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Patience isn't Always a Virtue
Tom Rosen
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Patience is normally a virtue, whether in gaming or not. You don't want to commit those meeples until you draw the right tile in Carcassonne. You certainly want to save your cards in the Commands & Colors series until they'll be most effective. You've got to time your Bonus cards just right in Princes of Florence to use them on the correct work. However, this is a list of games where patience is not always a virtue. These are games where you're given one, and only one, chance to use an ability that will give you the opportunity to decimate your opponents, but it's clear that if you waste it too early then you won't maximize this ability's potential. However, the lesser known side of this equation is that if you wait too long to use such an ability then you won't get to use it at all! This is my problem. I treasure such abilities even more than their great worth and end up never finding the "perfect" opportunity to use them, and consequently often end up not using them at all (which is certainly worse than using them too early). What on Earth am I talking about? Perhaps a few examples will make it all clear...

What powerful game abilities are you often stuck with not having used at the end of the game because you waited too long to find the perfect opportunity to use them and ended up not using them at all?
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1. Board Game: Ra [Average Rating:7.60 Overall Rank:48]
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13 Sun

Since this phenomenon first manifested itself in a game of Ra, it's known in my group as the "13 Sun" (since we play 3-player more often than not). So anytime another game has something analogous, it's called the "13 Sun." Am I the only one who overvalues the 13 Sun and often ends up not using it for an entire round when I have it (and consequently prefer to have the 11 or 12 if possible even though they're empirically worse) or are others prone to this excessive patience?
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Dave Eisen
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I confess. I have never seen a block of tiles that I thought was worth the 13. I also have never won a game of Ra.
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  • Posted Wed Jun 27, 2007 8:16 am
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Mark Casiglio
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Ah, but if I've got the 13 that also means I've got the 2, 5 and 8 ... which (if you think of the tiles as coming in groups of 3) are lower than the comperable tiles my opponents have and give me the feeling that I'm free to invoke Ra more liberally ... if my opponents let me have the lots then fine, I can hold back and still trump with my 13 if there's something I really need. If they jump in and take the lower valued lots, then THEY'RE the ones who are going to get trigger shy and I can build up a nice fat lot for my boss tile.

Or at least in theory that's how it works ... laugh
 
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  • Posted Wed Jun 27, 2007 8:44 am
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Ben Wang
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SUN 1408?
 
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  • Posted Wed Jun 27, 2007 6:07 pm
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The first game I thought of when I saw the list. When you see the first decently good set of tiles on the board, and you're bidding early, use it. No one's gonna let the tiles stack up while you have it, anyway. Put the "burden" on the 12-holder.
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  • Posted Wed Jun 27, 2007 7:30 pm
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Erik Leppo
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Most times I will bid with the 13 then Ra again after 2 or 3 tiles just to force the other players to bid on the 13 rather than the tiles in the auction.
 
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  • Posted Thu Jun 28, 2007 3:11 pm
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dkeisen wrote:
I confess. I have never seen a block of tiles that I thought was worth the 13. I also have never won a game of Ra.


I couldn't have said it better myself! When I have the 13 I feel like I should be able to get a flood, a god tile, a gold tile or two, some pharaohs and monuments, all at once... but the other players seem to keep thwarting my plans, and after 46 games of this I also have still never seen a block tiles that I thought was worth the 13. I can't say I've never won but my winning is certainly few and far between, and probably relegated to the games where I never get high value suns, heh.

Csigs wrote:
Ah, but if I've got the 13 that also means I've got the 2, 5 and 8 ... which (if you think of the tiles as coming in groups of 3) are lower than the comperable tiles my opponents have and give me the feeling that I'm free to invoke Ra more liberally ... if my opponents let me have the lots then fine, I can hold back and still trump with my 13 if there's something I really need. If they jump in and take the lower valued lots, then THEY'RE the ones who are going to get trigger shy and I can build up a nice fat lot for my boss tile.
Or at least in theory that's how it works ... laugh


I suppose you do have the 2, 5 and 8 if you start with the 13 at the beginning of the game, but I was also thinking of when you get the 13 for the second and third rounds, which I still haven't learned my lesson not to do, even though I know the 13 is more of a burden than anything else. Then again, I certainly do agree about invoking Ra liberally, the people I play with know that I'm no stranger to invoking Ra, it's my default move at times, certainly more fun than just drawing a tile, and it seems to bug people, which can be amusing, as long as you don't get stuck with something you really don't want. But I do think that people who don't like this game don't understand how much invoking Ra should and can be used.

jdberry wrote:
The first game I thought of when I saw the list. When you see the first decently good set of tiles on the board, and you're bidding early, use it. No one's gonna let the tiles stack up while you have it, anyway. Put the "burden" on the 12-holder.


