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Author Topic: Season one - Game reports & discussion: D  (Read 22359 times)

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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


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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


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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



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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



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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



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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



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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



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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



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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



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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



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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



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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



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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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