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Archive => Archive => GokoDom => Topic started by: Kirian on August 26, 2013, 01:11:00 pm

Title: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on August 26, 2013, 01:11:00 pm
Please post your results here, and add your commentary and/or discuss other players' matches!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Geronimoo on August 26, 2013, 04:08:59 pm
Geronimoo 4 - Fabian 2

http://dom.retrobox.eu/?/20130826/log.505da8ce51c359e6597efefa.1377543967913.txt
We both open Trader/Market Square. Fabian declines to buy a Witch with his first +$5 hand (I guess because of Trader), but later buys 2 Witches anyway. We both battle for Nobles and Provinces after that and later Duchies. Luck is on my side and I win this mirror match.

http://dom.retrobox.eu/?/20130826/log.505da8ce51c359e6597efefa.1377544244122.txt
A pretty boring Soothsayer BM game where we both open Militia/Silver. Fabian gets nice hands and wins this easily.

http://dom.retrobox.eu/?/20130826/log.505da8ce51c359e6597efefa.1377544605594.txt#Game%20Over
A blitz game with Cultists where he opens Cutpurse/Silver to my JoaT/Silver. I'm able to get 5 Cultist when Fabian only has 2. He concedes turn 9 when I play 3 Cultist in a row.

http://dom.retrobox.eu/?/20130826/log.505da8ce51c359e6597efefa.1377545646880.txt#Game%20Over
This game I got outplayed. I open Moneylender/Silver to his Market Square/Quarry on a Colony board which also features Soothsayer, Tactician/Vault and Laboratory. I'm mostly aiming for Soothsayer BM while Fabian quickly collects all but 2 Labs and transitions into Double Tact/Vault which easily beats my fair BM strategy. Well played!

http://dom.retrobox.eu/?/20130826/log.505da8ce51c359e6597efefa.1377546053791.txt#Game%20Over
A Jack centered game with Fishing Villages and Swindlers. He's able to Swindle 4 of my Coppers into Curses, but I get a few nice turns collecting Golds in the early game which is ample economy to win the Province split.

http://dom.retrobox.eu/?/20130826/log.505da8ce51c359e6597efefa.1377546511256.txt
Now it was my turn to outplay Fabian, although on a much simpler board featuring Minions. I open Counterfeit to his Silver/Silver then start collecting Minions. For some reason Fabian initially doesn't contest me for the Minions, instead opting for Gold and Ghost Ship. Winning the Minions split wins me the game and the match!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Fabian on August 26, 2013, 04:16:51 pm
I bought Witch as early as I could fwiw.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on August 26, 2013, 04:58:14 pm
New FAQ:

Question: Dude, why are you so grumpy about keeping the Results thread clear of discussion?

Answer: There are about 40 matches each round.  40 posts is a lot to go through.  56 posts, 16 of which are unimportant to calculating the spreadsheet, is more unwieldy, takes an extra page, and requires me to scroll past posts that aren't superfluous.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Eevee on August 26, 2013, 05:14:51 pm
It's not good when you get thrown high skill boards against someone who is better than you.  :) Well played SCSN, I didn't have a shot today!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on August 26, 2013, 05:26:31 pm
New FAQ:

Question: Dude, I've been matched against top players in all three of my rounds!  What gives?

Answer: Of 81 participants who have actually played a match, 38 of them are in the top 100 on the Isotropish leaderboard (http://gokologs.drunkensailor.org/leaderboard/).  Chances are good that everyone will play at least one top-100 player.  And that's a good thing!

(Edited for better tone.)
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: jsh357 on August 26, 2013, 05:50:36 pm
New FAQ:

Question: Dude, I've been matched against top players in all three of my rounds!  What gives?

Answer: Of 81 participants who have actually played a match, 38 of them are in the top 100 on the Isotropish leaderboard (http://gokologs.drunkensailor.org/leaderboard/).  Do the math.

If it wasn't obvious I was joking.  ;_;
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on August 26, 2013, 06:06:11 pm
It's not good when you get thrown high skill boards against someone who is better than you.  :) Well played SCSN, I didn't have a shot today!

Thanks :) Though your win in our second game was well-deserved.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on August 26, 2013, 06:23:50 pm
New FAQ:

Question: Dude, I've been matched against top players in all three of my rounds!  What gives?

Answer: Of 81 participants who have actually played a match, 38 of them are in the top 100 on the Isotropish leaderboard (http://gokologs.drunkensailor.org/leaderboard/).  Do the math.

If it wasn't obvious I was joking.  ;_;

Hmm... now that I look, my post comes off as standoffish rather than silly/joking.  Darned internet not transmitting facial expressions!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: AdamH on August 26, 2013, 07:18:15 pm
New FAQ:

Question: Dude, I've been matched against top players in all three of my rounds!  What gives?

Answer: Of 81 participants who have actually played a match, 38 of them are in the top 100 on the Isotropish leaderboard (http://gokologs.drunkensailor.org/leaderboard/).  Chances are good that everyone will play at least one top-100 player.  And that's a good thing!

(Edited for better tone.)

^^ This is the reason why I play in these tournaments.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: AdamH on August 27, 2013, 09:18:56 am
My confidence has been shaken to say the least after my first two matches. I lost them both 0-3, I mean they were both against top-20 players so there's no shame in that, but I really wanted to win at least one game in each match and I feel like I just wasn't playing well. Losing because I didn't play my best is something I'm really not OK with.

I went into this match trying to stay focused as much as possible. Play good Dominion and good things will happen to you; just make good choices. It may get repetitive on the videos but I really wanted to be at the top of my game for this match.

It almost seems unfair to me to be starting each game with 7 Coppers in my deck (!!) after playing Hinterlands Act 3 a lot recently. You mean I also don't have to overcome a 3-Duchy deficit on top of that? This game is easy!

uhh, anyways, here's the video playlist link: http://www.youtube.com/watch?v=0xef-HCZo60&list=PLHV1uVDYN5Y_s3lCorMjSZbwIv0BQV38Q&index=7


Game 1: Archetype 11, AdamH 11

Kingdom: Great Hall, Trade Route, Ironworks, Plaza, Smithy, Throne Room, Margrave, Mountebank, Altar, Possession, with Colony/Platinum

Game 1 video: http://www.youtube.com/watch?v=0xef-HCZo60
Game 1 log: http://dom.retrobox.eu/?/20130826/log.5085f5130cf270038ff92212.1377555398257.txt

I open 2/5 on a Mountebank board, which sets the tone for most of the game. It appears he's playing some defense, and also wants to do some Ironworks/Great Hall stuff. I decide to punish him for opening Ironworks/Trade Route (not so good for getting to $5) by junking him profusely, which seems effective so he goes for a quick 3-pile ending. Unfortunately, I nab a Colony just before and we have a tie score, but I win on turns.


Game 2: AdamH 38, Archetype 36

Kingdom: Transmute, Develop, Tunnel, Gardens, Monument, Procession, Silk Road, Counting House, Laboratory, Tribute

Game 2 video: http://www.youtube.com/watch?v=ySlqlJn0GVg
Game 2 log: http://dom.retrobox.eu/?/20130826/log.5085f5130cf270038ff92212.1377556417112.txt

Not much going on in the way of engine shenanigans here. With all the Alt VP I want to get some Monuments early and bloat my deck to play a nice long slog. My opponent disagrees and goes for Develop into lots of Labs. I think that deck won't hold up against a slog, but I keep on getting Province hands, so I buy Provinces. Before I know it I'm counting the score many times because I can buy the last Province on a win.


Game 3: AdamH 30, Archetype 17

Kingdom: Swindler, Alchemist, Philosopher's Stone, Armory, Moneylender, Plaza, Procession, Scout, Horn of Plenty, Border Village, with Shelters

Game 3 video: http://www.youtube.com/watch?v=lNllBHZOMSM
Game 3 log: http://dom.retrobox.eu/?/20130826/log.5085f5130cf270038ff92212.1377557832720.txt

I don't see much here other than Swindler and Big Money, which is pretty much what I do. He goes for (I think) a Horn megaturn, but without Alchemists to draw it doesn't work out. He goes Swindler-heavy in the end but hits enough Provinces that there's not enough VP left to catch up.


I'm just happy that I managed to stay focused and play some good Dominion. These weren't the most interesting boards, but this is probably what I needed to restore some of my confidence. I'm pretty sure I had some good draws in a lot of these games, but it wasn't perfect. Sort of like how I played.

Thanks for the match, Archetype. I'm glad we got to play it and good luck in the rest of the tournament!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: MarkowKette on August 27, 2013, 11:20:38 am
MarkowKette against Watno 3:0

http://dom.retrobox.eu/?/20130827/log.505c626fa2e6c78ad2ed5aa6.1377612439701.txt
Game1:
Pretty dry BM Board with Marauder as Junker Ghostship and Cartographer
Quite a Mirror with the only difference being that he takes a second Marauder and a Ghostship as 3rd terminal later while i go for only one Marauder and one Ghostship early. We both get lucky in getting only very few terminal collisions and my early ghostship slows him down enough that i can tie the ruins split at 5-5 with a little luck. The key difference makes my higher number of Cartographers and i bring home the victory.

 
http://dom.retrobox.eu/?/20130827/log.505c626fa2e6c78ad2ed5aa6.1377612959086.txt
Game2:
Another dry Board featuring Bridge Altar Treasury Upgrade and Farmland
We both open Silver/Bridge he goes for straight Money with 2 Upgrades and i get an Altar instead of the second Upgrade and the load up on treasuries. A very close game where the Farmlands made the small difference in the End.
 

http://dom.retrobox.eu/?/20130827/log.505c626fa2e6c78ad2ed5aa6.1377613290642.txt
Game3:
Again no real Engine possibility due to a lack of +actions
But there is trashing and pseudo trashing in form of Ambassador and Steward
Its a shelters game, but i still open Ambassador/Silver while he opts for Steward/Potion (Scrying Pool and Phil Stone on the board)
I'm mainly Ambassadoring him copper and buying silver and go for a steward later to trash my ambassador an shelters.
He is taking the way of buying Phil Stones and Stables which works decently to hit $8.
We are quite even but in the end i have very fortunate shuffle luck buying 5 Provinces within 6Turns.

