Kuriose Spiele - by GwinnR

Welche Karten kaufst du zuerst - wie sieht dein optimales Deck aus?
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GwinnR
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Kuriose Spiele - by GwinnR

Beitrag von GwinnR »

Gerade hatte ich auch ein sehr kurioses Spiel, das ich euch nicht vorenthalten möchte:

:2 Kapelle
:3 Händlerin, Vasall (Bannkarte), Werkstatt
:4 Sauna(/Eisloch), Schmiede, Thronsaal, Junge Hexe
:5 Banditenlager, Ratsversammlung
:6 Topferei

Ereignis :5 Einladung

Bin gespannt auf eure Ideen. Hier der Game-Log. Im nächsten Post dann ein paar Gedanken von mir.
Spoiler!
G starts with 7 Coppers and 3 Estates.
G shuffles their deck.
G draws 3 Coppers and 2 Estates.
M starts with 7 Coppers and 3 Estates.
M shuffles their deck.
M draws 4 Coppers and an Estate.

Turn 1 - GwinnR
G plays 3 Coppers.
G buys and gains a Chapel.
G draws 4 Coppers and an Estate.

Turn 1 - Melvin Frohike
M plays 4 Coppers.
M buys and gains a Young Witch.
M draws 3 Coppers and 2 Estates.

Turn 2 - GwinnR
G plays 4 Coppers.
G buys and gains a Vassal.
G shuffles their deck.
G draws 3 Coppers, an Estate and a Vassal.

Turn 2 - Melvin Frohike
M plays 3 Coppers.
M buys and gains a Chapel.
M shuffles their deck.
M draws 2 Coppers, an Estate, a Chapel and a Young Witch.

Turn 3 - GwinnR
G plays a Vassal.
G discards an Estate.
G plays 3 Coppers.
G buys and gains a Bandit Camp.
G draws 3 Coppers, an Estate and a Chapel.

Turn 3 - Melvin Frohike
M plays a Chapel.
M trashes 2 Coppers and an Estate.
M draws 3 Coppers and 2 Estates.

Turn 4 - GwinnR
G plays a Chapel.
G trashes 3 Coppers and an Estate.
G shuffles their deck.
G draws 3 Coppers, a Chapel and a Vassal.

Turn 4 - Melvin Frohike
M plays 3 Coppers.
M buys and gains a Silver.
M shuffles their deck.
M draws 3 Coppers, a Silver and a Young Witch.

Turn 5 - GwinnR
G plays a Vassal.
G discards an Estate.
G plays 3 Coppers.
G buys and gains a Bandit Camp.
G shuffles their deck.
G draws 2 Coppers, an Estate, a Chapel and a Bandit Camp.

Turn 5 - Melvin Frohike
M plays a Young Witch.
M draws a Copper and an Estate.
M discards a Copper and an Estate.
G gains a Curse.
M plays a Silver and 3 Coppers.
M buys and gains a Bandit Camp.
M shuffles their deck.
M draws a Copper, a Silver, an Estate, a Chapel and a Bandit Camp.

Turn 6 - GwinnR
G plays a Bandit Camp.
G draws an Estate.
G gains a Spoils.
G plays a Chapel.
G trashes 2 Coppers and 2 Estates.
G shuffles their deck.
G draws a Curse, 2 Coppers, a Vassal and a Bandit Camp.

Turn 6 - Melvin Frohike
M plays a Bandit Camp.
M draws a Copper.
M gains a Spoils.
M plays a Chapel.
M trashes a Copper and an Estate.
M plays a Silver and a Copper.
M buys and gains a Merchant.
M draws 3 Coppers, an Estate and a Young Witch.

Turn 7 - GwinnR
G plays a Bandit Camp.
G draws a Bandit Camp.
G gains a Spoils.
G plays a Bandit Camp.
G draws a Spoils.
G gains a Spoils.
G plays a Vassal.
G discards a Chapel.
G plays a Chapel.
G trashes a Curse.
G plays 2 Coppers.
G buys and gains a Workshop.
G shuffles their deck.
G draws a Copper, a Chapel, a Workshop, a Bandit Camp and a Spoils.

Turn 7 - Melvin Frohike
M plays a Young Witch.
M shuffles their deck.
M draws a Silver and a Bandit Camp.
M discards an Estate and a Bandit Camp.
G gains a Curse.
M plays a Silver and 3 Coppers.
M buys and gains a Bandit Camp.
M shuffles their deck.
M draws a Copper, a Chapel, a Merchant, a Bandit Camp and a Spoils.

Turn 8 - GwinnR
G plays a Bandit Camp.
G draws a Copper.
G gains a Spoils.
G plays a Workshop.
G gains a Sauna.
G plays a Chapel.
G trashes a Copper.
G plays a Copper and a Spoils.
G returns a Spoils to the Spoils pile.
G buys and gains a Throne Room.
G shuffles their deck.
G draws a Curse, a Vassal, a Bandit Camp and 2 Spoils.

Turn 8 - Melvin Frohike
M plays a Bandit Camp.
M draws a Bandit Camp.
M gains a Spoils.
M plays a Merchant.
M draws a Copper.
M plays a Bandit Camp.
M draws a Young Witch.
M gains a Spoils.
M plays a Young Witch.
M draws a Copper and a Silver.
M discards a Copper and a Chapel.
M plays a Silver, 2 Coppers and a Spoils.
M returns a Spoils to the Spoils pile.
M buys and gains an Artisan.
M shuffles their deck.
M draws 3 Coppers, an Estate and an Artisan.

