Handel & Wandel Cards

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1 Handel & Wandel Cards Territorial Upgrade Cards (Green Text Fields) Gestüt Horse Ranch (1) Goldschmiede Goldsmith (1) On your turn, after you ve rolled the dice, you may pay 1 Wheat to shift the Knights and Cannons in your principality as you desire. This card has no effect on Dragons. If you would like to shift your Knights again in a later turn, then you must again pay 1 Wheat. Doubles the Gold production of adjacent Stream Regions. Example: A Goldschmiede lies next to a Stream card. If the number on that Stream card is rolled, the Stream card receives 2 Gold instead of 1. If the card already has 2 Gold, it only gets one more. Handelsposten Trading Post (2) Raubritterburg Thieves Guild (1) Place this card atop an existing Road. During your turn, you may exchange one resource between the Regions directly above and below the Handelsposten at a 1:1 ratio. Wagner Wagonwright (1) At the beginning of your turn, before rolling the dice, select a type of resource. You may move resources of the selected type between like Regions. Place this card in your opponent s principality on an available building site for a Settlement or a City. The Commerce Points of all Upgrades for this Settlement or City are not counted toward Commercial Advantage. You may place this card only if the Strength Points of your opponent s Knights, Dragons, and Cannons add up to less than four. If your opponent achieves 4 or more Strength Points, the Raubritterburg must be discarded. Condition: Your opponent must have fewer than 4 Strength Points total. Discard when your opponent has 4 or more Strength Points. Wirtshaus Inn (1) Pay one Gold to roll the die. On a 4, 5, or 6, take a resource of your choice. On your turn you may try your luck as many times as your Gold reserves will allow; however, you must pay 1 Gold for every attempt. Card Descriptions: Handel & Wandel Page 1

2 Lothar der Säufer Lothar the Boozer (1) (Unit - Knight) Richard der Rächer Richard the Vengeful (1) (Unit - Knight) Lothar s Tournament Points are determined every time the Production die is rolled. For example, if the Production die shows a 1, then Lothar has 1 Tournament Point for this round. Lothar s Tournament Points can be affected by other cards. For example, the Turnierplatz (Tournament Grounds) can increase Lothar s Tournament Points. For 1 Gold you may use Richard as a Schwarzer Ritter (Black Knight). As long as Richard remains in your principality, he is treated like a normal Knight. He can even be attacked by a Black Knight and beguiled by Burgfäulein Imelda. During the turn in which you place Richard in your principality, you may not use him as a Schwartzen Ritter (Black Knight). The soonest he may be used in this way is on your next turn. Immediately after using Richard as a Schwartzen Ritter (Black Knight), place him on the discard pile. City Upgrade Cards (Red Text Fields) Some notes about the two Resource Storage cards (The Naturalien-Speicher (Repository) and the Schatzkammer (Treasury) cards): You may build these cards only if you have already built a Handelskontor (Counting House) in your principality. When you initially place a Resource Storage card, orient the text field downward to signify that no resources are yet stored there. These cards store exactly 2 resources of only one kind at a time. If you have two or more resources of the same type (from one or more Regions) and if you have a Resource Storage card which will accommodate that type of resource, you may transfer exactly two of those resources into storage. The Resource Storage card is then turned so that the two stored resources are situated downward. If you need any resources which are in storage, you must completely empty the Resource Storage card. If you need only one resource from storage (for example to pay construction costs), then you must transfer the second stored resource to an appropriate Region card or you must waste it. Resources may not be removed from storage unless they will immediately be put to use (for example, to pay construction costs or to exchange for other resources). You may only use Resource Storage cards on your turn. The stored resources are safe from all your opponent s encroachments (for example, Händler, Raubzug, etc.). They are also safe from Event die-rolls such as Robber Assault (club symbol) and Advantageous Trade (mill symbol). With the die event Robber Assault (club), the stored resources are not counted. Naturalien-Speicher Repository (1) Schatzkammer Treasury (1) Stores 2 resources. The stored resources are safe before all encroachments. You can store either 2 Timber, 2 Wheat or 2 Wool. See above. Prerequisite: Handelskontor (Counting House). Stores 2 resources. The stored resources are safe before all encroachments. You can store either 2 Gold, 2 Ore or 2 Brick. See above. Prerequisite: Handelskontor (Counting House). Card Descriptions: Handel & Wandel Page 2

