Resource-trading board game. First to 10 victory points wins; the scorecard sums end-game tallies.
Setup & play
Catan is too big to cover here — the scorecard assumes you know how to play and just need a clean end-game tally.
Pick the expansion in the start form (Base, Cities & Knights, Seafarers, Merchants & Barbarians). Each player has a column; you add VPs across categories as they earn them.
Scoring
Standard categories: - Settlements: +1 each - Cities: +2 each - Longest Road: +2 (binary toggle — only one player has it) - Largest Army: +2 (binary) - Victory Point dev cards: +1 each
Cities & Knights adds: - Metropolises (cloth/coin/paper): +2 each - Merchant: +1 (binary)
Seafarers adds: - Chits / Settled-Islands VP: +1 each
Game target: 10 VP (Base), 13 VP (Cities & Knights). Configurable in the start form.
Variants
- Base game
Default. 10 VP to win.
- Cities & Knights
Adds barbarians, knights, city upgrades, Metropolises (each = 2 VP) and the Merchant. Game extends to 13 VP.
- Seafarers
Adds ships, gold fields, and per-scenario VP chits for being the first to settle an island.
- Merchants & Barbarians
Scenario expansion — Bridges, Caravans, Saviors of Catan, etc. Use the "Special / Scenario VP" row to capture per-scenario rewards.
Common house-rule decisions
These are the questions that come up most often. The Rules tab toggles between the common choices — agree before the first hand or you’ll re-litigate them mid-game.
- Robber rules — keeping the robber on someone's number for multiple turns.
- Trade restrictions (must trade with active player only?).
- No-trade-on-first-roll rule.
- Special VP — some house games award +1 for "longest river" or similar.