Got a great Isotropic moment you just have to share? We’re now accepting submissions for a collection of great Isotropic moments of all kinds — funny, incredible, unlucky, and epic fails. It doesn’t matter if they’re good games, or bad games: as long as they have something hilarious or unique, we want to see them!
Use CouncilRoom’s game search feature (or your own player page) to help find that crazy game, and submit it to us either in the comments below or on the Contact Us page.
Submissions will be open until next Friday, April 8. We’ll go through all of them and pick out the funniest, the most epic, and the least epic to showcase on this site.
I’ll start off with this gem, from a game between me and rrenaud. Thanks to Quarry, rrenaud had a deck that had no money but a ton of King’s Courts and Wharves. There were no Actions that gave +Coin, but there was Explorer …
rrenaud plays 3 Quarries and 21 Silvers.
That was… glorious. I want to post an epic last turn buy but I’m afraid it won’t measure up to that, rofl.
WHOA! That was epic!! LOL
I open with dual Ambassadors sometimes, which once led to a deck that couldn’t do anything other than playing Pawns. I ambassadored 2 Tacticians so the pawns came up more often. (Game doesn’t appear to be on my player page.)
Wouldn’t playing the Tactician be a better way to play multiple pawns in a turn than trashing them?
I still had another one somewhere in the deck. I had way too many of them, as they were the only good $5 action >_> Ambassadoring the 2 probably wasn’t the smartest move still.
Here is a game I was in last night. As it happened, I won, but entirely by accident.
http://councilroom.com/game?game_id=game-20110402-014429-f7c2ecfe.html
Here’s how it ended:
#1 Garfield’s Lover: 0 points (4 Estates and 4 Curses); 12 turns
#2 Gwildor: 0 points (a Duchy, 3 Estates, a Duke, and 7 Curses); 13 turns
#3 mouhu: -1 points (a Duchy, 2 Estates, a Duke, and 7 Curses); 13 turns
#4 Anonymous Donor: -2 points (3 Estates and 5 Curses); 12 turns
My last turn here
http://councilroom.com/game?game_id=game-20110128-142015-99c39048.html
althought I’m sure someone outdid this at some point
I did the same here
http://councilroom.com/game?game_id=game-20110115-082401-f47dfadc.html
Sooner than you, though, and with a bit more vps 🙂
Might remember some more in a bit, for now this comes to mind:
flow plays a Chapel.
… trashing 4 Chapels.
from turn 18 of http://councilroom.com/game?game_id=game-20110322-114345-4d333989.html
Also, rrenaud, would full text search for logs be a possibility? It would help find stuff for this, as well as be interesting to see if some crazy possibility has ever come up in a game.
Full text, definitely not (I don’t index the game text), but making the game search more useful is definitely possible.
Also, I think the game text is not that interesting by itself, what you really want to be able to do is find games that were ever in a state that meets some conditions. EG, does the exist a turn where a player trashed 4 chapels? No game state (besides the end) is directly stored in the log text anyway.
If you want to mine the logs for interesting info, I’d happily give you an account on the machine hosting the database, and then you have the full power and expressiveness of a general purpose programming language.
How about a way to calculate the win% for cards-bought-turn-graphs given more complex conditions?
Ex:. Woodcutter is a mediocre card, but sometimes its the only source of +Buy. I’d like a graph for something like:
Woodcutter WHEN kingdom(woodcutter, !Buy, !Buy, !Buy, !Buy,….)
http://councilroom.com/game?game_id=game-20110127-050348-a4d3d199.html
It’s all about the last two turns. The chat log was fairly amusing in its deadpan-ness. I’m Mole5000, or “The Tortoise” as I believe I should also be known as.
Remarkable. He could have ended the game in his last turn by buying all Colonies and a bunch of Provinces, but decided to buy a horde of Goons instead. Must be a friend of yours. *g*
Barring an outrageously unlucky draw for him he’d have been looking at winning the game something like 350 points to nil on his next turn I think. He was going for the big kill. I have to say I did giggle a little when I realised what he was doing and that I had the Feast and Goons in hand.
Yepp, 137:0 would have really been a little close…
And I wouldn’t say that he needed a “outrageously unlucky draw” to not get his chain running. 29 of 40 cards don’t draw any cards, and the Worker’s Villages also don’t draw much if you can’t KC them. So it is quite possible that you stuck with just 2xKC+2xFestival+Goons or something like that…
Did you forget the Library ?
No, but perhaps didn’t write clearly enough.
The 4 Librarys and 7 Worker’s Villages are the only cards that draw something. It is quite possible that you either get none of these 11 out of 40 cards ( with probability 18%), or only get Worker’s Village without KCs and Libs (don’t want to calculate) which stucks you with 5 Cards.
Oh, i see. He Should have bought more Libraries then.
By the way, the last two turns were hilarious. You were lucky enought to have 3 Golds and exactly 3 buys. I had a similar game but with a Duchy for a win.
http://councilroom.com/game?game_id=game-20110103-073817-50b6e893.html#catsclaw-show-turn-14
I apologized before I played the combo. It was glorious.
You are an evil, evil person.
EVIL!!!
Bah, and he can’t even resign.
Being on the receiving end of things like that is why Possession is the least popular card. I feel dirty just having read it.
I prefer that to being on the receiving end of a KC+masq combo trashing my deck, although then you can resign.
It’s a (minor) design flaw of the game server, though. One should always be able to resign cleanly at any time. One also can’t resign during the buy phase right now.
In which I appear to be suffering from short-term memory loss:
Sadly, my greatest moment may no longer be on Isotropic. One of my earliest games, while I was learning the cards and OPENED with 5 coppers:
Ithan plays 5 coppers
. . . and buys a Mint.
. . . trashing 5 coppers.
I resigned on turn two.
Note: this isn’t always so bad, if you can swing a Pawn, Lighthouse, or Embargo with the $2. If there’s no decent money-providing $2 card, though, you’re probably screwed.
I think there was a Chapel, which is partly why I made the mistake. I was going to start Chapelling in my games (having lost a few that way), but saw the Mint and thought, “that’s a great way to trash a whole lotta cards AND get a $5 action! Awesome!”
Not.
Why didn’t you just buy a third copper on turn 2?
I’ve done that open, and it turns out that getting back up to $3 is pretty annoying. If you open Mint/Copper, then your deck looks like this:
Mint, Copper, Copper, Copper, Estate, Estate, Estate.
So you need all three Coppers in your hand to get to Silver, and the odds of that are not spectacular (4/7 * 3/6 = 29%). So you end up buying more Coppers, and the value of the early trash is steadily diluted, and in addition you spent several early buys getting Coppers.
I tried and tried but I could never find any way to make a Mint opening strong, not even compared to brainless Big Money. Not even Mint/Embargo is good.
Pure theorycrafting here, I think a 5/2 mint would be great against an opening bishop. While the bishop trashes 1/12 of your opponent’s deck, it trashes 1/7 of yours.
