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  • Diablo 4
  • Path Of Exile 1
  • Path Of Exile 2
  • ARC Raiders
  • Monopoly Go
  • WOW Classic
  • Diablo 2 Resurrected
  • FC 26

Diablo 4

Monopoly Go May 4-7 Puppet Party Banner Event Schedule & Rewards

Hey Tycoons! Villainous Partners event is underway, and you and your partner must be working hard to collect event tokens! Then the banner event and tournament milestone rewards are what you need to aim for.

Monopoly Go is hosting a three-day Puppet Party banner event, which is definitely something you need to chase for the next while. Let's see how many Villainous Partners tokens are found/available in the milestones.

Monopoly Go May 4-7 Puppet Party Banner Event Schedule & Rewards

Date

Puppet Party banner event lasts just over three days, starting at 1 PM EST on May 4 and ending at 4 PM EST on May 7, essentially ending at the same time as Villainous Partners event. Therefore, whatever method you used to acquire Partners tokens, remember to use them all before the event ends.

How to Make Progress?

All milestones in Puppet Party banner event require a total of 46,650 points to unlock, which isn't an easy goal to achieve relative to the points you can earn each time.

The reward squares for this banner event are still randomized, indicated by special icons on the board. You only get 2 points when you accurately land on a square instead of just passing by it. This means that even if every square is a scoring square, you'd need over 20,000 dice to get all the rewards, and in reality, you might need far more.

Therefore, you should be mindful of your dice consumption, and using multipliers appropriately can effectively reduce it. It's recommended to set a multiplier only when the board has a high density of scoring squares; this will significantly increase your chances of scoring successfully, and compared to automatic dice rolling, this method will definitely save you some dice.

Puppet Party Banner Event Rewards

While the rewards for Puppet Party banner event seem very tempting, unlocking all milestones is clearly not a wise decision. If you observe the milestone rewards for the banner event, you'll find that the points for each milestone are not evenly distributed, especially for the last few milestones, which are not worthwhile compared to the points required.

You can decide which stage to stop at based on your dice count, and based on the return rate, milestones 25, 35, and 43 are the most worthwhile ranges to focus on.

The milestone 25 reward is suitable for players with fewer dice; although you won't even get all Monopoly Go stickers by then, the return on dice and Partner tokens is the highest. For most players with a decent dice reserve, stopping at milestone 35 is a good option. If you have a large number of dice and a high need for Partner tokens, you can stop at milestone 43. The remaining milestone rewards are likely only pursued by whales.

Overview of Puppet Party banner event rewards:

  • 13,205 dice
  • 4,100 Partner event tokens
  • 2 Green Sticker Packs
  • 1 Yellow Sticker Pack
  • 1 Pink Sticker Pack
  • Random Boost at milestone 3
  • Builder's Bash at milestone 18
  • Cash Boost at milestones 33 and 57
  • Color Wheel Boost at milestone 44
  • Mega Heist at milestone 50

Puppet Party Banner Campaign Milestones:

Number Points Rewards
1 5 (5) 80 Partner event tokens
2 10 (15) 25 Dice (25)
3 15 (30) Random Boost
4 30 (60) One Star Green Sticker Pack
5 50 (110) 50 Dice (75)
6 35 (145) 100 Partner event tokens
7 35 (180) One Star Green Sticker Pack
8 45 (225) 40 Dice (115)
9 55 (280) 140 Partner event tokens
10 170 (450) 150 Dice (265)
11 50 (500) Cash Reward
12 50 (550) 50 Dice (315)
13 75 (625) 180 Partner event tokens
14 100 (725) Two Star Yellow Sticker Pack
15 450 (1,175) 375 Dice (690)
16 75 (1,250) 200 Partner event tokens
17 75 (1,325) 70 Dice (760)
18 100 (1,425) 15 Minutes Builder's Bash
19 100 (1,525) Cash Reward
20 725 (2,250) 575 Dice (1,335)
21 100 (2,350) 220 Partner event tokens
22 125 (2,475) 95 Dice (1,430)
23 125 (2,600) Cash Reward
24 125 (2,725) 250 Partner event tokens
25 1,225 (3,950) 925 Dice (2,355)
26 150 (4,100) Three Star Pink Sticker Pack
27 175 (4,275) 260 Partner event tokens
28 150 (4,425) Cash Reward
29 800 (5,225) 575 Dice (2,930)
30 200 (5,425) 300 Partner event tokens
31 200 (5,625) Cash Reward
32 225 (5,850) 150 Dice (3,080)
33 175 (6,025) 10 Minutes Cash Boost
34 250 (6,275) Cash Reward
35 1,600 (7,875) 1,100 Dice (4,180)
36 275 (8,150) 350 Partner event tokens
37 300 (8,450) 200 Dice (4,380)
38 500 (8,950) Cash Reward
39 1,425 (10,375) 925 Dice (5,305)
40 350 (10,725) Cash Reward
41 375 (11,100) 380 Partner event tokens
42 400 (11,500) Cash Reward
43 2,400 (13,900) 1,400 Dice (6,705)
44 475 (14,375) 15 Minutes Color Wheel Boost
45 625 (15,000) 400 Partner event tokens
46 625 (15,625) 350 Dice (7,055)
47 525 (16,150) Cash Reward
48 3,200 (19,350) 1,650 Dice (8,705)
49 600 (19,950) 420 Partner event tokens
50 475 (20,425) 40 Minutes Mega Heist
51 700 (21,125) Cash Reward
52 1,925 (23,050) 800 Dice (9,505)
53 750 (23,800) 500 Partner event tokens
54 875 (24,675) 500 Dice (10,005)
55 1,000 (25,675) Cash Reward
56 4,800 (30,475) 2,200 Dice (12,205)
57 550 (31,025) 15 Minutes Cash Boost
58 850 (31,875) 375 Dice (12,580)
59 1,025 (32,900) Cash Reward
60 1,475 (34,375) 625 Dice (13,205)
61 1,600 (35,975) Cash Reward
62 10,675 (46,650) 5,000 Dice (18,205)

This concludes the complete guide to Puppet Party banner event. Remember to use your Partner event tokens promptly.

