If it’s something you need to keep, make them choose randomly anyways. If it’s something you don’t need, you both benefit from not allowing them to pick randomly. When you get robbed, ask what the other player wants. When in doubt, place the robber on the player to your right so that it spends the most time there (and not back on you). Consider pissing only one player off to minimize revenge factor. RobberĮarly game robber will piss someone off, no matter what. Remember to use a knight card before you roll. Don’t reveal monopoly, road-building, or Discovery - each has sneaky end-game value. It you draw anything else, tell people it’s a victory point. If you draw a knight, tell people it’s a knight. Remember that these change as the game progresses and if you pay attention to what cards have already been drawn, you can increase the probability that you’ll draw a certain card. Development cardsĪsk yourself: How many resources cards are you spending on average to purchase one victory point?ĭev card probabilities (most recent edition). If not going for longest road, use the triangle fork settlement building strategy, which costs you 3 road per 2 settlements (rather than 4). Make it obvious that your trades are “fair”. Point out how “bad” of a deal other experienced players have offered. Why? Because if someone else makes that trade, they might advantage each other.ĭisparage the terms of your enemies trades. Trade even when it won’t distinctly advantage you. Tell them how to trade tell them their strategy. Optional house rules: Futures, Trading Development Cards Trading mind games You can trade for anything, though it’s not binding. When two even trades exist, trade with the less threatening player. If you have an advantage, trade on your turn. Trade as close to your turn as possible so that you have a better chance of using it (instead of losing it, or gaining it anyways on a roll). Think about “Pareto optimality”: win/win, win/lose, lose/lose When in doubt, build toward the sea and/or 3-4-10-11 tiles.Ĭatan board generator (for Windows): Basic Trading Strategy Road building: be wary of moving toward high-value hexes. Maximum initial dot combination placement = 13 (if placement rules are followed)Īvoid initial port placements, in general. Can you build a road with which to cut off an opponent? Consider what you can build with that second placement. You get resources from your second settlement. (In 100 coin flips, 95% of the time there will be a run of 7 or more.) But feast/famine, especially due to statistical clumping of rolls. Same number w/ two paired resources (brick/wood, ore/wheat) can be helpful. Placing on identical number tiles = distribution trade-off. Poor roles or robber can truly set you back. Hold off on pursuing largest army.Īnother result of exponential growth: early handicaps matter. Hold off on longest road unless immediate opportunity must be taken. SoC is an exponential growth game! Early investments multiply. Initial goal = increase production growth. Which phase of SoC is most critical: initial, mid, or late game? Initial, due to exponential nature of game. (Why? Count the possible victory points.) Expansion is always necessary. No matter your strategy, you’ll likely need 4 total settlements/cities to win. Minuses: Only two numbers/resources per settlement/city. Pluses: Build multiple times on a single abundant resource on the board + 2:1 port, trade for what you need Pluses: Monopolize a single resource on the board = high trade value with other players trade for what you need Minuses: more concentrated = vulnerable to robber Monopoly Strategy Pluses: multiply earnings from early settlements benefits from development cards Use roads early both to expand and to cut off your enemies. Works well for late-placement if there are wide areas with few settlements. Your crops will lose value over the course of the game. Minuses: Potential to get frozen out of city-building materials late. Pluses: Quick access to many resources, ability to cut enemies off from territory early Minuses: no particular plan for getting victory points Wood-Brick Fast Expansion + Longest Road Pluses: get a little of all resources, maximize numbers 5-6-9 is killer combo (& not always present). 5-9-11) get mixed up by random placement of the desert. if the 4 is getting rolled a lot, you should build toward a 4 instead of a more statistically probably number. Gambler’s fallacy: the idea that a certain number is “hot” during a game. How often a specific number will be rolled in 60 rolls (roughly one typical game): What do the dots mean? Dots = average number of rolls out of 36 Here’s the final video we produced (in a hurry): These are the notes from Blake’s 5-day project on Settlers of Catan strategy at Not Back to School Camp 2012.
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