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From: Scott M <scottmacp@earthlink.net>
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Subject: Settlers of Catan Strategy and Tactics Guide -- 2nd ed.
Date: Mon, 18 Jan 1999 12:08:18 -0800
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This is the edited version of the previous post of a week ago, with some
new stuff added.  No, they won't come out every week.  This is going to
be the last one for probably a long time, til I get more info on Stadt
and Ritter and Cheops.  A big thanks to all of you on this board for
your great input!



*Settlers of Catan Strategy and Tactics Guide*
(January 18, 1999 Version)

Compiled by Scott MacPherson

This guide is a compilation of many people's ideas.  People's comments
are included as separate paragraphs, with attribution (hopefully all of
them).  If the paragraph is un-attributed, I wrote it.  That is not to
say I came up with the idea; obviously I didn't invent the ore-grain
strategy and other common ideas.  If I have thoughts on other people's
comments I add to the paragraph after the attribution.  Using this
method, you can email whoever came up with the appropriate idea if you
want to discuss it further.  I don't know if any programs can find email
addresses inside posts, so I played it safe.  Remove the "DE" and "LETE"
in each email address.

Please email me with your thoughts, comments, other tips, criticisms, or
request to be put on the mailing list for the next version at
scottmDEacp@earthlinLETEk.net.  If you don't want your name and email
included in later versions, let me know.  Later versions will also be
posted on rec.games.board.

For the next version, I really need info on Stadt and Ritter, Cheops,
and other commercial variants.

Yeah, I know no one is going to remember all of this.  But maybe certain
bits will be useful.

This is for all experience levels.  For those of you that think you
don't need help on the basic stuff, you can probably skip a lot of this
guide.  But remember, Richard Feynman used to teach freshman physics
because he said it was essential to go back to the basics every once in
a while.

You are free to copy, publish, or reprint this guide in any form, as
long as it is whole and unedited (yes, that includes everything from the
title to the end of the version notes).  If anyone wants a text file,
email me.



OVERALL STRATEGIES

Overall strategies are plans you follow to get a particular combination
of resources, for the larger goal of getting enough victory points of a
certain type or types to win the game.  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 usually use a
combination of these strategies.

*The Ore-Grain Strategy*  The most popular strategy.  This is an initial
placement to get ore and grain early, in order to produce cities fast.
Focus more on ore than grain, as you will need three ores to build a
city, compared to two grains (and in the basic game, there are only
three ore hexes compared to four grain hexes).  In this strategy you
will probably be focused on getting the largest army later on.  Lots of
players mess this up by not focusing enough on settlements.  It is
really easy to find yourself with four cities (the maximum per player)
and zero settlements at the endgame, and not being able to get another
two settlements because you are boxed in (although this is not bad at
all if you can get the largest army or two victory point cards in a
10-point game).  It is a good idea to box others in who are using this
strategy.  It can be a good strategy 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 a need for these resources as much, and it can make the endgame a
lot easier.  This is especially true in games that require more than 10
victory points, as you still have a way to go after building the maximum
four cities.

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 <chDEm@servtecLETEh.com>)

At the end 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
<5puDE6hydet@mLETEu.edu>)


*The Wood-Brick Strategy*  This is a strategy to build settlements and
roads fast.  This means you will probably be focusing on getting the
longest road.  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.  This is not as good with lots of people on a small
board, as you need room to grow.  This works better with scenarios such
as Grosse Catan in Seefahrers.

For this strategy, it is very important that you build new settlements
around grain and ore hexes, or you will have a very difficult time
trying to build cities later on in the game (which are 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
<mjuDEmper@mailLETEcity.com>)

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 <greDEg@pacificLETEcoast.net>)  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
<mjuDEmper@mailLETEcity.com>)  This is an interesting variant in that it
violates my general philosophy of building up production first.  It
could work better in smaller boards with less people, so you don't miss
blocking anyone.  In addition, it might not work well in many Seafahrers
scenarios, as people could just build to islands.


*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.


