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Subject: Quick questions before first play rss

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Stuart McLagan
Scotland
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Just got this and am about to play for the first time. Looking through the box and the rules, I've got a couple of quick questions before we start.

We seem to have 19 little hexagons in each colour, a larger hexagon, a square and two triangular blocks, as well as a cardboard staff-type thing. Am I right in thinking that there is a spare small hexagon, the larger hexagon is the leader, the square is the turn marker, the triangles are the camps and the staff thing is for the auctions? The fact that it doesn't say in the contents that there is a spare got me wondering if I'm missing something. Am I??

What's the advantage of building a camp? If it doesn't get you points or help you gain a majority for temples or treasure, what are they for?? Maybe this will become clear when we start playing, but I'm a bit stumped.

Thanks in advance.
 
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Dave Eisen
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Menlo Park
CA
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Spikethdee wrote:
Just got this and am about to play for the first time. Looking through the box and the rules, I've got a couple of quick questions before we start.

We seem to have 19 little hexagons in each colour, a larger hexagon, a square and two triangular blocks, as well as a cardboard staff-type thing. Am I right in thinking that there is a spare small hexagon, the larger hexagon is the leader, the square is the turn marker, the triangles are the camps and the staff thing is for the auctions? The fact that it doesn't say in the contents that there is a spare got me wondering if I'm missing something. Am I??


There is an extra provided.

Quote:
What's the advantage of building a camp? If it doesn't get you points or help you gain a majority for temples or treasure, what are they for?? Maybe this will become clear when we start playing, but I'm a bit stumped.


They facilitate movement. You can move from one camp to another (including the start space) for one movement point.

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Stuart McLagan
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Excellent, thanks for that.

Hopefully we will get into as we play, but just wanted to get an idea of basic strategy before we started.

Thanks again.
 
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Walt
United States
Orange County
California
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In memorium. Bob Hoover died 25 Oct 2016 at 94. In WWII he was shot down in a Spitfire and stole an FW-190 to escape. He spent decades at air shows flying Ole Yeller, shown
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Spikethdee wrote:
What's the advantage of building a camp? If it doesn't get you points or help you gain a majority for temples or treasure, what are they for?? Maybe this will become clear when we start playing, but I'm a bit stumped.

Tikal is about getting your guys where you need them. Camps are shortcuts only you can use. Placing camps is possibly the most important part of the game, greatly reducing the action points (AP) you need to get your guys where you need them.

If you can place a tent in an open area, with five unfilled spots around it, you have a huge action point advantage going after those five spots, and maybe beyond them. It's such an advantage, other players often won't fill those spots unless they can block you, with a volcano, for example.

You, on the other hand, will want to place good tiles near your tent, so you can move your guys to them quickly, often one AP to put them at the tent and just one more AP to move to the new tile. Or, put them at the tent, move to the new tile, pick up a treasure; maybe as little as 3 AP per treasure.

If you have an AP left over, you drop a guy on a tent, someplace it might take a dozen AP to move from the base camp. Especially you do this if you have open spots around your tent. Again, that lets you jump onto a new tile with just a few AP per guy.
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