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Subject: Intial Harbour Set-up rss

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Steven Fuller
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This is one of those questions that you believe you know the answer to, but you just want to hear opinions of other players to make it certain.

Q: When playing with a Variable Set-Up, when you randomize the water hexes, can harbours be adjacent to one another?

Thank you in advance for your answers.

 
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Matt Martin
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SoC Rulebook, 3rd edition, page 12, Set-up, Variable wrote:
4. See Illustration M. Now take the 9 sea pieces and place them in every other coastal space around the outside of the island.

5. Then, place the harbor hexes in the open coastal spaces between the sea hexes. Each harbor hex should face the island so that the 2 harbor corners align with the longest row of adjoining terrain hexes


Sorry I don't have the illustration to post, or the page number for 4th edition...

So no, you cannot have adjacent harbors. This is similar to the rule that allows you to completely randomize the numbers - there is a caveat that no two red numbers may be placed adjacent to each other.
 
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No adjacent harbors. Just randomize the harbor tiles, then alternately place harbor/water/harbor, etc...
 
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Benjamin Birch
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One more additional thing about setting up harbors. when doing a basic hex set up, not sea farers, they are supposed to aim in the directon of more land tiles. I'm not sure if this is a relevant consideration with 4th edition but with 3rd edition it is one thing to keep in mind.

I'd have to go back to the rule book and see where its stated, or if it is just something gleaned from the illustrations.
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Dennison Milenkaya
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The easiest way to remember the harbour placement for the basic game is this:

Choose three points furthest from each other on the outer-most edge of the island and place harbours there. These will all be positions where only one terrain hex is touched by any harbour. If you drew an imaginary line between them all, you'd have a triangle.

The rest of the harbours are placed in a sea hex-harbour hex pattern. Face the two harbours on each of the imaginary lines so that they face the line.

You may want to look at the diagram to really "get it" but once you do, look for that pattern. Once you see what I mean, you shouldn't need the diagram any longer.
 
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I randomize the harbors... specifically WHAT harbors will go on which slot (e.g. wheat, 3:1, 3:1 vs brick, 3:1, wood). What isN'T random are which way the harbors will face and where they'll go. For the latter, it's always alternating between water tile and harbor.

Note that the harbors on the right side are supposed to be facing one notch outwards.

 
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Matthew M
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Note that each coastal hex has exactly two spots available for building a settlement that is on a harbor.

-MMM
 
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DC
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ackmondual wrote:

Note that the harbors on the right side are supposed to be facing one notch outwards.


Whoa, what? Are you saying that the harbors are supposed to be set up that way? In which case, I disagree -- the two on the right should be rotated. If you're saying that they should be rotated, I don't understand the "outwards" part of your statement.
 
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dcclark wrote:
ackmondual wrote:

Note that the harbors on the right side are supposed to be facing one notch outwards.


Whoa, what? Are you saying that the harbors are supposed to be set up that way? In which case, I disagree -- the two on the right should be rotated. If you're saying that they should be rotated, I don't understand the "outwards" part of your statement.
The 2 ports on the right side of the photo are facing the wrong direction. To correct it, rotate the sheep port 60 degrees counterclockwise while rotating the 3:1 port just above that 60 degrees clockwise. THAT's what's supposed to be the spots and orientation of the ports. In that photo, I didn't realize that until after I submitted it.
 
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Travis Hall
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ackmondual wrote:
The 2 ports on the right side of the photo are facing the wrong direction. To correct it, rotate the sheep port 60 degrees counterclockwise while rotating the 3:1 port just above that 60 degrees clockwise. THAT's what's supposed to be the spots and orientation of the ports. In that photo, I didn't realize that until after I submitted it.

I understand there is some variation between editions in this area. The 3rd edition from Mayfair agrees with you, but at least one other edition just says that ports should be facing the land, and don't specify which land hex when there is a choice.

I don't have the 4th edition rules available to check, so I can't be sure how 4th edition handles this.

So, yes, but...
 
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Wraith wrote:
ackmondual wrote:
The 2 ports on the right side of the photo are facing the wrong direction. To correct it, rotate the sheep port 60 degrees counterclockwise while rotating the 3:1 port just above that 60 degrees clockwise. THAT's what's supposed to be the spots and orientation of the ports. In that photo, I didn't realize that until after I submitted it.

I understand there is some variation between editions in this area. The 3rd edition from Mayfair agrees with you, but at least one other edition just says that ports should be facing the land, and don't specify which land hex when there is a choice.

I don't have the 4th edition rules available to check, so I can't be sure how 4th edition handles this.

So, yes, but...
I'm assuming the setup in the photo that Octavian posted is correct. In that case, both 3rd edition (my setup from from 3rd edition rulebook) and 4th edition (Octavian's photo does show 4th editoin Mayfair components) are identical. Only difference is they're mirror immages of each other and the components are different due to different editions.
 
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Travis Hall
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ackmondual wrote:
I'm assuming the setup in the photo that Octavian posted is correct. In that case, both 3rd edition (my setup from from 3rd edition rulebook) and 4th edition (Octavian's photo does show 4th editoin Mayfair components) are identical. Only difference is they're mirror immages of each other and the components are different due to different editions.

Ah, that's the Mayfair 4th edition, then? In that case, the 4th edition enforces the facing of the ports through the components, and doesn't need to write it into the rules. You can't make the ports face the wrong way even if you try.

But I believe there is still at least one version out there that doesn't enforce port facing quite so strictly - perhaps a German (Kosmos?) edition. Quite possibly not the latest Kosmos edition, though.
 
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Robert Sweeney
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While in theory, you randomize - and maybe by the rules as well - my group places harbors deliberately - immediately after terrain placement and before number placement - to make sure the harbors are as far from their resource as possible. If we must place a harbor next to a resource that fits the harbor - we use the one with the worst odds (for example, if we must place a Woods Harbor next to a woods tile - the tile would normally have a 2 or 3 or 12 or 11 on it). Might as well make it a "leetle" tougher!
 
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