*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 <chDEm@serLETEvtech.com>).  Note that this
strategy may not work very well in higher victory point games, or those
Seefahrer 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 <chDEm@servtecLETEh.com>)  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 <bscaDEnlon@sirLETEius.com> in a previous version of this guide, and
AllenDoum 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. (AllenDoum  <allendDEoum@aoLETEl.com>)

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 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.

It is worth an overall decreased production value in your initial setup
if you will save more cards than you will lose by not having to trade
for that resource at a port or the bank.  For example, given Allendoum's
example above of placing a settlement to get an extra 2/36 chance to get
a sheep versus a rare resource, you will on the average lose 1 card
every 18 turns by placing at the rare resource.  However, if you place
on the sheep and have to make just one 2:1 port trade every 18 turns to
get the rare resource, you lose that advantage.


*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 (<obDEiwan@siriuLETEs.com.>) 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.  While I have never see
him win with this strategy, he doesn't do too badly.  I haven't seen him
try this yet in Seefahrers, where it just might work (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.  If it works at
all, it works with fewer people, as there is less trading going on (and
people are more likely to come to you).  If you try this, you might need
a port of the monopolized resource to trade off your excess (and to
restrict supply).  If they last past the midgame, monopolies will likely
fall apart, as everyone will have ports.  If this isn't bad enough, it
can really backfire if the other player's strategies don't need your
resource (for example, trying to monopolize brick when everyone else is
trying to build cities).

The major problem with this strategy is that the robber almost always
sits on the monopolized hex.  And 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 bait, 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
<mjuDEmper@mailLETEcity.com>).  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.

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 <mjuDEmper@mailLETEcity.com>) 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
<mjuDEmper@mailLETEcity.com>)


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:
Number on die / chance number comes up out of 36:

2:   1
3:     2
4:       3
5:         4
6:           5
7:             6
8:           5
9:         4
10:      3
11:    2
12:  1

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 (1 in 4).

Using this info, 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 will get you more resources.

On some newer Mayfair versions of the game, 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 production value of the intersection you will place your first
settlements on 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 6 or an 8
hex because it has the highest production value, or because Kosmos or
Mayfair marked those chits in red.  Those are not necessarily the better
intersections.  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 8 or 6.  First, as 6's and 8's attract more people, it
will be more crowded and harder to expand around them.  Second, the
intersection without the 6 or 8 will draw the robber less (the robber is
particularly drawn to 6's and 8's).  Third, if a hex around the
intersection without the 6 or 8 does draw the robber, it will do less
damage, as it will have to be put on a hex with lesser production
capability.  In general, 8's and 6'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 (8 or 6) and two
bad numbers will be practically useless when the robber is placed on the
good number. (Isaac Kuo <kuDEo@mouse.cscLETE.lsu.edu>)

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 <kuoDE@mouse.csLETEc.lsu.edu>)

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, however
(otherwise it will be the robber's second 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 8 Ore hex, don't depend on that 6 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 <kDEuo@mLETEouse.csc.lsu.edu> 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 <kDEuo@mousLETEe.csc.lsu.edu>)
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 other
players 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).  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.  As a general note, if you absolutely must work against
another player yourself (you could not convince someone else and the
other player could very well win), try to minimize the cost.  For
example, instead of building at a port they need, consider just blocking
it off instead, at a lower card count.

6)  Distribution of numbers.  Two hexes with a 5 will produce the same
number of resources on the average as two hexes with a 4 and a 6.
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)
<DEkuo@mouse.csc.LETElsu.edu>).

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
10 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 3 of that resource (unless you need one of that
resource itself). (David Grabiner
<grabDEiner@aryaLETEbhata.math.lsa.umich.edu>)

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
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, and you will need a port, and 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 them towards the same future
settlement location, thinking you only need one more road to connect
them, you will be one road behind for your fourth.  If you connect your
two settlements, you will be two roads behind for your fourth.

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

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.)

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.  You have
probably noticed 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.

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 gold hex island
early in the game, to get the extra victory points (the gold hex gives
you one of any resource in Seefahrers).  In a certain Seefahrers
scenario it costs three ships to get to a gold-hex island, and then you
need to build a settlement that only borders on that one hex (as it is a
single-hex island).  That is a total card cost of ten (six for the three
ships, and four for the settlement).  Let's see, say the gold hex
produces on a 10, that is one every 12 turns (3 out of 36).  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.
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.


