House Rules

topic posted Sat, January 3, 2004 - 6:09 AM by  Andrew
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Hi all,

I currently play in a weekly Settlers game that includes seafarers and the cities and knights expansion in the one game. We've got a whole bunch (no kidding check out the bottom of higgins.csse.monash.edu.au/~pow...d.cgi to see what I mean.

What sort of house rules do you guys play with?

posted by:
Andrew
Australia
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  • Re: House Rules

    Wed, January 7, 2004 - 1:28 PM
    We have a couple we like:
    1) Who goes first? Everyone rolls the dice. The person with the highest roll gets to choose where in the order they want to be (often people pick going 'last' .. aka 'middle' so that they can place both their initial settlements at the same time)
    2) Robber: Sometimes we re-roll the first two 7s each person gets to make the game go a bit faster.
    ....
    I will post any others I think of.

    Jeanne
  • Unsu...
     

    Re: House Rules

    Wed, January 7, 2004 - 9:04 PM
    Here are a few:

    1) At the start of the game, take resources adjacent to both initial settlements. This helps quicken the pace of the game at the start. Because of the possibility of player 3 or 4 losing half their resources prior to any chance of building, should a 7 be rolled early, a special building phase is in effect for the first circle of turns.

    2) Extortion. The robber and victim can negotiate over which resource the robber will take from the victim's hand, in exchange for the victim being allowed to choose upon which hex the robber is placed. [see prior thread]

    3) Futures. Allow trading for a future resource that a player might earn. Futures must be settled at first opportunity.

    4) Charity. Have too many cards in your hand? Afraid that a 7 is going to be rolled? Build automatic karma points by giving away your excess resources before the roll.
    • Re: House Rules

      Thu, January 8, 2004 - 3:40 PM
      The Charity rules sounds like fun, I think I'll suggest it the next time I set up a game...
      • Unsu...
         

        Re: House Rules

        Thu, January 8, 2004 - 5:49 PM
        Cool. One important point about the Charity Rule: you can't give away to the bank; another player must accept the donation.
        • Re: House Rules

          Fri, January 9, 2004 - 8:23 AM
          Yes, I gathered that immediately. If charity is offered like trading, it could become an issue of negotiation "I can't use a wood, but if you throw in a brick..."

          I was thinking along the following lines: when a player is about to roll, everyone lays out any cards that they would like to give away face down. When everyone has laid them out, they are turned over simultaneously.

          Going around the table in the direction of play, starting to the left of the player to roll, the players may take whatever they want from whomever they want. Anything that isn't taken is returned to the hand of the offering player.

          So if mor ethan one player is offering cards, the takers may choose what to take and from whom.
          • Unsu...
             

            Re: House Rules

            Fri, January 9, 2004 - 10:36 AM
            Sounds complicated. Usually, folks will take whatever they can, and it's all up to the donor who gets it.
  • Re: House Rules

    Mon, December 20, 2004 - 12:02 PM
    The group I used to play with often increased the number of victory points to win the game. This necessitated the use of development cards to win.

    Also, we would give points for knight combat... if you displace an opponent knight with one of yours, you get a point. This made the strategy risky though, because then you might not have enough strength of knights to defend your cities from the barbarians when the land (we didn't play with this option with the communal defense variant, only the individual defense variant).

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