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Tips:
Tips:
You have ~40 cards and want to score ~200 points. So each card should give you about 5 points on average. Cards that give you less than 5 points are bad and vice versa. So here comes advice:
1. You draw ~40 cards and want to score ~200 points. So each card should give you about 5 points on average.


1. Fiefs are the main source of your victory points. You should get a fief of at least all 3 basic resources and many castles. Since fiefs give you points every turn, you should get it ready as early as possible.
2. Fiefs are the main source of your victory points. You should get a fief of at least all 3 basic resources and many castles.


2. Most Parchment cards give you more than 5 so you should take more of this kind. Cards like pan pan the barbarian, socialist and liberal, diplomat and bureaucrats usually give you 10+ points so they are a very good choice. You may have one or two resource production missions, but don't get all three. You can't finish that much.  
3. Most Parchment cards give you more than 5 so you should take more of this kind. Cards like pan pan the barbarian, socialist and liberal, diplomat and bureaucrat usually give you 10+ points so they are solid choices. You may have one or two resource production missions, but don't get all three. You can't finish that much.


3. Most territory cards give you less than 5 point so you should not take unnecessary territory cards. Just have a small fief that has all resources and enough space to put in your castles. In normal case, a territory card can give you 2(barbarian)+2(mountain king)+1(extra fief)=5 points most(and you need to take 3 more parchment cards).
4. Territory on its own gives you no points. Even with special parchment cards, they tend to yield less than 5 points, so you should not take unnecessary territory cards. Focus on a small fief that has all resources and just enough space to put in your castles.


4. A 1X castle usually means 1-2points in first round, 1-3 in second round, 2-4 in third round and 3-5 in last round, depending on how many kinds of goods you have in your best fief. 2X castle has 2X points. 1X castle may be weaker than calculation here, for it needs space to place, and that may be a constraint. You may also lose barbarian points if you put castles on grass or mountain. So you see, 2X castle is great in first two round and not that good in the last turn. Thus you want more Parchment cards in the last two rounds.
5. Don't waste your first turns getting overly scattered territories which you may not use later. Instead, focus on getting buildings cards and parchments first. After a few turns, you can see where the other players plan to settle and identify an empty region for yourself where competition over territories is less likely.
 
6. You shouldn't start building your primary fief too early nor too late: Getting cohesive territory early is unlikely and the few points are not so relevant in total. Building too late leaves few rounds to score. Therefore, the best time to commit your buildings is usually round 2 or 3.

Revision as of 14:58, 9 August 2023

Tips: 1. You draw ~40 cards and want to score ~200 points. So each card should give you about 5 points on average.

2. Fiefs are the main source of your victory points. You should get a fief of at least all 3 basic resources and many castles.

3. Most Parchment cards give you more than 5 so you should take more of this kind. Cards like pan pan the barbarian, socialist and liberal, diplomat and bureaucrat usually give you 10+ points so they are solid choices. You may have one or two resource production missions, but don't get all three. You can't finish that much.

4. Territory on its own gives you no points. Even with special parchment cards, they tend to yield less than 5 points, so you should not take unnecessary territory cards. Focus on a small fief that has all resources and just enough space to put in your castles.

5. Don't waste your first turns getting overly scattered territories which you may not use later. Instead, focus on getting buildings cards and parchments first. After a few turns, you can see where the other players plan to settle and identify an empty region for yourself where competition over territories is less likely.

6. You shouldn't start building your primary fief too early nor too late: Getting cohesive territory early is unlikely and the few points are not so relevant in total. Building too late leaves few rounds to score. Therefore, the best time to commit your buildings is usually round 2 or 3.