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* - Read the rules
=== General ===
** -- Do not forget about the 8 card rule, you score a lot for those.
* Remember the 8-card rule; expeditions packed with numerous cards add a whopping 20 points!
* '''- Drawing from the deck is vital.''' Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it's a card that may benefit you, a card you can discard to buy time, or the card your opponent is waiting for.
* '''Drawing from the deck is vital.''' Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it's a card that may benefit you, a card you can discard to buy time, or a card your opponent wants.
* - Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this means that your opponent may safely ditch Blue 4, 5, 6. forcing them to hang on to cards for a long duration is important.
* Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this helps your opponent gauge better what to do with Blue 4, 5, or 6; concealing that information and forcing them into indecision is important.
* - Keep track of how many turns are left in the round by looking at the X ___ counter below the draw pile.  Keep in mind that this number is for both players, so if it has X10 that means you have 5 more turns. Make sure you have laid all the cards down that you can before the deck is empty and a new round is triggered.
 
* - This is a game of push your "calculated" luck. Push your luck when behind a lot in points or potential points or if you are behind in skill.
=== Discarding ===
** -- If you have handshake cards at the beginning and even one card in that suit, play the handshake and hope to draw more in the suit. To score well in this game you must invest substantially in a venture, without knowing in advance that you will draw the right cards in the right order. It is better to have some suits that take a loss (which you try to minimize) so that you can focus on making other suits pay off.--
* If you decide to bail on an expedition for which you have multiple cards, try to prevent your opponent from taking them all. For example, if you have a Green 4 and Green 5 and your opponent hasn't yet begun a Green expedition, consider discarding the 5 first; if your opponent takes it and ends up starting an expedition with it, then whatever you do with the 4 will be useless to your opponent.
** -- There is no need to attempt all 5 expeditions; usually 4 is sufficient (and it's likely one will score poorly or negatively).
 
** -- It's often more constructive to hold on to a suit your opponent is trying to complete than to try completing it yourself!
=== Pacing ===
** -- Do not be afraid to lose a small amount of points in a suit if it allows you to stall and continue drawing from the deck. Effective stalling (while you wait for the cards you really need) is the heart of this game.
* Keep track of how many turns are left in the round by looking at the X ___ counter below the draw pile.  Keep in mind that this number is for both players, so if it shows X10, that means you only have 5 more turns. Make sure to play all beneficial cards before the deck is empty and a new round is triggered.
** -- Higher ranking players have more negative and positive expeditions.
* Try to position your deck-drawing so that you pull the final card, which makes the other player's last-drawn card unplayable.
 
=== Wagering and Score Management ===
* Wager cards are typically worth playing if you also hold a color-matching card; you can decide on your threshold of risk based on what you have and what same-color cards have already been played. To score well in this game, you must invest substantially in a venture without knowing in advance whether you will draw matching expedition cards in the right order.
* It's often more constructive to hold onto cards of a suit your opponent is trying to complete than to try to complete it yourself (at least until their expedition has surpassed your cards' values, so that they become unusable to your opponent if you later discard them).
* It's risky to attempt all 5 expeditions as you may end up wasting more turns just to get back to net zero across more expeditions rather than scoring higher with fewer ones; even if you embark on 4 expeditions, it's likely that one will score poorly, if not even negatively.
* Be willing to lose a small number of points in non-wagered suits if it'd allow you to stall and continue drawing from the deck to massively boost wagered expeditions. Effective stalling, even if it results in significant gaps while you wait for the cards you really need, is the heart of this game.

Latest revision as of 20:17, 12 February 2026

General

  • Remember the 8-card rule; expeditions packed with numerous cards add a whopping 20 points!
  • Drawing from the deck is vital. Obviously, if a good card is available among the discards, or you need to delay the endgame, take a discarded card. But otherwise, take from the deck, because either it's a card that may benefit you, a card you can discard to buy time, or a card your opponent wants.
  • Keep in mind that if you leave a large gap in a suit, this helps your opponent: if you play Blue 7 after Blue 3, this helps your opponent gauge better what to do with Blue 4, 5, or 6; concealing that information and forcing them into indecision is important.

Discarding

  • If you decide to bail on an expedition for which you have multiple cards, try to prevent your opponent from taking them all. For example, if you have a Green 4 and Green 5 and your opponent hasn't yet begun a Green expedition, consider discarding the 5 first; if your opponent takes it and ends up starting an expedition with it, then whatever you do with the 4 will be useless to your opponent.

Pacing

  • Keep track of how many turns are left in the round by looking at the X ___ counter below the draw pile. Keep in mind that this number is for both players, so if it shows X10, that means you only have 5 more turns. Make sure to play all beneficial cards before the deck is empty and a new round is triggered.
  • Try to position your deck-drawing so that you pull the final card, which makes the other player's last-drawn card unplayable.

Wagering and Score Management

  • Wager cards are typically worth playing if you also hold a color-matching card; you can decide on your threshold of risk based on what you have and what same-color cards have already been played. To score well in this game, you must invest substantially in a venture without knowing in advance whether you will draw matching expedition cards in the right order.
  • It's often more constructive to hold onto cards of a suit your opponent is trying to complete than to try to complete it yourself (at least until their expedition has surpassed your cards' values, so that they become unusable to your opponent if you later discard them).
  • It's risky to attempt all 5 expeditions as you may end up wasting more turns just to get back to net zero across more expeditions rather than scoring higher with fewer ones; even if you embark on 4 expeditions, it's likely that one will score poorly, if not even negatively.
  • Be willing to lose a small number of points in non-wagered suits if it'd allow you to stall and continue drawing from the deck to massively boost wagered expeditions. Effective stalling, even if it results in significant gaps while you wait for the cards you really need, is the heart of this game.