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Each player chooses a color and takes the following game pieces (see example 2 below):. • 5 settlements from the base Catan game. • 15 roads ...
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WAIT! If you haven’t read the game overview yet, please start there. This rule book is broken up into sections. Each section contains a new scenario. Each scenario introduces a new set of rules you can add to the game. The scenarios are “Land Ho !,” “Pirate Lairs,” “FisH For Catan,” “sPiCes For Catan,” and finally, the epic “exPLorers & Pirates.” Please read the overview before playing these scenarios. Prepare yourself for adventure and excitement!
You need the following game components from a copy of Catan ® (hereafter referred to as “ base Catan ”):
Before play, you must build the game board. First, you assemble the frame. Next, you create the starting island and the unexplored areas.
Use the frame pieces from the base Catan game plus the frame pieces from Explorers & Pirates. Use example 1 as your assembly guide. The unmarked frame pieces in the example are from the base Catan game. Place the base Catan frame pieces face down. The completed frame divides the game board into 3 areas. The area to the west (with the pasture hex) is the starting island. Across the seas to the east are two unexplored areas. These areas are separated by sea hexes formed by the F1 and F frame pieces. They are known as the northern unexplored area and the southern unexplored area.
A
A
B
B
C
C
D1 F1 F
Northern Unexplored Area
Southern Unexplored Area
Example 1:
Starting Island
1 of 6 frame pieces from base
(^) Catan
Note: The large white frame numbers on the setup examples are not actually depicted on the fronts of the frame pieces themselves. They were added to these examples to aid in your setup. The fronts of the frames have small blue numbers. The backs have large white numbers.
Using the terrain hexes from the base Catan game, set up the terrain hexes on the starting island exactly as shown in example
Before you place the hexes into the unexplored areas, sort them into two separate stacks according to the icon on their backs (green moons and orange suns). Shuffle each stack. Using example 2 as a guide, place the hexes’ icon side face up. The green moons go into the northern area. The orange suns go into the southern area. Separate and shuffle the green moon and orange sun number tokens into two stacks. Place the stacks (icon side up) on the frame near the matching region.
pREpARAtION Each player chooses a color and takes the following game pieces (see example 2 below):
In this scenario, the starting positions are predetermined. Each player places 1 harbor settlement and 1 settler ship (a ship with a settler in the hold), as well as 1 settlement and 1 road, at the locations shown in example 2. In a 3-player game, don’t place the game pieces of the fourth, unused color.
(^11) • •
(^11) • •
-^9 • ••
(^3) • • • (^8) • •••
(^10) • •••
(^10) • •••
-^8 • ••• -^6 • ••• -^6 • •••
(^4) • ••
(^4) • ••
(^3) • • 5 • • • •
(^12) •
Example 2:
orange sun number tokens
green moon number tokens
15 roads
3 ships 2 settlers
5 settlements 4 harbor settlements
Each player chooses a color and takes:
2 gold
1 building costs card
Moving Ships
Loading and Unloading Ships Each ship has a hold that accommodates 2 small game pieces (crews or spice sacks) or one large game piece (settler, fish haul). Please note that the crews, spice sacks, and fish hauls are not used in this scenario. You may remove game pieces from a ship and return them to the appropriate supply. This could make sense if you want to make room for a more valuable game piece. Loading and unloading a ship costs no movement points. You may continue to move a ship after loading or unloading, provided that it still has movement points.
Discovering with Ships To discover new land, you must move one of your ships towards the unexplored areas of the board (example 3 A). If, after moving a ship, one of its ends (bow or stern) points toward the corner (intersection) of an undiscovered hex, you must discover that hex (example 3 B). Turn the hex over. If it is a terrain hex, take a number token from the stack whose color/icon matches the color/icon on the back of the terrain hex and place it, number side face up, on the hex (example 3 C).
Reward for a Discovery If you discover a terrain hex, as a reward you get 1 resource of the type produced by that hex (example 3 D). If you discover any other type of hex (land or sea), you get 2 gold.
Discovery Ends a Ship’s Movement After a discovery, you are not allowed to move the ship any farther. Any remaining movement points are forfeited.
