This is a documentation for Board Game Arena: play board games online !
Tips fornorthwood
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
Strongest fiefs:
List of fiefs: https://boardgamegeek.com/thread/2774038/official-rules-and-ability-explanationfaq
Fiefs power have drastiquely differents values. Here is the most powerful one you should look for to potentially do first to make another one much easier.
Firstly we got those who can change the top card of the score pile, which let you have a back up when you won one trick too much: Queen of Flowers (put the top card of the score pile on the top of the deck) does exactly that. Queen of Claws (draw the top card of all three piles) while still having that effect, has the upside too to be able to draw back two ruler cards for one extra trick, but you need to have an high card in the ruler suit to use it fully.
Secondly, we got King of Leaves (Draw the top card of the deck, put another at the top) which give a lot of options. It's strongest when you don't use it since it's backup plan. But when you got like 8 of ruler, you can draw one put back that 8 and have one discard for free. So that's a flat -1 trick with upside. On the contrary, if you miss one trick, having 1+2 let you draw 1 and depending of what you draw, usually give back the 1 and win your trick with 2.
Thirdly, let's talk about King of Claw (put the highest value card at the top of the score), this let you again get a +1 score in demand. And if you got 12+13 you can even score +2 with double 1.
And then finally, there is lots of drawing cards (Jack of Claws, Prince of Claws, Lady of Claws, Baron of Claws, Jack of Eyes, King of Eyes, Prince of Eyes, Lady of Eyes, Baron of Eyes, Lady of Leaves) which let you get an extra shot if you lack of tricks. Depending of their effect they could be used first, even if I would usually advise to play one or two tricks and see you will have difficulty to get your target and then use them.
(and I think Prince of Leaves should have it's section but I haven't played it enough)