Catan Big Game rules

®
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G A ME INSTRUCTIONS
Big Game
All the rules from CATAN and CATAN: Seafarers are in effect,
with the following modifications.
1. ga me boards
There are 3 different preprinted game boards (Board A, Board B, and Board C). On each board, the starting positions
for 2 players are indicated in predetermined player colors. These 2 players share the board and the corresponding game
components. In each game round, one of the 2 players at this board is the active player. All players belong either to the
group of “sun” players or to the group of “moon” players, so that it is always clear whose turn it is. To this end, each game
board is marked with a sun on one side and a moon on the opposite side. In addition, the island is divided by a brown
“dividing line” to separate the players’ “starting territories.”
Sun
Moon
The “sun” player’s resource and development card stacks go here
We would also like to thank all helpers from the CATAN Crew! Without them, the Big Game would not be possible.
“Sun” player
Dividing line
“Sun” player‘s
starting position
“Moon” player‘s
starting position
You can find exclusive scenarios and accessories for CATAN at www.catanshop.de
Marker
“Moon” player
®
Impressum:
Game Concept: Klaus Teuber
Artwork: Michael Menzel
Graphic: Michaela Kienle
Translation: Gavin Allister
Editor: Arnd Fischer, Benjamin Teuber
Organisation: Arnd Fischer, Benjamin Teuber
The “moon” player’s resource and development card stacks go here
2. setup
2.3 On each side of the board, place 1 of the blue markers
beside the illustrations for “Largest Army” and “Longest
Road.”
Catan GmbH, Schulgasse 43, 64380 Rossdorf
[email protected]
Settlement
City
Road
2.4 You start with 3 settlements on the indicated spaces on the
game board.
Ship
2.5 One settlement receives 1 ship, one settlement receives
1 road (as shown on the game board), and the third
settlement has no additional game piece attached.
Marker
Tumult Royale
Robber
The New Game by Klaus and Benjamin Teuber
Longest
Road
Largest
Army
2.6 Choose 1 of your settlements and take the resources from
the hexes surrounding that settlement. They are your
starting resources. The player belonging to the “sun” group
starts.
2.1 Place the resource cards face up on the designated
spaces on both sides of the board. The cards
should be distributed more or less equally.
For 2–4 Players
In this spirited game, the players assume the role of royals who try
to erect as many statues of themselves as possible, which costs
bread, marble, and tools. In each round, the players have only very
little time to snatch the needed commodities from the people and
then use them strategically. But watch out! If too little is left for
the people, a tumult ensues and the greediest royals are punished.
catan.com
There is a lot to discover!
4
2.2
Shuffle the development cards (important:
without Monopoly cards) and place them face
down on the designated spaces beside the
resource cards. The cards should be distributed
more or less equally.
2.7 After taking your resources, replace 1 of your 3 settlements
with a city.
2.8 Make sure that a robber stands on each of the 2 desert hexes
when the game begins.
1
3. ga me play
5. building
3.1 A
ll players are divided into 2 groups: “sun” and “moon.” In
each round, turns alternate between the players at a game
board. All active players are in the same group (either “sun” or
“moon”). That way, in each round either the entire “sun” group
or the entire “moon” group is the active player. The groups will
be announced before each round and indicated on screen.
5.1
Building is simultaneous on all boards. Only the active player
may build. All active players are considered to be in the
trading and building phase simultaneously, no matter how
long their resource distribution took.
5.4
A ll resources being paid to build must be shown to the
opposite player before placing pieces onto the board.
5.5
Players must “ask permission” to build onto adjacent boards.
You may refuse an opponent’s build on your board ONLY
if ALL 3 of the following conditions are met:
3.4
A turn always consists of 2 phases:
•You are an active player and, thus, allowed to build on
the current turn.
1.) Resource production: The dice roll result is announced; it
applies to all players. The inactive player at each game board
distributes the resources to both players. Both players must
always make sure that the resources are distributed correctly.
•
You can also build on the spot requested, without any
further building (for example, you cannot prevent a
settlement from being built if you have to build a road to
the spot, even if you could build both the road and a
settlement with the resources you have in hand).
2.) Trading and building: You may not initiate trading until
all resources are distributed. Then you may trade and build.
This phase ends with the timer expiring and a new dice roll.
• You can immediately build on that spot on the current
harbors and trades with the bank are permitted).
4. tr ading
I f you can (and wish to) deny permission, you must
immediately build on that spot, using the resources you have
in hand. Otherwise, the player asking permission may
immediately move to build on the location.
4.1
If you are the active player at your game board, you have
5 players you can trade with: the player across from you, the
2 players at the board on your left, and the 2 players at the
board on your right.
Active
player
This active player
can trade with
7.1
If you are the first player at your game board to have
5 contiguous roads and/or ships, place a marker on the
“Longest Road” section on your side of the board.
