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Tips fornorthwood

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Revision as of 22:27, 27 October 2024 by Romain672 (talk | contribs) (First few tips)
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You need to score 16 or higher, and the value of each fief is 4/3/2/1/1/2/3/4, so you either have one joker, or multiple if many of the missing fiefs are in the middle.

The fief of value 4 and 3 are the hardest and value the most. So try to put the most focus on them: do them when you hand is good to do 0 or 7 tricks ; and potentially prepare them by doing first a fief where the power of it could be useful to do 0 or 7 tricks. (Note that you are able to use a power before your first trick, so even if doing 0 trick look impossible because you got the 8 in the ruler suit, by using a power first, that can still be a strong or even sometimes amazing option.)


Try to see what you can do to end the round.

Try to see if ending with multiples 1 in a non-ruler suit or 8 in the ruler one could be a good idea: you could have the option to score a 1 with a power which make that card great to end on (since if you need 4 tricks, being at 3 or 4 trick would give you the win by using or not that power).


When choosing a number of trick to do, I first start:

  • by checking if I could do 0 or 7,
  • then if i could do 1 or 6 with an amazing hand, since they are much easier I want something really strong (contrary to 0 or 7 which are much harder)
  • then I look for my stronger suit, and try to pick a ruler color where I will be strong. It's relatively easy with power to discard ruler cards, while it is much harder to guarantees you can draw cards which make it very likely you will win tricks.
  • and then finally I look for interresting fief power to use later on
  • and then I make a choice with all those parameters