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Author Topic: GokoDom II: Round 3 Discussion Thread  (Read 27273 times)

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SCSN

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #25 on: August 28, 2013, 04:31:45 pm »
0

I still need to work on recognising engine viability.

I literally can't think of a single player who doesn't :D
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #26 on: August 28, 2013, 04:49:40 pm »
+4

I still need to work on recognising engine viability.

I literally can't think of a single player who doesn't :D
Did you ever meet Marin?

SCSN

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #27 on: August 28, 2013, 05:00:18 pm »
0

I have never played him. Stef told me he was really really good but had a tendency to go for engines even when they were completely impossible, so it seems like he too fits the description?
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #28 on: August 28, 2013, 05:02:56 pm »
+1

I have never played him. Stef told me he was really really good but had a tendency to go for engines even when they were completely impossible, so it seems like he too fits the description?

http://forum.dominionstrategy.com/index.php?topic=2230.0
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SCSN

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #29 on: August 28, 2013, 05:59:48 pm »
0

I have never played him. Stef told me he was really really good but had a tendency to go for engines even when they were completely impossible, so it seems like he too fits the description?

http://forum.dominionstrategy.com/index.php?topic=2230.0

Cool, thanks for linking those! I watched them way back when I thought Saboteur was this overpowered monster, but they make ALOT more sense now. Well, some of them at least; things like that T3 Throne Room after a Silver/Silver open really show how much I've still to learn about Dominion...

It's also hilarious to see WW, who is always so calm even in the face of the most outrageous bad luck, say things like "Okay, let's break this guy's back this time", that's the spirit!
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #30 on: August 28, 2013, 08:08:33 pm »
+1

This series was kinda interesting? The problem is that I consistently got better luck early in every game I won, and played worse in the game I lost, so it's not a very fulfilling win.

http://dom.retrobox.eu/?/20130828/log.5064086b0cf20d995bd2b5eb.1377729858506.txt

I don't see anything besides HP + X. Both open Conspirator/Silver. I consistently get $5 early on, while Indur misses a couple more $5 turns than I do. I start greening at 1 Platinum, no Gold, whereas Indur starts after 2 Plats. My deck is eerily consistent, and manages to stay together even when I'm buying Victory cards every turn. No idea how, although HP helps. Although Indur has better turns late game, I have too much VP to catch up.

http://dom.retrobox.eu/?/20130828/log.5064086b0cf20d995bd2b5eb.1377730859184.txt

Cultist, Forager, Counterfeit as a reason to trash things besides Copper, and Quarry to give a use for the +Buy. Both open Forager/Quarry. I pick up a Treasury for no good reason, and it was awful. I try to go for a quick 3 pile, but Indur gets a Province and by that point I've trashed more Cultists instead of Ruins. It doesn't help that I pick up fewer Cultists along the way. Indur gets a Colony while I try to build back up and I lose to 3-pile.

http://dom.retrobox.eu/?/20130828/log.5064086b0cf20d995bd2b5eb.1377731949722.txt
Hunting Party, Trade Route for +Buy and a way to trash Shelters, and lots of cantrips. And Menagerie. Trade Route/Market Square gives me Gold and lets me concentrate on buying only Hunting Party. Menagerie helps with draws (it helps that HP mainly draws uniques.) I feel that I played a bit better here, but first turn advantage + better HP lineups means I get 6 Hunting Parties and coast to a win.

http://dom.retrobox.eu/?/20130828/log.5064086b0cf20d995bd2b5eb.1377733306333.txt
Pretty clear engine board. Although the +Actions are expensive, Border Village-Rabble hurts any Big Money strategy way too much, and there's Steward for early trashing. I get a perfect first 7 turns, not even joking.

T1/T2: Open Steward/Steward
T3: Trash 2 Estates, buy Haven
T4: Steward for +$2, Border Village gaining Rabble
T5: BV-Steward to trash last Estate, buy Haven.
T6: Play Haven, drawing a Rabble, which I set aside, then trash 2 Coppers with other Steward.
T7: BV-Rabble-Steward for +$2, buy Border Village gaining Rabble.

From there it snowballs pretty badly. Indur picks up more Cities than I do, but I make sure no pile can be emptied easily, then build up an unstoppable VP lead.

