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Example: Red may build a settlement on the intersection marked
in green. Red cannot build on the intersections marked in red
because she has to observe the distance rule.
c) Keep
󲀂
Requires: 3 Ore & 2 Grain
You may only establish a keep by upgrading 1 of your
settlements.
When you upgrade a settlement to a keep, put that
settlement piece back in your supply and replace it with a keep
piece.
A keep allows you to acquire 2 resource cards for an adjacent
terrain hex that produces resources.
Each keep is worth 2 victory points.
d) Buying a Development Card
󲀂
Requires: Ore, Wool, & Grain
When you buy a development card, draw the top card from the
deck.
ere are 3 dierent kinds of development cards: ranger
patrol
󲀂
(purple banner), progress
󲀂
(green), and victory
point
󲀂
(orange). Each has a dierent eect (see below).
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 cant anticipate your play.
4. Special Cases
a) Rolling a “7” and Activating
Tormund
󲀂
If you roll a “7”, no one receives any resources.
Instead, each player who has more than 7
resource cards must select half (rounded down) of his/her
resource cards and return them to the supply.
en you must move Tormund
󲀂
. Proceed as follows:
(1) You must move Tormund
󲀂
immediately to a number
token on any other terrain hex.
(2) Then you steal 1 (random) resource card from
1 opponent who has a settlement or keep adjacent to the
target terrain hex. The player who is robbed holds his/her
resource card hand face down. You then take 1 card at
random. If the target hex is adjacent to 2 or more players’
settlements or keeps, you choose which one you want to
steal from.
Important: If the production number for the hex containing
Tormund is rolled, the owners of adjacent settlements and keeps
do not receive resources. Tormund prevents it.
b) Playing Development Cards
󲀂
At any time during your turn, you may play 1 development
card (put it face up on the table). at card, however, may not
be a card you bought during the same turn (except for a victory
point card, as described below)!
Ranger Patrols
󲀂
In the base game, when you play a ranger patrol card,
you can only use the option: Move Tormund as if you
had rolled a “7”. You must immediately move him.
Once played, ranger patrol cards remain face
up in front of you. e rst player to have 3
ranger patrol cards in front of himself receives
the special card “Largest Patrol,” which is worth
2 victory points. If another player has more
ranger patrol cards in front of him than the current
holder of the Largest Patrol card, he immediately takes the
special card and its 2 victory points.
Progress Cards
󲀂
If you play a progress card, follow its
instructions. en remove the card from the
game (i.e., toss it in the box).
Victory Point Cards
󲀂
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 (if playing them gives you the win).
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. You cannot win during another player's turn. If
somehow you nd that you have 10+ victory points during
another player’s turn, you must wait until your next turn.
Largest
Patrol
© George R.R. Martin ®2017 FFG & Catan GmbH
Place 2 new roads as if
you had just built them.
r
oaD
B
uiLDing
© George R.R. Martin ®2017 FFG & Catan GmbH
w
inter
is
c
oming
Take any 2 resources
from the supply. Add them
to your hand. ey can be
2 of the same resource or
2 dierent resources.
© George R.R. Martin ®2017 FFG & Catan GmbH
D
ragongLass
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
w
atchtower
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
w
arhorse
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
D
irewoLf
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
1
V
ictory
P
oint
L
ongcLaw
© George R.R. Martin ®2017 FFG & Catan GmbH
r
anger
P
atroL
Before or after your own
production roll, choose 1:
Move Tormund as if you
had rolled a “7”. OR
Take 1 wildling in the Gift
and return it to the Frostfangs
& take 1 resource from the
hex the wildling left.
© George R.R. Martin ®2017 FFG & Catan GmbH
D
ragongLass
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
w
atchtower
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
w
arhorse
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
D
irewoLf
1
V
ictory
P
oint
© George R.R. Martin ®2017 FFG & Catan GmbH
1
V
ictory
P
oint
L
ongcLaw
© George R.R. Martin ®2017 FFG & Catan GmbH
w
inter
is
c
oming
Take any 2 resources
from the supply. Add them
to your hand. ey can be
2 of the same resource or
2 dierent resources.
© George R.R. Martin ®2017 FFG & Catan GmbH
Place 2 new roads as if
you had just built them.
r
oaD
B
uiLDing
=
+
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
© George R.R. Martin ®2017 FFG & Catan GmbH
+ +=
© George R.R. Martin ®2017 FFG & Catan GmbH
r
anger
P
atroL
Before or after your own
production roll, choose 1:
Move Tormund as if you
had rolled a “7”. OR
Take 1 wildling in the Gift
and return it to the Frostfangs
& take 1 resource from the
hex the wildling left.
4


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