I really enjoy T&T. I know you said you already bought it, so no convincing needed, but I've played it more than a half dozen times I think... someone pointed out the game can take a really long time, which I have found to be accurate. It does for some reason tend to take longer, but you also have to be concerned with 2-4 other players rather than just the one. I've been totally hosed in the game before and I've also come out on top in other games. It can flip wildly every turn, which makes it dicey and fun
T&T is pretty Epic to be honest. Am fortunate enough to have someone else in my gaming group with a copy also, means we can have large games of it with coins everywhere. For extra lols mix with a Storm of Magic game!
A couple of points I agree with which have been previosuly raised here, firstly that yes it can take ages for your turn to come around again and you spend an hour doing nothing if you go first then last - but other than that downside it's an epic mechanic. Secondly yes it's defo one of the better expansions to the base game! Allows true multiple way battles easily, rather than having a standard 2 v 2 game all the time.
A few things to add though:
If doesn't seem to work as well a 3 player game - someone always gets left well behind on coins and it's generally obvious by turn 2/3 that they have no hope of victory. As a 4 or 5 player game though it's spot on. And someone always has the you can't pick me as an enemy card so you get a really pointless phase instead when in 3 player.
I think someone aluded to don't play defensive, i'd agree with this, and i'd go further don't bother with anything more than minimal shooting, as combat as possible while remaining balanced, easiest way to get those coins is get in there, smash them up and run them down. You don't get VP's and thus coins for killing 4 infantry off the back of a unit with your archers.
I think the Mercanary rules are optional but no one generally uses them as they have penalties with leadership and then you can lose control of them as well. Theres already enough to deal with in it.
Some of the card's are really useless all game, as it depends on alliances of the armies playing, fortunatly you can discard them but may be easier to withdraw them out the deck before you start i.e. if your all 4 'good' armies and get a use this card against 'disorder or non aligned forces' I mean it obv has to be there to cover the full spectrum but easier to remove entirely when it has zero value. Likewise some cards are really powerful, others not as much but as you can discard, it shouldn't be too long till you get ones you want - plus you can always trade cards with other players, openly or otherwise, but that's what the game is about!
Last Edit: Jun 21, 2021 22:44:06 GMT by somenutter