![]() This war, and the Battle of Warsaw, is considered by many historians to be one of the most important in the history of the world. However, doing that ocean route might not be the best game winner, but it keeps a new player in the game and active.Initially, the 1920+ project was based on and inspired by the Polish-Bolshevik War of 1920 (February 1919 - March 1921). Once Railia is in, I'll often build underground to Uloggh and then Kola to finish up my hub connections. I'll use ships in the early game to complete Old World runs also, and then eventually join Octomare to Ozu-Zarkh and then Octomere to Bluefeld via the Pirate Isles. Usually I try to make a Bluefeld-Wikkedde rail early on with lots of short hops, maybe including Railla. Once you get enough money, go for an east-west run if the game is still going. ![]() try to eventually get rail connecting in the north and south and a couple small loops as well as one big loop going there and make money - don't use ships too often here, as they aren't as efficient as using the magical connection of the south in terms of speed usually. If you want to keep it simple, focus on the east ocean region and short runs going north/south and across the ocean. ![]() Yeah, probably a bit much to throw at you without knowing the game already. Use the player aid and pay attention to limited resource locations (Bulatz and Penjold are the only sources of cattle - Bulatz is easy to access, but Penjold will require a bit of ocean inlet bridges to get to - pay attention to when goods are going to get closed out). Try to compete with yourself the first game or three while learning. Save your cash for building rail and exploit ports to to big hauls at a moderate speed in the opening game.įinally, if playing with more experienced players you should expect to lose. The more players, the more important it is to secure a good route through here.Įighth, a viable opening strategy to not ignore is the early seafarer route. Seventh, Railla is not only a vital central position of the board but it also has only a few good building routes into and out of it. Cycle until you get something that works well, and then run on that for a bit. You are far more likely to find the deliveries you want by cycling rapidly through cards, so don't struggle to get the best payout all the time on cards. Sixth, if a card doesn't fit your plan look for a way to ditch it quickly. Sometimes its best to stick to the easy and do lots of little loop runs and then end with a big westward haul. Basically, you make a big dollar run starting at A and ending at B - along the way you pick up and drop off two other things (or A is a pick-up where you are at for a minor delivery for along the way, and a mid-point is the big haul pickup). ![]() So don't go too lean on rail, but don't cover the map either.įifth, try always to have at least 2 if not 3 deliveries arranged for a "run". Sometimes a bit of speed rail makes all the different - saving 1 or 2 mileposts can mean the difference between making a crucial delivery first or not. Third, you need all but one hub - decide early to mid game which you will forgo, and it is usually one of the three in the "west" - Eaglehawk (southwest), Kola (northwest), and Uloggh (underground west).įourth, I find that making a few looping rails is better than a hub-and-spoke. Second, try to always have one extra load in reserve if possible when doing a run (preferably something rare that can be a luck of the draw delivery, but basically a load to lose if you get derailed). Mercy - Allow borrowing of up to 20 GP to build track in case of a screw-up late payment of using rail (pay after using the rail and a delivery is completed)Ĭrossgrading - 5GP to change a fast to a heavy train or vice versa (same level train, different type)īacktracking - skip a turn to turn around on a track rather than having to make it to another city or build a loop of track. First an foremost, use the following variants for your first game (if the others are willing to use them):įast Game - start with 70GP and 3 pre-movement turns to build, just discard event cards from the start of the game rather than shuffle them in, ignore/redraw/remove War Tax, deal 5 cards to each player and then after the 2nd round of building have everyone discard 2 of them.
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