BELFORT STRATEGY GUIDE By Evan Denbaum & Michael Mindes PROPERTY OF THE BELFORT RULES LAWYERS’ GUILD 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 kingdom’s 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, [signature] [official seal art] 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, there’s a bit of a learning curve in recognizing the value of things during your first play. This guide will help you get up to speed and offer more experienced players some more strategies to consider. STARTING HANDS & GAME STRATEGIES When the game begins, you receive five Property cards and get to keep three to form your starting hand. The initial card selection can set you on a strategic path right out of the gate. And when you get those properties built, it’s satisfying to feel like your engine is already well underway. So, which cards should you choose? The answer is a bit different depending on whether you’re new to Belfort. Once you’ve played a full game, it’s best to “let the cards speak to you.” Don’t force it. Don’t decide before the slices of the game board are properly arranged which cards to build and which strategy to execute. See what opportunities your opening hand presents and try out that strategy. We promise you it’s possible to solidly win a game using many different card strategies. So, don't be afraid to explore a new path. If you have two Markets in your opening hand, try an income-generation/Trading Post strategy this time. But if it’s your first game, focus on one of the following paths to help simplify your decision-making: Inn/Pub/Gardens strategy: Use these properties to recruit more workers and make them more powerful. Then, outwork, out-action and out-resource your opponents. If you can keep a starting hand of all or most of these types (in any combination), you're set to execute a worker engine. If you build Inns, you’ll also enjoy much more flexibility than your opponents in the area of recruitment. Typically, you need to place a dwarf at the Recruiter’s Desk (and pay two hardearned coins) to recruit a new dwarf, or place an elf to recruit and elf. Inns allow you to recruit elves with dwarves and vice versa—and no one can block you from using your own Inn ability! Pubs and Gardens not only increase your workers’ resourcefulness, they provide a coin per turn, which gives you more options elsewhere. Bank/income strategy: If you have a card-based way of generating coins, you’ll free up your workers to perform other tasks and can more easily afford those ability-unlocking 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 flexibility. When building a Bank, it’s best if you have the funds or means to place a gnome on it right away. It won’t do you any good until a gnome unlocks its power! Library strategy: To fully execute any strategy, you’ll need to get the necessary cards. But paying for Property cards is a drag. Building a Library initially will ensure you can cycle through cards to find the ones you want—with no cost in coinage! Balanced strategy: Build a Pub or Gardens, followed next by a Bank. Build a Library third, if possible, followed by an Inn. You’ll have a well-rounded engine that relies on you making smart decisions that maximize your resources. Tower Power (experienced players only): If there are two things you can count on in Belfort, it’s paying a small fortune for gnomes and taxes. There’s nothing you can do about the taxes, but Towers will save you money on gnomes and help you activate Property card abilities faster. That makes the Tower a powerful earlygame property to build. You can also use Towers to deplete the limited gnome supply, which will put a nice pinch on your opponents and force them to change their plans. The Tower Power engine is a little trickier to execute well, so first-time players are advised to stick with the strategies above instead. Cards to avoid in your first game: Keeps, Gatehouses, Markets, Blacksmiths and Towers are all powerful cards that can be used to great effect. But if you’re new to Belfort, it’s best to test out other properties first. A final note on starting Property cards: Don’t fret if your selections don’t work out as well as you hoped; there are plenty of chances to recover and thrive during the course of a game! BEST LAID PLANS … Belfort will force you to make decisions with limited resources and to change plans when opponents deny you things you covet. So, if you have a tenuous grand plan that will take multiple turns to execute, it’s almost sure to go awry. So, be flexible, be in the moment and make the best decision you can right now. WORKER TYPES & WORKER SCORING MAJORITIES Pay close attention to which worker types your opponents are recruiting. If someone has gone dwarf-happy, focus on elves instead. Be flexible and react to the openings opponents give you to maximize most-worker resource bonuses. Sure, you might not need that much stone this round, but you’ll be thrilled you have that extra stone later. Resources are tight and you have a lot of properties to build! If you consistently get more resource bonuses, you’ll have a significant advantage over the course of the game. And oftentimes, you can use the same line of thinking to win the first-place scoring majority in two worker types. If you’re struggling to achieve a dwarf or elf worker majority, there’s almost certainly an opening for gnome majority, which often goes overlooked until actually resolving scoring at the end of a scoring round. Play Towers to generate gnomes, or consider using the Recruiters’ Guild (if in play) to obtain gnomes and gain a majority. GNOMES Speaking of gnomes, they’re going to run out! So, don’t wait too long to get yours. There’s nothing sadder than a built property with a permanently vacant gnome plank. Plus, the earlier you get out your gnomes, the more benefit you'll get from your properties over the course of the game and the more likely you'll be to score for gnomes in scoring rounds. As previously mentioned, Towers and the Recruiters' Guild are powerful ways to recruit gnomes in a less expensive way than the usual three-coin hiring process. RECRUITER'S DESK One of the quickest ways to fall behind in worker majorities is to allow a single player to dominate the Recruiter's Desk. This is especially important in a three-player game, when only one recruiting spot is available. Take advantage of recruiting when you have openings, and the moment you recognize that a player in first position is focusing on the Recruiter's Desk, you'll have to respond by placing in the King's Camp and taking that ability away. If the Recruiters' Guild is in play, you'll have to be especially diligent. Now, if you’re the one dominating the Recruiter’s Desk and Recruiters’ Guild, just be very calm and quiet about it, or distract your opponents with idle chatter! KING'S CAMP In most strategy games, you want to be first in turn order and will pay in some form for the right to hold first position. In Belfort, going first does offer certain advantages, but going last can be a powerful position as well. Take the following under consideration before swapping positions using the King’s 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 you’re also more likely to pass first and place first in the resource areas. The last player may have limited placement options, but you’ll 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 King’s Camp to “improve” their position or take a passive approach. Many players find 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 King’s