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WAR

A Players Variant

By Robert Sweeney

Game Rules
& Appendix
V 1.1
WAR: A Players Variant Game Rules & Appendix v1.1

Game Rules
Except where noted below, use all the rules from The Settlers of Catan (aka “Settlers”).
Further information can be found on the internet at:
www. Catan.com www.mayfairgames.com www.universityofcatan.com www.klausteuber.com
Settlers of Catan, Cities & Knights of Catan and the 5/6 Player Expansions for all games that are
designed by Klaus Teubor and are copyright of Mayfair games (http://www.mayfairgames.com/).
Mayfair Games, Inc. is the proud publisher of the English-language versions of Klaus Teuber’s
acclaimed “Catan®” series of board games, card games, game expansions, and accessories.
Ownership of these games is required to play. This variant is a fan based product, given away
freely, and in no way is intended to represent itself as an “official” or “sanctioned”
expansion.

GAME COMPONENTS:
Components must be obtained from The Settlers of Catan game and the Catan: Cities & Knights
game (plus their 5/6 Player Expansions if playing with 5 or more players). Players may also need to
fabricate or obtain additional gaming pieces.
# of Players
3 4 5 6
Resource Cards
Brick 19 19 24 24
Sheep 19 19 24 24
Stone 19 19 24 24
Wheat 19 19 24 24
Wood 19 19 24 24
Progress Cards
Politics (Blue) 18 18 18 18
Science (Green) 18 18 18 18
Trade (Yellow) 18 18 18 18
Terrain Tiles (no Desert Tiles)
Field (Wheat) 4 4 5 5
Forest (Wood) 4 4 5 5
Hill (Brick) 4 4 5 5
Mountain (Stone) 3 3 4 4
Pasture (Sheep) 4 4 5 5
Ocean 9 9 10 10
Ports (3:1) 4 4 5 5
Ports (2:1) 5 5 5 5
Number Tokens (no “2” or “12” Number Tokens; replace with “2/12” Number Tokens)
3-4 Player: 19 total - [3] “2/12” and [2 each] 3, 4, 5, 6, 8, 9, 10 and 11.
5-6 Player: 24 total - add to above [+1 each] 5, 6, 8, 9.
Game Tokens (1 each)
Merchant (Purple Cone)

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Game Rules & Appendix v1.1 WAR: A Players Variant

Metropolis (Yellow “Arch”) [Optional Rule, see below]


Pirate (Black Ship) [Optional Rule, see below]
Thief (Black Pawn)
Player Pieces (for each Player in up to 6 different colors)
Building Cost Card (1)
Cities (4)
Dice (2 D6)
Knights (6: 2 each: Squire, Knight and Commander)
Roads (15)
Settlements (5)
Walls (3)
Special VP Cards (1 each)
Harbor Master
Longest Road
Largest Army

Constructing the Island

Sample 3-4 Player Set Up Sample 5-6 Player Set Up

Turn the Terrain Tiles (land) face down. Shuffle the Terrain Tiles (land).
Randomly place the Terrain Tiles (land) face up and arrange in the pattern as shown in the
illustrations above (based on the number of players).
Now take the 9 (or 10) Terrain Tiles (Ports) and place one in each area indicated (marked
either 3:1 or 2:1) around the Terrain Tiles (see illustrations). Avoid placing the 2:1 Ports
adjacent to the matching Resource producing Terrain Tile. (Example: Do not place the 2:1
Sheep Port next to a Pasture.) Place the Terrain Tiles (ocean) between the 2:1 and 3:1 Ports.
Place the 19 (or 23) Number Tokens. These will have to be manufactured for use in the
variant. Place 1 Token on each Terrain Tile (land) with the following limitations:
1. First, put a “6” or an “8” Token on Terrain Tiles that are not adjacent to each other and
so that there is a “6” or “8” token on a Field, Forest, Hill and Pasture.
2. Next, place the remainder of the Tokens on the remaining Terrain Tiles (land).

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WAR: A Players Variant Game Rules & Appendix v1.1

Note: There are no “2” and “12” Number Tokens, they have been replaced with a “2/12” Token
(which has the same chance of appearance as the “3” and “11” Number Tokens). Even though the
Thief is activated on die rolls of “2 “and “12”, the players do not have to lose cards based on hand
size on these rolls AND the Tiles marked with these Number Tokens DO produce a Resource.

