War Elephant(s)

Mount for the captain of your army


War Elephant(s)

10 Points

0

0

15

0

0

0

0


War

Have a pesky settler neighbor who has built structures in what you consider to be your region of Catan?

Here's how to deal with that situation.

Off-board troop tracker

Image Reference A

Due to the size of the hexes and the # of structures that can be built on a Catan board in the "Old World" expansion set, armies/troops must be kept off board. See picture [A]. 

General War Facts

A double stack block is worth 20 armies, a single block is 10 armies, a chamfer block is 5 armies and a narrow square block is 1.

The A1 code must be put on your owned hex to match with your troop tracker.

Those armies on A1 can fight at or near your hex on a network of the attackers roads - moving to connected defender roads.

As you lose or gain armies - you must convert 20, 10, 5 & 1 to smaller or larger pieces based on the result of combat or acquisition.

Your off board troop tracker must reflect all troop movements.

You must have a war element captain for each code corresponding to its base hex.

  • Dev Card Knights can only interact with the robber - regular combat is not allowed
    • Exception - if a settler has no troops, then a knight can act as a troop to defend an attack
  • You must own at least 1 hex to have infantry, cavalry, Artillery, or mounts
  • A pathway of roads must be in place for your armies to travel on in order to attack
  • An owned hex must be labeled with a letters  a-z, a0-z9, A0-Z9 that matches your owned hex with an off board troops9
  • Troop captains can join or leave the caravan
  • Once you own a hex at the beginning of your turn, you receive troops based on the # of hexes owned
    • If you do not own a hex, then no armies are received
    • There must be 6 structures on a hex and 6 roads to receive armies
    • As you increase the levels of the structures on the hex, the armies you receive are multiplied by your lowest structure
      • Example 1: Owned hex with 5 Settlements and 1 City
        • 1 army is received at the beginning of the turn
      • Example 2: Owned hex with 3 cities and 3 Metropolis
        • 2 armies are received at the beginning of the turn
      • Example 3: Owned hex with 6 Metropolis
        • 3 armies are received at the beginning of the turn
  • Three red dice attack, two yellow dice defend
  • Armies are kept off board to the side - whereas there actual location of the troops is marked by a Captain riding an armored elephant
  • If a structure is guarded, you must first defeat the enemy troops, before you can take position of the structure

Battle Examples

Attack - to start an attack on your turn you must pay 1 food resource and 1 ore resource

  • The attacker rolls 3 red dice
  • The defender rolls 2 yellow dice

  • Example battle 1 : Red Attacks, Yellow Defends

6 : 6 - Red loses 1 troop

4 : 1 - Yellow loses 1 troop


  • Example battle 2 : Red Attacks, Yellow Defends

Red Rolls - 1,2,3

5 : 3 - Red loses 1 troop

4 : 2 - Red loses 1 troop

Yellow Rolls 4,5

Yellow is the victor


  • Example battle 3 : Red Attacks, Yellow Defends

Red Rolls - 3,4,1

4 : 4 - Red loses 1 troop

3: 3 - Red loses 1 troop

Yellow rolls - 3,4

Yellow is the victor


  • Example battle 4 : Red Attacks, Yellow Defends

Red Rolls - 2,3,1

Red is the victor

Yellow rolls - 1,1

3 : 1 - Yellow loses a troop

2 : 1 - Yellow loses a troop


  • Example battle 5

Red Rolls - 5,2,1

5 : 6 - Red loses a troop

Yellow rolls - 6,1

2: 1 - Yellow loses a troop

From Attacking to Conquering Structures

  • If you have an army
    • If you have the cost of attack
      • If you have defeated the defenders troops
        • Then you may roll an "attacked" to attempt to take position of a road or structure
          • Conquering a road / structure
            • Each attack requires an ore resource
            • Attacker rolls 3 red
            • Defender rolls 2 yellow
            • If any of the 3  red dice is higher than the either of the 2 yellow dice - then the road of the defender can be replaces with a road from the attacker

  • Conquering a road - Each attack requires 1 ore resource

0

or

0

+

1


  • Conquering a settlement - Each attack requires 1 food resource & 1 ore resource

1

or

1

+

1


  • Conquering a city - Each attack requires 2 food resources & 2 ore resources

2

or

2

+

2


  • Conquering a Walled City - Each attack requires 3 food resources & 3 ore resources

3

or

3

+

3


  • Conquering an Ancient City - Each attack requires. 4 food resources & 4 ore resources

4

or

4

+

4


  • Conquering  a Stone Henge - Each attack requires 5 food resources & 5 ore resources

5

or

5

+

5


  • Attacking a Palace - Attack requires 10xhr resources & 10 food resources

10

or

10

+

10*hr


  • Attacking an Obelisk - Attack requires 15xhr resources & 15 food resources

15

or

15

+

15*hr


  • Attacking a Pyramid - Attack requires 25xhr resources & 25 food resources

25

or

25

+

25*hr


  • Attacking a Great Pyramid - Attack requires 50xhr resources & 50 food resources

50

or

50

+

50*hr


  • Attacking a Tower of Babel - Attack requires 100xhr resources & 100 food resources

100

or

100

+

100*hr


  • Conquering a Port
    • Each attack requires 5 food resources & 5 ore resources

25

or

25

+

25


  • Attacking the Great Wall of China
    • To be determined...
  • Attacking a Vault
    • To be determined
  • Attacking a Wall
    • To be determined