Hello all. This was a fun game I remember playing a few weeks ago (and therefore don't have a log as I'm just now deciding to post it).
The board was:
Coin of the Realm
Catapult
DevelopDoctor
Menagerie
FortressApprenticeButcherCartographer (On this board:
https://www.youtube.com/watch?v=7n15Oe7Hlk4)
Altar
Plan
Lost Arts
I got Coin/Butcher on 2/5 as player 1, my opponent opened Plan on Fortress/Fortress on 3/4.
As you can see, Fortress kinda matters here a lot, but what do I do along with it? My opponent neglected Develop and went for a lot of Apprentices (5 or so) with some Butchers to gain the Apprentices. I was much more haphazard: I somewhat-rushed Fortresses, getting 5 or 6, and then started adding a collection of Develops (which gained more Butchers, Apprentices, and Menageries), stupidly overpayed a $5 Doctor early-ish which was all but useless, and also had a Catapult and picked up one or two more COTRs on dud turns. Also picked up an Altar which I planned to use (and did in fact do so) as Butcher fodder. Despite falling behind 24-6 on Province points, I managed to Butcher out the Provinces and Develop for enough Duchies to eke out a win, thanks to first player advantage. This was turn 12, or so.
Anyways, I guess the main questions I have for this board are:
1) How hard do you rush for Fortresses?
2) What's better? Apprentice or Butcher (or get both evenly)?
3) How early/how many Develops do you get?
4) How hard do you rush for Fortresses?
..as well as how Catapult, Plan, and everything else factors in.