Starting Positions
Each Player chooses a set of Game Pieces of a unique color. A set of pieces consists of:
Building Cost Card (1)
Cities (4)
Dice (2 D6)
Knights (6: 2 each: Squire, Knight and Commander)
Roads (15)
Settlements (5)
Walls (3)
Each player then rolls 2 dice. The player with the highest total plays first and play then
proceeds clockwise around the board. The set-up phase has 2 rounds. Each player builds 1 Road
and 1 Settlement per round. The starting player places a Settlement on an open intersection of his
choice. The starting player then places a Road adjacent to this Settlement. The other players then
follow clockwise. Everyone places 1 Settlement and 1 adjoining Road. (You must always remember
the Distance Rule; you may only build a Settlement on any open intersection only if none of the 3
adjacent intersections contains a Settlement or City.) Intersections which contain Knights do prevent
building Settlements or Cities (even if it is your Knight).
Once all players have built their first Settlements, the player who went last in the first round
begins round two: he then builds his second Settlement and its adjacent Road. After he builds, the
other players follow counterclockwise, so the starting player in Round One places his second
Settlement last. The second Settlement can be placed on any open intersection, as long as the
Distance Rule is observed. (It doesn’t have to connect to the first Settlement.) The second Road
must attach to the second Settlement (pointing in any of the 3 directions).
Each player receives his starting Resource Cards immediately after building his second
Settlement; for each Terrain Tile adjacent to this second Settlement, he takes a corresponding
Resource Card from the Bank. The starting player (the last to place his second Settlement) then
begins the game.

Turn Overview
On your turn, you can do the following in the order listed:
1. You must roll for resource production (the result applies to all players).
2. You may trade resources with other players or using maritime trade.
3. You may build roads, settlements, or cities and/or buy Progress Cards. You may also play
one Progress Card at any time during your turn.
4. You must adjust your Victory Point totals on the VP Track.

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Game Rules & Appendix v1.1 WAR: A Players Variant

5. You might have to fight a Battle at any time during your (or another players) Turn.
After you’re done, pass the dice to the player to your left, who then starts with step 1.

Resource Production
You begin your turn by rolling both dice. The sum of the dice determines which Terrain Tiles
produce Resources. Each player who has a City and/or a Settlement on an intersection that borders
a Terrain Tile marked with the number rolled receives 1 (Settlement) or 2 (City) Resource Cards of
that Tile’s type. For example, if you have 2 or 3 Settlements bordering that Terrain Tile, you
received 1 Resource Card for each Settlement.
If your Resource Production roll is a “7,” no one ever receives any resources. Rolls of “2”,
“12” and “7” can possibly activate the Thief.

Resource Cards
There are 5 different types of resources: Wheat (from Fields), Brick (from Hills), Stone (from
Mountains), Timber (from Forest), and Sheep (from Pastures). You receive these cards as income
from the Resource Production of these Tiles. You receive your income for each terrain Tile adjacent
to your Settlements or Cities every time the production number on the Tile is rolled (exception: see
Thief).
It is possible that during the game there will not be enough Resources in the Bank to supply
all the needs. If there are not enough Resource Cards to give every player all the production they
earn, then no player receives any of that resource that turn. Production of other types of Resources
is not affected.

Activating the Thief


The Thief (represented by a black pawn) remains “off the board” until such time as
any one player has 3 or more Victory Points. Once any player has 3 or more Victory Points,
the Thief is placed next to him and becomes available for play on that players next roll (e.g.
all players get one turn to manage their hands before the Thief can enter game play). Until
eligible for play, re roll any “7”s.
Once the Thief is eligible for play; whenever a “2”, “7” and/or “12” is rolled, the Thief is
activated. On die rolls of “7” only, follow this procedure:
1. Each player must count his Resource Cards. Any player with more than 7 Resource Cards
(i.e., 8 or more) must randomly choose and discard half of them (rounded down). Return
discards to the Bank. This number is increased by two cards for each City surrounded by a
Wall.
2. Then the player who rolled the “7” must move the robber to the Number Token of any other
Terrain Tile. This blocks the Resource production of this Tile, until the Thief moves to another
Number Token or is moved “off the board”. All players with Cities and/or Settlements
adjacent to the target Terrain Tile will receive no Resource Cards from this Tile as long as the
Thief is in the tile. If a Knight is on an intersection that borders this Tile, then Battle occurs.
3. After discarding (#1 above, if any) and/or Battle (#2 above, if any) occurs, the player moving
the Thief will also steal 1 Resource Card at random from a player who has a Settlement and/or
City adjacent to this new Tile. If there are 2 or more players with buildings there, you may
choose from which one to steal.

