T S C - C A R & A (V 1.5) 1: HE Ettlers of Atan Ompletely Nnotated Ules Lmanac Ersion
T S C - C A R & A (V 1.5) 1: HE Ettlers of Atan Ompletely Nnotated Ules Lmanac Ersion
T S C - C A R & A (V 1.5) 1: HE Ettlers of Atan Ompletely Nnotated Ules Lmanac Ersion
5) 1
A Game of Discovery, Settlement & Trade for 3 to 4 players aged 10 and above by Klaus Teuber
In The Settlers of Catan you control a group of settlers trying to tame the wilds on the remote but rich
isle of Catan. Start by revealing Catanʼs many harbors and regions: plains, pastures, mountains, hills,
forests & desert. The random mix creates a different board virtually every game.
Embark on a quest to settle the isle of Catan! Guide your settlers to victory by clever trading and
cunning development. Use resource combinations—grain, wool, ore, brick, and lumber—to buy
development cards and build roads, settlements, and cities. Acquire your resources through trades or
lucky dice. But beware! Someone might cut off your road or buy a monopoly! And you never know when
the wily robber might steal away with your precious gains!
G AME C ONTENTS
• 19 terrain hexes (tiles) (including 4 forests, 4 fields, 4 pastures, 3 hills, 3 mountains, and 1 desert)
• 6 sea frame pieces (with pre-printed harbors)2
• 9 harbor pieces (1 of each depicting each resource and 4 with a 3:1 trade icon)
• 18 circular number tokens (chits)
• 95 Resource Cards (19 of each resource)
• 25 Development Cards (14 Knight/Soldier cards, 2 Road Building cards, 2 Monopoly cards, 2
Year of Plenty cards, 5 Victory Point cards)
• 4 “Building Costs” Cards (1 of each color)3
• 2 Special Cards: “Longest Road” & “Largest Army”
• 16 cities (4 in each color church-shaped)
• 20 settlements (5 of each color house-shaped)
• 60 roads (15 of each color shaped like bars)
• 2 dice (1 yellow, 1 red)4
• 1 robber
• 1 Game Rules & Almanac booklet 5
1 th
These rules follow those of the 4 edition Mayfair Games release from 2007.
2
Before the 4 edition, Settlers included 9 blank sea hexes, 9 harbor hexes, and no frame pieces.
th
3
Earlier editions printed the cards with a generic white background.
4
The 3 edition included two white dice. The red die was available in Cities & Knights of Catan.
rd
5
Previous editions separated the two documents and included a quick reference guide.
Lay out the map as specified in Illustration A. First, assemble the frame as shown. Second, create
Catan by placing the 19 terrain hexes on the table—again as shown. Third, place the circular
number tokens on top of the designated terrain hexes. Finally, place your settlements and roads.
S ETTING U P TH E G A ME FO R B EGINNERS
Select a color and take your 5 settlements, 4 cities and 15 roads (no
more and no less!). Place your 2 roads and your 2 settlements on
the game board. Place your remaining settlements, roads, and cities
down in front of you.6
Take your color’s Building Costs Card (See Illustration B).
Place the Special Cards “Longest Road” and “Largest Army”
beside the game board along with the 2 dice. Sort the Resource
Cards into 5 stacks and put them face up next to the game board.
Shuffle the Development Cards and place
them face down by the board.
You receive resources for each terrain hex around your starting settlement
marked with a white star (see Illustration A). Take the appropriate 3
Resource Cards from their stacks.
Example: See Illustration A. Blue receives 1 brick card, 1 wool card, and 1
ore card for his leftmost settlement (i.e., his settlement marked with a star).
Each player keeps his Resource Cards hidden in his hand.
Important: Settlements and cities may only be placed at the corners of the
terrain boxes—never along the edges (see Illustration C). Roads may only be
placed at the edges of the terrain boxes—1 road per edge (see Illustration D).
This rule means that many intersections will remain unoccupied.
The oldest player is the starting player. The oldest player takes the first turn and rolls for resource
production. 7
6
The official rules add: “Remove the red pieces from the game if you are playing a 3-player game.” However, this is
not required. Simply remove the colored pieces that no player has selected and set them aside.
7
Ha nds -U p Vari an t: All players must play with their hand of Resource cards face-up.
Sort the Resource Cards into 5 stacks and place them face up beside the board. Shuffle the
Development Cards and place them face down beside the Resource Cards. Place the 2 Special
Cards and the dice beside the board. Place the robber in the desert
The set-up phase has 2 rounds. Each player builds 1 road and 1 settlement per round.