Yeah, that's a good plan, to use it early to put the burden on the person with the 12 sun. I just keep hoping that they will let the tiles stack up while I have the 13, maybe one of these times they'll forget about invoking Ra and none of those pesky red tiles will crop up at inopportune times, and I'll finally get my money's worth! ... or not, and eventually I'll learn my lesson ... or not.

PaleHorseRider wrote:
Most times I will bid with the 13 then Ra again after 2 or 3 tiles just to force the other players to bid on the 13 rather than the tiles in the auction.


That's also a good plan, I should remember that. It has the added benefit of making sure someone else gets the 13 and not me for the next round, very nice
 
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  • Posted Fri Jun 29, 2007 4:50 am
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2. Board Game: China [Average Rating:7.11 Overall Rank:261]
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Fortification Tile

The second time this cropped up was with the Fortification Tile in China. I actually didn't play this tile in any of my first 4 or 5 full games of China because I never could find the perfect time to play it! Obviously I lost all of those games horribly. I always wanted to use the Fortification Tile when it would count double for a road and a region majority, but waiting for the perfect opportunity can also mean waiting too long for any opportunity, which I learned the hard way, over and over again!
 
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I'm the only one? Seriously I didn't even use my fortification tile for the first few full games because I kept searching for the perfect moment, tell me I'm not alone
 
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  • Posted Fri Jun 29, 2007 4:51 am
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Carl Anderson
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Thommy8 wrote:
I'm the only one? Seriously I didn't even use my fortification tile for the first few full games because I kept searching for the perfect moment, tell me I'm not alone


I've played three or four games of China, but we haven't yet used the fortification tile. We're still trying to decide how to play the emissaries (although I've decided that no matter what the rules say, my House Rule will be that house majority is determined upon placement of a house...long story, that).
 
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  • Posted Fri Jun 29, 2007 9:43 pm
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3. Board Game: Tigris & Euphrates [Average Rating:7.89 Overall Rank:15]
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Catastrophe Tile

Knizia strikes again!

I usually associate the 13 Sun and the Fortification Tile with this phenomenon, but looking back over other games that I've played in thinking about this list, I realized that a number of games have abilities that fall into this category that I hadn't thought of before. The Catastrophe Tile from Tigris & Euphrates was the first other game to come to mind because figuring out when to use those precious two catastrophe tiles is essential and very difficult. I usually worry that I'm "wasting" one and end up saving them for far too long, hopefully I'm not the only one.
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Mark Casiglio
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I hate throwing the first catastrophe tile. A lot of times that means I've missed a golden opportunity ...
 
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  • Posted Wed Jun 27, 2007 8:46 am
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Justin Green
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It's my second catastrophe tile that I have a hard time playing. I usually throw out my first one early, both to get momentum and to show that I'm a loose cannon. The second one is an essential threat to hold over my opponents and I'll only play it in dire emergencies; and in the end, it probably could have been played to better effect earlier in the game. (Note that I don't pretend to be a E&T strategy czar.)
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  • Edited Wed Jun 27, 2007 11:41 am
  • Posted Wed Jun 27, 2007 11:41 am
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Dave Kudzma
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Another reason to be reluctant in playing disaster tiles is that of retaliation.

I think it's best to use them when an opportunity arises, otheriwse you'll wait too long and not use them or miss you rbest chances.
 
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  • Posted Wed Jun 27, 2007 6:34 pm
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Alvin C
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My group doesn't have much experience with T&E, so in the few games I've played, the disasters aren't used very often because people forget about them. This makes me reluctant to use one because it'll remind people they're there.
 
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  • Posted Thu Jun 28, 2007 4:15 am
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Csigs wrote:
I hate throwing the first catastrophe tile. A lot of times that means I've missed a golden opportunity ...


If I had a nickel for all the golden opportunities I've missed to play catastrophe tiles... well, I'd have a couple bucks at least, heh! Seriously though I know there are some nice opportunities I'm passing up just because I'm worried an even better one will come along later, somehow it never does, go figure.

shumyum wrote:
It's my second catastrophe tile that I have a hard time playing. I usually throw out my first one early, both to get momentum and to show that I'm a loose cannon. The second one is an essential threat to hold over my opponents and I'll only play it in dire emergencies; and in the end, it probably could have been played to better effect earlier in the game. (Note that I don't pretend to be a E&T strategy czar.)


That's an interesting strategy to use the first one early to show you're a loose cannon, heh, I guess that makes sense, although I play the game only 2-player more often than not, where it's not quite as important to portray that, but I can see it being more important in a 4-player game where you want to dissuade people from messing with you.

