Special Building Phase

Ultra Catan Rules

GENERAL

The land of Catan is vast and the civilization is yours to control. There are many options for advancing, but comparatively few resources to do it all. So by what destiny will you lead your people?

The idea is that you can add the expansions and scenarios in any combination you wish, whether one or all. The more you add, the more strategic options you have, but that can indeed make for quite a lengthy and complicated turn. For purposes of this explanation "west" refers to the starting area and "east" the new E&P exploration area, separated by the C frame. The order of a turn, depending on what scenarios are used is:

  1. Production.
  2. Trade and build.
  3. Move wagons and knights.
  4. Move, load and unload E&P ships.
  5. Resolve any knight or crew battles.
VICTORY POINTS

17: base set plus Explorers & Pirates, +2 Seafarers, +5 Cities & Knights, +1 Harbormaster, +1 each for Fish or Rivers, +2 each for Caravans or Barbarian Attack, and +3 for Traders & Barbarians.

4 PLAYER SETUP GUIDELINES

EXPANSION ADD-ONS

SEAFARERS
CITIES AND KNIGHTS

This is actually one combo catan.com provides. You can choose to upgrade a settlement to a city or, if on a coast, a harbor settlement. Cities anywhere on the map count when the barbarians attack. Knights can only be used on the west part. Crew do not count toward victory against barbarians and knights do not help gain pirate lairs. Specialized rules for Progress cards:

TRADERS AND BARBARIANS

Players would need to consult the combination rules available at http://www.catan.com/service/combinations according to what scenarios are combined. But this layout allows for any possible combination. In playing with Seafarers, when it comes to camels and wagons, we have to suspend disbelief and assume they are traveling on a ferry. The cost of moving a wagon across water without boats is the same cost (2 MPs) as if there were no road on land.

Up to 4 specialty hexes are possible (if playing two scenarios among Caravans, Barbarian Attack, and Traders & Barbarians). To make room for the oasis or castle, remove a wheat. If you need space for two, remove a wheat and an ocean (or ore if not using Seafarers). The consideration here is to prevent a slow start coupled with what resources are available by exploring. Removing a wheat balances the starting resources while favoring the early importance of lumber and sheep. When using the Traders hexes, remove the equivalent resources depicted on their backgrounds, meaning take out a sheep and lumber.

Scenarios such as Caravans, Barbarian Attack, and Traders & Barbarians work best in conjunction with Seafarers since there is more space afforded. However, if Seafarers is not being used, then there are a couple other adjustments that can be made to obtain a larger landmass that accommodates the needs of T&B scenarios.

EXPLORERS AND PIRATES RULE ADJUSTMENTS

5-6 PLAYER SET UP

Photos from our game