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	<updated>2026-09-16T11:35:20Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=29840</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=29840"/>
		<updated>2026-05-18T18:37:04Z</updated>

		<summary type="html">&lt;p&gt;Hojaytee: /* Cities */ fixed city development callouts to be in consistent order with consistent color.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points (or 13 in case of City &amp;amp; Knights)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;Roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039; must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;Development cards&#039;&#039;&#039; (unavailable in Cities &amp;amp; Knights) cost 1 ore + 1 wool + 1 grain and include&lt;br /&gt;
** 14 &#039;&#039;Knight&#039;&#039; cards that allow to move the robber to another terrain and steal a resource&lt;br /&gt;
** 2 &#039;&#039;Road Building&#039;&#039; cards allowing extra roads to be built&lt;br /&gt;
** 2 &#039;&#039;Year of Plenty&#039;&#039; cards providing two free resources of choice&lt;br /&gt;
** 2 &#039;&#039;Monopoly&#039;&#039; cards giving all other players that help gathering resources or building road•s&lt;br /&gt;
** 5 &#039;&#039;Victory Point&#039;&#039; cards&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;&#039;play a development card&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039; (1 Point from the settlement + 1).&lt;br /&gt;
* &#039;&#039;&#039;Victory Point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest Army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;. No largest army in C&amp;amp;K.&lt;br /&gt;
* &#039;&#039;&#039;Longest Road&#039;&#039;&#039;: the player with the longest continuous road at any time (at least 5 segments) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;. &lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
If a player has &#039;&#039;&#039;10 or more victory points during their turn&#039;&#039;&#039; (including victory points cards), they reveal them and the game ends with their victory. For Catan Cities &amp;amp; Knights, a player needs &#039;&#039;&#039;13 or more victory points&#039;&#039;&#039; to win.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Easy Start: Players reroll any 7s they obtain in their first 2 turns. With the Cities &amp;amp; Knights expansion, the event dice is not rolled during these turns as well.&lt;br /&gt;
* Friendly Robber (Base Game only): The robber may not move to a terrain that is adjacent to a settlement of a player with only 2 victory points. If there is no valid terrain, the robber moves to the desert and the resource card cannot be taken from such players.&lt;br /&gt;
&lt;br /&gt;
===Cities &amp;amp; Knights===&lt;br /&gt;
====Event Dice====&lt;br /&gt;
* An additional event dice is rolled each turn.&lt;br /&gt;
** If it shows a ship (3 faces), the barbarian ship moves 1 space closer to Catan. If it reaches the last space (7th), the barbarians attack.&lt;br /&gt;
** If it shows a city gate (yellow/grey/green), players draw a progress card if the color of the gate and the red dice match their chart.&lt;br /&gt;
* Each player can have up to 4 Progress Cards at a time. Victory Point cards are immediately played and do not count. Others can be played similar to Development cards.&lt;br /&gt;
* When the barbarians attack, they have 1 strength per city/metropolis owned by all players; The defending army have strength equal to the value of all active knights.&lt;br /&gt;
** If the barbarians are stronger, they pillage a city of the player with the lowest value of active knights, reducing it to a settlement. This also destroys any city walls under it.&lt;br /&gt;
** If the defending army is equal or stronger, the player with the highest value of active knights (non-tied) gains a &amp;quot;Defender of Catan&amp;quot; victory point card, which is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. If there is a tie, the tied players gain a progress card each instead.&lt;br /&gt;
** Regardless of the result, the barbarian ship is reset and all knights become inactive.&lt;br /&gt;
&lt;br /&gt;
====Cities====&lt;br /&gt;
* When a city produces wool/lumber/ore, replaces a resource they produce with a &#039;&#039;&#039;commodity&#039;&#039;&#039; (cloth/paper/coin) instead.&lt;br /&gt;
* Two new items can be built:&lt;br /&gt;
