It's the Red player's turn. They have the following tile to play:
FFRR -
I think a novice player would probably work on their cloister, or perhaps claim one of those roads to bag a quick 4 points.
Unbeknownst to the Red player, the Green player has following tile:
FRFR -
This could easily restrict the Red city's options if it is played in the grey square parallel to the city.
It's a good attack too, because If the Red player did does play it, with a road edge pointing towards the city, there would only be 2 tiles left that see that city complete:
CRRF - (one of them has already been played).
From Green's perspective, there are a number of tiles that could launch this attack:
8 x | 6 x | 3 x |
3 x | 2 x | 2 x |
This is the move that Green decides to play the following scuppering Red's plans:
At the time I thought the Red player was almost able to see the tile I had in my hand!
Because Red played this move, to mount the same attack Green would need one of the following tiles:
- 6 x FFRR
- 2 x FFFR
I found it interesting that Red played one space to the right too.
This leaves 2 open edges for a tile to be placed instead of just 1 free edge, and a risk of a trap.
Comparing the 2 options, these are the tiles can be be played now:
If the tile was played to left: |
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Sometimes it can seem like your opponent is whispering to their tiles, always drawing the one they need or placing it to ruin your plans, but when you look at the numbers, sometimes it's just about keeping your options open.