Catan Variants
Catan Variants
Kelvins Foreword
The Settlers of Catan is considered to be the gateway game to a wide variety of European board games, and is also considered to be
the Monopoly of this generation. And why argue with that? The Catan series has worldwide appeal, with sales exceeding what many
popular computer and video games would make in their lifetimes. The game by itself has shown that the board gaming tradition is still
alive and well, even in the age when entertainment and the social experience almost always means being in front of some electronic
device. The brainchild of Klaus Teuber and the folks at Catan GmbH must be commended for their efforts to create the board game for
the next generation.
Over the many years since Settlers of Catan first graced gaming audiences, weve seen many imitations (such as Auripolis, a game
largely derided as plagiarism and was never published), and unofficial expansions such as Combat and Politics from DDG Games that
are signs of its widespread appeal. Even academic papers have been published that are based on Settlers of Catan, its success in
education and business, as well as its application to the field of artificial intelligence. All of this justifies the numerous accolades and
worldwide success for a simple board game about life in the Viking era.
So why this guide? Over the years, there have been many ways to play the game. In 1995, there was only one way to play. But since
then, weve had three major expansions, many smaller expansions, and a greater diversity in how we play Settlers, all grouped into
scenarios or variants. Theyve been published in German, in English, or even different languages entirely. This guide seeks to
summarize every official scenario that has ever existed, and present them to the ever-growing audience of Catan fans.
This guide has taken its sources from many official sources, from the manuals to the games themselves to the rulesets provided in
supplementary material such as the German Das Buch zum Spielen or the Catan-News newsletter. This has only been made worse by
the fact that over time, each and every scenario and variant has been altered to the changing rules and playing styles. A key example of
this is the fact that while we take today for granted that we can trade and build in any order, it was only until very recently that we had to
do all our trades before any of our builds.
But in the end, we are setting a small part of the world known as Catan. And there are so many ways to play that our experience will be
different every time. And in the end, its a key reason why Catan has remained popular, and will remain popular for many years to come.
Page 2 of 281
Version History
Revision 13 (Current Release)
Added the version history section to the document rather than updating the site, to better conform with the various partner guides.
All scenarios have been rewritten from scratch, as part of the style redesign and the move to another word processor. Specific
changes are as follows:
o Equipment Notes are now used consistently (some were part of Preparation Notes), and now accurately reflect the equipment
needed in excess of English language sets.
o Robber and Pirate starting positions are now part of Setup Notes.
o Card Changes are now used consistently.
o Most setup-specific rules have been folded into the main rules section wherever possible.
o Scenario Requirements in setups have been removed.
o Setups are now organized strictly by number of players and year of release, instead of 3rd edition and 4th edition. For the
2004-2007 scenarios (when both old-style and new-style setups were published), they are organized by Square Frame or
Sea Frame, with the former appearing first.
o Blue Boxes for custom equipment in setup charts have been introduced (replacing the old white boxes), as well as black boxes
for quick reference. Purple boxes are now used for Catan for Two notes as opposed to the (unused) purple text. The existing
gray box now has a drop shadow.
o 2 Player setups that make use of Catan for Two have been removed in favor of the purple boxes.
o Compatibility with Cities & Knights is now more clearly labeled using a green box at the top of the scenarios or variants main
page.
Promotional Scenarios
o Saggsen-Gadan: Added details on custom Development Card decks.
o Vienna Meets Catan: Replaced the horribly distorted map of Vienna with a geographically accurate map of Vienna, which this
promotional map layout is based upon.
o The Guilds of Ankh-Morpork: Rebuilt the setup chart. Fixed an error where roads appeared in the player pieces despite the
scenario not using them.
o Rincewind and the Tourist: Redid the map using numbered arrows instead of color-coded arrows.
Miscellaneous Scenarios
o Rally Paris-Catan: Added player pieces section.
o The Chocolate Market: Added harbor setups, missed from the rule translation.
Miscellaneous Variants
o New Variant: The Catanimals
Bonus Section
o The Wall Peckers: Hotel costs are now part of the Hotel Card Manifest, not in the Additional Build Costs section.
o Disasters on Catan: Accidentally left out half of the rules.
Revision 12 (Private Release)
Added gray boxes containing recommendations by this guide but not formally part of the rules.
Player Equipment is renamed to Player Pieces. A few player pieces have been redesigned.
Changed every occurrence to gold coins to gold pieces and/or the icons therein.
White Boxes for custom equipment in setup charts have been introduced. As a result, equipment that does not appear in an
English language Settlers release is now relegated to Equipment Notes and removed from the general manifest.
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Version History
o Settlers of Canaan: Added proper Development Card manifest.
o Settlers of Zarahemla: Added proper Development Card manifest.
o Wegwerpcatan: Changed setup graphic to reflect new player piece design.
Promotional Scenarios
o Catan Geographies: Austria: Added the milk rule and the 5-6 player rule.
Bonus Section
o The Magic Island: Added proper manifests to both Development Card decks following the release of The Rivals for Catan.
Revision 11
Removed the note on blank number tokens, as none of the scenarios that could use it actually do.
Replaced all resource and marker icons with newer ones, to cut down on file size, and workaround a bug in the graphic softwares
export.
River hexes in the terrain boxes are now the same height as the other hexes.
Scenario setups use the unified scheme for terrain and number boxes where applicable.
Seafarers Scenarios
o The Fog Island: Fixed an error in the Oceans 3P setup where a number token was off-center.
Historical Scenarios
o Alexander the Great: Converted arrows in Alexanders path into colored edges.
Promotional Scenarios
o New Scenario: Catan Geographies: Delmarva
o New Scenario: Catan Geographies: Austria
o Saggsen-Gadan: Replaced marked edges with colored edges.
Miscellaneous Scenarios
o New Scenario: The Chocolate Market
o The Marine Researchers: Fixed missing border in 4P setup.
o Catakatoa: Changed interior to reserve
Miscellaneous Variants
o New Variant: The Football Fields
o New Variant: The Helpers of Catan
Bonus Section
o New Variant: Witches, Wizards, and Dragons
o New Variant: Church, Faith, and Reformation
o Fishermen: Fixed formatting issue where headings were not in bold.
o The Pioneers: the two cards that required the presence or absence of C&K are now marked with background colors.
Revision 10
All graphics were retouched, and a change in word processor allows file sizes to be drastically reduced (over 80% smaller), meaning
that the Guide can be republished as a single document.
Changed to a two-column layout for the setup charts rather than nested tables, as a result of a limitation in the word processor.
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Version History
Added shading to all tables. Colored text in Additional Build Options are replaced with colored background shading.
Seafarers Scenarios
o Heading for New Shores: Fixed an error where the 2003 and 2008 setup notes were switched with each other.
Historical Scenarios
o Alexander the Great: Fixed the badly formatted number tokens. Added the official 8 coins variant.
o Cheops: Fixed the badly formatted number tokens.
o Uprising in Egypt: Fixed the badly formatted number tokens.
o Great Wall: Fixed the badly formatted number tokens.
Promotional Scenarios
o New Scenario: Catan Geographies: Settlers of Hesse
o New Scenario: Catan Geographies: North Rhine-Westphalia
o New Scenario: Catan Geographies: Indiana-Ohio
o New Scenario: Catan Geographies: Settlers of Bavaria
Miscellaneous Scenarios
o Catlantis in Winter: Changed reference to desert hex to gold field hex, as there are no deserts in that scenario.
o The Great River: Fixed harbor information in 5-6P setup.
o Multicatan on the Board: Fixed the badly formatted number tokens in 3rd edition setups.
o The Small Islands: Fixed the badly formatted number tokens.
Miscellaneous Scenarios
o New Scenario: The Great Caravan
o New Scenario: Catakatoa
o New Scenario: The Lost Tribes of Catan
o New Scenario: Rally Paris-Catan
o New Scenario: The Indians of Catan
o New Scenario: Robin Hood
o The Small Islands: Fixed the header, which was taken from The Great Wall
Revision 7
Variants have been added to the Guide. The Guide has also been split into 9 volumes.
Fixed an error on river tiles where the mountain hex was shown as a jungle hex.
Seafarers Scenarios
o The Fog Island: Added the Additional Build Options box in the Fog Island+Rivers setup.
o Through the Desert: Added the Rivers setup.
o Greater Catan: Added the Catan-News setup.
Miscellaneous Scenarios
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Information on the reverse side of the Simply Catan hex strips would be appreciated.
A manifest for Action Cards (specifically for Development and Event cards) in Siedler von Kanaan would be appreciated.
More explanation is needed as to whether it is possible to revive a Navi in a location occupied by an opposing Navi in NetBattle, and
whether combat occurs if it is. Furthermore, more information is needed as to whether multiple Navis may occupy any one hex and
its implications on combat, and what happens if Navis reach the opposing end of the board without battling each other.
One setup in The Colonists has basic terrain in the colonies, but has no addendum on what exactly they produce (tokens?
resources?) and, if the latter, whether they must be transported as with tokens or go straight to the hand. Some details on that
would be appreciated.
Catani Pankur was a scenario or variant that was released as part of an official Catan tournament in Estonia. It had allowed for
players to bank a certain resource depending on a banker figure; banked resources could produce interest. A complete description
of the rules would be appreciated.
If the Game Trade Magazine version of Catakatoa (2005) is different from the existing version in the Guide (2007), a rule
summary would be appreciated.
Catan Geographies: Penn-Jersey is the 2011 Catan Geographies promotional map in the America series (after Indiana-Ohio and
Delmarva). A complete description of the setup and rules would be appreciated.
The Winds of Change is the winner of a scenario design contest commissioned by Mayfair Games for inclusion as a standalone miniexpansion to be published in Games Quarterly; however, the magazine had ceased publication before this could happen. A complete
description of the setup and rules would be appreciated.
Games Quarterly had, previous to bundling The Great River in issue 10, published scenarios in issues 1, 2, 3, 4, and 6. These
scenarios may already be in the Guide under names that are translated from German or those that have since been renamed (likely
Catan-News or SDE scenarios), and if so, the English titles would be appreciated. In any case, any description of the rules different
from the rules as presented in this guide would be appreciated.
Any questions regarding ambiguity in the rules of any scenario or variant is always welcome; these may be responded to either with an
official interpretation or a gray box footnote to be included to the next revision of the Guide.
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General Notes
Unless stated otherwise, all scenarios are designed with the current English edition published by Mayfair Games in mind. As of 2011,
the game is in its 4th edition. Note that due to equipment concerns, scenarios and variants may be incompatible with the following
English language releases:
Simply Catan
Each scenario may have different setups. Each setup will outline any expansion sets required, the numbers of terrain and number tokens
needed to build the board, and the number of harbors needed. If there are additional things that may be built during a players turn, or if
the cost of an existing item is different from normal, these are also noted on the individual setup pages. Anything of note that is for a
specific setup and not the scenario in general is also noted with the setup, with any differences in a setup superseding those of the
general scenario rules.
Anything of note that may occur during the setup of the game board is noted in the Preparation Notes of the scenario or variant. This
guide will generally omit how frame pieces are setup; consult with the game manuals for how to set up frame pieces for the scenario.
This guide follows the convention set forth by the English language instruction manuals in posting board setups vertically (rather than the
German language convention of horizontal setups), which in most cases means that north will refer to the right side of the game board.
Setup Notes of a scenario or variant are notes that may occur during the initial setup that is, after the board is set up but before the
first player takes their turn. This may include special provisions for placing initial settlements and cities. Note that any pre-existing board
setups will be noted on the game setup diagram rather than in this section.
In any section that does not specifically state its compatibility or lack thereof with Cities & Knights,
any notes in green only apply if the rules from Cities & Knights are used, and any notes in red only
apply if they are not used. Scenarios combining elements of other scenarios will be included only if
the rules are not disjoint; furthermore, they will only be listed as a setup under the scenario
considered to be the most dominant. (Thus, this guide will omit, say, The Fishermen of Catan
and The Caravans in combination, as they are fairly disjoint)
The scenario texts are summarized from their original sources and are not direct translations of
the source material. In the event of any discrepancy between this document and these sources,
those sources will be taken as correct.
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Ship
Seafarers
Basic Knight
Cities & Knights
Basic Knight Activated
Cities & Knights
Strong Knight
Cities & Knights
Metropolis Science
Cities & Knights
Sabotaged City
Cities & Knights 3rd Edition
Bridge
Traders & Barbarians
Knight
Traders & Barbarians
Wagon
Traders & Barbarians
Hills (Brick)
Ocean
Fields (Grain)
Gold Field
Seafarers
Lake
Traders & Barbarians
Fishing Ground
Traders & Barbarians
Oasis
Traders & Barbarians
Barbarian Castle
Traders & Barbarians
Trade Castle
Traders & Barbarians
Quarry
Traders & Barbarians
Glassworks
Traders & Barbarians
Rivers
Traders & Barbarians
Unexplored Terrain
2
3
3
City
Road
1
1
2
Terrain
Forest (Lumber)
Mountain (Ore)
Pasture (Wool)
Desert
Special Setup
Harbors
Brick 2:1
Ore 2:1
Grain 2:1
Wool 2:1
Lumber 2:1
3:1
Resources
Brick
Special Setup
Wool
Grain
Cloth
Cities & Knights
Coin
Cities & Knights
Paper
Cities & Knights
Lumber
Ore
Gold Piece
Traders & Barbarians
Fish Token
Traders & Barbarians
Trade Token
Traders & Barbarians
The full manifest of hexes across all Settlers of Catan sets are as follows:
Player Pieces
1
Base Set
Seafarers
C&K
T&B
15
15
3
3
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Terrain
Base Game
Base Game 3rd
Edition
Extension
3rd Edition Extension
Seafarers
Seafarers 3rd Edition
Seafarers Extension
Seafarers Extension
3rd Edition
Traders & Barbarians
Traders & Barbarians
Extension
The Great River
3
3
4
4
4
4
3
3
4
4
1
1
2
2
2
2
2
2
1
1
2
2
1
1
2
2
2
2
2
2
1
1
1
1
2
3
1
9
2
19
12
7
8
2
2
2
1
1
1
1
1
1
1
1
1
1
2
1
2
Number Tokens
2
Base Game
Extension
Seafarers
1
2
1
2
3
1
4
2
3
1
5
2
3
1
6
2
3
1
8
2
3
1
9
2
3
1
10
2
3
1
11
2
3
1
12
1
2
1
All reference material given to each player (building cost cards, city calendars, etc.) have been omitted.
The merchant and metropolises are neutral pieces; the use of player colors denote the player with control. Note that some foreignlanguage editions use metropolises in player colors.
Note that player pieces have had many different designs over the years, in both wood and plastic.
Harbor hexes, used in editions prior to the 4th edition and the 15th anniversary edition, are not included in the manifest. When
combined with Seafarers, the number of harbors available may vary, but two complete sets of harbors should exist (one set of
harbor hexes and/or tokens from the base game, and one set of tokens from Seafarers)
All basic terrain hexes (including gold fields in Seafarers) in the 4th edition games have ocean hexes on the reverse. These ocean
hexes are not included in the manifest.
Fishing grounds are not included in the manifest. All fishing grounds have pre-printed number tokens.
Some hexes have preprinted number tokens. This is the case for the lake hexes in Traders & Barbarians, as well as hexes released
in foreign-language expansions without English releases.
The four-hex river in Traders & Barbarians is printed as two two-hex pieces. The three-hex river in the Traders & Barbarians
extension is printed as a one-hex piece and a two-hex piece in the English editions only; in other language editions it is printed as one
piece.
The two castle hexes are separate in the English editions only; in other language editions one is printed on the back of the other.
The trade castle and quarry hexes have the same pasture color background in the English editions as well as foreign-language
editions since 2010; foreign-language editions prior to 2010 use the hills background for quarry hexes
Maps using unexplored terrain or special setups will have notes on their usage. However, some general principles apply:
If there is a number token on blank terrain, the terrain requires special setup but the number tokens do not.
If there is a number token on a black background, the Robber begins the game on the particular hex.
If there is no number token on resource-producing terrain, it denotes that the tile does not produce resources unless otherwise
stated.
If there is a blank harbor, it is to be randomly assigned from the remaining harbors after the fixed harbors are set up.
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Table of Contents
Kelvins Foreword .......................................................................................... 2
Version History .............................................................................................. 3
Contribute to the Guide .............................................................................. 6
General Notes................................................................................................. 7
Conventions in This Guide .......................................................................... 8
Table of Contents ....................................................................................... 10
The First Island ............................................................................................ 13
Catan (2002 Capcom Edition) ................................................................. 15
Catan Board Game: Gallery Edition ........................................................ 16
Catan Board Game: Portable Edition .................................................... 17
Catan Portable ................................................................................................ 18
Die Siedler von Catan: Das Minispiel ..................................................... 19
Die Siedler von Catan: Einsteiger-Variante ......................................... 20
Rockman.EXE Catan Standard................................................................. 21
Simply Catan ..................................................................................................... 22
Wegwerpcatan ............................................................................................... 23
First Islands of a Different Kind ........................................................... 24
Settlers of Canaan ......................................................................................... 25
2-4 Player Setup ........................................................................................ 26
Settlers of Zarahemla .................................................................................. 27
Siedler von Kanaan ........................................................................................ 28
3-4 Player Setup ........................................................................................ 28
The Second Islands .................................................................................... 29
Islands of Catan............................................................................................... 30
3-4 Player Setup ........................................................................................ 30
5-6 Player Setup ........................................................................................ 31
Big Island ............................................................................................................ 32
7-8 Player Setup ........................................................................................ 32
Peanut Island .................................................................................................... 33
7-8 Player Setup ........................................................................................ 33
NetBattle ............................................................................................................ 34
2 Player Setup ............................................................................................ 34
Seafarers Scenarios ................................................................................. 35
Heading for New Shores ............................................................................ 36
3-4 Player Setup (1997) ....................................................................... 36
3-4 Player Setup (2003) ....................................................................... 37
3 Player Setup (2008) ........................................................................... 37
4 Player Setup (2008) ........................................................................... 38
5-6 Player Setup ........................................................................................ 38
The Four Islands.............................................................................................. 39
3 Player Setup (1997) ........................................................................... 39
4 Player Setup (1997) ........................................................................... 39
3-4 Player Setup (2003) ....................................................................... 40
3-4 Player Setup with The Fishermen of Catan....................... 40
3-4 Player Setup with The Caravans ............................................ 41
3 Player Setup (2008) ........................................................................... 41
4 Player Setup (2008) ........................................................................... 42
5 Player Setup (1997) ........................................................................... 42
6 Player Setup (1997) ........................................................................... 43
5-6 Player Setup (2003) ....................................................................... 43
The Fog Island .................................................................................................. 44
3 Player Setup (1997) ........................................................................... 44
4 Player Setup (1997) ........................................................................... 44
3-4 Player Setup (2003) ....................................................................... 45
3-4 Player Setup with The Fishermen of Catan....................... 45
3-4 Player Setup with The Rivers ................................................... 46
3-4 Player Setup with Barbarian Attack ..................................... 46
3 Player Setup (2008) ........................................................................... 47
4 Player Setup (2008) ........................................................................... 47
5 Player Setup (1997) ........................................................................... 48
6 Player Setup (1997) ........................................................................... 48
5-6 Player Setup (2003) ....................................................................... 49
5-6 Player Setup (2008) ....................................................................... 50
Through the Desert....................................................................................... 51
3 Player Setup (1997) ........................................................................... 51
4 Player Setup (1997) ........................................................................... 52
3-4 Player Setup (2003) ....................................................................... 52
3-4 Player Setup with The Fishermen of Catan....................... 53
3-4 Player Setup with The Rivers ................................................... 53
3-4 Player Setup with The Caravans ............................................ 54
3-4 Player Setup with Barbarian Attack ..................................... 54
3-4 Player Setup with Traders & Barbarians........................... 55
3 Player Setup (2008) ........................................................................... 55
4 Player Setup (2008) ........................................................................... 56
5 Player Setup (1997) ........................................................................... 56
Settlers of Catan Complete Scenario and Variant Guide
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Dice Colors
Blue
Blue
Frame
No frame
9 Ocean hexes
9 Harbor hexes
No frame
9 Ocean hexes
9 Harbor hexes
Robber to Desert
Robber Piece Color
Name of Knight Card
Victory Point Cards
Allowed
Natural
Knight
Capital
Cathedral
Court
Library
Temple
Tower
University
Discovery
Allowed
Black
Knight
Capital
Cathedral
Court
Library
Temple
Tower
University
Discovery
Only at end
Only at end
Hand limit is raised to
10 cards.
Art Style
Piece Colors
Year of Plenty
Year of Plenty
Anytime
Special Build Phase
Only at end
Special Build Phase
Clearly, not a lot has changed since the very first edition, and even the most extreme changes are attributed to the release of expansions
and extensions. Initial settlements, for example, have always been done snake-style, the game has always been to 10 VP, and so on. An
interesting note is on the trade before building rule: according to Encyclopedia Catanica, the definitive resource on everything Catan, it
was so often ignored in the German language rules (which did have it) that the publication of Das Buch zum Spielen formally repealed it.
As such, trading with building is considered standard.
The Saboteur Progress Cards function was changed in 2003, at the same time as the conversion between wooden and plastic pieces
there, and not as a function of the Mayfair edition change, though the edition change unified the rules. (Scenario setups were also unified
at the time, though they have since diverged with newer German editions in 2008 and 2010).
The greatest change of all is how with the first and second editions, you could have up to eight players play. Though only pieces for four
players were provided, the Development Card Deck was suited for up to six players; the rules for the extension was included with the
Settlers of Catan Complete Scenario and Variant Guide
Page 13 of 281
There are 1680 ways to arrange the harbors in a 3-4 player game, if we ignore the terrain hexes and number tokens. There are
15120 ways to arrange the harbors in a 5-6 player game, again ignoring terrain hexes and number tokens.
If we follow the variable rules as outlined in the rules (where the number tokens are arranged counterclockwise in order, starting at
one corner), there are 244,432,188,000 different ways to arrange the terrain hexes and number tokens in a 3-4 player game,
ignoring harbor placement. In a 5-6 player game, we have 74,027,205,049,823,625,600 ways (owing to the greater number of
hexes and the fact that the 5-6 player board loses some of the 3-4 player boards rotational symmetry, leaving three distinct ways to
place number tokens given a hex layout) to arrange the terrain hexes, ignoring the harbors.
So, there are 7,391,629,365,120,000 possible setups in a 3-4 player game, from multiplying the two numbers together, then
multiplying by 18, the number of ways to arrange harbors relative to the hexes. In a 5-6 player game, there are 22 ways of
arranging harbors relative to the hexes, so there are 24,624,409,487,773,330,819,584,000 possible board setups. And all this
is a mere subset of the number of ways you can set up the board if you werent constrained by the number token placement rule
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8
10
9
11
12
11
10
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11
12
11
10
10
8
4
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11
9
12
8
10
10
11
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Catan Portable
At the same time as the 2004 release of Catan Standard in Japan, Catan Portable was also released. Like Catan: Portable Edition, it is
the base game to go, and as such it sacrifices customizability and flexibility for portability. However, between the two portable games,
different sacrifices were made in the two versions. A key difference is that while Catan: Portable Edition changes the harbor layout,
Catan Portable does not.
Catan Portable makes extensive use of magnets: the board consists of six magnet-backed pieces but no desert hex (the intent is that the
desert hex be the center of the board), and player pieces are also magnets attached to the building cost reference when not in play. A
set of five harbor magnets (representing the five 2:1 harbors) are also provided to cover the 3:1 harbors that are preprinted on the
frame.
A themed version, Rockman.EXE Catan Portable (using elements from Capcoms own Mega Man Battle Network series of video games),
was also released with the same restrictions.
6
3
4
11
12
10
10
11
3
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6
4
4
10
10
8
11
12
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12
10
11
11
10
The board pieces of Die Siedler von Catan: Einsteiger-Variante (obverse side).
10
12
11
6
5
4
3
11
8
10
4
2
The board pieces of Die Siedler von Catan: Einsteiger-Variante (reverse side).
Page 20 of 281
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Simply Catan
Simply Catan, by SimplyFun Games, was an attempt to simplify the rules of Settlers (not that it is too hard or anything). In particular, it
simplified the game by adding a 7-point game that did not use Development Cards, though the Development Card deck is included for a
full base set. The 7-point game without Development Cards is not new: the German Paper und Pencil and the Dutch Wegwerpcatan are
both 7-point games without Development Cards. The game also uses plastic pieces from international releases and not the wooden
pieces used in other English language editions.
As a feature that simplified setup, the board consists of five hex strips and fixed harbors. Number tokens remain fully customizable.
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Wegwerpcatan
Wegwerpcatan (Dutch for disposable Catan) was a Dutch promotional game, made entirely of paper. It is a 7-point game with no
Development Cards, no harbors, and a fixed board with fixed starting positions. The game is further restricted by the fact that it is
strictly for three players, and players may not have more than five of any single resource. In addition, players are limited to three
settlements, two cities, and five roads, but as a result the game also has the unintended effect of not allowing settlement on the board to
be upgraded to cities.
Instead of two dice, a spinner is used. The spinner consists of 30 spaces, correlating to the 30 outcomes of two dice that do not sum to
7. As such, there is no Robber, and there is no hand limit beyond the resource restriction.
11
10
12
11
5
5
10
9
4
6
3
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Settlers of Canaan
Settlers of Canaan was first published by Cactus Game Design in 2002. The game was also available from Mayfair Games, which
redistributed the game. As the game implies, the game is adapted to the biblical land of Canaan, roughly taking place between the Book
of Joshua and the Books of Samuel. The game is not to be confused with the later Siedler von Kanaan, published in German by Ulj,
which has (language notwithstanding) an identical theme, a mostly identical board, and slightly different rules.
Cactus Games Design is a developer of Christian-themed board games. Many of their works, such as Apples to Apples: Bible Edition, are
re-themes or licenses of existing popular board games adapted to a Christian audience, though among these Settlers of Canaan is the
only adaptation of a European board game. The company also produces original Christian-themed games, their most famous being a
collectible card game by the name of Redemption; a limited run of Settlers of Canaan once included two promotional cards for that
game.
As a re-theme, familiar concepts have been renamed to better suit the theme: for example, brick has been renamed to stone, while the
Robber was renamed the Plague.
Equipment Notes
16 Wall Stones are provided for each player in Settlers of Canaan, and an additional 16
neutral Wall Stones are also needed for this scenario.
23 Resource Cards for each resource is needed for this scenario; the base game only has 19
of each resource, while the base game with the extension has 24 of each resource.
Development Card Manifest
Name
Qty
City of Refuge
1 each
Divine Guidance
Ladder to Heaven
Ten Commandments
Bountiful Harvest
Calebs Blessing
1
1
Caravan
Deborahs Song
Gibeonite Trickery
Improvements
Korahs Rebellion
2
1
1
1
1
1
1
20
Prophet
Replaces
Chapel
Library
Marketplace
Palace
University
Road Building
Year of Plenty
Knight
Player Pieces
Wall Stone
Effect
Same as base game.
Gain
for each field hex adjacent to a players settlements or cities.
All opponents must give one resource of the players choosing. The
resource chosen may be different for each player.
Trade any one resource at 2:1 for the rest of the turn.
All players may take one resource.
Look through and steal another players unplayed Development Card.
Upgrade one settlement to a city for
.
Return an opponents played Knight card to the bottom of the Development
Card deck.
Same as base game.
Same as base game.
Same as base game. Note that there are only 14 Knight cards in the base
game, but there are 20 with the extension.
May only be played before dice are rolled. Set the outcome of the dice.
Setup Notes
Players may not place their initial settlements at intersections marked with
Additional Rules
Wall of Jerusalem: Players may only build Wall Stones if they have a settlement or city at an intersection marked with , or is
connected to such a settlement by roads belonging to any combination of players. However, if the latter applies, one resource must
also be paid to the owner of the anchoring settlement or city.
Kings Blessing: The player who has built the most Wall Stones gains the Kings Blessing, worth 2 VP. Neutral stones are not
considered in determining ownership of the Kings Blessing. The player with the Kings Blessing may take one resource from the
supply and place it in front of them; the player then has the ability to trade the resource at 2:1. If the Kings Blessing is lost, the
resource card is returned to the supply.
Game End
Game is to 12 points. The game also ends if 28 Wall Stones are built. The player with the most VP wins in this case, with the number of
Wall Stones built as a secondary tiebreaker.
Page 25 of 281
Settlers of Canaan
11
6
10
11
Player Pieces
10
4
15
16
8
9
10
9
9
10
11
6
9
5
11
5
2
6
3
12
10
8
4
3
Page 26 of 281
Settlers of Zarahemla
Settlers of Zarahemla is a game developed by Inspiration Games, an imprint of berplay specializing in biblical re-themes of existing
games. berplay was a company that also ported German board games for English-language audiences, and among the games that
they had distributed was Hoity Toity, another of Klaus Teubers award-winning games (also playable on Catan Online World). Though the
company shut down in 2008, some of the games they have published are still in print today, produced by different publishers; the most
notable of these are Alhambra and Metro, which are now published as multilingual editions by their original publisher. Inspiration Games
itself was only known for two biblical re-themes, the other being Carcassonne adaptation Ark of the Covenant.
As a standalone game, Settlers of Zarahemla is probably the least divergent of the first islands of a different kind. Indeed, the base
game is more or less present, but with one additional mechanic. Thematically, the major difference between it and the base game is the
use of the Book of Mormon, the sacred text of the Latter-Day Saint movement, as its base. As such, the board is said to situate in a
dense jungle instead on a remote island, harbors are replaced with trading posts, and even the names of the resources are different; the
most significant change being that wool being replaced with water.
Two limited edition Development Cards were developed for the game, though they are comparatively difficult to find today.
Equipment Notes
King Noahs Tax and Escape from Bondage are promotional Development Cards and thus may
be omitted.
Development Card Manifest
Name
Qty
Alma
1 each
King Benjamin
Mosiah
Mulek
Samuel the Lamanite
Bountiful Harvest
2
Escape from Bondage
1
King Noahs Tax
1
Liahona
2
Prosperity
2
Road Building
2
Stripling Warrior
14
Temple Building
2
Replaces
Chapel
Library
Marketplace
Palace
University
Year of Plenty
Monopoly
Road Building
Knight
Player Pieces
Temple Stone
Effect
Same as base game.
Setup Notes
The Temple: The Temple is built with Temple Stones. The number of Temple Stones built by all
players may not exceed 20.
Greatest Temple Contributor: The player with the greatest number of built Temple Stones (at
least 3) is named the Greatest Temple Contributor, worth 2 VP.
Game End
Game is to 12 points.
Page 27 of 281
19 Resource Cards are needed for grain, ore, and wool. 18 Resource Cards are needed for brick and lumber. Note that the base
game has 19 of each resource.
Qty
5
14
8
10
Type
Victory Point
Knight
Development
Event
Effect
Same as base game.
Same as base game.
Must be resolved when drawn.
Setup Notes
Players may choose which settlement to obtain their initial resources from.
Additional Rules
Gods Help: A player with two Hero Cards may trade all resources at 3:1, and a player with three Hero Cards may trade all
resources at 2:1. (1 Gods Help card is provided for each player as a reference in Die Siedler von Kanaan, but is strictly
unnecessary for gameplay.)
The Most Heroes: The player with the most Hero Cards (at least three) earns The Most Heroes, worth 2 VP.
Game End
Game is to 11 points.
11
6
10
11
10
8
9
10
9
9
10
11
6
9
5
11
6
3
8
9
6
10
12
10
5
4
8
4
Page 28 of 281
Page 29 of 281
Islands of Catan
This scenario was included in the 2nd edition of the English language base game. The 5-6 player setup is known as Big Islands of Catan.
Preparation Notes
Lay out all of the hexes randomly. Then place the number tokens, ensuring that number tokens with the name number are not
adjacent, and that 6 and 8 are not adjacent.
Type
Development
Progress Science
Effect
May be used to build a bridge.
May be used to build a bridge.
Additional Rules
The Special Build Phase is not used in a 5-6 player game. Instead, the hand limit is raised to 10 cards.
Bridges: Bridges, represented by roads, are used to cross ocean hexes. The distance rule is ignored for settlements on opposite
ends of a bridge.
Game End
Game is to 10 points.
18
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Page 30 of 281
Islands of Catan
22
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Page 31 of 281
Big Island
This scenario was one of two suggested setups for a 7-8 player game that was
included with the 2nd edition of the English language base game.
Preparation Notes
Two sets of resource cards and two sets of Development Cards are combined and used for this scenario.
Place the number tokens randomly, ensuring that 6 and 8 are not adjacent.
Additional Rules
The Special Build Phase is not used in this scenario. Instead, the hand limit is raised to 13 cards.
Game End
Game is to 10 points.
Number Tokens
2
6
4
8
4
10
11
12
Harbors
1
Page 32 of 281
Peanut Island
This scenario was the second of two suggested 7-8 player setups included with the 2nd edition of the English language base game.
Preparation Notes
The setup area is divided into two halves, each landmass the size and shape of the 3-4 player base game. Place the number tokens
as per the base game on each of the two halves, ensuring that 6 and 8 from different halves are not adjacent.
Additional Rules
The Special Build Phase is absent in this scenario. Instead, the hand limit is raised to 13 cards.
Game End
Game is to 10 points.
3
3
4
4
4
4
3
3
4
4
1
1
Number Tokens
Upper Half
Lower Half
1
1
2
2
2
2
2
2
6
2
2
8
2
2
10
11
12
2
2
2
2
2
2
1
1
Harbors
2
Page 33 of 281
NetBattle
In Rockman.EXE Catan Standard, each of the four players takes on the role of one of Mega Man Battle Networks human protagonists,
while their game pieces represent their corresponding NetNavi (computer AI) counterparts. A common activity in the Mega Man Battle
Network series is for characters NetNavis to battle each other for fun in NetBattles. In a sense, this standalone game with Settlers
parts can be thought of as an abstraction of sorts of the NetBattle process (though it is to note that this is not particularly faithful to the
Mega Man Battle Network series in that regard either).
