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== Worker Placement ==
== Worker Placement ==
You will need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning. And you will of course also need a worker in the forest. Ideally you want one worker in every region, so that all character, harvest and building actions can be effectively triggered, but Region 1 is less important, given that it has only one building to activate, unless your strategy depends heavily on workers in the colonies (in which case, move them there as soon as possible to maximize the number of turns they will produce).
You need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning; and in the forest. Region 1 is less important, since it has only one building to activate, unless your strategy depends heavily on colonists (in which case, move them there as soon as possible to maximize the number of rounds they can produce).


Region 2:
'''Region 1:'''
''Moinho'': If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.
:''Alfândega (Customs)'': If you have workers in Region 1 this building action can be used to earn an extra PP for each of the player's ships in a particular colony, in addition to the resources gained during Phase D for each colonist. This strategy works well with the Expeditions Crown Request.
''Capitania'': The main way to move workers into the city. If you have 3 workers in the region over 5 turns you can earn an easy 15 points, also (3 points bonus x 5 turns).


Region 3:
'''Region 2:'''
''Casa da Coroa'': Important once you have accumulated guild favours.
:''Moinho (Mill)'': A reliable end-of-round source of 5 bread, if you have 3 workers in this region.
''Fortaleza'': Places one or two workers in the City Watch: this accomplishes 3 things simultaneously so is the most powerful spot on the board (discards 3 or 6 pirates, gives you the potential to earn 4 points or block someone else from earning 4 points in the Honor phase, and sets you up next turn to use pirate dice for extra actions).  
:''Capitania (Captaincy)'': The main way to move workers into the city. If you have 3 workers in the region, you can earn an easy 15 points over 5 rounds.
 
'''Region 3:'''
:''Casa da Coroa (Guild Palace)'': Important once you have accumulated guild favours.
:''Fortaleza (Watch Tower)'': The most powerful building on the board; it is a rare round that you will not want to place a guild die here. Placing one or two workers in the City Watch accomplishes 3 things simultaneously: discarding pirates, enabling you to use pirate die, and scoring 4 VPs if you have a majority in the Honor phase.


== Getting and Losing Pirates ==
== Getting and Losing Pirates ==
The main way of discarding pirates is placing workers in the City Watch, via the Fortaleza building action or other means (Scout, the 3rd passing favour, the King's favour). All of these actions will discard 3 pirates (or 6 if you activate Fortaleza's stronger ability). And when you acquire pirates from not paying for building actions, the maximum you can get each time is 3. Therefore, always when you take pirates try to leave yourself with an amount that is evenly divisible by three.
Plan to have no pirates at game end: otherwise, the potential 16-VP swing may cost you the game. To play optimally, however, you will need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.


(Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)
The main way of discarding pirates is placing workers in the City Watch, via Fortaleza or other means (Scout, the 3rd passing favour, the King's favour). All these actions discard 3 pirates (or 6 if you activate Fortaleza's stronger ability). Therefore, especially as you approach the endgame, make sure you have an even multiple of 3 pirates. (Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)


If you have a worker in Region 3, putting a guild die on Fortaleza means you can skip paying for earlier building actions, and then discard the resulting pirates at Fortaleza. This is a good way to conserve money if there is a building action you don't wish to use.
Putting a guild die on Fortaleza (if you have workers in Region 3) lets you skip paying for an earlier building action, then discard the resulting pirates at Fortaleza: a very efficient way to conserve money.


== Bread ==
== Bread ==
Never start a round with no bread, as you will need it to modify dice. It is usually preferable to take a few pirates and hang on to a little bread.
Never start a round without bread, as you need it to modify dice. Take a few pirates if necessary to hang on to some bread.


== The Windmill ==
== The Windmill ==
Do not neglect to use it to trade goods, gain bread, etc., if this allows you to accomplish an optimal move. Whenever you have a chance, especially early in the game, move up the windmill to save on bread later.
Do not neglect to use the Windmill to trade goods, gain bread, etc. Whenever you can, especially early in the game, move up the Windmill to conserve bread. (The Miller guild favour is especially useful for this.)


== Passing ==
== Passing ==
More actions is not necessarily better: try to pass early, once you've completed all actions you absolutely ''have'' to do, and grab a spot as high up as possible. Taking the 2 reals to guarantee first pick of dice, favour, and guild to unflip is often a good move.
More actions is not necessarily better: try to pass early, once you've completed all actions you absolutely must do. Unless you urgently need an action lower on the passing column, grab as high a spot as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.


== Crown Requests ==
== Crown Requests ==
It is vital to avoid getting stuck with duplicate requests in Round 5, as the second one will usually score little or nothing; plan accordingly, and if necessary pass earlier in rounds 3 or 4 to ensure you grab the request you want.
When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. In general you want to avoid ending up with multiple copies of the same request in Round 5, as the 2nd copy will usually score little or nothing.
 
