I Coloni di Catan The Settlers of Catan, Die Siedler von Catan, Les Colons de Catane
Pubblicato inizialmente in Germania nel 1995 come "Die Siedler von CATAN", poi in inglese come "The Settlers of Catan" (I Coloni di Catan) nel 1996, CATAN celebra il proprio 25simo anniversario nel 2020.
Per iniziare il gioco, costruisci la plancia di gioco usando le tessere terreno esagonali. Catan è finalmente nata - una bellissima isola con montagne, pascoli, colline, campi e foreste, circondata dal mare.
Ognuno di voi piazza due piccole case sugli spazi dove si incontrano tre esagoni terreno. Queste sono le vostre colonie di partenza.
E così si inizia. Il giocatore tira due dadi. Un "11"! Ogni esagono di terreno è identificato da un numero. Ogni giocatore che possiede una colonia adiacente a un esagono di terreno con un segnalino corrispondente al numero lanciato, ottiene una risorsa prodotta da questo esagono. Le colline producono argilla, le foreste producono legno, le montagne producono minerali, i campi producono grano, e i pascoli producono lana.
Usa queste risorse per espanderti attraverso Catan: costruisci strade e colonie o migliora le tue colonie in città . Per esempio una strada costa 1 argilla e 1 legno. Se non hai le risorse necessarie, puoi acquistarle scambiandole con i tuoi avversari.
Ogni colonia vale 1 punto vittoria e ogni città vale 2 punti vittoria. Se ti espandi abilmente, puoi essere il primo giocatore a raggiungere i 10 punti vittoria e vincere quindi la partita!
Numero di giocatori: 3 - 4
Durata della partita: 39 mn
Complessità: 2 / 5
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Gioca a I Coloni di Catan e 731 altri giochi online.
Nessun download, gioca direttamente dal tuo browser.
Con i tuoi amici e migliaia di giocatori da tutto il mondo.
Gratuito.

Sommario delle regole
Objective
Get resources to buy various buildings and development cards, and try to be the first player to reach 10 points.
Setup
- The board consists of hills (brick), forest (lumber), mountains (ore), fields (grain), pasture (wool) and a desert (nothing) at random places.
- Each terrain except the desert has a number of 2-12 on it. The desert starts with the robber on it.
- Each player places 2 settlements and 1 road next to each settlement on the board, then they receive resources for each terrain around the second settlement.
Gameplay
Rolling for resource production (obligatory): On your turn, roll 2 dice and calculate the sum.
- The terrains with that number produce resources for all players who have settlements or cities next to them (if the robber isn't blocking them): 1 resource per settlement and 2 per city.
- If you roll a 7, no one gets any resources and players with 8 resources or more must discard half of them (rounded down). You must move the robber to a new terrain and steal 1 random resource from a player who has a settlement or city next to that terrain.
Trading (optional): during your turn you can trade resources
- • with all other players (domestic trade)
- • with the bank (maritime trade) at the standard rate of 4 identical resources for 1 or at a preferential rate of a harbour if you have a settlement next to it.
Building (optional): finally, you can build roads and settlements, upgrade settlements to cities or purchase a development card by paying the resources needed.
- • roads must connect to the initial settlements and cost 1 brick + 1 lumber (worth 0 points)
- • settlements must be connected by roads to existing settlements (except at start) and cost 1 brick + 1 lumber + 1 wool + 1 grain (worth 1 point)
- • cities replace an existing settlement and cost 3 ore + 2 grain (worth 2 points)
- • development cards cost 1 ore + 1 wool + 1 grain and include
- • 14 knight cards that allow to move the robber to another terrain and steal a resource
- • 2 road building cards allowing extra roads to be built
- • 2 year of plenty cards providing two free resources of choice
- • 2 monopoly cards giving all other players that help gathering resources or building road•s
- • 5 victory point cards
You can play a development card at any time during your turn, even before rolling the dice, as long as it was bought on a previous turn and is not a victory card.
Scoring
- • Settlements: each is worth 1 victory point.
- • Cities: each is worth 2 victory points (1 Point from the settlement + 1).
- • Victory point cards: some development cards are worth 1 victory point. They are kept hidden until you have sufficent points to win.
- • Largest army: the player who has played the most knight cards at any time (at least 3) gets the largest army card which is worth 2 points.
- • Longest road: the player with the longest continuous road at any time (at least 5 segments) gets the longest road card which is worth 2 points.
If there is a tie, the original owner keeps the achievement cards.
End of game
If a player has 10 or more victory points during their turn (including victory points cards), they reveal them and the game ends with their victory.