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	<updated>2026-09-16T14:03:09Z</updated>
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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpcatan&amp;diff=21504</id>
		<title>Gamehelpcatan</title>
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		<updated>2024-06-12T12:07:02Z</updated>

		<summary type="html">&lt;p&gt;Pennyfarthing: Incorrect victory points required to win Catan Cities and Knights. This corrects it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&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.&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; 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;.&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;/div&gt;</summary>
		<author><name>Pennyfarthing</name></author>
	</entry>
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