I definitely agree though that the 2nd catastrophe tile is even harder to part with than the first, not to say I don't have trouble parting with the 1st, but that second one is in a class by itself on this list!

It would be cool if you were a czar though, of anything really

locusshifter wrote:
Another reason to be reluctant in playing disaster tiles is that of retaliation.

I think it's best to use them when an opportunity arises, otheriwse you'll wait too long and not use them or miss you rbest chances.


Yeah that's a good point, for multiplayer games, that you don't want to use the tile on one opponent who will have a vendetta and a good chance to get back at you... but in my two-player games I don't have to worry about this too much, or rather I have to worry about retaliation so much since I'm the only possible target that it's not worth worrying about laugh

Tyndal wrote:
My group doesn't have much experience with T&E, so in the few games I've played, the disasters aren't used very often because people forget about them. This makes me reluctant to use one because it'll remind people they're there.


That's funny, yeah I suppose if people are forgetting about them then it's definitely not good to call attention to them, unless the first-strike advantage is going to be decisive... it's like a Cold War standoff, you need to make sure you can wipe out their ability to respond before you can make the first move, but that's tough since catastrophe tiles are so versatile and damaging, more so in the hands of my opponent it seems than in my hands.
 
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  • Posted Fri Jun 29, 2007 4:58 am
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4. Board Game: Blokus [Average Rating:7.15 Overall Rank:200]
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Single Square Piece

An abstract makes the list.

The single square piece in Blokus is your best to chance to escape from being blocked in, but if you're like me then you'll have plenty of chances to try/need to escape because you'll be getting blocked in more frequently than you'd like.
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Nick Fisk
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Stoke on Trent
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Come on the mighty Seagulls! So excitied about our first game at the Amex in August after 14 homeless years ....
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Erm ... ahem .... Here goes: "Come to Shire Games! If you've never been before, now is the perfect time to come along, as we've just moved to a huge new shop in Stoke-on-Trent! Come along, stay a while and play some games! "
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I think I've only ever played this when I have no other move, and then I use it to move into teh best area I can find.

Perhaps I should look at using it sooner ...


N.
 
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  • Posted Wed Jun 27, 2007 12:22 pm
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Chris Long
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Moviebuffs wrote:
Perhaps I should look at using it sooner ...


Nooooooo! I always wait until the last possible moment to use that tile. There's almost always other areas for expansion that you could consider. At least there is if you start building correctly from the beginning.

And never EVER use it if one of the other players could screw you over and it would go to waste. If you can't be sure it will be useful, its not worth playing.

Take it for what its worth, but I'm pretty good at the game. I almost always win and I tend to get rid of all of my peices, occasionally leaving one 4 or 5-block piece out.
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  • Posted Wed Jun 27, 2007 5:12 pm
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Isn't there a bonus for playing the 1 piece tile last? Or am I totally imagining that rule?

At any rate, I do the same thing...

Wait to play it....

Waaaaaaait....

Waaait for iiiiitt...

Almoooost theeere.....

DOH! Should have played it - I lost.
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  • Posted Wed Jun 27, 2007 11:54 pm
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There is a bonus, but it usually doesn't matter because so few people play the game the way the rulebook suggests - most just play to see who can get the fewest pieces left and that's the winner.
 
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  • Posted Thu Jun 28, 2007 2:22 am
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Moviebuffs wrote:
I think I've only ever played this when I have no other move, and then I use it to move into teh best area I can find.
Perhaps I should look at using it sooner ...


My thoughts exactly, I've only used it so far as a last resort, but maybe I'm missing an earlier opportunity.

radynski wrote:
Nooooooo! I always wait until the last possible moment to use that tile. There's almost always other areas for expansion that you could consider. At least there is if you start building correctly from the beginning.

And never EVER use it if one of the other players could screw you over and it would go to waste. If you can't be sure it will be useful, its not worth playing.

Take it for what its worth, but I'm pretty good at the game. I almost always win and I tend to get rid of all of my peices, occasionally leaving one 4 or 5-block piece out.


It certainly sounds like you know what you're doing. I can count the times I've gotten rid of all my pieces on one hand, that's for sure, and being left with one piece would be quite an accomplishment for me indeed. Perhaps I'm right to be so wary of using this piece then and holding off until the last possible chance, but I was just wondering because I rarely end up using this to good effect near the end, so though playing it earlier might be the trick, maybe not.

manowarplayer wrote:
Isn't there a bonus for playing the 1 piece tile last? Or am I totally imagining that rule?


