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Dear Players,
Ten years ago, after publishing “Cities & Knights ,” I was asked if there would be a third
expansion of the Basic Game. I answered in the negative at that time, because I thought that all
wishes to experience more in Catan had been fulfilled. With “Seafarers ,” the game was extended
spatially, and “Cities & Knights” provided it with greater depth.
At the beginning of 2006 we started a survey in the Catan Online World where, among other
things, we asked the citizens of this virtual game world which games they would want the most.
“Variants of the Basic Game” appeared at the very top of the wish list.
This vote encouraged me to consolidate and further develop ideas for interesting variants and
expansions that had piled up in my drawer during the past 10 years. The outcome is what you
are holding in your hands now!
A Campaign with 5 scenarios opens up entirely new challenges and possibilities to experience the Basic Game in a new
fashion, and well-established variants offer alternatives to adapt the game to one’s own needs.
Hence, the third expansion is all about “Variants of the Basic Game,” and in the last two scenarios of the Campaign it
also offers a game depth that almost comes up to the standard of “Cities & Knights.”
It is impossible to satisfactorily resolve an expansion of this scope all by oneself. I therefore want to sincerely thank all
those fellow settlers mentioned under “Rule Testing and Advice” at the end of this instruction, for their valuable help.
I wish you lots of fun with Traders & Barbarians!
— Klaus Teuber, February 2007
You can find further information on the Internet at:
www.catan.com
www.mayfairgames.com
www.universityofcatan.com
www.klausteuber.com
®
®
GAME COMPONENTS
CONTENTS
• 98 game pieces
– 24 knights (6 of each color)
– 12 bridges (3 of each color)
– 4 wagons (1 of each color)
– 36 barbarians (bronze color)
– 22 camels (brown color)
• 120 cards
– 1 set of cards for “Catan Event Cards” variant
– 4 cards for “The Fishermen of Catan” scenario
– 1 set of cards for “Barbarian Attack” scenario
– 2 sets of cards for “Traders & Barbarians” scenario
• 17 terrain tiles, fishing ground tiles, and sea frame pieces
• 40 gold coin counters (25 small, 15 large)
• 3 Special Cards/Tiles: “Harbormaster,”
“Wealthiest Settler,” and “Poor Settler” (4 copies)
• 21 Catan chits
• 36 commodity tokens
• 30 fish tokens
• 1 variants & scenarios rules booklet
Introduction ..........................................................page 2
The Variants......................................................pages 3-7
n The Friendly Robber ........................................page 3
n Catan Event Cards ............................................page 4
n Harbormaster ..................................................page 6
n Catan for Two ..................................................page 6
The Campaign ................................................pages 8-23
n The Fishermen of Catan*..................................page 8
n The Rivers of Catan* ......................................page 10
n The Caravans..................................................page 12
n Barbarian Attack ............................................page 15
n Traders & Barbarians ....................................page 19
Credits ..................................................................page 24
* — These scenarios differ significantly from those previously
published with the same names. Both have expanded rules; the first
has an added lake, while the second has more river hexes. Read the
rules for each of these scenarios carefully before beginning play.
2
BEFORE YOUR FIRST GAME
Carefully detach the die-cut cardboard pieces from the
frames. On the backs of the larger pieces, you will find the
name of the corresponding variant or scenario. The color of
each back serves as an additional distinguishing characteristic—each variant/scenario has a unique corresponding color.
You can also find those colors on the card backs.
Variant “The Friendly Robber:” ..............................Gray g
Variant “Catan Event Cards:” ................................Black g
Variant “Harbormaster:” ........................................Red g
Variant “Catan for Two:”..............................Light Green g
NOTE
Scenario “The Fishermen of Catan:” ................Sea Blue g
The variants can be used and combined with each other
as well as with the Traders & Barbarians (T&B) scenarios,
with Catan: Seafarers , scenarios, and to a certain extent
with Catan: Cities & Knight . For some variant/scenario
combinations, the rules have to be slightly modified or
adapted. Such adaptations of rules are specified in each of
the respective variants and scenarios.
Scenario “The Rivers of Catan:” ....................Dark Blue g
Scenario “The Caravans:” ........................................Tan g
®
Scenario “Barbarian Attack:” ......................Dark Green g
®
Scenario “Traders & Barbarians:” ......................Purple g
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THE FRIENDLY ROBBER gg
g
THE RULE CHANGE
What’s going on in the forest of Catan? Strange stories are
coming out of the dark woods of the Black Forest, hinting
that Isebold and his dreaded robbers have disappeared
without a trace, and that a young lad has taken his place.
His name is said to be Rob de Hood, and supposedly he is
only taking from rich travelers. Poor devils are allowed to
move on…
Duration of the Game: ................according to scenario
Additional Components: ........................................none
When a “7” is rolled or a Knight Card is played, the robber
may not be moved to a terrain hex that is adjacent to a
settlement of a player who only has 2 victory points.
If, because of this rule, the robber has no valid terrain hex
to move to, the robber moves to (or remains on) the desert
hex. In this case, a Resource Card may not be taken from any
player who only has 2 victory points.
When using this rule, you still lose half of your Resource
Cards when a “7” is rolled and you have more than 7
Resource Cards.
g
g
WHAT IT IS ABOUT
TIPS FOR PLAYING THIS VARIANT
This variant should always be used when playing in a
family circle, particularly when children are participating
in the game.
Who hasn’t experienced the frustration of having the robber
moved next to one of your settlements early in the game? Not
only may you lose a resource, but the robber blocks crucial
resource production until a “7” is rolled or a Knight Card is
played. The “Friendly Robber” variant protects you from the
robber until you have more than 2 victory points.
g
POSSIBLE COMBINATIONS
This variant can be combined with all other T&B variants,
T&B scenarios, and Seafarers scenarios, without rule changes.
3
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CATAN EVENT CARDS gg
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SPECIAL PREPARATION
Separate out the “Brief Rules” card and the “New Year”
card.
a) Shuffle the remaining 36 cards.
b) Place 5 of the shuffled cards face down to start
the Event Card deck.
c) Place the “New Year” card face down on top of
these 5 cards.
d) Place the remaining shuffled cards face down on
top of the “New Year” card.
“Every man is the architect of his own fortune”—this
proverb is true also in Catan. Pick up the dice and
challenge fortune each time anew! Of course, sometimes
one will be at odds with the forces controlling fate, when
one’s own numbers won’t come up and fortune only
smiles on the other players.
But now it seems that so-called “scientists” have
succeeded in making “fortune” a more calculable affair—
by applying statistical methods. And it actually seems
to work! Although, from what one hears, the use of
mathematics also has unpleasant consequences: It is
no longer possible any more to excuse one’s own defeat
by saying that one’s numbers didn’t come up…
Duration of the Game: ................according to scenario
Additional Components:
You have prepared the Event Card deck and are ready to
begin play. Each turn, reveal the top Event Card, then resolve
any event shown first, and finally produce resources using the
number on the circular chit on the card.
When the “New Year” is revealed, repeat the preparation
process above to create a new Event Card deck (then reveal
the top card, resolve any event, and produce resources using
the number on the new card).
Note: Each time the deck is prepared, 5 cards are excluded from
play until the next time the deck is prepared. This creates some
uncertainty to the final resource rolls as the deck runs out. If having
a perfect dice distribution is more important to you, feel free to play
through all 36 cards without the “Year Card,” and simply reshuffle
when all cards have been used!
g
ADDITIONAL RULES
Robber Attacks! (Prod. #s: 6x “7”)
1. Each player with more than 7 cards
must discard half (rounded down).
2. Move the robber. Draw a random
resource card from any 1 player
with a settlement and/or city next to
the robber’s new hex.
g
Epidemic (Prod. #s: “6” and “8”)
Each player receives only 1 resource
for each of his cities that produces this
turn.
Cities & Knights: You may not
take a commodity card.
