Who you’re up against
Meet the rivals
Every empty seat at a Grudge Isle table is filled by one of five AI players. They each play differently, talk differently and hold grudges differently. Learn them and you’ll know who to trade with, and who to leave alone.
Loud, competitive and quick to anger. Plays for roads and tempo, and uses the robber on whoever's leading. Holds grudges forever.
MiraThe traderTreats every turn like market day. Charming, pushy, calls you “friend” right before fleecing you, and takes a refused deal personally.
JunoThe cautious oneDeadpan, a little smug, and counts cards out loud. Builds a city economy, never feeds the leader, and rarely bluffs.
PipThe easy-going oneThe friendly regular at game night. Jokes around, trades fairly, and is the slowest to hold a grudge.
Joins at five- and six-player tables. Plays the market like Mira, so at a full table you can end up with two dealers working against you.
How they compare
| Rival | Trades | Bluffs | Temper | Plays for |
|---|---|---|---|---|
| Otto | Sometimes | Often | Very short | Roads, Longest Road, knights, robbing the leader |
| Mira and Wren | Constantly | Sometimes | Medium | Flexible hands, swapping surplus to finish builds |
| Juno | When it suits | Rarely | Slow burn | Cities on ore and wheat, a small, safe hand |
| Pip | Often | Now and then | Even | Settlements early, then cities and development cards |
What they all do
- Propose trades, haggle, counter and sweeten offers.
- React out loud to what happens: a big roll, a stolen card, a bad placement.
- Bluff when you ask what they're holding, some more than others.
- Gang up on whoever is about to win.
- Remember how you've treated them. See how grudges work.
Playing with friends? The rivals only take the seats your friends leave empty, and a friend who drops out can be covered by one until they rejoin.
The table is set. Five rivals, and every one of them keeps score.
Take a seat