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This strategy will make you popular amongst other players, it will give you profit in resource cards, and will help you win the game. I typically utilize this strategy with sheep but it can easily be used with whatever resource is going to be most prevelant (like a 6 and an 8 on Bricks)
Step 1:
Identify what you want to use for the strategy. This should be a popular resource and one there will be a lot of. Wood, Sheep, and Grain I find to be easist.
Step 2: When placing settlement place near or on that 2:1 port. You can place near and then build there if you want. I would place your other settlement on the hex corresponding to the port.
Step 3: When on your turn if any player has a surplus of that resource, offer to trade it at your port for a nominal fee (say one of that resource).
When done right not only do you get extra resources you can trade in easily, but your fellow players get a 3:1 port, and you make friends and profits. This mercantile strategy is time tested in real life trading and in the game world. Try it next time you have a Catanning party.
This game is all about maximizing your probability for success. It’s good to generally spread out the numbers you build on as this will give you a more steady flow of resources. Also, even though theoretically sixes and eights roll more often, in practice you will find the other numbers sometimes rolling very often as well. So you don’t have to worry about building on an 11, for example.
Also, try to aim for some sort of engine. For example, if a few good wheat spots and a wheat port are near each other, this could result in a cheap way to trade for the resources you need. You should also build on resources that can be combined to purchase something good. For example, having wheat, ore and sheep for development cards and cities, or brick and wood for road building. If you have plenty of ore and brick but nothing else, then you’d find it difficult to obtain the resources you need.
If you are teaching this to new players, consider letting each player draw 6 additional resource cards of their choice on their first turn after their dice role. Encourage drawing the resources for either a road and settlement, or a city (+1 card left). Remind the new player this is a house rule for the first game. Encourage spending the resources on the fisrt turn.
This will result in a quicker game as all are starting with more resource production and VPs (the new player wants to learn in the first game and apply strategy in subsequent games, the teacher holds back in the first game, everyone benefits from getting it over with and having time for a subsequent game).
Additionally the new player(s) should feel more engrossed and in the action right away. A good thing for the teacher, who is in essence selling the gameplay the first time through.
Notice the cards come after the role on each players turn so there is no chance of robber penalty if they spend right away. They get their rolled resources as well.
If you can get set up by a port (lumber for example) then settle all you can around the lumber tiles. This will allow you to corner the market on a specific resource and be able to trade your surplus at the sweet 2:1 price.
This strategy will work with any resource.
There are going to be areas that will look like great places to pick up early resources to build roads and settlements. However, if these are not available to you, try monopolizing a resource that everyone is going to be short on. Then plan ahead and also build towards a port for your monopoly. This way if players won’t trade you, you can still cash in your monopoly efficiently to gather other resources.
Settlers of Catan has long been one of the standard bearers for “gateway games”, to help get people into boardgaming (many on this site were introduced to the hobby through this game). This (well earned) success has Settlers of Catan on most people’s list of games to recommend to friends to help turn them into gamers.
This is all great, as long as you’re willing to help them with their first game.
Settlers of Catan isn’t difficult to play, especially for experienced gamers, but we often forget that people completely new to this style of boardgames have never played anything like it, or more specifically, have never learned anything like it.
This game is not difficult to learn from someone who knows it, but handing the rulebook to someone and expecting them to learn, and enjoy, the game can be a tough task. There are a lot of little rules over many pages (compare this to games with rules on the box top), multiple mechanics, trading with people, trading with the game, stealing, Development Card play rules, ports, cities, hexes that give resources, hexes that don’t give resources (desert), hexes that are mainly decoration (water), and even board setup to consider. If you haven’t read the rulebook in a while, take a look and think about how it looks if you’d never played this type of game before.
I highly encourage Settlers of Catan to continue being used to hook new gamers, but when doing so, make sure someone is there to teach that first game. If you need to steer someone to a gateway game and they’ll be learning and playing it by themselves, take something more straightforward, like Ticket to Ride where the rules are easier to pick up for a first time gamer.
During the placement phase of Catan, sometimes you can tell that you’re just not going to get a good spot for resources. Be sure to keep an eye on the ports, because you can make up for lack of resources with good trades with the bank.
Here’s an example. You’re starting player and you got a one good spot, but by the time it comes to place your last settlement, you’re not going to get good spot. The resource you’re wanting either has a 2 or 12 on it, or you just can’t get access. This is when you see if there is a port available with 2:1 of a resource you do have access to with good probability or settle for a 3:1 port with a duplicate resource.
When placing your first 2 settlements try to place them so that you have a chance no matter how bad it may seem at all 5 resources. All resources are vital in the game and will be needed. I have played a lot and have seen the low probability numbers repeatedly come up more frequently in a game than the “sure fire” 8s and 6s. So try to give yourself a chance at every resource as it may payoff when you least expect it, and most need it.
This may be an obvious strategy to most of you, but I see a lot of people trying to force the game to do what they want, instead of playing what has been given to them.
For example, thru a string of luck, a friend ended up on his turn with 1 Wheat, 5 Wood, and 4 Brick. Nobody wanted to trade, and he swapped 4 Wood for a Sheep to build a Town, instead of placing 4 Roads and taking Longest Road. Getting Longest Road wouldn’t make him win, but sometimes getting it first means you keep it the whole game.
Sometimes the game forces us to avoid the obvious answers, like if you’re out of Towns or buying a City is the only way you can win. But most of the time, the cards should guide you towards your goals.
The Robber, or Smuggler as we’ll call it from here on, get’s placed as normal either by rolling a 7 or playing the soldier card. Rather than placing the Smuggler on top of the number, place it to the side of the number. The Smuggler takes one card from one of the players that is built on that resource as normal, but the Smuggler does not block the number. Instead, when that number is rolled, the players built there continue to get the resource, but the player who placed the Smuggler gets that resource as well!
This rule variation removes the anger and frustration that would occur when the robber was placed on your numbers. It’s great for playing with a spouse, or a group that is sensitive to tough competition.