NEW: Online Player of the Year in 2018

The Meeple League is proud to announce that we’re adding a new plaque to next year’s awards:

Online Player of the Year

We will keep track of everyone’s performance across all of our online leagues using the following point system:

  1. You get points equal to the league points you accumulate in every game you play, so the usual 10 points for 1st place in a game, 6 for 2nd, 3 for 3rd, and 1 point for finishing in 4th place.
  2. You get bonus points for each game you win
    1. 1-point bonus for winning a game in Division 3
    2. 2-point bonus for winning a game in Division 2
    3. 3-point bonus for winning a game in Division 1
  3. You also get bonus points for winning your group
    1. 2-point bonus for winning a Group in Division 3
    2. 5-point bonus for winning a Group in Division 2
    3. 10-point bonus for winning a Group in Division 1

One of our goals was to acknowledge the (much) tougher strength of schedule and accomplishment of winning the top divisions, while also making sure you didn’t need to be playing in the top Divisions to win this. Using the points above it works out that crushing a Division 3 Group 4-0-0-0 is worth about the same amount of points as winning 2 games and narrowly taking the Group in Division 1. This is our first year doing an Online Player of the Year, so there’s no guarantee we got all weights tuned correctly, but we feel pretty good about this as a starting point. Meanwhile, it is pure point accumulation, so the more leagues you play in, the more points you can get.
We currently run leagues for 5 games: Agricola, Brass, Castles of Burgundy, Through the Ages, and Thurn and Taxis. If we add any new games during 2018, they will count, too. For whatever it’s worth, we started our first two leagues in January and over the course of 2017 we ran 5 seasons of Thurn and Taxis and 4 seasons of Agricola (counting the two seasons that are currently in progress). We expect to open up at least two seasons for registration in December (Through The Ages season 2 and Castles of Burgundy Season 4) and those will count as the first events of the 2018 year.
Good luck and have fun!

Andy Latto’s Tie-Break Rationale

Andy Latto is a very competitive gamer. Beating him at Thurn & Taxis was when I knew I understood the game. Having him win a game that you are teaching him is no longer a surprise. Andy is also generous with his time and talent to the hobby. Andy is the Game Master for the Thurn & Taxis tournament at the World Boardgaming Championships every year. To keep track of his tournament, Andy created a Google Sheets spreadsheet to register and track entrants in the tournament. He has, generously, shared it with other GMs and I will be using it for the 2nd time for my Puerto Rico tournament at WBC this year.

Along with other clever programming throughout, Andy implemented his tie-breaker rules for advancement. As part of the documentation, Andy explains why he uses certain tie-break rules. I found that so interesting (and well explained) that I felt compelled to share just that with other folks who may never explore Andy’s GM spreadsheet. So here, in his own words (and with permission), is Andy Latto’s tournament advancement tie-break philosophy. You may disagree, but if you do, I hope your reasoning is as clear as Andy’s.

Thurn and Taxis tiebreak system is as follows:

Each game you play that you finish first or second, you score points as follows:

  • Win in first game played: 1500 points plus (your score/second place score)
  • Win not in first game played: 1000 points plus (your score/second place score)
  • Second place, 4-player game: 100 points plus 10 * (your score/winner’s score)
  • Second place, 3-player game: 50 points plus 10 * (your score/winner’s score).
  • Top 16 scores qualify for the finals.

This scoring system was designed to fulfill the following goals:

1. Playing never hurts

People should always be encouraged, not discouraged, from playing a game. So I never want to put people in the situation of “I qualify now, but if I play again, and do badly, I might not qualify”. So playing an additional game can only help, not hurt, your qualification score.”

2. Reward achievement, not attendance.

The best players should qualify for the semifinals. Showing up for a heat and finishing last doesn’t show you are a good player; it just shows that you showed up. So points are awarded only for finishing at least average, which in a game with 3 or 4 players, means 1st or 2nd. If you play a heat and finish 3rd or 4th, it doesn’t hurt, but it doesn’t help, either.

3. Scores should only be counted as score differentials.

In many games, a game may be high scoring for everyone or low scoring for everyone, depending on how the game goes. A Thurn and Taxis or Saint Petersburg game with many turns will have higher scores for everyone, but doesn’t mean that everyone is a better player. So the absolute score should never be used in the qualification formula, since it gives an incentive to aim for a high-scoring game, which can be in conflict with the main objective of scoring higher than the other players.

