Starting this game is a basic set up with a number of provinces equal to the players and the placement of two tribes each. I would suggest that you try and corner the least desired province with just one tribe and send the other out to battle. I think this is optimal on the basis that you get one province card to add to your hand and a shot at expanding quickly on the map – it does make you vulnerable to being pushed off the map, but in this game you are given a second chance by reseeding the board with two tribes.

During The Game:

Adding to your hand; The number of cards in your hand is small, and having those couple of extra cards at a key moment – brown cards or province cards are tricky to come by, but well worth it for that final round. It also means that you can afford to discard those green cards for the fights and still be able to take actions on your turn.

Using the pass; In your first few games you will want to play the key actions you want to achieve before other’s do. You can do this early game, but there are key times in this game where it pays to take the last move. However, if everyone passes then you will need to discard those cards and end the turn (if you have just passed tactically!). Timing when to pass (when others will move) and when to move (when others can’t) will be key to winning.

Waiting for other’s to run out of cards; Holding the extra cards is the same as watching for the players who run their hands down – they are vulnerable to a quick fight with no green cards to discard. This fight might be to gain you territory cards in the future or push for the win.

Declaring right at the last minute; You have to watch out for other players playing this strategy – it’s that sneaky last minute declaration that can mean you can’t prevent it. Declaring early just doesn’t make sense – other players will attack you! It’s more than that though, because if someone else declares a win condition you can use the attack on them as a means to getting your own victory condition and declaring it last.

Getting two conditions; If you can’t get the sneaky late declaration (small number of cards in hand), then perhaps it’s not the time to declare. Next turn you could seize a second condition which even when declared early means you will likely be able to hold one. If you can keep both it means you will also likely break any ties.

Managing the Bren; The Bren is not a big feature for the game (the starting player / decider of ties) but it’s important because the turn order is clockwise or anti-clockwise from the Bren. Being next to the Bren can mean a lot of change in the turn position. That said, I would not suggest you to chase the Bren condition (dominating the capital) because it’s likely to be hotly contested. Just watch out, and if you have a choice to hand the Bren between players, the one opposite you may be better than the one next to you (in 4 players!).