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For the most part it doesn't matter whether your settlements and cities are evenly distributed among hexes of all numbers or whether you have a disproportionate number of them on "9" hexes. The main problem with the latter is that you are more vulnerable to the robber.
having too many tiles of the same #s leaves u more vulnerable to 7-rolls and having to discard cards since u're less likely to have the chance to play the cards bef your tunr comes around again.
If you can share a city with an opponent's city on the same tile, he'll be less inclined to block there, esp if he needs that rsrc type that it does him more harm than to u.
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In general you should prefer to go far from your first settlement, not near.
when placing init setts close to each other, take into account if you're gonna expand form both ends. NOw u can connect both sides for a better shot at getting and keeping longest road
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File under duh: Avoid robbering the guy who's holding the development cards in his hand. Avoid playing a soldier when you're not the one currently robbered.
Sometimes I find it beneficial to block someone with dev cards who's in the lead. If it's a situation where he seems to have soldiers but is overlooking them for LA, then no, let him learn from that mistake. Else, forcing him to play his solider cards means he won't have them again later on when he gets robbed again, but also shows his true colors to anyone who's unaware of LA, or even vets who glossed over it in the thick of gaming.
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Don't get in a race with someone for the longest road or largest army unless you are pretty sure you can win it (or you are pretty sure that winning it is your only hope).
alternatviley, u can lure him into thinking yuou're going for LR, only to trick him into wasting rsrc towards LR which would'v been his anyways and whose rsrc could've been deployed elsewhere.
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If you are weak on a particular resource type, and have no hope of getting more settlements on that type of terrain, you should prioritize upgrading those settlements you do have into cities. Of course, if the resource type you're weak in is ore or grain that puts you in a bit of a bind! See then the previous paragraph. This is somewhat less of a problem if there is another player strong in this resource but weak in a resource that you yourself are strong in.
alternatively, build more sett and cities around tiles which rsrc type u reap alot of, and have a 3:1 port. MUCH better having a very good chance of getting at least 3 cards of same rsrc type in a single round of turns than waiting up to 4 round of turns just to 4:1 bank trade it for what u want, all the while riskingpa 7roll
Octavian wrote:
The ore/wheat strategy works well but is slow to start. It finishes very strong though and doesn't require much board space, however it is susceptible to the robber as you won't have many different hexes producing for you. You'll get your points through 3 cities, Largest Army, and some combination of extra point cards and additional settlements.
-MMM
someone playing the ore/wh strat would usually also get sheep so they can keep the dev cards coming in. Soldiers are likely since they are majority (tho not a large majority) of the deck, so the robber won't stay there for long