While there is a recommended starting set-up for players who are new to the Base Game, in the Base Game extension this is not the case. Therefore, each player receives the resources that correspond to the starting settlement he placed last.
No. This only applies when a "7" is rolled.
As many as you can pay for. You may play only 1 Development Card per turn, but not during the same turn you bought it.
Yes.
Yes. Note that you may play only 1 Development Card per turn: if you have played this card before rolling the dice, you are not allowed to play another one afterwards.
Place your played Knight cards face up in front of you. Place your Invention, Monopoly, and Road Building cards on a discard pile to remove them from the game.
Yes.
Yes.
You place it face down in front of you. You'd like to eventually have the Largest Army, wouldn't you?
No. In the game instructions it is assumed that players are honest.
Yes. However, players are not compelled to provide correct information on the resources they have.
No. You may play Development Cards at any time during your turn, also in the middle of your trade phase.
No. You may play Development Cards only on your own turn. The special building phase is not part of your turn.
No. If, on your turn, you have reached the victory points (including your Victory Point Cards) required to win, you may reveal all your Victory Point Cards at once.
Place the harbors adjacent to terrain hexes so that both harbor locations border on land.
No. This rule is a guideline of how to proceed if you play the game for the first time. Experienced players will most likely choose some other way of determining the starting player.
The rules do not prohibit it. However, common sense should tell you to play in such a way that your current opponents will also want to play with you tomorrow.
Yes. That's how it's specified in the game rules.
No. A Knight Card that hasn't been revealed is like a lottery slip where you marked six winning numbers but then didn't submit it to enter the drawing: it's useless!
In principle, yes; but on Catan the circle is a hexagon. When counting the individual road pieces, it doesn't matter whether or not they are built in a more or less straight line - what matters is that they establish an uninterrupted connection between two intersections. This is why 6 road pieces connected in a hexagonal fashion still count as 6 road pieces.
No.
By building a settlement on an intersection of the Longest Road. Needless to say that you must observe all building rules when doing this.
If your continuous road was interrupted by a settlement, you might be able to build a "bypass": a detour around one or more hexes.
Yes. You can add individual road pieces as long as you have a road, settlement or city to connect them to.
The card stays with its current owner.
Here we have to distinguish between 3 cases:
The Longest Road is a continuous road connecting two intersections, which consists of at least 5 individual road pieces and is not interrupted by game pieces belonging to other players. It has more individual road pieces than any other connecting road of this type.
No.
Yes.
Yes.
No. In this case, he receives all available Resource Cards of this type.
If it isn't sure whether there will be enough cards of a certain type for all players, first determine the total number of available cards of this type. If the number of cards of this type is indeed insufficient, then none of the players receives this resource on this turn.
Please consider also this question:
Yes.
Yes, immediately after a production roll, before distributing the resources - but only if it isn't sure whether there will be enough cards for all players entitled to receive them.
Please look at these questions:
You may build as many roads as you can pay for.
Yes, because both sides of each individual road piece border on another road piece.
No. If you build a new road, it must always connect to one of your own roads, settlements, or cities.

In the situation depicted above, the blue player would not be connecting his road piece to his own road but to the red player's settlement, which the rule prohibits. Therefore, only the red player may continue to build behind the red settlement.
No.
No.
No.
It's not possible. Catan is not a cruise ship, where you reserve a deck chair by placing your towel on it.
No.
Yes. You may do so as long as you have an own road adjacent to which you can build.
Yes. This is not contradicted by the rules.
Yes. Your own settlement does not interrupt your continuous road.
Yes. According to Catan's building law, each point where three hexes meet is an intersection.
No.
No. This is only possible during the set-up phase. Afterwards, each settlement must connect to at least one of your own roads, and each road must connect to one of your own settlements/cities or roads.
It says that at any time during the game, each settlement and each city must be surrounded by three intersections that neither are occupied by one's own nor by another player's settlement or city.
Yes.
You must place the robber on a different hex.
No.
If you move the robber to the desert because you rolled a "7" or played a Knight Card: yes.
Traders & Barbarians features some other possibilities to move the robber to the desert. In this context, please note the different rules for this game.
Yes.
Yes.
Yes. Playing a Development Card is independent from the dice roll result.
No.
No.
Bad luck: You won't be able to draw a card from this player.
