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8643
Settlers Of Catan Stone Age
Translated from Russian using Google Translate and then edited for readability by Jacob at
board-game-rules.com. Words that did not translate well are marked in italics. Please send any edits or
suggestions for the translation to [email protected].
English Translation version bgr.1.0
SOSTAV GAMES:
• 1 game board;
• 4 card-tips;
• 10 Wasteland chips;
• 18 Event chips;
• 32 People chips (8 chips of four different
colors);
• 2 Danger Pieces ("Neanderthals" and "wild
beasts") with stand;
• 80 resource cards;
• 6 prize cards;
• 8 Settler chips (2 chips of four different
colors);
• 20 Settlement chips (5 chips of four different
colors);
• 44 support (?) chips (11 chips of four different
colors);
• 2 dice game;
• A progress bar card;
• 1 game rules.
The cradle of modern humanity (Lat. Homo sapiens Homo sapiens) is in Africa. This assumption is based on
the advanced researchers who found a human skull in
Kenya. In the skull there all the anatomical features of
modern man, and its age is estimated at about 150,000
years.
Perhaps as a result of climate catastrophe, there was
too little food and the howling nomadic tribe formed
100,000 years ago. One of the races of man left Africa
and spread through modern Middle East around the
world.
60,000 years ago, the people in their travels reached
East Asia, and about 20 000 years later - Europe. Not later
than 30 000 years BC. e. they overcame the ocean and
settled in Australia. When the Ice Age came, 12 000
years BC. e., it formed the isthmus between Asia and
America, and they were able to move to America.
During their long journey every time people had to
adapt to new climatic conditions and hostile environment
the result was a difference in ethnicity. Thus, the dark
pigmentation of the skin protected Africans and
Austronesians from the scorching sun of the equatorial
regions. Light skin Indo-Europeans and Asians can better
perceive the meager sunlight North.
Not always able to find protection from the weather
and predators in the caves on the edge of the permafrost,
people learned how to build with long tusks of
mammoths, between which stretched skin, robust and
warm. Arriving at the coast of Southeast Asia, they built a
boat and settled Australia land and the islands of the
Pacific Ocean.
In Europe and Asia, "an intlligent man" meets with
his cousin - not less intelligent Neanderthal, which many
thousands of years ago, left his homeland - Africa. Studies
have shown that the two groups of people lived several
thousand years in the neighboring regions and in contact
with each other. Whether this contact was always friendly
in nature, historians cannot say for sure. About 30 000
years ago, the Neanderthals became extinct. Most
scientists believe that they were not destroyed by modern
people, but, more likely, mingled with them.
However, the ability to adapt to the conditions of
nature was not the only trait that has helped man to
conquer the Earth. First of all was his intelligence and skill
with his hands. People are constantly inventing better
tools for hunting, were able to make fire and save food meat and smoked fish, and vegetables dried in the sun.
This game will give you the opportunity to travel
back through the millennia. Now you can send your
own tribe from Africa to Europe, Asia, America and
Australia ...
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SUMMARY AND PURPOSE OF THE GAME
At the beginning of the game each player has three
villages in Africa. A village is always bordered by at
least one area. Depending on the roll of the dice and
areas in which there are villages, players collect resources:
meat, flint, skin and bone. Resources allow the player
to send settlers to new unexplored lands where villages
may be built at crossroads. Each new settlement brings
the player one victory point. Additional points the
player also receives, if the village has become more
developed, or if the player settlers managed to master
the difficult survival territory.
The winner is the first player to score 10 points.
PREPARING TO PLAY
On the playing field is a map of the world divided into
hexagons (territory), each of which represents one of the
4 possible landscapes.
The sides of the hexagons form a path, and the angles
of the hexagons are crossroads.
There are 4 types of terrain: hills, steppe, mountain
and forest.
In each area a number is written. In order to collect
resources from this area, it is necessary that the written
number match the value of the dice roll (both di's values
combined).
The hills bring the player to the
meat
Steppe brings the player to the bone
Mountains bring the player to Flint
Wood brings the player skins
Next to the card is a progress bar.
Each player has a special card-tip, which noted some
resource can help the development and progress of
mankind, and also describes the features of the different
scales of progress. а также описаны особенности
человечества,
Piece Assembled as shown.
Each player chooses a color, he will play
and select (?) chips for each color: 2 Settler
figures, 5 Settlement chips. 4 coasters chips
of each color are used as tokens of
development.
