Catan

settlersDesigners: Klaus Teuber
Publishers: Kosmos, Mayfair Games
Boardgamegeek Info: Settlers of Catan
Spiel des Jahres (German game of the year) 1995
1st Place – Deutscher SpielePreis 1995

GameMaster(s)

GM: Mike Brazinski

Schedule

Demo: Thurs 9:30 AM
See schedule for Heat times

Plaques

The top two finishers in the final will receive a plaque.

Event Description

Special tournament rules:

  1. Victory point cards in your hand at the end of the game do count towards your final scoring for the purpose of determining 2nd/3rd/4th place in the game.
  2. You can only win during your own turn.
  3. “Essen Start” in preliminary rounds: To speed the preliminary heats up a little bit, we will use the “Essen Start” during setup players place 1 settlement and then 1 city (however you do not get double starting resources for your city). There is then a third placement round in which players each place a single extra road (so your final setup consists of one settlement, one city, and three roads).
  4. “Seven / Robber” in preliminaries and semi-finals: In the preliminary and semi-finals, sevens are rerolled during the first two rounds, BUT only after checking the hand limit. The seven card hand limit is always checked (and resources discarded if appropriate) even if the seven is then rerolled. If the robber is moved with a Soldier card during the first two rounds, no further sevens are rerolled — the robber is in play.

Rules Clarifications:

  1. Development cards may be played before you roll.
  2. If every player cannot get a resource of a particular type because there aren’t enough resources cards of that type, no player gets any. (Make sure there are exactly 19 of each resource card in your set before beginning play)
  3. There is no distinction between the “Trade” and Build” phases of the game.
  4. The limit of one development card per turn does not apply to victory point cards, and if you draw a development card that gives you your 10th point you can declare victory immediately.
  5. You cannot trade a player a resource “for nothing”.
  6. No single trade can include the same resource on both sides — that is, you cannot trade “a wood” for “a wood and a sheep.”
  7. You may, if possible, make a series of legal trades that has the net result of trading “something for nothing,” but you must make each trade one by one with the resource cards actually changing hands, and either player is allowed to stop at any point without penalty, i.e. they can “betray” the other player.

Preliminary Rounds:

  1. Preliminary rounds are 90 minutes.
  2. Table seating during heats will mostly be random, but the GMs reserve the right to separate top-ranked players in the later heats. In any event seating position at tables will always be determined randomly during all preliminary heats, per below.
  3. Before setting up the game, have everyone sit down to establish table positions. Then everyone rolls the dice–highest two-die roll goes first, and everyone else’s turn order follows from their seating position.
  4. We will try to keep all boards at four players, with three-player boards only where absolutely necessary.
  5. Remember to use “Essen Start” and “7/Robber” rules described in “Special Tournament Rules” above.

Semi-Final:

  1. If there are 35+ players, there will be a semi-final round of 4 boards with the winner of each board advancing to the finals. OR with fewer than 35 entrants the semi-final will be 2 boards with the first and second place from each board advancing to the finals.
  2. Semi-final rounds are 4 players per board.
  3. Semi-finals format is 120 minute games with no “Essen Start” – Normal Settlers start rules – place two settlements at start and no extra roads.
  4. Semi-Finals will be seeded in order of:
    1. Two Wins
    2. One Win, ranked by best second result ranked by Tournament Points
    3. Best Non-Win second place finish, ranked by Tournament Points
  5. Tournament Points will be computed as follows:
    1. First place Tournament Score is 1000 points
    2. For second through fourth place, Tournament Score is computed as:
      •  Your points times 100, plus
      • The number of players with fewer Victory Points times 10, plus
      • The number of unplayed development cards remaining in your hand
  6. Table-placement for Semi-Finals will be by player rank. For the expected 16-player semi-final, table 1 will be players ranked #1, #8, #12, #16. Table 2 will be players ranked #2, #7, #11, #15. Table 3 will be players ranked #3, #6, #10, #14. Table 4 will be players ranked #4, #5, #9, #13.
  7. Before setting up the game board—highest ranked player at table chooses to go 1st, 2nd, 3rd, or 4th. Second highest ranked player chooses next, etc. Players then seat themselves in the selected order.
  8. In all semi-finals games, sevens are rerolled during the first two rounds, BUT only after checking the hand limit. The seven card hand limit is always checked (and resources discarded if appropriate) even if the seven is then rerolled. If the robber is moved with a Soldier card during the first two rounds, no further sevens are rerolled — the robber is in play.