3 Some notes about the Färberei, the Kunstschmiede and the Schnapsbrennerei: These three cards permit you to directly transform resources of their single adjacent Regions into Commerce Points. Also, they allow you to spend Commerce Points in order to force your opponent to give you resources. Each of these cards is placed vertically adjacent to a Region card whose resource type matches that of the card. Each card is initially placed with its text field downward (to show that no Commerce Points are yet stored there). The cards may only be placed adjacent to Regions which border at least one City. You may build each of these three cards only if you already have a Handelskontor (Counting House) in your principality. The Färberei, the Kunstschmiede and the Schnapsbrennerei are considered Region Upgrades. Färberei Dyeworks (1) (Building - Region Upgrade) Place this card vertically adjacent to a Pasture Region which borders a City. On your turn, you may: Convert 2 Wool into 1 Commerce Point by reducing the Wool resources of the adjacent Pasture by 2 and increasing the Commerce Points of the Färberei by 1. Or: You may force your opponent to give you one or more resources by paying 1 Commerce Point for every resource you take from your opponent. Your Regions must be able to accommodate the resource(s) you take from your opponent. Prerequisite: Handelskontor (Counting House). Kunstschmiede Art Commune (1) (Building - Region Upgrade) Place this card vertically adjacent to a Mountain Region which borders a City. On your turn, you may: Convert 2 Ore into 1 Commerce Point by reducing the Ore resources of the adjacent Mountain by 2 and increasing the Commerce Points of the Kunstschmiede by 1. Or: You may force your opponent to give you one or more resources by paying 1 Commerce Point for every resource you take from your opponent. Your Regions must be able to accommodate the resource(s) you take from your opponent. Prerequisite: Handelskontor (Counting House). Schnapsbrennerei Distillery (1) (Building - Region Upgrade) Place this card vertically adjacent to a Field Region which borders a City. On your turn, you may: Convert 2 Wheat into 1 Commerce Point by reducing the Wheat resources of the adjacent Field by 2 and increasing the Commerce Points of the Schnapsbrennerei by 1. Or: You may force your opponent to give you one or more resources by paying 1 Commerce Point for every resource you take from your opponent. Your Regions must be able to accommodate the resource(s) you take from your opponent. Prerequisite: Handelskontor (Counting House). Card Descriptions: Handel & Wandel Page 3

4 Handelskontor Counting House (1) Großer Turnierplatz Great Tournament Grounds (1) Card Text: Nowhere do cash boxes ring more sweetly. The Handelskontor is the central card of the Handel & Wandel Theme set. The construction of many other buildings is only possible after first building the Handelskontor. This card is also included in the Base Game. Großer Basar Great Bazaar (1) During your turn, you may give your opponent any one resource of your choice (except Gold), for which he must give you any one other resource of his choice (except Gold). This card may be used once per turn. You must both be able to accommodate the exchanged resources in your Regions. If either player does not have a suitable resource, the Großer Basar cannot be used. Handelsmesse Commercial Fair (1) To build the Handelsmesse you must already have a Handelskontor in your principality. Also you must have a combined total of three or more Commerce Points showing on any combination of the following: Färberei, Kunstschmiede or Schnapsbrennerei. Important: You do not pay these Commerce Points you must simply have them available at the time you build the Handelsmesse. Prerequisites: Handelskontor (Counting House) 3 or more Commerce Points from Färberei, Kunstschmiede or Schnapsbrennerei. When your Knights win a Tournament, take an additional resource of your choice. In other words, whenever the Event die results in a Tournament, and you have more Tournament Points, you receive 2 resources instead of only 1. Leuchturm Lighthouse (1) The exchange rate of any Fleet immediately adjacent to the Leuchterm is improved to a 1:1 ratio. The adjacent Fleet is immune from Bürgerkrieg (Civil War). Hansebund Trade Federation (1) You may take advantage of the trade ratio of your opponent s Handelsflotte (Trading Fleet) cards. Example: Your opponent possesses a Gold Trading Fleet and an Ore Trading Fleet. You have a Timber Trading Fleet. You may exchange Timber, Ore and Gold at a 2:1 ratio. You may not use the the Commerce Points of your opponent s Trading Fleets. The prerequisite applies only to the construction of the Hansebund. If you lose your Trading Fleet, you may continue to use the Trading Fleets of your opponent. Prerequisite: At least one Handelsflotte (Trading Fleet) of any type. Werft Dockyard (1) Constructing Fleets costs you one fewer resource (of your choice). Card Descriptions: Handel & Wandel Page 4