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WAR: A Players Variant Game Rules & Appendix v1.1

If not using the Pirate (see Optional Rules below); on die rolls of “2” or “12”, disregard #1
above and follow the remaining steps to move the Thief.

Battle
Battle occurs only under one of two circumstances. All Battles involve either a Knight fighting
the Thief or a Knight fighting another Knight. Knights are “ranked” by level: Squire (level 1), Knight
(level 2) or Commander (level 3).
Knight versus Thief/Pirate: [Thief and Pirate may be used interchangeably.] When the
Thief is placed in a Tile which has one or more Knights in intersections bordering the Tile OR if a
Knight is moved to such an intersection, Battle occurs. The highest “ranked” Knight will be the
Defender (even if the Knight has moved to the intersection which caused the Battle). If two or more
Knights of the same rank are present, the player moving the Thief chooses which Knight of the
highest rank is the Defender. The player moving the Thief (or a non-involved player) and the
Defender each rolls one die. The Knight may add “1” to his die roll for each level of Knight (Squire
+1, Knight +2 and Commander +3). Whichever combatant rolls the highest (after all modifications
are made), wins the Battle. The Thief (or Pirate) wins all ties.
If the Knight wins the Battle, the Thief is temporarily moved “off the board” and re enters play
the next time a “2”, “7” or “12” is rolled. If the Thief wins the Battle, the Knight is reduced one level
(Squires are eliminated) and the Knight becomes “inactive”. All other Knights bordering that Tile
are also inverted (to their non-active side). Additionally, the Thief gets to draw a card from any City
or Settlement which borders the Tile (see above) and halts production of that Tile for all Cities
and/or Settlements.
Knight versus Knight: When a Knight is moved to an intersection occupied by a Knight
belonging to another player, movement is halted and Battle occurs. The non-moving Knight is the
Defender. Each Knight may add “1” to his die roll for each level of Knight (Squire +1, Knight +2 and
Commander +3). Whichever Knight rolls the highest (after all modifications are made), wins the
Battle. The Defender wins all ties. The losing Knight is reduced one level (Squires are eliminated)
AND the owner of the losing Knight must surrender one Resource Card from his hand (drawn at
random) to the victor. Further, the losing Knight must move to another eligible vacant intersection
or be eliminated.

Trade
During this phase, you may trade with other players (Domestic Trade) or with the Bank
(Maritime Trade). If you decide not to trade during your turn, no one can trade. You may trade with
another player between your turns, but only if it is his turn and he elects to trade with you. You
cannot trade with the Bank during another player’s turn. You may not give away cards. You may
trade as long as you have Resource Cards. You may not trade Progress Cards. You may not trade
like resources (e.g., 2 Sheep for 1 Sheep).
Domestic Trade
On your turn, you can trade Resource Cards with any of the other players. You can announce
which resources you need and what you are willing to trade for them. The other players can also

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Game Rules & Appendix v1.1 WAR: A Players Variant

make their own proposals and counter offers. You may trade as many times as you can, using single
and multiple cards, but you may not give away cards (i.e., “trade” 0 cards for 1 or more cards).
Maritime Trade
You can also trade without the other players! On your turn, you can trade resources using
Maritime Trade during the trade phase, even without involving another player. The most basic (and
unfavorable) exchange rate is 4:1. You may trade 4 identical Resource Cards to the Bank in
exchange for the (1) Resource Card of your choice. You do not need a Harbor (Settlements or Cities
at a harbor location) to trade 4:1.
When a Terrain Tile borders on the ocean, it is called a “coast.” You can build a Road along a
coast. You can also build Settlements and upgrade those Settlements into Cities on intersections that
border on the ocean. Since a site on the coast borders only 1 or 2 Terrain Tiles, however, coastal
Settlements and Cities generate smaller resource yields. Still, coastal sites often lie on Harbors,
which allow you to use Maritime Trade to trade resources at more favorable rates.
If you have built a Settlement or a City at a harbor location, you can trade more effectively. A
harbor is a Settlement or City built on a coastal intersection which borders a harbor location. There
are 2 different kinds of harbor locations:
1. Generic Harbor (3:1): Here you may exchange 3 identical Resource Cards for any one
other Resource Card during your trade phase.
2. Special Harbor (2:1): There is but 1 special Harbor for each type of Resource (with the
same symbol). So, it is important to build on the type of special Harbor you can use fairly
frequently (look at your resource production). The exchange rate of 2:1 only applies to
the resource shown on the Harbor location. A Special Harbor does not permit you to trade
any other resource type at a more favorable rate (not even 3:1).
Merchant Trade
Certain Progress cards allow the Merchant to enter game play. The Merchant is
placed next to a Settlement or City and allows the Settlement or City to trade to the bank,
the resource it is located upon at the 2:1 rate (think of the Merchant as a 2:1 Port). Placing a
Thief onto this hex causes this ability to cease. The Merchant is represented by a purple
cone.
Remember: The 4:1 trade is always available, even if you do not have a Settlement or City on a
Harbor.

