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Revision as of 20:25, 18 March 2022 by StephBXL (talk | contribs) (→‎Scoring: clarification)
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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

  • Settlements: 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 of game

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.