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WAIT! If you haven’t read the game overview yet, please start there.This rule book is broken up into sections. Each section contains a new scenario. Each scenario introduces a new
set of rules you can add to the game. The scenarios are “Land Ho!,” “Pirate Lairs,” “FisH For Catan,” “sPiCes For Catan,” and finally, the epic “exPLorers & Pirates.” Please read the overview before playing these scenarios. Prepare yourself for adventure and excitement!
SCENARIO 1: LAND HO!REquIRED GAmE COmpONENtS
You need the following game components from a copy of Catan® (hereafter referred to as “base Catan”):
•Allgamecomponentsfromthebagcontainingthe“PIECESFROMBASECATAN”sortingtile(seepage2&3ofthegame overview)
•6framepieces•Allroadsandsettlements•2dice•Allresourcecards(butnodevelopmentcards)You need the following game components from this Explorers
& Pirates™ expansion:•Framepieces:1xA1,A2,C1,C2,D1,F1,F2,and2xB3•Thegamepieceslistedunder“Preparation”onpage2•Theterrainhexesfromthe“Standard HexeS + number
tokenS Green and oranGe”bag•Allofthegoldcoins
GAmE BOARD SEt-upBeforeplay,youmustbuildthegameboard.First,you
assembletheframe.Next,youcreatethestartingislandandtheunexploredareas.
Assembling the Game Board FrameUsetheframepiecesfromthebaseCatangameplusthe
framepiecesfromExplorers&Pirates.Useexample1asyourassemblyguide.TheunmarkedframepiecesintheexamplearefromthebaseCatangame.PlacethebaseCatanframepiecesfacedown.
Thecompletedframedividesthegameboardinto3areas.Theareatothewest(withthepasturehex)isthestartingisland.Acrosstheseastotheeastaretwounexploredareas.TheseareasareseparatedbyseahexesformedbytheF1andF2framepieces.Theyareknownasthenorthernunexploredareaandthesouthernunexploredarea.
A1
A2
B3
B3
C1
C2
F1 F2D1
Northern Unexplored Area
Southern Unexplored Area
Example 1:
Starting Island
1 of 6 frame pieces
from base Catan
Note: The large white frame numbers on the setup examples are not actually depicted on the fronts of the frame pieces themselves. They were added to these examples to aid in your setup. The fronts of the frames have small blue numbers. The backs have large white numbers.
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Creating the Starting IslandUsingtheterrainhexesfromthebaseCatangame,setupthe
terrain hexes on the starting island exactly as shown in example 2.Oncethehexesaredone,placethenumbertokensfromthebaseCatangame(again,exactlyasshown).
Building the Unexplored AreasBeforeyouplacethehexesintotheunexploredareas,sort
themintotwoseparatestacksaccordingtotheiconontheirbacks(greenmoonsandorangesuns).Shuffleeachstack.
Usingexample2asaguide,placethehexes’iconsidefaceup.Thegreenmoonsgointothenorthernarea.Theorangesunsgointothesouthernarea.
Separateandshufflethegreenmoonandorangesunnumbertokensintotwostacks.Placethestacks(iconsideup)ontheframenearthematchingregion.
pREpARAtIONEachplayerchoosesacolorandtakesthefollowinggame
pieces(seeexample2below):
•5settlementsfromthebaseCatangame
•15roadsfromthebaseCatangame
•4harborsettlementsfromExplorers&Pirates
•3shipsfromExplorers&Pirates
•2settlersfromExplorers&Pirates
•2goldfromExplorers&Pirates
•1Explorers&Piratesbuildingcostscard
Placeyourpiecesinfrontofyourself.TheremainingwoodengamepiecesfromExplorers&Piratesarenotusedinthisintroductoryscenario.
PlacetheresourcecardsanddicefromthebaseCatangamebesidethegameboardtoformasupplyarea.
Placetheremaininggoldcoinsinthesupplyareaaswell.
Set-up PhaseInthisscenario,thestartingpositionsarepredetermined.
Eachplayerplaces1harborsettlementand1settlership(ashipwithasettlerinthehold),aswellas1settlementand1road,atthelocationsshowninexample2.Ina3-playergame,don’tplacethegamepiecesofthefourth,unusedcolor.
11••
11••
9••••
3••
8•••••
10••••
10••••
8•••••
6•••••
6•••••
4•••
4•••
3••
5•• ••
12•
A1
A2
B3
B3
C1
C2
F1 F2D1
Example 2:
orange sun number tokens
green moon number tokens
15 roads
3 ships 2 settlers
5 settlements 4 harborsettlements
Each player chooses a color and takes:
2 gold1 buildingcosts card
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Starting resources: For each terrain hex adjacent to his or hersettlement,eachplayertakesthecorrespondingresourcecards.
Special Rules for Two PlayersEachplayerchoosesacolor.Thegamepiecesofthenon-
chosencolorsremainasobstaclesonthestartingisland.Removeonlythesettlershipsofthenon-chosencolors.
BASE GAmE RuLESTherulesofthebaseCatangamealsoapplytoallscenariosof
thisexpansion,withthefollowingexceptions:
•Therearenodevelopmentcards.
•Thereareno“LongestRoad”and“LargestArmy”specialvictorypointcards.
•Settlementscannotbeupgradedtocities.
•Thereisnorobberpiecetoblockresourcehexes.However,whenevera“7”isrolled,eachplayerwhohasmorethan7resourcesstillloseshalfofhisorherresources.Startingwithscenario2,apirateshipruleisadded.Itperformsmanyofthesamefunctionsasthedescribedintheclassicrobberrules.
tHE pHASES Of A tuRN
Production PhaseOnyourturn,yourollforproductionasusual;theresult
appliestoallplayers.
Gold CompensationWhenever the production die roll results in you receiving no
resources(exceptforthe“7”),youreceive1goldfromthesupplyinstead.
Trade and Build PhaseAftertheproductionphase,youmaytradeandbuildinany
orderyouwish.Forexample,youmayfirstbuild,thentrade,thenbuildagain,etc.
