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Roll both dice. Every player with a settlement or city on a hex showing that number collects resources — 1 per settlement, 2 per city — whoever's turn it is.; Trade with other players in any agreed ratio, or with the bank at 4:1 (or better at a port).; Build roads, settlements, cities, or buy dev...
Why people argue about this
People often assume that you can only trade with other players during your turn, not at all when it's another player’s turn. But actually, trading is allowed whenever you have resources or want to buy something from the bank, regardless of whose turn it is.
Road: brick + lumber; Settlement: brick + lumber + wool + grain; City: 2 grain + 3 ore (upgrades a settlement)
Why people argue about this
People often assume that building a city costs only grain and ore, forgetting about the initial settlement cost of wool and grain. They overlook the fact that you need to have all four resources (brick, lumber, wool, grain) for a settlement before you can build a city on it, which is actually two grains more than just the city's upgrade cost.
No resources are produced. Instead: Every player holding more than seven cards discards half, rounded down.; The roller moves the robber to any hex, blocking its production entirely.; The roller steals one random card from a player with a building on that hex.
Why people argue about this
People often assume that rolling a seven just means discarding cards, but they forget about the robber moving to the hex and blocking production entirely - it's actually both of these things happening simultaneously, creating more complex strategic decisions than simply getting rid of cards.
19 terrain hexes: forest, pasture, field, hill, mountain and one desert.; Number tokens (2–12, excluding 7) placed on the non-desert hexes.; Resource cards: lumber, wool, grain, brick and ore.
Why people argue about this
People often assume that all resource cards must be placed randomly among the terrain hexes, forgetting that some are specifically designated for certain types of terrain like lumber for forest or wool for pasture. This leads to disputes over which resources should go where, as they're not just interchangeable tokens but tied directly to specific landscapes.
Assemble the hexes into the island — randomly, or in the fixed beginner layout.; Place number tokens on every hex except the desert; the robber starts on the desert.; In turn order each player places a settlement and an adjoining road, then in reverse order places a second settlement and road.
Why people argue about this
People often assume that the fixed beginner layout for the island is a permanent setup, forgetting that it's just one of two options: they can randomly place all hexes as per official rules or use this pre-designed map. This misunderstanding leads to arguments about which initial setup should be used without realizing there are multiple valid starting conditions.
No resources are produced. Instead: Roll both dice. Every player with a settlement or city on a hex showing that number collects resources — 1 per settlement, 2 per city — whoever's turn it is.; Trade with other players in any agreed ratio, or with the bank at 4:1 (or better at a port).; Build ro...
Why people argue about this
People often assume that if no resources are produced from hexes showing a player's settlement or city location, then nothing happens at all. However, they misunderstand that in such cases, players roll both dice to determine who gets the resource bonus and how much - it’s not about doing nothing but rather deciding through chance who benefits and by how much.
First to 10 victory points on their own turn wins. Points come from: Settlement: 1 point each; City: 2 points each; Longest Road: 2 points — held by the player with an unbroken road of 5 or more, and taken away if beaten
Why people argue about this
People often think that if two players tie for the longest road at the end of their turn, they'll have a tie-breaker situation where neither can claim the 2 points until after all other scoring is done. But actually, the rule states the Longest Road bonus is taken away if beaten, so in this scenario, both would lose out on that point entirely and no one gets it.
5–6 player extension: official expansion adding hexes, pieces and a special build phase.; Seafarers, Cities & Knights, Traders & Barbarians: official expansions that substantially change the game.; Beginner layout: the fixed setup printed in the rules, recommended for a first game.
Why people argue about this
People often assume that the 5-6 player extension is a house rule when it's actually an official expansion, leading to misunderstandings about its status and compatibility with other expansions like Seafarers or Cities & Knights. The confusion arises because these variants are clearly marked as "official" in the rules but might be overlooked due to their brevity compared to other content.