8
If you want to vary relative harbor locations slightly, just shuffle the order of the frame pieces AN D do n ot place
the random harbor pieces as outlined below in point 2.
9
The desert never gets a number token. It should be skipped.
R OUN D O N E
Each player rolls both dice. The player who rolls highest is the
starting player and begins.
The starting player places a settlement on an open intersection of his
choice.10 Intersections are the points where 3 hexes meet. See
Illustration G. You may only build settlements on intersections. The
influence (for resource yields) of settlements and cities extends into
the 3 adjacent terrain hexes that form the intersection. The starting
player then places a road adjacent to this settlement.
The other players then follow clockwise. Everyone places 1
settlement and 1 adjoining road.
You must always remember the Distance Rule. You may only build a settlement on an open
intersection and only if none of the 3 adjacent intersections contains a settlement or city.
Example: See Illustration F. Coleman, the blue player, wants to build a settlement. The
settlements marked “A” are already in play. Coleman cannot build on the intersections
marked “B.” He can only build at intersection “C.”
R OUN D T W O
Once all players have build their first settlements, the
player who went last in the first round begins round
two: he builds his second settlement and its adjacent
road. After he builds, the other players follow
counterclockwise, so the starting player in Round
One places his second settlement last.11
The second settlement can be placed on any open
intersection, as long as the Distance Rule is observed.
It doesn’t have to connect to the first settlement. The
second road must attach to the second settlement
(pointing in any of the 3 directions).
10
Ta cti c: Brick and lumber are the most important resources at the beginning of the game. You need both to
build roads and settlements. You should try to place at least 1 of your first settlements on a good forest or hills
hex.
11
Ta cti c: Leave enough room to expand when placing your first 2 settlements. Look at your opponents’ sites and
roads before making a placement. Beware of getting surrounded! If you plan to build toward a harbor, the
middle of the island may be a tricky place for a starting settlement, for it can easily be cut off from the coast.
Each player receives his starting resource immediately after building his second settlement; for
each terrain hex adjacent to this second settlement, he takes a corresponding Resource Card from
his supply. The starting player (the last to place his second settlement) begins the game. He rolls
both dice for resource production.
T URN O V ERVI EW
Unless you’re using the Starting Set-up for Experienced Players, the oldest player goes first. On
your turn, you can do the following in the order listed12:
1. You must roll for resource production (the result applies to all players).
2. You may trade resources with other players or using maritime trade.
3. You may build roads, settlements, or cities and/or buy Development Cards. You may also
play one Development Card at any time during your turn.
After you’re done, pass the dice to the player to your left, who then continues with step 1.
T HE T UR N IN D ETAIL
1. R ES OU RC E P R O DUCT I ON
You begin your turn by rolling both dice. The sum of the dice determines which terrain hexes
produce resources. Each number appears twice—except for “2” and “12,” which only appear once.
Each player who has a settlement on an intersection that borders a terrain hex marked with the
number rolled receives 1 Resource Card of the hex’s type. If you have 2 or 3 settlements
bordering that hex, you received 1 Resource Card for each settlement. You receive 2 Resource
Cards for each city you own that borders that hex.
Example: Loren, the blue player, rolls a “4.” Her
settlement “A” borders a pasture marked by the number
“4,” so she takes a wool card. If settlement “A” had been
a city, she would have received 2 wool cards. Bridget
owns the red settlement “B” that borders on 2 hexes
with the number “4”: mountains and pasture. Bridget
takes 1 ore card and 1 wool card from the supply stacks.
12
C ombi ne d T ra de /Buil d P hase: The separation of the trade and build phases was introduced to make the
sequence easier to learn for beginners. We recommend experienced players ignore this separation. After rolling
for resource production, you can trade and build in any order. Naturally you can trade, build, trade again and
build again. You can even use a harbor on the same turn you build a settlement there. This will speed up the
game.
It is possible that during the game there will not be enough resources in the bank to supply all the
yields. If there are not enough Resource Cards to give every player all the production they earn,
then no player receives any of that resource that turn. Production of other types of resources is not
affected.
A) N U MB ER T OK ENS (C HI TS )
The 18 number tokens are marked with the numerals “2” through “12.” There is only one “2”
and one “12.” There is no “7.”
The more often a number is rolled, the more often each associated hex produces resources. Note
the dots (pips) beneath the numbers on the tokens. The larger the number of dots, the more likely
it is that the number will be rolled. “6” and “8” are the most frequently rolled numbers. They each
have 5 dots, for there are 5 ways to roll these numbers on the 2 dice.
The small letters on the top of the number markers are important during the setup phase.
B) R ES OU RCE C ARDS
There are 5 different types of resources: grain (from fields), brick (from hills), ore
(from mountains), lumber (from forest), and wool (from pasture). You receive these
cards as income from the resource production of these hexes. You receive your
income for each terrain hex adjacent to your settlements or cities every time the
production number on the hex is rolled (exception: see Robber).13
C) T H E D ES ERT
The desert is the only terrain hex that does not produce resources. The robber is
native to the desert and he starts the game there. A settlement or city built adjacent
to the desert yields fewer resources than those built next to one of the other terrain
types.
13
Q ues tio n: Is it true that the number of cards in your hand is always open and available information? A ns we r:
Yes. The quantity of cards you have in your hand is public information, but the identity of those cards is not. If
a player asks, how many Resource Cards you have right before he moves the robber, you must tell him
truthfully the number of Resource Cards you have in your hand. The same goes for Development Cards. The
number of each type of card (Resource & Development) that you have is public knowledge at all times.
14
Sa fe B e gin nin g V ari an t: In the first two complete turns, any roll of a “7” is ignored and rolled again until a
combination other than a “7” is rolled.
15
Previous editions did not allow players to return the robber to the desert.
16
Frie n dly Rob be r V ari an t (fro m Ca ta n: T rade rs & Ba rb ari an ): When a “7” is rolled or a Knight card is
played, the robber may n ot be moved to a terrain hex that is adjacent to a settlement of a player who only has 2
victory points. If, because of this rule, the robber has not valid terrain hex to move to, the robber moves to (or
remains on) the desert hex. In this case, a Resource card may no t be taken from any player who only has 2
victory points. When using this rule, you still lose half of your Resource cards when a “7” is rolled and you have
more than 7 Resource cards.
17
Q ues tio n: Are you allowed to hide your Resource Cards under the table, so that no one can see how many
cards you have? A ns wer: No, you cannot hide your cards under the table (or in your pocket, the next room,
under the board, etc.). The number of cards you have in your hand is always public knowledge. Only the types
of cards may be hidden.
The robber must be moved. You may not choose to leave the robber in the same hex.18
After moving the robber, your turn continues with the trade phase.19
Example: See Illustration I. It is Xander’s turn and he rolls a “7.” He must move the robber.
The robber was in a fields hex. Xander places it on the “4” number token of a hills hex. If a
“4” is rolled in the coming turns, the owners of settlements “A” and “B” do not receive a brick
Resource Card. This last until the robber is moved again by another “7’ or a Knight Card.
Xander may also take 1 Resource Card at random from 1 of the players who owns settlements
“A” or “B.”
2. T RA DE
After you roll for resource production, you may trade with other players (domestic trade) or with
the bank (maritime trade). If you decide not to trade during your turn, no one can trade.
You may trade with another player between your turns, but only if it is his turn and he elects to
trade with you.20 You cannot trade with the bank during another player’s turn. You may not give
away cards.21 You may trade as long as you have Resource Cards. You may not trade
Development Cards. You may not trade like resources (e.g., 2 wool for 1 wool).
A) D OMEST I C T RAD E
On your turn, you can trade Resource Cards with any of the other players (after rolling for
resource production). You can announce which resources you need and what you are willing to
trade for them. The other players can also make their own proposals and counter offers. You may
trade as many times as you can, using single and multiple cards, but you may not give away cards
(i.e., “trade” 0 cards for 1 or more cards).22, 23
18
Opti on al R obb e r Mo ve me n t Va ria n t: When a player rolls a “7”, he can chose to ignore it and not move
the robber. That player forfeits his right to steal a Resource card.
19
T he Ro bbe r is a Pirate V ari an t: A player may place the robber on any port hex. While the robber is there,
no trades may be conducted using that port. The player who moved the robber can still steal a card from a
neighboring player, as usual.
20
Q ues tio n: Are players allowed to suggest trades when it is not their turn? A ns wers: Yes. The rules state that
you may only trade if the player who is taking his turn is included in the trade, but there is no rule that states that
you can not negotiate a trade when it is not your turn.
21
Q ues tio n: Can I trade Resource Cards in exchange for another player doing something I want (such as not
moving the robber adjacent to my city)? A ns we r: A legal trade must include an exchange of Resource Cards
between two players. Each player must receive at least one card in the exchange, or it is not a trade. You cannot
give another player Resource Cards as a bribe, because you would not receive any Resource Cards in exchange.
22
Players may only trade with the player whose turn it is. The other players may no t trade among themselves.
23
Ta cti cs: The more you trade, the better your chances of victory. Even if it is not your turn, you should offer
trades to the current player!