Preparation Notes
Each player places a NetNavi (settlement) in the middle of the hexes marked with on their own side of the board, and a SP-Navi
(city) in the middle of the hexes marked with on their own side of the board.
Randomly set up the remainder of the hexes. Note that six hexes will not be used in this scenario.
Navi Movement: Each turn, players may move one piece in any forward direction.
Resources: At the end of each turn, the player on move collects resources corresponding to the resource hexes each of their game
pieces is on. Players may only keep seven resource cards in their hand, and must immediately discard cards if they, at any point,
has more than seven cards.
Combat: If a player moves a piece to a hex occupied by an opposing piece, combat occurs. Players each roll one die, with the player
with the lower roll removing their piece from the board. If the outcome is tied, both pieces are removed.
Combat Bonuses: Players may pay for bonuses to their combat die rolls using resources; if both players commit resources, the
attacker must commit their resources before the defender. An SP-Navi, in addition, will also receive a +1 bonus to all combat dice
rolls.
Revival: A player may, instead of moving a piece on the board, revive a lost piece by placing it on the desert hex or on the on their
side of the board.
Game End
The game ends if a players SP-Navi is defeated. The player defeating their opponents SP-Navi is the winner, unless their own SP-Navi is
also lost as a result of a drawn combat, in which case the game ends in a draw.
2 Player Setup
Terrain
3
Page 34 of 281
Seafarers Scenarios
Catan: Seafarers (originally titled The Seafarers of Catan) was the first full expansion to the base game. It introduced ships, or roads on
water, and the very concept of the scenario. While the base game was one island in a predictable shape, with Seafarers players truly
had freedom to build new and imaginative game boards. Of course, ships were not the only feature the expansion had to offer: there was
also the Pirate the Robber of the Sea.
Even though the Pirate figure in the 4th edition is still a diminutive little ship the size of the players ships (which has been criticized for not
being menacing and not standing out), German sets started using the Cities & Knights barbarian ship for the Pirate in 2001 (to address
these criticisms) before getting a dedicated figure of Robbers on a life raft during its move to plastic pieces (the English editions remain
the only major language release that do not use plastic pieces, citing nostalgia as its reason for keeping the older wooden ones).
Because of its age, the scenarios of Seafarers also form the longest part of this guide. No other scenario can lay claim to having 19
distinct setups with minor rule variations due to the evolution of the game, and indeed the scenarios of Seafarers is a large influence on
many of the other scenarios both official and fan-made. As a game system (inasmuch as saying that Axis & Allies is a game system
as opposed to true game systems such as Looney Pyramids), Seafarers is said to be a de facto requirement. Its said that while Cities &
Knights (and to a lesser extent, Traders & Barbarians) adds depth to the game, Seafarers adds truly infinite replayability to the world of
Catan.
The scenarios in this section are arranged in the order presented in the Seafarers manual. Greater Catan, which was once part of this
manual, is part of the Schtze, Drachen & Entdecker section due to its more recent appearance there.
Page 35 of 281
Set up the white hexes according to the rules of the base game. This island is known as the Main Island.
Variable Setup: Rearranging the numbers and terrain types of the outlying islands is permissible, but not the shape of the islands
themselves.
Setup Notes
Players may only place their initial settlements on the Main Island.
Additional Rules
The first settlement a player builds on an outlying island is worth 1 additional VP (2 additional VP with 2008 revision).
Game End
Game is to 13 points, 14 points with 2008 revision.
Terrain
10
3
Main Island
Outlying Areas
3
1
4
1
4
1
3
2
6
2
0
4
1
1
0
0
19
0
2
Number Tokens
Main Island
Outlying Areas
1
1
2
1
2
1
2
1
8
2
1
10
11
12
2
1
2
1
2
1
1
0
Harbors
1
5
11
Page 36 of 281
Seafarers Scenarios
11
Number Tokens
Main Island
Outlying Areas
3
1
4
1
4
1
3
2
6
2
0
1
1
2
1
2
1
2
1
4
1
8
2
1
1
0
0
15
0
2
10
11
12
2
1
2
1
2
1
1
0
Harbors
1
10
2
8
11
10
12
Number Tokens
Main Island
Outlying Areas
Main Island
Outlying Areas
6
10
11
2
2
3
1
3
0
2
2
6
2
0
1
0
1
1
1
2
2
1
4
1
8
2
1
0
0
0
13
0
2
10
11
12
1
1
2
1
2
0
0
1
Harbors
8
4
10
Page 37 of 281
Seafarers Scenarios
6
3
Main Island
Outlying Areas
12
10
4
Number Tokens
11
Main Island
Outlying Areas
11
9
10
4
1
4
1
3
2
6
2
1
1
1
2
1
2
1
2
1
4
1
8
2
1
1
0
0
14
0
2
10
11
12
2
1
2
1
2
1
1
0
Harbors
11
3
2
5
9
6
10
Main Island
Outlying Areas
11
5
2
6
1
6
1
5
2
6
3
1
6
1
2
0
0
16
0
3
Number Tokens
Main Island
Outlying Areas
2
1
3
1
3
1
3
1
8
3
1
10
11
12
3
1
3
1
3
1
2
1
Harbors
1
10
3
12
Page 38 of 281
If playing with The Fishermen of Catan, place the 4 and 8 fishing grounds on one of the smaller islands, and the 6 and 10 on the
other smaller island. Place the 5 fishing ground on one of the larger islands, and the 9 fishing ground on another of the larger
islands.
Variable Setup: The land hexes and number tokens may be freely arranged, but care should be taken to ensure that forests and
pastures are not all assigned poor number tokens.
Setup Notes
The islands for which the initial settlements are placed for a player are known as their Home Islands. A player may have one or two
of them.
If playing by 3rd Edition rules, a coastal settlement must have a ship placed instead of a road, unless the settlement is facing the
edge of the game board.
If playing with The Fishermen of Catan, each player begins the game with 2 1-Fish Tokens, 2 2-Fish Tokens, and 1 3-Fish Token.
The Pirate begins the game off of the board if not present in the setup charts.
Additional Rules
The first settlement for a player on an island other than their Home Islands is worth 1 additional VP (2 additional VP with 2008
revision). The first settlement for a player on each additional island is worth 2 additional VP. Additional settlements on settled
islands are not worth extra VP.
Game End
Game is to 12 points, 13 points with 2008 revision, and 14 points with The Caravans.
10
Terrain
3
10
17
Number Tokens
9
9
11
8
2
10
11
12
Harbors
12
8
5
6
2
4
4 Player Setup (1997)
4
10
Terrain
11
3
18
Number Tokens
6
2
8
2
10
11
12
Harbors
11
10
8
9
6
3
10
12
Page 39 of 281
Seafarers Scenarios
6
9
4
10
10
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
8
9
6
10
11
6
9
4
10
10
11
8
9
6
10
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
6
7
2
2
5
5
3
4
Page 40 of 281
Seafarers Scenarios
9
9
4
10
6
3
10
2
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
8
9
6
10
11
11
12
15
Number Tokens
10
9
3
6
2
8
2
10
11
12
Harbors
10
11
Page 41 of 281
Seafarers Scenarios
10
10
4
11
12
Number Tokens
2
6
2
8
2
10
11
12
Harbors
12
10
11
8
11
4
10
Terrain
11
26
Number Tokens
8
2
6
3
8
3
10
11
12
Harbors
8
9
4
11
4
10
12
6
12
10
2
Page 42 of 281
Seafarers Scenarios
10
12
Terrain
11
28
Number Tokens
6
3
8
3
10
11
12
Harbors
10
10
11
10
12
11
11
9
5
8
4
12
10
12
4
3
24
Number Tokens
2
6
4
8
3
10
11
12
Harbors
1
11
4
10
10
4
10
Page 43 of 281
If playing with The Fishermen of Catan, randomly place the fishing grounds on the main island.
Variable Setup: The land hexes and number tokens therein on the large island may be altered.
Setup Notes
Players may only place their initial settlements on the large island.
The Robber begins the game off of the board if not present in the setup charts, except if playing with The Rivers, where it begins on
any swampland hex.
Additional Rules
Discovery: If a ship or road borders an unexplored area, discovery occurs. Draw the top hex from the reserve and place it in the
empty space. If it is a land hex producing resources, a number token is also taken from the reserve, and one resource of the type
produced by the hex is given as a reward for discovery. If playing with The Fishermen of Catan, a fish token is taken as a reward for
discovering the lake hex.
If playing with The Rivers, gold fields do not produce gold pieces.
If playing with Barbarian Attack, barbarians are never placed on land outside of the main island. Similarly, knights may not travel off
of the main island.
Game End
Game is to 12 points.
?
?
10
?
?
?
?
?
?
?
?
?
?
4
?
?
8
10
6
4
6
3
8
4
?
?
?
?
9
12
6
11
10
8
9
3
6
4
Terrain
11
?
?
?
?
?
?
?
Main Island
Reserve
2
1
2
1
3
1
2
2
2
1
0
0
6
8
1
0
Number Tokens
Main Island
Reserve
1
0
1
1
2
0
1
1
6
2
0
8
1
1
10
11
12
1
1
2
0
1
1
0
1
Harbors
11
?
?
?
?
?
?
?
?
?
?
?
Terrain
Main Island
Reserve
3
1
3
2
3
1
3
1
6
2
1
3
2
0
1
7
14
2
0
Number Tokens
Main Island
Reserve
1
0
2
1
2
1
1
2
8
2
0
10
11
12
2
1
2
1
2
0
1
0
Harbors
1
10
Page 44 of 281
Seafarers Scenarios
?
10
?
?
?
?
?
?
?
11
?
?
?
?
?
?
?
?
?
?
Terrain
4
Main Island
Reserve
6
4
8
10
3
1
3
1
3
2
3
2
6
2
1
3
2
0
1
7
9
2
0
Number Tokens
Main Island
Reserve
1
0
2
1
2
1
1
2
8
2
1
10
11
12
2
1
2
1
2
0
1
0
Harbors
3
1
11
9
12
8
5
?
10
?
?
?
?
?
?
?
11
?
?
?
?
?
?
?
?
?
?
Terrain
4
Main Island
Reserve
6
4
8
10
3
1
3
1
3
2
3
2
3
2
0
1
7
9
2
0
0
1
Number Tokens
Main Island
Reserve
1
0
2
1
2
1
1
2
6
2
1
8
2
1
10
11
12
2
1
2
1
2
0
1
0
Harbors
3
1
6
11
9
12
8
5
6
7
2
2
5
5
3
4
Page 45 of 281
Seafarers Scenarios
?
10
?
?
?
?
?
?
?
11
?
Terrain
?
?
?
?
?
?
?
?
?
Main Island
Reserve
1
1
2
1
3
2
0
2
2
2
0
1
7
9
2
0
1
0
1
0
6
2
1
8
2
1
10
11
12
2
1
2
1
2
0
1
0
Number Tokens
Main Island
Reserve
1
0
2
1
2
1
1
2
Harbors
1
?
10
?
?
?
?
?
?
?
11
?
?
?
?
?
?
?
?
?
?
Terrain
4
Main Island
Reserve
6
2
12
8
10
2
1
3
1
3
2
3
2
3
2
0
1
7
9
2
0
1
0
Number Tokens
Main Island
Reserve
1
0
2
1
2
1
1
2
6
2
1
8
2
1
10
11
12
2
1
2
1
2
0
1
0
Harbors
3
1
6
11
Player Pieces
5
15
15
Page 46 of 281
Seafarers Scenarios
6
11
8
9
12
10
?
?
?
?
?
?
?
?
?
?
Main Island
Reserve
2
2
2
2
4
1
2
2
6
2
1
4
1
0
0
16
2
0
2
Number Tokens
Main Island
Reserve
0
0
1
2
1
1
2
1
8
2
1
10
11
12
2
1
1
1
2
1
1
1
Harbors
1
6
5
8
4
11
3
6
9
8
5
?
?
?
?
?
?
?
?
Main Island
Reserve
3
2
3
2
4
1
3
2
6
2
1
4
1
0
0
13
2
0
2
Number Tokens
Main Island
Reserve
1
0
2
2
2
1
2
1
8
2
1
10
11
12
2
1
2
1
1
2
1
1
Harbors
10
6
10
3
12
11
?
?
?
Page 47 of 281
Seafarers Scenarios
?
12
4
?
?
?
?
?
?
?
?
?
?
11
8
9
Terrain
Main Island
Reserve
3
2
4
2
4
3
3
2
6
3
0
4
2
0
0
14
15
2
0
Number Tokens
Main Island
Reserve
1
0
2
1
3
1
3
2
8
2
1
10
11
12
2
2
2
2
1
2
1
0
Harbors
10
10
?
?
4
?
?
?
?
?
?
?
?
?
?
5
?
?
?
3
11
6
4
12
5
11
8
9
3
4
10
Terrain
Main Island
Reserve
4
2
4
2
4
3
4
2
6
3
1
5
2
0
0
12
14
2
0
Number Tokens
Main Island
Reserve
1
0
2
1
3
1
3
2
8
4
0
10
11
12
2
2
2
2
2
1
1
1
Harbors
1
8
?
?
?
?
?
?
?
?
?
?
3
?
10
6
8
?
5
?
?
?
?
?
?
?
?
?
?
4
?
?
Page 48 of 281
Seafarers Scenarios
?
?
?
?
4
?
?
8
?
?
?
9
?
5
?
3
?
11
?
?
8
?
10
?
?
3
?
?
?
10
?
?
?
?
?
Terrain
Main Island
Reserve
5
2
6
4
5
2
5
2
4
3
5
2
6
3
1
4
3
1
0
12
12
2
1
Number Tokens
Main Island
Reserve
1
2
3
1
3
1
2
2
8
3
1
10
11
12
2
2
3
1
3
1
2
1
Harbors
3
1
10
11
12
8
12
11
Page 49 of 281
Seafarers Scenarios
6
9
11
12
Main Island
Reserve
11
10
5
2
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
5
2
4
3
6
3
1
5
2
0
1
14
3
0
3
Number Tokens
Main Island
Reserve
10
5
2
1
2
2
2
3
1
2
2
8
3
1
10
11
12
3
1
3
1
2
2
2
1
Harbors
1
6
9
8
10
4
3
2
12
Page 50 of 281
The large island is divided into the mainland and the small land strip(s) by the desert hexes.
If playing with The Fishermen of Catan, randomly place the fishing grounds.
Variable Setup: Terrain hexes and number tokens on the mainland may be freely rearranged. All terrain outside the mainland as
well as the number tokens therein may also be freely rearranged, with the restriction that the gold field hexes should not receive a
6 or 8 .
Setup Notes
If playing with Traders & Barbarians, the barbarians begin the game off of the board.
Additional Rules
The first settlement a player builds outside the mainland (either in the small land strips or the outlying islands) is worth 1 extra VP, 2
extra VP with 2008 rules.
If playing with The Rivers, gold fields do not produce gold pieces.
If playing with Barbarian Attack, barbarians are never placed on land outside of the mainland. Similarly, knights may not travel off
of the mainland.
If playing with Traders & Barbarians, wagons move across water the same as on land.
Game End
Game is to 12 points, 14 points with 2008 rules.
10
Terrain
9
5
8
9
10
5
4
12
6
2
8
3
10
11
12
11
1
11
8
4
Harbors
12
Number Tokens
10
Page 51 of 281
Seafarers Scenarios
10
Terrain
9
5
16
Number Tokens
10
10
6
3
8
3
10
11
12
Harbors
11
1
12
11
8
5
6
3-4 Player Setup (2003)
Terrain
5
9
6
11
8
12
11
14
Number Tokens
2
6
3
8
3
10
11
12
Harbors
10
9
10
10
4
11
Page 52 of 281
Seafarers Scenarios
5
9
11
12
6
11
8
4
12
11
14
Number Tokens
2
6
3
8
3
10
11
12
Harbors
10
8
9
10
8
10
11
6
7
2
2
5
5
3
4
14
6
3
8
3
10
11
12
Number Tokens
6
11
Harbors
10
10
4
11
Page 53 of 281
Seafarers Scenarios
5
9
6
11
8
2
12
11
14
Number Tokens
2
6
3
8
3
10
11
12
Harbors
10
9
10
10
4
11
12
6
11
10
9
2
11
14
Number Tokens
2
6
3
8
3
10
11
12
Harbors
8
10
Player Pieces
10
15
15
11
Page 54 of 281
Seafarers Scenarios
6
10
4
11
11
8
2
14
6
3
8
3
10
11
12
Harbors
12
10
10
4
Number Tokens
11
11
10
8
9
4
4
3
10
8
9
10
Number Tokens
2
6
3
8
3
10
11
12
Harbors
4
1
8
9
12
Page 55 of 281
Seafarers Scenarios
12
11
6
10
11
10
5
4
8
11
12
Number Tokens
2
6
3
8
3
10
11
12
6
4
6
12
Harbors
10
9
4
11
Terrain
4
4
22
Number Tokens
8
9
6
3
8
4
10
11
12
Harbors
10
1
10
4
10
6
11
11
6
12
10
12
Page 56 of 281
Seafarers Scenarios
11
Terrain
4
10
24
Number Tokens
8
9
6
4
8
4
10
11
12
Harbors
10
1
10
4
11
6
11
11
6
12
10
12
12
Page 57 of 281
Seafarers Scenarios
12
11
12
20
Number Tokens
2
6
4
8
4
10
11
12
Harbors
10
11
11
10
3
12
10
8
3
11
6
3
10
Page 58 of 281
Seafarers Scenarios
12
11
12
20
Number Tokens
2
6
4
8
4
10
11
12
Harbors
10
11
11
10
3
12
10
8
3
11
6
3
10
Page 59 of 281
The island with the number tokens is referred to as the Main Island.
Place harbors face down on the edges marked with , Catan chits on edges marked with , and Development Cards face down
from the top of the Development Card deck on edges marked with .
If playing with The Fishermen of Catan, randomly place the fishing grounds on the main island.
Variable Setup: The terrain and number tokens on the main island may be freely rearranged, with the restriction that the terrain
hexes at the bottom of the island should not be 5 , 6 , 8 , or 9 .
Setup Notes
The Pirate is only present in 1997 setups. It starts the game off of the board.
Additional Rules
Once the Robber has moved from the initial position (off of the Main Island), the Robber may not be moved off of the Main Island. If
the Robber is subsequently removed from the board, it may only return to the Main Island when it is replaced.
Gift of the Forgotten Tribe: The first player to place or move a ship to the edges with a marker receives the item set there at the
start of the game. Any Development Cards are treated as if they were purchased in the turn obtained. Each Catan chit is worth 1
VP, while harbors must be placed adjacent to one of the players coastal settlements. Only one harbor may be placed on an edge,
and harbors may not be placed on adjacent edges. If the harbor cannot be placed due to these restrictions, it may be held in
reserve until it can be placed.
If playing with The Fishermen of Catan, harbors may not be placed on hexes where a fishing ground is present.
If playing with Barbarian Attack, barbarians are never placed on land outside of the mainland. Similarly, knights may not travel off
of the mainland.
If playing with Barbarian Attack, only one hex is affected instead of multiple hexes when a number rolled matches two or more
coastal hexes. Barbarians must be placed on these hexes as evenly as possible.
Game End
Game is to 13 points.
4
12
11
18
Number Tokens
2
4
10
2
6
2
8
2
10
11
12
Harbors
10
Terrain
Preparation Notes
9
11
Page 60 of 281
Seafarers Scenarios
11
10
8
3
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
4
1
12
10
5
4
3
2
11
10
8
3
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
8
2
11
12
10
5
4
3
2
6
7
2
2
5
5
3
4
Page 61 of 281
Seafarers Scenarios
11
10
8
3
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
10
5
4
3
2
12
12
8
4
10
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
8
5
Player Pieces
11
6
12
15
15
Page 62 of 281
Seafarers Scenarios
4
12
11
5
10
9
4
24
Number Tokens
2
6
3
8
3
10
11
12
Harbors
10
11
Terrain
Preparation Notes
10
11
2
9
3
Page 63 of 281
Seafarers Scenarios
3
11
4
12
11
22
Number Tokens
2
6
3
8
3
10
11
12
Harbors
10
4
11
5
10
9
4
4
2
10
Page 64 of 281
In De Diamanten, each player was given their own set of dice, in player colors.
When originally released in 2000, the gold field and desert hexes with number tokens in the center of the map were custom hexes.
Preparation Notes
The number tokens on the central islands represent the villages of the Forgotten Tribe.
Variable Setup: The terrain and number tokens on the two main islands may be freely rearranged.
Setup Notes
Players begin with three initial settlements, which must be placed on the two main islands.
The Robber and Pirate begin the game off of the board if not present in the setup charts.
Additional Rules
If playing by 2000 rules, the Robber may not take resources from players with fewer than 3 VP.
If playing by 2000 rules, the Pirate may not take resources from players without a connection to the Forgotten Tribe villages.
Players may take a Catan chit instead of a resource when moving the Robber or Pirate.
Villages of the Forgotten Tribe: When a player connects a settlement or city to a Forgotten Tribe village, one Catan chit is taken
from the village supply. In subsequent turns, if the number token of the village is rolled, players with a direct connection to the village
receive one Catan chit from the village supply, unless the village supply is exhausted. If there are not enough Catan chits from the
village supply for all players, take as many as needed from the general supply.
10
10
11
Terrain
6
9
10
15
Number Tokens
12
6
3
8
3
10
11
12
Harbors
10
11
8
3
11
Page 65 of 281
Seafarers Scenarios
10
10
12
10
18
Number Tokens
2
6
3
8
3
10
11
12
Harbors
11
11
11
8
9
4
2
11
10
12
12
11
24
Number Tokens
2
6
4
8
4
10
11
12
Harbors
1
12
10
10
10
11
11
8
9
4
2
Page 66 of 281
(Die Pirateninsel)
This scenario was originally introduced in the 1/1999 issue of Catan-News (then
Siedler-Zeitung) before being added to Seafarers in 2003 as part of the revised German edition.
Preparation Notes
In a 3-player game, remove the VP cards from the Development Card deck. The colors used to represent the players in this Guide
are red, blue, and orange.
The colors used to represent the players in this Guide for a 5-player game are red, blue, orange, white, and green.
Place 3 Catan chits with each settlement on the smaller island. These settlements are known as the Pirate Fortresses.
In addition to the prescribed setup, place two additional settlements in the standard fashion.
On a roll of 7, the player to move may take a resource from another player.
Ships: Only one shipping route may be built, extending from any coastal settlement, out to the marker in the corresponding player
colors, and then from there to the players own Pirate Fortress. Furthermore, the shipping route must reach its intended
destination in as short of a route as possible, so as to not block other players.
Island Settlements: A player may choose to build a settlement at the location of their marker if they extend the shipping route to
that point and they have enough resources.
Warships: Whenever a player plays a Knight card (Knighthood with Barbarian Attack), the ship closest to the anchor settlement
or city not already a warship is turned into a warship, and placed on its side. The players ship in the initial setup is not a warship.
If playing with Barbarian Attack, shipbuilding and warship conversion may only be done as long as the anchoring coastal settlement
or city is not conquered.
Pirate: The Pirate moves about the hexes shown in the direction of the diagram with the black arrows. After the dice are rolled but
before resources are collected, the Pirate moves a number of hexes equal to the lower of the two dice. If the pirate ends in a hex
adjacent to a settlement or city (unless it ends on a hex marked with ), the Pirate attacks.
Pirate Attack: In a Pirate attack, the number of spaces moved by the pirate to initiate the attack is compared to the number of
warships deployed by the defender. If the Pirate wins (has the higher amount), the defender loses one resource card plus one
additional resource card for each of their cities. If the defender wins, the defender takes a resource card of their choice from the
general supply. No action occurs in the event of a tie.
Pirate Fortress: If a players shipping route reaches their Pirate Fortress, the player may attack the Pirate Fortress at the end of
their turn. Roll one die to represent the strength of the Pirate Fortress. If this amount is higher than the number of warships
deployed by the player, the player loses the last two ships in their shipping line. If a tie occurs, the player only loses the last ship in
the shipping line. Otherwise, one Catan chit is removed from the Pirate Fortress. If no Catan chits remain, the Pirate Fortress
becomes a regular settlement.
Under 1999 rules, the Pirate is no longer in play if all Pirate Fortresses are converted to settlements.
If playing with Barbarian Attack, only one hex is affected instead of multiple hexes when a number rolled matches two or more
terrain hexes in a barbarian attack. Barbarians must be evenly distributed between these hexes whenever possible.
If playing with Barbarian Attack, barbarians are only placed on the main island. Similarly, Knights may not travel off of the main
island.
Game End
Game is to 10 points, 12 with Barbarian Attack. A player must also have converted their Pirate Fortress into a settlement in order to
claim victory.
Page 67 of 281
Seafarers Scenarios
11
10
12
Terrain
5
21
Number Tokens
6
3
8
3
10
11
12
Harbors
1
8
6
11
3
11
10
10
12
10
4
5
11
8
6
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
6
10
11
4
2
9
5
8
10
12
Page 68 of 281
Seafarers Scenarios
10
4
5
11
8
6
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Player Pieces
5
6
3
11
10
15
15
10
12
11
11
4
26
Number Tokens
2
6
4
8
4
10
11
12
Harbors
6
9
11
5
4
10
10
8
5
12
11
10
Page 69 of 281
Seafarers Scenarios
Page 70 of 281
4 colored Catan chits were included in De Wereldwonderen to mark the progress of the players wonders.
Preparation Notes
Variable Setup: The terrain hexes and number tokens on the large island may be freely arranged, with the restriction that
may not be placed next to the desert hexes. If playing by 3rd Edition rules, the land hexes and number tokens adjacent to
intersections with any marker may not be changed.
If playing with The Fishermen of Catan, set up the fishing grounds randomly.
If playing with Barbarian Attack, place the barbarians evenly among the desert hexes.
and
Setup Notes
Players may not place their initial settlements on the outlying islands, nor on any intersection marked with a marker.
The first settlement a player builds on any outlying island is worth 1 additional VP.
Wonders: Once a player meets the requirements for a wonder, a player may claim the wonder and build it. Players may claim only
one wonder, and each wonder may only be claimed by one player. Players may not claim a wonder without building the first part of
the wonder. If playing by 4th Edition rules, players stake their claim by placing a ship on the wonder card to be claimed. Each part of
the wonder costs the same resources, and a player may build more than one part to their wonder in a single turn. Note: In a 5-6
player game, there are two Great Bridges.
Wonders may only be built while the requirements are met. If for any reason, players in the middle of building their wonder no
longer meet the requirements therein, they may not add to their wonder until the requirements are met again.
If playing with Barbarian Attack, all desert hexes are considered to be conquered. When the barbarians attack, move the
barbarians from the desert hexes evenly. Barbarians may only be placed on the main island, and knights may not travel off of the
main island. During a barbarian attack, only one hex is affected instead of multiple hexes when a number rolled matches two or
more terrain hexes; barbarians must be placed on these hexes as evenly as possible.
Game End
The game ends whenever a player completes their wonder, or if they have 10 points and has built more of their wonder than any other
player.
8
3
6
10
11
6
11
11
3
18
10
4
6
3
8
3
10
11
12
Harbors
10
1
5
12
Number Tokens
Terrain
Page 71 of 281
Seafarers Scenarios
12
5
11
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
6
1
10
11
8
10
11
10
5
4
6
3-4 Player Setup with The Fishermen of Catan
Terrain
12
5
11
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
6
1
10
11
8
10
11
3
9
5
4
10
7
2
5
5
3
4
Page 72 of 281
Seafarers Scenarios
11
5
10
8
10
12
9
5
4
19
6
3
8
3
10
11
12
Harbors
1
Player Pieces
11
Number Tokens
11
10
15
15
Page 73 of 281
Seafarers Scenarios
6
8
9
5
8
10
6
4
10
11
3
24
Number Tokens
2
6
4
8
4
10
11
12
12
10
11
11
5
2
Harbors
8
9
11
12
10
6
4
Page 74 of 281
Seafarers Scenarios
6
8
9
5
8
10
6
4
10
11
3
10
11
8
9
11
12
24
Number Tokens
2
6
4
8
4
10
11
12
11
5
2
Harbors
12
7
2
5
5
3
4
10
6
4
Page 75 of 281
The Robber and Pirate begin the game off of the board.
Additional Rules
Trade Routes: A trade route between Catan and Transcatania is defined as a line of roads or ships belonging to any player that
extends from a settlement or city on Catan to a settlement or city on Transcatania. A direct trade route is one leading out from a
players own settlement or city, and into a settlement or city (not necessarily their own) on the other island, while an indirect route
merely connects roads and ships together. Trade routes may branch off, and ships may be part of more than one trade route;
however, trade routes do not extend past the first settlement or city on either side.
VP for Trade Routes: Each trade route is worth one VP. As direct trade routes to opposing settlements and all indirect trade
routes are all open shipping lines, these VP may be lost if ships are moved. In the case of indirect trade routes, the player with the
most links in the route receives the VP; if this is tied, the player completing the indirect trade route receives the VP.
Game End
Game is to 13 points.
4 Player Setup
12
8
3
11
Terrain
4
17
Number Tokens
10
6
2
8
2
10
11
12
Harbors
5
4
10
6
2
11
8
9
12
Page 76 of 281
Seafarers Scenarios
6 Player Setup
9
10
11
11
5
4
23
6
3
8
3
10
11
12
Harbors
10
12
8
10
10
6
3
Number Tokens
8
2
Terrain
12
Page 77 of 281
New World
(Neue Welt)
This is the last scenario of the Seafarers manual, which closes out a rough chronology, from just moving off to the First Island to the
adventures involving the Forgotten Tribe. The adventure ends with an open ending in this scenario.
Preparation Notes
Place all tiles at random, and randomly place number tokens on all resource producing hexes. Ensure that
adjacent hexes.
Players take turns placing the harbors so that they are placed on an ocean hex facing a land time.
and
are not on
Setup Notes
The islands for which initial settlements are placed for a player are known as their Home Islands. There may be one or two of them.
The Robber and the Pirate begin the game off of the board.
Additional Rules
The first settlement a player builds on each island other than their Home Islands are worth 1 additional VP.
Game End
Game is to 12 points.
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
23
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Page 78 of 281
Seafarers Scenarios
New World
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
26
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Page 79 of 281
Seafarers Scenarios
New World
28
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Page 80 of 281
Seafarers Scenarios
New World
21
Number Tokens
2
6
5
8
5
10
11
12
Harbors
1
Page 81 of 281
Page 82 of 281
Set up the main island as with the main game. Replace the desert hexes with the lake hexes, and ensure that the lake hexes are in
the interior of the island.
Setup Notes
Any player placing their second settlement on a fishing ground receives a Fish Token.
Fish Tokens: A player may have up to 7 Fish Tokens. Fish Tokens (except the Old Boot) may be traded in for various actions. Fish
Tokens may contain up to 3 fish; no change is made for excess fish used in a payment. Fish tokens are not resources: they do not
count against the hand limit, may not be traded, may not be taken by the Robber, and may not be earned by the effect of the
Aqueduct or be used with any Progress Card. If the supply of Fish Tokens is exhausted, the used Fish Tokens are shuffled to form a
new supply.
Old Boot: If a player draws the Old Boot, it must be immediately revealed. The player with the Old Boot requires 1 additional VP to
win the game. The Old Boot may be passed to another player with more VP.
Catan for Two Considerations
Each player begins the game with 2 1-Fish Tokens, 2 2-Fish Tokens, and 1 3-Fish Token.
Trade Tokens are not used for this scenario. Fish Tokens, unlike Trade Tokens, may not be earned by building coastal or desert
settlements or discarding played Knight Development Cards.
The trailing player may build anything requiring Fish Tokens for one less fish than stated.
Game End
Game is to 10 points, 11 for the player with the Old Boot.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
6
7
2
5
3
4
Page 83 of 281
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
6
7
2
5
3
4
Page 84 of 281
The Rivers
(Die Flsse von Catan)
This was a revised edition of The Great River, which was a standalone mini-expansion available from various sources.
Preparation Notes
The desert-colored portions of the river hexes are referred to as the swampland hexes.
Set up the main island as with the main game. The component tiles of the river hex are replaced with the river hexes themselves. In
a 3-4 player setup, skip both swampland hexes and pair the 2 with the 12 .
Setup Notes
Players may not set up their initial roads so that it crosses a river.
Players receive for any initial settlement (or city) bordering the river hexes, and
Type
Development
Progress Science
Effect
May not be used to build a bridge.
May not be used to build a bridge.
Additional Rules
Roads may not be placed so as to cross the river. Bridges must be used instead.
Players receive for any settlement or road built next to the river.
may be paid instead of reducing a city to a settlement following a loss against the barbarians.
Coins: Coins are collected by building next to or across the river. A player may, during their turn, spend
to buy a resource up to
twice per turn (the twice per turn restriction is not present in English language rules). Coins may be used when obtained, and may
be traded between players. However, they are not resources: they may not be taken by the Robber, the Monopoly Development
Card, earned from the effects of the Aqueduct, or used with any Progress Card. Players may trade resources for coins at the
regular trading rates.
Bridges: Bridges act identically to roads, but may only be built across the river. A player receives
for building a bridge.
If playing with The Caravans, camel placement is not affected by the rivers.
Wealthiest Settler and Poor Settlers: The players with the fewest number of gold pieces are the Poor Settlers, which take away 2
VP. The player in sole possession of having the most gold pieces is the Wealthiest Settler, which is worth 1 VP.
Catan for Two Considerations
All rules with regards to the desert hex also apply to the swampland hexes.
Neutral players do not collect gold pieces, and are excluded from consideration for Wealthiest Settler and Poor Settler.
When a player builds a bridge, one must also be built for a neutral player whenever possible. If not, a road must be built.
Game End
Game is to 10 points.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Page 85 of 281
The Rivers
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
1
or
6
7
2
5
3
4
Number Tokens
2
6
2
8
2
10
11
Harbors
Number Tokens
2
6
3
8
3
10
11
12
Harbors
Page 86 of 281
The Rivers
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
2
or
6
7
2
5
3
4
Page 87 of 281
The Caravans
(Der Zug der Karawanen)
This is a revised version of The Great Caravan, which was available as a mini-expansion in Germany.
Preparation Notes
Set up the main island as with the base game, with the oasis hexes replacing the desert hexes.
Setup Notes
Camels: Whenever a settlement is built or upgraded to a city, a camel is placed after the turn (or Special Building Phase in 5-6
player games) ends. Camels are placed on edges, and have a specific orientation. Roads (and ships with Seafarers) on edges with
camels are treated as two roads for the purposes of Longest Road, while settlements and cities in the path of camels are worth 1
additional VP.
Camel Placement: Camels are placed using voting rounds. Camels may only be placed either outbound from the oasis tile (with the
front away from the oasis) or in an edge adjacent to the frontmost camel in a camel path. Camel paths may not branch, but may
merge. A camel path may not begin on an edge adjacent to the oasis hex, but may be extended there. The Robber (and Pirate with
Seafarers) does not affect camel placement.
Voting Round: Each player, starting with the player whose turn has finished, place votes by placing wool and grain or brick and
lumber face up in front of themself. The player with a supermajority (more votes than all other players combined) places the camel.
If no player has the supermajority, the players with the greatest number of votes making a supermajority must decide by consensus
on where to place the camel. If there is no consensus, the player with the majority places the camel. If there is a tie for majority, the
player whose turn has ended places the camel.
Catan for Two Considerations
Two camels are placed instead of one in each voting round. If the votes are tied, then each player places one camel. If one player
places both camels, they must extend different caravan whenever possible.
Game End
Game is to 12/15 points.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
Page 88 of 281
The Caravans
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Page 89 of 281
Barbarian Attack
(Der Barbarenberfall)
Equipment Notes
For German releases of Traders & Barbarians, a separate color die is used in this scenario. The English release replaces the color
die with a regular die.
Preparation Notes
Use the Progress Card decks instead of the Barbarian Attack Development Card deck.
If playing with Traders & Barbarians, the Barbarian Attack Development Card deck is used, but not the Traders & Barbarians
Development Card deck.
Castle hexes should be oriented in the same direction, but the orientation may be arbitrary.
Setup Notes
Progress Politics
Progress Politics
Progress Science
Effect
Takes a resource or commodity from each player with an unconquered settlement or city adjacent
to a hex of a players choosing.
Replacement Knight must be placed where the old Knight was removed.
Removes one barbarian from a hex of the players choosing and adds it to their supply.
May only affect hexes in the interior of the island.
Additional Rules
If playing with The Rivers, the Poor Settler tiles are not used.
Development Cards are resolved once purchased. If the supply of Development Cards run out, the discarded cards are shuffled to
form a new Development Card deck.
If playing with Traders & Barbarians, no barbarians are moved if a 7 is rolled. Instead, the player on move may take a resource
from any other player.
Barbarian Attack: When a settlement is built or upgraded to a city, or when the barbarian ship is rolled on the event die or a city
improvement is built, a barbarian attack occurs as long as barbarians remain in the supply. Roll dice until a 7 is not rolled (except
when the barbarian ship is rolled), and place a barbarian on each of the unconquered coastal hexes with the corresponding number
token. This is done three dice with three different dice outcomes. If there are not enough barbarians in the supply, three barbarians
may be exchanged for a Catan chit or a Defender of Catan card.
If playing with Traders & Barbarians, each barbarian is also associated with an adjacent path, for the purposes of wagon
movement. Barbarians placed on trade hexes may occupy an interior path. Paths may only be occupied by one barbarian at a time
(thus, a barbarian is not associated with an adjacent path only if all adjacent paths are occupied by barbarians from the same or
adjacent hexes). Barbarians that are in place at the start of the game are not associated with any adjacent paths.
Conquered Terrain: If a hex has 3 barbarians, it is conquered. Flip over the hex to show that the hex is conquered. Conquered
terrain do not produce resources, and roads may not be built next to conquered hexes. The Merchant is also rendered
unproductive, and is not worth any VP. Note: if at any point a hex returns to having fewer than 3 barbarians, it is once again
productive, and susceptible to further barbarian attack.
If playing with Traders & Barbarians, barbarians may be placed on interior hexes as well as coastal hexes as a result of being
driven by the wagon or moved with the Treason Development Card, and thus be conquered. Barbarians may not be driven to the
barbarian castle hex.
If playing with Traders & Barbarians, and if the trade hexes produce resources, the conquered status of the trade hexes do not
affect the delivery of goods.
Conquered Settlements and Cities: If a settlement or city does not have adjacent unconquered terrain, it is considered conquered.
Place the settlement or city on its side to show that it is conquered. Conquered settlements or cities are not worth any VP, and
harbors may not be used if they are connected to a conquered settlement or city. The presence of city walls does not affect the
conquered status of cities. Metropolises cannot be conquered, but may be rendered unproductive. While in this quasi-conquered
state, players may not expand past metropolises.
If playing with Seafarers, ships may be built on the edge of a conquered hex, but shipping lines may only be extended from those
anchored to an unconquered settlement or city.
If playing with The Fishermen of Catan, fishing grounds do not produce for conquered settlements and cities. They remain
productive for metropolises even if all other adjacent conquerable hexes are conquered.
Knights: Knights are only be placed by the effects of the Development Cards. Knights are placed on one of the six edges next to the
castle hex, and only one knight may occupy an edge. Knights do not block roads, and may not freely move about their owners road
networks. Each turn a knight may move up to 3 adjacent edges (activated or not), 5 with extra movement. Extra movement for
Knights applies for only one Knight; to give a second Knight extra movement, another extra movement must be paid. Activated
Knights may be deactivated to give extra movement. The presence of roads does not impede or improve Knight movement. Once
moved, Knights may not subsequently be moved next to the castle hex. Knights that are displaced are deactivated. In a 5-6 player
game, Knights must be moved once placed, including if they were placed during the Special Building Phase. (Note: As both
displacement and extra movement is a Knight action, the two cannot be performed together in the same turn.)
Expelling Barbarians: At the end of each turn, (or in a 5-6 player game, the Special Building Phase), all hexes with barbarians,
starting at a castle hex and proceeding clockwise, are checked to see if expulsion occurs. Expulsion occurs if there are more
knights or total strength of active knights around the hex than barbarians on it. Once expulsion occurs, the barbarians are
Page 90 of 281
Knight Casualties: After each expulsion, one die (the color die in the German release) is rolled, and Knights in the direction of the
result of the die (as indicated by the castle hex) and its opposite side (opposite sides are labeled with the same color in the German
release) are deemed casualties. Each casualty is demoted to the next highest rank available or removed. For each Knight removed
(or rank demoted), the owner receives
. Note: Casualties may affect whether expulsion occurs in other hexes.
Catan for Two Considerations
Note that barbarians may do up to two attacks when a settlement or city is built, once for the player and once for the neutral
player.
Players may pay Trade Tokens to move a barbarian from one coastal hex to another.
is given instead of
for the loss of a Knight.
The Foreign Knight: The Foreign Knight, represented by the Knight of a neutral color, is placed on the board when the first Knight
is built. The Foreign Knight moves whenever any Knight moves. Once placed, the Foreign Knight is never removed from the board.
If it is to be a casualty, it is simply ignored.
Game End
Game is to 12/13 points, 14 points with Traders & Barbarians.
10
11
5
3
12
2
1
2
2
2
1
1
2
3
1
1
0
1
0
Number Tokens
10
Coastal
Interior
Coastal
Interior
1
0
1
1
1
1
1
1
6
1
1
8
1
1
10
11
12
1
1
1
1
1
0
1
0
Harbors
6
1
Player Pieces
5
15
Page 91 of 281
Barbarian Attack
10
11
12
2
1
2
2
2
1
1
2
3
1
1
0
1
0
Number Tokens
10
Coastal
Interior
Coastal
Interior
1
0
1
1
1
1
1
1
6
1
1
8
1
1
10
11
12
1
1
1
1
1
0
1
0
Harbors
Player Pieces
5
15
or
7
5
3
4
10
12
Coastal
Interior
1
0
2
2
2
1
0
1
2
0
0
0
1
0
1
0
1
0
Number Tokens
10
6
2
11
Coastal
Interior
1
0
1
1
1
1
1
1
6
1
1
8
1
1
10
11
12
1
1
1
1
1
0
1
0
Harbors
6
1
Player Pieces
5
15
Page 92 of 281
Barbarian Attack
10
11
12
2
1
2
2
2
1
1
2
3
1
0
0
1
0
1
0
Number Tokens
10
Coastal
Interior
Coastal
Interior
1
0
1
1
1
1
1
1
6
1
1
8
1
1
10
11
12
1
1
1
1
1
0
1
0
Harbors
Player Pieces
5
15
10
11
5
3
12
1
1
2
2
1
1
1
2
2
1
0
0
1
0
1
0
1
0
1
0
6
1
1
8
1
1
10
11
12
1
1
1
1
1
0
1
0
Number Tokens
10
Coastal
Interior
Coastal
Interior
1
0
1
1
1
1
1
1
Harbors
6
1
Player Pieces
5
15
Page 93 of 281
Barbarian Attack
8
3
6
3
10
11
10
3
2
2
4
3
2
2
3
3
3
2
0
2
0
Number Tokens
Coastal
Interior
1
0
1
2
1
2
1
1
6
1
2
8
1
2
10
11
12
1
1
1
2
1
2
1
0
Harbors
11
12
11
Coastal
Interior
10
Player Pieces
5
15
8
3
6
3
10
11
8
10
11
2
4
3
2
2
3
3
3
2
0
2
0
Number Tokens
Coastal
Interior
1
0
1
2
1
2
1
1
6
1
2
8
1
2
10
11
12
1
1
1
2
1
2
1
0
Harbors
4
3
11
5
12
10
3
2
Player Pieces
5
15
or
7
5
3
4
Page 94 of 281
Barbarian Attack
8
3
6
3
10
11
10
4
3
11
12
11
Coastal
Interior
10
3
2
2
4
3
2
2
3
3
3
0
0
2
0
2
0
Number Tokens
Coastal
Interior
1
0
1
2
1
2
1
1
6
1
2
8
1
2
10
11
12
1
1
1
2
1
2
1
0
Harbors
2
Player Pieces
5
15
Page 95 of 281
In a 3-4 player game, the main island is set up as in the main game. The castle, quarry, and glassworks replace one of each
pasture, field, and desert hexes. In a 5-6 player game, the land hexes are randomly distributed.
In a 3-4 player game, the number tokens are distributed as in the main game, except that the 2 and 12 are skipped.
Use the Progress Card decks instead of the Traders & Barbarians Development Card deck.
Setup Notes
Players must place a city instead of their second settlement. The wagon begins the game where the city was placed.
The Barbarians start off of the board if not present on the setup charts.
Card Changes
Name
Alchemist
Type
Progress Science
Effect
May not be used to determine the roll for driving off barbarians.
Additional Rules
Gold Pieces: Up to twice during a players turn, a player may trade in two gold pieces for one
resource (not commodity). Gold pieces, are not resources, though they may be traded.
opposing roads)
2
Road/Ship Absent
Trade Hexes: The castle, quarry, and glassworks are known as the trade hexes. Each of these
+2 Barbarian Present
hexes have paths leading to the center of the hex. Roads may be built on these interior paths,
but settlements may not be placed on the center of a hex. Roads may not be built on the
edges of trade hexes where there is no path between the center of the hex and the intersections adjacent to the edge.
Wagons: Wagons are used to deliver goods between the castle, quarry, and glassworks. Wagons are moved at the end of a
players turn. Wagons are moved between the edges of hexes. The movement cost of wagons depends on the edge being travelled
over. The number of movement points a wagon has is determined by the level of the baggage train, and 2 extra movement points
are given if extra movement is paid. Any number of wagons may occupy an intersection. Wagons need not use their full movement,
and are forced to stop if they move to the center of a trade hex.
Delivery of Goods: When wagons arrive at the center of a trade hex, they may drop off and pick up goods to deliver. Wagons may
only carry one good at a time, and they must be delivered to the correct trade hex (each trade hex supplies and demands different
goods). Each delivered good is worth 1 VP, and player earn gold pieces for delivery (the amount depending on the level of the
baggage train). Except the initial movement to a trade hex, or when the supply of goods at a trade hex is exhausted, wagons must
be carrying a good at all times.
Baggage Train: The baggage train is a representation of the contents of the wagon. They may be upgraded; upgrading to the final
level of the baggage train is worth 1 VP. Upgrading the baggage train allows greater wagon movement, greater gold for delivery,
and improved ability to drive off barbarians.
Barbarians: When a 7 is rolled, one barbarian is moved to an edge not already occupied by a barbarian. If there is a road on the
edge, the player may take a resource from the owner of the road.
Driving Off Barbarians: A player may, when attempting to move over an edge with a barbarian, attempt to drive off the barbarian.
This does not cost any movement points, but wagons may only attempt to drive off barbarians once per turn. To make an attempt,
one die is rolled. If the outcome appears on the baggage train, the barbarian is driven off, and is moved elsewhere.
Knights may be used to drive off barbarians, if the Knight is at an intersection adjacent to the barbarian. This deactivates the
Knight.
Catan for Two Considerations
If a player places an initial settlement adjacent to a trade hex, they get one Trade Token.
Players may pay Trade Tokens to move a barbarian to any eligible location.
When moving the wagon, half of the gold pieces paid (rounded down) towards moving the wagon over neutral roads is given to the
opponent.
Game End
Game is to 13/15 points, 15 points with The Caravans.
Page 96 of 281
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
6
2
7
5
3
4
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Page 97 of 281
6
2
8
2
Number Tokens
2
10
11
12
Harbors
1
or
7
2
7
5
3
4
Additional Rules
Traders & Barbarians XXL was chosen as the winner of a contest to include as much of Traders & Barbarians in one scenario, and as
such there are many more additional rules to this setup compared to the standard Traders & Barbarians setup, which may differ
from combining the individual add-on scenarios separately with Traders & Barbarians. They are as follows:
Preparation Notes
One additional land hex is needed to complete the island. If this hex does not produce on a number token, remove either a or an
from this setup. If this land hex is a gold field hex (requires Seafarers), the gold field hex produces gold pieces, not resources.
Place the rivers as follows: the four-hex river should flow into the ocean (edge of the board), while the three-hex river flows into the
four-hex river. This should divide the island into three parts. The lake hex must be placed in the largest of these parts.
Place the barbarians so that they do not begin on bridge edges, counting the edges where the rivers meet as bridge edges.
Setup Notes
Players begin with only 3 gold pieces. This does not include any additional starting gold pieces resulting from the placement of the
initial settlement and city.
Additional Rules
Page 98 of 281
6
2
8
2
10
11
12
Harbors
9
5
Number Tokens
11
6
11
10
10
12
10
11
12
6
2
8
2
10
11
12
Harbors
9
5
Number Tokens
11
6
11
10
10
12
11
12
10
6
2
7
5
3
4
Page 99 of 281
Historical Scenarios
In late 1998, the first of the Historische Szenarien was published. These adapted the mechanics of Settlers to scenarios based on
historical events. The concept had been alluded to in the 2/1997 issue of Catan-News (then Siedler-Zeitung) with a peek at a scenario
titled Rameses, later developing into Cheops. The Historische Szenarien expansions were never released in English; Mayfair Games,
had, however, imported the game and bundled a short translation manual. (999 Games, however, had given the Historische Szenarien a
full release in Dutch).
A major defining feature of the Historische Szenarien is the fixed boards. While necessary for the scenario, it was contrary to the
Settlers spirit of having variable hexes and number tokens, thought to be a defining feature of Settlers, though newer technology has
allowed variable versions of Cheops and Troy to be released in various forms (Cheops as Uprising in Egypt as a bonus in CatanNews, while Troy was introduced on Catan Online World).
The Historische Szenarien was also said to be the precursor of the Catan Histories series of games (Settlers of the Stone Age, Struggle
for Rome, and Settlers of America), which were otherwise standalone games making use of familiar Catan mechanics.
Today, the Historische Szenarien is out of print, and new copies are hard to come by. The price alone today makes it difficult to justify
either expansion as a worthwhile purchase.
28 Event Tokens are needed for this scenario. 7 tokens of each of the four types (Hunger, Bridge, Statue, and Battle) are needed.
1 First Advisor, 1 Second Advisor, and 1 Third Advisor scoring cards are needed for this scenario.
Place an Event Token face down on each intersection marked with . Note: Only 25 of the 28 Event Tokens are needed.
Place the Alexander figure on the start of the path (the blue and red edges on the board), on the upper-right corner of the board.
Shuffle together 15 of each resource in a 3-player game and 19 of each resource in a 4-player game. This pile of resource cards is
known as the Provisions Deck.
Setup Notes
Each player begins with five cards from the Provisions Deck.
Additional Rules
Resources for Bidding Rounds
Players may not build settlements on Alexanders path ahead of Alexanders location.
Statue
Provisions Deck: At the start of each turn, each player draws one card from the Provisions
Battle
or Knight
Deck until the deck is exhausted.
(Knight
Cards
Gold Fields: Gold fields produces gold pieces. Gold pieces may be substituted for resources
count as 3
during bidding rounds. Gold pieces are not resources, though they may be traded.
resources)
Alexanders Quest: Starting on the second turn, Alexander will move to the next intersection
on the path after the resources are collected. Alexander will advance over the red portion of
the path only when a 7 is rolled.
Bidding Rounds: A bidding round begins when Alexander reaches intersections marked with or . If an intersection marked with
is at stake in a bidding round (including on the first turn), the winner may choose to place a settlement at Alexanders location.
Otherwise, the Event Token is turned face-up to determine what will be built, and what will be the acceptable resources for bidding.
Any Knight Development Cards used as payment are returned to the bottom of the Development Card deck.
Advisors: The player with the most Event Tokens (at least 3) is named the First Advisor, worth 4 VP. The player with the next most
Event Tokens (at least 3) is named the Second Advisor, worth 3 VP. The player with the most after that (at least 3) is the Third
Advisor, worth 2 VP.
Game End
Game is to 14 points. However, the game also ends if a 7 is rolled while Alexander is located at the intersection marked with
case the player with the most VP wins. In the event of a tie, the player with the most Event Tokens wins.
. In this
Variants
Historical Scenarios
11
11
10
8
12
9
5
8
10
11
8
10
10
3
5
3
4
12
8
11
10
12
11
Cheops
Equipment Notes
Player Pieces
8 Ships were provided with Historische Szenarien I for the benefit of players without
Pyramid Stone
Seafarers. These are not wooden pieces (plastic pieces were not introduced until after
Historische Szenarien I was released) but cardboard pieces.
11 Pyramid Stones are needed per player for this scenario. These are provided in Historische
Szenarien I.
16 neutral Pyramid Stones are needed for this scenario. These are provided in Historische Szenarien I.
1 Pharaohs Blessing scoring card is needed for this scenario. This is provided in Historische Szenarien I.
A number of Pharaohs Curse scoring cards are needed for this scenario. This is provided in Historische Szenarien I.
Setup Notes
Players begin with three initial settlements, and may only place them on intersections marked with
Additional Rules
Players may use another players harbors. To do so, the player must have a road or ship connection to the harbor (through their
own or opposing roads and ships) from one of their own cities, and must be paid to the owner of the settlement or city with the
harbor.
Gold Fields: Gold Fields produce gold pieces when they produce. Gold pieces are not resources, but they may be traded.
The Pyramid: Players may build Pyramid Stones if they have a settlement or city on intersections marked with , or are connected
to an opposing settlement at these locations through a road or ship connection (through their own or opposing roads and ships). In
the latter case, must be paid to the owner of the settlement or city.
Pharaohs Blessing and Pharaohs Curse: The player who has built the most Pyramid Stones gains the Pharaohs Blessing, which is
worth 3 VP and relinquished if another player builds more Pyramid Stones. The players who have built the least amount of Pyramid
Stones are given the Pharaohs Curse, which penalize 2 VP.
Game End
Game is to 12 points. The game also ends if 12 neutral Pyramid Stones have been built or a total of 30 Pyramid Stones are built. The
player with the most VP wins in these cases.
Variants
Neutral Pyramid Stones are not built until the first Pyramid Stone is built by a player.
11
5
5
10
10
15
11
9
4
6
8
11
12
10
8
5
6
3
11
Uprising in Egypt
(Aufschwung in Agypten)
One of the main appealing factors of Settlers is that it has variable setup. However, the fixed boards of Historische Szenarien meant that
not much variation exists. This was an attempt to create a variable setup with this scenario, presented as a bonus scenario in the
1/2001 issue of Catan-News. The reason that Cheops was chosen was that Alexander the Great was considered to be too difficult
to make a variable setup, Great Wall too pointless, and Troy too delicate.
Equipment Notes
Player Pieces
8 Ships were provided with Historische Szenarien I for the benefit of players without
Pyramid Stone
Seafarers. These are not wooden pieces (plastic pieces were not introduced until after
Historische Szenarien I was released) but cardboard pieces.
11 Pyramid Stones are needed per player for this scenario. These are provided in Historische
Szenarien I.
One additional set of number tokens from the base game are needed for this scenario.
16 neutral Pyramid Stones are needed for this scenario. These are provided in Historische Szenarien I.
1 Pharaohs Blessing scoring card is needed for this scenario. This is provided in Historische Szenarien I.
A number of Pharaohs Curse scoring cards are needed for this scenario. This is provided in Historische Szenarien I.
Setup Notes
Players begin with three initial settlements, and may only place them on intersections marked with . At each initial settlement,
place one number token face down on each neighboring hex without a number token. After all initial settlements are placed, turn all
of the number tokens face up. Ensure that the 6 and 8 base game tokens are not adjacent (they may be adjacent to the printed
6 and 8 ).
Players may use another players harbors. To do so, the player must have a road or ship connection to the harbor (through their
own or opposing roads and ships) from one of their own cities, and must be paid to the owner of the settlement or city with the
harbor.
Hexes with the base game number tokens produce at the number specified on the base game number token. Players are
permitted to look under either of the number tokens on a hex if two are assigned.
The Uprising: If a player builds a settlement adjacent to a resource-producing hex for which there are no other adjacent settlements
or cities, the hex is given a base game number token. The number token must be a base game taken from a hex adjacent to the
players own base game settlements or cities, ensuring that the 6 and 8 base game tokens are not adjacent (they may be adjacent
to the printed 6 and 8 ). If there are no eligible number tokens, no number tokens are moved.
Gold Fields: Gold Fields produce gold pieces when they produce. Gold pieces are not resources, but they may be traded.
The Pyramid: Players may build Pyramid Stones if they have a settlement or city on intersections marked with , or are connected
to an opposing settlement at these locations through a road or ship connection (through their own or opposing roads and ships). In
the latter case, must be paid to the owner of the settlement or city.
Pharaohs Blessing and Pharaohs Curse: The player who has built the most Pyramid Stones gains the Pharaohs Blessing, which is
worth 3 VP and relinquished if another player builds more Pyramid Stones. The players who have built the least amount of Pyramid
Stones are given the Pharaohs Curse, which penalize 2 VP.
Game End
Game is to 12 points. The game also ends if 12 neutral Pyramid Stones have been built or a total of 30 Pyramid Stones are built. The
player with the most VP wins in these cases.
Variants
Neutral Pyramid Stones are not built until the first Pyramid Stone is built by a player.
Play with the Pirate from Seafarers. The Pirate blocks the use of harbors.
Historical Scenarios
Uprising in Egypt
11
Player Pieces
5
5
10
10
15
11
9
4
6
8
11
12
10
8
5
6
3
11
Troy
(Troja)
Equipment Notes
Decision Cards are needed for this scenario. 3 Troy cards and 3 Mycenae cards are included with Historische Szenarien II.
A set of Trade Markers is needed for this scenario. Each Trade Marker represents a resource; two markers per resource are
needed.
A set of Ship Tokens are needed for this scenario per player.
Ship Token Manifest
No.
Type
1
3:1 Harbor
2
1 VP
3
Swap Once per turn, you may swap a resource card in your hand with one from the Support Row
4
1 VP
5
2:1 Harbor The resource to be traded is randomly chosen
6
Withdraw Once per turn, you may take a resource card from the Support Row
7
1 VP
Preparation Notes
Historische Szenarien provides a cardboard Pirate for this scenario, for the benefit of players without Seafarers.
Setup Notes
Place one grain, lumber, ore, and wool face down to the side of the board. This forms the Support Row.
Each player is given one Decision Card. Decision Cards are kept secret from all other players. There should be an equal number of
players backing Mycenae as well as Troy.
Additional Rules
Battle Support: Players may also choose to support the battle by donating up to three resources to the Support Row. Each
donation awards the player . Support cannot be given during the Special Building Phase.
Trade Tokens are not resources. They may not be traded, nor can they be stolen by the Pirate.
Battle Resolution. When the Support Row has 10 cards in a 4-player game and 13 in a 6-player game, a battle is resolved. Turn 7
of the cards face-up in a 4-player game and 9 cards face up in the 6-player game. If there are more lumber and wheat than ore and
wool, Mycenae wins the battle; otherwise Troy wins. Brick does not contribute to either side. Each battle win awards its backers 1
VP. The remainder of the cards form the new Support Row.
Ship Tokens: Ship Tokens must be built in the order specified by the number on the front of the token. Once built, they are placed in
the middle of any unoccupied ocean hex bordering either a coastal settlement or city or another of the players Ship Tokens. Ship
Tokens may be placed at the Pirates location. Each Ship Token allows the player the ability listed on the token.
Pirate: The Pirate moves whenever a 7 is rolled or when a Ship Token is built. Once moved, the Pirate may take a resource card
from the owner of any adjacent coastal settlement or city, or the owner of any Ship Token present. Pirates prevent the use of the
special abilities of Ship Tokens.
Game End
Game is to 15 points. The game may also end if either Troy or Mycenae wins 6 battles, in which case the player with the most VP wins.
If there is a tie, the player with the most Trade Tokens wins.
Historical Scenarios
Troy
4 Player Setup
6
5
11
4
3
8
10
10
11
5
4
6
3
12
10
11
6 Player Setup
6
5
11
4
3
8
10
10
11
5
4
6
3
12
10
11
12
10
4
11
8
10
21 Hun Tokens are needed for this scenario in a 4-player game, and 35 Hun Tokens are needed for this scenario in a 6-player
game. Each token has a numeral on the reverse side, with 7 tokens each for numerals 1-3 or 1-5, respectively.
5 Wall Markers are provided per player in Historische Szenarien II to denote wall levels.
A Pirate is provided with Historische Szenarien II, for the benefit of those without Seafarers.
Preparation Notes
Remove 3 VP Development Cards and one each of the Monopoly, Road Building, and Year of Plenty Development Cards from the
Development Card deck.
The intersections marked with are known as frontier intersections. Each of these intersections is adjacent to a desert hex, which
is known as its attack hex. Settlements on frontier intersections are known as frontier settlements. The column of hexes under the
attack hex is known as the Support Column for the frontier intersection. (As the hex below rightmost attack hex is an ocean hex, the
forest hex to the right is considered the first hex in the Support Column instead.)
The desert hexes with the numbers are known as the assembly hexes.
Setup Notes
Players begin with three initial settlements, the first of which must be on a frontier intersection.
When a Knight Development Card is played, the player may take two Knight actions. Knight Actions include moving a Hun Token
between assembly hexes, returning a Hun Token on the mainland back into the supply, and moving the Pirate.
Pirate: When moved, the player moving the Pirate may take a resource card from any other player. The Pirate blocks the use of
harbors.
Huns: Whenever a settlement is built or upgraded into a city, a new Hun Token is placed on the assembly hex indicated on the back
of the Hun Token. Hun Tokens then move from assembly hex to attack hex on the number specified by the number token on the
edge between the assembly and attack hexes, unless the attack hex already has five Hun Tokens. Huns on the mainland block
production of resources.
Breaching the Wall: If the number of Hun Tokens at an attack hex is greater than the wall level of the associated frontier
settlement, then the wall is breached. The wall level of the frontier settlement is reduced by 1, and the Hun tokens are distributed
evenly along the frontier settlements Support Column, starting with the top and moving down. The owner of the frontier settlement
also receives 1 Breach Token, which penalizes 1 VP.
Game End
Game is to 10 points. The players can also collectively lose if the wall has been breached 5 Breach Tokens have been awarded in a 4player game and 7 Breach Tokens have been awarded in a 6-player game.
4 Player Setup
11
10
5
4
9
5
8
3
10
11
10
11
6
5
3
12
2
12
Historical Scenarios
6 Player Setup
12
4
10
8
3
11
10
11
10
11
12
6
4
11
10
6
5
3
12
2
12
The Atoll
(Das Atoll)
by Brigitte and Wolfgang Ditt
Preparation Notes
Take the 18 number tokens from the base game and distribute them clockwise in the prescribed order.
Setup Notes
Players must place their first settlement on the inner island, and their second on the outer island. In a 5-player game, the player
placing their first settlement last may choose to place both their settlements on the outer island.
Additional Rules
Each shipping line between the inner and outer islands connecting any two settlements or cities (not necessarily the players own) is
worth 1 VP. Shipping lines that branch off do not award any additional VP, and no additional VP are awarded if more than one
shipping line connects the same two settlements and cities.
The Robber may not take resources when it is moved unless the Pirate is unable to take resources, but will continue to stop hexes
from producing.
Pirate: When a 7 is rolled or a Knight card is played, the Pirate is moved after the Robber. The Pirate is moved one space if a
Knight card was played, or moved a number of spaces clockwise equal to the lower of the two dice rolled if a 7 was rolled. The
Pirate takes resources as normal.
Game End
Game is to 12 points.
1
3
1
4
1
4
1
3
1
4
1
0
13
0
Number Tokens
Inner Island
Outer Island
10
0
1
0
2
1
2
0
2
6
1
2
8
1
2
10
11
12
1
2
1
2
0
2
0
1
Harbors
1
Special blue number tokens were provided for the ocean hexes in Das Buch zum Spielen.
Preparation Notes
Variable Setup: The land hexes on the outer islands may be altered.
Setup Notes
Players may not place their initial settlements on the central island.
The Pirate begins the game on any ocean hex without a number token.
Additional Rules
The first settlement built on the central island is worth 1 extra VP.
The Bermuda Effect: When a number rolled matches that of an ocean hex, all ships adjacent to it are destroyed. Bridges and roads
on the coast are unaffected. The Pirate is not affected.
Settlements and cities on the central island must be connected by a players own ships or bridges to their counterparts on the
outlying islands. If this is not the case, the settlements and cities on the central island become unproductive, and players may not
build on the central island.
Bridges: Bridges, represented by ordinary roads, may only be built on edges marked with .
Game End
Game is to 12 points.
10
10
9
11
10
10
3
11
12
12
11
18
Number Tokens
Land Hexes
Ocean Hexes
1
1
2
1
3
2
3
0
6
3
0
8
3
0
10
11
12
3
0
3
2
2
1
1
1
Harbors
1
10
10
11
12
Terrain
4
22
Number Tokens
12
4
3
6
10
11
8
9
1
1
2
1
3
2
3
0
6
3
0
8
3
0
10
11
12
3
0
3
2
2
1
1
1
Harbors
11
10
Land Hexes
Ocean Hexes
10
10
6
11
11
10
3
12
10
10
10
11
26
Number Tokens
Land Hexes
Ocean Hexes
2
1
4
2
4
2
5
0
6
4
0
8
4
0
10
11
12
4
0
4
2
4
2
2
1
Harbors
4
11
12
3
11
12
10
11
10
10
11
12
10
11
11
32
Number Tokens
Terrain
Land Hexes
Ocean Hexes
3
3
11
2
1
3
2
4
2
5
0
6
4
0
8
4
0
10
11
12
4
0
4
2
3
2
2
1
Harbors
12
5
9
5
10
10
10
3
9
4
4
11
12
5
2
10
Catan Express
by Brigitte and Wolfgang Ditt
Equipment Notes
1 Fastest Engineer scoring card is needed for this scenario. It is provided as part of Das Buch
zum Spielen.
Trains and Water Towers are provided as part of Das Buch zum Spielen.
Player Pieces
Train
Water Tower
Setup Notes
2 cities and the Water Towers are set aside for the first part of the game.
No road is built for the first settlement. The road for the second settlement must lead to the center of a neighboring hex.
Settlements may be built anywhere except where there is a connection to any players rail or ship line. The distance rule still applies.
Only settlements connected to any players rail network may be upgraded to cities.
Ships may be attached to rails without a settlement or city in between. Player may build a ship on occupied paths, but must be
paid to each player already having a ship at the intended building site.
One Catan chit is awarded for connecting an unattached settlement to the railway network. One Catan chit is also awarded for
connecting two players previously disconnected rail networks together. Each Catan chit is worth 1 VP.
Rails: Rails (represented by roads) are always built from the center of a hex to an intersection. They may not be built along the
edges. Players may build a rail on occupied rail paths, but must be paid to each player already having a rail at the intended
building site.
The Race: The race begins once a player has 8 VP. At this point, each player must select one of their settlements or cities (two
settlements or cities in a 3-player game), other than the location of the locomotive (if, in a 3-player game, a player does not have two
eligible settlements or cities, only one is chosen). Each player must then place a Water Tower at each of the settlements and cities
chosen. At this point, the two cities set aside are returned to the players supplies.
Moving Trains: After the race being, a player may move their train after they trade and build. Trains may only be moved if the player
has at least 5 rails and ships on the board, and they may move a number of rail and ship paths equal to the higher number of the
two dice rolled. A train need not use their full movement. Moving over a players own rails and ships is free, but moving over
another players rails or ships requires one resource to be paid to its owner.
Collecting Water Towers: When a train arrives at a settlement or city with their own Water Tower, the train must stop and collect
it. Each Water Tower is worth 1 VP.
Fastest Engineer: The first player to collect all of their own Water Towers is named the Fastest Engineer, worth 1 VP.
