Years after fearless seafarers discovered and settled the island of Catan the population has
    grown significantly. Settlements have sprung up across the island and on the coasts, and
    trade between them has become indispensable.

    Catan needs a central trading site, so the Catanians have decided to build their first city. The
    ideal location would include a port, houses for builders and merchants, warehouses, taverns
    and a big church in the center. They have named their new city "Elasund" after their
    ancestral town in their old homeland.

    In the long tradition of German board games, Klaus Teuber is to Germany as Richard
    Garfield is to America. Germany has some great games, but never before "Settlers of Catan"
    has a single game won so many awards in the German Board Game Awards as "Settlers of
    Catan" has won year in and year out. Best game 3 years in a row, best supplement for each
    and every supplement that has come out for the game. They built a game so flexible and so
    well that they even published a 250 page book detailing tons of new ways to play the same
    old game!

    Having established such a rich history, It looks like Teuber has nowhere to go but down.
    Which is almost true. I can’t honestly argue that "Elasund" is in any way, shape or form
    better than "Settlers" but I can argue that it’s just as good.

    Contents
    The first, most striking thing about "Elasund" when you open the box and peel the
    gameboard, and the 4 thick cardboard sheets containing all of your game-markers is the
    Black plastic insert designed to hold every card, block, die, and even the wooden ship in the
    box without allowing them to slip and slide around. The insert is very well designed, in that if
    every marker is in the right place you can instantly tell if you’re missing a piece. Normally,
    with most board games, missing a piece or two isn't a problem. Teuber doesn't make
    normal games.

    Like any good German game, The cardboard is the thick press board with plastic laminate
    pictures that resist (thank god) wetness, and fading and scratching. 2 Wooden dice, 10
    wooden colored blocks per player along with 1 colored "disk" (which looks more like a peg)
    for each player, and the wooden ship round out the collection of cardboard buildings nicely.
    When the board is together and during game play, the Buildings almost stand out on the
    board changing the experience and immersing you in the game.

    The only complaint about the contents I have is the Rulebook. While the rules aren't
    convoluted, and after the 4th read through they become very clear and simple. The rules are
    written in such a way that you just don’t feel like you’re getting it until you sit down with the
    pieces and play through. It should also be noted, that several important rules mechanics are
    in the rules pamphlet, but they are a single sentence, and are almost too easy to gloss over.

    Game Mechanics
    Teuber continues to build on his extremely successful production system. The beginning of
    every turn you throw 2 dice, add up the result. Normally the result produces resources for
    you to influence the game, or change the gameboard. In this case, the 2 resources are gold,
    and Political Influence. Naturally, the most commonly rolled result on 2 dice is a 7, and
    naturally, Teuber added a special rule whenever the dreaded 7 came up.

    Up until now the 7 was a number to be feared, because it always meant bad things for
    players late in the game, and there was usually very little to gain. In a massive 4 player
    game of "Settlers" A well laid out victory plan could be destroyed by the player before you
    rolling a 7 and costing you your resources. Many times have I lost the game due to this
    mechanic. While "Elasund" still keeps the spirit of the mechanic, it’s now a mechanism to
    even the playing-field instead of level it. Early on in the game, a 7 doesn't hurt anyone really.
    When you roll a 7 you may choose any number to produce but that particular row doesn't
    actually produce. Later on in the game, if someone has victory point cubes on the board
    (meaning they are getting closer to winning) they lose gold and influence if the ship goes in
    the right spot.

    Any other time, the ship moves along the Y axis of the board. If you roll a 6, the ship goes on
    the 6th row, and each of your production buildings give you and your opponents 1 gold or
    one influence depending on the building and who controls it.

    In order to "Build" Buildings, you must place "Building Permits". Normally you can only place
    a building permit in the row the ship has landed on. (Rolling a 7 allows you to put the ship
    wherever you want, and thus a boon early on instead of a problem) Most buildings only
    require one building permit. You start the game with 5 permits, costing anywhere between 0
    and 4 gold. In order to place the permit, you pay the gold and put it on the board. This is
    where the "gamesmanship" gets interesting. Several of the buildings require multiple
    permits to build. If you are the owner of the highest priced permit in a building area, you may
    use your opponents permits to build your building, provided you pay your opponent the price
    of the permit for it’s usage. You can use influence to upgrade cheap permits to expensive
    ones, and you can use influence to move permits also, creating a sort of permit moving
    chess match. It is also very important to note that the larger buildings can displace smaller
    buildings off the board. So if your opponent has built a 1x1 well, you can bump it with your
    2x1 merchant, and your opponent can replace that with a 2x2 tavern. You can replace his
    tavern with a 2x3 building, and your opponent can replace that with a piece of the 3x3
    Church. Since any building that is 2x2 or bigger is worth Victory Points, replacing and
    bumping your opponents buildings is necessary to win.

    Another important mechanic is the use of Pirates later in the game in conjunctions with
    building "Walls and Towers" During the game, you may opt to build part of the communal
    wall around the city of Elasund. Any wall section not worth a tower gives you influence early
    on. But the 3rd, 6th, and 9th wall section give you "Towers" Towers are worth 1vp each that
    cannot be taken from you in any way. Keep in mind that there is not enough "Wall space" for
    both players to build all of their towers and walls, so the battle for building the "wall" tends to
    escalate quickly. Anytime you roll a "Pirate" and you have a Tower piece in play, you may
    collect one of the discarded Cards from your opponents for placing the Pirates on a row that
    intersects one of their buildings worth VP’s. (Wow. I hope that sentence made sense...)

