I'm just confident that if I can see what's in their caravan I can work out my chances of procuring a particular
victory point card before they can.
Not exact matches
The possibilities of Arsenal still finish 2nd in table with possibly falling 6
points (2
victories) behind Leicester is still on the
cards.
KEY FACT: In Liverpool's only previous PL visit to London Stadium they won 4 - 0 to record their biggest away league
victory at West Ham MATCH ODDS: West Ham 4/1 Draw 3/1 Liverpool 8/13 bet365 Pick: Under 4.5
cards 8/13 ANDY SAYS: Easy win for Liverpool here, don't say how West Ham will compete... 0 - 3 GRAEME SAYS: West Ham need to get something I think they might claim a
point... 1 - 1 SILKY SAYS: Hard one but I believe that Liverpool will land the win... 1 - 2 FOOTBALLIndex — One to follow: Just under # 2, Mo Salah is a great deal
The goal of the game is to get to 10
victory points by developing your land using resource
cards.
There's even a Final Showdown stage which plays out like this; going around the table, starting with the personal who dealt the final blow, everybody adds up the total recruit
points and attack strength in their hand, and whoever has the highest total claims the Mastermind
card itself and adds it to their
victory pile.
These often includes locations which will give you a boost in
victory points based on how many of a certain icon you already have in your state, but can also include
cards that let you store goods so that they don't get discarded at the end of the round.
This also denies anyone else the chance to grab the
card, making a nice tactical choice; do you spend workers early in the turn to grab one of the
cards despite knowing that workers are needed for almost everyone
card that converts resources to
victory points, or do you ignore them for now?
All Townsfolk
cards have a second ability that only activates when they are part of a crew, including giving bonus
victory points when raiding certain locations, being able to leap back to your hand instead of dying, providing more supplies when visiting the Mill and much more.
That
card will then produce the listed good /
victory point / resource every turn, and best of all it can't be razed.
This can also trigger the district's ability, including drawing an extra
card or some
victory points.
Development
cards aren't too expensive to buy (One sheep, one wheat and one metal) and range in their abilities, from simply giving you an extra
victory point to allowing you to construct new roads or a settlement for free.
By time you've played your first game of 51st State you'll have run into countless
cards that say «spend 1 worker and X goods to produce X
victory points» and countless more than produce one resource of any given type.
The tradeoff is that deal
cards don't count as a bonus
victory point at the end of a game like regular locations do.
The over-sized largest army
card is worth two
victory points, but can be stolen away by any player who has a more knights are their disposal.
Right now everybody just sits around the table doing their own little thing, leading to anti-climatic
victories where somebody wins because of one
card that scored two
points.
Finally the director's stars, the Oscar tokens and the Oscar's on Event
cards are all tallied up and the director with the most wins, earning the player a few
Victory Points in the process.
Cards do a few different things, but almost of all them give you one or two
victory points simply for being built.
Once everyone has run out of Event
cards the game enters its final phase of the year, the Academy Awards, the primary method of earning
Victory Points.
All you really need to know is that the first one to score enough
victory points by building up their colony of
cards wins.
There is however a lot of indirect competition for trading
cards and
victory points.
Each
card also boosts two optional side - quests that earn you extra
victory points, and so I headed to Brokilon to ask Dryads for support, and then spent two purple tokens to explain the political benefits of an alliance to the elves.
And yet despite the fact that you are in competition with the other players there's an intriguing element of cooperation included as you can complete the Support quests listed on other player's quest
cards provided you're in the same location as them, netting that player three
victory points and six for yourself.
The game doesn't end until all the Event
cards are used or a player has 15
Victory Points.
Send your posses out to claim
Victory Points from story
cards that seem hopeless without an ace (or two) in the hole.
What you build are resources, military outposts, scientific studies, various leisure rooms and, in the final round,
cards that are worth
victory points for whatever else you've managed to build.
Some
card - based games began to borrow the deck - building mechanic and
victory -
point win condition from
Participating in these events will see players receiving
victory points after each battle, with certain
points milestone relating to rewards, including ice, gold, character
cards and more.