Settlers Game

To Do/Material List
  • Canada outline with 30 painted hexagons for resources (on a bulletin board)
  • Building cost card on the bulletin board next to map
  • Resource cards
    • 20 of each (fish, forest, wheat, beaver, buffalo)
  • Development cards
    • 20 Warrior, 10 victory point, 9 progress
  • Largest Army bonus victory point card
  • Longest Road bonus victory point card
  • Card stock pieces
    • 90 roads (15 of each colour)
    • 30 settlements (5 of each colour)
    • 24 villages (4 of each colour)
    • 2 European ships
    • 1 smallpox
  • 6 team sheets to collect Warrior cards and note turns taken (post with bulletin board)
  • 6 team envelopes to collect resource and development cards
  • 2 dice

Aim: There are 4 First Nations groups and 2 European groups (Britain and France). The First Nations group goal is to expand and maintain their territory. The Europeans goal is to settle the land and expand their territory.

Set-up: First Nations groups each start with 2 settlements and 2 roads. Each settlement is worth 1 victory point. European groups each start with 1 settlement previously placed on the eastern coast and 1 gun (Development Card). Each group begin the game with 2 victory points. The first team to have 10 victory points during their turn wins the game.

Play: To gain more victory points, you must build new roads and settlements or upgrade settlements to villages. Each village collects twice as many resources (2) is worth 2 victory points at the end of the game. In order to build or upgrade, you need to acquire resources. You can only build a new settlement on an unoccupied intersection if you have a road leading to that intersection and the nearest settlement is at least two intersections away.

Resources: There are 5 productive terrain types and 1 Arctic region. Each terrain type produces a different type of resource (card). The Arctic produces nothing.
  1. Arctic (leave white) = nothing
  2. Fish (grey)
  3. Forest (green)
  4. Wheat (yellow)
  5. Beaver (brown)
  6. Buffalo (red)

Building Costs:

Road (0 VP) = 1 forest and 1 beaver
Settlement (1 VP) = 1 forest, 1 beaver, 1 wheat, 1 fish
Village (2 VP) = 3 buffalo, 2 wheat
Development Card (? VPs) = 1 fish, 1 wheat, 1 buffalo



Collecting Resources: Each turn, a dice roll determines which terrain hexes (indicated by the hex numbers) produces resources. You only collect resources if you own a settlement or a village bordering a terrain hex producing a resource. Since teams rarely have direct access to certain resources, teams can trade with other teams by making them an offer. A successful trade might yield the resources needed for building things. Note: Development cards may be traded for resources.

Game Play: The smallpox is placed on a European ship at the beginning of the game. First Nations teams each roll dice. Team with the highest roll is the starting team.

Round One: The starting team places a settlement on an unoccupied intersection and places a road adjacent to this settlement. Proceeding clockwise, each other First Nations team places a settlement and 1 adjoining road.

Round Two: The team who went last in the first round begins road two. They place their 2nd settlement and its adjacent road. Proceeding counterclockwise, each other First Nations team places 1 settlement and 1 adjoining road.

Teams receive their starting resources immediately after placing their 2nd settlement. Europeans will receive resources from their sole settlement.

The starting team then takes the first regular turn.

Turn Overview:

On your turn, teams can do the following in the order listed:
  • Produce Resources – Teams roll for resource production (the result applies to all players)
  • Trade – Teams may trade resources/development cards with other players or by using maritime trade.
  • Build – Teams may buy development cards and/or build roads, settlements, or villages.
Teams may also play 1 development card at any time during their turn.

Maritime Trade:On their turn, teams can trade with the supply stacks (i.e., the bank).
  • Teams can always trade 4:1. Put 4 identical resource cards back in the supply stack and take any 1 resource card of your choice.
  • If teams have a settlement or village on an intersection bordering a harbour, they can trade at the appropriate ratio.

Rolling a '7' and Spreading Smallpox: If you roll a '7', no one receives any resources. Instead, each team who has more than 7 resource cards must select half (rounded down) of their resources cards and return them to the bank. Then the team must 'spread the smallpox.” Proceed as follows:
  1. Teams must move the smallpox immediately to any other terrain hex. Place the smallpox so it covers up the number on the hex. *Important: If the production number of the hex containing smallpox is rolled, the owners of adjacent settlements and villages do not receive resources. The smallpox prevents it.
  2. Then the team steals 1 (random) resource card from an opponent who has a settlement or village adjacent to the terrain hex now occupied by smallpox. The team who the smallpox steals from holds all of their resource cards face down. You then take 1 resource card at random. If the smallpox's terrain hex is adjacent to 2 or more teams' settlements or villages, they choose which one to steal from.


Trading Posts: Trading Posts are set up along the perimeter of the playing area. If a team builds a settlement at a trading post, they can trade according to the ratio on the card. E.g. 2 beavers from their hand for 1 resource of their choice from the bank. At any time teams may trade 4:1 with the bank.


Development Cards: At any time during your turn, teams may play 1 development card. That card, however, may not be a card you bought during the same turn!

There are 3 different types of development cards: Warrior, progress, and victory point. Each type has a different effect.

Warrior Cards – Move the smallpox and steal 1 resource card from the owner of an adjacent settlement or village. Once played, Warrior cards remain face up on the playing board. The first team to have 3 Warrior cards receives the special card 'Largest Army,' which is worth 2 victory points.

Progress Cards – If you play a progress card, follow its instructions. Then remove the card from the game.

Victory Point Cards – Teams must keep victory point cards hidden. Teams may only play them when they are sure that they have 10 or more victory points during their turn---that is, when they win the game. In this case, you can play them all, even if they just bought them.

Victory Points: Silently keep track of all the victory points earned as you play. Pay attention to other teams' victory points, noting who is actually closest to victory.
  • 1 VP for each settlements
  • 2 VPs for each villages
  • 2 VPs for the Longest Road special card
  • 2 VPs for the Largest Army special card
  • 1 VP for each victory point development card.
Since teams start with 2 victory points, they only need to earn 8 more victory points to win the game.

Ending the Game: If a team has 10 or more victory points during their turn, the game ends and they are the winner.