( ) Forest Jungle Doubles effect of Pestilence events. Volcano

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1 HARVEST Notes Hills Desert / Oasis Can build along trails for cards. Fields River* n/a ( ) Mountains Swamp Pasture Lake Forest Jungle Doubles effect of Pestilence events. Fishing Grounds Volcano Erupts on a double. Resources and luxuries are open. If a player would gain a luxury and cannot, they take one from another player. *A city adjacent to a river may claim Fish instead of its normal luxury, if the owner chooses. 1 / 10

2 EDICTS Each edict may only be performed once per turn. Edict Name Cost Gain Selling Luxuries Buy Gold Festival Taxation = Communities Sell Luxuries -- See right -- Craft Artifact ( ) Gain and put a new artifact into play from a choice of two. Propose Canal ( ) Canal piece (end of turn) Black Market ( ) (May not use Crackdown) Normal Luxuries have a Trade Value of 2, except Fish which has a Trade Value as indicated by the number of fish on the card. Fashionable Luxuries, which are indicated by the top right hand corner of the last Event card played, have a Trade Value of 3. Add up the total Trade Value then add 1 for each different type of Luxury. Finally, you may use any amount of to increase the Trade Value by an equal amount. Value Gain 0-9 No Sale Crackdown ( ) Rally (Must be in fashion; May not use Black Market) Fight Brigands OR Move one of your Militia OR Fight Militia : Although not an edict, a player s sorcerous ability at Burgher level allows them to convert all five resources into or more. Sorcerous ranks can improve this ratio 2 / 10

3 SYMBOL KEY Resources Luxuries Classes Characteristics Event Die Clay Ale Setup Charisma Grain Cloth Core Commerce Ore Fish Construction Progress Sheep Incense Culture Nautical Ability Wood Marble Economy Strength Any Paper Exploration Victory Brigand Attack Celebration Trade Surplus Year of Plenty Event Silver Maritime Leadership Artifact Intangibles Any Military Artifact Favour Politics Expansions Law Other Religion Basic Game Penalties Power Exhaust Gold Wound Science Up In Arms -1 Commerce Sorcery Going Places -1 Victory Title Warfare Sold Down The River 3 / 10

4 RESEARCH KEYS Deck Key Deck Key Deck Key RESEARCH Culture Maritime Religion Economy Politics Science Military* Sorcery** Warfare*** n/a Construction*** n/a * (From the expansion) Alternatively, instead of drawing their free card from the Core deck during the discovery phase, a player may elect to draw X cards from the Military deck, where X is the number of Heroes they control. ** (From the expansion) Alternatively, instead of drawing their free card from the Core deck during the discovery phase, a player may elect to draw X cards from the Sorcery deck, where X is twice the number of Wizards they control. *** (From the and expansions) The first time in a turn a player builds a Militia or a Fleet they draw a Warfare card. If they build any other card or hire a unit, they draw a Construction card. Only one such card may be drawn in this fashion each turn. Pay the Luxury associated with the class of Research deck you wish to research to draw a card from that deck. The numbers work on a triangular basis. e.g. Luxuries Cards Drawn (1+2) 3 6 (1+2+3) 4 10 ( ) 5 etc. The Core deck has no key and can always be researched. The first card drawn from the Core deck is free. If you are using the expansion, then you may use any matching luxuries to search the Core deck in depth. 4 / 10

5 BOARD PIECES Pieces Name Cost Main Effect Road Enables expansion across land. Settlement Increase resource production. City Produce Luxuries as well as Resource; Enables Bestowed Titles, which are worth Victory Points. City Walls Shipping Lane Militia (Based on Hex) Increase Corruption Limit by 1 per Wall. Prevents theft by Brigands. Enables expansion across sea. Each Militia is worth ; Prevents ; Helps fight off Brigands on specific hex; if in majority, harvests on that hex. + Fleet Each Fleet is worth and ; Prevents loss of Vessel; Helps fight off Buccaneers on specific hex, if in majority, harvests on fish hexes. Bridge Must be used instead of a road over a river. Canal Canal piece. Potential expansion; earns resource if first in hex; gain gold for self and owner of community connected by canal. Can only built on location which matches harvest roll and connects to existing canal or river. 5 / 10

