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Tips for Playing Settlers of Catan


I have only been playing Catan since February 2005, so I am not familiar with the expansions and other versions yet. However, I love to play online at MSN Games, and I have learned several lessons to better play as a result.

Please note that these tips are not rules, and they will not guarantee victory in every game. You must simply make the best choices and hope for some favor from the dice.


1. Beginning the Game

    a. Don't just go for the highest probability spots. Yes, the 6's and 8's are desirable, but you might end up locked in by the other players or unable to obtain a needed resource later. Have a strategy, consider the board, and then cater to your strategy, not probability.

    b. Take care not to begin with the same three numbers for both settlements. You might be lucky and branch out early enough to make the risk worthwhile (which I have seen), but I recommend diversifying. Try to obtain 6 different numbers. When you think about it, 8 of the numbers are desirable, so you will be well on the way to taking in at least one card on most turns.

    c. You will most certainly be the underdog if you choose a port to begin with. Even next to an 8 or a 6, consider your options carefully before choosing a port. If you can choose the port for your first settlement, this would be preferable so that you can start with 3 cards. Generally, you can make your way to at least one port during the game, making this early sacrifice unnecessary.

    d. Place your first two settlements in such a way that you will be able to obtain all 5 resources. This might involve going for a 2:1 port after beginning the game, but this will grant you a measure of independence that is sometimes necessary.

    e. Build your first road from each beginning settlement in such a way that you are able to continue to the left or the right at the time you place the road. Do not count on being able to reach one particular spot before someone else.

    f. Do not challenge another player to the same future settlement spot when they will be starting with brick and wood and you won't be, especially if they play before you. Yes, they might be foolish or generous, but don't count on it.
Making an obvious blunder (which does not mean "taking a calculated risk") in the beginning of the game can condemn you to defeat from the outset.


2. Trading

    a. If you can't get what you want, try to get what you need for a port trade. This is especially valuable early in the game when everyone wants brick and wood.

    b. Don't tip your hand. Try not to ply every possible trade or accidentally show something you don't intend to trade. You might be telling your opponents whether or not they should steal from you (if the opportunity arises).

    c. Don't always be stingy. Trading 2:1 or 3:1 when you don't really need to trade might provide you the freedom to choose the card you need by port trading on your turn.

    d. Watch for what the other players are asking for (and receiving on each turn). You might be able to get what you need 1:1 or better with a timely trade.

3. The Middle Game (3-7 points)

    a. Do not be afraid to take development cards. You will generally not lose out by taking a development card when you can or when you can't seem to put anything else together. If you acquire 3 soldiers you can gain 2 points and 3 resource cards (when you use the soldiers), and you won't lose out on valuable resource cards because of the robber. If you acquire a victory point card, you have saved yourself 2 or more resource cards,* and the other players will not know your advantage for certain. If you acquire a road building card, that's 3 resource cards for 4 (2 brick and 2 wood). If you acquire a monopoly card, you might rake in 3-9 resource cards. If you acquire a "year of plenty" card, you will be able to choose which two resources you want, which is equal to 2 port trades (4-8 resource cards).

    * The longest road points rarely cost 8 or fewer resource cards by the end of the game. Cities cost 5 cards and settlements cost 6 cards (one road and the settlement).

    b. Don't risk it all (too many times). If you are holding 7 or more cards on your turn, try to redeem enough to get you below 7 cards. Sometimes you just cannot trade for what you need, but if you can help it, don't risk losing 4 or more cards to a roll of 7.

    c. Generally speaking, do not port trade for a card you cannot use on the same turn. You might do this in order to follow the rule above, but if you are winning or you have the most cards, you risk losing a card you need in a robbery.

    d. Get a city before you get 5 settlements. There is nothing worse than trading to plant a settlement only to discover that you are out of settlement pieces! If you can't build a city when you have 4 settlements, it won't be much easier with 5.

    e. Keep the last point or two in mind. How will you eventually win? It is very rare to win without earning the longest road or the largest army. Again, if you have used up all of your settlements (or cities), don't work to plant the wrong thing.

    f. Pay attention! Try to note what resources each player is taking in and what each player is using. You can trade more efficiently and effectively when you know what the players have and what they need.

    g. As a note, the underdog generally has an advantage, as he is rarely picked on or embargoed against. He must play well to get back in the game, and he might spring three or four points in one turn to leap ahead, so be wary.

4. The Robber

    a. Two players using the robber against one player can make a difference! You might not ultimately thwart your opponent and steal the victory (too little too late), but you can provide a more equal chance of winning to everyone (including yourself) by consistently assaulting the leader. Of course this is not greatly appreciated, but it should be expected anyway.

    b. Try to block the highest income for one player OR block the rarest resource for one or more opponents. By only attacking one player, the robber is not likely to be moved as quickly, all other things being equal. If no "high income" space exists, or if you are forced to move the robber from the "high income" space, try to cut off access to a needed resource. This resource is usually brick, especially in the early part of the game.

    c. Try to steal a resource someone else needs. In other words, if another player appears to be collecting one of each card necessary to build a settlement, stealing a card from that player might cost him or her several turns.

    d. Try to steal a resource you need (i.e., pay attention!). If you need a particular card because you have no access to that resource or it will allow you to build something, steal from a player who has that resource in hand. If no one has what you need because it is rare or has been used up, then try to take something that will allow you to port trade or employ one of the other tactics above.

    e. Remember that stealing adds an emotional element to the game. Offending another player on purpose might cost you later.


5. The End Game (points 8-10)

    a. Never leave your long road unfinished. If there is a possibility that another player might overtake you for the longest road, prepare ahead of time to stay ahead or take it back. Generally 3 soldiers, or at the most 4 soldiers, is sufficient to capture the largest army points.

    b. The game isn't over until it's over, so continue to strive for quick points while the leader struggles to finish.

    c. It is possible for 5 points or more to lie hidden in a player's development cards. Be wary of the player who has only 5 points but 2 two soldiers and 5 development cards.


The dice can be cruel or play favorites sometimes, so don't blame the guidelines that regularly work for you when you are miserably defeated a few times. Instead, try to figure out why the winner won (just lucky, consistently did this and this, etc.).

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Email: Mercyscene@msn.com