
May trade resources for commodities or vice versa at any legal ratio.Trade resources and commodities with other players or the bank.Build roads, settlements, cities, or buy city improvements.Progress cards may be played on the same turn they are drawn.If the robber moves, the active player steals 1 random resource or commodity card from an opponent with a settlement or city on the new hexĪctive Player Builds or Trades Phase (in any order).If the barbarians have attacked at least once, must move robber to a new hex.If any player has more than 7 resource and commodity cards (combined) in their hand, they must discard down to half rounded down…city walls improve this hand size by 2 for each wall.If a 7 is rolled (or alternately a “Bishop” is played or a knight is used legally).Victory point cards must be played immediately and do not count as part of your progress card hand.Progress cards are drawn (if any) by all players in clockwise order.A house rule may prevent the pillaging (see house rules).Player or players with the least knight strength all lose one city due to pillaging and is reduced to a settlement.If knight’s strength is less than the barbarians, then the barbarians win.If a tie for highest knight strength, then all tied players may draw one progress card from a stack of their choice.Unless tied, the player with the highest knight strength wins a victory point card.If knight’s strength is equal or greater than the barbarians, then the knights win.Determine strength of all knights (total number of active rings of all player’s knights).Determine strength of barbarians ( total number of cities including metropolises).The results of the event die are resolved first.Active player may play the “Alchemist” progress card (no other progress cards may be played in this phase).Turn Phases Resource Production Phase (in order) A settlement on a harbor equals 1 harbor point, a city on a harbor equals 2 harbor points, and a metropolis on a harbor equals 4 harbor points.Harbors may be placed in such a position to cross water as long each end of the harbor touches a point of land on a hex.South Park reference for, "Mongolians keep tearing down my Shitty wall". A single city wall protect your cities from the barbarians, but the wall must be destroyed if the wall keeps the barbarians from pillaging your cities during any barbarian attack.When a road meets a harbor, flip the harbor chit face up to reveal the hidden harbor type.A player may build past an opponents settlement or city.As long as you retain control of the “Merchant”, you gain 1 victory point.A knight in any activation state blocks construction of opponents at intersections.If, after a longest road is broken, players tie for longest road or no one has a 5+ segment road, then the “Longest Road” card is set aside until someone qualifies for it.You can break an opponents road by building a settlement or knight on an open intersection along his/her road.Each player takes resources from the bank for their 2nd settlement only.In counter-clockwise order starting with the last player, each player places their 2nd settlement & road.In clockwise order starting with the 1st player, each player places their 1st settlement & road.Roll a die to determine starting player.Randomly place number chits on all of the hex tiles except the desert, and ensuring that no 6 or 8 numbered chits are within 1 hex of each other.If playing with fish, randomly place the fix "boomerang" pieces on the outer most land areas, and the piece must not have 2 fish points on an inside corner of hexes.If playing Seafarers, the harbors can be placed on any sea hex bordering a land hex.Randomly place harbors face down on the outside of game board.If playing with fish, ensure that each fish lake is surrounded by land.Setup the game board by placing hex tiles randomly inside the 3-4 or 5-6 player borders.