Game End
The game ends when a player is named the Fastest Engineer. The winner is the player with most VP. In the event of a tie, the Fastest
Engineer wins, or the first player among the tied players to move their train wins if the Fastest Engineer is not among the tied players.
Variants
Players begin with 15 ships instead of 8. Ships are built as with rails.
Terrain
10
9
3
11
Number Tokens
3
11
6
2
8
2
10
11
12
Harbors
12
1
10
15
Player Pieces
5
Catan Express
11
10
11
6
5
9
10
3
10
6
4
Number Tokens
2
6
3
8
3
10
11
12
Harbors
12
11
12
15
Player Pieces
5
El Dorado
by Andreas Seyfarth
Equipment Notes
1 Corsair figure is needed for this scenario. As the Pirate is not used in this scenario, the Pirate figure may be used.
Preparation Notes
Place the number token reserve face down on the gold field in the center (termed El Dorado).
Variable Setup: The terrain may be freely altered. The 6 and 8 should be evenly distributed about the inner part of the island, and
the other number tokens should be placed so as to not have two adjacent hexes with the same number token.
Setup Notes
Ships may not be moved between the interior ocean hexes and the exterior of the board.
El Dorado: The first three players to position a ship on a coast of El Dorado flips one of the number tokens face up. Thereafter, on
any roll of these numbers, any player with a continuous trade route from a city to El Dorado takes a Catan chit. However, if there
are not enough Catan chits for all players to receive one, no one receives Catan chits.
Corsair: The player building the Corsair gains its control. On a roll of 7 by any player, after the Robber has moved, the player with
control of the Corsair may deploy it to any ocean hex around El Dorado. The player may then steal a card from each of up to two
players with ships adjacent to the hex, or give up control of the Corsair and destroy two adjacent ships (including their own). Players
may also take control of the Corsair from its current owner if they build the Corsair themselves. Ships that are isolated from the
mainland as a result of the Corsair may not be moved until reconnected.
Game End
Game is to 12 points. The game also ends if 8 Catan chits have been awarded; at which point the player with the most VP wins. In the
event of a tie, the tied player that most recently had control of the Corsair wins.
Variants
Players may wait until their turn to deploy the Corsair, instead of automatically deploying on a roll of 7.
4
10
12
Terrain
11
8
5
10
12
6
10
10
Number Tokens
11
On Board
Reserve
2
0
2
1
3
0
2
1
6
3
0
8
3
0
10
11
12
3
0
3
0
2
1
2
0
Harbors
1
Player Pieces
5
15
El Dorado
4
10
12
11
11
5
10
12
9
2
On Board
Reserve
2
0
2
1
3
0
2
1
6
3
0
8
3
0
10
11
12
3
0
3
0
2
1
2
0
Player Pieces
6
10
Harbors
Number Tokens
15
The Explorers
(Die Entdecker)
by Hannes and Christian Till
Preparation Notes
Sort the unexplored terrain into two piles: one with the ocean hexes and one with the land hexes.
Setup Notes
Players must place their initial settlements on the middle of the board, not adjacent to the unexplored area.
Additional Rules
The Robber and Pirate do not enter play until the first settlement is build outside of the central island.
Shipping lines may cross from the top edge of the game board to the bottom edge. One ocean hex separates the top and bottom of
the first column and every second column thereafter, and two ocean hexes separate the top and bottom of the columns in between.
Discovery: When a player builds a road or ship on edges facing unexplored terrain, a discovery occurs. One land hex is placed in the
empty space, and, if possible, one ocean hex is placed in an adjacent empty space. If the land hex produces resources, a number
token is assigned from the reserve. If the reserve is empty, then a number token must be moved from the central island, subject to
the restriction that the number token moved must be adjacent to a players own settlements or cities, that every settlement and city
must border a hex with a number token, and that 6 and 8 may not be placed in adjacent hexes. If this is not possible, the
restrictions may be ignored in the order stated. If there are no eligible number tokens from the central island, then they may be
moved from anywhere else on the board, subject to the same restrictions.
Game End
Game is to 12 points.
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
8
3
10
Terrain
Main Island
Reserve
2
3
3
2
3
2
1
4
6
2
0
3
2
2
2
12
12
0
2
Number Tokens
Main Island
Reserve
1
0
1
1
1
2
2
1
8
2
0
10
11
12
1
1
1
2
1
1
0
1
Harbors
11
6
2
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
Preparation Notes
The Explorers
?
?
?
?
?
?
?
?
?
?
?
?
?
3
8
5
6
10
2
3
3
2
3
2
1
4
6
2
0
3
2
2
1
10
9
0
2
Number Tokens
Main Island
Reserve
1
0
1
1
1
2
2
1
8
2
0
10
11
12
1
1
1
2
1
1
0
1
Harbors
9
5
Main Island
Reserve
4
11
Terrain
?
?
?
?
?
?
?
?
?
?
?
?
Preparation Notes
Place the lumber, ore, and grain harbors at the edges marked
with along the top end of the board, from left to right.
Place the brick and wool harbors on the similarly-marked
edges at the bottom end the board, from left to right.
Additional Rules
The Fleets
(Die Flotten)
by Horst Rainer Rsner
Setup Notes
At the start of the game, set aside two 2 and two 12 . Give each player one of these number tokens.
Players may only place their initial settlements on the two large islands at the top and bottom of the board. If both settlements are
on the coast, only one may have a ship.
Additional Rules
The Fleet: The first ship that a player builds marks the start of a fleet. Players may only have one fleet. The first ship is built as
normal. Thereafter, ships must be built in a line, with no branching permitted. Ships are permitted to be built past any players
settlements or cities, but the fleet must be anchored to a players own settlements or cities for it to be extended.
Fleet Movement: Players, on their turn, may move any or all ships in their fleet once, by moving a ship from one end to the other. A
fleet of just one ship moves to an adjacent edge.
The Small Islands: A player may build their first settlement on any of the small islands by having their fleet move there. Players may
not expand to the large island on the other end of the game board if they began with two settlements on the same end. Subsequent
expansion on the small island must be done in the conventional manner.
Pirate: On a roll of 7, if the Pirate is moved to an ocean hex bordering the end of an opponents fleet, the ship is destroyed after
resources are taken. Fleets of two or fewer ships may not be destroyed in this manner. The Pirate does not prevent the movement
or extension of fleets. Movement of the Pirate by a Knight card does not cause ship destruction.
Each settlement on a small island earns one Settlement Point, and each city on a small island earns two Settlement Points. The
player with the most Settlement Points on each of the small islands earns 1 VP. No VP are awarded for an island if there is a tie.
If any ship in a players fleet borders a land hex, the player may, on their turn, exchange their number token for the number token on
that hex. This may be done any number of times on a players turn. The Robber does not prevent the exchange of number tokens.
Game End
Game is to 12 points.
8
11
Terrain
10
21
Number Tokens
6
3
8
3
10
11
12
Harbors
11
1
Player Pieces
10
15
4
12
10
4
11
12
The Fleets
10
11
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
12
11
Player Pieces
10
15
5
5
9
12
10
11
The Colonists
(Die Kolonien)
This scenario was also published separately in the Netherlands as part of its Six Scenarios series of expansions as De Kolonin. It was
also the scenario featured in the German expansion released as part of the 10th anniversary of Seafarers, as Die Kolonien JubilumsSzenario.
Equipment Notes
Terrain
Jungle hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (3), De
Jungle
Woestijnruiters (3), and Die Kolonien Jubilums-Szenario (3).
Volcano
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
4 Bases and 1 Warship per player are needed for this scenario if playing by the revised rules.
Player Pieces
Both are included as part of Die Kolonien Jubilums-Szenario, and are represented by ships
Base
placed on its side in Das Buch zum Spielen.
Warship
A number of Colony Tokens (Gold, Ore, Gemstones, and Discovery) are needed for this
scenario. (Different releases had different quantities of each: 20 of each of Gold, Ore, and
Gemstones and 26 Discovery Tokens were included in De Kolonin, while Die Kolonien
Jubilums-Szenario had 24 Gemstones and Discovery Tokens and 20 Gold and Ore Tokens.)
A second Pirate figure in the form of a neutral Warship is provided as part of Die Kolonien Jubilums-Szenario.
Preparation Notes
The explored island at the top of the map is referred to as the Home Island.
Variable Setup: The land hexes in any 10th anniversary rules setup may be altered. The distance between the home island and the
unexplored area may also be altered, though there should always be at least two full hexes between the home island and the
unexplored areas.
Setup Notes
Under 10th anniversary rules, players begin with three initial settlements.
Players must place their first settlement on the coast, facing the unexplored terrain.
If players choose to build a ship instead of a road, the ship must be placed at the intersection with the settlement.
The Pirate begins the game on any intersection entirely surrounded by sea hexes in the original rules, and off of the board in the
10th anniversary rules.
Additional Rules
Colony Token Terrain Types
Cities may only be built on the home island. Colonial settlements may never be upgraded to
Mountain
Ore
cities.
Desert
Gemstone
Ships: Ships travel from intersection to intersection. When a ship is built, it is placed on the
Jungle
Discovery
intersection of any coastal settlement on the home island. A player may have up to three
Volcano
Any Colony Token
ships.
Ship Movement: On a players turn, the player may move each ship a number of intersections
Redeeming Colony Tokens
equal to the higher number showing on the dice. A player need not move their ships the full
1 Gold
Any resource
amount. Ships may not end their movement on intersections containing other ships, nor on
(except Ore)
intersections containing opposing settlements or cities, though they may move past them.
1 Ore
Ore
Ships may be moved on the turn they are purchased. Ships may not move past the Pirate.
2 Gemstones
Development
Card
Bases: A player may also establish a base on any discovered colonial tile by converting their ship if the ship borders it. Bases may
not be established on the Home Island. Bases establish the right to build a settlement: in order to build a colonial settlement, a
player must have bases in every land hex surrounding the intended location. It is not necessary for a ship to sail to the location.
Once built, the players bases surrounding the settlement are removed. (Bases belonging to other players remain.)
The Colonies: The colony areas produce various Colony Tokens. When colonies produce, the Colony Tokens are placed with the
settlement producing them. A settlement may store up to three Colony Tokens; any excess are lost. Colony Tokens may be moved
between a players colonial settlements through the players road network.
Colony Tokens: When in a players personal supply, Colony Tokens must be traded in whenever possible. Colony Tokens are not
resources: they may not be traded, do not count against the hand limit, and may not be taken by the Monopoly card.
Transporting Colony Tokens: A ship, once on an intersection at a colonial settlement, may be loaded with Colony Tokens. Ships may
store up to three Colony Tokens. When a ship returns to a settlement or city on the Home Island, the Colony Tokens are then added
to the players supplies. Ship-to-ship transfer is not allowed.
Pirate: When the pirate is moved, it is placed on a vacant intersection bordering an ocean tile. Then, the player may either take a
Colony Token of their choosing from any neighboring opposing colonial settlement or ship, and place it in their personal supply, or
take a resource card from their owner. Players may not use the Pirate to take a Colony Token from their own colonial settlements
or ships. The Pirate may never rob from the Home Island under the original rules, while the Pirate may only take a resource card
and not a Colony Token if robbing from the Home Island under 10th anniversary rules. If placed along the coast, the Pirate blocks
the building of settlements at its location, but does not block the movement of Colony Tokens (by road) over it.
Warships: Warships, when built, are placed on ocean hexes. Only one warship may occupy an ocean hex. Warships prevent the
Pirate from being placed in a neighboring intersection. If a Warship is placed adjacent to the Pirate, then the Pirate is moved.
Warships count towards the Largest Army.
Warship Movement: Under 10th anniversary rules, a warship may only be moved once per turn. However, a warship may not be
moved on the turn in which it is built.
Volcanoes: When a volcano produces, it also erupts. Roll one die to see the direction of the lava flow. Any settlement in the
direction of the number rolled is destroyed. Any Colony Tokens under destroyed settlements are unaffected, and may be moved as
usual.
Game End
Game is to 13 points under the original rules. Game is to 12 points in a 3-player game under 10th anniversary rules, and 11 points in a
4-player game under 10th anniversary rules.
6
11
8
10
10
Terrain
12
Main Island
Reserve
4
0
3
0
4
0
1
3
4
0
0
3
17
6
0
3
0
3
0
2
10
11
12
2
2
2
2
1
3
1
0
Number Tokens
5
Main Island
Reserve
1
0
1
3
2
2
2
2
6
2
2
8
2
2
Harbors
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
The Colonists
11
8
9
10
10
Main Island
Reserve
4
3
6
5
4
1
3
1
4
1
0
4
3
1
0
1
17
2
0
2
0
3
0
2
10
11
12
2
2
2
2
1
2
0
0
Number Tokens
Main Island
Reserve
0
0
1
2
2
2
2
2
6
2
2
8
2
2
Harbors
1
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
6
11
8
10
10
Terrain
12
Main Island
Reserve
4
0
3
0
4
0
1
4
4
0
0
3
17
6
0
3
0
3
0
2
10
11
12
2
1
2
1
1
1
1
1
Number Tokens
5
Main Island
Reserve
1
1
1
1
2
1
2
1
6
2
1
8
2
1
Harbors
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
15
Player Pieces
5
The Colonists
5
9
6
9
11
12
11
10
Main Island
Reserve
5
2
4
0
5
0
0
5
5
0
0
3
20
3
0
3
0
3
0
2
10
11
12
2
1
2
1
2
1
1
1
Number Tokens
10
4
0
Main Island
Reserve
1
1
2
1
2
1
2
1
6
2
1
8
2
1
Harbors
1
15
Player Pieces
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
The scenario, as originally presented in Das Buch zum Spielen, uses two Storm Flood markers to denote where ships may not be
built in the 3, 5, and 6-player setups, which have been replaced for reproduction in this guide.
The large island at the bottom of the map is referred to as the Main Island. The one in the middle is referred to as the Land Strip,
while the islands with the gold field hexes are known as the Gold Islands.
Type
Development
Development
Development
Development
Development
Effect
Place a road for every ship that has been placed.
Place a road for every ship that has been placed.
Place a road for every ship that has been placed.
Place a road for every ship that has been placed.
Place a road for every ship that has been placed.
Additional Rules
The Robber only enters play after two settlements have been built outside of the Main Island. The Robber may not be placed on the
Main Island.
Players may build roads where roads have been previously built by other players. Players may also build ships off other players
coastal settlements, but the other player may take a resource card from the players hand.
Discovery: If a road or ship is built next to unexplored terrain, discovery occurs. Take a random hex from the reserve and place it in
the empty space. If it is a land hex producing resources, take a number token from the reserve.
Gold Islands: Each player may only build one settlement on the Gold Islands. Note: this means that this settlement must be on an
intersection marked with .
Game End
The first player to build a city on any of the intersections marked with
wins.
Variants
Use the Largest Army. The player with the Largest Army steals two resources instead of one when they move the Robber.
3 Player Setup
Terrain
?
?
?
?
?
?
?
?
?
?
?
Known Land
Unexplored Land
1
2
2
1
3
0
1
2
3
0
0
1
6
5
2
0
Number Tokens
Mainland
Land Strip
Gold Island
Unexplored Land
0
1
0
0
1
0
1
0
1
0
0
1
1
0
0
1
6
1
1
0
0
8
1
0
0
1
10
11
12
1
0
0
1
1
0
0
1
0
1
1
0
0
0
0
0
Harbors
1
4 Player Setup
Terrain
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
Known Land
Unexplored Land
3
2
3
2
3
2
3
2
6
2
1
0
0
3
2
0
3
14
7
2
0
Number Tokens
Mainland
Land Strip
Gold Island
Unexplored Land
1
0
0
1
1
0
1
1
1
0
0
1
1
1
0
1
8
1
1
0
1
10
11
12
1
1
0
1
1
1
0
1
1
0
1
1
0
0
0
1
Harbors
1
Preparation Notes
5 Player Setup
?
?
?
?
?
?
?
?
?
?
12
?
?
?
?
?
?
?
?
Terrain
Known Land
Unexplored Land
4
2
4
2
4
2
6
2
1
0
0
4
3
0
2
17
9
3
0
Number Tokens
Mainland
Land Strip
Gold Island
Unexplored Land
4
2
1
0
0
1
1
0
1
1
1
1
0
2
2
1
0
2
8
1
1
0
1
10
11
12
2
1
0
2
2
1
0
1
1
0
1
1
0
1
1
1
Harbors
6 Player Setup
?
?
?
?
?
?
?
?
?
?
12
?
?
?
?
?
?
?
?
Terrain
Known Land
Unexplored Land
5
2
5
2
5
2
6
2
1
0
0
4
3
0
2
15
9
3
0
Number Tokens
Mainland
Land Strip
Gold Island
Unexplored Land
5
2
1
0
0
1
2
0
1
1
2
1
0
2
2
1
0
2
8
2
1
0
0
10
11
12
2
1
0
2
2
1
0
2
1
0
1
1
1
1
1
1
Harbors
(Die Schatzsucher)
by Stefan Risthaus
Equipment Notes
28 Treasure Tokens are needed for this scenario. They are provided with Das Buch zum Spielen. Note that not all tokens will be
needed for each setup.
Effect
1 VP
1 free Development Card
2 free resources
Move the Robber or Pirate
Preparation Notes
Place the Treasure Tokens face down on the intersections marked with .
The left and right hand sides of the board frame are referred to as the Motherland. The outermost intersections of the board are
considered to be one edge away from the Motherland, and the Motherland intersections on each side of the board are connected to
each other.
Setup Notes
The Pirate begins the game on any ocean hex not adjacent to land.
Additional Rules
Treasure Tokens: When a player reaches an intersection with a Treasure Token by road or ship, the player may claim the Treasure
Token.
Shipping Lines: A player may build a shipping line to the Motherland. For each shipping line with two ships on the Motherland, the
player receives one free resource at the end of their turn.
Longest Shipping Line: The player with the first ship on the Motherland claims the Longest Shipping Line, which is placed at its
anchoring settlement or city. If there is another shipping line with more ships on the Motherland, the anchoring city claims the
Longest Shipping Line. The settlement or city with the Longest Shipping Line is worth 1 extra VP.
The Pirate may be placed along the frame, adjacent to Motherland ships. This blocks the use of any shipping lines present, but does
not affect the Longest Shipping Line.
Game End
Game is to 14 points.
11
8
5
9
9
10
10
4
10
12
17
6
2
8
2
10
11
12
Harbors
0
Equipment Notes
Number Tokens
6
11
Terrain
11
6
5
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
10
10
11
Equipment Notes
12
4
10
11
22
Number Tokens
8
11
Terrain
9
10
6
3
8
3
10
11
12
Harbors
11
12
10
10
5
4
10
8
5
8
5
26
Number Tokens
2
6
3
8
3
10
11
12
Harbors
11
10
0
8
10
11
12
Equipment Notes
9
5
4
10
6
10
The Specialists
(Die Spezialisten)
by Stefan Risthaus
This scenario was originally available for download in the German language, and was published in Dutch as part of its Six Scenarios
series of expansions, as De Specialisten. A version repackaged as a variant also appears in Atlantis, as well as elsewhere in Das Buch
zum Spielen.
Equipment Notes
5 Specialist cards are needed for this scenario, one per resource. They are
provided in both Das Buch zum Spielen and Atlantis. (Curiously, a sixth gold field
specialist is provided in Das Buch zum Spielen.)
Setup Notes
The islands for which players place their initial settlements are known as their Home Islands. A player may have one or two of them.
Players may not set up their initial settlements on the center island.
The first settlement a player builds outside their Home Islands is worth 1 additional VP.
Specialists: When a player builds a settlement or city, compute any changes in Specialist Points. Each settlement gives its owner
one Specialist Point in the resources corresponding to each of its adjacent resource-producing hexes, while each city awards two
Specialist Points. The player with the most Specialist Points (at least 4) in a particular resource is deemed the Specialist in that
resource, worth 1 VP. Specialists gain one corresponding resource card in each of their turns.
Game End
Game is to 16 points. A player may also win by becoming the Specialist in 4 resources.
10
11
11
13
Number Tokens
5
3
10
6
2
8
2
10
11
12
Harbors
11
Terrain
4
3
The Specialists
12
10
11
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
11
1
10
11
3
2
11
10
12
14
Number Tokens
10
6
2
8
3
10
11
12
Harbors
10
6
5
12
Terrain
5
2
11
The Specialists
12
17
Number Tokens
10
8
4
11
6
2
8
3
10
11
12
Harbors
3
1
10
8
3
12
10
11
6
4
11
10
12
Terrain
2
12
21
Number Tokens
2
6
3
8
3
10
11
12
9
1
11
Harbors
10
10
3
3
3
6
5
12
10
6
5
11
The Specialists
11
10
12
24
Number Tokens
2
6
3
8
3
10
11
12
Harbors
2
12
11
10
10
10
12
6
5
11
6
3
Player Pieces
Dike
Setup Notes
Players may not place their initial settlements on the small island.
The game is played as normal until one player reaches 10 VP, after which the Dike Round and then the Storm Rounds begin. Dikes
may not be built until the Dike Round begins.
Dike Round: Starting with the next player to move (the player reaching 10 VP is considered to take their turn last in all subsequent
rounds), each player takes one turn, during which Dikes may be built.
Dikes: Dikes may be built only on land hexes where a player has a neighboring settlement or city, and only on hexes with a number
token. Only one dike may be built on any hex. Hexes with dikes do not produce resources, but do prevent them from flooding.
Storm Rounds: After the Dike Round is complete, the Storm Rounds begin. There are 4 Storm Rounds in a 3- and 5-player game,
and only 3 rounds in a 4- and 6-player game. After the dice are rolled and resources are collected, the player to move selects one
of the hexes with a number token matching the number rolled. If this hex has a Dike, it is removed; otherwise the hex is flooded: the
number token is removed, and the hex is replaced with an ocean hex. If the Robber is present, it is moved off of the board. Any
roads, settlements, and cities that are entirely surrounded by ocean hexes as a result are destroyed, as are any roads that are
isolated (no connections to a settlement or city). Ships are unaffected by flooding, though shipping lines with no connections to a city
or settlement may not be extended until the connection is reestablished.
Game End
The game ends once the last Storm Round is complete. The player with the most VP wins. In the event of a tie, the player with the most
resources in their hand wins.
Variants
The Dike Round begins when the first player reaches 8 VP.
The Robber is removed from play once the Storm Rounds begin.
In a Storm Round, all hexes with the number token matching the number rolled are affected.
After the Storm Rounds end, the Tide Rounds begin. Tide Rounds are identical to Storm Rounds, but players may not build Dikes.
The Tide Rounds end if there are fewer than 7 land hexes remaining in the 3-4 player setup and 11 land hexes remaining in the 5-6
player setup.
6
5
10
11
11
12
Number Tokens
8
12
6
2
8
2
10
11
12
Harbors
9
10
Terrain
Player Pieces
5
15
15
10
11
11
16
Number Tokens
2
6
2
8
2
10
11
12
Harbors
12
8
10
Player Pieces
9
4
15
15
Terrain
11
12
23
Number Tokens
10
2
6
3
8
3
10
11
12
Harbors
11
10
11
Player Pieces
15
15
12
9
10
4
26
Number Tokens
8
5
11
12
6
3
8
3
10
11
12
Harbors
10
1
6
5
Player Pieces
11
10
11
15
15
9
12
4
10
Transport Settlers
by Jrgen Rojacher and Florian Kraus
Equipment Notes
2 specially labeled Ships and a Supply Board are needed per player for this scenario.
Preparation Notes
The island on the right is referred to as Catan, the upper left is called Talis, and the lower-left island is Roja. In Das Buch zum
Spielen, nameplates are provided for this scenario.
The scenario, as originally presented in 2000, provided 2 Storm Flood markers, which have not been reproduced in this Guide.
Setup Notes
The Pirate begins the game on any intersection on the edge of the board between Roja and Talis.
Players must place their initial settlements on Catan, with one settlement on the coast facing Roja and Talis.
Additional Rules
The resources in a players hand are separated into 5 groups: those on the islands of Catan, Roja, Talis, and the two ships. Players
should use the Supply Board to separate their hand into these groups. Resources on ships may not be traded, while resources on
islands may only be traded for other resources on the same island. Similarly, harbor use is restricted to the resources on the same
island as the harbor. Finally, players may only use resources on the island to build on the island.
Pirate: The Pirate enters play only after the first ship is built. The Pirate moves a number of intersections equal to the higher
number of the two dice; if a 7 is rolled the Pirate may move double this amount. The Pirate may not be moved to intersections
containing a warehouse, settlement, or city, and may not cross its own path. The Pirate may end its movement on an intersection
next to a players ship, which is then robbed; the ship surrenders its resources to the Catan supply of the player on move. A player
may not use the Pirate to rob their own ships. The Pirate may not be moved on or over intersections marked with .
Ships: Each player may have up to two ships, which may store up to three resources each. Ships are placed in a coastal settlement
intersection (not necessarily the players own, though placing ships in another players coastal settlement requires a further
payment of one resource to the settlements owner).
Ship Movement: Each turn, a ship may move a number of intersections equal to the smaller number of the two dice. Ships may
choose to not use their full movement allowance. Only one ship is permitted at each intersection, except on intersections with a
players own warehouses and settlements. Ships may move past other ships, or intersections with settlements and warehouses,
but may not move past the Pirate. A ship, when located at a players own warehouse or settlement, may choose to forego further
movement in order to load or unload resources (loading and unloading may be performed in the same turn). At the end of a players
turn, every player (except the player whose turn has ended) may move their ships, but not load or unload resources.
Warehouses: Warehouses allow a player to store resources on an island where a settlement has not been established; they are
denoted by a settlement with the roof side face-down. Warehouses are free, but a player may only have one warehouse. To build a
warehouse, a ship must be at a coastal intersection; the warehouse is then built at the ships location, subject to regular building
restrictions. Warehouses may be converted to settlements once there are resources to build a settlement on the island.
Game End
Game is to 10 points in a 3-player game, and 8 points in a 4-player game.
Transport Settlers
4
11
12
Terrain
Catan
Roja
Talis
4
1
0
4
0
1
4
1
0
0
3
2
6
1
1
1
4
0
1
0
1
2
21
0
0
0
1
1
Number Tokens
6
11
Catan
Roja
Talis
1
0
1
2
1
0
1
1
1
3
0
0
8
2
0
1
10
11
12
2
1
0
2
1
0
1
1
1
1
0
0
Harbors
10
6
4
9
5
10
10
11
8
5
4
3
12
10
11
Catan
Roja
Talis
Harbors
4
1
0
3
0
2
4
1
0
0
3
2
6
1
1
1
4
0
1
2
1
0
19
0
0
0
1
1
Number Tokens
11
Catan
Roja
Talis
1
0
1
1
1
1
1
1
1
3
0
0
8
2
0
1
10
11
12
2
1
0
2
1
0
1
1
1
1
0
0
10
11
10
9
3
8
9
6
2
1 Storm Marker is needed with this scenario. It is included with Das Buch zum Spielen.
Preparation Notes
Setup Notes
Players must place their initial settlements in the area corresponding to Eurasia. However, players may not place their initial
settlements on the desert that marks the divide between Europe and Africa.
Shipping lines may cross from the top edge of the game board to the bottom edge. There is one ocean hex between the top and
bottom of the game board in the first column and every second column thereafter, and two ocean hexes between the top and
bottom of the game board for every column in between.
If a player reaches an intersection with a Catan chit with a road or ship, the player may claim it. Catan chits are worth 1 VP.
Discovery: If a player builds a road or ship outside Eurasia for which adjacent resource-producing hexes do not have assigned
number tokens, one is assigned from the reserve. If the reserve is exhausted, number tokens must be moved from Eurasia, subject
to the following restrictions: the number token must be adjacent to a players own settlements or cities, every settlement and city
must have at least one neighboring hex with a number token, and 6 and 8 may not be in adjacent hexes. If this is not possible,
these restrictions may be ignored in the order stated. If there are no eligible hexes in Eurasia, the number token may be taken from
anywhere on the board, subject to the same restrictions.
Storm: Whenever a 7 is rolled, before the robber is moved, the Storm Marker is moved in the direction indicated a number of hexes
equal to the higher number on the dice. If during movement the storm reaches the end of the board, it must be rotated to any other
direction for which the storm may continue to move. Every player with roads or ships adjacent to the Storm Marker when it ends its
movement must remove one road or ship. If a shipping line is disconnected as a result, it must be reconnected before any more
ships may be built. The Storm Marker does not affect production on the hex it is on.
Game End
Game is to 15 points.
21
Number Tokens
On Board
Reserve
1
0
2
0
2
1
2
1
6
2
1
8
2
0
10
11
12
2
1
2
1
2
1
1
0
Harbors
Player Pieces
2
12
15
15
11
10
11
10
24
Number Tokens
On Board
Reserve
1
0
2
0
2
1
2
1
6
2
1
8
2
0
10
11
12
2
1
2
1
2
1
1
0
Harbors
1
Player Pieces
3
5
2
12
15
15
11
9
11
6
10
10
Westwards
(Westwarts)
by Brigitte and Wolfgang Ditt
Equipment Notes
1 Fort and 1 Pioneer per player are needed for this scenario. They are provided in each
players color except for brown in Das Buch zum Spielen.
1 Native American figure is provided with Das Buch zum Spielen to act as the Robber for this
scenario.
Player Pieces
Fort
Pioneer
Preparation Notes
7 River Strips are included with Das Buch zum Spielen, which are used to denote which edges act as river crossings. These are
marked with on the setup charts.
Setup Notes
Players must build their first and only city at any of the six city sites marked with (each of the six are adjacent to a 2:1 harbor). If
the two outer sites are chosen, three rails are placed. If one the two other sites on the right half of the map (the ones adjacent to
the grain and wool harbors) is chosen, two rails are placed. Otherwise, only one rail is placed. Initial rails may not branch.
Players must place their Pioneer on the end of their rail line.
Players begin with twice the normal resources, and are permitted to exchange them using the adjacent harbors before the start of
the game.
Card Changes
Name
Road Building
Type
Development
Road Building
Progress Science
Effect
May be used to build two rails or a bridge with rail. The second rail is not built if the Pioneer is
brought adjacent to the Robber.
May be used to build two rails or a bridge with rail. The second rail is not built if the Pioneer is
brought adjacent to the Robber.
Additional Rules
Players may build on or adjacent to the hexes representing Canada and Mexico, though none of these hexes produce resources.
The distance rule only applies to a players own settlements: a player may build immediately adjacent to an opposing settlement.
Settlements may not be built at the location of a players own Pioneer, though they may be built at the location of an opposing
Pioneer.
The Robber may only be moved to hexes west of the easternmost set of (representing the Mississippi river) if there is a Pioneer
in an adjacent hex. If no such movement is possible, then no action is taken. When moved, the Robber takes a resource card from
the owner of any adjacent Pioneer who is not located in a fort.
The Longest Road is only awarded to the first player to build a rail line from the Atlantic (bottom) to the Pacific (top), north of the city
site representing Los Angeles; this represented by the blue line on the setup chart.
Rails: Rails are represented by roads, and may only be extended from the Pioneers present location. After a rail line is built, the
Pioneer is moved to the end of the rail line. Players may build rails where opposing rails already exist, and players may build rails
past opposing settlements and cities.
Bridges: Bridges are represented by ships. A bridge must be built over a river crossing before players may build a rail on it. Bridges
with rails are represented by inverted ships.
Pioneer: The Pioneer produces resources as if it was a settlement. Pioneers may be moved along a players own rail lines at the
end of a turn. Pioneers may not move to the location of a settlement or city, and roads and bridges may not be built adjacent to the
robber unless the Pioneer is located in a fort.
Forts: Forts may be built by the Pioneer at its current location if the Robber is not in an adjacent hex. Forts prevent the effects of
the Robber by the Pioneer. If the Pioneer subsequently moves from its location, the fort is destroyed.
Fire Water: The Robber is moved to any desert hex whenever this is built.
Game End
The first player to have 10 points and a continuous rail line from Atlantic to Pacific (north of Los Angeles) is the winner.
Westwards
12
4
10
10
11
10
5
11
6
3
8
3
10
11
12
15
15
Player Pieces
Harbors
12
10
11
Number Tokens
Terrain
8
2
Place 5 of the Treasure Tokens aside face down, and the other 15 on the intersections marked with
Setup Notes
Undiscovered Terrain: If a player expands next to undiscovered terrain, discovery occurs. Place a hex from the reserve into the
empty space. If it is a land hex producing resources, a number token is assigned to the hex, and the player takes one resource
produced by the terrain as a reward. If a desert or ocean hex is discovered, the player takes a Treasure Token that has been set
aside as a reward.
The first settlement a player builds on each outlying island is worth 1 additional VP.
Game End
Game is to 14/16 points.
?
?
Terrain
Main Island
Reserve
3
2
3
2
4
1
4
2
6
2
1
4
1
1
2
22
3
0
2
Number Tokens
Main Island
Reserve
1
1
2
1
2
2
2
1
8
2
0
10
11
12
2
1
2
2
2
1
1
0
Harbors
?
?
?
?
?
?
A number of Treasure Tokens are needed for this scenario. As presented in Catan-News, Catan chits with numbers marked on
their reverse sides are used instead.
Treasure Token Manifest
No.
Qty (CN) Qty (SDE)
1
4
4
2
4
4
3
3
5
4
3
4
5
3
3
Effect
2 free resources
Development Card or Progress Card
1 free resource
2 free roads or ships
Preparation Notes
The island on the outside of the board is the Main Island. Place the terrain randomly.
Place the gold field and desert hexes from the unexplored terrain reserve in the locations stated on the setup chart.
Place the Treasure Tokens face down in the intersections marked with . As presented in Schtze, Drachen & Entdecker, not all
Treasure Tokens will be used in all setups.
Setup Notes
Players begin with three initial settlements or two settlements and a city, with the city placed second, all placed on the main island.
Treasure Tokens: If a player expands to an intersection with a Treasure Token, the Treasure
Token is taken. Once acquired, the Treasure Token may be exchanged for the prize on the
token, or left face down in front of the player. Treasure Tokens left face down may not be
exchanged at a later point in time.
