Otherwise, build the frame exactly as shown. Released in 2013, Catan: Explorers & Pirates features five scenarios and three missions based around exploring new lands and battling pirates. Replace the D1 sea hex with the D2 “Council of Catan” hex. During pirate missions your crews can become warriors. You will have to capture pirate lairs. You can catch a fish haul if either end of one of your empty ships points toward a fish shoal hex with a fish haul (example 14 A). Once you have established your first settlement in this area, you can build roads and settlements there in a regular fashion. On your way, you will encounter rich shoals of fish just waiting to be hauled aboard your ship. You each have 1 pirate ship in your supply. You earn Special Victory Points in addition to the normal points you earn by placing a settlement or city. You may place a pirate ship on any sea hex—with 2 exceptions: A “7” Is Rolled—Placing and Moving the Pirate Ship. Please note that the crews, spice sacks, and fish hauls are not used in this scenario. Otherwise, build the frame exactly as shown in example 13 below. After a discovery, you are not allowed to move the ship any farther. Sea routes separate sea hexes from each other and terrain hexes from sea hexes. You may also trade gold with your opponents, just like resource cards. Place the “Pirate LairS,” “SPiCeS For Catan,” and “FiSH For Catan” mission cards and the corresponding VP cards beside the game board. Place the “Pirate LairS” mission card and the corresponding VP card beside the game board. To play this Catan expansion, the base game, Settlers of Catan is needed. CatanGuild © {2020}. As the name suggest, this expansion gives you the option to explore the seas. After you built the frame, place the hexagonal tiles (hexes). If you place your pirate ship on a sea hex, you may steal 1 (random) resource card from the face-down hand of an opponent who has a ship on a sea route of this hex. First, you must prevail against pirates who terrorize the coasts of Catan. Take the fish haul from the hex and put it in your ship (example 14 B). Eager gold prospectors discovered this valuable mineral in some of the islands around Catan! You must use the settlement or city that earned you the chit. put them into 4 separate bags along with the wooden pieces of the same color. Also put in the 24 wooden spice sack pieces. Shuffle the 3 green moon-backed gold field hexes together with the green moon-backed standard hexes and place them face down in the northern unexplored area as shown. It performs many of the same functions as the described in the classic robber rules. All white pieces are removed, or not included from the beginning. Afterwards, you place as many spice sacks on the village of the spice hex as there are players in the game. A harbor settlement has a basin that can hold various game pieces. Whenever you make progress on a mission, move your marker forward 1 space. The scenarios included are “Land Ho”, “Pirate Lairs”, “Fish for Catan”, “Spices for Catan” and “Explorers & Pirates”. Building a Settlement with the Aid of a Settler Ship, If either end of one of your settler ships points toward. Additional VPs are earned when you complete missions. I hope that you liked this Catan seafarers rules guide, feel free leave a comment below ↓. Any remaining movement points are forfeited. Illustration D depicts a closed shipping route. If you want, you can refresh your memory, with these two articles: Released in 1997, Catan seafarers, is the first Catan expansion that has been released, An expansion consists of eight scenarios, each with different laws. that travel along your trade routes. They were added to these examples to aid in your setup. (B) You have the crews and the settler swap places. The Pirate is another new addition to Catan. You may not build a ship along a coast route if there is already a road along that hex side (and vice versa). The Standard Rules do not have the Pirate & Bandit moving except as directed by the players. The green moons go into the northern area. Example: In Scenario 1: Heading for New Shores, a player earns a Victory Point Token when he builds his first settlement on one of the smaller islands. Except for “Land Ho!” (scenario 1), each scenario is played with 1-3 missions. Because there are 8 different scenarios in Catan seafarers, the ending of the game changes between each and every one of the scenarios. In addition, each participating player moves his or her marker forward 1 space on the mission card’s victory point scoring track (mission progress). If you are friends with one of these villages, you drive away an opponent’s pirate ship not only by rolling a “6” but also by rolling the number depicted on the village. These are also placed exactly as shown in the scenario diagram. Each player who has a settlement on an intersection that borders a terrain hex marked with the number rolled receives 1 Resource Card of the hex's type. Pay the building costs, return the settlement to your supply, and replace it with a harbor settlement. You may also build settlements and harbor settlements on its intersections. at a 3:1 rate, i.e., return 3 resources of the same type to the supply and take any 1 different resource of your choice from the supply. The route includes 4 ships (a closed shipping route) and 2 roads, which are linked by settlement A. Note: Fish hauls, crews, and spices will be described in later scenarios. The 5-6 player extension was released in 2000. The gold field hexes represent regions rich in gold nuggets. The edges of a sea hex are called sea routes. Building a settler