
If you have to roll the robber just move it to the 12 or the 2 tile. We found that this made the game actually slightly easier and a lot more friendly, to the point that we now refer to this as Friendship Catan or The Best Friends of Catan or something equally … that. After playing a game where we rolled seven consecutive sevens (for those of you doing the math at home, that’s a 0.000357 % likelihood, I believe), we lost faith in everything and descended into a neverending fit of madness and honestly we just stopped using the robber unless someone was going to win their next turn. Sure, it’s useful to have someone lose half their resources if they’re on a roll (pun intended or whatever), but meh. For reasons known to some we’ve house-ruled that if you roll seven in the first two rounds (round meaning complete cycle of player turns) you roll again, just so we can get the game going. You can place the robber on someone’s tile to both steal one of resources (a polite middle finger if there ever was one, especially if they just discarded half) as well as block that tile from collecting resources for as long as the robber is there (a more aggressive middle finger). If you roll a seven, the table collectively tenses up, as anyone with more than seven (>= eight) resources in their hands must discard half, rounded down (for some reason), and then the robber makes his rounds. If you have a city, you get two, and if you have nothing, you surprisingly get nothing. Rolling for Resources and RobbersĪs you may or may not know (I’m inconsistently asserting that you’ve read the rules), you roll the dice and get the resources for the number that comes up, assuming you have a settlement (little house) on that tile’s corner. This is where the game gets interesting, for some definition of game and interesting. If you play like that you’ve only put two, which is less than three. That means you can have min two, max three settlements on a tile. Hex tiles have six (surprise!) corners and each settlement must not be adjacent to another settlement.

In both of these, you’ve got either a hot spot (too many high-probability numbers) or a dead spot (too many low-probability numbers), which can make the entire game a bit irritating. Do not switch them up or shuffle them, or you’ll get situations like this:

Lay the number tiles (shown) IN ORDER.This means, as shown, you want the desert either on the coast or in the center. You can go across or around, it doesn’t matter, but try to avoid having the desert in the middle ring.There are a surprising number of ways to set this up, but I’ll leave you with some personal suggestions: Please leave vitriolic feedback in the comments. The one that’s clearly a desert? That’s the desert.The ones that look like wheat fields? WHEAT.The red-brown looking ones? Those are BRICK.

There are plenty of disagreements surrounding this, so, just call it what you want. Before that, I am going to make some enemies by establishing a clear and consistent way that I’m going to refer to the resource tiles.

I have a strong recommendation / strong opinions about this, so I’ll make those clear from the writeup. Now, a nontrivial portion of the game is actually just assembling the board, which is locking the 6 ocean tiles together and then shuffling / laying down the resource tiles and then laying down the number tiles. If you find that you’re getting overwhelmed by the sheer number of sides of these tiles, you should sit down, breathe into a paper bag, and try something more like Carcassonne, Lanterns: The Harvest Festival, or Betrayal at House on the Hill, whose square tiles can make you feel whole again. I’m at least 35% sure this is the game’s backstory, so that’s what I’m going with.Ĭatan is played with hex (short for hexagonal, from the Swiss “hexagon”, meaning “a shape with six sides” or “you shouldn’t trust etymologies that you get from a board game blog”) tiles, which may be a shock to anyone who hasn’t played a game like this before. So, if you’ve never seen or heard of Catan before, basically you’re playing as a set of intrepid explorers who happen across an island and then have no choice but to plunder its literally five resource types in the hopes of one day claiming the island for your own.
