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Subject: Catan with Combat? rss

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Yard Ape
Canada
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Just got Cities & Knights, and it's saved our base Settlers from another layer of dust. Nonetheless, middle daughter said:

"I like it cause you can do more stuff, but I hoped it was going to be like Nexus Ops in Catan."

What a nice idea, I thought. Theme anywhere between Pre-history to Medieval, modular hex map, some building and some attacking, but fairly light mechanics and under 90 minutes.

Suggestions?
 
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Catan with combat would probably have to be Catan Card Game, but it plays with cards rather than a hex map.

Vanished Planet is a coop in space that makes me think of SoC because you trade in items to build things you need.

Candamir: The First Settlers is in the Settlers family, and you roll attacks on bears and other skill challenges. Not a modular hex grid, but you do lay down tiles in different spots every time.

A modular hex map with building would be Mesopotamia, but not sure it'd satisfy any fighting urges.

Bionicle Adventure Game: Quest For Makuta has a modular map, is kind of a space/robot theme.

La Città has a customizable map, might run a little long time-wise, but has player v. player attacking/confrontation (you take their citizens) with lots of building. Lots of value for the price.

 
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P Pirilla
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I haven't played it yet, but when looking for about the same thing, I was pointed to Viktory
 
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Klaus Brune
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I'm working on it

Picture the tile-laying from Carcassonne (only with triangles instead of squares), the settlements, cities, roads and ships from Catan/Catan: Seafarers, soldiers, calvary, and artillery from old-style Risk, only with combat resolution resembling Axis & Allies

Of course it won't be very marketable, unless I make it different enough to not really resemble any of those. Maybe something print-and-play, with bits kidnapped from other games in the closet?

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Mark Buetow
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Combat Commander Archivist
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Viktory II though it's Napoleonic era.
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Kent Reuber
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I'd suggest Catan Histories: Struggle for Rome. Barbarian tribes sack Roman cities and eventually settle.
 
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Was George Orwell an Optimist?
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The map isn't variable, but Borderlands fits well otherwise.
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Robert Sweeney
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Our group uses a form of Cities & Knights allowed limited combat - we still like the idea of non-elimination.

First, We use the Progress Cards - they are purchased with one Stone, One Wheat and one card from the other groups (Lumber = Green, Brick = Blue and Sheep = Yellow). Cards which allow you to steal Commodity Cards (which we don't use) allow you to steal Progress Cards instead.

Second, the Knights can fight each other OR the Thief. They add their "level" to combat die rolls. In Knight vs Knight: The loser loses a level and a card (Level 1 Knights are eliminated). Ties cause both Knights to lose a level (attacking Knight returns to the intersection he came from). In Knight vs Thief: If the Thief ties or wins, the Knight loses a level and a card and the Thief can raid a Settlement or City (thus potentially getting 2 cards from the same player). If the Thief loses, the Knight can place the Thief anywhere a Knight does not influence and can raid a Settlement or City there (thus possibly gaining a Resource Card).

Third, we use some game changes. We remove the Desert and add a Mountain (stone is needed for Progress Cards and Knights). The Thief does not enter play until the turn after the first Settlement or City is built (re roll all 7s). The Thief, once in play moves on 2, 12 and/or 7. Players receive Resource Cards for both starting Settlements. Walls allow larger "safe" hand size.

Just a few changes - but it plays well, adds strategy and fun!
 
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Jason Henke
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OK, having played neither of these (though I'd like to try them), I'll throw these out:

Kings & Things (long out of print, believe it has what you want though...I think it's coming back in print isn't it?)

Conquest of the Fallen Lands...combat...kind of...modular...medival...claim spots

I'll have to let others who've tried them pipe up and shout 'em down if inappropriate, but they are what came to mind.
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Andy Van Zandt
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jhenke wrote:
OK, having played neither of these (though I'd like to try them), I'll throw these out:

Kings & Things (long out of print, believe it has what you want though...I think it's coming back in print isn't it?)

Conquest of the Fallen Lands...combat...kind of...modular...medival...claim spots

I'll have to let others who've tried them pipe up and shout 'em down if inappropriate, but they are what came to mind.


conquest OTFL is a great game, but the "combat" is not with the other players, and it's primarily an area control game, rather than a resource-management/trading game.
 
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Ralph T
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Kings & Things. Lucky me, I just reacquired a copy cheap from Ebay. (Possibly my old copy by the looks of it)
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Kris J
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Electra Bellum. Electra Gloriosum.
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Viktory II by god! What a fantastic game!!!
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Andreas
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You just need some creativity and house rules. You take any flavour of Catan:

 


and add to it a medieval weapon from another well known game:

. As a result You get exactly what You want, Catan with Combat.

meeple
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Wot!
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Gruumsh wrote:
I'm working on it

Picture the tile-laying from Carcassonne (only with triangles instead of squares), the settlements, cities, roads and ships from Catan/Catan: Seafarers, soldiers, calvary, and artillery from old-style Risk, only with combat resolution resembling Axis & Allies

Of course it won't be very marketable, unless I make it different enough to not really resemble any of those. Maybe something print-and-play, with bits kidnapped from other games in the closet?



as previously noted, I can recommend Viktory II
and have you looked at Border Reivers ?
?
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Michael Roop
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Your best bet for catan with combat, fantasy setting is Battlemist, by Fantasy Flight Games.

Hex setup, wood wheat and ore resources, a great combat system by Christian, and on top of all that is a rather nice questing system for your heros. Kinda like Mighty Empires meets Catan.



Definitely worth a try if you can buy a copy.

 
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Captain Spaulding
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Nexus Ops
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