Rivals for Catan - Game Rules
Transcript of Rivals for Catan - Game Rules
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Welcome to The Rivals for Catan!
The game you are holding in your hands is the completely revised new edition of theCatan Card Game, first published in Germany in 1996. Even if you are already familarwith the previous game, you should still read all of these instructions. Even though many
things may seem familiar to you, there have been several important changes.The rules and the game are organized so that you are introduced to your principality andthe basic game mechanisms by playing the short Introductory Game. In this context, onlyabout half of the cards included in the game are used. Once you feel comfortable in yourrole as the prince or princess, you may proceed to play the Theme Sets. Each of these setsintroduces more cards and game mechanismsstep by step.
When playing one of the Theme Games, you take a virtual tour through Catanian history.In the Introductory Game, The First Catanians, you are in the early days of the settlementof Catan as described in the novel Die Siedler von Catan (The Settlers of Catan) by Rebecca
Gabl. In each of the Theme Games, you travel to a different era of Catans pastwhich arenot yet documented. (Atwww.catan.com, you can find further information about the historyof Catan and its thematic realization in The Rivals for Catan.)
Once you have played each of the three Theme Games, you should be familar with allof the cards included in the game. Then, you can proceed to The Duel of thePrinces, and use cards from all of the Theme Sets. But first things first.Lets begin with the Introductory Game: The First Catanians.
This game includes:
180 cards: 1 Set with 94 cards 1 Set with 27 cards 1 Set with 28 cards 1 Set with 31 cards
2 wooden game pieces: 1 hero token, 1 trade token
2 dice:1 production die (the die with numbers),1 event die (the die with symbols)
1
Would you liketo learn how to play
The Rivals for Catanright away? Then visitwww.profeasy.com.
Prof. Easy
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Forest Gold Field Fields
Hills Pasture Mountains
Settlement Road Settlement
Your Principality:
Gold Gold Field Grain Fields
Hills Brick
Forest Lumber
Wool Pasture
Ore Mountains
The Era of Gold
The Era ofTurmoil
The Era ofProgress
2
3
1
Region Road Settlement
City Basic Set
Basic Set
StartingCards for theRed Player
INTRODUCTORY GAME
THEFIRSTCATANIANS
Initial Steps . . .First you are going to be
guided through game set-up.
A Little Bit of SortingSort the cards using their backs
(as shown at the right). The cardsused in the Introductory Game
are called the Basic Set.These cards are also used in eachof the 3 Theme Games.
The other cards are used in theTheme Gamesas indicated bythe backs of the cards:The Era of Gold (1),The Era of Turmoil (2),The Era of Progress (3).
Put these cards back in the box.
Now take the cards with the redshields. Yourprincipalityat the start of the game consistsof these 9 cardsthey are yourstarting cards.
Note:The other 7 stacks are:your opponents starting cards(blue shield), event cards(?), and 5 stacks of the cards
that you use to expand yourprincipality during play.
Your PrincipalityFirst, you need to get to
know your principality. To start the game, it consists of 6 different regions and 2 settlementsconnected by a road. Place your cards aligned towards you as shown at the right. The textindicating the type of region must start so that it is at the bottom left of each card.
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Forest Gold Field Fields
Hills Pasture Mountains
Building sitefor road
Building sitefor road
Building sitefor
1 expansioncard
Building sitefor
1 expansioncard
Building sitefor
1 expansioncard
Building sitefor
1 expansioncard
Victory point
Pasture
Pasture Pasture
Pasture
No woolstored
1 woolstored
2 woolstored
3 woolstored
Settlement
RegionsAs the prince or princess, you have a steady income. You receive this income in the form of
resources: lumber, wool, gold, brick, ore, and grain. Each resource is produced by one of your regions:forest, pasture, gold field, hills, mountains, or fields.
How much you have of a certain resource is indicated by the orientation of the correspondingregion. The edge of the region card closest to you is crucial in this context. At the beginning of thegame, each regionexcept for the center-top gold fieldis aligned so that its edge with 1 resourcesymbol is closest to you. This means that you have exactly 1 of each of these resources stored andavailable for use. You do not start with gold, so your gold field card starts with its no resource edgeclosest to you.
During the game, youreceive resources and spendthem. When you receive1 resource, rotate the card90 counter-clockwise sothat its edge with one moreresource is closest to you.
When you spend 1 resource,rotate the card 90 clockwise.
You can thus store between0 and 3 resources in aregion. If you already have3 resources stored in a
region and receive anotherresource there, you wontbe able to store ittheadditional resource is lost.
SettlementsSettlements are the
centerpieces of yourprincipality. Eachsettlementis worth 1 victory point.
You need victory points to win. A settlement also provides 2 empty building sitesfor expansion cards(buildings or units), one above and one below the settlement. You may also upgrade settlements tocitiesyoull learn how to do this later.
RoadsYour two starting settlements are connected by a road. In order to build an additional settlement
and extend your principality, you must first place a road adjacent to your left or right settlementinone of the building sites shown above. Roads allow you to build additional settlements. That is theironly function.
Road
Region
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Forest Gold Field Fields
Hills Pasture Mountains
Your Opponent Founds His PrincipalityYou did it! Now you know your principality. Your opponent, who should be facing you, uses the
starting cards marked withthe blue shields to set up
his own principality. Hiscards are aligned towardshim. So your opponentnow has a principality
with the same structureas yours. However, thenumbers on the regionsare distributed differently.So, lets move on to thegame itself.
Other PreparationsYou and your opponent
each have a principality infront of you. Now organizethe remaining cards of theBasic Set as follows:
(1) Place the 3 stackscontaining roads,
settlements, and citiesface up between theprincipalities. Since thecards in each stack areidentical, you dont needto shuffle them. Leaveroom for another stackbetween the settlementcards and the city cards.
(2) Shuffle the region card stack and place it face down betweenthe settlement card stack and the city card stack.
(3) Shuffle the 36 cards whose backs show the Basic Set symbol.Divide these cards into 4 stacks of 9 cards each and placethem next to the city card stack. These stacks are calleddraw stacks.
(4) Turn the event cards face up. Put the cards that do nothavethe Basic Set symbol in the box. Keep the Yulecard separate.Shuffle the remaining event cards.
Y
Shuffle the event card stack asperformed at the beginning of the game.Afterwards, draw a n event card again.
Event
4 Symbol forbasic cards
Road Settlement City
Region
Basic Set Basic Set Basic SetBasic Set
Roads Settlements Cities
Regions
Drawstacks
1
2
3
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Road Settlement Region City
Basic Set
Basic Set
Basic Set
Basic Set
Forest GoldField Fields
Hills Pasture Mountains
Mountains Pasture Hills
Fields GoldField Forest
(5) Place 3 cards from the shuffled event cards face down to startthe event deck. Place the Yulecard face down on top of these3 cards, then place the remaining event cards on top of theYulecard. Place the entire stack next to the other card stacks.
The illustration below shows the finished game set-up. You andyour opponent are facing each othereach with your principalityaligned towards yourself. Between the principalities are the stackscontaining the roads, settlements, regions, and cities as well as thedraw stacks and the event card stack.
Note:In later games, you and your opponent may set-up your principalities simultaneously.
5 Assembling theevent card stack
Yule
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THE GAME BEGINS
Each player rolls the dice. The high roller is thestarting player,and draws the top 3 cards from one of
the 4 draw stacks. Then the other player draws the top3 cards from a different draw stack. These cards formyourhand. You should always conceal the cards in yourhand from your opponent.
GAME TURN
You and your opponent alternate taking turns. When taking your turn, you are theactive player.The turn sequence is always executed as follows:
Rolling the Dice:Roll both dice and resolve the results.
