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(clarify scoring)
(→‎Setup: clarify that resources are given for the second settlement)
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* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.
* 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 terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.
* Each player place 2 settlements and 2 roads on the board, then receive resources for each terrain around your starting settlements with a white star.
* Each player places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.


==Gameplay==
==Gameplay==

Revision as of 19:35, 18 March 2022

Objective

Get resources to buy various buildings and development cards, so that you can 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 2 roads on the board, then receives resources for each terrain around the second settlement.

Gameplay

  • On your turn, roll 2 six-sided dice and calculate the results.
  • The terrains with that number produces resources and each player who has a settlement next to it gets 1 resource of the terrain's type if the robber isn't on it.
  • However, if you roll a 7, no one gets any resources. Every player with 7 or more resources must discard half (rounded down) of their resource cards. You must move the robber to a new terrain and steal 1 random resource from another player who has a settlement or city next to that terrain. Your turn then ends.
  • Otherwise, you can trade with all other players but they can only trade with you.
  • You can also trade at 4:1 or use a harbour if you have a settlement next to it.
  • Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.
  • You can also play a development card at any time during your turn if it is not bought during the same turn and it is not a victory card.

Scoring

  • Settlments: each is worth 1 victory point.
  • Cities: each is worth 2 victory points.
  • 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 road at any time (at least 3) gets the longest road card which is worth 2 points.
  • If there is a tie, the original owner keeps the achievement cards.
  • End: When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.
  • If you reach 10 points when it is not your turn, the game continues until any player has 10 points on his or her turn.