ObjectiveSo the point of this will be to make decisions and evaluate the mid-game. Often we will have a certain goal/deck in mind but circumstances will change (opponent's strategy, shuffle luck, etc.) that we need to change our goal/deck as well. I will leave you some information up to a certain point and hope to hear your suggestions on:
1. What the players are trying to do
2. How the players should react
3. If there are ways to set up multiple options:
Board AnalysisThe board:
Caravan, Embargo, Gardens, Ghost Ship, Golem, Horn of Plenty, Militia, Potion, Remodel, Salvager, and TransmuteThis was a game between me and Qmech (a preeetty good player)
At first glance, there is not enough for an engine to be created, no + actions (Golem could count but there's only one cantrip). All the other cards aren't very good at BM aside from militia and ghost ship at BM. $5s aren't that special except ghost ship might come into play.
Deck composition - After Turn 8
Qmech:
2 Gold, 3 Caravan, 1 Militia, 2 Silver, 3 Estate, 7 CopperGrabbing what you would expect him to at every stage, Gold 6+, Caravan at 4+ and silvers at 3... probably could have gotten a second militia but seems about the same either way. We can safely tag this player so far as BM militia. The other deck ended up looking like this after 8 turns (one turn away from hitting reshuffle).
RJ: 4
Horn of Plenty, 2 Militia, 3 Silver, 0 Embargo, 3 Estate, 7 CopperRJ opens up with 4 Horn of plentys. FOUR! What do people do with horn of plenty without an engine to get provinces? He uses one of the HoP early to gain an embargo, to embargo the embargo!
What could RJ be attempting to set up, and how should Qmech be attempting to stop whatever he is trying to set up? Is there anyway for RJ to slow down Qmech?
If there is any other information you'd like about this game just post it below and I'll add it
PS. Hopefully I can do this quite often but I do get busy here and there.
Edit:
http://councilroom.com/game?game_id=game-20120629-133429-f5c60e1a.html