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Tips & Strategies (3)
Tips & Strategies (3)
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- 00Sword & Sorcery
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The hand drafting and bidding stage at the start of the game is excellent for experienced players, and can be a very strategic part of the game, but it slows the game down unnecessarily right at the beginning when trying to teach new players. Just draw hands instead and let the cards fall where they may.
One of the strongest ways to advance in this game is to control the right coteries at the right time. The Church and Commerce coteries are highly desirable, since they allow you to spread your influence faster, and sometimes in targeted ways. Control of the Culture coterie lets you accumulate VP quietly without needing to complete petitions. The Senate can be a winning late-game grab, if you can hold it. The Military are frequently overlooked, but their ability to get extra mileage out of certain Power cards is one of the best coterie abilities in the game — having the ability to switch multiple influence markers, for example, can both ruin your opponents’ plans and allow you to set up to complete your petition much sooner.
Be aware that holding a coterie involves leaving influence on the board which you may not be actively using to complete petitions. Don’t spread yourself too thin — you still need to pursue a winning condition, after all.
I’ve played two games and this seems to be the running theme. As juicy as the Minister seems, being able to place three influence each turn helps you dominate. Even if this is just to keep the Culture Coterie. Once you have 2 influence on both the Cardinal and Bishop you are set. It will take all of the other players to cancel you out. Score using one of the courtiers if need, but only if you have three influence on the other, or two influence if the courtier is not filled up with cubes.