Build
Now you can build. Through building, you can increase your victory points, expand your
Road network, improve your resource production, and/or buy useful Progress Cards. To build, you
must pay specific combinations of Resource Cards. The costs can be found on your Building Costs
Card. Return the Resource Cards to the Bank. You can build as many items and buy as many
Progress Cards as you desire—as long as you have enough resources to “pay” for them and they
are still available in the Bank. Take the appropriate number of Roads, Settlements, Walls, Knights
and/or Cities from your supply and place them on the game board. Keep Progress and Resource
Cards hidden in your hand.
Each player has a supply of 15 Roads, 6 Knights, 5 Settlements, 4 Cities and 3 Walls. You
cannot build more pieces than what is available in your pool. If you build a City, return the
Settlement to your supply. Roads and Cities, however, remain on the board until the end of the
game once they are built.

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WAR: A Players Variant Game Rules & Appendix v1.1

City (3 Stone and 2 Wheat)


You may only establish a City by upgrading one of your Settlements. When you upgrade a
Settlement to a City, put the Settlement (house) piece back in your supply and replace it with a City
piece (church). You receive double resource production (2 Resource Cards) from the adjacent Tiles
whenever those numbers are rolled.
Each City is worth 2 victory points.
Knight (1 Stone and 1 Sheep per level; Activate and/or Move for 1 Wheat)
Knights must be purchased like any other Building or Development. Each player may have a
maximum of six (6) Knights “on board”; two (2) of each level (Squire, Knight, Commander) in play at
any one time. Knights enter play at Level One (Squire) and are placed in any vacant intersection on
an owned road (“owned” roads belong to the player in question and “unowned roads are roads of
another player). Knights may be promoted by paying an additional cost (one Sheep and one Stone)
for each level but no more than one level can be purchased per turn and no more than two Knights
may be promoted and/or created per turn (even by Progress Card).
Knights occupy Tile intersections (like Settlements and Cities) and block construction of
Settlements and interrupt Roads (i.e the “Longest Road”). Knights may be moved to any eligible
space along an owned road (they may not use, however temporarily, an unowned road) at a cost of 1
Wheat and can be so activated but once per turn (each).
Knights can engage in Battle with the Thief and other Knights. Knights have an “active” and
“inactive” side. They become “inactive” as a result of losing in Battle and can be “re activated” by
paying their movement cost (one Wheat). The Movement Cost (1 Wheat) can be paid to both
“activate” the Knight and Move the Knight at the same time. “Inactive” Knights cannot engage in
Battle (automatically retreating if threatened by another Knight) and have no effect on the Thief
while “inactive” (e.g. they do not Battle the Thief, if the Thief is placed in a Tile that borders their
intersection). Knights may be built in intersections where a Thief is located. If this occurs, Battle is
immediately “joined” and must be resolved before proceeding.

Squire Level 1 Knight Level 2 Commander Level 3

Progress Cards (1 Stone, 1 Wheat plus either 1 Brick [Blue], 1 Sheep [Yellow] or 1 Wood
[Green])
You may only play one Progress Card during your turn. You can play the card at any time,
even before you roll the dice. That card, however, may not be a card you bought during the same
turn. Exception: If you buy a card and it is a Victory Point Card that brings you to 10 points, you may
immediately reveal this card (and all other VP cards) and win the game. You only reveal Victory
Point Cards when the game is over, once you or an opponent reaches 10+ victory points and
declares victory.
There are three types of Progress Cards; 10 (11 if using Variant) different cards of each type
and 18 (19 if using Variant) Cards in total in each type. The types are:
1. Politics (Blue): Most powerful of the Progress Cards. Primarily affects other player’s
hands, assets or possessions.

