Catan: Traders & Barbarians
Catan: Traders & Barbarians Rulebook
Table of Contents
Table of Contents
Components
Transcribed from the rulebook's component pages (pages 2–3).
Introduction
- 1 bonus victory point (VP) tile (Strongest Ports)
- 37 event cards
- 1 player aid
- 20 trade tokens
- 40 coins (15x 5 gold, 25x 1 gold)
- 36 barbarians
- 1 watering hole hex
- 4 player aids (Merchant Trains)
- 22 trade wagons
- 1 lake hex
- 6 fishing grounds
- 4 player aids (Fishing on Catan)
- 30 fishing tokens (11x one fish, 10x two fish, 8x three fish, 1x old boot)
- 1 castle hex
- 26 development cards (Barbarian Attack)
- 4 player aids (Barbarian Attack)
- 24 knights (6x each color)
Rivers of Catan
- 2 rivers (1x three-hex river, 1x four-hex river)
- 5 wealth status tiles (1x Wealthiest Catanian tile, 4x Poor Catanian tiles)
- 4 player aids (Rivers of Catan building costs)
- 12 bridges (3x each color)
Traders & Barbarians
- 3 commodity hexes (quarry, glassworks, castle)
- 36 commodity tokens (12x quarry front, 12x glassworks front, 12x castle front; 6x each back)
- 9 "X" markers
- 4 cubes
- 25 development cards
- 4 player aids
- 4 wagon boards
- 4 wagons (1x each color)
Variants
A variant is an add-on to any CATAN game or setup. Variants are intended to be mixed-and-matched, even with each other. Variants typically introduce a new rule or modify an existing rule.
The Friendly Robber
There are rumors that the infamous robber holds an unexpected compassion for the downtrodden. He sets his sights on the wealthy and leaves the less fortunate unscathed.
"Activate the Robber" Rule Update
You may not move the robber to a hex with the building of a player who only has 2 VPs. If there is no valid hex, move the robber to the desert. In this case, steal 1 random card from a player with an adjacent building as long as they have more than 2 VPs.
Combining with Other CATAN Products
This variant can be played with CATAN, all other Traders & Barbarians variants and scenarios and Seafarers scenarios without additional changes.
Harbors of CATAN
A visionary among us perceived more than mere commerce along our shores. Like the swift turn of the tide, the Strongest Ports transformed once-dormant harbors into beacons of prosperity by attracting wealthy adventurers from all over the world.
Additional Components
- 1 Strongest Ports bonus VP tile
Changes to Setup
Place the Strongest Ports bonus VP tile next to the game board.
Additional Rules
Strongest Ports bonus VP tile
The first player to have 3 VPs in buildings on ports receives the Strongest Ports tile. If another player has more VPs in buildings on ports, they immediately receive this tile. The Strongest Ports tile is worth 2 VPs.
"Winning the Game" Update
If you have 11 or more VPs at any point during your turn, the game ends immediately and you are the winner!
Combining with Other CATAN Products
This variant can be played with CATAN and all other Traders & Barbarians variants and scenarios, Seafarers scenarios, and Cities & Knights. When doing so, increase the number of VPs needed to win by 1 VP.
CATAN Event Cards
Gather 'round, seekers of prosperity, for news of great import graces our ears! A marvel of science has descended upon our lands, ending uncertainty, and unveiling the secrets of harvests yet to come.
Additional Components
- 37 event cards
- 1 player aid
Changes to Setup
Create the event deck:
- Set aside the player aid and New Year cards.
- Shuffle the remaining 36 cards.
- Deal 5 cards face down to start the event deck.
- Place the New Year card face down on top of the deck.
- Place the remaining cards face down on top of the New Year card to complete the deck.
Return the red and yellow dice to the box. The event deck replaces them during the Production phase.
Additional Rules
Roll Dice Update
Instead of rolling the red and yellow dice, flip over the top card of the event deck. Resolve any event effect shown. Then "Collect Resources" or "Resolve a 7" according to the number disc shown on the card.
The event deck provides a more consistent distribution of Production values for players who prefer to avoid the occurrence of extreme dice results.
When you reveal the New Year card, create a new event deck as described in "Changes to Setup" and then reveal the top card, resolving it as normal.
Card List
- A Beautiful Day: There is no event effect. Hexes produce as normal.
- Calm Seas: The player(s) with the most buildings built on ports receives 1 resource card of their choice from the supply.
