Showing posts with label won by John. Show all posts
Showing posts with label won by John. Show all posts

Monday, 16 August 2010

Settlers of Catan for six

It was John and Sarah's last evening here for a while. Tim was still here too, for a few more days. However Jörn was away... so there were six of us for a Catan game on Saturday evening.

Richard (red) placed first. He took a very nice spot with 5 on ore, 6 on clay and 9 on wood. I was second (with orange), so I took a spot that was as good number-wise (5-8-9) but with sheep rather than clay. Then it was Sheila (brown), who opted for a 4-5-11 giving her wood, clay and wheat.

That pretty much used up the obviously good starting positions. John (green) was next. He pondered awhile, then decided to go for the best selection of remaining numbers, which was 5-8-9 on ore and two wheat. We'd been talking about the importance of the ore-wheat strategy... so John was apparently going to try it. Sarah (white) was fifth. She couldn't see anywhere that would be much good - and she likes to use harbours. So she placed her first settlement on the sheep harbour, which bordered two sheep hexes on 8 and 11. Tim (blue) was last. He didn't really have any good places to choose, so decided to opt for as many resources and numbers as possible. He ended up with 4, 8, 9, two 10s and a 12, with theoretical access to all five resources.

Sarah then went for two more sheep hexes with a wood - so all the had available to her was sheep and wood, plus the sheep harbour for trading. A strategy that could work very well, or could be a disaster! John was pleased to find that the coastal 6-10 on clay and wood was still available - giving him the wheat harbour too. He was in a very strong position. He had also inadvertently blocked Tim's first intended move.

Sheila then took two more numbers on the other sheep harbour, I decided I'd opt for three numbers (without any clay) rather than just two on the coast in a rather crowded position, and Richard then took the 4-8 sheep-wheat intersection on the ore harbour, which John had been heading for.


With six players, there can be a fair bit of competition for building spots.

Although Richard played before John, he didn't have such good tiles. And so, twice, John built streets that blocked Richard's plans:


So he built in other directions. Play moved reasonably fast, so that settlements and cities started to spring up all around the island of Catan.


Tim was in the lead at this stage, with six points. John and I both had five, Richard and Sarah both had four, and Sheila had three.

Richard took the longest street first:


Then, rather than taking Sheila's last building spot, I realised that I could build inland to extend my street, and also gain a useful new spot on a 5-ore and 10-wheat (and 2-ore... but that was unlikely to be much use to me). Richard and Sarah had both hoped for that spot.


So I now had the longest street, and nine points. Richard was next with seven. Tim and John each had six points, Sarah had five, and Sheila - whose numbers just weren't being rolled - was trailing with three.

Then Richard extended his road, and took the longest street card back again:


.. which now put him in the lead with nine points, and me in second place with seven, jointly with Tim and John who had each built another settlement in the meantime. Sarah had six, and Sheila four.

By this stage, resources were being gathered faster and faster. The extra 'building phase' in between turns allowed us all to build - so we didn't lose much to the robber - and cities came rapidly, with an abundance of ore and wheat. I joined up my two sections of street, and took the card back from Richard - who had unfortunately wasted a few resources by extending his long street without providing any new building spots.


So, at this stage, Tim was in the lead with ten points. John and I each had nine, Sarah had eight, Richard had seven, and Sheila was still trailing with five.

Most of us had run out of building spots at this time, so all we could do was build cities (if we had any left - Tim didn't by this stage) or buy cards.

Richard and I each built a new city:


So I now had ten points, and was jointly in the lead with Tim.

But John, who had started with such a good position, was able to trump us all. He was the first person to play a third knight card, giving him the largest army - and then turned over a victory point card:


So John was victorious, with twelve points.

Saturday, 14 August 2010

Seafarers of Catan: fog island (for four)

Tim was out, and Richard needed a break. So we decided to have a four-person Seafarers game with John and Sarah. They did look at the other scenarios in the booklet, but as so often happens we decided that Fog Island was the most interesting, because of the 'exploration' to turn over unknown hexes.

As when we played Seafarers with them before, we set up the main Catan island resources and numbers randomly. With four people on the 3-4 player board, it's not easy to find good building spots by the end since there are not many available. I went first (orange); I chose some reasonable numbers with an 8 on ore, plus 5 on wood and 8 on sheep. Sheep are a lot more important in Seafarers than in regular Settlers of Catan games, since they're necessary (along with wood) for building boats.