** &#039;&#039;&#039;City Walls&#039;&#039;&#039; must be under an existing city without one and cost 2 brick (worth 0 points). A player can have at most 3 city walls, and each increases the maximum number of cards they can safely hold when a 7 is rolled by 2.&lt;br /&gt;
** &#039;&#039;&#039;Knights&#039;&#039;&#039; must be connected by roads and cost 1 wool + 1 ore (worth 0 points). They start inactive at value 1, but they can be promoted with 1 wool + 1 ore (+1 value, up to 2) or activated with 1 grain.&lt;br /&gt;
* &#039;&#039;&#039;Active Knights&#039;&#039;&#039; may perform 1 action on your turn regardless of strength. This can be moving it along your roads to another intersection, moving it onto a weaker opponent knight (forcing it to move or removing it), or chasing away a robber adjacent to it (as per playing a knight). They become inactive afterwards.&lt;br /&gt;
* Cities can be developed in Trade (yellow)/Politics (grey)/Science (green) by paying 1 cloth/coin/paper per improvement level.&lt;br /&gt;
** The 3rd improvement provides a power each: trade 2 of the same commodity for a resource once per turn (Trade); may promote knights to value 3 (Politics); take any resource if no resources are gained and no robbers (Science).&lt;br /&gt;
** The first player who reach the 4th improvement in each area may place a &#039;&#039;&#039;Metropolis&#039;&#039;&#039; on a city. They are worth &#039;&#039;&#039;4 victory points&#039;&#039;&#039; each and are immune to barbarians.&lt;br /&gt;
&lt;br /&gt;
====Variants====&lt;br /&gt;
* Nasty Battles: When the barbarians land, starting from the active player, each player declares the amount of their own active knights they would commit to defending Catan.&lt;br /&gt;
* Knight Errant: Before rolling the dice, a player may use an active knight to chase away the robber, as per playing a knight in base Catan.&lt;/div&gt;</summary>
		<author><name>Hojaytee</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=29839</id>
		<title>Gamehelpcatan</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=29839"/>
		<updated>2026-05-18T18:35:56Z</updated>

		<summary type="html">&lt;p&gt;Hojaytee: /* Cities */ Updated color scheme to match actual user interface. Also ordered the commodities listed in their proper respective order.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Objective==&lt;br /&gt;
Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points (or 13 in case of City &amp;amp; Knights)&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
* The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.&lt;br /&gt;
* Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&#039;&#039;&#039;Rolling for resource production&#039;&#039;&#039; (obligatory): On your turn, roll 2 dice and calculate the sum. &lt;br /&gt;
* The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn&#039;t blocking them): 1 resource per settlement and 2 per city.&lt;br /&gt;
* 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading&#039;&#039;&#039; (optional): during your turn you can trade resources &lt;br /&gt;
* with all other players (&#039;&#039;domestic trade&#039;&#039;)&lt;br /&gt;
* with the bank (&#039;&#039;maritime trade&#039;&#039;) 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building&#039;&#039;&#039; (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.&lt;br /&gt;
* &#039;&#039;&#039;Roads&#039;&#039;&#039; must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039; must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039; replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)&lt;br /&gt;
* &#039;&#039;&#039;Development cards&#039;&#039;&#039; (unavailable in Cities &amp;amp; Knights) cost 1 ore + 1 wool + 1 grain and include&lt;br /&gt;
** 14 &#039;&#039;Knight&#039;&#039; cards that allow to move the robber to another terrain and steal a resource&lt;br /&gt;
** 2 &#039;&#039;Road Building&#039;&#039; cards allowing extra roads to be built&lt;br /&gt;
** 2 &#039;&#039;Year of Plenty&#039;&#039; cards providing two free resources of choice&lt;br /&gt;
** 2 &#039;&#039;Monopoly&#039;&#039; cards giving all other players that help gathering resources or building road•s&lt;br /&gt;
** 5 &#039;&#039;Victory Point&#039;&#039; cards&lt;br /&gt;
&lt;br /&gt;
You can &#039;&#039;&#039;play a development card&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
==Scoring==&lt;br /&gt;
* &#039;&#039;&#039;Settlements&#039;&#039;&#039;: each is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Cities&#039;&#039;&#039;: each is worth &#039;&#039;&#039;2 victory points&#039;&#039;&#039; (1 Point from the settlement + 1).&lt;br /&gt;
* &#039;&#039;&#039;Victory Point cards&#039;&#039;&#039;: some &#039;&#039;development cards&#039;&#039; are worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. They are kept hidden until you have sufficent points to win.&lt;br /&gt;
* &#039;&#039;&#039;Largest Army&#039;&#039;&#039;: the player who has played the most knight cards at any time (at least 3) gets the &#039;&#039;largest army card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;. No largest army in C&amp;amp;K.&lt;br /&gt;
