CATAN SEAFARERS RULES PDF

The same is true for a player with a city instead of a settlement , except that they would get to pick up two resource cards. You also get more resource cards if you have more than one settlement bordering a hex. All players are eligible to get resource cards even if they are not rolling the dice. If a number is rolled by another player and you have a settlement bordering that hex, then you get a resource card. The only exception is if the robber is on your hex. In that case, you are blocked from receiving any resources from that hex until someone moves the robber again.

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For your first game, we suggest that you use the following map, which is balanced for all players: Note: Before your first game you must remove the die-cut components from the cardboard holders by carefully punching out and separate the pieces. Assemble the frame as shown. Create Catan by placing the 19 terrain hexes on the table-again as shown. Place the circular number tokens on top of the designated terrain hexes. Finally, place your settlements and roads.

Setup 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. Note: Remove the red pieces from the game if you are playing a 3-player game. 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 H see Illustration A.

Take the appropriate Resource Cards from their stacks. Each player keeps his Resource Cards hidden in his hand. Important: Settlements and cities may only be placed at the corners of the terrain hexes-never along the edges see Illustration C.

Roads may only be placed at the edges of the terrain hexes-1 road per edge see Illustration D. The Distance Rule means many intersections along roads will remain unoccupied. On your turn, you can do the following in the order listed: You must roll for resource production the result applies to all players.

You may trade resources with other players or using maritime trade. You may also play one Development Card at any time during your turn. Game Turn You begin your turn by rolling both dice. The sum of the dice determines which terrain hexes produce resources. If you have 2 or 3 settlements bordering that hex, you receive 1 Resource Card for each settlement. You receive 2 Resource Cards for each city you own that borders that hex. Trade Afterwards you may trade freely using either or both types of trades below to gain needed Resource Cards: A.

Domestic Trade On your turn, you can trade Resource Cards with any of the other players. 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. Important: Players may only trade with the player whose turn it is. The other players may not trade among themselves. Maritime Trade You can also trade without the other players!

During your turn, you can always trade at by putting 4 identical Resource Cards back in their stack and taking any 1 Resource Card of your choice for it.

If you have a settlement or city on a harbor, you can trade with the bank more favorably: at either a ratio or in special harbors trading the resource type shown at Important: The trade is always possible, even if you do not have a settlement on a harbor. Build Now you can build. Keep Development Cards hidden in your hand. You cannot build more pieces than what is available in your pool-a maximum of 5 settlements, 4 cities, and 15 roads. Only 1 road can be built on any given path.

The first player to build a continuous road not counting forks of at least 5 road segments, receives the Special Card "Longest Road". If another player succeeds in building a longer road than the one created by the current owner of the "Longest Road" card, he immediately takes the Special Card and its 2 victory points.

In this case, there is a 4 victory point swing! Each of your settlements must connect to at least 1 of your own roads. Regardless of whose turn it is, when a terrain hex produces resources, you receive 1 Resource Card for each settlement you have adjacent to that terrain hex. Each settlement is worth 1 victory point. When you upgrade a settlement to a city, put the settlement house piece back in your supply and replace it with a city piece church.

Cities produce twice as many resources as settlements. You acquire 2 Resource Cards for an adjacent terrain hex that produces resources. Each city is worth 2 victory points. There are 3 different kinds of these cards: Knight; Progress; and Victory Point. Each has a different effect. Development Cards never go back into the supply, and you cannot buy Development Cards if the supply is empty.

Special Cases A. Rolling a "7" and Activating the Robber If you roll a "7", no one receives any resources. Instead, every player who has more than 7 Resource Cards must select half rounded down of his Resource Cards and return them to the bank. Then you must move the robber. Proceed as follows: You must move the robber immediately to the number token of any other terrain hex or to the desert hex.

Then you steal 1 random Resource Card from an opponent who has a settlement or city adjacent to the target terrain hex. The player who is robbed holds his Resource Card hand face down. You then take 1 at random. Important: If the production number for the hex containing the robber is rolled, the owners of adjacent settlements and cities do not receive resources.

The robber prevents it. Playing Development Cards At any time during your turn, you may play 1 Development Card on the table. That card, however, may not be a card you bought during the same turn! See "Rolling a "7" and Activating the Robber" above and follow steps 1 and 2. Once played, Knight Cards remain face up in front of you. The first player to have 3 Knight Cards in front of himself receives the Special Card "Largest Army", which is worth 2 victory points.

If another player has more Knight Cards in front of him than the current holder of the Largest Army card, he immediately takes the Special Card and its 2 victory points. Then the card is removed from the game i. You may only reveal them during your turn and when you are sure that you have 10 victory points-that is, to win the game.

Of course, you can reveal hem after the end of the game when someone else wins. You may play any number of Victory Point Cards during your turn, even during the turn you purchase them.

End of the Game If you have 10 or more victory points during your turn the game ends and you are the winner! If you reach 10 points when it is not your turn, the game continues until any player including you has 10 points on his turn.

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Catan Game Rules

The additional rules include: Rules for building, placing, and moving ships. Rules covering the acquisition of special victory point tokens. The dreaded pirate! Assembling The Board Before you can begin exploring the sea lanes of Catan, you must first construct the board. Each scenario in this book includes an illustration that shows how the board should be built. What you need To play the scenarios with Catan: Seafarers aka "Seafarers" , you need the components from a copy of Catan aka "Settlers". Each scenario lists all the components needed to play that scenario.

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Catan: Seafarers Game Rules

Ships[ edit ] Seafarers introduces the concept of ships, which serve as roads over water or along the coast. Each ship costs one lumber and one wool to create lumber for the hull and wool for the sails. A settlement must first be built before a player can switch from building roads to building ships, or vice versa. Thus, a chain of ships is always anchored at a settlement on the coast. A shipping line that is not anchored at both ends by different settlements can also move the last ship at the open end, although this can only be done once per turn and may not be done with any ships that were created on the same turn. The "Longest Road" card is now renamed the "Longest Trade Route" since this is now calculated by counting the number of contiguous ships plus roads that a player has. A settlement or city is necessary between a road and a ship for the two to be considered continuous for the purposes of this card.

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