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Ian Schreiber's avatar

As you suggest, Catan wasn't entirely unique in variable setup (Knizia's "Tutankhamen" did that a couple years earlier, and Tom Jolly's "Wiz-War" did it a decade before that, among others), though its overlap of variable board AND variable numbers is, I think, still very much an innovation.

Likewise, there are a few other games where you can only trade with the active player; Bohnanza did this (though it came after Catan and was probably influenced by that mechanic), for example, and Traders of Genoa not only has that restriction but also takes the scope of "trading" to extremes. I also vaguely remember a very old MS-DOS game where you offered a trade as the sole action of your turn (you were offering trades of gems with other players, trying to get the largest set of a single type of gem), which probably also counts on a technicality and does pre-date Catan... though I think Catan might be the first boardgame to really popularize the mechanic.

The Development cards were definitely the most swingy (some were far better than others), though slightly more than half the deck is Army cards so going for Largest Army bonus always did seem to me like an achievable strategy (you're buying 6 cards or so on average - much more expensive than the 5 roads it takes to get the Longest Road bonus, sure, but you're also getting a lot of extra mileage out of the card effects themselves, so it doesn't feel horrendously unbalanced). I'd also say that "if they're holding a card in reserve, it's usually a point card" is probably more dependent on who you play with; I've definitely held Monopoly cards in reserve at the right moment, and also threatened (or bluffed) that my face-down card was an Army card to convince opponents to not put the Robber on me. So I think there's more nuance to the card deck than you give credit for here.

The UI of dots on the numbers that you mention was, interestingly, NOT in the original German printing by Kosmos, so it might not be fair to credit that particular thing to Teuber himself. The first printing did have the numbers 2/12 printed in a smaller font than 3/11 which was smaller than 4/10 and so on, and the 6 and 8 were red, but there were no dots; it did give a sense that some numbers were more powerful, but didn't allow players to do the math of "add up the dots on the 3 adjacent hexes to see how many resources you're expected to get." I think the dots were added pretty early (2nd edition?) though, and they were useful enough that they've stuck around.

I would say that Catan did benefit a fair bit from being in the right place at the right time, too. It's not like good Eurogames didn't exist prior to 1995 - there were decades of fantastic Spiel des Jahres winners predating Catan - but it came across to the US just as there were hobby game stores popping up everywhere to serve the hunger for Magic and other TCGs that was in full swing, so there was actually a direct-to-consumer pathway for Catan that didn't exist for, say, Hare&Tortoise, Scotland Yard, Modern Art, or Can't Stop, even though I'd say each of those deserved the same mass-market success. That said, Catan's particular blend of competition-but-with-collaboration, randomness-but-manageable, and with a sufficiently short play time, definitely set it up for strong success. And it's certainly left a heck of a legacy; as I've said elsewhere, without Catan we wouldn't have had the Eurogames explosion in the US; without that we wouldn't have had as many American designers influenced by the Euros, which means we wouldn't have Dominion, and without that we don't have the entire deckbuilder genre, nor the digital roguelite-deckbuilder genre... I'm not saying Catan is DIRECTLY responsible for all of these things, but I'm saying that of all the parallel universes out there where Catan was not invented, I suspect most of them would not have had these other things at all.

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Paul Owen's avatar

I agree with you strongly on one point and disagree with you (not so strongly) on another.

1. It is a violation of man and nature to randomize the circular tokens in a Catan board set-up. They are specifically alphabetized to avoid grossly imbalanced production among the tile vertices. Randomizing them completely undermines their underlying genius. There is a place in hell for people who do that.

2. I do not like to place the robber right on top of the number token. Invariably, two turns later, I will say, "Okay, I rolled a five. Here's one of them - you get a brick, I get a brick. Where's the other five? <scan, scan, scan> Where's the other five? Oh, wait, is it under the robber? <checks> Oh, yeah." I hate that.

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