The pictures I linked to before have been cropped and re-uploaded. If you follow the logical progression you might find an outtake that I found particularly amusing
Colony, Platinum, Potions, Herbalist, Masterpiece, Swindler, Farming Village, Remake, Witch, Hoard, Bank, Expand, Peddler
My first game. It seemed to go very differently than most others. I opened Remake/Silver to play defense while one of my opponents opened Witch. My Remake misses the shuffle so I quickly get a second and third Remake to play catch-up. Villages go down quickly because you need them (the only draw is Witch) and before I can blink two piles are empty and there are only four curses. left. I grab a Province and on my next turn only two curses remain and there's a Witch in my hand. After some counting I realize I have the win so I take it. I was the only one with a positive score.
Native Village, Secret Chamber, Vagrant, Lookout, Bridge, Sea Hag, Butcher, Ghost Ship, Tribute, Harvest
This board. Ugh. I decide to open 5/2 and get Butcher/Native Village. One of my opponents telegraphs heavy Ghost Ships and the other, I'm not sure, so I aim to go for NV/Bridge. After getting my first NV from an Estate with Butcher and a Bridge, the other opponent starts in on the Sea Hags and immediately my Butcher goes to my NV mat. Crap.
I decide to stay the course and go to NV/Bridge still. I manage to get 6 NVs but even with the top-deck control I'm unable to stop ALL my coppers from getting stuck on the NV mat. I have to buy two Silvers to keep my economy up and it takes FOREVER to get enough cards on my NV mat. Ghost Ship guy starts getting Provinces and I only have two Bridges so I can't trigger yet. Sea Hag guy makes a deck that can do nothing but play Sea Hags, though, so I contemplate triggering just enough to take second for a while. But piles are not low so I continue to build.
Once the curses stop pouring in I manage to pick up five Bridges and I hear the 5-minute warning on time. If time runs out we all get one more turn until everyone has had an equal number of turns, so once we get the 1-minute warning (or piles are in danger) I plan to go off because I can put together a decent turn. The 1-minute warning does not arrive and they tell me my next turn would be my last (I had top-decked a Native Village to a Ghost Ship play). Minor freakout, but I show Elestan my Native Village mat and explain and he lets us all have one more turn.
I get everything into play (5 Bridges) and I play my Butcher to trash a curse. I mis-count thinking I needed one of the coin tokens to get 6 Provinces so I take a copper. Turns out I didn't need them and could have gotten an Estate. I tied with Ghost Ship guy for first place. Counting FTW!
Colony, Platinum, Potions, Courtyard, Develop, Menagerie, Warehouse, Fortress, Noble Brigand, Duke, Grand Market, Transmute, Apothecary
This board was so much fun to play. Most everybody else seemed to go Apothecary first, but I didn't want to do that. I figured it would be faster to try and thin with Develop, draw with Courtyard, and line up three Silver/Golds to get Grand Markets. I Develop 3-costs into Fortress/Courtyard on the deck and with some fortunate draws I get 7 Grand Markets. Very shortly I see a forced win on the 3-pile and take it. It seems a lot of people took a long time on this board but this game was very short for me. This probably had something to do with the fact that EFHW and I are both very fast players IRL, plus the 3-pile ending.
Duchess, Tunnel, Baron, Bishop, Jack of All Trades, Silk Road, Scout, Walled Village, Hunting Grounds, Count
Some played this board 4-player, but I played it 3-player. There's an engine to be built here, but in a 3P game I thought it might lose if the other two players both go for the slog, so I go for the slog with Count and Jack to support. I gain the living crap out of Duchies/Duchesses, but I only manage to trigger one Tunnel (that's me and Tunnel for you). I ended this game with like 76 points or something because I have seven 5-point Silk Roads, so I won this one as well.
Potions, Crossroads, Fortune Teller, Hermit, Rats, Highway, Knights, Rebuild, Harem, Vineyard, Golem
This was by far my least favorite kingdom, as it exemplifies everything I hate about Knights. Dame Trasher was on top, and with my first-player that I earned from the prelims I should have just opened 5/2 and got her, but I was worried that she would run into another knight before she did me any good and then I've done nothing to help my deck, so I opt for a more conservative Silver/Silver opening. This proves to be a costly mistake as my silvers constantly get either hit by Knights or skipped by Fortune Teller attacks, so it's three shuffles in before I ever hit $5. You make your own shuffle luck.
Dame Trasher sticks around for long enough to do what she needs to do, and I get some Rats for defense. One of my opponents sees this and says, laughing, to someone watching the game "look, he doesn't know how bad Rats is!" I thought he was kidding, turns out he wasn't and proceeded to lay into me for five minutes after the game about it. What a swell guy.
But Dame Trasher guy manages to put together a deck with only Crossroads and Platinum left and completely owns us. I got last. I hate how certain cards can provide opportunities to only one player and this is a prime example of that; Dame Trasher is the reason I now do not use Knights anymore in my home games (Sir Buys and Ruined Market don't seem to matter enough). Granted in this match I should have taken it and I deserved to lose because of it, but screw Knights. My only decision at this point is if I hate them more or less than Tournament. Humbug.
Fool's Gold, Squire, Doctor, Market Square(Bane), Menagerie, Shantytown, Watchtower, Young Witch, Merchant Guild, Pillage, Tactician
The only game I played with Probzt (Robz) the whole time, and this one was probably my favorite kingdom out of all the ones I played. Probzt was making puns the whole time, I guess he knows the way straight to my heart, so I may have been a little distracted
So the Doctor opening is something we all do. I follow up with a Watchtower so I can buy and trash Squires for Pillages to get early economy while trashing Coppers with Doctor. The third guy goes for Doctor and Young Witch into money (no Fool's Gold, though, which I found weird) and Probzt and I go for a Double-Tactician engine with Merchant Guilds.
I lose a turn of pace when I draw my entire deck except for one card which is of course my other Tactician, Probzt pulls the trigger early, ending the game on piles in last place and I take second.
Poorhouse, Coppersmith, Gardens, Moneylender, Noble Brigand, Bandit Camp, Counterfeit, Ill-Gotten-Gains, Rogue, Thief
Everyone has a problem with this kingdom. I don't. Granted, if the guy going for the straight-up IGG/Gardens rush had gotten a Coppersmith at some point he would have probably beat me, but Thief/Gardens with Poor House support has me winning this one on turns.