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'''Trading''' (optional): during your turn you can trade resources  
'''Trading''' (optional): during your turn you can trade resources  
* with all other players (''domestic trade'')
*• with all other players (''domestic trade'')
* with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.
*• with the bank (''maritime trade'') at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.


'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.
'''Building''' (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.
* '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)
*• '''roads''' must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)
* '''settlements''' must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)
*• '''settlements''' must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)
* '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)
*• '''cities''' replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)
* '''development cards''' cost 1 ore + 1 wool + 1 grain and include
*• '''development cards''' cost 1 ore + 1 wool + 1 grain and include
** 14 ''knight'' cards that allow to move the robber to another terrain and steal a resource
**• 14 ''knight'' cards that allow to move the robber to another terrain and steal a resource
** 2 ''road building'' cards allowing extra roads to be built
**• 2 ''road building'' cards allowing extra roads to be built
** 2 ''year of plenty'' cards providing two free resources of choice
**• 2 ''year of plenty'' cards providing two free resources of choice
** 2 ''monopoly'' cards giving all other players that help gathering resources or building roads
**• 2 ''monopoly'' cards giving all other players that help gathering resources or building road•s
** 5 ''victory point'' cards
**• 5 ''victory point'' cards


You can '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.
You can '''play a development card''' at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.


==Scoring==
==Scoring==
* '''Settlements''': each is worth '''1 victory point'''.
*• '''Settlements''': each is worth '''1 victory point'''.
* '''Cities''': each is worth '''2 victory points''' (1 Point from the settlement + 1).
*• '''Cities''': each is worth '''2 victory points''' (1 Point from the settlement + 1).
* '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.
*• '''Victory point cards''': some ''development cards'' are worth '''1 victory point'''. They are kept hidden until you have sufficent points to win.
* '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.
*• '''Largest army''': the player who has played the most knight cards at any time (at least 3) gets the ''largest army card'' which is worth '''2 points'''.
* '''Longest road''': the player with the longest continuous road at any time (at least 5 segments) gets the ''longest road card'' which is worth '''2 points'''.
*• '''Longest road''': the player with the longest continuous road at any time (at least 5 segments) gets the ''longest road card'' which is worth '''2 points'''.
If there is a tie, the original owner keeps the ''achievement cards''.
If there is a tie, the original owner keeps the ''achievement cards''.


==End of game==
==End of game==
If a player has '''10 or more victory points during their turn''' (including victory points cards), they reveal them and the game ends with their victory.
If a player has '''10 or more victory points during their turn''' (including victory points cards), they reveal them and the game ends with their victory.

Revision as of 12:55, 3 July 2023

Objective

Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points.

Setup

  • The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.
  • Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.
  • Each player places 2 settlements and 1 road next to each settlement on the board, then they receive resources for each terrain around the second settlement.

Gameplay

Rolling for resource production (obligatory): On your turn, roll 2 dice and calculate the sum.

  • The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.
  • If you roll a 7, no one gets any resources and players with 8 resources or more must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain.

Trading (optional): during your turn you can trade resources

  • • with all other players (domestic trade)
  • • with the bank (maritime trade) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.

Building (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.

  • • roads must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)
  • • settlements must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)
  • • cities replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)
  • • development cards cost 1 ore + 1 wool + 1 grain and include
    • • 14 knight cards that allow to move the robber to another terrain and steal a resource
    • • 2 road building cards allowing extra roads to be built
    • • 2 year of plenty cards providing two free resources of choice
    • • 2 monopoly cards giving all other players that help gathering resources or building road•s
    • • 5 victory point cards

You can play a development card at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.

Scoring

  • • Settlements: each is worth 1 victory point.
  • • Cities: each is worth 2 victory points (1 Point from the settlement + 1).
  • • Victory point cards: some development cards are worth 1 victory point. They are kept hidden until you have sufficent points to win.
  • • Largest army: the player who has played the most knight cards at any time (at least 3) gets the largest army card which is worth 2 points.
  • • Longest road: the player with the longest continuous road at any time (at least 5 segments) gets the longest road card which is worth 2 points.

If there is a tie, the original owner keeps the achievement cards.

End of game

If a player has 10 or more victory points during their turn (including victory points cards), they reveal them and the game ends with their victory.