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Author Topic: ghost ship  (Read 1239 times)

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methods of rationality

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ghost ship
« on: June 03, 2012, 12:54:47 pm »
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game with ghost ship:
http://dominion.isotropic.org/gamelog/201206/03/game-20120603-021427-6367edd3.html
where was my mistake? I suspect buying a merchant ship instead of a ghost ship for my third terminal might have been the problem. I did it because merchant ship leads to reduced risk of terminal collision which is important when you have 3 terminals.
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Algebraist

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Re: ghost ship
« Reply #1 on: June 03, 2012, 01:09:07 pm »
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On your last run through your deck, you passed up the chance to buy an estate three times. You lost by one point.
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dondon151

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Re: ghost ship
« Reply #2 on: June 03, 2012, 02:18:05 pm »
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Also, always get more Ghost Ships. Your opponent nearly lost because he detoured for Villages.
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Grujah

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Re: ghost ship
« Reply #3 on: June 03, 2012, 02:46:02 pm »
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Yeah, Merchant ship do help battle against Ghost Ships, but you still want to be more offensive and get more Ghosts.
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ftl

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Re: ghost ship
« Reply #4 on: June 03, 2012, 03:10:19 pm »
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Ghost ships get really deadly if you have enough of them to play every turn. Otherwise, if you give the opponent lots of gaps, they can just use the ghost ship turns to put back their good cards, and then have a REALLY good turn the turn after.

You played ghost ships on turns 5, 7, 13, 19. Always with gaps, sometimes with large ones. Ghost ships ruined individual hands, but not much more.

For reference, I just pulled up the Simulator's default ghost ship strategy, and looked at how it played against BMU: it ended up playing GS on turns 7,9,11,13,14,15,16,18,19,20. THAT'S a ghost ship lock.  Your opponent did something more like that, but all those villages didn't really do that much for him. There's no need to play more than 1 GS a turn, as long as you play one every turn.

More ghosts ships. And yeah, you passed up some chances to buy estates in the late-game, that could have won you the game.
« Last Edit: June 03, 2012, 03:12:26 pm by ftl »
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