Nomads - Introductory Faction Strategy - Terra Mystica

00:17:57
https://www.youtube.com/watch?v=ShplwmwJW9E

Zusammenfassung

TLDRThe video outlines the unique gameplay features of Nomads in a board game, particularly focusing on their starting advantage of three dwellings that enhances worker production. It explains the importance of their stronghold and reviews common starting placements on the board. Various strategies for opening moves, such as using temples for extra resource generation and managing conflicts with neighboring factions, are discussed. Special strategies and more advanced tactics for scoring points and optimizing dwellings throughout the game are also emphasized, making Nomads a versatile and flexible faction to play.

Mitbringsel

  • 🏠 Nomads start with three dwellings for extra workers.
  • ⚒️ Their stronghold can modify hex colors for expansion.
  • 🔍 Common opening placements include F3 and D3.
  • 🌱 Temples are crucial for initial resource generation.
  • 💰 Earth one is preferred for quick point scoring.
  • 🚢 Early shipping can enhance flexibility in strategy.
  • 🛠️ A stronghold can be built later for key hexes.
  • 🔗 Managing neighbor interactions is vital for success.
  • ♻️ Nomads have versatile gameplay styles according to setup.
  • 🎲 Experimenting with openings can lead to fun strategies.

Zeitleiste

  • 00:00:00 - 00:05:00

    Nomads begin the game with three dwellings rather than the usual two, providing them an advantage in worker production. This allows for quicker expansion and enhances their gameplay flexibility. Their stronghold can be beneficial for expansion by turning hexes to yellow, but is not essential to their strategy. Common starting locations on the board include F3 and D3, with E8, B4, and G4 being popular choices for the third dwelling depending on strategy.

  • 00:05:00 - 00:10:00

    For opening strategies, Nomads typically focus on starting with a temple to maximize worker production, often choosing between options like Fire One for coins or Earth One for points. While Earth Two can sometimes be beneficial, it’s generally less common due to their initial production advantage. Opening with multiple temples can provide a stronger economy and flexibility, allowing for various scoring strategies throughout the game.

  • 00:10:00 - 00:17:57

    Mid-game strategies for Nomads involve focusing on expanding their dwelling placements and capitalizing on opportunities provided by the hexes around them. Assuring control over key hexes is crucial, especially against competitors like black that may threaten expansion. Evaluating color neighbors and their strategies also becomes important to mitigate risks and maximize the Nomads’ flexible approach as they aim for medium strength and diverse scoring potential.

Mind Map

Video-Fragen und Antworten

  • What is the most notable feature of Nomads?

    They start with three dwellings which gives them an advantage in worker production.

  • What do Nomads' stronghold actions allow?

    They can turn any hex to Yellow adjacent to one of their structures.

  • Why is starting at E8 beneficial for Nomads?

    E8 provides extra power and flux if there is upgrading on nearby hexes.

  • What is the default opening strategy for Nomads?

    Opening with a temple and possibly adding extra dwellings.

  • When should Nomads aim for two shipping?

    They should look for opportunities to achieve two shipping in round three.

