That said, if everybody knows what they want it can go pretty fast. You add real estate to make up for the added players, so the overall ease of getting good position is about the same, I think.īuilding in-between turns is probably the biggest contributor to the game going longer, since you have an extra phase to do it in. I suppose the increase in shoreline is not quite in direct proportion to the increase in acreage, but I don't think ports are dramatically different. There are still only one each of longest road and largest army, with two more people, so those tend to get stolen a bit more. I think the fun payoff of the extra people is worth it, though. If you don't, don't.The time increase depends a LOT on who is playing. Thus this expansion earns the same Substance rating as the original Settlers game: "4" out of "5".īuy this expansion if you own The Settlers of Catan and want to play with 5 or 6 players. However, the rule change as it exists clearly does the job, resolving the only notable problem caused by increasing Settlers to 5 or 6 players. I would personally have preferred something more visually obvious, like changing the card limit at which the robber steals cards, then clearly marking that on all the building cost cards. However, I've never found this rule to be that elegant I don't like forcing players to remember slightly different sets of rules for different playing conditions. Players can't always build exactly what they want, because they can't trade, but they can at least get cards out of their hand. This would have increased randomness (and frustration) by quite a bit.Īllowing players to build after other players' turns does resolve this problem. The Settlers of Catan played by 5 or 6 players faced the problem of players gathering together large sets of cards during other players' turns, then losing them all to a robber, all without getting any chance to do anything. It's somewhat tricky to make a game work for a variable number of players particularly at the extremes, systems that worked well otherwise can breakdown. There's no playing of cards during this phase or trading-just building. If order matters, each player builds clockwise around the table from the player whose turn it was. Special Building Phase: After the end of each player's full turn (production/trading/building), all players then get an opportunity to build. Gameplay is exactly like the original game with one exception: the special building phase. Thus this expansion earns a "4" out of "5" Style rating, just like the main game. It's a tiny bit more expensive per capita, but not much and my one complaint over the lack of distinguishing marks on the new number markers is ultimately a nuisance. Overall the components of this expansion exactly match the quality of the original. Rule Book: A short black and white rulebook lists the components, depicts the different setup, and lists the one rules change for this expansion. The resource cards include 5 of each type, while the development cards are mostly soldiers, with a couple of others thrown in. Wood Bits: The new player colors are green and brown.Ĭards: The additional cards are all about what you'd expect. It's thus incredibly easy to get them mixed up the obvious answer is to mark the backs of all the new markers in some way, but using a different colors for these markers in the printing process would have worked better. Unfortunately the first 18 of the new number markers look exactly like the original 18 number markers, except with different numbers on them. A whole new set is provided so that good variance can be provided throughout the island. With the new tiles come new number markers, used to control the randomization of the board. The new island has a diameter of 6 rather than 5. Tiles & Markers: Additional hexagonal tiles are included to allow for the construction of a larger island-so that there's still room for everyone. Simply, this expansion gives you the pieces you need to expand The Settlers of Catan out into a game for 5-6 players. This is a revision/expansion of a review originally published in October, 2002. For the basic gameplay, please go read my accompanying review for The Settlers of Catan, also published today. The Settlers of Catan 5-6 Player Expansion is, not surpisingly, a supplement to The Settlers of Catan board game.
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Have both Archers and Crossbowmen on Towers (five each) for a good defense. Concentrate on the mining and sell it at the market for Food. On several levels there is very little farm land, but you always find at least one resource available (Stone or Iron). Ballista are also great at taking out enemy troops on the castle walls, especially fire throwers. If needed, you can always take the six Engineers from them to make three more Ballista when the enemy counterattacks. The Trebuchets can attack the enemy castle well protected. Get a group of about eight built, with approximately twenty Archers and stick a couple Trebuchets in the middle of them. The Ballista is good at holding positions far from the security of your home base. Again, it makes the enemy easier to defeat without it producing more troops. Once destroyed, try to block it from being rebuilt by placing troops over its remains. When attacking a castle, concentrate on the enemy Barracks. It costs a lot of Wood, but it means they cannot make any troops and therefore very easy to defeat. Horse archers are very useful in this game, especially when aggressing enemy castles with Mongonels to help put big holes in enemy walls and a few swordsman as guard dogs.īy immediately placing a group of Woodmans Huts around a enemy base, then putting them to sleep, you will block the area and prevent him from building Barracks or a Mercenary Camp. Capitalize on them whenever you can.Ĭreate layers of walls around or in front of important towers and other targets that the enemy likes to knock down. Keep your money making resources (Food, Rocks, Iron, Pitch, or Weapons) protected, or put walls around them to keep them safe. It is very important to build faster than the enemy. Pause the game whenever you can to save time. It is easier to start at that point, in case your placement of some walls or towers do not work well. Try building the basic castle needs, such as a Marketplace, Mercenary Post, Granary, Stockpiles, and Industry Buildings, then save there. If your having a difficult time completing a level, try the following tips: They both have the same attack rate, defense rate, movement speed, and range. It is cheaper to buy archer bows and make Archers out of your barracks than it is to hire them from the mercenary post. You can sell crossbows for more than just wood and can sell swords for more than raw iron. Once you have flour, you can sell it for a profit or you can make bread and raise your taxes. You can use the extra available farm space to build wheat fields and mills to make flour. It is easier to build, manage, and supply Inns rather than food because ale lasts longer. This works if you do not want to wait until your Peasants fill up your campfire again, or you just need them immediately. Then just turn them back on when you are done and they will go back to work. There will be that many more in your available amount when buying Swordsman or something else. For example, put your Quarries (3 Peasants each) and Oxen to sleep. Use the following trick to get a lot of extra Peasants (more than the campfire limit of 24) for buying whatever kind of forces you need from the Mercenary Post or Barracks. |
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