Posts filed under 'Board Game Strategies'
Fluxx Card Game – Goals and the Keepers that Go With Them
Author – Chris Skinner
When playing the Fluxx card game, arguably the most important aspect is the end goal of the game. One of the niftiest parts about this game is the fact that it doesn’t have a single end goal – it has multiple!
While the Goals tell you exactly what you need right on them, the Keepers in your hand do not tell you which Goal they go with. Since there are so many in the original, and even more in the newer versions, we’ve put together a list, forward and backwards, of the Goals you have and what Keepers go with them!
Listed By Goal
- Squishy Chocolate – Cholocate and Sun
- Star Gazing – Cosmos and Eye
- Interstellar Spacecraft – Rocket and Cosmos
- Time is Money – Time and Money
- Toast – Bread and Toaster
- All You Need is Love – Love and no other Keepers
- Dough – Bread and Money
- Hippyism – Peace and Love
- Night and Day – Moon and Sun
- Rocket to the Moon – Moon and Rocket
- War = Death – Death and War
- Winning the Lottery – Dreams and Money
- 5 Keepers – Five of any Keeper
- 10 Cards in Hand – 10 cards of any type
- All that is Certain – Death and Taxes
- The Appliances – Television and Toaster
- Dreamland – Dreams and Sleep
- Milk and Cookies – Cookies and Milk
- Party Snacks – Party and (either 1 Bread or 1 Chocolate or 1 Cookie)
- Rocket Science – Brain and Rocket
- Baked Goods – Bread and Cookies
- Bed Time – Sleep and Time
- The Brain (No TV) – Brain and no TV Keeper anywhere on table
- Chocolate Cookies – Chocolate and Cookies
- Chocolate Milk – Chocolate and Milk
- Death by Chocolate – Chocolate and Death
- Hearts and Minds – Brain and Love
- The Mind’s Eye – Brain and Eye
- Peace (no War) – Peace and no War Creeper anywhere on table
By Keeper
The number in parenthesis indicates the frequency it shows up in Goals
- The Brain(4) – Rocket Science, The Brain (no TV), Hearts and Minds, The Mind’s Eye
- Bread – (4) – Dough, Toast, Party Snacks, Baked Goods
- Chocolate – (4) – Squishy Chocolate, Party Snacks, Chocolate Cookies, Death By Chocolate
- Cookies – (4) – Milk and Cookies, Baked Goods, Chocolate Cookies, Party Snacks
- The Cosmos – (2) – Star Gazing, Interstellar Spacecraft
- Death – (3) – All That is Certain, Death by Chocolate, War = Death
- Dreams – (2) – Dreamland, Winning the Lottery
- The Eye – (2) – Star Gazing, The Mind’s Eye
- Love – (3) – All You Need Is Love, Hippyism, Hearts and Minds
- Milk – (2) – Milk and Cookies, Chocolate Milk
- Money – (3) – Time is Money, Dough, Winning the Lottery
- The Moon – (2) – Night and Day, Rocket to the Moon
- The Party – (1) – Party Snacks
- Peace – (2) – Hippyism, Peace (No War)
- The Rocket – (3) – Interstellar Spacecraft, Rocket to the Moon, Rocket Science
- Sleep – (2) – Bed Time, Dreamland
- Taxes – (1) – All That Is Certain
- The Sun – (2) – Squishy Chocolate, Night and Day
- Television – (1) – The Appliances
- Time – (2) – Time is Money, Bed Time
- The Toaster – (2) – The Appliances, Toast
- War – (1) – War = Death
Add comment August 21, 2009
Jamaica Board Game – Review with Strategy Suggestions
Author: Todd Cutrona
Jamaica is a board game for 2-6 players in which each player takes on the role of a pirate as you race around the island of Jamaica. Aye said Pirates, you scurvy dog!
This game is just plain fun. Does it have elements of luck? Absolutely! Is it a family game? Yes, but this is not Monopoly…this is FUN!
LOOK OF THE GAME
There are fantastic graphics throughout the game. The board and cards are great to look at and the player ships are very sturdy. This is the type of game that attracts onlookers. The rulebook is designed to look like a treasure map…theme is just dripping from the game.
GAMEPLAY
In the game each player controls a pirate ship and attempts to race around the board, find treasure, win battles and in the end, win the game.
HOW DO YOU WIN?
The game ends when one player reaches the finish line. Points are earned based on where you finish on the board, plus treasure cards and gold coins (1 point per). Add it all up and determine the winner!
