Transcript
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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
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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.
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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.
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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.
11.1 You 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.
11.2 You 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. 11.4 The referees’ judgments shall be final and binding. 11.5 We 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.
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9.4 A fter moving the robbers, you do not take a card from the other player.
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