Patience isn't Always a Virtue
Tom Rosen
United States Arlington Virginia
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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]

Tom Rosen
United States Arlington Virginia
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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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2.
Board Game: China
[Average Rating:7.11 Overall Rank:261]

Tom Rosen
United States Arlington Virginia
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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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Tom Rosen
United States Arlington Virginia
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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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4.
Board Game: Blokus
[Average Rating:7.15 Overall Rank:200]

Tom Rosen
United States Arlington Virginia
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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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Tom Rosen
United States Arlington Virginia
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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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Tom Rosen
United States Arlington Virginia
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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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Tom Rosen
United States Arlington Virginia
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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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8.
Board Game: Samurai
[Average Rating:7.49 Overall Rank:76]
Tom Rosen
United States Arlington Virginia
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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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9.
Board Game: Java
[Average Rating:7.08 Overall Rank:307]

Tom Rosen
United States Arlington Virginia
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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
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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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Tom Rosen
United States Arlington Virginia
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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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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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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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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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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 )
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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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17.
Board Game: Masons
[Average Rating:6.63 Overall Rank:712]

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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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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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Mike Cross
United States Atkinson New Hampshire
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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
"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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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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23.
Board Game: Tichu
[Average Rating:7.73 Overall Rank:36]

John Farrell
Australia Aspley Queensland
Averagely Inadequate
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. 
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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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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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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Halmstad
Halland
Tucson
Arizona
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.
Oldham
Greater Manchester