5 Event Cards (Blue Text Fields) Bauernaufstand Farmer Revolt (1) Each Region bordering a Befestigtes Lager (Fortified Warehouse) loses 1 resource. Großes Ritterturnier Great Tournament (1) Whoever has the most Tournament Points may fill one Stream Region up to 3 Gold. Ruhige See Tranquil Seas (1) Each player receives one resource of his choice for each Handelsflotte (Trading Fleet) in his principality. This includes the Großer Handelsflotte (Great Trading Fleet). Kaperflotte (Battle Fleet) cards are not Trading Fleets and therefore do not count. A player with the Hansebund (Trade Federation) does not receive resources for his opponent s Trading Fleets. Action Cards (Yellow Text Fields) Pfandleiher Pawnbroker (2) Handelsmonopol Monopoly (2) Rotate one of your Buildings 90 to indicate that it has been pawned. You receive that Building s construction costs back (minus any one resource of your choice). The resources you get in exchange for the Building must immediately be accomodated in your Regions. In order to re-activate the Building, you must pay the construction costs again. When you pawn the Building, it loses all of its Victory Points, Commerce Points and other attributes (including counting towards prerequisites and counting for the purposes of Events). The Building does not regain these attributes until you re-activate it. A pawned Building may not be removed. You are not allowed to pawn Upgrades played in your principality by your opponent. Take 3 resources of one type from your opponent, and give him one other resource of your choice. You may choose to distribute the 3 resources to different Regions. You may choose to distribute 2 of the 3 resources to a Resource Storage card (Naturalienspeicher or Schatzkammer). Prerequisite: Handelskontor (Counting House). Großer Bürgermeister Governor (2) You receive one resource of your choice for each City in your principality. If you have a Metropole (Metropolis) from the Politik & Intrige Theme set, you receive a resource for it; however, you do not receive a resource for the City which the Metropole replaced. You do not receive resources for Citadel cards from the Zauberer & Drachen Theme set. Card Descriptions: Handel & Wandel Page 5

6 Read Me In addition to this document, there are 7 others which you may find useful: Instructions Base Set Card Descriptions Base Set Instructions Theme Sets Card Descriptions Politik & Intrige Card Descriptions Ritter & Händler Card Descriptions Wissenschaft & Fortschritt Card Descriptions Zauberer & Drachen All of these documents are American English translations of the instructions and card descriptions for the German edition of Die Siedler von Catan: Das Kartenspiel. Instructions for use: All of the documents have been sized so that they can be cut to fit inside the game packaging. The final size of each page should be 7.25 inches high by 7.5 inches wide. Cut one half inch off the left side, the right side and the top of each page. Cut 3.25 inches off the bottom of each page. I recommend that you print the instructions in color. When you want to find a card description while playing the game, color images will greatly facilitate doing so. Credits: These documents are based largely on translations done by Peter Card, Philip Homatidis, Chris Farrell and Richard Ingram. Many, many thanks to them. After running into a few discrepancies between the different translations (as well as finding some card descriptions which left out significant bullet items), I decided to check the translations for all the sets against the German originals, sentence by sentence. I used Alta Vista s Babel Fish translator for most of it. When Babel Fish didn t yield clear enough results, I used Sail Labs T1 translator. Often this would offer a different enough translation that the intended meaning became clear. For individual words which neither translator could handle, I used the web-trans Dictionary at Clausthal University of Technology. Background for these translations: When I first got the game, I found myself trying to match the translated instructions with the diagrams and other graphics in the original German instructions booklets. To make it easier to learn the game, I scanned in the graphics and inserted them into the translations. One of the problems I ran into when I was learning the game was that Peter Card s translation of the Base game instructions used different names from Philip Homatidis s card labels (and both used different terminology from Chris Farrell s and Richard Ingram s translations of the Theme set instructions). I ve re-worked the translations so that the instructions for the various sets all use uniform terminology. I haven t seen Mayfair s English version of the Base set (the only English language set available at this time), so my choices for the card titles are arbitrary. I put English translation stickers on the cards from the Base set but I soon found that the stickers interfered with shuffling and that the stickers began to show signs of wear right away. Besides, I felt the stickers interfered with the aesthetics of the cards, and most of the cards depict symbols which make their purposes evident. I removed the stickers and set about learning to play without them. It turned out to be pretty easy, and I find mispronounced German card names more fun than the English translations. I put the German card titles first (followed in parentheses by their English translations) in order to facilitate looking up card descriptions by their German titles. This document is not a verbatim translation. It s not even new material, for the most part. While I did translate the original instructions sentence by sentence, I did so only to ensure that no significant points were misrepresented or omitted from the existing English instructions. Where necessary, I made changes. What items do I consider significant? Any item which might conceivably relate to gameplay. All this, just because I m too impatient to wait for Mayfair to publish the Theme sets in English. S. G. Hughes Card Descriptions: Handel & Wandel Page 6

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