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Tips & Strategies (7)
Tips & Strategies (7)
Add your own Tip, Strategy, or House Rule
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- 01Roll for the Galaxy
- 01Clank! Legacy: Acquisitions Incorporated
- 00Spirit Island: Branch And Claw
- 00Through the Ages: A New Story of Civilization
- 00Twilight Imperium (4th Ed.)
- 00Thunderstone Quest
- 00Tainted Grail: The Fall of Avalon
- 00Nemesis
- 00Arkham Horror: The Card Game
- 00Sword & Sorcery
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- (152) 7 Wonders
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- (120) Carcassonne
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- (97) Small World
- (96) Munchkin
- (92) Arkham Horror
- (91) Forbidden Island
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This expansion adds a lot of new wrinkles to Carcassonne and really lets good players rack up some serious points, but if it’s your first time playing this expansion, only include this expansion.
Because there’s so much more nuance to Traders & Builders than the base game alone, having other expansions in the mix is only going to frustrate the players learning this one for the first time while the experienced players get a boring, runaway victory.
Stick to just the base game and this when you’re trying to learn how it changes the game and you’ll be much better off in the long run.
Complete cities with goods, even if you have no claim to the city. You’ll get the goods for the city. It’s best to do this before the city gets too large because a) it could give another player more points than you want and b) it may get too complex to complete.
The bonuses for having the most goods at the end might not be worth the hassle if you’re playing with a lot of the expansions.
* We seldom use the Pig, house-ruling him out.
* We always use the Builder, one of the best Carc exp rules!
* We’ll vote on using Trade goods or not. If we’re all experienced, we vote it in (we like the incentive to finish other players’ things, as someone else mentioned earlier)! If we are teaching many new players, we leave it out (unnecessary complicated layers to the basic rules).
The builder is great. he lets you make two turns in a row if only the first turn adds a tile to the structure he is standing on. But if he gets stuck on a structure you can not develop you are doomed. Well, at least if other players’ builders aren’t stuck.
So before you place the builder somewhere think if it’s (relatively) easy to add new tiles there. If so: OK, the worst that can happen is premature finishing the structure by your opponents to let your builder go back… But it’s you who get points! But if you think it’s hard to find proper tiles – don’t place your builder there!
Oh, and look where the other builders are! If you can place your tile so it narrows the possibilities of development there – do it; it may be your winning move.
Some people love using the pig, but we don’t tend to farm that much. We use the pig on the scoring track, giving each player another meeple for play.
If you’re playing the 3 tile house rule (you have a hand of 3 tiles and choose one to play on your turn) this makes your builder much more powerful than when drawing tiles at random. Make sure that if you’re using this rule and get an extra turn thanks to the builder that you have to play your next tile from your two remaining tiles, then draw an extra two tiles when play moves to the next player.
When a player has a builder on a road or city, help that player end that feature right away. You don’t want them taking a bunch of extra turns, right?