God Favor selection: (1) Thor's Strike, (2) Freyr's Gift, (3) Skuld's Claim
Winning Orlog consistently is all about controlling your opponent's tokens. Without their tokens, they cannot bullshit you with their incredibly convenient and suspicious RNG that always seems to work in their favor. Using the below method allowed me to stop losing game after game and suddenly start winning. I never lost another game except for one where I made a mistake and the opponent got outstanding RNG to win.
Don't worry about any of the little damage or blocking that occurs from your selection of golds, the game is won by God Favors. Always select steals regardless of gold or not; beyond steals, select all golds. If the opponent is low health (2-3 hp), ignore golds and select all axes / bows to push for damage, unless you are close to getting Thor's Strike to combine golds with a final push for damage for game.
Use Freyr's Gift and Skuld's Claim to keep enemy tokens low. When enemy tokens are low, use Thor's Strike for damage, but only at (3) 12 tokens / 8 damage, unless pushing for a finishing move. Using Thor's Strike at less than level 3 (12/8dmg) is an inefficient expenditure of tokens, as more tokens = more damage, scaled up. Freyr's Gift and Skuld's Claim can be comfortably used at the first level, as they generate much more value for less tokens.
Always count your golds vs. their golds to predict how many golds both players will end up with. This is relevant for seeing how much you can steal with Freyr's Gift but is not relevant when counting how many tokens you will destroy with Skuld's Claim, as Skuld's Claim happens before the resolution phase and destroys tokens before the enemy gains them for the turn (it only destroys the tokens the opponent has before they gain them).
Default God Favor
4 tokens: 2 damage
8 tokens: 5 damage
12 tokens: 8 damage (best value)
Use when your tokens are high and enemy tokens are low for a basic damage push.
Found in Lunden
Add to the total of whichever die face is majority. Tie breaker = leftmost die face.
4 tokens: +2 dice face (best use)
6 tokens: +3 dice face
8 tokens: +4 dice face
Explanation: You roll 3 steals, 2 arrows, 1 shield. Use 4 tokens to generate an additional 2 steals. 4/2 is the best use, but not the best value. 4/2 is the best use because 6/3 is simply overkill and will likely generate too many steals.
Use only in conjunction with steals to generate high tokens and heavily diminish enemy tokens.
Found in Colcestre, Essexe
4 tokens: -2 enemy tokens per arrow (best use)
6 tokens: -3 enemy tokens per arrow
8 tokens: -4 enemy tokens per arrow
Explanation: Unlike other God Favors, Skuld's Claim happens before the resolution phase and destroys tokens before the enemy gains them for the turn. This means you can only destroy tokens you currently see, not the ones the enemy will have. 4/2 is the best use because if you happen across an opening roll if 2 gold arrows, 1 regular arrow, and 3 of anything else, you can use 4 tokens to destroy 6 enemy tokens (3 arrows). The important thing about Skuld's Claim is that since it happens before the resolution phase, it can prevent an enemy God Favor from resolving since their resources are destroyed before they can use them.
Use to destroy enemy token reserve to prevent them from gaining anything they can use.
Just focus on steals and building your own tokens, so select only steals and golds. Don't worry about any of the little damage or blocking that occurs from your selection of golds, the game is won by God Favors. If you roll a lot of steals, count how many tokens the enemy will have and use Freyr's Plenty. If you roll a lot of arrows, count the current enemy tokens and see if it is worth destroying with Skuld's Claim. In a nominal situation where your tokens are high and enemy tokens are low, use Thor's Strike at the 12/8 level as a basic form of damage to push the game forward. To finish off a weakened opponent, focus on pure damage by rolling for axes and arrows, and maybe a gold or steal if needed to build up to Thor's Strike at the (inefficient) 4/2 use.
Using the above method allowed me to stop losing game after game and suddenly start winning. I never lost another game except for one where I made a mistake and the opponent got outstanding RNG to win.
- A few Orlog (Dice Game) beginner tips [NO SPOILERS]
- Do we count all 20 Orlog Tokens as canon Isu? Also a theory on one we’ve seen [minor Valhalla SPOILERS]
- Specific heirloom weapon idea that I’m trying to balance
More about Assassin's CreedPost: "The Autowin Setup in Orlog (God Favors)" specifically for the game Assassin's Creed. Other useful information about this game:
- The Georgian Golden Age’s Potential as a Setting
- Noob Questions and opinions after getting to Athens for the first time.
- Assassin’s Creed 2: secret codes found in glyphs
- Assassin’s Creed III would have worked better as a linear game. [SPOILERS from a 9 years old game… God I feel old]
- New setting regarding rumours about future games and the AC writer comments on a setting in Brazil and Conquistadors.
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