Richard (red) was second; he built on the other 4-sheep hex, with wheat and wood as well. John (white) took some good numbers: two wood and a wheat, on 5, 10 and 6. Then Sarah (brown) took a very nice combination: all five resources, with 4, 6, 8, 9 and 10 as her numbers. On our second placements it was increasingly difficult to find suitable spots. John also managed five good numbers, but was lacking access to both sheep and ore. Richard had all five resources, but not such good numbers, and I had no access to wheat.


John was the only person who bought a ship right at the beginning, rather than a street for his second settlement.

Play was very slow at first. The problem was that 4 was not rolled, and it was the only possibility for sheep. Ironically, 12 - which had sheep but no settlements - was rolled a couple of times. However, we all managed to build some streets; John, Richard and I each built a city (wheat was plentiful so it was easy to trade for it), and Sarah managed the first new settlement of the game after trading heavily for her sheep:


So we were all on three points.

Then a four was rolled and we all cheered. Sarah picked up three sheep, and was able to buy a couple of ships. And so the first exploration of the game yielded...

.. some sea:


I was beginning to wonder where I would build, since John had pretty much blocked my access to the coast, in his quest for sheep. I wanted the 9-wheat spot first, and then decided I might as well extend in the other direction from my first settlement, and perhaps eventually reach the sea that way. Or maybe I'd concentrate on building on the main island...

Sarah bought another ship, and uncovered a useful 5-clay hex:


At this stage, John was - just - in the lead with five points; all the rest of us had four. Building in general was still a bit slow.

Having achieved my 9 on wheat, I started building more streets around the coast in the other direction in the hope of building on the 8-3 coastal intersection. And in doing so, realised that I could claim the longest street card:


So now I was slightly ahead, with six points. For a short while, anyway.

It was indeed only a few rounds. Sarah continued buying ships and uncovering useful land resource hexes, and quickly had a 'trade route' of seven which beat my six streets - so now she had the longest street card.


So Sarah was - just - in the lead with seven points; John (who had managed, at last, to build on sheep) had six; Richard - who had just bought his first ship - had five, and I was trailing with four.

Richard and Sarah both build settlements on the newly discovered island, and when another 4 was rolled - to the accompaniment of more cheers - John started buying ships. All he uncovered was sea, but his 'trade route' now had eight units, so the longest street card was now his:


John was ahead with nine points; Richard and Sarah each had six, and I was still just behind them with five. Evidently the longest trade route was going to be very significant in whoever was finally victorious in this game.

Sarah crossed the island with streets, and built another settlement. Richard headed out towards one of the gold hexes, and John - still maintaining the longest trade route - headed towards the other. He uncovered, and quickly built upon another sheep hex with a useful 9 on it.


John now had ten points. And he had played two knight cards. He didn't have any hidden development cards at that stage, but he only needed one more knight to claim the largest army and victory.

Sarah was not impressed because John not only moved the knight to the sheep hex she and Richard shared - to try and prevent her from building more ships - but he also put the pirate ship next to her one spare ship, so that she could not move it!

However, with the help of some trading, Sarah did manage to buy more ships. And overtook John... so once again the longest street card was hers:


Sarah was now in the lead with nine points, and John had eight. Richard had seven, and I was still behind with six... and there was no way that either of us was going to compete for the longest street card.

Sarah continued buying ships, and maintained her longest route with ease. Then she uncovered an ore hex. Now she and Richard were in a race to build on the gold...

But John, meanwhile, managed to build another settlement AND his last city.


So John now had ten points on the board. And Sarah had eight on the board, plus two for the longest street. The game was clearly going to be a race between the two of them. Richard still had seven points, and I still had six.

Still, I did eventually manage to build a settlement on the 8-clay hex and then bought a couple of ships. I even had the excitement of uncovering a wheat hex, and another 8 for it. That would have made rather a nice building spot... except that I now needed a city before I could buy any more settlements. And I wasn't getting a lot of ore.

Then Richard managed to build on the gold hex, at last. However, it didn't do him any good, because it was then John's turn. He had bought a card on his previous turn, so now he revealed it. A knight - which gave him the largest army, and the extra two points he needed to be the winner.


So Sarah was second with ten, Richard was third with nine, and although I only had seven points on the board, I did have one victory point card which I had kept hidden since the very early stages of the game.

Even though she had the longest trade route, Sarah still wasn't impressed at the way John had blocked her sheep access...

Catan: Explorers and Pirates (first game, scenario 1)

Our usual default Catan game is Cities and Knights. It was quite a steep learning curve before we could relax into it, but now we can chat ...