settlers of catan

Updated 4/16/2013

11 13 15 17

   Ballroom B       Terrace 2

Jeremy Osteen, MD

2012 Champion

2nd: Natasha Metzger, NY

3rd: Kolbe DiGiulio, PA

4th: Virginia Colin, VA

5th: Chad Martin, PA

6th: Matt Reese, MD
Event History
1999    Brad Johnson       94
2000   David Platnick    175
2001   Craig O'Brien      93
2002   David Buchholz    102
2003    Charlie Faella    131
2004    Aran Warszawski    110
2005    Rob Effinger    100
2006    Roy Gibson    102
2007   Tom Stokes    132
2008    Matt Tolman    113
2009    Rick Dutton    113
2010   Rob Kircher    112
2011    Andrew Arconti    138
2012   Jeremy Osteen    116

Joseph Maiz, NJ
2013 GM



Spiel das Jahre 1995 ...

Settlers of Catan - Everyone's favorite Saturday morning game is still going strong at the WBC and this year is no different. The 2013 tourney format will remain the same as 2012 - the STANDARD GAME SETUP will be used. This year we have added a demo and classification change to encourage new players and prizes for all winners.

The basic tournament format is a three-heat format to qualify 16 for a single elimination playoff where winners advance to the big table. All games will be consecutive, including the playoffs and Final, so plan for a full day. Players achieve tournament points based on finishing position and bonus points based on the strength of victory. Seating will be random and you will earn 5 points for 1st, 3 for 2nd, 2 for 3rd and 1 for 4th.

The Settlers of Catan (published in the US by Mayfair, currently 4th edition) will be the version played. The settlements begin Saturday morning at 9AM!

GETTING STARTED: There is no signup sheet for this event. Players with games at the event will check in with the GM and be given a table number to set up at designated tables, thus a guaranteed seat, so bring your copies! The remaining players will select a card with a random table number on it and go to that table. Your card is your voucher to play; please do not mark or write on them as they will be re-used and collected during the game.

Once at a table, sign the check in sheet that I will provide to each table. Please print your name and relevant info. Once the game is finished, place scores on the sheet and return to the GM/Assistant GM. Scores will be entered into an excel sheet and can be viewed by all for current score status.

Games are scheduled to be played for 1hr 55min. Time will begin when your table has been seated; A general time check will be announced at 1 hr, 30 min, 10 min and 1 min mark. All games will finish when called. Scores will be calculated and returned if there are unfinished games remaining at the time limit.

Game setup:
1- Tile Placement:
all tiles will be placed in a random order. Shuffle the land hexes together
(a) Deal one row of five.
(b) Deal two rows of four, one on each side of the row of five.
(c) Deal two rows of three, one on each side of the rows of four.
(d) Shuffle harbor hexes. Deal them alternately with ocean hexes in between.

2- Number placement:
a. There are 18 numbers used: one #1, one #12, and two of the following: #s 3 thru 11.
b. All numbers will be placed in the A-B-C format, as described: Pick a starting harbor location, roll one die and count the number of harbor locations to find your starting tile clockwise. This tile is the "A" tile - place the A-number on it and continue in a clockwise fashion until you reach the middle tile.

3- Count Development cards: There are 25 development cards: 14 Soldiers, 6 Resource Cards (2 Road Building, 2 Monopoly, 2 Year of Plenty), and 5 Victory Point Cards.
a) Count all cards out face up
b) Shuffle Development deck together and place on the table.

4- Player placement:
a. Determine who is first (Highest Roll on 2D6); Play starts from that player (player 1) and goes clockwise.
b.  Player 1 places a Settlement/Road, then player 2 does the same; this continues from player 1 to 4. (As per the rules)
c. Player 4 places a settlement/road, then places a Settlement/Road and collects one set of resources from the adjacent tiles from that location (one per tile). Placement is now reversed for the second phase of placements.
After setup is complete, player 1 starts his turn as normal.
a. NOTE: the robber is active the first turn in the first round; all players may build whatever they wish, as long as it is in the standard rules.

GAME PLAY IN A TURN SEQUENCE (on your turn only):
(1) Player rolls the dice. Each hex marked with the number rolled produces one resource card for each adjacent village and two resource cards for each adjacent city. If a 7 is rolled, the robber is moved.
(2) Player may trade resources with any other player, a harbor or the bank.

Trading may be done with the bank as follows:

a) Default- All players can trade with the bank at a 4:1 ratio.

b) 3:1 harbor- a player may trade three of any one resource for one of his choice.

c) 2:1 unique harbor- a player may trade any two of the required resource for one of his choice. At any time, a player may trade four of one resource for one of his choice

(3) Player may build as many times as desired, at the following costs:
Road: 1 bricks, 1 lumber
Village: 1 bricks, 1 lumber, 1 wheat, 1 wool
City: 3 ore, 2 wheat & and replaces a settlement
Development card: 1 ore, 1 wheat, 1 wool

NOTE: Trading and building phase for each player may alternate (Example: player 1 builds a road, then trades for a sheep for ore, then finally buys a development card).

