Settlers of catan expansion8/12/2023 Besides, combining them doesn't make much sense anyway. In these two expansions, the ways of using ships and settling new islands are so fundamentally different from each other that it is impossible to combine the expansions. If your ship carrying a settler reaches a new island, you may build a settlement there. While in Seafarers the ships are strung together in a static fashion, in the Explorers & Pirates expansion the ships can cross the seas like real-world ships. The second exception is that open ships may be moved. The first exception is that roads may not be built on sea routes and ships may not be built on paths. With two exceptions, in Seafarers the rules for ship building are the same as for road building. If your shipping route has reached a new island, you may build a settlement there. In the Seafarers expansion, you build ships adjacent to each other, thus forming shipping routes along the sea hexes and connecting the islands. The rule according to which the robber must not be moved until the barbarians have reached Catan for the first time also applies to the pirate (who is obviously not in the desert), provided that he is included in the scenario.Ĭombination with the Explorers & Pirates Expansion.The merchant may not be placed on a gold field.For a city at a gold field, you only receive resources, not commodities.The number of victory points specified for each scenario should be increased by 2.If you deactivate an active knight adjacent to the sea hex occupied by the pirate, you may move the pirate.If you interrupt a foreign shipping route by means of a knight (or a settlement), that shipping route is considered interrupted in terms of the "Longest Trade Route." However, the owner of the shipping route may not break it up by moving their ships bordering the foreign knight.In other words, a knight’s connection to a settlement of his color must never be interrupted. If a knight stands on an intersection bordered by the last ship of a shipping route, that shipping route is closed.You may move an active knight to an intersection between three sea hexes if one of your ships is adjacent to this intersection (the knight is then assumed to be on the ship).A knight can also be moved across the sea if the intersection he starts from is connected – via roads and ships or via ships only – to the intersection he ends up on.For scenarios with several islands, the same rules as in the base game apply when the barbarian army attacks.Rules for Cities and Knights with the Seafarer Expansion When playing with the "Seafarers" expansion, you must ensure that certain actions applying to roads are also possible for ships. The exploratory scenarios and all other scenarios featuring many smaller islands are unsuitable. You can use the possibilities of the Seafarers expansion together with Cities & Knights. In our experience, scenarios such as Heading for New Shores and Through the Desert are suitable. Combination with the Cities & Knights Expansion
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