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Catan: Zusatzmaterial für Das Duell – Bonus Box thumbnail

Catan: Zusatzmaterial für Das Duell – Bonus Box

Expansion for Rivals for Catan

Catan: Zusatzmaterial für Das Duell – Bonus Box Rulebook

Table of Contents

Table of Contents

  • Components
  • Point Tracker
    • Assembly
    • Storage
  • Dice Tower
    • Assembly
    • Storage
  • Chronicle Pad
  • Special Cards
    • Axel, der Erneuerer
    • Johannes, der Advokat
    • Catan Mobil
    • Alexander und Sebastian, die Buchhalter
    • Gavin, der Sprachkundige
    • Arnd, der Fischer
    • Teilnahme am Big Game
    • Heiko, der Meisterschwimmer
    • 25 Jahre CATAN-Kartenspiel
    • Weinberg
    • Herberge (1x)
    • Isabell, die Handelsagentin
  • Helper Markers
    • Harbour Marker (1)
    • Dice Indicators (6)
    • Hand Card Overview (4)
    • Foreign Card Markers (4)
    • Yield Booster and Trade Markers (8)
  • The Tournament Game
    • General
    • Game End
    • Setup
    • Event Card Stack
    • Building Your Deck
    • Hand Cards and Draw Piles
    • Preparation Round
    • Discard Piles
    • Special Rules
    • "Zeit der Entdecker" Special Rule
  • Example Tournament Decks
    • Expansion Deck (Ausbreitungs-Deck)
      • Tactic
      • Variation
    • Sea Trade Deck (Seehandels-Deck)
      • Tactic
      • Variation

Components

  • 1 point tracker (Punktezähler)
  • 1 dice tower (Würfelturm)
  • 1 chronicle pad (Chroniken-Block)
  • 15 special cards (Sonderkarten)
  • 23 helper markers (Hilfsmarker)

Point Tracker

You can use the point tracker during the game to set your trade, skill and strength points by turning the small hexagons. This keeps both your points and your opponent's points in view.

Assembly

For the point tracker you need the large hexagon, the 6 small hexagons with the red back, the completely red stand from the tableaus, and 7 of the rivets (Nieten).

First the counter discs must be attached. Place the small hexagons from behind onto the large hexagon, so that the colourful markings sit on their matching coloured markings. From behind only a red back is visible. Fix each piece by pushing the back part of a rivet from the rear through both cardboard parts, and fixing it on the front with the flat side of the rivet.

Caution: close the rivets only once you are sure that everything is placed correctly. They are very difficult to open again.

Once this has been done with all 6 hexagons, the large hexagon must be attached to the stand. As in the previous step, place the purple rings on top of each other and fix the parts with a rivet. To stand it up, fold the stand backwards and push the open end through the cut-outs in the front part of the stand and in the large hexagon.

Storage

To put the point tracker back in the box, simply pull the stand out of the cut-outs and fold it flat backwards.

Dice Tower

You can use the dice tower not only to roll dice, but also to set your victory points on its rotating hexagons and read them off quickly.

Assembly

The dice tower consists of parts A, B, 1, 2, 3 and 4. The labels can be found on the back of the parts at the lower edge. You also need the two small hexagons with the grey back and the two remaining rivets.

As with the point tracker, attach the two hexagons to the side parts A and B. Make sure the flat parts of the rivets are on the side with the windows.

The tower is then assembled by starting at the back and inserting the wooden intermediate parts 1 to 3 and the stone intermediate part 4 into the side walls A and B. First take part 1 and slide it into the lower, rear notches of parts A and B. The frame should now be able to stand on its own. Then insert the remaining intermediate parts into the notches in ascending order.

Storage

To put the dice tower back in the box, simply remove the intermediate parts again and lay everything flat in the box.

Chronicle Pad

With the chronicle pad you can play through all the sets once. Under the picture of each set, either mark with a cross who won, or enter the final point total for both players. At the end you can add up your wins or points, enter them in the RESULT column, and crown the overall winner.

The crown stands for the Duel of the Princes (Duell der Fürsten).

Special Cards

You can simply shuffle the special cards into the respective set. As usual, each card shows its set membership on the back. For more information about the individual cards and their namesakes, see www.catan.de/das-duell.

The printed rules text of each special card follows, under the card's name.

Axel, der Erneuerer

Demolish one of your own buildings. Replace it with another building and pay as much Gold as the new building costs more than the demolished one. Observe the building requirement!

