Strategy
Using the robber
A 7 comes up about once every six rolls, more than any other number. Each time, someone gets robbed, and in Grudge Isle, they remember who did it.
How it works
When you roll a 7 or play a knight, you move the robber to any tile. That tile produces nothing until the robber moves again, and you steal one random card from a player with a building on it. On a 7 (not a knight), anyone holding more than 7 cards discards half first.
Who to rob
- The leader. Slowing down whoever's winning helps everyone, and the rest of the table approves. The rivals do the same thing.
- The best tile, not just the best player. Blocking a 6 or 8 that only one rival uses costs them roughly one card in seven rolls for as long as it sits there.
- Someone already angry with you. Their grudge is already high, so robbing them costs you less goodwill than starting a new feud.
Who not to rob
- Anyone you promised. Breaking a promise is the biggest single grudge in the game, and the whole table holds it against you.
- Tiles you share. Everyone with a building on that tile resents it, not only the person you steal from.
- Otto, without a good reason. His temper means a robbery hits harder and lasts longer.
Protecting yourself
- Keep 7 cards or fewer at the end of your turn whenever you can.
- Don't look like the leader. Hidden victory point cards help.
- Buy knights. Moving the robber off your own tile is the best defence there is, and three knights win Largest Army.
- Make friends. Rivals with low grudges against you look elsewhere when they roll a 7.
Questions people ask
How often is a 7 rolled?
About one roll in six (6 of the 36 combinations), more than any other number.
Do the AI rivals target me with the robber?
They rob whoever is leading, and whoever they hold a grudge against. If you’re both, expect company.
The table is set. Five rivals, and every one of them keeps score.
Take a seat