3:1 TradeInExplorers&Pirates,therearenoharborsliketheonesin
baseCatan.However,onyourturn,youmaytraderesourcesata3:1rate,i.e.,return3resourcesofthesametypetothesupplyandtakeany1differentresourceofyourchoicefromthesupply.Youmayalsoobtain1goldbypaying3resourcesofthesametype.
Paying Gold to Buy Resources (2:1)Twiceduringyourturn,youmaypay2goldforany
1resourceofyourchoicefromthesupply.Youmayalsotradegoldwithyouropponents,justlikeresourcecards.
Movement PhaseAfteryouhaveconcludedyourtradeandbuildphase,your
turn’smovementphasebegins.Duringthisphase:
•Youmaymoveallyourshipsandperformactionswiththem.
•Youarenotallowedtotradeorbuildduringorafterthemovementphase,exceptwhenyouare“BuildingaSettlementwiththeAidofaSettlerShip”(seepage5).
Yourturnendsafterthemovementphase.
SEA ROutESShipsaremovedalongsearoutes.Theedgesofaseahex
arecalledsearoutes.Searoutesseparateseahexesfromeachotherandterrainhexesfromseahexes.Theedgesofframepiecesborderingseahexesorterrainhexesarealsoconsideredassearoutes.
SHIpS, HARBOR SEttLEmENtS, AND SEttLERS
ShipsShipstransportvariousgamepiecesfromoneplaceto
anotherintheship’shold.Aholdcanonlyaccommodate 1largegamepiece(settler,fishhaul)or2smallgamepieces(crews,spicesacks).
Note: Fish hauls, crews, and spices will be described in later scenarios.
Building ShipsAshipcosts1lumberand1wooltobuild.Whenyoubuild
aship,placeitonasearoutedirectlyadjacenttooneofyourharborsettlements,withthefollowingconditions:
•Youcannotplaceashiponasearouteadjacenttoanundiscoveredhex,becausebuildingtheshiptherewouldimmediately result in the discovery of this hex (see DiscoveringwithShipsonpage4).
•Ifyouwanttobuildanewshipwhenallyourshipsarealreadyonthegameboard,youmayremoveany1ofyourshipsfromthegameboardandbuildthenewshipadjacenttooneofyourharborsettlementsfortheusualshipbuildingcosts(1lumber+1wool).Anypiecesintheholdofashipyouremovearelost(returnthemtoyoursupply).
harborsettlement
ship
settler
together they are a “settler ship”
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Moving Ships•Youmayonlymoveyourshipsduringyourmovement
phase.•Eachofyourshipshas4movementpoints.Movingaship
fromasearoutetoanadjacentsearoutecosts1movementpoint.
•Youmaymoveashipinanydirectionandalsochangedirectionsduringitsmovement(e.g.,youmaymoveitforwardandthenbacktothesamespaceifyouwish).
•Youmustcompletethemovementofoneshipbeforeyoucanmoveyournextship.
•Duringyourturn,youmaybuy2additionalmovementpointsforashipbyspending1woolcard.Thismaybedoneonce(andonlyonce)foreachship,eachturn.
•Upto2shipsmayoccupyagivensearoute.Theseshipsmaybelongtothesameordifferentplayers.
•Youmaymoveyourshippastanothership(orpast2sidebysideships).However,themovementofyourshipmaynotendonasearoutethatisalreadyoccupiedby2ships.
Loading and Unloading ShipsEachshiphasaholdthataccommodates2smallgamepieces
(crewsorspicesacks)oronelargegamepiece(settler,fishhaul).Pleasenotethatthecrews,spicesacks,andfishhaulsarenotusedinthisscenario.Youmayremovegamepiecesfromashipandreturnthemtotheappropriatesupply.Thiscouldmakesenseifyouwanttomakeroomforamorevaluablegamepiece.
Loadingandunloadingashipcostsnomovementpoints.Youmaycontinuetomoveashipafterloadingorunloading,providedthatitstillhasmovementpoints.
Discovering with ShipsTodiscovernewland,youmustmoveoneofyourships
towardstheunexploredareasoftheboard(example3A).
If,aftermovingaship,oneofitsends(boworstern)pointstowardthecorner(intersection)ofanundiscoveredhex,youmustdiscoverthathex(example3B).
Turnthehexover.Ifitisaterrainhex,takeanumbertokenfromthestackwhosecolor/iconmatchesthecolor/icononthebackoftheterrainhexandplaceit,numbersidefaceup,onthehex(example3C).
Reward for a DiscoveryIfyoudiscoveraterrainhex,asarewardyouget1resource
ofthetypeproducedbythathex(example3D).Ifyoudiscoveranyothertypeofhex(landorsea),youget2gold.
Discovery Ends a Ship’s MovementAfteradiscovery,youarenotallowedtomovetheshipany
farther.Anyremainingmovementpointsareforfeited.
B
Example 3: Discovering with Ships
A
C
D
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Harbor SettlementsBuilding a Harbor Settlement
For2grainand2ore,you can upgrade any one of your coastal settlements (itbordersaseahexortheframe)tobuildaharborsettlement.Paythebuildingcosts,returnthesettlementtoyoursupply,andreplaceitwithaharborsettlement.
•Aharborsettlementisworth2victorypoints.
•Aharborsettlementhasabasinthatcanholdvariousgamepieces.Abasincanaccommodate1largepiece(settler,fishhaul)or2smallpieces(crews,spicesacks).
Important: When the number of an adjacent terrain hex is rolled, you receive only 1 resource for a harbor settlement. They do not produce 2 resources like cities in base Catan.
Settlements and SettlersYoucanbuildsettlementsin2ways:eitheralongaroad,just
likeinbaseCatan;OR,bylandingasettlership(seebelow).Youobservethedistanceruleinbothcases.
Building a Settler•Buildingasettlercosts
the same resources as buildingasettlement.
•Whenyoubuildasettler,youmustplaceit either into the empty basinofoneofyourharborsettlementsordirectly into the empty holdofoneofyourships.Thisshipmustbelocatedonasearouteadjacenttooneofyourharborsettlements.Youareneverallowedtoplaceanewlybuiltsettleronland.
•Ashipwithasettlerinitsholdiscalledasettlership.
