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Tips & Strategies (10)
Tips & Strategies (10)
Add your own Tip, Strategy, or House Rule
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Cards with the “x1 Destroy” power can be very useful, but you probably don’t want more than a pair, with the second one being added shortly before the pirates arrive if possible. They let you gracefully remove aging and other poor cards and if you use the “sort 3” ability often, you can frequently avoid these if they are unwanted. The version with 3 attack is the best of them.
Remember, these cards cannot destroy themselves or other destroy cards.
Of the twenty health points you begin the game with, it’s not completely mad to consider losing half of these in the opening few rounds completely on purpose. Spend them to lose fights and get rid of the -1 and useless 0 cards as soon as you see them. They’ll do you a lot of harm if you let them back in your deck. Also, Destroy cards are worth fighting hard for as soon as you see one. Once the Ageing cards start to populate your deck, you’ll be very grateful to have a few Destroy cards in your arsenal.
Using the Vision card’s ability to sort 3 cards and discard one can be a great way to avoid nasty aging cards waiting for you. Add a couple of visions cards to your deck to have this option.
Don’t be afraid to lose some life in order to get rid of bad cards. In fact the more you can manage to get rid of in the first round, the better you typically do.
You only lose the game when you need to lose a life, and don’t have any left. Going from one to zero life does not do this. Don’t be afraid to go down to zero life.
I find that keeping the pirate cards face down creates a fun anticipation of the epic final showdown and a feeling of the unexpected. It makes the game harder as you can’t tailor your deck to these challenges, but to me the excitement of revealing the opponents one by one more than makes up for it.
As you go through the Hazard deck during the first round, always take the +X life cards when given the choice, and fight to gain these. Not only are these amongst the easiest (only 1 of them is a 2-value hazard, the rest are 1- or 0-value) but they will ensure you can recycle life points early on.
The life points are necessary to draw more cards when you need to win a card and also needed to strategically lose fights and pay for the destroyed cards.
…especially in the first round. Deliberately take on Cannibals or Wild Animals and lose. You’ll need to pay a lot of life but you can get rid of a lot of 0s and Ageing cards. Just be careful not to overdo this!
When I first played the game I found that it was very difficult to win and, while I don’t mind difficult games or losing more often than winning, I found this game a bit too difficult for the type of game it was. So, to make a bit easier to win, I have implemented the following rule:
Every time I win a “battle” against a card, I get to take back life that I have lost equal to the difference between what was needed and how much I beat it by. I cannot intentionally keep adding cards – a soon as I have defeated the card, I must stop. This means I usually don’t get to take back any lost life because I usually end up getting the exact number needed.
draw not 2 but 3 danger cards, choose one to fight, keep the second, and put in discard pile the third. That way you have more choice. More than once I drew identical cards, and on low life you have no way out. So with this variant the balance stays the same. On the last cards decide like normally.