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Ngozi's Way
A periodic column on Sanctum strategy, theory, and fun,
by Ian Schreiber, Sanctum player name Gannon. You can reach Ian at
ai864@yahoo.com.
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Town Layout Strategy: Unbalanced
July 27, 2000
Finishing the current series of town layouts, this week we'll take a peek at
the layouts that give one player a direct advantage over the other. I call these
unbalanced layouts because the apparent symmetry of the town layout on the
gameboard is not exact, and in these cases it may make a huge difference in
the outcome of the game. I'll define this layout as follows: ignoring terrain,
an unbalanced layout exists where one player has a single town that is on a
direct walking path to the center town while the other player does not have
any such towns.
There are about 14 layouts that are unbalanced.
Unbalanced Layout
Lockdown
If you're on the good side of this town layout, it's all you could ever ask
for; either the opponent will take a detour to her first town and only arrive
at the center around turn 8, or she'll send the Horde directly for center without
taking any towns. In the former case, you should have a pretty easy time holding
the enemy to one town only, using movement-blocking spells to disrupt the Horde's
advance on center, and by the time it gets anywhere you'll be in a position
to advance on the enemy Sanctum! In the latter situation, you should be able
to draw enough spells to stall the Horde before it reaches the center (if you
can't pull anything useful by turn 6, your Lockdown strategy probably needs
some tuning anyway), and you might even be able to hold the opponent to zero
towns. You can't ask for more than that, can you? Have no mercy
if you're given
this sort of advantage, use it to its fullest to bring home the win.
If you're on the bad side of this town layout, things aren't so simple. Your
opponent will probably capture that first town, and may very well be in close
proximity to the center, while it may take you a little while to get there.
If you have a secondary strategy that will assist you in taking the center town,
such as Combat or Powerhouse, you might consider sending your second group to
your nearest town and sending your Horde directly at the center, relying on
Lockdown spells combined with your other strategy to let you capture the center
town. If you don't expect your Horde to survive a center-town rush, you might
have to content yourself with trying to capture both nearby towns and stalling
the enemy Horde just outside of center. Of course, this is not that much different
than your regular strategy, so you certainly shouldn't concede from the beginning
just because of an uninviting layout!
Combat
As always, Combat Speed should probably head directly to center town as fast
as possible. If there's a town on the way that you can grab, great; if not,
hope your second group can take your nearest town before it gets killed off.
As with the Isolation layout, it is conceivable that you try to capture the
nearest town with your Horde, attempt to reach your next town with your second
group, and try to get your Horde to the center anyway; whether to try this instead
of just heading straight for center depends on your opening hand, your opponent's
House, terrain and such.
Combat Protection tends to be very happy if on the friendly end of an Unbalanced
board; this usually means it can capture the center town unopposed, and use
it as its main front for launching attacks. Usually, Combat Protection is content
to give up the center town in exchange for time, but if it's able to win the
center without a lot of fuss it can usually push that advantage into a much
easier win than it normally has. If the opponent does decide to face you at
center, you can probably pile on more Combat spells than they can (unless you
suspect a Powerhouse spell to wipe your group out entirely, in which case you'd
be wise to follow your regular strategy of relenting, and simply attempting
to take your two nearest towns
luckily you'll probably know what your opponent
is trying to do before you have to commit one way or the other).
If your Combat Protection is on the unfriendly end of this board, then bide
your time; send your Horde to one town, your second group to the other, and
start building up your invincible group
once you finish building such a group,
simply march it forward and take the center town by force
as usual.
Powerhouse
In the case of an Unbalanced layout in your favor, play exactly as you normally
would. Head to the center town, and if you can capture it without a big fight
and then use your Powerhouse spells to steamroll your opponent, more power to
you. If it's evident that you'll lose the center town initially, at least you'll
have captured one or two towns beforehand, and you can launch forward with a
Powerhouse attack in mid-game shortly after the opponent takes center town.
(Cheap Powerhouse typically will do the former, while Expensive Powerhouse will
usually follow the latter.)
If the Unbalanced board is in the opponent's favor, you will be playing much
like you would with an Isolation board, the difference being that you can guarantee
the opponent will head toward center town while it's risky for you to do so!
If you feel confident that you can win the battle at center, go for it
otherwise,
be content to grab one or both nearby towns and then attack as soon as possible
afterward.
Attrition
If the layout is in your favor and your opponent takes her first town instead
of heading directly to center, you have a decent chance of claiming and keeping
center town. Any Attrition deck that can do that, stands an excellent chance
of winning as long as it doesn't overextend itself in the mid-game by going
for an early win. If your opponent heads directly to the center town and you
don't expect to win the conflict (and you can't somehow slow or stall the enemy
Horde) then the best you can do is hold back and try to create Colonies as quickly
as possible.
If the layout is not in your favor, then play this layout exactly like an Isolation
board. Concede the center town to your opponent, do your best to capture both
nearby towns, create Colonies as early as possible and in strategic locations
that will give you a nice line of defense between the center town and your Sanctum,
and use a combination of town defenses and Powerhouse spells to repel your opponent's
attacks. If you can buy yourself enough time to throw the game into the Attrition
phase, the game is yours.
Conclusions
Unbalanced town layouts are often frustrating by their very nature. On the
other hand, there's nothing like the thrill of winning the game in spite of
an unfavorable town layout
much the same as winning the game in spite of unfavorable
terrain (and in fact, if you don't draw spells that help you pass hazardous
terrain very early, the strategy of the two is quite similar). Playing when
the game gives you an automatic advantage through the town layout can be equally
challenging though; you can bet your opponent will have some tricks up her sleeve
to compensate for the towns (no opponent is simply going to hand you the win,
after all!), and the fact that you'll almost always be moving your Horde directly
to the nearest town and then directly to center is predictable
and your enemy
can take advantage of your predictability.
Good luck!
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