Place the special cards "LONGEST ROAD" and "LARGEST PATROL" beside the board, 2 VP side up. Set the 11 hero cards and the 2 "New Recruits cards aside. Put them face up next to the board to form the supply. However, these same hexes are often primary targets for Tormund the Robber. ![]() You should consider settling on hexes that have good potential for production (e.g., 6 & 8 versus 2 or 12). The taller the number (and the more pips it has), the more likely you are to roll that number during the game.īottom line: The more frequently a number is rolled, the more often the hexes with those numbers produce resources. There are numbers of varying size and pips (dots) on each number token. You can only build a new settlement on an unoccupied intersection-provided that one of your own roads leads to that intersection and the nearest settlement is at least 2 intersections away.Ĭarefully consider where you build settlements. Make them an offer! A successful trade might yield you a big build! This is tough, because building requires specific resource combinations.įor this reason, you can trade with the supply or trade with other players. Since it's impossible for you to have settlements adjacent to all terrain hexes and number tokens, you may receive certain resources only at rare intervals (or never). Finally, a settlement at would only harvest the r, resource from 1 terrain hex (hills). Here, the yellow settlement borders on forest, mountains, and pasture.Ī settlement at would only harvest the resources from 2 terrain hexes (pasture and forest). Since the settlements and keeps usually border on 2-3 terrain types, they can "harvest" up to 3 different resources based on the dice roll. If a "10" is rolled, the red player receives 1 ore card and the blue and black players each receive 1 wool card. The blue and black settlements border the "10" pasture. In the illustration, the red settlement borders the "10" mountains hex. ![]() You only collect resources if you own a settlement or a keep bordering a terrain hex producing a resource. If, for example, a "10" is rolled, all terrain hexes with a "10" number token produce resources - in the illustration on this page, those terrain hexes are mountains (ore) and a pasture (wool). Each terrain hex is marked with a round number token. Each turn, 2 dice are rolled to determine which terrain hexes produce resources. To build or upgrade, you need to acquire resources. You can also upgrade settlements to keeps. To gain more victory points, you must build new roads and settlements. The first player to acquire 10 victory points on his/her turn wins the game. You therefore start the game with 2 victory points! Each settlement is worth 1 victory point. You begin the game with 2 settlements and 2 roads. Each resource you receive is represented by a card. Five of the terrain types produce a different type of resource. After all, starving and poorly armed men make poor guards. You must settle and expand your holding in the Gift. To the north stands the Wall-the towering dam holding back the wildlings and the other horrors of the northern wastes. The Gift is bounded by the Starks' kingdom to the south and the seas to the east and west. ![]() You still control the ancient territory called the "Gift". The kingdoms let you recruit from their slums and prisons but, otherwise, they have all but forgotten you. Note: If you are new to catan, play the base game rules before you play the full game!
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