* &#039;&#039;&#039;Longest Road&#039;&#039;&#039;: the player with the longest continuous road at any time (at least 5 segments) gets the &#039;&#039;longest road card&#039;&#039; which is worth &#039;&#039;&#039;2 points&#039;&#039;&#039;. &lt;br /&gt;
If there is a tie, the original owner keeps the &#039;&#039;achievement cards&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==End of Game==&lt;br /&gt;
If a player has &#039;&#039;&#039;10 or more victory points during their turn&#039;&#039;&#039; (including victory points cards), they reveal them and the game ends with their victory. For Catan Cities &amp;amp; Knights, a player needs &#039;&#039;&#039;13 or more victory points&#039;&#039;&#039; to win.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
* Easy Start: Players reroll any 7s they obtain in their first 2 turns. With the Cities &amp;amp; Knights expansion, the event dice is not rolled during these turns as well.&lt;br /&gt;
* Friendly Robber (Base Game only): The robber may not move to a terrain that is adjacent to a settlement of a player with only 2 victory points. If there is no valid terrain, the robber moves to the desert and the resource card cannot be taken from such players.&lt;br /&gt;
&lt;br /&gt;
===Cities &amp;amp; Knights===&lt;br /&gt;
====Event Dice====&lt;br /&gt;
* An additional event dice is rolled each turn.&lt;br /&gt;
** If it shows a ship (3 faces), the barbarian ship moves 1 space closer to Catan. If it reaches the last space (7th), the barbarians attack.&lt;br /&gt;
** If it shows a city gate (yellow/grey/green), players draw a progress card if the color of the gate and the red dice match their chart.&lt;br /&gt;
* Each player can have up to 4 Progress Cards at a time. Victory Point cards are immediately played and do not count. Others can be played similar to Development cards.&lt;br /&gt;
* When the barbarians attack, they have 1 strength per city/metropolis owned by all players; The defending army have strength equal to the value of all active knights.&lt;br /&gt;
** If the barbarians are stronger, they pillage a city of the player with the lowest value of active knights, reducing it to a settlement. This also destroys any city walls under it.&lt;br /&gt;
** If the defending army is equal or stronger, the player with the highest value of active knights (non-tied) gains a &amp;quot;Defender of Catan&amp;quot; victory point card, which is worth &#039;&#039;&#039;1 victory point&#039;&#039;&#039;. If there is a tie, the tied players gain a progress card each instead.&lt;br /&gt;
** Regardless of the result, the barbarian ship is reset and all knights become inactive.&lt;br /&gt;
&lt;br /&gt;
====Cities====&lt;br /&gt;
* When a city produces wool/lumber/ore, replaces a resource they produce with a &#039;&#039;&#039;commodity&#039;&#039;&#039; (cloth/paper/coin) instead.&lt;br /&gt;
* Two new items can be built:&lt;br /&gt;
** &#039;&#039;&#039;City Walls&#039;&#039;&#039; must be under an existing city without one and cost 2 brick (worth 0 points). A player can have at most 3 city walls, and each increases the maximum number of cards they can safely hold when a 7 is rolled by 2.&lt;br /&gt;
** &#039;&#039;&#039;Knights&#039;&#039;&#039; must be connected by roads and cost 1 wool + 1 ore (worth 0 points). They start inactive at value 1, but they can be promoted with 1 wool + 1 ore (+1 value, up to 2) or activated with 1 grain.&lt;br /&gt;
* &#039;&#039;&#039;Active Knights&#039;&#039;&#039; may perform 1 action on your turn regardless of strength. This can be moving it along your roads to another intersection, moving it onto a weaker opponent knight (forcing it to move or removing it), or chasing away a robber adjacent to it (as per playing a knight). They become inactive afterwards.&lt;br /&gt;
* Cities can be developed in Trade (yellow)/Politics (grey)/Science (green) by paying 1 cloth/coin/paper per improvement level.&lt;br /&gt;
** The 3rd improvement provides a power each: trade 2 of the same commodity for a resource once per turn (trade); may promote knights to value 3 (politics); take any resource if no resources are gained and no robbers (green).&lt;br /&gt;
** The first player who reach the 4th improvement in each area may place a &#039;&#039;&#039;Metropolis&#039;&#039;&#039; on a city. They are worth &#039;&#039;&#039;4 victory points&#039;&#039;&#039; each and are immune to barbarians.&lt;br /&gt;
&lt;br /&gt;
====Variants====&lt;br /&gt;
* Nasty Battles: When the barbarians land, starting from the active player, each player declares the amount of their own active knights they would commit to defending Catan.&lt;br /&gt;
* Knight Errant: Before rolling the dice, a player may use an active knight to chase away the robber, as per playing a knight in base Catan.&lt;/div&gt;</summary>
		<author><name>Hojaytee</name></author>
	</entry>
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