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Journey Into the World of Catan: Game Rules Unveiled
Are you ready to embark on an exciting adventure? Today, I will be taking you on a journey through the intricacies of the Builders of Catan game rules. This captivating board game will have you strategizing, trading, and building your way to victory.
The objective of the game is to become the most prosperous settler on the stunning island of Catan. You’ll begin by placing your initial settlements and roads on the board, each settlement representing a small community under your command. As the game progresses, you’ll collect resources from the surrounding terrain – brick, wood, grain, sheep, or stone – which will enable you to construct more roads, settlements, and even upgrade them to cities.
To ensure fairness, each player will take turns rolling dice at the start of their turn. As the dice reveal their numbers, any settlements or cities adjacent to the corresponding terrain hexes will produce resources. As you continue to gather resources, you’ll quickly realize the importance of developing a diverse portfolio of commodities to build and expand your empire.
In this game, clever trading is the key to success. If you find yourself lacking a particular resource, fear not! You can barter and negotiate with other players to exchange your surplus resources for those you desperately need. This not only ensures the smooth progression of the game but also adds an exciting layer of social interaction.
Beware, for the robber lurks in the shadows, seeking to disrupt your plans and impede your progress. When a player rolls a seven on the dice, the robber will be set loose, robbing a tile of its resources and potentially hindering your fellow settlers.
As you advance in the game, you’ll soon realize the importance of acquiring development cards. These powerful artifacts can turn the tide of the game in your favor. From knights that protect you from the robber’s wrath to progress cards that bring forth great advancements, development cards can be a game-changer.
The game continues to unfold as players build, trade, and expand. Victory will come to the settler who amasses the most victory points, earned through a combination of constructing settlements, cities, and possessing certain development cards. Keep a watchful eye on your opponents’ progress, as this information will guide your own strategies and trade negotiations.
So, are you ready to become the master builder of Catan? With a blend of strategy, negotiation, and careful resource management, you can flourish and leave your mark on this ever-changing island. Grab your friends, gather around the table, and dive into the world of Catan. Adventure awaits!
Hey there! I’ve got an awesome idea for a game that combines the best of both board games and card games to give you a whole new gaming experience. It’s perfect for making card games more exciting and enjoyable when playing with multiple people.
Before you play this game, it’s important that you’re already familiar with both card games and board games. This will help you make the most of this unique combination.
The Stuff You’ll Need
- A complete card game (just the base game, without settlements, cities, roads, and spies. If you’re playing with more than 3 players, you’ll need 2 extra Hexes)
- If you’re playing with 3 or 4 players, you’ll also need the expansion cards from another card game (except the Scout card)
- If you’ve got 5 or 6 players, you’ll need even more gold Hexes and the expansion cards from a third card game
- A board game (without the development cards and the largest army)
- Chips in two different colors (green and red work well)
How to Set It Up
I set up the board game just like normal. I divided the Region Cards, with or without crests, so that each player got the same number of dice and each region type appeared once. The cards were placed face up in front of me, showing 0 Resources. I arranged them in 3 rows with 2 cards in each row. I grouped together the adjacent cards for the Garrison, harbor, and other regions.
Starting with the first player, we each grabbed a stack of cards from the card game and selected our three starting cards for our hand.
I shuffled the event cards from the whole deck and got them ready. Instead of using the dice from the board game, we used the income from the card game die, which had two different numbers.
Now, let’s move on to the foundation phase.
When you play the game, each of us gets to place our settlements on the board like we always do. The cool thing is that for every settlement you put down, you get 2 green chips. These chips show that you have 4 spots where you can get expansion cards.
Now Let’s Play
At the start of your turn, you’ll roll three dice. One of them is from the board game and the other two are from the card game – an event die and a production die.
Next, we resolve the event die.
You know how you usually get resources based on the number rolled on the dice? Well, it’s the same here. You’ll get resources for the numbers rolled on the dice, just like normal. But wait, there’s more! You also get a resource from the card game based on the number rolled on the production die. You can put that resource in the region that matches the number on the die.
