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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 2:'''
:''Moinho'': If you have 3 workers in this region you get 5 bread, just before you need to feed your workers.
:''Moinho'': A reliable end-of-round source of 5 bread, if you have 3 workers in this region.
:''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).
:''Capitania'': 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:
'''Region 3:'''
:''Casa da Coroa'': Important once you have accumulated guild favours.
:''Casa da Coroa'': Important once you have accumulated guild favours.
:''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).  
:''Fortaleza'': 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 ==
Try to avoid having any pirates at game end: in a 2-player game in particular, the 8- or 16-point swing may cost you the game. To play optimally, however, you frequently 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.
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 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, on average you will receive 3 (1 + the result of rolling one die). Therefore, as you approach the endgame, make sure you have an even multiple of 3 pirates.
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.)


(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.
 
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.


== 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. (The Miller guild favour is especially useful for this.)
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 unless you urgently need an action lower on the passing column, grab a spot as high up as possible. Consider taking the 2 reals to guarantee first pick of dice, request, and guild to unflip.
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 ==
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.  
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. Do not get stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.
 
It is vital to avoid getting stuck with multiple copies of the same request in Round 5, as the 2nd copy will score little or nothing.


: ''Urbanization'' (city workers) is the most useful request, in Round 1 especially, as you are guaranteed to score some points from it with no effort, and scoring 12 or 15 points is relatively easy against unwary opponents.
: ''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) request 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 scores only a maximum 12 points (as 15 coins would be worth 3 VP at game end).
: ''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'' is least valuable in Round 1, but can yield 15 or 20 points in Rounds 3 and 5, the highest potential return on a single request.  
: ''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 VPs, but avoid having to fulfill them simultaneously, especially in Round 3, as the upkeep in wood/money on 6 ships is high, and ships cannot be sent Home.
: ''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).

Верзија на датум 28. децембар 2016. у 05:37

Wоркер Плацемент

Yоу неед ат леаст оне wоркер ин Регионс 2 анд 3 мост оф тхе тиме, ас тхе буилдинг ацтионс хере аре витал то wиннинг; анд ин тхе форест. Регион 1 ис лесс импортант, синце ит хас онлy оне буилдинг то ацтивате, унлесс yоур стратегy депендс хеавилy он цолонистс (ин wхицх цасе, мове тхем тхере ас соон ас поссибле то маxимизе тхе нумбер оф роундс тхеy цан продуце).

Регион 2:

Моинхо: А релиабле енд-оф-роунд соурце оф 5 бреад, иф yоу хаве 3 wоркерс ин тхис регион.
Цапитаниа: Тхе маин wаy то мове wоркерс инто тхе цитy. Иф yоу хаве 3 wоркерс ин тхе регион, yоу цан еарн ан еасy 15 поинтс овер 5 роундс.

Регион 3:

Цаса да Цороа: Импортант онце yоу хаве аццумулатед гуилд фавоурс.
Форталеза: Тхе мост поwерфул буилдинг он тхе боард; ит ис а раре роунд тхат yоу wилл нот wант то плаце а гуилд дие хере. Плацинг оне ор тwо wоркерс ин тхе Цитy Wатцх аццомплисхес 3 тхингс симултанеоуслy: дисцардинг пиратес, енаблинг yоу то усе пирате дие, анд сцоринг 4 ВПс иф yоу хаве а мајоритy ин тхе Хонор пхасе.

Геттинг анд Лосинг Пиратес

План то хаве но пиратес ат гаме енд: отхерwисе, тхе потентиал 16-ВП сwинг маy цост yоу тхе гаме. То плаy оптималлy, хоwевер, yоу wилл неед то таке пиратес ин ордер то цонсерве монеy, бреад ор wоод, тхен дисцард тхем латер. Тхат саид, трy нот то леаве yоурселф wитх море тхан 6 пиратес ат тхе енд оф а роунд.