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Important: if the game
involves only 3 players on the
playing field laid out only 5
pieces of one nation at the
crossroads
of
the
corresponding color, marked
with ( Δ ).
Village
Settler
Development Chip
The picture shows one of the options for placement of
chips the players before the game - every player
establishes three villages on the black crossroads of Africa
and has a settler near one of their villages.
Important: if the game involves only 3 players, the
pieces of one of the colors are not used!
Note: if the players already have some experience in
this game, they can arrange their first three villages under
the rules described in the chapter "The alignment before
the game for experienced players."
18 Event chips flipped so
that Roman figures were
above and mixed.
Then Event chips are put
on special places on the board
marked with dotted lines and
the corresponding Roman
numerals.
ствующими римскими цифрами.
Danger Chips - "Neanderthals" and "Wild Animals"
- are put on the cells near the isthmus Eurasia America (see. Figure).
In the initial cell (indicated by "0") of each of the four
scales of progress each player puts one of his
development chips.
Bonus cards that allow you to immediately gain 2
points ("Exploration" and "Desimination), as well as the
prize-winning 4 cards "Adaptability" placed next to the
board.
Resource cards are sorted by type: "skin",
"flint", "meat" and "bone" - and put next to the board in
the open in four piles.
Hexagonal Wasteland chips are placed as close to
the field.
RUNNING THE GAME
The youngest players goes first. Each player's turn
consists of a number of actions that the player has to
perform in the following order:
Each player takes 1 Skins card and 1 Bone card. Players
keep resource cards hidden from opponents.
32 People chips are arranged on paths on the playing
field, in accordance with color - the color chips and color
must be the same junction.
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1. Obtaining resources by all players
2. Trade Resources
3. The movement of settlers and development
Actions must be taken in this order.
Next move clockwise, starting with the player who
made the first move.
1. Obtaining resources by all players
The Player starts his turn with a throw of dice, throwing
the dice simultaneously. The separated values
are
summed. Each player then looks to see whether he has a
village adjacent to a hexagon that contains the same
number that was rolled. If a player has a village, he takes
1 resource card that corresponds to this type of area, from
a stack of resource cards. If a player has several villages
that come under the conditions described above, for each
of the village he can take on one card of the appropriate
type of resources.
Example: Blue player
rolls the dice. The sum of
the dice is 5. Green, Red
and Orange players each have
a village adjacent to the 5
hexagon and each of these
players receives 1 meat
resource card.
The Blue
player does not have a village
adjacent to the 5 hexagon, so
does not collect any resource
cards.
2. Trade Resources
After all players have taken a resource card (if they have a
settlement that could bring them the resources), the player
continues his turn, and performs the following actions. He
can offer his opponents make the exchange of resources.
The player says he is interested in what resources and
what she can offer in return. In one move, a player can
exchange several cards of resources both in quantity and
in kind.
specific action the player must have enough resource
cards.
A) Create a settler
A player who wants to build a settler, should return to
the bank of the game 1 card "skins" and 1 card "meat". The
player puts a chip on the free settler crossroad near one of
their villages.
Note: The player does not get the resources for the
card cage where he is a settler. The player receives
resources only to the cells CE leniyami (?).
B) Move the settler
In order to move the settler, the player must pay to the
bank the game 1 card resource "meat". For 1 card "meat"
the player can move your settler 2 intersections. If a player
has already made some progress in the skills of harvested
food (see. Section "skills development"), ie, its chip
development is not at the "0" of the scale of progress,
"food", its settler can move farther than 2 crossroads every step of the scale of progress, "food" can further move
the settlers to 1 on the intersection. The player can pay the
bank 2 or more cards of resources "meat", and then its
settler could make a second course of considering the
influence of the progress bar "food." If a player on the
playing field are 2 settlers, the player can move both of
them, giving the card for each of them; for every settler
movement takes into account the effect of the scale of
progress, "the power."
The movement of settlers is carried out under the
following rules:
- Settler can pass through intersections occupied by
other chips, but its movement it should finish in the free
intersection;
- Settler during his movement can change direction
any number of times.
Example: Player "red" has created settlers, who was
put next to one of their villages, then the player gives the
bank 2 Meat resources and moved her settler 4
intersections, passing orange chips.
Example: the player "blue" requires resources "meat", he
has a card of "skins", i.e. he proposes to trade the card
"skins" for the card "meat". The player "orange" just need
"skins", while he has a card of "meat". Player "blue" and the
player "orange" cards make the trade.
