Guide to Dragon's Bridge P1/X

#1
First some notation

I define position by both Dragon relative (Marked D(#)) and absolute position Dragon relative positions are defined by having the center be marked as 0, then each square closer to the dragon is marked with a negative number while the squares further away are marked with positive numbers. For instance, the Gem tiles are located on D5, D2, D(-2), and D(-5). The absolute notation is defined by counting from the dragon start square calling that 1 and counting up by 1 each time. So the yellow gem tile near the orange is 6 while the purple gem tile near the center is 9 etc. For the most part dragon relative is more useful than absolute, but sometimes it is not. Note: every time there is a FLIGHT dragon relative position multiplies by -1

Notes on specific tiles

CGY= Central yellow gem tile

CGP = central purple gem tile

CG= both central gem tiles

Dragon cycle= time in between a flight or ROOST
Escaping

Anytime you move into D10-D6 you are making what I call an Escape attempt. If your opponent is unable to stop you from staying on one of those tiles you will be able to play a move card and win on the following turn.

There are 3 ways to thwart an escape attempt Marked from most to least powerful

1. Cause a flight

2. Bump them out

3. try to prevent them from having a move card

From the offensive perspective, we, therefore, need to neutralize as many of these lines of defense as feasibly possible.

The Flight line of defense is the most critical one to avoid. never attempt an escape attempt if The dragon only would need 2 more orbs Don't attempt an escape if there are 4 orbs in the nest (6 with gale dragon power) and bait is unaccounted for. Thunderbox is a good way to defend against escapes and character powers like Trevor or Chiptune lullaby can allow you to add more orbs to the nest than 3 in a single turn,

Line of defense 2 is less difficult but can be bad if they are able to force a Flight on you later down the line. Escaping is typically a 1 and done thing if you didn't escape on your first try of the dragon cycle you probably can't an escape attempt until the next dragon cycle.

There are 6 Bump Cards

1 Bump 1
4 bump 2
1 bump 5

Thus D8=D10 are for the most part equal when attempting an escape, items and characters can change this, and there is only 1 card in the whole game that can bump you from D8.

The third line of defense is Playing insight or shockwave and hoping you don't have 2 move cards in hand. If this line works you can be in a heap of trouble, after all you are most likely on D8 waiting for your escape to get you the win, but now if you don't have the escape card in hand the opponent could easily play Bait and now you go from D8 to D(-8) a massive disaster.

Moving to D7 or D6 is rarely worth it, since while you moved to D7 your opponent is most likely sitting on a CG gaining gems and pushing you around. D8 is almost infinitely scarier than D7, and if you move to D6 you better spend that green gem to get to D8.

Pouncing

The other win condition. A pounce attempt is defined as pushing the opponent to D(-6) or less.

Defense lines against pounce

1. Teleporting to D(-5)+

2. Moving to D(-5)+

3. Both

Line #1 is the most critical, if you put your opponent on D(-6) they are likely to spend a gem in gem phase to teleport to safety while doing something else in action phase.

Line #2 is noteworthy, there are 6 move cards and they have the following values

move +1 - 1

Move 2 - 3

Move 3 - 1

Move 4 - 1* costs a gem

When combined with a gem phase action This means one must bump way harder to actually kill somebody, especially since charge grants a gem in action phase, so playing charge+spending a gem= 4 move in a single card+gem phase. and Step will grant the user +1 move which can critically combine with charge for a 100% sucess rate way to flee from even the strongest of bumps.

IF you combine the 2 you can see that even a bump of 5 can be defended at a cost.

However, while escaping is about Burst "OH DID I WIN :D" pouncing is about that long slow grind of death.

1. If your opponent is going to play a card to avoid your pounce (D-8 or more) you know for certain that they will be putting a 0 or 1 orb card onto the nest. This will grant you far better dragon control and you can't suddenly have your pounce attempt become their escape attempt. If they play bait while on D(-8) they lose and you win. the reverse is typically true when they play bait while you are on D(8)

2. You can end your turn on a gem tile while making pounce attempts, so while your opponent is losing gems on the gem phase using them to escape you are gaining gems on the gem phase and will be able to buy more items eventually resulting in an economic victory.


Knowing what you know what is derby pocket's best move here?

Puzzle 1.png