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Conquest of Catan. Build, attack, conquer.

Catan Conquest

The objective of Catan Conquest is to grow your army, claim the most land, defeat your enemies, and conquer the island of Catan.

Overview of changes:

  • resource production refactor (see Resources section below)
  • settlements, cities, & armies are placed in the center of hexes instead of at the intersections
  • no robber
  • no distance rule (except for initial placement)
  • roads are replaced by walls
  • armies are added to the game, that can move, settle new hexes, collect resources, breach walls, attack and defend
  • castles are added to the game, that produce more knights, and have stronger defense

Setup

Build the board according to the diagrams for player count. Each player in turn places one settlement and one knight on any coastal hex of their choice. You can not place your first settlement on any hex adjacent to another players.

Turn Overview

  • build & trade
  • move armies (optional)
  • attempt to breach a wall or castle (optional)
  • attack (optional)

Resource Production

  • occurs once per round of turns

Players receive resources from hexes that:

  • they have 'settled' with a settlement or city
  • they have 'occupied' with at least one knight
  • are adjacent to a settled hex (unless an opponent wall has been built separating them)
  • are located inside a player's 'fortress' (see + Fortresses below)

Determining the number of resources each hex produces:

  • +1 for at least one knight (occupied)
  • +2 for a settlement
  • +1 for adjacent to a settlement (unless separated by opponent wall)
  • +3 for a city
  • +2 for adjacent to a city (unless separated by opponent wall)
  • +4 for a castle
  • +3 for adjacent to a castle (unless separated by opponent wall)
  • +1 for fortress hex

Each hex produces the sum of all applicable rules. If a player has no eligible hexes he receives 5 gold as compensation.

Gold in Catan Conquest is very valuable and can be traded with the bank for any resource at 1:1 rate

Build

  • knights cost 1 ore or 1 wool

  • new knights must be placed on any of a player's settled hexes

  • walls cost 1 wood or 1 brick

  • new walls may be built on any edge of a player's settled or occupied hexes

  • once per a player's turn, he may deconstruct an existing wall and rebuild it in a new location at no cost

  • settlements may be be built on any occupied hex (at least one knight) or adjacent to any already settled hex (no distance rule)

  • cities cost 2 ore & 2 wheat

  • cities may be upgraded to castles

  • castles cost 2 ore, 2 brick, and 2 wood

  • castles produce knights at twice the rate of settlements (1 ore & 1 wool for 2 knights)

  • castles grant +3 defense (unless the castle walls have been breached!) (see + Breaching section below)

Fortresses

  • fortress are areas that players have surrounded with walls

  • players do not have to build walls along a coast or desert (see diagram 2)

  • players must have at least one settled or one occupied hex inside the walls

  • all hexes inside a player's fortress:

    • produce 1 extra resource
    • do not require at least one knight or settlement to produce resources (an empty fortress hex will produce 1 resource)
  • note that if a player's fortress walls are breached, he loses the production benefits until the walls are rebuilt

Movement

  • knights may move into any adjacent unoccupied and unsettled hex once per turn per knight
  • knights may move any number of adjacent occupied or settled (by the player) hexes
  • each knight may only be moved once per turn
  • knights may not cross walls of opponents, however a player's own knights may move freely through his own walls

Breaching

  • once per turn a player may attempt to breach an opponent's wall or castle

  • breaching must be attempted between a player's movement and attack phase

  • to breach, roll one die

  • if the result is a 6, the breach is succesful

  • upon successful breach of a wall, it is removed from the board and the player may then attack the newly exposed hex if it is occupied or settled

  • if the newly exposed hex is empty, the attacker may immediately occupy that hex with as many of his knights from adjacent hexes as he chooses

  • upon successful breach of a castle, the defender loses his +3 defense

Attack (optional)

  • players may choose to attack any occupied or settled hex adjacent to any of their own occupied hexes (at least one knight)
  • players may continue attacking for as long as they still have knights to attack with
  • no players may attack until their third turn

Resolving an attack

  • the attacker and defender each roll one die (battle)
  • the higher die value wins the battle
  • the loser of the battle removes one knight

Attack Advantage

  • in case of a tie, attacker wins
  • when the attacker wins a battle he plunders one gold from the defeated (if he does not have any gold he must trade a resource for it and if he has no resources the victor takes from supply)

Defense Advantage

  • when defending an unoccupied settled hex, the defender may add 1 to his roll for a settlement, 2 for a city, and 3 for a castle

Size Advantage

  • the player with more knights on the attacking or defended hex may add 1 to his roll

Successful Attack

  • the attacker may not move knights once the attack phase has begun, however:

  • if the defender loses his last knight on an unsettled hex, the attacker may immediately occupy that hex with as many of his adjacent knights as he chooses

  • if the defender loses his last knight on a settled hex, or an undefended settlement is attacked, the attacker must win one more battle (dice roll) to take possesion of it (swap the game piece for one of the same of the victor's color) and then the attacker may immediately occupy that hex with as many of his remaining adjacent knights as he chooses

Resource Bonuses

Largest Army

Once a player builds an army of at least 5 knights he earns the Largest Army card and places it in front of him. He must then place a number token (or two) on the card that matches the number of knights in his army at the time of earning the card. Once earned, other players must build an army greater in size than the number on the card (the size of his army at the time he earned the card) in order to steal it. Once Largest Army is stolen by another player, the number token(s) on it are replaced with the new number. When in possesion of this card the player receives a bonus of 5 gold each production round.

Largest Fortress

The first player to build a fortress of at least 3 hexes receives the Largest Fortress card and places it in front of him. When in possesion of this card he receives a bonus of 5 gold each production round. (In addition to the resource production benefits that apply to hexes inside the fortress)

Largest Metropolis

The first player to settle at least 3 adjacent hexes receives the Largest Metropolis card and places it in front of him. When in possesion of this card the player receives a bonus of 5 gold each production round.

Ending the Game

The game ends when one player has eliminated all other players or has occupied or settled more than half of the hexes on the board.

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