Theory

Theory

Mazes follow these two principles:

1) They split up raiders as much as possible (preferably into smaller, more manageable groups)

and

2) They take advantage of these groups and the 10 minutes between clan maze repops.

REMEMBER! RAIDING IS DESIGNED TO SUCCEED SO DO NOT EXPECT TO CREATE A MAZE THAT WILL NEVER BE BREACHED. RATHER, CREATE A MAZE THAT FORCES RAIDERS TO WASTE AS MUCH TIME AS POSSIBLE.

Total Defense: From a clan’s side, the following are important contributions to a strong defense: Members who can defend, money run, and contribute ideas.

The following factors influence a raid more directly (note, they are not in order of importance):

 -> 1) Clan location  
 -> 2) Any element of surprise  
 -> 3) Number and skill of raiders 
 -> 4) The number and skill of defenders 
 -> 5) Presence of any spies.  
 -> 6) Ease of killing the guards  
 -> 7) Ease of navigating the maze/clan defense   
 -> 8) Path(s) to the shop(s)  
 -> 9) Value of the raided equipment  

Types of Mazes: All mazes are mathematical in nature. They rely on the probability of raiders finding the correct exit/path, and then re-discovering that path on subsequent runs and repops of the maze. A maze should never rely solely on the number of defenders to make it difficult. Rather, a maze should be designed as a tool that defenders can use to maximize difficulty for raiders.

In addition, there are many parts of a maze that depends more on current raiding practices than statistics. Examples include key placements, guard distributions, and the structure of random rooms. Mazes can also be broken into two broad categories based on hunting (huntable, non-huntable) and the number of loops (high-loop mazes, low-loop mazes).