•Ifthespacesintheharborbasinandinanadjacentship’sholdareoccupiedbyanothergamepiece,youcanbuildthe settler only if you remove the other game piece from thebasinorholdandreturnittoyoursupply.
•Youarenotallowedtomoveasettleroverland.Yoursettlerscanonlybetransportedbyyourships.
Movement Phase: Loading a SettlerIfeitherendofyourempty
ship points toward one of yourharborsettlementswithasettler,youmayloadthesettlerontotheship.Youcanmove your settler ship just likearegularship.
Important: Loading a settler onto a ship does not end the movement of the ship. For more rules on loading and unloading pieces, see Transshipping on page 6.
Building a Settlement with the Aid of a Settler ShipIfeitherendofoneofyoursettlershipspointstoward
thecornerofaterrainhex(example4A),youmaybuildasettlementthere(certainexceptionsapply,whichareexplainedinthecontextofthecorrespondingmissions).
Tobuildthisnewsettlement,returnbothyourshipandthesettlerinitsholdtoyoursupply(example4B).
Placeyournewsettlementontheintersectionoftheterrainhex,atnoadditionalcost(example4C).
Important: When you build a settlement with the aid of a settler ship, you must always observe the usual Catan distance rule (2 paths between settlements).
Ineachofthetwounexploredareasonthegameboard,youcanonlybuildyourfirstsettlementbyusingasettlership.Onceyouhaveestablishedyourfirstsettlementinthisarea,youcanbuildroadsandsettlementsthereinaregularfashion.However,youcouldalsoforgoroadbuildingandbuildfurthersettlementswiththeaidofsettlerships.
Note: Roads may not be built on paths adjacent to undiscovered hexes, and settlements may not be built on intersections adjacent to undiscovered hexes. If you build a road in such a way that one of its ends points toward an undiscovered hex, you can’t discover that hex. You can only discover hexes by means of ships.
ENDING tHE GAmEYou win “Land Ho!”ifyoureach8victorypoints(VP)
onyourturn.
—Have fun exploring!
A
Example 4:
B C
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ADDItIONAL RuLESOnce you have completed “Land Ho!” and are familiar with
itsrules,continuetoscenario2,“Pirate LairS.”Thefollowingruleswillbeusedinthisscenarioandeveryscenariothereafter.
Beginningwiththesecondscenario,youcanbuildcrews.YouarealsogivenyourfirstmissionbytheCouncilofCatan.Additionally,wheneversomeonerollsa“7”pirateshipsappear.Beforeyouplaythesecondscenario,familiarizeyourselfwiththeremainingbasicrules…
BuILDING
CrewsCrewsrepresent
specialists that can ride on yourships.Youusethemtoperformvarioustasks.Dependingonthemission,crewscanbemerchants,warriors,orboth.
Building and Loading a Crew•Acrewcosts1oreand1wool.
•Tobuildacrew,paythebuildingcostsandplacethecreweitheronafreespaceinthebasinofoneofyourharborsettlements or in the hold of one of your ships on a sea routeadjacenttoaharborsettlement.
•Ifyouplacethecrewinthebasinofaharborsettlement,duringthemovementphaseyoucanpickupthecrewwithaship,transportittoadestination,andunloaditthere.
•Youcanaccommodateupto2crewsinanemptybasinoremptyship.
•Afterloadingorunloadingacrew,youmaycontinuetomovetheship,providedthatyouhaven’tusedallofitsmovementpointsyet.
Moving CrewsThetransportofcrewstotheirdestinationscanonlytake
placeviayourownships.Youarenotallowedtomovecrewsoverlandalongpathsorroads.
tRANSSHIppING GAmE pIECES
Transshipping Game Pieces Between Your Ship and Your Harbor Settlement
Ifeitherendofoneofyourloadedshipspointstoaloadedharborsettlement,youmayswapthepositionofthegamepiecesintheshipandharborsettlement.
Transshipping Game Pieces Between 2 ShipsYou are not allowed to directly transship game pieces
between2ships.However,indirecttransshippingispossibleifeitherendofeachofthetwoshipspointstothesameharborsettlementandtheharborsettlementisusedfortemporarystorage(seeexample5below).
Example 5: Transshipping
(A) One of the ends of a ship loaded with 2 crews points to a harbor settlement. The harbor settlement has a settler.
(B) You have the crews and the settler swap places.
(C) Then you load the 2 crews onto the right ship.
Hint: If your harbor settlements are strategically well placed, you can use 2 ships and a harbor settlement to transport game pieces to their destination faster.
A
B
C
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pIRAtE SHIpSPirateshipsareawayforyoutoforceyour
opponentstopaygoldtomovetheirships.Theyalsoallowyoutostealresourcecards(muchliketherobberrulesinbaseCatan).
Placing a Pirate ShipYou may place a pirate ship on any sea
hex—with2exceptions:
•Youmayneverplaceapirateshiponany sea hex adjacent to the starting island.
•Youmayneverplaceapirateshipanywhere on the outside frame of the board(piecesA1,A2,B1,B2,B3,orthe6framepiecesfrombaseCatan).
Youeachhave1pirateshipinyoursupply.Ifyouarethefirstplayertorolla“7,”placeyourpirateshipononeoftheallowedseahexes.Yourpirateshipremainsonthehexuntilsomeonerollsanother“7”orchasesyourpirateshipaway(seepage8).
A “7” Is Rolled—Placing and Moving the Pirate Ship•Ifanyonerollsa“7”andyourhandcontainsmorethan
7resourcecards,youmustdiscardhalfofyourcardsroundeddown(justlikeinbaseCatan).
•Ifyourolledthe“7”andyourpirateshipisalreadyonthegameboard,moveittoanotherallowedseahex.
•Ifyourolledthe“7”andanopponent’spirateshipisonthegameboard,returnthepirateshiptothatplayer’ssupplyand place your own pirate ship on any allowed sea hex (includingthehexpreviouslyoccupiedbyyouropponent’spirateship).Thatway,thereisalwaysonly1pirateshiponthegameboard(seeexample6below).
Moving the Pirate Ship—Stealing a ResourceIfyouplaceyourpirateshiponaseahex,youmaysteal
1(random)resourcecardfromtheface-downhandofanopponentwhohasashiponasearouteofthishex.Settlementsorharborsettlementsarenotaffected.
