Settlers of Catan, Variants

The following is a listing of variants, which may be applied to all 23 maps that constitute the Settlers of Catan game suite.

Contents

Official Variants

Seafarers of Catan

Seafarers of Catan, while released as an expansion, was part of Klaus Teuber's original game design, so it is explained in the main rules page. Please see the expansion's article for more details.

Cities and Knights of Catan

Cities and Knights of Catan is an expansion containing many features from the card game. It is more intense than the original game because there are many more chances to "attack" each other due to the power of the new Progress cards that are added to the game. Please see the expansion's article for more details.

The Jungle

Setup

  • On any normally assembled map, replace all deserts with jungles. Select an extra number token with the value of 3, 4, 5, 9, 10, or 11. (All players must agree on which number to use.) Place this number token on the jungle hex. The Robber begins the game on the jungle hex.

Special rules

  • The Robber may be played on the jungle hex when a player has robber control.
  • However, when the number on an unblocked jungle tile is rolled, adjacent players may explore the jungle and make discoveries that aid them in developing their principalities. Each adjacent settlement will receive one discovery, while each adjacent city will receive two discoveries.
  • Discoveries are represented by Discovery Counters, instead of resource cards. Discovery Counters do not count against a player's hand limit of resources when a 7 is rolled. Discovery Counters can not be stolen by the Robber, can not be claimed by a Monopoly, can not be earned through a Year of Plenty, and may not be used in any trades.
  • Discovery Counters may be used to aid the purchase of development cards only. Each Discovery Counter can be used to replace any one of the three resources needed to purchase a card. Up to three Discovery Counters may be used on each card purchase. Any combination of Discovery Counters and the three usual resources may be used. For example, a player may purchase a development card with one ore and two Discovery Counters. Similarly, a development card could be purchased with one wool, one grain, and one Discovery Counter.

The Volcano

Setup

  • On a normally assembled standard map, simply replace all deserts with volcanos. Select an extra number token whose value can be any number except 7. (All players must agree on which number to use.) Place this number token on the volcano hex, to determine the expected activity level of the volcano. The Robber begins the game on the volcano hex.
  • On a sea map (everything else), replace any desert or sea tile that all players agree on. Whichever tile is replaced by the volcano must be adjacent to at least two other resource-producing land tiles.

Special rules

  • The Robber may be played on the volcano hex when a player has robber control. However, the presence of the Robber on the volcano hex does not prevent the volcano from erupting!
  • However, when the number on an unblocked volcano is rolled, the volcano erupts! When it does, unfortunate settlers who find themselves in the path of the lava will be swept away. When the volcano erupts, roll a die to determine the direction the lava will flow. One of the six intersections on the volcano tile will be affected. If a settlement is located on the affected intersection, it is destroyed and removed! If a city is located there, it is reduced to a settlement (of the same color)! If the owner of such a city has no settlements remaining, the city is completely destroyed instead. A player that is affected by a volcano's eruption is free to rebuild lost principalities at any time.

Optional settings

Gold Variant
  • Assuming that volcanoes tend to be rich in valuable minerals such as gold or gems, if all players agree, the volcano can produce resources when its number is rolled. This gold is distributed in the same manner as the Gold River hex in sea games: That is, each settlement that is adjacent to the volcano when it erupts may produce any one of the five resources its owner desires. Each city adjacent to the volcano may produce any two resources. Note that unlike jungle discoveries, these resource gains are represented by actual resource cards, and a player must choose the type of resource immediately after the roll that produced the gold. This resource production is taken before the results of the volcano eruption are resolved.
  • Although the Robber cannot prevent the volcano from erupting, he does prevent any player from producing resources from the volcano hex if he has been placed there.
Krakatoa Variant (for use on sea maps only)
  • For this variant, form an island from three volcano tiles. Place resource number tokens 4, 5, and 6 one on each volcano. This variant should only be used with the Gold Variant.

Unofficial Variants

  • Team Games. Players 1 & 3 versus Players 2 & 4. Partner trades only. Trading for zero cards and trading after building allowed. The first individual to attain 10 victory points wins for his team. Private team communication highly recommended (via chatting or note-passing).
  • No 7's in the first round
  • Trading After Building. Under normal rules, a new port may not be used until the turn after its acquisition. With trading after building, new ports may be used immediately upon purchase.
  • Tournament Starting Rules. Under tournament starting rules, the second position taken by each player during initial placement is a city, instead of a settlement. In addition, at the end of the normal initial placement phase, the players each lay one additional road, starting with the first player and continuing in the order of play.
  • No Special Build Phase in 5 to 6 player games. Instead, players may hold up to 9 cards without discarding on 7.
  • No Trading (NT). No domestic trading among players is allowed. Players may still use theirs ports and the bank for maritime trades.
  • No Trading, Reverse Robbing (NTRR). NT rules apply. Furthermore, when rolling a 7 or playing a Soldier, a player must place the Robber on an unowned hex or one that belongs to him alone. If that is not possible, then the Robber must go on one of the player's shared hexes, and a legal steal is permitted.
  • No Trading, Reverse Robbing on 7 (NTRR7). NT rules apply. Furthermore, when rolling a 7, a player must place the Robber on an unowned hex or one that belongs to him alone. If that is not possible, then the Robber must go on one of the player's shared hexes, and a legal steal is permitted. Soldiers may be played normally, to block and steal from other players.
  • First Coastal. Each player's first placement must be located on the coastline, i.e. touching the sea. Each of their second placements may be located anywhere in the land, as permitted by normal rules.
  • Second Coastal. Each player's first placement may be located anywhere in the land, as permitted by normal rules. Each of their second placements must be located on the coastline.
  • Double Coastal. All positions chosen during the initial placement phase must be located on the coastline.

External links to other variants

Official

Unofficial

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