How to not Bluff
As many of you many know, I was fortunate enough to attend Gencon to work for the incredible company Arcane Wonders which you all may or may not heard of. They are kind of a big deal. While there, I happened across a game I had heard a lot about since my first adventures into board game, but I had not played or purchased. That game was Dungeon Twister. So, on my way to purchase Takenoko to try and strong arm m'lady into board gaming through the subtly of bamboo, pastels, and pandas, I came across Dungeon Twister 2: Prison. They couldn't tell me a price, so I closed my eyes and pulled the trigger, playing Russian Roulette with what normal people call a "budget" and bought the game. I can tell you that I have never been more disappointed to open sixty dollars of game in my life. I mean you get 16 minis, unpainted and poorly molded, a little more than 80 cards, most of which are for solo play, about 60 small cardboard tokens. And 8 tile rooms. It makes you kind of appreciate the sixty dollar price point of Mage Wars a little bit more, dig?
But, as I started reading the rules, I realized... there's a game here! And it's not a bad one, at all! For those of you who have never heard of Dungeon Twister before, the premise is that you have to score 5-6 victory points before the opponent does in order to win the game. You can do that in one of two ways: Either by killing the opponents characters, or by "escaping" the maze that is created by the 5x5 grid tiles. This is done through the allocation of Action points that you will get so many of per turn, depending on the card you play. For combat, every character has a base strength stat that you will add to with a "combat card" that is discarded after use, meaning your combat cards dwindle after a time.
You've read this far, and nothing about Mage Wars so far? I should be shot. But I promise, I'm getting there, I promise. At first glance, just like "Go", there seems to be nothing about this game that compares to Mage Wars at all. I mean, sure, you are moving dudes around and attacking, but that's about it. Right? Right guys??! Wrong. You know how I said comparing Chess to Mage Wars was kind of inaccurate in my Go Study? Well, Dungeon Twister is the Chess of Ameritrash. But, Dungeon Twister does have one very, very important lesson to teach us.
Before I go any further, let me explain the basics of combat in Dungeon Twister:
Your dudes all have a base strength. This can range from 1 to 5. To this, you can add a combat card. This can be a +0 added all the way up to a +6. This is where the "bluffing" comes in in Dungeon Twister. If you have a strength 2 guy and your opponent has a strength 3 guy, is he going to play that +6 to automatically beat you (as your +6 would only make it strength 8, his +6 would make it strength 9), or is he banking that you will plan for that and just play your +0 combat card, so you don't have to lost a good card just to lose?
It is this line of thought that we will expand upon today and relate back to Mage Wars. In the situation, what is the only surefire way to win combat for the 3 strength fellow? I'll give you a second.
Ready? Yes! It's playing the +6 card. Although your opponent may account for this by playing their +0 card, the object of the game is to score victory points, and killing opponent's characters is one of the ways to do that . You don't want to put something to chance that you don't have to. As well, as you are guaranteeing that you will win combat, you might be wasting an opponents combat card. It's a win win for you. So why don't players do that more often? It's because players are greedy. If they can justify not playing their best card, they won't. And they will find any reason not to. ANY. Why spend resources that you can save? Isn't it inefficient to overextend so much for just one combat? Well, the true answer is that is inefficient to spend multiple lesser resources to overcome an obstacle that one larger resource could have handled.
So, how do we get greedy in Mage Wars? In many, many, many ways. Mostly we ignore what enchantments do. As a general rule of thumb (or rule of wrist):
If there is a facedown enchantment on the target, it is whatever I don't want it to be. Murphy's Mage War Law, I guess.
How do I handle that? Well, there are a few different ways you can handle that. The most obvious is Seeking Dispel. Cheap, easy, and does the job. There's more you can do, though. Making your attack unavoidable to get rid of that block, or attacking with a chump.
There is much more than just "Is that a block" though. For example, if I tanglevine you now, what are the chances that you will have a Teleport next turn? If you follow my rule, you should be saying 100 percent of time. Have an answer! Anything that you do, your opponent will probably have an answer for, and you need to account for that. The smartest play is the play that has accounted all possibilities and plays to the one with the greatest chance of success with the least path of resistance through the opponents arsenal of tricks. When using Murphy's Law in Mage Wars, don't just take into account that something bad will happen. Plan so that there is little to nothing that can go wrong.
A lot of this may seem obvious to you, and a lot of it probably is. But, as players, we are often far too greedy in our assumptions of strength and cleverness of our opponent. You cannot just blindly do whatever you want without fear of what the opponent is going to do. You have to realize that they are thinking, intelligent beings who have put just as much thought into the game as you have. This is why you have to account for everything your opponent could be doing to disrupt your strategy, because chances are, they are.
What does always playing your surefire win teach us? That the best bluff is not to bluff. Why your opponent is agonizing in agony and redundancy over whether you played your best card or your worst, you can set there in apparent bliss, getting a slight reprieve from the more difficult decisions you'll have to make. Often, players will bluff when they don't need to at all. Why waste your time bluffing when you can just have the actual thing? I'm not going to play a decoy on myself if I can just play a block or a null, unless I want to secretly hold up two more mana.
So when should you actually bluff? I think the only time you should actually bluff what you are doing to your opponent is when you are so far behind that only risk/reward can save you. And even then, look for something better to help your position before attempting to bluff. As well, you have to time your bluffs just right so that they will either stop the opponent from what they were doing, or screw the opponent completely. Often a better play is to play around the opponent's play completely, either through clever positioning of your mage, your creatures, your conjurations, or your spells, you shouldn't have to bluff in any given situation.
This small, but important lesson, is one that Dungeon Twister has drilled into me, and I hope it came across clear enough for you people! (Yes I said you people, and I meant every word) c: Learning how to not bluff and to not take risks on opponents play is vital to winning and I think is something every player should learn at one point or another. If you have any questions, or comments, feel free!
As always,
Dude.