Rivals For Catan - Game Rules
Rivals For Catan - Game Rules
Rivals For Catan - Game Rules
he game you are holding in your hands is the completely revised new edition of the
Catan Card Game, first published in Germany in 1996. Even if you are already familar
with the previous game, you should still read all of these instructions. Even though many
things may seem familiar to you, there have been several important changes.
The rules and the game are organized so that you are introduced to your principality and
the basic game mechanisms by playing the short Introductory Game. In this context, only
about half of the cards included in the game are used. Once you feel comfortable in your
role as the prince or princess, you may proceed to play the Theme Sets. Each of these sets
introduces more cards and game mechanismsstep by step.
When playing one of the Theme Games, you take a virtual tour through Catanian history.
In the Introductory Game, The First Catanians, you are in the early days of the settlement
of Catan as described in the novel Die Siedler von Catan (The Settlers of Catan) by Rebecca
Gabl. In each of the Theme Games, you travel to a different era of Catans pastwhich are
not yet documented. (At www.catan.com, you can find further information about the history
of Catan and its thematic realization in The Rivals for Catan.)
Once you have played each of the three Theme Games, you should be familar with all
of the cards included in the game. Then, you can proceed to The Duel of the
Princes, and use cards from all of the Theme Sets. But first things first.
Lets begin with the Introductory Game: The First Catanians.
This game includes:
180 cards:
1 Set with 94 cards
1 Set with 27 cards
1 Set with 28 cards
1 Set with 31 cards
2 wooden game pieces: 1 hero token, 1 trade token
2 dice: 1 production die (the die with numbers),
1 event die (the die with symbols)
Introductory Game
The First Catanians
Initial Steps . . .
Basic Set
1
Region
Settlement
Road
The Era of
Turmoil
Basic Set
The Era of
Progress
Forest
Your Principality
Gold Field
Hills
Brick
Hills
Fields
Ore
Pasture
Mountains
Mountains
Regions
As the prince or princess, you have a steady income. You receive this income in the form of
resources: lumber, wool, gold, brick, ore, and grain. Each resource is produced by one of your regions:
forest, pasture, gold field, hills, mountains, or fields.
How much you have of a certain resource is indicated by the orientation of the corresponding
region. The edge of the region card closest to you is crucial in this context. At the beginning of the
game, each regionexcept for the center-top gold fieldis aligned so that its edge with 1 resource
symbol is closest to you. This means that you have exactly 1 of each of these resources stored and
available for use. You do not start with gold, so your gold field card starts with its no resource edge
closest to you.
During the game, you
receive resources and spend
them. When you receive
1 resource, rotate the card
90 counter-clockwise so
that its edge with one more
No wool
1 wool
2 wool
3 wool
stored
stored
stored
stored
resource is closest to you.
When you spend 1 resource,
rotate the card 90 clockwise.
Building site
Building site
You can thus store between
for
for
0 and 3 resources in a
1 expansion
1 expansion
Region
region. If you already have
card
card
3 resources stored in a
region and receive another
Road
resource there, you wont
Building site
Building site
be able to store itthe
for road
for road
Victory point
additional resource is lost.
Settlement
Pasture
Pasture
Pasture
Pasture
Forest
Settlements
Gold Field
Building site
Fields
Building site
Pasture
Mountains
Roads
Your two starting settlements are connected by a road. In order to build an additional settlement
and extend your principality, you must first place a road adjacent to your left or right settlementin
one of the building sites shown above. Roads allow you to build additional settlements. That is their
only function.
Gold Field
Fields
Hills
Pasture
Mountains
Other Preparations
1
You and your opponent
each have a principality in
front of you. Now organize
the remaining cards of the
Roads
Settlements
Basic Set as follows:
(1) Place the 3 stacks
2
containing roads,
Regions
settlements, and cities
face up between the
principalities. Since the
cards in each stack are
identical, you dont need 3
to shuffle them. Leave
Draw
room for another stack
stacks
between the settlement
cards and the city cards.
(2) Shuffle the region card stack and place it face down between
the settlement card stack and the city card stack.
(3) Shuffle the 36 cards whose backs show the Basic Set symbol.
Divide these cards into 4 stacks of 9 cards each and place
them next to the city card stack. These stacks are called
draw stacks.
