Statistics Guide
Learn how to interpret your statistics
1.Play Style Diagnosis
After 5 or more 4-player Solo Play games, your play is compared on 5 axes with the 30 players closest to your 4-player Solo Play rating, and the axis where you stand out most becomes your type. Stronger players tend to build more cities and hold Longest Road more often, so you are compared with players of similar strength rather than everyone. If no axis is in the top 30%, you're Balanced. With only a few games, your numbers are pulled toward the average, so the result becomes more your own the more you play. Because the comparison is based on 4-player Solo Play records, other formats (rooms, ranked, 1v1, 3-player and team games) aren't diagnosed.
For each axis, the screen shows your value (top bar) next to the average of the players you're compared with (bottom bar). You're compared with players who have played 5 or more 4-player Solo Play games.
Expansion
Spreads settlements and roads across the board, often taking Longest Road
Share of spent resources that went to settlements and roads (free ones from initial placement and Road Building are excluded)
City Builder
Builds cities to collect more resources
Share of spent resources that went to cities
Dev Cards
Buys many development cards and scores with knights and victory point cards
Share of spent resources that went to development cards
Negotiator
Trades a lot with other players to get what's missing
Share of trades made with players, and trades per own turn
Careful
Keeps a small hand and discards little on a 7
The lower your discard rate (cards discarded on a 7 ÷ resources gained), the higher you rank
Balanced
Doesn't lean one way and scores in many ways
No axis in the top 30%
2.Initial Placement
Measures the "resource acquisition expected value" of the settlements placed at game start (usually 2, or 4 in 1v1). For each resource, the expected value is the sum of dot counts on adjacent tile numbers.
| Item | Description |
|---|---|
| Resource Expected Value | Total dot count when adjacent to tiles producing that resource. 6 and 8 = 5 dots, 5 and 9 = 4 dots, 4 and 10 = 3 dots, 3 and 11 = 2 dots, 2 and 12 = 1 dot. |
| Total Score | Sum of all resource expected values. Higher scores indicate better resource production potential. |
3.Resource Strategy
Statistics about resource acquisition and loss. Calculated per total turn (all players' dice rolls) for comparison.
| Item | Unit | Description |
|---|---|---|
| Resource Production | /total turn | Average resources gained per total turn (all dice rolls). Indicates quality of settlement/city placement. |
| Production Concentration | % | Dependency on specific resources from dice rolls (most gained ÷ total). Higher means more concentrated placement on specific terrains. Balanced is ~30%, specialized is 50%+. |
| Non-Production Gain | /total turn | Resources gained from Year of Plenty, Monopoly, stealing, and trading (net gain). Shows resource acquisition beyond dice production. |
| Resource Loss | /total turn | Resources lost to discarding on 7, being stolen, Monopoly victim, and trading (net loss). Does not include building/purchase costs. |
4.Hand Management
Statistics about hand control against 7 rolls.
| Item | Unit | Description |
|---|---|---|
| Seven Discard Rate | % | Percentage of times you had to discard when 7 was rolled (hand size 8+). Lower means better hand management. |
| Avg Discards per 7 | cards | Average number of cards discarded when a 7 is rolled. Use with Seven Hit Rate to understand hand management patterns. |
5.Robber Impact
Statistics about damage from the robber.
| Item | Unit | Description |
|---|---|---|
| Targeting Rate | % | Percentage of robber movements where you were targeted. Being too conspicuous makes you a target. An indicator of hate management. |
| Robber Block Rate | % | Percentage of turns where the robber was adjacent to your buildings. Higher means your resource production was blocked more often. |
| Robber Losses | /game | Average number of resources lost due to the robber. Counts resources you would have gained when the robber's number was rolled on adjacent hexes. |
| Robber Loss Rate | % | Lost resources ÷ (gained + lost resources). Higher means the robber had a greater impact on your resource income. |
6.Trading Style
Statistics about trading frequency and types. Calculated per your turn.
