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 1 
 on: May 06, 2008, 10:06:08 AM 
Started by kojow7 - Last post by kojow7
Here are some questions I have:

1. When trading 4 of a kind can you trade a mixture of resources and commodities (such as 3 sheep and 1 cloth), or does it have to be 4 sheep or 4 cloth?

2. When purchasing standard things such as roads, settlements, cities, etc., can you use the corresponding commodities to make your purchase?

3. When no one has cities left, does the barbarian still move?

4. If yes to the above, and the barbarian attacks, is a victory point still awarded to the one with the highest knight strength?

Thanks,

-Kojow

 2 
 on: March 27, 2008, 10:28:43 AM 
Started by Liz - Last post by Liz
This has become a big source of debate with my settlers group.  Do you think who you sit by has an effect on the game?  We now draw cards for seats.  I think sitting to the left of your biggest competition so you play after them has an advantage.  Whenever the pirate ship is quickly approaching playing after someone means you have the ability to react to their amount of knights.  Meaning if they are in a position to lose a city you can chose not to activate a knight or if they have put themselves in a place to be the defender of catan you can foil their efforts and steal their victory point.  Most likely if the ship is very close they won't have a chance to react to your move before the barbarians attack.  Now on the flip side if there is a race for a placement this seating position has a disadvantage, but that happens far less frequently so I still stand by the thought that you should want your biggest competition to play before you and the worst player to be immediately after you.  Now if you have 4-6 players all on a very equal skill level this may not be as big of a factor, but in a group where there is an obviously strong or weak player I think this can be huge. What do you think?
 

 3 
 on: February 29, 2008, 10:45:39 AM 
Started by Kimberly L Ballantyne - Last post by Kimberly L Ballantyne
I am interested in starting a Settlers and/or Cities and Knights of Catan meetup group. Do we have other people out this way interested as well ? Let me know

 4 
 on: January 17, 2008, 06:43:27 AM 
Started by Lawrence Celestino - Last post by Lawrence Celestino
No problem!!!  Smiley   I'm only sad that it's so hard to find meaningful discussion on Cities and Knights on the web.

 5 
 on: September 25, 2007, 10:47:14 PM 
Started by Lawrence Celestino - Last post by Administrator
Lawrence,

Thanks for the insightful strategies and comments.  Would you mind if I turned this post into a full article on the site (with full credits of course)?

 6 
 on: September 19, 2007, 07:17:55 AM 
Started by Administrator - Last post by Martin White
My Key Strategy is to build as quickly as possible on as high numbers as possible and to have as many of the 5 resources as possible. To have a good brick and wood resource to start with is very useful, wheat is generally the next best.

Make sure you are able to get to a reasonable iron ore and wheat or you will not be able to build city's, which are crucial to winning the game.

It is well worth getting to a port if not to start with by mid game and if a resource has only one good number i.e 6, 8, 9 or 5 try and get it if possible.

Longest road and biggest army are important, but not as important as fast building on good resources to start with. It is good to trade with those who are not doing so well where possible, but better to trade with anyone other than someone who is winning rather than trading in for a 4:1 or 3:1 port.

Hope this Helps

Martin.

 7 
 on: September 15, 2007, 05:02:25 PM 
Started by Lawrence Celestino - Last post by Lawrence Celestino
Strategic Considerations for Cities and Knights, 3-4 player game.

It should come as no surprise that I have some disagreements with "the almost-complete Strategy Guide" presented in this site by Alex Pomeranz.  Everyone plays the game differently and therefore there are different dynamics to playing the game with almost each group.

Whereas his tips are meant to be "general" and thus without all that much weight, his overall assessment of the value of particular resources and such could be considered more specific and unchangeable, and those are what I'll discuss.


STRATEGIES

As in most strategy games, the rules of the game, as you play them, eventually give rise to a few strategic approaches that are most conducive to wins.  Cities and Knights of Catan is no different.

In the basic Settlers game, two of the most powerful approaches are Brick/Wood and Ore/Wheat strategies, concentrating on two of the 5 resources with an aim for a specific approach.  There's also the situational Resource/Port strategy and the generic "All Resources" strategy.  I'll be attempting to outline some of my strategic approaches to the game.


Sheep/Cloth

This is one of the more unusual and successful strategies I've encountered in Cities and Knights.  Essentially, the point of this strategy is to maximize early production of Cloth, with a continued emphasis in the mid and late game.