Game End
Game is to 15/17 points in a 3-player game and 14/16 points in a 4-player game.
3 Player Setup
Terrain
Main Island
Reserve
11
2
3
2
3
3
2
2
3
6
2
1
4
1
1
2
13
6
0
2
Number Tokens
?
?
?
?
6
?
8
?
?
?
?
?
?
?
?
?
?
?
?
?
10
Main Island
Reserve
1
1
1
2
2
1
1
2
8
2
1
10
11
12
1
2
2
1
1
2
0
1
Harbors
8
1
6
10
8
2
4 Player Setup
Terrain
11
?
?
?
?
?
?
?
?
Main Island
Reserve
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
?
10
3
4
2
4
4
3
3
4
6
3
1
4
3
0
3
15
9
0
2
Number Tokens
Main Island
Reserve
1
1
1
3
2
2
2
3
8
2
1
10
11
12
2
3
2
2
1
3
0
1
Harbors
8
1
Preparation Notes
1
8
6
10
8
2
9
5
Greater Catan
(Gro Catan)
On its original release (in the 1/1997 issue of Catan-News, then known as Siedler-Zeitung, months before the release of Seafarers),
Greater Catan was the sole scenario that required two copies of the game to play. Because of this, it was removed from the 4th
edition of Seafarers. Though Settlers in Need was an attempt to have similar rules in a scenario that only required one copy of the
base game, popular demand ensured its reintroduction in Schtze, Drachen & Entdecker.
Preparation Notes
Set up the large island according to the rules of the base game. This will be known as the Main Island. Arrange the remainder of
the hexes randomly.
Setup Notes
The Robber begins the game on a desert tile on the Main Island, or off of the board if the setup has no desert hexes.
Players may only set up their initial settlements on the Main Island.
Additional Rules
Bridges: If pre-Seafarers rules are used, bridges, represented by roads, are used in place of ships. Bridges may not branch, but
players may voluntarily remove their own bridges. Unlike ships, bridges may not be moved.
Outlying Islands: If a ship or road is placed bordering a resource-producing hex on the outlying islands, a number token is assigned
at random from the reserve. Should the reserve be empty, a number token is moved from the Main Island, subject to the following:
the number token moved must be adjacent to a players own settlements or cities, all settlements and cities on the Main Island
must be adjacent to at least one number token, and 6 and 8 may not be in adjacent hexes. If it is impossible to satisfy all three
conditions, they may be ignored in the order stated.
Game End
Game is to 18/20 points, 17 points if using pre-Seafarers rules.
3
3
4
4
4
4
3
3
6
2
0
4
4
1
0
28
0
0
0
Number Tokens
On Board
Reserve
1
1
2
1
2
1
2
1
8
2
0
10
11
12
2
1
2
1
2
1
1
0
Harbors
1
1
1
1
1
4
One additional harbor of any type is needed, and must be set up
facing an outlying area.
Player Pieces
5
30
Greater Catan
3
3
4
3
4
4
3
4
6
2
0
4
4
1
0
23
0
0
0
Number Tokens
On Board
Reserve
1
1
2
1
2
1
2
1
8
2
0
10
11
12
2
1
2
1
2
1
1
0
Harbors
1
Player Pieces
5
15
15
2
3
3
3
3
3
3
2
6
2
0
3
3
0
0
15
6
0
0
Number Tokens
On Board
Reserve
6
9
5
10
1
0
1
1
2
0
1
1
8
2
0
10
11
12
2
1
2
0
1
1
0
0
Harbors
1
11
10
4
3
Player Pieces
5
15
15
Greater Catan
3
3
4
3
4
4
3
4
6
2
0
4
4
1
1
18
7
0
0
Number Tokens
On Board
Reserve
1
0
2
1
2
1
2
1
8
2
0
10
11
12
2
1
2
1
2
0
1
0
Harbors
1
Player Pieces
5
15
15
Greater Catan
5
4
6
4
6
4
5
4
6
3
0
6
4
2
0
17
0
0
0
Number Tokens
On Board
Reserve
2
1
3
1
3
1
3
1
8
3
0
10
11
12
3
1
3
1
3
1
2
0
Harbors
1
Player Pieces
5
15
15
(Die Wstendrachen)
This scenario was originally titled The Desert Riders (Die Wstenreiter) when it was first introduced in the 2/1997 issue of CatanNews (then Siedler-Zeitung), was included in Das Buch zum Spielen, and was released as part of the Six Scenarios series of expansions
as De Woestijnruiters by 999 Games. Furthermore, it was uniquely the only scenario of Das Buch zum Spielen to have been available for
download in the English language on the University of Catan website. The scenario itself was renamed and rethemed as part of Schtze,
Drachen & Entdecker. Various setups have differed on whether two base sets (or one base set and the hexes from Schtze, Drachen &
Entdecker), as originally presented (and as presented in Schtze, Drachen & Entdecker), or one base set and an array of specialized
hexes, as presented in Das Buch zum Spielen, are needed.
Equipment Notes
Terrain
Jungle hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (3), De
Jungle
Woestijnruiters (3), and Die Kolonien Jubilums-Szenario (3).
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Volcano
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
If Jungle hexes are required for setup, 10 Discovery Tokens are needed for this
The Desert Barbarians
scenario in a 3-4 player game, and 12 are needed in a 5-6 player game.
Players with Traders & Barbarians should
use the barbarians in place of the Dragon
Preparation Notes
Tokens, restoring the original Desert
The island with the desert hexes is termed the Main Island, while the other
Riders theme.
islands are termed the New Islands.
The number of Dragon Tokens needed for this scenario should be enough to
cover every resource-producing hex on the Main Island.
Setup Notes
If playing by pre-2009 rules, players must place one of their initial settlements on the cost with a ship; if playing by English language
rules, this must be the first settlement.
Type
Development
Effect
Removes a Dragon Token from play, in addition to taking a resource card from any player.
Additional Rules
On a roll of 7, the player on move may take a resource card from any other player.
Desert Dragons: Every time a settlement or city is built, 3 Dragon Tokens (2 in a 4- or 6-player game) are placed in the desert
hexes, with the tokens being as evenly distributed among them as possible. Once all Dragon Tokens are in place, the Desert
Assault begins.
Desert Assault: If a hex producing resources is adjacent to a hex containing a Dragon Token, a Dragon Token is placed on the hex
after resources are collected. Dragon Tokens prevent resource production on subsequent turns. Roads lying between two hexes
with Dragon Tokens do not contribute to the Longest Road, and settlements and cities for which all adjacent land hexes have
Dragon Tokens do not contribute VP.
If playing by pre-2009 rules, harbors adjacent to disabled settlements and cities may not be used.
If playing by pre-2009 rules, the first player to remove two Dragon Tokens gains one Catan chit, worth 1 VP; this rule was not
present in the English release.
Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing a Development Card.
Settlements adjacent to a jungle produce one token, while cities produce two. Discovery Tokens are not resources, and may not be
stolen or traded.
Volcano: Whenever a volcano produces, roll a die. Any settlement in the direction indicated on the volcano hex is removed, while any
city in the direction is reduced to a settlement (or removed if the player has placed all of their settlements). Volcanoes act as fields
hexes for all other purposes.
Game End
Game is to 13 points.
10
10
Terrain
Main Island
New Island
8
5
4
11
Main Island
New Island
6
4
3
4
3
4
3
3
6
2
2
4
4
3
0
15
0
0
1
Number Tokens
10
3
3
1
1
2
2
2
2
2
3
8
2
2
10
11
12
2
2
2
2
1
2
0
1
Harbors
11
3
9
12
6
10
11
10
10
Terrain
2
Main Island
New Island
6
8
11
Main Island
New Island
10
11
3
2
3
2
4
1
3
1
17
0
0
2
0
3
0
2
1
0
1
2
2
2
2
2
6
2
2
8
2
2
10
11
12
2
2
2
2
1
2
0
1
Harbors
3
2
Number Tokens
4
4
2
3
9
4
6
10
11
8
9
12
8
10
Main Island
New Island
10
8
6
2
3
3
2
3
2
3
2
4
1
3
0
14
0
0
2
0
3
0
2
10
11
12
2
2
2
2
1
2
0
1
Number Tokens
11
Main Island
New Island
4
4
1
0
1
2
2
2
2
2
6
2
2
8
2
2
Harbors
11
10
9
3
11
10
8
9
12
10
4
Main Island
New Island
10
11
10
3
4
3
4
3
3
6
2
2
4
4
3
0
18
0
0
1
Number Tokens
3
3
1
1
2
2
2
2
2
3
8
2
2
10
11
12
2
2
2
2
1
2
0
1
Harbors
11
12
4
3
2
9
5
11
8
4
6
10
Main Island
New Island
10
10
Main Island
New Island
10
6
8
3
11
3
4
3
4
3
4
6
2
2
4
4
3
0
15
0
0
2
Number Tokens
3
4
1
1
2
2
2
3
2
3
8
2
2
10
11
12
2
3
2
3
1
2
0
1
Harbors
6
9
11
10
2
10
8
11
12
10
Terrain
12
8
8
11
12
Main Island
New Island
10
3
10
3
5
4
4
5
6
3
2
5
5
3
0
16
0
0
2
1
1
2
3
3
3
2
3
8
3
3
10
11
12
3
3
3
2
2
3
1
2
11
11
5
4
Harbors
4
5
Number Tokens
Main Island
New Island
9
4
10
11
5
10
11
12
10
Terrain
8
8
11
Main Island
New Island
10
3
10
3
4
3
5
2
4
3
5
2
4
0
19
0
0
3
0
3
0
3
1
0
2
3
2
3
2
3
6
3
2
8
3
3
10
11
12
3
3
3
2
2
3
0
1
Harbors
8
1
4
3
Number Tokens
Main Island
New Island
11
11
12
10
8
11
4
10
11
6
3
6
9
Main Island
New Island
11
10
10
4
3
5
2
4
3
5
2
4
0
15
0
0
3
0
3
0
3
10
11
12
3
3
3
2
2
3
0
1
Number Tokens
Main Island
New Island
4
3
1
0
2
3
2
3
2
3
6
3
2
8
3
3
Harbors
11
11
10
12
10
8
11
11
10
6
3
Het Grote Kanaal also provided 1 pirate ship per player, though it is not used in this scenario.
9 Canal Pieces are provided with Schtze, Drachen & Entdecker to physically represent the canal on the board.
Preparation Notes
Place two Catan chits on the edges marked with and one Catan chit on edges marked with . Traditionally, they are placed on
the opposite sides of the edge so that each hex has two Catan chits. This forms the route of the canal.
Setup Notes
Players begin with three settlements or two settlements and a city, with the city being placed second. At least one settlement must
be built on the coast, and every coastal settlement must have a ship instead of a road.
Type
Progress Science
Effect
This card has effect even if the canal is incomplete.
Additional Rules
Knights: Knights, when built, are placed on intersections in the middle of the players road network on the large island. Knights can
be moved along roads using a Knight card, and may offer benefits depending on location. Knights, like settlements, block opposing
roads.
Building Canals: Two Knights are needed to build a portion of the canal. Under 2003 rules, the canal is built one edge at a time,
while under 2009 rules, the canal is built one hex at a time. Under 2003 rules, a portion of the canal is built when the edge has
Knights on both adjacent intersections. When this is done, the owners of the two Knights each take one Catan chit from the
affected edge. If the edge only has one Catan chit, the Knight there the earliest claims the chit. Under 2009 rules, a portion of the
canal is built if there are two adjacent Knights adjacent to the hex, one at an intersection adjacent to each of the hexs two canal
edges. When this is done, the owners of the two Knights each take one Catan chit from the hex. Each Catan chit is worth 1 VP.
Only activated Knights may build canals.
Gold Miner: If a Knight is positioned at a gold field and the canal is incomplete, then the Knight will produce resources: when a gold
field produces, every player with an adjacent Knight gains one resource of their choosing. Deploying multiple Knights at the same
gold field does not increase resource yield. Knights do not have to be activated to mine gold under 2003 rules, but under 2009
rules, they must be deactivated in order to do so.
Trader: If a Knight is positioned at a 2:1 harbor, and, under 2009 rules, if the canal is incomplete, the player may make use of it.
Knights do not have to be activated for the harbor to be used under 2003 rules, but under 2009 rules, they must be deactivated in
order to do so.
Completing the Canal: If, on a players turn, one or fewer portions remain to be built, the canal is considered complete at the end of
the turn. All remaining Catan chits on the board are removed. The desert hex is replaced by an ocean hex, and the number tokens
for the gold field hexes are removed.
Game End
Game is to 19/21 points in a 3-player game, and to 16/18 points in a 4-player game.
8
6
9
5
9
10
4
10
16
6
9
8
5
11
6
4
8
3
10
11
12
Harbors
12
11
Number Tokens
10
Player Pieces
5
15
15
8
6
4
12
Number Tokens
2
6
4
8
3
10
11
12
Harbors
5
9
10
4
10
11
4
5
11
Player Pieces
12
10
15
15
10
8
5
19
Number Tokens
2
6
3
8
4
10
11
12
Harbors
12
1
Player Pieces
5
15
15
Enchanted Land
(Verwunschenes Land)
This scenario was originally published in the 1/2001 issue of Catan-News, which did not require Cities & Knights. However, every
implementation since (on Catan Online World and in Schtze, Drachen & Entdecker) has required it. Beyond the Cities & Knights
requirement, the sole difference in presentation was thematic: as originally presented, the treasures of the Enchanted Land were
guarded by pirate spirits, while dragons of various degrees of difficulty were guarding treasures in Schtze, Drachen & Entdecker.
Equipment Notes
19 Dragon Tokens are needed for this scenario. 6 are marked with 1 on the reverse, 7 with 2 on the reverse, and 6 with 3 on the
reverse.
Preparation Notes
The island on the outside of the board is known as the Main Island, while the island with the Dragon Tokens is termed the Enchanted
Land.
Setup Notes
Players begin as normal under 2001 rules, but with three settlements or two settlements and a city, with the city being placed
second under 2009 rules. All initial settlements and cities must be placed on the Main Island, with at least one of them being on the
coast (under 2001 rules, they must be placed on the coast facing the Enchanted Land between the two ). Every coastal
settlement or city must have a ship instead of a road.
The Robber and Pirate begin the game off of the board if absent from the setup charts.
Card Changes
Name
Deserter
Intrigue
Type
Progress Politics
Progress Politics
Inventor
Progress Science
Effect
May not be used against Knights on the Enchanted Land.
May not be used against Knights on the Enchanted Land under 2009 rules. Under 2001 rules,
Knights on the Enchanted Land targeted by this card are moved to a coastal intersection.
May not exchange number tokens on the Enchanted Land.
Additional Rules
Barbarians only attack the main island. Knights on the Enchanted Land do not contribute to the defense of Catan. Knights on a
shipping line do not contribute to the defense of Catan under 2009 rules, but do under 2001 rules.
Settlements on the Enchanted Land may only be built on the coast, and may not be upgraded into cities. Roads may only be built
along the coast of the Enchanted Land under 2001 rules, and may not be built at all under 2009 rules.
Knight Placement: If a shipping line reaches the Enchanted Land from the Main Island, the player must place their Knight (as long
as one Knight card was previously played) or move an existing Knight onto the coastal intersection (or on a neighboring intersection
if there is a settlement there). If there is an opposing Knight at the intersection, the Knight must be displaced. Players may have
only one Knight on the Enchanted Land, and the Knight may not return to the Main Island.
Knight Movement: Knights may move one intersection per paid. Knights move as normal on the Main Island, and up to three
intersections on the Enchanted Island, which deactivates the Knight. Knights may move over coastal intersections, but may not end
their movement there. Knights may move over other Knights. If a Knight is displaced on the Enchanted Land, it is moved to a
coastal intersection of the opposing owners choosing.
Claiming Treasures: If a Knight (activated) is on an intersection with a Dragon Token, the Knight may attempt to battle the Dragon.
(Note: As Knights may only take one action per turn, this means that Knights may not attempt to claim treasures after moving to
the intersection and reactivating.) The value on the reverse side of the Dragon Token is compared to the number of Knight cards
played or the strength of the Knight: if the Knights value is higher, the Dragon Token is claimed; otherwise the token is returned and
the Knight deactivated. Each Dragon Token successfully claimed is worth 1 VP. Under 2001 rules, deactivated Knights may check
the strength of the Dragon Token, but may not claim them unless reactivated.
Game End
Players win by either collecting the required number of VP or possessing the required number of Dragon Tokens. Consult with the
following table for the VP and Dragon Tokens required.
Players
VP (2001)
VP (2009)
Dragon Tokens (2001)
Dragon Tokens (2009)
3
17/19
19/21
4
6
4
15/17
16/18
6
6
Enchanted Land
12
8
2
Main Island
Enchanted Land
4
1
4
1
3
2
6
2
1
10
Main Island
Enchanted Land
6
9
21
0
0
2
0
1
2
1
2
1
2
1
8
2
1
10
11
12
2
1
2
1
3
0
1
1
Harbors
1
12
Player Pieces
5
5
6
4
0
4
10
11
4
1
Number Tokens
3
2
11
15
15
11
10
8
11
Main Island
Enchanted Land
11
10
12
10
3
2
4
2
4
2
3
2
6
2
1
4
1
1
5
21
0
0
2
Number Tokens
Main Island
Enchanted Land
0
1
2
2
2
1
2
2
8
2
1
10
11
12
2
1
2
2
3
0
1
0
Harbors
8
3
10
11
8
5
Player Pieces
5
15
15
4
3
6
10
Promotional Scenarios
Scenarios dont have to be in the form of specialized grids of hexes with number tokens. In various years, entirely self-contained
scenarios have been published, with a paper gameboard and required parts from the Settlers base set to play. These often have limited
release, and are often impossible to obtain after sufficient time has passed. These scenarios are thus truly for the Settlers collector.
Saggsen-Gadan
Equipment Notes
5 Manufacturing Plants are needed for this scenario, one each per resource.
A special Development Card Deck is needed for this scenario. It consists of 16 identical cards.
The seven hexes with the thick-bordered number tokens represent, from left to right, Plauen, Leipzig, Torgau, Annaberg Buchholz,
Chemnitz, Dresden, and Grlitz.
Setup Notes
Players may not place their initial settlement on any edges in blue.
Additional Rules
Manufacturing Plants
The Robber may be moved to the desert hex by any player adjacent to the Robbers position by
Foundry
Ore
paying any three resources.
Grain Mill
Grain
Sawmill
Lumber
Rivers: Rivers are denoted by edges in blue. Players with settlements on the river (Note: the
Woolen Mill
Wool
cost of a river settlement is different from regular settlements) may trade resources at 3:1.
The distance rule is not in effect along rivers.
Roads on Rivers: Roads may be built on either side of river edges, meaning that up to two roads may share the same river edge.
Roads may not be extended to the opposite side of a river unless a settlement or city is present. Settlements and cities on rivers
block opposing roads on both sides of the river.
Manufacturing Plants: A player may choose to return two Development Cards to build a Manufacturing Plant. Manufacturing
Plants, when built, must be placed on a hex adjacent to the players own cities. Each Manufacturing Plant may only be built on the
corresponding type of hex. Each settlement or city may only have one adjacent Manufacturing Plant. Manufacturing Plants are
considered upgrades to cities, allowing a player to trade in three of the Manufacturing Plants resource for a Catan chit, worth 1 VP,
once per turn. Manufacturing Plants may not be immediately used once played; they only take effect at the start of the players next
turn. Similarly, players may not purchase the second Development Card and trade for a Manufacturing Plant in the same turn.
The King of Saxony: The first settlement a player builds at each of the hexes with thick-bordered number tokens awards one Crown
Token. The player with the most Crown Tokens (at least 3) is awarded the King of Saxony, worth 1 VP.
Game End
Game is to 10 points.
8
4
6
9
10
8
10
10
12
11
11
4
3
6
2
Offensive in Chemnitz
This scenario was presented on the reverse side of the Saggsen-Gadan promotional scenario.
Equipment Notes
A special Development Card deck is needed for this scenario. It consists of 4 green cards (representing museums), 5 red cards
(representing museums), 5 yellow cards (representing historical buildings), and 3 Nischel (Karl Marx monument) cards.
Preparation Notes
The intersections marked with are, clockwise from the top: Zwickau, Grimma, Freiberg, and Stollberg.
The Robber may be moved by any player with a settlement or city adjacent to the Robbers position by paying any three resources.
Players with settlements at intersections marked with may trade resources at 3:1.
Development Cards: Development Cards are traded for Catan chits, worth 1 VP each. Players may trade in Development cards of
two colors for one Catan chits, or Development Cards of all three colors for 2 Catan chits. The Nischel card may be treated as a
Development Card of any color. Development Cards may be traded in once purchased.
Game End
Game is to 10 points.
9
11
10
4
8
9
10
12
8
3
2 Coat of Arms Markers per player are needed for this scenario.
10 1-point Castle Tokens, 8 2-point Castle Tokens, and 6 3-point Castle Tokens are needed for this scenario.
The Castle: Players building a part of the castle receive a Castle Token. All 1-point Castle Tokens must be taken before any 2-pont
Castle Tokens may be taken, and all 2-point tokens must be taken before any 3-point tokens may be taken. Every 3 points from
Castle Tokens is worth 1 VP. A 1-point Castle Token costs one materials resource (brick, lumber, or ore) and one food resource
(grain or wool), while 2-point Castle Tokens cost two materials resources and one food resource, and 3-point Castle Tokens cost two
materials and food resources.
Feudal Lords Favor: The player with the most Castle Tokens (at least 3) receives the Feudal Lords Favor, worth 1 VP.
The Travelling Trader: If a player does not have a Travelling Trader Token and builds a road, the player may take the token. It allows
the player to trade at a 2:1 ratio the turn it is used.
Declaring Tournaments: Whenever a Knight card is played, the player may declare a Tournament. Players with at least one Knight
card or one Coat of Arms marker may choose to enter the tournament by paying the declaring player either , , or . The player
declaring the tournament is automatically entered. Tournaments may only be declared a total of 10 times per game.
Tournaments: All players participating in a Tournament must roll the dice, and the player with the highest total of played Knight
Cards, Coat of Arms Markers, and dice roll, wins a Catan chit, but must remove a played Knight card and a Coat of Arms Marker
from play. Each Catan chit is worth 1 VP. Ties are broken by rerolls if necessary.
Game End
Game is to 13 points.
6
4
11
10
10
3
6
3
9
4
4
11
12
10
11
Renaissance in Styria
A Resource Market Board is needed for this scenario. It contains a track of 20 spaces for 5 tokens (one per resource), with the
first space labeled 8, the second space 7, and so on down to 4. It also contains a track for players to keep track of the number
of ducats held per player.
Cost
8
12
16
20
Trade
Marketplace
Trading Post
Guild
Bank
Science
Mission
Cloister
Library
University
Politics
Town Hall
Courthouse
Church
Castle
Preparation Notes
The intersections marked with represent, clockwise from the top left: Augsburg, Oberkapfenberg, Vienna, Budapest, and Venice.
Place one of each resource card in the Resource Market Board, and place the resource markers on the resource track on the
spaces matching the resource markets values. This prices one of the resources at 8 ducats, another at 7, etc. down to 4.
Setup Notes
The player placing the first player on the board is given the Starting Player marker.
Players must place one settlement and one city, in any order. Players may not place them on intersections marked
or
Additional Rules
Play proceeds in rounds, with the Starting Player marker being passed between rounds. Each round consists of four phases:
Income, Resources, Trade, and Build.
Knight cards may only be played during the Resource phase. All other cards may only be played during the Build phase. Players
may play a Development Card in the Build phase if they have played a Knight card in the Resource phase, but players are otherwise
limited to playing one Development Card per turn.
Income Phase: Players with cities on intersections marked with gain ducats equal to the number stated therein. Players also
gain 2 ducats per city during this phase if they have a Guild.
Resource Phase: Starting with the starting player, each player rolls for resources. Each resource collected moves the resource
marker on the resource track down one space. After each roll of the dice, the resource track is reset, with the resource marker
closest to the start of the track set to the space with 8, the resource marker second closest placed on the 7 and so on.
Taxes: If a 7 is rolled on the resource phase, the player in the lead and the second-place player pays a number of ducats equal to the
higher of the two dice, while everyone else must pay the lower number of the two dice; if there is a tie for second place, all tied
players pay the lower number. Players unable to pay the ducats must sell their resources at the price listed on the Resource
Market. Change may be given in ducats. In the event that players do not have the resources and ducats, the remainder outstanding
is waived.
Trade Phase: Players may freely trade resources during this phase. Players may also elect to trade resources at 4:1. Players with
Libraries may choose to trade in any three resources for a single resource. Players may also choose to purchase up to two
resource cards for 12 ducats each. Ducats may be traded as with resources.
Build Phase: Each player, starting with the starting player, may build. Players may also choose to trade resources at 4:1. At the
end of the build phase, players must keep at most 7 hand cards, with the rest discarded.
City Improvements: City Improvements cost ducats to build. Players may sell resources towards the price of a city improvement at
the price listed on the Resource Market. Change is given in ducats for any excess of what is needed for the city improvement;
however, players may not intentionally sell resources for ducats. The first player to build the final building in a category receives 2
VP, while every subsequent player building the final building in a category receives 1 VP.
Advance Building: Players do not have to build their city improvements in order. Players may pay an additional 4 ducats per level
skipped. However, players must have all three previous levels of an improvement in order to build a fourth level of improvement.
Churches: Churches allow players to purchase Development Cards for any three resources.
Game End
Game is to 13 points.
Promotional Scenarios
Renaissance in Styria
10
12
11
5
3
11
4
11
10
Catan-Austria
by Brigitte and Wolfgang Ditt
This was a limited edition release for the Austrian gamefest in 2004.
Player Pieces
Hotel
Equipment Notes
Effect
3:1 Harbor
2:1 Ore Harbor
3:1 Harbor
3:1 Harbor
2:1 Wool Harbor
2:1 Brick Harbor
2:1 Lumber Harbor
3:1 Harbor
2:1 Grain Harbor
Preparation Notes
The yellow lines separate the map into regions. From left to right, they are Voralberg, Tyrol (two pieces, the three-hex strip and the
single hex), Salzburg, Upper Austria, Carinthia, Styria, Lower Austria, Vienna (enclaved), and Burgenland.
Additional Rules
Hotels: Hotels may be built on any resource-producing hex. If no hotel is present on the hex, the cost of a hotel is 1 resource
produced by the hex if there is at least one adjacent settlement or city, or 2 resources of the type produced by the hex if there are
no adjacent settlements. If there is an opposing hotel on the hex, the cost to replace it with a players own is 3 resources of the type
produced by the hex. In the case of a gold field hex, the resources paid must all be of the same type.
Regions: The board is divided into regions. A player may only replace hotels in a region if all hexes in a region have hotels. The
player with the majority of hotels in a region claims its Region Card, worth the VP indicated on the card. Possession of a Region
Card allows player to make use of the harbor listed on the card.
Settlements may only be upgraded to cities if the player controls a region adjacent to the site.
Game End
Game is to 15 points. The game may also end if there is a hotel on every hex; in which case the player with the most VP wins. If there is
a tie, the tied player with the most hotels wins.
11
11
15
15
12
4
10
12
10
11
10
Player Pieces
4
3
Color
Red
Red
Red
Red
Red
Red
Red
Red
Red
Red
Red
Red
Green
Green
Green
Green
Green
Green
Green
Green
Green
Green
Green
Green
Blue
Blue
Blue
Blue
Blue
Blue
Blue
Blue
Blue
Blue
Blue
Blue
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Yellow
Type
Building Cost
Resources
Building Cost
Victory Point
Building Cost
Harbor
Victory Point
Harbor
Building Cost
Resources
Harbor
Harbor
Building Cost
Harbor
Building Cost
Victory Point
Resources
Victory Point
Victory Point
Victory Point
Hand Limit
Resources
Harbor
Building Cost
Building Cost
Resources
Victory Point
Building Cost
Hand Limit
Harbor
Building Cost
Victory Point
Victory Point
Resources
Victory Point
Harbpr
Building Cost
Victory Point
Building Cost
Victory Point
Harbor
Hand Limit
Victory Point
Building Cost
Victory Point
Victory Point
Victory Point
Game End
Zone
Red
Red
Red
Red
Red
Red
Red
Red
Red
Red
Effect
City:
10
Settlement:
VP
City:
Ore 2:1
VP
Wool 2:1
Development Card:
4
3:1
Grain 2:1
City:
Lumber 2:1
Settlement:
VP
9
VP
VP
VP
8 Cards
5
Any 4
Development Card:
Settlement:
6
1 VP
City:
9 Cards
Brick 2:1
Development Card:
VP
VP
8
VP
Any 3
Settlement:
VP
City:
1 VP
Any 2
10 Cards
1 VP
Development Card:
1 VP
VP
1 VP
Type
Non-VP
Non-VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
Non-VP
VP
Non-VP
Page 177 of 281
Promotional Scenarios
Space
Albertina
Oper
Hofburg
Schatzkammer
Spanische Hofreitschule
Kunsthistorisches Museum
Naturhistorisches Museum
Museumsquartle
Parlament
Burgtheater
Rathaus
Universitt
Votivkirche
Strudlhofstiege
Arsenal
Urania
Hauptpostam
Johann Strau Denkmal
Karlskirche
Sezession
Naschmarkt
Belvedere
Hundertwasserhaus
Riesenrad
Wurstelprater
Lusthaus
Ernst Happel Stadion
Donauturm
Gasometer
Milleniumstower
VIC Uno City
Austria Center Vienna
Schlo Schnbrunn
Palmenhaus
Glorietto
Tiergarten Schnbrunn
Hermesvilla
Spinnerin am Kreuz
Type
Non-VP
Non-VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
VP
Non-VP
Non-VP
VP
Non-VP
VP
Non-VP
VP
Non-VP
VP
Non-VP
VP
Non-VP
VP
Non-VP
VP
Non-VP
VP
Non-VP
Preparation Notes
Separate the District Cards based on color and whether they award VP. This creates 8 piles.
Though the game is played with an accurate reproduction of the district map of Vienna, Meidling (12) and Penzing (14) are
considered adjacent for the purpose of this game, but Hietzing (13) and Rudolfsheim-Fnfhaus (15) is not. Rudolfsheim-Fnfhaus is
not considered to be adjacent to Margareten (5), nor is Mariahilf (6) with Meidling. Donaustadt (22) is considered to be adjacent to
Brigittenau (20), but Floridsdorf (21) is not considered to be adjacent to Leopoldstadt (2).
Setup Notes
No roads are placed with the initial settlements, as roads serve a different purpose in this scenario.
In a 3-player game, a road is built for the neutral player whenever a 6 or 8 is rolled, unless the neutral player is out of roads.
Roads: Roads are not used to connect settlements; instead, roads are placed on the track. When a road is built, a District Card
from one of the eight piles is drawn, depending on the next space on the track. In a 3-player game, the neutral player may also
receive District Cards.
The player who has built the most roads (except the neutral player in a 3-player game) is awarded the Longest Road.
Settlements: Each settlement costs one District Card in addition to its regular cost. Settlements may only be built on a location
adjacent to the District Card, with the distance rule applied whenever possible. District Cards that alter building costs may not be
used as payment if the altered building cost is used.
Game End
The game ends when either the Game End District Card is drawn, or when a player is out of settlements, roads, and cities. The player
with the most VP wins. In the event of a tie, the tied player who most recently built a road wins.
Promotional Scenarios
21 9
19
14
17 5
11
18
20
10
16
83 1
10
15 7 6
4
5 6 11
8
5 12
12
23 9
22 6
98
13 6
2
3
11 5
10
An Assassin Track is needed for this scenario. The Assassin Track contains the number
12
2
Foundation
3
11
4
10
5
9
6
8
tokens in the following order: , , , , , , , , , and .
A special Development Card deck is needed for this scenario, replacing the regular Development Cards.
Development Card Deck Manifest
Name
Qty Effect
Handshake 4
1 VP
Watch
20 Earns Ranks, captures Assassins, or move the Robber (in lieu of or after rolling the dice).
Setup Notes
Place 4 Assassin Tokens on the first four spaces of the Assassin Track.
The Robber may only be moved off-board if the player does not have a settlement or city
Merchants
Grain
adjacent to the Thieves Guild hex. The Robber blocks only one number token, but may not
block the Laboratory. The Robber may not take resources from anyone with a Receipt Token.
Receipt Tokens: Receipt Tokens protect players against the Robber. Each player loses a
Scroll Actions
Receipt Token at the end of each turn, though players without Receipt Tokens may purchase
Resource
2
two Receipt Tokens for one of any resource.
Development Card 4
Guilds: There are five Guilds (Architects, Brickworks, Haberdasher, Locksmith, and
Production Roll Fix 5
Merchants), represented by the five Guild hexes. Players may earn Guild Points in each guild.
Settlement
6
Guild Points may be earned by building settlements or cities next to the guild hex. Each guild is
City
7
also associated with a resource, and players may spend resources to earn a Guild Point in the
corresponding Guild. The first two Guild Points in each Guild cost one of the associated
resource, while additional Guild Points cost two resources. All players with at least three Guild Points may trade the Guilds
resource at 3:1. Players may not invest more than 9 Guild Points in any guild.
Guild Leadership: The player with the most Guild Points in a guild is considered the Leader of the Guild, which is worth 1 VP. The
Leader of the Guild may trade its associated resource at 2:1.
Special Buildings: There are also special buildings whose abilities are activated on the roll of the dice and after the resources are
collected. Each settlement and city allows one use of the special building whenever they are activated. The Beggars Guild allows
players to take a card from an opponent and show it to everyone. The card is returned, and the player gains one resource of the
type taken. The Library ( 5 at the Alchemists Guild) allows players to trade in one resource for two Scrolls. The Laboratory ( 10 at
the Alchemists Guild) allows players to take a resource of their choosing. The Patricians Palace allows players to add one Guild
Point to any Guild of their choosing, though no player may allocate more than two Guild Points to any Guild in this manner. The
Unseen University produces scrolls.
