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Tips & Strategies (8)
Tips & Strategies (8)
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In levels where guards begin with fear (scenarios 4-7), or guards having fear is an important part of game play (scenario 3), the solitary player might try keeping their heads.
At a fear level of 1-2, players roll +1 die to intellect checks. In all but scenario 7, the most you would have to roll to outwit is a 4 intelligence check. Outwitting has the added benefit of not increasing your threat level when rolling against guards.
If you manage to keep your threat and fear levels in check (and there is always at least one guard and one clone/hybrid in play), you can go about your business while they chase each other around the board.
Possibly the biggest game-changer in the first two scenarios is when clones turn against the guards. In the beginning scenarios, guards and clones may never fight unless a certain parameter is reached. In scenario 2, they begin to fight if more guards outnumber clones in a room. The other, more interesting way is when a clone enters a tile with a knocked-out guard. It may be worth gaining a threat token (and possibly losing a few adrenaline cards) to get the slugfest going. If the guards and clones are busy fighting each other, escape just got that much easier!
When laying tiles in Level 7 and choosing which doorways to connect, don’t forget to also pay attention to any vent ducts and where they connect. They are often the fastest route to safety or escape, sometimes they are the only option once lockdown begins. Just beware of your fear levels and if the scenario uses the alien spawn zone or you might find yourself getting probed!
Although the conventional wisdom says “Stick Together”, today’s party found success by moving in opposite directions. We used the adrenaline cards to manipulate our fear ratings and make the clones bounce back and forth rather than concentrate fire on a collection of survivors huddled together.
When the threat pool is low, sometimes a player would be wise to consider risking a hit from a guard rather than fighting or bull-rushing. Sure, that takes vitality down a notch, but the player also has the opportunity to re-enter play on a vent far from enemies or very near an objective. Sometimes it is a sacrifice worth making.
On scenarios when ‘peeking’ is a focus, if you’re trying to get out alive together be sure to STAY TOGETHER! Having a player uncover the escape tile when they are distant from everyone else usually makes for some agonizing deaths once lockdown starts.
Then again, this could be an inverse strategy for the player who wants to screw everyone else over in the end 😉
Are you playing a subjec with high INT stats? Remember that clones can’t go through locked doors and hacking doors is easy if you have a good INT roll. Make them sniff out the other players and leave you the **** alone!
Players who follows the game, came an errata of the Rulebook and Scenario Guide, see the official website of the Privateer Press.