Tuesday, December 17, 2013

The Strategies of Catan: End Game & Ports

 
 


END GAME

1) Count

Get into the habit of counting other players' victory points every turn, and figuring out how they will probably act to get what they need to win. This may seem obvious, but most people do not do it.

2) Don't be a target
 
Hide points to near the end if possible (do you really want the longest road with five segments, and being ahead in points that early on?). Or wait to put out that last knight if you can.

PORTS

1) They're essential.
You will probably need a port to win the game, or a lotta luck. Some strategies are better served with a 3:1 port, while others by a specific resource port. Make sure you know how you will get them. Don't stress too much over ports early on, they are usually more important in the mid- and endgame (unless a resource is particularly rare). But don't get blocked from reaching one, either. 
 
2) Don't compare apples & oranges
 
Note that many players think that 3:1 ports are inferior to 2:1 ports. This isn't true. Different ports are good for different situations. Think about which kind you need. People who advocate one kind over another often just play with one particular strategy. For example, 2:1 ore and grain ports seem to be particularly popular, as players using the ore-grain or card-builder strategies really need them later on in the game.
 
You may not want a 2:1 port if you just have one source for that resource, even if it is a good source. It will draw the robber. Conversely, watch for other people in which this happens when considering where to place the robber.
 
3) Count the cost
 
A popular strategy is to go for a port on the first turn, which means you are on an intersection with only two hexes that produce, at most. It had better be worth it, because it is going to have to offset the increased production of someone who placed two inland settlements, with a higher total production value. Sometimes ports are just screaming to have a settlement placed on them at the initial setup (for example, an intersection with an ore port on an eight ore hex). Expect the robber to show up at hexes like these.
 
4) Rare is good
 
If a particular resource looks like it's going to be extremely rare, it may be worthwhile to start off with a port, especially if you're the last player and can coordinate a good combination of spots. (Isaac Kuo)
 
Even if you don't start off with a port, you may want to place one of your initial settlements near a port to get it later. If you know what kind of port your strategy or initial setup needs (like a particular 2:1 port, or a 3:1 port because you expect to have a lot of varied resources), then try to place near that particular port. However, be prepared to change your strategy. Also, examine what kind of ports other people are near, this may give you additional clues about their strategies.
 
5) Easy is good
 
Remember, as ports are on water hexes, it is a lot easier to block them off or reserve them - just build a road to the port area, and sometimes all you need is one more road on the other side to block that particular port off.

The Strategies of Catan: Early Game

Overall Strategies

Initial Setup

EARLY GAME

1) Grow!
 
How fast you grow is exponential, not linear. In a linear growth mode, you would receive (on the average) the same amount of resources each turn. In Settler's, "investing" production to build more production centers (settlements and cities) leads to an exponential growth rate. It's how compound interest works, and why if you invest a little early on in the game you can get a huge advantage later. Even a small numerical advantage in production in the beginning of the game can result in an inordinately large production compared to other players later in the game. (Note that the rate of exponential growth decreases as the game progresses, as the "best" intersections are settled or converted to cities, leaving only the lower-value intersections remaining for new production centers. Even though the rate of exponential growth decreases, this growth is still exponential and should be taken into account.) You have probably noticed where in a lot of games the leader(s) move out farther and farther ahead, and those behind can't seem to catch up. This is why.

I would argue this is the MOST important concept of the game. It is a major factor (arguably the most important factor) in the initial setup, and also determines what your first few turns look like. Simply put, BUILD PRODUCTION CENTERS in the first few turns, and build them in areas that are relatively high in production value. You do not want to be caught behind another player in the exponential growth race.

In the early game, don't bother with constructing the longest road, building the largest army, exploring unknown hexes in Seefahrers scenarios, etc. Your main goal at the beginning should be to increase production. (Note that if building production centers cannot be done in your turn, it may be advantageous to buy cards, build roads for future use, start exploring, etc., just to keep the robber away from an ever-increasing hand. However, this should be treated as a fallback plan.)

For example, consider the player who wants to go to a single-hex island early in the game, to get the extra victory points. In one Seefahrers scenario it costs three ships to get to a single-hex island, and then you need to build a settlement that only borders on that one hex. That is a total card cost of ten (six for the three ships, and four for the settlement). Let's see, say the hex produces on a ten, that is once every 12 turns. That means you will get back your investment in 120 turns. Not a good idea early in the game. The moral is keep your eye on production the first few turns.

2) Contrary to popular belief, the numbers thrown on the dice do not "even out" over the course of the game (well maybe literally, but not in their effect).
 
