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Strategic Musings on Ora et Labora

Jesse Dean
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To new players Ora et Labora is a strategically ambiguous game. The decision tree is fairly extensive with enough things that seem to be good that it can sometimes be difficult to identify what moves are good and which are merely distractions. While even at thirteen plays I think I have a lot to still learn, I think I have learned enough that it is worth starting a discussion on Ora et Labora strategy. I have only played the four player game once, and have not played the two player game so I expect most of these suggestions are most useful for the three player game. Additionally, I have played Ireland a lot more than I have played France, and I suspect that my perspective of what is good is warped a little bit based on that. Most of these principles should be useful regardless of player count or scenario though.

Your First Action As First Player Should Be To Take Wood
Using your first action for wood is useful for two reasons. The first is that it immediately clears off a space on your board, allowing you to start planning your settlement placement without being pushed into taking wood later on when there are better options available. The second reason is that it enables you to use your second action to build the Cloister Courtyard and thus trade three different resources into six identical resources. This is useful because there are a number of significant buildings that convert unlimited amounts of a basic resource into useful advanced goods. The Cloister Courtyard enables you to gather large amounts of those resources and thus set yourself up to use these conversion buildings more efficiently.

Your First Action As Second Player Should Be To Take Wood
In addition to enabling you to immediately prepare yourself for the A settlement phase as noted above, taking the two wood puts pressure on the first player, forcing them to build the Cloister Courtyard on their second action rather than allowing them the flexibility to perform other actions before their construction action. If they choose to ignore this pressure then it lets you build the Cloister Courtyard and use it immediately. Otherwise you can build the Priory, which lets you use any building occupied by the Prior, and immediately use the Cloister Courtyard anyway.

Bonus Actions Are Key
In general, each player has a limited, equal number of actions during the course of the game, with the exact number of actions dependent on the number of players. The only way to break this limit is to construct a building and use the prior to immediately take a bonus action. The momentum gained by placing a building and getting an action at the same time is enough that it is usually best to maximize the number of bonus prior actions during the course of the game. The best way to do this is to use up your workers as fast as possible, either by maximizing your ability to place workers on your own board to perform actions or by having buildings that other people want to use.

Constructing buildings that are good places to use your secondary workers helps this greatly. Buildings that provide you with a way to get scenario-specific goods, let you use other people’s buildings while still using up one of your workers, let you clear land while using up one of your workers, or are just easy to use without a lot of requirements are very good for this as they let you easily and efficiently move back to the point where you can place your prior and thus maximize the number of your bonus actions.

Maximize The Use Of Late Game Buildings Through Combos
Particularly later in the game when you are going to have a limited number of worker refreshment cycles to take advantage of the buildings that give you a large number of victory points with a single action, having ways to use the same building repeatedly can be particularly powerful. In Ireland these buildings are the Priory and the Grand Manor. In France they are the Priory, Palace, and Cloister Garden. At first I underestimated the value of these buildings, but now I see them as the primary way to get serious points out of goods, by allowing you to use the Wonder buildings multiple times in a row, or settlements, by letting you use the Castle multiple times in a row. .

You Cannot Ignore The Settlement Phase
While you may initially feel “less pressure” from the Settlement Phase then you do from the feeding phases in Agricola or Le Havre, that does not make the Settlement Phase any less important than the feeding phases in either of those games. If you handle the Settlement Phase poorly you will lose to those who are able to maximize their settlement capabilities. It is important to start thinking about how, where and when you are going to arrange your settlements from the very beginning of the game. This is largely because maximizing the points earned from the dwelling values of your buildings requires you to place them in-between as many of your settlements as possible and being able to do this requires you to not only clear out forests and moors, but also clear them out at the right time. With a bit of planning, it is possible to earn 20-30 bonus points from a high dwelling value building, and even with scores in the 200-300 range this is extremely significant.

The settlement phase really deserves its own article (with pictures and the like) of its own, but for now I will just encourage you to treat the settlement phase with the same seriousness you would treat the feeding phase in Agricola or Le Havre.