costs the same resources as building a settlement. by lordmesen Thu Jan 2, 2020 9:09 pm 2: Fri Jan 3, 2020 5:19 pm by lordmesen. Transshipping Game Pieces Between Your Ship and Your Harbor Settlement: If either end of one of your loaded ships points to a loaded harbor settlement, you may swap the position of the game pieces in the ship and harbor settlement. Combine the remaining 7 standard hexes, plus 3 fish hexes, 3 spice hexes, and 3 pirate lair hexes (all with green backs), and shuffle. They can be applied as special victory points, serve as markers. Once you have completed “Land Ho!” and are familiar with its rules, continue to scenario 2, “Pirate LairS.” The following rules will be used in this scenario and every scenario thereafter. the B1 frame pieces to the edge. Blue has no cards (but does have gold). Afterwards, place the number tokens as shown in example 13. Blue rolls a “6” and adds 1—they tie (7 to 7). Use all game rules as described in scenarios 1, 2, 3, and 4. If the result matches any discovered fish shoal hex, take 1 fish haul from the supply and place it on this hex. Settlements cannot be upgraded to cities. Use the free set-up method described in scenario 2 (above). Example 9 shows the mission card and the victory point card of the “Pirate LairS” mission with some player markers on it. Catan: Traders & Barbarians. You must befriend the inhabitants and obtain precious spices by trading with them. In a 3-player game, don’t place the game pieces of the fourth, unused color. If you have 2 or 3 settlements borderin… If either end of your fish haul-loaded ship points toward one of these stations, you may unload that ship. Gold itself cannot be used to build any pieces, so there are no gold resource cards. You cannot satisfy your hunger to expand with roads alone! The game components for a mission are stored in their own bag and always include a mission card and a victory point (VP) card. Notify me of follow-up comments by email. Otherwise, build the board exactly as shown in example 10 below. You must, of course, observe the distance rule when building all harbor settlements and regular settlements. (C) Then you load the 2 crews onto the right ship. Remember that you can only connect a road to a shipping route if there is a settlement or a city at the intersection where the two meet. Important: You can only place crews on specific destinations (an active pirate lair token in this scenario). at a 3:1 rate, i.e., return 3 resources of the same type to the supply and take any 1 different resource of your choice from the supply. Take the harbor tokens listed in the scenario description and shuffle them face down in a pile. Since Red has 1 more crew, she is the winner. For all players the standard ratio for trading with the bank is 4:1, or 4 of the same resource card for 1 card of your choice from the bank. Each of you places 1 of your markers on the “S” space of the mission cards. They were added to these examples to aid in your setup. If you discover a terrain hex, as a reward you get 1 resource of the type produced by that hex (example 3 D). Use the free set-up as described in scenario 2 (above). For example, you may first build, then trade, then build again, etc. From sheets 3 & 14: detach the 2 blue VP cards, plus the 6 fish shoal hexes and put them into the bag containing the “FISH FOR CATAN” sorting tile. Catan is one of the most popular board games of all time. Because shipping routes are just as important as roads in Seafarers, players no longer compete for the “Longest Road.” Instead, they compete for the “Longest Trade Route.”. Important: When you build a settlement with the aid of a settler ship, you must always observe the usual Catan distance rule (2 paths between settlements) In each of the two unexplored areas on the game board, you can only build your first settlement by using a settler ship. It cannot be picked up by a ship anymore. You may only move ships that are part of an open ship- ping route. Separate and shuffle the green moon and orange sun number tokens into two stacks. You must complete the movement of one ship before you can move your next ship. Shipping routes act the same way as roads for expanding your Principality. If you do so, you have the option of placing a ship, instead of a road, adjacent to that settlement. Place the 24 spice sacks beside the board. Place your new settlement on the intersection of the terrain hex, at no additional cost (example 4 C). On a small island, the Council of Catan has a station with 2 harbors for unloading your fish hauls (indicated by anchor symbols). (A) Red moves her ship loaded with 2 crews beside an intersection of a gold field occupied by a pirate lair. Shuffle the 6 pirate lair tokens with their number side face down and place them as a stack beside the board (example 10, above). Place sea hex piece G to the right of the F sea hex pieces, as shown in example 15. You are not allowed to trade or build during or after the movement phase, except when you are “Building a Settlement with the Aid of a Settler Ship” (see later on). Pirate ships are a way for you to force your opponents to pay gold to move their ships. Additional Products Required: The Base Catan Set. Each player places a marker on the “S” space of the mission card. A pirate ship may. Many of the scenarios have goals other than expanding your principality. You must pay this tribute, even if you already have spent 4 gold to buy 2 resources during your trade & build phase. As normal, each settlement is entitled to one resource, while each city is entitled to two resources. The Seafarers rules and