Example: It is Pete’s turn. He needs one brick to build a road. He has 2 lumber and 3 ore.
Pete asks aloud, “Who will give me 1 brick for 1 ore?” Beth answers, “If you give me 3 ore, I’ll
give you a brick.” Cooper interjects, “I’ll give you 1 brick if you give me 1 lumber and 1 ore.”
Pete accepts Cooper’s offer and trades a lumber and an ore for a brick. Note Beth may not
trade with Cooper, since it is Pete’s turn.
B) M ARIT IM E T RAD E
You can also trade without the other players! On your turn, you can trade resources using
maritime trade during the trade phase, even without involving another player.
The most basic (and unfavorable) exchange rate is 4:1. You may trade 4 identical Resource Cards
to the supply in exchange for the (1) Resource Card of your choice. You do not need a harbor
(settlements at a harbor location) to trade 4:1.
Example: Benny returns 4 ore cards to the supply and takes 1 lumber card in exchange.
Normally, he should try a more favorable trade with the other players (domestic trade).
Coasts & Harbors
When a terrain hex borders on the sea (i.e., a frame piece), it is called a “coast.” You can build a
road along a coast. You can build settlements and upgrade settlements to cities on intersections
that border on the sea. Since a site on the coast borders only 1 or 2 terrain hexes, however, coastal
settlements generate smaller resource yields. Still, coastal sites often lie on harbors, which allow
you to use maritime trade to trade resources at more favorable rates.24
If you have built a settlement or a city at a harbor location, you can trade more effectively. A
harbor is a settlement or city built on a coastal intersection which borders a harbor location. There
are 2 different kinds of harbor locations:
(1) Generic Harbor (3:1): Here you may exchange 3 identical Resource
Cards for any one other Resource Card during your trade phase.
Example: Olivia, the red player, has built a settlement at a generic harbor.
She can, for instance, exchange 3 lumber cards for 1 wool card.
24
Ta cti c: Don’t underestimate the value of harbors. For instance, a player with settlements or cities on productive
fields should try to build a settlement on the “grain” harbor.
(2) Special Harbor (2:1): There is but 1 special harbor for each type of
resource (with the same symbol). So, it is important to build on the type of
special harbor you can use fairly frequently (look at your resource
production). The exchange rate of 2:1 only applies to the resource shown on
the harbor location. A special harbor does not permit you to trade any other
resource type at a more favorable rate (not even 3:1)!
Example: Nick, the orange player, built a settlement at the ore special harbor. Nick may
exchange 2 ore cards for 1 other Resource Card. He can also trade 4 ore cards for any 2 other
cards. If he traded 4 wool instead of 4 ore, he would get only 1 card in return.
Remember: The 4:1 trade is always available, even if you do not have a settlement on a
harbor.
3. B UI L D
Now you can build. Through building, you can increase your victory points, expand your road
network, improve your resource production, and/or buy useful Development Cards.
To build, you must pay specific combinations of Resource Cards. The costs can be found on your
Building Costs Card. Return the Resource Cards to the supply stacks. You can build as many
items and buy as many cards as you desire—as long as you have enough resources to “pay” for
them and they are still available in the supply. Take the appropriate number of roads, settlements,
and/or cities from your supply and place them on the game board. Keep Development Cards
hidden in your hand.
Each player has a supply of 15 roads, 5 settlements, and 4 cities. You cannot build more pieces
than what is available in your pool. If you build a city, return the settlement to your supply. Roads
and cities, however, remain on the board until the end of the game once they are built.25
Your turn is over after “building,” and the player to your left continues the game.
25
Q ues tio n: What happens when you run out of roads to place on the hexes? Can you use something else or are
you only allowed to place those 15 roads and that’s it? A ns we r: All the pieces in Settlers are a strict limit on
what you are allowed to build. So, if you build all 15 roads of your color, you are not allowed to build any more
roads during the game. Similarly, you are limited to 5 settlements (though if you upgrade one to a city, you
could later rebuild it) and 4 cities. Every player should have exactly that mix of pieces at the start of the game.
26
Q ues tio n: If Player A has a road that is 5 segments long, and player B then builds a road that's 5 segments long,
who gets the “Longest Road” card? A ns we r: If a player has the longest road, he retains the “Longest Road”
card and it's 2 victory points until another player builds a road that is longer than his. So, Player B would have to
build a road of 6 segments in order to take the longest road card from player A.
This breaks Emily’s road into 2 parts. Emily must now give the Special Card to Coleman, who
now has the Longest Road (and 2 more VPs).
Set the “Longest Road” card aside if—after a longest road is broken—several players tie for the new
longest road or no one has a 5+ segment road. The “Longest Road” card comes into play again
when only 1 player has the longest road (of at least 5 road pieces).
