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The rulebook

How to play

Settle an island, gather its harvest, trade, and build towards the target.

  • wood
  • sheep
  • wheat
  • brick
  • ore
  • Every island is drawn anew, from 7 to 61 land tiles.
  • Each tile yields one of five resources. Deserts yield nothing.
  • Every tile but a desert carries a number from 2 to 12, never 7.
  • A 6 or an 8 never lies next to another 6 or 8.

Setting out

Before the first roll, every player places twice.

The order at a table of 4

Round one

  1. Seat 1
  2. Seat 2
  3. Seat 3
  4. Seat 4

Round two

  1. Seat 4
  2. Seat 3
  3. Seat 2
  4. Seat 1
  1. Round one

    In seat order, each player places a settlement, then a road touching it.

  2. Round two

    The order snakes back. The last seat places twice in a row, and seat one ends.

  3. The second harvest

    Your second settlement takes 1 card from each producing tile it touches. The first takes none.

  4. Numbers revealed

    The numbers stay hidden until the last piece is placed. Then every tile shows its number.

  5. The first roll

    Seat one takes the first ordinary turn, starting with the roll.

  • The host sits first. Each player who joins takes the lowest open seat.
  • At an online table, whoever waited longest sits first and hosts.
  • Setup pieces cost nothing. A setup settlement needs no road, but it keeps the distance rule.
  • Setup is worth 2 points. Its roads and harbours already count towards the awards.

A turn

One player is on turn. A turn runs in five steps.

  1. Roll

    Roll two dice, or play a court card first.

  2. Produce

    Tiles with that number pay: 1 card to each settlement on them, 2 to each city.

  3. Trade

    Trade with the bank, or offer a trade to the other players.

  4. Build

    Build roads, settlements and cities, or buy a court card.

  5. End

    End the turn. The next seat rolls.

  • Trade and build in any order, as often as you can pay.
  • The tile under the bandit produces nothing. Nor does a desert.
  • On a 7, nothing is produced. The seven has a chapter of its own.
  • Only the player on turn acts. The others may only answer an offer or discard.
  • While your own offer stands, you can only withdraw it.
  • Nothing is built between turns, at any table size.

What things cost

Everything is paid to the bank in resource cards.

Road

No points
  • 1 wood
  • 1 brick

On an empty edge that touches your building, or meets your road where no rival has built.

Settlement

1 point
  • 1 wood
  • 1 brick
  • 1 sheep
  • 1 wheat

On an empty corner your road reaches. No building may stand on a neighbouring corner.

City

2 points
  • 2 wheat
  • 3 ore

Replaces one of your settlements. It takes 2 cards from each roll, not 1.

Court card

A hidden card
  • 1 sheep
  • 1 wheat
  • 1 ore

Drawn at random from the deck. Only you see which card it is.

There is no box of pieces. Build whatever you can pay for and the island has room for.

The seven

A 7 produces nothing. It calls the bandit instead.

  1. Beat 1

    Discard

    • Every hand of more than 7 cards discards half, rounded down.
    • A player who has played a Treasury discards only above 10 cards.
    • You pick the cards. Court cards are never counted.
    • Nobody plays on until every debt is paid. After 40 s, random cards go.
  2. Beat 2

    The bandit moves

    • The player on turn moves the bandit to a different tile.
    • Any tile will do, a desert included.
    • While he stands there, that tile produces nothing.
  3. Beat 3

    A card is taken

    • Choose one player with a settlement or city on that tile.
    • Take 1 random card from their hand.
    • If nobody there holds a card, nothing is taken.

A Knight moves the bandit and takes a card the same way, with no discards.

Trade

Trade with the bank, or with the other players.

The bank

  1. 2:1

    A settlement or city on a resource harbour.

    Two of that resource only.

  2. 3:1

    A settlement or city on a generic harbour.

    Three of any one resource.

  3. 4:1

    Anyone, with no harbour.

    Four cards of one resource for one card of another.

  • A harbour lies on a coastal edge. A building on either of its two corners earns its rate.
  • The best rate you hold is used. A harbour only a rival holds gives you nothing.
  • Each bank trade brings one card. What you give and what you get must differ.
  • Bigger coasts carry more harbours. An island of 19 tiles has about nine.
  • About four in nine harbours are generic. On a small island, some resources may have no 2:1 harbour.
  • A Trade Charter makes every rate 2:1 until your turn ends.

