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 ... 2 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. 3 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. 4 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 5 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"). 6 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. 7 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 Postfach 106011 D-70049 Stuttgart Telefon: +49(0)711-2191-0 Fax: +49(0)711-2191-422 Web: www.kosmos.de E-Mail: [email protected] Lizenz durch Catan GmbH, © 2002 8
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