WHAT IT IS ABOUT
These cards replace the dice! On your turn, you don’t roll
the dice, but instead you turn the top card of the Event Card
deck face up. The number on the circular chit on the card
determines which terrain hexes produce resources.
That face-up card may also trigger a particular event. There
are a total of 11 different events, and almost half of the cards
have events.
The statistically correct distribution of the numbers on the
cards reduces the randomness produced by dice rolls.
However, in exchange, the events inject new elements of
chance into the game—thus producing a slightly different
ambience.
Earthquake (Prod. #: “6”)
Each player turns 1 (maximum) of his
roads sideways. You may not build
roads until your turned road is
repaired. The repairs cost 1 lumber and
1 brick. Roads turned sideways are still
counted towards the “Longest Road.”
4
Good Neighbors (Prod. #: “6”)
Each player gives the player to his left
1 resource of the giver’s choice (if he
has one).
Cities & Knights: Instead of a
resource, you may give a commodity. You must give a commodity if
that’s all you have in your hand.
Conflict (Prod. #: “3”)
The player with the “Largest Army”
card (if not claimed, each player with
the most knight [or soldier] cards)
takes 1 resource card at random from
any one player.
Cities & Knights: Each player
with the highest total value of
active knights takes a random
resource/commodity card.
You may not take a progress card.
Tournament (Prod. #: “5”)
The player(s) with the most knight
(or soldier) cards revealed takes 1
resource of his choice from the bank.
Cities & Knights: The player(s)
with the most active knight points
takes a resource card. You may not
take a commodity card.
Plentiful Year (Prod. #: “2”)
Each player may take 1 resource of
his choice.
Cities & Knights: You may not
take a commodity card.
Trade Advantage (Prod. #: “5”)
The player with the “Longest Road”
card (if not claimed, the player with
more roads than any other player) may
take one resource card from any player.
You may not take a development card.
Cities & Knights: You may not
take a progress card.
Cards Without Events (Prod. #s:
“3,” “4,” 2x “5,” 2x “6,” 4x “8,”
3x “9,” 2x “10,” “11”)
The settlers labor. Catan prospers!
Note: No event occurs.
New Year
1. Shuffle all the event cards (except
this card).
2. Put 5 event cards face down and
place this card on top.
3. Place the remaining 31 event cards
face down on top of this card to
form a new draw pile.
4. Draw the top card to begin the
turn.
Calm Sea (Prod. #s: “9” and “12”)
The player(s) with the most harbors
receives 1 resource card of his choice.
Cities & Knights: You may not
take a commodity card.
Robber Flees (Prod. #s: 2x “4”)
The robber returns to the desert. Do
not draw a card from any player.
g
Neighborly Assistance
(Prod. #s: “10” and “11”)
The player(s) with the most victory
points give(s) each player with fewer
victory points 1 resource card of his
choice. If you don’t have enough
resources to give each eligible player 1
resource, you give no resources.
Cities & Knights: You may give a
commodity in place of a resource.
You must give a commodity if that’s
all you have.
POSSIBLE COMBINATIONS:
This variant can be combined with all other T&B variants,
T&B scenarios, and Seafarers scenarios, without rule changes.
For Cities & Knights: Roll the C&K event die every time you
turn over an event card. If the event die shows a city gate, use
the red die value shown on the event card for Progress Cards.
Then play proceeds normally.
5
ggg
HARBORMASTER ggg
ggg
With its dangers and temptations, the sea has always
attracted adventurous people. They congregate in harbors,
which is why harbors are home to an exceptional number
of adventurers. Whoever can control those savage hordes of
adventurers is undoubtedly destined for greater things—
maybe even the title of Harbormaster! Will it be the first
step towards even higher honors?
Duration of the Game: ................according to scenario
Additional Components:
g
The Catanians are sociable people. They get together and
have fun—groups of four have the most enjoyable experiences, although life can still be very exciting for groups of
three. But more and more frequently, groups of two can be
seen searching for adventure all by themselves.
But wait a minute, these people can be helped: now the
fun for two plus two has arrived! Two are real, the other two
imaginary—give the challenge of “Catan for Two” a try!
Duration of the Game: ................according to scenario
Additional Components:
WHAT IT IS
ABOUT
As trade becomes
more and more
important in Catan,
the harbors have an
ever-increasing relevance. Settlements
and cities at harbor
locations provide
“harbor points.”
The player with the
most harbor points
receives 2 special
victory points.
g
g
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SPECIAL PREPARATION
THE GAME
ADDITIONAL RULES
• A settlement at a harbor gives 1 harbor point. A city at a
harbor gives 2 harbor points.
• The first player to acquire 3 harbor points receives
the Special Card: “Harbormaster,” which is worth
2 victory points.
• If another player acquires more harbor points, he takes
the Harbormaster card and the 2 victory points.
g
SETTING UP
For each neutral player, place 1 settlement (without a road)
on one of the intersections of the game board marked in the
following illustration.
The normal rules for The Settlers of Catan apply. If you have
11 or more victory points during your turn, the game ends and
you are the winner.
g
SPECIAL PREPARATION
Place the two sets of game pieces not chosen by the players
beside the game board. They will serve as game components
for the two imaginary neutral players.
Also place the trade tokens beside the board. At the beginning of the game, each player receives 5 trade tokens.
Place the Special Card “Harbormaster” beside the board.
g
CATAN FOR TWO ggg
POSSIBLE COMBINATIONS
This variant can be combined with all other T&B variants,
T&B scenarios, and Seafarers scenarios, without rule changes.
For any scenario, the normal number of victory points
required for victory should be increased by one point.
6
Using Trade Tokens to Take Actions
On your turn, you may pay 1 or 2 trade tokens and take one
of these actions:
• Action “Forced Trade:” You draw 2 random cards
from your opponent’s hand; in exchange, you give your
opponent 2 cards of your choice from your own hand.
If either player only has 1 card, you may only exchange
1 card.
• Action “Move Robber:” You may move the robber to
the desert hex.
If your victory point total is less than or equal to your
opponent’s total, you must pay 1 trade token to take an action.
Otherwise, an action costs you 2 trade tokens. Return spent
trade tokens to the supply.
Replenishing Trade Tokens
• Once during your turn, you may discard one of your
face-up Knight Cards and take 2 trade tokens in exchange.
If you hold the Largest Army card and discard a face-up
Knight Card, you might have to set aside the Largest Army
card. If you only have only 2 face-up Knight Cards after
discarding, also set it aside. If you and your opponent have
the same number of face-up Knight Cards (or your opponent has more) after discarding, set it aside. Thereafter, a
player that has the most (at least 3) face-up Knight Cards
takes the Longest Road card.
• When you build a settlement adjacent to the desert hex,
take 2 trade tokens (also applies during the set-up phase).
• When you build a settlement on the coast, you take 1 trade
token (also applies during the set-up phase).
• When you build a settlement adjacent to both the desert
and the coast, you take 3 trade tokens (also applies during
the set-up phase).
You and your opponents then build your two starting
settlements with roads, according to the normal set-up rules.
Therefore, after finishing the set-up phase, each player has
2 settlements and 2 roads on the game board, while each
neutral player has 1 settlement.
g
THE GAME
In principle, the normal 3-4 player rules for The Settlers of
Catan apply. The changes are described below.
g
ADDITIONAL RULES
Rolling for Production
On your turn, you roll the dice twice in a row. It is essential
that the two dice roll results differ from one another.
Should the second dice roll give the same result as the first
one, roll again—as many times as necessary to produce two
different results. Immediately after each of the two dice rolls,
the two real players obtain resources and/or move the robber
(a “7” result).
g
POSSIBLE COMBINATIONS
This variant can be combined (without rule changes) with
all other T&B variants, and with T&B and Seafarers scenarios
in which the Largest Army is not excluded.
Building Progress of the Neutral Players
For Combination with “Catan Event Cards”—On your
turn, you draw two event cards instead of rolling the dice.
If the second card has the same production result as the first,
no further cards are drawn. The production result is only
applied once.
For Combination with “Cites & Knights”– No 2-player
rules have been developed for “Cities & Knights.” As soon as
such rules are developed, they will be available on
www.catan.com.
When you build a road, you must also build (for free) a
road for either of the two neutral players. When you build a
settlement, you must also build (for free) a settlement for
either of the two neutral players. If there is no legal settlement
location for the neutral players, you must build a road instead.
When you build a city or buy a Development Card, the
neutral players are not affected. The neutral players do not
receive resources; however, a neutral player can obtain the
“Longest Road.”
7
g
WHAT IT IS ABOUT
The coasts and lakes of Catan are teeming with fish, but fish
has been a rare, though known commodity, in Catan. So, what
could be more obvious than sending fishermen to the shores
of Catan to retrieve the precious goods from the depths of lake
and ocean?
The fish caught soon proves to be a coveted commodity. For
2 fish, the robber voluntarily leaves Catan. For 4 fish, the bank
forks out a resource. For 5 fish, workers don’t mind building a
road for free…
This Campaign consists of 5 different scenarios—starting
with the simple “The Fishermen of Catan” and ending with the
somewhat more complex “Traders & Barbarians.” Because of
the increasing level of difficulty, we recommend that you play
the scenarios in sequential order.
In theory, each scenario in this Campaign can be combined
and played with each other T&B scenario, and with Cities &
Knights and each Seafarers scenario. In practice, each combination of scenarios would need an adaptation of the rules. A
description of each possible combination would go beyond the
scope of these rules. During 2008, we will publish the most
useful possible scenario combinations at www.catan.com.
Just stop by our website once in a while to see what’s new!
g
g
SPECIAL PREPARATION
• Replace the desert hex with the lake hex. The lake cannot
be placed on the edge of the island (i.e., the coast).
• Mix the fish tokens and the old boot token together face
down and place them near the resource cards.
• On each frame section, place a fishing ground tile on a
free vertex such that each points towards the island.
• If you place your second settlement adjacent to a fishing
ground tile, you receive a fish token (see below) in
addition to your normal starting resources.
• Place the robber beside the game board. It enters the
game only when the first “7” is rolled.
THE FISHERMEN OF CATAN g
After the settlers have built their first settlements, created
agricultural crop land, and multiplied their flocks of sheep
on the fertile pastures of Catan, they lean back in their
chairs, satisfied. Totally satisfied? No, not totally. It’s true
that lamb and bread are delicious food—but every day the
same dish makes some settlers wish their menu would
show a little more diversity. Thus, it is only a matter of
time until a couple of settlers equip themselves with fishing
rods and nets, and try their luck on the shores of Catan or
the recently discovered lake. Meaning that the peaceful days
for the fish of Catan are definitely over…
Note: This scenario differs significantly from the scenario previously
published with the same name. This scenario has expanded rules and
an added lake hex. Read these rules carefully before beginning play.
Duration of the Game: ..................about 45-60 minutes
Additional Components:
g
THE GAME
The normal rules for The Settlers of Catan apply. The
changes are described on the next page.
8
g
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ADDITIONAL RULES
SPECIAL CASES
• 7 fish tokens at most: You may not have more than
7 fish tokens at any one time. If you already have 7 fish
tokens and would obtain another 1 or 2 fish tokens for a
settlement or city, you may exchange one of your fish
tokens with a fish token from the supply (hoping for a
token with more fish on it).
• You cannot “make change:” If the number of fish on
your tokens is more than the purchase price, you lose the
excess fish.
• Multiple actions per turn are allowed: You may use
fish tokens for more than 1 action during the same turn.
However, you must perform the actions one by one and
independently from one another. For example, you may not
hand in 2 tokens with 3 fish each and that way move the
robber to the desert (2 fish) and take 1 resource from the
bank (4 fish).
• Fish tokens are not resources: Fish tokens do not
count as resources: do not count them against your hand
limit and do not discard them when a “7” is rolled on the
dice. Similarly, the robber cannot be used to steal fish
tokens.
• Harbors and fishing grounds: If you have a settlement
or city on an intersection that touches both a harbor and a
fishing ground tile, you receive both benefits.
• When the fish tokens are depleted: When the last
face-down fish token is drawn, turn over all the used fish
tokens and mix them up again to form a new supply.
• No trading fish: Fish tokens may not be traded
between players.
Fishing
Each fishing ground tile touches 3 coast intersections.
Settlements and cities built on these intersections have a
chance to collect fish tokens. Each fishing ground tile shows
a dice roll number. When the number on a fishing ground
tile matches the number on the production dice roll, each
settlement or city adjacent to that fishing ground tile collects
fish tokens. Each settlement collects 1 token, while each city
collects 2.
If you have a settlement or city on an intersection adjacent to
the lake hex, you may draw a fish token (2 for a city) whenever a 2, 3, 11, or 12 is rolled.
Fish tokens are drawn randomly from the supply. If there are
not enough fish tokens to fulfill everyone's production, no one
receives any fish tokens that turn.
When you draw a fish token, examine it. If it is the old boot
token, you must reveal it immediately (see below). If it shows
fish, keep it face down in front of you until you choose to
spend it.
g
Actions with Fish Cards
AN OLD BOOT …
If you draw the old boot, you must reveal it immediately!
During your turn after rolling the dice, you can give the old
boot away. You can give the boot to any other player who has
the same or more victory points than you. But, if you alone
have the most points, you must keep the old boot for yourself.
As long as the old boot is in your possession, you need 1
additional victory point to win the game! So, you would need
11 victory points to win the basic Settlers game. The old boot
is therefore not a negative victory point. Anyone who owns it
merely needs one additional victory point to win.
On each fish token, 1, 2, or 3 fish are depicted. During your
turn, you can discard fish tokens in order to take certain
actions. You may discard multiple fish tokens to perform
more useful actions. The more fish you discard, the bigger
the benefit:
2 fish ..............Move the robber off the board (do not steal
any cards) until he is to be moved again
(via a “7” or the use of a Knight Card).
3 fish ..Steal a random resource card from another player.
4 fish..........Take a resource of your choice from the bank.
5 fish......Build a free road (as per normal building rules).
7 fish ..................................Draw a free development card.
g
END OF THE GAME
The game ends as soon as a player has enough points during
his turn to win (10 normally, 11 if you have the old boot).
Place the fish tokens you spend face up next to the supply of
fish tokens.
9
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COMBINATION WITH VARIANTS
This scenario can be combined with any of this expansion’s
variants.
THE RIVERS OF CATAN gg
While some settlers have totally committed themselves to
fishing, others are settling near the rivers of Catan. These
rivers are proving to be the true lifelines of the island. The
river trade is flourishing particularly well—as reflected in
profits of sheer gold!
No wonder that soon roads are appearing along the
rivers, and mighty bridges are crossing the water. Everyone
wants to be the wealthiest settler of the island. But it often
happens that, while one gets rich, many others get poor.
How will you fare?
For combination with “Catan for Two:”
• During set-up, each player receives 5 fish tokens: 2 tokens
with one fish, 2 tokens with 2 fish, and 1 token with 3 fish.
The remaining fish tokens are shuffled and placed face
down beside the game board.
• Trade tokens are not used. The player who has fewer
victory points needs 1 fish less for each action.
• New fish tokens are obtained only when the number of
a fishing ground tile or the lake hex is rolled—not by
building a settlement on the coast or by handing in a
Knight Card.
Note: This scenario differs significantly from the scenario previously
published with the same name. This scenario has expanded rules and
more river hexes. Read these rules carefully before beginning play.
Duration of the Game: ..................about 45-60 minutes
Additional Components:
For combination with “Catan Event Cards:”
• Robber Flees: Place the robber beside the game
board until he is used again (via a “7” or the use
of a Knight Card).
