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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.

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Fiji wrote
at 5:10 PM, Friday March 30, 2007 EDT
Strategery!
redsox5555 wrote
at 6:20 PM, Friday March 30, 2007 EDT
if you have 7 or 8 territories and are not being constantly attacked build to +32 and have an all out attack
StupidRomans wrote
at 5:04 AM, Saturday March 31, 2007 EDT
I dont agree with redsox:
Yes you have the psychological advantage of not offending anybody and then: boom you are strong.

BUT: noone believs an 8-terr-person to stay peacefull. so you will be attacked by your neighbours to make sure they cant be split.

And then: you need 4 rounds to store up. Then you have 5 attacks. After this you have 8 to 13 terrs. lets say 11, without really have an strategic advantage (everyone made sure).

your opponent:
1st round: win 9terrs, 1 stored
2nd round: lost 9terrs, 3 stored
3rd round: win 10terrs, 5 stored
4th round: (2attacks!) win/lost also 11 terrs
but 1 stored
AND: possible strategic advantage.

So I also prefer attacking when I can, except I need to spread into a direction that I can be easily split: then I save up to have at least 2 attacks to reconnect afterwards.

Interesting discussion!
redsox5555 wrote
at 12:00 PM, Saturday March 31, 2007 EDT
I see your point stupid romans but i actually have played many games in which i was allowed to be built up to +32 without being attacked. maybe its because im only 1630 but i have done this many times with success
CoMik wrote
at 2:02 AM, Monday November 12, 2007 EST
I wonder how many of these people are still around? Where is the other strategery thread though?
Disasterz wrote
at 3:20 AM, Monday November 12, 2007 EST
how cute
JKD wrote
at 1:55 PM, Monday November 12, 2007 EST
whoa, redsox summed it all up in about 20 words
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