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With the normal settings, try to have at least 16+ points to use one card in one turn. But note that even with 18 points, there is sometimes value on rerolling 2 dices to get even more. This can be the case with 233556 where rerolling the 2 and the 6 can give you more than that. On the opposite, if you got 123344 it can be really hard to improve that score consistently.
With the normal settings, try to have at least 16+ points to use one card in one turn. But note that even with 18 points, there is sometimes value on rerolling 2 dices to get even more. This can be the case with 233556 where rerolling the 2 and the 6 can give you more than that. On the opposite, if you got 123344 it can be really hard to improve that score consistently.


But you really need to have a plan to win after a few turns. You can either:
But you really need to have a plan to win after a few turns. You can either:
- play it normally in 6 scoring turns (which require ~17 points in average) and 10 cards available (7 turns) and score more than your opponent. That leave you ~5 reroll to use whenever you want
 
- play it in 15 cards available in 5 scoring turns (which require ~20 points in average)(7 turns) which give one more reroll to your opponent but leave you a total of ~11 rerolls to use whenever you want which is massive. It can be good if your start is really bad
* play it normally in 6 scoring turns (which require ~17 points in average) and 10 cards available (7 turns) and score more than your opponent. That leave you ~5 reroll to use whenever you want
- force your opponent to play with 15 cards instead of 10. This is usually done when your opponent reroll a lot early on, which leave you the possibility to freeze them twice and hope they will need to skip their turn twice. This let you have one more reroll available
 
- having score advantage, being close to win in one turn, and force your opponent to use their freeze. Since the freeze is a bad scoring turn, that will let you be able to refresh all your 5 cards, and do a big scoring last turn with 4 rerolls. That's not great, but in mid/late game, that can be a fair plan.
* play it in 15 cards available in 5 scoring turns (which require ~20 points in average)(7 turns) which give one more reroll to your opponent but leave you a total of ~11 rerolls to use whenever you want which is massive. It can be good if your start is really bad
 
* force your opponent to play with 15 cards instead of 10. This is usually done when your opponent reroll a lot early on, which leave you the possibility to freeze them twice and hope they will need to skip their turn twice. This let you have one more reroll available
 
* having score advantage, being close to win in one turn, and force your opponent to use their freeze. Since the freeze is a bad scoring turn, that will let you be able to refresh all your 5 cards, and do a big scoring last turn with 4 rerolls. That's not great, but in mid/late game, that can be a fair plan.


The freeze is pretty bad. You should use it either situationnally close to the end of game (or with a plan to win). Or sometimes you can use it turn 1 if your roll is bad, and any reroll would be bad too (111236 per example).
The freeze is pretty bad. You should use it either situationnally close to the end of game (or with a plan to win). Or sometimes you can use it turn 1 if your roll is bad, and any reroll would be bad too (111236 per example).

Revision as of 22:02, 4 October 2024

With the normal settings, try to have at least 16+ points to use one card in one turn. But note that even with 18 points, there is sometimes value on rerolling 2 dices to get even more. This can be the case with 233556 where rerolling the 2 and the 6 can give you more than that. On the opposite, if you got 123344 it can be really hard to improve that score consistently.


But you really need to have a plan to win after a few turns. You can either:

  • play it normally in 6 scoring turns (which require ~17 points in average) and 10 cards available (7 turns) and score more than your opponent. That leave you ~5 reroll to use whenever you want
  • play it in 15 cards available in 5 scoring turns (which require ~20 points in average)(7 turns) which give one more reroll to your opponent but leave you a total of ~11 rerolls to use whenever you want which is massive. It can be good if your start is really bad
  • force your opponent to play with 15 cards instead of 10. This is usually done when your opponent reroll a lot early on, which leave you the possibility to freeze them twice and hope they will need to skip their turn twice. This let you have one more reroll available
  • having score advantage, being close to win in one turn, and force your opponent to use their freeze. Since the freeze is a bad scoring turn, that will let you be able to refresh all your 5 cards, and do a big scoring last turn with 4 rerolls. That's not great, but in mid/late game, that can be a fair plan.

The freeze is pretty bad. You should use it either situationnally close to the end of game (or with a plan to win). Or sometimes you can use it turn 1 if your roll is bad, and any reroll would be bad too (111236 per example).