Gnostica Strategies
Turns are expensive. Every turn in the game allows you a
modest change to the board, and yet each one is important and cannot be
wasted. Good players tend to find five different things they want to do
on each turn, and must figure out the highest priority action to take.
Most of the advice below centers on using turns as efficiently as
possible.
Do what your hand tells you. If your hand is full of cups,
create lots of pieces. If it has swords, go attack someone. If it has
rods, move around and push other players around. If it has discs, grow
your pieces and territories. Do not waste time trying to get cards into
your hand that you want when the cards you already have can serve you
in a different but acceptable way.
Draw infrequently. It takes a turn to draw cards, and you
should make the most of it when you need to do it. Better to use the
cards on the board as much as possible, since they don't get discarded
when used. If you do need to draw cards, discard as many as you
possibly can. If you find that you have three cards that seem to be
really good, but you cannot use them right now, then you actually have
three cards that are not really good. There is no shame in discarding
major arcana that are not useful to you. If you must draw, you should
draw at least four cards, if not five or six. Drawing one or two cards
is an inefficient strategy: you are not likely to get the cards you
need, and it implies that you already have four or five cards that you
think are worth holding but you are not using. It would be better to
use those cards and draw later.
Attack and take territory. While you can turn outwards and
grow the wasteland to a spot card, and then to a royalty, and then to a
major arcana card, it takes a long time and the right cards. It is
often easier to attack another player's royalty or major arcana card
and take theirs. However, do not take a player's last card, because he
will have no recourse except to dog you the entire game. Gnostica is
not a game of isolation.
Spawn carefully. Resource management is most evident in
using cups. You only have five small pieces, and while it might at
first be a good idea to create all of them on the board, you will often
find times later that you will want to add another piece somewhere
else. Make sure to balance your growth and spawning, if possible, to
give you a mix of small and medium pieces.
Grow pieces only when it will be useful. Larger pieces are
indeed more powerful, harder to kill, move further, and push further.
However, they take time to create, and you should only do so when you
foresee a need for them. It is rare that you will actually need a large
piece, because large pieces have a mobility problem. To orient a small
or medium piece, you can use a disc to grow it larger and then orient
it. To orient a large piece, you will need to use your entire turn,
without increasing your power on the board. A large piece pointing out
can use a rod to move and orient, but a large upright piece cannot even
do that. Before you commit to making a large piece, look to see if
other players have medium or large pieces that will likely attack your
pieces.
Push. Using rods is one of the most effective attacks you
can do. Rods allow your minions to push larger enemy pieces into the
wasteland or into other players' territories. When attacking someone on
a cup, you can push out their pieces as they continue to use the cup to
create new ones. At some point the enemy will run out of small pieces,
and you will be able to push out his last piece. In game play, rods are
the opposite of cups.
Kill. If your pieces are larger, swords are effective for
attacking players on rods, discs, or swords. If you attack and kill a
medium or large piece belonging to an opponent, you have stolen the two
or three turns that it took them to create that piece. Swords allow you
to set back the opponent's development. If you believe that a territory
you control or that nobody controls is about to be lost, consider
razing it with a sword before it is swiped. Do not bother attempting to
attack someone on a cup with a sword. In game play, swords are the
opposite of discs.
Learn to orient well. Every action that touches one of your
pieces will allow you to change its orientation. By having a lot of
pieces pointed in many directions, you will be prepared for many
possibilities. It is rarely useful to point two pieces in the same
direction unless you fully expect to move one of them on the very next
turn. It is often a better defense to have two pieces on different
territories pointed at each other than pointed upright, because then
they both can use either swords or rods to repel invaders. Large pieces
should not usually be pointed upright.
Count cards. It is not too difficult for an experienced
player to remember what major arcana cards are likely to be in player's
hands, especially since the discard pile may be examined at any time.
However, it is harder to deduce what minor arcana cards people are
likely to have. Examine player's discards to see what suits they have
plenty of, or that they do not believe they need. Often players are
afraid to launch an attack because they expect that the defender will
have a rod or sword, but in fact they do not.
Challenging is challenging. To win a challenge, you must
have a good idea about what cards the opponents hold and don't hold.
You should consider how they might stop you before giving them the
opportunity. When someone challenges, all opponents should coordinate
their attacks, and it is perfectly acceptability to stop and discuss at
length how to prevent the challenger from winning. If the challenge
fails, get in position to capture some now-empty territory.