Numbers coming up early in the game are much more important than later in the game, due to the exponential growth rate. That resource you get early on, if invested into more production, will result in even more resources. This means the robber is also more important early in the game. If the robber lands on someone early in the game, its effect can be far worse than later; it takes not only that particular resource, but robs that player of all the future resources it would have led to if invested.

3) "Clumping" of numbers
 
Numbers on the dice always seem to clump together at times, and never seem to be rolled at other times . A famous example of clumping in real life (and how we perceive it) can be demonstrated by convincing two of your friends to perform a little experiment. Have one toss a coin 100 times and write down the results. Have the other write up a "random" assortment of 100 heads and tails that they came up with in their head. Don't let them tell you which person used which method, instead tell them you will figure it out. Ninety-five percent of the time, the person flipping the coin will generate a series of seven or more heads or tails in a row. You almost never see this in the list the other person makes up, as they invariable think that seven or more in a row will never happen. (This works even better in large groups of people, like beginning statistics classes.)

In terms of what to expect in the game, similar clumping of production numbers will occur. Just like the person making up the heads/tails, this will seem extremely unlikely (or really bad/good luck), but it isn't; what seems to be really strange clumping is in fact quite common. You usually only remember clumping if it is really bad for you (or someone whines a lot about it), but watch your next few games carefully. It will happen in practically every one. If this clumping works against you in the early game, you can really be screwed, because you can fall way behind in the exponential growth race.

You have to assume weird clumping will happen, and plan for it. Consider spreading out your production centers in the early game onto different numbers so this has less of a chance of happening to you. Personally, I don't pay too much attention to this myself as I think other factors are usually more important, but others swear by it. I think it would be more important if you are playing a strategy that emphasizes cities (i.e. the ore-grain strategy), as you will have less production centers (and by extension, be located next to fewer production numbers) to begin with, and therefore are at a greater risk from clumping.

The Strategies of Catan: Initial Setup

This post is the second in a series from the earliest incarnation of my now-defunct website - it is flat-out the best basic strategy & tactics guide to The Settlers of Catan I've ever read... even though it's nearly 15 years old! It was compiled by Scott MacPherson, to whom we all owe a debt of gratitude.

As a general note, this guide attempts to stay away from sweeping generalizations of what strategy or tactic is "best". There is seldom a best strategy or tactic (such as "always build a city if x happens, or a settlement if y happens"). Instead, I try to represent each concept as a series of choices to be made, and the advantages and disadvantages of each. Settlers has too many factors (many beyond your control) to come up with some sort of formula to win in every situation. Instead, you need to be flexible and adapt as the game progresses. Don't be afraid to try out new strategies, as you may need them someday.

This guide assumes you have only the Kosmos (German version) or Mayfair (US version) Basic set. Many discussions also refer to elements of the 5-6 Player Expansion set, and the Kosmos Seefahrers / Mayfair Seafarers expansion set (referred to as "Seefahrers" in this guide). These two expansions, while adding some new game elements and rules, do not substantially change the overall game mechanics. Later editions will address the Stadt and Ritter Expansion in a separate section, as it in essence creates a new game.

Overall Strategies

INITIAL SETUP

The initial setup should take into account a number of factors. Note that a lot of the information below is also applicable whenever a new settlement is built.
 
1) Production Value
 
Before you place settlements, figure out how much the intersection will produce. First, a refresher on the number distribution of two six-sided dice, for those of you unfamiliar with the bell curve. Below is the number of times (out of 36) that a particular number shows up:
 
 

So if you have a settlement on a 3/5/10 intersection, the chance that it will produce something that turn will be 2/36 (the chance a three will be rolled) + 4/36 (the chance for the five) + 3/36 (the chance for the ten), or 9 out of 36 in total. The ranking for this intersection, then, is 9. Any intersection can be ranked on just production value from zero (the edge of a desert on the water) to 15 (the intersection of three hexes having an 8 or a 6). Note that an intersection ranked 14 or 15 is not supposed to happen in the basic game (as an 8 or 6 hex should not occur next to each other), so the effective range is zero to 13. The intersection with the highest rank should get you more resources.

On some newer Mayfair versions of the game (3rd edition - colonial art), the number tiles have from one to five little circles on them, giving you the odds out of 36 that number will be rolled. Just add them up to get the rank.

Don't have the new Mayfair edition, but want an easy way to remember how to rank an intersection? For each number tile surrounding the intersection, figure out the difference between that number and seven. Add them up, and subtract the total from 18.

The rank of the intersections on which you place your first settlements is (in my opinion) the most important factor to consider in the initial setup. The other factors below should be considered only after figuring out how much they will decrease your overall production value, and if it is worth it.

