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Settlers of Catan Strategy - Part 1 - The Ore-Grain Strategy

The Settlers of Catan has been thetoo often a player at the endgame will
flagship for German Style Designer Gamesfind themselves with the maximum of four
for many reasons, some of the main onescities and zero settlements for eight
being its elegant simplicity and itsvictory points, and not being able to
depth of strategy. Your choice ofget another two settlements (and
strategies will influence your initialcorresponding victory points) because
setup and overall game play. Thethey are boxed in. In the basic game
separation of strategies that arethis is not as much as a dilemma as you
outlined in this series is a bitcan get another two points with the
artificial, but it is useful tolargest army or by victory point cards;
understand the concepts behind them. Inin games where you need more victory
practice, players will use a combinationpoints this can be more problematic.
of these strategies during gameplay.When playing with (or against) this
This article, the first in this series,strategy, you must keep in mind its
will discuss the Ore-Grain Strategy.greatest weakness is this lack of
The Ore-Grain Strategy seems to be theexpansion potential.
most popular strategy, at least in theThe Ore-Grain Strategy can be good for
basic game. This strategy attempts toSeafarers, as it is harder to get boxed
get a lot of ore and grain early in thein (simply build to an island). Getting
game, in order to produce cities asan ore or grain port is great for this
quickly as possible. You should focusstrategy, as after you build four cities
more on ore than grain, as you will needyou won't have as much a need for these
three ores to build a city, versus tworesources, and it can make the endgame a
grains (and in the basic game, there islot easier.
usually less ore available then grain,Remember that by building cities, you
as there are only three ore hexesare concentrating production in fewer
compared to four grain hexes).locations. As you are putting more of
This strategy is often so powerfulyour eggs in fewer baskets, make sure
because the first cities you produceyou don't leave any vulnerable. Make
will probably be on your initialsure that you don't place your cities at
settlements, which should have highan intersection with one good number and
production values. Other people goingtwo bad numbers, or the robber can make
for settlements right off will probablyyour very expensive city worthless. This
be left with lower production-valuewill be much less of a problem to
intersections.players who are concentrating on (many)
This strategy lends itself to gettingsettlements rather than on (fewer)
the largest army, as after you buildcities. For this same reason, those
your cities you will have lots of orevariants that use multiple robbers
and grain left over to buy cards, ofpirates can hurt people who concentrate
which the majority will be knights. Foron cities more.
a game that needs ten victory pointsNear the end of the game you will be the
(like the basic game), four cities andconstant target of the robber, as ore
the largest army means a win.and grain become valuable to the other
In general, the more congested theplayers. You need to have been saving
board, the harder this strategy becomes.knights so that you can get the robber
Other players (especially wood-brickoff your production units. Also, since
players, as described below) will have ayou have cities, your production spaces
greater expansion potential as they canwill naturally look like better places
pump out roads and settlements faster,for the others to put the robber.
thereby blocking off your expansion. All



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