Catan Scenario and Variant Guide

Comprehensive scenario and variant guide for Catan

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The Event Card deck is a deck of cards intended to replace the two regular dice in a regular game. There are 37 cards in the deck, one for each combination of the two dice, and one card directing players to reshuffle the deck.

Appearance

There are two versions of the Event Card deck: one depicting the red die, and one that does not. As with all card decks, English and international cards are different in size, with English size using the bespoke “Catan size” (54mm x 80mm) cards and international sets using the mini European size cards (43mm x 67mm).

Each card depicts a Number Disc, and optionally a specific event.

Gameplay

The following additional rules are in effect when playing with Seafarers:

  • The Pirate may not be moved as a result of the “Robber Flees” event. Only the Robber may be moved.
  • Ships may not be damaged as a result of the “Earthquake” event. Only roads may be damaged.

The following additional rules are in effect when playing with Cities & Knights:

  • The Event Die must also be rolled normally, and is resolved before the event shown on the Event Card is resolved.
  • When using a deck without the red die, the red die must be rolled. Its purpose is solely to determine if Progress Cards are drawn based on the outcome of the Event Die.
    • Note that this may cause an otherwise impossible outcome to occur compared to decks with the red die, or compared to rolling the dice without Event Cards - for example, drawing the card with Number token 2 and having a red die value other than a 1.
  • Events: The following changes to the events are observed:
    • Calm Seas: Players may not take a commodity card from the supply; only resoruce cards may be taken.
    • Conflict: The player with the highest total strength of activated Knights may steal a resource from any opponent.
      • If there are two or more players with the highest total strength, no event occurs.
    • Epidemic: Cities do not collect commodities this turn.
    • Good Neighbors: A player may choose to pass a commodity card instead of a resource card, and must do so if their hand consists entirely of commodity cards.
    • Helpful Neighbor: A player may choose to give a commodity card instead of a resource card, and must do so if their hand consists entirely of commodity cards.
    • Plentiful Year: Players may not take a commodity card from the supply; only resource cards may be taken.
    • Tournament: The player(s) with the highest total strength of activated Knights takes one resource (not commodity) from the supply.
  • The “Alchemy” Progress Card works independently of the Event Card deck. Whenever it is used, no Event Cards are drawn, and no event associated with the production roll occurs.
  • The “Diplomacy” Progress Card cannot be used to repair or remove a Damaged Road.
  • The “Road Building” Progress Card may be used to repair a Damaged Road.

The following additional rules are in effect when playing with Explorers & Pirates:

  • Do not resolve any events shown on the card. The events shown on the were not designed with compatibility with this expansion in mind.

Manifest

1 Event Card deck was included with each of the following products:

The distribution of events on Event Cards is as follows:

Event Roll(s) with Red Die
Calm Seas Number token 9(6) Number token 12(6)
Conflict Number token 3(1)
Earthquake Number token 6(2)
Epidemic Number token 6(1) Number token 8(2)
Good Neighbors Number token 6(3)
Helpful Neighbor Number token 10(4) Number token 11(5)
Plentiful Year Number token 2(1)
Robber Flees Number token 4(2) Number token 4(3)
Tournament Number token 5(3)
Trade Advantage Number token 5(4)