4. Score differentials should be measured by ratios.

If scores are higher, we expect score differentials to be higher, too. So winning 15 to 10 is a more impressive achievement than winning 20 to 15, and should get more tiebreak points. So the tiebreak always measures the ratio of your score to another’s score, rather than a difference. This has the added benefit of producing far fewer ties; since an 18-17 win is just slightly better by ratio than an 18-19 win, exact ratio ties are very rare except when both compared scores are the same.

5. Compare to other good players where possible.

Tournaments will always include some beginners who play poorly and finish with very low scores. The difference in skill, and therefore in score between the best and the worst players can be quite large, and the luck of having a very weak player at your table should not be rewarded. Some luck of the draw is unavoidable, but if we say that it’s unlikely that there will be more than two very weak players at a table, their effect on qualification is minimized if the first player is only compared to the second player, and vice versa, rather than comparing to all players or to an average.

Also, to the extent that one can make plays that target particular other players, I’d rather the first and second player target each other, rather than target the players who are losing, which I think makes a more fun experience for all.

6. Count closeness of seconds as more important than big firsts.

A close second means you did well against a player who won, while a win far ahead of second only means you did well against a player who came in second. There’s less evidence you did well against a good player, so you get fewer tiebreak points.

7. First in a three player game counts as much as first in a four player game, but second in a three player game counts for less than in a four player game.

If first didn’t count as much for three players as four, a player in a three player game would be at a severe handicap in qualifying. A second in a three-player game is easier to achieve than a second in a four-player game, so it counts for less. The fact that you can’t get full credit for a second balances out the fact that it’s easier to get a first.

8. For simplicity, incorporate the HMW (heats: most wins) rules into the formula

Technically, the point formula should only apply if the list of precedence rules for qualification reaches the ‘GM specified tiebreak rule’. But I think it’s easier to understand a rule that says “Add these up; highest score qualifies” than one that says:
“First see who has most wins; then see who has a win in their first heat entered, then…then add these numbers up and see who is highest”
So the size of the bonuses for win in first heat entered, other win, and second place ensure that the standard HMW rules will be followed, with the tiebreak points only mattering in comparing people with the same number of firsts and same number of seconds, and both or neither having a win in first heat entered.

If your tournament is HSW (heats: single win), rather than HMW, so that a win in the first heat entered is more important than two wins, you can achieve this by modifying the points for win in first heat entered to be:

Win in first game played: 5000 points plus (your score/second place score)

Feedback on this scoring system is welcome; email me at andy.latto@pobox.com.

Thanks, Andy, for permission to publish this. If you, gentle reader, have different view, please add it as a comment to this article. If the terminology of tournament structure is unfamiliar, you should read the WBC GM Guidelines at

http://www.boardgamers.org/wbc_gmeventform.html

PrezCon Summer Nationals 2017

When: June 26 to July 2, 2017

Where: Doubletree Charlottesville; Charlottesville, VA
PrezCon has a large lineup of tournaments, vendors, and a well-stocked open gaming area. The Doubletree keeps everyone well-fed and the attendees are very friendly to newcomers.
Meeple League Games:
Prezcon will be running all 9 Meeple League games.

View the website at  http://www.prezcon.com/index.aspx

Thoughts from previous attendees:

Sometimes I think: “Wouldn’t it be cool to coordinate with a whole bunch of my gamer friends, set aside a bunch of days, maybe even get a hotel room so we can all be at the same place, rent a space for some tables…Wouldn’t it be cool do do something like that?”

And then I realize that I already do something like that. It’s called PrezCon.

Scott Saccenti

Trip reports

The Summer Nationals are a smaller version of the winter event, but you can expect to have a similar experience. To get an idea, check out this trip report.

PrezCon Winter Nationals Trip Report

Agricola Online Season 1 Report

Agricola Season 1 Wrap-Up

by Randy Buehler

Season 1 of the Agricola league was a smashing success, with the Meeple League’s largest turn-out for an online event so far and some great matches up and down the ladder. 77 players signed up to play, which meant 11 leagues spread across four divisions. I was the biggest winner, but by the narrowest of margins as I defeated Sceadeau d’Tela for the Division 1-A crown *on tiebreakers* (3 match wins to 2). Congratulations are also due to Bernt Nodland and Steven LeWinter, who won the two leagues in Division 2 and thus earned spots in the top division for season 2. (Steve’s win was particularly close with only 3 league points separating 1st from 4th in his league.) You can see all the standings HERE.

