I have a friend coming from out of town for a while. He has already been warned that he will be sat down in front of a TS board and forced to play! I’ve been thinking about the various things to teach him aside from the mechanics of the game.
It seemed like a topic worth posting, for future teachings of the game.
The purpose ofthis levitra prijs post is to provide a list of some very obvious missteps that a new player could make, that a veteran player would never make, simply due to knowledge of the deck. It is NOT a strategy guide (although a few minor tips will be made), nor is it a list of the most powerful cards to look out for (although some of the cards are very powerful).
Notes: It doesn’t make a lot of sense for a US player to put points into Cuba until this card has been played, spaced, or whatever.
Notes: It would be fairly unusual for a US player to put points in Vietnam, but it is very good to know that this card is out there, and is a shortcut to Thailand for the USSR
Notes: This can be fairly devastating to the US if it goes off. Try to hold a 3 op card until
Notes: If you put points into Egypt (for the purposes of scoring, or getting to Libya, or whatever) they will very likely get halved. That’s it.
Notes: Without getting too deep into strategic options for this card, be aware of it before putting influence into France.
Notes: USSR needs to be wary of headlining big bombs until this card comes out, particularly on Turn 3 if you haven’t drawn it. After that it’s tough to track.
War Cards: There is a class of card in the game called “War Cards”. They are:
They all follow the same rules, which are: Roll 4-6 and you get to take all your opponents influence and replace it with your own. However for each neighbouring country that the defender controls, the attacker gets -1 to the die roll.
That’s it for now. Note that this is by no means a complete list of all cards that should be tracked. But getting past the Early War things get far more murky. For example,