I suppose it might work against certain specific opposing strategies. I’ve never tried it against Bishop.
just squeaked out the win opening Mint/Lighthouse while my opponent opened Bishop/Fishing Village in this game. One crucial thing for opening Mint is having a strong $2, not just for the first buy but the next few turns when you inevitably will $2. Also, hoping you don’t draw $1 is important…
The trick is that you need something like remodel or salvager(esp the latter) this makes it so when you hit 4 you can grab the card and eliminate the estates gaining startup cash
That sounds quite slow, and I’m doubtful it would work well against competent opposition.
I did okay with Mint/ Secret Chamber. You can use the four from when the secret chamber comes up to buy silvers, then mint a few of those and get up to Golds pretty quick.
in a game with no colonies, victory tokens, dukes or significant curses, I go down five provinces to none only to come back for a most improbable victory…
http://dominion.isotropic.org/gamelog/201103/24/game-20110324-163819-c05e8693.html.gz
maybe not as epic or crazy as some of the posts here, but I was pleased…
Underrated Coppersmith ? Here is the right way to use it.
http://councilroom.com/game?game_id=game-20110213-155957-c27d0d2c.html#First-show-turn-15
I also have trouble when playing too fast, like discarding counting house instead of conuncil room, using throne roome and trade route in the wrong order, and giving my friend colony instead of coppe. Those words are very similar and I didn’t pay atention to the detail.
and also use chapel instead of cellar on provinces …
No +action ? Not a big deal.
http://councilroom.com/game?game_id=game-20110113-154009-ae18a073.html
Not a good play though. Typical colony game ends in about 20 turns, which means that our decks were not efficient enough.
By the way, I got $92 in that coppersmith game. Anyone has a higher record ?
I’ve imagined epic combos to make Coppersmith awesome like this, but figured it would never be efficient enough…15 turns though, well done.
Many great moments…. going to put my top 3 memorable ones:
DRG Turn 23 of this game, which may have been the most points gained in a turn ever where both players were trying and is way too long to post, $78 and 49 buys with 7 goons in play:
http://councilroom.com/game?game_id=game-20110106-004348-7e127486.html
http://councilroom.com/game?game_id=game-20101222-202002-fdbd4f9a.html
Neptune Turn 17 Edit: was typoed as 19
Remember this as the rest of us in this game were laughing hysterically as he won:
Neptune plays a Counting House.
… putting 27 Coppers from the discard pile into the hand.
Neptune plays 30 Coppers.
Neptune buys a Colony.
And the one most people have probably done something akin to:
http://councilroom.com/game?game_id=game-20101226-214517-088abc5e.html
DRG Turn 18. Too bad there were no King’s courts.
“Neptune Turn 19
Remember this as the rest of us in this game were laughing hysterically as he won:
Neptune plays a Counting House.
… putting 27 Coppers from the discard pile into the hand.
Neptune plays 30 Coppers.
Neptune buys a Colony.”
its turn 17, not 19 – you can link to it directly:
http://councilroom.com/game?game_id=game-20101222-202002-fdbd4f9a.html#Neptune-show-turn-17
very nice indeed 🙂
This is one of my favorites:
http://dominion.isotropic.org/gamelog/201101/27/game-20110127-070300-09666603.html.gz
guided plays 4 Hoards.
guided buys a Province.
… gaining a Gold.
… gaining a Gold.
… gaining a Gold.
… gaining a Gold.
Treasure Map!
I am kind of terrible at the interface, and I sometimes mess it up. Like this time, where I accidentally clicked trash two cards instead of +2 cards on Steward:
http://councilroom.com/game?game_id=game-20110318-125747-13302426.html#Nasa-show-turn-15
Whoops.
And also this one, because I spent way, way too long trying to get this right when I found out that you can actually play two Tacticians on the same turn:
http://councilroom.com/game?game_id=game-20110325-204750-2a5b1c3d.html#Nasa-show-turn-28
That’s awesome!
This one is epic fail. I played Throne Room + Masquerade to reduce my opponent’s deck to 0 card, but then I realized that I couldn’t play either … I put Bishop in after ward to complete the combo (which took me like 6 turns to figure that out) but it was too late for me since my opponent had Explorer to keep his deck growing.
It’s an ugly combo though since even if I played it correctly, only copper and curse pile would be empty and my opponent would be forced to resign since I would get more points from Bishop.
http://councilroom.com/game?game_id=game-20110324-170526-24c9b150.html
Wow a proper lockdown deck in dominion! That’s both scarily nasty & awesome. Congrats 🙂
check out theories’ recent combo of the day articles one of them is goons/KC/Masquerade with an idea of locking down the opponent. link is https://dominionstrategy.com/2011/03/18/combo-of-the-day-24-kings-courtgoonsmasquerade/
Hey rrenaud, ever heard of Provinces? 😉
21 Silver is amazing. 21 Golds would be unbelievable.
Yes, but that’s the thing. He had literally no money in his deck other than Quarries, and only had King’s Courts and Wharves. There was no card in the supply that gave +$, so he was forced to use Explorer as a quasi +$2 Action.
I once mis-read “Mint” as “Mine” and bought it in the opening round, leaving myself far from my planned strategy with two coppers to speak of.
I have much less excuse, but for some reason I frequently mix up Talisman and Quarry. That’s a very quick way to torpedo your own strategy.
The next time you want to complain about possession, remember that it can be worse.
— DG’s turn (possessed by Kenuru) —
DG plays an Apothecary.
… drawing 1 card and getting +1 action.
… DG reveals 2 Coppers, a Curse, and an Apothecary.
… putting the 2 Coppers into the hand.
… putting 2 cards back on the deck.
DG plays a Warehouse.
… drawing 3 cards and getting +1 action.
… discarding 3 cards.
DG plays an Apothecary.
… drawing 1 card and getting +1 action.
… DG reveals 3 Curses and a Copper.
… putting the Copper into the hand.
… putting 3 cards back on the deck.
DG plays a Pirate Ship.
… getting +$4.
DG plays a Silver and 3 Coppers.
DG buys a Province.
… Kenuru gains the Province.
(DG draws: an Estate, 3 Curses, and a Copper.)
http://councilroom.com/game?game_id=game-20110309-212502-34a30364.html
I am ridiculously proud of my play from the last two turns of this game. With no curses, I won with 1 Province on the back of 1 Grand Market played -> 1 Secret Chamber bought, bringing the third stack from 5 to 0 before anyone else had time to buy Victory cards.
Looking through these games logs, I think the lesson to be learned is this: never underestimate the King’s Court.
King’s court can do some disgusting things.
Not isotropic…. but I just comboed kings court, quarry, bridge and council room in a real game (like with the actual physical cards) against one of my friends. There’s nothing sweeter than picking up all 8 colonies and all 8 provinces in the same turn….
This was my favorite game — I’d come up with the idea after reading too many posts here and on boardgamegeek, and managed to pull it off. Cleaned up my deck with Apprentice — the last bunch of turns I’d use Apprentice and Herbalist, and buy a Colony + something else to trash the next turn to draw cards. Had a tiny deck that performed beautifully.
http://councilroom.com/game?game_id=game-20110323-212814-c33eb16d.html
Well, this is undoubtedly one of the most ridiculous games I have ever played.
http://councilroom.com/game?game_id=game-20110330-152329-340e08af.html
I didn’t actually realize how powerful golem-familiar was until suddenly the curses were gone… Then again, I doubt the KC-possession helped my opponent either…
Wow, I also didn’t realize it! I tend to underestimate the Golem a lot. Thanks!
