Well I finally went for trying an act three. I went for Prosperity figuring it would give me the best chance to win against the starting advantage.
Level one you get 5 coppers 5 estates, the computer has 4 provinces, 5 silver, gold. Five free zaps. I won with the free zaps anyway, because you could build a Bishop deck reasonably quickly.
Sounds to me like there's no metagame. That's what I enjoy the most about tabletop Dominion, and the metagamig was preserved in the Isotropic implementation. The more I have to wait for the Goko release, and the more I hear about it, the less likely it gets that I will spend a single red cent on it. HTML 5 FAIL
Yeah, I'm pretty sure that is the proof that is not possible to implement a metagame in HTML5...
Edit: Seriously: What do you mean with 'metagame' here?
Perhaps I should clarify here. A metagame is the discussion and strategizing that takes place outside of actual gameplay. The concept was brought to the fore originally in Magic: The Gathering, where metagaming refers to the strategy of deckbuilding before a single game is played, particularly within the tournament environment. It's always seemed to me that Dominion, with its similarities to certain TCG mechanics, has its own metagame.
IMNSHO, the later campaigns in Goko's implementation of Dominion are stale and linear. What bothers me more than the fact that they are difficult (which they are) and practically force you to spend zaps (which they do) is that that it just *feels* different. Once you figure out how to defeat a bot on a certain board, you can defeat the same bot over and over again using the same play strategy, subject only to opening hand vagaries. THAT is what I mean when I said that Goko Dominion seems to be lacking a metagame. My reference to "HTML 5 FAIL" was simply an observation that I was excited, but am not anymore; I'm probably one more customer Goko has lost after seeing the beta.