Hot answers tagged

14

Obviously it depends on the game-state, but here are some tips: Be aware of how much money the Corp has. The less they have, the less dangerous the ICE they can afford to rez. (Also, don't forget that the more aggressively you run, the more they rez and the less money they have for other plans.) Run on click one, especially against HB. Judge the threat of ...


7

You know, it never occurred to me to ask whether playing a completely legitimate move in a competitive game is "ethical". The designers already figured that out when they made the rules. Now, if you are making up your own house rules that say you can make binding contracts with players, like "if you give me the Edinburgh route, I'll let you build to ...


6

No, those three games play completely differently. Learning how to play well in one game will not translate to another. Settlers of Catan is a game where you don't trade VP for advancing your economic engine, it is your economic engine. While goods don't have a value per say, certain goods are better than others. This is especially true in the Knights and ...


6

In addition to "Go for corners"... Don't take edge spaces adjacent to opponent pieces. Your opponent can usually just capture them. There are (rare) times to do so, but those times usually are ones which allow capturing the corner


6

Your calculation seems off. You seem to have missed an approximately 5% chance of a 4-0 break which the play for drop will catch, but have that implicitly included in the calculations for the drop-finesse. If you include that, the play for drop indeed comes out to be more, but by very little. A possibly simple way to figure this out is to compare the ...


5

In addition to trying your best not to allow your opponent to control edges and corners, trying to place in such a way that your opponent cannot play is a good tactic. This is effective during the mid- and late-game. This tactic is as much about luck in your opponent's placement as it is about your vision in being able to accomplish this. Frequently, when ...


5

You're trying to run out of cards, and the opportunities to change colors are somewhat limited. Your goal, therefore, should be to play the last card of one of your colors, then be able to switch to another color you have on the next play. This doesn't always work, of course. When changing colors (via wild or matching the card), you should switch to the ...


4

Also, keep in mind that in the early part of the game only the Spies have a good reason to vote against a team. ...actually, its the opposite. In the early part of the game, only the Spies have good reason to vote FOR a team.... Think of it this way: If a team vote UNANIMOUSLY passes, that means the spies have also voted for the team to pass... Only ...


3

A couple of pointers from the rules. Keep your score low: The winner is determined by whomever scores 500 points first, or in the variation Running Player Totals, by whomever has the lowest total points when someone reaches 500. A good strategy is always try to play your highest value card if you can (other than a Wild/Wild-Draw-4, since at least one of ...


3

Let's look at three specific (basic) cases of end-plays: Simple Squeeze Here a single defender holds the only guard in two suits. The key conditions for this end-play is that (a) the count is rectified; and (b) both guards remain in the same hand. The defence is to attack one or both of these conditions by, respectively, (a) holding up on a winner; or (b) ...


3

You have answered your own question, then contradicted it. The question you wanted to ask is it easy/sensible to win Agricola without wood. The answer is no. But it is not impossible. With some good occupations and minors you can do it, even easily, but why bother? If you can survive without it then fine, work around the wood hog but don't pass up ...


2

We have found some interesting stats at Arms Race - http://armsrace.co Even though people here seem to disregard the tactics of taking a continent and trying to hold it, here are the stats that we have seen, out of the thousand of 4-people games played: The first person to hold a continent has 35% chances of winning the game. And it goes up to 40% if that ...


2

People block all the time but it is nice to agree upfront whether blocking is on the table.


2

In Ticket to Ride we aim to "play nice" and not perform pure blocking moves for several reasons: provide a more friendly and casual atmosphere save the less experienced players from getting slaughtered Playing to win at all costs is a surefire way of peeving off at least half my gaming group (including any female spouses), but in a competitive setting, why ...


2

I don't think the theme plays into it that much. It seems to me that the commonalities are more general than that, in that there are techniques that you can use to analyze just about any strategy game. These includes things like the economics of points gained per action or the trade-off of scoring points versus preventing someone else from scoring points. ...


2

Clovis: He was mostly setup for close combat at full, give him an armor and send him to kill, IF you get to find the 2 bustard swords the sword master skill becomes useful and a great add on, if not go for the other one and get a good sword with a dagger and start to kill more dice = more kills Samson: he is surely a tank, just with iron hide the 3+ armour ...


1

I can't see anyway that this would, or even could, be a winning strategy. The odds of going alone and taking all 5 tricks cannot be more than about 10%. If we estimate the chance of Dealer's side making all 5 tricks as about 15%, and of being euchred as say 15%, then Dealer's side's point expectation is: 4 * 0.10 = + 0.40 2 * 0.15 = + 0.30 -2 * 0.15 = - 0....


1

I have done some research on it on various game boards, and most experienced players recommend not to take Storm's End, and offering to leave it to Martells on the condition that they don't muster units there. After a moment of thinking, I think it's about right. Storm's End is, after all, just one regular castle. But it basically confines Martells to ...


1

I'd like to add to the given answer that it matters what parts of your rig you have built. Killers tend to be more important to have than Fracters and Decoders, since most of the punishing ice are Sentries, Code gates tend to give a benefit to the Corp if you don't break them, Barriers tend to end the run if not broken but it's sentries that actively punish ...


1

Specifically, for the colors to choose for wild cards, you could look at every discarded card and the ones in your hand to determine which color has the fewest remaining cards left in it (but people may not wish to play with you if you take forever every time). You might be better off just thinking "lots of blue cards have been played, so let's try blue" if ...


1

Change colour as much as you can, most players want to maintain the colour as long as they still have cards of that colour and want to change otherwise. A nice way to approach this game is to always change the colour when you can (by number on number or by wild), even if you still have cards of the previous colour. The theory behind this is that on average ...


1

There are certainly situations where it's worth releasing the sheeps, especially in a 2-player game. I would even argue that you can never let your opponent get 8 food that early. If I take the sheep and release all but one, sure it does me no good now, but later it nets me 2 food or 2 points. That forces you to make at least one bad move on for example Day ...


1

It all depends on timing and what that players are able to do. If you can ensure that the other player takes a begging card if you take 'their sheep' then that is at least a 3 point move (with the exception of Mendicant). This is only relevant in a 2 player game where every point you stop your opponent receiving increases your lead by a point. There are ...


1

I am slightly more cautious than the average good duplicate player, but not much so. I only double when I can "see" where the defensive tricks for a two-trick plus set will come from. One obvious exception is aggressive part-score doubles at matchpoints when the opponents are vulnerable, and a +200 is usually tied for top. Update - To address the question ...


1

Tactics and Strategy, as they relate to board games, will vary based on the specific game-play dynamics of each specific game. And in many games, the limited scope of either the board itself, or of the possible choices available to players, will exclude "tactics" from being applicable terminology for that particular game. Having said that, for games that ...


1

Probably the most important advice for early on in the game, as well as later, is be flexible. Depending on the number of players, initial layout and what other players do, it may be advantages to seek a small continent, a large continent or just sit on the wall and wait it out, only collecting +3. For example, if there are several players of equal ...


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