No consistent first player advantage is observed,
for any player count. Differences are slightly higher when strong
players play against medium players in favour of the player going first,
but this is not significant.
Between a third (for 2-player games) and a fifth (for 5-player games)
of the games have no lead change. In games where this
does occur, players behind in Prestige by up to 8 points have about 50%
chance of recovering and winning the game in 2-player games. The chance
of a comeback to win the game coming from a non-wining position
decreases with the number of players.
There is no variation on Prestige point difference during the game
between the first and the second player on games of different player
counts. In 5-player games, it’s usual to observe a difference of 20
points between the players with most and least Prestige points.
Player Factions
Different factions show different winning rates, with
‘Ministers B’ showing up as significantly better than
any other, winning 65.50% of the games played and achieving more than 40
points on average across all games (2-player games). For other player
counts, ‘Ministers B’ is still the strongest faction,
winning the majority of games. This is followed by ‘Tinkerers B’ in all
player counts, but with a difference of 10% fewer victories than
‘Ministers B’. See the Player Win Rate -> By Player Faction
for more details.
Adding factions to the game does not fundamentally change the data
when playing with no factions (shown in the Phase 1 Report). Some minor
changes include:
A slight reduction on the use of the Gather Ichor action in favour
of the respective faction action.
An increase of game ends triggered by fully constructing the tower
(from 6.96% to 18.7% in 2-player games).
Mission cards
Missions with higher Prestige rewards are preferred
by winning players, but some with strong effects stand out as well, such
as “Ruined Totem”, “Forced Cooperation” and (less pronounced)
“Improvisation”. The strength of these cards is consistent across all
player counts. Across all player counts, the following are the strongest
mission cards: “Long-term strategy”, “Offer of Protection”, “Crusade”,
“Saplings”, “Ruined Totem” and “Lucky Trophy”.
The analysis on resources spent in Mission Cards reveal that in
general better cards (those with higher winning rates) cost the highest
amount of resources. An exception to this is ‘Improvisation’, which
costs 8 resources while achieving a moderate 50-60% winning rate (for
2-player and 3-player games). No mission card stands out as being
particularly cheap with a high strength.
Locations and Tower Rooms
“The Ridge” tower room is consistently, for all
player counts, the room that when built provides the highest chances of
victory. This is followed by “The Abbys”, in all player counts being the
second best.
“The Grove” board location has the highest win rate
for all player counts. “The Isle” and “The Nest” alternate as the two
board locations with the lowest win rates for all player counts.
“The Stroboscope” excavation site is the strongest
location for all player counts, followed by “The Rig”, which is the
second best in all variants.
No particular tactic card seems to be specially strong. “Unforeseen
Changes” always appears at the top 3 of the table for all player
counts.
Actions and Resources
Gather Ichor is the most used default action in the
game, accounting for between 34-36% of all main player actions in their
turn (for all player counts). Faction Actions are in last place in
frequency of usage for all player counts.
Analysis on two actions played in combination on the same turn does
not reveal any pair particularly strong, both during the game and as
opening moves. Overall, being able to Collect and then
Place (via council track, tactic, mission, or other
effect rather than a straight Place action) is a strong combination
whenever possible. See GameProgression -> Action Sets for
more details.
Better players tend to gather more Artifacts during
the game. This is consistent for all player counts.
Game end
The majority of 2-player games (81%) end with
players reaching 40 Prestige. For 3 to 5-player games this end condition
decreases in frequency: in 3-player games less than half games end by
reaching the maximum prestige, while in 5-player games only 15% of the
games finish this way. Naturally, the complementary is true: the higher
the number of players in the game, the most likely is that the game ends
when the tower is fully constructed. The number of ties decreases when
augmenting the number of players (from 1.85% of the games ending with a
tie-breaker in 2-player games, to 0.22% in 5-player games).
Games tend to be shorter as the number of players increases.
Turris is a worker placement game in which players
use their Scouts to gather resources (Ichor, Knowledge, Relics, Weaponry
and Artifacts) to complete Missions, build Tower Rooms and otherwise
earn Prestige in order to win. Each player turn consists of an Action
phase (where players take 2 actions each), a Complete missions phase
(where players may complete mission cards from the tableau or their
reserved pile, if they have the required resources) and a Trionfi phase
(where players build Tower rooms, upgrade corresponding locations on the
board and receive Trionfi cards with bonus effects or extra free
actions). After all player turns are completed, a Beast phase follows,
where each of the 4 Beasts roaming the board moves, in order, towards
the closest Scout (or the Fruit, if placed on the board, or the Abyss if
no other target exists) and applies their unique effects: Pain devours
Scouts, Delusion disperses Scouts to adjacent empty nodes, Despair
consumes player resources and Harrow devours Scouts with a possible
chain attack. Beasts usually move 1, but they may have their speed
boosted by the Altar effect which rotates between the beasts each round.
Scouts which die either by being devoured or sacrificed through other
effects cause the corresponding player’s token to move on the Council
Track and earn corresponding benefits.
The game end is triggered once all 6 Tower Rooms are built, or when
any player reaches 40 Prestige. At the end of the next 4 Beast Phases
(starting immediately if the game end is triggered during a Beast
Phase), Beasts are removed from the board in reverse acting order
(Harrow, then Despair, then Delusion, then Pain) and the game finishes
once all Beasts are removed. The player with the most Prestige wins, and
the number of resources acts as a tie-breaker.
Actions
The first 4 are default player actions. Each player can take 2
actions per turn:
Place: Place 1 scout from the reserve on a board
location. The player must have at least 1 Scout in reserves, the board
location must not contain Beasts or other Scouts if the location is
exclusive, and the player must be able to execute the effect of the
location if instant. Cannot execute ‘Place’ actions if ‘Collect’ actions
have been taken in the same player turn already.
Collect: Pay 1 Ichor per Scout retrieved from a
board location back to player reserves. If there is a Beast in the
location, the effect cannot be executed (or was already executed with
the Place action), the player gains no benefit. Cannot execute ‘Collect’
actions if ‘Place’ actions have been taken in the same player turn
already.
Gather Ichor: Gain 1 Ichor. If 2+ Gather Ichor
actions are taken in the same turn, the player earns 1 extra Ichor.
Force Revive: Spend 3 Ichor to return one of your
Scouts from the Graveyard to your reserves. If all 4 Scouts are in the
Graveyard when you are resolving this action, pay 1 Ichor instead.
Other extra actions which may not count towards the action point
limit are enabled by Trionfi or Mission cards:
Play Tactics: Available by default. Play a Tactics
card in hand and execute effect immediately. Free action (does not count
to the limit of 2 per turn), but only 1 allowed per turn unless
specified otherwise.
The players used to generate the data are all based on a tree-search
algorithm (Monte
Carlo Tree Search). At each decision point in the game, this
algorithm creates a tree of statistics describing possible outcomes of
various actions tried, up to a certain depth into the game (often the
end for short games). It then picks the action most likely to lead to
good outcomes.
