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Die Siedler von Catan: Kartenspiel – Zauberer & Drachen thumbnail

Die Siedler von Catan: Kartenspiel – Zauberer & Drachen

Expansion for Catan Card Game

Die Siedler von Catan: Kartenspiel – Zauberer & Drachen Rulebook

Table of Contents

Table of Contents

  • Special Rules for Wizards and Dragons
    • Citadels
    • Wizards
    • Magic Books
    • Magic Action Cards
  • Setup Notes for the Wizards and Dragons Theme
  • Wizards and Dragons Almanac
    • Special Cards
    • Event Cards
    • Magic Action Cards
    • Magic Books
    • Citadel Expansions
    • Wizards Alliance
  • Changes to the Catan Card Game
    • General Changes (page 46, Wizards-related bullets)
    • Wizards & Dragons Set (page 47)

Special Rules for Wizards and Dragons

The Wizards and Dragons theme adds many new features to the game. So, there are a number of special rules that apply to any game that includes cards from this set.

Citadels

Magic requires a lot of privacy and secrecy. So, Wizards do not live in cities or settlements like common folk. Instead, they make their homes in the mysterious Citadels. Like a city, you may build a Citadel if you can pay the construction costs (2 gold, 2 ore, and 1 grain). When you build a Citadel, you must place it on top of a settlement. You must place it so that the "Wizard Absent" side is showing. This Citadel is worth 1 Victory Point.

A Citadel, like a city, has room for up to four Expansions (two above and two below). However, city Expansion Cards (cards with the red text box) may never be built in a Citadel. Only Region Expansions (green) and Citadel Expansions (purple) may be built in a Citadel.

Because Wizards require a lot of secrecy, you may never build two Citadels next to each other. At least one settlement or city must separate the two Citadels.

Wizards

Wizards may only be built in a Citadel. They do not count as Expansions, and do not take up any of the four available building sites in the Citadel. Instead, you place them above or below one of the four Region Cards adjacent to the Citadel. You can only have one Wizard in each region, so a Citadel may never be home to more than four Wizards. When you play a Wizard from your hand, you must pay the construction cost indicated on the Wizard card.

Most Wizards can only be placed in a specific type of region. The region that a Wizard can occupy is shown in the background of the Wizard card. This background must match the Region Card where you want to play the Wizard.

Note: Ari, the great Sorceress, can be placed next to any type of Region Card. She can be placed next to any of the six types of terrain, and she is the only Wizard that can occupy a gold fields region.

When you place a Wizard next to a Citadel, turn the Citadel card over. This Citadel is worth 2 Victory Points. If the last Wizard next to that Citadel should leave, you must turn the Citadel back over, so that the "Wizard Absent" side is showing again. Such a Citadel is again worth only 1 Victory Point.

When you first recruit a Wizard, he always has two Magic Power. Turn the card, just like a Region Card, so that it indicates two Magic Power. When a Wizard gains or spends Magic Power, rotate the card so that the correct number of icons is shown.

During the building phase of your turn, your Wizard may convert the resources of its region into Magic Power. Simply spend any number of resources from the neighboring Region Card to add an equal number of Magic Power points to the Wizard. You may never give a Wizard more than three points of Magic Power. If a Wizard gains Magic Power this way, you may not use that Wizard for the rest of your turn. You must wait until your next turn before you can use the Wizard's Magic Power.

Magic Books

Magic Books are played into a Citadel in your principality. It costs nothing to play a Magic Book, but it does take up one of the four expansion spaces in the Citadel. You can have as many Magic Books in a given Citadel as there are building sites.

On your turn, you may have your Wizards cast spells. You may do this at any time during your turn. In order to cast a spell, you must spend the number of Magic Power points indicated on the Magic Book for the spell you want to cast. You may have one or more Wizards pay the Magic Power you need. The Wizards that spend the Magic Power do not have to be in the same Citadel as the Magic Book; they may be anywhere in your principality. You may only cast each spell once per turn.

You may remove a Magic Book from your Citadel during your turn, just like other Expansion Cards. Simply place the book into the discard pile. There is no cost to remove a Magic Book. You cannot return the card to your hand or an expansion stack.

Magic Action Cards

Many Action Cards in the Wizards and Dragons theme have Magic Power symbols in the upper left corner. These are called Magic Action Cards, and they are a special kind of magic spell. Like regular Action Cards, they are played from your hand and then placed in the discard pile. But, in order to play a Magic Action Card, you must first spend the Magic Power shown on the card. This Magic Power can be spent from one Wizard, or more than one, just like spells cast from Magic Books.

Setup Notes for the Wizards and Dragons Theme

These lines are the parts of the setup rules that name the Wizards and Dragons theme. The rest of the Expanded Game and Tournament Game setup is in the Expansion Set rules and is not repeated here.