Turn 9 - GwinnR
G plays a Bandit Camp.
G draws a Throne Room.
G gains a Spoils.
G plays a Throne Room.
G plays a Vassal.
G discards a Sauna.
G plays a Sauna.
G draws a Workshop.
G plays a Vassal again.
G discards a Bandit Camp.
G plays a Bandit Camp.
G draws a Chapel.
G gains a Spoils.
G plays a Workshop.
G gains a Vassal.
G plays a Chapel.
G trashes a Curse.
G buys and gains a Throne Room.
G shuffles their deck.
G draws a Copper, a Workshop and 3 Spoils.

Turn 9 - Melvin Frohike
M plays an Artisan.
M gains a Council Room.
M topdecks a Council Room.
M plays 3 Coppers.
M buys and gains a Silver.
M draws a Silver, a Chapel, a Council Room, a Bandit Camp and a Spoils.

Turn 10 - GwinnR
G plays a Workshop.
G gains a Sauna.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G buys and gains a Council Room.
G draws 2 Throne Rooms, a Bandit Camp, a Spoils and a Sauna.

Turn 10 - Melvin Frohike
M plays a Bandit Camp.
M draws a Young Witch.
M gains a Spoils.
M plays a Council Room.
M draws a Copper, a Merchant, a Bandit Camp and a Spoils.
G draws a Vassal.
M plays a Bandit Camp.
M shuffles their deck.
M draws a Spoils.
M gains a Spoils.
M plays a Merchant.
M draws a Copper.
M plays a Young Witch.
M draws a Copper and an Artisan.
M discards a Copper and a Chapel.
M plays an Artisan.
M gains a Sauna.
M topdecks a Sauna.
M plays a Silver, 2 Coppers and a Spoils.
M returns a Spoils to the Spoils pile.
M buys and gains 2 Saunas.
M shuffles their deck.
M draws a Copper, a Silver, an Estate, a Merchant and a Sauna.

Turn 11 - GwinnR
G plays a Throne Room.
G plays a Throne Room.
G plays a Bandit Camp.
G draws a Chapel.
G gains a Spoils.
G plays a Bandit Camp again.
G draws a Vassal.
G gains a Spoils.
G plays a Throne Room again.
G plays a Vassal.
G discards a Bandit Camp.
G plays a Bandit Camp.
G draws a Spoils.
G gains a Spoils.
G plays a Vassal again.
G shuffles their deck.
G discards a Spoils.
G plays a Vassal.
G discards a Workshop.
G plays a Workshop.
G gains a Throne Room.
G plays a Sauna.
G draws a Council Room.
G plays a Council Room.
G draws a Copper and 3 Spoils.
M draws a Copper.
G plays a Chapel.
G trashes a Copper.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G buys and gains 2 Avantos.
G shuffles their deck.
G draws a Chapel, 2 Vassals, a Spoils and a Sauna.

Turn 11 - Melvin Frohike
M plays a Merchant.
M draws a Copper.
M plays a Sauna.
M draws a Chapel.
M plays a Chapel.
M trashes a Copper and an Estate.
M plays a Silver and 2 Coppers.
M buys and gains a Bandit Camp.
M draws a Copper, a Silver, a Bandit Camp, a Spoils and a Sauna.

Turn 12 - GwinnR
G plays a Sauna.
G draws a Throne Room.
G plays a Throne Room.
G plays a Vassal.
G discards a Throne Room.
G plays a Throne Room.
G plays a Vassal.
G discards a Workshop.
G plays a Workshop.
G gains a Throne Room.
G plays a Vassal again.
G discards a Bandit Camp.
G plays a Bandit Camp.
G draws a Bandit Camp.
G gains a Spoils.
G plays a Vassal again.
G discards a Sauna.
G plays a Sauna.
G draws a Spoils.
G plays a Bandit Camp.
G draws a Spoils.
G gains a Spoils.
G buys and gains a Council Room.
G draws a Council Room, a Throne Room, a Spoils and 2 Avantos.

Turn 12 - Melvin Frohike
M plays a Bandit Camp.
M draws a Sauna.
M gains a Spoils.
M plays a Sauna.
M draws an Artisan.
M plays a Sauna.
M draws a Council Room.
M plays an Artisan.
M gains an Avanto.
M topdecks an Avanto.
M plays a Council Room.
M draws a Bandit Camp, 2 Spoils and an Avanto.
G shuffles their deck.
G draws a Throne Room.
M plays a Silver, a Copper and a Spoils.
M returns a Spoils to the Spoils pile.
M plays a Spoils.
M returns a Spoils to the Spoils pile.
M buys and gains a Throne Room and an Avanto.
M shuffles their deck.
M draws a Copper, a Young Witch, a Bandit Camp and 2 Avantos.

Turn 13 - GwinnR
G plays a Throne Room.
G plays a Throne Room.
G plays an Avanto.
G draws a Bandit Camp, a Spoils and a Sauna.
G plays a Sauna.
G draws a Spoils.
G plays an Avanto.
G draws a Throne Room, a Spoils and a Sauna.
G plays a Sauna.
G draws a Throne Room.
G plays an Avanto again.
G draws a Workshop, a Bandit Camp and a Spoils.
G plays a Throne Room again.
G plays a Throne Room.
G plays a Throne Room.
G plays a Bandit Camp.
G draws a Chapel.
G gains a Spoils.
G plays a Bandit Camp again.
G draws a Council Room.
G gains a Spoils.
G plays a Throne Room again.
G plays a Bandit Camp.
G draws a Vassal.
G gains a Spoils.
G plays a Bandit Camp again.
G draws a Spoils.
G gains a Spoils.
G plays a Throne Room again.
G plays a Vassal.
G discards a Vassal.
G plays a Vassal.
G shuffles their deck.
G discards a Spoils.
G plays a Vassal again.
G discards a Spoils.
G plays a Workshop.
G gains a Vassal.
G plays a Council Room.
G shuffles their deck.
G draws 4 Spoils.
M draws a Sauna.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G buys and gains 2 Provinces.
G shuffles their deck.
G draws a Vassal, a Workshop, a Bandit Camp, a Sauna and an Avanto.