scenarios are also, for the most part, compatible with Catan: The pirate can affect the game in three ways:. You win “Fish For Catan” if you have 15 VPs on your turn. If, during the game, you have questions or need clarification, please refer to the index on the back of this overview to locate a particular rule. If you have the board from scenario 2 already set up, remove all of the starting island, green moon, and orange sun hexes and place them in separate piles. If, by means of one of your ships, you have discovered a spice hex, you receive 2 gold. Add Example 9 shows the mission card and the victory point card of the “Pirate LairS” mission with some player markers on it. Do not use the smaller harbor tokens from the Catan game when playing with the Seafarers expansion! The additional rules include: • Rules for building, placing, and moving ships. Using the terrain hexes from the base Catan game, set up the terrain hexes on the starting island exactly as shown in example 2. Each scenario in this book includes an illustration that shows how the board should be built. If you rolled the “7” and your pirate ship is already on the game board, move it to another allowed sea hex. You and your fellow players must use ships to explore the unknown seas around Catan. Additionally, Blue already has a crew there. Notify me of follow-up comments by email. Now place your own pirate ship on any allowed sea hex and steal 1 resource card from. If you are the first player to roll a “7,” place your pirate ship on one of the allowed sea hexes. and the fish and spices must be placed into separate bags. You may remove game pieces from. Important: Loading a settler onto a ship does not end the movement of the ship. Place the 24 spice sacks beside the game board. You need the following game components from this Explorers & PiratesTM expansion: Frame pieces: 1x A1, A2, C1, C2, D1, F1, F2, and 2x B3, The game pieces listed under “Preparation” below, The terrain hexes from the “Standard HexeS + number tokens Green and oranGe” bag, Note: The large white frame numbers on the setup examples are not actually depicted on. The first scenario “LAND HO!” takes about 30 minutes to play. Use the frame pieces from the base Catan game plus the frame pieces from Explorers & Pirates. Note: player pieces are pre-bagged, and the fish and spices must be placed into separate bags. The pirate lair is captured. Seafarers adds wood/sheep as a third equally viable strategy. These basic rules will be used for all subsequent scenarios in this expansion. From sheets 11-16: detach all of the number tokens with green and orange icons on their backs and put them into the bag containing the “STANDARD HEXES + NUMBER TOKENS—GREEN & ORANGE” sorting tile. Use sea hex E to fill the gap between hex D2 and sea hex pieces F1 & F2. During this phase: Ships are moved along sea routes. If you roll a “6,” you successfully chase away the pirate ship; return it to its owner. I hope that this Catan Explorers And Pirates rules guide helped you! You must pay a separate tribute for each ship you move in this way (e.g., moving 1 ship costs you 1 gold, moving 2 ships costs you 2 gold, etc.). After you finish your movement phase, the results of the pirate lair capture are resolved as described below. 6. At the beginning of the game, each player must place. The homeport is the settlement or city adjacent to the first ship in the route. You must obey these restrictions when you move your ships: 1. a road in such a way that one of its ends points toward an undiscovered hex, you can’t discover that hex. The harbor settlement has a settler. Also, if the supply of fish hauls is depleted, you cannot roll the die for fish haul placement. Each player places 1 harbor settlement and 1 settler ship (a ship with a settler in the hold), as well as 1 settlement and 1 road, at the locations shown in example 2. From sheets 3, 4, 5 & 16: detach the 2 brown VP cards, plus the 6 pirate lair tokens, and the 6 pirate lair / gold field hexes, and place them into the bag containing the “PIRATE LAIRS” sorting tile. Each of you places 1 of your markers on the “S” space of the mission cards. Shuffle the chosen terrain hexes and place them randomly in the area of the starting island, terrain side face up. However, you are not allowed to place the fish haul on a fish shoal hex if: If you roll the number of an undiscovered fish shoal hex, do not place a fish haul. You build and place ships in much the same way as roads. You can build new pieces anywhere that is connected to your network of roads and shipping routes. Up to 2 ships may occupy a given sea route. 5. 2 harbors for unloading your fish hauls (indicated by anchor symbols). Players can build shipping lanes, which are very similar to roads. In subsequent scenarios, the Council of Catan sends you on missions. The game opens up to you piece by piece, mission by mission, until you reach the final scenario “EXPLORERS & PIRATES,” where all of the rules are used. Do the same for the orange-backed hexes, and place them in the southern unexplored area. These ships may belong to the same or different players. Take the following 11 green moon-backed hexes and shuffle them together: 6 standard hexes, 3 pirate lair hexes, and 2 random fish shoal hexes (don’t look at the front side). B. You win “Spices For Catan” if you have 15 VPs on your turn. In addition, from now on you have a permanent advantage in the game. You are not allowed to move crews overland along paths or roads. Harbors for 4 Players:You need 9 harbor tokens: 5 special 2:1 (one for each resource) and 4 generic 3:1. If you have placed a