Yup, technically there's a 5 point bonus if you play this piece last after going out, because you get 15 points for going out, and 20 for going out and using this piece last (i.e., effectively not using it since it then provides no benefit really). However, that doesn't really matter not only because I almost never go out, but also because it would only matter if multiple people both went out in the same game (never seen that happen) so it would be a tiebreaker, or I suppose if you were playing multiple games in a row and combining the scores, which perhaps is the point.

This was discussed a bit in this thread I posted about this back in July of 2005: http://www.boardgamegeek.com/thread/71538

manowarplayer wrote:

Wait to play it....

Waaaaaaait....

Waaait for iiiiitt...

Almoooost theeere.....

DOH! Should have played it - I lost.


This is me exactly!! Actually this internal monologue applies to any of the entries on this list for me, like the 13 Sun definitely, and the fortification tile in China, and all the rest for sure

mib668 wrote:
There is a bonus, but it usually doesn't matter because so few people play the game the way the rulebook suggests - most just play to see who can get the fewest pieces left and that's the winner.


Yeah, I agree that the bonus doesn't really matter, although I've never just played whoever has the fewest pieces left wins, since we count the size of the pieces, perhaps that's what you meant, but I guess the bonus could come into play as a tiebreaker or for multiple games in a row with combined scores... provided that the players are good enough (unlike me) to actually play all their pieces, heh.
 
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  • Posted Fri Jun 29, 2007 5:07 am
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5. Board Game: Shear Panic [Average Rating:6.48 Overall Rank:860]
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Ewe Turn & Sheep Leap

An abstract in sheep's clothing makes the list.

The rules themselves even encouraged me not to waste these two abilities, which certainly wasn't necessary because I'm so miserly with such great/unique abilities that I'd have been too hesitant to use them even if the rules hadn't warned me to prize them.
 
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Quote:
An abstract in sheep's clothing


That's awesome
 
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  • Posted Wed Jun 27, 2007 11:17 pm
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Thanks! meeple
 
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  • Posted Fri Jun 29, 2007 5:08 am
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6. Board Game: El Grande [Average Rating:7.89 Overall Rank:14]
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13 Power Card

13 must be unlucky, as it makes another appearance on the list.

When you figure out you really want one of the five action cards during one of the nine rounds then it's time to break out the 13 Power Card... but you never know if there'll be an even better action card in the very next round, so unless it's the 9th round, I'll never be sure of myself when laying down the 13 Power Card.
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I prefer to play the 13 card earlier in the game - best at the end of round 3 or 6, which means playing the low card on round 2 or 5.

By playing it earlier, I can get a jump on the scoring as I usually take the king and secure whatever regions I can by moving the king to or away from them. Plus there is always that chance the action card comes up to get back into your hand one of your previously played Power Cards....Saaaaaweeeet!
 
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  • Posted Wed Jun 27, 2007 11:58 pm
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manowarplayer wrote:
I prefer to play the 13 card earlier in the game - best at the end of round 3 or 6, which means playing the low card on round 2 or 5.

By playing it earlier, I can get a jump on the scoring as I usually take the king and secure whatever regions I can by moving the king to or away from them. Plus there is always that chance the action card comes up to get back into your hand one of your previously played Power Cards....Saaaaaweeeet!


But if you play it early in the game to get a jump on the scoring then you'll be in the lead?! surprise

I thought you never wanted to be in the lead in this game until the very end, at least in my group, because the rest of the pack will mercilessly drag you back, kicking and screaming, to the pack if you dare to edge out ahead!

Perhaps if you can use the 13 early well enough to get an insurmountable lead, but I wouldn't dare to put my opponents to the test, they might get overzealous and drag me back with such force that they hurl me into the abyss of permanent last place

Then again, using the 13 and ten getting it back with that action card would be super cool... whenever I get stuck with that action card I always get back crappy power cards, but maybe that's just me and my unbelievable "patience" heh!
 
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  • Posted Fri Jun 29, 2007 5:11 am
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7. Board Game: The Settlers of Catan [Average Rating:7.51 Overall Rank:78]
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Monopoly

A classic, and one of the classic blunders...

It's always a joyous occasion when you happen to buy a Development Card, expecting a Knight (or I suppose Soldier if you're playing the newer version), and instead get a Monopoly. The scarce resource may vary from game to game, but there's always some resource that is unbelievably scarce, so stealing from everyone else simultaneously (and not having to pick-and-choose and get lucky like with the Robber) is nice indeed... unless you're like me and can never build up the nerve to commit and actually use it.
 
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Mike Adams
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Save up the scarce resource yourself, make lucrative trades with others (I'll give you this brick for 2 wheat, no make that 3 since you don't have a port) and then play Monopoly to get all your brick, or whatever, back. Think of it as teaching them a lesson for being so wanton in trading their precious resources.