- Conflict: If you have the Largest Army tile, steal 1 random resource card from any player. Otherwise, if one player has more Knight cards than all others, that player may steal 1 random resource card from any player. Cities & Knights: The player with the highest total strength of active knights steals 1 random resource or commodity card from another player. If there is a tie, ignore this event effect.
- Earthquake: Each player damages one of their own roads (if possible) by turning it sideways. You may not build additional roads until you repair all your damaged roads. You may not build a settlement on the intersections next to a damaged road. Damaged roads still count for the Longest Route. It costs 1 brick and 1 wood to repair a road.
- Epidemic: Players only receive 1 resource card for each of their cities on a hex that produces this turn. Cities & Knights: Players do not receive commodity cards from cities this turn.
- Good Neighbors: Each player gives 1 resource card of their choice to the player on their left. If you have no resource cards, then you do not have to give one. Cities & Knights: You must give 1 resource card or commodity card of your choice if you are able.
- Helpful Neighbor: The player(s) with the most VPs gives 1 resource card of their choice to a player with fewer VPs. If you have no resource cards, then you do not have to give one. Cities & Knights: You must give 1 resource card or commodity card of your choice if you are able.
- New Year: Create a new event deck as described in "Changes to Setup" and reveal the top card, resolving it as normal.
Combining with Other CATAN Products
This variant can be played with CATAN and all other Traders & Barbarians variants and scenarios and Seafarers scenarios without additional changes.
Cities & Knights
Roll the event die and the red die along with drawing the event card. Then use the red die for progress card draws.
Catan for Two
Even when fate or duty divides the group, two adventurers remain undaunted. They forge ahead, turning their solitude into the perfect opportunity to build new settlements, roads, and prosperous cities of their own.
Additional Components
- 20 trade tokens
Changes to Setup
Create the board using the Variable Setup from CATAN with the following changes:
- Each player takes 5 trade tokens. Place the remaining 10 trade tokens next to the board.
- After each player selects a color and takes their player pieces, place the remaining two sets of pieces next to the game board. They serve as game components for the two imaginary neutral players.
- For each neutral player, place 1 settlement (no road) on one of the intersections shown here. Then complete setup as usual.
- For each of your settlements built on the desert, take 2 trade tokens.
- For each of your settlements built on the coast, take 1 trade token.
Additional Rules
Production Phase Updates
In CATAN for Two, complete two full Production phases, one after the other, before moving on to the Action phase. The only restriction is that the second Production phase dice roll may not be the same as the first Production phase roll. If it is, re-roll until you have a different result.
Neutral settlements never receive resources.
Action Phase Updates
Build neutral player roads and settlements
Each time you build a road, you must build 1 road for either of the two neutral players at no cost, following normal placement rules.
Each time you build a settlement, you must build 1 settlement for either of the two neutral players at no cost, following normal placement rules. If there are no valid placements for a neutral settlement, then build a neutral road instead.
It is possible for a neutral player to receive the Longest Route tile.
Trade tokens
Acquire trade tokens
- When you build a settlement on the desert, take 2 trade tokens.
- When you build a settlement on the coast, take 1 trade token.
- Once during your turn, you may discard one of your faceup Knight cards to take 2 trade tokens. It is possible to lose control of the Largest Army tile this way.
Spend trade tokens
Once during your turn, you may spend trade tokens to take one of these actions. You may spend trade tokens before rolling dice or at any time during the Action phase.
- Forced Trade: Take 2 random cards from the other player's hand; in exchange, give the other player 2 cards of your choice from your own hand. If the other player only has 1 card, take it and still give 2 cards in return.
- Move Robber: Move the robber to the desert hex. Do not steal any cards.
If your VP total is less than or equal to the other player's VP total, spend 1 trade token to take one of these actions. If your VP total is more than the other player's total, spend 2 trade tokens. Return spent tokens to the supply. (VPs on hidden Victory Point cards do not count in this calculation).
Combining with Other CATAN Products
This variant can be played with CATAN and all Traders & Barbarians variants and scenarios and Seafarers scenarios that include the Largest Army.
Cities & Knights
Scan the QR code on page 3 to find the rules to combine this variant with Cities & Knights.
CATAN Event Cards
During the Production phase, draw event cards instead of rolling the dice. Always use the card that was drawn, even if it has the same production number as the previous card.
Scenarios
With prosperity finally achieved, the Catanians seek to expand across the uninhabited island and tackle its many challenges. These include seeking alternative sources of food, crossing wide rivers, transporting goods across large distances, and preparing cities against the ever-present threat of barbarians.