(4) Turn the event cards face up. Put the cards that do not have
the Basic Set symbol in the box. Keep the Yule card separate.
Shuffle the remaining event cards.
City
Settlement
Road
Basic Set
Cities
Region
Basic Set
Basic Set
Basic Set
Symbol for
basic cards
Event
Yule
(5) Place 3 cards from the shuffled event cards face down to start
the event deck. Place the Yule card face down on top of these
3 cards, then place the remaining event cards on top of the
Yule card. Place the entire stack next to the other card stacks.
Assembling the
event card stack
The illustration below shows the finished game set-up. You and
your opponent are facing each othereach with your principality
aligned towards yourself. Between the principalities are the stacks
Yule
containing the roads, settlements, regions, and cities as well as the
draw stacks and the event card stack.
Note: In later games, you and your opponent may set-up your principalities simultaneously.
Pasture
Hills
Gold Field
Forest
Mountains
Fields
Basic Set
Road
Settlement
Region
Basic Set
City
Basic Set
Forest
Gold Field
Fields
Hills
Pasture
Mountains
Basic Set
Drawing cards
into your hand
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Basic Set
Game Turn
You and your opponent alternate taking turns. When taking your turn, you are the active player.
The turn sequence is always executed as follows:
Rolling the Dice: Roll both dice and resolve the results.
Taking Your Action Phase: In any order and as often as desired: play cards and trade resources.
Checking the Number of Cards in Your Hand: If need be, draw or discard a card.
Exchanging a Card from Your Hand: If need be, exchange a card from your hand.
Fields
ou
nta
in
Mountains
Mountains
Fie
ld
Fields
Building Costs
Settlement/City Expansions
Action Neutral
Building
Abbey (1x)
Merchant Caravan
Gold Field
Pasture
Hills
Fields
Abbey (1x)
Forest
Mountains
Fields
Forest
Abbey (1x)
Gold Field
Road
Hills
Pasture
Mountains
Building a Road
Building
Abbey (1x)
Forest
Gold Field
Gold Field
Building site
for
1 expansion
card
Hills
Building a Settlement
Fields
Building site
for
1 expansion
card
Pasture
Mountains
Mountains
You build a settlement and pay 1 brick, 1 grain, 1 wool, and 1 lumber. You
Hills
Pasture
Fields
Gold Field
Additional
Building
Site
Some expansion cards affect adjacent regions on the left and right.
Positioning an expansion card either above or below a settlement/city
may thus be important. However, it doesnt matter which of the two
neighboring building sites you occupy: the two regions on the left and
right are equally adjacent to both building sites.
You trade 3:1 pay 3 ore (from 2 regions) and take 1 wool in return.
Forest
Pasture
Site
Mountains
Ore Ship
2:1
Mountains
c) Trading Resources
Building Additional
a City
Building
Mountains
Mountains
Building a City
You have an Ore Ship in your principality. You pay 2 ore and
take 1 wool.
(1x)
Progress Point
10
Basic Set
Basic Set
Basic Set
Other Rules
1. Strength Advantage and Trade Advantage
Some cards have axe or scale symbols. Each axe symbol is worth
1 strength point and each scale symbol is worth 1 commerce point.
Strength Advantage
You have the strength advantage if your principality has 3 or more strength points and you
have more strength points than your opponent. Whenever you have the strength advantage, take
the token that depicts an axe. This hero token is worth 1 victory point. Place it on one of your
settlements/cities.
If you have the hero token and your
+
strength points fall below 3 or below your
Strength
opponents strength points, remove the
Advantage
hero token from your principality. Your
Hero Token =
opponent takes it if he has 3 or more
Candamir
Strength Point
1 Victory Point
strength points. Otherwise, set the hero
Strength Point
token aside.
Unit Hero
Trade Advantage
You have the trade advantage if your
principality has 3 or more commerce
points and you have more commerce
points than your opponent. Whenever you
have the trade advantage, take the token
that depicts a scale. This trade token is
worth 1 victory point. Place it on one of
your settlements/cities.
If you have the trade token and
your commerce points fall below
3 or below your opponents commerce
points, remove the trade token from
your principality. Your opponent takes
it if he has 3 or more commerce points.
Otherwise, set the trade token aside.