| Item | Unit | Description |
|---|---|---|
| Trading Frequency | /turn | Number of trades per your turn. Higher means more active trading. |
| Bank Dependency | % | Percentage of trades using 4:1 bank exchange. High values indicate trading at unfavorable rates. |
| Port Usage | % | Percentage of trades using port rates (3:1 or 2:1). Higher means more efficient trading. |
| Player Trade Ratio | % | Percentage of trades with other players. Higher indicates a negotiation-focused style. |
7.Building Style
Statistics about buildings and development cards. Calculated per your turn.
| Item | Unit | Description |
|---|---|---|
| Building Pace | /turn | Buildings (settlements + cities) built per your turn. Higher means more active building. |
| City Ratio | % | Cities ÷ (cities + settlements). Higher means focus on city upgrades. |
| Road Expansion | /turn | Roads built per your turn. Higher means focus on territorial expansion. |
| Dev Card Purchases | /turn | Development cards purchased per your turn. Higher means focus on development card strategy. |
8.Card Style
Statistics about development card usage. Shows average uses per game.
Knight Card
Move the robber to any tile and steal 1 resource from an adjacent player. Using 3+ makes you a candidate for Largest Army (2 VP).
Road Building
Build up to 2 roads for free. Useful for achieving Longest Road.
Year of Plenty
Take any 2 resources of your choice from the bank.
Monopoly
Collect all of one type of resource from all other players. Potential for big swings.
Victory Point Card
Instantly grants 1 victory point. It stays hidden during the game, and everyone's are revealed when the game ends (they count toward losers' scores and ranks too).
9.Victory Pattern
Statistics about how you earn victory points.
| Item | Unit | Description |
|---|---|---|
| Longest Road Rate | % | Percentage of games where you held Longest Road (2 VP) at game end. |
| Largest Army Rate | % | Percentage of games where you held Largest Army (2 VP) at game end. |
| VP from Cards | % | Percentage of final score from victory point cards. |
| VP from Buildings | % | Percentage of final score from settlements (1 VP) and cities (2 VP). |
| VP from Bonus | % | Percentage of final score from Longest Road and Largest Army bonuses. |
10.Win Rate by Turn Order
Tracks win rate and average score by starting turn order (1st through 4th). Analyze position advantages/disadvantages and your strengths at each position.
| Item | Description |
|---|---|
| Win Rate | Your win percentage when playing at that position. |
| Average Score | Your average final score when playing at that position. |
11.Glossary
Definitions of terms used in statistics.
- VP (Victory Point)
- Victory Point. The score needed to win. Individual: default 10 VP (7-12 configurable), Team: default 12 VP combined (10-15 configurable), 1v1: default 15 VP (7-18 configurable).
- Settlement
- A 1 VP building. Gains 1 resource from adjacent tiles when their number is rolled.
- City
- A 2 VP building. Upgraded from a settlement. Gains 2 resources from adjacent tiles.
- Longest Road
- A 2 VP bonus awarded to the player with the longest continuous road of 5+ segments.
- Largest Army
- A 2 VP bonus awarded to the player who has played 3+ knight cards and the most overall.
- Turn
- One player's action sequence. Proceeds as: dice roll → trading → building. In stats, '/turn' means per your turn.
- All Turns
- Total turns in the game (all players' dice rolls). Resources can be gained on anyone's dice roll, so resource stats use '/total turn'.
- Round
- When all players have taken one turn. In a 4-player game, 1 round = 4 turns.
- Robber
- Moves when 7 is rolled or a knight is played. Blocks resource production on occupied tile.
- Top-2 Rate
- Share of games finished in 1st or 2nd place (3–4 player individual games).
- Last Place Avoidance
- Share of games not finished in last place (3–4 player individual games).
- Average Rank
- Average finishing position. Closer to 1 is better. Games you left early count as last place.