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	<title>Board Game Arena - User contributions [en]</title>
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	<updated>2026-10-19T12:12:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=29440</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=29440"/>
		<updated>2026-04-17T05:50:41Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Playing the game =&lt;br /&gt;
&lt;br /&gt;
* Calculate what will happen&lt;br /&gt;
** Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.&lt;br /&gt;
** Know the cards and the symbols. Games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
* Destroy the opponents Fort, not just their creatures.&lt;br /&gt;
** Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.&lt;br /&gt;
** See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to &#039;&#039;&#039;trap some low damage dealing creatures in a lane&#039;&#039;&#039;.&lt;br /&gt;
----&lt;br /&gt;
* Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.&lt;br /&gt;
** By that same mechanic it is sometimes good not to play a card from the right of your Fort.&lt;br /&gt;
----&lt;br /&gt;
* Maybe if you cannot win you can force a loop.&lt;br /&gt;
----&lt;br /&gt;
* 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!&lt;br /&gt;
----&lt;br /&gt;
* Expert level&lt;br /&gt;
** Know what 8 cards your opponent has drafted&lt;br /&gt;
** Keep track of what their current hand sequence is&lt;br /&gt;
** Calculate what they can play on their next turn, know their mana and cards&lt;br /&gt;
&lt;br /&gt;
= The draw, when playing with initiation pack =&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
----&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Baron&lt;br /&gt;
Brigand&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Carnivore&lt;br /&gt;
Disciple&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=26184</id>
		<title>Tips lostcities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=26184"/>
		<updated>2025-08-13T10:16:37Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Inserted dashes since lists do not work on BGA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* - Read the rules&lt;br /&gt;
** -- Do not forget about the 8 card rule, you score a lot for those.&lt;br /&gt;
* &#039;&#039;&#039;- Drawing from the deck is vital.&#039;&#039;&#039; Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it&#039;s a card that may benefit you, a card you can discard to buy time, or the card your opponent is waiting for.&lt;br /&gt;
* - Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this means that your opponent may safely ditch Blue 4, 5, 6. forcing them to hang on to cards for a long duration is important.&lt;br /&gt;
* - Keep track of how many turns are left in the round by looking at the X ___ counter below the draw pile.  Keep in mind that this number is for both players, so if it has X10 that means you have 5 more turns.  Make sure you have laid all the cards down that you can before the deck is empty and a new round is triggered.&lt;br /&gt;
* - This is a game of push your &amp;quot;calculated&amp;quot; luck. Push your luck when behind a lot in points or potential points or if you are behind in skill.&lt;br /&gt;
** -- If you have handshake cards at the beginning and even one card in that suit, play the handshake and hope to draw more in the suit. To score well in this game you must invest substantially in a venture, without knowing in advance that you will draw the right cards in the right order. It is better to have some suits that take a loss (which you try to minimize) so that you can focus on making other suits pay off.--&lt;br /&gt;
** -- There is no need to attempt all 5 expeditions; usually 4 is sufficient (and it&#039;s likely one will score poorly or negatively).&lt;br /&gt;
** -- It&#039;s often more constructive to hold on to a suit your opponent is trying to complete than to try completing it yourself!&lt;br /&gt;
** -- Do not be afraid to lose a small amount of points in a suit if it allows you to stall and continue drawing from the deck. Effective stalling (while you wait for the cards you really need) is the heart of this game.&lt;br /&gt;
** -- Higher ranking players have more negative and positive expeditions.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=26003</id>
		<title>Tips lostcities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=26003"/>
		<updated>2025-08-02T11:13:23Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Tried numbers vs dots. Added a tip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;# Read the rules&lt;br /&gt;
#* Do not forget about the 8 card rule, you score a lot for those.&lt;br /&gt;