The crux of this strategy depends on two things: Trading House and Merchant:Sheep.  Trading House allows you to basically transform any two Cloths into anything else, and Merchant:Sheep which you get from your yellow progress cards allows you to parlay your Sheep into whatever else you may need.

The virtually assured capability to transform and acquire anything you need for a slight premium (two for one) on your most common resource and commodity is what gives the strategy its solid backbone.

Of course, you can trade and use your Sheep for other things, also.

What gives the strategy real teeth is the yellow progress cards: Resource Monopoly, Trade Monopoly, and Commercial Harbor.  Since winning consistently requires you to use these cards extensively, you will need to keep a close track of what everybody on the table is holding.

The strength of these cards is that they strengthen you while simultaneously weakening your rivals.  It's like getting a green and a blue effect in one.  The weakness in this strategy is that it depends on progress cards, a luck factor which may or may not go your way.


Variations: The Merchant:X Strategy is essentially what Sheep/Cloth is all about.  With a little tweaking, you could easily adopt it into a Merchant:Brick focus or a Merchant:Wheat focus.  If you have access, you could also feed your Sheep or Brick or Wheat into an available Port, which will free your Merchant for some other resource.  The most powerful thing about the Merchant:X strategy is its capability to go after multiple lines for Metropolis early and with strength.  Two Metropolises is not a difficult thing to acquire, even if you only have tiles for producing Cloth.


Defender of Catan

The main goal of this strategy is to get lots of ore and coin and then proceed to dominate the military strength of Catan for the Defender Points.  Since the strategy depends on getting lots of Ore and Wheat, you could say that this is something of a variation on the Ore/Wheat strategy for the basic game, although you won't raise multiple cities quite so dramatically, since you only produce 1 ore per tile, even if you have a city on it.

Bear in mind that you'll need Sheep in plentiful amounts to upgrade your Knights to Mighty, preferably with Basic Knight support for that occasional Deserter card.  You'll also need small amounts of wood and brick, for creating roads for your Knights to populate.  If you can steal a Smith card from a rival player for upgrading your Knights, that would be best.

The main strength of this strategy is that there isn't a lot your rivals can do to stop you.  Once you get the strength of your army up to a considerable number, it's practically assured that you get one point every time the Barbarian comes to visit - points that no one can take from you.  A secondary strength is that you control the military of Catan.  If someone irritates you, you can decide to let those fat merchant cities fend for themselves.  Knocking three rival cities back into Settlements can be a winning blow.

Of course, the Political Metropolis also helps in getting to magic number 13.


Wood/Aqueduct

The Aqueduct is widely touted to be the most powerful Progress ability in the game.  I happen to think that the Trading House is more powerful, but the Aqueduct can be used to powerful effect, if you know what you're doing.

The Wood/Aqueduct strategy focuses on Paper production and clustering your settlements around a few numbers for best effect.  This way, you either get large numbers of wood or paper and whatever else, or you get your pick of resource.

You might also want to secure a steady supply of Bricks, since Walls will make your large windfalls less susceptible to Robbers, and Bricks will also give you something to do with any excess Wood.

The main effect that gives this strategy viability is early game growth.  You could say that it's the "rush" strategy of Cities and Knights.  With the capability to dictate whatever resource you require, you have the ability to grow very fast compared to players using other strategies.  The Green cards also help this potential right along.

The weak point of this strategy is that you need the Aqueduct online before you can sustain streaks of non-productive rolls, so in that respect, it's a bit of gamble.  If your numbers don't come up, your game could be over before it's even begun.

It's possible to combine an Aqueduct with an early placement that spreads your numbers, but if you do so, you're quite likely to have a mid-game number spread so wide that you hardly ever use your Aqueduct at all.  Probability management is essential in optimally leveraging the Aqueduct to best effect.


OBSERVATIONS:

1. Points are bad.  Unless you're about to win, things that give you points generally make your position weaker.  Not only do people take note of you and may embargo you, lots of really powerful cards in the game can only be used against people who have more of something, usually points.

2. Commodities count.  Commodities are rarer than resources, and in most cases, are much more powerful because they allow you to get progress cards and eventually gain points.  Commodity spread is often more important than resource spread, or at least on par.

3. Walls count.  Lots of newbies don't realize how powerful City Walls are in the game.  To make my point dramatically, I'll ask you to do this: the next time you play, count the number of times in one game that you have to discard from a Robber.  City Walls generates that much resources for you by saving them.

