Hot answers tagged

27

If I'm the first player, I always go for the most powerful settlement, since I have no idea what I'll get when it comes back around to me. If I'm last, I grab spots that based on the numbers and the available ports will get me an advantage. I also like to try to place the second settlement on a brick/wood combo so I can start with a road. The other ...


15

The rules for Cities and Knights (pdf) address combining it with Seafarers (page 13). They warn that only certain scenarios work well, and provide rules for things like how to treat ships as roads and how a knight can chase away the pirate. There is also a FAQ on combining the two expansions, which addresses a few points that the published rules don't cover. ...


15

No, it cannot. From the official Catan FAQ: Development Cards – Progress – Road Building - May I use a Road Building card to build 1 road and 1 ship? Yes. You must build them one after another though. You are not allowed to first build a road via a Road Building card, then build a settlement adjacent to that road by paying the required ...


13

You need both player extensions in order to play with 5-6 players on Seafarers. The Seafarers 5-6 player extension doesn't contain the pieces needed for the extra players. You'll need the frame pieces, extra titles, houses, roads and cities from the regular Catan 5-6 player extension in order to play Seafarers with 5-6 people.


12

The rules for Seafarers (pdf) do not address combining the two expansions. The rules for Cities and Knights (pdf) do address combining the two games (page 13), warning that only certain scenarios work well, and providing rules for things like how to treat ships as roads and how a knight can chase away the pirate. They do not, however, specify how many ...


9

For me the big strategy for seafarers is to realize that most of the time the islands are not worth it. If it is very convenient to go for an island then do it, but usually I find that the resources I expend could have been better used elsewhere. (Though if everyone is following this strategy, then the islands are great because of the free space. ...


9

Your are correct. I believe that the official Cities and Kights rules are clear enough for this: Commodities are produced only by cities, and only in forest, pasture, and mountains. It might be different if Cities always produce commodities in C&K, but that's not that case. Cities on grain or brick don't produce commodities, and C&K rules ...


8

Opinions will always vary, but what I think one can objectively say is that Cities & Knights adds more complexity and variation to the game as it adds several new dimensions: new resource types, new types of knights, new expansion cards and new 'privileges' gained as you expand your principality. So if this type of 'extra dimensions of complexity' is ...


8

Yes, the Road Building Development Card can be used for ships or roads. From the Seafarers rules, page 5. When playing the “Road Building” Development Card in a game of Seafarers, you have the option of building 2 roads, 2 ships, or 1 ship and 1 road.


8

No, you may not move it, your ship is not open. From the official site. A ship is “open” when it is located at the end of a ship route. As soon as a ship route connects two settlements, the ship route is considered as closed. A ship in a closed ship route can not be moved. This rule also applies if another player builds a settlement on the intersection ...


8

When placing 1st or 2nd in the basic game, I always look at the board and determine which of the two basic strategies (ore/hay & wood/brick) works best. If I place 3rd or 4th, and my opponents know what they are doing, I often have to use the opposite strategy (or one of the others i.e. balanced/monopoly/etc). Seafarers adds wood/sheep as a third ...


8

To me, the big benefit of playing Seafarers is the diversity of maps, and the ability to play random maps. I find the default random map is a little sparse on land, but this only makes you think harder on where you want to build. These new maps open up new strategies, and change the dynamic of land settlement from being contained on a single land mass. ...


8

This is a problem with this scenario in its current form. Sebastian Rapp, Catan's Product Manager, suggests lowering the points required to 8 since the point of this scenario is more to build ships and defeat pirates that to develop the starting island. Your idea of being able to build on the pirate islands is another fix, possibly with the stipulation that ...


7

A port is coastal. A ship can be build if a settlement or city is present (or as a continuation of other ships).


6

Seafarers, Cities and Knights, and Traders and Barbarians are all expansions for Settlers of Catan. Every expansion requires the original game to setup and play. The various expansions can be mixed. For example, Seafarers and Cities and Knights can be combined without trouble. In some cases the rules conflict - in which case adjustments need to be made. The ...