My son always uses this tactic frighteningly well.
 
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  • Posted Wed Jun 27, 2007 7:16 pm
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Paul Szilagyi
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Parma
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I'm a killer with this card. I play it like it's going out of style, and with nary a regret, afterwards (except all the time the Robber will subsequently be spending next to my most productive city...).

Nevertheless, I only have two requirement before I'll play this card. 1) I must have a port available to me, and 2) I need two rolls of a given number either in the same, or in back-to-back rounds.

These conditions are met in almost every game, so I play the card to good effect often. (If I do say so myself... (sorry))
 
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  • Posted Thu Jun 28, 2007 12:28 pm
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Phil Harding
Australia
Ashfield
NSW
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The first time I introduced Settlers to a friend, he got this card. On one turn he casually asked if anyone had wheat to trade. We all said yes, but instead of trading with us, he called a wheat monopoly! He called a fake trade to check if we had wheat! Such sneakiness for a noob!
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  • Posted Fri Jun 29, 2007 2:58 pm
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8. Board Game: Samurai [Average Rating:7.49 Overall Rank:76]
 
Tom Rosen
United States
Arlington
Virginia
admin
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Figure Swap

Make it a Knizia trilogy!

It's not the Knizia Tile-Laying Trilogy or the Knizia Auction Trilogy, but instead it's a brand new Knizia Trilogy for games where indecisive people do poorly because they can't commit to using the most important abilities. The Ronin and the Tile Swap are certainly tricky, but the Figure Swap takes the cake for me because it seems to have such great potential... if only I could figure out when to use it.
 
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W M Shubert
United States
Portland
Oregon
KGS is the #1 web site for playing go over the internet. Visit now!
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I never seem to be able to time my plays in this game correctly.

Always save the best tiles for too long, until they aren't so helpful any more...except when I get disgusted with my so-called strategy and play them too early.
 
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  • Posted Wed Jun 27, 2007 5:31 pm
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[wailing winter winds]
United States
Hillsboro
Oregon
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Hmm... I never have a problem finding a use for it, and, since it counts as a free play, you want to play it as soon as possible in order to get through your tiles faster.
 
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  • Posted Wed Jun 27, 2007 8:49 pm
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9. Board Game: Java [Average Rating:7.08 Overall Rank:307]
Tom Rosen
United States
Arlington
Virginia
admin
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Extra action points & Special tiles

Kramer shows up again... and my indecisiveness not only prevents me from using the special ability, but also from deciding which special ability to list here! I have trouble actually using up all 3 bonus action points by the end of the game, but I also rarely use both of the single city tiles, all three of the single rice field tiles, and all five of the double tiles. I'm usually left at the end with a bonus action point or two, and a handful of special tiles, knowing that if I'd managed to us them I would've certainly garnered a few more points along the way. I'm sure I'll never be able to actually commit to using all of the special tiles, so I can only hope that the difference in points won't be small enough for it to make a difference.
 
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10. Board Game: Dune [Average Rating:7.63 Overall Rank:88]
Tom Rosen
United States
Arlington
Virginia
admin
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Thumper, Cone of Silence, Weather Control, or Family Atomics

Another one where I can't quite decide which belongs most... There are so many amazing cards in this game that I'm not even sure which one is the most difficult to figure out when to use, any thoughts?

 
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Justin Green
United States
Des Moines
Iowa
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Well, because there is a hand limit, and the most effective treachery card distribution is a full array of weapons and defenses, I tend to play the special cards as soon as I get a chance.
 
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  • Posted Wed Jun 27, 2007 11:46 am
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Dan Taylor
United States
Unionville
Virginia
Just Another Washed Up Wargamer
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In the handful of games I've played, Family Atomics more or less gets used immediately. Weather Control... not so much.
 
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  • Posted Fri Jun 29, 2007 1:05 pm
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11. Board Game: Lord of the Rings: The Confrontation [Average Rating:7.28 Overall Rank:167]
Tom Rosen
United States
Arlington
Virginia
admin
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5 or 6 card

If you play me in this game, you can be pretty sure I won't bust out with the 5 card (if I'm Light) or 6 card (if I'm Dark) anytime in the first half of the game... and that will certainly be to your advantage!
 
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Matthew M Monin
United States
Branford
Connecticut
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8/8 FREE, PROTECTED
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That guy
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As long as you still have Magic in your hand you still have access to every card. Playing the Magic card is the difficult decision...