  • Expanded Game, Step 4 (page 3): Wizards and Dragons: Remove and set aside all five Citadel cards from the Expansion Set. Place them with the "Wizard Absent" side face-up.
  • Expanded Game, Step 4 (page 3), Barbarians and Traders note: Also remove the 2 Wizards League cards—they are not normally used in the Expanded Game. They are included for players to use in Tournament play with the Wizards and Dragons theme to offer new strategic options. If you wish, you can include them with the Wizards and Dragons set when playing the Expanded Game.
  • Expanded Game, Step 4 (page 4): Exception to the "two copies of each card" rule: Citadels. See "Special Rules for Wizards and Dragons" on page 6. The cards for the Wizards and Dragons theme are 5 Citadel cards.
  • Basic Game setup, Step 4 (page 8): If either player is using any of the cards from the Wizards and Dragons theme, you need to place the five Citadel cards next to the other Development Cards.
  • Tournament Game, card choice (page 10): You may not choose any cards that have symbols on the back—only Buildings, Units, Wizards, Magic Books, and Action Cards may be used.

Wizards and Dragons Almanac

Special Cards

Citadel (Development Card; 5 in deck)

There are five Citadels in this theme. Citadels can be built as an improvement to a settlement, just like a city. Citadels have room for four Expansions. City Expansions (red) may not be played in a Citadel, but Magic Expansions (purple) may only be built here. You must have a Citadel to play a Wizard card. If there is no Wizard in a Citadel, it must be placed with the "Wizard Absent" side up, and is worth only 1 Victory Point. If there is at least one Wizard in the Citadel, then the other side should be turned up and the Citadel is worth 2 Victory Points.

Wizard (1 each in deck – 6 total)

Wizards may only be played next to a Region Card that is adjacent to a Citadel. Like Region Improvements, they are played above or below the Region Card. The region must match the type of terrain shown in the background of the Wizard Card.

Exception: Ari may be played next to any type of terrain.

There is no cost to play a Wizard card, and new Wizards always start with 2 Magic Power (place the Wizard so the side with 2 lightning bolts is facing you). Like Knights, Wizards are unique, so you cannot play a Wizard that is already in your opponent's principality.

A Wizard can increase his Magic Power by converting resources from his region at a 1:1 exchange rate. Simply rotate the Region Card to spend the resources, and rotate the Wizard an equal amount. Magic Power is used to cast magic spells. See "Special Rules for Wizards and Dragons" on page 6.

The six Wizards printed in this theme are Ari, Arsa, Hadi, Hor, Ira, and Tali. Each is shown with a Magic Power count and a terrain background on its card.

Event Cards

Comet (Event; 1 in deck)

Each player must count all of his Victory Points. If you have more than three Victory Points, then you must discard your entire hand to the bottom of one expansion stack (your choice), and draw a new hand of cards from the top of that Stack. You may not choose to search the stack; you must draw your entire hand from the top of the Stack. If you are playing the Expanded Game, then the player who rolled the event chooses which stack to draw from first.

Dance of the Unicorns (Event; 2 in deck)

This event applies to both players. Each Wizard gains one Magic Power. Rotate every Wizard to indicate the power gained. Remember that a Wizard may not have more than three Magic Power. Any extra is lost. This Magic Power is available for immediate use.

Magic Action Cards

All Magic Action Cards are considered "spells". You must have at least one Wizard in your principality to play any Magic Action Card. Each Magic Action Card has one or more Magic Power icons in the upper left corner of the card. You must pay this cost in order to play these cards.

Better World (Magic Action–Neutral; 2 in deck)

When you play this card you may examine the entire Event Card deck. Then, you may choose one card from that deck to remove from the game. You may not change the order of the deck. After removing a card, replace the Event Card deck face-down.

By Magic's Hand (Magic Action–Attack; 3 in deck)

When you play this card you may choose any Magic Book in your opponent's principality to steal. Take the Magic Book and place it in your own principality. You may only play this card if you have space in your principality to place the Magic Book you steal. If you are playing the Tournament Game, remember to make a note of the Magic Book you have stolen so that it can be returned to its owner at the end of the game.

Knowledge of the Ancients (Magic Action–Neutral; 2 in deck)

You may examine the discard pile and select any one Action Card or Magic Action Card and add it to your hand. You may not retrieve any other kind of card from your discard pile with this spell. In the Tournament Game, you can only retrieve cards from your own discard pile. You must show the card you retrieve to your opponent.

Errata: the Wizards and Dragons errata on page 47 increases the cost of Knowledge of the Ancients by one Magic Power. See "Changes to the Catan Card Game" below.

