![]() This is a mystery at first, so the first Towers that you place will be hardest to pick. What cards should you Tower? Besides the obvious duplicates that you hold, you will want some knowledge of the decks that you are facing and how the game might progress. Overall, having at least 2 Towers is an efficient use of cards. No one has infinite cards to Tower without losing capabilities. ![]() You sometimes need many Towers, but that is never a good thing. There is no magic number, of course, and you will want to keep an eye on both the visible power on the table (Lords and Army cards, and the size of Hands) and the size of the Viking Horde if they are rampaging. And if you have too few then you’ve made a successful assault far too easy. If you have too many Towers, they become a welcome target. At the start you will probably want 2 or 3 Towers protecting your Earldom. Knowing when, and how many, cards to Tower is one of the trickiest choices that you will face. Conversely, an Earl who appears to have it all wrapped up should not rest on their laurels, many late gate wins can turn on a schilling. This is also when a key Action or surprise card can suddenly tilt the balance dramatically. The state of the table usually favors one Earl, and players have small Hands and fewer options. ![]() You might find yourself in a race against a large Land & Army based Earl who is Recruiting a massive Army card pool.Īt this point Earls have employed the main strategies of their decks and the tactically agile or the lucky have survived. The Vikings are regularly in battle, tipping the balance of power, and Bequeathing problems are emerging for Earls. The late game phase of Ortus Regni has a couple familiar themes. Your ability to judge the whole table, with all its nuances, is the secret and that skill will only come with practice. In Duels you don’t have a chance to pace yourself – it is you or them – but in a multiplayer games timing is the key to winning. Many games will resolve themselves in this phase, or have a clear leader. You will have access to your deck’s powers. Getting Towers out is often crucial.īy the middle game phase you will have a good idea of how things are going. So think about surviving, while also minimizing another Earl’s ability to surprise you. For instance, if you place a Market Town and Land combo in the first two turns… you may well discover that another Earl is happy to Intrigue that nice pair of cards. Each Action you take should be carefully balanced against the uncertainty of the situation. You also hope to learn about other Earls’ decks. You don’t want to be eliminated by surprise. Don’t make your deck so esoteric that you end up with a sparse Earldom when entering the middle game, unless you are trying to design a rush deck (focusing on Champions) for a Duel. And every deck should be able to survive the early game phase. Some designs might aim to win in the late game, such as decks that go for Viking control. When you think about designing decks it is useful to ask yourself how they will perform in these three phases. This framing will help you think about both your deck design and also your tactics. You can break a game of Ortus Regni into three general phases: early game, middle game, and late game. This is a more theoretical discussion of the game. It is often useful to figure out which other Earl is your real nemesis, based on the capabilities you observe in their Earldom, but this knowledge is sometimes best kept secret while events progress. Not only can your deck include many more capabilities but the key will be to employ them at the opportune moments to move yourself toward victory. You want to survive the early turns, but there is more happening on the table. Multiplayer games are much more situational. What are their favorite strategies? Second guess them, and build with this in mind. Knowing your opponent is often important. Tower some cards if you can, and place a second Fief down early unless you are counting on a rushing strategy. Be aware of who will be able to attack first, from the starting turn order, and act accordingly. Not only that but the twists and turns of fortune will be more important. Your deck design and your early turns will have a much greater effect than in multiplayer games. The strategies and tactics used when facing one Earl differ significantly from those employed when facing multiple Earls.ĭuels are a tight contest with every action, and card played, tipping the balance toward defeat or victory.
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