(4) Your turn ends when you pass the dice to the next player.

(5) Rules about the Robber and Titles:

The Robber: If a player rolls a "7", the following three actions are taken:

(1) Any player with more than seven cards must discard half of their cards, rounding down.

(2) The player moves the robber to any hex other than the wasteland. While the robber is on a hex, that hex does NOT produce resources, even if its number is rolled.

(3) The player steals one resource card from a player with a village adjacent to the robber hex.

Titles: Longest Trade Route: A player gets this title card (which is placed face up) upon being the first to building a road of five segments or more (not counting branches)

Largest Armed Force: A player gets this title card by playing three Soldier cards. The first player who plays the third soldier card gets the title.

Each title card is worth two victory points. Each card may be taken by another player upon building a longer road or playing more soldier cards (ties go to existing holder).

WINNING THE GAME: The first player to reach 10 or more victory points in their turn wins, instantly. You can only declare a victory on your turn. If you do not notice or forget about a VP card, you must wait until your next turn before you can win the game.

Points are scored as follows:

Each settlement/ village................................................................... 1 point

Each city.......................................................................................... 2 points

Each Victory Point, development card........................................... 1 point

Longest Trade Route or Largest Armed Force................................ 2 points (each)

Tournament score per each game: All players earn tournament points based on the score in the game. All point cards in their hands and on the board count towards the final total. Tournament points are awarded as follows:

First place in game = 5 points
Second place in game = 3 points
Third place in game = 2 points
Forth place in game = 1 point

2-way tie for second: Each player earns 2.5 points.

2- way tie for third: Each player earns 1.5 points.

3-way tie: Each player earns 2 points each.


The tournament format has players "settling" in three preliminary games. Each of these games earns the players Tournament Points. Points are awarded based on placing 1st, 2nd, 3rd, or 4th (5, 3, 2, and 1 points, respectively). The 16 highest scoring settlers at the end of the three rounds advance to the semifinals.(EX: Bob has two first place wins and a third place finish - he would have 12 Tournament Points, plus the total win margin, as his tournament score)

The top 16 players will be advanced; typically you need at least two wins to advance. Playoff players will be designated 1-16, with 17-20 as alternates based on the following:

1) Top overall score (15 being max)

2) Most wins

3) Top winning margin (Ex: a game ends 10-7-7-6, thus the winner has a +3 margin; All margins are cumulative)

4) Win in game 1

5) Win in game 2

6) Win in game 3

7) Highest dice roll -- 2D6

*** Any questions or concerns, please feel free to contact me two weeks prior to the tournament. I want this event to be fun yet challenging for everyone, so let me know what other ideas or concerns you might have.

Playoff Table placement: The Top 16 players will be seated for playoffs using the following, based on the overall tournament score for the day:

Table 1 - #1,5,9,13
Table 2 - #2,6,10,14
Table 3- #3,7,11,15
Table 4- #4,8,12,16

TOP 6 PLAYERS (Laurels): Will be based on the following: the final four players in winning order, plus the next two players that:

* took 2nd place in their respective semifinal

* Highest overall tournament score during the regular games

* Highest win margin

* 1st win/ 2nd win/ 3rd win

* Highest Roll of 2D6

Additional Game Rule Clarifications - ALL PLAYERS PLEASE READ THIS:

1 The turn of a player starts when you receive the dice from the last player - a development card may be played before the dice roll.

2 It is not permitted to build a road beyond a settlement (or city) of another player.

3 It is possible to build into an intersection of an opposing players road segment, thus cutting the road into parts, as long as no other rule is broken for the building of the road or settlement.

4 It is possible to upgrade a settlement to a city in the same turn it was built. To do that the player must be able to place a settlement piece on the board prior to upgrading it to a city and thus cannot have five settlements on the board before building the settlement he wants to upgrade.

5 If a player buys a development card with a victory point on it, he may immediately reveal it if this is his tenth victory point to win the game. This is only possible with development cards that have a victory point printed on it. NOTE: It is not allowed to immediately play a soldier after purchase, even if this would mean to get the largest army title and win the game - the player still has to wait until his next turn before he can play the soldier/knight.

6 There is no distinction between the trade and building phase on a players turn.

7 You cannot trade the same commodity (EX: wood for wood.. or wood for sheep and wood)

7 A harbor may be used in the same turn it was built.

8 A player has won as soon as they have 10 or more victory points (although only 10 will be counted for the ranking) and it is their turn. If they do not notice, they must wait until his next turn before they can win the game.

9 After rolling, if there are not enough resource cards of one type to give each player the resource cards they should get, then nobody will receive this type of resource card. The other resource cards are handed out to the players as usual.

10. Once a robber is released by the player placing it, the position cannot be moved. (chess style rules).

Advancing qualifiers will receive wooden meeples of sheep, wood. ore, etc, stuffed animals of the same, and Mayfair shopping bags and water bottles.

 Tim Mossman will also offer a Juniors tournament in Vistas CD for those 12 and under Tuesday at 6 PM. See
 GM      Joseph Maiz [5th Year]   NA    NA

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