Strategy Guide: How to Win More Often
Dice luck evens out over a game – good decisions don’t. These tips help you pick better starting spots, trade smarter and know when cities, roads or cards pay off.
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Play now1. Know the dice probabilities
With two dice, not all sums are equally likely. A 6 or 8 comes up about five times as often as a 2 or 12. The dots under each number token show exactly that: more dots, more often.
| Number | Combinations (of 36) | Probability |
|---|---|---|
| 2 / 12 | 1 | ≈ 3 % |
| 3 / 11 | 2 | ≈ 6 % |
| 4 / 10 | 3 | ≈ 8 % |
| 5 / 9 | 4 | ≈ 11 % |
| 6 / 8 | 5 | ≈ 14 % |
| 7 | 6 | ≈ 17 % (robber) |
Rule of thumb: add up the dots of the three tiles around a corner. 11 or more is strong, below 7 is usually weak.
2. Starting positions
- High numbers first – but keep variety. Two good corners covering four or five different resources are ideal.
- Early game: wood and brick for fast roads and settlements.
- Late game: wheat and ore for cities and development cards.
- Your second settlement pays out immediately – pick it so you can build right away.
- Watch for scarce resources. If ore or brick only sits on bad numbers, it becomes valuable trade currency later.
3. Two core strategies
Expansion (wood & brick)
Many roads, many settlements, an early longest road. Strong on large maps with lots of open space. Weakness: you often lack wheat and ore for cities later.
Cities & cards (wheat, ore, sheep)
Few settlements, upgrade to cities quickly, buy development cards. You go for the largest army and hidden victory points. Weakness: you depend on good spots before others block them.
4. Cities first?
A city doubles a settlement’s production and adds a point – without needing a new spot. On a strong location (6, 8, 5 or 9) your first city is often the best early-midgame investment.
5. Trade smart
- Trade with the player in last place, not the leader. Every trade helps both sides.
- Harbours pay off when you have a surplus. A 2:1 harbour on your best production is almost as good as another settlement.
- More than 7 cards is risky. Trade with the bank before ending your turn instead of hoarding.
6. Use the robber deliberately
Place the robber where it hurts the leader most – ideally a city on a 6 or 8. Buy a few development cards early: knights protect your own tiles and move you towards the largest army.
7. The endgame
- Keep counting everyone’s points, including possible hidden victory point cards.
- Longest road and largest army are worth 2 points each – a player on 8 can win in a single turn.
- Use roads to block the leader’s expansion before they place their final settlements.
Practise against bots
Quick Match on the home page starts a game against three computer opponents instantly. See also Knights & Barbarians and Seafarers.