In “Turris”, outcomes are considered better if the player gets closer
to winning the game, and opponents do not, based on Prestige points. A
bias is given to actions that have a high probability of winning or
losing the game, based on the current state of the game and player
resources.
2 P
There were a total of 7577 2-player games recorded,
played by 109 variations of the AI player with
different skill levels. The final ranking of all players is given below,
sorted by the Glicko-2 rating system. The table shows the win rate
across all games, number of games played, glicko-2 rating and average
score in all games (overall, on wins and on losses). Strong players are
selected as the group of players that form the top 20% of this ranking,
medium players are the next 60%, and weak players are the bottom
20%.
There were a total of 7477 3-player games recorded,
played by 140 variations of the AI player with
different skill levels. The final ranking of all players is given below,
sorted by the Glicko-2 rating system. The table shows the win rate
across all games, number of games played, glicko-2 rating and average
score in all games (overall, on wins and on losses). Strong players are
selected as the group of players that form the top 20% of this ranking,
medium players are the next 60%, and weak players are the bottom
20%.
There were a total of 8729 4-player games recorded,
played by 172 variations of the AI player with
different skill levels. The final ranking of all players is given below,
sorted by the Glicko-2 rating system. The table shows the win rate
across all games, number of games played, glicko-2 rating and average
score in all games (overall, on wins and on losses). Strong players are
selected as the group of players that form the top 20% of this ranking,
medium players are the next 60%, and weak players are the bottom
20%.
There were a total of 4669 5-player games recorded,
played by 266 variations of the AI player with
different skill levels. The final ranking of all players is given below,
sorted by the Glicko-2 rating system. The table shows the win rate
across all games, number of games played, glicko-2 rating and average
score in all games (overall, on wins and on losses). Strong players are
selected as the group of players that form the top 20% of this ranking,
medium players are the next 60%, and weak players are the bottom
20%.
The following is the definition for the Excavation Sites, with
adjustable parameters:
ID,Name,OriginalEffect,Instant,Exclusive,Effect
1,The Academy,Gain 1 Knowledge and 1 Weaponry.,FALSE,FALSE,"GainResource(resource=Knowledge,nResource=1).GainResource(resource=Weaponry,nResource=1)"
2,The Balloon,Return all of your Scouts from the Main Board to your Reserves. Discard this Excavation Site and draw a new one.,TRUE,TRUE,"RetrieveAllScoutsAndDiscardSite()"
3,The Cell,Gain 1 Knowledge and 1 Relic.,FALSE,FALSE,"GainResource(resource=Knowledge,nResource=1).GainResource(resource=Relic,nResource=1)"
4,The Dam,Discard 3 Tactics cards to gain 2 Prestige.,FALSE,FALSE,"DiscardTactics(nCards=3).GainPrestige(nResource=2)"
5,The Fountain,Gain 4 Ichor.,TRUE,TRUE,"GainResource(resource=Ichor,nResource=4)"
6,The Grinder,Discard 2 Ichor and a reserved Mission to gain 2 Prestige.,FALSE,FALSE,"DiscardMissions(nMissions=1).DiscardResource(nResource=2, resource=Ichor).GainPrestige(nResource=2)"
7,The Helix,Discard 1 Ichor to gain 2 K/R/W of the same type.,TRUE,TRUE,"DiscardResource(nResource=1, resource=Ichor).GainIKWR(nResource=2, same=true,ichorIncluded=false)"
8,The Horn,Sacrifice a Scout to reserve a Mission.,TRUE,TRUE,"SacrificeScouts(nScouts=1, advance=true).ReserveMissions(nMissions=1)"
9,The Hourglass,Draw 1 Tactics card of your choice from the discard pile. You may play a Tactics card.,TRUE,TRUE,"DrawTacticsFromDiscard(nCards=1).MayPlayTactics(nCards=1)"
10,The Hub,At the end of the Beast Phase you may discard 2 Ichor to return a Scout from this Location to your Reserves and take a Place action.,TRUE,FALSE,"AddEffect(decorator=ADD_AFTER, trigger=BeastPhase, type=Consumable, prototype=DiscardResource[\"resource=Ichor,nResource=2\"]&RetrieveScoutAndPlace[location=The_Hub], expiryDateType=END_ROUND)"
11,The Lighthouse,Move a Beast 2 steps or flip a Beast and gain 1 Ichor.,TRUE,TRUE,"{#1};{MoveBeast(nSpaces=2)};{FlipBeast(nToFlip=1).GainResource(nResource=1, resource=Ichor)}"
12,The Mill,Gain 2 Ichor and 1 K/R/W.,FALSE,FALSE,"GainResource(resource=Ichor,nResource=2).GainIKWR(nResource=1, ichorIncluded=false)"
13,The Mortuary,Gain 1 Ichor and advance 1 step on the Council Track.,TRUE,FALSE,"GainResource(resource=Ichor,nResource=1).AdvanceCouncilTrack(nSteps=1)"
14,The Obscura,Resolve the effect of an immediate Location with a Beast in it as if it were empty and you Placed there.,TRUE,TRUE,ResolveEffectOnBeast()
15,The Observatory,"In the beginning of the Player Turn Phase, if this Location has 1 or more of your Scouts and no Beasts, gain 2 K/R/W of the same type.",TRUE,FALSE,"SetPlayerSpecificParameter(param=GainOnObservatory, value=2)"
16,The Pagoda,Draw 2 Tactics cards. You may play a Tactics card.,TRUE,TRUE,"DrawTactics(nTactics=2).MayPlayTactics(nCards=1)"
17,The Rift,Discard 3 K/R/W to return a Scout from a Location on the Main Board to your Reserves and resolve the effect of that Location as if you Collected from there.,TRUE,FALSE,"DiscardKWR(nResource=3, requiresPayInFull=true).RetrieveAndExecuteEffect()"
18,The Rig,Gain 1 Artifact.,TRUE,TRUE,"GainResource(resource=Artifact,nResource=1)"
19,The Sanctuary,Gain 1 Relic and 1 Weaponry.,FALSE,FALSE,"GainResource(resource=Relic,nResource=1).GainResource(resource=Weaponry,nResource=1)"
20,The Saw,Reserve a Mission. You may play a Tactics card.,TRUE,TRUE,"ReserveMissions(nMissions=1).MayPlayTactics(nCards=1)"
21,The Stall,Discard 2 Ichor to return any Scout from a Location on the Main Board to its owner's Reserves and Place in that Location. The Scout's owner may then Place in another Location.,TRUE,TRUE,"DiscardResource(nResource=2, resource=Ichor).KickOutScoutAndOtherPlace()"
22,The Station,Gain 2 Ichor and the Future First Player token.,TRUE,TRUE,"GainResource(resource=Ichor,nResource=2).FutureFirstPlayer()"