All openings were the same, and it was all the same strategy. It really feels like this was determined by shuffle luck. Thanks to Indur for playing, and good luck in the rest of the tournament.
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jsh357

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #31 on: August 28, 2013, 08:41:30 pm »
+1

Games against ednever

So this is maybe the luckiest I have ever gotten in a tournament match.  Ednever was a real sportsman to stick through all these without complaining.  I'll complain about my luck instead.  "Boo, I got lucky."  On to the games.

Game 1:
http://dom.retrobox.eu/?/20130828/log.505c6645a2e6c78ad2ed5ad3.1377734693512.txt

I see Sea Hag, Watchtower and Squire and know this is going to end on a low score.  I wanna go Horn into GMs, but I just know it's not likely to get there without absurd Watchtower hax.  Ednever opens 5/2, opting for Library, probably planning to use it with Squire for the disappearing village + filtering to gained Silvers.  I think he should have gone Hag anyway.  There's no trashing besides Watchtower here.  I focus on WT and Squire, since they combo nicely and help me against his Hag.  Eventually I get a few Duchies and am able to pile out on 3 Buys from the Squire (trashing Curse with WT), winning 9-8.  Squire and WT have some of the most interesting interactions in all of Dominion, I think.  I am proudest of my play in this game and it's the only one I think I won through mostly skill, though another turn and ednever may have had it.

Game 2:
http://dom.retrobox.eu/?/20130828/log.505c6645a2e6c78ad2ed5ad3.1377735617693.txt
I open double Ambassador and get lucky enough to get the Walled Village on turn 3 and my Sage, which helps me play 2 Ambassadors frequently.  He opens WV/Ambassador.  While that's one of the better Village openings you can do, I still think Double Amb is safer here.  So I went with Double Amb by the logic I'd be able to remove 2 and buy Fool's Gold, which does indeed pay off a few times.  Later I pick up a Saboteur to keep the few high cost cards he has from helping him out.  Eventually this turns into a massive slog, as I don't have any cards that can really pile the game out in a hurry.  I'm sure there are better plays than what I did.  I build up an insurmountable lead and he tries to get Sabs as a last ditch effort, but it's too late.  After a grueling game, I finally line up 3 FG to get the last Province.  This game is proof that Walled Village is a better card than people give it credit.  I would rather have had it than nearly any other Village in the game here.

Game 3:
http://dom.retrobox.eu/?/20130828/log.505c6645a2e6c78ad2ed5ad3.1377736019307.txt
This is a Cultist game.  I won the Ruins war, my Lighthouses connected when I needed them to, I got Gold early enough to seal it.  Either one of us could have won this depending on how the cookie crumbled.  I do think Ednever was too aggressive with the piles, as I was in a better position after a point, but who's to say?

Thanks for playing.
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RTT

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #32 on: August 29, 2013, 01:34:09 am »
+1

My Games vs. Simon (DK)

Game 1
http://www.youtube.com/watch?v=rmJzrvmq-fc&list=UUx303c_ujMRy-6OrqccmlRQ
This game is basicly a BM Monument Mirror with some BoM and Nobles in the endgame. Being starting Player and having the slightly better opening at 4/3 gets me the win here I think.

Game2
http://www.youtube.com/watch?v=2Yd1Q0bldQ4&list=UUx303c_ujMRy-6OrqccmlRQ
Game of Missclicks... At the start a ambassedor war that he wins first and i get my engine going too and junk him with my estates. in the end he keeps 4 estates for a better point lead and i missclick by discarding a activated menagerie to a hamlet what costs me a porvince. then in his last round he missclicks and does not buy the second last province. I was luckyly able to double province in the end.

Game3
http://www.youtube.com/watch?v=IvbQ1cOiMVg&list=UUx303c_ujMRy-6OrqccmlRQ
Very interestring Strategy from him with a CH/- opening. He uses WanderinMinstrel and Oracle to discard Coppers and get them back to the hand with counting House.
I get a big lead but then i have bad luck with the draws and his  oracles are hitting me hard.
he gets a good amount of money every turn with just one counting house. and sneaks a 1 point victory =) well played

Game4
http://www.youtube.com/watch?v=GEQqW2_iAio&feature=c4-overview&list=UUx303c_ujMRy-6OrqccmlRQ
Opposing strategys again ... he goes for vineyards and i went for colonys. he gets his only to 6 points and even only gets 1 vinyard by the time i can luckyly empty the 5 armorys in one turn with a armory chain.

