# migrations

dir: embeddings_queue
filename: 00001-embeddings.sqlite.sql
hash: d3755dfd232be8e8301f4d7fcfb3a486
sql:
CREATE TABLE embeddings_queue (
    seq_id INTEGER PRIMARY KEY,
    created_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
    operation INTEGER NOT NULL,
    topic TEXT NOT NULL,
    id TEXT NOT NULL,
    vector BLOB,
    encoding TEXT,
    metadata TEXT
);


dir: sysdb
filename: 00001-collections.sqlite.sql
hash: 38352d725ad1c16074fac420b22b4633
sql:
CREATE TABLE collections (
    id TEXT PRIMARY KEY,
    name TEXT NOT NULL,
    topic TEXT NOT NULL,
    UNIQUE (name)
);

CREATE TABLE collection_metadata (
    collection_id TEXT REFERENCES collections(id) ON DELETE CASCADE,
    key TEXT NOT NULL,
    str_value TEXT,
    int_value INTEGER,
    float_value REAL,
    PRIMARY KEY (collection_id, key)
);


dir: sysdb
filename: 00002-segments.sqlite.sql
hash: 2913cb6a503055a95f625448037e8912
sql:
CREATE TABLE segments (
    id TEXT PRIMARY KEY,
    type TEXT NOT NULL,
    scope TEXT NOT NULL,
    topic TEXT,
    collection TEXT REFERENCES collection(id)
);

CREATE TABLE segment_metadata (
    segment_id TEXT  REFERENCES segments(id) ON DELETE CASCADE,
    key TEXT NOT NULL,
    str_value TEXT,
    int_value INTEGER,
    float_value REAL,
    PRIMARY KEY (segment_id, key)
);


dir: sysdb
filename: 00004-tenants-databases.sqlite.sql
hash: 048867ce8fcdefe4023c7110e4433591
sql:
CREATE TABLE IF NOT EXISTS tenants (
    id TEXT PRIMARY KEY,
    UNIQUE (id)
);

CREATE TABLE IF NOT EXISTS databases (
    id TEXT PRIMARY KEY, -- unique globally
    name TEXT NOT NULL, -- unique per tenant
    tenant_id TEXT NOT NULL REFERENCES tenants(id) ON DELETE CASCADE,
    UNIQUE (tenant_id, name) -- Ensure that a tenant has only one database with a given name
);

CREATE TABLE IF NOT EXISTS collections_tmp (
    id TEXT PRIMARY KEY, -- unique globally
    name TEXT NOT NULL, -- unique per database
    topic TEXT NOT NULL,
    dimension INTEGER,
    database_id TEXT NOT NULL REFERENCES databases(id) ON DELETE CASCADE,
    UNIQUE (name, database_id)
);

-- Create default tenant and database
INSERT OR REPLACE INTO tenants (id) VALUES ('default_tenant'); -- The default tenant id is 'default_tenant' others are UUIDs
INSERT OR REPLACE INTO databases (id, name, tenant_id) VALUES ('00000000-0000-0000-0000-000000000000', 'default_database', 'default_tenant');

INSERT OR REPLACE INTO collections_tmp (id, name, topic, dimension, database_id)
    SELECT id, name, topic, dimension, '00000000-0000-0000-0000-000000000000' FROM collections;
DROP TABLE collections;
ALTER TABLE collections_tmp RENAME TO collections;


dir: metadb
filename: 00001-embedding-metadata.sqlite.sql
hash: 2b4cf52c4bb2676e21d6860a4409f856
sql:
CREATE TABLE embeddings (
    id INTEGER PRIMARY KEY,
    segment_id TEXT NOT NULL,
    embedding_id TEXT NOT NULL,
    seq_id BLOB NOT NULL,
    created_at TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
    UNIQUE (segment_id, embedding_id)
);

CREATE TABLE embedding_metadata (
    id INTEGER REFERENCES embeddings(id),
    key TEXT NOT NULL,
    string_value TEXT,
    int_value INTEGER,
    float_value REAL,
    PRIMARY KEY (id, key)
);

CREATE TABLE max_seq_id (
    segment_id TEXT PRIMARY KEY,
    seq_id BLOB NOT NULL
);

CREATE VIRTUAL TABLE embedding_fulltext USING fts5(id, string_value);


dir: metadb
filename: 00002-embedding-metadata.sqlite.sql
hash: 12a570f7121b3a8ce750a2a7c36da20f
sql:
-- SQLite does not support adding check with alter table, as a result, adding a check
-- involve creating a new table and copying the data over. It is over kill with adding
-- a boolean type column. The application write to the table needs to ensure the data
-- integrity.
ALTER TABLE embedding_metadata ADD COLUMN bool_value INTEGER


dir: metadb
filename: 00003-full-text-tokenize.sqlite.sql
hash: f97ad6334aeaa8f419f01110b648b97a
sql:
CREATE VIRTUAL TABLE embedding_fulltext_search USING fts5(string_value, tokenize='trigram');
INSERT INTO embedding_fulltext_search (rowid, string_value) SELECT rowid, string_value FROM embedding_metadata;
DROP TABLE embedding_fulltext;


