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==Objective== | ==Objective== | ||
Get resources to buy various buildings and development cards, | Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points. | ||
==Setup== | ==Setup== | ||
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'''Trading''' (optional): during your turn you can trade resources | '''Trading''' (optional): during your turn you can trade resources | ||
* with all other players (''domestic trade'') | *• 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. | *• 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. | '''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) | *• '''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) | *• '''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) | *• '''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 | *• '''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 | **• 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 ''road building'' cards allowing extra roads to be built | ||
** 2 ''year of plenty'' cards providing two free resources of choice | **• 2 ''year of plenty'' cards providing two free resources of choice | ||
** 2 ''monopoly'' cards giving all other players that help gathering resources or building | **• 2 ''monopoly'' cards giving all other players that help gathering resources or building road•s | ||
** 5 ''victory point'' cards | **• 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. | 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== | ||
* '''Settlements''': 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 continuous road at any time (at least 5 segments) 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 of game== | ==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. |
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.