over, which I think is fine with me: I played pretty well anyway, and maybe I would have gotten nervous if I'd known I still have a chance. I just need michaeljb and kylar to have a close match: if michaeljb wins 2-3 games and kylar wins 3-4, then I'll be in first place.

Whatever happens, it's been a great first season, guys. What a strong division-D group this was! Thanks for all the games, and thanks again to Stef for organizing all this. The superhuman speed with which he updates the standings page is unbelievable, if nothing else.
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Joseph2302

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Re: Game reports & discussion: D
« Reply #45 on: June 15, 2014, 06:26:09 pm »
+1

Joseph23024-2DG

Missing some logs, but all games available at http://www.twitch.tv/joseph2302/b/538841477.

Game 1: (http://www.gokosalvager.com/static/logprettifier.html?20140615/log.5062f3dc51c3843e7939eb9f.1402865096794.txt)
Money game, both use Stewards, Library and Upgrade. I'm not entirely clear on the best way forward, and basically copy DG. I get behind, and then stupidly apply PPR badly to lose (apparently there was a win there for me).
Joseph23020-1DG

Game 2: (http://www.gokosalvager.com/static/logprettifier.html?20140615/log.5062f3dc51c3843e7939eb9f.1402865714441.txt)
I go for money + Mountebank + Swindler, DG goes Gardens, with Thief as only extra gainer (other than being attacked with Mountebank). DG gets ahead with Gardens, but I overtake and 3-pile.
Joseph23021-1DG

Game 3:
I take a random combination of a couple of rats, butcher, king's court and money.
DG has 5/2, and uses trading post, before going fully rats, with lots of expanding, and an option to KC-Sab my deck to nothing. I resign after DG gets 6 province turn (great turn, would recommend looking at it)
Joseph23021-2DG

Game 4:
Scrying Pool decks, I go more for Fortresses/Expands, gaining a couple of mystics, whilst DG favours some money in deck. With many gains, buys, Expands, Fortresses & Market Squares, I manage to end the game for a narrow win, a good end I think.
Joseph23022-2DG

Game 5:
I had 3/4 opening for double urchin, DG gets 2/5, which is worse, and he goes Saboteur, which misses first reshuffle. I get lucky, constantly discarding tunnels from his urchins, and the initial bad luck for DG helps me get ahead and just stay there.
Joseph23023-2DG

Game 6:
Both go for haggler/hoard/harem, I also get mint to trash 3 coppers, which doesn't help much. I'm behind, but DG's deck fails on 2 consecutive turns and I steal an unlikely win by getting last 2 provinces.
Joseph23024-2DG

Thanks for the games, think my luck was better than average. Think games 3&4 were the best.
Notable mention to Goko for giving us 3 first players each (with no restarts) :)
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shraeye

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Re: Game reports & discussion: D
« Reply #46 on: June 16, 2014, 01:34:20 pm »
0

Division D-5: shraeye 4-2 rspeer

Check the links for Twitch-videos of each game.  Video-sync was off in the first 3 games, but that's fixed in games 4-6.  Also, terrible issues with background sounds made me have to cut the 3rd video short.  I'm having issues finding the logs, but I'll add them if I've found them.


Game 1 Low-quality Video


Code: [Select]
Native Village, Apothecary, Warehouse, Baron, Feodum, Sea Hag, Counterfeit, Duke, Saboteur, Grand Market
Sea Hags and for some reason we all buy Native Villages.

shraeye 1-0 rspeer


Game 2 Log and a Low-quality Video



Code: [Select]
Fool's Gold, Secret Chamber, Oasis, Storeroom, Feodum, Herald, Remake, Treasure Map, Library, Mine
Fool's Gold rush...support from Storeroom; I transition to Big Money with Library once I lose the Fool's Gold split 4-6

shraeye 2-0 rspeer


Game 3 Log and a Low-quality Video



Code: [Select]
Scrying Pool, Watchtower, Familiar, Horse Traders, JackOfAllTrades, Sea Hag, Butcher, Rebuild, Wharf, Bank
We open with Familiar, which then transitions to Butcher+Bank+Scrying Pool in a Colonies game. Rebuild also features. Spoiler alert, I lose...but I'm cutting this highlight short because background sound was unbearable.  I don't value Wharves highly enough, and don't get them quickly enough.  Also Watchtower is a card that I find playing correctly takes more skill than I have right now.

shraeye 2-1 rspeer


Game 4 Video (sound got quiet, but it's a better quality video than previous ones)

