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==Basic Strategy== | |||
* Get useful enhancements such as the Clock of Darkness, Silver Sword, Bucket of Spinach or Ghost Disguise as soon as possible. You will find them useful later. | |||
* After you get 1 or 2 enhancements, you should try to capture as many creatures as possible. Even if the score is low, getting a lot can help you to get the final bonus. | |||
* When the dragon is near (<10 cards left), reload to prepare for it. | |||
* Probability is important! While this is a game of luck, knowing some probability can help you to decide how many cards should be played and which capture method to use. | |||
==When to Reload?== | ==When to Reload?== | ||
* If you have fewer than 4 cards, it is highly suggested to reload. | |||
* If you cannot decide on a good target, reload. | |||
* If you are preparing for an important target (e.g. cloak of darkness or a dragon) but it doesn't appear for now, reload. | |||
==When to Capture?== | ==When to Capture?== | ||
* If you have a nearly full hand, usually you will capture. | |||
* Since the average roll of a dice is 2.5 [Remember each die has 1,2,2,3,3,4], if you have a good combo (half the points needed), capture. | |||
* If an opponent is planning to take a card (and you have a chance to get it), capture. | |||
==Which Method is the Best?== | ==Which Method is the Best?== | ||
* Chances: Getting a 3-card strike with 3 cards is 3.7%, while getting a 3-card scream with 3 cards is 3.2%. However, getting a 2-card stomp with 3 cards is 19.6%--maybe good to aim when the capture value is low! | * Chances: Getting a 3-card strike with 3 cards is 3.7%, while getting a 3-card scream with 3 cards is 3.2%. However, getting a 2-card stomp with 3 cards is 19.6%--maybe good to aim when the capture value is low! | ||
* Capture Value: For 8 of the landscapes strike has a higher value than scream, for 8 of the landscapes the opposite, and for the rest the same. Therefore they are of equal balance. Stomp has a significantly lower number, therefore for some cards it is more appealing. | * Capture Value: For 8 of the landscapes strike has a higher value than scream, for 8 of the landscapes the opposite, and for the rest the same. Therefore they are of equal balance. Stomp usually has a significantly lower number, therefore for some cards it is more appealing. | ||
==Are | ==Are Enhancements Good?== | ||
* If the game is going to end soon, surely they are a bad choice. Don't even think about it. | * If the game is going to end soon, surely they are a bad choice. Don't even think about it. | ||
* But at the beginning of the game, you can | * But at the beginning of the game, you can calculate the potential number of captures to make by (score of creature of same value)/(bonus/1.7). | ||
* For | * For example, for magical unicorn, if you will use it for at least 5 times it is good, otherwise leave it away. | ||
* Overall, enchantments are appealing but not | * Overall, enchantments are appealing but not overwhelmingly so. | ||
==Credits== | |||
This guide is written by ArielFriedrichGauss after about 10 times of playtesting. It is also based on information on https://boardgamegeek.com/thread/1628160/some-dragonwood-math | |||
==Probability== | |||
Dice values are: 1,2,2,3,3,4. The average roll is 2.5. The following table is the probability of getting the row's number, or higher, with the number of dice column: | |||
{| class="wikitable" | |||
|+ P(>=X) | |||
! X | |||
! 1 Die | |||
! 2 Dice | |||
! 3 Dice | |||
! 4 Dice | |||
! 5 Dice | |||
|- | |||
! 1 | |||
| 100% || 100% || 100% || 100% || 100% | |||
|- | |||
! 2 | |||
| 83% || 100% || 100% || 100% || 100% | |||
|- | |||
! 3 | |||
| 50% || 97% || 100% || 100% || 100% | |||
|- | |||
! 4 | |||
| 17% || 86% || >99% || 100% || 100% | |||
|- | |||
! 5 | |||
| 0% || 64% || 97% || >99% || 100% | |||
|- | |||
! 6 | |||
| 0% || 36% || 88% || >99% || >99% | |||
|- | |||
! 7 | |||
| 0% || 14% || 72% || 97% || >99% | |||
|- | |||
! 8 | |||
| 0% || 3% || 50% || 90% || 99% | |||
|- | |||
! 9 | |||
| 0% || 0% || 28% || 78% || 97% | |||
|- | |||
! 10 | |||
| 0% || 0% || 12% || 60% || 92% | |||
|- | |||
! 11 | |||
| 0% || 0% || 3% || 40% || 82% | |||
|- | |||
! 12 | |||
| 0% || 0% || <1% || 22% || 68% | |||
|- | |||
! 13 | |||
| 0% || 0% || 0% || 10% || 50% | |||
|- | |||
! 14 | |||
| 0% || 0% || 0% || 3% || 32% | |||
|- | |||
! 15 | |||
| 0% || 0% || 0% || 1% || 18% | |||
|} |
Latest revision as of 11:24, 4 December 2023
Basic Strategy
- Get useful enhancements such as the Clock of Darkness, Silver Sword, Bucket of Spinach or Ghost Disguise as soon as possible. You will find them useful later.
