geek
Recently Viewed
Hot Games
Agricola
Tomb
Battlestar Galactica
Le Havre
Race for the Galaxy
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Puerto Rico
A Touch of Evil, The Supernatural Game
Settlers of Catan, The
Dominion
Stone Age
Last Night on Earth: The Zombie Game
Arkham Horror
Power Grid
Race for the Galaxy: The Gathering Storm
Pandemic
How to Host a Dungeon
Axis & Allies Anniversary Edition
Carcassonne
Twilight Struggle
Reiner Knizia's Decathlon
StarCraft: The Board Game
Risk
BattleLore
Tigris & Euphrates
War of the Ring
Descent: Journeys in the Dark
Through the Ages: A Story of Civilization
Titan
Galactic Emperor
Caylus
Memoir '44 - Mediterranean Theater
Memoir '44
Twilight Imperium 3rd Edition
Galaxy Trucker
Commands & Colors: Ancients
Brass
World of Warcraft: the Adventure Game
Scrabble
Age of Empires III: The Age of Discovery
Age of Conan - The BoardGame
Quoridor
El Grande
Ticket to Ride
Hannibal: Rome vs. Carthage
Shogun
Arkham Horror - The Black Goat of the Woods Expansion
Football Strategy
Halo Interactive Strategy Game
New World: A Carcassonne Game
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
1
2 Posts
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
Dan Ryan
flag
Ok, so I'm a math geek, let me just get that out in the open from the beginning. I've come up with an idea for analyzing the board before initial placement, and I wanted to get some feedback.

I took what I consider an "average" mix of purchases for a player over an entire game: 3 Dev Cards, 4 Settlements, 3 Cities, 5 Roads. I then calculate how much of each resource will be needed to purchase all of this: 9 Brick, 9 Wood, 13 Wheat, 12 Ore, 7 Sheep. Then, I fudge a couple of numbers and divide by 3 to get easier to use numbers:

4 - Wheat, Ore
3 - Brick, Wood
2 - Sheep

I think of these as "global demand" numbers for the different resources throughout the game. To compute how "available" resources will be throughout the game, add up all the dots on the board for each resource and divide by the demand numbers above. You end up with an "availability index" for each resource; the higher the index the more available, the lower the index the more scarce (and hence valuable).

The way you use this index is up to you. Personally, I think just having a clear idea of what will be "cheap" to trade for and what will be hard to trade for is very useful.

For example: say 2 of the ore tiles get bad numbers and 1 gets a nice number. Then ore should have a very low index because its demand is 4 and there is not much supply. Nabbing that nice ore spot should give you a lot of trading leverage throughout the game.

However, placing only on resources with low availability is not necessarily the way to go (you could end up with terrible numbers or a strange mix of resources like brick and ore).

I realize that as actual settlements and cities show up on the board, the true "supply" no longer is total dots on the board for that resource, but I think the concept is still useful. Also, if you have a particular strategy in mind that you are set on using, this may not be as helpful...

Comments? How would you use the index to influence your placements?
Last edited on 2008-07-23 08:07:04 CST (Total Number of Edits: 1)
Geoff Burkman
flag
It's an interesting premise, although I think you might need some more concrete evidence of what an "average" mix of purchases is over the course of a game. I suspect you may be low on your assessment of development card purchases (a player will most likely need to buy at least 4 or 5 to secure Largest Army), as well as roads, and high on settlements (usually, one only needs to build two or three more beyond the starting settlements). Nonetheless, I think you've still come up with an accurate ranking of the five resources.

Honestly, I don't see much use for the index. Given a normal board, we already know that ore and brick are in shorter supply than the other resources, and thus both have their own pre-eminence depending on whether one adopts an Ore-Wheat strategy (cities and cards) or a Brick-Wood strategy (roads and settlements). An index is superfluous in telling me that if ore hexes comprise a "6", "4", and "2", I'm going to want to locate a settlement on that "6" hex if I can. Likewise, if there's an intersection next to "6", "5", and "9" hexes, I'm going to grab that spot pretty much regardless of what the resources are.

Beyond that, everything depends on how many players there are, and what one's turn order is. If I'm going 4th, how much help is this index going to offer me? I still need to maximize my resource potential, hopefully with a good mix of numbers, and different resources. I don't need an index for that.
 
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.