by kaziam
rickert wrote:
Ruskicowboy wrote:
Aetheros wrote:
ZephonSoul wrote:
Then again there was no easy way to deny any card to anyone or to sort of "browse" through the giant deck.
Spend 3 energy to get rid of the cards you don't want your opponents to get. This necessitates saving 3 energy to spend, of course.
My rules says it only takes 2 energy. Was this changed in later printings?
Two is correct. It does make me wonder if reviewer is playing anything else wrong?
For the record, I never said anything about 3 energy. I was playing the game exactly as the designer intended, except that I didn't roar whenever I rolled claws.
As for the enlightened response that the most important decision being whether to leave Tokyo, I agree wholeheartedly with that.
That is because they took the decision to enter Tokyo away from me.
So you're left with 3 decisions in this "game":
1. Keeping/rerolling dice. Yahtzee style heavy strategy here. Should I keep those hearts when I'm in Tokyo? Should I keep those two 1 rolls or the energy? If you're agonizing over these decisions, then you should stay away from brain burners like Loopin' Louie or Bingo.
2. Leaving Tokyo. This is again an incredibly deep decision. Um, I have 3 hearts left, should I stay in Tokyo? This is slightly less tactical than deciding to get an extra card in Blackjack, which a 1980's computer could get right most of the time.
3. Buying cards. This is really the only "decision" in the game. And it is only a decision if you have energy sitting around that you haven't eaten by mistake because they look too much like candy. Usually the best card out of the 3 is obvious, and if you can afford it then you get it. I first learned this strategy while playing Monopoly as a 7-year old.
I have more decisions to make playing Rat-a-Tat Cat. I guess if you call a game a "filler" then 3 marginally interesting decisions (2 of them situational) is all you need? :what: