## Foreword to Player

This guide assumes that you know how to play the Catan Dice game. If you do not, learn by playing the game with the tutorial enabled.

**IMPORTANT NOTE: This is NOT a magic formula but a set of principles that you can use as a base to develop your own strategy.**

Following this strategy guide should allow you to score 106 or more about 1 game in 5 or about 7 in a month if your lucky. Your top 7 scores are used to calculate your monthly score.

## Logistics

**Where** : The Catan Dice game is played in the Assembly Hall in COW.

**When:** You can play for a recorded score once per day.

**How** Play with tutorial the first time

## Objective

The objective is to get the highest score in 15 rounds of 6 die. Each round you have 3 tries to roll the dice you want.

The following table summarizes what you need to be able to build with the 15 rounds to achieve a certain score. Notice how the mix changes as the score increases. We describe

- a basic strategy for the first 3 columns where the goal is 6 knight roads and 3 double roads,
- an advanced strategy for the last 2 columns with higher risk for higher reward.

Score | 102 | 105 | 109 | 114 | 121 |
---|---|---|---|---|---|

To Build |
|||||

Roads | 12 | 12 | 12 | 12 | 12 |

Knights | 6 | 6 | 6 | 6 | 6 |

Cities | 4 | 4 | 4 | 4 | 4 |

Settlements | 1 | 2 | 3 | 4 | |

Combinations |
|||||

2 roads | 3 | 3 | 3 | 1 | |

Knight road | 6 | 6 | 6 | 4 | |

3 roads | 2 | 4 | |||

2 Knights | 1 | 3 | |||

Road Settlements | 1 | 2 | 3 | 4 | |

Cities | 4 | 4 | 4 | 4 | 4 |

Misses | 2 | 1 | |||

Total | 15 | 15 | 15 | 15 | 15 |

A combination is what you are trying to build with our round of 6 die. So one way to build 12 roads and 6 knights is with 6 knight-road combinations (uses 5 die) and 3 double road (uses 4 die). A more efficient but much more difficult to get way is with 4 triple roads (6 die) and 3 double knights (6 die). Which takes 2 combinations less. If you build settlement roads with these 2 combinations you can get a maximum score of: 125.

## Basic Strategy to get 102 - 110

### Overview

In 15 rounds we are trying to get: 6 knight / road + 3 Double road + 4 cities = 102 points, This leaves 2 rounds for up to 9 extra points for 2 settlement / roads.

### General Principles

- Be clear on what score you are trying to achieve. The higher the score, the higher the risk of failure.
- Let your first roll determine what you are going for when possible. Generally 3 or more of the resources on the first roll. eg

Combination | First Roll | Comments |
---|---|---|

Knight road | 3 of 5 of (wood, brick, wheat, sheep ore) | most common roll |

double road | Wood wood brick or brick wood wood | will succeed 82% |

cities | ore ore wheat | best 3 resource start because you need 1 or each |

- Avoid at all cost a zero production round. This will cost you 2 points.
- Try to balance what you make to leave yourself a choice of combinations as late as possible. e,g, don't build 6 knights first or leave all cities till the end if possible

### Knights

- knights are essential to get a good score regularly
- Save the ore, wheat and gold knights for cities if required.
- try to get the wood and brick knights before building too many double roads

### Cities

- cities are usually the hardest to get. Grab the opportunity when you can get one.
- Getting the "natural" city (without knights) is usually the hardest to get.
- try to make sure you always have a city available to build in case you get a lucky roll. Nothing more frustrating then having a natural city roll (3 ore, 2 wheat) with nowhere to place it.
- Try to get the wheat and ore knights before trying to build a city or you risk getting a zero production round.

### Roads:

- are the easiest to get because only 4 die.
- Try for other things first where possible.

### Settlements

- save the settlements for when nothing else works. if You don't get one you can still get a good score.

### Misses

- I start out by thinking I have 2 misses, or actually 4 half misses, A half miss is getting only one road OR one knight in a Knight road combination, or only one road in a double road combination,
- 4 half misses = 102. More means a score < 75.

### Gold

- Never keep a single gold
- always keep a double gold unless you need to get a 6 die combination (e.g. 3 roads).

### Starting out

- Try to get a couple of knight-road combinations to start. This connects you to the first city and gives you the two knights (wheat and ore) that you want as back up before trying to build a city.

### Advanced tactics

- You can use a knight to increase the odds of getting something else e.g.

** e.g. you roll wood brick sheep wheat for a knight road combination. You have 2 rolls of 2 dice to get the ore (56% probability of success, see table below). If the sheep knight is available, you could choose not to save the sheep and roll 3 die for the ore. This increases the odds of getting the ore to 82%. If you don't get another sheep, you use the knight.

# Advanced tactics for a score of 110+

# A brief tutorial in probabilities

There are 6 dice with 6 different symbols: 5 resources and gold.

Probability to get a given symbol

Tries | Dice | Probability | Comment |
---|---|---|---|

1 | 1 | 1 in 6 | |

1 | 2 | 1 in 3 | 36% |

1 | 3 | 1 in 2 | 58% |

2 | 1 | 1 in 3 | 31% |

2 | 2 | 1 in 2 | 56% |

2 | 3 | 4 in 5 | 82% |

Probability of getting 2 specific symbols

Tries | Dice | Probability | Comment |
---|---|---|---|

1 | 2 | 1 in 36 | |

1 | 3 | 1 in 6 | 18% |