In a 2 player game, once a player gets ahead in resource gathering potential (settlements and cities in good locations), it is nearly impossible for the other player to catch up.There is less competition for territory because there is more land per player.When played by 2 players, the game has issues that affect play if standard rules are used. “Settlers of Catan” is designed for 3 or 4 players. Take a look at my YouTube video for a great 2 Player Settlers of Catan version: We've played dozens of games with these rules and the games are fairly balanced thanks to the Robber Equalizer rule, though the rule does lead to not being so afraid about having to discard half your hand later in the game as the 7 may not stick, which can be an advantage to the player in the lead. If the robber does not stick, then then the dice must be rerolled, and only a number other than 7 will count. Each time a 7 is rolled by the player who is ahead, reroll the dice and the 7 sticks if the roll is high enough according to the chart - for example if you're ahead by 1 and 2/3, you need to roll 6 or higher for the robber to stick: Point Minimum Then add 1/3 for each played soldier, each road link, and each unplayed development card.Ī 7 rolled by someone who is behind always counts. First determine how far behind you are by counting up victory points in the normal manner for settlements and cities (but don't include longest road or largest army). The Robber Equalizer rule is our slow-the-leader mechanism, and it works by making rolls of 7 less and less likely to stick the further behind you are. 7's get rerolled for the first 6 rounds of play (we call this.A set of randomized numbers on either side of barbell (set 1:.3 of each resource hex (ores always placed as shown with 3-8-11,.Change hex setup to barbell shape (see picture).If a "7" is rolled before either the Robber or Pirate enters the game, only the 7-card hand size rule is enforced.We've played many enjoyable games with the following system that does nothing to deal with the loss of trading, but handles the other issues raised above quite well: The pirate enters the game once the first port hex is drawn and successfully connected to land (place on port). The robber enters the game once the first desert hex is drawn (place on desert). Place a seafarers VP chit under the settlement to delineate it.Īs long as it is not connected by land to any other island the player has already colonized, the victory point is granted-even if it is later connected by discovery. Players receive one additional victory point for their first settlement on each new island they colonize (regardless if the other player has already colonized it). If the port hex is surrounded by water (adjacent land is not found), return the port tile to the bag and proceed as normal. If at anytime a land tile is revealed adjacent to this port hex, place the port adjacent to that land hex. If land is not adjacent to the new hex, leave the port on the tile and proceed as normal. If a port is placed on the hex and the new hex is adjacent to land, the port must be placed adjacent to it. On a 1, draw a port tile and place it on the hex otherwise, proceed as normal. If it is a water hex, roll the 6-sided die. If it is a land hex, a number token is drawn and placed on the hex. If a player builds a ship or road along edges toward an intersection where the hex tile is missing, a new tile is randomly drawn from the bag and placed. How to PlayPlayers alternate turns following the standard rules, including Seafarers.Įach player starts with 1 brick, wool, wheat, and wood.
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