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3) manage your 1 : you should generally only goes for 1 if you have 3 will left and 4/5 cards (for keeping 3/4 card with 1 will if the creature play his main token), or if you have 1 will left.
3) manage your 1 : you should generally only goes for 1 if you have 3 will left and 4/5 cards (for keeping 3/4 card with 1 will if the creature play his main token), or if you have 1 will left.
If you want to go for it on others case, it's an all in move. You should check before if someone else (or 2 players with many players) can goes there instead of you with less risk. And if it's usefull. And then decide : if yes, you should let them go there if they want, and if not, you have the possibility to all-in. Doesn't mean you should goes for it, but it's a possibility.
If you want to go for it on others case, it's an all in move. You should check before if someone else (or 2 players with many players) can goes there instead of you with less risk. And if it's usefull. And then decide : if yes, you should let them go there if they want, and if not, you have the possibility to all-in. Doesn't mean you should goes for it, but it's a possibility.
4) As the creature if you want to block 1+another place, you should generally put your main token on 1 since it remove 2 will instead of 1.
5) For early game, 5 is the best power. So the creature have more chance to go there. So 1 is good if it can copy 5. So the creature can goes on 1. So doing 3 can be good for being able to try a 1 or 5 without risk (or both).
Problem with 4 is the fairly low effect of the place early on, and the fact there is some token who can be used on both 4+5 and the creature token on 1. So going for 4 can have some side bad effect.
Going for 2 let you some tempo for keep all your card second turn, which can be good.
As the creature, it's possible too to putting the main token on 2, that way, if someone goes for 1, it will just copy a bad one. Or to goes for 4.
Going for 4 let you sometimes copy the adjactent 5 with a specific card.

Revision as of 16:36, 14 April 2019

(hi, would like someone for correct my fault, ty :D)

Summary :

1) always have at least 3 possibility to go, and try to have at least 4. Else, since there is some token who limit two adjacent place, you can be stuck easily. And even without these token, he can generally block two third of your possibility. You can say 'Yes, but I can take back all my card if I goes to 1'. Yes that's true, and this have more value when you increase the number of players. But it suggest the others players will play on consequence, which I think will not be the case (or not enough)(see variance more down for more informations).

2) check if someone else have only 2 or 3 place left : if yes, the creature have a lot of chance to goes on his places, so others place are more free.

3) manage your 1 : you should generally only goes for 1 if you have 3 will left and 4/5 cards (for keeping 3/4 card with 1 will if the creature play his main token), or if you have 1 will left. If you want to go for it on others case, it's an all in move. You should check before if someone else (or 2 players with many players) can goes there instead of you with less risk. And if it's usefull. And then decide : if yes, you should let them go there if they want, and if not, you have the possibility to all-in. Doesn't mean you should goes for it, but it's a possibility.

4) As the creature if you want to block 1+another place, you should generally put your main token on 1 since it remove 2 will instead of 1.

5) For early game, 5 is the best power. So the creature have more chance to go there. So 1 is good if it can copy 5. So the creature can goes on 1. So doing 3 can be good for being able to try a 1 or 5 without risk (or both). Problem with 4 is the fairly low effect of the place early on, and the fact there is some token who can be used on both 4+5 and the creature token on 1. So going for 4 can have some side bad effect. Going for 2 let you some tempo for keep all your card second turn, which can be good. As the creature, it's possible too to putting the main token on 2, that way, if someone goes for 1, it will just copy a bad one. Or to goes for 4. Going for 4 let you sometimes copy the adjactent 5 with a specific card.