Catan: Has anybody got any wood?

Brutus scale: 7/10
Pairs well with: cola and vodka. you know, the stuff you drink when you first start drinking and haven’t acquired much of a refined taste yet. 

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So we’ve just been informed that Settlers of Catan has now actually been renamed to just ‘Catan.’ This is presumably a move to make it ‘catchier’, ‘edgier’, more ‘down with the kids’. It’s also a move that could be described as ‘dumb’ and ‘unnecessary’. All of the expansions are already called ‘Catan: Slightly More Convoluted’ or ‘Catan: Now with Pirates AND Robbers’ or whatever, it just seems a bit redundant.

‘Wanna play some Backgammon?
‘Oh we just call it Gammon, now’,
‘But that’s already a thi-’
‘GAMMON!’

Nice game of Catan in the garden! What could go wrong?
Nice game of Catan in the garden! What could go wrong?

Anyway. Let’s have a show of hands, who hasn’t played Settlers of Catan yet? It’s OK, this is a safe space. There’s no judgement here (except probably from our German readers. Over there I believe it’s as ubiquitous a part of family game shelves as Scrabble or Monopoly in the UK). Until recently, Bob was one of you. In fact she still sort of is. Despite the fact that Catan is THE gateway board game for future board game addicts it just somehow passed her by. There were always newer, flashier games to play, or no one around with a copy handy and a willingness to explain the rules.

Ehehe. Wood, anyone?
Ehehe. Wood, anyone?

By 2015 this state of affairs had become something of an embarrassment. What kind of board game reviewer hasn’t played Catan? A piss-poor one, that’s what kind. Luckily salvation was on the horizon in the form of a local mini-convention. Lots of friendly local nerds gathered at a hotel to share their (collectively enormous) stash of games, make friends, and carouse until the early hours. When the incredibly friendly and helpful in-house vendor heard of her plight he cheerfully not only conjured a show copy of Star Trek Catan to learn on, but a couple of experienced players at a loose end and willing to teach a newbie. Despite Bob’s ordeal, Briony’s first Catan experience was simply to be told to play it. She then won. Like, by a lot. And since those friends were the only people she knew with a copy, has never been asked back to play it again.

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Catan was one of the first European-style agricultural resource management board games to gain mainstream success. In case you have also lived your life under a rock until now, it’s comprised of a randomised modular board made of cardboard hexagons, so no two games are ever identical. The aim of the game is to build towns and cities which generate resources from nearby hexes, depending on dice rolls. Mo towns and cities = mo victory points. Longest road between settlements also = mo victory points. Instead of making your settlements bigger and more numerous you can instead choose to earn points through development cards, which grant favours like extra roads, resources, or knights. Get the most knights in the game, earn some victory points. Get 10 victory points and you win the game.

The little grey douchecanoe
The little grey douchecanoe

There is also a nasty mechanical implement in the Robber. He’s a dick who shows up every time a seven is rolled. Because every player rolls two dice on their turn, he is statistically likely to show up pretty damn often to annoy the crap out of you. His job is to sit on a hex so that it denies you resources, and steal from you.

Star Trek Catan! Credit to  Richard Harris-Abbott for this one
Star Trek Catan! Credit to Richard Harris-Abbott for this one

Star Trek Catan is pretty much regular Catan with a Star Trek: TOS makeover. The robber is a Klingon battle cruiser. The resources are things like dilithium, tritanium, and oxygen. Roads are itty-bitty starships and towns and cities become outposts and starbases respectively. It’s pretty damn adorable. The only real difference is that the ‘Helpers of Catan’ expansion is integrated into the game in the form of Kirk, Spock, etc. showing up to give you a hand.

It is not an easy game to get the hang of right away. While it doesn’t immediately punish you for every mistake, and strategic errors made in the early game can be overcome, this very much depends on the savviness of the other players. There is no open conflict mechanic, but there are definitely ways to stab your fellow settlers right in their puny, exposed backs, enough for a 7/10 on our ‘Brutus Scale’. This game is war. Gentle, cerebral, agricultural, sly road-blocking war. Any fault made in another player’s turn should be harshly punished, while any obvious strategy should be blocked or made unfeasible. Sun Tzu’s wise advice to ‘know your enemy, especially if it’s Lizzy’ is to be heeded here.

