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Aside from the Basic Games, there are different Scenarios in the Catan Online World. Some are exclusively for Seafarers, but some are also for Seafarers + Cities & Knights.
1. Seafarers Only
The Four Islands
Scenario:
After the set-up phase, there are two or three islands per player where he/she doesn’t have a settlement. Those are foreign islands to him/her.
Special Victory Points:
A player obtains an additional Victory Point for the first settlement built on an island that is foreign to him/her.
Required Number of Victory Points:
12 Victory Points
Desert Rider
Scenario:
There are 2 big islands in this Scenario: the home island in the southeast and the “New Island” in the northeast. All players are building their two settlements on the home island, and one of these settlements has to be built on the coast facing the “New Island.”
How the Desert Riders Come into Play:
Every time a settlement or city is built, Desert Riders appear on the deserts of the home island; 2 if there are four players and 3 if there are three. As soon as 18 Desert Riders have gathered on the deserts, they attack.
Attack of the Desert Riders
At this point, every time the number of a field is rolled that is next to a field with a Desert Rider, a Desert Rider moves to this field.
The Consequences
Fields that are occupied by Desert Riders don’t produce resources any more. Once the Desert Riders have surrounded all neighboring terrains of a settlement/city, this settlement/city no longer is worth Victory Points. If a road is adjacent to two fields with Desert Riders, it is occupied, and a sequence of roads is interrupted that way.
The Liberation
As early as possible, the players should try to reach the “New Island” by ship, build new settlements there and regain their strength. Buying Development Cards has a special function: By playing a Knight card, any of the Desert Riders can be driven away from the home island.
Required Number of Victory Points:
13 Victory Points
2. Seafarers Separately, or with Cities & Knights
Heading for New Shores
Scenario:
A distinction is made between the main island at the center and the small islands around it.
Special Victory Points:
A player obtains an additional Victory Point for his/her first settlement built on a small island.
Required Number of Victory Points:
13 Victory Points (with C&K: 15 Victory Points)
Oceania I+II
Scenario:
Terrain hexes at the overcast center have to be discovered and colonized.
Bonus Resources:
The player who first discovers a terrain hex by ship receives a resource of this terrain.
Required Number of Victory Points:
12 Victory Points (with C&K: 15 Victory Points)
Through the Desert
Scenario:
A desert belt divides the main island at the center into two parts: a smaller part above and a bigger part below. All players have to build their first two settlements on the bigger part of the island.
Special Victory Points:
A player receives an additional Victory Point for his/her first settlement built on one of the small islands or in the upper, small part of the main island.
Required Number of Victory Points:
12 Victory Points (with C&K: 15 Victory Points)
Greater Catan
Scenario:
There is a big island at the center and smaller islands around it. At first, the smaller islands have no numbers. Each player builds the first two settlements on the main island.
Depletion of Resources:
As soon as a player reaches a terrain hex without number, it receives a random number. Once a total of 7 terrains have received a Number Token that way, the depletion of resources on the main island begins. From now on, the rule is: A player who reaches a terrain hex without number selects a flashing Number Token from the main island, which is then placed on the respective terrain hex.
Background Information:
At first, only those numbers are flashing that are next to a settlement/city of the active player. In principle, each settlement/city on the main island must remain with at least one number. If a settlement/city has only one number left, this number will thus not be flashing. Only if those restrictions should prevent a player from selecting another number, all remaining numbers on the main island will be flashing and can be clicked on.
Required Number of Victory Points:
18 Victory Points (with C&K: 20 Victory Points)
3. Seafarers + Cities & Knights
Enchanted Land
“Enchanted Land” is played according to the rules of the expansions “Seafarers” and “Cities & Knights”.
The Scenario shows a main island in the north and east and a Treasure Island inhabited by Dragons in the southwest. The Dragons are guarding 19 Treasure Chests. Each player builds a settlement, a city, and then a second settlement on the main island. At least one settlement must be built on the southern or western coast.
A Knight can be placed on a coastal intersection of the Treasure Island, as soon as there is a ship route towards this intersection. No roads can be built on the Treasure Island, and settlements can only be built on the coast. Settlements cannot be upgraded to cities.
Each player can only place one Knight on the Treasure Island. Once a Knight has arrived on the Treasure Island, he cannot get back to the main island. Knights that are at sea or on the Treasure Island don’t count for the defense against the barbarians, but neither are they deactivated in case of an attack.
On the Treasure Island, an activated Knight may be moved for a distance of up to 3 intersections. If in the process he drives away a weaker Knight, he will place him on any of the Treasure Island’s coastal fields. A Knight that was activated on an intersection bearing a Treasure Chest can try to rescue the treasure in the next round (Knight menu: Treasure Chest). The treasures are guarded by Dragons of strengths 1-3. The Knight must be equally strong or stronger than the Dragon to rescue the treasure. Each rescued Treasure Chest is worth one Treasure Point.
The player who has rescued 6 treasures or attained 18 Victory Points (in a game with 3 players: 21 Victory Points) wins.
The Great Canal
This Scenario is played according to the rules of the expansions “Cities & Knights” and “Seafarers”.
The following rule changes are active:
- During the set-up phase, each player builds a settlement, then a city, and finally a second settlement; in this process, one settlement or city has to be built on the coast, and a ship has to be built next to it. The Lake on the big island does not count as coast.
- The Knights have to be active for building the Canal; however, this task does not deactivate them.
- Knights that are moved to a Harbor on the smaller islands can use the Harbor function.
- Players who have at least one Knight at a gold field on the small islands receive a resource of their choice if the number of the gold field is rolled. The Knights don’t have to be active for this.
- If only one section of the Canal remains to be excavated, this section is built automatically, and the Canal is thus completed.
- After completion of the Canal, the gold fields no longer produce, but the Harbors can still be used.
- Knights located on the small islands do not count in case of a barbarian attack.
- Ship routes cannot be made to branch out, and there’s no Pirate in this Scenario.
- The first player to reach, on his/her turn, 21 Victory Points in a game with 3 players or 18 Victory Points in a game with 4 players wins.
- The reformed rule for the Robber applies (the Robber can be moved only after the first barbarian attack).
Variable Scenario
In this Scenario, the distribution of the terrain hexes in each game is random, but the usual placing rules of the Board Game still apply. The following special rules are added:
- In the initial phase, each player first builds a settlement, then a city, followed again by a settlement.
- In the initial phase, settlements and cities can only be built on the coast.
Required Number of Victory Points:
13 Victory Points
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