More importantly, City Walls allows you to hoard cards.  With 3 City Walls, your maximum hand size increases to 11.  This is hugely important later in the game, as you store three, four, or five commodities in your hand for upgrading your cities, even while trying to hold onto your "normal" complement of resources.  People without Walls will quickly note in the mid-game how much of an advantage they suffer against someone who invests wisely in Walls.

4. Resource supply is important.  You will want to secure a reliable sourcing for all 5 resources by mid-game, or you could be fatally susceptible to embargo.  The most common way to accomplish this is with a good major in the trade arm of city development for the Merchant card and Trading House, or by accessing a port, preferably of the 2:1 kind if you have major production of one resource, or the 3:1 kind if you don't.

5. Space is situational.  Unlike the basic game, you don't really need a lot of settlements or cities or even the Longest Road to win.  I've won with just 2 cities and 2 settlements.  Having less cities and settlements means you have less points, and thus appear less on the radar and aren't vulnerable to nasty things like Master Merchant; and you don't invest as much in roads.  If you decide to spread out and suffer the point increase, make sure you have a good plan, since it exposes you to attack.

6. Non settlement points are big.  As a corollary to the above, points that don't come from settlements on the board are usually pretty big.  The most common ones are Defender of Catan, Printing Press, Constitution, Longest Road and the Metropolises.  The main reason why they're huge is because they can be gained with alacrity, which means that they can be reservoirs of "virtual points" that you only exercise when you're assured of a steady and sure path to victory.

The most points I've ever seen gained in one turn is 8.  One for Constitution, two for Longest Road, two for Blue Metropolis, two for Green Metropolis, plus one settlement.  Yes, he instantly won from a position of 5 points - two Cities with City Walls, plus one settlement and four connected roads.  This is unusual, however.  Usually, people win from a position of between 6 and 11 points, with 7-9 points being the usual winners.

7. Trading Ports are important.  Moreso than in the basic game, Wheat, Brick, Sheep, and Wood ports are positions of power.  Ore is less important.  One hardly ever gets to use such a port.  The most important reason why ports are so important (especially starting position ports) is because you can use them to get commodities you're short of, meaning you can manage with a smaller hand size, and you get progress flips and progress cards faster.  There are many notable situations where an initial City placement on a Port proved to be winning, in some cases even unstoppable.







 8 
 on: June 06, 2007, 12:59:19 AM 
Started by Administrator - Last post by Administrator
How do you start your games?

What strategies do you have for placing your initial settlements?

Do you start focusing on some resources at th start and switch later or do you sstick to one resource type and work on a trading system?

 9 
 on: March 18, 2007, 01:29:29 PM 
Started by Bobbr - Last post by Administrator
Hi Bobbr,

Firstly let me congratulate you on being the first member of the general public to sign-up to the site, welcome aboard.

As for your question, I hadn't heard of this expansion pack before so I did a little digging.  It appears to be a fairly broad expansion that looks good,  the only downside that I can see is that it appears to be written in German.  Both sites I looked at for information said that it was written this way, however only one said that they included a translation.  There is a suggestion that some of the additional cards are in german as well.

So saying, if you can read german no problems, otherwise you might need to find one that comes with a translated book.

Happy Playing,
Admin  Smiley

 10 
 on: March 18, 2007, 08:22:24 AM 
Started by Bobbr - Last post by Bobbr
Just wondering if anyone knows more specifically what's in the Scenario's and Variants Box Set?   THere's so much already on the net, I'm wondering if it's worth the $25.   Anyone have this or know someone who does? 

Here's what the advertisements say:
Here you will find a 192 page book, featuring 15 new scenarios for the basic Settlers of Catan and the Seafarers of Catan expansion. You will also find 19 new variations on the game that will create entirely new experiences with the game. You will also find tips and tricks for improving your game, a discussion of the history of the game, and even some suggestions and tactics for the Settlers of Catan Card Game. Contained in this set is a box full of new playing pieces that will enable you to play these scenarios. Ten sheets of high-quality (die-cut) card-board counters and tiles that you can use in a variety of ways to enhance your Settlers of Catan experience. Featuring more than 450 new pieces for use with your Settlers of Catan and Seafarers of Catan games. Also included are 12 plastic bags and labels to help you organize you new pieces, and 24 plastic stands.

Thanks!

Bobbr

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