Toby plays Settlers?
Thanks for all those who’ve been praying for me. My roommate thought I was gonna die last night, I thought I was gonna die last night. Came down with a crazy fever but after putting on a sweat shirt and lying down below 4 blankets I was able to overcome by the grace of God and have a day off from work.
SaveToby.com These guys are amazing. I truly tip my hat off to them. If their website is true, they have nearly 30,000USD from donations and sold merchandise since Feb. They didn’t do anything to earn that money but put up a website with a great idea. 50,000 to save a poor bunny? How about instead of donating 50,000 to save a bunny from being slaughtered, you spend that money to save babies from being slaughtered.
I definately like 4 players Settlers over 6 and heres why. Starting positions: There’s hardly ever a #1 position maybe a 6-5-9 ore-wheat-sheep. In four players there are gernerally 3-4 decent starting spots and if not, the 4th player can usually combo to make up for it. And usually the 1 and 2nd spots are good enough to make up for their second spots. In 6 players though, there are still only 3-4 decent spots with the 5-6 players getting lame spots. Then the 1st player gets shafted cuz his first spot isn’t good enough to warrant a horrible last spot. There’s more balance in starting spots with 4 players than there are with 6. There’s a smaller board with 4 players and more congestion. This makes all the more imperative to expand and more cut throat as players fight for expansions. There’s more urgency here than the expand at your pleasure 6 player boards. This makes the early game just as intense as the end game. In 6 players the trading is much more loose because of the build on anyone’s turn. There is more a more likelihood of double coincidence of wants than in 4 players. Why should I trade with you so you can build if I can’t? This makes trading alot harder/better deals (less 1 for 1′s) and thus makes ports better in 4 players. In 6 players, ports are worse because you have to hold onto more resources for longer to use them with your port. This makes the port strategy, a viable strategy in 4 players, esp the fourth starting spot, less viable in 6 players. Building on anyone’s turn also lessens the impact of the robber. Since you can build on anyone’s turn you’ll always be buying things when you can, thus keeping yourself under the limit. This also hurts the ability of the robber to act as an equalizer. If the person who gets the most resources, usually the person who’s winning, can spend their resources as fast as they get it, then the robber can’t equalize it by forcing them to lose half. If you have a hand of 4 wheat, 4 wood vs a hand of 4 wheat, 4 ore either way the robber should equalize your hand can cause you not to be able to build but if you can build on anyone’s turn, you’ll be able to build your city. This punishes the player with resources that aren’t wood-brick or wheat-ore (sheep) which to some extent is unfair as it grants more advantage to wood-brick, wheat-ore than they already have. Thus, I prefer 4 player Settlers the most, or building only on your own turn for 5-6 players (and thus holding more cards). I feel that 5-6 players just creates too much of an imbalance in the game esp. when you can build on anyone’s turn.