# embeddings_queue

created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 0../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "Exploding Kittens\n\nPLAYERS: 2-5\nCONTENTS: 56 CARDS ORIGINAL EDITION\n\nIn the deck of cards are some Exploding Kittens. You play the game by putting the deck face down and taking turns drawing cards until someone draws an Exploding Kitten.\nWhen that happens, that person explodes and they are out of the game All of the other cards will give you powerful tools to help you avoid exploding! This process continues until there\u2019s only  1 player left who wins the game.\n\nBASICALLY if you explode, you lose. and you are full of incendiary loser sadsauce. if you don\u2019t explode, YOU WIN. and you are full of greatness. good job, buddy. and all of the other cards will lessen your chances of getting  exploded by Exploding Kittens."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 1../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "SETUP\n\nTo start, remove all the Exploding Kittens (4) from the deck and set them aside.\n\nRemove all of the Defuses (6) from the deck and deal 1 to each player.  NOTE: Depending on how many people are playing, there will be some Defuses left over. Shuffle 2 of the extras back into the deck, and remove them from the game. (In the case of a 5 player game, you\u2019ll only have 1 extra Defuse to shuffle back into the deck.)\n\nShuffle the deck and deal 7 cards face down to each player. Everyone now has a hand of 8 cards total.  (7 cards + 1 Defuse). Look at your cards but keep them secret.\n\nInsert enough Exploding Kittens back into the deck so that there is 1 fewer than the number of people playing. Remove any extra Exploding Kittens from the game\n\nShuffle the deck, and put it face down in the middle of the table.\n\nPick a player to go first. (Some sample criteria: most excited to go first, most intimidating odor, shortest spleen, etc.)"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 2../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "TAKING YOUR TURN\n\nGather all 8 of your cards into your hand and look at them. Do one of the following:\nPLAY: Play a card from your hand by placing it FACE UP on top of the Discard Pile. Follow the instructions on the card. Read the text on  a card to learn what it does. After you follow the instructions on the card, you can play another card. You can play as many cards as you\u2019d like. OR\nPASS: Play no cards.\n\nEnd your turn by drawing a card from the top of the Draw Pile into your hand and hoping it\u2019s not an Exploding Kitten. Play continues clockwise around the table. REMEMBER: Play as many or as few cards as you\u2019d like, then draw a card to end your turn."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 3../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "ENDING THE GAME:\n\nEventually every player will explode except   for one, who wins the game! You won\u2019t ever run out of cards in the Draw Pile because you inserted enough Exploding Kittens   to kill all but 1 player"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 4../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "THREE MORE THINGS:\n\nA good strategy generally is to save your cards early in  the game while your chance of exploding is low.\n\nYou can always count the cards left in the   Draw Pile to figure out the odds of exploding.\n\nThere is no maximum or minimum hand size. If you run out of cards in your hand, there\u2019s no special action to take. Keep playing. You\u2019ll draw  at least 1 more card on your next turn"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 5../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "CARDS:\n\nExploding Kitten (4 Cards): You must show this card immediately. Unless you have a Defuse, you\u2019re dead. When you die, put the kitten that killed you face up in front of you so that everyone can see that you\u2019re dead, and the rest of your cards face down in front of you.\n\nDefuse (6 cards): If you drew an Exploding Kitten, you can play this card instead of dying. Place your Defuse in the Discard Pile. Then take the Exploding Kitten, and without  reordering or viewing the other cards, secretly  put it back in the Draw Pile anywhere you\u2019d like. Your turn is over after playing this card.\n\nAttack x2 (4 cards): End your turn without drawing a card, and immediately force the next player to take 2 turns in a row. If the victim of an Attack plays this card on any of their turns, the attacks \u201cstack\u201d and their turns are immediately transferred to the next player, who must take the Attacker\u2019s current and remaining untaken turn(s) PLUS 2 additional turns.\n\nFavor (4 cards): Force any other player to give you 1 card from their hand. They choose which card to give you\n\nNope (5 cards): Stop any action except for an Exploding Kitten or a Defuse. It\u2019s as if the card beneath a Nope never existed. You can also play a Nope on another Nope to negate it and create a Yup, and so on. You can play a Nope at any time before an action has begun, even if it\u2019s not your turn. Any cards that have been Noped are lost. Leave them in the Discard Pile. You can even play a Nope on a Special Combo.\n\nShuffle (4 cards): Shuffle the Draw Pile until the next player tells you to stop\n\nSkip (4 cards): Immediately end your turn without drawing  a card. If you play a Skip Card as a defense to an Attack Card, it only ends 1 of the 2 turns. 2 Skip Cards would end both turns.\n\nsee the future 3x (5 cards): Privately view the top 3 cards from the Draw Pile and put them back in the same order. Don\u2019t show the cards to the other players\n\nCat cards (4 cards of each of the 5 cats): These cards are powerless on their own, but if you collect any 2 matching Cat Cards, you can play them as a Pair to steal a random card from any player. They can also be used in Special Combos."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 6../rules_md/exploding_kittens.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/exploding_kittens.md", "chroma:document": "SPECIAL COMBOS\n\nTWO of a kind Playing: matching Pairs of Cat Cards (where you get to steal a random card from another player) no longer only applies to pairs of Cat Cards. It now applies to ANY pair of cards with the same title (a pair of Shuffle Cards, a pair of Attack Cards, etc). Ignore the instructions on the cards when you play them as a Special Combo.\n\nthree of a kind Exactly the same as Two of a Kind, but you get to name the card you want from the other player. If they have it, you get to take it. If not, you get nothing. Ignore the instructions on the cards when you play them as a Special Combo."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 0../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "CARCASSONNE\n\n2 A clever tile-laying game by Klaus-J\u00fcrgen Wrede\n\nfor 2 to 5 players aged 7 and up\n\nCarcassonne, the world-famous French city, known for its imposing fortifications erected during the Antiquity \nand the Middle Ages. This fortress, surrounded by magnificent walls, still stands today as one of the most \nunique French cities. In this game, players must develop the area around Carcassonne. They will place their \nfollowers onto roads and into cities, monasteries, and fields. Only those who make the most judicious \nplacements will gain the points required to win the game."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 1../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "COMPONENTS AND SETUP\n\nWelcome to the Carcassonne universe! This rule book was conceived to allow you to learn to play the game as fast \nas possible. After reading it, you will be able to explain and play the game. You are going to take your first step into the universe of the modern classic that is Carcassonne.To begin, we need to set up the game, something that only takes a few brief moments. We will also take this \nopportunity to present the components:\n\nThe first and most important pieces of Carcassonne are the Land tiles: there are 84 tiles which depict roads, cities, and monasteries, all of which are generally surrounded by fields.\n\nTwelve (12) of these tiles show a river.  These are explained in the supplementary rules. Other graphical elements such as houses, people, or animals have no impact  on the game.  Every tile shares the same back, with the exception of the start tile and the twelve River tiles. The back of those tiles is darker, making them easy to set them aside\n\nPlace the start tile (the one with a dark back) in the middle of the table. Shuffle the remaining tiles and set them as different facedown stacks that are easily accessible to all players.\n\nFinally, we have the meeples. You will find in the box 40 regular meeples, including 8 meeples in each of these colors: yellow , red, green , blue, and black . In addition, there are also 5 abbots, including 1 in each of the same colors. Start by distributing 7 meeples of the color of their choice to each player (don\u2019t forget to give yourself some as well). These meeples constitute each player\u2019s personal supply.Then, each of you takes the remaining meeple in their color and sets it on space 0 of the scoreboard. Return to the box any unused meeples and, for your first game, the abbots. Determine a first player (for example, the youngest)."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 2../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "OVERVIEW AND GOAL OF THE GAME\n\nBefore diving into the explanation of this game, you should know what the goal is in Carcassonne.\nOne after the other, players will place tiles. This is how, one tile at a time, a landscape of roads, cities, monasteries, \nand fields will be created and expanded. You may place your meeples on these tiles, where they will become  highwaymen, knights, monks, and farmers and hopefully allow you to score as many points as possible. Points are \nnot only earned during the game, but also at the very end. After the final scoring the player with the highest score\n\nis proclaimed the winner. And now, we are ready to begin!"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 3../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "GAMEPLAY\n\nA game of Carcassonne is played in clockwise order. Starting with the first player, the current player does the \nfollowing actions in the order listed below, after which it is the next player\u2019s turn, and so on and so forth.\nFirst, we\u2019ll give you a brief description of the actions you have to do during one of your turns. These actions will be \ndetailed as we present the roads, the cities, and finally the monasteries. So what are these actions?\n\nPlacing a tile:The player must draw exactly 1 Land tile from a stack and place it faceup to continue the landscape\n\nPlacing a meeple: The player may place a meeple from her supply onto the tile she has just placed.\n\nScoring a feature: The player must score any feature completed by her tile placement"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 4../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "THE ROADS\n\nPlacing a tile: You draw the depicted tile with three road segments starting from a village. You must place it in such a way that it continues the existing landscape (the tiles already in play)\n\nPlacing a meeple as a highwayman: After placing the tile, you may place a meeple as a highwayman on one of that tile\u2019s road segments, but only if the road is unoccupied by another highwayman.In our example, since the road is not yet completed, no scoring occurs (see action 3) and play moves on to the next player. The other player draws a tile that he places to continue the landscape. He may not place a meeple on the road to the right since your highwayman is already present on that road. Instead, he chooses to place his meeple as a knight in the city segment of that tile.\n\nScoring a road: When both ends of a road are closed, that road is completed and scored. The end of a road is closed when it meets a village, a city, a monastery, or it loops onto itself by meeting the other end. So let\u2019s see if there is a scoring here... Huzzah! There is one because both ends of the road are closed. Even though it is your opponent that placed the tile, this still completes your road. How many points do you score? When scoring a road, each tile of that road grants you 1 point. Here, since you scored a road that is made out of 3 tiles, you score 3 points. Well done! It is now time to note your score. You keep track of your score with the meeple you placed on the scoreboard before starting the game. Continuing our  example, you move it forward 3 spaces to show that you\u2019ve scored 3 points. Note: if your score passes 50 points, lay down your scoring meeple to show your 50+ points. After each scoring, return to your supply the meeple that was just scored.\n\nThat\u2019s it! We\u2019ve already seen the most important parts of the game. Now, we will further expand on those actions \nby showing you how they apply to the other features, namely the cities and the monasteries:"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 5../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "THE CITIES\n\nPlacing a tile: As usual, you draw a tile that you use to continue the landscape. Of course, the illustration must be continued as well. For example, a city segment must be connected to an open city.\n\nPlacing a meeple as a knight: Then, you see if there is already a meeple as a knight in the city. Here, there isn\u2019t, so you can place one of your meeples as a knight in this city.\n\nScoring a city: Let\u2019s continue our example and assume that a few turns have passed. You now  draw this tile that you place to continue your city. Since the tile you\u2019ve placed completes a feature (here, the city), it must now be scored. A city is completed when it is surrounded by walls and there are no gaps inside the city.Since you have a meeple in the completed city, you are the player to score it. Each tile in a completed city is worth 2 points. In addition, each coat of arms is worth 2 more points. For this city, you score 8 points! As usual, the meeple that was in the scored feature returns to your supply."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 6../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "THE MONASTERIES\n\nPlacing a tile: Once more, you draw a tile to continue the landscape. Monasteries are always depicted in the center of a tile. When placing such a tile, you must, as usual, make sure that it continues the illustration.\n\nPlacing a meeple as a monk: You can place a meeple on a monastery as a monk. Of course, that meeple must come from your supply.\n\nScoring a monastery: A monastery is completed when it is surrounded by tiles. During scoring, the monastery is worth 1 point per tile that completes it (including the monastery itself). Perfect! By placing this tile, you complete your monastery. It earns you 9 points and allows you to take your meeple back.\n\nAnd voil\u00e0! We have already seen most of the rules for Carcassonne. There are only a few points left to see, but first, \nhere is a summary of what we\u2019ve seen so far:"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 7../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "SUMMARY\n\nPlacing a tile:\n\nYou must place your drawn tile in such a way that it continues the landscape and the illustration.\n\nIn some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one.\n\nPlacing a meeple\n\nYou may place a meeple on the tile you\u2019ve just placed.\n\nYou may not place a meeple in a feature where there already is at least one other meeple.\n\nScoring a feature\n\nA road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop. Each tile in a completed road is worth 1 point.\n\nA city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points.\n\nA monastery is completed when it is surrounded by 8 tiles. Each of the monastery\u2019s tiles (the 8 surrounding tiles and the one with the monastery itself) is worth 1 point.\n\nScoring always occurs at the end of a player\u2019s turn. At that moment, each player with a meeple in a scored feature earns points.\n\nAfter each scoring, return to your supply the scored meeples.\n\nIf there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.\n\n(Note: How can there be more than one meeple in the same feature? More on that right below...)"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 8../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "MANY MEEPLES IN THE SAME FEATURES\n\nThe tile you\u2019ve just drawn could continue the road. However, there already is a highwayman on that road, which means that you may not place yours. You decide to place your tile, and a highwayman, so that it is not connected.During a following turn, you draw this tile and decide to continue the road with it. Both roads, each with a highwayman, are now connected.  Since this completes the road, it is now scored and both you and the other player score 4 points. Then, you both take your meeple back.\n\nYou wish to take control of the city away from yellow and place your tile as pictured with a knight on it. You are allowed to place a knight there because the city segment is not connected to another city segment with a knight on it. If you succeed in linking your two city segments, your two knights will allow you to take the city from yellow .Lucky you! That is exactly the tile you needed to connect the city segments. Since you now have the most knights in the city, only you get to score the 10 points awarded for completing that city. Then, both you and the other player take back your meeples."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 9../rules_md/carcassone.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/carcassone.md", "chroma:document": "GAME END AND FINAL SCORING\n\nSadly, all good things must come to an end, and the same goes for a game of Carcassonne. You may wish that it were otherwise, but there must be a winner! Thus, the game ends immediately after the turn of the player who placed the last tile. Then, players proceed to a final scoring, after which the winner will be known to all! Once the game is over, all meeples still in play are scored:\n- Each incomplete road is worth 1 point per tile, just like during the game.\n- Each incomplete city is worth 1 point per tile and 1 point per coat of arms, which is only half the points .\n- Each incomplete monastery is worth 1 point plus 1 point per adjacent tile, just like during the game.\n- Each field is worth 3 points per adjacent completed city.\n\nOnce the final score is known, the winner is the player with the most points. Congratulations on winning your first game of Carcassonne!\nAfter a few games, start playing with the fields and the farmers in order to increase your strategic possibilities.\nFarmers and fields are but the first step into this brave new world of Carcassonne."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 0../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "%Game Components\n\n19 terrain hexes (tiles)\n\n6 sea frame pieces\n\n9 harbor pieces\n\n18 circular number tokens\n\n95 resource cards (bearing the symbols for the brick, grain, lumber, ore, and wool resources)\n\n25 development cards (14 knight cards, 6 progress cards, 5 victory point cards)\n\n4 \u201cBuilding Costs\u201d cards\n\n2 special cards: \u201cLongest Road\u201d & \u201cLargest Army\u201d\n\n16 cities (4 of each color, shaped like churches)\n\n20 settlements (5 of each color, shaped like houses)\n\n60 roads (15 of each color, shaped like bars)\n\n2 dice (1 yellow1 red)\n\n1 robber"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 1../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Constructing the island\n\nThe frame pieces hold the board together and prevent the pieces from moving after the board is in place. Before building the island, assemble the frame by matching the numbers at the ends of the frame pieces together (i.e., 1-1, 2-2, etc.). You can then construct the island of Catan using the 19 terrain hexes."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 2../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "SETTING UP THE GAME\n\nSelect a color and take your 5 settlements, 4 cities, and \n15 roads (no more and no less!). Place your 2 roads and your 2 settlements on the game board. Place your remaining settlements, roads, and cities down in front of you.\n\nNote: If you are playing a 3-player game, nobody plays the red position indicated on the starting map.\n\nTake your color\u2019s building costs card. Place the special cards \u201cLongest Road\u201d and \u201cLargest Army\u201d beside the game board along with the 2 dice. Sort the resource cards into 5 stacks and put them face up next to the game board. Shuffle the development cards and place them face down by the board.\n\nYou receive resources for each terrain hex around your starting settlement. Take the appropriate resource cards from their stacks. Each player keeps their resource cards hidden in their hand.\n\nImportant: Settlements and cities may only be placed at the corners of the terrain hexes\u2014never along the edges. Roads may only be placed at the edges of the terrain hexes\u20141 road per edge. The Distance Rule means many \nintersections along roads will remain unoccupied."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 3../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "TURN OVERVIEW\n\nUnless you\u2019re using the Starting  Set-Up for Experienced Players, the oldest player goes first. On your turn, you can do the following in the order listed:\n\nYou must roll for resource production (the result applies to all players).\n\nYou may trade resource cards with other players and/or \nuse maritime trade\n\nYou may build roads, settlements or cities and/ or buy development cards. You may also play one development card at any time during your turn.\n\nAfter you\u2019re done, pass the dice to the player to your left, who \nthen continues the game with step 1.\n\nTip: For advanced players, we recommend combining the second and third steps."}


