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Reply: Terra Mystica:: Strategy:: Re: Unpacking a success with the Fakirs

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by Skyswooper

broy2017 wrote:

You mentioned that you are able to plan to the end of the game from round 4. What do you use to plan so far ahead. I always struggle to plan more than 1 round in advance


Sometimes it's not a concrete plan with a list of actions, it's just about counting.

I give you an example for the thinking process.

Let say you have on board 7d, 2te, 1sh, with 1sh+1te+2d already tied to a town.

If you plan for 2 more towns, then you need 9 powers more on your buildings. 4tp+5d will give you exactly that so that plan is conceivable. That will cost you 13w+22c. If your income is 8w+4pw for r5 and 8w+2c+4pw for r6, then you'll need to find 20 more coins and 5 hexes minus 3w and 8pw. You then just have to count how much you could potentially receive from cult bonuses, leeches, town bonus and any others.

More importantly, you now know that you need 5 more hexes so you can start to identify them, and eventually bridges. In case you can't secure them, you can start counting for other plans, e.g. te or sa with fav5, or else.

Also, round VP and passing VP bonuses might also orient in which order you are taking your actions, and you would want to choose a plan that goes well along these.

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