Taking Your Action Phase:In any order and as often as desired: play cards and trade resources.
Checking the Number of Cards in Your Hand: If need be, draw or discard a card.
Exchanging a Card from Your Hand:If need be, exchange a card from your hand.
1. Rolling the DiceRoll theproduction die and the event
die at the beginning of your turn.
First, lets have a look at the productiondieit has the numbers 1 through 6.Theproduction die resultdetermines
what new resources eachplayer receives.Each region whose number matches theproduction die result receives1 resourcethat is, the region is rotated90 counterclockwise (see the exampleon the right). At the beginning of the
game, each number (1-6) is on exactlyone of your 6 regions. This may changeas the game progresses. If the numbers onmultiple regions match the productiondie result, you receive 1 resource in eachof those regions.
The event die result determines whichrandom event occurs. This will be explained later (see page 12Event Die). Now lets examine theother parts of the turn sequence.
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Drawing cardsinto your hand
A
B
Fields
Fields
Fields
Mountains
Mount
ains
Mountains
Example of Resource Production
On his first turn, Player A rolls a 6. His fields region has thenumber 6, so Player A receives 1 grain. He indicates this by rotating
the fields region 90 so that its side showing 2 grain symbols is nowaligned towards him. Player B also receives 1 resource on his regionmarked with a 6; in his case, it is the mountains region. He thusreceives 1 ore and indicates this in the same fashion as Player A.
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2. Taking Your Action PhaseAn action is playing a card or trading. The number of actions you may take is only limited by your
available cards and resources.
a) Playing the Cards in Your HandDuring your action phase, you may play cards
from your hand. At the bottom of each card iseither a yellow or a green text box.
A card with a green text field is a settlement/cityexpansion. In order to place it in your principality
you must pay the resources (building costs)indicated on the card. A card with a yellow text boxand an A in the upper left corner is an actioncardit costs nothing to play.
Settlement/City ExpansionsA settlement/city expansion must always be
placed on an empty building site adjacent to a settlement/city. Once placed, it provides permanentadvantages for the rest of the game. There are two different types of settlement/city expansions:buildings and units. Units are further subdivided into heroes and trade ships.
To add an expansion fromyour hand to a settlementor city, place the card on an
empty building site and paythe building costs indicatedon the card. From then on,
you may use the buildingor unit along with anyassociated effect.
Please note:Somecards are marked 1x.This means that youmay only have oneof these cards in your
principality.
Action CardsAction cards are always
played from your hand andhave immediate effect. To play an action card, read the text on the card to your opponent and resolvethe action. Then return the card face up to the discard pile used by both players. This removes the cardfrom play.
Forest Gold Field Fields
A (1)Progress is not the only thing here;
you also get red w ine and lots of da rk beer.
Building
Hills Pasture Mountains
The player places an Abbey. He pays the building costs by rotatingthe fields, mountains, and hills region 90 clockwise. Afterwards,he still has 1 grain, 1 lumber, and 1 wool but no more brick and ore.
Example for Paying the Building Costs
M CDiscard exactly 2 of your resources and
take any 2 resources of your choice in return.
Action Neutral
A (1)Progress is not the only thing here;
you also get red wine and lots of dark beer.
Building
Green text box =Settlement/city
expansion.
This card may be placedin your principality.
Building Costs
Yellow text box =Action card.
This card may be played
from your hand andplaced on the discard pile.
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b) Playing the Center CardsThere are 4 stacks of cards between the two players: roads, settlements, cities, andregions
(associated with the settlements). The roads, settlements, and cities are called center cards, becausethese cards lie betweenthe two players and bothplayers have direct accessto them. The active playercan build any availableroad or settlement centercard directly by paying thebuilding costs indicatedon that cards back. A citycenter card requires that itsbuild costs be paid andthat
a settlement be available toupgrade.
Building a RoadYou need roads to extend
your principality. Theremust always be exactly 1road between 2 settlements.So if you want to build anew settlement, you first
have to build a road.
Building a SettlementA settlement may only be
built adjacent to the openend of a road (i.e., its openleft or right edge). You get anumber of advantages from new settlements:
Each settlement is worth 1 victory point.
Each settlement provides 2 new building sites (1 above and 1 below the building site).When you build a new settlement, you also receive the 2 top cards from the region stack. Place these
regions adjacent to the unoccupied corners of the settlement, aligned so that the edge with zeroresource symbols is closest to you.
Forest GoldField Fields
A (1)Progress is not the only thing here;
you also get red wine and lots of dark beer.
Building
Gold Field
Hills Pasture Mountains Mountains
Forest
GoldField Fields
A (1)Progress is not the only thing here;
you also get red wine and lots of dark beer.
Building
Hills
Pasture Mountains
Road
You build a roadand pay 2 brickand 1 lumber
You build a settlement and pay 1 brick, 1 grain, 1 wool, and 1 lumber. You
draw one mountains region and one gold field. In the future, you will receive
wool and ore if a 4 is rolled and lumber and gold if a 2 is rolled.
Building a Road
Building a Settlement
Building sitefor
1 expansioncard
Building sitefor
1 expansioncard
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Forest GoldField
Hills Pasture
Mountains
Some expansion cards affect adjacent regions on the left and right.Positioning an expansion card either above or below a settlement/citymay thus be important. However, it doesnt matter which of the twoneighboring building sites you occupy: the two regions on the left andright are equally adjacent to both building sites.
Buildinga City
You pay 3 ore and 2 grain and place
the city on one of your settlements.Additional
BuildingSite
AdditionalBuilding
Site
Building a CitySettlements can be upgraded to
cities. When you build a city, you paythe building costs and place the city ontop of an existing settlement. For the
rest of the game, the settlement cardremains underneath the city card. Youget advantages from a city:
Each city is worth 2 victory points.(The victory point of the settlementunderneath is not counted. )
Each city provides 2 additionalbuilding sites. Now you can place2 settlement/city expansions above
and 2 below the city.Important:Cards on anadditional building site arealso considered adjacent to thediagonally contiguous regions.
c) Trading ResourcesSometimes you may have too many
of one resource and not enough of
another. In such cases, you may traderesources within your principality.
Regular Exchange RateYou can always trade 3 for 1. Pay
3 resources of the same type and receiveany 1 different resource of your choice.The resources paid can be taken from
various regions of the same type.
Improved Exchange RateIf you have atrade shipin yourprincipality, your trade rate improves to2 for 1. Pay 2 resources of the resourcetype indicated by the trade ship andreceive any 1 different resource of yourchoice. The resources paid can be takenfrom various regions of the same type.
Mountains
Mountains
Pasture
You trade 3:1 pay 3 ore (from 2 regions) and take 1 wool in return
Example: Regular Exchange Rate
O SDuring your turn, you may trade
2 ore for any 1 other resourceas often as you wish.2:1
Unit TradeShip
Mountains
Pasture
You have an Ore Shipin your principality. You pay 2 ore andtake 1 wool.
Example:Improved Exchange Rate
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3. Checking the Number of Cards in Your HandWhen you dont want toor canttake another action, you can end your turn. But first check to
see whether or not you have as many cards in your hand as you are allowed to hold.
At the end of your turn, you may have no more than 3 cards in your hand. In addition,
you may hold 1 additional card for each card with a progress point (symbol book)you have in your principality.
If you have fewer cards in your hand than you are allowedto hold, draw cards until you have the number of cardsallowed. For this purpose, randomly draw cards from thetops of the draw stacks.
If you have more cards in your hand than you are allowedto hold, you must discard cards until you have the numberof cards allowed. Return discarded cards to the bottom of
your choice of draw stack(s).Cards drawn to replenish your hand cant be used
immediatelyyou must wait until your next turn.