B
Example 3: Discovering with Ships
A
C
D
For 2 grain and 2 ore, you can upgrade any one of your coastal settlements (it borders a sea hex or the frame) to build a harbor settlement. Pay the building costs, return the settlement to your supply, and replace it with a harbor settlement.
You can build settlements in 2 ways: either along a road, just like in base Catan; OR, by landing a settler ship (see below). You observe the distance rule in both cases.
Building a Settler
Movement Phase: Loading a Settler If either end of your empty ship points toward one of your harbor settlements with a settler, you may load the settler onto the ship. You can move your settler ship just like a regular ship. Important: Loading a settler onto a ship does not end the movement of the ship. For more rules on loading and unloading pieces, see Transshipping on page 6. Building a Settlement with the Aid of a Settler Ship If either end of one of your settler ships points toward the corner of a terrain hex (example 4 A), you may build a settlement there (certain exceptions apply, which are explained in the context of the corresponding missions). To build this new settlement, return both your ship and the settler in its hold to your supply (example 4 B). Place your new settlement on the intersection of the terrain hex, at no additional cost (example 4 C).
Important: When you build a settlement with the aid of a settler ship, you must always observe the usual Catan distance rule (2 paths between settlements). In each of the two unexplored areas on the game board, you can only build your first settlement by using a settler ship. Once you have established your first settlement in this area, you can build roads and settlements there in a regular fashion. However, you could also forgo road building and build further settlements with the aid of settler ships. Note: Roads may not be built on paths adjacent to undiscovered hexes, and settlements may not be built on intersections adjacent to undiscovered hexes. If you build a road in such a way that one of its ends points toward an undiscovered hex, you can’t discover that hex. You can only discover hexes by means of ships. ENDING tHE GAmE You win “Land Ho!” if you reach 8 victory points (VP) on your turn. —Have fun exploring!
A
Example 4:
B C
pIRAtE SHIpS Pirate ships are a way for you to force your opponents to pay gold to move their ships. They also allow you to steal resource cards (much like the robber rules in base Catan).
You may place a pirate ship on any sea hex—with 2 exceptions:
A “7” Is Rolled—Placing and Moving the Pirate Ship
If you place your pirate ship on a sea hex, you may steal 1 (random) resource card from the face-down hand of an opponent who has a ship on a sea route of this hex. Settlements or harbor settlements are not affected. If, and only if, the opponent doesn’t have a resource card, you may take a gold from him instead. For example: In example 6 B (bottom of previous column), after Red placed her ship. She could steal a resource card either from Orange or Blue. Blue has no cards (but does have gold). Orange has cards and gold. If Red steals from Blue, she can take a gold. If Red steals from Orange, she must take a card.
If you move your ship onto, along, or off of, a sea route on a pirate hex (a hex that is occupied by an opponent’s pirate ship), you must pay a tribute.
Example 7: Paying Tribute
On each of their respective turns: Blue must pay 1 gold if he moves this ship. Orange must pay a tribute of 2 gold if she moves both ships (1 gold if she moves only 1 ship). If White wishes to move onto the sea routes indicated, he must pay 1 gold. Red does not have to pay anything, because it is her pirate ship.
Example 6: Moving a Pirate (Red rolls a “7”)
(A) Blue returns his pirate ship to his supply. (B) Red places her pirate ship.
A B
To chase away a pirate ship, you roll 1 die for each of your battle-ready ships. If you roll a “6,” you successfully chase away the pirate ship; return it to its owner. Now place your own pirate ship on any allowed sea hex and steal 1 resource card from the owner of an adjacent ship (see “Moving the Pirate Ship— Stealing a Resource” on page 7). The following also applies:
In order to attempt to chase away an opponent’s pirate ship, you must have at least one battle-ready ship. A ship is battle- ready if the following 2 requirements are met:
The Mission: conquer the most pirate lairs.
Pirate Lairs
Pirate Scourge^ Greatest
Example 9: Mission and Victory Point Cards
Example 8: Chasing Away a Pirate Ship (Red’s movement phase)
(A) Red has 3 unmoved ships. 2 of them have ends that point toward a corner of the pirate hex. She rolls two dice (one time for each of these 2 ships).
