This is a documentation for Board Game Arena: play board games online !
Tips blockarena: Difference between revisions
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In many games between experienced players, the result ends with neither meeple reaching the other side. So, you should '''be aware of the tie-breakers''' at all times: | In many games between experienced players, the result ends with neither meeple reaching the other side. So, you should '''be aware of the tie-breakers''' at all times: | ||
1. most advanced pawn wins; if even, then | |||
2. most advanced blocks, in total, wins; if even, then | |||
3. it's a real tie. | |||
Note that there is always a limit to the number of moves allowed throughout the entire game. Keep an eye on this. If you're running out of moves, you may need to start looking at pursuing a tie-breaker win. Likewise, if you're ahead on tie-breakers and the game has reached an impasse/"logjam", it may be better to maintain the logjam for the win, than to break the logjam if that won't lead to as certain a victory. | Note that there is always a limit to the number of moves allowed throughout the entire game. Keep an eye on this. If you're running out of moves, you may need to start looking at pursuing a tie-breaker win. Likewise, if you're ahead on tie-breakers and the game has reached an impasse/"logjam", it may be better to maintain the logjam for the win, than to break the logjam if that won't lead to as certain a victory. | ||
Latest revision as of 22:12, 26 July 2026
Try to stop your opponents block's from advancing, while also moving yours forward. The old offense versus defense problem. When a move is good for both offense and defense, it's usually a very good move. Concurrently, control of the center helps in this area.
Moving your meeple onto your opponent's block is dangerous -- because it highly restricts you meeple's movement and allows your opponent the potential to move your meeple away from the goal line! In spite of that, it can be a good move, even a winning move, in some circumstances. Have a solid plan before trying this manuever.
In many games between experienced players, the result ends with neither meeple reaching the other side. So, you should be aware of the tie-breakers at all times:
1. most advanced pawn wins; if even, then 2. most advanced blocks, in total, wins; if even, then 3. it's a real tie.
Note that there is always a limit to the number of moves allowed throughout the entire game. Keep an eye on this. If you're running out of moves, you may need to start looking at pursuing a tie-breaker win. Likewise, if you're ahead on tie-breakers and the game has reached an impasse/"logjam", it may be better to maintain the logjam for the win, than to break the logjam if that won't lead to as certain a victory.