WoW TBC Classic Anniversary Faces a Tank Shortage Problem | The quiet cruelty that makes new Tanks quit after a Single Run

In WoW TBC Classic Anniversary, tank players have been in chronically short supply. Although the initial frenzy around Heroic Dungeons has gradually cooled and many players now log off right after finishing their weekly raids, one might assume the much-talked-about tank drought would have eased by now.

Instead, the opposite has happened. This pain point has become a thorn that simply cannot be pulled out, periodically jabbing the community in new ways. Even though everyone knows tanks are scarce, the game environment itself keeps driving away players who might otherwise be willing to take on the role.

WoW TBC Classic Anniversary Faces a Tank Shortage Problem | The quiet cruelty that makes new Tanks quit after a Single Run

The Struggles of New Tanks

Unlike DPS players, who mostly just focus on dealing damage, tanks in both dungeons and raids have to constantly keep track of far more things - mob threat, the timing of their defensive cooldowns, and much more. Since every dungeon has its own mechanics, new tanks naturally need time to learn how to handle them.

Many tanks try to learn those mechanics on the fly inside the dungeons, but instead of patience, they often find the rest of the party backseat-driving from behind. Some players nitpick every single pull, some keep hurrying them along, and others flat-out rip threat without a second thought. There is rarely any tolerance for someone still learning, and for many players who want to give tanking a shot, this feels like a bucket of ice water being poured over their enthusiasm.

The Clash Over Pace

Inside Heroic dungeons, pacing often becomes the sharpest point of friction. TBC Heroic dungeons rely heavily on crowd control - sheep, freezing trap, sap, banish, even shackle undead. The encounters were literally designed around that philosophy.

DPS players typically want to blitz through, grab their Badges of Justice, and leave. The tank, however, needs to feel out the pressure points of each pull, and the healer also needs time to regain mana.

When crowd control is used properly, the tank's job remains manageable. The moment control breaks down, the tank is forced to facetank six mobs at once, eating enormous damage, while the healer is forced to frantically spam max-rank Holy Light just to keep the tank from hitting the floor.

What makes it even more disheartening is that those same DPS players would rather leave the group and endure another thirty-minute wait in the group-finding tool than slow down for a single pull. They are perennially racing against the clock, and if the tank cannot keep up, then it is the tank's fault.

This mismatch in pacing gets magnified to an extreme degree for new tanks. They already need extra time to learn dungeon routes, mob abilities, and threat mechanics. If, on top of that, their party members are constantly remote-controlling them from behind or even deciding how to pull on the tank's behalf, the experience can quickly spiral into a mental ordeal.

Whose Responsibility Is Threat?

Some DPS players may grumble that they already held back for several seconds before engaging. And yet, threat has never been the tank's job alone.

In WoW TBC, damage-dealing classes are entirely capable of - and responsible for - managing their own threat. Using a threat monitor like Tiny Threat, keeping an eye on their own threat bar, easing off when they are about to pull aggro, or using threat-reducing abilities and items are all fundamental skills for any DPS.

Sure, some tanks have all the right gear and flawless execution, and no matter how much DPS unloads, threat will never be ripped away. Other tanks, due to gearing choices, rotational issues, or limited resources, may struggle with mobs running all over the place.

But the real problem is that even a tank whose threat is shaky does not deserve to become the target of mockery. A new tank might not yet know the finer points of specific gear setups or threat rotations. What they need is advice and guidance, not ridicule and blame.

Economic Burden

The economic side of things only makes the tank's situation worse. The cost of consumables and materials in WoW TBC is absurdly high. This may be tied to GDKP ban - while intended to clean up the economy, GDKP runs had also served as an enormous in-game gold sink.

The vast sums of WoW TBC Classic Anniversary gold that once circulated through raid distributions never really vanished; they simply got redirected elsewhere. An enormous amount of gold is now sitting in the auction houses, constantly driving up the value of every flask, every primal material, and every enchanting ingredient.

And no one feels this more acutely than tanks. On top of having to acquire the same consumables as everyone else, they are also bearing the repair costs of plate armor with their own hard-earned gold. When a pull in an un-nerfed Heroic dungeon goes sideways - because a DPS broke crowd control and pulled half the room - and the group wipes, that repair bill lands squarely on their shoulders. This might just be one of the most underrated reasons why so few people want to tank today.

Growing in the Right Environment

For a tank who is still learning and adjusting, the ideal practice environment is absolutely not queuing into a random group full of overgeared DPS who are desperate to clear the dungeon in ten minutes. A much better approach is to prioritize running with guild members or friends you already know - people with whom you can communicate at a relaxed pace and where mistakes are allowed. This lets a new tank steadily build confidence, and it also spares veteran players the friction that often arises from mismatched efficiency expectations.

For players who simply want to knock out a few Badges of Justice quickly and log off for the night, it might be worth clearly stating speed run or experienced group when forming a party, rather than pushing a learning tank to cope with a tempo they have not yet mastered. That approach respects both your own time and the experience of others.

In the end, the tank shortage is not any single person's fault; it is the cumulative result of the entire game ecosystem. Every player who steps up to fill the tank role deserves to be treated with decency.

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