Turn 13 - Melvin Frohike
M plays a Bandit Camp.
M draws a Bandit Camp.
M gains a Spoils.
M plays a Bandit Camp.
M draws a Sauna.
M gains a Spoils.
M plays a Sauna.
M draws a Chapel.
M plays an Avanto.
M draws a Silver, a Council Room and a Bandit Camp.
M plays a Sauna.
M draws a Sauna.
M plays an Avanto.
M draws a Copper, a Silver and a Merchant.
M plays a Sauna.
M draws an Artisan.
M plays an Artisan.
M gains an Avanto.
M topdecks a Copper.
M plays an Avanto.
M draws 2 Coppers and a Throne Room.
M plays a Throne Room.
M plays a Bandit Camp.
M draws a Spoils.
M gains a Spoils.
M plays a Bandit Camp again.
M draws a Spoils.
M gains a Spoils.
M plays a Merchant.
M shuffles their deck.
M draws a Spoils.
M plays a Young Witch.
M draws 2 Spoils.
M discards 2 Coppers.
M plays a Council Room.
M shuffles their deck.
M draws 2 Coppers and a Spoils.
G draws a Province.
M plays a Chapel.
M trashes 3 Coppers.
M plays 2 Silvers and a Spoils.
M returns a Spoils to the Spoils pile.
M plays a Spoils.
M returns a Spoils to the Spoils pile.
M plays a Spoils.
M returns a Spoils to the Spoils pile.
M plays a Spoils.
M returns a Spoils to the Spoils pile.
M buys and gains 2 Provinces.
M shuffles their deck.
M draws an Artisan, a Throne Room, a Sauna and 2 Avantos.

Turn 14 - GwinnR
G plays a Sauna.
G draws a Chapel.
G plays an Avanto.
G draws a Council Room, a Bandit Camp and a Spoils.
G plays a Bandit Camp.
G draws a Province.
G gains a Spoils.
G plays a Bandit Camp.
G draws a Spoils.
G gains a Spoils.
G plays a Vassal.
G discards a Throne Room.
G plays a Council Room.
G draws a Throne Room, 2 Spoils and an Avanto.
M draws a Spoils.
G plays a Throne Room.
G plays an Avanto.
G draws 2 Throne Rooms and a Vassal.
G plays an Avanto again.
G draws a Vassal, a Spoils and a Sauna.
G plays a Sauna.
G draws a Council Room.
G plays a Throne Room.
G plays a Throne Room.
G plays a Council Room.
G shuffles their deck.
G draws a Throne Room and 3 Spoils.
M draws a Merchant.
G plays a Council Room again.
M draws a Young Witch.
G plays a Throne Room again.
G plays a Throne Room.
G plays a Workshop.
G gains a Vassal.
G plays a Workshop again.
G gains a Vassal.
G plays a Throne Room again.
G plays a Vassal.
G shuffles their deck.
G discards a Vassal.
G plays a Vassal.
G discards a Vassal.
G plays a Vassal.
G plays a Vassal again.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G plays a Spoils.
G returns a Spoils to the Spoils pile.
G buys and gains 4 Provinces.
G shuffles their deck.
G draws a Province, a Chapel, a Throne Room, a Vassal and a Workshop.
Nobody is perfect, but I'm only a nobody O.o

Meine Dominion-Videos: https://www.youtube.com/user/GwinnRDominion
Ich freue mich über jede Anmerkung und Diskussion :-)
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GwinnR
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Re: Kuriose Spiele - by GwinnR

Beitrag von GwinnR »

Spoiler!
Mir war klar, dass ich eine Kette spielen will. Kapelle, Aktionsgeber, Kartenzieher, Käufe, virtuelles Geld, Unterstützer (Thronsaal, Werkstatt), kurz gesagt: alles, was eine Kette braucht.
Kapelle war klar. Als zweites habe ich den Vasallen genommen, weil er gleich Geld bringt und auch gegen die Junge Hexe helfen kann. Früh wollte ich auch eine Werkstatt, die einfach alles nehmen kann, was man hier gebrauchen kann. Wahrscheinlich zu spät habe ich mir die Ratsversammlung gekauft, deren Käufe man gut gebrauchen hätte können. Super stark ist hier natürlich auch Sauna/Eisloch. Erst dachte ich, dass man aufgrund der anderen guten Möglichkeiten auch darauf verzichten kann. Aber das ist dann doch zu stark, als dass man das links liegen lassen kann.
Interessant ist, dass ich zeitweise echt überlegt habe, Beute wegzuwerfen für nichts, weil das mein Deck zugemüllt hat. Ich habe es dann aber doch behalten, weil ich mit Sauna/Eisloch dann doch auf richtig starke Züge gehofft habe. Die 4 Provinzen im letzten Zug geben mir wahrscheinlich recht, auch wenn ich mir echt nicht sicher bin, ob das nicht vielleicht doch klug gewesen wäre.
Verrücktes Spiel auf jeden Fall. :lol:
Nobody is perfect, but I'm only a nobody O.o

Meine Dominion-Videos: https://www.youtube.com/user/GwinnRDominion
Ich freue mich über jede Anmerkung und Diskussion :-)
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Yola
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Re: Kuriose Spiele - by GwinnR

Beitrag von Yola »

Was ist Händlerin?

