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Statistics Guide

Learn how to interpret your statistics

1.Play Style Diagnosis

Your play tendencies are diagnosed into 7 types. Higher scores indicate stronger characteristics of that style.

🛣️

Expansion

A play style focused on building roads and expanding territory. Often aims for Longest Road.

High road building frequency and Longest Road acquisition rate over 40%

🏰

Internal

A play style focused on upgrading settlements to cities and increasing resource efficiency.

City ratio over 60% and high resource efficiency

🤝

Negotiator

A play style focused on actively trading with other players to efficiently gather resources.

Player trade ratio over 50% and high trading frequency

🛡️

Defensive

A play style focused on careful hand management to avoid losing resources when 7 is rolled.

Low discard rate

🎲

Gambler

A play style that takes risks by hoarding resources to make big plays.

High discard rate, opposite of defensive

⚔️

Knight

A play style focused on using knight cards to aim for Largest Army bonus.

Largest Army acquisition rate over 40%

🃏

Stealth

A play style focused on collecting victory point cards to win without being noticed.

Victory point card contribution over 20%

2.Initial Placement

Measures the "resource acquisition expected value" of the 2 settlements placed at game start. For each resource, the expected value is the sum of dot counts on adjacent tile numbers.

ItemDescription
Resource Expected ValueTotal 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 ScoreSum of all resource expected values. Higher scores indicate better resource production potential.
BalanceNumber of resource types with value greater than 0 (0-5). Closer to 5 means more balanced placement.

3.Resource Strategy

Statistics about resource acquisition and loss. Calculated per total turn (all players' dice rolls) for comparison.

ItemUnitDescription
Resource Production/total turnAverage 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 turnResources gained from Year of Plenty, Monopoly, stealing, and trading (net gain). Shows resource acquisition beyond dice production.
Resource Loss/total turnResources 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.

ItemUnitDescription
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 7cardsAverage 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.

ItemUnitDescription
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/gameAverage 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.

ItemUnitDescription
Trading Frequency/turnNumber 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.
Trade RateResources received ÷ resources given. 1.0+ means favorable trades, below 1.0 means unfavorable.

7.Building Style

Statistics about buildings and development cards. Calculated per your turn.

ItemUnitDescription
Building Pace/turnBuildings (settlements + cities) built per your turn. Higher means more active building.
City Ratio%Cities ÷ (cities + settlements). Higher means focus on city upgrades.
Road Expansion/turnRoads built per your turn. Higher means focus on territorial expansion.
Dev Card Purchases/turnDevelopment 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.

9.Victory Pattern

Statistics about how you earn victory points.

ItemUnitDescription
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.

ItemDescription
Win RateYour win percentage when playing at that position.
Average ScoreYour 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 13 VP combined (10-15 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.