When combined with the variant “Harbormaster,” this
scenario should be played until one player reaches 11 victory
points during his turn (12 victory points with the old boot).
g
WHAT IT IS ABOUT
For each road and each settlement you build adjacent to a
river hex(s), you receive 1 coin. You can trade 2 coins for any
one resource of your choice. If you have the most coins, you
are the Wealthiest Settler, which earns you a Special Victory
Point. But be careful! If you squander your coins, you could
easily become a Poor Settler and thus lose 2 victory points.
10
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SPECIAL PREPARATION
• Assemble the frame and place the 3 river tiles as shown in
the illustration at the right. Replace two frame pieces from
basic Settlers (labeled 4–5 and 5–6) with the corresponding frame pieces provided in this expansion.
• Remove from play the following terrain hexes from the
basic Settlers: 2 mountains hexes, 2 hills hexes, 2 pasture
hexes, 1 desert hex. Use the remaining terrain hexes to
create the rest of the island.
• When placing number tokens, skip the two swampland
hexes and do not place tokens on them.
• Place the first number token “A” on any coastal hex. Then,
skip number token “2” (B) and set it aside. Place the
remaining number tokens in alphabetical order, just as in
the set-up of the basic Settlers game. Finally, place number
token “2” (B) on the hex with number token “12” (H).
Now that hex produces resources whenever a “2” or a
“12” is rolled.
• Place the robber on one of the two swampland hexes.
• Place the coins beside the game board. At this point, none
the players have coins.
• Take the 3 bridges of your color.
• Place the “Wealthiest Settler” and “Poor Settler” tiles
beside to the game board.
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Settlements and Roads Adjacent to the River
As in the set-up phase, you receive 1 coin for each road
and each settlement that you build adjacent to a river hex.
However, you do not receive any coins for a settlement
adjacent to a river hex being upgraded to a city.
SETTING UP
Each player builds 2 settlements with 1 road each, as is customary in the basic Settlers game. The following rules apply:
• You may not build a road on any of the “building sites” for
the bridges—a building site is a path (see dotted lines) that
crosses a river. This rule applies during the whole game.
• For each settlement you build adjacent to 1 or 2 river
hexes, you receive 1 coin.
• For each road you build on a path adjacent to a river hex,
you receive 1 coin.
Building Bridges
Building a bridge requires 2 brick and 1 lumber. A new
bridge must always connect to 1 of your existing roads,
settlements, or cities. A bridge can only be built on one of the
7 building sites for bridges—a building site is a path that
crosses a river. For each bridge you build, you receive 3 coins.
For the purposes of the Longest Road and settlement building,
a bridge is treated as if it were a road. You can only build
3 bridges. You may not use the Development Card “Road
Building” to build a bridge instead of a road.
The “Poor Settler” & “Wealthiest Settler” Tiles
You can start the game with up to 4 coins. If you have the
smallest number of coins, you receive one of the “Poor Settler”
tiles (minus 2 victory points). If multiple players are tied for the
smallest number of coins (even 0 coins), each of those players
receives a Poor Settler tile (minus 2 victory points).
If you and you alone have the most coins, you receive the
“Wealthiest Settler” tile. This tile is worth 1 victory point.
g
ADDITIONAL RULES
Poor Settler Tiles
If you have the smallest number of coins at any point in
the game, you receive one of the Poor Settler tiles (minus
2 victory points). If multiple players are tied for the smallest
number of coins, each of those players receives a Poor Settler
tile. As soon as you no longer have the smallest number of
coins, you return your Poor Settler
tile to the supply. When you have this
tile, your number of victory points is
reduced by 2.
THE GAME
The normal rules for The Settlers of Catan apply. The
changes are described below.
11
gggg THE
Wealthiest Settler Tile
This Special Tile is worth 1 victory
point. Initially, you receive the
Wealthiest Settler tile by being the
only player to have the most coins.
If you hold the Wealthiest Settler tile, you lose it if another
player’s number of coins equals or exceeds your number of
coins. This can happen due to you spending coins or due to
another player receiving coins. When you lose the tile, one of
two things could happen:
• If a player is the only player with the most coins, he
receives the Wealthiest Settler tile and the associated
victory point.
• Otherwise, the tile is set aside until there is only one player
with the most coins.
CARAVANS gggg
Recently, Catan has been enjoying steadily growing
wealth, thanks to its industrious settlers, fishermen, and
merchants. But not all of the settlers are satisfied. For
some, Catan has become too busy and agitated. To get away
from the hustle and bustle, they drive the robber from the
desert and settle at a small oasis. Now they have some
peace and quiet, while enjoying the clean and dry desert
air—but soon the diet is lacking variety, and the wool
necessary to make new clothes becomes scarce…
Duration of the Game: ......................about 60 minutes
Additional Components:
The Coins
Up to two times during your turn, you may spend 2 coins to
buy a resource of your choice. You can spend coins the turn
you receive them. You may also trade coins as if they were
resources—you can trade with other players and with the
bank at 4:1 (3:1 or 2:1 with harbors). Coins cannot be stolen
by the robber. Coins cannot be taken by using a “Monopoly”
Development Card.
g
g
WHAT IT IS ABOUT
Nomads have settled at the oasis. They are in dire need of
wool and grain, and they offer commodities of the desert in
exchange. Since the settlers of Catan can always spare some
sheep and grain, the nomads are sending out camels to
transport those coveted resources. Three caravans are formed
during the course of the game—each caravan consists of a
string of camels that begins at the oasis. Each settlement and
city adjacent to a caravan route is worth an extra victory point.
Each road running parallel to a caravan counts double
(important for determining Longest Road).
END OF THE GAME
The game ends when a player reaches 10 VPs during his turn.
g
TIPS FOR PLAYING THIS SCENARIO
If you receive the Poor Settler tile, your chances of winning
the game are greatly reduced. Therefore, you should use
your coins to buy resources only when you still have enough
options to build at the river, and thus replenish your own
gold reserves.
g
COMBINATION WITH VARIANTS
g
SPECIAL PREPARATION
The oasis hex replaces the desert. Place the oasis hex at
the very center of the island before creating Catan—the
orientation of the oasis
is arbitrary. Place the
camels beside the game
board. Place the robber
beside the game board;
as soon as the first
“7” is rolled, place
him on any hex with
a number token (not
on the oasis).
This scenario can be combined with any of this expansion’s
variants.
For combination with “Catan for Two:”
• When you build a settlement adjacent to a swampland hex,
you receive 2 trade tokens.
• Instead of sending the robber to the desert (which does
not exist in this scenario), he is sent to a swampland hex.
For combination with “Catan Event Cards:”
• Robber Flees: The robber is placed beside the game
board until he is used again (via a “7” or the use of a
Knight Card).
When combined with the variant “Harbormaster,” this scenario should be played until a player reaches 11 victory points
during his turn.
12
g
THE GAME
• If there is still an open caravan starting point, you may
place a camel there to start a new caravan.
• It is not possible for a caravan to branch. For each
caravan, there will always be 2 or fewer paths on which to
place a new camel. There are only 3 caravans, so there will
be a maximum of 6 possible paths on which a camel may
be placed during any given turn. The players vote on where
each camel is placed.
The normal rules for The Settlers of Catan apply. The
changes are described below.
g
ADDITIONAL RULES
If, after set-up, you build any settlements or upgrade any settlements to cities during your turn, 1 camel is placed after you
finish your turn. However, you do not necessarily choose
where to place the camel; instead its exact placement is
determined in a voting round (see below).
Example 2: The camel has been placed on position “A.” Now there
are 4 paths where the next camel may be placed.
Placing a Camel
During play, 3 different caravans develop and extend—each
starts at the oasis and consists of a string of camels.
• You must always place a camel on a path. That path may
not already be occupied by another camel, but it may be
occupied by a road. You may also build a road on a path
occupied by a camel. Place any road and camel on the
same path side by side.
• Each camel has a “front” end (the head).
