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(→‎Setup: clarify that resources are given for the second settlement)
(Incorrect victory points required to win Catan Cities and Knights. This corrects it)
 
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==Objective==
==Objective==
Get resources to buy various buildings and development cards, so that you can be the first player to reach 10 points.
Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points.


==Setup==
==Setup==
* 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 places 2 settlements and 2 roads on the board, then receives resources for each terrain around the second settlement.
* 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==
==Gameplay==
* On your turn, roll 2 six-sided dice and calculate the results.  
'''Rolling for resource production''' (obligatory): On your turn, roll 2 dice and calculate the sum.  
* 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.
* 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.
* 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.
* 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.  
* 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.
'''Trading''' (optional): during your turn you can trade resources
* Next, you can build roads and settlements, upgrade settlements to cities or draw a development card by paying the resources needed.
*• with all other players (''domestic trade'')
* 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.
*• 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==
==Scoring==
* '''Settlments''': each is worth '''1 victory point'''.
*'''Settlements''': each is worth '''1 victory point'''.
* '''Cities''': each is worth '''2 victory points'''.
*'''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 road at any time (at least 3) 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''': When you have 10 or more victory points during your turn (including victory points cards), reveal them and the game ends with your victory.
==End of game==
* 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.
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. For Catan Cities & Knights, a player needs '''13 or more victory points''' to win.

Latest revision as of 13:07, 12 June 2024

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. For Catan Cities & Knights, a player needs 13 or more victory points to win.