How the game works here
These are the standard base-game rules for 2 to 4 players, plus the 5-6 player extension on the large island, 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
The table's target on your own turn: ten victory points by default, eight or twelve if the host chose so. 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.
Five and six players
A table opened on the large island (the host picks it in the Rules menu, or types
/table create name large) seats up to six: green and brown join red, blue, white and orange. The island has
30 tiles, 11 harbours and two deserts; the bank holds 24 of each resource and the deck 34 development cards. With five
or six seated, every turn is followed by the special building phase: each other player, in turn order, may
build roads, settlements and cities and buy development cards, with 45 seconds on the clock and no trading or card
playing. Reach the target off-turn and you win when your own turn starts.
Table rules
Before the game starts the host can change the victory target (8, 10 or 12), turn on the friendly robber (nobody with 2 points or fewer gets robbed), keep sevens out of the first two rounds, play the fixed beginner island or the large one, make the table private (invite only) and set how strong the computer players are.
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, 45 s for a special building phase. Under fifteen seconds the bar counts down in red; 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. Running games are saved before a server restart: log back in and you are in your seat. 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.