- After you get 1 or 2 enhancements, you should try to capture as many creatures as possible. Even if the score is low, getting a lot can help you to get the final bonus.
- When the dragon is near (<10 cards left), reload to prepare for it.
- Probability is important! While this is a game of luck, knowing some probability can help you to decide how many cards should be played and which capture method to use.
When to Reload?
- If you have fewer than 4 cards, it is highly suggested to reload.
- If you cannot decide on a good target, reload.
- If you are preparing for an important target (e.g. cloak of darkness or a dragon) but it doesn't appear for now, reload.
When to Capture?
- If you have a nearly full hand, usually you will capture.
- Since the average roll of a dice is 2.5 [Remember each die has 1,2,2,3,3,4], if you have a good combo (half the points needed), capture.
- If an opponent is planning to take a card (and you have a chance to get it), capture.
Which Method is the Best?
- Chances: Getting a 3-card strike with 3 cards is 3.7%, while getting a 3-card scream with 3 cards is 3.2%. However, getting a 2-card stomp with 3 cards is 19.6%--maybe good to aim when the capture value is low!
- Capture Value: For 8 of the landscapes strike has a higher value than scream, for 8 of the landscapes the opposite, and for the rest the same. Therefore they are of equal balance. Stomp usually has a significantly lower number, therefore for some cards it is more appealing.
Are Enhancements Good?
- If the game is going to end soon, surely they are a bad choice. Don't even think about it.
- But at the beginning of the game, you can calculate the potential number of captures to make by (score of creature of same value)/(bonus/1.7).
- For example, for magical unicorn, if you will use it for at least 5 times it is good, otherwise leave it away.
- Overall, enchantments are appealing but not overwhelmingly so.
Credits
This guide is written by ArielFriedrichGauss after about 10 times of playtesting. It is also based on information on https://boardgamegeek.com/thread/1628160/some-dragonwood-math
Probability
Dice values are: 1,2,2,3,3,4. The average roll is 2.5. The following table is the probability of getting the row's number, or higher, with the number of dice column:
X | 1 Die | 2 Dice | 3 Dice | 4 Dice | 5 Dice |
---|---|---|---|---|---|
1 | 100% | 100% | 100% | 100% | 100% |
2 | 83% | 100% | 100% | 100% | 100% |
3 | 50% | 97% | 100% | 100% | 100% |
4 | 17% | 86% | >99% | 100% | 100% |
5 | 0% | 64% | 97% | >99% | 100% |
6 | 0% | 36% | 88% | >99% | >99% |
7 | 0% | 14% | 72% | 97% | >99% |
8 | 0% | 3% | 50% | 90% | 99% |
9 | 0% | 0% | 28% | 78% | 97% |
10 | 0% | 0% | 12% | 60% | 92% |
11 | 0% | 0% | 3% | 40% | 82% |
12 | 0% | 0% | <1% | 22% | 68% |
13 | 0% | 0% | 0% | 10% | 50% |
14 | 0% | 0% | 0% | 3% | 32% |
15 | 0% | 0% | 0% | 1% | 18% |