
Edit 9/30/07 - I received feedback on my original post from Mayfair Rules Guru (ie, rulesguru@mayfairgames.com) through email. I've included the email points in the relevant sections of my post below as quotes and updated my observations based on this new information (section 5, 5.1, 5.2, 5.3). The beginning of the email starts with:
Quote:
Mayfair Rules Guru:Thank you for your interest in Mayfair Games! You seek wisdom for The Seafarers of Catan expansion. Perhaps I can bring you a little enlightenment. We are, even now, working on a comprehensive FAQ for our website. Thanks for your feedback! I have been discussing your issues with the game designer, and these are the official rulings:
I am encouraged that this FAQ work is being done and that I received an answer to my inquiries! ------------------------------------------------------------
I have some observations about the placement and movement of ships. I have the 2006 Mayfair edition (i.e., no 'home ports') and I read through the other ship movement rules forum topics (very informative!) here. Based on these, I'm working with this assumption of ship rules:
Placement of ships
* adjacent to a settlement or city you have already built on the coast
* adjacent to any of your other ships that are already on the board
In addition, the ship cannot be placed:
* on the boundary between 2 hexes, but not between 2 land tiles (duh)
* on a coast that already has a road
* on an edge bordering on the hex containing the pirate
Movement of ships
* The ship must be at the end of an open shipping lane.
* You may move only one ship per turn and it may not be one you've built this turn.
* You may move the ship to wherever the placement of a new ship is allowed (follow same rules as new ship placement)
Observation #1 - The routeless settlement
Based on these rules you could potentially move the only ship next to a settlement to a different settlement. So if I started the game with this setup:
[townA][shipA]
[townB][shipB]
On my first turn I could move shipA over to the open shipping route next to [townB], like this:
[townA] <-- now all by it's lonesome, no roads or ships!
[townB][shipB][shipA]
This seems a little weird to end up with a settlement without any roads or ships connecting to it, but being that there is no rule forbidding it, I've been playing that it is allowed.
Quote:
Mayfair Rules Guru: Yes, it is possible that a settlement will be left with no roads or ships connected to it. If you move the only ship adjacent to a settlement to another shipping line (which you may do because that route is "open"), then the settlement would be left barren. It is worth mentioning that this can also happen with the Diplomat card when you are playing Cities & Knights.
Observation #2 - I can build ships and then move a ship next to my last built ship
The rules state that I can move a ship 'during' the build phase. The rules also state that I can't move a ship I just built. My interpretation of 'during' is that I can move a ship before or after or in the middle of building other things. Therefore, I could build a bunch of ships and then move a ship from elsewhere to the end of the shipping line, next to the ship I just built. This could give you a long ship route in just a single turn! If I have the resources for 2 ships, I can build these 2 ships and then move an unrelated ship from somewhere else to make a 3 distance shipping route increase! The restriction that you can't move a ship that you just built never comes up - if you wanted it somewhere else, why wouldn't you just put it there when you built it? If the intention of the rule was to limit the big ship route growth scenario that I just described, the rule should have been worded that you 'cannot move a ship you have just built AND cannot move a ship next to a ship that was just built'. I don't play that way though, I stick by the rules as printed in this case.
Quote:
Mayfair Rules Guru: Your understanding of this rule is correct. You can make your 1 ship move at any point during your building phase. Yes, that does mean that you can use your ship move to help make a big jump in the size of your trade route. That was not the action that this rule was intended to limit. The "one ship per turn" movement limit and the "no new ships may move" rule is designed primarily for the "exploration" type scenarios, to prevent a player from exploring the entire board without buying a lot of ships or taking a lot of turns to do so. Also, moving only 1 ship per turn still puts a reasonable limit to the amount of expansion you can make to your trade route, as it is only 1 more ship than you are paying for building any way.
Observation #3 - I can't move any ships deemed part of a closed shipping route.
The rules seem clear here as well - If the ship is part of a closed shipping route, it cannot be moved. I could see this potentially being annoying if I ended up with 2 closed shipping routes between 2 towns (perhaps a ship circled tile in the middle of the shipping route) - and I wanted to start moving ships off 1 of these shipping routes to somewhere else. But better to keep things simple - that scenario could be avoided (and hasn't come up in my games yet).
