| Catan Online World - Catan Board Game - Scenarios |
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In addition to the base games, there are different scenarios in the Catan Online World. Some are exclusively for Seafarers, but some are also for Seafarers + Cities & Knights.
1. Seafarers OnlyThe Four IslandsScenario:After the set-up phase, there are two or three islands per player where he/she doesn’t have a settlement. Those are foreign islands to him/her. Special Victory Points:You obtain two additional victory points for the first settlement you build on a foreign island. Required Number of Victory Points:13 victory points
Desert RidersScenario:
How the Desert Riders Come into Play:Each time a settlement or city is built, desert riders appear on the deserts of the home island - 2 of them in a four-player game and 3 in a 3-player game. As soon as 18 desert riders have gathered on the deserts, they attack. Attack of the Desert RidersEach time the number of a hex adjacent to a hex with a desert rider is rolled, one desert rider moves onto this hex.Consequences
LiberationAs early as possible, the players should try to reach the “New Island” by ship, build new settlements there, and regain their strength. Buying Development Cards has a special function: if you play a Knight card, you can drive away any of the desert riders from the home island. Required Number of Victory Points:13 victory points
The Treasure Islands
Scenario:Treasures await the Catanians on neighboring fog-covered islands. Discoverers are rewarded! The rules of the Seafarers expansion apply. Discovering Islands:Islands are hidden in the fog-covered sea. To discover these islands, players must sail out into the sea. Whenever you place a ship next to a fog-covered hex, the fog clears and you discover either sea or land. If you discover land, you receive one resource produced by the discovered terrain hex as a reward. This does not aply to the set-up phase. Special Victory Points:Each foreign island that you build at least one settlement on over the course of the game is worth 1 special victory points. The Treasures:Not only islands but also treasures are hidden in the fog-covered sea. To claim a treasure, one of your ships must reach the intersection with the treasure. If you find a treasure, you either are rewarded with resources, or you may build additional roads or ships, or you receive a development card. Required Number of Victory Points:14 victory points
2. Seafarers Separately, or with Cities & KnightsHeading for New ShoresScenario:A distinction is made between the main island at the center and the small islands around it. Special Victory Points:You receive two additional victory points for the first settlement you build on a small island. Required Number of Victory Points:14 victory points (with C&K: 17 victory points)
The Fog Islands (formerly Oceania I)Scenario:Terrain hexes at the overcast center have to be discovered and settled. Bonus Resources:The player who first discovers a terrain hex by ship receives a resource of this terrain. This does not aply to the set-up phase. Required Number of Victory Points:12 victory points (with C&K: 15 victory points)
Oceania (formerly Oceania II)Scenario:Terrain hexes at the overcast center have to be discovered and settled. Bonus Resources:The player who first discovers a terrain hex by ship receives a resource of this terrain. This does not aply to the set-up phase. Required Number of Victory Points:12 victory points (with C&K: 15 victory points)
Through the DesertScenario:A desert belt divides the main island at the center into two parts: a smaller part above and a bigger part below. All players have to build their first two settlements on the bigger part of the island. Special Victory Points:You receive two additional victory points for the first settlement you build on one of the small islands or on the upper, smaller part of the main island. Required Number of Victory Points:14 victory points (with C&K: 17 victory points)
Greater CatanScenario:There is a big island at the center and smaller islands around it. At first, the smaller islands have no numbers. Each player builds the first two settlements on the main island. If a player builds a settlement on the coast, he may place a ship on the coast instead of a road. Cities: In this scenarion, each player may build up to 8 cities. Resource Depletion:As soon as a player's ship reaches the edge of a terrain hex belonging to one of the small islands, the hex receives a number. The first 4 (in a 3-player game) or 5 (in a 4-player game) number tokens are taken from a supply. After the supply is depleted, the player whose turn it is must remove a number token from the main island (valid tokens flash). At first, however, only number tokens that satisfy the following 3 rules are available: 1. The number token must belong to a hex adjacent to which the active player has a settlement or city. 2. Each settlement or city on the main island must retain at least one hex marked with a number token. 3. On a small island, the numbers 6 and 8 may not be placed next to each other, that is, on two adjacent hexes. If it isn't possible to satisfy all three rules, the player may break the rules one by one in ascending order (1 - 3). Required Number of Victory Points:18 victory points (with C&K: 20 victory points)
3. Seafarers + Cities & KnightsEnchanted Land
Enchanted Land is played according to the rules of the expansions "Seafarers" (without the pirat) and "Cities & Knights". The scenario shows a main island in the north and east and a treasure island inhabited by dragons in the southwest. The dragons guard 19 treasure chests. Each player builds a settlement, a city, and then a second settlement on the main island. At least one settlement must be built on the south or west coast. A knight may be placed onto a coastal intersection of the treasure island, as soon as there is a ship route towards this intersection. No roads can be built on the treasure island, and settlements can only be built on the coast. Settlements cannot be upgraded to cities. Each player can only place 1 knight on the treasure island. Once a knight has arrived on the treasure island, he cannot go back to the main island. Knights at sea or on the treasure island don't count for defense against the barbarians; however, they are not deactivated in case of a barbarian attack.