-MMM
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  • Posted Wed Jun 27, 2007 4:50 pm
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12. Board Game: Nexus Ops [Average Rating:7.27 Overall Rank:173]
 
Tom Rosen
United States
Arlington
Virginia
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Scattered Rubium

I'm always sure I'll have one more territory at the start of the next turn... but it never seems to work out that way, go figure.
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Mike Adams
United States
Brigham City
Utah
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I almost always use Scattered Rubium as soon as I get it. However, some of the other cards I hang onto far too long, particularly some of the movement modifiers. I usually end up with several cards in hand at the end that I really should have used but never did.
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  • Posted Wed Jun 27, 2007 7:17 pm
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King of the Dead
United States
Portland
Oregon
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My feeling is that if you don't use your cards as soon as you can in this game you might as well not have them. The tide turns much too quickly to save them for some future plan.
 
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  • Posted Fri Jun 29, 2007 2:09 am
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13. Board Game: Kreta [Average Rating:6.97 Overall Rank:530]
 
Tom Rosen
United States
Arlington
Virginia
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Villages & Forts

13 must really be unlucky as this is the 13th entry on the list, following upon the 13 Sun in Ra and the 13 Power Card in El Grande. The buildings in Kreta are so powerful that I'll never want to actually use them, anyone else hanging on to the Baumeister card longer than they really ought to?
 
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Mark Casiglio
United States
Shelton
Connecticut
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I just played my first game of this, and absolutely killed my chances of being competitive by holding off on building one of my three forts until all the good spots had been taken.
 
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  • Posted Wed Jun 27, 2007 8:37 am
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Rob
United States
30° 12′ 38″ N, 95° 45′ 2″ W
We are, all of us, ill-equipped to deal with a duck.
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Yes, I try placing my forts early and often. Villages, not so much.
 
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  • Posted Wed Jun 27, 2007 1:34 pm
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Dave Kudzma
United States
Gumboro
Delaware
Muffins.
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I've always found more aggressive play a benefit in this game. Since the cards are random, there is no way to wait for the "perfect" moment.

I try to play where I will get the best return, and 9 out of 10 times I get that return.
 
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  • Posted Wed Jun 27, 2007 6:27 pm
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14. Board Game: In the Shadow of the Emperor [Average Rating:7.07 Overall Rank:311]
Rob
United States
30° 12′ 38″ N, 95° 45′ 2″ W
We are, all of us, ill-equipped to deal with a duck.
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The Rival card

Even though taking the Rival card ends your turn, it's the only way you can become Emperor. But waiting for the perfect time to take it usually means someone else grabs it. I've been too conservative in the past, and seen many a chance slip away.
 
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Wisconsin
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Muuhahahaha!!

:: twirls mustache ::


(ouch!)
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  • Posted Wed Jun 27, 2007 4:37 pm
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15. Board Game: Colossal Arena [Average Rating:6.91 Overall Rank:350]
 
Phyll
Australia
Sydney
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I am such a sucker for holding on to that 9 or 10 for when I really, really, really, really need it. And surely my Cyclops doesn't need it now. He surely must be able to survive for just one more round. I'll play it then.....

(and give a Stunning Blow to some lucky customer to boot surprise )

 
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[wailing winter winds]
United States
Hillsboro
Oregon
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Oddly enough, the last time I played this game, I got the Serpent (the single most powerful card in the game) in the initial deal, and ended the game with it still in my hand. But I think that's pretty rare.
 
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  • Posted Wed Jun 27, 2007 8:47 pm
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Dan Taylor
United States
Unionville
Virginia
Just Another Washed Up Wargamer
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Or the "Wait!? The round ended? But I haven't played yet!" problem.
 
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  • Posted Fri Jun 29, 2007 3:45 pm
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16. Board Game: Arkadia [Average Rating:7.05 Overall Rank:293]
United States

Wisconsin
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Scoring Banners

To score in this game, you must turn in a banner. You only have four banners, therefore four opportunities to score. You score the value of the seals you currently own (although you need not score all of them, or any of them). So you want to turn in a banner when the seals you own have a high value (as determined by the castle).

When's the best time? Now? Next turn? Will the seals you own increase in value? Or are they peaking now? WHAT SHOULD I DO?!?!

(Well, you'd better do something because the game might end before you have a chance to score all of them.)
 
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Matthan Heiselt
United States
Suffolk
Virginia
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This is the game that came to my mind.

The game always ends quicker than you want/expect. If you are thinking about using your banners, do it now, else you might not have a good chance later.
 
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  • Posted Wed Jun 27, 2007 6:00 pm
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❇Ⓢ❈Ⓝ❈Ⓞ❈Ⓦ❇
United States
Columbus
Ohio
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This was the first game that came to mind for me as well. Timing your payout in the 'seal market' is so critical but there's also the added pressure to do it early to stock up on additional workers that come with the evaluation.

