Making the Sweet Board So Much Sweeter - Key Quest
The Sweet board has to be one of my most favorite boards in Key Quest. Why? Because I win. :) And you can win too. The first part is a step by step guide on getting across the board as quickly as possible. The second part is a good use for power-ups on this board.
Part #1: Flying across the board
2 tbs of luck
5 cups of skill
1 ounce of brain power
1 mouse (a real one)
250 grams of cheese (how will you power the mouse without food?)
****NOTICE: Before following this guide please note. If you win any mini-games and you have the option of selecting a key, make sure you pick the Blue Key. If it's an item, preferably pick either a key obtaining item or a loaded gummy dice***Winning a mini-game requires 5 cups of skill***
Step #1: Starting Location - The yellow key
Your starting location is vital to any win. For this board I strongly suggest picking either the Haunted House or the Neohome. This will make collecting the other colors much more easier.
If you pick the Neohome, technically speaking you have the smallest amount of squares to move to get out of the box as I call it and teleport to the main board.
If you weren't lucky enough for the neohome and purchased the cheaper alternative, the haunted house, you still have an advantage. You will pick up a power-up. Use 2 tbs of luck to pick up a Loaded Gummy Die or a pile of dung. :)
Step #2: Leaving the box and porting to the main board - The Green Key
Now if you started from the neohome and have now ported to the main board, head toward the green key by continuing east a long the board (so past the dark faerie bubble). Collect the key and take a portal.
If you started with the Haunted House, do the same. However, if your powerup was a pile of dung, make sure to place the pile of dung on the opposite side's portal on the main map (referring to the blue exit portal near the red key). This way any players located near the blue key can't teleport out. This will delay their progress dramatically as they will be unable to collect powerups for 1-2 turns and will keep them inside their small map.
Step #3: Picking up the Red Key
For neohome starters: Take the Green portal directly after picking up the green key, teleporting you to the other side of the room. If you land on the treasure chest that is adjacent to the key, congratulations! Make sure to collect a BLUE KEY!
For haunted house starters: Take the same green portal and collect the red key. IF you picked up a loaded gummy die, I STRONGLY suggest you use this powerup to land on the treasure chest and pick up the Blue Key at the same time! (This is if you haven't already won it from a mini-game.) If you already have it, make sure to select the silver key. :)
Step #4: Picking up missing keys
By now you should be past the halfway point. If you have been completely unlucky with power ups and minigames and don't have the blue key... you must hike the hike and get it. Use 1 ounce of brainpower and use all powerups to slow down other players, ninja keys, and move across the board quickly.
If you've had the standard amount of luck, congratulations! All you need is the silver key. Many players will throw power ups at you now, so it's important that you have your arsenal ready. Make sure to use your 1 ounce of brainpower to avoid blocks, steal their power ups and distract them from noticing you're about to finish.
Step #5: The square before the door
As I'm selecting to go toward the door, I make sure to send a message to the other players! I go into game and select good game! :) Generally I play against 4 people because at least 1 or 2 leave or get disconnected.
Congratulations on your win.
Part #2: Powerup combos, trick and nifty surprises
Rainbow Sticky Hand - What can be said? If someone else has a wonderful powerup, grab it! Don't let them use it. If someone else has a Rainbow Sticky hand... grab theirs! You never know what powerup you may win and lose just as quickly.
Misdirected Compass - This can be really nifty. There are two ways to use it, one being offensive and two being defensive.
- Offensive: If someone is travelling down a straight path to collect a key, send them back the other way. I suggest not using this power up near a treasure chest. You don't want them winning keys because of your powerup!
- Defensive: If you just picked up a key and are only 1-2 squares past it, I suggest using the compass on yourself and collecting the key again. This works well if you have Rainbow Fountain Water powerup or a Distraction Potion powerup to follow up. I would also use it if someone else has a key grabber and it looks like they're planning to use it on you.
Loaded Gummy Die - Never use this on basic moving around the board. I only ever use this powerup in 2 places which is near a treasure chest (within 6 squares of it obviously) or when I have all the keys and am within 6 squares of the final door.