Thanks to Watno for the games though i hope next time we play we get more interesting boards
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: yed on August 27, 2013, 02:03:48 pm
Game 1: Archetype 11, AdamH 11
Kingdom: Great Hall, Trade Route, Ironworks, Plaza, Smithy, Throne Room, Margrave, Mountebank, Altar, Possession, with Colony/Platinum
Game 1 video: http://www.youtube.com/watch?v=0xef-HCZo60
Game 1 log: http://dom.retrobox.eu/?/20130826/log.5085f5130cf270038ff92212.1377555398257.txt
I open 2/5 on a Mountebank board, which sets the tone for most of the game. It appears he's playing some defense, and also wants to do some Ironworks/Great Hall stuff. I decide to punish him for opening Ironworks/Trade Route (not so good for getting to $5) by junking him profusely, which seems effective so he goes for a quick 3-pile ending. Unfortunately, I nab a Colony just before and we have a tie score, but I win on turns.
You could have bought Colony in turn 19 by TR-IW for 2 Silvers.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Jdaki on August 27, 2013, 04:49:30 pm
Jdaki 3 - Gamesou 3
Game 1 42: 40
http://dom.retrobox.eu/?/20130827/log.50d1a9b7e4b00e9b1242089f.1377620361619.txt
Very close game, with tournament pushing us away from the possibility of Duke. Things are very even and caravan makes it easier to win the tournaments- I take followers first, and shortly he matches his singular province and tournament for steed. i am scared then that the silver flood will make it easy to lose the duchy and duke race and regret followers for a few turns. In the end it goes to provinces alone and the two curses have made the difference.

game 2 25:40
http://dom.retrobox.eu/?/20130827/log.50d1a9b7e4b00e9b1242089f.1377621414652.txt
He gets a 5:2 split with witch on the board but takes soothsayer. The extra card helps a little but I can't get to 6 for nobles for ages, he manages to block a couple witches with his trader rather annoyingly, and in the end game the gold in the deck pulls him far away from me.

game 3 32:44
http://dom.retrobox.eu/?/20130827/log.50d1a9b7e4b00e9b1242089f.1377622871880.txt
We both open advisor - chapel. I get chapel drawn and blocked by advisor twice. He grabs another advisor and gets some great early trashing in. With KC and Conspirator there is a lovely engine which I get eventually, but no +buy and I am already 2 provinces behind. I can't be bothered to try and fight with gardens once he gets to 44 points and end it for another loss.

game 4 44:23
http://dom.retrobox.eu/?/20130827/log.50d1a9b7e4b00e9b1242089f.1377623733683.txt
There is clearly a lovely engine possible here, but facing imminent defeat, I play it safe for BM-catacombs/hunting grounds draw. Taxman gets me my money density up, and although he manages some lovely forge- fortress play, he has trashed too hard and can't buy the second forge that would really trouble me. I get some luck with hamlets before big draw and power through.

game 5 37:43
http://dom.retrobox.eu/?/20130827/log.50d1a9b7e4b00e9b1242089f.1377624582729.txt
Some nice cards here but no attacks. gamesou's opening smuggler partly wins it for him grabbing a gold and a duchy as well as storeroom seeming only to draw silvers and golds for him. I am one copper away from winning, and in retrospect think I would have won if I hadn't played the haven, and can't draw due to first player and he finishes it off in his turn.

game 6 35;25
http://dom.retrobox.eu/?/20130827/log.50d1a9b7e4b00e9b1242089f.1377625198268.txt
No chance of a overall victory now and I'm mad at smugglers. Luckily I get some time to think at the start of this kingdom. Silk roads look alluring with fairgrounds and farmlands also available. I'm tempted by baron to get me there, but realise the shelters make this weak and decide to fight the curse war via mountebank first then settle into the silk road slog.
Promptly after I take mountebank with first 5, he follows with explorer! I'm about to ask if its a mislick, but then he buys another one.
He uses the silver on gain to immediately start taking silk roads and I'm worried.
I contest after taking a second mountebank. On turn 10 with SR 4-3 to him, he takes the last one with a hand of 4 silvers.
My hand afterwards is also 8 and I have no dilemma taking a province. The curses must hurt him eventually, and I take duchys over fairgrounds to begin with, until they are worth 4, either way I ensure I never fall behind, and the game isn't long enough for him.

All told some tough and hard fought games. Thanks for them, gamesou.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Polk5440 on August 28, 2013, 12:11:20 am
jaybeez defeats Polk 4-2.
This is a series where I just don't think I could have played any better (given my current skills) and really felt like my luck run a little too dry. jaybeez played very well and took advantage of some great opportunities. I apologize I wasn't more gracious in my loss -- that match left me a bit frustrated. Good playing, jaybeez, and I hope to have another chance at playing you in the future! Good luck in future rounds!

Game 1:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377655392130.txt

This was probably one of the more exciting games of the match even though we went for nearly identical strategies -- engine to Goons megaturn. The only major difference in strategies was I opted for Rabble over Governor on my first $5 (turn 5) while he picked up Governor (turn 4). I picked up Governor turn 6. My thinking was that since drawing was super important, I didn't want to give the draw externality so early in the match. I think I also more effectively used Hermit early to trash Estates and pick up Menageries and a Crossroads. Turn 7 was Goons, turn 8 Mint (trash 5 Coppers). I felt really good about this deck.

Then he's able to Mint away almost all of his Treasures on turn 11, and my deck doesn't fire as well as I would have hoped on turns 12 and 13. Here is where I maybe lost the game. I was up a little in points but was concerned about piles. Unless he got a near perfect turn, he couldn't end the game in one turn. Maybe I should have taken the time on turn 12 to pick up a couple of more Governors.

Anyway, he's able to get another big turn and out into a lead where I cannot catch up by emptying piles, and my deck is not built to handle so much green. I lose.

Game 2:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377655914829.txt

I go Double Jack and pick up two Minions as well. Sea Hag is on the board, but we both avoid it. He opts for Golem. While he accidentally trashes a Nomad Camp at one point, I think this actually helps his deck.

He breaks PPR (I think incorrectly) and I win by buying out the last Province.

Game 3:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377657246301.txt

Let the frustrations begin. We both open Ambassador-Ambassador. Both of mine end up as the bottom two cards in my deck missing the reshuffle. I lose the Ambassador war so badly there is nothing I can do in this game. On to game 4!

Game 4:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377658289235.txt

I am proud of my opening plays here. Watchtower. I get a Nomad Camp and hit the $6 on turn 3 getting an Altar. I am able to load up on Minstrels and Torturers. He goes for a similar strategy (we have our eyes on Horn of Plenty).

Then turn 11 is a total dud. Given everything in my deck, this was not good luck to get any engine pieces. Maybe I brought it on myself with the HoPs too soon? I don't know. I don't think so, though. After his next turn cashing in his HoPs, I thought the match was over. I nearly resigned, but then realizing since the last turn was so bad, this has got to be good, right? I gain a 5th HoP from Altar just in case and sure enough, I am able to overdraw, get the fifth HoP and empty Duchies and Torturers with one HoP left over for a Province and the win. That was close!

Game 5:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377658797855.txt

I opt for Torturer big money. He opts for Militia and Courtyard big money. I am shocked I lost this so convincingly. I really thought I had the better strategy. But my Torturers collided turns 7, 10, 14, 15, and 20; maybe 2 Torturers and a Courtyard would have been better. Maybe attacks don't matter so much in big money? Or I don't know my big money strategy rankings? I would like some input on this simple game.

Game 6:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377659518062.txt

I am first. There is Cultist. What happened? We split the Ruins. How? I do not know. We both get Sea Hag. He flips my Sea Hag and is able to transition into Develop-Rats-Duchy. He's really just going Duchies and a third pile to end the game. That was my intention, but I was the one who fell behind, so I couldn't follow. I tried Ironmonger, Baker, and Hamlet with Develop to get an engine going and get Provinces  and hope for the best. Instead I got the worst and lost.

It was a good match. We had a good variety of kingdoms, and I enjoyed playing against a high quality opponent.

Good luck in future rounds, jaybeez.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: ftl on August 28, 2013, 12:29:41 am
Quote
I opt for Torturer big money. He opts for Militia and Courtyard big money. I am shocked I lost this so convincingly. I really thought I had the better strategy. But my Torturers collided turns 7, 10, 14, 15, and 20; maybe 2 Torturers and a Courtyard would have been better. Maybe attacks don't matter so much in big money? Or I don't know my big money strategy rankings? I would like some input on this simple game.

Courtyard BM is really quite good among BM enablers. On the simulator, courtyard-BM beats torturer-BM by about 55-35, so convincingly enough as far as BM mirrors go. 

Courtyard being able to handle collisions by putting back one of the colliding cards for next turn is a big deal, as is the ability to save good cards for next turn when you draw too many of your golds in one hand.

I mean, it's a BM mirror, so some of it is luck of the draw, but courtyard-BM does beat Torturer-BM on average.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: jaybeez on August 28, 2013, 03:34:31 am
jaybeez defeats Polk 4-2.
This is a series where I just don't think I could have played any better (given my current skills) and really felt like my luck run a little too dry. jaybeez played very well and took advantage of some great opportunities. I apologize I wasn't more gracious in my loss -- that match left me a bit frustrated. Good playing, jaybeez, and I hope to have another chance at playing you in the future! Good luck in future rounds!

Game 1:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377655392130.txt

This was probably one of the more exciting games of the match even though we went for nearly identical strategies -- engine to Goons megaturn. The only major difference in strategies was I opted for Rabble over Governor on my first $5 (turn 5) while he picked up Governor (turn 4). I picked up Governor turn 6. My thinking was that since drawing was super important, I didn't want to give the draw externality so early in the match. I think I also more effectively used Hermit early to trash Estates and pick up Menageries and a Crossroads. Turn 7 was Goons, turn 8 Mint (trash 5 Coppers). I felt really good about this deck.

Then he's able to Mint away almost all of his Treasures on turn 11, and my deck doesn't fire as well as I would have hoped on turns 12 and 13. Here is where I maybe lost the game. I was up a little in points but was concerned about piles. Unless he got a near perfect turn, he couldn't end the game in one turn. Maybe I should have taken the time on turn 12 to pick up a couple of more Governors.

Anyway, he's able to get another big turn and out into a lead where I cannot catch up by emptying piles, and my deck is not built to handle so much green. I lose.

I think your Rabble should just have been a Governor.  Rabble's attack isn't that great here and using up a terminal slot for draw when the only village is Crossroads is just really suboptimal.  Well Ironmonger too.  But the point is, that terminal slot is crucial early, I think you want to focus on playing Goons as your terminals--because you can, you don't need to use up actions to draw.  And Governor's drawback is greatly ameliorated by Goons, so I think Gov really outclasses Rabble here.

