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Catan – Rise of the Inkas
5
Catan: Rise of the Inkas
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TRADE AND BUILD PHASE
After you complete the production phase, you may trade and build. You
may trade and build in any order (for example, you can trade, then build,
then trade and build again).
Trade
On your turn, you may trade resource and/or goods cards (but never
development cards). You may trade as long and as often as you like and
your resource/goods cards allow.
There are 2 types of trade in the game. They are described below and can be
performed in any order:
Trade with Players :
During your turn, you can trade with all players. During another player’s
turn, you can only trade with that player. Traders declare what resources
and/or goods they need. They offer resources/goods for exchange. Counter
offers might follow.
Important: When it is not your turn, you can only trade with the player
that rolled the dice. He/she controls trade during his/her turn. You cannot
trade with the supply or another player.
Trade with the Supply :
During your turn, you may elect to trade directly with the supply. You then
bypass other players. There are 3 different player-supply trade options:
3:1 for matching resources: Return
3 identical resource cards to the supply
and take 1 different resource or goods
card of your choice from the supply.
2:1 for matching goods: Return 2 identical
goods cards to the supply and take any
1 resource or different goods card from
the supply.
3:2 for different goods: Return a set
of 3 different goods cards to the
supply and take any 2 resource/
goods cards from the supply.
Note: The combinations shown in the examples above are illustrations of
the many possible trade combinations.
Build
Each settlement/city you build earns you a culture point . You need
culture points to win. Settlements/city also increase the possibility of
resource/goods card production. You can also purchase useful
development cards .
In order to build, you must place certain resource card combinations
back into the supply (summarized on your trading & building tile).
Take corresponding roads, settlements, or cities from your supply and place
them on the board.
Road : Requires 1 wood + 1 stone
to build a road.
On Paths: You must build a road on a
path
. Only 1 road can occupy a given path at any given time.
Important: There are no paths between the jungle or the sea hexes or
between these hexes and the frame. Therefore, you may not build a road
between these hexes or between them and the frame.
At an intersection: You may build a road on any path as long as the
new road is adjacent to 1 of your own roads or 1 of your own settlements/
city. You may not build a road past an intersection
that contains an
opponent’s settlement/city.
Example: Blue may build a new
road on the paths marked in
green. Blue may not build on the
paths marked in red.
Longest Trade Route :
As soon as you have a connected
group of at least 3 individual roads (branches do not count) that is not
interrupted by an opponent’s settlement/city, take the
Longest Trade Route advantage card. If another player
succeeds in building a longer road than the current one,
that player immediately takes the advantage card.
If you possess the advantage card, you may exchange any 2
resource and/or goods cards of your choice for any 1 different resource or
goods card of your choice from the supply. You can only do this 1 time per
turn. You can only do it during your own trade and build phase.
Example: Red has continuous trade route that is 4 roads long (the branch on
the NW path of the “6” hex does not count). Red has the Longest Trade Route
advantage card. Red’s settlement splits Blue’s roads into 2 separate trade
routes (one is 2 roads long; the other is 3 roads long).
Selement : Requires 1 wood + 1 stone + 1 potato + 1 wool
At an intersection: You must build settlements on intersections. Also, you
must build them adjacent to at least one of your own roads. You must
always respect the distance rule when you build a settlement.
The Distance Rule: You may only build a settlement on an intersection if
the 3 adjacent intersections are unoccupied (no settlements or cities
belonging to any player).
Example: Red may build a settlement on the intersection marked with a green
circle. She may not build on the red “X”-marked intersections because of the
distance rule.
Production: For each new settlement, the owner may receive income from
adjacent hexes: 1 card per settlement when that hex’s number gets rolled.
Culture point: Each settlement you build earns you 1 additional culture
point
. As soon as you place a settlement on the board, place 1 culture
marker on the next empty space of your culture board.
Game Play
5

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