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id: 4../rules_md/catan.md
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{"source": "../rules_md/catan.md", "chroma:document": "THE TURN IN DETAIL\n\nThere are 4 phases to your turn:\n\nResource Production\n\nTrade\n\nBuild\n\nSpecial Cases"}


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{"source": "../rules_md/catan.md", "chroma:document": "THE TURN IN DETAIL > 1. RESOURCE PRODUCTION\n\nYou begin your turn by rolling both dice. The sum of the dice determines which terrain hexes produce resources. Each player who has a settlement on an intersection that borders a terrain hex marked with the number rolled receives 1 resource card of the hex\u2019s type. If you have 2 or 3 settlements bordering that hex, you receive 1 resource card for each settlement. You receive 2 resource cards for each city you own that borders that hex. If there are not enough of a given resource in the supply to fulfill everyone\u2019s production, then no one receives any of that resource during that turn (unless it only affects 1 player)."}


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id: 6../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "THE TURN IN DETAIL > 2. TRADE\n\nAfterwards, you may trade freely (using either or both types of \ntrades below) to gain needed resource cards:\n\nDomestic Trade: On your turn, you can trade resource cards with any of the other players. You can announce which resources you need and what you are willing to trade for them. The other players can also make their own proposals and counteroffers.Important: Players may only trade with the player whose turn it is. The other players may not trade among themselves.\n\nMaritime Trade: You can also trade without the other players! During your turn, you can always trade at 4:1 by putting 4 identical resource cards back in their stack and taking any 1 resource card of your choice for it. If you have a settlement or city on a harbor\u200aY , you can trade with the bank more favorably: at either a 3:1 ratio or, in certain harbors, at 2:1 (trading the resource type shown).Important: The 4:1 trade is always possible, even if you do not have a settlement on a harbor."}


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id: 7../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "THE TURN IN DETAIL > 3. Build\n\nNow you can build. Through building, you can increase your victory points, expand your road network, improve your resource production, and/or buy useful development cards. To build, you must pay specific combinations of resource cards (see the Building Costs Card). Take the appropriate number of roads, settlements, and/or cities from your supply and place them on the game board. Keep development cards hidden in your hand.You cannot build more pieces than what is available in your \npool\u2014a maximum of 5 settlements, 4 cities, and 15 roads.\n\nRoad\u200aRequires: Brick & Lumber. A new road must always connect to 1 of your existing roads, settlements, or cities. Only 1 road can be built on any given path. The first player to build a continuous road (not counting forks) of at least 5 road segments receives the special card \u201cLongest Road\u200aY .\u201d If another player succeeds in building a longer road than the one created by the current owner of the \u201cLongest Road\u201d card, they immediately take the special card (and its 2 victory points). Tip: This creates a 4 victory point swing!\n\nSettlement\u200aRequires: Brick, Lumber, Wool, & Grain. Take special note of the \u201cDistance Rule\u201d: you may only build a settlement at an intersection if all 3 of the adjacent intersections are vacant (i.e., none are occupied by any settlements or cities\u2014even yours).Each of your settlements must connect to at least 1 of your own roads. Regardless of whose turn it is (i.e., during any production phase), when a terrain hex produces resources, you receive 1 resource card for each settlement you have adjacent to that terrain hex. Each settlement is worth 1 victory point.\n\nCity\u200aRequires: 3 Ore & 2 Grain. You may only establish a city by upgrading one of your settlements. When you upgrade a settlement to a \ncity, put the settlement (house) piece back in your supply and replace it with a city piece (church). Cities produce twice as many resources as settlements. You acquire 2 resource cards for an adjacent terrain hex that produces resources. Each city is worth 2 victory points.\n\nBuying a Development Card Requires: Ore, Wool, & Grain. When you buy a development card, draw the top card from the deck. There are 3 different kinds of these cards: knight, progress, and victory point. Each has a different effect.Development cards never go back into the supply, and you \ncannot buy development cards if the supply is empty. Keep your development cards hidden (in your hand) until you use them, so your opponents can\u2019t anticipate your play."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 8../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "THE TURN IN DETAIL > 4. SPECIAL CASES\n\nRolling a \u201c7\u201d and Activating the Robber. If you roll a \u201c7,\u201d no one receives any resources.Instead, every player who has more than 7 resource cards must select half (rounded down) of their resource cards and \nreturn them to the bank. Then you must move the robber\u200aY . Proceed as follows:\n\nYou must move the robber\u200aimmediately to the number token of any other terrain hex or to the desert hex.\nThen you steal 1 (random) resource card from an opponent who has a settlement or city adjacent to the target terrain hex. The player who is robbed holds their resource cards face down. You then take 1 card at random. If the target hex is adjacent to 2 or more players\u2019 settlements or cities, you choose which one you want to steal from.Important: If the production number for the hex containing the robber is rolled, the owners of adjacent settlements and cities do not receive resources. The robber prevents it.\n\nPlaying Development Cards:At any time during your turn, you may play 1 development card (put it face up on the table). That card, however, may not be a card you bought during the same turn (except for a victory point card)\n\nKnight Cards (Purple Frame): If you play a knight card, you must immediately move the robber. See \u201cRolling a \u20187\u2019 and Activating the Robber\u201d above and follow steps 1 and 2. Once played, knight cards remain face up in front of you. The first player to have 3 knight cards in front of themself receives the special card \u201cLargest Army,\u201d which is worth 2 victory points. If another player has more knight cards in front of them than the current holder of the Largest Army card, they immediately take the special card and its  2 victory points.\nProgress Cards (Green Frame): If you play a progress card, follow its instructions. Then the card is removed from  the game (i.e., toss it in the box). \nVictory Point Cards (Orange Frame): You must keep victory point cards hidden. You may only reveal them during your turn and when you are sure that you have 10 victory points\u2014that is, to win the game. Of course, you can reveal them after the end of the game if someone else wins. You may play any number of victory point cards during your  turn, even during the turn you purchase them."}


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id: 9../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "ENDING THE GAME\n\nIf you have 10 or more victory points during your turn, \nthe game ends and you are the winner! If you reach 10 points when it is not your turn, the game continues until any player (including you) has 10 points on their turn."}


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id: 10../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Build (Building)\n\nYou may build on your turn after you have rolled for resource production and finished trading. To build, you must turn in the specified combinations of resource cards (see the Building Costs Cards). Return the resource cards to the supply stacks.\n\nYou can build as many items and buy as many cards as \nyou desire\u2014as long as you have enough resources to \u201cpay\u201d for them and they are still available in the supply. (See Settlements, Cities,\u200aRoads, and Development Cards)\n\nEach player has a supply of 15 roads, 5 settlements, and 4 cities. If you build a city, return the settlement to your supply. Roads and cities however, remain on the board until the end of the game once they are built.\nYour turn is over after \u201cbuilding,\u201d and the player to your left continues the game.\n\nNew rule variant: see Combined Trade/Build Phase."}


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id: 11../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Building Costs Cards\n\nThe building costs cards show what can be built and which \nresources are required. When you pay building costs, you must return the necessary resources to their supply stacks. You can build settlements and roads, upgrade settlements to cities, and buy development cards."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 12../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Cities\n\nYou cannot build a city directly. You can only upgrade an existing settlement to a city. You pay the required resources, return the settlement to your supply, and replace the settlement with a city on the same intersection. Each city is worth 2 victory points. You receive \ndouble resource production (2 resource cards) from the adjacent terrain hexes whenever those numbers are rolled. When you build a city, the upgraded settlement piece becomes available again. You can use it to build another settlement later.\n\nHint: It is extremely difficult to win the game without \nupgrading settlements to cities. Since you only have 5 settlements available, you can only reach 5 victory points by only building settlements."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 13../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Coast\n\nWhen a terrain hex borders on the sea (i.e., a frame piece), \nit is called a \u201ccoast.\u201d You can build a road along a coast. You can build settlements and upgrade settlements to cities on intersections that border on the sea. However, since a site on the coast borders only 1 or 2 terrain hexes, coastal settlements generate smaller resource yields. Still, coastal sites often lie on harbors, which allow you to use maritime trade\u200aY  to trade \nresources at more favorable rates."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 14../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Combined trade/Build phase\n\nThe separation of the trade and build phases was introduced  to make the sequence easier to learn for beginners. We recommend experienced players ignore this separation.\nAfter rolling for resource production, you can trade and build in any order (you can trade, build, trade again and build again, etc.). You can even use a harbor on the same turn you build a settlement there. Using this method speeds up the game a"}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 15../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Desert\n\nThe desert is the only terrain hex that does not produce resources. The robber starts the game there. A settlement or a city built adjacent to the desert yields fewer resources than those built next to one of the other terrain types."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 16../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Development  Cards\n\nThere are 3 different kinds of development cards: Knight Cards, Progress Cards, and Victory Point Cards.\nWhen you buy a development card, take the top card of the draw pile into your hand. Keep your development cards hidden until you play them. This keeps the other players in the dark. You cannot trade or give away development cards. You may only play 1 development card during your turn either 1 knight card or 1 progress card. You can play the card at any time, even before you roll the dice. You may not, however, play a card that you bought during the same turn.\nException: If you buy a card and it is a victory point card  that brings you to 10 points, you may immediately reveal this card  (and all other VP cards) and  win the game. You only reveal victory point cards when the game is over\u2014once you or an opponent reaches 10+ victory points and declares victory."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 17../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Distance rule\n\nYou may only build a settlement on an unoccupied intersection and only if none of the 3 \nadjacent intersections contains a settlement or city."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 18../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Domestic trade\n\nOn your turn, you may trade resources with the other players (after rolling for resource production). You and the other players negotiate the terms of your trades\u2014such as which cards will be exchanged. You may trade as many times as you can, using single or multiple cards. However, you cannot give away cards, or trade matching resources (\u201ctrade\u201d 3 ore for 1 ore, for example). Important: While it is your turn, you must be a part of all trades, and the other players may not trade among themselves."}


