Kevin C.
United States Bethlehem Pennsylvania
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I've haven't played this yet, as my wife demands that I be totally comfortable with the rules of any game before presenting it to her. (She humors me by playing these types of games, so it is the least I can do.)
In reading over the rules, I'm a bit confused about taking a province with guards instead of cards. By doing so, it seems that I am quite free to take back as many guards as I like on my next turn and I've avoided "paying" for the province with cards. The only thing I miss is the ability to levy taxes or take another province (if I run out of guards) for a turn.
Am I reading this rule correctly? Is it worth it to take smaller provinces with cards or just tie up guards for a turn? Is there a limit on how many guards I can remove on a turn?
Thanks very much for any answers you can provide.
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Mark Saya
United States Los Angeles California
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It takes one action to remove one "guard" (we call them governors) and you only get two actions per turn. Thus the negatives to using extra guards instead of cards to establish provinces:
1) you have to spend future actions to remove them. Actions are precious: you'll always be wishing you had more actions even if you don't waste them this way.
2) you only have four guards and will often need to use them elsewhere.
3) as you pointed out: a province with more than one guard can't collect taxes. This really makes your opponent's life a lot easier (and yours tougher).
This is not to say that you should never, ever use an extra guard to help establish a province. I might do it once a game. Pick your spots wisely, and have fun: it's a great little game!
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Kevin C.
United States Bethlehem Pennsylvania
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Thanks very much for the reply.
Like I said, I haven't played yet, so I don't have a feel for the importance of the limited actions.
Seems like it will be fun. I ll give it a go this weekend.
Thanks again.
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