If,andonlyif,theopponentdoesn’thavearesourcecard,youmaytakeagoldfromhiminstead.
Forexample:Inexample6B(bottomofpreviouscolumn),afterRedplacedhership.ShecouldstealaresourcecardeitherfromOrangeorBlue.Bluehasnocards(butdoeshavegold).Orangehascardsandgold.IfRedstealsfromBlue,shecantakeagold.IfRedstealsfromOrange,shemusttakeacard.
Paying Tribute to the PirateIfyoumoveyourshiponto,along,oroffof,asearouteona
piratehex(ahexthatisoccupiedbyanopponent’spirateship),youmustpayatribute.
•Thetributecosts1gold,andyoupayittothesupply.
•Youmustpayaseparatetributeforeachshipyoumoveinthisway(e.g.,moving1shipcostsyou1gold,moving2shipscostsyou2gold,etc.).
•Payingtributeforashipallowsthatshiptomovealong,onto,oroffof,anynumberoftheseroutesduringyourcurrentturn(youcanevenmoveoffofandbackonto).
•Youmaybuildashiponasearouteadjacenttoahexoccupiedbythepiratewithoutpayingtribute,becausebuildingisnotmoving.However,ifyouthenwishtomovethisnewlybuiltship,thetributemustbepaid.
•Youmustpaythistribute,evenifyoualreadyhavespent4goldtobuy2resourcesduringyourtrade&buildphase.
Example 7: Paying Tribute
On each of their respective turns: Blue must pay 1 gold if he moves this ship. Orange must pay a tribute of 2 gold if she moves both ships (1 gold if she moves only 1 ship). If White wishes to move onto the sea routes indicated, he must pay 1 gold. Red does not have to pay anything, because it is her pirate ship.
Example 6: Moving a Pirate (Red rolls a “7”)
(A) Blue returns his pirate ship to his supply. (B) Red places her pirate ship.
A B
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Tochaseawayapirateship,youroll1dieforeachofyourbattle-readyships.Ifyourolla“6,”yousuccessfullychaseawaythepirateship;returnittoitsowner.Nowplaceyourownpirateshiponanyallowedseahexandsteal1resourcecardfromtheownerofanadjacentship(see“MovingthePirateShip—StealingaResource”onpage7).
Thefollowingalsoapplies:
•Ashipusedtochaseawayapirateshipmaybemovedinaregularfashionafterwards.
•Ifyoufailedtochaseawaythepirateship,youmustpaytributetomoveyourshipalongthesearoutesofthepiratehex—orelseyoumaynotusethesesearoutes.
GENERAL RuLES fOR mISSIONSExceptfor“Land Ho!”(scenario1),eachscenarioisplayed
with1-3missions.Ifascenarioincludesmultiplemissions,youmayworkonallofthematonce.Thegamecomponentsforamissionarestoredintheirownbagandalwaysincludeamissioncardandavictorypoint(VP)card.Example9showsthe mission card and the victory point card of the “Pirate LairS” missionwithsomeplayermarkersonit.
•Atthebeginningofthegame,eachplayermustplace 1markeronthestartingspace(S)ofeachmissioncardusedinthescenario.
•Wheneveryoumakeprogressonamission,moveyourmarkerforward1space.
•Ifthespaceyoumoveyourmarkerontocontainsanopponent’smarker(s),placeyourmarkerontop.
•ThenumberofVPsymbolsdepictednexttoeachmarkerindicatesthenumberofmissionVPstheownerhasaccumulated.Inexample9,RedandWhitehave1victorypointeach.OrangeandBluehave2VPseach.
•Ifyourmarkerhasmovedthefarthestfromthe“S”space,youreceivethemission’sVPcard.Itisworth1VP.
•Ifplayers’markersareontopofeachotheronthemostadvancedspace,themarkeronthebottomreceivesthespecialVPcard,asitwasthefirsttoarrivethere.
Note: In example 9 (below), Blue gets the VP card.
Chasing Away a Pirate ShipInordertoattempttochaseawayanopponent’spirateship,
youmusthaveatleastonebattle-readyship.Ashipisbattle-readyifthefollowing2requirementsaremet:
•Itmustnothavemovedonthisturn.
•Oneofitsendsmustbedirectlyadjacenttooneofthesixintersectionsoftheseahexoccupiedbythepirate.
Duringyourturn’smovementphase,eachofyourbattle-readyshipsmaymake1attempttochaseawayanopponent’spirateship.
The Mission: conquer the most pirate lairs.
Pirate Lairs
Greatest Pirate Scourge
Example 9: Mission and Victory Point Cards
Example 8: Chasing Away a Pirate Ship (Red’s movement phase)
(A) Red has 3 unmoved ships. 2 of them have ends that point toward a corner of the pirate hex. She rolls two dice (one time for each of these 2 ships).
(B) One of the dice comes up a “6.” Blue must return his pirate ship to his supply.
(C) Red places her pirate ship beside Blue’s ship. Red may steal 1 random resource card from Blue. Blue now has 1 battle-ready ship.
A
B
C
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pIRAtE LAIRSInthisscenario,youaregiventhefollowingmission:
First,locatethegoldfieldsintheunexploredareas.Theyarealloccupiedbypiratelairs.Second,buildcrewsandsendthemtodefeatthepiratelairsandcapturethegoldfields.
GAmE BOARD SEt-up
Assembling the Game Board FrameIfyouhavetheboardfromscenario1alreadysetup,extend
theframeusedinscenario1byaddingtheB1framepieces. UseseahexEtofillthegapbetweenseahexD1andseahexpieceF1.Otherwise,buildtheboardexactlyasshowninexample10below.
Creating the Starting IslandPlacetheterrainhexesandnumbertokensofthebaseCatan
gameinthestartingislandarea,asshownbelow.Hint: When you play the scenario a second time, if you want to make the game more variable, you should shuffle the terrain hexes face down and randomly place them in the starting island area. However, the position of the number tokens should never change.
Assembling the Unexplored AreasOpen the “Pirate LairS”missionbag.
