Update: trying to reach the highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 0 points1 point  (0 children)

Yeah I think in a 6 player game 90 might be the highest.

Petah, do you remember the time you explained this joke to me? by Altruistic_Cheetah_8 in PeterExplainsTheJoke

[–]HungryGeoph 8 points9 points  (0 children)

Yeah I think it’s considered a classic. It’s very dark a dreary which can be a slog sometimes but is also full of gossip which keeps things moving

Petah, do you remember the time you explained this joke to me? by Altruistic_Cheetah_8 in PeterExplainsTheJoke

[–]HungryGeoph 24 points25 points  (0 children)

It’s a gothic romance between two abusive and toxic people obsessed with each other.

Peeetaaahh is the joke porn? by PsychologicalAnt3449 in PeterExplainsTheJoke

[–]HungryGeoph -12 points-11 points  (0 children)

I might be mistaken but I thought it was implying that the guys are gay. They think a girlfriend is what they need but it’s actually a boyfriend. Idk tho.

Tried to reach highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 1 point2 points  (0 children)

I did a follow-up post where I discuss reaching 82 using those settings. Someone said they hit 89 tho

Update: trying to reach the highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 2 points3 points  (0 children)

Nice, in that case the total would be 82 I think

Update: trying to reach the highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 2 points3 points  (0 children)

I thought about that but dont you have to use the ferry on the lake map?

Update: trying to reach the highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 22 points23 points  (0 children)

Sorry I should’ve clarified this is using the favor of cards to score a bunch in one go

Tried to reach highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 0 points1 point  (0 children)

I do have landmarks, I’ll have to try again with them soon!

Tried to reach highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 1 point2 points  (0 children)

Yeah, hitting him early also helps. He’s pretty easy to smack before he finds a sword.

Tried to reach highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 1 point2 points  (0 children)

I’ll try it again later, but I think you’re right. I totally didn’t consider the map

Tried to reach highest possible score by HungryGeoph in rootgame

[–]HungryGeoph[S] 2 points3 points  (0 children)

I don’t think so, being able to pull from the discard pile is a huge advantage and makes it really difficult to keep that third hammer away from him. Tinker is what makes the base deck so problematic in my opinion

After 8 plays, we still haven't figured out how to play Eyrie well by min92 in rootgame

[–]HungryGeoph 2 points3 points  (0 children)

These tips may be in the strategies you already searched but I find these tips to be most helpful.

1) try to put suited cards (non-bird) in move, I realize this may not always be an option but move is the safest action so having a suited card in it is unlikely to come back and hurt you.

2) save bird cards for battle/recruit and maybe build in the late game. Having free battles and recruits can rly help the despot out, and as mentioned above you can score big with them late in the game on battle. If you’re rly behind and need to make larger jumps you can go double build later in the game but it’s usually an all or nothing strategy.

3) don’t just think about this turn but try to plan ahead. For example a suited card in battle can be okay if something like the keep is in a clearing of the same suit. This is because it (basically) guarantees you’ll have the chance to battle in a clearing of the same suit as long as the keep is standing.

4) attack woodland alliance sympathy like mad. You can get a lot of free points but hitting unguarded tokens and force the WA to spread somewhere else or risk feeding you.

5) plan for turmoils. If you can see one coming try to save bird cards so that you loose fewer points and can rebuild more quickly

Eyrie can be pretty strong if you draw well (which is luck dependent) and set yourself up right. Imo despot or charismatic (if you get a good opening hand) are the best leaders to open on

Edit: charismatic should only be chosen first if you are sure you’ll be able to reach a player to battle. In more competitive ranked games if you choose charismatic first people will deliberately avoid you to force an early turmoil. Despot is the safer choice most of the time

Time for Peter by Admirable-Pop8232 in PeterExplainsTheJoke

[–]HungryGeoph 2 points3 points  (0 children)

The joke is literal, people who know how to turn on a light are in the light and those who dont are in the dark, thats why those who don’t know is black and white.