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CATAN: EXPLORERS AND PIRATES

RAMBUNCTIOUS CO-OPETITION OF THE FRIENDLY FOES

ABOUT TH IS MAP
This game involves teams, forcing two players who are ultimately competing with each other to work towards
a victory. This map also introduces additional effects of pirates on gold lairs, as well as a communal wool hex
and HEMISPHERES. This game is player with the PIRATE LAIRS and SPICES FOR CATAN minigames.

REQUIREMENTS
This custom map requires:
-

Catan
Catan: Explorers & Pirates
Either Base catan extension OR E&P extension (for the small join pieces)

SETUP
Make sure each team has the following:

NORTHERN TEAM:
-

2 Lumber Hexes
2 Ore Hexes
1 Wool Hex
1 brick Hex and
1 Grain Hex

SOUTHERN TEAM:
-

1 Lumber Hex
2 Ore Hexes
2 Wool Hexes
1 brick Hex and
1 Grain Hex

The starting island hexes are to be randomised at the beginning of gameplay and no tokens place
on top.
Board setup:

SUN
SUN

EE
E

EE
MOON
MOON
MOON
MOON

THERE ARE NO HIDDEN SEA HEXES IN


THIS GAME , AND SO YOU CAN USE
ANY SINGLE SEA HEX TO SET THE
BOARD UP .

EE

ROLLING TO BEGIN TH E GAME


Each player will pair with someone else and roll against each other. The Player with the highest roll gets to chose
between starting with a ship and a settler, or a settlement, road and empty ship on their starting island.
The teams roll against each other to see who picks their starting island. Roll one die for each team and the
highest wins. Each team must now decide how to distribute their tokens on their island in any way they see fit.
The northern team get tokens 3, 4, 6, 8, 9, 10 and 11. The southern team get tokens 3, 4, 5, 6, 8, 10 and 11.
Distribute the starting tokens and you can begin to place the player pieces.

PLAYER PIECES
The highest rolling team performs this step first:
Players on the norther team will place one harbour settlement on any of the yellow dots. Players on the norther
team will place one harbour settlement on any of the red dots. Remember that the two space rule still
applies, even for players on the same team.
The player who rolled the highest between the team gets to place a ship with a settler adjacent to their starting
harbour settlement. The lower rolling player places a settlement and a road touching that settlement anywhere
on their island, and an empty ship touching their harbour settlement.

H EMISPH ERES
Hemispheres are a concept that I believe will add a little spice *cough* to the game. The northern settlers are
considered adjusted to the hot climate and will benefit during summer, and the adverse is said of the Southern
settlers.
The northern team starts off with 1 Summer point. The southern team starts off with 1 Winter point.

SEASONS
There are two seasons, Summer, Autumn, Winter, and Spring. Each season lasts four turns:

SUMMER
For every summer point a team has, they gain one ship movement per ship per turn for the length of that season.

WINTER
For every summer point a team has, they gain one ship movement per ship per turn for the length of that season.

AUTUMN
Lumber yields double the resources on a successful roll.

SPRING
Wool yields double the resources on a successful roll.

SUN AND MOON H EXES


Sun and Moon hexes reflect summer and winter(respectably). For every 6 hexes that a team flips, they gain one
Summer or Winter point permanently (penalties will temporarily decrease the number though)

COMMUNAL SH EEP
The communal sheep hex always has a 12 token on it. When a 12 is rolled, all players receive a wool resource.

PIRATES AND LAIRS


The pirate lair rules are in addition to the normal rules. Depending on which hemisphere it lays in, a
discovered and active pirate lair causes both players lose a Summer/winter point, respective to the land it was
discovered on, until the pirates are defeated. When the pirate lair is defeated, the negativ e effects are lifted
from both players. This effect does not reduce summer/winter points below 0.

SPICE
No additional rules apply.

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