Shufflethe3greenmoon-backedgoldfieldhexestogetherwiththegreenmoon-backedstandardhexesand place them face down in the northernunexploredareaasshown.Dothesamewiththeorangesun-backedgoldfieldhexesandstandardhexes,placingtheminthesouthernunexploredarea.
Placethegreenmoonandorangesunnumbertokensinseparateface-downstacksasshowninexample10.
=
=
11••
11••
9••••
3••
8•••••
10••••
10••••
8•••••
6•••••
6•••••
4•••
4•••
3••
5•• ••
12•
A1
A2
B3
B3
C1
C2
F1 F2D1 E
B1
B1
6 green moon number tokens
6 orange sun number tokens
6 pirate lair tokens
Example 10:
2 new frame pieces and
1 new sea hex
Hexes used in this scenario:
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Additional Preparations•Eachplayertakespiecesasshownbelow.
•Forthisscenario,youalsoneedthegamecomponentsincluded in the “Pirate LairS”bag.Placethe“Pirate LairS” missioncardandthecorrespondingVPcardbesidethegameboard.Eachplayerplacesamarkeronthe“S”spaceofthemissioncard.
•Shufflethe6piratelairtokenswiththeirnumbersidefacedownandplacethemasastackbesidetheboard(example10,page9).
ENCOuNtERING pIRAtE LAIRS
Discovering Pirate LairsIfyoudiscoveragoldfieldhex,itisalwaysoccupiedbya
piratelair.Youimmediatelyreceive2goldforthediscoveryasshowninexample11A(below).Youthentakeapiratelairtokenfromthesupplystack(example11B)andplaceit(withoutturningitover)onthepiratelair(example11C).
Important: As long as there is a pirate lair on a gold field hex, it is referred to as a pirate lair hex. You cannot build a road on its paths (edges) or a settlement on its intersections (corners). Once the pirate lair is captured, you may build on the gold field normally.
SEt-up pHASE
Free Set-upUsingtheturnorderdescribedinbaseCatan,eachplayer
placesaharborsettlementfirstandaregularsettlementsecondonthestartingisland(eachwithoutaroad).Yourharborsettlementmustbeplacedononeoftheintersectionsmarkedwithacircle( )inexample10(page9).Theregularsettlementmaybeplacedonanyintersection,includingthosemarkedwithacircle.Youmust,ofcourse,observethedistancerulewhenbuildingallharborsettlementsandregularsettlements.Yourstartingresourcesare1cardfromeachterrainhexadjacenttoyourstartingsettlement(notharborsettlement).
Thelastplayertoplaceasettlementisthefirsttoplacearoadadjacenttothatsettlement.Thatsameplayerthenplacesasettlership(ship+settler)ononeofthesearoutesadjacenttohisorherharborsettlement.Theotherplayersfollowclockwise.Onceeveryonehasplacedtheirpieces,thestartingplayerbeginsthegamebyrollingthedice.
Deploying Neutral Game Pieces in a 2-Player GameAfterbothplayershaveplacedtheirrespectiveharbor
settlement,beginningwiththestartingplayer,eachplayer placesaharborsettlementofaneutral,non-chosencolor. Oncebothplayershaveplacedtheirneutralharborsettlements,usingthesameturnorder,theyeachplaceasettlementoftheneutralcolor.
Capturing Pirate Lairs
Placing CrewsDuringpiratemissionsyourcrewscanbecomewarriors.If
yourshiphas1or2crewsonboard,andoneendoftheshippointstowardanintersectionofapiratelairhex,youmayplacethesecrewsdirectlyonthepiratelairtokenifyouwish.Amaximumof3crewsmaystandonapiratelair.
Important: You can only place crews on specific destinations (an active pirate lair token in this scenario). You are never allowed to place crews on any hex that does not contain a destination.
CapturingAssoonasyouplacethe3rdcrewpieceonapiratelair(all3
crewsdonothavetobeyourown,seeexample12),thelairiscaptured.Afteryoufinishyourmovementphase,theresultsofthepiratelaircaptureareresolvedasdescribedbelow.
Eachplayerwhoparticipatedinthecaptureimmediatelyreceives2goldasareward.Inaddition,eachparticipatingplayermoveshisorhermarkerforward1spaceonthemissioncard’svictorypointscoringtrack(missionprogress).Theplayerwhoseturnitisbegins;theotherplayersfollowinclockwiseorder.
15 roads 3 ships
2 settlers
5 settlements 4 harborsettlements
Each player chooses a color and takes:
2 gold1 pirate ship9 crews 1 marker
Example 11: Discovering a Pirate Lair
A
B
C
Catan-E&P 2015 Rule Book.indd 10 12/23/14 5:48 PM
11
Determining HeroesEachparticipatingplayerrolls1die.Addtoyourresultthe
numberofyourcrewsplacedonthepiratelair.Ifyoursumtotalisthelargest,youaretheheroofthebattle.Moveyourmarkerforward1spaceonthe“Pirate LairS”missioncard.Atthesametime,youmustremove1ofyourcrewsandreturnittoyoursupply.
Ifthereisatie,theplayerwhoplacedmorecrewsisthehero.Ifthereisstillatie,thetyingplayersrepeatthedieroll.Ifyoucaptureapiratelairallbyyourself,youautomaticallymoveyourmarkerforward1space.Youalsolose1ofyourcrews.
After the Capture
Turning the Pirate Lair Token OverToindicatethatapiratelairwascaptured,thepiratelair
tokenisflippedoversothatitsnumbersidefacesup.Forthatpurpose,slidetheremainingcrewsasideandplacethemnexttotheflippedtoken.Youmaypickupyourcrewswithashiponasubsequentturn.
Gold Production at Gold Field HexesYoumaynowbuildroadsontheedgesof
theliberatedgoldfield.Youmayalsobuildsettlementsandharborsettlementsonitsintersections.Ifagoldfield’snumberisrolledduringaproductionroll,eachplayerreceives2goldpersettlementorharborsettlementthey have on an intersection borderingthatgoldfield.
ENDING tHE GAmEYou win “Pirate LairS” if you
have12VPsonyourturn.