Yes.
No.
Yes they can. The robber only prevents that hex from generating (when its number is rolled). Similarly, the other hexes of the same type will still generate that resource (even if they are the same number as the hex being blocked by the robber).
No. Not only is a triangular trade forbidden, it is also unnecessary, because player B and player C each trades individually with player A and, thus, may trade whatever resource he has - provided that it meets the requirements of player A.
No. On Catan, a trade always involves giving and taking resources. Consequently, Catan's trade law does not contain a "trade" of something for nothing or for immaterial goods such as services.
No.
No. You only have the possibility to trade with the owner of the harbor himself, maybe by offering him something that he, in turn, could trade via his harbor.
No.
The special harbor hexes always depict the resource type of which you have to pay 2 in order to either receive 1 different resource or 1 commodity.
No. You can only win during your own turn.
No.
This could make sense in a private tournament where the scores from several games are added up. For individual games and official tournaments, the following applies: You have won as soon as you have reached the required number of victory points on your turn - and then the game is over.
Yes. 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 him.
Yes. You must build them one after another though. You are not allowed to first build a road via a Road Building card, then build a settlement adjacent to that road by paying the required resources, and finally use the Road Building card once again, this time to build a ship.
It is up to you whether you want to take 2 resources of the same type or of different types.
That depends entirely on the respective scenario. In scenarios with foreign islands, each player who places his first settlement on a foreign island receives two special victory points (according to the reformed rule). This rule also applies if a foreign island consists only of gold fields.
No.
No.
Yes.
At the beginning of the game, the robber stands beside the game board. As soon as the first "7" is rolled or the first knight is played, the robber is placed on any of the terrain hexes. Afterwards, he changes hexes as usual.
You can calculate the number of victory points according to the following formula: Number of terrain hexes (not counting deserts) divided by 2.
Yes.
You may always build on the inner edge of the frame but never on the outer edge. On the frame itself, building is only possible at certain places.
No. You don't lose the Longest Trade Route when moving one of your ships, provided that after its relocation your continuous trade route is at least as long as before.
You may move a ship to any place where you would be allowed to build a new ship.
No. Please also see the answer to the question When is a ship "open"?
Yes. However, this doesn't create one continuous trade route in terms of being counted toward the Longest Trade Route: unless they are connected via a settlement, you still have two separate trade routes.
No.
A ship is "open" when it is located at the end of a shipping route. As soon as a shipping route connects two settlements, the shipping route is considered as closed. A ship in a closed shipping route cannot be moved.
This rule also applies if an opponent builds a settlement on an intersection of your closed shipping route. In this case, your continuous trade route is considered as interrupted; however, the two settlements of the shipping route are still connected, meaning that the shipping route remains closed.
The strength of the barbarians is calculated according to the following formula:
b = s + m
where: b = strength of barbarians, s = number of cities, m = number of metropolises
No. Not only does this contradict the rules, it is also beneath a knight's dignity.
No, battle ensues immediately.
Yes.
Yes. Simply use any other symbol of your choice to denote the victory point.
Yes.
Yes.
Yes. The specification given in the game rules that "no one receives a card" only refers to the fact that no Defender of Catan card is awarded in case of a tie.
No. You merely can't purchase any further city improvements before having built a city again.
No.
No. You only receive the production for the settlement.
If the player with the lowest strength of knights can't lose a city, the player with the second lowest strength of knights loses one. If this player can't lose a city either, the player with the third lowest strength of knights loses one. And so on, until a player has lost a city.
Turn one of your cities on its side and treat it as a settlement until you have upgraded it to a city again.
The affected player decides.
Yes.
No. The symbol die has no influence on your building activity.
Yes.
Yes.
You can't: it is meaningless for the course of the game.
No. Although you can perform the 5th city improvement afterwards, the metropolis stays with the first player to perform the 5th city improvement in an area.
Yes.
Yes.
Yes.
No. If you only have 1 city and already upgraded it to a metropolis, you are not allowed to build a 4th level of improvement in another area. Before you do this, you must upgrade another settlement to a city.
No.
Yes. The robber does not distinguish between commodities and resources; for him, they are only "cards from some player's hands."
No.
Then you have a beautiful metropolis wall. But in order not to complicate things further, we continue calling it a "city wall."
Yes.
Yes. An alternative does not exist.
