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Catan Seasons

The document introduces a new Catan expansion called "Catan: The Seasons" that uses event cards instead of dice to determine resource production. It consists of 76 cards divided into four seasonal decks that are shuffled and drawn each turn. The top card is resolved, determining any special event and which number produces resources. It aims to improve on the original event deck system while maintaining the dice distribution curve and adding complexity from the Cities & Knights expansion.

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0% found this document useful (0 votes)
668 views8 pages

Catan Seasons

The document introduces a new Catan expansion called "Catan: The Seasons" that uses event cards instead of dice to determine resource production. It consists of 76 cards divided into four seasonal decks that are shuffled and drawn each turn. The top card is resolved, determining any special event and which number produces resources. It aims to improve on the original event deck system while maintaining the dice distribution curve and adding complexity from the Cities & Knights expansion.

Uploaded by

joe1lee_1
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Intro:

Catan: The 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

Weather and Holiday:

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 Robber and the Highwaymen:


Winter Spring

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]

The Season Square:

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

Blizzard The settlers labor. Catan prospers!


Move the Barbarian ship back one space, if able.

Thunderstorm
Move the Barbarian ship back one space, if able.

Winter Hurricane Spring Summer


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.

The settlers labor. Catan prospers!

The settlers labor. Catan prospers!

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

10

10

High Trade!

Revolution!

The settlers labor. Catan prospers!

The settlers labor. Catan prospers!

Each player draws one yellow (trade) progress card. If there are not enough progress cards for each player, no one receives any.

The settlers labor. Catan prospers!

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

The settlers labor. Catan prospers!

Each player receives one commodity of his/her choice. You may not take a resource.

The settlers labor. Catan prospers!

Each player may discard one resource or commodity to receive one resource of his/her choice. You may not take a commodity.

The settlers labor. Catan prospers!

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.

The settlers labor. Catan prospers!

Winter Harvest Moon


Each player may draw one grain.

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.)

The settlers labor. Catan prospers!

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.

The settlers labor. Catan prospers!

Each player must discard one resource or commodity.

The settlers labor. Catan prospers!

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Good Neighbors

Earthquake

The settlers labor. Catan prospers!

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.

The settlers labor. Catan prospers!

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.

The settlers labor. Catan prospers!

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 settlers labor. Catan prospers!

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 settlers labor. Catan prospers!

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!

The settlers labor. Catan prospers!

The settlers labor. Catan prospers!

The settlers labor. Catan prospers!

The settlers labor. Catan prospers!

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.

The settlers labor. Catan prospers!

The settlers labor. Catan prospers!

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.

The settlers labor. Catan prospers!

Winter Clear Skies Winter Autumn Spring Summer Winter Autumn Spring Summer
Each player may draw one resource or commodity of his/her choice.

Spring Brush Fire


Each player must discard one grain, if able.

Winter Autumn

Spring Summer

Winter Autumn

Spring Summer

Autumn

Summer

Plentiful Year

Holiday

The Next Season Begins!

The Next Season Begins!

The Next Season Begins!

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.

Each player draws a commodity (not a resource) of his/her choice.

Winter Winter Autumn Spring Summer


Each player draws a resource (not a commodity) of his/her choice.

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.

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