Strategies

From Polarity

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==General Strategy==
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== General Magnet Info ==
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Most plays can be classed as offensive or defensive. A good strategy will need to use both.
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Mix up the offensive and defensive plays depending on what your opponent is doing. Try to see if he is closing off an area of the board and get there first. Try to see where the easy plays are for your opponent and work to make them harder. Think ahead and long term.
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'''Technical Information'''
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==Offensive Strategy==
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The magnets used in Polarity are thin solenoids. The magnetic field comes out of the center of the magnet and bubbles around the outside to come back in the center on the other side. It is shaped like a doughnut.
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Offensive plays increase the instability on the board, particularly around your opponent's pieces. The primary purpose of a good offence is to make it more difficult or impossible for your opponent to play.
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A good offensive player may be able to limit an opponent's play to such an extent that it becomes impossible for them to play without faulting. This will likely lead to the opponent conceding lots of faults and hopefully points. See [[Play Styles]].
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In the center of the disc (the doughnut hole) the field is very strong and convergent. Disc centers facing each other this way will either strongly attract or strongly repel.
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===Offensive examples:===
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The field around the side of the disc is weak and divergent and won't cause too much force.
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* Placing a leaner close to your opponent's foundation. This prevents your opponent from placing as many leaners as possible on the foundation. Your opponent will also not be able to expand in that direction. In addition this can set up an impossible capture (an advanced tactic). This may allow you to place further leaners near to your opponent's foundation later.
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When you place a leaner you are really pointing the bottom center of your leaner at the bottom of the foundation. These have a repulsive force. When this force balances the gravity pulling down on the leaner, it will hover as it should.  
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* Placing a leaner close to your opponents leaners. This will prevent your opponent from converting that leaner and expanding [[territory]] in that direction.
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If the leaner gets too vertical, the bottom center of the leaner is now pointing at the top of the foundation. This creates an attractive force and will probably suck the foundation up. This is why playing on towers of 2 is fairly easy, because the center of the top magnet is higher and the leaner wont point at it. Playing on very high towers is hard because you are using mostly the divergent side field for support. They must stand almost vertical to minimize the pull of gravity.
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* Placing a tower in your opponents territory. The powerful force of the tower can be very disruptive to your opponent. This has some big risks: It will be much easier to fault while playing the tower and there is a higher risk that the tower will be involved in a fault down the road and possibly change hands.  
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'''Useful Information'''
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* Playing a leaner on a tower. Tower leaners (especialy on towers of 3 or more) are very unstable, and project alot of chaos across the board. They can be very difficult to predict and should be used carefully. Because tower leaners stand so vertical, your opponent may be more likely to flip it over while playing. This is a fault and you get to capture that piece (see: [[Converting Opponents Pieces]])
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You can see why leaners add so much instability to the board. Rather than the strong part of their field pointing straight up (as foundations and towers do), leaners point their field somewhat across the board surface too. The more vertical the standing piece, the more the field points across the board.
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*Surrounding foundations. This involves making a chain of foundations in such a way that they surround or cut off an opponent's foundation. This limits the potential for an opponent's expansion whilst simultaneously capturing territory.
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Sometimes you can imaging a straight line going thru the center of all the discs to try and get an idea of the magnetic field topography.
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==Defensive Strategy==
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Defensive moves try to minimize the instability on the board. The purpose of a good defence is to  allow you to safely play leaners and converts as the game goes on in the hope that your opponent will concede more points.
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===Defensive examples:===
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* Play low leaners. This is basic and very important. Low leaners are easier to convert and sometimes your opponent will cause them to convert unintentionally. Unless you have another reason, lay your leaners as low as possible.
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* Close off [[territory]]. Try to close off some space of the gameboard where your opponent cannot play. This gives you an area where you can play pieces that are not affected by your opponent's pieces. This will allow you to focus on offence for a while, knowing that you have an open space to play in when things get tight.
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* Place towers out of the way. To be safe, place your towers on the outskirts of the play area. This way there is little risk of causing a fault or of the tower being involved in a fault later. The idea here is that you should not risk towers (and so points) recklessly.

Current revision as of 13:33, 25 January 2006

A definition of strategy and strategic play: A strategy is a long term plan of action designed to achieve a particular goal. A strategic move is one which influences an opponent's choice in some way. Distinct from tactics in that it is not concerned with the individual means to achieve a specific goal but rather in achieving the objectives of the game.


Contents

[edit] General Strategy

Most plays can be classed as offensive or defensive. A good strategy will need to use both.

Mix up the offensive and defensive plays depending on what your opponent is doing. Try to see if he is closing off an area of the board and get there first. Try to see where the easy plays are for your opponent and work to make them harder. Think ahead and long term.

[edit] Offensive Strategy

Offensive plays increase the instability on the board, particularly around your opponent's pieces. The primary purpose of a good offence is to make it more difficult or impossible for your opponent to play. A good offensive player may be able to limit an opponent's play to such an extent that it becomes impossible for them to play without faulting. This will likely lead to the opponent conceding lots of faults and hopefully points. See Play Styles.

[edit] Offensive examples:

  • Placing a leaner close to your opponent's foundation. This prevents your opponent from placing as many leaners as possible on the foundation. Your opponent will also not be able to expand in that direction. In addition this can set up an impossible capture (an advanced tactic). This may allow you to place further leaners near to your opponent's foundation later.
  • Placing a leaner close to your opponents leaners. This will prevent your opponent from converting that leaner and expanding territory in that direction.
  • Placing a tower in your opponents territory. The powerful force of the tower can be very disruptive to your opponent. This has some big risks: It will be much easier to fault while playing the tower and there is a higher risk that the tower will be involved in a fault down the road and possibly change hands.
  • Playing a leaner on a tower. Tower leaners (especialy on towers of 3 or more) are very unstable, and project alot of chaos across the board. They can be very difficult to predict and should be used carefully. Because tower leaners stand so vertical, your opponent may be more likely to flip it over while playing. This is a fault and you get to capture that piece (see: Converting Opponents Pieces)
  • Surrounding foundations. This involves making a chain of foundations in such a way that they surround or cut off an opponent's foundation. This limits the potential for an opponent's expansion whilst simultaneously capturing territory.

[edit] Defensive Strategy

Defensive moves try to minimize the instability on the board. The purpose of a good defence is to allow you to safely play leaners and converts as the game goes on in the hope that your opponent will concede more points.

[edit] Defensive examples:

  • Play low leaners. This is basic and very important. Low leaners are easier to convert and sometimes your opponent will cause them to convert unintentionally. Unless you have another reason, lay your leaners as low as possible.
  • Close off territory. Try to close off some space of the gameboard where your opponent cannot play. This gives you an area where you can play pieces that are not affected by your opponent's pieces. This will allow you to focus on offence for a while, knowing that you have an open space to play in when things get tight.
  • Place towers out of the way. To be safe, place your towers on the outskirts of the play area. This way there is little risk of causing a fault or of the tower being involved in a fault later. The idea here is that you should not risk towers (and so points) recklessly.
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