Misery Settling
Misery Settling

Success means being able to tally this awareness with an overall strategy based on early settlement placement, as well as being flexible when the fucking dice keep rolling nines and you’ve banked heavily on an ‘eight’ hex. A new player is at a distinct disadvantage. Bob’s first game is marked by banter, desperation, and a pair of dice that refuse to roll anything but a seven. You may think this is an exaggeration, and that in any case sevens are the most likely outcome so it’s not a surprise anyway, but really this was ridiculous.

Argh! A terrible gust of wind devastated the island!
Argh! A terrible gust of wind devastated the island!

After eight turns which included six sevens someone brought out their freshly bought, unrolled Firefly-licenced dice, reasoning that the stacked dice was probably the reason for this being a show copy. Luckily Momus, the god of irony and mockery, was grinning down and sent another two sevens in a row before letting the players get on with the damn game.

Bob managed to earn four whole victory points, and the winner was a Settlers savant who sat down with no prior knowledge of the game just as the rules were finished being explained and asked to join.

More scenes of destruction
More scenes of destruction

This is not the end of the review, gentle readers. Oh no, Bob had only just whet her appetite for sheep and wheat. Despite a miserable score the potential for fun in Catan was unmistakeable. By sheer coincidence Catan: Creators Edition (the latest Catan ‘videogame’) showed up in the following week’s Humble Bundle along with Ticket to Ride, Smallworld 2, and some other crap that no one cares about. Pennies later, the download was quick and running the game only made Bob’s elderly and increasingly senile laptop fall over and die twice. It includes the original vanilla game, Catan: Seafarers, and Catan: Cities and Knights.

Rebuilding efforts
Rebuilding efforts

In general it’s a faithful but cheap and somewhat nasty port. The rulebook, for example, is dreadful. It has no easily-searchable index, bundles all three versions together in its explanations (confusing as fuck, yo), and is remarkably brief on the details. This is fine if you already know the rules, but not great if you’re trying to find the expanded rules which apply only to Cities and Knights, for example (it looks like there’s a dragon involved? Is that right?).

It does, however, come with some pretty great little game ‘scenarios’, which alter the gameplay to make certain strategies more viable or difficult, and reward you in different ways. There is also a whole gang of computer-generated characters to play against, including knights, mothers superior, craftsmen and nobles. They curse you in different ways when you screw them over by plonking a settlement in front of their longest road, and have a rotation of phrases during their turns. The game also makes a variety of noises to let you know when somethings happening (gained some sheep? Have a sheepy ‘baaa’ noise. Gained some wheat? Have the sound of… uh… some grains? Being scattered? Whatever, they tried.)

Very helpful, Lizzy
Very helpful, Lizzy

Of course the best thing about having a digital version of a board game is that play is much faster, meaning you can play several games in a day instead of doing your PhD research, which all of the misery farmers approve of. Although computers don’t make the same mistakes that humans do, you can definitely begin to identify winning strategies and refine them to work in different situations. ‘Desperate resource-grabbing Bob’ is long gone, having been replaced by ‘longest-road-builder of Catan’ Bob, ‘successful sheep-farmer’ Bob and ‘fuck you and your army I’ve got a monopoly on the supply of wheat so good luck building a city’ Bob. Lizzy better watch her back, harbourmaster Bob’s a-coming.

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Lizzy is tempted to counter that the game is actually a lot better as an app, after you’ve played it your first few times and have been gently welcomed into the gaming world. But that may be because there’s just too much opportunity to ruin each other’s game. If, for example, you’ve earned a reputation as someone who’s ruthless and always wins games, then nobody will ever trade with you. Ever. Even if you’re desperate. Even if they’re desperate. At least the AI on Lizzy’s phone won’t bully her quite that badly.

Hold onto the island! The gentle breeze is back!
Hold onto the island! The gentle breeze is back!

Bob is very enthusiastic about Catan. It’s a bit like watching a grown adult who’s never eaten peanut butter before try it, go mad, and refuse to eat anything else for three weeks straight. Suddenly a whole new world has opened up to her, and she tries to tell all of her friends about it, but all of her friends already know about peanut butter. It’s actually quite surprising that she’s eaten five jars of it in a row and neither thrown up yet (metaphorically) nor gotten bored of it.

Soon she’ll realise that peanut butter involves far too much dice-rolling, luck and reliance on other players. Until then, we’ll have to cope with playing more Catan than is healthy. (Are you sure you wouldn’t like a nice game of Caylus? Bob?)

