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 resources,...
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 ...
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 ...
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 ...
Generally speaking, no points are granted for expanding to an island.
That said, some of the scenarios have a special rule that grant points for expanding to an island. For example, scenarios 1, 4, 8 and 9 have the following special rule:
If you build a settlement on a foreign island, you receive a
Special Victory Point! Take a Catan chit and place it ...
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 ...
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 ...
You should reveal the hex tile when you first build a ship that reaches it; you don't wait until you are building a settlement.
From the rules:
When a ship (or a road) is connected to an unexplored
area, a new tile will be discovered! If you place a ship or road
that connects to the intersection of an unexplored hex, you
must immediately draw the ...
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 ...
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 ...
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
AND it specifically states
If your shipping route reaches a coastline, ...
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 the ...
No, the pirate ship acts in the same way that the robber does, allowing you to steal 1 resource.
Playing a Knight card by itself does not allow you to steal a resource from a player. Playing a Knight card allows you to move the robber, and if you place the robber next to a player, then you get to steal a resource from that player. The pirate works exactly ...
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 ...
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; ...
There are no official "sequels" but there is some stuff you can find online.
CatanMaps.com is the largest library that I've found. They have about 50 Catan maps or scenarios (mostly for Seafarers), and they add to it regularly. The collection includes info on setting up official scenarios that didn't make it into the current handbook (Greater Catan, ...
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?
Yes, every player, including yourself / the player who rolled the 7.
From the rules:
every player who has more than 7 resource cards must select half...
With SeaFarers, you can choose to move the pirate instead of moving the robber. But that's the only difference. The discard half applies either way.
The rules specify only the pirate/robber choice. Leaving ...
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 ...
In terms of Settlers expansion combinations, the catan official website really is a one-stop-shop. They have a combination listing for Seafarers and Fishermen, here. It says a few things about fishing and ships, but not about the pirate blocking fishing spots. Based on that alone, I'd say the pirate does not block fishing.
If that doesn't do it for you, ...
One clarification of the rules regards moving ships. In the 4th edition Seafarers Rulebook, there was a poor translation which made some people think that you could not ever move the ship that is closest to a homeport (i.e. you could never divorce a settlement and its first ship).
The 4th edition rules stated:
"You may only move the ship that is at the end ...
You need to create a full shipping line. If you want to move a ship, you have to place it so that it is attached to another ship, or to a city or settlement.
You can never reach another island with just one ship.
If you are on land, you can build settlements separated by (at least) two roads.
If you want to go to another island, you should build a "road of" boats from a settlement. Until you reach land where you can build a settlement. From the settlement you can build roads again.
You can build boats along the coast as long as they start at a settlement.
You can ...
When the 5th edition of Catan came out, I remember reading an official source (Catan FAQ) explaining that it would be completely backwards compatible. The only source I can find right now is this one:
The 5th edition will also be fully backwards compatible to the previous 4th edition and will feature a more cohesive art style throughout all 4th and 5th ...
You can move a ship in the first round of the game.
The setup step is something that happens before the first turn of the game begins; it doesn't happen "during a turn". There's no difference between the first turn and any later turn in terms of moving boats or anything else.
From p12 of the rules (emphasis added),
If you place a ship or road that connects to the intersection of an unexplored hex, you must immediately draw the top hex from the pile and place it face up in the empty space.
If you can ever build a settlement on an intersection, you must already have a road/ship connected to that intersection, so all those hexes ...
The rules are given at Catan Maps (and I believe somewhere in app, but I don't have it installed at the moment):
After setting up the board as shown, set aside the following four number tokens, shuffled in a face-down pile: 3, 5, 8, 9, 10
As soon as a player’s ship reaches the intersection of a terrain hex belonging to one of the small ...
Some of the links in other answers are obsolete; the re-designed Catan website now has a whole section for combining expansions, including the following under Combining Seafarers with "Cities & Knights" Expansion:
The number of victory points specified for each scenario should be increased by 2.
I consider these in the following order, mostly because those listed first are more obvious and easier to assess:
resources production rates
spacing / room to expand
resource conversion potential at ports (trading with the bank)
dependence of strategies on trading
sizing up opponent
Adding up the dots on the dice roll chips to get an idea of the production ...