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The game
== The game ==


Clash of Decks can be a bit puzzle-y. Take some time to calculate what will happen when you play your cards.
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.


Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as casting an incantation on an indestructible creature.
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as '''casting an incantation on an indestructible creature'''.


Keep in mind that the goal is to destroy the opponents Fort. To do so you must first destroy the Outpost. It is easy to become distracted and start focussing too much on destroying the opponents creatures. It can be a very good strategy to ignore a lane in which the opponent has creatures that do little damage to your Fort. You may in fact try to trap some low damage dealing creatures in a lane.
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.


Furthermore note that if you play cards that are to the left of your Fort card, when they are killed or used they come back to the right of your Fort card. So you can regenerate your Fort.
It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.
 
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.
 
Lastly note that by playing card to the left of you Fort, since they return to the right, your Fort regenerates. By that same mechanic it is sometimes good not to play a card from the right of your Fort.


Some other tips:
Some other tips:
* Destroy creatures in the second lane only after you have destroyed the outpost via the first lane.
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.
* Whoever gets the Cyclone will probably lose.
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)


-----
== The draw ==
The draw


There are 28 cards of which 16 will show up in a draw.


There is a certain set of cards that are available. Not all cards will come up in the draw each time.
A probably complete list of cards:


A possibly not yet complete list of cards:
Aberration
# Aberration
Abomination
# Abomination
Alpha
# Alpha
Assassin
# Annihilation
Brute
# Assassin
Carapace
# Brute
Gnome
# Boom!
Grrr
# Carapace
Lieutenant
# Combustion
Machine
# Cyclone
Martyr
# Gnome
Microctopus
# Grrr
Mutant
# Lieutenant
Ogre
# Machine
Parasite
# Martyr
Partisan
# Meteorite
Reptile
# Microctopus
Revenant
# Mutant
Scribe
# Ogre
Shaman
# Parasite
Troll
# Partisan
Vortex
# Reptile
Zombie
# Revenant
# Scribe
# Shaman
# Troll
# Vortex
# Zombie


Of these 27, 16 will be used in any game.
Annihilation
Boom!
Combustion
Cyclone
Meteorite


Good cards:
Good cards:
# Vortex
# Vortex
# Martyr
# Martyr
# Brute
# Boom!
# Annihilation
# Troll
# Troll
# Ogre
# Ogre
# Carapace
# Carapace
# Aberration
# Aberration
# Brute
# Boom!
# Shaman
# Shaman
# Annihilation
# Parasite
# Parasite


Bad cards:
Bad cards:
# Combustion
# Cyclone
# Cyclone


Combos to try to get:
Combos to try to get:
* Parasite with Vortex
* Parasite with Vortex
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie
* Troll with Boom!
* Troll with Boom!
* Multiple cards with sprint such as: Assassin, Mutant, Reptile

Revision as of 10:47, 30 June 2022

The game

Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.

Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as casting an incantation on an indestructible creature.

Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.

It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.

If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.

Lastly note that by playing card to the left of you Fort, since they return to the right, your Fort regenerates. By that same mechanic it is sometimes good not to play a card from the right of your Fort.

Some other tips:

  • Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.

The draw

There are 28 cards of which 16 will show up in a draw.

A probably complete list of cards:

Aberration Abomination Alpha Assassin Brute Carapace Gnome Grrr Lieutenant Machine Martyr Microctopus Mutant Ogre Parasite Partisan Reptile Revenant Scribe Shaman Troll Vortex Zombie

Annihilation Boom! Combustion Cyclone Meteorite

Good cards:

  1. Vortex
  2. Martyr
  3. Brute
  4. Boom!
  5. Annihilation
  6. Troll
  7. Ogre
  8. Carapace
  9. Aberration
  10. Shaman
  11. Parasite

Bad cards:

  1. Cyclone

Combos to try to get:

  • Parasite with Vortex
  • Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie
  • Troll with Boom!
  • Multiple cards with sprint such as: Assassin, Mutant, Reptile