I have a love / hate relationship with the Eyrie faction. They have interesting mechanics and are fun to play but very difficult to win. The main thing that separates them from the other factions is focusing on their decree which can be difficulty to master and often prevents you from taking the action you really want.
Royal Decree
The key to playing the Eyrie well is to master the placement of cards in the decree. The general rule of thumb is to save your blue cards for Battle / Build as it gives you more options and flexibility.
Recruit – You usually want to place Red / Orange / Yellow cards here that match the color of your staring roost. Don’t place a color card here if you only have one roost of that color and it is within reach of other players (unless it’s well defended with warriors).
Move – I only place color cards here. It is usually pretty easy to maneuver your warriors so that you can execute a move from the matching clearing. It’s not that Blue cards are bad here, you just usually want to save those for Battle and Build.
Battle – Preferred spot for a blue card, especially in the early game. If you place a Red / Orange / Yellow card here you will eventually run out of targets and it is easy for your opponents to move warriors away so that you can’t start a battle and force a collapse. Late in the game when the board is crowded and you have lots of movement cards its usually safe to place a color card here.
Build – I only put color cards here as a last resort. You almost always only want a single blue card here. Having a single color card means you will run out of spots to place a roost in four turns. Also some of those spots are on the other side of the board and hard for you to get to.
Leader Selection
All of the leaders are good under the right circumstances. I think one of the keys to playing the Eyrie well is choosing the right leader at the right time.
Despot – Good leader for all phases of the game. Can help with scoring extra points. I will take him as my starting leader if I don’t have any blue cards because he gives a vizier for the Build action which is critical to expanding early in the game.
Commander – Probably my least favorite Leader. He can be good mid to late game when you really need to attack a player to stop them from winning, but I never choose him as a starting leader. If you want the blue card in Battle, Charismatic is usually a better choice.
Charismatic – Very solid early game choice to get out lots of warriors. Just don’t put too many cards into recruit (2 is enough) because you do cause Turmoil if you run out of warriors to recruit. This leader also lets you be aggressive in starting fights since you know you will get warriors back quickly.
Builder – I find this leader to be very situational. Not a good early game choice because you don’t have enough roosts out to craft. Can be a good mid to late game choice if you have a handful of cards you can craft for more than 1 point. This can be a good burst in points that can secure the victory and other players won’t see it coming.
Crafting Cards
Crafting is definitely not the Eyrie’s strong suit, however there are a few cards that I find helpful.
Tax Collector – This is really good with the Charismatic leader. You will be recruiting lots of Warriors each turn and this lets you convert one of them into an extra card.
Scouting Party – A properly timed ambush by one of your opponents can cause turmoil. This is especially true early in the game when you are planning to move, battle and build into an adjacent province. This can drop you below the number of Warriors needed to rule the clearing. If I have this in my hand early in the game I will usually try to move to orange clearings first so I can craft it.
The favor cards can be really good for you, but the main reason you want to hold onto them is that you don’t want your opponents to have them. If one of your opponents nukes a color and you have the color under recruit, it will cause turmoil. I usually just hold onto these cards so that they don’t get discarded and re-drawn by my opponents. Wait until the late game to play them when you don’t think the deck will be shuffled again.
Opponent Specific Strategies
Marquise de Cat – Try to avoid the Cat player early in the game. It’s fine to attack a few of the lone cats on your side of the board, but in general the two of you shouldn’t be fighting much early on. Both of you should be slowing down the Vagabond and Woodland Alliance, so you don’t want the cat player to focus on you.
Lizard Cult – You can typically ignore them converting your warriors. If you are playing well you risk running out of warriors to recruit anyway, so they might be doing you a favor. You do need to deal with there gardens because they restrict your movement (Lizard Cult always rules clearings where they have a garden) and taking them out gives you points.
Vagabond – The Eyrie typically doesn’t do a lot of crafting so don’t expect a lot of cards from them. However I try to expand towards the Vagabond player in hopes that they will give me cards for points even though I don’t have any items to offer. If they are getting too powerful you are usually in the best position to stop them. Most other players don’t want to attack the Vagabond because they don’t get anything out of it, however you have to fulfill your decree so if the Vagabond is within range, it’s usually worth it to attack and slow him down.
Woodland Alliance – Avoid moving into areas where they have sympathy if possible. It’s always better to blockade the Woodland Alliance and force them to move to you and pay an extra card (via martial law), however this might not always be possible. Make sure you can take out there sympathy tokens to eliminate the risk of a revolt. Losing a roost this way can be painful.
Riverfolk – The Riverfolk should be your best friends. You are pretty much the only player that can benefit from all of their services. Buying blue cards is good. Extra warriors to fight with is good. More movement options are good. All of their services can help you prevent a turmoil so don’t be afraid to pay for them, even when they jack up the price. Dealing with the Riverfolk is as much about psychology as it is strategy. You want to develop a mutual beneficial relationship so that you buy services and they turn around and spend your warriors so that you get them back. You can always turn on them later if they are getting too powerful.