If you make a large area of the plains on your board, you can leave your “farm” piece in the middle, and it transforms these plains into rich plains. Put a “woodcutter” in a bunch of jungle, and it cuts the wood and turns it into plains. Set up a “watch tower”, and it recruits some archer units for each plain tile around it, and even more rich sectors. You can leave the wood cutter with the field and the watchman, and it will turn the forest into the plains, transform the fields into fields, and the watch tower chooses more units for all these full fields.
Such a multi -effect combo, which results in a piece you are kept in time, is what keeps you back Ditch drop. Bitter losses come from the other side, such as realizing that you have bent too heavy, Holbrid units too much when the enemy has many range units that are strong against them. Or that feeling, is familiar with it Tattoos Whats, that you have returned 10 rows, you have wasted you with weird, piles to find yourself now. Except that lines will not be clean Ditch dropAnd the game’s boss battles, especially punish you for running out of good places to put things.
Where the square is an upper strategic layer for action anywhere. You choose branching routes in each boss’s way, select different resources, battles and trade posts. Every victory you choose the card for your deck, whether it gets military, production, or later, ordinary “technology”. You upgrade the cards using your deposited resources, try to have a balanced card or minimal card to some troops or regions, and try not to lose a single period by many soldiers. You have a kind of “overall defense” life meter, and every loss is far from it. Eliminate the money to fill it again, and it’s a game.