Camp in the late stages to ensure you can make a crucial placement or deny an opponent a critical placement. In a four- or five-player game, you’ll also have to think about when to place a worker in the King’s 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, you’ll need to decide whether to fight to use particular guilds or to take a more reactive posture. If your heart is set on using certain guilds, utilize the King’s Camp for first 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, don’t use an elf on a guild plank! When a first-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 you’ll 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 there’s no guarantee another player will use the guild you’ve 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 you’ll 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 you’ve 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, you’ll either force that player to rethink or you’ll 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 benefit you’ll get from that purchase. If it is your first game, we’d actually recommend that you focus on building at least one or two Property cards from your hand before worrying about purchasing guilds. It’s more straightforward and just as sound strategically. BASIC GUILDS Recruiters' Guild: Ah, this guild is wildly popular, especially for new players. And why not? Who doesn’t like cheap labor? Decide right away if you’re 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. Watch like a hawk for a player attempting to monopolize this guild every round. You cannot let this happen. If need be, use the King’s Camp to take first position and end the guild domination. More to the point, if someone else uses the Recruiters’ Guild before you, use the Recruiter’s Desk plank before they can. A Recruiters’ Guild/Recruiter’s Desk combo can be devastating if you’re on the receiving end. When you use this guild, take the worker type that has been least recruited (for scoring purposes later). And don’t forget that you can place an elf on the guild plank and still take a dwarf or a gnome! The guild is more flexible than the Recruiter’s 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 isn’t 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 flexibility. 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. Librarians' Guild: Getting specific cards into your hand is the key to an efficient 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 doesn’t always work out as planned. But one thing is certain: Using the Librarians' Guild will quickly refill 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 don’t 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 flexibility. 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 first. But don’t give up on this guild. When used effectively, it’s powerful! And if you own it, you’ll 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. 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 interference—even though you can use Interactive guilds yourself to get resources back. If your group isn’t 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. 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 point-sapping 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 you’re willing to be flexible and react to the cards you can take, this guild is terrifically effective. It’s 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 popular—and 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, don’t count on hiring a gnome this turn unless you have at least five 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 efficiently. 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. THE DIRTY BUSINESS OF PROPERTY MARKER PLACEMENT Here are some tips for effective property marker placement on the game board districts: Stay out of the fray, if possible. Place your markers where other player markers aren’t. Easier said than done, right? If there’s a guild early on that seems like it’ll be the least popular for some reason, try placing in that district first. You’re less likely to have an opponent purchase that guild and suddenly drive you into a point-depleting tie in marker majority. Aim for second place in district majorities that already contain an opponent’s marker. It's human nature to want to be first everywhere, but spending your marker to take over first often won’t get you the most points! If you're tied for first in a district, that’s worth three points. Moving up to sole possession of first in that district will net you an additional two points. That’s not as good as second place somewhere else, which is worth three points! Early in the game, Keeps don’t seem very important. But they’re incredibly powerful for achieving district majorities—and not just in the final few rounds. Try building a Keep (or two) a few rounds earlier than what seems natural. You’ll get first pick of where to place your double Keep markers, which is a huge advantage. And that double placement has a psychological impact on your opponents, who may give up on competing with you and place their property markers elsewhere. If you wait too long to build Keeps, your marker placement options will be so limited that it will hardly be worth the cost of the property. You also won’t get to take advantage of the fact that Keeps provide a coin during the Collection phase. Gatehouses are great in scoring rounds if you have the coins to hire a gnome and place that second property marker. Try to have a marker stake in adjacent game board districts when using the Gatehouse. In other words, after you place both Gatehouse markers, you’ll ideally have a first-place majority in one district and at least second-place in the adjoining Gatehouse district. Don't forget about Walls! They don't require a card, which is helpful in the late game when district majorities (and resources) are tight. COINS: THE KEY TO THE KINGDOM? By now, you should be sensing a very clear theme: Some player act. Others react … and those who pay the closest attention to their rivals’ styles and intentions often come out on top! Perhaps the most powerful and overlooked part of Belfort is reacting to the coin count of your opponents. The instinct of most players is to use up funds hiring gnomes right away and paying for things to “optimize” their game. But a constant shortage of gold is not optimal at all … especially if your opponents make you regret that deficiency. Watch what your opponents are doing, ideally from last or close to last in turn order. If the players ahead of you spend all their gold on gnomes and planks, hold onto your gold for next round. If two other players have no gold left and another player is down to one gold, think about what you can do with five or more gold next round: You’re going to dominate the Recruiter’s Desk. You’re going to get the guild(s) of your choice. You’re going to have funds for placing on your own property planks. Your opponents won’t know what hit them! Lastly, hiring gnomes isn’t a given! Think about the cost-benefit ratio of hiring a gnome in the mid- and late-game. You might be paying three coins and not coming close to getting equal value back. Let your opponents make that mistake, while you preserve your funds and wallop them next round. INCOME AND TAXES Obviously, you’ll also want to ensure you have enough coins to cover your taxes every time. But if someone tells you to try to earn fewer points in a round to remain in a lower tax bracket, don’t buy that bill of goods! Make money. Score points. Win the game! ###