# &#039;&#039;&#039;Drawing from the deck is vital.&#039;&#039;&#039; Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it&#039;s a card that may benefit you, a card you can discard to buy time, or the card your opponent is waiting for.&lt;br /&gt;
# Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this means that your opponent may safely ditch Blue 4, 5, 6. forcing them to hang on to cards for a long duration is important.&lt;br /&gt;
# Keep track of how many turns are left in the round by looking at the X ___ counter below the draw pile.  Keep in mind that this number is for both players, so if it has X10 that means you have 5 more turns.  Make sure you have laid all the cards down that you can before the deck is empty and a new round is triggered.&lt;br /&gt;
# This is a game of push your &amp;quot;calculated&amp;quot; luck. Push your luck when behind a lot in points or potential points or if you are behind in skill.&lt;br /&gt;
#* If you have handshake cards at the beginning and even one card in that suit, play the handshake and hope to draw more in the suit. To score well in this game you must invest substantially in a venture, without knowing in advance that you will draw the right cards in the right order. It is better to have some suits that take a loss (which you try to minimize) so that you can focus on making other suits pay off.&lt;br /&gt;
#* There is no need to attempt all 5 expeditions; usually 4 is sufficient (and it&#039;s likely one will score poorly or negatively).&lt;br /&gt;
#* It&#039;s often more constructive to hold on to a suit your opponent is trying to complete than to try completing it yourself!&lt;br /&gt;
#* Do not be afraid to lose a small amount of points in a suit if it allows you to stall and continue drawing from the deck. Effective stalling (while you wait for the cards you really need) is the heart of this game.&lt;br /&gt;
#* Higher ranking players have more negative and positive expeditions.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=25973</id>
		<title>Tips lostcities</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_lostcities&amp;diff=25973"/>
		<updated>2025-07-31T12:32:12Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Removed rules from strategy guide. Removed tip about starting only 2 or 3 expeditions. Started adding some structure to the tips.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Read the rules&lt;br /&gt;
** Do not forget about the 8 card rule, you score a lot for those.&lt;br /&gt;
* &#039;&#039;&#039;Drawing from the deck is vital.&#039;&#039;&#039; Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it&#039;s a card that may benefit you, a card you can discard to buy time, or the card your opponent is waiting for.&lt;br /&gt;
* Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this means that your opponent may safely ditch Blue 4, 5, 6. forcing them to hang on to cards for a long duration is important.&lt;br /&gt;
* Keep track of how many turns are left in the round by looking at the X ___ counter below the draw pile.  Keep in mind that this number is for both players, so if it has X10 that means you have 5 more turns.  Make sure you have laid all the cards down that you can before the deck is empty and a new round is triggered.&lt;br /&gt;
* This is a game of push your &amp;quot;calculated&amp;quot; luck. Push your luck when behind a lot in points or potential points or if you are behind in skill.&lt;br /&gt;
** If you have handshake cards at the beginning and even one card in that suit, play the handshake and hope to draw more in the suit. To score well in this game you must invest substantially in a venture, without knowing in advance that you will draw the right cards in the right order. It is better to have some suits that take a loss (which you try to minimize) so that you can focus on making other suits pay off.&lt;br /&gt;
** There is no need to attempt all 5 expeditions; usually 4 is sufficient (and it&#039;s likely one will score poorly or negatively).&lt;br /&gt;
** It&#039;s often more constructive to hold on to a suit your opponent is trying to complete than to try completing it yourself!&lt;br /&gt;
** Do not be afraid to lose a small amount of points in a suit if it allows you to stall and continue drawing from the deck. Effective stalling (while you wait for the cards you really need) is the heart of this game.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=15743</id>
		<title>Tips tichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=15743"/>
		<updated>2023-01-14T22:17:18Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Fix headings again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Use the strategy guide from here ==&lt;br /&gt;
https://scv.bu.edu/~aarondf/Games/Tichu/tichu_strategy.html&lt;br /&gt;
&lt;br /&gt;
