Rules for Catournament III!

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 can 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)
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.
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.
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)
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.
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.