Тхе маин wаy оф дисцардинг пиратес ис плацинг wоркерс ин тхе Цитy Wатцх, виа Форталеза ор отхер меанс (Сцоут, тхе 3рд пассинг фавоур, тхе Кинг'с фавоур). Алл тхесе ацтионс дисцард 3 пиратес (ор 6 иф yоу ацтивате Форталеза'с стронгер абилитy). Тхерефоре, еспециаллy ас yоу аппроацх тхе ендгаме, маке суре yоу хаве ан евен мултипле оф 3 пиратес. (Цонстабле аллоwс yоу то дисцард халф yоур пиратес; ит ис тхе онлy еxцептион то тхе руле оф 3.)

Путтинг а гуилд дие он Форталеза (иф yоу хаве wоркерс ин Регион 3) летс yоу скип паyинг фор ан еарлиер буилдинг ацтион, тхен дисцард тхе ресултинг пиратес ат Форталеза: а верy еффициент wаy то цонсерве монеy.

Бреад

Невер старт а роунд wитхоут бреад, ас yоу неед ит то модифy дице. Таке а феw пиратес иф нецессарy то ханг он то соме бреад.

Тхе Wиндмилл

До нот неглецт то усе тхе Wиндмилл то траде гоодс, гаин бреад, етц. Wхеневер yоу цан, еспециаллy еарлy ин тхе гаме, мове уп тхе Wиндмилл то цонсерве бреад. (Тхе Миллер гуилд фавоур ис еспециаллy усефул фор тхис.)

Пассинг

Море ацтионс ис нот нецессарилy беттер: трy то пасс еарлy, онце yоу'ве цомплетед алл ацтионс yоу абсолутелy муст до. Унлесс yоу ургентлy неед ан ацтион лоwер он тхе пассинг цолумн, граб ас хигх а спот ас поссибле. Цонсидер такинг тхе 2 реалс то гуарантее фирст пицк оф дице, реqуест, анд гуилд то унфлип.

Цроwн Реqуестс

Wхен селецтинг цроwн реqуестс, цонсидер wхетхер тхеy wорк wелл тогетхер, wхат роунд yоу wилл фулфилл тхем ин, анд wхат реqуестс wилл бе лефт унцлаимед фор футуре роундс. До нот гет стуцк wитх мултипле цопиес оф тхе саме реqуест ин Роунд 5, ас тхе 2нд цопy wилл сцоре литтле ор нотхинг.

Урбанизатион (цитy wоркерс) ис тхе мост усефул реqуест, ин Роунд 1 еспециаллy, ас yоу аре гуарантеед то сцоре соме поинтс wитх но еффорт, анд сцоринг 12 ор 15 ис релативелy еасy.
Wеалтх оф тхе Натионс (монеy) ис поор ин Роундс 1 анд 3, бут беттер ин Роунд 5; монеy ис тоо усефул бефоре тхен то wасте он ит. Ат гаме енд ит еффецтивелy нетс онлy 12 поинтс маxимум (синце 15 реалс = 3 поинтс), тхе лоwест маxимум оф алл тхе реqуестс.
Инфлуенце оф тхе Гуилдс цан yиелд 15 ор 20 поинтс ин Роундс 3 анд 5, тхе хигхест потентиал ретурн он а сингле реqуест.
Маркет Роутес анд Еxпедитионс ботх сцоре уп то 18 поинтс. Бут авоид хавинг то фулфилл тхем симултанеоуслy ин Роунд 3 ор 5; тхе wоод/монеy упкееп он 6 схипс симултанеоуслy ин плаy ис онероус.

Ит ис хелпфул то хаве цомплементарy реqуестс ин ханд: Маркет Роутес + Wеалтх оф тхе Натионс (траде роутес гет yоу монеy); Инфлуенце оф тхе Гуилдс + Урбанизатион (цлаиминг Гуилд фавоурс цлеарс спаце фор урбанизатион).