Seafarers rules
ExpansionCATAN
Seafarers is an expansion for CATAN. ships, islands and gold.
How Seafarers changes play
Seafarers
Play across islands, using ships as sea roads.
- Setup: turn the CATAN frame pieces face down and combine them with the Seafarers frame; build the scenario's map with its hexes, discs and ports. A coastal starting settlement may take a ship instead of a road.
- Setup: start on the main island (New Shores, Through the Desert, Pirate Islands) or the large island (Forgotten Tribe, Wonders of Catan, not on marker or X intersections); in Four Islands, Fog Islands and New World, on one island or two.
- Ships: built on sea edges, linked to your ships or buildings, not to roads. They count toward Longest Route.
- Moving ships: move 1 ship a turn, if one end is open and it wasn't built this turn.
- Gold: a settlement on a producing gold field gets a resource of your choice (a city gets 2).
- Pirate: on a 7 you may move the pirate instead of the robber.
- Scenarios: each has its own map and victory point target.
CATAN rules it changes
- Rolling a 7: Moving the Robber You may move the pirate instead of the robber.
- Knight Card A Knight lets you move the robber or the pirate.
- Road Building Card You may build 2 roads, 2 ships, or 1 road and 1 ship.
- Longest Route Your route may be made of roads and ships together, joined at your buildings.
All Seafarers rules (17)
- Seafarers Overview Seafarers adds ships, gold fields, small islands, sea hexes and the pirate.
- Seafarers Scenarios The scenarios are Heading for New Shores, The Four Islands, The Fog Islands, Through the Desert, The Forgotten Tribe, Cloth for Catan, The…
- Ships Ships go on empty edges of sea hexes, and have a building cost of their own.
- Moving Ships You may move 1 ship during your action phase.
- Starting Ships If you place a starting settlement on the coast, you may place a ship on an adjacent empty sea edge instead of a road.
- Gold Fields Each player with a settlement on a gold field that produces this turn receives 1 resource card of their choice: brick, wood, wool, wheat…
- Island Bonus Victory Points Your first settlement on each small island earns a bonus: +2 VPs in Heading for New Shores, +1 VP in The Wonders of Catan.
- Longest Route With Ships The first player to have 5 continuous roads and/or ships in play takes the Longest Route tile.
- The Pirate When you roll a 7 you may choose to move the pirate instead of the robber, to the frame or to a new sea hex.
- The Pirate Blocks Ship Building You may not place any new ships on an edge of the hex occupied by the pirate.
- Fog Islands: Discovering Hexes When you place a ship or road next to an intersection with an empty hex space, you discover a new location: take the top hex from the…
- New World Setup In New World you place the listed hexes and number discs randomly, then ports go on edges between a land and a sea hex (or a land hex and…
- The Forgotten Tribe Win at 13 VPs. Settlements go only on hexes with number discs, and the robber only to numbered hexes.
- Cloth for Catan Win at 14 VPs, or if 5 or more villages have no cloth at the end of a turn the player with most VPs wins (ties: most cloth).
- The Pirate Islands Win by capturing your pirate fortress while you have 10+ VPs; there's no robber, Longest Route or Largest Army.
- The Wonders of Catan Win by finishing your wonder, or with 10+ VPs and a higher wonder level than everyone else.
- Seafarers for 5–6 Players With the Seafarers 5–6 extension, use every frame piece and the CATAN and CATAN 5–6 number discs, and take turns as paired players: player…