Dominion Strategy Forum

Dominion => Game Reports => Topic started by: jotheonah on November 30, 2012, 11:13:23 pm

Title: 9 turn, IGG-Bridge
Post by: jotheonah on November 30, 2012, 11:13:23 pm
http://dominion.isotropic.org/gamelog/201211/30/game-20121130-201037-1f778ba0.html

Not a lot to say about it, just thought this was a silly little game.

Am a little curious if you all agree on the Governor/Chapel opening - I only ended up playing Chapel once.
Title: Re: 9 turn, IGG-Bridge
Post by: ehunt on November 30, 2012, 11:46:19 pm
agree with governor chapel. the one time you use chapel is very significant.

also i lol'ed at the end.
Title: Re: 9 turn, IGG-Bridge
Post by: jotheonah on November 30, 2012, 11:48:22 pm
had exactly enough buys, too.
Title: Re: 9 turn, IGG-Bridge
Post by: Morgrim7 on December 01, 2012, 12:37:29 am
i love when people win with negative points.
Title: Re: 9 turn, IGG-Bridge
Post by: dondon151 on December 01, 2012, 01:02:23 am
i love when people win with negative points.

Though this could have easily been a blowout had he piled out the Duchies instead ;)
Title: Re: 9 turn, IGG-Bridge
Post by: Morgrim7 on December 01, 2012, 01:09:08 am
i love when people win with negative points.

Though this could have easily been a blowout had he piled out the Duchies instead ;)
it wouldn't have been nearly as cool
Title: Re: 9 turn, IGG-Bridge
Post by: Qvist on December 01, 2012, 05:06:50 am
Definitely Governor-Chapel, it's one of the best openings and I agree with ehunt, your one Chapel play was significant.
Great game log. Thx for sharing.
Title: Re: 9 turn, IGG-Bridge
Post by: lespeutere on December 01, 2012, 05:53:50 am
i love when people win with negative points.

Though this could have easily been a blowout had he piled out the Duchies instead ;)
it wouldn't have been nearly as cool
4pile >> 3 pile ;-)
Title: Re: 9 turn, IGG-Bridge
Post by: philosophyguy on December 01, 2012, 09:28:05 am
One of the most interesting elements of this game is using Governor as part of an engine-building strategy rather than going for a Governor megaturn. Using Governor early to remodel an Estate to a Bridge is subtle but really smart.
Title: Re: 9 turn, IGG-Bridge
Post by: SirPeebles on December 01, 2012, 02:47:21 pm
One of the most interesting elements of this game is using Governor as part of an engine-building strategy rather than going for a Governor megaturn. Using Governor early to remodel an Estate to a Bridge is subtle but really smart.

I feel like it's a sign that you spend too much time on dominion strategy if Governer makes you think of a megaturn rather than more straightforward things like, hey, I can upgrade my estate or draw some cards.
Title: Re: 9 turn, IGG-Bridge
Post by: sparky5856 on December 01, 2012, 11:24:19 pm
I would love to play this kingdom with Talisman  ;D
Title: Re: 9 turn, IGG-Bridge
Post by: Eevee on December 01, 2012, 11:40:23 pm
One of the most interesting elements of this game is using Governor as part of an engine-building strategy rather than going for a Governor megaturn. Using Governor early to remodel an Estate to a Bridge is subtle but really smart.

I feel like it's a sign that you spend too much time on dominion strategy if Governer makes you think of a megaturn rather than more straightforward things like, hey, I can upgrade my estate or draw some cards.
maybe i'm doing it wrong but i go for megaturn like 10x more often than i remodel estates than draw cards.
Title: Re: 9 turn, IGG-Bridge
Post by: SirPeebles on December 02, 2012, 12:28:03 am
My point is that there are a few cards with such powerful self synergy that you can get a pretty good strategy going by purchasing virtually nothing else.  Governor, Minion, Ill-Gotten Gains, and Hunting Party are a few examples.  It seems that we've become so accustomed to the respective spamming strats, that to use one of these cards in isolation appears subtle.