And when I had that big T11 where I minted away all TEN of my Treasures, my 5 Governors enabled that.  At that point you had one Governor.  I think that's the difference here, my draw was way better.  You got to a multi-Goons turn first but I had the drawing power to enable the huge Mint turn and then continue to draw through the greening.  Which, by the way, was interesting: I wasn't really planning on greening (or buying Coppers) thinking I'd just pile out Governors, Ironmongers, and Menageries or something.  But then you started to green and buy Coppers for points and I felt I had to follow you since the piles were low and I needed to keep my score near or above yours.

Also it's funny, I had kind of forgotten about Mint until you bought yours.  There was a lot going on in this game, only the Tribute and Pirate Ship piles went untouched.  But Governor-Goons always makes for crazy-feeling games I think.

Quote
Game 2:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377655914829.txt

I go Double Jack and pick up two Minions as well. Sea Hag is on the board, but we both avoid it. He opts for Golem. While he accidentally trashes a Nomad Camp at one point, I think this actually helps his deck.

He breaks PPR (I think incorrectly) and I win by buying out the last Province.

This game is just embarrassing (on my part I mean).  I got a lucky 5-Copper hand (after my first Jack play) on T3 and decided to get cute and go for Mint.  If I had switched to a BM strat there, Minting Silvers and Golds and just rushing Provinces I think it might have worked, I don't know.  But I tried my original plan anyway which was really stupid to begin with.  And yes, breaking PPR was dumb of me, I'm not sure why I did it.

Quote
Game 3:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377657246301.txt

Let the frustrations begin. We both open Ambassador-Ambassador. Both of mine end up as the bottom two cards in my deck missing the reshuffle. I lose the Ambassador war so badly there is nothing I can do in this game. On to game 4!

Yeah, that's literally the worst possible shuffle luck you can have in that situation.  Can anyone recover from something like that?  I was delighted to Ambassador not one but two Provinces on my last turn so I could buy the last Provinces and win, but other than that, not a very gratifying victory.

Quote
Game 4:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377658289235.txt

I am proud of my opening plays here. Watchtower. I get a Nomad Camp and hit the $6 on turn 3 getting an Altar. I am able to load up on Minstrels and Torturers. He goes for a similar strategy (we have our eyes on Horn of Plenty).

Then turn 11 is a total dud. Given everything in my deck, this was not good luck to get any engine pieces. Maybe I brought it on myself with the HoPs too soon? I don't know. I don't think so, though. After his next turn cashing in his HoPs, I thought the match was over. I nearly resigned, but then realizing since the last turn was so bad, this has got to be good, right? I gain a 5th HoP from Altar just in case and sure enough, I am able to overdraw, get the fifth HoP and empty Duchies and Torturers with one HoP left over for a Province and the win. That was close!

I thought you played that well, especially the last turn which was very canny of you.  But I think the difference was your second Altar on T5.  I thought it was a mistake at the time, but it really helped you trash more and build more quickly.  Your T3 helped too, that was pretty lucky to draw your Watchtower and your Necropolis, especially having just bought Nomad Camp.  You got your Altar and triggered your reshuffle, and I did the same thing but a full turn later.

Quote
Game 5:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377658797855.txt

I opt for Torturer big money. He opts for Militia and Courtyard big money. I am shocked I lost this so convincingly. I really thought I had the better strategy. But my Torturers collided turns 7, 10, 14, 15, and 20; maybe 2 Torturers and a Courtyard would have been better. Maybe attacks don't matter so much in big money? Or I don't know my big money strategy rankings? I would like some input on this simple game.

Well I went for Militia and that advantages P1 so there's that.  Torturer-BM is fine, but sometimes the attack doesn't hurt that much--there were two turns where I could have discarded but took the Curse instead and was able to buy Provinces.  The Curse hurts a little but what I'm trying to do here is get to four Provinces as quickly as possible becuase there's no alt-VP and no viable engine, and then I can just coast to victory on Duchies.  I ended up having four Duchies by the time I bought my fourth Province, because of two (non-Tortured) $7 hands but hey the result is the same.

You definitely had some bad luck on Torturer collision but it's also partly because you bought Torturers on T3 and T5, you probably want to stick with one for a few more turns I think.  And you got a third on T10, that might've been too early for that.

I think Courtyard is just generally better for BM than any of the $5 +3 Cards terminals, regardless of the attack or whatever else you get (fake edit: what ftl said).  It went better with my Militia than your Torturers did together.  Yeah when you can't play multiple Torturers in a turn, it's still solid but just not all that great.  A poor man's Margrave I think.  Which is worse when you stack it.  Hm, interesting... someone do a Sudden Clarity Clarence meme for that please.

Quote
Game 6:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377659518062.txt

I am first. There is Cultist. What happened? We split the Ruins. How? I do not know. We both get Sea Hag. He flips my Sea Hag and is able to transition into Develop-Rats-Duchy. He's really just going Duchies and a third pile to end the game. That was my intention, but I was the one who fell behind, so I couldn't follow. I tried Ironmonger, Baker, and Hamlet with Develop to get an engine going and get Provinces  and hope for the best. Instead I got the worst and lost.

You go first but we pursue virtually identical strategies through about T12, so it's not so weird that we split the Ruins evenly.  I'm helped by a phenomenal draw on T7, I have all three of my Cultists in my opening hand, and one of them I had just bought on the previous turn.  But if I had gotten those three Cultists on three consecutive turns instead (T7-9) or two on T7 and one on T9 or something, actually the split would have gone the same way--and given the draw from my Cultists and the size of my deck, such an outcome is not unlikely.

The Sea Hag thing on the other hand, that's just really really bad luck for you.  Putrid.  I mean, getting Hag-Hagged before the second reshuffle is bad but it's so much more likely than having it happen on T10 in a heavy junking game.  It basically just snowballs from there, but I don't think there was any way you were going to be able to build up to Provinces to overcome my Duchy points in time before the 3-pile ending anyway.

I did like the Develop/Rats/Cultist synergy here, it really pulled in those Duchies.  Speaking of which, when I Developed a Cultist it would always draw for me first.  Since all the effects happen simultaneously when Cultist is trashed, shouldn't I be able to choose to gain a $6 and a $4 and topdeck them, then draw them and the next card with Cultist's on-trash effect?

Quote
It was a good match. We had a good variety of kingdoms, and I enjoyed playing against a high quality opponent.

Good luck in future rounds, jaybeez.

I absolutely agree that this was a good match, you played well and IMO we had only one uninteresting kingdom, the other five were all great.  I think you had some bad luck for sure, and don't worry that you weren't "more gracious", I understand your frustration, we've all been there.

Thanks for the match.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Polk5440 on August 28, 2013, 09:47:13 am
Courtyard BM is really quite good among BM enablers. On the simulator, courtyard-BM beats torturer-BM by about 55-35, so convincingly enough as far as BM mirrors go. 

Really?? Wow. I guess my intuition was just way off on this one. With those numbers, then yes, I definitely picked the inferior strategy.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Polk5440 on August 28, 2013, 09:55:22 am
I think your Rabble should just have been a Governor.  Rabble's attack isn't that great here and using up a terminal slot for draw when the only village is Crossroads is just really suboptimal.  Well Ironmonger too.  But the point is, that terminal slot is crucial early, I think you want to focus on playing Goons as your terminals--because you can, you don't need to use up actions to draw.  And Governor's drawback is greatly ameliorated by Goons, so I think Gov really outclasses Rabble here.

And when I had that big T11 where I minted away all TEN of my Treasures, my 5 Governors enabled that.  At that point you had one Governor.  I think that's the difference here, my draw was way better.  You got to a multi-Goons turn first but I had the drawing power to enable the huge Mint turn and then continue to draw through the greening.  Which, by the way, was interesting: I wasn't really planning on greening (or buying Coppers) thinking I'd just pile out Governors, Ironmongers, and Menageries or something.  But then you started to green and buy Coppers for points and I felt I had to follow you since the piles were low and I needed to keep my score near or above yours.

Also it's funny, I had kind of forgotten about Mint until you bought yours.  There was a lot going on in this game, only the Tribute and Pirate Ship piles went untouched.  But Governor-Goons always makes for crazy-feeling games I think.

Yeah, I am just going to have to disagree. I never had a problem with actions or chaining because of Ironmongers and action density, and the reason I was able to get Goons turn 7 like you and a multi-Goons turns first from the second seat was because I had several 6 card hands at the start of the game.

Even if I had a Governor instead of the Rabble I still would have been down in Governors. And using the Governor for draw is worse than Rabble if I don't have an action constraint. On turn seven I drew a couple actions dead, but it didn't matter because I was going to buy Goons anyway. That was the only time I had an action constraint.

My mistake was not evening up the Governor count when I had the chance later.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Polk5440 on August 28, 2013, 10:16:47 am
Quote
Game 6:
http://dom.retrobox.eu/?/20130827/log.50ba29b8e4b015dcbac5f45a.1377659518062.txt

I am first. There is Cultist. What happened? We split the Ruins. How? I do not know.

You go first but we pursue virtually identical strategies through about T12, so it's not so weird that we split the Ruins evenly.  I'm helped by a phenomenal draw on T7, I have all three of my Cultists in my opening hand, and one of them I had just bought on the previous turn.  But if I had gotten those three Cultists on three consecutive turns instead (T7-9) or two on T7 and one on T9 or something, actually the split would have gone the same way--and given the draw from my Cultists and the size of my deck, such an outcome is not unlikely.

Actually, my impression is that it is weird to split the ruins since I went first. I should play one Cultist (chain) first which clogs you, which makes it harder to chain, etc.

For second player, it should be much harder to split Ruins with Cultist than it is to split curses with Witch, for example.

But maybe my intuition is off here, too.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: ftl on August 28, 2013, 11:29:29 am
Since all the effects happen simultaneously when Cultist is trashed, shouldn't I be able to choose to gain a $6 and a $4 and topdeck them, then draw them and the next card with Cultist's on-trash effect?

In this case, the effects are not simultaneous.

