6/22/2023 0 Comments Robinhood blocks game![]() ![]() But I had to make a lot of assumptions to make this work. In the end, this single-player scenario is interesting, and I had fun with the risks involved (details how my game went in a comment). It is not clear what happens if you surround the Robber, and both are tied for VP. But you need more VP than the Robber to actually win. The Robber is surrounded by 6 of your roads.Either the Sherriff or the Robber gain 15 VP.In my game, every time a 7 was rolled, the Robber was next to a Settlement, so for the Neutral ones, I just left him there (and gave him the VP). Had I had the opportunity, I would have ignored this rule. Does 'rob' mean steal resources, or gain VP? Does he only move 1 hex, or teleports? Either way, this action tilts the odds way too much in the Robber's favor. If there is a choice, the Sherriff decides. If Robin can't rob anything, he is moved to the hex where he can get the most VP's.I stashed the unused roads on the Desert. So I placed the Brown Roads on the side to mark his VP. Robin also earns VP for each adjacent Settlement (1) or City (2), either neutral or from the Sherriff.Does this mean any building, including the neutral Settlements? For my sanity, I elected only from my Settlements. Robin robs 1 material from the Sherriff if a Settlement or City is adjacent.Player rolls a 7: Several things happen, beside the usual discard if you are over the hand limit:.Also unclear if building Roads also counts? Also, since the words may move are used, I assume you have the choice to NOT chase the Robber like this. I assume upgrading to a City also counts? Not sure. If the Sherriff builds at the hex where Robin is, he may move Robin to an adjacent hex of his choice, except across your own Roads, ofcourse.I assume this means the Robber takes 2 back-to-back turns, in the middle of your turn. Player plays a Knight card: In this instance, Robin has to move twice.I also assume the Longest Road and Largest Army bonuses are still available, and both of the player's colours are interchangeable. They can Build, (maritime) Trade, and play DV cards as normal. Player's turn: Rolls both D6, as normal, once. I assume this movement ignores the player's Roads. If 6 is rolled (which is assigned to a reserved Knight card), the Robber moves to the Desert.Otherwise, if there are zero options, the Robber stay put. ![]() ![]()
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