User Manual

10
If an opponent does not have a Resource Card of the
specified type, he does not have to give you anything.
You may play only 1 Development Card
Y during your turn.
R
RESOURCE CARDS
There are 5 different types of resources
(see page 3): grain (from fields),
brick (from hills), ore (from mountains),
lumber (from forest), and wool (from
pasture). You receive these cards as income from the resource
production of these hexes. Resource production is determined
by the dice roll at the beginning of each turn. You receive your
income for each terrain hex adjacent to your settlements or
cities every time the production number on the hex is rolled
(exception: see Robber
Y).
RESOURCE PRODUCTION
On your turn, you must roll the dice for the turn’s resource
production. The number rolled determines which hexes
produce resources. Each number appears twice—except for
“2” and “12,” which only appear once.
All players who have settlements
Y or citiesY on the hexes
indicated by the roll
receive the yields
(Resource Cards) of
those hexes. Each set-
tlement produces 1
Resource Card; each
city 2 Resource Cards.
Example: Loren, the
blue player, rolls a “4”.
Her settlement “A” borders a pasture marked by the number “4”, so
she takes a wool card. If settlement “A” had been a city, she would
have received 2 wool cards. Bridget owns the red settlement “B” that
borders on 2 hexes with the number “4”: mountains and pasture.
Bridget takes 1 ore card and 1 wool card from the supply stacks.
It is possible that during the game there will not be enough
resources in the bank to supply all of the yields. If there are
not enough Resource Cards to give every player all the produc-
tion they earn, then no player receives any of that resource that
turn. Production of other types of resources is not affected.
RESOURCE TRADE
In the second phase of your turn, you may trade with the
other players. The other players may not trade amongst
themselves, only with the
player whose turn it is. There
are 2 different kinds of trade:
domestic trade
Y and
maritime trade
Y.
ROADS
The roads connect your
settlements and cities. You
build roads on pathsY. You
cannot build new settlements
without also building roads. Roads provide victory points only
if you hold the Longest Road
Y Special Card. Only 1 road may
be built on each path. You can build roads along the coast.
Example: Liam, the red player, would like to build a road. He may
build (place) his road on any of the paths marked with arrows. Each
of these paths connects to either Liam’s road or his settlement.
ROBBER
The robber begins the game in
the desertY. It is moved only by
rolling a “7”Y or playing a
Knight
Y Card.
If the robber is moved to any
other terrain hex, he prevents that
hex from producing resources.
Players with settlements and/or cities adjacent to the target
terrain hex receive no resources from this hex as long as the
robber is in the hex.
Example: See Illustration I. It is Xander's turn and he rolls a “7.” He
must move the robber. The robber was in a fields hex. Xander places
Illustration I