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2014-02-25, 4:59 PM Ultra Catan Rules | Special Building Phase

Page 1 of 2 http://specialbuildingphase.com/ultra_catan.html
S P E C I A L BUI L DI NG P HA S E ( / )
ULTRA CATAN RULES
GENERAL
The land of Catan is vast and the civilization is yours to control. There are many options for advancing, but comparatively few resources to do it
all. So by what destiny will you lead your people?
The idea is that you can add the expansions and scenarios in any combination you wish, whether one or all. The more you add, the more
strategic options you have, but that can indeed make for quite a lengthy and complicated turn. For purposes of this explanation "west" refers to
the starting area and "east" the new E&P exploration area, separated by the C frame. The order of a turn, depending on what scenarios are used
is:
1. Production.
2. Trade and build.
3. Move wagons and knights.
4. Move, load and unload E&P ships.
5. Resolve any knight or crew battles.
VICTORY POINTS
17 - base set plus E&P, +2 Seafarers, +3 C&K, +1 Harbormaster, +1 each for fish or rivers, +2 each for camels, barbarian, and wagons.
4 PLAYER BOARD
Set up frame from E&P scenario 5 with one 2-length frame and one 1-length frame (from Seafarers box) attached to the B3 frame on the
west side. (Use our gallery at http://imgur.com/a/vm0iD (http://imgur.com/a/vm0iD) to help see what the frame and hex setup looks like.)
35 spaces on the west side, random hex placement.
4 wood, 4 brick, 3 sheep, 4 wheat, 4 ore, 0 gold, 12 ocean. If a land-only, single island is desired, the 12 ocean can be removed, along with the
2-length frame. An additional 2 land hexes would also have to be removed--probably ore and wheat--leaving 22 terrain hexes.
Up to 4 specialty hexes possible (if playing 2 of camels, barbarian attack, or wagons). If less, add resource hexes in the order of wood, sheep,
brick. (Since there are two ore and wheat on the east side of the board. Or if playing land-only board, add back the ore and wheat.)
Land must be distributed all the way across the C frame since this is a mandatory starting position.
Based on what is set up--which depends on what combination of scenarios used--the amount of number tokens necessary will vary. The
minimum possible numbers needed is 20, which is all of the base set plus one more. The maximum is 24. So you'll need up to an additional
4, 5, 9, and 10 (from Seafarers). Add them by most probable. Place numbers at random (allowing for Barbarian Attack requirements, if
playing that scenario) with the usual rules (no red numbers side-by-side).
Seasoned players who would attempt this game should be able to fairly adjust the results of the hex and number placement, if necessary,
particularly along the mandatory row along C1 in order to create a fair start.
EXPANSION ADD-ONS
SEAFARERS
For clarity, we'll call these pieces "boats". Boats are not sea worthy and therefore cannot traverse the deep oceans, only inland water routes.
They therefore only represent trade routes to cross water hexes around land. They cannot be used to cross the C frame or go between the
"sun" and "moon" sides of E&P. Once you land and build a settlement in the east, you are allowed to build roads and place settlements as
usual. So you can do the same with boats. If a boat is placed in the east, it does count toward the two ship limit per space.
Add back in the 2:1 harbors on the west side, but not along the C frame. This allows you to add the Harbormaster card from T&B. Standard
3:1 trading is still in effect without them.
2014-02-25, 4:59 PM Ultra Catan Rules | Special Building Phase
Page 2 of 2 http://specialbuildingphase.com/ultra_catan.html
CITIES AND KNIGHTS
This is actually one combo catan.com provides. You can choose to upgrade a settlement to a city or, if on a coast, a harbor settlement. Cities
anywhere on the map count when the barbarians attack. Knights can only be used on the west part. Crew do not count toward victory against
barbarians and knights do not help gain pirate lairs. Specialized rules for Progress cards:
Medicine: Medicine: In addition to the normal use of the card, by paying 1 ore and 1 grain, you can convert a settlement into a harbor settlement.
Bishop: Bishop: Instead of moving the robber - who doesn't exist in the "Explorers & Pirates" expansion - you may move or use your pirate ship. If
you use the pirate ship, the owner of the pirate ship that previously occupied the sea hex must return it to his supply.
Mining/Irrigation: Mining/Irrigation: For a harbor settlement adjacent to a mountains/fields hex you also collect ore/grain.
Deserter: Deserter: The card only applies to knights. Crews are not allowed to desert.
Inventor: Inventor: Except for the 6, 8, 12, and 2 number tokens, you may swap all number tokens - that is, you may also swap number tokens from
the starting island with number tokens from the discovered areas and number tokens from defeated pirate lairs.
Road Building: Road Building: You may only build roads or Seafarers boats - not E&P ships.
TRADERS AND BARBARIANS
Players would need to consult the current combination rules (available at http://www.catan.com/service/combinations
(http://www.catan.com/service/combinations)) according to what scenarios they combine. But this layout allows for any possible combination. In
playing a random Seafarers board, when it comes to camels and wagons, we have to suspend disbelief and assume they are traveling on a ferry.
The cost of moving a wagon across water without boats is the same cost (2 MPs) as if there were no road on land.
Fish: Fish: can be placed anywhere around western land except along the C frame. These fish would not count toward mission goals in E&P; they
only serve as the trading benefit described on the cards.
Rivers: Rivers: just take out the matching hexes that are represented on the rivers, plus two for the swamps. Place the river where it logically fits.
(Swamps will cause a more challenging start, especially if combined with other scenarios that require speciality hexes. Therefore, it is
recommended to play the full board rather than the land-only board, and take out two oceans to compensate.)
Camels: Camels: place oasis along the center column on the edge (touching the "built in" pasture hex). Camels do not cross C frame.
Barbarian Attack: Barbarian Attack: place the castle in same position as described for oasis. If combining with camels, place adjacent to D2. Ensure there are
10 lands along the frame. If not, rearrange in a fair fashion. These are considered under attack. (Not the side along the C frame.) One of each
number is randomly placed on these 10 hexes. The rest are shuffled and placed on the interior hexes.
Wagons: Wagons: place castle adjacent to D2 then the other two delivery hexes so that they are five moves away from the castle (one hex in from
each corner; see our gallery for an example).
EXPLORERS AND PIRATES RULE ADJUSTMENTS
Setup is exactly as described in the rules. E&P ships are used to cross the C frame and explore the east part, as usual.
When combining E&P with C&K and/or T&B, you do not receive a gold piece when a number is rolled that gives you no production.
When a "7" is rolled and there is a scenario with multiple options (e.g. to place a pirate or move a barbarian) you may choose to either place
your pirate OR move a barbarian/robber.
Use the gold pieces from E&P when combining scenarios from T&B that also use gold pieces.
Just going to throw this in, but it has nothing to do with combining expansions. We believe the tribute paid to the pirate should go to the
player instead of the supply.
PHOTOS FROM OUR GAME (HTTP://IMGUR.COM/A/VM0ID)
Designed and Developed by Steamrolla (http://steamrolla.com)

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