• You must place the first camel of a caravan on a path
directly pointed to by one of the 3 arrows on the oasis
hex (see example 1)—the camel’s front must point away
from that arrow. Each caravan’s first camel starts from a
different arrow.
Example 1: The first camel must be placed. There are 3 paths on
which it may be placed.
Voting Round
During a voting round, you get to bid once to determine how
many votes you have to influence the placement of a camel.
Bidding starts with the player who just finished his turn, and
proceeds in a clockwise direction. You bid by placing wool
and grain resource cards face up in front of yourself. Only
players who have bid at least one card can negotiate with each
other to determine where to place the camel.
• You have one vote for each card that you bid.
• If you have more votes than all of the other players
combined, you choose where to place the camel.
• Otherwise, if 2 or more players combined have the
majority of the votes and they agree on the placement of
the camel, they place the camel accordingly.
• Otherwise (no agreement is reached), the player who has
the most votes chooses where to place the camel (even if
this player is in the minority of total).
• Otherwise (there is no “most votes” player), the player
who just finished his turn chooses where to place the
camel (even if he has no votes).
• Finally, all players discard their resources used for voting.
• You must place each of the second and latter camels of
a caravan on a path in such a way that the new camel is
adjacent to the “front” of the last previously placed camel
in its caravan (see example). The new camel’s front must
also point away from the last previously placed camel in
its caravan.
Note: Each player is offered only one opportunity to vote. Adding
more bidding cards to the first offer later on is not allowed.
13
g
g
SPECIAL CASES
In the basic Settlers game, wool is usually the resource considered least important. In this scenario, wool takes on a
greater significance—wool is used for votes that affect camel
placement, which can lead to additional victory points. Grain is
also used for votes, but it can be more useful than wool for
building. So it is often a good idea to place a settlement adjacent to or close to productive pasture terrain during the set-up.
End of a Caravan
A caravan ends when it can no longer be extended by adding
a camel. In addition, when the camel supply is depleted, all
3 caravans end.
Merging of 2 Caravans
Two caravans meeting at an intersection merge as soon as
the next camel is placed and will be continue as a single
caravan.
g
COMBINATION WITH VARIANTS
You can combine this scenario with any of this expansion’s
variants.
For combination with “Catan for Two:”
Each voting round determines the placement of 2 camels:
• If you win the vote, you place 2 camels. However, you must
extend 2 different caravans.
• In case of a tie, each player places a camel—first the player who just finished his turn and then the other player.
• Instead of sending the robber to the desert, he is placed
beside the game board until he is used again (via a “7” or
the use of a Knight Card).
Camels on the Coast and at the Oasis
A caravan may be extended by placing a camel on an
appropriate coastal path.
A caravan’s first camel may not be placed on a path along
the edge of the oasis hex. However, if a caravan finds its way
back to the oasis, a camel may be placed on a path along the
edge of the oasis hex.
Caravans Benefits
• Longest Road — A road on the same path as a camel
counts as 2 roads for the purposes of Longest Road. For
example, if a player has 4 continuous road segments and
2 of those road segments are on the same paths as camels,
it would count as road with a length of “6.” This would
fulfill the requirement of a length of at least “5” for initial
Longest Road.
• Increase in value of cities and settlements —
Each settlement or city located between 2 camels is worth
1 additional victory point.
For combination with “Catan Event Cards:”
• Robber Flees: Place the robber beside the board until he is
used again (via a “7” or the use of a Knight Card).
When combined with the variant “Harbormaster,” this
scenario should be played until one player reaches 13 VPs
during his turn.
Example 3 (see the illustration at the right):
During the course of the game, 3 somewhat
longer caravans have developed. A settlement
of player “White” and 2 settlements of player
“Blue” are each worth 1 additional victory
point—because each is located between two
camels. Moreover, 3 roads of player “Blue”
and one road of player “White” count double
for Longest Road. There are currently 6 paths
on which a camel can be placed.
g
TIPS FOR PLAYING THIS SCENARIO
END OF THE GAME
The game ends when a player reaches
12 victory points during his turn.
14
ggg BARBARIAN ATTACK ggg
Catan’s wealth doesn’t go unnoticed. Fearsome barbarians, eager for booty, are landing on the coasts of Catan,
spreading fear and terror. The fun is over—the peaceful
times are history! One never knows where the barbarians
will strike. There are only a few initial raiders, but their
numbers increase rapidly. At first they only ruin resource
production. But as their strength grows, they threaten to
besiege settlements and cities—with devastating consequences.
But Catanians stand by each other. They respond by
training Knights to send into battle—but will they be
strong enough?
Duration of the Game: ..................about 60-90 minutes
Additional Components:
• Place the inner terrain hexes: Randomly place the following hexes in the white inner area: 1 forest, 1 pasture, 1
hills, 2 mountains, and 2 fields. One forest hex is not used.
• Placing number tokens: After placing the hexes, place
the number tokens following the pattern shown below.
• Take the 6 knights of your color.
• Place a Barbarian on the hex with the “2” number token
and on the hex with the “12.” The remaining Barbarians
are placed beside the game board.
• Use the new 26 Development Cards that this expansion
provides for this scenario. Do not use any of the basic
Settlers game Development Cards.
• Do not use the Special Card “Largest Army.”
• Do not use the robber.
g
WHAT IT IS ABOUT
Eager for booty, the barbarians are landing on the shores of
Catan. At first, their mere presence spreads fear and terror.
But as more and more barbarians cross the ocean, they begin
to occupy coastal hexes and block resource production. The
barbarians even threaten to capture coastal settlements and
cities. To survive, the Catanians must prepare their knights at
the Castle and—demonstrating never before seen unity—send
them into battle against the barbarian hordes.
g
SPECIAL PREPARATION
• Place the outer terrain hexes: First, place the desert
hex and the castle hex as shown at the top of the next
column. Randomly place the following hexes in the gray
outer circle: 2 forest, 2 hills, 3 pasture, 1 mountains,
and 2 fields. These hexes are “coastal hexes.”
15
g
SETTING UP
• You may not build a road on a path adjacent to a conquered hex, and you may not build a settlement on an
intersection adjacent to a conquered hex.
Set up as outlined in the basic Settlers game, except that
your second settlement is replaced by a city. You still only
receive 1 resource for each terrain hex adjacent to your city.
g
c) A settlement or city is conquered
As soon as a city or settlement is not adjacent to an unconquered hex (i.e., it is surrounded only by the frame and/or
conquered hexes), it becomes a “conquered settlement/city.”
Turn the conquered settlement/city on its side, but leave it on
its intersection.
• You get no victory points for a conquered settlement/city.
• If a conquered settlement/city has a harbor, you can not
use it.
• Since the desert hex and the castle hex can never be conquered, a settlement or city adjacent to one of these hexes
cannot be conquered.
THE GAME
The normal rules for The Settlers of Catan apply. The
changes are described below.
g
ADDITIONAL RULES
In addition to rolling for production, trading, and building,
you may also resolve the following actions during your turn:
1. Barbarians land in Catan (each time you build a
settlement or upgrade a settlement to a city)
2. Immediately play a Development Card (each time
you buy a Development Card)
3. Place a knight (each time you play a “Knighthood” or a
“Black Knight” Development Card)
4. Move your knights (at the end of your turn, after you
finish trading and building)
5. Expel the barbarians (at the end of your turn, after
moving your knights)
Example: A barbarian attack occurs; you roll and place barbarians:
• You roll a “3,” and place a barbarian on the coastal hex with
the “3” (A).
• You roll a “9,” and place a barbarian on the coastal hex with
the “9” (B). Now 3 barbarians are on the hex, and it is conquered. The hex’s number token is turned face down. The red
settlement is also conquered because there are no unconquered hexes adjacent to it—it is turned on its side.
• You roll a “3.” Since a “3” has already been rolled, you re-roll
the dice.
• You roll an “8.” However, the coastal hex with the “8” has
already been conquered (the number token is turned face
down), so no barbarian is placed.
