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Made in gb
Waaagh! Warbiker






The UK Games Expo is a few months away, and many people are excited about the huge X-Wing tournament which will take place over the weekend. But X-Wing is a new kid on the block and the Expo has been hosting national tournaments for years now. Before Luke Skywalker even lined up his first maneuver template, there was Settlers of Catan; a tournament with over a hundred participants at the latest count, and with a ticket to an international final as a prize.

Settlers is the archetypal gateway game. It is one of those games where game geeks and occasional players can learn and play. Like Scrabble, Cluedo and Risk, it is becoming a game you can play with anybody without needing to teach the rules. And, with its forgiving mechanics and not insignificant luck element, many beginners try their hand in a contest. This makes the tournament fun and unpredictable. But the same few people place in the top tier each year, so there must be something they are doing right. Having tried my hand over a couple of years, and observed what causes people to win and lose, I’ve written my thoughts to help anyone who might want to give it a go.

1) Know your rules.

It sounds odd, but there are often disagreements. House rules become real rules in the minds of your gaming group. So, read the rule book from start to finish. Some rules which catch people out are:

When you can play a knight card.
When you can reveal a card that wins the game.
3-4 player vs 5-6 player differences. (The tournament uses 3-4-player rules).

2) Know when to trade.

It sounds obvious, but each trade an opponent offers will benefit them in some way. Don’t trade if it doesn’t help make your position stronger or the leader’s position weaker. Don’t trade with anyone who is 2 VPs away from winning unless it will win you the game.

3) Be quick to trade.

When someone offers a trade, they will usually take the first trade offered. Nobody wants their opponents to think too hard and change their mind. So, if offered a trade that benefits you and you are happy to make (see rule 2), hold out the cards and say yes straight away. Likewise, don’t dither when your opponent says yes.

With this in mind, it helps to know what you are able to give up and what you need to keep. Order your hand into swaps and keeps, to make this decision a little faster.

4) Know who is strongest.

Settlers is a great game of balance. The robber offers an opportunity to level the playing field. Be aware of who is winning at all points and hit them with the grey jelly baby of doom. Also, don’t trade with the leader unless it will help you to overtake them.

Furthermore, if a person has personalised pieces or Settlers merchandise, they are probably good at the game. If they have personalised pieces/merchandise and are pretending to be bad at the game, they are probably very good at the game.

5) Know what a face down development card means.

There is no benefit to bluffing and looking more powerful than you really are in Settlers. So, a face-down development card is a VP or knight until proven otherwise. If your opponent has the robber on one of their hexes and a face-down development card on the table, it’s a VP. When working out who is your most powerful opponent, don’t forget to count face-down VPs.

6) Be prepared for TFG.

Most people in the tournament are cool and friendly. But some, of all abilities, take it far too seriously. Be prepared for TFG tactics. The main one is pretending to offer a trade for an item, hearing offers from a number of players, and then using the monopoly card to claim the items without trading. (To avoid this, don’t declare what you have. Just ask what the other person would accept.) TFG will also sulk if you hit him/her with the robber, refuse to trade in the early stages and grumble if you talk to a non-player friend at the table. TFG should be provoked at every opportunity.

7) The most important rule.

This rule is not mentioned in the rule book, but it is vital for tournament play, especially with beginners. Settlers is a social game. You are playing a group of people with differing levels of experience and knowledge of the game. How nice and sociable you are will affect your opponents’ decisions around trading and who to hit with the robber. The less experienced the opponent, the more important this will be, so social aspects are vital in the early stages of the tournament. Gamer geeks are not always the most naturally sociable people, so a few reminders.

Introduce yourself when you sit down and chat whilst you are waiting to start. Learn your opponents’ names and use them; it’s only polite. Have a laugh; it’s only a game. Don’t take forever to take your turn. Don’t get huffy if you are hit with the robber when you aren’t winning. Be a little more liberal with your trades in the first few turns.

Think about it. If you are offered an identical trade from the nice guy who has been making friendly small talk and the idiot who refuses to engage in conversation, you will go for the nice guy every time.

The first rules in this post appear quite mercenary. This rule is the most important one because it might just trump any of the others. Is the young kid losing terribly and offers you a poor trade so they can get back into the game? Be nice. Is the newcomer getting rules wrong? Be patient. All the above rules should be read in context of this one.

Hope that helps. There must be at least a couple of readers going to the expo this year. Would be interested to read anyone’s thoughts or additions below.

Ludo
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

I have no idea if the tabletop unwritten rules are the same in tourneys as they were for online "casual" play but here is a few that I picked up on xbox live over my 1,000+ games. (lol, it was my calm down and chill out game before going to bed or just when I want to relax without twitch response gaming)

Online, it was considered rude to block another player's starting area road when another spot of roughly equal value was available (even if you needed that particular resource). Online, it generally resulted in the blocked player spending his second city blocking you on purpose and then rage quiting (which obviously isn't as easy an option in a con tourney but I'd expect them to sulk and steal from you the whole game). The exception would be if the player blocked someone else first or pointed towards one of the most valuable spots on the table period.

The other unwritten rule was to not steal until someone reached 5 points. It was considered rude to put the knight on someone under 5 points unless they were a jerk first (hoarding a rare resource refusing to trade or blocking others in the game start). It was customary to place the knight on an empty spot or, if none were availabe, put it on a 2-3 or 11-12 value hex (preferably your own).

Again, I have no idea if any of these apply in person but those were the gentlemen's rules on xbox live for years. Plenty of times, if you were getting screwed over by a jerk, another player who followed those rules would take revenge for you on the offending player as well as you doing it yourself. YMMV.
   
Made in gb
Fixture of Dakka






Presumably those are house rules when playing strangers. We usually use the robber to shut down another player's access to the one resource he really needs, or the 6-8 he's been hoovering up, or if they had a facedown resource card, to try and make them squander that soldier. It was an offensive act right from the beginning, and usually resulted in a tit-for-tat placement when the affected player rolled a 7.

Mind you, I played with friends, not strangers throwing tantrums on the internet.

This message was edited 1 time. Last update was at 2016/02/26 12:03:24


 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

 warboss wrote:
Online, it generally resulted in the blocked player spending his second city blocking you on purpose and then rage quiting



...

That's really fething funny to me!

Ha!

My group is very cut-throat competitive in board games (not so much in RPG and Warhammer). It would never occur to me to not cock-block a resource someone else really needed.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

 kronk wrote:
 warboss wrote:
Online, it generally resulted in the blocked player spending his second city blocking you on purpose and then rage quiting



...

That's really fething funny to me!

Ha!

My group is very cut-throat competitive in board games (not so much in RPG and Warhammer). It would never occur to me to not cock-block a resource someone else really needed.


It was a gentleman's agreement and there was (even in "ranked" play) no penalty to quiting out. People play for fun (even in competitive games) and it sucks to be blocked in unnecessarily right away before the first roll is ever made. It makes it a waste of time instead of a fun time when you're playing the game with one hand tied behind your back. If the player got too greedy with his or her initial placement like taking the most valuable spot and pointing to the second most valuable then it's fair game and they have only themselves to blame. The above doesn't really come into play with friends or in person because rage quiting isn't a viable option unless you make a nacho run to the kitchen for a full hour. Online, you just press another two buttons and you're in the queue for the next game. There were plenty of times that I'd block the cock blocker if the person blocked was familiar to me and a known gentlemen player (and I'd send them a support message). Honestly, I got more negative feedback from "casual" board games than supposedly hard core games like Halo and Gears of War. Tons of boardgamers are very poor sports online and will next you just for winning.
   
 
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