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Catan - Setup
Hexes are laid out randomly
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Numbers are laid on top randomly (no number on the desert)6s and 8s cannot be next to each otherThe robber is placed on the desert hexThe oldest player goes first, and play proceeds clockwiseEach player in turn places their first settlement and a connecting roadWhen all players have placed their first settlement, they then place their second settlementsSecond settlements also have one attached road, and are placed in the reverse order to first settlementsThe second settlements earn resources from their surrounding hexes
Catan - The Turn
Part 1: Dice RollThe player rolls the diceAny hex with a number matching the roll produces one resource for each settlement (two for each city) bordering itIf you roll a seven, you activate the robberPart 2: TradeTrade with other players, ports or the bankPart 3: BuildingResources can be exchanged for roads, settlements, cities or development cardsRoads must connect to other roadsEach settlement must connect to one of your own roadsSettlements cannot be built adjacent to another settlementCities are upgraded settlementsThe turn ends when you pass the dice to your left
Catan - Trading
You may trade with the bank at a 4:1 ratio (4 of the same card for one of your choice)If you have a settlement at a standard port, you can trade any resource at 3:1Marked ports allow specific resources to be traded at 2:1, but no other tradesOnly the played whose turn it is may offer, or be offered, tradesPlayers may only trade resource cards (not development cards)
Catan - The Robber
The robber must be moved to a new hexA hex with the robber produces no resourcesWhen a seven is rolled, anyone with more than seven resource cards must select half, rounded down, and return themWhen you place the robber on a new hex, pick a player with an adjacent settlement and steal a random resource cardThe robber is moved when someone rolls a seven or plays a knight card
Catan - Development Cards
Development cards can be purchased from the bankA development card can be played at any point during your turn (one per turn)Development cards cannot be played on the turn they are purchasedVictory Point development cards should not be played until you are declaring victory!
Official Sitehttp://www.catan.comCatan at BoardGameGeekhttp://boardgamegeek.com/boardgame/13/the-settlers-of-catanStrategy Tipshttp://www.settlers-strategy.comCatan Introduction Videohttp://youtu.be/tuk23A27osg
Catan - Alternative Rules: Layout
Hexes stay hidden until bordered by a road or settlementNumbers stay hidden until bordered by a road or settlementHexes and numbers stay hidden until bordered by a road or settlementYou can not start with settlements bordering 6s or 8s6s and 8s must be on unique resources
Catan - Alternative Rules: Gameplay
If you roll a double, you get to roll again! Three doubles and you lose your resources.If a 2 or 12 is rolled, it counts as both a 2 and 12.If a die rolls off the table, re-roll!Whenever you place a settlement or city you get a development card.
Cheat Codes Video Games
Deserts are 'gold' - your choice of resourceUnoccupied hexes received resources and the first to build next to a hex collects the accumulated cardsSettlements can be built next to each other, but cities can notSettlements and cities can be built next to each other
Catan - Alternative Rules: Robber
When a 7 is rolled you can put the robber on any hex. If no settlements or cities border that hex you can take one of that hex's resourceThe robber cannot be moved for the first two roundsIf a 7 is rolled, everyone picks the resource of their choiceThe robber cannot be placed on a hex bordered by somebody with only two V.P.sThe robber can remain on the same hex when a seven is rolled or knight is playedWhen a player rolls a seven or plays a knight, they can be bribed!The robber only blocks a hex from producing, no cards are lost
Catan - Alternative Rules: Win Conditions
To win, you need at least 10 V.P.s, and two more than the next highest scoring playerNo hidden V.P.s - V.P. cards must be laid down immediatelyFirst to 4 cities winsEqual longest roads or largest armies get 1 V.P. each'Longest Turn' card, worth -2 V.P.s