⬟ GLOBULAR
YOUR FIRST WORLD

How to play

Gather resources, connect settlements and compete for landmarks. For 2–8 players. Games with 5–8 players use a world with at least 92 tiles. Reach the room’s victory target on your own turn to win.

01 · QUICK START

Getting started

  1. Place a settlement and adjoining road. Every player does this once in order, then again in reverse order. These first two pairs are free.
  2. Collect your starting supplies. Your second settlement gives one card from each adjacent resource tile. Water and landmarks give none.

Before placing, inspect nearby resources and numbers. A corner touches three tiles; some may be water or landmarks. Rolls of 6 and 8 are more frequent than 2 and 12. Every settlement must have at least one empty corner between it and any other settlement.

02 · THE TURN LOOP

Roll → gather → build or trade → end turn.

Harvest together

A player rolls the dice. Tiles matching the roll give each adjacent settlement 1 resource and each city 2 resources. More dots beneath a number mean it is more likely to be rolled.

Storms block covered buildings income only from tiles touching the storm’s center. If a limited bank cannot pay everyone for a resource, nobody receives that resource for the roll.

A seven brings the storm

When a seven is rolled, players with more resource cards than the hand limit (7 by default) discard half, rounded down.

The player that rolled the 7 moves a storm, then steals one random resource from an affected opponent of their choosing.

Build

Spend resources to extend your routes, place settlements, or upgrade settlements to cities. Cities produce twice as many resources and are worth 2 points.

Building beside special tiles can earn points or better bank trades. Build and trade in any order, then end your turn when finished.

Trade

Offer other players any mix of resources in exchange for what you need. They can accept, decline, or counter; you choose a willing partner and confirm the exchange.

With the bank, trade 4 matching resources for 1 of your choice. Control a market for 3:1 trades, or build on a marked trade-site corner for 2:1 trades in its resource. Use your best rate; the bank must have the cards you request.

03 · COSTS & POINTS

Building costs and points

PieceCostPointsPlacement
Road1 timber + 1 clay0Extend your road or building. An opponent's building blocks extension through its corner.
Settlement1 timber + 1 clay + 1 grain + 1 wool1Touch your road and leave one empty corner between buildings. Must adjoin land.
City2 grain + 3 ore2 totalUpgrade your own settlement. Doubles its production and influence.
Controlled monumentControl through nearby buildings1Requires 2 influence and an outright lead. The point is lost if control is lost.

Each player has 5 settlement pieces and 4 city pieces. Upgrading returns a settlement to your supply. The host chooses a target of 5–20 points (default 10). Reach it on your own turn to win.

04 · CHOOSE YOUR PLANET

World settings

Each world has 12 pentagons; its remaining faces are hexagons. A pentagon is exactly one of: resource, water, or special landmark. Resource pentagons produce just like resource hexagons.

Globe size
32, 42, 92, 162 or 252 tiles. Larger worlds offer more space but may make games longer.
Special pentagons
0%, 25%, 50%, 75% or 100% means 0, 3, 6, 9 or 12 landmarks. The 32-tile world caps this at 50% so some pentagons can produce or become water. Default: 50%. New special tiles cycle through markets, monuments and resource-specific trade sites.
Water coverage
The selected percentage applies to all non-special tiles, rounded to the nearest whole tile. Maximum: 30% on 32/42 tiles, 50% on 92/162/252 tiles. Example: 32 tiles and 50% special pentagons leaves 26 non-special tiles; 20% water gives 5 water tiles.
Water clustering · experimental
Off scatters water without a neighbor preference. Gentle (default) or Strong makes placement next to water more likely. Shapes still vary: this does not guarantee continents or islands.

Water produces nothing. Coastal settlements need adjacent land; roads can follow coasts but cannot cross open ocean. Enable boats in room settings to build sea routes.

The preview shows an example of your settings. Your actual map is revealed to everyone when the game starts.

05 · STRATEGIC PLACES

Special tiles

At a special pentagon, each of your adjoining settlements adds 1 influence; each city adds 2. You need at least 2 and more than every other player. A tie means nobody controls it.

