How the game works here
These are the standard base-game rules for 2 to 4 players, played through Minecraft's normal controls. If you know the board game you know this; the rest of the page is about where the pieces are.
The lounge and tables
You spawn in a lounge. Right-click the map to see open tables and join one, or the crafting table to open a new one. Each table is its own island. In a lobby, right-click the bed to pick a seat colour; the host can add computer players from the same menu. Anyone seated rings the bell to start. Extra visitors spectate.
Setup
In snake order, everyone places a settlement and a road, then a second settlement and road. Legal corners glow; right-click one, then a glowing edge for the road. The second settlement pays out the resources of its three tiles.
Your turn
- Roll: right-click the dice. Every settlement next to a tile with that number earns one card (two for a city).
- Build and trade with the hotbar:
One development card per turn, never the one you bought this turn. Trade with the bank 4:1, with a harbour you own 3:1 or 2:1, or make an offer in chat that other players accept with a click.Road 1 Lumber, 1 Brick. Must touch your road or building. Settlement 1 Lumber, 1 Brick, 1 Wool, 1 Grain. On your road, two edges from any other building. City 3 Ore, 2 Grain. Replaces your settlement, earns double. Development card 1 Ore, 1 Wool, 1 Grain. Knight, Road Building, Year of Plenty, Monopoly or a hidden victory point. - End turn with the last hotbar slot.
Sevens and the robber
On a 7 nobody earns. Everyone holding 8 or more cards discards half through a menu. The roller then right-clicks a tile; the robber walks there, blocks its production and steals one random card from a neighbour of the roller's choice. A Knight card does the same without the discard.
Winning
Ten victory points on your own turn. Settlements are 1, cities 2, Longest Road (5 or more, unbroken) and Largest Army (3 or more knights) are 2 each and change hands when beaten. Victory-point cards stay hidden until they win.
Clocks, leaving and coming back
Every decision has a timer shown as the bar at the top: 60 s for setup placements, 30 s to roll, discard, move the robber or steal, 120 s for building and trading. Ten seconds before the end you get a warning; when it runs out the server makes a sensible move for you and says so in chat. The host can change or disable the timer.
Walking through the door or disconnecting keeps your seat. Your turns are played automatically until you come back with the same account. Tables with nobody at them close on their own after a while.
Manners
Chat is logged for two weeks so we can act on reports. Slurs, harassment and deliberately stalling games get you muted or banned by the operators. Everything else is fair play, including hard bargains.