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. ...
This isn't really an ethics question, it's more that you and Player 2 haven't agreed on which game you're playing.
You want to play a game that involves loose alliances and table talk.
Player 2 wants to play a game with strict solo play and no talk.
There's not much you can do here apart from agree, in advance, which version of the game you're playing. If ...
Only the player who is currently taking their turn can win the game, so player C would be the winner.
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 ...
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 ...
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?
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 ...
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,
8 randomized ports (5 2:1, 3 3:1)
A set of randomized numbers ...
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 ...
From the official FAQ:
Can the roads I build “go through” other players’ settlements
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 ...
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.
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 to “...
You can NOT hide the number of resource cards that are in your hand, so the premise in your question is incorrect.
From the rules, page 8, under Knight Cards:
However, you can always ask players about the number of cards they hold.
And from the Official FAQ:
Resource Cards - Am I obligated to tell my opponents the number of Resource Cards in my hand?
Based on my read of the rules, specifically the section in the Almanac on Maritime Trade, I don't see any reason why you couldn't trade at the 4:1 rate even when you have a better rate available. I even see this text:
Generic Harbor (3:1): Here you may exchange 3 identical resource cards for 1 other resource card during your trade phase.
The use of the ...
On page 5 of the "Base Game Rules" downloadable from catan.com/gamerules.html (describing what happens when you roll a 7, or use a knight card):
(1) You must move the robber immediately to the number token of any
other terrain hex or to the desert hex.
(Emphasis mine.) This page was last updated in January 2012, so I would assume it's a pretty current ...
There is no real "correct" answer here, in terms of official game rules. It is going to depend completely on the friendliness/casualness of your playgroup. In a tournament setting, such a thing would need to be clarified in the tournament rules; otherwise a judge would need to be informed of the situation and make a ruling.
My game group pretty much always ...
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, ...
Answering the question and its follow-ups:
In general, you are not allowed to decline to take a resource. Page 12 of the rules gives a more detailed explanation of the rule Pat Ludwig cited. There is no option about whether or not to take a resource card if you place the robber next to a city/settlement of one or more players, all of whom have at least one ...
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).
To build a settlement, you just need to obey the relevant rules for building a settlement, which are:
You may only build a settlement at an intersection if all 3 of the
adjacent intersections are vacant (i.e., none are occupied by any
settlements or cities—even yours).
Each of your settlements must connect to at least 1 of your own roads.
Yes, as it says in the rules you quoted you can only win on your turn
Victory Conditions: Can I win during the special building phase?
Answer: No. You can only win during your own turn.
So yes if you reach 11 points and it is not your turn it doesn't matter and someone else will still win if they reach 10 points on their turn and it is before your ...
We use Better Settlers.
The Better Settlers Board Generator is for use with the offline board
game Settlers of Catan. Not only does it allow for faster game setup,
it generates a fair and engaging game.
We love playing Settlers. We've noticed that sometimes the game seems
to be over in the first fifteen minutes--and no matter how fairly we
Simple answer is no, it is not always in your best interest to immediately play a knight when you get one. In all truth I would say that it is better to hold onto it for a while unless the robber is currently in a position that is hurting you. By holding onto it you accomplish two things, first you keep protection for yourself allowing you to move the ...
From the official game rules:
The starting player places a settlement on an unoccupied intersection of his choice. He places a road adjacent to this settlement. The other players then follow clockwise. Everyone places 1 settlement and 1 adjoining road.
Once all players have built their first settlement, the player who went last in the first round ...
Alex P's answer touches upon an interesting philosophical angle to this question. Suppose there are two strategies of game play in a four player game. Strategy A will reliably give you "good performance" (whatever that means for the current game - say 100 points) if carried out well; strategy B, if carried out well, gives you "bad performance" in 60% of your ...
There are many ways to win at Settlers. The only type of starting position which limits your options is the one you described - good access to wood and brick but not much else, and then getting hemmed in. This situation doesn't happen too often in our group because the more experienced players usually dissuade newer or poorer players from placing an initial ...
Say you start with the following:
_ _ / \
We all agree that's 7 segments long. It makes no sense that adding a segment would make it shorter, so the following can't possibly be 6 segments long:
_ _ / \
\ _ /
Therefore, it must be 8, and your example must be 7.
The rules indicate that ...
I wanted to add this as a comment, but I don't have the rep yet.
There's one other very similar configuration that new players seem to have trouble deciphering and often count incorrectly.
_ / \ _
\ _ /
The mistake I see being made is avoiding counting the loop in favor of covering the most distance between end points which results in 5 ...