Frequently Asked Questions (FAQ)
Here you find all frequently asked questions (FAQ) about our games. The questions and answers are divided into different subcategories which you can browse. If you don't see your question answered here, please ask us your question via e-mail.
Please note: Our FAQ area is still under construction.
Some random questions
General Questions - In a 2-player game, does the neutral color also score victory points if this color receives Domains during the game?
The “neutral player” does not receive points.
Influence Card – Action “Deserter” - Do I have to be able to place a deserted knight, or is it only required that my opponent remove the knight, while it is optional for me to place the knight?
You can only perform the action “Deserter” if you’re able to place the deserted knight.
Yes, provided that you don’t violate some other rule.
Note: Region Improvements and Citadels are part of the Catan Card Game – Expansion Set.
University - In the Theme Game, may I remove the University and then build it again, so that the opponent can't build it?
You may remove the University and build it again. This, however, will not prevent the opponent from building a University, because in the Theme Game a removed University is placed face up again.
Yes, but only to replace brick with gold. It is not possible to replace stars with gold.
Note: Michael the Master Builder belongs to the Age of Darkness expansion.
I don’t understand the rule regarding the “orientation” pairs of paths adjacent to the castle hex. How do they determine which knights are removed?
After a victory over the barbarians, one of the involved players rolls a die and places it in the center of the castle hex. Each of the 6 edges of the castle hex is marked with a different die roll result. The number rolled determines one of the three possible “orientation” pairs of paths adjacent to the castle hex: the path adjacent to the edge marked with the number rolled and the path adjacent to the edge on the opposite side.
Check each knight involved in the victory. If the path that the knight is on has the same orientation as one of the two paths on the castle hex determined by the die roll, remove that knight from the board.
The player who takes him over.
Foreign cards are cards that a player builds in his opponent's principality but that do not become the opponent's property.