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The Tournament Game

In the Tournament Game, each player assembles his own deck from his cards. For this purpose, the independent deck building program (see below - The Deck Editor) is used. During the game, each player - normally - has access only to his own card stacks. Therefore, each player determines which cards he wants to build or play during the game.

Essentially, the rules of the Theme Game and The Duel of the Princes also apply for the Tournament Game. The exceptions are described below.

Note for "Era of Explorers":

If you want to use the sea cards in the tournament game, please select the "Explorer" option in the game manager during setup of the game. In this case the sea cards will be layed out in both domains.

Assembling the Event Card Stack

The event card stack must contain exactly 13 cards.

  • 1x Yule

  • 2x Riots

  • 2x Plague

These cards are provided by the program. Each player must also contribute 4 event cards of his choice, which he has previously determined by means of the deck editor. Only a maximum of 2 cards from the group of "Insurrection"- and "Barbarian Attack"-cards may be included in a deck.

Preparatory Round

Each player starts the game with 6 resources, 1 per each region (that is, also with 1 gold in the gold field).

Before the actual game starts, a preparatory round is played. Both players take turns and each time may use their starting resources to build either 1 of their starting cards or a center card (in combination with a Trading Post you may build a road already in the preparatory round).

No dice are rolled in the preparatory round. You may neither build expansion cards in your opponent's principality nor play action cards.

Cards that would have a direct effect on the cards in your opponent's hand or on his resources, points, or expansion cards may not be built or used in the preparatory round. However, you may immediately make use of benefits that result from your own expansions.


If you build a Drill Ground, during your following turns you may already build heroes more favorably. If you build Siward the Scout, you may use his functions immediately - except for looking at the cards in your opponent's hand, because this constitutes an effect on your opponent. If you build Gottfried the Intriguer or Olaf the Merchant Ship Captain, you can use their respective function only after the preparatory round. You may build a Pirate Ship only if your opponent didn't build a trade ship yet.

The preparatory round ends as soon as both players have played all their cards or have passed. The player who passes (by using the "End Turn"-Button) is eliminated from the preparatory round. After both players have finished the preparatory round, each of them replenishes his hand according to the normal rules. That is, they may also use their remaining resources to look for specific cards and, in the process, make use of the benefits of a previously built Parish Hall or Odin's Fountain if need be. The player who was the second to build in the preparatory round starts the actual game by clicking on the dice button (or, as the case may be, by using Brigitta the Wise Woman and/or Reiner the Herald).

Afterwards, the game is played according to the customary rules.


  • During the course of the game, you establish your own (personal) discard pile for the action cards you played and for your own cards that you removed or sold to the Secret Brotherhood, for example, or that were removed from your opponent's principality.

  • If you have to discard cards or place cards under a stack during a Tournament Game, it refers to your own (personal) stacks. Your opponent's stacks are usually off-limits. All units that have proper names are unique. In "The Rivals for Catan" and "Age of Darkness," this applies to all heroes but to none of the other cards. It is not allowed to place units that have the same proper name in both principalities at the same time.


If your opponent placed Candamir in his principality, you are not allowed to place Candamir in your principality. If, however, a unique unit is removed via an action or event, both players once again have the possibility to build this unit.

  • The fact that your opponent's cards are 'usually off-limits' means that you have access to your opponent's cards only if the effect of a card explicitly allows it.

End of the Game

The Tournament Game is played until a player reaches 15 (or more) victory points on his turn. This player wins, no matter how many victory points his opponent may have at that moment. If a player already has 15 victory points before his dice roll, he doesn't have to roll the dice anymore and immediately wins the game.