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Difference between revisions of "Tips clashofdecks"

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== The game ==
 
== The game ==
  
Clash of Decks can be a bit puzzle-y. Take some time to calculate what will happen when you play your cards.
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Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.
  
 
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.
 
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.
  
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. You may in fact try to trap some low damage dealing creatures in a lane.
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Keep in mind that the goal is to destroy the opponents Fort. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.
  
Furthermore note that if you play cards that are to the left of your Fort card, when they are killed or used they come back to the right of your Fort card. So you can regenerate your Fort.
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It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.
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If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.
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Lastly note that by playing card 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:
 
Some other tips:
* Destroy creatures in the second lane only after you have destroyed the outpost via the first lane.
 
* Cyclone is particularly bad.
 
 
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)
 
* In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)
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* Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.
  
 
== The draw ==
 
== The draw ==

Revision as of 11:56, 3 June 2022

The game

Clash of Decks can be a bit puzzley. Take some time to calculate what will happen when you play your cards.

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.

Keep in mind that the goal is to destroy the opponents Fort. It is easy to become distracted by trying to destroy the opponents creatures. Do not be afraid to take damage to your Fort/Outpost.

It is good strategy to ignore a lane in which the opponent has creatures that do little damage. You may in fact try to trap some low damage dealing creatures in a lane.

If you must destroy creatures in the second lane, see if you can do it after destroying the Outpost via the first lane.

Lastly note that by playing card 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:

  • In this implementation sprint attacks get carried over in berserk attacks (somewhat unclear if that is what the rules say it should do)
  • Because of a bug you can only play one incantation at a time, so also just one at the end of your turn.

The draw

There is a certain set of cards that are available. Not all cards will come up in the draw each time.

A possibly not yet complete list of cards:

  1. Aberration
  2. Abomination
  3. Alpha
  4. Annihilation
  5. Assassin
  6. Brute
  7. Boom!
  8. Carapace
  9. Combustion
  10. Cyclone
  11. Gnome
  12. Grrr
  13. Lieutenant
  14. Machine
  15. Martyr
  16. Meteorite
  17. Microctopus
  18. Mutant
  19. Ogre
  20. Parasite
  21. Partisan
  22. Reptile
  23. Revenant
  24. Scribe
  25. Shaman
  26. Troll
  27. Vortex
  28. Zombie

Of these 27, 16 will be used in any game.

Good cards:

  1. Vortex
  2. Martyr
  3. Troll
  4. Ogre
  5. Carapace
  6. Aberration
  7. Brute
  8. Boom!
  9. Shaman
  10. Annihilation
  11. Parasite

Bad cards:

  1. Combustion
  2. Cyclone

Combos to try to get:

  • Parasite with Vortex
  • Shaman with some of: Ogre, Alpha, Abomination, Microctopus, Revenant
  • Troll with Boom!