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With special thanks to Roee Anuar for the original idea.

I have played the "Settlers of Catan Cooperative game variant" and found it very intriguing but
too difficult to enjoy the experience. Even with the difficulty level introduced by Kelly Bass the
game felt unbalanced and yielded little fun for our group. After many trials I eventually
introduced some tweaking and changing of the rules for cooperative play. Please take the time to
try this version and let me know your thoughts.

Den

Settlers of Catan Cooperative Game Variant 2.0


-Add one pair of 6 sided dice of a different color, this pair will be called the "robber's dice" (we
chose a pair of black dice, matching the color of the robber).
-Setup remains unchanged.

Player's Turn Phases


1. Robber Movement Phase- Roll the two robber's dice to determine the robber's
movement or play a soldier card.
a. If the result rolled on the robber's dice is 7, the robber remains on the hex it is
currently on and does not move during the Robber Movement Phase. No number tokens are
flipped. Any player with 8 or more cards lose half of them (his choice) to the bank per the
standard rules.
b. On a result of any number other than 7, the robber is moved to the hex nearest
his current position, with the number token matching the dice total, and the number token is
flipped down (blank side up). Hexes on which the number token is flipped down do not produce
resources. If two number tokens have the same probability, move the robber to the hex
surrounded by more player points (cities and settlements). If there is still a tie, move the robber
to the hex with the higher number. If there is still a tie, move the robber randomly to one of these
tiles. If there are no number tokens face up that match the value of the roll on the robber's dice,
then re-roll the dice. Continue to re-roll until either a 7 is rolled or a numbered token is flipped
down.
c. When playing a soldier card, you do not roll the robber's dice. Move the
robber to the desert hex, and flip one or two number tokens of your choice to their number side
up. These tiles once again produce resources. The number tokens you flip up, must be adjacent
to a city or settlement of any player. The used soldier card is kept and counts toward the largest
army bonus per standard rules.

2. Roll Phase- Roll the two dice designated for this phase.
a. Only flipped up number tokens produce resources.
b. If the result rolled on the dice is 7, any player who has 8 or more resource
cards, lose half of them (his choice) to the bank per the standard rules. Move the robber to the
desert and flip up 1 number token of your choice. The number token you flip up must be adjacent
to a city or settlement of any player. If the robber is already on the desert hex when a 7 is rolled,
the robber stays on the desert hex and you flip up 1 number token of your choice

3. Trade and Build Phase- Trade with other players and/or the bank.
a. Trading with the bank remains as per the standard rules. There is no limit to the
number of cards you can trade to the bank.
b. When trading resource cards with other players you must trade on a one for
one basis, of up to three cards limit per player. For example. Player A can trade up to three cards
with player B and then up to three cards with player C, etc. Players trade one resource card for
one, two for two or three for three.
c. Players may build normally per the standard rules.
d. Players may play any development card if a soldier card was not used during
the robber movement phase.
e. Players may not trade development cards.

4. End Phase- If the robber or the players are not victorious, pass the two sets of dice to the
next player to begin another turn.

Development Cards
-The monopoly card acts as follows: Name one resource type, flip up all the number tokens that
are on a hex that provides this resource type (all tokens on the wood producing hexes, all tokens
on the sheep producing hexes, etc.).
-Use the soldier as described in the robber movement phase.
-Once the development deck has been exhausted, players will not be able to purchase new cards
for the rest of the game. The deck is gone.
-Players may play only one development card per turn including any card purchased during their
turn.

Game End
-The game ends in a player victory, when each and every player has 10 or more victory points
(longest road and largest army cards bonus points included)
-The game ends in failure, during the end phase, when no resources can be produced on the next
player's turn.

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Optional changes to make the game easier. You can use some of these to find the best match
for your group.

-When the development deck is exhausted, shuffle all the cards with the exception of the
following
a. Victory point cards
b. the soldier cards for the player holding the largest army bonus card.

-Players may trade two or three resource cards for one with other players.

-There is no limit to the number of resource cards you can trade with each player.
-Start the game with one settlement (one road) and one city (one road).

-If the result rolled on the dice is 7 during the robber phase, roll phase, or both, any player who
has 8 or more resource cards, lose half of them (his choice) to the bank per the standard rules.
Move the robber to the desert and flip back up two number tokens of your choice. The number
token you flip must be adjacent to a city or settlement of any player.

-Players may trade unplayed development cards on a one for one basis.

-Use the Harbor Master rule.

-All players may build during any building phase.

Optional changes to make the game harder. (lol)

-Players may not play development cards purchased during the same turn.

-If the result rolled on the robber's dice is 7, reroll until a numbered token is flipped down.

-Limit trading of resource cards to one per player.

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