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Tips and Strategies

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If you can't go you miss your turn. If no one can make a move the winner are the players who burned the most opponent's stones.

TIPS AND STRATEGIES

The Middle Game

There are three types of opening plays in Shout Seven. First we will discuss the most common opening, the one most popular with new players who've yet to grasp the nuances of Shout Seven. The Middle game. 

Most all other line up games say you must start in the middle, whereas in Shout Seven you can start anywhere on the board, so don't be surprised if an inexperienced player starts with this opening gambit. With one stone on the middle hexagon and another adjacent, you have a wide range of attack. However, the next player will shove your stones out of the way in order to lay theirs. This will result in a battle between equal players to establish groups of stones whilst ignoring the aim of the game, which is to get a row of seven stones. A lesser player may go for a quick win, but a more seasoned veteran should be able to block another's ambition to slowly build up what might be considered an undefendable position. 

Now, taking what's been said and turning it on its head, a Middle game is also limiting. With the build up of a group of stones that player is leaving themselves open to multiple attacks from all directions, putting all their eggs in one basket, if you will. There comes a time when you must commit, or at least pretend to. And therein lies the key to the game: misdirection. In Shout Seven there is no place to hide, no chance of a lucky throw or turn of card, you alone are responsible for the situation that you're in whether good or bad

So, to summarise. The Middle game is a good place to start as you learn the depths of the  game but continuing to use this gambit may betray your inexperience. Keep them on their toes! Mix up your openings, toss in a few red herrings, do the occasional move that'll get them thinking what you're up to. Next we will talk about the Boarder game, the one that throws most people off and as Mr Miyagi said

"If do right, no can defense.""

The Best Strategy Game

The Boarder Game

And so, the famous Boarder opening. One thing for sure, before we even touch upon how to respond to opening plays, we will approach the Boarder game, a play that's sure to throw off the beginner, big time, and gives a 'call to arms' to more experienced play and a dare to all of those in between. It's the initial placing that'll scare the bejesus out of most newbies, that's if they ain't bluffing and feigning a weakness which ain't actually there. We will talk about 'faking it' in a further post. 

So what exactly is the Boarder game? The true Boarder game opening gambit is placing both of your initial stones along the edges of the board. Yet, as with each opening in Shout Seven, there are variations, and all are equal, though some are more equal than others, the knowledge of which only comes with experience but to find the sweet spot you'll need the knowledge of nuances that comes with experience. 

Ok, you have made your opening play, your opponent's made theirs; you can only push them away whilst they can shove you into the pits and out if play. But think on this: will they dare when, in return you could push them back to lay your two unmovable stones? If's, what's and maybes, is it too early to tell? That could drive you nuts, attempting to second guess your challenger! Don't get ahead of yourself, you must assess the situation after each turn. 

The Boarder game, like any other has its faults and failings yet also it's strengths. You really do must keep playing and trying new ideas to find your style, to then change it if you want to "Rise to Royalty". 

As before it's best to approach the Boarder game with the same attitude as the Middle game, it's positives and it's negatives, but it does make Shout Seven stand out and those new to the game will certainly be challenged, to put it politely, yet there is something strangely satisfying in a Boarder win, like a checkmark in fools chess. It's difficult, don't get me wrong, it is. It's an easy win though as you establish your intention, the opponents contesting the victory, be they experienced, a novice, or anything in-between will eventually see what you're up to, but can they do anything about it? Not a lot if you've done it right, even if easier said than done.

And so onto the third opening, the Hinter Game, a mix of the two, the best to respond to, the worst to lose to, though with a determined personality all it's own. It keeps your schemes close to your chest. 

Medieval knights in armor and helmets with swords and axes on battle field, great combat. Armored ancient warriors

TIPS AND STRATEGIES

The Hinter Game

Not committing yourself to the standard Middle opening dare, nor stating your intentions with the Boarder gambit, the Hinter game is initiated in the In-between, which in turn gives further opportunities than both other opening risks, yet doesn't fully establish your sneaky plans quite so immediately. But is that such a bad thing?