PLAYER CARDS
Each player has their own stack of player cards. On each card are two symbols representing the actions that can be taken with that card (see picture below). At any given time each player has three cards in their hands. Action choices are to move forward, backward, get food, take gunpowder, or take gold coins (points).
ROLLING THE DICE
The starting player roles two dice and then places them on the board in their desired order. Then each player in chooses a card to play that round, all cards are revealed simultaneously. Actions are based on the dice results. In the above picture if I chose to play the top card and a 6 & 3 were rolled, then I would move my ship forward 6 places and I would take 3 food into my hull.
CANNONBALLS FLY!
If you land on a space with another ship then you must battle! There is a special battle die that shows consecutive even numbers on 5 of its sides (2-10) and a star on the 6th side. Before the die is rolled the attacker decides if he/she will add and gunpowder tokens to the result (+1 per token) and then rolls the die. A roll of a star is an automatic victory. The defender then adds their gunpowder and rolls. High score wins and the victor gets to take the items held in their opponents hold or take/give a treasure card. The treasure cards are acquired at various points on the board and can give bonus points, special powers or curse the player (negative points).
EACH SHIP HAS HULLS TO HOLD STUFF
Each ship has 5 hulls to carry items and once you place items into a hull you cannot add to it or relocate it. Don’t worry the board forces you to spend this loot almost as quickly as you acquire it. Spaces on the board require a payment of either food or gold when you move your ship on the space. If you can’t pay the fee then you are forced to move backwards until you find a space that you can afford.
STRATEGY SUGGESTIONS
1. Get treasure cards, they are extremely important.
2. Use the movement cost to your advantage. Move past what you want and if you don’t have enough food/gold, move backwards to land on the space you really wanted (like a treasure card spot). So, don’t horde too much food.
3. Save your double move forward card till the end of the game and zoom ahead of everyone.
4. You don’t have to win the race to win the game. Collect gold and treasure cards.
5. Remember that the game has a bluffing element. I played one game where I got a high bonus treasure card early, but I acted in such a way that everyone thought it was cursed. So, even though I lost battles, no one stole my treasure card.
WHO WILL LIKE THE GAME?
With its simple rules and fun pirate theme it should appeal to most families. Personally I like playing it with 4 or more people as it feels more interesting (more battles). The game does have some luck, but the card selection allows for moderate control. Great artwork, simple rules, pirates and playable in less than an hour…buy the game you land-lover!
Buy your own copy of Jamaica. There is also a link to a video about the game here.
Here is another of our blog posts about Jamaica.
1 comment April 24, 2009
Settlers of Catan: A Beginner’s Strategy Guide
Settlers of Catan is one of the first Euro-style games to come to America, and has won countless awards. If you’re looking for tips on how to improve your game, the most important place to focus is on your initial two settlement placements. These two decisions, often made in a minute or so, can have as much impact on your chances for victory as a half-hour’s worth of turns later in the game.
Initial Placement
Numbers
The most obvious thing to consider, and most important, the dots associated with each number. The dots on each number indicate how frequently it is likely to be rolled. Consequently, you should be sure to place both of your settlements at intersections with a high number of surrounding dots. The red numbers (6 and 8 ) have five dots each, so obviously, you’re much better off playing on an intersection of 6, 9, and 3, then of a 4, 5, and 11.
Another thing worth paying attention to isn’t just the total of dots, but the different sorts of numbers you have as well. If you place your initial settlements on two 4s, two 6s, and two 9s, then unless someone rolls a 9, 6, or 4, you aren’t going to get any resources, and can prepare for a long, boring defeat. Diversifying your initial settlement numbers increases the chance that you will get at least something from every roll. And that’s a good thing, because even if it’s not the resource you wanted, you can always trade it for one you do need.
Resource Types
Pay attention to the types of materials available in the game. There are more sheep tiles than any other resource, so sheep tend to be less valuable. The other resources have the same number of tiles – but not the same availability! If two of the three brick spaces have low-dot numbers (like 2 and 11), there will probably be an early brick shortage as players attempt to build roads. This makes a settlement on the single high-dot brick space (a 6 or 8 ) a strong opening placement.
Try to have settlements that gain you compatible pairs of resources, such as wood and brick, or ore and wheat. Wood and brick will allow you to quickly build roads in the early game, working towards more settlements. Ore and wheat will allow you to upgrade your settlements into cities, thus increasing resource production. Either can be very strong
Location
Try to avoid playing both of your initial settlements in the same corner of the map, unless you can guarantee that you won’t get boxed in. It may be tempting to connect your two settlements and get a head start on longest road, but more often than not this strategy won’t work.