Do it now...no after the next turn...doh! someone covered up my silver seal. Next turn...doh!
 
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  • Posted Wed Jun 27, 2007 7:39 pm
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Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium
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I always score as soon as I have a couple of seals of a color that is worth 4 or 5 on the castle. In most cases I can score big, as I tend to go for 1 color. The other players see the value of that color increase so they start going for it too. I score and start decreasing the value of that color. As soon as the other players have built up enough seals to score, they're not worth that much anymore
 
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  • Posted Thu Jun 28, 2007 4:20 pm
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17. Board Game: Masons [Average Rating:6.63 Overall Rank:712]
United States

Wisconsin
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Scoring Cards

It's a scoring round, and you've got this card that lets you score points for towers outside any city, . . . and right now there are 8 of them. Is this a good time to play the card? Will there be more by the next scoring round, or will someone incorporate them into a city and diminish the number of them? Or maybe you shouldn't score any cards at all and draw cards instead? What to do, what to do . . .
 
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Dave Kudzma
United States
Gumboro
Delaware
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I usually pass on the first couple of scorings, and just draw cards.

With the extra cards in hand, I find I have better chances for scoring more points, and even some chaff to discard later.
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  • Posted Wed Jun 27, 2007 6:38 pm
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18. Board Game: Alexandros [Average Rating:6.21 Overall Rank:1715]
United States

Wisconsin
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Levying Taxes

As with Colovini's Masons (which I think was inspired by this earlier game), when you decide you want to score (by levying taxes), everyone gets to score. With Masons, what players intend to score is on the cards they hold -- in other words, hidden information. In Alexandros, it's right there on the board. Other players will score any areas where they have exactly one token.

So when you decide to pull the trigger and score, you can glance at the board and see what others will score. And they may actually score more than you, which would make choosing to levy taxes a bad idea. But . . . what if now is the best time for you to score? Can you hold off, attempt to screw up someone else's holdings, and still retain your own holdings? Or will someone take over one of your territories and/or divide it before you get a chance to score it. Decisions, decisions!
 
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19. Board Game: Aton [Average Rating:7.02 Overall Rank:376]
Michael Kandrac
United States
Grand Prairie
Texas
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Choosing the right time to pull the trigger on the use of the white exchange counter in Aton is a difficult decision. It's easy if you draw four ones, for instance, but most less than ideal hands fall into a "grey" area. I often delay the play of it and end up not making an exchange at all.

Gg
 
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Derek H
South Africa
Durban
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I use it. My opponent does not. They win. I figure I have more serious problems than worying about when to play this.
 
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  • Posted Thu Jun 28, 2007 12:30 pm
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20. Board Game: Lifeboats [Average Rating:6.66 Overall Rank:675]
Mike Cross
United States
Atkinson
New Hampshire
Playing the Captain cards. Sure, you have three of them, but they are just sooooo useful that I never want to waste them. Especially considering that if your opponent happens to play one at the same time you do, it's useless.

I tend to hold onto these until near the end when all of my guys are already dead. No wonder I haven't won a game yet...
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21. Board Game: Tikal [Average Rating:7.40 Overall Rank:107]
Rick Holzgrafe
United States
San Jose
California
designer
"the understandably frightening and chimeric semicolon" -- HiveGod
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Guard that temple! In Tikal, the board is scored four times, and the score for a temple normally goes to the player who has the most workers there. But each player has the opportunity to place a guard over a temple, claiming them as his own for the rest of the game. Unsurprisingly (this is another Kramer game, after all) there's a drawback: unguarded temples can be improved to raise their value, but guarded ones cannot. So: should you pay the high price to guard this temple and freeze its value, or let it build up a while and hope somebody else doesn't grab it first? And you only get to guard two of them -- maybe you should wait for a better one later?

A similar, if simpler, decision in this same game: placing your tents. A tent marks a "base camp" where you can bring new workers onto the board, and each player only has two of them. Proper placement is key, and the perfect location does not always drop into your lap. You can waste one by placing it too soon, or by placing it too late.

I've said it before, and I'll say it again: This game is two tents!

I'm sorry... I'm really sorry... I won't say it again, really, not ever, I promise...
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Philip Thomas
United Kingdom
London
London
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Of course, a simple rules error can obviate the need for patience entirely.

In this case, I decided that you could dig at a guarded templeblush

Very easy points for the first player- guard the temple next to base and dig all the way to 10... No patience required.meeple
 
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  • Posted Wed Jun 27, 2007 8:24 pm
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Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium
Gijzegem
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We overlooked the 2-guarded temples rule and were allowed to guard as many as we wanted blush
 
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  • Posted Thu Jun 28, 2007 4:22 pm
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Nate Cannon
United States
Garland
Texas
I came. I saw.
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Committing a base camp alwasy seems like the more difficult decision for us. The two temple guards go on high value temples early so you can score them multiple times. Later in the game, they are not as useful since the 8, 9, and 10s are generally all gone and guarded.