: ''Urbanization'' (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points with no effort, and scoring 12 or 15  is relatively easy.
 
: ''Wealth of the Nations'' (money) is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively nets only 12 points maximum (since 15 reals = 3 points), the lowest maximum of all the requests.
 
: ''Influence of the Guilds'' can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request.  


In general, the Wealth of the Nations (money) request is weak in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. Influence of the Guilds is least valuable at the start, as you are unlikely to claim more than one Guild favour in Round 1, but it can yield 15 or 20 points in Round 5. Urbanization, Market Routes and Expeditions all have the major advantage that once workers or ships are in position in Round 1, only minor positional adjustments are needed to score them again in Rounds 3 and 5 (but beware of upkeep costs in bread and wood).
: ''Market Routes'' and ''Expeditions'' both score up to 18 points. But avoid having to fulfill them simultaneously in Round 3 or 5; the wood/money upkeep on 6 ships simultaneously in play is onerous.


It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).
It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).

نسخهٔ کنونی تا ‏۱۰ ژانویهٔ ۲۰۱۷، ساعت ۱۹:۲۴

Worker Placement

You need at least one worker in Regions 2 and 3 most of the time, as the building actions here are vital to winning; and in the forest. Region 1 is less important, since it has only one building to activate, unless your strategy depends heavily on colonists (in which case, move them there as soon as possible to maximize the number of rounds they can produce).

Region 1:

Alfândega (Customs): If you have workers in Region 1 this building action can be used to earn an extra PP for each of the player's ships in a particular colony, in addition to the resources gained during Phase D for each colonist. This strategy works well with the Expeditions Crown Request.

Region 2:

Moinho (Mill): A reliable end-of-round source of 5 bread, if you have 3 workers in this region.
Capitania (Captaincy): The main way to move workers into the city. If you have 3 workers in the region, you can earn an easy 15 points over 5 rounds.

Region 3:

Casa da Coroa (Guild Palace): Important once you have accumulated guild favours.
Fortaleza (Watch Tower): The most powerful building on the board; it is a rare round that you will not want to place a guild die here. Placing one or two workers in the City Watch accomplishes 3 things simultaneously: discarding pirates, enabling you to use pirate die, and scoring 4 VPs if you have a majority in the Honor phase.

Getting and Losing Pirates

Plan to have no pirates at game end: otherwise, the potential 16-VP swing may cost you the game. To play optimally, however, you will need to take pirates in order to conserve money, bread or wood, then discard them later. That said, try not to leave yourself with more than 6 pirates at the end of a round.

The main way of discarding pirates is placing workers in the City Watch, via Fortaleza or other means (Scout, the 3rd passing favour, the King's favour). All these actions discard 3 pirates (or 6 if you activate Fortaleza's stronger ability). Therefore, especially as you approach the endgame, make sure you have an even multiple of 3 pirates. (Constable allows you to discard half your pirates; it is the only exception to the rule of 3.)

Putting a guild die on Fortaleza (if you have workers in Region 3) lets you skip paying for an earlier building action, then discard the resulting pirates at Fortaleza: a very efficient way to conserve money.

Bread

Never start a round without bread, as you need it to modify dice. Take a few pirates if necessary to hang on to some bread.

The Windmill

Do not neglect to use the Windmill to trade goods, gain bread, etc. Whenever you can, especially early in the game, move up the Windmill to conserve bread. (The Miller guild favour is especially useful for this.)

Passing

More actions is not necessarily better: try to pass early, once you've completed all actions you absolutely must do. Unless you urgently need an action lower on the passing column, grab as high a spot as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.

Crown Requests

When selecting crown requests, consider whether they work well together, what round you will fulfill them in, and what requests will be left unclaimed for future rounds. In general you want to avoid ending up with multiple copies of the same request in Round 5, as the 2nd copy will usually score little or nothing.

Urbanization (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points with no effort, and scoring 12 or 15 is relatively easy.
Wealth of the Nations (money) is poor in Rounds 1 and 3, but better in Round 5; money is too useful before then to waste on it. At game end it effectively nets only 12 points maximum (since 15 reals = 3 points), the lowest maximum of all the requests.
Influence of the Guilds can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request.
Market Routes and Expeditions both score up to 18 points. But avoid having to fulfill them simultaneously in Round 3 or 5; the wood/money upkeep on 6 ships simultaneously in play is onerous.

It is helpful to have complementary requests in hand: Market Routes + Wealth of the Nations (trade routes get you money); Influence of the Guilds + Urbanization (claiming Guild favours clears space for urbanization).