6

There are a ton of variables to deal with, such as where everyone else has already placed, the numbers on the resources, and nearby ports. I always like to try and get my brick/wood combo on my first placement, because that's absolutely necessary for roads and settlements. For my second placement, I'll go for whatever I'm lacking. If you have to skip out ...


6

Yes, I would suggest that it's possible! The frame is just a convenience feature of newer editions and was originally composed of normal water hexes.


6

Roughly 15x16" for the base game. roughly 15x20" for the 5-6p expansion. About 17x28" for framed base game with C&K, and another 3.125" for 5-6p. Seafarers can be considerably larger... up to 24x36" I've not bothered with Traders and Barbarians, so I cannot speak to it. Note that the travel version (which is base game only) fits nicely on an airline ...


6

There is a clear distinction between placing and building. The road building card says you place them as though they are just built. The hex exploration is triggered by placement, not by building. So logically, you would explore the first road's adjacent hexes before you have to place the second road or ship. How else could you build the second ship/road ...


6

Changes to the base game The biggest change in the base game is that the name has switched from "Settlers of Catan" to just "Catan". They've also updated the art (citation). Changes to seafarers Many of the scenario maps are different. It seems they used the maps from the 2008 German printing of seafarers when making 5th edition. The big change is that ...


6

The 5-6 player extentions contains tiles, number fiches and additional playing pieces so there is enough to play with more players. It contains scenario's for 5 and 6 players. You can play with 3 or 4 players on a 5 or 6 player board, but then the game becomes too easy. The board is just to big (contains too much resources) to have a challenging game. And ...


5

It's pretty obviously NO. Page 2 of the rules - Except where noted below, Catan: Seafarers uses the same rules as The Settlers of Catan On page 4 Shipping routes act as roads across water (or along the coast). You build and place ships in much the same way as roads AND it specifically states If your shipping route reaches a ...


5

You need sheeps and wood to build a ship, so sheeps are slightly more important. Second, most games give extra victory points for the first settlement on a new island. This can be nice, but realise that you will have at least two settlements on a coast, reducing the number of goods for them.


5

From the rules to Sefarers, page 6: If you roll a "7" during your turn, you may elect to move the pirate INSTEAD of the robber. From the Cities and Knights rules, page 5: The robber cannot be moved until after the barbarians reach the island of Catan for the first time. Since the robber can't be moved until the barbarians attack, neither can ...


4

In my experience, small islands are usually not worth going for in the beginning of the game because the amount of territory you get access to is not worth the resource requirements. Obviously, the larger the island, the closer it is to your starting position, and the more dots worth of production, then the more worth while it is to go for. However, even if ...


4

Complementary to some of the advice above, I generally follow a two-step process, especially when I don't have first pick: (a) see which resource is going to be rarest in the game, by the numbers; (b) pick the most advantageous point on the best number hex for that resource. If I'm going last-first-round, first-second-round, this is especially powerful; ...


4

I'm pretty sure there's no official rule, but increasing the victory point target seems basically mandatory if you want the whole game to develop.


4

The original German (I've the first German edition) uses the word sofort meaning immediately so from that I'd say no. Later and American/English versions may differ. However, under what circumstances can you not immediately follow the placing of the two roads with placing a settlement between them, within the same turn?


4

It looks like you're mixing two things up. The Chits in this scenario are not the same chits as the victory points ones. I don't have the material at hand, but you could use something completely different for those chits (a coin for instance). It's just used to track your progress in the wonder you're building. The first time you pay the resources to build ...


4

Boats are like roads with a few exceptions: they must border at least on one side to water. they require wood and sheep to build. you can pivot the last ship in a row of ships (but it needs to stay connected). they are affected by pirates You can only change from road to ship (or ship to road) through a settlement (or city). In order to build a ...



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