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KLAUS TEUBER G AME R ULES & A LMANAC

Game Rules & Almanac

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Page 1: Game Rules & Almanac

Klaus Teuber

Game Rules& almanac

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Dear Settlers,To make it as easy as possible for you to start playing Catan®, we use an award-winning rules system, which consists

of 3 parts. First, if you do not know how to play Catan, please read the Game Overview on page 16 (the back cover). Next, read the Game Rules on pages 2-6 (red borders) and start to play the game. If you have questions during the game, consult the Catan Almanac on pages 6-15 (gold borders).

Now you are ready for your first adventure on Catan. Have fun settling this new land together!— Klaus Teuber

You can find further information at:catan.com mayfairgames.com klausteuber.com

Game RulesThese 4-page rules (pages 2-5) contain all the important

information that you need to play!

If you need more information during the game, you can look up keywords (marked Y) in the “Almanac,” which follows these rules.

Game ComponenTs•19terrainhexes(tiles)

•6seaframepieces

•9harborpieces

•18circularnumbertokens

•95resourcecards(bearingthesymbolsforthebrick,grain,lumber,ore,andwoolresources)

•25developmentcards(14knightcards, 6progresscards,5victorypointcards)

•4“BuildingCosts”cards

•2specialcards:“LongestRoad”&“LargestArmy”

•16cities(4ofeachcolor,shapedlikechurches)

•20settlements(5ofeachcolor,shapedlikehouses)

•60roads(15ofeachcolor,shapedlikebars)

•2dice(1yellow,1red)

•1robber

•1“GameRules&Almanac”booklet

ConsTruCTinG The islandTheframepiecesholdtheboardtogetherandpreventthepiecesfrommovingaftertheboardisinplace.Beforebuildingtheisland,assembletheframebymatchingthenumbersattheendsoftheframepiecestogether(i.e.,1-1,2-2, etc.).

YoucanthenconstructtheislandofCatanusingthe19terrainhexesasshownonpage3.

Starting Set-up for BeginnersYou can play the game Catanonavariablegameboard.Foryourfirstgame,however,wesuggestthatyouusethe“StartingSet-upforBeginners Y.”(SeeIllus.Aonpage3.)Thisset-upiswell-balancedforallplayers.

Beforeyourfirstgame,youmustremovethedie-cutcomponentsfromthecardboardholders.Carefullypunch out and separate the pieces. When punching tiles out of the die-cut sheets, always push the tiles through from the front, “cut”side(pushingfromthebackmaycausethetilestorip).

LayoutthemapasspecifiedinIllustrationA(oronthebackofthisbooklet).

First,assembletheframeasshown.Second,createCatanbyplacingthe19terrainhexesonthetable—againasshown.Third,placethecircularnumbertokensontopof thedesignatedterrainhexes.Finally,placeyoursettlementsand roads.

Africa is spring and we walk five paths toward the sun

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Starting Set-up for Experienced PlayersItismorefuntoplaywithavariablegameboard—withthegameboardlaidoutrandomly.Theboardchangeseachgame.Ifyouwouldliketousethevariableset-up,youcanfindtheguidelinesintheAlmanacunderSet-up,Variable Y. Also look for useful tips under Set-up Phase Y and Tactics Y.

seTTinG up The GameSelect a color and take your 5 settlements, 4 cities, and 15roads(nomoreandnoless!).Placeyour2roadsandyour2settlementsonthegameboard.Placeyourremainingsettlements, roads, and cities down in front of you.

Note: If you are playing a 3-player game, nobody plays the red position indicated on the starting map.

Takeyourcolor’sbuildingcostscard.(SeeIllustrationB.)

Placethespecialcards“LongestRoad”and“LargestArmy”besidethegameboardalongwiththe2dice.

Sort the resource cards into 5 stacks and put them face up nexttothegameboard.Shufflethedevelopmentcards and place them face downbytheboard.

Youreceiveresources Y foreachterrainhexaround your starting settlement marked with a white star H (see Illustration A). Take the appropriate resource cards from their stacks.

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Illustration AStarting Map for Beginners To make it as easy as possible for you to get started with Catan, we use an award- winning rules system, which consists of 3 parts—the Overview, the Game Rules, and the Almanac.

If you’ve never played Catan, please read the game Overview first—it’s on the back cover of this booklet. Next, read the Game Rules and start to play. And finally, if you have questions during the game, please consult the Almanac (it begins on page 6).

Odds fOr dice rOlls2&12=3%3&11=6%4&10=8%5&9=11%6&8=14%7=17%Resource Production

Robber

Illustration B

laRGest aRmy

2 Victory Points!The first player to play 3 Knight cards

gets this card. Another player who plays more Knight cards takes this card.

• A City replaces an already-built Settlement.• Usually, you only play 1 development card per turn, and you cannot play a development card on

the turn it’s built.

lonGest Road2 Victory Points!

This card goes to the player with the longest road of at least 5 segments. Another player who builds a longer

road takes this card.

H

H

HH

Hills Produce Brick

Forest Produces Lumber

Mountains Produce Ore

Fields Produce Grain

Pasture Produces Wool

Desert Produces Nothing

Begin the game with the resource cards

produced by the settlements

marked with white stars.

See H.

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Example: See Illustration A. Blue receives 1 brick card, 1 lumber card, and 1 ore card for his leftmost settlement (i.e., his settlement marked with a star H).

Each player keeps his resource cards hidden in his hand.Important: Settlements and cities may only be placed at the corners of the terrain hexes—never along the edges (see Illustration C). Roads may only be placed at the edges of the terrain hexes—1 road per edge (see Illustration D). The Distance Rule Y means many intersections along roads will remain unoccupied.

Turn overviewUnless you’re using the Starting Set-UpforExperiencedPlayers,the oldest player goes first. On your turn, you can do the following in the order listed:

•Youmustrollforresourceproduction Y (the result applies to all players).

•Youmaytrade Y resource cards with other players and/or use maritime trade Y.

•Youmaybuild Y roads Y, settlements Y or cities Y and/orbuydevelopmentcards Y. You may also play one developmentcard Y at any time during your turn.

After you’re done, pass the dice to the player to your left, who thencontinuesthegamewithstep1.