Fishing on Catan
Our immediate focus is to find additional provisions to fuel our expansion. Thanks to our shores and the recently discovered lake, we can begin by fishing.
Additional Components
- 6 fishing ground tiles
- 1 lake hex
- 29 fish tokens (11x one fish, 10x two fish, 8x three fish)
- 1 old boot token
- 4 player aids
Changes to Setup
Create the board using the Variable Setup from CATAN with the following changes:
- Replace the desert hex with the lake hex. Place it and six random hexes in the light blue, inner area of the board shown on the right.
- Use the remaining 12 hexes to finish creating the island.
- Place a random fishing ground tile on each frame piece at the six light blue coastal "V" locations shown here.
Mix the fish tokens and the old boot token together face down and place them near the resource cards.
Place the robber next to the game board. It will enter the game when you "Resolve a 7" or play a Knight card.
If your second settlement is adjacent to a fishing ground or lake, you receive a random fish token in addition to your normal starting resources.
Additional Rules
Fish Tokens
Acquire fish tokens
During the Production phase, fishing grounds and the lake produce if their number is rolled. Settlements on a producing fishing ground or lake receive 1 random fish token, and cities receive 2 random fish tokens.
Starting with the active player and proceeding clockwise around the table, players who receive fish this turn draw them from the supply, one token at a time. If you draw the old boot, reveal it immediately, placing it face up in your player area. Otherwise, keep your fish tokens secret.
When the supply of fish tokens is empty, shuffle the fish tokens in the discard pile and place them face down next to the game board to create a new supply.
Important: You may never have more than 7 fish tokens (not including the old boot). Once per turn, if you have 7 fish tokens and would receive more, you may discard 1 fish token and replace it from the supply. Then stop drawing tokens.
The old boot
During your turn, you may give the old boot to any player who has the same or more VPs as you. Hidden Victory Point cards do not count in this calculation.
The player who has the old boot needs 1 additional VP to win.
The robber
You may place the robber on the lake. It blocks production for all four of the numbers shown there. You may not place the robber on fishing grounds.
Spend fish tokens
During your turn, you may spend fish tokens to take special actions. You may take as many of these actions as you like and can afford. Pay for each action completely before taking a new action. You may not combine fish tokens to pay for multiple actions.
To pay for an action, spend the indicated number of fish by discarding fish tokens to a faceup pile near the board. If the number of fish on the tokens you discard is more than the cost of the action, you lose the excess fish.
- 2 fish – Remove the robber from the board. It returns when a player "Resolves a 7" or plays a Knight card.
- 3 fish – Steal a random resource card from another player.
- 4 fish – Take a resource card of your choice from the supply.
- 5 fish – Build a road at no cost.
- 7 fish – Build a development card at no cost.
Important: Fish tokens are not resource cards. They do not count toward your hand size when you "Resolve a 7." They may not be stolen by the robber. Similarly, you may not trade fish tokens during the Action phase.
Winning the Game
If you have 10 or more VPs at any point during your turn (11 VPs if you have the old boot), the game ends and you are the winner!
Combining with Other CATAN Products
Catan for Two
- Trade tokens are not used.
- During setup, each player receives 5 fish tokens: 2 tokens with one fish, 2 tokens with two fish, and 1 token with three fish. Shuffle the remaining fish tokens and place them face down next to the game board.
- Players only receive fish tokens when fishing grounds or the lake produce during the Production phase.
- The player who has fewer VPs needs one fewer fish for each action.
Rivers of Catan
Rivers have proven to be treacherous obstacles; we will need to develop new trade routes and build bridges to cross them safely and reach the uninhabited land on the other side.
Additional Components
- 2 river tiles (1x three-hex river, 1x four-hex river)
- 1 Wealthiest Catanian tile
- 4 Poor Catanian tiles
- 40 coins (15x 5 gold, 25x 1 gold)
- 12 bridges (3x each color)
- 4 player aids
Changes to Setup
Create the board using the Variable Setup in CATAN with the following changes:
- Return 2 hills, 2 pastures, 2 mountains, and 1 desert from CATAN to the box. They are not used with this scenario.
- Place the 2 river tiles as shown here. Randomly place the remaining hexes to finish creating the island.
- Before placing the number discs, set aside the number 2 disc. Then place the number discs as normal, starting in a corner, and skipping over the swamps. Finally, place the number 2 disc on the same hex as the number 12 disc. That hex will produce whenever a 2 or a 12 is rolled.