On the other hand, committing to a base camp early draws the ire of other players, who all will quickly surround your camp with worthless tiles, making your camp nearly useless.
 
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  • Edited Thu Jun 28, 2007 5:31 pm
  • Posted Thu Jun 28, 2007 5:30 pm
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Richard Cox
Canada
Kingston
Ontario
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Quote:
This game is two tents!


Obviously, this opinion is your two tents' worth . . .
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  • Posted Thu Jun 28, 2007 5:57 pm
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22. Board Game: Lord of the Rings [Average Rating:6.91 Overall Rank:324]
David Wiens
United States
Lakeville
Minnesota
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It's a Knizia quadrilogy (?)
There are lots of special things to do in this game that I never know the timing on, and I usually get beat with the abilities left undone. The character special abilities in Friends and Foes, the Gandalf cards that cost 5 shields, putting on the Ring in a scenario..,

Might be why we've never won the game.
 
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Teague Webb
United States
Columbus
Ohio
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We're probably about 50% successfull, playing with F&F+Sauron usually. I like the logic I heard from an old baseball manager, which essentially said: I never save a pitcher for tomorrow; tomorrow it might rain.

It can be very difficult to know when to spend and when to hold back, but I count a loss worse if we still have lots of powers/resources unused.
 
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  • Posted Fri Jun 29, 2007 1:17 pm
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23. Board Game: Tichu [Average Rating:7.73 Overall Rank:36]
John Farrell
Australia
Aspley
Queensland
Averagely Inadequate
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Buster Keaton from 'Go West'
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A 12 card straight.

I'll play this 4 first, win the trick with my ace, then play the straight and go out. Oh bugger... I forgot about the phoenix. Now all I have is 12 singles. blush

I *think* the skill in climbing games is to know how long to wait so that the other players have used up their cards that are better than yours and you've got a clear run to the end. I'm not very good at that.
 
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24. Board Game: Power Grid [Average Rating:8.09 Overall Rank:5]
The Seal of Approval
Austria
Vienna
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Power plants

Sure, you could bid for the 26 plant right now, but there might just be the most fabulous, nifty plant around the corner!
 
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Surya Van Lierde is pure Eurosnoot and proud of it!
Belgium
Gijzegem
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There also might be a really shitty one coming up. If you really need the 26 and are screwed if you don't get it, that you should make the right decision!
 
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  • Posted Thu Jun 28, 2007 4:26 pm
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Treacherous Cretin
United Kingdom
Unspecified
Hampshire
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Yeah, but if I overbid your bid, I cannot afford to buy all the fuel/cities I needed/was planning to buy. Also I'll be last in the fuel buying next round. Oh hell what do I do ??? I er, um,ah,well,um.... help...brain....is...melting.
Why is everyone looking at me impatiently ???
 
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  • Posted Thu Jun 28, 2007 6:21 pm
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25. Board Game: Carcassonne: Inns & Cathedrals [Average Rating:7.60 Unranked] [Average Rating:7.60 Unranked]
Tim Mossman
United States
Montgomery County
Maryland
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The Big Meeple

The first many times we played with the I&C expansion, I would end the game with the big meeple still unplayed (still waiting for the right moment to pounce). I've since learned to get him out into a farm early, so as to ensure that I receive value from the piece.
 
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Mikael Ölmestig
Sweden
Halmstad
Halland
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I think I would call this reactive playing. You see what the opponent does before you can strike with all your force. In some games I found this to be a viable strategy, where you aren't exposing yourself too much on other players, but in some games you have to take the opportunity when it arise and don't be a coward.
 
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  • Posted Wed Jun 27, 2007 10:14 am
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Brian Thompson
United States
Tucson
Arizona
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Dude, You've actually got 6 Knizia games in this list, not just four.
Colossal Arena and LOTR: The Confrontation are both Knizia games as well. Knizia is pretty awesome, eh?
I love that tension that you describe in this list. Timing is generally very important in Knizia games.
 
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  • Posted Fri Jun 29, 2007 7:31 am
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Neil Tomlinson
United Kingdom
Oldham
Greater Manchester
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Strangely, I don't have this problem in board games. However, I am utterly incapable of finishing a computer game without a truckload of health replenishers crammed into my inventory because I spent the whole game thinking I'd need them later.
 
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  • Posted Sat Jun 30, 2007 6:52 pm
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