Laboratory Explosion: If the Laboratory activates, it also explodes, disabling the use of the Laboratory until the next 5 or 10 is rolled.
Scrolls: Scrolls act as another type of currency. They may be traded, but are not resources and do not contribute to the hand limit.
Scroll Actions: Scrolls may be spent for various scroll actions, though a player may only use two scroll actions per turn.
Assassins: Assassins may only be commissioned on a roll of 7 if the player has at least one unbuilt settlement. To commission an
assassin, two different resources (no ore) must be paid. An Assassin Token is placed on the first available space on the Assassin
track, and one die is rolled. Depending on the outcome of the die, a settlement may be placed anywhere on the board: a 5 or 6
always succeeds, and a roll of 1 always fails. A roll of 4 succeeds if the player has at least one settlement or city adjacent to the
Thieves Guild, while a roll of 3 succeeds if the player has two adjacent settlements or cities. A roll of 2 succeeds if the player has
three adjacent settlements or cities.
Capturing Assassins: Watch Cards may be used to catch assassins. On the roll of the dice, if the player to move has played a
Watch Card and there is an Assassin Token on the Assassin Track corresponding to the number rolled, the assassin is captured.
The player takes the Assassin Token, and the Watch Card is discarded. Captured Assassin Tokens are worth 1 VP.
Foundations: Settlements are considered upgrades to foundations. When built, foundations must be placed in a vacant intersection
adjacent to an existing settlement or city. Having three or more Guild Points in any guild allows foundations to be placed an
additional intersection away from existing settlements or cities.
Ranks: A player with at least three Watch Cards may discard them for a rank. The first player to do so earns Captain rank, worth 2
VP, while subsequent players earn Sergeant rank, worth 1 VP. Players may not hold more than one rank.
Promotional Scenarios
Game End
Game is to 12 points.
Thieves
and
Assassins
Guild
Haberdasher
11
Beggar's
Guild
Unseen
University
12
10
Locksmith
Architects
Alchemists'
Guild
Patricians'
Palace
10
Merchants
11
1 Great Dragon Summoner and 1 Lesser Dragon Summoner scoring cards are needed for this scenario. A second Lesser Dragon
Summoner scoring card is needed in a 5-6-player game.
Preparation Notes
The ocean hex marked with represents the port of Ankh-Morpork, while the ocean hex marked with
gold field hex represents the Agatean Empire.
Additional Rules
Arrow Reference
Players moving the Robber do not steal resources; instead they gain a resource of their
1
choice.
2
The Robber may also be moved by paying one resource produced by the hex at its location.
3
Dragons: Players earn Dragon Points by paying at least 3 resources produced by the hex at
4
the Robbers location. Each resource paid earns one Dragon Point. Players may not have
5
more than 20 Dragon Points.
6
Great Dragon Summoner: The player with the most Dragon Points is named the Great
7
Dragon Summoner, worth 2 VP. The player with the second most (also third most in a 5-68
player game) is named the Lesser Dragon Summoner, worth 1 VP.
9
Ships: Only one ship may be built per turn, though a player may have more than one ship on
10
the board. When built, ships are placed in the center of Ankh-Morpork hex. Ships move
11
according to the roll of the dice each turn, in the direction of the arrows; if no arrows exist for
the number rolled the ship does not move. If the ship is moved off of the board, it is moved to
the Krull hex. Ships on the Krull hex may only be moved via the outbound arrow by paying or . Players may also pay the Move
Ship cost once per turn to move their ship through any arrow. Ships reaching the Agatean Empire hex are worth 1 VP.
Ships may not be built or moved in the Special Build Phase, except from the Krull hex.
Game End
Game is to 12 points.
Player Pieces
11
9
11
8
5
8
1
7
3
10
4
15
or
or
10
11
7
3
8
3
10
10
3
12
6
4
Promotional Scenarios
11
9
11
8
5
8
1
3
3
3
10
4
15
or
or
10
6
4
11
7
3
Player Pieces
5
10
10
3
8
10
12
12
4
11
Settlers of Luxembourg
(Die Siedler von Luxemburg)
by Alain Miltgen and Tom Mulheims
This scenario was presented in a Settlers of Catan tournament in Luxembourg in 2008.
Equipment Notes
A Customs House Board is needed for this scenario. This board contains spaces for four resource piles, for each of brick, grain,
lumber, and wool.
A Production Table is needed for this scenario. This table contains six rows, with the bottom row having numbers from 2-12, the
next row 3-11, and so on up to the top row, which contains only a 7.
Place two each of brick, grain, lumber, and wool in the Customs House.
Setup Notes
Each player must first place a city on an intersection adjacent to a mountain hex. Only one player may have a city adjacent to any
given mountain hex.
Players must then place a settlement on an intersection adjacent to any of the hexes adjacent to their chosen mountain hex. This
settlement may not be placed next to an opponents mountain hex.
Additional Rules
Players may not expand into intersections adjacent to an opponents chosen mountain hex.
Once played, the Road Building and Year of Plenty Development Cards are returned to the bottom of the Development Card deck.
Production: The Production Table replaces the dice in this scenario. The player on move must place a marker in the row in or
above the highest row for which a marker is already present. Markers may not be placed in spaces where a marker is already
present. Players need not fill an entire row with markers before moving the next row. The chosen space represents the production
roll for the turn.
Production Reset: If the 7 in the top row is selected, and after the 7 itself is resolved, the Production Table is cleared of all markers,
the Development Card deck is shuffled, and all players must return their Privilege Cards to the Privilege Card Deck, whether they
have been used or not. Afterwards, the Privilege Card deck is shuffled, and players with at least one settlement or city at the
intersections marked with may draw two Privilege Cards, returning one to the bottom of the Privilege Card Deck; one player at
random is permitted to draw three Privilege Cards instead of two. After these players have chosen their Privilege Cards, the
Privilege Card Deck is shuffled again.
Cities: In addition to their regular cost, the players must return one played Knight Card to the bottom of the Development Card
Deck.
The Customs House: Players may choose to trade with the Customs House once per turn. For any resource, the number of
resources in the corresponding pile in the Customs House determines the trade rate: if there are three or more of the resource,
the rate is 2:1, and if there are one or two resources, the rate is 3:1. The rate is 1:1 applies if there are no resources. To trade
with the Customs House, one card being traded in is placed on the appropriate pile in the Customs House, and the rest goes to the
bank as normal. The player may then take any resource in the Customs House piles. As there is no pile for ore, ore may not be
traded at the Customs House.
Privilege Cards: If a player builds their first settlement on the intersections marked with , they may draw two Privilege Cards and
return one to the bottom of the Privilege Card deck. Privilege Cards may be played once, and may only be played on a players own
turn.
Melusinas Savior: The player with the most Knight cards played (at least 3) wins the Melusinas Savior, worth 3 VP.
Game End
Game is to 12 points.
Variants
Dice may be used instead of the production table; the 1 and 6 Privilege Cards change their functions to rolling the dice twice and
selecting the dice roll, respectively. Production resets when the first player reaches 6, 8, and 10 VP.
Promotional Scenarios
Settlers of Luxembourg
5
2
10
8
9
11
10
10
11
11
9
12
Edges in white are not considered part of the game board. Intersections marked with
Setup Notes
Additional Rules
Settlements may only be built on city sites. The distance rule is not in effect.
Harbors: The player to build a road on the outlined edges may thereafter trade resources as if the player had a harbor. The color of
the outlined edge corresponds to the harbor that may be used.
Game End
Game is to 10 points.
5
4
10
6
9
8
9
10
12
8
4
9
11
10
11
8
5
2
Edges in white are not considered part of the game board. Intersections marked with
Westphalia.
Setup Notes
Settlements may only be built on city sites. The distance rule is not in effect.
The first player to expand to an intersection with a Catan chit claims the Catan chit, worth 1 VP.
Harbors: The player building a road on the outlined edges may thereafter trade resources as if the player had a harbor. The color
of the outlined edge corresponds to the harbor can be used.
Game End
Game is to 13 points in 3-player game and 12 points in a 4-player game.
10
9
5
10
10
11
12
11
11
Edges in white are not considered part of the game board. The intersections marked with
Ohio, the latter of which being represented by local universities.
and
Setup Notes
In a 3-player game, settlements may only be built on city site intersections. In a 4-player game, settlements may be built in any
intersection except for those marked with . However, only settlements on city sites may be upgraded to cities. The distance rule
is in effect, except in the two adjacent city sites on the right end of the board.
Edges marked in blue may not be built by any player, but are considered part of a players road network if a player builds to them.
The first player to expand to an intersection with a Catan chit claims it, which is worth 1 VP.
Harbors: A player who builds a road on the outlined edges may thereafter trade resources as if the player had a harbor. The color
of the outlined edge corresponds to the harbor that can be used.
Universities: Cities on university sites do not collect two resources when adjacent hexes produce. Instead, one resource and one
gold piece are collected.
Gold Pieces: Twice during a players turn, a player may trade in two gold pieces for one resource. Gold pieces are not resources, do
not count against the hand limit, but may be traded between players.
Players with settlements along the Great Lakes (the upper right edge of the game board) or the Ohio River (the bottom edge of the
game board) may trade in one gold piece for one resource twice per turn.
Game End
Game is to 13 points in a 3-player game and to 12 points in a 4-player games.
10
5
9
4
3
5
9
8
9
5
9
11
10
2
10
6
11
8
10
11
6
4
12
10
12
Edges in white are not considered part of the game board. The intersections marked with
Setup Notes
Settlements may only be built on city site intersections. The distance rules are not in effect.
The first player to expand to an intersection with a Catan chit claims it, which is worth 1 VP.
Harbors: A player who builds a road on an outlined edge may thereafter trade resources as if the player had a harbor. The color of
the outlined edge corresponds to the harbor that can be used.
Game End
Game is to 10 points.
10
6
4
10
11
6
3
8
11
8
4
11
10
8
12
Two additional sets of commodity tokens are needed for this scenario: Crab Tokens and Coal Tokens.
Preparation Notes
Edges in white are not considered part of the game board. The intersections marked with
and
Setup Notes
Settlements may always be built on city site intersections, ignoring the distance rule. Settlements may be built off of them, but must
observe the distance rule. For this purpose, all city sites are considered to be occupied.
The first player to expand to an intersection with a Catan chit claims it, which is worth 1 VP.
Ferries: Roads may not be built on Ferry Edges. Instead, any player who has expanded to a Ferry Edge may use these edges as part
of their own road network. Ferry Edges do not contribute to the Longest Road.
The two-tone hex produces either of the two specified resources of a players choosing. If a player may collect more than one
resource from this hex, they may collect them in any combination of the two resources.
Commodities: Commodities are not resources, may not be stolen, but may be traded.
Crabs: When a 7 is rolled, each player collects one Crab Token for each gold field for which the player has an adjacent settlement or
city.
Coal: When a 7 is rolled, each player collects one Coal Token for each hill hex to the left of the mountain hexes for which the player
has an adjacent settlement or city.
Harbors: The player who builds a road on the outlined edges may thereafter trade resources as if the player had a harbor. The
color of the outlined edge corresponds to the harbor that can be used. The gold harbor denotes a generic 2:1 harbor.
Players with a 3:1 harbor (not the 2:1 harbor) may trade in three identical commodity tokens for a resource. Players with a
settlement or city on an intersection marked with may trade commodities at 2:1.
Game End
Game is to 13 points in a 3-player game, 12 points in a 4-player game, and 10 points in a 5-player game.
6
4
3
3
3
10
3
8
11
11
10
11
12
10
5
10
11
8
5
11
12
10
Edges in white are not considered part of the game board. The intersections marked with
In a 3-4 player game, place Catan chits on the intersections marked with .
Setup Notes
Players must always say milk when referring to wool, as a reference to Austrias milk production. Anyone caught in violation must
discard one resource card.
Settlements may only be built on city sites, and, in 5-6 player games, intersections marked with . The distance rule is not in effect.
The first player to expand to an intersection with a Catan chit claims it, which is worth 1 VP.
Harbors: The player who builds a road on an outlined edge may thereafter trade resources as if the player had a harbor. The color
of the outlined edge corresponds to the harbor that can be used.
Game End
Game is to 10 points in a 5-6 player game, 13 points in a 4-player game, and 14 points in a 3-player game.
6
9
9
3
12
10
10
10
3
3
11
10
11
12
8
4
11
4
3
Miscellaneous Scenarios
Finally, there are scenarios that dont fit anywhere else. The majority of these were published in Catan-News, a yearly German language
newsletter with Catan news from Kosmos. Each issue presents a new scenario for a game in the Catan family (and often has a review of
a game not in the Catan family), often to promote a new Catan family release.
Atlantis
by Stefan Rse
This scenario was originally presented as a variant in Das Buch zum Spielen, but was re-presented as a scenario in Atlantis.
Equipment Notes
The Robber may not be placed on a coastal hex with four Flood Markers or an interior hex with two Flood Markers. If the Robber is
at a location which later meets this requirement, it is moved to either desert hex.
The Flood: After resources are rolled, one Flood Marker is placed on any hex adjacent to water with a number token matching the
number rolled. If a coastal hex contains five Flood Markers or an interior hex contains three Flood Markers, the hex is considered
flooded. The number token is removed and the hex is replaced with an ocean hex. If settlements, cities, or roads are entirely
surrounded by ocean hexes due to flooding, they are removed from the board.
Game End
Game is to 10 points. The game may also end if 7 hexes are flooded in a 3-player game and 8 hexes are flooded in a 4-player game; the
player with the most VP at this point wins.
Number Tokens
Coastal
Interior
1
0
1
0
1
1
1
1
6
1
1
8
1
1
10
11
12
1
1
1
1
1
1
1
0
Harbors
1
Catlantis in Winter
(Catlantis im Winter)
by Dr. Reiner Dren
This was a bonus scenario for the 2009 issue of Catan-News, based on Atlantis, which included directions for making edible hexes. As
hexes are flooded in this game, they are eaten by the player causing the hex to be flooded; the winner would get to eat any hexes that
remain at the end of the game. The recipe for the edible hexes will not be reproduced here, but is included with the Catan-News issue.
Equipment Notes
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
Terrain
Volcano
Preparation Notes
Neither the gold field nor volcano hexes are assigned number tokens. Ensure that the interior 6 and 8 are not adjacent to the gold
field or volcano hexes, and that 2 , 3 , 11 , and 12 are the four number tokens assigned to the four coastal hexes adjacent to the gold
field and volcano hexes.
All grain cards that are paid as costs do not return to the general supply. Instead, they are paid to a discard pile. Players may trade
for the grain from either the general supply or the discard pile.
Coins: Both the gold field and volcano hexes produce gold pieces whenever doubles are rolled. Each adjacent settlement produce
one gold piece, while each city produces two.
Volcano: If a 2 or 12 is rolled, the volcano erupts after resources are produced. All adjacent settlements are removed from the
board, and all adjacent cities are reduced to settlements.
The Robber may not be placed on a coastal hex with four Flood Markers or an interior hex with two Flood Markers. If the Robber is
at a location that later meets this requirement, it is removed from the board.
The Flood: After resources are rolled, one Flood Marker is placed on any hex adjacent to water with a number token matching the
number rolled. If a coastal hex contains five Flood Markers or an interior hex contains three Flood Markers, the hex is considered
flooded. The number token is removed and the hex is replaced with an ocean hex. If settlements, cities, or roads are entirely
surrounded by ocean hexes due to flooding, they are removed from the board.
Game End
Game is to 10 points. The game may also end if 7 hexes are flooded in a 3-player game and 8 hexes are flooded in a 4-player game; the
player with the most VP at this point wins.
Number Tokens
Coastal
Interior
1
0
1
0
1
1
1
1
6
1
1
8
1
1
10
11
12
1
1
1
1
1
1
1
0
Harbors
1
The desert colored portions of the river hexes are referred to as the swampland hexes.
Place the Great River with the swampland hex facing the outside of the board. The component tiles of the river hex are replaced
with the river hexes themselves. Place the number tokens as in the base game, skipping over the swampland hex.
Setup Notes
Players may not place their initial settlements adjacent to the swampland hex.
Gold Points: Each road on the edge of the river or through it grants one Gold Point to its owner. Each settlement or city at the
intersections of the river is worth two Gold Points to its owner. Every three Gold Points is worth 1 VP.
Game End
Game is to 12/14 points.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Set up the island as per the base game. The oasis hex replaces the desert hex.
Setup Notes
The Robber begins the game off of the board.
Additional Rules
Camels: Whenever a settlement is built or upgraded to a city, a camel is placed after the turn (or Special Building Phase in 5-6
player games) ends. Camels are placed on edges, and have a specific orientation. Roads on edges with camels are treated as two
roads for the purposes of Longest Road, while settlements and cities in the path of camels are worth 1 additional VP.
Camel Placement: Camels are placed using voting rounds. Camels may only be placed either outbound from the oasis tile (with the
front away from the oasis) or in an edge adjacent to the frontmost camel in a camel path. Camel paths may not branch, but may
merge. A camel path may not begin on an edge adjacent to the oasis hex, but may be extended there.
Voting Round: Each player, starting with the player whose turn has finished, place votes by placing wool and grain or brick and
lumber face up in front of themself. Each player is allotted a number of votes equal to the number of cards bid, and the camel is
placed in the location agreed upon by the majority of votes. If two or more locations are preferred, the player who has the most
votes places the camel. If two or more players tie for the most votes, the player whose turn has ended places the camel.
Game End
Game is to 13 points.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
Regatta
by Brigitte and Wolfgang Ditt
This scenario was first presented in the 2/1998 issue of Catan-News (then Siedler-Zeitung).
Preparation Notes
Harbor hexes are used instead of Harbor Tokens for this scenario.
After the initial settlements are placed, each player selects an ocean hex without a harbor, places one of their ships in the middle of
the hex. Place another ship on its side at the same location.
Additional Rules
The Robber is moved to the desert hex if the number rolled matches the number token under the Robber.
Buoys: Buoys, denoted by ships placed on its side, denotes the number of laps the ship has made around the island. Every time the
ship returns to its starting location, another buoy is placed with the others.
Sails: Sails allow the ship to move around the island. The cost of the sail is determined by the next harbor clockwise from the ships
current position. If the next harbor is a 2:1 harbor, then the cost of sailing past it is 2 of the specified resource; otherwise the cost
is any three resources.
Game End
The first player to make a full lap around the island after all buoys have been placed is the winner.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Player Pieces
5
15
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Player Pieces
5
15
Trade Feud
(Handelsfehde)
This scenario was originally presented in the 2/1999 issue of Catan-News (then Siedler-Zeitung), and available separately as a free
download in the German language.
Setup Notes
Players begin with three initial settlements, which must all be placed on the coast of an island. All settlements must have ships
instead of roads.
Settlements and cities are not worth any VP. However, players receive one Catan chit when a settlement is built or upgraded to a
city.
Roads and shipping lines may not branch, except at settlement and cities.
Trade Links: A trade link is established if a players open trade routes (road/ship routes where only one end is anchored to a
settlement or city) connects with another players open trade routes. When this happens, one Catan chit is taken from the player
with fewer parts in the combined route and given to the player with more parts to the route. If they are equal, the player completing
the route takes a Catan chit from the other player. Note: as road and ship networks may not branch except at a settlement or city
(not even across routes by different players), this may cause the removal of portions that are not part of the combined route (e.g.
when a player connects to the middle of another players open trade route).
Settlements may not be established at intersections where trade links are made.
3 Player Setup
10
6
10
6
5
18
Number Tokens
8
5
Terrain
11
6
3
8
3
10
11
12
Harbors
9
1
8
12
6
3
11
Miscellaneous Scenarios
Trade Feud
4 Player Setup
10
6
10
8
5
20
6
3
8
3
10
11
12
Harbors
9
1
Number Tokens
4
11
Terrain
12
10
11
6
5
(Die Meeresforscher)
by Brigitte and Wolfgang Ditt
This scenario was first presented in the 2/2001 issue of Catan-News.
Equipment Notes
Separate the ocean hexes from the land hexes in the reserve.
Separate the 6 and 8 from the other number tokens in the reserve. The separated tokens form the special reserve.
Note that the distance rule is not observed during setup. This is the sole exception.
The robber only enters play once the first desert is discovered.
No Bonus
In a 5- or 6-player game, there is no Special Building Phase during the first set of turns.
2:1 Harbor
Redraw. If redrawn,
The initial gold field produces on any number (other than 7) for which no other hex produces
resources.
The first settlement for a player on any new island is worth an extra VP. Note that if two
separate islands is later joined together (from discovery of land hexes), one of the extra VP is lost.
Discovery: If a road or ship is built such that it faces unexplored territory (the edge of the board), discovery occurs. If the players
die shows a 1, an ocean hex is placed. If the players die shows a 6, then a land hex is placed. Otherwise, the player may choose
whether a land or ocean hex is placed. If the supply of the appropriate hex runs out, no hexes are placed.
Placing New Land: If an ocean hex is placed, the players die is turned so that the next higher number is showing, while if a land hex
is placed, the players die is turned so that the next lower number is showing. If the land hex does not produce resources (i.e. it is
the desert hex), the player receives two of one type of resource of their choosing. If the land hex produces resources, a number
token is assigned from the ordinary reserve. Depending on the number token assigned, there may be a discovery bonus. Harbors
and number tokens received may be placed in any future turn. (Number tokens received from the special reserve, or from another
players reserve if the special reserve is exhausted, may be placed in lieu of drawing a number token.)
Most Successful Researcher: The Most Successful Researcher is given to the player with the highest number showing on their die
(at least 3) and is relinquished when another player has a strictly higher number; if the highest number is a 6, it is relinquished when
the next player has a 6 on their die.
Game End
Game is to 12 points.
3 Player Setup
Terrain
Start Island
Reserve
0
3
0
3
0
3
0
3
0
3
0
2
6
21
1
1
Number Tokens
2
6
2
8
1
10
11
12
Harbors
1
Miscellaneous Scenarios
4 Player Setup
Terrain
Start Island
Reserve
0
4
0
4
0
4
0
4
0
4
0
2
6
21
1
1
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
5 Player Setup
Terrain
Start Island
Reserve
0
5
0
5
0
5
0
5
0
5
0
3
6
31
1
1
Number Tokens
2
6
3
8
2
10
11
12
Harbors
1
6 Player Setup
Terrain
Start Island
Reserve
0
6
0
6
0
6
0
6
0
6
0
3
6
31
1
1
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
Settlers in Need
(Siedler in Not)
This scenario was originally presented in the 2004 issue of Catan-News. It was an attempt to bring back the mechanics of Greater
Catan, but using only one copy of the base game.
Setup Notes
Players must build roads instead of ships for their coastal settlements.
The Outlying Islands: If a player expands to a hex on an outlying island that produces resources but does not have a number token,
one is taken from the central island. The number token must be adjacent to a players own settlements or cities, and all settlements
and cities on the central island must be adjacent to at least one hex with a number token. If it is impossible to satisfy both
conditions, they may be ignored in the order stated.
Desertification: If a player expands to a desert hex on an outlying island, then the desert hex is exchanged with any hex on the
central island. The hex must be adjacent to a players own settlements and cities, and all settlements and cities on the central
island must be adjacent to at least one hex with a number token. If it is impossible to satisfy both conditions, they may be ignored in
the order stated. In all cases, only hexes with number tokens may be swapped for the desert hex.
The Robber does not prevent the removal of a number token, and remains in place if the terrain under it is swapped.
Game End
Game is to 10/13 points.
Terrain
3
12
4
4
3
10
Number Tokens
5
5
6
2
8
2
10
11
12
Harbors
11
2
1
10
5
12
10
12
Number Tokens
2
6
2
8
2
10
11
12
Harbors
5
10
11
Miscellaneous Scenarios
Settlers in Need
Terrain
9
3
11
16
6
2
8
2
10
11
12
Harbors
11
Number Tokens
8
3
12
1
10
9
3
10
11
6
4 Player Setup (Sea Frame)
Terrain
4
5
6
9
11
9
3
19
Number Tokens
2
6
2
8
2
10
11
12
Harbors
8
11
12
5
9
4
10
10
5
11
Miscellaneous Scenarios
Settlers in Need
Terrain
6
10
8
2
17
6
3
8
3
10
11
12
Harbors
Number Tokens
5
11
9
1
10
11
5
5
12
11
4
3
10
11
10
Miscellaneous Scenarios
Settlers in Need
9
7
6
4
11
9
10
20
Number Tokens
2
6
3
8
3
10
11
12
Harbors
8
11
5
2
4
10
12
4
11
10
10
11
Effect
1 Development Card / Progress Card
2 resources (not commodities)
Either
,
,
,
, or
Preparation Notes
Setup Notes
Players begin with one initial settlement and one initial city, which may be placed in any order. Each player must place their initial
settlement and city on the same island, and players must claim an island not claimed by any other player. The island that a player
places their initial settlement and city is known as the players Home Island.
If a player has a settlement or city on a coast, they must build a ship instead of a road.
The Robber begins the game on any hex in the central island.
The Robber may only take resources from players with at least 4 VP.
The first settlement built on each island of a players Home Island is worth 1 extra VP.
When a player builds their first settlement on the central island, they may claim a 2:1 harbor from those placed aside and place it.
The harbor may then be immediately used.
Treasures: If a player builds a ship or road leading to an intersection with a Treasure Token, the Treasure Token is claimed and
redeemed.
Game End
Game is to 13/15 points.
Terrain
10
21
Number Tokens
11
10
6
3
8
2
10
11
12
Harbors
9
4
5
1
5
11
10
Miscellaneous Scenarios
10
19
Number Tokens
3
11
6
3
8
2
10
11
12
Harbors
10
10
11
8
4 Player Setup (Square Frame)
Terrain
10
22
Number Tokens
4
2
11
6
3
8
3
10
11
12
Harbors
6
11
8
3
8
10
10
12
11
Miscellaneous Scenarios
11
6
9
6
4
10
10
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
8
11
11
6
5
9
5
12
10
The central island is divided into the large mainland and the smaller land areas beyond the desert belt.
Setup Notes
The first settlement on an outlying island or the land beyond the desert belt is worth 1 extra VP. The next three settlements on
different outlying areas are worth 2 additional VPs each.
Game End
Game is to 13/16 points.
10
6
9
4
3
19
Number Tokens
2
6
3
8
3
10
11
12
Harbors
6
5
11
4
10
8
12
10
11
11
8
9
Miscellaneous Scenarios
11
5
5
4
11
23
Number Tokens
2
6
4
8
4
10
11
12
Harbors
11
3
8
2
5
9
12
10
10
11
10
4
4
8
5
6
4
10
Harbor hexes, rather than harbor tokens, are used in this scenario.
Preparation Notes
Sort all the terrain into different piles according to land type.
Setup Notes
Players first take turns taking terrain hexes. If a land hex producing resources is taken, a number token is also taken. Players may
take only one 6 or 8 , and must take at least one 3 or 11 . Additionally, players may only take one harbor hex.
After each player has taken 5 hexes, they may build their island. Each player claims one of the white hexes on the board, and places
one of their land hexes (and number tokens) there. The rest of the hexes must be placed adjacent to their starting land hex. Land
hexes must be connected, and hexes belonging to different players may not touch. Harbors must be placed facing land. Any portion
of the board that remains vacant is considered to be part of the unexplored terrain.
Players may only build their initial settlements on their own starting areas. Players may place their initial settlements facing the
unexplored area, in which discovery occurs.
Players may take their initial resources from any of their initial settlements.
The Robber and Pirate both start the game off of the board.
Additional Rules
The Robber may only be placed on hexes outside of the players starting hexes.
The Pirate may take resources from owners of adjacent settlements as well as adjacent ships.
Discovery: If a road or ship is built facing unexplored territory, discovery occurs. A hex is randomly drawn and placed on the empty
space. If it is a resource-producing land hex, a number token is assigned to the hex, ensuring that 6 and 8 are not placed in
adjacent hexes. Except during initial setup, the player receives a resource of the type produced by the hex as a reward. If a harbor
is discovered, it must be rotated so that it faces land whenever possible; if at any point a harbor hex is entirely surrounded by water,
the harbor hex is replaced by an ocean hex.
Game End
Game is to 13 points.
Variants
Instead of selecting number tokens, half of the players are given 3 , 4 , 5 , and 6 , and the other half is given 8 , 9 , 10 , and 11 .
Harbor tokens are used instead of harbor hexes. During initial setup claim a harbor when they claim an ocean hex, and harbors
must be placed on the ocean hex facing land. Any remaining harbors are available for purchase. Players must place their harbors
when purchased, on ocean hexes where harbors are not already present, so that they face land. Harbors cost
, plus one
additional resource of the harbor type for a 2:1 harbor and any two different resources for a 3:1 harbor.
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3 Player Setup
Terrain
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15
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Miscellaneous Scenarios
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4 Player Setup
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Terrain
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23
Number Tokens
2
6
3
8
3
10
11
12
Harbors
1
5 Player Setup
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Terrain
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30
Number Tokens
2
6
4
8
4
10
11
12
Harbors
1
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Miscellaneous Scenarios
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6 Player Setup
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Terrain
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30
Number Tokens
2
6
4
8
4
10
11
12
Harbors
1
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No Ore on Catan
(Es gibt kein Erz auf Catan)
by Brigitte and Wolfgang Ditt
Setup Notes
Players may only set up their initial settlements on the central island.
The Robber and Pirate both begin the game off of the board.
Additional Rules
Resources may not be traded for ore and gold fields may not produce ore until the first settlement is built next to a mountain hex.
The Robber does not move until the first settlement is built next to a mountain hex.
The first settlement a player builds on any island containing a mountain hex is worth 1 additional VP.
Game End
Game is to 12 points.
Terrain
10
10
9
3
21
Number Tokens
6
2
8
2
10
11
12
Harbors
3
1
11
10
6
4
12
11
Miscellaneous Scenarios
No Ore on Catan
6
10
Terrain
6
28
Number Tokens
11
6
4
6
4
8
4
10
11
12
Harbors
8
4
11
12
3
12
10
11
10
11
10
8
9
Catan-Plus
10 city walls are needed for this scenario. Unlike Cities & Knights, they are a common supply.
Ensure that all harbor hexes have at least one end touching land. Note that only 67 of the 74 hexes will be used.
Distribute the number tokens so that 6 and 8 are not on adjacent hexes.
Additional Rules
City Walls: A player may add city walls to their cities. In addition to the costs stated, a player return a played Knight Development
Card to the bottom of the Development Card deck. Cities with city walls are unaffected by the Robber, and are worth 3 VP.
Bridges: To cross robber, bridges, represented by roads, must be built. The distance rule is not in effect for bridges: players may
build settlements on both ends of a bridge.
Most Bridges: The player with the most bridges built (at least 2) gain the Most Bridges, worth 2 VP.
Game End
Game is to 20 points.
36
Number Tokens
2
6
4
8
4
10
11
12
Harbors
2
Player Pieces
10
30
Ensure that all harbor hexes have at least one end touching land.
Distribute the number tokens so that 6 and 8 are not on adjacent hexes.
Additional Rules
Bridges: To cross robber, bridges, represented by roads, must be built. The distance rule is not in effect for bridges: players may
build settlements on both ends of a bridge.
Game End
Game is to 10 points.
18
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Mini-Catan
(Klein Catan)
by Leonard Orgler
Preparation Notes
, the
with the
, the
with the
10
, the
with the
Additional Rules
The Robber only blocks one of the two production numbers of the hex.
Number Tokens
2
6
1
8
1
10
11
12
Harbors
1
Catakatoa
This scenario was a sample contest entry for Mayfair Games scenario design contest in 2007, in which the winning scenario would win
the 10th anniversary Catan 3D Collectors Edition set. For this contest, contestants were required to make a scenario that only needed
the base game, possibly with custom parts, with the scenario set up as in the base game (that is, a First Island scenario such as those
found in Traders & Barbarians). The winning scenario, The Winds of Change, was slated to be published in Games Quarterly magazine
as part of its initiative to have one new expansion for an existing board game per issue, but the magazine had stopped publishing before
this could occur.
This scenario should not be confused for a different scenario with the same name, released in March 2005 in Game Trade Magazine
#61.
Equipment Notes
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
Terrain
Volcano
Preparation Notes
Arrange the reserve tokens in numerical order on top of the volcano hex. Arrange all other number tokens as in the base game.
Volcano: The volcano produces any resource on a roll matching the topmost number token in the volcano reserve pile. If the
volcano produces resources, it also erupts. Roll one die. Any settlement in the intersection indicated on the volcano tile is
destroyed, and any city there is reduced to a settlement; if the player has no remaining settlements then the city is destroyed. The
topmost number token from the volcano reserve pile is then removed.
Volcano Explosion: If, after a volcano eruption, no number tokens remain, the volcano explodes. All settlements, cities, and roads
adjacent to the volcano hex are destroyed, and the volcano hex is replaced with the desert hex. The Robber is no longer in play once
the volcano explodes; if a 7 is rolled or a Knight card is played, the player may take a resource from any other player.
Game End
Game is to 10 points.
Number Tokens
Main Island
Reserve
1
1
2
1
2
1
2
1
6
2
1
8
2
1
10
11
12
2
1
2
1
2
1
1
1
Harbors
1
Equipment Notes
Divide the players into teams of two. Each team will use the same player color. One player from each team must take their turn
before the second player from any team makes their turn.
Place the number tokens allotted to each island randomly, ensuring that 6 and 8 are not placed in adjacent hexes.
Setup Notes
One player from each team must set up their initial settlements on the top island, while the other must set up their initial
settlements on the bottom island.
The two Robbers begin the game for this scenario off of the board.
The first settlement a player places outside of their starting island is worth 1 additional VP.
Players may only trade with the players on their starting island, and use only the harbors on their starting island, unless their player
color is unified.
Unity: If both members of one team connect their road networks together, they are considered unified, and thereafter considered
as one player with a common supply and double the hand limit. A unified team is worth 1 extra VP, which counts towards both
players individual scores.
