Nice video Treeck! If I may, two suggestions to improve your videos: 1) do the “pause here and tell x” for placements or key decisions in the game 2) talk us through your thought processes while analyzing situations such as “I was predicting these settlements outs with these setups” or “I predict player x will prioritize dev cards before expansion” etc. I’m sure you go through all these analyses while playing. It would be great to get to hear them out. Great job and keep the content coming:)
Hey Treeck! Great game. I have a question. Why did you choose the 61112 instead of the 65? You get better production on the 65 and you will stop red from getting more wood for their port (as they are looking to expand to the 65). The only reasons that I could come up with are the extra sheep (which is important for seafarers) and the 5 wheat would be blocked a lot by the robber. You also mentioned how the 65 would give you coordinated city production.
Hey Sheha! I'm glad you enjoyed the video. To answer your question: I think the 6/11/12 is better, because 1) It gives me more sheep - wood/sheep are pretty good in this scenario 2) I don't need extra wheat, I already have an 8-wheat and ore is rare 3) 6/5 will get blocked a lot, because they're often rolled numbers - 11 and 12 won't 4) Now I don't share spots with Cool_kp, who had an excellent set-up, and therefore he will receive a lot of blocks. I don't want to be blocked, just because I share a spot with him. It's also a reason why I blocked Zurules on the 3-brick at the start -- if he gets ahead, I receive extra blocks/steals.
Fog Islands / Oceania (I mean the one with the Fogs in the middle) - the most fun thing I think is the differences between the scenarios. You'll play differently on each map.
Hey Treeck, one strategy question for you. At 12:45 when you roll the robber, the play I envisioned was targeting a Wood or Brick steal, or trading for Wood or Brick, and then using the +2 to plow Green on the 3:1 port. This would put a large target on your back, but it effectively cuts green out of the game and sets you up well to get another +2 VPs for the other island discovery. Did you consider that play an option at the time? Do you think it’s too risky or makes you too much of a target in the mid game?
Hey Matt! Thanks for your question. I considered the option, but I felt - like you pointed out - the target on my back would be too big. Targets on your back can be okay, but you need to have high and wide-spread production to be able to deal with those robbers coming in. If I build a settlement at 12:45 I don't have a city up on the most powerful spot and I have created an extra enemy. This is still the right play, if I believe I will get cut off to the top island if I don't do it. But the longer I wait with building that settlement, the better I stay hidden from my opponents.
I preferred to not share spots with Red, who I believed would have a very strong opening of the game. Which would result in me being blocked more than I would like.
Hi Treeck, I have the impression that connecting two islands is very (too much ?) strong in seafarers of Catan because you can benefit the bonus points of exploration with a low number of ships. With some knights in your hands the pirate boat can not really block it. Do you think it is a balanced game ?
Hey Nicolas! What we have to keep in mind = Seafarers has very many scenarios and they all require different strategies. With that being said, on Heading for New Shores (what was played in this video), you won't win if you don't go to at least one island. But... In highly skilled leagues, like King of Catan, it's possible to win without going to the islands at all on HfNS, because the other players recognize your odds of winning are really low. This is why they will try to take advantage by trading with you a lot. So, on lower levels, it's imbalanced - but I believe that with more skilled players, players will find ways to win from every situation.
Great game! I don’t understand right at the end you’re at 10pts (11 with the VP) but when placing your house instead of getting +2 and having 13pts you actually get to 14? Did I miss something ? I rarely play seafarers, thanks !
11 points + 2 points from settling on the island = 13 indeed The settlement itself is the 14th victory point. (Yes, 3 points for one settlement is a little broken)
At 19:50 could you have built the ship up from the 6 wood, rather than moving the robber. You'd have had your knight in hand to save for unblocking production or the island at a later stage. However, you'd look slightly less of a threat without the largest army without actually being less of a threat as you can reposition the ship before building the final settlement.
Thank you for watching and/or reading the comments! 😊 Keep in mind: if you're not subscribed, I take your ore 😉
Nice video Treeck! If I may, two suggestions to improve your videos:
1) do the “pause here and tell x” for placements or key decisions in the game
2) talk us through your thought processes while analyzing situations such as “I was predicting these settlements outs with these setups” or “I predict player x will prioritize dev cards before expansion” etc.
I’m sure you go through all these analyses while playing. It would be great to get to hear them out.
Great job and keep the content coming:)
Hey Shiva! Thank you for your suggestions, they are very good 🙂 glad you enjoyed the video!
Good stuff as always Treeck!