4. Exchanging a Card from Your HandOnce you have as many cards in your hand as you are allowed to hold, you may exchange1 card
from your hand for a card from one of the draw stacks. First return 1 card of your choice to the bottomof any one of the draw stacks. Then you may either:
Take a random card.Draw
the top card from a drawstack of your choice, OR
Select a specific card. Payany 2 resources of yourchoice. Choose a drawstack and look at all of its cards. Then take 1 card of your choice from that stack.
Please note: You may not change the order of the cards in the draw stack!
Cards you exchange cant be used immediatelyyou have to wait until your next turn.
A (1)Progress is not the only thing here;
you also get re d wine and lots of dark beer.
Building
Normally, a playermay have 3 cards inhis hand. BuildinganAbbeyallowsyou to increase thenumber of cards inyour hand to 4.
Progress Point
Basic Set Basic Set Basic SetBasic Set
Drawstacks
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OTHER RULES
1. Strength Advantage and Trade AdvantageSome cards have axe or scale symbols. Each axe symbol is worth
1strength pointand each scale symbol is worth 1commerce point.Strength Advantage
You have thestrength advantageif your principality has 3 or more strength points and youhave more strength points than your opponent. Whenever you have thestrength advantage, takethe token that depicts an axe. This hero token is worth 1 victory point. Place it on one of yoursettlements/cities.
If you have the hero token and yourstrength points fall below 3 orbelow youropponents strength points, remove the
hero token from your principality. Youropponent takes it if he has 3 or morestrength points. Otherwise, set the herotoken aside.
Trade AdvantageYou have thetrade advantageif your
principality has 3 or more commercepoints and you have more commercepoints than your opponent. Whenever you
have thetrade advantage, take the tokenthat depicts a scale. This trade token is
worth 1 victory point. Place it on one ofyour settlements/cities.
If you have the trade token andyour commerce points fall below3 orbelow your opponents commercepoints, remove the trade token from
your principality. Your opponent takes
it if he has 3 or more commerce points.Otherwise, set the trade token aside.
2. Skill Points and Progress PointsSkill points: The symbol of skill is aharpinside a round green icon. Each skill point may
give you an advantage when someone rolls the event Celebration.
Progress points:The symbol of progress is a bookinside a round purple icon. Eachprogress point allows you to hold 1 additional card in your hand.
A (1)Progress is not the only thing here;
you also get red wine and lots of dar k beer.
Building
STurning men into heroes belittlesthe importance of being a hero.
Unit Hero
Skill pointsmay givyou an advantagewhen the event Celebration is rolled.Progress pointsalloyou to increase thenumber of cards in
your hand. Skill Point Progress Point
Building
M(1)If a production number is rolled that appears more frequently
on your opponents regions than on yours, you receive 1 resource.Choose a resource your opponent can normally receive.
Trade Token =1 Victory Poin
TradeAdvantage
+
Commerce Point
Strength Point
CA well-sharpened axe is a tried and tested starting
position for a successful conversation.
Unit Hero
Hero Token =1 Victory Point
StrengthAdvantage
+
Strength Point
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3. Event DieAt the beginning of each turn, roll the event die
in addition to the production die. There are5 different symbols on this die, each of them
having a different effect.Four of these symbols are black. Whensomeone rolls a black symbol, an event occurs(see right) or the players may receive additionalresources.
When someone rolls a red symbol, thebrigands strike and both players may facenegative effects.
The color of the symbol rolled determines
whether the result of the production die roll or theresult of the symbol die roll is resolved first:
If the symbol is the red club, aBrigand Attacktakes place. Resolve it immediatelybeforeresolving the result of the production die roll.
If the symbol of the event die is black, resolve the result of the production die roll first. You and youropponent each receive your resource income. Afterwards, resolve the result of the event die roll.
If the event die result is a question mark, draw an event card and resolve it. Then return the card tothe bottom of the event card stack.
If you draw the Yulecard, prepare a new event card stack (see below). Then draw and resolve a newevent card.
To Prepare a New Event Deck (Set-up the event deck exactly as you did to start the game.) Keepthe Yulecard separate. Shuffle the remaining event cards. Place 3 cards from the shuffled event cardsface down. Place the Yulecard face down on top of these 3 cards. Then place the remaining event cardson top of the Yulecard.
Brigand Attack: If you have more than7 resources, you lose all your gold and
wool supplies.
Trade:If you have the trade advantage,you receive 1 resource of your choicefrom your opponent.
Celebration:If you have the most skill points,you alone receive 1 resource of your choice.Otherwise, each player receives 1 resource ofhis choice.
Plentiful Harvest: Each player receives1 resource of his choice.
Event Card: The player who rolled the dicedraws the topmost event card and reads theevent aloud. All players affected by the event
which can be none, one, or both playersresolve the event.
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Forest
A (1)Progress is not the only thing here;
you also get red wine and lots of dark beer.
Building
Gold Field
SDonot count theresources on the2 neighboringregions when theeventBrigand Attackis rolled.
Building
Fields
HI knock you out faster than you can
carve the word strategy in this stone.
Unit Hero
GoldField
Hills
CA well-sharpened axe is a tried and tested starting
position for a successful conversation.
Unit Hero
Pasture
Building
M(1)Ifaproductionnumberisrolledthatappearsmorefrequently
onyouropponentsregionsthanonyours,youreceive1resource.Choosea resourceyouropponent cannormally receive.
Mountains
2x
I FDoubles theore production
of theneighboring mountains.
2x
Building
Mountains
Building
T BEventPlentiful Harvest:You receive 2 gold.
O SDuring your turn, you may trade
2 ore for any 1 other resourceas often as you wish.2:1
Unit TradeShip
G SDuring your turn, you may trade2 gold for any 1 other resource
as often as you wish.2:1
Unit TradeShip
The Card Index that starts on page 18 provides details onthe use and effects of each card. Each card is listed accordingto the set it belongs to: the Basic Set or one of the Theme Sets.
When questions arise, check this index for answers.
THE GOAL & END OF THE GAME
The Introductory Game ends when a player has 7(or more) victory points at the end of his or herturn and wins. Each settlement is worth 1 victory point and each city 2 victory points. In addition,having the hero token is worth 1 victory point and having the trade token is worth 1 victory point.
The principality depicted here belongs to avictorious player. He won the game with2 cities, 1 settlement, the trade token, andthe hero token.
Congratulations!You have mastered theIntroductory Game The First Catanians.
Now you know all the basic rules of The Rivals for Catan.If you feel comfortable using theIntroductory Game rules and cards, you may start playing the Theme Games. Each providesa longer game and a more challenging and varied experience. The Theme Games not onlyintroduce new cards, but they also provide entirely new card types and building possibilities.
To start using the Theme Sets, you should begin with The Era of Gold. However, you maywant to Play the Introductory Game a few more times in order to get more comfortable withthe game flow and the First Catanian rules.
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T S R
Theplayerwhoownsthemosttradeshipsreceivesany1 resourceofhischoice.
Incaseofatie,eachplayerreceivesany1 resourceofhischoice(eachmusthaveatleast1tradeship).
Event
T MEach player may take up to 2 resources of his choice.
For each resource, 1 gold must be paid.
Event
G P
Each player receives 1 goldfor each unit with at least 1 strength point.
Event
Example Event Card Stack:In the Theme Game The Era ofGold, the event card stack consists of the Basic Set event cardsand the 3 event cards from that specific Theme Set: Gift for thePrince, Traveling Merchant,andTrade Ships Race.
+F
The player who has the strength advantageselects 3 of his opponents buildings.
The opponent must remove one of them andreturn it to the bottom of a matching draw stack.
