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SETTLERS OF CANAAN - Game Details

Thursday, February 23, 2006

GAME 1

Jim (12) - Jack (9) - Scott (7) - Coop (3)

We gathered outside under Jack's new pearly white pagoda for the latest game night. Coop, fresh from his initiation in Key Largo, was ready to do battle. After passing around the cigars, things got underway. Jack occupied the north and proceeded to secure the longest road but couldn't get enough sheep rolls to maximize his port on the Sea of Galilee/Chinnereth. Coop looped around the southern part of the sea but ran out of room to maneuver. Scott concentrated in the eastern breadbasket and tried using the grain port to maximize his return. But Jim built and remained strong in the south, eventually connecting to build one stone for Jerusalem. With the King's Blessing, a multitude of Priests, and a Development Card VP, he forged a win. As the game was winding down, Crosby appeared on the scene and Jack wrestled with a bottle of Reisling, jerry-wrigging a corkscrew to extract a wayward cork. But then, we found ourselves with five players…

Game Set-up Order:
Jack, Coop, Jim, Scott, Scott, Jim, Coop, Jack

VP Cards:
Longest Road - Jack
King's Blessing - Jim
Most Priests - Jim

Strategies:
Jim - Cities & settlements
Jack - Longest road
Scott - Cities & settlements
Coop - Cities & settlements

Miscellaneous:
Most frequent resource rolls - 5, 8
Black stones placed - 8

Colors:
Jim - blue
Jack - green
Scott - white
Coop - red

 

GAME 2

John (12) - Jack (10) - Scott (8) - Coop (6) - Jim (6)

What would a 5-player game hold in store? Would all the strategies that had worked in the past get tossed out the window? Would there be room to maneuver? Would trading become even more important? And why did Jack love Bob Seger's "Turn the Page" and Scott didn't? After the initial set-up, it became apparent how more crowded the board would be with five guys. The south was a mess, with everyone but Jack carving out little islands for themselves. Jim had the tough job of placing first, which kept him at the bottom of the board the whole game. He thought about going after the longest road all along the very bottom hexes and then building stones for Jerusalem, but he wound up getting split and unable to concenrate his network. Likewise, Scott was split in the south, but had slightly more room to maneuver as he was once again looking for grain in all the wrong places. He did manage to slip into the stone-building derby and capture the VPs for the King's Blessing. Coop was split east/west on either side of the Sea, trying to capitalize on the timber port. And Jack built his own little Great Wall of Canaan around the four northwesternmost hexes on the board. But John pounded his way to victory by building his cities and settlements and keeping his options open by staying away to the north. The copper hex paid off for him in the long term as did the sheep port. A turn prior to the end, John was prepared to go out but a pair of plagues hit him hard, and a priest card of Jim's stole another card from his hand, leaving him one short of the win. But it mattered not.

At the end of both games, 8s were rolled 22 out of 109 times – an amazing 20.2%, as opposed to the statistical 13.9% they should have come up. And 11s were seen 11% (double the normal 5.6%). Astoundingly, 7s only showed 11.9% (well below the 16.7% expected). With only 51 total rolls the 5-player game was one of the shortest games we had played.

Game Set-up Order:
Jim, John, Scott, Jack, Coop, Coop, Jack, Scott, John, Jim

VP Cards:
Longest Road - Jack
King's Blessing - Scott
Most Priests - Jim

Strategies:
John - Cities & settlements
Jack - Longest road
Scott - Cities & settlements
Coop - Cities & settlements
Jim - Longest road, stones for Jerusalem

Miscellaneous:
Most frequent resource rolls - 8, 9
Black stones placed - 5

Colors:
John - orange
Jack - green
Scott - white
Coop - red
Jim - blue

 

 

 

 

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