Ansonsten it es abgesehen von Sauna/Eisloch und Banditenlager halt nen Normales Basisspielgame wie man sie selbst zu hauf hat.

Kappele /BM mit unterstüzung von Sauna/Eisloch käm mir da als erstes in dem Sinn.
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Asper
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Re: Kuriose Spiele - by GwinnR

Beitrag von Asper »

Vielleicht Einladung/Schmiede/Big Money? Die Einladung soll ja extrem gut sein, soweit ich weiß. Wenn man zu viele Schmieden hat, kann man ggf auch einfach 'nen Thronsaal einladen, das wird das Problem kompensieren. Joa, ich glaub in etwa so lahmarschig wäre meine Strategie.
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GwinnR
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Re: Kuriose Spiele - by GwinnR

Beitrag von GwinnR »

Yola hat geschrieben:Was ist Händlerin?
Aus einer der 2nd-Editions:
+1 Karte
+1 Aktion
Wenn du danach das erste Mal in dem Zug ein Silber ausspielst: +1 GE
Asper hat geschrieben:Die Einladung soll ja extrem gut sein, soweit ich weiß.
Echt? Ich habe die glaube ich noch nie gekauft. Ist letztlich eine Werkstatt, wobei man die Karte im nächsten Zug sofort spielt. Für den Moment ganz nett, aber auf Dauer hat man eben eine 4er-Aktions-Karte mehr...

Was haltet ihr von dem Spiel, wie es dann tatsächlich passiert ist?
Nobody is perfect, but I'm only a nobody O.o

Meine Dominion-Videos: https://www.youtube.com/user/GwinnRDominion
Ich freue mich über jede Anmerkung und Diskussion :-)
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Asper
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Re: Kuriose Spiele - by GwinnR

Beitrag von Asper »

Na ja, du musst das so sehen: Eine Schmiede zu Beginn deines Zuges ist so gut wie 3 Laboratorien. Und da auf diesem Board auch Thronsäle dabei waren (und nonterminals, die durch die Einladung einen Dorfeffekt erhalten), ist das ganze relativ risikofrei.
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Re: Kuriose Spiele - by GwinnR

Beitrag von GwinnR »

Asper hat geschrieben:Na ja, du musst das so sehen: Eine Schmiede zu Beginn deines Zuges ist so gut wie 3 Laboratorien. Und da auf diesem Board auch Thronsäle dabei waren (und nonterminals, die durch die Einladung einen Dorfeffekt erhalten), ist das ganze relativ risikofrei.
Ok. Jetzt verstehe ich erst, was du meinst :-D Hört sich auch echt gut an. Ist nur die Frage, was jetzt schneller ist (was ich dir aber auch nicht beantworten kann) ;-)
Nobody is perfect, but I'm only a nobody O.o

Meine Dominion-Videos: https://www.youtube.com/user/GwinnRDominion
Ich freue mich über jede Anmerkung und Diskussion :-)
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Asper
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Re: Kuriose Spiele - by GwinnR

Beitrag von Asper »

GwinnR hat geschrieben:
Asper hat geschrieben:Na ja, du musst das so sehen: Eine Schmiede zu Beginn deines Zuges ist so gut wie 3 Laboratorien. Und da auf diesem Board auch Thronsäle dabei waren (und nonterminals, die durch die Einladung einen Dorfeffekt erhalten), ist das ganze relativ risikofrei.
Ok. Jetzt verstehe ich erst, was du meinst :-D Hört sich auch echt gut an. Ist nur die Frage, was jetzt schneller ist (was ich dir aber auch nicht beantworten kann) ;-)
Ist auch alles nur Theorie. Ich erinnerte mich halt, dass es im englischen Forum hieß, die Einladung sei so gut, und habe mir deshalb etwas zusammengezimmert. Die Hauptschwäche der Strategie ist natürlich, dass sie mir zwar recht leicht erlaubt, zu sehr viel Geld zu kommen, aber den einen Kauf aufbraucht, den ich standardmäßig habe. Entweder muss man hier also zwischen Provinzen, Gold und Einladungen abwechseln (nach anfänglichen Schmieden würde ich wie gesagt - je nach Deckzustand - Sauna oder Thronsaal für mögliche Ziele halten), oder man muss doch eine Ratsversammlung ins Deck holen (die man dann immer noch durch eingeladene Thronsäle doppeln kann). Allgemein kann ich mir vorstellen, dass der Thronsaal das hypothetische Problem, durch die Einladung in :4 -ern zu ersticken, zumindest zum Teil lösen kann.
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GwinnR
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Re: Kuriose Spiele - by GwinnR

Beitrag von GwinnR »

Noch ein kurioses Spiel:

:2 :potion Apotheker
:3 Eremit (Verrückter), Menagerie, Lagerhaus
:4 Steinbruch, Lumoensammler, Thronsaal
:5 Ferne Lande, Ritter, Sentry (Torwächterin?)
Mit Platin und Kolonie

Ich will jetzt gar nicht viel zu sagen. Der Log ist unten, aber den wird sicher keiner lesen wollen :-D Wenn ich im Laufe der Woche Zeit finde, kann ich eine Kurzbeschreibung geben. So dürft ihr aber gerne schonmal diskutieren ;-)
Spoiler!
G starts with 7 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
G shuffles their deck.
G draws 3 Coppers, a Hovel and a Necropolis.
j starts with 7 Coppers, a Hovel, a Necropolis and an Overgrown Estate.
j shuffles their deck.
j draws 3 Coppers, a Hovel and an Overgrown Estate.

Turn 1 - GwinnR
G plays 3 Coppers.
G buys and gains a Silver.
G draws 4 Coppers and an Overgrown Estate.

Turn 1 - jeebus
j plays 3 Coppers.
j buys and gains a Hermit.
j draws 4 Coppers and a Necropolis.

Turn 2 - GwinnR
G plays 4 Coppers.
G buys and gains a Scavenger.
G shuffles their deck.
G draws 2 Coppers, a Silver, an Overgrown Estate and a Scavenger.

Turn 2 - jeebus
j plays 4 Coppers.
j buys and gains a Potion.
j shuffles their deck.
j draws 3 Coppers, a Potion and a Hermit.

Turn 3 - GwinnR
G plays a Scavenger.
G moves their deck to the discard.
G looks at nothing.
G topdecks a Copper.
G plays 2 Coppers and a Silver.
G buys and gains a Gold.
G shuffles their deck.
G draws 4 Coppers and an Overgrown Estate.

Turn 3 - jeebus
j plays a Hermit.
j gains a Warehouse.
j plays 3 Coppers and a Potion.
j buys and gains an Apothecary.
j draws 3 Coppers, a Hovel and a Necropolis.

Turn 4 - GwinnR
G plays 4 Coppers.
G buys and gains a Warehouse.
G draws 2 Coppers, a Silver, a Gold and a Necropolis.

Turn 4 - jeebus
j plays 3 Coppers.
j buys and gains a Menagerie.
j shuffles their deck.
j draws 2 Coppers, an Apothecary, a Necropolis and an Overgrown Estate.

Turn 5 - GwinnR
G plays a Gold, 2 Coppers and a Silver.
G buys and gains a Sentry.
G shuffles their deck.
G draws 3 Coppers, a Hovel and a Scavenger.

Turn 5 - jeebus
j plays an Apothecary.
j draws a Copper.
j reveals 2 Coppers, a Warehouse and a Potion.
j puts 2 Coppers and a Potion into their hand.
j topdecks a Warehouse.
j plays 5 Coppers and a Potion.
j buys and gains a Sir Vander.
j draws a Copper, a Warehouse, a Menagerie, a Hermit and a Hovel.

Turn 6 - GwinnR
G plays a Scavenger.
G moves their deck to the discard.
G looks at nothing.
G topdecks a Sentry.
G plays 3 Coppers.
G buys and gains a Sentry.
G shuffles their deck.
G draws 2 Coppers, a Sentry, a Hovel and a Scavenger.

Turn 6 - jeebus
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j shuffles their deck.
j draws 3 Coppers.
j plays a Warehouse.
j draws a Copper, a Potion and a Necropolis.
j discards a Copper, a Hovel and a Necropolis.
j plays a Hermit.
j looks at a Throne Room, a Dame Anna, 2 Coppers and a Dame Molly.
j trashes a Hovel.
j gains a Menagerie.
j plays 4 Coppers and a Potion.
j buys and gains an Apothecary.
j draws 2 Coppers, an Apothecary, an Overgrown Estate and a Sir Vander.

Turn 7 - GwinnR
G plays a Sentry.
G draws a Copper.
G reveals a Gold and a Necropolis.
G trashes a Necropolis.
G topdecks a Gold.
G plays a Scavenger.
G moves their deck to the discard.
G looks at nothing.
G topdecks a Sentry.
G plays a Copper.
G buys and gains a Hermit.
G shuffles their deck.
G draws 2 Coppers, a Gold, a Sentry and a Scavenger.

Turn 7 - jeebus
j plays an Apothecary.
j shuffles their deck.
j draws a Copper.
j reveals 3 Coppers and a Menagerie.
j puts 3 Coppers into their hand.
j topdecks a Menagerie.
j plays a Sir Vander.
G reveals a Sentry and an Overgrown Estate.
G trashes a Sentry.
G discards an Overgrown Estate.
j plays 6 Coppers.
j buys and gains a Dame Molly.
j draws a Copper, 2 Menageries, a Hermit and a Necropolis.

Turn 8 - GwinnR
G plays a Sentry.
G draws a Warehouse.
G reveals a Silver and a Hermit.
G topdecks a Silver and a Hermit.
G plays a Warehouse.
G draws a Copper, a Silver and a Hermit.
G discards 2 Coppers and a Scavenger.
G plays a Hermit.
G looks at nothing.
G trashes an Overgrown Estate.
G draws a Copper.
G gains a Menagerie.
G plays a Gold, 2 Coppers and a Silver.
G buys and gains a Gold.
G shuffles their deck.
G draws 3 Coppers, a Gold and a Hovel.

Turn 8 - jeebus
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Warehouse, an Apothecary and a Potion.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j shuffles their deck.
j draws 2 Coppers and a Dame Molly.
j plays an Apothecary.
j draws an Apothecary.
j reveals 2 Coppers, an Overgrown Estate and a Sir Vander.
j puts 2 Coppers into their hand.
j topdecks an Overgrown Estate and a Sir Vander.
j plays an Apothecary.
j draws an Overgrown Estate.
j reveals 2 Coppers and a Sir Vander.
j puts 2 Coppers into their hand.
j topdecks a Sir Vander.
j plays a Dame Molly.
G reveals a Copper and a Scavenger.
G trashes a Scavenger.
G discards a Copper.
j plays a Hermit.
j trashes an Overgrown Estate.
j draws a Sir Vander.
j gains a Warehouse.
j plays a Sir Vander.
G reveals a Gold and a Hermit.
G trashes a Gold.
G discards a Hermit.
j plays 7 Coppers and a Potion.
j buys and gains a Dame Anna.
j shuffles their deck.
j draws 2 Coppers, a Warehouse, a Potion and a Menagerie.