6 THE EVENT DIE Die Roll Result Effect Die Roll Result Effect Brigand Attack The active player moves the Brigand token (a.k.a. Robber) There is no half-the-hand effect and resources stolen by the Brigands are returned to the supply, not to the Active Player. Year of Plenty Starting with the active player, each player gains one resource of their choice. This effect may only be used to gain resources. Gold, Intangibles and Luxuries may not be gained using this effect. Celebration Starting with the player next to the Active player, each player may exhaust any cards with one or more. After all players have committed their cards, each player who did so rolls a die and adds the score to their total committed charisma. The player who scores the highest, gains one gold. In the event of a draw, roll-off until one player wins. Event / The active player pays any amount of favour and then draws one event card plus one additional event card for each favour spent in this fashion. The active player chooses one of these events and plays it, following all the instructions on that card. Note that if a player draws the Year End card, they must choose to play it. Trade Surplus Trade Surplus is conducted in exactly the same way as a celebration, except that cards with the are used instead of those with the. If you do not have the dice from Rivals of Catan, use an extra (red) dice to determine the event instead. 6 / 10

7 TURN ORDER UPKEEP Refresh Refresh all exhausted cards you control. Corruption If you have more than seven resource cards, discard down to seven. ( Walls increase this limit by 1 per set of Walls) Instead, discard when you have too many resources. If you did so, retain one extra resource, instead of your limit. Spend Gold Pay any amount of to purchase an equal number of resources. HARVEST Roll for Production Roll two dice and gather production as per the normal Catan rules. (You may spend to reroll one of the dice, but you must accept the second roll.) You also generate resources if you have the most militia in a hex. If you roll a seven, draw a card from a research deck of your choice. (Reroll sevens in the first two rounds.) On your turn only: If you do not generate any resources or luxuries, gain. If a double is rolled and the Volcano is in play it erupts in the direction of the double rolled. On your turn only: If the Brigands prevented you from gaining resources, gain. Roll for Incident From the third round onwards: Roll the Event Die and determine the incident for that turn. INFRASTRUCTURE Build Board Pieces and Cards Build Board Pieces, as per the normal Catan rules. / Your first build each turn entitles you to a Warfare card (if you played a Militia or a Fleet) or a Construction card (if you played anything else). Play cards by paying the cost associated with the card. You can build a maximum number of green cards equal to twice the communities you possess and a maximum number of red cards equal to twice the Cities you possess. Trade with other players You may offer trades with other players, as per the normal Catan rules. Heal Units You may pay any of the resources it cost to build a Unit. Each resource paid removes from that Unit. Pronounce Edicts Each different edict can be used a maximum of once per turn. This includes the Rally edict which allows you to either move one of your Militia / Fleets one hex or try to repel the Brigands or another player s Militia with your military / nautical prowess. DISCOVERY Research one deck...or explore distant oceans. Draw one research card from the Core deck or pay the relevant costs to draw from a different research deck. Whilst you are a Burgher you can draw a card from the Religion deck instead of the Core deck. If you have a Hero, you can usually draw cards from the Military deck. If you have a Wizard, you can usually draw cards from the Sorcery deck instead. If you have a ship at the map edge, instead of performing research, you may draw, one at a time, cards from the Exploration deck until you choose to stop or draw a number of cards equal to the number of you possess plus one. Discard down to your hand limit If you have too many cards in your hand, discard down to your limit. Your Hand Limit is equal to 5 plus your. TURN END Check Wounds Each unit you control with equal to or greater than its cost must be discarded. Claim Titles Check to see if you (still) fulfil goals associated with Titles. If you do, claim, keep or discard them. Victory If you have ten or more you are proclaimed the winner. 7 / 10

8 COMPONENT SETUP EXPANSION STARTING COMPONENTS AVAILABLE REWARDS EPIC / QUICK GAMES 15 Roads * 5 Settlements 4 Cities 1 Favour ( ) 1 Power ( ) 1 Gold ( ) Burgher Title Draw 6 Core ( keep 3 of them. 6 Militia 1 Artifact (Optional) ) cards and 4 Knight 4 Lord Baron of the Clenched Fist Baron of Steam and Fire Baron of Song and Harmony Baron of Coin and Pouch Mightiest Army Strongest Economy Most Auspicious Governor 3 Triumphal Arches 5 Wizard Towers 3 Aspirant Mage 2 Accomplished Warlock 1 Sentinel of the Nexus Baron of the Moonlight Mist 15 Shipping Lanes 4 Colony Founder Baron of the Saltwind Spray 3 City Walls 1 Canal 3 Law ( )** 3 Lockhouses Hive of Villainy Baron of the Fivefold Blessings 11 Canals ** In an epic game, each player starts with two Settlements instead of a Settlement and a City. This means players will start without the Burgher Title. For quick games, after placing starting pieces each player plays another settlement. The second player to do so gains, the third player to do so gains and the fourth player to do so gains. * REMINDER: Roads are only placed after both initial communities have been placed. ** In a 3 player game, players start with 2 Law instead and there are 12 canals in the general supply. 8 / 10

