Beruflich Dokumente
Kultur Dokumente
Esteemed Master Architect, We regret to inform you that we have received multiple complaints about the working conditions in Belfort and overall dissatisfaction level of your loyal crew of elves and dwarves. In fact, the gnomes are in a tizzy and even a few trolls have offered suggestions for improvement, which is entirely unproductive. As such, the Belfort Rules Lawyers Guild has hereby decreed that you are required to read the following guide in its entirety and thereafter submit to five voluntary exams before your work on the kingdoms glorious new castle will be permitted to continue. Remember, every moment you spend off the construction site gives your rival supervisors a better chance to secure precious lumber, stone and metal and ultimately the Key to the City. So, study up and good luck, Master Architect! Yours officially,
SHEET 1 First-Play Advice Starting Hands & Game Strategies SHEET 2 Best Laid Plans Worker Types & Worker Scoring Majorities Recruiters Desk Kings Camp SHEETS 3 & 4 Guilds In Review Basic Guilds Resource Guilds Interactive Guilds SHEET 5 The Dirty Business Of Property Marker Placement Coins: The Key To The Kingdom?
Rudwig P. Horswimmons Deputy Assistant to the Assistant Deputy Dept. of OA & BND
First-Play Advice
Succeeding in Belfort is closely linked to you ability to recognize the opportunities before you. There are opportunities in your opening hand of cards and the availability of particular guilds. And most critically, there are plenty of chances to react to the choices of your opponents in ways that advantage your game and disrupt theirs. As with most rich strategy games, theres a bit of a learning curve in recognizing the value of things during your rst play. This guide will help you get up to speed and offer more experienced players some more strategies to consider. Bank/income strategy: If you have a card-based way of generating coins, youll free up your workers to perform other tasks and can more easily afford those abilityunlocking gnomes. Banks can be a cornerstone of an income-driven engine early on or even in the mid-game. As the game evolves, pay attention to Property cards that generate a gold each round. You can use those in combination with the Bank to generate a lot of income and exibility. When building a Bank, its best if you have the funds or means to place a gnome on it right away. It wont do you any good until a gnome unlocks its power!
Kings Camp
In most strategy games, you want to be rst in turn order and will pay in some form for the right to hold rst position. In Belfort, going rst does offer certain advantages, but going last can be a powerful position as well. Take the following under consideration before swapping positions using the Kings Camp: The First Player can place a worker on any plank, provided that player has the needed coins or owns the guild. This is wonderful if you have your heart set on a particular power, but youre also more likely to pass rst and place rst in the resource areas. The Last Player may have limited placement options, but youll almost certainly be in a position to examine the resource areas and place your workers in ways that achieve bonuses. The Middle Player(s) have a choice to make: jump into Kings Camp to improve their position or take a passive approach. Many players nd the middle positions allow them to take a relaxed approach to turn order and focus their workers and attention elsewhere. But you may have to use the Kings Camp in the late stages to ensure you can make a crucial placement or deny an opponent a critical placement. In a four- or ve-player game, youll also have to think about when to place a worker in the Kings Camp. Go too soon or late, and the turn order crest you really wanted might be unavailable. Try to play out the sequence of events in your head prior to making your placement.
Guilds In Review
Guilds are the cornerstone of any good engine. After seeing which guilds are in play this time, youll need to decide whether to ght to use particular guilds or to take a more reactive posture. If your heart is set on using certain guilds, utilize the Kings Camp for rst turn position. Otherwise, keep your mind open, take what the game gives you and make sure you keep coins in reserve so you can use multiple guilds when your opponents run out of money. When you place a worker on a guild plank, think ahead to what you need from the resource areas. If you need wood, dont use an elf on a guild plank! When a rst-time player buys a guild, they usually wonder if they should be using that guild for free or using the guild as a source of passive income as others use it. Ask two different players, and youll get two different answers and to some degree the answer varies from guild to guild and game to game. But as a general guideline, using a powerful guild ability for free is better than waiting for someone else to pay you coins because theres no guarantee another player will use the guild youve purchased! If you want to attempt a passive-income strategy, then aim for a late turn-order position. Other players will use the guilds you own ahead of you, and youll be more likely to get resource area bonuses. So, how do you determine which guild to purchase? Watch which guilds your opponents immediately focus on using. (Better yet, if youve played with the same group before and some of the same guilds are in play, use that intel to your advantage!) If you own a guild your opponent favors, youll either force that player to rethink or youll get a steady stream of coins as that player continues the same strategy. Be decisive and instinctual. The longer you wait to purchase a guild, the less benet youll get from that purchase. If it is your rst game, wed actually recommend that you focus on building at least one or two Property cards from your hand before worrying about purchasing guilds. Its more straightforward and just as sound strategically. Watch like a hawk for a player attempting to monopolize this guild every round. You cannot let this happen. If need be, use the Kings Camp to take rst position and end the guild domination. More to the point, if someone else uses the Recruiters Guild before you, use the Recruiters Desk plank before they can. A Recruiters Guild/Recruiters Desk combo can be devastating if youre on the receiving end. When you use this guild, take the worker type that has been least recruited (for scoring purposes later). And dont forget that you can place an elf on the guild plank and still take a dwarf or a gnome! The guild is more exible than the Recruiters Desk that way and less expensive. New players rarely consider recruiting gnomes with this guild power, but doing so will save you a lot of money and take a lead in gnome majority scoring. It's a great way to hire two gnomes in one turn! Merchants' Guild: This guild isnt immediately appealing to most new players since it requires manipulating a lot of resources and requires some property planning. But taking the Merchant's Guild in combination with loading up in the resource areas will virtually guarantee you get one Property card into play, if not two. Remember, one Trading Post visit actually allows you to buy once and sell once, so that +3 Post visits creates a ton of exibility.