Thanks for the games and good luck in the next rounds Simon.
« Last Edit: August 29, 2013, 03:59:14 am by RTT »
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gman314

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #33 on: August 29, 2013, 06:09:23 pm »
+1

Stef beats gman314 3.5 - 1.5

1. http://dom.retrobox.eu/?/20130829/log.50b20dc3e4b0c9ce0cf27eb3.1377802383235.txt gman314
We both get a 5-2 opening, which I use for Stables against his Bazaar. We both get a Jack, and do some trashing, with some Market Squares getting a couple of Gold. I go more for a big draw approach with Stables, while he gets small hands and draws back up with Watchtower. At the end, I have two Provinces to his one, and stare at things for a while to look for a 3-pile, which I find with Bazaars, Stables and Stonemasons.

2. http://dom.retrobox.eu/?/20130829/log.50b20dc3e4b0c9ce0cf27eb3.1377803321935.txt stef
We both trash down and go into an engine with Markets, Highways, and Conspirators. He wins the Highway split and wisely keeps his Necropolis which gives him the stronger engine, and then he piles out the provinces.

3. http://dom.retrobox.eu/?/20130829/log.50b20dc3e4b0c9ce0cf27eb3.1377804804413.txt draw
I get 5/2 to his 4/3, so I go for big draw/cycling with Catacombs to make up for the delay in my trashing. Then, I get a Steward to trash down a bit and get a minor Bazaar/Catacombs engine going. He opens Remake/Silver, and then heads into Hunting Parties. With no +Buy, we're both just buying Provinces, stalling, and buying Duchies. I really think my second Vagrant should have been an Estate, which would likely have given me an opportunity to more strongly pursue the win rather than end up playing for the draw.

4. http://dom.retrobox.eu/?/20130829/log.50b20dc3e4b0c9ce0cf27eb3.1377805705758.txt stef
We both use Counterfeit to trash down some Coppers, and then go into Cultists, with Cities for +Actions and Altar to trash some Ruins. He gets a Procession, which really helps him deal with leftover Cultists, and is able to pile out with full-power cities.

5. http://dom.retrobox.eu/?/20130829/log.50b20dc3e4b0c9ce0cf27eb3.1377806924777.txt stef

I open Marauder/Silver, and though it's probably not that strong, he told me that my opening scared him away from Courtyard/Silver into Courtyard/Marauder. We both go for a Bazaar/Wharf engine, but I make a mistake in going for Haggler and then Trading Post. We discussed afterwards that the other order is probably better, as I play TP only once, and Haggler is really only great for Province-Engine part on this board. But what really makes me kick myself is that after my last turn, he pointed out that I could have bought Estate/Wharf/Ruins to 3-pile and win. Instead, he ran out the provinces for the win.

Good games Stef! They were all quite tight, and most came down to opportunistic 3-piling.
« Last Edit: August 29, 2013, 08:00:31 pm by gman314 »
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Polk5440

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #34 on: August 29, 2013, 06:55:00 pm »
+1

We both use Contraband to trash down some Coppers....

I do this, too. Contraband is not Counterfeit is the new Mine is not Mint.
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #35 on: August 29, 2013, 07:46:44 pm »
+2

ragingduckd vs A Drowned Kernel: 3-3 tie

This round was remarkable in that the better strategy won every game. I think luck decided Game 6, but the others were all earned.

Game 1:Kingdomragingduckd - 0,A Drowned Kernel - 1
A Fool's Gold board that turned into a Duchy dance and then a slog. I picked up a lookout while ADK bought an early Vault. I also opted for a Gold instead of a fifth Fool's Gold. The Vault and the extra FG kept ADK just a little ahead for most of the game, which made me scared to break PPR. When we got thoroughly greened up, ADK's Vault and untrashed treasures carried the day.
 
Game 2:Kingdomragingduckd - 1,A Drowned Kernel - 1
Remake-Market Square is the key combo here, but I got there via all 10 Wishing Wells while ADK went straight for the Market Squares. Wells plus Outpost and a few support cards gave me a big engine and a big win.
 
