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Tips paladins

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Revision as of 04:51, 24 October 2026 by Denapolis (talk | contribs) (Added some tips for new players.)
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  1. Specialize: Pick a column and live in it. A little bit of everything spreads you too thin. The board doesn't pay out until you've done an action 5 times, so half-finished plans are just wasted workers.
  2. Develop: Early on, this is critical. It's expensive, 4 silver hurts in round 1, but a workshop turns a 3-worker action into a 1-worker action for the rest of the game.
  3. Paladins: Pick the Paladin for the attribute bump, not the workers. The two workers are nice, but the boost is what actually lets you take the action you want this round.1
  4. Attribute Tracks: They are points, not just keys to unlock stuff. Push them even when the action itself feels cheap. Same with the King's Orders: read them in round 1 and aim at them. 8 VP is 8 VP.
  5. Provisions sneak up on you. The first few monks and walls cost 1, then suddenly everything costs 2 or 3. Don't get caught short in round 5.
  6. Attack as much as you want, it's the one action with no cap. If you're short on Strength, just pay silver to cover the gap. Convert the outsiders that score off stuff you're already doing anyway.
  7. Criminals are wild, use them, but keep an eye on the Tax pile. When it runs out, whoever's holding the most Suspicion eats a Debt. Absolve is how you clean that up — a paid-off Debt is actually worth a point, an unpaid one costs you 3.
  8. Late game: hold back up to 3 workers for next round, keep the colors you'll be short on. King's Favors from round 3 on are free extra actions, take them before someone else does. And at the end, leftover silver and provisions score 1 VP for every 3. Don't finish the game holding 2 of each like a chump.