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by DAVE FARQUHAR
The following is a record of a three player game. The first twelve turns
have been recorded in detail. The three players involved were Reggie Red,
Bertie Blue and Olly Orange. You wouldn't believe how long it took me to
find three such appropriate contestants. Willie White refused to take part.
The die rolls and moves are genuine. Not a single error has been changed
to protect the innocent.
SET-UP
- R:
- I must get wood and brick early. BNM gives two wood,
and one brick, but the probabilities aren't too hot.
- There's good woodland at E(8). I'll build in the 3-1 port at EF.
The beneficial trading is important.
- B:
- There are only three brick producing areas.
G, in the north, is a 9. The wheat in P is a 6. If I build GPF I can
move towards the 2-1 wheat port, giving me good export potential.
I don't like to start so close to Red, but what the heck!
- O:
- Right, let's keep well away from those two. Let them carve up
the north. I get two builds now. Let's go for JKR, and AML. Gives a good
spread I of numbers and commodities. I'll worry about iron ore later.
- My initial aim is to build a village in K port (3-1), so let's build
the road that way. The other will lead westward. This gives a good chance
of building a long road, as the prospective route between the villages can't
be broken.
- B:
- The two commodities I'm missing are wood, and ore. I can get
both of those at DNO. It also fits quite nicely with my first village, and
threatens to cut Red off. Nothing personal. The road can go towards the
pasture at C. The 6 die roll should be a good producer, if I can get a
village there.
- R:
- I don't like the look of this. Let's go across the far side
of the island. I have never tried a two port strategy. I'll give it a try
with the 2-1 sheep port at IJ. If I'm lucky with early dice rolls I have two
export opportunities. I realise I may have left my production dangerously
low.
Initial Hand:
Red: 2 wood, sheep, wheat.
Blue: brick, sheep, wheat, 2 ore, wood.
Orange: 2 brick, wood, sheep, 2 wheat.
Turn 1
- R:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- It's always good to build a road. I'd better break out while I have
the chance. I'll offer a wood for brick. Good, Orange has taken it. So
I can trade one wood, and one brick for road at OF.
- B:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- I've got iron ore coming out of my ears.
I'm just one wheat short of a town. On the other hand, road building
is vital early on. Should I try to join my villages, where Red is threatening
to split them? No, let's build a road towards the ore port at C. The
export potential is too good to miss. Plus a bit of progress. That's
always useful, and keeps down the cards in my hand. A knight would help
towards the 2 VPs, or I may even get road building. I did!
- O:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- Red wanted a brick, in exchange for wood. Looked good to me. Red
must be feeling well out of it already. I'd like to build at the 3-1 port
at K. I've got the makings of the village, but need a brick now to get
me there. I'll see if anyone will swap me for ore, or two wheat. If not
I'll trade four wheat for one. No go, so its four for one. Build road
K, and village at the port. No cards left.
Turn 2
- R:
- Die Roll 11. Red: wheat; Blue: --; Orange: brick.
-
- OK, not another 5 please. Wheat for me! Nothing I can do at present.
- B:
- Die Roll 7. Move thief.
-
- Right, the first 7 of the game, so I can move the thief. Let's put
him in J, threatening wood production for Red and Orange. Now I can use
my progress card to lay roads at FP and PO. That effectively cuts off
Red's port. And I'm only two sections away from the longest road victory
point card!
- O:
- Die Roll 12. Red: --; Blue: --; Orange: --.
-
- Nothing doing this turn.
Turn 3
- R:
- Die Roll 11. Red: wheat; Blue: --; Orange: brick.
-
- What a disaster. I'm being out-produced as was always likely having
built in two ports. And now I'm cut off. I've got three wheat for my
3-1 port. Plus I'll export two sheep for a wood. Road at JQ. Whoopee!
- B:
- Die Roll 9. Red: --; Blue: brick; Orange: brick.
-
- Another road I think, at O/desert. Pay one brick, and one wood.
- O:
- Die Roll 10. Red: sheep; Blue: sheep; Orange: wheat.
-
- Let's see if anyone wants one of my three bricks for wood. No takers.
Turn 4
- R:
- Die Roll 7. Move thief.
-
- Let's hit Blue with the thief. Into the bricks at G. Orange trades
me one brick for two wheat, and I'll export two sheep for a wood. Road
at JQ. See if I can expand on that side of the island.
- B:
- Die Roll 6. Red: --; Blue: wheat; Orange: --.
-
- I could go for progress again, but would like to build a town. Let's wait.
- O:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- I've four wheat and two bricks. Export three wheat for a wood, and
build a road at KR.
Turn 5
- R:
- Die Roll 6. Red: --; Blue: wheat; Orange: --.
-
- Nothing doing.
- B:
- Die Roll 10. Red: sheep; Blue: sheep; Orange: wheat.
-
- I can afford my town now. FGP. Good production possibilities.
- O:
- Die Roll 12. Red: --; Blue: --; Orange: --.
-
- Blue's looking strong. Red looks well out of it. I'm doing OK, but
nothing for this turn.
Turn 6
- R:
- Die Roll 8. Red: wood; Blue: --; Orange: sheep, sheep.
-
- I get a bit of wood, but can do nothing with it.
- B:
- Die Roll 7. Move thief.
-
- Thief over to the lush pastures of K. (Sheep probability of 8)
- O:
- Die Roll 6. Red: --; Blue: wheat, wheat; Orange: --.
-
- I've two wheat, two sheep and a brick. No obvious combinations.
I'd like to build two roads before Blue gets his one, but not much chance
of that. I'll bide my time, and hope to build two in one go.
Turn 7
- R:
- Die Roll 2. Red: --; Blue: --; Orange: --.
-
- Help!
