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Catan – Rise of the Inkas
6
Catan: Rise of the Inkas
City : Spend 2 potato + 3 ore to build a city.
Expansion: A city represents the development of a settlement. When you
build a city, return 1 of your settlement pieces from the board to your
supply and replace it with your city piece.
Important: A city can only be built by replacing its own settlement.
Production: Your cities produce twice as much income from adjacent
hexes as settlements. Take 2 resources or goods per city when that hex’s
number gets rolled.
Culture point: A city is worth 2 culture points. Since a city replaces a
settlement, place only 1 culture marker on the next empty space on your
culture board.
Important: A player may only build 1 city for each tribe
!
Development Cards : Spend 1 potato + 1 wool + 1 ore to build
a development card.
Buy: When you buy a development card, draw the top development card
from the supply.
Keep secret: Keep your development cards secret from your opponents
until you play them. They do not count towards your hand size. You may
not trade them.
Development Cards “2”: The cards marked with a “2” on the back only
come into play as soon as ALL players have begun their 2nd tribe. So as
soon as all players have placed their 1st settlement of their 2nd tribe, add
these development cards to the supply. Place the “2” cards under any
remaining “1” cards.
SPECIAL CASES
If You Roll a “7”, Activate the Robber
No Production: When you roll a “7” , all players receive no income.
Then proceed as follows:
Any Player(s) May Lose Cards: If you have 8+ resource/goods cards in
hand, you must choose half of those cards and return them to the supply.
If you have an odd numbers of cards, round it off in your favor. For
example, if you have 9 cards, you must lose 4 of them.
Move the Robber:
If you rolled the “7”, you must move the robber
piece to another hex
or to the jungle frame. Important: The robber may not be placed on a
hex that produces goods (so, not on a jungle hex, nor on a fishing
ground hex).
After you move the robber, you must rob 1 card from an opponent who
owns a settlement/city that earns resources from the hex where you just
placed the robber. You rob the card at random. You can only rob resource
or goods cards (not development cards).
Continue your turn with the trade and build phase as normal.
Important: The robber blocks all production from a hex where he
stands. So, if that hex’s number is rolled on a future turn, settlements/
cities adjacent to it receive no income.
Play a Development Card:
You may play exactly 1 development card per turn. You may play it
anytime during your turn, even before your dice roll. You may not play a
development card during the turn you purchased it.
Combat Arts Cards :
Move the Robber: If you play a Combat Arts card, move the
robber as described in the “If you roll a 7” section. You also get to
rob a card as described in that section.
After Use: Place any Combat Arts cards you play face up in front of you.
They protect your resource/goods cards when a “7” is rolled. Each face-up
Combat Arts card you have increases your hand limit by 1.
For example, if you have 3 face-up Combat Arts cards, and a “7” is rolled,
you only need to discard half of your resource/goods cards if you have
10 or more resource/goods cards.
Mightiest Combat Arts Advantage Card:
If you are the first player to have 2 Combat Arts cards face
up on front of you, take the Mightiest Combat Arts
advantage card. If another player ever places more
Combat Arts cards face up in front of them, that player
immediately takes the card from you (and so on).
As the owner of this advantage card, you may remove the robber piece
from the board and return it to the jungle frame. You may do this one
time on your turn. There are 2 prerequisites that you must satisfy to
make this move. First, it must be your turn. Second, the robber must be
on a hex that blocks production to one of your settlements/cities.
When you return the robber to the jungle frame, take 1 resource card of
the type produced by the hex the robber left.
Important: You are allowed to use the advantage of the Mightiest
Combat Arts card before you roll the dice on your turn.
Progress Cards:
Use: Reveal the card and follow the instructions
described on the card.
After Use: Discard the card. Remove it from the game.
A NOTE FOR BEGINNERS
We recommend that you begin playing the game using all of the rules
described up to this point. Once a first player reaches 4 culture points
(there are 4 culture markers on their culture board), continue the game by
adding the rules that start on page 7.
Game Play
6


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