# Tag Info

66

You are correct. Your own cities do not affect your status towards the "Longest Road" You can view the official rules here, from pg. 9 (emphasis is mine). You can break an opponent’s road by building a settlement on an open intersection along his road! On page 8, in the example, Emily has the longest road card with 7 segments. She has two houses ...

60

That's not as bad as actually trading all of one of your resources away for other things, and then using "Monopoly" to get it all back. I've seen people play that way before. Underhanded, yes. Illegal, no. The problem with playing this way is that it can really poison the friendly feel of the game. I had a player who used this tactic, as well as other ...

51

The True Winner is player A. The first player to obtain 10 points on his or her turn is the winner. From the online FAQ about this situation at catan.com The game ends as soon as a player has reached the required number of victory points on his turn. If he’s unaware of it, you should tell him, because you can’t take an already gained victory away from ...

47

It depends on the people you're playing with and the tone of the game you're in. I play with two groups: my family (wife and two teenage boys); and a group of long-time friends. I think this tactic has been used in both groups, and everybody acts shocked but takes it in the spirit of the game. I think a good rule of thumb is 'will this change how they play ...

44

Significantly. The thing about 2d6 is that you've got a range of numbers that have a certain probability of them showing up. When you're rolling 2d6, your available numbers are 2-12. You're dropping off the number 1. Also, you have an escelating scale of percentage probability. 2's and 12's will happen 2.77% of the time (each). 3's and 11's will happen ...

43

Only the player who is currently taking their turn can win the game, so player C would be the winner. Official Rule: 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 ...

41

It must be random as Pat said, but you could immediately offer to trade whatever he draws with the card you'd rather give him.

40

If you build a settlement on his road, you disrupt it yes. See also: catan-longest-road-clarification. You can build on any place if: You can reach it by road or ship The vacant spot has no neighbouring settlements or cities. (There must be at least one empty spot between two settlements/cities)

39

Count the cards in the supply In Settlers of Catan you are always allowed to count the number of resources left in the supply decks. It is a perfectly legal move to count the deck before using the monopoly on a resource. This also means that after you got the resources you can just check how many you have in your hand, and how many are left in the deck. ...

38

As a counterpoint to ICodeForCoffee's answer: I much prefer having access to brick and wood on initial settlements. Initial brick and wood allow you to get to more positions on the map, to increase your ore and corn income. Initial corn and ore allow you to build cities, which get you... more corn and ore. If you start on corn and ore, you can find ...

37

This will depend tremendously on the situation, but it's worth learning some generalities: If you are playing with just the base set: brick and wood are completely identical as everything that needs one wood also needs one brick (roads and settlements). Wheat is completely superior to wool/sheep as it is also needed for cities in addition to everything ...

36

Per the Settlers of Catan FAQ here: Is it true that the number of cards in your hand is always open and available information? Specifically, should it be readily apparent how many development cards you have, but have not yet played? Or can you hide the resource cards under the table or in your pocket so that no one can see how many cards you have?...

35

I think the main thing you need to do is correctly identify your strengths and weaknesses, and don't try to force a strategy you're not set up for. If you don't have abundant brick and wood, don't even bother going for Longest Road. Even the worst placement will have some resources they are rich in. Try to get a port that capitalizes on your resources, ...

32

We've played many enjoyable games with the following system that does nothing to deal with the loss of trading, but handles the other issues raised above quite well: Change hex setup to barbell shape (see picture) 3 of each resource hex (ores always placed as shown with 3-8-11, rest randomized) 8 randomized ports (5 2:1, 3 3:1) A set of randomized ...

32

It's 8 segments. The game rules say: The first player to build a continuous road (not counting forks) of at least 5 road segments, receives the Special Card “Longest Road”. so you don't get to count the two-segment fork.

31

This is super clear in the rules. Under Build in the Game Rules section: You cannot build more pieces than what is available in your pool—a maximum of 5 settlements, 4 cities, and 15 roads. Then, later, under Build (Building) in the Almanac: You can build as many items and buy as many cards as you desire—as long as you have enough resources ...

28

The card system that you describe is not just a variant, it is an official expansion, Catan: Event Cards, which includes not only the rolls (in the form of the totals with the appropriate distribution) but also red dice for Cities and Knights and a selection of minor game events.

28

Yes, it's lame :P. But at my table you wouldn't be reprimanded, but expect future trade to get a little more difficult. This is an awesome way to get the rest to gang up on you.

28

From the official FAQ: Can the roads I build “go through” other players’ settlements and cities? Answer: No. If you build a new road, it must always connect to one of your own roads, settlements, or cities. The inverse situation is also interesting: Longest Road - How can I interrupt the Longest Road of a game partner? Answer: By ...

27

If I'm the first player, I always go for the most powerful settlement, since I have no idea what I'll get when it comes back around to me. If I'm last, I grab spots that based on the numbers and the available ports will get me an advantage. I also like to try to place the second settlement on a brick/wood combo so I can start with a road. The other ...

27

In a two-player situation I could see how this might be acceptable, but with more players I'd be very cautious. For instance, it may appear to you that player three is the foregone winner, but perhaps player two has a victory Development Card, along with a Road Building that could catapult him to longest road, if he can just get another brick to make one ...

26

According to the rules: "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." I can't really find any way of interpreting this as reading "if you have 10 or more victory points during your ...

26

No Your first two settlements (placed during set-up) are special and can be placed in any valid position on the board, after that new settlements must be connected by road to existing settlements. The relevant parts of the rules are: Under building roads (bottom of page 4) it says "A new road must always connect to 1 of your existing roads, settlements, ...

26

No. Supplies are finite. If you need more settlements, you have to upgrade some to cities. As soon as you upgrade one settlement to a city, the settlement returns to your supply. The same goes for roads and cities, they too run out. As such, the longest possible road has length 15 (or 30 if you include ships from the Seafarers expansion).

25

To affect the road length, the village/city must be from another player. And it only limits the counting of the road through that village/city. You can count up to the village/city that is not yours. Also, here's a more official 'no:' http://www.catan.com/faq/2-catan-boardgame/952-longest-road-do-my-own-settlements-interrupt-my-continuous-road.html

25

Whenever you buy a development card, it increase your options because: Development Cards solve your problems. Get a resource you couldn't otherwise, with Monopoly, Year of Plenty, or stealing using a Knight. Get more resources by getting the Robber off your land. (Remember you can do this before you roll!) Slow down an opponent by putting the Robber on ...

25

I played a diceless variant where every village has a worker, we use glass beads to represent them. When you create the village, place the worker in an empty tile next to it At the beginning of your turn you get one resource for each worker based on the tile it is on Or you may skip acquisition to remove another player's worker (he'll be able to re-...

25

I would suggest trying to start the game by diversifying your resources and numbers. While I've started games without any access to brick, it usually limits my ability to expand, and keeps me from building out as fast as the other players. How you start affect what your going to do. You'll also have to select sites that are available, since no matter what ...

25

You lose longest road; by definition, none of you have a road with a length of at least 5. From the rules: Set the “Longest Road” card aside if—after a longest road is broken—several players tie for the new longest road or no one has a 5+ segment road. The “Longest Road” card comes into play again when only 1 player has the longest road (of at least 5 ...

25

Contrary to what manufacturer has stated, there is an official rule against this practice: You may trade with another player between your turns, but only if it is his turn and he elects to trade with you. You cannot trade with the bank during another player’s turn. You may not give away cards. (from the Almanac section of the rulebook, near the top ...

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