EventT M
Each player may take up to2 resources of his choice,
paying 1 gold per resource.
EventT S R
Theplayerwhoownsthemosttradeshipsreceivesany1 resourceofhischoice.
Incaseofa tie,eachplayerreceivesany1 resourceofhischoice(eachmusthaveatleast1tradeship).
Event
PLAYING THE THEME GAMES
All the rules you already learned also apply in the Theme Games. However, the Theme Games add
some new rules that are described below. Lets begin with the general additional rules that always applywhen playing the Theme Sets. The special rules for the three individual sets will follow afterwards.
Recommendations:Play the Theme Games in the order in which the rules are presented.
The Era of Gold introduces you to new card types and some simple requirements foraction cards.
The Era of Turmoil brings some aggressive cards into play. You can use them to harassyour opponent.
The Era of Progress is more peaceful. The focus is on the constructive development of both
principalities.Once you have mastered the Theme Games, you can combine various elements of the
individual Theme Game strategies in The Duel of the Princes.
GENERAL RULES
Preparation
1. Event Card StackAlways use the Basic Set event cardsand the event cards from the appropriateTheme Set. First separate out the Yulecard. Then shuffle the remainingevent cards from the Basic Set and theparticular Theme Set you have chosen.Take 3 cards from the shuffled cards, andplace the Yulecard face down on top ofthem. Finally, place the remaining cardson top of the Yule card.
2. Face-up Expansion Card StackIn each Theme Set, there are expansion cards that must be accessible to both players. Separate these
cards and place them as a face-up expansion card stack next to the draw stacks. These cards are neverpart of your hand. Instead, you may look through this stack, select the card you want to build, and paythe building costs as usual. Then, place the card on an empty building site in your principality. Eachcard in the face-up expansion card stack is marked with a 1x. You may only have one copy of eachin your principality.
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3. Preparing the Draw StacksShuffle the Basic Set cards whose backs
show the Basic Set symbol. Organize thesecards into 3Basic Set draw stacksof 12cards each. Separately shuffle the appropriate
Theme Set cards not already in stacks.Organize these cards into 2 Theme Set draw
stackseach with an equal number of cards.
4. Choosing the Starting CardsYou dont draw your starting cards
randomly from a stack like youve done in theIntroductory Game. Instead, beginning withthe starting player, each player chooses a BasicSet draw stack and selects 3 cards for a startinghand. You may not change the order of thecards in the draw stack.
5. Rearranging RegionsAfter building your principality and
taking your starting cards, you mayrearrange your 6 regions.
Other Rules Additions
1. City ExpansionsCity expansion is a new card type
introduced in the Theme Sets. Each ofthese cards has a red text box. You may only place a cityexpansion card on a building site adjacent to a city. Eachcity has 4 building sites (2 above, 2 below).
2. Extraordinay SitesCertain cards that do not fall under the other card types
are classified as being extraordinary sites. Use each cardas detailed in its card description in the card index.
3. Removal of Units and BuildingsAs the game progresses, you may find that you no longer
have empty building sites in your principality. To addressthis, during your action phase, you may remove one of
your buildings or units in your principality. This costs younothing. Return the removed card to the discard pile.
Basic Set Basic Set Basic Set The Era of Gold The Era of Gold
M G (1)Money cant buy you happiness.
But taking it away from others can.
Building
Example Draw Stacks: In The Era of Gold, the two
Theme Set draw stacks and the face-up expansion card stackcontaining the twoMerchant Guilds are placed next to the3 Basic Set draw stacks.
S
Donotcoun
ttheresourc
esonthe2n
eighboring
regionswhen
theeventBri
gandAttack
isrolled.
Building P H (1)
You pay only 1 resource for choosinga card from a draw stack.
Building
MC
Discardexactly2ofyourresourcesand
takeany2resourcesofyourchoiceinreturn.
ActionNeutral
Example Choosing Starting Cards:The player selectsthe cardsStorehouse, Parish Hall,andMerchant Caravanfrom a Basic Set draw stack.
2 x 2 x
G M
Doubles thegrain productionof theneighboringfields.
Building
CA well-sharpened axe is a tried and te sted starting
position for a succe ssful conversation.
Unit Hero B, W WPlaythis cardbeforerollingthe dice.
Choosetheresult of the production dieroll.
Action Neutral
Pasture
2 x 2 x
W SDoubles thewool productionof theneighboringpastures.
Building
Pasture
Example: If a WeaversShopis among the cardsin your hand, it makessense to place the pastureregion at the periphery. This allows you to place a secondpasture region (selected perhaps by means of aScout) whenbuilding the next settlement. If you place the Weavers Shopin between, the production of both pastures doubles.
M G (1)Money cant buy you happiness.
But taking it away from others can.
BuildingG C
The Gold Cache may also be used to store the gold youreceived. When the eventBrigand Attackis rolled,the gold in the cache is neither counted nor stolen.
Requires:Hero with at least 1 strength point.
ExtraordinarySite
City expansionsmay only beplaced on oneof the 4 buildingsites for a city(two above and
two below).
Eachextraordinarysite is used asdetailed on itscard.
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4. RequirementsThe Theme Sets introduce cards that have special
requirements that must be met before you can playthem. The requirements may vary significantlysuchas requiring the trade advantage or requiring that
another building must already be in your principality.
5. Returning Cards to the Right StackWhen you return a card to the bottom of a draw
stack, you must choose a stack whose cards have thesame back as the returning card. A stack consists of any number of cards. If a stack is totally depleted,
you may still return the card to the former stack location and thereby reestablish the stack with 1 card.During the entire course of a game, the number of possibilities to discard a card remains the same.
End of the GameYou play each Theme Game until a player reaches 12(or more) victory points at the end of his turn
and wins. In addition to victory points counted in the Basic Game, each victory point symbol on yourcity expansions is also worth 1 victory point. In addition, if you already have 12 victory points on yourturn before you roll the dice, the game ends immediately and you win.
To summarize: each settlement is worth 1 victory point and each city 2 victory points. In addition,having the hero token is worth 1 victory point and having the trade token is worth 1 victory point.Finally, each victory point symbol on your city expansions is worth 1 victory point.
SPECIAL RULES 1. The Era of Gold
These two Theme Set draw stacks eachcontain 11 cards. The face-up expansioncard stack consists of the twoMerchantGuildcards. The set contains theextraordinary site Gold Cache.
2. The Era of TurmoilThese two Theme Set draw stacks each
contain 11 cards. The face-up expansioncard stack consists of the twoHedge Taverncards.
M G (1)Money cant buy you happiness.
But taking it away from others can.
BuildingT M
You immediatelyreceive 2resourcesof yourchoicefromyouropponent.
Requires:Merchant Guild.
Action Attack
S HIf you build theStaple House,you immediately receive2 resources of your choice. Requires:Merchant Guild.
Building
Example Requirements:Both Trade MasterandStapleHouse require theMerchant Guild. If you want to playthe action card Trade Master, you must have placed aMerchant Guildin your principality.
This set intensifies the struggle for thetrade advantage. Gold resources also becomemore importantamong other things due toanother Toll Bridge, theMint, andtheGoldCache.If you use trade ships to build your
trading empire, beware ofPirate Ships.
The Era of Gold
Traitors, Archers, andArsonistsmakethings harder for the players. When you havethe strength advantage, you will find that
you have more opportunities to harass youropponent. You also should always try to have
enough gold to protect your units fromRiots.
The Era of Turmoil
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3. The Era of ProgressThese two Theme Set draw stacks
each contain 12 cards. The face-upexpansion card stack consists of the two
Universitycards.
