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Tips & Strategies (6)
Tips & Strategies (6)
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Add hidden information to the game to bring more dynamic trading.
Each player will need a shield to place there discovered elements behind. Players do not reveal what they have till they propose a trade, place an element or during clean-up when elements must be placed on the bench.
Make sure you select compounds to work on that give you the proper lab level-ups that you need. Don’t just pick one based on what elements you have in-hand right now. This is especially important later in the game, because you can force an early end to the game by completing 3/4 of your lab levels instead of the score stop.
On your first turn or two try to complete a water compound that will add to your discovery. The extra element will give you a lot more options as the game progresses.
This stemmed from our original misinterpretation of the rules and has since resurfaced as an occasional (cutthroat) house rule:
The last person in a given round may choose to steal a claimed compound that is missing only a single element if they have the appropriate element. They can play only that single element, forfeiting their remaining allowed element placements for that round, and the player currently claiming that element can attempt to bribe or trade to stop the thief.
During the Lab phase, pass the key counterclockwise so that the player that was last this turn is first next turn.
All other play order continues clockwise as the rules state.
For a slightly longer game, we’ve found that 70 rather than 50 for the score end is a good number. It doesn’t always make it that far, due to the 3/4 complete lab levels rule, which we do keep.