27
Se ttle me n t R equi re d V ari an t: At the end of a player’s turn, he must have at least one settlement on the
board (in addition to any cities).
28
Q ues tio n: What do you do if you use up the entire Development Card deck? A ns we r: In the unlikely event
that all of the cards in the Development Card deck are purchased, no player may buy any additional
Development cards. The cards are never recycled. Place them in a discard pile or remove them from the table.
4. P L A YI NG D EV E L OP MEN T C AR DS
You may only play 1 Development Card during your turn—either 1 Knight Card or 1 Progress
Card. You can play the card at any time, even before you roll the dice.29 That card, however, may
not be a card you bought during the same turn!30
Exception: If you buy a card and it is a Victory Point Card that brings you to 10 points, you
may immediately reveal this card (and all other VP cards) and win the game.
You only reveal Victory Point Cards when the game is over—once you or an opponent reaches
10+ victory points and declares victory.
K NIG HT C ARDS (R ED F RAME ) 31
When you play a Knight Development Card during your turn, you must
immediately move the robber.32 Place the Knight Card face up in front of
you.33
You must move the robber away from his current spot and onto the number
token of any other terrain hex.34
You then steal 1 Resource Card from a player who has a settlement or city
adjacent to the robber. If there are 2 or more such players, you may choose
your victim.
The player you elect to rob keeps his cards face down while you take 1 of his cards at random. If
he has no cards, you get nothing! (However, you can always ask players about the number of cards
they hold.)
29
A fte r Di ce -R oll Va ria n t: Players cannot play a Development card until after he rolls the dice on his turn.
30
Q ues tio n: Can I play a Knight Card (or any other Development Card) before I roll for production? A ns we r:
Yes! You can play your 1 Development Card before the dice are rolled. In fact, this can be very advantageous if
the robber is blocking one of your number chits.
31 th
Knights were previously named “Soldiers” until the 4 edition. The current rules mention both names but the
Development Cards only use the term, Knight. The word knight better corresponds to the German Ritter, from
which the English rules derive.
32
Kni ght I n te rru pt Va ria nt: Knight cards may be used to interrupt immediately after any player moves the
robber. The player who plays the Knight places the robber where he desires and gets to steal a card from
another player. The player who used to be moving the robber gets nothing. A Knight card can be played to
interrupt another player’s Knight card, leading to a chain of Knights.
33
Q ues tio n: When you purchase a Knight Card but do not choose to play it (to move the robber), does the card
count toward the “Largest Army”? Or do only played Knight Cards count? A ns we r: Only played Knight Cards
count towards the “Largest Army.” Cards in your hand do not count! When you play a Knight card, you should
keep it face up in front of you so all players can see how many Knight Cards you have played. That way, it is
easy to see who is competing for the “Largest Army”!
34
Although it is not stated here, a player may also chose to return the robber to the desert hex.
35
Q ues tio n: After playing a Monopoly Card, does the card stay face-up for the rest of the game and do the other
players continue to give me their Resource Cards of that type (i.e. I control all wood on the island from now
on)? A ns we r: The Monopoly card has its effect only once, when you first play it. After that, it can be left face
up so that everyone knows that the card has been played. Settlers is not intended to be a "card-counting" game,
so all the information about cards that have been played is public. Sadly, you do not get to continue collecting
from your monopoly after it is first played.
You may play only one Development Card during your turn. Once played, Progress Cards are
removed from the game (i.e., tossed in the box).36
36
Q ues tio n: If a player receives a development card that he cannot use (i.e. Road Building but no road segments
left), can he trade it to another player for resources? A n swe r: Development cards can never be traded for any
reason. In the unlikely event that you draw a development card that is truly worthless, then I am afraid that it is
just bad luck.
37
Earlier editions called the Palace the “Governor’s House” and the University the “University of Catan.”
38
In previous editions, keeping your Victory Point Cards hidden was option. Players were free to reveal their cards
at any point during the game.
39
Q ues tio n: If I play another type of Development Card, (such as a Knight Card) can I still play my Victory Point
Cards in the same turn? A ns we r: Yes, you may play any number of Victory Point Cards in addition to playing
your one Development Card on your turn.
40
No rmal De vel o pme n t Ca rd Va ria n t: Victory Point cards are played like all other Development cards. Only
one can be played each turn, and they cannot be played immediately upon drawing.