Tip: For advanced players, we recommend combining the second and third steps. You can find more details in the Almanac under “Combined Trade/Build Phase Y.”

The Turn in Detail1. Resource ProductionYoubeginyourturnbyrollingbothdice.Thesumofthedicedetermineswhichterrainhexesproduce resources.

Each player who has a settlement on an intersection  Y that bordersaterrainhexmarkedwiththenumberrolledreceives1resourcecardofthehex’stype.Foranexampleseeresourceproduction Y.Ifyouhave2or3settlementsborderingthathex,youreceive1resourcecardforeachsettlement.Youreceive2resourcecardsforeachcityyouownthatbordersthathex.Iftherearenotenoughofagivenresourceinthesupplytofulfilleveryone’sproduction,thennoonereceivesanyofthatresourceduringthatturn(unlessitonlyaffects1player).

2. Trade YAfterwards,youmaytradefreely(usingeitherorbothtypesoftradesbelow)togainneededresourcecards:

a) Domestic Trade YOn your turn, you can trade resource cards with any of the

other players. You can announce which resources you need and what you are willing to trade for them. The other players can also make their own proposals and counteroffers.

Important: Players may only trade with the player whose turn it is. The other players may not trade among themselves.

b) Maritime Trade YYou can also trade without the other players! During your turn,youcanalwaystradeat4:1byputting4identicalresourcecardsbackintheirstackandtakingany1resourcecardofyourchoiceforit.Ifyouhaveasettlementorcityonaharbor Y, you cantradewiththebankmorefavorably:ateithera3:1ratioor,incertainharbors,at2:1(tradingtheresourcetypeshown).

Important: The 4:1 trade is always possible, even if you do not have a settlement on a harbor.

3. Build YNowyoucanbuild.Throughbuilding,youcanincreaseyourvictorypoints Y,expandyourroadnetwork,improveyourresourceproduction,and/orbuyusefuldevelopmentcards.Tobuild,youmustpayspecificcombinationsofresourcecards(seetheBuildingCostsCard Y).Taketheappropriatenumberof roads, settlements, and/or cities from your supply and place themonthegameboard.Keepdevelopmentcardshiddeninyour hand.

Youcannotbuildmorepiecesthanwhatisavailableinyourpool—amaximumof5settlements,4cities,and15roads.

a) Road Y Requires: Brick & LumberAnewroadmustalwaysconnectto1ofyourexistingroads,settlements,orcities.Only1roadcanbebuiltonanygivenpath Y.

Thefirstplayertobuildacontinuousroad (not counting forks) of at least 5 roadsegmentsreceivesthespecialcard“LongestRoad Y”. If another player succeedsinbuildingalongerroadthantheonecreatedbythecurrentownerofthe“LongestRoad”card,heimmediatelytakesthespecialcard(andits2victorypoints).Inthiscase,thereisa4victorypointswing!

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b) Settlement Y Requires: Brick, Lumber, Wool, & GrainTake special note of the “Distance Rule” Y:youmayonlybuildasettlement at an intersection if all 3oftheadjacentintersectionsarevacant(i.e.,noneareoccupiedbyanysettlementsorcities—evenyours).

Eachofyoursettlementsmustconnecttoatleast1ofyourownroads.Regardlessofwhoseturnitis(i.e.,duringanyproductionphase),whenaterrainhexproducesresources,youreceive1resourcecardforeachsettlementyouhaveadjacenttothatterrainhex.

Eachsettlementisworth1victorypoint.

c) City Y Requires: 3 Ore & 2 GrainYoumayonlyestablishacityby

upgrading one of your settlements.

When you upgrade a settlement to a city, put the settlement (house) piece backinyoursupplyandreplaceitwitha city piece (church).

Citiesproducetwiceasmanyresourcesassettlements.Youacquire2resourcecardsforanadjacentterrainhexthatproduces resources.

Eachcityisworth2victorypoints.

d) Buying a Development Card Y Requires: Ore, Wool, & GrainWhenyoubuyadevelopmentcard,

draw the top card from the deck. Thereare3differentkindsofthesecards: knight Y, progress Y, and victorypoint Y. Each has a different effect(see4.b,below).

Developmentcardsnevergobackintothesupply,andyoucannotbuydevelopmentcardsifthesupplyisempty.

Keepyourdevelopmentcardshidden(inyourhand)untilyou use them, so your opponents can’t anticipate your play.

4.SpecialCasesa) Rolling a “7” and Activating the Robber YIfyourolla“7,”noonereceivesanyresources.

Instead,everyplayerwhohasmorethan7resourcecardsmust select half (rounded down) of his resource cards and returnthemtothebank.

Thenyoumustmovetherobber Y. Proceed as follows:

(1)Youmustmovetherobber Yimmediatelytothenumbertokenofanyotherterrainhexortothedesert Yhex.

(2)Thenyousteal1(random)resourcecardfromanopponentwhohasasettlementorcityadjacenttothetargetterrainhex.Theplayerwhoisrobbedholdshisresourcecardhandfacedown.Youthentake1cardatrandom.Ifthetargethexisadjacentto2ormoreplayers’settlementsor cities, you choose which one you want to steal from.

Important: If the production number for the hex containing the robber is rolled, the owners of adjacent settlements and cities do not receive resources. The robber prevents it.

b) Playing Development Cards YAtanytimeduringyourturn,youmayplay1developmentcard(putitfaceuponthetable).Thatcard,however,maynotbeacardyouboughtduringthesameturn(exceptforavictorypointcard,asdescribedbelow)!

Knight Cards (Purple Frame) YIf you play a knight card, you must immediatelymovetherobber.See“Rollinga‘7’andActivatingtheRobber”aboveandfollowsteps1and2.

Once played, knight cards remain face upinfrontofyou.Thefirstplayertohave3knightcardsinfrontofhimselfreceivesthespecialcard“LargestArmy,”whichisworth2victorypoints.Ifanotherplayerhasmore knight cards in front of him than the currentholderoftheLargestArmycard,heimmediately takes the special card and its 2victorypoints.

Progress Cards (Green Frame) YIf you play a progress card, follow its instructions.Thenthecardisremovedfrom thegame(i.e.,tossitinthebox).

