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Openings, or whatever

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DStu:
Haven't played this game yet, but:
http://boardgamegeek.com/thread/949913/influence-of-initial-meld-on-result-of-game

All the fame of telling this guy how to download the logs are belong to me

popsofctown:
Writing is a noobtrap, not surprising. 

Clothing is OP. 

It's a little upsetting that there are starts with 40% win rates.  That's pretty darn low.

timchen:
This does suggest one should prefer metalworking to writing!

On the other hand, I do believe that the win rates are exaggerated by subsequent incorrect plays. (That is, starting with code of laws is less harmful if you do not start using it immediately, for example.)

teasel:

--- Quote from: timchen on March 21, 2013, 06:04:52 pm ---This does suggest one should prefer metalworking to writing!

On the other hand, I do believe that the win rates are exaggerated by subsequent incorrect plays. (That is, starting with code of laws is less harmful if you do not start using it immediately, for example.)

--- End quote ---

yep,rather than counting the player that start with writing as initial meld we should count all the noob who don't meld any card over their initial one and let the other player scores more than 15 cards with clothing :P

BitTorrent:

--- Quote from: timchen on March 21, 2013, 06:04:52 pm ---This does suggest one should prefer metalworking to writing!

On the other hand, I do believe that the win rates are exaggerated by subsequent incorrect plays. (That is, starting with code of laws is less harmful if you do not start using it immediately, for example.)

--- End quote ---

If you starts with Metalworking and Writing while your opponent starts with something without castle(eg. sailing, clothing) there are at most 4 cards without a castle in the age 1 pile, which means that the chance of getting a lot of score going on is more likely. (Though you may have to watch out of a clothing flush) If you study good enough you actually knows how much chance is there to get the score in each age 1-3, which can be very powerful with a bit counting.

Though the weakness is clear MW is a dominant type card which can't be easily shared, if you got any effect that can allow you to return a card, its weakness can be reverted into some good strength. Drawing 2 cards while your opponent draw a card is not too lovely, but forcing your opponent to draw a designated card from you while you try to score as much as you can and end up with drawing 2 cards is extremely powerful.

In my opinion MW is definitely a better choice over Writing in base set plays, while some players may have other ideas related to echoes play. Won't talk about it further it is all about styles and master plans from here.

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