Resources:
Wood (Forest), Brick (Hills), Wool (Pasture), Wheat (Fields), Ore
(Mountains). The desert produces no resources.
Building costs:
Road = 1 Wood + 1 Brick. Settlement = 1 Wood + 1 Brick + 1 Wool + 1 Wheat
(1 VP). City = 3 Ore + 2 Wheat (2 VP, replaces an existing settlement). Development Card = 1 Ore + 1 Wool +
1 Wheat.
Distance rule:
Any two settlements or cities must be at least 2 intersections
apart.
The 7 & the Robber:
If the dice sum is 7, players with more than 7 cards in hand discard half.
The active player moves the robber onto a hex and may take 1 resource from a player with an adjacent
settlement or city.
Special titles:
Longest Road (at least 5 continuous segments) = +2 VP. Largest Army (at
least 3 knights played) = +2 VP.
Victory:
First to 13 VP wins, but no one may win until after the first barbarian
attack. Classic development cards and Largest Army are not used.
Commodities:
Cities on wool/ore/wood produce 1 resource + 1 commodity
(cloth/coin/paper). Cities on wheat/brick produce 2 resources. Settlements never produce commodities.
Commodities count toward the 7-card discard limit and can be traded, but cannot pay for buildings.
Building costs:
Road = 1 Wood + 1 Brick. Settlement = 1 Wood + 1 Brick + 1 Wool + 1
Wheat (1 VP). City = 3 Ore + 2 Wheat (2 VP). Knight = 1 Ore + 1 Wool (placed inactive). Activate knight = 1
Wheat. Promote knight = 1 Wool + 1 Ore. City wall = 2 Brick.
Distance rule:
Any two settlements or cities must be at least 2 intersections
apart.
The 7 & the Robber:
Until barbarians have attacked once, a 7 only forces discards — no
robber move or steal. After the first attack, a 7 works as in the base game: discard, then move the robber
and steal.
Knights:
Supply per player: 2 Basic, 2 Strong, 2 Mighty. Basic knights promote
to Strong with no Politics requirement. Fortress (Politics 3) unlocks Mighty. Recruit then activate is legal
the same turn; activating a knight (including Warlord) is its action for the turn. Promote is not an action.
Active knights move along a continuous chain of your roads, displace a weaker enemy knight (who keeps
active/inactive status and may enter the vacated intersection if roads connect), and chase the robber after
the first barbarian attack (then become inactive).
Event die & barbarians:
Each roll uses 2 production dice plus an event die (3/6 barbarian,
1/6 each Trade/Politics/Science). The barbarian ship advances on a barbarian face. At the end of the track,
if active knight strength is at least the number of cities, Catan wins and the unique strongest defender
gets Defender of Catan (+1 VP). If Catan loses, players with the fewest active knights who still have a city
must downgrade one. All knights then become inactive. A color face lets every player whose matching track is
at least the red die draw a progress card.
City improvements:
Need a city to invest. Cost equals the level you reach (1–5) in cloth
(Trade), coin (Politics), or paper (Science). Level 3 named buildings: Trading House (2:1 bank for
commodities only), Fortress (Mighty knights), Aqueduct (take 1 resource when a production roll yields
nothing). Draw a progress card at level 3. Unique leader at level 4+ places a metropolis (+2 VP). Level 5
has no extra perk. Walls raise the discard threshold by 2 each (3 walls max).
Special titles:
Longest Road (at least 5 continuous segments) = +2 VP. Defender of
Catan cards = +1 VP each. There is no Largest Army.
Progress cards:
Replace development cards. Hand limit 4 unplayed cards. Play on your
turn (Alchemist before you roll).
UI icons: Phosphor Duotone (MIT). Resource icons: Game-Icons.net
(CC BY 3.0) by Delapouite & Lorc.