The Most Valuable Of The Basic Goods Is Livestock
While other goods can be more valuable with conversion actions, sheep are the most valuable basic good because of their high native food value of 2. A single use of the cloister courtyard for sheep is sufficient to produce enough food for any of the early to mid-game settlements, and a group of them is a useful building block towards placing the Village and Hilltop Village. They are also fairly easy to convert into even larger amounts of food with the Slaughterhouse, and in Ireland can be used to get money without actually consuming any resources using the Spinning Mill. So unless you have a specific need for a particular resource, it is usually best to take livestock due to their high value in their natural state.

Scenario Goods Are Important
While it might be possible to win Ora et Labora without paying attention to Whiskey and Beer (in Ireland) or Wine and Bread (in France), not having access to either of them makes the game much more difficult. This is because these goods are the easiest way to get reliquaries, which are both required to get wonders and very valuable in their own right (worth 8 victory points each). I have done very well both investing a great deal of time in getting large amounts of beer/whiskey and wine/bread and have also done very well simply using the secondary buildings that give smaller amount of these resources, but ignoring them entirely does not seem to be a real option.

Do Not Buy Too Much Land
It is very easy, particularly for new players, to buy more land then strictly necessary. Resist this urge. You will generally only need to purchase two or three land tiles over the course of the game, mostly because there are only so many buildings that can be constructed over the course of the game, but also because the settlement phase rewards you for having lots of buildings close together. If you have buildings randomly spread across a half-dozen terrain tiles you will not be maximizing your settlement points.

The only situation where I think this could be violated is if you are able to put together a strong Irish Festival Ground strategy, which gives you points based on the number of forest and moor tiles that you have on your board, but even then you probably should be using the Bulwark as much as possible to get the additional terrain tiles rather than the just spending money.

Watch For Disruption Potential
Ora et Labora rewards players for successfully executing particularly intricate chains of actions. By maintaining a strong awareness of what other players are doing, and how important it is to them to do it at a particular moment in time, you can take actions with their workers and potentially throw their entire chain out of whack with a potentially big impact on their score. Of course, this only works if you do not have a similarly tight action chain or at the very least are aware enough of points in the game where you have enough flexibility to be a disruptive source.

Abuse The Hospice/Guesthouse
While there are a lot of buildings I am fond of, none of them quite equal the Hospice/Guesthouse. Particularly with the three player game, where a large number of buildings go unbuilt, the Guesthouse allows for an amazing amount of flexibility. This is particularly useful when combined with the Grand Manor/Palace and the Priory, making it possible to use a variety of different unbuilt buildings or using the same unbuilt building three times in a row.

Conclusion
I still have a lot to learn about Ora et Labora, and it is quite possible that in another dozen plays I will look back at my advice here and laugh at a few things. So far I have found these to be pretty good rules of thumb while playing Ora et Labora. This really is an impressive design, and the way the web of conversion chains, actions, and requirements weave together creates a rich and rewarding experience that provides strategic avenues without really giving you one of a set number of paths to follow. Right now I am working with my local gaming partners to experiment with the relative value of extreme strategies focusing on settlement points vs. goods points, and determining if either one is better than a hybrid between them. I suspect after this I will start to look at the Festival Ground in more detail and then see what sort of additional strategies are possible with France. How have your early experienced with Ora et Labora been?
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Subscribe sub options Fri Feb 3, 2012 7:57 pm
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Kaiwen Zhang
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so... what should the 3/4 players do on their first turn?
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  • Posted Fri Feb 3, 2012 8:05 pm
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Jesse Dean
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It depends on their long term strategy. I am third player a lot and when players who are earlier in the turn order do not get wood, I will do that. Otherwise I will pick a building that fits into my overall plan and start working towards getting that.
 
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  • Posted Fri Feb 3, 2012 8:29 pm
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Jeff Lingwall
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I agree- ignore the settlement phase at your peril. Even completing two wonders couldn't beat excellent settlement placement.
 
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  • Posted Fri Feb 3, 2012 9:39 pm
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Jerry Hagen
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jlingwal wrote:
I agree- ignore the settlement phase at your peril. Even completing two wonders couldn't beat excellent settlement placement.