Example 12: Capturing a Pirate Lair
(A) Red moves her ship loaded with 2 crews beside an intersection of a gold field occupied by a pirate lair. Additionally, Blue already has a crew there.
(B) Red places her 2 crews on the pirate lair. When combined with Blue’s crew, there are now 3 crews on the pirate lair. The pirate lair is captured. Red and Blue immediately receive 2 gold each.
(C) At the end of Red’s turn, she resolves the capture. She turns the pirate lair token over so that its number side is face up. Blue and Red each move their markers forward 1 space on the “Pirate Lairs” mission card. Then they determine the hero. Red rolls a “5” and adds 2 (her number of crews). Blue rolls a “6” and adds 1—they tie (7 to 7). Since Red has 1 more crew, she is the winner. Red moves her marker forward 1 more space on the mission card. Red must also return 1 of her crews to her supply.
(D) During any of their following turns, Red and Blue may pick up their respective crews with their ships.
A
B
C
D
Catan-E&P 2015 Rule Book.indd 11 12/23/14 5:48 PM
12
fISH fOR CAtANThisscenarioisplayedwithallofthegamecomponentsof
boththe“Pirate LairS” and the “FiSH For Catan”mission.
GAmE BOARD SEt-up
Assembling the Game Board FrameIfyouhavetheboardfromscenario2alreadysetup,remove
allofthestartingisland,greenmoon,andorangesunhexesandplacetheminseparatepiles.ReplacetheD1seahexwiththeD2“CouncilofCatan”hex.Otherwise,buildtheframeexactlyasshowninexample13below.
Creating the Starting IslandShufflethechosenterrainhexesandplacethemrandomlyin
theareaofthestartingisland,terrainsidefaceup.Afterwards,placethenumbertokensasshowninexample13.
Assembling the Unexplored AreasRemovethe2greenmoon-backed
and2orangesun-backedseahexesfromthestandardhexes.
Takethefollowing11greenmoon-backedhexesandshufflethemtogether:6standardhexes,3piratelairhexes,and2randomfishshoalhexes(don’tlookatthefrontside).Placethem,greenmoonsideup,inthenorthernunexploredarea.
Takethefollowing11orangesun-backedhexesandshufflethemtogether:6standardhexes,2piratelairhexes,and3fishshoalhexes.Placethem,orangesunsideup,inthesouthernunexploredarea.
Withoutlookingatthem,puttheunusedfishshoalandpiratelairhexesbackintotheirrespectivebags.
11••
11••
9••••
3••
8•••••
10••••
10••••
8•••••
6•••••
6•••••
4•••
4•••
3••
5•• ••
12•
A1
A2
B3
B3
C1
C2
F1 F2D2 E
B1
B1
6 green moon number tokens
6 orange sun number tokens
6 pirate lair tokens
Council of Catan sea hex
Example 13:
=
=
Hexes used in this scenario:
15 roads 3 ships
2 settlers
5 settlements 4 harborsettlements
Each player chooses a color and takes:
2 gold1 pirate ship9 crews 2 markers
Th
e M
issi
on
: con
quer
the
mos
t pir
ate
lair
s.
Pir
ate
Lai
rs
Greatest Pirate Scourge
Th
e M
issi
on
: bri
ng th
e m
ost f
ish
haul
s to
the
Cou
ncil
of C
atan
Fish
fo
r C
atan
Best Fisher
2 VP cards
2 mission cards
Catan-E&P 2015 Rule Book.indd 12 12/23/14 5:50 PM
13
pREpARAtION•Eachplayertakespiecesasshownonpage12.
•Placethe“Pirate LairS” and “FiSH For Catan” missioncardsandthecorrespondingVPcardsbesidethegameboard.Eachofyouplaces1ofyourmarkersonthe“S”spaceofthemissioncards.
•Shufflethe6piratelairtokenswiththeirnumbersidesfacedown.Placetheminastackbesidethegameboardasshown.
•Placethe6fishhaulsbesidethegameboard.
SEt-up pHASEUsethefreeset-upasdescribedinscenario2(page10).
The Council of CatanTheCouncilofCatanresidesonanisland
stronghold just off the eastern shore of the startingisland.Thishexisconsideredtobeaseahex.Noroadsmaybebuiltonthe5edgesofthishexthatborderotherseahexes.Settlementsandharborsettlementscannotbebuiltonthe4sea-onlyintersections.Youcanbuildontheedgeandintersectionsthatborderthestartingisland.Apirateshipmaynotbeplacedonthishex(itbordersthestartingisland).
tHE mISSIONSMission1“Pirate LairS”:Useallgamerulesasdescribed
throughscenario2.
Mission2“FiSH For Catan”:Tosecurethepopulation’sfoodsupply,theCouncilofCatansendstheplayerstoanareawherefishabound.Theplayers’taskistolocatethefishshoalsandcatchasmanyfishaspossibleanddeliverthehaulstothedocksattheCouncilofCatan’sislandstronghold.
DISCOvERING A fISH SHOAL HExIfyoudiscoverafishshoalhex,youimmediatelyreceive2
gold.Notethat,inadditiontofish,eachofthefishshoalhexesshowsaresultofadieroll(numbersrangingfrom1to6).
Rolling the Die to Place a Fish HaulDuringyourmovementphase,youmayrollthedietotryto
placeafishhaulononeofthediscoveredfishshoalhexes.Youmaymakethisrollbeforemovingoneofyourshipsoraftermovingoneofyourships.Youmayneverinterruptaship’smovementtorollthedie.Thisrollcanonlybemadeonceonyourturn.
Roll1die.Iftheresultmatchesanydiscoveredfishshoalhex,take1fishhaulfromthesupplyandplaceitonthishex.However,youarenotallowedtoplacethefishhaulonafishshoal hex if:
•therealreadyisafishhaulonthehex,or
•thereisapirateshiponthehex.
Ifyourollthenumberofanundiscoveredfishshoalhex,donotplaceafishhaul.Also,ifthesupplyoffishhaulsisdepleted,youcannotrollthedieforfishhaulplacement.
