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Clash of Decks can be a bit puzzle-y. Take some time to calculate what will happen when you play your cards.
== Playing the game ==


Make sure you know the cards and the symbols. Many games are lost by forgetting about the effect of certain powers (symbols), such as casting an incantation on an indestructible creature.
* - Calculate what will happen
** -- Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.
** -- Know the cards and the symbols. Games are lost by forgetting about the effect of certain powers (symbols), such as '''casting an incantation on an indestructible creature'''.


Keep in mind that the goal is to destroy the opponents Fort. To do so you must first destroy the outpost. It is easy to become distracted and start focussing too much on destroying the opponents creatures. It can be a very good strategy to ignore a lane in which the opponent has creatures that do little damage to your Fort.
* - Destroy the opponents Fort, not just their creatures.
** -- Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.
** -- See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to '''trap some low damage dealing creatures in a lane'''.


Furthermore note that if you play cards that are to the left of your fortress card, when they are killed or used they come back to the right of your Fort card. So you can regenerate your Fort.
* - Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.
** -- By that same mechanic it is sometimes good not to play a card from the right of your Fort.


Some other tips:
* - Maybe if you cannot win you can force a loop.
* Destroy creatures in the second lane only after you have destroyed the outpost via the first lane.
 
* Whoever gets the Cyclone will probably lose.
* - Once both players play at a level where not many mistakes are made the draw and the initial sequence of the hand largely determine the game!
 
* - Expert level
** -- Know what 8 cards your opponent has drafted
** -- Keep track of what their current hand sequence is
** -- Calculate what they can play on their next turn, know their mana and cards
 
== The draw, when playing with initiation pack ==
 
It is probably most fun to discover for yourself what to draw. But critical cards to know are: Vortex, Martyr and Boom! These are almost always the best choice and very dangerous. Also know that Parasite is especially deadly when combined with Vortex. And Aberration is not that strong if you know it is coming.
 
Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.
 
In the initiation pack, without expansions, there are 32 cards (excluding two bridges and two Forts) of which 16 will show up in a draw. List of cards:
 
Aberration
Abomination
Alpha
Assassin
Baron
Brigand
Brute
Carapace
Carnivore
Disciple
Gnome
Grrr
Lieutenant
Machine
Martyr
Microctopus
Mutant
Ogre
Parasite
Partisan
Reptile
Revenant
Scribe
Shaman
Troll
Vortex
Zombie
 
Annihilation
Boom!
Combustion
Cyclone
Meteorite

Latest revision as of 11:35, 25 September 2022

Playing the game

  • - Calculate what will happen
    • -- Clash of Decks is very puzzley. Take time to carefully exactly calculate what will happen when you play your cards.
    • -- Know the cards and the symbols. Games are lost by forgetting about the effect of certain powers (symbols), such as casting an incantation on an indestructible creature.
  • - Destroy the opponents Fort, not just their creatures.
    • -- Do not be afraid to take damage to your Fort/Outpost especially if you can in exchange establish a winning board position.
    • -- See if you can ignore a lane in which the opponent has creatures that do little damage. You should in fact try to trap some low damage dealing creatures in a lane.
  • - Note that by playing cards to the left of you Fort, since they return to the right, your Fort regenerates.
    • -- By that same mechanic it is sometimes good not to play a card from the right of your Fort.
  • - Maybe if you cannot win you can force a loop.
  • - Once both players play at a level where not many mistakes are made the draw and the initial sequence of the hand largely determine the game!
  • - Expert level
    • -- Know what 8 cards your opponent has drafted
    • -- Keep track of what their current hand sequence is
    • -- Calculate what they can play on their next turn, know their mana and cards

The draw, when playing with initiation pack

It is probably most fun to discover for yourself what to draw. But critical cards to know are: Vortex, Martyr and Boom! These are almost always the best choice and very dangerous. Also know that Parasite is especially deadly when combined with Vortex. And Aberration is not that strong if you know it is coming.

Also what to draw does depend on what has already been drawn. There are cards that work well with and against certain draws.

In the initiation pack, without expansions, there are 32 cards (excluding two bridges and two Forts) of which 16 will show up in a draw. List of cards:

Aberration Abomination Alpha Assassin Baron Brigand Brute Carapace Carnivore Disciple Gnome Grrr Lieutenant Machine Martyr Microctopus Mutant Ogre Parasite Partisan Reptile Revenant Scribe Shaman Troll Vortex Zombie

Annihilation Boom! Combustion Cyclone Meteorite