Thank you DyLighted! I appreciate it 🙂
Hey Treeck! Great game. I have a question. Why did you choose the 61112 instead of the 65? You get better production on the 65 and you will stop red from getting more wood for their port (as they are looking to expand to the 65). The only reasons that I could come up with are the extra sheep (which is important for seafarers) and the 5 wheat would be blocked a lot by the robber. You also mentioned how the 65 would give you coordinated city production.
Hey Sheha! I'm glad you enjoyed the video.
To answer your question: I think the 6/11/12 is better, because
1) It gives me more sheep - wood/sheep are pretty good in this scenario
2) I don't need extra wheat, I already have an 8-wheat and ore is rare
3) 6/5 will get blocked a lot, because they're often rolled numbers - 11 and 12 won't
4) Now I don't share spots with Cool_kp, who had an excellent set-up, and therefore he will receive a lot of blocks. I don't want to be blocked, just because I share a spot with him. It's also a reason why I blocked Zurules on the 3-brick at the start -- if he gets ahead, I receive extra blocks/steals.
@@Treeckosaurus Thank you!
That 7 near the end 😰
Nice game!
Thank you! Yea - that was nerve-breaking
I also can't get over the German Collusion comment by Straus hahah!
Hahaha! It's a KoC meme 😂
I always love me some good seafarers gameplay! 💛
What is your favourite seafarers scenario?
Fog Islands / Oceania (I mean the one with the Fogs in the middle) - the most fun thing I think is the differences between the scenarios. You'll play differently on each map.
What is your favorite?
Hey Treeck, one strategy question for you.
At 12:45 when you roll the robber, the play I envisioned was targeting a Wood or Brick steal, or trading for Wood or Brick, and then using the +2 to plow Green on the 3:1 port. This would put a large target on your back, but it effectively cuts green out of the game and sets you up well to get another +2 VPs for the other island discovery.
Did you consider that play an option at the time? Do you think it’s too risky or makes you too much of a target in the mid game?
Hey Matt! Thanks for your question.
I considered the option, but I felt - like you pointed out - the target on my back would be too big. Targets on your back can be okay, but you need to have high and wide-spread production to be able to deal with those robbers coming in. If I build a settlement at 12:45 I don't have a city up on the most powerful spot and I have created an extra enemy.
This is still the right play, if I believe I will get cut off to the top island if I don't do it. But the longer I wait with building that settlement, the better I stay hidden from my opponents.
nice game! thanks for video
I'm glad you enjoyed the video! 👍
Why didnt you put your 2nd house on 8/10 wood/sheep and point down or 5/6 wheat wood and point up?
I preferred to not share spots with Red, who I believed would have a very strong opening of the game. Which would result in me being blocked more than I would like.
Great video! I know it’s seafarers, but it’s crazy that you only had 4 bricks total throughout the entire game!
Only 4? That's interesting. I'm glad you enjoyed the video!
Hi Treeck, I have the impression that connecting two islands is very (too much ?) strong in seafarers of Catan because you can benefit the bonus points of exploration with a low number of ships. With some knights in your hands the pirate boat can not really block it. Do you think it is a balanced game ?
Hey Nicolas!
What we have to keep in mind = Seafarers has very many scenarios and they all require different strategies. With that being said, on Heading for New Shores (what was played in this video), you won't win if you don't go to at least one island.
But... In highly skilled leagues, like King of Catan, it's possible to win without going to the islands at all on HfNS, because the other players recognize your odds of winning are really low. This is why they will try to take advantage by trading with you a lot.
So, on lower levels, it's imbalanced - but I believe that with more skilled players, players will find ways to win from every situation.
@@Treeckosaurus Ok thank you for your answer !
Great game! I don’t understand right at the end you’re at 10pts (11 with the VP) but when placing your house instead of getting +2 and having 13pts you actually get to 14? Did I miss something ? I rarely play seafarers, thanks !
11 points + 2 points from settling on the island = 13 indeed
The settlement itself is the 14th victory point.
(Yes, 3 points for one settlement is a little broken)
At 19:50 could you have built the ship up from the 6 wood, rather than moving the robber. You'd have had your knight in hand to save for unblocking production or the island at a later stage. However, you'd look slightly less of a threat without the largest army without actually being less of a threat as you can reposition the ship before building the final settlement.
The idea makes sense. However, it's not allowed with the Seafarers rules to have a road be next to a ship. There's has to be a settlement in between.
@@Treeckosaurus Yes, I mean from the 6 wood on the top right island, point the ship up in either direction.
Oh, now I get it. Good catch! Would have been better indeed.
Are u dutch?
I am, yeah
Hey you sound like you are en dutchman
You're right!