(B) One of the dice comes up a “6.” Blue must return his pirate ship to his supply.
(C) Red places her pirate ship beside Blue’s ship. Red may steal 1 random resource card from Blue. Blue now has 1 battle-ready ship.
A
B
C
ENCOuNtERING pIRAtE LAIRS
If you discover a gold field hex, it is always occupied by a pirate lair. You immediately receive 2 gold for the discovery as shown in example 11 A (below). You then take a pirate lair token from the supply stack (example 11 B) and place it (without turning it over) on the pirate lair (example 11 C). Important: As long as there is a pirate lair on a gold field hex, it is referred to as a pirate lair hex. You cannot build a road on its paths (edges) or a settlement on its intersections (corners). Once the pirate lair is captured, you may build on the gold field normally.
SEt - up pHASE
Using the turn order described in base Catan, each player places a harbor settlement first and a regular settlement second on the starting island (each without a road). Your harbor settlement must be placed on one of the intersections marked with a circle ( ) in example 10 (page 9). The regular settlement may be placed on any intersection, including those marked with a circle. You must, of course, observe the distance rule when building all harbor settlements and regular settlements. Your starting resources are 1 card from each terrain hex adjacent to your starting settlement (not harbor settlement). The last player to place a settlement is the first to place a road adjacent to that settlement. That same player then places a settler ship (ship + settler) on one of the sea routes adjacent to his or her harbor settlement. The other players follow clockwise. Once everyone has placed their pieces, the starting player begins the game by rolling the dice.
Deploying Neutral Game Pieces in a 2-Player Game After both players have placed their respective harbor settlement, beginning with the starting player, each player places a harbor settlement of a neutral, non-chosen color. Once both players have placed their neutral harbor settlements, using the same turn order, they each place a settlement of the neutral color.
Placing Crews During pirate missions your crews can become warriors. If your ship has 1 or 2 crews on board, and one end of the ship points toward an intersection of a pirate lair hex, you may place these crews directly on the pirate lair token if you wish. A maximum of 3 crews may stand on a pirate lair. Important: You can only place crews on specific destinations (an active pirate lair token in this scenario). You are never allowed to place crews on any hex that does not contain a destination. Capturing As soon as you place the 3rd crew piece on a pirate lair (all 3 crews do not have to be your own, see example 12), the lair is captured. After you finish your movement phase, the results of the pirate lair capture are resolved as described below. Each player who participated in the capture immediately receives 2 gold as a reward. In addition, each participating player moves his or her marker forward 1 space on the mission card’s victory point scoring track (mission progress). The player whose turn it is begins; the other players follow in clockwise order.
15 roads 3 ships
2 settlers
5 settlements 4 harbor settlements
Each player chooses a color and takes:
9 crews 1 pirate ship 1 marker 2 gold
Example 11: Discovering a Pirate Lair A
B
C
Determining Heroes Each participating player rolls 1 die. Add to your result the number of your crews placed on the pirate lair. If your sum total is the largest, you are the hero of the battle. Move your marker forward 1 space on the “P irate LairS” mission card. At the same time, you must remove 1 of your crews and return it to your supply. If there is a tie, the player who placed more crews is the hero. If there is still a tie, the tying players repeat the die roll. If you capture a pirate lair all by yourself, you automatically move your marker forward 1 space. You also lose 1 of your crews.
Turning the Pirate Lair Token Over To indicate that a pirate lair was captured, the pirate lair token is flipped over so that its number side faces up. For that purpose, slide the remaining crews aside and place them next to the flipped token. You may pick up your crews with a ship on a subsequent turn.
Gold Production at Gold Field Hexes You may now build roads on the edges of the liberated gold field. You may also build settlements and harbor settlements on its intersections. If a gold field’s number is rolled during a production roll, each player receives 2 gold per settlement or harbor settlement they have on an intersection bordering that gold field.
ENDING tHE GAmE You win “Pirate LairS” if you have 12 VPs on your turn.
