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- 15096Magic: The Gathering
- 042Fluxx
- 32777 Wonders
- 2047Sentinels of the Multiverse
- 6000Caylus
- 529LOTR: The Fellowship of the Ring Deck-Building Game
- 3617Love Letter
- 2516Dominion
- 137Android: Netrunner
- 041DC Comics: Deck-Building Game
- (updated once every hour)
- (134) Dominion
- (115) 7 Wonders
- (92) Pandemic
- (90) Carcassonne
- (89) The Settlers of Catan
- (83) Ticket to Ride
- (73) Arkham Horror
- (70) Munchkin
- (65) Small World
- (64) Agricola
- (# of user reviews, updated every 12 hours)
- 1650 Caylus
- 545 7 Wonders
- 437 Sentinels of the Multiverse
- 210 Kingdom Builder
- 187 Ascension: Chronicle of the Godslayer
- 181 The Settlers of Catan
- 180 Through the Ages
- 177 Magic: The Gathering
- 162 Carcassonne
- 155 Dominion
- (# of hearts given, updated every hour)
- 419 Magic: The Gathering
- 347 7 Wonders
- 244 Sentinels of the Multiverse
- 180 Fluxx
- 176 DC Comics: Deck-Building Game
- 174 Mice and Mystics
- 161 Poison
- 135 Arkham Horror
- 133 Android: Netrunner
- 129 Dominion
- (# of times played, updated every 12 hours)
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Sure, you win a lot. But, if you move the Waters Rise meter too high, there just isn’t enough time. So, start with the Meter at Legendary or higher, but with one simple change: allow for TRADING cards instead of simply giving them. I.E. you give one, and receive one card to another player on the same tile. We played with the Messenger still only being able to GIVE on their turn.
Trading hasn’t been used enough to make a huge difference, but it lets you start out at a higher difficulty, but I think skew it back just enough.
Hang onto the sandbag cards to use for protecting Fool’s landing as well as any remaining temples you need to travel to for the treasure. Use them wisely!
Helicopter lift is a key card to your strategy in winning the game. You can’t win the game without it of course! However, in the early stages of the game, it is not as critical to hold onto it for very long. One reason is that you need to maximize your hand for matching treasure cards. Of course, don’t just use it right away. In the early stages of the game, use it to move someone with the right set of treasure cards onto the temple they need to collect the treasure.
As the game draws to an end, be more careful how you use it. There are only 3 of them in the deck. If you need to use it for something other than lifting your team off the island, make sure someone else has one too.
Should you save the special action cards (Helicopter Lift and Sand Bags) or use them up quickly? Most new players seem to want to save these until the last possible moment but I have seen many games end horribly with people still holding onto their special cards. Don’t throw them away randomly, but if you achieve something by using them, use them. You will get more. The other players will get more. Unless you are a couple of turns away from winning the game, a Helicopter card just sitting on the table is hurting you far more than helping you by taking up a card spot that could be used for a treasure.
Don’t waste time saving the edges of the map unless you absolutely need them to travel to a needed treasure or the helipad. Pick and choose which pieces to rescue and let the rest sink off into the ocean.
This can also be applied to treasure pieces you have already acquired.
This game is a blast, and I’m NOT calling it easy. If you do find your self on a winning streak and want to beef it up a little add one rule:
Protect your starting position. If you lose the gate you start at, you lose.
I normally win the majority of the games I play when I do two player mode, so this rule helps.
Coop games are my favorite games, but among my group of friends, we often have one or two particularly loud, strategy-oriented people who want to play. This often leads the less Chess-like minds or less loud people sitting there taking orders on their turns.
“Go here, do this, I’ll do that later, you give me this card, I’ll give her that card, and we will win!”
We have a few house rule options/ideas we play around with to get around this problem
1. We forbid those people from talking about the game at all. This often turns surprisingly fun, even if it’s just because the quieter people get to tell the loud people what to do (role reversal!)
2. No game chat. One of my favorite parts of cooperative games is discussing what we want to do. But, oddly enough, it’s surprisingly fun (and incredibly difficult) to let everyone analyze the board on their own, and make their own decisions. You play cards face up on the table, so people can decide to run and give you a card if they think you need it, but no discussion of the state of the game, or strategy, at least not until after. (Minor option: If two people are on the same square, let them discuss.)
When playing with only 2 players, you may find it overly difficult to beat the island. If so, try allowing yourselves 4 action moves rather than the standard 3. The game will be just as enjoyable, but you’ll feel like you have more sway over the outcome, and that you’re winning due to skill and strategy rather than luck.
Give priority to unflooding tiles on the inside of the map, while letting tiles on the outside flood if you can’t shore them up or are short on sandbags. ALWAYS ensure that the path to Fool’s Landing is clear, or that you’ve abilities that will allow everyone to get home safely.
This game can be quite intimidating for some players, especially new players with the “everyone wins or everyone loses” approach. The waters come in fast and if everyone dies their first couple of tries, they might get unjustly discouraged.
If you need or want to lower the game down to easy mode, only draw the flood cards on every other turn or every third turn. This makes the water come in at a much much slower rate. Now this also makes the game much much easier, but sometimes that might be beneficial for a newer or younger player. This allows them to get the idea of the game down well and work up from there.