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Catan» Forums » Variants

Subject: Rally Catan rss

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James Pinnion
United Kingdom
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Catan » Forums » Variants
Rally Catan
Pieces: as per basic settlers with the addition of one "race car" per
player. Treat the sea as having spaces of the same size and shape as those on the island (NB. this is a redundant rule when playing with an old settlers set).

Victory conditions: to win a player must either score 12 VPs, or move their race car from their starting sea space, to a sea space on the opposite edge of Catan.

Set up: When setting up the board, designate one edge of the island as the starting edge. After standard settlers set up, each player in turn picks one of the four starting sea spaces for their race car to start in.

Play proceeds as per normal settlers with the following additions:

Fuel Tank
Each car has a fuel tank of resource cards. These do not count against a players hand limit when a "7" is rolled; and does not lose cards in the normal way.
At any point during a players trading phase they may put resources into their cars fuel tank. If the robber is placed on a space containing a car, it may steal one card at random from the fuel tank.

Moving cars:
During the building phase a player may move his car, at most once, to an
adjacent hex subject to the following rules:

The only sea spaces a car is allowed in are the start spaces (per the set up rules) and the finish space (per the victory conditions). This last move costs no resources.
Moving to a standard hex costs matching resources of equal value to the number on the hex. For example moving to an "eight wood" hex costs eight
wood. This cost may be met from the players normal cards, or from the fuel tank.
If a player moves their race car across one of their own roads, the cost is halved. Fractions are rounded against the player (so moving across a road into a "nine wood" wood cost five wood).

The desert:
It cost no resources to move into the desert.
When attempting to leave the desert, the player must pay the cost upfront, and then must then roll equal or less than the number showing on the target hex. If a player fails to make the roll, his piece stays in the desert and must wait until next time before he attempts to leave again.
A player may not move from the desert to the final sea space.
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