Season 2 is about to start, and the field has expanded to 96 competitors. That means there will be 7 leagues in division 4 and 14 leagues in total. Good luck to everyone as they try to win promotion, and have fun playing.

With season 1 in the books, I thought it would be interesting to see how accurate the initial seeds were. As you may recall, I did the initial player sort first by looking at BPA laurels and then at Elo ratings on boiteajeux. There has been some debate (bordering on trash talk) about how accurate Elo ratings are, and I saved a copy of everyone’s rating before the season began. I then looked at the absolute value of how far each player’s finish position was from the position that would be predicted by Elo or laurels. (In other words, if you had the 5th highest Elo in your league but finished 1st then you were 4 spots away from where you were predicted to be.)

Laurels did a significantly better job of predicting division 1 than Elo did (8 spots off in total versus 18), but in Division 2-A it was the other way around (20 spots off versus just 4). Meanwhile Division 2-B was close to a wash (12 off for laurels versus 10 off for Elo). If you add up all 3 leagues that included at least some players with laurels, Elo comes out looking a little better at 32 to 40 (or an average of 1.5 spots off per player versus 1.9). Meanwhile in Division 3 there were some major upsets, including division wins from each of the two lowest rated competitors, but Elo was a quite reasonable predictor if you ignore those two players (1.7 spots off per player, or 1.1 spots off per player if you ignore the two outliers).

One surprising fact about season 1 is that only one player managed to collect exactly a first, a second, a third, and also a 4th place finish. Ed Fear is apparently the Epitome of Average. Meanwhile the triple winners club included only 3 people and exactly one person managed to win all four of their games: William F, aka wsefranc, from league 4-D.

There were, unfortunately, some players who played too slowly in season 1. The vast majority of games were done by the end of March and I think that two-month timeline is what folks should see as acceptable (we started in the last few days of January). The truly unfortunate part of having a slow player is that they impact four different games. My only real recourse to deal with this problem is to tell those players they aren’t allowed to play in future Meeple League events, and while most of the slowpokes from season 1 did not choose to sign up again, I did decline one registration attempt for season 2. For the handful of matches which haven’t finished, I treated them as 4-way ties when determining promotion and relegation and I will add the real points to the lifetime standings page once they finally do complete.

All of which brings us to season 2, which has quite a few interesting storylines to follow. A few more well-known WBC ringers have entered the league now (Jon Senn, Eric Wrobel, Josh Cooper, Rob Kircher), but they will have to fight their way up from the bottom. Turambar will be the champion of the pro-Elo crowd as he joins Division 1 and is the only player there without a WBC pedigree. Rob Murray and Petri Savola barely missed getting themselves promoted to division 1 and will be trying to finish the job. Meanwhile Daniel Eppolito will have something to prove as he was a consensus pick to finish in the top 2 of division 1 according to the fantasy league participants, but instead got himself relegated to division 2. In my own case, Agricola has not historically been one of my best game but I have invested a lot of time in the last 18 months or so trying to bring my game up to a world class level. I don’t know if I’m there yet, but I will do my best to claim back-to-back titles.

I’m confident there are many other interesting stories around the players I’m not yet familiar with, but that’s the beauty of a league like this. As the seasons go by we’ll get to see who rises and who falls. Good luck to everyone, and have fun in season 2!

PrezCon Winter Nationals Trip Report

By Marcy Morelli

This was my second year attending PrezCon. It’s a bit of a hike from Suburban Philly – especially in the winter. But Amtrak runs right into Charlottesville and that’s a great way to travel. Charlottesville is the home of the University of Virginia and offers some good sightseeing opportunities for those who are interested in Presidential history.

I arrived Monday evening and the Doubletree shuttle picked me up at the train station. It ended up being too late to pick up my badge, but I was able to catch up with some friends.
The Doubletree Charlottesville is a really great spot for a convention the size of PrezCon. The hotel staff are very well organized and seem appreciative of the convention’s presence. A few employees even seemed interested in learning some games.
Besides the shuttle, a pool with hot tub, and the ubiquitous cookie, the hotel also runs a great restaurant. Breakfast offers a large buffet with made-to-order omelets. Lunch and dinner have a tasty menu and you can call in an order and pick it up at the restaurant. There is also a special stand outside the ballroom that offers drinks, sandwiches, pizza, and some special meals throughout the day. In the late evening, 4 or 5 different pies are available. If you have a car at hand, there are plenty of local eating establishments nearby as well as a Walmart.