2) Strategy you will use
 
Of course, a straight production value is less useful (maybe a LOT less useful) if you are not getting the combination of resources you need.

3) Six and eight hexes
 
Don't just automatically place on a six or an eight hex because it has the highest production value, or because those chits are marked in red. Just because that particular hex has a good production value does not mean the overall intersection does too. Look at the rankings for all the good intersections. If two intersections both have the same ranking (for example a 6/10/4 intersection and a 5/9/4 intersection, both ranked at 11), consider the one without the six or eight.

Why? Sixes and eight's can be big liabilities. First, the robber is particularly drawn to sixes and eight's, no surprise here. Second, as sixes and eight's attract more people, it will be more crowded and harder to expand around them. Third, if a hex around one of your intersections without the six or eight draws the robber, it will do less damage, as it will have to be put on a hex with lesser production capability. In general, sixes and eight's are best for people who plan to draw a lot of cards, so you can have some knights ready to move the robber off.

A settlement with an intersection with one good number and two bad numbers will be practically useless when the robber is placed on the good number. (Isaac Kuo)

4) Placement of settlements around a hex (or how to attract the robber)
 
A big decision is where to place a second settlement on a hex. If there is only one settlement already on a hex, you usually have a choice: build at the opposite corner (blocking the hex off from any future settlement), or build two away from the first settlement, leaving a third location open on that hex. What you decide is a major factor on whether the robber visits you or not.

Blocking off a hex could be an advantage if you can restrict that resource to other players (this can be a substantial advantage on a rare resource, or a resource that everyone needs for their particular strategy). A disadvantage is that you decrease your own expansion potential. Potentially a bigger disadvantage is that you will appear to create a monopoly, and draw the robber (see problems with this in the Overall Strategies section above). Because of the problem of the robber showing up more on a hex in your sole control, if you block off a hex you should seriously consider doing it only on hexes where another player has the first settlement.

Try not to place both settlements around a single good producing spot. Besides probably reducing expansion capability, this makes that spot a prime target for the robber. (Isaac Kuo)

The alternative is to place a second settlement two vertices away from the first, thus leaving a third location for a settlement open on that hex. You should figure out which one is applicable to your strategy. For example, if you are going for an Ore/Grain strategy, you probably won't be the one to get that third position on the hex, if your neighbor is a Wood/Clay player and can pump out a settlement faster, and so maybe you should just block it off. However, if there won't even be a race to the third spot, you might want to save it for yourself. You may not want to get three of your own settlements around a single hex, otherwise it may become the robber's home.

If there are two different players already on a hex, and a third position is open, seriously consider building there. It is very hard for the robber to stay on a hex with three players who all want him off. And fewer players will place a robber there in the first place.

5) Other players
 
If you place first and put your first settlement on that great eight Ore hex, don't depend on that six Wheat hex being available when you place your second settlement. When going first, your strategy might have to be more flexible as everyone will be placing all the rest of their settlements before you. In this case, you may not be able to figure out your strategy until you actually place your second settlement. (Isaac Kuo corrected me on this one)

Just like in the stock market, there are big advantages in being a contrarian. For example, I love being in a game where everyone but me is playing an ore-grain or card builder strategy: I get my pick of wood and brick hexes at the beginning for my wood/brick strategy, I can outrun them to good production spots by building roads faster, and I have an easy job of getting the longest road. They are all competing for second.

Other players also determine your expansion capability. Make sure you are not cut off from future ports or other resources you might need, or from being able to expand. (Isaac Kuo) This is especially important on crowded boards. Watch out placing next to other players or groups of players, especially Wood-Brick players, who could expand and block you off. Note if you are a Wood-Brick player yourself, it might not be such a bad idea to place next to the Ore-Grain players.

Don't sacrifice higher value spots just because someone else is already there. As stated above, it can be very useful to be on the same hex (especially higher-value hexes) as someone else (or even two other people), as it will be much harder for the robber to stay on those hexes.

Don't place your initial settlements just to screw other players. I read one guide where the author said the first settlement is for optimizing production, and the second to hurt other players (grabbing a port s/he needs, etc.). Remember, your goal is not to have a particular player lose, it is to have you win. You are not going to win by sacrificing your production to hurt someone else. Maybe the other person(s) you target will lose too, but you will fall on the sword to get it done, and probably wind up letting a third person win (who presumably focused on a placement for optimal production in the beginning and was ahead of you both). If you can place a settlement and screw someone at the same time, then great, go for it. A much better strategy is to convince someone else to screw the first player. This is not to say you shouldn't work against other players, but don't start the race with a broken leg (note to self: enough with the metaphors already).

6) Distribution of numbers
 
Two hexes each with a five will produce the same number of resources on the average as two hexes with a four and a six. However, the distribution will be different. Settlements on a smaller selection of numbers mean that you will get a lot of resources clumped together, while settlements on a larger selection of numbers means that you will get resources spread out more. Both have their advantages and disadvantages.

The same number on two resources that are commonly used together (for example, wood and clay) can be very useful, as they can immediately be used and less port trading will be required (Isaac Kuo)).

However, having a lot of production centers on the same numbers means that some turns you will get a lot of resources, and it is more likely you will be stuck with over seven cards when a seven is rolled (or over ten cards in a 5-6 player game, if you use that rule).

Also, consider placing your settlements/cities on numbers so production matches your ports. For example, if you use a 2:1 port, having two settlements or two cities on a hex for that resource will allow you to trade more easily. This also means that if you have a 2:1 port for a resource, you don't necessarily need a settlement and a city on the same hex as you will produce three of that resource (unless you need one of that resource itself). (David Grabiner)

7) Road Placement
 
Decide to where you want to build. New people playing the game usually place their roads towards high value hexes, and then kick themselves because they are taken before they get there, and as it is usually so crowded around high value hexes they have no where else to go and they wind up building in the opposite direction. If you want to be more sure, build towards the sea, and ports. Not too many people start there, you will need a port, and you may be able to pick up a settlement or two on the way.

If you want to risk building inland, then you need to do the homework: figure out how many settlements are left to be placed and if you were the other people, where would you put them. Take your time in the initial setup, there are no time limits. If you don't want to go through this trouble (and other people saying "come on and place already"), build out. This may not be possible if you are placing first.

Remember, Wood-Brick people will build faster. Take into account your road-building capability, and of others near you. If you are Wood-Brick and an in a good position to build inwards (you have supply of wood and brick, and your turn placement is optimal), utilize your strength.

8) Connecting Settlements
 
If you are going for the longest road, you will need to connect your initial settlements eventually. If you are not going for the longest road, don't worry about it. It is usually more advantageous to wait to connect your settlements, if you possibly can. In either case, it is optimal to point your first roads at two different future settlement locations, so you can beat other people there. Note if you play it safe and point both towards your third settlement location, thinking you only need one more road to connect them, you will be one road behind for your fourth settlement. If you connect your two settlements, you will be two roads behind for your fourth settlement.

It is much harder to get blocked in when your settlements are in two vastly different locations. This is especially important for Ore-Grain people, who may have to wait a bit until they can build roads.

Early Game

The Strategies of Catan: Overall Strategies

This post is from the earliest incarnation of my now-defunct website - it is flat-out the best basic strategy & tactics guide to The Settlers of Catan I've ever read... even though it's nearly 15 years old! It was compiled by Scott MacPherson, to whom we all owe a debt of gratitude.

The original post is VERY long... so for this time around, I'm breaking it into a number of separate posts - which I will link to from one post when they're all published.

As a general note, this guide attempts to stay away from sweeping generalizations of what strategy or tactic is "best". There is seldom a best strategy or tactic (such as "always build a city if x happens, or a settlement if y happens"). Instead, I try to represent each concept as a series of choices to be made, and the advantages and disadvantages of each. Settlers has too many factors (many beyond your control) to come up with some sort of formula to win in every situation. Instead, you need to be flexible and adapt as the game progresses. Don't be afraid to try out new strategies, as you may need them someday.

This guide assumes you have only the Kosmos (German version) or Mayfair (US version) Basic set. Many discussions also refer to elements of the 5-6 Player Expansion set, and the Kosmos Seefahrers / Mayfair Seafarers expansion set (referred to as "Seefahrers" in this guide). These two expansions, while adding some new game elements and rules, do not substantially change the overall game mechanics. Later editions will address the Stadt and Ritter Expansion in a separate section, as it in essence creates a new game.

OVERALL STRATEGIES

Your choice of strategies will influence your initial setup and overall game play. The separation of strategies below is a bit artificial, but useful to understand the concepts behind them. In practice, players will use a combination of these strategies.

The Ore-Grain Strategy

This seems to be the most popular strategy, at least in the basic game. This strategy attempts to get a lot of ore and grain early in the game, in order to produce cities as quickly as possible. You should focus more on ore than grain, as you will need three ores to build a city, versus two grains (and in the basic game, there is usually less ore available then grain, as there are only three ore hexes compared to four grain hexes).

This strategy is often so powerful because the first cities you produce will probably be on your initial settlements, which should have high production values. Other people going for settlements right off will probably be left with lower production-value intersections. (Chuck Messenger)

This strategy lends itself to getting the largest army, as after you build your cities you will have lots of ore and grain left over to buy cards, of which the majority will be knights. For a game that needs ten victory points (like the basic game), four cities and the largest army means a win.

In general, the more congested the board, the harder this strategy becomes. Other players (especially wood-brick players, as described below) will have a greater expansion potential as they can pump out roads and settlements faster, thereby blocking off your expansion. All too often a player at the endgame will find themselves with the maximum of four cities and zero settlements for eight victory points, and not being able to get another two settlements (and corresponding victory points) because they are boxed in. In the basic game this is not as much as a dilemma as you can get another two points with the largest army or by victory point cards; in games where you need more victory points this can be more problematic. When playing with (or against) this strategy, you must keep in mind its greatest weakness is this lack of expansion potential.

The Ore-Grain Strategy can be good for Seefahrers, as it is harder to get boxed in (simply build to an island). Getting an ore or grain port is great for this strategy, as after you build four cities you won't have as much a need for these resources, and it can make the endgame a lot easier.

Remember that by building cities, you are concentrating production in fewer locations. As you are putting more of your eggs in fewer baskets, make sure you don't leave any vulnerable. As pointed out by someone else later in this guide, make sure that you don't place your cities at an intersection with one good number and two bad numbers, or the robber can make your very expensive city worthless. This will be much less of a problem to players who are concentrating on (many) settlements rather than on (fewer) cities. For this same reason, those variants that use multiple robbers/pirates can hurt people who concentrate on cities more.

Near the end of the game you will be the constant target of the robber, as ore and grain become valuable to the other players. You need to have been saving knights so that you can get the robber off your production units. Also, since you have cities, your production spaces will naturally look like better places for the others to put the robber. (Trevor Hyde)

The Wood-Brick Strategy

This is a strategy to get a lot of wood and brick early in the game, in order to build settlements and roads fast.

A wood/brick port is very useful in this strategy, as finding a way to get ore/grain will be important to build cities for the middle to end game.

Lots of people think this strategy is less effective on a small or congested board, as you need room to grow. Actually, it can be more effective, as your increased road building capability gives you the advantage in reaching those limited number of expansion spots first. An ore-grain player's worst nightmare is playing on a congested board with one or two wood-brick players.

This strategy naturally lends itself to getting the longest road.

For this strategy, it is very important that you build new settlements around open grain and ore hexes, or you will have a very difficult time trying to build cities later on in the game (which can be crucial for a win).Optionally, with your increased settlement production, you can build on a number of ports to get ore and wheat. (Mike Schneider )

With your increased road building capability, you should build your roads to cut off other player's expansion. This can help in denying Ore/Grain players from acquiring enough building sites they need to win the game. (Greg Aleknevicus) This leads into the next variant, which takes this to more of an extreme:

The "Road Boy" variant works to build roads fast in order to block off other players' expansion. This strategy concentrates on building roads first, rather than on production. Only when you are done blocking people off do you work on getting enough victory points to win the game. This requires a lot of wood and brick, so your first cities should be on these, rather than ore. Trade aggressively for wood and brick, before it's obvious you might be a threat. (Mike Schneider) This is an interesting variant in that it violates my general philosophy of building up production first. It could work better on smaller boards with less people, so you don't miss blocking anyone. In addition, it might not work well in many Seefahrers scenarios, as people could just build to islands.

The Card Builder Strategy

This strategy is similar to the Ore/Grain Strategy, as it involves getting Ore/Grain hexes and building two cities fast. Then, cranking out development cards. This player will get an inordinate number of Knight cards, allowing them to keep the robber off their hexes and get other resources by stealing from other players. Often, victory point cards will come up. At some point in the game, try for a third settlement or city. The largest army is practically guaranteed. (Chuck Messenger) Note that this strategy may not work very well in higher victory point games, or those Seefahrers scenarios where extra victory points are awarded for getting to islands.

The Balance Strategy

This strategy strives for a balance in all five resources. Settlements can be built relatively quickly, and the player is less likely to be boxed in. Also, this strategy leads people to become more self-sufficient, and less likely to require trading. (Chuck Messenger) A 3:1 port could be very useful here.

This strategy is what a lot of players strive for in the initial setup. This is a powerful way to begin the game if you can do it, as it is easy to be flexible and change to another strategy later on.

The Rare Resource Strategy

A friend let me know I was missing this one in a previous version of this guide, and Allen
Doum mentioned it as well in the first edition of the guide but I put it in setup section rather than the overall strategy section, which was a mistake:

Examine the board to see which commodity will be the hardest to get, and consider putting one of your settlements on the best tile for that commodity. A supply of a rare commodity may be more important than an extra 2/36 chance of a sheep. (Allen Doum)

Basically, this strategy is about identifying the rarest resources, and making sure you have access to them. There are two types of rare: rare in overall production (due to bad numbers being on them), and rare in position availability (fewer number of hexes have the resource, like ore and brick in the basic game, which only has three hexes each instead of four hexes like wool, grain, and wood). In many cases both will happen, such as when ore and brick have bad numbers on them in the basic game.

This strategy is not a monopoly: you don't necessarily want to be the only person on these hexes (as seen in the Monopoly strategy below, this may not be such a good idea). You just want to make sure you have them. This could be taken to the extreme, for example a player who goes for ore and brick, because they are the two rarest, but is more commonly used along with another strategy. This strategy can work well with a Cartel strategy, described below.

The crux of this strategy is realizing that you will pay dearly for rare resources later on in the game, and so you should plan ahead by getting them early. A reduced overall production value early in the game to get those rare resources is usually more than offset by not making 3:1 or 4:1 trades later in the game to get them.

The Common Resource Strategy

Every game usually has a very common resource, that no one in particular wants. This is usually wool, as it is often the odd man out. The Wood-Brick players and Ore-Grain players (the two most popular strategies) will only be trying for wool if it is convenient. A friend of mine sometimes likes to go after wool hexes, and calls it the "Sheep-O-Matic" strategy. Since both Ore-Grain and Wood-Brick strategies need wool, he can often trade somewhat easily. He goes for a wool port (the Sheep-O-Matic) to get cards he can't trade for. He does best by combining this strategy with the Card Builder strategy. This would probably work well in Seefahrers, where everyone needs wool for sails. This strategy doesn't necessarily require wool, just any common resource that no one seems to want. You really need the port though, or you can kiss the game goodbye. This is similar to the Cartel strategy, described below.

The Monopoly and Cartel Strategies

These are strategies to gain either exclusive control (monopoly) or shared control (cartel) of a particular resource, usually ore or brick as they have the fewest number of hexes in the basic game (three, versus four of all the others).

First, the Monopoly variant, to gain more or less exclusive control. It is usually attempted by trying to control all of the good hexes (usually just one) of a resource by yourself. It seldom works. The major problem with this strategy is that the robber almost always sits on the monopolized hex. As you are the only person on that particular hex, the robber will stay there until YOU get it off (or a seven is rolled), unlike shared hexes. Also unlike shared hexes, every player EXCEPT YOU considers that hex to be fair robber placement territory, especially since they want a chance to grab that monopolized resource from your hand.

A potentially better way to try the monopoly strategy is to let other players surround the best hex of that resource, and to go for the two less marginal ones (in the case of ore and brick). Then try to place the robber on the good hex throughout the game. This has the advantage of being able to place your initial settlements away from the rest of the crowd. You will need a lot of lot of knights, to get the robber off of you, and onto the best hex. (Mike Schneider) This would be good combined with the Card Builder strategy (to get the knights), especially if you are trying to monopolize ore or wheat.

If someone in your group has the nerve to try a monopoly, it will become apparent very soon, probably in the initial setup. You can use this to your advantage by remembering that ports have just become more valuable real estate, and by using the monopoly player as a lighting rod for other players aggression instead of you (and drawing people's attention off of your own designs.)

The Cartel variant. Basically, this is a strategy to share control of a particular resource in order to reduce the problem of the robber in a monopoly, but to make sure that you are the dominant player in that cartel. In this variant it is only necessary to control most of the resource. For example, if you control two out of the three settlement locations on a good hex of a rare resource. The other player will work just as hard to keep the robber away, but will only collect half as much. This is most common on a good ore hex. Another way this can be done is by having majority access to several hexes for a commodity for which you have a port. The other players can't keep the robber on all of them, and will probably just keep it on your prime hex. Sheep and wheat are most typical of this kind of cartel, because they are not the commodities that people usually target during initial placement. (Mike Schneider) Note that this is very similar to the Common Resource Strategy.

Similar to the Monopoly variant, you will need a lot of knights to keep the robber away, and preferably on your opponents most productive hexes, or on a resource your opponent has a port for (so they can't trade easily for your resource). In this way, if you find yourself in total control you can make really good trades. Depending on your group, you can make 3:1 trades if people are desperate, and even turn these down if you are ahead, and force them to make 4:1 bank trades. (Mike Schneider)

The Straight Numerical Advantage Strategy

This strategy really tries to maximize production, without concentrating on any particular resource. Just get as much of anything. You may need to trade a lot, because you could end up with a strange mix. This works better in games with more people (more people to trade with). A 3:1 port is probably essential, if you have a varied mix of resources.