After this Goons/Watchtower game I saw something that I’ve never seen before.
http://councilroom.com/game?game_id=game-20110223-120206-3cee8cac.html
“Mining Villages, Coppers, and Shanty Towns are all gone.”
I had a goons game once where the coppers were the 2nd pile gone, and we turned to buying curses. He couldn’t use many of his buys on his final turn because there was nothing left to buy worth 0!
http://councilroom.com/game?game_id=game-20110303-191442-1d42f407.html
I was so happy to have played that game – I have such a soft spot for goons, and I’ve always wanted to run the coppers out.
Okay, I was probably thinking the game would end early on stacks. Not what happened at all. Chapeling a chapel and buying a chapel is still amusing even if it made some sort of sense at the time.
My most ridiculous turn NOT involving Bridge:
After playing a billion King’s Courts, Worker’s Villages, Wharfs, 1 Smithy, 2 Goons, and 3 Quarries, I had 36 buys(!), with KCs costing $1 and all other actions free. So I emptied six(!) piles, bought 2 colonies, and won 105 to 10.
http://councilroom.com/game?game_id=game-20110302-202120-21f46fab.html#hoff-show-turn-15
I have no explanation for the Potion on turn 13. 🙂
In my luckiest opening in history, I played a Witch on turns 3, 4, 5, 6, 7, 8, and 9. Seven consecutive turns. BRUTAL!
http://dominion.isotropic.org/gamelog/201103/29/game-20110329-225054-3852ca24.html.gz
Turns 1 & 2: With no $2 available, I open Witch/nothing.
Turn 3: Opponent makes dubious use of his $5 by buying a Vault. I play my Witch and buy a Silver. Four cards left in my deck (all Copper) and eight cards in my discard pile.
Turn 4: I hit the 1/8 chance to re-draw my Witch. I play it and hit $5 for a second Witch.
Turn 5: Opponent’s Vault lets him buy a Forge, but it lets me discard two cards to reshuffle and draw… a Witch!
Turn 6: Witch!
Turn 7: Witch!!
Turn 8: Witch!!!
Turn 9: WITCH!!!
Turn 10: 4x Copper and Estate. I buy a Throne Room hoping to double-Witch next turn and sort of keep the combo going, and next turn I do draw the Throne Room, but no Witch. :-p
I haven’t computed the odds of hitting exactly one of my Witches each turn, but I had a 1/8 chance on turn 4 and 2/8 chance on turn 5, and since I was seeing 6-non-Witch cards each turn out of a deck of 15/16/17 cards, I had about a 35% of getting both Witches on any one of those turns. So I hit something like a 1000:1 shot.
http://councilroom.com/game?game_id=game-20110319-211816-1f47d8c3.html
He placed 8 Embargo tokens on province. There were 8 curses left. I bought a province to empty the curse pile to end the game.
This is wonderful. Favorite post here by far.
Thus Spake Zarathustra: “Curses, foiled again!”
My last turn here: http://councilroom.com/game?game_id=game-20110327-214341-31d3b692.html
Playing a much better opponent, I clicked Transmute, causing all the cards in my hand to shift over one. I then accidentally clicked on the Province, giving me a Gold. Thinking I was far behind my opponent, I didn’t think much of it and bought the Duchy. The game ended and only then did I realize I had lost by one point. Terrible.
You need to keep an eye on your card positions with caravans as well. If your mouse is hovering over an action card during your opponent’s turn you can click too eagerly before noticing the extra cards have arrived and changed it all. That innocent looking {info} button can also become a card position if you draw enough cards at start of turn to form a second line.
I think this is the highest score I ever got to on isotropic. This would have taken far too long in a real [read: physical card] game, and even on isotropic, I felt a little sorry for my opponent. I could have stretched it out and racked up even more points, but again, I felt bad for the guy.
Besides the fact that the engine was Goons/KC, Royal Seal was a crucial card. To show that, see turn 18 where I basically setup my next mega-turn, which allowed me to again setup my final turn where I did this…
Adam buys a Copper.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
ad nauseum…
Only wish I hadn’t played royal seal on the last turn, it would have saved me the trouble of clicking “put on deck” or “discard pile” for each and every copper.
I once scored more than 100 points in a single turn. My opponent let me buy all the cities, most of the goons, several markets, and there were two piles empty. The next-to-last turn was near epic, the last turn was 2 colonies and 12 coppers at 8 VP apiece.
Good times.
I must say I truly enjoyed this game, in which I actually ambassadored (almost) all of the coppers to my opponent.
http://councilroom.com/game?game_id=game-20110320-090641-e448ed55.html
He resigned with 58.
Nice move by your opponent:
… trashing the Embargo.
… embargoing the Curses.
“Don’t buy a Curse, or else … !”
You enjoyed sadistically prolonging a game you had won against an obviously weak opponent, so that they’ll probably never want to play Dominion again?
OK, to each his own.
He has played 685 games, I don’t think it worked. However, I did not know his level, and played such strategies effectively against top players as well, this is just the only time I had KC available. Also, I did not prolong the game. I played it attack first, buy second, and since there were no +buys could not buy more than one province a turn anyway. I did not refuse a province with 8$ after I had my 3 KC (did so to buy the first 2, had only 7 when bought 3rd). This is a slow strategy in general, and usually the opponent resigns before I buy all the provinces, but I did not played slower than I thought appropriate. The game was about to end in ~35 turns, when I had to buy all provinces and had a very long set-up phase (bought first 2 KCs in turns 17, 21. Provinces on turns 19 (then decided to get another KC), 24, 25, 27, 29, 31).
Anyway, it’s not as if he could not resign earlier, if he wished to do so… and being swamped with coppers is not nearly as annoying as having you deck stolen by a masquerade-KC combo. I had both.
http://councilroom.com/game?game_id=game-20110327-200114-7858345f.html#chesskidnate-show-turn-15 first turn I bought a card costing more than 4 in this bridge engine
I sometimes play as Rin on Isotropic. At one point, I screwed up the ordering of a double Ambassador that I was going to use to return a single Copper to the supply and give my opponent two. I don’t remember whether it was confusing “0 then 1” with “1 then 0” or just being clumsy with the trackball, but… http://councilroom.com/game?game_id=game-20110317-045943-e41bb0be.html#Rin-show-turn-30
http://councilroom.com/game?game_id=game-20110305-144023-7ec5500a.html
So here is an interesting game I had with King’s Court-Golem-Possession. My opponent apparently didn’t quite know how king’s court works.
Two turns in particular were awesome.
http://councilroom.com/game?game_id=game-20110305-144023-7ec5500a.html#lindseuse-show-turn-12
So this is his turn and he king courts a possession , fine. On his third possession he manages to golem a possession (therefore possessing himself) which is good. However he then draws a golem’d king court and plays the only action card (instead of nothing): another possession. So while possessing me he gave me 4 possessions over him.
Then later in the game (basically last turn)
http://councilroom.com/game?game_id=game-20110305-144023-7ec5500a.html#Lunares-show-turn-17
That’s right. SEVEN possessions in one turn that I then inflicted on him.