Johannes, der Advokat

If your opponent's action card makes you lose resources, you may pay 1 Gold and roll the die.

Roll 1-3: Demand 1 resource from your opponent. If he has it, you may demand 1 more from him.

Roll 4 or 5: You get your Gold back.

Catan Mobil

When the number of an adjacent landscape is rolled, you receive 1 additional resource there. Then move the Catan Mobil to another building site, possibly also to one of your opponent's. If there is none, place it on your own discard pile.

Alexander und Sebastian, die Buchhalter

Your treasures were recounted in your favour. Immediately take 1 resource of your choice if you are in the lead; otherwise take 2 resources of your choice.

Requirement: Prince or Princess.

Gavin, der Sprachkundige

Once per turn: you may exchange 1 resource from a landscape in which you have 3 resources for 1 other resource of your choice.

Arnd, der Fischer

Place Arnd next to 1 gold field landscape. When the number of the gold field is rolled, you may, instead of taking 1 Gold, turn the other adjacent landscape up one level.

Teilnahme am Big Game

Whoever has signed up for a Big Game, or would like to take part in the next Big Game, also receives the resource or resources that your opponent receives from the production roll.

Heiko, der Meisterschwimmer

If the event is a feast: Heiko wins the swimming race and delights your settlers. In your action phase you may build 1 road, 1 settlement or 1 city for 2 resources less.

25 Jahre CATAN-Kartenspiel

You may build a Große Festhalle (Great Festival Hall) for 2 resources less. If you already built a Große Festhalle before playing this card, you get back 2 of the resources you paid.

Weinberg

Placement: On a hills landscape. You start with 1 Wine.

On the event "Ertragreiches Jahr", turn the Weinberg up one level (if possible).

On the event Traveling Merchant, turn the Weinberg down one level and receive 1 resource of your choice.

Requirement: Kloster (Monastery).

Herberge (1x)

Traveling Merchant event: Take 2 resources of your choice. You do not have to pay any Gold for them.

Requirement: at least 1 hero.

Isabell, die Handelsagentin

Placement: On a wool or ore trading ship.

Once per turn: you may trade 1:1 using the adjacent ship.

If the ship is removed, Isabell must be removed too.

Michael, der Wagemutige

If you play this card during the Robber Raid event, Michael defeats the robbers and robs them. You do not lose any resources. On the contrary: fill up 1 gold field or 1 pasture landscape to 3 Gold or Wool respectively.

20 Jahre Catan, das Spiel für 2

Take either 1 resource of your choice, or choose 1 card from one of your own draw piles. Your opponent may use the action you did not choose. Whoever owns 1 Town Hall (Rathaus) may choose 2 cards or take 2 resources.

Ron, der Weitgereiste

Ron lets the council share in his rich experience. You may immediately turn 1 empty landscape up to 3 resources.

Requirement: Town Hall (Rathaus).

Helper Markers

Harbour Marker (1)

Place the side showing the ship face up on the harbour when you have built the harbour in your principality. As soon as you have 3 trading ships in your principality, you may turn the marker over to its victory point side. Please note: if one of your ships is destroyed, for example by a Privateer or by the events Storm and Unrest, you must turn the marker back until three ships are again in your principality.

Picture caption: With 3 trading ships built, you may turn the harbour marker over to its victory point side.

Dice Indicators (6)

If you have a Market in your principality, you may place the dice indicators on it, on the production numbers for which your opponent has more landscapes. When the corresponding number is rolled, you receive the extra resources.

Picture caption: On a 5 you also receive one of the resources that your opponent receives.

Hand Card Overview (4)

You start with 3 hand cards, but you can increase the number by building cards with victory points in your principality, for example a Monastery (Kloster). The hand card overview lets you see at a glance how many cards you may hold in hand at that moment.

Picture caption: Building a Monastery increases the number of hand cards. That is why you may turn the marker.

Foreign Card Markers (4)

If you build a card in your opponent's principality, you can use the foreign card markers to mark that this card is under your control. (Foreign cards exist only in the expansion CATAN – Dark & Golden Times.)

Picture caption: When you build a foreign card, it can be marked with your own shield.

Yield Booster and Trade Markers (8)

Place this marker on a landscape that is adjacent to a card with a yield booster valid for it. This way you do not forget to collect your additional resources.

Turn the marker over to its reverse side and you may place it on a landscape where a Large Trading Ship lies, or for which you have built Common Trading Ships. This helps you remember the improved trading rate.

