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Author | The Two towers- tavern discussion thread |
I thought the two towers tavern game also need a discussion thread like other rangers and thieves discussion threads.
we can clearly see the tavern game do involve a lot more than mere luck, which players like me really dun know. pro players can share them here for players like me to benefit... | You need to guess what the opponent is plotting by his moves. Watch if he is saving resources for massive-demanding cards to finish you off, for example when he is discarding cards that he could have played without loss. Also you need to hide your strategy from the opponent. If you have a good card, play it as a finish off, for example, if you have a green Dragon, don't play it when the enemy needs 25 damage to die, damage him to 20 with a weaker card and finish him off with dragon. Respectively for blue dragon. And another important thing you gotta keep in mind is : Never grow your walls' difference with the enemy, unless you have the "switch walls" card. Never let your enemy take big advantage of switch walls over you, or you can end up in a bad situation. | I never played cards for gold, I only want the luck potion. But, I'll leave this here for gold hunters :
If you are not too skilled with winning bets, start betting low gold, if you lose, bet more and more and more, till you win and get back all your previous losses. It's like roulette, but safer, because you are not 100% dependent on luck. | thx bro.... real nice advices... i always lose when i bet high !!! but i cant help notice some players have exceptionally great winning rate. is there any breakthrough or some sort of cards rotation calculation like i use blue dragon card and when it comes again? | another tip: if you got a +monastery/mine in the first turn, you might want to wait 1-2 turn before using it in case your opponent have a parity or steal tech card
might as well see if your opponents are using any +monastery/mine cards or not in the first few turns, if they do then usually they dont have the parity/steal tech card
i always lose when i bet high !!! but i cant help notice some players have exceptionally great winning rate
when i bet high i also usually only get 50% win/loss rate or lower (especially when i'm not concentrating), while i usually get a kinda higher win rate in the tourneys, which makes me slowly but surely very rich
those who're playing higher bets are probably better | sareth!!! never knew such ideas existed at all !!! | sorry for double posting. can anyone tell me if golden card is actually of any use.
cos as far as i see it helps only the first opening table since it gives an extra card then. otherwise anyway the same cards come even if we have deck of 6 | U have always one more card to play, if plaYing for higher bids almost erveryone uses this advantage. | yes but it just comes in rotation. we would be having the same card even if we have 6 cards opening deck | [Post deleted by moderator Arctic // Double post] | Oh, interesting topic =) I'm quite an enthusiast of 2T, let me join the discussion.
The most popular tavern condition set is that of Empire Capital. Tournament are also played by those conditions. The games there often end quickly, often due to lucky random draw of a powerful card. How to pull the advantage to your favour, and make at least somewhat sure you do not suddenly find your game lost?
Let's look at a few most effective cards.
-Biggest damage a card can deal: 20 (Dragon, costs 25 stacks). Having your wall+tower above 20 is vital. Whenever the total goes below 21, immediately check enemy stacks. If 25 or more, try to immediately increase your tower or wall.
-Biggest damage a card can deal to tower: 12 (Pegasus, costs 18 stacks). Having your tower above 12 is vital. Whenever your tower drops below 13, immediately check enemy stacks. If 18 or more, try to immediately increase your tower.
-Biggest tower increase a card can provide is 20 (Dragon's eye, costs 21 mana). Try to keep enemy tower below 30 whenever possible, unless he has low monastery and you control his mana.
-There's a bunch of cards which deals bigger damage when the player's wall or monastery is greater than enemy's ones. The Beetle card deals insane damage when the opponent's wall is zero. So a good idea is to always have your wall and monastery no lower than the enemy's. (In fact, the Lightning card deals targeted damage to enemy tower if the player's tower is higher than the enemy wall. But keeping your wall higher than the enemy tower is neither very realistic nor optimal in terms of strategy.)
However, always keep in mind that the enemy might have the Shift card on hand. For this reason, do not go zealous on your wall, keeping it 3-5 points higher than the enemy is best. If your tower is much higher, and you notice the enemy is hoarding on ore, it's a good idea to play a few cards that damage your own wall slightly for some greater good (such as Crystal (+ 11 to tower, -6 to wall, etc.).
So, summing this up, you should ty to ensure the following in order to secure yourself from an unexpected loss (Empire capital, East river at some point etc. conditions):
-Keep your tower above 12,
-Keep your tower+wall above 20
-Keep enemy tower below 30
-Keep your wall above enemy wall, but not too much above (having it higher than enemy automatically means you shouldn't have zero wall).
-Keep your monastery higher than enemy (well, obviously, Unicorn card is far from the only reason to have your resource income high =) But we are discussing defensive strategy right now, so should be mentioned as well).