Even this bearded dragon has played the game too much
Even this bearded dragon has played the game too much

Briony has only played Catan several times, and unlike Bob has not gotten hooked. Any board game that has memes about sheep trading are way too cool for her, and she prefers to instead to engage with these types of games by turning up, ignoring the rules, being mysteriously silent and then thrashing anyone else without batting an eye. The good thing about this strategy is that you can get away with doing it once, and claiming that it happens as consecutive times. But, she supposes, at least Catan is a good way for normal people to be swayed to the way of the board game nerd.

Credit for the incredibly sunshiney photographs go to Dr Photographer-Friend. Credit for the photographs, that is, not for the sunshine. He hates the sunshine. And happiness.

Letters From Whitechapel: The Case of the Illogically Numbered Board

Brutus scale: Just 1 dagger out of 10
Pairs well with: Gin from your local 1880s London gin distillery.

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Picture the scene. It was a dark and stormy night (only metaphorically, it was actually a disappointingly pleasant afternoon) and in the area of Bob’s living room designated as ‘Whitechapel’, four frightened looking bloggers and blogger-friends looked on as Lizzy cackled maniacally behind a cardboard screen and took up her role as Jack The Ripper.

Letters From Whitechapel is a mostly co-operative board game. Between one and five of you will play the noble detectives, trying to hunt down and stop the ruthless, psychotic killer before it’s too late. Another of you will play that very same ruthless, psychotic killer. That was obviously going to be Lizzy. Lizzy ‘always-the-cylon’, ‘never trust her in any board game’, ‘what the hell lizzy leave my goddamn skeletons alone’ The Ripper. Suits her.

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She first saw this game on a Shut Up and Sit Down review and had wanted to try it ever since. She incessantly insisted that someone buy it for Gavcon- a mini gaming event hosted by some friends – until eventually the eponymous Gavin relented. She ended up winning the game in a raffle at the end of the night, and went on to play it eight times the following week. You get the idea; Lizzy really likes the bloody game.

6D-32-107The game uses what most people (more on that later) would call some very simple hidden movement mechanics. Jack The Ripper moves on circles, the detectives move on squares. Jack tracks his (or in this case, her) own movements secretly on paper hidden behind a screen-of-doom and tries to get from the murder scene to her house without getting caught. The detectives try to catch her first. They can do this by ‘searching for clues’ on the circles nearby to see if she’s passed through that spot in that round, or by ‘making an arrest’ if they think she might be there.

With us so far? You are? Good, perhaps it’s time to introduce the game from the other perspective. The detectives have all chosen their period-accurate roles. Chief Inspector Donald Swanson (no relation to Mr. Ronald Swanson, and played in this game by our own Dr Photographer) gets the role of Lead Investigator to start with. 6D-32-128Everyone has excellent faith in his leading abilities, since as long as they’re half as good as the moustache in his portrait then it’ll be an easy round. The team quickly scrabble through the fairly administrative first half of the game – the instructions describe this as ‘HELL’ – and Lizzy The Ripper needs to decide when to make her first kill. Oh, yeah, that’s right. She gets her first kill before anyone gets a chance to try to stop her. The game isn’t about saving lives, it’s about the egos of the detectives and the serial killer.

"First Part: HELL"
“First Part: HELL”

She’s mildly indecisive about when to make the kill, possibly for suspense, viz: “… and suddenly! Through the cool summer night’s air you hear a scream… wait, no… sorry guys. CA-CAW! It was actually a seagull. Carry on.” Or possibly it’s just for a chance to make seagull noises. It will forever remain a mystery.

London's most wanted
London’s most wanted
Pool of blood. The scatty focus is supposed to be reflective of the detectives' state of mind.
Pool of blood. The scatty focus is supposed to be reflective of the detectives’ state of mind.

The murder happens at last and an apt transparent red counter is used to mark the pool of blood that’s spilling into the gutters of Victorian London. The team’s faith in C.I. Donald Swanson may have been misplaced, since it’s now revealed that none of the inspectors are very close at all to the crime scene. He’s promptly renamed ‘Chief Inspector Whoops’. There’s already discussion of whether or not they should give up and pretend that they didn’t hear the scream. It’s very far away. Probably nothing to concern ourselves with, nothing to see here folks.

As it became apparent when we played Quantum, Lizzy loves a game with some good and unexpected roleplaying potential. Letters from Whitechapel is one of these games. By the end of her first week of playing each of her housemates had developed a personality and a backstory for each of the detectives.