The Tournament Game

General

For a tournament game, each of the two players needs a copy of CATAN – Das Duell (Rivals for Catan) and the expansion CATAN – Dark & Golden Times (Finstere & Goldene Zeiten). Alternatively you can use Die Fürsten von CATAN (The Princes of CATAN) together with at least one of the two expansions Dark Times or Golden Times.

The rules are basically the same as in the game with the theme sets, but some things must be adjusted. Each player assembles their own deck from the complete card set, so they can decide which cards they want to build or play during the game, since each player has access only to their own card stacks.

Ideas for assembling the card decks can be found at the end of this manual, with two example decks, or at www.duell-turnierspiel.catan.de. Write down which cards you put into the event card stack and which you place as foreign cards with your opponent, so that you get all your cards back at the end of the game.

Game End

The tournament game is played to 15 victory points.

Setup

For the starting layout, one of the two players (we call them the host) contributes the central cards of the base set. These comprise the two principalities with the red and blue shields on the back, plus the 7 roads, 5 settlements, 7 cities and 12 landscapes.

Build the principalities according to your own strategy. An example is shown on the right.

Picture labels: the example layouts are marked "Red" and "Blue".

Event Card Stack

The stack must consist of exactly 13 cards.

The event card stack is assembled as follows. From CATAN – Das Duell, the host contributes 1 Yule Feast card, plus 1 Unrest and 1 Plague. The other player likewise contributes 1 Unrest and 1 Plague from their copy of Das Duell. Only cards without the half-moon marking should be used here, although this is sometimes not possible.

Picture caption: 1 x Yule Feast, 2 x Unrest, 2 x Plague. The cards should have no half-moon printed on them.

Each player then secretly, so that the opponent cannot see, contributes 4 further cards of their choice, which may be taken from all sets. Identical cards may be chosen, but no more than one of these identical cards may show a half-moon, and only one of them may be taken into the event card stack. Each player may choose the card Uprising only once. In addition, each player may choose at most 2 cards which, after being revealed, are slid under the top 4 cards of the event card stack. The Yule Feast card may not be among these top 4 cards.

Picture caption: Each player selects 4 further event cards and adds them face down to the event card stack.

All cards except the Yule Feast form a face-down stack, which is shuffled. Then the event card stack is assembled according to the known rules. Any Uprising or Barbarian Attack cards that were chosen are also shuffled in at random, like all other cards.

If the card Weise Voraussicht is in play and, through repeated use, has reduced the event card stack to 3 cards and the Yule Feast, the Yule Feast is also removed. The remaining cards are placed face up after they have been played, and after the last card has been revealed they are shuffled and inserted as a new stack.

When the Weise Voraussicht card is used, the Yule Feast card is removed in that situation, to keep play flowing smoothly.

Example card: Weise Voraussicht. Pay 1 owl. Look at the event card stack and remove – without changing the order – 1 event (but not the Yule Feast).

Building Your Deck

To build your own deck, each player secretly selects 35 cards with which they want to contest the duel. A player may select all cards from CATAN – Das Duell, CATAN – Dark & Golden Times and CATAN – Bonus Box that show the back of a set (that is, no event cards or starting cards). However, only cards from a single copy may be taken per player; for example, it is not allowed to add a card from a second copy of CATAN – Das Duell to one's deck.

Picture caption: You assemble a deck of 35 cards. These may be taken from all sets.

Weise Voraussicht and action cards of the type Attack may each be included in the deck only once. At the start, the players must also agree on various matters so that both have the same cards available. Is the theme set Zeit der Entdecker being played? Special rules apply here. May special cards be included in the deck? If so, which ones? Here too, each card may be included in a player's deck only once.

Hand Cards and Draw Piles

Once both players have assembled their decks, each picks 3 cards to take into hand, and the game begins with them. The remaining cards are shuffled and set up as 4 draw piles of 8 cards each, to the right or left of one's own principality. During play, each player may only draw from their own 4 piles to fill their hand. If a pile is used up, it can be rebuilt by discarding cards onto it.

Picture caption: 3 of the selected cards are used as hand cards. The other cards form 4 draw piles of 8 cards each.

Preparation Round

The game begins with a preparation round. Each player has 6 starting resources, 1 on each landscape (including 1 Gold on the gold field). The two players take turns, and each time they may use their starting resources to build 1 of their starting cards or a central card. No dice are rolled in the preparation round. You may not build upgrade cards in your opponent's principality, and you may not play action cards.