You follow the instructions on Develop in order - "Trash a card from your hand. Gain a card costing exactly (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) more than it and a card costing exactly (http://wiki.dominionstrategy.com/images/thumb/f/f7/Coin1.png/16px-Coin1.png) less than it, in either order, putting them on top of your deck." So first you trash a card (resolving all on-trash effects, in any order). Then you gain cards.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: nopawnsintended on August 28, 2013, 12:11:03 pm
No Pawns Intended defeats Joseph2302 3-1

Game 1: http://dom.retrobox.eu/?/20130828/log.5062f3dc51c3843e7939eb9f.1377703283245.txt Joseph 36, No Pawns 28

This game was kinda decided by my opponent's 5-2 opening.  Cultist is on the board, so is Death Cart.  Before seeing his 5-2, I had ideas that I might go Armory into Silvers and Feodumdumdums, but I changed my strategy into a zany "Hey! I'll take all the Ruins!" strategy where I use Death Carts to make good on ruins.  Guess what?  Ruins are bad.  I lose in a pile of Ruins.

Game 2: http://dom.retrobox.eu/?/20130828/log.5062f3dc51c3843e7939eb9f.1377703806726.txt Joseph 23, No Pawns 30

This game was kinda decided by my 5-2 opening.  I open Butcher-Moat on a board with Young Witch and *Moat* is the Bane.  So, Young Witch is strong.  I Butcher my Estates into additional Moats and a Silver, and his Young Witch never hits.  That was probably lucky on my part, but I'll take it.  Butcher is good at accelerating my win by sealing the victory late game.  I <3 Butcher.

Game 3: http://dom.retrobox.eu/?/20130828/log.5062f3dc51c3843e7939eb9f.1377704230842.txt Joseph 29, No Pawns 34

This was an interesting IGG-pseudo rush game.  There was IGG-Gardens-Develop, and a couple of sources of +Buy - Woodcutter and Bridge.  Joseph2302 opens Woodcutter, Bridge - effectively announcing that he's going to be picking up some Gardens.  I go Silver/Bridge with the intent of hitting some IGGs, playing a rush and seeing where it goes.  I also pick up a Develop because IGG-into-Gardens is nice, too.  All in all, I slog it out.  I guess I had better economy because I lose the Gardens split, abandon buying IGGs, and just focus on piledriving Duchies.  I'm not quite sure why I won out on this one.  Maybe he didn't build much economy and with the Gardens and Curses, there wasn't much to do.  I felt like I could have played it better, but a win is a win.

Game 4: http://dom.retrobox.eu/?/20130828/log.5062f3dc51c3843e7939eb9f.1377705138790.txt Joseph 32, No Pawns 43

A Black Market game!  I haven't played with Black Market on Goko, so I'm eager (perhaps too eager) to pick it up.  Scanning the black market, Mountebank is in there, and so is Hermit.  Both look enticing to me, and figure that if I could pick one or both up, that would be worth it.  So, I follow Joseph2302 by opening Marauder-Black Market.  I didn't have a better idea, and I didn't want to get all the ruins (see first game).  I pick up a Torturer for the draw, and get a stack of Native Villages.  My Black Market nets me an early Hermit, which I accidentally turn into a Madman (had no money that turn, and forgot... I wanted it for the trashing, oh well), and a midgame Mountebank.  City is on the board, and Joseph2302 picks up an early City, but I make it my mission to not let it become a City-draw-your-deck-game... mindful of piles, mindful of piles.  I get a couple of provinces from spreading money across turns with Native Village, a natural province, and I guess, a province from my Madman turn.  I wind up having about a 10 point lead with a few Provinces to go, and I milk it by junking with Mountebank.  I end the game on piles by buying the last Duchy for a comfortable win.

Thanks for the games Joseph2302!  I liked that the boards were pretty interesting, allowing for divergent strategies.  Plus, I felt like each of us had our share of luck (maybe me more than my opponent), and each game had a different flavor.  Good luck with the rest of the tourney, Joseph2302.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Psyduck on August 28, 2013, 02:21:41 pm
Psyduck defeats dudeabides 3-0
http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377631286811.txt (http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377631286811.txt)
http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377632762121.txt (http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377632762121.txt)
http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377634564405.txt (http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377634564405.txt)

Some comments on the games from miy side:

First of all, I'd like to thank dudeabides for being a fantastic opponent. I really enjoyed playing this interesting series of games and discussing them afterwards. :)

Game 1 (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377631286811.txt)
This one was truly designed for Vineyard. Candlestick Maker, Worker's Village, Highway, Spy, Lab, Stables, Cultist and thus Ruins. Both of us start CM/Silver. I concentrate on CM early on, while dudeabides gets a couple of Stables to get the draw on. Soon we get our potions (having plenty of +buy, I even buy a second one) and evenly split the Vineyards. dudeabides builds up to a very strong deck with some Labs and Highways, but the game is too short to take advantage of it. I use my buys to empty the ruins and win because of the additional action cards.
To be fair, both of us didn't realize the option to buy ruins until pretty late, luckily I got that idea a little bit before he did. ;)

Game 2 (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377632762121.txt)
I really feel sorry about winning that game. It was by no means deserved, instead I should've been crushed..
Anyway, this was the most interesting game of the match, asking the big question: engine or BM? For me, the engine, featuring Inn, Merchant Guild and Hunting Grounds was just too expensive, also there wasn't any trashing. I thought it would take too long to build up against BM with Merchant Ship, so I started Silver/Scavenger. dudeabides went for the engine and started Sage/Scavenger. Soon he got his first engine components and his deck became stronger from turn to turn. I had to go ahead with Provinces and hope for the best.
In turn 15 he bought 5 Pawns and had like 35 coin tokens to spend. However, he got two ridiculous unlucky turns in a row, while I had $8/$6/$8 to spend. My lead was now just too big to overcome, so he couldn't really make use of his coin tokens.

After the game we agreed that engine was the way to go here, although it is hard to build up with Inn as only village and Hunting Grounds as only draw.
What do you guys think? Was engine the right strategy? How would you have approached it? Would a second Scavenger have helped to improve the reliability, preventing these two bad turns that turned the game upside down?

Game 3 (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130827/log.506b5cfc0cf21d2313f966fe.1377634564405.txt)
This game featured Remake, Familiar and City as important cards. dudeabides went for Remake, and I was really tempted to follow suit, ignoring Familiar. But as second player I felt I needed to take some risk and bought a Potion. I got really lucky to get my Familiar in turn 4 (and a second one in turn 6), while his Remake missed the shuffle. This pretty much sealed the game, as he couldn't get rid of the Curses. Later we went for Cities, and I think he made a mistake buying Gold and Merchant Guild instead of Cities, so we split the Cities 5-5. I didn't have any problems to end it on piles, afterwards.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: kn1tt3r on August 28, 2013, 03:24:55 pm
kn1tt3r vs. hsiale - 3:0

Game 1
Video: http://youtu.be/IwX694EMuhE
Log: http://dom.retrobox.eu/?/20130828/log.50893139a2e67cff211cd7e5.1377714106922.txt
Maskerade/Money should be better than engine here, right? So I go for that, hsiale does something in between, and I catch a rather clean win.

Game 2:
Video: http://youtu.be/n195AuSKCcw
Log: http://dom.retrobox.eu/?/20130828/log.50893139a2e67cff211cd7e5.1377714623876.txt
Warehouse/Tunnel. Though I have some decent shuffle luck in the beginning, I think my opponent buys way too many Tunnels instead of more Warehouses to support them. I get an Adventurer, which is actually quite nice here. Maybe lucky draws for me, but also the overall better play I think.

Game 3:
Video: http://youtu.be/w9rjcbbYfqA
Log: http://dom.retrobox.eu/?/20130828/log.50893139a2e67cff211cd7e5.1377715490112.txt
Engine around Highway, Festival, Wandering Minstrel, maybe Bazaar, and of course Ambassador. My opponent has an unlucky 5/2 start, but somehow drifts towards Big Money as the game progresses. I "trash" aggressively, have my engine running quite smoothly, and finally hsiale just resigns.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: hsiale on August 28, 2013, 04:28:46 pm
I think my opponent buys way too many Tunnels instead of more Warehouses to support them. I get an Adventurer, which is actually quite nice here.
While I agree I got too many Tunnels, I feel your Adventurer plays were really lucky. You played it 4 times to get 6 Gold and 2 Copper in total, while on each play your deck contained more Copper than Gold and additionally, while you had just one Tunnel most of the game and two at the end, half of your Adventurer plays revealed one.

Still I feel I was hugely outplayed games one and three, so definitely a fair outcome :) I still need to work on recognising engine viability.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on August 28, 2013, 04:31:45 pm
I still need to work on recognising engine viability.

I literally can't think of a single player who doesn't :D
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: WanderingWinder on August 28, 2013, 04:49:40 pm
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?
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on August 28, 2013, 05:00:18 pm
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?
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: jsh357 on August 28, 2013, 05:02:56 pm
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
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on August 28, 2013, 05:59:48 pm
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!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Titandrake on August 28, 2013, 08:08:33 pm
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: jsh357 on August 28, 2013, 08:41:30 pm
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: RTT on August 29, 2013, 01:34:09 am
My Games vs. Simon (DK)

Game 1
http://www.youtube.com/watch?v=rmJzrvmq-fc&list=UUx303c_ujMRy-6OrqccmlRQ (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 (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 (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 (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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: gman314 on August 29, 2013, 06:09:23 pm
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Polk5440 on August 29, 2013, 06:55:00 pm
We both use Contraband to trash down some Coppers....