Code: [Select]
Masquerade, Storeroom, Noble Brigand, Throne Room, Young Witch, Council Room, Duke, Horn of Plenty, Margrave, Market, Pillage
I try an engine fueled by Throne Room/Market and Horn of Plenty...not quite as efficient as I had hoped.

shraeye 2-2 rspeer


Game 5 Video

Code: [Select]
Shanty Town, Urchin, Island, Mining Village, Plaza, Smithy, Butcher, Outpost, Torturer, Trading Post
Torturer based engine, Butcher features.  However, on second thought I'm not sure Torturer engine is really the best way to go.  There's enough trashing that Smithy might have been a better alternative.

shraeye 3-2 rspeer


Game 6  Video

Code: [Select]
Shanty Town, Urchin, Island, Mining Village, Plaza, Smithy, Butcher, Outpost, Torturer, Trading Post
We both avoid Young Witch and play a BM game with Embassy.

shraeye 4-2 rspeer
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DG

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Re: Game reports & discussion: D
« Reply #47 on: June 16, 2014, 05:18:47 pm »
0

DG vs Loes U

Game #1 - http://www.gokosalvager.com/static/logprettifier.html?/20140616/log.5083d05fa2e6ac658be2b342.1402942706366.txt
I just play ironmongers as a defense to oracle and it seems to work. The engine is almost there but uncertain.
Game #2 - http://www.gokosalvager.com/static/logprettifier.html?/20140616/log.5083d05fa2e6ac658be2b342.1402943606648.txt
Again I play this as a treasure based deck. I'm not sure this needs a big engine, just something to put together with inns.
Game #3 - http://www.gokosalvager.com/static/logprettifier.html?/20140616/log.5083d05fa2e6ac658be2b342.1402944453276.txt
Loes U builds his deck and survives my igg rush and badly conceived bishop.
Game #4 - http://www.gokosalvager.com/static/logprettifier.html?/20140616/log.5083d05fa2e6ac658be2b342.1402945423021.txt
Black market dominated game where my combined goodies (lookout, junk dealer, tournament) essentially beat his mountebank.
Game #5 - http://www.gokosalvager.com/static/logprettifier.html?/20140616/log.5083d05fa2e6ac658be2b342.1402947018511.txt
More interesting game with a horn of plenty engine after a sea hag start. I steal it on a 3 pile ending after almost resigning.
Game #6 - http://www.gokosalvager.com/static/logprettifier.html?/20140616/log.5083d05fa2e6ac658be2b342.1402947952732.txt
Loes U can't get an early 5 coin hand so is left behind by ghost ships and soothsayers.
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shraeye

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Re: Game reports & discussion: D
« Reply #48 on: June 17, 2014, 02:23:38 pm »
0

Division D-5: shraeye 2-4 liopoil

Check the links for Twitch-videos of each game.  Logs were unavailable because Goko is weird.  Sorry about the music that I tried to play in game 1, it didn't work out well.


Game 1 Video (super sloggy; 40 minute game :()

Code: [Select]
Haven, Ambassador, Forager, Wandering Minstrel, Baker, Cultist, Mandarin, Venture, Wharf, Border Village
A complicated and interesting engine board, with an early rush to get cultists and slow the other person down with Ambassador as well.  Border Village + Wharf provides the base of the engine, and Baker+Forager both help with economy.  Lio does well, and I do other stuff.  As he builds towards double-province range, I realize that I'm trailing him in the engine building and try to quickly stuff myself full of enough points to win regardless.  It doesn't work.

shraeye 0-1 liopoil

Game 2 Video

Code: [Select]
Loan, Wishing Well, Talisman, Band of Misfits, Cache, Cartographer, Mountebank, Pillage, Stables, Adventurer
Super dull Mountebank board.

shraeye 0-2 liopoil

Game 3 Video

Code: [Select]
Fishing Village, Hermit, Trade Route, Armory, Bridge, Counterfeit, Laboratory, Outpost, Witch, Goons
The most interesting board of the match. Fishing Village with witch/hermit/lab for engine and goons for payoff?  Also bridge, just to make things more complicated.  The game ends in a quick 3-pile (Hermit, FV, Bridge) that I didn't see coming until it was too late.  Chat from Twitch is below:

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Wow, what a board.
Adamhorton: If you're wondering how a split went, you can just start at the top of your shuffle and count what you see as you draw them. It can be more useful/accurate in a lot of cases (and it's technically legal no matter who you ask)
Soulnetgoko: he seems not to be recgnizing the game is almost over
Adamhorton: You talk about buying extra Coppers a lot. I really don't think it will ever be correct to do so on a board like this -- Curses and Fishing Villages will be gone before you can even blink, you know?
Soulnetgoko: this is likely a Witch into Goons slog from the start
Soulnetgoko: no good draw and Counterfeit is too bad at trashing without draw
Soulnetgoko: goons+copper
Soulnetgoko: goons is +2vp next turn
Soulnetgoko: *next shuffle
Soulnetgoko: ok, it did not matter anyway
Adamhorton: I dunno, Hermit should be good for trashing Curses. I'd probably open either double Hermit or Hermit/Fishing Village, get a Counterfeit or a Witch on my first $5 (depending on how many Hermits my opponent has) and skip Bridge. Go for Goons and draw
Soulnetgoko: yes, bridge is definitely a mistake
Soulnetgoko: but two hermits I don't like
Soulnetgoko: too many FVs are no good either
Soulnetgoko: you want to keep playing Goons
Soulnetgoko: hermit delay you getting Witches and Goons
Hvboedefeld: wow, liopoil has an avarage of 5,2 after 4 matches played
Soulnetgoko: (I did not see the beginning of the match)
Adamhorton: I think there's never a place for Bridge on this board. But I do like having lots of Hermits
Soulnetgoko: the thing is
Soulnetgoko: you want to play Witch and Goons
Soulnetgoko: bridge is good if you are buying lots of cards
Soulnetgoko: since you cannot play lots of bridges or money
Soulnetgoko: the only way to buy lots of cards is to buy cheap cards
Adamhorton: I think if you get lots of Fishing Villages, you should spike one or two early $5s to get a Counterfeit and/or a Witch
Soulnetgoko: and cheap cards are not that good
Soulnetgoko: right, but opening Hermit/Hermit gives you two dead (in current turn) cards
Soulnetgoko: even if you add 4 FVs
Soulnetgoko: is not that easy to spike even a single $5
Adamhorton: I'm not saying it's good for hitting $5 right away, but give it two shuffles and you will. You'll also stay on top of Curses and win the FV split
Hvboedefeld: bridge fishing village witch goons and bridge is nice here, but you need madmen here for double goons or province turns
Adamhorton: I didn't see the beginning of the game. "Where you go next" is a tactical decision for sure
Soulnetgoko: ok, madman/goons I like
Hvboedefeld: no bad strategy at all but balance it more a bit
Soulnetgoko: but madman against a goons slog is sooo bad
 Shraeye: yeah, lio is saying curses were no trouble for him
Hvboedefeld: less fv more bridges
 Shraeye: with all the hermits he had
Liopoil: I guess you probably don't need too many FVs.
Soulnetgoko: I would like to skip bridge
Hvboedefeld: liopoil had just 1 goons, so no threat
Liopoil: at least 3 or so
Adamhorton: I think you want Lab for draw. Madman only to get rid of your Hermits when you're done with them.
 Shraeye: yeah, i thinki was building for too long
Soulnetgoko: well, just one goons has to be a mistake
 Shraeye: like soulent noticed, i wasn't going for the points
Adamhorton: Well you want lots of FVs if your opponent decides to race them, again it's a tactical choice
 Shraeye: what's the balance between 1 or 2 goons, and still keeping an eye on points and piles?
Liopoil: yeah, goons is probably worse than bridge for what I was doing
Adamhorton: BTW, Shraeye, stream quality is much better
Liopoil: For what shraeye is doing, he wants lots of goons, no bridges
 Shraeye: i lowered that "bit rate"
 Shraeye: whatever it is, it was the problem
Soulnetgoko: yes, the streaming is great
Hvboedefeld: gree adam ou want early madmen and bridges to go into lab
Soulnetgoko: btw, I would like to try this kingdom
Hvboedefeld: agree
Liopoil: I'd like to play this kingdom again later
 Shraeye: i'd play this again
 Shraeye: it's super interesting

shraeye 0-3 liopoil

Game 4 Video

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Vineyard, Secret Chamber, Stonemason, Scrying Pool, Village, Workshop, Salvager, Apprentice, Trading Post, Upgrade
Vineyards and Stonemason, with extra support from Scrying Pool and Workshop.  Possibly neither of us commit to Vineyards as hard as we should, as we both open Potion/Silver instead of Workshop/Potion, which might have been better.

shraeye 0-4 liopoil

Game 5 Video

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Scrying Pool, Familiar, Advisor, Bridge, Cartographer, Counting House, Mandarin, Mystic, Pillage, Torturer
A fairly basic Familiar game.  Mystic/Cartographer are nice picks later on.  Lots of Pillages get bought.

