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Subject: "Best" place for tiles -- road, city or field? rss

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Todd Miller
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Hello, my nine-year-old and I got this for Christmas and we've played just two games so far.

Here's our question -- when placing a new tile (which you have just drawn)how do you agree on what its best placement may be?

For example, if the tile has a road, field and city on it, (and at that moment in the game, you can only place it next to another road or city tile on the board) which feature takes priority?

I thought maybe the road, because matching the tile to another road is usually always an option and would be preferable to having a bunch of unfinished roads going this way and that.

My son disagreed, arguing that the tile should go wherever it is best for the player, regardless of aesthetics, etc.

I guess what I'm really wondering is, are you supposed to make a logical move with your tile, or throw it down anywhere it is legal to do so?

Thanks!
 
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Derek Thompson
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FreakyTiki wrote:
Hello, my nine-year-old and I got this for Christmas and we've played just two games so far.

Here's our question -- when placing a new tile (which you have just drawn)how do you agree on what its best placement may be?

For example, if the tile has a road, field and city on it, (and at that moment in the game, you can only place it next to another road or city tile on the board) which feature takes priority?

I thought maybe the road, because matching the tile to another road is usually always an option and would be preferable to having a bunch of unfinished roads going this way and that.

My son disagreed, arguing that the tile should go wherever it is best for the player, regardless of aesthetics, etc.

I guess what I'm really wondering is, are you supposed to make a logical move with your tile, or throw it down anywhere it is legal to do so?

Thanks!


The part in the rulebook about people making suggestions is tongue-in-cheek. You lay the tile wherever you want to lay it strategically (which means a lot of "blocked" roads and cities that are unfinished with meeples stuck on them by the end of the game)
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Mik Svellov
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The tongue-in-cheek rule is there to prevent the game from becomming a boring serious game where everybody is playing in silence.

It is quite fun to convince a fellow player to lure him away from the obvious move to ruin my situation by 'convincing' him to annoy someone else instead.

As for which feature of a tile you should go for, it really depends upon the situation. But all things being equal the city is at minimum worth the same as the road, but potentially twice as much (and even more when containing shields), so going for cities is the most valuable.
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Tomello Visello
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FreakyTiki wrote:
My son disagreed, arguing that the tile should go wherever it is best for the player ...
Maybe he's only 9, but he has concuded correctly.

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Todd Miller
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TVis wrote:
FreakyTiki wrote:
My son disagreed, arguing that the tile should go wherever it is best for the player ...
Maybe he's only 9, but he has concuded correctly.



He will be pleased to know this!

So, then, in an average game it's normal that there will be many roads to nowhere and unfinished castles?
 
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Tomello Visello
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FreakyTiki wrote:
So, then, in an average game it's normal that there will be many roads to nowhere and unfinished castles?

In this game (the whole series) you cannot directly attack your opponents. But you sure can help them suffer.

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L H
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TVis wrote:
FreakyTiki wrote:
So, then, in an average game it's normal that there will be many roads to nowhere and unfinished castles?

In this game (the whole series) you cannot directly attack your opponents. But you sure can help them suffer.


I always try to either get myself into a feature that will be worth lots of points and thus remain on an even footing with my opponent(s) or make it impossible for my opponent(s) to finish it. I am however limited to what I can do with the tile I have just drawn...
 
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Matt
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FreakyTiki wrote:
So, then, in an average game it's normal that there will be many roads to nowhere and unfinished castles?


Yes, definitely. Certainly something has to be unfinished, either cities, or roads, or farms. The map will eventually have edges, each tile's-worth of which is one of these three things. (We usually have a few unfinished cloisters as well, and often there are holes in the middle of the map where no tile will fit.)
 
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