Rules about building

Build Anywhere (DEFAULT)

If you’ve got the resources and a proper space, build it.

DCM/Development Card Madness

All 25 Development Cards must be bought before building settlements, cities, or playing cards. Roads may be built at any time. The person buying the last card may immediately build and/or play a development card. Usually played as a no trading, full rob game.

No cities/”Peasant”

 You are not allowed to build cities at all. Game play continues until one player reaches 10 (through road, largest army, and victory points) or until all development cards are used and no more settlements can be built, longest road and largest army are secured. At that point, the player with the most points overall wins. If there is a two-way tie, each winner gets one report from one of the other two — the two non-winning players must report only one loss.

“Bourgeoisie/Reverse Peasant”

 You are not allowed to buy development cards of any sort, and you may have no more than 2 settlements at any time. Winner will have 4 cities and 2 settlements or 4 cities and longest road (or possibly 4 cities, longest road, and a settlement, but that involves 11 points). This variant should be played no trade/full robber.

2OCTW/2 On Coast To Win

In order to be declared the winner, a player must have 10 points AND must have at least 2 settlements or 2 cities or 1 city and 1 settlement on the coast. In order to win, a player does not need to begin with settlements on the coast but must fulfill the conditions by the time the game ends. If a player reaches 10 points and does not have 2 on the coast then the player with the next highest number of points with 2 on the coast will be declared the winner. Victory Points from development cards are included in this calculation and may be verified by swapping seats after the game. If 2 players have the same number of points then the player with the most settlements on the coast will be declared the winner. If 2 players have the same number of points and number on the coast then the player who would have been next to roll will be declared the winner.

8/3

In order to be declared the winner, a player must have 10 points AND at least 8 roads AND at least 3 development cards in hand to win. Roads do not need to connect (first 2 placed do count towards the 8). The three cards may be a combination of played knights or unplayed cards (e.g. mono, discovery, etc. do count only if unplayed.) Usually played as NT RR7.




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