#1 Lunares: 66 points (7 Provinces, 6 Duchies, 4 Estates, and an Island); 18 turns was my final score. I think I had at least twice as many turns as he did that game due to possession.
Got 93 in my highest-scoring non-Goons, non-Bridge game.
http://councilroom.com/game?game_id=game-20101218-163246-01f4e86d.html#GenericKen-show-turn-17
— GenericKen’s turn 17 —
GenericKen plays a King’s Court.
… and plays a King’s Court.
…
GenericKen plays a Platinum and 2 Silvers.
GenericKen buys a Colony.
GenericKen buys a Colony.
GenericKen buys a Colony.
GenericKen buys a Colony.
GenericKen buys a Colony.
GenericKen buys a Province.
GenericKen buys a Duchy.
Did you know that you can re-draw estates that you discard to Baron? Handy trick.
The stupid contraband mindgame! Set it up like this:
You play 4 Coppers.
You play a Contraband.
… Opponent prohibits you from buying Goons.
You buy a Gold.
Then later do this:
You play a Gold.
You play a Contraband.
… underwatercolor prohibits you from buying Goons.
You play a Silver and 2 Coppers.
You buy a Platinum.
And why not always play Contraband as the first treasure? Don’t really see the benefits of your method.
I want to give the impression of not knowing how to play Contraband correctly (= as first treasure), so I can later fake having $6 when really having $9.
It’s risky; I chose to do it because there were two good cards at $6 to purchase in the first place.
Like not playing all your coppers on turn one if you’re not going to use them, so your opponent can’t guess your second buy and react.
some kind of epic fail/very stupid game:
Mint was already mentioned, but generally players are aware of the trashing early and I’ve tried it intentionally, but in this game …
I had a bad chapel draw (only in turn 5), and my opponent was well ahead. In turn 13 he buys mint – and in some sort of collective blindness I thought, well King’s Court Mint on Gold might be a good idea …
So his 13th turn:
http://councilroom.com/game?game_id=game-20110203-121528-fe97a821.html#flanders-show-turn-13
“flanders buys a Mint.
… trashing 3 Golds and 2 Silvers from the play area.”
I didn’t really notice the second line. While he is chatting “Holy shit”, I’m already executing my own 13th turn:
http://councilroom.com/game?game_id=game-20110203-121528-fe97a821.html#califax-show-turn-13
” califax buys a Mint.
… trashing 2 Golds and 3 Silvers from the play area.”
So, yes – we’ve both trashed all our money in this turn 😉
After “Holy shit” a quick “Hehe” was the answer. Fortunately I could play 2 Worker’s Villages next turn and happily bought 3 Coppers.
This was an epic fail indeed – but after all we had a good time on our mutual blindness.
I somehow enjoy “both me and my opponent were coincidentally stupid” posts much more than “my opponent was very stupid” posts.
thx, but to be fair: There are some self-deprecating Only-I-was-stupid-posts around here too.
Here’s the craziest game I’ve ever played. I went for pirate ships and trashed everything but two lookouts, two pirate ships, and a moat, making Vlad’s attacks useless. Despite my working pirate ships up to $8, Vlad actually still won, probably because I should have gone for duchies as soon as my ships hit $5:
http://dominion.isotropic.org/gamelog/201104/05/game-20110405-102504-a528ca72.html.gz
Bishop is possibly my favorite card, so I occasionally get a bit Bishop-happy … I can’t find the game where I did this at the moment, but I once bought about four Bishops in my first few turns and then promptly trashed everything I was willing to trash (Coppers, Estates, mostly, at this stage in the game). I got my deck down to five cards, before realizing I no longer had any buying power. So I spent the next few turns buying Copper to get Silver, and resisting the temptation to Bishop the Copper before I had a chance to actually get things other than Bishop.
Here’s one of them: http://councilroom.com/game?game_id=game-20110319-180308-544f1929.html
What’s the most money people have gotten in a turn? This isn’t huge compared to some stuff I’m sure other people have done, but the biggest I have on record is $44 at the end of this game:
http://dominion.isotropic.org/gamelog/201103/30/game-20110330-212552-7136f888.html.gz
$92 with KCs + Coppersmiths “making each copper worth $10”
Shields up!
— hoff’s turn 17 —
hoff plays an Upgrade.
… drawing 1 card and getting +1 action.
… trashing a Curse.
… gaining nothing.
hoff plays a King’s Court.
… and plays a Mountebank.
… … getting +$2.
… … Lunares discards a Curse.
… and plays the Mountebank again.
… … getting +$2.
… … Lunares discards a Curse.
… and plays the Mountebank a third time.
… … getting +$2.
… … Lunares discards a Curse.
Between the Ambassadors and the KC’d Mountebanks, Lunares ended that one with 28 copper to my 2. 🙂
Game log:
http://dominion.isotropic.org/gamelog/201104/05/game-20110405-204049-a68d9d08.html.gz
This is an instance of epic fail between two high level players (yariv and I): http://councilroom.com/game?game_id=game-20110402-103313-157195e5.html#caelym-show-turn-18
I go for the win by trying to buy out the apprentices, but was short one buy. Yariv had an easy opportunity to end the game, but didn’t see it. I spend my next turn buying the last apprentice.
http://dominion.isotropic.org/gamelog/201104/06/game-20110406-155713-6cc2d87f.html.gz
With only Mint available for trashing and my opponent buying nothing more than Provinces, it wasn’t too difficult to track his points. As he went massively ahead in the midgame with my deck not up to speed, I knew I really only had one chance, and that was getting a big enough draw and bogging him down with enough Torturers to catch up. And it worked. It got to the final turn and I realised, I could buy the three Provinces and win 30-29 (actually 30-28, as he took an extra Curse I missed). Check the final score and work out my obvious mistake…
http://dominion.isotropic.org/gamelog/201103/07/game-20110307-062726-cc1b019b.html.gz
Turn 19
Haha. The Chapel example from the post is bad, but not as bad as this game of mine: http://councilroom.com/game?game_id=game-20110402-182712-44742540.html
I accidentally bought a Curse on the last turn of the game, and lost because of it. 😀
This was ugly. I literally could not do anything. Also, because I had 0 cards in my hand, I couldn’t resign.
http://councilroom.com/game?game_id=game-20110327-122529-6e2645de.html
— Dstern’s turn 19 —
Dstern draws 1 card from the Caravan.
Dstern draws 1 card from the Caravan.
Dstern plays a King’s Court.
… and plays a Caravan.
… … drawing nothing and getting +1 action.
… and plays the Caravan again.
… … drawing nothing and getting +1 action.
… and plays the Caravan a third time.
… … drawing nothing and getting +1 action.
Dstern plays a Caravan.
… drawing nothing and getting +1 action.
Dstern plays a King’s Court.
… and plays a King’s Court.
… … and plays a Militia.
… … … getting +$2.
… … … Cthulhu’s Snack discards 2 cards.
… … and plays the Militia again.
… … … getting +$2.
… … … Cthulhu’s Snack only has 3 cards.
… … and plays the Militia a third time.
… … … getting +$2.
… … … Cthulhu’s Snack only has 3 cards.
… and plays the King’s Court again.
… … and plays a Masquerade.
… … … drawing nothing.