Between players

  • You may: Make an offer on your own turn, after the roll.

    You may not: Make an offer when it is not your turn.

  • You may: Address one player, or everyone at the table.

    You may not: Keep two offers open at once.

  • You may: Accept or decline an offer made to you. The first to accept gets it.

    You may not: Answer with a counter-offer. Decline, and let the player on turn try again.

  • You may: Give at least one card for at least one card.

    You may not: Give cards away for nothing in return.

  • You may: Swap one resource for a different one.

    You may not: Put the same resource on both sides.

  • You may: Offer what you hold. Accept only what you can pay.

    You may not: Trade court cards. They never change hands.

  • An offer stands for 25 s at standard pace. Whoever has not answered by then declines.
  • It closes when everyone addressed has declined. Only the player who made it can withdraw it.
  • An offer to a player who is away counts as declined.

Court cards

A deck of favours, bought in secret and played one a turn.

The deck, card by card
CardEffect2–4 seats5–6 seats
KnightMove the bandit and take a card, as on a 7 but with no discards. Counts towards the Grand Army.2–4 seats: 205–6 seats: 28
Victory pointDrawn as one of six buildings, from Cathedral to Granary. Worth 1 point while you hold it. Only you see it until the game ends. Never played.2–4 seats: 65–6 seats: 6
Royal RoadYour next 2 roads this turn cost nothing. Roads not built by the end are lost.2–4 seats: 25–6 seats: 3
Good HarvestTake any 2 resources from the bank, the same or different.2–4 seats: 25–6 seats: 3
TitheName a resource. Every other player hands you all their cards of it.2–4 seats: 25–6 seats: 3
Trade CharterTrade with the bank at 2:1 until your turn ends.2–4 seats: 25–6 seats: 3
Master BuilderYour next build this turn is cheaper. A road costs nothing, a settlement 1 wood and 1 sheep, a city 1 wheat and 2 ore.2–4 seats: 25–6 seats: 3
AstrologerBefore rolling, choose the dice total, from 2 to 12. Never a 7.2–4 seats: 15–6 seats: 1
LevyTake 1 random card from each player with more public points. If nobody leads you, take 1 card of your choice from the bank.2–4 seats: 15–6 seats: 1
SpyTake up to 2 random cards from one player who holds a card.2–4 seats: 15–6 seats: 1
TreasuryPermanent. A 7 makes you discard only above 10 cards.2–4 seats: 15–6 seats: 1
Whole deck2–4 seats: 405–6 seats: 53

Playing a card

  • A court card costs 1 sheep, 1 wheat and 1 ore. The table only hears that you bought one.
  • Cards are drawn at random from what is left. There is no deck order to learn.
  • Play one card per turn, before your roll or after it.
  • A card cannot be played in the turn it was bought.
  • Victory point cards are never played. They count while you hold them.
  • A victory point card can win the game the moment it is bought.
  • Held cards are never stolen, traded or counted on a 7. An away seat keeps them.
  • Once the deck is empty, no more cards can be bought.

Awards

Three titles, each worth 2 points to the one player who holds it.

Grand Army

Most knights played, at least 3 knights.

Worth 2 points

A Knight counts the moment it is played.

Grand Road

The longest continuous road, at least 5 edges.

Worth 2 points

Counted in edges, not in distance: the longest single path along your roads. A branch off it adds nothing; a loop may be walked once round.

Harbour Warden

Most harbour points, at least 3 points.

Worth 2 points

Each harbour you hold counts 1 under a settlement and 2 under a city.

A tie changes nothing
A challenger needs strictly more than the holder. Drawing level is not enough.
A road can be cut
A rival's settlement or city on a corner cuts a road in two there.
A holder who falls behind
The award goes to the single leader at the minimum or above. If several tie, nobody holds it.

Winning

The first to reach the target on their own turn wins.

68101214161820
6 to 20 points · 12 by default
  • The host sets the target, from 6 to 20 points. It is 12 unless the host changes it.
  • A table found online always plays to 12.
  • You win only on your own turn, the moment you reach the target.
  • It is checked after a build, a card bought and a card played.
  • Points that came off turn are checked when your next turn starts.

