The T.E.G. or Tactical and Strategic Plan of War is an argentinian game of table manufactured by Yetem and based to the Risk, its US
equivalent.
Nowadays, you can play T.E.G. through internet using your IP address and downloading an application on
the following page: www.tegnet.com.ar/[1]
In this
opportunity, we will provide the reader with a series of recommendations for
the win decisively in this CLASSIC board game to which we refer. For this
purpose, we will try to be brief, trying to avoid metaphors, allegorical
references or any other type of literary device of ornaments.
JERO: The keys to win the T.E.G. are the following:
[1] Know the rules. As obvious as it
may seem, it is necessary to understanding the workings of the game and of each
of its rules. The player with fewer mistakes, will minimize the negative role
of chance and will become worthy winner. HERE [2]
is a copy of the regulations in
Spanish.
[2] Keep in mind the 15 secret objectives.
We can have a list of those objectives (printed or transcripts); this will
serve to quickly discover, through movements and moves of our rivals, what
their secret missions are, thus able to frustrate and prevent them succeed.
[3] Control the movements of our opponents.
This means being attentive to the possible moves of our rivals and visually
check –in every moment– to the other players fulfill strictly the regulations
and don't commit fraud, putting more chips or armies , stealing or modifying
mischievously letters, etc. One should never abandon or lose sight of the
board.
[4] Be discreet. In the unlikely
event that we have committed an inadvertent error (i.e. we completed the turn
and put our countries unprotected), we should not regret it aloud or advertise
our mistake because opponents will benefit from this setback to defeat us. The
die is cast and maybe the other players don’t realize our own neglect.
[5] Load armies to carry out attacks with
three dice. As we said, the luck factor should be minimized. Those who
think that the T.E.G is "just a game of chance" are not used to win
and are the same as leave the game when they have to argue a bad deal or have
pretexts –which insult our own intelligence– to withdraw from the enclosure,
when they have almost lost.
In the following
figure, are plotted the probabilities (in percentages) emerging victorious one
has the opportunity to roll the dice –both in attack and defense–, which
supports this recommendation and is closely related to the next.
[6] Don't attack with a single die.
Upon attack we must consider the risk involved in losing our armies. Unless we
lack a country to complete the continent, or that the opponent has left
compromised access to "their" continent with one army, or be strictly
necessary to obtain a card, or that we have in our possession the card
neighboring country, we must NOT attack with a single die.
[7] Conquer a continent in the first round.
When loading coins (first + 5 and then + 3), we position our armies in a
particular continent and / or destination countries bordering on that.
Depending on our
perception, we will choose the continent that is less sought by the other
players and which have a certain number of countries.
If we pour chips on
a single continent, we will intimidate opponents then continue from us and it
is likely that their chips are distributed by other latitudes. Perhaps our
opponents try to face us but with few chips, as they can't neglect their other
goals. In both scenarios we came out winning: the first for obvious reasons,
and second, because we have more armies and therefore more advantage.
Conquer a continent
in the first round is not impossible, and will be really useful to have our
armies regrouped and load more chips in future rounds. Africa (+ 3), South America
(+ 3) and Oceania (+ 2) are the best choices (in that order), except that the
cast we have touched three or more countries in Europe (+ 5) or North America (+ 5). Discard Asia (+ 8) because it is a vast continent and, therefore,
difficult to conquer and protect.
[8] Don’t give importance to compliance with
the secret goal, in the first instance. Most of the time, the countries
that touch us in the cast don’t help the timely development of the mission.
Moreover, if the secret goal is to destroy the army of a certain color or it is
located on our right, we must use the expansion strategy (preferably to conquer
continents), which can give us a long term advantage.
[9] Defend the borders of the continent
conquered. A good defense is to group multiple armies in the access of
the continent (i.e. In the case of Africa, Sahara and Egypt are your tickets) or
make a nonaggression pact between neighboring countries (i.e. Between Sahara
and Brazil). It is recommended to propose the conclusion of a pact
characteristics such only when we have the entire continent in our possession.
[10] Progress in one direction. It is
important to close the continent conquered in a sector, and progressing
gradually from there. This we have learned from the historical wars, since it
is not advisable to address several fronts simultaneously.
[11] Order and prudent to regroup armies.
This is one of the key strategies of the game. We must be in good standing to
suffer the fewest possible casualties. It is important to understand that a
paltry and single coin can make a difference. Once we remove the card by our
conquest or start the turn rival, we can’t regroup our armies.
[12] Risking and be unpredictable for the
opponent. For more exciting than the game gets, we must not forget that
this is a simple board game. In this sense, the game can overextend and, with
the passing of time, one will feel the lack of concentration and mental
fatigue. It is in this period where commit as many mistakes. To avoid mistakes,
we must attack (i.e. Attack from Iceland to Greenland, though the latter have
64 armies).
[13] Make strategic pacts. Agreements
between countries, global nonaggression treaty or international agreements zone
are very useful for our game proliferates. It is better to celebrate treaties
for its benefits before suffering the effects of the agreements between rivals.
When the covenant is no longer useful to us, because we have a remarkable
supremacy, it's time to break it and wait the turn where we can attack in that
area.
[14] Destroy the player with fewer countries.
We will make a favor to him; and he will do for us, as we are left with all the
cards he possesses countries (or at least one or two cards, if we have three or
four unredeemed, respectively). In addition, we will eliminate any risk: in the
hypothetical case that any of the rivals should destroy the dying, must now
meet the common goal.
[15] Achieve the common goal: conquer 30
countries. We must wait until the moment that this is feasible and
where we lack only eight to six countries to reach it. The key is not to
overreach and wait for the exact moment of the game you must choose one or
other of the aforementioned positions: prudence or risk, covenants or full
enmity.
Conclusion. We have shared much of our knowledge, transcribing
them in the most understandable and methodically as possible. We did it
selflessly, with the sole aim of finding worthy opponents in the future, i.e.,
any player with resistance to respect and we affirm the above without fear to
commit sin of pride.
In particular, we
have adopted certain ways to play from our friends, to which we attach to them
the following: a Seba
the no. 11; to Guido the no. 12; and Pachi the no. 13.-
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