GuidesHarborfallRules

How to Play Harborfall

Written by the 2DGameClub developer who built our Harborfall game · Updated

Harborfall drops three to six players onto a freshly discovered island made of forest, field, hill, pasture, and mountain hexes, each ringed by open sea. Every dice roll pays out to whoever is touching the right hexes, so nobody is ever just waiting for their turn — you’re always watching the board for what you’re about to earn. Here is everything you need to play a full game from first settlement to the winning point.

Overview and goal

The island produces five resources: brick, lumber, wool, grain, and ore. You spend them to lay roads, plant settlements, and raise cities across the island’s corners and edges, and you’re racing everyone else to ten victory points. Points come from your settlements and cities, from two bonus awards you can fight over, and from a handful of secret cards only you can see. The first player to reach ten points on their own turn wins immediately — there’s no countdown and no final round.

Because every roll produces for every matching player, a Harborfall board is a shared engine: the hex a rival owns can hand you resources too, if your own settlement touches it. That overlap is what pushes people to trade face to face instead of playing in silence.

Components

Setup

Players take turns placing their first two settlements and the roads attached to them, going once around the table and then back in reverse order — so the last player to go gets the first crack at a second, better spot. Placing your second settlement pays you one resource card for every hex it touches; the first settlement pays nothing. No settlement may sit directly next to another, so the map fills up fast — chosen spots close off nearby options for everyone else.

Once every seat has two settlements and two roads down, the player who rolled highest during setup takes the first full turn.

A turn, step by step

  1. Roll two dice. The total decides production for the entire table, not just the active player. Anyone with a settlement or city touching a hex whose number matches the roll collects a card of that hex’s resource — one for a settlement, two for a city — unless the robber is sitting on that hex.
  2. On a roll of seven, nothing produces. Instead, everyone holding more than seven cards discards half of their hand (rounded down), and the active player moves the robber to any other land hex, then steals one random card from a rival touching that hex.
  3. Trade. The active player may trade with the shared supply at their best rate (4-for-1 always, better at a harbor they own) or propose a resource swap with any other player. Only the active player can be part of a trade, and every trade has to be a genuine two-way exchange of cards both sides actually hold — no gifts, no promises.
  4. Build or buy. Spend resources on roads, settlements, cities, or a development card, in any order and as many times as you can afford. You may also play one development card this turn (see below).
  5. End your turn. Play passes to the next player around the table.

Worked example: you roll an 8. Two of your settlements and one rival’s city touch an 8-hex, so you collect two resource cards and your rival collects two (their city produces double). You then trade two of your surplus wool for a rival’s brick, spend brick and lumber to lay a road toward an open harbor, and end your turn.

Special rules and edge cases

Development cards

Buying a card costs one ore, one wool, and one grain, and draws the top card of a shuffled deck. You may play at most one per turn, and never one bought that same turn:

CardEffect
Move & stealMove the piece that blocks production to any other land hex, then take one random card from a rival touching it. Playing several of these across a game earns a standing bonus.
Free roadsPlace two roads at no cost.
Bonus harvestTake any two resource cards straight from the shared supply.
Forced tradeName one resource; every other player must hand you all of that resource they’re holding.
Secret pointWorth one hidden point, counted the instant you draw it but never revealed unless it wins you the game.

How the game ends and scoring

SourcePoints
Each settlement1
Each city2
Longest continuous road of 5+ segments2 (can be taken by a rival who builds a longer one)
Most move-and-steal cards played, minimum 32 (only lost if another player plays more)
Each secret point card1

The moment your total reaches ten on your own turn, the game ends and you win — reaching ten because of something that happens on someone else’s turn doesn’t count until your next turn begins. Because turns are strictly one at a time, there’s never a tie for who gets there first.

Variants

Quick-reference summary