Catan - Setup
Hexes are laid out randomly |
Numbers are laid on top randomly (no number on the desert) |
6s and 8s cannot be next to each other |
The robber is placed on the desert hex |
The oldest player goes first, and play proceeds clockwise |
Each player in turn places their first settlement and a connecting road |
When all players have placed their first settlement, they then place their second settlements |
Second settlements also have one attached road, and are placed in the reverse order to first settlements |
The second settlements earn resources from their surrounding hexes |
Catan - The Turn
Part 1: Dice Roll |
The player rolls the dice |
Any hex with a number matching the roll produces one resource for each settlement (two for each city) bordering it |
If you roll a seven, you activate the robber |
Part 2: Trade |
Trade with other players, ports or the bank |
Part 3: Building |
Resources can be exchanged for roads, settlements, cities or development cards |
Roads must connect to other roads |
Each settlement must connect to one of your own roads |
Settlements cannot be built adjacent to another settlement |
Cities are upgraded settlements |
The turn ends when you pass the dice to your left |
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Catan - Trading
You may trade with the bank at a 4:1 ratio (4 of the same card for one of your choice) |
If you have a settlement at a standard port, you can trade any resource at 3:1 |
Marked ports allow specific resources to be traded at 2:1, but no other trades |
Only the played whose turn it is may offer, or be offered, trades |
Players may only trade resource cards (not development cards) |
Catan - The Robber
The robber must be moved to a new hex |
A hex with the robber produces no resources |
When a seven is rolled, anyone with more than seven resource cards must select half, rounded down, and return them |
When you place the robber on a new hex, pick a player with an adjacent settlement and steal a random resource card |
The robber is moved when someone rolls a seven or plays a knight card
Catan - Development Cards
Development cards can be purchased from the bank |
A development card can be played at any point during your turn (one per turn) |
Development cards cannot be played on the turn they are purchased |
Victory Point development cards should not be played until you are declaring victory! |
Catan - Building Costs
Road |
Brick, Lumber |
Settlement |
Brick, Lumber, Grain, Wool |
City |
2 Grain, 3 Ore |
Development Card |
Wool, Grain, Ore |
Catan - Useful Websites
Official Site
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Catan at BoardGameGeek
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Strategy Tips
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Catan Introduction Video
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Catan - Alternative Rules: Layout
Hexes stay hidden until bordered by a road or settlement |
Numbers stay hidden until bordered by a road or settlement |
Hexes and numbers stay hidden until bordered by a road or settlement |
You can not start with settlements bordering 6s or 8s |
6s and 8s must be on unique resources |
Catan - Alternative Rules: Gameplay
If you roll a double, you get to roll again! Three doubles and you lose your resources. |
If a 2 or 12 is rolled, it counts as both a 2 and 12. |
If a die rolls off the table, re-roll! |
Whenever you place a settlement or city you get a development card. |
Deserts are "gold" - your choice of resource |
Unoccupied hexes received resources and the first to build next to a hex collects the accumulated cards |
Settlements can be built next to each other, but cities can not |
Settlements and cities can be built next to each other |
Catan - Alternative Rules: Robber
When a 7 is rolled you can put the robber on any hex. If no settlements or cities border that hex you can take one of that hex's resource |
The robber cannot be moved for the first two rounds |
If a 7 is rolled, everyone picks the resource of their choice |
The robber cannot be placed on a hex bordered by somebody with only two V.P.s |
The robber can remain on the same hex when a seven is rolled or knight is played |
When a player rolls a seven or plays a knight, they can be bribed! |
The robber only blocks a hex from producing, no cards are lost |
Catan - Alternative Rules: Win Conditions
To win, you need at least 10 V.P.s, and two more than the next highest scoring player |
No hidden V.P.s - V.P. cards must be laid down immediately |
First to 4 cities wins |
Equal longest roads or largest armies get 1 V.P. each |
"Longest Turn" card, worth -2 V.P.s |
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https://aloneonahill.com
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Comments
Hunter Johnson 08:58 29 Jan 13
In set up, whoever was last to place their first settlement gets to be first to place their second, and then the second-placement continues counter-clockwise. (This is important for balance.)
Kyle 09:01 14 Feb 14
Says straight in the book "Oldest player goes first" not highest roll.
Marc 17:05 21 Jan 15
My set's rules say oldest player goes first in one section and highest roll in another *groan*
Also my rules don't mention that the last player to place an initial settlement places another straight after ... but this is always how I've played it coming to the board game from the video game adaption where this is done and seeing why this rule is necessary.
I guess the people making my edition's manual were a bit lackadaisical.
Bernardino92, 06:55 26 Sep 17
Thanks for this, I'll surely save it.
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