THE DUEL OF THE PRINCES
Have you played all 3 Theme Games and become familar with all of the cards? If so, you are readyto play The Duel of the Princes. In this version of the game, you use cards from all 3 Theme Sets andthe Basic Set cards. No new rules are added, except for a few changes to the way that the draw stacksand event cards are prepared.
Goal of the GameYou play The Duel of the Princes until a player reaches 13victory points on his turn and wins.
The Draw StacksPrepare the Basic Set cards as in the
Theme Game: 3 Basic Set draw stacksof 12 cards each. Some of the ThemeSet cards are marked with half moon
symbols. Remove all of these cards.Shuffle the remaining cards in eachTheme Set and place the resulting3 Theme Set draw stacks next to the3 Basic Set draw stacks. So the ThemeSet draw stacks contain only cards notmarked with half moons.
The Event Card StackSeparate the event cards marked
with half moons from those withouthalf moons. The event cards withouthalf moons are all used in Duel of thePrinces: Yule, Invention, Year of Plenty,
Riots, Traveling Merchant, andPlague.
Randomly select 6 of the 15 event cards marked with a half moon. Add these 6 cards to the event cardswithout half moons. Remove the Yulecard and shuffle. Take 3 of the shuffled cards and place the Yulecard face down on top of them. Finally, place the remaining cards on top of the Yule card.
University, Three-Field System, MineralMining, andBuilding Cranecan help youreap the fruits of progress. Unfortunately, thePlaguedoesnt spare Catan. Happy is the playewho protects his principality from major losses
withBath Houses andPharmacies.
The Era of Progress
S HIf you build theStaple House,you immediately receive2 resources of your choice. Requires: Merchant Guild.
Building
Basic Set Basic Set Basic Set The Era of GoldThe Era of
TurmoilThe Era ofProgress
Draw StacksDuel:
Remove all cards marked withhalf moons. They are out of play.Place the 3 reduced Theme Set
draw stacks next to the 3 Basic Setdraw stacks.
T M
Each player may take up to2 resources of his choice,
paying 1 gold per resource.
Event
Event CardsDuel:
6 randomly selected event cards markewith half moons andall of the ThemeSet event cards not marked with a halfmoon form the event card stack.
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BASICSET(94 CARDS: CENTERCARDS,
BASICCARDS,ANDEVENTCARDS)
GDiscard 3 gold and take any
2 resources of your choice in return.
Action Neutral
B, W WPlay this card before rolling the dice.
Choose the result of the production die roll.
Action Neutral
M CDiscard exactly 2 of your resources and
take any 2 resources of your choice in return.
Action Neutral
SPlay this card when building a settlement.
Take 2 cards of your choice from the regioncard stack. Reshuffle the region card stack.
Action Neutral
R
You may exchange 2 of your own regions or 2 of yourown expansion cards. Resources stored on regions may not be
changed and card placement rules must be fol lowed.
Action Neutral
CENTERCARDS (49 CARDS)(including starting cards)
Regions (24):4x each of fields, mountains,gold field, hills, forest, and pasture;1 card of each type has a red shield back,1 card of each type has a blue shield back,
2 cards of each type have region backs.Settlements (9):9x settlements;
5 cards have settlement backs,2 cards have red shield backs,2 cards have blue shield backs.
Cities (7):7x cities;all 7 cards have city backs.
Roads (9):9x roads;7 cards have road backs,
1 card has a red shield back,1 card has a blue shield back.
Center cards cannot be removed, and youropponent cannot attack them.
BASICCARDS (36 CARDS)(action cards & settlement/city expansions)
ACTIONCARDS (9 CARDS)Brigitta the Wise Woman (2):Play thiscard before rolling the dice.First choose the result of theproduction die roll and turnthe die so that the chosen sideis face up. Then roll the eventdie and resolve both results
in the usual order. You may not playBrigittaretroactively in order to change an inconvenientproduction die roll result.
Goldsmith (2):You maytake the gold from differentgold fields and/or from theGold Cache.
Merchant Caravan (2):You may discard 2 resourcesof the same type or 2 differentresources. The resourcesmay come from the sameor different regions. Youmay also take 2 of the same resource if it seems
reasonable to you. However, you must have atleast 2 resources to play theMerchant Caravan.
Relocation (1):Thiscard can help you to useproduction boosters (see thenext page) more effectively.
Scout (2):You may usethis card only when you arebuilding a new settlement. Atthat point, you may play the
Scoutand take 2 regions ofyour choice from the stack ofregion cards. Play them as the new regions forthe new settlement.
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2x
I FDoubles the ore production
of the neighboring mountains.
2x
Building
P H (1)You pay only 1 resource for choosinga card from a draw stack.
Building
A (1)Progress is not the only thing here;
you also get red wine and lots of dark beer.
Building
Building
M(1)If a production number is rolled that appears more frequently
on your opponents regions than on yours, you receive 1 resource.Choose a resource your opponent can normally receive.
SDo not count the resources on the 2 neighboringregions when the eventBrigand Attack is rolled.
Building
Building
T B
EventPlentiful Harvest:You receive 2 gold.
L T SYou may trade 2 resources of the left or
right neighboring region for any1 other resource of your choice.
2:1 2:1
Unit TradeShip
SETTLEMENT/CITYEXPANSIONS(27)
BUILDINGS
Abbey (2):You may only
have 1Abbeyin yourprincipality. TheAbbeyhasa progress point that allows
you to have one more card inyour hand. At the end of yourturn, replenish your hand accordingly. If youlose theAbbey, at the end of your next turn youmust meet your reduced card limit, discarding ifneccessary.
Marketplace (2):You maybuild only 1Marketplacein
your principality.Example regarding itsfunction: Your opponent(blue shield) has built
the first settlement of the game and receivesa fields region with a 3 and the gold fieldregion with a 3. He now has 2 regions (with
the die symbol 3) more than you. If a laterproduction die roll result is a 3, you get1 additional resource that your opponent alsomay receive via this roll: 1 grain, 1 gold, or 1lumber (in his starting region with the 3).
Parish Hall (2):You mayonly have 1Parish Hallin
your principality.
Storehouse (2):During aBrigand Attack event, theresources to the left andright of aStorehouseare notcounted. If, despite, this morethan 7 resources are countedin your principality, you mayalso lose gold and/or wool ina region adjacent to aStorehouse.
Toll Bridge (1):You mustbe able to store any gold youreceive on your gold fieldsor a Gold Cache. If you onlyhave storage space for 1 or 0
gold, the excess is lost.
Production booster cards (5):Brick Factory (1);Grain Mill (1);Iron Foundry (1);Lumber Camp (1);Weavers Shop (1):Production boosters have aneffect only if you receive thecorresponding resource due to a production dieroll at the beginning of a turn. If the affectedregion has no storage space for the additionalresource, the resource is lost.Hint:In the heat of the moment, you maysometimes forget to take the additionalresources due to your production boosters.
Placing a coin, or other marker, on yourregion(s) adjacent to each production booster
makes a good reminder.
UNITS
Large Trade Ship (1):With theLarge TradeShip, you can trade the resources produced inthe regions to the left and/orright. You may notcombineresources from the right andleft regions; you either trade
resources from the left regionor resources from the rightregion. However, you mayfirst trade resources from the left region and thenresources from the right region.
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AIf you hit my left cheek, dont even thinkyoull have time to hit the right one too.
Unit Hero
F
The player who has the strength advantageselects 3 of his opponents buildings.
The opponent must remove one of them andreturn it to the bottom of a matching draw stack.
Event
F FThe player who has the strength advantage selects
2 cards from the opponents hand and returnsthem to the bottom of matching draw stacks.
Event
I
Each player gets any 1 resource of his choice foreach building with a progress point up to a
maximum of 2 resources.
