CATAN ARTISAN (Mixed with Azul) - Board Game Remix

30 min
Up to 4 players

Number-Based Engine Building Meets Island Conquest ๐ŸŽฒ 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†’ +1๐ŸŸค

- "6" hex with lumber: You have 1 city there โ†’ +2๐ŸŸข

- 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 ๐ŸŸค๐ŸŸค๐ŸŸค โ†’ 2 in Row 4, 1 in hand

Tile Placement Rules:

โœ… Rows only accept matching color

Row 4 (brick) = only ๐ŸŸค brick tiles

Row 6 (lumber) = only ๐ŸŸข lumber tiles

Row 7 (robber) = ANY color (special!)

โœ… Overflow penalty

If tiles don't fit in row: -1 VP each at game end

Choose carefully!

โœ… 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: ๐ŸŸค๐ŸŸค๐ŸŸค๐ŸŸข

You take all bricks: ๐ŸŸค๐ŸŸค๐ŸŸค

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 ๐ŸŸค๐ŸŸขโšช๐ŸŸก)

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 = ๐ŸŸค + ๐ŸŸข + โšช + ๐ŸŸก

Discard these 4 tiles from hand

Place settlement on any empty intersection

Worth 1 Victory Point

CITY = โฌœโฌœโฌœ + ๐ŸŸก๐ŸŸก

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 ๐ŸŸค Brick tiles (brown)

20 ๐ŸŸข Lumber tiles (green)

20 โšช Wool tiles (white)

20 ๐ŸŸก Grain tiles (yellow)

20 โฌœ 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:

โ•”โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•—

โ•‘ CATAN ARTISAN - NUMBER ENGINE BOARD โ•‘

โ• โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•ฃ

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•‘

โ•šโ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•โ•

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

Discussion

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