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Author Topic: Hinterlands/Governor game logs from councilroom  (Read 1931 times)

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tko

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Hinterlands/Governor game logs from councilroom
« on: October 26, 2011, 02:16:13 pm »
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Now Hinterlands/Governor game logs are on councilroom, please post your logs.  Here are some of mine...

It's a trap! I bought too many Spice Merchants and Border Villages
http://councilroom.com/game?game_id=game-20111017-201422-a355b2a5.html

Avoid the 7 coin curse. I buy a Mandarin on Turn 8 with 7 coin and get to top deck 2 Golds for a Turn 9 province.  It looks like topdeckng on Turn 12 might have limited me to a Duchy on turn 13.
http://councilroom.com/game?game_id=game-20111016-170758-6ce35769.html#tko-show-turn-8

Stupid brigands. This is a great example at how Noble Brigand can help cycle your opponent's deck to little effect for you while helping them get Gold purchases into action faster.  I just get trounced here.  When Noble Brigand is a blank Turn 3 and Turn 6, I've essentially lost the game.
http://councilroom.com/game?game_id=game-20111019-191023-a742440b.html#tko-show-turn-3

Read the card!  I buy Cellar with a game plan to be able to discard Fool's Gold to great effect...
wait, that's Tunnel that has a discard ability.  I realize this on Turn 19 and only get lucky to win this game.
http://councilroom.com/game?game_id=game-20111025-200113-2d30e214.html#tko-show-turn-18
  --- tko's turn 18 ---
  (tko draws: 2 Cellars, 2 Fool's Golds, and a Duchy.)
  ...
  --- tko's turn 19 ---
  tko gets +1 action and +$1 from the Fishing Village.
  tko plays a Cellar.
  ... getting +1 action.
  ... discarding 4 cards. 
  ... drawing 4 cards.
 
Hey, wasn't something supposed supposed to happen when I discarded those 2 Tunnels?!?  Doah.

Jack of All Trades counters Sea Hag.
http://councilroom.com/game?game_id=game-20111019-185118-b6b9c937.html

Tunnel not so good vs. Torturer?  Or maybe I didn't buy enough.  My 2 Tunnels only reacted to Torturer on turns 25 & 30.  I snuck out a close victory here by buying the last 2 curses.
http://councilroom.com/game?game_id=game-20111018-193034-4c021bd2.html#Victor-show-turn-25

King's Court + Noble Brigand = Profit.  This game becomes a mirror match where I end up with 21 Coppers and my opponent with 15.  I got the engine built first which is how I got the 5/3 Province edge.
http://councilroom.com/game?game_id=game-20111022-070642-08de03bf.html

Scheme to top deck Smithy is decent and I believe it was pivotal in getting me out to an early lead.  We mirrored Farmlands trashing estates and later selling the farm for provinces.  I did employ a couple Conspirators but my opponent built that side of the combo more.
http://councilroom.com/game?game_id=game-20111022-221319-d575bd9b.html

Jack of all Trades to fuel Duke/Duchy and also combat a Margrave draw engine.
http://councilroom.com/game?game_id=game-20111025-201426-0ad74165.html

And absolute worst for last...
Oooh shiny. I just buy some new cards and play exceptionally bad.  Governor/Herbalist opening - what was I thinking?
http://councilroom.com/game?game_id=game-20111020-211359-dcf0980d.html

[Edits for various misspellings]
« Last Edit: October 26, 2011, 02:28:31 pm by tko »
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Epoch

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Re: Hinterlands/Governor game logs from councilroom
« Reply #1 on: October 26, 2011, 02:37:43 pm »
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Don't have the log yet, as it was today, but I was playing a Colony game, and I surveyed the board roughly as follows:

"Let's see, I've got two possible Village cards (Walled & Workers, I think)... but no card drawing.  Let's see, the two $5's are Ill Gotten Gains and Mandarin.  Mandarin is maybe the worst card in the game, I'm not buying that.  No really strong cards for Colony play.  Jack of All Trades is in, but it's terrible in Colonies: who wants Silver?  Wow, there's just nothing going on on this board.  The hell with it, I think I'll get Jacks and just go Provinces instead -- my opponent won't be able to put together a strong enough deck to catch up on Colonies."

And here is my thought process on, like, turn 8 or so:

"Wait, I have to discard?  What?  What's making me discard?  What the hell is happening?  I...  that...  that $5 action is Margrave, not Mandarin.  Oh god, and there are good Villages on the board.  I'm trying to rush Provinces on a Colony board that has a perfectly viable attacking village/smithy engine on it.  Um... okay, it's time to go Ill Gotten Gains and see if I can prevent his deck from coming together!"

I actually won that game, only because my opponent didn't have the courage to just go pure village/margrave and let his deck come together.  He got a Jack as well, prevented himself from getting the Action density he needed, and I won on Provinces.



EDIT:  Man, I never remember that this board doesn't like cursing.
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ehunt

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Re: Hinterlands/Governor game logs from councilroom
« Reply #2 on: October 29, 2011, 12:17:26 am »
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I empathize. I had an awesome peddler board today where I opened Oasis/Oasis.

Except what I actually opened was oracle/oracle...
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HiveMindEmulator

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Re: Hinterlands/Governor game logs from councilroom
« Reply #3 on: October 29, 2011, 04:18:46 am »
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I empathize. I had an awesome peddler board today where I opened Oasis/Oasis.

Except what I actually opened was oracle/oracle...
Yeah. Oracle and Oasis are the new mine and mint, for at least a while...
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Julle

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Re: Hinterlands/Governor game logs from councilroom
« Reply #4 on: October 29, 2011, 05:28:13 am »
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Tunnels on board.

"Let's see, only card that can discard is Mandarin. It only discards one card but as long as I have tunnel in hand at the same time, I get the Gold."

Few Tunnels and one Mandarin later:

"Wait, Mandarin doesn't discard a card, it puts the card on deck." 

After two times doing this I think I've learnt my lesson  ;)
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