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Tips & Strategies (7)
Tips & Strategies (7)
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The Supremacy Bonus of the various order cards can often be the edge needed to win. Each year, try and plan carefully what you want to do during the year, trying to get the most out of each Supremacy Bonus. Don’t tie yourself too closely, as sometimes you may be forced to shift plans, but knowing what you generally want to do in a year will help you get the most out of Supremacy.
However, especially with Mobilize and Conquer orders, sometimes forgoing the Supremacy Bonus in order to use the card later in the year can be vital. If you are willing to sacrifice a second move of Mobilize so that later in the year, you can preempt another player’s Conquer with your own move, it may be worth the Sacrifice. The frozen waters of Winter offer a lot of opportunity to attack in ways that normally aren’t possible, and sometimes that can be worth sacrificing early usages of Mobilize and Conquer.
In short, be aware of the power of Supremacy Bonus, but also carefully consider when it’s wise to sacrifice them for bigger results.
Sometimes building the Resources, Diplomat, and Training Hall developments aren’t done often, because they require future uses of the Harvest Supremancy Bonus to really get use out of. In a typical game, players tend to only Harvest 2 or 3 times, which means that you may not be getting very much benefit out of them. In certain games, only 1 Harvest is done because Bountiful Harvest can do the work of getting resources for you.
One house rule we’ve developed is to allow the Bountiful Harvest season card (in Fall) to allow you to COLLECT from all existing Developments. You cannot build new ones, but having this makes building these developments more lucrative and useful, as you don’t have to worry about possibly “wasting” a Harvest order if you think Bountiful Harvest may be coming up. This allows more flexibility in working towards your actual goals.
When my group of friends and I play we like to hide the cities and keep them face down and unknown. Adds an element of surprise in what the city provides, so if it is a city with a Rune then it is even a bigger reveal.
At the start of the game every player receives one secret objective card. It is recommended to fulfill card’s requirements as soon as possible because one of the event cards gives you possibility to gain second objective card but only if you ended your previous one.
In Runewars, when a full Fate Deck is used to conduct Diplomacy, the chances of a successful diplomacy, given an amount of Influence spent (from 1 to 6) is as follows (best situation):
When the Fate Deck is full and used for diplomacy, the chances to succeed, given the amount of influence spent (1-6) is:
1 Influence spent = 13.3% chance of success
2 Influence spent = 25.3% chance of success
3 Influence spent = 36.0% chance of success
4 Influence spent = 45.4% chance of success
5 Influence spent = 53.8% chance of success
6 Influence spent = 61.2% chance of success
of course all this changes as the fate deck empties.
In my gaming group we use the following variant which makes the game a bit better for us (I think that in the expansion, FFG introduces the same rule). If the victory condition is to get a certain number of runes then the winner is declared in the end of the year that a player achieves that goal depending on which player has the most runes at the end of winter. This way if someone gets to 6 or 7 runes in spring they will have to keep them (or be the one with the most runes) till the end of winter in order to win. This way the game feels a bit more balanced and allows for more strategic planning in the endgame.
Cities are very important element of Runewars. Especially in the beginning of the game as it can be easily used to gain lot of units. Also gives boost for players as you can gain lot of influence and/or tactic cards.
So don’t let any player to have control of too many cities as all of them can be used in one Rally Support action.