Consider the ports. Starting on a port is probably a bad idea because you’ll want your initial settlements on 3-resource intersections. However, being close to a port is important, because building to one early in the game will give you more trading flexibility.
During the Game
Expansion
Move to a port early, if possible. The 2:1 ports are great if you have high production of the associated resource, otherwise not so much. You’ll want lots of room to play new settlements and possibly reach for longest road, so try to expand towards underpopulated areas. If you’re competing with someone else for the same area, move to block them if you can, but don’t sink roads into going towards somewhere you can be blocked out of too easily.
Development Cards
If you started with decent ore and wheat production, grab a few sheep and buy some development cards. At worst, these are a soldier, sometimes a victory point, and sometimes a special card that will allow you to swing the game in your favor later. Holding lots of soldiers leaves you in a good position to keep the robber off of your property, and sets you up to gain the largest army bonus later in the game.
Resource Cards
Try not to sit around with more than seven cards in your hand, because the robber will be rolled fairly frequently. This means that you should often build something when you can (cities, new settlements, development cards, or even roads). Don’t be afraid to use the ports if you have a large hand of cards; shipping three sheep for a brick may seem like a bad deal, but if it gets your hand back to reasonable size and gives you resources you need, go for it.
Trading
And don’t forget about trading with other players. Most people won’t trade with you unless they gain a boost to their position, so be sure that any time you trade, you are also gaining a boost to your position as well. Trade on your turn to get resources you can use immediately.
1 comment February 13, 2009
The Board Game Scrabble As A Strategy Board Game
Author: Lyndon Lampert
Okay, let’s start with a quick quiz:
Name three of your favorite strategy games.
If you’re a fan of the the classics, you would probably put Chess and Go on your list. If you’re a Eurogamer, you’d likely name modern productions like Puerto Rico, BattleLore and Power Grid. I have no argument with any of these choices.
But, would anybody besides me put Scrabble on their favorite strategy game list?
Maybe not, for the much-loved and much-despised Scrabble is generally thought of as a word game and not as a strategy game. And that’s a crying shame, for to win this classic game, you need to be just as savvy in strategy and tactics as you are in spelling.
To win Scrabble consistently, you need to think strategically and tactically in three areas:
1. Plan for the long term
2. Maximize short-term opportunities
3. Avoid giving your opponents tactical advantages
Let’s briefly look at how each of these translates onto the Scrabble “battlefield.”
Plan For The Long Term
In truth, Scrabble offers more tactical, short-term opportunities than strategic, long-term opportunities, but one area of long-term planning can pay off big in this game. The 50-bonus point rule for playing all 7 letters in one word is attractive enough to make it a goal in every game. Those who are able to manage even one of these in a game often win on the basis of that one play, frequently totaling 70 or 80 points for one word.
Good players “build their hand” as they play towards the goal of creating a 7-letter word. Thus, a good strategy is to build and hang onto an “ING” combination when possible. An amazing number of four-letter words can take the “ING” suffix and will put you in position for big points. Other good letter combinations to hold in reserve because they’re so common are “ED”, “ER” and “TH”. And, of course, an “S” can be an invaluable suffix that can make your six-letter word really valuable, as well as enabling it to be tacked onto the end of many words already on the board.
Maximize Short-Term Opportunities
Expert Scrabble players shine in capitalizing on short-term opportunities when they arise. Since the board is always changing, new opportunities are always coming up. Most players pay attention when the chance to play on a red Triple Word space opens up, but all of the colored spaces on the board offer similar excellent scoring opportunities. Rather than “building a word in your rack and seeing where it will go,” then, develop the habit of looking for the “multiplier” spaces on the board first, and figuring out how to maximize your tiles from there.
Another short-term opportunity that skilled Scrabble players utilize effectively is “side-by-side” building. For example, if the word AWE is on the board, playing HEM directly underneath it makes four words and probably scores much higher than if HEM were played elsewhere. Obviously, knowing lots of nifty two-letter words helps this tactic work exceedingly well.
Avoid Giving Your Opponents Tactical Advantages
This may be the single most common error in playing Scrabble.
The rule is simple: don’t set your opponents up for big scores!
Even if you score moderately well on a word, if it sets your opponents up for an even bigger score, you’ll suffer a net loss of points! The most obvious place this happens on the board is when you open up a Triple Word for them. Except in very unusual circumstances, just don’t do it! Play elsewhere, and let someone else set you up for a Triple Word instead.
