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5. Additional House Rules
a) Special House Rules
- Citadel (see
separate rules
governing the citadel).
- Resource Tokens (see
separate rules
governing the resource tokens).
- Cities & Knights: Because the robber cannot attack before the first barbarian attack,
rolls of "7" early in the game may advance the barbarians without providing any resource
production. Therefore, when a "7" is rolled, it is ignored and the player rerolls the dice
until something other than "7" is rolled. This means that the 7 card rule is void, but early
in the game such a large number of cards is unusual. Once the barbarians have attacked,
then rolls of "7" are treated normally.
- Cities & Knights: The two "Intrigue" cards are essentially useless. They should be
removed from the game.
- When using the regular production number tokens, players tend to put settlements
on high probability hexes (5, 6, 8, 9) and shun the improbable hexes (2, 3, 11, 12). What
this does is to create large payouts when a 5, 6, 8 or 9 is rolled, and small payouts
when a 2, 3, 11 or 12 is rolled. We have created some "multi-number" combo tokens
to counteract this effect. The new tokens are as follows:
-
2/3/12, 2/11/12, 2/10, 3/11 and 4/12 - these five combo tokens each
have a probability of 4/36, which is equivalent to either a 5 or
9 token.
- 3/10 and 4/11 - these two combo tokens each have a probability of 5/36, which is
equivalent to either a 6 or 8 token.
By selectively replacing a few of the 5, 6, 8 and 9 tokens with the combo tokens (not all of them!),
then the overall resource payout of the game is unchanged, but the "rate" of payout is more
uniform as different production numbers are rolled. It also allows players to get a more
balanced range of numbers for resource production. The recommendation is to replace
about 1/3 of the high probability tokens with the corresponding combo tokens.
b) Our Interpretation of Ambiguous Rules
- In Catan for 5 or 6 players, the inter-turn Special Building Phase (SBP) is considered a "turn".
That means that a knight activation or development card purchase done during the SBP
can be utilized immediately upon that player's next turn.
- A player can win during the inter-turn Special Building Phase (SBP) even though it is
not immediately his turn. For example, achieving the longest road or building a city may
put the player up to or over the winning VP score. Note that progress cards can only be
"played" during the player's turn, so Victory Point cards earned outside of the player's
turn cannot be counted until the player's turn arrives.
- In the 5-6 player expansion rules, the Special Building Phase (SBP)
is defined as occurring at the end of a player's turn. Therefore,
at the start of that game the first possible SBP occurs after the
first player completes his turn. No building is possible before the first
person rolls the dice.
- When playing Settlers or Seafarers, if a player purchases a development
card on his turn, and it is a Victory Point, and it gives
the player "game" points, then it may be played immediately and the
player wins the game. Any other development cards must be retained until
the player's next turn.
- If an opponent's knight placement "breaks" a player's route, any orphan roads or
ships remain on the board as is. The ship movement rule continues to apply though,
so orphan ships could be reused, one ship per turn.
- When using gold field hexes with Cities & Knights, the hex can
only produce resources, never commodities.
- In Cities & Knights, a merchant can only be placed on a regular
resource hex, not on a gold field hex.
- In Cities & Knights, the robber does not interfere at all with
the operation of the merchant. If the merchant and robber are on the same
hex, the 2:1 trading rate remains intact and the merchant is still worth
one Victory point.
- During the hex production phase, if there are not enough cards of a given
resource left in the bank to supply the entire requirement, then no one is given
cards of that resource, even if there are a few cards to cover part of the requirement.
- The rules on the Commercial Harbour card differ from the rules for the
same card in the manual. The disagreement relates to who chooses the
commodity to be "stolen". We have sided with the manual where the opponent
chooses which commodity he wishes to give to the requesting player (assuming
he has at least one commodity in his hand).
- If a player is denied any resources or commodities on a dice roll
(other than a "7") due to the robber being on a producing hex, should
this qualify him to use the aqueduct benefit? Yes.
The rules do not specifically mention this case, so we use the intention
of the rules that "no resources" means "no resources" whether or not
they are suppressed by the robber.
- In the original basic game, the placement rules for the robber were
simple - anywhere except a sea hex or the desert hex. Since then,
many more types of hexes have appeared and the rules have become
ambiguous. Our interpretation is that the robber may only be placed
on a hex that yields resources or commodities (ie. has a yellow production
number token). Here is a summary of where the robber can be placed:
- Yes - basic resource hexes
(Forest, Pasture, Mountains, Hills, Fields), gold field hexes (from
Seafarers of Catan), river resource hexes (Mountains, Hills,
Pasture from Rivers of Catan). Another way to remember which
hexes can be robbed is that these are the only hexes that have the
yellow production number tokens.
- No - Desert hex, Sea hex,
Lake hex (from Fishermen of Catan), Swamp hex (from Rivers
of Catan), Oasis hex (from The Caravans), Castle hex
(from Barbarian Attack), trade hexes (Castle, Quarry, Glassworks
from Traders & Barbarians). Another way to remember which
hexes cannot be robbed is that these hexes do not have any yellow
production number tokens.
- The pirate only affects ship placement and movement. Hence, if it is placed
on a sea hex that contains a fishing ground tile, the production of fish tokens
is not affected.
- The double-hex Barbarian Tile can either be left as a stand-alone item
beside the playing board or it can be integrated into the sea hexes as part
of the playing board. If it is integrated, then for the purposes of ship placement,
the double hex is treated as two plain sea hexes. The Barbarian Ship has
no effect on any ships placed on the double hex.
c) Other Changes or Enhancements to the Game
-
One annoying thing we found playing Cities & Knights and the
Fishermen of Catan, was continuously having to refer to the instruction
sheets to remember how to rebuild a destroyed city, or to see how many
fish could buy what. So, another modification that I did was to create
a Miscellaneous Costs card that detailed these rules. I printed
these on heavy card stock and attached them to the backs of the regular
Building Costs cards with 2 sided tape. This helped tremendously
as each player now has all of the building requirements right in front
of him. I have found several other similar cards on the Web where people
have created their own cards to provide the build options for Fishermen
of Catan. The difference is that I have added the cost of city repair
as well, as it is not provided on any other card. The new Traders
& Barbarians provides 4 similar cards for the Fishermen variant,
but these are the size of development cards and the writing is very
small. I like mine better!
-
A thought came to me as we were playing with the Fishermen of Catan
variant. It is possible to win (or at least do very well) without ever
building on a fishing ground tile. To give additional encouragement for
building there, I created a Largest Fishing Fleet card, worth 2
Victory Points. This card works like the Harbormaster card. You get one fleet point for
each settlement on a fishing ground (or lake hex), and 2 points for each city
(and 3 for a citadel). The first
player to achieve 3 fleet points gets the Largest Fleet card. If another player
exceeds this, he gets to steal the card. This gives added impetus to
strive for multiple fishing ground (and lake hex) spots.
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