Event
T S RThe player who owns the most trade ships
receives any 1 resource of his choice.In case of a tie, each player receives any 1 resourceof his choice (each must have at least 1 trade ship).
Event
T M
Each player may take up to2 resources of his choice,
paying 1 gold per resource.
Event
Y P
Each region gets 1 resource for eachadjacent Storehouseand Abbey,
provided that storage space is available.
Event
YShuffle the event card stack as
performed at the beginning of the game.Afterwards, draw an event card again.
Event
O SDuring your turn, you may trade
2 ore for any 1 other resourceas often as you wish.2:1
Unit TradeShip
knows is under which draw stack(s) you placedthe cards. Give the remaining cards back to youropponent. Your opponent may not replenish his orher hand until the end of his or her next turn.
Invention (1):Each playerdetermines which resourcesto receive and among whichregions to distribute them.
Trade Ships Race (1):If no player has built a tradeship, no one receives theresource.
Traveling Merchant (2):You also may use any goldyou have received via thecurrent production die roll.
Year of Plenty (2): If
variousAbbeysand/orStorehousesare adjacent to asingle region, that region getsone resource for each of theseadjacent buildingsprovidedthat the region has sufficient storage space.
Yule (1):If the Yuleeventcard is revealed, prepare anew event card stack; then
draw a new event card.To Prepare an Event Deck(Use the standard method.)Keep the Yulecard separate. Shuffle the remainingevent cards. Place 3 cards from the shuffled eventcards face down. Place the Yulecard face downon top of these 3 cards, then place the remainingevent cards on top of the Yulecard.
Common heroes (6):Austin (1);Candamir (1);Harald (1);Inga (1);
Osmund (1);Siglind (1):Common heroes only differ in building costs,skill points, and strength points.
Common trade ships (6):Brick Ship (1);Gold Ship (1);Grain Ship (1);Lumber Ship (1);
Ore Ship (1);Wool Ship (1):
With a trade ship, you can trade resourcesof a single specified type at a better rate.The resources you trade may be taken fromdifferent regions that are storing resources ofthe appropriate type. You may use a trade shipseveral times per turn if you have enough of theappropriate resource.
EVENTCARDS (9 CARDS)
Feud (1):If the affectedplayer has only 3 orfewer buildings, they areautomatically affected. Theaffected player chooses whichone he wants to remove.
Fraternal Feuds (1): If youhave the strength advantage,your opponent gives you allhis cards. You choose two ofthem and place them underdraw stacks whose cards havematching backs. That is, you either place themboth at the bottom of the same stack orat thebottom of 2 different stacks. All your opponent
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THEERAOFGOLD (27 CARDS)
Reiner the Herald (1):
When a Celebrationeventis resolved, you normally
wouldnt receive a resourcewhen your opponent hasmore skill points than you.
You always get at least 1 resource with this card.
Trade Master (2):If youdont have aMerchant Guild,
you cant play theTradeMaster. If you play the TradeMaster,choose 2 resourcesthat your opponent mustgive you. The opponent chooses the regions hetakes the resources from. If your opponent hasonly 1 resource, it is the only one you get. If youropponent doesnt have any resources at all, youcant play the Trade Master.
EXTRAORDINARYSITE (1 CARD)Gold Cache (1):Gold in theGold Cacheis safe from the
Brigand Attack event. Forall other purposes, the GoldCacheis considered as anadditional gold fields region(without a production number). That is, youmay freely use the gold stored in the Gold Cachefor actions such as building and trading. If youropponent demands gold from you by playing anaction card such as theMerchantorBrigands,the gold in your Gold Cacheis also affected.
ACTIONCARDS (8 CARDS)Brigands (1):If youropponent has more of thechosen resources thanone of your regions canaccommodate, he keepsthe excess resources anddetermines the regions where he wants tokeep them. If your opponent has fewer of the
chosen resources than one of your regions canaccommodateor if he has exactly the numberof chosen resources that one of your regions canaccommodateyou receive all these resources.
Goldsmith (1):See basic cards.
Gudrun, Terror of the Seas (1):Needless tosay, your opponent doesnthave to give you more gold
than he ownsor more goldthan you can store in yourgold fields (and in your GoldCacheif applicable).
Merchant (2):If you haveneither a city nor3 commerce points, youcant play theMerchant.If you play theMerchant,
choose 2 resources youropponent must give you. The opponent choosesthe regions he wants to take the resources from.
Afterwards, you must give him any 1 resourceof your choice in return; this may be a resource
you just received from him. If your opponent hasonly 1 resource, it is the only one you get. If youropponent doesnt have any resources at all, youcant play theMerchant.
B
You may take as many resources of the same typefrom your opponent as 1 of your regions can accommodate.
Requires: Strength advantage.
Action Attack
G, T SFor each of yourPirate Ships,
your opponent must give you up to 2 gold.
Action Attack
MTake up to 2 resources of your choice from your opponent
and give him 1 resource of your choice in return.Requires:3 commerce points or city.
Action Attack
R HPlay this card before rolling the diceand determine the event Celebration.
You receive 1 additional resource for the Celebration.
Action Neutral
T M
You immediately receive 2 resourcesof your choice from your opponent.
Requires:Merchant Guild.
Action Attack
G CThe Gold Cache may also be used to store the gold you
received. When the eventBrigand Attackis rolled,the gold in the cache is neither counted nor stolen.
Requires:Hero with at least 1 strength point.
ExtraordinarySite
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Moneylender (1):You maybuild theMoneylenderevenif you dont have the tradeadvantage. If your opponenthas only 1 resource, it is the
only one you get. You mayonly take resources you can store in your regions.If your regions have no storage space, youropponent keeps his resources.
Mint (2):On each of yourturns, you may use aMintto trade 1 gold for 1 other
resource. If you have builtbothMints, you may use eachMintto trade 1 gold for1 other resource.
Salt Silo (1):You may buildtheSalt Siloeven if you donthave trade ships. In thiscase, only the victory pointof theSalt Silocounts. If youlater have a trade ship, itimmediately is worth 2 commerce points, as longas theSalt Silois in your principality.
Staple House (2):First, youmust pay the entire cost of the
Staple Housethen you
receive any 2 resources ofyour choice. Therefore, youcannot offset the resources
you receive after building theStaple Houseagainst its building costs.
SETTLEMENT/CITYEXPANSIONS(5)
BUILDINGS
Storehouse (1):See basic cards.
Toll Bridge (1):See basic cards.
UNITS
Large Trade Ship (1):See basic cards.
Pirate Ship (2):APirateShipsinks an opponentstrade ship only when the
Pirate Ship is built. If youropponent doesnt have atrade ship, nothing happens.
A trade ship that is built later is not affected byan already existingPirate Ship. Besides its othereffect, you always receive 1 gold when the event
Plentiful Harvestis rolled.
CITYEXPANSIONS (10 CARDS)
Harbor (1):You maybuild theHarboreven ifyou have fewer than 3 tradeshipseven if you have noneat all. In this case, only thecommerce point counts. If
you have 3 trade ships later,theHarboris immediately worth 1 victory point.If you lose a trade ship and thus have fewer than3 trade ships, you lose the victory point as well.The commerce point remains unaffected.
Merchant Guild (2):Youmay only have 1MerchantGuildin your principality.TheMerchant Guildisa prerequisite for otherexpansion and action cards.
P SYour opponent must remo ve 1trade shipof his choice
from his principality and place it on the discard pile.EventPlentiful Harvest:You receive 1 gold.
Unit
HAs long as at least 3 trade ships are
placed in your principality,the Harbor is worth 1 victory point.
Building
with 3Trade-Ships
M G (1)Money cant buy you happiness.
But taking it away from others can.