Game 3:Kingdomragingduckd - 2,A Drowned Kernel - 1
Fool's Gold, Smugglers, Plaza, Governor, Lab, and Upgrade. ADK graciously tells me that he has a terrifying 5/2 open, so I gamble on Smugglers/Rats. ADK remodels Coppers into FG early and I get to elect some rodents to local government. I'm not sure how I still managed to split FG, but I don't think either of us should have really wanted them. Neither of us picks up an Herbalist, so our $13 hands go mostly to waste and the FG just gets in the way of the Governors. I win the Governor split at the cost of feeding much of my deck to Rats, but those Rats pull their weight by making it painful for ADK to use Governor's remodel effect. I end up emptying Rats for a modest 3-pile win.
 
Game 4:Kingdomragingduckd - 2,A Drowned Kernel - 2
I buy a questionable second Potion and choose University over Familiar. I end up with most of the Catacombs but ADK's slimmer deck gives him a more reliable engine. I go crazy and pick up a bunch of random cards with University, making it easy for ADK to 3-pile me after his Foragers find him a Province.
 
Game 5:Kingdomragingduckd - 2,A Drowned Kernel - 3
Bleagh. Even after I finally noticed the Governor-Draw/Urchin interaction I still played it wrong. I had several sequences that went like "Governor for 3 Cards, Governor for 3 Cards, Urchin, Gov--- oh ****. ADK played a much better game, going for Governor + attacks while I went for Governor + Lighthouses. He was even gracious enough to sympathize with my unjust griping about shuffle luck on T8.
 
Game 6:Kingdomragingduckd - 3,A Drowned Kernel - 3
Another monster board... Menagerie with Candlestick Maker, Storeroom, Scheme, Peddler, and a village! I'm not sure what this looked like from ADK's perspective, but his engine never managed to get running. We were basically mirroring until T6 or T7, when my deck started to take off. I don't think this was actually about the extra CM or Scheme that I bought, so I suspect he caught some poor draws.
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A Drowned Kernel

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #36 on: August 29, 2013, 08:07:23 pm »
0

Game 6:Kingdomragingduckd - 3,A Drowned Kernel - 3
Another monster board... Menagerie with Candlestick Maker, Storeroom, Scheme, Peddler, and a village! I'm not sure what this looked like from ADK's perspective, but his engine never managed to get running. We were basically mirroring until T6 or T7, when my deck started to take off. I don't think this was actually about the extra CM or Scheme that I bought, so I suspect he caught some poor draws.

I was basically going for the same engine you were and just couldn't get it up fast enough. Both my openers missed the first reshuffle but if I remember right so did yours. I honestly think that the extra scheme smoothing out your draws might have been the deciding factor here, that or your extra candlestick makers. That said, I don't think I got a single activated menagerie in the whole game :(. It was a tense match, thanks for the games!
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Stealth Tomato

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #37 on: August 29, 2013, 08:44:57 pm »
0

With AHoppy on vacation out of the country and extremely short on availability, I am well on my way to the pinnacle of mediocrity: three draws!
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SCSN

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #38 on: August 29, 2013, 09:09:57 pm »
+1

With AHoppy on vacation out of the country and extremely short on availability, I am well on my way to the pinnacle of mediocrity: three draws!

If your opponent is barely available due to being on vacation he could have asked for a buy. Not doing so should mean that you get the win. 
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #39 on: August 29, 2013, 11:30:21 pm »
+1

HME 4-2 raerae

H http://dom.retrobox.eu/?/20130828/log.5135b68ce4b07f4f52107e0e.1377745217423.txt
H http://dom.retrobox.eu/?/20130828/log.5135b68ce4b07f4f52107e0e.1377745961768.txt
R http://dom.retrobox.eu/?/20130828/log.5135b68ce4b07f4f52107e0e.1377747005483.txt
R http://dom.retrobox.eu/?/20130829/log.5135b68ce4b07f4f52107e0e.1377818807985.txt
H http://dom.retrobox.eu/?/20130829/log.5135b68ce4b07f4f52107e0e.1377819368390.txt
H http://dom.retrobox.eu/?/20130829/log.5135b68ce4b07f4f52107e0e.1377830149694.txt

Game 1 was a Colony game without any villages or cantrips besides Peddler. Raerae bought some Peddlers starting at $6, hoping to use that to get more and trash them with Salvager and Butcher, but wasn't able to line it up quite right. I just played mostly money with Watchtower and Counting House and edged out a win.

