Plain-English power: Wins when deals are made or defense wins.
Loved by: People who like their games short; those that want to try an alien that behaves differently from the others.
Loathed by: Pretty much everyone that ever wanted to win a game.
Three ways to win as Tick-Tock:
- Ally with the defense as much as you can, and with a strong showing. If you win, then you not only toss a token, you get rewards (cards, in case your Super is still in the deck, or ships to replenish after losses).
- Invite everyone to help defend your planets. This one's a hard sell, since people usually want bases more than rewards, and helping you doesn't help them in the long run.
- Play a Negotiate when you attack (and attack with only one ship). Chances are you'll lose, which means a token goes away. You may face an opponent who also Negotiates ... and now you have a deal situation where you can make it worth their while to agree. Deals mean tokens go away.
- When you deal with Tick-Tock, ask for more than you think you can get. You'll either get it, or at the very least slow Tick-Tock down.
- Don't ally with him when he's defending. If you aren't invited to attack, it may be best to sit one out (but make sure the leaders aren't pulling too far ahead ... no sense giving away the game just to slow Tick-Tock down).
- Early in the game, it may be prudent to Negotiate for a loss. You'll get some cards for your trouble, and prevent Tick-Tock from being competitive. It's harder to give up an encounter later in the game, since players may be picking up their fourth or fifth bases.
Anything else? Tick-Tock doesn't have any other ability to affect the game, so he's essentially pretty weak. Keep an eye on the number of tokens he has left, especially with regard to how soon his turn is coming ... he's virtually guaranteed to lose one token on his own turn.
— Submitted by Jack Reda