In the Hinter game it could be said that the impetus is put on the shoulders of the opponent. In other words, the Hinter game is an open challenge to them to show their hand, for them to commit or bluff, Though nothing is ever that simple in Shout Seven and this what makes it a modern classic. Actually unearthed in the grounds of Camelot and the father of such games as these, but those darn historians with their trowels and tweed jackets! Oh, don't get me started! Anyhoo, The Hinter Game: Lay your stones, giving nothing away, wait to see how the other players reply, then attack upon what they've done, either send them into the middle or out to the boarder, it's up to you. You haven't given anything away and remain in control.

If the Middle game are the swings and the Boarder game are the roundabouts, then the Hinter game is the climbing frame! So try it out. Nothing beats experience. So what can be said when playing this opening? The Middle game is the most common, the Boarder game the most risky.

The Hinter game is the unholy alliance between the two, the uncle you don't talk about yet it wins many battles of wits. What are you up to? What have you got ticking away in that crafty mind of yours? And this leads nicely Into how to respond to either of the three openings, how to lay your stones.

Next we will discuss secondary turns, for example, if you start with a Boarder Game you might get pushed of into the pits straight away! But don't worry, in Shout Seven you can have no stones on the board but still be in play

Isolated in dark background antique knight armor with helmet on fur with axe.

The Best Strategy Game

The Pits Game

Talking about pits, there's The Pits Game. This is not the defeatist play as it seems as playing this dare will, paradoxically, give other players a chance to win. How? How for you and how for them? For you, let's explore: if you think the game is heading to a stalemate you can start shoving opponent's stones into pits, but be careful, they might suspect your ploy, yet whilst doing it you are not paying attention to your chance to win, if it's there, But is it?

Double talk. Good old misdirection. That's The Pit Game; a gambit that could come back and bite you in the backside! So be careful when you begin that campaign! And your reward? If a game does come to stalemate the player with the most burned stone wins. As simple as that? Oh no, you don't know Shout Seven one bit, you fool. For them? Do you care? You blooming well should or you'll be blindsided.

And I think I'm going to leave it at that. It's a risk which distracts, a gambit to give you the sought after victory. So ok, let's take a different tract - you suspect an opponent of initiating a Pit Game, what are you going to do about it? As the mechanic of Shout Seven is shoving opponents' stones out of the way to lay your own stones into their places the answer is naff all. Sorry about that, this ain't those games that devolved from the this?

But now's not the time for proving a point, it's about approving your chances of winning. Therein I quote...nah, you go look up that yourself. The Pits Game. How big are your 'commitments'?

The Best Strategy Game

The Power Of Two

So you think you've got a clue? That's the trouble with learning a new game, you think no ones seen that trick before! So forget about reply plays, pay no heed to any mad idea you've had, it's all been thought of before? To progress in this game you need to think so far outside to box the box ain't nothing but a shadow on the horizon! This is a game for those that can visualize beyond where angels fear to tread! And it's all tied right up with The Power Of Two. To say it's an original mechanic would be unfair to it's history to those not versed in game chronicles, but I won't hold that against you. It's The Power Of Two. A move that that separates the men from the boys, restricts the obvious and demands a more intensive play

No, I'm not going to verge into reply plays - you gotta learn that and nothing I can pronounce can learn you that. Suck it up! Bury your head in the sand and wish it never happened, yet it did! There ain't dice to save you here, child.

The Power Of Two. It gives what it gets, it does what it says in the tin. Oh, how I wish I could I put into words you may comprehensive. It's The Power Of Two - the brand new, the original and that's all I have to say about that. That's my unadulterated prose on tips and strategies. You got the guts for the glory? See you on the battlefield

Professor

Knight with sword in battlefield with dark clouds on background.

Game developed in partnership with DotC Studios,

https://www.dotcstudios.com,