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Tips & Strategies (4)
Tips & Strategies (4)
Add your own Tip, Strategy, or House Rule
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- 01Roll for the Galaxy
- 01Clank! Legacy: Acquisitions Incorporated
- 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
- 00Arkham Horror: The Card Game
- 00Sword & Sorcery
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The zero cost to play a Hero is nothing to scoff at, but do not neglect the bonus victory points Heroes still in hand grant at the end of the game. In the early- to mid-game, playing a Hero for his combat ability or special power is more beneficial than allowing it to clog up your hand, but as the end-game approaches, save them, along with Rewards that are not vital to be played.
Do not neglect the Offering phase.
Your hand of cards is seldom ever so vital that you can’t afford to sacrifice one up to garner the gold, and the gold gained by an offering can equal that which you can otherwise obtain during your next Wealth phase.
By sacrificing high-value cards during the Offering phase you can avoid having to use your Wealth phase to acquire gold, thus replenishing your hand of cards. Or, double up on gold accumulation and position yourself for a powerful turn.
The mechanics behind the Spirit cards are interesting, but unless the situation particularly demands it, it is seldom beneficial to utilize both of a Spirit’s potential powers. The invoke cost to activate the second power is generally excessive, and one of the powers is typically more useful than the second. Save your gold. Use a Spirit for one power only, or better yet, save them for the Offering phase. They tend to have high Offering values.
When using the Emissary of War option to bid for starting player, we house rule that the starting player is not penalized 1 wealth action on his opening turn, as he would be normally. He has already lost a potentially valuable card, so further penalties seem harsh.