Quote:
Mayfair Rules Guru reports: Yes, that is exactly correct. In very rare cases, a player may have more than 1 closed route between the same 2 settlements. There may be strategic reasons for doing so, or it may happen by accident. Either way, both routes are, unfortunately, stuck.
Observation #4 - Can I build a ship route through an opponent's settlement? Confirmed answer: No, you cannot.
Is it OK to build a ship route behind (or rather, through) an opponents settlement? Looking at the rules, it doesn't specifically prohibit this - though it comes down to your interpretation of 'adjacent' - as you are allowed to build a ship 'adjacent' to one of your existing ships. If you do not consider the hex border on the other side of the opponent's settlement to be 'adjacent' to your ship route leading up to the opponent's settlement - then you cannot build through an opponent's settlement. In the case of building roads, it is prohibited to build through an opponent's settlement. Though it's not explicitly stated in the rules, I've been playing that you cannot build a shipping route through an opponent's settlement. To me, this feels within the spirit of the rules.
Quote:
Mayfair Rules Guru reports: Actually, the relevant rule here is the one that says that ships act just like roads, except that they go by sea. Like roads, you cannot build ships "through" or "past" an opponent's piece. It blocks the way just like it does for roads.
Observation #5 - [Changed based on Mayfair support] Opponent settlements placed at a juncture in your shipping route potentially break your 'Longest Road' (via ships) but do not open your closed shipping route.
Here is a direct quote from my 2006 Mayfair rules:
Quote:
An "open shipping route" is any route that does not connect two of your settlements or cities together. If an opponent builds a settlement that "breaks" your shipping route, it may cause a closed route to become two open routes.
So based on this quote it seems pretty clear that another player's settlement will break your shipping route.
Quote:
Mayfair Rules Guru reports: Okay, sorry for the confusion here, but this is the official ruling (it does mark a minor change): A "broken" line of ships does NOT form 2 open routes. For determining whether a route is "open" or "closed," ignore any pieces that are another color. If your ships connect two of your settlements or cities, than your route is "closed," even if another player "breaks" that line by building a settlement between two of your ships. Of course, just like roads, your "broken" shipping line will be shorter for purposes of "Longest Trade Route," but it does not affect the "openness" of the route.
This brings up the corollary observations below:
Observation #5.1 - 'Longest Road' (via ships) can be lost when opponent places a settlement
Someone can lose their 'Longest Road' card when their shipping route is interrupted by another player's settlement- following the same rules as are well spelled out for roads. This is clear and reasonable (and now confirmed).
Observation #5.2 - Your closed shipping routes cannot be 'opened' by an opponent
Mayfair has clarified this in quote above. I believe this is a good ruling!

Observation #5.3 - Stranded ships
Now that Mayfair has confirmed that a "broken" line of ships does NOT form 2 open routes it is clear that we don't really have any stranded ships.
If I have an open shipping route, and my opponent puts one of his settlements right in the middle of it, what am I left with? My shipping route is broken into 2 parts - I have an open shipping route that starts at my settlement and ends at my opponent's settlement and I also have one or more stranded ships that are not connected to any of my own settlements.
Can you continue to build off of these stranded ships? While the stranded ship rule is not explicitly stated, the rule for stranded roads is in the University of Catan FAQ. The answer for roads is yes, you can continue to build off of stranded roads. I think it is reasonable to assume the same for stranded ships.
Quote:
Mayfair Rules Guru reports: Yes, you can continue to build off "stranded" ships, just like roads. In Catan, you can always build wherever you have roads or ships, it doesn't matter what they are connected to.
Personally, I'm glad to have these observations confirmed/resolved. I look forward to the detailed Seafarers FAQ that they mentioned would soon be available. An updated rules PDF would be nice as well (I imagine they're doing this in conjunction with their new revision).
dsr15
Last edited on 2007-09-30 16:14:01 CST (Total Number of Edits: 3)











