Cards that would have a direct effect on your opponent's hand cards, resources, points or upgrades during the preparation round may not be built or used in this round. If, however, your own upgrade card or counter card benefits you directly, you may already use it in the preparation round.

Picture caption: The game starts with a preparation round, in which each player has 1 resource available on each landscape. The starting resources (here the starting layout of the player "Red") are thereby supplemented by 1 Gold.

The preparation round ends as soon as both players have played all their cards or passed. Whoever passes ends the preparation round for themselves. Once you have both passed, refill your hand cards under the normal rules. If you still have resources left with which you want to search for specific cards, or if a built card allows it, you may do so now. The player who built second in the preparation round is the first to refill their hand cards, and then begins the actual game with a dice roll or with the use of a dice card (for example Brigitta or Reiner). After that, the game proceeds under the usual rules.

Picture caption: When both players have passed, the preparation round ends. The hand cards are refilled and the tournament begins.

Discard Piles

During the game, each player forms their own (personal) discard pile, onto which their played action cards and the cards they have demolished, or that have been removed from the opponent's principality, are placed. The opponent's piles are generally off-limits. Whenever you must discard a card or slide a card under a pile, your own (personal) piles are always meant. If a card explicitly allows it, the opponent's cards may of course be searched.

Picture caption: Each player forms their own draw piles; the opponent's piles are off-limits.

Special Rules

All units with proper names are unique. This means that both players may have these cards in their deck, but they can only be built in one player's principality. This also applies to all heroes and wise ones in the game. However, if a unit is removed by an action or an event, both players again have the opportunity to build that card.

A principality may contain at most 3 wise ones.

Picture caption: Units with proper names may only be built in one player's principality.

Example cards shown in the manual:

Bran, Streiter des Tempels. Placement: On your temple. Immediately draw 2 cards from your (own) draw piles. Your temple is protected from all action cards, effects of upgrade cards and events.

"Zeit der Entdecker" Special Rule

If you want to play the tournament with cards from the theme set Zeit der Entdecker, both players extend their starting layout by 1 Explorer Harbour (Entdeckerhafen) and the 6 sea cards without the half-moon, placed on any side of their principalities. These do not count toward the 35 cards of the deck.

You may decide how many cards from the Explorer set you include, but, as in the normal tournament game, each attack action card may appear only once in the deck. It is also allowed to include no cards from the Explorer set.

In the preparation round you may use the available resources to build another discovery ship right away; however, discovering a sea tile is forbidden in the preparation round. Otherwise, the tournament rules described above apply.

Picture caption: If you play with Zeit der Entdecker, place the Explorer Harbour and the 6 sea cards on any side of your starting layout.

Example card: Entdeckerhafen. Building a discovery ship (turn the wooden disc) costs 1 lumber and 1 wool. Only 1 discovery is allowed per turn.

Example Tournament Decks

Expansion Deck (Ausbreitungs-Deck)

The tactic of this deck promises many victory points and resources through a broad expansion of the principality.

Base set: Austin; Brigitta, die weise Frau (2 x); Eisenschmelze; Erfindung (2 x, event); Ertragreiches Jahr (2 x, event); Getreidemühle; Goldschmied; Harald; Holzfällerlager; Kaufmannszug (2 x); Kloster; Kundschafter (2 x); Lagerstätte (2 x); Umzug; Ziegelbrennerei; Zollbrücke.

Zeit des Goldes: Händler; Lagerstätte.

Zeit der Wirren: Feuerteufel; Irmgard, Bewahrerin des Lichts; Spelunke; Verräter.

Zeit des Fortschritts: Apotheke; Badhaus; Benjamin, der fahrende Scholar; Bibliothek; Brigitta, die weise Frau; Gustav, der Bibliothekar; Medicus.

Zeit der Intrigen: Wallfahrtsort.

Zeit der Handelsherren: Bettelmönche; Wagner.

Zeit der Barbaren: Geheime Bruderschaft.

Tactic

Preparation round. Take the Kloster, a Kundschafter and a Lagerstätte into your hand. The predetermined starting landscapes should not be changed. Build the Kloster and the Lagerstätte best between brick/wool and lumber/gold. When drawing cards, trade until you have a Holzfällerlager and a Ziegelbrennerei in your hand. If necessary, use surplus gold to search for cards.

Tournament start. The deck relies on many resources through the production and event dice. With it you should be able to build at least 5 settlements. The trade and strength advantages, at 3 points each, are reachable only if your opponent does not aim for them.