Catching a Fish HaulYoucancatchafishhaulifeitherendofoneofyourempty
shipspointstowardafishshoalhexwithafishhaul(example14A).Takethefishhaulfromthehexandputitinyourship(example14B).Afishhaulfillsyourship’shold.Youcan’tloadmoregamepiecesontothatshipuntilthehaulhasbeendelivered.
Ifyouhavemovedyourshiptoafishhaulandcaughtit(loadeditontotheship),youmaycontinuemovingifthatshipstillhasmovementpoints.
Delivering a Fish HaulOnasmallisland,theCouncilofCatanhasastationwith
2harborsforunloadingyourfishhauls(indicatedbyanchorsymbols).Ifeitherendofyourfishhaul-loadedshippointstowardoneofthesestations,youmayunloadthatship.Toreturnthefishhaul,simplyreturnthefishhaultothesupplyandmoveyourmarkerforward1spaceonthe“FiSH For Catan” missioncard.
Ifyouhaven’tusedallofyourship’smovementpointsyet, you may continue to move the ship after catching or unloading afishhaul.
Pirates Also Catch FishIfapirateshipiseverplacedonafishshoalhexthatcontains
afishhaul,thefishhaulisremovedandreturnedtothesupply.However,thepiratedoesnotstealthecargofromadjacentshipsloadedwithhaulsoffish.
ENDING tHE GAmEYou win “FiSH For Catan”ifyouhave15VPsonyourturn.
Best Fisher
Example 14: Catching a Fish Haul
A B
Catan-E&P 2015 Rule Book.indd 13 12/23/14 5:50 PM
14
pREpARAtION•Eachplayertakespiecesasshownbelow.
•Placethe“SPiCeS For Catan” and “FiSH For Catan” mission cards and the corresponding VPcardsbesidethegameboard.Eachofyouplaces1ofyourmarkersonthe“S”spaceofthemissioncards.
•Placethe24spicesacksbesidetheboard.
•Placethe6fishhaulsbesidetheboard.
SpICES fOR CAtANThisscenarioisplayedwiththegamecomponentsofboththe
“FiSH For Catan” and the “SPiCeS For Catan”mission.
GAmE BOARD SEt-up
Assembling the Game Board FrameIfyouhavetheboardfromscenario3alreadysetup,remove
all of the “Pirate LairS”hexesandtokensandreturnthemtotheirbag.Takethestartingisland,greenmoon,andorangesunhexesandplacetheminseparatepiles.ExtendtheframebyremovingtheB1framepiecesandreplacingthemwiththeB2framepiecesinstead.UseseahexEtofillthegapbetweenhexD2andseahexpiecesF1&F2.PlaceseahexpieceGtotherightoftheFseahexpieces,asshowninexample15.Otherwise,buildtheframeexactlyasshown.
Creating the Starting IslandShufflethechosenterrainhexesandplacethemrandomlyin
theareaofthestartingisland,terrainsidefaceup.Afterwards,placethenumbertokensasshowninexample15.
Assembling the Unexplored AreasRemove1seahexfromthegreen
moon-backedstandardhexes.Taketheremaining7standardhexes,plusthe3greenmoonfishshoalhexes,plusthe3greenmoonspicehexesandshufflethemtogether.Placethem,greenmooniconface-up,inthenorthernunexploredarea.
Dothesamefortheorange-backedhexes,andplacetheminthesouthernunexploredarea.
SEt-up pHASEUsethefreeset-upmethoddescribedinscenario2,page10.
11••
11••
9••••
3••
8•••••
10••••
10••••
8•••••
6•••••
6•••••
4•••
4•••
3••
5•• ••
12•
A1
A2
B3
B3
C1
C2
F1 F2D2 E
B2
B2
G
6 green moon number tokens
6 orange sun number tokens
Example 15:
15 roads 3 ships
2 settlers
5 settlements 4 harborsettlements
Each player chooses a color and takes:
2 gold1 pirate ship9 crews 2 markers
2 new frame pieces and
1 new sea hex piece
Best Spice Merchant
=
Hexes used in this scenario:
=
Th
e M
issi
on
: bri
ng th
e m
ost f
ish
haul
s to
the
Cou
ncil
of C
atan
Fish
fo
r C
atan
Best Fisher
Th
e M
issi
on
: bri
ng th
e m
ost s
pice
sac
ks to
the
Cou
ncil
of C
atan
Spic
es f
or
Cat
an
Best Spice Merchant
2 VP cards
2 mission cards
Catan-E&P 2015 Rule Book.indd 14 12/23/14 5:52 PM
15
tHE mISSIONSMission1“FiSH For Catan”:Useallgamerulesasdescribedin
scenarios1,2,and3.
Mission2“SPiCeS For Catan”:Inthismission,yourcrewsrepresent merchants sent to visit villages found on the spice hexes.Youmustbefriendtheinhabitantsandobtainpreciousspicesbytradingwiththem.ThesespicesmustbeloadedontoshipsanddeliveredtooneoftheCouncilofCatan’sdocks.
DISCOvERING A SpICE HExIf,bymeansofoneofyourships,youhavediscoveredaspice
hex,youreceive2gold.Afterwards,youplaceasmanyspicesacksonthevillageofthespicehexasthereareplayersinthegame.
Placing a Crew and Loading a Spice SackIfeitherendofoneofyourcrew-loadedshipspointstoward
thecornerofaspicehex(example16A),youmayplace1crewonthevillageofthespicehex.Inexchange,youloadaspicesackontotheship(example16B).Inaddition,fromnowonyouhaveapermanentadvantageinthegame.
Advantages of the Spice HexesIfyouhaveplacedacrewonthevillageofaspicehex,you
befriendtheinhabitantsofthisvillageandmayimmediately(i.e.,duringthesameturn)makeuseoftheadvantagedepictedonthespicehex.Foreachadvantagethereare2villagesthatconferitspower(oneinthenorthernunexploredarea,andoneinthesouthernunexploredarea).
1. Swift Voyage: Theinhabitantsof 2villagesareexperiencedseafarersandhelptheplayerstomovetheirshipsfaster.
The“SwiftVoyage”advantageimmediatelyincreasesthenumberofmovementpointsofallyourshipsby1.Allofyourshipsnowhave5movementpointsinsteadof4.Ifyouarefriendswithbothvillagesmarkedwiththe“SwiftVoyage”advantage,yourshipshave6movementpointsperturn.Ifyoupay1wool,youcanincreasethenumberofmovementpointsforashipby2morepoints.Thus,themaximumnumberofmovementpointspossibleforyourshipsis8.
