Stefan M.
After 1083 games i must say that dices…
After 1083 games i must say that dices are scripted.

Colonist.io is a web-based, free online alternative to the challenging social and strategy board game Settlers of Catan. Utilize strategy, planning, and cunning negotiation to win.
Colonist.io (colonist.io) has 37 customer reviews on Five Star Index, with an average rating of 1.4 out of 5.
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Stefan M.
After 1083 games i must say that dices are scripted.
Uzay A.
Colonist.io is an amazing website that allows you to play Catan for free on a browser or on your phone. I've played so many games in the last few months and I absolutely love it. Yes the dice can be frustrating sometimes, but anyone who actually played the board game or backgammon will know that it happens with real dice as well. It's just the nature of the dice that sometimes it rolls really in an unbalanced way. I play daily backgammon games with my family and I've seen that they roll 6 6 two sometimes three times in a row. Just yesterday, my mum rolled 5 doubles in a row. I was speechless, but it happens. The problem with Colonist is with the toxic community of players who don't know how to take a loss. Get better rather than whining everyone. Keep up the good work Colonist devs!
Nicolas
Apart from the user interface, there is nothing positive about this pathetic website. I cannot believe that their software engineers are so remarkably unskilled that they cannot even implement a random dice. The dice is manipulated for creating so called balanced dice. When you start rolling early 7s with a friendly robber, you know that the opponent will roll those 7s later to balance your number of 7s. How can an engineer be so stupid to come up with such an idea? It is really bad. The game Catan itself is such an enjoyable game and I am sorry that there is not any good website to play ever since playcatan website came to a halt. The software developers (apart from the GUI, front end developers) of this website should just quit for the sake of everyone. By the way, not to mention that the bot is more stupid than anything you can imagine. You can create a better implementation just by using ChatGPT.
Thani M.
0. The interface is good enough, but that's all positive(s). 1. The map making is totally unbalanced and rigged. The first and second players are always favored, the rest - good luck. 2. The dice are absolutely biased even if they claim that it has been proven to be fair. Place a robber on a tile, and the number is immediately rolled. Otherwise, never. The dice logic is open source, but not the rest of the implementation. Hence, you can't see the nice if-statemets they are packing around it. 3. Players very often bot out, and the bots are really stupid - they don't trade, they block a random person with the most points, etc. 4. Players are toxic. (Colonist by itself is so rigged that it is totally understandable why they have become so toxic.) 5. Players do not trade and do not aim to make the game fair for everyone. They take someone's spot to completely ruin their game, including when they are obviously the weakest player. Totally different from the real-life social game I have played. 6. Some players are unnecessarily slow and waste time.
Williams R.
To the Colonist.io team, As a regular and passionate player of your platform, I am writing to express my serious concern—and now, my conviction—that your dice algorithm is not random and that it deliberately manipulates game outcomes to prevent certain players from winning, especially when they are nearing their personal best ranking. ________________________________________ ⚠️ Evidence of rigged gameplay and artificial balancing Manipulated dice outcomes: The theoretical probabilities of 2D6 rolls are well established (binomial distribution). Yet after analyzing data from over 150 games, I have recorded significant and repeated deviations: High-frequency tiles (like 6 and 8) go unrolled for 20+ turns, The “7” appears far more often than the expected 16.67%, especially when a player nears 8–9 points, Most tellingly: the leading player consistently gets denied key resources via unfavorable dice rolls, while opponents receive sudden windfalls. Anti-win mechanics: When a player nears their all-time high ranking, dice results become systematically unfavorable—even with strong placements. Meanwhile, opponents seem to be favored by a “catch-up” mechanic. This pattern strongly suggests a hidden balancing algorithm that hinders victory for the leading player. Systematic, reproducible, statistically improbable: These patterns are not anecdotal. They recur with enough consistency to rule out coincidence, suggesting an engineered outcome, not pure chance. ________________________________________ 💥 Consequences of this practice You turn a game of strategy and probability into a frustrating and unfair experience, You compromise the credibility of your Elo ranking system, You undermine user trust, which depends entirely on the assumption of algorithmic neutrality and statistical fairness. ________________________________________ ❓Three questions for your team Has your dice algorithm ever been publicly audited or peer-reviewed by an independent third party? Are you using balancing logic or rubber-banding techniques (like in some competitive video games)? Can you provide technical proof (source code, server logs, or large-scale statistics) that dice rolls are purely random? ________________________________________ 🧨 Final warning Unless you provide a clear and transparent answer, I reserve the right to: Publicly publish my statistical analysis across gaming communities and review platforms, Expose the pattern of manipulated dice rolls with supporting data, Warn fellow players of what I believe is hidden cheating through a biased algorithm that ruins fair play and damages the game’s long-term reputation. You will likely refer to the standard statistical defense: "variance is normal in small sample sizes." This would be a reasonable explanation if we were talking about isolated or random games. But here, we are observing contextual, targeted, and recurring patterns—always affecting the leading player or the one nearing a personal Elo record. Specifically: • These patterns are not random: they are systematic and contextual, • They do not impact all players equally, but disproportionately punish the frontrunner, • They occur at very specific moments (when the player reaches 8–10 points, or is about to break a record), which is statistically improbable without some form of programmed bias, • If you have nothing to hide, publish your dice roll logs or codebase (even anonymized). Transparency is the only way to dismiss this concern. • Without that transparency, invoking statistical randomness is no longer valid. It becomes a smokescreen to deflect from the presence of algorithmic rubber-banding. ________________________________________ This issue must be taken seriously. A competitive game platform cannot survive without full player trust in the neutrality and randomness of its mechanics. I expect a transparent and documented response. Sincerely, Williams Davis Roulance
Eric S.
Oneindig gemanipuleerd ten voordele van betalende spelers.
Martin D.
The interface is good. However, everything is ruined by the player interactions in the chat and their behaviors toward a given player. Rematched with a person(s) from the last game? They play against you even if their life depended on it. The block you, they steal from you even when you are not a threat (in the lead/have a good distribution). The reports seem to be not reviewed. Last, but not least, the dice are biased. In one game I had 5 8 10 and all game I was getting pretty much nothing from them, when they have high chances to be rolled. Also, let's not forget the paywalls and perhaps the bias that comes from them, as they favor paid players.
Clearly
a totally biased catan game. the random rolls. are just a sham. a sampling of 100 games revealed insights where the game favors paid members more. never seen a 12 roll more than 6, 8,9 5 in games where paid members have settlements capitalizing the same.