Voltorb Flip is a game that you can play in Pokémon in order to win coins, which you can exchange for items and pokémon. It is a bet on of luck, but with a fiddling act of scheme you can reduce the guess and increase the gamble that you will win the game. The more coin collect you do, the better prizes you can get in the game .
How to Play
You are given an empty grid of 25 squares. The grid hides Voltorbs and number cards. To the good and below the grid are boxes that show you how many Voltorbs there are hidden in that row or column, ampere well as the sum that the number cards add up to in that row or column .
Flipping a total card gives you coins. If you have 0 coins, then flipping a count tease gives you that many coins. thereafter, flipping a count card will multiply your coin sum by that number .
Your goal is to find all of the cards in the grid that say 2 or 3. Since the cards only multiply your stream coin full, finding a 1 never has any impression on the number of coins that you have. The 1 cards barely allow you to stay in the game.
Advertisement · Continue Reading Below If you flip a voltorb, you lose all of the coins that you accumulated in the current game ( although you keep all the coins that you won in previous games. ) additionally, if you flipped fewer number cards than the level count of your current game, you drop down to that number level. In other words, if you are on flush 5, for exemplar, and you only flip two count cards before flipping a voltorb, you drop polish to level 2 .
Step 0: Flip all the cards where there are no voltorbs
sometimes you get a grid where a row or column has 0 voltorbs. You should flip all of the cards in that row or column, because you know that they are condom. This will besides help ensure that even if you do flip a voltorb, you might have flipped adequate cards not to drop down to a lower level .
Step 1: Mark the 1s
To get a good scheme for winning Voltorb Flip, one of the crucial things to keep in beware is the fact that you only need to find the two and threes. You never need to find any of the ones. What this means is, if you can tell from the current department of state of the grid that a square, row, or column, can lone have either voltorbs or ones, but not any cards with higher numbers, you can choose Open Memo and mark those squares with a voltorb and a 1. then you can safely leave those squares alone.
look for rows and columns whose voltorb + count entire is equal to five. This means that the entire course or column can be marked with a voltorb and a 1, because there ca n’t be any higher numbers in there. For example, if there are four voltorbs in a row, and the number sum for that course is 1, you can mark that entire quarrel with voltorbs and 1s, because there ca n’t be any two or threes there. similarly, if a column has two voltorbs, and the issue total is three, you besides know that there ca n’t be any two or threes in that column, and can mark the column with voltorbs and 1s .
Step 2: Use logic to narrow things down
once you have flipped all the cards in 0 voltorb rows or column, and once you have marked all of the rows and columns that are decidedly going to either be a 1 or a voltorb, the game gets bad, but you might be able to use logic to safely flip or mark more squares. The squares that you have n’t marked yet are the ones that MIGHT have a 2 or a 3. But there ‘s besides a chance that there is a 1 or a voltorb in those unmarked squares .
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To use logic to narrow things down, here is what you do :
- Make note of what the number total is for the row or column that you are looking at.
- Figure out in your head what combinations of numbers would be needed in order to add up to that
- If you realize that the unmarked squares would all have to be either a two or a three in order to
add up to the total, you can safely flip them all.
- If the unmarked squares could possibly be a one, then use the Memo feature to mark those squares with all of the possible
numbers that could be hidden there.
- After marking the rows and columns, go back and look over them again. If you marked a square with voltorb, two, and three,
for example, you might realize, looking at the way that you marked other squares, that a three in that square would make the total
too high, so you can remove that from the notes on that square.
Step 3: Decide whether to take a chance or play it safe
If you have marked all of the 1s and you have flipped over any cards that you can safely flip using logic, then the game becomes entirely based on fortune. If you wish, you can try to flip over a tease at random and hope that it is n’t a voltorb. If you do this, try to flip over a calling card in a rowing or column that has a moo number of voltorbs in it, along with a high number sum for that quarrel. But it might be better to good quit the bet on and take the coins that you earned so far. This is what I would recommend if you have already flipped over adequate cards to not drop down any levels, or if you will merely drop down one tied. This way, you will still earn some coins, and you can try this level again subsequently .
It might even be a good theme to flip over any 1s that you are reasonably sure about, because this will increase your flick batting order count, giving you a better chance of staying at the current degree if you flip a voltorb late. It even reduces doubt in the grid, and might even be enough to help you figure out the localization of more two and threes .