User Manual
b) SettlementY requires: Brick, Lumber, Wool, & Grain
Take special note of the “Distance
Rule”Y: you may only build a settle-
ment at an intersection if all 3 of the
adjacent intersections are vacant
(i.e., none are occupied by any
settlements or cities—even yours).
Each of your settlements must
connect to at least 1 of your own roads.
Regardless of whose turn it is (i.e., during any production
phase), when a terrain hex produces resources, you receive 1
Resource Card for each settlement you have adjacent to that
terrain hex.
Each settlement is worth 1 victory point.
c) CityY requires: 3 Ore & 2 Grain
You may only establish a city by
upgrading one of your settlements.
When you upgrade a settlement to a
city, put the settlement (house) piece
back in your supply and replace it
with a city piece (church).
Cities produce twice as many
resources as settlements. You acquire 2 Resource Cards for an
adjacent terrain hex that produces
resources.
Each city is worth 2 victory
points.
d) Buying Development CardY
requires: Ore, Wool, & Grain
When you buy a Development
Card, draw the top card from the deck. There are 3 different
kinds of these cards: Knight
Y; ProgressY; and Victory
Point
Y. Each has a different effect (see 4.b. below).
Development Cards never go back into the supply, and you
cannot buy Development Cards if the supply is empty.
Keep your Development Cards hidden (in your hand) until
you use them, so your opponents can’t anticipate your play.
4. Special Cases
a) Rolling a “7”
Y and Activating the Robber
If you roll a “7,” no one receives any resources.
Instead, every player who has more than 7 Resource Cards
must select half (rounded down) of his Resource Cards and
return them to the bank.
Then you must move the robber
Y. Proceed as follows:
(1) You must move the robber
Y immediately to the number
token of any other terrain hex
or to the desertY hex.
(2) Then you steal 1 (random) Resource Card from an
opponent who has a settlement or city adjacent to the
target terrain hex. The player who is robbed holds his
Resource Card hand face down. You then take 1 at ran-
dom. If the target hex is adjacent to 2 or more players’ set-
tlements or cities, you choose which one you want to rob.
Important: If the production number for the hex containing the
robber is rolled, the owners of adjacent settlements and cities do not
receive resources. The robber prevents it.
b) Playing Development CardsY
At any time during your turn, you may
play 1 Development Card (on the table).
That card, however, may not be a card
you bought during the same turn!
Knight (aka “Soldier”) Cards
(Red Frame)
Y
If you play a Knight Card, you must immediately move the
robber. See “Rolling a ‘7’ and Activating the Robber” above
and follow steps 1 and 2.
Once played, Knight Cards remain face up in front of you.
The first player to have 3 Knight Cards in front of himself
receives the Special Card “Largest Army,” which is worth
2 victory points. If another player has
more Knight Cards in front of him than
the current holder of the Largest Army
card, he immediately takes the Special
Card and its 2 victory points.
Progress Cards (Green Frame)Y
If you play a Progress Card, follow its
instructions. Then the card is removed
from the game (i.e., tossed in the box).
Victory Point Cards (Yellow Frame)Y
You must keep Victory Point Cards hidden. You may only
reveal them during your turn and when you are sure that you
have 10 victory points—that is, to win the game. Of course,
you can reveal them after the end of the game when someone
else wins. You may play any number of Victory Point Cards
during your turn, even during the turn you purchase them.
ENDING THE GAME
If you have 10 or more victory points during your turn
the game ends and you are the winner! If you reach 10 points
when it is not your turn, the game continues until any player
(including you) has 10 points on his turn.
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