I’m primarily a EuroGames tournament gamer, and the conference room layout works well for that. Most tournaments are held in either the large Ballroom, or a few steps away in the Gallery Rooms. The food stand is just outside the Ballroom which makes it easy to catch a quick bite if you don’t have many breaks. The vendors set up in-between while open gaming has a large room downstairs.

 

 

 

 

 

 

 

 

 

 

 

 

 

The convention registration desk is organized and well-staffed for the long hours of the convention. Convention Director Justin Thompson is generally floating around keeping tabs on things, but is easy to find if you need him. PrezCon players are friendly and welcoming to newcomers.

Tournaments at PrezCon award plaques to the final table based on the total numbers of players who participated in the game.

Besides the regular tournament line-up PrezCon also holds several mini-cons during the convention: ColumbiaCon, RevCon, and a EuroGames sampler event. The Agricola and Catan tournaments are both regional championships with winners advancing to a National Championship.

PrezCon will also hold a Summer Nationals event in June. Don’t miss out on the opportunity to attend – you’ll have a great time!

TotalCon 2017 Report

Total Confusion 31 was held in Marlborough Massachusetts on February 23rd to the 26th of 2017. The convention moved to a new venue, the Best Western Royal Plaza. With more space and better lighting the board game space was great to play in and the tournaments were held in separate spaces with less noise and no crowding.

New England Regional Championships are a highlight of the convention. Listed below are the first 3 finishes in each of the 9 New England Championships.

GameChampion2nd3rd
ConcordiaWill WarrenKara MorseAndrew Harris
SplendorAndrew MenardIan DembskyMarvin Birmbaum
Ticket to RideNicholas CheungSteve CostaDean Scungio
St PetersburgAndrew HarrisIan DembskyShelly Thomas
AgricolaRichard J ShayRichard M ShayShelly Thomas
DominionJared RushananAndrew MenardThomas Jarrett
Castles of BurgundyIan DembskyWill WarrenKara Morse
Puerto RicoRichard MeyerAdam ShersonRichard M Shay
Power GridSteve CostaThomas JarrettBill Todd
Stone AgeShelly ThomasMongoJustin Roark

Chairman of the Board: Ian Dembsky

Chairman of the Board is awarded for accumulating the best record in different tournament games. Winning and placing in tournament games earns points, but you can only score for your best game in each tournament. Bonus points are awarded for placing overall in tournaments. Ian won Castles of Burgundy and finished 2nd in Saint Petersburg and Splendor. He also played well in other tournaments. Congratulations Ian.
Catan Regional Qualifier: Ian Dembsky


The Puffing Billy group spends the convention playing railroad themed games and has their own tournament format, giving prizes in the following categories:

Overall Champion: Roger Jarrett

1830: Bruce Beard

Empire Builder: Roger Jarrett

18XX: Bruce Beard

Empire Builder International: Roger Jarrett

There is also a Diplomacy tournament held over the course of convention.
Diplomacy Champ (& Best Italy): Brad Blitstein.

BEST GERMANY: Alan Levin

BEST ENGLAND: Rob Premus

BEST TURKEY: Andrew Katcher

BEST FRANCE: Randy Lawrence-Hurt

BEST AUSTRIA: Jay Aloia

BEST RUSSIA: Steve Cooley

Puzzle for February

The Game: Puerto Rico

By Marcy Morelli, Puzzle Editor

About the Game

Puerto Rico is a classic Economic game created by Andreas Seyfarth. Although originally released in 2002,  it continues to remain a top ten game in the BoardGameGeek rankings.

Most players appreciate that there is very  little luck in Puerto Rico. Each player starts the game with one plantation and 3 doubloons. Each turn a player selects one of the available roles and executes it. Then in turn order each other player also executes the role. The player who selected the role also gets a bonus. The goal of the game is to build an engine of plantations and buildings that allows you to accumulate victory points. At the end of the game, each  player counts the number of victory points collected during the game, and also gains points for the buildings they have purchased.

Your position

This game occurred at Congress of Gamers in late 2016.

 

It is a little less than halfway through the game. On your turn, you were the Governor,  selected the Trader and accumulated a handsome sum of doubloons.

The next player selected the Builder action and purchased a tobacco storage.

Now it’s your turn to build something.

