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Tips & Strategies (6)
Tips & Strategies (6)
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- 00Thunderstone Quest
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The introduction of Mask cards makes for interesting science strategies. One thing about the base game is if you let someone take all the science, they can get mega points. However, most people tend to spread the science around, and this makes mask really great if you and your neighbors both pursue some science. They are more flexible, because you can choose the symbol you want it to be at the end of the game. Sometimes it can help bolster some points even if you’re not pursuing pure science, but your neighbor is going all science.
If your main strategy is to go military and you see your neighbors are peaceful, be sure to bury a dove card into a wonder stage, so one of your neighbor’s don’t get a chance to play it. Only let it slide if your neighbor’s neighbor is peaceful, so you can still get your points if the dove is played next to you.
One sometimes overlooked rule is about what to do when one player acquires two Diplomacy tokens in one era (e.g., via the Hagia Sophia of Byzantium wonder and the Consulate card) — whether both tokens must be discarded at the end of the era or just one. However, there is a clarification about it stating: “A player can take multiple Diplomacy tokens but must discard one during each Conflict resolution.”
Gold becomes crucial when playing with Cities. When the cards require you to pay the bank, you’ll have to take debt tokens if you don’t have enough gold. You can’t pay debt off, so you’ll just be stuck with it. If you think about it, debt costs 3-to-1 when scoring, so it really hurts.
You have an extra card each age, so think about cashing one in, if you have no real purpose for it.
The new Cities expansion plays very well with the Leaders expansion, but it also plays quite nicely without it. It’ll speed up play and reduce the number of cards and features you need to plan around.
As recommended in the Cities rulebook, you might want to try it that way the first few times you play.
Want more of a good thing? Try adding 8 black (Cities) cards to each level (instead of the 4 recommended) when playing with 4 players. Each round, you’ll deal 9 cards and play 8.
Yes, you could conceivably add 3 black cards when playing with 3 players, but that’s just crazy talk. I mean who’d actually want to play with 10 cards each age and…
Hrmmm… I’ll be back in a few hours. Until then, try the 9-card version.