Catan Seasons
Catan Seasons
I rst started playing Catan with the Event Deck. It was denitely nice restricting the die outcomes to their proper distribution. But the deck had its aws. Some card events were vague at best, and it became possible to count cards to an extent. It was also difcult to track whose turn it was, since nobody had the dice sitting in front of them. When I bought the immensely great Cities & Knights expansion, the game became much, much better. But the Event Deck had to goit was annoying rolling one die and ipping a card. C&K added enough complexity as it was, so I thought, the dice will stick to their own distribution curve. Boy was I wrong. Weird things kept happening: tons of 8s in a game but no 6s? More 12s than 5s? Please. A couple of my players kept insisting we go back to using the cards. So I created an alternative that not only does the job, but side-steps the issues with the original Event Deck. Im pleased to bring you: Catan: The Seasons!
Setup:
Print and cut out the 76 cards, including the one in the center of this sheet. Ive included sheets with backsides for the cards too, for those who can print double-sided. This deck is intended to be used with the Cities & Knights expansion. If youre not using C&K, I highly recommend using the regular Catan Event deck. Each card is supposed to represent a week, so 52 cards will represent a year. Set aside the Anniversary and the three The Next Season Begins cards, and shufe the remaining 72. Set aside 20 cards and deal the remaining 52 into four face-down piles of 13 cards each. These four piles will act as the four seasons. Place the three Next Season Begins cards underneath three of the decks and stack them. Place the three stacked decks onto the fourth, put the Anniversary card underneath this four-season stack, and then put the 20 aside cards underneath the whole thing. You should now have one face-down deck: 13 cards, then a Next Season; 13 cards, then a Next Season; 13 cards, then a Next Season; 13 cards, then Anniversary; 20 cards that wont be used this year. After all the players have placed their starting settlements and received their starting goods, place a marker (randomly) on one of the four season squares.
Basic Rules:
The players no longer roll the dice. At the start of a players turn, the player reveals the top card of the Seasons deck and resolves it, in this order: 1) The player reads the name of the card (if any), and then reads the action printed below the picture. Then the player(s) perform the action, as appropriate. 2) After the event is resolved, the player declares the result of the Event Die, based on the season the players are currently in.
Surplus
Anniversary
The Holiday and Weather cards show events that are based on the season. These cards are resolved in the normal order like other cards, but different events will be printed inside the season boxes.
Weather
Remove this card and the three cards titled, The Next Season Begins!
Each player may discard one resource or commodity to receive one resource of his/her choice. You may not take a commodity.
Shufe the remaining cards. Deal four facedown stacks of 13 cards. Place the Next Season cards facedown underneath three of the stacks, and place this card facedown under the fourth. Stack the four piles into one deck so that this card is on the very bottom. Place the remaining 20 cards facedown underneath the deck. Then advance the season marker forward one space, and draw a new card.
In this example, if the season was Autumn, there would be a Harvest Moon. Each player may immediately draw one grain if they wish.
Cold Spell
All pasture hexes produce wool/cloth this turn, regardless of the robber or dice.
Flood
No forest hexes produce lumber/paper this turn, regardless of the dice.
Winter Moon Since the Event Die for Autumn Harvest Each player may shows the Barbarian Ship, the draw one grain. Barbarian Ship would advance Autumn one space (and the barbarian attack would be resolved if there was one), and then 8s would produce.
Spring Drought
No eld hexes produce grain this turn, regardless of the dice.
Winter Autumn
Spring Summer
Summer
In this example, if the current season was Autumn or Summer, the Event Die would show a Barbarian Ship, and the Ship would advance a space on its track. If the season was Winter or Spring, the Event Die would show the corresponding colored castle, allowing certain players to draw progress cards based on the Red Die result, as per the C&K rules. 3) Finally, the player declares which number produces this turn. In this example, 8s produce. The Red Die is only shown to determine which players, if any, receive progress cards this round.
The deck contains six Robber Attacks cards. On these cards, there is no special action. The Event Die would be resolved rst, and then the production number would be resolved. Since the production number is a 7, the regular Robber Attacks rules would then be executed. However, there are also six Highwaymen cards. These cards work exactly like the Robber Attacks cards, except each of the Highwaymen cards alters the normal Robber Attacks rules slightly; sometimes they are less severe to certain players, sometimes more severe. In this example, after resolving the event die, the players perform the normal Robber Attacks rules. However, the robber may not be placed on a hex that is occupied by the single player who has the fewest VPs. If the robber was already on a hex occupied by the player with the fewest VPs, he would have to be moved.
