- Round 1, chapel division -
Result: Zem wins;
Zem 4-2 Cornucopoo-ah (aka Diving Pikachu)
1. game http://councilroom.com/game?game_id=game-20111202-191643-07598fea.htmlZem wins!
All but one player has resigned.
cards in supply: Alchemist, City, Colony, Embargo, Haven, Hunting Party, Island, Nobles, Platinum, Potion, Steward, Trader, and Watchtower
All players get identical starting hands. The point tracker will be available.
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#1 Zem: 58 points (5 Colonies, a Province, and a Nobles); 18 turns
opening: Steward / Silver
[15 cards] 2 Hunting Parties, 1 Haven, 1 Nobles, 1 Steward, 1 Silver, 1 Gold, 2 Platinums, 1 Province, 5 Colonies
#2 cornucopoo-ah: resigned (1st); 19 turns
opening: Island / Steward
[26 cards] 4 Nobles, 2 Islands, 1 Alchemist, 1 Haven, 1 Hunting Party, 1 Steward, 7 Coppers, 2 Silvers, 1 Potion, 1 Gold, 1 Platinum, 1 Estate, 1 Province, 2 Colonies
We both avoided the alchemists first.
When cornucopoo-ah got a potion I immediatelly bought 2 embargos and was able to double-embargo the alchemists after he got one.
But that move cost me quite a bit in opportunity costs.
To increase my chances to draw embargo quickly I bought 2, and then drew them both at once. I also only barely got the first embargo off before he could buy the second alchemist. Two alchemists with a few hunting parties to hunt for the potion seemed a scary prospect.
Steward seems to me a particularily good card with this setup, since even if you trash with it, you can expect to have enough money for a haven or embargo left.
No embargo/watchtower shenaningans in this game althought I considered it2. game http://councilroom.com/game?game_id=game-20111202-192341-2153b62b.htmlZem wins!
All Provinces are gone.
cards in supply: Feast, Harem, Hunting Party, Jack of All Trades, Mandarin, Nobles, Nomad Camp, Scheme, Sea Hag, and Stash
All players get identical starting hands. The point tracker will be available.
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#1 Zem: 39 points (6 Provinces, a Harem, and an Estate); 16 turns
opening: Jack of All Trades / Scheme
[31 cards] 2 Jacks of All Trades, 1 Harem, 1 Scheme, 7 Coppers, 9 Silvers, 4 Golds, 1 Estate, 6 Provinces
#2 cornucopoo-ah: 30 points (5 Duchies, 2 Provinces, a Harem, and an Estate); 15 turns
opening: Jack of All Trades / Silver
[26 cards] 1 Harem, 1 Hunting Party, 1 Jack of All Trades, 1 Mandarin, 1 Nomad Camp, 7 Coppers, 4 Silvers, 2 Golds, 1 Estate, 5 Duchies, 2 Provinces
We both ignored the sea hag with jack present.
I opened Jack/Scheme, with the idea that being able to return the jack to the deck offsets the added risk of collision.
When I had enough silver and nothing left to trash, I simply always topdecked the scheme to avoid any collisions.
I am not at all sure that was the best choice, but it worked here.
If someone wants to simulate a 1or2Jacks/Scheme/BigMoney-Bot I would be most interested in the results.3. game http://councilroom.com/game?game_id=game-20111202-193231-cd748ae3.htmlcornucopoo-ah wins!
Duchies, Estates, and Highways are all gone.
cards in supply: Baron, Council Room, Cutpurse, Highway, Horse Traders, Ironworks, Nomad Camp, Pawn, Rabble, and Saboteur
All players get identical starting hands. The point tracker will be available.
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#1 cornucopoo-ah: 43 points (4 Provinces, 4 Duchies, and 7 Estates); 19 turns
opening: Silver / Horse Traders
[36 cards] 5 Highways, 2 Horse Traders, 2 Pawns, 1 Ironworks, 7 Coppers, 1 Silver, 3 Golds, 7 Estates, 4 Duchies, 4 Provinces
#2 Zem: 37 points (3 Provinces, 4 Duchies, and 7 Estates); 18 turns
opening: Silver / Cutpurse
[33 cards] 5 Highways, 2 Pawns, 1 Cutpurse, 1 Horse Traders, 1 Ironworks, 7 Coppers, 2 Silvers, 7 Estates, 4 Duchies, 3 Provinces
opening cutpurse was a bad choice by me here, cornucopoo-ahs horse trader was much better:
Horse trader is usefull both in getting highways and in getting some use out of them. And it defends well against cutpurse.
