Euphrat & Tigris

- The inter-Kingdom conflicts are the trickiest part of the game. Try to make sure you know what's happening and in what order before you initiate one. A failed or miscalculated conflict can have immense negative repercussions on your chances of winning, because they can give away a very large number of cubes to other players. It's hard to overstate this.

- Monuments can be a very mixed blessing. The problem is that you need to cripple your Kindom in one color to build one. This tends to make you extremely vulnerable to inter-Kingdom conflict, at the same time you are making yourself a prime target! So make sure you know what you are doing when you build one. Just because you have 4 tiles of a color together doesn't mean you have to build one.

- Once you get seriously out-of-balance, color-wise, you'll need a big windfall to balance things out. These tend to come from inter-Kingdom conflicts and monuments. However, often times it's best to rack up the points slowly by just playing the tiles; you can easily put yourself in a deep hole by persuing losing conflicts. Just playing tiles is two cubes a turn, which is actually a pretty good pace. If there are few or no monuments on the board, it's quite possible (although perhaps not probable) to win at that rate.

- If you don't have leaders on the board, you can't score. Other people can always initiate conflicts, build monuments, or even play tiles (although I've never seen that last one) which can all give you points. Unless you don't have leaders on the board. You'll need points in all the colors, obviously, so don't delay in getting your leaders out and, once they're out, well-protected (supported by two or three temples). This is mitigated somewhat by the King's ability to suck up points in all the colors. But you see my point :)

- Fight very hard for those monuments. They are point machines, and once they hit the board, they are likely to dominate the game and be the focus of rediculous amounts of conflict since they can score in everybody's turn. Unless you are absolutely certain your opponent is hugely over-comitted in the relevant colors anyway, never let somebody just sit there accumulating two free cubes a turn. When building monuments, try to keep them well-defended - ideally the scoring leaders should be both very close to the monument (so as not to get cutoff during inter-Kindom conflicts) and supported by several temples, perferably with more behind your screen. In the end though, the threats of both inter- and intra-Kingdom conflics make monuments almost impossible to hold against serious assault.

- Never pass up the chance to get a treasure cube. Don't go hugely out your way to score them, but a treasure cube is both better than a normal cube and can be scored in addition to the basic two you can get from playing tiles. These are almost always worth scoring, but not worth exposing your kingdom to conflicts you will lose or giving cubes to other players to get.

- A winning score is in the neighborhood 7 or 8, increased by at least one per monument on the board.

- The primary use of disaster tiles is to break up a strung-out Kingdom so you can do one of three things: take over a monument; place a leader without conflict in one of the two new "sub"-Kingdoms; or seperate a leader from a chunk of his support (like-colored tiles) so you can immediately score a big inter-Kingdom conflict. This latter usage is probably the most profitable/dangerous, and the one you need to be careful of when building your Kindgoms in the first place and placing your leaders. The opportunity to use the disaster tiles will occur primarily when a Kingdom has already been savaged by inter-Kingdom conflicts, and secondarily if a Kingdom has strung itself out too much in the quest for treasure tiles. You need to keep your eyes open for opportunities to use the disaster tiles, but it is certainly not unusual to go an entire game without a good opportunity presenting itself. Interestingly, I use the disaster tiles extremely rarely. I'm not sure why this is; perhaps just that as your experience with the game increases, the opportunity for their use will become less common.

- Like most Knizia games, you have to keep your eyes clearly focussed on the bottom line; i.e., this is a game won on points, not on empire-building. Just because breaking up somebody's empire seems like a good positional thing to do does not mean it makes sense in your current point context. It may simply present greater opportunities to the other players. Destroying "his" empire may essentially just cost your victim one action as a leader can be immediately repositioned, possibly even in a better position from a point-gathering perspective as the destruction of the conflict opens up opportunities. So, your primary motivation should always be scoring (or setting up) points for yourself.