Dominion > Tournaments and Events

Dominion Team World Cup Discussion Thread

(1/12) > >>

Qvist:
Here you can discuss game reports, guess who will win, etc.
Basically everything else what doesn't belong in the Results thread.

TheMirrorMan:
Belgium/France - Finland, board 4 : TheMirrorMan - Julle

Well, here's the first game ended and posted of the team competition. Thanks Julle for the games !

Game 1 : http://dominionlogs.goko.com//20131112/log.50785f090cf28ed55d9d72bf.1384288699595.txt
Vineyard, Fishing Village, Masterpiece, Catacombs, Council Room, Laboratory, Mandarin, Soothsayer, Stash, Wharf (Province game)

There's a clear engine on the board with FV/Whard and Soothsayer to support it. It could become a Vineyard game at any time, yet Soothsayer makes the board race quite quickly.

We both go for the engine + a soothsayer, yet I pick up a few FV extra, which I think makes the difference. That and a mandarin at a lucky point in order to put 7 back on my deck. With Wharves this is searing, although I do think I was a bit lucky here - could have gone either way.

Game 2 : http://dominionlogs.goko.com//20131112/log.50785f090cf28ed55d9d72bf.1384285813687.txt

Transmute, Great Hall, Oasis, Oracle, Urchin, Alchemist, Feast, Explorer, Highway, Journeyman (Province game)

Two ways to go here : Oracle/Urchin or Alchemist ... and second problem is where to get money from. Mercenary is obvious, but also dangerous given the lack of +buy. Was thinking of getting an Explorer for that, but that would only collide with the Oracle/Mercenary terminal.

Julle takes the first route, I take the second. Only later in the game he picks up a potion to get his deck racing, I get my Urchin in between. My drawing power gets the upper hand and the constant bashing of the mercenary is enough to score the game.

Game 3 : http://dominionlogs.goko.com//20131112/log.50785f090cf28ed55d9d72bf.1384286711067.txt

Herbalist, Fishing Village, Trade Route, Bishop, Horse Traders, Moneylender, Mint, Soothsayer, Harem, Expand (Colony game)

Bit of a weird game. Was hoping for Soothsayer and then Mint (since lack of engine) but it never comes to that. My 2/5 split of course is heaven, potentially topdecking some Golds (which also doesn't happen much).
In order to keep the money going I start stacking up on FV/Soothsayer, but much to my surprise, he gets quite quickly to Platinums while I am stuck with Golds.

As an emergency resolution, I switch to Trade route + Bishop with the FV and this seems to pay off for quite some time.

In the long run, my deck seems to get going better than his, but he kicks back with a few colonies and makes it a draw.

Game 4 : http://dominionlogs.goko.com//20131112/log.50785f090cf28ed55d9d72bf.1384287624833.txt

Chancellor, Storeroom, Watchtower, Bishop, Feast, Feodum, Golem, Cultist, Graverobber, Merchant Guild (Shelters + Province game)

I'm a big fan of Watchtower in Shelter games (and as a counter to cultist). However, doesn't run that smoothly as he is quick with the cultists (three ruins already at T8, yuck). I see something else shining on this board which I love too : Watchtower - Feodum - Graverobber. Julle leads the way by taking a graverobber himself, trying to trash the cultists for provinces, but never gets the hand he wants. The "buy feodum, trash feodum with WT, topdeck 3 silvers and then pick up feodum with Graverobber" strategy pays out nicely and I can build a very nice deck, feodums gaining strength with each WT passing by.

Game 5 : http://dominionlogs.goko.com//20131112/log.50785f090cf28ed55d9d72bf.1384288250044.txt
Vineyard, Urchin, Mining Village, Salvager, Spice Merchant, Count, Hunting Party, Laboratory, Royal Seal, Stables (Province game)

It's a bit back and forth here. He picks up a Count T1 (very strong) and I'm struggling a bit with what to do with Salvager. In the end I trash it with a count picked up and go for sort of a golden deck with Count - Hunting party - 2 Golds - Urchin, which severely pays off. Julle can't get his deck really organized, while I'm gaining a province almost every turn.

