User Manual
Example: See Illustration A. Blue receives 1 brick card, 1 wool card,
and 1 ore card for his leftmost settlement (i.e., his settlement marked
with a star).
Each player keeps his Resource Cards hidden in his hand.
I
mportant:
S
ettlements and cities
may only be placed at the corners
of the terrain hexes—never along
the edges (see Illustration C).
Roads may only be placed at the
edges of the terrain hexes—1 road
per edge (see Illustration D). The
Distance Rule means many inter-
sections along roads will remain
unoccupied.
TURN OVERVIEW
Unless you’re using the Starting
Set-Up for Experienced Players,
the oldest player goes first. On
your turn, you can do the follow-
ing in the order listed:
• You must roll for resource
production
Y (the result applies to all players).
• You may trade
Y resources with other players or using
maritime trade.
• You may build
Y roadsY, settlementsY or citiesY and/or
buy Development Cards
Y. You may also play one
Development CardY at any time during your turn.
After you’re done, pass the dice to the player to your left,
who then continues the game with step 1.
Tip: For advanced players, we recommend combining the second and
third steps. You can find more details in the Almanac under
“Combined Trade/Build Phase.”
The Turn in Detail
1. Resource Production
You begin your turn by rolling both dice.
The sum of the dice determines which
terrain hexes produce resources.
Each player who has a settlement on an intersection
Y that
borders a terrain hex marked with the number rolled receives
1 Resource Card of the hex’s type. For an example see
resource production
Y. If you have 2 or 3 settlements
bordering that hex, you receive 1 Resource Card for each
settlement. You receive 2 Resource Cards for each city you
own that borders that hex. If there is not enough of a given
resource in the supply to fulfill everyone’s production, then
no one receives any of that resource during that turn.
2. TradeY
Afterwards you may trade freely (using either or both types
of trades below) to gain needed Resource Cards:
a) Domestic TradeY
On your turn, you can trade Resource Cards with any of the
other players. You can announce which resources you need
and what you are willing to trade for them. The other players
can also make their own proposals and counter offers.
Important: Players may only trade with the player whose turn it is.
The other players may
not trade among themselves.
b) Maritime TradeY
You can also trade without the other players!
During your turn, you can always trade at 4:1 by putting
4 identical Resource Cards back in their stack and taking any
1 Resource Card of your choice for it.
If you have a settlement or city on a harbor
Y, you can trade
with the bank more favorably: at either a 3:1 ratio or in special
harbors (trading the resource type shown) at 2:1.
Important: The 4:1 trade is always possible, even if you do not have
a settlement on a harbor.
3. BuildY
Now you can build. Through building, you can increase your
victory points Y, expand your road network, improve your
resource production,
and/or buy useful Development Cards.
To build, you must pay specific combinations of Resource
Cards (see the Building Costs Card). Take the appropriate
number of roads, settlements, and/or cities from your supply
and place them on the game board. Keep Development Cards
hidden in your hand.
You cannot build more pieces than what is available in your
pool—a maximum of 5 settlements, 4 cities, and 15 roads.
a) RoadY requires: Brick & Lumber
A new road must always connect to
1 of your existing roads, settlements,
or cities.
Only 1 road can be built on any
given path
Y.
The first player to build a continuous
road (not counting forks) of at least 5 road segments, receives
the Special Card “Longest Road”
Y. If another player succeeds
in building a longer road than the one created by the current
owner of the “Longest Road” card, he immediately takes the
Special Card (and its 2 victory points). In this case, there is a
4 victory point swing!
4
Illustration C
Illustration D