Build the first road and the following settlement between lumber and brick, and use the Kundschafter to search for the same landscapes. After that, try for the Holzfällerlager and the Ziegelbrennerei. If Austin, Harald or Irmgard are drawn, you can also place them on the remaining free sites. The same applies to the Lagerstätten, the Wagner and the Zollbrücke. Nevertheless, keep your focus on expanding in both directions.

Build the second road and settlement between ore and grain. With the Kundschafter, search for ore and grain, and place them next to your settlement so that you can double your yields with the Eisenschmelze and the Getreidemühle. If your opponent also expands, it is more sensible to invest resources in settlements and roads than in searching with the Kundschafter. If necessary, the build can still be optimised with the Umzug.

If that is not necessary, you can also sell the Umzug to the Geheime Bruderschaft. You can use it as a collection point for heroes that cannot be built because your opponent was faster. Build the two additional Lagerstätten so that the resources you receive most often go unnoticed by the robbers.

Variation

A simple modification is to swap heroes, for example replacing Austin with Gottfried or Siward, and Harald with Osmund or Heinrich. You can also replace the two Apotheke cards with Badhäuser. This way you receive no resources from a Plague, but you may lose fewer. Instead of the Wagner, you can also include a Handelsposten in the deck.

Sea Trade Deck (Seehandels-Deck)

With the tactic of this deck you aim for many victory points through shrewd trade and the expansion of your fleet of ships.

Base set: Erz-Handelsschiff; Getreide-Handelsschiff; Gold-Handelsschiff; Großes Handelsschiff; Holz-Handelsschiff; Kaufmannszug (2 x); Wettfahrt der Handelsschiffe (event); Woll-Handelsschiff; Zollbrücke.

Zeit des Goldes: Großes Handelsschiff; Händler; Hafen.

Zeit der Wirren: Feuerteufel; Kapelle (2 x); Spelunke; Verräter.

Zeit des Fortschritts: Guido, der Gesandte; Gustav, der Bibliothekar.

Zeit der Intrigen: Michael, der Baumeister; Wallfahrtsort.

Zeit der Handelsherren: Glückliche Handelsfahrt (2 x, event); Handelsherr Gero; Handelsherrin Hergild; Handelsposten (2 x); Launische See (event); Leuchtturm (2 x); Olaf, der Kauffahrer; Räuberlager; Schiffsbauer; Seehandelsmonopol.

Zeit der Barbaren: Geheime Bruderschaft; Karavelle; Siward, der Späher; Vogtei.

Tactic

Preparation round. Take the Gold-Handelsschiff, the Schiffsbauer and Siward into your hand. First Siward should be built, then the Schiffsbauer on the same settlement. Build the Gold-Handelsschiff on the other settlement. With Siward, look at the top 3 cards of a stack from which you ideally draw at least one more trading ship.

Tournament start. The landscape expansion plays no big role here; the focus is on trading ships. Once you have built another ship, you should expand your principality with settlements. At the next settlements, build further ships, or the Zollbrücke and the Wallfahrtsort. Especially if Siward has shown you that the cards Gute Nachbarschaft or Glaubensstreit will come soon, the Wallfahrtsort is a good choice.

If your opponent plays the Barbarian deck (this and other decks are at www.duell-turnierspiel.catan.de), it is advisable to build a city quickly and house a third trading ship and the Karavelle there. With these and Siward you can also reach the strength advantage, if your opponent has fewer than 3 strength points in the deck. Otherwise, build the Karavelle only when barbarian attacks are threatening, and keep the spaces next to the trading ships free for lighthouses.

Should you fall behind, you can respond with Guido and Gustav. Ideally, build the trading posts so that your Large Trading Ships at lighthouses can trade 1:1 for any of 3 possible landscapes.

Variation

Instead of the Zollbrücke you can include a Kaperschiff in the deck, but then you must make sure that it is not stolen by a Verräter. Instead of the Kapellen, which protect against unrest, Badhäuser or Zeughäuser are also conceivable, which protect against plagues or robber raids respectively. To get even more trade points, a Salzspeicher can also be included in the deck, though it is very expensive. An alternative to Siward, especially if you fear you may not be able to build him, is the Gemeindehaus. In combination with it, the Rathaus is suitable, so that you can play Guido safely and always choose one card for free in the card exchange at the end of the turn.

  • Michael, der Wagemutige
  • 20 Jahre Catan, das Spiel für 2
  • Ron, der Weitgereiste