Thus, you have rolled 3 different non-“7” numbers and placed 2 barbarians during the process.
1. Barbarians land in Catan
a) Barbarian attack
Each time you build a settlement or upgrade a settlement
to a city, you must immediately interrupt your turn and resolve
a “barbarian attack.” If there are no barbarians left in the
supply, all of the barbarians have landed in Catan and no more
barbarian attacks take place. Attacks proceed as follows:
• Roll the dice until you get a result that is not a “7” (re-roll
as many time as needed). Then place a barbarian on the
coastal hex with the number token corresponding to the
dice roll result. If this coastal hex already has 3 barbarians, do not place a barbarian (do not re-roll the dice).
• Roll the dice until you get a result that is not a “7” and is
not the same as the first dice roll result. Then use this dice
roll result to place a barbarian as outlined in step 1.
• Roll the dice until you get a result that is not a “7” and is
not the same as either of the first two dice roll results.
Then use this dice roll result to place a barbarian as
outlined in step 1.
b) Coastal hex is conquered
As soon as you have placed 3 barbarians on a coastal hex,
turn that hex’s number token face down.
• This “conquered hex” no longer produces resources when
you roll its number. You no longer place barbarians on
this hex during a barbarian attack.
16
2. Immediately play a Development Card
b) Resolving a victory
When a victory occurs in a hex, the defeated barbarians on
the coastal hex become “prisoners.” These barbarian prisoners are distributed among the “involved” players (i.e., the
players who have “involved” knights adjacent to the hex):
• If you are the only involved player, you receive all the
prisoners.
• If multiple players are involved, each of the involved
players gets a prisoner. If there are not enough prisoners
to go around, each involved player rolls the dice.
Each of the involved players who rolls highest (re-roll ties)
receives a prisoner. If you roll and don’t receive a
prisoner, you receive 3 gold as compensation.
• If each involved player receives a prisoner and a prisoner
is left over, the player who has the most involved knights
receives the prisoner. Should there be a tie for involved
knights, each involved player rolls the dice (re-roll ties).
The high roller gets the prisoner; the loser receives 3 gold.
When you buy a Development Card, you must immediately
reveal and resolve it. On your turn, you may buy any number
of Development Cards, but you must buy and resolve each
such card before buying another Development card. Discard
each Development Card after it is resolved. If the Development
Card stack is depleted, shuffle the discard pile and it becomes
the new Development Card stack.
3. Place a knight
When you play a
“Knighthood” Development
Card, place one of your
knights on 1 of the 6 paths
adjacent to the castle hex.
That path may not already
be occupied by another
knight. Similarly, when you
play a “Black Knight” Development Card, place 1 of your
knights on any path not occupied by another knight.
Each two prisoners you hold are worth 1 victory
point.
4. Move your knights
After you finish trading and building on your turn, you may
move each of your knights. You move a knight from path to
adjacent path.
• You may move each knight up to 3 paths. If you pay
1 grain for a knight, you may move it up to 5 paths
(instead of 3 paths). If you want to increase the movement
of several knights to 5 paths, you must pay 1 grain for
each of these knights.
• When you move a knight, ignore all other knights, roads,
settlements, and cities. However, none of your knights can
end its movement on a path occupied by another knight
(yours or another player’s).
• After you finish moving your knights, none of them may be
on a path adjacent to the castle hex.
Example: The player “Red” moves his knight a total of 3 paths, to a
path adjacent to the conquered hex (A). 4 knights are thus pitted
against 3 barbarians. The knights are victorious. The two players
involved in the victory (red and blue) each get one barbarian prisoner. The player “Red” gets the third prisoner because he has more
knights involved in the victory.
5. Expel the barbarians
a) Checking for victories
At the end of your turn, after moving your knights, check
each coastal hex to see if a victory occurs in that hex. Start
checking with the coastal hex numbered “4” (which is to the
left of the castle hex) and continue in clockwise direction until
all of the coastal hexes are checked.
For a given hex, victory occurs if there is at least 1 barbarian
on the hex and there are more knights on the hex’s 6 adjacent
paths than barbarians on the hex.
c) Reconquered coastal hexes
When a victory occurs at a conquered coastal hex, turn the
hex’s number token face up and turn upright any adjacent
conquered settlements and cities. The hex can once again
produce resources, and those settlements/cities are once again
fully functional (e.g., worth victory points). On the other hand,
barbarian attacks can once again affect the hex.
17
A “7” is rolled for production
Example: The red settlement (A) regains its function, and the number token (B) is turned face up again.
If you roll a “7” for production, you may draw one random
Resource Card from a player of your choice. In addition, each
player who has more than 7 Resource Cards must select half
(rounded down) of his Resource Cards and return them to
the bank.
The gold
The large gold coins are worth 5,
while the small ones are worth 1.
Up to two times during your turn,
you may buy a resource of your
choice for 2 gold. You may also
trade gold coins as if they were
resources—you can trade with
other players and with the bank at
4:1 (3:1 or 2:1 with harbors).
Gold does not count as a resource and is thus not considered when a “7” is rolled. Gold cannot be taken by using a
“Monopoly” Development Card.
d) Knight losses after a victory
After each victory, one of the involved players rolls a die and
places it in the center of the castle hex. The number rolled
determines one of the three “orientation” pairs of paths adjacent to the castle hex: “1&4s,” “2&5l,” or “3&6 n.”
Check each knight involved in the victory. If the path that the
knight is on has the same orientation as one of the two paths
determined by the die roll, remove that knight from the board
(return to supply). For each of your knights removed, you
receive 3 gold as compensation.
The events “Treason” and “Intrigue”
When one of these events is resolved, barbarians are
removed from certain coastal hexes and/or placed on other
coastal hexes. A barbarian may not be moved to a hex that
already contains 3 barbarians. If a barbarian is removed from
a conquered hex (i.e., from a hex occupied by 3 barbarians),
turn the hex’s number token face up and turn upright any
adjacent conquered settlements and cities. The hex can once
again produces resources, and those settlements/cities are
once again fully functional.
Example: After a victory, a die is rolled to determine which
knight(s) will be removed. The “2&5 l” orientation is rolled. A red
knight and a blue knight are on paths that have the “2&5l” orientation. The owners of the knights put them back into their supplies,
and each receives 3 gold.
g
END OF THE GAME
The game ends as soon as a player reaches 12 victory points
during his turn.
18
g
g
TIPS FOR PLAYING THIS SCENARIO
To come out as winner in this scenario, it is important to
build knights. On the one hand, knights are required to drive
barbarians off from hexes adjacent to your own settlements or
cities. On the other hand, knights can be used to take prisoners that increase one’s victory point total. Since many times it
will not be possible to win victories alone, you should cooperate and ally with other players—preferably with those who are
not too close to victory.
g
TRADERS & BARBARIANS g
The barbarians have been driven off, and peace is
returning. The destruction the barbarians left in their wake
is being repaired as fast as possible. The castle where the
Council of Catan holds session suffered particularly severe
damage, but the restoration efforts are making real
progress. Now, the craftsmen need to finish the stained
glass windows and the new marble statues. Marble must be
transported from the quarry, sand must be brought to the
glassworks, glass must be delivered to the Castle, and tools
are needed as well.
The roads of Catan are bustling with traffic. Of course
you are involved; the Council pays for transport in solid
gold. Only some scattered barbarians are getting in the
way—they’re waiting. For you!
COMBINATION WITH VARIANTS:
This scenario can be combined with any of this expansion’s
variants.
For combination with “Catan for Two:”
1. A knight of a neutral color takes part in the game as the
“Foreign Knight” and may be freely used by both players.
When a player builds his first knight, he places the Foreign
Knight on a path adjacent to the castle hex. On your turn,
you first move your own knight(s) and then you may move
the Foreign Knight. Once on the board, the Foreign Knight
remains on the board; he is never removed after a victory.
