DG 3-2 over philosophyguy:
http://dom.retrobox.eu/?/20130502/log.50ad02dae4b0fb8e18c1ae6b.1367522030248.txtPoor House, Beggar, Trade Route, Monument, Count, Explorer, Junk Dealer, Market, Outpost, Stables
DG 0-1, 45-51
We both open Monument/Silver and begin building Stables engines. I end up getting a second Monument, and the extra VP give me a slight edge so that he can't safely break PPR.
I was thinking about Outpost in this game, since Stables is potentially decent drawing power. The Outpost would choke badly at the end of the game, but it could get a couple extra Monument plays in. I think skipping it was the right choice, but I'm not certain.
http://dom.retrobox.eu/?/20130502/log.50ad02dae4b0fb8e18c1ae6b.1367522964790.txtNative Village, Tunnel, Alchemist, Cutpurse, Moneylender, Sea Hag, Counterfeit, Harvest, Witch, Forge
DG 1-1, 34-18
Lots of attacks makes this a rough set for second player. He spikes a Forge which does some serious work for him. I have rotten luck to have my Harvest collide twice with my Sea Hag and then to be the very bottom of the deck (missing the reshuffle) a few more times. Plus it never hits my Tunnels. Not sure how I could have improved my play here.
http://dom.retrobox.eu/?/20130502/log.50ad02dae4b0fb8e18c1ae6b.1367523917539.txtPearl Diver, Oracle, Watchtower, Familiar, Gardens, Horse Traders, Ironmonger, JackOfAllTrades, Wandering Minstrel, Mint
DG 1-2, 48-63
I open a 5/2 split and think it's GG, but somehow I catch up to him with my Jack/Ironmonger mix. He goes for Gardens really early, which I think is a serious mistake—Jack has great staying power and Ironmonger is strong in money decks.
http://dom.retrobox.eu/?/20130502/log.50ad02dae4b0fb8e18c1ae6b.1367524926198.txtOasis, Village, Warehouse, Woodcutter, Spy, Graverobber, Harvest, Highway, Ill-Gotten Gains, Farmland
DG 2-2, 28-19
An IGG match. He opens Woodcutter/Silver; I go Oasis/Oasis. I think Oasis should be stronger than Woodcutter here, but the Silver was probably a good call. I dip for Duchies first but he buys a Farmland and then gets to Farmland it into a Province three turns later. Then he lines up IGGs for another Province, and it's over.
http://dom.retrobox.eu/?/20130502/log.50ad02dae4b0fb8e18c1ae6b.1367526419517.txtCourtyard, Warehouse, Wishing Well, Alchemist, Fortress, Cartographer, Council Room, Ghost Ship, Horn of Plenty, Nobles
DG 3-2, 49-27
A true engine board, and I misplay the buildup pretty badly. We're both going for a Council Room/Ghost Ship engine into Horns, but he does much better in getting his deck together. An early $6 tempts me into a Nobles, which was probably a mistake, and then I fall behind as his deck gains from his HoP while mine is stuck dealing with his Ship attacks.
Thanks for the games, DG! These were very close—I thought I was slightly better tactically in the first, much better in game 3, and much worse in the last, with the other two too close to call. I look forward to playing again!
EDIT: videos are
here. This is my first time doing Dominion videos, so any comments on the actual recording (as well as strategic comments) are welcome.
Posted