Here’s what your board currently looks like:

Other Players


 

The situation

 

Your Decision

You are a big fan of the 4 point building Guild Hall because you feel it is easiest to obtain the maximum bonus points. With your quarries, you have enough to buy it now. However, it’s a bit early to purchase it. Another alternative would be to buy a good three point building that would help you earn more victory points. This will set you back on funds, and it might take a bit to get more doubloons to purchase a 4 point building.

You consider the following buildings:

Which would you purchase?

  1. Factory
  2. Harbor
  3. Wharf
  4. Guild Hall

Kyle Smith on Thurn & Taxis Strategy

Thurn & Taxis: Don't Just Mail it In

Thurn & Taxis, the 2006 Spiel des Jahres winner, was one of the first games I purchased when I first got into the boardgaming hobby 10 years ago. It has remained one of my favorites over the years and I believe I’ve played close to 600 games (thanks in large part to Yucata). Although it’s certainly not the ‘deepest’ game, I feel there are multiple layers of strategy to discover and potentially master. There is some luck involved, as with any game played with a shuffled deck of cards. For me, however, the ratio of strategy to luck is just right. On occasion, the extremes of good or bad luck can decide the game, but not often enough for it to bother me.

Basics

There are a number of things that most players realize pretty quickly in their first couple plays:

Planning ahead – While picking up and playing cards for your current route, you need to also think about and start taking cards for your next route.

Key Cities and the ‘Around the World’ Bonus Chit – The bonus chit for getting into all colors is an important bonus. Although it’s possible to win without it, the winning player will have one of these chits a vast majority of the time. As a result, the colors with just a single city (Lodz, Innsbruck, and Sigmaringen) are a little more valuable initially. You can also add Pilsen to that list, as it’s the only way to get into Lodz.

Efficiency – An average game of Thurn probably lasts around 17-21 turns. That’s not a lot, so you need to be efficient with your actions and your routes. That efficiency comes in several forms.

  1. Try to complete routes that allow you to place a post office in each city from the route, or all but one.
  2. Avoid (as much as possible) going through cities you’ve already placed houses in earlier in the game.
  3. Don’t have more than three cards in hand when you close a route.
  4. Make smart use of the Cartwright and Administrator, but don’t over use them.

When I’m teaching Thurn to a new player I usually incorporate the above into the rules explanation. I consider these the ‘common sense’ that they’ll learn within a game or so anyway.
The rest of this article is my attempt to explain my own personal strategies on different areas and situations.

Reshuffles

In a four-player game, you’ll generally go through the deck around two times or so, depending on Administrator use. With only 3 copies of each city in the deck, obviously at least one player will miss out on the key cards the first time through. When the opportunity is there, I will try to make sure I’m working on a route that includes a key city when the first shuffle occurs. Better yet, I’ll also be holding another key city in my hand ready for my next route. I’m often willing to take a tempo hit to extend a route one extra turn to keep a card out of the shuffle, especially if another copy is also out.

In addition, it’s important to pay attention to what routes are in process at the first shuffle to be able to better plan routes for the next time through the deck. It’s not unusual for two copies of a key city to be sitting in front of players at the shuffle. I often see this with Pilsen-Lodz. Unless a player gets both together early, it’s often a player’s second or third route which puts it close to the shuffle. It’s a tough position to need a card with only one available, tougher still when you don’t realize it.

Relative Play Order

This is an area that I don’t feel a lot of players think too much about, but I consider to be key. No matter where I’m at in turn order, I always have the most impact on the player to my left and the least on the player to my right. Early in a game, I make a conscious effort to work on a route (or start collecting for the next route) that follows my left-hand neighbor. Likewise, I try to stay away from anything my right-hand neighbor is currently working on. I’ve talked to players that think I’m counter-drafting them, but that’s not really the case. I rarely take a card I don’t intend and expect to play. Ultimately, it’s not something you can always make happen, especially if you have a strong right-hand-opponent who is thinking the same way, but I find I’m able to use this strategy to my advantage in a majority of my games. A lot of strategies/tactics I use may only result in small incremental gains, but when the winning scores are in the teens and low twenties, that can make all the difference that’s needed.

Turn Order

Actual turn order does have an impact on how I play, at least at the beginning of the game. Once I see how the other players are playing, that will often impact how I play out the rest of the game. Here are my thoughts on each seat.

Seat 1

Many players think seat 1 is the strongest. You have a head start on being the first player to get one or more of the bonus chits, including the ‘around the world’. You are also initially in control of the pace of the game. When I can get the first color bonus chit after just my first two routes, I’ll usually continue to push the pace of the game.

