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Number one thing is that you roll good. Win the game with points. Get points with excellent dice rolling.


Don't get too caught up in upgrading your dice, but don't get caught up in buying cards either. The die is a means to an end, but also the beginning. Each round you upgrade your die is a round you aren't buying points, but each round you're buying points you're not upgrading a die. There are only so many card to buy, and so many rounds in a game, but it's a game. Upgrading to a perfect die might be good for a 12 round game with 2x as many cards to buy.
== Introduction ==


If you are upgrading  your die with gold faces, you need to get a gold>points card.  
Dice forge is an investment game. You spend gold to earn dice faces and you use dice faces to earn the shards to buy cards, which give you glory points. In the early rounds always forge dice faces. Prioritize sun shards over moon shards, as they have the ability to give you a second action. If you have forged and you have two sun shards plus an additional shard, buy a second action to perform an heroic feat and get a cheap card, but don't neglect the forging.


I've never seen a point faces strategy work, but I have yet to play the game. It seems like it should be possible. The problem is it requires 3x faces, which cost 5 moon shards already. So you need to upgrade gold faces first, then buy moon and point faces, to then get the 3x face, and then reroll powers, and then hope you roll good. In the meantime opponent is getting 26pts/turn consistently.
Most of the cheap cards (the '''Elder''', the '''Blacksmith's Hammer''', the '''Guardian's Owl''' and the '''Silver Hind''') are investment cards. They don't provide much glory up front, but they deliver a ton of value by the end. The Elder and the Blacksmith's Hammer are ways to convert a rich flow of gold into glory, so a good first/second turn move is to pick up some gold nuggets. They help you buy shard faces and then you can redirect them into the Elder or the Blacksmith's Hammer. The Guardian's Owl and the Silver Hind smooth out bad rolls by allowing you additional shards - this works best with the Hind if you put moon shards on one die and sun shards on the other, so whichever you are short of, the Hind can boost for you.
 
The other cheap cards are the '''Blacksmith's Chest''' which gives you space in your bank so you don't waste resources and the '''Wild Spirits''' which gives you a chance to convert sun shards to moon shards. (Another flexibility you get from sun shards.)
 
== Tips ==
 
Try to maximize the times you get to take two actions in a turn, as the extra actions will make you glory in the end. '''Sphinx''' and '''Cancer''' are good cards to take on action one, as they can give you a chance to generate sun shards in time to buy a second action.
 
Ousting sounds bad, but it's actually a benefit to you. This is because you gain a free Divine Blessing (two-dice roll). So if you plan to perform two heroic feats, try to end in a location you think another player may want to go, so they oust you, and you get the free roll.
 
Finally, notice there are the same number of each card as players, which sometimes leads players to think they need to get their one of a card. But don't restrict yourself to only one! If you get a chance to pick up two or three Silver Hinds early in the game, you will be rolling extra dice every turn, and your opponents will not.

Latest revision as of 11:34, 29 April 2020

Introduction

Dice forge is an investment game. You spend gold to earn dice faces and you use dice faces to earn the shards to buy cards, which give you glory points. In the early rounds always forge dice faces. Prioritize sun shards over moon shards, as they have the ability to give you a second action. If you have forged and you have two sun shards plus an additional shard, buy a second action to perform an heroic feat and get a cheap card, but don't neglect the forging.

Most of the cheap cards (the Elder, the Blacksmith's Hammer, the Guardian's Owl and the Silver Hind) are investment cards. They don't provide much glory up front, but they deliver a ton of value by the end. The Elder and the Blacksmith's Hammer are ways to convert a rich flow of gold into glory, so a good first/second turn move is to pick up some gold nuggets. They help you buy shard faces and then you can redirect them into the Elder or the Blacksmith's Hammer. The Guardian's Owl and the Silver Hind smooth out bad rolls by allowing you additional shards - this works best with the Hind if you put moon shards on one die and sun shards on the other, so whichever you are short of, the Hind can boost for you.

The other cheap cards are the Blacksmith's Chest which gives you space in your bank so you don't waste resources and the Wild Spirits which gives you a chance to convert sun shards to moon shards. (Another flexibility you get from sun shards.)

Tips

Try to maximize the times you get to take two actions in a turn, as the extra actions will make you glory in the end. Sphinx and Cancer are good cards to take on action one, as they can give you a chance to generate sun shards in time to buy a second action.

Ousting sounds bad, but it's actually a benefit to you. This is because you gain a free Divine Blessing (two-dice roll). So if you plan to perform two heroic feats, try to end in a location you think another player may want to go, so they oust you, and you get the free roll.

Finally, notice there are the same number of each card as players, which sometimes leads players to think they need to get their one of a card. But don't restrict yourself to only one! If you get a chance to pick up two or three Silver Hinds early in the game, you will be rolling extra dice every turn, and your opponents will not.