You mean, do all of BRIC to win or you only focus on one?
I have tried playing the box+beer strategy and with someone competing with me on boxes (only partly though) and won. Ironically, that was when I soured with the game, was glad that I sold it, and only have Lancashire now.
The first two parts seem to be incredibly powerful and putting iron on the board always seems to flip quickly for income or for a cheap develop.
Itâs a real facilitating strategy when you set other players up for big moves and then get more points than them for doing so. Selling, particularly at high levels seems inefficient and expensive compared to just building railways.
Interesting. I won my last 3 games specialising on industries. I thought specialising is the way to go. With income rewards on the lower tiers and VP rewards on higher tiers, you can start low to build up your income, then the high levels are attainable without repeated loans. Even better when you flip level 2 tiles or higher on the canal phase.
I dont know, really. I sold it before I could explore it even more.
Group sales. More efficient. Especially when itâs easy to seclude your breweries. Also if you have no competitor on that industry, those free beers on the external market wonât disappear
3-player Root, Eyrie, Marquise, Riverfolk. Eyrie won handily, never going into turmoil, while the Marquise and Riverfolk never really found their groove. First game including Riverfolk, seems interesting. Think they need to hold back Funds for that steady income. Without the ability to purchase a couple of bird cards early on, the Eyrie would have been screwed. Later on, the trade posts provided some easy VP for the Despot.
2-player Innovation. Broadly speaking, Monotheism lost out to Gunpowder, which was in turn undone by Reformation, superior healthcare, and Piracy. Early finish in the Enlightenment age.
Thatâs tricky to achieve. I love the Eyrie, but they are so dependent on luck with the cards you get⌠Mind you, I have never seen them lose a game that they did not go into turmoil.
I added an edit - I had terrible cards as the Eyrie. Two fox, one mouse, starting in a rabbit clearing. Only drew one bird in turn 6 or 7, just foxes and mice for most of the game! Being able to buy a bird card on turn 1 and turn 2 from the riverfolk made all the difference.
I have won as Eyrie a couple of times after going to turmoil on both cases. What is key is the pts/turn rate and making sure you defend yourself well against the others on the turn after the turmoil. Sometimes, itâs even beneficial to intentionally go to turmoil to pivot your strategy.
Also, playing bird cards into your program isnt that scary, for as long as youre maintaining your pts/turn rate.
My gameplan for Eyrie is always a) start with a bird card in build, and if that means taking Despot, take Despot, Charismatic only if you have both a card matching your clearing and a bird card, b) put a bird card in battle when it is safe to do so, c) try and craft some additional battle options, and d) put everything else in recruit and move, capping recruit at some safe level for attrition or game end (usually 3 for Despot).
I have seen them win going into turmoil, I didnât say it was not possible. But every game I have seen they havenât gone into turmoil, theyâve won.
In addition to the requisite games of Super Big Boggle with my wife, we had a dinner party with a couple of friends and played some games:
Skull, I initially struggled to explain this one for some reason, but people picked it up very quickly regardless and ended up enjoying it a lot. One of our friends is a psych and got very into the mind games, it was brilliant and he ended up winning.
Love Letter, Love Letter is a weird one. I always feel a bit like thereâs not much game there - not that many meaningful decisions really. But itâs quick and easy to explain and to play and sometimes thatâs what youâre after.
No Thanks, We finished off the night with this classic, cause we all knew how to play it already. Well, in theory - my wife made a lot of weird calls and lost both rounds by a fair bit. It was getting late though, so that may have been a factor!
YES!
Husband and I breezed through the prologue, jumped into January, and failed miserably.
We are about to start June now and January Take 1 is the only time we have failed so far.
We will resume when my current âgameâ known as midterm exam grading has been finished.
We started a 4-player game of Root yesterday (on TTS) with the Eyrie, the Vagabond, the Lizard Cult, and the Duchy. Normally, if the Eyrie player is allowed to play the birds he runs away with the game, but Iâm on to his nonsense this time
At the two-thirds point we stopped because it was getting late. The Vagabond was in the lead, and I was a couple of points behind with the Lizard Cult. Weâll have to see how the rest of the game goes next weekend.
It is possible to score a lot of points in a turn if you can get a few gardens down (the first turn I scored any points I scored 7) but I certainly wonât be surprised if the Vagabond wins.
Itâs because thereâs just nothing to it. You feel like youâre missing something out, or people keep expecting more, and until you play it out sounds like thereâs just not a game there, but as soon as somebody starts flipping tiles everybody goes âOooooohhhhhâ.
Iâve never understood the Love Letter love. I do appreciate its smallness â any game that you can easily fit in a pocket immediately has something going for it â but outside of the âthere are literally no other games at hand, yet we could play thisâ scenario, I would never choose to play it.
I am glad that it appeals to many people â itâs so popular that it must surely be a gateway game for some â but if you do find yourself thinking âthis isnât much of a gameâ then youâre not alone.