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  • 00:00:00
    [Music]
  • 00:00:25
    the most notable feature of Nomads is
  • 00:00:27
    that they start with three dwellings I
  • 00:00:29
    know that sounds underwhelming probably
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    but it turns out that starting with a
  • 00:00:33
    third dwelling on the board is super
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    super consequential and actually makes
  • 00:00:36
    them really fun to play um if you think
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    about having an extra dwelling on the
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    board means that you're going to get an
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    extra worker production now they adjust
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    the starting resources so you still
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    start with six workers but even still
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    the rest of the game you're going to
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    have that advantage of an extra dwelling
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    out on the board um and we'll come back
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    to why that then makes them really
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    versatile the other notable thing about
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    um Nomads is they strong hold Now new
  • 00:01:00
    players often tend to think of Nomads
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    like as a stronghold faction the
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    stronghold that you have to build um and
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    it's a it can be good but it's
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    definitely not a stronghold that you
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    have to build it's also a little bit
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    extra expensive um but basically it
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    gives you an action space that you can
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    um use once per round to turn any um hex
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    to Yellow but it needs to be right next
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    to one of your structures it can't be
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    across a bridge and it can't be via
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    shipping and so this can be a way to uh
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    help expansion so those are the two
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    things that make nomads
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    distinct standard starting placements
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    for Nomads are on
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    F3
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    D3 um I would say like 90% plus of games
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    Nomads will start on those two and
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    because they're they're special Nomads
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    they get a third starting placement and
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    the most common um spots for that are
  • 00:02:01
    either E8 B4 or
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    G4 um every once a while you might want
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    to consider A5 but most people don't do
  • 00:02:10
    that right now um so let's think about
  • 00:02:13
    this why might you go E8 if you think
  • 00:02:15
    there's going to be upgrading on D5 and
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    E7 in round one E8 is a way to get that
  • 00:02:20
    extra power and flux um and then on two
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    ship you could access B4 and G4
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    potentially um why might you want to
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    start on B4 well B4 is nice because it
  • 00:02:33
    um sort of blocks the northern passage
  • 00:02:36
    so black often likes to come through B4
  • 00:02:39
    and so by starting there you're sort of
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    get you know mucking up the area for
  • 00:02:43
    people you also green or blue might come
  • 00:02:46
    to C4 pretty quickly so you can get
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    power that way there's also some
  • 00:02:50
    opportunity if you want to in the mid
  • 00:02:52
