Thanks for the input (and that goes to all three of you who responded). I'll probably get Seafarers next, and then Cities and Knights later on. At this point we don't really need
more complexity, so I should probably save that treat for later.
Right now we're experimenting with house rules that I've come across over the internet...Each player starts with only one settlement
makes for a longer game certainly. It didn't really add or detract from the game, it just took us longer to get anywhere.Players have to put their starter settlements somewhere along the coast
added a touch of "realism". Although unless Catan is a vast continent there's no reason why an initial settlement wouldn't be farther inland.Players roll dice to determine where their starter settlements will go.
If you roll a 5 then you have to put your settlement on a junction touching the #5
hex. We liked this. You just have to suck up and make do with whatever resources are coming to you.Starter settlements have to be connected
, so you have a settlement and then two road sections connecting to your second settlement. We liked this too. Each player tends to take over a section of the map, just as real nations do.
I also saw a house rule that allowed players to trade their personal clothing ("I'll give you a wool and my tee-shirt for a brick"). As intriguing as this sounded, we passed on that one since I usually play with my son and daughter-in-law!