CATAN ARTISAN (Mixed with Azul) - Board Game Remix
Number-Based Engine Building Meets Island Conquest ๐ฒ Status: CONCEPT - NEEDS TESTING Players: 2-4 Time: 60-90 minutes Complexity: Medium-Heavy (3.5/5) THE CORE STRATEGIC TENSION Two paths to victory: Aggressive Builder: Draft whatever you need NOW, build settlements fast, race to 10 VP Patient Engineer: Complete number rows to activate permanent production, dominate late game Hybrid Master: Balance immediate building with engine construction The twist: Factory availability forces adaptation every round. You can't always execute your plan!
Game Rules & Instructions
GAME FLOW: TWO PHASES PER ROUND
PHASE 1: PRODUCTION (Each Round Starts Here)
If this is Round 2+:
Robber Master acts (whoever completed Row 7 most recently):
May move robber to any hex on board
Robber blocks that hex (no production) for all players EXCEPT those with Row 7 complete
All players produce simultaneously:
For each COMPLETED number row you have:
Look at board, find all hexes with that number token
For each of YOUR settlements on that number: +1 resource of that hex type
For each of YOUR cities on that number: +2 resources of that hex type
Robber blocks hexes (unless you have Row 7 immunity)
Take resource tiles from supply
Example Production:
You have completed:
- Row 3 (brick)
- Row 6 (lumber)
- Row 7 (robber immunity)
Board check:
- "3" hex with brick: You have 1 settlement there โ +1๐ค
- "6" hex with lumber: You have 1 city there โ +2๐ข
- Robber is on "6" hex, but you're immune!
Production: Take 1 brick tile + 2 lumber tiles from supply
PHASE 2: DRAFTING (Azul-Style)
Factory Setup:
Fill each factory with 4 random tiles from bag
Center area starts empty
Drafting Turns (continue until all tiles taken):
On your turn:
Pick ONE factory with tiles remaining
Take ALL tiles of ONE color from that factory (like Azul!)
Push remaining tiles to center
OR take ALL of one color from center (if first, gain First Player marker)
THE CRITICAL DECISION - Where do taken tiles go?
OPTION A: Place in Row (Investment)
Choose ONE number row that matches the tile color
Place tiles in that row
Working toward permanent production engine
Tiles "locked" until row completes
OPTION B: Keep in Hand (Immediate Use)
Add tiles to your hand
Available for building settlements/cities THIS round
Must spend or discard at end of round (7 tile hand limit)
OPTION C: Split
Some tiles to row, some to hand
Example: Draft ๐ค๐ค๐ค โ 2 in Row 4, 1 in hand
Tile Placement Rules:
โ Rows only accept matching color
Row 4 (brick) = only ๐ค brick tiles
Row 6 (lumber) = only ๐ข lumber tiles
Row 7 (robber) = ANY color (special!)
โ Overflow penalty
If tiles don't fit in row: -1 VP each at game end
Choose carefully!
โ Incomplete rows carry over
Tiles in rows stay between rounds
Keep working toward completion
THE STRATEGIC TENSION:
Invest in rows = Sacrifice tiles now โ Permanent production later (engine)
Keep for building = Use tiles now โ Victory points immediately (aggressive)
Example Drafting Turn:
Factory A: ๐ค๐ค๐ค๐ข
You take all bricks: ๐ค๐ค๐ค
Decision:
A) Place all 3 in Row 4 (brick) โ 3/4 complete! Almost have engine!
B) Keep all 3 in hand โ Save for settlement (need ๐ค๐ขโช๐ก)
C) Place 2 in Row 4, keep 1 in hand โ Hybrid approach
PHASE 3: ROW COMPLETION & BUILDING
After all tiles drafted:
STEP 1: Check Row Completions
For each COMPLETED row:
Production Rows (2-6, 8-12):
Row is now ACTIVATED permanently
Place activation marker on that row
Discard all tiles from that row back to bag
Row is now empty and can be filled again next round
From now on: Settlements/cities on that number produce automatically every round!
Row 7 (Robber Mastery):
You gain robber immunity permanently
You become Robber Master (control robber placement)
Discard all tiles from row back to bag
If another player completes Row 7 later: They steal Robber Master status!