- Place the robber on either of the 2 swamps.
- Place the coins and the Wealthiest Catanian tile next to the board.
- When you take your player pieces, also take the 3 bridges in your color, 1 player aid, and 1 Poor Catanian tile.
- Each player places their starting settlements as in CATAN with the following changes:
- Roads may not be built on bridge sites (see "Bridges" below).
- For each settlement you build on an intersection of a river tile, you receive 1 gold.
- For each road you build on an edge of a river tile, you receive 1 gold.
Additional Rules
Bridges
Bridges are worth 0 VP.
Bridges are placed on empty bridge sites. A new bridge must connect to one of your existing roads or buildings. You may not build a bridge past an opponent's settlement or city.
Bridge sites: any location where the river crosses or meets an edge.
Bridges cost 2 brick and 1 wood (see the Building Costs player aid).
The Road Building development card does not allow you to build bridges.
Longest Route
Bridges count as roads for purposes of the Longest Route bonus VP tile.
Coins
Acquire coins
You receive 1 gold each time you build a road or settlement on a river tile. You receive 3 gold each time you build a bridge.
You may also trade resource cards with the supply for gold at the general 4:1 rate (3:1 or 2:1 if you have a building at a port).
Example: Blue builds the pieces outlined in black and receives 5 gold.
Spend coins
You may use coins in trades with other players.
You may spend 2 gold to take 1 resource card of your choice from the supply up to two times during your turn.
Coins do not count toward your hand size, nor may they be stolen when a player "Resolves a 7." You may not use the Monopoly development card to take coins from other players.
Check Wealth status
The player with the most gold immediately receives the Wealthiest Catanian bonus VP tile. It is worth 1 VP. If there is a tie, the Wealthiest Catanian tile remains next to (or is returned to) the supply.
The player(s) with the least gold immediately receives a Poor Catanian tile. It is worth -2 VP. As soon as you do not have the least gold, return the tile to the supply.
Winning the Game
If you have 10 or more VPs at any point during your turn, the game ends and you are the winner!
Combining with Other CATAN Products
Catan for Two
- When you build a settlement on a swamp, you receive 2 trade tokens in addition to the 1 gold for building on a river hex.
- Actions that move the robber to the desert move it to a swamp instead.
Merchant Trains
Now that we have bridges and supplies, we need to create efficient trade routes for our wagon trains to transport the new resources back and forth across the island.
Additional Components
- 22 trade wagons
- 4 player aids (Merchant Trains)
- 1 watering hole hex
Changes to Setup
Create the board using the Variable Setup in CATAN with the following changes:
- Return the desert hex to the box.
- Place the watering hole in the center of the board.
- Randomly place the remaining hexes to finish creating the island.
- Place the wagons and the robber next to the game board. The robber will enter the game when a player "Resolves a 7" or plays a Knight card.
Additional Rules
Acquire wagons
Collect 1 wagon when you build any number of buildings during your Action phase. That wagon will be placed on the board during a voting round at the end of your turn.
End of turn phase
After you finish your Action phase, a voting round occurs where each player may bid to influence the placement of a wagon collected during the turn.
Voting round
Starting with the active player and proceeding clockwise, players may place any number of wool and/or wheat resource cards face up in front of themselves. You must bid at least 1 resource card to participate in negotiations.
Each resource card is worth one vote.
If one player has the majority of votes, that player chooses where to place the wagon.
Otherwise, players negotiate and assign their vote(s) to the location where they want to place the wagon. Players may not split votes across multiple locations.
- If one location has the most votes, place the wagon there.
- Otherwise, the player with the most votes chooses where to place the wagon.
- Otherwise, the active player chooses where to place the wagon (even if they bid nothing).
Finally, return all bids to the supply.
Add wagons to a merchant train
Merchant trains consist of a string of wagons starting at the watering hole hex.
There are three locations for starting a merchant train. Wagons must start facing away from the hex.
Wagons are placed on edges that do not already have a wagon (although they may have a road).
A new wagon must either start a new merchant train or connect to an existing one.
Place wagons "nose to tail" so that players can always tell where the front of the wagon train is.
Unlike roads, merchant trains may not branch. Merchant trains merge when they meet at an intersection (1 and 2). A merchant train ends when it may no longer be extended (1) or when the wagon supply is empty.
Merchant trains and VPs
A wagon on the same edge as a road counts as an additional road for determining the Longest Route.