Undiscovered Terrain: If a player builds next to the unexplored terrain, discovery occurs. Place a hex from the reserve and place it
in the empty space. If it is a land hex producing resources, a number token is also drawn, ensuring that 6 and 8 are not placed in
adjacent hexes.
Game End
Game is to 13 points. A unified team may also win if both players amass 22 VP between them.
?
?
?
?
Upper Island
Lower Island
Reserve
2
2
2
3
3
2
3
3
1
2
2
2
6
1
1
1
3
3
1
0
0
1
8
8
0
0
0
2
Number Tokens
Upper Island
Lower Island
Reserve
1
1
1
1
1
1
2
2
1
2
2
1
8
1
1
1
10
11
12
1
1
1
2
2
1
1
1
1
1
1
1
Harbors
?
?
?
?
Rally Paris-Catan
(Rallye Paris-Catan)
by Ronald Hoekstra
Preparation Notes
Place the Rally Cars on the frame on one end of the island. Each Rally Car should occupy a
different part of the frame, either on a harbor or between harbors.
Player Pieces
Rally Car
Additional Rules
The Rally: Players may choose to contribute resources for the rally. Any resources contributed to the rally are placed face down in
a reserve. Cards in the reserve are not counted as part of the hand limit, but are vulnerable to the Robber if the Robber moves to
the location of a players Rally Car. Cards may not be removed from the reserve unless it is to move the Rally Car.
Rally Cars: Rally Cars move from hex to adjacent hex. In order to move the Rally Car, a number of resources equal to the number
on the hexs number token of the type produced by the hex must be paid from the reserve. However, if the hex is separated from
the Rally Cars position by a players own roads, only half of the resources (rounded up) are needed. Entering the desert hex is free,
but exiting requires a roll in addition to payment: if the dice rolled is less than or equal to that of the destinations number token, then
the move is successful. If not, the Rally Car does not move, and no resources are spent.
Game End
Game is to 12 points. The game may also be won if the Rally Car reaches the opposite end of the island from where it started.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Player Pieces
5
15
Roll the dice, rerolling all 7s, and place the Bisons on the two hexes with the corresponding number token. If a 2 or 12 is rolled,
place the bisons on the hexes with 2 and 12 .
Additional Rules
Settlements may not be upgraded to cities. However, unless doubles are rolled, settlements produce two resources instead of one.
Before each turn, one Bison is chosen and randomly moved to an adjacent land hex, in the direction indicated by the spinner hex. If
the direction indicated by the spinner hex leads the Bison into water, the Bison does not move.
Hunters: Hunters, represented by cities, are placed on the middle of a hex adjacent to a players settlements. Any number of
hunters may occupy a hex. Hunters may be moved to an adjacent hex or a hex adjacent to a players own settlements.
The Robber may, instead of stealing a resource, remove all hunters in the same hex.
Moving Settlements: Settlements may be moved along a players road network, including past opposing settlements, for two
resources.
The Hunt: If doubles are rolled, the hunt occurs. Each player with a hunter on the same hex as a Bison earns one Cata chit, worth 1
VP, per hunter.
Game End
Game is to 12 points.
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Robin Hood
by Ronald Hoekstra
Setup Notes
Additional Rules
Robber Movement: At the end of each turn, the Robber makes its move. Roll one die and
move the Robber to any adjacent hex of the specified type; if there is more than one eligible
hex the player is free to choose among them. The Robber does not move if there are no
eligible hexes or if the Robber must move across the players roads to reach the hex.
If the player plays a Knight card, the Robber must be moved as per above.
Whenever a 7 is rolled, the player must discard one resource if the Robber is adjacent to the
players settlements or cities.
Robber Victory Points: The Robber earns 1 VP for each adjacent settlement and 2 VP per
adjacent city every time a 7 is rolled.
Robber Destinations
1 Hills
2 Fields
3 Forest
4 Mountains
5 Pasture
6 Desert
Game End
The player wins if they earn 15 VP before the Robber. The game also ends if the Robber is entirely surrounded by the players roads,
with the side with the most VP being declared the winner.
1 Player Setup
Terrain
3
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
Player Pieces
10
30
(Der Schokoladenmarkt)
Der Schokoladenmarkt is a mini-expansion released in 2010 by German chocolate manufacturer Ritter Sport to promote its line of
chocolates. Promotional codes were available on specially marked packages of Ritter Sport chocolates, and must be redeemed on its
website. Codes can be redeemed for this expansion, or for copies of the base game and/or Cities & Knights. The practice of
redistributing these codes was heavily regulated on official forums.
Equipment Notes
5 Rainforest hexes are needed for this scenario. The hexes in Der Schokoladenmarkt were
preprinted with 3 , 4 , 5 , 9 , and 10 .
1 Chocolate Market board and 5 markers are needed for this scenario.
29 Production Sites are needed for this scenario: 9 in Cocoa, 7 in Sugar, 5 in Milk, 5 in
Hazelnuts, and 3 in Grapes.
60 Ingredient Cards are needed for this scenario: 18 in Cocoa, 14 in Sugar, 10 in Milk, 10 in
Hazelnuts, and 8 in Grapes.
Chocolate Market Board Manifest
Name
Roll
Edel-Bitter
1
Full Milk
2
Full Nuts
3
Dark Full Nuts
4
Cluster Nuts
5
Player Pieces
Production Site
Resources
Cocoa
Grapes
Hazelnuts
Milk
Cost
Starting Demand
3
3
4
4
5
Sugar
Terrain
Rainforest
Preparation Notes
The harbors were omitted from the Schokoladenmarkt manual; the harbor setup provided is based on the layout of the frame pieces
therein.
Variable Setup: Place all hexes randomly, and then place the number tokens, ensuring that 6 and 8 are not adjacent to each other
and are on different terrain types.
Setup Notes
Players begin with three initial settlements. After each player places their third settlement, players must place two Production Sites
and place them on the two matching terrain hexes adjacent to any of their settlements.
Additional Rules
Chocolate Market Rewards
Ingredients: Ingredients are produced by Production Sites. If a terrain hex produces, each
7
2 VP
production site also produces one of their corresponding ingredients for their owner.
6
1 VP
Resources and ingredients are otherwise considered to be separate hands. Both have
1 Resource
hand limits and both must be considered separately for the purposes of discarding down to
4
1 VP
the hand limit. When a resource is to be stolen, it may be stolen from either hand.
3
1 Development Card
2
1 Road
Production Sites: A player may only build a Production Site on a terrain hex adjacent to
1
1 Resource
their settlements or cities. To distinguish Production Sites for different players, place them
0
No Reward
next to the corresponding settlement or city.
Chocolate Market: Whenever a player builds a particular type of chocolate, the player
receives a reward corresponding to the current demand of the Chocolate Market before
the market is updated. The demand for the newly built chocolate is first decreased by 1. Then, roll one die, and raise the demand
for the corresponding chocolate by 1. If a 6 is rolled or the corresponding chocolate is at its maximum demand (7), the player may
choose the chocolate to raise its demand.
Miscellaneous Scenarios
8
5
10
3
12
11
3
11
10
Number Tokens
2
6
2
8
2
10
11
12
Harbors
10
4
The Robber may not be moved to any hex adjacent to settlements belonging to players with fewer than the starting number of VP. If
the Robber cannot be moved, it remains in place, but resources may not be taken from players with settlements adjacent to the
Robbers location and fewer than the starting number of VP.
Type
Progress Science
Progress Politics
Development
Progress Science
Effect
Do not draw an Event Card. Determine the die roll as normal. No event occurs.
May not be used to repair or remove damaged roads.
May be used to repair a damaged road. The repair counts as one of the two roads built.
May be used to repair a damaged road. The repair counts as one of the two roads built.
Preparation Notes
Shuffle the 36 Event Cards, and insert the New Year card sixth from the bottom.
Additional Rules
At the start of each turn, draw an Event Card instead of rolling the dice and resolve the event on the card, in addition to using the
dice roll shown for production. If the New Year card is drawn, shuffle the 36 other cards and insert the New Year card sixth from
the bottom, and then draw the top card of the new deck for the production roll.
If using Seafarers, ships may not be targeted with the Earthquake event. Similarly, players may continue to build ships if they have a
damaged road.
The Harbormaster
(Der Hafenmeister)
This was previously released as both a free download in the German language, and was also included as part of Atlantis.
Additional Rules
Each settlement at a harbor is worth one Harbor Point, and each city at a harbor is worth two Harbor Points. The player with the
most Harbor Points (at least 3) is named the Harbormaster, which is worth 2 VP.
Game End
Game is to one more VP than normal.
A number of Trade Tokens are needed for this variant. Specialized Trade Tokens are provided with the Catan-News release, but
ordinary Catan chits are used in Traders & Barbarians.
Setup Notes
Prior to initial setup, each player places one neutral settlement (no road) on the board.
Players with an initial settlement on the coast begin with 1 additional Trade Token. Players with an initial settlement adjacent to a
desert hex begin with 2 additional Trade Tokens. These stack, so a player with an initial settlement on both coast and desert begin
with 3 additional Trade Token.
Card Changes
Name
Alchemist
Deserter
Type
Progress Science
Progress Politics
Diplomat
Progress Politics
Effect
May only be used against the first resource roll, not the second.
Players do not have to build a Knight for a neutral player. If a neutral player is targeted, the
weakest neutral Knight must be targeted.
Players do not have to build a road for a neutral player.
Additional Rules
Exchanging Knights for Trade
Roll the dice twice, ensuring that the two rolls are for different numbers. Apply both resource
Tokens
rolls as normal. The event die is not rerolled if a reroll is necessary.
Knight
2 Tokens
The Neutral Players: The neutral players serve to impede the progress of the other players.
Basic Knight
1 Token
They do not collect resources or Trade Tokens, but may win scoring cards.
Strong Knight
2 Tokens
When either player builds a road, a road must also be placed for one of the neutral players.
Mighty Knight
3 Tokens
When either player builds a settlement, a settlement must be placed for a neutral player, or a
road if neither neutral player is able to do so. If either player builds a Knight, a Knight must be
built for a neutral player, or a road if neither neutral player is able to do so. If either player promotes a Knight, a neutral Knight must
also be promoted. Neutral Knights may not be promoted beyond the Strong level. No action is taken if a neutral player is unable to
promote a Knight.
Neutral Knights may not be activated, and do not contribute to the defense of Catan.
Trade Tokens: Trade Tokens may be spent. The leading player must pay two Trade Tokens, while the trailing player must pay only
one. If both players are tied, Trade Token actions cost one Trade Token for both players. A Trade Token action may only be done
once per turn.
A player gains 1 Trade Token if they build a settlement on the coast. A player gains 2 Trade Tokens if they build a settlement
adjacent to a desert hex. These stack, so a player who builds a settlement on both coast and desert gains 3 Trade Tokens.
Players may spend Trade Tokens to move the Robber to the desert hex.
Players may spend Trade Tokens to draw two resource cards from the opponents hand in exchange for two of the players own
hand cards. If either player only has one card in their hand, only one card may be exchanged in this manner. The player using this
action has the option of having both players set aside the commodity cards in their hand for this forced trade.
Events on Catan
(Ereignisse auf Catan)
by Frauke and Ehermann Lang
Event Table
Roll Event
2
Earthquake
3
4
5
6
8
9
10
Favorable Exchange
Year of Plenty
Easy Come
Resupply
On Welfare
Easy Go
Mercenary
11
12
Favorable Winds
Rearrangement
Effect
Each player with more than 6 roads or 3 ships must remove either an unconnected road/ship or pay two
resource cards.
Each player may exchange two resource cards in their hand for two other resource cards.
Each player takes one resource card.
The players with the Largest Army and Longest Road each take one resource card.
Every player with two or fewer resources in their hand takes one resource card.
The players with the fewest VP each take one resource card.
The players with the Largest Army and Longest Road each discard one resource card.
The player to move must place the Robber next to one of their own settlements or cities. The player to the
right then chooses one card from the players hand and discards it.
Each player receives one resource card for each settlement and city on a harbor.
Each player may take a card from the player on their left.
Additional Rules
After the dice are rolled, but before the resources are collected, the events as stated on the table occur. No events occur if a 7 is
rolled.
Factories on Catan
(Catanische Fabriken)
by Edwin Ruschitzka
Equipment Notes
1 Factory is needed for this variant. It is included with Das Buch zum Spielen.
Player Pieces
Factory
Additional Rules
Factories: Factories are placed in the same manner as settlements. If a hex adjacent to a
factory produces resources, the owner of the factory may choose to instead produce the
resource in another adjacent hex (subject to the Robber).
Poverty is No Shame
(Armut ist keine Schande)
by Brigitte and Wolfgang Ditt
Additional Rules
A player receives a Catan chit if they do not gain any resources on the roll of the dice. If a 7 is rolled, all players receive Catan chits.
A player may, instead of rolling the dice, pay a number of Catan chits equal to their current VP total to name the outcome of the
dice. Catan chits are earned as normal.
Variants
Revenge is Sweet
(Rache ist Sss)
by Wolfgang Ldtke
Additional Rules
A player receives a Catan chit if they do not gain any resources on the roll of the dice.
The Fences
(Die Landkreise)
by H. R. Gottwald
Additional Rules
The Robber may not be placed on any hex entirely surrounded by one players roads. If a player entirely surrounds a hex containing
the Robber with their own roads, the player must then move the Robber.
Castles on Catan
A number of Castles are needed for this variant. 1 Castle is provided per player in Das Buch
zum Spielen, while a common supply of 6 Castles are provided in Atlantis. The former is an
upright piece, while the latter are flat counter-like pieces.
Player Pieces
Castle
Additional Rules
When a player plays their second Knight card, the player may choose to return both played Knight cards to the bottom of the
Development Card deck and build a Castle. If the player declines this option, they may not subsequently build a castle until they play
their fourth Knight card (where they may choose to return two played Knight cards for the Castle) and every second Knight card
thereafter.
Castles: Castles, when built, are placed on any hex bordering a players own settlements or cities. Castles prevent the Robber from
being moved to the hex. Castles may not be built on the Robbers position.
Volcanoes on Catan
(Vulkane auf Catan)
by Bastian Schultz
This variant was also included in Atlantis.
Equipment Notes
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
Terrain
Volcano
Preparation Notes
Volcano hexes receive number tokens, but care must be taken to ensure that each volcano hex receives a different number token.
Setup Notes
Players may not place their initial settlements adjacent to volcano hexes.
Additional Rules
Volcanoes: Volcanoes produce any resource. However, when they produce, they also erupt. After resources are collected, roll one
die. Settlements at the corner of the volcano hex indicated by the outcome of the die are destroyed, while cities are reduced to
settlements (destroyed if there are no extra settlements).
Volcania
(Volkanien)
by Martin and Elke Zierke
Equipment Notes
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
Terrain
Volcano
Preparation Notes
One number token will not be used. The volcano hex does not receive a number token.
Additional Rules
Volcano Eruption: A player may decline to move the Robber whenever a 7 is rolled. However, the volcano erupts if this happens.
When the volcano erupts, the five number tokens on the hexes next to the volcano rotate one position clockwise (skipping the desert
hex as normal). If the Robber is on one of these hexes, it is moved with the number token.
Recommended Setup
Terrain
Coastal
Interior
2
1
3
1
3
1
2
1
3
1
0
1
1
0
Number Tokens
Coastal
Interior
0
1
2
0
2
0
2
0
6
1
1
8
1
1
10
11
12
2
0
1
1
2
0
0
1
Harbors
1
Dragonslayers
(Drachenkampfer)
by Wolfgang Ldtke
Equipment Notes
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
1 Dragon figure is needed for this variant, which is provided with Das Buch zum Spielen. In
Das Buch zum Spielen, the art for the Dragon figure is the same as the one used for Ismai the
Green Dragon in the Catan Card Game.
Terrain
Volcano
Preparation Notes
The presence of the Dragon prevents the production of the hex it is on, as with the Robber.
Flight of the Dragon: After players complete their turn, the Dragon moves. The spinner hex is spun, and the dragon flies in the
indicated direction a number of spaces equal to the roll of a die, skipping the volcano hex. If the dragon flies off the board, it
reappears on the opposite end of the board and continues in the indicated direction.
Attack of the Dragon: After the Dragon moves, every player with a settlement or city adjacent to the hex at the Dragons location
loses one resource card per adjacent settlement and city. The cards lost are selected at random by the players to their left, and
placed on the volcano hex.
Slaying the Dragon: If a player loses resources due to the Dragon, the player may attempt to slay the Dragon before any resources
are lost, provided they have at least one Knight card played. If multiple players attempt to slay the Dragon, the player with the most
Knight cards (and fewer VP in case of a tie) will make the first attempt. One die is rolled, and if the player has more played Knight
cards than the outcome of the die, the Dragon is slain, and the player receives one Catan chit, worth 1 VP, as well as three
resources of their choosing from the volcano hex. The Dragon is returned to the volcano hex, and no player loses resources.
Recommended Setup
Terrain
3
Number Tokens
2
6
2
8
2
10
11
12
Harbors
1
The Magic 7
(Die Magische 7)
by Silke Dennenmoser
This variant is also available in Atlantis.
Equipment Notes
Citadel hexes are provided with Atlantis (1) and Das Buch zum Spielen (1).
7
are provided with Atlantis (1) and Das Buch zum Spielen (1). This number token is known
as the magic 7, and denotes a 1 on one die and 6 on the other.
Terrain
Citadel
Number Tokens
Magic 7
Preparation Notes
7
Additional Rules
The Citadel: The citadel produces Development Cards or Progress Cards. As with resources, settlements adjacent to citadel hexes
produce one card, and cities produce two.
Recommended Setup
Terrain
3
Number Tokens
2
6
2
8
2
10
11
12
Harbors
Citadel hexes are provided with Atlantis (1) and Das Buch zum Spielen (1).
Terrain
Citadel
Additional Rules
The Citadel: If a player builds a settlement adjacent to a citadel hex, the player may exchange
any two number tokens on the same island as the citadel hex, except for 2 , 6 , 8 , 12 .
Catan is Round
(Catan ist Rund)
Preparation Notes
Extending out from the four corners of the game board are new edges called circumnavigating edges, leading to isolated
intersections.
Additional Rules
Circumnavigating Ships: Players may build ships on the new intersections, termed
circumnavigating ships. Shipping lines that reach circumnavigating intersections on the
top end of the board are considered connected to shipping lines that are connected to
their counterparts at the bottom end of the board.
Balloon Riders
(Ballonfahrer)
by Clemens Henze, Volker Busch, and Christoph Schfer
Equipment Notes
1 Balloon per player is needed for this variant. This is provided in Das Buch zum Spielen.
1 Spinner hex is needed for this variant. This is provided in Das Buch zum Spielen.
Player Pieces
Balloon
Preparation Notes
Balloons: Once built, balloons are placed in the center of a hex bordering a players own
Balloon
settlements or cities. Balloons may move immediately upon being built.
Move Balloon
or
Moving Balloons: Balloons must move in the direction indicated by the spinner hex. A balloon
may move up to three hexes per turn, but each hex moved requires the Move Balloon cost to
be paid.
Changing Winds: The spinner hex is spun whenever a 10 is rolled. A player may also return an unplayed Knight card to the bottom
of the Development Card deck to spin the spinner hex.
Settling Balloons: A player may also choose to build a settlement on an intersection adjacent to the balloons position in the
direction of the spinner hex. This destroys the balloon.
Unexplored Terrain: Balloons may fly over unexplored terrain. If a balloon chooses to land on unexplored terrain, the hex is placed
from the reserve at the balloons location. If it is an ocean hex, the balloon is lost. Otherwise, normal rules for unexplored terrain
apply.
Variants
If the balloon flies over the hex with the Robber, the player on the left of the player to move may steal a resource card from the
player to move.
Atlantis
by Stefan Rse
Equipment Notes
The Robber may not be moved to a hex with six flood tokens.
The Flood: After resources are rolled, one Flood Token is placed on any coastal hex with a number token matching the number
rolled. If a hex contains seven flood tokens, the hex is considered flooded. The number token is removed and the hex is replaced
with an ocean hex. If settlements, cities, or roads are entirely surrounded by ocean hexes due to a flood, they are removed.
Harbors are only removed if neither end touches land. If the Robber is on a hex which is flooded, it is moved to the desert hex.
Islands may split into two islands as a result of flooding. If a player only has settlements and cities on one side prior to the flood and
subsequently settles on the other side, the settlement is worth 1 additional VP.
Game End
The game ends as normal. The game may also end if 7 hexes are flooded in a 3-player game, 8 hexes in a 4-player game, 10 hexes in a
5-player game, and 12 hexes in a 6-player game. In this case, the player with the most VP wins.
5 Scoring Cards are needed for this variant, one per resource.
Setup Notes
Additional Rules
Specialists: When a player builds a settlement or city (including after initial setup), compute any changes in Specialist Points. Each
settlement gives its owner one Specialist Point in each of the three types of resources corresponding to the three adjacent terrain
hexes, while each city gives its owner two Specialist Points. The player with the most Specialist Points (at least 4) in a particular
resource is deemed the Specialist in that resource, worth 1 VP. Specialists gain one of their corresponding resource in each of
their turns.
Game End
The game ends as normal. A player may also win if the player is the Specialist in four resources.
Blockade
(Handelsblockade)
Additional Rules
Ship Sinking
(Schiffe Versenken)
by Anja Kirchmaier
Additional Rules
If the Pirate is moved to the end of an open shipping line, the player may, instead of taking a resource card, attack the last ship on
the end of an adjacent open shipping line. The defending player then rolls the dice: if the number rolled is even, the ship is lost.
Otherwise, the Pirate is defeated, and the defending player may move the Pirate.
Variants
Any ship in any shipping line may be attacked. If a shipping line is disconnected on both ends as a result of a Pirate attack, it must be
reconnected before ships can be built elsewhere.
Capturing Ships
(Schiffe Kapern)
by Anja Kirchmaier
Additional Rules
A player may choose to attempt to capture an adjacent opposing ship instead of stealing resources. To do so, the player must pay
. The attacking player then rolls the dice: if the number rolled is even, the ship is captured. Otherwise, the Pirate is defeated, and
the defending player may move the Pirate.
Players may trade (ransom) captured ships. Any captured ships returned to their owners may be rebuilt.
Miscellaneous Variants
Some official variants have been published outside of major sources. They include the ones that are in this section of the guide.
In the Jungle
(Im Dschungel)
Equipment Notes
Jungle hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (3), De
Woestijnruiters (3), and Die Kolonien Jubilums-Szenario (3).
Replace the most favorable pasture hex with the jungle hex, unless the hex is assigned
(preferably pasture) should be replaced.
Terrain
Jungle
, or
12
Additional Rules
Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing a Development Card.
Settlements next to jungles produce one Discovery Token, while cities produce two. Discovery tokens are not resources, and may
not be stolen or traed.
(Die Stadtmauern)
This scenario essentially takes one rule from Catan: Cities & Knights and repackages it into a variant. It was originally published in
Atlantis.
Equipment Notes
7 City Walls are needed for this variant. Unlike Cities & Knights, they are a common supply.
Additional Rules
City Walls: Each city can be upgraded with a city wall. Each city wall increases the hand limit
by two cards. If the city is subsequently reduced to a settlement, the city walls are destroyed.
Game End
Game is to one more point than normal.
The Robber may only move to any hex up to three hexes away from its present location.
Walls: Players may upgrade their roads into walls, represented by two road pieces. Walls
impede the path of the Robber, but a hex may not be entirely surrounded by walls.
Greatest Wall: The player with the longest continuous wall (at least three segments) is
awarded the Greatest Wall. This is worth 2 VP.
Earthquakes
(Erdbeben)
by Thomas Haselwander
Equipment Notes
Effect
An opponent must reduce a city to a settlement.
Additional Rules
Players may only be targeted by the Earthquake card once per game.
If a player has settlements or cities at two 3:1 harbors, then they made trade in any three resources for a single resource. This is
negated in Catan: Seafarers when the Pirate occupies either harbor.
A football field hex is required for this variant. The football field hex is separated into to halves,
forming opposite ends of the football field. The vertices of the football field hex represent the
four corners and the two ends of the center line of the field.
Terrain
Football Field
Preparation Notes
Replace a pasture hex with the football field hex, and assign it a number token.
Additional Rules
The Football Teams: A player with a settlement or city on any of the four corner vertices are considered to be one of the two teams
playing in the match whenever the football field produces. If only one player has a settlement or city on any of the four corner
vertices, or if both ends are settled by the same player, the player plays the bank in the match.
The Football Match: Whenever the football field produces, a match occurs. Each side rolls one die, with the side rolling the higher
number winning the match. (All draws are final.) Knights (active or not) adjacent to the soccer field hex belonging to either
competitor have their strength values added to the number rolled. The winner of the match receives
; in the event of a draw,
both sides receive .
Betting on Matches: A player with a settlement or city at either end of the center line may bet on the winner of the match.
However, if a player is also playing in the match, they may not bet against themselves. A player bets any one resource of their
choosing, and wins an identical resource from the bank if the side that they back is victorious. The bet is returned on a draw, and
lost on a loss.
Variants
In the original rules, players won two resources of their choosing and, if they have a city adjacent to the field, one of their associated
commodities, if any, for winning the match. In a draw, both players won and, if they have a city, .
In the original rules, any player may bet on the match. Settlements and cities on either end of the center line may treat the football
field hex as a regular pasture hex.
In the original rules, only Knights adjacent to both their settlement and the football field hex contributed their strengths.
10 Helper Cards are needed for this variant. Helper Cards have an A side and B side, although the card text on both sides are
identical.
Helper Card Deck Manifest
Card
No. Ability
Merchant
1
Forced Trade: On your turn, you may ask two players for any one resource. For any resources you receive, you
must give the player back one resource.
William
2
Road Building Assistance: Once per turn you may replace one resource in building a road by any other
resource.
Marianne
3
Resource Balance: Except on a roll of 7, if you do not produce resources, you may take any one resource of
your choosing.
Louis
4
Road Shift: Once per turn you may remove a road and place it in any other legal location.
Siegfried
5
Protection from the 7: You do not lose resources if you exceed your hand limit when a 7 is rolled. If you have
less than 7 resources in your hand, you may take one resource before the Robber is moved.
Candamir
6
Development Card Search: Once per turn you may substitute any one resource used in purchasing a
Development Card with any other resource. If this is done, draw three Development Cards and keep one.
Shuffle the Development Card deck afterwards.
Vincent
Swords into Plows: Once per turn a player may discard a played Knight Development Card to build a settlement
for
or a city for
.
Hildegard
Resources for Arms: Once per turn you may take a resource from any player with more VP.
Jean
Free Port: Select a resource. You may trade it at 2:1.
Robber Bride
Robbers in the Desert: At the start of your turn, before the dice are rolled, you may move the Robber back to
the desert hex. Take one resource corresponding to the Robbers former location.
Setup Notes
Arrange each card with their A side up, with the six cards with numbers on top in numerical order. Each player, when placing their
second settlement, takes the lowest-numbered remaining Helper Card. The remaining cards are placed beside the board.
Additional Rules
Helpers: Each Helper provides a special ability. After a player uses it, they may either exchange the Helper Card for any other
unclaimed Helper Card, or retain it for a second use. A player must exchange the Helper Card for a new Helper Card once the
ability is used a second time. Helpers may be used on the same turn as they are claimed, but they cannot be used during the
Special Build Phase. (Note: on a real card the A and B sides are only used to indicate how many times the ability has been used A
being unused and B being once-used.)
The Catanimals
The Catanimals are a set of five plush dolls in the five resources first released in 2010 by Mayfair Games. Though released simply as a
simple product for fans to enjoy, a variant using them was published at the end of the year.
Additional Rules
When a player builds a settlement or city, including after initial setup, computer any changes in Catanimal Points. Each settlement
gives its owner one Catanimal Point in each of the resources corresponding to the three adjacent hexes, while each city gives its
owner two Catanimal Points. 2:1 harbors also grant Catanimal Points on the same basis. The player with the most Catanimal
Points (at least 3) in a particular resource gains ownership of the Catanimal, worth 1 VP.
Game End
Game is to 2 more VP than normal in a 3-4 player game and 1 more VP than normal in a 5-6 player game.
Bonus Section
The previous sections have outlined every officially published scenario and variant, but many of these authors have published other
scenarios. While they have never been published in any official scenario and variant collection, this guide will honor their creations in a
similar manner. The Bonus Volume is more than a mere collection of fanmade scenarios and variants: if this was the case, this guide will
certainly be not enough to hold them all. It is just a showcase of the other Catan-related works of the designers of official scenarios and
variants.
It is amazing the number of notable board game folks that have contributed to the phenomenon that is The Settlers of Catan. Among
authors who have contributed include Andreas Seyfarth (Puerto Rico, Thurn & Taxis), Brigitte and Wolfgang Ditt (Big Points, Nautilus),
and Stefan Risthaus (Ostia, Monuments: Wonders of Antiquity). Each of the scenarios they contributed have added a fun element to
Catan, and there are likely many more by many others where the same ideas came from.
Like many other scenarios and variants in this guide, this guide may be the first time that the scenarios they have created have been
published in the English language.
Each player is allotted hexes, number tokens, and harbors. The wool player on the two islands on the left side of the board, the
lumber player on the island in the middle, and the grain player on the two islands on the right end of the board.
Players may place their hexes any way they wish within their own area, but there are restrictions on how the number tokens may be
placed: harbors may not be placed facing adjacent edges, must face different hexes, and 2:1 harbors may not be placed next to
their corresponding resource hex. The wool player must place their 2 , 5 , and 6 on one island and the 9 , 10 , and 11 on their other
island. The grain player must place their 3 , 4 , and 5 on one island and the 8 , 9 , and 12 on their other island. The lumber player
must have their 6 and 8 on opposite sides of the desert hex.
The lumber player moves first, followed by the wool and grain players.
Setup Notes
Players may only setup their initial settlements on their own islands.
Game End
Game is to 10 points. Play in a three-game total-points set, with each player rotating among the wool, grain, and lumber player roles.
3 Player Setup
Terrain
Grain Player
Lumber Player
Wool Player
All Other Areas
1
1
1
0
2
1
1
0
1
2
1
0
1
1
1
0
6
0
1
1
1
1
2
0
0
0
0
1
0
0
0
20
0
2
0
0
Number Tokens
Grain Player
Lumber Player
Wool Player
0
0
1
1
1
0
1
1
0
1
0
1
8
1
1
0
10
11
12
1
0
1
0
1
1
0
1
1
1
0
0
Harbors
Grain Player
Lumber Player
Wool Player
0
0
0
1
0
0
0
1
0
0
0
0
0
0
1
1
1
1
(Die Zauberinsel)
by Dr. Reiner Dren
This scenario is said to be Catan: Cities & Knights meets Catan Card Game: Wizards & Dragons.
Equipment Notes
Citadel hexes are provided with Atlantis (1) and Das Buch zum Spielen (1).
Jungle hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (3), De
Woestijnruiters (3), and Die Kolonien Jubilums-Szenario (3).
Volcano hexes are provided with Atlantis (1), Das Buch zum Spielen (3), De Kolonin (2), De
Woestijnruiters (2), and Die Kolonien Jubilums-Szenario (2).
Consult with the manifests for needed cards from the Catan Card Game.
B&T
Base
Council Meeting
P&I
B&T
Action
Neutral
Base
Flagship
B&T
Regional Expansion
Knight
Regional Expansion
Fleet
Gotz Ironfist
Base
A&B
S&P
Johanna the
Warrior-Maiden
Joust
B&T
Base
Land Reform
S&P
Mayor
T&C
Otto the
Berserker
Pippin the Short
Base
Pirate Fleet
K&M
S&P
K&M
B&T
Base
A&B
Base
Regional Expansion
Knight
Regional Expansion
Knight
Regional Expansion
Knight
Action
Neutral
Regional Expansion
Knight
Action
Attack
Action
Neutral
Regional Expansion
Knight
Regional Expansion
Knight
Regional Expansion
Knight
Action
Attack
Regional Expansion
Knight
Action
Neutral
Action
Neutral
Regional Expansion
Knight
Regional Expansion
Knight
Regional Expansion
Fleet
Cost
Terrain
Citadel
Jungle
Volcano
Effect
Draw up to six cards from any Progress Card deck, and
return them to the top of the deck in any order. May only
be played if the player has the Town Hall city improvement
(Politics, Level 1).
1 SP / 0 TP Basic Knight
Receives every time a 7 is rolled.
2 SP / 2 TP Strong Knight
2 SP / 1 TP Basic Knight
Return an unplayed Development Card under its
corresponding stack, and then search through either
Development Card stack for any two Development Cards of
your choosing.
May only be played if the player does not have a citadel.
The player collects one resource (not commodity) for each
citadel on the board.
1 SP / 5 TP Mighty Knight
Protects against the effects of the Pirate Fleet. The player
also does not contribute any resources to the Barbarian
Island.
5 SP / 2 TP Mighty Knight
May only be played if the player is not leading. Take the
topmost Attack Action card from the discard pile.
Allows the player to take one resource (not commodity) for
every two ships played.
1 SP / 2 TP Basic Knight
3 SP / 3 TP Mighty Knight
3 SP / 0 TP Basic Knight
Reduces the SP of Dragons to 2.
Select one of your knights and one opposing knight. Both
owners must then roll one die and add its result to their
knights TP value. The player with the highest total may
take one resource from their opponent and one resource
from the general supply.
7 SP / 1 TP Mighty Knight
Exchange two hexes on the main island (except the citadel)
or on islands connected to the main island by your own
shipping routes.
Receive one resource for each city or metropolis.
3 SP / 2 TP Strong Knight
1 SP / 3 TP Strong Knight
Discard the card at a later time and pay
to remove
the last ship in an opponents open shipping line and place
one of their own ships.
Bonus Section
Name
Richard the
Vengeful
CCG Set
T&C
Type
Regional Expansion
Knight
Roland the
Hammer
Scout
K&M
Regional Expansion
Knight
Action
Defense
Siegfried Lackland
Base
B&T
Walter the
Recreant
Base
Base
S&P
B&T
Regional Expansion
Knight
Ira
W&D
Citadel Expansion
Wizard
Magic Action
Neutral
Magic Action
Neutral
Knowledge of the
Ancients
Land, Change
Thyself!