I do this, too. Contraband is not Counterfeit is the new Mine is not Mint.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: ragingduckd on August 29, 2013, 07:46:44 pm
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 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377795748742.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377795748742.txt)ragingduckd - 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 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377796954774.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377796954774.txt)ragingduckd - 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 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377797711981.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377797711981.txt)ragingduckd - 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 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377798603238.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377798603238.txt)ragingduckd - 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 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377799516563.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377799516563.txt)ragingduckd - 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 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377800576070.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377800576070.txt)ragingduckd - 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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: A Drowned Kernel on August 29, 2013, 08:07:23 pm
Game 6 (http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377800576070.txt):Kingdom (http://gokologs.drunkensailor.org/kingdomvisualize?logurl=http://dom.retrobox.eu/?/20130829/log.5101a6c4e4b02b7235c3860f.1377800576070.txt)ragingduckd - 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!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Stealth Tomato on August 29, 2013, 08:44:57 pm
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!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on August 29, 2013, 09:09:57 pm
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. 
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: HiveMindEmulator on August 29, 2013, 11:30:21 pm
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!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: HiveMindEmulator on August 29, 2013, 11:58:35 pm
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: jsh357 on August 30, 2013, 12:00:39 am
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: nopawnsintended on August 30, 2013, 12:20:12 am
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: GwinnR on August 30, 2013, 04:11:48 am
destierro-GwinnR...3:1

I don't saved the logs and can't find them now, but here are my german videos:
http://www.youtube.com/watch?v=pUmkGcgrtjQ&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
http://www.youtube.com/watch?v=rYINtFNxcp4&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
http://www.youtube.com/watch?v=UVU4-aQlJIM&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
http://www.youtube.com/watch?v=aHHhKH_DBT0&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: kn1tt3r on August 30, 2013, 04:22:56 am
destierro-GwinnR...3:1

I don't saved the logs and can't find them now, but here are my german videos:
http://www.youtube.com/watch?v=pUmkGcgrtjQ&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
http://www.youtube.com/watch?v=rYINtFNxcp4&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
http://www.youtube.com/watch?v=UVU4-aQlJIM&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA
http://www.youtube.com/watch?v=aHHhKH_DBT0&feature=c4-overview&list=UUf7aAB3ssfYS0ltCozgByhA

Here are your logs:
http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377842611510.txt
http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377843406765.txt
http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377843920429.txt
http://dom.retrobox.eu/?/20130829/log.50a06f0fe4b0638b8d8e5da1.1377844806321.txt
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on August 30, 2013, 04:26:53 am
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"!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: michaeljb on August 30, 2013, 11:19:28 am
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!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Destierro on August 30, 2013, 01:41:09 pm
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: WalrusMcFishSr on August 30, 2013, 07:28:11 pm
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!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: awildnoobappeared on August 30, 2013, 07:45:55 pm
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.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: nopawnsintended on August 31, 2013, 12:24:28 am
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.

New idea for a Goko username: Ironic Ironmonger
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on August 31, 2013, 02:08:22 am
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.

It's like ray-he-aaaain...
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: HiveMindEmulator on August 31, 2013, 11:53:06 am
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.
This is pretty neat. Usually I think of skipping Sea Hag when there's another strong opening card that can help get into the engine better, but you don't usually think of even Silver/Silver being better. But with both of you going for fat-deck strategies, the Sea Hag doesn't get played a lot and the Curses don't get seen a lot, so even double Silver is better than Hag!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Robz888 on August 31, 2013, 02:42:41 pm
Robz888 wins 3.5 - 2.5 over TheMirrorMan. This was one of the tensest tournament rounds I have ever played. All very interesting games and razor-thin margins of victory. I do think luck decided a lot of these games, unfortunately.

http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377968256148.txt
Transmute, Black Market, Lookout, Sage, Wishing Well, Feast, Procession, Worker's Village, Apprentice, Adventurer
Actually, this was the only not very interesting game. My strategy was fairly unfocused; there's just so little going on here. Of course the power vacuum makes Black Market a compelling purchase. He manages to pull Sir Michael (the discard Knight) from the BMarket which is sort of super strong since I have no Knights to counteract. I think that basically decided the game.

http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377969320111.txt
Crossroads, Hamlet, Black Market, Scheme, Bishop, Throne Room, Bazaar, Ghost Ship, Hunting Party, Minion
A more interesting game, although Black Market luck decided it once again. Our strategies do diverge from the get-go, though. He opens Bishop/Silver. I don't think I like that--the trashing will help me, and hitting $5 is so important! So I'm BM/Silver. He does hit $5 though, and gets into gear pretty quickly. Luckily, I pull Goons for the BM deck, and my deck comes roaring back. I really, really make use of the extra buy VP chips (I'm getting like a Duchy's worth of extra points every turn), and he's in a bad way by the end.

http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377970180115.txt
Courtyard, Lighthouse, Warehouse, Navigator, Spy, Wandering Minstrel, Golem, Library, Venture, Nobles
I lose this game, but I would play it exactly the same if we did this set again. The engine just looks so weak to me without +buy or gaining, and Venture should be pretty good for the Courtyard BM play. Well, I never got a Venture, just because I never hit $5 until Duchy time, but I don't think that's such a big deal. Hate to blame shuffle luck, but all my good cards clumped at the end of my last shuffle, and that allowed him to go Province-Province-Province. Maybe you guys can tell me if I am wrong, and the engine is actually better?

http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377970737437.txt
Courtyard, University, Steward, Bridge, Remodel, Talisman, Bazaar, Jester, Rogue, Grand Market
I love sets like these. I notice the Bridge/University for GMs interaction right away, and I plan to build my deck for that purpose. He focuses more on Rogues, which could just be a symptom of his draws. Anyway, I really prioritize Steward trashing, I draw my Bridges at the right times, and my engine goes off big time. I drain GMs, Bazaars, and $0 Courtyards all at once to end the game in a decisive win. I played well, but I also drew really well here. Think his Rogues wouldn't have helped him enough here, though--you really want to be playing more Bridges and Courtyards.

http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377971395561.txt
Doctor, Masterpiece, Swindler, Conspirator, Farming Village, JackOfAllTrades, Throne Room, Inn, Mandarin, Adventurer
I get the 5/2, which is sort of manifestly worse here, I think. Should just be a Jack game. Again, there IS an engine here with Conspirators and Inns and Throne Rooms, but without +buy or gainers, it just seems too slow to me. So I'm Jack/nothing to his Jack/Swindler. I actually don't like the Swindler here against Jack. And then he ends up going for the engine anyway, which delights me. Well, maybe I underestimated it. What he CAN do is definitely Province every other turn (on the other turns, he buys Inn to set himself up). And he Swindles a bunch of my Silvers into Masterpieces, which is quite bad. But, I have enough of a lead that all he can do is take the tie.

http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377972078694.txt
Poor House, Apothecary, Mining Village, Rats, Remake, Apprentice, Baker, Counting House, Outpost, Hoard
I see Remake, but then I see that Poor House obsoletes it here. Well, there's Rats, but is Remake/Rates really a thing? I think not. Then I notice Apprentice, and Apprentice/Rats is definitely a thing. The Baker token makes it sort of interesting, what order to do what. The presence of Shelters makes an opening Apprentice a little less appealing. I go for that anyway. He opens Baker instead. Yeah, Baker is pretty good, I've found. I spike an early $6 and grab Hoard--Gold trashing with Hoard and Apprentice is really nice. My Rats come a little unevenly, but soon I have it under control and my deck is going nicely. He has a bunch of Bakers, and that's good, too, but what I am doing is just a tad better. I play my last three turns very cautiously, taking Duchies instead of risky trashes, because I assume he can't Province-Province (he is too reliant on Baker tokens). That works out, I trash my Hoard, and win.

I think my opponent played really well; he definitely went for the zanier option a couple times, and was often rewarded for it. I do think most of the games came down to luck (specifically Black Market twice).
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: TheMirrorMan on August 31, 2013, 03:07:04 pm
Quote
Robz888 wins 3.5 - 2.5 over TheMirrorMan. This was one of the tensest tournament rounds I have ever played. All very interesting games and razor-thin margins of victory. I do think luck decided a lot of these games, unfortunately.

Yeah I am honestly very happy with my way of playing against a higher rated opponent and I agree, it was razor sharp.

Quote
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377968256148.txt
Transmute, Black Market, Lookout, Sage, Wishing Well, Feast, Procession, Worker's Village, Apprentice, Adventurer
Actually, this was the only not very interesting game. My strategy was fairly unfocused; there's just so little going on here. Of course the power vacuum makes Black Market a compelling purchase. He manages to pull Sir Michael (the discard Knight) from the BMarket which is sort of super strong since I have no Knights to counteract. I think that basically decided the game.

That Sir Michael pulled off everything and I got it often enough to slow down your strategy. Very lucky to draw that one.

Quote
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377969320111.txt
Crossroads, Hamlet, Black Market, Scheme, Bishop, Throne Room, Bazaar, Ghost Ship, Hunting Party, Minion
A more interesting game, although Black Market luck decided it once again. Our strategies do diverge from the get-go, though. He opens Bishop/Silver. I don't think I like that--the trashing will help me, and hitting $5 is so important! So I'm BM/Silver. He does hit $5 though, and gets into gear pretty quickly. Luckily, I pull Goons for the BM deck, and my deck comes roaring back. I really, really make use of the extra buy VP chips (I'm getting like a Duchy's worth of extra points every turn), and he's in a bad way by the end.

Well the idea was to thin out the deck making it optimal for the Minions and picking up VPs on the way. But then I bought a throne room in between and the colliding started. I had a hand where I minioned enough only to receive throne room + nothing, then I got one hand with no Minions at all. When I see the Goons appearing, yeah, there go my VPs, especially with hamlets on the board. In the end, Robz pulls it off. Indeed, a bit of luck with BM but it counters my luck in the first game.

Quote
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377970180115.txt
Courtyard, Lighthouse, Warehouse, Navigator, Spy, Wandering Minstrel, Golem, Library, Venture, Nobles
I lose this game, but I would play it exactly the same if we did this set again. The engine just looks so weak to me without +buy or gaining, and Venture should be pretty good for the Courtyard BM play. Well, I never got a Venture, just because I never hit $5 until Duchy time, but I don't think that's such a big deal. Hate to blame shuffle luck, but all my good cards clumped at the end of my last shuffle, and that allowed him to go Province-Province-Province. Maybe you guys can tell me if I am wrong, and the engine is actually better?

I was actually considering exactly the same thing (going for Big Money), but still decided to go for the engine. The main point was : how to pick up money here ? So lighthouse + navigator, although it seems slow, it seemed to pull it off. Unfortunately Robz drew terribly in the end - I thought I was lost.

Quote
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377970737437.txt
Courtyard, University, Steward, Bridge, Remodel, Talisman, Bazaar, Jester, Rogue, Grand Market
I love sets like these. I notice the Bridge/University for GMs interaction right away, and I plan to build my deck for that purpose. He focuses more on Rogues, which could just be a symptom of his draws. Anyway, I really prioritize Steward trashing, I draw my Bridges at the right times, and my engine goes off big time. I drain GMs, Bazaars, and $0 Courtyards all at once to end the game in a decisive win. I played well, but I also drew really well here. Think his Rogues wouldn't have helped him enough here, though--you really want to be playing more Bridges and Courtyards.