Victory Point Cards (Orange Frame) YYoumustkeepvictorypointcardshidden.Youmayonlyrevealthemduringyourturnandwhenyouaresurethatyouhave10victorypoints—thatis,towinthegame.Ofcourse,youcanrevealthemaftertheendofthe game if someone else wins. You may play anynumberofvictorypointcardsduringyour turn,evenduringtheturnyoupurchasethem.

endinG The GameIfyouhave10 or morevictorypointsduring your turn, thegameendsandyouarethewinner!Ifyoureach10pointswhen it is not your turn, the game continues until any player (includingyou)has10pointsonhisturn.

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Move the robber.Steal 1 resource from the owner of a settlement or

city adjacent to the robber’s new hex.

KNIGHT

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MONOPOLY

When you play this card, announce 1 type of resource.

All other players must give you all of their resources

of that type.

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1 Victory Point!Reveal this card on your turn if, with it, you reach

the number of points required for victory.

LIBRARY

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almanacThis“CatanAlmanac”containsdetailed,alphabeticalentriesandexamplesforCatan.Thesearenotthe“GameRules”!Youdonothavetoreadthismaterialpriortoyourfirstgame.Instead,usetheGameRules.Thenreadthistoenjoythecompleteexperience.

Thisalmanacincludesadvancedrulesandclarifications.Youcan also refer to it if any questions arise during a game.

Bbuild (buildinG)Youmaybuildonyourturnafteryouhaverolledforresourceproductionandfinishedtrading.Tobuild,youmustturninthespecifiedcombinationsofresourcecards(seetheBuildingCostsCards Y).Returntheresourcecardstothesupplystacks.

Youcanbuildasmanyitemsandbuyasmanycardsasyoudesire—aslongasyouhaveenoughresourcesto“pay”forthemandtheyarestillavailableinthesupply.(SeeSettlements Y,Cities Y,Roads Y,andDevelopmentCards Y.)

Eachplayerhasasupplyof15roads,5settlements,and4cities.Ifyoubuildacity,returnthesettlementtoyoursupply.Roadsandcities,however,remainontheboarduntiltheendofthegameoncetheyarebuilt.

Yourturnisoverafter“building,”andtheplayertoyourleftcontinues the game.

Newrulevariant:seeCombined Trade/Build Phase Y.

buildinG CosTs CardsThebuildingcostscardsshowwhatcanbebuiltandwhichresourcesarerequired.Whenyoupaybuildingcosts,youmustreturn the necessary resources to their supply stacks. You canbuildsettlements Y and roads Y, upgrade settlements to cities Y,andbuydevelopmentcards Y.

CCiTiesYoucannotbuildacitydirectly.Youcanonlyupgradeanexistingsettlementtoacity.Youpaythe required resources, return the settlement to your supply, and replace the settlement with a city on the same intersection Y.Eachcityisworth2victorypoints.Youreceivedoubleresourceproduction(2resourcecards)fromtheadjacentterrainhexeswheneverthosenumbersarerolled.

Whenyoubuildacity,theupgradedsettlementpiecebecomesavailableagain.Youcanuseittobuildanothersettlementlater.

Example: See Illustration E. Claudia, the blue player, rolls a resource production roll of “8.” She receives 3 ore cards: 1 ore for her settlement and 2 ore for her city. Benny, the red player, receives 2 lumber for his city.

Hint: It is extremely difficult to win the game without upgrading settlements to cities. Since you only have 5 settlements available, you can only reach 5 victory points by only building settlements.

CoasTWhenaterrainhexbordersonthesea(i.e.,aframepiece),itiscalleda“coast.”Youcanbuildaroadalongacoast.Youcanbuildsettlementsandupgradesettlementstocitiesonintersectionsthatborderonthesea.However,sinceasiteonthecoastbordersonly1or2terrainhexes,coastalsettlementsgenerate smaller resource yields. Still, coastal sites often lie onharbors,whichallowyoutousemaritimetrade Y to trade resourcesatmorefavorablerates.

Combined Trade/build phaseTheseparationofthetradeandbuildphaseswasintroducedtomakethesequenceeasiertolearnforbeginners.Werecommendexperiencedplayersignorethisseparation.

Afterrollingforresourceproduction,youcantradeandbuildinanyorder(youcantrade,build,tradeagainandbuildagain,etc.).Youcanevenuseaharboronthesameturnyoubuildasettlement there. Using this method speeds up the game a lot.

Illustration E

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DdeserTThedesertistheonlyterrainhexthat

does not produce resources. The robber Yisnativetothedesert,and he starts the game there. A settlementoracitybuiltadjacentto the desert yields fewer resources thanthosebuiltnexttooneoftheother terrain types.

developmenT CardsThereare3differentkindsofdevelopmentcards:KnightCards Y,ProgressCards Y, and VictoryPointCards Y.

Whenyoubuyadevelopmentcard,takethe top card of the draw pile into your hand. Keepyourdevelopmentcardshiddenuntilyou play them. This keeps the other players in the dark.

Youcannottradeorgiveawaydevelopmentcards.

Youmayonlyplay1developmentcardduringyourturn—either1knightcardor1progresscard.Youcanplaythecardatanytime,evenbeforeyourollthedice.Youmaynot,however,playacardthatyouboughtduringthesameturn.

Exception: If you buy a card and it is a victory point card Y that brings you to 10 points, you may immediately reveal this card (and all other VP cards) and win the game.

Youonlyrevealvictorypointcardswhenthegameisover—onceyouoranopponentreaches10+victorypointsanddeclaresvictory.

disTanCe ruleYoumayonlybuildasettlementonanunoccupied

intersection Yandonlyifnoneofthe3adjacentintersectionscontains a settlement or city.

Example: See Illustration F. Coleman, the blue player, wants to build a settlement. The settlements marked “A” are already in play. Coleman cannot build on the intersections marked “B”. He can only build at intersection “C”.

domesTiC TradeOn your turn, you may trade resources with the other players

(after rolling for resource production). You and the other playersnegotiatethetermsofyourtrades—suchaswhichcardswillbeexchanged.Youmaytradeasmanytimesasyoucan,usingsingleormultiplecards.However,youcannotgiveawaycards,ortradematchingresources(“trade”3orefor1ore,forexample).

Important: While it is your turn, you must be a part of all trades, and the other players may not trade amongst themselves.

