Road
No points- 1 wood
- 1 brick
On an empty edge that touches your building, or meets your road where no rival has built.
The rulebook
Settle an island, gather its harvest, trade, and build towards the target.
Before the first roll, every player places twice.
Round one
Round two
In seat order, each player places a settlement, then a road touching it.
The order snakes back. The last seat places twice in a row, and seat one ends.
Your second settlement takes 1 card from each producing tile it touches. The first takes none.
The numbers stay hidden until the last piece is placed. Then every tile shows its number.
Seat one takes the first ordinary turn, starting with the roll.
One player is on turn. A turn runs in five steps.
Roll two dice, or play a court card first.
Tiles with that number pay: 1 card to each settlement on them, 2 to each city.
Trade with the bank, or offer a trade to the other players.
Build roads, settlements and cities, or buy a court card.
End the turn. The next seat rolls.
Everything is paid to the bank in resource cards.
On an empty edge that touches your building, or meets your road where no rival has built.
On an empty corner your road reaches. No building may stand on a neighbouring corner.
Replaces one of your settlements. It takes 2 cards from each roll, not 1.
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.
A 7 produces nothing. It calls the bandit instead.
Beat 1
Beat 2
Beat 3
A Knight moves the bandit and takes a card the same way, with no discards.
Trade with the bank, or with the other players.
A settlement or city on a resource harbour.
Two of that resource only.
A settlement or city on a generic harbour.
Three of any one resource.
Anyone, with no harbour.
Four cards of one resource for one card of another.
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.
A deck of favours, bought in secret and played one a turn.
| Card | Effect | 2–4 seats | 5–6 seats |
|---|---|---|---|
| Knight | Move the bandit and take a card, as on a 7 but with no discards. Counts towards the Grand Army. | 2–4 seats: 20 | 5–6 seats: 28 |
| Victory point | Drawn 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: 6 | 5–6 seats: 6 |
| Royal Road | Your next 2 roads this turn cost nothing. Roads not built by the end are lost. | 2–4 seats: 2 | 5–6 seats: 3 |
| Good Harvest | Take any 2 resources from the bank, the same or different. | 2–4 seats: 2 | 5–6 seats: 3 |
| Tithe | Name a resource. Every other player hands you all their cards of it. | 2–4 seats: 2 | 5–6 seats: 3 |
| Trade Charter | Trade with the bank at 2:1 until your turn ends. | 2–4 seats: 2 | 5–6 seats: 3 |
| Master Builder | Your 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: 2 | 5–6 seats: 3 |
| Astrologer | Before rolling, choose the dice total, from 2 to 12. Never a 7. | 2–4 seats: 1 | 5–6 seats: 1 |
| Levy | Take 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: 1 | 5–6 seats: 1 |
| Spy | Take up to 2 random cards from one player who holds a card. | 2–4 seats: 1 | 5–6 seats: 1 |
| Treasury | Permanent. A 7 makes you discard only above 10 cards. | 2–4 seats: 1 | 5–6 seats: 1 |
| Whole deck | 2–4 seats: 40 | 5–6 seats: 53 |
Three titles, each worth 2 points to the one player who holds it.
Most knights played, at least 3 knights.
Worth 2 points
A Knight counts the moment it is played.
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.
Most harbour points, at least 3 points.
Worth 2 points
Each harbour you hold counts 1 under a settlement and 2 under a city.
The first to reach the target on their own turn wins.
No clock shows while you play. A candle warns you when time runs short.
65 s
The candle lights at 45 s and burns for the last 20 s.
10 s
The candle burns from the start, for 10 s.
360 s
The candle lights at 330 s and burns for the last 30 s.
| Clock | Relaxed | Standard | Fast |
|---|---|---|---|
| Idle clock | 130 s | 65 s | 32.5 s |
| Its candle | 20 s | 20 s | 10 s |
| Nothing left but ending | 10 s | 10 s | 10 s |
| Turn cap | — | 180 s | 90 s |
| Time bank | — | 180 s | 90 s |
| Cap candle | — | 30 s | 30 s |
| Quick turn pays back | — | 10 s under 60 s | 10 s under 30 s |
| Discard after a 7 | 80 s | 40 s | 20 s |
| An offer stands | 50 s | 25 s | 12.5 s |
| Hurry-up vote | Yes | — | — |
A dropped player keeps their seat. The table does not wait forever.
Hosted by a friend for two to six, or found online for four.
| Seats | Fewest tiles | Suggested | Court cards |
|---|---|---|---|
| 2 | 7 | 19 | 40 |
| 3 | 10 | 19 | 40 |
| 4 | 13 | 19 | 40 |
| 5 | 16 | 24 | 53 |
| 6 | 19 | 30 | 53 |