On the treasure island, an activated knight may be moved a distance of up to 3 intersections. If, in the process, he displaces a weaker knight, that knight is placed on any of the treasure island's coastal hexes. Apart from that, a knight may not be moved onto a coastal intersection, in order to prevent players from blocking knights from crossing over. A knight that was activated on an intersection that bears a treasure chest can try to rescue the treasure in the next round (knight menu: treasure chest). When a knight tries to rescue a treasure, he is deactivated in the process. The treasures are guarded by dragons of strengths 1-3. To rescue the treasure, the knight must be equally strong or stronger than the dragon. Each rescued treasure chest is worth one treasure point. Inventor: No number tokens may be removed from the Enchanted Land, and they may not be exchanged either. Deserter and Intrigue: These two cards may not be used against knights standing on the island "Enchanted Land." The player who rescued 6 treasures or reached 18 victory points (in a 3-player game: 21 victory points) wins The Great CanalThis scenario is played according to the rules of the expansions "Cities & Knights" and "Seafarers" (without the pirat). The first player to reach 21 victory points (in a 3-player game) or 18 victory points (in a 4-player game) on his turn wins. The reformed rule for the robber applies (the robber may be moved only upon or after the first barbarian attack). Set-up Phase Each player starts with 2 settlements and 1 city. On the home island, all players first build a settlement, then a city and a second settlement. At least one of these has to be built on the coast. If a player build a settlement or city at the coast he has to place a ship there. The lake in the east does not count as coast. Each player receives the resources of the terrain hexes that surround the last settlement he has built (also grain for an infertile fields hex). New Tasks for the Knights Knights may only be built on the home island. In this scenario, they are used in multiple ways. 1. Use as Canal Builders As soon as at least two activated knights stand on the intersections of a marked terrain hex, a canal is excavated. If the activated knights belong to one player, he receives two victory points; If the activated knights belong to different players, each of the two players receives one victory point. This action does not deactivate the knights. Please note: The canal is built immediately after the second knight is activated. Therefore, it is not possible for a third player to activate a knight around the hex before the canal is built. The strength of a knight does not matter for canal building. 2. Use as Gold Diggers If a player has a ship route to an intersection of a gold field on the small islands, he may move a knight onto this intersection. As long as the knight stands on this intersection, the player receives any 1 resource of his choice each time an "8" is rolled. For the player to receive the resource, the knight does not have to be activated. If a player has 2 knights at a gold field, he still only receives any 1 resource of his choice when an "8" is rolled. 3. Use as Merchants If a player has moved a knight onto a harbor intersection of the small islands, he may use the advantage of the corresponding special harbor. For the player to use this advantage, the knight does not have to be activated. Important: The knights on the small islands do not count for defense against the barbarians. Completion of the Canal There are 9 canal sections in total. Is only one section missing at the end of a turn, it is built automatically. No victory points are awarded for this. Now the fields produce grain again. The knights on the small islands lose their function as gold diggers, but retain their function as a merchant. Other Rules 1. No settlement may be built on the small islands. 2. Contrary to the rules of the Seafarers expansion, ship routes may not branch out in this scenario. 3. The Irrigation card is also resolved if the respective fields are still infertile.
