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Elasund – The First City

In addition to this short introduction you can also watch a detailed interactive tutorial at www.profeasy.com.

What Is It About?

Together with your game partners, you are building the City of Elasund. In the process, you try to accommodate as many of your own buildings as possible. Buildings produce income in the form of gold and Influence Cards. On some buildings, you can place one or two of your victory point cubes. If you manage to be the first one to secure 10 Victory Point Cubes on the game area, you win!

The City Wall and the Building Area of the City

Elasund can be played by two, three, or four players. The more players participate, the larger the building area of the city. The size of the building area is determined by the position of the City Gate. Each player owns 9 parts of the City Wall. If you build a City Wall, you pay 2 gold if you builds it between the City Gate and the ocean. When all City Walls in this area are built, the next City Walls must be built in the red area between the two City Gates. This, however, costs 4 gold per City Wall. If you build a City Wall, you receive 1 Influence Card (or, starting with your 5th City Wall, 2 Influence Cards). Each third City Wall of your own is decorated with a Watch Tower. Although you don’t obtain an Influence Card for a Watch Tower, you may place a Victory Point Cube on the Watch Tower's roof.

You don’t start the game without means. Like your game partners, you own 2 Worker’s Cottages, 3 Gold cards, and 1 Influence Card.

On your turn, you perform the following actions in the order listed:

  1. Roll the dice to determine the income for all participating players
  2. Build once or twice
  3. Place a Building Permit or take 2 gold
  4. Perform a bonus action

1st Action: Roll the Dice to Determine the Income for All Participating Players

When it’s your turn, you roll the dice. The ship is automatically placed on the number rolled and thus marks a row. The owners of buildings in the marked row receive Gold cards and Influence Cards, according to the type of building (there are also buildings you don’t get income for). In the illustration, only the blue player receives an Influence Card, because his/her small cottage is in the same line with the ship.

Victory Points Money Blue Influence Cards Red Influence Cards Green Influence Cards Cards in the stack Number of opponent’s cards

If a row number is rolled that was already rolled on the previous turn, the ship must be moved up or down by two rows. What happens when a “7” is rolled will be explained later in this instruction.

2nd Action: Build Once or Twice

You can build one or two of the following buildings:

  • Building (your own or a neutral one)
  • Part of the City Wall
  • Part of the Church

You can also combine 2 different buildings (for example, 1 part of the City Wall and 1 part of the Church).

Build Your Own Building or a Neutral One

It costs between 1 and 5 gold to build a building, depending on the building type. 1-3 Building Permits must be placed in the area where you want to build, according to the building type. The costs and the required number of Building Permits are indicated on the lower left of each building. You learn everything worth knowing about a building by clicking on it with the right mouse key.

  • To build a building of your own, click on one of the two Workers' Huts.
  • To build a neutral building, click on the respective building. Once you have built a neutral building, a Victory Point Cube of your color marks it as your building.

If you select a building with a left-click, it sticks to your mouse cursor. Now you can move it to the desired building site.

Four important rules:
  1. When you build a building, you are allowed to use someone else’s Building Permits if your Building Permit(s) total(s) a higher value than the Building Permit(s) of each individual game partner. However, if you use someone else’s Building Permit, you must compensate its owner with as much gold as the Building Permit is worth, even if the other player’s Building Permit is not required for building.
  2. Smaller buildings can be built over by larger buildings.
  3. Buildings of the same size can be built over if 3 color-matching Influence Cards are discarded.
  4. The foundation square of the Church in the 8th row must not be built on.
Size (Number of Fields) Name Costs Building Permits Income Victory Points
1 Well 5 1 - 1
2 Worker 2 1 Gold -
2 (across) Shopkeeper 1 1 Influence Card -
2 (across) Marketplace 5 1 - 1
4 Merchant 3 2 Gold 1
4 Tavern 3 2 Influence Card 1
6 Count’s Estate, Assembly Hall, Trade Office 5 3 - 2

Workers' Huts cost nothing. A Workers' Hut that is built over can immediately be placed again on a free field, given that there’s still room on the game board. Placement on fields with Building Permits or with commerce points (Mills) is not allowed.

Building the Church

The Church is a building that consists of 9 pieces (levels). 7 gold have to be paid for building 1 Church level. The first level is placed on the foundation square of the Church. That way, the position of the building area is determined. Each subsequent Church level is placed in a matching fashion. Since the Church in its entirety is the largest of all buildings, each Church level displaces any other building that covers a tile on which the Church level is placed. Therefore, a Church level cannot be built over by another building.