Yes.
Yes.
No.
Yes. However, you should consider carefully if this is the best way to trade commodities, because in most cases your opponents will offer you a better rate.
No. Displacing is a knight action that may only be performed by the player whose turn it is.
Yes.
No.
They are not awarded at all: there is no Largest Army in the Cities & Knights expansion.
Six: 2 basic, 2 strong, and 2 mighty knights.
1 time at most.
Yes, provided that both intersections are connected to your roads as well as to your opponent's roads.
No.
No.
No.
Yes, provided that your supply still contains a basic knight. In this case, you have first built a basic knight and then promoted him on the same turn, all of which complies with the rule.
Yes, provided that the knight has been activated on a previous turn.
No. A knight must first be placed on a free intersection of one's own continuous road.
Yes.
No.
Yes.
Yes.
No.
Yes.
Yes.
No.
No. You receive 1 victory point when you take over the Merchant figure, and you lose the victory point as soon as an opponent plays a Merchant card and thus takes over the Merchant figure.
No, it applies only to the Merchant's owner.
Yes. Those two get along very well, all the more so as merchants are purported to be the real robbers.
Yes.
Yes.
Yes.
Yes.
No, you must opt for any number between 2 and 12 - even if that number is a "7."
As a matter of fact, you must roll the symbol die. The Alchemist only replaces the roll performed with the pipped dice.
Yes.
You either play the Alchemist or roll the pipped dice. You are not allowed to do both things during the same turn.
You draw the cards from where you have placed the robber.
No.
Yes.
No, in that case you've had back luck or a bad memory.
No.
You do.
No. You may only play 1 Building Crane card per each expansion.
No. You can use 1 Crane only for 1 improvement.
Yes.
No. If, under these circumstances, your opponent chooses a basic knight, he must remove him from the game board, but you are not allowed to place an additional knight.
Yes, provided that he was activated when he deserted to you.
Yes.
Yes.
At a location where the rule allows you to build a new knight. This can also be the place where your knight stood before, provided that one of your roads is adjacent to it.
The victim.
No. You don't lose the Longest Road because you are moving one of its road pieces, provided that after relocation your continuous road is at least as long as before.
No. Please also see the answer to the question When is a road open?.
No. It is mandatory for a knight to be connected to a settlement or city of his color via roads of his color.
Yes.
No.
It returns to your opponent's supply.
A road segment is open when it is located at the end of a continuous road. As soon as your continuous road connects two of your settlements with each other or one of your settlements with one of your knights, the continuous road is considered as closed. An individual road piece of a closed continuous road may not be moved. This rule also applies if an opponent builds a settlement or knight on an intersection of your closed continuous road. In this case, the continuous road is considered as interrupted, thus reducing its length counted towards the Longest Road; however, the two settlements or the settlement and the knight are still connected, which is why the continuous road remains closed.
In this picture, all open roads are marked with an asterisk:

No. You may play Progress Cards only after the dice result is resolved (only exception: Alchemist).
Yes.
No.
Only the Alchemist may be played before rolling the dice.
No.
In the order stipulated in the game rules, the players draw cards of the respective color until the supply stack is used up. The Catanian Devil take the hindmost.
Never. That's because there is no Progress Card discard pile: played Progress Cards are placed under their respective supply stacks (yellow, blue, or green) and thus are always recycled back into the game.
Always place cards face down under the Progress Card stack.
Yes.
No.
The robber stays on the terrain hex and blocks its new number token.
No. You may only play 1 Medicine card for 1 city.
First choose a resource type or commodity. Let's assume that you have chosen "grain": in this case, during your turn you may take any 1 Resource Card of a different type or any 1 commodity of your choice for each 2 grain cards you pay to the bank.
The procedure is the same as when a "7" is rolled and some players have too many resources/commodities: each affected player chooses the cards himself.
Yes, provided that you have enough knights to apply the two cards to different knights.
Yes.
Yes.
No.
No.
No.
No.
Yes.
Yes.
Yes.
No.
Yes. You may proceed in any order. For example, you may first trade, then build, then trade again, etc.
The knights remain at their current hex. Furthermore, they may immediately intervene in the next battle if there are more knights than barbarians at an adjacent hex.
After each battle, you immediately determine which knights didn't withstand the battle. A knight wounded in a battle can't participate in another battle.