23,The Stroboscope,Discard 1 Artifact to revive up to 3 Scouts.,TRUE,TRUE,"DiscardResource(resource=Artifact, nResource=1).ReviveScouts(nRevive=3)"
24,The Willow,Revive a Scout and take a Place action.,TRUE,TRUE,ReviveScoutAndPlace(nScouts=1)
The following is the definition for the Trionfi Cards, with
adjustable parameters:
ID,Name,OriginalEffect,Type,Condition,Effect,Action
1,The Spire,Ignore the Ichor cost of the Missions you complete.,REPLACE,CompleteMission,"CompleteMission(discountIchor=-1)",
2,The Forge,Once per turn spend 1 I to gain 1 W,ACTION,,,TradeIforW
3,The Guild,Once per turn spend 1 I to gain 1 K,ACTION,,,TradeIforK
4,The Shrine,Once per turn spend 1 I to gain 1 R,ACTION,,,TradeIforR
5,The Garden,Gain 1 K/R/W each time you flip a Beast,ADD_AFTER,FlipBeast,"GainIKWR(ichorIncluded=false, nResource=1)",
6,The Abyss,"When you sacrifice a Scout in the Abyss, gain 2 Artifacts (instead of the regular effect)",REPLACE,AbyssEffect,"AbyssEffect(trionfiVersion=true, minScouts=1, nArtifactMult=2)",
7,The Nest,You may play any number of Tactics cards per turn,RULE_CHANGE,,"SetPlayerSpecificParameter(param=NTacticsPerTurn, value=-1)",
8,The Grove,"When Constructing a Tower Room, gain 1 additional Prestige",ADD_AFTER,ConstructTowerRoom,"GainResource(resource=Prestige, nResource=1)",
9,The Isle,"Each time when you complete a Mission, you may spend 1 I to revive a Scout",ADD_AFTER,CompleteMission,"PayToRevive(resource=Ichor, nResource=1, nScouts=1)",
10,The Ridge,Once per turn you may spend 2 I to gain 1 Artifact,ACTION,,,TradeIforA
11,The Circle,Once per turn you may spend 1 K/R/W to advance 1 step on the Council track,ACTION,,,TradeKWRforCouncil
12,The Brink,"When you gain the Future First Player token, gain 1 K/R/W and 1 I",ADD_AFTER,FutureFirstPlayer,"GainResource(resource=Ichor, nResource=1).GainIKWR(nResource=1, same=true)",
The following is the definition for the Cards, with adjustable
parameters:
ID,Name,Cost,Prestige,Type,OriginalEffect,Effect
1,Ashes in the Wind,IK,1,OneAction,"When completed, you may move the Pain 1 space.","MoveBeast(beast=Pain, nSpaces=1, canPass=true)"
2,Mnemonic Device,IR,1,OneAction,"When completed, you may move the Delusion 1 space.","MoveBeast(beast=Delusion, nSpaces=1, canPass=true)"
3,Hollow Gaze,IW,1,OneAction,"When completed, you may move the Despair 1 space.","MoveBeast(beast=Despair, nSpaces=1, canPass=true)"
4,Space for Maneuver,III,1,OneAction,"When completed, you may move the Harrow 1 space.","MoveBeast(beast=Harrow, nSpaces=1, canPass=true)"
5,Ichorskin,IK,1,OneAction,"When completed, you may discard up to 3 Tactics cards to gain 1 K/R/W per card discarded.","GainKWRPerTacticsDiscard(nResourcePerDiscard=1, nMinDiscard=0, nMaxDiscard=3)"
6,Scientific Approach,IR,1,OneAction,"When completed, you may discard a Reserved Mission to gain 2 Prestige.","Optional(prototype=DiscardMissions[nMissions=1]&GainPrestige[nResource=2])"
7,Forbidden Rites,IW,1,OneAction,"When completed, you may move your Council Track token to another spot in the same column and resolve its effect.",Optional(prototype=ChangeCouncilTrackColumn&ResolveCurrentCouncilTrack)
8,Perseveration,IK,1,CurrentAction,"If you are completing this Mission from the Tableau, ignore its Ichor cost.","IgnoreMissionIchorIfInTableau"
9,Necessary Sacrifice,IR,1,CurrentAction,"If you are completing this Mission from the Tableau, ignore its Ichor cost.","IgnoreMissionIchorIfInTableau"
10,Double Shift,IW,1,CurrentAction,"If you are completing this Mission from the Tableau, ignore its Ichor cost.","IgnoreMissionIchorIfInTableau"
11,Reconnaissance,KKR,2,OneAction,"When completed, reserve a Mission.",ReserveMissions(nMissions=1)
12,Street Chase,KKW,2,OneAction,"When completed, you may flip a Beast.",Optional(prototype=FlipBeast[nToFlip=1])
13,Daring Rescue,KKK,2,OneAction,"When completed, you may revive one of your Scouts.", "ReviveScoutsOptional(nRevive=1, canPass=true)"
14,Unlikely Assistance,RRR,2,OneAction,"When completed, draw a Tactics card.",DrawTactics(nTactics=1)
15,Portable Generators,WWW,2,OneAction,"When completed, gain 1 Ichor + 1 K/R/W of your choice.","GainResource(resource=Ichor,nResource=1).GainIKWR(nResource=1, ichorIncluded=false)"
16,Artifact Creation,KWR,2,OneAction,"When completed, gain Artifact.","GainResource(resource=Artifact, nResource=1)"
17,Precipitation Forecast,KRR,2,OneAction,"When completed, you may pay 1 Ichor to take a Place action.","Optional(prototype=DiscardResource[\"resource=Ichor,nResource=1\"]&Place)"
18,Popular Assembly,RRW,2,OneAction,"When completed, you may gain the Future 1st Player Token.",Optional(prototype=FutureFirstPlayer)
19,Builder King,KWW,2,OnEffect,"Each time you construct a Tower Room, you may gain the Future 1st Player token.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=FutureFirstPlayer)"
20,Ichor Inebriation,RWW,2,RuleChange,"You may place the Fruit token in Locations with Beasts. If you do so, flip the Beast in that Location.","AddEffect(decorator=REPLACE, trigger=PlaceFruit, prototype=PlaceFruit[withBeasts=true])"
21,Rightful Claim,IKKRR,2,OnEffect,"When you gain the Future 1st Player token, take 1 K/R/W from each other player.","AddEffect(decorator=ADD_AFTER, trigger=FutureFirstPlayer, prototype=StealKWR[\"nStealPerPlayer=1, nPlayers=-1\"])"
22,Generous Offering,IKKWW,3,OnEffect,Gain 1 Ichor each time a Scout of yours is moved to the Graveyard.,"SetPlayerSpecificParameter(param=IchorGainOnDeadScout, value=1)"
23,Underworld Map,IRRWW,3,OneAction,"When completed, choose up to 2 Scouts belonging to other players, revive them, and gain 1 Ichor + 1 K/R/W for each revived Scout.","ReviveOtherScoutsAndGainIKRW(nRevive=2, upTo=true, nIchor=1, nKWR=1)"
24,Gabat's Strength,IKRRR,3,OnEffect,"Each time you construct a Tower Room, reserve a Mission.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=ReserveMissions[nMissions=1])"
25,The First Exploit,IRRRW,3,OnEffect,"When you move a Beast, you may move it 1 additional space.","AddEffect(decorator=REPLACE, trigger=MoveBeast, prototype=MoveBeast[nSpaces=2])"
26,Ornati Smelling Salts,IKWWW,3,OnEffect,"When you Force Revive a Scout, you may immediately take a Place Action.","AddEffect(decorator=ADD_AFTER, trigger=ForceRevive, prototype=Place)"
