Catan Online World - Catan Board Game - Scenarios

In addition to the basic 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 Only

The Four Islands

Scenario:

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 Riders

Scenario:

WüstenreiterThere are 2 large islands in this scenario: the home island in the southeast and the “New Island” in the northeast. All players build their two settlements on the home island; one of these settlements has to be built on the coast facing the “New Island.”

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 Riders

Each time the number of a hex adjacent to a hex with a desert rider is rolled, one desert rider moves onto this hex.

Consequences

Brennende SiedlungHexes occupied by desert riders stop to produce resources. Once the desert riders have surrounded all neighboring terrains of a settlement/city, this settlement/city is no longer worth victory points. A road segment adjacent to two hexes with desert riders is occupied; this interrupts a continuous road.

Liberation

As 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

 

2. Seafarers Separately, or with Cities & Knights

Heading for New Shores

Scenario:

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.

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.

Required Number of Victory Points:

12 victory points (with C&K: 15 victory points)

 

Through the Desert

Scenario:

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 Catan

Scenario:

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 these 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)

 

The Treasure Islands

Scenario:

Treasures await the Catanians on neighboring fog-covered islands. Discoveries are rewarded! 16 (3 players: 12) treasures and 8 (3 players: 7) small islands can be found.

Bonus Resources:

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, then you receive one resource produced by the discovered terrain hex as a reward.

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.

When you find a treasure, you are rewarded with additional resources, the ability to build additional roads or ships, or a Victory Point.

Required Number of Victory Points:

14 victory points

 

3. Seafarers + Cities & Knights

Enchanted Land

Ein DrachenEnchanted Land is played according to the rules of the expansions “Seafarers” 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 are guarding 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 can 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 one 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 the defense against the barbarians; however, they are not deactivated in case of a barbarian attack either.

Schatz hebenOn the Treasure Island, an activated knight may be moved over 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 fields. A knight that was activated on an intersection bearing a treasure chest can try to rescue the treasure in the next round (Knight menu: Treasure Chest). The treasures are guarded by dragons of strengths 1-3. The knight must be equally strong or stronger than the dragon to rescue the treasure. Each rescued treasure chest is worth one treasure point.

The player who rescued 6 treasures or attained 18 victory points (in a 3-player game: 21 victory points) wins the game.


The Great Canal

This scenario is played according to the rules of the expansions “Cities & Knights” and “Seafarers.”

The following rule changes are in effect:

  • During the set-up phase, each player builds a settlement, then a city, and finally a second settlement; in this process, one settlement or city has to be built on the coast, and a ship has to be built next to it. The lake on the big island does not count as coast.
  • The knights have to be active for building the canal; however, this task does not deactivate them.
  • Knights that are moved onto a harbor on the smaller islands can use the Harbor function.
  • Players who have at least one knight at a gold field on the small islands receive a resource of their choice if the number of the gold field is rolled. The knights don’t have to be active for this to happen.
  • If only one section of the canal remains to be excavated, this section is built automatically and the canal thus completed.
  • After completion of the canal, the gold fields no longer produce, but the harbors can still be used.
  • Knights located on the small islands do not count in case of a barbarian attack.
  • Ship routes cannot be made to branch out, and there’s no pirate in this scenario.
  • The first player to reach, on his/her turn, 21 victory points in a 3-player game or 18 victory points in a 4-player game wins.
  • The reformed rule for the robber applies (the robber can be moved only after the first barbarian attack).

 

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:

  • In the initial phase, each player first builds a settlement, then a city, followed again by a settlement.
  • In the initial phase, settlements and cities can only be built on the coast.
  • The first player to reach, on his/her turn, 13 victory points wins.

 

4. The Old Seafarers Scenarios

In 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 Only

The Four Islands

Scenario:

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 & Knights

Heading for New Shores

Scenario:

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+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.

Required Number of Victory Points:

12 victory points (with C&K: 15 victory points)

 

Through the Desert

Scenario:

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 Catan

Scenario:

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 Barbarians

The Harbormaster

Scenario:

The Harbormaster rewards the building of settlements and cities at harbor intersections. The rules of the basic game apply.

Harbormaster-Rule

A 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:

11 victory points

Last Updated on Friday, 12 March 2010 14:38