== Passing cards ==&lt;br /&gt;
* Even right, odd left, third best single card to your partner.&lt;br /&gt;
* Or: See the tips below and pass either the third worst card or the best card to your partner. And pass even to behind and odd to before (since the order of play can be either clockwise or counter-clockwise)&lt;br /&gt;
&lt;br /&gt;
* Pass the Dragon to your partner if you are unlikely to make a Tichu bet.&lt;br /&gt;
&lt;br /&gt;
== Using the 1 ==&lt;br /&gt;
*When using the 1 you can choose not to ask for a card using the empty set symbol Ø. This may be a good idea when you play a straight for example.&lt;br /&gt;
* Also for use of the 1; you may like to ask for the card you gave the player next to you.&lt;br /&gt;
* If the player behind you has called a Grand Tichu you may like to ask for an Ace.&lt;br /&gt;
* If behind in points you can ask for a 6 or a 10 to create more chaos.&lt;br /&gt;
&lt;br /&gt;
== General play ==&lt;br /&gt;
* Remember what cards have already been played; especially the aces, dragon, and phoenix.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=15742</id>
		<title>Tips tichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=15742"/>
		<updated>2023-01-14T21:32:28Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Just fix headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Use the strategy guide from here ===&lt;br /&gt;
https://scv.bu.edu/~aarondf/Games/Tichu/tichu_strategy.html&lt;br /&gt;
&lt;br /&gt;
=== Passing cards ===&lt;br /&gt;
* Even right, odd left, third best single card to your partner.&lt;br /&gt;
* Or: See the tips below and pass either the third worst card or the best card to your partner. And pass even to behind and odd to before (since the order of play can be either clockwise or counter-clockwise)&lt;br /&gt;
&lt;br /&gt;
* Pass the Dragon to your partner if you are unlikely to make a Tichu bet.&lt;br /&gt;
&lt;br /&gt;
=== Using the 1 ===&lt;br /&gt;
*When using the 1 you can choose not to ask for a card using the empty set symbol Ø. This may be a good idea when you play a straight for example.&lt;br /&gt;
* Also for use of the 1; you may like to ask for the card you gave the player next to you.&lt;br /&gt;
* If the player behind you has called a Grand Tichu you may like to ask for an Ace.&lt;br /&gt;
* If behind in points you can ask for a 6 or a 10 to create more chaos.&lt;br /&gt;
&lt;br /&gt;
=== General play ===&lt;br /&gt;
* Remember what cards have already been played; especially the aces, dragon, and phoenix.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=15733</id>
		<title>Tips tichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=15733"/>
		<updated>2023-01-12T16:50:17Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Made some paragraphs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===== Use the strategy guide from here =====&lt;br /&gt;
https://scv.bu.edu/~aarondf/Games/Tichu/tichu_strategy.html&lt;br /&gt;
&lt;br /&gt;
===== Passing cards =====&lt;br /&gt;
* Even right, odd left, third best single card to your partner.&lt;br /&gt;
* Or: See the tips below and pass either the third worst card or the best card to your partner. And pass even to behind and odd to before (since the order of play can be either clockwise or counter-clockwise)&lt;br /&gt;
&lt;br /&gt;
* Pass the Dragon to your partner if you are unlikely to make a Tichu bet.&lt;br /&gt;
&lt;br /&gt;
===== Using the 1 =====&lt;br /&gt;
&lt;br /&gt;
*When using the 1 you can choose not to ask for a card using the empty set symbol Ø. This may be a good idea when you play a straight for example.&lt;br /&gt;
* Also for use of the 1; you may like to ask for the card you gave the player next to you.&lt;br /&gt;
* If the player behind you has called a Grand Tichu you may like to ask for an Ace.&lt;br /&gt;
* If behind in points you can ask for a 6 or a 10 to create more chaos.&lt;br /&gt;
&lt;br /&gt;
===== General play =====&lt;br /&gt;
&lt;br /&gt;
* Remember what cards have already been played; especially the aces, dragon, and phoenix.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14819</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14819"/>
		<updated>2022-09-25T10:35:59Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing the game ==&lt;br /&gt;
&lt;br /&gt;
* - Calculate what will happen&lt;br /&gt;
** -- Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.&lt;br /&gt;
** -- Know the cards and the symbols. Games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* - Destroy the opponents Fort, not just their creatures.&lt;br /&gt;
** -- Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.&lt;br /&gt;
** -- See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to &#039;&#039;&#039;trap some low damage dealing creatures in a lane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* - Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.&lt;br /&gt;
** -- By that same mechanic it is sometimes good not to play a card from the right of your Fort.&lt;br /&gt;
&lt;br /&gt;
