settlers of catan 

Updated 4/23/2010

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   Ballroom B

Rick Dutton, MD

2009 Champion

2nd: Charles Faella, RI

3rd: Matt Tolman, UT

4th: Daniel Ottey, PA

5th: Andrew Roosen, MD

6th: Tom Dunning, NY
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

Joseph Maiz, NJ

2010 GM


AREA Boardgamegeek Laurels

Spiel das Jahre 1995 ...

Settlers of Catan - the best 'gateway' game makes its home at the WBC once again this year and with more improvements on the tournament format. I want to provide a fun yet challenging format for all players - new and old - so get your sheep ready for some trading. Your GM heard you and wants to provide a fun yet challenging tournament for everyone.

The basic tournament format is a three-round Swiss tournament 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) won the 1996 Board Game Award. The US 4th edition version will be allowed for play in the tournament. The settlements begin Saturday morning at 9AM!

TO ENTER: In order to enter you must have:

1- Valid WBC Membership card (ALL, WEEK, or SAT 2010)

2- Be on time to pick a table number card; when you receive that card, head to that table and meet your opponents for that game. The sign in sheet will be handed out at the table by the GM, who will ensure all players know the setup and rules of the game for the tournament.


Preliminary Rounds: All players will be assigned a random table when playing each round. If you win or lose a round, you will be reassigned to another table for the next round. The only exception will be those players that bring a game and use it for the tournament, your game and table number will remain the same.

Semi-final and Final: After the three initial rounds have been completed, the semi-final round will commence. The top 16 players will advance, with alternates starting at #17. PLEASE notify the GM/ Assistant GM if you are not able to play ... we will try and contact you as best we can, but its your seat that is at stake. Like the qualifier round, the playoff round will be random table. Winners advance to the Final.

Tile Placement: all tiles will be placed in a random order, as normal.
(a) Shuffle land hexes. 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.
Number placement: All numbers will be placed in the A-B-C format, as described in the basic rules. 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, which allow the player to move the robber and steal a card (see The Robber), 6 Resource Cards (2 Road Building, 2 Monopoly, 2 Year of Plenty), and 5 Victory Point Cards.
a) Count all cards out
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 then places a City/Road and collects one set of resources from the adjacent tiles from that location (one per tile). Placement is now reversed for the 2nd phase of placements.
d. Once coming back to player 1, each player then places a third road segment, going from player 1 to player 4.
After setup is complete, player 1 starts his/her 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.


(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 (or other things) with any other player, a harbor or the "bank". Trades: with a 3:1 harbor, a player may trade three of any one resource for one of her choice. With a 2:1 harbor, a player may trade any two of the required resource for one of her choice. At any time, a player may trade four of one resource for one of her 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

Development card: 1 ore, 1 wheat, 1 wool

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

The Robber: If a player rolls a seven, 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.

Development Cards: there are 25 development cards: 14 Soldiers, which allow the player to move the robber and steal a card (see The Robber), six Resource Cards (two Road Building, two Monopoly, two Year of Plenty), & five Victory Point Cards. Development cards should be kept secret until played.

Longest Trade Route, Largest Armed Force: A player gets these cards (which are placed face up) upon building a road of five segments (not counting branches) or playing three Soldier cards, respectively. Each 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 points wins, Instantly. Points are scored as follows:

Each 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

Fourth 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 for second: Each player earns 2 points.

3. Additional information - ALL PLAYERS PLEASE READ THIS:
3.1 The turn of a player starts with throwing the dice, but a development card may be played before that.
3.2 It is not permitted to build a road beyond a settlement (or city) of another player.
3.3 It is possible to upgrade a settlement to a city in the same turn it was built. To do that the player of course cannot have five settlements on the board before building the settlement he wants to upgrade.
3.4 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 just possible with development cards that have a victory point printed on it. It is not allowed to immediately play a soldier/knight even if this would mean to get the largest army and win the game - the player still has to wait until his next turn before he can play the soldier/knight.
3.5 There is no distinction between the trade and building phase.
3.6 A harbour may be used in the same turn it was built.
3.7 A player has won as soon as he has10 or more victory points (although only 10 will be counted for the ranking) and it is his turn. If he does not notice that he has to wait until his next turn before he can win the game.
3.8 If there are not enough resource cards of one kind to give every player the resource cards he should get after rolling the dice, then nobody will receive a card of this kind. The other resource cards are handed out to the players as usual.

4. GM/ Referees:
4.1 The tournament is ruled by one GM (Joe Maiz) and at least two Assistants/ referees.
4.2 If rules are broken at a table, players have to call for the GM/ a referee immediately. The ruling of a referee is final and players have to accept the decision. If a broken rule is not reported to a referee players accept this as a regular play and therefore accept the game to be rated normally.
4.3 If players do not agree with the outcome of a game due to broken rules or unfair play, they have to immediately call a referee - once the record sheet of the game is signed protest is not possible anymore. If a player is not willing to give his signature a referee has to decide about the game.
4.4 The referees can disqualify players from the tournament if the rules of the game are broken on purpose by a player with the intent of winning the game. The disqualification can only be made during a running game or immediately after finishing a game. A disqualification is not possible anymore once the tournament is over.

TOURNAMENT SCORING: The top 16 players will be advanced; typically, you would 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 1st place wins

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

4) Win in game 1

5) Win in game 2

6) Win in game 3

7) Highest dice roll - 2D6

PLAYOFFS AND FINALS: For the playoffs, the top 16 players will draw random table cards, 1 thru 4, and play at that table. Winners will face off at the Final table. All rules used in the tournament games will carry over to the playoff and Final table.

ANY QUESTIONS or concerns, please feel free to contact me prior to the week of the tournament. I want this tournament to be fun yet challenging for everyone, so let me know what other ideas or concerns you might have for this event.

 Kelsey Lee will also offer a Juniors tournament in the Heritage room for those 12 and under Saturday at noon. See
 GM      Joseph Maiz [2nd Year]   NA    856-278-4095

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