Example: It is Pete’s turn. He needs one brick to build a road. He has 2 lumber and 3 ore. Pete asks aloud, “Who will give me 1 brick for 1 ore?” Beth answers, “If you give me 3 ore, I’ll give you a brick.” Cooper interjects, “I’ll give you 1 brick if you give me 1 lumber and 1 ore.” Pete accepts Cooper’s offer and trades a lumber and an ore for a brick. Note Beth may not trade with Cooper, since it is Pete’s turn.

EendinG The GameIfyouhave—orreach—10victory

points on your turn, the game ends immediately and you win! You can only win during your turn. If somehow you find youhave10victorypointsduringanotherplayer’sturn,youmustwaituntilyournextturntoclaimvictory.

Example: Siobhán has 2 settlements (2 points), the Longest Road special card (2 points), 2 cities (4 points), and 2 victory point cards (2 points). She reveals her 2 victory point cards, giving her the 10 points needed to win. She surprises her opponents and claims victory!

Illustration F

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UNIVERSITY

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1 Victory Point!

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MARKET

2 Victory Points!This card goes to the player with the longest road of at least 5 segments. Another player who builds a longer

road takes this card.

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1 Victory Point!Reveal this card on your

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LIBRARY

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1 Victory Point!Reveal this card on your

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MARKET

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1 Victory Point!Reveal this card on your

turn if, with it, you reach the number of points required for victory.

CHAPEL

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1 Victory Point!

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GREAT HALL

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GGame playHereisasummaryofthethegamesequence,plussome

more specific entries where you can find details:

(1)Layoutthegameboard:Set-up, Variable Y

(2) Initial set-up: Set-up Phase Y

(3)Play

Thestartingplayerbeginsthegame.Theotherplayersfollowin clockwise order.

Onyourturn,youcompletethese3phasesinorder:

•RollforResource Production Y (the roll applies to all players)

•Trade Y

•Build Y

Youmayplay1developmentcardanytimeduringyourturn.

Pass the dice to the player on your left at the end of your turn. Hethentakeshisturnusingthesame3phases.

HharborsHarborsallowyoutotraderesourcesmorefavorably.In ordertocontrolaharbor,you mustbuildasettlementonacoastal intersection Y which borderstheharbor.Seealso“Maritime Trade” Y.

IinTerseCTions

Intersections are the points where 3hexesmeet.SeeIllustrationG.Youmayonlybuildsettlementson intersections. The influence (for resource yields) of settlements andcitiesextendsintothe3adjacentterrainhexesthatformtheintersection.

KKniGhT CardsWhenyouplaya“Knight”developmentcardduringyourturn,youmustimmediatelymovetherobber Y. Place the knight card face up in front of you.

You mustmovetherobberawayfromhiscurrentspotandontothenumbertokenofany otherterrainhexoronthedesert.

Youthensteal1resourcecardfromaplayerwhohasasettlementoracityadjacenttotherobber.Ifthereare2ormoresuchplayers,youmaychooseyourvictim.

Theplayeryouelecttorobkeepshiscardsfacedownwhileyoutake1ofhiscardsatrandom.Ifhehasnocards,yougetnothing!(However,youcanalwaysaskplayersaboutthenumber of cards they hold.)

Ifyouarethefirstplayertohave3knightcardsfaceupinfrontofyou,youtakethe“LargestArmy” Y special card. This specialcardisworth2victorypoints.

If another player has more face-up knight cards than you, he takesthespecialcardandthe2victorypointsthatgowithit.

Example: See Illustration H. On Niall’s turn he plays a knight card and moves the robber from the fields hex to the hills hex with the “4.” Niall may now steal a random card from player A or B.

LlarGesT army

If you are the first player to play 3knightcards,youreceivethisspecialcard,whichisworth2victorypoints.Youplacethe“LargestArmy”cardfaceup in front of you. If another player playsmoreknightcardsthanyouhave,he immediately takes the special card. The2victorypointslikewisecountforthe new owner.

Illustration G

Illustration H

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AB

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2 Victory Points!The first player to play 3 knight cards

gets this card. Another player who plays more knight cards takes this card.

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lonGesT roadIfyouarethefirstplayertobuildacontinuousroadofatleast5individualroad pieces, you take this special card and place it face up in front of you. This cardisworth2victorypoints.

Note: If your road network branches, you may only count the single longest branch for purposes of the longest road.

Ifyouholdthe“LongestRoad”cardandanotherplayerbuildsalongerroad,heimmediatelyacquiresyour“LongestRoad”card.Healsoacquiresthe2bonusvictorypoints.(Sinceyoualsolosethe2victorypoints,itisa4pointswing!)

Example: See Illustration I. Emily, the red player, builds a continuous road with 7 wooden pieces (A–B). The branch roads (marked with arrows) are not counted. Emily snags the “Longest Road” special card.

Youcanbreakanopponent’sroadbybuildingasettlementonan unoccupied intersection along his road!

Example: In Illustration I, the blue player Coleman builds a settlement on intersection “C” (which is legal). This breaks Emily’s road into 2 parts. Emily must give the special card to Coleman, who now has the Longest Road (and 2 more VPs).

Special Case:Ifyourlongestroadisbrokenandyouaretiedforlongestroad,youstillkeepthe“LongestRoad”card.However,ifyounolongerhavethelongestroad,buttwoormoreplayerstieforthenewlongestroad,setthe“LongestRoad”cardaside.Dothesameifnoonehasa5+segmentroad.The“LongestRoad”cardcomesintoplayagainwhenonly1playerhasthelongestroad(ofatleast5roadpieces).

MmariTime Trade

On your turn, you can trade resources using maritime trade duringthetradephaseevenwithoutinvolvinganotherplayer.

Themostbasic(andunfavorable)exchangerateis4:1. You may trade 4 identical resource cards tothesupplyinexchangefor 1resourcecardofyourchoice.You donotneedaharbor Y (settlement ataharborlocation)totradeat4:1, sowhennobodywantstotrade…

Example: Benny returns 4 ore cards to the supply and takes 1 lumber card in exchange. Normally, he should first try a more favorable trade with the other players (domestic trade).