shraeye 1-4 liopoil

Game 6  Video

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Woodcutter, Cutpurse, Jack of all Trades, Noble Brigand, Scout, Butcher, Duke, Horn of Plenty, Soothsayer, Bank
Jack supports Duke/Duchy strategy.  Soothsayer can be used to build economy along the way, and Butcher to help finish strong.

shraeye 2-4 liopoil
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DG

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Re: Game reports & discussion: D
« Reply #49 on: June 19, 2014, 06:50:22 pm »
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DG vs Luulin : Goko wasn't giving many logs tonight, but maybe it's best as there wasn't much luck for Luulin who was playing at a bad time. I caught this game where I opened with potion for a golem http://www.gokosalvager.com/static/logprettifier.html?/20140619/log.507df00551c30da02a09d459.1403213254000.txt and this close tournament game http://www.gokosalvager.com/static/logprettifier.html?/20140619/log.507df00551c30da02a09d459.1403215197381.txt.
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AHoppy

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Re: Game reports & discussion: D
« Reply #50 on: June 19, 2014, 10:53:17 pm »
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AHoppy Vs. jerni - AHoppy 3.5-jerni 2.5
http://www.gokosalvager.com/static/logprettifier.html?/20140615/log.5300f9a5e4b059e806250f29.1402886180495.txt jerni goes first, AHoppy wins
http://www.gokosalvager.com/static/logprettifier.html?/20140615/log.5300f9a5e4b059e806250f29.1402887024469.txt jerni goes first, jerni wins
http://www.gokosalvager.com/static/logprettifier.html?/20140619/log.5300f9a5e4b059e806250f29.1403230750136.txt AHoppy goes first, AHoppy wins
AHoppy goes first, Tie 36-36
AHoppy goes first, AHoppy wins 31-21
http://www.gokosalvager.com/static/logprettifier.html?/20140619/log.5300f9a5e4b059e806250f29.1403232582800.txt jerni goes first, jerni wins


Logs cut out there for 2 games, and then come back on.  I don't have time to throw together any discussion, but maybe jerni, you have some things to say?

My only thing: Tactician + 2 merchant guilds is either a thing, or I got super lucky...  (that's game 5, no log)

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AHoppy

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Re: Game reports & discussion: D
« Reply #52 on: June 24, 2014, 08:38:36 pm »
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AHoppy Vs. Shraeye - AHoppy wins 3.5-2.5
http://www.gokosalvager.com/static/logprettifier.html?/20140531/log.50b19237e4b0c5dcbb3e0778.1401590554341.txt - Shraeye wins, AHoppy Starts
http://www.gokosalvager.com/static/logprettifier.html?/20140531/log.50b19237e4b0c5dcbb3e0778.1401592645965.txt - AHoppy wins, Shraeye starts
http://www.gokosalvager.com/static/logprettifier.html?/20140531/log.50b19237e4b0c5dcbb3e0778.1401593619328.txt - Shraeye wins, AHoppy Starts
http://www.gokosalvager.com/static/logprettifier.html?/20140531/log.50b19237e4b0c5dcbb3e0778.1401594904561.txt - AHoppy wins, Shraeye starts
http://www.gokosalvager.com/static/logprettifier.html?/20140624/log.50b19237e4b0c5dcbb3e0778.1403655417644.txt - Tie, AHoppy starts
Shraeye starts, Ahoppy wins

Shraeye streamed the last 2 games so he has the "log" fo rthe last one because goko wouldn't give it to me.
Also, I apologize Shraeye, we were unable to snag the log for game 5, so we had to replay it.  I apologize if that caused you to lose the match :(  It was a good series though, and hope to see you around!

shraeye

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Re: Game reports & discussion: D
« Reply #53 on: June 25, 2014, 10:48:04 pm »
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shraeye vs jerni 4-2

Games 1/2: (I don't remember which was which) Log#1 Log#2
1-1
Game 3: info lost.  jerni won.
1-2
Game 4: Video
I use Talisman to get Advisors and Peddlers in a Colony game.
2-2
Game 5: Video
A board with Minion/University; Ambassador features, and eventually this ends on 3-pile with Labs/Minions/Islands
3-2
Game 6: Video
I realize midgame that Baron/Remake is a bit anti-synergistic. Somehow I can bail out through a Remodel, and end up splitting Highways even (though I trashed one) and Grand Markets favorably. Thrilling finish.
4-2
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