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Catan: Seafarers» Forums » Variants

Subject: roaming ships rss

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Alan Baljeu
Canada
Windsor
Ontario
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The first time we played seafarers, we did not read the rules correctly about the ships, and got a great game. In fact, once we read the correct rules, we were disappointed because we like our version better. These rules below are best for variants with lots of water.

Follow the same rules as normal for buying and building ships (extend your shipping lane). To move a ship, instead of moving the last ship on a line to another place on the line (normal rules), instead:

To move a ship, simply move a ship from one hex-edge to an adjacent hex-edge. That is, the ship sails off like Christopher Columbus travelling the ocean on his own. Only one ship can move every turn. Only a ship at the open end of a shipping lane, or a ship roaming on its own may be moved. A ship attached to a settlement may not move. When a ship reaches an island, you may build a settlement there. If you do, that ship becomes tied to the settlement, but you may build another ship off it to grow your shipping lane, and that ship may decide to go exploring.

When you use these rules, the sea becomes more open, and harder to block. (You can blockade by building a complete shipping lane if you want, but the rogue ship may sail past before you have enough ships.) Pirates can stop a ship from sailing, so they are more useful than the standard game. The longest-road prize is one reason you might prefer to build rather than roam, but roaming saves your resources for other things.

P.S., I once played the Into the Unknown setup, with standard ship rules. I raced out to the gold field, and in the process turned up 12 water and 1 desert and no other land. How unlucky is that? yuk
 
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