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Game Reports / In which I come back from a 9-1 ruins split.
« on: January 11, 2014, 01:23:04 pm »
http://dom.retrobox.eu/?/20140111/log.50d6b220e4b09896b61dc562.1389463320645.txt
kingdom: Chapel, Forager, Fortune Teller, Urchin, Horse Traders, Bazaar, Cultist, Laboratory, Upgrade, Wharf
In this game I thought I was screwed after my opponent stringed together all his cultists and gave me 9 of ten ruins after about 12 turns, but I still had hope because of wharf which I got early but my opponent mostly ignored. It turns out wharf is still as awesome as I thought and I manged to come back for the win. The early chapel buy is probably what saved me because it let me trash the ruins quickly (I thought I was unlucky to get a hand of 3 estates 2 copper . And I feel like I used cultists on trash quite effectively (turn 12 and turn 15) which is a rare occurrence for me.
kingdom: Chapel, Forager, Fortune Teller, Urchin, Horse Traders, Bazaar, Cultist, Laboratory, Upgrade, Wharf
In this game I thought I was screwed after my opponent stringed together all his cultists and gave me 9 of ten ruins after about 12 turns, but I still had hope because of wharf which I got early but my opponent mostly ignored. It turns out wharf is still as awesome as I thought and I manged to come back for the win. The early chapel buy is probably what saved me because it let me trash the ruins quickly (I thought I was unlucky to get a hand of 3 estates 2 copper . And I feel like I used cultists on trash quite effectively (turn 12 and turn 15) which is a rare occurrence for me.