Tips nirds
Nirds Strategy Tips
Talk with one another. This is a cooperative game—you win or lose together. So plan your moves together to optimize dice rolls (via trading) and attacks (having all gnomes in mind not just your own).
Scientists are important. Scientists can not only allow you to change your dice so you can activate units, but they can also change bad attacks rolls for the better or help you avoid enemy armor. If nothing else, they can provide more cash to recruit new nirds.
Invest in level-2 nirds. They let you roll 2 or 3 dice per attack and have useful effects that you should use to your advantage. It might be a good idea to not activate all your attack nirds in a round to have enough coin to recruit a level-2 nird. Don’t overinvest in them though. Usually, you don’t need more than one or two per player.
Target weaknesses. That’s free damage! Sometimes it can be even wise to lower one’s roll with a Scientist to get that sweet bonus damage from a gnome’s weakness. That’s why you should always be aware of all gnomes present, not just your own. Help each other out and optimize your rolls!
Lives and nirds are resources. True, you cannot lose your last one of either, but you can lose some and still be fine. Sometimes it doesn’t make sense to focus on a particular gnome, especially when you are close to the boss fight and not guaranteed to defeat that gnome. Take the hit and move on.
Tactic cards are great. Keep an eye out for gnomes that deal out tactic cards when they are defeated—these are a great tool to help you finish off those pesky gnomes if you cannot on your own (e.g., due to bad rolls). Remember you can play them at any time, even on another player’s turn.
Watch out for thieves. Various gnomes can prevent one or even all of you from trading or recruiting. Take care of these gnomes as soon as possible. Especially, make sure a player with a lot of unused dice is not forced to pass because they cannot recruit. Make sure the proper person is start player so as many of you as possible can stay in the action phase for as long as possible. Remember you must pass if you cannot do anything on your action turn.
NIrd-fect, Herr Kollege!