* - Maybe if you cannot win you can force a loop.&lt;br /&gt;
&lt;br /&gt;
* - 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!&lt;br /&gt;
&lt;br /&gt;
* - Expert level&lt;br /&gt;
** -- Know what 8 cards your opponent has drafted&lt;br /&gt;
** -- Keep track of what their current hand sequence is&lt;br /&gt;
** -- Calculate what they can play on their next turn, know their mana and cards&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Baron&lt;br /&gt;
Brigand&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Carnivore&lt;br /&gt;
Disciple&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14778</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14778"/>
		<updated>2022-09-20T20:15:24Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The draw, when playing with initiation pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing the game ==&lt;br /&gt;
&lt;br /&gt;
* Calculate what will happen&lt;br /&gt;
** Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.&lt;br /&gt;
** Know the cards and the symbols. Games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Destroy the opponents Fort, not just their creatures.&lt;br /&gt;
** Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.&lt;br /&gt;
** See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to &#039;&#039;&#039;trap some low damage dealing creatures in a lane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.&lt;br /&gt;
** By that same mechanic it is sometimes good not to play a card from the right of your Fort.&lt;br /&gt;
&lt;br /&gt;
* Maybe if you cannot win you can force a loop.&lt;br /&gt;
&lt;br /&gt;
* 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!&lt;br /&gt;
&lt;br /&gt;
* Expert level&lt;br /&gt;
** Know what 8 cards your opponent has drafted&lt;br /&gt;
** Keep track of what their current hand sequence is&lt;br /&gt;
** Calculate what they can play on their next turn, know their mana and cards&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Baron&lt;br /&gt;
Brigand&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Carnivore&lt;br /&gt;
Disciple&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14777</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14777"/>
		<updated>2022-09-20T19:39:09Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Playing the game ==&lt;br /&gt;
&lt;br /&gt;
* Calculate what will happen&lt;br /&gt;
** Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.&lt;br /&gt;
** Know the cards and the symbols. Games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Destroy the opponents Fort, not just their creatures.&lt;br /&gt;
** Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.&lt;br /&gt;
** See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to &#039;&#039;&#039;trap some low damage dealing creatures in a lane&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.&lt;br /&gt;
** By that same mechanic it is sometimes good not to play a card from the right of your Fort.&lt;br /&gt;
&lt;br /&gt;
* Maybe if you cannot win you can force a loop.&lt;br /&gt;
&lt;br /&gt;
* 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!&lt;br /&gt;
&lt;br /&gt;
* Expert level&lt;br /&gt;
** Know what 8 cards your opponent has drafted&lt;br /&gt;
** Keep track of what their current hand sequence is&lt;br /&gt;
** Calculate what they can play on their next turn, know their mana and cards&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Baron&lt;br /&gt;
Brigand&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Carnivore&lt;br /&gt;
Disciple&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14764</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14764"/>
		<updated>2022-09-18T21:55:23Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: remove section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Baron&lt;br /&gt;
Brigand&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Carnivore&lt;br /&gt;
Disciple&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14597</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14597"/>
		<updated>2022-09-08T19:00:18Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The draw, when playing with initiation pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Baron&lt;br /&gt;
Brigand&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Carnivore&lt;br /&gt;
Disciple&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;br /&gt;
&lt;br /&gt;
== Changing game ==&lt;br /&gt;
&lt;br /&gt;
* Beware: the programmers sometimes change the cards mid game. &lt;br /&gt;
