This is a documentation for Board Game Arena: play board games online !

Tips minirogue: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
(Combat stance)
 
No edit summary
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
== General ==
== Critical Hits ==
(todo)
For each dice that resulted in a Critical Hit (a 6 in Balanced, 5 or 6 for Aggressive) you can roll that die again and add the new result to your attack. If you roll another crit, you can roll again. But if you roll an X (miss), you lose all the points for that die and cannot reroll. So it's a "push your luck" mechanic much like ''Farkle''.


Remember you can only make Critical Hits in a Balanced stance or Aggressive stance.


== Combat stance ==
== Combat Stances ==


It can be hard to understand. You got three different stances:
'''<u>Defensive</u>'''


* Defensive: +1 armor, deal 1/2/3/4/5/6.
Possible results are 1, 2, 3, 4, 5, and 6 '''plus''' your Armor points, resulting in 4.25 average damage per dice. This is the best choice when your HP is low or you have more than 1 Armor points.
* Balanced: deal 0/2/3/4/5/x, when you roll x (the 6) you can either deal 6 or use the crit mechanic to deal 0/8/9/10/11/xx, if you roll xx (66) then you can either deal 12 or crit again for 0/14/15/16/17/xxx...
* Aggressive: deal 0/0/3/4/x/x, when you roll x (5 or 6) you can either stop at 5 or 6 or use the crit mechanic explained the point above


Which mean without any reroll:
'''<u>Balanced</u>'''
* when the enemy attack (after deducting your armor) for 1 (and often 2 too), going defensive reduces their attack to 0 (or 1), and is usually the best choice
* when the enemy has lots of hp, going balanced give you the best average damage (4 instead of 3.5 for defensive) unless you are cursed. Going defensive reduces your damage taken which can be situationally good.
* when the enemy has 7 to 11 hp with one dice, going for aggressive give you the highest chance to kill him now, but have a chance to deal 0.


When you have some rerolls to do:
Possible results are 0 (miss), 2, 3, 4, 5, and 6. This results in 5.06 average damage per dice and a 25.8% chance of a single die doing at least 8 damage. This stance is best used with an enemy with lots of HP, unless you are cursed.
* Defensive give you 4.25 damage in average per dice
 
* Balanced give you 5.06 damage in average per dice
'''<u>Aggressive</u>'''
* Aggressive give you 39.5% chance to deal at least 8 damage with one dice
 
Possible results are 0, 0, 3, 4, 5, or 6. 5 and 6 count as Critical Hits. You have a 39%% chance of a single die doing 8 damage. Use when an enemy has 7-11 HP remaining as this has the best chance of killing the monster in one blow.

Latest revision as of 16:50, 13 October 2025

Critical Hits

For each dice that resulted in a Critical Hit (a 6 in Balanced, 5 or 6 for Aggressive) you can roll that die again and add the new result to your attack. If you roll another crit, you can roll again. But if you roll an X (miss), you lose all the points for that die and cannot reroll. So it's a "push your luck" mechanic much like Farkle.

Remember you can only make Critical Hits in a Balanced stance or Aggressive stance.

Combat Stances

Defensive

Possible results are 1, 2, 3, 4, 5, and 6 plus your Armor points, resulting in 4.25 average damage per dice. This is the best choice when your HP is low or you have more than 1 Armor points.

Balanced

Possible results are 0 (miss), 2, 3, 4, 5, and 6. This results in 5.06 average damage per dice and a 25.8% chance of a single die doing at least 8 damage. This stance is best used with an enemy with lots of HP, unless you are cursed.

Aggressive

Possible results are 0, 0, 3, 4, 5, or 6. 5 and 6 count as Critical Hits. You have a 39%% chance of a single die doing 8 damage. Use when an enemy has 7-11 HP remaining as this has the best chance of killing the monster in one blow.