Nah, I disagree. Luck had nothing to do with this. I didn't see the combo of bridge - university - big market and when I suddenly saw you buying it ... Well, game over. Too late. I thought the Rogue would help me trash your thinned out deck but it rewarded me with a talisman dropping and needing to be picked up. It also serves me right for not picking Steward. *Slap on the head*

Quote
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377971395561.txt
Doctor, Masterpiece, Swindler, Conspirator, Farming Village, JackOfAllTrades, Throne Room, Inn, Mandarin, Adventurer
I get the 5/2, which is sort of manifestly worse here, I think. Should just be a Jack game. Again, there IS an engine here with Conspirators and Inns and Throne Rooms, but without +buy or gainers, it just seems too slow to me. So I'm Jack/nothing to his Jack/Swindler. I actually don't like the Swindler here against Jack. And then he ends up going for the engine anyway, which delights me. Well, maybe I underestimated it. What he CAN do is definitely Province every other turn (on the other turns, he buys Inn to set himself up). And he Swindles a bunch of my Silvers into Masterpieces, which is quite bad. But, I have enough of a lead that all he can do is take the tie.

Again, was doubting on going big money, but saw Swindler and Masterpiece on the board. Reducing your Silvers to masterpieces and then the engine (Inn - Jack - Conspirator) seemed plausible. I pulled it off a bit too late (bought an Inn when there were no actions in the deck - yuck).

Quote
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377972078694.txt
Poor House, Apothecary, Mining Village, Rats, Remake, Apprentice, Baker, Counting House, Outpost, Hoard
I see Remake, but then I see that Poor House obsoletes it here. Well, there's Rats, but is Remake/Rates really a thing? I think not. Then I notice Apprentice, and Apprentice/Rats is definitely a thing. The Baker token makes it sort of interesting, what order to do what. The presence of Shelters makes an opening Apprentice a little less appealing. I go for that anyway. He opens Baker instead. Yeah, Baker is pretty good, I've found. I spike an early $6 and grab Hoard--Gold trashing with Hoard and Apprentice is really nice. My Rats come a little unevenly, but soon I have it under control and my deck is going nicely. He has a bunch of Bakers, and that's good, too, but what I am doing is just a tad better. I play my last three turns very cautiously, taking Duchies instead of risky trashes, because I assume he can't Province-Province (he is too reliant on Baker tokens). That works out, I trash my Hoard, and win.

Well the rats - apprentice engine was quite clear, but where to get the extra money from ? That's why I went for the baker. You were more than right to go for the hoard. The engine was soaring, also due to an "error" of my part - my two apprentices decided to trash my two remaining rats, leaving me a bit helpless.

All in all, like I said, very happy with the games.

Two sidenotes :

* For once, Goko decided that it would give out the starting player as it should (last time I had to restart games 7 times).
* We both forgot half the time to put VPON :)
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: StrongRhino on August 31, 2013, 07:56:58 pm
Kirian, whats the policy on freezes? My game just froze, said opponent has connection troubles. I'm afraid I'll time out because it was going into my turn.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: blueblimp on August 31, 2013, 08:59:24 pm
Kirian, whats the policy on freezes? My game just froze, said opponent has connection troubles. I'm afraid I'll time out because it was going into my turn.
Note for onlookers: we ended up replaying the game. (It was early on in the game, so the outcome was uncertain. I was maybe a little behind.)
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on September 01, 2013, 12:47:39 am
Replaying is probably the best thing for a freeze, anyway; it's reasonably safe to assume that no one here is going to try to scam their way into the top of the tournament by DCing multiple times in multiple rounds, especially since abuse would be reasonably obvious (game logs) and would get that person smacked by me.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: zporiri on September 01, 2013, 01:12:01 am
3.5 zporiri - beyond awesome 1.5


30 zporiri - beyond awesome 29
i feel like he has the best strategy here, but lost due to some misplays (like twice forgetting to leave something to discard for his tactician). i went for ironmonger+margrave+vault and he smartly added tactician to his since you can get virtual money from vault, something i completely overlooked til i saw him do it and by then it was too late. i wasnt paying too much attention in this game when one of my friends told me she had just lead her friend to Jesus (woohoo!) and i needed to debrief the experience with her, and beyond awesome very kindly agreed to finish the series on a later day (thanks again beyond awesome!). i was lucky to win this one.
http://dom.retrobox.eu/?/20130827/log.50612f220cf2d91d287a93b8.1377660898124.txt

27 zporiri - beyond awesome 27
i played a hermit(for trashing and silver flooding) and embassy big money here, because i thought the board had no +buy. but there was salvager...awkward...anyways, it was so quick that even though my opponent started to get a really good engine going, he was probably one turn off from being able to pull off a win and had to settle for a tie.
http://dom.retrobox.eu/?/20130831/log.50612f220cf2d91d287a93b8.1378007039333.txt

33 zporiri - beyond awesome 48
this one wasn't really that close, and i'm not sure why. i don't think i understand bandit camp very well yet. i didnt want to get a village that gets you a delayed gold when there wasnt an engine to be had, but his bandit camps (and spoils) seemed to work wonderfully for him. ill need to review this one a little more to figure out why my strategy was so much worse.
http://dom.retrobox.eu/?/20130831/log.50612f220cf2d91d287a93b8.1378007437327.txt

31 zporiri - beyond awesome 29
i get the lucky 5/2 on a mountebank board here. typically in mountebank or witch games, i get two cursers and play big money for the most part. i notice my opponent immediately tries to go for a herald engine, with remodel as the only trashing. the only way to do that is for him to get A LOT of heralds. so i let him go uncontested, knowing he will run out that pile and that curses will run out soon. i green very very quickly so he cant get anything going, and with the edge in points and no +buy, he has to green as well to keep up with me, which ruins his deck, and which i have prepared for by getting harems for money and points, and draining out the great halls.
http://dom.retrobox.eu/?/20130831/log.50612f220cf2d91d287a93b8.1378007945601.txt

39 zporiri - beyond awesome 31
a close game that couldve gone either way at the end. he had a chance to break PPR (which he correctly chooses not to, as i wouldve won on the next turn), but when he gets a duchy and i only get an estate, he then gets a chance to win. eventually i end up getting the last province to win. my opponent goes for mercenary with a couple of caravans and markets. i ignore mercenary, thinking that the forced trashing will eat up my deck with this board, which is eventually his downfall as he only had two gold, 1 mercenary, 1 market for money and lots of VPs that he cant trash. i instead went for remake with a couple caravans and tribute which worked great, and a single expand which comes in handy at the end.
http://dom.retrobox.eu/?/20130831/log.50612f220cf2d91d287a93b8.1378008591260.txt

thanks to beyond awesome for the great games, and for being so flexible. i had like 5 hours of free time this week, and had to reschedule after game 1, and beyond awesome was a great sport about playing during my limited times. thanks again, and im sorry i had to ditch after game 1 earlier in the week!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: blueblimp on September 01, 2013, 03:40:05 am
Replaying is probably the best thing for a freeze, anyway; it's reasonably safe to assume that no one here is going to try to scam their way into the top of the tournament by DCing multiple times in multiple rounds, especially since abuse would be reasonably obvious (game logs) and would get that person smacked by me.
I dunno, sometimes the game may be all but decided when a freeze happens, and in that case it seems best to give it to the likely winner. I figure in most cases the players will be able to agree on a reasonable action, but if not then posting the log for opinions might be the best way to proceed.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on September 01, 2013, 11:24:43 am
Replaying is probably the best thing for a freeze, anyway; it's reasonably safe to assume that no one here is going to try to scam their way into the top of the tournament by DCing multiple times in multiple rounds, especially since abuse would be reasonably obvious (game logs) and would get that person smacked by me.
I dunno, sometimes the game may be all but decided when a freeze happens, and in that case it seems best to give it to the likely winner. I figure in most cases the players will be able to agree on a reasonable action, but if not then posting the log for opinions might be the best way to proceed.

This is certainly true.  But it hasn't happened yet in several years of Isodom and Gokodom.  That's some 10000 games.  And with quite literally nothing at stake, I'm just not that worried.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: HiveMindEmulator on September 01, 2013, 03:36:26 pm
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377970180115.txt
Courtyard, Lighthouse, Warehouse, Navigator, Spy, Wandering Minstrel, Golem, Library, Venture, Nobles
I lose this game, but I would play it exactly the same if we did this set again. The engine just looks so weak to me without +buy or gaining, and Venture should be pretty good for the Courtyard BM play. Well, I never got a Venture, just because I never hit $5 until Duchy time, but I don't think that's such a big deal. Hate to blame shuffle luck, but all my good cards clumped at the end of my last shuffle, and that allowed him to go Province-Province-Province. Maybe you guys can tell me if I am wrong, and the engine is actually better?

I agree with your assessment that the engine lacking +buy shouldn't be good enough. But I don't quite agree with your assessment of Courtyard BM. First, Venture doesn't really help at all, despite it being very good for other terminal draw BM strategies. You might think it's better for Courtyard since you can put green on top and draw through it, but that's not all that compelling, since you give up the ability to save money for next turn. And your not hitting 5 is not a freak occurrence. Courtyard is a good BM card because it makes you not hit 5 that often. You shape into 6s, 8s, and 3-4s. So having something good at 5 doesn't really help.

Also, I think your big tactical mistake was buying the third Courtyard. You don't have enough Gold in your deck to want a third Courtyard. You end up just drawing an extra one every turn and putting it back. Wouldn't it be nicer to have some actual money you could keep? By forcing yourself the return a Courtyard every turn, you lose out on the ability to use the card return to reshape you money. You're basically just getting 6-card hands every turn instead of getting effectively 8 and 4.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Robz888 on September 01, 2013, 03:54:58 pm
http://dom.retrobox.eu/?/20130831/log.50785f090cf28ed55d9d72bf.1377970180115.txt
Courtyard, Lighthouse, Warehouse, Navigator, Spy, Wandering Minstrel, Golem, Library, Venture, Nobles
I lose this game, but I would play it exactly the same if we did this set again. The engine just looks so weak to me without +buy or gaining, and Venture should be pretty good for the Courtyard BM play. Well, I never got a Venture, just because I never hit $5 until Duchy time, but I don't think that's such a big deal. Hate to blame shuffle luck, but all my good cards clumped at the end of my last shuffle, and that allowed him to go Province-Province-Province. Maybe you guys can tell me if I am wrong, and the engine is actually better?

I agree with your assessment that the engine lacking +buy shouldn't be good enough. But I don't quite agree with your assessment of Courtyard BM. First, Venture doesn't really help at all, despite it being very good for other terminal draw BM strategies. You might think it's better for Courtyard since you can put green on top and draw through it, but that's not all that compelling, since you give up the ability to save money for next turn. And your not hitting 5 is not a freak occurrence. Courtyard is a good BM card because it makes you not hit 5 that often. You shape into 6s, 8s, and 3-4s. So having something good at 5 doesn't really help.

