This scenario is meant for players new to Seafarers, with elements of Seafarers incorporated into the more familiar main board. The game board consists of the main Settlers island as well as a few smaller islands, which award a special victory point to each player for their first settlements on them.
Heading to New Shores ( New Shores in older editions) is the scenario resembling Teuber's original design for the game. (In particular, older editions of Settlers did not come with a frame for their board a separate add-on was made available for players of the older-edition Settlers games, containing the newer edition frames, so as to make them compatible with the newer edition of Seafarers the older edition of Seafarers included a square frame, and while both older and newer editions of the frames have the same width across, the newer editions are not square-shaped, and are longer down the middle of the board compared to the sides.) The scenarios between the older editions of Seafarers and the newest are generally incompatible, knowing the different frames included with the game. Seafarers provides scenarios for three or four players (the older fourth edition used the same maps for three- and four-player versions of the scenarios), while the extension provides scenarios for six players (the older third edition also included separate maps for five- and six-player scenarios). Other attributes also set each map apart, for example, restrictions on the placement of initial settlements, whether tiles are distributed randomly, the number of victory points needed to win, and special victory point awards, usually for building on islands across the sea. Each map uses a different selection of tiles laid out in a specific pattern, which may not use all of the tiles. Unlike The Settlers of Catan and Catan: Cities & Knights, in which the only random element of setup is the placement of land tiles, number tokens, and harbors in an identically-shaped playing area, Catan: Seafarers has a number of different scenarios or maps from which to choose.
#Catan maps manual#
The Cities and Knights manual recommends that players not use the Cities & Knights rules in scenarios where exploration is a factor. In other scenarios, the board is divided into islands, and if the player builds a settlement on an island other than the ones they begin on, the settlement is worth extra victory points. Should a player build next to unexplored terrain, the terrain tile is turned face up, and the player is rewarded with a resource should the tile revealed be resource-producing. Some scenarios have extra rules encompassing the concept of exploration, which is done by having the hex tiles placed face down. When combined with Cities & Knights, the rules state that you are not allowed to take commodities instead of resources if a city is nearby. Since being able to choose any resource type allows more building power, gold rivers are often either marked with number token of only 2 or 3 dots and/or are far away from starting positions to offset this. Seafarers also introduces the "Gold River" or "Gold Field" terrain, which grants nearby players one resource of their choice for every settlement adjacent to a gold tile and 2 resources for every city. When a seven is rolled or a Knight card is played, the player may move either the robber OR the pirate. The pirate does not prevent settlements from being built The pirate can also prevent ships from being built or moved nearby, but it does not interfere with harbors. The Road Building card allows a player to build 2 roads, 2 ships, or one of each when used.Īlong with the concept of ships, Seafarers also introduces the notion of the pirate, which acts as a waterborne robber which steals from nearby ships (similar to how the robber steals from nearby settlements). A settlement or city is necessary between a road and a ship for the two to be considered continuous for the purposes of this card.
#Catan maps plus#
The "Longest Road" card is now renamed the "Longest Trade Route" since this is now calculated by counting the number of contiguous ships plus roads that a player has. A shipping line that is not anchored at both ends by different settlements can also move the last ship at the open end, although this can only be done once per turn and may not be done with any ships that were created on the same turn. Thus, a chain of ships is always anchored at a settlement on the coast. A settlement must first be built before a player can switch from building roads to building ships, or vice versa. Each ship costs one lumber and one wool to create (lumber for the hull and wool for the sails). Seafarers introduces the concept of ships, which serve as roads over water or along the coast.