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The Rules, as they are given to you in the game: You need to have your own deck of cards to play. We will supply the opponent. Victory conditions vary per inn. Build your tower, destroy your opponent's tower, or collect enough resources before your opponent does. Large yellow numbers in column are the generators. This is how many new units of a particular resource you will receive on your next turn. Small black numbers in column are the resources. This is how many units you have available to spend on your current turn. Cards: Each have their own cost to play, indicated in a small circle in the lower right corner of the card. The cost will be deducted from your resources according to the color of the card. Left click on a card plays the card. Right click on a card to discard without playing. Red represents your Quarry Generator which produces your Brick resources, blue represents your Magic Generator which produces Gem resources, green represents your Zoo Generator which produces Beast resources. |
MMMcV's Arcomage tips The Basics:
The small numbers in black are how many unit you have total. The small black numbers in the circle at the bottom right of each card are how much in resources that card costs to use. Watch your numbers. Cards which you cannot currently afford to use will be grayed out. The word "damage" by itself means damage to enemies wall. “Damage to Tower” will indicate special damage. The same is true of pluses to your wall and tower. There are three ways to win a game, and the duration and course of a given game may point at one as being a better way to go.
Bring your tower height to this number. Ignore damage cards unless enemy tower is better off than yours. Watch your resources. b) Destroy enemy's tower Reduce enemy's tower to zero. Ignore building your tower unless you get dangerously low. Watch your resources. c) Raise one of your resources to (number) This is the one most people forget. Know this number. It may seem very high to you, but in a long, evenly matched game, this can be the winner, especially if the “good” cards are equally distributed.
Bracada Desert: Start at Tower 25/Wall 10 - Win with Tower at 75/Resources to 200 Barrow Downs: Start at Tower 20/Wall 50 - Win with Tower at 100/Resources to 300 Celeste: Start at Tower 30/Wall 15 - Win with Tower at 100/Resources to 300 Deyja: Start at Tower 25/Wall 10 - Win with Tower at 75/Resources to 200 Evermorn Isle: Start at Tower 20/Wall 10 - Win with Tower at 150/Resources to 400 Harmondale: Start at Tower 15/Wall 5 - Win with Tower at 30/Resources to 100 Nighon: Start at Tower 20/Wall 10 - Win with Tower at 200/Resources to 500 The Pit: Start at Tower 30/Wall 15 - Win with Tower at 100/Resources to 300 Erathia: Start at Tower 20/Wall 5 - Win with Tower at 50/Resources to 150 Stone City: Start at Tower 50/Wall 50 - Win with Tower at 100/Resources to 300 Tatalia: Start at Tower 10/Wall 20 - Win with Tower at 125/Resources to 350 Tularean Forest: Start at Tower 20/Wall 5 - Win with Tower at 50/Resources to 150
Bricks Beasts
Green cards use beasts as fuel. They involve manpower and luck. The green set has cards at either extreme. Most are low power or high power, few medium. Most green power cards hurt your enemy. Careful, green cards often cost other resources in addition to beasts. Read description carefully. Red cards use bricks as fuel. They involve physical maintenance and planning. The red set contains mostly minor cards, few power cards here, but the constant use of these cards which help and damage a little at the same time or give extra turns are invaluable. If it is...
...a medium length game (win at around 100) start by doing a little damage, then intersperse damage with building and resource building. Once resources get to about 50, you can leave off building. Keep at least one big power card in reserve for a killing stroke when the time comes. ...a short game (win a 30 to 75) attack enemy's tower early. get your magic up (but start to ignore at 30) but mostly ignore resources, favoring cards that build and harm at the same time. Use big power cards as soon as you can afford to do so and have a little resource left over.
Read victory conditions carefully. Always, until you are used to the various game durations. Read card descriptions carefully. Take your time. The designers have done well to create the feel of a real card game, but it is not! The visual and sound effects tend to make you want to rush. Don't! Your opponent isn't strategizing in the interim. Resources matter early in the game, not late. Normally, you would build resources early and evenly. Keep an eye on your wall and your enemy's wall. Most damage cards only damage the wall, unless a wall is zero, the damage comes out of tower! If your wall is low or at zero, put all your effort into building it. Remember that the game is random, with no AI, but the makeup of cards in enemy's hand can shape something which may read like a strategy. Look to which of enemy’s resources is low and hit there. Don't not discard a power card unless absolutely necessary. Try not to bankrupt yourself of a resource with one big card, unless you're sure it is a game winner. Otherwise, save it till you will have a little in reserve. Use "Play Again" cards in succession to keep your enemy at a disadvantage. They usually do little by themselves, but two or three in a row can give you a tremendous advantage in power cards which you opponent would ordinarily get. You don't have to use a big power card right away. You can save it until you are in a good position to use it. Don't discard a card in lieu of using a minor or simple card on the current turn. Use what you have to build resources even if you don't need to, or take a little hit with a card which damages across the board. Card which damage all players equally can buy you time if your opponent is very close to winning. If a card which damages your opponent hurts you too, don't hesitate to use it if you have the resources to burn or the end is close. Keep cards which say "All players (resource) equals the highest player's (resource)" as these can come in extremely handy if your opponent is way ahead of you, and if not, this is an excellent card to discard if you need to. Even if you have to play it toward the end of the game, it won't matter. Resources don’t matter at the end of the game. Good luck, all. |
Playing tips, as they can be found on a message scroll in the game: "...studies in the game of ArcoMage have turned up the following observations: How you choose to win the game should be based on the victory conditions. If the towers start small, you stand a good chance of destroying your opponent's tower. If the towers or walls start large, you should concentrate on your own tower. If the towers or walls start large, and you need a huge tower to win, a resource victory might be more easily attainable. Also, note that red cards tend to focus on your wall, blue cards focus on your tower, and green cards focus on your offense. Keep this in mind when choosing whether to emphasize quarries, magic, or zoos. I HAVE noticed a prevailing trend in the thinking of most ArcoMage players that could provide an edge against them, if they start to play blue cards, you can counter that wit...". |
© MMMcV/The Erathian Liberation Party 1999 |