STEP 2: Building Phase
Count available tiles in your HAND:
Tiles you kept in hand (not placed in rows)
Production tiles you collected this round
These are available for building
Standard Catan building costs:
SETTLEMENT = ๐ค + ๐ข + โช + ๐ก
Discard these 4 tiles from hand
Place settlement on any empty intersection
Worth 1 Victory Point
CITY = โฌโฌโฌ + ๐ก๐ก
Discard these 5 tiles from hand
Upgrade existing settlement
Now worth 2 Victory Points
STEP 3: Hand Limit
Check hand limit:
Count tiles in your hand (NOT in rows)
If 8+ tiles: Discard down to 7 (your choice)
Prevents hoarding
Next round begins!
THE CORE STRATEGIC TRADE-OFF:
Early Game (Rounds 1-3):
You have FEW tiles from drafting
Painful choice: Build settlement OR complete a row?
Progress is slow
Example: Draft 4 brick tiles โ spend on settlement OR invest in Row 4?
Mid Game (Rounds 4-6):
Some players have completed Row 2-4
Completed rows = automatic production each round
MORE tiles flowing = easier decisions
Strategic divergence: Engines vs. Aggressive building
Late Game (Rounds 7-8):
Players with Row 6, 8 complete = TONS of production
Can build cities AND work on more rows
Engine players catch up explosively
Aggressive players struggling without engines
THE STRATEGIC DECISION EVERY ROUND
AGGRESSIVE PATH:
Draft scattered tiles for immediate settlements
Build fast, get early VP lead
Risk: No engine, vulnerable late game
Win condition: Reach 10 VP before engines activate (Rounds 1-6)
ENGINE PATH:
Draft matching tiles to complete number rows
Build permanent production engines
Risk: Slow start, opponents get VP lead
Win condition: Engine explodes in late game, catch up Rounds 6-8
ADAPTIVE PATH (Optimal):
Complete small rows (2-4) early for quick production
Use that production to build settlements
Work toward Row 6 or 8 (best numbers!)
Complete Row 7 if opponents using robber against you
Win condition: Balanced approach, respond to opponents
Factory Availability Changes Everything:
Factories full of one resource? Great for row completion!
Factories scattered? Better grab what you need for buildings
Opponent 1 tile from Row 8? Block them by taking all that resource!
VICTORY CONDITIONS
First to 10 Victory Points wins!
VP Sources:
Each Settlement = 1 VP
Each City = 2 VP
"Largest Network" = 2 VP (most connected settlements on board)
"Master Crafter" = 2 VP (first to complete 5 different rows)
OR: After 8 rounds, highest VP wins (tiebreaker: most completed rows)
TAKEAWAYS
The Number Symmetry:
Row SIZE = Number VALUE = Difficulty CURVE
Want best production (6, 8)? Must complete hardest rows!
Perfect risk/reward balance built into the system
Settlement Placement Matters:
Place settlements on high-probability numbers (6, 8)
Complete rows matching your settlements
Synergy: Settlement on "6" lumber hex + Complete Row 6 lumber = permanent lumber engine!
Resource Type Choices:
You choose which resource type to fill each row with
Row 6 with brick? Activates "6" brick hexes only
Row 6 with lumber? Activates "6" lumber hexes only
Must match your settlement locations!
Row 7 Creates Drama:
Robber immunity lets engine builders defend themselves
Robber control lets you block opponents' best hexes
Trade-off: No production, but strategic power
Can be stolen by other players completing Row 7!
Factory Availability Tension:
Round 3: Factories overflow with lumber? Engine players rejoice!
Round 5: Scattered tiles? Aggressive builders strike!
Every round feels different
EXAMPLE GAME ARC
Round 1-2: Engine Starting
All players complete Row 2-3 (easy rows, weak production)
Few settlements built (VP spread: 2-3 each)
Round 3-4: Strategy Divergence
Engine Player: Completes Row 6 lumber (6 tiles!), has settlement on "6" lumber hex
Now produces 1 lumber automatically every round!
3 VP, behind in points
Aggressive Player: Builds 2 more settlements using scattered tiles
5 VP, VP lead
Round 5-6: The Shift
Engine Player: Completes Row 8 ore, builds cities
Permanent lumber + ore flowing
Catches up to 6 VP
Aggressive Player: Can't afford expensive cities
Still leads 7 VP but slowing down
Round 7: Robber Wars
Aggressive Player: Completes Row 7 (robber mastery!)