I put this in because some people use it, but this is not really a strategy. A good strategy is a plan to let you get the particular combination of resources you need to get certain victory points, which this does not do. This could be good in the initial setup as a short-term plan, before you figure out what other strategy you will need to win.

Initial Setup

Early Game

Friday, December 13, 2013

About Books...

Today, simply three quotes about books... and a link to an excellent place to find more quotes about books.

As for me, I'm busy reading.

 

 



Thursday, December 12, 2013

#6: Fast Food Franchise (Mark's 100 - 2012)

 
Fast Food Franchise

Mark's Ranking
  • 2012: 6th
  • 2010: 7th
  • 2005: 9th
  • appeared on all three lists
BoardGameGeek
  • rank: 2277
  • rating: 6.4
Print Status
  • really out of print
Why It's On The List
  • Imagine if the designer of Race for the Galaxy decided to take making a roll'n'move that both gamers & non-gamers could love... that combined some very Monopoly-ish elements with tactical board play. And then you can wake up & play it, because this is actually Tom Lehmann's first game design!
Tips & Tricks:
  • Despite initial appearances, all of the companies are viable options for strategies to win Fast Food Franchise. (Some require you to open a second company - particularly those that grow quickly but don't generate cash from other players.)
  • That said, you must watch your cash flow - relative both to your own building needs and the increasing costs of paying your competitors.
  • Rookie mistake? Not advertising.
  • There are two expansions that exist (note: I don't use the word "available"): 2 more companies (Tacos Today & Noodles to Go)... and a set of old skool fast food worker hats for each of the companies.
Extras
  • Fast Food Franchise was one of the 138 Games to Play Before You Die over on the Opinionated Gamers website.
  • Here's what I wrote about the game for The One Hundred.
  • I talked with Tom earlier this year about the chances of this getting reprinted... he is continuing to try & make that happen, which will make a number of my friends very happy.

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If you feel a need to catch up on my admittedly-aging Top 100 as of February 2012 list, you can check out:

Wednesday, December 11, 2013

Christmas 2013: Merry Holidays! Happy Christmas!

And here's the Christmas classic from 2011... it's the third year I've posted it and it's still (sigh) necessary to do it again.

We all get "those emails" - you know, the ones where you are instructed to either pass the message on or forward it to five friends or whatever. (I've sounded off on this before here on the blog - go back & read my post, Forward Christian Soldiers.)  

And I got another one today.
I will be making a conscious effort to wish everyone a Merry Christmas this year ... My way of saying that I am celebrating the birth Of Jesus Christ. So I am asking my email buddies, if you agree with me, to please do the same. And if you'll pass this on to your email buddies, and so on... maybe we can prevent one more American tradition from being lost in the sea of "Political Correctness".
You may sit now, as I did, for a moment of stunned silence at this bit of ridiculousness. OK, silent time is over. Elton Trueblood once said:
“There are those places in ministry and theology that you must draw the line and fight and die; just don’t draw the lines in stupid places!”
Here are three reasons that the above email (and the philosophy behind it) are clearly one of those stupid places:
  1. Please, please, please... any time you are tempted to use the phrases "celebrate the birth of Jesus Christ" and "American tradition" in the same sentence, you should use some of that cutesy holiday-themed scotch tape to shut your mouth. The celebration of Christ's birth is NOT an American tradition - it's a Christian tradition... and being an American doesn't make you a Christian, any more than walking into McDonald's makes you a hamburger. (Credit to Keith Green for that analogy.)
  2. "Happy Holidays" is not a frontal attack on Christianity... it's an attempt by people (and businesses) to be inoffensive in a season in which there are two major religious holidays (one Christian & one Jewish), one cultural holiday (Kwanzaa), and New Years Day as well.
  3. A methodological problem: email forwards and Facebook status updates tend to go to people who already agree with you - meaning you've created feedback loop of people who become belligerent about the way they wish people "Merry Christmas" because they're sure that everyone who doesn't do the same is opposed to all that is good & right in the world.
I'm not telling you to stop saying "Merry Christmas" - in the words of Reggie McNeal, "Don't hear what I'm not saying." Go right ahead & wish people "Merry Christmas"... you are celebrating the birth of Christ in this season. The sincere hope of those who are followers of Jesus is that more people would discover that for themselves.