Building
M (1)If you have the trade advantage and the
event Tradeis rolled on the event die, you may take2 resources of your choice from your opponent.
Building
M
Once per each of your turns, you may use this Mintto trade 1 gold for 1 other resource of your choice.
Building
S SEach of yourtrade ships is worth 1 more commerce point.
Building
S HIf you build theStaple House, you immediately receive2 resources of your choice. Requires:Merchant Guild.
Building
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THEERAOFTURMOIL (28 CARDS)
AYour opponent must place 1 of his own units
with at least 1 strength point under a matching draw stack.Requires:Hedge Tavern.
Action Attack
A
Choose 1 of your opponents buildingsadjacent to a settlement/city.
He must place it under a draw stack of his choice.Requires:Hedge Tavern.
Action Attack
S
I PIf you play this card when the events Riots, Feud ,or
FraternalFeudoccur, these events do not apply to you.
Action Neutral
EVENTCARDS (3 CARDS)
Gift for the Prince (1):You must be able to storethe gold on your gold fields(or in your Gold Cache ifapplicable). If you receivemore gold than you can store,the excess is lost.
Trade Ships Race (1):See basic cards.
Traveling Merchant (1):See basic cards.
Trading Base (1):Youmay build theTrading Baseeven if you dont have a
HarbororMarketplace. Inthis case, only the commerce
point and the victory pointof the Trading Base counts. If you later havetheHarborand/or theMarketplace, each isimmediately worth 2 commerce points, as long asthe Trading Baseis in your principality.
T B
TheMarketplaceand theHarborreceive a second commerce point.
Building
G PEach player receives 1 gold
for each unit with at least 1 strength point.
Event
ACTIONCARDS (10 CARDS)
Archer (2):If you donthave aHedge Tavern, youcant play theArcher. If youropponent doesnt have a unit
with strength points, youcant play theArcher. Youropponent chooses which of his units he wants toremove.
Arsonist (2):If you donthave aHedge Tavern, youcant play theArsonist. If
your opponent doesnt havean unprotected building,
you cant play theArsonist.If your opponent wants to use a defense card(Heinrich the Sentinel, Lookout Tower),
you may wait for the dice roll result beforedetermining theArsoniststarget.Note:Each of
a citys 4 building sites is adjacent to that city.
Brigands (1):See The Era of Gold.
Sebastian the Itinerant Preacher (1):You can play this card only atthe moment an appropriateevent card is revealed. Youcant play the card if youalready have a Chapelthat
protects you against the eventRiots. If you have gold, you may choose to use thegold orSebastianto fend off theRiots.
Traitor (2):If you donthave aHedge Tavern, youcant play the Traitor. If youropponent has no cards inhis hand, you cant play theTraitor. If applicable, you
also may immediately play a stolen card. Youropponent draws a replacement for the stolen cardat the end of his next turn. If you dont like youropponents cards, you may refrain from takingone of themhowever, the Traitoris placed onthe discard pile anyway.
T
Your opponent must sho w you all the cards i n his hand.You may add 1 o f them to your hand
(in the Tournament Game, only units and action cards).Requires:Hedge Tavern.
Action Attack
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Heinrich the Sentinel (1):Heinrichis a hero who, inaddition to his strength points,has a special effect. If you alsohave aLookout Towerin your
principality, you are protectedwhen a 1, 2, 3, 4, or 5 is rolled. IfHeinrichiscombined with theLookout Tower,the die is rolledonly once.
Irmgard, Keeper of the Light (1):Irmgardisa heroine who, in addition to her skill points, hasa special effect. You receive aresource whenever an actionof your opponent or an event
forces you to remove anexpansion card from yourprincipality.
CITYEXPANSIONS (9 CARDS)
Chapel (2):The result of thecurrent production die rollapplies (that is, the dice are
not re-rolled). One of the twoChapelsprotects you againstthe eventRiotswhen a 1, 2,or 3 is rolled, while the other Chapelprotects youagainst this event when a 4, 5, or 6 is rolled. If
you have both Chapels, you are protected againstthe eventRiotsin all cases.
Fairgrounds (1):First, youmust pay the entire cost of
theFairgroundsthen youreceive any 2 resources ofyour choice. Therefore, youcannot offset the resources
you receive after building theFairgroundsagainst its building costs. You may build the
Fairgroundseven if you dont have the most skillpoints. However, in that case, you dont receiveresources.
Voyage of Plunder (2):If you dont have the strengthadvantage, you cant playVoyage of Plunder.If youropponent doesnt have
enough resources or noresources at all for you to accommodate in yourregions, you receive fewer resources than you
would be entitled to.
SETTLEMENT /CITYEXPANSIONS (5)
BUILDINGS
Drill Ground (1):The building costs for heroesare reduced by any 1 resourceof your choice. TheDrillGrounddoes not affect anyunits other than heroes.
Lookout Tower (1):If you also haveHeinrich the
Sentinel in your principality,
you are protected when a 1,2, 3, 4, or 5 is rolled. If theLookout Tower is combinedwithHeinrich the Sentinel, the die is rolled onlyonce.
UNITS
Carl Forkbeard (1):See basic cards:
Common heroes.
V P
If your opponent has more victory points,he must give you 2 resources of your choice.
If he isnt in the lead, you only receive one resource.Requires: Strength advantage.
Action Attack
D G (1)Each hero you build in your principalitycosts you 1 resource of your choice less.
Building
L TWhen your opponent plays anArcher, Arsonist, orTraitor,
roll the die. If you roll a 1 or 2, the card has no effect.
Building
C FWhat a beautiful island! I take it.
Unit Hero
H SWhen your opponent plays anArcher, Arsonist, orTraitor,
roll the die. If you roll a 3, 4, or 5, the card has no effect.
Unit Hero
I, K LIf you lose a card of your principality due to an event or
an action, you receive any 1 resource of your choice.
Unit Hero
CIf a 1, 2, or 3 is rolled with the production die,
the event Riotsdoes not apply to you.
Building
FIfyou havemore skillpoints thanyour opponent,youimmediatelyreceive2resources ofyour choiceafterbuilding theFairground.
Building
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THEERAOFPROGRESS (31 CARDS)
B T S
You once more recei ve the resource ofeach region whose number you rolled
at the beginning of your turn.
Action Neutral
DEach region bordering your Bath Housereceives 1 resource. If you have various
Bath Houses, you may only use 1 of them.
Action Neutral
G AYou may choos e 1 card from the discard pil e
(Tournament: from your opponents discard pile).Requires: Town Hallor fewer victory points
than your opponent.
Action Attack
Tithe Barn (1):When youbuild the Tithe Barn, choosea resource typeeither woolor grain. For each of yourheroes, you receive
1 resource of the chosen type.If you have 3 heroes, you thus get either 3 woolor 3 grain. You must be able to store the receivedresources in your regions. If you receive moreresources than you can store, the excess is lost.
ACTIONCARDS (4 CARDS)
Feud (1):See basic cards.
Fraternal Feuds (1):See basic cards.
Riots (2):The cards must bereturned to the bottom of amatching draw stack.
Fire Brigade (2):TheFireBrigadeprotects all buildings(settlement/city expansionsand city expansions) in thecity adjacent to it, including
theFire Brigadeitself.
Hedge Tavern (2):You mayonly have 1Hedge Tavernin
your principality. TheHedgeTavernis a prerequisite formany action-attack cards.
Large Festival Hall (1):
This card is worth 2 victorypoints.
F B
This citys buildings are safe from theArsonist.
Building
H T(1)In the neighborhood, word has it that more people
were seen going inside than coming out.
Building
T BAfter building the Tithe Barn, you immediately receive
either grain or wool that is, one of the chosen resourcefor each of your heroes.