C&K and Seafarers (Variable Scenario)In this scenario, the distribution of the terrain hexes in each game is random, but the usual placing rules of the Board Game still apply. The following special rules are added:
4. The Old Seafarers ScenariosIn January 2009, the scenarios of the Seafarers expansion were reworked. One of the most essential changes was that the set-ups for 3-player and 4-player games are now different, depending on the number of players. The classic Seafarers scenarios (also in conjunction with Cities & Knights) are still available for play:
4a. Seafarers OnlyThe Four IslandsScenario:After the set-up phase, there are two or three islands per player where he/she doesn’t have a settlement. Those are foreign islands to him/her. Special Victory Points:You receive an additional victory point for the first settlement you built on a forein island. Required Number of Victory Points:12 victory points
4b. Seafarers Separately, or with Cities & KnightsHeading for New ShoresScenario:A distinction is made between the main island at the center and the small islands around it. Special Victory Points:You recieve an additional victory point for the first settlement you build on a small island. Required Number of Victory Points:13 victory points (with C&K: 15 victory points)
Oceania I+IIScenario:Terrain hexes at the overcast center have to be discovered and settled. Bonus Resources:The player who first discovers a terrain hex by ship receives a resource of this terrain. This does not aply to the set-up phase. Required Number of Victory Points:12 victory points (with C&K: 15 victory points)
Through the DesertScenario:A desert belt divides the main island at the center into two parts: a smaller part above and a bigger part below. All players have to build their first two settlements on the bigger part of the island. Special Victory Points:You receive an additional victory point for the first settlement you build on one of the small islands or on the upper, smaller part of the main island. Required Number of Victory Points:12 victory points (with C&K: 15 victory points)
Greater CatanScenario:There is a big island at the center and smaller islands around it. At first, the smaller islands have no numbers. Each player builds the first two settlements on the main island. Resource Depletion:As soon as a player reaches a terrain hex without number, it receives a random number. Once a total of 7 terrains have received a number token that way, resource depletion on the main island begins. From now on, the rule is: A player who reaches a terrain hex without number selects a flashing number token from the main island, which is then placed on the respective terrain hex. Background Information:At first, only the numbers next to a settlement/city of the active player are flashing. In principle, each settlement/city on the main island must remain with at least one number. Therefore, if a settlement/city has only one number left, this number will not be flashing. Only if those restrictions prevent a player from selecting another number, all remaining numbers on the main island will flash and can be clicked on. Required Number of Victory Points:18 victory points (with C&K: 20 victory points)
5. Traders and BarbariansThe HarbormasterScenario:The Harbormaster rewards the building of settlements and cities at harbor intersections. The rules of the Base Game apply. Harbormaster-RuleA settlement or city located at a harbor intersection is worth 1 or 2 harbor points, respectively. The first player to have 3 harbor points receives 2 special victory points for being the "Harbormaster." A player loses "Harbormaster" status when another player manages to have more Harbor Points. Required Number of Victory Points:12 victory points
The CaravansScenario:Nomads have settled at the oasis. They are in dire need of wool and grain, and they offer commodities of the desert in exchange. Since the settlers of Catan can always spare some sheep and grain, the nomads send out camels to transport those coveted resources. Three caravans are formed during the course of the game, each caravan consisting of a string of camels. Each settlement and city adjacent to a caravan route is worth an extra victory point. Each road running parallel to a caravan counts double (important for determining Longest Road). The rules of the Base Game apply. Placing Camels
If, after set-up, you build any settlements or cities during your turn, 1 camel is placed after you finish your turn. Its exact placement is determined in a voting round. You must place a camel either on a path directly pointed to by one of the arrows on the oasis hex, or on a path adjacent to a camel that has already been placed. That way, during the course of the game up to 3 caravans are formed by placing various camels one following another. Voting RoundStarting with the active player, each player bids one ore more wool or grain cards. Then each player indicates simultaneously where he or she would like to place the camel (symbolized by the arrows in the corresponding player colors). There is a time limit of 60 seconds for placing the arrows. You have one vote for each card that you bid.
If there is no such player, then the active player chooses on which path to place the camel. Effect of the Caravan
A road on the same path as a camel counts as 2 roads for the purposes of Longest Road. For example, if a player has 4 continuous road segments and 2 of those road segments are on the same paths as camels, it would count as road with a length of "6." This would fulfill the requirement of a length of at least "5" for an initial Longest Road.
Each settlement or city located between 2 camels is worth one additional victory point. Required Number of Victory Points:12 victory points
6. Traders and Barbarians with Cities & Knights
The Caravans C&K
Scenario:Nomads have settled at the oasis. They are in dire need of brick andlumber, and they offer commodities of the desert in exchange. Since the settlers of Catan can always spare some brick and lumber, the nomads send out camels to transport those coveted resources. Three caravans are formed during the course of the game, each caravan consisting of a string of camels. Each settlement and city adjacent to a caravan route is worth an extra victory point. Each road running parallel to a caravan counts double (important for determining Longest Road). The rules of the Base Game apply. Placing Camels
If, after set-up, you build any settlements or cities during your turn, 1 camel is placed after you finish your turn. Its exact placement is determined in a voting round. You must place a camel either on a path directly pointed to by one of the arrows on the oasis hex, or on a path adjacent to a camel that has already been placed. That way, during the course of the game up to 3 caravans are formed by placing various camels one following another. Voting RoundStarting with the active player, each player bids one ore more brick or lumber cards. Then each player indicates simultaneously where he or she would like to place the camel (symbolized by the arrows in the corresponding player colors). There is a time limit of 60 seconds for placing the arrows. You have one vote for each card that you bid.
If there is no such player, then the active player chooses on which path to place the camel. Effect of the Caravan
A road on the same path as a camel counts as 2 roads for the purposes of Longest Road. For example, if a player has 4 continuous road segments and 2 of those road segments are on the same paths as camels, it would count as road with a length of "6." This would fulfill the requirement of a length of at least "5" for an initial Longest Road.
Each settlement or city located between 2 camels is worth one additional victory point. Required Number of Victory Points:15 victory points |
| Last Updated on Tuesday, 17 January 2012 08:41 |