![]() Bonuses of a fixed type are much more limiting as you cannot depend on them and they can be avoided by the other players if they are obviously key. Typically bonuses of points, money or one of two types is best. This can be a great late game way of getting points or key resources. Also, when turn five kicks in and everyone gets an extra meeple – the builders of the early game will more often be rewarded with the bonuses for owning a tile another player used. The longer the buildings are left the more victory points for building them – this means there is normally three points on offer from turn three onwards. The other one to watch out for is the money – often neglected but worth one point for every two coins these options can fund buildings, some adventures or indeed nudge you into the lead at the end.īe a Builder: There is only one space where you can build a new location, and whilst early game these seem unimportant, the builders are often rewarded in the middle and late game. Those extra actions will often get you a couple of basic adventurers (knights or rogues), but most importantly this can be a good way to steal the first player marker or indeed to take a quest as you build up. ![]() ![]() You get to play an intrigue card and you get to take an extra action at the end of the round. Use the Harbour: The harbour is a great tactic for new and old players alike. ![]() However, there are a few more tips through the game that you need to think about… A random Lord, two random quests and two intrigue cards give you a starting point in this game. ![]()
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