Turn 9 - GwinnR
G plays a Gold and 3 Coppers.
G buys and gains a Gold.
G draws a Copper, a Silver, a Sentry, a Warehouse and a Menagerie.

Turn 9 - jeebus
j plays a Warehouse.
j draws a Copper, a Dame Molly and a Sir Vander.
j discards 3 Coppers.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Dame Anna, a Hermit and a Necropolis.
j plays a Dame Molly.
G reveals 2 Coppers.
G discards 2 Coppers.
j plays a Necropolis.
j plays a Hermit.
j looks at a Throne Room, a Dame Anna, 2 Coppers and a Dame Molly.
j gains a Warehouse.
j plays a Dame Anna.
j trashes a Potion.
G shuffles their deck.
G reveals 2 Coppers.
G discards 2 Coppers.
j plays a Sir Vander.
G reveals a Copper and a Gold.
G trashes a Gold.
G discards a Copper.
j trashes a Hermit.
j gains a Madman.
j draws 3 Coppers and 2 Apothecaries.

Turn 10 - GwinnR
G plays a Menagerie.
G reveals 2 Coppers, a Platinum, a Colony and a Province.
G draws 2 Coppers and a Hermit.
G plays a Sentry.
G draws a Gold.
G reveals a Copper and a Hovel.
G trashes a Copper and a Hovel.
G plays a Warehouse.
G shuffles their deck.
G draws 3 Coppers.
G discards 2 Coppers and a Hermit.
G plays a Gold, 4 Coppers and a Silver.
G buys and gains a Platinum.
G shuffles their deck.
G draws 2 Coppers, a Gold, a Platinum and a Hermit.

Turn 10 - jeebus
j plays an Apothecary.
j draws a Menagerie.
j shuffles their deck.
j reveals 2 Coppers and 2 Warehouses.
j puts 2 Coppers into their hand.
j topdecks 2 Warehouses.
j plays an Apothecary.
j draws a Warehouse.
j reveals a Copper, a Warehouse, a Dame Molly and a Madman.
j puts a Copper into their hand.
j topdecks a Warehouse, a Dame Molly and a Madman.
j plays a Warehouse.
j draws a Warehouse, a Dame Molly and a Madman.
j discards 3 Coppers.
j plays a Warehouse.
j draws a Copper, a Menagerie and a Dame Anna.
j discards 3 Coppers.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Warehouse, a Necropolis and a Sir Vander.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j shuffles their deck.
j draws 3 Coppers.
j plays a Dame Molly.
G reveals a Copper and a Sentry.
G trashes a Sentry.
G discards a Copper.
j plays a Sir Vander.
G reveals a Copper and a Warehouse.
G trashes a Warehouse.
G discards a Copper.
j plays a Warehouse.
j draws 3 Coppers.
j discards a Copper, a Madman and a Necropolis.
j plays a Dame Anna.
G reveals a Silver and a Menagerie.
G trashes a Silver.
G discards a Menagerie.
j plays 6 Coppers.
j buys and gains a Gold.
j shuffles their deck.
j draws 3 Coppers, a Gold and a Warehouse.

Turn 11 - GwinnR
G plays a Hermit.
G looks at nothing.
G gains a Menagerie.
G plays a Gold, 2 Coppers and a Platinum.
G buys and gains a Platinum.
G shuffles their deck.
G draws 4 Coppers and a Gold.

Turn 11 - jeebus
j plays a Warehouse.
j draws a Warehouse, a Menagerie and a Madman.
j discards 3 Coppers.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Copper, an Apothecary and a Dame Anna.
j plays an Apothecary.
j draws a Sir Vander.
j reveals 2 Coppers, a Menagerie and a Necropolis.
j puts 2 Coppers into their hand.
j topdecks a Menagerie and a Necropolis.
j plays a Warehouse.
j draws an Apothecary, a Menagerie and a Necropolis.
j discards 2 Coppers and a Necropolis.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Copper, a Warehouse and a Dame Molly.
j plays an Apothecary.
j shuffles their deck.
j draws a Copper.
j reveals 3 Coppers and a Necropolis.
j puts 3 Coppers into their hand.
j topdecks a Necropolis.
j plays a Dame Molly.
G reveals a Menagerie and a Hermit.
G trashes a Hermit.
G discards a Menagerie.
j plays a Sir Vander.
G reveals 2 Coppers.
G discards 2 Coppers.
j plays a Dame Anna.
G reveals a Platinum and a Menagerie.
G trashes a Menagerie.
G discards a Platinum.
j plays a Gold and 6 Coppers.
j buys and gains a Platinum.
j shuffles their deck.
j draws 3 Coppers, an Apothecary and a Necropolis.

Turn 12 - GwinnR
G plays a Gold and 4 Coppers.
G buys and gains a Gold.
G shuffles their deck.
G draws 2 Coppers, a Gold and 2 Platina.

Turn 12 - jeebus
j plays an Apothecary.
j draws a Sir Vander.
j reveals 2 Coppers, a Gold and an Apothecary.
j puts 2 Coppers into their hand.
j topdecks a Gold and an Apothecary.
j plays a Sir Vander.
G reveals a Copper and a Gold.
G trashes a Gold.
G discards a Copper.
j plays 5 Coppers.
j buys and gains a Throne Room.
j draws a Copper, a Gold, 2 Warehouses and an Apothecary.

Turn 13 - GwinnR
G plays a Gold, 2 Coppers and 2 Platina.
G buys and gains a Platinum.
G shuffles their deck.
G draws 3 Coppers, a Platinum and a Menagerie.

