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Before you read this articleyou will need to know the following terms and definitions: 

Game(-s): Noun. Singular or Plural. A standalone version of Settlers of Catan, which can be played right out of the box without making additional purchases. There is only one standalone (base) game of Catan.
Expansion(-s): Noun. Singular or Plural.  An Catan game that cannot be played by itself. It must be used in conjunction with a standalone (base) game. The 5 & 6-player expansions are a good example of this.
Scenario(-s): Noun. Singular or Plural. A small set of playing pieces and instructions that can be added to normal Catan gameplay. It cannot be played by itself--it must be used in conjunction with a standalone (base) game. The "Oil Springs" scenario is a good example of this.
Variant(-s): Noun. Singular or Plural. A set of instructions for using the pieces from a Catan game or expansion in a new way. Most variants are fan-generated and require printing and cutting out new pieces.

  

First Time After the First Barbarian Invasion

  • At some point, an Event Die result will cause the grey Barbarian Advancement Token to land on the last space of the Barbarian Advancement Board. At that point, a full Barbarian Invasion occurs (see Barbarian Invasion above).  On the first production of “seven” after the first full Barbarian Invasion, a new list of things occurs, in the following order:
  1. No players harvest anything. No one is eligible to receive 1 Favor Token.
  2. Each player counts his resource/commodity cards (not progress cards, oil tokens, or development cards). Any player with more than 7 cards (i.e., 8 or more) must choose and discard half of them.  Return discards to the supply stacks.  If you hold an odd number of cards, round down (e.g., if you have 9 cards, you discard 4).  Players who have built Walls or have special powers may be protected to a certain extent from this loss.  Unprotected players (those without a sufficient number of castle walls or special powers to protect their card totals) must discard half of their resource and commodity cards (rounding down) if they have more than seven.  They decide for themselves which half they wish to discard.
  3. The rest of the villains are introduced (See Thieves and Villains below):
    1. The current player places the Robber on an unoccupied desert space (not Santa’s Workshop or Oasis) that has the fewest buildings, military forces, and trade routes around it. He may not steal a resource or commodity card from another player.
    2. The current player places the Pirate on one of the unoccupied sea spaces that has the fewest buildings, military forces, ships, and trade routes around it. He may not steal a resource or commodity card from another player.
    3. The current player places the Privateer on one of the unoccupied sea spaces that has the fewest buildings, military forces, ships, and trade routes around it. He may not steal a resource or commodity card from another player.
    4. The current player places the Storm on an unoccupied desert hex (not the same as the Robber) that has the fewest buildings, military forces, ships, and trade routes around it.
    5. The current player places the remaining Donkey Cart and Blockade Runner on unoccupied hex-sides that don’t have trade routes, ships, military forces, or wagons on them.
    6. Three additional Barbarians are placed on land hexes, according to dice rolls.
  4. The current player may not move 1 Donkey Cart and 1 Blockade Runner (see Thieves and Villains below).
  5. Every player may “build” his or her personal warship on any sea hex. However, two restrictions apply to this first placement:
    1. They may not place their personal warship on any sea hex adjacent to any opponent’s coastal building(s).
    2. They may not move their personal warship at this time.
  6. The current player may play progress cards (like the Bishop) or use Knight actions.

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