CATAN STRATEGIES (Rules Revision) - Board Game Remix
Solving the Dice Luck Problem ๐ฒ Status: CONCEPT - NEEDS TESTING Players: 3-4 Time: 75-90 minutes Complexity: Medium (2.5/5) THE PROBLEM THIS FIXES Players overwhelmingly hate when dice luck decides games. The #1 complaint: "I could plan the best layout covering all resource yields and still not build a single hamlet because my numbers never rolled." What Changes: Replace ALL dice rolling with a strategic card-based production system that rewards planning over luck.
Game Rules & Instructions
CORE RULE CHANGES
1. PRODUCTION PHASE (Replaces Dice Rolling)
On Your Turn:
OPTIONAL: Pay to Discard (before playing card)
Pay 2 resources (any combination) to discard 1 Production Card and draw 1 new card
Can repeat multiple times if you have enough resources
Example: Pay ๐ค๐ข โ discard unwanted 7, draw new card
MANDATORY: Play Production Card
Play 1 Production Card from your hand face-up
That number produces resources for ALL players (like dice roll)
Draw 1 card from Production Deck back to 3-card hand
If Production Deck empty: Shuffle discards to form new deck
Strategic Depth:
You see 3 future production numbers in your hand
You control which number activates on your turn
You can help or hurt opponents by your choice
You must balance helping yourself vs. denying opponents
NEW: You can pay 2 resources to cycle bad cards, but this delays building!
Example Turn:
You hold cards: 2, 7, 11 (all terrible!)
Your settlements are on 6 and 8
You have resources: ๐ค๐ค๐ขโช๐ก (5 resources)
Decision Options:
Option A: Pay ๐ค๐ข to discard 2, draw new card (hope for better number)
Option B: Play the 2 (produces nothing useful), save resources for settlement
Option C: Pay ๐ค๐ข twice (4 resources!) to discard both 2 and 7, sculpt perfect hand
The Trade-off:
Early game: Can't afford to discard (need resources for settlements!)
Mid game: Painful choice (better hand vs. faster building)
Late game: Rich players can sculpt hands, but costs building tempo
The 2-resource cost ensures this is a REAL sacrifice, not trivial optimization!
2. STRATEGY CARDS (New Mechanic)
Once per turn, you may play 1 Strategy Card instead of a Production Card.
Strategy Cards provide alternative actions:
RESOURCE MANIPULATION:
"Bountiful Harvest": Produce on TWO numbers (play 2 Production Cards this turn)
"Selective Production": Produce on chosen number, but only YOU get resources
"Trade Winds": Force all players to trade 1 resource with neighbor
ROBBER CONTROL:
"Brigand": Move robber WITHOUT playing a 7
"Safe Haven": Robber cannot affect you this round
"Militia": Remove robber from board entirely for 2 rounds
PLANNING:
"Forecast": Look at top 5 cards of Production Deck, rearrange them
"Market Intelligence": Look at all opponents' Production Card hands
"Stockpile": Draw 2 extra Production Cards this turn (hand size becomes 5)
BUILDING:
"Master Builder": Build 1 road for free
"Rush Construction": Build settlement for 1 less resource
"Expansion": Place 2 roads this turn instead of 1
After playing a Strategy Card:
Discard it from game
Draw 1 replacement Strategy Card
Still draw 1 Production Card as normal
WHY THIS WORKS
Eliminates Dice Frustration:
No more "the 8 never came up!"
Cards give "controlled randomness" with "perfect distribution"
You KNOW your numbers will come up (they're in your hand!)
Adds Strategic Depth:
Hand Management: Which card to play now vs. save for later?
Opponent Reading: What numbers are they holding? What do they need?
Timing Decisions: When to help yourself vs. deny opponents?
Strategy Card Synergy: Combo Strategy Cards with Production Cards
Maintains Catan Feel:
Still building settlements, cities, roads
Still trading (maybe MORE trading now!)
Still racing to 10 victory points
Still blocking with robber
Reduces Kingmaking:
Late-game leaders can't just "get lucky with rolls"
Everyone has same production card distribution
Strategy Cards create comeback mechanics
ADVANCED VARIANT: "THE ROBBER'S CHOICE"
When 7 is played:
Instead of robber player choosing where to place it...
EACH player (starting with active player) places 1 vote on where robber goes
Ties: Robber doesn't move
Adds negotiation: "I'll vote for your choice if you don't block my ore!"
PLAYTESTING GOALS
Need community feedback on:
Is 3-card hand size correct, or should it be 4?
Are Strategy Cards too powerful or just right?
Should you draw Production Card BEFORE or AFTER playing one?
Does game length match original Catan (60-90 min)?
Is there enough comeback potential for losing players?
Balance Concerns:
Early game vs. late game card power
Strategy Card frequency (12 cards enough?)
Production Deck cycling speed
Setup Instructions & Game Preparation
COMPONENTS NEEDED
From Catan:
Game board (19 hexes, 6 frame pieces)
All terrain tiles and number tokens
All player pieces (settlements, cities, roads)
All resource cards
Development cards
Robber pawn
Building costs cards
NEW Components (Create/Print):
Production Deck: 36 cards numbered 2-12 matching dice probability
One 2, one 12
Two 3s, two 11s
Three 4s, three 10s
Four 5s, four 9s
Five 6s, five 8s
Six 7s
Strategy Cards: 12 action cards (explained below)
SETUP (Mostly Standard)
Build the board as normal Catan
Players place initial 2 settlements and 2 roads as normal
Shuffle the 36-card Production Deck
Deal 3 Production Cards face-down to each player as hand
Shuffle 12 Strategy Cards, place face-down as deck
Each player draws 1 Strategy Card to start
Required Board Games for This Remix
Discussion
Join the Discussion
Log in to share your thoughts, ask questions, and interact with other remix enthusiasts.
Loading comments...