27,Yalmu's Knowledge,IRWWW,3,OnEffect,"Each time you Construct a Tower Room, draw 2 Tactics cards.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=DrawTactics[nTactics=2])"
28,Tev's Creed,IKKWR,3,OnEffect,Each time you Construct a Tower Room you may advance 1 step on the Council Track.,"AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=AdvanceCouncilTrack[\"nSteps=1,canPass=true\"])"
29,Koddal's Endurance,IKRRW,3,OnEffect,"Each time you Construct a Tower Room, gain an Artifact.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=GainResource[\"resource=Artifact, nResource=1\"])"
30,Atmospheric Disturbance,IKWRW,3,OnEffect,"When using an Artifact, gain 1 Ichor.","SetPlayerSpecificParameter(param=IchorGainOnArtifactUse, value=1)"
31,Cold Furnace,KKKRRW,2,RuleChange,"Once per round when you reserve a Mission, you may pay 1 Ichor to gain 1 K/R/W.","AddEffect(decorator=ADD_AFTER, trigger=ReserveMissions, prototype=TradeIforKWR[\"nIchorGive=1,nKWRReceive=1,oncePerTurn=true,canPass=true\"])"
32,Ruined Totem,KKKWRW,1,OneAction,"When completed, gain 1 Prestige for each 2 Missions you have completed (including this one).","GainPrestigeForMissionsCompleted(divideBy=2)"
33,Forced Cooperation,KKKWWW,1,OneAction,"When completed, gain 2 Artifacts.","GainResource(resource=Artifact, nResource=2)"
34,The Hunt,KKRRRW,2,ACTION,"Once per turn, as an action, you may pay 1 Ichor to advance 1 step on the Council Track.","AddEffect(decorator=ACTION, action=TradeIforCouncil)"
35,Fatigue Suppressor,KKWRWW,2,OnEffect,"When one of your Scouts is Devoured, you may spend 1 Ichor to return it to your Reserves rather than move it to the Graveyard (do not advance the Council Track token).","AddEffect(trigger=DevourScout, decorator=REPLACE, prototype=DevourScoutOrPayIchorToSave)"
36,Enhanced Extraction Methods,KRRRWW,3,ACTION,"As 2 actions on your turn, spend 3 Ichor to gain K/R/W + K/R/W + K/R/W.","AddEffect(decorator=ACTION, action=TradeIforKWR)"
37,Syzygy,RRRWWW,3,RuleChange,The cost of Force Revive action for you is 1 Ichor instead of 3 Ichor.,"SetPlayerSpecificParameter(param=ForceReviveCost, value=1)"
38,Register of Losses,KKKRRR,4,OnEffect,Draw a Tactics card each time your Scout is moved to the Graveyard.,"SetPlayerSpecificParameter(param=TacticsGainOnDeadScout, value=1)"
39,Profiteering,KRRWWW,4,OnEffect,"When you revive at least 1 Scout in the Isle location, you may immediately take a Place Action.","SetPlayerSpecificParameter(param=Profiteering, value=1)"
40,Helping Hand,KKRRWW,4,OnEffect,"Each time you Construct a Tower Room, gain K/R/W + K/R/W.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=GainIKWR[nResource=2])"
41,Improvisation,IKKKRRRW,1,RuleChange,"If at the beginning of your turn you don't have any Ichor, gain an additional Action.","SetPlayerSpecificParameter(param=Improvisation, value=1)"
42,Hopeless Prayer,IKKKWRWW,3,OnEffect,"Each time you Construct a Tower Room, you may revive up to 4 of your Scouts.","AddEffect(decorator=ADD_AFTER, trigger=ConstructTowerRoom, prototype=ReviveScoutsOptional[\"nRevive=4,canPass=true\"])"
43,Drawbridge Repairs,IKRRRWWW,3,OneAction,"When completed, you may Place up to 2 times.",Optional(prototype=Place).Optional(prototype=Place)
44,Pond Skirmish,IKKKRRWW,3,OnEffect,"When a Beast enters a location with one or more of your Scouts, you may pay 1 Ichor per Scout to prevent the resolution of the Beast's effect.","SetPlayerSpecificParameter(param=ScoutProtectionResource, value=Ichor)"
45,Dedicated Research,IKKKRRWW,3,RuleChange,"One per turn when you gain 1 or more K/R/W, you may additionally gain 1 K/R/W of your choice.","SetPlayerSpecificParameter(param=GainExtraKWR, value=1)"
46,Saplings,IKKRRRWW,4,OneAction,"When completed, you may revive up to 4 of your Scouts.","ReviveScoutsOptional(nRevive=4, canPass=true)"
47,Lucky Trophy,IKKRRWWW,4,RuleChange,"Once on each of your turns, you may pay 1 Ichor instead of 1 K/R/W.","SetPlayerSpecificParameter(param=CanPayIchorPerKWR, value=1)"
48,Offer of Protection,IKKRRRWW,4,OnEffect,Gain 1 K/R/W when you move a Beast.,"AddEffect(decorator=ADD_AFTER, trigger=MoveBeast, prototype=GainIKWR[nResource=1])"
49,Long-Term Strategy,IKKRRWWW,4,OneAction,"When completed, reserve all Missions (from the Tableau).","ReserveMissions(nMissions=5, reserveAll=true)"
50,Crusade,IKKKRWWW,5,CurrentAction,"If this mission is reserved, you may ignore its Ichor cost.",IgnoreMissionIchorIfReserved
The following is the definition for the Cards, with adjustable
parameters:
ID,Name,OriginalEffect,Effect
1,All-out Advance,Return a Scout from the Board and take a Place Action,RetrieveScoutAndPlace()
2,Automated Pyres,"Score 1 Prestige for each of your Scouts in the Graveyard, up to 2 Prestige","GainPrestigeForScoutsInGraveyard(nResource=1, nMax=2)"
3,Bad Coagulation,Place the Pain in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Pain). GainIKWR(nResource=1)"
4,Barter,Replace an Excavation Site with another one from the discard pile,"ReplaceExcavationSite(fromDiscardPile=true)"
5,Battle Readiness,"Revive a Scout, then take a Place Action",ReviveScoutAndPlace(nScouts=1)
6,Behavioral Patterns,"After playing, keep this card in your player area face up until the end of the Beast Phase, then discard. Flip all Beasts in the beginning of the Beast Phase.","AddEffect(decorator=ADD_BEFORE, trigger=BeastPhase, prototype=FlipAllBeasts, type=Consumable)"
7,Cannular Transit,Move all Scouts in a single Excavation Site to another one (this is not considered Collecting or Placing),"MoveScoutsExcavationSite()"
8,Competence Reassessment,"Refresh the Mission Tableau, then reserve a Mission, or vice versa","{#2;RefreshMissionTableau;ReserveMissions(nMissions=1)}"
9,Compulsory Drill,In turn order each player draws 1 Tactics card. You gain 1 Prestige,"DrawTacticsAll(nTactics=1). GainPrestige(nResource=1)"
10,Cutting Costs,Your next Collect has no Ichor cost,"AddEffect(decorator=REPLACE, trigger=Collect, prototype=Collect[noCost=true], type=Consumable)"
11,Delegating Responsibilities,"Spend 1 Ichor. Take a Scout on the board and place it in another location with no Beasts, Scouts, or Fruit token. Its owner resolves the location’s effects as if they took a Place Action with it","DiscardResource(nResource=1, resource=Ichor). ReplaceAnyScoutAlreadyOnBoard"
