The Cutters of Catan

From World Of Catan

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[[Image:cutterspieces.jpg|250px|thumb|Pieces required for Cutters Variant (Standard Colors)]]
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[[Image:cutterspieces.jpg|250px|thumb|Ax and Sickle pieces for Cutters Variant]]
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'''The Cutters of Catan''' is an unofficial variant to [[The Settlers of Catan]] created by George van Voorn.  It is designed for 3-4 players using the base set plus additional forest hexes and the special axe and sickle cut-outs located at right.   
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'''The Cutters of Catan''' is an unofficial variant to ''[[The Settlers of Catan]]'' created by George van Voorn.  It is designed for 3-4 players using the base set plus additional forest hexes and the special ax and sickle cut-outs located at right.   
== Backstory ==
== Backstory ==
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The newly colonized island of Catan is covered in forests. The colonists are trying to
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The newly colonized island of Catan is covered in forests. The colonists are trying to improve the possibilities of their new lands by cutting down forests and plowing the soil. Some of these efforts are done in harmony and friendship. Some of them are not.
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improve the exploitation possibilities of their new lands by cutting down forests and
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plowing the soil. Some of these efforts go in harmony and friendship. Some of them don’t.
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== Set-up ==
== Set-up ==
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Set-up
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[[Build the board]] using:
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Instead of all five types of land tiles, use only 1 desert, 3 hills, 3 mountains and 12
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* 1 [[desert tile]]
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forests. Set-up goes as the regular set-up in Settlers of Catan, but it is recommended to
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* 3 [[hill tile]]s
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distribute the hills and mountains such that there are no large clusters of these types of
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* 3 [[mountain tile]]s
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tiles.
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* 12 [[forest tile]]s
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It is recommended to distribute the hills and mountains such that there are no large clusters of these types of tiles.
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Set aside 4 [[grassland tile]]s and 4 [[wheat tile]]s for later use.
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Every player gets an ax piece and a sickle piece.
== Variant Rules ==
== Variant Rules ==
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The rules are identical to the base game of the Settlers of Catan. However, the following
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Use the [[standard rules]] except in the following situations:
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additional rules are used.
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* On your turn, during the [[build phase]], you may pay 1 timber and 1 ore to place the ax piece on a forest tile where you have at least one [[settlement]] or [[city]]. That tile does NOT produce timber for the whole turn (place your ax on the number tile). During your next turn, after [[resolving the dice roll]], remove the ax and replace the forest with a grassland tile. The number chit remains the same. Players with a settlement or city on this tile can now receive wool when the appropriate number is thrown.
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* Every player gets an axe and a sickle (plow). During your turn, in the phase where youcan build houses and buy knights, you may pay one timber and one ore. If you do, youmay place your axe on a forest tile where you have at least one settlement. That tile doesNOT produce timber for the whole turn (place your axe on the number tile). The nextround in your turn, after the distribution of resources, you remove the axe and replace theforest with a grassland tile. The number tile is kept the same. Players with a settlement onthis tile can now receive wool when the appropriate number is thrown.
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* Grassland tiles can also be improved. Again, with the payment of one timber and one ore,you can place your plow on a grassland tile where you have at least one settlement.Again, this land doesn’t produce wool. After one turn, after resource distribution, removethe plow and replace the grassland with grain fields. Players with a settlement on this tile can now receive wheat.
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* On your turn, during the build phase, you may pay 1 timber and 1 ore and place the sickle piece on a grassland tile where you have at least one settlement or city. That tile does NOT produce wool for the whole turn (place your sickle on the number tile). During your next turn, after resolving the dice roll, remove the sickle and replace the grassland with a grain tile. Players with a settlement or city on this tile can now receive wheat.
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The grassland and grain tiles are limited to 4. A fifth tile of grassland cannot be built,unless a grassland tile becomes available after a grassland is replaced by a grain tile. Afifth grain field can never be built. At best there are four grasslands and four fields at acertain point in the game.
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The grassland and grain tiles are limited to 4. A fifth grassland tile cannot be built, unless a grassland tile becomes available after a grassland is replaced by a grain tile. A fifth grain tile can never be built. At most there are four grasslands and four fields at any point in the game.
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It is not allowed to put more than one token on the same tile at the same time. It isallowed though, to first cut a forest tile and then in the next turn reform this tile fromgrassland to a field of grain.
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It is not allowed to put more than one token on the same tile at the same time. It is allowed though, to first cut a forest tile and then in the next turn reform this tile from grassland to a field of grain, thus never collecting wool from the tile.
== Strategies ==
== Strategies ==
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Observe that you can cooperate with other players in land
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You can cooperate with other players in land reform or you may decide to reform a land tile without the consent of other people with one or more settlements on that specific land tile. As such players can annoy one another significantly. Ownership of the timber harbor is quite powerful, but it can make you a target. Ownership of the wool and wheat harbors is not lucrative in the beginning, but since players can reform land, these harbors will increase in significance. To secure a steady flow of all resources, try and claim some tiles for yourself, so no other player can interfere with your income!
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reform, or you may decide to reform a land tile without the consent of other people with
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one or more settlements on that specific land tile. As such players can annoy one another
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significantly. Ownership of the timber harbor is quite powerful, but it can make you a
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target. Ownership of the wool and wheat harbors is not lucrative in the beginning, but
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since players can reform land, these harbors will increase in significance. To secure a
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steady flow in type of resources, try and claim some tiles for yourself, so no other player
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can interfere with your income!
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== Optional Rules ==
== Optional Rules ==
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Extra option: land exhaustion
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Land Exhaustion
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For this extra option you need more desert tiles, and you need another die in a different
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For this extra option you need more desert tiles, and you need another die in a different color (for instance the red die from Cities & Knights), that functions as an ecology die. Trees play an important ecological role in nutrient recycling and water management. Cutting down too many forests leads to massive overuse of lands and erosion. To mimic this effect the following rule can be applied:
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colour (for instance the red die from Cities & Knights), that functions as an ecology die.
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* Should a player role a number in the resource phase that produces only wheat and/or wool, roll the ecology die. If it is a one, that player must replace one of the two appropriate lands with a desert tile. Hills and mountains are considered to have some vegetation also, and therefore numbers that produce at least one bricks or one ore are safe from this effect.
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Trees play an important ecological role in nutrient recycling and water management.
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Cutting down too many forests leads to massive overuse of lands and erosion. To mimic
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this effect the following rule can be applied.
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Should a player role a number in the resource phase that produces only wheat and/or
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wool, roll the ecology die. If it is a one, that player must replace one of the two
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appropriate lands with a desert tile. Hills and mountains are considered to have some
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vegetation also, and therefore numbers that produce at least one bricks or one ore are safe
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from this effect.
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It is unwise in this variant to cut down both forests that share the same number tile.
It is unwise in this variant to cut down both forests that share the same number tile.
[[Category:Fan variants]]
[[Category:Fan variants]]