Land: Change Thyself! (Magic Action–Neutral; 1 in deck)

This spell allows you to exchange one of your Region Cards with a Region Card from the region stack. You may only select a region that is duplicated in your principality.

Example: If you had 2 mountains regions, but only 1 pasture region, then you could replace one of the mountains, but not the pasture.

You may search the region stack and choose a card to replace your Region Card. The number of resources in the region does not change. Turn the new Region Card to show the correct number of resources. Place the discarded region into the Region Card stack, and shuffle them. You may not change regions that have region improvements or Wizards attached.

Materialization (Magic Action–Neutral; 1 in deck)

You may use this spell to transform a settlement into a city. This has the same effect as building a city. Take the top card from the stack of city development cards and place it on top of a settlement in your principality. You do not have to pay the cost for upgrading the city. You may only cast this spell if you have at least two Wizards in your principality.

Whirlwind (Magic Action–Attack; 1 in deck)

This spell summons a powerful whirlwind to ravage your opponent's principality. When you play this card, choose any one Region Card that belongs to your opponent. He loses all resources stored in that region. Turn the card so that it shows no resources. Other regions are not affected by the Whirlwind.

Witch (Magic Action–Attack; 2 in deck)

With this card you can cast a powerful hex on your opponent. Place this card on top of any Building in your opponent's principality. That Building losses all of its abilities until the Witch is removed. This includes any Victory Points, Commerce Points, or special abilities that the Building might grant.

When your opponent rolls the "?" on the Event Die, the Witch is discarded. If there are two witches in the same principality when a "?" is rolled, they are both discarded. You may only play this card if you have at least two Wizards in your principality.

If you play a Witch on a Building that is being copied by the Secret Society, the Secret Society still has those abilities. You can discard a Building under a Witch in your principality (the Witch is also discarded), but you cannot play a Pawnbroker on that Building.

Wizard's Duel (Magic Action–Attack; 2 in deck)

With this card you can send one of your Wizards to attack a Wizard in your opponent's principality. You choose which Wizards will take part in the duel. You do not have to pick the Wizard that paid the cost for this card. You may choose a Wizard that increased his Magic Power that same turn. Each player must roll the Production Die, and add the number rolled to the Magic Power of the Wizard in the duel. The Wizard with the higher total is the winner. If the total is tied, re-roll until a clear winner is chosen. The loser must be discarded to the bottom of an expansion stack. The victor may choose which stack to place the defeated Wizard under. If playing the Tournament Game, you must choose one of your opponent's four expansion stacks.

Magic Books

All Magic Books must be played in your principality before the spells on them can be used. Magic Books may only be placed in a Citadel. There is no cost to play a Magic Book. However, when you want to cast a spell, you must pay the Magic Power indicated on the Magic Book for that spell. This Power can come from one or more Wizards. If you have two of the same Magic Book in your principality, you can use each of them once each turn.

Change Places (Magic Spell–Neutral; 1 in deck)

You may cast this spell at the beginning of your turn to swap the location of any two Expansion Cards in your principality. You must still obey the rules for placement of expansions (e.g., you may only place red expansions in a city, purple expansions in a Citadel, etc.)

Countermagic (Magic Spell–Attack; 1 in deck)

You can also use this spell during your opponent's turn. When your opponent plays any Action Card or Magic Action Card, you can cancel the effects with this spell. This includes all types of cards (attack, defense, or neutral cards). The cancelled card is placed on the bottom of an expansion stack of your choice. You must cast this spell immediately after the Action Card is played (before any die rolls are made). The costs for playing a Magic Action card that was cancelled are not refunded. If there is a Barbarian Stronghold in your opponent's principality, the cancelled action is still counted against the action limit (or gold costs).

Earth Magic (Magic Spell–Attack; 1 in deck)

With this spell you can exchange one of your Region Cards for one of your opponent's Region Cards. You may only choose regions that are duplicated in their principalities. For example, you could not trade a pasture for your opponent's only forest region. The regions you choose cannot have any Region Improvement cards attached to them. The resources on the regions do not change when the region changes ownership.

Guardian of Fate (Magic Spell–Neutral; 1 in deck)

This spell allows you to predict the future. When you cast the spell, you may examine the top three cards of the Event Card stack. You may then choose to put any or all of the cards you examined on the bottom of the Event Card stack. Then, return any remaining cards to the top of the Event Card stack. You also choose which order to put the cards, whether they are placed at the top or the bottom of the stack.

Inspiration (Magic Spell–Neutral; 1 in deck)

When you cast this spell, you may choose two expansion stacks. Draw the top two cards off each stack and add them to your hand. You may exceed your hand limit until the end of your current turn. Then, you must discard normally.