12,Drawing Lots,Gain 2 K/R/W. Every other player gets 1 K/R/W of that type,"MultiPlayerGainKWR(nResource=2, nOtherResource=1, allOthers=true)"
13,Early Elections,Gain the Future First Player Token,FutureFirstPlayer()
14,Equal Distribution,Choose a resource type (K/R/W). Each player gains 1. You gain 1 Prestige,"MultiPlayerGainKWR(nResource=1, gainPrestige=true, nOtherResource=1, allOthers=true)"
15,Eternal Bond,Pay 1 Ichor to revive 1 of your Scouts,"DiscardResource(resource=Ichor, nResource=1).ReviveScouts(nRevive=1)"
16,Excess of Opportunities,Draw 2 Tactics cards. You may play a Tactics card,"DrawTactics(nTactics=2).MayPlayTactics(nCards=1)"
17,Expropriation,"Choose another player. Gain 1 K/R/W, that player loses 1 K/R/W of the same type and gains 1 Ichor","MultiPlayerGainKWR(nResource=1, nOtherResource=-1, otherGainExtraIchor=1)"
18,Extreme Resilience,Resolve the effect of the spot where your Council Track token is,"ResolveCurrentCouncilTrack()"
19,Forbidden Knowledge,Gain 1 Knowledge + 1 Relic,"GainResource(nResource=1, resource=Knowledge).GainResource(nResource=1, resource=Relic)"
20,Fruitless Action,Place the Fruit token,PlaceFruit(beastAllowed=false)
21,Guided Learning,Reserve a Mission,ReserveMissions(nMissions=1)
22,Half-Hearted Measures,"After playing, keep this card in your player area face up until the end of the Beast Phase, then discard. During this Beast Phase all steps of the Altar are active simultaneously.","AddEffect(decorator=ADD_BEFORE, trigger=BeastPhase, prototype=ActivateAllAltar[active=true], type=Consumable). AddEffect(decorator=ADD_AFTER, trigger=BeastPhase, prototype=ActivateAllAltar[active=false], type=Consumable)"
23,Ichor Cloudburst,Gain 3 Ichor,"GainResource(nResource=3, resource=Ichor)"
24,Idle Gains,Discard one of your reserved Missions to gain 1 Prestige,"DiscardMissions(nMissions=1).GainPrestige(nResource=1)"
25,Infiltration,Choose a location with an Immediate effect. Resolve its effect as if that location was empty and you took a Place action there,"ChooseAndResolveImmediateEffect()"
26,Inscrutable Paths,Move your Council Track token to another spot in the same column and resolve its effect,"ChangeCouncilTrackColumn().ResolveCurrentCouncilTrack()"
27,Instant Gratification,Gain 2 K/R/W,"GainIKWR(nResource=2, same=false)"
28,Joint Effort,"Discard a reserved Mission, then reserve 2 Missions","DiscardMissions(nMissions=1).ReserveMissions(nMissions=2)"
29,Leaden Slumber,"Unflip a Beast, then move it up to 2 steps. (Cannot be played on unflipped Beasts)","FlipAndMoveBeast(nSpaces=2)"
30,Military Aide,In turn order each player reserves 1 Mission. You gain 1 Prestige,"ReserveMissionsAll(nMissions=1). GainPrestige(nResource=1)"
31,Military Science,Gain 1 Weaponry + 1 Knowledge,"GainResource(nResource=1, resource=Knowledge).GainResource(nResource=1, resource=Weaponry)"
32,Mists of Insanity,Place the Delusion in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Delusion). GainIKWR(nResource=1)"
33,Naturalistic Observation,Place a Scout in a location adjacent to a Beast. Gain an Artifact,"PlaceScoutAdjacentToBeast().GainResource(nResource=1, resource=Artifact)"
34,Optimized Expenditure,You may complete a Mission this turn for 1 less I/K/R/W of your choice,"AddEffect(decorator=REPLACE, trigger=CompleteMission, prototype=CompleteMission[discountIKWR=1], type=Consumable, expiryDateType=END_TURN)"
35,Overproduction,Gain 3 Weaponry. Each other player gains 1 Weaponry,"GainResource(resource=Weaponry, nResource=2, checkExtra=false). GainResourceAll(resource=Weaponry, nResource=1)"
36,Paradox,Move or flip a Beast,"#1. MoveBeast(nSpaces=1). FlipBeast(nToFlip=1)"
37,Piety,Advance your Council Track token 2 steps and gain the reward of the destination. Rewards for the skipped step are not gained,"AdvanceCouncilTrack(nSteps=2, gainRewardMultipleSteps=false)"
38,Posthumous Fame,Choose a resource type (K/R/W). Gain 1 for each of your Scouts in the Graveyard,GainKWRPerScoutInGraveyard(nResourceMult=1)
39,Prudent Conservation,"Spend 2 Ichor, gain 1 Prestige","Trade(give=Ichor, nGive=2, receive=Prestige, nReceive=1)"
40,Reciprocation,"Discard I/K/R/W != I/K/R/W, gain 1 Prestige","DiscardKWR(nResource=2, same=false, requiresPayInFull=true). GainPrestige(nResource=1)"
41,Research Progress,Gain 3 Knowledge. Each other player gains 1 Knowledge,"GainResource(resource=Knowledge, nResource=2, checkExtra=false). GainResourceAll(resource=Knowledge, nResource=1)"
42,Righteous Fury,Gain 1 Weaponry + 1 Relic,"GainResource(nResource=1, resource=Relic).GainResource(nResource=1, resource=Weaponry)"
43,Rip-off,Trade 1 K/R/W for 1 K/R/W up to 3 times,"TradeIKWR(nResourceGive=3, nResourceReceive=3, optional=true)"
44,Scapegoat,Move one Scout from your Reserves to the Graveyard without advancing your Council Track token. Gain 1 Prestige,"SacrificeScouts(nScouts=1).GainResource(nResource=1, resource=Prestige)"
45,Shift Alternation,Pay 2 Ichor to swap any two Scouts on the board. (Effects of Immediate locations are not resolved after the swap),"DiscardResource(resource=Ichor, nResource=2).Swap2Scouts()"
46,Somber Trail,Place the Harrow in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Harrow). GainIKWR(nResource=1)"
47,Superhuman Efforts,Gain 1 additional action token,"GainResource(nResource=1, resource=Action)"
48,Uncovered Treasure,Gain 3 Relics. Each other player gains 1 Relic,"GainResource(resource=Relic, nResource=2, checkExtra=false). GainResourceAll(resource=Relic, nResource=1)"
49,Unforeseen Changes,Pay 3 Ichor. Replace an Excavation site with a new one. Gain 2 Artifacts,"DiscardResource(resource=Ichor,nResource=3).ReplaceExcavationSite().GainResource(resource=Artifact,nResource=2)"
50,Wail,Place the Despair in any empty location on the board without Beasts or Scouts. Gain 1 K/R/W,"PlaceBeast(beast=Despair). GainIKWR(nResource=1)"
We update the series of assumptions in the current
implementation that are not clear within the rules, in case any need to
be corrected:
Wanderers A (Extra Action):
Once per turn as an action spend an Artifact to place the Fruit
token in an empty location other than the Garden and resolve its effect
as if you’ve placed there
We assumed this only referred to Immediate locations only, and it
does not require all effects in the location to be able to be
executed.
