Grudge Isle Take a seat

Strategy

Closing out a win

Getting to 7 points is about the board. Getting from 7 to 10 is about the table. Once the rivals see you coming, they stop trading and start robbing.

Hide your lead

The rivals judge you by your visible score: buildings, Longest Road and Largest Army. Victory point cards stay hidden until you win. A player showing 7 who is really on 9 doesn't get the treatment a player showing 9 gets.

Count the swing cards

Longest Road and Largest Army are worth 2 points each, and both can change hands. Before you commit to a road race, count whether you can stay ahead. Taking a title from a rival is a big grudge, and losing it back hands them 2 points and the satisfaction of getting even.

Bank on the bank

Near the end, nobody trades with the leader. Harbors become your trade partners: a 2-for-1 harbor on a resource you produce a lot of is worth a lot in the last turns.

Finish in one turn

The best finish goes from “not a threat” to 10 in a single turn: a city and a settlement, or a settlement plus a title. Save cards, keep under 8 to dodge a 7, and go when it's all in hand.

In Knights & Barbarians

You need 13. Metropolises (2 points each) and Defender of the Isle points are what separate players at the end. Keep your knights active before each landing so you don't lose a city at the worst moment.

The table is set. Five rivals, and every one of them keeps score.

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