Research into Catan
The board game I am
choosing to analysis is Catan, the reason I have chosen this game is because
personally I really enjoy the gameplay and how the game flows. This probably
one of the more interesting board games that I have played, and I can fully
have fun playing it mainly if I played with friends or family.
Catan is a strategy
board game where your objective is to collect 10 victory points by building
houses, cities and potentially getting points from development cards. In this
game you collect resources based around where you put your houses and cities
and you use them resources to build even more houses, cities and roads. Houses
are worth 1 point and cities are worth 2 whereas roads aren’t worth any points
but can be used to earn points by getting one of the two special points cards
which are mini objectives within the game which get you 2 points for each one,
one being longest road which is achieved by building 5 roads in a row with no
breaks. How you gather resources is when you place your buildings next to the
different lands, they all have numbers on them and if that number is rolled you
gain 1 resource for every house next to that land or 2 pieces for every city
next to that land. There is a card every player gets that tells them how much
materials you need to build a certain thing. In this game you can also trade,
this is done after you roll the dice and people gain materials, and during the
trading you can ask other players and make deals such as 2 wood for 1 sheep
etc. Lastly is development cards which cost resources and cant be used on the
turn you brought them, when these cards are used they have different things
they can do based on what the card says for example, build 2 roads for free,
move the robber or gain a victory point.








All these game pieces work very well within the game,
and all are used to create an enjoyable game experience. I believe that all
these pieces work well and that they are put in a way that is least confusing.
Within this board game there’s many player interactions such as trading and
building and blocking people’s pathways, meaning you as a player will need to
use your decision-making skills lots to figure out what the best path to
victory is either teaming up with someone else or by quietly waiting to create
your empire. This game has a very simple scoring system as shown on the cards
given at start of game to each player and the victory condition is very simple
as well. The turn is laid out simple which is roll, trade, build that’s the
order you go in and each step to your turn is very simple as the rolling
mechanics is a simple step where people gather their resources and trading is
done through players meaning you guy can make it simple or as hard for
yourselves as you like. With the flow of the game your turn makes it simple,
and the flow of the game goes at a nice pace and each turn flows into the next.
There are many strategy elements within this game like knowing what resources
to get and who to potentially team with and what to build. The only kind of
randomness in the game is what resources you will get as its based on a dice
roll so your numbers might never come up no matter how more likely they are to
show up, also what development card you get is also very random chance maybe
you get something good maybe it’s something else it’s a gamble, but your play
style may revolve around that kind of gamble.
The strengths I have
identified for in this game are the flow of each players turn, the resource
cards and trading. The flow of the turn is a big strength as its very simple and
laid out in a way most people would understand making the game very beginner
friendly when reading the rule books. The resource cards are another strength
as it adds many possibilities to the game your arnt like a normal game just
moving around the board or buying things instead you can collect resource cards
to either use to build things make cards which have alternative effect or more
so to trade. Talking about trading, that’s another strength within this game as
it allows you to gather resource you
have no connections to and build trust with other players helping each other.
Where there’s strengths there are also weaknesses within the game such as the
robber as I believe it shouldn’t hinder everybody, but it does by cutting
peoples cards in half also stealing of others and preventing certain resources
from being gathered. Personally, the way I would improve the robber would be
just to steal the hand of one other player.
What I believe makes
the game enjoyable is playing with friends and just having a laugh together
making ridiculous trades and teaming up against others for a laugh. The intractability
within this game is why its so enjoyable having fun with others not just
playing a boring quiet game where you don’t interact at all. There are also
things that can be a little frustrating for others as well such as a teaming up
aspect which could make someone not like all the ganging up or things like people
who don’t trade fairly. A main thing that could be frustrating in this game is
probably the setup getting it all set up getting people to cooperate and just
play a good game instead of all the teaming up leaving people out just overall
buying the one person as that can ruin there fun and they may never want to
play the game again, but I wouldn’t necessarily blame the mechanic its more the
openness of the mechanic which allows people to do this.
There are a few
improvements I would make to the game such as remove a rule or two from the
robber, adding the mechanic of natural disasters or adding new pieces into the
game with their own set rules. From the robber I would like to remove the rule
which half’s your cards and prevents the land from being used as I feel like
they aren’t the greatest things, that’s why I would change them and say instead
no cards are halves from everyone as the robber doesn’t affect everyone and you
can choose one player inhabiting that field and steal all their resources. For
the robber I would also remove the rule where what land he’s on doesn’t produce
materials and have it where they still do but there’s a chance, they won’t depending
on another variable yet decided upon. For the new mechanic of natural disasters,
I was thinking that randomly during the game you could damage land and remove
buildings etc. Finally, I would add new things to the game like new land and
new things you could build although not too much comes to mind as off yet but its
something many could think about.
How these improvements
could be applicable in the framework of the game currently is they would make
the game have more surprising elements and they are in the background whilst you’re
playing your game you could do this yourself at home if you wanted. How I would
add say the mechanic I came up with into the game is by adding a random buzzer
which goes off randomly (As you would presume) and when it goes off something
new happens in the game like roads are destroyed but each square gets something
different.
An additional thing to
add about Catan is that it says on the back of the box its age rating, player
count and the rough time it takes to play a single game of Catan these being;
·
Age rating: 10+
·
How many people can
play: 3-4
·
How long a rough game
takes: 60+ minutes

All in all, I believe
my changes won’t affect the age rating, but could affect play time to make it
slightly longer possibly. Although the demographic age rating could increase as
the changes might appeal more to an older age group due to how complicated the
game is already how it might get even more complicated.
Overall through much
analysis and research into the game i believe the potential impact of the
improvements I have suggested to the game could be massive as this allows for a
new feel to the game and really add different elements to it, but you could
also return to the basic game as well this suggestion would potentially just be
an expansion pack that players could choose to use if they want to spice up
there game. This could go well with other expansion packs as well such as the
one which adds oil fields and surrounding waters.
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