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Settlers of Catan

Board games · Settlement and resources

Also Catan

Family friendly
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Summary — 3–4 players

Settlers of Catan is a board game for three or four, played by building settlements on an island of hex tiles and racing to ten victory points. Dice decide which hexes produce, players trade the resources and spend them on roads, settlements and cities, and the first to ten on their own turn wins.

Scored by
first to ten victory points on their own turn wins; the app records the winner, or the podium
Origin
Klaus Teuber, Germany, 1995. Sold as Catan since 2015.

How it plays

1 of 7

Every tile has a number

Nineteen hexes make the island, ringed by sea, and each land hex carries a number token. Those numbers are what the dice are rolled against all game: when a number comes up, that tile pays out. The desert has no number and takes the robber.

Rules

How to play

Players and equipment

Three or four players with the base game; five or six with the extension. The box holds the island – nineteen hex tiles ringed by sea, with a number token on each land hex – two dice, five kinds of resource card, a deck of development cards, each player's roads, settlements and cities, the robber, and the two bonus cards for the longest road and the largest army. The hexes are four forests for lumber, four pastures for wool, four fields for grain, three hills for brick, three mountains for ore, and a desert that makes nothing. This is a brief in our own words for a table that has played before; the rulebook in the box is the authority.

The deal

Lay out the island: the fixed beginner layout the first few times, shuffled hexes and tokens once you know the game. The tokens run from two to twelve with no seven, the six and the eight in red because they come up most. The desert takes the robber. In turn order each player places one settlement on a corner and one road beside it, then in reverse order everybody places a second pair. There must be at least one empty corner between any two buildings. Each player collects one resource for every land hex touching their second settlement, and the player who placed first takes the first turn.

Play

On your turn, three things happen in order: you roll, you trade, and you build. Everybody produces on your roll – every hex whose number comes up pays one matching resource to each settlement on its corners, two to each city.

A seven

Nobody produces. Anyone holding more than seven cards discards half, rounded down. You move the robber to a new hex, which stops producing while it sits there, and take one card unseen from a player with a settlement or city on it.

A seven is the most common roll, about one throw in six, so a hand of eight or more is always at risk. The robber must move, and may go anywhere except the hex it is on.

Trading

Trade with any player on any terms you both accept, but only on your own turn. The bank takes four of a kind for one of anything; a harbour you have built on improves that to three for one, or two for one in the resource it names.

Other players may only trade with whoever's turn it is, never with each other.

Building
Road
Must touch your own road, settlement or city
Brick and lumber
Settlement
One point; on a free corner at least two roads from any other building
Brick, lumber, wool and grain
City
Two points; replaces one of your settlements
Three ore and two grain
Development card
Play at most one a turn, never the turn you bought it
Ore, wool and grain

Development cards are knights, which move the robber as a seven does and count toward the largest army; progress cards, which do what they say once; and victory points, which you keep hidden until they win you the game. The progress cards are Road Building, which lays two roads free, Year of Plenty, which takes any two resources from the bank, and Monopoly, which names a resource and takes every card of it from every other player. Victory point cards are the one exception to the row above: they are revealed on the turn they take you to ten, even the turn you bought them.

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