User Manual

13
If you are the first player to have 3 Knight Cards face up in
front of you, you take the “Largest Army”
Y Special Card. This
Special Card is worth 2 victory points.
If another player has more Knight Cards than you, he takes
the Special Card, and the 2 victory points that go with it.
Example: See Illustration O. On Al’s turn he plays a Knight Card and
moves the robber from the fields hex to the hills hex with the “4.” Al
may now steal a random card from player A or B.
STARTING SET-UP FOR BEGINNERS
If you want to use the starting set-up illustrated in Illustration
P (and Game Overview), lay out the board as shown:
Assemble the frame exactly as shown in Illustration P.
Place the terrain hexes exactly as shown in Illustration P.
Place 2 settlements and 2 roads of each color as shown.
If only 3 are playing, remove the red pieces.
Each player receives the 3 resources from the terrain
hexes adjacent to his settlement marked by the white star.
The oldest player is the starting player. The oldest player
takes the first turn and rolls for resource production.
T
TACTICS
Since you play The Settlers of Catan with a variable map, the
tactical considerations of each game are different. There are,
nevertheless, some common points you should consider:
Brick and lumber are the most important resources at the
beginning of the game. You need both to build roads and
settlements. You should try to place at least 1 of your first
settlements on a good forest or hills hex.
Do not underestimate the value of harbors. For instance,
a player with settlements or cities on productive fields
should try to build a settlement on the “grain” harbor.
Leave enough room to expand when placing your first
2 settlements. Look at your opponents’ sites and
roads before making a placement. Beware of getting
surrounded! If you plan to build toward a harbor, the
middle of the island may be a tricky place for a starting
settlement, for it can easily be cut off from the coast.
The more you trade, the better your chances of
victory. Even if it is not your turn, you should offer
trades to the current player!
TRADE
After you roll for resource production, you may trade
with other players (domestic tradeY) or with the bank
(maritime tradeY).
If you decide not to trade during your turn, no one
can trade.
You may trade with another player between your
turns, but only if it is his turn and he elects to trade
with you. You cannot trade with the bank during
another player’s turn. You may not give away cards.
You may trade as long as you have Resource Cards.
Illustration P
Illustration O