… … … trashing a Silver.
… … and plays the Masquerade again.
… … … drawing nothing.
… … … trashing a Silver.
… … and plays the Masquerade a third time.
… … … drawing nothing.
… … … trashing a Gold.
… and plays the King’s Court a third time.
… … but plays no action with it.
(Dstern reshuffles.)
(Dstern draws: a King’s Court, 2 Caravans, a Militia, and a Masquerade.)
— Cthulhu’s Snack’s turn 19 —
Cthulhu’s Snack does nothing.
(Cthulhu’s Snack draws: a Silver, a Copper, a Woodcutter, a Worker’s Village, and a Masquerade.)
— Dstern’s turn 20 —
Dstern draws 1 card from the Caravan.
Dstern had played the Caravan with a King’s Court.
Dstern draws nothing from the Caravan.
Dstern draws nothing from the Caravan.
Dstern draws nothing from the Caravan.
Dstern plays a Caravan.
… drawing nothing and getting +1 action.
Dstern plays a Caravan.
… drawing nothing and getting +1 action.
Dstern plays a King’s Court.
… and plays a King’s Court.
… … and plays a Militia.
… … … getting +$2.
… … … Cthulhu’s Snack discards 2 cards.
… … and plays the Militia again.
… … … getting +$2.
… … … Cthulhu’s Snack only has 3 cards.
… … and plays the Militia a third time.
… … … getting +$2.
… … … Cthulhu’s Snack only has 3 cards.
… and plays the King’s Court again.
… … and plays a Masquerade.
… … … drawing nothing.
… … … trashing a Masquerade.
… … and plays the Masquerade again.
… … … drawing nothing.
… … … trashing a Woodcutter.
… … and plays the Masquerade a third time.
… … … drawing nothing.
… … … trashing a Worker’s Village.
… and plays the King’s Court a third time.
… … but plays no action with it.
(Dstern reshuffles.)
(Dstern draws: 2 King’s Courts, a Caravan, a Militia, and a Masquerade.)
I guess I could have technically stuck around and made him play out his combo, but I really doubt I could have come back from my entire deck being trashed.
Ah yes, that one. There’s a very long thread about it on BoardGameGeek. See also this blog post.
In a recent 4-player game, I managed to get a King’s Court + Upgrade/Minion engine going, which let me thin/cycle through my deck enough that I was able to consistently KC + Ambassador, revealing Curse, for about 4-5 turns in a row. (There weren’t any Curse-granting Kingdom cards, so I had to buy the Curse.) Once all the Curses were gone, I started Upgrading the Courts into Provinces. Final score was something like 24/3/0/-5.
This was with real cards, though, not Isotropic, so there isn’t a log or anything.
Trash a Province, gaining nothing… for the win!
(hoff draws: a Gold, a Baron, a Copper, an Upgrade, and a Province.)
— hoff’s turn 18 —
hoff plays an Upgrade.
… (hoff reshuffles.)
… drawing 1 card and getting +1 action.
… trashing a Province.
… gaining nothing.
hoff plays a Baron.
… getting +1 buy.
… discarding an Estate.
… getting +$4.
hoff plays a Gold and a Copper.
hoff buys a Province.
(hoff draws: 4 Duchies and a Copper.)
The game is over! (All Provinces are gone.)
hoff has 36 points (3 Provinces, 5 Duchies, and 3 Estates) and took 18 turns.
glish has 35 points (4 Provinces, 3 Duchies, and 2 Estates) and took 18 turns.
http://dominion.isotropic.org/gamelog/201104/07/game-20110407-160900-d60d1acc.html.gz
http://councilroom.com/game?game_id=game-20110103-073817-50b6e893.html#catsclaw-show-turn-14
Chapel+Possession led to this crazy game, where it became basically impossible to end the game or gain an advantage.
Still a fan of this one:
— theory’s turn 16 —
theory plays a Gold, 2 Silvers, and a Copper.
theory buys a Province.
(theory draws: a Gold, a Copper, a Warehouse, a Duchy, and a Counting House.)
All Provinces are gone.
ycz6 wins!
ycz6 39- theory 39
This game, my opponent gets 4 possessions and uses them with +2 actions (fishing village). I manage to grab two myself and find myself stuck at tow. I resign myself to try to counter by making my deck stuffed with useless victory cards. And it works….because earlier my opponent had bought a salvager. I manage to possess his hand three times with salvager in hand and buy myself 3 provinces! Possessing my hands become futile and I walk away with the win!
http://councilroom.com/game?game_id=game-20110407-211902-e56339ab.html
I think I just made my most idiotic Dominion turn EVER! Actually, the whole game (http://councilroom.com/game?game_id=game-20110409-134028-5ffb9926.html) is rather painful to watch — in the sense that you do seem to see some brains behind the development first (trashing to get the deck of: a Platinum, 2 Golds, 2 King’s Courts, a Market, a Bishop and a Province — going for the Explorer combo), but then, from turn #13 and on, an inexplicable attack of stupid overwhelms me and I go on to snatch defeat from the claws of victory… Turn #22 was, I think, a true gem in the crown. Here it is: (starting hand: 2 Warehouses, a Province, and 2 King’s Courts.)
Ola plays a King’s Court.
… and plays a King’s Court.
… … and plays a Warehouse.
… … … (Ola reshuffles.)
… … … drawing 3 cards and getting +1 action.
… … … discarding 3 cards.
… … and plays the Warehouse again.
… … … drawing 3 cards and getting +1 action.
… … … discarding 3 cards.
… … and plays the Warehouse a third time.
… … … drawing 3 cards and getting +1 action.
… … … discarding 3 cards.
… and plays the King’s Court again.
… … and plays a King’s Court.
… … … and plays a Warehouse.
… … … … drawing 3 cards and getting +1 action.
… … … … discarding 3 cards.
… … … and plays the Warehouse again.
… … … … drawing 3 cards and getting +1 action.
… … … … discarding 3 cards.
… … … and plays the Warehouse a third time.
… … … … (Ola reshuffles.)
… … … … drawing 3 cards and getting +1 action.
… … … … discarding 3 cards.
… … and plays the King’s Court again.
… … … but plays no action with it.
… … and plays the King’s Court a third time.
… … … but plays no action with it.
… and plays the King’s Court a third time.
… … but plays no action with it.
Yes. That’s it. No cards left in hand 🙂
This is why Ambassador/Ambassador is one of the strongest openings in a 3p game.
http://dominion.isotropic.org/gamelog/201104/10/game-20110410-131300-536a3ad6.html.gz
#1 Cthulhu’s Snack: 66 points (6 Colonies and a Province); 27 turns
opening: Ambassador / Ambassador
[23 cards] 3 Native Villages, 3 Stewards, 3 Treasuries, 2 Worker’s Villages, 4 Golds, 1 Platinum, 1 Province, 6 Colonies
#2 jwh: 59 points (5 Colonies, a Province, and a Duchy); 27 turns
opening: Steward / Moneylender
[49 cards] 4 Ventures, 3 Counting Houses, 3 Treasuries, 2 Moneylenders, 2 Stewards, 1 Native Village, 20 Coppers, 3 Silvers, 2 Golds, 2 Platinums, 1 Duchy, 1 Province, 5 Colonies
#3 chellen: 41 points (3 Provinces, a Colony, 7 Estates, and 2 Duchies); 27 turns
opening: Silver / Moneylender
[61 cards] 6 Markets, 4 Worker’s Villages, 2 Stewards, 2 Treasuries, 1 Moneylender, 23 Coppers, 4 Silvers, 4 Golds, 2 Platinums, 7 Estates, 2 Duchies, 3 Provinces, 1 Colony
This one made me smile:
Background: I’ve been experimenting with Bishop, I think. (This game was a couple of months ago.) My opponent has been playing Torturer and, rather than continually decimate my hands, I’ve mostly been taking the curses. There are two depleted piles and two curses remaining. Then we get to this (actually, ctw had had three or four turns not unlike this):
— ctw’s turn 18 —
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Worker’s Village.
