Best Starting Positions: Picking Opening Spots

A simple, maths-based way to rank intersections before the first placement.

1. Count the pips

Each intersection touches up to three hexes. Add the pips of their numbers (6 and 8 = 5, 5 and 9 = 4, 4 and 10 = 3, 3 and 11 = 2, 2 and 12 = 1). A spot with 6-5-9 has 13 pips, so it produces on 13 of every 36 rolls on average.

Example spotPipsExpected production per 36 rolls
6 · 5 · 91313 resources
8 · 4 · 101111 resources
11 · 3 · 1255 resources

2. Prefer different numbers

6-5-9 pays out on three different rolls; touching two hexes with the same number pays double on one roll and nothing on the others. Diversity smooths your income.

3. Think in resource pairs

Wood + brick build roads and settlements early; ore + wheat build cities and development cards later. A strong opening covers one pair and gets the other with the second settlement.

4. Use harbors deliberately

A 2:1 harbor is strongest next to high-pip hexes of the same resource.

Our generator marks the six highest-pip intersections on every board with numbered white circles.

Next step → See the best spots on a fresh board

Updated 2026-10-26 · about & methodology

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