W&D
Magic Potion
W&D
Magical Eye
W&D
Magic Book
Neutral
Magic Book
Neutral
Materialization
W&D
Magic Action
Neutral
Prophesy
W&D
Tali
W&D
Timejump
W&D
Wheel of Time
W&D
Witch
W&D
Magic Book
Neutral
Citadel Expansion
Wizard
Magic Book
Defense
Magic Book
Neutral
Magic Action
Attack
Wizards Alliance
B&T
Wizards Duel
W&D
Citadel Expansion
Wizard
Magic Action
Attack
Regional Expansion
Knight
Action
Defense
Regional Expansion
Knight
W&D
Cost
Cost
Effect
Draw the top two cards from two Progress Card decks.
Any cards in excess of the Progress Card limit must be
returned to the bottom of their decks at the end of the
turn.
Take an Action or Magic Action card from the discard pile.
Exchange a desert or the jungle hex for any hex in the
reserve. If it is replaced with a land hex producing
resources, a number token is also randomly taken out of
the reserve and assigned to that hex.
Double the SP or TP of the targeted knight.
Search through either Development Card deck and take
one card. Return an unplayed card of the same type
(standard or magic) to the same deck.
Either upgrade a settlement to a city for free, relocate an
existing settlement, or upgrade a city improvement by two
levels (if the requirements of both levels are met).
Peek the top card in both Development Card piles.
Negate the roll of the event die. The Event Die must then
be rerolled.
May only be activated before the dice are rolled. Choose
the result of the Event Die roll.
May only be played if a player has two wizards. An
opponent loses one level of city improvement of the players
choosing. Cannot be used to reduce a fourth- or fifth-level
improvement.
May only be played if another player has a Wizard.
Select an opposing wizard. Both owners roll one die, and
add the result to the stored magic on the wizard. The
player with the lowest total must return their wizard to the
bottom of the Magic Development Card deck.
Page 262 of 281
Bonus Section
Cost
Effect
4 SP / 0 TP
6 SP / 0 TP
Preparation Notes
The bottom eight cards of the Standard Development Card Deck must consist of the following, in any order: Eryn the Druid, Falk the
Fair, Gotz Ironfist, Guido the Great Diplomat, Ingo the Skilled, Karl the Strong, Mayor, and Roland the Hammer.
Place Ismai the Green Dragon on the lower-right volcano hex, and Samsor the Black Dragon on the upper-left volcano hex. The two
islands are collectively known as the Dragon Islands.
The island with the single mountain hex is known as the Barbarian Island.
Place 8 Gold Pieces on the lower-right gold field hex, and 12 on the upper-left gold field hex. Place 1 Gold Piece on the Barbarian
Island.
Set the desert hexes aside from the rest of the reserve.
Setup Notes
Players must set up their initial settlements on the central island, but not adjacent to the citadel hex.
Card Changes
Name
Deserter
Type
Progress Politics
Inventor
Progress Science
Smith
Progress Science
Spy
Warlord
Progress Politics
Progress Politics
Effect
Steals an opponents Knight card instead of playing a new one. Johanna the Warrior-Maiden is
immune to the effects of the Deserter.
May only exchange number tokens on the main island, and any island connect to it by the
players own shipping routes.
Can only be played if you have two unplayed Knight cards of the appropriate rank to replace the
outgoing Knights, which are discarded.
Can be used against Development and Progress cards, but not both at the same time.
Reduces the cost of initial activation by .
Additional Rules
The robber may not move during the first two sets of turns; if a 7 is rolled, the player may take any resource. Thereafter, the robber
is confined to the central island and any islands connected to it by shipping lines.
If a player expands into explored terrain, discovery occurs. Place a hex in the empty space, and, if it is a land hex producing
resources, a number token is assigned from the reserve, ensuring that 6 and 8 are not in adjacent hexes and 2 and 12 are not in
adjacent hexes. One resource corresponding to the type of land hex discovered is also taken as a reward for discovery.
The first settlement a player builds on each outlying island is worth one extra victory point.
Players may not expand to either of the Dragon Islands until the dragon is absent and all gold pieces are removed from the island.
The first player to have a line of ships reaching the Barbarian Island receives the gold piece there.
Gold pieces are not resources; they do not contribute against the hand limit, but may be traded with other players. Players may also
purchase any other resource for three gold pieces, and trade resources for gold.
Barbarians and Pirates: The barbarian track is not used. When a ship appears on the event die, the pirate is moved one harbor
clockwise around the island. No resources are stolen from movement of the pirate. The pirate blocks the use of the harbor it is on.
If the pirate returns to its starting point, and there are no resources placed on the island, each player must place one resource
card, chosen by the player on their left, on the island. Any player may claim resources on the Barbarian Island with a Knight
adjacent to the island when it produces.
Desertification: If the pirate returns to the Barbarian Island while there are resources, desertification occurs. After resources are
collected, one field, forest, or pasture hex that produced is replaced with a desert hex, and its number token placed into the reserve.
No desertification occurs, however, if a 7 was rolled, if the pirate was displaced to the Barbarian Island, if there are no desert hexes
in reserve, or if there are no eligible hexes to desertify. The robber remains in place if the hex it is on is desertified, but the
merchant is removed from the board.
A player may draw from the Magic Development Card deck only if they have a settlement adjacent to the citadel hex.
Each player may have up to four unplayed Development Cards. If a player ends with a fifth Development Card, one has to be
returned to the appropriate deck.
Knights: Knights are not placed conventionally rather, they are placed by the Development Cards. Basic Knights cost the
resources listed on the card, while Strong and Mighty Knights cost any three of the resources listed on the card. In addition, Mighty
Knights require that the player have the Fortress City Improvement, as per the normal rules. Knights are placed on intersections
adjacent to a players own settlements or cities. If a Knight is removed from play, the card is discarded as with any other
Development Card, and the Knight piece representing the card is returned to the player.
Catan chits placed on Knights are worth one victory point as long as the knight remains in play.
When dispatching the pirate, Basic Knights displace the pirate by one harbor, Strong Knights by two harbors, and Mighty Knights
three.
Knight Activation: Basic Knights are placed activated. Strong and Mighty Knights are inactive to begin, and the cost of first
activation is the difference between the resources listed on the card and the costs already paid for the placement for the Knight.
Each subsequent activation for any knight costs the usual amount.
Knight Displacement: Knights displace other Knights based solely on their TP value. Thus, it is possible for a Mighty Knight (Karl the
Strong) to be displaced by a Basic Knight (Hagen the Sinister).
Largest Army: The player with the greatest combined SP and TP of their knights (at least 6) receives the Largest Army.
Bonus Section
The Magic Island
Slaying the Dragons: If the player has an activated Knight on either of the Dragon Islands while the dragon is present, they may
attempt to slay the dragon. Both dice are rolled, with the outcome on the yellow die added to the SP of the Knight and the outcome
on the red die added to the SP of the dragon (note the effect of Johanna the Warrior-Maiden). If the dragon wins, the Knight is
discarded. If the outcome is a draw, the Knight is deactivated. If the Knight wins, the Knight is deactivated, the dragon card is
removed from the board, and one Catan chit is placed on the Knight card. If the Knights SP is less than that of the defeated dragon,
the player also gains gold pieces equal to the difference.
Assisted Slaying: When a Knight challenges a dragon, an opposing activated Knight on the same island may assist. In this case, the
dice are rolled twice, with the lower of the two red die outcomes added to the dragons SP while the higher of the two yellow die
outcomes added to the combined SP of the two knights. As with a single Knight attack, the Knights are discarded if they are
defeated, deactivated if the outcome is a draw, and deactivated with a Catan chit added to the Knights if the Knights win. Any gold
pieces earned from the SP difference is split equally among the two players; if there is an odd number the player with the Knight with
the lower SP earns the odd gold piece.
Treasures: If the dragon on a Dragon Island has been defeated, the gold pieces on the gold field on the island may be claimed.
Whenever the gold field produces, each player with a Knight (active or not) adjacent to the gold field earns one gold pieces from
among those that are placed on the hex. If there are not enough for all players, the Knights that defeated the Dragon receive
priority, with TP acting as a secondary tiebraker.
Settling the Dragon Islands: Once all gold pieces are removed from the island, a number token is assigned to the volcano hex from
the reserves. Both the gold field and volcano produces resources (not gold pieces) whenever they produce. Settlements adjacent
to the volcano hex that are not also adjacent to the gold field may not be upgraded to cities.
Volcano Eruption: When the opposite number to the number token is rolled (that is, 2 if 12 is rolled, 3 if 11 is rolled, and so on), the
volcano erupts. Roll one die. Any settlement in the direction of the number indicated on the die is destroyed. Cities affected are
reduced to settlements, while cities with City Walls merely lose them.
Citadel: The citadel produces Magic Development Cards. Players may not build on the edges of the citadel hex, and the distance
rule is ignored for the six intersections around the citadel hex. Citadels function as settlements, but are represented by cities this
means that only one resource is collected instead of two when neighboring terrain produces, citadels cannot be expanded with City
Walls, and (3rd edition Cities & Knights only) may not be targeted by the Saboteur. A player may have at most one citadel, which
may not be upgraded to city strength.
Wizards: Wizards may be played for the cost on the card if the player has a citadel. Citadels are worth one victory point if the player
does not have a wizard, and two if the player does. Wizards may gain magic by exchanging their corresponding resource for magic
(for Ari and Wizards Alliance, gold pieces).
Magic Books: A player may play up to four Magic Books. It costs nothing to play a Magic Book, and the effects of the Magic Book
may be activated for the cost indicated on the card.
Greatest Magician: The player with the most Wizards is the Greatest Magician, worth one VP. If multiple players are tied, the
player with Ari (if among the tied players) earns the title.
Game End
Game is to 18 points.
11
6
6
?
?
?
Terrain
On Board
Reserve
2
2
2
2
0
4
27
4
2
0
1
0
2
0
1
0
1
1
1
2
2
1
2
1
6
3
1
8
2
1
10
11
12
2
1
1
1
1
2
1
1
Harbors
?
?
?
4
0
12
2
2
Number Tokens
On Board
Reserve
10
2
2
8
4
12 wall pieces are needed for this scenario; one each of the lower wall portions, and two each of the upper wall portions.
Two scoring cards are needed: Best Wall Pecker and Best Raver.
Hotel Card Manifest
Hotel
Alexanderplatz
Brandenburg Gate
Friedrichstrae
Potsdamer Platz
Stadtmitte
Unter den Linden
Cost with
4 10
Cost with
5 9
Cost with
6 8
Preparation Notes
Each wall piece represents the Berlin Wall, separating East and West Berlin. Place a lower wall portion at the locations indicated
with the red and white lines, and an upper wall portion on top.
Each Hotel Card (Alexanderplatz, Brandenburg Gate, Fredrichstrae, Potsdamer Platz, Stadtmitte, and Under den Linden) is
associated with a hex, marked by their corresponding initial letters.
Variable Setup: The hex fields, except for the hotel hexes, may be freely rearranged.
Setup Notes
Players must build one initial settlement on either side of the wall. Players may not build their settlements on the wall itself.
Additional Rules
Settlements may not be placed on the wall, and roads may not be placed adjacent to a wall.
As long as there is at least one wall piece per section, the robber must be moved to a hex on the opposite side of the wall.
Ships may only be built on edges with ocean on both sides. A settlement or city is not needed between roads and ships.
Pecking the Wall: The first player to reach 4, 5, 6, 8, 9, and 10 VP may take the corresponding number token and place it next to
any wall section without a number token. Wall pieces from that section may then be purchased by any player. Players may only
purchase one wall piece per turn, and the player unlocking the section may immediately purchase a piece from the section
unlocked. Each wall piece is worth 1 VP, and the upper piece must be purchased before the lower piece may be purchased.
Removing the Wall: Once the lower wall piece is removed from any section, the player purchasing the last wall piece may unlock a
Hotel. One Catan chit is also placed on the Tiergarten hex.
Best Wall Pecker: The player with the most wall pieces, after the first section of wall is fully removed, is awarded the Best Wall
Pecker, worth 1 VP.
Hotels: A player may purchase any unlocked hotel, but only one hotel may be purchased per turn. Hotels must be purchased with
number tokens assigned to sections of the walls with no wall pieces (not necessarily the number token that unlocked it), for the cost
indicated on the Hotel Card. The number token on the hotels hex is exchanged with the purchased number token. Each hotel is
worth one victory point, and a player with a hotel collects two resources whenever the hotels hex produces, as if they have an
adjacent city. If, in the event that there are not enough resources for both the hotel owner and anyone with adjacent settlements
and cities, only the hotel owner receives resources.
If, as a result of hotel purchases, no hexes produce on a roll of 2 or 12, a Catan chit is placed on the Tiergarten hex instead.
The Love Parade: If the Tiergarten hex contains a Catan chit when it produces, a Catan chit from that hex is auctioned. The player
to move makes the first bid in number of resource cards. Players who pass on their bid may not later reenter the auction. Each
Catan chit is worth 1 VP.
Best Raver: The player with the most Catan chits is named the Best Raver, worth 1 VP.
Game End
Game is to 15 points in a 3-player game and 17 points in a 4-player game.
Bonus Section
9
4
10
PB
SU F
A
2
B
12
10
19
1
0
3
0
3
1
3
1
6
3
1
8
2
1
10
11
12
3
1
3
1
3
0
1
0
Harbors
1
11
On Board
Reserve
11
11
Number Tokens
10
8
3
Type
Development
Progress Science
Effect
May be used to build one bridge instead of two roads/ships for
May be used to build one bridge instead of two roads/ships for
Additional Rules
Bridges: Bridges are built on hexes, from a vertex to another vertex that is not adjacent. If built
over water, it cannot be moved, and the line of ships leading to the bridge is considered closed.
Bridges count as one road for the purposes of Longest Road.
.
.
Additional Build Options
Bridge (Land)
Bridge (Water)
(Catan fr Rollenspieler)
by Brigitte and Wolfgang Ditt
This variant was inspired by the fact that most RPG players would use a wide variety of dice.
Equipment Notes
Instead of using the regular dice, sum up the rolls from a d4 and d8 for resource rolls, or subtract a d4 roll from a d12 roll from the
results.
Disasters on Catan
(Katastrophen auf Catan)
by Ronald Hoekstra
Equipment Notes
A number of hexes and number tokens are set as part of a reserve for this variant.
Earthquake
Eruption
Tornado
Epidemic
Effect
If a coastal hex is affected, the hex is replaced by an ocean hex, and its number token are placed in the
reserved. Any settlement, city, and harbor that are entirely surrounded by water as a result are destroyed.
If a field, forest, or pasture hex is affected, then the number token is removed from the hex. The hex no longer
produces resources.
All cities adjacent to affected hexes are reduced to settlements. If there are not enough settlements, the city
is destroyed.
If a mountain or gold field hex is affected, then all adjacent roads are destroyed. The number token is also
removed, and the hex no longer produces resources.
All adjacent roads of affected hexes are destroyed. If a forest hex is affected, it is turned into a hills hex, or a
desert hex if no hills hexes remain in the reserve (the number token is removed). If there are no hexes of
either type in the reserve, the number token is simply removed. The hex no longer produces in this case.
If a landlocked hex is affected, then all adjacent cities are destroyed.
Additional Rules
Additional Build Options
Disasters: If doubles are rolled, a disaster occurs after resources are collected, as
Dike
determined by the disaster table. Roll the dice again to determine which hexes are affected by
Vaccine Token
the disaster. Nothing occurs if no hexes are affected.
Vaccines: A city may be upgraded with a Vaccine Token. If an epidemic hits a city with a
Vaccine Token, the token is destroyed instead of the city.
Irrigation: Any land hex that produces resources but does not have a number token assigned may have a number token assigned to
it for the cost of three resources, provided that there is an adjacent settlement or city, which is connected to an ocean hex by a
players road network.
Reforesting: A player with a settlement or city adjacent to a hills hex and a road connection to an ocean hex may convert it to a
forest hex. This costs
and one additional resource.
Desert Reclamation: For the cost of 5 resources, a player with a settlement or city adjacent to a desert hex may exchange the
desert hex for a random resource-producing land hex in the reserve, and assign a number token chosen from the reserve to it.
Water Reclamation: Ocean hexes may be reclaimed by the use of dikes, represented by roads on water. If an ocean hex is entirely
surrounded by land hexes and/or separated from adjacent ocean hexes by dikes, the hex is reclaimed. The dikes are removed, and
the hex is replaced by a resource-producing land hex in the reserve. A number token chosen from the reserve is also assigned to it.
Fishermen
(Fischer von Catan)
by Ronald Hoekstra
Equipment Notes
Fish: Ocean hexes with number tokens produce fish, represented by Catan chits. Settlements and cities adjacent to these hexes
produce one fish, while ships in open shipping lines produce two fish. Ships in closed shipping lines do not produce fish. Fish are not
resources, do not count against the hand limit, but may be traded. Resources may not be traded in for fish.
Drought: If any desert hex produces, all players must turn in their Catan chits, and the number tokens on all desert and ocean hexes
are reshuffled.
Ice Age
(Eiszeit)
by Ronald Hoekstra
Equipment Notes
A number of counters are needed for this variant. Enough counters are needed to cover every hex on the board.
Additional Rules
Freezing: After each player takes their first turn, the freezing phase begins. Each player, at the end of their turn, must place a
counter on any hex outside of the board, proceeding inwards. Hexes with counters are considered frozen, and do not produce
resources. If a land hex with a number token is frozen, its number token is removed from the board. Roads may be built adjacent to
any frozen ocean hex.
Thawing: After the entire board is frozen, the thawing phase begins. Each player, at the end of their turn, removes a counter from
the board, again starting from the outside and proceeding inwards. If a land hex producing resources is thawed, a number token is
assigned from those that have been removed from the board. If an ocean hex is thawed such that it causes a road to be entirely
surrounded by ocean, the road is destroyed.
As long as there is at least one frozen hex, the hand limit is not in effect.
Merchant Fleet
(Handelsflotte)
by Ronald Hoekstra
Preparation Notes
Merchant Actions: Once per turn, the player may perform one merchant action. Merchant actions may include loading a ship,
unloading a ship, or moving a ship.
Loading Ships: A player may move their ship to the coast, adjacent to one of their own settlements or cities. After moving, they may
load the ship with resource cards. Resources loaded on ships do not count against the hand limit, and may not be taken with the
Monopoly Development Card.
Unloading Ships: If a ship is at a 2:1 harbor, they may trade resources on board using the harbor. Resources traded in this manner
are placed in the players hand, not on the ship.
Moving Ships: A player may move their ships up to two water spaces (either a harbor or between harbors) around the board each
turn.
2:1 harbors are only used for trade by ship. 3:1 harbors are used as normal.
The Robber may occupy any harbor. If the Robber is moved to a harbor, the player moving the Robber may steal a resource from
the owner of any ship there. Furthermore, all resources on the ship are lost.
Preparation Notes
Set up the Event Deck and Expansion Decks in accordance to the rules of the
Catan Card Game.
One player is assigned the Trade Minister, in charge of determining possession of the Windmill Token. Another player is assigned
the role of the Defence Minister, in charge of determining possession of the Knight Token. A third player is the Construction
Minister, in charge of enforcing the Catan Card Games building rules are followed. In a 4-player game, the Finance Minister is in
charge of distributing resources and determining possession of the Largest Army and Longest Road.
Region Card Tables
Player
Brick Region
Player 1
5
Player 2
6
Player 3
2
Player 4
1
Grain Region
1
2
4
3
Lumber Region
4
5
1
6
Ore Region
2
3
5
4
Wool Region
3
4
6
5
Gold Region
6
1
3
2
Setup Notes
Players arrange their six Region Cards in two rows of three. All regions begin with no resources.
Each player draws their starting hand from the Expansion Decks, in accordance to the rules of the Catan Card Game.
Card Changes
Name
Alchemist
Bath House
Bishop
Black Knight
Brigands
Type
Action
Neutral
City Improvement
Building
Action
Defense
Action
Attack
Chapel
Action
Attack
Action
Neutral
Development
Civil War
Event
Conflict
Library
Event
Development
Marketplace
Monopoly
Development
Development
Palace
Development
Plague
Event
Smithy
Regional Expansion
Building
Action
Attack
Development
Caravan
Spy
University
Effect
Affects both red and yellow dice.
Only affects two regions, protecting against Plague in the same manner as Garrison against
Brigand Attack.
May be used against a Knight Development Card. The robber is not moved, and the Knight is
returned to the bottom of the Development Card deck.
May be used against a Knight Development Card. On a roll of 1-5, the Knight card is returned
to the bottom of the Development Card deck. On a roll of 6, the player must remove one of
their own Knight Development Cards, or a Knight card if they have none. May not be played
against the player with the Largest Army.
Does not affect resource cards. The player with the Largest Army is protected against this
card in the same manner as the Bishop.
May be used on resource cards instead of Region Card resources.
Protects up to three units against the effects of Civil War, and counts as a Church for Catan
Card Game requirements.
Does not affect Knight Development Cards or harbors. The unit returned is chosen by the
player on their right.
The player with the Largest Army discards only one card instead of two.
Raises the Catan Card Game hand limit by 1, and counts as a Library for Catan Card Game
requirements.
Provides 2 CP, and counts as a Marketplace for Catan Card Game requirements.
Also retrieves resources from Region Cards. Converts 3 Region Card resources into 2
resource cards whenever necessary.
Reduces the cost of searching through an expansion deck, as per the Town Hall card. Counts
as a Town Hall for Catan Card Game requirements.
Affects all hexes adjacent to a city. Resources must be paid from Region Cards whenever
possible.
If any player places this building, the number of Knight Development Cards played is used as a
tiebreaker in determining possession of the Knight Token.
Must make a success roll against the player with the Largest Army. On a roll of 5 or 6, this
card has no effect.
Counts as a University for Catan Card Game requirements.
Additional Rules
At the start of a players turn, three dice are rolled: the Event Die, the yellow die, and the red die. The event die is resolved first, as
per the rules of the Catan Card Game, before the yellow die is used to determine the Region Card resource roll. The yellow and red
dice combine for the regular production roll as normal.
Players may not freely transfer resources between Region Cards and resource cards. However, a player may turn in 3 of one
resource on a Region Card for 2 resource cards of the same type. Resources on Region Cards may only be traded for other
resources on Region Cards, and resource cards may only be traded for other resource cards, as per the rules of both games.
Resources on Region Cards and in resource cards may be used in any combination to pay for any cost.
Bonus Section
The Ministers of Catan
Players may only play up to two Regional Expansion cards per settlement, and up to four Region Expansion or City Improvement
cards per city, as per the rules of the Catan Card Game. Regional Expansions and City Improvements affecting Region Cards must
be placed between two adjacent Region Cards, including (and this is unlike the Catan Card Game) between Region Cards in the top
and bottom rows. There is no requirement that Regional Expansions and City Improvements affecting Region Cards be played
adjacent to regions corresponding to the terrain hexes adjacent to their associated settlement or city.
As per the rules of the Catan Card Game, Regional Expansions and City Improvements may be removed at any time. Buildings may
be freely reassigned between different settlements and cities, though the above restrictions apply.
At the end of a players turn, the Catan Card Game hand must be replenished, in accordance to the rules of the Catan Card Game.
VP Development Cards are treated as regular Development Cards. Thus, they may be played at any time, as with other
Development Cards.
Resources in Region Cards do not count against the hand limit if a 7 is rolled. Resource cards do not count against the resource
limit during the Brigand Attack event, and are not lost if said attack is successful.
Whenever the Robber is moved, the player with the Knight Token may veto its placement, in which case the player moving the
robber must choose another location. This veto may only be exercised once per Robber movement.
Trade Fleets may be used to exchange resource cards, and harbors may be used to trade resources in Region Cards.
Game End
Game is to 20 points.
To fit the theme, pieces from Giganten (designed by Wilko Manz, published by Kosmos in
1999 in German, republished as Black Gold by Fantasy Flight Games in English in 2011) are
recommended.
Player Pieces
Oil Rig
Preparation Notes
Place the extra number tokens face down on random land hexes.
Place a set of Catan chits randomly on hexes where there are face down number tokens.
Additional Rules
Oil Rigs: Oil Rigs are built in the middle of hexes. A player may elect to build an Oil Rig next to one of their settlements or cities, if the
adjacent hex has a second number token. If this is the first rig built on the hex, the number token is turned face up. Oil Rigs produce
the Catan chits on the hex on the second number token. As with resources, one Catan chit is produced for every adjacent
settlement, and two are produced per adjacent city. Players without Oil Rigs do not receive Catan chits if a hex produces Catan
chits. In the event that there are not enough Catan chits for all players, the player to move takes as many as they can, followed by
the other players in turn order.
The Pioneers
(Die Pioniere)
by Brigitte and Wolfgang Ditt
Equipment Notes
Effect
You may reroll the dice for resources on your turn if they are not to your liking. However, the second roll
must be accepted.
You begin the game with the Largest Army and Longest Road.
When another player asks you on the status of another player, you gain a resource. Game is to 1 less VP in
a 3-player game, but 1 more VP in a 6-player game.
The hand limit is increased to 10 cards. Game is to 1 less VP in 5-6 player games.
The distance rule does not apply if a settlement is built between two roads or ships. Game is to 1 more VP.
Whenever an opponent builds a road or ship, you may suggest a possible placement. If the player places the
road where suggested, they must give you one resource card. Game is to 1 more VP.
Once during your turn, you may auction a resource card from your hand. Bids must be in number of cards.
If no one offers, the card is returned, and you may take one additional resource of the kind offered.
On an opponents turn, if there are multiple trade offers, your offer must be accepted over other identical
offers.
If you have at least the same number of hand cards as another player, you may swap hands with that player.
Each city produces three resources (two resources and one commodity where applicable). Game is to 1
more VP.
You may use harbors on opponents turns. Game is to 1 more VP in 5-6 player games.
You may build ships with
or
.
If, on a roll of any number other than 7, you produce no resources, you may take a resource. Game is to 1
more VP in a 3-4 player game, and to 2 more VP in a 5-6 player game.
If an opponent uses a harbor or trades 4:1, you may take one of the traded resources.
The Longest Road consists of the number of connected roads in a network, ignoring opposing settlements,
cities, and Knights.
Settlements adjacent to a desert hex are worth 2 VP. Cities adjacent to a desert hex are worth 3 VP.
You may defer the placement of any built roads and ships to a later turn.
Your cities must either produce two resources or two commodities, wherever applicable.
Settlements adjacent to fields or pasture hexes produce two grain or wool instead of one.
You may not build roads. Game is to 2 less VP.
On a roll of 2, 3, 11, or 12, you may take one additional resource.
If a player with more VP builds a settlement or city, they must give you one resource of your choosing; if they
cannot do so they may not build the settlement or city. Game is to 1 more VP.
Your hand is placed face up for all to see, except when a card is taken from you. Game is to 2 less VP.
If a 7 is rolled, you receive any cards that other players discard due to the hand limit. These are received
after you discard cards due to the hand limit.
Wool may be traded at 2:1.
Once per turn, you may trade one card in your hand for one in an opponents hand (of their choice).
Players may not steal resources from you using the Robber or Pirate. Ships may be built next to, moved
away from, or moved next to the Pirate.
Before rolling for resources on your turn, you may bet one resource or commodity card. If an even number
is rolled, you gain one resource or commodity of the type bet, otherwise the resource or commodity bet is
lost. Game is to 1 less VP.
If, after resources are rolled, you cannot build, you may roll the dice. If the number showing on either die is
greater than the number of cards in your hand, you may take one resource.
On a trade between any two players, you may take from the general supply one of any resource and one of
any commodity being traded. Game is to 1 less VP in a 3-player game, but 1 more VP in a 5-player game
and 2 more VP in a 6-player game.
When a Development Card or Progress Card is drawn, three cards are drawn. One may be kept, while the
other two are placed at the bottom of their piles.
You may build roads or ships where other players have placed theirs. Similarly, other players may build
roads and ships where you have placed yours. You may also build past opposing settlements, cities, and
Knights.
Preparation Notes
Each player is given 3 Pioneer Cards. Each player must retain one card and discard the other two. The effects of the Pioneer Cards
apply for the player for the length of the game.
Instead of rolling the dice for resources, the player to move and the player on their left determine the outcome of one die each. Both
dice are set and revealed at the same time. The player to move may attempt to influence the outcome of the other die by paying up
to three resources, which the player on the left may decline. If one resource is accepted, the player may restrict the outcome of the
other die to either 1-3 or 4-6. If two resources are accepted, the player may restrict the outcome of the other die to either 1-2, 3-4,
or 5-6. If three resources are accepted, the player may choose the outcome of the other die.
1 extra metropolis arch and metropolis marker is needed for this variant.
1 new set of commodity cards, Magic, is needed for this variant, in the same quantity as the
other commodity cards.
1 new eight-sided event die is needed, with four Barbarian faces and one each in the four
Progress Card colors.
Player Pieces
Citadel
Metropolis Magic
Wizard
Resources
Magic
Type
Progress - Science
Red
2
3
4
5
6
Cost
Effect
If using 3rd edition rules, may target citadels as with any other city. The cost of repair is
the same as that of any other city.
Additional Rules
Additional Build Options
Magic: Magic is a new commodity, corresponding to brick. Unlike other commodities, magic
Citadel
may only be produced by citadels, but is otherwise treated identically to any other commodity.
Citadels: Citadels are upgrades of cities, and may only be upgraded from cities bordering any
hex capable of producing brick. If at any point a citadel no longer borders such a hex, it is automatically downgraded to a city.
Citadels are denoted with a Citadel marker. A player may only have one citadel. As with any other city, citadels may have city walls,
may be upgraded to a metropolis, and downgraded to a settlement. Note: Citadels may be upgraded directly from settlements for
less than the combined cost. Citadels are worth 1 additional VP.
Bonus Section
Witches, Wizards, and Dragons
A player with the Magic Kitchen may exchange brick for any other resource (not commodity) at 1:1.
Game End
Game should be to 3 more VP than a Cities & Knights game.
Variants
A six-sided event die may be used instead, with 2 Barbarian ship faces and one face each in the four Progress Card colors. If using
this event die, then the Barbarians advance 2 spaces towards Catan instead of one.
The Lightning and Magic Relocation cards may be replaced with additional Wizard cards.
1 extra metropolis arch and metropolis marker is needed for this variant.
2 new sets of commodity cards, Bread and Beer, are needed for this variant, in the same
quantity as the other commodity cards.
1 new 8-sided event die is needed for this variant, with four Barbarian faces and one each in
the four Progress Card colors. If playing with Witches, Wizards, and Dragons, a 10-sided or
12-sided event die is used instead. Half of the faces should be Barbarian faces, and one face
should be in each of the five Progress Card colors; the last face in a 12-sided event die is a
Progress Wild Card, which may be treated as any Progress card type.
Player Pieces
Diocese
Inquisitor
Metropolis Religion
Resources
Beer
Bread
Red
2
3
4
5
6
Cost
Additional Rules
Additional Build Options
If playing with Witches, Wizards, and Dragons, players may keep 5 Progress Cards instead
Beer Festival
of 4.
City
Bread: Bread is a new commodity, corresponding to grain. Unlike other commodities, bread
Beer Festival
may only be produced by cities with a Diocese, but is otherwise treated the same as any other
Knight
commodity.
Beer Festival
Beer: Beer is a new commodity that does not correspond to any resource. Beer may only be
Road
collected if a player has the Abbey, which allows the player to collect one beer if the player
Beer Festival
otherwise produces no resources. A player with both the Aqueduct and Abbey may not
Settlement
benefit from both at the same time, though they may choose which one to use. Beer may be
Diocese
traded for commodities or resources as with any other commodity, but commodities and
resources may not be traded, except with other players, for beer.
Diocese: Dioceses are upgrades of cities, and may only be upgraded from cities bordering any hex capable of producing grain. If at
any point a diocese no longer borders such a hex, it is automatically downgraded into a city. Dioceses are denoted with a Diocese
Bonus Section
Church, Faith, and Reformation
marker. A player may have only one diocese. As with any other city, dioceses may have city walls, may be upgraded to a metropolis,
and downgraded to a settlement. Dioceses are worth 1 additional VP.
If playing with Wizards, Witches, and Dragons, a city may not have both the citadel and diocese upgrades. The Wizard may not be
deployed at a diocese, and the inquisitor may not be deployed at a citadel. If a city with one is upgraded so that either occurs, the
figure is removed.
A player with the fourth level of Science city improvements may not advance past the third level of Religion city improvements, and
vice-versa. A player with the fourth level of Magic (from Witches, Wizards, and Dragons) city improvements may not advance past
the third level of Science or Religion city improvements, and vice-versa.
Beer Festivals: When a player builds a beer festival of a particular type, the player chooses an opposing item of the particular type.
Until the start of the next turn, the chosen item no longer functions. Metropolises may not be targeted by beer festivals. Dioceses
are treated as ordinary cities for the purposes of beer festivals. A player may only have one beer festival at any given time, though
players may be targeted by more than one beer festival. An item cannot be targeted by more than one beer festival at a time.
Festival Tokens are used to denote the items affected by a beer festival.
Variants
Replace the Refuge card with an additional Inquisitor card. The Inquisitor takes over the function of the Refuge card if deployed on a
players own cities, and is worth 1 VP in this case.
The player may collect beer without an Abbey. The Abbey instead grants the following: when the player moves the Robber and
steals a resource, two cards are stolen instead of one. If the player has one of their cards stolen, the player may choose which card
to give away.
Instead of beer festivals, players may trade in beer equal to their current VP total to activate their weakest Knight. With this rule,
however, beer is no longer considered a commodity, but as a currency: it is no longer part of the hand, and must be face up in front
of all players. Similarly, a player may claim a resource from the use of the Aqueduct when only beer is produced. Beer may not be
traded, and a player may have up to one less than the number of VP needed to win the scenario. In a 5-6 player game, this may only
be done once per Special Build Phase.