#Cards - strategy

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tired blaze
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Hey!

There are a lot of strategy discussions surrounding game modes and settings - but there is not very much in the way of cards.

Hoping to discuss & consolidate what could be considered "Best Practices" when using cards - how game modes and game settings influence these strategies - and ideally putting together a simple command with @astral lion (/cards {optional map name}, where:

  • /cards
  • list strategies surrounding cards in an embed
  • /cards {map name}
  • list detailed card information about a specific map such as
  • Card Count: A
  • Soldiers: B
  • Cavalry: C
  • Artillery: D
  • Wildcards: E
  • Territory Cards: lists by [Continent] Territory Name (Card Type)
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I'll start off with some examples:

In progressive:

Trading 1 of each kind is better than trading 3 of a kind - because you are leaving more options for getting a set (and not relying on just 1 card type to get a set before 5)

In battle log (no Fog of War):

  • you can see which cards players trade in - although not being able to see the deck contents, seeing 2 players trade in 3 cavalry means you've got an increased chance of getting cavalry after they have traded in.

+2 bonus

You can enable visibility of this in the shortcut menu at bottom left.
You want to keep on to cards that you are more likely to hold the territory of to increase the chance of +2 bonus being available on your next trade.
In Fixed you may want to fortify a territory / attack a territory and hold it for the +2 bonus - these add up!
In Progressive you may want to do this too, because if you go for an elimination those 2 troops could be the difference between victory and defeat

flat violet
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Progressive

  • Don't trade in a joker unless forced to (either no set on 5 without it or you have to use it to set in to make a kill/not be killed)
  • If you have 5 cards and you can either make a mismatched set ( Infantry, Cavalry, Artillery) or a single set (Infantry, Infantry, Infantry), trade in the single set. You will be left with the Cavalry and Artillery in this case. By trading in the 3 infantry you have increased the odds of drawing an infantry at the end of your turn, giving you a higher chance at a set on 3.
    Progressive WD
  • If you are in the first position, and you are in a strong position (have a bonus, lots of territory, etc), consider cardskipping on round 5. You may be able to set in last going from the smallest set of trades every time, to the largest.
  • The second round of trades is usually when all of the killing happens as this is the perfect amount of troops a trade in will give you compared to the amount of troops everyone has. Ideally you want to trade in when you have 4 cards and then kill a player who also has 4 cards so that you set in again. This is why you typically want to kill players after you in turn order. (This round this happens is dependent on the settings because if players have bonuses and are strong it may not be worth it to kill people on the second round)
    Progressive Caps
  • You almost never want to set in early. If you set in early you will get less troops and raise your chance of being cardblocked. Obviously if you are going to die then set in, but other than that wait until you have 5 cards as much as you can.
  • You want to ensure that you can't be cardblocked. There is nothing more important than being able to take a card in progressive caps. If you can keep your capital open and take a card somewhere else, do it.

Fixed

  • In the beginning of the game trade in early if you can. If you have an 8 set on 3 its usually worth it to trade it in rather than wait until 5 cards hoping for an extra 2 troops. The troops can help you establish a position and get a bonus. If you don't trade in you might be killed before you ever get a chance and its all because you wanted to wait for a couple extra troops. This includes using a joker.

Zombies

  • The +2 bonus on each card will tell you if a territory is owned by a player or the zombies. If it is green it is a zombie territory. If its not green, a player is sitting there. This is a great way of seeing through fog to figure out where players are.
  • If you trade in a card that has a green +2, the zombies will get 2 troops on that territory so beware of that if its a territory next to you, or you need to hit along the way.
random rain
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About cards in general.
You get 1 card after you end your turn if you successfully conquer 1 territory during your attack phase. It doesn't matter if you conquer 1 or 20 territories you will always only obtain 1 card.
You also obtain all cards that an opponent held when you kill them. If you hold 5 or more cards due to this you will gain extra turn time and will be forced to trade in before you can continue to attack.
If zombies kill a player their cards will be added back to the card deck.
Every risk board has an unique deck of cards, which contains every territory card once and 2 wild cards.
Blizzards do not affect the card deck.
There is currently a bug in the game that if the card deck has 2 or more cards remaining it will not shuffle 1 card. That card can be any card and it's impossible to know which one it is during regular gameplay. This means some matches are played with only 1 wild card.
As long as the deck has 3 or more remaining cards it's impossible to draw any of the cards that you have traded in in the beginning of your turn.
The battle log will display the +2 bonus troop territory in the client language of the player that played the card.

tired blaze
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  • Possible to not be able to draw a card (none left)
  • e.g. France with 6 players
  • Some maps with duplicate cards
  • e.g. Supermax
  • Some maps with mismatched icon to territory shape
  • e.g. Pirate's bay

Is there any reference on the missing / stuck card? (More to see what has vs hasn't been tested)

Some interesting things that bot could use:

  • Emoji representing each card type
  • consider adding the emojis for where card types are not soldier / infantry / cavalry (different icons/names)
  • Any miscellaneous stats
  • association between player count & card count?
  • probability for each type of card from start?
  • approximate weight of each card
  • probability of receiving a wildcard
random rain
random rain
random rain