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Subject: How many regions you usually should control at end of game? rss

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Riku Koskinen
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A large part of scoring is the amount of regions controlled by players. This of course varies with player count, but I for one haven't taken this factor properly into account in my games, maybe due to my habit of turtling and avoiding conflict, even though it's a bad gameplay decision in many cases.

If I understand correctly, one move action could spread a lot of workers for example in this way (assuming speed is unlocked as well as the move upgrade granting three moves):

-Starting hex: 1 mech and 4 workers
-Take move action and leave 1 worker in the hex, mech takes 3 with it
-Move to the next Hex and drop 1-3 workers, and move to yet another Hex with the speed movement point
-Now you already have spread out to two extra hexes and still have two separate moves left
-Move two workers to neighboring hexes so that you will have a total of 4 hexes with one worker in them and 1 hex with mech in it

Of course this assumes you had enough empty hexes nearby, but for example with 3 players and/or special movement abilities this is not at all impossible. That's a net gain of 4 hexes with one action, so 8-16 points.

This obviously takes away from production capability, and also leaves the workers easy targets to send back to home base (on the other hand they obstruct opponents' movement and cause popularity loss to them), so you have to time this well. Not too early, but if you wait too long someone might end the game before this.

So, for different player counts, what do you consider a decent amount of hexes to control at the game end? Factory counts as three, but you can rarely guarantee to have it unless you can end the game on the turn you take control of that hex.
 
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Stephen Miller
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In a two player game, I think I usually control between about 8 and 12, ignoring that the factory counts as three (So scoring for between about 8 and 14).
 
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Matthew Peckham
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If everyone is playing optimally, I would say you should average about 6-8 hexes in a four-player game. There are 37 non-lake hexes on the board I believe, so that's about 9 per player, but of course you're going to have lost combats and had to retreat, and you're not going to use 100% of the board before the game ends suddenly.

If I was getting about that many, I would be happy no-one else is going to WILDLY beat me on that scoring criteria.
 
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Gustav W
Sweden
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My last game as Crimea (4 players) I only controlled 8 with only 4 stars and I still won big with 115 points.
 
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Chris Laudermilk
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As many as you can.


Really, you just want to make sure you are controlling about as many as your opponent(s), preferably more. If I'm playing against someone who has turtled up & is controlling 4 territories, then 5 or so will be sufficient.

As for the end-game positioning, the OP has figured out the strategy. It's all about timing & being able to spread as far as you can--hopefully without allowing opponent(s) to chase any workers back to home base.
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Gavin Kenny
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I won my first game controlling 7 hexes. I won my last game by controlling eight hexes including the factory which gave me 10 hexes in total. I would expect game wins coming from around 6 to 10 hexes.
 
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Andre Smothers
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I usually have 10 or 11
 
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Phil Campeau
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Webbe wrote:
My last game as Crimea (4 players) I only controlled 8 with only 4 stars and I still won big with 115 points.


If your popularity was maxed, that's 20 points from stars, and 32 from hexes. Even if you got the full 9 points from the building bonus, that totals 61.

How in the world did you total 54 points from money and resources?
 
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Gustav W
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philcampeau wrote:
Webbe wrote:
My last game as Crimea (4 players) I only controlled 8 with only 4 stars and I still won big with 115 points.


If your popularity was maxed, that's 20 points from stars, and 32 from hexes. Even if you got the full 9 points from the building bonus, that totals 61.

How in the world did you total 54 points from money and resources?

Well, one of the 8 territories was the Factory, so 40 points.
I also had a lot (16) of unused resources due to having the agricultural board (early produce actions without building just to get going and then late produce action just to build buildings but not needing the materials) giving 24 points.
Then 4 points from the build card (build next to encounters) and 27 points from coins.

Edit. 9 of the 16 resources were metal that sat on my island mountain that had 3 workers that I never had the actions to move from there, I got 2 mechs from encounters and 2 mechs from factory card so never needed to waste the metal on deploy (deploy sucks with agricultural).
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Kain W.
Germany
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Tetsuo2k wrote:
I usually have 10 or 11

Agree to that.
I try to get some early fields controlled later on by a building - freeing workers to produce/score somewhere else.
E.g. if Oil on your "island" is quite save and after some upgrades you are done with that (except going for many workers or aiming the star for all upgrades)
 
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Brandon Zappala
United States
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I find that in a lot of games that I have won, I have had about 11 or 12 hexes (or 8 or 9, one being the factory).

This sounds like a lot, but often, the person who ends the game trough placing stars, makes their last action a "move" action (or factory move), and makes a strike against a lone "mech". This final move has many upsides: with an upgraded move with speed mechs, one can cover up to 6 hexes through moving max speed and dropping off workers and ending on a space that has a "secured-winning-combat". In addition to this, the player making the final move can make a calculated popularity loss by ending their movements on unescorted worker spaces (or a closing escorted worker combat) for the extra popularity within a bracket is worth nothing at the end of the game.

Most players will have 6 or 7 hexes of control at the end of the game, and this final move can double a player's control.

Also, if you see a neighboring opponent on the brink of building or deploying for their last star, one can "spread" through a move action to either cover the most territory OR sometimes more importantly, threaten a high point spread to cause that player NOT to end the game through fear that they will lose to your hex-point gain. This in turn will cause that opponent to go after you instead of doing their anticipated move. This opponent's move might not be as effective as your own, for their plan might have involved securing resources for their end-action that will go to waste because combat and a possible unanticipated loss of popularity was not part of their plan.
 
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