Add your own Tips, Strategies, & House Rules! Vote for tips that you think are useful.
Tips & Strategies (6)
Tips & Strategies (6)
Add your own Tip, Strategy, or House Rule
You must be logged in to add a comment.
- 04The Lord of the Rings: The Card Game
- 02Zombicide
- 01Terra Mystica
- 01Roll for the Galaxy
- 00Spirit Island: Branch And Claw
- 00Through the Ages: A New Story of Civilization
- 00Twilight Imperium (4th Ed.)
- 00Thunderstone Quest
- 00Tainted Grail: The Fall of Avalon
- 00Nemesis
- (updated once every hour)
- Check out our users' favorite games!
- (152) 7 Wonders
- (149) Dominion
- (144) Pandemic
- (135) The Settlers of Catan
- (120) Carcassonne
- (115) Ticket to Ride
- (97) Small World
- (96) Munchkin
- (92) Arkham Horror
- (91) Forbidden Island
- (# of user reviews, updated every 12 hours)
- 4 BattleTech
- 4 The Lord of the Rings: The Card Game
- 2 Zombicide
- 1 Great Western Trail
- 1 RoboRally
- 1 Arkham Horror
- 1 Arkham Horror: Innsmouth Horror
- 1 Arkham Horror: Miskatonic Horror
- 1 Arkham Horror: Kingsport Horror
- 1 Arkham Horror: The Lurker at the Threshold
- (# of times played, updated every 12 hours)
- see all new games >
-
Hasty Baker
19-Aug-24, GoChuckle -
Mythic Quests: The Card Game
7-Nov-22, BoardGaming.com -
Mythic Dungeon Crawler – A Solo Card Game
27-Sep-22, BoardGaming.com -
Lost Ruins of Arnak
28-Dec-21, Czech Games Edition -
13 Monsters
4-Dec-20, Twisted Stranger B.V. -
Forgotten Waters
4-Dec-20, Plaid Hat Games -
Pathfinder Adventure Card Game: Core Set
18-Nov-20, Paizo Publishing -
Unlocking Insanity
5-Oct-20, Petersen Games -
Planet Apocalypse
5-Oct-20, Petersen Games -
Marvel United
1-Oct-20, CMON, Spin Master Ltd. -
Draconis Invasion: Wrath
23-Sep-20, -
2 Minute Dino Deal
5-Aug-20, Petersen Games -
Mythic Challenge: The Card Game
2-Aug-20, BoardGaming.com -
Viscounts of the West Kingdom
27-Mar-20, Garphill Games -
Glamazons
14-Feb-20, Prettiest Princess - see all new games >
- see all upcoming games >
-
Gravity Warfare
2018 Q4, Smart Iguana Games -
BANG! The Dice Game – Undead or Alive
2019, dV Giochi -
Hasty Baker
2019, GoChuckle -
Penguinramids
2019 Q4, dV Giochi -
Origami: Legends
2019 Q4, dV Giochi -
Decktective: Bloody-red roses
2019 Q4, dV Giochi -
BANG! The Duel: Renegades
2019 Q4, dV Giochi -
Buy It Or Don’t
2019 Q4, Binks Games -
Four Levels
2019 Q4, Four Level Productions -
Unlocking Insanity
2020, Petersen Games -
High Noon
2020 Q4, High Noon Inc. -
Quantified
2021, Quality Beast -
High Frontier 4 All (4th ed)
2021 Q2, Ion Game Design, Sierra Madre Games -
Legends of Sleepy Hollow
2021 Q2, Dice Hate Me Games -
Game of Energy
2021 Q2, Ninex Games - see all upcoming games >
Recent News
- New Game Adds – What Do You Want?
9-Feb-22|13 comments - Winter Gaming and Gift Giving
17-Dec-21|11 comments - Games Added – Dec 4
4-Dec-20|8 comments - The holiday shopping season is upon us!
30-Nov-20|5 comments - Technology, table top games and the coming holidays
19-Nov-20|8 comments - Support Mythic Kingdoms – Get BG Rewards
11-Aug-20|10 comments - Tournament of the Mythic Kingdoms: Illustrated Playing Cards
1-Jul-20|15 comments - How have games been helping you, your family and friends?
10-Apr-20|12 comments - Games Added (March 27)
27-Mar-20|7 comments - What are you playing during your Stay-At-Home?
27-Mar-20|13 comments
When you draw an advance for the gate track, if the two armies are in the same space, they both advance, but if they’re in different spaces, only the rear one advances.
Whenever the two armies are on the same space, make sure to immediately attack one of them to separate them; a single victory effectively halts both armies for another tick. Once you do, don’t attack the other army unless you think you can win a third fight that turn to separate them again.
Once the armies are on different spaces, you can’t attack the rear one, but you can still target it with a Slow spell if you want to keep it back even longer.
The oil, acid, and lava upgrades only help you when an army is in the “1” space. If you leave an army in the “2” space at the end of your turn, then it will often advance once and let you use that upgrade, but there are a few cards that will make an army advance twice, in which case it will destroy your upgrade and breach the wall.
The solution? Count the double-advance cards. The day deck has 3 cards that advance the gate armies twice and 1 each for the east and west armies, while the night deck has 1 card each with double advances for gate, east, and west.
Once the one card (or 3 for the gate during the day) have been drawn, then it’s safe to let that army come right up to your door again and again, allowing you to gain maximum benefit from an upgrade on that track. You may even want to wait until one of these cards is drawn before building the upgrades, so you know where best to put them.
The bloody battle marker causes you to lose a defender each turn you attack the army that has it. That can chew through your defenders quite fast if you’re not careful, but with some planning, you usually won’t need to lose any defenders at all:
1) When you draw a card that moves the bloody battle marker, it’s the last thing that happens on that turn, so you get a little warning. After dealing with any imminent threats that turn, use your remaining actions to push the army that’s about to get the marker as far away as possible, to maximize the time before you need to fight it again.
2) Save an attack spell or two in case that army gets too close; you don’t lose defenders for magical attacks.
If you’re careful, then most of the time the bloody battle marker will move on to some place else before you need to attack that army again.
If you’re forced to charge into the bloody battle anyway, try to make lots of attacks against that army in a single turn; only the first attack each turn causes a casualty.
Raising morale gives you an extra action every turn, which adds up fast. Keeping your morale at maximum should be a high priority until around the dawn of the third day, when there are few enough turns left that it starts to become questionable.
The Fortune spell hardly ever gets used at a cost of 4 arcane energy. A cost of 1 energy makes it much more tempting.
The Paladin’s reroll ability is very good.
So good, I kind of feel like I’m cheating if I select him…