Turn Overview
Unless you're using the Starting Set-Up for Experienced Players, the oldest player goes first. On your turn, you can do the following in the order listed:
- You must roll for resource production* (the result applies to all players).
- You may trade* resource cards with other players and/or use maritime trade*.
- You may build* roads*, settlements* or cities* and/or buy development cards*. You may also play them at any time during your turn.
After you're done, pass the dice to the player to your left, who continues the game with step 1.
Tip: For advanced players, we recommend combining the second and third steps. You can find more details in the Almanac under "Combined Trade/Build Phase*."
The Turn in Detail
1. Resource Production
You begin your turn by rolling both dice. The sum of the dice determines which terrain hexes produce resources.
Each player who has a settlement on an intersection* that borders a terrain hex marked with the number rolled receives 1 resource card of the hex's type. For an example see resource production*. If you have 2 or 3 settlements bordering that hex, you receive 1 resource card for each settlement. You receive 2 resource cards for each city you own that borders that hex.
If there are not enough of a given resource in the supply to fulfill everyone's production, then no one receives any of that resource during that turn (unless it only affects 1 player).
2. Trade
Afterwards, you may trade freely (using either or both types of trades below) to gain needed resource cards:
a) Domestic Trade
On your turn, you can trade resource cards with any of the other players. You can announce which resources you need and what you are willing to trade for them. The other players can also make their own proposals and counteroffers.
Important: Players may only trade with the player whose turn it is. The other players may not trade among themselves.
b) Maritime Trade
You can also trade without the other players! During your turn, you can always trade at 4:1 by putting 4 identical resource cards back in their stack and taking any 1 resource card of your choice for it. If you have a settlement or city on a harbor*, you can trade with the bank more favorably: at either a 3:1 ratio or, in certain harbors, at 2:1 (trading the resource type shown).
Important: The 4:1 trade is always possible, even if you do not have a settlement on a harbor.
3. Build
Now you can build. Through building, you can increase your victory points*, expand your road network, improve your resource production, and/or buy useful development cards. To build, you must pay specific combinations of resource cards (see the Building Costs Card*). Take the appropriate number of roads, settlements, and/or cities from your supply and place them on the game board. Keep development cards hidden in your hand.
You cannot build more pieces than what is available in your stock—a maximum of 5 settlements, 4 cities, and 15 roads.
a) Road Requires: Brick & Lumber
A new road must always connect to 1 of your existing roads, settlements, or cities. Only 1 road can be built on any given path*.
The first player to build a continuous road (not counting forks) of at least 5 road segments receives the special card "Longest Road*." If another player succeeds in building a longer road than the one created by the current owner of the "Longest Road" card, they immediately take the special card (and its 2 victory points).
Tip: This creates a victory point swing!