Example: Blue has 3 continuous road segments. Two segments share an edge with a wagon. Therefore, Blue's road has a length of five for the Longest Route.
Buildings located between 2 wagons are each worth +1 VP.
Example: White's settlement is worth 2 VP because it is between 2 wagons. Blue's city is worth 3 VP.
Winning the Game
If you have 12 or more VPs at any point during your turn, the game ends and you are the winner!
Combining with Other CATAN Products
Catan for Two
- Place 2 wagons during voting rounds instead of 1 wagon.
- If you have more votes than your opponent, you choose where to place the 2 wagons. Add each one to a different merchant train.
- If there is a tie, each player places 1 wagon, starting with the active player.
- Actions that move the robber to the desert move it off the board instead.
Barbarian Attack
As expected, the greedy eyes of barbarian sea raiders have set their sight on our prosperous shores. We must rally our knights and prepare to defend our settlements and cities against their attacks.
Additional Components
- 24 knights (6x each color)
- 36 barbarians
- 40 coins (15x 5 gold, 25x 1 gold)
- 1 castle hex
- 26 development cards (4x Capture, 14x Knighthood, 4x Swift Knight, 4x Treason)
- 4 player aids (Barbarian Attack)
Changes to Setup
Create the board using the Variable Setup in CATAN with the following changes:
- Return 1 forest hex, 1 number 11 disc, the development cards, the Largest Army bonus VP tile, and the robber from CATAN to the box. They are not used in this scenario.
- Place the castle hex and the desert hex in the positions shown. Collect 2 hills, 2 forests, 3 pastures, 2 fields, and 1 mountain hex. Randomly place them in the gray coastal area of the board.
- Collect 1 hill, 1 forest, 1 pasture, 2 fields, and 2 mountain hexes. Randomly place them in the white inner area.
- Place the number discs as shown.
- Place 1 barbarian on the hex with the number 2 disc and 1 barbarian on the hex with the number 12 disc. Then place the remaining barbarians next to the game board.
- Shuffle this scenario's development cards and place them face down in the card tray.
- Take the 6 knights in your player color along with the rest of your player pieces.
- When placing your starting pieces, your second placement is a city. Each player takes 1 matching resource card from the supply for each hex adjacent to their city. During setup, only take 1 card for each hex.
Additional Rules
Production phase updates
When you "Resolve a 7," hexes do not produce and players "Discard Resources" as normal. Since there is no robber to move, steal 1 random resource card from a player of your choice.
Action phase updates
Coins
You may use coins in trades with other players.
You may also trade resource cards with the supply for gold at the general 4:1 rate (3:1 or 2:1 if you have a building at a port).
You may spend 2 gold to take 1 resource card of your choice from the supply up to two times during your turn.
Coins do not count toward your hand size, nor may they be stolen when a player "Resolves a 7." You may not use the Monopoly development card to take coins from other players.
Buildings: Barbarians land on Catan
Each time you place a building, you must immediately interrupt your turn and resolve a barbarian attack.
Barbarians attack
- Roll the dice until you get a result that is not 7. Find the coastal hex with a number disc matching your dice result. If there are fewer than 3 barbarians on the hex, place 1 barbarian from the supply onto that hex.
- If there is still at least 1 barbarian in the supply, repeat this action, rolling the dice until you get a result that is not a 7 and is different from the number rolled in step 1.
- If there is still at least 1 barbarian in the supply, repeat this action, rolling the dice until you get a result that is not a 7 and is different from the numbers rolled in steps 1 and 2.
Barbarians conquer a coastal hex
If there are 3 barbarians on a hex, turn that hex's number disc face down to show it is conquered. The hex no longer produces, and you may not add any more barbarians to that hex.
You may not build on the edges or intersections of a conquered hex.
Example: Orange builds a settlement and must immediately resolve a barbarian attack.
- The first roll is a 3, so Orange places 1 barbarian on the coastal hex with the number 3 disc.
- The second roll is a 9, so Orange places a barbarian on the coastal hex with a number 9 disc.
- The third roll is a 3. Orange already rolled that number, so they roll the dice again. The reroll is an 8. That hex is conquered, so Orange does not place any additional barbarians. Orange may now continue their turn.
Barbarians conquer a building
A building is conquered when it touches only conquered hexes and the frame. Stand the building on its end to show that it is conquered.
- You receive no VPs from conquered buildings.
- You may not use ports next to conquered buildings.
Example: Blue and Orange's settlements are conquered. Red's settlement is not. Blue may not use this port to trade 3:1.