    game then to um beat people to B5
  • 00:02:54
    potentially with a if you build your
  • 00:02:56
    stronghold in the mid game G4 is is a
  • 00:03:00
    little bit risky you would do this if
  • 00:03:02
    Brown's in the game to sort of get in
  • 00:03:03
    their way because Brown will probably um
  • 00:03:06
    dig down from F5 down to H7 round one
  • 00:03:10
    and so you're going to get power as they
  • 00:03:11
    build down and you're kind of getting in
  • 00:03:13
    their way Brown would like to take G4
  • 00:03:15
    the risk of G4 is that brown might then
  • 00:03:18
    get two ship and beat you to E8 and if
  • 00:03:21
    Brown beats you to E8 that becomes a
  • 00:03:23
    little bit problematic um but this can
  • 00:03:26
    work if you think you can um get to E8
  • 00:03:28
    before them
  • 00:03:34
    so looking here at Clo's opening slide
  • 00:03:36
    for Nomads um let's let's walk through
  • 00:03:38
    this a little bit um the the default
  • 00:03:41
    opening for Nomads should be opening
  • 00:03:43
    with a temple um and and possibly
  • 00:03:46
    getting an extra dwelling or two down um
  • 00:03:49
    and when they Temple they uh will almost
  • 00:03:53
    always take one of two things so
  • 00:03:56
    option one is fire one which gives you
  • 00:03:59
    three coins per round and option two is
  • 00:04:01
    Earth One the reason um Earth one can
  • 00:04:04
    make more sense for Nomads round one
  • 00:04:06
    than other factions is they don't have a
  • 00:04:08
    a way to score points inside their
  • 00:04:10
    faction like some of the other ones like
  • 00:04:12
    that get points for digging and things
  • 00:04:14
    like that um and also because they start
  • 00:04:16
    with an extra dwelling on the board they
  • 00:04:18
    have this they have extra production
  • 00:04:20
    going already and so they can kind of
  • 00:04:22
    get away with focusing on acre points a
  • 00:04:25
    little bit more quickly um and have less
  • 00:04:27
    risk of sort of stalling out um in terms
  • 00:04:30
    of not having enough production so Earth
  • 00:04:32
    one can make sense for them fire one
  • 00:04:34
    makes a lot of sense for them and I
  • 00:04:36
    think probably you should default to
  • 00:04:38
    fire one being the pick partly because
  • 00:04:41
    it's fun and it'll help you learn but
  • 00:04:43
    also um one thing that's important is
  • 00:04:45
    because they have the extra worker
  • 00:04:47
    production from starting with the extra
  • 00:04:48
    dwelling out those coins will help
  • 00:04:51
    balance yourself you know everything
  • 00:04:53
    takes workers and coins so having an ex
  • 00:04:55
    extra uh workers means that those three
  • 00:04:58
    coins every round will be particular cly
  • 00:05:00
    useful
  • 00:05:03
    um so uh you know with like a temp ship
  • 00:05:07
    you know uh Nomads can go temple two new
  • 00:05:11
    dwellings with like a single dig power
  • 00:05:13
    action on base map that's that's
  • 00:05:15
    something you could do if you want to
  • 00:05:16
    open temple two new dwellings and that
  • 00:05:18
    they'd have a really big economy in that
  • 00:05:20
    kind of situation um you could also just
  • 00:05:24
    you know go Temple not build any new
  • 00:05:27
    dwellings and you know put a priest to
  • 00:05:29
    cult
  • 00:05:30
    um via either starting on priest or um
  • 00:05:33
    taking the priest action you could
  • 00:05:36
    Temple take a coins action and pass or
  • 00:05:39
    something like that or some people will
  • 00:05:41
    even if you start on you know you could
  • 00:05:44
    even Temple and then pass for double dig
  • 00:05:46
    round two so you have some different
  • 00:05:48
    options um you know if you're on dig
  • 00:05:51
    scroll you could Al still take the
  • 00:05:53
    single dig action to get two new
  • 00:05:54
    dwellings down that way or you could
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    take a coins action priest things like
  • 00:05:58
    that so the the other thing now um air2
  • 00:06:02
    and earth2 are less common with them the
  • 00:06:05
    uh these um favors are less common with
  • 00:06:07
    them Earth 2 is less common particularly
  • 00:06:11
    because they have extra worker
  • 00:06:13
    production already so most people have a
  • 00:06:15
    hard time turning Earth two income into
  • 00:06:17
    extra points the exception would be if
  • 00:06:19
    you want to build tons of trading posts
  • 00:06:22
    in rounds 2 three which reduces your
  • 00:06:24
    worker production then it's kind of nice
  • 00:06:26
    to have the Earth two bonus but that
  • 00:06:27
    that's a bit difficult for beginner to
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    pull
  • 00:06:31
    off now a couple more thoughts here so
