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Settlers of Catan: Gallery Edition

Settlers of Catan: Gallery Edition Rulebook

Table of Contents

Table of Contents

  • Game Rules
    • Game Components
  • Constructing the Island
    • Hexes, Paths, and Intersections
  • Setting Up The Game
  • Turn Overview
  • The Turn In Detail
    • 1. Produce Resources
    • 2. Trade
      • a) Domestic Trade
      • b) Maritime Trade
    • 3. Build
      • a) Road — Requires: Brick & Lumber
      • b) Settlement — Requires: Brick, Lumber, Wool, & Grain
      • c) City — Requires: 3 Ore & 2 Grain
      • d) Development Card — Requires: Ore, Wool, & Grain
    • 4. Special Cases
      • a) Rolling a “7” and Moving the Robber
      • b) Playing Development Cards
  • Victory Points
  • Ending The Game
  • Game Overview
    • Resource Production
  • Variable Set-up
    • Constructing the Island
    • Placing Your Initial Settlements & Roads
  • Frequently Asked Questions
    • Producing Resources
    • Trading
    • Building
    • The Robber
    • Longest Road
    • Development Cards
    • Ending the Game
  • Hints

Game Rules

These 4 pages of rules contain the guidelines that you need to play! If you need more information during the game, you can refer to the FAQs on the back of the “Game Overview” sheet.

Game Components

  • 1 game board
  • 6 island tiles
  • 4 scoring markers (1 of each color)
  • 60 roads (15 of each color)
  • 16 cities (4 of each color)
  • 20 settlements (5 of each color)
  • 25 development cards (14 Knight, 5 Victory Point, 6 Progress)
  • 93 resource cards (brick, lumber, ore, wool, grain)
  • 2 special cards
  • 2 dice
  • 1 robber

Constructing the Island

You play the Catan Board Game on a variable game board that represents the island of Catan. The positions of the landscape, starting roads, and starting settlements can be different for each game.

For your first game, we suggest that you use the “Starting Set-up” (see page 2)—lay out the island by placing the island tiles inside the game board as shown. This set-up is well-balanced for all players.

Note: The Variable Set-up section on the FAQ sheet provides the guidelines for varying the starting set-up.

Hexes, Paths, and Intersections

An island tile consists of 2-4 hexes, each with its own “terrain type.” A path is an edge between two hexes or an edge between a hex and the outer board. An intersection is a point at which the corners of 2 or 3 hexes meet.

Important: One and only one settlement or city may be placed on an intersection. One and only one road may be placed on a path.

Important: No two settlements or cities may occupy adjacent intersections.

Setting Up The Game

Select a color and take your 5 settlements, 4 cities, and 15 roads. Place 2 each of your roads and settlements on the game board as shown in the Starting Set-up below. Place your remaining settlements, roads, and cities down in front of you. Place your scoring marker on the “2” space.

Note: Remove the orange pieces from the game if you only have 3 players.

Place the robber on the desert terrain hex. Place the “Longest Road” and “Largest Army” cards beside the game board along with the 2 dice.

Sort the resource cards into 5 supply stacks (i.e., the bank) and put them face up next to the game board. Shuffle the development cards and place them face down in a stack by the board. During the game, each player keeps his resource cards hidden in his hand.

You receive resource cards for each terrain hex around your starting settlement marked with a white star (see below):

  • Blue receives 1 lumber card, 1 ore card, and 1 wool card.
  • White receives 1 grain card, 1 lumber card, and 1 ore card.
  • Orange receives 1 brick card, 1 grain card, and 1 wool card.
  • Red receives 1 brick card, 1 ore card, and 1 wool card.

Turn Overview

The youngest player takes the first turn. After you’ve finished your turn, pass the dice to the player to your left, who then proceeds to take a turn.

On your turn, you can do the following in the order listed:

  • Produce Resources — You must roll for resource production (the result applies to all players).
  • Trade — You may trade resources with other players or by using maritime trade.
  • Build — You may buy development cards and/or you may build roads, settlements, or cities.

You may also play one development card at any time during your turn.

The Turn In Detail

1. Produce Resources

You begin your turn by rolling both dice. The sum of the dice (2-12) determines which terrain hexes produce resources.

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 receive 1 resource card for each settlement. Similarly, you receive 2 resource cards for each city you own that borders such a hex.

Example: Loren rolls a “3.” Her blue settlement “A” borders a fields hex marked by the number “3,” so she takes a grain card. If settlement “A” had been a city, she would have received 2 grain cards. Bridget owns the two red (“B”) settlements that border on both hexes with the number “3:” mountains and fields. Bridget takes 1 ore card and 1 grain card from the supply stacks.

2. Trade

After resource production is resolved, 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—but only with you.

Important: Players may only trade with the player whose turn it is. The other players may not trade among themselves.

Example: It is Bob’s turn. He needs one brick to build a road. He has 2 lumber and 3 ore. Bob asks aloud, “Who will give me 1 brick for 1 ore?” Marty answers, “If you give me 3 ore, I’ll give you a brick.” Nick interjects, “I’ll give you 1 brick if you give me 1 lumber and 1 ore.” Bob accepts Nick’s offer and trades a lumber and an ore for a brick. Note that Marty may not trade with Nick, since it is Bob’s turn.

b) Maritime Trade

On your turn, you can also trade with the supply stacks (i.e., the bank):

  • You can always trade at 4:1—put 4 identical resource cards back in their supply stack and then take any 1 resource card of your choice.
  • If you have a settlement or city on an intersection which borders a “3:1” harbor (A), you can trade at 3:1—put 3 identical resource cards back in their supply stack and then take any 1 resource card of your choice.
  • If you have a settlement or city on an intersection that borders a “2:1” harbor (B), you can trade the specific resource shown at 2:1—put 2 identical resource cards of the appropriate type back in their supply stack and then take any 1 resource card of your choice.

In order to control a harbor, you must build a settlement on a coastal intersection which borders the harbor (note the coastland extensions).

3. Build

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—return the required cards to the supply stacks. Take the appropriate number of roads, settlements, and/or cities from your supply and place them on the game board. Keep any 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, or 15 roads.

a) Road — Requires: Brick & Lumber

A new road must always connect to 1 of your existing roads, settlements, or cities.

Only 1 road can be built on any given path (i.e., the edge of a terrain hex).

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).

b) Settlement — Requires: Brick, Lumber, Wool, & Grain

You may only build a settlement at an intersection if all of the adjacent intersections are vacant (i.e., none are occupied by any settlements or cities—even yours). This “Distance Rule” is illustrated in the diagram at the bottom-left of page 1.

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.

c) City — Requires: 3 Ore & 2 Grain

You may only establish a city by upgrading one of your settlements.

When you upgrade a settlement to a city, put the settlement (house) piece back in your supply and replace it with a city piece.

Regardless of whose turn it is, when a terrain hex produces resources, you receive 2 resource cards for each city you have adjacent to that terrain hex.

Each city is worth 2 victory points.

d) Development Card — Requires: Ore, Wool, & Grain

When you buy a development card, draw the top card from the stack. Keep your development cards hidden until you play them.

4. Special Cases

a) Rolling a “7” and Moving the Robber

If you roll a “7” as your production roll, 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:

  1. You must move the robber immediately to any other terrain hex. Place the robber so that it covers up the number on the hex.
  2. Then you steal 1 (random) from an opponent who has a settlement or city adjacent to the terrain hex now occupied by the robber. The player who the robber steals from holds his resource card hand face down. You then take 1 resource card at random. If the robber’s terrain hex is adjacent to 2 or more players’ settlements or cities, you choose which one you want to steal from.

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.

Example: It is Larry’s turn and he rolls a “7.” He must move the robber. The robber was on a forest hex. Larry places it on the “3” number token of a fields hex. If a “3” is rolled in the coming turns, the owners of settlements “A” and “B” do not receive a grain resource card. This lasts until the robber is moved again by another “7” or a Knight card. Larry may also take 1 resource card at random from 1 of the players who own settlements “A” or “B.”

b) Playing Development Cards

At any time during your turn, you may play 1 development card. That card, however, may not be a card you bought during the same turn!

There are 3 different kinds of these cards: Knight, Progress, and Victory Point. Each has a different effect.

Knight Cards (Red Frame)

If you play a Knight card, you must immediately move the robber as previously outlined—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.

Progress Cards (Green Frame)

If you play a Progress card, follow its instructions. Then remove the card from the game (i.e., toss it in the box).

Victory Point Cards (Yellow Frame)

You must keep Victory Point cards hidden. You may only play them when you are sure that you have 10 or more victory points during your turn—that is, when you win the game. Of course, you can play them at the end of the game if someone else wins.

Victory Points

During play, use your scoring marker to keep track of your cumulative victory points on the scoring track.

Players acquire victory points (VPs) for the following:

  • 1 VP for each settlement
  • 2 VP for each city
  • 2 VPs for the Longest Road special card
  • 2 VPs for the Largest Army special card
  • 1 VP for each Victory Point development card

Since you begin with 2 settlements, you begin the game with 2 victory points. Therefore, you only need 8 more victory points to win the game!

Ending The Game

If you have 10 or more victory points during your turn, the game ends and you are the winner!

Game Overview

  1. The island of Catan lies before you. The isle consists of 19 terrain hexes surrounded by ocean. Your goal is to settle the island and expand your territory to become the largest and most glorious in Catan.
  2. There are 5 productive terrain types and 1 desert on Catan. Each terrain type produces a different type of resource (card). The desert produces nothing. (See the 6 terrain hexes under “Resource Production.”)
  3. You begin the game with 2 settlements and 2 roads. Each settlement is worth 1 victory point. You therefore start the game with 2 victory points! The first player to acquire 10 victory points wins the game.
  4. To gain more victory points, you must build new roads and settlements or upgrade settlements to cities. Each city is worth 2 victory points. In order to build or upgrade, you need to acquire resources.
  5. How do you acquire resources? It’s simple. Each turn, a dice roll determines which terrain hexes (indicated by the numbered markers) produce resources. If, for example, a “9” is rolled, the two terrain hexes containing the “9” produce resources. In the diagram at the right, a forest hex produces lumber and a pasture hex produces wool.
  6. You only collect resources if you own a settlement or a city bordering a terrain hex producing a resource. In this example the red settlement (A) borders on a pasture hex, and the white settlement (B) is adjacent to a forest hex. A dice roll of “9” gives the red player 1 wool and the white player gets 1 lumber.
  7. A settlement or city usually borders on 2-3 terrain types. So, during the game, it can “harvest” up to 3 different types of resources. Here, a blue settlement (C) borders on pasture, forest, and mountains. White’s coastal settlement (D) borders hills and mountains and can harvest only brick and ore.
  8. Since you rarely have settlements everywhere as the game starts or progresses, you may have to do without direct access to certain resources. This is tough, for building requires specific resource combinations. For this reason, you can trade with the other players. Make them an offer! A successful trade might yield a big build! If necessary, trade with the bank, with or without help from a harbor.
  9. You can only build a new settlement on an unoccupied intersection if you have a road leading to that intersection and the nearest settlement is at least two intersections away.
  10. Carefully consider where you build settlements. Numbers on the hexes indicate the relative frequency of dice rolls. Note the dots (pips) beneath the numbers. The greater the number of pips, the more likely it is that number will be rolled.

Resource Production

  • Hills = Brick
  • Fields = Grain
  • Pasture = Wool
  • Forest = Lumber
  • Mountains = Ore
  • Desert = Nothing

Variable Set-up

Constructing the Island

You can play using any island tile configuration that fits inside the outer board. However, the easiest way to vary the board is to swap the 2-hex tiles and/or a couple of the 4-hex tiles.

Note: PDF files that allow you to construct another recommended island configuration can be downloaded from www.catan.com.

Placing Your Initial Settlements & Roads

Each player rolls both dice. The player who rolls highest is the starting player. The placement locations of all settlements and roads must follow the normal rules.

