For the recommended beginner setup, you take the resources of the land surrounding the settlement marked by the white star in the rulebook: Yellow receives a sheep, a wood and a wheat.
Red gets a wheat, a wood and a sheep. Blue gets a brick, a sheep and an ore. White gets an ore, a wood and a sheep. When using the experienced player setup, you instead receive resources from each of the tiles next to your second settlement. Before you do anything else on your turn, you must roll the two dice. For example, Red rolls a 9, which means they receive a sheep this turn as their settlement sits on the corner of a hex with a 9 marker that produces sheep.
White is on the other side of that same hex and will also receive a sheep. There is another 9 at the top of the board, too; Yellow sits on that hex and receives a wheat. Every player needs to make sure they keep track of their own settlements and whether or not they receive a resource on any given roll. Catan is a game of probability to a certain extent, as the resources that come up will be determined by the dice that get rolled.
Any player that has more than seven resource cards in their hand must return half of them rounded down to the resource stacks. That includes the person who activated the robber. You now get to move the robber onto one of the numbers on the board, covering up that number - stopping players from gaining resources from adjacent settlements if that number is rolled - until the robber is moved again.
As they are a robber, you also get to steal a resource at random from a player with a settlement next to the number you cover. If the robber affects more than one player, choose one to take a resource from. Domestic trading is just a fancy way of saying you can trade with your fellow players. If you buy a victory point during the special build phase to get to 10 points, you do not automatically win. This means that you would have to wait 2 more rolls to win the game. Now, let's say that the player before you ends up getting to 10 points on their turn.
This would mean that they would win, even though you technically got 10 points first. This rule applies with every type of way to get to 10 points, assuming that you are using a special building phase when you get your 10th point.
Can you play a development card during the special build phase? Ore and Wood make a Bridge. Bridges can be up to two spans in length, maximum. When players have the same number of victory points, the player who rolled the dice controls the robber.
Giving control of the robber to the trailing player helps prevent the other player from running away with the game. No trades between players, since with only 2 players against each other it is rare to agree on trades. Since there are less resource tiles, port ratio increases.
In the four player game there is ample opportunity to trade with other players between turns. In this variant, players tend to accumulate more cards between turns, so the limit was increased accordingly. My boyfriend and I play Cities and Knights 2 player all the time. I feel like that game makes a very balanced 2 person game. The randomness of getting Progress cards and the fact that you're not dealing with the same objectives in regular Catan make the game quite fun. The Traders and Barbarians expansion includes an official two player varient that involves having two fake players one of whom will build at the same time as a real player does and tokens gained by building in unfavourable locations, such as by the desert that can force trades and make the robber flee.
A copy of the rules is available from BGG. Online I found some unofficial rules for 2 player which were easy to use and remember. You set up the game as normal and the play is modified like this:. The double roll equalizes the lack of resources by only having 2 people. Robber will always strive to slow the person in the lead. Trading doesn't make sense with two people so you just get rid of it.
The other modification we tend to do is to deal the number chits face down during setup. Then after initial placements are made turn them over to finish the start board. It throws an element of randomness into the game and eliminates playing the number odds. Instead you end up playing the resources and hope for good numbers. This does backfire from time to time but makes for interesting games. Me and a friend came up with a solution last night on how to play a 2-person catan game that actually worked really well and very close to the original rules.
Instead of placing 2 settlements to begin with, we each start with 3 to fill the board more off the start. The order we found to lay them down fairly we found worked best and most closely resembled the original was player 1 chooses while player 2 gets for choices. Because both players are starting with now 9 cards, if a 7 is rolled on either players first roll it has no effect and that player may choose the card of their choice from the bank.
Afterward 7's and the knight card work as normal. We raised the Victory point cap to 12 instead of 10 since it really did need it for both players to have the time to compete.
Trading, we actually found that we still needed each other to trade with and after 3 games were both mutually reliant, and it felt still similar to a person game but with less options. Starting with more initial hexes also helps to receive the necessary resources to not be so stranded. Also something we've discussed including in this and larger group scenarios is implementing "Largest Port trader" that once you acquire 3 coastal ports you receive an additional 2 VP's.