  • 00:06:34
    uh one is opening with two temples so
  • 00:06:37
    you need eight workers to do that and
  • 00:06:39
    the reason that's nice for nomad so I
  • 00:06:41
    would say I don't I don't even
  • 00:06:43
    necessarily think that's shaky or I
  • 00:06:46
    think shaky is too harsh I think it can
  • 00:06:48
    be totally fine and part of the reason
  • 00:06:49
    it can be decent for them is they on
  • 00:06:51
    base map like to get to two shipping and
  • 00:06:54
    so having two temples out produ now you
  • 00:06:56
    have two priest production and so
  • 00:06:57
    getting to two shipping is a bit easy
  • 00:06:59
    easier it also lets you take Earth one
  • 00:07:02
    and fire one potentially um and part of
  • 00:07:05
    the reason two Temple is good for Nomads
  • 00:07:07
    is they still have that extra dwelling
  • 00:07:09
    on the board to produce workers so even
  • 00:07:11
    if you take Earth One fire one with your
  • 00:07:12
    two temples you're still producing two
  • 00:07:15
    workers um with the base income of
  • 00:07:18
    worker and then the the one from the
  • 00:07:19
    dwelling out on the board and so that's
  • 00:07:21
    that's really nice you have balance you
  • 00:07:23
    have priest
  • 00:07:24
    production um likewise you could open
  • 00:07:28
    sanctuary and do the same thing but now
  • 00:07:30
    you only have the one priest production
  • 00:07:32
    so I think this is a little bit worse
  • 00:07:34
    the exception would be if it's big
  • 00:07:35
    building scoring round one you're on the
  • 00:07:37
    big building
  • 00:07:38
    scroll and you don't want to go
  • 00:07:40
    stronghold you could go Sanctuary take
  • 00:07:42
    Earth One fire one and go from
  • 00:07:45
    there so
  • 00:07:48
    um these these openings on the right
  • 00:07:51
    that are listed situational I think
  • 00:07:53
    they're pretty they'll be very rare for
  • 00:07:56
    beginners mostly don't do these they'll
  • 00:07:58
    be you you could start experimenting
  • 00:08:00
    with these once you get a Little Bit
  • 00:08:01
    Stronger but they're they're very very
  • 00:08:03
    situational the other one is opening
  • 00:08:05
    stronghold and I think it's I I would
  • 00:08:08
    encourage you to start by working on
  • 00:08:11
    Temple openings with um with Nomads the
  • 00:08:14
    way clo is here but um Stronghold
  • 00:08:17
    opening can work and again if you're on
  • 00:08:19
    like big building scroll what's really
  • 00:08:21
    nice is to go stronghold it takes two
  • 00:08:23
    workers for the Trading Post four
  • 00:08:25
    workers to go stronghold right so that's
  • 00:08:27
    all your workers but the two workers on
  • 00:08:29
    this scroll then means you have an extra
  • 00:08:33
    worker to build down a dwelling on the
  • 00:08:36
    sandstorm spot the one that you do with
  • 00:08:38
    your stronghold the issue is it's super
  • 00:08:41
    coin intensive it takes like a lot of
  • 00:08:44
    money to build the stronghold so you're
  • 00:08:45
    going to be producing a lot of workers
  • 00:08:47
    but might be out of money so if you're
  • 00:08:49
    going to open stronghold you really want
  • 00:08:51
    to make sure you're getting the coins
  • 00:08:52
    power action early or passing on to a
  • 00:08:54
    coin you know coin scroll um when
  • 00:08:58
    possible and um the other issue is on
  • 00:09:01
    base map it's quite helpful for Nomads
  • 00:09:03
    to have two shipping and stronghold
  • 00:09:06
    doesn't you know that it's more about
  • 00:09:07
    building you know in a very like uh
  • 00:09:10
    clumpy way and it doesn't lend itself um
  • 00:09:14
    quite nicely the base map doesn't lend
  • 00:09:17
    itself to to that kind of buildup for
  • 00:09:19
    yellow as opposed to a map like fjords
  • 00:09:21
    where the stronghold is really really
  • 00:09:22
    important for Nomads so you can do it um
  • 00:09:25
    but you just you want to be really
  • 00:09:27
    worried about coins if you're going to
  • 00:09:29
    go stronghold and then um and then you
  • 00:09:33
    know and then ideally go Temple for
  • 00:09:36
    Earth One in round two so that's mostly
  • 00:09:38
    how we'd think about um openings for
  • 00:09:40
    Nomads as
  • 00:09:44
    beginners so the big things we need to
  • 00:09:46
    figure out um as Nomads is how are we
  • 00:09:48
    going to score points and so maybe that
  • 00:09:50
    involves taking Earth one round one or
  • 00:09:52
    or round two and then also when are we
  • 00:09:55
    going to try to spray dwellings out if
  • 00:09:57
    we open stronghold we're going to be
  • 00:09:59
    kind of plotting along building a little
  • 00:10:00
    bit of dwellings each round but um
  • 00:10:03
    otherwise we're going to be looking for
  • 00:10:06
