thanks AHoppy for this 6 games. I felt some games were decided by luck (this is luck on both sides), and in general i got the feeling you made the better decicions im most of the games. I'm still not sure what was correct in 6th game.
game 1: AHoppy 24 - Loppo 33
Chancellor, Forager, Sage, Cartographer, Embassy, Ghost Ship, Ill-Gotten Gains, Merchant Ship, Mine, Rebuild
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366397784797.txt
I go IGG early, but his Forager doesn't mind. Forager played a big role to my loss here. Shelters made me not want to go for rebuild. We actually both only got Foragers, Sages and IGG. Well deserved win on Loppo's part. Note turn 9: I have not had a chance to play much on Goko, and this was the result. Ah well.
here you hit a series of 5 for IGG on turns 3,5,6 while i get my first 5 on turn 8 definitely a good start for me. When i realised you dont intend to gain a forager i pump them up to 3, and they help me come back. rebuild was no real option with shelters / no +buy. Forager is a strong card.
game 2: AHoppy 24 - Loppo 12 (Resigned)
Duchess, Squire, Ambassador, Shanty Town, Wishing Well, Woodcutter, Ironworks, Harem, Hoard, Forge
http://dominionlogs.goko.com//20130419/log.50955175e4b013548a3d58f0.1366398914514.txt
Ambassador game, my Shanty Towns and Wishing Wells somehow work out quite well with squire to help get silver, Loppo resigns when I'm gaining golds from hoard and buying provinces
My ambassadors dont find cards to return, or miss the reshuffle. That totally turns the game around. Your wishing well/shanty towns work out, on my side they refuse to work properly. So i resign when there is no hope to come back, mainly to save time.
game 3: Loppo 28 - AHoppy 51
Native Village, Fortune Teller, Hermit, Loan, Watchtower, Armory, Worker's Village, Apprentice, Cultist, Fairgrounds
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366400634566.txt
This was probably the most interesting game of the match thus far. We both go for Cultists using Armory to pick up all the cheap actions and some silver along the way, then we transition into using Hermits/Madmen to draw. Loppo does more aggressive trashing, I don't to keep variety and manage to win the Fairgrounds split with a triple Fairgrounds turn due to Madman.
This was a fine kingdom. Unfortunately i have 4/4 on turns 3+4, while AHoppy gets a cultist turn 5. I try to catchup with more aggressive trashing, but it just doesn't happen.
game 4: Loppo 42 - AHoppy 34
Chapel, Moat, Lookout, Oasis, Smugglers, Procession, Cache, Duke, Margrave, Tactician
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366401575536.txt
Another pretty interesting one. I snag Caches early on and a Tactician to help counter Margrave and in hopes of going Duchy-Duke. Loppo builds a nice deck incorporating procession. I still really don't understand how to use Procession correctly, but Loppo does and combos it with Smugglers to steal Dukes and Duchys, winning the Duke split, further establishing my hatred for Smugglers... I probably should have dived for Duchys earlier, but overall it was a good game.
here the luck is on my side. My game plan was some double tactician with oasis + marggrave. I totally overlooked duke/cache. So when AHoppy goes for it, my plan goes out of the window. And i go for procession/smuggler. Due to a trim deck and shuffle luck, i play 3 Procession of smugglers for 2 duchies and 4 dukes. My deck has fallen to pieces afterwards, and i'm happy to be able to pile out before AHoppy can mount a comeback. This was merely falling over the line.
game 5: AHoppy 92 - Loppo 0
Cellar, Squire, Sage, Woodcutter, Envoy, Scout, Horn of Plenty, Inn, Farmland, King's Court
http://dom.retrobox.eu/?/20130419/log.50955175e4b013548a3d58f0.1366402658283.txt
I'm sorry. I'm so sorry... turn 3 gold, early HoP, early KC, snowballs into a triple KC-Envoy and HoP megaturn ending with 6 Colonies and 2 Provinces. This was all luck...
BTW: Picked up a scout to get me 11 differently named cards. So in a way, a King's Courted Scout won me the game...
Boah, what a spanking i received here. Early gold, HP, Plat,.. and i never get a bite at the cherry. Very well played from AHoppy as well. Not even my clever scout buy saved me
game 6: Loppo 40 - AHoppy 30
Transmute, Vineyard, Poor House, Embargo, Apothecary, Pirate Ship, Spy, Young Witch, Cultist, Horn of Plenty, Mystic
http://dom.retrobox.eu/?/20130420/log.50955175e4b013548a3d58f0.1366481149169.txt
Scratch game 3 being the most interesting. THis was the most interesting game tactically. YW with embargo as bane makes for a pretty strong YW. Vineyard seems to be a good counter to cultist however, so I open YW embargo, even with the 5-2. However, having the more valuable vineyards didn't help since I lost the vineyard split so badly. My second transmute should have been a vineyard. If you are going to analyze one game of the series, check this one out.
yeah, i would lve to hear community thoughts on this game as well. I open 4/3 and open Silver/Young witch. AHoppy opens 5/2 and take Young witch over cultist. Do you agree?
I take a cultist later, while Ahoppy takes a 2nd Young witch. My reasoning is "more Junk is his deck is better", even though it pumps the vineyards. I load up on potions just before every reshuffle, and this pays off. Even though i lose the curse split 3/7, my potion advanatge pays off and i manage to snag up 6 vineyards.
It was a crazy game where we both buy every action card possible. Even transmute plays a role here.
The big question remains. There must be a better strategy available, than we both played. What would you have done here?
Thanks for the games Loppo, it was still a great series!
ditto, a great series and a result i can live with. Actually i feel you deserved to win. Given the 6 games +1 we played for fun, you were the stronger player. I definitelyneed to get some training sessions in.