Your first city needs to be on the 6-3-11. It's so much easier to snowball when you're getting 3 ore on a 3 roll instead of 2. You have plenty of wheat to city on the 10-9-5 whenever the 3 rolls, then your production will be enough to pop more devs and still get army, and even possibly city the 4-11-3 to open up your ability to settle again if the right rolls come (plenty of space in the southwest). The way you played it there just wasn't a path to 10 points unless you got really lucky with devs.
Good idea, a little bit of hindsight tho. The 3 happened to roll a lot, I think the 9 5 10 is slightly safer and more flexible. He was behind so maybe taking the gamble on citying the 3 is the play, it's hard to say. He 100% shoulda considered the 6 3 11 city.
@@S1mply_Connected It's true that I did know the 3 over-rolled when I typed the comment but he has no chance of winning either way if the 3 doesn't roll, so you kind of need to make every 3 roll "worth it" by putting the city there IMO.
@@kevinuy399 I agree with you. Even with the first city on the 9/5/10, Wanderer had several chances to city on the 3 ore, but he chose to buy devs when the production boost was more important, IMHO.
Pointing down was definitely not the greatest idea either. Blue needs wheat. It gives him the side by side. I believe blue tossed this game. Expanded way too much when all he needed was devs. Doubling up the five was insane. It wasn’t w good idea. The reason why I believe he tossed the game was because orange kept blocking you. I don’t believe that stopped you from winning. Red got double plowed and still won somehow. I did like his set up. I totally would’ve given up if I was red. Kudos to him for pushing on and eventually winning.
I really don't like the 6 3 11 for 2nd pick. All that extra sheep is just wasted since you're not getting a 3:1 port, 3 ore is almost useless, and even if you value the 11 wheat for some reason, the 5 4 11 still gives it to you, but gives you the roads to expand. Seems like even the 8 4 to 4 3 11 would be better.
@@Northwoods309 Who cares? You're still in a better position. And blue almost certainly takes the 5 4 11 over the 4 3 11 if you leave both those open for the starting wheat, better road path, better road mats, and better production
not your best game... but you'll get back again :) your second pick was too greedy, and because of the low wheat, it was likely that Blue would block your expansion there.. you also sacrificed production for Devs, and ended up with knights you couldn't use...
I think orange was just bad and robbing strictly for the wheat. He was also really greedy with trades.
Jeez, what was orange thinking? So bizarre...
Your first city needs to be on the 6-3-11. It's so much easier to snowball when you're getting 3 ore on a 3 roll instead of 2. You have plenty of wheat to city on the 10-9-5 whenever the 3 rolls, then your production will be enough to pop more devs and still get army, and even possibly city the 4-11-3 to open up your ability to settle again if the right rolls come (plenty of space in the southwest). The way you played it there just wasn't a path to 10 points unless you got really lucky with devs.
Good idea, a little bit of hindsight tho. The 3 happened to roll a lot, I think the 9 5 10 is slightly safer and more flexible. He was behind so maybe taking the gamble on citying the 3 is the play, it's hard to say. He 100% shoulda considered the 6 3 11 city.
@@S1mply_Connected It's true that I did know the 3 over-rolled when I typed the comment but he has no chance of winning either way if the 3 doesn't roll, so you kind of need to make every 3 roll "worth it" by putting the city there IMO.
@@kevinuy399 I agree with you. Even with the first city on the 9/5/10, Wanderer had several chances to city on the 3 ore, but he chose to buy devs when the production boost was more important, IMHO.
Pointing down was definitely not the greatest idea either. Blue needs wheat. It gives him the side by side. I believe blue tossed this game. Expanded way too much when all he needed was devs. Doubling up the five was insane. It wasn’t w good idea. The reason why I believe he tossed the game was because orange kept blocking you. I don’t believe that stopped you from winning. Red got double plowed and still won somehow. I did like his set up. I totally would’ve given up if I was red. Kudos to him for pushing on and eventually winning.
I really don't like the 6 3 11 for 2nd pick. All that extra sheep is just wasted since you're not getting a 3:1 port, 3 ore is almost useless, and even if you value the 11 wheat for some reason, the 5 4 11 still gives it to you, but gives you the roads to expand. Seems like even the 8 4 to 4 3 11 would be better.
Then blue takes 4 3 11 and points right...
@@Northwoods309 Who cares? You're still in a better position. And blue almost certainly takes the 5 4 11 over the 4 3 11 if you leave both those open for the starting wheat, better road path, better road mats, and better production
not your best game... but you'll get back again :)
your second pick was too greedy, and because of the low wheat, it was likely that Blue would block your expansion there.. you also sacrificed production for Devs, and ended up with knights you couldn't use...