… drawing 1 card and getting +2 actions and +1 buy.
ctw plays a Torturer.
… drawing 3 cards.
… Splash gains a Curse in hand.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Worker’s Village.
… drawing 1 card and getting +2 actions and +1 buy.
ctw plays a Worker’s Village.
… drawing 1 card and getting +2 actions and +1 buy.
ctw plays a Worker’s Village.
… drawing 1 card and getting +2 actions and +1 buy.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Bridge.
… getting +1 buy, +$1, and reducing all costs by $1.
ctw plays a Worker’s Village.
… drawing 1 card and getting +2 actions and +1 buy.
ctw plays a Grand Market.
… drawing 1 card and getting +1 action, +1 buy, and +$2.
ctw plays a Worker’s Village.
… drawing 1 card and getting +2 actions and +1 buy.
ctw plays a Bridge.
… getting +1 buy, +$1, and reducing all costs by $1.
ctw plays a Bishop.
… getting +$1 and +1 ▼.
… ctw trashes a Gold and gets +2 ▼.
… Splash trashes a Curse.
ctw plays 2 Silvers.
ctw buys a Torturer.
ctw buys a Minion.
ctw buys a Platinum.
ctw buys a Gold.
ctw buys a Gold.
ctw buys a Bridge.
(ctw draws: a Bridge, 2 Platinums, a Silver, and a Grand Market.)
— Splash’s turn 18 —
Splash plays a Bridge.
… getting +1 buy, +$1, and reducing all costs by $1.
Splash plays a Copper.
Splash buys an Estate.
Splash buys a Curse.
(Splash draws: a Copper, a Province, a Worker’s Village, and 2 Golds.)
Grand Markets, Worker’s Villages, and Curses are all gone.
Splash wins!
cards in supply: Bishop, Bridge, Colony, Contraband, Grand Market, Minion, Platinum, Thief,
Torturer, Tribute, Woodcutter, and Worker’s Village
———————-
#1 Splash: 19 points (2 Provinces, 11 ▼, an Estate, and 5 Curses); 18 turns
opening: Bishop / Silver
[29 cards] 4 Worker’s Villages, 3 Bridges, 2 Bishops, 1 Contraband, 4 Coppers, 5 Silvers, 2 Golds,
1 Estate, 2 Provinces, 5 Curses
#2 ctw: 7 points (7 ▼); 18 turns
opening: Silver / Bridge
[38 cards] 10 Grand Markets, 6 Worker’s Villages, 4 Bridges, 3 Minions, 3 Torturers, 2 Bishops, 3
Silvers, 4 Golds, 3 Platinums
I consider myself to have gotten EXTREMELY lucky, but I still got an enormous kick out of winning that game. 🙂
— Murtaugh88’s turn 17 —
Murtaugh88 plays a King’s Court.
… and plays a King’s Court.
… … and plays a Nobles.
… … … getting +2 actions.
… … and plays the Nobles again.
… … … drawing 3 cards.
… … and plays the Nobles a third time.
… … … drawing 3 cards.
… and plays the King’s Court again.
… … and plays a King’s Court.
… … … and plays a King’s Court.
… … … … and plays a Nobles.
… … … … … drawing 3 cards.
… … … … and plays the Nobles again.
… … … … … drawing 3 cards.
… … … … and plays the Nobles a third time.
… … … … … drawing 3 cards.
… … … and plays the King’s Court again.
… … … … and plays a Bridge.
… … … … … getting +1 buy, +$1, and reducing all costs by $1.
… … … … and plays the Bridge again.
… … … … … getting +1 buy, +$1, and reducing all costs by $1.
… … … … and plays the Bridge a third time.
… … … … … getting +1 buy, +$1, and reducing all costs by $1.
… … … and plays the King’s Court a third time.
… … … … and plays a Bridge.
… … … … … getting +1 buy, +$1, and reducing all costs by $1.
… … … … and plays the Bridge again.
… … … … … getting +1 buy, +$1, and reducing all costs by $1.
… … … … and plays the Bridge a third time.
… … … … … getting +1 buy, +$1, and reducing all costs by $1.
… … and plays the King’s Court again.
… … … and plays a Festival.
… … … … getting +2 actions, +1 buy, and +$2.
… … … and plays the Festival again.
… … … … getting +2 actions, +1 buy, and +$2.
… … … and plays the Festival a third time.
… … … … getting +2 actions, +1 buy, and +$2.
… … and plays the King’s Court a third time.
… … … and plays a Conspirator.
… … … … drawing 1 card and getting +1 action and +$2.
… … … and plays the Conspirator again.
… … … … drawing 1 card and getting +1 action and +$2.
… … … and plays the Conspirator a third time.
… … … … drawing 1 card and getting +1 action and +$2.
… and plays the King’s Court a third time.
… … and plays a Festival.
… … … getting +2 actions, +1 buy, and +$2.
… … and plays the Festival again.
… … … getting +2 actions, +1 buy, and +$2.
… … and plays the Festival a third time.
… … … getting +2 actions, +1 buy, and +$2.
Murtaugh88 plays a Festival.
… getting +2 actions, +1 buy, and +$2.
Murtaugh88 plays a Platinum, 4 Silvers, and 4 Coppers.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Colony.
Murtaugh88 buys a Province.
Murtaugh88 buys a Duchy.
Murtaugh88 buys a Duchy.
Murtaugh88 buys a Duchy.
Murtaugh88 buys a Duchy.
Murtaugh88 buys a Duchy.
(Murtaugh88 draws: 2 Estates and 3 Silvers.)
All Colonies are gone.
Murtaugh88 wins!
#1 Murtaugh88: 111 points (8 Colonies, 5 Duchies, a Province, 3 Nobles, and 4 Estates); 17 turns
opening: Silver / Bridge
[50 cards] 4 King’s Courts, 3 Bridges, 3 Festivals, 3 Nobles, 1 Conspirator, 1 Woodcutter, 7 Coppers, 8 Silvers, 2 Platinums, 4 Estates, 5 Duchies, 1 Province, 8 Colonies
#2 Jared808: 3 points (3 Estates); 16 turns
opening: Festival / nothing
[26 cards] 4 Festivals, 3 King’s Courts, 1 Conspirator, 1 Golem, 7 Coppers, 3 Silvers, 1 Potion, 2 Golds, 1 Platinum, 3 Estates
http://councilroom.com/game?game_id=game-20110409-165855-6e75f742.html
Turns 11 and 12:
Kemps buys a Curse.
… revealing a Watchtower.
… trashing the Curse.
Kemps buys a Curse.
… revealing a Watchtower.
… trashing the Curse.
Kemps buys a Curse.
… revealing a Watchtower.
… trashing the Curse.
Turn 15 win with 70 points (7 colonies) with a King’s Court – Conspirator – Steward engine that got kickstarted when opponent’s Council Room and a lucky draw allowed for a turn 2 King Court purchase:
http://dominion.isotropic.org/gamelog/201104/11/game-20110411-230611-5628a074.html.gz
I just quite like the little silly moments like these:
discard 2 cards> Curse Curse Curse Curse Lookout
(with such a perfect hand it’s hard to know where to start – I ended up using the Lookout to trash a Militia)
You draw a Caravan from your Caravan
You draw a Caravan from your Caravan
(Yo Dawg)
Yo dawg, we put a curse in your curse so you can curse while you curse! 😉
There are several others kind of like this, but what makes this special (to me, anyway) is that for most of the game I was buying Wishing Wells while he was buying Colonies on turns 12-14, and going into my final turn the score was 11 to 58:
http://dominion.isotropic.org/gamelog/201104/12/game-20110412-012417-6f39bb6e.html.gz
— Personman’s turn 20 —
Personman plays a King’s Court.
… and plays a King’s Court.
… … and plays a Wishing Well.
… … … drawing 1 card and getting +1 action.
… … … wishing for a Copper but finding a Wishing Well instead.
… … and plays the Wishing Well again.
… … … drawing 1 card and getting +1 action.
… … … wishing for a Wishing Well but finding a King’s Court instead.
… … and plays the Wishing Well a third time.
… … … drawing 1 card and getting +1 action.
… … … wishing for a Wishing Well and finding one.
… and plays the King’s Court again.
… … and plays a King’s Court.
… … … and plays a Wishing Well.
… … … … drawing 1 card and getting +1 action.
… … … … wishing for a Copper but finding a Goons instead.
… … … and plays the Wishing Well again.
… … … … drawing 1 card and getting +1 action.
… … … … wishing for a Copper but finding a Wishing Well instead.
… … … and plays the Wishing Well a third time.
… … … … drawing 1 card and getting +1 action.
… … … … wishing for a Copper but finding an Estate instead.
… … and plays the King’s Court again.
… … … and plays a Smithy.
… … … … drawing 3 cards.
… … … and plays the Smithy again.
… … … … drawing 3 cards.
… … … and plays the Smithy a third time.
… … … … drawing 3 cards.
… … and plays the King’s Court a third time.
… … … and plays a King’s Court.
… … … … and plays a Vault.
… … … … … drawing 2 cards.
… … … … … discarding nothing and getting +$0.
… … … … … Zakharov discards nothing.
… … … … and plays the Vault again.
… … … … … drawing 2 cards.
… … … … … discarding nothing and getting +$0.
… … … … … Zakharov discards nothing.
… … … … and plays the Vault a third time.
… … … … … drawing 2 cards.
… … … … … discarding 2 Estates and 5 Wishing Wells and getting +$7.
… … … … … Zakharov discards nothing.
… … … and plays the King’s Court again.
… … … … and plays a Pirate Ship.
… … … … … attacking the other players.
… … … … … Zakharov reveals a Colony and a Wishing Well.
… … … … and plays the Pirate Ship again.
… … … … … getting +$4.
… … … … and plays the Pirate Ship a third time.
… … … … … getting +$4.
… … … and plays the King’s Court a third time.
… … … … and plays a Pirate Ship.
… … … … … getting +$4.
… … … … and plays the Pirate Ship again.
… … … … … getting +$4.
… … … … and plays the Pirate Ship a third time.
… … … … … getting +$4.
… and plays the King’s Court a third time.
… … and plays a Goons.
… … … getting +1 buy and +$2.
… … … Zakharov discards 2 cards.
… … and plays the Goons again.
… … … getting +1 buy and +$2.
… … … Zakharov only has 3 cards.
… … and plays the Goons a third time.
… … … getting +1 buy and +$2.
… … … Zakharov only has 3 cards.
Personman plays a Goons.
… getting +1 buy and +$2.
… Zakharov only has 3 cards.
Personman plays a Goons.
… getting +1 buy and +$2.
… Zakharov only has 3 cards.
Personman plays a Platinum, a Silver, and 5 Coppers.
Personman buys a Colony.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
Personman buys a Colony.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
Personman buys a Colony.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
Personman buys a Colony.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
Personman buys a Duchy.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
Personman buys a Copper.
… getting +1 ▼.
… getting +1 ▼.
… getting +1 ▼.
(Personman reshuffles.)
(Personman draws: an Estate, a Goons, a Wishing Well, a Copper, and a King’s Court.)
All Colonies are gone.
Personman wins!
Also, as KC chains go, it’s quite varied – I KC’d 2x Wishing Well, Smithy, Vault, 2x P-Ship, and Goons, and all of them were quite necessary.
I’m particularly proud of the turns that led up to this — I picked up KC, P-Ship, 2x Goons and Smithy just four, three and two turns before (when he already had three Colonies) instead of scrabbling for Provinces, since I knew I’d need to combo out pretty hard to have a chance.
Got Possession played against me today which resulted in this rather amusing turn where BobbyDoc comes away with a Province but pays a high price…
— sysp’s turn (possessed by BobbyDoc) —
sysp plays a Throne Room.
… and plays a Golem.
… … revealing 2 Mountebanks, an Estate, and 2 Coppers.
… … discarding the Estate and the 2 Coppers.
… … playing the Mountebank first.
… … … getting +$2.
… … … BobbyDoc gains a Copper and a Curse.
… … playing the Mountebank second.
… … … getting +$2.
… … … BobbyDoc gains a Copper and a Curse.
… and plays the Golem again.
… … revealing a Mountebank, a Moat, a Silver, an Estate, and a Curse.
… … discarding the Estate, the Silver, and the Curse.
… … playing the Moat first.
… … … drawing 2 cards.
… … playing the Mountebank second.
… … … getting +$2.
… … … BobbyDoc gains a Copper and a Curse.
sysp plays 4 Coppers.
sysp buys a Province.
… BobbyDoc gains the Province.
(sysp draws: a Curse, an Estate, a Copper, a Festival, and a Throne Room.)
Hopefully this will get noticed here and considered for Vol. 2:
Ptolemy_I plays a Saboteur.
… You reveal a Secret Chamber.
… … You draw a Hoard and a Haven.
… … You put a Province and a Duchy on your deck (first on top).
… You reveal a Province and trash it.
… You gain nothing to replace it.
