CATAN (1995)
Min. Age: 10
Number of Players: 3 - 4
Publisher: Lautapelit.fi, BGA Plus, HaKubia, Swan Panasia Co., Ltd., Spilbræt.dk, Hanayama, Grow Jogos e Brinquedos, Laser plus, Asmodee, Dexy Co, Astrel Games, Devir, NeoTroy Games, L&M Games, KOSMOS, Ísöld ehf., Competo / Marektoy, Logojogos, Vennerød Forlag AS, Hobby World, Ideal Board Games, Catan Studio, GP Games, Broadway Toys LTD, Ninive Games, Igroljub, Kaissa Chess & Games, Filosofia Éditions, Smart Ltd, Korea Boardgames, Top Toys, Giochi Uniti, Stupor Mundi, TRY SOFT, MIPL, Eurogames, Paper Iyagi, Piatnik, Enigma (Bergsala Enigma), Brain Games, SuperHeated Neurons, Descartes Editeur, 999 Games, Mayfair Games, danspil, Albi, Tilsit, Capcom Co., Ltd., IntelliGames.BG, Galakta
Designers: Klaus Teuber
Artists: Jason Hawkins, Andreas Klober, Volkan Baga, Pete Fenlon, Stephen Graham Walsh, Harald Lieske, Michaela Kienle, Andreas Resch, Franz Vohwinkel, Marion Pott, Matt Schwabel, Tanja Donner, Michael Menzel
Mechanics: Dice Rolling, Race, Random Production, Negotiation, Chaining, Hexagon Grid, Variable Set-up, Modular Board, Network and Route Building, Income, Trading
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In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of
Catan by building settlements, cities and roads. On each turn dice are rolled to determine which resources
the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick
and ore) which are represented by the relevant resource cards; each land type, with the exception of the
unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains
produce ore, fields produce wheat, and pastures produce sheep.
Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
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ag.gameitem.lastUpdated: 2025-04-28 19:50:31.345