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id: 19../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Ending the Game\n\nIf you have\u2014or reach\u201410 victory points on your turn, the game ends immediately and you win! You can only win during your turn. If somehow you find you have 10 victory points during another player\u2019s turn, you must wait until your next turn to claim victory."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 20../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Game play\n\nHere is a summary of the the game sequence, plus some more specific entries where you can find details:\n(1) Lay out the game board: Set-up, \n(2) Initial set-up: Set-up Phase\n(3) Play: The starting player begins the game. The other players follow \nin clockwise order.\n\nOn your turn, you complete these 3 phases in order:\n- Roll for Resource Production\u200a(the roll applies to all players)\n- Trade\n- Build\u200a\nYou may play 1 development card any time during your turn. Pass the dice to the player on your left at the end of your turn. That player then takes their turn using the same 3 phases."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 21../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Harbors\n\nHarbors allow you to trade resources more favorably. In  order to control a harbor, you  must build a settlement on a coastal intersection\u200awhich borders the harbor. See also \u201cMaritime Trade\u201d"}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 22../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Intersections\n\nIntersections are the points where 3 hexes meet. You may only build settlements on intersections. The influence (for resource yields) of settlements and cities extends into the 3 adjacent terrain hexes that form the intersection."}


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id: 23../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Knight Cards\n\nWhen you play a \u201cKnight\u201d development card during your turn, you must immediately move the robber. Place the knight card \nface up in front of you. You must move the robber away from its current spot and onto the number token of any other terrain hex or on the desert. You then steal 1 resource card from a player who has a settlement or a city adjacent to the robber. If there are 2 or more such players, you may choose your victim. The player you elect to rob keeps their cards face down while you take 1 of their cards at random. If that player has no cards, you get nothing! (However, you can always ask players about the number of cards they hold. They must answer truthfully.)\n\nIf you are the first player to have 3 knight cards face up in front of you, you take the \u201cLargest Army\u201d\u200aY  special card. This \nspecial card is worth 2 victory points. If another player has more face-up knight cards than you, they take the special card and the 2 victory points that go with it."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 24../rules_md/catan.md
encoding: FLOAT32
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{"source": "../rules_md/catan.md", "chroma:document": "Largest army\n\nIf you are the first player to play  3 knight cards, you receive this special card, which is worth 2 victory points. You place the \u201cLargest Army\u201d card face up in front of you. If another player plays more knight cards than you have, they immediately take the special card. The 2 victory points likewise count for the new owner."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 25../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Longest road\n\nIf you are the first player to build a continuous road of at least 5 individual road pieces, you take this special card and place it face up in front of you. This card is worth 2 victory points.\n\nNote: If your road network branches, you may only count the single longest branch for purposes of the longest road. If you hold the \u201cLongest Road\u201d card and another player builds a longer road, they immediately take your \u201cLongest Road\u201d card. They also acquire the 2 bonus victory points. (Since you also lose the 2 victory points, it is a 4 point swing!)\n\nYou can break an opponent\u2019s road by building a settlement on \nan unoccupied intersection along that road!\n\nSpecial Case: If your longest road is broken and you are tied for longest road, you still keep the \u201cLongest Road\u201d card. However, if you no longer have the longest road, but two or more players tie for the new longest road, set the \u201cLongest Road\u201d card aside. Do the same if no one has a 5+ segment road. The \u201cLongest Road\u201d card comes into play again when only 1 player has the longest road (of at least 5 road pieces)."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 26../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Maritime  trade\n\nOn your turn, you can trade resources using maritime trade during the trade phase even without involving another player.\nThe most basic (and unfavorable) exchange rate is 4:1. You may trade 4 identical resource cards to the supply in exchange for  1 resource card of your choice. You do not need a harbor\u200a(settlement at a harbor location) to trade at 4:1,  so when nobody wants to trade with you, you can always trade at this rate\n\nIf you have built a settlement or city at a harbor\u200alocation, you can trade more effectively. There are 2 different kinds of harbor locations:\n- Generic Harbor (3:1): Here you may exchange 3 identical resource cards for any 1 other resource card during your  trade phase.\n\nSpecial Harbor (2:1): There is only 1 special harbor for each type of resource (with the same symbol). So, if you earn plenty of a certain type of resource, it can be useful to build on the special harbor for that resource type. The exchange rate of 2:1 only applies to the resource shown on the harbor location. A special harbor does not permit you to trade any other resource type at a more favorable rate (not even 3:1)!"}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 27../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Number tokens\n\nThe 18 number tokens are marked with the numerals \u201c2\u201d through \u201c12.\u201d There is only one \u201c2\u201d \nand one \u201c12.\u201d There is no \u201c7.\u201dThe more often a number is rolled, the more often each \nassociated hex produces resources.\n\nThe letters on the back of the number tokens are only used during the setup phase"}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 28../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Paths\n\nPaths are defined as the edges where 2 hexes and/or hexes and the frame meet. Paths run along the border of  2 terrain hexes or between a land hex and the frame. Only one road\u200acan be built on any path. At each end of a path is an intersection."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 29../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Progress Cards\n\nProgress cards are a type of development card. They have green frames. There are 2 each of 3 varieties:\n\nRoad Building: If you play this card, you may immediately place 2 free roads on the board (according to normal building rules).\n\nYear of Plenty: If you play this card you may immediately take any 2 resource cards from the supply stacks. You may use these cards to build in the same turn.\n\nMonopoly: If you play this card, you must name 1 type of resource. All the other players must give you all of the resource cards of this type that they have in their hands. If an opponent does not have a resource card of the specified type, they do not have to give  you anything.\n\nYou may play only 1 development card during your turn."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 30../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Resource Cards\n\nThere are 5 different types of resources: grain (from fields), brick (from hills), ore (from mountains), lumber (from forest), and wool (from pasture). These resources are represented by \u201cresource cards.\u201d You receive these cards as income from the resource production of these hexes. Resource production is determined by the dice roll at the beginning of each turn. You receive your income for each terrain hex adjacent to your settlements or cities every time the production number on the hex is rolled."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 31../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Resource production\n\nOn your turn, you must roll the dice for the turn\u2019s resource production. The number rolled determines which hexes produce resources. Each number appears twice\u2014except for \u201c2\u201d and \u201c12,\u201d which only appear once.\n\nAll players who have settlements\u200aor cities on the hexes indicated by the roll receive the yields (resource cards) of those hexes. Each settlement produces 1 resource card and each city produces 2 resource cards.\n\nIt is possible that during the game there will not be enough resources in the bank to supply all of the yields. If there are not enough resource cards to give every player all the production they earn, then no player receives any of that resource that turn.\n\nException: If the shortage of resource cards only affects a single player, give that player as many of these resources as are left in the supply, and any extras are lost. In either case, production of other types of resources is not affected."}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 32../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Resource trade\n\nIn the second phase of your turn, you may trade with the other players. The other players may not trade among themselves, only with the player whose turn it is. There are  2 different kinds of trade:\n\nDomestic trade\n\nMaritime trade"}