* Changes that happened in the middle of games: Cyclone changed from 6 mana to 5. Scribe now has 3 toughness instead of 2. Revenant has 3 power and 2 toughness instead of 2 power and 3 toughness. Partisan has 3 power instead of 2.&lt;br /&gt;
* Sometimes the game supports using incantations during the game, sometimes not. This impacts the power balance between Martyr and Annihilation a lot! And the balance of luck vs skill. And the validity of this strategy guide...&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14593</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14593"/>
		<updated>2022-09-08T11:14:22Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Edit after new stats for Cyclone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
In the initiation pack, without expansions, there are 28 cards of which 16 will show up in a draw. (There is an info line which claims 32 cards are in the initiation pack, but I do not see 32)&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;br /&gt;
&lt;br /&gt;
== Changing game ==&lt;br /&gt;
&lt;br /&gt;
* Beware: the programmers sometimes change the cards mid game. &lt;br /&gt;
* Changes that happened in the middle of games: Cyclone changed from 6 mana to 5. Scribe now has 3 toughness instead of 2. Revenant has 3 power and 2 toughness instead of 2 power and 3 toughness. Partisan has 3 power instead of 2.&lt;br /&gt;
* Sometimes the game supports using incantations during the game, sometimes not. This impacts the power balance between Martyr and Annihilation a lot! And the balance of luck vs skill. And the validity of this strategy guide...&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14592</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14592"/>
		<updated>2022-09-08T11:12:16Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: Edit after incantations can only be played in phase 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
In the initiation pack, without expansions, there are 28 cards of which 16 will show up in a draw.&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;br /&gt;
&lt;br /&gt;
== Changing game ==&lt;br /&gt;
&lt;br /&gt;
* Beware: the programmers sometimes change the cards mid game. &lt;br /&gt;
* Changes that happened in the middle of games: Cyclone changed from 6 mana to 5. Scribe now has 3 toughness instead of 2. Revenant has 3 power and 2 toughness instead of 2 power and 3 toughness. Partisan has 3 power instead of 2.&lt;br /&gt;
* Sometimes the game supports using incantations during the game, sometimes not. This impacts the power balance between Martyr and Annihilation a lot! And the balance of luck vs skill. And the validity of this strategy guide...&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14496</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14496"/>
		<updated>2022-08-26T05:46:35Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn. (This has been fixed, but I have not seen it work yet.)&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
In the initiation pack, without expansions, there are 28 cards of which 16 will show up in a draw.&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;br /&gt;
&lt;br /&gt;
== Changing game ==&lt;br /&gt;
&lt;br /&gt;
* Beware: the programmers sometimes change the cards mid game. &lt;br /&gt;
* Changes that happened in the middle of games: Cyclone changed from 6 mana to 5. Scribe now has 3 toughness instead of 2. Revenant has 3 power and 2 toughness instead of 2 power and 3 toughness. Partisan has 3 power instead of 2.&lt;br /&gt;
* Sometimes the game supports using incantations during the game, sometimes not. This impacts the power balance between Martyr and Annihilation a lot! And the balance of luck vs skill. And the validity of this strategy guide...&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14480</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=14480"/>
		<updated>2022-08-25T06:41:50Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn. (This has been fixed, but I have not seen it work yet.)&lt;br /&gt;
&lt;br /&gt;
== The draw, when playing with initiation pack ==&lt;br /&gt;
&lt;br /&gt;
In the initiation pack, without expansions, there are 28 cards of which 16 will show up in a draw.&lt;br /&gt;
&lt;br /&gt;
List of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=14472</id>
		<title>Tips tichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=14472"/>
		<updated>2022-08-24T10:52:59Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Even right, odd left, third best single card to your partner.&lt;br /&gt;
* Or: See the tips below and pass either the third worst card or the best card to your partner. And pass even to behind and odd to before (since the order of play can be either clockwise or counter-clockwise)&lt;br /&gt;