+
Trade
Advantage
Trade Token =
1 Victory Point
Building
Marketplace (1x)
Commerce Point
Unit Hero
Building
Siglind
Skill Point
Abbey (1x)
Progress Point
11
3. Event Die
Brigand Attack: If you have more than
At the beginning of each turn, roll the event die
7 resources, you lose all your gold and
in addition to the production die. There are
wool supplies.
5 different symbols on this die, each of them
Trade: If you have the trade advantage,
having a different effect.
you receive 1 resource of your choice
Four of these symbols are black. When
from your opponent.
someone rolls a black symbol, an event occurs
Celebration: If you have the most skill points,
(see right) or the players may receive additional
you alone receive 1 resource of your choice.
resources.
Otherwise, each player receives 1 resource of
When someone rolls a red symbol, the
his choice.
brigands strike and both players may face
Plentiful Harvest: Each player receives
negative effects.
1 resource of his choice.
The color of the symbol rolled determines
Event Card: The player who rolled the dice
whether the result of the production die roll or the
draws the topmost event card and reads the
result of the symbol die roll is resolved first:
event aloud. All players affected by the event
If the symbol is the red club, a Brigand Attack
which can be none, one, or both players
takes place. Resolve it immediatelybefore
resolve the event.
resolving the result of the production die roll.
If the symbol of the event die is black, resolve the result of the production die roll first. You and your
opponent each receive your resource income. Afterwards, resolve the result of the event die roll.
If the event die result is a question mark, draw an event card and resolve it. Then return the card to
the bottom of the event card stack.
If you draw the Yule card, prepare a new event card stack (see below). Then draw and resolve a new
event card.
To Prepare a New Event Deck (Set-up the event deck exactly as you did to start the game.) Keep
the Yule card separate. Shuffle the remaining event cards. Place 3 cards from the shuffled event cards
face down. Place the Yule card face down on top of these 3 cards. Then place the remaining event cards
on top of the Yule card.
12
Ore Ship
Gold Ship
2:1
2:1
Building
Storehouse
Gold Field
Harald
Fields
Gold Field
Building
Unit Hero
Marketplace (1x)
Candamir
Hills
Unit Hero
Building
Abbey (1x)
Forest
Building
Toll Bridge
Pasture
Building
2x
Mountains
Iron Foundry
2x
Mountains
Congratulations! You have mastered the Introductory Game The First Catanians.
Now you know all the basic rules of The Rivals for Catan. If you feel comfortable using the
Introductory Game rules and cards, you may start playing the Theme Games. Each provides
a longer game and a more challenging and varied experience. The Theme Games not only
introduce new cards, but they also provide entirely new card types and building possibilities.
To start using the Theme Sets, you should begin with The Era of Gold. However, you may
want to Play the Introductory Game a few more times in order to get more comfortable with
the game flow and the First Catanian rules.
13
General Rules
Preparation
1. Event Card Stack
Always use the Basic Set event cards
and the event cards from the appropriate
Theme Set. First separate out the Yule
card. Then shuffle the remaining
event cards from the Basic Set and the
particular Theme Set you have chosen.
Take 3 cards from the shuffled cards, and
place the Yule card face down on top of
them. Finally, place the remaining cards
on top of the Yule card.
Event
Event
Event
Event
Event
Event
14
Basic Set
Basic Set
Basic Set
Building
5. Rearranging Regions
After building your principality and
taking your starting cards, you may
rearrange your 6 regions.
Action Neutral
Unit Hero
Building
2x
Action
Building
Neutral
Merch
an
Disc
Building
take anyard exactly t Cara
se hboring
va
2 resourc 2 of your
ehou
2 neig
ed.
es of you resources n
Parish
Hall (1x)
Stor
es on theAttack is roll
and
r cho
d
resourc
the
t Brigan
count
Do not when the even
regions
1. City Expansions
return.
Example: If a Weavers
Shop is among the cards
in your hand, it makes
sense to place the pasture
region at the periphery. This allows you to place a second
pasture region (selected perhaps by means of a Scout) when
building the next settlement. If you place the Weavers Shop
in between, the production of both pastures doubles.
Building
Weavers Shop
2x
2x
Pasture
ice in
2. Extraordinay Sites
Certain cards that do not fall under the other card types
are classified as being extraordinary sites. Use each card
as detailed in its card description in the card index.