Highwaymen!
Alchemist:
If a player wishes to use the Alchemist progress card, he must do so at the start of his turn, before ipping the top Season card. When the player uses the Alchemist card, he sets the numbers on the red and yellow dice, as per normal C&K rules. He then ips the top Season card, to determine the special event and the result of the Event die, resolving the production number last (and ignoring the red die and production number on the card). The text on a Robber Attacks or Highwaymen card is ignored, even if the player set the dice to 7 (a normal Robber attack would be performed).
Autumn
Summer
Cut out the square above, and use a token to track the seasons. After the players have placed all their starting settlements, the starting season is randomly chosen. After every 13 cards, the season changes. After 52 cards, the deck gets re-shufed as per Set Up rules, and the season will be what it was when the game began. Questions? Comments? Email me at [email protected]
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: The robber may not be placed on a hex occupied by the single player with the fewest VPs. If multiple players tie for lowest, then this rule does not apply.
Winter Autumn
Spring Summer
Calm Seas
Red Skies
Weather
Neighborly Assistance
The player(s) with the most harbors receives one resource card of his choice. You may not take a commodity card.
If the Barbarian Ship is not on the space directly before the space with the burning city, advance it forward one space. (If it is Winter or Spring, the Barbarian Ship will advance again after this event!) Winter Autumn Spring Summer Winter Autumn
Thunderstorm
Move the Barbarian ship back one space, if able.
Spring Thunderstorm
Move the Barbarian ship back one space, if able.
The player(s) with the most victory points give(s) each player with fewer victory points one resource or commodity of the givers choice. If you dont have enough to give each eligible player one card, you give none. Winter Autumn Spring Summer
Winter Autumn
Spring Summer
Autumn
Summer
12
12
11
11
11
Weather
Ice Storm The settlers labor. Catan prospers! The settlers labor. Catan prospers! The settlers labor. Catan prospers! The settlers labor. Catan prospers!
Move the Barbarian ship back one space, if able.
Heavy Rain
All eld hexes produce grain this turn, regardless of the robber or dice.
Winter Hurricane Winter Autumn Spring Summer Winter Autumn Spring Summer Winter Autumn Spring Summer Winter Autumn Spring Summer
Move the Barbarian ship back one space, if able.
Spring Hurricane
Move the Barbarian ship back one space, if able.
Autumn
Summer
11
10
10
10
10
Neighborly Assistance
Charity
Calm Seas
The player(s) with the most victory points give(s) each player with fewer victory points one resource or commodity of the givers choice. If you dont have enough to give each eligible player one card, you give none. Winter Autumn Spring Summer
If one player has fewer points than any of the other players, then every player must give him/ her one resource or commodity of the givers choice, if able.
The player(s) with the most harbors receives one resource card of his choice. You may not take a commodity card.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
10
10
High Trade!
Revolution!
Each player draws one yellow (trade) progress card. If there are not enough progress cards for each player, no one receives any.
Each player draws one blue (politics) progress card. If there are not enough progress cards for each player, no one receives any.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Renery
Surplus
Each player receives one commodity of his/her choice. You may not take a resource.
Each player may discard one resource or commodity to receive one resource of his/her choice. You may not take a commodity.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Weather
Red Skies
Epidemic
Cold Spell
All pasture hexes produce wool/cloth this turn, regardless of the robber or dice.
Flood
No forest hexes produce lumber/paper this turn, regardless of the dice.
Spring Drought
No eld hexes produce grain this turn, regardless of the dice.
If the Barbarian Ship is not on the space directly before the space with the burning city, advance it forward one space. (If it is Summer or Autumn, the Barbarian Ship will advance again after this event!) Winter Autumn Spring Summer
All cities produce this turn as though they were only settlements. (Therefore, players cannot receive commodities.)
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Autumn
Summer
Robber Attacks!
Highwaymen!
Robber Attacks!
Highwaymen!
Robber Attacks!
