Rules for Catournament II!
1 - Rolls of seven within the first two rounds don't count and must be re-rolled.
2 - You may trade another player for 0 cards, but not with the bank.
3 - Scores above 10 (eg: 12) will count. (max 12 if you steal longest road by building a settlement)
4 - You can play a Soldier before or after rolling the dice.
5 - Only one development card can be played per turn. It cannot be played on the same turn when bought.
6 - When building to a port, you cannot use it on the same turn.
7 - Roads can be broken by settlements. The dead-end road will still be alive.
8 - You cannot build a road through another player's settlement.
9 - You may trade with the bank or other players anytime during your turn, only after the dice is rolled.
10 - When moving the robber (via 7 or Soldier card)
- The robber must be moved to any other non-desert hex.
- The hex does not need to be occupied by another player.
- With multiple players on a hex, you must steal from another player (not yourself).
- You may steal from another player who has zero resource cards.
- Inefficient trades are allowed, even if more efficient options are available (4:1 vs 2:1)
- You may trade a resource for itself (eg: 3:1 port may trade 3 sheep for 1 sheep)
- The robber must be moved to any other non-desert hex.
- The hex does not need to be occupied by another player.
- With multiple players on a hex, you must steal from another player (not yourself).
- You may steal from another player who has zero resource cards.
- Inefficient trades are allowed, even if more efficient options are available (4:1 vs 2:1)
- You may trade a resource for itself (eg: 3:1 port may trade 3 sheep for 1 sheep)
11 - Free discussion is allowed by all players at any time. Except concerning points of law, or attempts to resolve an
irregularity, disingenuous comments and even outright lies are permitted.
irregularity, disingenuous comments and even outright lies are permitted.
12 - Comments that are allowed:
- Interjecting during another player's turn to offer someone a better trade if he waits until your turn.
- Lying when asked whether or not you have a resource to trade.
- Pointing out how close a player is to winning.
- Denying that your face-down development card is a victory point, when in fact it is.
- Suggesting a course of action to another player that will frustrate a third party.
- As a decoy, asking for a rules clarification in relation to an action you have no intention of taking.
- Interjecting during another player's turn to offer someone a better trade if he waits until your turn.
- Lying when asked whether or not you have a resource to trade.
- Pointing out how close a player is to winning.
- Denying that your face-down development card is a victory point, when in fact it is.
- Suggesting a course of action to another player that will frustrate a third party.
- As a decoy, asking for a rules clarification in relation to an action you have no intention of taking.
13 - Comments that are not allowed:
- Falsely claiming to have only seven resource cards when a seven has been rolled.
- Denying having a resource when a monopoly card is played.
- Claiming to have received the correct resource cards from the bank when actually given too many.
- Intentionally misleading another player as to the rules on road placement (Shwetz, ahem)
- Falsely claiming to have only seven resource cards when a seven has been rolled.
- Denying having a resource when a monopoly card is played.
- Claiming to have received the correct resource cards from the bank when actually given too many.
- Intentionally misleading another player as to the rules on road placement (Shwetz, ahem)
14 - No player may look at another's development cards or resource cards, nor may a player elect to show their cards to
another player or players.
another player or players.
15 - Rolls of the dice must end with each die perfectly flat on the either table or a board hex. If any die finishes
"cocked", or falls off the table, both dice must be re-rolled.
"cocked", or falls off the table, both dice must be re-rolled.