&lt;br /&gt;
https://scv.bu.edu/~aarondf/Games/Tichu/tichu_strategy.html&lt;br /&gt;
&lt;br /&gt;
* When using the 1 you can choose not to ask for a card using the empty set symbol Ø. This may be a good idea when you play a straight for example.&lt;br /&gt;
* Also for use of the 1; you may like to ask for the card you gave the player next to you.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=14471</id>
		<title>Tips tichu</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_tichu&amp;diff=14471"/>
		<updated>2022-08-24T10:51:35Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Even right, odd left, third best single card to your partner.&lt;br /&gt;
* Or: See the tips below and pass either the third worst card or the best card to your partner.&lt;br /&gt;
&lt;br /&gt;
https://scv.bu.edu/~aarondf/Games/Tichu/tichu_strategy.html&lt;br /&gt;
&lt;br /&gt;
* When using the 1 you can choose not to ask for a card using the empty set symbol Ø. This may be a good idea when you play a straight for example.&lt;br /&gt;
* Also for use of the 1; you may like to ask for the card you gave the player next to you.&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13815</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13815"/>
		<updated>2022-06-30T09:47:57Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There are 28 cards of which 16 will show up in a draw.&lt;br /&gt;
&lt;br /&gt;
A probably complete list of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13796</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13796"/>
		<updated>2022-06-28T16:28:19Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as &#039;&#039;&#039;casting an incantation on an indestructible creature&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Destroy the opponents Fort, not just their creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There is are 28 cards of which 16 will show up in a draw.&lt;br /&gt;
&lt;br /&gt;
A probably complete list of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Of these 28, 16 will be used in any game.&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13788</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13788"/>
		<updated>2022-06-28T09:59:53Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The draw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the goal is to destroy the opponents Fort. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There is are 28 cards of which 16 will show up in a draw.&lt;br /&gt;
&lt;br /&gt;
A probably complete list of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Of these 28, 16 will be used in any game.&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Abomination, Alpha, Microctopus, Ogre, Revenant, Zombie&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint such as: Assassin, Mutant, Reptile&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13667</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13667"/>
		<updated>2022-06-20T14:15:18Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The draw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the goal is to destroy the opponents Fort. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There is a certain set of cards that are available. Not all cards will come up in the draw each time.&lt;br /&gt;
&lt;br /&gt;
A possibly not yet complete list of cards:&lt;br /&gt;
&lt;br /&gt;
Aberration&lt;br /&gt;
Abomination&lt;br /&gt;
Alpha&lt;br /&gt;
Assassin&lt;br /&gt;
Brute&lt;br /&gt;
Carapace&lt;br /&gt;
Gnome&lt;br /&gt;
Grrr&lt;br /&gt;
Lieutenant&lt;br /&gt;
Machine&lt;br /&gt;
Martyr&lt;br /&gt;
Microctopus&lt;br /&gt;
Mutant&lt;br /&gt;
Ogre&lt;br /&gt;
Parasite&lt;br /&gt;
Partisan&lt;br /&gt;
Reptile&lt;br /&gt;
Revenant&lt;br /&gt;
Scribe&lt;br /&gt;
Shaman&lt;br /&gt;
Troll&lt;br /&gt;
Vortex&lt;br /&gt;
Zombie&lt;br /&gt;
&lt;br /&gt;
Annihilation&lt;br /&gt;
Boom!&lt;br /&gt;
Combustion&lt;br /&gt;
Cyclone&lt;br /&gt;
Meteorite&lt;br /&gt;
&lt;br /&gt;
Of these 28, 16 will be used in any game.&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Boom!&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13429</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13429"/>
		<updated>2022-06-03T10:00:24Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The draw */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the goal is to destroy the opponents Fort. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There is a certain set of cards that are available. Not all cards will come up in the draw each time.&lt;br /&gt;
&lt;br /&gt;
A possibly not yet complete list of cards:&lt;br /&gt;
