User Manual
The starting player places a settle-
ment on an open intersection
Y of his
choice. He places a road adjacent to
this settlement.
The other players then follow clock-
wise. Everyone places 1 settlement and
1 adjoining road.
Important: When placing all settlements, the Distance RuleY
always applies!
Round Two
Once all players have built their first settlements, the player
who went last in the first round begins round two: he builds
his second settlement and its adjacent road.
Note: After he builds, the other players follow counterclockwise, so
the starting player in Round One places his second settlement last.
The second settlement can be placed on any open intersec-
tion, as long as the Distance Rule is observed. It doesn’t have
to connect to the first settlement. The second road
must attach
to the second settlement (pointing in any of the 3 directions).
Each player receives his starting resources immediately after
building his second settlement; for each terrain hex adjacent
to this second settlement, he takes a corresponding Resource
Card from the supply.
Note: The starting player (the last to place his second settlement)
begins the game: He rolls both dice for resource production. You can
find helpful tips about the set-up phase under “Tactics.”
SET-UP, VARIABLE
Assemble the frame as outlined on pages 2-3.
Note: If you want to vary relative harbor locations slightly, just
shuffle the order of the frame pieces AND do not place the random
harbor pieces as outlined below in point 2.
Turn the terrain hexes face down. Shuffle the terrain hexes.
1. Randomly place the terrain tiles
face up inside the frame
arranged as shown in Illustration L.
2. Now take the
9 harbor pieces
(the small 5-
sided pieces with
ships on them)
and randomly
place one on top
of each harbor
on the frame. See
Illustration M.
3. Place the 18 number tokens as shown in Illustration N:
• Sort the number
tokens beside the
board.
• Place 1 token on
each land hex.
Start at a corner
of the island.
Place the number
tokens on the ter-
rain hexes in
alphabetical
order, proceding
counter-clock-
wise toward the center. Skip the desert.
Important: Alternatively, you can use a fully random set-up. Place 1
token on each land hex. Start at one corner of the island, and place
the number tokens in random order. In such case, the tokens with
the red numbers must not be next to each other. You may have to
swap tokens to ensure that no red numbers are on adjacent hexes.
Note: The desert never gets a number token. It should be skipped.
More set-up instructions can be found in “Set-up Phase.”Y
SOLDIER (KNIGHT) CARDS
When you play a “Knight” Development Card during
your turn, you must immediately move the robber
Y.
Place the Knight Card face up in front of you.
You
must move the robber away from his current spot and
onto the number token of
any other terrain hex.
You then steal 1 Resource Card from a player who has a
settlement or a city adjacent to the robber. If there are 2 or
more such players, you may choose your victim.
The player you elect to rob keeps his cards face down while
you take 1 of his cards at random. If he has no cards, you get
nothing! (However, you can always ask players about the
number of cards they hold.)
12
Illustration L
Illustration M
Illustration N