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions. (Players with more than 7 cardsplus 2 per City Wall discard half their hands round down, and the robber is moved. A card is stolen from a player on the robbers new hex.)
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: The robber may not be placed on a hex occupied by the single player with the fewest VPs. If multiple players tie for lowest, then this rule does not apply.
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions. (Players with more than 7 cardsplus 2 per City Wall discard half their hands round down, and the robber is moved. A card is stolen from a player on the robbers new hex.)
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: The robber may not be placed on a hex with a production number of 6 or 8. If the robber is already on a 6 or 8, he must be moved.
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions. (Players with more than 7 cardsplus 2 per City Wall discard half their hands round down, and the robber is moved. A card is stolen from a player on the robbers new hex.)
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Highwaymen!
Robber Attacks!
Highwaymen!
Robber Attacks!
Highwaymen!
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: No players need to discard any cards from their hand, regardless of how many they have. You may still steal a card from a player on the robbers new hex.
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions. (Players with more than 7 cardsplus 2 per City Wall discard half their hands round down, and the robber is moved. A card is stolen from a player on the robbers new hex.)
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: When determining if each player has too many cards, each City Wall only increases your hand limit by 1 instead of 2.
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions. (Players with more than 7 cardsplus 2 per City Wall discard half their hands round down, and the robber is moved. A card is stolen from a player on the robbers new hex.)
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: If players have too many cards, they have to discard half their hand round UP instead of round down.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Robber Attacks!
Highwaymen!
Decit
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions. (Players with more than 7 cardsplus 2 per City Wall discard half their hands round down, and the robber is moved. A card is stolen from a player on the robbers new hex.)
No event occurs this round. After performing the action on the event die, you perform the normal Robber Attacks actions, but with this exception: Each player MUST discard half his/her hand, round downregardless of City Walls. But each player discards one fewer card for each City Wall s/he owns.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Good Neighbors
Earthquake
Each player gives the player to his left one resource or commodity of the givers choice (if s/he has one). All players give at the same time.
Each player turns one of his/her roads, boats, or bridges sidesways. You may not build any roads, boats, or bridges until all your turned features are repaired. The repairs cost the same as its building cost. The Road Building card may be used to repair features. Roads/ships/bridges turned sideways are still counted towards the Longest Trade Route.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Epidemic
Trade Advantage
Tournament
All cities produce this turn as though they were only settlements. (Therefore, players cannot receive commodities.)
The player with the Longest Road card (if not claimed, the single player with more total roads, ships, and bridges than any other playerthey need not be connected) may take one random resource/ commodity from another player.
The player(s) with the most active knight points takes a resource (not a commodity) of his/her choice from the bank
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Breakthrough!
Each player draws one green (science) progress card. If there are not enough progress cards for each player, no one receives any.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Robber Flees!
Weather
Robber Flees!
Calm
No event.
Calm
No event.
The robber returns to the desert. Do not draw a card from any player. Winter Cold Spell Winter Autumn Spring Summer
All pasture hexes produce wool/cloth this turn, regardless of the robber or dice.
The robber returns to the desert. Do not draw a card from any player. Spring Heatwave
No pasture hexes produce wool/cloth this turn, regardless of the dice.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Autumn
Summer
Weather
Conict
Snowstorm The settlers labor. Catan prospers! The settlers labor. Catan prospers!
Each player must discard one resource or commodity, if able.
Fog
Move the Barbarian ship back one space, if able.
Each player with the highest total value of active knights takes a random resource/ commodity from another player.
Winter Clear Skies Winter Autumn Spring Summer Winter Autumn Spring Summer
Each player may draw one resource or commodity of his/her choice.
Winter Autumn
Spring Summer
Winter Autumn
Spring Summer
Autumn
Summer
Plentiful Year
Holiday
Each player may take one resource (not commodity) of his/her choice from the bank.
Each player gives a resource or commodity of his/her choice to the player on his/her right, if able.
Spring
Each player draws a progress card from a color of his/her choice.
Advance the season marker forward one space. Then draw a new card.
Advance the season marker forward one space. Then draw a new card.
Advance the season marker forward one space. Then draw a new card.
Autumn
Summer
Print/paste this sheet to the back of the rules sheet. Cut out the Anniversary card and the Seasons Square. The following pages have backsides for the other 75 cards.