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topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 33../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Roads\n\nThe roads connect your settlements and cities. You build roads on paths. You cannot build new settlements without also building roads. Roads provide victory points only if you hold the Longest Road\u200aspecial card.\n\nOnly 1 road may be built on each path. You can build roads along the coast."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 34../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Robber\n\nThe robber begins the game in the desert. It is moved only by rolling a \u201c7\u201d\u200aY  or playing  a Knight\u200acard.\nIf the robber is moved to any other terrain hex, it prevents that hex from producing resources. Players with settlements and/or cities adjacent to the target terrain hex receive no resources from this hex as long as the robber is in the hex. This lasts until the robber is moved again by another \u201c7\u201d or a knight card."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 35../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Rolling a \u201c7\u201d and activating the robber\n\nIf you roll a \u201c7\u201d for resource production, none of the players receive resources. Instead:\n\nEach player counts their resource cards. Any player with more than 7 resource cards (i.e., 8 or more) must choose and discard half of them. Return discards to the supply stacks. If you hold an odd number of cards, round down (e.g., if you have 9 resource cards, you discard 4).\n\nThen you (the player who rolled the \u201c7\u201d) must move the robber to the number token of any other terrain hex (or to the desert\u200ahex). This blocks the resource production of this hex, until the robber moves to another number token or the desert.\n\nAfter discarding occurs, you also steal 1 resource card at random from a player who has a settlement or city adjacent to this new hex. If there are 2 or more players with buildings there, you may choose from which one to steal. \nThe robber must be moved. You may not choose to leave the robber on the same hex.\n\nAfter moving the robber, your turn continues with the trade phase."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 36../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "settlements\n\nA settlement is worth 1 victory point. Settlements are built on intersections (where 3 hexes meet or 1 or 2 hexes meet the frame). You share in all of the resource production of each terrain hex adjacent to your settlements.\nYou must meet 2 conditions when building a settlement:\n1. Your settlement must always connect to 1 or more of your roads\n2. You must observe the Distance Rule.\n\nNote: If you have built all 5 of your settlements, you must upgrade 1 of your settlements to a city before you can build another settlement. You will then have the settlement in your supply, so you can build another settlement."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 37../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Set-up phase\n\nBegin the \u201cset-up phase\u201d after you build the game map\n\nEveryone chooses a color and takes the corresponding game pieces:\n- 5 settlements;\n- 4 cities\n- 15 roadsa\n- 1 building costs card.\n\nSort the resource cards into 5 stacks and place them face up beside the board. Shuffle the development card and place them face down beside the resource cards.\n\nPlace the 2 special cards and the dice beside the board. Place the robber in the desert.The set-up phase has 2 rounds. Each player builds 1 road and 1 settlement per round."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 38../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Round One\n\nEach player rolls both dice. The player who rolls highest is the starting player and begins.The starting player places a \nsettlement on an unoccupied intersection\u200aof their choice, then places a road adjacent to this settlement.\nThe other players then follow clockwise. Everyone places 1 settlement and 1 adjoining road.\n\nImportant: When placing all other settlements, the Distance Rule always applies!"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 39../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Round Two\n\nOnce all players have built their first settlement, the player who went last in the first round begins round two. That player builds their second settlement and its adjacent road.\n\nImportant: After the starting player builds, the other players follow counterclockwise, so the starting player in round one places their second settlement last.\n\nThe second settlement can be placed on any unoccupied intersection, as long as the Distance Rule is observed. It doesn\u2019t have to connect to the first settlement. The second road must attach to the second settlement (pointing in any of the 3 directions).\n\nEach player receives their starting resources immediately after building their second settlement. For each terrain hex adjacent to this second settlement, take a corresponding resource card from the supply.\n\nNote: The starting player (the last to place their second settlement) begins the game: That player rolls both dice for resource production."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 40../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Set-up, variable\n\nAssemble the frame as outlined on pages 2-3.Note: If you want to vary relative harbor locations slightly, just shuffle the order of the frame pieces and do not place the random harbor pieces as outlined below in point 2.\n\nTurn the terrain hexes face down. Shuffle the terrain hexes.\n1. Randomly place: the terrain tiles face up inside the frame\n2. Now take the  9 harbor pieces (the small 5-sided pieces with ships on them) and randomly place one on top of each harbor on the frame.\n3. Place the 18 number tokens above the terrain tiles\n- Sort the number tokens beside the board, letter side face up.\n- Place 1 token on each land hex. Start at a corner of the island. Place the number tokens on the terrain hexes in alphabetical order, proceeding counter-clockwise toward the center. Skip the desert.\n\nImportant: Alternatively, you can use a fully random set-up. Place 1 token on each land hex. Start at one corner of the island, and place the number tokens in random order. In such case, the tokens with the red numbers must not be next to each other. You may have to swap tokens to ensure that no red numbers are on adjacent hexes.\n\nNote: The desert never gets a number token. It should be skipped."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 41../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Tactics\n\nSince you play Catan with a variable map, the tactical considerations of each game are different. There are, nevertheless, some common points you should consider:\n- Brick and lumber are the most important resources at the beginning of the game. You need both to build roads and \nsettlements. You should try to place at least 1 of your first settlements on a good forest or hills hex.\n- Do not underestimate the value of harbors. For instance, a player with settlements or cities on productive fields should try to build a settlement on the \u201cgrain\u201d harbor.\n- Leave enough room to expand when placing your first 2 settlements. Look at your opponents\u2019 sites and roads before making a placement. Beware of getting surrounded! If you plan to build toward a harbor, the middle of the island may be a tricky place for a starting settlement, for it can easily be cut off from the coast.\n- The more you trade, the better your chances of victory. Even if it is not your turn, you should offer trades to the current player!"}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 42../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Trade\n\nAfter you roll for resource production, you may trade with other players (domestic trade) or with the bank (maritime \ntrade).\n- You may trade as long as you have resource cards.\n- If you decide not to trade during your turn, no one can trade.\n- You may trade with another player between your turns, but only if it is that player\u2019s turn and they elect to trade\n\nwith you.\n- You may not trade with the bank during another player\u2019s turn.\n- You may not give away cards.\n- You may not trade development cards.\n- You may not trade like resources (e.g., 2 wool for 1 wool)."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 43../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Victory point Cards\n\nVictory point cards are development cards, so they can be \u201cbought.\u201d These orange framed development cards represent important cultural achievements, represented by certain buildings. Each victory point card is worth 1 victory point. You only reveal your victory point cards when you or someone else wins the game! Keep victory point cards hidden until you have 10 points during your turn and you can declare victory. (You should also reveal them if someone else wins.)\n\nHint: Again, keep your victory point cards hidden until the end of the game. Place them face down in front of you. Of course, if you have 1 or 2 unused cards face down in front of you for a long time, the other players will assume that they are victory point cards."}


created_at: 2024-03-30 15:12:36
topic: persistent://default/default/382853ec-8896-4124-9722-19072e737885
id: 44../rules_md/catan.md
encoding: FLOAT32
metadata:
{"source": "../rules_md/catan.md", "chroma:document": "Victory points\n\nThe first player to reach (be at) 10 victory points (VPs)  on their turn wins the game.\nPlayers acquire victory points (VPs) for the following:\n- 1 settlement = 1 VP\n- 1 city = 2 VPs\n- Longest Road special card = 2 VPs\n- Largest Army special card = 2 VPs\n- Victory point (VP) card = 1 VP\n\nSince each player begins with 2 settlements, each player begins the game with 2 victory points.Therefore, you only need 8 more victory points to win the game!\n\nHint: In Catan, you will often see an icon of a rising sun (on VP cards and special VP cards, etc.). This is the VP symbol. It is a visual reminder for the things, other than settlements and cities, that earn you VPs. Each VP symbol you see is worth 1 VP."}


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Exploding Kittens

PLAYERS: 2-5
CONTENTS: 56 CARDS ORIGINAL EDITION

In the deck of cards are some Exploding Kittens. You play the game by putting the deck face down and taking turns drawing cards until someone draws an Exploding Kitten.
When that happens, that person explodes and they are out of the game All of the other cards will give you powerful tools to help you avoid exploding! This process continues until there’s only  1 player left who wins the game.

BASICALLY if you explode, you lose. and you are full of incendiary loser sadsauce. if you don’t explode, YOU WIN. and you are full of greatness. good job, buddy. and all of the other cards will lessen your chances of getting  exploded by Exploding Kittens.


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SETUP

To start, remove all the Exploding Kittens (4) from the deck and set them aside.

Remove all of the Defuses (6) from the deck and deal 1 to each player.  NOTE: Depending on how many people are playing, there will be some Defuses left over. Shuffle 2 of the extras back into the deck, and remove them from the game. (In the case of a 5 player game, you’ll only have 1 extra Defuse to shuffle back into the deck.)

Shuffle the deck and deal 7 cards face down to each player. Everyone now has a hand of 8 cards total.  (7 cards + 1 Defuse). Look at your cards but keep them secret.

Insert enough Exploding Kittens back into the deck so that there is 1 fewer than the number of people playing. Remove any extra Exploding Kittens from the game

Shuffle the deck, and put it face down in the middle of the table.

Pick a player to go first. (Some sample criteria: most excited to go first, most intimidating odor, shortest spleen, etc.)


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TAKING YOUR TURN

Gather all 8 of your cards into your hand and look at them. Do one of the following:
PLAY: Play a card from your hand by placing it FACE UP on top of the Discard Pile. Follow the instructions on the card. Read the text on  a card to learn what it does. After you follow the instructions on the card, you can play another card. You can play as many cards as you’d like. OR
PASS: Play no cards.

End your turn by drawing a card from the top of the Draw Pile into your hand and hoping it’s not an Exploding Kitten. Play continues clockwise around the table. REMEMBER: Play as many or as few cards as you’d like, then draw a card to end your turn.


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ENDING THE GAME:

Eventually every player will explode except   for one, who wins the game! You won’t ever run out of cards in the Draw Pile because you inserted enough Exploding Kittens   to kill all but 1 player


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THREE MORE THINGS:

A good strategy generally is to save your cards early in  the game while your chance of exploding is low.

You can always count the cards left in the   Draw Pile to figure out the odds of exploding.

There is no maximum or minimum hand size. If you run out of cards in your hand, there’s no special action to take. Keep playing. You’ll draw  at least 1 more card on your next turn


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CARDS:

Exploding Kitten (4 Cards): You must show this card immediately. Unless you have a Defuse, you’re dead. When you die, put the kitten that killed you face up in front of you so that everyone can see that you’re dead, and the rest of your cards face down in front of you.

Defuse (6 cards): If you drew an Exploding Kitten, you can play this card instead of dying. Place your Defuse in the Discard Pile. Then take the Exploding Kitten, and without  reordering or viewing the other cards, secretly  put it back in the Draw Pile anywhere you’d like. Your turn is over after playing this card.

Attack x2 (4 cards): End your turn without drawing a card, and immediately force the next player to take 2 turns in a row. If the victim of an Attack plays this card on any of their turns, the attacks “stack” and their turns are immediately transferred to the next player, who must take the Attacker’s current and remaining untaken turn(s) PLUS 2 additional turns.

Favor (4 cards): Force any other player to give you 1 card from their hand. They choose which card to give you

Nope (5 cards): Stop any action except for an Exploding Kitten or a Defuse. It’s as if the card beneath a Nope never existed. You can also play a Nope on another Nope to negate it and create a Yup, and so on. You can play a Nope at any time before an action has begun, even if it’s not your turn. Any cards that have been Noped are lost. Leave them in the Discard Pile. You can even play a Nope on a Special Combo.

Shuffle (4 cards): Shuffle the Draw Pile until the next player tells you to stop

Skip (4 cards): Immediately end your turn without drawing  a card. If you play a Skip Card as a defense to an Attack Card, it only ends 1 of the 2 turns. 2 Skip Cards would end both turns.

see the future 3x (5 cards): Privately view the top 3 cards from the Draw Pile and put them back in the same order. Don’t show the cards to the other players

Cat cards (4 cards of each of the 5 cats): These cards are powerless on their own, but if you collect any 2 matching Cat Cards, you can play them as a Pair to steal a random card from any player. They can also be used in Special Combos.


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SPECIAL COMBOS

TWO of a kind Playing: matching Pairs of Cat Cards (where you get to steal a random card from another player) no longer only applies to pairs of Cat Cards. It now applies to ANY pair of cards with the same title (a pair of Shuffle Cards, a pair of Attack Cards, etc). Ignore the instructions on the cards when you play them as a Special Combo.

three of a kind Exactly the same as Two of a Kind, but you get to name the card you want from the other player. If they have it, you get to take it. If not, you get nothing. Ignore the instructions on the cards when you play them as a Special Combo.


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CARCASSONNE

2 A clever tile-laying game by Klaus-Jürgen Wrede

for 2 to 5 players aged 7 and up

Carcassonne, the world-famous French city, known for its imposing fortifications erected during the Antiquity 
and the Middle Ages. This fortress, surrounded by magnificent walls, still stands today as one of the most 
unique French cities. In this game, players must develop the area around Carcassonne. They will place their 
followers onto roads and into cities, monasteries, and fields. Only those who make the most judicious 
placements will gain the points required to win the game.