However, I do want to give you a few tips in how to fulfill the command of Scripture while you're spreading holiday cheer:
  1. Stop correcting salespeople who are obligated - in order to keep their job! - to say "Happy Holidays". It's not their fault. And arguing with them or chiding them is not going to bring anyone closer to embracing the true meaning of Christmas.
  2. When you say "Merry Christmas", make sure you sound like Bob Crachit rather than Ebenezer Scrooge. Seriously, there are some folks out there who spit the traditional greeting at people like it's a bullet aimed straight at their pitiful heathen hearts. If you can't wish someone "Merry Christmas" with a heart filled with Christlike love, then don't say anything at all.
  3. Remember that the (gosh, I hate this cliche) "reason for the season" is Jesus Christ... not the preservation of tradition or winning the "War on Christmas". The Incarnation is about God clearly & completely expressing His love for us - Immanuel means "God with us". When we are just working to accomplish a cultural agenda, we are communicating the exact opposite message... what we're saying is "if you don't accept my particular way of celebration & the theological beliefs that go along with it, I'll simply stuff it down your throat."
And, since I was a pastor, a Scripture to prove my point:
Be wise in the way you act toward outsiders; make the most of every opportunity. Let your conversation be always full of grace, seasoned with salt, so that you may know how to answer everyone. (Colossian 4:5-6, NIV)
BTW, Merry Christmas!

Tuesday, December 10, 2013

Keep Your Godless Commie Pinko Hands Off of My Candy! (2013 Edition)

Some years ago, I wrote about a disturbing trend in candy packaging...

Last night, perusing the candy selection at our local Walgreens, I noticed that the new King Size Chunky wrapper has the words "Great to Share" emblazoned on it. Now, I've put up with the whole "Tear'n'Share" nonsense from M&M's for quite a while now, but I can no longer sit idly by and watch this insidious brainwashing spread. 

If I wanted you to have some candy, I'd have bought you your own. Keep your hands off my chocolate!
So imagine my consternation when my boys & I visited our local Target store & found this!


Is there no end to this diabolical plot to force socialistic practices on unsuspecting sugar addicts?

In related news, we also discovered a 22 ounce gummi bear...


and 2 half pound Reese's Peanut Butter Cups...

 
 - all without any insistence on slicing & sharing with my comrades. (Though I do have a scary mental picture of me gnawing on the giant gummi bear like a dog.)
 
 

Monday, December 09, 2013

Christmas 2013: The Same List

Somewhere tucked away in storage is a box of mementos. (Actually, there's two boxes: one of family stuff & another more embarrassing box filled with letters & gifts from the time when Shari & I were dating. But I digress...) In that box is a note from my mom to my grandma, explaining that my Christmas list as a teenager is pretty much the same as the one I had when I was in elementary school: books & games.

Which, humorously enough, is pretty much the same list I have as a 49 year old. Consistency can be a very good thing, right?! :-)

It certainly is when it comes to God... He loves us consistently & faithfully. His list doesn't change, either. He wants everyone possible to be saved from their sins. He wanted that 2000 years ago when He sent Jesus.

Merry Christmas, indeed.
This Big Come Back he promised: he's not slacking or forgetful or behind schedule. No, he's stretching it out to give you some space. His jackpot result would be that no one gets taken out and everyone turns their lives back round to him.
     paraphrase of 2 Peter 3:9 from word on the street by Rob Lacey
 
This post was originally written in December 2005

Friday, December 06, 2013

#7: Heroscape (Mark's 100 - 2012)

 
Heroscape 

Mark's Ranking
  • 2012: 7th
  • 2010: 4th
  • 2005: 23rd
BoardGameGeek
  • rank: 162
  • rating: 7.4
Print Status
  • out of print... which is so very, very sad
Why It's On The List
  • Heroscape is the ultimate blending of board game & miniatures game... and, in a slick move that allows them to make lots of cool figures, a great blending of genres, as all the characters are warriors sucked through time & space into the world of Heroscape. So, you've got Matrix guys & Braveheart & dragons & robots & kung fu monks & gorillas with guns... yep, it's the ultimate boy game. (And while kids can start with this one at 7-8 years old, there's enough going on that you keep playing it well into your adult years - in my case, age 49 & counting!
Tips & Tricks:
  • While I have a complete set of figures (including many double & triple sets of squads) as well as two of each terrain expansion, I'm a relative lightweight in the realm of serious Heroscape players.
  • A tough side effect of our huge life change this year (three states/two moves/most of our stuff still in storage) has been the boxing away of the Heroscape armies.
  • If you get a chance, find someone and play this. (Alternately, watch garage sales & the BGG Marketplace and start your own collection!)
Extras

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If you feel a need to catch up on my admittedly-aging Top 100 as of February 2012 list, you can check out: