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Subject: Calling All Catan Fans: Lend me your Fan Expansions! rss

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Derek Whaley
New Zealand
Christchurch
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Darius I – 73rd Great Khan of the Illustrius Barbarian Horde, Duque San Lorenzo, Marquis de Feltón, Chief of the Zayante, Baron von Whaleyland, Lord Kennedy
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Hello everyone. My girlfriend and I have just created the first major English-language Catan fan website. The location is at www.worldofcatan.com. But it needs your help! The website is dedicated not only to everything Catan, but also to fan expansions and variants. While I have a few posted, mostly from the files section here on BGG, there are dozens, if not hundreds, more across the internet and in foreign languages. I need your help to compile together the most complete set of English-language Catan expansions and variants ever assembled.

In addition, I have created a Wikia Catan site to serve as a fully-editable database for everything Catan-related, from the base game to Starfarers to the dice game and beyond. It needs a lot of work, though, because, quite frankly, I don't have the time, energy, or knowledge to complete it. It needs loyal fan contributions from making new pages to editing current ones and making templates.

Finally, I have opened up a new forum for Catan-related discussion and I am hoping that at least some of you may be interested. It is done through a Simple Machines Forum and requires a free registration.

My site is partnered with Carcassonne Central, the people who brought you the Carcassonne Complete Annotated Rules (CAR). It is in its infancy and needs your support, encouragement, and participation to make it great. Right now, I also need people to check the site for errors and corrections and anything else that is problematic or could use improvement. Thank you and I hope you like the new World of Catan!
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United States
Austin
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"Let each man pass his days in that wherein his skill is greatest" Propertius Sextus
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Your direct links to all the BGG hosted files have expired. I suspect BGG does that for a reason... arrrh
 
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Derek Whaley
New Zealand
Christchurch
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Darius I – 73rd Great Khan of the Illustrius Barbarian Horde, Duque San Lorenzo, Marquis de Feltón, Chief of the Zayante, Baron von Whaleyland, Lord Kennedy
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lol. Good to know. I'll contact the authors and get copies for the site natively. Thanks for the notice.
 
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Troy Davis
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There's a gentleman who is currently compiling a list of scenarios and variants. They are here:

http://homepage.mac.com/kelvsyc/catan-scenario-vol1-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol2-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol3-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol4-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol5-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol6-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol7-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol8-0.7.pdf
http://homepage.mac.com/kelvsyc/catan-scenario-vol9-0.7.pdf
 
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Andrew Wye
Australia
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decumanusmaximus wrote:


That list is only for official expansions, he is looking for unofficial and fan-made expansions.
 
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Derek Whaley
New Zealand
Christchurch
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Darius I – 73rd Great Khan of the Illustrius Barbarian Horde, Duque San Lorenzo, Marquis de Feltón, Chief of the Zayante, Baron von Whaleyland, Lord Kennedy
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Actually, I'm looking for both. Official expansions and variants are just fine. I only need to ask permission to post from fan expansions, and I figure that they may also be more active in the World of Catan community. Thanks for your help, though! I appreciate it.

Speaking of which, who is making this list. The quality of it is superb and I love that he puts the German and English versions of everything in it, with proper translations, and consistent use of graphics. I planned to do much of this but I may just stick with my two entries, Settlers CARA and Cities & Knights CARA, and leave the rest to him. Right now, it would seem redundant to even try and compete with this quality. I'd love to post all of these on my site. Please give me his contact info if you can. Thanks!
 
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Derek Whaley
New Zealand
Christchurch
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Darius I – 73rd Great Khan of the Illustrius Barbarian Horde, Duque San Lorenzo, Marquis de Feltón, Chief of the Zayante, Baron von Whaleyland, Lord Kennedy
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Actually, he notes it on his document. I will email him. Thanks again!
 
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Joachim Berthier
Canada
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Here's a variant we've enjoyed:

Merchant Leagues of Catan: (as inspired by Joerg Baumgartner <Jorganos> on boardgamegeek)
Additional Pieces: Players will need to provide commercially available resource tokens for the five resources, and have access to either or both the Seafarers and/or Explorers & Pirates expansion games to use this variant. Gold pieces will be required.
Set Up: Select six loose harbor tiles, one for each of the 2:1 harbor resources, and a sixth 3:1 harbor tile. Shuffle these tiles and place one face down at each to the corners of the board, or in any other fashion that makes sense for your scenario. These face-down harbors represent foreign trade ports that need and are willing to pay premium prices for a specific resource.
Foreign Ports: Each 2:1 foreign port will trade 3 gold for each of the associated resources delivered to that port, assuming your game allows two gold to purchase any resource card. The 3:1 port will deliver one corresponding Commodity card for each resource card delivered to that port. If not using Commodity cards, the 3:1 port will trade three gold for any resource card.
Each foreign port also experiences times of increased need for the specific resource. Whenever a “7” is rolled, check the event dice to determine if an increased trade need has taken place. If only the black pirate ship is showing, there is no increased need. However, if a city is displayed, the applicable port will pay an additional gold piece per resource to the first player who delivers that resource.
If using six resources, players may use a twelve-sided event dice or apply the following using the standard six-sided event dice: Blue city: ore / brick, yellow: sheep / grain, green: forest / 3:1 (gold).
Whenever a port receives a roll for “increased need”, place one of the applicable resource tokens beside that port in order to keep track of the additional gold per resource that should be paid. Note that it is possible for more than one roll of increased need to occur for the same port before a trade is completed. In this case, continue to add resource tokens to the applicable port representing greater need and a bigger payoff until a trade is completed. All trades made on the same turn by the same player receive the same payout. Therefore, if a player delivered three resources to a foreign harbor with two tokens showing, they would receive the standard three gold per resource (nine gold) plus two additional gold per resource (six gold) for a total payment of 15 gold pieces for three resources!
3:1 ports may also experience “increased need” on the roll of the sixth or “gold” (magic?) resource. In this case, add one gold piece to the 3:1 port, which will be paid out per delivered resource in addition to the commodity card play. 3:1 ports will accept different resources at the same time, but only pay with corresponding commodities per resource.
Players may consider accumulating applicable resource tokens for eventual placement at a foreign port as rolled, prior to the discovery of the applicable foreign trade port. These tokens should be set aside to be placed at the correct port once discovered. This may create a bonus for a lucky explorer, or produce a race between players to be first to trade resources once the applicable trading port location is discovered.
Rules Using Seafarers Expansion Game: Each foreign port is discovered by establishing a shipping route from any settlement or city to the foreign port. Once a player has a shipping route ship touch the foreign port, trade relations are established, and the applicable port marker should be flipped right side up to reveal the needed resource.
Unlike establishing a shipping route between settlements and/or cities, player may relocate shipping route ships to other shipping routes once contact has been established. In this case, one of the contacting player’s ships remains at the foreign port to represent a trade embassy while the remainder may be moved at a rate of one ship per turn. If a player decides to remove the embassy ship from the foreign port, they may no longer trade with that port.
In the event a player wishes to re-establish trading relations with a foreign port to which they removed their embassy using “Seafarers only”, they would have to “rebuild” their shipping route to that foreign port – they may not simply replace their embassy.
The player with trade relations may continue to trade one resource per turn with the foreign port or if a shipping route remains intact may trade two resources per turn.
Note that pirate ships and player naval pieces may blockade a foreign port.
Rules Using Explorers & Pirates Expansion Game: Trade relations with a foreign port are established in the same manner as establishing a trading post with natives at a Spice hex. The player moves a ship with at least one crew to the foreign port, flips the port over if not already face up, and leaves the crew piece at the foreign port. That port will trade resources for gold or commodities as ships arrive. If a player decides to remove the crew from the foreign port, they may no longer trade with that port.
In the event a player wishes to re-establish trading relations with a foreign port to which they removed their embassy, they would need to send a new ship with at least one crew to land at the foreign port a second time. A player may not directly place a crew at a foreign port to re-establish an embassy.
E&P ships must be loaded with cargo in order to trade. Exchange the applicable resource card with a corresponding resource token, which is loaded onto the applicable ship at a harbor settlement. Upon reaching the foreign port, an exchange is automatically conducted, but the E&P ship must return to one of that players harbor settlements before the gold or commodities may be spent.
Rules Using Both Seafarers and Explorers & Pirates Expansion Games: Players should use the applicable rules for both sets of ships as above, and may combine both types of trade as described to maximize payment when foreign ports have increased need.
In this case, allow the E&P ships to move at double speed while moving adjacent to a shipping route (fractions are lost).
Players may wish to control or blockade foreign trade ports against opponents. In most games this allows the controlling player to charge a negotiable fee to use the foreign port, usually one gold piece per turn. However, a player may also wish to blockade a specific port to all trade except their own. In this case, a blockading player must place naval forces on the hex tile adjacent to the foreign port, with strength determined as follows:
Seafarer’s ship: 1
Dedicated Seafarer’s ship: 2 (may be constructed by any player with trade
embassy relations at that port)
Explorer & Pirates ship: 1
Crew: 1
Dragon : per Strength, usually 4
Warship: 2 dice + 2
Knights (any strength): 0
Players may “dedicate” a Seafarer’s ship to protecting or blockading a harbor. This ship is constructed as any other Seafarer’s ship, but placed in the center of the hex tile adjacent to a harbor, and may not be used as part of a shipping route. A dedicated ship may be built at the end of a shipping route ending at a sea hex tile adjacent to a foreign trade port or at the hex side adjacent to the foreign trade port if a trade embassy is already established regardless of the absence of a connecting shipping route. Players must have and maintain a trade embassy at a foreign port in order to place or keep a dedicated ship at that port. If used in this fashion, the dedicated ship adds 2 points in favor of that player to determine if a harbor remains under blockade or if the blockade is broken. A dedicated ship may not be used for any other purpose while dedicated, including use as part of a shipping route. Dedicated ships may be moved as normal shipping route ships between being dedicated or part of a shipping route as per the normal rules on each player’s turn (e.g. moved freely between the two tasks as desired on each player’s turn, but only one ship per shipping route).
Break Blockade: A player may break the blockade of their harbor as follows:
VS. Pirates: Players may break a pirate blockade with the play of a Knight Development card, moving any active knight adjacent to the blockaded port and deactivating that knight / paying one grain for reactivation; or by moving a warship to chase the pirate. Pirates may also be moved with the roll of a “7”, using a variety of other cards which specifically move the pirate, or upon the arrival of any dragon or a storm.
VS. an Opponent: Any player may choose to blockade the port (s) of any other player by placing a naval unit at that opponent’s port (or a foreign trade port). A port is blockaded when player’s naval pieces are more powerful than the port or opponent player. Each naval piece has the following value:
Seafarer’s ship: 1
Dedicated Seafarer’s ship: 2
Explorer & Pirates ship: 1
Crew: 1
Dragon: per Strength, usually 4
Warship: 2 dice + 2
Knights (any strength): 0
In order to break a blockade, the defending “port” player must equal or exceed the strength of the blockading player. Effectively, this means that only the same number or greater of warship(s) may break a blockade of another warship, although in theory a large enough number of player dragons could also break a blockade.
Player’s always have the option of escalating disagreements by using the rules of Naval War Between the Players on Catan, but in this case a dedicated seafarer’s ship is only worth one point in battle.
Piracy!: If a pirate is adjacent to a Seafarer shipping route or an E&P ship when transporting cargo, that player must either fight off that pirate as per E&P rules or pay one gold piece for transit. A player attempting and failing to fight off pirates loses all cargo. Dragons (all types) and opponent’s warships must be paid one gold piece for cargo transit and may not be “fought off” by merchants and crew. A merchant ship or shipping route “escorted” by that player’s warship may ignore pirates and opponent warships and player dragons, but must still pay an advanced dragon.
A player may never construct a settlement, harbor settlement, city or any other construction at a foreign port. Only a trade embassy represented by a crew or shipping route ship may be placed at a foreign port. Meeples including the Robber may not be moved to a foreign port.
Rule When Using Other Variants:
If the Tax Collector meeple is in use, award the controlling player one additional gold piece per resource card trade made by that player to the bank. In this case, the player only receives one gold piece back in addition to each resource (or commodity card) given to that player from the bank.
No trade is possible at a foreign port if a storm or any of the advanced dragons (Ismai, Samsor or Rugo) are present.
Court Office for Trade (Royal City of Catan Variant): The player controlling the Court Office for Trade may choose to trade one resource card for a matching commodity card once per turn at a 2:1 port. Alternatively, that player may choose to trade one resource card for a matching commodity card plus one additional gold piece at a 3:1 port, once per turn.
This variant does not alter the number of Victory Points required to win the game.
 
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Adam Hapworth
United States
Maine
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Here is one my boys and I came up with by mashing together the Catan Expansions we have. It was a lot of fun.

Traders, Explores and Pirates Catan Scenario Rules
Requires:
Base Catan and expansions Traders & Barbarians, Explores and Pirates. Optional Catan 5-6 player expansion
Description:
This scenario brings has Catanians exploring the region and finding the mines and forests needed to expand their castle. The lands surrounding the newly found resources are filled with other treasures of spices and fish. They are also guarder by Pirate layers that will try their best to disturb your trade routes. Using your harbors to your advantage to become a master explorer and trader.

This scenario uses the base rules from Explores & Pirates scenario and introduces the Traders and Barbarians scenario as well.
Setup:
Setup the board and pieces as described in Pirates and explores, with the following changes
• Remove all Sea hexes from the green and orange backed tiles.
• Place the Traders and Barbarians Forest trader in the bottom right corner
• Place the Traders and Barbarians Mining trader in the top right corner
• Place the Castle trader hex next to the Pasture tile from the Pirates and Explores edge

Optional
Use the Catan 5-6 players and take two of the edge expansions to add one more row to the base island. When doing so use two of the sea hexes excluded above at the top and bottom hexes of the newly added row. Exclude one Pasture hex.


You will need 6 barbarians (pirates for this game) from the Traders and Barbarians set and set aside.

You will also need the Carriages and the Carriage improvement cards from Traders and Barbarians.

Trading:
The additional element added to Explores and Pirates is the trading process from Traders and Barbarians
Carriage Travel additional rules:
Travel points and carriage improvement rules from Traders and Barbarians are used with the following additions.

To travel to the other islands needed for trading a carriage needs to be loaded on a landed from a ship at a harbor. Ship movement points do not count towards carriage movement points. You may land and leave a harbor that is not your own but that costs 2 gold to unload and 2 gold to load given to the player who has the harbor. Making properly placed harbors much more important.

Exploring:
One of the keys to Traders and Barbarians was the Barbarian impeding the travel of carriages. In this scenario we have Pirates.
Each time a Pirate layer is discovered the discoverer places a Pirate (barbarian piece) on and edge of the pirate hex.

When a pirate layer is defeated the Hero of the battle removes one Pirate from anywhere on the board.

Rolling a 7:
When you roll a 7 you place the pirate ship as standard for Explores and Pirates.
You also can move one of the Pirates from and hex edge to any other edge hex. This makes the carriage travel cost more along that edge.

Winning:
Gaining 20 victory points wins.










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