![]() ![]() Frost will also slow enemies down, so you can always be in range to melee them down.Īfter using an action skill, Brr-Zerkers become enraged which adds bonus Frost damage to their attacks. Melee and frost damage are a natural pair as melee attacks deal 300% damage against frozen enemies. Instead, so the 1st/2nd row of a color in turn 1, then you're looking for different options when you're more locked in to what you have to chase.Enemies can’t escape the Brr-Zerker’s reach as they specialize in melee and Frost damage, while having innate speed and damage mitigation. If you build it so you need 1 and 2 of a color on your next turn, you're making it harder for yourself. Meanwhile, building left to right means that instead of chasing the end of your 4Y + a new 3Y on turn 2, you're chasing the end of 4R and 5Bk + a new 3W + 2Blue + 1Bk.ĥa) The same applies for which way to build your diagonal in (1). I see so many games where the guy who starts building on the right edge is chasing the same color for 3 rows at a time and is totally DOA, scoring a single point for stragglers in the bottom right corner. Meanwhile on round 3, you're probably still trying to fill the 5Blue while also doing the 3Blue or 4Blue. If you attack the 5th column, getting a 1W/2B/3R on round 1 and start to move right to left, you're now looking for 4Y while also looking for 3Y. Why? Because of the slant of the colors on the board means you're chasing the same color for multiple lines at once. In this case, it's *much* preferable to hammer out the first column rather than the 5th column. If 9 of a color are available in the first round, it's a bad idea to put 1 of that color on your 5 line at the end of the round, even if it costs you lots of floor points.ĥ) obviously everyone focuses on the middle 3 columns to start the game, but sometimes the board is low in Blue/White/Yellow. Also worth remembering how many of each tiles are out if you're going to start a bottom row color. Then with the excess, fire at the bottom two.Ĥ) It's worth remembering that you really only need to fill 2ish on each the 4th and 5th rows, filling a row every other turn. Per the tip above, it's actually not that important to get the first three rows in a single column, just ensure that you fill them (and try to focus on two or three specific columns to create those cutouts). Plan for how you attack that one, and then let the first two rows fall into place. That's the most effective way to play defense.ģ) On the first turn, I almost always initially focus on the 3rd row as it's the hardest "mandatory" one to fill. Preventing them from filling each of the top 3 on different turns is almost a guaranteed win. Simultaneously, preventing your opp from filling a top 3 row on any specific round is a massive advantage. Better to leave those one extra round and get the top 3 filled every time than the reverse, even if it completes a vert. Worry about those first and then figure out the 4th/5th as a bonus. Building those ledge/cutouts to drop a square into can be slightly better than purely vertical if you're smart about it.Ģ) Agree with the above statement about always filling the first three rows. If instead I do Col1/Col2/Col2 in the first round, and then Col2/Col1/Col1 in the second, I get 1+1+2,then 5+4+5=18. Doing it that way nets you 1+2+3, then 2+4+5 = 17. Similarly, getting the top 3 of a column on turn 1 and then the top 3 of a column on turn two is actually *not* optimal. ![]() If you wanted to set up a training mode game I don't mind playing and explaining my thought process behind each move.ġ) Getting two of a diagonal and then the one in between is better than doing two in a vert and then the next one over (1+1+4 vs 1+2+2). Centre column is not necessary to start with, 2nd and 4th columns are just as good. Being first player is extremely important, most averaging being a first player in 3+ rounds. ![]() Colour average is very low, complete colour once in every 5 games. They average between 3-3.5 from rows each game meaning nearly every game they fill 2 rows. Top players average ~8 points from columns which means they fill 1 column every game and maybe a 2nd column every 5-6 games. Each square gives the same amount of points, the lower squares are just harder to fill. In 2 player Azul I found success focusing on the first 3 rows every round. The game also drastically changes depending on player count as having more opponents will lead to you having less control and more randomness. It's hard to give specific advice as every playthrough will be different. There are a few guides on Youtube if you search for Azul Strategy, having not watched them I feel like they will mostly be generic as well.
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