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Simon Dorfman
United States
Janesville
WI
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Dec 14, 2011
Settlers of Catan Variant - The Market (a.k.a. The Friendly Robber).pdf (72 KB) (Log in or Register to download.)
The robber token is now The Market. This basically turns most of the “negative” aspects of the robber into positive aspects.
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Matthew Cordeiro
United States
Cumberland
Rhode Island
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Have you had the opportunity to play this variant? If so, how did it change the dynamic of the game? At first glance, it seems more difficult to slow down the leader. Also, the glut of resources would probably decrease player-to-player trading and increase 3:1 and 4:1 trades.
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  • Posted Mon Dec 19, 2011 4:21 pm
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Simon Dorfman
United States
Janesville
WI
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cordeiro wrote:
Have you had the opportunity to play this variant? If so, how did it change the dynamic of the game? At first glance, it seems more difficult to slow down the leader. Also, the glut of resources would probably decrease player-to-player trading and increase 3:1 and 4:1 trades.

I haven't tried it yet, but plan to try it over the holidays. I have a feeling it will:
1. make the game faster
2. make Soldier Cards much more valuable
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  • Posted Mon Dec 19, 2011 4:31 pm
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Daniel Coats
United States

California
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Seems like a cool variant. But it removes one of my favorite aspects of Settlers: Stealing the ONE card my opponent needed to build that new city upgrade!!!
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  • Posted Mon Dec 19, 2011 6:42 pm
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Scipio O.
United States
Oakland
California
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I greatly appreciate this - because the robber has led to some real problems playing this game with my kids.
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  • Posted Wed Dec 28, 2011 2:19 am
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Simon Dorfman
United States
Janesville
WI
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SimonDorfman wrote:
cordeiro wrote:
Have you had the opportunity to play this variant? If so, how did it change the dynamic of the game? At first glance, it seems more difficult to slow down the leader. Also, the glut of resources would probably decrease player-to-player trading and increase 3:1 and 4:1 trades.

I haven't tried it yet, but plan to try it over the holidays. I have a feeling it will:
1. make the game faster
2. make Soldier Cards much more valuable


I've now played two games with this variant. Both were fun and I think I'll keep playing it this way. I don't think either of the two points I guessed above were really true. One observation though, it makes "specialized" strategies more viable. Example: getting lots of sheep and the sheep port. Then putting "the market" (a.k.a. robber) on your sheep hex with your 3 cities on it.
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  • Posted Wed Dec 28, 2011 2:38 pm
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V L
United States

Virginia
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SimonDorfman wrote:
SimonDorfman wrote:
cordeiro wrote:
Have you had the opportunity to play this variant? If so, how did it change the dynamic of the game? At first glance, it seems more difficult to slow down the leader. Also, the glut of resources would probably decrease player-to-player trading and increase 3:1 and 4:1 trades.

I haven't tried it yet, but plan to try it over the holidays. I have a feeling it will:
1. make the game faster
2. make Soldier Cards much more valuable


I've now played two games with this variant. Both were fun and I think I'll keep playing it this way. I don't think either of the two points I guessed above were really true. One observation though, it makes "specialized" strategies more viable. Example: getting lots of sheep and the sheep port. Then putting "the market" (a.k.a. robber) on your sheep hex with your 3 cities on it.



I invented the variant and posted it originally here:

http://boardgamegeek.com/article/8125683


I played it once and loved it. I don't get to play settlers of catan all that often so I haven't played it more than once.



But I agree with your conclusion based on my play with it. (that you can more easily get by with different strategies.)


In our play of it, the game was VERY well balanced. TONS of back and forth with the roads and knights happened.



Also, psychologically, what happens is this:

you end up wanting to place the market in a spot that helps you at least a little and helps the person who's LOSING. Because you'd rather help the loser than help the guy who's right behind you.
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  • Posted Wed Dec 28, 2011 6:16 pm
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Art Parry
United States

Texas
I like this idea and plan to incorporate into our house rules.

We play with Cities and Knights,which means Commodity cards for Mountains (Ore), Forests (Wood) and Pasture (Sheep). Though you don't specify this in Rule #1, the production on these would be doubled also. Well, that's how we will play it, anyway!

When playing with the Fishermen of Catan (Traders and Barbarians) it would seem that the Pirate from Seafarers could have the same effect. I'll need to check into this, however.

Overall, this will lead to more cards in play, and thus to a slightly faster game.

Currently, our house rule is that on the 4th seven rolled the Robber becomes active; the first three are just rerolled.

Rule #2 is a bit vague and unclear, at least to me. Somehing like this may help, if I have understood the rule correctly:

When The Market is moved to a terrain hex (for any reason), take a card from a player using the normal Robber rules. This card is returned to that player and you get to take one of that resource/commodity from the bank. If no opposing players are on the terrain hex (you placed it upon yourself), select a card from your hand and take one more of it from the bank. If the resource/commodity is not in your hand you cannot take it from the bank; it must be in your own hand first, If The Market is placed on a terrain hex by a player that has no cities or settlements of other players, no resource card is taken.
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  • Posted Mon Apr 2, 2012 6:25 am
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