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Catan: Traders & Barbarians» Forums » Variants

Subject: Traders & Barbarians XXL rss

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Grzegorz Kobiela
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Here are the rules for a more complex scenario we play very often. The following rules description assumes that you already know the rules for the following scenarios of the "Traders & Barbarians" expansion: "The Harbor Master" (HM), "The Fishermen of Catan" (FC), "The Rivers of Catan" (RC), "Traders and Barbarians" (TB).

As there are no official translations of the material by now, I will use the following: "goods" are the chits you have to deliver at the three special hexes in (TB), which are the "Quarry" (needs "tools"), the "Fortress" (needs "glass" and "marble") and the "Glassworks" (needs "sand"). The back of the chits showing these buildings will be called "targets".

Now, the rules:

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Designed for 2-4 players.

Playing time: about 120 minutes

Material:

=== HEXES ===
* 3 target hexes Quarry, Glassworks, Fortress
* 2 river tiles from (RC), lengths 4 and 3
* 1 lake hex from (FC)
* 2 wood hexes (forest)
* 3 grain hexes (fields)
* 1 ore hex (mountain)
* 1 wool hex (plains)
* no bricks hexes needed
* 1 extra hex (e.g. desert, gold, or any resource hex)

=== OTHER ===
* 36 goods/target chits from (TB)
* 1 wagon for every player from (TB)
* 3 barbarians from (TB)
* 1 set of wagon cards 1-5 for every player from (TB)
* 40 gold coins from (TB)
* 26 development cards from (TB)

* 30 fish chits (incl. the "shoe") from (FC)
* 1 reference card for each player from (FC)
* 6 fishing zone tiles from (FC)

* 1 victory point card "Harbour Master" from (HM)

* 3 bridges for every player from (RC)
* 1 victory point card "Richest Settler" from (RC)

* 1 set of pieces for every player from basegame (5 settlements, 4 cities, 15 roads)
* 2 dice from basegame
* 6 frame tiles from basegame (German ed./Mayfair 4th ed.), otherwise you need your water and harbor hexes
* 16 number chits (no 2 and no 12 needed)


Game preparations

Frames/water and harbors are set up as usual. Then place Quarry, Glassworks and Fortress as usual. Place river tiles so that the smaller river ends in the greater one. Both rivers are meant to be one river splitting up in two branches like in "Carcassonne The River II". No roads allowed at the junction of both rivers as the dashed lines indicate. The board is now divided in three distinct parts.

Place the lake hex anywhere within the board, never next to the frame/water. Fill the rest of the board with the remaining hexes randomly.

Then place the number chits as usual. In my German ed. the chits have letters at their back to indicate the order they have to be place starting at a corner hex. Use this order if possible. The target hexes also get a chit, river deltas don't. Please do not place two red numbers next to each other. Swap two chits if this occurs.

Then place the fishing zones such that there will be no 6/8 next to a hex with these numbers. If this is not possible, try to place one of that fishing zones such that it borders with a river delta (to minimize the attractivity of that spot).

Here is an example of a proper setup:



The rest of the game preparations is identical with that of the basegame and the scenarios used in this variant. Place the three barbarians from (TB) as usual each next to one target hex such that they don't stand on the river.

Target hexes produce resources

As you see, the target hexes got number chits as they will produce resources. The Fortress produces wool, the Glassworks produce wood and the Quarry produces bricks. The only hexes producing nothing are the river deltas and the desert (if used as the extra hex).

Using a gold hex

If the extra hex is gold, it'll produce gold coins (1 settlement = 1 gold, 1 city = 2 gold). Gold may be traded in resources according to the rules of (TB): 2 gold = 1 resource, but you may a maximum of 4 gold per turn only.


Initial setup phase

As usual, the players build one settlement and one city and get resources for the city. The players start with 3 gold instead of the usual 5. According to (RC) rules players get 1 gold for each new building next to the river. This may be raods or settlements. In the initial setup phase players get 1 gold also for a city next to the river.


Game flow

Unlike in (TB), if a 2 or 12 is rolled, it will not be re-rolled here as the lake hex has a 2 and a 12 on it.

A bridge costs as usual 1 wood and 2 bricks. The player building a bridge gets 2 gold instead of 3, but the owner of a wagon passing your bridge has to pay you 2 gold instead of the 1 for roads. Wagons cannot pass the river unless over bridges!

Barbarians may not be placed on rivers (i.e. the dashed lines) unless they are placed on a bridge.

You get fish chits from the lake tile and the fishing zones if their number was roled and you have settlements or cities there.

For 2 fish you get two additional movement points with your wagon (instead of paying wheat!).

You may build a bridge paying 6 fish. You receive gold for this as usual.

Fishes may be traded away among the players, but not with the bank. As usual, you get no fish back if you overpay an action, and you must pay each action seperately.


Special victory points

Like in (RC) the player with the most amount of gold is the "Richest Settler" and gets the victory point card worth 1 victory point. If players are tied in gold, noone gets the card. Also, you don't use the "Poor Settler" cards here.

Also, there is the harbor master worth two victory points. Fishing zones count as harbors here, so you get 1 harbor point for every settlement and 2 for every city at the coast. The player having the most harbor points (at least 3) gets the special victory point card "Harbor Master". It's like the longest road - if tied, the current owner of the card remains its owner.

As usual, there is no longest road here (see (TB) rules).


Game end

The game ends if a player has 15 or more victory points at the end of his turn. He is the winner of the game. In a 3-player game play up to 16 victory points.


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The 2-player game

I assume, you already know the official 2-player rules from the "Traders and Barbarians" expansion. The following marks up the changes to the above ones and the official 2-player rules.


Changes in setup

* You need the following hexes: 2x grain, 2x wood, 1x wool, 1x bricks, 1x desert + 1x any hex (wood/bricks/wool/grain/ore/gold) and the usual ones (Quarry, Glassworks, Fortress, lake and both river tiles). Setup as in 3/4-player game.

* The target hexes don't produce resources.
* Remove one of each of the following number chits: 3, 4, 10, 11.


General changes

* There are no neutral players.
* There are no trade chits (German: Handelschips).
* As usual, each player roles twice. Both roles must be different.
* If a player did not get any resource and none of the roles was a 7, he receives 1 gold.
* There is no richest settler.
* Game ends at 15 victory points.


============================================================

HAVE FUN!
 
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Grzegorz Kobiela
Germany
Hanover
Lower Saxony
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Editor at Lookout Games
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The following paragraph was re-written due to official rule clarifications for combining the fishermen with the rivers:

Ponton wrote:
For 2 fish you can chase away one barbarian. You may not place him on roads or bridges belonging to your opponents. Also, you may not place him next to a wagon of another player.

You may build a bridge paying 6 fish, but you get no gold fo such a brigde. Also, you get no gold if you build a road paying fish.


CHANGED TO:

Ponton wrote:
For 2 fish you get two additional movement points with your wagon (instead of paying wheat!).

You may build a bridge paying 6 fish. You receive gold for this as usual.
 
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