Example 12: Capturing a Pirate Lair
(A) Red moves her ship loaded with 2 crews beside an intersection of a gold field occupied by a pirate lair. Additionally, Blue already has a crew there.
(B) Red places her 2 crews on the pirate lair. When combined with Blue’s crew, there are now 3 crews on the pirate lair. The pirate lair is captured. Red and Blue immediately receive 2 gold each.
(C) At the end of Red’s turn, she resolves the capture. She turns the pirate lair token over so that its number side is face up. Blue and Red each move their markers forward 1 space on the “Pirate Lairs” mission card. Then they determine the hero. Red rolls a “5” and adds 2 (her number of crews). Blue rolls a “6” and adds 1—they tie (7 to 7). Since Red has 1 more crew, she is the winner. Red moves her marker forward 1 more space on the mission card. Red must also return 1 of her crews to her supply.
(D) During any of their following turns, Red and Blue may pick up their respective crews with their ships.
A
B
C
D
pREpARAtION
SEt - up pHASE Use the free set-up as described in scenario 2 (page 10).
The Council of Catan resides on an island stronghold just off the eastern shore of the starting island. This hex is considered to be a sea hex. No roads may be built on the 5 edges of this hex that border other sea hexes. Settlements and harbor settlements cannot be built on the 4 sea-only intersections. You can build on the edge and intersections that border the starting island. A pirate ship may not be placed on this hex (it borders the starting island).
tHE mISSIONS Mission 1 “Pirate L airS”: Use all game rules as described through scenario 2. Mission 2 “F iSH For Catan”: To secure the population’s food supply, the Council of Catan sends the players to an area where fish abound. The players’ task is to locate the fish shoals and catch as many fish as possible and deliver the hauls to the docks at the Council of Catan’s island stronghold.
DISCOvERING A fISH SHOAL HEx If you discover a fish shoal hex, you immediately receive 2 gold. Note that, in addition to fish, each of the fish shoal hexes shows a result of a die roll (numbers ranging from 1 to 6).
During your movement phase, you may roll the die to try to place a fish haul on one of the discovered fish shoal hexes. You may make this roll before moving one of your ships or after moving one of your ships. You may never interrupt a ship’s movement to roll the die. This roll can only be made once on your turn.
Roll 1 die. If the result matches any discovered fish shoal hex, take 1 fish haul from the supply and place it on this hex. However, you are not allowed to place the fish haul on a fish shoal hex if:
You can catch a fish haul if either end of one of your empty ships points toward a fish shoal hex with a fish haul (example 14 A). Take the fish haul from the hex and put it in your ship (example 14 B). A fish haul fills your ship’s hold. You can’t load more game pieces onto that ship until the haul has been delivered.
If you have moved your ship to a fish haul and caught it (loaded it onto the ship), you may continue moving if that ship still has movement points.
On a small island, the Council of Catan has a station with 2 harbors for unloading your fish hauls (indicated by anchor symbols). If either end of your fish haul-loaded ship points toward one of these stations, you may unload that ship. To return the fish haul, simply return the fish haul to the supply and move your marker forward 1 space on the “F iSH For Catan” mission card. If you haven’t used all of your ship’s movement points yet, you may continue to move the ship after catching or unloading a fish haul.
If a pirate ship is ever placed on a fish shoal hex that contains a fish haul, the fish haul is removed and returned to the supply. However, the pirate does not steal the cargo from adjacent ships loaded with hauls of fish. ENDING tHE GAmE You win “FiSH For Catan” if you have 15 VPs on your turn.
Fisher^ Best
Example 14: Catching a Fish Haul A B
This scenario is played with the game components of both the “F iSH For Catan” and the “SPiCeS For Catan” mission.
If you have the board from scenario 3 already set up, remove all of the “Pirate LairS” hexes and tokens and return them to their bag. Take the starting island, green moon, and orange sun hexes and place them in separate piles. Extend the frame by removing the B1 frame pieces and replacing them with the B2 frame pieces instead. Use sea hex E to fill the gap between hex D2 and sea hex pieces F1 & F2. Place sea hex piece G to the right of the F sea hex pieces, as shown in example 15. Otherwise, build the frame exactly as shown.
Shuffle the chosen terrain hexes and place them randomly in the area of the starting island, terrain side face up. Afterwards, place the number tokens as shown in example 15.
Remove 1 sea hex from the green moon-backed standard hexes. Take the remaining 7 standard hexes, plus the 3 green moon fish shoal hexes, plus the 3 green moon spice hexes and shuffle them together. Place them, green moon icon face-up, in the northern unexplored area. Do the same for the orange-backed hexes, and place them in the southern unexplored area.
Use the free set-up method described in scenario 2, page 10.
(^11) • •
(^11) • •
-^9 • •• (^3) • • (^) • (^8) • ••• (^10) • •••
(^10) • •••
-^8 • ••• -^6 • ••• -^6 • ••• -^4 • •
(^4) • ••
(^3) • • • (^5) • • •
(^12) •
A
A
B
B
C
C
D2 E F1 F
B
B
G
6 green moon number tokens
6 orange sun number tokens
Example 15:
15 roads 3 ships
2 settlers
5 settlements 4 harbor settlements
Each player chooses a color and takes:
9 crews 1 pirate ship 2 markers 2 gold
2 new frame pieces and 1 new sea hex piece
Spice Merchant^ Best
=
Hexes used in this scenario:
=
The Mission:
Fish for Catan bring the most fish hauls to the Council of Catan
Fisher^ Best
The Mission:
Spices for Catan bring the most spice sacks to the Council of Catan
Spice Merchant^ Best
2 VP cards
2 mission cards
This is the last scenario in this expansion. It is also the most epic in scope. It includes all three missions “Pirate LairS,” “F iSH For Catan,” and “SPiCeS For Catan.” Enjoy!
If you have the board from scenario 4 already set up, use example 17 as a guide to extend the frame as follows. Add the B1 frame pieces to the edge. Use sea hex E to fill the gap between hex D2 and sea hex piece F1. Place sea hex piece G to the right of sea hex piece F2. Use one of the orange sun-backed sea hexes (sea side facing up) to fill the gap between sea hex pieces G and A2. Otherwise, build the frame exactly as shown in example 17 below.
Shuffle the chosen terrain hexes and place them randomly in the area of the starting island, terrain side face up. Afterwards, place the number tokens as shown in example 17.
Remove 1 sea hex from the green moon-backed standard hexes. Combine the remaining 7 standard hexes, plus 3 fish hexes, 3 spice hexes, and 3 pirate lair hexes (all with green backs), and shuffle. Place them, green moon icon face up, in the northern unexplored area. Do the same with the orange sun-backed hexes in the southern unexplored area.
Use the free set-up method described in scenario 2, page 10.
All three missions are in play (“Pirate LairS,” “F iSH For Catan,” and “SPiCeS For Catan”). Use all game rules as described in scenarios 1, 2, 3, and 4.
You win “exPLorerS & PirateS” if you have 17 VPs on your turn.
(^11) • •
(^11) • •
-^9 • •• (^3) • • • (^8) • ••• (^10) • •••
(^10) • •••
-^8 • ••• -^6 • ••• -^6 • •••
(^4) • ••
(^4) • ••
(^3) • • 5 • • • •
(^12) •
A
A
B
B
C
C
D2 E F1 F
B
B
G
B
B
6 green moon number tokens
6 orange sun number tokens
6 pirate lair tokens
orange sun-backed sea hex
Example 17:
1 new frame piece
1 new frame piece
3 VP cards
3 mission cards
The Mission:
Fish for Catan bring the most fish hauls to the Council of Catan
Fisher^ Best
The Mission:
Spices for Catan bring the most spice sacks to the Council of Catan
Spice Merchant^ Best
The Mission:
Pirate Lairs^ conquer the most pirate lairs.
Pirate Scourge^ Greatest
15 roads 3 ships
2 settlers
5 settlements 4 harbor settlements
Each player chooses a color and takes:
9 crews 1 pirate ship 3 markers 2 gold