Can you play catan with two people




















By building settlements, players can collect valuable goods such as sheep, wood and ore that they can then use to further develop their settlements into cities and establish a network of roads to connect them, earning points as they expand. A key element of Catan is the robber token, which is activated whenever a seven is rolled by the current player. Usually, the active player can place the robber on a tile of their choice - as long as it is not the same tile it was already occupying - in order to steal a resource from any players who have a settlement on that tile and stop any further goods from being produced while the robber is present.

In a newly-released print-and-play mini-expansion for Catan, the robber is suddenly reformed and will provide players with resources instead of stealing them. Released by publisher Catan Studio in response to the ongoing COVID crisis, the WeStayHome scenario is a free expansion for the beginner board game that adds a home tile intended to replace the desert tile in the middle of the board. Starting with more initial hexes also helps to receive the necessary resources to not be so stranded.

Also something we've discussed including in this and larger group scenarios is implementing "Largest Port trader" that once you acquire 3 coastal ports you receive an additional 2 VP's. As you can see, the rules remain essentially unchanged and just mildly modified only for the game's beginning.

All three games we played were extremely close and we considered the experiment to be a success. We found it worked best though when the desert was placed away from the coast to break up the center island more. Have each player play two positions in the game, in alternating turn order.

Disallow trading between the two positions controlled by the same player. This are my homemade rules, tested in several games. The trick is just: reuse the setup for four players since that setting is widely tested and make a limit to avoid "unbalances" toward one of the two colors.

Here i use color or colors meaning the faction that is playing and not the player because in a 1on1 each player controls two factions. We have played a 2 player variant we designed. I will try to describe it as succinctly as I can, and if there is interest, am happy to expand. Broadly, the idea is for each player to alternate controlling a 3rd player P3. If P3 wins, the game is a draw.

Most aspects of alternating control of P3 are common sense and can be varied, but there is a key trading dynamic where a player may only trade with P3 by offering N cards of his own and selecting ONE random card from P3 where N equals the Nth time he is trading with P3 this turn. For example, first he trades one for a random card, then can opt to trade two for a random card, then can opt to trade 3 for a random card, etc. The only exception to this rule is when it is P3's turn and the player controlling P3 is opting to trade with the opponent in which case trades are done normally.

What this does is enable both players to take turns using P3 to not only interfere with their opponent and assist their own development, but more crucially develop a third player that typically sits in a tenuous balance of power with the human players. At any moment, one player usually can dump their cards onto P3 and ensure P3 moves at 1.

If one player pulls too far ahead of their opponent, that opponent can put all his resources into forcing P3 to win and induce the draw. If both players remain in an apparent neck-and-neck race, then one may pull ahead suddenly and win, but he must convince the opponent that he is not too far in the lead or the opponent will force a draw. It's almost like playing a chess game where it's fair to stand up and flip the table upside down and call a draw, as long as the other player cannot checkmate in 3 moves.

There's a 2 player variant for Seafarers that I once found here. The starting island is basic and small. This 2 player variant doesn't solve the slow-the-leader problem, instead this is overshadowed by the luck of the draw Discovery mechanic from Seafarers.

If you like that sort of play, this might be your variant. Set up : Players receive 2 sets of pieces 30 roads, 30 ships, 8 cities and 10 settlements. Use starting island shown. Victory conditions are 20 victory points. Discovery : All of the area outside of the starting island is unknown. As player build ships and later roads, too along edges toward an intersection where the hex tile is missing, a new tile is randomly drawn from all of the remaining tiles and placed on the board.

If it is a land hex, a number chit is randomly drawn and the player receives one of that resource. If it is a port hex, the player must rotate the port so that it touches land. If no land is present, then place the port tile and if a land tile is subsequently drawn, the port is rotated so that it touches the land and then it is fixed for the remainder of the game.

Special Victory points : Players receive one addition victory point for their first settlement on each new island they colonize regardless if the other player has already colonized it. Place a seafarers VP chit under the settlement to delineate it. As long as it is not connected by land to any other island the player has already colonized, the victory point is granted--even if later the island is connected.

The Robber and Pirate : The robber enters the game once the first desert hex is drawn place on desert. The pirate enters the game once the first port hex is drawn place on port. If a "seven" is rolled before the either the Robber or Pirate enters the game, only the 7-card hand size rule is enforced. Wild Robber - We have also modified the Robber to become a "wild" number.

The person that rolls a seven gets to choose what number is actually rolled. If you have seven cards in your hand, you must still discard until you only have seven cards left in your hand.

For example, if I roll a seven and I need bricks, then I can choose to have the seven become a five which in this scenario the five is on a brick and get the bricks I need. My opponent would also receive resources from the number five i. This adds resources to the game thereby speeding it up, does not trap someone with the robber on a specific property, rewards someone for rolling a seven, encourages everyone to have their settlements on the same numbers as their opponent, and is easy to remember.

The Catan Compact now has an official variant for two players, you can read the rules here. It only needs an additional set of trade cards, aside from the base game components, but you can easily make these up by yourself if you have the non-compact version [e. Here are the rules of a 2-player variant of Catan that I developed with my sister. We have tested it several times and it makes for a very enjoyable game. We have found a few 2-player variants online in which each player controls two colours, but none quite like ours.

To play with 2 players one needs the Catan base game and to play with 3 players one needs, in addition, the player extension. We have 4 clans when 2-player or 6 clans when 3-player. Each clan owns its own set of resource cards and development cards. For the purposes of resource production, trading, building, playing development cards, and obtaining longest road and largest army cards each clan acts like an independent player in regular Catan each clan having its own colour.

The game ends when, for some player P, both clans PL and PR have at least 10 victory points each: player P then wins the game. Resource cards are face up whilst development cards are face down. Placing the initial settlements and roads is as in regular Catan.

Note that, for the purposes gaining resources, each clan acts like an independent player does in regular Catan. At most one such trade can happen at this stage. Note that clans cannot trade with each other at this stage. Clans belonging to different players can never trade with each other. Any removed pieces go back into the pile of unused pieces so can be used again in the future. If a robber is played via rolling a 7 or playing a knight card by Player P then the stolen card is chosen at random: the player controlling the clan from which it is stolen hides their resource cards and cuts them.

Player P or another player if Player P is stealing from one of its own clans is then presented with the cards face down and picks one. Note that if the robber was played by rolling a 7 then Player P can choose which clan to give the card to, whilst if it was played via a knight card then the stolen card must go to the clan that owns the knight card. A note on the number of victory points to win: The game ends when there is a player P in which both clans PL and PR have at least 10 victory points each Player P then wins the game.

Thanks to Salmon Qaisar for suggesting that, when a robber is played, a player can steal from his own clan, and how to implement this.

Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How do you make Settlers of Catan work well for 2 players? Problems and play-tested solution described, alternatives requested Ask Question. Asked 9 years, 10 months ago. Active 10 months ago. Viewed k times. Improve this question. Joe Golton. It is essential that the two dice roll results differ from one another.

If the second dice roll gives the same result as the first one, roll again until you get a different result. Building for the Neutral Players Whenever you build a road or a settlement, you must also build for free 1 road or 1 settlement for either of the two neutral players. If there is no legal settlement location for the neutral players, you must build a road instead. You do not follow this process when you build a city or buy a development card.

In those cases, you do nothing for the neutral players. Otherwise, an action costs you 2 trade tokens. Return spent trade tokens to the supply.

You can also download this pdf with all the rules described on this site. Preparation Place the two sets of game pieces not chosen by the players beside the game board. Set-Up Set up the terrain hexes as usual in the white area shown below.



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