You have been saving for a city. Three ore, two wheat, and a few other cards, nine in all. One more turn and it is yours. Then the player on your left rolls a 7, and four of those cards go back to the supply.
Lesson 4 gave you the rule. This lesson turns it into a habit. Strong players do not get lucky with 7s. They just rarely give a 7 anything to take.
Where exactly is the line?
A quick recap. When a 7 is rolled, every player holding 8 or more resource cards discards half, rounded down. Seven or fewer is safe. Development cards do not count, and they can never be discarded or stolen.
One detail matters more than people think. The count happens at the moment the 7 lands, on anyone’s roll, including your own. It is not checked when you pass the dice. Your hand keeps growing on other players’ turns, so a hand of 7 can be a hand of 9 by the time the next 7 shows up.
How likely is a 7 before you can spend again?
Each roll has a 1 in 6 chance of being a 7. The question is how many rolls happen between the end of your turn and the next time you can build. Count the other players’ rolls, plus your own next roll, since a 7 on your own roll hits you before your action phase.
| Players | Rolls before you can spend again | Chance at least one is a 7 |
|---|---|---|
| 3 | 3 | about 42% |
| 4 | 4 | about 52% |
So in a four-player game, ending your turn at 8 cards is roughly a coin flip on losing 4 of them. On average that costs you about 2 cards every time you do it. That is half a settlement, thrown away for nothing.
Why is the eighth card so expensive?
Because one card changes the discard from nothing to half your hand. Look at what you keep after a 7, not what you lose.
| Cards when the 7 lands | Discard | You keep |
|---|---|---|
| 7 | 0 | 7 |
| 8 | 4 | 4 |
| 9 | 4 | 5 |
| 10 | 5 | 5 |
| 11 | 5 | 6 |
| 12 | 6 | 6 |
Read the last column. A player sitting at 7 keeps more cards than a player who was at 8, 9, 10, 11, or 12. You would need 13 cards before a discard left you with as many as just staying at 7.
There is one small trick hiding in the rounding. Since half is rounded down, 9 cards lose 4, the same as 8. If you are going to hold over the line anyway, an odd number is a little kinder to you than the even number below it. But that is a consolation prize. The real win is 7.
What should you build before you pass the dice?
When you are at 8 or more near the end of your turn, run down this list in order and stop as soon as you are safe.
- Build what your plan needs. A settlement, a city, or a road toward a spot you have already picked out. This is always the best fix.
- Build a development card. It moves 3 cards out of your hand and into one that does not count on a 7 and cannot be stolen. Lesson 11 covers when that card is worth it on its own.
- Trade to finish a build. One trade with another player often turns a messy hand into a settlement.
- Make a small uneven trade. Offering 2 cards for 1 shrinks your hand and makes the offer easy to accept. Just do not make it with the leader.
- Use a port or the bank, if it builds something. Lesson 9’s rule still applies: no 4:1 trade unless it builds something this turn.
- Build a road you did not strictly need. This is the last resort. Two cards on a road toward some future spot beats four cards to the robber.
Here is how much each move shrinks your hand:
| Move | Cards out of your hand |
|---|---|
| City | 5 |
| Settlement | 4 |
| Development card | 3 |
| 4:1 bank trade | 3 (4 out, 1 back) |
| Road | 2 |
| 3:1 port trade | 2 (3 out, 1 back) |
| 2:1 port trade, or a 2-for-1 with a player | 1 |
When is it worth holding 8 or more?
Sometimes holding is the right call. The trick is to make it a choice, not an accident.
A discard only hurts as much as the cards you would have to give up, and you choose which cards go. So before you pass at 8 or more, ask one question: if a 7 hits, can the cards I keep still make my next build?
- Cheap to hold: you are at 9 with 2 wheat and 3 ore for a city, plus 4 spare wool you have no use for. If a 7 comes, the wool goes and the city survives.
- Expensive to hold: you are at 9, and every card is part of the plan. A discard rips the plan in half.
Two more things push toward spending. In a four-player game, more rolls happen before your turn comes back, so holding is riskier than in a three-player game. And if your settlements sit on busy numbers, your hand will grow on other turns, so end lower than 7 if you can.
Why does a big hand draw the robber?
Everyone can see how many cards you hold. A big hand tells the table two things: you are about to build something big, and a random steal from you is likely to land something good.
So the player who rolls the 7 or plays a Knight has every reason to come for you. A small hand is boring to rob. Being boring is a fine defense. Level 3 has a full lesson on where the robber should go, but this week your goal is simpler: do not be the obvious target.
Try it this week
Your drill: end every turn at 7 or fewer cards.
- Count out loud before you pass. “Seven. Passing.” Make it as automatic as rolling the dice.
- At 8 or more, run the list. Build what you need, then a development card, then a trade that finishes a build, then a small uneven trade, then a port or bank trade that builds something, and a spare road last.
- If you choose to hold, say why. Name the cards you would discard if a 7 came. If you cannot name them without wincing, spend instead.
- Keep a tally. Mark each turn you ended at 8 or more, and each 7 that actually cost you cards.
- After the game, compare. Look back at your Lesson 4 notes. How many cards did you lose to 7s then, and how many now?
- Stretch goal: if your settlements are on 6s and 8s, try ending at 5 or 6 instead, so the next round of production does not carry you over the line.
Level check
Did it stick?
Answer in your head, then open each answer to check yourself.
A 7 is rolled. You hold 8 resource cards and 1 development card. How many cards do you discard?
Show answer 1
B. 4 Only resource cards count, so you are at 8, not 9. Half of 8 is 4. The development card stays safe in your hand and can never be discarded.
A 7 hits. Which starting hand leaves you holding the most cards afterward?
Show answer 2
A. 7 cards A hand of 7 keeps all 7. A hand of 9 keeps 5, 10 keeps 5, and 12 keeps 6. You would need 13 cards before a discard left you as many as simply sitting at 7.
You hold 9 cards: 2 brick, 2 wood, 1 wool, 2 wheat, 2 ore. An open spot connects to your road. What is the best move before you pass the dice?
Show answer 3
C. Build the settlement, which also drops you to 5 cards The settlement is a point and new income, and it takes you safely under the line. A road or a development card also gets you safe, but neither scores. In a four-player game, saving at 9 is roughly a coin flip on losing 4 cards before your next turn.
Nice work. That is this lesson's Level check done.
Next lesson
Development Cards for Beginners: When to Buy, When to Play
Next, the cards everyone underrates. Lesson 11 shows when a development card beats a road or a settlement, and when to play each of the five kinds.
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