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== Win Criteria ==
== Win Criteria ==


# Understand that each event has specific win criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores.
# Understand that each event has specific win, and tiebreaker, criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores.
# Game end occurs, when all players fault a dice roll - cannot place a die in any space.<br />
# Game end occurs, when all players fault a dice roll - cannot place a die in any space.<br />


<nowiki>==Event Priority Order of Completion==</nowiki>
<nowiki>==Event Priority / Order of Completion==</nowiki>


# Complete the Climbing Wall first since the gold medal is given to the person completing it the fastest.  Note the order of completion during the game, and remember for game end scoring.
# <u>Prioritise the Climbing Wall</u>, since the gold medal is given to the person completing it first.
# Hurdles requires very specific low numbers, and should be prioritised ahead of other events.  If possible, use 1 or 2 on the ground and 4's only over the hurdles.
# <u>Hurdles</u> requires very specific <u>low</u> numbers, and should be prioritised ahead of other events.  If possible, use 1 or 2 on the ground and only 4's over the hurdles.
# Events that MUST be completed in order to score AT ALL are Hurdles, Triple Jump
# Events that MUST be completed, to score anything are Hurdles and Skateboarding Kickflip.
# The Skateboarding section does not need to be completed to score - the high values cumulatively score at the point of game end (when all players fault and cannot play). This means the Front Side Grind and Hand Flip can be left for completion, or incompletion, to later in the game, and will still score.
# Some of the Skateboarding section does not need to be completed to score - the values cumulatively score at the point of game end. This means the Frontside 5-0 Grind and Hand Flip can be left for completion, or incompletion, to later in the game, and will still score.
# Golf can accept any number, at any time (although higher numbers are better), and can be prioritised last.
# Golf can accept any number, at any time (although higher numbers are better), and can be prioritised last.


== General Strategy / Probability Improvement / Dice Management ==
== General Strategy / Probability Improvement / Dice Management ==


# A.  Even out the number requirements of events across as many of the D6 dice face options as possible.  Try to have at least one event that requires a number from 1-6 as much as possible.
# <u>Even out</u> the number requirements of events across as many of the D6 dice face values as possible.  Try to have at least one event that requires a number from 1-6 as much as possible.
# Save the coaches abilities until later in the game, when die choice becomes more difficult.
# Try to have <u>different numbers</u> selected for the "equal" values repeated within the Skateboarding Handplant and Triple Jump sections.
# When first player, and if possible, quickly review your opponents dice needs, and select a die which is beneficial for you, but may also be detrimental for your opponent.
# <u>Save the coaches</u> abilities until later in the game, when die choice becomes more difficult.
# When first player, and if possible, quickly <u>review your opponents dice</u> needs, and select a die which is beneficial for you, but may also be detrimental for your opponent.


<nowiki>==Tiebreaker Criteria==</nowiki>


<nowiki>==Tie-breaking Criteria==</nowiki>
# Climbing - furthest to the top is a tiebreaker, so prioritise Climbing.
# Golf - lowest sum of dice is a tiebreaker, so try not to exceed the hole value.
# Triple Jump - Highest value in the equal box, is a tiebreaker.
# Rowing - tiebreakier criteria for the "least boats" is confusing, and is unclear how it is evaluated. Should it be "the most boats completed, wins?"


# Climbing - furthest to the top is a tie breaker, so prioritise Climbing.
== Questions/Improvements ==
# Golf - lowest sum is a tie breaker, so try not to exceed the hole value exactly.
# The Rowing tie-breaking criteria for the "least boats" is confusing, and is unclear how it is evaluated. Should it be "the most boats completed, wins?"
 
== Questions/Improvements: ==


# It's unclear how the Total Placed Dice value is utilised?
# It's unclear how the Total Placed Dice value is utilised?
# Definitive and absolute tie-breaking criteria would be helpful.
# Definitive and absolute tie-breaking criteria would be helpful.
# A running total score displayed for each player could be provided during play.
# A running total score displayed for each player could be provided during play.

Latest revision as of 16:32, 27 February 2024

Improved formatting required.

Win Criteria

  1. Understand that each event has specific win, and tiebreaker, criteria, and provides the basis for the Gold (5), Silver(3), and Bronze(1) scores.
  2. Game end occurs, when all players fault a dice roll - cannot place a die in any space.

==Event Priority / Order of Completion==

  1. Prioritise the Climbing Wall, since the gold medal is given to the person completing it first.
  2. Hurdles requires very specific low numbers, and should be prioritised ahead of other events. If possible, use 1 or 2 on the ground and only 4's over the hurdles.
  3. Events that MUST be completed, to score anything are Hurdles and Skateboarding Kickflip.
  4. Some of the Skateboarding section does not need to be completed to score - the values cumulatively score at the point of game end. This means the Frontside 5-0 Grind and Hand Flip can be left for completion, or incompletion, to later in the game, and will still score.
  5. Golf can accept any number, at any time (although higher numbers are better), and can be prioritised last.

General Strategy / Probability Improvement / Dice Management

  1. Even out the number requirements of events across as many of the D6 dice face values as possible. Try to have at least one event that requires a number from 1-6 as much as possible.
  2. Try to have different numbers selected for the "equal" values repeated within the Skateboarding Handplant and Triple Jump sections.
  3. Save the coaches abilities until later in the game, when die choice becomes more difficult.
  4. When first player, and if possible, quickly review your opponents dice needs, and select a die which is beneficial for you, but may also be detrimental for your opponent.

==Tiebreaker Criteria==

  1. Climbing - furthest to the top is a tiebreaker, so prioritise Climbing.
  2. Golf - lowest sum of dice is a tiebreaker, so try not to exceed the hole value.
  3. Triple Jump - Highest value in the equal box, is a tiebreaker.
  4. Rowing - tiebreakier criteria for the "least boats" is confusing, and is unclear how it is evaluated. Should it be "the most boats completed, wins?"

Questions/Improvements

  1. It's unclear how the Total Placed Dice value is utilised?
  2. Definitive and absolute tie-breaking criteria would be helpful.
  3. A running total score displayed for each player could be provided during play.