Die Siedler von Catan: Kartenspiel – Handel & Wandel
Die Siedler von Catan: Kartenspiel – Handel & Wandel Rulebook
Table of Contents
Table of Contents
Game Rules
This section contains the Game Rules for the Catan Card Game Expansion Set. If you have any questions about a specific card or its effects, you should refer to the Card Almanac that starts on page 12.
Contents: 205 cards; 5 blank cards (for inventing your own!); Game Rules; Card Almanac (at the end of these rules).
To play the Expanded Game, you will need the Basic Game and an Expansion Set Theme Deck. All rules from the basic Catan Card Game are used, except where changed below.
Setting Up the Game
- First, decide which Theme Deck you want to use. There are six Themes: Knights and Merchants; Science and Progress; Wizards and Dragons; Barbarians and Traders; Politics and Intrigue; and Trade and Change.
Sort out all the cards from the Theme you have chosen to play. You can identify the Theme by the small hexagonal icon on each card. Place the five Themes you are not using aside.
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Each player sets up his starting principalities as described on page 3 of the Basic Game rules. You may want to consider the rules changes when you set up your principality.
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Separate the Event Cards for this Theme Deck from the rest of the Theme. Shuffle them together with the Event Cards from the Basic Set. This expanded event deck is placed in the middle of the table as usual.
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Depending on the Theme Deck you have chosen, you will need to pull out some cards before you shuffle the deck. Except for the Inquisition cards from Knights and Merchants, these "set aside" cards are placed in a stack face-up next to the Event Cards:
Trade and Change: Remove and set aside the Counting House cards. One Counting House is in the Catan Card Game; the other is in the Expansion Set.
(The set-aside instructions for the other five Theme Decks are omitted.)
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Arrange the rest of the Development Cards (roads, cities, etc.) and place them between the two players as normal.
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Shuffle the remaining Expansion Cards from the Basic Set together. Instead of the usual five expansion stacks you make in the Basic Game, these cards are used to create four piles. These four expansion stacks are placed in a row between the two players.
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Shuffle the remaining cards from the Theme Deck together and split them into two roughly equal-sized expansion stacks. Place these stacks near the Development Cards. This way you can tell which stacks are cards from the Basic Game, and which are from the Theme Deck.
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As in the Basic Game, place the two dice and the two wooden tokens between you and your opponent. Then each of you selects one of the six expansion stacks and—without changing the order of the cards—chooses three cards for your starting hand. Then the expansion stacks are returned face-down to their places.
New Rules for the Expanded Game
The rules are the same as the Basic Game, except for the changes described below.
Before the game, you pulled some cards out of the deck and set them aside to create a new development stack. There are always two copies of each card in this stack. (The Citadel exception belongs to the Wizards and Dragons Theme and is omitted.)
The cards for the Trade and Change Theme are: 2 Counting House cards.
(The stack contents for the other five Theme Decks are omitted.)
You can purchase these cards just like other Development Cards. Simply pay the cost shown on the card and place it in a legal building site in your principality.
Example: You want to build the University. You pay 2 lumber, 2 grain, and 1 brick. Then you take a University card from the stack and place it in an empty building site next to one of your cities.
But, there is a special restriction: each player may only build one of each type of card in this stack. If one of these cards leaves play for any reason, return it to this special development card stack (this card can be rebuilt by the player who lost it).
Whenever you draw cards from an expansion stack, you may choose any of the six stacks. You may choose each time you draw whether you want to draw from the four stacks from the Basic Game or the two stacks from the Expansion Set. If you pay the two resources to search a stack, you may choose to search one of the stacks from the Theme Deck if you wish. The two stacks from the Expansion Set are treated in all ways the same as the four stacks from the Basic Game.
The "Brigand Attack" event has no effect during the first two rounds of play (until both players have played two full turns). Ignore the Brigand Attack if it is rolled on the Event Die during those turns. Do not re-roll the Event Die if a Brigand Attack is rolled.
You may not play Action Cards with the label "Attack" or "Neutral" until the combined total score of both players is at least 7 Victory Points (i.e., if you add the two scores together, the total is 7 or more). If, for some reason, the total Victory Points drops back below 7, you may not play those cards until the total score is above 7 again. You may always play Action Cards labeled "Defense."
Buildings, Wizards, and Magic Spells cannot be stolen with the Spy! When you play a Spy, you still get to examine your opponent's hand, but you may only choose to steal Units (Knights, Cannons, Dragons, and Fleets) or Action Cards.
During your turn, you may choose to remove any Expansion Card from your own principality in order to make space for more important cards. There is no cost to remove a card this way, but you must place the card you removed into the discard pile. Do not return the card to your hand or to an expansion stack. You do not recover any of the construction costs for that card. You may use the new space to build a card right away, but you are not required to.
Note: Some Buildings, such as the Embassy, cannot be removed this way. See "Foreign Cards" on page 12.
There are prerequisites you must have in order to play certain cards in the Expansion Set. The prerequisite is shown on the card. So, for example, you may only build a Commodity Exchange if you have a Harbor in your principality. If the required card is removed from your principality (e.g., the Harbor), then you are not required to remove the Building that requires the prerequisite (the Commodity Exchange).
There are also Action Cards which require you to have a certain Building in your principality in order to play them. You may only play these cards if you have the required Building already in your principality. If the required Building is removed, you will no longer be able to play the Action Card.
If you exchange a card at the end of your turn, you must put your discard on the bottom of the stack from which you are drawing the replacement card.
The End of the Game
Because there are so many more ways to earn points when playing the Expanded Game, you have to earn a total of 13 or more Victory Points on your turn to win the game!
Hint: Before you play your first Expanded Game, we recommend that you look at all of the new types of cards in the Expansion Set. If you have questions about any card during the game, there is a complete explanation of each card in the "Card Almanac" at the back of this book.
Trade and Change Card Almanac
The almanac entries below are the Trade and Change cards only (almanac pages 13–18). Each card is listed with its card type and the number in the Theme Deck.
Special Cards: Road Improvements
Trading Post (Building; 2 in deck)
It is worth one Commerce Point.
You may build this improvement on a road in your principality. It does not fill any building sites from either adjacent settlement or city. Since it is not part of any city, the Trading Post is not affected by cards that are part of the city (such as the Fire Brigade or Robber Baron's Castle).
During your turn, you may move one resource between the two regions bordering this road. The exchange rate is 1:1.
Special Cards: Region Improvements
Artisan Workshop, Distillery, Dye Works (Buildings; 1 each in deck – 3 total)
These cards can be used to purchase Commerce Points. They may be built for free. Place the improvement above or below a Region Card of the matching type next to one of your cities. It does not matter if the region is above or below the city. The Artisan Workshop can only be placed by a mountain. The Distillery can only be placed by a fields. The Dye Works can only be placed by a pasture.
You may purchase 1 Commerce Point for 2 resources from the adjacent Region Card. When you do so, rotate the improvement to show the next higher number of Commerce Points. Each of these improvements can hold no more than 3 Commerce Points at a time.
You may also spend these Commerce Points to take a resource of your choice from your opponent. Each Commerce Point spent allows you to select one resource. You must be able to store the resource you choose immediately.
You may purchase and use these Commerce Points any number of times during your turn, in any order you choose.
You may only play these improvements if you have a Counting House in your principality.
Special Cards: Foreign Cards
Robber Baron's Castle (Building; 1 in deck)
You may only build this Building in your opponent's principality. You can only build it if the total combined strength of all your opponent's knights is less than 4 points. If your opponent ever has 4 or more total points of strength, the Robber Baron's Castle is discarded. Any Commerce Points in the settlement or city where the Robber Baron's Castle is located do not count towards any events or control of the Windmill Token. Your opponent may not remove the Robber Baron's Castle, but he may try to destroy it with an Arsonist card if there is no Fire Brigade in that city.
The Robber Baron's Castle has no effect on Road Improvements, Region Improvements, or Units in the special building sites of a Metropolis.
Action Cards
Mayor (Action–Neutral; 2 in deck)
You may select any one resource for each city or Metropolis in your principality. These may be the same or different resources. You may only select resources that you have room to store in your Region Cards. Any resources you do not have space to store are lost.
You receive no resources for any Citadels in your principality.
Pawnbroker (Action–Neutral; 2 in deck)
Choose one Building you own in your principality. Turn this Building face-down. As long as the Building remains face-down, it has no abilities, including Victory Points and Commerce Points, and does not count towards requirements and events.
You receive resources equal to the construction cost of the Building chosen, minus any one resource of your choice. These resources must be stored in your regions immediately. If you do not have space for the resources, then you cannot play this card. In order to activate the Building again, you must pay the full construction cost.
You may not choose to discard the face-down Building.
You may not choose any Building that has a Witch or Dogma card on it.
Trade Monopoly (Action–Attack; 2 in deck)
You may take up to 3 resources of the same type from your opponent. These resources can come from the same or different regions. You may add these resources to any matching regions where you have space. You must then give that player one resource of a different type. You may only play this card if you have a Counting House in your principality.
Event Cards
Calm Sea (Event; 1 in deck)
This event applies to both players. Each player may select any one resource of his choice for each Trade Fleet in his principality. You do not receive a resource for any Pirate Fleets that you control. The resources selected must be stored immediately on your Region Cards. Any resources that cannot be stored are lost.
Great Tournament (Event; 1 in deck)
The player with the most Tournament Points wins the Great Tournament. As a reward, he may turn one of his gold fields regions to 3 gold. If all of the tournament winner's gold fields regions are full, the event has no effect.
Peasant Revolt (Event; 1 in deck)
Each region that borders on a Garrison loses one resource. Regions that border on two Garrisons lose two resources. A region that has no resources loses nothing.
Regional Expansion Cards
Gambling Hall (Building; 1 in deck)
You may pay 1 gold to gamble. Roll the Production Die. If the roll is 4, 5, or 6, then you may select any one resource of your choice and immediately store it in a Region Card. If you roll a 1, 2, or 3, then you get nothing.
You may gamble as many times during your turn as you wish, as long as you have the gold.
Goldsmith (Building; 1 in deck)
This expansion doubles the resource production of any adjacent gold field region, but only when the number of the region is rolled on the Production Die.
Horse Farm (Building; 1 in deck)
On your turn you may spend 1 grain to move any or all of your Knights to a different site in your principality. You can only move a Knight to another empty building site that is a legal placement for that Knight.
If you want to move a Knight again later in the turn, you will have to pay another grain.
Knights (Units; 1 each in deck – 2 total)
There are two Knights in this Theme Set. They each have a special rule:
Lothar the Drunkard
The number rolled on the Production Die each turn determines Lothar's tournament skill for that turn.
His tournament skill on the turn you play him is equal to the number rolled on the die that turn.
For example, if the Production Die shows a "1," Lothar's tournament skill is one.
Lothar's skill can also be increased by other cards that affect tournament skill.
Richard the Vengeful
You may pay 1 gold to use Richard as a Black Knight. Richard must be in play to use him this way (i.e., you cannot play Richard from your hand as a Black Knight).
You may not use Richard as a Black Knight on the same turn you play him. You must wait at least until your next turn.
You may use Richard as a Black Knight even if you could not normally play a Black Knight card.
After resolving the attack, place Richard at the bottom of an expansion stack of your choice.
Livery Stable (Building; 1 in deck)
At the beginning of your turn (before you roll the dice), you may select one type of resource. For the remainder of the turn, you may move resources of this type between matching regions.
Example: If you have 2 forests, you could select lumber at the beginning of your turn. For the rest of your turn, you may move lumber from one forest to the other. You may make this move in both directions, and may do so as many times as you desire during that turn.
Since you must choose a resource before you roll the dice, you cannot use the Livery Stable on the same turn you build it.
Shipyard (Building; 1 in deck)
When you build a Fleet, the cost is reduced by one resource of your choice. You may count this reduction for any type of Fleet you build.
City Expansion Cards
Counting House (Building; 1 in deck)
It is worth three Commerce Points.
The Counting House is required to build a number of different Buildings from this theme set. It is the same as the Counting House in the Basic Game.
Large Bazaar (Building; 1 in deck)
It is worth two Commerce Points.
During your turn you can force your opponent to trade with you. You may give him any 1 resource. He must then give you 1 resource of a different type. Neither you, nor your opponent, may choose gold for this trade. You and your opponent may only choose a resource that your opponent can store immediately.
Large Tournament Field (Building; 1 in deck)
It is worth one Victory Point.
If you have the Large Tournament Field in your principality, and your Knights win a tournament that is rolled on the Event Die, you may choose any 2 resources of your choice, instead of only 1 resource.
Lighthouse (Building; 1 in deck)
It is worth one Commerce Point.
The Lighthouse improves any Trade Fleet adjacent to it in the same city. That Fleet may be used to trade resources at a 1:1 rate, instead of the usual 2:1 rate. Also, that Fleet is immune to the effects of the Civil War Event Card.
A Fleet in one of the special Metropolis building sites is not affected by an adjacent Lighthouse.
Trade Center (Building; 1 in deck)
It is worth two Victory Points.
You do not have to spend the three Commerce Points from your Artisan Workshop, Distillery, or Dye Works. Those Commerce Points just have to be present. You can keep them and use them normally. You may only build a Trade Center if you have a Counting House in your principality.
Trade League (Building; 1 in deck)
It is worth two Commerce Points.
You may use your opponent's fleets to trade resources at the 2:1 rate. You must match the resources on his fleets, as if they were your own. For example, if your opponent has a Lumber Fleet and an Ore Fleet, you can trade lumber and ore 2:1 for other resources. You do not count the Commerce Points of your opponent's fleets, and you do not receive any benefit from a Lighthouse in your opponent's principality. The Trade League does not allow you to use your opponent's Great Trade Fleet. You may only build a Trade League if you have at least 1 Trade Fleet in your principality.
Treasure Vault, Produce Storehouse (Buildings; 1 each in deck)
You can build these Buildings for free. They can be used to store resources. The Produce Storehouse may store lumber, grain, or wool. The Treasure Vault may store brick, ore, or gold.
You may store exactly two resources at a time. When you store resources, rotate the Building to show the type of resource stored, and rotate the region(s) you moved the resources from. When you choose to use these resources, rotate the Building to the empty side. If you only use one of the stored resources, you may add the other one to any matching region.
These resources are safe from all events and actions, and do not count towards the total number of resources you may have when the Brigand Attack is rolled on the Event Die. But, if the Arsonist or any other event destroys the Building, the resources inside are also lost.
These Buildings can only be built if you have a Counting House in your principality.
Changes to the Catan Card Game
Only the changes that bear on the Trade and Change cards and the shared Expansion Set rules are reproduced. The publisher's preface and designer's note are omitted, and the changes to the other Theme Decks are omitted.
General Changes
To eliminate certain misunderstandings and ambiguities of some rules, each card has been assigned a clear type. For example, a Knight card is classified as "Unit—Knight" while the Cannon and the Peasants are only marked "Unit." So, without requiring a lengthy rule, the cards Lady Imelda (Knights and Merchants Set) and Bribery (Politics and Intrigue Set) cannot be used against a Cannon, and having a Castle (Knights and Merchants) will not reduce the cost to play a Peasant.
- Region Improvement Cards are now easy to recognize as they have a brown text box. These cards are not placed in a settlement or city. Instead they are played on a suitable Region Card, if their conditions are met.
- Wizards may still only be placed above or below a Region Card that is next to a Citadel. Since Wizards are played like Region Expansion cards, they are also given a brown text box.
- Road Improvements are not treated like Regional Expansions, so the green text box was removed.
- Action cards are now marked "attack," "neutral," or "defense."
- Action cards marked "attack" or "neutral" may only be played when the combined score of both players is at least 7. "Defense" Action Cards may always be played—from the start of the game.
- Buildings, Wizards, and spellbooks cannot be stolen with the Spy! You may only steal Action Cards and Units from your opponent when you play this card.
- If you exchange a card at the end of your turn (because you played no cards that turn), then you must discard the card to the bottom of the same stack you draw the replacement card from.
Changes to the Cards
Basic Set:
- The Civil War event only affects Knights, Trade Fleets, and Cannons. The Church and the Cathedral (from Science & Progress) protect all Knights, Trade Fleets, and Cannons from this event.
Trade & Change Set:
- Shipyard was changed from a City Expansion (Red) to a Regional Expansion (Green).
- The cost of the Large Tournament Field was increased by 1 wool. It is now worth 1 Victory Point, and you may only play it if you have more Tournament Points than your opponent.