END GAME

1)  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)  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)  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)  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 8 ore hex).  Expect the
robber to show up at hexes like these.

4)  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
<DEkuo@LETEmouse.csc.lsu.edu>)

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)  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.


LARGEST ARMY / LONGEST ROAD

1)  You need either the largest army, longest road, or a lotta luck to
win.  While you should probably not start building them right away, you
should figure out early in the game which one you are eventually going
to shoot for, and how you will do it.

The size of the board and number of players could influence your
decision.  For example, it could take a different strategy to get the
longest road on a crowded board, compared to a wide-open board.  In a
crowded board, wood-brick players (who normally build more roads) might
not have an advantage over other players, as the number of hex sides
available might be more of a determining factor.  However, this doesn't
mean that the longest road is "harder" to get on a small board; after
all, only one person can get it on any board.  It is only harder if you
stick to a particular strategy.

2)  Note that the longest road and largest army are worth more if the
other players aren't trying for them.  The more roads/knights that you
have to buy, the worse the investment. (AllenDoum
<allDEendoum@aoLETEl.com>)  This could be more of a factor in
determining which one to go for than the type of board and number of
players.  This means it might actually be preferable to go for the one
that you normally would not, if there is going to be a lot of
competition (for example, longest road when you are playing an Ore/Grain
strategy).

3)  If going for the longest road, don't make too many "side trips" with
your roads.  You only have 15.  Remember, if you are the first person to
get a road 15 in length, it cannot be taken away from you.  This is much
less important in Seefahrers, when the longest road could theoretically
be 30 long (it includes ships).

4)  Remember if an opponent builds a settlement in the middle of your
road network, your routes are split in two for purposes of determining
longest trade route.  (Matt Gardner <mDEatthew.gardner@sdLETErc.com>)
Also remember that no one can split your ship lines.

5)  If you know you are not going for longest road, then building
settlements off triangle forks saves you having to build two roads for
each settlement, and instead allows to you build three roads (instead of
four) to get to two settlements.  (The Maus
<*mDEorsed@is2.nyLETEu.edu>)


DEVELOPMENT CARDS

1)  Victory points are great when you get them, but are not to be
counted on at the endgame.  There are seven victory point cards in a
36-card deck in the original Mayfair version, which means you are
drawing an average of five (at a cost of 15 production cards!) to get a
point, and ten (30 cards!) to get two.  It is much easier to get two
points with far less than 30 production cards the old-fashioned way:
build something.  It gets worse with the Kosmos version (five victory
point cards), diluting the mix even further.

2)  Don't use knights too early.  Save them if you can to keep the
robber off of your hexes (play BEFORE you roll the dice in this case).
However, don't get caught with too many development cards, as you can
only play one per turn.  This is especially important if going for the
largest army -- get those knights out before the endgame.

3)  Watch out buying too many development cards early.  If you draw a
victory point card (or two) at the beginning, it can really hurt your
future development chances, as they don't produce.  However, the rest of
the cards CAN produce for you (at least indirectly). (Aaron D. Fuegi
<aarondDEf@bLETEu.edu>).

4)  Save that Road Building card to the end if you can, if you are going
for the longest road.  It can be a great surprise when you play it on
the last turn.  It is also great to use at the beginning, to save the
four resource cards and pump up that exponential growth rate a bit.

5)  If you can't build anything, consider buying a card if you can.  You
will lower your card count and keep the robber away.  Also, it is a
great way to "store" resources for use later.

How much is a development card worth on the average, just in resource
cards?  If you assume that a knight card is worth one (from getting one
resource from a player), road building is worth four, monopolies are
worth three (this just evens the card out, of course you could get a few
more or a few less), and discovery is worth two, then each development
card is worth 1.3 cards in the (old) Mayfair deck.  That is for a cost
of three.  Of course, that doesn't count victory cards, getting the
largest army, etc.  If you play a resource card at an optimal time, it
can be worth a LOT more to you.

