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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

There is a pentagonal squeeze on this hand. One line of play: Win the club lead in dummy, cross to hand with the spade ace, take the diamond finesse, and play on diamonds, pitching spades. Eventually, west has to unguard a round suit to keep the spade control, and now you have a double squeeze, with west controlling spades and one round suit, and east ...


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

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) ...


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

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

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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