Note: The Swift Voyage advantage can immediately be applied to the ship that delivered the crew to the hex as long as the hex was not just discovered by this ship.
2. Pirate Bonus: Theinhabitantsof 2villagesareexperiencedfightersagainstthe pirates and increase your chances to successfullychaseawayapirateship.
Onevillagedepictsthefaceofadiewith5pips,theothervillagedepictsthefaceofadiewith4pips.Ifyouarefriendswithoneofthesevillages,youdriveawayanopponent’spirateshipnotonlybyrollinga“6”butalsobyrollingthenumberdepictedonthevillage.Ifyouarefriendswithbothvillages,youdriveawaythepirateshipbyrollinga“6,”“5,”or“4.”
3. Fast Gold:Theinhabitantsof 2villagesareexperiencedmerchants. Theybuyresourcesandgivegoldinreturn.
Ifyouarefriendswithoneofthesevillages,onceduringyourtradeandbuildphaseyoumaysellany1resourcecardfromyourhandfor1goldfromthesupply(putyourcardintothesupplyandtake1goldfromthesupply).Ifyouarefriendswithbothvillages,youmaysell1resourcefor1goldtwotimesduringyourtradeandbuildphase.
ENDING tHE GAmEYou win “SPiCeS For Catan”ifyouhave15VPsonyourturn.
Delivering a Spice SackIfeitherendofoneofyourspicesack-loadedshipspoints
towardeitherofthedocks(anchoricons)ontheCouncilofCatanhex,youmayunloadthatship.Moveyourmarkerforward1spaceonthe“SPiCeS For Catan”missioncardforeachsackyoudeliver.Placethedeliveredsacksoutofthegame.
Additional Rules•Youmayplaceonly1crewoneachspicehex.Inexchange,
youmaytakeorload1spicesackfromthatspicehex.
•Onceacrewhasbeenplacedonthespicehex,itmuststaythere.Itcannotbepickedupbyashipanymore.
•Youmaynotbuildaroadonthespicehex’spaths(edges)or a settlement at its corners until you have placed a crew onthespicehex.
•Ifyouhaven’tusedallofyourship’smovementpoints,youmay continue to move the ship after loading or unloading a spicesack.
+1
1x ?
Example 16:A B
Catan-E&P 2015 Rule Book.indd 15 12/23/14 5:53 PM
16
ExpLORERS & pIRAtESThisisthelastscenariointhisexpansion.Itisalsothemost
epicinscope.Itincludesallthreemissions“Pirate LairS,”“FiSH For Catan,”and“SPiCeS For Catan.”Enjoy!
GAmE BOARD SEt-up
Assembling the Game Board FrameIfyouhavetheboardfromscenario4alreadysetup,use
example17asaguidetoextendtheframeasfollows.AddtheB1framepiecestotheedge.UseseahexEtofillthegapbetweenhexD2andseahexpieceF1.PlaceseahexpieceGtotherightofseahexpieceF2.Useoneoftheorangesun-backedseahexes(seasidefacingup)tofillthegapbetweenseahexpiecesGandA2.Otherwise,buildtheframeexactlyasshowninexample17below.
Creating the Starting IslandShufflethechosenterrainhexesandplacethemrandomlyin
theareaofthestartingisland,terrainsidefaceup.Afterwards,placethenumbertokensasshowninexample17.
Assembling the Unexplored AreasRemove1seahexfromthegreenmoon-backedstandard
hexes.Combinetheremaining7standardhexes,plus3fishhexes,3spicehexes,and3piratelairhexes(allwithgreenbacks),andshuffle.Placethem,greenmooniconfaceup,inthenorthernunexploredarea.
Dothesamewiththeorangesun-backedhexesinthesouthernunexploredarea.
pREpARAtION•Eachplayertakespiecesasshownbelow.
•Placethe“Pirate LairS,”“SPiCeS For Catan,”and“FiSH For Catan”missioncardsandthecorrespondingVPcardsbesidethegameboard.Eachofyouplaces1ofyourmarkersonthe“S”spaceofthemissioncards.
•Placethe24spicesacksbesidethegameboard.
•Placethe6fishhaulsbesidethegameboard.
•Shufflethe6piratelairtokens,numbersidedown,andplacethemasastackbesidethegameboard.
SEt-up pHASEUsethefreeset-upmethoddescribedinscenario2,page10.
tHE mISSIONSAllthreemissionsareinplay(“Pirate LairS,”“FiSH For
Catan,”and“SPiCeS For Catan”).Useallgamerulesasdescribedinscenarios1,2,3,and4.
END Of tHE GAmEYou win “exPLorerS & PirateS”ifyouhave17VPsonyour
turn.
11••
11••
9••••
3••
8•••••
10••••
10••••
8•••••
6•••••
6•••••
4•••
4•••
3••
5•• ••
12•
A1
A2
B3
B3
C1
C2
F1 F2D2 E
B2
B2
G
B1
B1
6 green moon number tokens
6 orange sun number tokens
6 pirate lair tokens
orange sun-backed sea hex
Example 17:
1 new frame piece
1 new frame piece
3 VP cards
3 mission cards
Th
e M
issi
on
: bri
ng th
e m
ost f
ish
haul
s to
the
Cou
ncil
of C
atan
Fish
fo
r C
atan
Best Fisher
Th
e M
issi
on
: bri
ng th
e m
ost s
pice
sac
ks to
the
Cou
ncil
of C
atan
Spic
es f
or
Cat
an
Best Spice Merchant
Th
e M
issi
on
: con
quer
the
mos
t pir
ate
lair
s.
Pir
ate
Lai
rs
Greatest Pirate Scourge
15 roads 3 ships
2 settlers
5 settlements 4 harborsettlements
Each player chooses a color and takes:
2 gold1 pirate ship9 crews 3 markers
Catan-E&P 2015 Rule Book.indd 16 12/23/14 5:54 PM