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CatanCardGame v2.1

This document provides a comprehensive guide to the Catan Card Game, including setup instructions, turn sequences, and rules for both basic and expanded gameplay. It outlines how to manage resources, build settlements and cities, and the conditions for winning the game. Additionally, it emphasizes that the materials are intended for personal use only and are not for redistribution or commercial use.
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© © All Rights Reserved
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Available Formats
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0% found this document useful (0 votes)
10 views3 pages

CatanCardGame v2.1

This document provides a comprehensive guide to the Catan Card Game, including setup instructions, turn sequences, and rules for both basic and expanded gameplay. It outlines how to manage resources, build settlements and cities, and the conditions for winning the game. Additionally, it emphasizes that the materials are intended for personal use only and are not for redistribution or commercial use.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Another game aid by Universal Head

The Esoteric Order of Gamers


www.orderofgamers.com
Tabletop game rules summaries, foamcore box plans, articles,
interviews, reviews and lots more at www.orderofgamers.com

@EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers

These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.

CATAN CARD GAME

v2.1
Game:

Publisher: Mayfair Games (1996)

Page 1: Rules summary Jun 2014


Page 2: Rules summary (expanded game)

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

Universal Head. Design That Works. www.universalhead.com


Setup Year of Plenty (Sun) Each player collects a resource of
their choice.
Each player takes all of the 9 cards with either the Red or
Blue coat-of-arms on the back. Each player then builds Event (Question Mark) An Event card is drawn which
their principality by placing the Road in the middle, a effects both players. It is then returned to the bottom of
Settlement to either side and the 6 Regions diagonally the deck facedown.
around the settlements.
Expanding Your Principality
Allocate 1 resource per region by turning each card to the
appropriate side. You add cards to your principality by paying the cost in
Shuffle the Event cards and place them facedown between resources listed on the card. Rotate the matching Region
the players in a row with the other 4 decks of Development cards to reduce your supply.
cards. Shuffle the Expansion cards and divide them into 5 Build a Road 1 Road (running horizontally) must separate
roughly equal stacks. 2 stacks will have 1 more card than each Settlement or City. They may be built in the same
the others; both players should know which stacks. turn as the Settlement or City.
A randomly determined starting player searches one stack Build a Settlement When placing a Settlement, draw 2
of expansion cards and selects 3 for his starting hand. Region cards and place them at the outside corners of the
The other player searches a different stack and selects 3 new Settlement, showing 0 resources. You may draw them
cards. Neither should change the order of the stacks. from the top of a pile or play the Scout to select them (the
deck is then reshuffled).
Turn Sequence
Each Settlement earns you 1 Victory Point (VP).
Alternating turns, each player follows this sequence: Build a City A City must be built on top of an existing
1 Roll the Event and Production dice. Settlement, which no longer counts for any purpose.
2 Resolve the Event die. Effects apply to both players. Each City earns you 1 more Victory Point.
3 All players’ Region cards that match the number on the Add an Expansion card to a Settlement or City Place
Production die produce 1 additional resource (rotate Green or Red cards above or below a Settlement or City.
the card(s) to show 1 more resource than before). A Settlement may only have 1 Green card above and 1
below it. A City may have 2 Green or Red cards above it
4 Perform 1 or more of these actions in any order as
and 2 below it.
often as desired:
Expansion cards above a city only affect regions above that
– Play 1 or more Action (yellow) cards
city; likewise below.
– Trade Resources
– Build (place Development card and pay the required Play Notes
resource cost)
When searching expansion stacks, they should be left in
5 Check hand limit and draw replacement cards. If you
the same order and not reshuffled afterwards.
have less cards than your hand limit, draw back up to
your limit. The maximum number of cards a player may have in his
hand at the end of his turn is his hand limit. This starts
If you have a number of cards equal to or greater than
at 3 cards but may increase during the game.
your hand limit, first discard down to your limit by
placing the extras facedown beneath any expansion Action cards marked Attack or Neutral can only be played
stack or stacks. Then you discard 1 card from your once players have a total of at least 7 VPs. Once played,
hand to the bottom of an stack and replace it with a they are removed from the game. Your opponent may play
new card from the same stack. a counter card in defense.
Anytime you replace a card, you may drawn unseen Different resources can be traded within your principality
from any of the expansion stacks, or pay 2 resources at a 3:1 ratio (2:1 using Merchant Fleets). Players may
of any type to search a stack of your choice and also trade freely with opponents.
choose a card.
The Knight and Windmill Tokens
Event Die During play, the player with the most Knight (black) points
gets the Knight Token.
Tournament (Knight’s Head) Compare the red numbers
of all players’ knights. The player with the highest total The player with at least one City and the most Commerce
collects a resource of his choice. points (Windmills) gets the Windmill Token.

Commerce Advantage (Windmill) The player controlling the If there is a tie, neither player controls the token. In
Commerce Token may take a resource from his opponent. addition to any other effects, each of these tokens is worth
1 VP.
Brigands (Club) If unprotected resources (those not
adjacent to a Garrison) total more than 7, the player loses Winning
all ore and wool resources. This result is ignored on the
first 2 turns of the game. The first player to reach 12 VPs wins.
Expanded Setup
Decide which Theme deck you wish to use.
Separate the Events cards from the deck and shuffle them with the basic
set Event cards. Some cards are set aside and placed in a separate faceup
stack:
Knights & Merchants: Remove the 2 Inquisition cards entirely.
Science & Progress: Set aside 2 University cards.
Wizards & Dragons: Set aside all 5 Citadel cards and place them with the
Wizard Absent side faceup.
Barbarians & Traders: Set aside 2 Harbor and 2 Triumphal Arch cards
from the basic game and expansion deck. Remove the 2 Wizards League
cards entirely.
Politics & Intrigue: Set aside 2 Town Hall and 2 Church cards from the
basic set.
Trade & Change: Set aside the 2 Counting House cards from the basic
game and expansion deck.
The remaining Expansion cards from the basic set are separated into 4
piles instead of the usual 5. The remaining cards from the Theme deck
are split into 2 piles and placed near the Development cards.

New Rules

New Development Stack


There are always 2 copies of each card in this stack. The cards for each
Theme are:
Knights & Merchants: None.
Science & Progress: 2 University cards.
Wizards & Dragons: 5 Citadel cards.
Barbarians & Traders: 2 Harbor and 2 Triumphal Arch cards.
Politics & Intrigue: 2 Town Hall and 2 Church cards.
Trade & Change: 2 Counting House cards.
These cards can be purchased just like other Development cards. Each
player may build only one of each type of card in this stack. Cards from
this stack that leave play are returned to this stack.
Drawing Cards
Whenever you draw cards from an Expansion stack, you may choose any
of the 6 stacks (4 from the Basic game and 2 from the Expansion set).
The Spy
Buildings, Wizards and Magic Spells cannot be stolen with the Spy.
You can only choose Units or Action cards.
Making Space in Your Principality
On your turn you may choose to remove and discard any Expansion card
from your principality to make room for more important cards.

Winning
The first player to reach 13 VPs wins the Expanded Game.

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