Development cards
Any time you build a development card, you must immediately play and then discard it. You may take this action as often as you like, as long as you have the resources to do so.
When the stack of development cards is empty, shuffle the discard pile to create a new stack.
- Capture: Remove 1 barbarian from a coastal hex of your choice and add it to your pool of prisoners. If there are no barbarians on the coastal hexes, discard this card and draw a new one. If you remove a barbarian from a conquered hex, turn the hex's number disc face up and return any adjacent conquered buildings to their upright position.
- Knighthood: Place one of your knights on an empty castle hex edge.
- Swift Knight: Place one of your knights on any edge that does not already have a knight.
- Treason: Take 2 gold from the supply. Move 2 barbarians. They must come from two different coastal hexes and must be moved to two other unconquered coastal hexes. If there are not enough barbarians on the board to complete this action, take barbarians from the supply as needed. If you move a barbarian from a conquered hex, turn the hex's number disc face up and stand up any adjacent conquered buildings. If you move a barbarian to a hex and it is the third barbarian placed there, the hex is conquered.
End of turn phase
After you finish your Action phase, you may move your knights. Then expel the barbarians from Catan.
Move knights
Knights move along connected edges.
- You may move each of your knights up to three edges. If you spend 1 wheat when you move a knight, you may move up to five edges instead. If you want to increase the movement of multiple knights, spend 1 wheat for each of them.
- If you have a knight on a castle edge, you must move it this turn.
- Knights ignore roads, buildings, and other knights while moving. However, they must end their movement on an edge without another knight.
- You may not end a knight's movement on a castle hex edge.
Expel barbarians
Check for victory over the barbarians
Starting with the number 4 coastal hex (next to the castle) and moving clockwise around the island, check each coastal hex for victory.
For a given hex, victory occurs if there is at least 1 barbarian on the hex and there are more knights on the hex's edges than barbarians on the hex.
Resolve victories
When a victory occurs on a hex, the defeated barbarians are taken prisoner. Distribute them among the "involved" players—the players with knights on that hex's edges.
- If you are the only involved player, you receive all the prisoners.
- If multiple players are involved, each player receives 1 prisoner.
- If there is a prisoner remaining, the player who has the most knights on that hex receives the prisoner. If it is a tie, roll the dice, giving the prisoner to whoever rolls highest. The other player receives 3 gold.
- If there are not enough prisoners for everyone, each player rolls the dice instead. Hand out the prisoners to players, starting with the highest dice roll (re-roll ties, if necessary) and proceeding to the next highest roll, etc. If you are involved and do not receive a prisoner, you receive 3 gold instead.
Every 2 prisoners are worth 1 VP. Unpaired prisoners are worth 0 VP.
Example:
- Red moves 1 knight (A) three edges.
- Red spends 1 wheat to move their other knight (B) five edges. The knights now outnumber the barbarians. Red and Blue are each involved in the victory, so they each receive 1 barbarian prisoner. The remaining prisoner goes to Red because they have more knights involved in the conflict.
- This field hex (disc G) is now liberated.
Liberate coastal hexes
When a victory occurs on a hex, turn the hex's number disc face up and stand up any adjacent conquered buildings. The hex may now produce, buildings are worth VPs, and ports are active again.
Resolve knight losses
After each victory, roll a die. The number rolled indicates one of three pairs of edges on that hex.
- A 1 or 6 refers to the purple edges.
- A 2 or 5 refers to the green edges.
- A 3 or 4 refers to the brown edges.
Check each knight involved in the victory. If it is on an edge with the same orientation as the indicated castle hex pair of edges, return that knight to its player's supply. For each of your knights removed from the board, you receive 3 gold.
Example: After the knights' victory, Red rolls a 5, which refers to a green edge. Red has 2 knights on green edges. They return those knights to their supply and receive 6 gold. Red's third knight and Blue's knight remain on the hex.
Winning the Game
If you have 12 or more VPs at any point during your turn, the game ends and you are the winner!
Combining with Other CATAN Products
CATAN Event Cards
The following events have a different effect when played with this scenario:
- Conflict: If one player has more knights placed on the board than everyone else, that player steals 1 random resource card from a player of their choice.
- Robber Attacks: "Discard Resources" as normal. Then, the current player steals 1 random resource card from a player of their choice.
- Robber Flees: There is no event effect. Hexes produce as normal.
