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22

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 ...


12

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. ...


10

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.


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. ...


7

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 ...


7

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 ...


7

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.


7

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 ...


7

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 ...


7

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 ...


6

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. ...


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

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


5

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 ...


5

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 ...


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

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.


4

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 ...


3

Even though Pat provided a formal rule that states that the pirate should be placed only on hexes I want to argue that placing it on the border should be allowed. Simply because the border represents (incomplete) hexes. Also it clearly provides places for boats, settlements and cities there where the normal hexes align with it. The border that my family and ...


3

From Combination of “The Fishermen of Catan” with “Seafarers” Scenarios If you include the lake, it should always be completely surrounded by land hexes. You must not build ships at the lake. (Of course, if you use the lake as a coastal hex anyway, you may also build ships on the sides facing the ocean.) I suggest this ruling would also apply ...


3

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 ...


2

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; ...


1

The tradeoffs are often the usual case... with more complexity, there's a higher learning curve, and all other factors being equal, the game takes longer. However, you do get more depth, strategies, and things to do. Features vary between publisher (e.g. Kosmos vs. Mayfair) and edition (3rd edition and 4th edition Seafarers have some maps that are NOT in ...


1

No, The rules state (p6): Like the Robber, you place the pirate in the center of any hex you choose— except that you may only place it on a sea hex. The frame is not composed of hexes, you cannot place the pirate on it.


1

I try to maximize the number of numbers I have. This works especially well when playing with the lake tile from Traders and Barbarians. In the last game I played, I was eventually able to get something (unless being robbed or a seven is rolled) with each roll and won because of it.



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