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When discarding cards, the worst ones are those which are +2/-2 from another card present on the board, because playing them is never great, and if there is a hole bigger than 2 where you can put that card, there is a good chance another card played two away from it is +4/-4/+5/-5 from the card in question, which still make that card not great.
When discarding cards, the worst ones are those which are +2/-2 from another card present on the board, because playing them is never great, and if there is a hole bigger than 2 where you can put that card, there is a good chance another card played two away from it is +4/-4/+5/-5 from the card in question, which still make that card not great.
Pay attention to the number of cards in the deck each player have. If there is too much difference, try to not discard if you have few of them (play not next to others cards), or try to discard if you have lots of them (in end game, sometimes by playing a worst card than the best one).


When playing with Jagged rocks, try to not finish lines too fast. That let you have less chance to have another annoying line locked.
When playing with Jagged rocks, try to not finish lines too fast. That let you have less chance to have another annoying line locked.

Revision as of 16:14, 20 March 2021

  • I] Beginner part:

Try to create a gap of 1 card (or 3, 5, 7, 9...) when you put a card, that way less cards will be discarded.

There is 80 numbers and 36 places, this means the difference between two cards is in average 2,22. Which means the difference between two cards separated by 1 tile is in average 4.5. The difference between lines is 13.33.

Putting a 2 turn 1 at the second step is pretty good. It will force the player who will drew the 1 to play it here and to keep it, but you will get a slight advantage on the following steps.

When discarding cards, the worst ones are those which are +2/-2 from another card present on the board, because playing them is never great, and if there is a hole bigger than 2 where you can put that card, there is a good chance another card played two away from it is +4/-4/+5/-5 from the card in question, which still make that card not great.

Pay attention to the number of cards in the deck each player have. If there is too much difference, try to not discard if you have few of them (play not next to others cards), or try to discard if you have lots of them (in end game, sometimes by playing a worst card than the best one).

When playing with Jagged rocks, try to not finish lines too fast. That let you have less chance to have another annoying line locked.


  • II] Advanced part:

Early on (before any discard!), putting a 18 four step after a 13, will force people to keep their 14/15/16/17, but if 15 or 16 is drawn first it can be put in the middle, and if 14 or 17 is drawn first, it can be hold or played immediately. You could do that one or two times, but not much more, at one point, you will force players too much into playing in those things. Of course, this doesn't work if there is card missing in the deck.

If some cards are missing, when you start, you can expect everyone to play their 1 (or 80) in priority (so at 4 players, turns 1~4). Which means, if you have a 2 (or 79), you should wait until everyone played once before playing that 2 during the second turn (so at 4 players, turns 4~7). And same for the 3 (for 3/78 turns 7~10) even if holding the 3 isn't bad.

When playing with automatic Jagged rocks at 2 players, put it where you wanna play next turn. If you play with more, try to anticipate. Which means, always by default move up or down the ship by 1. If the locked line would be bad (=line empty, while others got lots of cards) or if the lock in your next turn doesn't satisfy you, move it by 2 instead of 1 if possible, or put it in a place where you think your next turn will be fine.