No. First you have to move all knights, then all the battles take place.
No. Barbarians may only be placed on coastal hexes.
A knight placed at the castle hex must be moved immediately; to do this, however, you have to wait until the end of your turn. You can move your knights after you have finished trading and/or building. Knights you just placed at the castle hex must be moved.
Yes, provided that you place the bridge adjacent to an intact road or adjacent to a settlement.
If only your damaged road connects to an intersection, you may not build a settlement there. However, you may build a settlement if one of your other, intact roads or one of your ships also borders on this intersection.
Yes.
First the event is resolved, then the production is distributed.
Yes.
No. The neutral players never receive gold.
Yes, provided that you have just built a bridge yourself. However, if you can't build a bridge for a neutral player you can build a road instead.
No. Only visible victory points are considered.
Yes.
Yes.
Yes.
No.
Yes.
On the discard pile.
A German edition of Traders & Barbarians with wooden game components is not programmed. However, you can order a set of matching wooden game components at the Catan Shop.
After a victory over the barbarians, one of the involved players rolls a die and places it in the center of the castle hex. Each of the 6 edges of the castle hex is marked with a different die roll result. The number rolled determines one of the three possible "orientation" pairs of paths adjacent to the castle hex: the path adjacent to the edge marked with the number rolled and the path adjacent to the edge on the opposite side.
Check each knight involved in the victory. If the path that the knight is on has the same orientation as one of the two paths on the castle hex determined by the die roll, remove that knight from the board.
Yes. An edge between a terrain hex and water is also regarded as a "path."
Yes, provided that the last camel you placed faces a free intersection at the oasis hex.
No. Only visible victory points are considered.
No. Although the owner of the old boot needs 1 victory point more to win the game, this token doesn't affect the number of victory points he owns.
No.
You may perform various actions with fish tokens, but you have to pay for each action individually - meaning that sometimes you'll probably overpay.
Yes.
No.
No, you must draw from the face-down fish token supply.
No. Only visible victory points are considered.
Yes. However, this will happen only in very rare cases.
Yes.
Yes.
No. (This was only allowed in the 2005 giveaway edition.)
No.
No. You must immediately use the movement points you have bought.
No.
Yes.
You may use the movement points of your wagon once more. If you want to move on, you must pay grain again.
No. The Bishop only drives away the robber.
No. You may only place the piece you have removed from the game board.
Yes. The Diplomat doesn't fear pirates.
You may use the Diplomat for ships just like you do for roads.
You can find information on possible combinations on the Catan website - please click here.
The conquered settlement still exists. The trade route is interrupted, that is, only the road segments or the ships count toward the Longest Trade Route. However, the ship and the road segment adjacent to the settlement are not "open."
No.
The robber is placed beside the game board, where he waits for his next mission - that is, until a "seven" is rolled or a Knight card is played.
Yes. You can't continue building roads though.
No.
Yes.
Yes.
No.
Yes, provided that you'd be allowed to build a ship there if the line didn't exist.
Yes. Otherwise, it would be too easy to build the Great Wall.
Yes. When you move a wagon, it doesn't matter whether you move it along a closed or an open trade route.
2 captured barbarians are worth one victory point, but a single barbarian initially has no value for a player. In a combination with Cities & Knights or The Fishermen of Catan, this means that whenever you can play cards (Master Merchant and Wedding) against the leading player(s), they are not affected by it if a single captured barbarian provides them with half a virtual point more than you.
His owner places him on the next free path.
Yes.
Yes.
Yes.
Yes.
No.
Instead of revealing an Event Card, play the Alchemist. Determine a production number. Determine the result shown by the red die. Only roll the event die.
If all participants in a game want to agree on a different procedure, they certainly are free to do so. If, in addition to the Alchemist, you would like to reveal an event card, we recommend that after playing the Alchemist you first determine the production number, then resolve the result of the event die roll, then draw an event card (of which only the event is resolved, provided that an event is described on it), and lastly distribute the resources. Please note that this is only a variant, not the official rule.
No. It's either the Alchemist or an Event Card.
If all participants in a game want to agree on a different procedure, they certainly are free to do so. If, in addition to the Alchemist, you would like to reveal an event card, we recommend that after playing the Alchemist you first determine the production number, then resolve the result of the event die roll, then draw an event card (of which only the event is resolved, provided that an event is described on it), and lastly distribute the resources. Please note that this is only a variant, not the official rule.
