# Strategy Some of these tips are **simulated**: computer players played the same maps with and without the idea, many times. ## Where to put the castle Your castle decides the shape of your whole realm. Simulated on 200 maps of the full game: after the castle, the same computer player finished every game. | Castle placed … | Gold | Lands | Stars | | :------------------------------------- | :------: | :------: | :------: | | where it **claims the most cells** | **65.0** | **8.91** | **1.89** | | as close to the centre as possible | 58.5 | 8.78 | 1.65 | | where it earns the most gold right now | 56.5 | 8.55 | 1.70 | | as close to the edge as possible | 49.5 | 7.69 | 1.34 | **Look for open lines, not for the first gold.** A castle whose four lines run long (no lakes, few mountains in the way) touches many lands at once, and every touched land is a place where farmers and knights can start. ## Farmers at the edge Farmers are free, but every farmer blocks the eight cells around it. Put them where their ring covers cells you would never use anyway: along land borders, next to lakes, against the board edge. Keep the open pasture inside a land for the next pieces. ## Knights pay for themselves A knight costs 10 and earns double: 10 on pasture, 14 in a land with a lake, 40 on a treasure. On lake pasture it is in profit the moment it lands; on a treasure it nets 30. Under _Costly knights_ only treasures and lake pasture are worth it; under _In the king's pay_ knights are your best piece almost everywhere. ## Bishops open doors Use a bishop when a land you want is not connected to your domain yet: its diagonals cross borders, and from its claim farmers can start in the new land. It is also the cheapest way into the moor for herbs. ## Treasures first Before every move, look at which cells the new claim would cover. A claimed treasure is lost. Take treasures **before** you claim around them. ## The land star Half of a land is enough. Count before you place: a farmer that brings a land from 4 of 9 to 5 of 9 is worth a whole land; a farmer deep inside a land you already rule only adds gold. In the last moves, check every land that is one cell short. ## The endgame Gold counts at the end. A knight or bishop placed in your last moves costs gold that may not come back, and can lose the gold star. When no remaining move earns gold, press **End game** and keep what you have. Got a trick that works? Share it in the comments of the daily post (without spoiling the map for others). Back to the [wiki index](/r/Ninelands/wiki/index).