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Tips & Strategies (12)
Tips & Strategies (12)
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When you get a card that “flips” the line (Makes the last card firt and the first card last) just move the Guillotine to the other side of the line instead of moving the whole day of cards.
Just a couple of pointers:
1) Action cards are really handy, so don’t forget to take 1 at the end of every turn – and any Nobles or action cards that allow you to take more are really worth it. Remember there’s no hand size!
2) It’s not always necessary to play an Action Card, sometimes it worth it to hold on to these when really needed and just take the next Noble in line (as long as it is worth some points)
3) Try to get any action cards that will give you bonuses at the end of game out before the third day. There are a few ways the game can end early and those cards are not worth points if still in your hand.
It’s not just about increasing your own point totals. Look for opportunities to mess up the line for other players, especially if your cards in hand are less than effective for scoring points.
I put this in my review, but thought it might go well here, too.
If you are offended by the theme of the game, remove the guillotine and turn it into a party invitation game. Same mechanics, but you’re inviting the “finest” nobles to your castle for a night of revelry. This turns the theme more “family friendly” allowing younger children to play a game that doesn’t involve decapitating cartoon nobles.
A good trick, particularly effective when the Unpopular Judge is in the line, but also helpful other times as well:
Let’s say the card at the front of the line isn’t too bad. Look for opportunities to move some pest to the *second* position, so that after you take your card from the front, and it’s your opponent’s turn, your opponent has a problem.
The ideal candidate for this is the Unpopular Judge; in exchange for your opponent getting that one card, in a 2 player game you basically get two turns in a row, because he can’t play an Action card to get something juicy while the UJ is up front for his turn.
This is a good game to play if you are waiting for that last guy that’s running late and doesn’t know when he’ll get there. The game is split into three days, so you could play with the understanding that if the late person arrives before your game is over, you end it with whatever day you are on.
This way, the game can be as long or short as you need it to be.
Both the Scarlet Pimpernel and Robespierre end a day early. Since the game only lasts three days, these cards can seriously hinder an opponent who suddenly doesn’t get as many turns as everyone else. For such a quirky, fun, and humorous game, this tactic just feels a little mean. Stealing heads and cards is one thing, but not allowing people a chance to play?
Keep your friends. Get rid of these cards.
It’s already been said, so I thought I’d reinforce the point. If a card effect tells you to reverse the line, don’t bother moving all the cards. Rather, simply move the guillotine to the other side of the line.
/
This game also possesses historical accuracy. To add some depth to the game, you can wikipedia the unique characters in the game to see how they played a role in the French Revolution. For instance the reason the game ends with Robespierre, is because he was the judge that decided who would go to the guillotine. In this way he played an important role, but people became so fearful of him and his ’22 Prairial’ (imagine being put in sentenced to a beheading without the need for a legitimate trial!), that they decided to execute him as well!
If you have a problem with the them of the game (chopping off the heads of the nobility), but do not want to really lose that aspect of it, you can tweak the theme slightly. Instead of playing rival executioners, the players can play as if they were pardoning those in line.
There are various cards that can change the overall score of the game in an instant. Have a card that turns your grey card negatives into a positives or one that gives bonus to red cards? Don’t play them right away. Let your opponents move the line around and give you grey cards. Take the red cards that are not all that high of a point score to begin with. Once you have gotten a little built up towards the end of the game somewhere, then you can put out your card and reveal your strategy. Just make sure you don’t do it to soon or they will not play into your trap.
You probably can’t rely on these cards to win you the game though. You will still have to have some other good point cards, but those will usually happen anyway.
Because this is a pretty random game, you can only really do anything in your own turn. Always go for the highest point value possible. When it’s your turn again the board will probably be profoundly different. So planning ahead in this game has very limited value. It’s just for fun!
Ok, maybe this isn’t a good strategy, but I just love that this card is even in the game, so I always take it!