RulesPal
Chat
Rulebook
The Settlers of Catan: The Great River thumbnail

The Settlers of Catan: The Great River

Expansion for CATAN

The Settlers of Catan: The Great River Rulebook

Table of Contents

Table of Contents

  • Preparation
  • Special Rules
  • Playing with Seafarers
  • Playing with Cities & Knights

Preparation

Place the river so that the two sides of the water hexes are on the edge of the island (touching the sea hexes). Remove these three of the original hexes: 1 mountain, 1 hill and 1 desert. Build the rest of the island using the remaining hexes.

Place the number tokens in the usual way. Do not place a number token on the marsh. The robber starts the game on the marsh. No player may place their starting settlements adjacent to the marsh hex. Roads may be built on the river in the usual way.

Special Rules

All the normal rules of the base game are used. Hexes of river with hills and mountains produce brick and ore as usual.

Each road built along the bank of a river hex is worth 1 gold point (GP). Each settlement or city located on the corner of a river hex is worth 1 GP. A settlement or city located on the marsh at the end of the delta (the corner where the island with the gold nugget is) is worth 2 GP. (You do not earn GP for upgrading a river settlement to a river city.)

For every 3 GP a player has, that player receives one 1-victory-point token (VP).

The first player to reach 12 VP wins.

Playing with Seafarers

Ships located on the sides of the delta are also worth 1 GP, but only if they do not move. If you move your ship and it leaves the delta, you lose the GP (which may also cost you an additional VP if this reduces your total GP so that it is no longer a multiple of three).

Increase the number of VP needed to win the scenario by 2.

Playing with Cities & Knights

Knights are worth 0 VP, even when built on river hexes. The rule about ships for the Seafarers game also applies to roads removed by the "Diplomat" card.

Increase the number of VP needed to win by 2.