9 TITLES TITLE CRITERIA VALUE OTHER NOTES # Burgher 1 City (Setup) Can take free draw from the instead of the deck; Exhaust and 4 pay to gain. Lord 2 Cities Later players to reach this rank gain. 4 Knight 3 Cities Later players to reach this rank gain. 4 Baron of 4 Cities Bonus depends on title Clenched Fist: Steam and Fire: Song and Harmony: Coin and Pouch: 4-7 Moonlight Mist ( ): Saltwind Spray ( ): and cheaper ships. Fivefold Blessings ( ): Gain and a card. Mightiest Army Most ( At least ) Brigands cannot steal your resources. 1 Most Auspicious Governor Most ( At least ) Exhaust and pay to ignore Strife event. 1 Strongest Economy Most ( At least ) Exhaust and pay to gain two resources. 1 Aspirant Mage ( ) Play a spell Counts as Wizard; Exhaust and pay to gain. 3 Accomplished Warlock ( ) Play 2 more cards Counts as Wizard; Exhaust and pay to gain. Sentinel of the Nexus ( ) Play 3 more cards (6 in total) Counts as Wizard; Exhaust and pay to gain ; May use as. Gains free Sorcery card each turn. Colony Founder ( ) Found Embassy, Plantation or off-shore colony. Can gain luxury instead of resource when is rolled for event. 4 Hive of Villainy ( ) Lowest Each Villain you control gains / 10

10 WHAT DO THE DIFFERENT CLASSES DO? Core: This deck contains low cost cards which are excellent for early production, cheap defence and commerce. Cheap wizards can also be found in this deck. There are no Victory Points to be found in this deck. Culture: This is an excellent deck for improving Favour amongst your citizens. It contains several recursion effects, but weak attacks. This deck has a good number of Victory Points. The signature card (The Twins) is a very expensive card whose cost can be marginally reduced if you possess the Harbour. Economy: This is understandably the strongest deck for Commerce Points, but these cards are often costly to play in either resources or investment over time. The attacks tend to reflect unfair trades that can hit your opponent s resources, luxuries and gold. The signature card (Trade Centre) requires Ventures which can be found in this deck. Maritime: This deck is the best source of Nautical Ability points, improving a player s capability to explore the oceans. The deck also contains several cheap Commerce Points. There are also a few cards which improve production, whilst the vessels found in this deck mitigate against production surpluses. The attacks in this deck target your opponent s resources, luxuries and board pieces. The signature card (Harbour) requires you to have three fleets or vessels. Politics: This deck contains several tools for improving your Law and Leadership. There are some very disruptive attacks to be found in this deck, along with a few strong defensive cards. There are also some good tools for manipulating research decks. The signature card (Parliament) requires two Progress points to play. Science: This is the best deck for Progress points and is also very good for boosting production. It also has tools for researching cards. This deck contains no attack cards (although the Tactician can fetch them from the Warfare deck). The signature card (University) requires a player to control cards from at least four different classes. Religion: This deck has a slightly lower than average Victory Point count, but is balanced by being accessible early on without the need of luxuries. This is very much a utility deck with a good mix of cards that lack any particular specialisation. It has tools for gaining favour and, more significantly, spending it. Late on, this deck will only be accessible if a player has access to incense. The Signature card (Cathedral) requires a player to have five or more favour to play. Military: This is the best deck for improving Strength. This deck has a lower than average number of Victory Points. It has a few direct attacks, but it is much stronger on the defence, relying on strong knights to control the Brigands. There is no signature card in this deck. Sorcery: This deck contains the means to boost your Power as well as some very powerful Attacks. This deck also contains some very strong units which will help in obtaining or cementing a hold on the Mightiest Army. Although many of the cards in this deck will damage Favour, if a player can rise to the Sentinel of the Nexus they can use their Power as Favour to seize the Most Auspicious Governor Title. This deck contains very few Victory Points, but as every card contributes towards a player's Wizardry rank, each card can be considered as worth a fraction of a Victory Point. The signature card (Stones of Wisdom) requires the player to control three Wizards, as well as six Power. Warfare: This deck is full of attack cards, many of which can defend against other attack cards or offer a quick boost in Strength or Nautical Ability. This deck has no Victory Points in it. Construction: Another deck with no Victory Points, this deck tends to provide marginal gains and opportunities when you play your board pieces. 10 / 10

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