Places robber on engine player's "6" hex
Engine Player: Forced to complete Row 7 to get immunity back
Loses 1 round of progress
Round 8: Explosive Finish
Engine Player: Has Row 6, 7, 8 complete
Permanent production from three numbers
Builds 2 cities in one round: 9 VP
Aggressive Player: Stuck at 8 VP
Engine wins 10-8! (but it was close until Round 6)
STRATEGY GUIDE
EARLY GAME (Rounds 1-3):
Complete Row 2-3 for quick, reliable production
Place settlements on HIGH-PROBABILITY numbers (6, 8, 5, 9)
Match settlement hex types to rows you plan to complete
MID GAME (Rounds 4-6):
Commit: Engine or aggressive?
Engine: Push for Row 6 or 8 completion
Aggressive: Build settlement every round
Watch opponents: If someone goes engine, race them!
LATE GAME (Rounds 7-8):
Engine: Complete multiple big rows, build cities
Aggressive: Get Largest Network bonus (2 VP!)
Everyone: Fight for Row 7 control (robber mastery)
ADVANCED TACTICS:
Blocking: Take resources opponents need even if you don't
Calculated Penalties: Accept overflow (-1 VP) to complete crucial rows
Resource Pivoting: Can't complete Row 6 brick? Switch to Row 6 lumber!
Robber Baiting: Place worthless settlement to bait opponents' robber away from your engines
PLAYTESTING QUESTIONS
Critical feedback needed:
Row difficulty: Are rows 10-12 too hard? Should max be Row 10?
Production balance: Too strong? Too weak? Should cities give +2 or +3?
Row 7 power: Is robber immunity + control balanced?
Game length: Does 8 rounds feel right?
Overflow penalty: Is -1 VP harsh enough?
Engine vs. Aggressive: Which strategy wins more often?
Settlement placement: Does board position matter enough?
Win rate targets:
Aggressive strategy: 35-40%
Engine strategy: 35-40%
Hybrid strategy: 50-60% (should be optimal)
Setup Instructions & Game Preparation
COMPONENTS NEEDED
From Catan:
Game board (19 hexes, 6 frame pieces, number tokens!)
All player pieces (settlements, cities - NO roads)
Robber pawn
From Azul:
Factory displays: 5 for 2-players, 7 for 3-players, 9 for 4-players
First player marker
Tile bag
NEW Components (Create/Print):
100 Resource Tiles (20 of each - simple colored tiles):
20 ๐ค Brick tiles (brown)
20 ๐ข Lumber tiles (green)
20 โช Wool tiles (white)
20 ๐ก Grain tiles (yellow)
20 โฌ Ore tiles (gray)
4 Player Boards showing 11 number rows (2-12)
IMPORTANT: Tiles are simple single-color squares (like Azul). Each tile represents one resource type.
Player Board Template:
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ CATAN ARTISAN - NUMBER ENGINE BOARD โ
โ โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโฃ
โ Complete rows to activate production! โ
โ โ
โ ROW 2: [_][_] (1โ) โ
โ ROW 3: [_][_][_] (2โ) โ
โ ROW 4: [_][_][_][_] (3โ) โ
โ ROW 5: [_][_][_][_][_] (4โ) โ
โ ROW 6: [_][_][_][_][_][_] (5โ) โ โ BEST
โ ROW 7: [_][_][_][_][_][_][_] ROBBER โ โ SPECIAL
โ ROW 8: [_][_][_][_][_][_][_][_] (5โ) โ โ BEST
โ ROW 9: [_][_][_][_][_][_][_][_][_] (4โ)โ
โ ROW 10: [_][_][_][_][_][_][_][_][_][_] (3โ)โ
โ ROW 11: [_][_][_][_][_][_][_][_][_][_][_] (2โ)โ
โ ROW 12: [_][_][_][_][_][_][_][_][_][_][_][_] (1โ)โ
โ โ
โ โ = Catan probability dots โ
โ HAND TILES (Max 7): ________________ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
SETUP
Build Catan board with number tokens as normal (each hex gets a 2-12 token, skip 7)
Give each player:
1 Player Board
5 settlements + 4 cities in their color
Initial placement: Players place 2 starting settlements (NO roads) per Catan rules
Set up Factories and fill with 4 random tiles each
First player determined randomly
Required Board Games for This Remix
Discussion
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