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Strategy · 2010

Rivals for Catan

A duel of two principalities: produce resources, build settlements and cities, and reach the victory point target first.

  • 2 players
  • 30–60 min
  • 2.3 / 5 · Light

Set up the game

0 of 6 steps

Tick each step as you complete it.

  1. Region and settlement cards forming the starting principality in the Rivals for Catan rulebook.
    Starting principality
    Region cards rotated to show 0, 1, 2 and 3 stored resources.
    Resources on a region
  2. Setup diagram with the road, settlement and city stacks, the region deck and the draw stacks between the principalities.
    Central stacks
  3. Rulebook diagram for assembling the event deck with the Yule card in the middle.
    Assembling the event deck
  4. Diagram of drawing the three top cards from a draw stack into your hand.
    Starting hands
  5. Region cards showing how their orientation marks 0 to 3 stored resources.
    Region numbers and orientation
  6. Strength and trade advantage diagrams with the hero token and the trade token.
    Advantage tokens
What it is about

Rivals for Catan turns the island into an engine duel: six regions that rotate, a die that hands out resources and a rival growing at the same pace. The tension is in the rhythm, not in surprise.

Points come three ways: building (settlements and cities), holding the strength and trade advantages, and not falling behind on either. The introductory game teaches the skeleton; the theme sets add cards that reward specialising.

Because almost everything is paid with stored resources, the most common mistake is over-stacking: a saturated region is production thrown away.

Source note

The PDF includes the introductory game, the three theme sets (Gold, Turmoil, Progress) and the Duel of the Princes. This page focuses on the common rules.

EN rulebook (Kosmos, 2010), basic game and theme sets · Reviewed: 23 Oct 2026

Turno Cero

Fan-made summaries and tips. They do not replace the official rulebook.

Made for playing, not for reading rulebooks. · 2026