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Tips & Strategies (16)
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This game is so good that I wanted to share it with all the family. But since they dont play games very often I made this night an happening, something different for them. This game has so much theme that it was easy to prepare something special.
I send them an invitation with their character sheet, profile and with the game overview and gameplay. They had to be dressed according to their character.
On my side, I was the game master, managing the villains, the events and the game flow but most importantly I was the one who was reading the danger/cliffhanger cards and make a cohesive story around the events.
So they only have to concentrate on the adventure with the Idiana Jones soundtrack playing background. Everyone had a blast including me. At the end of the night I was the winner since they wanted to play it again or other game of that kind.
When the artifact is Worth it, go on the adventure with another player in order to be able to choose which one is taking the test.
Also in a cooperative game, if there is a villain adventuring for the same artifact he will have to remove 2 search dice…less chance for him to steal the artifact right Under your nose
When you play cooperative, the mob sqad and the outposts can get the villain track up at each turn and becomming a real pain to stop.
I usually try to get rid of an outpost every time a new one gets in play so the vile organisation doesn’t get a extra fortune.
I also only leave the mob squad or an outpost in order to be able to steal an artifact ( almost always the highest one) or be able to reduce the villain track (1-2 or 3 step down).
If you are going to play this the first time, just play a quick game to 8 or 9, and none of the advanced rules. I played it as a demo (1.5 hours) and then with my buddies, while drinking (1 hour). Then we played a full game. Much more fun, once we understood all the ins and outs.
When you play solo its easy cut the corner and play the game as a serie of mechanics forgetting the most important part: you are playing an adventure.
Take the time to read the cards text and make a scenario for the events as you will do if you were playing in a group. Read the card aloud if you have to. Its so more fun.
My players and I have come up with a change when selling artifacts in major and minor cities.
Minor City:
-1 to fortune gained.
Major City:
no bonus for selling in a major city.
Minor & Major Cities:
Roll a d6 to determine how much you can actually sell the artifact for:
(1) -2 Fortune
(2) -1 Fortune
(3) no change
(4) no change
(5) +1 Fortune
(6) +2 Fortune
Normally after being KO’d, you must lose a mix of 1d6 items (Gear, Allies, Glory, and Fortune).
You can mix it up by rolling a d6 to see how many items you must discard. Then roll a number of d6’s equal to that single d6 roll and see what must be discarded:
(1) lose a Fortune
(2-3) lose a Gear or Ally
(4-6) lose a Glory
The game is not hard but there are a lot of little details that are easy to forget. I found a well made summary sheet. It just missing a few thing or two but it helps a lot and eliminate the need of the rulebook
http://www.headlesshollow.com/downloads/games/FortuneandGlory_v1.1.pdf
I would suggest to play this game co-op against a Vile Organization (Mafia or Nazi). You and your partner will have a great time racing around the world attempting to prevent the forces of evil from obtaining the precious artifacts that they so desperately want.
Playing this game co-op is also a good way to introduce the game to someone who is unfamiliar with it.
While playing this game co-op there will be moments where you will laugh at each other’s predicaments and other times where you will attempt to encourage them to succeed. The Vile Organization is ruthless and they wont stop pressuring you and your partner until they have achieved what it is they are after.
The game is won when either you and your partner or the Vile Organization have collected a certain amount of Fortune.
Good Luck!
My players and I like a bit of randomness when determining which organization we will face off against in a co-op game.
If you have the basic boxed set only, roll a d6. If you roll a 1, 3, or 5 then you are against the Mob, and a 2, 4, or 6 puts you against the N.A.Z.I.S.
If you have the Rise of the Crimson Hand expansion, roll a d6. If you roll a 1 or 4 you are against the Mob, a 2 or 5 you are against the N.A.Z.I.S. and a 3 or 6 puts you against the Crimson Hand.
This game gives you a wide range of choices on how to play: completely cooperative, completely competitive, competitive by teams. Then you have the option to give the villains more presence on the board and the history.
The success of the gaming sesion will greatly in line with the game mode selected. If you know your gaming partners on the sesion be sure, or just ask them about the way they will like to play.
Individual competition will be quicker to play, the cooperative and then competitive by teams. Adding the improved villains in any of this modes will make also the game longer.
Match the time and the mode your group would like to use and you will have a very funny time!
To make the game even more entertaining, try to tell the story of your characters, connecting all the events and making up the context: why did your character end up in a bar? how did your character find the ancient puzzle? etc. It is also fun to briefly summarize what happened before when you resume your adventure. It might slow down the game a little bit, but the players will get involved with each other’ characters. This is kind of what Wil Wheaton and company did when they played this game on tabletop and even though they messed up some of the rules, it was really fun to watch them play: https://www.youtube.com/watch?v=rQMuu_7jn2I
Once someone has enough Fortune, it is only a matter of time before they win the game, as there is no easy way for them to lose Fortune. In order for everyone to have fun right up to the end, have everyone hide their Fortune under a cup or hat. Otherwise, the last couple rounds can turn into a long and boring victory lap for everyone else to watch as he/she makes the move back to their home city.
Fortune and Glory House Rule: Keep Fortune Hidden!
Happy Gaming!
Fortune & Glory – Board Game Review
http://www.youtube.com/watch?v=ChHBF1tmlAk
This game can take some time & table space. Be prepared to take play for at least an hour and set up for about 30 minutes. This is not the game to take lightly.
It’s amazing and fun, but have a good space and chunk of time planned.
Rolling for movement is perhaps the hugest problem with this game. If the roll was 2d6, it might help a bit more.
The best way to go about solving the frustration of the dice in this game is to get rid of them for movement. Everyone get a base move speed of 4.
That will remove frustration a bit.
Rolling for an event if you are not on an artifact square and getting no encounter is quite boring for players. It almost double penalizes people that roll poorly on movement. Instead, 1-2 encounter an enemy and 3-6 draw an event card.