This just happened to me (http://dominion.isotropic.org/gamelog/201104/18/game-20110418-170258-739fadf8.html.gz, can others view logs on isotropic nowadays? If not, the council room log will be up eventually…). I won the game 2 turns later. It was a long, terrible game in which I had 6 provinces to 0 and had a huge lead the whole time, so I was incredibly grateful when he played that Saboteur, which allowed me to get to $8, at the cost of a province. Gaining nothing was a thoughtless click that didn’t matter at all, but it makes the snippet funnier. So was not putting the Duchy first…
And another (why couldn’t these happen to me before submissions were due?):
http://dominion.isotropic.org/gamelog/201104/19/game-20110419-221855-41cb9c24.html.gz
I’m up 3 colonies to 0, but my deck only buys one a turn, while his is ramping up to buy three or four at once. On his last turn, he emptied the GM pile, turning his cities to level 2. I play out a few Cities and Grand Markets and count up my money: 14. Searching desperately for a way to just end the game now that two piles are out, I look at my hand of 2 bishops, some money, and 2 colonies… and notice that I have exactly 8 buys…
You play a Bishop.
… You get +$1 and +1 ▼.
… You trash a Colony and get +5 ▼.
… Slavo trashes nothing.
You play a Bishop.
… You get +$1 and +1 ▼.
… You trash a Colony and get +5 ▼.
… Slavo trashes nothing.
You play a Silver and a Copper.
You buy an Estate.
You buy an Estate.
You buy an Estate.
You buy an Estate.
You buy an Estate.
You buy an Estate.
You buy an Estate.
You buy an Estate.
(You reshuffle.)
The game is over! (Cities, Grand Markets, and Estates are all gone.)
Personman has 45 points (27 ▼, a Colony, and 8 Estates) and took 18 turns.
Slavo has 15 points (15 ▼) and took 18 turns.
Personman wins!
Just played this game where I bought the first 4 provinces but still lost. Final province split was 6-2, but he took all the duchies:
http://dominion.isotropic.org/gamelog/201105/01/game-20110501-195804-55664d89.html.gz
Here are two classic DOH!minion moments from some recent games.
The first:
— *** turn 14 —
*** draws nothing from the Caravan.
*** had played the Caravan with a King’s Court.
*** draws nothing from the Caravan.
*** draws nothing from the Caravan.
*** draws nothing from the Caravan.
*** had played the Caravan with a King’s Court.
*** draws nothing from the Caravan.
*** draws nothing from the Caravan.
*** draws nothing from the Caravan.
*** draws nothing from the Caravan.
The second:
— *** turn 1 —
*** plays 5 Coppers.
*** buys a Feast.
(*** draws: 3 Estates and 2 Coppers.)
This second was my favorite. When I asked this relatively inexperienced player why he opened with a Feast instead of a $5 card, he responded that he didn’t want any of the $5 cards. I laughed for a good long while.
Okay, here’s one of mine (a rare amazing turn among my many less-successful ones).
I’ll preface this by saying that on turn 8 I bought my first Province, and on turn 9 I played a Tactician. Here’s turn 10 (remember, I only have ONE Province):
— tlloyd’s turn 10 —
tlloyd draws 5 cards and gets +1 action and +1 buy from the Tactician.
tlloyd plays a Tournament.
… getting +1 action.
… tlloyd reveals a Province.
… tlloyd discards a Province and gains a Trusty Steed on the deck.
… drawing 1 card and getting +$1.
tlloyd plays a Trusty Steed.
… (tlloyd reshuffles.)
… drawing 2 cards and getting +2 actions.
tlloyd plays a Tournament.
… getting +1 action.
… tlloyd reveals a Province.
… tlloyd discards a Province and gains a Followers on the deck.
… drawing 1 card and getting +$1.
tlloyd plays a Followers.
… (tlloyd reshuffles.)
… drawing 1 card.
… gaining an Estate.
… Jon115 gains a Curse.
… Jon115 discards 2 cards.
tlloyd plays a Tournament.
… getting +1 action.
… tlloyd reveals a Province.
… tlloyd discards a Province and gains a Princess on the deck.
… drawing 1 card and getting +$1.
tlloyd plays an Ironworks.
… gaining a Tournament.
… getting +1 action.
tlloyd plays a Tournament.
… getting +1 action.
… (tlloyd reshuffles.)
… drawing 1 card and getting +$1.
tlloyd plays a Tournament.
… getting +1 action.
… tlloyd reveals a Province.
… tlloyd discards a Province and gains a Bag of Gold on the deck.
… drawing 1 card and getting +$1.
tlloyd plays a Bag of Gold.
… getting +1 action.
… gaining a Gold on the deck.
tlloyd plays a Princess.
… getting +1 buy.
… reducing all costs by $2.
tlloyd plays a Chapel.
… trashing a Copper.
tlloyd plays a Gold and a Silver.
tlloyd buys a King’s Court.
tlloyd buys a King’s Court.
The end score was as lopsided as you’d expect given this turn, but my opponent did get the consolation prize of playing King’s Court (Possession) twice in one turn at the end. He bought most of the remaining VP, but there weren’t enough left at that point.
http://dominion.isotropic.org/gamelog/201105/18/game-20110518-212218-7504fce8.html.gz
Nice. Imho Potion is often too slow in tournament games.
I love the way this card changes the dynamics. Although you might lose some games due to bad luck very quickly. But this wasn’t due to bad luck I think.
Here’s a bit of an understated moment that underscores the value of the lowly Estate:
You play a Masquerade.
… (You reshuffle.)
… You draw a Copper and a Province.
… You pass a Copper to buzzmcnab.
… You receive an Estate from buzzmcnab.
You play a Masquerade.
… You draw a Gold and an Estate.
… You pass a Copper to buzzmcnab.
… You receive a Copper from buzzmcnab.
You play a Gold, a Silver, and 2 Coppers.
You buy a Province.
The game is over! (All Provinces are gone.)
guided has 26 points (4 Provinces and 2 Estates) and took 13 turns.
buzzmcnab has 25 points (4 Provinces and an Estate) and took 13 turns.
I did a fist-pump when he passed me that Estate. Until that moment I thought I had no chance to win this game. Before this turn I knew I would be 1 point behind if I bought out the last Province, and I had little to no hope of winning a Duchy-trading battle.
oops, link: http://dominion.isotropic.org/gamelog/201105/19/game-20110519-091359-ed985116.html.gz
http://councilroom.com/game?game_id=game-20110528-045647-404d853c.html
— Saucery’s turn (possessed by Kitsune) —
Saucery plays a Remodel.
… trashing a Province.
… gaining a Curse.
… … Kitsune gains the Curse.
Unlucky effects of playing Golums…
You play a Golem.
… (You reshuffle.)
… You reveal a Possession, a Gold, a Potion, a Duchy, and a Lookout.
… You discard the Gold, the Potion, and the Duchy.
… You play the Possession first.
… You play the Lookout second.
… … You get +1 action.
… … You draw 3 Provinces.
… … You trash a Province.
… … You discard a Province.
… … You put the remaining Province on top of your deck.
It started so well too!
Eh, I just intentionally Chapeled 2 Provinces, a Duchy and an Estate. I had a really small deck and the other guy hadn’t bought a Province yet (I was using Hoard to generate Gold), so I didn’t want any green getting in the way at that stage. I ended up winning something like 24-18, four Provinces to Two.
I wish I had the log where my opponent played a Swindler on me while I had a Watchtower in my hand. I drew a Cache… Which he decided to swindle into a Cache to give me two Coppers… which I trashed… and then put the new Cache on top of my deck.
He ended up winning, though, so I guess the +$2 was helpful.