City expansions
may only be
placed on one
of the 4 building
sites for a city
(two above and
two below).
Pasture
Each
extraordinary
site is used as
detailed on its
card.
15
Extraordinary Site
Building
Gold Cache
The Gold Cache may also be used to store the gold you
received. When the event Brigand Attack is rolled,
the gold in the cache is neither counted nor stolen.
Requires: Hero with at least 1 strength point.
4. Requirements
The Theme Sets introduce cards that have special
requirements that must be met before you can play
them. The requirements may vary significantlysuch
as requiring the trade advantage or requiring that
another building must already be in your principality.
Action Attack
Trade Master
Building
Building
Staple House
You play each Theme Game until a player reaches 12 (or more) victory points at the end of his turn
and wins. In addition to victory points counted in the Basic Game, each victory point symbol on your
city expansions is also worth 1 victory point. In addition, if you already have 12 victory points on your
turn before you roll the dice, the game ends immediately and you win.
To summarize: each settlement is worth 1 victory point and each city 2 victory points. In addition,
having the hero token is worth 1 victory point and having the trade token is worth 1 victory point.
Finally, each victory point symbol on your city expansions is worth 1 victory point.
Special Rules
1. The Era of Gold
16
Have you played all 3 Theme Games and become familar with all of the cards? If so, you are ready
to play The Duel of the Princes. In this version of the game, you use cards from all 3 Theme Sets and
the Basic Set cards. No new rules are added, except for a few changes to the way that the draw stacks
and event cards are prepared.
Draw StacksDuel:
Remove all cards marked with
half moons. They are out of play.
Place the 3 reduced Theme Set
draw stacks next to the 3 Basic Set
draw stacks.
Building
Staple House
Basic Set
Basic Set
Basic Set
The Era of
Turmoil
The Era of
Progress
Event CardsDuel:
Separate the event cards marked
with half moons from those without
6 randomly selected event cards marked
half moons. The event cards without
with half moons and all of the Theme
half moons are all used in Duel of the
Set event cards not marked with a half
Princes: Yule, Invention, Year of Plenty,
moon form the event card stack.
Riots, Traveling Merchant, and Plague.
Randomly select 6 of the 15 event cards marked with a half moon. Add these 6 cards to the event cards
without half moons. Remove the Yule card and shuffle. Take 3 of the shuffled cards and place the Yule
card face down on top of them. Finally, place the remaining cards on top of the Yule card.
Event
Traveling Merchant
Each player may take up to
2 resources of his choice,
paying 1 gold per resource.
17
Basic Set
Center Cards
(49 cards)
Basic Cards
Goldsmith
Merchant Caravan
(36 cards)
Action Neutral
Relocation
Action Cards
Action Neutral
(9 cards)
Action Neutral
Scout
Action Neutral
18
Toll Bridge
Building
Abbey (1x)
Building
2x
Marketplace (1x)
Iron Foundry
2x
Units
Large Trade Ship (1): With the Large Trade
Ship, you can trade the resources produced in
the regions to the left and/or
right. You may not combine
resources from the right and
left regions; you either trade
resources from the left region
or resources from the right
region. However, you may
first trade resources from the left region and then
resources from the right region.
Building
Building
2:1
Building
Storehouse
19
2:1
Unit Hero
Austin
Ore Ship
Event
Event Cards
Invention
Event
Event
Traveling Merchant
Each player may take up to
2 resources of his choice,
paying 1 gold per resource.
(9 cards)
Event
Year of Plenty
Event
Feud
Event
Yule
Event
Fraternal Feuds
20
The Era
Action Cards
of
Gold
(27 Cards)
(8 cards)
Action Neutral
Action Attack
Brigands
Trade Master
Extraordinary Site
(1 card)
Action Attack
Extraordinary Site
Gold Cache
The Gold Cache may also be used to store the gold you
received. When the event Brigand Attack is rolled,
the gold in the cache is neither counted nor stolen.
Requires: Hero with at least 1 strength point.
Action Attack
Merchant
21
Building
Moneylender (1x)
Units
Large Trade Ship (1): See basic cards.