Game 2 I went for a Margrave chain with a Haggler to gain the necessary villages. Raerae opened Silver/Sage and started getting villages and wasn't able to hit $5 for a while, which put her in rough shape, and I won rather easily.

Game 3 I tried to build a Squire/Wharf engine, while raerae went for mass Swindlers with Bazaars. I was never really able to get the engine going and she won easily.

Game 4 I tried to go with Rebuild in a Shelter game buying/gaining Estates, which really didn't work out. Raerae bought Golds and Provinces, which worked much better.

Game 5 raerae went for a lot of Heralds going for a Herald/Hunting Grounds engine, hoping to get in consistent Mountebank plays, while I kept it simple, opening with Jack of all Trades then just getting a Mountebank and a couple Moats. I got very good Moat luck, blocking 5 of her first 6 Mountebank plays, and so she wasn't able to slow me down before I got too many Provinces.

Game 6 raerae went for Highways but without a +buy. I just went for Butcher and Golds, keeping it simple like she did in game 4, for the win.

Thanks to raerae for the games and for working out the scheduling!
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #40 on: August 29, 2013, 11:58:35 pm »
0

Game 2:
http://dom.retrobox.eu/?/20130828/log.505c6645a2e6c78ad2ed5ad3.1377735617693.txt
I open double Ambassador and get lucky enough to get the Walled Village on turn 3 and my Sage, which helps me play 2 Ambassadors frequently.  He opens WV/Ambassador.  While that's one of the better Village openings you can do, I still think Double Amb is safer here.  So I went with Double Amb by the logic I'd be able to remove 2 and buy Fool's Gold, which does indeed pay off a few times.  Later I pick up a Saboteur to keep the few high cost cards he has from helping him out.  Eventually this turns into a massive slog, as I don't have any cards that can really pile the game out in a hurry.  I'm sure there are better plays than what I did.  I build up an insurmountable lead and he tries to get Sabs as a last ditch effort, but it's too late.  After a grueling game, I finally line up 3 FG to get the last Province.  This game is proof that Walled Village is a better card than people give it credit.  I would rather have had it than nearly any other Village in the game here.

Pirate Ship looks important here for killing FGs.
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jsh357

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #41 on: August 30, 2013, 12:00:39 am »
0

Game 2:
http://dom.retrobox.eu/?/20130828/log.505c6645a2e6c78ad2ed5ad3.1377735617693.txt
I open double Ambassador and get lucky enough to get the Walled Village on turn 3 and my Sage, which helps me play 2 Ambassadors frequently.  He opens WV/Ambassador.  While that's one of the better Village openings you can do, I still think Double Amb is safer here.  So I went with Double Amb by the logic I'd be able to remove 2 and buy Fool's Gold, which does indeed pay off a few times.  Later I pick up a Saboteur to keep the few high cost cards he has from helping him out.  Eventually this turns into a massive slog, as I don't have any cards that can really pile the game out in a hurry.  I'm sure there are better plays than what I did.  I build up an insurmountable lead and he tries to get Sabs as a last ditch effort, but it's too late.  After a grueling game, I finally line up 3 FG to get the last Province.  This game is proof that Walled Village is a better card than people give it credit.  I would rather have had it than nearly any other Village in the game here.

Pirate Ship looks important here for killing FGs.

I thought about that too.  Couldn't tell you why I didn't go for it.
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #42 on: August 30, 2013, 12:20:12 am »
+4

With AHoppy on vacation out of the country and extremely short on availability, I am well on my way to the pinnacle of mediocrity: three draws!

If your opponent is barely available due to being on vacation he could have asked for a buy. Not doing so should mean that you get the win.

Or, if Squire is on the board, you could play it for +2 Buys.  Sometimes that can get you a win as well.
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Re: GokoDom II: Round 3 Discussion Thread
« Reply #43 on: August 30, 2013, 04:11:48 am »
0

destierro-GwinnR...3:1

I don't saved the logs and can't find them now, but here are my german videos:



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Re: GokoDom II: Round 3 Discussion Thread
« Reply #45 on: August 30, 2013, 04:26:53 am »
+1

ragingduckd vs A Drowned Kernel: 3-3 tie

As a follow-up to your "Mallard Match", you should have called this "A Drunk Sailor vs. A Drowned Kernel"!
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michaeljb

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #46 on: August 30, 2013, 11:19:28 am »
+4

michaeljb vs PitrPicko...

