I probably won't ever be top 10 but I knew building the road down the 8 wood was a massive mistake. First, it literally calls for a plow not only from orange but also from red which would have been very much interested in extending his road that way. 2nd, it still takes 5 more roads for the connect which is quite a tall order. the best way to play it was simply building on the coast around the 5 wheat, and then work your way up to the connect. it was the only safe option considering orange could still plow you (but he would have been much less inclined to do so on the 5 wheat rather than the 8 wood for obvious reasons).
Colonist should add a feature where it shows the devs already played by players, not just the knights, in the actual board game you leave your already played devs face up, so why doesn’t colonist do that?
@@YoungYonkIn the official board game you aren't supposed to do that in accordance with the game rules. Used development cards are to be returned to the game box, not left in view.
At 17:26 could have settler on ore 2:1. Next turn could have again but chose city. Your talking how the road game is important but not building towards this. Btw. Had you gone the long way to 8:10. Orange may not have blocked you there.
At 18:16, your 3 roads could have been pointed up to touch red’s 3 10 11 settle. This is because it caps black at 9 roads and caps red at 7 roads and you can wrap around the 2 wheat for 10 roads. This way, road would have been secured. You would still need to roll for the win after you take road, but I believe this is better than going around the right side of the coast. Keep up the awesome work Dylan 👌
? that would have actually been a really bad play. first, it doesn't cap black to 9. it caps him to 10. 2nd, it's all dead roads that don't open to any new settlement. 3rd, it makes so that even when he extends on the coast orange will always have the chance to plow. (if you otherwise want to wrap around the 2 wheat you're still capped to 10 with no room for new settlments). the massive mistake was building the road down around the 8 wood, which immediately called for a plow. the play was building on the coast around the 5 wheat, just ignoring the connect for the time being (while still being possible on the very long run). That was the quickest way he could snatch road while also protecting it from orange plowing.
Dylan wouldnt be capped at 10 roads, he would be capped at 11. But I agree it doesnt add settlement spots. He could always build 2 roads towards oranges 3:6 if black got to 10 roads first.
@@JustMeZeed ? ok but even so it's 8 roads that lead to no settlements, so at that point he's out of roads and has 2 build 3 more cities, or 2 and drawing 1 vp to win (extremely unlikely), so getting LR this way effectively reduces his chances to win. It's a bad play.
plowing orange was your biggest mistake. Attracted unnecessary attention from everyone. Orange grudged you a lot and others piled on that. You used too much resource and lost momentum. Instead you could have just simply brick port and circle around eight wood, you would have dominated with best brick and wood production going for road easily around desert and wood brick port simultaneously.
Goid vids recently so much less tilt. Loving the calmer analysis and you're in great form.
“Oj rn to plow red” was a checkers move ngl
10:25 consider trading orange the 2 roads so he can plow? He has the settle in hand as shown by his road + dev purchases
That first round trade was savage. Poor oj
I probably won't ever be top 10 but I knew building the road down the 8 wood was a massive mistake. First, it literally calls for a plow not only from orange but also from red which would have been very much interested in extending his road that way. 2nd, it still takes 5 more roads for the connect which is quite a tall order. the best way to play it was simply building on the coast around the 5 wheat, and then work your way up to the connect. it was the only safe option considering orange could still plow you (but he would have been much less inclined to do so on the 5 wheat rather than the 8 wood for obvious reasons).
Amazing as always, but what's with the 'number' ball thing?😂
@ 17:49 you worry about Red having a YOP to win but have you have the second YOP having already played one the first one to settle on the five two.
Colonist should add a feature where it shows the devs already played by players, not just the knights, in the actual board game you leave your already played devs face up, so why doesn’t colonist do that?
@@YoungYonkIn the official board game you aren't supposed to do that in accordance with the game rules. Used development cards are to be returned to the game box, not left in view.
@@Ohrami didn’t know that!
At 17:26 could have settler on ore 2:1. Next turn could have again but chose city.
Your talking how the road game is important but not building towards this.
Btw. Had you gone the long way to 8:10. Orange may not have blocked you there.
I understood nothing but this seems like a cool game to learn
At 18:16, your 3 roads could have been pointed up to touch red’s 3 10 11 settle. This is because it caps black at 9 roads and caps red at 7 roads and you can wrap around the 2 wheat for 10 roads. This way, road would have been secured. You would still need to roll for the win after you take road, but I believe this is better than going around the right side of the coast. Keep up the awesome work Dylan 👌
Great idea, hard to find though.
?
that would have actually been a really bad play. first, it doesn't cap black to 9. it caps him to 10. 2nd, it's all dead roads that don't open to any new settlement. 3rd, it makes so that even when he extends on the coast orange will always have the chance to plow. (if you otherwise want to wrap around the 2 wheat you're still capped to 10 with no room for new settlments).
the massive mistake was building the road down around the 8 wood, which immediately called for a plow. the play was building on the coast around the 5 wheat, just ignoring the connect for the time being (while still being possible on the very long run). That was the quickest way he could snatch road while also protecting it from orange plowing.
Dylan wouldnt be capped at 10 roads, he would be capped at 11. But I agree it doesnt add settlement spots. He could always build 2 roads towards oranges 3:6 if black got to 10 roads first.
@@JustMeZeed ?
ok but even so it's 8 roads that lead to no settlements, so at that point he's out of roads and has 2 build 3 more cities, or 2 and drawing 1 vp to win (extremely unlikely), so getting LR this way effectively reduces his chances to win. It's a bad play.
@@odoacredacalcutta5085 I dont disagree with you, but a clever idea nonetheless that could be considered.
why city at 11:33 and not settle?
Can' t settle. Even if he could city would be better.
my bad, its actually 11:33 where he had a hand he could have ported for settlement instead of city@@Peter-q1p7t
@@MotoManDan1 Cities are in general much better than settlements. Unless its a must have port or a race, you should always city over settle
Big Fan thanks for the content!
Legend 😎
The robs were too much by oj. He kept saying that red will win with road this that but kept robbing you. Maybe angry cz u plowed him
3rd like w/o notifications :D
Jesus, rank 5 and still playing with utter noobs. If you wouldn't write your current rank, I would bet that this is a placement game.
plowing orange was your biggest mistake. Attracted unnecessary attention from everyone. Orange grudged you a lot and others piled on that. You used too much resource and lost momentum. Instead you could have just simply brick port and circle around eight wood, you would have dominated with best brick and wood production going for road easily around desert and wood brick port simultaneously.
not your best game ^ ^entertaining nonetheless.
First
first!!!!