Seat 2

I consider this the weakest seat and I think statistics from WBC show that to be the case, if only slightly. It’s not as good as seat 1 for chit advantage or pacing and has none of the advantages that I think make seat 3 or 4 better. It’s not enough for me to be overly concerned when I start second but enough for me to be aware that it’s my least favorite seat.

Seat 4

My preference is to go last. There are couple things I think seat 4 has going for it. As I mentioned earlier, I value relative player order pretty highly and the player in seat 4 has the most information to start the game. You know every other player’s first two cards (unless someone draws blind); which card they played first; and most of the cards that will be left on the board to start turn 2. That’s a lot of valuable information to start the game with and getting that information is the primary reason I value seat 4 the highest. Another benefit is knowing when the game will end or, occasionally, being the player in control of ending the game. If you can take the lead in carts, you can potentially force the other players to close their final route prematurely in anticipation of what could be the final turn. This can often earn extra points by picking up a remaining long-route chit.

Seat 3

Seat 3 is not as good as seat 4 in the same way that seat 2 is inferior to seat 1. However, I still really like seat 3. I’m probably in the minority, but I actually put seat 3 ahead of seat 1 in my personal ranking. The extra starting info and the possibility of forcing 2 out of 3 opponents to close their final routes early puts this ahead of seat 1 for me.

Tempo and the Cartwright

On the majority of your turns, you’ll be using either the ‘Draw 2’ or ‘Play 2’ special ability so it’s fair to think of your turn as having 3 actions. Every city in a route costs you two actions; one to draw the card and one to play it. With 20 post offices, you need a minimum of 40 actions, or 14 turns, to be able to end the game that way. However, you are bound to need to hit a couple cities more than once, adding a few turns to that. If a player is rushing to the 7-cart by using the cartwright, turn 14 is also the earliest that the game end can be triggered. The 7-cart is worth 3 points more than the 6-cart, which is over 10% of most winning scores. It’s another 2 points less for the 5-cart. In addition, the first player to acquire a 7 also gets the 1 point bonus for ending the game so if you end the game while still on the 6-cart, you already have 4 points to make up. I point all this out to stress the importance of keeping pace with the cart leader. Although Thurn is not a race game, it often plays out like one. The cartwright ability serves a couple purposes in relation to tempo – 1) It can help maintain pace with the cart leader; 2) It can help you catch up when other circumstances have caused you to fall behind; and 3) it allows you to get away from small routes while still picking up the next cart.

The Administrator

Don’t be afraid to use the Administrator. I’ve seen plenty of players refuse to (or rarely) ‘flush’ the cards because they consider it inefficient or feel that it just helps the other players too much. On its surface, the administrator does “waste” 1 action, by depriving you of the ability to draw or play a city. However, if the ideal cards aren’t there to draw, you aren’t losing a good action. The alternatives are drawing blind off the top or taking a less desirable card for your route, possibly hitting a duplicate city. The blind draw could get you a completely useless card (for the 1 action wasted as using the Administrator) and leaves you in the same position for your next action. That’s not to say there aren’t times to draw blind as well. If there are several connectors that will work and the deck is low and you’re confident there’s a good chance, then go for it. But also pay attention to what cards your opponents are currently looking for. The flush can be used as a good defensive play, getting rid of someone’s key card while improving your own card selection. Similarly, if I notice that there is nothing on the board that connects to the next player’s route, I may be more likely to blind draw, and possibly put them into a position where they need to flush.

Conclusion

Most of these may only result in small incremental advantages, but in a game with winning scores averaging around 20 it can make the difference. While I always keep these strategies in mind, there are times when you need to zig instead of zag. I don’t consider any of these strategies to be absolute. That’s what keeps the game interesting even after so many plays, and the ability to know when to alter your plan is what separates the top players from the rest. It’s no fluke that many of the same people make semis and finals year after year despite WBC fields of 150+ players.

About Kyle Smith

Kyle Smith is unquestionably one of the best Thurn and Taxis players in the world. He won the annual Thurn and Taxis event at the World Boardgaming Championship in 2011 and has since finished in 2nd place twice – in 2014 and again in 2016. He's also made the finals at Euroquest in 4 of the last 5 years (with 2 wins). For a game with as much randomness as T&T this is a truly impressive resume. For whatever it’s worth, he’s also the single player I fear the most whenever he sits down at my own T&T tournament table. While he’s a great guy away from the table, as you’ll read here his in-game strategy is both cutthroat and very effective. - Randy