Advantage for the player who starts building the Church:

The player receives 2 Church cards to choose from. He/she can accommodate the position of the building area of the Church in such a way that his/her own buildings are not in danger of being displaced by the Church. The non-selected card is deposited below the Church card stack – meaning that the player also knows which part of the Church is built last.

Info on the position of the building area of the Church:

As soon as the first Church level is built, you can right-click on the Church card stack to display the position of the building area.

3rd Action: Place a Building Permit or Take 2 Gold

You own 5 Building Permits with the values 0, 1, 2, 3, and 4. If you want to place a Building Permit, you have to pay the amount of gold that corresponds to the number on the Building Permit (value of the Building Permit).

To place a Building Permit, click on one of the Building Permits available to you (to be found in the lower part of the bar next to your own buildings). Now the Building Permit is sticking to your mouse cursor, and you can move it to a free field in the row marked by the ship.

If all fields in the marked row are occupied, you will be requested to place the Building Permit in an adjacent row that still has free tiles.

Should you want to place the Building Permit in a row of your choice, you have to pay 2 Influence Cards of the same color.

Please note:

If you place the Building Permit in a row where you can place a Building Permit without using Influence Cards, the program ignores your selection so that the 2 Influence Cards are not wasted.

You receive 2 gold if you forego placement of a Building Permit.

4th Action: Performing a Bonus Action

At the end of your turn, you are asked if you want to perform one of the following bonus actions.

  1. Move a Building Permit
    Click on one of your Building Permits on the game area and use the mouse cursor to drag it to another free field.
    Cost: Two equal colored Influence Cards

  2. Upgrade your own Building Permit
    Substitute one of your Building Permits already placed on the game area with a Building Permit of higher value from your supply. For this purpose, first click on a Building Permit on the bottom left, then drag it to the field with the Building Permit you want to replace.
    Cost: 2 equal colored Influence Cards and as many Gold cards as accounted for by the difference between the numbers on the removed Building Permit and its replacement.

  3. Place a Building Permit at will
    Click on a Building Permit in your supply and use the mouse cursor to drag it to an empty field.
    Cost: 3 Influence Cards of different colors and the number of Gold cards that correspond to the value of the Building Permit.

  4. Take 2 gold
    Take 2 Gold cards from the gold supply stack.
    Cost: 3 differently colored Influence Cards.

Trade Fields

The margins of the fields at the Harbor – if 3 or four players are playing, also the margins of the fields near the City Gate – are marked with Trade symbols (Mills). This converts these fields into trade fields.

A player who places a building on a trade field obtains one commerce point at the harbor and 2 commerce points near the City Gate. However, no commerce point is given for building a Church card on a trade field. Commerce points are marked with the round Counter Cube on the Commerce Points bar.

If your Counter Cube reaches a victory point field (fields 3, 5, 7, 9, and 11) or passes it, one of your Victory Point Cubes is positioned there.

On the other hand:

If you lost a building on a trade field, your Counter Cube is set back for the respective number of fields. If afterwards the Counter Cube is located below a victory point field where you have a Victory Point Cube, the latter will be removed.

A “7” is Rolled - The Pirate Comes!

If a layer rolls a “7,” he/she moves the ship to any other row. Now the ship is black and symbolizes a pirate. No income is generated in the marked row. Instead, each player (also the player who has moved his/her ship) must discard one Influence Card or Gold card for each of his/her Victory Point Cubes. Such a card must also be paid for a Victory Point Cube on a Watch Tower if it is located in the marked row. If you have no cards or not a sufficient number of cards, you either don’t discard cards at all or only as many as you own.

The advantage of the Watch Towers:

If you moved the pirate, you may take one of the deposited cards for each Watch Tower (part of the City Wall with Victory Point Cube) you own. Afterwards, you continue your turn normally; a Building Permit would be placed in the row marked by the ship.

If the Supply of Influence Cards Doesn't Last ...

... initially none of the players receives cards. Each player puts half of his/her cards (to be rounded down in case of an uneven number) on the discard pile. The pile is shuffled. Afterwards, each player receives whatever corresponds to him/her.

End of the Game

The player who, on his/her turn, has accommodated all 10 Victory Point Cubes on the game area wins the game.