Th e Set t ler s of Ch r ist m as Base Ru les Most " Gr eat er Cat an " rules apply, the game ends when a player reaches 21 VP on their turn. Fish, Welfare and Cities & Knights are enabled. Greater Catan Rules: When you build a ship or a road and the field at the end of that intersection does not have a number chip, take one of the stack and place it. If there are no more chips left, you have to take one from the main island. 1. Red numbers must not be on two land hexes next to each other. 2. You can only remove number chips from fields that you have a settlement/city next to. 3. You may not remove the last number chip of any settlement/city. When it is no longer possible to follow these rules, you may break them in the order 1 - 3. Turns must be completed within 3 minutes. Everyone starts at 50 naughty points (NP) - You lose naughty points (become better) when you do good actions for one or more other players. Th is is good! - You gain naughty points (become naughtier) when you do a bad action for one or more other players. Th is is bad! (See the next page for Good / Bad actions) Th e n au gh t iest player (s) is the player who has the most (or tied most) naughty points. The Robber can only be placed on a hex next to the naughtiest player* . The Pir at e Sh ip however, can be placed anywhere on the ocean. * You must place the Robber on yourself if you are the naughtiest player. Th e Nau gh t y Tally On your turn, once you are done with your turn, you m u st draw 1 present from your gift box. You may chose to give that present to any one player of your choice. However, the gifts are wrapped already and you cannot know what you are gifting away! How gen er ou s of you ! You do have a list of gifts that everyone has to know what you could be gifting away. Gifting gifts lowers your Nau gh t y level by 5 NP. Th e Gif t s You may chose to keep your own gifts to yourself and thus add 1 Vict or y Poin t to your total immediately. However, doing this petty action increases your Naughty level by 5. If you forget to give your present, consider it as kept for yourself. How self ish of you ! You are not allowed to open the gifts or peek at their content, even if they became VPs Th e Gif t s.2 1 Th e Set t ler s of Ch r ist m as Th e Fest ivit ies On your turn, open any presents gifted to you by other players (or because you're the least naughty), in the order you wish and as many as you want, but once opened, they must be consumed immediately. You cannot peek inside a gift before opening it. Every time a '7' is rolled, whoever has the least naughty points (or tied) gets 1 free gift from the gift supply, to be opened on their turn. If you rolled the '7', you may open the gift immediately if you wish to. Th e Good Act ion s These are examples - Giving a gift to someone (-5) - Giving 2 cards for 1 in a trade with a player (-1) - Taking a 'bad' number from someone (-3) - Removing the Robber if it's not on you by Knight action or by spending 2 Fish (-1, plus -1 for each Settlement / City next to it) - Ending your turn under 30 seconds (-5) - Anything you r oppon en t s think is good (-1 to -5, to their judgment) You can convince your opponent that you do a good action in order to lower your naughty level, but they are the ones who decides. This is part of your turn however. Th e Bad Act ion s These are examples - Keeping a gift to yourself (-5) - Taking an other player 's 6 or 8 (+3) - Stealing a card from any other player (includes Monopoly, the Robber, etc.) (+1/card) - Blocking a path with a Knight / Road (+2) - Cutting ' Longest Road ' with a Knight (+1) or a Settlement (+3) - Using a harmful Progress Card (see next page) - Anything you r oppon en t s think is bad (+1 to +5, to their judgment) You can convince your opponent that you do a good action in order to lower your naughty level, but they are the ones who decides. This is part of your turn however. Th e Special Act ion s On your turn, you may discard a harmful Progress Card instead of playing it* (such as Monopoly, Wedding, Saboteur, etc.) even if you have less than 5 Progress Cards. You lose 1 naughty point per card players would've lost to it. Spy is not naughty to use. (This means players need to reveal the amount of cards they would've lost to a Monopoly) Some examples : Diplomat = -2 Deserter = -2 (or -3 if active) * Can on ly be don e if you cou ld u se t h e car d! 2 Th e Set t ler s of Ch r ist m as Clar if icat ion s The harbors that can be grabbed are : 6x 2:1 harbors 2x brick, 2x wheat, 1x sheep, 1x wood If you get to place a Red # Token from a gift, you can place it on any land hex, as long as it is not next to an other land hex with a red #. (editing as we play to keep up to date) FAQ 1) I am the naughtiest player, do I need to place the Robber on a hex with a number next to me? - No, you can place the Robber on an "empty" hex or you can move the Pirate Ship. 2) I have no place to put a harbor obtained from a gift, what can I do with it? - Since the gift has to be consumed immediately, you must place the harbor on the map, even if you don't benefit from it. 3) Can I place a red # on a hex that lost its number already ? - Yes, but it could be stolen by someone 3.1) Can I place it on a hex that still has its number on it ? - Yes. That hex produces on both number. Either number can be stolen if on the main island however. 4) What are the possible gifts in C&K ? - 1x random harbor - 1x random red number (6 or 8) - 3x Three resources (Wheat, Brick, Wool) - 4x Two paths (1 boat, 1 road or 2 of one type) - 7x resource card (draw 1 resource from bank) - 4x Progress Card (draw 1 from 1 pile) - 4x Two resource cards 5) Can I get commodities from gifts ? - No. Only resources. 3