Ifyouhavebuiltasettlementorcityataharbor Y location, youcantrademoreeffectively.Thereare2differentkindsofharborlocations:

Generic Harbor (3:1):Hereyoumayexchange3identicalresourcecardsforany1otherresource card during your trade phase.

Example: Brad has a settlement at a generic harbor. He can, for instance, exchange 3 lumber cards for 1 wool card.

Special Harbor (2:1): There is only1specialharborforeachtype of resource (with the same symbol).So,ifyouearnplentyofa certain type of resource, it can beusefultobuildonthespecialharborforthatresourcetype.Theexchangerateof2:1onlyappliesto the resource shown on the harborlocation.Aspecialharbordoesnotpermityoutotradeanyotherresourcetypeatamorefavorablerate(noteven3:1)!

Example: Ron built a settlement at the ore special harbor. He may exchange 2 ore cards for any 1 other resource card. He can also trade 4 ore cards for any 2 other cards. If he traded 4 wool instead of 4 ore, he would get only 1 card in return.

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B

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lonGest Road2 Victory Points!

This card goes to the player with the longest road of at least 5 segments. Another player who builds a longer

road takes this card.

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Nnumber ToKensThe18numbertokensaremarkedwiththenumerals“2”through“12.”Thereisonlyone“2”andone“12.”Thereisno“7.”

Themoreoftenanumberisrolled,themoreofteneachassociatedhexproducesresources.Notethesizeofthenumbersandthedots(pips)beneaththenumbersonthetokens.Thetallerthenumberandthelargerthequantityofdots,themorelikelyitisthatnumberwillberolled.“6”and“8”(therednumbers)arethemostfrequentlyrollednumbers.Theyeachhave5dots,becausethereare5waystorollthesenumbersonthe2dice.

Thelettersonthebackofthenumbertokensareonlyusedduringthesetupphase(seeSet-up,Variable Y).

PpaThs

Paths are defined as the edges where 2hexesand/orhexesandtheframemeet.Pathsrunalongtheborderof 2terrainhexesorbetweenalandhexand the frame. Only one road Ycanbebuiltonanypath.Ateachendofapathis an intersection Y.

proGress CardsProgresscardsareatypeofdevelopmentcard.Theyhavegreenframes.Thereare2eachof3varieties:

Road Building: If you play this card, you may immediatelyplace2freeroadsontheboard(accordingtonormalbuildingrules).

Year of Plenty: If you play this card you may immediately take any 2 resource cards from the supply stacks. You may use these cards to buildinthesameturn.

Monopoly: If you play this card, you must name1typeofresource.Alltheotherplayersmustgiveyouall of the resource cards of thistypethattheyhaveintheirhands.Ifanopponentdoesnothavearesourcecardofthespecifiedtype,hedoesnothavetogiveyou anything.

Youmayplayonly1developmentcard Y during your turn.

RresourCe Cards (resourCes)

There are 5 different types of resources (seepage3):grain(fromfields),brick(fromhills),ore(frommountains),lumber(fromforest), and wool (from pasture). These resourcesarerepresentedby“resourcecards.”Youreceivethesecardsasincomefromtheresourceproductionofthesehexes.Resourceproductionisdeterminedbythedicerollatthebeginningofeachturn.Youreceiveyourincomeforeachterrainhexadjacenttoyoursettlementsorcitieseverytimetheproductionnumberonthehexisrolled(exception:seeRobber Y).

resourCe produCTionOn your turn, you must roll the dice for the turn’s resource production.Thenumberrolleddetermineswhichhexesproduceresources.Eachnumberappearstwice—exceptfor“2”and“12,”whichonlyappearonce.

Allplayerswhohavesettlements Y or cities Yonthehexesindicatedbytherollreceivetheyields(resourcecards)ofthosehexes.Eachsettlementproduces1resourcecardandeachcityproduces 2 resource cards.

Example: See Illustration J. Loren, the blue player, rolls a “4”. Her settlement “A” borders a hills hex marked by the number “4”, so she takes a brick card. If settlement “A” had been a city, she would have received 2 brick cards. Bridget owns the red settlement “B” that borders on 2 hexes with the number “4”: hills and pasture. Bridget takes 1 brick card and 1 wool card from the supply stacks.

Itispossiblethatduringthegametherewillnotbeenoughresourcesinthebanktosupplyalloftheyields.Iftherearenotenoughresourcecardstogiveeveryplayeralltheproductiontheyearn,thennoplayerreceivesanyofthatresourcethatturn.Exception: If the shortage of resource cards only affects a singleplayer,givethatplayerasmanyoftheseresourcesasareleftinthesupply,andanyextrasarelost.Ineithercase, production of other types of resources is not affected.

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ROAD BUILDING

Place 2 new roads as ifyou had just built them.

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Take any 2 resources fromthe bank. Add them to

your hand. They can be2 of the same resource or

2 different resources.

YEAR OF PLENTY

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MONOPOLY

When you play this card, announce 1 type of resource.

All other players must give you all of their resources

of that type.

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Illustration J

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resourCe TradeIn the second phase of your turn, you may trade with

the other players. The other players may not trade among themselves,onlywiththeplayerwhoseturnitis.Thereare 2 different kinds of trade:

•Domestictrade Y and

•Maritimetrade Y.

roadsThe roads connect your

settlements and cities. You buildroadsonpaths Y. You cannotbuildnewsettlementswithoutalsobuildingroads.RoadsprovidevictorypointsonlyifyouholdtheLongestRoad Y special card. Only 1roadmaybebuiltoneachpath.Youcanbuildroadsalong the coast.

Example: See Illustration K. Liam, the white player, would like to build a road. He may build (place) his road on any of the paths outlined in green. Each of these paths connects to either Liam’s road or his settlement, and is not blocked by the blue player’s settlement (see the path outlined in red).

robberTherobberbeginsthegameinthedesert Y. Itismovedonlybyrollinga“7” Y or playing aKnight Y card.

Iftherobberismovedtoanyotherterrainhex,hepreventsthathexfromproducingresources.Playerswithsettlementsand/orcitiesadjacenttothetargetterrainhexreceivenoresourcesfromthishexaslongastherobberisinthehex.