Last player standing

  • When every seat but one is away, and that one is connected, it wins.
  • This is how a game of two ends when one side stops playing.
  • When every seat is away, nobody wins and the game waits.

Clocks

No clock shows while you play. A candle warns you when time runs short.

Your turn, untouched

65 s

The candle lights at 45 s and burns for the last 20 s.

  • Any touch puts the candle out and starts the idle clock again.
  • If it burns down, you lose the turn.
  • After a lost turn, your next idle clock is half as long.

Nothing left but ending the turn

10 s

The candle burns from the start, for 10 s.

  • The candle lights at once. After 10 s the turn ends itself, and that is not a lost turn.

A full bank, spent to the end

360 s

The candle lights at 330 s and burns for the last 30 s.

  • Every turn has 180 s. After that it draws on a bank of 180 s for the whole game.
  • The candle burns for the last 30 s of the cap and the bank together. Touching the screen does not put it out.
  • End your turn within 60 s and 10 s go back into the bank, never above full.

When a clock runs out

  • A lost turn is skipped, as if the seat were away. An open offer closes.
  • In setup, a random settlement and road are placed for you instead.
  • Two lost turns in a row and your seat counts as away, though still connected.
  • A touch says you are back. Ending a turn yourself clears the count.

Three paces

  • The host picks the pace when the game starts. Standard is the default.
  • A table found online always plays at standard pace.
The clocks at each pace
ClockRelaxedStandardFast
Idle clock130 s65 s32.5 s
Its candle20 s20 s10 s
Nothing left but ending10 s10 s10 s
Turn cap180 s90 s
Time bank180 s90 s
Cap candle30 s30 s
Quick turn pays back10 s under 60 s10 s under 30 s
Discard after a 780 s40 s20 s
An offer stands50 s25 s12.5 s
Hurry-up voteYes

The hurry-up vote

  • At relaxed pace there is no cap. The other players can vote to hurry a slow turn instead.
  • The vote opens once a turn is 90 s old.
  • With up to three other players present, all must agree. With four or more, all but one.
  • Once the vote passes, the turn has 30 s left. Running out is a lost turn.
  • Your phone reports a touch at most every 5 s, and only while the table waits for you.
  • No clock runs in a lobby, in a finished game or while nobody is connected.

Away and rejoin

A dropped player keeps their seat. The table does not wait forever.

  1. 0:00

    The connection drops

    • The table waits for you for 2 minutes.
    • In a lobby, your seat, colour and host role are held as long.
  2. 2:00

    The seat is away

    • Its turns are skipped: no roll, its offer closes, an unfinished bandit move is given up.
    • In setup, a random settlement and a road touching it are placed for it.
    • On a 7, random cards are discarded for it. Offers to it count as declined.
    • An away host hands the role to the lowest seat still present, for good.
  3. Back

    You rejoin

    • Join the same room with the same account, and your seat is yours again.
    • Your pieces, cards and points were kept for you, even mid-game.
  • Nothing advances while every seat is empty.
  • A seat whose clocks lose two turns in a row is away too, until a touch.
  • Empty lobbies close after 10 minutes. So do finished games nobody is connected to.
  • Any room nobody has been connected to for an hour is closed.

Tables

Hosted by a friend for two to six, or found online for four.

A hosted table

Island and deck by table size
SeatsFewest tilesSuggestedCourt cards
271940
3101940
4131940
5162453
6193053
  • A hosted table seats 2 to 6. It starts with at least 2 players connected.
  • The host picks the island size, the target and the pace.
  • An island may grow to 61 tiles. A count under the minimum is raised to it.
  • Until the host picks a size, the table plays the suggested one.

Playing online

players
4
tiles
24
points to win
12
pace
Standard
  • First come, first seated: the four who have waited longest make a table.
  • Each of them has 20 s to accept.
  • Then the app answers a roll call within 5 s by itself. There is nothing to press.
  • Whoever declines, leaves or stays silent is out. The rest go back to the front, their wait intact.
  • The island is drawn from a seed nobody chose.
  • From then on it is an ordinary table: the clocks and the away rule apply.

The room code

  • A hosted table has a six-digit code. Its leading zeros count.
  • It is shown in two groups of three. Spaces are ignored when it is typed back.
  • After 10 wrong codes in a minute, the server asks you to wait.