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== The game ==
== Playing the game ==


Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.
* - 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.
* - 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. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.
* - 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.


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.
* - Maybe if you cannot win you can force a loop.


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


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.
* - 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


Some other tips:
== The draw, when playing with initiation pack ==
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)
* 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 ==
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.


There is a certain set of cards that are available. Not all cards will come up in the draw each time.
Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.


A possibly not yet complete list of cards:
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
# 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 28, 16 will be used in any game.
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


Good cards:
Annihilation
# Vortex
Boom!
# Martyr
Combustion
# Brute
Cyclone
# Troll
Meteorite
# Ogre
# Boom!
# Carapace
# Aberration
# Shaman
# Annihilation
# Parasite
 
Bad cards:
# Cyclone
 
Combos to try to get:
* Parasite with Vortex
* Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant
* Troll with Boom!
* Multiple cards with sprint

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