Also, I think your big tactical mistake was buying the third Courtyard. You don't have enough Gold in your deck to want a third Courtyard. You end up just drawing an extra one every turn and putting it back. Wouldn't it be nicer to have some actual money you could keep? By forcing yourself the return a Courtyard every turn, you lose out on the ability to use the card return to reshape you money. You're basically just getting 6-card hands every turn instead of getting effectively 8 and 4.

I was thinking that since Courtyard can put Courtyard back, you would overbuy them more than you would other BM draw cards. But perhaps I'm wrong.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: HiveMindEmulator on September 01, 2013, 04:23:18 pm
^You can. I mean you get the second one sooner, and can possibly get a 3rd if you have to go for a longer build-up based on your opponent's engine (or if you hit exactly $2). But collisions are still bad, and you don't want 3 Courtyards in a 15-card deck. If your extra Courtyard on turn 12 or 13 is a Silver instead, you buy a Province.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: DG on September 01, 2013, 04:28:56 pm
I was thinking about writing an article at one time about an entirely new topic, overworking your Dominion cards. This is a case in point where the kingdom suggests you can all sorts of clever cards back top of your deck with the courtyard but in reality you can only put one card back on top each turn. As soon as you overbuy courtyards (or buy ventures) you might find yourself unable to some expected courtyard benefits such as treasure smoothing. It can only deliver one benefit each turn. Unfortunately overworking your Dominion cards is a very theoretical topic, with few clear examples, so it's not an easy topic for practical advice.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on September 01, 2013, 04:48:04 pm
Rabid 3-0 Kirian

So, going up against Rabid, a top-20 player, I was fully expecting to be crushed in 3 games and maybe half an hour.  Instead we had one game that was basically decided by player order (this from Rabid himself!), one nail-biter, and one tricky game that came down to PPR.

http://dom.retrobox.eu/?/20130901/log.50635cc651c3843e7939ece8.1378063270631.txt

This was one of the most boring boards I've ever played.  Trader-BM, with some other stuff of little consequence.  Hindsight shows that I actually had two chances to win--but both times I was stuck behind PPR and didn't know what Rabid was holding.  As Rabid said in chat, this was really P1's game to lose.

http://dom.retrobox.eu/?/20130901/log.50635cc651c3843e7939ece8.1378065823715.txt

This was an absolute nail-biter.  I lost the game and the match, but I was able to make a top-tier player think long and hard about many of his purchases.  This board has everything an engine player wants, including Vault-GM.  I win the GM split thanks in part to Navigator (no, really, stop laughing), and I decide to go green probably earlier than I should have, rather than building a mega-turn engine.  Rabid builds a very solid engine, but my initial greening forces him to back off of waiting to run the board, as I threaten to three-pile.  The last four turns took something like 20 minutes here as we both were forced to think about scores.

http://dom.retrobox.eu/?/20130901/log.50635cc651c3843e7939ece8.1378066837726.txt

I figure that I have to take the long-shot, being down 2-0 and up against a far superior player... so I open Death Cart/Chapel.  And do you know, Platinum on T7 and T9 feels really good, and I'm very nearly able to convert this to a win... but Rabid builds up with $5s, including Soothsayer, which puts me behind PPR and slows me down with Curses.

----

So yeah, I'm happy with the outcome, given I was expecting to barely be able to put up a fight, as all three games were close.  Good luck in the rest of the tourney, Rabid!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: mail-mi on September 01, 2013, 05:06:35 pm
pst defeats mail-mi 3-1
I'd say all of these were pretty close and pretty fun.

http://dom.retrobox.eu/?/20130901/log.50e20cf4e4b0a47150882831.1378066336214.txt
mail-mi 1-0
Lots of top-of-the-deck stuff. We both go for mystics, and I get a lucky hand in the end to pull off the win.

http://dom.retrobox.eu/?/20130901/log.50e20cf4e4b0a47150882831.1378067180675.txt
pst 1-1
We both open 5/2 with mountebank/fools gold, although I'm the only one to ever get more than 1 FG, then we transition into a margrave/fishing village engine, and I add in a few festivals.

http://dom.retrobox.eu/?/20130901/log.50e20cf4e4b0a47150882831.1378067955908.txt
pst 1-2
pst starts right off the bat going for Alchemists, while I open with taxman to hopefully deter his buying power. Another mirror match, but would opening potion have been better in this circumstance?

http://dom.retrobox.eu/?/20130901/log.50e20cf4e4b0a47150882831.1378069136816.txt
pst 1-3
Young witch vs. Familiar. He gets a 5/2 which I thought wouldn't be the best for this board, but he still gets the win.

Good match, pst! I wish you luck in the rest of the tourney!
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Rabid on September 01, 2013, 05:29:38 pm
Rabid 3-0 Kirian

So, going up against Rabid, a top-20 player, I was fully expecting to be crushed in 3 games and maybe half an hour.  Instead we had one game that was basically decided by player order (this from Rabid himself!), one nail-biter, and one tricky game that came down to PPR.

Thanks for the match, hosting and running the event, definitely much much closer than the score would indicate.


http://dom.retrobox.eu/?/20130901/log.50635cc651c3843e7939ece8.1378063270631.txt

This was one of the most boring boards I've ever played.  Trader-BM, with some other stuff of little consequence.  Hindsight shows that I actually had two chances to win--but both times I was stuck behind PPR and didn't know what Rabid was holding.  As Rabid said in chat, this was really P1's game to lose.

http://dom.retrobox.eu/?/20130901/log.50635cc651c3843e7939ece8.1378065823715.txt
Terrible board, I think my mint buy put me a bit ahead, (3c 24s 0g, vs 7c 14s 1g).
But this was such a dry board was basically going to be shuffle luck.

This was an absolute nail-biter.  I lost the game and the match, but I was able to make a top-tier player think long and hard about many of his purchases.  This board has everything an engine player wants, including Vault-GM.  I win the GM split thanks in part to Navigator (no, really, stop laughing), and I decide to go green probably earlier than I should have, rather than building a mega-turn engine.  Rabid builds a very solid engine, but my initial greening forces him to back off of waiting to run the board, as I threaten to three-pile.  The last four turns took something like 20 minutes here as we both were forced to think about scores.

My lack of practice without point counter really shows here. (forgot to turn it on)
I could have won on turn 17, but forgot I already had 2 fairgrounds.
A very tricky board, Kirian won the GM split 7-3 so I was in real trouble.
I use the merchant guild to good effect on the last two turns, holding off on greening as long as I can.

http://dom.retrobox.eu/?/20130901/log.50635cc651c3843e7939ece8.1378066837726.txt

I figure that I have to take the long-shot, being down 2-0 and up against a far superior player... so I open Death Cart/Chapel.  And do you know, Platinum on T7 and T9 feels really good, and I'm very nearly able to convert this to a win... but Rabid builds up with $5s, including Soothsayer, which puts me behind PPR and slows me down with Curses.

Another tricky board, I was tempted to skip chapel here?
Not sure if Soothsayer helped me here or not.
Another really close game.

So yeah, I'm happy with the outcome, given I was expecting to barely be able to put up a fight, as all three games were close.  Good luck in the rest of the tourney, Rabid!

Yes really fun match thanks, good luck.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: yed on September 01, 2013, 05:29:51 pm
yed 3-1 shraeye

Lighthouse, Moat, Apothecary, Alchemist, Armory, Navigator, Cultist, Haggler, Grand Market, Expand
http://dom.retrobox.eu/?/20130901/log.51102b6ee4b06719e45eef9d.1378062998893.txt
I think it was mistake to ignore Cultist and depend on Lighthouse only. Shraine was unlucky, once he had 3 lighthouses in hand but still sooner or later he would get all Ruins. I went for Expanding Cultist after Ruins was out. That helped in dealing with terminals in my deck. I wonder if straight Cultist Big money would be better that what I did.
yed 1-0 shraeye

Hamlet, Apothecary, Market Square, Menagerie, Spice Merchant, Laboratory, Stash, Vault, Wharf, Forge
http://dom.retrobox.eu/?/20130901/log.51102b6ee4b06719e45eef9d.1378064216852.txt
Wharf,Hamlet engine. I think Vault was mistake here. I got my economy from Spiece Mechant + Market Square and I could have bought more engine components than shraeye.
yed 2-0 shraeye


Moat, Alchemist, Advisor, Thief, Young Witch, Council Room, Ghost Ship, Rebuild, Torturer, Vault, Possession
http://dom.retrobox.eu/?/20130901/log.51102b6ee4b06719e45eef9d.1378065201495.txt
Rebuild mirror. I made an error in buying 3rd Rebuild instead of Duchy. I think that here was possibility in going for Possession and exploit Rebuild weakness for it.
yed 2-1 shraeye

Market Square, Storeroom, Thief, Young Witch, City, Festival, Highway, Hunting Party, Mine, Pillage, Upgrade, Copper, Silver, Gold, Estate, Duchy, Province, Curse
Bane card: Market Square
http://dom.retrobox.eu/?/20130901/log.51102b6ee4b06719e45eef9d.1378066212969.txt
I was quite lucky here. Still Upgrade should be the first 5. Piling out Market Squares helped for 3 pile ending and economy in golds.


Thank you shrayne for the match.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: WanderingWinder on September 02, 2013, 01:15:19 am
First of all, my hat's off to Loppo, who was just a really great opponent in getting things set up despite bad time zone problems, waiting around when Goko wasn't liking my connection on Firefox (don't know why that suddenly happened >:( ), and just generally being very nice to play against. Second, videos are all up on youtube. Okay, on to the games.

WanderingWinder 3-1 Loppo

Game 1: 1-0 http://dom.retrobox.eu/?/20130901/log.514b5511e4b0b79c883b5e3b.1378057385735.txt
Probably the obvious thing is HP/Mountebank, but neither of us really go for that. I don't think it's the best thing against Mountebank, plus Ironmonger is really good. So I load up on those, mainly playing a money-based strategy with ironmongers, planning to pick up HP with the 3rd $5, but preferring gold. Loppo goes for Scrying Pool, and it seems like he skips my important cards way too often, and with as much of the deck as he's skipping and my inability to attack him as much as I would like, he seems to be doing really well. But eventually luck turns against him and my money gets a spurt and comes through. I am not sure which luck is more indicative of what 'should' have been - his good luck early, or mine late - but it's probably somewhere in between. What do you guys think is best here?

