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House rules and variants

House rules for Catan-style games, ready to play online

33 rule cards and 10 awards ship with the game. Every rule is a real WHEN / IF / THEN card and every award is a row in the awards table, and both load into the lobby as editable copies — take Tax Season, change the 10th turn to the 5th, keep it.

The descriptions below are the ones in the app, word for word, including the notes in brackets where a preset is the closest honest version of an idea rather than the exact one.

Where it started

The two ideas this whole project was built around. Neither is a number you can change — both need the game to notice something happen and react to it.

  • Parallel Road Tax

    Building a road alongside an opponent’s costs the builder 1 victory point. Fires at most twice per game. Needs building.roads.parallel set to allowed or limited.

  • Sheep Plague

    When the robber lands on a wool tile, every owner of that tile holding more than 7 cards discards all their wool.

Catch-up

For the table where one bad opening means one player spends an hour watching. These push resources and points back toward whoever is behind.

  • Comeback Kid

    Whenever you collect from a roll while 4 or more victory points behind the leader, you collect double.

  • Robin Hood

    At the end of every turn the player holding the most cards gives 1 random card to the player holding the fewest.

  • Leader’s Burden

    Whoever leads on victory points at the start of a turn must discard on a robber roll at one card fewer than everyone else (6 instead of 7 in classic).

  • Underdog Roll

    Once per game, when the player in last place rolls a 2, 3, 11 or 12 they get to roll again. (The reroll is automatic on those totals — the engine cannot yet ask whether you want it.)

Robber variants

Make the robber cost something to use, run out of steam, or reward the player it keeps picking on.

  • Robber’s Toll

    Moving the robber costs you 1 random resource, paid to the bank.

  • Sabotage

    On a robber roll, a random opponent of the roller also discards half their hand. (The robber still moves and the target is drawn at random — the engine cannot yet skip the robber or let the roller name someone.)

  • Seventh Heaven

    Once seven robber numbers have been rolled in the game, the robber is lifted off the board every time it is placed, so it never blocks production again. The roller still steals.

  • Thief’s Guild

    Rob the same player twice in a row and your victim draws a free development card.

  • Desert Bloom

    Place the robber on the desert three times and it blooms into a grain field with an 8 token. (The engine cannot make a true gold tile mid-game yet, so it becomes grain.)

Economy

Droughts, booms, taxes and tithes. Rules that change what a roll is worth, or what holding cards costs you.

  • Drought

    If six rolls go by without an 8, the grain fields dry up and produce nothing until an 8 is rolled.

  • Boom Town

    When the same number is rolled twice in a row, every tile it produces pays double. Add “Boom Town: dice memory” too — it remembers the previous roll.

  • Boom Town: dice memory

    Remembers the last two roll totals for every player as counters (lastRoll, prevRoll). Required by Boom Town; useful to any rule about consecutive rolls.

  • Gold Rush

    Roll a 12 and every player who has ever collected ore takes 1 resource of their choice from the bank. (Until the engine can ask, the card is drawn at random; “touching a mountain” is read as “has collected ore”.)

  • Tithe

    At the start of your turn each city costs 1 grain. If you cannot pay for all of them you lose 1 victory point instead. (The engine cannot yet downgrade a city to a settlement.)

  • Tax Season

    Every 10th turn, everyone holding 8 or more cards discards 2 at random.

  • Banker’s Friend

    Every 10th trade you make with the bank or a port earns you 1 victory point.

Social and trading

Rules about who trades with whom. Reward the dealmaker, reward the hermit, or punish the player nobody will deal with.

  • Hermit’s Vow

    Finish the game without ever completing a trade with another player and gain 3 victory points.

  • Merchant Prince

    Complete 5 trades with other players and gain 1 victory point. Everyone who gets there earns it.

  • Embargo

    Have 3 of your trade offers rejected and you may not trade for 2 turns. (Rejections are counted per offerer, not per pair of players.)

  • Forced Generosity

    After a monopoly, the monopolist hands 1 of the named resource back to every other player, routed through the bank.

Aggression and the board

Where you build and who you build next to. Several of these need a relaxed distance setting to mean anything, and say so.

  • Road Rage

    When an opponent builds a settlement that cuts your road in two, you steal 1 card from them.

  • Blockade

    Every settlement you placed closer than the classic distance costs you 1 random resource at the start of each of your turns. Needs a relaxed distance setting.

  • Frontier Bonus

    The first settlement built after setup on the frontier — touching fewer than three producing tiles, so the coast or the desert — scores 1 victory point. (The engine cannot yet tell desert from coast.)

  • Crowding Penalty

    From your 4th settlement on, placing one closer to your own buildings than the classic distance costs 1 victory point. Needs a relaxed distanceFromOwn.

  • Monopoly Backlash

    Playing Monopoly while holding Largest Army forfeits its 2 victory points. (You keep the title; the engine cannot yet strip an award.)

Chaos

Earthquakes, weather and exploding dice. For the night when the standard game has been played enough.

  • Earthquake

    Roll a 3 three times in a row and two random number tokens swap places.

  • Weather

    At the start of every turn fog rolls over one random resource tile, which produces nothing until the next turn. (The engine cannot yet boost a resource, so the weather is only ever bad.)

  • Card Cap

    A hard hand limit of 10: at the end of your turn, anything over 10 cards is discarded at random.

  • Wild Dice

    Every roll has a 5% chance to explode: the roller rolls again. Explosions can chain.

Awards

Longest Road and Largest Army are not special cases in this game — they are two rows in a table of awards. Each row names a statistic, whether the highest or lowest value wins or anyone past a threshold does, a minimum, what a tie does, and how many points it is worth. These 10 ship alongside them.
  • Merchant Prince

    +1 VP

    Held by the player who has completed the most trades with other players, minimum 3.

  • Hermit

    +1 VP

    Held by the player who has completed the fewest trades with other players.

  • Pacifist

    +2 VP

    Awarded at game end to everyone who never played a knight.

  • Prospector

    +1 VP

    Held by the player who has collected the most ore from production, minimum 3.

  • Cartographer

    +1 VP

    Held by the player with buildings on the most distinct tiles, minimum 5.

  • Pauper

    +1 VP

    A consolation prize for the player whose tiles have produced the least. Pure catch-up.

  • Gambler

    +1 VP

    Held by the player who has rolled the most doubles, minimum 3. (2s and 12s are always doubles; individual totals are not tracked as a stat yet.)

  • Architect

    +1 VP

    Held by the player who has built the most cities, minimum 2.

  • Banker

    +1 VP

    Held by the player who has made the most bank and port trades, minimum 3.

  • Unluckiest Roller

    +2 VP

    Anyone forced to discard to the robber 5 times permanently gains 2 victory points, so a bad start is not a buried one.

Or write your own

Every card above was built with the same editor you get. Nothing on this page is a special mode — they are examples.

Pick a trigger, add a condition, list the effects. The builder reads the rule back to you as a sentence before you save it, and refuses anything it cannot run. How the rule builder works →