While Catantoo retains the original feel of its inspiration, The Settlers of Catan, there are some radical differences. Most notably, players build their settlements, cities and the like at the intersection of squares, not hexagons, and three dice are rolled each turn instead of two. The following outlines other significant alterations.
Summary of Catantoo Intricacies
General Game Play
- BLACK DIE: If black die is greater than the sum of the 2 white dice, player or players with fewest points may select any 1 resource from the bank.
- DIAMOND SPACES: Players may dictate what resource their diamond space produces. The first player to build a settlement adjacent to a Diamond space chooses which resource that space will produce and places the corresponding resource icon on the space. Henceforth, that space produces that resource when the number of the space is rolled. The resource produced on a diamond space may be changed by any player that has a settlement/city/metropolis adjacent to the space. He/she may only change the resource on his/her turn, and only after he/she has rolled the dice. No monuments, trading posts, spies, etc. can be placed on diamond spaces.
- ICONS: With the exception of lakes, each land space accommodates 1, and only 1, “icon”. Several items that players can purchase require an available icon space. Hence, players with neighboring settlements/cities/metropolises might find themselves competing for icon spaces.
- PORTS: Each eligible spot on the outer perimeter of a land area constitutes a 3:1 port. Such settlements will only be next to, at most, 3 resource spaces, so these locations have both an advantage and a disadvantage.
- ROBBER, PIRATE, AND TRADER: Whenever an 11 is rolled (12.5%), the player must move either the robber or the pirate. Whenever a 10 is rolled, the player must move the trader. The trader allows a player to make trades at a 2:1 for the kind of resource on which he is located. The trader is not worth 1 victory point.
- SOLDIER DEVELOPMENT CARDS: These can be used in 3 ways—1) to move the robber or pirate to another eligible space, 2) to move the trader to another eligible space, or 3) to move the spy off of the board.
- METROPOLIS (1 brick, 1 wood, 1 sheep, 2 wheat, and 3 ore): Metropolises produce 3 resources each time an adjacent number is rolled. In order to construct a metropolis, a player must also have an adjacent space on which a slot is available for the “Metropolitan Area” icon (the icon may not be placed on a lake, though it may be placed on a desert space).
- MONUMENT (3 ore): Monuments cannot be built on lakes, but they may be built on desert spaces. The player with the most monuments is granted one victory point. If 2 or more players tie for the most monuments, no player is awarded a victory point.
- SPY (1 wood, 1 sheep, and 1 ore): There are 5 available spy numbers in the game, each of which can be purchased with the aforementioned resources. To purchase a spy number, a player must have an eligible space on which to place the “Spy” icon (the icon may not be placed on a lake, though it may be placed on a desert space). The 5 spy numbers correlate to the numbers 2-6. If the black die rolls the same number as a spy number that a player has purchased, he/she may move the spy to any space on the board. Until the spy is moved from that space, the player collects any and all resources that surrounding players would collect when the corresponding number on that space is rolled. A player does not have to move the spy from the spy’s current location if his/her spy number rolls. Whenever a 1 is rolled, the spy leaves the game board. Any player can purchase as many of the 5 spy numbers as he/she chooses, provided they are available. Once purchased, a player retains a spy number for the remainder of the game. A spy may be placed on lake spaces, in which case the spy number holder fishes when the relevant number is rolled.
- TRADING POST (5 of one kind of resource or 1 of each kind of resource): A trading post can be built anywhere on the board. 5 of any one kind of resource allows a player to purchase a trading post for that particular kind of resource (henceforth, that resource may be traded in at a 2:1 rate). Alternatively, 1 of each kind of resource allows a player to purchase a 3:1 trading post (henceforth, any 3 of one resource may be traded in for any 1 resource of the player’s choice). As opposed to ports, other players with settlements/cities/metropolises adjacent to someone else’s trading post may use it as well (for the same trade ratio), but they must pay the owner a fee of any one resource from their own hand per trade made. Trading posts cannot be built on lakes, but they may be built on desert spaces.
- WALL (2 bricks): Walls can be built around any settlement, city, or metropolis. A player may possess 1 wall for every settlement, city, and metropolis he/she has. Each wall allows the player to hold 2 additional cards in his/her hand without having to forfeit half his/her cards when a 10 or 11 is rolled.
Back to Games