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Tips & Strategies (15)
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When you feel like you have the game well in hand, it’s time to shut it down and count points. There are a few ways to accomplish this: run out of Station Markers to place (possible but unlikely), run out of your Track Markers to place (highly likely), or deplete any four of the buy piles other than the Trash (fairly likely). If you are paying attention to what people are buying, or are using a heavy rail strategy to thwart others’ VP buys, you can command the tempo of the endgame. Using a high-production turn to finish out multiple piles which are running low can abruptly end the game and cause your opponents frustration. Just be sure to time the ending and your points position correctly.
If your opponents are working on a classic deckbuilding “Big Money” strategy and ignoring the board, run a counterstrategy: buy extra Lay Rails cards (and their better cousins, if the randomizers have given you some), and after a couple of rounds, an extra Station Expansion or two. Accelerating the construction of your rails, especially when you develop your cities with stations, means that the game will end sooner, denying your opponents the Big Money endgame of buying as many VP Property cards as possible. Don’t be afraid to build “junk rails” on the board, and if possible, surround your opponents’ rail development with your own to make their builds costly. Be wary of using this strategy with Collaboration in the buy pile, since that negates the cost and extra Waste of building on another player’s rails.
When placing your first rail tokens on your chosen city board, there are several strategies you can consider. Which strategy you choose to employ will depend on where you fall in the placement order, as well as how many opponents you have.
Two players: Whoever places second will dictate the tone of the game. Either both players will be ruling their own chunk of the board, effectively playing parallel solo games, or there will be fierce competition from the start. Competitive two-player allows for more opportunism in the form of building into your opponent’s fully loaded cities, but since there are only two people, there is no solid advantage to any single person.
Three players: Under most circumstances, the first two players will stake out the largest cities on the map (the ones which can hold three stations). The last player here should take care — there will inevitably be competition for at least one part of the board in the end, but if the first two players have built far away from each other, you should place towards the middle of the board, in a position that lets you opportunistically grab for points from either of your opponents. If you are the middle player, it may be beneficial to stake out that central position first to force the final player into a general region of the board.
Four players: These games will always end up being contested on the board. The second and third players are in the most interesting spots — their most successful tactics will likely involve finding an edge of the board where there is plenty of room to develop (lots of chained cities and remote locations), as far from the first player(s) as possible. The final player here needs to decide whose position looks more enticing as far as point grabs goes, and also must consider if the first three placements have left one player relatively alone on the map — a defensive containment strategy against that player is probably the best move. If you can do that while leaving an opening to reach out to the other two players’ cities, then you should do reasonably well.
If you plan on building out your rails quickly, avoid boxing yourself in with terrain. A city space surrounded by mountains is much tougher to establish board position from rapidly than a city with one or more plains spaces surrounding it.
It’s good to spread out some on the board and expand your train routes to new cities. But don’t forget! You get no points for cities that don’t have any station expansions.
Getting the most cities isn’t beneficial. Getting the most stations is!
Tourist Train is debatably an overpowered card. Whatever you do, don’t let a single player buy them all up or you’ll get left behind on the point track. Make it a priority to buy them up as much as you can.
1. Freight Train – convert waste into money..hands down best card.
2. Conductor Station – discard any number of cards (waste) and draw back same number
3. Garage – draw 2 and discard 2 of your choice. Counts as one money towards purchases and allows to potentially get rid of waste, but you could draw more waste
4. Dump Site – prevents waste getting into your hand and gives one money.
5. Landfill – weakest – just dump waste in your hand which is almost like a skip.
I find that getting a good mix of the first three really helps manage the waste in your hand particularly if your strategy is to build more.
If there’s one thing I learned from playing the game is the fact that some will indeed use the Big Money play, buying the money cards while spending it on those victory point cards. A good tip I decided to try out is trying to surround them in their city in order to make them pay to get out and at the same time, giving you the chance to expand on other cities nearby.
Often times, this still doesn’t work but you can also try to take the bulk of the money cards as well. Knowing what they are trying to do, you can try to stop them from going all out on cards as well, give or take which ones you decide to use.