[ Completing wonders + pretty good settlement points ] should be competitive with [ no wonders + excellent settlement points ] though. As always there are tradeoffs.

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  • Posted Fri Feb 3, 2012 10:08 pm
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Chrystian Chanse
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Great article! Some very solid food for thought.

I find the wood/wood play for player 1 and 2 really the major point of disagreement I have.

My opening turns are usually highly dependent on what opponents are doing (obviously), but I strongly favor 2 gold when playing the French Variant (I find Cloister Garden to be amazingly powerful), as it makes a very strong opening bid toward that building, and let's me snipe goods that accrue too highly on the wheel later on in the game.
2 gold is also a reasonably strong opening if you invest it immediately in the purchase of a coast tile (on the Ireland variant)-- thus claiming early coast builds by a wide margin (this is doubly true if both the wild and the coin token get taken in the first round). I find having to fight for the coast purchase turns off a great many players, but maybe that's just my groupthink at work.

Additionally (and perhaps almost as important), taking the wood early can make later turns where you get blocked particularly painful. I've personally come to believe that the wood and peat resources are usually better taken during your "swing turns", or when someone issues you a work contract and thus, blocks your remaining moves. Not starting a wood-hoarding race leaves a little more breathing room for everyone involved.

The last difficulty I have with jumping on wood so early is that it telegraphs the purchase of the Cloister Courtyard, and I will -happily- build the Priory immediately after, use it, and trade in resources.... for 6 wood, even, sometimes.

Generally speaking, the Cloister Courtyard -is- quite powerful, but really, the net gain of resources is only +3 (trading in 3, to receive 6). Later moves should be netting 5 or more resources with a single action, ImO.

I would further stress the "Look for Disruption Potential" paragraph in your article; the more I play, the more I have come to realize that blocking by issuing a work order can be horribly crippling to the tempo of another player.
Thus, something I would add is:
"Always have enough money to issue a work contract".
Not having the funds required (1 or 2 coins) limits your options severely; not only are you lacking an "out" by paying someone else to utilize a work contract defensively, but you also aren't able to effectively steal someone's Prior who sat on it too long, or force someone into simply cutting peat or wood instead of using a building.

Along the same vein, watching what resources your fellow players have available for building is very very important. There's no use harvesting 4 stone if the guy sitting across from you is just going to buy the Round Tower out from underneath you. Don't let your building plans be blocked by tunnel-visioning yourself; grabbing resources in general is fine-- trying to race someone else to a building, less ideal.

That said, if you have a monopoly on say, the Palace or the Castle, feel free to put off the building of it until the last possible moment; often times you can bait other players into trying to "race" you for it.

Once you reach the D or E settlement phases, count turns; you strongly want to avoid wasting later turns to acquire excess resources-- unlike in Le Havre, they will rarely be able to be turned into point when crunch time rolls around. You want the least amount of leftover building resources left over on the last turn of the game.


Anyway. Again, great read-- good fundamentals. Thumbs up.
I think it's interesting you focus so strongly on relics and Wonders; I've never built a Wonder in any of the games I've played. I'm only average, though; having played only 3 and 4 player games, my scores hover between 230-250 pretty consistently, and I -know- I can tighten that up.
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  • Posted Fri Feb 3, 2012 10:39 pm
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Matthew Tadyshak
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I like building the Priory. Being able to use buildings twice in a row is pretty nice.
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  • Posted Fri Feb 3, 2012 11:02 pm
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My most recent game was France 4p and while we were all fumbling around quite a lot, Castle/extra settlement/no wonders squeezed past lots-of-tasty-stuff for a 1 point victory. Priory/Cloister Garden/Vineyard/Quarry in a clump (and winery elsewhere) is a juggernaut that I assume more experienced opponents would have never let a single player build, though.

BTW, for those momentarily confused:

Quote:
Your First Action As First Player Should Be To Take Wood
Your First Action As Second Player Should Be To Take Wood


First player uses the joker, second player uses the wood marker.
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  • Posted Fri Feb 3, 2012 11:48 pm
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Jeff Lingwall
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jhagen1908 wrote:
jlingwal wrote:
I agree- ignore the settlement phase at your peril. Even completing two wonders couldn't beat excellent settlement placement.