Banking trade: if a player has three cards of one type of
resource, he can exchange them for any resource from the
bank. Example: Blue returns its 3 cards to the appropriate
stack of resources and takes a 1 any resources from the
bank card of the game.
3. The movement of settlers and the development of
skills
The goal of each player - to ensure that his people as soon
as possible spread to the territory of the Earth. To achieve
this, the player has four possible actions:
A) establish a settler;
B) to move the settler;
B) to establish a settlement;
D) to develop the ability to (make a step on the scale
прогресса).
The only limitation - to commit
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B) to establish a settlement
If the settler player stopped at the intersection, which
is a People chip, the player can establish his village
at this junction, by giving the bank 1 skin card, one
bone card and 1 flint card. The player then removes the
figure from the board of its settler, takes a People
chip, looks closely (?) and puts on the playing
field at the crossroads of his piece "The village".
The player will be able to collect resources from this
settlement during the next player's turn, given that the
dice rolled matches the value on an adjacent hex.
The Food Progress Bar
Each step on this scale gives a settler player the
ability to move an additional crossroad (?) during the
movement phase.
Example: The token of the player is in the third cell of
the scale of the Food Progress Bar. The player pays to
the bank 1 Meat resource card - that player can pass 5
crossroads (3 + 2 = 5).
The Hunting Progress Bar
The development of this skill allows the player
to move the piece of danger on the playing field. Every
Important: to establish a settlement can only be on time a player progress on the Hunting Progress Bar, the
player can move the "Neanderthals" token on any
a crossroads on which there is a People chip.
If the playing field are the five villages of the player, territory in the AF Rica or Eurasia or "wild beasts"
and he wants to found another village, he must remove chip to any territory in America or Australia. In
one his village in Africa - chip, which designated a village addition, the player can randomly take 1 resource
in Africa, rearranged to a new location. If a player has no card from the player who has placed his village at
crossroads
adjacent to the
area
where
more villages in Africa, he could rearrange his chip of any the
village. Thus, on the playing field under any Neanderthals suddenly appear, or wild animals.
Important: Only one player can occupy the 5th level of
circumstances can not be more than 5 villages one player.
a
progress
bar.
C) To develop abilities (to progress a step on the
If a player has reached the fifth stage in one of the
scale)
scales of progress, he gets 1 victory point, and all other
The card has 4 scales of progress bars - "food",
"hunting", "construction" and "clothing." A player who players will have to stop in its development at the fourth
wants to develop one of these abilities should give the cell of the scale of progress.
bank resources indicated in the card-tips as necessary
Danger Pieces
for the development of skills, and then moves his token of
"Neanderthals" and "wild beasts"
progress on a scale of 1 step forward. Once a player has
stepped on the scale of progress, it can take advantage of These chips symbolize the dangers of ancient people in
all the benefits that it provides the development of certain the most unexpected places and at the most unexpected
skills - detail the characteristics of each of the scale of times. Once the Danger Piece is on any cell of the
playing field, the area immediately ceases to bring
progress described in the cards-tips.
Example: as the hint instructs the Orange Player resources to players whose villages are adjacent.
Danger Pieces during the game can be moved to
should give the bank 1 Bone resource card, then he
can move his token of progress on the Food scale any area on the playing field. The only limitation "Neanderthals" can only be in Africa or Eurasia,
forward by 1.
and "Wild animals" - only in America and Australia.
If the sum of the values of any dice roll is 7, then no
players receive resources (because on the playing field no
territory is marked with a 7). When a 7 is rolled,
players must perform the following actions.
1. Each player who has more than 7 resource cards
must give half of their cards to the bank. If a player has an
odd number of cards, the player rounds up when giving to
the bank. Example: Player Blue has 13 cards. A 7 is rolled.
Player Blue must give 7 cards to the bank.
•
A progress bar "clothing" and "construction
The development of these skills is necessary to ensure
that settlers could travel the paths that are the most
difficult places of the earth to develop. Such paths are
marked cells conditions - bright squares on the board
located on the roads themselves, these squares are written
in 2 digits. Only by following the specified condition reaching a certain level of development of these skills - a
player can go down this path and open up lying next to
him token "Event" (see. Section "Cages conditions").
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2. The player who rolled the 7, moves the Neanderthals
Danger Piece (but not "wild animals") on any cell in
Eurasia or Africa. In addition, the player can steal one
resource card from the player who has placed his village at
the crossroads adjacent to the area where Neanderthals
suddenly appear.
3. The player who rolled the 7, can then trade, move
settlers or use abilities as usual.
