CATAN (1995)
Temps de jeu: 120
Age min.: 10
Joueurs: 3 - 4
Editeur: Ideal Board Games, Descartes Editeur, GP Games, 999 Games, Ísöld ehf., Swan Panasia Co., Ltd., Paper Iyagi, NeoTroy Games, Albi, Ninive Games, Brain Games, Filosofia Éditions, Piatnik, Capcom Co., Ltd., Dexy Co, HaKubia, Asmodee, Spilbræt.dk, Broadway Toys LTD, L&M Games, KOSMOS, Igroljub, Hanayama, Smart Ltd, Eurogames, danspil, Top Toys, Lautapelit.fi, Korea Boardgames, Hobby World, Tilsit, TRY SOFT, SuperHeated Neurons, Catan Studio, Logojogos, Galakta, BGA Plus, Vennerød Forlag AS, Giochi Uniti, Stupor Mundi, Kaissa Chess & Games, MIPL, Laser plus, IntelliGames.BG, Mayfair Games, Devir, Enigma (Bergsala Enigma), Grow Jogos e Brinquedos, Competo / Marektoy, Astrel Games
Concepteurs: Klaus Teuber
Artistes: Andreas Resch, Pete Fenlon, Tanja Donner, Andreas Klober, Franz Vohwinkel, Harald Lieske, Michaela Kienle, Marion Pott, Volkan Baga, Michael Menzel, Stephen Graham Walsh, Matt Schwabel, Jason Hawkins
Mécaniques: Income, Trading, Network and Route Building, Variable Set-up, Hexagon Grid, Random Production, Negotiation, Race, Dice Rolling, Modular Board, Chaining
Age min.: 10
Joueurs: 3 - 4
Editeur: Ideal Board Games, Descartes Editeur, GP Games, 999 Games, Ísöld ehf., Swan Panasia Co., Ltd., Paper Iyagi, NeoTroy Games, Albi, Ninive Games, Brain Games, Filosofia Éditions, Piatnik, Capcom Co., Ltd., Dexy Co, HaKubia, Asmodee, Spilbræt.dk, Broadway Toys LTD, L&M Games, KOSMOS, Igroljub, Hanayama, Smart Ltd, Eurogames, danspil, Top Toys, Lautapelit.fi, Korea Boardgames, Hobby World, Tilsit, TRY SOFT, SuperHeated Neurons, Catan Studio, Logojogos, Galakta, BGA Plus, Vennerød Forlag AS, Giochi Uniti, Stupor Mundi, Kaissa Chess & Games, MIPL, Laser plus, IntelliGames.BG, Mayfair Games, Devir, Enigma (Bergsala Enigma), Grow Jogos e Brinquedos, Competo / Marektoy, Astrel Games
Concepteurs: Klaus Teuber
Artistes: Andreas Resch, Pete Fenlon, Tanja Donner, Andreas Klober, Franz Vohwinkel, Harald Lieske, Michaela Kienle, Marion Pott, Volkan Baga, Michael Menzel, Stephen Graham Walsh, Matt Schwabel, Jason Hawkins
Mécaniques: Income, Trading, Network and Route Building, Variable Set-up, Hexagon Grid, Random Production, Negotiation, Race, Dice Rolling, Modular Board, Chaining
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In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of
Catan by building settlements, cities and roads. On each turn dice are rolled to determine which resources
the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick
and ore) which are represented by the relevant resource cards; each land type, with the exception of the
unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains
produce ore, fields produce wheat, and pastures produce sheep.
Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.
A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.
Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.
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