Anyone know of good Settlers rule variations that can speed up a 5-6 man game a bit? Five of us had a board games night last night at my house, and had intended to play a game of Settlers w/ Knights & Cities expansion and then a game of Puerto Rico, but the Settlers game took seven hours to finish. It was fun, but most of us agreed at the end that that’s simply too long for a single game. I know there are a lot of various rules variations for Catan, but can anyone point me to one specifically designed to speed the game up a bit without employing timed turns?
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October 22nd, 2006 at 9:31 pm
Noclafder
I do not know if you tried this, but there is one variation on 5-6 player Settlers games in which there is a “Special Building Phase”. The “Special Building Phase” happens before each players turn. Any player that has exactly correct resource cards to build a road, settlement, city, dev card/ progress card, etc. can do so. But remember there is NO TRADING for any players (not with players, bank, or ports) during the “Special Building Phase”, the resources must be exact, i.e.: if you want to build a road, you must have a clay and a wood to do so during the “Special Building Phase”. Although it has that restriction it does allow for games to move much more rapidly. But one must note…Cities and Knights is a much more complex game than Settlers, thus games may last a little longer.
October 22nd, 2006 at 10:26 pm
Matt
Thanks Noclafder. We were actually playing with the Special Building Phase though, and I think part of the slowness was the added building time at the end of each turn as everybody re-evaluated what he/she wanted to do based on what happened during the turn that just ended.
October 22nd, 2006 at 10:40 pm
Noclafder
One other way you could speed up a game of Cities and Knights is to make all ports 2:1 ports and allow TRADING of any cards at each port. In other words instead of having to trade specifically 2 sheep for 1 of any resource, each port would allow players to trade 2 of any one resource for 1 of any other resource. (All 3:1 ports would also become 2:1 ports of the type just mentioned.) I believe this would speed up the game. However, this kind of speed ports may distort the game to a point that may be undesired.
October 22nd, 2006 at 10:45 pm
Scot Boyd
I’ve played 5-6 player C&K probably a dozen times and never had it take more than 3 hours. How long is each player’s turn taking? Maybe you should get a chess clock that runs if the player isn’t trading.
October 23rd, 2006 at 4:39 pm
RodeoClown
I’ll second Scot’s suggestion - get a timer.
We play 5&6 player CK and it never goes longer than 3 hours (and we have a ’slow’ player).
There’s no trading in the ’special building phase’ either. We normally have it that the next person’s turn basically says ‘want to build? want to build?’ etc and we go through that phase in under a minute if no-one wants to build.
We also always play the optional rule (for beginners…), where the first two turns you re-roll 7s and the barbarians don’t move. This helps everyone actually get into a decent starting position before the ‘real’ game begins.
That really sounds like it’s taking too long.
October 23rd, 2006 at 4:45 pm
Matt
Hrm, well, I and one other player were accused of taking overly long to ponder and discuss moves. Perhaps the problem is just us.
October 24th, 2006 at 9:05 am
Michael Brunton-Spall
I remember reading an interview with the creator of Settlers of Catan a while back, and someone asked him the same basic thing, why did it take so long. His reply as far as I remember was that they often played it while in a bar or pub type environment, and if someone took too long making decisions, they would chant “move or we’ll hit you”. if they took to long, they would indeed hit the person. I guess that counts as timed turns, but the story stuck in my mind.
October 26th, 2006 at 2:21 pm
Psychochild
Full contact Settlers of Catan! I like it.
Maybe have a bonus round before the game with a little RLPK to weed out some of the participants? Medical care provided by the host, of course.
November 4th, 2006 at 11:27 pm
Riashain
Haha, contact Settlers would be awesome. I don’t think my grandmother would for it though
October 15th, 2007 at 12:52 am
Mariethecrazy
Instead of the special building phase when playing a 5-6 player game, we play that you loose half your cards at nine instead of seven. I also play without sevens the first two times around.
November 26th, 2007 at 8:45 am
tim
When placing your second settlement start with a city instead of a settlement. This can really jumpstart a game and makes it go faster without changing any other rules.
I’ve played some slow games recently and have one player that complains constantly about how slow the game goes yet he continues to try to push people into trades after everyone has told him they aren’t going to trade. We point out to him that he is the reason the game is slow yet he still complains.
August 2nd, 2008 at 9:36 pm
Settlers Nut
We play that you can build or trade any time. With six players we run two groups of three simultaniously. With lots of cities, make a list of what you collect for each dice roll.