    a dwelling scoring round and say round
  • 00:10:08
    two or round three um so if it's you
  • 00:10:12
    know dwelling scoring round two you can
  • 00:10:15
    dig you know G2 and B2 so you could be
  • 00:10:18
    on temp shipping or get you know uh to a
  • 00:10:20
    ship and if you can do that you can
  • 00:10:22
    build G2 and get down to i7 and um B2 to
  • 00:10:27
    get to A5 so that's like that's
  • 00:10:30
    something you can do round two as Nomad
  • 00:10:32
    so for example if you can pass on to
  • 00:10:34
    Temporary shipping and then uh be first
  • 00:10:36
    to move in round two then you can dig
  • 00:10:38
    those two hexes and get four new
  • 00:10:39
    dwellings down so that's nice um often a
  • 00:10:44
    hex that you want to worry about is this
  • 00:10:45
    one E2 if black is on C1 black would
  • 00:10:49
    like to do that town but um but Nomads
  • 00:10:52
    would often like to Sanctuary town here
  • 00:10:54
    so sometimes trying to get to E2 quickly
  • 00:10:56
    before black gets there is um is is
  • 00:10:59
    important so that's something to keep an
  • 00:11:00
    eye out for
  • 00:11:02
    um the um the other thing then is uh
  • 00:11:06
    there might be a dwelling round three
  • 00:11:09
    and if you see dwelling touring round
  • 00:11:11
    three that's a little bit more of a cue
  • 00:11:12
    of a two shipping game where you want to
  • 00:11:14
    make sure you get to two ship in round
  • 00:11:16
    three maybe even three ship and you see
  • 00:11:19
    like B4 EA G4 are are two ship away B1
  • 00:11:25
    you can get to with three ship from from
  • 00:11:27
    uh D3 you can get to H1 with three ship
  • 00:11:31
    from E3 uh and from D6 you can be
  • 00:11:36
    reaching B6 so there's um what that's
  • 00:11:40
    it's hard to you can't really do that
  • 00:11:42
    with round two but round three dwellings
  • 00:11:44
    you want to try to hit that really hard
  • 00:11:46
    with probably two or three
  • 00:11:49
    shipping um the other thing that I'll
  • 00:11:51
    say about mid game is on base map
  • 00:11:54
    stronghold in like round four can be
  • 00:11:56
    really nice because let's say you've
  • 00:11:59
    you've done a good job of you know
  • 00:12:01
    getting uh some digs and expansion but
  • 00:12:04
    maybe there's a couple hex's now that
  • 00:12:06
    you would really like to Sandstorm to be
  • 00:12:09
    able to town so like let's say you got
  • 00:12:12
    F3 G2 but you're not able to get on
  • 00:12:16
    E6 so that's that's occupied well you
  • 00:12:19
    might want to Sandstorm either H4 I6 and
  • 00:12:22
    then be able to Bridgetown um that way
  • 00:12:25
    so that's an example of where you kind
  • 00:12:26
    of want that stronghold in round four
  • 00:12:28
    five or six to get those key hexes to
  • 00:12:30
    finish out a couple towns so I think
  • 00:12:32
    that's the other thing to look out uh
  • 00:12:34
    look for as you think about developing
  • 00:12:36
    your game plan for
  • 00:12:41
    Nomads Nomads are medium strength and
  • 00:12:49
    flexible okay some of the bigger things
  • 00:12:51
    to look out for when trying to assess
  • 00:12:53
    how good Nomads are so the first is
  • 00:12:56
    because they produce more workers right
  • 00:12:58
    because they have three structures down
  • 00:12:59
    they like setups with a lot of coins in
  • 00:13:01
    it so you you know you'd like to see
  • 00:13:04
    coin Scrolls in the game with Nomads um
  • 00:13:07
    but in general they're really flexible
  • 00:13:09
    right we talked about all the different
  • 00:13:10
    kinds of openings they can do it's a lot
  • 00:13:12
    of different directions so you know the
  • 00:13:14
    absence of big building will push you
  • 00:13:16
    away from opening stronghold and
  • 00:13:19
    Sanctuary but they have lots of other
  • 00:13:20
    options ship scoring you know that will
  • 00:13:22
    push them towards a two early two ship
  • 00:13:24
    strategy or away from it um but they can
  • 00:13:27
    work with a lot of different um
  • 00:13:29
    setups big things to look out for so
  • 00:13:32
    they want to be on D3 and so one big
  • 00:13:34
    thing is is blue in the game you want
  • 00:13:37
    either swarmlings on D2 or mermaids on
  • 00:13:40
    e4 that gives you neighbors for this
  • 00:13:43
    West digging and they'll feed you lots
  • 00:13:44
    of power when they're doing their
  • 00:13:46
    digging in the west so is blue in the
  • 00:13:49
    game that's a big plus for Nomads um the
  • 00:13:54
    other thing that I like to look out for
  • 00:13:55
    is if I'm on F3 as Nomads is this E6 hex
  • 00:13:59
    can I get that e6x if darklings are on
  • 00:14:02
    E5 they will often dig E6 before I can
  • 00:14:05
    get there or maybe I move before them
  • 00:14:07
