User Manual

9
You can break an opponent’s road by building a settlement
on an open intersection along his road!
Example: In the example on page 8, the blue player Coleman builds
a settlement on intersection “C” (which would be legal). This breaks
Emily’s road into 2 parts. Emily must give the Special Card to
Coleman, who now has the Longest Road (and 2 more VPs).
Set the “Longest Road” card aside if—after a longest road is
broken—several players tie for the new longest road or no
one has a 5+ segment road. The “Longest Road” card comes
into play again when only 1 player has the longest road (of at
least 5 road pieces).
M
MARITIME TRADE
On your turn, you can trade resources using maritime trade
during the trade phase even without involving another player.
The most basic (and unfavorable) exchange rate is 4:1. You
may trade 4 identical Resource Cards to the supply in
exchange for the (1) Resource Card of your choice. You do
not need a harborY (settlement at a harbor location) to trade
at 4:1, so when nobody wants to trade…
Example: Benny returns 4 ore cards to the supply and takes
1 lumber card in exchange. Normally, he should first try a more
favorable trade with the other players (domestic trade).
If you have built a settlement or city at a harborY location,
you can trade more effectively. There are 2 different kinds of
harbor locations:
Generic Harbor (3:1): Here you may exchange 3 identical
Resource Cards for any one other Resource Card during
your trade phase.
Example: Olivia, the red player, has
built a settlement at a generic harbor.
She can, for instance, exchange
3 lumber cards for 1 wool card.
Special Harbor (2:1): There is
but 1 special harbor for each
type of resource (with the same
symbol). So, it is important to
build on the type of special
harbor you can use fairly
frequently. (Look at your
resource production.)
The exchange rate of 2:1 only
applies to the resource shown
on the harbor location.
A special harbor does not permit you to trade any other
resource type at a more favorable rate (not even 3:1)!
E
xample:
N
ick, the orange player, built a settlement at the ore
special harbor. Nick may exchange 2 ore cards for any 1 other
R
esource Card. He can also trade 4 ore cards for any 2 other cards. If
he traded 4 wool instead of 4 ore, he would get only 1 card in return.
N
NUMBER TOKENS (CHITS)
The 18 number tokens are marked with the numerals “2”
through “12.” There is only one “2” and one “12.” There is
no “7.”
The more often a number is rolled, the more often each
associated hex produces resources. Note the dots (pips)
beneath the numbers on the tokens. The larger the number of
dots, the more likely it is that number will be rolled. “6” and
“8” are the most frequently rolled numbers. They each have 5
dots, for there are 5 ways to roll these numbers on the 2 dice.
The small letters on the top of the number markers are
important during the setup phase (see Set-up Phase
Y).
P
PATHS
Paths are defined as the edges
where two hexes meet. Paths run
along the border of two terrain
hexes or between a land hex and the
frame. Only one road
Y can be built
on any path. Each path leads to an
intersection
Y where 3 hexes meet.
PROGRESS CARDS
Progress Cards are a type of Development Card. They have
green frames. There are 2 each of 3 varieties:
Road Building: If you play this card, you may immediately
place 2 free roads on the board (according to normal
building rules).
Year of Plenty: If you play this card you may immediately
take any 2 Resource Cards from the supply stacks. You
may use these cards to build in the same turn.
Monopoly: If you play this card, you must name 1 type of
resource. All the other players must give you all of the
Resource Cards of this type that they have in their hands.