Building
L F H
Just a moment!Didnt the estimate specify a much bigger tower?
Building
EVENTCARDS (11 CARDS)
Benjamin the TravelingScholar (1):If you haveBenjaminin your hand,you should make a mentalnote of the production rollresult. If you later build
a new settlement and playBenjamin, youmay get resources in your new regions due to
Benjaminprovided the regions numbermatches the production roll result. Expansioncards (e.g., production boosters) that increasea regions production are not applicable to theeffects of Benjamin.
Brigitta the Wise Woman (1):See basic cards.
RA player who has 1 or 2 un its with strength points or commercepoints pays 1 gold. A player who has more than 2 of these unitspays 2 gold. If a player doesnt pay, he must remove one of these
units and return it to the bottom of a matching draw stack.
Event
Doctor (2):If you dont haveaBath House, you cant playtheDoctor.
Guido the Ambassador (1):If you dont have a Town
Hall, you may play Guidoonly in case you have fewer
victory points than youropponent. You may alsoimmediately play the card
you take from the discardpileif possible. Thebracketed phrase refers to the Tournament Game,described in the expansions (2011) for TheRivals for Catan.
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G LYou may choos e 1 card from the discard pil e(Tournament: from your own discard pile).Requires: Libraryor fewer victory points
than your opponent.
Action Neutral
M MYou receive up to 2 ore.Requires:University.
Action Neutral
T-F SYou receive up to 2 grain.
Requires:University.
Action Neutral
C CIll show you how to produce a
romantic castle ruin. Requires:University.
Unit
CITYEXPANSIONS (13 CARDS)
Bath House (3):The4 regions adjacent to thecity with aBath Houseare
protected against thePlague.
Building Crane (1):Onlycity expansions that costmore than 4 resources benefitfrom the cost reduction if the
Building Crane is present.You choose which resource
you want to save.
Library (2):If appropriate,you also may play the chosencard immediately.
Parliament (1):If you
dont have at least 2 progresssymbols on the expansionsof your principality, you maynot build theParliament.
Pharmacy (2):If you haveaPharmacyand aPlagueoccurs, you receive 1 resourcein any one region of your
choice even if you lose noresources. If you have morethan 1Pharmacy, you receive 1 resource foreachPharmacy.
Gustav the Librarian (1):If you dont have aLibrary,
you may play Gustavonly ifyou have fewer victory pointsthan your opponent. You also
may immediately play thecard you take from the discard pileif possible.The bracketed phrase refers to the TournamentGame, described in the expansions (2011) forThe Rivals for Catan.
Mineral Mining (2):If you dont have a University,
you cant play theMineralMining. You may distribute
the received ore among anymountains regions of yourchoice. If you dont have enough storage space in
your mountains, the excess ore is lost.
Relocation (1):See basic cards.
Three-Field System (2):If you dont have a University,
you cant play the Three-Field
System.You may distributethe grain received among anygrain regions of your choice.If you dont have enough storage space in yourgrain regions, the excess grain is lost.
SETTLEMENT/CITYEXPANSIONS (2)
UNITS
Chief Cannoneer (2):The Chief Cannoneeris a unit but not a hero.Therefore, it is possiblefor you to have 2 ChiefCannoneersin yourprincipality. Cards referring to heroes do notapply to the Chief Cannoneer.Cards referring tounits do apply to the Chief Cannoneer.
B HProtects all 4 regions bordering this city
from the effects of the event Plague.
Building
B CEvery city expansion you build that costs more than
4 resources costs you 1 resource less. Requires: University.
Building
LWhen you build the Library, you may immediately
choose a card from a draw stack(Tournament: from your own stack).
Building
PFor the benefit of the people and their representatives in
particular.Requires: 2 progress points.
Building
PWhen the eventPlagueoccurs, you receive any 1 resource
of your choice. You receive this resourcewhether you previously lost resources or not.
Building
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27
Credits (Version 2.0)Design: Klaus Teuber(www.klausteuber.de)
License:Catan GmbH (www.catan.com)
Graphic Design:Michaela Kienle/Fine TuningArt:Michael Menzel
Chief Editor: Sebastian Rapp
Editorial Team:Peter Gustav Bartschat,Dr. Reiner Dren, Klaus Teuber,Sebastian Rapp
English EditionTranslation:Gavin Allister, Guido Teuber.
Production:Pete Fenlon, Coleman Charlton.
Development:Guido Teuber,Coleman Charlton, Pete Fenlon.
Special Thanks: Peter Bromley, Robert T. Carty, Jr.,Robert T. Carty, Sr., Dan Decker, Bill Fogarty,Morgan Dontanville, Nick Johnson, Ron Magin,Brad McBrady, Kim McBrady, Marty McDonnell,Jim Miles, Bridget Roznai, Larry Roznai, Loren
Roznai, Bill Wordelmann, Elaine Wordelmann,Ray Wehrs, Alex Yeager.
You have purchased a game of the highestquality. However, if you find any components miss-
ing, please contact us for replacement pieces at:
WWW.MAYFAIRGAMES.COM
Town Hall (2):If you buildtheTown Hall,theParish
Hall stays beneath theTownHall.If you have to removethe Town Hall,theParish
Hall remains. If you play theRelocationto move the Town Hallto anothercity, theParish Hallalso moves. If you havebuilt theTown Hall, you may not build a second
Parish Hall, because the firstParish Hallstillexists in your principality.
University (2):If you haveneither anAbbeynor a
Libraryin your principality,
you are not allowed to buildthe University. You may onlyhave 1 Universityin yourprincipality. The Universityis a prerequisite forother expansion and action cards.
EVENTCARDS (5 CARDS)
Invention (2): See basic cards.
Plague (3):Regionsbordering on 2 cities lose only1 resource. Extraordinarysites such as the Gold Cacheare not affected by the
Plague.
AcknowledgementBoth the author and the publisher wish to thank
all game testers and rule reviewers, in particularPeter Gustav Bartschat and Dr. Reiner Dren as wellas Barbara Bartschat, Arnd Beenen, Sabine Fugmann,Dr. Walther Prinz, Benjamin Teuber, Claudia Teuber,and Guido Teuber.
Copyright 2010 Catan GmbH and Mayfair Games, Inc. Publishedunder license from Catan GmbH (www.catan.com). Published incooperation with Kosmos Verlag (www.kosmos.de). Catan, The Rivals
for Catan, andThe Settlers of Catanare trademark properties ofCatan GmbH (www.catan.com). All rights reserved.
T
Place the Town Hall on your Parish Hall.At the end ofyour turn, you no longer pay for choosing a card.
Building
U (1)Formerly, there was a hedge-tavern here. Now there are
two of them next door. Requires:Abbey orLibrary.
Building
P
Every region bordering a city loses 1 resource.
Event
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Road Settlement Region City
Basic Set
Basic Set
Basic Set
Basic Set
Forest Gold Field Fields
Hills Pasture Mountains
Mountains Pasture Hills
Fields GoldField Forest
The StartingSet-up
Your OpponentsPrincipality
YourPrincipality
Draw Stacks
Center Stacks Event Stack
Plentiful Harvest: Each player receives1 resource of his choice.
Event Card: The player who rolled thedice draws the topmost event cardand reads the event aloud. All playersaffected by the eventwhich can benone, one, or both playersresolvethe event.
Brigand Attack: If you have more than7 resources, you lose all your gold and
wool supplies.
Trade:If you have the trade advantage,you receive 1 resource of your choicefrom your opponent.
Celebration:If you have the most skillpoints, you alone receive 1 resourceof your choice. Otherwise, each playerreceives 1 resource of his choice. Event Die Results