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Author Topic: Goko Adventures: Seaside 1.18 - Gentleman Vilin  (Read 2653 times)

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HiveMindEmulator

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Goko Adventures: Seaside 1.18 - Gentleman Vilin
« on: July 07, 2013, 08:54:05 pm »
+1

I feel like a noob posting this, but maybe there's something I don't see here. This is Seaside Adventure 1.18 vs Gentlemen Vilin. The kingdom is: Lighthouse, Chancellor, Fishing Village, Village, Woodcutter, Navigator, Smithy, Council Room, Laboratory, Merchant Ship. And Gentleman Vilin starts with a deck of 4 Coppers, 3 Silvers, an Estate and 2 Duchies. You start with 7 Coppers, 3 Curses. How are you supposed to win?

There are no attacks to slow him down, and there's Council Room which just accelerates the end of the game, which is great for him with his higher score, plus he can (and does) easily buy it right away with his starting Silver.

Challenge: Come up with the best strategy to beat Council Room BM (not optimal, just buy 1 CR then money and VP cards) with this starting deck. I feel like 5% would be amazing...

Lesser Challenge: Same thing with 2 Zaps.
« Last Edit: July 07, 2013, 08:58:08 pm by HiveMindEmulator »
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Powerman

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #1 on: July 08, 2013, 12:08:34 am »
0

My guess is it won't be *that* hard to develop something if the bot starts with 8-2, but I'd be surprised to get a good percentage of any other start of his.
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A Drowned Kernel

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #2 on: July 08, 2013, 12:25:22 am »
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I would be surprised if the adventures had received much, if any, playtesting. Eventually the starting decks get so unbalanced that the idea that you can win without using zaps seems laughable. My "strategy" for getting through the adventures consists of using the coins that I amass in multiplayer to buy a shitload of zaps.
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Beyond Awesome

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #3 on: July 08, 2013, 02:30:47 am »
+2

The strategy is simple. Use all the zaps.
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awildnoobappeared

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #4 on: July 08, 2013, 06:38:57 am »
0

Getting far in adventures without buying big stacks of zaps just seems impossible - I've found Council Room in particular a nightmare in adventures, the game is over so fast and when you're behind to start with that isn't a lot of fun. And because it's in base you can count on it popping up somewhere in every act.

Goko, y u no let me buy promos?
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jonts26

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #5 on: July 08, 2013, 03:43:28 pm »
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Some boards you start off with a couple free zaps. I consider this part of the level. Using those zaps wisely to help yourself. Of course, there probably are some levels where even the free ones arent enough.
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LastFootnote

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #6 on: July 08, 2013, 04:07:24 pm »
+1

I always use zaps to recreate normal starting hands whenever possible. I really, really hate the levels where you start off with only 6 or 5 Treasure cards, though. Especially the Hinterlands Adventures where the choice is between having only $5 in your deck or buffing to Silvers so that they can all get stolen immediately by Noble Brigands. Fun!
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HiveMindEmulator

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Re: Goko Adventures: Seaside 1.18 - Gentleman Vilin
« Reply #7 on: July 15, 2013, 12:06:12 pm »
+4

Man, I just looked at the adventures leaderboard, and Gentleman Vilin is ranked 38 with a rating of 6104 points :)
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