- B:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- Another 5! Here we go again, ore for me, wheat for Orange. I've
two ore, two sheep and two wheat - two progress. Go for it! A knight
and a library. I'd better show that.
- O:
- Die Roll 7. Move thief.
-
- Blue leaps ahead with four VPs - town (2), village (1) and a library
(1). Even worse, he's about to get two more for the longest road. I'm
on three, Red two. Okay, thief to P, where I hope he'll cut off the supply
of wheat to Blue.
Turn 8
- R:
- Die Roll 7. Move thief.
-
- Move the thief. Big deal.
- B:
- Die Roll 6. Red: --; Blue: (2 wheat stolen); Orange: --.
-
- Damn. That pesky thief has stolen both wheat. Call out the knights!
Send him back to K. At the same time, I get one of Orange's cards -- wheat.
- O:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- Well, the thief wasn't gone for long.
Turn 9
- R:
- Die Roll 6. Red: --; Blue: wheat, wheat; Orange: --.
-
- I may have very little else, but I think I'm the only one with any
wood. I'll trade one with Blue for ore, and wheat. I've got to do something.
Time for a bit of progress -- road building. Great!
- B:
- Die Roll 11. Red: --; Blue: --; Orange: brick.
-
- Okay. I obtained wood from Red. Now I just want brick to complete
my road. I rolled an 11, which was brick for Orange. That wasn't in the
script.
- O:
- Die Roll 8. Red: wood; Blue: --; Orange: (2 sheep stolen).
-
- I've got two bricks. So I need two wood. For that I have three wheat
to export, and two sheep. The two sheep I would have gained have just
been stolen. Anyone give me one wood for two sheep? No, I thought not.
I'll hang on, but am in danger of losing cards soon.
Turn 10
- R:
- Die Roll 9. Red: --; Blue: brick, brick; Orange: brick.
-
- I'll build my two roads, QR, desert R.
- B:
- Die Roll 6. Red: --; Blue: wheat, wheat; Orange: --.
-
- Two wheat for me! I have four wheat, two brick and one wood. So
I'll build road ON, which gives me a seven length highway, and two VPs.
At least for now. Pass me the VP card!
- O:
- Die Roll 8. Red: wood; Blue: --; Orange: (2 sheep stolen).
-
- Two sheep stolen again. I have three bricks, three wheat and two
sheep. But what can I do with them? It's too late to take the road VPs,
and I've nowhere to build a village. The commodities are no good for a
town. I must use em , or lose em. I've got to get rid of that thief.
Let's give Red two bricks for one wood. Build road BM. Provides a site
for a village later.
Turn 11
- R:
- Die Roll 2. Red: --; Blue: --; Orange: --.
-
- I agree to give Orange a brick for a sheep. Now I can build a village,
MR! It's in two brick producing areas, although with low probabilities.
But it's a village...and it's mine!
- B:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- Iron ore again. I must build a town here, at O. It'll make a fortune.
- O:
- Die Roll 6. Red: --; Blue: wheat, wheat; Orange: --.
-
- Bugger it. Four wheat and a sheep. I'll give three of them for one
ore, and progress. A knight. Right, it's off with the thief next turn,
guess where to.
Turn 12
- R:
- Die Roll 5. Red: --; Blue: ore; Orange: wheat.
-
- Hell's Bells! I'm skint.
- B:
- Die Roll 8. Red: wood; Blue: --; Orange: (2 sheep stolen).
-
- I have six wheat, two ore and one brick. Export four wheat for one
ore, and build Oretown! (ODN)
- O:
- Die Roll 11. Red: wheat; Blue: --; Orange: brick.
-
- Off to Ore Town, thief.
Turn Twelve Round-up
And there we must leave them, playing quietly in the sunshine.
Red has three VPs for villages. Two cards in his hand. Although he has
two good ports, he does not have the goods to supply them. Red has been
struggling for the whole game. Has a longest road section of four. Looks
hopeless.
Blue has seven VP -- two towns (4), longest road (2), library (1). One
knight. Blue is in a strong position, fencing in Red. At present he has
no trade goods, but usually has plenty. On the down-side, the thief is
in Oretown, and Blue has no port. Two more knights, and a village would
be enough for a win.
Orange Has three VPs for villages. His road network is scattered, but
could be joined for seven. This would then need to be lengthened to exceed
Blue's. Orange has one knight, and a good port. Two trade goods.
It looks all over. Orange could make a fight of it, but would be struggling.
Red has never recovered from a weak set-up.
Game End Comments
The game actually ended on Blue's turn twenty-two. At this point he had
accumulated the three knights required for the two VP knights card. His
ten points were made up of: two towns (4), three villages (3), longest
road (2), most knights (2) and a library (1).
There was a brief interlude, where fortunes temporarily changed. Blue
was receiving very little production and suddenly, on turn fifteen, Red
(yes Red) extended his road system at a tangent, and built a village at
O/desert/P. This had the effect of cutting Blue's road, while achieving
the new longest road for Red!
Eventually, though, the game swung back Blue's way.
Having written down all the die rolls, and production, I decided to graph
them. I did this in three ways. Firstly, the die rolls. This, as expected,
was a sort of bell shape. However, the peak was at five and six, not
seven. This meant that while the fourteen sixes and eleven fours produced
an awful lot of wheat and wood, the thief would hang around for ages. The
set-up with brick appearing in two `nine' areas also led to large production.
The analysis of total production showed it ranged from fifty-one wheat
cards, to twelve ore. Blue had all the ore.
Finally the analysis of produce by player illustrated why Blue won. He
received sixty-five cards, compared to Orange's forty-five, and Red's
thirty-eight.
Dave Farquhar
Next: LETTERS
Up: No Title
Previous: THE NINETIES
Stuart Dagger
1998-05-28