Don’t forget to turn the region to show that you collected a resource there.
What to Do?
We take turns playing with each other, going counter clockwise, just like we always do.
Let me break it down for you: You can transfer resources from the card game, but only for resource cards. Similarly, you can only pass resource cards as well. But here’s an interesting twist – you can trade a clay resource card for a grain resource card on the game board. Keep in mind, though, that when it comes to the ports and fleets, you can only use the appropriate resources from either the board game or the card game.
Here’s a simple guideline: You can engage in any commercial activities as long as they don’t involve taking a resource card from the bank or putting one into the bank.
Once the action phase is over, it’s time for the building phase of the turn. During this phase, you have the option to use resources from resource cards in the board game or the regions in the card game, or even both at the same time.
Let’s imagine you’re playing a game where you create a city. To do this, you’ll need 3 ore resource cards as payment. And when you want to make things a bit simpler, you can “wind down” a grain region card from 3 to 1.
If you find yourself short on resources, don’t worry! You can always trade resources from your region cards for different types of resource cards.
Now, let’s talk about the rules on the board. When you build a settlement, you’ll be rewarded with 2 green chips, which represent new expansion sites. But once you upgrade your settlement to a city, you’ll receive 2 red chips. These chips are important because you can exchange them for expansions.
Each chip represents the number and type of expansions you can get. For example, if you want to build a new building or unit, or maybe even expand a green area, you’ll have to pay with a green chip. Of course, you’ll also have to pay the resources listed on the card, but the chip is just an extra cost.
If we run out of green chips, we have to use a red chip instead. The same goes for red city expansions, but we can’t substitute green chips for red ones. If we don’t have a red chip, we can’t play a city expansion card.
However, we can tear down existing expansions to make room for new ones. We lose the resources used, but we get to keep the chips. For example, if we tear down a city expansion with a red chip, we can use that red chip again.
Note: The chips are important because they tell us what kind of expansion slots are available. Field extensions can also use city expansion slots.
Unlike city expansions, field extensions aren’t tied to specific slots. So if we tear down a green expansion, we can only take a green chip, even if the settlement has become a city.
Exception: If you only have cities and not a settlement, you can also take a red chip. If you’re missing a chip (cities x 4 + settlements x 2 – player extensions), you can only take green chips to replace it (them) with the correct amount.
Action Cards
After the resources are distributed, you can play action cards at any time (except for defensive cards like Bishop and Herbalist). The only exception is the Alchemist, who can only be played before rolling the dice.
The goal of cards that affect resources or extensions is to play at least 3 victory points (current state).
Knight, Windmills, and Robbers
When you play the card game, the Knight and the Windmill token is an important prize that you can win. It’s like a special badge that shows you’re doing really well. But here’s the interesting part – if someone else is doing even better than you, they get to have the token instead. It’s like passing the torch to the next champion. However, if there’s a tie and you both have the same number of points, then you get to keep the token.
Now, let’s talk about the robber in the board game. This sneaky character is only interested in resource cards. If you happen to have more than 7 resource cards in your hand, you’re in trouble. The robber will make you get rid of half of them, rounding down. That means if you had 8 cards, you’d have to give up 4 of them. And here’s another rule – after the robber moves, you can only draw one resource card. So be careful not to end up with too many cards in your hand, or the robber will come and snatch them away. One more thing – the resources in the card game regions are off-limits to the robber. He can’t touch them, no matter how much he tries.
If you build a knight with at least 1 strength point, you can move the robber on the board and steal a card. The knight will be turned upside down and become passive. This means that the tournament and strength points of the knight will still be counted, but it won’t scare away the robber. You can activate the knight again by paying a grain to construct it, and it will be turned rightside up once more.
End Of Turn
You can’t replace a card if you haven’t played one, and your hand is already at the maximum (3) unless you have cards like abbey or library in play. The turn ends when you pass the dice to the next player.
End of the Game
The game comes to an end when a player reaches 18 victory points during their turn. Victory points include both the points from the card game and the board game.