Game 6 : http://dominionlogs.goko.com//20131112/log.50785f090cf28ed55d9d72bf.1384288699595.txt

Lighthouse, Native Village, Tunnel, Moneylender, Pirate Ship, Baker, Butcher, Junk Dealer, Fairgrounds, Nobles (Shelters + Province game)

Butcher seems to shine here with the Shelters, although care is needed with Pirate ship on the board. Strangely enough, the game goes so quick, neither of us feels like picking one up. I stock two golds quite quickly, but then make the mistake of ignoring his coins. He makes a nice bakers/butcher combo, stocking up every turn on coins, while I concentrate on Nobles.

The last turn I am too optimistic - thinking he can never buy 2 provinces, right. Wrong! Suddenly 2 provinces and bam, game over.

Julle, thanks for the games. Really interesting (mostly non-engine) stuff.

Rabid:
Sweden A vs UK A

Game 1
http://dom.retrobox.eu/?/20131113/log.512ba416e4b022198f05f8e2.1384368252366.txt
Cutpurse, Feast, JackOfAllTrades, Tournament, Band of Misfits, Explorer, Margrave, Rabble, Wharf, Grand Market
Lekkit plays this one much better than I do.
With Jack + wharf + Plat + Colony
I attempt to get the prizes but buy my province much to late, was a bad plan anyway.

http://dom.retrobox.eu/?/20131113/log.512ba416e4b022198f05f8e2.1384369248881.txt
Cellar, Embargo, Haven, Great Hall, Cutpurse, Quarry, Explorer, Rogue, Upgrade, Fairgrounds,
My upgrade fairgrounds against cutpurse + Provinces.
Both turns 3 and 4 I get $5, and dodge the cutpurse as well so I should be way ahead.
I think I took to many upgrades so I never seem to get to $6 for Gold.
Again my strategy was weak, with lack of + buy making it hard to get to 15 cards for Fairgrounds.

http://dom.retrobox.eu/?/20131113/log.512ba416e4b022198f05f8e2.1384370139723.txt
University, Develop, Watchtower, Farming Village, Moneylender, Smithy, Taxman, Festival, Journeyman, Stables
Mirror match, Watchtower, Uni, festival engine is very powerful.
Start player and good draws for me leaves Lekkit with little chance.

http://dom.retrobox.eu/?/20131113/log.512ba416e4b022198f05f8e2.1384370864394.txt
Forager, Shanty Town, Ironmonger, JackOfAllTrades, Remake, Bazaar, Haggler, Hunting Party, Margrave, Harem
A board with all the parts for a strong engine.
Trying to steal the win as P2 I green a lot too early.
Lekkit plays it better and builds up to $16 turns and the win.

3-1 down and it isn't looking good for team UK.

http://dom.retrobox.eu/?/20131113/log.512ba416e4b022198f05f8e2.1384371975085.txt
Masterpiece, Steward, Woodcutter, Baron, Feast, Procession, Worker's Village, Contraband, Minion, Nobles
This was a very tricky board.
I only get 4 of the minions, but make up for it with more trashing.
Some cool tricks with Procession and a good bit on luck lining up Baron with Estates let me break serve.

http://dom.retrobox.eu/?/20131113/log.512ba416e4b022198f05f8e2.1384372920940.txt
Poor House, Develop, Oracle, Horse Traders, Silk Road, Council Room, Embassy, Upgrade, Farmland, Goons
On turn 5 I thought I was way ahead on the plan to trash down with upgrade and play lots of Goons.
T4 Lekkit buys Silver for $5 which I assumed was a mistake.
Then after Turn 7 with decks of:
Lekkit
1   Embassy
1   Horse Traders
7   Copper
4   Silver
3   Estate
16   cards in deck
3   victory points
Rabid
1   Horse Traders
1   Poor House
5   Upgrade
6   Copper
3   Silver
2   Estate
18   cards in deck
2   victory points

I finally realise that Poor House is going to stop my trashing copper with upgrade!
So its time for plan B. (Upgrade Upgrades into Goons and rush Silk Roads)
Very close at the end but my luck holds out and a get my 6 SR up to 5 points each, to win the game and draw the match.

Lekkit 3  vs Rabid 3
Many thanks to Lekkit for hosting such a fun match.

Lekkit:
Game 1
I thought Wharf + BM with a Jack of All Trades start would be pretty good. I get a pretty early Platinum which helps out a lot. I wasn't too sure about the Tournament here. Generally Tournament races in Colony games are not that good. The two first Colony buys helped me out a lot too.