Turn 13 - jeebus
j plays an Apothecary.
j draws a Platinum.
j reveals a Warehouse, a Menagerie, a Dame Anna and a Dame Molly.
j topdecks a Warehouse, a Menagerie, a Dame Anna and a Dame Molly.
j plays a Warehouse.
j draws a Warehouse, a Menagerie and a Dame Molly.
j discards a Copper, a Gold and a Warehouse.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Copper, a Menagerie and a Dame Anna.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j shuffles their deck.
j draws a Copper, a Throne Room and a Madman.
j plays a Dame Molly.
G reveals 2 Platina.
G discards 2 Platina.
j plays a Warehouse.
j draws 2 Coppers and an Apothecary.
j discards 3 Coppers.
j plays an Apothecary.
j draws a Copper.
j reveals 2 Coppers, a Warehouse and a Sir Vander.
j puts 2 Coppers into their hand.
j topdecks a Warehouse and a Sir Vander.
j plays a Throne Room.
j plays a Dame Anna.
G reveals a Copper and a Gold.
G trashes a Gold.
G discards a Copper.
j plays a Dame Anna again.
G reveals 2 Coppers.
G discards 2 Coppers.
j plays 4 Coppers and a Platinum.
j buys and gains a Platinum.
j shuffles their deck.
j draws a Gold, a Warehouse, an Apothecary, a Necropolis and a Sir Vander.

Turn 14 - GwinnR
G plays a Menagerie.
G reveals 2 Coppers, a Platinum, a Colony and a Province.
G shuffles their deck.
G draws a Copper.
G plays 4 Coppers and a Platinum.
G buys and gains a Platinum.
G shuffles their deck.
G draws 3 Coppers and 2 Platina.

Turn 14 - jeebus
j plays an Apothecary.
j draws a Copper.
j reveals a Copper, a Throne Room, an Apothecary and a Dame Anna.
j puts a Copper into their hand.
j topdecks a Throne Room, an Apothecary and a Dame Anna.
j plays a Warehouse.
j draws a Throne Room, an Apothecary and a Dame Anna.
j discards 2 Coppers and a Necropolis.
j plays a Throne Room.
j plays an Apothecary.
j draws a Copper.
j reveals 2 Coppers, a Warehouse and a Dame Molly.
j puts 2 Coppers into their hand.
j topdecks a Warehouse and a Dame Molly.
j plays an Apothecary again.
j draws a Dame Molly.
j reveals a Copper, 2 Warehouses and a Menagerie.
j puts a Copper into their hand.
j topdecks 2 Warehouses and a Menagerie.
j plays a Dame Molly.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Dame Anna.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Sir Vander.
G reveals a Copper and a Menagerie.
G trashes a Menagerie.
G discards a Copper.
j plays a Gold and 4 Coppers.
j buys and gains a Throne Room.
j draws 2 Warehouses, a Platinum, a Menagerie and a Madman.

Turn 15 - GwinnR
G plays 3 Coppers and 2 Platina.
G buys and gains a Colony.
G shuffles their deck.
G draws 4 Coppers and a Platinum.

Turn 15 - jeebus
j plays a Warehouse.
j draws a Copper, a Platinum and a Menagerie.
j discards a Copper, a Warehouse and a Platinum.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j shuffles their deck.
j draws a Warehouse, a Platinum and a Sir Vander.
j plays a Warehouse.
j draws a Copper and 2 Apothecaries.
j discards a Copper, a Platinum and a Madman.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Copper.
j plays an Apothecary.
j draws a Dame Molly.
j reveals 2 Coppers, a Warehouse and a Necropolis.
j puts 2 Coppers into their hand.
j topdecks a Warehouse and a Necropolis.
j plays an Apothecary.
j draws a Warehouse.
j reveals a Copper, a Gold, a Throne Room and a Necropolis.
j puts a Copper into their hand.
j topdecks a Gold, a Throne Room and a Necropolis.
j plays a Warehouse.
j draws a Gold, a Throne Room and a Necropolis.
j discards 2 Coppers and a Necropolis.
j plays a Throne Room.
j plays a Dame Molly.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Dame Molly again.
G reveals a Colony and a Platinum.
G discards a Colony and a Platinum.
j plays a Sir Vander.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Gold, 2 Coppers and a Platinum.
j buys and gains a Province.
j shuffles their deck.
j draws 2 Coppers, a Throne Room, a Dame Anna and a Sir Vander.

Turn 16 - GwinnR
G plays 4 Coppers and a Platinum.
G buys and gains a Platinum.
G shuffles their deck.
G draws 3 Coppers and 2 Platina.

Turn 16 - jeebus
j plays a Throne Room.
j plays a Sir Vander.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Sir Vander again.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays 2 Coppers.
j draws a Copper, a Throne Room, 2 Warehouses and a Platinum.

Turn 17 - GwinnR
G plays 3 Coppers and 2 Platina.
G buys and gains a Colony.
G shuffles their deck.
G draws 2 Coppers, a Colony and 2 Platina.

