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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 Enchantments Good?==
==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 calucate the potental number of captures to make by (score of creature of same value)/(bonus/1.7).
* 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 exapmle, for magical unicorn, if you will use it for at least 5 times it is good, otherwise leave it away.
* 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 overwhelmly so.
* 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:

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%