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Game Rules & Appendix v1.1 WAR: A Players Variant

2. Science (Green): Primarily affect Roads, Knights and the Game Board.
3. Trade (Yellow): Primarily affect Resources and the Merchant.
The Progress Cards are broken down into three types of 18 cards each plus additional variant
cards. All Progress Cards require the expenditure of One Stone, One Wheat and one other
Resource Card based on type of Progress Card purchased; Sheep gets a Trade Card, Lumber gets a
Science Card and Brick gets a Politics Card. Each card and the number of each card are shown
below:
Politics Science Trade
Bishop (2) Alchemist (2) Bountiful Harvest (2)
Brick Maker (2) Armorer (2) Chapel (1)
Constitution (1) Crane (2) Commercial Harbor (2)
Deserter (2) Engineering (1) Farmer (2)
Diplomat (2) Inventon (2) Master Merchant (2)
Master Thief (2) Lumberjack (2) Merchant (2)
Saboteur (2) Market (1) Miner (2)
Spy (2) Medicine (2) Resource Monopoly (2)
War College (1) Mining (2) Seat of Government (1)
Wedding (2) Road Building (2) Sheppard (2)
General of Catan (Var. 1) Earthquake (Var. 1) Gambler (Var. 1)
Road (1 Brick and 1 Wood)
Roads connect your Settlements and Cities. You build Roads on paths. You cannot build new
Settlements without also building Roads. Roads provide victory points only if you hold the Longest
Road Special Victory Point Card. Only 1 Road can be built on any given path. Paths are defined as
the edges where two Tiles meet. Paths run along the border between the Terrain Tiles (land) and
Terrain Tiles (ocean and harbor). Each path leads to an intersection where 3 Tiles meet. You can
build Roads along the coast.
Open Roads are roads that are not anchored on each end by a Settlement or City. Open
Roads are subject to possible destruction by Progress Cards.
Settlement (1 Brick, 1 Sheep, 1 Wheat and 1 Wood)
Settlements are built on intersections (where 3 Tiles meet). You may only build a Settlement
at an intersection if all 3 of the adjacent intersections are vacant (this is “The Distance Rule”).
Regardless of whose turn it is (i.e., during any production phase), when a Terrain Tile produces
resources, you receive 1 Resource Card for each Settlement you have adjacent to that Terrain Tile.
You must always meet these two conditions when building a Settlement:
1. Your Settlement must always connect to 1 or more of your own roads.
2. You must observe the Distance Rule.
Each Settlement is worth 1 victory point.
If you have built all 5 of your Settlements, you must upgrade one of your Settlements to a City
before you can build another Settlement.
Walls (2 Brick or 2 Stone)
Walls can be built around an existing City or may be built at the same time as a City is built as
long as the costs for both are paid. Walls can never be built around Settlements; if a City is reduced
to a Settlement, the Wall is lost without recompense. Normally, your maximum “safe” hand size for
Resource Cards is 7 (if over that number and a “2”, “12” or “7” is rolled, half of the Resource Cards

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WAR: A Players Variant Game Rules & Appendix v1.1

in hand are lost). Walls allow your maximum “safe” hand size to increase by two (2) cards for each
Wall built (maximum of 3 walls and 6 additional Resource Cards allowed).

Special Victory Point Cards

Harbor Master
The first player to have three harbor points (Settlements built at 3:1 or 2:1 ports count as one
harbor point and Cities are two harbor points) is awarded the “Harbor Master” award which is
worth 2 VPs. The award is transferred when any other player exceeds the number of harbor points
held by the current award holder.
Largest Army
If you are the first player to play 3 levels of Knight, you receive the “Largest Army” Special
Victory Point Card; which is worth 2 victory points. You place the “Largest Army” card face up in
front of you. If another player plays more levels of Knights than you have, he immediately takes the
Special Card. If circumstances cause no player to have 3 or more levels of Knight “on the board”,
then the “Largest Army” card is removed from play until it is again eligible for award.
Longest Road
If you are the first player to build a continuous Road of at least 5 individual Road pieces, you
take the “Longest Road” Special Victory Point Card and place it face up in front of you. It is worth 2
victory points.
If your road network branches, you may only count the single longest branch for purposes of
the Longest Road. If you hold the “Longest Road” Card and another player builds a longer road, he
immediately acquires your “Longest Road” card. Knights can also “cut” branches in determining
the Longest Road.
Set the “Longest Road” card aside if—after a longest road is broken, several players tie for
the new Longest Road or if no one has a 5+ segment road. The “Longest Road” card comes into play
again when only 1 player again has the longest road (of at least 5 road pieces).

