Forum


strategery
empath wrote
at 4:55 PM, Wednesday December 6, 2006 EST
Strategy:

Early Game(turns 1-4)

Goal: get a good position, and try to make it to the mid game with 6-8 connected countries and no 'islands'

Tactics:

Get Connected. Do anything you can to connect up all your countries, even if that means taking risks. If you're in the midgame with only 2 or 3 connected countries, you're cooked.

Get position: Go for a peninsula first, then a corner, then an edge.

Attack every country where you have the advantage. Take chances. The only exceptions is if there is a large stack near you that will reak havoc if you leave yourself undefended. Losing one or two countries on the counter attack is fine, 5 or 6 is disastrous.

If you have any singletons that aren't connected, just attack suicidally with them. You're better off not having them. The only exception to this is if it's got 7 or 8 dice on it. Just let it fill up and then it's not sucking away dice from where they're needed. If you can make a mad dash to connect up with the rest of you countries later, go for it, otherwise, ignore it.

Mid-game:

Goal: Turtling-- you're goal is to have 8 countries with 8 armies each by the end of this phase. 6 is probably enough to end with positive points.

This is the turtling phase. Play defensively. Only attack if you have the advantage and the new border will be surrounded by smaller stacks. Otherwise, just end-turn, end-turn, end turn.

End game:

Goal: This phase starts when somebody has 8*8. If that's you, congratulations, you're almost guaranteed points. If it's not you, you're playing for second. The strategy now is to attack when you have enough dice in reserve to completely refill. There's a bit more to it here, but i already typed all this out once and it ate my post so i'm not going to do it again.. others can elaborate if they want.

« First ‹ Previous Replies 21 - 30 of 47 Next › Last »
fuzzycat wrote
at 1:52 PM, Friday December 29, 2006 EST
Get an avatar people most likely emotionally unconscious dont attack ;o), or attack less.

This is either:
*) Hot Babe
*) Cute Kitten
*) A sweet Little Girl/Boy

And evade Animated Avatars! Player will get feeled annoyed, and will unconscious want to get rid of that Avatar as fast as possible! ;o)
Cabalistik wrote
at 5:29 PM, Friday December 29, 2006 EST
DIPLOMACY. It's really amazing how eventhough you've got like only a couple of stacks you can convince people to go on your side and finish out 3rd or even 2nd, when it looked like your gonna lose the game.

THREAT. Go for the biggest threat. You've got a pretty respectable army and there are some players left. There's one whose got only a few territories and one who's got as much or a bit less than you. Focus your strength on the latter. This way it will end as you being big and two other guys being tiny as opposed not winning.

DONT WHINE. I really dislike these guys. Don't start begging people and asking them to spare you because there's a smelly person on the other side of the board. If you're gonna lose, lose with honour.
Ryan wrote
at 10:38 AM, Friday January 5, 2007 EST
bump
AleaIactaSunt wrote
at 7:40 PM, Friday January 5, 2007 EST
There's not much to add here but 1 thing (that even might have been said, too): People tend to want bridge territorries from which they can attack only once but be attacked from several othher terrs. If you are defending, give that "bridge terr" to your opponent: No matter how much dice he has, he can only attack once. You might be able to spread to another direction instead.

Another thing always to look for is who is busy with whom. if two are attacking and re-attacking, don't disturb them. Especially if they are two weaker ones in your back. Let them fight, maybe slowly reduce them at their backs or otherwise, head for another opponent. This can be very usefull in midgame! If they have a decent war going on, you might even be able to leave yourself a little less protected to that side.
somnambulisa wrote
at 6:17 PM, Saturday January 6, 2007 EST
I've been posting strategy advice randomly in other topics, I thought I'd stick them together here for reference purposes for new players (this thread helped me immensely when I first started playing). The last two may even be repeats of stuff I picked up here, so I apologize if it is.

-------------------------------------------
"Diplomacy is part of the game... but so is anti diplomacy." –Ryan

You can't remove the human element from a multiplayer game, and diplomacy and even feelings of revenge or teamwork come along with that. You can use these things as extra strategy tools in many ways, and it adds dimensions to the game that are not available in Dicewars, and you don't ever even have to say a WORD. You can have a silent truce, a silent alliance, you can silently lead a neighbor to want vengeance and spread themselves out only to be eaten by their other neighbor, while you find a comfortable position. These are just a few examples of the new strategies offered playing with other humans, and none of them involve saying "who wants to do this or that.." However, making public alliances or truces are also sometimes going to be part of the game. You don't have to ever initiate them; I rarely do. But if I'm on a board with someone who wants to play that way, either with me or against me, I seriously consider it and all the tactical and strategical readjustments it might bring about, and react in a logical fashion. Becoming angry or vengeful on the board is a very good way to die quickly, because you stop making logical choices and start weakening your territories most of the time.

-------------------------------------------
Lindsay’s Hole Strategery

On tables that have little (or, later in the game, if you can surround them, big) holes in them, if you can make a circle around the hole (sometimes only requiring 2 or 4 lands), you cannot be split with one strike, even if you are spread but one-land thin.

------------------------------------------
Many like to attack the strongest territories they can safely attack in order to remove potential enemies. This is also risky as you may lose and end up with one die next to the big stack you tried to take out.

------------------------------------------
Outlying, isolated territories are often ignored because spreading them out causes “dice drain” unless they’re full, and doesn't add to the amount of dice added per turn.
algios wrote
at 9:45 PM, Saturday January 27, 2007 EST
up again
fuzzycat wrote
at 1:56 AM, Sunday January 28, 2007 EST
algios we wrote it all up at:
http://kdice.wikispaces.com/strategy+hints+and+tips

I think much more convenient to read as to catch it togheter from a lot different posts in this threat.

If there is anything missing, please add!
THE Z3 wrote
at 3:21 AM, Sunday January 28, 2007 EST
ya take strategy advice from someone who is rated 1557. lol
fuzzycat wrote
at 3:31 AM, Sunday January 28, 2007 EST
z3, did I say already you are an idiot?

The contents of kdice strategy wiki is
a) this thread, written up.
b) created and edited by 9 people.
fuzzycat wrote
at 3:43 AM, Sunday January 28, 2007 EST
z3, is there any reason you constantly try to devaluate the kdice wiki?
KDice - Multiplayer Dice War
KDice is a multiplayer strategy online game played in monthly competitions. It's like Risk. The goal is to win every territory on the map.
CREATED BY RYAN © 2006 - 2026
GAMES
G GPokr
Texas Holdem Poker
K KDice
Online Strategy
X XSketch
Online Pictionary