A corollary to not setting up an opponent is being prepared to make a defensive move when necessary. For instance, if a Triple Word comes available to you, but you can only score 12 points on it, but 20 if you play elsewhere, you may be better off taking the Triple Word anyway, to prevent someone else from taking the Triple Word for a huge score. This is a judgement call, of course, but the general rule is, when a Triple Word is available, take it for yourself if you can, for more often than not, you’ll regret it if you don’t!
Conclusion
Scrabble isn’t quite in the same category as BattleLore, but there’s much more tactical play in it than is often recognized. Scrabble will always be thought of as a word game first, but those who practice some “tactical savviness” will come out on top more often than those who don’t.
Add comment December 12, 2008
Puerto Rico Board Game – Strategies For Beginners
Written by: Lyndon Lampert – Lake City, Colorado
Puerto Rico, by Rio Grande Games, is a wonderful gaming experience for those who know it well. However, a beginner can often feel as lost as a captain without a ship or a colonist without a plantation. Faced with choices among six or seven roles each round, seventeen different buildings, and five types of plantations, the newcomer to the game may be overwhelmed the with options, and perhaps meekly suggest, “could we play UNO instead?”
Take heart, neophyte Puerto Rico player! There’s an excellent game in this box, and not a difficult one to succeed in once you understand one significant element of the game.
The key to grasping basic Puerto Rico strategy is to remember that this game is all about gaining victory points.
There are only two ways of amassing these points:
- Shipping your goods
- The buildings you build
Thus, there are only three basic strategies to pursue, gaining victory points through shipping, gaining victory points through building, or gaining victory points through a combination of shipping and building.
The three strategies are:
- The Shipping Strategy
- The Building Strategy
- Combination of Both
Let’s examine what each of these strategies looks like in practice:
The Shipping Strategy
Every good shipped is worth one victory point, so it stands to reason that to do well with this strategy, you’ll want to get ships bulging with your goods throughout the game. But to get goods shipped, you’ll have to produce them first, so concentrate on getting goods into production with plantations and the corresponding production buildings. Note, however, that corn requires no production building, so a pure corn shipping strategy can get up and running really early in the game and you can have a corn steamroller on your hands while your opponents are still struggling to get their tobacco shed, coffee roaster, etc. in place.
Certain buildings are especially advantageous to the Shipping Strategy, including Small and Large Warehouses, the Harbor, the Wharf and the Customs House.
Also, you’ll likely be choosing the Captain role often as it gains you a bonus victory point and allows you to place goods first.
The Building Strategy
Buildings are also worth victory points, so pay attention to the red numbers on the buildings you buy throughout the game. These numbers count as victory points and can add up impressively, especially if you are able to fill all of your building spaces.
An effective building strategy, though, requires a good stream of money, so grab dubloons whenever you can!
Early in the game, money is very tight, so that extra dubloon or two on the role card should warrant your attention, even though the role may not be your first choice. Get a cash stream going, and although you may not ship as many goods as your opponents, you’ll be putting up buildings faster than farmers at a barn-raising.
One key thing to remember about the Building Strategy is that it is generally to your advantage to end the game as quickly as you can by filling up all of your building spaces. You’ll want to do this to keep your opponents from shipping, shipping, shipping, because you probably won’t have nearly as much to ship as they will. Get all your building spaces filled quickly and you’ll stop the shippers in their tracks.
Especially advantageous buildings for this strategy include the Small and Large Markets, Office, Factory, Guild Hall and City Hall. Because you’ll need a cash stream, you’ll probably be choosing the Trader role often, and, of course, the Builder is right up your alley.
Make Mine a Combo!
In truth, most players will choose some combination of building and shipping strategies, but it helps to concentrate primarily in one or the other. Always asking, “Will this choice help me to either build or to ship, and can I see how it can ultimately earn me more of those coveted victory points?” should help make your decisions much easier.
Finally, don’t forget that whatever strategy you pursue, the Large Buildings, if occupied, will earn bonus victory points at the end of the game, based on a variety of conditions. These points often spell the difference in victory in many games, so don’t get caught without at least one Large Building!
While there are other subtleties to Puerto Rico, your overall strategy always depends on how you’ll amass your victory points. Are you a shipper or a builder? Experiment with both, and soon you’ll be accumulating stacks of victory points right up there with the Puerto Rico pros.
Get your copy of Puerto Rico here.
Add comment November 23, 2008