Adjusting the Victory Point Track


Your turn is over after adjusting the Victory Point Track to reflect your (and your opponents)
Victory Point level and the player to your left continues the game.

Ending the Game


If you have—or reach—10 or more victory points during your turn the game ends and you are
the winner! If somehow you find you have 10 victory points during another player’s turn, you must
wait until your next turn to claim victory.

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Game Rules & Appendix v1.1 WAR: A Players Variant

Players acquire victory points for the following:


Each Settlement = 1 VP each
Each City = 2 VPs each
1 Metropolis = 3 VPs (Optional rule)
Harbor Master Special Card = 2 VPs (1)
Largest Army Special Card = 2 VPs (1)
Longest Road Special Card = 2 VPs (1)
Victory Point “Defender of the Realm” = 1 VP each (Optional rule)
Victory Point Progress Card = 1 VP (5)
Since each player begins with 2 Settlements, each player begins the game with 2 victory points.
Therefore, you only need 8 more victory points to win the game! Important Note: To make for
longer or shorter games, players may elect to have fewer or more than 10 VPs normally used to end
games.

Credits:
Token images from http://www.boardgamegeek.com authored by BGG user Fernando Abad (BGG
user name fenolin) [http://boardgamegeek.com/image/160105/catan-cities-knights].

Harbor Master based on variant by Klaus Teubor. Card image from


http://www.boardgamegeek.com [http://boardgamegeek.com/filepage/21603/harbormaster-pdf]
created by Nathanael Straight (BGG user name NateStraight).

Resource Card Back

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WAR: A Players Variant Game Rules & Appendix v1.1

Development Cost Card

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Game Rules & Appendix v1.1 WAR: A Players Variant

TRADE DECK (Yellow)

X2 X1 X2

X2 X2 X2

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WAR: A Players Variant Game Rules & Appendix v1.1

X2 X2 X1

X2 X1 Variant Customizable Blank

14
Game Rules & Appendix v1.1 WAR: A Players Variant

SCIENCE DECK (Green)

X2 X2 X2

X1 X2 X2

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WAR: A Players Variant Game Rules & Appendix v1.1

X1 X2 X2

X2 X1 Variant Customizable Blank

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Game Rules & Appendix v1.1 WAR: A Players Variant

POLITICS DECK (Blue)

X2 X2 X1

X2 X2 X2

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WAR: A Players Variant Game Rules & Appendix v1.1

X2 X2 X1

X2 X1 Variant Customizable Variant

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Game Rules & Appendix v1.1 WAR: A Players Variant

Optional Rules:
DEFENDER OF THE REALM: Awarded whenever a Knight defeats either the Thief or the
Pirate. When in play, you may not place the Thief or Pirate in a location where your Knight
will enter into Battle. Note: Use of these Cards may drastically shorten a game, players may
wish to increase the number of VPs required to win.
METROPOLIS: Walled Cities have the ability to become a “Metropolis”, but only
one may do so at a time. The cost to build is one of each Resource (Brick, Sheep,
Stone, Wheat and Wood). The Metroplois yields 3 VPs and is indicated with a
yellow arch. The “Earthquake” Progress Card can reduce a Metropolis to a
unwalled City.
PIRATES: Use the Pirate Ship to block Harbors. The Thief is then activated “only” on die
rolls of “7” (per the Standard Rules). The Pirate Ship enters play whenever the
first 2 or 12 is rolled by any player and then “moves” whenever another “2” or
“12” is rolled (Tiles marked with the “2/12” Number Tokens will still produce
after the Pirate is moved). If placed beside a Harbor, that Harbor cannot be used for 3:1 or 2:1
transactions. The Pirates can be battled just as the Thief can by Knights moved to Coastal
intersections. Pirates do not affect Resource Production nor the award of the Harbor Master
Special Card.
QUICKER GAME: Each player starts the game with Resource Cards for BOTH of their
Settlements (not just Resource Cards for the second Settlement).
VARIANT CARDS: Cards of the players own devising may be included. In general, no
variant card should be more powerful than what can normally be done with four Resource
cards or less). Blanks are included in this tome for that purpose.

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WAR: A Players Variant Game Rules & Appendix v1.1

Many Thanks to my Playtesters: Hunter Carmel, Greg Castle, Neil Mitchell, Marty Pielach, Christina
Sweeney and Rob Sweeney!

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