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== Victory Points ==
To do


Never forget that your score is determined by your weakest colour. If you have 20 points in red, green and blue, but only 1 black point, your score is still 1. This is why temple treasures are so useful; they count as whatever colour you need most at the moment.
Priorities


Putting a tile into a kingdom will get you a single victory point. That is not a lot. To win a game you need to look at other sources of points: wars and monuments. Treasures and single tiles are nice for rounding out a score, but wars and monuments will win the game.
* make points
* improve your position (so you can make points later)
* weaken other players’ position
* directly prevent other players from making points




== Monuments ==
Monuments
Don’t build it unless you can defend it


It is tempting to build a monument as early as possible, but this can backfire easily: you are turning your kingdom into an valuable target at the very same time you are weaking its defences in one colour (and four tiles of the same colour is lot). In other words, don’t build a monument unless you can defend it. For a while. Make sure the effort is worth it.
* distance – isolation counts
 
* power in one or more colours (discourage wars, threaten, preventive wars)
On the other hand, when other people start putting up the first monuments, you have to decide: either quickly build a monument of your own to keep up, or move to take over someone else’s monument by starting a war or revolt.
* red tiles
 
* temples – access points
=== Losing a monument ===
 
When losing a monument, the first impulse is usually to get right back at the attacker and do unto him. This can lead to a vicious back and forth for little gain. It often pays to pause and consider: do you really need that monument right now? If you have enough points of that colour, maybe that monument has served its purpose for the moment. You cannot expect to keep a monument to yourself forever in this game.
 
=== Having fun with monuments ===
 
* Spike another player’s half-finished monument with a tile of the wrong colour
* Complete an enemy monument yourself and pick two colours ''you'' prefer
* Cut off a leader from his monument with a catastrophe
* Banish a leader by incorporating his only adjacent temple into a new monument
* “Gift” someone a monument, weakening him in a critical colour
 
You can also place the fourth tile to build a monument and at the same time use it to join two kingdoms. First you finish the war, then you can decide whether to build, and what colour.
 
== Wars and Revolutions ==
 
== Things to keep in mind that are easily overlooked ==
 
* When joining two kingdoms with a tile, you won’t score a point for that tile.
* You cannot join three kingdoms in one action.
* Also, you cannot join two kingdoms with a leader.
* Keep an eye on the number of treasures. The game ends as soon as the number of treasures drops below 3.
 
 
== A final thought ==
 
There is no such thing as security or safety in this game. Sooner or later, things will always go to hell. Kingdoms will fall apart, monuments will get captured, leaders will be ousted. It’s impossible to always prevent this. You can make the other players work hard and stack the odds in your favour, but it’s the dramatic turns and sudden twists that make this game tense and interesting. Enjoy the ride while it lasts, and when in doubt, go on the attack.
 
Only monuments are forever.
 
 
 
TODO
offense
defense
 
building kingdoms
 
leaders
starting selection
tempo
 
 
temples
what the game is all about
defense grid vs revolt use of red tiles
kicking leaders: catastrophe, turning temples into monuments
 
distace
contact range
critical range
 
https://boardgamegeek.com/thread/170187/annotated-game-part-1
https://boardgamegeek.com/thread/170597/annotated-game-part-2

Latest revision as of 17:00, 9 August 2022

To do

Priorities

  • make points
  • improve your position (so you can make points later)
  • weaken other players’ position
  • directly prevent other players from making points


Monuments Don’t build it unless you can defend it

  • distance – isolation counts
  • power in one or more colours (discourage wars, threaten, preventive wars)
  • red tiles
  • temples – access points