6)  It is hard to get the robber off of you without Knights.  Remember,
a seven comes up only once every six turns on the average.

7)  Your chance of drawing a particular type of card is as follows, in a
36-card Mayfair Deck:

Victory point:  19%
Knight:         56%
Discovery:       8%
Monopoly:        8%
Road Building:   8%

TRADING

People seem pretty split on trading.  It seems that some will only trade
kicking and screaming, as they see big problems with helping other
players.  Others don't seem to mind, as long as they make sure to look
out for number one.  I have always tried to trade as much as I can in
the early game, primarily out of one big fear -- if I don't trade with
Player X, Player X is going to trade with Player Y.  In this case,
Player X and Player Y will have a better distribution of resource cards
(and hence will build more) than me.  This is especially bad if X or Y
is an adjacent and direct competitor with me for future resources.  If
you don't trade with X, someone else will.  This leads me to take the
position that trading is necessary, and instead to focus on the question
of how to make the trade as advantageous to you (and as disadvantageous
to others) as possible, as long as it is going to happen anyway.

The benefits from trading are not always equally distributed.  I would
take the position that they seldom are.  So how does one make sure they
are distributed more in your favor then the other person?

1)  Try to trade as close to your turn as possible, and preferably on
your turn.  Why?  If you trade on your turn, you are probably going for
something you need at that moment.  For example, you need one more grain
to make your city.  Trading on your turn means you KNOW where this card
is going -- to your city.  However, the other person who is trading a
grain to you, for a wool say, does not know they are actually going to
use that wool on their turn.  They might be trying for a settlement, and
when their turn comes around do not have a clay.  Or maybe the robber
stole a card.  Or a monopoly card was played.  Or they wound up
producing a wool themselves on that 12 they didn't think they would
roll.  In any case, when their turn comes around, they may or may not be
using that wool for something.  You, on the other hand, KNOW you will be
using that grain.  If they don't use that wool, that trade was a bust
for them, and you were the one who got the greater benefit from that
trade.

The farther from your turn you make a trade, the greater the chance that
something will happen that will make that card you got worthless, or of
losing the card entirely.  And that means the other person probably got
more benefit out of that trade than you.

If the person the who plays the turn ahead of you is trying to make a
trade with you, try to wait until your turn instead, if you can.  They
will have to wait another turn to produce what they wanted.  Of course,
if they really want to they will trade 4 to 1 or through a port, and
then you are stuck...

To stop a trade, you can always promise the player who turn it ISN'T
that you will trade with them when their turn comes around, by arguing
how they will benefit from this and how the player whose turn it is will
be hurt, by the reasoning above.

2)  Conversely, try to trade with others who are farther away from their
turn, all other things being equal.  Of course, you don't have much of a
choice if it is not your turn, as you have to trade with the person
whose turn it is.

Comments 1 and 2 are probably a lot less useful for those of you who
play with the German 5-6 player build rules (anyone can build on any
turn).  However, I have never played them.  I would be interested in
knowing how they affect the game, however.

3)  Trade with people who are losing, or are no threat to you.  This is
a no-brainer.

4)  Trade early on as much as possible.  You don't want to fall behind
on that exponential growth race.  I recently played a game in which
early on another player made a four-to-one trade with the bank, rather
than trade one-to-one with me.  I thought she was nuts, but then I was a
little biased.  However, in order for me not to have the benefit, she
fell on the sword herself.  I made a two-to-one port trade to get that
resource instead, and was therefore two cards ahead of her.  The real
winners were the other two players.  Losing this many production cards
this early on did not help her growth rate at all, and I wound up
winning in a very close battle that she might have won instead.

5)  Remember, you can always trade for stuff besides cards, though it
isn't binding.  How much is it worth to someone for you to build a road
and block off a potential port of their immediate competitor?  This is
useful when you REALLY need a card or cards and have no cards to trade
that the other person wants.  And you can always trade wood and brick in
unequal trades to the person whose turn it is, to stop someone from
getting the longest road (or whatever) when you can't build there
yourself.

6)  Think of other players as 1:1 ports.

