The most common mistake of beginners in the Battlegrounds is a wrong start. Learn about the universal strategy of 1-5 moves for most of the heroes of the mode, which will improve your percentage of wins.
Battlegrounds are available to all for a few days, and so far not everyone knows how to play correctly in this mode. This is especially true for 1-5 moves – there is a universal strategy for this interval, which is suitable for almost all heroes and situations. From this guide you will learn what to do on the battlefields at the beginning of the game.
The rules below do not work for A.F.Ka and the Bartender, as well as in rare cases (about 5% of the games) and for other heroes and situations.
1 move (3 gold)
Always buy the creature. A couple of the best – Murloc-wave and Stray Cat. If you see them, take in 100% of cases, regardless of your hero and the plan for the game. Even if you already know that you will play mechanisms or demons, do not take them now: it is important to buy a Murloc-wave or a stray cat. If they do not come, take the strongest creature or the creature around which you will build a strategy in the future.
2 move (4 gold)
Improve the tavern level. If you didn’t buy a Murlock-wave or a Stray Cat at 1 turn, but they’re here now, freeze the table.
3 move (5 gold)
It’s important to buy two creatures in this move, which will require six gold pieces. Sell the tokens called Murlock-wave or Stray Cat. If they only came to this move (or you froze them earlier), first buy this creature, then sell its token and buy another creature.
4 move (6 gold)
Buy two creatures. By this time, plan the main strategy and choose the creatures depending on the hero and plans for the game.
If by this time you collect triplets, think about whether it is worth it now. The next move you will improve the level of the tavern to the third, and if you play the golden creature after, you can dig up the threat of 4 levels, not 3
5 move (7 gold)
Upgrade your tavern to level 3 and buy a creature. Play the resulting triplets better after improving the tavern.
By the 6th move and the 8th move of gold, the game becomes much more variable: there are no clear actions and rules, everything depends on the situation, the hero and the creatures on the table.
Pay attention to the general rules of 1-5 moves:
Do not play the hero’s power, they are too slow and not tempo. The exception is the free hero’s powers.
Do not update creatures on the table, even if you are offered something bad
Choose creatures, even if they don’t fit into your plan for the game, and you know it exactly. In the beginning you can choose any type of threat, any way you will sell them later.
Murloc-wave and Stray Cat are so strong that you can freeze them even from the start if you find a few copies