This section shows winning rates statistics. We include the number of
games, percentage of victories and average of scores obtained (overall,
on wins and on losses). The analysis is presented for all players as a
whole (across all games) and then divided by player strength and play
order (playing first or second in turn order).
By Player Order
When summarising the data of all players across all games and divide
it by play order, we can analyze the game looking for first
player advantage for win rates.
2 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
7577
50.81%
36.77 ± 11.98
45.20 ± 6.05
28.05 ± 10.22
2
7577
49.31%
36.31 ± 12.10
45.19 ± 5.96
27.68 ± 10.15
3 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
7477
34.62%
31.75 ± 12.32
43.44 ± 8.09
25.56 ± 9.31
2
7477
32.44%
31.14 ± 12.19
43.01 ± 8.03
25.45 ± 9.43
3
7477
33.20%
31.43 ± 12.23
43.11 ± 8.16
25.62 ± 9.44
4 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
8729
25.57%
27.32 ± 11.37
39.69 ± 8.95
23.07 ± 8.69
2
8729
24.97%
27.19 ± 11.30
39.79 ± 8.85
23.00 ± 8.58
3
8729
25.00%
27.27 ± 11.19
39.69 ± 8.75
23.13 ± 8.54
4
8729
24.46%
27.15 ± 11.32
39.96 ± 8.82
23.01 ± 8.61
5 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
4669
19.16%
23.21 ± 10.02
35.58 ± 8.82
20.28 ± 7.81
2
4669
20.48%
23.49 ± 10.13
35.93 ± 8.58
20.28 ± 7.74
3
4669
20.62%
23.41 ± 9.91
35.42 ± 8.51
20.28 ± 7.60
4
4669
19.97%
23.25 ± 9.99
35.45 ± 8.56
20.21 ± 7.74
5
4669
19.88%
23.11 ± 10.02
35.48 ± 8.67
20.04 ± 7.70
By Player Strength
We further divide the data by player strength. Player strength is
determined by the order in the ranking of all players presented in the
Game Overview → Data section.
Strong Players
The following table shows the data for games that feature at least
one strong AI player against other players:
2 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
1441
72.31%
45.01 ± 10.58
49.05 ± 7.28
34.46 ± 10.57
2
1324
71.42%
44.49 ± 10.78
49.02 ± 7.05
33.16 ± 10.16
3 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
1493
58.38%
40.67 ± 11.20
46.81 ± 8.29
32.06 ± 8.83
2
1472
53.66%
40.01 ± 11.05
46.61 ± 8.44
32.36 ± 8.49
3
1461
56.10%
40.69 ± 10.85
46.81 ± 8.19
32.86 ± 8.57
4 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
1700
46.47%
36.04 ± 10.84
43.08 ± 9.31
29.93 ± 7.99
2
1727
45.63%
35.57 ± 11.07
43.03 ± 9.31
29.30 ± 8.16
3
1815
45.67%
35.42 ± 10.68
42.34 ± 9.17
29.60 ± 8.07
4
1676
44.39%
35.88 ± 10.75
43.23 ± 9.11
30.02 ± 8.02
5 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
708
31.17%
29.80 ± 9.57
37.74 ± 9.41
26.21 ± 7.18
2
774
34.88%
29.90 ± 9.77
38.03 ± 9.01
25.55 ± 6.99
3
751
35.32%
29.82 ± 9.82
37.63 ± 9.01
25.55 ± 7.30
4
724
34.02%
29.82 ± 9.04
36.58 ± 8.38
26.33 ± 7.21
5
756
33.60%
29.92 ± 9.66
37.55 ± 9.38
26.06 ± 7.19
Medium Players
The following table shows the data for games that feature at least
one medium AI player against other players:
2 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
3023
58.39%
38.06 ± 10.06
44.05 ± 4.88
29.66 ± 9.41
2
3133
56.30%
37.57 ± 10.46
44.24 ± 5.10
28.98 ± 9.26
3 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
2863
39.54%
33.44 ± 10.88
42.00 ± 7.50
27.83 ± 8.92
2
2883
37.95%
32.78 ± 10.65
41.44 ± 7.28
27.48 ± 8.73
3
2859
36.62%
32.69 ± 10.77
41.70 ± 7.53
27.48 ± 8.73
4 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
3412
26.61%
28.08 ± 10.12
38.19 ± 8.32
24.41 ± 8.00
2
3393
25.29%
27.80 ± 10.10
38.45 ± 8.27
24.20 ± 7.88
3
3287
25.83%
28.07 ± 9.95
38.41 ± 8.06
24.46 ± 7.79
4
3451
25.62%
28.03 ± 10.13
38.71 ± 8.08
24.36 ± 7.91
5 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
2019
23.33%
24.89 ± 9.48
34.98 ± 8.48
21.82 ± 7.42
2
1957
23.61%
24.82 ± 9.62
35.59 ± 8.54
21.49 ± 7.19
3
1983
24.51%
25.05 ± 9.19
34.91 ± 8.23
21.85 ± 6.93
4
2027
23.09%
24.58 ± 9.51
35.12 ± 8.68
21.42 ± 7.19
5
1928
22.93%
24.53 ± 9.35
35.02 ± 8.54
21.40 ± 7.01
Weak Players
The following table shows the data for games that feature at least
one medium AI player against other players:
2 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
2709
34.48%
31.79 ± 11.94
43.22 ± 4.55
25.78 ± 10.09
2
2729
33.79%
31.68 ± 12.06
43.24 ± 4.39
25.78 ± 10.34
3 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
2761
20.72%
27.07 ± 10.75
41.22 ± 7.17
23.37 ± 8.15
2
2764
19.39%
26.68 ± 10.77
40.85 ± 7.04
23.27 ± 8.49
3
2819
21.50%
27.10 ± 10.92
40.55 ± 7.40
23.42 ± 8.59
4 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
3291
16.07%
23.35 ± 9.90
37.31 ± 7.88
20.68 ± 7.77
2
3218
16.22%
23.63 ± 9.74
37.21 ± 7.59
21.00 ± 7.71
3
3274
15.03%
23.32 ± 9.74
37.58 ± 8.03
20.80 ± 7.60
4
3229
15.42%
23.16 ± 9.80
37.41 ± 8.16
20.56 ± 7.60
5 P
Play Order
Plays
Win %
Avg. Score
Avg. Score on win
Avg. Score on loss
1
1773
11.34%
19.53 ± 8.92
34.66 ± 8.59
17.59 ± 6.88
2
1770
12.66%
20.07 ± 9.09
34.10 ± 7.59
18.03 ± 7.32
3
1780
11.63%
19.65 ± 8.86
33.94 ± 7.97
17.77 ± 7.07
4
1746
12.20%
19.86 ± 9.18
34.92 ± 8.50
17.76 ± 7.08
5
1820
12.64%
19.62 ± 8.99
34.06 ± 7.71
17.53 ± 7.02
By Player Faction
The table below shows win rates of different player factions, as well
as the average score obtained when playing with each faction (average,
winning and losing).
