Sunteți pe pagina 1din 2

SETTLERS

OF CATAN: Island of catan Different land types Each produces a different resource Clay - bricks mountains - bricks fields - grain pasture - sheep mountians - ore Desert - nothing, robber starts there. Each gets number - represents roll on two six sided dice Whenever rolled - anyone with buildings next to land hexes with that number get those resources. Start with two settlements = two victory points towards the 10 you need to win. Switchback start -> place building, next clockwise until last player. Then last player places a second settlement and takes resources of lands second bldg touches. Counterclockwise order, resources Turn: Rolling the dice -> everyone bordering a hex gets resources Then can build - costs are on the card. Likely won't get everything you need via dice productions - trade with other players Four things to buy: Can buy as many as you can afford Roads = road + brick. Must touch one of your settlements or roads Roads let you spread out and build more buildings Settlemetns = RBGS Any intersection reachable by road. No settlement may be built within one hex side of any settlement on the board. Each settlement = 1 VP, more resources. City is an upgrade to a settlement. City = 2VP. Produce 2 resources instead of one. Development cards - special benefits. Usually only play one development per turn and not on turn you buy it. VIctory point cards stay hidden until you are ready to win the game. (Can play as many as you want to win, even if bought on turn.) Year of plenty = 2 free Road building = 2 roads Monopoly = all of resource. Most are Knights Need to talk about what happens when a seven is rolled. No land hexes with a seven 1. Everyone checks to see how many cards -> if > seven, discard half of your choice (round down) 2. Robber moves to any other land hex. if standing on hex, that hex does not produce resources 3. Person rolling the seven steals one resource from someone who has a building bordering the robber's new location. Then player rolling a seven does rest of turn Knight - move robber, steal card Can be played before your turn.

Another purpose -> If you are the first to play three knights = largest army card = 2 VPS.If another player ever has more than you, give them the largest army card. First player to 5 segments ->longest road card Another player with a longer road can take it away. Can always trade with bank @ 4 of a kind to one. Building on a harbor space - 3 of a kind to one of something else. Or 2 of the resource shown to one of something else. Get 10 pts - settlements, awards, victory point cards. CITIES AND KNIGHTS New Set of Cards Three commodities: Coin, Cloth, Paper are added Cities - one resource + one commodity resources and commodities trade equally to bank. Count equally for robber some cards specify "resource" or "commodity" ---- New Stuff: Progess Cards Three types of progress cards replace the development cards. Can't buy - only get chance to receive via city improvements. Track improvements via flip chart ("calendar"). City improvements give access to progress cards, special abilities, even victory points. Side of board - barbarian tile / ship - barbarians get closer to cat an. New player pieces: 3 city walls, six knights - two basic, two strong, two mighty, defender of catan victory point cards three progress pieces metropolis - color of progress areas Event dice No Army Card. ---- Starting: Start with City + Settlement. Place settlements then cites. Only get one resource for each hex boarding a city at first. ---- Turn: Roll dice, resolve event dice, production, then build/actions/trade Roll barbarian ship - move one space along the path talk about reaching catan later. Production: Grain/Brick = 2 resources Others = 1 resource + 1 commodity City calendar shows what you can build. ---

Things to Buy: Settlements, Roads, Cities, same as previous City walls - adds two to number of cards to keep when robber atticks Only one wall per city One city has wall -> safe up to nine. Two cities have wall -> safe up to eleven Knights: sheep+ore = hire a basic knight. Any unoccupied hex intersection in road intersection. begin inactive = black + white one grain = activate -> colored side sheep+ore = upgrade (maintains location and state, just changes strength) When active, they are ready to perform an action: - Move anywhere along connected roads: (reserve spot to build settlement / break up long roads) - More powerful knights can displace those of another color -> displaced moves to a connected intersection - displaced doesn't change strength of state. If no space -> removed. - Chase robber out of neighboring hex - move out, and steal from another player. Knight performs action = goes inactive, must be reactivated. Can only perform one action per turn. Cannot perform an action on same turn is activated. But can be activated on a turn after being built or after performing an action. Knights also have another purpose: Knights also drive off the barbarians when they attack catan. Barbarian Attack The instant the barbarians reach closest spot, they attack: count total number of cities = barbarian strength knight strength = count up activated knights = 1 + 2 + 3... If barbarians > knights person(s) contributing least # active knights -> loses a city of his/her choice to settlement(and accompanying city walls knights >= Barbarians: Person contributing most active knights -> defender of catan victory point. (tie - each draws a progress card from color of his choice) Barbarian returned to start. All knights deactivated City Improvements: Buy improvements using commodities. Turn over one page for each improvement you buy. Each costs one more than previous one. (first costs one, second costs two) Each improvement you get gives you chance to get progress cards. Notice the two colors? Red colored die is more than just the resource. If event dice is a city gate of the color, check red die from the resource roll.

if matches, you get progress card from corresponding deck More improvement = more chance for progress cards Progress Cards: Yellow - Trade - helps trade Merchant = uses purple token, one victory point Blue - Politics - often help knights Green - Science - buildings, or set own dice rolls, change board You can not hold more then 4 progress cards at a time - must discard a card of your choice if you get a fifth card and it is not your turn. Victory point cards are played immediately, face up, remain in play for rest of game - Cannot be stolen and cannot be hidden in your hand. They do not count against your limit of 4 cards. Can play any number of progress cards on your turn (almost all occur after rolling dice.) Cards return to bottom of progress stack of matching color. Can play progress cards on the same turn you get them. Special Abilities: Getting the third improvement of a development area: Yellow - Two commodities of same type for one commodity or one resource Blue - Can promote strong knights to mar mighty knights (only to strong before this) Green - If no results from a dice roll, choose one resource of your choice. (except 7). Benefits remain for remainder of game (even after flipping to 4th/5th page.) Metropolis: First to build fourth level improvement = metropolis need to have a city to add golden city gates too -> immune from barbarians. get token = two more victory points (Only one metropolis of each area). If another builds to fifth = they get gates and metropolis marker, can't be taken away from them 13 Victory Points WINS Extra Rules: Robber cannot be moved until barbarians reach catan for 1st time (also applies to progress card actions). "7" - Must check if too many cards, but you don't move and steal Knights can only promoted once per turn (can be promoted on same turn as being built) Can never lose improvements, even if you lose last city. Lose last city - keep progress cards, but must have a city on the board in order to purchase a new improvement. Metropolis is still counted as a city in determining barbarian strength. When determining weakest contributions ignore players with no cities and players with only metropolises.

S-ar putea să vă placă și