Two.
Yes. Fish do not count as resources.
Yes, because this does not block any hex.
No. You only re-roll the two production dice.
Yes.
Yes.
No.
The metropolis is still a city - although a very large one. Maybe the barbarians stay clear of it, but lava doesn't. The metropolis is thus downgraded to a settlement. Afterwards, the player may immediately declare another city metropolis, or he gets the metropolis back when he builds the next city (that is, if another player hasn't built the metropolis in the meantime).
If you receive a favor token, you place it face down in front of you. However, you may view your favor tokens at any time to check which ones you have.
You offer the resource openly, e.g. by saying, "I'd like to give you 1 grain. Do you want to accept it?"
Yes, although that wouldn't be a very friendly action.
Yes. The only favor tokens you may not use immediately are those you have received by means of your own actions during your turn.
Favor tokens may only be used or exchanged once per turn.
It doesn't matter whether or not you or other players have a settlement or city adjacent to that terrain hex. You receive the resource because the robber runs off to the desert to spend some quality time with Lin until the next "7" is rolled.
Yes, you may use Marianne immediately on the next turn.
This scenario will be released in August 2013 by Mayfair Games. Previously, the ten helper cards became the support cards in the "Star Trek Catan" edition.
You only get rid of Marianne if one of your numbers is blocked by the robber when it is rolled, so that you receive a resource via Marianne.
No. If you decided to keep the helper card after using it for the first time, you can't change your mind afterwards. After you have used the card a second time, you must exchange it.
It is irrelevant whether you obtain your final victory point via Candamir or via the normal procedure. If you have the victory points required to win the game, you reveal all your victory point cards - including the one you just received.
No.
Yes.
You must discard a knight card you have already played. As a result, you may lose the Largest Army.
A settler doesn't count as a victory point, not even if he is on a ship. Only settlements, harbor settlements, and the mission progress count as victory points.
Unfortunately, an error has occurred in the corrresponding paragraph on page 15 of the game rules. The correct wording should be as follows: "If you are friends with one of these villages, once during your build and trade phase you may sell any 1 resource of your choice for 1 gold from the supply. If you are friends with both villages, you may sell 1 resource for 1 gold twice during your build and trade phase." This, of course, is possible in addition to buying resources for 2 gold
Yes.
Yes, you don't need movement points to catch a fish haul and load it onto your ship. The only requirement is that your ship either point to a fish shoal hex with a fish haul or stand on a sea route adjacent to that fish shoal hex.
A harbor settlement is simply another form of settlement, with the following differences:
Except during the set-up phase, you can only build a harbor settlement by upgrading a regular settlement on the coast.
You may build ships adjacent to a harbor settlement.
A harbor settlement has a basin that can hold crews, fish hauls, spice sacks, and settlers; from there, you can load them onto ships.
You may swap the position of crews, fish hauls, spice sacks, and settlers between a ship and a harbor settlement and vice versa.
A harbor settlement is worth 2 victory points.
Regarding all other issues, a harbor settlement has the same qualities as a regular settlement.
Yes. Gold does not count as a resource, and a player who doesn't receive resources is always compensated with 1 gold, even if he receives other income.
There is one general rule for the game:
* In the build and trade phase you can do things for which you need resources.
* In the movement phase you can do everything for which no resources are needed (exception: if you want to buy additional movement points, you need wool).
Therefore, you can discover a new island via settler ship and immediately convert the settler into a settlement, because you don't need resources for the latter. However, you cannot upgrade this settlement to a harbor settlement during the movement phase, because the upgrade would require resources.
Yes.
Yes, his ship immediately receives another movement point.
Roads may be built on all paths, both inland and along the coast. At the shore, roads can be parallel to ships, meaning that up to 1 road + 2 ships may simultaneously occupy a path on the coast.
The settlement increases your number of victory points by 1 and can be transformed into a harbor settlement, thus earning you another victory point and possibly shortening the distance to the unexplored areas.
No, after the Oil Spring tiles have been placed on the hexes, these hexes only produce oil.
No, a player may build various metropolises. However, in a 3-4 player game only 4 Metropolis tokens are used for play. Once the supply is depleted, no more metropolises can be built.