Pirate Ship (2): A Pirate
Ship sinks an opponents
trade ship only when the
Pirate Ship is built. If your
opponent doesnt have a
trade ship, nothing happens.
A trade ship that is built later is not affected by
an already existing Pirate Ship. Besides its other
effect, you always receive 1 gold when the event
Plentiful Harvest is rolled.
Unit
Pirate Ship
City Expansions
Building
Salt Silo
Building
Harbor
Mint
Once per each of your turns, you may use this Mint
to trade 1 gold for 1 other resource of your choice.
(10 cards)
Building
with 3
TradeShips
Staple House
Building
22
Event Cards
Gift for the Prince (1):
You must be able to store
the gold on your gold fields
(or in your Gold Cache if
applicable). If you receive
more gold than you can store,
the excess is lost.
Building
Trading Base
(3 cards)
Event
The Era
Action Cards
of Turmoil
(28 Cards)
(10 cards)
Action Neutral
Sebastian
the Itinerant Preacher
Action Attack
Archer
Action Attack
Traitor
Your opponent must show you all the cards in his hand.
You may add 1 of them to your hand
(in the Tournament Game, only units and action cards).
Requires: Hedge Tavern.
Action Attack
Arsonist
23
Action Attack
Voyage of Plunder
Unit Hero
Settlement/City Expansions
(5)
Buildings
Drill Ground (1):
The building costs for heroes
are reduced by any 1 resource
of your choice. The Drill
Ground does not affect any
units other than heroes.
Unit Hero
Building
City Expansions
(9 cards)
Building
Building
Chapel
Lookout Tower
Units
Building
Fairgrounds
Unit Hero
If you have more skill points than your opponent, you immediately
receive 2 resources of your choice after building the Fairground.
Carl Forkbeard
24
Building
Tithe Barn
Fire Brigade
Building
Action Cards
Building
Just a moment!
Didnt the estimate specify a much bigger tower?
The Era
Event Cards
(4 cards)
of
Progress
Event
Riots
(31 Cards)
(11 cards)
Doctor
Action Neutral
Benjamin
the Traveling Scholar
You once more receive the resource of
each region whose number you rolled
at the beginning of your turn.
Action Attack
25
City Expansions
(13 cards)
Action Neutral
Building
Bath House
Mineral Mining
You receive up to 2 ore.
Requires: University.
Building
Building Crane
Building
Library
Action Neutral
Three-Field System
You receive up to 2 grain.
Requires: University.
Settlement/City Expansions
Building
Parliament
(2)
Units
Chief Cannoneer (2):
The Chief Cannoneer
is a unit but not a hero.
Therefore, it is possible
for you to have 2 Chief
Cannoneers in your
principality. Cards referring to heroes do not
apply to the Chief Cannoneer. Cards referring to
units do apply to the Chief Cannoneer.
Building
Pharmacy
Unit
Chief Cannoneer
26
Credits
Building
Town hall
English Edition
Translation: Gavin Allister, Guido Teuber.
Production: Pete Fenlon, Coleman Charlton.
Development: Guido Teuber,
Coleman Charlton, Pete Fenlon.
Building
University (1x)
Event Cards
(5 cards)
(Version 2.0)
Event
Plague
Acknowledgement
Both the author and the publisher wish to thank
all game testers and rule reviewers, in particular
Peter Gustav Bartschat and Dr. Reiner Dren as well
as Barbara Bartschat, Arnd Beenen, Sabine Fugmann,
Dr. Walther Prinz, Benjamin Teuber, Claudia Teuber,
and Guido Teuber.
Copyright 2010 Catan GmbH and Mayfair Games, Inc. Published
under license from Catan GmbH (www.catan.com). Published in
cooperation with Kosmos Verlag (www.kosmos.de). Catan, The Rivals
for Catan, and The Settlers of Catan are trademark properties of
Catan GmbH (www.catan.com). All rights reserved.
www.mayfairgames.com
27
The Starting
Set-up
Hills
Mountains
Pasture
Your Opponents
Principality
Forest
Gold Field
Fields
Draw Stacks
Center Stacks
Event Stack
Basic Set
Road
Settlement
Region
City
Basic Set
Forest
Basic Set
Gold Field
Basic Set
Fields
Your
Principality
Hills
Pasture
Mountains