Almanac: Game Play to Largest Army - Catan Game Rules

G

Game Play

Here is a summary of the the game sequence, plus some more specific entries where you can find details:

  1. Lay out the game board: Set-up, variable*
  2. Initial set-up: Set-up Phase* and Tactics*
  3. Play

The starting player begins the game. The other players follow in clockwise order.

On your turn, you complete these 3 phases in order:

  • Roll for Resource Production* (the roll applies to all players)
  • Trade*
  • Build*

You may play 1 development card any time during your turn. Pass the dice to the player on your left at the end of your turn. That player then takes their turn using the same 3 phases.

H

Harbors

Harbors allow you to trade resources more favorably. In order to control a harbor, you must build a settlement on a coastal intersection* which borders the harbor. See also "Maritime Trade*".

I

Intersections

Intersections are the points where 3 hexes meet. See Illustration G. You may only build settlements on intersections. The influence (for resource yields) of settlements and cities extends into the 3 adjacent terrain hexes that form the intersection.

K

Knight Cards

When you play a "knight" development card during your turn, you must immediately move the robber*. Place the knight card face up in front of you.

You must move the robber away from its current spot and onto the number token of any other terrain hex or on the desert.

You then steal 1 resource card from a player who has a settlement or a city adjacent to the robber. If there are 2 or more such players, you may choose your target.

The player you elect to rob keeps their cards face down while you take 1 of their cards at random. If that player has no cards, you get nothing! (However, you can always ask players about the number of cards they hold. They must answer truthfully.)

If you are the first player to have 3 knight cards face up in front of you, you take the "Largest Army"* special card. This special card is worth 2 victory points.

If another player has more face-up knight cards than you, they take the special card and the 2 victory points that go with it.

Example: See Illustration H. On Matt's turn, he plays a knight card and moves the robber from the fields hex to the hills hex with the "4." Matt may now steal a random resource card from player A or B.

L

Largest Army

If you are the first player to play 3 knight cards, you receive this special card, which is worth 2 victory points. You place the "Largest Army" card face up in front of you. If another player plays more knight cards than you have, they immediately take the special card. The 2 victory points likewise count for the new owner.