2 P
By Play Order
This table sub-divides the data above by player starting position,
which allows to examine first player advantage by faction.
This section focuses exclusively on game scores observed during the
game. For scores at the end of the game, see the “End Game” section.
Score Differences
The plot below shows the frequency of score differences between two
players at any point during the game, calculated across all
games played. The horizontal axis shows the distinct score differences,
while the vertical axis shows how many times such a score difference was
observed at least once in a game. The value printed on each bar
indicates the percentage of rounds in which said score difference is
observed. The vertical dashed line shows the median value of all
data.
The plot below shows the score difference for all games with respect
to the winner. Negative values represent the winner being behind in
score, while positive values mean the winner being ahead in score. The
vertical dashed line shows the median value of this score
difference.
The following figure aggregates the absolute value of the score
difference per game round. The horizontal axis shows the round. of the
game, while the vertical axis shows the average and standard deviation
of the absolute score difference. Note that this plot does not show
changes of game leader (see Lead Change section next).
This section provides an analysis on the number of times a lead
change happened. We define a lead change as a flip in which player is
ahead in points during the game. For a flip to happen, the score
difference must change from positive (player ‘A’ winning) to negative
(player ‘A’ losing), excluding cases where the difference is 0 (players
tied in score).
First, we show lead changes for all games played. The following table
indicates the percentage of games that completed with no lead change at
all, followed by the number of changes across all games (minimum,
25-quartile, mean, median, 75-quartile and maximum number of lead
changes observed.)
Changes wrt
Number of Players
Games with no changes (%)
Min
P25
Mean
Median
P75
Max
Second Player
2-Player Games
35.21%
0
0
1.15 ± 1.13
1
2
7
Second Player
3-Player Games
27.50%
0
0
1.28 ± 1.11
1
2
6
Second Player
4-Player Games
23.29%
0
1
1.39 ± 1.12
1
2
6
Second Player
5-Player Games
21.42%
0
1
1.42 ± 1.10
1
2
7
Last Player
2-Player Games
35.21%
0
0
1.15 ± 1.13
1
2
7
Last Player
3-Player Games
47.84%
0
0
0.81 ± 0.96
1
1
6
Last Player
4-Player Games
55.20%
0
0
0.68 ± 0.90
0
1
6
Last Player
5-Player Games
60.10%
0
0
0.58 ± 0.83
0
1
5
The figure below shows the distribution of the number of score
changes across all games. The horizontal axis shows the number of lead
changes, and the vertical axis indicates how many of these changes took
place across all games. The dashed vertical line shows the median of the
data.
The following plots show the percentages of games where a player,
being behind a specific number of points, was able to turn the tables to
win the game.
In the histograms below, each bar corresponds to the maximum score
deficit a player had during a game and showing:
The number of games played where a player was behind in score by
that amount.
The percentage of times a player with such disadvantage in score was
able to win the game in the end.
This section analyzes comebacks in all games played. The horizontal
axis shows the maximum score deficit for a player during a game, while
the vertical axis shows the percentage of times when the player with
this score deficit was able to recover and win the game.
This section analyzes different aspects and events in the games
played and their relationship to probability of victory. In other words,
this section shows the strength of certain elements of this game.
Completed missions
In this part, we look at which missions are completed. The following
tabs show tables with all completed missions during the game. Each table
shows, from left to right:
Name of the mission completed.
Win Rate: percentage of games in which the player that completed
this mission won the game.
Prestige: number of prestige points the card grants upon
completion.
Resource columns (Ichor, Knowledge, Weaponry, Relic): number of each
resource that costs to complete the mission.
IKWR: sum of resources (Ichor, Knowledge, Weaponry and Relic) that
costs to complete the mission
These tables can be sorted by any metric by clicking on the column
header. It’s possible to search for terms using the right-hand input
field, as well as filtering by column.
By clicking on the Show/hide extra data, you can also see:
Frequency: in how many games this mission was completed.
% Games: percentage of games played in which this mission was
completed.
KWR: Number of resources of Knowledge, Weaponry and Relic that the
mission card costs (i.e. excluding Ichor from IKWR)
In this part, we look at which tower rooms are built. The following
tabs show tables with all tower rooms built during the game. Each table
shows, from left to right:
Name of the tower room built.
Win Rate: percentage of games in which the player that built this
tower room won the game.
Frequency: in how many games this tower room was built.
% Games: percentage of games played in which this tower room was
built.
These tables can be sorted by any metric by clicking on the column
header.
In this part, we look at which tactic cards are played. The following
tabs show tables with all tactic cards played during the game. Each
table shows, from left to right:
Name of the tactic card played.
Win Rate: percentage of games in which the player that played this
card won the game.
Frequency: in how many games this tactic card was played.
% Games: percentage of games played in which this tactic card was
played.
These tables can be sorted by any metric by clicking on the column
header.
In this part, we look at which non-Excavation
locations Place actions are played. The following tabs show tables with
all locations placed in during the game. Each table shows, from left to
right:
Name of the location where the Place action happens.
Win Rate: percentage of games in which the player that placed in
this location won the game.
Frequency: how many times, across all games, a player placed in this
location.
Freq. per game: how many times per game players placed at this
location.
These tables can be sorted by any metric by clicking on the column
header.