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COMPONENTS AND SETUP

Welcome to the Carcassonne universe! This rule book was conceived to allow you to learn to play the game as fast 
as possible. After reading it, you will be able to explain and play the game. You are going to take your first step into the universe of the modern classic that is Carcassonne.To begin, we need to set up the game, something that only takes a few brief moments. We will also take this 
opportunity to present the components:

The first and most important pieces of Carcassonne are the Land tiles: there are 84 tiles which depict roads, cities, and monasteries, all of which are generally surrounded by fields.

Twelve (12) of these tiles show a river.  These are explained in the supplementary rules. Other graphical elements such as houses, people, or animals have no impact  on the game.  Every tile shares the same back, with the exception of the start tile and the twelve River tiles. The back of those tiles is darker, making them easy to set them aside

Place the start tile (the one with a dark back) in the middle of the table. Shuffle the remaining tiles and set them as different facedown stacks that are easily accessible to all players.

Finally, we have the meeples. You will find in the box 40 regular meeples, including 8 meeples in each of these colors: yellow , red, green , blue, and black . In addition, there are also 5 abbots, including 1 in each of the same colors. Start by distributing 7 meeples of the color of their choice to each player (don’t forget to give yourself some as well). These meeples constitute each player’s personal supply.Then, each of you takes the remaining meeple in their color and sets it on space 0 of the scoreboard. Return to the box any unused meeples and, for your first game, the abbots. Determine a first player (for example, the youngest).


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OVERVIEW AND GOAL OF THE GAME

Before diving into the explanation of this game, you should know what the goal is in Carcassonne.
One after the other, players will place tiles. This is how, one tile at a time, a landscape of roads, cities, monasteries, 
and fields will be created and expanded. You may place your meeples on these tiles, where they will become  highwaymen, knights, monks, and farmers and hopefully allow you to score as many points as possible. Points are 
not only earned during the game, but also at the very end. After the final scoring the player with the highest score

is proclaimed the winner. And now, we are ready to begin!


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GAMEPLAY

A game of Carcassonne is played in clockwise order. Starting with the first player, the current player does the 
following actions in the order listed below, after which it is the next player’s turn, and so on and so forth.
First, we’ll give you a brief description of the actions you have to do during one of your turns. These actions will be 
detailed as we present the roads, the cities, and finally the monasteries. So what are these actions?

Placing a tile:The player must draw exactly 1 Land tile from a stack and place it faceup to continue the landscape

Placing a meeple: The player may place a meeple from her supply onto the tile she has just placed.

Scoring a feature: The player must score any feature completed by her tile placement


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THE ROADS

Placing a tile: You draw the depicted tile with three road segments starting from a village. You must place it in such a way that it continues the existing landscape (the tiles already in play)

Placing a meeple as a highwayman: After placing the tile, you may place a meeple as a highwayman on one of that tile’s road segments, but only if the road is unoccupied by another highwayman.In our example, since the road is not yet completed, no scoring occurs (see action 3) and play moves on to the next player. The other player draws a tile that he places to continue the landscape. He may not place a meeple on the road to the right since your highwayman is already present on that road. Instead, he chooses to place his meeple as a knight in the city segment of that tile.

Scoring a road: When both ends of a road are closed, that road is completed and scored. The end of a road is closed when it meets a village, a city, a monastery, or it loops onto itself by meeting the other end. So let’s see if there is a scoring here... Huzzah! There is one because both ends of the road are closed. Even though it is your opponent that placed the tile, this still completes your road. How many points do you score? When scoring a road, each tile of that road grants you 1 point. Here, since you scored a road that is made out of 3 tiles, you score 3 points. Well done! It is now time to note your score. You keep track of your score with the meeple you placed on the scoreboard before starting the game. Continuing our  example, you move it forward 3 spaces to show that you’ve scored 3 points. Note: if your score passes 50 points, lay down your scoring meeple to show your 50+ points. After each scoring, return to your supply the meeple that was just scored.

That’s it! We’ve already seen the most important parts of the game. Now, we will further expand on those actions 
by showing you how they apply to the other features, namely the cities and the monasteries:


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THE CITIES

Placing a tile: As usual, you draw a tile that you use to continue the landscape. Of course, the illustration must be continued as well. For example, a city segment must be connected to an open city.

Placing a meeple as a knight: Then, you see if there is already a meeple as a knight in the city. Here, there isn’t, so you can place one of your meeples as a knight in this city.

Scoring a city: Let’s continue our example and assume that a few turns have passed. You now  draw this tile that you place to continue your city. Since the tile you’ve placed completes a feature (here, the city), it must now be scored. A city is completed when it is surrounded by walls and there are no gaps inside the city.Since you have a meeple in the completed city, you are the player to score it. Each tile in a completed city is worth 2 points. In addition, each coat of arms is worth 2 more points. For this city, you score 8 points! As usual, the meeple that was in the scored feature returns to your supply.


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THE MONASTERIES

Placing a tile: Once more, you draw a tile to continue the landscape. Monasteries are always depicted in the center of a tile. When placing such a tile, you must, as usual, make sure that it continues the illustration.

Placing a meeple as a monk: You can place a meeple on a monastery as a monk. Of course, that meeple must come from your supply.

Scoring a monastery: A monastery is completed when it is surrounded by tiles. During scoring, the monastery is worth 1 point per tile that completes it (including the monastery itself). Perfect! By placing this tile, you complete your monastery. It earns you 9 points and allows you to take your meeple back.

And voilà! We have already seen most of the rules for Carcassonne. There are only a few points left to see, but first, 
here is a summary of what we’ve seen so far:


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SUMMARY

Placing a tile:

You must place your drawn tile in such a way that it continues the landscape and the illustration.

In some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one.

Placing a meeple

You may place a meeple on the tile you’ve just placed.

You may not place a meeple in a feature where there already is at least one other meeple.

Scoring a feature

A road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop. Each tile in a completed road is worth 1 point.

A city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points.

A monastery is completed when it is surrounded by 8 tiles. Each of the monastery’s tiles (the 8 surrounding tiles and the one with the monastery itself) is worth 1 point.

Scoring always occurs at the end of a player’s turn. At that moment, each player with a meeple in a scored feature earns points.

After each scoring, return to your supply the scored meeples.

If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.

(Note: How can there be more than one meeple in the same feature? More on that right below...)


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MANY MEEPLES IN THE SAME FEATURES

The tile you’ve just drawn could continue the road. However, there already is a highwayman on that road, which means that you may not place yours. You decide to place your tile, and a highwayman, so that it is not connected.During a following turn, you draw this tile and decide to continue the road with it. Both roads, each with a highwayman, are now connected.  Since this completes the road, it is now scored and both you and the other player score 4 points. Then, you both take your meeple back.

You wish to take control of the city away from yellow and place your tile as pictured with a knight on it. You are allowed to place a knight there because the city segment is not connected to another city segment with a knight on it. If you succeed in linking your two city segments, your two knights will allow you to take the city from yellow .Lucky you! That is exactly the tile you needed to connect the city segments. Since you now have the most knights in the city, only you get to score the 10 points awarded for completing that city. Then, both you and the other player take back your meeples.


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GAME END AND FINAL SCORING

Sadly, all good things must come to an end, and the same goes for a game of Carcassonne. You may wish that it were otherwise, but there must be a winner! Thus, the game ends immediately after the turn of the player who placed the last tile. Then, players proceed to a final scoring, after which the winner will be known to all! Once the game is over, all meeples still in play are scored:
- Each incomplete road is worth 1 point per tile, just like during the game.
- Each incomplete city is worth 1 point per tile and 1 point per coat of arms, which is only half the points .
- Each incomplete monastery is worth 1 point plus 1 point per adjacent tile, just like during the game.
- Each field is worth 3 points per adjacent completed city.

Once the final score is known, the winner is the player with the most points. Congratulations on winning your first game of Carcassonne!
After a few games, start playing with the fields and the farmers in order to increase your strategic possibilities.
Farmers and fields are but the first step into this brave new world of Carcassonne.


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%Game Components

19 terrain hexes (tiles)

6 sea frame pieces

9 harbor pieces

18 circular number tokens

95 resource cards (bearing the symbols for the brick, grain, lumber, ore, and wool resources)

25 development cards (14 knight cards, 6 progress cards, 5 victory point cards)

4 “Building Costs” cards

2 special cards: “Longest Road” & “Largest Army”

16 cities (4 of each color, shaped like churches)

20 settlements (5 of each color, shaped like houses)

60 roads (15 of each color, shaped like bars)

2 dice (1 yellow1 red)

1 robber


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Constructing the island

The frame pieces hold the board together and prevent the pieces from moving after the board is in place. Before building the island, assemble the frame by matching the numbers at the ends of the frame pieces together (i.e., 1-1, 2-2, etc.). You can then construct the island of Catan using the 19 terrain hexes.


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SETTING UP THE GAME

Select a color and take your 5 settlements, 4 cities, and 
15 roads (no more and no less!). Place your 2 roads and your 2 settlements on the game board. Place your remaining settlements, roads, and cities down in front of you.

Note: If you are playing a 3-player game, nobody plays the red position indicated on the starting map.

Take your color’s building costs card. Place the special cards “Longest Road” and “Largest Army” beside the game board along with the 2 dice. Sort the resource cards into 5 stacks and put them face up next to the game board. Shuffle the development cards and place them face down by the board.

You receive resources for each terrain hex around your starting settlement. Take the appropriate resource cards from their stacks. Each player keeps their resource cards hidden in their hand.

Important: Settlements and cities may only be placed at the corners of the terrain hexes—never along the edges. Roads may only be placed at the edges of the terrain hexes—1 road per edge. The Distance Rule means many 
intersections along roads will remain unoccupied.


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TURN OVERVIEW

Unless you’re using the Starting  Set-Up for Experienced Players, the oldest player goes first. On your turn, you can do the following in the order listed:

You must roll for resource production (the result applies to all players).

You may trade resource cards with other players and/or 
use maritime trade

You may build roads, settlements or cities and/ or buy development cards. You may also play one development card at any time during your turn.

After you’re done, pass the dice to the player to your left, who 
then continues the game with step 1.

Tip: For advanced players, we recommend combining the second and third steps.


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THE TURN IN DETAIL

There are 4 phases to your turn:

Resource Production

Trade

Build

Special Cases


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THE TURN IN DETAIL > 1. RESOURCE PRODUCTION

You begin your turn by rolling both dice. The sum of the dice determines which terrain hexes produce resources. Each player who has a settlement on an intersection that borders a terrain hex marked with the number rolled receives 1 resource card of the hex’s type. If you have 2 or 3 settlements bordering that hex, you receive 1 resource card for each settlement. You receive 2 resource cards for each city you own that borders that hex. If there are not enough of a given resource in the supply to fulfill everyone’s production, then no one receives any of that resource during that turn (unless it only affects 1 player).


