๐ฎ Create a session and share the code with friends
๐ค Friends join from their own browser using the code
๐ฒ Everyone rolls dice to decide turn order (ties re-roll!)
๐๏ธ Then the Tattacan game begins โ build, trade, conquer!
๐ First to 10 victory points wins!
Game Details
Session And Setup
Supports 2 to 6 players. Choosing 5 or 6 players enables the extension board.
Each match uses a 3-digit session code so friends can join from their own browser.
After the lobby, everyone rolls for turn order. Ties automatically reroll until the order is resolved.
Setup has 2 rounds of placement. The second round runs in reverse order and the second settlement gives starting resources from adjacent non-desert tiles.
Turn Rules
During normal play, the active player rolls first and then uses the action buttons to build, trade, use development cards, and end the turn.
Rolling a 7 forces every player with more than 7 resource cards to discard half. After that, the current player moves the robber and may steal 1 random resource card.
The first player to reach 10 victory points on their own turn wins the game.
Only 1 development card can be played per turn, and a card bought this turn cannot be played until a later turn.
โ๏ธ Knight โ Move the robber and steal 1 random card. Largest Army (3+ played) is worth +2 VP.
๐ค๏ธ Road Building โ Place 2 free roads immediately.
๐ Year of Plenty โ Take any 2 resource cards from the bank.
๐ Monopoly โ Name 1 resource; every other player gives you all of theirs.
โญ Victory Point โ Reveal for +1 VP (does not count against the 1-card-per-turn limit).
๐ฉธ Sacrifice โ Every other player must give the active player 1 resource card of their choice. The standard layout includes 2 Sacrifice cards; the extended (5-6 player) layout includes 4.
Trade And Board Rules
Bank trades start at 4:1 and can improve to 3:1 or 2:1 if you build on ports.
Player trades are broadcast to all opponents, and the first accepting player completes the trade.
The host can customize the board before the game starts with rules like desert-in-center, no matching terrain adjacency, no matching number adjacency, 6 and 8 separation, high-value cluster control, and keeping 2 and 12 away from the outer edge.