7)  It isn't necessarily bad to trade two cards to someone for one you
really need (2:1 trade), it just sounds that way.  You are saving cards
as your only other options was presumably 3:1 at a port or 4:1 with the
bank.  If it was a 3:1 port, you are one ahead.  As the other player
gained one card too, they are also one ahead.  You are both ahead in my
book, and the real losers are the players who were not in on the deal.

You are probably trying to figure out the catch here.  You are correct,
there is one.  The above only assumes the number of cards are important,
not the type.  The problem comes in if the other player was also going
to need to do a port or bank trade to get that resource you just gave
them.  That means they are not just one ahead, they might be two or
three ahead.  In a worst-case scenario they were going to need to do a
bank trade at 4:1 for both of those resources you just gave them,
meaning they are now SEVEN ahead (it cost them one card instead of
eight).

It is up to you to figure out how many cards they are really saving.  If
you can appeal to their greed and give them two cards they don't really
need, or that they could have traded 1:1 for themselves, then go for
it.  In general, try to do 2:1 trades with people who are behind, those
will use those extra cards to screw someone else, those who were going
to do a 1:1 trade with someone else to get those resources, those who
were not going to need to do port or bank trades to get those resources,
those whose turn it just was and therefore have to wait the longest (see
2 above) and have a good chance to get those resources you gave them
anyway, those who already have a lot of cards and may attract the robber
because of your trade, and of course those who are not just going to use
those cards to hurt you.  If you do it right, it is a very powerful
tactic.  If you mess it up, it could come back to bite you.

In most cases, a generally good 2:1 trade with someone is if you give
them two resources for which they have a 2:1 port.  It's a great trade
for them, and they often jump at it.  They will trade them in to get one
card.  So now they wound up trading a card to you, for two cards, which
they converted back into one in their port.  It's the same as making a
1:1 trade with you for the resource they really wanted, which they might
have made with someone else anyway.  Or think of it as you "borrowing"
the port for a turn.  And you are still one ahead.  Just make sure they
actually will trade them in at their port, or you might have the same
problem as above.

8)  It's amazing how many people don't have any particular idea of what
to build their next turn.  For those people who just react to what cards
are in their hand in deciding what to build (instead of going out and
getting what they need), you can force their strategy a bit.  Want them
to build a settlement instead of that road that is going to cut off your
port?  Make sure they get a grain and wool to go along with that brick
and wood.  Or make sure they draw cards instead of building those ships
to that island you want.

9)  Don't blindly follow trade embargoes on the person that is ahead.
Chances are, they were set up by a single person for a reason that will
benefit them the most, or were set up too early.  This is your
opportunity to make some very good trades with people that no one else
is trading with.  I assume you will make sure they won't win because of
that trade, although.


ROBBER / PIRATE

1)  As stated in many places above, try not to build around a hex in
such a way that it will attract the robber.

2)  Watch out where you put the robber.  You might need that resource,
or suddenly create a shortage.  Consider putting it on a resource you
already have a supply for, and don't have to trade for.  And of course,
on someone who is ahead, or someone who has a resource you need.  If you
put it on a hex with fewer number of people, or a person who does not
have any extra development cards (no knights) it will stay there longer.

Consider putting it on a hex so that you are left as the sole or major
producer of a commodity. (Greg Aleknevicus)
<gDEreg@paciLETEficcoast.net>)  See notes on the Monopoly / Cartel
strategies above for more info on this.

3)  This pirate's most important function is to restrict ship building
around its hex.  You can completely block off an island in this way.
Your main goal should be to stop others from getting victory points on
the islands, not to get the most number of cards that you can.  The
cards are gravy.



--------------------------------
November, 1997   First edition.  This version derived from a post made
on the usenet group rec.games.board.  This post was ripped apart
(constructively, with no flames!) and added to, and the resulting
version was much more useful.  You can examine dejanews if you want the
blow-by blow.

January 13, 1999   Draft of second edition, submitted for review to
rec.games.board.  Added new strategies, more emphasis on the robber,
more tips on trading, and various odds and ends.

January 18, 1999   Second edition.  Major editing.  Added some info on
the Wood-Brick strategy, more info on 6 and 8 hexes, easy formula for
ranking intersections.


