Axxles wins 4 and Jorbles wins 3.
1:
Axxle: 34 - Jorbles: 32
2:
Jorbles: 40 - Axxle: 30
3: Axxle: 23 -
Jorbles: 344:
Axxle: 31 - Jorbles: 28
5: Jorbles: 22 -
Axxle: 426:
Jorbles: 45 - Axxle: 23
7:
Axxle: 42 - Jorbles: 30
Game 1:
Key Cards: Ambassador, Tactician, Gardens, Oasis, Cutpurse
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-185004-a36d89ab.htmlAn Ambassador game with Tactician. I open Ambassador/Cutpurse and Axxle opens double Ambassador. I end up using Oases to get something vaguely resembling a Double Tactician deck, but what I really should have been doing since I'd resolved myself to losing the Ambassador war was buying Gardens up as fast as I could. Even though I don't do that it's still pretty close, but Axxle's thinner deck is in more of a control position in the end game and wraps it up neatly.
Game 2:
Key Cards: Ambassador, Island, Grand Market, King's Court, Salvager
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-185802-2418baca.htmlAxxle forgot to turn the point counter on for this game (I'd set up the previous one), but we decided to play on anyways. This ended up being greatly to my benefit as Axxle lost track of points and ended it when I had a big lead, but he still had a shot at catching up. He again made the thinner deck by opening double Ambassador to my Ambassador/Island. However, he got worried about my point lead and broke off from his KC-Grand Market engine which probably could have beaten my deck in the long run buying the last Province and ending the game.
Game 3:
Key Cards: Chapel, Ghost Ship, Wharf, Sea Hag, Ill Gotten Gains
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-190453-c1550249.htmlThis board would have been really interesting if I hadn't gotten a lucky 5/2 split here allowing me to open Ghost Ship/Chapel to Axxle's Chapel/Silver. I proceed to Ghost Ship him a lot in the early to mid game and he never really catches up.
Game 4:
Key Cards: Embargo, Tactician, Salvager, University, Embassy, Forge, Colony
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-191959-4186bd73.htmlAptly for a Tactician game this one was all about detail oriented tactical play. I'm pretty sure I had a strong strategy (get Universities, Salvagers, Forges, and Tacticians) and then use big Tactician hands filled with trash for benefit cards to gain said benefits from cards gained by Universities. However, the resulting hands made my brain hurt and I don't think I was making the correct decisions all the time. Axxle played roughly the same strategy, but with less Universities and a slimmer deck. He also smartly rushed the game by Forging his Colonies into more Colonies, and slowed me down with well played Embargoes. His tactics > my tactics.
Game 5:
Key Cards: Familiar, Chapel, Tactician
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-193033-3098daaf.htmlThis was most definitely the worst game I played. My first turn from first player I get a $4, since Familiar is on the board I am thinking it's a no brainer and buy a Potion. Axxle has a $2 and buys a Chapel at which point I realize I'm kinda hosed because he's got a 5/2 split, and Familiars are way more of a trap card on this board for me than they normally would be, but it's too late to do anything about it as I've already bought my Potion. I get a Chapel (probably a questionable choice, but I figured I'd need something enginey to get out of this hole) and he gets a Tactician. I end up getting some Familiars, but by the time I start cursing him he can comfortable trash 2 or 3 Curses a hand without much worry. I blunder around trying to find some way to save myself and deservedly lose. In retrospect I'm not even sure I would go for Familiars with Chapel on the board in the future. If I were to play this board again, I'd probably ignore Familiars and instead try and set up a DoubleTactician engine using Bazaars and Fishing Villages for money after trashing out most of my treasure with Chapel.
Game 6:
Key Cards: Treasure Map, Courtyard, Hamlet, Horse Traders, Ghost Ship, Pirate Ship
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-194019-201f5776.htmlI like playing Treasure Map when there's decent enablers so I open Treasure Map/Courtyard. I don't know what Axxle was originally planning with his Horse Traders/Courtyard opening, but maybe he was worried about me Ghost Shipping him to death like I did in Game 3? Anyhow I buy Treasure Maps and intend to buy nothing but Courtyards and Hamlets to set up my Treasure Maps to hit. Except then I break discipline and buy a Horse Traders because I'm pretty sure my TM's are going to hit THIS reshuffle, they don't, but at this point Axxle has followed me into Treasure Maps with less of a plan than I had and I'm rewarded on Turn 9, by having 2 of my 3 TMs match up and it's off to the races. Axxle's TM's never hit, but he tries to get Hamlets and Pearl Divers to set up a Conspirator chain that doesn't really have much of a chance of catching up.
Game 7:
Key Cards: Cutpurse, Militia, Native Village, Navigator, Treasury, Upgrade, Wharf, Witch
http://dominion.isotropic.org/gamelog/201204/09/game-20120409-195012-8daea222.htmlI open Navigator/Silver to enable quick cycling and replaying of Witches. Axxle opens Militia/Silver to try and slow down my ability to buy Witches. I don't hate my opening, but I'm not sure I played the midgame properly and I definitely misclicked once when I meant to Upgrade my Witch into a Gold after the Curses had run out, but instead discarded my Witch to his Militia attack. I also probably started buying Duchies too soon because I was worried about his lead. Anyhow I was drawing dead at the end and didn't realize it, but then I bought the last Estate accidentally three piling the ending so it didn't matter that I hadn't realized I'd already lost. Definitely one of my sloppier games, but I'm not convinced I would have won with tighter play.