Ironworks of course also a great combo with highway. It was a close race, so I did not try anything fancy with highway+saboteur, which can also be fun.4. game http://councilroom.com/game?game_id=game-20111202-193935-2851ce72.htmlZem wins!
All Provinces are gone.
cards in supply: Bridge, Chancellor, Haggler, Herbalist, Nomad Camp, Oracle, Salvager, Smithy, Spice Merchant, and Tribute
All players get identical starting hands. The point tracker will be available.
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#1 Zem: 41 points (4 Provinces, 5 Duchies, and 2 Estates); 18 turns
opening: Salvager / Silver
[24 cards] 2 Spice Merchants, 1 Haggler, 1 Salvager, 3 Coppers, 2 Silvers, 4 Golds, 2 Estates, 5 Duchies, 4 Provinces
#2 cornucopoo-ah: 33 points (4 Provinces and 3 Duchies); 17 turns
opening: Spice Merchant / Silver
[23 cards] 2 Tributes, 1 Haggler, 1 Salvager, 1 Spice Merchant, 3 Coppers, 2 Silvers, 6 Golds, 3 Duchies, 4 Provinces
Recently i got the impression that I am overvaluing spice merchant, so I opened with a salvager here instead. I still think it is a great card though.
5. game http://councilroom.com/game?game_id=game-20111204-144714-c585ec1b.html (EDIT: added the link) cornucopoo-ah wins!
All Provinces are gone.
cards in supply: Caravan, Embassy, Highway, Masquerade, Mint, Outpost, Rabble, Sea Hag, Wishing Well, and Worker's Village
All players get identical starting hands.
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#1 cornucopoo-ah: 37 points (6 Provinces and an Estate); 13 turns
opening: Caravan / Masquerade
[21 cards] 2 Highways, 1 Caravan, 1 Embassy, 1 Masquerade, 1 Worker's Village, 4 Coppers, 2 Silvers, 2 Golds, 1 Estate, 6 Provinces
#2 Zem: 20 points (2 Provinces, 2 Duchies, and 2 Estates); 12 turns
opening: Silver / Masquerade
[20 cards] 2 Worker's Villages, 1 Embassy, 1 Masquerade, 5 Coppers, 3 Silvers, 2 Golds, 2 Estates, 2 Duchies, 2 Provinces
I was very tempted to open caravan/masquerade or even worker's village/masquerade since I wanted to get an embassy asap, but decided against it for fear of collision.
cornucopoo-ah took that risk, and it payed of as he was much faster in getting an embassy/worker's village/caravan/masquerade engine going than me, beating me solidly by 4 provinces.
6. game http://councilroom.com/game?game_id=game-20111204-145448-9a29ad90.htmlZem wins!
All but one player has resigned.
cards in supply: Apothecary, Caravan, Cellar, Chapel, Crossroads, Ghost Ship, Masquerade, Peddler, Potion, Rabble, and Thief
All players get identical starting hands. The point tracker will be available.
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#1 Zem: 6 points (a Province); 10 turns
opening: Caravan / Masquerade
[18 cards] 4 Caravans, 2 Ghost Ships, 2 Peddlers, 1 Crossroads, 1 Masquerade, 7 Coppers, 1 Province
#2 cornucopoo-ah: resigned (1st); 10 turns
opening: Caravan / Silver
[18 cards] 2 Crossroads, 2 Ghost Ships, 1 Cellar, 5 Coppers, 2 Silvers, 6 Estates
After losing so badly with my silver/masquerade opening, this time I went for caravan/masquerade, with the plan to use the caravan to acquire some peddler later, and collisions be damned.
We both considered taking the chapel, cornucopoo-ah decided againtst it because of ghost ship. I totally failed to notice the ghost ship at first, but luckily favored masquerade over chapel anyway.
Later, I got a very lucky and probably decisive double hit with crossroads, ghost ship and masquerade wich forced cornucopoo-ah to pass me a caravan. Thanks a lot to cornucopoo-ah for the matches.
We both had a very busy schedule and meeting each other proved to be much more difficult than I expected, so I am especially glad that we managed it in the end.