So you buy a new dev card, and hit 10 points because of this new card, you then win on that turn. Job done. Once 10 Victory Points VP has been reached, then you have automatically won, even if you have played a development card prior to purchasing the winning VP card. If you are playing alternate rules, then you can always agree upon a new set of rules which cover this topic. I'm going from memory of 1st edition here, rather than the current rules.
However - one fix for this is question, which is used in some tournaments I've played - is to always score victory as 12 points, regardless of number of points. I think the answer has already been stated. IF you are playing a 'regular' game or a tournament where you win and advance, declaring victory is required when it happens.
However, if you are playing a tournament where the number of points matters - as it does in the world qualifiers at GenCon - then, yes, you can hold onto those point. Of course, it would not be so good if someone else won before you did because you got greedy Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Learn more. In Settlers of Catan, if you have unrevealed victory point cards that would make you win, are you forced to declare victory? Ask Question. Asked 6 years, 11 months ago. Active 4 years, 4 months ago. Viewed 24k times. Building a city requires three ore and two wheat, plus an existing settlement. You can only build a city if you have a settlement on the board that can be replaced with the new city.
Cities will earn you double the resources and are worth two victory points each. Buying development cards is also part of the building phase and costs one sheep, one ore and one wheat. Development cards are kept hidden from your opponents until a certain point depending on the individual card. All instructions are written on the cards. There are three types of development cards: knights, progress cards and victory points cards. Knights are similar to the Longest Road card in that the first player to play three knights in front of them will receive a two-point bonus for having the Largest Army.
But, just like the Longest Road, this card can be stolen by another player if their army is larger than yours. Knights also activate the robber when played, in which case you behave as if you had just rolled a 7. Progress cards vary and what they do is laid out very clearly on each card. They usually give you resources or allow you to build without spending resources. Once played, the card is removed from the game. Victory point cards are the juiciest of the development cards, as they speed up your road to victory and remain hidden until you have enough victory points to win the game on your turn.
Victory points cards are the only development cards that can be played on the same turn they are purchased. Catan digital is coming to Playstation and Xbox consoles. As Critical Role has grown, my love for the show has died.
There are then 14 Knight cards in the deck. This is where it gets interesting. To get Largest Army to begin with you need to have three Knight cards. Those three Knight cards cost a grand total of nine resource — three sheep, three grain and three ore if you manage to pull all three out of the deck straight away. Those three knights are worth two additional victory points, until someone takes it off you. Then they get the three. On average, to stop that from happening, you need to have 4 or 5 Knights total to comfortably secure the victory points.
That being said, and this is a large caveat, that means there are 7 total victory points in the development card deck. Thus, even if you manage to start off on a very likely ore, wool, and grain, you cannot win Catan purely on a development card strategy.
It would still leave you 1 VP short. Credit where it is due though — if you do manage to pull all five victory points and secure Largest Army that is pretty impressive, and gaining one small victory point from there may not be too hard. To get to that position you would potentially need to buy almost development card to achieve it…so well done.
Of course, not all development cards are about victory points. There are however three other cards — the progress cards — that all add specific benefits to the game. Road Building and Year of Plenty are fairly basic cards. Road Building is technically worth four resources in regards to how it allows players to build two roads straight off the bat. Year of Plenty is essentially a gift card for two resources.
Then there is Monopoly. Monopoly forces other players to give you all of a specific type of resource, of your choice. You can hold onto it and play it whenever you want. What we tend to find is that there are two potential situations in which Monopoly is really beneficial. When you need that resource, waiting for it to come out and then calling Monopoly works really well, gathering you a load of resources. Secondly, when you generate a strategy it can work for acting as a substitute resource.
If you need to build a lot of roads and all you have is brick, then you can use Monopoly to get all the lumber you need. Monopoly is also a great way of restricting other players by, when a rare resource comes out, limiting other players accessibility to the resource by taking it.
Victory Point cards…also adding more theme to the game. No matter how you want to play development cards within a game of Catan there is no doubt that they are a huge help. However, the rest of the cards CAN produce for you at least indirectly.
If you are going for the longest road, you must try to save the road building card to the end because it can be a great surprise when you play it on the last turn. It is also great to use at the beginning, to save the four resource cards and pump up that exponential growth rate a bit.
You will lower your card count and keep the robber away.
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