User Manual
7
After rolling for resource production, you can trade and
build in any order. Naturally you can trade, build, trade again
and build again. You can even use a harbor on the same turn
you build a settlement there. This will also speed up the game.
D
DESERT
The desert is the only terrain hex that
does not produce resources. The robberY
is native to the desert, and he starts the
game there. A settlement or a city built adjacent to the desert
yields fewer resources than than those built next to one of the
other terrain types.
DEVELOPMENT CARDS
There are 3 different kinds of
Development Cards: KnightsY,
ProgressY, and Victory PointsY.
When you buy a Development
Card, take the top card of the draw
stack into your hand. Keep your
Development Cards hidden until you
play them. This keeps the other players in the dark.
You cannot trade or give away Development Cards.
You may only play 1 Development Card during your turn—
either 1 Knight Card or 1 Progress Card. You can play the
card at any time, even before you roll the dice. You may not,
however, play a card that you bought during the same turn.
Exception: If you buy a card and it is a Victory Point CardY
that brings you to 10 points, you may
immediately reveal this card (and all
other VP
car
ds)
and win the game.
You only reveal Victory Point Cards
when the game is over—once you
or an opponent reaches 10+ victory
points and declares victory.
DISTANCE RULE
You may only build a settlement
on an open intersectionY and only if none of the 3 adjacent
intersections contains a settlement or city.
Example: See Illustration F
.
Coleman, the blue player
, wants to build
a settlement. The settlements marked “A” are already in play.
Coleman cannot build on the intersections marked “B.” He can only
build at intersection “C.”
DOMESTIC TRADE
On your turn, you may trade resources with the other players
(after rolling for resource production). You and the other
players negotiate the terms of your trades—such as which
cards will be exchanged. You may trade as many times as you
can, using single or multiple cards, but you may not give away
cards (i.e., “trade” 0 cards for 1 or more cards).
Important: While it is your turn you must be a part of all trades, the
other players may not trade amongst themselves.
Example: It is Pete’s turn. He needs one brick to build a road. He
has 2 lumber and 3 ore. Pete asks aloud, “Who will give me 1 brick
for 1 ore?” Beth answers, “If you give me 3 ore, I’ll give you a brick.”
Cooper interjects, “I’ll give you 1 brick if you give me 1 lumber and 1
ore.” Pete accepts Cooper's offer and trades a lumber and an ore for
a brick. Note Beth may not trade with Cooper, since it is Pete’s turn.
E
ENDING THE GAME
If you have—or reach—10 victory
points on your turn, the game ends
immediately and you win! You can only
win during your turn. If somehow you
find you have 10 victory points during
another player’s turn, you must wait
until your next turn to claim victory.
Example: Jhinuk has 2 settlements (2
points), the Longest Road special (2
points), 2 cities (4 points), and 2 Victory
Point Cards (2 points). She reveals her 2
Victory Point Car
ds, giving her the 10
points needed to win. She surprises her
opponents and claims victory!
Illustration F