    and I'm able to to snag it before them
  • 00:14:10
    but that's a big swing because if I can
  • 00:14:12
    get that I could Sanctuary town here
  • 00:14:13
    without a bridge um and maybe even get
  • 00:14:17
    to D4 in certain situations if I can get
  • 00:14:20
    E6 so can I get that hex Alchemist tend
  • 00:14:22
    to get that less but darklings in
  • 00:14:24
    particular are a threat on that hex um
  • 00:14:28
    now let's think about the color
  • 00:14:29
    Neighbors in
  • 00:14:31
    short cm and and Giants are not that bad
  • 00:14:35
    for for Nomads right they they'll you
  • 00:14:38
    know threaten the north a little bit
  • 00:14:40
    they might threaten before if you're not
  • 00:14:42
    starting on it but mostly they're not
  • 00:14:45
    going to hurt you too too bad of course
  • 00:14:46
    you'd rather have no color Neighbors in
  • 00:14:48
    terms of factions but neither of them
  • 00:14:50
    particularly cm are the end of the world
  • 00:14:52
    you have a lot of um control over CM
  • 00:14:54
    because they only start in one spot and
  • 00:14:56
    Nomads start in three the faction that I
  • 00:14:59
    think is the trickiest is actually um
  • 00:15:03
    cultist if cultist are in as a color
  • 00:15:05
    neighbor so first of all Nomads it's
  • 00:15:09
    very risky against cultist to start on
  • 00:15:11
    G4 with cultist on F5 because cultist
  • 00:15:14
    like to get their shipping up quickly
  • 00:15:17
    and they very well may beat you to E8
  • 00:15:20
    and now it's actually really hard to
  • 00:15:21
    connect the G4 hex to your other
  • 00:15:24
    structures for from a network
  • 00:15:25
    perspective um the other thing that I
  • 00:15:29
    think is interesting so cultist will
  • 00:15:31
    almost always start F5 E6 but halflings
  • 00:15:34
    will sometimes start F5 F7 cultist might
  • 00:15:39
    do this occasionally but it's more
  • 00:15:40
    common with halflings and they do that
  • 00:15:43
    to get these hexes the reason that's so
  • 00:15:45
    significant is if halflings are in and
  • 00:15:47
    they're going to start double East
  • 00:15:49
    Nomads now have easier access to this
  • 00:15:52
    middle area in E6 in particular that we
  • 00:15:54
    already said is so critical so um trying
  • 00:15:57
    to read that if halfling would like to
  • 00:15:59
    you know dwelling rush or do early towns
  • 00:16:01
    in the East they might leave that middle
  • 00:16:03
    hex which is good for you so it could be
  • 00:16:05
    win-win in which case halflings won't be
  • 00:16:07
    too bad for
  • 00:16:12
    you when you're ready to get funky with
  • 00:16:14
    Nomads you can try couple things so for
  • 00:16:17
    example you could try starting on temp
  • 00:16:18
    shipping and see if you can uh angle for
  • 00:16:21
    double dig and then do a dwelling rush
  • 00:16:23
    or semi- dwelling rush so either like
  • 00:16:26
    just new dwellings or one tra Post in
  • 00:16:29
    four new dwellings that's really fun and
  • 00:16:31
    then go into either a temple or
  • 00:16:33
    stronghold round two off of that trading
  • 00:16:35
    post that you're leaving up um another
  • 00:16:37
    sort of common fun way um kind of
  • 00:16:41
    popularized by zoc would be going Earth
  • 00:16:44
    to with your temple which seems
  • 00:16:45
    counterintuitive because you produce so
  • 00:16:47
    many workers um but the plan then
  • 00:16:50
    involves going really heavy on building
  • 00:16:52
    out trading posts in round two and three
  • 00:16:54
    so get as like maybe even all four of
  • 00:16:56
    your trading posts out you know in
  • 00:16:58
    rounds two or three but you still have
  • 00:17:01
    Earth two producing workers for you um
  • 00:17:03
    and so you stay up flat that way that's
  • 00:17:05
    pretty cool um last one that I'll say
  • 00:17:09
    that zorus made a video about is um you
  • 00:17:11
    start on Trading Post scroll and you
  • 00:17:14
    single dig down a dwelling round one and
  • 00:17:17
    then you build three trading posts and
  • 00:17:20
    so it's a 3tp opening 3tp is one um
  • 00:17:24
    dwelling and that's just like super
  • 00:17:26
    Bonkers you do that in a trading post so
  • 00:17:28
    you basically Rush points and then from
  • 00:17:31
    there you can figure out what you want
  • 00:17:32
    to do with your Trading Post in terms of
  • 00:17:34
    turning them into temples strong holds
  • 00:17:36
    building out from there but that's
  • 00:17:38
    that's a pretty crazy one and could be
  • 00:17:40
    fun to experiment
  • 00:17:43
    [Music]
  • 00:17:56
    with
Tags
  • Nomads
  • board game
  • game strategy
  • worker production
  • stronghold
  • opening moves
  • resource management
  • scoring points
  • neighboring factions
  • gameplay mechanics