Re: Community consensus / unwritten rules about blocking?
Posted: 12 November 2024, 16:42
The divides here are pretty simple. One side just wants to play TTR by the rules, the other side not so much. Now how far the other side wants to go to avoid the rules is a mess, some will scream at you if you so much as breathe over a route they want, whether you know it or not, others have weirdly complex rules about what counts and what doesn't. It's all over the place.Normandix wrote: ↑10 November 2024, 09:52 Oh yes indeed, I'd forgotten that sixth rule, which is absolutely true.
And I agree with your conclusion and your reaction to my little provocation: they're almost two different worlds that don't have much in common and don't necessarily need to rub shoulders.
But it's still interesting to see how the other works, if only to make sure you don't want to change sides.
I'll steal from your previous quote and say I find them "narrow-minded, sad and bland." They only want to play TTR their narrow way and don't want to think outside the box at all. But they are even worse than that, because they try to force their ways on everyone else too.
The side that just wants to play by the rules of TTR? We don't care if you block or not. You can choose whatever strategy you want, we accept anything.
These are some thoughts you can have about playing, sure, but if you want to say "hey, I disagree with one of these, what if I try something else" we welcome it. In fact that's part of the game. Let's look.Normandix wrote: ↑09 November 2024, 21:24 As I was rated at 250 at the time, I was the little one and I found the experience highly instructive: Absolutely all my opponents followed the same strategy:
1°- Don't bother about the tickets drawn at the start. If they're favorable, great, if they're not, no problem.
2°- Never draw extra destinations: it's a waste of time and turns with no guarantee of interesting destinations.
3°- Accumulate your 45 to 50 wagon cards before starting to claim your first route.
4°- As soon as you've accumulated enough cards, build the longest continuous route possible, passing through all the “highest-paying” sections (5 and 6 pieces), if possible with your starting tickets, but again, this isn't compulsory.
5°- If your opponent doesn't adopt the same strategy and starts laying down his wagons earlier in the game, block him by taking possession of the most interesting routes (4 pieces and more) to the destination he seems intent on acquiring. If these roads match your tickets or your long route, this is a bonus, but not a requirement, as the aim is to make him lose points.
1. Decide what you think of your tickets. They define your potential routes, but don't be afraid to reject them if they're so bad they hamper you instead. Maybe you should only make 1 ticket, or 0 tickets, be creative. There's no rule saying you're forced to mindlessly make all of them if it makes no sense, use your judgment instead to find the best way forward. If they're solid now find what path bests supports them and your plan.
2. Destinations take time to draw and also limit what routes you can choose. Time and flexibility are important, so it's often not a good idea to draw extra. Still, use your judgment. If you calculate your opponent reaches their endgame with more points based on what your calculations of your score vs your educated guess on theirs will be, maybe a last-ditch ticket draw is the only chance to steal victory from defeat, just make sure you didn't miscalculate and end up throwing the game instead.
3. Knowing what cards you have gives you the most information to determine where you want to place them, so it's ideal to draw first, play later. However, you also have to respect contested territory, so if your opponent claims a route you wanted first, that may be on you. Determine the essential routes you have to claim and you might end up buying them a bit sooner to guarantee they're yours.
4. Unsurprisingly, when the biggest routes give the most points per card and empty your cards the fastest, they are ideal. Naturally this has to be balanced with your ticket concerns and longest route.
5. If your opponent is committing early and it looks like something dangerous, you don't have to let them do it. If it doesn't seem too bad, ignore it.
How a player might choose to approach the details of these isn't always the same, and this can separate better players from worse ones. Each player can choose for themselves what works best, the better their judgment, the better they do on average.