Architects' Guild: This guild is wonderful for building property cards. Oftentimes you can focus there when no one else is and gain an advantage. If you can purchase it (and there's likely to be little competition there from newer players), you can work it all game long.
Basic Guilds
Recruiters' Guild: Ah, this guild is wildly popular, especially for new players. And why not? Who doesnt like cheap labor? Decide right away if youre interested in owning this guild because if you hesitate, someone else is sure to purchase it. If you do own it, using it for free workers will trump the value of receiving coins from others use.
Librarians' Guild: Getting specic cards into your hand is the key to an efcient engine, and this guild is one strong way to make that happen quickly. Say you want to focus on recruiting and mastering workers. Use this guild to get Inn, Gardens and Pub cards. You're off to a killer start, largely because of good use of this guild. Sure, it doesnt always work out as planned. But one thing is certain: Using the Librarians' Guild will quickly rell a depleted hand of cards, and for less money!
Resource Guilds
Masons'/Miners'/Sawyers' Guilds: These guilds tend to be quite popular with new players. Use the guild to load up on a particular resource, and then dont place workers in that resource area, in order to get bonuses elsewhere. For example, use the Masons Guild to get four stone, and then use all your dwarves for metal and money placement bonuses. These guilds also allow elves to obtain stone and dwarves to obtain wood, which is a nice bit of added exibility. The strength of the Miners' Guild is the ability to acquire metal with a single worker, freeing up multiple workers for use in places other than the metal resource area. Try placing your extra workers in the coins resource area. The additional money will serve you well in the long haul. Bankers' Guild: Along with the Recruiters' Guild, this guild tends to be the most immediately appealing to new players. But be warned, it's trickier than expected to use well! If the Thieves' Guild is in play, think about using that guild rst. But dont give up on this guild. When used effectively, its powerful! And if you own it, youll gain three coins for free; other player will only net two coins. If it looks like this guild will be popular from the outset, consider purchasing it right away and then staying away from using it yourself. Just collect coins from other players all game long! If purchasing the guild changes the dynamic and players seem to be staying away to deny you the income source, then you'll need to use the guild yourself or else your investment will be for naught. Wizards' Guild: In scoring rounds, the ability to swap property markers can make a huge difference. Focus (obviously) on creating majorities, but often a swap can guarantee second while simultaneously dropping an opponent into a pointsapping tie with another player. In scoring rounds, get in this guild early! But you can also use it in other rounds to manipulate the board in such ways that a single swap in a scoring round won't be enough to overcome the "redistricting map" you've created over time. Don't allow a single player to dominate this guild because you'll be in for a rude awakening come scoring rounds, especially later in the game.
Spies' Guild: Would you rather purchase a known card for a gold to drive your engine or hurt another player while gaining a card that may or may not be immediately helpful? If youre willing to be exible and react to the cards you can take, this guild is terrically effective. Its especially powerful if you can take an opponents' last Property card, leaving the player with nothing to build that round. If you're not using this guild, make sure you have more than one card in-hand if your heart is set on building this round. Thieves' Guild: While less versatile in a three-player game, this guild is strong and popularand this guild becomes super-powered if you own it. (Spend nothing and steal two or three coins is a lot better than spend one coin and steal two.) If you're not using this guild, dont count on hiring a gnome this turn unless you have at least ve coins. If you're late in turn order, your money might be gone before you can hire your gnome! Bandits' Guild: While less versatile in a three-player game, this guild is a great way to manipulate resources and build properties efciently. What's most critical about this guild is not what you can do with it, but what others can do with it. If you're counting on having certain resources to build a particular property (or multiple properties), be careful about allowing another player access to the Bandits' Guild. That player might steal from you, putting you in a position where you don't have enough resources to execute your plan.
Interactive Guilds
Know your gaming group. Some groups thrive on interactive guilds like Thieves' and Spies'. Others (especially new players) often would prefer to be able to build an engine without interferenceeven though you can use Interactive guilds yourself to get resources back. If your group isnt looking to test the shadowy side of Belfort or needs more time to acclimate, focus on using the Wizards' Guild, which offers some really interesting strategic decision-making without being overtly cutthroat.