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Tips & Strategies (4)
Tips & Strategies (4)
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Draw more cards is highly important. Without any add you will have only 7 faction cards (2 starting + 1 draw each turn)
Your faction cards are the key to win, both to have a proper engine running and of course the two victory point value at the end. Aim to have 15+ faction cards built at the end of game. But of course you will need to draw also commons, to built and discard for a faction one.
Look for the cards that gives your addtional draws. For the ones which produce draws think carefully if build them or pillage (they also give draws on pillage, so think that if you built them you are giving the chance also to your opponents). Of course pillage the ones built by your opponents.
And last but not less important, never forgive that two of your guys can be exchanged for a card. Try to make this in a moment where you already know you can spare the guys but still have some resources to maybe built and take advantage of your new draw.
If you read through the rulebook a bit too quickly in an effort to play and then you end the game with a lot of buildings having been built, it very well could be you are one of the few people who missed this important detail.
The action on the bottom of your faction card is a reminder of the additional action that can be completed by any player. However, I wasn’t very smart and thought it meant you turned in two workers and got one of EACH resource! I re-read the rules and, No dummy, those slashes in between what you can get in exchange mean “or” not “and”. I am probably the only one who missed this, but just in case. 🙂 I think I am just easily confused.
I found that with some general approaches, the virtual player has little advantage.
1.- Do not left too much common buildings at his reach: while maximizing your builts for faction, discarding commmons you have already taken their advantage will make very difficult for the virtual player to get the combos for the target attack.
2.- Pillage as much as possible: this is a quite clear strategy, you will want to pillage him whenever you can. So knowing it, consider when selecting the building in lookout stage, that maybe some would be better for it pillage reward than built in your empire.
This kind of games (as with Blood Bowl Team Manager) unintentionally give the first player quite an advantage, that may not be seen at first, but in some cases could become a great advantage. So adjust the number of rounds so every player has the same number of opportunities to be the first:
2 players: 4 turns for shorter game, 6 turns for a bit longer
3 players: 6 turns.
4 players: i would try 4 turns, so the play time is also reduced against the added of more players. 8 turns would be clearly too much, both for time and for replayability.