Catan for Two
- After a player builds the first knight of the game, they build 1 neutral knight at no cost, following normal placement rules. Either player may move this knight as if it were their own piece.
- After you build a settlement and place a neutral settlement, resolve a barbarian attack twice – once for each settlement.
- When you spend trade tokens to take the Move Robber action, move a barbarian from one coastal hex to a different coastal hex instead.
- During the End of Turn phase:
- Move your own knight(s) before moving the neutral knight.
- When distributing prisoners, do not roll a tie-breaking die for the neutral player. Their "die roll" is always a 3. If you do not receive a prisoner, you receive 2 gold and 1 trade token.
- Never remove the neutral knight after a victory. For each of your knights removed from the board, you receive 2 gold and 1 trade token.
Traders & Barbarians
The barbarians were driven back, but their attack caused a major delay to our plans and left us vulnerable. We must repair the castle and protect our trade routes before they return in force. It will take everything we have learned to succeed.
Additional Components
- 3 commodity hexes (quarry, glassworks, castle)
- 36 commodity tokens (12x quarry, 12x glassworks, 12x castle)
- 9 "X" markers
- 4 wagon boards
- 4 cubes
- 3 barbarians
- 4 wagons (1x each color)
- 40 coins (15x 5 gold, 25x 1 gold)
- 25 development cards (16x Knight, 3x Road Building, 3x Swift Journey, 3x Victory Point)
- 4 player aids (Traders & Barbarians)
Commodity hexes
There are 3 commodity hexes that provide goods for transport and pay to receive other goods. Each commodity hex has four interior paths, leading to the hex's center plaza.
- Quarry: The quarry needs tools. It provides sand and marble.
- Glassworks: The glassworks needs sand. It provides glass and tools.
- Castle: The castle needs marble and glass. It provides tools and sand.
Changes to Setup
Create the board using the Variable Setup in CATAN with the following changes:
- Return 1 pasture, 1 field, 1 desert, the "2" and "12" number discs, the development cards, the Longest Road bonus VP tile, and the robber from CATAN to the box. They are not used in this scenario.
- Place the 3 commodity hexes, the 9 "X" markers, and the 3 barbarians as shown. Make sure the sides of the commodity hexes with no interior paths touch the frame.
- Place the number discs as normal, minus the number 2 and 12 discs and skipping over the commodity hexes.
- Sort the commodity tokens into three stacks by the location shown on the back of the tokens (castle, glassworks, quarry). Shuffle each stack and place each one by their corresponding commodity hex.
- Shuffle this scenario's development cards and place them face down in the card tray. Place the coins in a pile next to the game board.
- Each player takes 5 gold, 1 wagon board, 1 cube, and 1 wagon in their player color. Place the cube in the leftmost hole on your wagon board.
- When placing your starting pieces, your second placement is a city. Each player takes 1 matching resource card from the supply for each hex adjacent to their city. During setup, only take 1 card for each hex.
- Place your wagon on the intersection with your city.
Additional Rules
Production phase updates
Resolve a 2 or 12
When you roll a 2 or a 12 during your Production phase, reroll the dice.
Resolve a 7
When you roll a 7, hexes do not produce and players "Discard Resources" as normal. Then, move 1 barbarian to an edge not occupied by another barbarian. If you move the barbarian to an edge with a road, steal 1 random resource card from the owner of that road.
Action phase updates
Coins
You may use coins in trades with other players.
You may also trade resource cards with the supply for gold at the general 4:1 rate (3:1 or 2:1 if you have a building on a port).
You may spend 2 gold to take 1 resource card of your choice from the supply up to two times during your turn.
Coins do not count toward your hand size, nor may they be stolen when a player "Resolves a 7."
Roads
You may build roads on edges with barbarians as normal. You may also build roads on the interior paths of commodity hexes, but not on edges with the "X" markers.
Settlements
You may not build a settlement in the center of a commodity hex.
Wagon upgrades
The wagon board shows how far you may move your wagon around the game board and how easy it is to drive off barbarians in your way as you pick up goods from one commodity hex and deliver them to another.
Each player starts with their cube in the leftmost hole of the track. You receive the benefits shown in the cube's column during the End of Turn phase.
Upgrade your wagon by spending the resources shown to the right of the cube on your wagon board and moving the cube one space to the right. If you upgrade your wagon four times, you receive 1 VP as shown on the board.