crew on the village of a spice hex, you befriend the inhabitants of this village and may immediately (i.e., during the same turn) make use of the advantage depicted on the spice hex. CatanGuild © {2020}. If you haven’t read the game overview yet, please start there. Twice during your turn, you may pay 2 gold for any The Icebergs of Catan are a fan scenario for The Seafarers of Catan created by Seth Tabberer. You may also trade gold with your opponents, just like resource cards. When you build a new ship, you may place it adjacent to any settlement or city you have already built on the coast (see Illustration A). The game is based on the original Settlers of Catan with a "pirate" theme and simpler rules. Shuffle the 6 pirate lair tokens, number side down, and place them as a stack beside the game board. To build this new settlement, return both your ship and the settler in its hold to your supply (example 4 B). Take the remaining 7 standard hexes, plus the 3 green moon fish shoal hexes, plus the 3 green moon spice hexes and shuffle them together. These loose harbors are included in Catan: Seafarers. They do not produce 2 resources like cities in base Catan. Extend the frame by removing the B1 frame pieces and replacing them with the B2 frame pieces instead. She turns the pirate lair token over so that its number side is face up. Settlements and harbor settlements cannot be built on the 4 sea-only intersections. Since the ships represent established sea routes, they may not be connected to roads, nor can roads connect directly to ships (see Illustration C). A ship is battle- ready if the following 2 requirements are met: During your turn’s movement phase, each of your battle-ready ships may make 1 attempt to chase away an opponent’s pirate ship. Place the 6 fish hauls beside the game board. The inhabitants of 2 villages are experienced seafarers and help the players to move their ships faster. If you discover a fish shoal hex, you immediately receive 2 gold. During your movement phase, you may roll the die to try to place a fish haul on one of the discovered fish shoal hexes. Players who are eligible for resources from a gold field hex may select ANY of the five resources (grain, lumber, ore, brick, or wool). For example: In example 6 B (bottom of previous column), after Red placed her ship. The backs have large white numbers. It is also the most epic in scope. Equip your ships with crews and search for the pirates' lairs. Only this time, the seas aren't quite as friendly as before. Take the following 11 orange sun-backed hexes and shuffle them together: 6 standard hexes, 2 pirate lair hexes, and 3 fish shoal hexes. Ships can only be placed on a nautical route or on a beach. The area to the west (with the pasture hex) is the starting island. 1 resource of your choice from the supply. You also constructed a shipping route starting from settlement B. Shuffle the 6 pirate lair tokens with their number sides face down. … Harbors for 3 Players:You need 8 harbor tokens: 5 special 2:1 (one for each resource) and 3 generic 3:1. Since both wood/sheep are needed for boats, players with higher probability wood/sheep hexes will be more able to explore. You may build a ship on a sea route adjacent to a hex occupied by the pirate without paying tribute, because building is not moving. A fish haul fills your ship’s hold. Victory points (VPs) are awarded for the construction of regular settlements and harbor settlements. The pirate can affect the game in three ways: A. Use example 1 as your assembly guide. Catan Explorers & Pirates consists of several different scenarios. For this scenario, you also need the game components included in the “Pirate LairS” bag. Do the same with the orange sun-backed hexes in the southern unexplored area. You use them to perform various tasks. If a pirate ship is ever placed on a fish shoal hex that contains a fish haul, the fish haul is removed and returned to the supply. This will speed up your setup time. Part of the, 60 wooden ships in 4 colors (15 ships of each color), The ship pieces in the game do not represent the individual ships, just as roads do not represent the actual carts and wagons, Roads and ships may not be built along the same coastline. This scenario is played with all of the game components of both the “Pirate Lairs” and the “Fish For Catan”mission. If, after moving a ship, one of its ends (bow or stern) points toward the corner (intersection) of an undiscovered hex, you must discover that hex (example 3 B). There are no “Longest Road” and “Largest Army” special victory point cards. Starting with scenario 2, a pirate ship rule is added. In either case, you may move the ship farthest from the homeport (as long as you didn’t buy the ship this turn). After you have concluded your trade and build phase, your turn’s movement phase begins. You may only move one ship per turn, and only during the building phase. You may not move a ship on the same turn that you originally built it. The second major expansion. Then they determine the hero. A harbor settlement is worth 2 victory points. in the game. Red and Blue immediately receive 2 gold each. Shuffle the chosen terrain hexes and place them randomly in the area of the starting island, terrain side face up. This hex is considered a ship and return them to the appropriate supply. • 1 pirate ship (black) • 1 Game Rules & Scenarios booklet EXPANSION RULES Except where noted below, Catan: Seafarers uses the same rules as The Settlers of Catan ®. A chain of connected ships of the same color form a “Shipping Route.”. 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