Quote
Game 2: 2-0 http://dom.retrobox.eu/?/20130901/log.514b5511e4b0b79c883b5e3b.1378058567155.txt

This was a very nice, tense game, where he gets knights going faster and I move more into an engine. I feel like he hits cards of mine, particularly key ones, way more often than he should, but maybe this is a perception bias. Anyway, we are close coming down the stretch, dancing between 'they just barely can't three pile me and have me lose' while still needing to build a bit. But then he has an atrocious misclick which blows things out, though I do find a nice little pile-out sequence to seal it totally shut. And worse, he *probably* had it, too, as he needs 7+ buys with enough money, but he is most likely drawing his deck with enough money...

Quote
Game 3: 2-1 http://dom.retrobox.eu/?/20130901/log.514b5511e4b0b79c883b5e3b.1378059490991.txt
Lots of great 5s, duchy/duke, embargo. Cellar does a lot for me. And I think early on I am doing quite well, as cellar and stables are coming together well, he has seemingly wasted time embargoing dukes inconsequentially, etc. But I get a couple of nightmare 4-stables-and-4-green kind of messes, and his deck comes together nicely. I'm really not sure quite what went so wrong so fast. But he gets leads on provinces AND duchies, and I am totally locked out.

Quote
Game 4: 3-1 http://dom.retrobox.eu/?/20130901/log.514b5511e4b0b79c883b5e3b.1378060700688.txt
Young Witch/Tunnel with lighthouse pane. I think he gets fairly unlucky early on with lighthouses not doing him so many favors, and his spice merchant can't ever get him the 2 lighthouses he wanted, if I'm not mistaken. But I sort of like the more YW early, don't care about the SM much at all, and so I do like what I did a bit here. Also helps my eventual gardens, which is what puts it totally out of reach.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Robz888 on September 02, 2013, 01:39:16 am
First of all, my hat's off to Loppo, who was just a really great opponent in getting things set up despite bad time zone problems, waiting around when Goko wasn't liking my connection on Firefox (don't know why that suddenly happened >:( ), and just generally being very nice to play against. Second, videos are all up on youtube. Okay, on to the games.

I did watch all the videos, so, some thoughts.

Game 1) I think everyone consistently understimates how powerful Spy-type attacks are against money decks, and money decks with a few key cards. Your early issues were a combination of that, and him get a little lucky, and then it sort of snowballed where you hadn't given him enough Curses + Coppers early enough (that early block of his really hurt) and he's doing the Spy-type attack, and you're getting bad luck. I may have taken a Hunting Party instead of your second Mountebank. I certainly wouldn't have taken the HPs later, but you didn't either. Your thing is probably better on average than his, but maybe it's closer than it would seem. I think just Ironmonger is so good, you can get lots of them with SP and have it work out, or get lots of them with a more money type thing and it ends up close--but it's really the IMs doing the work.

Game 2) I do actually like his plan better here. To a point, he definitely should have hit your Fortresses more often, but I don't think you had enough of them to really expect that. I actually thought he should have taken more Knights from the get-go--and you should have, too!--because they can just eat the whole deck alive here. That misclick was agonizing.

Game 3) I thought he played poorly (well, not really poorly, but the second Embargo was definitely a misplay), but things fell apart for you when you bought your first Lookout. I mean, one of them was I think fine for you at that point, not worth it, but not actively damaging. Then you get like a million more and of course your Stables-type deck is going to have problems then. I think an almost equally big thing is that Caravan is not all that good for your deck, and in fact inferior to Silver, just because of the Stables. I get in theory what you were thinking, but, Cellar is not Warehouse, sadly. Also, Procession made sense, but is in fact a way worse card than I initially thought.

Game 4) Yep, you just outplay him here. Spice Merchant just not a good purchase here, with the eventual Gardens pivot. I actually thought you got sub-optimal YW/Tunnel luck, and still did him in comfortably.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: loppo on September 02, 2013, 02:52:44 am
thx Wandering Winder for your kind words. I enjoyed our games (well the end of game 2 not so much...)

game 1: I have been on the receiving end so many times by Scrying pool that i tend to go for it more often than i probably should. I think here it may be to slow. they started well, but then the deck fell apart. I couldn't get the +buy in fast enough and in the end the engine never took off. With expert play SP might be the better strategie, but it's very hard to play it correctly. I think i get to many non-action cards into the deck (like smuggled golds) to make it work.

game 2: this is the best game of the series. A very tense game. My 5/2 start put WW at the ropes early with hitting key cards early. Then he finds Sir Michael and turns the table. My deck gets eaten alive, but i have 2 plats as a safe heaven. And then this missclick happens. AARRGHH. I'm still pissed of by this I tried to calculate how to end on piles this turn, as i felt this would be my last turn with a working deck, but it was not to be.

Game 3) I thought he played poorly (well, not really poorly, but the second Embargo was definitely a misplay),

game 3: I still consider WW as the grandfather of Duchy/Duke play. His article on it is still THE source of information. So i wanted to lock him out ot this option with double embargoing it. Why do you consider the second embargo there a mistake? There wasn't really anything else i wanted to embargo more than duke.

Game 4) Yep, you just outplay him here. Spice Merchant just not a good purchase here, with the eventual Gardens pivot. I actually thought you got sub-optimal YW/Tunnel luck, and still did him in comfortably.

game 4: I got the Spice merchant to thin my deck a little bit, so that i can eventually connect YW/Tunnel easier, while getting full protection from the lighthouses. It didn't work out. i get my first connection turn 13, which is way to late. so it was a bad idea i guess.

side note: this awful missclick game2 put me on tilt for most of game 3+4. That's no excuse, WW played better overall. Lesson to learn: plan ahead before you play your cards, not while you are playing them.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Robz888 on September 02, 2013, 03:06:05 am
Game 3) I thought he played poorly (well, not really poorly, but the second Embargo was definitely a misplay),

game 3: I still consider WW as the grandfather of Duchy/Duke play. His article on it is still THE source of information. So i wanted to lock him out ot this option with double embargoing it. Why do you consider the second embargo there a mistake? There wasn't really anything else i wanted to embargo more than duke.


Because I don't actually think the double Embargo would have deterred him if that's what he had ended up going for, or at least not so much beyond a single Embargo, and as it turned out, you ended up in a better position to turn for Dukes than he was. Certainly, Embargo whatever you want on that first one, but you didn't need to buy another at all. It wasn't as if WW was clearly going for Duke and you were doing something else. So I think it was a clear overreaction.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: SCSN on September 02, 2013, 08:15:44 am
Quote
Game 2: 2-0 http://dom.retrobox.eu/?/20130901/log.514b5511e4b0b79c883b5e3b.1378058567155.txt

This was a very nice, tense game, where he gets knights going faster and I move more into an engine. I feel like he hits cards of mine, particularly key ones, way more often than he should, but maybe this is a perception bias. Anyway, we are close coming down the stretch, dancing between 'they just barely can't three pile me and have me lose' while still needing to build a bit. But then he has an atrocious misclick which blows things out, though I do find a nice little pile-out sequence to seal it totally shut. And worse, he *probably* had it, too, as he needs 7+ buys with enough money, but he is most likely drawing his deck with enough money...

At least during your last turn and possibly at other moments too, you rapidly played your Fortresses with the Altar already in hand and only started wondering what to trash after you had played all your Fortresses and drawn your deck. Chopping the Copper obviously worked out fine so it wouldn't have mattered in this case, but you seemed entirely unaware of the possibility to Altar the Fortress and I think you should at least consider the option.

Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: WanderingWinder on September 02, 2013, 08:21:14 am
Yeah, so I think my reputation helped me out a good bit in game 3, apparently. The thing is, it's almost always the objectively wrong play to get embargo so early (except on $2), because... well, let's look at why you are buying the embargo. It's because you are trying to change the strategic landscape. The reason to do that is to make the position you're in the strategically superior one, compared to your opponent. But that only works if you are in a better position for the new-strategic-best-thing than your opponent is. And if you are just buying embargoes so early, you are usually not doing anything that puts you in that kind of a position. So ok, if he is doing this because "I'm the duke guy", I am happy, because I think I am good enough to be able to do the other strategy and transition off. But especially here, since I wasn't planning on going duke anyway, really, or at least not something that was dependent on dukes.
The thing is, it's not so much that it WAS the second embargo, it's that it wasn't something else - you bought it with $3.

But let's go back to game 2. I know during the game I really felt it was bad luck - and really, yes, I underestimate the spy attack, I am sure. And I am sure there is some perception bias, I notice every little thing that goes wrong for me. I *still* think I got somewhat unlucky, but okay, maybe this is 40% luck, and even if I did get unlucky, okay, so what, this doesn't mean his strategy wasn't better than mine anyway. I am not sure whether it was or not. But the thing is, I find more and more with the knights that 'buy all the knights first to try to eat their deck and make sure yours doesn't get eaten, do other stuff later' is actually not all that good of a strategy - you generally want to build your engine first, and THEN maybe attack them. Maybe I'm wrong with that, but it's the conclusion I am more and more coming towards.

And certainly I played the ending badly here, on my penultimate turn, since he should have been able to end the game - I needed to get some points. But then, I suppose I am pretty close to lost anyway, probably. So I was in more of a hole than I thought.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: loppo on September 02, 2013, 08:34:03 am
But let's go back to game 2. I know during the game I really felt it was bad luck - and really, yes, I underestimate the spy attack, I am sure. And I am sure there is some perception bias, I notice every little thing that goes wrong for me. I *still* think I got somewhat unlucky, but okay, maybe this is 40% luck

I can totally understand that you felt unlucky with my knight attacks. during the game i had the feeling myself, that i got very lucky in almost always hitting your good stuff. I expected fortress to show up at lest at some points, but it didn't.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Robz888 on September 02, 2013, 01:11:43 pm
But the thing is, I find more and more with the knights that 'buy all the knights first to try to eat their deck and make sure yours doesn't get eaten, do other stuff later' is actually not all that good of a strategy - you generally want to build your engine first, and THEN maybe attack them. Maybe I'm wrong with that, but it's the conclusion I am more and more coming towards.

I don't agree, mostly because you actually need to get as many Knights as your opponent (more, preferably) to stand a chance. Just draining the Knights pile is--perhaps regrettably--pretty strong most of the time.

I would have stopped to build your engine a little bit, so you can play more Knights (lots of Fortresses on $4, and a Council Room), but then really hit those Knights. I could be wrong, though.
Title: Re: GokoDom II: Round 3 Discussion Thread
Post by: Kirian on September 02, 2013, 08:33:53 pm
Pairings are up for Round 4!  I'll be posting the actual threads shortly, but feel free to get started messaging your opponents.