Game 1 - http://dom.retrobox.eu/?/20130830/log.50a6c1abe4b03214bb7822e9.1377873161448.txt
We both start out Lightouse/Spice Merchant, I get to Minion first, and start spending $8 on Stonemason + 2 Nobles. Even though I lost the Minion split 6-4, I piled out Nobles (including Stonemasoning Province on my final turn) and got the win. michaeljb 22 - 16 PitrPicko

Game 2 - http://dom.retrobox.eu/?/20130830/log.50a6c1abe4b03214bb7822e9.1377873692647.txt
I was thinking I could try a Chapel + Journeyman + BM deck, you know get down to where Journeyman can skip Chapel or Provinces and draw good stuff. Drawing Chapel on Turn 5 plus PitrPicko's aggressive Swindling (especially turning my Silvers into Swindlers) killed that pretty hard. Also I twice Swindled one of his Provinces, running out my own clock. This was the only game that ended on Provinces. PitrPicko 25 - 18 michaeljb

Game 3 - http://dom.retrobox.eu/?/20130830/log.50a6c1abe4b03214bb7822e9.1377874285872.txt
I try for NV+Bridge, plus a Hamlet and some Smithies, turns out just Hamlet/Smithy/Bridge did better. I figured an Upgrade would also be helpful, but I probably should have tried to get one much sooner. PitrPicko 13 - 6 michaeljb

Game 4 - http://dom.retrobox.eu/?/20130830/log.50a6c1abe4b03214bb7822e9.1377875033929.txt
I open 5/2 on a board with no 5's or 2's, but it did have Feast, and Altar. I ended up playing Horse Traders/Tunnel, probably not very well, and PitrPicko was doing some shenanigans with Horse Traders, Throne Rooms, Mining Villages, Great Halls and a few Tunnels. Looking at the score and turns now, looks like your standard BM would have done alright in this game...actually maybe not, since most of our points were alt-VP. Anyway, shenanigans did better than blind HT/Tunnel :) michaeljb 19 - 23 pitrpicko

PitrPicko 3 - 1 michaeljb

Thanks to PitrPicko for the good games!
« Last Edit: August 30, 2013, 05:41:39 pm by michaeljb »
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Destierro

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #47 on: August 30, 2013, 01:41:09 pm »
+2

Game 1 Destierro 35-25 - http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377842611510.txt
Masq BM. Yawn. Nothing to see here.

Game 2 Gwinnr 54-38 - http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377843406765.txt
We both look at the board and see forager/venture into colonies. He gets a salvager t2, while I opt for double forager. His salvager collides with estates often, giving him an early venture lead and the game.

Game 3 Destierro 24-22 - http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377843920429.txt
Mirror, mirror on the wall... Seriously, the first 3 games of this matchup were complete mirrors. Starring in this game, rebuild. First turn, and my extra rebuild carry me to victory.

Game 4 Destierro 47-35 http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377844806321.txt
I see Sea Hag. I ignore Sea Hag. Wharf / Counterfeit / Masterpiece BM is so strong here. Mainly the wharves, which Gwinnr decides not to pick up until turn 10, when I already had 4 and 2 counterfeits. My lighthouse maybe should have been a silver, but looking at the log it actually blocked a curse, so good enough.

Thanks for the games GwinnR.
« Last Edit: August 30, 2013, 01:42:38 pm by Destierro »
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WalrusMcFishSr

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #48 on: August 30, 2013, 07:28:11 pm »
+1

WalrusMcFishSr 3.5- 1.5 Twistedarcher

http://dom.retrobox.eu/?/20130828/log.5068c69551c38622de84eb0e.1377719983278.txt
Walrus 33- TA 31

A very tight game with Margrave, Plaza and Monument. I'm able to use all 3 coin tokens on the last turn to hit 8 and barely steal it.