2 P
By Player Strength:
Strong Players
Medium Players
Weak Players
3 P
By Player Strength:
Strong Players
Medium Players
Weak Players
4 P
By Player Strength:
Strong Players
Medium Players
Weak Players
5 P
By Player Strength:
Strong Players
Medium Players
Weak Players
Place Locations (Excavations)
In this part, we look at which Excavation locations
Place actions are played. The following tabs show tables with all
locations placed in during the game. Each table shows, from left to
right:
Name of the location where the Place action happens.
Win Rate: percentage of games in which the player that placed in
this location won the game.
Frequency: how many times, across all games, a player placed in this
location.
Freq. per game: how many times per game players placed at this
location.
These tables can be sorted by any metric by clicking on the column
header.
2 P
By Player Strength:
Strong Players
Medium Players
Weak Players
3 P
By Player Strength:
Strong Players
Medium Players
Weak Players
4 P
By Player Strength:
Strong Players
Medium Players
Weak Players
5 P
By Player Strength:
Strong Players
Medium Players
Weak Players
Game Progression
This section analyses statistics relative to the progression of the
game. Concretely, we look into actions played (in isolation, in pairs,
and in opening moves) and the change in resources over time.
Actions Overall
This section offers statistics on the different actions executed in
the game. We focus on default actions available to all players only, and
present the percentage of each of the main actions, per game.
By Player Strength
2 P
3 P
4 P
5 P
Actions Progression
Here, we show the average preference for each action at each round in
the game, across all games.
Action Sets
This section offers statistics on the different sets of
actions executed in the game. We focus on default actions available to
all players only, and present the percentage of each set of actions, per
game. We observe the frequency of sets played as well as their winning
rate, across all rounds in a game.
By clicking on the “Show/hide Counts” we can also observe the number
of times (across all games) the pair of actions was registered and how
many times per game is this pair normally played.
These tables can be sorted by any metric by clicking on the column
header.
2 P
3 P
4 P
5 P
Opening moves
The following table shows the combination of moves on the first turn
played by all players (overall, and by player strength) and their
winning rates.
2 P
*Note: 'Place' includes main Place action and those triggered by other effects.
3 P
*Note: 'Place' includes main Place action and those triggered by other effects.
4 P
*Note: 'Place' includes main Place action and those triggered by other effects.
5 P
*Note: 'Place' includes main Place action and those triggered by other effects.
Resources
This section analyses the progression of resources held by a player
over the course of a game, first for all players, then divided by player
strength.
By Player Strength
2 P
3 P
4 P
5 P
End Game
This section presents average statistics observed at the end of the
game, looking at conditions trigger the end of the game and other game
specific features tracked, as well as game duration.
Duration of the Game
Here we study the duration of the games, as measured in rounds. The
table below shows statistics on the number of rounds a game lasts,
calculated over all games played.
Player
min
P25
median
mean
sd
P75
max
IQR
2-Player Games
11
23
29
30.8
9.97
38
55
15
3-Player Games
10
17
21
21.4
5.51
25
36
8
4-Player Games
7
16
19
19.5
4.51
23
30
7
5-Player Games
7
15
18
18.3
4.75
21
30
6
The plot below shows the frequency of game duration in rounds over
all games played. The vertical dashed line shows the median of the
data.
The following table shows the percentage of times each game end
condition triggered in all games played, separate then by the skill of
the player. A game would count for one skill level (e.g. strong players)
if at least one of the players in the game is considered of that
skill.
Game End Trigger
Players
All Players
Strong
Medium
Weak
By reaching Prestige: 40
2-Player Games
81.21%
92.24%
70.44%
79.54%
By fully constructing the Tower
2-Player Games
18.79%
7.76%
29.56%
20.46%
By reaching Prestige: 40
3-Player Games
50.62%
47.34%
38.28%
46.72%
By fully constructing the Tower
3-Player Games
49.38%
52.66%
61.72%
53.28%
By reaching Prestige: 40
4-Player Games
27.99%
29.41%
16.83%
21.97%
By fully constructing the Tower
4-Player Games
72.01%
70.59%
83.17%
78.03%
By reaching Prestige: 40
5-Player Games
15.91%
13.64%
12.21%
13.67%
By fully constructing the Tower
5-Player Games
84.09%
86.36%
87.79%
86.33%
Tie-breaks
Here we observe the percentage of games resolved in tie breaks, split
according to all player skill match-ups:
Games determined by tie-break
Players
Number of Games
Percentage of Games
All Games
2-Player Games
140
1.84%
All Games
3-Player Games
160
1.42%
All Games
4-Player Games
138
0.79%
All Games
5-Player Games
26
0.22%
End condition: Prestige points
As more game end due to players reaching maximum Prestige, we analyse
the number of tower rooms built when the game end is triggered due to
Prestige limit:
Number of tower rooms built
All Players
Strong
Medium
Weak
2-Player Games
4.57 ± 1.15
4.54 ± 1.17
4.79 ± 1.06
4.69 ± 1.05
3-Player Games
5.09 ± 1.00
5.70 ± 0.56
5.34 ± 0.85
4.87 ± 1.08
4-Player Games
5.41 ± 0.82
5.33 ± 0.90
5.42 ± 0.72
5.22 ± 0.89
5-Player Games
5.45 ± 0.82
5.67 ± 0.58
5.56 ± 0.63
5.00 ± 1.06
End condition: Tower Rooms Built
In contrast, we extract data on the average Prestige players earn
when the game end is triggered due to building all Tower Rooms. We list
maximum value observed, leading player Prestige (player that is wining
at the time), average Prestige (for both players), losing player
Prestige (player that is losing at the time) and minimum value
observed.
Players
Maximum
Leading Player
Average
Last Player
Minimum
2-Player Games
39
34.46 ± 3.43
30.70 ± 3.55
26.95 ± 5.45
8
3-Player Games
39
31.57 ± 4.69
24.80 ± 3.77
17.63 ± 5.65
0
4-Player Games
39
29.24 ± 5.36
21.11 ± 3.70
12.97 ± 4.76
0
5-Player Games
39
26.76 ± 5.71
17.94 ± 3.50
9.83 ± 4.12
0
Score Difference to Winner
Here we examine the ending scores for the players, and the difference
between the winner and the second player in ranking. The following table
shows the different of scores at the end of the game for all games
played, indicating the minimum, mean, median and maximum difference
observed.
Players
Games
Min
Mean
Median
Max
2-Player Games
7577
0
17.33 ± 11.88
16
63
3-Player Games
7477
0
12.44 ± 10.53
10
63
4-Player Games
8729
0
9.74 ± 9.58
6
53
5-Player Games
4669
0
7.78 ± 8.23
5
49
The figure below shows the same data as the distribution of all point
differences observed across all games, with the specific point
difference observed on the horizontal axis, and the number of times that
point difference occurred on the vertical axis. The dashed line
indicates the median of the data.
Completed and Reserved Missions
The table below shows statistics at the end of the game for the
number of Missions completed and reserved by one player in the game,
split according to the skill of the player (strong, medium or weak). The
‘Total’ column indicates the average number of Missions completed or
reserved, respectably, by all players during the game.