“A” and “B” do not receive a brick resource card. This lasts until the robber is moved again by another “7” or a knight card. Xander may also take 1 resource card at random from 1 of the players who own settlements “A” or “B”.

rollinG a “7” and aCTivaTinG The robberIf you roll a “7” for resource production, none of the players receiveresources.Instead:

(1)Eachplayercountshisresourcecards.Anyplayerwithmorethan7resourcecards(i.e.,8ormore)mustchooseanddiscardhalfofthem.Returndiscardstothesupplystacks.Ifyouholdanoddnumberofcards,rounddown(e.g.,ifyouhave9resourcecards,youdiscard4).

Example: Alex rolls a “7”. He has only 6 cards in his hand. Larry has 8 cards and Will has 11. Larry must discard 4 cards and Will 5 (rounding down).

(2)Thenyou(theplayerwhorolledthe“7”)mustmovetherobber Ytothenumbertoken Y of any other terrain hex(ortothedesert Yhex).Thisblockstheresourceproductionofthishex,untiltherobbermovestoanothernumbertokenorthedesert.

(3)Afterdiscardingoccurs,youalsosteal1resourcecardatrandomfromaplayerwhohasasettlementorcityadjacenttothisnewhex.Ifthereare2ormoreplayerswithbuildingsthere,youmaychoosefromwhichonetosteal.

Therobbermustbemoved.Youmaynotchoosetoleavetherobberonthesamehex.

Aftermovingtherobber,yourturncontinueswiththetradephase.

See also Knights Y.

SseTTlemenTsAsettlementisworth1victorypoint.Settlementsarebuiltonintersections Y (where 3hexesmeetor1or2hexesmeettheframe).You share in all of the resource production of eachterrainhexadjacenttoyoursettlements.

Youmustmeet2conditionswhenbuildingasettlement:

(1)Yoursettlementmustalwaysconnectto1ormoreofyourown roads Y.

(2)YoumustobservetheDistanceRule Y.Foranexampleofthedistancerule,seeIllustrationMonpage12.

Example: See Illustration L. It is Xander’s turn and he rolls a “7.” He must move the robber. The robber was in a fields hex. Xander places it on the “4” number token of a hills hex. If a “4” is rolled in the coming turns, the owners of settlements

Illustration L

J

4•••

AB

Robber

Illustration K

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Example: See Illustration M. Olivia, the blue player, wants to build a new settlement. She may only do so at one of the intersections marked “B”. She cannot build on “A” because of the Distance Rule, nor on “C” because no blue road leads to this intersection.

Note: If you have built all 5 of your settlements, you must upgrade 1 of your settlements to a city before you can build another settlement. You will then have the settlement in your supply, so you can build another settlement.

seT-up phaseBeginthe“set-up

phase” after you buildthegamemap(see Illustration N and Set-up, Variable Y).

Everyonechoosesa color and takes the corresponding game pieces:

•5settlements;

•4cities;

•15roads;and

•1buildingcostscard.

Sort the resource cards into 5 stacks and place them face up besidetheboard.

Shufflethedevelopmentcards Y and place them face down besidetheresourcecards.

Placethe2specialcardsandthedicebesidetheboard.

Placetherobberinthedesert.

Theset-upphasehas2rounds.Eachplayerbuilds1roadand1settlementperround.

Round OneEachplayerrollsbothdice.The

player who rolls highest is the starting playerandbegins.

The starting player places a settlement on an unoccupied intersection Yofhischoice.Heplacesaroadadjacenttothissettlement.

The other players then follow clockwise.

Everyoneplaces1settlementand1adjoiningroad.Important: When placing all other settlements, the Distance Rule Y (see page 7) always applies!

Round TwoOnceallplayershavebuilttheirfirstsettlement,theplayerwhowentlastinthefirstroundbeginsroundtwo:hebuildshissecondsettlementanditsadjacentroad.

Note: After he builds, the other players follow counterclockwise, so the starting player in round one places his second settlement last.

Thesecondsettlementcanbeplacedonanyunoccupiedintersection,aslongastheDistanceRuleisobserved.Itdoesn’thavetoconnecttothefirstsettlement.Thesecondroadmustattachtothesecondsettlement(pointinginanyofthe3directions).

Eachplayerreceiveshisstartingresourcesimmediatelyafterbuildinghissecondsettlement;foreachterrainhexadjacenttothis second settlement, he takes a corresponding resource card from the supply.

Note: The starting player (the last to place his second settlement) begins the game: He rolls both dice for resource production. You can find helpful tips about the set-up phase under “Tactics.”

seT-up, variableAssembletheframeasoutlinedonpages2-3.Note: If you want to vary relative harbor locations slightly, just shuffle the order of the frame pieces and do not place the random harbor pieces as outlined below in point 2.

Turntheterrainhexesface down. Shuffle the terrainhexes.

1.Randomlyplacethe terrain tiles face up inside the frame arranged as shown in Illustration O.

Illustration M

Suggested Beginners’ Map Set-up

Illustration N

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Illustration O

AC B

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2. Now take the 9harborpieces(thesmall 5-sided pieces with ships on them) and randomly place one on top of each harborontheframe.See Illustration P.

3.Placethe18numbertokensasshowninIllustrationQ:

•Sortthenumbertokensbesidetheboard,lettersideface up.

•Place1tokenoneachlandhex.Startat a corner of the island. Place the numbertokensontheterrainhexesinalphabeticalorder,proceeding counter-clockwise toward the center. Skip the desert.

Important: Alternatively, you can use a fully random set-up. Place 1 token on each land hex. Start at one corner of the island, and place the number tokens in random order. In such case, the tokens with the red numbers must not be next to each other. You may have to swap tokens to ensure that no red numbers are on adjacent hexes.

Note: The desert never gets a number token. It should be skipped.

Moreset-upinstructionscanbefoundin“Set-upPhase.” Y

soldier CardsSome earlier editions of Catan had soldier cards. These are nowcalledknightcards.SeeKnightCards Y.

sTarTinG seT-up for beGinnersIfyouwanttousethestartingset-up,layouttheboardasshowninIllustrationR(andtheGameOverview):

•AssembletheframeexactlyasshowninIllustrationR.

•PlacetheterrainhexesexactlyasshowninIllustrationR.

•Place2settlementsand2roadsofeachcolorasshown.

Ifonly3areplaying,removetheredpieces.

•Eachplayerreceivesthe3resourcesfromtheterrainhexesadjacenttohissettlementmarkedbythewhitestar.

