How placement works

Idris the surveyor ranks every legal corner by these rules, in this order. The daily puzzle grades your tap against that ranking — but the point is the thinking, not the score.

  1. 🎲 Pips first

    Every field shows a dice number and dots — the dots are how often it pays out (numbers near 7 pay most). A corner touches up to three fields; add their dots. More dots = more goods over the game. This is the biggest reason a corner is strong.

  2. 🧺 A good mix

    Touching three different goods beats touching the same good three times — you can build more things without waiting. A corner on the border of timber, grain, and wool keeps every kind of build in reach.

  3. 💎 The scarce good

    Look at the whole island: which good has the fewest dots overall? A corner that gives you that rare good is worth extra — everyone will want to trade for it, and you already have it.

  4. ⚓ Reach a cove

    Coves along the coast let you trade at a better rate (2-for-1 or 3-for-1 instead of 4-for-1). A corner next to a cove turns your spare goods into what you need — a quiet, steady advantage.

  5. 🛤️ Room to grow

    Your first cottage is where your roads and next builds spread from. A corner with open neighbouring spots leaves you room to expand later — a corner boxed in by the coast or a rival can stall.

  6. 🛡️ Block (the advanced move)

    In a full game with rivals, sometimes the best corner isn't the richest for you — it's the one that denies a rival the spot they need. That's a later idea; the daily puzzle scores your own island first.

Ready? Try today's island →