E NDI NG TH E G AME
If you have—or reach—10 or more victory points during your
turn the game ends and you are the winner! If somehow you find you
have 10 victory points during another player’s turn, you must wait until
your next turn to claim victory.41
Players acquire victory points for the following:
1 Settlement = 1 VP
1 City = 2 VPs
Longest Road Special Card = 2 VPs
Largest Army Special Card = 2 VPs
Victory Point Card = 1 VP
Since each player begins with 2 settlements, each player begins the
game with 2 victory points. Therefore, you only need 8 more victory
points to win the game!
Example: Jbinuk has 2 settlements (2 points), the Longest Road
special (2 points), 2 cities (4 points), and 2 Victory Point Cards (2
points). She reveals her 2 Victory Point Cards, giving her the 10
points needed to win. She surprises her opponents and claims
victory!
41
Q ues tio n: Can a player win the game when it is not her turn? A ns we r: You can only win during your turn. If
somehow you earn enough points to win during another player's turn (such as getting the “Longest Road” card
because another player broke the longest road) you must still wait until your turn. However, you can win at any
point during your turn, even before you roll the dice. On the other hand, if another player earns 10 victory
points before your turn, that player will be the winner even though you had 10 points first!
A DDITIONAL R ULES
The game is played normally. There are two rule changes to accommodate the odd positioning of
water hexes. Bridges can be built over edges of two water or port hexes. Bridges cost one wood,
one brick, and one sheep and are treaty exactly like roads, even for purposes of the Longest Road.
A Road Building card can also be used to build bridges. The second rule is: when two
intersections are separated by nothing but water or port hexes, ignore the rule that settlements
must be placed at least two intersections away; settlements separated by nothing but water can be
placed on adjacent intersections.
42 th
These rules have been updated for use with the 4 edition.
43
This scenario is not the same as Catan: Seafarers nor does it follow the rules of Seafarers.
The boundless lands of Catan lie before you. The enormous island stretches for miles in all directions. It
offers the promise of bountiful harvests and limitless riches. Alas, were it not so crowded! Many other
princes have risen to power around you, and you must challenge them if you wish to realize your dream
of dominating Catan!
The Settlers of Catan 5-6 Player Extension allows you to play this exciting game of trade and
development with up to six players. The island is larger, the demand for resources is fiercer, and the
thrills are even greater!
A DDITIONAL C O MPONENTS
To use this extension, you need The Settlers of Catan basic set. This Extension contains:
• 11 terrain hexes (including 1 desert, 2 fields, 2 forest, 2 pasture, 2 mountains, and 2 hills)45
• 2 sea frame pieces (with pre-printed harbors: 1 generic 3:1 harbor, 1 wool 2:1 harbor)
• 2 all sea frame pieces
• 2 extra harbor pieces (1 generic 3:1 harbor, 1 wool 2:1 harbor)
• 10 settlements (5 of each of two colors)
• 8 cities (4 of each of two colors)
• 30 roads (15 of each of two colors)
• 25 Resource Cards (5 of each resource type)
• 9 Development Cards (6 Knight Cards, 1 Monopoly Card, 1 Year of Plenty Card, and 1
Road Building Card)
• 2 blank cards & 1 blank hex (for fun or replacements)
• 2 “Building Cost” cards (1 of each of two colors)
• 28 numbered tokens (chits)
• Rules booklet 46
44 th
These rules follow those of the 4 edition Mayfair Games release from 2007.
45
In previous editions, this Extension included 2 all-sea water hexes, 1 generic 2:1 harbor hex, and 1 wool 2:1
harbor hex instead of the additional frame pieces and harbor pieces.
46
When playing with 5-6 players, it is sometimes helpful to use a marker to designate the current player. It should
be passed to the next player along with the dice to signify the changing of turns.
47
The five and six player games use all of the hexagonal tiles and harbor pieces from this Extension and all of the
tiles and harbor pieces from the standard Settlers game. But you only use the number tokens from this
Extension (lettered A to Y and Za, Zb, and Zc).
T HE S PECIAL B UILDI NG P HA SE
We’ve added an additional phase for each player. With 5 or 6 players, you should use this turn
sequence instead of the one described in Settlers:
• Roll the Dice – You must roll for resource production.
• Trading and Building Phase – You may trade resources with other players. You may
also build roads, settlements, and cities and/or purchase Development Cards. These are all
interchangeable actions. For instance, you can build, trade, buy a card, trade, and build
some more.
• End of Turn – Once you have finished your turn, pass the dice to the next player.
• Special Building Phase – Your opponents may build as outlined below.48
The Special Building Phase occurs just after the end of your turn. (i.e., between player turns).
All the other players may participate in the Special Building Phase. Each player then takes his turn
clockwise around the table, and is allowed to build anything he can create with his resources.
