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(Ordered list alphabetically and added meteorite and assassin)
 
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The game
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== Playing the game ==
  
Clash of Decks can be a bit puzzle-y. Take some time to calculate what will happen when you play your cards.
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* - Calculate what will happen
 +
** -- Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.
 +
** -- Know the cards and the symbols. 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.
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* - Destroy the opponents Fort, not just their creatures.
 +
** -- Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.
 +
** -- See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to '''trap some low damage dealing creatures in a lane'''.
  
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.
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* - Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.
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** -- By that same mechanic it is sometimes good not to play a card from the right of your Fort.
  
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.
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* - Maybe if you cannot win you can force a loop.
  
Some other tips:
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* - Once both players play at a level where not many mistakes are made the draw and the initial sequence of the hand largely determine the game!
* Destroy creatures in the second lane only after you have destroyed the outpost via the first lane.
 
* 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)
 
  
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* - Expert level
The draw
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** -- Know what 8 cards your opponent has drafted
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** -- Keep track of what their current hand sequence is
 +
** -- Calculate what they can play on their next turn, know their mana and cards
  
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== The draw, when playing with initiation pack ==
  
There is a certain set of cards that are available. Not all cards will come up in the draw each time.
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It is probably most fun to discover for yourself what to draw. But critical cards to know are: Vortex, Martyr and Boom! These are almost always the best choice and very dangerous. Also know that Parasite is especially deadly when combined with Vortex. And Aberration is not that strong if you know it is coming.
  
A possibly not yet complete list of cards:
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Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.
# Aberration
 
# Abomination
 
# Alpha
 
# Annihilation
 
# Assassin
 
# Brute
 
# Boom!
 
# Carapace
 
# Combustion
 
# Cyclone
 
# Gnome
 
# Grrr
 
# Lieutenant
 
# Machine
 
# Martyr
 
# Meteorite
 
# Microctopus
 
# Mutant
 
# Ogre
 
# Parasite
 
# Partisan
 
# Reptile
 
# Revenant
 
# Scribe
 
# Shaman
 
# Troll
 
# Vortex
 
# Zombie
 
  
Of these 27, 16 will be used in any game.
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In the initiation pack, without expansions, there are 32 cards (excluding two bridges and two Forts) of which 16 will show up in a draw. List of cards:
  
Good cards:
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Aberration
# Vortex
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Abomination
# Martyr
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Alpha
# Troll
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Assassin
# Ogre
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Baron
# Carapace
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Brigand
# Aberration
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Brute
# Brute
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Carapace
# Boom!
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Carnivore
# Shaman
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Disciple
# Annihilation
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Gnome
# Parasite
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Grrr
 +
Lieutenant
 +
Machine
 +
Martyr
 +
Microctopus
 +
Mutant
 +
Ogre
 +
Parasite
 +
Partisan
 +
Reptile
 +
Revenant
 +
Scribe
 +
Shaman
 +
Troll
 +
Vortex
 +
Zombie
  
Bad cards:
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Annihilation
# Combustion
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Boom!
# Cyclone
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Combustion
 
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Cyclone
Combos to try to get:
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Meteorite
* Parasite with Vortex
 
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant
 
* Troll with Boom!
 

Latest revision as of 11:35, 25 September 2022

Playing the game

  • - Calculate what will happen
    • -- Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.
    • -- Know the cards and the symbols. 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 especially if you can in exchange establish a winning board position.
    • -- See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to trap some low damage dealing creatures in a lane.
  • - Note that by playing cards 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.
  • - Maybe if you cannot win you can force a loop.
  • - Once both players play at a level where not many mistakes are made the draw and the initial sequence of the hand largely determine the game!
  • - Expert level
    • -- Know what 8 cards your opponent has drafted
    • -- Keep track of what their current hand sequence is
    • -- Calculate what they can play on their next turn, know their mana and cards

The draw, when playing with initiation pack

It is probably most fun to discover for yourself what to draw. But critical cards to know are: Vortex, Martyr and Boom! These are almost always the best choice and very dangerous. Also know that Parasite is especially deadly when combined with Vortex. And Aberration is not that strong if you know it is coming.

Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.

In the initiation pack, without expansions, there are 32 cards (excluding two bridges and two Forts) of which 16 will show up in a draw. List of cards:

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

Annihilation Boom! Combustion Cyclone Meteorite