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Tips & Strategies (14)
Tips & Strategies (14)
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Excavate tiles in a close pattern so that you don’t have to cross long distances or across buried tiles to get back to un-excavated areas. It is a little less exciting than going searching for a lucky find, but you are more likely to survive.
Keep the party close together except when recovering a piece of the ship or uncovering a lone tile. This way you can share water at an oasis and jet pack together.
The climber role says “Move to blocked tiles. You may take 1 other player with you when you.”
When we first played, this low water holding role card wasn’t our favorite, but it was because we didn’t often use the second part of his ability “Take 1 other player with you.”
Once we started using the Climber as a chauffeur to whisk other people around the board, ignoring blocked tiles – it was game on. When you combine this with the Navigator’s ability to move the climber 3 tiles for 1 action this duo becomes an excavating powerhouse. Combine him with the Archeologist “2 sand for 1 action” and clean up the board with ease.
Don’t overlook him just because he can only hold 3 water and not using that second ability to take someone with him is a waste of future actions.
Every player needs to watch their water level closely. Make sure new players to the game understand that alerting other players to their water level is important.
When I play with my children we will fill our canteens up completely whenever we excavate a well. This adds just enough breathing room for them to explore farther without having to continually try and return to a tunnel at the end of each turn.
Trying to time when to discover the wells and refill your water has been key to survival in our games. First the binoculars are helpful equipment that let’s you hopefully discover the mirage and which 2 sources will have water. We try to time our meetup to refill our water when someone has 2 or 1 water left, watch out for Sun Beats Down though to spoil your plan.
If you find that your young kids are frustrated when they lose due to dehydration, what we did is let our 8 y/o daughter chose to play the water canteen role and refill our water supply as necessary while we explore and collect pieces. She seems content with keeping us alive and we almost never lose to dehydration when that role is in play.
The Navigator role reads “Move another player up to 3 unblocked tiles per action”
When we first played with the Navigator we misread this as “move another player up to 3 unblocked tiles per turn” – this says I can use 3 of 4 actions to move one player 3 tiles… A somewhat useless role that we’d often groan about when drawn.
What the card actually says is awesome – One action = another player moving 3 tiles. Once we understood this and drew the Navigator we were able to use him to shuttle people around the board with ease. So the Navigator no longer moves much but frees up everyone else to remove sand or excavate with their 4 actions.
Also when combined with the Climber role this 2 person team can do big things in your game. See my tip on Climber to understand how awesome that role is.
Reduce one sun beats down for 4 and 5 player game and then you may win the game otherwise the more player in game the more sun beats down you will encounter before your turn and it is not fair. Imagine if more people enter a desert, time goes faster for them and it is not fair. Any way the game after reducing that card, is still challenging enough.
Once you’ve excavated both the tunnel tiles do your best to keep them clear! Not only are they protection from the “Sun beats down” but they allow you to move from one to the other which is extremely helpful when the sand begins to pile up.
In the begin, the eye does not move much, and keeping away from the lines/colums where the eye is can save you from becoming disconnected from a tunnel and die of dehydration.
If you draw the time +2 card use it asap. It only becomes harder and now it costs less excavating.
Use the jet cards as late as possible. We once had to use 2 jet packs in 1 turn to save someone who was completely imprisoned in sand (needless to say we lost), but the jetpacks are for that last spurt to the ship in the end. Also remember that if you give the climber the jet pack, he can teleport 2 other people. If another role uses the jetpack, he can transport 1 other with him, if that him is the climber the climber always has his ability “on”, so again 3 people move together.
When we used jetpacks early, we always lost.
When we play with the kids we use a house rule for the water bearer to make it a little easier for them.
HOUSE RULE: The water bearer can visit an oasis as many times as they need to. This way they can focus more on exploring and not have to worry so much about water. It does make the game easier and I wouldn’t recommend doing this unless you’re playing with young kids.
The Meteorologist is potentially extremely powerful, life- and game-saving.
However, his/her strength shines most on bigger games (and/or higher difficulty). If you’re playing just 2 or 3 players, you can get away w/ not using the Meteorologist. But at 4 or 5, too many Storm cards are drawn to not take the Meteorologist, imo.