Note that no player is allowed to play Development Cards during the Special Building Phase.
Also note that players are not allowed to do any trading with other players—nor are they
allowed to use Maritime Trade—during this phase. They may only use the resources they have in
their hands. For this reason, players are advised to trade as much, and as advantageously, as
possible with the currently player during his trading phase. They will then have the resources they
need to build during the Special Building Phase.
The Special Building Phase is an opportunity for all the other players (who are not currently
taking their turn) to build roads, settlements, and cities, and/or buy Development Cards. This
phase allows each player to influence the game, even though it is not his turn! Since players are
allowed to build every turn, they can interfere with the plans of others, and attempt to evade the
robber.
As in Settlers, you may play one Development Card at any time during (and only during) your
turn (i.e., at any point you possess the dice). Therefore, you may not play a Development Card
during the Special Building Phase.49
48
Ori gin al May fai r 5 -6 Playe r V a ria nt: Instead of the Special Building Phase, players do not build after other
players’ turns. Instead, the robber forces a player to discard half his resource cards when he has more than 10
cards (as opposed to the usual 7).
49
Q ues tio n: If I earn 10 victory points during the Special Building Phase, can I declare victory? A ns wer: No,
you can only win the game during your turn. Since the Special Building Phase is during another player’s turn,
you must wait until it is your turn to declare victory.
“B IG I SLANDS ” OF C ATAN
nd 50
Originally released in The Settlers of Catan, 2 edition, for 5-6 players
A DDITIONAL R ULES
The game is played normally, but the robber only forces a player to discard half of their cards if
the player has more than ten cards.51
P LAY S UGGESTIO NS
If this map doesn’t feel quite right to you, try adjusting the number of terrain and water hexes,
keeping in mind the balance of different terrain hexes. Recommended variations are: A) add a
sheep, wood, and grain harbor (in addition to those already added). B) remove the five 2:1 ports
and add one of each terrain hex.
50 th
These rules have been updated for use with the 4 edition.
51
S pe cial B uildi n g P has e Va ri an t: Alternatively, you can use the Special Building Phase rules found in
“Additional Rules for 5-6 Players.”
To accommodate Settlers games of more than six players, players may mark one set with a black
marker to distinguish the two if different colored sets are not available. When playing with more than
six, players will need building pieces from two sets. Players can choose either of the following
assemblies in building their island. The additional rules for both are the same.
A DDITIONAL R ULES
The game is played normally, but the robber only forces a player to discard half of their cards if
the player has more than 13 cards (as opposed to 7).54
52 th
These rules have been updated for use with the 4 edition.
53
It is not possible to use the frame included with the 4 edition of Settlers with this scenario unless the Seafarers
th
frame extenders are also used. Alternatively, players may use the ocean hexes from Seafarers to surround the
nd rd
island, as with the 2 and 3 editions of the game; place harbor tokens atop the ocean hexes following the rules
above.
54
S pe cial B uildi n g P has e Va ri an t: Players follow the rules for the Special Building Phase as outlined in
“Additional Rules for 5-6 Players”.
C ATAN FOR T WO
55
Released as a variant in Catan: Traders & Barbarians. Originally released online in 2006.
The Catanians are sociable people. They get together and have fun—groups of four have the most
enjoyable experiences, although life can still be very exciting for groups of three. But more and more
frequently, groups of two can be seen searching for adventure all by themselves.
But wait a minute, these people can be helped: now the fun for two plus two has arrived! Two are real,
the other two imaginary—give the challenge of “Catan for Two” a try!
A DDITIONAL C O MPONENTS
To use this extension, you need The Settlers of Catan basic
set and the following:
56
• 20 Trade Tokens (Catan Chits)
S PECIAL P R EPARATION
Place the two sets of game
pieces not chosen by the
players beside the game
board. They will serve as
game components for the
two imaginary neutral
players.
55
Although these rules are included as a variant in Catan: Traders & Barbarians, it seemed appropriate to include
them in the rules for the basic Settlers game.
56
These are identical to the victory point chits found in Catan: Seafarers, if you do not have Catan: Traders &
Barbarians. If you own neither, 20 coins can be used as an adequate replacement.
S ETTING U P
For each neutral player, place 1 settlement (without a road) on one of the intersections of the
game board marked in the following illustration.
You and your opponents then build your two starting settlements with roads, according to the
normal set-up rules.57 Therefore, after finishing the set-up phase, each player has 2 settlements and
2 roads on the game board, while each neutral player has 1 settlement.