Our heroes are vaguely aware that a crime may have happened in the distance.
Our heroes are vaguely aware that a crime may have happened in the distance.

Poor Detective Inspector Edmund Reid’s wife has been arrested several times by mistake, and let’s not even go into the kinds of things that Chief Inspector Frederick Abberline has got up to. Those mutton chops hide a multitude of sins, folks.

You remember earlier we mentioned that The Ripper moves on circles and the detectives move on squares? And that the detectives can try to hunt The Ripper down by looking for clues on adjacent circles? Well, it’s time to have a few words about Bob.

Bob is a competent human being. Bob runs places, plays a damn good game of Glass Road and is doing a bloody PhD. She also has a rare condition called Letters From Whitechapel Blindness (in addition to a serious case of Turn Narcissism, as describe in Caylus). For the love of all that is good in the world, Bob cannot remember which numbered circles she’s supposed to be searching on. Really. It’s embarrassing for all of the players on the game. She’d never see us. Bob’s detectives must just have a really good sense of smell or something. They can apparently check for clues through walls and two streets away.

The guilty party
The guilty party

Coincidentally, Bob isn’t such a fan of this game. You may find her lying on the floor proclaiming that this game is ‘like Minesweeper, but shit’. It’s definitely one that has polarised The Misery Farmers. Briony enjoyed it rather a lot, maybe she’s just pretty good at ignoring the horrific murder of prostitutes disguised by a white wooden game piece, or indeed distracted by the intrigue of what could possibly be in Jack’s house? She reasons what if it’s totally normal, and he has like an elderly mother sharing the house, and has lace doylies, and flushes the toilet like a normal person? What if he has a pet cat? Was that the clue-cat all along Lizzy? Holy shit, Lizzy, was your cat trying to guide us to your capture?

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Meanwhile, another prostitute has been murdered and another round has begun. The team have decided that the best way to make the game fair is to introduce a new rule: for every successful space The Ripper moves, she takes a small swig of gin. Only way to even things out.

“I search for a clue on 68!”
“You find a cat. It miaows.”
“Does the cat have any clues?”
“No, you fool, it’s a cat.”

“I search for a clue on 86!”
“Nothing here but a gentle breeze and a sense of bitter disappointment.”

“I search for clues on 75!”
“No you don’t, Bob. For goodness’ sake, that circle is miles away.”
“Oh, so it is.”

“I search for clues on 70!”
“It’s that same cat from before.”
“Oh damn. Does it have a clue this time?”
“Why yes! It’s playing in some entrails. YOU FIND A CLUE!”

Hot on the trail
Hot on the trail

The detectives eventually employ some excellent guesswork deduction and have narrowed down The Ripper’s hideout. They’re certain it’s on 78. For sure. They don’t have any clues pointing in that direction but they sure are confident. It just looks a bit shifty. Bob, meanwhile, continues to get confused over circles and squares. We decide that if Bob were a supervillain, we could all just infiltrate her lair by dressing up as a black square. She’d never see us.

6D-32-178The team gather their wily crew of detectives round 78 and are “staking out the joint”. No amount of darting through alleys will save our slightly tipsy antagonist now. She has to get home in a certain amount of moves or presumably she just falls asleep where she is on the streets and gets arrested in the morning, losing the game. Time is nearly up. She makes one final dash for it but the detectives have employed a reckless but effective strategy of making random arrests on every circle in the vicinity. Most of Whitechapel has been loaded into their van so far, included several pigeons, the cat from earlier and the baker’s son. Finally, she weeps and Briony makes the fatal arrest.

Lizzy took five victims: four of whom were in the game and the fifth of which was Bob’s gin supply. It was a victory for the good guys.

Lizzy loves the game. Bob does not. Briony is narrative-distracted.

Overall, it was a game that polarised the team. It’s not incredibly high on strategy, but can still be an awful lot of fun. Originally we worried that it might get a bit boring after a while, but the evidence shows that if you like the game then you’ll get a lot of play out of it. We awarded it only 1/10 on our ‘Brutus Scale’ because it’s not really the kind of game for dicking each others’ turns up at all. At least, not on purpose, and not easily.

The team line up for a round of applause.
The team line up for a round of applause.

Credit to Dr Photographer (C.I. Donald Swanson) for the photographs