Transporter Helmet - I don't tend to use this on the Sweet board unless it's near the end and someone is beating me to the door. You may use this to Teleport to where the blue key is early on in the game, but as stated in Part #1 there are better ways of obtaining the blue key.
Catapult - Use to slow other players down, especially players that started in the Blue section. If you have this powerup and dung, fling a player that started at the blue key area home and use a dung pile to block the portal. It will keep them in there for at least 2 turns.
Bottled Quicksand - Use wisely. I don't like using this at the start because it may annoy some players and cause them to seek revenge.
Key Grabber - Depending on what other powerups other players have, I may keep this or use straight away. If anyone has a tornado or a sticky hand, make sure to use this asap. If it means picking up a double key, do it. It may save you later on down the track and it also prevents other players from stealing it and using it.
Distraction Potion - As stated before, a great tool if you have a double or can obtain a double of a key. This way, for example, if you can pick up 2 red keys and only need 1 blue key to finish, you can use it on any person that has a blue key and not cause yourself harm. You can also use this to prevent someone from winning.
Mortog - This is handy for moving across the board quickly. Do not use this to jump on a key; you won't collect the key. If someone is 1 square away from the door and you have all 5 keys, use it on them to land on the door to unlock it; you will automatically win without having to roll.
Rainbow Fountain Water - As stated before, a great tool if you have a double or can obtain a double of a key. This way you can change the colour of your double key to any key colour you're missing. You can also use this to prevent someone from winning.
Spare Keyring - I'm a bit 50/50 on this powerup. It's helpful but only to a certain extent. If you have a Rainbow Fountain Water or Distraction Potion powerup ready to use, then go for it! It's rare for players on this board to have spares of keys unless they were locked in their starting area by dung.
Tornado Ring - Use if there are any unfriendly powerups being held by other players!!
Virtudice - Use wisely. Try not to land on unfriendly squares (some faerie squares cause major delays in moving across the board).
Boots of Flight - Use this wisely. I use it when I pick it up because I want to move through the board as quickly as possible. In combination with the King Roo Character card, this can lead to 24 moves in one turn! (This helped me win 2 games ago!)
Giant Lint Ball - I don't like using this because it causes the other player to seek revenge. Only use if you have no other choice.
Pocket Portal - Helpful if you need to collect the blue key. Also handy if you want to move closer to the door. The purple portal north of the door is closer than the blue at the south.
Pile of Dung - USE USE USE. And use it wisely. If you get this at the start, make sure to block people and block off portal usage. If someone is moving toward a portal, don't block the portal entrance; block the exit!! If you block the exit, they can't use the teleport and they have to keep moving across the board, which can ruin their gameplay. If you block the entrance, they can still use the portal in their next turn.
Giant Rock Mote - Very handy, but be wary not to use this on yourself as I have seen others do on this board. The mote can turn corners and end up back at you and not the person you wanted to hit!
Swap Keyring - I hate this powerup with a passion when used against me. I generally won't lose it unless there is no other choice and try to replace this powerup with another as soon as I can. I don't want someone else sticky handing it from me.
Super Key Grabber - Depending on what other powerups other players have, I may keep this or use it straight away. If anyone has a tornado or a sticky hand, make sure to use this asap. If it means picking up a double key, do it. It may save you later on down the track and it also prevents other players from stealing it and using it.
Super Boots of Flight - Use this wisely. I use it when I pick it up because I want to move through the board as quickly as possible. In combination with the King Roo Character card, this can lead to 36 moves in one turn!
Super Catapult - Use to slow other players down, especially players that started in the Blue section. If you have this powerup and dung, fling a player that started at the blue key area home and use a dung pile to block the portal. It will keep them in there for at least 2 turns.
Super Pile of Dung - USE USE USE. And use it wisely. See the normal dung powerup.
I hope this helps you win the Sweet Board more often... just one thing..
DON'T USE THIS AGAINST ME! :( See you on the board!