Scan the board for spots

Paint the board you are actually drafting on, drop the settlements that are already taken, and this sweeps every remaining intersection. It is a completeness check, not a verdict — the point is that a decent corner nobody eyeballed does not go unnoticed while the table argues over the obvious spots.

Paint a hex with
Number token
6•••••9••••4•••8•••••5••••11••

2 settlements placed · 14 legal spots left

Every legal spot, scored

The top spot is worth 0.25 cards a turn against 0.11 for the middle of the board. 14 of the 14 legal spots sit within a card a turn of it, so the top of this list is a shortlist rather than an answer. 14 of them lean on numbers you already cover — flagged below, because expected cards cannot see that.

#NumbersPipsCards/turnBlanksResources
16 · 9doubles up on 6, 990.2575%Wood, Wheat
25 · 11doubles up on 5, 1160.1783%Sheep, Wood
36doubles up on 650.1486%Wood
36doubles up on 650.1486%Wood
38doubles up on 850.1486%Brick
38doubles up on 850.1486%Brick
38doubles up on 850.1486%Brick
89doubles up on 940.1189%Wheat
85doubles up on 540.1189%Sheep
104doubles up on 430.0892%Ore
104doubles up on 430.0892%Ore
104doubles up on 430.0892%Ore
1311doubles up on 1120.0694%Wood
1311doubles up on 1120.0694%Wood

Top 20 of 14. “Blanks” is how often the spot produces nothing at all on a turn — two spots can average the same cards and blank on very different schedules.

What this cannot see

Quite a lot, and it is worth saying before you take the top row as an instruction. A competitive player reviewing this tool put it bluntly: expected cards per turn is pip counting with two more decimal places, and it is not what decides a real pick.

  • Ports. Nothing here models them. A 2:1 on a resource you produce heavily is a game-winner, and the same port next to hexes that make none of it is a wasted settlement.
  • Blocking. A spot that shuts an opponent out of their expansion lane can be the correct pick over a strictly better producer. A lower row here can be the right choice for a reason this table has no column for.
  • The draft. Snake order means what will still be available on the wrap-around often matters more than what is best right now, which is why the highest-scoring intersection is frequently the wrong first pick.
  • Number overlap is flagged, not priced. Two settlements on the same numbers are correlated — the turns that feed one feed the other and the dry spells hit both together. The flag tells you it is happening; how much it costs depends on the rest of your board.

What it does enforce is legality: the distance rule means you cannot build within one edge of any existing settlement, so occupied-adjacent intersections are left out of the list entirely rather than ranked and then disclaimed.

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