i do believe this is my first ever (non-tournament) game report. it gets a bit long, so it might be more of an annotated game than a game report but whatever. i've actually already mentioned this game
before but it is one of the favorite games i have played and i think back on it quite a bit. i think it is a textbook example of Marin's style of play - building a beautiful engine first and then worrying about actually getting points later. anyway, to the game!
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Game Log -
http://dominion.isotropic.org/gamelog/201209/09/game-20120909-174042-d1745065.htmlKingdom -
Bazaar, Cache, Colony, Counting House, Crossroads, Duke, Embassy, Expand, Forge, Moneylender, Platinum, and Wishing Well
Veto Mode -
so i rarely play veto mode, but in this case Marin had proposed the set to me and i was not about to say no to Marin. i had the first choice of veto and i got rid of nomad camp. Marin followed that up by vetoing stash. there were three reasons for my veto. first off, in any head to head engine building game i felt i was toast. i mean hey, it's Marin. second, i was leaning towards a BM approach and i assumed Marin would go for the engine, so losing the only plus buy hurts. third, nomad camp can cause some swingy openings. getting a nice 4/5 opening could really influence the game. i assume Marin vetoed stash because it would be just about the least useful card on board for an engine.
Potential Strategies -
looking at the board i see three main strategies: Alt-VP, BM, and a basic draw engine.
Alt-VP - Duke would drive this strategy. rely on cache and crossroads to power a Duchy/Duke strategy, perhaps grabbing a province or two when able. i felt this was too weak, especially on a Colony board, as the support was not that strong.
BM - so there are actually two BM approaches i considered here. first, and probably the most obvious, is embassy. embassy is one of the strongest BM options in the game, and i felt that it could play well enough on a board without any real plus buy. the second option is cache/counting House. a bit more of a stretch, but i felt it could play. this strategy would be reminiscent of a philosopher's stone game - you could green earlier than usual because your source of income would stay fairly strong as the game progressed
Draw Engine - Bazaar and Crossroads for actions, Embassy for draw. throw in a Wishing Well or two and then use Moneylender and Expand to thin and improve your deck.
My Strategy -
i decided to go with a BM approach, choosing the Embassy route over Cache/Counting House. i love Counting House, but i just couldn't bring myself to play that strategy against Marin. my basic buying strategy was to open Moneylender to thin a few copper, grab 2 Embassies as quick as possible (and a 3rd/4th later as needed) and then go at it. i would likely favor Platinum over Colony with my first $9+ hand, Cache over silver at 5, and a Crossroads over silver every 2/3 times i would buy a silver. i assumed Marin would play the draw engine.
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Opening Turns -
i picked up my first Plat at turn 8. at that point my deck had a single embassy, a single moneylender, 2 silver, 2 Caches, a gold, and a plat. the cache buys thinned my deck some, but i felt they were worthwhile because of the sifting of Embassy and having the Moneylender. i picked up my second Embassy a turn later and then aimed to buy some Colonies. Marin had played just about as expected, grabbing a few Bazaar's, an Embassy, and then an Expand. no surprises there.
Mid-Game -
i picked up the pace turn 12, buying Colony/Platinum/Colony on consecutive turns. i picked up my 3rd colony turn 16, gaining a nice lead. Marin's only points had come from Forging away some Silvers and an Estate into a Province, though he had worked himself into a nice thin deck. turn 16 proved to be the turning point of the game. whether by design or reaction, this was the point where Marin shifted towards a Duke strategy. he used his expands to end turn 17 with two Duchies and a Cache.
i put on the pressure by picking up my 4th colony that same turn, and Marin responds with two more Duchies turn 19. what really blows me away though is
how Marin does it. as mentioned before, the board has no plus buys, with the only ways to gain cards coming from Expand, Forge, and Cache. at this point Marin is able to draw most/all of his deck so he decides to just give himself some virtual +Buys anyway. by gaining a cache each turn he adds two copper too his deck. he has a Forge and two Expands, so he simply Forges a Cache into a Duchy and Expands copper into Silver or Wishing Wells, looking to Expand those cards again into Duchy/Duke next turn. this still blows my mind.
End Game -
i was getting nervous of a huge comeback and knew i had to end the game soon. the question was how. i would have little control over piling out, so it had to be the provinces or colonies. the question then becomes buy priorities. do i spend $9 on a province for points, or do i get the plat which can lead to a colony later? Embassy for the draw at $5 or a duchy/duke to rob from Marin? these are really hard decisions to make, and i suspect that this is where i let the game slip away.
my large 4 colony lead had dwindled fast. i had added 3 colonies and 2 provinces to that total, but in the end it wasn't enough. Marin was still drawing his deck, and his super powered dukes were able to cover most of that colony difference. Marin finished it all off with flair on turn 27, expanding into 2 provinces and a colony to win it by 3 points.
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Takeaways -
first and foremost, i think Marin showed me that the normal conventions don't matter. he made dukes effective on a colony board, he created a workaround for not having a proper way to buy/gain extra cards, and he maintained control over the game by not allowing me the ability to pile out for the win. it is quite frustrating to have a large lead in a game and yet still feel like you don't have any control over it.
second, i think it showed me that you need to work on your contingency plans earlier rather than later. take Marin out of the game entirely by ensuring i can end the Colonies myself quickly by maintaining a good money density and draw power. the casual side buys of duchy or province need to be well thought out.
third, playing BM against someone 10-15 levels higher than you is a chump move.