Ultra Catan Rules
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:
- Trade and build.
- Move wagons and knights.
- Move, load and unload E&P ships.
- Resolve any knight or crew battles.
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
- The simplest setup is combining E&P with C&K. The board is simply set up as shown in Scenario 5 of E&P. Seafarers has a set up described below, which can be used with any other combinations of expansions. T&B without Seafarers (with or without C&K) requires a unique setup, as well.
- Based on what combinations of expansions and scenarios are chosen, the amount of number tokens necessary will vary. The minimum number tokens needed is 15, as shown in Scenario 5 of E&P. The maximum is 22. The easiest way to do this is to use up the base set numbers first, then add in Seafarers numbers by most probable. Place numbers at random (allowing for Barbarian Attack requirements, if playing that scenario) with the usual rules (no adjacent red numbers).
- Seasoned players who would attempt this game should be able to fairly adjust the results of the hex and number placement, if necessary, particularly along the mandatory row along C1 in order to create a fair start. We find it best to give each coastal starting position one red number.
- Set up frame from E&P scenario 5 with the addition of one large frame extension (two spaces) and one small frame extension (one space) attached to the B3 frame on the west side.
- This is based on the New World scenario of completely random placement. This creates 5 rows or 36 spaces on the west side, with random hex placement.
- Land must be distributed all the way across the C frame since this is a mandatory starting position.
- 5 wheat, 4 brick, 4 ore, 4 pasture (5 total with the ‘built-in’ hex), 5 lumber, 14 ocean. Gold and desert not used.
- The ships from this expansion only represent trade routes. Therefore they can only be used to cross inland water ways around land. They do not explore, so they cannot be used to cross the C frame or go between the "sun" and "moon" sides of E&P. Once you land and build a settlement in the east, you are allowed to build roads and place settlements as usual. So you can do the same with Seafarers ships. If a ship is placed in the east, it does not count toward the two E&P ship limit per space.
- Add back in the 2:1 harbors on the west side, but not along the C frame. This allows you to add the Harbormaster card from T&B. Standard 3:1 trading is still in effect without them.
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:
- Medicine: In addition to the normal use of the card, by paying 1 ore and 1 grain, you can convert a settlement into a harbor settlement.
- Bishop: Instead of moving the robber - who doesn't exist in the "Explorers & Pirates" expansion - you may move or use your pirate ship. If you use the pirate ship, the owner of the pirate ship that previously occupied the sea hex must return it to his supply.
- Mining/Irrigation: For a harbor settlement adjacent to a mountains/fields hex you also collect ore/grain.
- Deserter: The card only applies to knights. Crews are not allowed to desert.
- Inventor: Except for the 6, 8, 12, and 2 number tokens, you may swap all number tokens - that is, you may also swap number tokens from the starting island with number tokens from the discovered areas and number tokens from defeated pirate lairs.
- Road Building: You may only build roads or Seafarers boats - not E&P ships.
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.
- Fish: can be placed anywhere around western land except along the C frame. These fish would not count toward mission goals in E&P; they only serve as the trading benefit described on the cards and combo rules.
- Rivers: take out the matching hexes that are represented on the rivers, plus two ocean for the swamps. (If not using Seafarers, remove a wheat and an ore hex.) Place the river where it logically fits.
- Caravans: place oasis adjacent to the ‘built-in’ sheep hex on the center column of land. Camels do not cross C frame.
- Barbarian Attack: place the castle in same position as described for oasis. If combining with Caravans, place adjacent to D2. Before shuffling all the resources and ocean together, randomly draw 9 resources and add 5 ocean to them. Shuffle these and place them along the outer frame. These, along with the ‘built-in’ sheep, are considered under attack. One of each number is randomly placed on these 10 resources. The rest of the resource and ocean hexes, as well as the remaining numbers, are shuffled and placed on the interior spaces. Remember, the starting coast must be all land. (If not using Seafarers, use an additional 5 token on the outer hexes.)
- Traders and Barbarians: place the castle on top of the built-in sheep hex and the other two delivery hexes 5-spaces away, forming an equally spaced triangle. Place numbers on these hexes; they produce the resources shown by their background art. (e.g. quarry and castle produce sheep, glassworks produces lumber). If combining this scenario with either Caravan or Barbarian Attack, place their respective oasis or castle adjacent to D2.
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.
- Build the frame as shown for Scenario 5 in E&P with an additional small frame extension attached to B3. This creates a landmass of 3 rows or 21 hexes (22 with built-in sheep hex).
- 4 wheat, 4 brick, 4 ore, 4 sheep (5 total with the ‘built-in’ hex), 5 lumber.
EXPLORERS AND PIRATES RULE ADJUSTMENTS
- When combining E&P with scenarios that have gold pieces in T&B, you do not receive a gold piece when a number is rolled that gives you no production.
- When a "7" is rolled and there is a scenario with multiple options (e.g. to place a pirate or move a barbarian) you may choose to either place your pirate OR move a barbarian/robber.
- Use the gold pieces from E&P when combining scenarios from T&B that also use gold pieces.
5-6 PLAYER SET UP
- Build frame as shown in 5-6 player Scenario 5 from E&P. In addition, insert the large frame extension and the small frame extension to B3. There are 5 rows or 49 hexes (with ‘built-in’ sheep hex).
- Use 7 hexes of each resource (‘built-in’ hex counts as a sheep) and 14 ocean.
- If not using Seafarers and playing with T&B, insert one small frame extension to B3 and use 6 of hexes of each resource (not counting ‘built-in’ sheep hex). There are 3 rows or 31 total hexes.
- Trader & Barbarian speciality hex placement:
- Hex replacement is as described above. Remove a wheat and ocean first. Delivery hexes will replace sheep and wood hexes and have numbers on them.
- Caravans: place the oases one column in from the frame in the center position, on each side of the board.
- Barbarian Attack: place castles as described for oases. If combining with Caravans, place one set as described and the other set one hex in along center column adjacent to D2 and the ‘built-in’ sheep hex.
- Traders & Barbarians: place the glassworks and quarry from the base T&B set adjacent to D2 and on top of the ‘built-in’ sheep hex. Place the castle between them evenly spaced. Then place the other delivery hexes three spaces away such that all of them are evenly spaced from each other. If combining with Caravans or Barbarian Attack, place them as described for Caravans above.