The oldest player is the starting player. The oldest player takes the first turn and rolls for resource production.

TTaCTiCsSinceyouplayCatanwithavariablemap,thetactical

considerations of each game are different. There are, nevertheless,somecommonpointsyoushouldconsider:

•Brickandlumberarethemostimportantresourcesatthebeginningofthegame.Youneedbothtobuildroadsandsettlements.Youshouldtrytoplaceatleast1ofyourfirstsettlementsonagoodforestorhillshex.

•Donotunderestimatethevalueofharbors.Forinstance,aplayerwithsettlementsorcitiesonproductivefieldsshouldtrytobuildasettlementonthe“grain”harbor.

•Leaveenoughroomtoexpandwhenplacingyourfirst2settlements.Lookatyouropponents’sitesandroadsbeforemakingaplacement.Bewareofgettingsurrounded!Ifyouplantobuildtowardaharbor,themiddleoftheislandmaybeatrickyplaceforastartingsettlement,foritcaneasilybecutofffromthecoast.

•Themoreyoutrade,thebetteryourchancesofvictory.Evenifitisnotyourturn,youshouldoffertradestothecurrent player!

Illustration Q

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Illustration R

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TradeAfter you roll for resource production, you may trade with

other players (domestic trade Y)orwiththebank(maritimetrade Y).

•Youmaytradeaslongasyouhaveresourcecards.

•Ifyoudecidenottotradeduringyourturn, no one can trade.

•Youmaytradewithanotherplayerbetweenyourturns,butonly if it is his turn and he elects to trade with you.

•Youmaynottradewiththebankduringanother player’s turn.

•Youmay notgiveawaycards.•Youmay nottradedevelopmentcards.•Youmay nottradelikeresources(e.g.,2woolfor1wool).

VviCTory poinT CardsVictorypointcardsaredevelopmentcards Y, so they canbe“bought.”Theseorangeframeddevelopmentcardsrepresent important cultural achievements,representedbycertainbuildings.

Eachvictorypointcardisworth1victorypoint.Youonlyrevealyourvictorypointcardswhen you or someone else winsthegame!Keepvictorypoint cards hidden until you have10pointsduringyourturn and you can declare victory.(Youshouldalsorevealthemifsomeoneelsewins.)

Hint: Again, keep your victory point cards hidden until the end of the game. Place them face down in front of you. Of course, if you have 1 or 2 unused cards face down in front of you for a long time, the other players will assume that they are victory point cards.

viCTory poinTsThefirstplayertoreach(beat)10victorypoints(VPs)

on his/her turn wins the game.

Playersacquirevictorypoints(VPs)forthefollowing:

1 settlement=1VP

1 city=2VPs

Longest Road special card=2VPs

Largest Army special card=2VPs

Victory point (VP) card=1VP

Sinceeachplayerbeginswith2settlements,eachplayerbeginsthegamewith2victorypoints.

Therefore,youonlyneed8morevictorypointstowinthegame!

Hint: In Catan, you will often see an icon of a rising sun (on VP cards and special VP cards, etc.). This is the VP symbol. It is a visual reminder for the things, other than settlements and cities, that earn you VPs. Each VP symbol you see is worth 1 VP.

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1 Victory Point!Reveal this card on your

turn if, with it, you reach

the number of points

required for victory.

LIBRARY

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1 Victory Point!Reveal this card on your

turn if, with it, you reach

the number of points required for victory.

MARKET

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1 Victory Point!Reveal this card on your

turn if, with it, you reach the number of points required for victory.

CHAPEL

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1 Victory Point!

Reveal this card on your

turn if, with it, you reach

the number of points

required for victory.

GREAT HALL

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1 Victory Point!Reveal this card on your turn if, with it, you reach

the number of points required for victory.

UNIVERSITY

AgeneralnoteonCatanrules.Thisisthe5thEnglish-language edition of Catan (aka Settlers of Catan).Overtheyears,theruleshavebeenclarified,refined,andoccasionallyupdated.AsofJanuary1,2015,alloftherulesinthisversionofCatantakeprecedenceoveranypreviously-publishedrules.

= 2 VPs

= 2 VPs

= 2 VPs

= 1 VP

Victory Points in Catan

= 1 VP

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1 Victory Point!Reveal this card on your turn if, with it, you reach

the number of points required for victory.

UNIVERSITY

laRGest aRmy

2 Victory Points!The first player to play 3 Knight cards

gets this card. Another player who plays more Knight cards takes this card.

2 Victory Points!This card goes to the player with the longest road of at least 5 segments. Another player who builds a longer

road takes this card.

lonGest Road

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almanaC indexEntries PageBuild(Building) . . . . . . . . . . . . . . . . . . . . . . 6

BuildingCostsCards . . . . . . . . . . . . . . . . . . . . 6

Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Coast . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

CombinedTrade/BuildPhase . . . . . . . . . . . . . . . . 6

Desert . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

DevelopmentCards . . . . . . . . . . . . . . . . . . . . . 7

DistanceRule . . . . . . . . . . . . . . . . . . . . . . . . 7

Domestic Trade . . . . . . . . . . . . . . . . . . . . . . . 7

EndingtheGame . . . . . . . . . . . . . . . . . . . . . . 7

GamePlay . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Harbors . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Intersections . . . . . . . . . . . . . . . . . . . . . . . . 8

KnightCards. . . . . . . . . . . . . . . . . . . . . . . . . 8

LargestArmy . . . . . . . . . . . . . . . . . . . . . . . . 8

LongestRoad . . . . . . . . . . . . . . . . . . . . . . . . 9

Maritime Trade . . . . . . . . . . . . . . . . . . . . . . . 9

NumberTokens . . . . . . . . . . . . . . . . . . . . . . 10

Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

ProgressCards . . . . . . . . . . . . . . . . . . . . . . 10

ResourceCards(Resources) . . . . . . . . . . . . . . . 10

ResourceProduction . . . . . . . . . . . . . . . . . . . 10

ResourceTrade . . . . . . . . . . . . . . . . . . . . . . 11

Roads . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Robber . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Rollinga“7”andActivatingtheRobber . . . . . . . . . . 11