Current revision as of 17:58, 4 June 2007

Ax and Sickle pieces for Cutters Variant

The Cutters of Catan is an unofficial variant to The Settlers of Catan created by George van Voorn. It is designed for 3-4 players using the base set plus additional forest hexes and the special ax and sickle cut-outs located at right.

Contents

[edit] Backstory

The newly colonized island of Catan is covered in forests. The colonists are trying to improve the possibilities of their new lands by cutting down forests and plowing the soil. Some of these efforts are done in harmony and friendship. Some of them are not.

[edit] Set-up

Build the board using:

It is recommended to distribute the hills and mountains such that there are no large clusters of these types of tiles.

Set aside 4 grassland tiles and 4 wheat tiles for later use.

Every player gets an ax piece and a sickle piece.

[edit] Variant Rules

Use the standard rules except in the following situations:

  • On your turn, during the build phase, you may pay 1 timber and 1 ore to place the ax piece on a forest tile where you have at least one settlement or city. That tile does NOT produce timber for the whole turn (place your ax on the number tile). During your next turn, after resolving the dice roll, remove the ax and replace the forest with a grassland tile. The number chit remains the same. Players with a settlement or city on this tile can now receive wool when the appropriate number is thrown.
  • On your turn, during the build phase, you may pay 1 timber and 1 ore and place the sickle piece on a grassland tile where you have at least one settlement or city. That tile does NOT produce wool for the whole turn (place your sickle on the number tile). During your next turn, after resolving the dice roll, remove the sickle and replace the grassland with a grain tile. Players with a settlement or city on this tile can now receive wheat.

The grassland and grain tiles are limited to 4. A fifth grassland tile cannot be built, unless a grassland tile becomes available after a grassland is replaced by a grain tile. A fifth grain tile can never be built. At most there are four grasslands and four fields at any point in the game.

It is not allowed to put more than one token on the same tile at the same time. It is allowed though, to first cut a forest tile and then in the next turn reform this tile from grassland to a field of grain, thus never collecting wool from the tile.

[edit] Strategies

You can cooperate with other players in land reform or you may decide to reform a land tile without the consent of other people with one or more settlements on that specific land tile. As such players can annoy one another significantly. Ownership of the timber harbor is quite powerful, but it can make you a target. Ownership of the wool and wheat harbors is not lucrative in the beginning, but since players can reform land, these harbors will increase in significance. To secure a steady flow of all resources, try and claim some tiles for yourself, so no other player can interfere with your income!

[edit] Optional Rules

Land Exhaustion

For this extra option you need more desert tiles, and you need another die in a different color (for instance the red die from Cities & Knights), that functions as an ecology die. Trees play an important ecological role in nutrient recycling and water management. Cutting down too many forests leads to massive overuse of lands and erosion. To mimic this effect the following rule can be applied:

  • Should a player role a number in the resource phase that produces only wheat and/or wool, roll the ecology die. If it is a one, that player must replace one of the two appropriate lands with a desert tile. Hills and mountains are considered to have some vegetation also, and therefore numbers that produce at least one bricks or one ore are safe from this effect.

It is unwise in this variant to cut down both forests that share the same number tile.

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