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thank you!
Give yourself ~4 turns before you go on a castle-conquering spree. Let others make mistakes and sweep in then. You have to have the most castles by the end of turn 10, so there is a plenty of time (unless someone is close to getting 7 castles).
Once your position is strengthened (Muster event card or Special Consolidate Power token) it's a good idea to spread out a bit, so can use up more orders and keep certain areas secure from Raid orders of your enemies (I mean mostly Support orders capable of helping out multiple areas at once and Consolidate Power in power-rich regions).
Totally agree
Lastly, before u quit always remember that it might be hard to win after a bad defeat but u can MAKE SURE whoever harmed you definitely doesnt win. Vengeance can be its own reward.
The rest depends on what other players will do and that's precisely why you shouldn't be too aggressive early on as Tyrells.
The biggest downside is that Martells can muster and if Baratheon is occupied elsewhere, then Martell is free to move. Then again, if Martell gets too strong, he can be stabbed in the back by Baratheon, so it's a good idea to maintain some sort of agreement (even if only a neutrality policy) with Baratheon.
it is completely unplayable