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Tips & Strategies (5)
Tips & Strategies (5)
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Take some time to seriously weigh the pros and cons of equipping a treasure, because heroes die VERY quickly. If your party wipes out, you don’t lose the game, you merely go back to the inn to start building a new party. your gear and your equipped treasures, however, do NOT. They’re gone forever.
When you gain a treasure card, you have the option of “banking” it right away, to take the points. These banked cards can never be lost or stolen, but they can never be used, either.
So, unless you have a powerful group, you may want to lean towards taking the points for your treasures rather than risk losing them for good.
Pay special attention when you’re loading the crypt. If you’re able load a room with just treasure, do it with a straight face. Easy to do on a 1 or 2 card room. On your first turn, go straight there, grab the treasure, then go back to the inn and start recruiting your party.
The biggest criticism of the Tomb games is the terrible rule book. You should be able to get the game setup via the rulebook without much trouble. From there, just start playing, with the rules nearby. The game is easy enough, and forgiving enough, it won’t be a problem if you flub a rule or two. We played about 3 games before we were playing it correctly, with every rule, but we still had fun with every play.
Also, print the turn summary from the back of the Cryptmaster rulebook.
The ability dice of your characters are divided into 3 types; Green, Blue and Red.
All success in TOMB is measured by how many dice come up “axes” (successes). It’s not always great to choose a hero with a whole handful of green dice over one with a few blue dice or a couple of reds. Green dice have the smallest chance of rolling a success (30%), where as blues (50%) and reds (70%) yield much better results.
Avoid heroes with heavy green ability dice unless they have an extraordinary character ability to make up for it (such as First Strike or adding extra dice to other characters). Also remember that no piece of Blacksmith equipment is useless; each adds dice or other abilities, so equip your heroes wisely!
When playing Tomb, there are some cards that you can get from the Inn. Some you get for free when you recruit certain character types, like spells for wizards and prayers for clerics. Item/Blacksmith cards can be a valuable addition for that extra punch. But from the games I’ve usually played/seen of Tomb, Tactics cards (the green ones) are usually neglected. This can be a mistake.
The Tactics deck has some very sneaky and some very useful things you can do. I try to get one or more when I play, unless I need to hurry to grab gear or use a certain strategy. Where most cards give you immediate rewards, tactic cards can give you different ways to play the game, and allow you take certain risks knowing that you have certain contingencies covered.