Note that since 2T has a mechanics for allowing players to play multiple cards on a turn, none of the above will in fact guarantee you an undefeatable situation. A few examples (pardon, they are in Russian and with old background, the screens are really ancient =P ):
http://dcdn.lordswm.com/photo-catalog/0000020/921.jpg - added more than 20 tower in one turn
http://dcdn.lordswm.com/photo-catalog/0000035/556.jpg - a whooping 15 damage to enemy tower in one turn. | thx very much arctic!!!
two things which i have already mentioned above have been bothering me actually... am really trying to get an idea of how it works
1. we start playing a game( long game like to build 150 tower ). the game is structured like there is a single pack of cards in the middle like in rummy and both players are served with 6 or 7 cards and then as we play the cards go down and as the table runs, the played cards go down and one after one cards come up... there is definitely this rotation on the go. anyone playing long can see cards coming up in the same order it was played. so after a full round we can actually find wat card the other player has and wat the other player has been saving. but some cards (usually powerful) are quite very rare and comes into game play only after 2 rounds. in long games usually happens... definitely there is no scuffle after one round card play since other cards come up in same order. one cant say it is completely random order cos definitely every games initial card setup is random but after that the same order follows. so wat factor am i missing that some cards join in the pack quite late....
2. as of the golden card. when we have golden card. in the opening deck we have 7 cards (ie) we get an extra card to play in the opening deck, thats perfectly right. but after the first turn as we play cards be it with 6 or 7 deck we wil get the same cards in rotation. eg. with 7 cards deck if we get barrack+2, even if it was 6 cards deck we would get same and in 6-7 turns we get the exact same game play like without golden card. if one say we have more choices in playing, that would not be correct cos in opening deck we have. but as game goes as we put and pull cards we if fact wil wont have any advantage. so is the golden card designed like to give the first deck advantage alone or is there something i am missing....
in regards with tactics it is a popular tactic to save tower cards and play. like not playing even though we have card and enough mana and playing when there is enough mana and tower card to play together in a row and win... i have been trying this tactic but i meet with absolute failure since most of the times opponents keep depleting my mana or i get too damaged and forced to use. so is this tactic really worth or do i need to change my tactic like playing tower cards as they come | up | so is this tactic really worth or do i need to change my tactic like playing tower cards as they come
it all depends on the situation, maybe if you have other cards (e.g. wall/attack card) that you can use comfortably, you might want to save the tower for later, or you use the tower first which prevents your mana from being taken but there's a risk that better tower cards might come and you you dont have the mana for it
i guess there's no specific answer for questions like this, different choices have different pros/cons/risks | so can u suggest any tactics other than the standard ones like arctic said | Nice tips I do agree with all said above.
I just want to share my personal strategy which is, always when possible try to decrease your enemy resources to zero, if you depell enemy monastery will make it very hard to him win by tower level or even survive against your attacks.
If you make his barracks reach a low level or zero, you just don't have to care with walls.
And if you drop his ore factory, will have a open widow to make massive damage and keep doing damage on him every time as possible.
This control battle gives a extremely and huge advantage.
And another think I've noticed is, if you start with 5 - 6 green cards for example, will be very probabbly your enemy will have none green card or just a few, and when you discard or use a card, will take a while until it back for any hands, so keep in focus what you have and how much time it should takes to back to the game, also helps to know what your enemy should have. | thx all. kindly post more tactics which players personally prefer
i have another doubt. when both players have equal wall, wat happens when we use "player with lower wall gets -2 tower and -1 barracks" card | so can u suggest any tactics other than the standard ones like arctic said
im not sure i have anymore fixed tactics since there are lots of different situations that have different choices, seems like the card game is mostly about how to read different situations and choosing the right card each time
Usually, if i have enough tower cards to win the game but without enough mana, i'll calculate the minimum amount of turns required to win, and make sure i didn't go above that amount. (e.g, need 5 turns to obtain the mana required to use 2 tower cards that will give the victory, so use one of the tower card on 4th turn, and use the second on 5th turn)
Of course, most of the time my tower will get damaged before i reach the finish and therefore need to make adjustment to my plan. So, in between those turns, i also try to maximise my defense to minimise the chance of my tower gets depleted.
this method are not a fixed tactic and I may need to adjust plans on different conditions
Oh, there also a cheap trick that i occasionally use if i have to face this situation discarding cards that he could have played without loss, since i'm saving a better card
discard the card on the last second of your turn. your opponent might think you discard a card due to connection problem not because you are saving something else, no idea whether it really works or not | seems like the card game is mostly about how to read different situations and choosing the right card each time oh, and mostly about luck of course ;)
i have another doubt. when both players have equal wall, wat happens when we use "player with lower wall gets -2 tower and -1 barracks" card
don't know, anybody want to test it? | + Player banned by moderator ElfPride until 2013-10-13 06:10:18 // FR#1.7 |
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