The first player to reach 25 victory points, declare victory, and get
the victory confirmed by the referee during her/his turn wins the
game. The game is then over. Should more than 1 player declare
victory during the same turn, a referee will calculate the final
victory point scores and declare a winner. Points are calculated as
follows:
• Each settlement is worth 1 victory point
(1 x 5 = max. 5 victory points)
5.3
Build and move ships according to the usual Seafarers rules
(moving: 1 ship per turn, from an open shipping route).
ll active players have a fixed amount of time available for their
3.3 A
turn, which they must not exceed. Turn times vary as the game
progresses. They will be announced and shown on screen.
Inactive player
10. end of the game and victory
5.2
You may build on your own board and also on the boards to
your left and right.
3.2
The number of the terrain hex to produce resources will be
announced centrally by the game master. The number will
repeatedly be announced by the moderators and shown on
screen in the hall. This number applies to all game boards.
Inactive player
7. longest road
5.6
Dividing lines cut each game board in half. The area of the
island containing your starting pieces is considered your
“starting territory.” For the first settlement you build on
another player’s starting territory, you earn an additional 2
victory points (therefore, that settlement is worth 3 victory
points). Further settlements you build in foreign starting
territories do not earn you additional points – only the first
settlement does. This applies to your own game board as well
as to the 2 game boards to your left and right.
Inactive player
Active
player
6. development cards
4.2
You may trade and build in any order, as many times as you
wish.
6.1
Remove the “Monopoly” development cards from the deck at
the beginning of the game. These progress cards are not used.
4.3
If you are not the active player, you may only trade with the
3 active players across from you.
6.2
Use all other cards as you do in a regular CATAN or CATAN:
Seafarers game. Use “Road Building” to build 2 roads, a road
and ship, or 2 ships as usual.
4.4
Maritime trade with the bank at 4:1 and using your harbors
at 3:1 or 2:1 proceed according to normal base game rules.
6.3
You can use a knight card as follows: If a robber stands on a
hex adjacent to one of your settlements/cities, you can move
him to your desert hex by playing a knight card. You receive
1 resource card of the type produced by the hex that the
robber just left. If no robber stands next to your settlements/
cities and you nevertheless play a knight card, you receive
1 resource card of your choice but you don’t move the robber.
Your “Longest Road”
marker goes here
• Each city is worth 2 victory points
(2 x 10 = max. 20 victory points)
Your “Largest Army”
marker goes here
• For each first settlement you build on another player’s starting
territory, whether on your game board or an adjacent board, you
earn an additional 2 victory points (2 x 5 = max. 10 victory points)
Please note that a settlement or city must occupy the
intersection between a road and a ship for them to be
considered connected for longest road.
• Each victory point card is worth 1 victory point
(max. 5 victory points)
7.2
If the opponent on the other side of your board ever has
a longer line of contiguous roads and/or ships than you,
remove your “Longest Road” marker from the board and
give the marker to the opponent.
• Largest Army: 2 victory points (max. 2 victory points)
• Longest Road: 2 victory points (max. 2 victory points)
If players are tied for the most victory points, the first tiebreaker is
the number of resource cards the players have in hand. We then
value specific resources: (a) most grain; (b) most ore; (c) most brick;
(d) most lumber; and (e) most wool. Finally, we assess who registered
to play first.
8. largest ar my
8.1
If you are the first player on your board to play your third
knight card, place a marker on the “Largest Army” section on
your side of the board.
11. player conduct
8.2
If the opponent on the other side of your board ever has
more knight cards than you, remove your “Largest Army”
marker from the board and give the marker to the opponent.
11.1You are responsible for monitoring your own boards for rule
violations (improper placement of settlements, and so on). If a
player takes an action that is not in accordance with the rules
and no other player points it out before the end of that player’s
turn, the action is considered legal.
9. robbers
9.1
There is 1 robber in each starting territory, which he never
leaves.
11.2You may not claim resources after your turn is over. You lose
any unclaimed resources at the end of your turn.
9.2 F
or the first 15 turns of the game, the robbers do not
move! If a “7” is rolled, each player checks his hand size. If
you have 8 or more resources, discard half of your resource
cards, rounding down.
11.3 Only the active players may initiate trades and trade
discussion.
11.4The referees’ judgments shall be final and binding.
11.5We reserve the right to sanction/remove players who behave
improperly or unfairly at any time.
9.3
Starting with turn 16, each time a “7” is rolled, the players
check their hand sizes and discard cards if necessary.
Then the dice are rolled again, to determine the hexes on
which the robbers are placed. Each number – except for the
“2” and the “12” – exists twice on each game board (once in
the “sun” player’s starting territory, and once in the “moon”
player’s starting territory). Each of the 2 hexes whose number
was rolled is now blocked by 1 robber. If the dice roll result
for the robbers is a “2” or a “12”, one of the robbers blocks the
corresponding hex on the game board, while the other robber
returns to the desert in which he was placed at the beginning
of the game. If the robbers already occupy the hexes whose
number is rolled, they remain there. If another “7” is rolled,
the robbers go back to their deserts.
Copyright © 2013 –2015 Catan GmbH.
Catan, Catan Big Game and Catan: Seafarers are trademarks of Catan GmbH.
All rights reserved.
9.4
A fter moving the robbers, you do not take a card from the
other player.
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