Settlements . . . . . . . . . . . . . . . . . . . . . . . . 11

Set-up Phase . . . . . . . . . . . . . . . . . . . . . . . 12

Set-up,Variable . . . . . . . . . . . . . . . . . . . . . . 12

SoldierCards . . . . . . . . . . . . . . . . . . . . . . . 13

StartingSet-upforBeginners . . . . . . . . . . . . . . . 13

Tactics. . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

VictoryPointCards . . . . . . . . . . . . . . . . . . . . 14

Victory Points . . . . . . . . . . . . . . . . . . . . . . . 14

CrediTsDesigner:KlausTeuber(www.klausteuber.com)Original Development:TM-SpieleGmbH5th Ed. Development Team: Pete Fenlon, Arnd Fischer, RonMagin,BenjaminTeuber,andGuidoTeuber

Art:MichaelMenzel,PeteFenlonArt Direction & Graphic Design: Pete Fenlon, MichaelaKienle,andRonMagin

Production:RonMagin&PeteFenlonSpecial Thanks: RichardBertok,PeterBromley,RobertT.Carty,Jr.,ColemanCharlton,DanDecker,PatrickDeLaFont,MarindaDarnell,MorganDontanville,ChrisFunk,BeatriceJones,PhilKaplan,HazelKemp,AudKetilsdatter(LSKC/354-2),RebeccaKjeer,KimMarino,BradMcWillaims,JimMiles,TrishMiller,SebastianRapp,ChuckRice,BridgetRoznai,LarryRoznai,LorenRoznai,BradSteffen,BrianSteffan,BillWordelmann,ElaineWordelmann,AlexYeager,JulieYeager,andGeroZahn.

Original Product Development:ColemanCharlton,RobertT.CartyJr.,PeteFenlon,NickJohnson,WillNiebling,WilliamNiebling,GuidoTeuber,LarryRoznai,andAlexYeager. With thanks to:BridgetRoznai,LorenRoznai,ScharNiebling,PeterBromley,DarwinBromley,TrellaBromley,BillWordelmann,ElaineWordelmann,LouRexing,TomSmith,KeywoodCheeves,MikeStrack,BennyTeuber,ClaudiaTeuber,LiamTeuber,LeifTeuber,EmilyJohnson,OliviaJohnston,KarlRoelofs,ArndBeenen,GeroZahn,andthelateScottAnderson.

Copyright©1995,1997,1999,2005,2007,2015CatanGmbHandMayfairGames,Inc.PublishedunderlicensefromCatanGmbH.PublishedincooperationwithKosmosVerlag.Catan, The Settlers of Catan, and all other product titles and markslistedhereinaretrademarksofCatanGmbH.Allrightsreserved.

Youhavepurchasedaproductofthehighestquality.However,should you find that any of your components are missing or defective,pleaseemailusat:

[email protected]

or write to us at:

8060St.LouisAve.SkokieIL60076USA.

mayfair Games, inC.www.mayfairgames.com

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TheislandofCatanliesbeforeyou.Theisleconsistsof 19terraintilessurroundedbyocean.Yourgoalistosettleon

Catan,andexpandyourterritoryuntilitbecomesthelargestandmostgloriousinCatan.

TherearefiveproductiveterraintypesandonedesertonCatan.Eachterraintypeproducesadifferenttypeofresource

(Thedesertproducesnothing).Eachresourceyoureceiveisrepresentedbyacard.Here’swhateachterrainproduces:

You only collect resources if you own a settlement or city borderingtheseterrainhexes.Intheillustration,thered

settlement[A]bordersthe“10”mountainsandorangesettlement[B]bordersthe“10”hills.Ifa“10”isrolled,theredplayerreceives1orecardandtheorangeplayerreceives1brickcard.

Sincethesettlementsandcitiesusuallyborderon2-3terraintypes,theycan“harvest”upto3differentresourcesbased

onthediceroll.Here,thewhitesettlement[C]bordersonforest,mountains,andpasture.Asettlementat[D]wouldonlyharvesttheproductionfrom2terrainhexes(hillsandmountains).Finally,asettlementat[E]wouldonlyharvesttheproductionfrom1terrainhex(pasture).However[E]isalsoatasheepharbor.

Sinceit’simpossibleforyoutohavesettlementsadjacenttoallterrainhexesandnumbertokens,youmayreceivecertain

resourcesonlyatrareintervals—ornever.Thisistough,becausebuildingrequiresspecificresourcecombinations.

For this reason, you can trade with other players. Make them anoffer!Asuccessfultrademightyieldyouabigbuild!

Youcanonlybuildnewasettlementonanunoccupiedintersectionifyouhavearoadleadingtothatintersectionand

the nearest settlement is at least two intersections away.

Carefullyconsiderwhereyoubuildsettlements.Thenumbersontheroundtokensaredepictedinvaryingsizes.Theyalso

havedots(pips)belowthenumbers.Thetallerthedepictednumber,andthemorepipsithas,themore

likelythatnumberistoberolled.Therednumbers6and8arethetallestnumberswiththemostpips;theyarelikelytoberolledmost

frequently.

Bottom line: The more frequentlyanumberis

rolled, the more often thehexeswiththosenumbersproduce

resources. You should consider

settling on hexesthathave

good potential for production (i.e.

6 and 8 vs. 2 and 12). However,thesesamehigh-producinghexesare

often the primary target for therobber.

Youbeginthegamewith2settlementsand2roads.Eachsettlementisworth1victorypoint.Youthereforestartthe

gamewith2victorypoints!Thefirstplayertoacquire10victorypoints on his/her turn wins the game.

Togainmorevictorypoints,youmustbuildnewroadsand

settlements and upgrade your settlements to cities. Each city isworth2victorypoints.Tobuildorupgrade,youneedto acquire resources.

How do you acquire

resources? It’s simple. Each turn, 2 dice are rolled to determine which terrain hexesproduceresources. Each terrainhexismarkedwitharoundnumbertoken.If,forexample,a“10”isrolled,allterrainhexeswitha“10”numbertokenproduceresources—inthe illustration on the right, those terrainhexesareamountains hex(ore)andahillshex(brick).

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Hills Produce Brick

Forest Produces Lumber

Mountains Produce Ore

Fields Produce Grain

Pasture Produces Wool

Desert Produces Nothing

E

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