[ Completing wonders + pretty good settlement points ] should be competitive with [ no wonders + excellent settlement points ] though. As always there are tradeoffs.



I was so uber-focused on the wonders that I missed a settlement phase completely.
 
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  • Posted Sat Feb 4, 2012 3:09 pm
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Jesse Dean
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Praktyss wrote:

I think it's interesting you focus so strongly on relics and Wonders; I've never built a Wonder in any of the games I've played. I'm only average, though; having played only 3 and 4 player games, my scores hover between 230-250 pretty consistently, and I -know- I can tighten that up.



This may simply be a result of the fact that I am guilty myself of focusing almost exclusively on settlements to the point of sometimes ignoring wonders, and have been forcing myself to get as many points through goods/wonders as possible lately in order to push myself out of my comfort zone (to reasonably good effect).

As for the wood, I did note I have mostly played Ireland where early coins are only really useful for buying a coast, which is nice but not overwhelming.
 
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  • Posted Mon Feb 6, 2012 1:40 pm
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philihp
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I think P3 should get clay, and P4 should get coins.

I can't remember Ireland, but in France you'll need a second clay for the Bakery (to make bread), the Windmill (to get grain), and the Builders' Market (which is the easier way to get stone early).

Assuming P2's getting wood with the joker forces P1 into buying the Cloister Courtyard on his second turn, he can build the Priory and use his Prior on it to use P1's Cloister Courtyard.

Then P3 can either build the Bakery, Windmill, or in a 4-player game gambit with the Grain Storage to get 6 grain in hopes that P4 will not get wood and build the windmill before him.
 
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  • Edited Thu Feb 9, 2012 5:07 pm
  • Posted Thu Feb 9, 2012 5:06 pm
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Rainer Ludwig
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Morganza wrote:

BTW, for those momentarily confused:

Quote:
Your First Action As First Player Should Be To Take Wood
Your First Action As Second Player Should Be To Take Wood


First player uses the joker, second player uses the wood marker.


I agree that in general, if you have the choice between joker and specific marker (i.e. when they're on the same field, usually), taking the joker is better (especially when it's far up the wheel) because you deny the other players using the joker for a resource whose marker is behind.

In the suggested opening sequence, however, it might be better for player 1 to use the wood marker, so if player 2 uses the joker *for something else* than cutting wood, the other players can't creep in anymore.
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  • Posted Wed Mar 14, 2012 10:36 am
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Kurt R
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I played my first three games this week so I can finally read this article. I think taking the wood is a good idea and is what I did in my first game. In the next two, however, I went for buildings first b/c I had seen myself fall behind in buildings in previous game(s).

Right now I find myself most confused about when to go for goods vs take a building. In all three games, I'm the guy who ended with fewer buildings and spent more time using his buildings rather than buying new ones. It's just when a good gets really high, i.e. 5+, I can't help but take it even if I don't need it at the moment.

Anyway, I'd be curious to know if you have any updates on strategy tips.
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  • Posted Tue Mar 27, 2012 12:49 am
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Kurt R
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So I'm back after a few more games under my belt and some thoughts. Mostly acquired from 2P plays FYI.

1) I agree that the Cloister Courtyard is my first target if I can acquire it.

2) My next target is probably the Stone Merchant, after that the False Lighthouse. Getting a leg up in stone means I will have the advantage in the Brewery and/or Sacred Site.

3) I also agree that sheep is very valuable early on, both for food and for converting to stone. Either take from the wheel or use the Courtyard to get 6; it's well worth it.

4) I want to get either the Cloister Courtyard or the cheapest coastline; don't want to let my opponent have both.

5) I seem to be stuck in a pattern in that I want to collect wheat, turn it to hay/malt, get beer, then use the Cooperage to get whiskey and get my relic points that way. The other way of getting different types of resources and getting wonders seems less efficient (b/c you can get money and food along the way with your beer), and I wonder if my adherence to this path will cause me problems down the road or if the game will start to lose its luster.

6) Ideally, I'd have the Malt House, Brewery, and Cooperage, but I usually end up with the Brewery as per #2 above.

