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Chronicler

Posts: 4
Registered: June 2013
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ok, blocking is a valid strategy - how to defend?
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Sun, 05 March 2023 05:03
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The title says it all. Blocking is a valid strategy. The advantage someone employing this is that they have a turn or two before their opponent knows what is happening. Any ideas how to defend this?
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Fomalhaut76
Posts: 119
Registered: January 2012
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Re:ok, blocking is a valid strategy - how to defend?
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Sat, 11 March 2023 10:17

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If player A blocks player B, there will (in a game of more than two players) be a player C who smiles and wins the game as she can play her turns and score points while A and B fight.
And if player A is the only one who always blocks, he will not be invited to the next gaming night.
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Zeno

Posts: 583
Registered: February 2006
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Re:ok, blocking is a valid strategy - how to defend?
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Wed, 17 May 2023 23:20
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Blocking is most common in higher level 2-player games, so I will take it from that perspective. I will also assume you to be a mid level player looking to move up, because the higher levels already know and the low levels rarely get into a blocking game.
a. Higher level opps will draw hidden cards to maximize locomotives and you should too because it improves route flexibility and is less likely to tip your hand.
b. Higher level opps will get as many sixes as possible and end the game quickly, trying for longest track bonus, rarely redrawing and not allowing you to redraw.
c. If you methodically play from LA to NY, expect to be blocked.
d. In fact, if you try to play any Golden Route and plan on drawing tickets, expect to be blocked. Here I include having your opp take as many of the intervening long tracks, forcing you to take a bunch of 1, 2 and 3's, and ending the game before you can connect a long route. I would characterize this as speed play rather than blocking, but it can feel like blocking.
e. You can leave gaps in your line, but only if you have multiple ways of connecting across the gap. Suppose you have LA-EP and Den-Pho. Since you can connect Pho to either LA or EP, you are safe. On a grander scale, you can lay Winn-SSM, Hel-Dul and EP-Hou as your first three, and if the opp interposes you should immediately counter. For example, if they play EP-OkC you can counter with Den-OkC and be prepared to connect to either EP or Hou.
f. ... and gaps are important because they hide your tickets, let you get ahead and get you the 5 and 6's.
g. Lastly, realizing that your opponent is trying to defeat you, instead of merely playing alongside you, is what made the game fun for me. Embrace challenges!
This was a view from someone who used to play the game.
ps. No, I am not back.
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