⇄ Market

Control improves all your bank trades to 3:1. Multiple markets do not stack.

★ Monument

Control adds 1 point. Losing your lead removes it.

2:1 Trade sites

Only marked corners grant a benefit: build a settlement or city on a marked corner to get a 2:1 bank ratio for that corner's resource. Resource icons show which trade each marked corner grants. Two marked corners share an edge and the same resource. Rare sites have a third opposite corner, granting the same or a different resource. There is no influence contest and no point bonus; discounts never stack.

Markets, monuments and trade sites may have a water appearance. Their appearance does not change their rules.

Resource and ordinary water pentagons cannot be controlled and grant no landmark bonus.

Boats and bridges

The host can enable boats and bridges separately. Both are off by default. Each edge holds one road, boat, or bridge.

PLAYER & BANK TRADES

Choose your cards, then your partner.

  1. After rolling and resolving the storm, choose Offer trade. Click cards in your remaining hand to add to You give. Click resource cards below to add to You ask for. Click a card in a pool to remove one.
  2. Use any combination of resources and unequal amounts. You can offer only cards you own. A one-sided gift is allowed; two empty pools are not.
  3. Choose Offer trade to invite the other players. They can accept if they can afford the request, reject, or counter with their own give/ask pools. Accepting does not transfer cards.
  4. The offering player sees a colored button for every other player. A checkmark means that player accepted. Click it to finalize with that player, or review and confirm a counter. Only one partner receives the exchange.
  5. The offering player can revoke the offer. Other players can change or withdraw their response. Building, bank trades and ending the turn pause until the offer is finalized or canceled. Closing the popup does not cancel it; use View trade to return.

Trade with the bank

The bank button activates only for an exact valid exchange. Each offered resource must be a multiple of its own rate: normally 4:1, 3:1 with a controlled market, or 2:1 for a claimed resource-specific corner. Every complete group buys one requested card. You can combine groups and resources: for example, 4 timber at 4:1 plus 2 ore at 2:1 buys any two resource cards. Rooms can use a limited bank of 24 cards per resource or unlimited supply. A bank trade needs the requested cards to be available; hidden counts are still checked.

In local hotseat, use Respond as to collect responses, then return to the offering player to finalize.

Storm drift

Hosts choose 1–3 storms and a drift rule before the match. Every triggering roll shifts each storm one connected position before resources are awarded. The standard trigger is 2, 3, 11, or 12. Other choices are Snake-eyes Only (2), 2s and 12s, Any Doubles, and Roll Determined.

Roll Determined uses a separate two-dice forecast at game start. Its total triggers the next dice-triggered shift, then a new forecast is rolled. Forecast rolls produce no resources, do not move storms themselves, and have no other effect. A normal seven still requires manual storm placement, even if it also triggers drift. Weather Shift and manual movement do not reroll the forecast. Storms cannot share a center, but their affected areas may overlap.

Tile centers connect to their corners; corners connect to adjoining centers and neighboring corners. Each destination is chosen randomly. The visible boundary and highlighted nodes show the exact affected area. Initial placement resource grants are unaffected.

Two-point awards

Longest road: own the longest continuous route of at least five edges for 2 points. Roads, bridges and boats count. Land routes connect to boats through your own settlements or cities. Each edge counts once; loops count, but separate branches are not added together. An opponent's building interrupts your route.

Most storm cards: play at least three storm action cards and more than any other player for 2 points. Only cards actually played count, not cards in your hand, sevens, or storm drift.

Ties stay with the current holder. If the holder no longer qualifies, a sole qualifying leader takes the award; otherwise it becomes unclaimed until there is a sole leader. Points transfer with each award. Reaching the victory target on your turn wins, including by claiming an award. A winning storm card ends the match immediately without requiring its remaining movement or theft.

Action cards

During Build and trade, draw a card for 1 grain, 1 wool and 1 ore. The deck contains six copies each of three cards. Play at most one per turn, starting on the turn after you draw it.