Turn 17 - jeebus
j plays a Warehouse.
j draws a Copper, an Apothecary and a Menagerie.
j discards 2 Coppers and a Platinum.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Copper, a Province and a Necropolis.
j plays a Throne Room.
j plays an Apothecary.
j draws an Apothecary.
j reveals a Copper, a Gold, a Platinum and a Dame Molly.
j puts a Copper into their hand.
j topdecks a Gold, a Platinum and a Dame Molly.
j plays an Apothecary again.
j draws a Platinum.
j reveals a Gold, a Warehouse, a Dame Molly and a Madman.
j topdecks a Gold, a Warehouse, a Dame Molly and a Madman.
j plays a Warehouse.
j draws a Gold, a Warehouse and a Dame Molly.
j discards a Province, a Dame Molly and a Necropolis.
j plays an Apothecary.
j draws a Madman.
j shuffles their deck.
j reveals 2 Coppers, a Province and a Menagerie.
j puts 2 Coppers into their hand.
j topdecks a Province and a Menagerie.
j plays a Warehouse.
j draws a Copper, a Province and a Menagerie.
j discards 2 Coppers and a Province.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Sir Vander.
j plays a Sir Vander.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Gold, 3 Coppers and a Platinum.
j buys and gains a Colony.
j draws 2 Coppers, a Platinum, a Dame Molly and a Necropolis.

Turn 18 - GwinnR
G plays 2 Coppers and 2 Platina.
G buys and gains a Colony.
G draws 3 Coppers, a Colony and a Platinum.

Turn 18 - jeebus
j plays a Dame Molly.
G shuffles their deck.
G reveals a Colony and a Platinum.
G discards a Colony and a Platinum.
j plays 2 Coppers and a Platinum.
j buys and gains a Dame Sylvia.
j shuffles their deck.
j draws 2 Coppers, a Throne Room, a Platinum and a Dame Anna.

Turn 19 - GwinnR
G plays 3 Coppers and a Platinum.
G buys and gains a Province.
G draws 2 Coppers, a Colony and 2 Platina.

Turn 19 - jeebus
j plays a Throne Room.
j plays a Dame Anna.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Dame Anna again.
G shuffles their deck.
G reveals a Copper and a Colony.
G discards a Copper and a Colony.
j plays 2 Coppers and a Platinum.
j buys and gains a Dame Natalie.
j draws a Copper, a Warehouse, a Menagerie, a Dame Molly and a Dame Sylvia.

Turn 20 - GwinnR
G plays 2 Coppers and 2 Platina.
G buys and gains a Colony.
G draws a Copper, a Province, a Colony and 2 Platina.

Turn 20 - jeebus
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws a Throne Room, a Colony and a Madman.
j plays a Warehouse.
j draws 2 Coppers and a Gold.
j discards a Copper, a Colony and a Dame Molly.
j plays a Madman.
j returns a Madman to the Madman pile.
j draws a Copper, a Province, an Apothecary, a Necropolis and a Sir Vander.
j plays an Apothecary.
j draws a Menagerie.
j reveals a Copper, a Warehouse, an Apothecary and a Platinum.
j puts a Copper into their hand.
j topdecks a Warehouse, an Apothecary and a Platinum.
j plays a Menagerie.
j reveals 3 Coppers, a Dame Natalie and a Sir Vander.
j draws an Apothecary.
j plays an Apothecary.
j draws a Warehouse.
j shuffles their deck.
j reveals a Copper, a Warehouse, a Colony and a Platinum.
j puts a Copper into their hand.
j topdecks a Warehouse, a Colony and a Platinum.
j plays a Warehouse.
j draws a Warehouse, a Colony and a Platinum.
j discards a Province, a Colony and a Necropolis.
j plays a Warehouse.
j draws a Platinum, a Dame Molly and a Dame Natalie.
j discards 2 Coppers and a Sir Vander.
j plays a Dame Natalie.
j gains a Warehouse.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Dame Molly.
G shuffles their deck.
G reveals a Copper and a Platinum.
G discards a Copper and a Platinum.
j plays a Dame Sylvia.
G reveals 2 Coppers.
G discards 2 Coppers.
j plays a Gold, 3 Coppers and 2 Platina.
j buys and gains a Colony.
j shuffles their deck.
j draws 2 Coppers, a Throne Room, a Dame Anna and a Dame Molly.

Turn 21 - GwinnR
G plays a Copper and 2 Platina.
G buys and gains a Colony.
G draws a Copper, 3 Colonies and a Platinum.

Turn 21 - jeebus
j draws 3 Coppers, a Dame Natalie and a Sir Vander.

Turn 22 - GwinnR
G plays a Copper and a Platinum.
G buys and gains a Warehouse.
G shuffles their deck.
G draws 2 Coppers, a Province, a Colony and a Platinum.

Turn 22 - jeebus
resign
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Yola
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Beiträge: 1210
Registriert: Sa 17. Sep 2016, 09:09

Re: Kuriose Spiele - by GwinnR

Beitrag von Yola »

Naja sieht eigentlich ziehmlich offensichtlich vom Setup her aus, mit Lagerhaus -> Menegery sind total gut Megazüge möglich indem man tausend Karten zieht grade weil men mit Sentry wunderbar entsorgen kann. Die Ritter sind etwas gefährlich da sie alle deine Karten entsorgen können, weswegen man selbst damit argierne muss vorallem mit dem Ziel die +2 Aktion Ritter zu bekommen um immer 3 Ritter pro zug spielen zu können. Erimit ist super um Menagier und Lagerhaus zu bekommen Apotheker würde ich links liegen lassen, grade gegen Sentry stinkt der total ab. mit Lumpensammler ist auch ganz nett um sich sein Platin zu bekommen, ich würde jedenfalls darauf gehen weil das nicht von den Rittern entsorgt werden kann. Fazit:

Eröfnnung: Lumpensammler /Eremit

Dann schnell Menagierien udn Lagerhäuser kaufen, wenns geht für 5 nen Ritter und ab dafür. Ggf Ferne Länder falls man nicht vernünftig an Geld heran kommt.

Insgesammt ist das set aber eine schöne in sich geschlossene Engine mit kaum unnützne Karten.
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