One of the most often over looked actions is the clean up
you remove all waste from your hand … if the hand isn’t ‘worth’ playing this might be a good alternative and doesn’t require you to have a special card
Holiday Timetable is an “invest” Action card, purchasable for 3 Money, which can be trashed as an Action to produce 3 Money. At first glance, it seems pointless: why spend money on something that makes the same amount of money only once, instead of getting a reliable 2 Money production out of Express Train, for example?
When drawing only 5 cards a turn, your early hands will usually be 4-5 Money from Normal and Express Trains, but if you draw the Holiday Timetable you bought plus three Normal Trains, you have 6 Money with which to buy the Limited Express Train (which produces 3), jumpstarting your early economy. Not only that, but because HT trashes itself for the cash, it no longer clogs up your deck, and you’ll draw that Limited Express one card sooner after reshuffle.
If the hand economy doesn’t work out — if you have a HT card in hand and can’t get to a good large purchase — it is perfectly good strategy to trash one HT to buy another. Since there are only ten cards in the stack, denying more of them to your opponents is a worthwhile endeavor.
The rulebook advises you to use Landfill as one of the eight random cards when learning or teaching the game; however, Landfill is not a terribly good card, as for 2 Money it is an action that mirrors the “skip turn, dump Waste” rule. It still lets you play the rest of your hand, but when you play Landfill (one card) and dump 2-3 Waste cards, you don’t have much of a hand left to play.
Instead, use Freight Train which lets you dump Waste cards to generate Money, or Conductor Station which lets you discard any number of cards (including Waste) to draw the same number. Both involve converting Waste to resources, which is a much better use of players’ time in a teaching game.
Instead of expanding your empire to claim territory, cities, and remote locations, hone your deck into a turbo-economy machine and make a late-game flurry of VP buys. Executing this strategy requires discipline, but it can be very effective.
1) Don’t build track or expand stations at all; this way, you won’t get any waste clogging up your deck. Note, however, that you may need to do a little of this to keep from tipping your hand.
2) If you can, get Wagon Factory (culls the low-value Normal Trains from your deck) and Temporary Timetable (has an exponentially better impact if you push pure economy). Early Train also has a good snowball effect by placing high-gold cards on top of your deck.
3) Buy the cards that produce the most gold you can each turn.
4) Get some waste-reducing cards as late in the game as you can push it.
5) When your deck is consistently getting 8 gold and better, start grabbing all the VP cards you can. Start with the high-value ones and work down. Use these buys to empty decks and end the game.
This strategy is not without risks. If someone picks up on your strategy, they can splurge the map and end the game before you are ready, but this is a solid strategy that has won Your Humble Advisor several games.
Since your endgame points are based on three things — building purchases, Tourist Train points, and stations in cities with your track — it can be tempting to just leave your starting two Lay Rails and one Station Expansion, and opportunistically build when you can. It’s better to time your overall expansion right, however. If you’re in a part of the board where the cities are richly distributed, add more Lay Rails (or discounting equivalents) after about the third go-around to improve your economy. Not long after that — perhaps on your next pass through the deck — add another Station Expansion to take advantage of the cities you’ve build through. You should be able to ramp up your points fairly steadily from there.
There are several cards which can be very strong if a player is allowed to corner the market on them. Anything that gives you card advantage or cycle, such as Control Room or Information Central, or the VP-granting Tourist Train, will be quickly snapped up by savvy opponents.
Since every randomized card pile only comes with 10 copies of a card, make sure you get in on the action before someone manages to buy a majority share of the copies. It can also be useful to draw attention to another player’s buys, so that you’re not the only one trying to thwart them. The sooner the pile of strong cards is depleted, the sooner they will be unable to fall back on that single-buy strategy.
At the very start of the game, Temporary Timetable is a 5-cost 2-value purchase. This makes it more expensive than Express Train, but still a slam dunk purchase if you have just that one extra gold.
However, once you have improved your deck with better train cards after just a couple of turns, the value of Temporary Timetable ranges from 2-4, and late game can it get to 6 and higher.
Given this quick advancement in value, we have taken to pricing Temporary Timetable at 6. That way, especially in the early game, choosing between it and the Limited Express is a tough choice: Do you want 3 gold for sure, or 2-4? It’s a tough call.
If there are certain cards that are part of the random setup that you don’t like or think are too powerful, you can just redraw for another card.
For example, if you don’t like Tourist Train, just decide to not play with it and draw for another type of card at setup.