A DDITIONAL R ULES
In principle, the normal 3-4 player rules for The Settlers of Catan apply. The changes are
described below:
R OL LI NG FO R P R O DUCT I ON
On your turn, you roll the dice twice in a row. It is essential that the two dice-roll results differ
from one another. Should the second dice roll give the same result as the first one, roll again—as
many times as necessary to produce two different results. Immediately after each of the two dice
rolls, the two real players obtain resources and/or move the robber (if a “7” is a result).58
B UI L DIN G P R OG RE SS OF T HE N EU TR A L P L A YE RS
When you build a road, you must also build (for free) a road for either of the two neutral players.
When you build a settlement, you must also build (for free) a settlement for either of the two
neutral players. If there is no legal settlement location for the neutral players, you must build a
road instead.
When you build a city or buy a Development Card, the neutral players are not affected. The
neutral players do not receive resources; however, a neutral player can obtain the “Longest Road.”
57
Following the rules for “Setting Up the Game For Experienced Players.”
58
The neutral players never collect Resource or Development cards. Therefore, a player may not intentionally
choose to steal from a neutral player (thereby, avoiding stealing from the other real player). However, a player
may choose to place the robber beside a hex by which only neutral players have built. In this case, the player
may not steal any Resource cards from any players.
U SING T R A DE T O KEN S TO T A KE A CT I ON S
On your turn, you may pay 1 or 2 trade tokens and take one of these actions:
• Action “Forced Trade:” You draw 2 random cards from your opponent’s hand; in
exchange, you give your opponent 2 cards of your choice from your own hand. If either
player has only 1 card, you may only exchange 1 card.
• Action “Move Robber: ” You may move the robber to the desert hex.59
If your victory point total is less than or equal to your opponent’s total, you must pay 1 trade token
to take an action. Otherwise, an action costs you 2 trade tokens. Return spent trade tokens to the
supply.
R EP LE NI S HI NG T RA DE T OK EN S
• Once during your turn, you may discard one of your face-up Knight Cards and take 2 trade
tokens in exchange. If you hold the Largest Army card and discard a face-up Knight Card, you
might have to set aside the Largest Army card. If you only have 2 face-up Knight Cards after
discarding, also set it aside. Thereafter, a player that has the most (at least 3) face-up Knight
Cards takes the Largest Army card.
• When you build a settlement adjacent to the desert hex, take 2 trade tokens (also applies
during the set-up phase).
• When you build a settlement on the coast, you take 1 trade token (also applies during the set-
up phase).
When you build a settlement adjacent to both the desert and the coast, you take 3 trade tokens
(also applies during the set-up phase).
59
A player cannot move the robber to another resource hex. He may also not steal a card from the other player if
he built on the desert hex.
A CKNO WLEDGEMENTS
• Klaus Teuber, for creating such an awesome series of games.
• Kosmos, for working with Klaus all these years.
• Mayfair Games, for adapting this game to English and keeping on top of German rule changes.
• Matthew Harper, for creating the first CAR for Carcassonne.
• Jonathan Warren (Joff), for providing me with the scans for the Settlers 4th edition rules.
• David Montgomery (mathguy89), for providing me with the scans for Cities & Knights and the
5-6 player extensions.
• Scott and Lardarse, for proofreading and additional footnote information.
• Scott, also for cover page idea and image.
• Eric Nolan (Hivemind), for a scan of the 2nd edition rules.
• dprski33, for help editing out some contradictions.
• Carcassonne Central, for all the support for this project.
V ERSIO N H ISTOR Y
1.5 (20 May 2009): Fixed numerous errors, re-spaced pages, added 7-8 player rules, 2nd edition
variants, and the Friendly Robber variant.
1.0 (11 March 2009): Finishing touches for release copy.
0.9f (7 March 2009): Added Catan for Two rules.
0.9e (17 February 2009): Corrected word use.
0.9d (8 February 2009): Changed cover graphic.
0.9c (7 February 2009): Added cover page.
0.9b (05 February 2009): Fixed alignment in header, fixed desert image.
0.9a (05 February 2009): Changed Fonts, reformatted and resized images, added footnotes.
0.8c (04 February 2009): Added two footnotes and an additional clause concerning number chits.
0.8b (03 February 2009): Corrections and edits throughout. Readjusted two images.
0.8a (01 February 2009): Extension added. Final formatting edits completed.
0.7 (31 January 2009): FAQs from www.universityofcatan.com added.
0.6 (31 January 2009): Almanac incorporated. All remaining images from rule book inserted.
0.4 (30 January 2009): Remaining rules included, formatting complete, graphics mostly
completed, almanac spread throughout.
0.1 (29 January 2009): Rules transcribed from a copy of the 4th edition rules.