2. When you build a settlement of your own and then a settlement for a neutral player, the barbarians attack twice—
first for your settlement, then for the neutral settlement.
3. Since there is no robber, you may pay trade tokens to
move a barbarian. If your victory point total is less than or
equal to your opponent’s total, you must pay 1 trade token.
Otherwise, it costs you 2 trade tokens.
4. After a victory, if required use a default dice roll of “3” for
the Foreign Knight.
5. As compensation for removing a knight, you receive
2 gold and a trade token instead of 3 gold.
Duration of the Game: ......................about 90 minutes
Additional Components:
For combination with “Catan Event Cards:”
There are no Knight Cards and no robber in this scenario.
Thus, the following events have different meanings:
• Robber Attacks!: The player whose turn it is may draw
one random Resource Card from a player of his choice. In
addition, each player who has more than 7 Resource Cards
must select half (rounded down) of his Resource Cards
and return them to the bank.
• Robber Flees: Since there is no robber, this event does
not take place.
• Conflict: If one player alone owns the most knights on the
board, he takes a random resource card from a player of
his choice.
When combined with the variant “Harbormaster,” this
scenario should be played until one player reaches
13 victory points during his turn.
19
g
g
WHAT IT IS ABOUT
The Castle is being restored, so it will shine in new splendor.
For this purpose, glass panes for the leaded windows are
needed, along with marble for statues and interior decoration.
The players have the task of transporting glass and marble to
the castle hex as well as providing the glassworks with sand
and the marble quarry with tools. Each transported commodity
is rewarded with gold and counts as a victory point. The first
player to reach a total of 13 victory points during his turn wins
the game.
There are three new terrain hexes that serve as “trade
hexes” for the transport of commodities.
SPECIAL PREPARATION
• First, assemble the frame. Replace 2 frame pieces
from basic Settlers (labeled 1–2 and 5–6) with the
corresponding frame pieces provided in this expansion.
• Then place the 3 trade hexes as shown in the illustration
below. The sea side of each trade hex must match up with
a sea side of the frame. Do not use the following 3 hexes
from the basic Settlers game: the desert hex, 1 pasture
hex, and 1 fields hex. Remove those 3 hexes from play.
• Do not place number tokens on the 3 trade hexes—
remove the “2” and the “12” number tokens from play.
Place the remaining number tokens as specified in
the set-up of the basic Settlers game, leaving out token
“2” (B) and token “12” (H). When placing the number
tokens, skip the trade hexes.
• Arrange the commodity tokens into 3 stacks sorted by
the pictures on their backs (castle, quarry, glassworks).
Shuffle each stack and place it with the backs facing up
(showing the building picture) beside the corresponding
trade hex (see arrows in the illustration below).
• You receive the set of 5 Baggage Train Cards whose
frame colors match your color. Stack the cards face down,
sorted so that that the backs
of the cards are in sequence
from 1 to 5. Turn the top
(1) Baggage Train Card of
your stack face up and place
it next to the stack (see
illustration)—this is your
active Baggage Train Card.
20
g
• Place the 3 barbarians on the paths marked with black
crosses in the illustration below.
• Use the new 25 Development Cards that this expansion
provides for this scenario. Do not use any of the basic
Settlers game Development Cards.
• You receive 5 gold.
• Do not use the Special Card “Longest Road.”
• Do not use the robber.
g
After you finish trading and building during your turn, you
may move your wagon. The following rules apply:
1. Moving your wagon
• You move your wagon along paths from intersection to
adjacent intersection. Moving your wagon along a path
from one intersection to an adjacent intersection costs
1 or more “movement points” (MPs).
• Any number of wagons may occupy a given intersection.
• At the beginning of the game, your wagon has 4 movement
points to use each time you take your turn. You can
increase its MPs by upgrading your baggage train.
• When you move your wagon along a path, the movement
point (MP) cost varies based upon whether or not the path
is occupied by a road and/or a barbarian:
– The MP cost is 2 if the path does not have a road.
– The MP cost is 1 if the path has one of your own roads.
– The MP cost is 1 if the path has another player’s road,
but you must also pay 1 gold to that player.
– The MP cost is increased by an additional +2 if there is
a barbarian on the path (see also section 5a).
SETTING UP
You set up as outlined in the basic Settlers game, except that
your second settlement is replaced by a city. You still only
receive 1 resource for each terrain hex adjacent to your city.
Once you have built your city, place your wagon next to it—
your wagon is on your city’s intersection.
g
THE GAME
The normal rules for The Settlers of Catan apply. The
changes are described below.
g
MOVEMENT
TRADE HEXES
Each of the 3 trade hexes has a “central plaza” intersection—with a building. Four “interior” paths lead to this central plaza. For each trade hex, the following rules apply:
• You may build roads on interior paths, according to the
usual rules.
• You may not build a settlement on the central plaza
intersection of a trade hex (A).
• You may not build roads on the three paths of a trade
hex (B) that border on the sea.
• You may build settlements/cities on the 4 land corners
(intersections) of a trade hex; obeying the distance rule.
Example: The red wagon has 4 movement points. It can move (A) to
the castle using 4 red roads (4 Mps). Or, it can move (B) to the castle
using a roadless path (2 MPs) and 2 blue roads (2 Mps), but would
owe blue 2 coins. Or, the red wagon can move (C) to the red settlement using 2 red roads (2 MPs) with a barbarian (+2 MPs).
Example: The blue player and the red player have built roads on three
out of four paths of the trade hex. No settlement may be built on the
central intersection (A), and no road may be built on the 3 paths (B)
of the trade hex’s coast.
• On your turn, you may pay 1 (and only 1) grain to
increase your wagon’s movement points by +2 for the
current turn. You may do so even after already having
used some or all of its MPs in the regular fashion.
• Your wagon may stop and end its movement on any intersection it moves to. Unused movement points are lost.
• Your wagon must stop and end its movement whenever it
moves onto the central plaza of a trade hex.
• If you do not have enough unused MPs to move along a
path, you may not partially move along the path—your
wagon must end its movement on an intersection.
21
2. Choosing an initial destination trade hex
3. Delivering your commodity
When you first move your wagon, you should choose
one of the 3 trade hexes to move towards (your wagon’s initial
destination). You may change your initial destination at will.
When your wagon eventually reaches the central plaza of
this trade hex, you don’t receive any gold—you don’t have a
commodity token to deliver. However, you do receive the top
commodity token from the stack corresponding to the trade
hex. Turn it face up in front of yourself to reveal the
commodity depicted on the front of the token. There are
4 different commodities:
When your wagon stops at the central plaza of the trade hex
corresponding to your commodity token, you must deliver that
commodity:
• Turn the commodity token face down (showing the picture
with a building). The token is worth 1 victory point.
• Depending on your baggage train (see below), you also
receive between 1 and 5 gold.
• Take and reveal another commodity token as outlined
above—this commodity token determines your new
destination trade hex.
4. Upgrading your baggage train
Your wagon represents the on-board location of your baggage train. The characteristics of your baggage train are
detailed on your active (face up) Baggage Train Card:
• Your wagon’s movement points.
• The gold you receive for
delivering a commodity.
• The roll required to drive off a
barbarian (see below).
Each trade hex produces two different types of commodities.
Example: Your active Baggage Train
Card is shown below; so, you have 5
movement points for your wagon (A),
you receive 2 gold when delivering a
commodity (B), and you drive off a barbarian by rolling a “6” (C).
During trading and building on your turn, you may pay
resources to upgrade to your next Baggage Train Card:
• Pay the resources shown on the top card of your Baggage
Train stack.
• Turn the top card of that stack over and place it on top of
your active Baggage Train Card. This card is now your
active Baggage Train Card.
• Upgrading to the last Baggage Train Card in your stack is
worth 1 victory point, as indicated on that card.
