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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.
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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.
-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.