Here are my comments on the games dondon151 - Zem
Game 1: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-135225-20436983.htmlCaravan, Courtyard, Crossroads, Island, Lighthouse, Loan, Peddler, Remake, Stables, and Walled Village
I still would favor getting a gold first with 6, but my second gold should probably have been a stable.
Game 2: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-140645-a33b9aba.htmlAmbassador, Duke, Herbalist, Nomad Camp, Pearl Diver, Saboteur, Secret Chamber, Smithy, Tactician, and Torturer
I don't see the need for ambassador in a duke game.
I opened nomad camp for the extra coppers; then on turn 3 by force of habit I simply bought a gold and no copper.
Perhaps even Duchy+copper would have been better.
On turn 6 I get a Saboteur, figuring that if I can hit some of the key cards it will pay of big, but that fails to materialize throughout the game, so a duchy would clearly have been better here.
Still, I was in good shape later, but then I took some bad risk when I decided not to use my secret chamber to put a sacrificial card for saboteur to hit, and instead put some trash back on top for discarding. I figured the chance that it hit a duchy would be low enough, and otherwise I would not have had 5$. Baaad idea, which basically costs me the game.
Game 3: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-142048-6dcd9cdc.htmlCity, Embassy, Harem, Mint, Outpost, Quarry, Royal Seal, Village, Worker's Village, and Workshop
I totally failed to see the city megaturn, going for a simple Embassy/Big Money. I figured since embassy is a great sifter but a bad engine draw card, netting only 2 cards, getting to that many cities and two empty stacks would take far too long. Turns out I was wrong

During the opening I was quite distracted by one interesting thing: it seems that for 'identical starting hands', 5/2 split, there may be a strong second player advantage, since if the first player opens embassy, the second player can open mint, so the first player should probably avoid opening embassy. I was freaked out a bit when I realized that after my vetoing. We got 4/3 though, so it did not matter.
Game 4: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-143320-a77065b6.htmlConspirator, Coppersmith, Crossroads, Haggler, Inn, Mining Village, Peddler, Remodel, Tunnel, and Warehouse
This was a very obvious Tunnel/Warehouse game, with some help from Remodel and Inn.
The crossroads performed lackluster in this game.
Dondon151 gets an early Haggler, which I am not sure is better than Inn or Remodel, since the next few buys will mostly be tunnels.
Game 5: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-145623-3e097213.htmlBank, Embargo♦, Fairgrounds, Fishing Village, Harem, Hunting Party, Philosopher's Stone, Potion, Steward, Walled Village, Woodcutter, and Young Witch
Zem opened with YW/FV; I liked YW/Silver better because it has a pretty good chance at hitting $5 and HP looked like the power card in this set. I get the first 4 HPs before Zem gets any, and then I Embargo them, which basically kills him. He gets to 6 VP Fairgrounds, but I make my way up there too, and I just have too many Provinces.
Yeah, that embargo hurt. I failed to get to 5 every time before, and just when I finally have a hand of 5, the embargo hits. But I think I was too far behind on hunting parties and curses at this point anyway.
I am too fond of Fishing Village, silver would have been better. Still, Dondon151 got silver + 4 coppers on turn 3, so with that draw a fishing village would have sufficed to get to 5. And an early hunting party is a tremendous help on this board.
Game 6: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-152112-dff4bf07.htmlApothecary, Bank, City, Council Room, Horn of Plenty, Lighthouse, Potion, Quarry, Remake, Spy, and Tactician
I think Apothecary is a better choice here than remake. It provides some variance for HoP, and some draw so I do not need so many Council Rooms.
I probably cashed in a HoP too early for a province on turn 12, should perhaps have gotten another HoP instead. That tactican may also have been a bad decision, instead of another council room.
Game 7: http://dominion.isotropic.org/gamelog/201301/11/game-20130111-153246-927aa6bf.htmlBureaucrat, Colony, Explorer, Feast, Mandarin, Nomad Camp, Peddler, Platinum, Salvager, Spy, Treasure Map, and Venture
I went off the rails here, my concentration was really slipping. I thought I saw a rare chance for Mandarin to be useful, and opened Mandarin/Salvager. I have very little experience with Mandarin, so that was probably a bad idea.
I did not consider simply Venture/Big money.
Although I did draw Mandarin and Salvager together on turn 5 for a gold, and then 2 Salvagers on turn 6 for another gold, I am not sure if that was lucky or unlucky, since it meant I did not get to trash estates.
It soon became apparent that my plan would not work. Very frustrating game, this one.
Thanks a lot for the games, and good luck to Dondon151 for the next rounds!