Errata: the Wizards and Dragons errata on page 47 increases the cost of Inspiration by one Magic Power. See "Changes to the Catan Card Game" below.

Magic Potion (Magic Spell–Neutral; 1 in deck)

Select one of your Dragons or Knights. The Strength of that Unit is doubled until the end of your opponent's next turn. You may not use the Magic Potion spell on a Cannon. You may use this spell on the same Knight each turn if you choose. If your opponent has Johanna in his principality, the strength of your Dragons is reduced to 2. If you then use a Magic Potion spell, it increase the strength of the Dragon to 4.

Magical Eye (Magic Spell–Neutral; 1 in deck)

You may search through one expansion stack and choose a card of your choice to add to your hand. Then, you must place one card from your hand on the bottom of that stack. As usual, you may not rearrange the order of the cards in the stack.

Prophesy (Magic Spell–Neutral; 2 in deck)

This card lets you preview your options. Choose four expansion stacks. You may examine the top card of each stack. Then, place the card back face-down. If you are playing the Tournament Game, you may choose to examine the top card of your opponent's stacks with this spell.

Timejump (Magic Spell–Defense; 1 in deck)

You may negate an event with this spell. After the Event Die is rolled, you may cast this spell to re-roll the event die. However, you must accept the result of the re-roll. You can also use this spell during your opponent's turn.

Wheel of Time (Magic Spell–Neutral; 1 in deck)

This spell allows you to determine what event will occur. Before rolling the dice for your turn, you may cast this spell and choose the result of the Event Die. Place the chosen side face-up, and then roll the Production Die normally. You can combine this spell with the Alchemist card to determine the results of both dice.

Citadel Expansions

Dragons (Unit; 1 each in deck – 2 total)

There are two Dragons in this Theme. They are Ismai, the Green Dragon, and Samsor, the Black Dragon. Dragons follow all the normal rules for Knights except for the following:

Dragons are purple Expansion Cards, and can only be played in a Citadel.

Dragons are immune to Civil War, Lady Imelda, and Bribery.

Dragons have no Tournament Points, and cannot gain them from a Tournament Field.

Card faces: Ismai has Strength 4 and Samsor has Strength 6. Ismai's card face carries a short line of text reading "vulnerable only to the Black Knight". Samsor's card-face text is too small to read reliably in the scan and is not reproduced here.

Magic Kitchen (Building; 2 in deck)

Wizards can use a Magic Kitchen to create resources. Spend one Magic Power from any of your Wizards, and roll the Production Die. If the result is a 3, 4, 5, or 6, you may take any one resource that you desire. But, if you roll a 1, the Kitchen explodes and you must place it in the discard pile. You may use this ability as many times during your turn as you wish, paying the Magic Power each time.

Magic Mill (Building; 2 in deck)

The Magic Mill produces Magic Power out of gold. Each turn you may pay one gold resource to give any Wizard one Magic Power. The Magic Mill does not have to be placed next to a gold field to use this ability. Any Wizard that receives Magic Power from the Mill may not be used to cast any more spells for the rest of that turn.

Stone of Wisdom (Building; 1 in deck)

It is worth two Victory Points.

This place of great magical power is a benefit for both players. Neither player may play any cards of the "attack" type: Action Cards, Magic Action Cards, or spells from Magic Books. Knights that can be used for an attack effect (such as Richard the Vengeful) also cannot be used while this Building is in play. You can only play the Stone of Wisdom if you have at least two Citadels in your principality.

Wizards Alliance

Wizards Alliance (Wizard; 2 in deck) By Dr. Katharina Fenner

This special Wizard card can be played above or below any type of Region Card. But, you can only play the Wizards Alliance next to a region that is the same type as a region where your opponent has assigned a Wizard.

Example: Your opponent has played Tali next to one of his fields cards. You can now play the Wizards Alliance next to one of your fields.

The Wizards Alliance begins with zero Magic Power, but is otherwise treated the same as any other Wizard. You can play two Wizards Alliance cards next to two regions of the same type.

Changes to the Catan Card Game

These changes are printed in the Almanac of the Expansion Set. Only the Wizards and Dragons changes and the general changes that name Wizards are reproduced here. The changes for the other theme decks are not.

General Changes (page 46, Wizards-related bullets)

  • 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.
  • 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.

Wizards & Dragons Set (page 47)

  • The cost to use the magic spells Inspiration and Guardian of Fate (both magic books) and the magic action card Knowledge of the Ancients are all increased by one magic power.
  • The Stone of Wisdom has been clarified so it now prevents the play of all Action Cards, Magic Action Cards, and Magic Spell Books marked "attack."

Note: the Almanac entries above are transcribed as printed, with these errata noted beside the affected entries. The printed Magic Power costs on the cards themselves are not changed in this transcription.