Have you ever tried to build a house of cards? Well, if you have, you know that sooner or later it comes crashing down under it's own weight. That's the same reason why no one can build a skyscraper that goes out into space. Eventually it's own weight brings it down.
The same is true with these types of games. The card spoils eventually surpass the number of troops in the game making it possible for some one to bring the whole thing down. You just have to be ready for it in case you are the one who gets the opportunity to win the game, or avoid getting eliminated yourself.
The First four and five move are guides to help you get set up and the rest of the game is maintaining your set up. Move six and upward until the end are going for spoils cards because that is how you build up your troops, Your house of cards. If your troops are not growing then rest assure that you will become the weakest player in troop strength and some one will then eventually eliminate you from the game. So you have to keep going for the spoils.
Also as noted in the F4M, keep alert of the potential targets to eliminate and as Lt. Futt states, "Do the math!" Before you attempt to eliminate anyone, make sure that in the process you don't make yourself an easy target for some one else. But at round 05 you should not be too concerned with with that. Just keep alert and Build your stack. Happy hunting.
If you understand the strategy behind the F4M then you know what to do for the rest of the game. If you do not understand the strategy behind the F4M then go back and read them again. It covers even the BM's and what to do about them, which is nothing at all. Let them burn up their troops and the other players. But do stay out of their way if you can (That's from me). At round 05, it is still too early to worry about that.
Even though some games could be over by round 07 (with much incorrect play).