Final:

  1. There are four seats in the Final.
  2. Choice of starting position is based on each player’s overall ranking thru the semi-finals.
  3. For the finals we revert to the straight Settlers rules as follows:
    • Players place settlements (not cities) in both setup rounds.
    • No re-rolling of sevens in any circumstances

Tie Breakers:

  1. Victory points in settlements and cities.
  2. Tournament Points as described in Semi-Finals above
  3. (Finals & Semis only) Number of roads, plus number of already-played soldiers & VP cards, plus number of unplayed development cards in hand.
  4. (Finals & Semis only) Number of resources left in hand

Note: For the purpose of ranking players in the tournament according to “closest percentage to first,” your official score in a game shall be the total number of victory points you received in that game divided by the total number of victory points scored by all players in the game — the quotient then expressed as a percentage. If a three-player game add 8 points to the divisor representing a ghost fourth player.

Time Limits:

  1. Preliminary heats are intended to be played in 90 minutes.
  2. Semi & Finals rounds are allocated 120 minutes – since no “Essen Start” is used they will tend to require more time. For reference the 2009 tournament finals ended on turn 12, though some games of course take more turns.
  3. This means that as a rule of thumb an average player turn (including placing an initial settlement) should take 2-3 minutes, and even a special important turn should be completed within 5 minutes.
  4. Players who substantially depart from the rule of thumb should be called to the attention of a GM, who has the discretion either to issue a warning or to put a problem player “on a clock”. Clocked players’ turns end when their clock expires. Amount of time on the clock is at GM’s discretion, usually between 2 and 5 minutes based on the estimated turns needed to complete the game and the amount of time remaining in the round.
  5. Players should be aware that preliminary heats are intended to be “beginner friendly” and GMs will lean toward being generous. As play progresses into Semi and Final rounds, players will be expected to perform efficiently and with respect for the time allocations for the tournament, and GMs will not allow one slow player to create a situation unfair to the other competitors.
  6. GMs will follow Euroquest adjudication procedures when the game time limit is impending. Strong preference to adjudicate when each player has had an equal number of turns, so GM may stop a game before the time limit if player 4 has just completed a turn and there clearly isn’t time for everyone to have another. In the to-be-avoided event that somehow a game must be adjudicated when players haven’t had an equal number of turns, those who have had one fewer turn will be treated as having an extra “half victory point” for the purpose of determining winner, round rankings, and tournament points.

Official Game Set-up:

(if nobody cares, set up the game informally, but here’s the absolutely official way if there is a disagreement)

  1. Tile placement: Random order
    • Shuffle all the land tiles together.
    • Deal one row of five.
    • Deal two rows of four, one on each side of the row of five.
    • Deal two rows of three, one on each side of the rows of four.
    • Shuffle the harbor hexes and deal them with the ports facing the “long axis” alternately with ocean hexes. Start at the “point” of the board nearest the person holding the harbor hexes and deal clockwise around the board.
    • Number tile placement: Numbers placed in A-B-C format as described: Pick a starting land hex on one of the “points” of the game board’s hex shape, roll once die and count that number of point-of-the-hex’s clockwise to find the starting tile. This is the “A” tile (unless it’s the desert in which case move one tile counterclockwise). Place the “A” number on it and continue placing the number chips in alphabetical order in a counterclockwise pattern, skipping over the desert, until you reach the middle tile.
  2. Development Card verification:
    • There should be 25 Development Cards: 14 Soldiers, 6 Resource Cards (2 each Road Building, Year of Plenty, and Monopoly), and 5 Victory Points.
    • Shuffle the cards together well.
  3. Player Set-up:
    • Player 1 places a Settlement and road, then clockwise players 2 through 4.
    • Player 4 places a city (settlement in semi-finals and finals when Essen Start is not being used) and road and collects one resource from each adjacent hex, then counter-clockwise players 3 through 1.
    • In preliminary (“Essen Start”) rounds only, player 1 places one road, then clockwise players 2 through 4.
    • Player 1 begins the actual turns.

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