On later turns, you must move your wagon to the trade hex
where this commodity can be delivered. You want to deliver
glass and marble to the castle hex, tools to the quarry hex, and
sand to the glassworks hex. For example, if your wagon is on
the glassworks hex and you have received a glass commodity
token, you must
move your wagon to
the castle trade hex.
A player may carry
out only one delivery
at a time. Only after
completing a delivery,
may you draw
another commodity
token.
5. The barbarians
Barbarians occupy paths. You may not build a road on a
path occupied by a barbarian. Only 1 barbarian may occupy a
given path.
a) Moving past barbarians
When moving your wagon along a path (road or no road)
occupied by a barbarian, your movement point (MP) cost is
2 more than normally required (i.e., roadless-path + barbarian
= 4 MPs; road-path + barbarian = 3 MPs). If you do not have
sufficient movement points to move past a barbarian, you either
stop on the intersection before the barbarian and lose any
unused MPs, or move in another direction.
22
g
b) Driving off a barbarian
If you upgrade your Baggage Train Card at least once, you
can attempt to drive off a barbarian:
• Pause your moving wagon on an intersection adjacent
to a barbarian.
• Roll one die.
• If the result is one of the die roll numbers shown on your
active Baggage Train Card, you may move the barbarian to
any path not already occupied by a barbarian.
• Regardless of whether you drive off the barbarian, you may
continue moving your wagon normally using any remaining
movement points. When you drive off a barbarian, you do
not steal a Resource Card from another player.
• During each of your turns, you may only attempt to drive
off a given barbarian once.
TIPS FOR PLAYING THIS SCENARIO
Road building is very important, even though in this scenario
no Special victory points are obtained for “Longest Road.”
The more roads of your own, the faster you can move your
wagon from one trade hex to another and the less gold you
have to pay for the use of your fellow players’ roads.
Always make sure that you have enough gold reserves.
Otherwise you might find yourself sitting with your wagon
between other players’ roads and not being able to move on
without gold. Then, if none of your fellow players pays you
gold for using your roads, your only option left would be to
obtain gold from trading—with the other players, or using
resources and the bank.
g
COMBINATION WITH VARIANTS
This scenario can be combined with any of this expansion’s
variants.
6. A “7” is rolled
For combination with “Catan for Two:”
• Return to the bank half (round up) of the gold you pay for
the use of neutral roads when moving your wagon, and
give the other half (round down) to the other player.
• Since there is no robber, you may pay a trade token to
move a barbarian to a path not occupied by a road and/or
another barbarian—instead of sending the robber to the
desert.
• When you build a settlement adjacent to a trade hex, you
take 1 trade token (also applies during the set-up phase).
When you roll a “7” as your production roll, you must move
one of the 3 barbarians to any path not already occupied by a
barbarian. If you move a barbarian to a path occupied by a
road, you may draw a Resource Card (not gold) from the
owner of that road.
In addition, each player who has more than 7 Resource
Cards must select half (rounded down) of his Resource Cards
and return them to the bank.
7. A “2” or a “12” is rolled
When you roll a”2” or a “12” as your production roll,
re-roll the dice.
For combination with “Catan Event Cards:”
There is no robber and no Longest Road in this scenario.
The following events thus have a different meaning:
• Robber Attacks!: When you roll a “7” as your production roll, you must move one of the 3 barbarians to any
path not already occupied by a barbarian. If you move a
barbarian to a path occupied by a road, you may draw a
Resource Card (not gold) from the owner of that road. In
addition, each player who has more than 7 Resource Cards
must select half (rounded down) of his Resource Cards
and return them to the bank.
• Robber Flees: Since there is no robber, this event does
not take place.
• Earthquake: It requires 2 movement points to move your
wagon along a road that is turned sideways—the same as
is required to move along a path without a road.
8. The gold
The large gold coins are worth 5, while the small ones are
worth 1.
Gold is important—it is used to pay for the movement along
other players’ roads. In addition, up to two times during your
turn, you may buy a resource of your choice for 2 gold. You
may also trade gold coins as if they were resources—you can
trade with other players and with the bank at 4:1 (3:1 or 2:1
with harbors).
Gold does not count as a resource and is thus not considered when a “7” is rolled. Gold cannot be taken by using a
“Monopoly” Development Card.
g
END OF THE GAME
The game ends when a player has reached a total of 13 or
more victory points during his or her turn.
When combined with the variant “Harbormaster,” this
scenario should be played until one player reaches
14 victory points during his turn.
23
CREDITS
THE WORLD OF CATAN
Design: Klaus Teuber (www.klausteuber.com).
Development: TM-Spiele GmbH.
Art: Volkan Baga, Harald Lieske, Tanja Donner.
Graphic Design: Pete Fenlon.
Production: Pete Fenlon, Coleman Charlton.
Translation: Gavin Allister, Guido Teuber.
English Language Development:
Guido Teuber, Coleman Charlton, Pete Fenlon, Alex Yeager.
Special Thanks: Peter Bromley, Robert T. Carty Jr., Dan Decker,
Susan Hepler, Nick Johnson, John McBrady, Kim McBrady,
Marty McDonnell, Bridget Roznai, Larry Roznai, Loren Roznai,
Guido Teuber, Bill Wordelmann, Elaine Wordelmann.
Rule testing and advice during the expansion development:
TM Spiele GmbH with Reiner Müller, Wolfgang Lüdtke, Peter Neugebauer, Fritz Gruber
Catan GmbH with Claudia Teuber, Guido Teuber, Benjamin Teuber, Arnd Beenen
Oliver & Petra Sack with With Katharina Sack, Yannick Sack, Michael Pfundstein
Frank Wölfelschneider with With Daniela Wölfelschneider, Daniela Reisser, Thomas Reisser
Xavi Bühlmann with Jonas Bühlmann, Nina Bühlmann, Anja Gschwind, Oliver Lehmann
Daniel Stehli with With Martin Gürber, Jochen Buscher, André Fleckner, Guiseppe Goffi
Reiner Düren
MAYFAIR GAMES, INC.
Dirk Blask with Sandra Blask, Ralf Blask, Sabine Heinrich,
Guido Heinrich
Dietmar Stadler with Sylvia and Klaus Rustler, Heinz Penzel,
Denis Neumann, Simon Löbe, Meike and Julia Stadler And
Sebastian Rapp.
®
Now that you’ve tried Catan: Traders & Barbarians, check out
these other fine titles from the world of Catan. All are designed by
Klaus Teuber, the creator of Catan. (Find out more about these
and other Catan products at www.mayfairgames.com.)
CORE CATAN GAMES
• The Settlers of Catan®
• The Settlers of Catan Travel Edition®
• Catan Card Game®
• Catan Dice Game®
• The Starfarers of Catan®
• Starship Catan®
• The Kids of Catan®
GAME EXPANSIONS*
®
• Catan: Seafarers®
• Catan: Cities & Knights®
• Catan: Traders & Barbarians™
• Catan Card Game Expansion Set®
5-6 PLAYER EXTENSIONS*
Warm thanks to Caecilia Pomponia Attica (LSKC/39-6)
www.mayfairgames.com
Copyright © 2007, 2008 Catan GmbH and
Mayfair Games, Inc. Published under license from Catan GmbH (www.catan.com).
Published in cooperation with Kosmos Verlag (www.kosmos.de). Catan, Catan:
Traders & Barbarians, and The Settlers of Catan and all other product titles and
marks listed herein are trademarks of Catan GmbH. All rights reserved.
v v v
You have purchased a game of the highest quality.
However, if you find any components missing, please contact
us for replacement pieces at [email protected]
• The Settlers of Catan® 5-6 Player Extension
• Catan: Seafarers® 5-6 Player Extension
• Catan: Cities & Knights® 5-6 Player Extension
• The Starfarers of Catan® 5-6 Player Extension
CATAN HISTORIES™
• The Settlers of the Stone Age™
• Struggle for Rome™
CATAN ADVENTURES™
• Candamir: The First Settlers™
• Elasund: The First City™
* All supplements
require core game.
™
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