# Aberration&lt;br /&gt;
# Abomination&lt;br /&gt;
# Alpha&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Assassin&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Carapace&lt;br /&gt;
# Combustion&lt;br /&gt;
# Cyclone&lt;br /&gt;
# Gnome&lt;br /&gt;
# Grrr&lt;br /&gt;
# Lieutenant&lt;br /&gt;
# Machine&lt;br /&gt;
# Martyr&lt;br /&gt;
# Meteorite&lt;br /&gt;
# Microctopus&lt;br /&gt;
# Mutant&lt;br /&gt;
# Ogre&lt;br /&gt;
# Parasite&lt;br /&gt;
# Partisan&lt;br /&gt;
# Reptile&lt;br /&gt;
# Revenant&lt;br /&gt;
# Scribe&lt;br /&gt;
# Shaman&lt;br /&gt;
# Troll&lt;br /&gt;
# Vortex&lt;br /&gt;
# Zombie&lt;br /&gt;
&lt;br /&gt;
Of these 28, 16 will be used in any game.&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Brute&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Boom!&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Shaman&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant&lt;br /&gt;
* Troll with Boom!&lt;br /&gt;
* Multiple cards with sprint&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13428</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=13428"/>
		<updated>2022-06-03T09:56:22Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: /* The game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that the goal is to destroy the opponents Fort. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)&lt;br /&gt;
* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There is a certain set of cards that are available. Not all cards will come up in the draw each time.&lt;br /&gt;
&lt;br /&gt;
A possibly not yet complete list of cards:&lt;br /&gt;
# Aberration&lt;br /&gt;
# Abomination&lt;br /&gt;
# Alpha&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Assassin&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Carapace&lt;br /&gt;
# Combustion&lt;br /&gt;
# Cyclone&lt;br /&gt;
# Gnome&lt;br /&gt;
# Grrr&lt;br /&gt;
# Lieutenant&lt;br /&gt;
# Machine&lt;br /&gt;
# Martyr&lt;br /&gt;
# Meteorite&lt;br /&gt;
# Microctopus&lt;br /&gt;
# Mutant&lt;br /&gt;
# Ogre&lt;br /&gt;
# Parasite&lt;br /&gt;
# Partisan&lt;br /&gt;
# Reptile&lt;br /&gt;
# Revenant&lt;br /&gt;
# Scribe&lt;br /&gt;
# Shaman&lt;br /&gt;
# Troll&lt;br /&gt;
# Vortex&lt;br /&gt;
# Zombie&lt;br /&gt;
&lt;br /&gt;
Of these 27, 16 will be used in any game.&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Shaman&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Combustion&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant&lt;br /&gt;
* Troll with Boom!&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=12590</id>
		<title>Tips clashofdecks</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_clashofdecks&amp;diff=12590"/>
		<updated>2022-04-10T16:06:39Z</updated>

		<summary type="html">&lt;p&gt;TesujiOrc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The game ==&lt;br /&gt;
&lt;br /&gt;
Clash of Decks can be a bit puzzle-y. Take some time to calculate what will happen when you play your cards.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some other tips:&lt;br /&gt;
* Destroy creatures in the second lane only after you have destroyed the outpost via the first lane.&lt;br /&gt;
* Cyclone is particularly bad.&lt;br /&gt;
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)&lt;br /&gt;
&lt;br /&gt;
== The draw ==&lt;br /&gt;
&lt;br /&gt;
There is a certain set of cards that are available. Not all cards will come up in the draw each time.&lt;br /&gt;
&lt;br /&gt;
A possibly not yet complete list of cards:&lt;br /&gt;
# Aberration&lt;br /&gt;
# Abomination&lt;br /&gt;
# Alpha&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Assassin&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Carapace&lt;br /&gt;
# Combustion&lt;br /&gt;
# Cyclone&lt;br /&gt;
# Gnome&lt;br /&gt;
# Grrr&lt;br /&gt;
# Lieutenant&lt;br /&gt;
# Machine&lt;br /&gt;
# Martyr&lt;br /&gt;
# Meteorite&lt;br /&gt;
# Microctopus&lt;br /&gt;
# Mutant&lt;br /&gt;
# Ogre&lt;br /&gt;
# Parasite&lt;br /&gt;
# Partisan&lt;br /&gt;
# Reptile&lt;br /&gt;
# Revenant&lt;br /&gt;
# Scribe&lt;br /&gt;
# Shaman&lt;br /&gt;
# Troll&lt;br /&gt;
# Vortex&lt;br /&gt;
# Zombie&lt;br /&gt;
&lt;br /&gt;
Of these 27, 16 will be used in any game.&lt;br /&gt;
&lt;br /&gt;
Good cards:&lt;br /&gt;
# Vortex&lt;br /&gt;
# Martyr&lt;br /&gt;
# Troll&lt;br /&gt;
# Ogre&lt;br /&gt;
# Carapace&lt;br /&gt;
# Aberration&lt;br /&gt;
# Brute&lt;br /&gt;
# Boom!&lt;br /&gt;
# Shaman&lt;br /&gt;
# Annihilation&lt;br /&gt;
# Parasite&lt;br /&gt;
&lt;br /&gt;
Bad cards:&lt;br /&gt;
# Combustion&lt;br /&gt;
# Cyclone&lt;br /&gt;
&lt;br /&gt;
Combos to try to get:&lt;br /&gt;
* Parasite with Vortex&lt;br /&gt;
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant&lt;br /&gt;
* Troll with Boom!&lt;/div&gt;</summary>
		<author><name>TesujiOrc</name></author>
	</entry>
</feed>