    Finally, There are "Trade Squares" On the furthest left side of the board, there is a windmill,
    and you place your "disk" on the square marked zero. The left most city limits (against the
    ocean) and the 2, and 12 rows have Windmill marks on them. For every odd number of
    "trade fields" (Windmills) your buildings happen to cover, beyond the first, you get 1 VP.

    Gameplay
    This game is a cut-throat game. You can use your opponents permits to build your
    buildings, use your buildings to push their buildings off the board, and use your permits to
    "Block" other players from building somewhere. The most well laid plans are struck asunder
    by scheming opponents and the board can change a LOT in the 3 other players turns it
    takes to get the dice back to you.

    Since the turn is structured in such a way that you must have permits on the board in order
    to build, but must build buildings before you place permits, you must announce to every
    other player your intentions, wait a few turns, and hope they didn't throw anything on the
    board to sabotage your plans. This creates an interesting Dynamic when players are
    looking at what you did on your turn and are trying to predict what you’re going to do, then
    they use their turn not to further their own plans, but to simply screw with your plans!!!

    Overall though, this doesn't lead to hurt feelings as much as a feeling of "Oh yeah?! Just
    wait till I pee in your pool party bud, just wait." You find yourself scheming in an evil genius
    sort of fashion, so much so, that it’s easy to lose focus of winning and more on kicking your
    opponents while they are down.

    There are so many ways to score victory points, it isn't uncommon to watch someone make
    a 7 or 8 point swing with one building. (Say 4 for themselves, with a big (2x3) building worth
    2vp, and 3 trade fields for 2 more vp. While nuking 2 other opponents’ buildings worth VP’s
    and taking someone elses' trade field VP’s away.) Which leads to excitement and makes
    going pretty tense when someone’s only got 4 vp left to win.

    What I don’t like
    One thing that I've always loved about Teuber’s games is the diplomacy of the game.
    Settlers of Catan allowed for a no-holds-barred, type of environment where players are
    trading with each other, taking advantage of the way trades had to be done, and even
    stabbing each other in the back. (I once watched a guy trade a good chunk of his resources
    away with promise to "get them back" because he was scared of losing them to a thief roll.
    The gal he traded them to used the resources to build all kinds of stuff and eventually win
    the game. Even though he refused to trade with her the rest of the game, and the rest of the
    table put an "embargo" on her, she still had such an advantage she won.)

    While you can still coerce people in game to submit to your will, the mechanic is definately
    not as strong as it could have been. Really the only leverage you have on players is placing
    your highest cost building permit. There is no mechanic for trading gold for influence, or gold
    for buildings, or influence for anything in the game. It’s quite frustrating to want to trade, and
    not have any way to do it. While I’m seriously working on getting "house rules" out that
    experiments with trading, it just kinda takes the wind out of my sails to know I can’t do it in
    the first place.

    A minor starting game balance issue also comes up too. Since the Church can be in any
    one of 9 different configurations, covering a total possible 27 squares on the board, the two
    players who’s starting colors are adjacent to the church are more likely to be displaced late
    game than the 2 players who start 1 square away from the church. 66% more likely. Since
    the Church is a mid-late game VP machine, and since you can put your "starting" buildings
    back on the board as long as there is room if they are displaced this seems a bit
    unbalanced. Not so much so that it takes away the fun, but I’d certainly rather be green, or
    red in a large game than blue or yellow.

    Finally some hints and tips if you own the game
    –Try to stay out of "permit wars" if you can. Each turn you upgrade a permit it costs, influence,
    and gold, and costs you material you could be building with. By all means encourage your
    other players to get into permit wars, either verbally, or by placing a cheap permit that makes
    it look like you want to steal, or block a permit from 2 other players. If you can do this, you get
    2 or 3 turns of building other places, while your opponents focus on one spot.

    –Building walls early is almost always worth it. If you can get one tower on the 2 cost wall
    row (Walls cost 2 gold each to run horizontally and 4 gold each to run vertically) You can
    never be punished for having the tower. In the 4 gold row, you spend more gold, AND it can
    cost you resource cards down the line.

    –Never lose focus on what you’re trying to do. Just because your opponent gave you back 3
    vp cubes doesn't mean you’re down and out. Don’t focus on picking back on him, focus on
    getting those points back. If the two happen to coincide, so be it, if not, move on. The board
    is fluid, and ever changing.

    –Early in the game, do whatever is necessary to get your own buildings on the board, you
    start with 2 home buildings, but you have 2 more home buildings that can be purchased and
    placed. Keep them as central as possible. You’re only worried about jump starting
    production, not longevity of production.

    –Don’t forget about Influence. Later in the game influence is more important than gold, and
    only the Tavern produces it over 2 vertical squares. (The other two take up horizontal
    squares only, meaning if you roll a 6 on a 1x2 influence you only get 1 influence) There is a
    north arrow on all but 3 counters, each of these counters must coincide with north in order to
    keep the balance of the game.

    –Given the choice, take red, or green, not blue, or yellow. 2, 3, or 4 players. Always.

    –If you've got 7 gold early on in the game, consider getting the first church piece out. Even
    though it’s crazy expensive, having the ability to protect your buildings from the church is a
    huge boon.

    Good luck, and happy gaming.


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