Round One: The starting player places a settlement on an unoccupied intersection. He places a road adjacent to this settlement. Proceeding clockwise, each other player places 1 settlement and 1 adjoining road.

Round Two: The player who went last in the first round begins round two. He places his 2nd settlement and its adjacent road. Proceeding counterclockwise, each other player places 1 settlement and 1 adjoining road.

You receive your starting resources immediately after placing your 2nd settlement. For each hex adjacent to this 2nd settlement, you take a corresponding resource card.

The starting player then takes the first regular turn.

Frequently Asked Questions

Producing Resources

What if there are not enough resource cards to give every player all the production they earn?

In this case, no player receives any of the restricted resource that turn. Production of other types of resources is not affected.

Trading

Can I give another player a card?

You may not give away cards (i.e., you may not “trade” 0 cards for 1 or more cards).

What if I decide not to trade during my turn?

No one can trade.

If it is not my turn, can I trade?

You may try to trade with the player whose turn it is. You cannot perform maritime trades (see Rules, page 3).

Do I need a settlement on a harbor in order to make 4:1 trades?

No.

Are there any other trading restrictions?

You may not trade or give away development cards. You may not trade like resources (e.g., 2 wool for 1 wool).

Building

Can you build on intersections bordering the sea?

The outer edges of the terrain hexes that border on the sea form the “coast” of the island. You can build a road along a coast. You can build settlements and upgrade settlements to cities on coastal intersections.

What happens if I have built all 5 of my settlements? Can I build another settlement?

No. In this case, you must upgrade 1 of your settlements to a city before you can build another settlement.

The Robber

If I roll a “7,” do I have to move the robber?

Yes. You may not choose to leave the robber on the same hex.

Longest Road

If my road network branches, can I count both segments of roads when counting up the length of my longest road?

No. You may only count the single longest branch for purposes of the longest road.

What happens if another player builds a settlement such that my longest road runs through it?

Your longest road is “broken!” Your longest road can be a road segment on either side of that settlement, but it may not run through an opponent’s settlement.

What happens if my longest road is broken?

The player with the longest (at least 5+) road segment takes the longest road card. If no one has a 5+ road segment or if several players have the same lengths of road segments, set the “Longest Road” card aside—until only 1 player has the longest road (of at least 5 road pieces).

Development Cards

How many development cards can I play during my turn?

Normally, you may only play 1 development card during your turn. However, in addition, you may play any number of Victory Point development cards.

How do I handle resolving the Progress cards?

Road Building: If you play this card, you may immediately place 2 free roads on the board (according to normal building rules).

Year of Plenty: If you play this card, you may immediately take any 2 resource cards from the supply stacks. You may use these cards to build on the same turn.

Monopoly: If you play this card, you must name 1 type of resource. All the other players must give you all of the resource cards of this type that they have in their hands. If an opponent does not have a resource card of the specified type, he does not have to give you anything.

When, during my turn, can I play my development card?

You can play your development card at any time, even before you roll the dice.

After I play a development card, what do I do with it?

Keep Victory Point cards and Knight cards face up in front of yourself. Remove all other played development cards from the game. Played development cards never go back into the supply, and you cannot buy development cards if the supply is empty.

Ending the Game

What if I reach 10 points when it is not my turn?

The game continues until any player (including you) has 10 points on his turn.

Can I play more than one Victory Point card on the turn the game ends?

You may play any number of Victory Point cards on the turn the game ends, even those just purchased.

Hints

  • 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.
  • 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 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 more you trade, the better your chances of victory. Even if it is not your turn, you should consider offering trades to the current player!
  • Since an intersection on the coast borders only 1 or 2 terrain hexes, a coastal settlement generally generates resources less often. Still, coastal sites often lie on harbors, which allow you to use maritime trade to trade resources at more favorable rates.
  • Do not 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.
  • It is extremely difficult to win the game without upgrading settlements to cities. Since you only have 5 settlements available, you can only reach 5 victory points by only building settlements.
  • 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.