Wagon board (labels as printed):
- Upgrade your wagon / Upgrade cost
- Move your wagon / Movement points (MPs)
- Drive off a barbarian / Die-roll range
- Deliver commodity / Commodity value
- Level of upgrade / Full-upgrade bonus
Example: The first upgrade costs 1 wood, 1 wool, and 1 ore. Move your cube to the right. You now receive the benefits of the second column.
Development cards
- Knight: Move 1 barbarian to an edge without a barbarian. If you place it on a road, steal 1 random resource card from the road's owner.
- Swift Journey: After you take a "Move your wagon" action this turn, take that action again.
- Road Building: Build 2 roads at no cost.
- Victory Point: Reveal all your Victory Point cards, including any built this turn, if you can reach the number of VPs needed to win. Otherwise, you must keep Victory Point cards hidden in your player area.
- The three Victory Point card faces are titled Stonecutting, Glassmaking, and Toolmaking. Their printed text reads: "Play any number of Victory Point cards (even on the turn you build them) to win the game."
End of turn phase
After you finish your Action phase, you may move your wagon around the board to visit commodity hexes, picking up and delivering commodities. Commodities are worth VPs and provide you with gold, which is useful in trades and in accessing faster delivery routes.
Move your wagon
You may move your wagon from intersection to intersection along adjacent edges as long as you have movement points (MPs) available. Each wagon starts the game with 4 MPs, as shown on your wagon board. Upgrading your wagon increases your MPs. Once per turn, you may also spend 1 wheat to increase your MPs by two.
You may end your wagon's movement at any time along its route. Buildings and other wagons do not block intersections. Unused MPs are lost.
If your wagon moves onto the center of a commodity hex, it must end its movement for the turn.
Movement points
The MP cost to move a wagon varies, depending on the path it takes. The cost is:
- 2 MP if the edge does not have a road.
- 1 MP if the edge has one of your roads.
- 1 MP + 1 gold if the edge has another player's road. Pay the gold to the other player.
- +2 MP if the edge also has a barbarian.
You must have enough MPs to fully move from one intersection to the next. You may not move partway along an edge.
Example: The red wagon has 4 MPs. It may move along the green path using four of Red's roads (1 MP each). It may move along the yellow path using one roadless edge (2 MPs) and 2 blue roads (2 MPs + 2 gold). Finally, it may move along the gray path using two of Red's roads (2 MPs), one of which has a barbarian (+2 MPs).
Drive off a barbarian
Upgraded wagons allow you to attempt to drive off a barbarian, moving it out of your wagon's path. To drive off a barbarian:
- Pause your wagon on an intersection adjacent to a barbarian.
- Roll 1 die.
- If the number on the die is part of the range shown in the current column of your wagon board, move the barbarian to any edge that does not already have a barbarian. Do not steal a resource card from another player.
Regardless of whether you drove off the barbarian or not, you may continue moving your wagon, spending MPs as normal. You may only attempt to drive off each individual barbarian once per turn.
Deliver and pick up commodities
When your wagon enters the central plaza of a commodity hex, its movement ends. Then you may deliver your commodity token if it is one that hex wants. To deliver a commodity:
- Remove the commodity token from your wagon board and place it face down in your player area. It is worth 1 VP.
- Receive the gold indicated by the commodity value of your current wagon board upgrade column from the supply.
Then, if you have room on your wagon board, draw the top facedown commodity token from the stack by that commodity hex. Place it face up on your wagon train board. You may only carry 1 commodity token at a time.
Example: White ends their wagon movement in the center of the quarry. They deliver a tools commodity token. Their wagon is not upgraded, so they receive 1 gold. Then, they draw a token from the stack of commodities next to the quarry and place it face up on their wagon board. It is a marble commodity token. White will need to head to the castle on a future turn to deliver the marble.
Winning the Game
If you have 13 or more VPs at any point during your turn, the game ends and you are the winner!
Combining with Other CATAN Products
CATAN Event Cards
The following events have a different effect when played with this scenario:
- Earthquake: You must spend 2 MPs to move along a road that is turned sideways.
- Robber Attacks: Resolve a 7 as described in this scenario's rules.
- Robber Flees: There is no event effect. Hexes produce as normal.
CATAN for Two
The following actions have a different effect when played with this scenario:
- Take 1 trade token when you build a settlement on a commodity hex (including during the Setup phase).
- You may spend 1 commodity token to move 1 barbarian to an edge without a road or another barbarian instead of moving the robber.
- When you move your wagon along a path that includes neutral roads, spend half what you would spend on neutral roads to the supply (rounded up) and half to the other player (rounded down).