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THE TURN IN DETAIL > 2. TRADE

Afterwards, you may trade freely (using either or both types of 
trades below) to gain needed resource cards:

Domestic Trade: On your turn, you can trade resource cards with any of the other players. You can announce which resources you need and what you are willing to trade for them. The other players can also make their own proposals and counteroffers.Important: Players may only trade with the player whose turn it is. The other players may not trade among themselves.

Maritime Trade: You can also trade without the other players! During your turn, you can always trade at 4:1 by putting 4 identical resource cards back in their stack and taking any 1 resource card of your choice for it. If you have a settlement or city on a harbor Y , you can trade with the bank more favorably: at either a 3:1 ratio or, in certain harbors, at 2:1 (trading the resource type shown).Important: The 4:1 trade is always possible, even if you do not have a settlement on a harbor.


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THE TURN IN DETAIL > 3. Build

Now you can build. Through building, you can increase your victory points, expand your road network, improve your resource production, and/or buy useful development cards. To build, you must pay specific combinations of resource cards (see the Building Costs Card). Take the appropriate number of roads, settlements, and/or cities from your supply and place them on the game board. Keep development cards hidden in your hand.You cannot build more pieces than what is available in your 
pool—a maximum of 5 settlements, 4 cities, and 15 roads.

Road Requires: Brick & Lumber. A new road must always connect to 1 of your existing roads, settlements, or cities. Only 1 road can be built on any given path. The first player to build a continuous road (not counting forks) of at least 5 road segments receives the special card “Longest Road Y .” If another player succeeds in building a longer road than the one created by the current owner of the “Longest Road” card, they immediately take the special card (and its 2 victory points). Tip: This creates a 4 victory point swing!

Settlement Requires: Brick, Lumber, Wool, & Grain. Take special note of the “Distance Rule”: you may only build a settlement at an intersection if all 3 of the adjacent intersections are vacant (i.e., none are occupied by any settlements or cities—even yours).Each of your settlements must connect to at least 1 of your own roads. Regardless of whose turn it is (i.e., during any production phase), when a terrain hex produces resources, you receive 1 resource card for each settlement you have adjacent to that terrain hex. Each settlement is worth 1 victory point.

City Requires: 3 Ore & 2 Grain. You may only establish a city by upgrading one of your settlements. When you upgrade a settlement to a 
city, put the settlement (house) piece back in your supply and replace it with a city piece (church). Cities produce twice as many resources as settlements. You acquire 2 resource cards for an adjacent terrain hex that produces resources. Each city is worth 2 victory points.

Buying a Development Card Requires: Ore, Wool, & Grain. When you buy a development card, draw the top card from the deck. There are 3 different kinds of these cards: knight, progress, and victory point. Each has a different effect.Development cards never go back into the supply, and you 
cannot buy development cards if the supply is empty. Keep your development cards hidden (in your hand) until you use them, so your opponents can’t anticipate your play.


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THE TURN IN DETAIL > 4. SPECIAL CASES

Rolling a “7” and Activating the Robber. If you roll a “7,” no one receives any resources.Instead, every player who has more than 7 resource cards must select half (rounded down) of their resource cards and 
return them to the bank. Then you must move the robber Y . Proceed as follows:

You must move the robber immediately to the number token of any other terrain hex or to the desert hex.
Then you steal 1 (random) resource card from an opponent who has a settlement or city adjacent to the target terrain hex. The player who is robbed holds their resource cards face down. You then take 1 card at random. If the target hex is adjacent to 2 or more players’ settlements or cities, you choose which one you want to steal from.Important: If the production number for the hex containing the robber is rolled, the owners of adjacent settlements and cities do not receive resources. The robber prevents it.

Playing Development Cards:At any time during your turn, you may play 1 development card (put it face up on the table). That card, however, may not be a card you bought during the same turn (except for a victory point card)

Knight Cards (Purple Frame): If you play a knight card, you must immediately move the robber. See “Rolling a ‘7’ and Activating the Robber” above and follow steps 1 and 2. Once played, knight cards remain face up in front of you. The first player to have 3 knight cards in front of themself receives the special card “Largest Army,” which is worth 2 victory points. If another player has more knight cards in front of them than the current holder of the Largest Army card, they immediately take the special card and its  2 victory points.
Progress Cards (Green Frame): If you play a progress card, follow its instructions. Then the card is removed from  the game (i.e., toss it in the box). 
Victory Point Cards (Orange Frame): You must keep victory point cards hidden. You may only reveal them during your turn and when you are sure that you have 10 victory points—that is, to win the game. Of course, you can reveal them after the end of the game if someone else wins. You may play any number of victory point cards during your  turn, even during the turn you purchase them.


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ENDING THE GAME

If you have 10 or more victory points during your turn, 
the game ends and you are the winner! If you reach 10 points when it is not your turn, the game continues until any player (including you) has 10 points on their turn.


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Build (Building)

You may build on your turn after you have rolled for resource production and finished trading. To build, you must turn in the specified combinations of resource cards (see the Building Costs Cards). Return the resource cards to the supply stacks.

You can build as many items and buy as many cards as 
you desire—as long as you have enough resources to “pay” for them and they are still available in the supply. (See Settlements, Cities, Roads, and Development Cards)

Each player has a supply of 15 roads, 5 settlements, and 4 cities. If you build a city, return the settlement to your supply. Roads and cities however, remain on the board until the end of the game once they are built.
Your turn is over after “building,” and the player to your left continues the game.

New rule variant: see Combined Trade/Build Phase.


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Building Costs Cards

The building costs cards show what can be built and which 
resources are required. When you pay building costs, you must return the necessary resources to their supply stacks. You can build settlements and roads, upgrade settlements to cities, and buy development cards.


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Cities

You cannot build a city directly. You can only upgrade an existing settlement to a city. You pay the required resources, return the settlement to your supply, and replace the settlement with a city on the same intersection. Each city is worth 2 victory points. You receive 
double resource production (2 resource cards) from the adjacent terrain hexes whenever those numbers are rolled. When you build a city, the upgraded settlement piece becomes available again. You can use it to build another settlement later.

Hint: It is extremely difficult to win the game without 
upgrading settlements to cities. Since you only have 5 settlements available, you can only reach 5 victory points by only building settlements.


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Coast

When a terrain hex borders on the sea (i.e., a frame piece), 
it is called a “coast.” You can build a road along a coast. You can build settlements and upgrade settlements to cities on intersections that border on the sea. However, since a site on the coast borders only 1 or 2 terrain hexes, coastal settlements generate smaller resource yields. Still, coastal sites often lie on harbors, which allow you to use maritime trade Y  to trade 
resources at more favorable rates.


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Combined trade/Build phase

The separation of the trade and build phases was introduced  to make the sequence easier to learn for beginners. We recommend experienced players ignore this separation.
After rolling for resource production, you can trade and build in any order (you can trade, build, trade again and build again, etc.). You can even use a harbor on the same turn you build a settlement there. Using this method speeds up the game a


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Desert

The desert is the only terrain hex that does not produce resources. The robber starts the game there. A settlement or a city built adjacent to the desert yields fewer resources than those built next to one of the other terrain types.


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Development  Cards

There are 3 different kinds of development cards: Knight Cards, Progress Cards, and Victory Point Cards.
When you buy a development card, take the top card of the draw pile into your hand. Keep your development cards hidden until you play them. This keeps the other players in the dark. You cannot trade or give away development cards. You may only play 1 development card during your turn either 1 knight card or 1 progress card. You can play the card at any time, even before you roll the dice. You may not, however, play a card that you bought during the same turn.
Exception: If you buy a card and it is a victory point card  that brings you to 10 points, you may immediately reveal this card  (and all other VP cards) and  win the game. You only reveal victory point cards when the game is over—once you or an opponent reaches 10+ victory points and declares victory.


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Distance rule

You may only build a settlement on an unoccupied intersection and only if none of the 3 
adjacent intersections contains a settlement or city.


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Domestic trade

On your turn, you may trade resources with the other players (after rolling for resource production). You and the other players negotiate the terms of your trades—such as which cards will be exchanged. You may trade as many times as you can, using single or multiple cards. However, you cannot give away cards, or trade matching resources (“trade” 3 ore for 1 ore, for example). Important: While it is your turn, you must be a part of all trades, and the other players may not trade among themselves.


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Ending the Game

If you have—or reach—10 victory points on your turn, the game ends immediately and you win! You can only win during your turn. If somehow you find you have 10 victory points during another player’s turn, you must wait until your next turn to claim victory.


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Game play

Here is a summary of the the game sequence, plus some more specific entries where you can find details:
(1) Lay out the game board: Set-up, 
(2) Initial set-up: Set-up Phase
(3) Play: The starting player begins the game. The other players follow 
in clockwise order.

On your turn, you complete these 3 phases in order:
- Roll for Resource Production (the roll applies to all players)
- Trade
- Build 
You may play 1 development card any time during your turn. Pass the dice to the player on your left at the end of your turn. That player then takes their turn using the same 3 phases.


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Harbors

Harbors allow you to trade resources more favorably. In  order to control a harbor, you  must build a settlement on a coastal intersection which borders the harbor. See also “Maritime Trade”


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Intersections

Intersections are the points where 3 hexes meet. You may only build settlements on intersections. The influence (for resource yields) of settlements and cities extends into the 3 adjacent terrain hexes that form the intersection.


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Knight Cards

When you play a “Knight” development card during your turn, you must immediately move the robber. Place the knight card 
face up in front of you. You must move the robber away from its current spot and onto the number token of any other terrain hex or on the desert. You then steal 1 resource card from a player who has a settlement or a city adjacent to the robber. If there are 2 or more such players, you may choose your victim. The player you elect to rob keeps their cards face down while you take 1 of their cards at random. If that player has no cards, you get nothing! (However, you can always ask players about the number of cards they hold. They must answer truthfully.)

If you are the first player to have 3 knight cards face up in front of you, you take the “Largest Army” Y  special card. This 
special card is worth 2 victory points. If another player has more face-up knight cards than you, they take the special card and the 2 victory points that go with it.


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Largest army

If you are the first player to play  3 knight cards, you receive this special card, which is worth 2 victory points. You place the “Largest Army” card face up in front of you. If another player plays more knight cards than you have, they immediately take the special card. The 2 victory points likewise count for the new owner.


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Longest road

If you are the first player to build a continuous road of at least 5 individual road pieces, you take this special card and place it face up in front of you. This card is worth 2 victory points.

