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Tile-Laying Board Game Strategy: Scoring Tips for Forts, Roads and Fields

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You know the rules; now you want to win. These tips are based on how Midgard Roads really scores (see the rules guide if you need a refresher). None of this is magic — it is just using the rules well.

How do I score points quickly as a beginner?

Go for small things you can finish soon. A short road or a two-tile fort pays off in a turn or two and, more importantly, your adventurer comes straight back to your hand.

A late-game board: walled forts, long roads, dungeons and big green fields, with a few adventurers still standing on them
A board late in the game. Look for what is still open before you spend a piece.

The best version is the one-turn combo: place a tile, put an adventurer on it, and finish the road or fort with that same tile. You score immediately and get the piece back. Everything is "tempo" in this game — an adventurer sitting on a half-built road is an adventurer you cannot use.

How many adventurers should I keep in hand?

Keep 2 or 3 in hand at all times. You have 7 in total. If you are down to one or none, you cannot react when a great spot appears, and you skip step two of your turn automatically.

When should I go for forts?

Forts are the big earners: 2 points per tile plus 2 per guild flag when finished, but only half of that (1 per tile, 1 per flag) if they are still open when the game ends. So:

How do I steal a big fort?

You cannot put an adventurer on a fort that already has one — but you can put your adventurer on a separate small fort, then connect the two with a tile. The merged fort now has adventurers from both of you. The one with more adventurers scores the whole fort; if it is tied, both score in full.

With one adventurer each you tie, and both of you score the whole fort. To take it outright you need more adventurers on it than your opponent has. Use the same idea defensively: watch for tiles that would let an opponent join your fort.

Are dungeons worth it?

Yes. A dungeon is easy to place, needs no matching with anything else, and gives 9 points once all 8 tiles around it are filled. Even if it never completes, it scores 1 point plus the number of tiles around it at the end. It is a safe, low-risk place for a priest — but remember your priest is stuck there until it completes.

How do fields work, and when should I send a hunter?

Fields only score at the end of the game: 3 points for every finished fort that touches the field. Roads and fort walls cut the board into separate fields, so one fort can touch several of them (it counts once per field).

The same board with one big field outlined by a dashed teal line and one long road drawn in orange
Teal: one big field, which pays only when the game ends. Orange: a long road, worth 1 point per tile once both ends are closed.

When is it better not to place an adventurer?

Tapping Skip is a perfectly good move.

What about ties and the endgame?

Ties give everyone tied full points, so you do not have to out-number someone to benefit — an equal share of a big fort is great. Near the end, check which of your features are still open: unfinished roads and forts score, but at reduced value, and then the fields get counted.

A road shared by two guilds lights up as it closes, and the log reads that both guilds score +5 each
A tie on a road: both guilds with the same number of adventurers score in full.

Want more variety?

Try the river start option for a different opening, or gather friends online and test these ideas for yourself.

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