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Settlers of Catan

Complete Scenario and Variant Guide


Version 0.10

Compiled by Kelvin Chung


All copyrights and trademarks are properties of their respective owners.
Any inaccuracies in this guide or inconsistent use of style should be emailed to kelvSYC@mac.com
Kelvin’s Foreword

Settlers of Catan is considered to be the “gateway game” to a wide variety of European gaming. And who can
argue with that? Catan has worldwide appeal, and many computer and console games would kill to have sales
figures that Catan gets. Settlers of Catan has, without a doubt, proven that the boardgaming tradition is still
very alive and well, even in this age where everything is done on a computer. The brainchild of Klaus Teuber
and his crew at Catan GmbH must be commended to create perhaps the board game for the next generation.
Maybe when we are old, Settlers of Catan will be as recognizable as great American classics like Monopoly or
Risk.

Even as we approach the 15th anniversary of the birth of Settlers, we’ve seen many imitators (Auripolis, which
was largely derided as plagiarism, and as such was never published) and “unofficial expansions” (DDG Games’
four expansions, which included Combat and Politics) that are signs of its widespread appeal. Even academic
papers have been published that proposes theories on why Settlers of Catan is successful, and on how to make
an effective Settlers of Catan AI. All of this is indicative of its massive worldwide success, and justifies the
numerous accolades that were won by a simple board game about life in the Viking era.

So why this guide? Over the years, there have been many ways to play the game. In 1995, the one island we
all know and love was the only way to play. The subsequent releases of Catan: Seafarers, Catan: Cities and
Knights, and other expansions have greatly diversified how we play Settlers of Catan, with each different way
called a “scenario” or “variant”. Some of these have been translated into not only English, but also into
languages around the world. Others have only seen releases in the native German. The objective of this guide
is simply to summarize every official scenario that has ever existed, and present them all to you, the reader.

This guide has taken its source from many official sources, from the manuals that come with the games, to the
rulesets provided by the German Das Buch zum Spielen, to the periodic releases of the German Catan-News
newsletter. This is made more complicated by the fact that over time, the scenarios and variants therein have
been altered to better fit new rule changes and playing styles. For example, while we today take for granted
the rule that trading and building can be done in any order, it was only until very recently that one had to do all
their trades before their builds.

For everyone who has authored these scenarios and variants, I hope you will have fun playing with the many
scenarios that have been compiled in this game.

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General Notes
Unless stated otherwise, all scenarios are designed with the current English edition published by Mayfair Games
in mind. As of 2010, Settlers of Catan is in its 4th edition. Note that scenarios (or, for the matter, the
expansions required for them) are incompatible with Catan: Portable Edition, Catan Board Game: Gallery
Edition, Simply Catan or the German language Einsteiger-Variante, owing to various equipment-related
concerns. 3rd and 4th edition sets (including the Catan 10th Anniversary Edition, which is a 3rd Edition set) are
generally compatible with minor equipment-related issues, as is sets between the English language 3rd and 4th
editions and those of other languages. Though the equipment between 3rd and 4th edition sets are generally
compatible, scenarios for one edition may require equipment in excess of what is provided by the other (for
example, 4th edition Catan: Seafarers sets come with fewer ocean hexes than their 3rd edition counterparts).

All scenarios should be playable given the scenario prerequisites for each setup, which may involve equipment
from different language editions of the game (this is especially apparent if equipment from Das Buch zum
Spielen is needed). To the best extent possible, this guide will also provide a way to have every scenario and
variant playable using only the equipment found on the English language sets. Note that this may require
additional equipment beyond the scope of the scenario requirements (such as additional copies of the base
game and/or expansions). Because of this, setups may vary from the actual setup as presented in the original
source. Any notes to this effect are given in a section known as “Equipment Notes”.

Furthermore, note that the same game piece may have multiple purposes. This is especially apparent when
combining “Catan for Two” with Catan: Seafarers scenarios, where the Catan chit doubles as both trade tokens
and markers for special victory points (there is no confusion, by the way, when using a 3rd Edition Catan:
Seafarers set, as the earlier edition did not include Catan chits but used separate victory point tokens). This
may get even more complicated if combined with variants, so care should be taken if one game piece serves
multiple purposes. Better yet, to avoid this issue, different kinds of tokens should be used (for a player with a
full complement of Mayfair-distributed Settlers of Catan material, which includes the German Historische
Szenarien and Das Buch zum Spielen, there should be roughly 15 different kinds of tokens, which include Catan
chits, the four types of tokens used in The Colonists, the three different types of coins, the two different types
of victory point markers, and of course, blank number tokens). As each scenario and variant is presented in
isolation, these substitutions may become necessary depending on which scenarios and/or variants are
employed.

Unless stated otherwise, each scenario requires the list of equipment matching the scenario requirements: for
example, each player is given 5 settlements, 4 cities, and 15 roads, and a scenario requiring Catan: Cities and
Knights requires that the Development Card deck be replaced with the Progress Card decks.

For scenarios, each scenario may have multiple different setups. Each setup will outline any expansion sets
required, the numbers of terrain and number tokens needed to build the board, and the harbors needed. If
there are additional things that may be built during a player’s turn, or if the cost of an existing item is different
from the established rules, these are also noted on the individual setup pages.

Anything of note that may occur during the setup of the game board is noted in the “Preparation Notes”. Note
that this guide generally omits how the frame pieces are setup; consult with the game manuals for how to set
up the frame pieces for the scenario. This guide follows the convention set forth by the English language
instruction manuals in posting the board setups vertically (rather than the German language convention of
horizontal board setups), which in most cases means that in most scenarios, “north” refers to the right side of
the game board.

“Setup Notes” are to be noted during the initial setup phase – that is, when players begin the game, but prior
to the first player taking their turn. This may include special provisions for placing their initial settlements and
cities. If, however, there is a pre-existing board setup in a scenario, this is noted on the game board diagram
itself.

Anything of note that is for a specific scenario setup and not of the scenario as a whole is noted in separate
sections on the individual setup’s pages. These sections are setup identically to the ones in the general
scenario rules, and supersede the ones given in the general scenario rules wherever they may conflict.

In all cases, any notes in green only apply if the rules from Catan: Cities and Knights are used. Any notes in red
only apply if it is not used. Any two-player setups, unless otherwise noted, uses the “Catan for Two” rules as
found in Catan: Traders & Barbarians. Note that as nearly all scenarios are playable with “Catan for Two”, only
those with additional rules are listed. Similarly, any scenario combination with fairly disjoint rulesets (such as
“The Fishermen of Catan” and “The Caravans”) are not listed.

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The scenario texts are summarized from their original sources and are not direct translations of the source
material. In the event of any discrepancy between this document and those sources, those sources will be
taken as correct. If there is a factual inaccuracy in this guide, please contact the maintainer of this guide.

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Conventions in the Guide
Throughout this guide, the following symbols are used:

Hexes:
Hills (Brick) Lake (T&B) Jungle (Das Buch)
Fields (Grain) Fishing Ground (T&B) Volcano (Das Buch)
Forest (Lumber) Oasis (T&B) Citadel (Das Buch)
Mountain (Ore) Barbarian Castle (T&B) Unexplored Terrain
Pasture (Wool) Trade Castle (T&B) Special Setup
Desert Quarry (T&B)
Ocean Glassworks (T&B)
Gold Field (Seafarers) Rivers (T&B)

Note that the Quarry and Castle tiles all have the pasture color background in the game. The hills color
background is used for the Quarry to differentiate it from the Castles, as well as due to the fact that variations
where the Quarry tile produces resources produce brick. (It’s also to note that the German editions of the
quarry tile do, in fact, use the hills color background…)

Maps using unexplored terrain or special setups will have preparation notes. However, some general principles
apply:
• If there is a blank number token on any resource-producing terrain, it denotes that there is a number token
assigned to the terrain, but the number tokens require special setup.
• If there is a number tile on blank terrain, it denotes that the terrain requires special setup, but the number
tokens do not.
• If there is a number token on a black background, it denotes that the robber begins the game on the
particular hex, which is assigned the number token.
• If there is no number tile on any resource-producing terrain, it denotes that the tile does not produce
resources. Note that in certain cases, number tokens may be reassigned partway through the game, so they
may not be substituted with, say, desert tiles at the start of the game. Consult the preparation notes for
further details.

Harbors:
Brick 2:1 Ore 2:1 Special Setup
Grain 2:1 Wool 2:1
Lumber 2:1 3:1

Unless otherwise noted, blank harbors are to be randomly assigned from the harbors remaining after the fixed
harbors are set up.

Player Pieces:
Settlement Active Mighty Knight (C&K) Balloon (Das Buch)
City City Walls (C&K) Castle (Das Buch)
Road Merchant (C&K) Dike (Das Buch)
Ship (Seafarers) Metropolis – Trade (C&K) Factory (Das Buch)
Basic Knight (C&K) Metropolis – Politics (C&K) Fort (Das Buch)
Active Basic Knight (C&K) Metropolis – Science (C&K) Pioneer (Das Buch)
Strong Knight (C&K) Bridge (T&B) Train (Das Buch)
Active Strong Knight (C&K) Knight (T&B) Water Tower (Das Buch)
Mighty Knight (C&K) Wagon (T&B)

Note that the Merchant is a neutral piece: the use of player colors denote the player with control of the
Merchant.

Other Pieces:
Robber / Pirate (Seafarers) Camel (T&B)
Barbarian (T&B) Storm (Das Buch)

Any other points of interest on the map will be marked, with proper documentation in the rules.

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Table of Contents
The First Island...................................... 11 5-6 Player Setup – Oceania ....................... 66
Catan (2002 Capcom Edition)........................ 13 3 Player Setup (3rd Edition) — Oceans ....... 67
Catan Board Game: Gallery Edition................. 15 4 Player Setup (3rd Edition) — Oceans ....... 68
Catan Board Game: Portable Edition............... 16 5 Player Setup (3rd Edition) — Oceans ....... 69
Die Siedler von Catan: Einsteiger-Variante ...... 17 6 Player Setup (3rd Edition) — Oceans ....... 70
Portable Catan ............................................. 18 Through the Desert ...................................... 71
Rockman.EXE Catan Standard ....................... 19 3-4 Player Setup...................................... 72
Simply Catan ...............................................20 3 Player Setup – German 2008 ..................73
Wegwerpcatan............................................. 21 4 Player Setup – German 2008 ..................74
Islands of Catan ...........................................22 2 Player Setup with “The Fishermen of Catan”
3-4 Player Setup...................................... 23 ............................................................. 75
5-6 Player Setup — Big Islands of Catan ..... 23 3-4 Player Setup with “The Fishermen of
Big Island................................................... 24 Catan”.................................................... 76
7-8 Player Setup...................................... 24 2 Player Setup with “The Rivers”................ 77
Peanut Island.............................................. 25 3-4 Player Setup with “The Rivers”............. 78
7-8 Player Setup...................................... 25 2 Player Setup with “The Caravans” ........... 79
NetBattle .................................................... 26 3-4 Player Setup with “The Caravans”......... 80
3-4 Player Setup...................................... 26 2 Player Setup with “Barbarian Attack”....... 81
First Islands of a Different Kind............. 27 3-4 Player Setup with “Barbarian Attack”.... 82
Settlers of Canaan........................................28 2 Player Setup with “Traders & Barbarians”. 83
Settlers of Zarahemla ................................... 30 3-4 Player Setup with “Traders & Barbarians”
Siedler von Kanaan...................................... 32 ............................................................. 84
Seafarers Scenarios............................... 33 5-6 Player Setup...................................... 85
Heading for New Shores ............................... 34 5-6 Player Setup (German 2008)............... 86
3-4 Player Setup...................................... 35 3 Player Setup (3rd Edition) — Into the Desert
3 Player Setup (German 2008) .................. 36 ............................................................. 87
4 Player Setup (German 2008) .................. 37 4 Player Setup (3rd Edition) — Into the Desert
5-6 Player Setup...................................... 38 ............................................................. 87
5-6 Player Setup (German 2008)............... 39 5 Player Setup (3rd Edition) — Into the Desert
3-4 Player Setup (3rd Edition) — New Shores ............................................................. 88
............................................................. 40 6 Player Setup (3rd Edition) — Into the Desert
The Four Islands .......................................... 41 ............................................................. 89
3-4 Player Setup...................................... 42 The Forgotten Tribe ...................................... 90
3 Player Setup (German 2008) .................. 43 3-4 Player Setup...................................... 91
4 Player Setup (German 2008) .................. 44 2 Player Setup with “The Fishermen of Catan”
2 Player Setup with “The Fishermen of Catan” ............................................................. 92
............................................................. 45 3-4 Player Setup with “The Fishermen of
3-4 Player Setup with “The Fishermen of Catan”.................................................... 93
Catan”.................................................... 46 2 Player Setup with “The Caravans” ........... 94
2 Player Setup with “The Caravans” ........... 47 3-4 Player Setup with “The Caravans”......... 95
3-4 Player Setup with “The Caravans”......... 48 2 Player Setup with “Barbarian Attack”....... 96
5-6 Player Setup — The Six Islands ........... 49 3-4 Player Setup with “Barbarian Attack”.... 97
5-6 Player Setup (German 2008) — The Six 5-6 Player Setup...................................... 98
Islands ...................................................50 3-4 Player Setup (3rd Edition) — Friendly
3 Player Setup (3rd Edition)...................... 51 Neighbors ...............................................99
4 Player Setup (3rd Edition)...................... 51 5-6 Player Setup (3rd Edition) — Friendly
5 Player Setup (3rd Edition) — The Five Neighbors ............................................. 100
Islands ...................................................52 Cloth for Catan .......................................... 101
6 Player Setup (3rd Edition) — The Six Islands 3-4 Player Setup.................................... 102
............................................................. 52 5-6 Player Setup.................................... 103
The Fog Island............................................. 53 3-4 Player Setup (3rd Edition) — Coffee for
3-4 Player Setup...................................... 54 Catan ................................................... 104
3 Player Setup – Oceania .......................... 55 The Pirate Islands ...................................... 105
4 Player Setup – Oceania .......................... 56 3-4 Player Setup.................................... 106
2 Player Setup with “The Fishermen of Catan” 3-4 Player Setup with “Barbarian Attack”...107
............................................................. 57 5-6 Player Setup.................................... 108
3-4 Player Setup with “The Fishermen of 3-4 Player Setup (3rd Edition) ................. 109
Catan”.................................................... 59 The Wonders of Catan ................................ 110
2 Player Setup with “The Rivers”................ 60 3-4 Player Setup.................................... 111
3-4 Player Setup with “The Rivers”............. 62 2 Player Setup with “The Fishermen of Catan”
2 Player Setup with “Barbarian Attack”....... 63 ........................................................... 112
3-4 Player Setup with “Barbarian Attack”.... 64 3-4 Player Setup with “The Fishermen of
5-6 Player Setup...................................... 65 Catan”.................................................. 113

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Table of Contents
2 Player Setup with “Barbarian Attack”...... 114 3-4 Player Setup with “The Caravans”....... 170
3-4 Player Setup with “Barbarian Attack”...116 2 Player Setup – Traders & Barbarians XXL 171
5-6 Player Setup.................................... 117 3-4 Player Setup – Traders & Barbarians XXL
5-6 Player Setup with “The Fishermen of ........................................................... 173
Catan”.................................................. 118 5-6 Player Setup.................................... 175
3-4 Player Setup (3rd Edition) ................. 119 5-6 Player Setup with “The Fishermen of
The Great Crossing..................................... 120 Catan”.................................................. 176
4 Player Setup (3rd Edition).................... 121 Historical Scenarios ............................. 177
6 Player Setup (3rd Edition).................... 121 Alexander the Great ................................... 178
New World................................................ 122 3-4 Player Setup (3rd Edition) ................. 179
3-4 Player Setup.................................... 123 Cheops ..................................................... 180
5-6 Player Setup.................................... 124 3-4 Player Setup (3rd Edition) ................. 181
3 Player Setup (3rd Edition).................... 125 Uprising in Egypt ........................................182
4 Player Setup (3rd Edition).................... 125 3-4 Player Setup (3rd Edition) ................. 183
5 Player Setup (3rd Edition).................... 126 Troy ......................................................... 184
6 Player Setup (3rd Edition).................... 126 4 Player Setup (3rd Edition).................... 185
Traders & Barbarians Scenarios ........... 127 6 Player Setup (3rd Edition).................... 185
The Fishermen of Catan.............................. 128 The Great Wall ...........................................186
2 Player Setup ....................................... 129 4 Player Setup (3rd Edition).................... 187
3-4 Player Setup.................................... 130 6 Player Setup (3rd Edition).................... 187
5-6 Player Setup.................................... 131 Das Buch zum Spielen Scenarios.......... 188
The Rivers ................................................ 132 The Atoll................................................... 189
2 Player Setup ....................................... 133 4-5 Player Setup (3rd Edition) ................. 190
3-4 Player Setup.................................... 134 The Bermuda Triangle ................................ 191
2 Player Setup with “The Fishermen of Catan” 3-4 Player Setup.................................... 192
........................................................... 135 5-6 Player Setup.................................... 193
3-4 Player Setup with “The Fishermen of 3-4 Player Setup (3rd Edition) ................. 194
Catan”.................................................. 137 5-6 Player Setup (3rd Edition) ................. 195
2 Player Setup with “The Caravans” ..........138 Catan Express ........................................... 196
3-4 Player Setup with “The Caravans”....... 139 3-4 Player Setup (3rd Edition) ................. 197
5-6 Player Setup.................................... 140 5-6 Player Setup (3rd Edition) ................. 198
5-6 Player Setup with “The Fishermen of El Dorado .................................................. 199
Catan”.................................................. 141 3-4 Player Setup.................................... 200
The Caravans ............................................ 142 3-4 Player Setup (3rd Edition) ................. 201
2 Player Setup ....................................... 143 The Explorers ............................................ 202
3-4 Player Setup.................................... 143 3-4 Player Setup.................................... 203
5-6 Player Setup.................................... 144 3-4 Player Setup (3rd Edition) ................. 204
Barbarian Attack ........................................ 145 The Fleets ................................................. 205
2 Player Setup ....................................... 147 3-4 Player Setup.................................... 206
3-4 Player Setup.................................... 148 3-4 Player Setup (3rd Edition) ................. 207
2 Player Setup with “The Fishermen of Catan” The Colonists ............................................ 208
........................................................... 149 3-4 Player Setup.................................... 210
3-4 Player Setup with “The Fishermen of 3-4 Player Setup (Standalone)................. 211
Catan”.................................................. 151 3-4 Player Setup (3rd Edition) ................. 213
2 Player Setup with “The Rivers”.............. 152 3-4 Player Setup (3rd Edition, Standalone) 214
3-4 Player Setup with “The Rivers”........... 154 The Great Race.......................................... 215
2 Player Setup with “The Caravans” ..........155 3 Player Setup (3rd Edition).................... 216
3-4 Player Setup with “The Caravans”....... 156 4 Player Setup (3rd Edition).................... 217
2 Player Setup with “Traders & Barbarians” 157 5 Player Setup (3rd Edition).................... 218
3-4 Player Setup with “Traders & Barbarians” 6 Player Setup (3rd Edition).................... 219
........................................................... 159 The Treasure Hunters ................................. 220
5-6 Player Setup.................................... 160 3-4 Player Setup.................................... 221
5-6 Player Setup with “The Fishermen of 5-6 Player Setup.................................... 222
Catan”.................................................. 161 3-4 Player Setup (3rd Edition) ................. 223
5-6 Player Setup with “The Caravans”....... 162 5-6 Player Setup (3rd Edition) ................. 223
Traders & Barbarians .................................. 163 The Specialists .......................................... 224
2 Player Setup ....................................... 165 3 Player Setup ....................................... 225
3-4 Player Setup.................................... 166 4 Player Setup ....................................... 225
2 Player Setup with “The Fishermen of Catan” 5-6 Player Setup.................................... 226
........................................................... 167 3 Player Setup (3rd Edition).................... 227
3-4 Player Setup with “The Fishermen of 4 Player Setup (3rd Edition).................... 227
Catan”.................................................. 168 5-6 Player Setup (3rd Edition) ................. 228
2 Player Setup with “The Caravans” ..........169 The Storm Tides ........................................ 229

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Table of Contents
3-4 Player Setup.................................... 230 5-6 Player Setup.................................... 285
5-6 Player Setup.................................... 231 Settlers of Luxembourg ............................... 286
3-4 Player Setup (3rd Edition) ................. 232 3-4 Player Setup.................................... 287
5-6 Player Setup (3rd Edition) ................. 233 Catan Geographies: Settlers of Hesse ........... 288
Transport Settlers ...................................... 234 3-4 Player Setup.................................... 288
3-4 Player Setup.................................... 235 Catan Geographies: North Rhine-Westphalia.. 289
3-4 Player Setup (3rd Edition) ................. 236 3-4 Player Setup.................................... 289
The World According to Catan...................... 237 Catan Geographies: Indiana & Ohio.............. 290
3-4 Player Setup.................................... 238 3-4 Player Setup.................................... 290
3-4 Player Setup (3rd Edition) ................. 239 Catan Geographies: Settlers of Bavaria ......... 291
Westwards ................................................ 240 3-4 Player Setup.................................... 291
3-5 Player Setup (3rd Edition) ................. 241 Miscellaneous Scenarios ...................... 292
Schätze, Drachen & Entdecker Scenarios Atlantis ..................................................... 293
............................................................ 242 3-4 Player Setup.................................... 293
The Treasure Islands .................................. 243 Catlantis in Winter...................................... 294
3-4 Player Setup.................................... 244 3-4 Player Setup.................................... 295
Departure Into the Unknown........................ 245 The Great River.......................................... 296
3 Player Setup ....................................... 246 3-4 Player Setup.................................... 297
3 Player Setup (Catan-News)................... 247 5-6 Player Setup.................................... 297
4 Player Setup ....................................... 248 The Great Caravan ..................................... 298
Greater Catan............................................ 249 3-4 Player Setup.................................... 298
3 Player Setup ....................................... 250 Regatta .................................................... 299
4 Player Setup ....................................... 251 3-4 Player Setup (3rd Edition) ................. 300
4 Player Setup (3rd Edition).................... 252 5-6 Player Setup (3rd Edition) ................. 300
4 Player Setup (3rd Edition, Catan-News).. 253 Trade Feud................................................ 301
5-6 Player Setup (3rd Edition) ................. 254 3 Player Setup (3rd Edition).................... 302
The Desert Dragons ................................... 255 4 Player Setup (3rd Edition).................... 302
3-Player Setup ...................................... 256 The Marine Researchers .............................. 303
4-Player Setup ...................................... 257 3-Player Setup (3rd Edition).................... 304
3-4 Player Setup — The Desert Riders ...... 258 4-Player Setup (3rd Edition).................... 304
5-6 Player Setup — The Desert Riders ...... 259 5-Player Setup (3rd Edition).................... 305
3-4 Player Setup (3rd Edition) — The Desert 6-Player Setup (3rd Edition).................... 305
Riders .................................................. 260 Settlers in Need ......................................... 306
3-4 Player Setup (3rd Edition, Catan-News) 3 Player Setup ....................................... 307
........................................................... 261 4 Player Setup ....................................... 307
5-6 Player Setup (3rd Edition) — The Desert 5-6 Player Setup.................................... 308
Riders .................................................. 262 3 Player Setup (3rd Edition).................... 309
5-6 Player Setup (3rd Edition, Catan-News) — 4 Player Setup (3rd Edition).................... 309
The Desert Riders .................................. 263 5-6 Player Setup (3rd Edition) ................. 310
The Great Canal ......................................... 264 Multicatan on the Board .............................. 311
3-4 Player Setup.................................... 265 3 Player Setup ....................................... 312
3-4 Player Setup (Catan-News)................ 266 4 Player Setup ....................................... 312
3-4 Player Setup (3rd Edition) ................. 266 3 Player Setup (3rd Edition).................... 313
Enchanted Land ......................................... 267 4 Player Setup (3rd Edition).................... 313
3-4 Player Setup.................................... 268 The Small Islands ...................................... 314
3-4 Player Setup (3rd Edition) ................. 269 3-4 Player Setup.................................... 315
Promotional Scenarios......................... 270 5-6 Player Setup.................................... 316
Saggsen-Gadan ......................................... 271 The Unexplored Land.................................. 317
3-4 Player Setup.................................... 271 3 Player Setup (3rd Edition).................... 318
Offensive in Chemnitz ................................. 272 4 Player Setup (3rd Edition).................... 318
2-3 Player Setup.................................... 272 5 Player Setup (3rd Edition).................... 319
The Building of Chaffenberch Castle.............. 273 6 Player Setup (3rd Edition).................... 320
2-3 Player Setup.................................... 274 No Ore on Catan ........................................ 321
Renaissance in Styria ................................. 275 3-4 Player Setup (3rd Edition) ................. 322
3-4 Player Setup.................................... 276 5-6 Player Setup (3rd Edition) ................. 322
Catan-Austria ............................................ 277 Catan-Plus ................................................ 323
3-4 Player Setup.................................... 277 3-4 Player Setup (3rd Edition) ................. 323
Vienna Meets Catan.................................... 278 Seas for the Poor ....................................... 324
3-4 Player Setup.................................... 281 3-4 Player Setup (3rd Edition) ................. 324
The Guilds of Ankh-Morpork .........................282 Mini-Catan ................................................ 325
3-4 Player Setup.................................... 283 3-4 Player Setup.................................... 325
Rincewind and the Tourist ........................... 284 Catakatoa................................................. 326
3-4 Player Setup.................................... 285 3-4 Player Setup.................................... 326

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Table of Contents
The Lost Tribes of Catan ............................. 327
4-8 Player Setup (3rd Edition) ................. 328
Rally Paris-Catan ........................................329
3-4 Player Setup.................................... 329
The Indians of Catan .................................. 330
3-4 Player Setup.................................... 330
Robin Hood............................................... 331
1 Player Setup ....................................... 331
Traders & Barbarians Variants............. 332
The Friendly Robber....................................333
Catan Event Cards ..................................... 334
The Harbormaster...................................... 335
Catan for Two ............................................ 336
Das Buch zum Spielen Variants............ 338
Events on Catan......................................... 339
Factories on Catan ..................................... 340
Poverty is No Shame .................................. 341
Revenge is Sweet ....................................... 342
The Fences ............................................... 343
Castles on Catan ........................................ 344
Volcanoes on Catan .................................... 345
Volcania.................................................... 346
Dragonslayers ........................................... 347
The Magic 7 .............................................. 348
The Enchanted Island................................. 349
Catan is Round .......................................... 350
Balloon Riders ........................................... 351
Atlantis ..................................................... 352
The Specialist Rules ................................... 353
Blockade ................................................... 354
Ship Sinking .............................................. 355
Capturing Ships ......................................... 356
Miscellaneous Variants........................ 357
In the Jungle ............................................. 358
The City Walls ........................................... 359
Settlers with Walls ..................................... 360
Earthquakes .............................................. 361
Strong 3:1 Harbors .................................... 362
Bonus Section ...................................... 363
At Him with a Roar..................................... 364
3 Player Setup (3rd Edition).................... 364
The Magic Island ........................................ 365
3-4 Player Setup (3rd Edition) ................. 369
The Wall Peckers ........................................370
3-4 Player Setup (3rd Edition) ................. 371
Bridge Building on Catan ............................. 372
Catan for Roleplayers ................................. 373
Disasters on Catan ..................................... 374
Fishermen................................................. 375
Ice Age ..................................................... 376
Merchant Fleet........................................... 377
The Ministers of Catan ................................ 378
The Oil Drillers ...........................................380
The Pioneers ............................................. 381
Settlers with Bluff....................................... 383

Page 9 of 383
The First Island
Foreword

Catan. The first island is what has made the game famous. Even the first computer implementation of The
Settlers of Catan was titled Catan: The First Island (named as such to avoid confusion with the German video
game series The Settlers), and the base game has been retroactively named “The First Island”. The rules
should be all too familiar to anyone who has played a single game.

So why an entire volume dedicated to just one scenario? Even something as simple as the base game has seen
many variations, and has been released and re-released in many forms. We’ve seen the likes of Rockman.EXE
Catan (Settlers of Catan with theme taken from MegaMan Battle Network), Settlers of Catan: Paper and Pencil
(a simplified 7-point game with no Development Cards, meant to be, as the name implies, played with paper
and pencil), and Catan Board Game: Gallery Edition (a “mass-market” release with limited variability compared
to a regular set, complete with poor plastic imitations of wooden pieces). If we were to stretch this out further,
we could also consider things such as Catan Geographies: Germany as a “first island” game. They rely on the
all-too-familiar mechanics but are otherwise standalone games.

Still, we’d like to keep things simple. Today, the familiar “First Island” is a scenario for up to four players, six
with the extension. In previous editions, though, you could play an eight-player game with two different
edition sets, due to the fact that the four players from each set were in eight distinct colors. The rules have
evolved somewhat over time between editions – for example, the robber, at one point in time, blocked the use
of harbors if it was adjacent to a coastal settlement (today, neither the robber nor the pirate in Catan:
Seafarers block harbors). Even still, some rules remain contentious (trading before building, which is still in the
manual as a rule “for beginners” even though it is largely unused at any level of play since the release of the
3rd edition). This section is not just about one scenario, it’s about how the one scenario has evolved over time.

Page 10 of 383
The First Island
The First Island
There have been four main editions of Settlers of Catan. What has changed over the four editions? Here’s a
small comparison table.

1st Edition (1995) 2nd Edition (1996) 3rd Edition (1997) 4th Edition (2007)
Art Style Photorealistic Photorealistic Age of Discovery Vikings
Piece Colors Red White Red Red
Blue Orange Blue Blue
Green Black Orange Orange
Yellow Purple White White
Green (5-6) Green (5-6)
Brown (5-6) Brown (5-6)
Dice Colors White Blue White Yellow
Red (C&K) Red
Frame No frame No frame No frame Sea frame
9 Ocean hexes 9 Ocean hexes 11 Ocean hexes (2 Frame extensions
9 Harbor 9 Harbor hexes from 5-6) (Sea/C&K/T&B)
hexes 11 Harbor hexes (2
from 5/6)
Square frame (Sea)
Sea frame (C&K)
Frame extensions
(Sea/C&K)
Trade Before In the rules In the rules For beginners only. For beginners only.
Building Trade with build is Trade with build is
standard. standard.
Robber to Desert Disallowed Disallowed Disallowed Allowed
Knight Cards Knight Soldier Soldier Knight
Victory Point Cards Capital Chapel Chapel Chapel
Cathedral Governor’s House Governor’s House Library
Court Library Library Marketplace
Library Marketplace Marketplace Palace
Temple University of Catan University of Catan University
Tower
University
Year of Plenty Card Discovery Year of Plenty Year of Plenty Year of Plenty

Playing VP Cards Anytime Anytime Anytime Only at end


5-6 Player Hand limit raised to Hand limit raised to Special Build Phase Special Build Phase
Provision 10 cards 10 cards
Saboteur Targets cities, city Targets leading
collects as a players, discards half
settlement until of the hand
repaired

Clearly, not a lot has changed since (and even in the most extreme changes, it’s due to the fact that the 5-6
player extension was introduced). Initial settlements have always been done snake-style, the game has always
been to 10 points, and so on.

Another interesting note is on the “trade before building” rule: according to Encyclopedia Catanica (the
definitive resource on everything Catan), the “trade before building” rule was the most often ignored of the
rules – so much so that the publication of Das Buch formally repealed it, effectively making the combined
“trade and build” standard.

The Saboteur Progress Card’s function was changed in the German editions in 2003 (at the same time as the
conversion between wooden and plastic pieces there), and not as a function of the Mayfair edition change.

Page 11 of 383
The First Island
What has changed the most, however, is the fact that with two different editions of the game, you could have
up to eight players play – though only pieces for four players were provided, the Development Card deck was
suited for up to six-player play (the rules of what would become the 5-6 player extension was included with the
2nd edition rules). What’s more is that in older editions, you had individual scenarios in the ruleset for that
occasion. Between the 2nd and 3rd editions of the game, Mayfair Games had gone under, with its assets
(including the rights to Settlers of Catan) purchased by Ironwind, which had renamed itself with the Mayfair
name (for all intents and purposes, the former Ironwind is the successor to the original Mayfair Games). The
3rd edition of Settlers of Catan was the first to be published by the “new Mayfair”, and was made to conform to
German and international standards, though English releases has retained its own unique art (done by the
same folks who did the art for the original German editions) to this day.

In the following sections, we’ll look at special editions of The First Island – those with either limited variability
or rules in addition to those that are in a regular Settlers of Catan set. But first, Settlers by the numbers:

• There are 1680 ways to arrange the harbors in a 3-4-player setup, if we ignore the terrain hexes and number
tokens. In a 5-6-player setup, there are 15120 ways to set up the harbors if the terrain hexes and number
tokens are ignored.
• There are 244,432,188,000 different ways to arrange the terrain hexes and number tokens in a 3-4-player
setup, if we ignore the harbors. Note that we are assuming you play by the variable rules as outlined in the
manual, where the number tokens are laid out counterclockwise starting from one corner of the board. This
figure is arrived at arranging the terrain hexes and fixing the way the number tokens are placed. In a 5-6-
player game, we have 74,027,205,049,823,625,600 ways to arrange the terrain hexes and number tokens
(this owing to the greater number of hexes, and the fact that the 5-6-player board loses some of the board’s
rotational symmetry – resulting in the fact that for every hex layout there are in fact three distinct ways to
place the number tokens).
• Which means that there are 410,646,075,840,000 possible board setups in a 3-4-player game, from
multiplying the two numbers above. In a 5-6-player game, this balloons to
1,119,291,340,353,333,219,072,000 possible board setups. And that’s just a mere subset of the number of
ways you can set up the board compared to those where you weren’t restrained by the rules of number token
placement…

Page 12 of 383
The First Island
Catan (2002 Capcom Edition)

In Japan, The Settlers of Catan have been distributed by TrySoft and Capcom, two videogame publishers.
TrySoft’s edition, published in 1998, was the earlier of the two, and was identical to the Kosmos version in
every way. In 2002, Capcom released their version, which was simply called Catan. (To dismbiguate the two,
the earlier TrySoft release was known under its full name as Catan no kaitakusha-tachi, while the Capcom
release was called Capcom Catan.)

Under Capcom, the art was entirely overhauled. Most of the terrain art consisted of a solid color background
with a repeating pattern of symbols meant to evoke the terrain in question. (The art style can also be seen in
the Nokia N-Gage version of Catan.)

Capcom’s edition was also smaller in size, eliminating compatibility with TrySoft’s release and international
versions (including that of its expansions). On the other hand, under Capcom Catan enjoyed its greatest
popularity.

The distinguishing feature of Catan was that of the board: the frame, which had the appearance of hexes,
consisted of two pieces, and the board itself consisted of two pieces – one for the coastal hexes and one for the
board. The board also had preprinted number tokens on one side, while the other side had blank hexes,
allowing the use of number tokens for greater customizability. (Having said that, this is still one of the least
customizable releases of the regular Settlers.)

In 2004, a new edition by Capcom and Hanayama was released, which restored the full customizability that is
the core highlight of Settlers of Catan (and it was cheaper to boot). The new edition (titled Standard Catan, but
nicknamed Hanayama-Capcom Catan) changed the frame to consist of six pieces, each consisting of either one
or two harbors (similar to that of the 4th edition frame, but with the pieces run down the middle of a side of the
board, instead of closer to the corners). The size of the hexes was also restored to the international-compatible
size (though expansions have, to date, not been released that matches the Capcom art style), though the
pieces remain in nonstandard colors (pink, blue, yellow, and green).

8
3 10
6 9

9 2 12

11 4
5 11
3 5 10 4
6 8
The board pieces of Catan (obverse side).

Page 13 of 383
The First Island

The board pieces of Catan (reverse side).

The board layout of Catan.

Page 14 of 383
The First Island
Catan Board Game: Gallery Edition

The Gallery Edition was a “mass-market” release, meant to compete with the nearly Hasbro-dominated board
game section of a Toys ‘R’ Us (it kind of defeats the whole concept if specialty game retailers do stock it
alongside the regular Settlers while Toys ‘R’ Us, in stores, doesn’t stock Gallery Edition but stocks the regular
Settlers, but I digress).

The main change in the Gallery Edition, aside from the art and the plastic pieces that imitate the wooden
pieces, is the fact that no hexes or number tokens are included with the game, and that the frame (which
includes the harbors encompasses the building cost cards and includes a victory point scoring track. Instead,
six board pieces with preprinted hexes and number tokens are used to assemble the board. Furthermore,
Gallery Edition uses smaller hexes compared to regular Settlers, thus it is incompatible with any expansions.

The rules of Gallery Edition are identical to the 4th Edition Settlers it is based off of, except that, since there is
no use in having two dice of different colors (which, admittedly, isn’t too useful in regular Settlers either,
though it is expansion-compatible), the two dice are both white plastic dice.

11 12 9 3 2 10
11 9 4 5 6 8
10 5 6 8 4

The board pieces of Catan Board Game: Gallery Edition.

The board layout of Catan Board Game: Gallery Edition.

Page 15 of 383
The First Island
Catan Board Game: Portable Edition

The Portable Edition (3rd Edition name: The Settlers of Catan – Travel Edition) is exactly what it says: the base
game to go. Now, for the purposes of portability, obviously something very much non-portable like Settlers has
to sacrifice something (expansions are a no-brainer). The board and pieces are smaller, of course, but
customizability is also limited due to its use of fixed number tokens. Though the number tokens are fixed, the
terrain hexes and harbors remain customizable (but note that the harbors are placed differently).

It’s also to note that there has only been two releases for the English version only, and the only difference
between the two is in the rules.

11
2 6
9 5 9
8 12
4 3
5 8
3 10 10
6 11
4

The board layout of Catan Board Game: Portable Edition.

Page 16 of 383
The First Island
Die Siedler von Catan: Einsteiger-Variante

Einsteiger-Variante (German for first-time user variation) is a product exclusive to the German retailer Penny,
released in 2009. This “My First Catan” version can be thought of as the German equivalent to Catan Board
Game: Gallery Edition, as it has lower-quality pieces made almost entirely from cardboard, limited
customizability, and limited expansion compatibility. In exchange, though, “Catan for Two” is also included
with this version of the game.

One unique part of its “non-customizability” is that the harbors are considered to be part of the board pieces
instead of part of the board frame.

12 10 5 11 9 3

11 4 9
3 5 6 8 2 4
6 10 8
The board pieces of Die Siedler von Catan: Einsteiger-Variante (obverse side).

10 12 5 11 3 9

6 4 9
5 3 6 8 8 4
11 10 2

The board pieces of Die Siedler von Catan: Einsteiger-Variante (reverse side).

Page 17 of 383
The First Island
Portable Catan

In Japan, at the same time as the 2004 re-release of Settlers of Catan titled Standard Catan, a portable version
was made, called Portable Catan. Like Catan: Portable Edition, it is the base game to go, and like Catan:
Portable Edition, customizability was sacrificed somewhat for portability. However, different sacrifices were
made in the two versions.

Portable Catan makes extensive use of magnets – there are six three-hex board pieces which use magnets to
adhere to the board (which, when put together, would leave out one hex, which would be treated as the desert
hex – having said that, it is intended that the center hex be the desert hex, as that is the only hex with the
desert hex art preprinted on the board.), and the individual player pieces are also magnets, attached to
individual building cost cards when not in play. Though each piece has fixed hexes and number tokens, a set of
number tokens (also magnetic) is provided for extra variability. Finally, all nine harbor locations are 3:1
harbors, with five 2:1 harbor pieces (again, magnetic) provided for full harbor customization.

Unlike Catan: Portable Edition, Portable Catan does not sacrifice the actual board layout (ie. harbor positions) to
make the game fit into the space – the sea frame portion is simply truncated where necessary.

Rockman.EXE Catan Portable, the portable version of Rockman.EXE Standard, the MegaMan Battle Network
themed Settlers of Catan set, appears to have the same restrictions as Portable Catan.

4 5 4 2 8 10
6 11 12 6 11 9
3 9 8 10 3 5

The board pieces of Portable Catan.

Page 18 of 383
The First Island
Rockman.EXE Catan Standard

Various themed versions of Settlers of Catan have been released over the years, from The Communication in
Catan (an English release by Kosmos, sponsored by Alcatel) to Das Wasser des Lebens (a German release by
Kosmos, sponsored by Glen Grant Distillery), but those were largely “re-skins” of the regular Settlers. Not so
for this one.

To capitalize on the success of Capcom’s Catan (more precisely, the 2004 edition), Capcom had released
Rockman.EXE Catan Standard and Rockman.EXE Catan Portable, based on the MegaMan Battle Network series
of video games (for Game Boy Advance and Nintendo DS) the same year.

Rockman.EXE Catan Standard is fully variable (harbors notwithstanding), and, if the theme is ignored, the
shape and size of the pieces are reminiscent of that of the 4th edition games (it is, however, played with 3rd
edition rules). Thematically, the game takes place in the Battle Network cyberspace, with the resources being
represented by Normal (ore), Fire (brick), Aqua (wool), Electric (grain), and Wood (lumber), the five main
elements of BattleChips in the series, and a Dark Hole representing the desert hex. Appropriately, the resource
cards each have different pictures of BattleChips on them (thus, there are 95 different BattleChips on the
resource cards – the video game series, for the record, has at least 300 in each game in the series).
BattleChips also adorn the Monopoly and Road Building Development Cards.

With BattleChips being a primary theme, the harbors are represented by NumberMan.EXE’s Chip Trader, which
is one of the mechanics of exchanging BattleChips in the video games (in the video games, a player could trade
in ten BattleChips for a random BattleChip, which is not unlike how the harbors function in Settlers). The Year
of Plenty Development Cards also depict NumberMan.EXE’s operator Higsby and his BattleChip shop.

In the game, players take on the roles of MegaMan.EXE (blue), ProtoMan.EXE (red), Roll.EXE (pink), and
GutsMan.EXE (yellow). (Though it can be argued that the players are taking on the roles of their NetOps Lan,
Chaud, Mayl, and Dex, respectively, no human character art apart from Higsby is present, except in the
manual.) Each of the Knight cards are also represented by NetNavis from the first four games in the series,
and the Largest Army card (the “NetNavi Award” in Rockman.EXE Catan Standard) is also similarly adorned
with NetNavis. Bass.EXE, one of the few NetNavi antagonists in the series, acts as the robber in the game.

As for the game pieces themselves, each player’s pieces are represented using NetNavis (settlements), SP-
NetNavis (cities), and network links (roads). As the name implies, SP-NetNavis are “more powerful” versions of
ordinary NetNavis. The Longest Road is represented by the “Network Award”.

To fit the MegaMan Battle Network game, a special NetBattle scenario is included with the game. “NetBattle” is
not a traditional scenario per se, but it is more akin to a separate unrelated game that happens to use the
Settlers of Catan parts.

The board layout of Rockman.EXE Standard.

Page 19 of 383
The First Island
Simply Catan

Simply Catan, by SimplyFun Games, was an attempt to simplify the rules of Settlers (not that it’s too hard or
anything…). In particular, it simplified the game by adding a 7-point game that did not use development cards
(though the Development Card deck is included to get the full base set), which had previously been done in the
German Paper und Pencil and the Dutch Wegwerpcatan (note that Wegwerpcatan further limited the rules).

The board is not fully variable (which SimplyFun has describes as one of its “features” that simplified the
game): instead, five hex strips are provided. Harbors are fixed to the frame, while number tokens remain fully
customizable in Simply Catan.

The pieces are also different compared to the regular Settlers: the pieces are based on the Kosmos plastic
pieces, and not the wooden pieces used by Mayfair.

The board pieces of Simply Catan.

The board layout of Simply Catan.

Page 20 of 383
The First Island
Wegwerpcatan

Wegwerpcatan (literally, “Disposable Catan” in Dutch) was a Dutch promotional game, made entirely of paper.
It is a seven-point game with no development cards or harbors, with a fixed board and fixed starting positions.
(Furthermore, it is a game strictly for three players). Furthermore, players may only hold up to five of any
given resource, which is kept track on five “resource hexes”.

Instead of two dice, a spinner is used. The spinner consists of 30 spaces, which correlates to the 36 dice
outcomes less the rolls of “7”. As such, the robber is not present in this game, and there is no hand limit.

In addition to those printed on the board, the players were limited to three settlements, two cities, and five
roads. (This also has the unintended effect of disallowing the settlements already on the board to be upgraded
to cities.)

4
11 8
12 3 10
6 11
9 5
5 9
10 4 2

8 6
3

The board layout of Wegwerpcatan.

Page 21 of 383
The First Island
Islands of Catan
This scenario was included in the 2nd edition of the base game.

Preparation Notes
• Lay out all the tiles randomly. Then place the number tokens, ensuring that number tokens with the same
number are not adjacent and that 6 and 8 are not adjacent.
• Place the harbors randomly.

Setup Notes
No special notes.

Additional Rules
• Bridges: Bridges, represented by roads, are used to cross water. The Distance Rule is ignored for
settlements on opposite sides of a bridge. The Road Building Development Card can be used for bridges.

Game End
Game is to 10 points.

Page 22 of 383
The First Island
3-4 Player Setup

Terrain Hexes

3 4 5 3 4 1 18

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

5-6 Player Setup — Big Islands of Catan


Terrain Hexes

5 6 6 5 6 2 22

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Additional Build Options

Bridge

Rule changes are as follows:

Additional Rules
• There is no special build phase. Instead, the hand limit is raised to 10 cards.

Page 23 of 383
The First Island
Big Island
This scenario was one of two suggested 7-8-player setups included in the 2nd edition of the base game.

Preparation Notes
• Two sets of resource cards and two sets of Development Cards are combined and used for this scenario.
• Set up the number tokens at random, ensuring that 6 and 8 are not adjacent.

Setup Notes
No special notes.

Additional Rules
• There is no special build phase. Instead, the hand limit is raised to 13 cards.

Game End
Game is to 10 points.

7-8 Player Setup


Scenario Requirements
• 2 copies of Settlers of Catan

Terrain Hexes

6 8 8 6 8 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 4 4 4 4 4 4 4 4 2

Harbors

1 1 1 1 2 6

Page 24 of 383
The First Island
Peanut Island
This scenario was one of two suggested 7-8-player setups included in the 2nd edition of the base game.

Preparation Notes
• The island is divided into two portions the size of the regular (3-4 player) island. Place the number tokens as
with the base game on each of the portions, ensuring that 6 and 8 from different portions are not adjacent.

Setup Notes
No special notes.

Additional Rules
• There is no special build phase. Instead, the hand limit is raised to 13 cards.

Game End
Game is to 10 points.

7-8 Player Setup


Scenario Requirements
• 2 copies of Settlers of Catan

Terrain Hexes

6 8 8 6 8 2

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 4 4 4 4 4 4 4 4 2

Harbors

2 2 2 2 2 4

Page 25 of 383
The First Island
NetBattle
This scenario is included with the rules of Rockman.EXE Catan Standard, a MegaMan Battle Network themed
Settlers of Catan set. Having said that, it is nothing like Settlers of Catan itself, just an unrelated game with
the specially-themed pieces.

Preparation Notes
• Each player sets up a NetNavi (settlement) in the middle of the hexes marked with on their own side of the
board, and one SP-Navi (city) in the middle of the hexes marked with on their own side of the board.
• Randomly set up the remainder of the hexes. Note that six hexes will not be used.

Setup Notes
No special notes.

Additional Rules
• Navi Movement: Each turn, players move one piece in any forward direction.
• Resources: At the end of each turn, the player on move receives resources corresponding to the resource
hexes each game piece is on. Players may only keep seven cards in their hand, and must immediately
discard cards if a player, at any point, has more than seven hand cards.
• Combat: If a player moves a piece to a hex where an opposing piece lies, combat occurs. Players roll one
die each, with the player with the lower outcome removing their piece from the board. If the outcome is a
draw, both pieces are removed.
• Combat Bonuses: An SP-Navi always receives a +1 bonus to their dice rolls. Other bonuses may result
from paying resources. The player on move (the attacker) must commit their resources before the defender.
• Revival: Instead of moving, a player may choose to revive a lost piece by placing it in either the Dark Hole
(desert hex) or the hex marked with on their side of the board.

Game End
The game ends if a player’s SP-Navi is defeated. The player defeating their opponent’s defeating their SP-Navi
wins. The game ends in a draw if the SP-Navis defeat each other.

3-4 Player Setup


Scenario Requirements
• 2 copies of Settlers of Catan

Terrain Hexes

6 8 8 6 8 2

Additional Build Options

Navi +1 Bonus

Navi +2 Bonus

Navi +3 Bonus

Discard 2 Opposing Cards

Page 26 of 383
First Islands of a Different Kind
First Islands of a Different Kind
Of course, not everyone’s “First Island” is of the familiar variety. Many standalone Catan games have been
released, from the historical in Siedler von Nürnberg, to the geographical in Catan Geographies: Germany, to
the biblical Settlers of Canaan (not to be confused with Siedler von Kanaan, which is also a Catan game with
mostly the same board layout, but has some different rules), and even to the unauthorized knockoff in Florian
Gulden and Juliane Frinken’s Auripolis (published by Medienverbund Donaukurier). Each has its own fixed
board, complete with its quirks, but what are those if nothing more than scenarios with highly specialized rules
and pieces that conform to the Catan game mechanic?

Page 27 of 383
First Islands of a Different Kind Settlers of Canaan
Settlers of Canaan

This standalone game, developed by Cactus Game Design (but also available from Mayfair, which redistributes
the game), is a biblical take on Settlers of Catan. It’s not to be confused with Siedler von Kanaan by Uljö,
which has an identical name (language notwithstanding), identical theme and mostly identical board, but
different rules (of the two, Settlers of Canaan is the older game). Thematically, it is a game with its setting
during the era between the Book of Joshua to the Books of Samuel.

Cactus Games Design is a developer of Christian-themed board games. In addition to Settlers of Canaan, they
have developed Christian takes on other board games, such as Apples to Apples. They also do original games,
including Redemption, a collectible card game. A limited edition run of Settlers of Canaan included two
promotional cards for Redemption.

Thematically, there are a few differences in Settlers of Canaan: brick has been renamed to stone, while the, the
Robber is named the Plague. Gameplay-wise, the makeup of the Development Card deck is different, though
the regular Development Cards are given new names to better fit the theme: Priest (Knight), Plentiful Lands
(Year of Plenty), Caleb’s Blessing (Monopoly), New Trade Route (Road Building), City of Refuge, Divine
Guidance, Ladder to Heaven, and Ten Commandments (the four Victory Point cards).

The following is the rules of Canaan, altered to be playable on a standard Settlers of Catan set.

Additional Build Options


4 11 Wall Stone
9 6 10
10 4
11 3 6
8
10 9
9 9
9 10
3 11
6 9 5
9 5 6
11 3 12
5 8 10
2 5 8
4
3

Preparation Notes
• Only four Victory Point Development Cards (City of Refuge, Divine Guidance, Ladder to Heaven, and Ten
Commandments) are needed in this scenario (instead of five).
• 20 Knight Cards are needed (a standard Settlers of Catan set has only 14 cards in a 3-4 player game, but
there are 20 in a 5-6 player game).
• Only one each of the Monopoly, Road Building, and Year of Plenty Development Cards are needed.
• 8 additional Development Cards are needed: one each of Bountiful Harvest, Deborah’s Song, Gibeonite
Trickery, Improvements, Korah’s Rebellion, and Prophet, and two of Caravan.
• 16 Wall Stones are needed per player, as well as 16 neutral Wall Stones.
• 23 Resource Cards per resource are needed (a standard Settlers of Catan set only has 19 of each in a 3-4
player game, but 24 of each in a 5-6 player game).

Page 28 of 383
First Islands of a Different Kind Settlers of Canaan

Setup Notes
• Players may not build at intersections marked with .
• In a two-player game each player begins with three settlements.

Additional Rules
• Bountiful Harvest: The Bountiful Harvest Development Card allows the player to gain for each field hex
adjacent to a player’s settlements or cities.
• Caravan: The Caravan Development Card allows the player to trade any one resource at 2:1 on the turn it is
played.
• Deborah’s Song: The Deborah’s Song Development Card allows each player to obtain one free resource.
• Gibeonite Trickery: The Gibeonite Trickery allows a player to look through and steal another player’s
unplayed Development Cards.
• Improvements: The Improvements Development Card allows the player to upgrade one settlement to a city
for .
• Korah’s Rebellion: The Korah’s Rebellion Development Card allows a player to remove an opponent’s played
Knight card, returning it to the bottom of the Development Card deck.
• Prophet: The Prophet Development Card must be played before the dice are rolled, as it allows the player to
set the die roll.
• Wall of Jerusalem: Players may only build Wall Stones if they have a settlement or city in the intersections
marked with , or is connected to such a settlement by roads belong to any combination of players (though
in addition to the normal cost, one resource must be paid to the owner of the settlement in question). The
wall is completed when 28 Wall Stones are built.
• Whenever a 7 is rolled, a neutral stone is added to the Wall.
• King’s Blessing: The player having built the most Wall Stones earns the King’s Blessing, worth two victory
points. Neutral stones are not considered in determining the King’s Blessing. The player gaining the King’s
Blessing may take one resource from the supply and place it in front of them; the player then gains the ability
to trade the resource at 2:1. If the King’s Blessing is lost, the resource card is returned to the supply.

Game End
Game is to 12 points. The game is also over if the Wall of Jerusalem is completed, in which case the player
with the most victory points wins. If there is a tie, the player with the greatest number of Wall Stones wins.

Page 29 of 383
First Islands of a Different Kind Settlers of Zarahemla
Settlers of Zarahemla

This standalone game, developed by Inspiration Games, is probably the least divergent of the “variant First
Islands”. Indeed, the familiar first island is present, but there is one additional game mechanic.

Inspiration Games was a division of Überplay (who had published Hoity Toity, another critically praised Klaus
Teuber game, which is also playable on the Catan Online World) specializing in biblical games. The company
produced two games before folding when Überplay collapsed; the other game was Ark of the Covenant, a
similar biblical adaptation of Carcassonne. Settlers of Zarahemla is based on the book of Mormon, the sacred
text of the Latter Day Saint movement.

Thematically, the major difference in Settlers of Zarahemla is that Settlers of Zarahemla takes place within a
dense jungle area. As such, the resources are slightly different: brick (brick), stone (ore), water (wool), wheat
(grain), and wood (lumber). Harbors are termed “trading posts” in the game, and the names of the
Development Cards are changed to better suit the game: Stripling Warrior (Knight), Prosperity (Monopoly),
Bountiful Harvest (Year of Plenty), Alma, King Benjamin, Mosiah, Mulek, and Samuel the Lamanite (the five
Victory Point cards).

In addition to the new gameplay mechanic, two limited edition Development Cards were developed for the
game. The following is the rules of Zarahemla, altered to be playable on a standard Settlers of Catan set.

The board pieces of Settlers of Zarahemla (obverse side).

The board pieces of Settlers of Zarahemla (reverse side).

Additional Build Options


Wall Stone

Page 30 of 383
First Islands of a Different Kind Settlers of Zarahemla
Preparation Notes
• 4 additional Development Cards are needed: two Temple Building cards and two Liahona Cards. If playing
with the promotional cards, one each of the promotional cards (King Noah’s Tax and Escape from Bondage)
are also needed.
• 10 Temple Stones are needed per player.

Setup Notes
• In a 2-player game, each player begins with 3 settlements.

Additional Rules
• Escape from Bondage: The Escape from Bondage Development Card allows each player to obtain one
resource.
• King Noah’s Tax: The King Noah’s Tax Development Card forces all opponents to give a resource of their
choice to the player.
• Liahona: The Liahona Development Card may only be played before the dice are rolled, as it allows a player
to set the roll of the dice.
• The Temple: The Temple is built with Temple Stones. Aside from Greatest Temple Contributor, however,
they serve no other purpose. However, note that the number of Temple Stones built by all players may not
exceed 20.
• Temple Building: The Temple Building Development Card allows the player to place two free Temple Stones.
• Greatest Temple Contributor: The player with the greatest number of purchased Temple Stones (at least
three) is the Greatest Temple Contributor, with two victory points.

Game End
Game is to 12 points.

Page 31 of 383
First Islands of a Different Kind Siedler von Kanaan
Siedler von Kanaan

This standalone game was developed by Uljö, and is a biblical take on Settlers of Catan. It’s not to be confused
with Settlers of Canaan by Cactus Game Design, which has an identical name (language notwithstanding),
identical theme and mostly identical board, but different rules (of the two, Settlers of Canaan is the older
game).

The following is the rules of Siedler von Kanaan, altered to be playable on a standard Settlers of Catan set.

Additional Build Options


4 11 Hero Card
9 6 10
10 4
11 3 6
8
10 9
9 9
9 10
3 11
6 9 5
9 5 6
11 3 12
5 8 10
6 9 5 8
10 4 4
8 2 3

Preparation Notes
• 19 Resource Cards are needed for grain, ore, and wool. 18 Resource Cards are needed for brick and lumber.
(A standard Settlers of Catan set has 19 of each resource card in a 3-4 player game.)
• 8 Event Cards are needed, and 10 additional Development Cards are needed.
• 13 Hero Cards are needed.

Additional Rules
• Event Cards: Certain Development Cards are Event Cards, which must be immediately resolved when
acquired.
• Hero Cards: Hero Cards improve the trade rate for a player: a player with two Hero Cards may exchange
any resource at 3:1 and a player may exchange any resource at 2:1. (Four “God’s Help” cards are provided
with the game as a reference.)
• The Most Heroes: The player with the most Hero Cards (at least three) earns The Most Heroes, worth 2
victory points.

Game End
Game is to 11 points.

Page 32 of 383
Seafarers Scenarios
Seafarers Scenarios
Catan: Seafarers (originally known as Seafarers of Catan) was the first full expansion to Settlers of Catan. It
introduces ships, which function as roads on water, and the very concept of scenarios itself. While the base
game was one island in a known predictable shape, with Catan: Seafarers players truly had the freedom of
building new and imaginative game boards.

Of course, ships were not the only feature – there was also the pirate – the robber of the sea. Even though
even today, the pirate figure in the Mayfair 4th edition is still a diminutive little ship that’s the size of the
player’s ships (which means it’s not really that menacing and it doesn’t stand out), the German edition first
switched to the barbarian ship from Catan: Cities and Knights in 2001 (for exactly the reason stated) before
getting its own an actual figure (the famous robbers on a wooden raft). Even as an English language player
with Mayfair 3rd edition pieces I use the C&K barbarian ship for the pirate and the Seafarers pirate ship for the
barbarian track, because the pirate is simply that menacing (plus, the barbarian ship stands out).

Because of its age, though, the scenarios of Catan: Seafarers is also the longest part of this guide. No other
scenario can have 19 different setups with minor variations in setup and rules, and Catan: Seafarers is a large
influence on many others. It’s even said that Catan: Seafarers is a de facto requirement if you really want to
enjoy Settlers of Catan as a “game system” (in the sense that Axis & Allies is a “game system”) instead of an
“ordinary board game”.

The scenarios in this volume are arranged in the order presented in the Catan: Seafarers manual, with the
exception of “Greater Catan”, which has been moved to the Schätze, Drachen & Entdecker volume due to its
more recent appearance there.

Page 33 of 383
Seafarers Scenarios Heading for New Shores
Heading for New Shores
(Zu neuen Ufern)

Preparation Notes
• Set up the white hexes according to the rules of the base game. This will be referred to as the main island.
• Robber: The robber is present. Start on a desert tile on the main island.
• Variable Setup: Rearranging the numbers and terrain types are permissible, but not the shape of the
various islands.

Setup Notes
• Players may only set up their initial settlements on the main island.

Additional Rules
• The first settlement a player builds on an outlying island is worth an extra victory point.

Game End
Game is to 13 points.

Page 34 of 383
Seafarers Scenarios Heading for New Shores
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

Terrain Hexes (Main Island)

11 3 4 4 3 4 1 0 0

Number Tokens (Main Island)


5
2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Terrain Hexes (Outlying Areas)


4

1 1 1 2 1 0 15 2
9 3
10 8 Number Tokens (Outlying Areas)

2 2 3 4 5 6 8 9 10 11 12

1 1 1 1 0 1 1 1 1 0

Harbors

1 1 1 1 1 4

Page 35 of 383
Seafarers Scenarios Heading for New Shores
3 Player Setup (German 2008)
Scenario Requirements
• Catan: Seafarers

8 Terrain Hexes (Main Island)


11 2

6 10 4 12
2 3 3 2 4 0 0 0
3 5
Number Tokens (Main Island)
5 9 6 5
11 10 2 3 4 5 6 8 9 10 11 12

8 1 1 1 2 2 2 1 2 2 0

4 Terrain Hexes (Outlying Areas)


10 3
8 4 9
2 1 0 2 1 0 13 2

Number Tokens (Outlying Areas)

2 3 4 5 6 8 9 10 11 12

0 1 2 1 0 1 1 1 0 1

Harbors

1 1 1 1 1 3

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying island is worth two victory points.

Game End
Game is to 14 points.

Page 36 of 383
Seafarers Scenarios Heading for New Shores
4 Player Setup (German 2008)
Scenario Requirements
• Catan: Seafarers

6 Terrain Hexes (Main Island)


3 12

8 10 5 8 3 4 4 3 4 1 0 0
4 11
Number Tokens (Main Island)
2 6 11
9 3 2 3 4 5 6 8 9 10 11 12

10 11 4 1 2 2 2 2 2 2 2 2 1

8 9 Terrain Hexes (Outlying Areas)


5 4
5
2 1 1 2 1 0 14 2
6 9
3 10 2 Number Tokens (Outlying Areas)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 1 1 1 1 1 0

Harbors

1 1 1 1 1 4

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying island is worth two victory points.

Game End
Game is to 14 points.

Page 37 of 383
Seafarers Scenarios Heading for New Shores
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
4 8 • Catan: Seafarers Extension
2 11
Terrain Hexes (Main Island)
5 9

5 6 6 5 6 2 0 0

Number Tokens (Main Island)

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Terrain Hexes (Outlying Areas)

2 1 1 2 1 0 16 3

Number Tokens (Outlying Areas)

2 3 4 5 6 8 9 10 11 12
10 6
1 1 1 1 1 1 1 1 1 1

3 12 Harbors

1 1 1 1 2 5

Page 38 of 383
Seafarers Scenarios Heading for New Shores
5-6 Player Setup (German 2008)
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
4 8 • Catan: Seafarers Extension
2 11
Terrain Hexes (Main Island)
5 9

5 6 6 5 6 2 0 0

Number Tokens (Main Island)

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Terrain Hexes (Outlying Areas)

2 1 1 2 1 0 16 3

Number Tokens (Outlying Areas)

2 3 4 5 6 8 9 10 11 12
10 6
1 1 1 1 1 1 1 1 1 1

3 12 Harbors

1 1 1 1 2 5

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying island is worth two victory points.

Game End
Game is to 14 points.

Page 39 of 383
Seafarers Scenarios Heading for New Shores
3-4 Player Setup (3rd Edition) — New Shores
Scenario Requirements
8 2 9 • Catan: Seafarers 3rd Edition

10 Terrain Hexes (Main Island)


3

3 4 4 3 4 1 0 0
4
Number Tokens (Main Island)

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Terrain Hexes (Outlying Areas)

5
1 1 1 2 1 0 19 2

11 Number Tokens (Outlying Areas)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 0 1 1 1 1 0

Harbors

1 1 1 1 1 4

Page 40 of 383
Seafarers Scenarios The Four Islands
The Four Islands
(Die vier Inseln)

Preparation Notes
• Robber: The robber is present. Start on a desert tile on the main island, if applicable.
• Variable Setup: The land hexes and the number tokens may be rearranged, but care should be taken that
forests and pastures don’t all get bad tokens.

Setup Notes
• The islands for which the initial settlements are placed for a player are known as the home islands. A player
may have one or two home islands.
• In 3rd Edition setups, if a settlement is on the coast, a ship must be placed instead of a road, unless the
settlement is facing the edge of the game board.

Additional Rules
• The first settlement for a player on an island other than their home island(s) is worth one extra victory point.
The first settlement for a player on an island other than that island and their home island(s), and on every
remaining island thereafter, is worth two extra victory points. Additional settlements on settled islands are
not worth any extra victory points.

Game End
Game is to 12 points.

Scenario Compatibility
• The Fishermen of Catan: See setups here.
• The Caravans: See setups here.

Page 41 of 383
Seafarers Scenarios The Four Islands
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

12 Terrain Hexes
9 6
4 9 3
4 4 4 4 5 2 19 0
10 10
Number Tokens
8 11 4
2 3 4 5 6 8 9 10 11 12

1 2 3 2 2 2 3 3 2 1

Harbors
2 5
8 3
1 1 1 1 1 5
9 5 6
11 10
4

Page 42 of 383
Seafarers Scenarios The Four Islands
3 Player Setup (German 2008)
Scenario Requirements
• Catan: Seafarers

11 6 Terrain Hexes
5 4
12 8 10
4 4 4 4 4 0 15 0
9 9
Number Tokens
3
2 3 4 5 6 8 9 10 11 12

8 4 1 2 2 3 2 2 3 2 2 1

2 9 Harbors
10 11 3
5 5 1 1 1 1 1 4
6

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Preparation Notes
• Pirate: The pirate is present. Start off-board.

Additional Rules
• The first settlement a player builds on each outlying island is worth two victory points.

Game End
Game is to 13 points.

Page 43 of 383
Seafarers Scenarios The Four Islands
4 Player Setup (German 2008)
Scenario Requirements
• Catan: Seafarers

4 5 Terrain Hexes
6 10
10 9 3 8 4 5 5 4 5 0 12 0
4
Number Tokens
11
2 6 3 2 3 4 5 6 8 9 10 11 12

5 9 1 2 3 3 2 2 3 3 3 1

12
Harbors
4 9 10 11
8 5 1 1 1 1 1 4
11

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Preparation Notes
• Pirate: The pirate is present. Start off-board.

Additional Rules
• The first settlement a player builds on each outlying island is worth two victory points.

Game End
Game is to 13 points.

Page 44 of 383
Seafarers Scenarios The Four Islands
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12
Terrain Hexes
9 6
4 9 3
10 10 4 4 4 4 5 2 19 0
8 11 4
Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 3 2 2 2 3 3 2 1

2 5 Harbors

8 3
9 5 6 1 1 1 1 1 5
11 10
Additional Build Options
4
Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Trade Tokens are not needed for this scenario.
• Place the 4 and 8 fishing grounds on one of the smaller islands (on the upper left and bottom right), and
place the 6 and 10 fishing grounds on the other. Place the 5 fishing ground on one of the larger islands, and
the 9 fishing ground on the last island.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Ships have no effect on fishing grounds.
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.

Page 45 of 383
Seafarers Scenarios The Four Islands
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12
Terrain Hexes
9 6
4 9 3
10 10 4 4 4 4 5 2 19 0
8 11 4
Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 3 2 2 2 3 3 2 1

2 5 Harbors

8 3
9 5 6 1 1 1 1 1 5
11 10
Additional Build Options
4
Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Place the 4 and 8 fishing grounds on one of the smaller islands (on the upper left and bottom right), and
place the 6 and 10 fishing grounds on the other. Place the 5 fishing ground on one of the larger islands, and
the 9 fishing ground on the last island.

Additional Rules
• Ships have no effect on fishing grounds.

Page 46 of 383
Seafarers Scenarios The Four Islands
2 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12
Terrain Hexes
9 6
4 9 3
10 10 4 4 4 4 5 1 19 0 1

8 2 11 4 Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 3 2 2 2 3 3 2 1

5 Harbors

8 3
9 5 6 1 1 1 1 1 5
11 10
4

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Pirate: The pirate is present. Start off-board.

Additional Rules
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.
• Camels may be placed between sea hexes, and have the same effect on ships as roads.
• The presence of the pirate does not affect camel placement.

Game End
Game is to 14 points.

Page 47 of 383
Seafarers Scenarios The Four Islands
3-4 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12
Terrain Hexes
9 6
4 9 3
10 10 4 4 4 4 5 1 19 0 1

8 2 11 4 Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 3 2 2 2 3 3 2 1

5 Harbors

8 3
9 5 6 1 1 1 1 1 5
11 10
4

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Pirate: The pirate is present. Start off-board.

Additional Rules
• Camels may be placed between sea hexes, and have the same effect on ships as roads.
• The presence of the pirate does not affect camel placement.

Game End
Game is to 14 points.

Page 48 of 383
Seafarers Scenarios The Four Islands
5-6 Player Setup — The Six Islands
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
11 • Catan: Seafarers Extension
9 8 Terrain Hexes
5 4 9 12
12 10
6 6 7 6 7 0 24 0
6 4
Number Tokens
3 2 3 4 5 6 8 9 10 11 12
5 11 2 3 4 4 4 3 4 4 2 2
2 8 4 6
Harbors
3 10
10
1 1 1 1 2 5

5 9
8 3
2 5 4 6
9 10
6

Page 49 of 383
Seafarers Scenarios The Four Islands
5-6 Player Setup (German 2008) — The Six Islands
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
11 • Catan: Seafarers Extension
9 8 Terrain Hexes
5 4 9 12
12 10
6 6 7 6 7 0 24 0
6 4
Number Tokens
3 2 3 4 5 6 8 9 10 11 12
5 11 2 3 4 4 4 3 4 4 2 2
2 8 4 6
Harbors
3 10
10
1 1 1 1 2 5

5 9
8 3
2 5 4 6
9 10
6

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying island is worth two victory points.

Game End
Game is to 13 points.

Page 50 of 383
Seafarers Scenarios The Four Islands
3 Player Setup (3rd Edition)
Scenario Requirements
3 2 10 • Catan: Seafarers 3rd Edition

6 8 Terrain Hexes
10

3 3 3 3 3 0 17 0

9 Number Tokens

9 11 12 2 3 4 5 6 8 9 10 11 12

6 8 1 1 2 1 2 2 2 2 1 1
4 5 4
Harbors

1 1 1 1 1 3

4 Player Setup (3rd Edition)


Scenario Requirements
6 4 9 • Catan: Seafarers 3rd Edition

10 11 Terrain Hexes
5 3 5 2

8 4 4 4 4 5 0 18 0

Number Tokens

11 2 3 4 5 6 8 9 10 11 12

10 10 1 2 3 2 2 2 3 3 2 1
4 9 8 Harbors
6 9
3 12 4
1 1 1 1 1 5

Page 51 of 383
Seafarers Scenarios The Four Islands
5 Player Setup (3rd Edition) — The Five Islands
Scenario Requirements
6 4 5 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
10 11 • Catan: Seafarers 3rd Edition Extension
5 5 9
Terrain Hexes
3 8
8
5 5 6 5 6 0 26 0
2

8 Number Tokens
9 2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 2 2
4
Harbors
11 3
4 12
1 1 1 1 1 5
10 10 6
6 9
12 2 3

6 Player Setup (3rd Edition) — The Six Islands


Scenario Requirements
6 4 12 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
10 9 11 • Catan: Seafarers 3rd Edition Extension
5 5 9 Terrain Hexes
3 8

6 6 7 6 7 0 28 0

10 Number Tokens
10 3 2 3 4 5 6 8 9 10 11 12
6 4 8 2
2 3 4 4 3 3 4 4 3 2
11 5
Harbors

1 1 1 1 1 6
11
10 12
4 9 4 6
8 9
2 3 5

Page 52 of 383
Seafarers Scenarios The Fog Island
The Fog Island
(Die Nebelinseln)

Preparation Notes
• Robber: The robber is present. Start on a gold field hex on the unexplored end of the board.
• Variable Setup: The land hexes and numbers therein on the large island may be altered.

Setup notes
• Players may only set up their initial settlements on the large island.

Additional Rules
• Discovery: If a ship or road borders on an unexplored area, discovery occurs. Draw the top hex from the
unexplored hex pile and place in the empty space. If it is a land tile producing resources, a number token is
also drawn, and one resource of the type the tile produces is given as a reward for discovery.

Game End
Game is to 12 points.

Scenario Compatibility
• The Fishermen of Catan: See setups here.
• The Rivers: See setups here.
• Barbarian Attack: See setups here.

Page 53 of 383
Seafarers Scenarios The Fog Island
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

? 4 Terrain Hexes

? 6
10 ? 2 4 3 3 3 3 3 0 7 2
? 9
Number Tokens
? ? 8
? ? 10 2 3 4 5 6 8 9 10 11 12

? ? 3 1 2 2 1 2 2 2 2 2 1

? ? 6 Terrain Hexes (Unexplored Terrain)

? ? 11

? 9
1 1 2 2 2 1 9 0
11 ? 12 3

? 8 Number Tokens (Unexplored Terrain)

? 5 2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Page 54 of 383
Seafarers Scenarios The Fog Island
3 Player Setup – Oceania
Scenario Requirements
• Catan: Seafarers

Terrain Hexes

6 ?
11 ? 2 2 4 2 4 0 16 0
8 5 ?
12 9 ? Number Tokens

10 ? 2 3 4 5 6 8 9 10 11 12

? 0 1 1 2 2 2 2 1 2 1

? Terrain Hexes (Unexplored Terrain)


? ? 6
? 5
2 2 1 2 1 0 2 2
? 8 11

? 4 3 Number Tokens (Unexplored Terrain)

9 2 3 4 5 6 8 9 10 11 12

0 2 1 1 1 1 1 1 1 1

Harbors

1 1 1 1 1 3

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups).

Page 55 of 383
Seafarers Scenarios The Fog Island
4 Player Setup – Oceania
Scenario Requirements
• Catan: Seafarers

6 Terrain Hexes
9 3
?
2 4 ? 3 3 4 3 4 0 13 0
8 ?
5 ? Number Tokens

? 2 3 4 5 6 8 9 10 11 12

? 4 1 2 2 2 2 2 2 2 1 1

? ? 9
Terrain Hexes (Unexplored Terrain)
? ? 10

? 6
? 10 3 2 2 1 2 1 0 2 2

11 12 Number Tokens (Unexplored Terrain)


5 8 2 3 4 5 6 8 9 10 11 12

0 2 1 1 1 1 1 1 2 1

Harbors

1 1 1 1 1 4

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups).

Page 56 of 383
Seafarers Scenarios The Fog Island
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
? 4
Terrain Hexes
? 6
?
2 3

10 2 4 11 12

3 3 3 3 3 0 7 2 0
? 9
? ? 8 Number Tokens

? ? 10 2 3 4 5 6 8 9 10 11 12

? ? 3 1 2 2 1 2 2 2 2 2 1

? ? 6
Terrain Hexes (Unexplored Terrain)
? ? 11

?
2 3

9 11 12

11 ? 12 3
1 1 2 2 2 0 9 0 1

? 8 Number Tokens (Unexplored Terrain)

? 5 2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Additional Build Options

Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds on the main island. (There are seven spaces for six fishing grounds.)
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
Page 57 of 383
Seafarers Scenarios The Fog Island
• Ships have no effect on fishing grounds.
• If the lake hex is discovered, a fish token is taken as the reward.
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.

Page 58 of 383
Seafarers Scenarios The Fog Island
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
? 4
Terrain Hexes
? 6
?
2 3

10 2 4 11 12

3 3 3 3 3 0 7 2 0
? 9
? ? 8 Number Tokens

? ? 10 2 3 4 5 6 8 9 10 11 12

? ? 3 1 2 2 1 2 2 2 2 2 1

? ? 6
Terrain Hexes (Unexplored Terrain)
? ? 11

?
2 3

9 11 12

11 ? 12 3
1 1 2 2 2 0 9 0 1

? 8 Number Tokens (Unexplored Terrain)

? 5 2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Additional Build Options

Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds on the main island. (There are seven spaces for six fishing grounds.)

Additional Rules
• Ships have no effect on fishing grounds.
• If the lake hex is discovered, a fish token is taken as the reward.

Page 59 of 383
Seafarers Scenarios The Fog Island
2 Player Setup with “The Rivers”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
? Terrain Hexes
?
10 ?
?
? ?
? ?
? ? 1 2 3 0 2 0 7 2 1 1

? ? Number Tokens

? ? 2 3 4 5 6 8 9 10 11 12

? 1 2 2 1 2 2 2 2 2 1
11 ? Terrain Hexes (Unexplored Terrain)
?
?

1 1 2 2 2 1 9 0 0 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

See also the rules for “The Rivers” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the terrain hexes for the large island randomly. Set up the remaining number tokens (except 2
and
12
) randomly. The least favorable of the mountain hexes also receives either the and , the least
2 12

favorable of the fields receives the other one (if there is a tie, pick one at random).
• Robber: The robber is present. Start at a swampland hex.

Additional Rules
• Gold fields do not produce gold pieces. They continue to produce resources.
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• The neutral players do not collect coins, and can never be Wealthiest Settler or Poor Settler.

Page 60 of 383
Seafarers Scenarios The Fog Island
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.

Page 61 of 383
Seafarers Scenarios The Fog Island
3-4 Player Setup with “The Rivers”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
? Terrain Hexes
?
10 ?
?
? ?
? ?
? ? 1 2 3 0 2 0 7 2 1 1

? ? Number Tokens

? ? 2 3 4 5 6 8 9 10 11 12

? 1 2 2 1 2 2 2 2 2 1
11 ? Terrain Hexes (Unexplored Terrain)
?
?

1 1 2 2 2 1 9 0 0 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

See also the rules for “The Rivers” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the terrain hexes for the large island randomly. Set up the remaining number tokens (except 2
and
12
) randomly. The least favorable of the mountain hexes also receives either the and , the least
2 12

favorable of the fields receives the other one (if there is a tie, pick one at random).
• Robber: The robber is present. Start at a swampland hex.

Additional Rules
• Gold fields do not produce gold pieces. They continue to produce resources.

Page 62 of 383
Seafarers Scenarios The Fog Island
2 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
? 4
Terrain Hexes
? 6
10 ? 2 12 4
? 9 2 3 3 3 3 0 7 2 1

? ? 8 Number Tokens

? ? 10 2 3 4 5 6 8 9 10 11 12

? ? 3 1 2 2 1 2 2 2 2 2 1
? ? 6
Terrain Hexes (Unexplored Terrain)
? ? 11

? 9
11 ? 3 1 1 2 2 2 1 9 0 0

? 8 Number Tokens (Unexplored Terrain)

? 5 2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Additional Build Options

Extra Knight Movement

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• A Knight of a third unused color is needed for this scenario.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Additional Rules
• Ships may be built on the edge of a conquered hex, but shipping lines must be anchored to an unconquered
settlement or city.
• Barbarians are never placed on land in the unexplored area. Similarly, knights may not travel off of the main
island.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 63 of 383
Seafarers Scenarios The Fog Island
3-4 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
? 4
Terrain Hexes
? 6
10 ? 2 12 4
? 9 2 3 3 3 3 0 7 2 1

? ? 8 Number Tokens

? ? 10 2 3 4 5 6 8 9 10 11 12

? ? 3 1 2 2 1 2 2 2 2 2 1
? ? 6
Terrain Hexes (Unexplored Terrain)
? ? 11

? 9
11 ? 3 1 1 2 2 2 1 9 0 0

? 8 Number Tokens (Unexplored Terrain)

? 5 2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 1 1 1 0 0

Harbors

1 1 1 1 1 4

Additional Build Options

Extra Knight Movement

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Additional Rules
• Ships may be built on the edge of a conquered hex, but shipping lines must be anchored to an unconquered
settlement or city.
• Barbarians are never placed on land in the unexplored area. Similarly, knights may not travel off of the main
island.

Page 64 of 383
Seafarers Scenarios The Fog Island
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
? ? • Catan: Seafarers Extension

? ? Terrain Hexes
4 ? 5
? 2
5 5 4 5 4 1 12 2
? ? 8 6
? 4 Number Tokens

? 9 3 2 3 4 5 6 8 9 10 11 12

? 5 6 1 3 3 2 3 3 2 3 3 2

? 3
Terrain Hexes (Unexplored Terrain)
? 11 10

? 12 11
2 2 3 2 3 0 12 1
? 8 9
? 10 8 Number Tokens (Unexplored Terrain)

? 12 2 3 4 5 6 8 9 10 11 12

? ? 3 11 2 1 1 2 1 1 2 1 1 1
? 4
Harbors
10 ? 6
? ? 1 1 1 1 1 4
? ?

Page 65 of 383
Seafarers Scenarios The Fog Island
5-6 Player Setup – Oceania
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
6 12 • Catan: Seafarers Extension
9 11 6 Terrain Hexes
11 3 4 10
8 5
5 5 5 4 5 0 14 0
10

? Number Tokens

? ? ? 2 3 4 5 6 8 9 10 11 12

? ? ? 1 2 3 2 3 3 3 3 2 2

? ? ? ? Terrain Hexes (Unexplored Terrain)


? ? ?
? ? ?
? 2 2 2 3 2 1 3 3

9 Number Tokens (Unexplored Terrain)


6 5 2 3 4 5 6 8 9 10 11 12
8 9 4 2
2 2 1 2 1 1 1 1 2 1
10 3 12
4 Harbors
8

1 1 1 1 2 5

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups).

Page 66 of 383
Seafarers Scenarios The Fog Island
3 Player Setup (3rd Edition) — Oceans
Scenario Requirements
9 8 ? • Catan: Seafarers 3rd Edition

2
?
11 Terrain Hexes
10 10 ?
6 ? 2 2 3 2 2 0 6 1
4 ? ? Number Tokens
5 ? ?
6 ? ? 2 3 4 5 6 8 9 10 11 12

? ? 1 1 2 1 2 1 1 2 1 0

3 ? ? 4 Terrain Hexes (Unexplored Terrain)

1 1 1 2 1 0 8 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

0 1 0 1 0 1 1 0 1 1

Harbors

1 1 1 1 1 3

Page 67 of 383
Seafarers Scenarios The Fog Island
4 Player Setup (3rd Edition) — Oceans
Scenario Requirements
3 5 ? 11 • Catan: Seafarers 3rd Edition

8 ? Terrain Hexes
4 ? ?
9 ? ? 3 3 3 3 3 0 7 2
12 ? ? Number Tokens
6 ? ?
11 ? ? 2 3 4 5 6 8 9 10 11 12

10 ? ? 1 2 2 1 2 2 2 2 2 1

8 ? ? Terrain Hexes (Unexplored Terrain)


9 ? ?
3 ? ? 1 2 1 1 2 1 14 0
6 ?
4 2 ? 10 Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

0 1 1 2 1 0 1 1 0 0

Harbors

1 1 1 1 1 4

Page 68 of 383
Seafarers Scenarios The Fog Island
5 Player Setup (3rd Edition) — Oceans
Scenario Requirements

? ? ? 4 • Settlers of Catan Extension


• Catan: Seafarers 3rd Edition
? ? ? • Catan: Seafarers 3rd Edition Extension

? ? ? Terrain Hexes

?
12
? 3 4 4 3 4 0 14 2
6 8
11 3 9 Number Tokens

4 10 5 2 3 4 5 6 8 9 10 11 12

8 6 10 1 2 3 3 3 2 2 2 1 1
9 5
Terrain Hexes (Unexplored Terrain)
3 ?
2

6 ?
4 ? ? 2 2 3 2 2 0 15 0

? ? Number Tokens (Unexplored Terrain)

? ? ? 2 3 4 5 6 8 9 10 11 12

? ? ? 0 1 1 2 0 1 2 2 2 0

? ? ? 5
Harbors

1 1 1 1 1 4

Page 69 of 383
Seafarers Scenarios The Fog Island
6 Player Setup (3rd Edition) — Oceans
Scenario Requirements
11 ? ? 8 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
? ? • Catan: Seafarers 3rd Edition Extension
6 ? ? Terrain Hexes
4 ? ?
12 ? ? 4 4 4 4 5 0 12 2
5 ?
11 3 ? Number Tokens

9 10 2 3 4 5 6 8 9 10 11 12

8 6 8 ? 1 2 3 3 3 4 2 2 2 1
9 5
Terrain Hexes (Unexplored Terrain)
3 2
?
8 ?
4 ? ? 2 2 3 2 2 0 14 0

10 ? ? Number Tokens (Unexplored Terrain)


6 ? ? 2 3 4 5 6 8 9 10 11 12

? ? 0 1 1 2 1 0 2 2 1 1
5 ? ? 4
Harbors

1 1 1 1 1 5

Page 70 of 383
Seafarers Scenarios Through the Desert
Through the Desert
(Durch die Wüste)

(Catan: Seafarers 3rd Edition uses Into the Desert for this scenario)

Preparation Notes
• The large island is divided by the deserts into the mainland and the small land strip(s).
• Robber: The robber is present. Start on any desert tile.
• Variable Setup: Terrain hexes and number tokens on the mainland may be freely rearranged. All terrain
outside the mainland as well as the number tokens therein may also be freely rearranged, with the restriction
that the gold field hexes should not receive a 6 or an 8 .

Setup Notes
• Players may only set up their initial settlements on the mainland.

Additional Rules
• The first settlement a player builds outside the mainland (either in the small land strips or the outlying
islands) is worth an extra victory point.

Game End
Game is to 12 points.

Scenario Compatibility
• The Fishermen of Catan: See setups here.
• The Rivers: See setups here.
• The Caravans: See setups here.
• Barbarian Attack: See setups here.
• Traders & Barbarians: See setups here.

Page 71 of 383
Seafarers Scenarios Through the Desert
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

5 Terrain Hexes
9 8
6 3 2 4 5 4 5 4 5 3 14 2
6 12
Number Tokens
11 11 4
10 2 3 4 5 6 8 9 10 11 12

8 5 5 1 2 3 3 3 3 3 3 3 1

9 Harbors
10 6 8
1 1 1 1 1 4
10
3 4 11
9

Page 72 of 383
Seafarers Scenarios Through the Desert
3 Player Setup – German 2008
Scenario Requirements
• Catan: Seafarers

11 6 Terrain Hexes
10 3
8 6 4
3 4 5 4 4 3 10 2
9 3
Number Tokens
4 2 5
8 10 4 2 3 4 5 6 8 9 10 11 12

9 6 1 2 3 3 3 3 3 2 1 1

Harbors
5 8
9 5 12
1 1 1 1 1 3

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying area is worth two victory points.

Game End
Game is to 14 points.

Page 73 of 383
Seafarers Scenarios Through the Desert
4 Player Setup – German 2008
Scenario Requirements
• Catan: Seafarers

12 8 Terrain Hexes
3 11
6 10
5 5 5 4 5 3 12 2
11 10
Number Tokens
9 5 8
4 11 3 2 3 4 5 6 8 9 10 11 12

8 10 5 1 3 3 3 3 3 3 3 3 2

9 6 Harbors
6 4

1 1 1 1 1 4
12 5 9
4
3 2

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying area is worth two victory points.

Game End
Game is to 14 points.

Page 74 of 383
Seafarers Scenarios Through the Desert
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
5
Terrain Hexes
9 8 2 3
2 3
6 3 11 12
4 11 12

5 4 5 4 5 3 14 2 1
6 12

11 11 4 Number Tokens
10 2 3 4 5 6 8 9 10 11 12
8 5 5 0 2 3 3 3 3 3 3 3 1
9
Harbors
10 6 8

1 1 1 1 1 4
10
3 4 11 Additional Build Options
9 Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds.
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Ships have no effect on fishing grounds.
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.

Page 75 of 383
Seafarers Scenarios Through the Desert
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
5
Terrain Hexes
9 8 2 3
2 3
6 3 11 12
4 11 12

5 4 5 4 5 3 14 2 1
6 12

11 11 4 Number Tokens
10 2 3 4 5 6 8 9 10 11 12
8 5 5 0 2 3 3 3 3 3 3 3 1
9
Harbors
10 6 8

1 1 1 1 1 4
10
3 4 11 Additional Build Options
9 Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds.

Additional Rules
• Ships have no effect on fishing grounds.

Page 76 of 383
Seafarers Scenarios Through the Desert
2 Player Setup with “The Rivers”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians

Terrain Hexes

11

5 3 4 5 2 4 1 14 2 1 1

Number Tokens
10 8 2 3 4 5 6 8 9 10 11 12

0 2 3 3 3 3 3 3 3 1
10
Harbors
3 4 11
9
1 1 1 1 1 4

Additional Build Options

Bridge

See also the rules for “The Rivers” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the terrain hexes for the mainland randomly. The “desert belt” is formed by the swampland and
desert hexes.

Additional Rules
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• The neutral players do not collect coins, and can never be Wealthiest Settler or Poor Settler.
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.

Page 77 of 383
Seafarers Scenarios Through the Desert
3-4 Player Setup with “The Rivers”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians

Terrain Hexes

11

5 3 4 5 2 4 1 14 2 1 1

Number Tokens
10 8 2 3 4 5 6 8 9 10 11 12

0 2 3 3 3 3 3 3 3 1
10
Harbors
3 4 11
9
1 1 1 1 1 4

Additional Build Options

Bridge

See also the rules for “The Rivers” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the terrain hexes for the mainland randomly. The “desert belt” is formed by the swampland and
desert hexes.

Page 78 of 383
Seafarers Scenarios Through the Desert
2 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
5
Terrain Hexes
9 8
6 3 4
5 3 5 4 5 3 14 2 1
6 2 12

11 11 4 Number Tokens
10 2 3 4 5 6 8 9 10 11 12
8 5 5 1 2 3 3 3 3 3 3 3 1
9
Harbors
10 6 8

1 1 1 1 1 4
10
3 4 11
9

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.
• Camels may be placed between sea hexes, and have the same effect on ships as roads.
• The presence of the pirate does not affect camel placement.

Game End
Game is to 14 points.

Page 79 of 383
Seafarers Scenarios Through the Desert
3-4 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
5
Terrain Hexes
9 8
6 3 4
5 3 5 4 5 3 14 2 1
6 2 12

11 11 4 Number Tokens
10 2 3 4 5 6 8 9 10 11 12
8 5 5 1 2 3 3 3 3 3 3 3 1
9
Harbors
10 6 8

1 1 1 1 1 4
10
3 4 11
9

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• Camels may be placed between sea hexes, and have the same effect on ships as roads.
• The presence of the pirate does not affect camel placement.

Game End
Game is to 14 points.

Page 80 of 383
Seafarers Scenarios Through the Desert
2 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12
Terrain Hexes
10 8
6 4 5 9
5 4 5 4 5 3 14 2 1
6 2

11 11 4 Number Tokens
9 2 3 4 5 6 8 9 10 11 12
6 8 5 1 2 3 3 3 3 3 3 3 1
3
Harbors
10 5 8

1 1 1 1 1 4
10
3 4 11 Additional Build Options
9 Extra Knight Movement

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• A Knight of a third unused color is needed for this scenario.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Additional Rules
• Ships may be built on the edge of a conquered hex, but shipping lines must be anchored to an unconquered
settlement or city.
• Barbarians are never placed on land outside the mainland. Similarly, knights may not travel off of the
mainland.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 81 of 383
Seafarers Scenarios Through the Desert
3-4 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12
Terrain Hexes
10 8
6 4 5 9
5 4 5 4 5 3 14 2 1
6 2

11 11 4 Number Tokens
9 2 3 4 5 6 8 9 10 11 12
6 8 5 1 2 3 3 3 3 3 3 3 1
3
Harbors
10 5 8

1 1 1 1 1 4
10
3 4 11 Additional Build Options
9 Extra Knight Movement

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Additional Rules
• Ships may be built on the edge of a conquered hex, but shipping lines must be anchored to an unconquered
settlement or city.
• Barbarians are never placed on land outside the mainland. Similarly, knights may not travel off of the
mainland.

Page 82 of 383
Seafarers Scenarios Through the Desert
2 Player Setup with “Traders & Barbarians”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
6
Terrain Hexes
10 4
6 5
4 3 5 4 4 3 14 2 1 1 1
3 11
11 6 8 Number Tokens
2 12 2 3 4 5 6 8 9 10 11 12

5 9 5 1 2 2 3 3 3 2 3 3 1
8 Harbors
10 8
1 1 1 1 1 4
10
3 4 11 Additional Build Options

9 Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

See also the rules for “Traders & Barbarians” for general rules relating to that scenario. Scenario data specific
to this combination is as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Traders & Barbarians” Development Card
deck or the Progress Card decks.
• Pirate: The pirate is absent in this scenario.
• The barbarians all start off-board.

Setup Notes
• If a player places an initial settlement adjacent to a trade hex, they get one Trade Token.

Additional Rules
• A player gains one Trade Token for building a settlement adjacent to any trade hex.
• Players may pay trade tokens to move a barbarian to any eligible location.
• When moving the wagon, half of the gold paid (rounded down) towards moving the wagon over neutral roads
is given to the opponent.
• Wagons move across water the same as on land: 2 movement points are needed with no ships, 1 movement
point with a ship (and one gold piece paid to the owner), and two more if a barbarian occupies the ship.

Page 83 of 383
Seafarers Scenarios Through the Desert
3-4 Player Setup with “Traders & Barbarians”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
6
Terrain Hexes
10 4
6 5
4 3 5 4 4 3 14 2 1 1 1
3 11
11 6 8 Number Tokens
2 12 2 3 4 5 6 8 9 10 11 12

5 9 5 1 2 2 3 3 3 2 3 3 1
8 Harbors
10 8
1 1 1 1 1 4
10
3 4 11 Additional Build Options

9 Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

See also the rules for “Traders & Barbarians” for general rules relating to that scenario. Scenario data specific
to this combination is as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Traders & Barbarians” Development Card
deck or the Progress Card decks.
• Pirate: The pirate is absent in this scenario.
• The barbarians all start off-board.

Additional Rules
• Wagons move across water the same as on land: 2 movement points are needed with no ships, 1 movement
point with a ship (and one gold piece paid to the owner), and two more if a barbarian occupies the ship.

Page 84 of 383
Seafarers Scenarios Through the Desert
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
12 • Catan: Seafarers Extension
9 4 5 Terrain Hexes
6 3 4
11 5 2
7 7 7 7 7 5 20 3
12 6
10 Number Tokens

8 6 2 11 2 3 4 5 6 8 9 10 11 12

5 3 4 4 4 4 4 4 4 4 3
2 11 8
Harbors
10
3 9 12
1 1 1 1 2 5
4
4 9 10 5
8
3
11
9 6
3
8 10

Page 85 of 383
Seafarers Scenarios Through the Desert
5-6 Player Setup (German 2008)
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
12 • Catan: Seafarers Extension
9 4 5 Terrain Hexes
6 3 4
11 5 2
7 7 7 7 7 5 20 3
12 6
10 Number Tokens

8 6 2 11 2 3 4 5 6 8 9 10 11 12

5 3 4 4 4 4 4 4 4 4 3
2 11 8
Harbors
10
3 9 12
1 1 1 1 2 5
4
4 9 10 5
8
3
11
9 6
3
8 10

This is the setup given in the German 2008 edition of Catan: Seafarers, which differs from the English 4th
edition setups (which are based on German 2003 setups). Rule changes are as follows:

Additional Rules
• The first settlement a player builds on each outlying area is worth two victory points.

Game End
Game is to 14 points.

Page 86 of 383
Seafarers Scenarios Through the Desert
3 Player Setup (3rd Edition) — Into the Desert
Scenario Requirements
10 4 3 • Catan: Seafarers 3rd Edition

9 Terrain Hexes
8
10
5 4 4 4 5 4 12 1
5 8 9 10
Number Tokens
5
4 11 2 3 4 5 6 8 9 10 11 12

12 6 1 2 3 3 2 3 3 3 2 1

2 3 11 Harbors
8 9
4 5 6 1 1 1 1 1 4

4 Player Setup (3rd Edition) — Into the Desert


Scenario Requirements
11 4 2 • Catan: Seafarers 3rd Edition

9 Terrain Hexes
10 3

5 5 5 4 5 4 16 2
8 6
Number Tokens
9
5 5 2 3 4 5 6 8 9 10 11 12
8 10
10 2 2 3 3 3 3 3 3 3 1

4 11 Harbors
12 6
2 3 11 1 1 1 1 1 4
8 9
4 5 6

Page 87 of 383
Seafarers Scenarios Through the Desert
5 Player Setup (3rd Edition) — Into the Desert
Scenario Requirements
11 2 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
4 9 • Catan: Seafarers 3rd Edition Extension
4 3 Terrain Hexes

8 8
6 6 7 6 6 5 22 2
9
5 5 8 10 Number Tokens

10 2 3 4 5 6 8 9 10 11 12

4 10 2 3 4 4 3 4 4 4 3 2
6
Harbors
11 2 3 11
9
1 1 1 1 1 5
6 6 8
12

5 3
10 4
12 9 5

Page 88 of 383
Seafarers Scenarios Through the Desert
6 Player Setup (3rd Edition) — Into the Desert
Scenario Requirements
11 2 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
4 9 • Catan: Seafarers 3rd Edition Extension
10 3 Terrain Hexes

8 8
7 7 7 7 7 5 24 3
9
5 5 8 10 Number Tokens

10 2 3 4 5 6 8 9 10 11 12

4 11 3 4 4 4 4 4 4 4 4 3
6
Harbors
11 2 3 11
9
1 1 1 1 1 5
6 6 8
12

5 3
10 4
12 9 5
2 3
4 12 6

Page 89 of 383
Seafarers Scenarios The Forgotten Tribe
The Forgotten Tribe
(Der vergessene Stamm)

Preparation Notes
• The island with the number tokens is referred to as the main island.
• Place harbors face-down at the edges marked with , Catan chits at the edges marked with , and
Development Cards face-down from the top of the Development Card deck at the edges marked with .
• Robber: The robber is present. Start in any desert hex.
• Variable Setup: The terrain and number tokens on the main island may be freely rearranged, with the
restriction that the three terrain hexes at the bottom of the island should not be a 5 , 6 , 8 , or 9 .

Setup Notes
• Players may only place their initial settlements on the main island.

Additional Rules
• Players may not expand into the outlying islands.
• Once the robber has moved from the initial position (which is off the main island), the robber may not be
moved off the main island.
• Gift of the Forgotten Tribe: The first player to place/move a ship to the edges marked with an X receives
the item set there at the start of the game. Development Cards are treated as if they were purchased in the
turn obtained. Catan chits are worth one victory point. Harbors must be placed adjacent to one of the
player’s coastal settlements. Only one harbor may be placed on an edge, and harbors may not be placed on
adjacent edges. If no such coastal settlements exist, the harbor may be held until such a settlement is built.
• Harbors deployed may immediately be used.

Game End
Game is to 13 points.

Scenario Compatibility
• The Fishermen of Catan: See entries here.
• The Caravans: See entries here.

Page 90 of 383
Seafarers Scenarios The Forgotten Tribe
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

11 6 Terrain Hexes
10
9 9 5 5 5 5 5 3 19 2
8
Number Tokens
3 11
4 2 3 4 5 6 8 9 10 11 12

5 1 2 2 2 2 2 2 2 2 1
8
12 Harbors
10 6
5 1 1 1 1 1 1
3 4
2

Page 91 of 383
Seafarers Scenarios The Forgotten Tribe
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
11 6
Terrain Hexes
10
2 3

9 9 11 12

5 4 5 5 5 3 19 2 1
8
3 11 Number Tokens
4 2 3 4 5 6 8 9 10 11 12
8 5 1 2 2 2 2 2 2 2 2 0
2 3

11 12
Harbors
10 6
5
1 1 1 1 1 1
3 4
2 Additional Build Options

Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds on the main island.
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.
• If the robber is removed, it may only return to the main island.
• Harbors may not be placed on hexes where a fishing ground is present.

Page 92 of 383
Seafarers Scenarios The Forgotten Tribe
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
11 6
Terrain Hexes
10
2 3

9 9 11 12

5 4 5 5 5 3 19 2 1
8
3 11 Number Tokens
4 2 3 4 5 6 8 9 10 11 12
8 5 1 2 2 2 2 2 2 2 2 0
2 3

11 12
Harbors
10 6
5
1 1 1 1 1 1
3 4
2 Additional Build Options

Development Card 6

Progress Card 7

Remove Pirate 2

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds on the main island.

Additional Rules
• If the robber is removed, it may only return to the main island.
• Harbors may not be placed on hexes where a fishing ground is present.

Page 93 of 383
Seafarers Scenarios The Forgotten Tribe
2 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
11 6
Terrain Hexes
10
9 9
5 4 5 5 5 3 19 2 1
8
3 11 Number Tokens
4 2 3 4 5 6 8 9 10 11 12
8 5 1 2 2 2 2 2 2 2 2 1

Harbors
10 6
5
1 1 1 1 1 1
3 4
2 12

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.
• Camels may be placed between sea hexes, and have the same effect on ships as roads.
• The presence of the pirate does not affect camel placement.

Game End
Game is to 15 points.

Page 94 of 383
Seafarers Scenarios The Forgotten Tribe
3-4 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
11 6
Terrain Hexes
10
9 9
5 4 5 5 5 3 19 2 1
8
3 11 Number Tokens
4 2 3 4 5 6 8 9 10 11 12
8 5 1 2 2 2 2 2 2 2 2 1

Harbors
10 6
5
1 1 1 1 1 1
3 4
2 12

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• Camels may be placed between sea hexes, and have the same effect on ships as roads.
• The presence of the pirate does not affect camel placement.

Game End
Game is to 15 points.

Page 95 of 383
Seafarers Scenarios The Forgotten Tribe
2 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12 9
Terrain Hexes

6 8
4 5 4 5 5 4 4 19 2 1

5 10 Number Tokens
8 2 3 4 5 6 8 9 10 11 12
2 3 2 1 2 2 2 2 1 1 1 2
5
Harbors
11 4
6
12 2
1 1 1 1 1 1

Additional Build Options

Extra Knight Movement

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• A Knight of a third unused color is needed for this scenario.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Additional Rules
• During a barbarian attack, only one hex is affected instead of multiple when a number rolled matches two or
more terrain hexes. Barbarians must be placed on these hexes as evenly as possible.
• Ships may be built on the edge of a conquered hex, but shipping lines must be anchored to an unconquered
settlement or city.
• Barbarians are never placed on land in the unexplored area. Similarly, knights may not travel off of the main
island.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 96 of 383
Seafarers Scenarios The Forgotten Tribe
3-4 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
12 9
Terrain Hexes

6 8
4 5 4 5 5 4 4 19 2 1

5 10 Number Tokens
8 2 3 4 5 6 8 9 10 11 12
2 3 2 1 2 2 2 2 1 1 1 2
5
Harbors
11 4
6
12 2
1 1 1 1 1 1

Additional Build Options

Extra Knight Movement

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Additional Rules
• During a barbarian attack, only one hex is affected instead of multiple when a number rolled matches two or
more terrain hexes. Barbarians must be placed on these hexes as evenly as possible.
• Ships may be built on the edge of a conquered hex, but shipping lines must be anchored to an unconquered
settlement or city.
• Barbarians are never placed on land in the unexplored area. Similarly, knights may not travel off of the main
island.

Page 97 of 383
Seafarers Scenarios The Forgotten Tribe
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
6 3 • Catan: Seafarers Extension
11 Terrain Hexes
4 5
12
7 7 7 6 7 4 22 3
9 11
5 Number Tokens

8 8 2 3 4 5 6 8 9 10 11 12

10 1 4 4 4 3 3 3 3 3 1
11 4
Harbors
5
3 10
1 1 1 1 1 3
9
4 4
2

6 3
9
3 8
10
6 5

Page 98 of 383
Seafarers Scenarios The Forgotten Tribe
3-4 Player Setup (3rd Edition) — Friendly Neighbors
Scenario Requirements
• Catan: Seafarers 3rd Edition
4 5
Terrain Hexes
12

9 11
5 4 5 5 4 4 4 18 2

8 6 Number Tokens
10
2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1
4
3 10 Harbors

6 3 1 1 1 0 1 2

9
11 8

This setup was originally obtained as a free download in the German language. Differences from the rules are
as follows:

Preparation Notes
• Set up the harbors on the intersections marked with as follows: a 3:1 harbor, brick harbor, and wool
harbor should occupy the left side of the board (from top to bottom), while a grain harbor, a 3:1 harbor, and
a lumber harbor should occupy the right side of the board (from top to bottom).
• Pirate: The pirate is present. Start off-board.

Page 99 of 383
Seafarers Scenarios The Forgotten Tribe
5-6 Player Setup (3rd Edition) — Friendly Neighbors
Scenario Requirements
• Settlers of Catan Extension
4 5 • Catan: Seafarers 3rd Edition
12 • Catan: Seafarers 3rd Edition Extension

9 11 Terrain Hexes

5
8 6 6 6 7 5 6 4 24 2
10
Number Tokens
11 4
5 2 3 4 5 6 8 9 10 11 12

3 10 1 3 3 3 3 3 3 3 3 1

9 Harbors
6 4
10 1 1 1 1 1 3
11 8
2

6 3
9
3 8

This setup was originally obtained as a free download in the German language. Differences from the rules are
as follows:

Preparation Notes
• Set up the harbors on the intersections marked with as follows: a brick harbor, an ore harbor, a wool
harbor, and 3:1 harbor should occupy the left side of the board (from top to bottom), while a grain harbor, a
3:1 harbor, a lumber harbor, and a 3:1 harbor should occupy the right side of the board (from top to
bottom).
• Pirate: The pirate is present. Start off-board.

Page 100 of 383


Seafarers Scenarios Cloth for Catan
Cloth for Catan
(Stoffe für Catan)

A version of this scenario with Diamond Tokens and dice for each player was released in the Netherlands under
the name “The Diamonds” as part of the Dutch “Six Scenarios”.

Preparation Notes
• The number tokens on the central islands represent the villages of the Forgotten Tribe.
• Place 5 Catan chits next to each of the Forgotten Tribe’s villages. This acts as the cloth supply of the village.
• Variable Setup: The terrain and number tokens on the two main islands may be freely rearranged.

Setup Notes
• Players must place their initial settlements on the two main islands. Players begin with three initial
settlements.

Additional Rules
• The Longest Road is not used.
• Players may not expand into the islands in the centre.
• The robber may not be moved into the islands of the Forgotten Tribe.
• Players may take a Catan chit instead of a resource when moving the robber or pirate.
• Villages of the Forgotten Tribe: When a player connects a settlement or city to a Forgotten Tribe village,
one Catan chit is taken from the village’s supply. In subsequent turns, if the village’s number is rolled,
players with a direct connection to the village receive one Catan chit from the village supply, unless the
village is already exhausted of its supply (if there are not enough Catan chits from the village’s supply for all
players, take as many as needed from the remainder of the Catan chit supply).
• Each pair of Catan chits is worth one victory point.

Game End
Game is to 14 points. The game also ends when 3 or fewer Forgotten Tribes still have a supply of Catan chits,
in which case the player with the most victory points wins. In the event of a tie, the tied player with the
greater number of Catan chits wins.

Page 101 of 383


Seafarers Scenarios Cloth for Catan
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

12 Terrain Hexes
9 3
10 4
3 5 4 4 4 2 18 2
2 9 10 12

6 6 Number Tokens

2 3 4 5 6 8 9 10 11 12

5 3 6 8 11 5 2 3 3 3 3 3 3 3 3 2

Harbors
10 11
11 5 4 3
1 1 1 1 1 4
8 8
4 9
2

Page 102 of 383


Seafarers Scenarios Cloth for Catan
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
8 11 • Catan: Seafarers Extension
9 3
Terrain Hexes
10 4
2 9 4 12
4 6 6 5 5 4 24 2
6 6
Number Tokens
5 12 6 5 2 5 2 3 4 5 6 8 9 10 11 12

3 4 4 4 4 4 4 4 4 3
11 12
Harbors

8 10 9 8 10 3
1 1 1 1 2 5

10 11
11 5 4 3
6 8
4 9
2 3

Page 103 of 383


Seafarers Scenarios Cloth for Catan
3-4 Player Setup (3rd Edition) — Coffee for Catan
Scenario Requirements
10 10 4 11 • Catan: Seafarers 3rd Edition

9 3 Terrain Hexes
6 6
2 9 10 12
3 5 4 4 4 2 15 2
5 5
Number Tokens

10 3 6 8 11 9 2 3 4 5 6 8 9 10 11 12

1 3 4 3 3 3 3 4 3 1
8 4
Harbors
3 5 4 11
4 8
1 1 1 1 1 3

This scenario was originally obtained from a free download in the German language. Differences from the rules
are as follows:

Preparation Notes
• The original scenario came with four Forgotten Tribe hexes with preprinted numbers; this has been
reproduced in the same manner as the 4th edition setup here (with spare desert/gold hexes and number
tokens).
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start off-board.

Additional Rules
• The robber may not take resources from players with fewer than 3 victory points.
• The pirate may not take resources from players without connections to the Forgotten Tribe’s villages.

Page 104 of 383


Seafarers Scenarios The Pirate Islands
The Pirate Islands
(Die Pirateninsel)

This scenario was originally introduced in Catan-News (then Siedler-Zeitung), and was added to Catan:
Seafarers in 2003 with the new edition there. Interestingly, this is the only scenario in all of Catan: Seafarers
which is incompatible with both “Catan for Two” and Catan: Cities & Knights.

Preparation Notes
• In a 3-player game, do not use the white color. Remove the victory point cards from the Development Card
deck.
• In a 5-player game, do not use the brown color.
• All resource-producing terrain without number tokens do not produce resources.
• Place 3 Catan chits per settlement on the smaller island. These settlements are known as the pirate
fortresses.
• Robber: The robber is absent in this scenario.

Setup Notes
• In addition to the pre-placed settlements, players must place two additional settlements in the standard
fashion.

Additional Rules
• All victory point Development cards function as Knight cards in this scenario.
• The Largest Army is not used.
• The Longest Road is not used.
• On a roll of 7, the player to move may take a resource from any player.
• Ships: Only one shipping route may be built, extending from any coastal settlement, out to the point marked
with an X in the corresponding player colors, and then to the player’s pirate fortress. Shipping routes may
not branch, nor extend past the pirate fortress. Furthermore, the shipping route must reach its intended
destination in as short as a route as possible, so as to not block other players’ routes.
• Island Settlements: If a player’s shipping route reaches their X, the player may choose to build a
settlement at the location of the X if they have resources.
• Warships: When a Knight card is played, the ship closest to the starting settlement or city not already a
warship is turned into a warship, denoted by turning the ship on its side (the one at the start of the game is
not a warship).
• Pirate: The pirate moves about the hexes in the direction shown on the diagram with the black arrows. After
the dice are rolled but before resources are collected, the pirate moves a number of hexes equal to the lower
of the two dice results. If the pirate ends in a hex adjacent to a settlement or city, the pirate attacks the
settlements and cities, unless the pirate arrives at the hex marked with .
• Pirate Attack: In a pirate attack, the number of spaces moved by the pirate to initiate the attack is
compared to the number of warships deployed by the defender. If the pirate wins, the defender must discard
one resource card plus one additional resource card for each of the defender’s cities. If the defender wins,
the defender may take a resource card of their choice from the supply. Nothing happens if a tie occurs.
• Pirate Fortress: If a player’s shipping route reaches the pirate fortress, the player may attack the pirate
fortress at the end of their turn. Roll one die to represent the pirate fortress strength. If the number of
warships is greater, one Catan chit is removed from the pirate fortress. If the pirates win, the two ships
closest to the pirate fortress are removed and returned to the player’s supply. If a tie occurs, only the closest
ship to the pirate fortress is returned. If an attack leaves the pirate fortress with no Catan chits, the pirate
fortress is converted into an ordinary settlement. In 3rd Edition setups, the pirate is no longer in play if all
pirate fortresses are converted.

Game End
Game is to 10 points. However, a player must also convert their pirate fortress into a settlement in order to
claim victory.

Scenario Compatibility
• Barbarian Attack: See 3-4 Player Setup with Barbarian Attack.

Page 105 of 383


Seafarers Scenarios The Pirate Islands
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

10 4 Terrain Hexes

3 11
5 5 5 5 5 3 19 2
8
Number Tokens
6 6
2 3 4 5 6 8 9 10 11 12

1 2 3 3 3 3 3 3 2 1

Harbors

6
1 1 1 1 1 3
10 11 3 4
5 9 9
4 8 8 5
2 12 10
9 5

Page 106 of 383


Seafarers Scenarios The Pirate Islands
3-4 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
10 4
Terrain Hexes

3 11
5 5 5 5 4 3 19 2 1
8
6 6 Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 3 3 3 3 3 3 2 1

Harbors

6
3 11 2 12 10 1 1 1 1 1 3

8 9 5 Additional Build Options


10 5 8 4
Extra Knight Movement
4 9
9 5

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Robber: The robber is absent in this scenario.

Additional Rules
• During a barbarian attack, only one hex is affected instead of multiple when a number rolled matches two or
more terrain hexes. Barbarians must be placed on these hexes as evenly as possible.
• Shipbuilding and warship conversion may only be done as long as the coastal settlement or city where the
shipping line begins is not conquered.
• Warships require the Knighthood Development Card to deploy.
• Barbarians are only placed on the main island. Similarly, knights may not travel off of the main island.

Game End
Game is to 12 points. However, a player must also convert their pirate fortress into a settlement in order to
claim victory.

Page 107 of 383


Seafarers Scenarios The Pirate Islands
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
11 11 • Catan: Seafarers Extension

Terrain Hexes
3 3

4 5 6 7 6 5 26 4
6 8
Number Tokens

8 6 2 3 4 5 6 8 9 10 11 12

1 4 4 4 4 4 3 3 4 1

Harbors

1 1 1 1 1 4
6
9 2 12 5
11 4 3
5 10 6 4
9 5 10
4 3 4 9
8 8 11
5 10

Page 108 of 383


Seafarers Scenarios The Pirate Islands
3-4 Player Setup (3rd Edition)
Scenario Requirements
2 3 11 12 • Catan: Seafarers 3rd Edition

8 10 6 Terrain Hexes

4
5 5 5 5 5 4 21 3
5 9
Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors
8
6 11 3 6
1 1 1 1 1 3
3 2 11
5 4 8 9
9 10 10
12 5 4

Page 109 of 383


Seafarers Scenarios The Wonders of Catan
The Wonders of Catan
(Die catanischen Wunder)

This scenario was initially published in Catan-News (then Siedler-Zeitung), and was also available in Dutch as
part of its “Six Scenarios”. It was also available in English at the University of Catan website. This scenario has
limited compatibility with “Catan for Two” (there is no prescribed method of placing neutral settlements during
setup), but retains full compatibility with Catan: Cities & Knights.

Preparation Notes
• Robber: The robber is present. Start on any desert tile.
• Pirate: The pirate is absent in this scenario.
• Variable Setup: The terrain hexes and number tokens on the main island may be freely rearranged, with the
restriction that 6 and 8 may not be placed next to the deserts. For the 3rd Edition setup, the same applies,
except that the land hexes and the number tokens next to intersections marked with an X may not be
changed.

Setup Notes
• Players may not place their initial settlements on the outlying islands, nor on any intersection marked X.

Additional Rules
• The first settlement a player builds on an outlying island is worth an additional victory point.
• Wonders: Once a player meets the requirements for a wonder, a player may claim the wonder and build it.
Players may claim only one wonder, and each wonder may be claimed by only one player. Players may not
claim a wonder without building the first part of the wonder. Players must stake their claim by placing a ship
on the wonder card to be claimed (except in 3rd Edition setups, where players simply place the claimed
wonder in front of them). Each part of the wonder costs the same resources, and a player may build more
than one part to their wonder in a single turn. Note that in the 5-6 player game, there are two Great Bridges.

Game End
The game ends if a player completes the wonder, or if they have 10 points and has built more of their wonder
than any other player.

Scenario Compatibility
• The Fishermen of Catan: See setups below.
• Barbarian Attack: See setups below.

Page 110 of 383


Seafarers Scenarios The Wonders of Catan
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

8 12 Terrain Hexes
3
5 9 6 8 5 5 5 5 5 3 19 2
3 4
Number Tokens
11 2

6 2 3 4 5 6 8 9 10 11 12

11 10 2 3 3 3 3 3 3 3 3 1

8 5 11 Harbors
2 10 3 10
9 4 1 1 1 1 1 4
9
Additional Build Options

Cathedral
5
4 Great Bridge

6 Great Wall

Monument

Theater

Page 111 of 383


Seafarers Scenarios The Wonders of Catan
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
8 12
Terrain Hexes
3
5 9 6 8
3 4 5 5 5 5 5 3 19 2

11 2
Number Tokens
6 5 9
2 3 4 6 8 10 11 12
11 10
2 3 3 3 3 3 3 3 3 1
8 5 11
2 10 3 10 Harbors

9 4
9 1 1 1 1 1 4

Additional Build Options


5 Cathedral
4
Development Card 6
6
Great Bridge

Great Wall

Monument

Progress Card 7

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

Theater

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds.
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.
Page 112 of 383
Seafarers Scenarios The Wonders of Catan
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
8 12
Terrain Hexes
3
5 9 6 8
3 4 5 5 5 5 5 3 19 2

11 2
Number Tokens
6 5 9
2 3 4 6 8 10 11 12
11 10
2 3 3 3 3 3 3 3 3 1
8 5 11
2 10 3 10 Harbors

9 4
9 1 1 1 1 1 4

Additional Build Options


5 Cathedral
4
Development Card 6
6
Great Bridge

Great Wall

Monument

Progress Card 7

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

Theater

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds.

Page 113 of 383


Seafarers Scenarios The Wonders of Catan
2 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
8 11
Terrain Hexes
3
5 9 6 8
5 5 5 4 5 3 19 2 1
3 4
10 2 Number Tokens

2 3 4 5 6 8 9 10 11 12
11 6 2 3 3 3 3 3 3 3 3 1
8 5 11
Harbors
2 12 10 3 10
9 4
1 1 1 1 1 4
9
Additional Build Options
5 Cathedral
4 Extra Knight Movement
6
Great Bridge

Great Wall

Monument

Theater

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Place all the barbarians evenly among the desert hexes.
• A Knight of a third unused color is needed for this scenario.
• Robber: The robber is absent in this scenario.

Additional Rules
• The deserts are considered to be conquered. When the barbarians attack, move the barbarians from the
desert hexes in an even manner.
• During a barbarian attack, only one hex is affected instead of multiple when a number rolled matches two or
more terrain hexes. Barbarians must be placed on these hexes as evenly as possible.
• Wonders may only be built while the requirements are met. If for any reason, players in the middle of
building the wonder no longer meet the requirements therein (for example, from conquered settlements and
cities), they may not add on to their wonder until the requirements are met again.
• Barbarians are only placed on the main island. Similarly, knights may not travel off of the main island.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).
Page 114 of 383
Seafarers Scenarios The Wonders of Catan

Game End
The game ends if a player completes the wonder, or if they have 12 points and has built more of their wonder
than any other player.

Page 115 of 383


Seafarers Scenarios The Wonders of Catan
3-4 Player Setup with “Barbarian Attack”
Scenario Requirements
• Catan: Seafarers
• Catan: Traders & Barbarians
8 11
Terrain Hexes
3
5 9 6 8
5 5 5 4 5 3 19 2 1
3 4
10 2 Number Tokens

2 3 4 5 6 8 9 10 11 12
11 6 2 3 3 3 3 3 3 3 3 1
8 5 11
Harbors
2 12 10 3 10
9 4
1 1 1 1 1 4
9
Additional Build Options
5 Cathedral
4 Extra Knight Movement
6
Great Bridge

Great Wall

Monument

Theater

See also the rules for “Barbarian Attack” for general rules relating to that scenario. Scenario data specific to
this combination as follows:

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Place all the barbarians evenly among the desert hexes.
• Robber: The robber is absent in this scenario.

Additional Rules
• The deserts are considered to be conquered. When the barbarians attack, move the barbarians from the
desert hexes in an even manner.
• During a barbarian attack, only one hex is affected instead of multiple when a number rolled matches two or
more terrain hexes. Barbarians must be placed on these hexes as evenly as possible.
• Wonders may only be built while the requirements are met. If for any reason, players in the middle of
building the wonder no longer meet the requirements therein (for example, from conquered settlements and
cities), they may not add on to their wonder until the requirements are met again.
• Barbarians are only placed on the main island. Similarly, knights may not travel off of the main island.

Game End
The game ends if a player completes the wonder, or if they have 12 points and has built more of their wonder
than any other player.

Page 116 of 383


Seafarers Scenarios The Wonders of Catan
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
• Catan: Seafarers Extension
6 Terrain Hexes
2 8
9
6 6 7 6 7 4 24 4
5 8 5
10 3 11 Number Tokens

9 5 6 10 2 3 4 5 6 8 9 10 11 12
3 4 2 3 4 4 4 4 4 4 4 2
5
Harbors
6 11
2 4 3 12
1 1 1 1 2 5
9 10
11 8 8 Additional Build Options

4 9 Cathedral

12 11 Great Bridge
10 Great Wall
6
Library
4
Monument

Theater

Page 117 of 383


Seafarers Scenarios The Wonders of Catan
5-6 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
• Catan: Seafarers Extension
• Catan: Traders & Barbarians
6 • Catan: Traders & Barbarians Extension
2 8
Terrain Hexes
9
5 8 5
10 3 11 6 6 7 6 7 4 24 4

9 5 6 10 Number Tokens
3 4 2 3 4 5 6 8 9 10 11 12
5 2 3 4 4 4 4 4 4 4 2
6 11
4 Harbors
2 3 12

9 10
1 1 1 1 2 5
11 8 8
4 9 Additional Build Options
12 11 Cathedral
10
Development Card 6
6
Great Bridge
4
Great Wall

Library

Monument

Progress Card 7

Remove Robber 2

Road 5

Ship 5

Steal Resource 3

Take Resource 4

Theater

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario. Scenario data
specific to this combination is as follows:

Preparation Notes
• Randomly place the fishing grounds.

Page 118 of 383


Seafarers Scenarios The Wonders of Catan
3-4 Player Setup (3rd Edition)
Scenario Requirements
5 8 8 • Catan: Seafarers 3rd Edition

3 3 Terrain Hexes
9 6
4
4 4 5 5 5 4 18 2
11 10
Number Tokens
8 6 11
2 11 3 10 2 3 4 5 6 8 9 10 11 12

9 5 1 3 3 2 3 3 2 3 2 2

12 10 Harbors
4

1 1 1 1 1 3
4
Additional Build Options
6
Cathedral

Colossus

Grand Theater

Great Bridge

Great Wall

This setup was originally obtained as a free download.

Page 119 of 383


Seafarers Scenarios The Great Crossing
The Great Crossing
(Die Große Überfahrt)

Preparation Notes
• One island is referred to as Catan, the other Transcatania.
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players must set up their initial settlements on the same island.

Additional Rules
• Trade Routes: A trade route between Catan and Transcatania is defined as a line of roads or ships (belong
to any player) that extends from a settlement or city on Catan and a settlement or city on Transcatania. A
direct trade route is one leading out from a player’s own settlement or city and into a settlement or city on
the opposite island (which may belong to a different player), while an indirect trade route connects a line of
ships to an opponent’s road or line of ships (such that the combined route of both players joins the
settlements and cities together). Trade routes may branch off, and ships may be part of more than one trade
route; however, trade routes do not extend past the first settlement or city on either side.
• Victory Points for Trade Routes: Each trade route is worth one victory point. As direct trade routes to
opposing settlements and all indirect trade routes are open shipping lines, these victory points may be lost if
ships were moved. In the case of indirect trade routes, the player with the most links in the route receives
the victory point; if this is tied, then the player completing the indirect trade route receives the victory point.

Game End
Game is to 13 points.

Page 120 of 383


Seafarers Scenarios The Great Crossing
4 Player Setup (3rd Edition)
Scenario Requirements
12 4 9 5 • Catan: Seafarers 3rd Edition

6 5 8 Terrain Hexes
2 3 11
10
4 5 4 4 5 0 17 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

5 2 2 2 3 2 2 3 2 2 2
4 10 11
Harbors
6 8 9
2 9 3 12
1 1 1 1 1 5

6 Player Setup (3rd Edition)


Scenario Requirements
9 9 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
10 3 • Catan: Seafarers 3rd Edition Extension
11 11
Terrain Hexes
5 8
8 5
6 6 6 6 6 0 23 0
2 4
12 10 Number Tokens
6 5 2 3 4 5 6 8 9 10 11 12
9 8 2 2 4 4 3 3 4 4 2 2
10 4
Harbors
4 2

6 10
5 1 1 1 1 1 7
6
3 12
4 9

Page 121 of 383


Seafarers Scenarios New World
New World
(Neue Welt)

Preparation Notes
• Place all tiles at random, and randomly place number tokens on all resource-producing hexes. Ensure that 6
and 8 are not on adjacent hexes.
• Players take turns placing the harbors so that they are placed on a sea hex facing a land tile. Both corners of
the harbor should be touching land.
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• The islands for which initial settlements are placed for a player are known as the home islands. A player may
have one or two home islands.

Additional Rules
• The first settlement a player builds on island other than their home island(s) is worth an extra victory point.

Game End
Game is to 12 points.

Page 122 of 383


Seafarers Scenarios New World
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

Terrain Hexes

4 5 4 5 5 0 19 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 3 3 3 2 2 3 3 2 1

Harbors

1 1 1 1 1 4

Page 123 of 383


Seafarers Scenarios New World
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
• Catan: Seafarers Extension

Terrain Hexes

7 7 7 7 7 3 21 4

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 4 5 5 5 5 4 3 2

Harbors

1 1 1 1 2 5

Page 124 of 383


Seafarers Scenarios New World
3 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes

4 4 4 4 4 0 19 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 3 3 2 1

Harbors

1 1 1 1 1 4

4 Player Setup (3rd Edition)


Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes

4 5 4 5 5 0 23 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 3 3 3 2 2 3 3 2 1

Harbors

1 1 1 1 1 5

Page 125 of 383


Seafarers Scenarios New World
5 Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension

Terrain Hexes

5 6 6 5 6 0 26 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 2 2 4 3 3 1

Harbors

1 1 1 1 1 5

6 Player Setup (3rd Edition)


Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension

Terrain Hexes

6 6 7 6 7 0 28 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 4 4 3 3 4 4 3 2

Harbors

1 1 1 1 1 5

Page 126 of 383


Traders & Barbarians Scenarios
Traders & Barbarians Scenarios
Catan: Traders & Barbarians was the first expansion that was exclusive to the newer 4th edition of Settlers of
Catan. It’s said that most of its parts has been seen in standalone form. While that is true, the main attraction
is “Barbarian Attack” and “Traders & Barbarians” (the two scenarios and variants that are entirely new), two
scenarios that are so extensive in terms of additional material needed that the two alone justify its release as a
full expansion. Indeed, no other scenario has required entirely separate development card decks, specialized
hexes, and complex rules that differed whether or not you used Catan: Cities and Knights.

To be consistent with their respective language releases, a plastic set was used for German release and a
wooden set was used for the English release (the wooden set is also available on order from the Catan Shop for
those with plastic pieces). Also interesting to note that the barbarian and knight figures in the German release
are recycled from Struggle for Rome, the second game in the Catan Histories series.

But whereas Catan: Seafarers is an expansion that is virtually necessary for scenario making and Catan: Cities
and Knights an expansion that adds “gamer appeal” by adding more “gamer-oriented” complexity, it’s hard to
say where Catan: Traders & Barbarians has its mass appeal. Having said that, the other two expansions are at
least five years its senior, and over the next five years perhaps Traders & Barbarians will carve out a niche for
itself.

Page 127 of 383


Traders & Barbarians Scenarios The Fishermen of Catan
The Fishermen of Catan
(Fischer von Catan)

(Note: The standalone Fishermen of Catan scenario uses identical rules, but omits the lake hexes. The fishing
grounds that come with the standalone Fishermen of Catan scenario matches that of the 3-4 player setup.)

Preparation Notes
• Set up the main island as with the main game. Replace the desert tiles with the lake hexes, and ensure that
the lake hexes are in the interior of the island.
• Robber: The robber is present. Start off-board.

Setup Notes
• Any player placing their second settlement on a fishing ground (either on the coast or on the lake) receives
an additional fish token.

Additional Rules
• Fish Tokens: A player may have up to seven fish tokens. Fish tokens (except for the Old Boot) may be
traded in for various actions. Fish tokens may depict up to three fish: no change is made for excess fish used
in a payment. Fish tokens are not resources: they do not count against the hand limit, may not be traded,
and may not be taken by the robber. They may not be earned by the effect of the Aqueduct city
improvement, or be used with any Progress Card. If the supply of fish tokens is exhausted, the used fish
tokens are shuffled to form a new supply.
• Old Boot: If a player draws the Old Boot, it must be immediately revealed. The player with the Old Boot
requires one more victory point to win the scenario. The Old Boot may be passed to another player, as long
as the new owner has more victory points than the previous owner.

Game End
Game is to 10 points, 11 for the player with the Old Boot.

Scenario Compatibility
• The Four Islands: See “The Four Islands” (3-4 players).
• The Fog Island: See “The Fog Island” (3-4 players).
• Through the Desert: See “Through the Desert” (3-4 players).
• The Forgotten Tribe: See “The Forgotten Tribe” (3-4 players).
• The Wonders of Catan: See “The Wonders of Catan” (3-6 players).
• The Rivers: See “The Rivers” (2-4 players) and “Traders & Barbarians” (2-4 players).
• Barbarian Attack: See “Barbarian Attack” (2-6 players).
• Traders & Barbarians: See “Traders & Barbarians” (2-4 players).

Page 128 of 383


Traders & Barbarians Scenarios The Fishermen of Catan
2 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes
2 3

11 12

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Development Card 6

Progress Card 7

Remove Robber 2

Road 5

Steal Resource 3

Take Resource 4

Additional rules in this setup:

Preparation Notes
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.

Page 129 of 383


Traders & Barbarians Scenarios The Fishermen of Catan
3-4 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes
2 3

11 12

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Development Card 6

Progress Card 7

Remove Robber 2

Road 5

Steal Resource 3

Take Resource 4

Page 130 of 383


Traders & Barbarians Scenarios The Fishermen of Catan
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
• Catan: Traders & Barbarians Extension

Terrain Hexes
2 3

11 12

5 6 6 5 6 0 2

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Additional Build Options

Development Card 6

Progress Card 7

Remove Robber 2

Road 5

Steal Resource 3

Take Resource 4

Page 131 of 383


Traders & Barbarians Scenarios The Rivers
The Rivers
(Die Flüsse von Catan)

This was a revised version of “The Great River”, a standalone mini-expansion available in German and English
languages.

Preparation Notes
• The desert-colored portions of the river hexes are referred to as the swampland hexes.
• Set up the main island as with the main game. The component tiles of the river hex are replaced with the
river hexes themselves. When setting up the number tokens in the 3-4 player setup, skip both swampland
hexes, and pair 2
with .12

• Robber: The robber is present. Start on either swampland hex.

Setup Notes
• Players may not set up their initial roads so that it crosses a river.
• Players also receive 1 gold coin for any initial settlement (or city) bordering the river tiles, and 1 gold coin for
any initial road bordering the river tiles.
• Determine possession of Wealthiest Settler and Poor Settler tiles, as per the rules below.

Additional Rules
• Roads may not be placed so as to cross the river. Bridges must be used instead.
• Players receive 1 gold coin for any settlement or road built next to the river.
• 5 gold pieces may be paid instead of reducing a city to a settlement following a loss against the barbarians.
• Coins: Coins are collected by building next to or across the river. A player may, during their turn (not during
the Special Building Phase in 5-6 player games), spend two coins to buy a resource. Coins may be used
when obtained, and may be traded. However, coins are not resources: they may not be taken by the robber
or with the Monopoly development card. They may not be earned by the effects of the Aqueduct city
improvement, or be used with any Progress Card.
• Bridges: Bridges act identically to roads, but may only be built so as to cross the river. When a bridge is
built, a player receives 3 gold coins. The Road Building development card may not be used to build a bridge.
• Wealthiest Settler and Poor Settlers: A player receives a Poor Settler tile if they have the fewest (or tied
for the fewest) number of gold coins. A player receives the Wealthiest Settler tile if they have the most
number of gold coins (the Wealthiest Settler is not awarded if there is a tie). The Wealthiest Settler tile is
worth one victory point, while Poor Settler tiles deduct two victory points.

Game End
Game is to 10 points.

Scenario Compatibility
• The Fog Island: See “The Fog Island” (2-4 players).
• Through the Desert: See “Through the Desert” (2-4 players).
• The Fishermen of Catan: See setups here. Also see “Traders & Barbarians” (2-4 players).
• The Caravans: See setups here.
• Barbarian Attack: See “Barbarian Attack” (2-4 players).
• Traders & Barbarians: See “Traders & Barbarians” (2-4 Players).

Page 132 of 383


Traders & Barbarians Scenarios The Rivers
2 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

1 4 4 1 2 0 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Additional rules in this setup:

Additional Rules
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• The neutral players do not collect coins, and can never be Wealthiest Settler or Poor Settler.
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.

Page 133 of 383


Traders & Barbarians Scenarios The Rivers
3-4 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

1 4 4 1 2 0 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Page 134 of 383


Traders & Barbarians Scenarios The Rivers
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

1 4 4 1 2 0 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Bridge 6

Development Card 6

Progress Card 7

Remove Robber 2

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” for rules relating to that scenario. Additional rules are as
follows:

Preparation Notes
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• The neutral players do not collect coins, and can never be Wealthiest Settler or Poor Settler.
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements or discarding played
Knight Development Cards.

Page 135 of 383


Traders & Barbarians Scenarios The Rivers
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.

Page 136 of 383


Traders & Barbarians Scenarios The Rivers
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

1 4 4 1 2 0 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Bridge 6

Development Card 6

Progress Card 7

Remove Robber 2

Road 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario.

Page 137 of 383


Traders & Barbarians Scenarios The Rivers
2 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

1 3 4 1 2 0 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

See also the rules for “The Caravans” for general rules relating to that scenario. Additional rules are as follows:

Preparation Notes
• Set up the remainder of the hexes and number tokens randomly. Skip over both swamplands and the oasis,
and pair 2
with 3
and with the other .
12 3

Additional Rules
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• The neutral players do not collect coins, and can never be Wealthiest Settler or Poor Settler.
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.
• Camels may be placed across a river, whether there is a bridge or not. Camels have the same effect on
bridges as on roads.
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.

Page 138 of 383


Traders & Barbarians Scenarios The Rivers
3-4 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

1 3 4 1 2 0 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the remainder of the hexes and number tokens randomly. Skip over both swamplands and the oasis,
and pair 2
with 3
and with the other .
12 3

Additional Rules
• Camels may be placed across a river, whether there is a bridge or not. Camels have the same effect on
bridges as on roads.

Page 139 of 383


Traders & Barbarians Scenarios The Rivers
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
• Catan: Traders & Barbarians Extension

Terrain Hexes

3 6 6 2 3 0 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Additional Build Options

Bridge

Page 140 of 383


Traders & Barbarians Scenarios The Rivers
5-6 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
• Catan: Traders & Barbarians Extension

Terrain Hexes

3 6 6 2 3 0 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Additional Build Options

Bridge

Bridge 6

Development Card 6

Progress Card 7

Remove Robber 2

Road 5

Steal Resource 3

Take Resource 4

See also the rules for “The Fishermen of Catan” for general rules relating to that scenario.

Page 141 of 383


Traders & Barbarians Scenarios The Caravans
The Caravans
(Der Zug der Karawanen)

This is a revised version of “The Great Caravan”, which was a free mini-expansion in Germany.

Preparation Notes
• The orientations of the oasis hexes are arbitrary.
• Set up the main island as with the main game. The oasis hexes replace the desert hexes.
• Robber: The robber is present. Start off-board.

Setup Notes
No additional setup notes.

Additional Rules
• Camels: Whenever a settlement is built or upgraded to a city, a camel is placed after the turn (or Special
Building Phase, in 5-6 player games) ends. Camels are placed on edges of tiles, and have a specific
orientation. Roads on edges with camels are treated as two roads for the purposes of Longest Road, while
settlements in the path of camels are worth one additional victory point.
• Camel Placement: Camels are placed using voting rounds. Camels may only be placed either outbound from
the oasis tile (with the front away from the oasis) or in an edge adjacent to the frontmost camel in a camel
path. Camel paths may not branch, but may merge. A camel path may not be begin on an edge adjacent to
the oasis hex, but may be extended to such an edge.
• Voting Round: Each player, starting with the player whose turn has finished, place votes by placing wool
and grain or brick and lumber face-up in front of themselves. The player with a supermajority (more votes
than all other players combined) places the camel. If no player has the supermajority, the players with the
greatest number of votes making up a supermajority must decide by consensus on where to place the camel.
If there is no consensus, the player with the majority places the camel. If there is a tie for majority, the
player whose turn has ended places the camel.

Game End
Game is to 12 (15) points.

Scenario Compatibility
• The Four Islands: See “The Four Islands” (2-4 players).
• Through the Desert: See “Through the Desert” (2-4 players).
• The Forgotten Tribe: See “The Forgotten Tribe” (2-4 players).
• The Rivers: See “The Rivers” (2-4 players).
• Barbarian Attack: See “Barbarian Attack” (2-6 players).
• Traders & Barbarians: See “Traders & Barbarians” (2-4 players).

Page 142 of 383


Traders & Barbarians Scenarios The Caravans
2 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional rules are as follows:

Additional Rules
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.

3-4 Player Setup


Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Page 143 of 383


Traders & Barbarians Scenarios The Caravans
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
• Catan: Traders & Barbarians Extension

Terrain Hexes

5 6 6 5 6 0 2

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Page 144 of 383


Traders & Barbarians Scenarios Barbarian Attack
Barbarian Attack
(Der Barbarenüberfall)

Preparation Notes
• The regular Development Cards are not in use. Instead, use the “Barbarian Attack” Development Card deck
or the Progress Card decks.
• Castle hexes should be oriented in the same direction, but the orientation may be arbitrary.
• Note that in the original German edition of the scenario, a separate color die is also used to accompany the
castle hex. For English release, the color die was removed, and regular dice are used.
• Robber: The robber is absent in this scenario.

Setup Notes
• Players must place a city instead of their second settlement.

Additional Rules
• The Largest Army is not used.
• The Barbarian Ship is not present in this scenario.
• Development Cards are resolved once purchased. If the supply of Development Cards run out, the discarded
cards are shuffled to form a new Development Card deck.
• The Bishop Progress Card instead takes a resource or commodity from each player with an unconquered
settlement or city adjacent to a hex of the player’s choosing.
• Knights placed using the Deserter Progress Card must be placed where the old knight was removed.
• The Intrigue Progress Card instead removes one barbarian from a hex of the player’s choosing and adds it to
their supply.
• The Invention Progress Card may only affect hexes in the interior of the island.
• Coins: Up to twice during a player’s turn, a player may trade in two gold pieces for a resource (never
commodities). Coins may be traded, but they are not resources, and thus may not be taken by the Monopoly
Development Card.
• Barbarian Attack: When a settlement is built or upgraded into a city, a barbarian attack occurs as long as
barbarians remain in the supply. Roll dice until a 7 is not rolled, and place a barbarian on each of the
unconquered coastal hexes with the corresponding number token. This is done three times, with three
different dice outcomes.
• Barbarian Attack: Barbarians attack when either the barbarian ship is rolled on the event die, or when a
city improvement is built. A barbarian is placed on each unconquered coastal hex with the number token
matching the number indicated on the dice (roll the dice when a city improvement is built). The supply of
barbarians is infinite; if there are not enough barbarians in the supply, three barbarians may be traded in for
a Defender of Catan card or a Catan chit (both worth one victory point).
• Conquered Terrain: If a hex has three barbarians, it is conquered. To show that the hex is conquered, it is
flipped over. Conquered terrain do not produce resources, and roads may not be built next to conquered
hexes. The merchant is also rendered unproductive, and is not worth any victory points. Note that if at any
point a hex returns to having fewer than three barbarians, it is once again productive, and susceptible to
further barbarian attack.
• Conquered Settlements and Cities: If a settlement or city does not have adjacent unconquered terrain, it
is considered conquered. Place the settlement or city on its side to show that it is conquered. Conquered
settlements and cities are not worth any victory points, and harbors may not be used if they are connected to
a conquered settlement or city. The presence of city walls do not affect the conquered status of cities.
Metropolises cannot be conquered, though they may be rendered unproductive. While in the “quasi-
conquered” state, players may not expand past metropolises.
• Knights: Knights are only placed by the effects of the development cards. Knights are placed on one of the
six edges next to the castle hex. Only one knight may occupy an edge. Each turn a knight may move up to
three adjacent paths away (5 with extra movement). Extra movement for knights applies to apply for one
knight only; to give a second knight extra movement, another extra movement must be paid for that knight.
The presence of roads (of any player) does not impede or improve knight movement. Once moved, knights
may not be subsequently moved next to the castle hex. In a 5-6 player game, knights must be moved once
placed, including if they were placed during the Special Building Phase.
• Knights: Knights, when built, are placed on the edges next to the castle hex. Only one knight may occupy
an edge. Knights do not block roads, and may not move about their owners’ road networks, but may move
up to three adjacent paths away, regardless of activation status. If activated, it may deactivate to give extra
movement. Knights displaced by other knights are deactivated, and knights may not take extra movement
and displacement in the same turn (as both deactivate the knight).
• Expelling Barbarians: At the end of the turn (or in a 5-6 player game, the Special Building Phase), all hexes
with barbarians (starting at a castle hex and proceeding clockwise) are checked to see if expulsion occurs.
Expulsion occurs if there are more knights or total knight strength of active knights around the hex than
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Traders & Barbarians Scenarios Barbarian Attack
barbarians on the hex. Once expulsion occurs, the barbarians are distributed among the owners of the
knights around the hex. If there are not enough barbarians for the players involved, a roll of the dice
determines the players receiving barbarians, and any players who do not receive barbarians receive 3 gold
pieces from the supply. If there are any remaining barbarians (in the case of two players expelling three
barbarians, for example), the player with more knights or total knight strength of active knights takes the
extra barbarian (in the case of a tie, a roll of the dice determine the player receiving the extra barbarian; the
loser is given 3 gold pieces from the supply). Every 2 (3) barbarians in a player’s supply is worth one victory
point.
• Knight Casualties: After each expulsion, one die (the color die in original German release) is rolled, and
knights in the direction of the result of the die (as indicated by the castle hex) and its opposite side are
returned to the players’ supplies (demoted if strong or mighty, to the next-highest rank available in the
owner’s supply). For each knight removed (or rank demoted), the owner receives 3 gold pieces. Note that
casualties may affect whether expulsion occurs in other hexes.

Game End
Game is to 12 (13) points.

Scenario Compatibility
• The Fog Island: See “The Fog Island” (2-4 players).
• Through the Desert: See “Through the Desert” (2-4 players).
• The Pirate Islands: See “The Pirate Islands” (3-4 players).
• The Wonders of Catan: See “The Wonders of Catan” (2-4 players).
• The Fishermen of Catan: See setups here.
• The Rivers: See setups here.
• The Caravans: See setups here.
• Traders & Barbarians: See “Traders & Barbarians” (2-4 players).

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Traders & Barbarians Scenarios Barbarian Attack
2 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8
2 2 2 1 3 1 1
9 10 5
6 3 Terrain Hexes (Interior)
12 9 2

4 6 1 2 1 2 1 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Extra Knight Movement

Additional rules are as follows:

Preparation Notes
• A Knight of a third unused color is needed for this scenario.

Additional Rules
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 147 of 383


Traders & Barbarians Scenarios Barbarian Attack
3-4 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8
2 2 2 1 3 1 1
9 10 5
6 3 Terrain Hexes (Interior)
12 9 2

4 6 1 2 1 2 1 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Extra Knight Movement

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Traders & Barbarians Scenarios Barbarian Attack
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8
2 2 2 1 3 1 1
9 10 5
6 3 Terrain Hexes (Interior)
12 9 2

4 6 1 2 1 2 1 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Development Card 6

Extra Knight Movement

Extra Knight Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” for general rules relating to that scenario. Additional rules are
as follows:

Preparation Notes
• Trade Tokens are not needed for this scenario.
• A Knight of a third unused color is needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Fishing grounds will not produce for a settlement or city if it is conquered.
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.

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Traders & Barbarians Scenarios Barbarian Attack
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 150 of 383


Traders & Barbarians Scenarios Barbarian Attack
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8
2 2 2 1 3 1 1
9 10 5
6 3 Terrain Hexes (Interior)
12 9 2

4 6 1 2 1 2 1 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Development Card 6

Extra Knight Movement

Extra Knight Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” for general rules relating to that scenario. Scenario data specific
to this combination is as follows:

Additional Rules
• Fishing grounds will not produce for a settlement or city if it is conquered.

Page 151 of 383


Traders & Barbarians Scenarios Barbarian Attack
2 Player Setup with “The Rivers”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8
9 10 5
6 3
2 12 9
1 2 2 0 2 0 1 1 1
4 6
Terrain Hexes (Interior)

0 2 1 1 0 0 0 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Extra Knight Movement

See also the rules for “The Rivers” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• A Knight of a third unused color is needed for this scenario.

Additional Rules
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• The Poor Settler tiles are not used.
• The neutral players do not collect coins, and can never be Wealthiest Settler.
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.

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Traders & Barbarians Scenarios Barbarian Attack
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 153 of 383


Traders & Barbarians Scenarios Barbarian Attack
3-4 Player Setup with “The Rivers”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8
9 10 5
6 3
2 12 9
1 2 2 0 2 0 1 1 1
4 6
Terrain Hexes (Interior)

0 2 1 1 0 0 0 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Extra Knight Movement

See also the rules for “The Rivers” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• The Poor Settler tiles are not used.

Page 154 of 383


Traders & Barbarians Scenarios Barbarian Attack
2 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8 2 2 2 1 3 0 1 1
9 10 5
Terrain Hexes (Interior)
6 3
12 9 2

4 6 1 2 1 2 1 0 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Extra Knight Movement

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• A Knight of a third unused color is needed for this scenario.

Additional Rules
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.
• The presence of barbarians do not affect camel placement.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• Players may pay trade tokens to move a barbarian from one coastal hex to another.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).

Page 155 of 383


Traders & Barbarians Scenarios Barbarian Attack
3-4 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8 2 2 2 1 3 0 1 1
9 10 5
Terrain Hexes (Interior)
6 3
12 9 2

4 6 1 2 1 2 1 0 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Extra Knight Movement

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• The presence of barbarians do not affect camel placement.

Page 156 of 383


Traders & Barbarians Scenarios Barbarian Attack
2 Player Setup with “Traders & Barbarians”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8 1 2 1 1 2 0 1 1 1 1

9 10 5 Terrain Hexes (Coastal)


6 3
12 9 2
1 2 1 2 1 0 0 0 0 0
4 6
Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Knight Movement

Extra Wagon Movement

See also the rules for “Traders & Barbarians” for general rules relating to that scenario. Note that this setup is
not compatible with Catan: Cities & Knights. Additional rules are as follows:

Preparation Notes
• Only the “Barbarian Attack” Development Card deck is used. The standard Development Card deck and the
“Traders & Barbarians” Development Card deck are not used.
• A Knight of a third unused color is needed for this scenario.

Setup Notes
• If a player places an initial settlement adjacent to a trade hex, they get one Trade Token.

Additional Rules
• When a 7 is rolled, the player on move may take a card from any other player. No barbarians are moved.
• A player gains one Trade Token for building a settlement adjacent to any trade hex.
• Players may pay trade tokens to move a barbarian to any eligible location.
• When barbarians are placed, they occupy a hex and an adjacent path – the former for the purposes of
conquered hexes, and the latter for the purposes wagon movement. When placing barbarians on the trade
hexes, they may occupy one of the interior paths. Paths may only be occupied by one barbarian: barbarians
may only be not associated with a path if all paths are occupied by other barbarians (for example, from
barbarians in neighboring hexes claiming adjacent paths), in which case the barbarian is simply placed in the
center of the hex. The barbarians initially placed are not associated with any adjacent paths.

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Traders & Barbarians Scenarios Barbarian Attack
• Note that barbarians may be placed on interior hexes (and their adjacent paths) due to the Treason
Development Card or being driven away by the wagon. Interior hexes may be similarly conquered. Wagons
may not drive off barbarians into the castle hex, as per the rules of “Barbarian Attack”.
• The conquered status of the trade castle and glassworks does not affect the delivery of goods.
• Note that the barbarians may attack up to twice when a settlement is built – once for the player and (if
applicable) once for the neutral player also building a settlement.
• 2 Gold and one Trade Token is given instead of 3 Gold for the loss of a Knight.
• The Foreign Knight: The Foreign Knight, represented by a knight of a neutral color, is placed on the board
when the first knight is built. The Foreign Knight moves whenever any knight moves. Once placed, the
Foreign Knight is never removed from the board (if it is to be a casualty, it is simply ignored).
• When moving the wagon, half of the gold paid (rounded down) towards moving the wagon over neutral roads
is given to the opponent.

Game End
Game is to 14 points.

Page 158 of 383


Traders & Barbarians Scenarios Barbarian Attack
3-4 Player Setup with “Traders & Barbarians”
Scenario Requirements
• Catan: Traders & Barbarians

8 10 Terrain Hexes (Coastal)


3 5 11
4 8 1 2 1 1 2 0 1 1 1 1

9 10 5 Terrain Hexes (Coastal)


6 3
12 9 2
1 2 1 2 1 0 0 0 0 0
4 6
Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 1 1

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Knight Movement

Extra Wagon Movement

See also the rules for “Traders & Barbarians” for general rules relating to that scenario. Note that this setup is
not compatible with Catan: Cities & Knights. Scenario data specific to this combination is as follows:

Preparation Notes
• Only the “Barbarian Attack” Development Card deck is used. The standard Development Card deck and the
“Traders & Barbarians” Development Card deck are not used.

Additional Rules
• When a 7 is rolled, the player on move may take a card from any other player. No barbarians are moved.
• When barbarians are placed, they occupy a hex and an adjacent path – the former for the purposes of
conquered hexes, and the latter for the purposes wagon movement. When placing barbarians on the trade
hexes, they may occupy one of the interior paths. Paths may only be occupied by one barbarian: barbarians
may only be not associated with a path if all paths are occupied by other barbarians (for example, from
barbarians in neighboring hexes claiming adjacent paths), in which case the barbarian is simply placed in the
center of the hex. The barbarians initially placed are not associated with any adjacent paths.
• Note that barbarians may be placed on interior hexes (and their adjacent paths) due to the Treason
Development Card or being driven away by the wagon. Interior hexes may be similarly conquered. Wagons
may not drive off barbarians into the castle hex, as per the rules of “Barbarian Attack”.
• The conquered status of the trade castle and glassworks does not affect the delivery of goods.

Game End
Game is to 14 points.
Page 159 of 383
Traders & Barbarians Scenarios Barbarian Attack
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
9 • Catan: Traders & Barbarians Extension
8 6 10
Terrain Hexes (Coastal)
3 3 11 11
10 4 9
9 6 8 5 3 2 3 2 3 2 2

5 10 4 Terrain Hexes (Interior)


12 11 3 2
4 8 6
5 2 4 2 3 3 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 3 3 2 3 3 2 3 3 1

Harbors

1 1 1 1 2 5

Additional Build Options

Extra Knight Movement

Page 160 of 383


Traders & Barbarians Scenarios Barbarian Attack
5-6 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
• Catan: Traders & Barbarians Extension
9
Terrain Hexes (Coastal)
8 6 10
3 3 11 11
10 4 9
3 2 3 2 3 2 2
9 6 8 5
5 10 4 Terrain Hexes (Interior)
12 11 3 2
4 8 6
5 2 4 2 3 3 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 3 3 2 3 3 2 3 3 1

Harbors

1 1 1 1 2 5

Additional Build Options

Development Card 6

Extra Knight Movement

Extra Knight Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

Page 161 of 383


Traders & Barbarians Scenarios Barbarian Attack
5-6 Player Setup with “The Caravans”
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
9 • Catan: Traders & Barbarians Extension
8 6 10
Terrain Hexes (Coastal)
3 3 11 11
10 4 9
3 2 3 2 3 0 2 2
9 6 8 5
5 10 4 Terrain Hexes (Interior)
12 11 3 2
4 8 6 2 4 2 3 3 0 0 0
5
Number Tokens

2 3 4 5 6 8 9 10 11 12

1 3 3 2 3 3 2 3 3 1

Harbors

1 1 1 1 2 5

Additional Build Options

Extra Knight Movement

See also the rules for “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Additional Rules
• The presence of barbarians do not affect camel placement.

Page 162 of 383


Traders & Barbarians Scenarios Traders & Barbarians
Traders & Barbarians
(Händler & Barbaren)

Preparation Notes
• In the 3-4 player game, the main island is set up as in the main game. The castle, quarry, and glassworks
replace a pasture, field, and desert hexes. In the 5-6 player game, the land hexes are randomly distributed.
• In the 3-4 player game, the number tokens are distributed as in the main game, except the and
2
are
12

skipped.
• The regular Development Cards are not in use. Instead, use the “Traders & Barbarians” Development Card
deck or the Progress Card decks.
• Robber: The robber is absent in this scenario.

Setup Notes
• Players must place a city instead of their second settlement. The wagon begins the game where the city was
placed.
• Each player is given 5 gold pieces at the start of the game.

Additional Rules
• The Longest Road is not used in this scenario.
• In the 3-4 player game, if a 2 or 12 is rolled for resources, roll again.
• Coins: Up to twice during a player’s turn, a player may trade in two gold pieces for a resource (never
commodities). Coins may be traded, but they are not resources.
• Trade Hexes: The castle, quarry, and glassworks are known as the trade hexes. Each of these has a path
leading to the centre of the hex. Roads may be built on these interior paths, but settlements may not be
placed in the centre of the hex. Roads may not be built on the edges of trade hexes where there is no path
between the centre of the hex and the endpoints of the road. (Roads only extend to 4 intersections on trade
hexes in the 3-4 player game, but do extend to all six in some of the trade hexes in the 5-6 player game.)
• Wagons: Wagons are used to deliver goods between the castle, quarry, and glassworks. Wagons are moved
at the end of a player’s turn. Wagons are moved between intersections along the edges of tiles. The
movement cost of wagons depends on the edge being traveled over: 2 if there is no road, 1 if there is a road
(if it is an opposing road, one gold piece must be paid to the road’s owner), and 2 more if there is a barbarian
on the path. The number of movement points a wagon has is determined by the level of the baggage train,
and 2 extra movement points are given if extra movement is paid. Any number of wagons may occupy an
intersection. Wagons need not use their full movement, and are forced to stop if they move to the center of
a trade hex.
• Delivery of Goods: When wagons arrive at the center of a trade hex, they may drop off and pick up goods
to deliver. Wagons may only carry one good at a time, and they must be delivered to the correct trade hex
(each trade hex supplies and demands different goods). Each delivered good is worth one victory point, and
players earn gold pieces for delivery (the number depending on the level of the baggage train). Except in the
initial movement to a trade hex or when the supply of goods at a trade hex is exhausted, wagons must be
carrying a good at all times.
• Baggage Train: The baggage train is a representation of the contents of the wagon. They may be
upgraded; upgrading to the final level of the baggage train is worth one victory point. Upgrading the
baggage train allows greater movement of wagons, greater gold for delivery, and improved ability to drive off
barbarians.
• Barbarians: When a 7 is rolled, one barbarian is moved to an edge not already occupied by a barbarian. If
there is a road on the edge, the player may take a resource from the owner of the road.
• Driving Off Barbarians: A player may, when attempting to move over an edge with a barbarian, attempt to
drive off the barbarian. This does not cost any movement points, but wagons may only attempt to drive off
barbarians once per turn. To make an attempt, one die is rolled. If the die outcome appears on the baggage
train, the barbarian is driven off, and is moved to an edge not already occupied by a barbarian. The
Alchemist Progress Card cannot be used to determine the roll for driving off the barbarians.
• Knights may also drive off barbarians, if the knight is in an intersection next to the barbarian. This
deactivates the knight.

Game End
Game is to 13 (15) points.

Scenario Compatibility
• Through the Desert: See “Through the Desert” (2-4 players).
• The Fishermen of Catan: See setups here.
• The Rivers: See setups here.
• The Caravans: See setups here.
Page 163 of 383
Traders & Barbarians Scenarios Traders & Barbarians
• Barbarian Attack: See “Barbarian Attack” (2-4 players).

Page 164 of 383


Traders & Barbarians Scenarios Traders & Barbarians
2 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 4 2 3 3 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

0 2 2 2 2 2 2 2 1 0

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

Additional rules are as follows:

Setup Notes
• If a player places an initial settlement adjacent to a trade hex, they get one Trade Token.

Additional Rules
• A player gains one Trade Token for building a settlement adjacent to any trade hex.
• Players may pay trade tokens to move a barbarian to any eligible location.
• When moving the wagon, half of the gold paid (rounded down) towards moving the wagon over neutral roads
is given to the opponent.

Page 165 of 383


Traders & Barbarians Scenarios Traders & Barbarians
3-4 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 4 2 3 3 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

0 2 2 2 2 2 2 2 1 0

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

Page 166 of 383


Traders & Barbarians Scenarios Traders & Barbarians
2 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 4 2 3 3 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

0 2 2 2 2 2 2 2 1 0

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Development Card 6

Extra Wagon Movement

Extra Wagon Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” for general rules relating to that scenario. Additional rules are
as follows:

Preparation Notes
• Trade Tokens are not needed for this scenario.

Setup Notes
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.
• When moving the wagon, half of the gold paid (rounded down) towards moving the wagon over neutral roads
is given to the opponent.

Page 167 of 383


Traders & Barbarians Scenarios Traders & Barbarians
3-4 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 4 2 3 3 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

0 2 2 2 2 2 2 2 1 0

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Development Card 6

Extra Wagon Movement

Extra Wagon Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” for general rules relating to that scenario.

Page 168 of 383


Traders & Barbarians Scenarios Traders & Barbarians
2 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 4 2 3 3 0 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

0 2 2 2 2 2 2 2 1 0

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

See also the rules of “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the number tokens as in the base game. Only the oasis does not receive a number token.

Setup Notes
• If a player places an initial settlement adjacent to a trade hex, they get one Trade Token.

Additional Rules
• Two camels are placed instead of one per voting round. If the votes are tied, then each player places one
camel. If a player places both camels, then they must extend different caravans.
• Camels have no effect on the movement cost of the wagon.
• Barbarians have no effect on camels.
• A player gains one Trade Token for building a settlement adjacent to any trade hex.
• Players may pay trade tokens to move a barbarian to any eligible location.
• When moving the wagon, half of the gold paid (rounded down) towards moving the wagon over neutral roads
is given to the opponent.

Game End
Game is to 15 points.

Page 169 of 383


Traders & Barbarians Scenarios Traders & Barbarians
3-4 Player Setup with “The Caravans”
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 4 2 3 3 0 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

0 2 2 2 2 2 2 2 1 0

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

See also the rules of “The Caravans” for general rules relating to that scenario. Scenario data specific to this
combination is as follows:

Preparation Notes
• Set up the number tokens as in the base game. Only the oasis does not receive a number token.

Additional Rules
• Camels have no effect on the movement cost of the wagon.
• Barbarians have no effect on camels.

Game End
Game is to 15 points.

Page 170 of 383


Traders & Barbarians Scenarios Traders & Barbarians
2 Player Setup – Traders & Barbarians XXL
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 3

11 12

0 3 2 1 1 1 1 1 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Bridge

Bridge 6

Development Card 7

Extra Wagon Movement

Extra Wagon Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” and “The Rivers” for general rules relating to those scenarios.
Scenario data specific to this combination is as follows:

Preparation Notes
• One additional land hex is needed to complete the island.
• Place the rivers as follows: the four-hex river should flow to the ocean, while the three-river hex flows into
the four-river hex. The rivers should divide the island into three parts. Place the lake hex in the largest of
these parts.

Page 171 of 383


Traders & Barbarians Scenarios Traders & Barbarians
• Distribute the number tokens (except 2
and ) as in the base game, skipping only the swampland hexes.
12

Ensure that the 6 and 8 are not on adjacent hexes. If the desert is chosen as the extra terrain hex, also
remove either a 3
or an .11

• Ensure that the 6 and 8 fishing grounds do not border land hexes with 6 and 8 .
• Trade Tokens are not needed for this scenario.
• Place the barbarians so that they do not begin on bridge edges. (The edges where the two rivers meet are
considered to be bridge edges.)

Setup Notes
• Players begin with only 3 gold pieces instead of 5. This does not include any additional starting gold resulting
from the placement of the initial settlement and city.
• Each player receives five Fish Tokens: 2 with one fish, 2 with two fish, and 1 with 3 fish.

Additional Rules
• The Harbormaster is used in this scenario.
• The Poor Settler tiles are not used in this scenario.
• The neutral players do not collect coins, and can never be Wealthiest Settler.
• When a player builds a bridge, one must also be built for a neutral player if possible. If not, then a road must
be built.
• If the extra terrain hex is a gold field (requires Catan: Seafarers), the gold field produces gold pieces.
• All rules from “Catan for Two” with regards to the desert hex now apply to the swampland hexes.
• Fish Tokens, unlike Trade Tokens, may not be earned by building coastal settlements.
• The trailing player may build anything requiring Fish Tokens for one less fish than stated.
• Bridges only give out 2 gold pieces when built.
• Wagons may not cross the river unless a bridge is present. 2 gold pieces are paid to the owner of the bridge
when a wagon crosses a bridge.
• Barbarians may not occupy a bridge edge unless a bridge is present.

Game End
Game is to 15 points in a 3-player game and 14 points in a 4-player game.

Page 172 of 383


Traders & Barbarians Scenarios Traders & Barbarians
3-4 Player Setup – Traders & Barbarians XXL
Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

2 3

11 12

0 3 2 1 1 1 1 1 1 1 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Bridge

Bridge 6

Development Card 7

Extra Wagon Movement

Extra Wagon Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” and “The Rivers” for general rules relating to those scenarios.
Scenario data specific to this combination is as follows:

Preparation Notes
• One additional land hex is needed to complete the island.
• Place the rivers as follows: the four-hex river should flow to the ocean, while the three-river hex flows into
the four-river hex. The rivers should divide the island into three parts. Place the lake hex in the largest of
these parts.

Page 173 of 383


Traders & Barbarians Scenarios Traders & Barbarians
• Distribute the number tokens (except 2
and ) as in the base game, skipping only the swampland hexes.
12

Ensure that the 6 and 8 are not on adjacent hexes. If the desert is chosen as the extra terrain hex, also
remove either a 3
or an .11

• Ensure that the 6 and 8 fishing grounds do not border land hexes with 6 and 8 .
• Place the barbarians so that they do not begin on bridge edges. (The edges where the two rivers meet are
considered to be bridge edges.)

Setup Notes
• Players begin with only 3 gold pieces instead of 5. This does not include any additional starting gold resulting
from the placement of the initial settlement and city.

Additional Rules
• The Harbormaster is used in this scenario.
• The Poor Settler tiles are not used in this scenario.
• If the extra terrain hex is a gold field (requires Catan: Seafarers), the gold field produces gold pieces.
• Bridges only give out 2 gold pieces when built.
• Wagons may not cross the river unless a bridge is present. 2 gold pieces are paid to the owner of the bridge
when a wagon crosses a bridge.
• Barbarians may not occupy a bridge edge unless a bridge is present.

Game End
Game is to 15 points in a 3-player game and 14 points in a 4-player game.

Page 174 of 383


Traders & Barbarians Scenarios Traders & Barbarians
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
4 8 • Catan: Traders & Barbarians Extension
3 10
Terrain Hexes
5 11
6 9 2
5 6 6 5 6 2 1 3 3
11 2 4 6
9 9 Number Tokens

8 5 12 11 2 3 4 5 6 8 9 10 11 12

12 10 8 2 3 3 3 2 2 3 3 3 2
3 5
Harbors
10 3
6 4
1 1 1 1 2 5

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Extra Wagon Movement

Page 175 of 383


Traders & Barbarians Scenarios Traders & Barbarians
5-6 Player Setup with “The Fishermen of Catan”
Scenario Requirements
• Settlers of Catan Extension
• Catan: Traders & Barbarians
4 8 • Catan: Traders & Barbarians Extension
3 10
Terrain Hexes
5 11
6 9 2
5 6 6 5 6 2 1 3 3
11 2 4 6
9 9 Number Tokens

8 5 12 11 2 3 4 5 6 8 9 10 11 12

12 10 8 2 3 3 3 2 2 3 3 3 2
3 5
Harbors
10 3
6 4
1 1 1 1 2 5

Additional Build Options

Baggage Train Level 2

Baggage Train Level 3

Baggage Train Level 4

Baggage Train Level 5

Development Card 6

Extra Wagon Movement

Extra Wagon Movement 2

Progress Card 7

Road 5

Steal Resource 3

Take Resource 4

See also the rules of “The Fishermen of Catan” for general rules relating to that scenario. Scenario data specific
to this combination is as follows:

Preparation Notes
• Set up the fishing grounds at random around the island. Note that are a total of eight fishing grounds, but
nine possible spots.

Page 176 of 383


Historical Scenarios
Historical Scenarios
In late 1998, the first of the Historische Szenarien was published. These adapted the familiar Settlers of Catan
game mechanics to, as the name implies, scenarios based on historical events. The concept had been alluded
to in the 2/1997 issue of Catan-News (then Siedler-Zeitung) with a scenario titled “Rameses”, which later
evolved into “Cheops”. Mayfair Games has previously imported the game with a short “translation manual”, but
stopped short of a full translation (it has, however, been translated into Dutch).

A major defining feature of the Historische Szenarien is the fixed boards – they were necessary for the
scenarios, but was contrary to the “Settlers spirit”, as the variable hexes and number tokens were a defining
feature of Settlers of Catan itself. (Having said that, it hasn’t stopped the publication of “Uprising in Egypt” as
a “variable Cheops”, or even a “variable Troy” on Catan Online World, despite fears that the vital Troy-Mycenae
balance would be disrupted.)

However, it’s also said that the Historische Szenarien provided the inspiration for the Catan Histories series of
games (Settlers of the Stone Age and Struggle for Rome), full games which made use of the Settlers of Catan
gameplay mechanics.

Today, the Historische Szenarien is out of print, and new copies are hard to come by (I have both, with the first
volume being found entirely by chance on a Toronto game importer’s store shelf and the second special-
ordered from Germany). Thus, the price alone makes it difficult to justify as a worthwhile purchase.

Page 177 of 383


Historical Scenarios Alexander the Great
Alexander the Great
(Alexander der Große)

Preparation Notes
• The setup provided is a reproduction of the Alexander the Great game board.
• Place an event token face-down on each intersection with . Note that you will only need 25 of the 28 given.
• Place the Alexander marker on the first intersection of the path.
• Shuffle together 15 of each resource in a 3-player game and 19 of each resource in a 4-player game. This
forms the provisions deck. Each player then draws five cards from the provisions deck.
• Robber: The robber is present. Start off-board.

Setup Notes
• There are no starting settlements.
• For faster gameplay each player begins with 8 Coins.

Additional Rules
• The Second Advisor is not used in a 3-player game.
• Do not roll for resources on the first turn.
• Players may not build settlements on Alexander’s path ahead of Alexander’s location.
• Provisions Deck: At the start of each turn, each player draws one card from the provisions deck until the
provisions deck is exhausted.
• Gold Fields: Gold Fields produce coins. Coins may be substituted for resources during bidding rounds.
Coins are not resources, though they may be traded.
• Alexander’s Quest: Starting on the second turn, Alexander will move to the next intersection after the
resources are collected, as indicated by the arrows on the path. Alexander will advance over red arrows only
when a 7 is rolled.
• Bidding Rounds: A bidding round begins when Alexander reaches intersections marked with or . If an
intersection marked with is to be bid upon (including on the first turn), the winner may choose to place a
settlement at Alexander’s location. Otherwise, the event token is turned face-up, which will determine what
is to be built. Settlements may only be bid upon using brick, grain, lumber, or wool. Hunger Tokens may
only be bid upon using grain and wool. Bridge Tokens may only be bid upon using brick and lumber, and
Statue Tokens may only be bid upon using brick and ore. Battle Tokens may be bid upon using ore, wool, or
unplayed Knight Development Cards, which are worth three resources. Any Knight Development Cards used
as payment are returned to the bottom of the Development Card deck.
• Advisors: The player with the most event tokens (at least 3) is the First Advisor, worth four victory points.
The player with the next most event tokens (at least 3) is the Second Advisor, worth three victory points, and
the player with the next most (at least 3) is the Third Advisor, worth two victory points.

Game End
Game is to 14 points. However, the game also ends if a 7 is rolled while Alexander is located at the intersection
marked with . If this is the case, the player with the most victory points wins. If there is a tie, the player
with the most event tokens collected wins.

Page 178 of 383


Historical Scenarios Alexander the Great
3-4 Player Setup (3rd Edition)
Scenario Requirements
4 3 • Historische Szenarien I

6 6
11 11
5 10
9 8
12 2
5 4
9 9
8 5
10 3

11
6 2

8
10 10
3
5 4
3 12
9 3
8 12 10
3 11 6
11 4 2

Page 179 of 383


Historical Scenarios Cheops
Cheops
Preparation Notes
• The setup provided is a reproduction of the Cheops game board.
• 8 Ships are provided with this scenario. They may be replaced by those from Catan: Seafarers.
• Robber: The robber is present. Start on any desert.

Setup Notes
• Players begin with three initial settlements.
• Players may only place their initial settlements on the intersections marked with .
• Each player is given 3 gold pieces.

Additional Rules
• The Longest Road is not used in this scenario.
• Roads and ships may connect without a settlement or city in between.
• Players may use other players’ harbors. To do so, the player must have a road/ship connection (using theirs’
or any opposing player’s roads/ships) from one of their cities to the harbor. One coin must be paid to the
owner of the settlement or city with the harbor.
• Gold Fields: Gold Fields produce coins when they produce. Coins are not resources, though they may be
traded.
• The Pyramid: Players may build Pyramid Stones if they have a settlement or city on intersections marked
with , or connected to an opposing settlement or city through the players’ combined road networks. In the
latter case, one coin must be paid to the owner of the opposing settlement or city.
• On a roll of 7, a black Pyramid Stone is built.
• Pharaoh’s Blessing and Pharaoh’s Curse: The player having built the most Pyramid Stones gains the
Pharaoh’s Blessing, and only relinquishes it if another player has built more Pyramid Stones. The player(s)
having built the least amount of Pyramid Stones are given the Pharaoh’s Curse. The Pharaoh’s Blessing is
worth three Victory Points, while the Pharaoh’s Curse penalizes two Victory Points.

Game End
Game is to 12 points. The game also ends if 12 black Pyramid Stones are built or a total of 30 Pyramid Stones
are built. The player with the most Victory Points in those cases wins.

Variants
• Black Pyramid Stones are not built until the first Pyramid Stone is built by a player.

Page 180 of 383


Historical Scenarios Cheops
3-4 Player Setup (3rd Edition)
Scenario Requirements
3
• Historische Szenarien I
11
5 Additional Build Options
10 10
Pyramid Stone
3 8
5 9 9
4
6
11 8
6 9 2

12 4
9

10 4 8
5 6 5
3 11

Page 181 of 383


Historical Scenarios Uprising in Egypt
Uprising in Egypt
(Aufschwung in Agypten)

One of the main appealing factors of Settlers of Catan is that it has variable setup. With the Historische
Szenarien, however, the fixed board meant that you couldn’t do much variation. This was an attempt to create
a “variable setup” with a historical scenario, presented in the 1/2001 issue of Catan-News. Variable setups for
“Alexander the Great” was considered to be too difficult, for “Great Wall” considered too pointless, and for
“Troy” a cause that could favor the Troy or Mycenae sides.

Preparation Notes
• The setup provided is a reproduction of the Cheops game board.
• 8 Ships are provided with this scenario. They may be replaced by those from Catan: Seafarers.
• The number tokens from the base game are also required for this scenario.
• Robber: The robber is present. Start on any desert.

Setup Notes
• Players begin with three initial settlements.
• Players may only place their initial settlements on the intersections marked with . At each initial
settlement, place one number token face-down on each neighboring hex without a number token. After all
initial settlements are placed, turn all the number tokens face-up. Ensure that the 6 and 8 number tokens
are not adjacent (they may, however, be adjacent to a printed 6 or 8 ).
• Each player is given 3 gold pieces.

Additional Rules
• The Longest Road is not used in this scenario.
• Roads and ships may connect without a settlement or city in between.
• Players may use other players’ harbors. To do so, the player must have a road/ship connection (using theirs’
or any opposing player’s roads/ships) from one of their cities to the harbor. One coin must be paid to the
owner of the settlement or city with the harbor.
• Hexes with number tokens produce at the number specified by the number token. It is permitted to look
under the number token to see the underlying printed number.
• The Uprising: If a player builds a settlement adjacent to a resource-producing hex for which there are no
other adjacent settlements or cities, the hex is given a number token. The number token must be taken from
another of a hex adjacent to the player’s settlements or cities, and the 6 and 8 number tokens may not be
adjacent. (Note that a printed 6 or 8 may be adjacent to a 6 or 8 number token.) If there are no eligible
number tokens, no number tokens are moved.
• Gold Fields: Gold Fields produce coins when they produce. Coins are not resources, though they may be
traded.
• The Pyramid: Players may build Pyramid Stones if they have a settlement or city on intersections marked
with , or connected to an opposing settlement or city through the players’ combined road networks. In the
latter case, one coin must be paid to the owner of the opposing settlement or city.
• On a roll of 7, a black Pyramid Stone is built.
• Pharaoh’s Blessing and Pharaoh’s Curse: The player having built the most Pyramid Stones gains the
Pharaoh’s Blessing, and only relinquishes it if another player has built more Pyramid Stones. The player(s)
having built the least amount of Pyramid Stones are given the Pharaoh’s Curse. The Pharaoh’s Blessing is
worth three Victory Points, while the Pharaoh’s Curse penalizes two Victory Points.

Game End
• Game is to 13 points. The game also ends if 12 black Pyramid Stones are built or a total of 30 Pyramid
Stones are built. The player with the most Victory Points in those cases wins.

Variants
• Black Pyramid Stones are not built until the first Pyramid Stone is built by a player.
• Play with the pirate from Catan: Seafarers. Pirates block the use of harbors.

Page 182 of 383


Historical Scenarios Uprising in Egypt
3-4 Player Setup (3rd Edition)
Scenario Requirements
3
• Historische Szenarien I
11
5 Additional Build Options
10 10
Pyramid Stone
3 8
5 9 9
4
6
11 8
6 9 2

12 4
9

10 4 8
5 6 5
3 11

Page 183 of 383


Historical Scenarios Troy
Troy
(Troja)

Preparation Notes
• The setups provided are reproductions of the Troy game board.
• The Development Card Deck is not used in this scenario.
• A pirate is provided with this scenario. This may be replaced by the one from Catan: Seafarers.
• Place one grain, lumber, ore, and wool face-down to the side of the board. This forms the Support Row.
• Robber: The robber is absent in this scenario.

Setup Notes
• Each player is given one Decision Card. Decision Cards are kept secret from all other players. There should
be an equal number of players backing Mycenae as well as Troy.

Additional Rules
• The Largest Army is not in this scenario.
• Battle Support: Players may also choose to support the battle by donating up to three resources to the
Support Row. Each donation awards the player one Trade Token. Support cannot be given during the
Special Building Phase. Trade Tokens are not resources. They may not be traded, nor can they be stolen by
the pirate.
• Battle Resolution: When the Support Row has enough cards (10 in a 4-player setup and 13 in a 6-player
setup), a battle is resolved. Turn 7 of the cards in the Support Row face-up in a 4-player setup and 9 of the
cards face-up in a 6-player setup; the remainder of the cards form a new Support Row. If there are more
lumber and wheat than ore and wool, then Mycenae has won the battle; otherwise Troy wins the battle. Brick
does not contribute to either side. Each battle win awards its backers (as determined by the players’ Decision
Cards) one victory point.
• Ship Tokens: Ship Tokens must be built in the order specified by the number on the front of the token.
Once built, they are placed in the middle of any unoccupied ocean hex bordering either a coastal settlement
or city or another of the player’s ship tokens. Ships may be placed at the pirate’s location. Each Ship Token
allows the player one special ability. Victory Point Ships award one victory point. 3:1 Ships and 2:1 Ships
act as if the player has the corresponding harbor (for the 2:1 Ships, to see which resource is to be traded at
2:1, a trade marker is drawn). Withdraw Ships allow a player to take a card from the Support Row once per
turn, while Swap Ships allow a player to swap a resource card in their hand with one from the Support Row
once per turn.
• Pirate: The pirate moves whenever a 7 is rolled or when a Ship Token is built. Once moved, the pirate may
take a resource card from the owner of any adjacent coastal settlement or city, or, if there is a Ship Token
present, the owner of the Ship Token. Pirates prevent the use of the special abilities of Ship Tokens.

Game End
Game is to 15 points. The game may also end if either Troy or Mycenae wins 6 battles, in which case the
player with the most victory points wins. If there is a tie, then the player with the most Trade Tokens wins.

Page 184 of 383


Historical Scenarios Troy
4 Player Setup (3rd Edition)
Scenario Requirements
6 • Historische Szenarien II
5 4
Additional Build Options
2 9
3 11 Ship Token

4
3
8
10 10
11
5
4 6
12 3
10 9
8 11

6 Player Setup (3rd Edition)


Scenario Requirements
6 • Settlers of Catan Extension
5 4 • Historische Szenarien II
2 9 Additional Build Options
3 11
Ship Token
4
3
8
10 10
11
5
4 6
12 3
10 9
8 11

12
3
10 9
5 3
4 6 8
11 10

Page 185 of 383


Historical Scenarios The Great Wall
The Great Wall
(Die große Mauer)

Preparation Notes
• The setups provided are reproductions of the Great Wall game board.
• Remove three Victory Point Development Cards and one each of the Monopoly, Road Building, and Year of
Plenty Development Cards from the Development Card Deck.
• A pirate is provided with this scenario. This may be replaced by the one from Catan: Seafarers.
• The intersections marked with are known as frontier intersections. The column of hexes to the left of
frontier intersections below a frontier intersection is known as the Support Column for the particular
intersection. (As the first hex to the left of and below the rightmost frontier intersection is an ocean hex, the
forest hex to the right of the rightmost frontier intersection is considered to be the first hex in the rightmost
support column instead.) The area below the frontier intersections is known as the mainland.
• The desert hexes with the numbers are known as the assembly hexes.
• Robber: The robber is absent in this scenario.

Setup Notes
• The Largest Army is only worth one victory point.
• Players build three initial settlements, the first of which must be on a frontier intersection. Settlements on a
frontier intersection are known as frontier settlements.

Additional Rules
• The Largest Army is only worth one victory point.
• When a Knight Development Card is played, the player may take two Knight actions. Knight actions include
moving a Hun Token between assembly hexes, returning a Hun Token on the mainland back into the supply,
and moving the pirate.
• Pirate: When moved, the player moving the pirate may take a resource card from any other player. Pirates
block the use of harbors.
• Huns: Whenever a settlement is built or upgraded into a city, a new Hun Token is placed on the assembly
hex indicated on the back of the Hun Token. Hun Tokens then move from assembly hex to attack hex on the
number specified by the number token on the edge between the assembly and attack hexes, unless the
attack hex already has five Hun Tokens. Huns on the mainland block production of resources.
• Breaching the Wall: Each attack hex is adjacent to a frontier settlement/city. If the number of Hun Tokens
is greater than the Wall Level of the owner of the frontier settlement/city, then the wall is breached. The Wall
Level of the owner of the Frontier Settlement is reduced by 1, and the Hun tokens are distributed evenly
along the Frontier Settlement’s support column, starting with the mainland hex at the top of the support
column and moving down. Finally, the owner of the Frontier Settlement is penalized one victory point.

Game End
Game is to 10 points. The players may all collectively lose if the wall has been breached 5 times in a 4-player
setup and 7 times in a 6-player setup.

Page 186 of 383


Historical Scenarios The Great Wall
4 Player Setup (3rd Edition)
Scenario Requirements
• Historische Szenarien II

1 Additional Build Options

2
8
9 Wall Level 1

3
2

4
11 6 Wall Level 2
10 4
Wall Level 3
5
Wall Level 4
2 4
9 9 Wall Level 5

8 5
3 11 10
10 3
11 4 6
9 5
8 3 2
12 12

6 Player Setup (3rd Edition)


Scenario Requirements
• Settlers of Catan Extension

1 • Historische Szenarien II

2
8
9
Additional Build Options
3
2
11 6
Wall Level 1
4
4
10 4

5
3
12 5 Wall Level 2
5
6 2 4
Wall Level 3
9 9
12 8 5 Wall Level 4

6 3 11 10 Wall Level 5
9 4 10 3
10 11 4 6
5 11 9 5
8 8 3 2
4 3 12 12

Page 187 of 383


Das Buch zum Spielen Scenarios
Das Buch zum Spielen Scenarios
Das Buch zum Spielen is arguably the most expansive of the Settlers of Catan expansions, in terms of number
and variety. With an extensive list of parts and a hardcover book that details on both Settlers of Catan and
Catan Card Game. Mayfair Games has previously imported it with translations for the portions relevant to
Settlers of Catan and Catan Card Game, but has stopped short of a full English edition. However, portions from
the expansion has been republished in many other forms. In particular, the German Atlantis expansion is
almost entirely composed of scenarios and variants from Das Buch zum Spielen, as is three of the Dutch “Six
Scenarios”. The 2007 Catan: Seafarers 10thh Anniversary expansion release in Germany is also a scenario
from this book (albeit with new rules).

Though it’s out of print and difficult to find, the scenarios are distinct enough that it’s worth a look. There are
many interesting tidbits of information that is a worthwhile read for any Settlers of Catan fan.

The scenarios are presented in the order presented in Das Buch zum Spielen, with the exception of “The Desert
Riders”, which was reimplemented in Schätze, Drachen & Entdecker as “The Desert Dragons”, and is thus
presented in that section.

Page 188 of 383


Das Buch zum Spielen Scenarios The Atoll
The Atoll
(Das Atoll)

by Brigitte and Wolfgang Ditt

Preparation Notes
• For the numbers on the outer hexes, take the 18 number tokens from the base game and distribute them
clockwise.

Setup Notes
• Players must place their first settlement on the inner island, and their second on the outer island. In a 5-
player game, the player placing their first settlement last may choose to place both their settlements on the
outer island.

Additional Rules
• Each shipping line between the inner and outer islands connecting two settlements or cities (not necessarily
the player’s own) awards one victory point. Shipping lines that branch off do not award additional victory
points, and no additional victory points are awarded if more than one shipping line connects the same two
settlements and cities.
• Robber: the robber may not take resources when it is moved unless the pirate is unable to take resources,
but will continue to stop hexes from producing resources.
• Pirate: when a 7 is rolled or a Knight card is played, the pirate is moved after the robber. The pirate is
moved one space clockwise if a Knight card was played, or moved a number of spaces clockwise equal to the
lower of the two dice rolled if a 7 was rolled. The pirate may then take resources as normal.

Game End
Game is to 12 points.

Page 189 of 383


Das Buch zum Spielen Scenarios The Atoll
4-5 Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension
• Das Buch zum Spielen

Terrain Hexes (Inner Island)

1 1 1 1 1 1 13 0
6 8
Number Tokens (Inner Island)

10 4 2 3 4 5 6 8 9 10 11 12

9 0 0 1 0 1 1 1 1 0 0

Terrain Hexes (Outer Island)

3 4 4 3 4 0 0 0

Number Tokens (Outer Island)

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Page 190 of 383


Das Buch zum Spielen Scenarios The Bermuda Triangle
The Bermuda Triangle
(Das Bermuda-Dreideck)

by Steffen Richter and Heinz Dasbach

Preparation Notes
• The scenario comes with blue number tokens for the ocean hexes, which are represented by regular number
tokens here.
• Robber: The robber is present. Start on any gold field.
• Pirate: The pirate is present. Start on any ocean hex which does not have a number token.
• Variable Setup: The land hexes of the outer islands may be altered.

Setup Notes
• Players may not place their initial settlements on the central island.

Additional Rules
• The first settlement built on the central island is worth one extra victory point.
• The Bermuda Effect: When a number rolled matches that of an ocean tile, all ships next to the tile are
sunk, and returned to their owners. Bridges and roads on the coast are not affected. The pirate is not
affected.
• Settlements and cities on the central island must be connected by ships or bridges to settlements on the
outlying islands. If this is not the case (due to ships being sunk, for example), the settlements and cities on
the central island become unproductive, and players may not build on the central island.
• Bridges: Bridges, represented by ordinary roads, may only be built on edges marked with .

Game End
Game is to 12 points.

Page 191 of 383


Das Buch zum Spielen Scenarios The Bermuda Triangle
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
8 6
Terrain Hexes
10 4
5 3 2 5
4 5 4 5 5 0 18 2

10 3 4 10 Number Tokens
9 10 6 2 3 4 5 6 8 9 10 11 12
11 3
1 2 3 3 3 3 3 3 2 1
8 5 4
4 Harbors
11 12 2

9 12 11 4 1 1 1 1 1 3

10 9 Additional Build Options


8 6 Bridge

Setup data for number tokens do not include number tokens for the ocean hexes.

Page 192 of 383


Das Buch zum Spielen Scenarios The Bermuda Triangle
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
6 6 • Catan: Seafarers Extension
• Das Buch zum Spielen
11 11 5
5 2 Terrain Hexes

10 4 4
3 12 9 4 7 7 7 6 7 0 26 3
3
Number Tokens
6 10
10 2 2 3 4 5 6 8 9 10 11 12

5 10 8 2 4 4 5 4 4 4 4 4 2

11 5 9 Harbors
6 4 4
12 11
1 1 1 1 1 5
3 8
Additional Build Options
11
12 5 2 11 Bridge

3 10 9
10 4
9 3 3
8 8

Setup data for number tokens do not include number tokens for the ocean hexes.

Page 193 of 383


Das Buch zum Spielen Scenarios The Bermuda Triangle
3-4 Player Setup (3rd Edition)
Scenario Requirements
4 6 8 10 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
9 9
Terrain Hexes
11 12

2 12 4 11 4 5 4 5 5 0 22 2

4 5 8 Number Tokens
3 11
2 3 4 5 6 8 9 10 11 12
6 10 9
1 2 3 3 3 3 3 3 2 1
10 4 3 10
Harbors

4 3
5 10 1 1 1 1 1 3

2 6 8 5 Additional Build Options

Bridge

Setup data for number tokens do not include number tokens for the ocean hexes.

Page 194 of 383


Das Buch zum Spielen Scenarios The Bermuda Triangle
5-6 Player Setup (3rd Edition)
Scenario Requirements
3 8 8 10 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
9 9 • Catan: Seafarers 3rd Edition Extension
• Das Buch zum Spielen
11 12
2 Terrain Hexes
10 5
11 11 3
6 7 6 6 7 0 32 3
4 8 3 11
12 Number Tokens

8 3 4 6 2 3 4 5 6 8 9 10 11 12

5 2 3 4 5 4 4 4 4 3 2

9 5
Harbors
10 2 10
10 6 1 1 1 1 1 4
3
9 4 Additional Build Options

4 11 12 Bridge

4 4
5 10
2 6 6 5

Setup data for number tokens do not include number tokens for the ocean hexes.

Page 195 of 383


Das Buch zum Spielen Scenarios Catan Express
Catan Express
By Brigitte and Wolfgang Ditt

Preparation Notes
• 6 Water Towers, 1 Locomotive, and the Fastest Engineer card is needed for this scenario.

Setup Notes
• 2 cities and the water towers are set aside – they are only needed for the race portion.
• No road is built for the first settlement, and the road built must lead to the center of a neighboring hex for
the second settlement.
• The locomotive is placed at the location of the second settlement.

Additional Rules
• The Longest Road is absent in this scenario.
• Settlements may be built anywhere except where there is a connection to any player’s rail or ship line. (The
Distance Rule still applies.)
• Only settlements connected to the railway system (of any player) may be upgraded to cities.
• Victory Point Development Cards must be immediately revealed once bought.
• Ships may be attached to rails without a settlement or city in between. Each player may build a ship on any
path, but, in addition to the normal ship cost, one brick must be paid to each player already having a rail at
the intended building site.
• One Catan chit is awarded for connecting an unattached settlement to the railway network. One Catan chit is
also awarded for connecting two players’ previously disconnected rail networks together. Each Catan chit is
worth one victory point.
• Rails: Rails (represented by roads) are always built from the center of a hex to an intersection. They may
not be built along the edges. Each player may build a rail on any particular rail path, but in addition to the
rail cost, one brick must be paid to each player already having a rail at the intended building site.
• The Race: The race begins once a player has 8 victory points. At this point, each player must select one of
their settlements or cities, other than the location of the locomotive. Each player must then place a water
tower at each of the settlements/cities chosen. After the race begins, the two cities set aside return to the
players’ supplies.
• Moving Trains: After the race begins, a player may move their train after they trade and build. Trains may
only be moved if the player has at least 5 rails/ships on the board. They may move along the rail network a
number of rail/ship paths equal to the higher number of the dice rolled. A train need not use their full
movement. Moving over a player’s own rails/ships is free, but moving over another player’s rails/ships
requires one resource to be paid to any one of the players with a rail/ship there.
• Collecting Water Towers: When a train arrives at a settlement or city for which their water tower is still
present in the settlement or city’s supply, the train must stop and collect the water tower. Each water tower
collected is one victory point.
• Fastest Engineer: The first player to collect all of their water towers wins the Fastest Engineer card, worth
one victory point.

Game End
The game ends when the Fastest Engineer card is collected. The winner is the player with the most victory
points. In the event of the tie, the winner of the race (if among the tied players) wins. If the winner of the
race is not among the tied players, the first player to have moved their train (if among the tied players) wins.

Variants
• Players begin with the full 15 ships instead of 8, and ships are built as with rails (instead of as normal).
• Trains may not stop where roads meet ships.

Page 196 of 383


Das Buch zum Spielen Scenarios Catan Express
3-4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition
5
• Das Buch zum Spielen
2 8
Terrain Hexes
6 10 4
9 3
3 11 11 3 4 4 3 4 1 0 0

4 6 Number Tokens
8 5 12
2 3 4 5 6 8 9 10 11 12
10
1 2 2 2 2 2 2 2 2 1
9
Harbors

1 1 1 1 1 4

Player Equipment

5 4 15 8

Additional Build Options

Rail

The 3-player setup has the following rule changes:

Additional Rules
• The Race: Players select two eligible settlements or cities instead of one. If a player does not have two
eligible settlements or cities, only one is placed (and the race is thus shortened).

Page 197 of 383


Das Buch zum Spielen Scenarios Catan Express
5-6 Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
11 11 • Catan: Seafarers 3rd Edition Extension
• Das Buch zum Spielen
10 4 8
6 9 5 9 Terrain Hexes
5 6 10
3 2 3 5 6 6 5 6 2 0 0
9 3 12
Number Tokens
8 12 11 6
4 10 4 2 3 4 5 6 8 9 10 11 12

8 5 2 3 3 3 3 3 3 3 3 2

2
Harbors

1 1 1 1 2 5

Player Equipment

5 4 15 8

Additional Build Options

Rail

Page 198 of 383


Das Buch zum Spielen Scenarios El Dorado
El Dorado
By Andreas Seyfarth

Preparation Notes
• Place , 5 , and
3 11
face-down on the gold field in the center (termed El Dorado).
• Robber: The robber is present. Start in any desert.
• Pirate: The pirate is absent in this scenario. The pirate ship is, however, used, as the Corsair.
• Variable setup: The terrain may be freely altered. The 6 and 8 number tokens should be evenly
distributed about the inner part of the island, and the other number tokens should be placed as to not have
two adjacent hexes sharing the same number token.

Setup Notes
• Players may not place their initial settlements on El Dorado.

Additional Rules
• Ships may not be moved between the interior ocean hexes and the exterior of the board.
• Settlements and cities may not be built on El Dorado.
• El Dorado: The first three players to position a ship on a cost of El Dorado flips one of the number tokens
face-up. Thereafter, on any roll of the face-up numbers, any player with a continuous trade route from a city
to El Dorado takes a Catan chit. However, if there are not enough Catan chits for all players to receive one,
no one receives Catan chits.
• Corsair: The player building the Corsair gains control of the Corsair. On a roll of 7 by any player, after the
Robber has moved, the Corsair may be deployed to an ocean hex around El Dorado. The player can then
either steal a card from each of up to two players with ships adjacent to the hex, or give up control of the
Corsair and send two adjacent ships (including their own) back to their owners (the Corsair may subsequently
be rebuilt). Control of the Corsair may also be taken by another player from its current owner if they build
the Corsair themselves. Ships that become disconnected from the mainland due to the removal of ships may
not be moved until they are reconnected to the mainland.

Game End
Game is to 12 points. The game also ends if all eight Catan chits have been awarded, at which point the player
with the most victory points wins. In the event of a tie, the tied player which had control of the Corsair most
recently wins.

Variants
• Players may wait until their turn to deploy the Corsair, instead of deploying on a roll of 7.

Page 199 of 383


Das Buch zum Spielen Scenarios El Dorado
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
4 3
Terrain Hexes
10 2 9
12 8 6
9 4 5 5 5 5 5 3 6 1
11 11
Number Tokens
6 8
2 3 4 5 6 8 9 10 11 12
5
2 2 3 2 3 3 3 3 2 2
4 10
12 8 6 Harbors
9 10 3
2 5 1 1 1 1 1 4

Player Equipment

5 4 15 4

Additional Build Options

Corsair

Setup data for number tokens do not include number tokens for El Dorado.

Page 200 of 383


Das Buch zum Spielen Scenarios El Dorado
3-4 Player Setup (3rd Edition)
Scenario Requirements
4 3 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
10 2 9
Terrain Hexes
12 8 6
9 4
11 11 5 5 5 5 5 3 10 1
6 8
Number Tokens
5
2 3 4 5 6 8 9 10 11 12
4 10
2 2 3 2 3 3 3 3 2 2
12 8 6
9 10 3 Harbors
2 5
1 1 1 1 1 4

Player Equipment

5 4 15 4

Additional Build Options

Corsair

Setup data for number tokens do not include number tokens for El Dorado.

Page 201 of 383


Das Buch zum Spielen Scenarios The Explorers
The Explorers
(Die Entdecker)

by Hannes and Christian Till

Preparation Notes
• Sort the unexplored terrain into two piles: one with the ocean hexes and one with the land hexes.

Setup Notes
• Players must place their settlements on the middle of the board, not next to the unexplored area.

Additional Rules
• The robber and pirate do not take effect until the first settlement is built outside of the central island.
• Shipping lines may cross from the top edge of the game board to the bottom edge. One ocean hex separates
the top and bottom of the first column and every second column thereafter, two ocean hexes separate the
top and bottom of the columns in between.
• Discovery: When a player builds a road or ship on edges facing unexplored terrain, a discovery occurs. One
land hex is placed in the empty space, and one ocean hex is placed in an adjacent empty space (if possible;
otherwise the ocean hex may be placed anywhere on the board). If the land hex produces resources, a
number token is assigned from the reserve. If the reserve is empty, then a number token must be moved
from the main island, subject to the rule that the number token moved must be adjacent to a player’s own
settlement and cities, that every settlement must border a hex with a number token, and that 6 and 8 may
not be placed in adjacent hexes. (If this is not possible, they may be ignored in the order stated.) If there
are no eligible number tokens to be moved from the main island, then they may be moved from anywhere
else on the board, subject to the same restrictions.

Game End
Game is to 12 points.

Page 202 of 383


Das Buch zum Spielen Scenarios The Explorers
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
? ? Terrain Hexes
? ? ?
? ? ? ?
? ? ? 2 3 3 1 3 2 10 0

? Number Tokens
3
2 3 4 5 6 8 9 10 11 12
8 4 6
1 1 1 2 2 2 1 1 1 0
5 11 9
6 2 5 Terrain Hexes (Unexplored Terrain)

10 8
? 3 2 2 4 2 1 9 2

? ? Number Tokens (Unexplored Terrain)


? ? ? ? 5 9
? ? ? 2

0
3
1
4
2 1
6
0
8
0 1
10
2
11
1
12

1
? ?
Harbors

1 1 1 1 1 4

This setup has additional rules:

Preparation Notes
• Set up the lumber, ore, and grain harbors along the top of the board from left to right in the intersections
marked with . Set up the brick and wool harbors at the bottom of the board from left to right.

Additional Rules
• The first player to build a road or ship at the intersections marked with may take the harbor there and
place it. Only one harbor may be placed on an edge, and harbors may not be placed on adjacent edges.

Page 203 of 383


Das Buch zum Spielen Scenarios The Explorers
3-4 Player Setup (3rd Edition)
Scenario Requirements

? ? ? ? • Catan: Seafarers 3rd Edition


• Das Buch zum Spielen
? ? ? Terrain Hexes
? ? ? ?
? ? ?
? ? ? 2 3 3 1 3 2 12 0

Number Tokens
8 2 3 4 5 6 8 9 10 11 12
3 11 5
1 1 1 2 2 2 1 1 1 0
6 9 4 6
10 8 2 Terrain Hexes (Unexplored Terrain)

5
3 2 2 4 2 2 12 2

? ? ? Number Tokens (Unexplored Terrain)


? ? ? 2 3 4 5 6 8 9 10 11 12
? ? ? ? 0 1 2 1 0 0 1 2 1 1
? ? ?
? ? ? ? Harbors

1 1 1 1 1 4

This setup has additional rules:

Preparation Notes
• Use the harbor hexes instead of the harbor tokens. Place the harbor hexes in the unexplored terrain pile with
the ocean hexes.

Additional Rules
• If a harbor is discovered, it must be placed so that both harbor intersections touch land, if possible.

Page 204 of 383


Das Buch zum Spielen Scenarios The Fleets
The Fleets
(Die Flotten)

by Horst-Rainer Rösner

Preparation Notes
• Robber: The robber is present. Start in any desert.
• Pirate: The pirate is present. Start in any ocean.

Setup Notes
• At the start of the game, set aside two 2
and two . Give one of the four numbered chips to each player.
12

• Players may only place their initial settlements on the two large islands at the top and bottom of the board.
If both starting settlements are on the coast, only one may have a ship.

Additional Rules
• The Fleet: The first ship that a player builds marks the start of a fleet. Players may only have one fleet. The
first ship must be built as normal. Thereafter, ships must be built in a line, with no branching permitted.
However, ships are permitted to build past settlements and cities, your own or opposing. However, fleets may
only be extended if the fleet is connected to one of your own settlements or cities.
• Fleet Movement: Players, on their turn, may move any or all ships in their fleet once, by moving a ship from
one end of the fleet to the other. A fleet of one ship moves to an adjacent edge.
• Fleets do not contribute to the Longest Road.
• The Small Islands: A player may build their first settlement on any of the small islands by extending their
fleet there (subsequent expansion on that island must be done in the usual manner; ie. using roads). Note
that players may not expand to the large island on the other end of the game board if they began with two
settlements on one end.
• Pirate: On a roll of 7, if the pirate is moved to an ocean that borders the end of an opponent’s fleet, the ship
is destroyed (and returned to their owner’s supply), in addition to taking a card from any player with an
adjacent ship (including the owner of the destroyed ship). Fleets of two or fewer ships may not be destroyed.
The pirate does not prevent the movement or extension of fleets. Movement of the pirate by a Knight card
does not cause the destruction of ships.
• For each of the small islands, the player with the most Settlement Points (settlements award one Settlement
Point, cities two) on the island is awarded one victory point. If there is a tie for an island, the point is not
awarded.
• Numbered Chips: If any ship in a player’s fleet borders a land hex, the player may, on their turn, exchange
the numbered chip in their possession for the numbered chip on that hex. This may be done any number of
times during a player’s turn. The robber does not prevent the exchange of numbered chips.

Game End
Game is to 12 points.

Page 205 of 383


Das Buch zum Spielen Scenarios The Fleets
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
8 6
Terrain Hexes
2 10
5 9 3 4
11 5 5 5 5 5 3 19 2

Number Tokens
9 12
2 3 4 5 6 8 9 10 11 12
11 6 4
1 3 3 3 3 3 3 3 3 2

10 8 3 Harbors

5
1 1 1 1 1 4

5 Player Equipment
9 3 12 10
4 11 5 4 15 5

6 8

Page 206 of 383


Das Buch zum Spielen Scenarios The Fleets
3-4 Player Setup (3rd Edition)
Scenario Requirements
5 8 6 3 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
11 2 10
Terrain Hexes
9 4

5 5 5 5 5 5 3 21 2

8 Number Tokens
9 11
2 3 4 5 6 8 9 10 11 12

1 3 3 3 3 3 3 3 3 2
6
3 Harbors

10 4
1 1 1 1 1 4

12
Player Equipment

9 10 5 4 15 5
4 11 5
3 6 8 12

Page 207 of 383


Das Buch zum Spielen Scenarios The Colonists
The Colonists
(Die Kolonien)

Preparation Notes
• The explored island is referred to as the home island.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is present in this scenario, but note the special rules. Start on an intersection entirely
surrounded by sea hexes.

Setup Notes
• Players must place their first settlement on the coast facing the unexplored terrain.
• If players choose to build a ship instead of a road, they must place the ship on the intersection of the
settlement.

Additional Rules
• The Longest Road is not used in this scenario.
• Cities may only be built on the home island. Colonial settlements may not be upgraded to cities.
• Ships: Unlike Seafarers, ships, including the pirate, travel from intersection to intersection. Note that ships
in a player’s supply are used to denote ships, bases, and war fleets. When a ship is built, it is placed on the
intersection of any coastal settlement on the home island. A player may have up to three ships.
• Ship Movement: On a player’s turn, the player may move any or all of their ships the higher number
showing on the dice. A player need not move their ships the full amount. Ships may not end their
movement on intersections containing other ships, nor on intersections containing foreign settlements or
cities. However, they may move past them. Ships may be moved on the turn they are purchased. Ships
may not be moved past the pirate.
• Discovery: When a player moves a ship to an intersection bordering an empty space, a hex is taken from
the supply and placed in the empty space. If the tile is an ocean hex, the ship immediately ends its
movement. If it is a land hex, the ship is converted into a base. Place a number token from the supply as
well as the ship on the hex (ensuring that 6 and 8 are not placed in adjacent hexes). As a reward for
discovering the land hex, the player may take a Colony Token of their choosing and add it to their personal
supply. Discoveries can also be made by extending an existing colonial settlement with roads: in this case,
when the road is placed on an edge with empty space on one side or at one end, a new discovery is made,
following the procedures above.
• Bases: A player may also establish a base on any discovered colonial tile by converting their ship if the ship
borders it. Bases may not be established on the Home Island. Bases establish the right to build a
settlement: for a player to build a colonial settlement, a player must have bases in all land hexes surrounding
the intended settlement location. It is not necessary for a ship to sail to the intended location. Once built,
the player’s bases surrounding the settlement are removed. (Bases belonging to other players remain)
• The Colonies: The colony areas produce various Colony Tokens. Gold fields produce Gold Tokens,
mountains produce Ore Tokens, deserts produce Gemstones, jungles produce Discovery Tokens, and
volcanoes produce any Colony Token. When colonies are produced, the Colony Tokens are placed with the
settlement producing them. A settlement may store up to three Colony Tokens; any excess are lost. Colony
Tokens may be moved between a player’s colonial settlements if the settlements are linked by the player’s
roads.
• Colony Tokens: When in a player’s personal supply, Colony Tokens must be traded in whenever possible.
Gold Tokens may be traded in for any of the four resources found on the Home Island (brick, grain, lumber,
or wool), Ore Tokens may be traded in for ore, two Gemstones may be traded in for one Development Card,
and one victory point is awarded for every three Discovery Tokens. Colony Tokens are not resources: they
may not be traded, do not count against the hand limit, and may not be taken by the Monopoly card.
• Transporting Colony Tokens: A ship, once on an intersection at a colonial settlement, may be loaded with
Colony Tokens. Ships may store up to three colony tokens. When a ship returns to a settlement or city on
the Home Island, the owner may take the Colony Tokens and add them to their personal supply. Ship-to-ship
transfer is not allowed.
• Pirate: When the pirate is moved, it is placed on a vacant intersection bordering a sea tile. Then, the player
may take a Colony Token of their choosing from any neighboring foreign colonial settlement or ship and put
them in their personal supply, or take a resource card from their owner. A player may not use the pirate to
take a Colony Token from their own settlements and ships. The pirate may never rob from the Home Island.
Pirates on the coast block the building of settlements at its location, but does not block the movement of
colony tokens by road over its location.
• Warships: Warships, when built, are placed on ocean hexes. Only one warship may occupy an ocean hex.
Warships prevent the pirate from being placed in a neighboring intersection. If a war fleet is placed on an
ocean hex with the pirate present, the pirate is moved. Warships count towards the Largest Army bonus.

Page 208 of 383


Das Buch zum Spielen Scenarios The Colonists
• Volcanoes: When a volcano produces, it also erupts. Roll one die to see the direction of the lava flow. Any
settlement in the direction of the number rolled is destroyed. Destroyed settlements are not returned to the
player’s supply (turn the settlement over on its side to show its destroyed status), but may be rebuilt at its
location for the cost of a full settlement. Destroyed settlements are not worth any victory points. Any Colony
Tokens under destroyed settlements are unaffected, and may be moved as usual.

Game End
Game is to 13 points.

Page 209 of 383


Das Buch zum Spielen Scenarios The Colonists
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
11 8
Terrain Hexes
8 4 4
9 5 10 3
4 3 4 0 3 0 17 0 0 0
10 9 6
6 5 Number Tokens

2 3 4 5 6 8 9 10 11 12

0 1 2 2 2 2 2 2 1 0

Terrain Hexes (Unexplored Terrain)


? ?
? ?
? ? ? ? 1 1 1 4 1 1 2 2 3 2

? ? Number Tokens (Unexplored Terrain)

? ? ? ? 2 3 4 5 6 8 9 10 11 12

? ? 0 2 2 2 2 2 2 2 2 0
? ? Harbors

1 1 1 0 1 3

Additional Build Options

Warship

Page 210 of 383


Das Buch zum Spielen Scenarios The Colonists
3-4 Player Setup (Standalone)
Scenario Requirements
• Catan: Seafarers
• Die Kolonien Jubiläums-Szenario
5 6
Terrain Hexes
9 9 5
12 11 11 2
4 4 5 0 5 0 20 0 0 0
3 8 3
4 10 10 4 Number Tokens
8 6 2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Terrain Hexes (Unexplored Terrain)

? ? 0 0 0 5 0 3 3 3 3 2

? ? Number Tokens (Unexplored Terrain)

? ? ? ? 2 3 4 5 6 8 9 10 11 12

? ? 1 1 1 1 1 1 1 1 1 1
? ? ? ?
? ? Harbors

? ? 1 1 1 0 1 3

Additional Build Options

Move Warship

Warship

This is the setup used for the standalone German release of The Colonists, which is based on the above, but
uses slightly different rules, as explained below:

Preparation Notes
• Note that the mismatch between the number of number tokens and the number of hexes in the reserve is due
to the fact that some hexes (one gold field and all jungles and volcanoes) have preprinted number tokens.
• Pirate: The pirate is present. Start off-board.
• Variable Setup: The land hexes on the main island may be altered. Also, the distance between the home
island and the colonies can be altered. However, there should always be at least two full hexes between the
home island and the colonies.

Setup Notes
• In a 3-player game, players begin with three initial settlements.

Additional Rules
• A player may only have up to five bases and one warship.
• Warships do not contribute towards the Largest Army.
• Ships are not forced to stop if they discover an ocean hex. They may continue moving if they have
movement points remaining.
• The pirate may rob from the home island, but is limited to taking a resource card (as per normal rules).
• Warship Movement: Except on the turn in which it is built, a warship may move once per turn.

Game End
Page 211 of 383
Das Buch zum Spielen Scenarios The Colonists
Game is to 12 points in a 3-player game and 11 points in a 4-player game.

Page 212 of 383


Das Buch zum Spielen Scenarios The Colonists
3-4 Player Setup (3rd Edition)
Scenario Requirements
6 4 8 2 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
11 12 4
Terrain Hexes
9 5 10 3
8 9 6
10 5 4 3 4 1 4 0 17 0 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 1 2 2 2 2 2 2 1 1
? ?
? ? Terrain Hexes (Unexplored Terrain)

? ? ? ?
? ? 0 0 0 3 0 3 6 3 3 2

? ? ? ? Number Tokens (Unexplored Terrain)

? ? 2 3 4 5 6 8 9 10 11 12
? ? ? ? 0 3 2 2 2 2 2 2 3 0

Harbors

1 1 1 0 1 3

Additional Build Options

Warship

Page 213 of 383


Das Buch zum Spielen Scenarios The Colonists
3-4 Player Setup (3rd Edition, Standalone)
Scenario Requirements
6 4 8 2 • Catan: Seafarers
• Die Kolonien Jubiläums-Szenario
11 12 4
Terrain Hexes
9 5 10 3
8 9 6
10 5 4 3 4 1 4 0 17 0 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 1 2 2 2 2 2 2 1 1
? ?
? ? Terrain Hexes (Unexplored Terrain)

? ? ? ?
? ? 0 0 0 4 0 3 6 3 3 2

? ? ? ? Number Tokens (Unexplored Terrain)

? ? 2 3 4 5 6 8 9 10 11 12
? ? ? ? 1 1 1 1 1 1 1 1 1 1

Harbors

1 1 1 0 1 3

Additional Build Options

Move Warship

Warship

This is the setup used for the standalone German release of The Colonists, which is based on the above, but
uses slightly different rules, as explained below:

Preparation Notes
• Pirate: The pirate is present. Start off-board.
• Variable Setup: The land hexes on the main island may be altered. Also, the distance between the home
island and the colonies can be altered. However, there should always be at least two full hexes between the
home island and the colonies.

Additional Rules
• A player may only have up to five bases and one warship.
• Warships do not contribute towards the Largest Army.
• Ships are not forced to stop if they discover an ocean hex. They may continue moving if they have
movement points remaining.
• The pirate may rob from the home island, but is limited to taking a resource card (as per normal rules).
• Warship Movement: Except on the turn in which it is built, a warship may move once per turn.

Page 214 of 383


Das Buch zum Spielen Scenarios The Great Race
The Great Race
(Das Grosse Rennen)

by Stefan Schwaninger

Preparation Notes
• The scenario, as originally presented, uses two Storm Flood markers to denote where ships may not be built
in the 3, 5, and 6-player setups – they are ignored here for this setup.
• The large island is referred to as the main island. The one in the middle of the board is referred to as the
land strip, while the islands with the gold hexes is referred to as the gold islands.
• Distribute the number tokens at random.
• Robber: The robber is present. Start off-board.

Setup Notes
• Players must place their initial settlements on the main island.

Additional Rules
• The Largest Army is not used in this scenario.
• The Longest Road is not used in this scenario.
• The functions of the Victory Point Development Cards are different: they may be used to build one road per
ship.
• The robber only enters play after two settlements have been built outside of the main island. The robber may
not be placed on the main island.
• Ships may not be built on the edges marked with .
• Players may build roads where roads have previously been placed by other players. Players may also build
ships off other players’ coastal settlements; however, the other player may take a resource from the player’s
hand.
• Discovery: If a road or ship is built next to unexplored terrain, discovery occurs. Take a random hex from
the reserve and place it in the empty space. If it is a land hex producing resources, take a number token
from the reserve.
• Gold Islands: Each player may only build one settlement on the gold islands (which invariably is a
settlement on an intersection marked with ).

Game End
The first player to build a city on the intersections marked with wins the game.

Variants
• Use the Largest Army. The player with the Largest Army steals two resources instead of one when they move
the robber.

Page 215 of 383


Das Buch zum Spielen Scenarios The Great Race
3 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

? Terrain Hexes
? ?
1 2 3 1 3 0 6 2

? Number Tokens (Mainland)

? ? 2 3 4 5 6 8 9 10 11 12

0 1 1 1 1 1 1 1 0 0

Number Tokens (Land Strip)


? 4 5 6 8 9 10
? ? 2

1
3
0 0 0 1 0 0 0
11
1
12

0
?
? Number Tokens (Gold Island)

2 3 4 5 6 8 9 10 11 12

0 1 0 0 0 0 0 0 1 0

Terrain Hexes (Unexplored Terrain)

2 1 0 2 0 1 5 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

0 0 1 1 0 1 1 1 0 0

Harbors

1 1 1 1 1 2

Page 216 of 383


Das Buch zum Spielen Scenarios The Great Race
4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

? ? ? Terrain Hexes
? ?
? ? 3 3 3 3 3 0 14 2

? Number Tokens (Mainland)

? ? 2 3 4 5 6 8 9 10 11 12

? ? 1 1 1 1 2 1 1 1 1 0

Number Tokens (Land Strip)


? 3 4 5 6 8 9 10 11
? ? 2

0 0 0 1 1 1 1 1 0
12

0
? ? ?
? ? Number Tokens (Gold Island)

2 3 4 5 6 8 9 10 11 12

0 1 0 0 0 0 0 0 1 0

Terrain Hexes (Unexplored Terrain)

2 2 2 2 2 3 7 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 0 1 1 1 1 1

Harbors

1 1 1 1 1 3

Rule changes are as follows:

Preparation Notes
• The black hexes denote the Forbidden Land.

Additional Rules
• Players may not build on edges and intersections adjacent to the Forbidden Land.

Page 217 of 383


Das Buch zum Spielen Scenarios The Great Race
5 Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
? ? • Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension
? 12
? • Das Buch zum Spielen
? ? Terrain Hexes
? ?
? 4 4 4 4 4 0 17 3

? ? Number Tokens (Mainland)

? ? 2 3 4 5 6 8 9 10 11 12
? ? 1 1 1 2 2 1 2 2 1 0
?
? ? Number Tokens (Land Strip)

? ? 2 3 4 5 6 8 9 10 11 12

? ? 0 0 1 1 1 1 1 1 0 1

Number Tokens (Gold Island)

2 3 4 5 6 8 9 10 11 12

0 1 0 0 0 0 0 0 1 1

Terrain Hexes (Unexplored Terrain)

2 2 2 2 3 2 9 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

1 1 2 2 0 1 2 1 1 1

Harbors

1 1 1 1 1 3

Page 218 of 383


Das Buch zum Spielen Scenarios The Great Race
6 Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
? ? • Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension
? 12
? • Das Buch zum Spielen
? ? Terrain Hexes
? ?
? 5 5 5 5 4 0 15 3

? ? Number Tokens (Mainland)


? ? 2 3 4 5 6 8 9 10 11 12
? ? 1 2 2 2 2 2 2 2 1 1
?
? ? Number Tokens (Land Strip)

? ? 2 3 4 5 6 8 9 10 11 12

? ? 0 0 1 1 1 1 1 1 0 1

Number Tokens (Gold Island)

2 3 4 5 6 8 9 10 11 12

0 1 0 0 0 0 0 0 1 1

Terrain Hexes (Unexplored Terrain)

2 2 2 2 3 2 9 0

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

1 1 2 2 0 0 2 2 1 1

Harbors

1 1 1 1 1 3

Page 219 of 383


Das Buch zum Spielen Scenarios The Treasure Hunters
The Treasure Hunters
(Die Schatzsucher)

by Stefan Risthaus

Preparation Notes
• 28 Treasure Tokens are provided with this scenario. 5 are Victory Point tokens, 7 are Development Card
tokens, 8 are Gold tokens, and 8 are Robber tokens.
• Place the Treasure Tokens face-down on the intersections marked with .
• The left and right sides of the board frame is referred to as the Motherland. The outermost intersections of
the board are one edge away from the motherland, and the intersections on the opposite end of these edges
connect to each other.
• Robber: The robber is present. Start in any desert.
• Pirate: The pirate is present. Start in any ocean not adjacent to land.

Setup Notes
No special setup notes.

Additional Rules
• The pirate blocks the use of harbors.
• Treasure Tokens: When a player reaches an intersection with a Treasure Token by using a road or ship, the
player may claim the treasure token. Victory Point tokens award victory points, Development Card tokens
award Development Cards, Gold tokens award two free resources, and Robber tokens allows the player to
move the robber or pirate.
• Shipping Lines: A player may build shipping lines to the Motherland. For each shipping line with two ships
on the Motherland, the player receives a free resource at the end of their turn.
• Longest Shipping Line: The player with the first ship on the Motherland claims the Longest Shipping Line,
which is placed at the anchoring settlement or city. If another player gets a shipping line with more ships on
the Motherland, the Longest Shipping Line is moved to the new anchoring settlement or city.
• The pirate may be placed along the frame (adjacent to motherland ships). This blocks the use of any
shipping lines present. The pirate, however, does not affect the Longest Shipping Line.

Game End
Game is to 14 points.

Page 220 of 383


Das Buch zum Spielen Scenarios The Treasure Hunters
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
11 9
2 4 Terrain Hexes
4 8 3
6
3 4 5 3 4 2 19 2
5 5
10 9 Number Tokens
11 10
2 3 4 5 6 8 9 10 11 12

1 2 3 3 2 2 2 3 2 1
8
12 Harbors
6 5 3
4
0 1 1 0 1 3
10

Rule changes are as follows:

Preparation Notes
• 4 Victory Point tokens, 6 Development Card tokens, 6 Gold tokens, and 6 Robber tokens are used in this
setup.

Page 221 of 383


Das Buch zum Spielen Scenarios The Treasure Hunters
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
11 3 • Catan: Seafarers Extension
2 4 • Das Buch zum Spielen
4 9 8 Terrain Hexes
8 5
5 5
11 5 5 6 5 6 1 26 3
10
Number Tokens
8
10 9 3 2 3 4 5 6 8 9 10 11 12

11 12 1 3 4 4 3 3 3 4 3 1
6 4
Harbors

9
5 0 1 1 0 1 5
10 4 6 3
6
10

Rule changes are as follows:

Preparation Notes
• 5 Victory Point tokens, 6 Development Card tokens, 7 Gold tokens, and 6 Robber tokens are used in this
setup.

Page 222 of 383


Das Buch zum Spielen Scenarios The Treasure Hunters
3-4 Player Setup (3rd Edition)
Scenario Requirements
4 • Catan: Seafarers 3rd Edition
11 3
• Das Buch zum Spielen
2 4
5 8 Terrain Hexes

6
11 5 9
3 4 5 3 4 2 17 2

10 9 Number Tokens

2 3 4 5 6 8 9 10 11 12
10
1 2 3 3 2 2 2 3 2 1
4
12 10 8 Harbors
5
6 3
0 1 1 0 1 3

Rule changes are as follows:

Preparation Notes
• 4 Victory Point tokens, 7 Development Card tokens, 6 Gold tokens, and 6 Robber tokens are used in this
setup.

5-6 Player Setup (3rd Edition)


Scenario Requirements
4 • Settlers of Catan Extension
11 8 • Catan: Seafarers 3rd Edition
2 4 • Catan: Seafarers 3rd Edition Extension
5 3 • Das Buch zum Spielen
8 5 Terrain Hexes
11 5 9

10 4 5 6 5 5 2 22 3
9
Number Tokens
11 6 8
12 2 3 4 5 6 8 9 10 11 12

10 9 1 2 4 4 3 3 3 4 3 1

Harbors
10
5
4 4 6 0 1 1 0 1 5
10
6 3

Page 223 of 383


Das Buch zum Spielen Scenarios The Specialists
The Specialists
(Die Spezialisten)

by Stefan Risthaus

This scenario was originally available as a free German language download.

Preparation Notes
• Robber: The robber is present. Start in any desert.
• Pirate: The pirate is present. Start in any ocean.

Setup Notes
• The islands for which the initial settlements are placed for a player are known as the home islands. A player
may have one or two home islands.
• Players may not set up their initial settlements on the center island.

Additional Rules
• The first settlement that a player builds outside their home island(s) is worth one extra victory point.
• Specialists: When a player builds a settlement or city (including after initial setup), compute any changes in
Specialist Points. Each settlement gives its owner one Specialist Point in each of the three types of resources
corresponding to the three adjacent terrain hexes, while each city gives its owner two Specialist Points. The
player with the most Specialist Points (at least 4) in a particular resource is deemed the Specialist in that
resource, which is worth one victory point. Specialists gain one of their corresponding resources in each of
their turns.

Game End
Game is to 16 points. A player may also win if they become the specialist in four resources.

Page 224 of 383


Das Buch zum Spielen Scenarios The Specialists
3 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen

Terrain Hexes
12
10 2 8
5 9 4 4 4 4 4 3 19 0

6 11 Number Tokens
11
2 3 4 5 6 8 9 10 11 12
10 5
2 2 2 2 2 2 2 2 3 1
3
6 11 Harbors

9 4
4 3 8 1 1 1 1 1 1

4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
4 12
Terrain Hexes
9 9
2 10
8 8 5 5 5 5 5 0 17 0

11 4 Number Tokens
3
2 3 4 5 6 8 9 10 11 12
10 5
2 3 3 3 2 3 2 3 3 2
8
12 3 Harbors

3 10 11
5 5 1 1 1 1 1 3

6 6
2 4

Page 225 of 383


Das Buch zum Spielen Scenarios The Specialists
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
• Catan: Seafarers Extension
• Das Buch zum Spielen

11 4 10 12 Terrain Hexes

9 9
8 4 8 6 6 7 6 7 0 24 0
2
Number Tokens
12 2
2 3 4 5 6 8 9 10 11 12
5
3 3 3 3 3 3 4 4 3 3
10 8 9
Harbors
11 6 10
3 1 1 1 1 1 4
12 10
6 11
5 9 6 5
2 3
3 4

Page 226 of 383


Das Buch zum Spielen Scenarios The Specialists
3 Player Setup (3rd Edition)
Scenario Requirements
6 2 8 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
5 9
Terrain Hexes
10 11
5
11 3 3 4 4 3 4 1 13 0
10
Number Tokens
4 11
2 3 4 5 6 8 9 10 11 12
9 4
1 2 2 2 2 2 2 2 3 0
6 3 8
Harbors

1 1 1 1 1 1

4 Player Setup (3rd Edition)


Scenario Requirements
11 4 10 12 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
9 9
Terrain Hexes
8 8
2 10
5 4 5 5 5 5 5 0 14 0

3
Number Tokens
3 10
2 3 4 5 6 8 9 10 11 12
8 3
2 3 3 3 2 3 2 3 2 2
6 6
5 5 Harbors

12 2 4 11
1 1 1 1 1 3

Page 227 of 383


Das Buch zum Spielen Scenarios The Specialists
5-6 Player Setup (3rd Edition)
Scenario Requirements
11 4 10 12 • Settlers of Catan Extensnion
• Catan: Seafarers 3rd Edition
9 9 • Catan: Seafarers 3rd Edition Extension
• Das Buch zum Spielen
8 4 8
2 Terrain Hexes

12 2

5 6 6 7 6 7 0 21 0
10 8 9
Number Tokens

2 3 4 5 6 8 9 10 11 12
11 6 10
3 3 3 3 3 3 4 4 3 3
3
3 Harbors
3
6 9 6 10 1 1 1 1 1 4
5 5
12 2 4 11

Page 228 of 383


Das Buch zum Spielen Scenarios The Storm Tides
The Storm Tides
(Die Sturmflut)

by Brigitte and Wolfgang Ditt

Preparation Notes
• 3 Dikes per player come with the scenario.
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start in any ocean hex.

Setup Notes
• Players may not place their initial settlements on the small island.

Additional Rules
• The game is played as normal until one player reaches 10 victory points, after which the dike round the storm
rounds begin. Dikes may not be built until the dike round begins.
• Dike Round: Starting with the next player to move (the player reaching 10 victory points is considered to
take their turn last in all subsequent rounds), each player takes their turn. Starting this round, dikes may be
built.
• Dikes: Dikes may be built only on land hexes where a player has a neighboring settlement or city, and only
on hexes with a numbered chip. Only one dike may be built on any hex. Hexes with dikes do not produce
resources, but do prevent hexes from flooding.
• Storm Rounds: After the dike round is complete, the storm rounds begin. There are four storm rounds in a
3- and 5-player game, and three in a 4- and 6-player game. After the dice are rolled and resources are
collected, the player on move selects one of the hexes with a number token matching the number rolled is
affected by the storm. If the hex has a dike, the dike is removed; otherwise, the hex is flooded: the number
token is removed, and the hex becomes an ocean hex. If the robber is present on the flooding hex, it is
temporarily removed from the board. Any roads, settlements, and cities entirely surrounded by ocean hexes
as a result of flooding are removed and returned to their owners, as is any roads that are isolated (having no
connections to a settlement or city) as a result of the flooding. Ships are unaffected by flooding, though ships
with no connection to a city or settlement may not be moved or extended until connection is reestablished.

Game End
The game ends once the last storm round is complete. The player with the most victory points wins. In the
event of a tie in victory points, the tied player with the most resources on hand wins.

Variations
This scenario may be played with any of the following variations:
• The dike round begins when the first player reaches 8 victory points.
• The robber is removed from play once the storm round begins.
• In a storm round, all hexes with the number token matching the value rolled are affected, instead of just one
of the player’s choosing.
• After the end of the storm rounds, the tide rounds begin. Tide rounds are identical to storm rounds, but
players may not build dikes. The tide rounds (and the game) ends if there are fewer than 7 land hexes
remain in the 3-4 player setup and 11 land hexes remain in the 5-6 player setup.

Page 229 of 383


Das Buch zum Spielen Scenarios The Storm Tides
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen

Terrain Hexes
5
4 6 11 5
3 10 8 3 4 4 3 4 0 16 1

11 2
Number Tokens
12 9
2 3 4 5 6 8 9 10 11 12
8 1 2 2 2 2 2 3 2 2 1
10
9 9 Harbors

4 3
6 1 1 1 1 1 3

Additional Build Options

Dike

Page 230 of 383


Das Buch zum Spielen Scenarios The Storm Tides
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
• Catan: Seafarers Extension
• Das Buch zum Spielen

6 8 Terrain Hexes

12 11 5
4 5 6 5 5 5 2 26 2
10
Number Tokens
2
2 3 4 5 6 8 9 10 11 12
3
2 3 3 3 3 3 3 3 3 2
4 6 11 5
5 10 8 Harbors
8 11 2

3 9 1 1 1 1 1 5
9
Additional Build Options
12
Dike
4
10 3 9
6

Page 231 of 383


Das Buch zum Spielen Scenarios The Storm Tides
3-4 Player Setup (3rd Edition)
Scenario Requirements
4 5 • Catan: Seafarers 3rd Edition
6 11
• Das Buch zum Spielen
5 10 8
Terrain Hexes
11 2

3 9

8 3 4 4 3 4 0 12 1

12
Number Tokens
9 9
2 3 4 5 6 8 9 10 11 12
10 3
1 2 2 2 2 2 3 2 2 1
4 6
Harbors

1 1 1 1 1 4

Additional Build Options

Dike

This scenario was also published separately as Catlantis.

Page 232 of 383


Das Buch zum Spielen Scenarios The Storm Tides
5-6 Player Setup (3rd Edition)
Scenario Requirements
8 • Settlers of Catan Extension
6 • Catan: Seafarers 3rd Edition
12 11 5 • Catan: Seafarers 3rd Edition Extension
4 • Das Buch zum Spielen

10 Terrain Hexes

3 5 6 5 5 5 2 23 2
4 6 11 5
Number Tokens
5 10 8
11 2
2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2
3 9
8 Harbors
12
9 1 1 1 1 1 5
10 3 9
Additional Build Options
4 6
Dike

Page 233 of 383


Das Buch zum Spielen Scenarios Transport Settlers
Transport Settlers
By Jürgen Rojacher and Florian Kraus

Preparation Notes
• The island on the right is referred to as Catan, while the upper left island is Talis and the lower left island is
Roja. Nameplates are provided with the scenario.
• Each player is given two special ships and a special supply board, provided with the scenario.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is present, but note the different rules. Start at any intersection on the edge of the board
between Roja and Talis.

Setup Notes
• Players must place their initial settlements on Catan, with one on the coast facing Roja and Talis.

Additional Rules
• The Largest Army is not used.
• The Longest Road is only worth one victory point.
• The resources in a player’s hand are segregated into 5 groups: those on the islands of Catan, Roja, and Talis,
and also on the two ships. Resources on ships may not be traded, while resource islands may only be traded
for other resources on the same island. Similarly, in order to use a harbor, a player may only use resources
on the island which the harbor is located. Finally, to build on an island a player may only use resources in
their island supply.
• Pirate: The pirate comes into play only after the first ship is built. After the dice are rolled, the pirate is
moved. The pirate may move a number of intersections equal to the higher number of the two dice; if a 7 is
rolled, the pirate may move double this amount. The pirate may not be moved to intersections containing a
warehouse, settlement, or city, and may not cross its own path. The pirate may end its movement on an
intersection next to a player’s ship; the player’s ship is then robbed, and the ship surrenders its resources to
the Catan supply of the player on move. A player may not use the pirate to rob their own ships.
• Ships: Each player may have up to two ships. Ships may store up to three resources. Ships, when built, are
placed in a coastal settlement intersection (not necessarily the player’s own, though placing ships in another
player’s coastal settlement will require a payment of one resource to the owner of the settlement).
• Ship movement: Each turn, a ship may move a number of intersections equal to the smaller number of the
two dice. Ships may choose to not use their full movement allowance. Only one ship is permitted at each
intersection, except on intersections with a player’s own warehouses and settlements. Ships may move past
other ships, or intersections with settlements and warehouses, but may not move past the pirate. A ship,
when located at a player’s own warehouse or settlement, may choose to forego further movement in order to
load or unload resources (loading and unloading may be performed in the same turn). At the end of a
player’s turn, every player (except the player whose turn has just ended) may move their ships, but not load
or unload resources.
• Warehouses: Warehouses allow a player to store resources on an island where a settlement has not been
established. They are denoted by a settlement with the roof side face-down. Warehouses are free, but a
player is limited to one warehouse. To build a warehouse, a ship must be at a coastal intersection; the
warehouse is built at the ship’s location (note that all building restrictions, such as the Distance Rule, still
apply). Warehouses may be converted to settlements once there are resources to build a settlement on the
island.

Game End
Game is to 10 points in a 3-player game, and 8 points in a 4-player game.

Page 234 of 383


Das Buch zum Spielen Scenarios Transport Settlers
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
3 12
Terrain Hexes
8 10
4 8
11 4 5 5 5 5 5 3 19 2

6 11
Number Tokens
2 5
2 3 4 5 6 8 9 10 11 12
6
2 3 3 3 3 3 3 3 3 1
10
11 5 Harbors

10 5
9 9 1 1 1 1 1 4

3 3
4 8
6 9
2

Page 235 of 383


Das Buch zum Spielen Scenarios Transport Settlers
3-4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers
4 12 • Das Buch zum Spielen
11 3 Terrain Hexes
8 8
2 5
5 5 5 5 5 3 21 2
9
6 Number Tokens

11 2 3 4 5 6 8 9 10 11 12
10 2 3 3 3 3 3 3 3 3 1
6
Harbors
4
9
1 1 1 1 1 4
10 5
11 10
9 3
6 8
4 5
3 2

Rule changes are as follows:

Preparation Notes
• The scenario, as originally presented, used two Storm Flood markers, which are omitted here.

Additional Rules
• The pirate may not be moved on or over the intersections marked with .

Page 236 of 383


Das Buch zum Spielen Scenarios The World According to Catan
The World According to Catan
(Die Welt Catan)

by Guido Kleinke

Preparation Notes
• The scenario comes with one Storm Marker.
• Place Catan chits on the intersections marked with . These denote important discoveries.
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is absent in this scenario.

Setup Notes
• Players must place their initial settlements in the area corresponding to Eurasia. However, players may not
place their initial settlements on the desert that marks the divide between Europe and Africa.

Additional Rules
• Shipping lines may cross from the top edge of the game board to the bottom edge. There is one ocean hex
between the top and bottom of the game board in the first column and every second column thereafter, and
two ocean hexes between the top and bottom of every column in between.
• If a player reaches in intersection with a Catan chit with a road or ship, the player may claim it. Catan chits
are worth one victory point.
• Discovery: If a player builds a road or ship outside Eurasia for which adjacent hexes produces resources but
does not have a number token, a number token is assigned from the reserve. If the reserve is empty,
number tokens must be moved from Eurasia, subject to the following restrictions: the number token moved
must be adjacent to a player’s own settlements or cities, every settlement must have at least one
neighboring hex with a number token, and 6 and 8 may not be in adjacent hexes. If this is not possible,
these restrictions may be ignored in the order stated. If there are no eligible hexes in Eurasia, the number
token may be taken from anywhere else on the map, subject to the same restrictions.
• Storm: Whenever a 7 is rolled, before the robber is moved, the storm moves in the direction indicated a
number of hexes equal to the higher number on the dice. If during movement the storm reaches the end of
the board, it must be rotated to any other direction for which the storm may continue to move. At the end of
the storm movement, the storm may be rotated to any other direction for which the storm may move. Every
player with roads or ships adjacent to the storm when it ends its movement must remove one road or ship.
If this creates a break in the line of ships, the ship must be rebuilt before further ship building can be done.
The storm does not affect production on the hex it is on.

Game End
Game is to 15 points.

Page 237 of 383


Das Buch zum Spielen Scenarios The World According to Catan
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen

Terrain Hexes

6 7 7 6 6 5 24 2

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1
5 9
8 3 Number Tokens (Reserve)

2 2 3 4 5 6 8 9 10 11 12

12 6 0 0 1 1 1 0 1 1 1 0

Harbors
8 4
4 11
1 1 1 1 1 5
9
11 3 Player Equipment

6 10
5 6 15 15
10 5

Page 238 of 383


Das Buch zum Spielen Scenarios The World According to Catan
3-4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

Terrain Hexes

6 7 6 5 6 5 21 2

Number Tokens

2 3 4 5 6 8 9 10 11 12
5 9
1 2 2 2 2 2 2 2 2 1
8 3
2 Number Tokens (Reserve)

12 6 2 3 4 5 6 8 9 10 11 12

0 0 1 1 1 0 1 1 1 0

8 4
Harbors
4 11
10 9
1 1 1 1 1 5
11 3
6 10 Player Equipment

5 6 15 15
5

Page 239 of 383


Das Buch zum Spielen Scenarios Westwards
Westwards
(Westwarts)

by Brigitte and Wolfgang Ditt

Preparation Notes
• The intersections marked with denote city sites. They represent the following American cities: Atlanta,
Boston, Buffalo, Chicago, Dallas, Denver, Detroit, El Paso, Houston, Jacksonville, Miami, Minneapolis, New
Orleans, New York, Norfolk, Omaha, Philadelphia, Phoenix, Pittsburgh, Portland, San Diego, San Francisco,
Savannah, Seattle, Spokane, St. Louis, Tampa, Washington
• The white hexes represent Canada and Mexico.
• 7 River Strips come with the scenario, which are used to denote bridge crossings. These are marked with .
• The scenario comes with an Native American figure which replaces the robber – this is omitted here.

Setup Notes
• Players must build their first and only city at either Boston, Jacksonville, Miami, New York, Norfolk, or
Savannah. If Boston or Miami was chosen, three rails are placed. If New York or Norfolk was chosen, two
rails are then placed. If Savannah or Jacksonville was chosen, one rail is placed. Initial rails may not branch.
• Players must place their pioneer on the end of their rail line.
• Players begin with twice the normal resources, and may immediately exchange them using the harbor
adjacent to the starting cities if needed.

Additional Rules
• Players may build on or adjacent to Canada or Mexico, but neither Canada nor Mexico produces resources.
• Settlements may only be upgraded to cities if they are on intersections marked with .
• The Distance Rule only applies to a player’s own settlements: a player may build immediately next to an
opposing settlement.
• Settlements may not be built at the location of the player’s own pioneer. However, they may be built at the
location of an opposing pioneer.
• The robber may only be moved to hexes west of the Mississippi river (the easternmost set of ) where there
is a pioneer in an adjacent hex. If no such movement is possible, the Robber does not move, and no action is
taken. When moved, the robber takes a resource card from any adjacent pioneer which is not in their fort.
• With the Road Building Development Card, a player may build two rails or a bridge and a rail over it. In the
former case, it may not be played if the pioneer is currently adjacent to the robber. When played, it may be
the case that the first rail may lead the pioneer to an intersection adjacent to the robber, in which case the
second rail is not built.
• The Longest Road is only awarded to the first player to build a continuous rail line from Atlantic to the Pacific
(north of Los Angeles).
• Rails: Rails are represented by roads. Rails may only extend from the Pioneer’s current location. After a rail
line is built, the Pioneer is moved to the other end of the rail line. Players may build rails on edges where
opposing rails already exist, and players may build rails past opposing settlements and cities.
• Bridges: Bridges are represented by ships. A bridge must be built over a river before players may build a
rail on it. If a rail line is built on it, the ship is inverted.
• Pioneer: The pioneer produces resources as if it was a settlement. Pioneers may be moved along a player’s
own rail lines at the end of their turn. Pioneers may not move to the location of a settlement or city, and
roads and bridges may not be built by pioneers next to the robber, unless the pioneer is in their fort.
• Forts: Forts may be built by the pioneer at its current location if the robber is not in an adjacent hex. Forts
prevent the effects of the robber on the pioneer. If the pioneer subsequently moves from its location, the fort
is returned to the player’s supply.
• Fire Water: The robber is moved to the desert whenever this is built.

Game End
The first player to have 10 points and a continuous rail line from Atlantic to Pacific (north of Los Angeles) is the
winner.

Page 240 of 383


Das Buch zum Spielen Scenarios Westwards
3-5 Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
12 3 • Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension
9 8 • Das Buch zum Spielen
4
Terrain Hexes
5
10 6 11
2 9 5 5 5 5 6 4 10 2

5 12 3 4 Number Tokens
8 10 11
2 3 4 5 6 8 9 10 11 12
3 6 2 3 3 3 3 3 3 3 3 2
10 4
Harbors
6 9 5
11 8
2 1 1 1 1 1 5

Additional Build Options

Bridge

Fire Water

Fort

Rail

Page 241 of 383


Schätze, Drachen & Entdecker Scenarios
Schätze, Drachen & Entdecker Scenarios
Schätze, Drachen & Entdecker is the 2009 “fan expansion” of Settlers of Catan, with scenarios and the parts
needed to play all the scenarios offered therein. Like Traders & Barbarians or even Cities & Knights, it’s
primarily a “gamers’ expansion”, and all but one scenario has been seen in some form or another in other
publications. Unlike Traders & Barbarians, though, this expansion was highly dependent on having Seafarers,
as all six scenarios require it.

The release of the 4th edition of Catan: Seafarers had removed “Greater Catan” from the lineup (a similar thing
was done in the 2003 release for the German language edition for which the Mayfair 4th edition was based),
due to the requirement that the player own two base sets. (This is, of course, a major impediment to
playability, as anyone with Memoir ’44 playing an Overlord scenario can tell you.) Schätze, Drachen &
Entdecker provides all the hexes and cities needed for “Greater Catan” (that is, a whole second base set worth
of hexes, along with the extra cities required), so only one copy is needed (the issue of having to alter the
board layout for the new edition is also needed, but that’s to be expected). The other parts in the set is almost
secondary (the Dragon and Treasure Tokens are fairly specialized to their respective scenarios, and the Canal
pieces even moreso) to this.

Page 242 of 383


Schätze, Drachen & Entdecker Scenarios The Treasure Islands
The Treasure Islands
(Die Schatzinseln)

This scenario was originally featured in the Catan: Cities and Knights computer game and Catan for Nintendo
DS, and was adapted for the different-sized game board of the board game.

Preparation Notes
• 20 Treasure Tokens are required for this scenario. 5 are placed aside face-down, and 15 are placed face-
down on the intersections marked with .
• Setup the main island as with the base game.
• Robber: the robber is present. Start on any desert hex.

Setup Notes
No special notes.

Additional Rules
• Undiscovered Terrain: If a player expands next to undiscovered terrain, discovery occurs. Place a hex
from the reserve into the empty space. If it is a land hex producing resources, a number token is assigned to
the hex, and the player takes one resource produced by the terrain as a reward. If a desert or ocean hex is
discovered, the player takes a treasure token that has been set aside.
• Treasure Tokens: If a player expands to an intersection with a treasure token, the treasure token is taken.
Once acquired, treasures are immediately awarded: either one resource, two resources, two free roads/ships,
one Development Card or Progress Card, or , depending on the contents of the treasure token.
• The first settlement a player builds on each outlying island is worth one extra victory point.

Game End
Game is to 14 (16) points.

Page 243 of 383


Schätze, Drachen & Entdecker Scenarios The Treasure Islands
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker
? Terrain Hexes
? ?
? ?
? 3 3 4 4 4 1 22 0

Number Tokens

2 3 4 5 6 8 9 10 11 12
? 1 2 2 2 2 2 2 2 2 1

? Terrain Hexes (Unexplored Terrain)

? 2 2 1 2 1 2 3 2

Number Tokens (Unexplored Terrain)

4 5 6 8 9 10
? 1
2 3
1 2 1 1 0 1 2
11
1
12

0
? ?
? ? Harbors

?
1 1 1 1 1 4

Page 244 of 383


Schätze, Drachen & Entdecker Scenarios Departure Into the Unknown
Departure Into the Unknown
(Aufbruch ins Ungewisse)

This is the sole “new” scenario to Schätze, Drachen & Entdecker. A slightly altered version was also released as
the new scenario for the 2009 edition of Catan-News, available at roughly the same time.

Preparation Notes
• Place all the 2:1 harbors aside.
• The island on the outside of the board is the main island. Place the terrain randomly.
• Place the gold field and desert hexes from the unexplored terrain reserve in the locations as stated on the
setup chart.
• Place the Treasure Tokens face-down in the intersections marked with .
• Robber: The robber is present. Start in any desert.

Setup Notes
• Players begin with three initial settlements or two settlements and a city, with the city placed second, on the
main island.

Additional Rules
• Undiscovered Terrain: If a player expands next to undiscovered terrain, discovery occurs. Place a hex
from the reserve into the empty space. If it is a land hex producing resources, a number token is assigned to
the hex, and the player takes one resource produced by the terrain as a reward. If there are adjacent
Treasure Tokens, the player also claims them.
• Treasure Tokens: If a player expands to an intersection with a treasure token, the treasure token is taken.
Once acquired, the Treasure Token may be exchanged for the prize on the token: either one resource, two
resources, two free roads/ships, one Development Card or Progress Card, or , depending on the contents
of the Treasure Token. Players may also choose to not use the treasure tokens, in which case it is left face
down in front of the player. One face-down treasure token raises the player’s hand limit to 9 cards. Two
face-down treasure tokens allows the player to take and place a 2:1 harbor. Three treasure tokens are worth
one victory point, while four treasure tokens are worth two victory points. There is no additional bonus for
having more than four face-down treasure tokens.
• Treasure tokens left face-down may not be exchanged at a later point in time.

Game End
Game is to 15 points in a 3-player game and 14 points in a 4-player game.

Page 245 of 383


Schätze, Drachen & Entdecker Scenarios Departure Into the Unknown
3 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker
3 4
Terrain Hexes
6 9 5
11
2 2 3 2 4 1 13 0

? ? 10
Number Tokens
? ? 2 3 4 5 6 8 9 10 11 12
? ? ? 8
1 1 2 1 2 2 1 2 1 0
? ?
? ? 4 Terrain Hexes (Unexplored Terrain)

? ?
6 ? ? 6 3 3 2 3 1 2 6 2

? ? Number Tokens (Unexplored Terrain)


? 10
2 3 4 5 6 8 9 10 11 12
8 8
2 1 2 1 2 1 1 2 1 2 1

Harbors

1 1 1 1 1 4

The following notes are for this setup:

Preparation Notes
• 17 of the 20 Treasure Tokens are needed for this scenario.

Page 246 of 383


Schätze, Drachen & Entdecker Scenarios Departure Into the Unknown
3 Player Setup (Catan-News)
Scenario Requirements
• Catan: Seafarers

3 4 Terrain Hexes
6 9 5
11
2 2 3 2 4 1 13 0

Number Tokens
? ? 10

? ? 2 3 4 5 6 8 9 10 11 12

? ? ? 8 1 1 2 1 2 2 1 2 1 0

? ? Terrain Hexes (Unexplored Terrain)


? ? 4

? ? 3 3 2 3 1 2 6 2
6 ? ? 6
? ? Number Tokens (Unexplored Terrain)

? 10 2 3 4 5 6 8 9 10 11 12

8 8 1 2 1 2 1 1 2 1 2 1
2
Harbors

1 1 1 1 1 4

This was released in the 2009 issue of Catan-News, as a sneak peek to Schätze, Drachen & Entdecker. The
following notes are for this setup:

Preparation Notes
• Instead of Treasure Tokens, Catan chits with numbers on their reverse sides are used. 4 Catan chits should
be labeled with “1” on the reverse, 4 with “2” on the reverse, 3 each with “3”, “4”, and “5”.

Additional Rules
• If a “1” Catan chit is cashed in, it is exchanged for two resources. If a “2” Catan chit is cashed in, it is
exchanged for a Development Card or a Progress Card. If a “3” is cashed in, it is exchanged for one
resource. If a “4” Catan chit is cashed in, it is exchanged for . If a “5” is cashed in, it is exchanged fro
two roads or ships.

Page 247 of 383


Schätze, Drachen & Entdecker Scenarios Departure Into the Unknown
4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker
3 5
Terrain Hexes
6 9 4
11 6
3 2 4 3 4 0 15 0

? ? 10
Number Tokens
? ? 2 3 4 5 6 8 9 10 11 12
? ? ? 8
1 1 2 2 3 2 2 2 1 0
? ?
? ? 4 Terrain Hexes (Unexplored Terrain)

? ?
? ? 6 4 4 3 4 3 3 9 2

? ? Number Tokens (Unexplored Terrain)


? ? 10
4 5 6 8 9 10
? ? 1
2 3
3 2 3 1 1 3 2
11
3
12

1
? ? ? 8
? ? Harbors

? 2

9 1 1 1 1 1 4

? 5

The following notes are for this setup:

Preparation Notes
• Place the 6 and 8 from the reserve on the gold fields.

Page 248 of 383


Schätze, Drachen & Entdecker Scenarios Greater Catan
Greater Catan
(Groß Catan)

On its original release, “Greater Catan” was the sole scenario included with Catan: Seafarers that required two
copies of The Settlers of Catan to play. It was removed from the 4th Edition Catan: Seafarers rulebook due to
this fact. “Settlers in Need” was a free downloadable scenario that attempted to use similar rules, but with only
one copy of The Settlers of Catan needed, though “Greater Catan” itself was reintroduced for the new edition of
The Settlers of Catan with Schätze, Drachen & Entdecker.

Preparation Notes
• Set up the large island according to the rules of the base game. This will be referred to as the main island.
Setup the remainder of the hexes randomly.
• Robber: The robber is present. Start on a desert tile on the main island.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players may only set up their initial settlements on the main island.

Additional Rules
• Outlying Islands: If a ship or road is placed bordering a resource-producing hex on the outlying islands, a
number token is assigned at random from the reserve. Should the reserve be empty, a number token is
moved from the main island, subject to the following rules: the number token moved is adjacent to a player’s
own settlements or cities, all settlements and cities on the main island must be adjacent to at least one hex
with a number token, and 6 and 8 may not be in adjacent hexes. If it is impossible to satisfy all three
conditions, they may be ignored in the order stated.

Game End
Game is to 18 (20) points.

Page 249 of 383


Schätze, Drachen & Entdecker Scenarios Greater Catan
3 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker

Terrain Hexes

2 3 3 3 3 0 15 0

6 Number Tokens
9 10
2 3 4 5 6 8 9 10 11 12
5 4 6
1 1 2 1 2 2 2 2 1 0
3 2

8 11 9 Terrain Hexes (Outlying Areas)

10 4
8 3 3 3 2 3 0 6 0

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

0 1 0 1 0 0 1 0 1 0

Harbors

1 1 1 1 1 3

Player Equipment

5 8 15 15

Rule changes for this setup are as follows:

Preparation Notes
• Robber: The robber is present. Start off-board.

Page 250 of 383


Schätze, Drachen & Entdecker Scenarios Greater Catan
4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker

Terrain Hexes

3 4 4 3 4 1 18 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Terrain Hexes (Outlying Areas)

3 3 4 4 4 1 7 0

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

0 1 1 1 0 0 1 1 0 0

Harbors

1 1 1 1 1 4

Player Equipment

5 8 15 15

Page 251 of 383


Schätze, Drachen & Entdecker Scenarios Greater Catan
4 Player Setup (3rd Edition)
Scenario Requirements
• 2 copies of Settlers of Catan
• Catan: Seafarers 3rd Edition

Terrain Hexes

3 4 4 3 4 1 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Terrain Hexes (Outlying Areas)

3 3 4 4 4 0 23 0

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 0 0 1 1 1 0

Harbors

1 1 1 1 1 4

Player Equipment

5 8 15 15

Page 252 of 383


Schätze, Drachen & Entdecker Scenarios Greater Catan
4 Player Setup (3rd Edition, Catan-News)
Scenario Requirements
• 2 copies of Settlers of Catan

Terrain Hexes

3 4 4 3 4 1 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Terrain Hexes (Outlying Areas)

3 3 4 4 4 0 28 0

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 0 0 1 1 1 0

Harbors

1 1 1 1 1 4

Player Equipment

5 8 30

This is the setup given in the 1/1997 issue of Catan-News (then Siedler-Zeitung). Rule changes are as follows:

Preparation Notes
• Arrange the harbors on the main island as in the base game, in any orientation.
• One additional harbor of any type is required to complete the setup. This harbor must be set up facing one of
the outlying islands.

Additional Rules
• Bridges: Bridges, represented by roads, are used to cross the water hexes, and act as roads for the
purposes of determining Longest Road. Bridges may not branch. Players may voluntarily remove their own
bridges.

Game End
Game is to 17 points.

Page 253 of 383


Schätze, Drachen & Entdecker Scenarios Greater Catan
5-6 Player Setup (3rd Edition)
Scenario Requirements
• 2 copies of Settlers of Catan
• 2 copies of Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension

Terrain Hexes

5 6 6 5 6 2 0 0

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Terrain Hexes (Outlying Areas)

4 4 4 4 4 0 17 0

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 0 0 1 1 1 0

Harbors

1 1 1 1 1 6

Player Equipment

5 8 15 15

Page 254 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
The Desert Dragons
(Die Wüstendrachen)

This scenario was originally titled “The Desert Riders” (Die Wüstenreiter) when it was introduced in Catan-News
(then Siedler-Zeitung), and was included in Das Buch zum Spielen. For Schätze, Drachen & Entdecker, the
titular Desert Riders were replaced with dragons, and the name was changed to “The Desert Dragons”.

English-language rules and all setups for “The Desert Riders” are available as a free download.

Preparation Notes
• The island with the deserts is termed the main island.
• The number of Dragon Tokens needed for each setup should cover all resource-producing hexes on the main
island. The reverse sides of the Dragon Tokens are unused in this scenario.
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is absent in this scenario.

Setup Notes
No special notes.

Additional Rules
• The Largest Army is not in this scenario.
• On a roll of 7, the player on move may take a card from any other player.
• Desert Dragons: Every time a player builds a settlement or a city, 3 Desert Dragons (Dragon Tokens) are
placed in the desert hexes (2 in a 4-player or 6-player game), with the Desert Dragons being as evenly
distributed amongst the Desert tiles as possible. When all the Desert Riders are played, then the Desert
Assault begins.
• Desert Assault: On a roll of resources, if the hex producing resources is adjacent to another hex containing
a Desert Dragon, one Desert Dragon is taken from a desert hex and placed on the hex. Only one Desert
Dragon may occupy a hex. Desert Dragons prevent resource production (like the Robber) in subsequent
turns. Roads lying on the edge of two hexes occupied by Desert Dragons do not count in determining the
Longest Road, and settlements and cities entirely surrounded by hexes with Desert Dragons do not contribute
victory points. Desert Dragons may be removed from play using Knight cards.

Game End
Game is to 13 points.

Page 255 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
3-Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker

Terrain Hexes (Main Island)


10
4 3
5 4 8 3 3 3 3 4 3 18 0

6 10
Number Tokens (Main Island)
11 8 5
2 3 4 5 6 8 9 10 11 12
10 2
1 2 2 2 2 2 2 2 1 0
9 9 6
12 11 4 Terrain Hexes (New Island)

3 6 9
8 5 3 3 4 4 3 4 0 0 1
4
Number Tokens (New Island)
3
2
2 3 4 5 6 8 9 10 11 12

1 2 2 3 2 2 2 2 2 1
9 11
5 8 6 Harbors
4 10
1 1 1 1 1 4

Page 256 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
4-Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker

Terrain Hexes (Main Island)


5 10
4 3
10 4 8 3 3 3 3 4 3 15 0

6 10
Number Tokens (Main Island)
3 8 9
2 3 4 5 6 8 9 10 11 12
11 2
1 2 2 2 2 2 2 2 1 0
9 5 6
5 11 4 Terrain Hexes (New Island)

4 6 5
8 9 3 4 4 4 4 4 0 0 2
10
Number Tokens (New Island)
2
2 3 4 5 6 8 9 10 11 12
9 10
1 2 3 3 2 2 3 3 2 1
8 9 6
11 12 5 Harbors
3 4
1 1 1 1 1 4

Page 257 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
3-4 Player Setup — The Desert Riders
Scenario Requirements
• Catan: Seafarers
• Das Buch zum Spielen
8
Terrain Hexes
3 10 2
10 5
5 5 5 5 5 3 14 2 3 2
8 11
6 4 Number Tokens
4 9 6 2 3 4 5 6 8 9 10 11 12
11 1 3 4 4 4 4 4 4 3 1
5 6 4
Harbors
8 5 10
9
1 1 1 1 1 5
3
5 4
11 6 8
10 12 9
9 3

Rule changes for this setup are as follows:

Preparation Notes
• 10 Discovery Tokens are needed for this scenario.

Setup Notes
• Players must place their initial settlements on the main island, with one settlement on the coast with a ship.
(English language rules require that the first settlement be on the coast with a ship; there is no such
requirement in the German language rules)

Additional Rules
• Coastal cities on the main island with all adjacent land hexes occupied by Desert Riders do not contribute
victory points, and any adjacent harbors cannot be used.
• The first player to remove two Desert Riders gains one victory point. (This is not in the English language
rules, but is in the German language rules)
• Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing
a Development card. Settlements next to jungles produce one Discovery Token, Cities produce two.
Discovery tokens are not resources, and may not be stolen or traded.
• Volcano: If a volcano produces, roll a die. Any settlements in the direction indicated on the volcano tile is
removed; any city in the direction is reduced to a settlement. Any remaining settlements/cities adjacent to
the volcano produces grain.

Page 258 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
5-6 Player Setup — The Desert Riders
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
6 • Catan: Seafarers Extension
• Das Buch zum Spielen
9 3
4 9 4 Terrain Hexes

11 8 6
8 4 7 7 7 7 7 4 15 3 3 3

5 9 10 Number Tokens
10 3
2 3 4 5 6 8 9 10 11 12
3 5 8 1 5 5 5 5 6 6 5 5 1
6 2
Harbors
4 6 11
11 5
9 10 12 1 1 1 1 1 6

8 9 10
8
11
4 5
11 8 6
10 3 3
5 9

Rule changes for this setup are as follows:

Preparation Notes
• 12 Discovery Tokens are needed for this scenario.

Setup Notes
• Players must place their initial settlements on the main island, with one settlement on the coast with a ship.
(English language rules require that the first settlement be on the coast with a ship; there is no such
requirement in the German language rules)

Additional Rules
• Coastal cities on the main island with all adjacent land hexes occupied by Desert Riders do not contribute
victory points, and any adjacent harbors cannot be used.
• The first player to remove two Desert Riders gains one victory point. (This is not in the English language
rules, but is in the German language rules)
• Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing
a Development card. Settlements next to jungles produce one Discovery Token, Cities produce two.
Discovery tokens are not resources, and may not be stolen or traded.
• Volcano: If a volcano produces, roll a die. Any settlements in the direction indicated on the volcano tile is
removed; any city in the direction is reduced to a settlement. Any remaining settlements/cities adjacent to
the volcano produces grain.

Page 259 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
3-4 Player Setup (3rd Edition) — The Desert Riders
Scenario Requirements
10 8 • Catan: Seafarers 3rd Edition
• Das Buch zum Spielen
3 10 2
Terrain Hexes
6 5
8 11
5 5 5 5 5 4 17 2 3 2
4
4 9 6 Number Tokens
11 10 2 3 4 5 6 8 9 10 11 12
5 6 4 1 3 4 4 4 4 4 4 3 1
8 5 3
Harbors
9

1 1 1 1 1 5
4
5 6 8
10 12 9
11 9 3

Rule changes for this setup are as follows:

Preparation Notes
• 10 Discovery Tokens are needed for this scenario.

Setup Notes
• Players must place their initial settlements on the main island, with one settlement on the coast with a ship.
(English language rules require that the first settlement be on the coast with a ship; there is no such
requirement in the German language rules)

Additional Rules
• Coastal cities on the main island with all adjacent land hexes occupied by Desert Riders do not contribute
victory points, and any adjacent harbors cannot be used.
• The first player to remove two Desert Riders gains one victory point. (This is not in the English language
rules, but is in the German language rules)
• Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing
a Development card. Settlements next to jungles produce one Discovery Token, Cities produce two.
Discovery tokens are not resources, and may not be stolen or traded.
• Volcano: If a volcano produces, roll a die. Any settlements in the direction indicated on the volcano tile is
removed; any city in the direction is reduced to a settlement. Any remaining settlements/cities adjacent to
the volcano produces grain.

Page 260 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
3-4 Player Setup (3rd Edition, Catan-News)
Scenario Requirements
5 3 • 2 copies of Settlers of Catan
• Catan: Seafarers 3rd Edition
10 10 8 • Das Buch zum Spielen
6 4 Terrain Hexes (Main Island)
8 9
3 10
3 3 3 3 4 3 15 0
4 5 6
11 2 4 Number Tokens (Main Island)

5 6 11 2 3 4 5 6 8 9 10 11 12

8 5 3 1 2 2 2 2 2 2 2 1 0
9
Terrain Hexes (New Island)
12
4
3 4 4 3 4 0 0 1
5 6 9
10 2 3 Number Tokens (New Island)
11 9 8 2 3 4 5 6 8 9 10 11 12

1 2 2 3 2 2 2 2 2 1

Harbors

1 1 1 1 1 5

This is the setup given in the 2/1997 issue of Catan-News. Rule changes are as follows:

Setup Notes
• Players must place their initial settlements on the main island, with one settlement on the coast with a ship.
(English language rules require that the first settlement be on the coast with a ship; there is no such
requirement in the German language rules)

Additional Rules
• Coastal cities on the main island with all adjacent land hexes occupied by Desert Riders do not contribute
victory points, and any adjacent harbors cannot be used.
• The first player to remove two Desert Riders gains one victory point. (This is not in the English language
rules, but is in the German language rules)

Page 261 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
5-6 Player Setup (3rd Edition) — The Desert Riders
Scenario Requirements
4 6 10 • Settlers of Catan Extension
• Catan: Seafarers
9 3 • Catan: Seafarers Extension
• Das Buch zum Spielen
8 9 4
11 8 6 Terrain Hexes

5 4
9 10 7 7 7 7 7 4 19 3 3 3

6 3
Number Tokens
10 5 8 2 3 4 5 6 8 9 10 11 12
3 2
1 5 5 5 5 6 6 5 5 1
4 6 11
11 5 Harbors

9 12

8 9 10 1 1 1 1 1 6

8
11
5
4 8 6
10 3 3
11 5 9

Rule changes for this setup are as follows:

Preparation Notes
• 12 Discovery Tokens are needed for this scenario.

Setup Notes
• Players must place their initial settlements on the main island, with one settlement on the coast with a ship.
(English language rules require that the first settlement be on the coast with a ship; there is no such
requirement in the German language rules)

Additional Rules
• Coastal cities on the main island with all adjacent land hexes occupied by Desert Riders do not contribute
victory points, and any adjacent harbors cannot be used.
• The first player to remove two Desert Riders gains one victory point. (This is not in the English language
rules, but is in the German language rules)
• Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing
a Development card. Settlements next to jungles produce one Discovery Token, Cities produce two.
Discovery tokens are not resources, and may not be stolen or traded.
• Volcano: If a volcano produces, roll a die. Any settlements in the direction indicated on the volcano tile is
removed; any city in the direction is reduced to a settlement. Any remaining settlements/cities adjacent to
the volcano produces grain.

Page 262 of 383


Schätze, Drachen & Entdecker Scenarios The Desert Dragons
5-6 Player Setup (3rd Edition, Catan-News) — The Desert Riders
Scenario Requirements
4 10 • 2 copies of Settlers of Catan
6 • 2 copies of Settlers of Catan Extension
12 3 • Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension
8 9 12
• Das Buch zum Spielen
11 8 6
Terrain Hexes (Main Island)
5 4
9 10 9
4 5 5 4 5 3 16 0
6 3
10 5 8 Number Tokens (Main Island)
3 2
5 9
2 3 4 6 8 10 11 12
4 6 11
1 2 3 2 3 3 3 3 2 1
11 5 4
Terrain Hexes (New Island)
5 9
8 4 10
2 8 5 4 4 5 5 0 0 2
2 11
Number Tokens (New Island)
4
2 3 4 5 6 8 9 10 11 12
5 6 9
1 3 3 3 2 3 3 2 3 2
10 12 3
11 9 8 Harbors

1 1 1 1 1 6

This is the setup given in the 2/1997 issue of Catan-News. Rule changes are as follows:

Setup Notes
• Players must place their initial settlements on the main island, with one settlement on the coast with a ship.
(English language rules require that the first settlement be on the coast with a ship; there is no such
requirement in the German language rules)

Additional Rules
• Coastal cities on the main island with all adjacent land hexes occupied by Desert Riders do not contribute
victory points, and any adjacent harbors cannot be used.
• The first player to remove two Desert Riders gains one victory point. (This is not in the English language
rules, but is in the German language rules)

Page 263 of 383


Schätze, Drachen & Entdecker Scenarios The Great Canal
The Great Canal
(Der Große Kanal)

This scenario was originally presented in the 2003 issue of Catan-News, which did not require Catan: Cities and
Knights in order to play. However, every implementation since (on Catan Online World) has required Catan:
Cities and Knights.

Preparation Notes
• Place two Catan chits on the edges marked with , and one Catan chit on the edges marked with . These
edges form the canal.
• Pirate: The pirate is absent in this scenario.

Setup Notes
• Players begin with three settlements or two settlements and a city, with the city being placed second. At
least one settlement must be built on the coast, and every coastal settlement must have a ship instead of a
road.
• Each player is given four knights.

Additional Rules
• Shipping lines may not branch.
• Knights on the smaller islands do not contribute to the defense of Catan.
• The Irrigation Progress Card still applies even if the canal is incomplete.
• Knights: Knights, when built, are placed on intersections in the middle of the player’s road network on the
large island. Knights can be moved along the road network using a Knight card, and may offer benefits
depending on location. Knights, like settlements, will block opposing roads.
• Building Canals: Two knights are needed to build a part of the canal. A canal edge is built when the edge
has knights on both of its neighboring intersections. When this is done the owners of the two knights take
one of the Catan chits from the edge in question. (If the canal edge only has one Catan chit, the knight there
the earliest claims it) Catan chits are worth one victory point. Only activated knights may build canals.
• Gold Miner: If a knight is positioned at a gold field and the canal remains incomplete, then the knight will
produce resources: when a gold field produces, every player with an adjacent knight gains one resource of
their choosing. Note that having multiple knights deployed does not increase resource yield. Knights do not
have to be activated to mine gold.
• Trader: If a knight is positioned at a 2:1 harbor, the player may make use of the harbor. Knights do not
have to be activated to trade.
• Completing the Canal: If, on a player’s turn, one or fewer canal edges remain to be built, then the canal is
completed at the end of the turn. All remaining Catan chits on the board are removed. The desert hex is
exchanged for a sea hex and the number tokens for the gold fields are removed. From this point on, all field
hexes produce grain, as normal.

Game End
Game is to 19 (21) points in a three-player game, and to 16 (18) points in a four-player game.

Page 264 of 383


Schätze, Drachen & Entdecker Scenarios The Great Canal
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker

Terrain Hexes
10
4 6
8 4 6 4 5 5 4 19 2
5
Number Tokens
12
2 3 4 5 6 8 9 10 11 12
3
1 3 3 3 3 4 3 3 2 1

Harbors

8 1 0 1 1 1 4

Rule changes for this setup are as follows:

Preparation Notes
• Place the forest, hills, and pasture hexes randomly. Place the number tokens randomly.
• Place the Catan chits so that there are two Catan chits to each hex.
• 9 Canal Pieces are needed for this scenario. Set all of them aside.

Additional Rules
• Only deactivated knights collect resources from gold fields or use harbors. After the completion of the canal,
knights may not be used to do either.
• Building Canals: A canal through a hex is built when there are two activated knights adjacent to the hex.
When this is done, the owners of the two knights take one Catan chit (worth one victory point) each from a
hex. One Canal Piece is then placed through the hex with its empty side face-up.
• Completing the Canal: The canal is completed when 8 or more Canal Pieces are placed. (Note that it is
possible to complete 9 Canal Pieces, if you have a knight adjacent to two hexes with Catan chits.) The Canal
Pieces are flipped over to denote the completion of the canal.

Page 265 of 383


Schätze, Drachen & Entdecker Scenarios The Great Canal
3-4 Player Setup (Catan-News)
Scenario Requirements
• Catan: Seafarers

Terrain Hexes
8
6
5 5 5 5 5 3 12 2
4
6 9 3 Number Tokens

5 2 3 4 5 6 8 9 10 11 12

9 10 11 1 3 3 3 4 3 3 3 2 1
4 12 6
Harbors
10 3 9 4
2 8
1 0 1 1 1 5
8 11 5 10
5 3 6 Additional Build Options

Knight

3-4 Player Setup (3rd Edition)


Scenario Requirements
• Catan: Seafarers 3rd Edition

8 Terrain Hexes
6
4
5 5 5 5 5 3 16 2
6 9 3
5 Number Tokens

9 10 11 2 3 4 5 6 8 9 10 11 12

4 12 6 1 3 3 3 4 3 3 3 2 1
10 3 9 4
Harbors
2 8
8 11 5 10
1 0 1 1 1 5
5 3 6
Additional Build Options

Knight

Page 266 of 383


Schätze, Drachen & Entdecker Scenarios Enchanted Land
Enchanted Land
(Verwunschenes Land)

This scenario was originally published in the 1/2001 issue of Catan-News, which did not require Catan: Cities
and Knights in order to play. However, every implementation since (on Catan Online World) has required
Catan: Cities and Knights. Thematically, there was one small change, from pirate spirits guarding treasures to
dragons of varying difficulty.

Preparation Notes
• The scenario also comes with 19 Dragon Tokens: 6 marked with 1 on the reverse, 7 marked with 2 on the
reverse, and 6 with 3 on the reverse. The Dragon Tokens are placed on intersections marked with .
• The island on the outside of the board is the main island, and the island with the Dragon Tokens is termed
the Enchanted Land.

Setup Notes
• Players begin on the main island with three settlements or two settlements and a city, with the city being
placed second. At least one settlement must be built on the coast, and every coastal settlement must have a
ship instead of a road.
• Each player also receives one knight.

Additional Rules
• The Largest Army is not in use.
• The robber may only be used on the main island.
• The Deserter and Intrigue Progress Cards cannot be used against knights on the Enchanted Land.
• The Inventor Progress Card cannot exchange the number tokens on the Enchanted Land.
• Barbarians only attack the main island – knights on the Enchanted Land or on a shipping line do not
contribute to the defense of Catan.
• Settlements may only be built on the coast of the Enchanted Land, and they may not be upgraded into cities.
Roads may not be built on the Enchanted Land.
• Knight Placement: If a shipping line reaches the Enchanted Land from the main island, the player must
place their knight (as long as one Knight card was previously played) or move an existing knight on the
coastal intersection (or on a neighboring intersection if there is a settlement there). If there is an opposing
knight at the coastal intersection, the knight must be displaced. Only one knight may be on the smaller
island, and the knight there may not move back to the main island.
• Knight Movement: Knights may move one intersection per paid. Knights move as normal on the large
island, and knights may move up to three intersections on the smaller island, which deactivates the knight.
Knights may move over coastal intersections, but may not end their movement on coastal intersections.
Knights may move over other knights. If a knight is displaced on the smaller island, it is moved to a coastal
intersection (the player on move chooses).
• Claiming Treasures: If a (activated) knight is on an intersection with a Dragon Token, the knight may
attempt to battle the Dragon (note the rule that knights may only take one action per turn – this means that
knights may not make an attempt after moving to an intersection and reactivating). The value on the
reverse of the treasure token is compared to the number of Knight cards played or the rank of the knight – if
the knight’s value is higher, the Dragon Token is claimed (otherwise, the token is returned and the knight
deactivated). Each claimed Dragon Token is worth one victory point.

Game End
A player wins if they collect 6 Dragon Tokens. A player may also win in a 3-player game if they have 19 (21)
points, and in a 4-player game with 16 (18) points.

Page 267 of 383


Schätze, Drachen & Entdecker Scenarios Enchanted Land
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Schätze, Drachen & Entdecker
5
Terrain Hexes
8 11 5
11 3 9 12
10 4 3 4 4 3 4 1 21 0

6 3
Number Tokens
10
2 3 4 5 6 8 9 10 11 12
8
0 2 2 2 2 2 2 2 3 1
3 11
10 9 9 Terrain Hexes (Enchanted Land)

8
5 4 2 2 2 2 1 5 0 2
3
Number Tokens (Enchanted Land)
2 6
4
2 3 4 5 6 8 9 10 11 12

1 2 1 2 1 1 1 2 0 0
6 5
10 Harbors

1 1 1 1 1 3

Page 268 of 383


Schätze, Drachen & Entdecker Scenarios Enchanted Land
3-4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition

4 12 Terrain Hexes
8 8
2
3 4 4 4 3 0 21 0
4 10
6 Number Tokens

9 9 3 2 3 4 5 6 8 9 10 11 12
10 5 0 2 2 2 2 2 2 2 3 1
3
Terrain Hexes (Enchanted Land)
12
11 5
6 9 2 1 1 2 1 4 0 2

4 11 11 6 Number Tokens (Enchanted Land)


8 3
2 3 4 5 6 8 9 10 11 12
10 5
1 1 1 1 1 1 1 1 0 1

Harbors

1 1 1 1 1 3

Rule changes for this setup are as follows:

Preparation Notes
• Instead of Dragon Tokens, 19 Treasure Tokens are needed. Aside from the obverse side, though, there are
no differences between Dragon and Treasure Tokens. Of these 19 Treasure Tokens, only 16 are used per
game.
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players only set up two initial settlements (or settlement and city) on the main island.
• Players must place one of their initial settlements/cities on the coast, between the intersections marked with
.

Additional Rules
• Roads may be built along the coast of the Enchanted Land.
• The Intrigue Progress Card can be used against knights on the Enchanted Land; the targeted knight is moved
onto a coastal intersection.
• Knights on shipping lines do contribute to the defense of Catan.
• Deactivated knights may check the treasure they are standing on, but will need to be activated in order to
claim them.

Game End
A player wins in a 3-player game if they have 17 (19) points or 8 Treasure Tokens. A player wins in a 4-player
game if they have 15 (17) points or 6 Treasure Tokens.

Page 269 of 383


Promotional Scenarios
Promotional Scenarios
Scenarios don’t have to be in the form of specialized grids of hexes with number tokens. In various years,
entirely self-contained scenarios have been published, which were just paper maps and required parts from
Settlers of Catan to play. They have very limited release, and are often impossible to obtain after sufficient
time as passed. These scenarios are for the true Settlers of Catan collector.

Page 270 of 383


Promotional Scenarios Saggsen-Gadan
Saggsen-Gadan
Equipment Notes
• 21 Crown Tokens are needed for this scenario.
• 5 Manufacturing Plants are needed for this scenario. The scenario, as originally presented, had five special
tokens: Brick Factory, Foundry, Grain Mill, Sawmill, and Woolen Mill.

Preparation Notes
• The setup provided is a reproduction of the Saggsen-Gadan game board. The seven hexes with thick-
bordered number tokens represent, from left to right, Plauen, Leipzig, Torgau, Annaberg-Buchholz, Chemnitz,
Dresden, and Görlitz.

Setup Notes
• Players may not place their initial settlements on any intersections next to edges marked with .

Additional Rules
• The robber may be moved to the desert hex by any player with a settlement or city adjacent to the robber’s
current position by paying any three resources.
• Rivers: Rivers are denoted by the edges marked with . Players with settlements adjacent to a river edge
(note the cost) may trade resources at 3:1, similar to a 3:1 harbor. The distance rule is not in effect along
rivers.
• Roads on Rivers: Roads may be built on “either side” of river edges, meaning that up to two roads may
share the same edge. Roads may not be extended onto the opposite side of a river unless a settlement is
present. Settlements on rivers will block opposing roads on both sides of the river.
• Manufacturing Plants: A player may choose to return two unplayed Development Cards to build a
Manufacturing Plant. Manufacturing Plants, when built, must be placed on a hex adjacent to a player’s
settlements or cities. Manufacturing Plants may not be built on the desert hex, and each type of terrain may
only have one Manufacturing Plant. Each settlement or city may only have one adjacent Manufacturing Plant.
Manufacturing plants are upgrades to cities, allowing a player to trade three of the Manufacturing Plant’s
resource for a Catan chit, worth one victory point.
• The robber blocks the use of manufacturing plants.
• The King of Saxony: The first settlement a player builds at any of the hexes with thick-bordered number
tokens awards the player one Crown Token. The player with the most Crown Tokens (at least three) is
awarded the King of Saxony, worth one victory point.

Game End
Game is to 10 points.

3-4 Player Setup


Scenario Requirements
3 • Saggsen-Gadan
8 11 5
Additional Build Options
4 4 8
River Settlement
9 12 10 10
5 6 6 11
9 4
10 3
3 5
6 9
2

Page 271 of 383


Promotional Scenarios Offensive in Chemnitz
Offensive in Chemnitz
This is the scenario on the reverse side of the Saggsen-Gadan board.

Equipment Notes
• The Offensive in Chemnitz Development Card deck is needed for this scenario. It consists of four green cards
(representing leisure facilities), five red cards (representing museums), five yellow cards (representing
historical buildings), and three Nischel (Karl Marx monument) cards.

Preparation Notes
• The setup provided is a reproduction of the Offensive in Chemnitz game board. The intersections marked
with are, clockwise from the top: Zwickau, Grimma, Freiberg, and Stollberg.
• The regular Development Card deck is not used. The Offensive in Chemnitz Development Card deck is used
instead.
• Robber: The robber is present. Start off-board.

Setup Notes
• The first settlement each player places is replaced with a city.

Additional Rules
• The Largest Army is not present in this scenario.
• The robber may be moved by any player with a settlement or city adjacent to the robber’s current position by
paying any three resources.
• Players with settlements or cities at intersections marked with may trade resources at 3:1, similar to a 3:1
harbor.
• Development Cards: Development Cards are traded in for Catan chits, worth one victory point each.
Players may trade in Development Cards of two colors for one Catan chit, or Development Cards of all three
colors for two Catan chits. The Nischel Development Card may be treated as a Development Card of any
color. Development Cards may be traded in once purchased.

Game End
Game is to 10 points.

2-3 Player Setup


Scenario Requirements
9 • Saggsen-Gadan

11
10
2 4
6 8 10
9 12

5 4 5
6 8
3

Page 272 of 383


Promotional Scenarios The Building of Chaffenberch Castle
The Building of Chaffenberch Castle
(Burgbau auf Chaffenberch)

by Heike Risthaus

This promotional map was released by the Österreichische Spiele Museum for Essen 2007.

Equipment Notes
• 10 1-point Castle Tokens, 8 2-point Castle Tokens, and 6 3-point Castle Tokens are needed for this scenario.
• 2 Coat of Arms Markers per player are needed for this scenario.
• One Travelling Trader Token per player is needed for this scenario.

Preparation Notes
• The setup provided is a reproduction of the Building of Chaffenberch Castle game board.
• Robber: The robber is present. Start off-board.

Setup Notes
• If playing with only three players, players place a third initial settlement.

Additional Rules
• The Largest Army is not used in this scenario.
• The Castle: Players building a part of the castle receive a Castle Token. All 1-point Castle Tokens must be
taken before any 2-point Castle Tokens are taken, and all 2-point Castle Tokens must be taken before any 3-
point Castle Tokens. Every three points from Castle Tokens are worth one victory point. 1-point Castle
Tokens cost one “materials resource” (brick, lumber, or ore) and one “food resource” (grain or wool), 2-point
Castle Tokens cost two materials resources and one food resource, and 3-point Castle Tokens cost two
materials resources and two food resources.
• Feudal Lord’s Favor: The player with the most Castle Tokens (at least three) receives the Feudal Lord’s
Favor, worth one victory point.
• The Travelling Trader: If a player does not have a Travelling Trader Token and builds a road, then the
player may take a Travelling Trader Token. The Travelling Trader Token may be used to trade at a 2:1 ratio
during the turn it is used.
• Declaring Tournaments: Whenever a Knight card is played, the player may declare a Tournament. Players
with at least one Knight card or one Coat of Arms Marker may choose to enter the tournament by paying the
declaring player either one grain, one ore, or one wool. The player declaring the Tournament is automatically
entered. Tournaments may only be declared a total of 10 times per game.
• Tournaments: All players participating in a tournament must roll the dice, and the player with the highest
total of the dice outcome, the number of Knight Cards played, and the number of Coat of Arms Markers wins
the tournament (ties are broken by rerolls if necessary). The winner of the tournament must remove either a
Knight card or a Coat of Arms Marker from play, and also receives one Catan chit, worth one victory point.

Game End
Game is to 13 points.

Page 273 of 383


Promotional Scenarios The Building of Chaffenberch Castle
2-3 Player Setup
Scenario Requirements
6 • Burgbau auf Chaffenberch

4 3
11 2 10
8 10 5 6
3 3
5 9 9 4
4 12 11
11 10
8

Page 274 of 383


Promotional Scenarios Renaissance in Styria
Renaissance in Styria
(Renaissance in der Steiermark)

by Stefan Risthaus

This scenario is found on the reverse side of the Building of Chaffenberch Castle game board.

Equipment Notes
• A resource market is needed. This resource market prices each of the five resources at 4, 5, 6, 7, and 8
ducats. The resource market also contains a track of 20 spaces for five tokens (one per resource). The first
space is labeled “8”, and the third space “7”, the fifth “6”, and so on.
• The Renaissance in Styria board has a track for keeping track of the number of ducats. Coins from Catan:
Traders & Barbarians may be used instead.
• A city improvement chart is needed.

Preparation Notes
• The setup provided is a reproduction of the Renaissance in Styria game board. The intersections marked with
represent, clockwise from the top-left, Augsburg, Oberkapfenberg, Vienna, Budapest, and Venice.
• Place one of each resource card in the resource market spaces, and place the resource markers on the
resource track on the spaces matching the resource market’s values.
• Robber: The robber is present. Start off-board.

Setup Notes
• Each player begins with 8 ducats.
• The player placing the first settlement on the board gets the Starting Player marker.
• Players must place one settlement and one city, in any order. Players may not place their initial settlement
or city on intersections marked with X.

Additional Rules
• There is no hand limit in this scenario.
• Turn structure is completely different in this scenario. In this scenario, play goes in rounds, with the Starting
Player marker being passed between rounds. Each round consists of four phases: Income, Resources, Trade,
and Build.
• Knight cards may only be played during the Resource phase. All other Development Cards may only be
played during the Build phase. Players may play a Development Card in the Build phase if they have played a
Knight card in the Resource phase, but players are limited to one card per phase.
• Income Phase: Players with cities on intersections marked with gain ducats equal to the number stated
therein. Players also gain 2 ducats per city during this phase if they have a Guild.
• Resource Phase: Starting with the starting player, each player rolls for resources. Each resource collected
moves the resource marker on the resource track down one space. After each roll of the dice, the resource
track is reset; the resource marker closest to the start of the track is set to the space with “8”, the resource
marker second-closest is placed on the “7”, and so on.
• Taxes: If a 7 is rolled in the resource phase, the player in the lead and the second-place player pays a
number of ducats equal to the higher of the two dice, while everyone else must pay the lower number of the
two dice; if there is a tie for second place, all tied players pay the lower number. Players unable to pay the
ducats must sell resources at the price stated on the resource market. Change may be given in ducats. In
the event that players do not have the resources and ducats to pay for taxes, the remainder outstanding is
waived.
• Trade Phase: Players may freely trade resources during the trade phase. Players may also elect to trade
resources at 4:1. Players with Libraries may also trade in any three resources for a single resource. Players
may also choose to purchase up to two resource cards for 12 ducats each. Ducats may be traded as with
resources.
• Build Phase: Each player, starting with the starting player, may build. Players may also choose to trade
resources at 4:1. At the end of the build phase, players must keep at most 7 hand cards – the rest are
discarded.
• City Improvements: City improvements cost ducats to build. Players may sell resources towards the price
of a city improvement; the number of ducats received is equal to the current price of the resource on the
resource market. Change is given in ducats for any amount in excess of what is needed for the city
improvement. However, players may not intentionally sell resources to gain ducats. The first building in
each category (Marketplace for trade, Missions in science, and Town Halls in politics) cost 8 ducats. The
second building in each category (Trading Posts for trade, Cloisters in science, and Courthouses in politics)
cost 12 ducats. The third building in each category (Guilds for trade, Libraries for science, and Churches for
politics) cost 16 ducats. The final building in each category (Banks for trade, Universities for science, and
Page 275 of 383
Promotional Scenarios Renaissance in Styria
Castles in politics) cost 20 ducats. The first player to build the final building in a category receives two
victory points, while every subsequent player building the final building in a category receives one victory
point.
• Advance Building: Players do not have to build their city improvements in order. Players may pay an
additional 4 ducats per level skipped. However, players must have all three previous levels in order to build a
fourth-level building.
• Churches: Players with churches allow them to purchase Development Cards for any three resources.

Game End
Game is to 13 points.

3-4 Player Setup


Scenario Requirements
3 8 5 4 • Burgbau auf Chaffenberch

4 10 3
6 12 2 4 6
11 9 5
5 3 3 2

11 11
4 8 4 3
10
9 6

Page 276 of 383


Promotional Scenarios Catan-Austria
Catan-Austria
by Brigitte and Wolfgang Ditt

This was a limited edition release for the Austrian gamefest in 2004.

Equipment Notes
• 15 Hotels are required for each player in this scenario.

Preparation Notes
• The setup provided is a reproduction of the Catan-Austria game board. The yellow lines separate the map
into regions. From left to right, they are: Voralberg, Tyrol (two pieces, the three-hex strip and the single hex
to the right), Salzburg, Upper Austria, Carinthia, Styria, Lower Austria, Vienna (enclaved), and Burgenland.

Additional Rules
• Hotels: Hotels may be built on any resource-producing hex. If no hotel is present on the hex, the cost of a
hotel is 1 of the resource produced if there is at least one adjacent settlement or city; the cost is 2 of the
resource of there are no adjacent settlements. If there is a hotel on the hex, the cost to replace an opposing
hotel with a player’s own is 3 of the produced resource. In the case of a gold field, the resources paid must
be of one type.
• Regions: The board is divided into several regions, consisting of multiple hexes. A player may only replace
hotels in a region if all the hexes in the region have hotels. The player with the majority of hotels in a region
claims the region, with is worth up to two victory points (Tyrol, Styria, and Lower Austra award two victory
points, all others award one). The control of a region also allows the player to have better trade rates,
similar to harbors. Salzburg, Upper Austria, Voralberg, and Vienna award 3:1 trades, Styria 2:1 in brick,
Burgenland 2:1 in grain, Lower Austria 2:1 in lumber, Tyrol 2:1 in ore, and Carinthia 2:1 in wool.
• Settlements may only be upgraded into cities if the player controls a region adjacent to the potential city site.

Game End
Game is to 15 points. The game may also end if there is a hotel on every hex, in which case the player with
the most victory points wins. If there is a tie, the tied player with the most hotels on the board wins.

3-4 Player Setup


Scenario Requirements
9 • Catan-Austria
2 8
6 11
3 5 3
11 9
10 9 10 6
5 4 11 2 12

8 6 4 4
5 10 3
12 8

Page 277 of 383


Promotional Scenarios Vienna Meets Catan
Vienna Meets Catan
(Wien meets Catan)

by Brigitte and Wolfgang Ditt

This scenario is found on the reverse side of the Catan-Austria game board.

Equipment Notes
• 48 District cards are needed with this scenario. These are divided into 4 colors, and into cards that do and do
not award victory points.
• The exterior of the board contains a track.

District Card Manifest


District Color Type Effect
1 – Innere Stadt Red Building Cost City:
3 – Landstraße Red Resources on 10
7 – Neubau Red Building Cost Settlement:
9 – Alsergrund Red Victory Point ½ Victory Point
10 – Favoriten Red Building Cost City:
12 – Meidling Red Harbor Ore 2:1
13 – Hietzing Red Victory Point ½ Victory Point
15 – Rudolfsheim-Fünfhaus Red Harbor Wool 2:1
17 – Hernals Red Building Cost Development Card:
19 – Döbling Red Resources on 4
20 – Brigittenau Red Harbor 3:1
22 – Donaustadt Red Harbor Grain 2:1
1 – Innere Stadt Green Building Cost City:
2 – Leopoldstadt Green Harbor Lumber 2:1
4 – Wieden Green Building Cost Settlement:
4 – Wieden Green Victory Point ½ Victory Point
5 – Margareten Green Resources on 9
6 – Mariahilf Green Victory Point ½ Victory Point
8 – Josefstadt Green Victory Point ½ Victory Point
10 – Favoriten Green Victory Point ½ Victory Point
16 – Ottakring Green Hand Limit 8 Cards
18 – Währing Green Resources on 5
21 – Floridsdorf Green Harbor Any 4
23 – Liesing Green Building Cost Development Card:
1 – Innere Stadt Blue Building Cost Settlement:
3 – Landstraße Blue Resources on 6
5 – Margareten Blue Victory Point 1 Victory Point
6 - Mariahilf Blue Building Cost City:
7 – Neubau Blue Hand Limit 9 Cards
8 – Josefstadt Blue Harbor Brick 2:1
9 – Alsergrund Blue Building Cost Development Card:
10 – Favoriten Blue Victory Point ½ Victory Point
11 – Simmering Blue Victory Point ½ Victory Point
14 – Penzing Blue Resources on 8
15 – Rudolfsheim-Fünfhaus Blue Victory Point ½ Victory Point
20 – Brigittenau Blue Harbor Any 3
2 – Leopoldstadt Yellow Building Cost Settlement:
4 – Wieden Yellow Victory Point ½ Victory Point
12 – Meidling Yellow Building Cost City:
13 – Hietzing Yellow Victory Point 1 Victory Point
16 – Ottakring Yellow Harbor Any 2
17 – Hernals Yellow Hand Limit 10 Cards
18 – Währing Yellow Victory Point 1 Victory Point
19 – Döbling Yellow Building Cost Development Card:

Page 278 of 383


Promotional Scenarios Vienna Meets Catan
District Color Type Effect
21 – Floridsdorf Yellow Victory Point 1 Victory Point
22 – Donaustadt Yellow Victory Point ½ Victory Point
23 – Liesing Yellow Victory Point 1 Victory Point
Yellow Game End

Track Layout
Space Zone Type Space Zone Type
Stephansdom Red Non-VP Arsenal Blue Non-VP
Katakomben Red Non-VP Urania Blue Non-VP
Hass-Haus Red Non-VP Hauptpostam Blue VP
Pestsäule Red Non-VP Johann Strauß Denkmal Blue Non-VP
Uhrenmuseum Red VP Karlskirche Blue Non-VP
Maria am Gestade Red Non-VP Sezession Blue VP
Ruprechtskirche Red Non-VP Naschmarkt Blue Non-VP
Ankeruhr Red Non-VP Belvedere Blue Non-VP
Donnerbrunnen Red VP Hundertwasserhaus Blue VP
Kapuzine-gruft Red Non-VP Riesenrad Blue Non-VP
Albertina Red Non-VP Wurstelprater Blue VP
Oper Red Non-VP Lusthaus Blue Non-VP
Hofburg Green Non-VP Ernst Happel Stadion Yellow VP
Schatzkammer Green Non-VP Donauturm Yellow Non-VP
Spanische Hofreitschule Green VP Gasometer Yellow VP
Kunsthistorisches Museum Green Non-VP Milleniumstower Yellow Non-VP
Naturhistorisches Museum Green Non-VP VIC Uno City Yellow VP
Museumsquartle Green VP Austria Center Vienna Yellow Non-VP
Parlament Green Non-VP Schloß Schönbrunn Yellow VP
Burgtheater Green Non-VP Palmenhaus Yellow Non-VP
Rathaus Green VP Glorietto Yellow VP
Universität Green Non-VP Tiergarten Schönbrunn Yellow Non-VP
Votivkirche Green Non-VP Hermesvilla Yellow VP
Strudlhofstiege Green VP Spinnerin am Kreuz Yellow Non-VP

Preparation Notes
• The setup provided is a reproduction of the Vienna Meets Catan game board. Each region represents a
different district of Vienna, and represents the real-world district therein.
• Separate the 48 District Cards based on color and whether they award victory points. This should create 8
District Card piles.
• Robber: The robber is present. Start off-board.

Setup Notes
• No roads are placed with the initial settlements. Roads serve a different purpose in this scenario.
• In a 3-player game, the pieces for a fourth neutral player is also set up.

Additional Rules
• In a 3-player game, a road is built for the neutral player whenever a 6 or 8 is rolled, unless the neutral player
is out of roads.
• Roads: Roads are not placed to connect settlements; instead, roads are placed on the track. When a road is
built, a District Card from one of the eight piles is drawn, depending on the next space on the track. In a 3-
player game, the neutral player may also receive District cards.
• Longest Road: The player who has built the most roads is awarded the Longest Road. In a 3-player game,
the neutral player is not considered for the purposes of Longest Road.
• District Cards: Each District Card allows its holder to use the privileges therein. District cards may allow
players an increased hand limit, different costs for building, victory points, or free resources on particular rolls
of the dice.
• Building Settlements: Settlements also cost one District Card. Settlements may only be built on an
intersection adjacent to the location indicated on the District Card. The distance rule must be applied
whenever possible. District Cards that alter building costs may not be used as payment if the altered building
cost has been used that turn.

Page 279 of 383


Promotional Scenarios Vienna Meets Catan
Game End
The game ends when either the Game End District Card is drawn, or when a player is out of settlements, roads,
and cities. The player with the most victory points wins. In the event of a tie, the tied player who most
recently built a road wins.

Page 280 of 383


Promotional Scenarios Vienna Meets Catan
3-4 Player Setup
Scenario Requirements
• Catan-Austria
19 11
21
10 9
2
5 18
8 20
17
8 3 9
6
4
10 22
16 6
7 1
5
14 6
15 11 8 4
2
4 3
3
12
5 2
3
6 12
13 4
23 10 11 5
9

Page 281 of 383


Promotional Scenarios The Guilds of Ankh-Morpork
The Guilds of Ankh-Morpork
(Die Guilden von Ankh-Morpork)

by Stefan Risthaus

This scenario serves as a tribute to Terry Pratchett’s Discworld. It was available in limited release in Essen
2008.

Equipment Notes
• An assassin track is needed for this scenario. The assassin track contains the number tokens in the following
order: , , , , 4 , 10 , 5 , 9 , 6 , and 8 .
2 12 3 11

• 2 foundations per player are needed.


• 32 scrolls are needed for this scenario.
• 16 Assassin Tokens are needed for this scenario.

Preparation Notes
• The setup provided is a reproduction of the Guilds of Ankh-Morpork game board.
• The regular Development Card deck is not used in this scenario. Instead, the Guilds of Ankh-Morpork
Development Card deck is used. It consists of 4 Handshake Cards and 20 Watch Cards.
• Robber: The robber is present. Start off-board.

Setup Notes
• Players place three initial settlements. Roads are not used in this scenario.
• Place 4 Assassin Tokens on the first four spaces of the assassin track.
• Each player begins with two Receipt Tokens.

Additional Rules
• The Largest Army is not used in this scenario.
• The Longest Road is not used in this scenario.
• The distance rule is not in effect.
• The robber may only be moved off-board if the player on move does not have a settlement or city adjacent to
the Thieves’ Guild. Otherwise, the robber blocks one number token, but may not block the Laboratory. The
robber may not take resources from anyone with a Receipt Token.
• On a roll of 7, players may either move the robber or commission an assassin. The hand limit is only
observed if the player does not have any Receipt Tokens.
• Receipt Tokens: Receipt Tokens protect players against the robber. A player loses a Receipt Token at the
end of each turn, though players without Receipt Tokens may purchase two Receipt Tokens for one of any
resource.
• Development Cards: There are two types of Development Cards: Watch Cards and Handshake Cards.
Handshake Cards are worth one Victory Point when played, while Watch Cards allow players to earn ranks,
capture assassins, or move the robber (either in lieu of or after rolling the dice).
• Guilds: There are five guilds in this game, represented by the guild hexes (Architects, Brickworks,
Haberdasher, Locksmith, and Merchants). Players may earn Guild Points in each guild. Guild Points may be
earned by building settlements or cities next to the guild hex. Each guild is also associated with a resource
(Brickworks with brick, Merchants with grain, Architects with lumber, Locksmith with ore, and Haberdasher
with wool), and players may spend resources to earn a Guild Point in the corresponding guild. The first two
Guild Points (per guild) purchased in a turn costs one resource, while subsequent Guild Points cost two
resources each. All players with at least three Guild Points in a guild may trade the guild’s resource at 3:1.
Players may not invest more than nine Guild Points in any guild.
• Guild Leadership: The player with the most Guild Points is considered the leader of the guild, which is worth
one victory point. The leader of the guild may trade the guild’s resource at 2:1.
• Special Buildings: Along with the guilds, there are also special buildings whose abilities are activated on the
roll of the dice. Special Buildings are resolved after resources are collected. Each settlement and city allows
one use of the special building whenever they are activated. The Beggars’ Guild allows players to take a card
from an opponent and show it to everyone. The card is returned, and the player gains one resource of the
type taken. The Library (the 5 on the Alchemists’ Guild) allows players to trade in one resource for two
scrolls. The Laboratory (the 10 on the Alchemists’ Guild) allows players to take a resource of their choosing.
The Patrician’s Palace allows players to add one Guild Point to any guild of their choosing, though no player
may allocate more than two Guild Points to any guild in this manner, while the Unseen University produces
scrolls.
• Laboratory Explosion: If the laboratory activates, it also explodes, disabling the use of the laboratory until
the next 5 or 10 is rolled.
• Scrolls: Scrolls act as a “pseudo-resource”: they may be traded, but do not count towards the hand limit.
Page 282 of 383
Promotional Scenarios The Guilds of Ankh-Morpork
• Scroll Actions: Scrolls may be traded in for various scroll actions, though a player may only use two scroll
actions per turn. A player may pay two scrolls for a resource, 4 scrolls for a Development Card, 5 scrolls
(before the dice are rolled) to fix the outcome of the dice, 6 scrolls to place a free settlement, or 7 scrolls to
place a free city. Settlements and cities built in this manner are subject to normal building conditions.
• Assassins: Assassins may only be commissioned on a roll of 7 if the player has at least one unbuilt
settlement. To commission an assassin, two different resources (no ore) must be paid. An Assassin Token is
placed on the first available space on the assassin track, and one die is rolled. Depending on the outcome of
the die, a settlement may be placed anywhere on the board: a roll of 5 or 6 always succeeds, and a roll of 1
always fails. A roll of 4 succeeds if the player has at least one settlement or city adjacent to the Thieves’
Guild, while a roll of 3 succeeds if the player has at least two adjacent settlements or cities. A roll of 2
succeeds if the player has at least three adjacent settlements or cities.
• Capturing Assassins: Watch Cards may be used to catch assassins. On the roll of the dice, if the player to
move has a played Watch Card and there is an Assassin Token on the assassin track corresponding to the
number rolled, the assassin is captured. The player takes the Assassin token, and the Watch Card is
discarded. Captured Assassin Tokens are worth one victory point each.
• Foundations: Settlements are considered upgrades to foundations, and cities upgrades of settlements.
When built, foundations must be placed in a vacant intersection adjacent to an existing settlement or city;
having three or more Guild Points in any guild allows foundations to be placed an additional intersection away
from existing settlements or cities.
• Ranks: A player with at least three Watch Cards may discard three Watch Cards for a rank. The first player
to do so earns Captain rank, worth two victory points, while subsequent players earn Sergeant rank, worth
one victory point. Players may not hold more than one rank.

Game End
Game is to 12 points.

3-4 Player Setup


Scenario Requirements
Thieves
• Die Guilden von Ankh-Morpork
and
Assassins
3 Guild 6 Additional Build Options
Haberdasher Brickworks
Foundation
9 4
8 11
Beggar's Unseen
Guild University
12 10

3 8
Locksmith Architects
5 2
6 11
Alchemists' Patricians'
Guild Palace
4
10 5
Merchants
9

Page 283 of 383


Promotional Scenarios Rincewind and the Tourist
Rincewind and the Tourist
(Rincewind und der Tourist)

by Heike and Stefan Risthaus

This scenario is found on the reverse side of the Guilds of Ankh-Morpork game board.

Preparation Notes
• The setup provided is a reproduction of the Rincewind and the Tourist game board. The ocean hex with
represents the port of Ankh-Morpork, and the ocean hex with represents the Krull. The gold field hex
represents the Agatean Empire.
• The Development Card deck is not used in this scenario.

Additional Rules
• The Largest Army is not used in this scenario.
• Players moving the robber do not steal resources; instead they may take a resource of their choice.
• The robber may also move if one of the resource corresponding to the robber’s current location is paid.
• Dragons: Players earn Dragon Points by paying at least three of the resource corresponding to the robber’s
current location. Each resource paid earns one Dragon Point. Players may not have more than 20 Dragon
Points.
• Great Dragon Summoner: The player with the most Dragon Points earns the Great Dragon Summoner,
worth two victory points. The player with the next most Dragon Points earns the Lesser Dragon Summoner,
worth one victory point.
• Ships: Only one ship may be built per turn, though a player may have more than one ship on the board.
When built, ships are placed in the center of the hex marked with . Ships move according to the roll of the
dice each turn, in the direction of the arrows; if no arrows exist for the number rolled the ship does not move.
If the ship is moved off the board, it is moved to the hex marked with , and may only move via the
outbound arrow by paying one brick or one lumber. Players may also pay the Move Ship cost once per turn
to move their ship in any adjacent hex in the direction of the arrows. Ships reaching the gold field are worth
one victory point.

Arrow Reference
Arrow Number Tokens Arrow Number Tokens Arrow Number Tokens
2 3 4 5 6 9 10 11 12

2 3 4 5 6 8 10 11 12

2 3 4 5 6 8 9 11 12

2 3 4 5 6 10 11 12 8 9 10 11 12

Game End
Game is to 12 points.

Page 284 of 383


Promotional Scenarios Rincewind and the Tourist
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers
• Die Guilden von Ankh-Morpork
11
Player Equipment
9 8
6 4 10
5 4 15 4
12 3
3 5 Additional Build Options

9 2 Move Ship

11 10 Move Ship
5 6 Ship
8 4
Ship

5-6 Player Setup


Scenario Requirements
• Settlers of Catan Extension
11 12 9 • Catan: Seafarers
• Catan: Seafarers Extension
9 8 3
• Die Guilden von Ankh-Morpork
6 4 10 10
12 3 2 Player Equipment

3 5 8
9 2 5 5 4 15 4

11 10
Additional Build Options
5 6 4
8 4 11 6 Move Ship

Move Ship

Ship

Ship

Additional rules for this setup are as follows:

Additional Rules
• A second Lesser Dragon Summoner is also awarded to the player with the third most Dragon Points.
• Ships may not be built or moved during the Special Build Phase, except from the Krull hex.

Page 285 of 383


Promotional Scenarios Settlers of Luxembourg
Settlers of Luxembourg
(Die Siedler von Luxemburg)

by Alain Miltgen and Tom Mulheims

This scenario was presented in the Settlers of Catan tournament in 2008 in Luxembourg.

Equipment Notes
• A Customs House board is needed for this scenario. This board contains spaces for four resource piles, for
each of brick, grain, lumber, and wool.
• A production table is needed for this scenario. This table contains six rows, with the bottom row having
numbers from 2-12, the next row having 3-11, and so on up to the top row, which contains only a 7.
• A Privilege Card deck is needed. This deck consists of eight cards.

Privilege Card Manifest


1 Two production tokens are placed instead of one this turn.
2 The player may collect one resource from a hex adjacent to the player’s starting city this turn.
3 The robber may not move to the hexes adjacent to the player’s starting city.
4 The player’s hand limit is increased to 9 cards.
5 The player may build a city without sacrificing a Knight card this turn. A player must still have a played
Knight card to build a city.
6 The player may put a production token anywhere on the production table this turn.
7 The player may exchange any resource (except ore) in their hand with one resource from the Customs
House this turn.
8 The player may copy the function of any already-played Privilege Card.

Preparation Notes
• The setup provided is a reproduction of the Settlers of Luxembourg game board.
• The dice are not used in this scenario.
• Place two each of brick, grain, lumber, and wool in the Customs House.

Setup Notes
• Initial setup is completely different in this scenario. First, each player must place a city on an intersection
adjacent to a mountain hex. This “claims” the mountain hex; players may not place their first city adjacent
to a claimed mountain hex. Players then place a settlement on an intersection adjacent to any of the hexes
that are adjacent to their chosen mountain hex. The settlement may not be placed adjacent to an opponent’s
chosen mountain hex. As with the base game, initial setup is done snake-style.

Additional Rules
• The Largest Army is not used in this scenario.
• Players may not expand into intersections adjacent to an opponent’s chosen mountain hex.
• Once played, the Road Building and Year of Plenty Development Cards are returned to the bottom of the
Development Card deck.
• Production: The production table replaces the dice in this scenario. The player on move must place a
marker in the row on or above the highest row for which a marker has already been placed. Markers may not
be placed in spaces where there is already a marker, and players need not fill an entire row with markers
before moving to the next row. The chosen space represent the number tokens which produce for the turn.
• Production Reset: If the 7 in the top row is selected, and after the 7 itself is resolved, the production table
is cleared of all markers, the Development Card deck is shuffled, and all players must return their Privilege
Cards to the Privilege Card deck, whether they have been used or not. Afterwards, the Privilege Card deck is
shuffled, and players with at least one settlement or city at the intersections marked with may draw two
Privilege Cards, returning one to the bottom of the Privilege Card deck; one player chosen at random is
permitted to draw three Privilege Cards instead of two. After these players have chosen their Privilege Cards,
the Privilege Card deck is shuffled again.
• Cities: In addition to the regular cost, the player must return one played Knight Card to the bottom of the
Development Card deck.
• The Customs House: Players may choose to trade with the Customs House once per turn. For any
resource, the number of resources in the corresponding pile in the Customs House determines the trade rate:
if there are three or more of the resource in the Customs House, the rate is 2:1, and if there are one or two
resources, the rate is 3:1. If there are no resources, the rate is 1:1. To trade with the customs house, one
card being traded in is placed on the appropriate pile in the Customs House, while any others are placed back

Page 286 of 383


Promotional Scenarios Settlers of Luxembourg
into the general supply. Then, the player may take any resource in the Customs House piles. As there is no
pile for ore, ore may not be traded at the Customs House.
• Privilege Cards: If a player builds their first settlement on the intersections marked with , they may draw
two Privilege Cards and return one to the bottom of the Privilege Card deck. Privilege Cards may be played
once, and may only be played on a player’s own turn. Privilege Cards provide certain advantages when
played.
• Melusina’s Savior: The player with the most Knight cards played (at least 3) wins the Melusina’s Savior,
worth three victory points.

Game End
Game is to 12 points.

Variants
• Dice may be used instead of the production table; the 1 and 6 Privilege Cards change their functions to rolling
the dice twice and selecting the dice roll, respectively. Production resets when the first player reaches 6, 8,
and 10 victory points.

3-4 Player Setup


Scenario Requirements
5 • Die Siedler von Luxemburg

2
10
8
11 9
4 5
3 10 6
6 3 4
11 10
9 11
3 8
5 9
12 4

Page 287 of 383


Promotional Scenarios Catan Geographies: Settlers of Hesse
Catan Geographies: Settlers of Hesse
(Siedler von Hessen)

This was a promotional scenario released at Spiel ’07 in Essen, Germany. Proceeds of this scenario went
towards “People for People”. This scenario was to be the first of the scenario maps focused on one particular
state in Germany, with additional ones being released twice a year (later reduced to once per year). The
graphics for mountain hexes were altered to better reflect the lack of mountainous terrain in Hesse.

Preparation Notes
• The setup provided is a reproduction of the Catan Geographies: Settlers of Hesse game board.
• Edges in white are not considered part of the game board. The intersections marked with correspond to
cities in Hesse.

Setup Notes
• Players must place their initial settlements on intersections marked with .

Additional Rules
• Settlements may only be built on intersections marked with (city sites). The distance rule is not in effect.
• Roads may not expand past unoccupied city sites.
• Harbors: The player to build a road on the outlined edges may thereafter trade resources as if the player
had a harbor. The color of the outlined edge corresponds to the harbor that can be used.

Game End
Game is to 10 points.

3-4 Player Setup


Scenario Requirements
• Catan Geographies: Settlers of Hesse

5
4
3 10
6 8
9 9
10 12

5 8
6 4 10
9 11
11 3
8
5
2

Page 288 of 383


Promotional Scenarios Catan Geographies: North Rhine-Westphalia
Catan Geographies: North Rhine-Westphalia
(Siedler von Nordrhein-Westfalen)

This was a promotional scenario released at Spiel ’08 in Essen, Germany. Proceeds of this scenario went
towards the German Children’s Cancer Society. Like Settlers of Hesse before it, the art for mountain hexes was
altered to better reflect the lack of mountainous terrain in North Rhein-Westphalia.

Preparation Notes
• The setup provided is a reproduction of the Catan Geographies: North Rhine-Westphalia game board.
• Edges in white are not considered part of the game board. The intersections marked with correspond to
cities in North Rhine-Westphalia.
• Place Catan chits on the intersections marked with .

Setup Notes
• Players must place their initial settlements on intersections marked with .

Additional Rules
• Settlements may only be built on intersections marked with (city sites). The distance rule is not in effect.
• Roads may not expand past unoccupied city sites.
• The first player to expand to an intersection with a Catan chit claims the Catan chit, worth one victory point.
• Harbors: The player to build a road on the outlined edges may thereafter trade resources as if the player
had a harbor. The color of the outlined edge corresponds to the harbor that can be used.

Game End
Game is to 13 points in a 3-player game and 12 points in a 4-player game.

3-4 Player Setup


Scenario Requirements
• Catan Geographies: North Rhine-Westphalia

3 4
10 5
4 6
9 10 12
3 5 5
8 6 6 8
2 11 2
10 9 4
3 8
6 11 11
9

Page 289 of 383


Promotional Scenarios Catan Geographies: Indiana & Ohio
Catan Geographies: Indiana & Ohio
This was a promotional scenario, honoring the Gen Con Indy and Origins game fairs. It was also sold at Spiel
’09 in Essen. Note that the art for mountains hexes are different in the scenario map, as there are no
mountains near Indiana and Ohio.

Preparation Notes
• The setup provided is a reproduction of the Catan Geographies: Indiana & Ohio game board.
• Edges in white are not considered part of the game board. The intersections marked with and
correspond to cities in Indiana and Ohio, the latter being represented by their local universities.
• Place Catan chits on the intersections marked with .
• Coins from Catan: Traders & Barbarians are also needed for this scenario.
• Robber: The robber is present. Start off-board.

Setup Notes
• Players must place their initial settlements on intersections marked with or .

Additional Rules
• In a 3-player game, settlements may only be built on intersections marked with or (city sites). In a 4-
player game, settlements may be built at any intersection, except for those marked with . However, only
settlements on city sites may be upgraded to cities. The distance rule is in effect, except in the two adjacent
city sites on the right end of the board.
• Edges marked in blue may not be built upon by any player. However, they are considered part of a player’s
road network for any player building to them.
• Roads may not expand past unoccupied city sites.
• The first player to expand to an intersection with a Catan chit claims the Catan chit, worth one victory point.
• Harbors: The player to build a road on the outlined edges may thereafter trade resources as if the player
had a harbor. The color of the outlined edge corresponds to the harbor that can be used.
• Universities: Cities on university sites do not collect two resources when adjacent hexes produce. Instead,
one resource and one gold coin is collected.
• Gold Coins: Twice during a player’s turn, a player may trade in two coins for one resource. Gold coins may
also be traded between players. Gold coins are not resources, and do not count towards the hand limit.
• Players with settlements along the Great Lakes (the upper right edge of the game board) or the Ohio River
(the bottom edge of the game board) may trade in one coin for one resource twice per turn.

Game End
Game is to 13 points in a 3-player game and to 12 points in a 4-player game.

3-4 Player Setup


Scenario Requirements
• Catan: Traders & Barbarians
6 10 3 11 • Catan Geographies: Indiana & Ohio
5 4 6 10
4 9 11 5 2

3 3 4 8
5 8 10 3 9
10 2 5 6
9 5 9 4
4 11 12

6 9 8
8 10
12

Page 290 of 383


Promotional Scenarios Catan Geographies: Settlers of Bavaria
Catan Geographies: Settlers of Bavaria
(Siedler von Bayern)

This was the promotional scenario given away at Spiel ’09 in Essen. As part of the promotion, a contest was
commissioned, asking contestants to identify three sites that were not part of Settlers of Bavaria from the
following list of 9: Nuremburg, Altötting, Passau, Willow, Ulm, Regensburg, Fürth, Aschaffenburg, and
Berchtesgaden, with three hints (the cities must lie in Bavaria, must have at least a population of 10000, and
must not be within 10km of a larger city satisfying the criteria). Five winners received an autographed copy of
Catan Geographies: Germany and Settlers of Bavaria, while another five won autographed copies of Settlers of
Bavaria. (For the record, the answers were Ulm, which is not in Bavaria, Fürth, which is too close to
Nuremberg, and Berchtesgaden, which only has 8000 people.)

Proceeds of this scenario were donated to the German Children’s Cancer Society. As with Settlers of Hesse and
North Rhine-Westphalia before it, the graphics for mountain hexes were altered to better reflect the lack of
mountainous areas there.

Preparation Notes
• The setup provided is a reproduction of the Catan Geographies: Settlers of Bavaria game board.
• Edges in white are not considered part of the game board. The intersections marked with correspond to
cities in Bavaria.
• Place Catan chits on the intersections marked with .

Setup Notes
• Players must place their initial settlements on intersections marked with .

Additional Rules
• Settlements may only be built on intersections marked with (city sites). The distance rule is not in effect.
• Roads may not expand past unoccupied city sites.
• The first player to expand to an intersection with a Catan chit claims the Catan chit, worth one victory point.
• Harbors: The player to build a road on the outlined edges may thereafter trade resources as if the player
had a harbor. The color of the outlined edge corresponds to the harbor that can be used.

Game End
Game is to 10 points.

3-4 Player Setup


Scenario Requirements
• Siedler von Bayern
10
5 11 10
6 6
4 3 3
9 5
6 8
11 2

9 4 10
3 5
8 9
4 8
11 12

Page 291 of 383


Miscellaneous Scenarios
Miscellaneous Scenarios
Then finally, there are scenarios that don’t fit anywhere else. The majority of these were published in Catan-
News, a yearly German-language newsletter with Catan-related news from Kosmos. Each issue includes a new
scenario, often to promote a new Catan family release.

Page 292 of 383


Miscellaneous Scenarios Atlantis
Atlantis
by Stefan Röse

This scenario was originally presented as a variant in Das Buch zum Spielen, then presented as a scenario in
Atlantis. The rules for the two slightly differ.

Equipment Notes
• Atlantis provided a second desert hex. A second desert hex may instead be taken from the Settlers of Catan
extension or Catan: Seafarers instead.
• 60 flood markers are needed for this scenario.

Preparation Notes
• Set up the harbors as in the base game.

Additional Rules
• The robber may not be placed on a coastal hex with four flood tokens or an interior hex with two flood
tokens. If the robber is at a location, which later gains enough flood tokens, it is moved to either desert hex.
• The Flood: After resources are rolled, one flood token is placed on any hex adjacent to water with a number
token matching the number rolled. If a coastal hex contains five flood tokens or an interior hex contains
three flood tokens, the hex is considered flooded. The number token is removed and the hex is replaced with
an ocean hex. If settlements, cities, or roads are entirely surrounded by ocean hexes due to a flood, they are
removed. If the robber is on a hex which is flooded, it is moved to the desert hex.

Game End
Game is to 10 points. The game may also end if 7 hexes are flooded in a 3-player game and 8 hexes in a 4-
player game. In this case, the player with the most victory points wins.

3-4 Player Setup


Scenario Requirements
• Atlantis

Terrain Hexes

3 4 4 3 3 2

Number Tokens (Coastal)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 1 1 1 1 1 1

Number Tokens (Interior)

2 3 4 5 6 8 9 10 11 12

0 0 1 1 1 1 1 1 1 0

Harbors

1 1 1 1 1 4

Page 293 of 383


Miscellaneous Scenarios Catlantis in Winter
Catlantis in Winter
(Catlantis im Winter)

by Dr. Reiner Düren

This was a bonus scenario for the 2009 issue of Catan-News, based on “Atlantis”, which includes directions for
making edible hexes. (The intention is that, as hexes are flooded, they are “eaten” by whoever causes the hex
to the flooded. The winner would get to eat any hexes that remain at the end of the game.) The recipe for the
edible hexes will not be reproduced here, but is given on the Catan-News issue.

Preparation Notes
• 60 flood markers are needed for this scenario.
• Neither the gold field nor volcano hexes are assigned number tokens. Ensure that the interior 6 and 8 are
not adjacent to the gold field or volcano hexes, and that , , , and
2 3 11
are the number tokens assigned to
12

the four coastal hexes adjacent to the desert and gold field.
• Set up the harbors as in the base game.
• Robber: The robber is present. Start off-board.

Setup Notes
No special notes.

Additional Rules
• All grain cards that are paid do not return to the general supply. Instead, they are put into a discard pile.
Players may trade for the grain in the discard pile, as normal.
• Coins: Both the gold field and volcano produces coins whenever doubles are rolled. Each adjacent
settlement produces one coin, and each adjacent city produces two coins.
• All harbor and 4:1 trades require one additional gold as payment.
• Volcano: If a 2 or 12 is rolled, the volcano erupts after resources are distributed. All adjacent settlements
are removed from the board, and all adjacent cities are reduced to settlements.
• The robber may not be placed on a coastal hex with four flood tokens or an interior hex with two flood
tokens. If the robber is at a location, which later gains enough flood tokens, it is removed from the board.
• The Flood: After resources are rolled, one flood token is placed on any hex adjacent to water with a number
token matching the number rolled. If a coastal hex contains five flood tokens or an interior hex contains
three flood tokens, the hex is considered flooded. The number token is removed and the hex is replaced with
an ocean hex. If settlements, cities, or roads are entirely surrounded by ocean hexes due to a flood, they are
removed. If the robber is on a hex which is flooded, it is moved to the gold field hex.

Game End
Game is to 10 points. The game may also end if 7 hexes are flooded in a 3-player game and 8 hexes in a 4-
player game. In this case, the player with the most victory points wins.

Page 294 of 383


Miscellaneous Scenarios Catlantis in Winter
3-4 Player Setup
Scenario Requirements
• Catan: Traders & Barbarians
• Das Buch zum Spielen

Terrain Hexes

3 4 4 3 3 0 0 1 1

Number Tokens (Coastal)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 1 1 1 1 1 1

Number Tokens (Interior)

2 3 4 5 6 8 9 10 11 12

0 0 1 1 1 1 1 1 1 0

Harbors

1 1 1 1 1 4

Page 295 of 383


Miscellaneous Scenarios The Great River
The Great River
(Der Große Flüss)

This was presented as a standalone scenario in both English and German languages, and was part of the
German language Atlantis expansion.

Preparation Notes
• The desert-colored portions of the river hexes are referred to as the swampland hexes.
• Place the Great River with the swampland hex facing the outside of the board. The component tiles of the
river hex are replaced with the river hexes themselves. Place the number tokens as in the base game,
skipping over the swampland hex.
• Robber: The robber is present. Start on the swampland hex.

Setup Notes
• Players may not place their initial settlements adjacent to the swampland hex.

Additional Rules
• Gold Points: Each road on the edge of the river or through it grants one Gold Point to its owner. Each
settlement or city at the intersections of the river is also worth two Gold Points. Every three Gold Points is
worth one victory point.

Game End
Game is to 12 (14) points.

Page 296 of 383


Miscellaneous Scenarios The Great River
3-4 Player Setup
Scenario Requirements
• The Great River

Terrain Hexes

2 4 4 2 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

5-6 Player Setup


Scenario Requirements
• Settlers of Catan Extension
• The Great River

Terrain Hexes

4 6 6 4 6 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Page 297 of 383


Miscellaneous Scenarios The Great Caravan
The Great Caravan
(Die große Karawane)

This was originally given as a free mini-expansion in Germany. A modified version of this is found in Traders &
Barbarians, under the name “The Caravans”.

Preparation Notes
• The orientations of the oasis hexes are arbitrary.
• Set up the main island as with the main game. The oasis hexes replace the desert hexes.
• Robber: The robber is present. Start off-board.

Setup Notes
No additional setup notes.

Additional Rules
• Camels: Whenever a settlement is built or upgraded to a city, a camel is placed after the turn ends. Camels
are placed on edges of tiles, and have a specific orientation. Roads on edges with camels are treated as two
roads for the purposes of Longest Road, while settlements in the path of camels are worth one additional
victory point.
• Camel Placement: Camels are placed using voting rounds. Camels may only be placed either outbound from
the oasis tile (with the front away from the oasis) or in an edge adjacent to the frontmost camel in a camel
path. Camel paths may not branch, but may merge. A camel path may not be begin on an edge adjacent to
the oasis hex, but may be extended to such an edge.
• Voting Round: Each player, starting with the player whose turn has finished, may bid by placing wool and
grain face-up in front of themselves. Each player is allotted a number of votes equal to the number of cards
bid, and the camel is placed in the location agreed upon by the majority of votes. If two or more locations
are preferred, the player who has the most votes places the camel. If two or more players tie for the most
votes, the player whose turn has ended places the camel.

Game End
Game is to 13 points.

3-4 Player Setup


Scenario Requirements
• Catan: Traders & Barbarians

Terrain Hexes

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Page 298 of 383


Miscellaneous Scenarios Regatta
Regatta
By Brigitte and Wolfgang Ditt

This scenario was first presented in the 2/1998 issue of Catan-News (then Siedler-Zeitung).

Preparation Notes
• The Development Card deck is not used in this scenario.

Setup Notes
• After building the initial settlements, each player selects an ocean hex without a harbor, and places one of
their ships in the middle of the hex. Place another ship on its side at the same location.

Additional Rules
• The robber is moved to the desert if the number rolled matches the number token under the robber.
• Buoys: Buoys, denoted by ships placed on its side, denotes the number of laps the ship has made around the
island. Every time the ship returns to its starting location, another buoy is placed with the others.
• Sails: Sails allow the ship to move clockwise around the island. The coast of the sail is determined by the
next harbor clockwise from the ship’s current position: if the next harbor is a 2:1 harbor, then the cost of
sailing past it is two of the specified resource, otherwise the cost is any combination of three resources.

Game End
The first player to make a full lap around the island after all buoys have been placed is the winner.

Page 299 of 383


Miscellaneous Scenarios Regatta
3-4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes

3 4 4 3 4 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Player Equipment

5 4 15 3

5-6 Player Setup (3rd Edition)


Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension

Terrain Hexes

5 6 6 5 6 2

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 3 3 3 3 3 3 3 3 2

Harbors

1 1 1 1 2 5

Player Equipment

5 4 15 3

Page 300 of 383


Miscellaneous Scenarios Trade Feud
Trade Feud
(Handelsfehde)

This scenario was originally presented in the 2/1999 issue of Catan-News (then Siedler-Zeitung), and available
separately as a free download in the German language.

Preparation Notes
• Robber: The robber is absent in this scenario.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players begin with three settlements, which must all be placed on the coast of an island with ships.
• Each player receives three Catan chits.

Additional Rules
• Settlements and cities are not worth any victory points. However, players receive one Catan chit when a
settlement is built or upgraded to a city.
• Roads and shipping lines may not branch, except at settlements and cities.
• Trade Links: A trade link is established if a player’s open trade routes (road/ship routes where only one end
is at a settlement or city) connects to another player’s open trade routes. When this happens, one Catan chit
is taken from the player with fewer parts in the combined route and given to the player with more parts to
the route; if they are equal, the player completing the route takes a Catan chit from the other player. Note
that as road and ship networks may not branch except at a settlement or city (not even across routes by
different players), this may cause the removal of portions that are not part of the combined route (say, when
a player connects to the middle of another player’s open trade route).
• Settlements may not be established at intersections where trade links are made.
• Ships may not move if they are part of a trade link.

Game End
Game is to 10 points.

Page 301 of 383


Miscellaneous Scenarios Trade Feud
3 Player Setup (3rd Edition)
Scenario Requirements
4 6 10 • Catan: Seafarers 3rd Edition

10 4 Terrain Hexes
6
8 3 3 4 4 4 1 18 2
5 5 11
Number Tokens

3 9 9 2 3 4 5 6 8 9 10 11 12

8 1 2 2 2 3 3 2 2 2 1

2
Harbors
8 6
12 3 11
1 1 1 1 1 3

4 Player Setup (3rd Edition)


Scenario Requirements
3 10 • Catan: Seafarers 3rd Edition

6 8 4 Terrain Hexes
9 6
4
4 4 5 4 5 2 20 2
11 10
Number Tokens
8
5 5 9 9 2 3 4 5 6 8 9 10 11 12

1 2 3 3 3 3 3 3 2 1

3 12
Harbors

10 11
1 1 1 1 1 4
8 6
5 2 4

Page 302 of 383


Miscellaneous Scenarios The Marine Researchers
The Marine Researchers
(Die Meeresforscher)

by Brigitte and Wolfgang Ditt

This scenario was first presented in the 2/2001 issue of Catan-News.

Preparation Notes
• Separate the ocean hexes from the land hexes in the reserve.
• Separate 6 and 8 from the other number tokens in the reserve. This is the “special reserve”, while the rest
of the tokens form the “ordinary reserve”.
• Place all the harbors in the reserve, and separate the 3:1 harbors from the others.
• Each player will need a die or some six-sided indicator.
• Robber: The robber is present in this scenario. Start off-board.
• Pirate: The pirate is absent in this scenario.

Setup Notes
• Note that the Distance Rule is not observed during setup. However, this is only an exception.
• Each player sets their die so that 2 is shown.

Additional Rules
• The robber only enters play once the first desert is discovered.
• The robber may not be placed on the initial gold field.
• In a 5- or 6-player game, there is no Special Building Phase during the first set of turns.
• Settlements may not be upgraded to cities on the initial island.
• The initial gold field produces on any number (other than 7) for which no other hex produces resources.
• The first settlement for a player on any new island is worth an extra victory point. Note that if two separate
islands is later joined together (from discovery of land hexes), one of the extra victory points is lost.
• Discovery: If a road or ship is built such that it faces unexplored territory (the current edge of the board),
discovery occurs. If the player’s die shows 1, an ocean hex is placed. If the player’s die shows 6, a land hex
is placed. Otherwise, the player may choose whether a land or ocean hex is placed. If the supply of
appropriate hexes runs out, the player must make do without.
• Placing New Land: If an ocean hex is placed, the player’s die is turned so the next higher number is
showing, while if a land hex is placed, the player’s die is turned so that the next lower number is showing. If
the land hex does not produce resources (ie. is the desert hex), the player receives two of one type of
resource of their choosing. If the land hex produces resources, a number token is assigned from the ordinary
reserve. Depending on the number token assigned, there may be a discovery bonus. If 5 or 9 was
assigned, there is no bonus. If 4 or 10 was chosen, the player receives a 3:1 harbor, which they may place
on any ocean hex discovered in the future. If 3
or
11
was chosen, the player receives a 2:1 harbor of their
choosing, which they may place on any ocean hex discovered in the future. If 2
or
12
was chosen, the player
replaces the token with a new token from the ordinary reserve, receiving any discovery bonuses therein.
However, if 2
or12
was chosen again, the player takes a token from the special reserve. This number token
may be placed on a future resource-producing hex in lieu of drawing number tokens and receiving a discovery
bonus. If the ordinary reserve is exhausted, the player may take a 6 or 8 from any other player’s reserve
and place it.
• Most Successful Researcher: the Most Successful Researcher bonus is worth 2 victory points, and is given
to the player with the highest number showing on their die (at least 3) and is turned over when another
player has a strictly higher number (if the highest number is 6, then it is turned over when the next player
reaches 6).

Game End
Game is to 12 points.

Page 303 of 383


Miscellaneous Scenarios The Marine Researchers
3-Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes

0 0 0 0 0 0 6 1

Terrain Hexes (Reserve)

3 3 3 3 3 2 21 1

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

2 2 2 2 2 1 1 1 1 1

Harbors

1 1 1 1 1 4

4-Player Setup (3rd Edition)


Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes

0 0 0 0 0 0 6 1

Terrain Hexes (Reserve)

4 4 4 4 4 2 21 1

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

2 2 2 2 2 2 2 2 2 2

Harbors

1 1 1 1 1 4

Page 304 of 383


Miscellaneous Scenarios The Marine Researchers
5-Player Setup (3rd Edition)
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension

Terrain Hexes

0 0 0 0 0 0 6 1

Terrain Hexes (Reserve)

5 5 5 5 5 3 31 1

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

3 3 3 3 3 2 2 2 2 2

Harbors

1 1 1 1 1 5

6-Player Setup (3rd Edition)


Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
• Catan: Seafarers 3rd Edition Extension

Terrain Hexes

0 0 0 0 0 0 6 1

Terrain Hexes (Reserve)

6 6 6 6 6 3 31 1

Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

3 3 3 3 3 3 3 3 3 3

Harbors

1 1 1 1 2 6

Page 305 of 383


Miscellaneous Scenarios Settlers in Need
Settlers in Need
(Siedler in Not)

This scenario was originally presented in the 2004 issue of Catan-News. It was an attempt to bring back the
mechanics of “Greater Catan”, but unlike “Greater Catan”, only one copy of The Settlers of Catan is needed for
this scenario.

Preparation Notes
• Robber: The robber is present. Start in any desert.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players may only build their initial settlements on the central island.
• Players must build roads instead of ships for their coastal settlements.

Additional Rules
• The Outlying Islands: If a player expands to a hex on an outlying island that produces resources but does
not have a number token, one is taken from the main island. The number token taken must be adjacent to a
player’s own settlements or cities, and all settlements and cities on the main island must be adjacent to at
least one hex with a number token. If it is impossible to satisfy both conditions, then the conditions may be
ignored in the order stated.
• Desertification: If a player expands to a desert hex on an outlying island, then the desert hex is exchanged
for a hex on the central island. The hex taken must be adjacent to a player’s own settlements and cities, and
all settlements and cities on the main island must be adjacent to at least one hex with a number token. If it
is impossible to satisfy both conditions, then the conditions may be ignored in the order stated. In all cases,
only hexes with number tokens may be swapped.
• The robber does not prevent the removal of a number token, and stays in place if the terrain under it is
swapped.

Game End
Game is to 10 (13) points.

Page 306 of 383


Miscellaneous Scenarios Settlers in Need
3 Player Setup
Scenario Requirements
• Catan: Seafarers

8 Terrain Hexes
3
9 4
4 4 4 4 4 2 12 1
5
Number Tokens
12 10 8
3 2 3 4 5 6 8 9 10 11 12

6 4 2 1 2 2 2 2 2 2 2 1 1

5 Harbors
10 11
9 1 1 1 1 1 3
6

4 Player Setup
Scenario Requirements
• Catan: Seafarers

4 Terrain Hexes
6
11 9
5 5 5 5 5 3 19 2
9
Number Tokens
3 3
8 2 3 4 5 6 8 9 10 11 12

11 2 12 1 3 2 3 2 2 3 2 3 1

5 Harbors
9 4
10
1 1 1 1 1 4
8 10
3
5 5
11
6

Page 307 of 383


Miscellaneous Scenarios Settlers in Need
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
9 • Catan: Seafarers Extension
6 Terrain Hexes
11 4
9
7 7 7 7 7 4 20 4
10 3 3
8 Number Tokens
11 2 9 2 3 4 5 6 8 9 10 11 12
5 2 4 4 4 3 3 4 4 4 1
2 9 4
Harbors
10
5 8 12
1 1 1 1 2 5
3
5 4 5
11
8 6 10
3
4 10
11
6

Page 308 of 383


Miscellaneous Scenarios Settlers in Need
3 Player Setup (3rd Edition)
Scenario Requirements
8 8 • Catan: Seafarers 3rd Edition

3 Terrain Hexes
12 9 4
5 4 4 4 4 4 2 9 1
5 4
Number Tokens
3
10 6 11 2 2 3 4 5 6 8 9 10 11 12

9 1 2 2 2 2 2 2 2 1 1

10 6 Harbors

1 1 1 1 1 2

4 Player Setup (3rd Edition)


Scenario Requirements
4 • Catan: Seafarers 3rd Edition
6
9 Terrain Hexes
3 11 9
8 5 5 5 5 5 3 16 2
3 2
Number Tokens
5
11 4 12 2 3 4 5 6 8 9 10 11 12

10 1 3 2 3 2 2 3 2 3 1

9 8 Harbors
3
5 5 10 1 1 1 1 1 4
11
6

Page 309 of 383


Miscellaneous Scenarios Settlers in Need
5-6 Player Setup (3rd Edition)
Scenario Requirements
5 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
6 • Catan: Seafarers 3rd Edition Extension
10 9 3 4
Terrain Hexes
5
11 2
7 7 7 7 7 4 17 4
8
2 3 4 9 Number Tokens
10 2 3 4 5 6 8 9 10 11 12
11 8 2 4 4 4 3 3 4 4 4 1
5
Harbors
5 9 3 12

11
1 1 1 1 1 4
4 6
3
4 11 10 10
9
8 6

Page 310 of 383


Miscellaneous Scenarios Multicatan on the Board
Multicatan on the Board
(Multicatan am Brett)

This scenario was originally available in the 1/2005 issue of Catan-News.

Preparation Notes
• The scenario comes with 12 treasure tokens: 4 with development cards on the back, 3 with two question
marks on the back, and 5 with pictures of two resources (ore/wool, grain/lumber, brick/ore, lumber/wool, and
grain/ore) on the back.
• Place a treasure token on the intersections marked with .
• The 2:1 harbors are placed aside.
• Robber: The robber is present. Start on any hex in the central island.
• Pirate: The pirate is absent in this scenario.

Setup Notes
• Players begin with a settlement and a city. They may be placed in any order.
• Each player sets up their initial settlement and city on different islands. Players may not claim the central
island. The island claimed by the player is known as the player’s home island.
• If a player starts on a coast, they must build a ship.

Additional Rules
• The robber may only take resources from players with at least 4 victory points.
• The first settlement built on each island outside of the player’s home island is worth one extra victory point.
• When a player builds their first settlement on the central island, they may claim a 2:1 harbor from among
those set aside and place it. The harbor may immediately be used.
• Treasures: If a player builds a ship or road leading to an intersection with a treasure token, the treasure
token is claimed and exchanged for the contents depicted on the card: either Development Cards/Progress
Cards or resources (if two question marks appear, the player may claim two resources – never commodities –
of their choice).

Game End
Game is to 13 (15) points.

Page 311 of 383


Miscellaneous Scenarios Multicatan on the Board
3 Player Setup
Scenario Requirements
• Catan: Seafarers

10 9 Terrain Hexes
6 4
3
4 5 5 4 5 0 19 0
11
8 Number Tokens

5 3 2 3 4 5 6 8 9 10 11 12

6 3 6 1 3 3 3 3 2 3 3 2 0
10
Harbors
10 5
11 9 9
1 1 1 1 1 3
4 4
5 2

4 Player Setup
Scenario Requirements
• Catan: Seafarers

11 4 Terrain Hexes
6 5
9 6 5 5 5 5 5 3 19 2
4 2 10
10 3 Number Tokens

8 2 3 4 5 6 8 9 10 11 12

11 11 2 3 3 3 3 3 3 3 3 1

Harbors
3 3
6
1 1 1 1 1 4
5 9
12 5
10 4
9 2

8 8

Page 312 of 383


Miscellaneous Scenarios Multicatan on the Board
3 Player Setup (3rd Edition)
Scenario Requirements
4 9 • Catan: Seafarers 3rd Edition

3 Terrain Hexes

8 6 10

4 5 5 5 4 2 21 0
5
Number Tokens
6 3 11
9 9 5 2 3 4 5 6 8 9 10 11 12

4 10 3 1 3 3 3 3 2 3 3 2 0

2 Harbors

6 8 4 1 1 1 1 1 3
5
11 10

4 Player Setup (3rd Edition)


Scenario Requirements
5 4 9 • Catan: Seafarers 3rd Edition

6 3 Terrain Hexes
9 8 10
4
5 5 5 5 5 4 22 2
2

11 Number Tokens

6 2 3 4 5 6 8 9 10 11 12

11 2 3 2 3 3 3 3 3 3 3 3 1
8 Harbors
3
8
1 1 1 1 1 4
10
9 10 4
12 5
6 5 11

Page 313 of 383


Miscellaneous Scenarios The Small Islands
The Small Islands
(Die kleinen Inseln)

This scenario was originally presented in the 2/2005 issue of Catan-News.

Preparation Notes
• The central island is divided into the large mainland and the smaller land areas beyond the desert belt.
• Robber: The robber is present. Start in any desert.
• Pirate: The pirate is present. Start in any ocean.

Setup Notes
• Players may only place their settlements on the mainland.

Additional Rules
• The first settlement on an outlying island or the land beyond the desert belt is worth one extra victory point.
The next three settlements on different outlying areas are worth two extra victory points each.

Game End
Game is to 13 (16) points.

Page 314 of 383


Miscellaneous Scenarios The Small Islands
3-4 Player Setup
Scenario Requirements
• Catan: Seafarers

3 5 Terrain Hexes

6 10
5 5 5 5 5 3 19 2
9
4 Number Tokens
6 11
3 3 2 3 4 5 6 8 9 10 11 12

6 11 2 3 3 3 3 3 3 3 3 1

5 4 8 Harbors
10 12

11 10
1 1 1 1 1 4
4 5 8
9
2 2

9 8

Page 315 of 383


Miscellaneous Scenarios The Small Islands
5-6 Player Setup
Scenario Requirements
• Settlers of Catan Extension
• Catan: Seafarers
11 6 • Catan: Seafarers Extension

Terrain Hexes
9 5
5
6 6 6 7 6 5 23 4
4 6 12

11 3 Number Tokens

8 3 2 3 4 5 6 8 9 10 11 12
11 9 8 2 4 4 4 4 4 4 4 4 1
3 2
Harbors
5 10
9 10 9
1 1 1 1 2 5
11
2 6 10 3
4
4 8
5
8 6

4 10

Page 316 of 383


Miscellaneous Scenarios The Unexplored Land
The Unexplored Land
(Das unentdeckte Land)

by Bernhard Schmitt and Jaqueline Henjes, with Ina and Stefan Reineck, Kirsten Menne, Karin Troß, Claudia
Fischer, and Joe Breidenstein

Preparation Notes
• Sort all the terrain into different piles according to land type.
• At the start of the game, the players take turns taking hexes. If a land hex producing resources is taken, a
number token is also taken. If an ocean hex is taken, a harbor is also taken. However, players may only
take one 6 or 8 , and must take at least one 3
or . Additionally player may only take one ocean/harbor.
11

• After each player has taken 5 hexes, they may build their island. Each player claims one of the white hexes
on the board and places one of their land hexes (and number tokens) there. The rest of the hexes must be
placed adjacent to their starting land hex. However, the land hexes must be connected, and the starting
islands of different players may not touch. The harbor must be placed in the ocean hex, facing land.
• The remainder of the hexes are considered to be part of the unexplored terrain. Replace each remaining
harbor token and ocean hex with the corresponding harbor hexes.
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players may only build their initial settlements on their starting islands. Players may place their initial
settlements facing the unexplored area (in which case discovery occurs).
• Players may take their initial resources from any of their initial settlements.

Additional Rules
• The robber may only be placed on hexes outside the players’ starting hexes.
• Pirates may take resources from owners of adjacent settlements in addition to owners of adjacent ships.
• Pirates block the use of harbors.
• Discovery: If a road or ship is built facing unexplored territory, discovery occurs. A hex is randomly drawn
and placed on the empty space. If it is a resource-producing land hex, a number token is assigned to the
hex, ensuring that 6 and 8 are not placed in adjacent hexes. Except during initial setup, the player receives
a resource of the type produced by the hex as a reward. If a harbor is discovered, it must be rotated so that
it faces land whenever possible; if at any point a harbor hex is entirely surrounded by water, the harbor hex
is replaced by an ocean hex.

Game End
Game is to 13 points.

Variants
• Instead of selecting number tokens, half the players are given , 4 , 5 , and 6 , and the other half is given 8 ,
3

9
, 10 , and .
11

• The harbor tokens are not replaced by harbor hexes. Instead, the remaining harbors are available for
purchase. Players must place their harbors when purchased, on ocean hexes where a harbor is not already
present, so that they face land. Harbors cost , plus additional resources depending on the type of
harbor: for 2:1 harbors, the additional cost is one resource of the type of the harbor, and for a 3:1 harbor,
two additional different resources are needed.

Page 317 of 383


Miscellaneous Scenarios The Unexplored Land
3 Player Setup (3rd Edition)
Scenario Requirements

? ? ? • Catan: Seafarers 3rd Edition

? ? ? Terrain Hexes

? ? ? ?
? ? ? 3 3 3 3 3 1 15 1
? ? ? ? Number Tokens
? ? ?
? ? ? 2 3 4 5 6 8 9 10 11 12

? ? ? 1 2 2 2 2 2 2 2 2 1

? ? ? ? Harbors
? ? ?
? ? ? ? 1 1 1 1 1 2
? ? ?
? ? ?
4 Player Setup (3rd Edition)
Scenario Requirements

? ? • Catan: Seafarers 3rd Edition

? ? ? Terrain Hexes

? ? ? ?
? ? ? 5 5 5 5 5 3 23 2
? ? ? ? Number Tokens
? ? ?
? ? ? ? 2 3 4 5 6 8 9 10 11 12

? ? ? 2 3 3 3 3 3 3 3 3 2

? ? ? ? Harbors
? ? ?
? ? ? ? 1 1 1 1 1 4
? ? ?
? ? ? ?
? ? ?
? ?

Page 318 of 383


Miscellaneous Scenarios The Unexplored Land
5 Player Setup (3rd Edition)
Scenario Requirements

? ? ? • Settlers of Catan Extension


• Catan: Seafarers 3rd Edition
? ? ? • Catan: Seafarers 3rd Edition Extension

? ? ? ? Terrain Hexes
? ? ?
? ? ? 6 6 6 6 6 4 30 3
? ? ?
? ? ? ? Number Tokens

? ? ? 2 3 4 5 6 8 9 10 11 12

? ? ? ? 2 4 3 4 4 4 4 3 4 2

? ? ? Harbors
? ? ?
? ? ? 1 1 1 1 1 5
? ? ?
? ? ?
? ? ? ?
? ? ?
? ? ? ?
? ? ?
? ? ?

Page 319 of 383


Miscellaneous Scenarios The Unexplored Land
6 Player Setup (3rd Edition)
Scenario Requirements

? ? • Settlers of Catan Extension


• Catan: Seafarers 3rd Edition
? ? ? • Catan: Seafarers 3rd Edition Extension

? ? ? ? Terrain Hexes
? ? ?
? ? ? ? 6 6 6 6 6 4 30 3
? ? ?
? ? ? ? Number Tokens

? ? ? 2 3 4 5 6 8 9 10 11 12

? ? ? 2 4 3 4 4 4 4 3 4 2

? ? ? Harbors
? ? ?
? ? ? 1 1 1 1 1 5
? ? ? ?
? ? ?
? ? ? ?
? ? ?
? ? ? ?
? ? ?
? ?

Page 320 of 383


Miscellaneous Scenarios No Ore on Catan
No Ore on Catan
(Es gibt kein Erz auf Catan)

by Brigitte and Wolfgang Ditt

Preparation Notes
• Robber: The robber is present. Start off-board.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• Players may only set up their initial settlements on the central island.

Additional Rules
• Resources may not be traded for ore, and gold fields may not produce ore, until the first settlement is built
next to mountains.
• The robber does not move until the first settlement is built next to mountains.
• The first settlement a player builds on any island containing a mountain is worth one extra victory point.

Game End
Game is to 12 points.

Page 321 of 383


Miscellaneous Scenarios No Ore on Catan
3-4 Player Setup (3rd Edition)
Scenario Requirements
5 4 • Catan: Seafarers 3rd Edition
6
10 Terrain Hexes
10
2
3 4 4 5 4 3 21 2
9 4 5
Number Tokens
9 8
3 3 2 3 4 5 6 8 9 10 11 12

11 1 2 3 3 2 2 3 3 2 1

5 10 Harbors
6
12 4 1 1 1 1 1 5
9
8 11

5-6 Player Setup (3rd Edition)


Scenario Requirements
4 4 5 • Settlers of Catan Extension
• Catan: Seafarers 3rd Edition
6 • Catan: Seafarers 3rd Edition Extension
10
Terrain Hexes

6 6 7 7 7 3 28 3
2 2
9 11 8 8 Number Tokens
6 3 4 2 3 4 5 6 8 9 10 11 12
4 11 9 2 4 4 4 4 4 4 4 4 2
3
Harbors
12 12 6
5 8 3
6 11 10 5 1 1 1 1 1 5

10 3 11

9 10 8
5 9

Page 322 of 383


Miscellaneous Scenarios Catan-Plus
Catan-Plus
by Finno and Gero Goroncy

Equipment Notes
• 10 city walls are needed for this scenario. They are not differentiated by player, and they form a common
reserve. In lieu of this, those with Catan: Cities and Knights can make do with the city walls there (keeping
in mind that no more than 10 city walls may be built) for a player’s first three city walls.

Preparation Notes
• Ensure that all harbor hexes have at least one end touching land. Note that only 67 of the 74 hexes will be
used.
• Distribute the number tokens so that 6 and 8 are not on adjacent hexes.

Additional Rules
• City Walls: A player may add city walls to their cities. In addition to the costs stated, a player must return a
played Knight card to the bottom of the Development Card deck. Cities with city walls are unaffected by the
robber, and are worth three victory points.
• Bridges: To cross water, bridges, represented by roads, may be built. The distance rule is not in effect for
bridges – that is, players may build settlements on both ends of a bridge.
• Most Bridges: The player with the most bridges (at least two) gain the Most Bridges, worth two victory
points.

Game End
Game is to 20 points.

3-4 Player Setup (3rd Edition)


Scenario Requirements
• 2 copies of Settlers of Catan

Terrain Hexes

6 8 8 6 8 2 36

Number Tokens

2 3 4 5 6 8 9 10 11 12

2 4 4 4 4 4 4 4 4 2

Harbors

2 2 2 2 2 8

Player Equipment

10 8 30

Additional Build Options

Bridge

City Wall

Page 323 of 383


Miscellaneous Scenarios Seas for the Poor
Seas for the Poor
(Seefahrt für Arme)

by Gerald Siek

Preparation Notes
• Ensure that all harbor hexes have at least one end touching land.
• Distribute the number tokens so that 6 and 8 are not on adjacent hexes.

Additional Rules
• Bridges: To cross water, bridges, represented by roads, may be built. The distance rule is not in effect for
bridges – that is, players may build settlements on both ends of a bridge.

Game End
Game is to 10 points.

3-4 Player Setup (3rd Edition)


Terrain Hexes

3 4 4 3 4 1 18

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Bridge

Page 324 of 383


Miscellaneous Scenarios Mini-Catan
Mini-Catan
(Klein Catan)

by Leonard Orgler

Preparation Notes
• Place the harbors at random.
• Place the number tokens at random. The 2
must be paired with the 8 , the 3
with the 9
, 4
with 10
, 5
and
11
, and 6 and .
12

Additional Rules
• The robber only blocks one of the two production numbers on the hex.
• The distance rule is not in effect.

Game End
Game is to 10 points.

3-4 Player Setup


Terrain Hexes

1 1 1 1 2 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 1 2 1 1 1 1 2 1 1

Harbors

1 1 1 1 1 1

Page 325 of 383


Miscellaneous Scenarios Catakatoa
Catakatoa
Preparation Notes
• Arrange the reserve tokens in numerical order on top of the volcano hex. Arrange all other number tokens as
per the base game.
• Set aside the desert hex.

Additional Rules
• The robber does not affect the volcano hex.
• Volcano: The volcano produces any resource on a roll matching the topmost number token in the volcano
reserve pile. If the volcano produces resources, it also erupts. Roll one die. Any settlement in the
intersection indicated on the volcano tile is destroyed, and any city there is reduced to a settlement; if a
player has no remaining settlements the city is destroyed. The topmost number token from the volcano
reserve pile is then removed.
• Volcano Explosion: If, after a volcano eruption, no number token remains, the volcano explodes. All
settlements, cities, and roads adjacent to the volcano hex are destroyed, and the volcano hex is replaced with
the desert hex. The robber is no longer in play once the volcano explodes; if a 7 is rolled or a Knight card is
played, the player on move may take a resource from any other player.

Game End
Game is to 10 points.

3-4 Player Setup


Scenario Requirements
• Das Buch zum Spielen

Terrain Hexes

3 4 4 3 4 1 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Number Tokens (Interior)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 1 1 1 1 1 1

Harbors

1 1 1 1 1 4

Page 326 of 383


Miscellaneous Scenarios The Lost Tribes of Catan
The Lost Tribes of Catan
Preparation Notes
• Divide the players into teams of two. Each team will use the same player color. One player from each team
must take their turn before the second member of any team takes their turn.
• Place the number tokens allotted to each island randomly, ensuring that 6 and 8 are not placed in adjacent
hexes.
• Two Development Card decks are in play.
• Robber: Two robbers are present. Start both off-board.
• Pirate: The pirate is present. Start off-board.

Setup Notes
• One player from each team must set up their initial settlements at the top island, while the other player from
each team must set up their initial settlements at the bottom island.

Additional Rules
• Only one robber may occupy any island.
• The first settlement a player places outside of their starting island is worth one additional victory point.
• Players may only trade with the players on their starting island, and use only the harbors on their starting
island, unless their team is unified.
• Unity: If both members of one team connect their road networks together, they are considered as one
player, with a common supply and double-size hand limit. Players on a unified team may trade with players
on the opposite island. A unified team is worth one extra victory point to the team, which may count toward
both individual player’s scores.
• Undiscovered Terrain: If a player builds next to unexplored terrain, discovery occurs. Draw the top hex
from the unexplored hex pile and place in the empty space. If it is a land hex producing resources, a number
token is also drawn, ensuring that 6 and 8 are not placed in adjacent hexes.

Game End
Game is to 13 points. A unified team may also win if the team amasses 22 points between both players.

Page 327 of 383


Miscellaneous Scenarios The Lost Tribes of Catan
4-8 Player Setup (3rd Edition)
Scenario Requirements
• 2 copies of Settlers of Catan
• Catan: Seafarers 3rd Edition

Terrain Hexes (Upper Island)


?
?
? 2 3 3 2 3 0 8 0

? Number Tokens (Upper Island)


? 2 3 4 5 6 8 9 10 11 12
? 1 1 2 2 1 1 1 2 1 1
?
? Terrain Hexes (Lower Island)

?
? 2 3 3 2 3 0 8 0
? Number Tokens (Lower Island)

2 3 4 5 6 8 9 10 11 12

1 1 2 2 1 1 1 2 1 1

Terrain Hexes (Unexplored Terrain)

2 2 1 2 1 1 0 2

Number Tokens (Unexplored Terrain)

2 3 4 5 6 8 9 10 11 12

1 1 1 1 1 1 1 1 1 1

Harbors

2 1 1 2 2 6

Page 328 of 383


Miscellaneous Scenarios Rally Paris-Catan
Rally Paris-Catan
(Rallye Paris-Catan)

by Ronald Hoekstra

Preparation Notes
• One rally car per player is needed for this scenario. Place the rally cars on the frame, on one end of the
island. Each rally car should occupy a different part of the frame piece (either on a harbor or between
harbors). Those with 3rd Edition setups should place rally cars on different ocean hexes.

Setup Notes
No special notes.

Additional Rules
• The Rally: Players may also choose to contribute resources for the rally. Any resources contributed to the
rally are placed face-down in a reserve. Cards in the reserve are not counted as part of the hand limit, but
are vulnerable to the robber if the robber moves to the present location of a player’s rally car. Cards may not
be removed from the reserve unless it is to move the rally car.
• The Rally Car: Rally cars move from hex to adjacent hex. In order to move the rally car, a number of
resources equal to the amount on the destination’s number token of the destination hex’s corresponding
resource must be paid from the reserve. However, if the destination hex is separated from the rally car’s
current position by a player’s own roads, only half of the resources (rounded up) are needed. Entering the
desert hex is free, but exiting the desert also requires a roll in addition to payment: if the dice rolled is less
than or equal to that of the destination number token, then the move is successful. If not, the car does not
move, and no resources are spent.

Game End
Game is to 12 points. The game may also be won if the rally car reaches the opposite end of the island.

3-4 Player Setup


Terrain Hexes

3 4 4 3 4 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Page 329 of 383


Miscellaneous Scenarios The Indians of Catan
The Indians of Catan
(Indianer von Catan)

by Ronald Hoekstra

Preparation Notes
• 2 Bisons are needed for this scenario. Roll the dice, rerolling all 7s, and place the bisons on the two hexes
with the corresponding number token. If a 2 or a 12 is rolled, place the bisons on the hex with 2
and the
hex with .
12

Setup Notes
No special setup notes.

Additional Rules
• Settlements may not be upgraded to cities. However, unless doubles are rolled, settlements produce two
resources instead of one.
• The distance rule is not in effect.
• Before each turn, one bison is chosen and randomly moved to an adjacent land hex, in the direction dictated
by the spinner hex. If the direction indicated by the spinner hex lead the bison into water, the bison does not
move.
• Hunters: Hunters, represented by cities, are placed on the middle of a hex adjacent to a player’s
settlements. Any number of hunters may occupy a hex. Hunters may be moved to a hex adjacent to its
current position or a hex adjacent to a player’s own settlements.
• The robber may, instead of stealing a resource, remove all hunters on the same hex as its present location.
• Moving Settlements: Settlements may be moved along a player’s road network, including past opposing
settlements, for a cost of two resources.
• The Hunt: If doubles are rolled, the hunt begins. Each player with a hunter on the same hex as a bison
earns one Catan chit, worth one victory point, per hunter.

Game End
Game is to 12 points.

3-4 Player Setup


Terrain Hexes

3 4 4 3 4 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Additional Build Options

Hunter

Move Hunter

Page 330 of 383


Miscellaneous Scenarios Robin Hood
Robin Hood
by Ronald Hoekstra

Preparation Notes
• One die is needed from the Catan Dice Game.
• One neutral player is needed for this scenario.
• Robber: the robber is present. Start in the desert hex.

Setup Notes
• Before initial settlements are placed, five neutral settlements are placed.

Additional Rules
• Robber Movement: At the end of each turn, the robber makes its move. The resource die is rolled, and, if
gold is not rolled, then the robber moves to any adjacent hex producing the resource shown on the resource
die. If there is more than one eligible hex, the player may choose the destination hex. The robber does not
move if there are no eligible hexes or if the robber must move across the player’s roads to reach an eligible
hex. If gold appears on the resource die, the robber is moved to the desert hex.
• If the player plays a Knight card, the robber moves as specified above.
• When a 7 is rolled, if the robber is adjacent to the player’s settlements or cities, the player must discard one
resource.
• Robber Points: The robber may score victory points. Whenever a 7 is rolled, the robber scores one victory
point per adjacent settlement and two victory points per city.

Game End
The player wins if they get 15 victory points before the robber. The player loses if the robber earns 15 victory
points before the player. The game may also end if the robber ends up on a hex entirely surrounded by a
player’s roads, with the side with the most victory points declared the winner.

1 Player Setup
Terrain Hexes

3 4 4 3 4 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Player Equipment

10 8 30

Page 331 of 383


Traders & Barbarians Variants
Traders & Barbarians Variants
In addition to scenarios, Traders & Barbarians also introduced a small selections of variants. Now, “scenarios”
and “variants” are often changed interchangeably: “The Fishermen of Catan” and “The Carvans” have been
made as variants to other scenarios as well. Even “Traders & Barbarians” can be made into a “Barbarian
Attack” variant.

So what’s the difference between a scenario and variant? There’s not a whole lot of semantic differences, so for
this guide, it will be treated as a variant if the source material says it is a variant.

Page 332 of 383


Traders & Barbarians Variants The Friendly Robber
The Friendly Robber
(Freundlicher Räuber)

“The Friendly Robber” made canon the most common of the “cuddle rules” (Kuschelregeln) – “house rules” that
aimed at softening particularly tough situations – that had been prevalent in the Catan Online World. There are
no plans to canonize any other “cuddle rules”, either in print or on computer, and the talk of “cuddle rules” in
the Catan Online World is frowned upon.

Scenario Requirements
• Catan: Traders & Barbarians

Additional Rules
• The robber may not be moved to any hex adjacent to settlements belonging to players with fewer than the
starting number of victory points. If the robber cannot be moved, it remains in place, but resources may not
be taken from players with settlements adjacent to the robber’s current location and with fewer than the
starting number of victory points.
• If using Catan: Seafarers, this also applies to the pirate.

Page 333 of 383


Traders & Barbarians Variants Catan Event Cards
Catan Event Cards
(Ereignisse auf Catan)

This was previously available as a standalone mini-expansion. It was also available as part of the German
language Atlantis expansion.

Scenario Requirements
• Catan: Traders & Barbarians

Preparation Notes
• Do not use the dice. Instead, the Event Card deck should be used. Shuffle the 36 dice cards, and insert the
New Year card sixth from the bottom.

Additional Rules
• At the start of each turn, draw an Event Card and resolve the event on the card, in addition to using the dice
roll shown for resources. If the New Year card is drawn, shuffle the 36 dice cards and insert the New Year
card sixth from the bottom, and then draw the top card of the new deck for the dice roll.
• If the Alchemist Progress Card is played, no cards are drawn. The player determines the die roll as
normal, and no event happens.
• If using Catan: Seafarers, ships may not be targeted with the Earthquake event. Similarly, players may
continue to build ships if they have a damaged road.
• Players may not expand past a damaged road.
• The Diplomat Progress Card cannot be used to repair or remove damaged roads.
• The Road Building Development Card or Progress Card may be used to repair a damaged road. The repairs
count as one of the two built roads.

Page 334 of 383


Traders & Barbarians Variants The Harbormaster
The Harbormaster
(Der Hafenmeister)

This was previously available as a German language download, and was included in the German lanuage
Atlantis expansion.

Scenario Requirements
• Catan: Traders & Barbarians

Additional Rules
• Each settlement at a harbor is worth one harbor point, and each city at a harbor is worth two harbor points.
The player with the most harbor points (at least three) gains the possession of the Harbormaster, which is
worth two victory points.

Game End
Game is to one more point than normal.

Page 335 of 383


Traders & Barbarians Variants Catan For Two
Catan for Two
(Catan für Zwei)

This was previously published in the 2006 edition of Catan-News, which included 20 trade tokens (with a
different appearance than Catan chits). Prior to 2006, two-player play was discouraged in favor of Catan Card
Game, largely due to the fact that most scenarios are too big for two players, meaning that the players’ road
networks will rarely (if ever) interact, and that there is no incentive to trade the opponent in a two-player
game.

Scenario Requirements
• Catan: Traders & Barbarians

Preparation Notes
• Pieces from two additional colors are needed.

Setup Notes
• Prior to initial setup, place two neutral settlements (no roads) on the board.
• Each player begins with 5 Trade Tokens.
• If a player places a settlement on the coast, they get one additional Trade Token. If a player places a
settlement on the desert, they get two additional Trade Tokens. (If a player places a settlement on both
coast and desert, they get three additional Trade Tokens.)

Additional Rules
• Roll the dice twice, ensuring that the two rolls are for different numbers. Apply both resource rolls as normal.
The event dice are not rerolled if a reroll is necessary. The Alchemist Progress Card can only be used against
the first roll.
• The Neutral Players: The neutral players serve to impede the progress of the players. They do not collect
resources or trade tokens, but may win victory point cards.
• When either player builds a road, a road must also be placed for one of the neutral players (unless this is due
to the Diplomat Progress Card). When either player builds a settlement, a settlement must be placed for one
of the neutral players; if neither neutral player is able to place a settlement, then a road must be placed. If
either player builds a knight (except by the Deserter Progress Card), a knight must also be built for one of the
neutral players; if neither neutral player is able to place a knight, then a road must be placed. If either
player promotes a knight, a knight must also be promoted for one of the neutral players. Neutral knights
may not be promoted beyond the strong level; if there are no promotions possible, no action is taken.
• Neutral knights may not be activated, and do not contribute to the defense of Catan.
• For the Deserter Progress Card, if a neutral player is chosen, the weakest knight belonging to that player
must be taken.
• Trade Tokens: Trade tokens collected over the course of the game may be spent. For all cases, the leading
player must pay two trade tokens for any trade token action, and the trailing player must pay one trade
token. If both players are tied, trade token actions cost one trade token for both players. Trade token
actions may only be done once per turn.
• A player may choose to discard a Knight card to gain two trade tokens.
• A player may choose to remove a knight from the board to gain trade tokens. Basic knights earn one
trade token, strong knights two trade tokens, and mighty knights three.
• A player gains one trade token if they build a settlement on the coast. A player gains two trade tokens if they
build a settlement on the desert. (If a player builds a settlement on both coast and desert, the player gains
three trade tokens.)
• Players may spend trade tokens to move the robber to the desert hex.
• Players may spend trade tokens to draw two resource cards from the opponent’s hand in exchange for two of
the player’s own hand cards. If either player only has one card in their hand, only one card may be
exchanged in this manner. The player using this action has the option of having both players set aside the
commodity cards in their hand for this “forced trade”; in this case only resources may be exchanged.

Scenario Compatibility
• Barbarian Attack: See “Barbarian Attack” and all compatible scenarios therein.
• The Caravans: See “The Caravans” and all compatible scenarios therein.
• The Fishermen of Catan: See “The Fishermen of Catan” and all compatible scenarios therein.
• The Rivers: See “The Rivers” and all compatible scenarios therein.
• Traders & Barbarians: See “Traders & Barbarians” and all compatible scenarios therein.

Variant Compatibility

Page 336 of 383


Traders & Barbarians Variants Catan For Two
• Catan Event Cards: Draw two Event Cards. Resolve both events as normal, but only resolve production
once if the two cards have the same production results. In the event that the Alchemist Progress Card is
used, only one card is drawn, as normal. Again, the second production is ignored if it matches the production
from the Alchemist Progress Card.

Page 337 of 383


Das Buch zum Spielen Variants
Das Buch zum Spielen Variants
The concept of variants has been as old as the game itself. The concept of published variants does predate
Traders & Barbarians, as Das Buch (and later Atlantis) also had its own variants.

Page 338 of 383


Das Buch zum Spielen Variants Events on Catan
Events on Catan
(Ereignisse auf Catan)

by Frauke and Ehermann Lang

Scenario Requirements
• Das Buch zum Spielen

Additional Rules
• After the dice are rolled, but before the resources are collected, the events as stated on the table occur. No
special event occurs if a 7 is rolled.

2
Earthquake Each player with more than six roads or three ships must remove either an
unconnected road/ship or pay two resource cards.
3
Favorable Exchange Each player may exchange two resource cards in their hand for two other resource
cards.
4
Year of Plenty Each player takes one resource card.
5
Easy Come The players with the Largest Army and Longest Road takes one resource card.
6 Resupply The players with two or fewer resource cards in their hand takes one resource card.
8 On Welfare The players with the least amount of victory points takes one resource card.
9
Easy Go The players with the Largest Army and Longest Road must discard one resource card.
10
Mercenary The player to move must place the robber next to one of their own settlements or
cities. The player to the right then chooses one card from the player’s hand and
discard it.
11
Favorable Winds Each player receives one resource card for each settlement and city on a harbor.
12
Rearrangement Each player may take a card from the player on their left.

Page 339 of 383


Das Buch zum Spielen Variants Factories on Catan
Factories on Catan
(Catanische Fabriken)

by Edwin Ruschitzka

Scenario Requirements
• Das Buch zum Spielen

Additional Build Options

Factory

Equipment Notes
• Each player is given one factory.

Additional Rules
• Factories: Factories are placed in the same manner as settlements. If a hex adjacent to a factory produces
resources, the owner of the factory may choose to instead produce the resource in another adjacent hex
(except if the robber occupies the adjacent hex).

Page 340 of 383


Das Buch zum Spielen Variants Poverty is No Shame
Poverty is No Shame
(Armut ist keine Schande)

This variant was originally available as a free German language download.

Scenario Requirements
• Das Buch zum Spielen

by Brigitte and Wolfgang Ditt

Additional Rules
• A player receives a Catan chit if they do not gain any resources on the roll of the dice. If a 7 is rolled, all
players receive Catan chits.
• A player may, instead of rolling the dice, pay a number of Catan chits equal to their current victory point total
to name the outcome of the dice. Catan chits are earned as normal in this case.

Variants
• Players may also trade Catan chits for resources.

Page 341 of 383


Das Buch zum Spielen Variants Revenge is Sweet
Revenge is Sweet
(Rache ist Süss)

Scenario Requirements
• Das Buch zum Spielen

by Wolfgang Lüdtke

Additional Rules
• A player receives a Catan chit if they do not gain any resources on the roll of the dice.
• A player may pay three Catan chits to move the robber.

Page 342 of 383


Das Buch zum Spielen Variants The Fences
The Fences
(Die Landkreise)

by H. R. Gottwald

Scenario Requirements
• Das Buch zum Spielen

Additional Rules
• The robber may not be placed on any hex entirely surrounded by one player’s roads. If a player entirely
surrounds a hex containing the robber with their own roads, the robber is moved.

Page 343 of 383


Das Buch zum Spielen Variants Castles on Catan
Castles on Catan
(Burgen auf Catan)

by Fritz Gruber

This variant was also available in the German language Atlantis expansion.

Scenario Requirements
• Das Buch zum Spielen

Equipment Notes
• Each player is given one castle. In Atlantis, there is a common supply of six castles, and players may build
more than one castle.

Additional Rules
• When a player plays their second Knight card, the player may choose to return both played Knight cards to
the bottom of the Development Card deck and build a castle. If the player declines this option, they may not
subsequently build a castle until they play their fourth Knight card (where they may, again, choose to return
two played Knight cards for a castle) and every second Knight card thereafter.
• Castles: Castles, when built, are placed on any hex bordering a player’s own settlements or cities. Castles
prevent the robber from being moved to the hex. Castles may not be built on the robber’s present position.

Page 344 of 383


Das Buch zum Spielen Variants Volcanoes on Catan
Volcanoes on Catan
(Vulkane auf Catan)

by Bastian Schultz

This variant was also part of the German language Atlantis expansion.

Scenario Requirements
• Das Buch zum Spielen

Preparation Notes
• Replace land hexes with volcano hexes. Volcanoes receive number tokens, but care must be taken to ensure
that each volcano receives a different number token.
• Note that the Atlantis version of this variant, which only has one volcano hex, which must replace a desert
hex, already has 5 assigned to the volcano hex.

Setup Notes
• Players may not place their initial settlements next to volcano hexes.

Additional Rules
• Volcanoes: Volcanoes produce any resource. However, when volcanoes produce, they also erupt. After
resources are collected, roll one die. If a settlement is at the corner of the volcano tile indicated by the
outcome of the die, it is destroyed; if a city is at the corner, it is reduced to a settlement. If the player does
not have any extra settlements, the city is destroyed.

Page 345 of 383


Das Buch zum Spielen Variants Volcania
Volcania
(Volkanien)

by Martin and Elke Zierke

Scenario Requirements
• Das Buch zum Spielen

Terrain Hexes (Coastal)

2 3 3 2 3 0 1

Terrain Hexes (Interior)

1 1 1 1 1 1 0

Number Tokens (Coastal)

2 3 4 5 6 8 9 10 11 12

0 2 2 2 1 1 2 1 2 0

Number Tokens (Interior)

2 3 4 5 6 8 9 10 11 12

1 0 0 0 1 1 0 1 0 1

Harbors

1 1 1 1 1 4

Preparation Notes
• The orientation of the volcano hex is irrelevant in this scenario.
• One number token will not be used. The volcano hex does not receive a number token.

Additional Rules
• Volcano Eruption: When a 7 is rolled, the player may decline to move the robber. However, if a player
declines to do so, the volcano erupts. When the volcano erupts, the five number tokens on the hexes next to
the volcano rotate one position clockwise (skipping the desert, as normal). If the robber is at one of the
hexes next to the volcano, it is not moved with the number token.
• A player may discard a played Knight card to prevent volcano eruptions.

Page 346 of 383


Das Buch zum Spielen Variants Dragonslayers
Dragonslayers
(Drachenkampfer)

by Wolfgang Lüdtke

Scenario Requirements
• Das Buch zum Spielen

Terrain Hexes

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 8 9 10 11 12

1 2 2 2 2 2 2 2 2 1

Harbors

1 1 1 1 1 4

Equipment Notes
• One dragon is needed.

Preparation Notes
• The orientation of the volcano hex is irrelevant in this scenario.
• The volcano hex does not receive a number token.

Additional Rules
• The presence of the dragon prevents the production of the hex it is on, as with the robber.
• Flight of the Dragon: After each player completes their turn, the dragon moves. The spinner hex is spun,
and the dragon flies in the indicated direction a number of spaces equal to the roll of a die, skipping the
volcano hex. If the dragon flies off one end of the board, it reappears on the opposite end of the board and
continues in the indicated direction.
• Attack of the Dragon: After the dragon moves, each player with a settlement or city adjacent to the hex
loses one resource card per adjacent settlement/city. The cards lost are selected at random by the players to
their left, and placed on the volcano hex.
• Slaying the Dragon: If a player is slated to lose resources due to a dragon attack, the player may attempt
to slay the dragon, provided they have at least one Knight card played. If multiple players attempt to slay
the dragon, the player with the most Knight cards (and fewer victory points, in case of a tie) will make the
first attempt. If the number of Knight cards the player making the attempt has is greater than or equal to
the outcome of the roll of one die, the dragon is slain. The player slaying the dragon receives one Catan chit,
worth one victory point, and three resources of their choosing from the volcano hex. Furthermore, as the
dragon player is slain, no player suffers from a dragon attack. The dragon is returned to the volcano hex.

Page 347 of 383


Das Buch zum Spielen Variants The Magic 7
The Magic 7
(Die Magische 7)

by Silke Dennenmoser

This variant is also available in the German language Atlantis expansion.

Scenario Requirements
• Das Buch zum Spielen

Terrain Hexes

3 4 4 3 4 0 1

Number Tokens

2 3 4 5 6 7 8 9 10 11 12

1 2 2 2 2 1 2 2 2 2 1

Harbors

1 1 1 1 1 4

Preparation Notes
• The 7
number token must be assigned to the citadel hex. As seen on the number token itself, the titular
“magic 7” is a 1 on one die and a 6 on the other.

Additional Rules
• The robber may not be placed on the citadel.
• The Citadel: the citadel produces Development Cards or Progress Cards. As with resources, settlements
next to citadels produce one card, and cities produce two.

Page 348 of 383


Das Buch zum Spielen Variants The Enchanted Island
The Enchanted Island
(Die Verzauberte Insel)

by Fritz Gruber

Scenario Requirements
• Das Buch zum Spielen

Additional Rules
• The Citadel: if a player builds a settlement next to the citadel, the player may exchange any two number
tokens on the same island as the citadel, except for , 6 , 8 , and .
2 12

Page 349 of 383


Das Buch zum Spielen Variants Catan is Round
Catan is Round
(Catan ist Rund)

Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

Additional Build Options

Circumnavigating Ship

Preparation Notes
• For the special setup hexes, consult the underlying scenario.

Additional Rules
• Players may build ships on the intersections marked with X, termed circumnavigating ships. Shipping lines
may then extend to the circumnavigating ship spot on the opposite end of the board.
• Ships may not be moved to the circumnavigating ship positions.

Page 350 of 383


Das Buch zum Spielen Variants Balloon Riders
Balloon Riders
(Ballonfahrer)

by Clemens Henze, Volker Busch, Christoph Schäfer

Scenario Requirements
• Das Buch zum Spielen

Additional Build Options

Balloon

Move Balloon

Move Balloon

Preparation Notes
• If Catan: Seafarers is used, each player begins with only 5 ships.

Additional Rules
• Balloons: Once built, balloons are placed in the center of a hex bordering a player’s own settlements or
cities. Balloons may move immediately upon being built.
• Moving Balloons: Balloons must move in the direction indicated by the spinner hex. A balloon may move
up to three hexes, but each hex moved requires the Move Balloon cost to be paid.
• Changing Winds: The spinner hex is spun whenever a 10 is rolled. A player may also return an unplayed
Knight card to the bottom of the Development Card deck to spin the spinner hex.
• Settling Balloons: A player may also choose to build a settlement on the intersections adjacent to the
balloon’s current position in the current wind direction. This consumes the balloon, which may be rebuilt
later.
• Unexplored Terrain: Balloons may fly over unexplored terrain. If a balloon chooses to land on unexplored
terrain, the hex is placed at the balloon’s location. If it is an ocean hex, the balloon is lost. Otherwise,
normal rules for unexplored terrain apply.

Variations
• If the balloon flies over a hex containing the robber, the player on the left of the player to move may steal a
resource card from the player to move.

Page 351 of 383


Das Buch zum Spielen Variants Atlantis
Atlantis
by Stefan Röse

Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

Additional Rules
• The robber may not be moved to a hex with six flood tokens.
• The Flood: After resources are rolled, one flood token is placed on any coastal hex with a number token
matching the number rolled. If a hex contains seven flood tokens, the hex is considered flooded. The
number token is removed and the hex is replaced with an ocean hex. If settlements, cities, or roads are
entirely surrounded by ocean hexes due to a flood, they are removed. Harbors are only removed if neither
end touches land. If the robber is on a hex which is flooded, it is moved to the desert hex.
• Islands may split into two islands as a result of flooding. If a player only has settlements on one side prior to
the flood and subsequently settles on the other side, the new settlement is worth an extra victory point.

Game End
The game ends as normal. The game may also end if 7 hexes are flooded in a 3-player game, 8 hexes in a 4-
player game, 10 hexes in a 5-player game, and 12 hexes in a 6-player game. In this case, the player with the
most victory points wins.

Page 352 of 383


Das Buch zum Spielen Variants The Specialist Rules
The Specialist Rules
(Die Spezialisten-Regel)

by Stefan Risthaus

This variant was also available in the German language Atlantis expansion.

Scenario Requirements
• Das Buch zum Spielen

Setup Notes
• Each player begins with three initial settlements.

Additional Rules
• If a 7 is rolled on any player’s first turn, the dice are rerolled.
• Specialists: When a player builds a settlement or city (including after initial setup), compute any changes in
Specialist Points. Each settlement gives its owner one Specialist Point in each of the three types of resources
corresponding to the three adjacent terrain hexes, while each city gives its owner two Specialist Points. The
player with the most Specialist Points (at least 4) in a particular resource is deemed the Specialist in that
resource, which is worth one victory point. Specialists gain one of their corresponding resources in each of
their turns.

Game End
The game ends as normal. A player may also win if the player is the specialist in four resources.

Page 353 of 383


Das Buch zum Spielen Variants Blockade
Blockade
(Handelsblockade)

Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

Additional Rules
• The pirate blocks the use of harbors.

Page 354 of 383


Das Buch zum Spielen Variants Ship Sinking
Ship Sinking
(Schiffe Versenken)

by Anja Kirchmaier

Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

Additional Rules
• If the pirate is moved to the end of an open shipping line, the player may, instead of taking a resource card,
attack the last ship on the end of an adjacent open shipping line. The defending player then rolls the dice: if
the number rolled is even, the ship is lost. If the number rolled is odd, the pirate is defeated, and the
defending player may move the pirate.

Variations
• Any ship in any shipping line may be attacked. If a shipping line is disconnected on both ends as a result of a
pirate attack, it must be rebuilt before ships can be built elsewhere.

Page 355 of 383


Das Buch zum Spielen Variants Capturing Ships
Capturing Ships
(Schiffe Kapern)

by Anja Kirchmaier

Scenario Requirements
• Catan: Seafarers 3rd Edition
• Das Buch zum Spielen

Additional Rules
• The pirate may only be moved on a roll of 7.
• A player may choose to attempt to capture an adjacent opposing ship instead of stealing resources. To do so,
however, the player must pay . The attacking player then rolls the dice: if the number rolled is even, the
ship is captured. If the number rolled is odd, the pirate is defeated, and the defending player may move the
pirate.
• Captured ships count towards the Largest Army.
• Players may trade (ransom) captured ships. Any captured ships returned to their owners may be rebuilt.

Page 356 of 383


Miscellaneous Variants
Miscellaneous Variants
Some official variants have also been published outside any of the major sources. They include the ones which
are in this section of the guide.

Page 357 of 383


Miscellaneous Variants In the Jungle
In the Jungle
(Im Dschungel)

Equipment Notes
• This variant requires 30 Discovery Tokens. Das Buch zum Spielen comes with only 12, as Discovery Tokens
(and jungle hexes) are only required for “The Desert Riders” there. In any event, Catan chits work fine.

Preparation Notes
• Prepare the board as with the base game. Replace the most favorable pasture hex with the jungle hex,
unless this hex is assigned , 6 , 8 , or , in which case another hex (preferably pasture) should be replaced.
2 12

• Robber: The robber is present. Start in the jungle hex.

Additional Rules
• Jungle: Jungles produce Discovery Tokens, which may be used as a substitute for any resource in purchasing
a Development card. Settlements next to jungles produce one Discovery Token, Cities produce two.
Discovery tokens are not resources, and may not be stolen or traded.

Page 358 of 383


Miscellaneous Variants The City Walls
The City Walls
(Die Stadtmauern)

This scenario essentially takes one rule from Catan: Cities and Knights and repackages it into a variant. It was
originally published in Atlantis.

Equipment Notes
• This variant requires 7 city walls in a common supply. The ones from Catan: Cities and Knights, of course,
can be used for a player’s first three city walls.

Additional Build Options

City Walls

Additional Rules
• City Walls: Each city can be upgraded with a city wall. Each city wall increases the hand limit by two cards.
If the city is subsequently reduced to a settlement, the city walls are destroyed.

Game End
Game is to one more point than normal.

Page 359 of 383


Miscellaneous Variants Settlers with Walls
Settlers with Walls
(Siedler mit Mauern)

by Jan Creutzberg

Additional Build Options

Walls

Additional Rules
• The robber may only move to any hex up to three hexes away.
• Walls: Players may upgrade their roads into walls. Walls impede the path of the robber. However, a hex
may not be entirely surrounded by walls. Walls are represented by two road pieces.
• Greatest Wall: The player with the longest continuous wall (at least three) is awarded the Greatest Wall.
This is worth two victory points.

Page 360 of 383


Miscellaneous Variants Earthquakes
Earthquakes
(Erdbeben)

by Thomas Haselwander

Preparation Notes
• Add two Earthquake cards to the Development Card deck.

Additional Rules
• Earthquake: When the Earthquake Development Card is played, an opponent must reduce a city to a
settlement. Players may only be targeted by the Earthquake card once per game.

Page 361 of 383


Miscellaneous Variants Strong 3:1 Harbors
Strong 3:1 Harbors
(3:1 Häfen stärken)

by Reiner Düren

Additional Rules
• If a player has settlements or cities at two 3:1 harbors, then they may trade in any three resources for a
single resource. This is negated in Catan: Seafarers when the pirate occupies either harbour.

Page 362 of 383


Bonus Section
Bonus Section
The previous sections have outlined every officially-published scenario and variant, but some of their authors
have published other scenarios. While they have never been part of any official scenario and variant collection,
we’d like to honour their creations in a similar manner.

This Bonus Volume is more than a mere collection of fanmade scenarios and variants: if this was the case the
amount of scenarios and variants would be staggering. Instead, this Bonus Volume is meant to showcase the
other Catan-related works of the designers who published official scenarios and variants.

It’s amazing how many notable boardgaming folk have contributed to the phenomenon that is The Settlers of
Catan. Among the authors of fun official Catan scenarios have included the likes of fellow board game
designers Andreas Seyfarth (Puerto Rico, Thurn and Taxis), Brigitte and Wolfgang Ditt (Big Points, Nautilus),
and Stefan Risthaus (Ostia, Monuments: Wonders of Antiquity). Each of the scenarios that they contributed
added a fun element to Catan, and there are likely to be many more ideas where those came from.

Like many official scenarios, this guide may be the first time that the scenarios have been published in the
English language. The disclaimer used on the other volumes continue to apply for the Bonus Volume: that the
rules contained herein are merely a summary, and if there is a conflict between the rules as presented here and
those as specified by the authors, the latter should be taken as correct.

Page 363 of 383


Bonus Section At Him with a Roar
At Him with a Roar
(Auf ihn mit Gebrüil)

by Brigitte and Wolfgang Ditt

Preparation Notes
• Each player is allotted hexes, number tokens, and harbors. The wool player on the two islands on the left
side of the board, the lumber player on the island in the middle, and the grain player on the two islands on
the right end of the board.
• Players may place their hexes in any way that they wish, but there are restrictions on how the number tokens
may be placed: harbors may not be placed facing adjacent edges, must face different hexes, and 2:1 harbors
may not be placed next to their corresponding resource hex. The wool player must place their , 5 , and 6 2

on one island and the 9 , 10 , and on their other island. The grain player must place their , 4 , and 5 on
11 3

one island and their , , and


8 9 12
on their other island. The lumber player must have their 6 and 8 on
opposite sides of the desert hex.
• The lumber player moves first, followed by the wool and grain players.

Setup Notes
• The distance rule may be violated during initial setup.
• Players may only setup their initial settlements on their own islands.

Additional Rules
No additional rules to note.

Game End
Game is to 10 points. Play in a three-game total-points set, with each player rotating among the wool, grain,
and lumber player roles.

3 Player Setup (3rd Edition)


Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes

Grain Player 1 2 1 1 1 0 0 0
Lumber Player 1 1 2 1 1 0 0 0
Wool Player 1 1 1 1 2 0 0 0
All Other Areas 0 0 0 0 0 1 20 0

Number Tokens
2 3 4 5 6 8 9 10 11 12

Grain Player 0 1 1 1 0 1 1 0 0 1
Lumber Player 0 1 1 0 1 1 0 1 1 0
Wool Player 1 0 0 1 1 0 1 1 1 0

Harbors

Grain Player 0 1 0 0 0 1
Lumber Player 0 0 1 0 0 1
Wool Player 0 0 0 0 1 1

Page 364 of 383


Bonus Section The Magic Island
The Magic Island
(Die Zauberinsel)

by Dr. Reiner Düren

This scenario is said to be Catan: Cities and Knights meets Catan Card Game: Wizards and Dragons.

Preparation Notes
• Consult with the table for needed cards from Catan Card Game. With the cards, except the Dragons Ismai
and Samsor, form two piles: one with all Wizards, Magic Action Cards, and Magic Books, and one with the
remainder of the cards. For the second pile, the bottom eight cards must consist of the Knights Falk, Gotz,
Karl, Ingo, and Roland, and Action Cards Eryn, Guido, and Mayor, in any order.
• Place Ismai on the lower right volcano hex, and Samsor on the upper left volcano hex. The two islands are
referred to collectively as the Dragon Islands.
• The island with the single mountain hex is the Barbarian Island.
• 8 Gold Pieces are placed on the lower right gold field hex, 12 on upper left gold field. One gold piece is
placed on the Barbarian Island.
• Set the desert hexes aside from the rest of the reserve.
• Pirate: The pirate is present, but note the different rules.

Required Cards from Catan Card Game


Action Cards Archivist (Politics and Intrigue)
Council Meeting (Politics and Intrigue)
Eryn the Druid (Barbarians and Traders)
Guido the Great Diplomat (Artisans and Benefactors)
Gunther the Master Merchant (Barbarians and Traders)
Joust (Artisans and Benefactors)
Land Reform (Science and Progress)
Mayor (Trade and Change)
Scout (Base Set and Science and Progress)
Sigmund the Sea Hero (Barbarians and Traders)
Dragons Ismai the Green Dragon (Wizards and Dragons)
Samsor the Black Dragon (Wizards and Dragons)
Fleets Flagship (Barbarians and Traders)
Pirate Fleet (Knights and Merchants and Science and Progress)
Knights Baroc the Mercenary (Barbarians and Traders)
Bodo the Peaceful (Knights and Merchants)
Conrad the Swift (Base Set)
Falk the Fair (Base Set)
Gotz Ironfist (Base Set)
Hagen the Sinister (Base Set)
Ingo the Skillful (Science and Progress)
Johanna the Warrior-Maiden (Barbarians and Traders)
Karl the Strong (Base Set)
Otto the Berserker (Base Set)
Pippin the Short (Base Set)
Richard the Vengeful (Trade and Change)
Roland the Hammer (Knights and Merchants)
Siegfried Lackland (Base Set)
Sven the Merchant-Knight (Barbarians and Traders)
Walter the Recreant (Base Set)
Magic Action Cards Better World (Wizards and Dragons)
By Magic’s Hand (Wizards and Dragons)
Land: Change Thyself! (Wizards and Dragons)
Knowledge of the Ancients (Wizards and Dragons)
Materialization (Wizards and Dragons)
Witch (Wizards and Dragons)
Wizard’s Duel (Wizards and Dragons)

Page 365 of 383


Bonus Section The Magic Island
Magic Books Change Places! (Wizards and Dragons)
Inspiration (Wizards and Dragons)
Magic Potion (Wizards and Dragons)
Magical Eye (Wizards and Dragons)
Prophesy (Wizards and Dragons)
Timejump (Wizards and Dragons)
Wheel of Time (Wizards and Dragons)
Wizards Ari (Wizards and Dragons)
Arsa (Wizards and Dragons)
Hafli (Wizards and Dragons)
Hor (Wizards and Dragons)
Ira (Wizards and Dragons)
Tali (Wizards and Dragons)
Wizards Alliance (Barbarians and Traders)

Setup Notes
• Players must set up their initial settlements on the central island, but not adjacent to the citadel hex.

Additional Rules
• The robber may not move during the first two sets of turns; if a 7 is rolled, the player may take any resource.
Thereafter, the robber is confined to the central island, unless a player has a shipping line leading it to
another island; the robber can then move to those outlying islands.
• If a player expands to unexplored terrain, discovery occurs. Place a hex in the empty space, and, if it is a
land hex producing resources, a number token is assigned from the reserve, ensuring that 6 and 8 are not in
adjacent hexes and 2
and12
are not in adjacent hexes. One resource corresponding to the type of land hex
discovered is also taken as a reward for discovery.
• The first settlement a player builds on each outlying island is worth one extra victory point.
• Players may not expand to either of the Dragon Islands until the dragon is absent and all gold pieces are
removed from the island.
• Players may not expand to the Barbarian Island.
• The first player to have a line of ships reaching the pirate island receives the gold piece there.
• Gold pieces are not resources; they do not count against the hand limit, but may be traded with other
players. Players may also purchase any other resource for three gold pieces, and trade resources for gold.
• Barbarians and Pirates: The barbarian track is not used. When a ship appears on the event die, the pirate
is moved one harbor clockwise around the island. No resources are stolen from movement of the pirate. The
pirate blocks the use of the harbor it is on. If the pirate returns to its starting point, and there are no
resources placed on the island, each player must place one resource card, chosen by the player on their left,
on the island. Resources on the Barbarian Island may be claimed by any player with a knight adjacent to the
island when it produces.
• Desertification: If the pirate returns to the Barbarian Island while there are resources, desertification
occurs. After resources are collected, one field, forest, or pasture hex that produced is replaced with a desert
hex, and its number token is placed into the reserve. No desertification occurs, however, if a 7 was rolled, if
the pirate was displaced to the Barbarian Island, if there are no desert hexes in the reserve, or if there are no
eligible hexes to desertify. The robber remains in place if the hex it is on is desertified, but the merchant is
removed from the board.
• Development Cards: The cards from the Catan Card Game serve as Development Cards in this scenario. A
player may draw from the magic Development Card deck only if they have a settlement adjacent to the
citadel hex. Each player may have up to four unplayed Development Cards; if a player ends with a fifth
Development Card, one has to be returned to the appropriate stack.
• Knights: Knights are not placed conventionally – rather, they are placed by the Development Cards. All
Knight Cards are classified by the combined sum of their strength and tournament points: those with a total
less than 3 are Basic Knights, those with a total of 4 and 5 are Strong Knights, and those with a total of at
least 6 are Mighty Knights. Basic Knights cost the resources listed on the card, while Strong and Mighty
Knights cost any three of the resources listed on the card (in addition, Mighty Knights require that the player
have the Fortress City Improvement, as per normal rules). Knights are placed on intersections adjacent to a
player’s own settlements or cities. If a knight is removed from play, the card is discarded as with any other
Development Card, and the knight piece representing the knight card is returned to the player.
• Catan chits placed on knights are worth one victory point as long as the knight remains in play.
• When displacing the pirate, Basic Knights displace the pirate by one harbor, Strong Knights displace the
pirate two harbors, and Mighty Knights three.
• Knight Activation: Basic Knights are placed activated. Strong and Mighty Knights are inactive to begin, and
the cost of first activation is the difference between the resources listed on the card and the costs already
paid for the placement of the knight. Each successive activation for any knight costs the usual amount.
Page 366 of 383
Bonus Section The Magic Island
• Knight Displacement: Knights displace other knights based solely on their tournament point value. Thus, it
is possible for a Basic Knight (Hagen) to displace a Mighty Knight (Karl).
• Largest Army: The player with the greatest combined strength and tournament point total of their knights
(at least six) receives the Largest Army.
• The player with Baroc the Mercenary receives every time a 7 is rolled.
• The player with Richard the Vengeful may, at the cost of one gold piece, attempt to remove an opposing
knight from the board. One die is rolled, and, on a roll of 1-5, an opposing knight is removed. On a roll of 6,
the opponent may choose one of the player’s knights to remove. In all cases, Richard and all removed
knights are removed from the board, with their cards discarded. (This is functionally identical to the Black
Knight Action Card from the Catan Card Game.)
• The player with Sven the Merchant-Knight may, for one gold piece, discard the knight to move the merchant
to a hex adjacent to Sven’s former location.
• Slaying The Dragons: If the player has an activated knight on either of the Dragon Islands while the dragon
is present, they may attempt to slay the dragon. Both dice are rolled, with the outcome on the yellow die
added to the strength points of the knight and the outcome on the red die added to the strength points of the
dragon (also note the effect of Johanna the Warrior-Maiden, which reduces the strength points of dragons to
2). If the dragon wins, the knight is discarded. If the outcome is a draw, the knight is deactivated. If the
knight wins, the knight is deactivated, the dragon card is removed from the board, and one Catan chit is
placed on the Knight card. If the knight’s strength points is less than that of the defeated dragon, the player
also gains gold pieces equal to the difference.
• Assisted Slaying: When a knight challenges a dragon, an opposing activated knight on the same island may
assist. In this case, the dice are rolled twice, and the lower of the two red die outcomes added to the
dragon’s strength points and the higher of the two yellow die outcomes added to the combined strength
points of the two knights. As with a single knight attack, if the knights are defeated both are discarded, and
both are merely deactivated if the outcome is a draw. If the knights win, both knights earn a Catan chit, and,
if the combined strength of the two knights is less than that of the defeated dragon, a number of gold pieces
equal to the difference is awarded, to be split among the two players. (In the case of an odd difference, the
player with the weaker knight in terms of strength points gains the odd gold piece.)
• Treasures: If the dragon on a Dragon Island has been defeated, the gold pieces on the gold field on the
island may be claimed. Whenever the gold field produces, each player with a knight (active or not) adjacent
to the gold field earns one gold piece from among those that are placed on the hex. If there are not enough
for all players, the knight(s) that defeated the dragon earn coins before all other knights, with having the
most tournament points acting as a secondary tiebreaker.
• Settling the Dragon Isles: Once all gold pieces are removed from the island, a number token is assigned to
the volcano hex from the reserves. Both the gold field produces resources (not gold pieces) whenever they
produce. Settlements adjacent to the volcano hex that are not adjacent to the gold field may not be
upgraded into cities.
• Volcano Eruption: When the “opposite number” (that is, a 2 if 12 is the number token, 3 if 11 is the number
token, and so on) is rolled, the volcano erupts. Roll one die. Any settlement in the direction of the number
indicated on the die is destroyed. Cities affected are reduced to settlements, while cities with City Walls
merely lose the City Walls.
• Citadel: The citadel produces magic Development Cards. Players may not build on the edges of the citadel
hex, and the distance rule is ignored for the six intersections around the citadel hex. Citadels function as
settlements, but are represented by cities – this means that only one resource is collected instead of two
when neighboring terrain produces, citadels cannot be expanded with City Walls, and, with a 3rd Edition
Catan: Cities and Knights, cannot be targeted by the Saboteur Progress Card. A player may have at most one
citadel, and may not upgrade their citadel to city strength.
• Wizards: Wizards may be played for the cost of the wizard on the card if the player has a citadel. Citadels
are worth one victory point if the player does not have a wizard, and two victory points if the player has a
wizard. Wizards may gain magic by exchanging their corresponding resource for magic (for Ari and Wizards
Alliance, gold pieces). Futhermore, Wizards Alliance may only be played if another player has a Wizard.
• Magic Books: A player may play up to four Magic Books. It costs nothing to play a Magic Book, and the
effects of magic books may be activated for the cost indicated on the card.
• Greatest Magician: The player with the most magicians is the Greatest Magician, worth one victory point,
represented by a Defender of Catan card. If multiple players tie, then the player with Ari, if among the tied
players, earns the victory point.
• The Archivist Action Card may only be used on a Progress Card deck, and only if the player has the Town Hall
City Improvement (first level Politics).
• The Better World Magic Action Card removes the pirate from the game. No action is subsequently taken if
the ship appears on the event die.
• The Defector Progress Card steals an opponent’s Knight Card, not place a new one. Johanna the Warrior-
Maiden is immune to the effects of the Defector.

Page 367 of 383


Bonus Section The Magic Island
• The Eryn the Druid Action Card may only be played if the player does not have a citadel. When played, the
player collects one resource (not commodity) for each citadel on the board.
• The Flagship protects against the effects of the Pirate Fleets, and the player does not contribute any
resources to the Barbarian Island.
• The Gunther the Master Merchant Action Card allows a player to take one resource (not commodity) for every
two ships played.
• The Inspiration Magic Action Card affects the Progress Card decks and not the Development Card decks.
• The Inventor Progress Card may only exchange number tokens on the main island, and on any other island
connected to the main island by a player’s own shipping routes. Similarly, the Land Reform Action Card may
only exchange hexes on the main island (other than the citadel) or islands connected to the main island by
the player’s own shipping routes.
• The Land: Change Thyself! Magic Action Card exchanges a desert or the jungle hex for any hex in the
reserve. If it is replaced with a land hex producing resources, a number token is also randomly taken out of
the reserve and assigned to the hex.
• The Magic Potion Magic Book can be used to double the strength or tournament points of the targeted Knight.
• The Materialization Magic Action Card can be used to either upgrade a settlement to a city for free, relocate
an existing settlement, or upgrade a city improvement by two levels (on the condition that both levels are
currently achievable).
• The player with the Pirate Fleet may, at a later time, discard the card and pay to remove the last ship in
an opponent’s open shipping line and place one of their own ships.
• The Prophesy Magic Book can be used to peek the top card in both Development Card piles.
• The Scout Action Card can be used to choose the terrain or number token assigned when discovery occurs, or
the number token assigned when the Land: Change Thyself! Magic Action Card is used.
• The Sigmund the Sea Hero Action Card may only protect against Pirate Fleets.
• The Smith Progress Card can only be played if you have two unplayed Knight Cards of the appropriate rank to
replace the outgoing knights, which are discarded.
• The Spy Progress Card can be used against Development and Progress Cards, but not both at the same time.
• The Warlord Progress Card reduces the cost of any initial activation by .
• The Witch Magic Action Card can only be played if a player has two wizards (instead of one). When played,
an opponent loses one level of city improvement of the player’s choosing. The Witch cannot be used,
however, to reduce a fourth- or fifth-level improvement.

Game End
Game is to 18 points.

Page 368 of 383


Bonus Section The Magic Island
3-4 Player Setup (3rd Edition)
Scenario Requirements
11 ? 9 • Catan: Seafarers 3rd Edition
• Catan: Traders & Barbarians
? • Catan Card Game
• Catan Card Game Expansion
6 ? • Catan Card Game: Artisans & Benefactors
6 ? • Das Buch zum Spielen

Terrain Hexes

10 6 2 2 2 4 2 0 27 2 1 2 1
9 2 12 5
Number Tokens
8 4
2 3 4 5 6 8 9 10 11 12
3
1 1 2 2 3 2 2 1 1 1

? 8 Terrain Hexes (Reserve)

? 4

? 2 2 2 0 2 4 4 0 0 0 0

5 ? Number Tokens (Reserve)

2 3 4 5 6 8 9 10 11 12

1 2 1 1 1 1 1 1 2 1

Harbors

1 1 1 1 2 4

Additional Build Options

Citadel

Development Card

Page 369 of 383


Bonus Section The Wall Peckers
The Wall Peckers
(Die Mauerspechte)

by Brigitte and Wolfgang Ditt

This scenario was touted as the last Settlers of Catan scenario that the Ditt family has produced. It marked the
15th anniversary of the reunification of Germany.

Preparation Notes
• 12 wall pieces are needed for this scenario (one each of the lower wall portions and two each of the upper
wall portions). The wall pieces represent the Berlin Wall, separating East and West Berlin. Place a wall piece
requiring three resources (lower portions) at the locations indicated with the red and white lines, and a wall
piece requiring two resources (upper portions) on top.
• 6 Hotel Cards are needed for this scenario. Each of the hotels (Alexanderplatz, Brandenburg Gate,
Friedrichstraße, Potsdamer Platz, Stadtmitte, Unter den Linden) are also associated with hexes, which are
marked with their corresponding initial letters.
• The hex marked with represents the Tiergarten.
• Variable Setup: the hex fields, except for hotel hexes, may be freely rearranged.

Setup Notes
• Players must build one initial settlement on either side of the wall. Players may not build their settlements on
the wall itself.

Additional Rules
• Settlements may not be placed on the wall, and roads may not be placed adjacent to a wall.
• As long as there is at least one wall piece per section, the robber must be moved to a hex on the opposing
side of the wall.
• Ships may only be built on edges with ocean on both sides. A settlement or city is not needed between roads
and ships.
• Pecking the Wall: The first player to reach 4, 5, 6, 8, 9, and 10 victory points may take the corresponding
number token and place it next to any wall section without a number token. Wall pieces from the section
may then be purchased by any player. Players may only purchase one wall piece per turn, and the player
“unlocking” the section may immediately purchase a piece from the “unlocked” section. Each wall piece is
worth one victory point, and the upper piece (requiring two resources) must be purchased before the lower
piece can be purchased.
• Removing the Wall: Once the lower wall piece is removed from any section, the player purchasing the last
wall piece may “unlock” a Hotel. One Catan chit is also placed on the Tiergarten hex.
• Best Wall Pecker: The player with the most wall pieces, after the first section of wall is fully removed, is
awarded the Best Wall Pecker, worth one victory point.
• Hotels: A player may purchase any unlocked hotel, but only one hotel may be purchased per turn. Hotels
must be purchased with number tokens assigned to sections of walls with no wall pieces (not necessarily the
one unlocking the hotel), for the cost indicated on the Hotel Card. The number token on the hotel’s
corresponding hex is exchanged with the purchased number token. Each hotel is worth one victory point, and
a player with a hotel collects two resources whenever their corresponding hex produces, as if they have an
adjacent city. If, in the effect that there are not enough resources for both the hotel owner and anyone with
adjacent settlements and cities, only the hotel owner receives resources if possible.
• If, as a result of hotel purchases, that no hexes produce on a roll of 2 or 12, a Catan chit is placed on the
Tiergarten hex instead.
• The Love Parade: If the Tiergarten hex contains a Catan chit when it produces, a Catan chit is auctioned.
The player to move makes the first bid in number of resource cards. Players who pass on their bid may not
later reenter the auction. Each Catan chit is worth one victory point.
• Best Raver: The player with the most Catan chits is named the Best Raver, worth one victory point.

Game End
Game is to 15 points in a 3-player game, and 17 points in a 4-player game.

Page 370 of 383


Bonus Section The Wall Peckers
3-4 Player Setup (3rd Edition)
Scenario Requirements
• Catan: Seafarers 3rd Edition

Terrain Hexes
5 9 6 8
4 10 9 5 5 5 5 5 2 19 0
8

PB
11
Number Tokens
10 11
5 B 6 2 3 4 5 6 8 9 10 11 12

SU F
3 2
4 12 3 1 3 3 3 3 2 3 3 3 1

6 11 Number Tokens (Reserve)


9 5

A
2 3 4 5 6 8 9 10 11 12
10 3 4
0 0 1 1 1 1 1 1 0 0

Harbors

1 1 1 1 1 3

Additional Build Options


Alexanderplatz 4 10
Stadtmitte 6 8

Alexanderplatz 5 9
Unter den Linden 4 10

Alexanderplatz 6 8 Unter den Linden 5 9

Brandenburg Gate 4 10
Unter den Linden 6 8

Brandenburg Gate 5 9
Wall Section Lower 1

Brandenburg Gate 6 8 Wall Section Lower 2

Friedrichstraße 4 10
Wall Section Lower 3

Friedrichstraße 5 9
Wall Section Lower 4

Friedrichstraße 6 8 Wall Section Lower 5

Potsdamer Platz 4 10
Wall Section Lower 6

Potsdamer Platz 5 9
Wall Section Upper 1

Potsdamer Platz 6 8 Wall Section Upper 2

Stadtmitte 4 10
Wall Section Upper 3

Stadtmitte 5 9

Page 371 of 383


Bonus Section Bridge Building on Catan
Bridge Building on Catan
(Brückenbau auf Catan)

by Bastian Schulz

Additional Build Options

Bridge (Over Land)

Bridge (Over Water)

Preparation Notes
• 3 bridges are needed per player if Catan: Seafarers is not involved, and 5 bridges are needed per player if
Catan: Seafarers is involved.

Additional Rules
• Bridges: Bridges are built on hexes, from one vertex to another vertex that is not adjacent. If built over
water, it cannot be moved, and the line of ships leading to the bridge is considered closed. Bridges count as
one road for the purposes of Longest Road.
• The Road Building Development Card can be used to build one bridge instead of two roads or ships by paying
.

Page 372 of 383


Catan for Roleplayers
Catan for Roleplayers
(Catan für Rollenspieler)

by Brigitte and Wolfgang Ditt

This variant was inspired by the fact that most RPG players would have a wide variety of dice.

Preparation Notes
• Instead of the dice, use a D4 and a D8 and add the sum for resource rolls. You can also use a D4 and a D12,
subtracting the result of the D4 roll from the D12 roll.
Bonus Section Disasters on Catan
Disasters on Catan
(Katastrophen auf Catan)

by Ronald Hoekstra

Preparation Notes
• A number of hexes and number tokens are set as part of a reserve.

Additional Rules
• Disasters: If doubles are rolled, a disaster occurs. After collecting resources, roll the dice again to
determine which hexes are affected by the disaster (note that there can be a case where no hexes are
affected, such as if a 7 is rolled, in which case nothing occurs).
• Storm Surge: If a double 1 is rolled and a coastal hex is affected, the hex is replaced by a sea hex, and its
number token (if any) are placed in the reserve. Settlements, cities, and harbors that are entirely
surrounded by water are removed from the board.
• Droughts: If a double 2 is rolled, and a field, forest, or pasture hex is affected, then the number token is
removed from the hex. The hex no longer produces resources.
• Earthquakes: If a double 3 is rolled, all cities adjacent to the affected hexes are reduced to settlements. If
there are not enough settlements, then the city is removed from the board.
• Eruptions: If a double 4 is rolled, and a mountain or gold field hex is affected, then all adjacent roads are
removed from the board, as well as the hex’s number token. The hex no longer produces resources.
• Tornados: If a double 5 is rolled, all adjacent roads are removed from the board. In addition, if a forest hex
is affected, it is turned into a hills hex or desert hex (if there are no hills in the reserve), or its number token
simply removed (if there are no hills or desert hexes in the reserve).
• Epidemics: If a double 6 is rolled and a landlocked hex is affected, then all adjacent cities are removed from
the board. The effect can be prevented by a vaccine, which protects a single city against one occurrence of
the epidemic.
• Irrigation: A land hex producing resources but without a number token can be irrigated for the price of three
resources, provided that there is an adjacent settlement or city which is connected to water by the player’s
road network. When irrigated, a number token is assigned to the hex.
• Desert Reclamation: For the cost of 5 resources, a player with a settlement or city adjacent to the desert
hex may exchange the desert hex for a random resource-producing land hex, and assign a number token at
random to it.
• Water Reclamation: Ocean hexes may be reclaimed by the use of dikes, which are represented by roads on
water. If an ocean hex is entirely surrounded by land hexes and/or separated from adjacent ocean hexes by
dikes, the hex is reclaimed. The dikes are removed, and the hex is replaced by a random resource-producing
land hex. A random number token is then assigned to the hex from the reserve.

Page 374 of 383


Bonus Section Fishermen
Fishermen
(Fischer von Catan)

by Ronald Hoekstra

Preparation Notes
• Additional number tokens are required, which are to be assigned to the desert and ocean hexes.

Additional Rules
• Cities only produce one resource instead of two.
• Fish: Ocean hexes with number tokens produce fish, represented by Catan chits. Settlements and cities
adjacent to these hexes produce one fish, while ships in open shipping lines produce two fish. (Ships in
closed shipping lines do not produce fish.) Fish are not resources and do not count against the hand limit,
but may be traded in for resources. Resources may not be traded in for fish.
• Drought: If a desert produces, then all players must turn in any Catan chits, and the number tokens on all
desert and ocean hexes are reshuffled.
• The pirate blocks the production of fish.

Game End
Game is to 10 points.

Page 375 of 383


Bonus Section Ice Age
Ice Age
(Eiszeit)

by Ronald Hoekstra

Preparation Notes
• A supply of counters are needed. Enough counters are needed to cover every hex on the board.

Additional Rules
• Freezing: After each player takes their first turn, the freezing phase begins. Each player must, at the end of
their turn, place a counter on any hex on the outside of the board, proceeding inwards. Hexes with counters
are considered frozen, and do not produce resources. If a land hex with a number token is frozen, its number
token is removed from the board. Roads may be built adjacent to any frozen ocean hex.
• Thawing: After the entire board is frozen, the board begins to thaw. At the end of each player’s turn,
counters are removed, starting from the outside of the board and proceeding inwards. If a land hex
producing resources is thawed, a number token is assigned to the hex from those removed from the board.
If an ocean hex is thawed such that a road is entirely surrounded by ocean, the road is destroyed.
• As long as there is at least one frozen hex, the hand limit is not in effect.

Page 376 of 383


Bonus Section Merchant Fleet
Merchant Fleet
(Handelsflotte)

by Ronald Hoekstra

Preparation Notes
• One ship is needed for this scenario per player.

Additional Rules
• Merchant Actions: Once per turn, the player may perform one merchant action. Merchant actions may
include loading a ship, unloading a ship, or moving a ship.
• Loading Ships: A player may move their ship to the coast, adjacent to one of their own settlements or
cities. After moving, they may load the ship with resource cards. Resources loaded on ships do not count
against the hand limit, and are not taken with the Monopoly Development Card.
• Unloading Ships: If a ship is at a 2:1 harbor, they may trade resources on board using the harbor.
Resources traded in this manner are placed in a player’s hand, not on the ship.
• Moving Ships: A player may move their ships up to two water spaces around the board (a water space is a
space either with a harbor or between harbors – consider the board being entirely surrounded by ocean
hexes).
• 2:1 harbors are only be used for trade by ship. 3:1 harbors are used as normal.
• The robber may occupy any harbor. If the robber is moved to a harbor, they may steal a resource from the
owner of any ship stationed there. Furthermore, all resources on the ship are lost.

Page 377 of 383


Bonus Section The Ministers of Catan
The Ministers of Catan
(Minister von Catan)

by Stefan Risthaus

This variant attempts to combine Settlers of Catan and Catan Card Game together.

Scenario Requirements
• Catan Card Game

Preparation Notes
• Each player is given a set of six Region Cards. One player is given the regions for the Catan Card Game’s
Red Player, another the six regions for the Catan Card Game’s Blue Player, while the third player receives the
Lumber 1, Brick 2, Gold 3, Grain 4, Ore 5, and Wool 6 Region Cards. If a fourth player is playing, the fourth
player receives the five remaining region cards, as well as an additional Gold 2 Region Card.
• The Scout Action Card is not used in this game.
• The Event Deck and Expansion Decks are set up according to the rules of the Catan Card Game.
• One player is assigned the Trade Minister, in charge of determining possession of the Windmill Token, in
accordance with the rules of the Catan Card Game. Another player is assigned the role of the Defence
Minister, in charge of determining possession of the Knight Token, in accordance to the rules of the Catan
Card Game. A third player is termed the Construction Minister, in charge of ensuring that the building rules,
as specified in the Catan Card Game, are adhered to. In a 4-player game, the fourth player is the Finance
Minister, in charge of distributing resources and determining possession of the Largest Army and Longest
Road.

Setup Notes
• Players arrange their six Region Cards in two rows of three. Arrange the Region Cards so that each Region
Card contains no resources.
• Each player draws their starting hand from the Expansion Decks, in accordance to the rules of the Catan Card
Game.

Additional Rules
• At the start of a player’s turn, three dice are rolled: the Event Die, the yellow die, and the red die. The event
die is resolved first, as per the rules of the Catan Card Game, before the yellow die is used to determine the
resource roll for the Region Cards. The outcomes of the yellow and red die are then used to collect resource
cards.
• Players may not freely transfer resources between Region Cards and resource cards, with the following
exception: a player may turn in three of one resource stored on a Region Card for two resource cards of the
same type. Similarly, resources on Region Cards may only be traded for other resources on Region Cards, as
per the rules of the Catan Card Game, and resource cards may only be traded for other resource cards, as
per the rules of Settlers of Catan. However, resource cards and resources on Region Cards may be used in
any combination to pay for any item.
• Players may only play up to two Regional Expansion Cards per settlement, and up to four of Region or City
Expansion Cards per city, as per the rules of the Catan Card Game. Regional and City Expansion Cards
affecting Region Cards must be placed between two adjacent region cards, including (and this is unlike the
Catan Card Game) between Region Cards in the top and bottom row (note that where the Regional Expansion
Card is placed does not need to correspond to the terrain hexes adjacent to the settlement or city that it is
assigned to). As per the rules of Catan Card Game, players may voluntarily remove their own Regional or
City Expansion Cards at any time. Buildings may be freely “reassigned” between different settlements and
cities, though the building rules as outlined in the Catan Card Game must be observed.
• At the end of a player’s turn, the Catan Card Game hand must be replenished, in accordance to the rules of
the Catan Card Game.
• Victory Point Development Cards may be played at any time, as with other Development Cards. All five
Victory Point Development Cards have special effects.
• Resources in Region Cards do not count against the hand limit when a 7 is rolled. Similarly, resource cards
do not count against the resource limit during the Brigand Attack event, and are not lost in the event that the
brigand attack is successful.
• Whenever the robber is moved, the player with the Knight Token may veto the placement of the robber, in
which case the player moving the robber must choose another location. The player may only exercise this
veto once per Robber movement.
• The Alchemist Action Card affects both the red and yellow dice.
• The Bath House City Expansion only affects two regions, protecting against the plague in the same manner as
the Garrison protects against brigand attacks.
Page 378 of 383
Bonus Section The Ministers of Catan
• The Bishop Action Card may be used against a Knight Development Card, in which case the robber is not
moved and the Knight is returned to the bottom of the Development Card deck.
• The Black Knight Action Card may be played against a Knight Development Card. On a roll of 1-5, the Knight
Card is returned to the bottom of the Development Card deck. On a roll of 6, the player must remove one of
their own Knight Development Cards, or a Knight (Unit) Card of the intended target’s choosing if the player
has none. Note that the Black Knight Action Card cannot target the player with the Largest Army.
• The Brigand Action Card does not affect resource cards. The player with the Largest Army is protected
against the Brigand Action Card in the same manner as the Bishop Action Card.
• The Caravan Action Card may be used on resource cards instead of resources in Region Cards.
• The Chapel Action Card protects up to three units against the effects of the Civil War Event Card, in the same
manner as the Church City Expansion Card.
• The Civil War Event Card does not affect Knight Development Cards or Harbors. The unit returned is chosen
by the player on their right.
• The Conflict Event Card, when used on the player with the Largest Army, only discards one card instead of
two.
• The Library Victory Point Development Card raises the Catan Card Game hand limit by 1, in the same manner
as a Library City Expansion Card.
• The Market Victory Point Development Card provides two Commerce Points, in the same manner as the
Marketplace City Expansion Card.
• The Monopoly Development Card also retrieves resources from Region Cards, converting three resources in
Region Cards to two resource cards as necessary.
• The Palace Victory Point Development Card (Governor’s House in 3rd Edition) reduces the cost of searching in
an Expansion Deck, in the same manner as the Town Hall City Expansion Card.
• The Plague Event Card affects every hex adjacent to a city. Resources must be paid from Region Cards
whenever possible.
• If the Smithy Regional Expansion has been played, then the number of Knight Development Cards played is
used as a tiebreaker in determining possession of the Knight Token.
• The Spy Action Card, when used against the player with the Largest Army, must make a success roll. On a
roll of 5 or 6, the Spy Action Card has no effect.
• The University Victory Point Development Card, when played, is treated similarly to the University City
Expansion Card.
• Trade Fleets may be used to exchange resource cards, and harbors may be used to trade resources in Region
Cards.

Game End
Game is to 20 victory points.

Page 379 of 383


Bonus Section The Oil Drillers
The Oil Drillers
(Ölbohrer von Catan)

by Ronald Hoekstra

This scenario combines Settlers of Catan with some parts preferably taken from Wilko Manz’s Giganten (1999).

Additional Build Options

Oil Rig

Preparation Notes
• 3 Oil Rigs are needed for this scenario.
• A number of extra number tokens are needed for this scenario. Place them face-down on random land hexes.
(Number tokens from Giganten are preferred solely because of their shape.)
• Place a set of Catan chits randomly on hexes where there are face-down number tokens.

Additional Rules
• Oil Rigs: Oil Rigs are built in the middle of hexes. A player may elect to build an Oil Rig next to one of their
settlements or cities, if the adjacent hex has a second number token. If this is the first rig built on the hex,
the number token is turned face-up. Oil rigs produce the Catan chits on the hex whenever the resource roll
matches that of the number token: as with resources, one Catan chit is produced for every adjacent
settlement, and two are produced per adjacent city. Note that players without Oil Rigs do not receive Catan
chits if a hex produces Catan chits. In the event that there are not enough Catan chits for all players, the
player to move takes as many as they can, followed by the other players in turn order. Players may only
build 3 Oil Rigs, but they may remove an Oil Rig for later placement.

Game End
The game ends when the first player reaches 10 victory points. At this point, the player with the most Catan
chits is the winner.

Page 380 of 383


Bonus Section The Pioneers
The Pioneers
(Die Pioniere)

by Brigitte and Wolfgang Ditt

Preparation Notes
• Each player is given three Pioneer Cards. Each player must retain one card and discard the other two. The
effects of the Pioneer Cards apply for the player for the length of the game.

Pioneer Card Manifest


The Egoist You may reroll the dice for resources on your turn if they are not to your liking.
However, you must accept the second roll.
The Fast You begin the game with the Largest Army and Longest Road.
The Judges When another player asks you on the status of another player, you may take a resource
of your choosing. Game is to one less victory point in a 3-player game, and one more
victory point in a 6-player game.
The Rich The hand limit is increased to 10 cards. Game is to one less victory point in 5-player
and 6-player games.
The Neighbors The distance rule does not apply if a settlement is built between two roads or ships.
Game is to one more victory point.
The Consultants Whenever an opponent builds a road or ship, you may suggest a possible placement. If
the player follows this suggestion, they must give you one resource card. Game is to
one more victory point.
The Auctioneer Once during your turn, you may auction a resource card from your hand. Bids must be
in number of cards (not kind). If no one offers, the card is returned, and you may take
one additional resource of the same kind.
The Brokers On an opponent’s turn, if there are multiple trade offers, your offer must be accepted
over other identical offers.
The Friends If you have at least the same number of hand cards as another player, you may swap
hands with that player.
The Townsfolk Each city produces three resources (two resources and one commodity where
applicable). Game is to one more victory point.
The Port Managers You may use harbors on opponent’s turns. Game is to one more victory point in 5-
player and 6-player games.
The Shipyard Workers You may build ships with or .
The Poor If, on a roll of any number other than 7, you produce no resources, you may take a
resource. Game is to one more victory point in 3-player and 4-player games, and to
two more victory points in 5-player and 6-player games.
The Harbor Master If an opponent uses a harbor or the 4:1 trade, you may take one of the traded
resources.
The Road Builders For you, the Longest Road consists of the number of connected roads in a network (does
not have to be in a line), ignoring opposing settlements, cities, and knights.
The Nomads Settlements next to a desert hex are worth two victory points. Cities next to a desert
hex are worth three victory points.
The Transport Planner You may defer the placement of any built roads and ships to a later turn.
The One-Sided Your cities must either produce two resources or two commodities, wherever applicable.
The Farmers Settlements adjacent to fields or pasture produce two grain or wool instead of one.
The Sailors You may not build roads. Game is to two less victory points.
The Extremes On a roll of 2, 3, 11, or 12, you may take one additional resource.
The Beggars If a player with more victory points builds a settlement or city, they must give you one
resource of your choosing. If the player cannot do so, they cannot build the settlement
or city. Game is to one more victory point.
The Honest Your hand is placed face-up for all to see, except when a card is taken from you. Game
is to two less victory points.
The Outlaws If a 7 is rolled, you receive any cards that other players discard due to the hand limit.
The cards are received after you discard cards due to the hand limit, if applicable.
The Shepherds Wool may be traded at 2:1.

Page 381 of 383


Bonus Section The Pioneers
The Traders Once per turn, you may trade one card in your hand for one of an opponent’s hand
cards (of their choosing).
The Police Players may not steal resources from you with the robber or pirate. Ships may be built
next to, moved away from, or moved next to the pirate.
The Players Before rolling for resources on your turn, you may bet one resource or commodity card.
If an even number is rolled, you get one additional resource or commodity of the type
bet. If an odd number is rolled, you lose the resource or commodity. Game is to one
less victory point.
The Believers If, after resources are rolled, you cannot build, you may choose to roll the dice. If the
number showing on either die is greater than the number of cards in your hand, you
may take a resource card.
The Transporters On a trade between any two players, you may take from the general supply one of any
resource and any commodity being traded. Game is to one less victory point in a 3-
player game, one more victory point in a 5-player game, and two more victory points in
a 6-player game.
The Researchers When a Development Card or Progress Card is drawn, three cards are drawn. One may
be kept, while the other two are placed at the bottom of their piles.
The Carters You may build roads or ships where other players have placed roads or ships. Other
players may build roads or ships where you have placed roads or ships. You may also
build past opposing settlements, cities, and knights.

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Bonus Section Settlers with Bluff
Settlers with Bluff
(Siedler mit Bluff)

by Brigitte and Wolfgang Ditt

Additional Rules
• Instead of rolling the dice for resources, the player to move and the player on their left determine the
outcome of one die each. Both dice are set and revealed at the same time. The player to move may
influence the outcome of the other die by paying up to three resources; the player on the left may decline the
offer. If one resource is accepted, the player may choose whether the outcome of the die falls in the range of
1-3 or 4-6. If two resources are accepted, the player may choose whether the outcome of the die falls in the
range of 1-2, 3-4, or 5-6. If three resources are accepted, the player may choose the exact outcome of the
die.

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