Quote
http://dom.retrobox.eu/?/20130828/log.5068c69551c38622de84eb0e.1377720718630.txt
TA 22- Walrus 35

There's Vault and Grand Market. He gets the jump on that and ends up getting one more GM than I do. But I made a critical detour: Sea Hag. I'm able to outpace him and I'm pretty sure the Sea Hag had a lot to do with that. Moral of the story? Sea Hag.

Quote
http://dom.retrobox.eu/?/20130828/log.5068c69551c38622de84eb0e.1377721179259.txt
TA 48 - Walrus 48

It's Dukes with Jack support. About as mirrory as you get--we ended up with the same number of each Victory card!

Quote
http://dom.retrobox.eu/?/20130828/log.5068c69551c38622de84eb0e.1377721728081.txt
Walrus 13 - TA 18

A Swindler-heavy game. His Ironworks is much more effective than my Talisman at picking up Ironmongers. In fact, that makes perfect thematic sense--why didn't I realize that before? How Ironic.

My deck never really comes together, and he 3-piles it on me.

Quote
http://dom.retrobox.eu/?/20130830/log.5068c69551c38622de84eb0e.1377888561447.txt
Walrus 37 - TA 27

A fun game with lots of Embargo action. Golds and Minions get embargoed pretty quick, and Provinces doubly so! Apprentice plays a key role in cleaning up the Curses and keeping things rolling.

Thanks for the series TwistedArcher!
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awildnoobappeared

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Re: GokoDom II: Round 3 Discussion Thread
« Reply #49 on: August 30, 2013, 07:45:55 pm »
+1

awildnoobappeared d. bama 3-1


bama and I played some very close and interesting games. Thanks for playing, and best of luck for the following rounds.


http://dom.retrobox.eu/?/20130830/log.516d07bbe4b082c74d7a90a7.1377900689171.txt
Sage, Farming Village, Ironmonger, Navigator, Mountebank, Rebuild, Saboteur, Trading Post, Harem, Expand
This is a really interesting board with some tough choices. I ignore both Mountebank and Rebuild and win, I doubt that happens too often.
I'm quite proud of how I played this, my first $5 is a Trading Post instead of one of the power $5 cards. Then when bama buys a Rebuild, I take Saboteur and manage to slim my deck, get a good money density and hammer away at his Rebuilds, and eventually win fairly easily.


http://dom.retrobox.eu/?/20130830/log.516d07bbe4b082c74d7a90a7.1377901247104.txt
Fool's Gold, Squire, Storeroom, City, Duke, Explorer, Journeyman, Outpost, Adventurer, Goons
We both see Fools Gold combinations - he takes Squire while I prefer Storeroom. I originally intend on picking up Journeyman to draw heaps of FG at once but the FGs pile out in no time, and we start contesting Cities and Goons.
Due to some fairly lousy luck and Goons hammering I lose the City split 7-3 - but I think that bama made a mistake draining the City pile, as the extra buys and empty pile let me pull off a fortunate 3-pile one turn before he would have finished the game for sure.


http://dom.retrobox.eu/?/20130830/log.516d07bbe4b082c74d7a90a7.1377901985363.txt
Native Village, Squire, Fortune Teller, Talisman, Trader, Library, Outpost, Vault, Venture, Witch
Not a pretty game. We both take Traders in anticipation of Witches, and bama goes harder on them (Tradering a Squire into 2 Silvers and a Witch is nice) and this pays off for him as I eat most of the Curses. My Witch always seemed to hit his single Trader, and I lose fairly comfortably.


http://dom.retrobox.eu/?/20130830/log.516d07bbe4b082c74d7a90a7.1377902936868.txt
Fool's Gold, Haven, Herbalist, Secret Chamber, Scheme, Warehouse, Minion, Soothsayer, Goons, Hunting Grounds
Warehouse+Soothsayer is fairly obvious here, and bama buys one right away. Fortunately, it's not long before I have two of my own and a few Warehouses. No villages means that there isn't all that much to transition into besides as many Goons as possible. bama buys a Minion at one point, at the time I don't understand why but I suppose it isn't bad with all the handsize reduction going around.
Anyway, I'm slowly able to rack up VP over the course of the game, and keep a 3-pile ending on the cards. On turn 21 I reduce the Estate pile to 1, effectively gambling that as his last turn was strong that he wouldn't be able to buy a Province or Duchy+Estate the coming turn (all games had VP on). It pays off and he concedes defeat.
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