Witch Division : RisingJaguar (12) - LexiphanicLemur (21)
RisingJaguar 4-3 in some great matches! Now to the summaries:
Scores are posted in "RisingJaguar-LexiphanicLemur" - All games were identical hands, veto mode, no point counter. My personal favourites are game 5 and 7, although that may be 'slightly' biased.
Game 1:
35-11
http://dominion.isotropic.org/gamelog/201112/09/game-20111209-115652-95d33fcf.htmlThe only game where the second player won the game. The board is quite obvious with witch being the main piece and various trashing options (moneylender, lookout, apprentice) and a moat, so i gear myself to get moneylender as often as possible with moneylender/warehouse. The only peculiar opening from Lemur, Lookout/Black Market. I managed to get witch first, and easily win with curses 7-3 (i think).
Game 2: 8-
27 (I resigned)
http://dominion.isotropic.org/gamelog/201112/09/game-20111209-121008-3d39dabb.htmlThis was just atrocious. Known fact, I have a huge crush on quarry with +buys, councilroom.com can support that. Wasn't even close with Lemur taking most of the alchemists 7-3. I gave up once he double bought provinces
Game 3:
60-2
http://dominion.isotropic.org/gamelog/201112/09/game-20111209-121837-562fd3b4.htmlYou should look at the board and realize why this was such a blowout. KC/Wharf/Bridge with Ambs/Scrying was asking for one hell of a race. Lemur seemed to be focused on getting KC first (which he did twice) which scared me whereas I was focused on thinning out my deck with two ambs. Lucky for me i scrying pool-ed his twice early. At one point i was nervous because i thought i overstocked on actions and no money but manage to squeak one before it was too late. Then led to the inevitable, buy out all province which always feels great
Game 4: 43-
62 http://dominion.isotropic.org/gamelog/201112/09/game-20111209-122634-bc4902d8.htmlAnother horrible game for me, when I saw the 12 cards, i got excited about ambassadors, but it was promptly removed by Lemur =(. I convinced myself that fishing villages were gonna run out with 4 left, and bought a city with $6 at turn 7... With no plus, that was stupid of me. He used embassy correctly to complement the fishing villages and i never stood a chance. Lemur was gracious enough to say close game afterwards, but it never was...
Game 5:
68-52
http://dominion.isotropic.org/gamelog/201112/09/game-20111209-124115-49799a15.htmlDuke/duchy games! With the massive amount of villages and Oracle, i was convinced to do dukes. The key point in the match for me was being able to trader the spice merchant mid game. By turn 14, he had 4 provinces to my 4 duchies which made me really nervous. Without trader (being able to get me fast treasures), Oracles (sifting/drawing cards), and hamlets (+buys), i surely would've lost.
Game 6: 21-
31 http://dominion.isotropic.org/gamelog/201112/09/game-20111209-124750-80ba5a1f.htmlThis could've been a fascinating chapel game with fool's gold and remodel, and then we (at least i) chickened out. I was ahead with the first two gold... but that is because I forgot about the wonders of treasure map and never could recover. Herbalist was a great buy for Lemur and that is all the analysis here.
Game 7:
14-9
http://dominion.isotropic.org/gamelog/201112/09/game-20111209-125814-5a579dfc.htmlI can't decide if this ending was incredibly climatic... or anti-climatic... We busted our skills out by vetoing chapel/alchemist to start. The plan seemed simple, rely on moneylender/villages/wharfs for as long as you could. We were building our engines, trashing those coppers and such. By turn 12, I realize that pawns/wharfs gave me a ton of +buys to possibly eliminate the pawn pile. Which leads to the ending of a great series, ended buy pawn buyouts? To me it was climatic but I'm sure others disagree.
Thank you LexiphanicLemur for the great games. Side note: 6-1 for first player.