As you can see, the rules remain essentially unchanged and just mildly modified only for the game's beginning. All three games we played were extremely close and we considered the experiment to be a success.
We found it worked best though when the desert was placed away from the coast to break up the center island more. Have each player play two positions in the game, in alternating turn order.
Disallow trading between the two positions controlled by the same player. This are my homemade rules, tested in several games. The trick is just: reuse the setup for four players since that setting is widely tested and make a limit to avoid "unbalances" toward one of the two colors. Here i use color or colors meaning the faction that is playing and not the player because in a 1on1 each player controls two factions. We have played a 2 player variant we designed.
I will try to describe it as succinctly as I can, and if there is interest, am happy to expand. Broadly, the idea is for each player to alternate controlling a 3rd player P3. If P3 wins, the game is a draw. Most aspects of alternating control of P3 are common sense and can be varied, but there is a key trading dynamic where a player may only trade with P3 by offering N cards of his own and selecting ONE random card from P3 where N equals the Nth time he is trading with P3 this turn.
For example, first he trades one for a random card, then can opt to trade two for a random card, then can opt to trade 3 for a random card, etc. The only exception to this rule is when it is P3's turn and the player controlling P3 is opting to trade with the opponent in which case trades are done normally. What this does is enable both players to take turns using P3 to not only interfere with their opponent and assist their own development, but more crucially develop a third player that typically sits in a tenuous balance of power with the human players.
At any moment, one player usually can dump their cards onto P3 and ensure P3 moves at 1. If one player pulls too far ahead of their opponent, that opponent can put all his resources into forcing P3 to win and induce the draw.
If both players remain in an apparent neck-and-neck race, then one may pull ahead suddenly and win, but he must convince the opponent that he is not too far in the lead or the opponent will force a draw. It's almost like playing a chess game where it's fair to stand up and flip the table upside down and call a draw, as long as the other player cannot checkmate in 3 moves.
There's a 2 player variant for Seafarers that I once found here. The starting island is basic and small. This 2 player variant doesn't solve the slow-the-leader problem, instead this is overshadowed by the luck of the draw Discovery mechanic from Seafarers.
If you like that sort of play, this might be your variant. Set up : Players receive 2 sets of pieces 30 roads, 30 ships, 8 cities and 10 settlements. Use starting island shown. Victory conditions are 20 victory points. Discovery : All of the area outside of the starting island is unknown. Settlers of Catan offers a beginner set-up, which makes it easy to learn and start playing. As players become more experienced, you can use a variable board set-up. The variable set-up involves randomly placing the resource hexes, so the game board changes every game, offering interest and high replay value.
A range of Settlers of Catan expansions and related player extensions are available providing more depth and variation. Catan continues to challenge and engage as your game improves.
Settlers of Catan Expansions:. Settlers of Catan variants and scenarios:. Catan Junior stand alone game, just for kids aged 6 years and up. Legend of the Sea Robbers requires Seafarers Expansion to play. Game of Thrones Catan stand alone game. Catan Histories Merchants of Europe stand alone game.
Settlers of Catan player extensions:. If you want to add more players, player extensions are available for the base game and expansions. Catan is often called a gateway game. What does that mean? Well, board games come in varying levels of complexity. The board game Codenames is simple, short and fun; where Terra Mystica is complex with a steep learning curve still a great board game. Settlers of Catan falls somewhere in between. We hope this article has roused your curiosity about this excellent board game.
We highly recommend Settlers of Catan and believe it deserves a place in everyone's board game collection. One of the best board games to play with family and friends is Settlers of Catan. If you are looking to have an enjoyable board game night with family and friends, there is one game we highly recommend which is Settlers of Catan.
Catan is easy to learn and play, suits a variety of skill levels and places emphasis on social interaction and friendly gameplay. What is the objective when playing Catan Settlers of Catan is a strategy board game involving smart resource management. Read on or view our Settlers of Catan range. Seven reasons we recommend Settlers of Catan 1.
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