Cells conditions
In order to reach the most remote corners of the Earth
and survive, for example, in the icy deserts of the north,
people had a lot to learn, first of all - to sew warm
clothing and to build boats.
On the playing field some ways
are marked with conditions cells light squares with 2 digit numbers.
The left digit in the cell indicates
the conditions required for the
passage of this way - the level of
progress on the scale of "clothing",
the right - on the scale of
"construction".
Settler player may pass on the way
through the condition cells only,
if a player has reached the desired levels of progress. The
player who achieves the cell's conditions and transfers
the settlers to the intersection of the cell will receive
an Event token from the cell.
Example: Player "red" has
reached the second stage in the
Clothing Progress Bar and the
second step on the Construction
Progress Bar. Giving the bank 1
Meat resource card, he moves his
settler 3 intersections. As the
player, "red" first passed through
the cell conditions, it takes a
token "events" ко- торая (?) lies
next to the cell conditions.
Event Chip
Once a player gets the opportunity to take the Event
Chip, she immediately opens it. In the game there are
three types of Event chips: danger, desert and
adaptability.
1. Danger
The player who opened the Event chip
with a picture of a Neanderthal and a
predator can move the Neantherthals
Danger Piece
to any space within Eurasia and Africa, or the Wild
Animals Danger Piece within America or Australia. In
addition, the player can steal one resource card from the
player who has placed his village at the crossroads
adjacent to the area where Neanderthals suddenly appear.
2.Desert
It is known that gradually the Desert in
Africa expanded and covered more land
by barren sands.
If a Event chip shows one of the types of terrain,
this means that desert seized another territory in
Africa. The Event chip with the image area shows what
kind of land in Africa has become a desert. A desert can
only affect territories that border with at least one
"black" crossroads. From this point of land, a desert,
ceases to bring players resources.
3.Adaptability
Discovering new lands and mastering
new areas, people were forced to adapt to new climatic
conditions, otherwise they would simply not survive.
The player who got the Event token with
the image of colored circles, takes an
Adaptability prize card corresponding to the
color on the card.
4. Event. The player leaves the card at the
end of the game to - It brings him 1 point.
Event Chips -after
the
player
performs a prescribed action by them,
the player keeps them himself until the
end of the game.
Bonus cards that bring players 2 points
1. Exploration Card
After the player has performed the
action prescribed
by the Event Chip, he keepsthe Event
Chip to the end of the game. The first
player who collects 2 Event chips takes
an Exploration card.
But as soon as anyone of the players
collect 3 Event chips, the Exploration
card is passed to them. Thus, the
Exploration card must be held by a
player who has more Event chips than
their opponents.
2. Card "Dissemination"
This card can take the first player to
collect at least 1 People chip of each
color, ie, 4 different chips "people". The
player keeps this card until the end of
the game - it brings him two points.
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The second player, who will be able to collect at least 1
People chip of each color, gets 1 point: he can take a piece
of any "people" from the playing field.
VICTORY
The game ends as soon as one of the players, ending
her turn, achieves 10 points.
Example: Player "red" has 7 People tokens (each chip
brings the player 1 point) and the card
"Distribution" (card brings him another 2 points). During
his turn, he decides to take another step on one of the
scales of progress. Giving the necessary resources to
the bank, he moves his token to the last, fifth stage of the
Food Progress Bar. Since Player "red" reached the fifth
step of the scale "food", he gets another 1 point. Thus, the
player "red" the first scored 10 points (7 points People
chips +2 points cards "Distribution" +1 point fifth step
of the scale of progress) and the winner in this game.
INSTALLATION Before starting the game for
experienced players
Players are arranged on 3 their villages in Africa in
three stages:
1. Each player rolls a die. The player with the highest
roll first puts his village to one of the "black" crossroads.
Then the other players in a clockwise direction, put on
one of his village in the "black" crossroads.
2. The second settlement of the first puts the player
who last posted its first settlement. Next, the players
already in the counterclockwise direction are arranged on
one single Nome his village on the "black" crossroads.
3. As soon as the last player of the previous stage will
deliver his second village, he immediately
жеможетразместитьнаигровомполетретье. Other
players, again clockwise, puts his village.
4. Now, each player can settle one of its settlers (near
one of their villages). The first player puts his settler who
last staged its third village. The rest - counterclockwise.
Each player takes one resource card "skins" and 1
resource card "bone".
© KOSMOS Verlag
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Telefon: +49(0)711-2191-0
Fax: +49(0)711-2191-422
Web: www.kosmos.de
E-Mail: [email protected]
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