Note: If your road network branches, you may only count the single longest branch for purposes of the longest road. If you hold the “Longest Road” card and another player builds a longer road, they immediately take your “Longest Road” card. They also acquire the 2 bonus victory points. (Since you also lose the 2 victory points, it is a 4 point swing!)

You can break an opponent’s road by building a settlement on 
an unoccupied intersection along that road!

Special Case: If your longest road is broken and you are tied for longest road, you still keep the “Longest Road” card. However, if you no longer have the longest road, but two or more players tie for the new longest road, set the “Longest Road” card aside. Do the same if no one has a 5+ segment road. The “Longest Road” card comes into play again when only 1 player has the longest road (of at least 5 road pieces).


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Maritime  trade

On your turn, you can trade resources using maritime trade during the trade phase even without involving another player.
The most basic (and unfavorable) exchange rate is 4:1. You may trade 4 identical resource cards to the supply in exchange for  1 resource card of your choice. You do not need a harbor (settlement at a harbor location) to trade at 4:1,  so when nobody wants to trade with you, you can always trade at this rate

If you have built a settlement or city at a harbor location, you can trade more effectively. There are 2 different kinds of harbor locations:
- Generic Harbor (3:1): Here you may exchange 3 identical resource cards for any 1 other resource card during your  trade phase.

Special Harbor (2:1): There is only 1 special harbor for each type of resource (with the same symbol). So, if you earn plenty of a certain type of resource, it can be useful to build on the special harbor for that resource type. The exchange rate of 2:1 only applies to the resource shown on the harbor location. A special harbor does not permit you to trade any other resource type at a more favorable rate (not even 3:1)!


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Number tokens

The 18 number tokens are marked with the numerals “2” through “12.” There is only one “2” 
and one “12.” There is no “7.”The more often a number is rolled, the more often each 
associated hex produces resources.

The letters on the back of the number tokens are only used during the setup phase


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Paths

Paths are defined as the edges where 2 hexes and/or hexes and the frame meet. Paths run along the border of  2 terrain hexes or between a land hex and the frame. Only one road can be built on any path. At each end of a path is an intersection.


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Progress Cards

Progress cards are a type of development card. They have green frames. There are 2 each of 3 varieties:

Road Building: If you play this card, you may immediately place 2 free roads on the board (according to normal building rules).

Year of Plenty: If you play this card you may immediately take any 2 resource cards from the supply stacks. You may use these cards to build in the same turn.

Monopoly: If you play this card, you must name 1 type of resource. All the other players must give you all of the resource cards of this type that they have in their hands. If an opponent does not have a resource card of the specified type, they do not have to give  you anything.

You may play only 1 development card during your turn.


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Resource Cards

There are 5 different types of resources: grain (from fields), brick (from hills), ore (from mountains), lumber (from forest), and wool (from pasture). These resources are represented by “resource cards.” You receive these cards as income from the resource production of these hexes. Resource production is determined by the dice roll at the beginning of each turn. You receive your income for each terrain hex adjacent to your settlements or cities every time the production number on the hex is rolled.


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Resource production

On your turn, you must roll the dice for the turn’s resource production. The number rolled determines which hexes produce resources. Each number appears twice—except for “2” and “12,” which only appear once.

All players who have settlements or cities on the hexes indicated by the roll receive the yields (resource cards) of those hexes. Each settlement produces 1 resource card and each city produces 2 resource cards.

It is possible that during the game there will not be enough resources in the bank to supply all of the yields. If there are not enough resource cards to give every player all the production they earn, then no player receives any of that resource that turn.

Exception: If the shortage of resource cards only affects a single player, give that player as many of these resources as are left in the supply, and any extras are lost. In either case, production of other types of resources is not affected.


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Resource trade

In the second phase of your turn, you may trade with the other players. The other players may not trade among themselves, only with the player whose turn it is. There are  2 different kinds of trade:

Domestic trade

Maritime trade


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Roads

The roads connect your settlements and cities. You build roads on paths. You cannot build new settlements without also building roads. Roads provide victory points only if you hold the Longest Road special card.

Only 1 road may be built on each path. You can build roads along the coast.


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Robber

The robber begins the game in the desert. It is moved only by rolling a “7” Y  or playing  a Knight card.
If the robber is moved to any other terrain hex, it prevents that hex from producing resources. Players with settlements and/or cities adjacent to the target terrain hex receive no resources from this hex as long as the robber is in the hex. This lasts until the robber is moved again by another “7” or a knight card.


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Rolling a “7” and activating the robber

If you roll a “7” for resource production, none of the players receive resources. Instead:

Each player counts their resource cards. Any player with more than 7 resource cards (i.e., 8 or more) must choose and discard half of them. Return discards to the supply stacks. If you hold an odd number of cards, round down (e.g., if you have 9 resource cards, you discard 4).

Then you (the player who rolled the “7”) must move the robber to the number token of any other terrain hex (or to the desert hex). This blocks the resource production of this hex, until the robber moves to another number token or the desert.

After discarding occurs, you also steal 1 resource card at random from a player who has a settlement or city adjacent to this new hex. If there are 2 or more players with buildings there, you may choose from which one to steal. 
The robber must be moved. You may not choose to leave the robber on the same hex.

After moving the robber, your turn continues with the trade phase.


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settlements

A settlement is worth 1 victory point. Settlements are built on intersections (where 3 hexes meet or 1 or 2 hexes meet the frame). You share in all of the resource production of each terrain hex adjacent to your settlements.
You must meet 2 conditions when building a settlement:
1. Your settlement must always connect to 1 or more of your roads
2. You must observe the Distance Rule.

Note: If you have built all 5 of your settlements, you must upgrade 1 of your settlements to a city before you can build another settlement. You will then have the settlement in your supply, so you can build another settlement.


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Set-up phase

Begin the “set-up phase” after you build the game map

Everyone chooses a color and takes the corresponding game pieces:
- 5 settlements;
- 4 cities
- 15 roadsa
- 1 building costs card.

Sort the resource cards into 5 stacks and place them face up beside the board. Shuffle the development card and place them face down beside the resource cards.

Place the 2 special cards and the dice beside the board. Place the robber in the desert.The set-up phase has 2 rounds. Each player builds 1 road and 1 settlement per round.


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Round One

Each player rolls both dice. The player who rolls highest is the starting player and begins.The starting player places a 
settlement on an unoccupied intersection of their choice, then places a road adjacent to this settlement.
The other players then follow clockwise. Everyone places 1 settlement and 1 adjoining road.

Important: When placing all other settlements, the Distance Rule always applies!


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Round Two

Once all players have built their first settlement, the player who went last in the first round begins round two. That player builds their second settlement and its adjacent road.

Important: After the starting player builds, the other players follow counterclockwise, so the starting player in round one places their second settlement last.

The second settlement can be placed on any unoccupied intersection, as long as the Distance Rule is observed. It doesn’t have to connect to the first settlement. The second road must attach to the second settlement (pointing in any of the 3 directions).

Each player receives their starting resources immediately after building their second settlement. For each terrain hex adjacent to this second settlement, take a corresponding resource card from the supply.

Note: The starting player (the last to place their second settlement) begins the game: That player rolls both dice for resource production.


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Set-up, variable

Assemble the frame as outlined on pages 2-3.Note: If you want to vary relative harbor locations slightly, just shuffle the order of the frame pieces and do not place the random harbor pieces as outlined below in point 2.

Turn the terrain hexes face down. Shuffle the terrain hexes.
1. Randomly place: the terrain tiles face up inside the frame
2. Now take the  9 harbor pieces (the small 5-sided pieces with ships on them) and randomly place one on top of each harbor on the frame.
3. Place the 18 number tokens above the terrain tiles
- Sort the number tokens beside the board, letter side face up.
- Place 1 token on each land hex. Start at a corner of the island. Place the number tokens on the terrain hexes in alphabetical order, proceeding counter-clockwise toward the center. Skip the desert.

Important: Alternatively, you can use a fully random set-up. Place 1 token on each land hex. Start at one corner of the island, and place the number tokens in random order. In such case, the tokens with the red numbers must not be next to each other. You may have to swap tokens to ensure that no red numbers are on adjacent hexes.

Note: The desert never gets a number token. It should be skipped.


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Tactics

Since you play Catan with a variable map, the tactical considerations of each game are different. There are, nevertheless, some common points you should consider:
- Brick and lumber are the most important resources at the beginning of the game. You need both to build roads and 
settlements. You should try to place at least 1 of your first settlements on a good forest or hills hex.
- Do not underestimate the value of harbors. For instance, a player with settlements or cities on productive fields should try to build a settlement on the “grain” harbor.
- Leave enough room to expand when placing your first 2 settlements. Look at your opponents’ sites and roads before making a placement. Beware of getting surrounded! If you plan to build toward a harbor, the middle of the island may be a tricky place for a starting settlement, for it can easily be cut off from the coast.
- The more you trade, the better your chances of victory. Even if it is not your turn, you should offer trades to the current player!


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Trade

After you roll for resource production, you may trade with other players (domestic trade) or with the bank (maritime 
trade).
- You may trade as long as you have resource cards.
- If you decide not to trade during your turn, no one can trade.
- You may trade with another player between your turns, but only if it is that player’s turn and they elect to trade

with you.
- You may not trade with the bank during another player’s turn.
- You may not give away cards.
- You may not trade development cards.
- You may not trade like resources (e.g., 2 wool for 1 wool).


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Victory point Cards

Victory point cards are development cards, so they can be “bought.” These orange framed development cards represent important cultural achievements, represented by certain buildings. Each victory point card is worth 1 victory point. You only reveal your victory point cards when you or someone else wins the game! Keep victory point cards hidden until you have 10 points during your turn and you can declare victory. (You should also reveal them if someone else wins.)

Hint: Again, keep your victory point cards hidden until the end of the game. Place them face down in front of you. Of course, if you have 1 or 2 unused cards face down in front of you for a long time, the other players will assume that they are victory point cards.


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Victory points

The first player to reach (be at) 10 victory points (VPs)  on their turn wins the game.
Players acquire victory points (VPs) for the following:
- 1 settlement = 1 VP
- 1 city = 2 VPs
- Longest Road special card = 2 VPs
- Largest Army special card = 2 VPs
- Victory point (VP) card = 1 VP

Since each player begins with 2 settlements, each player begins the game with 2 victory points.Therefore, you only need 8 more victory points to win the game!

Hint: In Catan, you will often see an icon of a rising sun (on VP cards and special VP cards, etc.). This is the VP symbol. It is a visual reminder for the things, other than settlements and cities, that earn you VPs. Each VP symbol you see is worth 1 VP.


