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http://councilroom.com/game?game_id=game-20120515-070012-41967d46.htmlhttp://councilroom.com/game?game_id=game-20120515-070355-6d20c4a4.htmlhttp://councilroom.com/game?game_id=game-20120515-071122-53cf6a7d.htmlhttp://councilroom.com/game?game_id=game-20120515-071957-d2993de1.htmlhttp://councilroom.com/game?game_id=game-20120515-073140-682c807d.htmlhttp://councilroom.com/game?game_id=game-20120515-073824-c2913869.htmlhttp://councilroom.com/game?game_id=game-20120515-074500-fe1ac1f7.htmlCommentary:
Game 1: Almost every card is important here. We start out with him going young witch, later getting some border villages into trading posts. And lots of silver. I go shanty town (bane) with my IGG rush. Eventually, I win the curse-war 9-1, and then the next phase of the game begins. I actually have pretty good money here. I get into some provinces, some farmlands. We each get some trade routes, which are fairly quickly $5 beasts. He ets a couple embassies, but... can't really get an engine together. The game goes pretty long, which makes me nervous, but I actually get several provinces and win without ever having been in too much danger.
Game 2: A clear BM board. We both start with smithy. He gets a haggler, while I prefer a cache, and never get teh second smithy, or any other action. He picks up another smithy eventually. Well, I must have misplayed, but strategically, I think I did a touch better than him, but it would fairly well be a luck-fest, where I'd expect his first-turn advantage to be the biggest non-shuffle-luck factor, but... he misplays the endgame by buying a duchy with 2 provinces left, with pretty much no reason. It doesn't put him in the lead anyway. He basically needed both provinces. Then later, he breaks PPR when a duchy WOULD have given him the lead... but I'm unable to capitalize, and he wins anyway.
Game 3: I play Jack with minions. I don't really know how much the minions help, but... He goes for minions. With one ambassador. And some oases eventually. Not that bad, really. But jack pulls through. Incidentally, I sorta wonder if a bigger, more traditional cards/actions engine with highway might be good. Then again, margrave would probably be a key there, and that helps me get a jack in hand, which really really helps me out, so... maybe not. But with ambassador... hmm.
Game 4: He goes for trader and then greens on provinces and silk road. I consider going trader/cache. Which would go with what I like stylistically. However, thankfully, my good sense kicks in, I go spice merchant, one shanty town, and a bunch of upgrades into all the GMs, which is pretty clearly the way to go, as it's a colony game. If it weren't... then I think Trader/Cache BM would be quite good. As it is, I steal a couple Silk Road off upgrade and win rather easily.
Game 5: I play for Haggler/Lab. He gets a Black Market embargo down on the lab, and things don't quite come together for me. He basically goes cartographer/tunnel, and is able to make work.
Game 6: Tactician, Chapel, Mountebank, Masquerade potentially forge. He gets 5/2 and goes for the classic Mountebank/Chapel (haven was an option). I get 4/3, (I didn't realize I'd reset the thing from refreshing when I lost internet before) and go masq-silver. Eventaully, I get a second masq, we each get a tactician, and roll. I have some interesting choices of whether to play mountebank or tactician, he had some chapel/mountebank collisions though. He must get more mountebank plays off by far, but I get better money, and the masqs do a lot. So despite making a stupid auto-pilot play on a tactician hand with two masqs, I end up winning pretty comfortably. Oh, also, with his mega-chapelling, I get him to pass me a silver, and later... a gold.
Game 7: I go Jack into ventures, some banks, never a platinum, and a bunch of colonies. I green a good bit before him. He goes for a jack, a jester, and a thousand banks. I win off of my extra provinces.