Game 2
The real problem for Fairgrounds here, in my opinion is the lack of buys coupled with three of the kingdom cards being $2, so they are not possible to Upgrade to. I'm not sure Quarry is the way to go as an opener here. Getting to $5 for Upgrade seems possible with Cutpuse as well.

Game 3
As I looked at the board I thought, "well, this is a board that I'll lose on to a better engine player". Going second didn't really help that out. A well executed game by Rabid.

Game 4
Getting 5/2 here really helps. Also, Ironmonger is a pretty good card. Not sure about my Shanty Town, but I get it to work a couple of times. As Rabid said, he tried to green too early, and I could just keep on going with the Hagglers.

Game 5
With my 5/2 start, I wa hoping to get a lot of Minions. I buy a Silver without thinking that should've been a Steward. Rabid does some cute stuff with Procession, that I never seem to get the hang of, and plays multiple Barons with only one Estate.

Game 6
I got so many $5 the first couple of turns. I didn't want Upgrades, since Poor House wouldn't be any good here. By the time I was about to buy a second Goons, Rabid had four of them. I probably should've tried to get more of the Silk Roads. I feel like I had some bad draws this game, but I haven't looked into it too much. A fun game either way.

Thanks a lot for a really exciting series!

Jdaki:
A few thoughts and opinions on the games I had with luliin- very interesting on the whole.
I think overall a draw was probably just about right, but I am a bit annoyed I couldn't pull off the win after getting to the 3-1 lead with little enough chance in the last two as it turned out.

Game 1: 26-22
http://dom.retrobox.eu/?/20131114/log.507df00551c30da02a09d459.1384460396858.txt

Rebuild standard mirror but luliin buys a few estates and then hits them when duchys are gone.

Game 2: 42:52
http://dom.retrobox.eu/?/20131114/log.507df00551c30da02a09d459.1384461101063.txt
No obvious power engine here, but for whatever reason I decide to go for apothecary + coppersmith. My opponent doesn't diverge past a fairly standard play throughout in response. I get a couple of early 8's but think that I needed a few more +buys for copper perhaps. Near end game as we green heavily, I take too many harems instead of duchys when I'm behind and then I can't catch up despite the better money.

Game 3: 43:30
http://dom.retrobox.eu/?/20131114/log.507df00551c30da02a09d459.1384461517959.txt
This one has a lot going on. Cultist and notably Feodum and Masterpiece. We both go for the same strategy- dish out the ruins first and then go for silvers and feodums. I think my luck is pretty good here, with a couple of big hands which turn into silvers. With only two cultists vs my opponent's four we split the ruins 5:5 and there's no real trouble through the last turns despite a random apprentice buy by me that I don't think I ever see :S

Game 4: 60-43
http://dom.retrobox.eu/?/20131114/log.507df00551c30da02a09d459.1384462463124.txt
Another interesting set of power cards. Sea hag, soothsayer, grand market. I decide to open smithy to sea hag figuring the soothsayer terminal will be better. I pick up a lot of action cards and go for alchemists. Some lucky throne room collisions lets me dish out more curses and I continue to pick up engine pieces whilst my opponent goes for platinums. I'd have loved to grab a Bank at some point too, but it doesn't really come about and the extra power of grand markets lets me control the end game without worrying about any super double colony from luliin.

Game 5: 12-36
http://dom.retrobox.eu/?/20131114/log.507df00551c30da02a09d459.1384463228020.txt
Amazingly, feodum and masterpiece again, but with Wharfs as well. Luliin gets a 5-2 split which is pretty advantageous, but on looking over the game, my early counterfeit should have been another wharf- without it I lose the wharf split and with plaza as the village I'm pretty sunk by the very early end game.

Game 6: 3-56
http://dom.retrobox.eu/?/20131114/log.507df00551c30da02a09d459.1384463867564.txt
This is a phenomenal log to read. We have the same overall strategy- upgrade-fortress- duchy/duke. But a combination of better forethought and amazing draws for luliin give her/him a turn eight clear win and the big score and game end by turn 11. I guess I figured workshop into fortresses would be good, without really thinking about how to get to 5. As it turns out my chapel colliding (twice?) and well, almost perfect draw for the other side- well it's great to see it happening, and if luliin was always aiming for the single turn effective piledrive- which I definitely did not see- then mega kudos.

Once again thank you for the set of games, and I do think I won in terms of games restarted because of wrong first player!

Navigation

[0] Message Index

[#] Next page

Go to full version