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n0ble0ne wrote:
I have found out that if you choose the area that is under your control, the troops their increase in number. What if none of the cards i can choose mention the places under my control, which ones should i choose out of them, also how can i maximize the number of troops i gain.
Matty wrote:
I choose the cards that have regions that I never am going to get anyway, so that maybe three turns later I might conqueror one of the territories I own the card from.

But usually these 2 armies don't matter that much, and you can just pick three random ones.
Just keep black cards for as long as you can (but don't keep 5 cards if the card turn is too high, and your troop count isnt that high, for they will kill you then :) )
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
n0ble0ne wrote:
Ok so:

1. keep black card as long as i can.
2. Don't keep cards for long.

I choose the cards that have regions that I never am going to get anyway, so that maybe three turns later I might conqueror one of the territories I own the card from.

What do you mean by that?
Matty wrote:
@2:
In fixed games you can keep your cards for long, in increasing games you usually should not hold 5 cards when the card turn in comes close to half of your total troop amount.
(Esample: when you have a total of 39 troops, and the card turn in is 15, dont keep 5 cards - someone will turn in their cards, than your 5 cards would be worth (almost) 40 - so someone might kill you for your cards...)

@question:
A card has a territory name on it, if you own that territory (in that case the card is underlined), you get two extra armies.
So for example:
You dont have any underlined card, but one of the cards is alaska, and you are going to conqueror it next turn.
Than don't turn in that card this turn (if you can), but keep it for later, so that than you will get two extra armies...


Hope this helps :)
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
n0ble0ne wrote:
oh, didn't know that you get 2 extra troops if you own the place. So do those troops directly go to that territory of yours or do you get two extra troops so that you can allocate them anywhere.

Also How does the amount of troops that you get by turning in cards, o up each time you turn in. I have noticed that first time i get around 9 troops, then 14 troops...
Matty wrote:
You get these 2 troops on the underlined territory.

The card turn in value depends on the gametype:
if its a Fixed game, the cards are always worth 8.
If its an Increasing game, than the cards get worth more everytime someone turns in a set.

The first time its 4, than 6, then 8, 10, 12, 15, 20, 25, and so on (from 15 its always +5).


The thing about increasing games is that when you kill your opponent you get his cards. So if cards are worth 50, and your opponent only has 40 troops, you should kill him (if you can reach all his territories without losing too much that is)
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
Vexer wrote:
The two extra troops go on the territory, you can't choose where they go.

In an increasing card game the amount goes up each time any player turns in. Here's the order: 4, 6, 8, 10, 12, 15, 20 then up by 5 each turn in thereafter.

In a fixed card game the cards are always worth 8.
n0ble0ne wrote:
yeah i know about fixed game and increasing card game. Ok so turning in cards after someone has turned in, gives more troops and it's better to turn in rather than keeping 5 cards as well, of course in an increasing card game.

Also since i see you guys helping me out in this (thanks a lot), i have a couple more questions regarding the game:

1. Is there a pattern to the dice, when you're attacking because i have noticed that if the opponent loses 2 troops in one go, and you attack again, you're likely to go down by 2. Are there other similar patterns as well?

2. Any specific tips for capital games? 
Vexer wrote:
There are no patterns with the dice. They are random. Human brains always try to find patterns even when there aren't any.

I only have advice for capital games with increasing cards.

Make sure you have as many troops on your capital as everyone else does. Wait until the card turn in is high and kill someone with a lot of cards. Cash in those cards and use them to kill another player who has a lot of cards and so on. It's rarely a good idea to kill just one player at a time. Just wait until you can kill all or most in one turn.

Make sure you don't block in your capital by attacking from it to get cards. you need to have a path out of your capital so that you can use the troops on your capital to make a kill. Keep a path clear from the first capital you will take to the second. Keep in mind that you will own all of their territories after the kill. You must therefore, choose where you get a card carefully.
killrick wrote:
hey matty
why keep the black cards??are they wiled cards??
you would think i would know this stuff by now
Matty wrote:
Yes, lol, black cards are wild cards :)
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria