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Catan: Rise of the Inkas Cheat Sheet (DRAFT) by

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Settle the Andes

SET UP

TURN ORDER

When it is your turn, take the following actions in the following order:
Production Phase
You must roll the 2 dice to determine which hex(es) produce this turn.
All players earn resour­ces­/goods cards from your production roll.
Trade and Build Phase
You may trade and build in any order. For example, you may trade, build, trade again, and build again.
 
After you complete your actions, pass the dice to the player on your left.
Important: During your turn, you may play 1 of your develo­pment cards. you can play it before (but not during) the production phase, or during the combined trade/­build phase.

PRODUCTION PHASE

The 5 familiar hexes produce wood, wool, ore, potato, and stone. There are 3 new hexes that produce "­goo­ds."­

PRODUCTION PHASE

HEXES THAT PRODUCE RESOURCES
Forest
Wood
Quarries
Stone
Pasture
Wool
Farmland
Potato1
Mountains
Ore
HEXES THAT PRODUCE GOODS
Jungle
Feathers
Jungle Plaint­ation
Coca
Fishing Grounds
Fish
1Replaces the Grain resource from base game

PRODUCTION PHASE - GOODS

You cannot use goods cards directly to build.
You only use them to trade.
You keep them hidden from your opponents in your hand, together with your resource cards.
You include them in the count when anyone roles a "­7."
Like resource cards, you may rob them from an opponent's hand when the robber is activated.
 

TRADE

Trade with Players:
You may trade resource and/or goods cards (but never develo­pment cards).
You can only trade with the active player. The active player may trade with any other player.
Trade with the Supply:
3:1 for matching resources
Return 3 identical resource cards & take 1 different resource or good.
2:1 for matching goods
Return 2 identical goods cards & take 1 different resource or good.
3:2 for different goods
Return a set of 3 different goods cards & take any 2 resource cards (but not goods).

BUILD

Roads:
There are no paths1 between jungle hexes or between jungle hexes and the frame.
There are no paths between sea hexes or between sea hexes and the frame.
Roads may not be built between jungle hexes, between sea hexes, or between these hexes and the frame.
Settle­ments:
Each settlement is worth 1 culture point. As soon as you place 1 settlement on the board, place 1 culture marker on the next unoccupied space on your culture board.
Settle­ments can only be built on inters­ections that are boarded by a path.
Cities:
A city produce twice as much income from adjacent hexes as settle­ments.
A city is worth 2 culture points, since a city replaces a settle­ment, only place 1 culture point on your culture board.
For each of your tribes, you may only build 1 city.
1The beige-­colored edges around hexes are called "­pat­hs."­

BUILDING COSTS

Road
1 Wood + 1 Stone
Settlement
1 Wood + 1 Stone + 1 Potato + 1 Wool
City
2 Potato + 3 Ore
Develo­pment Card
1 Potato + 1 Wool + 1 Ore

DEVELO­PMENT CARDS

You may play exactly 1 develo­pment card per turn. You may not play a develo­pment card during the turn you purchased it.
When you buy a develo­pment card, draw the top card from the supply in the card tray.
Keep your develo­pment cards secret from your opponents until you play them. They do not count towards your hand size. You may not trade them.
The cards marked with a "­2" on the back only come into play as soon as all players have begun their second tribe. Place the "­2" cards under the remaining "­1" cards.

THE ROBBER

If you roll a "­7," activate the robber
If any player has 81 or more cards, they must choose half of their cards and return to the supply.
If anyone has an odd number of cards they may round down in their favor.
Next, move the robber
1Each face up Combat Arts card increases your hand limit by 1.