2
ese rules contain all the important information that you need to play! If you need more information during the game, you can
look up keywords in the Rules Reference . Keywords are marked with a “
” symbol.
startinG set-up fOr
beGinners
e frame pieces hold the board together and prevent the
terrain hexes from moving after the board is in place. Referring
to the illustration on page 1, set up the game board (if you play
with 3 players, use the same set-up without the red pieces):
• Assemble the frame pieces as shown.
• Place the hexes face up inside the frame as shown.
• Place 1 number token on each hex as shown.
Note: After your rst game, you can play the base game with a
variable board. See the Rules Reference for instructions.
set-up
• Sort the resource cards into
5 stacks. Put them face up next
to the board to form
the supply.
• Set the 11 hero cards and the 2 “New Recruits”
cards aside. You don't
use them in the base game.
• Shue the development
cards. Place them face
down by the board.
• Place the special cards “LONGEST
ROAD” and “LARGEST PATROL”
beside the board, 2 VP side up. Place the
two 6-sided dice beside the board.
Setting Up the Players
• Leave the 12 sided die, gray gures, wall, and the guards in
the box. You won't need them in the base game.
en, each player does the following:
• Choose a player color. Take all of the player pieces of that
color and a building cost card. Place them in front of you.
• Place 2 settlements and 2 roads of your color as indicated in
the illustration on page 1.
• You receive 1 resource
for each terrain hex adjacent to
your starting settlement (your settlement marked with a
white star on page 1). Take the appropriate resource cards
from their stacks. Keep your resource cards hidden from your
opponents.
Example: In the illustration on page 1, see the blue settlement on
the right, marked with a star. Blue receives 1 brick, 1 lumber, and
1 ore for his settlement.
Base Game Rules
turn Overview
On your turn, you perform the following steps in the
order listed:
• Step 1: Roll the 6-sided dice for resource production
rst
(the result applies to all players).
• Step 2: You may trade
resource cards with other players
and/or trade with the supply
.
• Step 3: You may build roads
, settlements
, and/or keeps
, and/or buy development cards
.
You may also play 1 development card at any time during
your turn.
After you’re done, pass the dice to the player to your left, who
then continues the game with step 1.
e oldest player goes rst.
the turn in detail
1. Resource Production
You begin your turn by rolling the two 6-sided dice. e sum of
the dice determines which terrain hex(es) 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 keep you own that borders that hex. If
there are not enough of a given resource in the supply to fulll
everyone’s production, look in the Rules Reference.
Example: If a “6” is rolled, Red receives 2 brick for his
2 settlements. Blue receives 1 brick for his 1 settlement.
If a “4” is rolled, Blue receives 1 grain. If Blue's settlement were a
keep, he would receive 2 grain instead.
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
w
inter
is
c
oming
Take any 2 resources
from the supply. Add them
to your hand. ey can be
2 of the same resource or
2 dierent resources.
© George R.R. Martin ®2017 FFG & Catan GmbH
D
ragongLass
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
w
atchtower
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
w
arhorse
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
D
irewoLf
1
Victory
Point
© George R.R. Martin ®2017 FFG & Catan GmbH
1
V
ictory
P
oint
L
ongcLaw
© George R.R. Martin ®2017 FFG & Catan GmbH
Place 2 new roads as if
you had just built them.
r
oaD
B
uiLDing
© George R.R. Martin ®2017 FFG & Catan GmbH
r
anger
P
atroL
Before or after your own
production roll, choose 1:
Move Tormund as if you
had rolled a “7”. OR
Take 1 wildling in the Gift
and return it to the Frostfangs
& take 1 resource from the
hex the wildling left.
© George R.R. Martin ®2017 FFG & Catan GmbH
Before or after your own
production roll, choose 1:
Move Tormund as if you
had rolled a “7”. OR
Take 1 wildling in the Gift
and return it to the Frostfangs
& take 1 resource from the
hex the wildling left.
r
anger
P
atroL
© George R.R. Martin ®2017 FFG & Catan GmbH
Add 1 of your guards
to the Wall for free.
n
ew
r
ecruits