number swaps don't have to be used just to help you, if your numbers are all good/decent you can use them to swap unsettled and bad hex numbers onto your opponents whose numbers are popping off
You had the win. Building one road to the 5 sheep(brick port) and placing a knight there to cut blacks road. That gives you the road back. And you should have used the card for stealing 2 resources before getting more points than them. I'm so annoyed right now 😂
As I mentioned in some other comments, learning these games/variants the old-fashioned way (reading the provided rulebook) can create some problems. I don't think the original C&K rulebook makes it clear that this is a "legal move." I may be wrong, since I don't own the game and I am relying on my memory. A good example of what I mean is that the 1st edition of base Catan in English implies that anyone can trade with anyone at any time, which is clearly NOT what Klaus intended.
This was so fun to watch 😄 Also I think black could've placed a knight on the 10 5 desert and cut your road in half, but I'm not sure bc I haven't played c&k too much
Elly, I have only played Seafarers 2 or 3 times, which were all FtF games with the same four people in a single session. None of us realized that the "maximum road/ship" could be greater than 15. It's weird how computer versions of a game enforce the rules correctly and can change outcomes. The strict rules of Monopoly are brutal in terms of the housing shortage. You can't just plunk down $1000 (or whatever it is) and build two hotels on Baltic and Mediterranean if there aren't 8 houses in the bank, for example.
Another good example is Downforce. My nephews and I LOVE this game. We probably played it six times before we realized the full power of moving other players' racecars in deliberately weird/funky ways. We finally "saw the light" by watching a UA-cam video. So, keep up the good work!
Yet another example is Puerto Rico. I played the computer version long before I owned a copy of the actual game. The English version of the rules are sort of poor. I don't think I could have made the game fun for my family without knowing in advance how it was supposed to work.
First foray into seafarers!
number swaps don't have to be used just to help you, if your numbers are all good/decent you can use them to swap unsettled and bad hex numbers onto your opponents whose numbers are popping off
Oooooooooo you’re right
This is why I am only an average player. That never even occurred to me. I will definitely use this tactic in the future.
You had the win. Building one road to the 5 sheep(brick port) and placing a knight there to cut blacks road. That gives you the road back. And you should have used the card for stealing 2 resources before getting more points than them. I'm so annoyed right now 😂
Ooo I didn’t realize I could cut the road like that
As I mentioned in some other comments, learning these games/variants the old-fashioned way (reading the provided rulebook) can create some problems. I don't think the original C&K rulebook makes it clear that this is a "legal move." I may be wrong, since I don't own the game and I am relying on my memory. A good example of what I mean is that the 1st edition of base Catan in English implies that anyone can trade with anyone at any time, which is clearly NOT what Klaus intended.
when u have aqueduct its a good idea to number swap to reduce your number diversity
Omg genius
This was so fun to watch 😄 Also I think black could've placed a knight on the 10 5 desert and cut your road in half, but I'm not sure bc I haven't played c&k too much
Elly, I have only played Seafarers 2 or 3 times, which were all FtF games with the same four people in a single session. None of us realized that the "maximum road/ship" could be greater than 15. It's weird how computer versions of a game enforce the rules correctly and can change outcomes. The strict rules of Monopoly are brutal in terms of the housing shortage. You can't just plunk down $1000 (or whatever it is) and build two hotels on Baltic and Mediterranean if there aren't 8 houses in the bank, for example.
Another good example is Downforce. My nephews and I LOVE this game. We probably played it six times before we realized the full power of moving other players' racecars in deliberately weird/funky ways. We finally "saw the light" by watching a UA-cam video. So, keep up the good work!
Yet another example is Puerto Rico. I played the computer version long before I owned a copy of the actual game. The English version of the rules are sort of poor. I don't think I could have made the game fun for my family without knowing in advance how it was supposed to work.
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In your last turn you could have ported wheat and ore to connecct your roads and win.