7) Is it me or does the Cooperage seem like the one building that stands out the most? I either want to get it or be very, very aware of its availability and pay my opponent to use it when I can. I either want to benefit from it or at least keep it from building up too high for someone else. It's the one building I constantly watch.
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  • Edited Sun Apr 8, 2012 4:35 pm
  • Posted Sun Apr 8, 2012 4:23 pm
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Jesse Dean
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In three player Cooperate is only sometimes useful. Typically we are too aggressive with using the wold for it to ever be that great, and usually if it is used, it is only once during a game.

We have also seen the Stone Merchant get a lot of attention because there are some very useful early stone buildings. I love the Sacred Site, but France has the equally useful Marketplace for 2 stone. Though we also have found out that it is very easy to have too much stone in the end game, where if you have a lot of clay you can convert it en masse to pottery or build some larger buildings.

I sometimes win with the malt path, but just as frequently I do not. Wonders are nice and all, but the real points are from settlements. You probably just need to try playing against people outside of your group at some point. Also three players complicates things nicely, and I think is probably the best player count for it.
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  • Posted Sun Apr 8, 2012 4:50 pm
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Clyde Wright
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I've now won a few games without ever needing the Cloister Courtyard...
 
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  • Posted Sun Apr 8, 2012 5:07 pm
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Kurt R
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clydeiii wrote:
I've now won a few games without ever needing the Cloister Courtyard...

Oh, I'm sure. But are you saying that as in you had the chance to build it but went for something else instead or someone else built it and you just never used it? I'm asking out of curiosity from a "best first move" perspective. And if you eschewed the CC when you had the choice, what did you take instead?
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  • Posted Sun Apr 8, 2012 5:14 pm
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Clyde Wright
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I chose not to build it. I think there are many other good opening builds.
 
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  • Posted Sun Apr 8, 2012 9:08 pm
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Markus A
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I feel I might be joining this discussion a bit late but I'll throw in my $0.02 anyway.

I question the need for wood in the first action and question the need for the Cloister Courtyard as well?
The net gain for the cloister Courtyard is only three resources even if the action gives you 6 of the same type.

Imho the Priory is a much stronger opening move. My experiences also tells me that the first player with the opportunity will buy it. So, if you don't get it fast you most likely won't be able to at all.

Wood, coins and Cloister courtyard are left for the other players as sort of a consolation prize.

Now, the first article was very well written and I only say my personal opinion which is based on my very limited experience. In the end I might be wrong and both wood and Cloister Courtyard is an awsome start?

Placement of the colonies is my greatest headache. It doesn't matter where I place them, it always turn out to be the wrong place anyway.
(Not really true but it feels that way.)
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  • Edited Tue Apr 17, 2012 9:50 am
  • Posted Tue Apr 17, 2012 9:50 am
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philihp
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I agree, and in fact I usually open buying the Priory. Someone else will usually buy another building and use his Prior on it. Then on my second turn, I can use a Layperson on the Priory to use that building and keep my Prior free for a 3rd or 4th round buy.
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  • Posted Wed May 9, 2012 7:20 am
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Mike E


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Hey all...thanks for all the great advice. Been visiting this forum for awhile but a first time post for me. Love Uwe's games, started with Agricola and now this!

I too must join the slow chorus of dissent from the opening wood action...I believe that in the Irish variant one of the better opening moves is most certainly the gold. It secures the first and only 3-gold cost and I've found can really get you some great points by placing the false lighthouse (a great card in it's own right), houseboat (1 wood for 10 points? sign me up) and your fishing village right on that coast. Quite the combo so early on.

As far as settlement placement, agree, very critical, I've found diamond patterns are successful, i.e. settlements that surround a high-point card in a diamond shape. To the earlier point of not buying too much land, you don't need a lot to acomplish this (one coast strip is adequate). You want to maximize the card that goes in the middle of these villages, such as the sacred site or bullwark that have high "red" point values.

These are just my musings from having my butt kicked plently of times by my far superior wife (; , but it's fun to relay. Thanks for the forum!
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  • Posted Sun May 20, 2012 11:40 am
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