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<blockquote data-quote="caldariprime" data-source="post: 4540101" data-attributes="member: 79731"><p>we've played a few games of this so far, noticed that although it's the game of farming, the best (seemingly) strategy for a win revolves around the stone house route, you can pretty much ignore all of the other things, maybe picking up a grain or veggie here and there, once one player starts on this route, it's almost always a runaway victory with points in the 40s or 50s.</p><p>Building enables you to get extra actions (building rooms to house more family members), which then allow you to gather even more materials to build with, and house even more family members. </p><p>fences appear to be strong as a way to get around having empty farmyard spaces (generally as an action in the last couple of turns after stockpiling wood)</p><p>If you haven't done so yet, take a look at the "x" deck, it's hilarious.</p><p>occupations are really important at the start of the game, especially the interactive ones, or any that give free food or ways to get free goods (a good food engine is important, even if involves leeching from other playes via occupations, the sycophant is great at this, as is the slaughterman) </p><p>minor improvements appear to be unimportant, the only time it seems viable to play them is on some of the spaces that allow you to do other things as well.</p></blockquote><p></p>
[QUOTE="caldariprime, post: 4540101, member: 79731"] we've played a few games of this so far, noticed that although it's the game of farming, the best (seemingly) strategy for a win revolves around the stone house route, you can pretty much ignore all of the other things, maybe picking up a grain or veggie here and there, once one player starts on this route, it's almost always a runaway victory with points in the 40s or 50s. Building enables you to get extra actions (building rooms to house more family members), which then allow you to gather even more materials to build with, and house even more family members. fences appear to be strong as a way to get around having empty farmyard spaces (generally as an action in the last couple of turns after stockpiling wood) If you haven't done so yet, take a look at the "x" deck, it's hilarious. occupations are really important at the start of the game, especially the interactive ones, or any that give free food or ways to get free goods (a good food engine is important, even if involves leeching from other playes via occupations, the sycophant is great at this, as is the slaughterman) minor improvements appear to be unimportant, the only time it seems viable to play them is on some of the spaces that allow you to do other things as well. [/QUOTE]
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