@Terminalxylem
@culdeus
Are the birds that let you cycle birds the best?
When activated tuck a bird card behind this bird and then draw another bird.
It seems to me getting that bird can be a big help and important?
Agree with culdeus’ commentary. Cross habitat birds are great. Once you move on from the base game (with Europe/Oceania expansions), the grasslands is less useful for generating points (in the base game, it’s often the primary focus in round 4). Regardless, it’s really nice to have a bird in another habitat that lays eggs. To a lesser extent, getting food outside the forest is good (ravens/crows are great in grasslands in the base game).
While every game is different, the general flow is usually:
Round 1: Play a bird in the forest, to get more food, and one in the wetlands to cycle cards. Ideally, one of those birds also gives you eggs when activated.
Round 2: Build a food or card engine on one of those two habitats, depending on the available cards. Food helps buy high point birds, drawing cards increase the likelihood you’ll get them + gives you fodder for tucking. Try to keep brown powers in the habitats you visit the most often. White, pink, teal and yellow powers are better suited to less visited habitats, which will often be the grasslands.
Round 3: Keep getting food and cards, playing a few as you go, and possibly accomplish end of round goals - I usually only try for one or two in earnest, but it’s helpful to place 2nd or 3rd in the latter rounds of 3/4 player games.
Round 4: Play your remaining high point birds, including some that let you draw bonus cards. Always determine the opportunity cost and net point gain for endgame moves.
If you’re playing with nectar, the woodlands is more powerful. Of note, we don’t allow ravens/crows and other birds which allow you to take a wild food to get nectar via their powers.
Excluding end of round/game powers, you only have 26 moves. 100 is a good score, 120+ is great. So you need to average 4-5 points per turn, though round 4 moves tend to earn way more points than round 1.
Other pointers:
If you have the cards or draw from the deck, tucking is good-great.
Caching usually isn’t that good. If you’re gonna play a bird that caches, play one that allows you to use the food if needed.
Predators are +/-.
Bonus cards that give you 2 points per food type in bird cost are usually better than those with nest or name requirements.
Try to minimize using birds which give your opponents stuff.
Migrating birds are generally poor plays.
If you’re ending up with much extra food or cards at game’s end, you probably misplayed.