RulesPal
Chat
Rulebook
Catan Junior Mitbringspiel thumbnail

Catan Junior Mitbringspiel

Catan Junior Mitbringspiel Rulebook

Table of Contents

Table of Contents

  • The Game Components
  • Goal of the Game
  • Setup
  • How to Play
    • 1. Income Phase: Roll the Die, Collect Tiles, Move the Ship
    • 2. Build and Trade Phase: Build, Trade, Ask Coco for Help
  • End of the Game

The Game Components

  • 3-part, double-sided game board (A side for 3–4 players, B side for 2 players)
  • 1 black pirate ship
  • 1 black pirate fortress
  • 1 figure of Captain Klau with stand
  • 4 parrot colour markers
  • 12 pirate camp tiles
  • 48 "Dies und Das" tiles (12 each of wool, wood, pineapple and sabre)
  • 6 Coco cards
  • 1 die

Goal of the Game

Your first goal is to build all of your pirate camps as quickly as possible. Then whoever is the first to erect the black pirate fortress on the Volcano Rock becomes the mightiest pirate and wins the game.

Setup

Before the first game, carefully punch all parts out of the punch sheets and insert the "Captain Klau" figure into the stand.

Before each game, assemble the three-part game board and place it in the middle of the table. It has an A side and a B side. Use the A side for games with 3 or 4 players and the B side for games with 2 players.

Look at the game board and the "Dies und Das" tiles. There are 5 different kinds of landscape fields, on which you can receive 4 different kinds of "Dies und Das" tiles:

  • In the forest you get wood.
  • On the sheep meadow you get wool from the sheep.
  • On the plantation you harvest pineapples.
  • In the mine you get iron for sabres.
  • On the gold river you get 1 "Dies und Das" tile of your choice.

Sort the 48 "Dies und Das" tiles and place them separately from each other next to the game board as the general supply.

Shuffle the 6 Coco cards face down and place them as a stack, Coco side up, next to the game board.

Place the die and the black pirate fortress ready, and put Captain Klau on the Volcano Rock in the middle of the game board.

Choose your playing colour and prepare your starting field. In a 3- or 4-player game, each player chooses one of the 4 coloured parrot markers and takes 3 pirate camp tiles in the corresponding colour. The first pirate camp tile may be placed on the starting field of your colour. You have 2 pirate camp tiles left in your supply.

In a 3-player game, one colour is not used. Occupy the starting field of this colour and any free building site with the neutral side of one of the unused pirate camp tiles. These fields cannot be used in the game.

In a 2-player game, you play with the colours yellow and violet. Your first pirate camp is already printed on your starting field. You have 3 pirate camp tiles left in your supply.

Each player then takes 2 "Dies und Das" tiles. Which kinds of tiles you may take is shown by the numbers on the two landscape fields that border your starting field.

Example: The starting pirate camp of yellow lies between the forest and the mine. Yellow takes 1 wood and 1 sabre.

The landscape fields are bordered by ship fields for the pirate ship and building sites for the pirate camps.

How to Play

You take turns as the captain, one after another. The youngest pirate is the first captain. He starts the game and places the black ship on the ship field in front of his pirate camp.

Each turn consists of two phases:

  1. Income phase: roll the die, collect "Dies und Das" tiles, move the ship.
  2. Build and trade phase: build, trade, ask Coco for help.

1. Income Phase: Roll the Die, Collect Tiles, Move the Ship

Roll the die and collect tiles

If the die shows a number between 1 and 5, the captain's roll applies to all players. Each player who has built a pirate camp on a landscape field with the rolled number receives 1 "Dies und Das" tile from the general supply. For two pirate camps on a landscape field with the rolled number, you receive 2 tiles of the corresponding kind. Which tiles you receive is shown by the pictures above the numbers on the landscape fields (see page 1).

If the die shows the number 6, beware: the captain drives away the wicked Captain Klau and must move him to any other landscape field.

As a reward, the captain receives 2 tiles from the general supply. These must match the kind of landscape field to which he has moved the figure.

Example: Red is the captain and rolls a 6. Since he urgently needs wool, he moves Captain Klau onto a sheep meadow and takes 2 wool tiles from the general supply.

If the captain moves Captain Klau onto the gold river, he may choose one kind of tile and take 2 tiles of that kind.

The other players receive no tiles in this turn.

Caution: Captain Klau obstructs you! As long as Captain Klau stands on a landscape field, that field is blocked. For your pirate camps on this landscape field you receive no tiles when the number of this landscape field is rolled!

Caution: If a landscape field is blocked by Captain Klau, no "Dies und Das" tile may be taken from this field.

Move the ship

Next, the captain moves the ship according to the number rolled. He moves the ship from ship field to ship field along the drawn arrows. The captain may then take 1 "Dies und Das" tile from the general supply that corresponds to a bordering landscape field.

Example: The captain has rolled a 1. After receiving the corresponding "Dies und Das" tiles, he moves the ship 1 field forward. He now stands between the landscapes sheep meadow, forest and plantation. He may now take from the general supply either 1 wool, 1 wood or 1 pineapple tile.

Caution: In the income phase (ROLL THE DIE, COLLECT TILES and MOVE THE SHIP), the tile supply may not be reduced by trading or building.

Collect "Dies und Das" tiles

When you receive "Dies und Das" tiles, place them in front of you. With them you can build pirate camps or ask Coco for help when you are the captain.

Tile supply rule: Each player may keep at most 3 "Dies und Das" tiles of one kind in his supply.

Example: A player already has 2 wood tiles in his supply and would receive 2 more by the roll of the die. He may take only 1 additional wood tile from the general supply, regardless of whether he is the captain or another player.

2. Build and Trade Phase: Build, Trade, Ask Coco for Help

In phase 2 of your turn you may do the following in any order:

Building

Whoever is the captain may build one or more pirate camps. To do so he must hand in certain tiles and return them to the general supply.

A pirate camp costs: 1 tile each of wood, wool, pineapple and sabre.

Building rules:

  • You may build a pirate camp only on a free building site that can also be reached from the ship via the bridge (Steg).
  • Only 1 pirate camp may be built on each building site.
  • The captain may build the pirate fortress only after he has built all of his pirate camps and has collected the necessary "Dies und Das" tiles for the black fortress.

The pirate fortress costs: 2 tiles each of wood, wool, pineapple and sabre.

Trading

If the captain does not have the matching tiles to build something or to ask Coco for help, that is no problem. In the build and trade phase he may trade, as often as he likes, 2 of his own tiles of any kind for 1 tile of any other kind from the general supply. The two tiles he gives up do not have to be of the same kind.

Asking Coco for help

The clever parrot Coco has a lot of tricks up his sleeve. If you want to ask Coco for help, you must hand in the following tiles to the general supply:

Cost of a Coco card: 1 tile each of wood and wool.

The captain then takes 1 Coco card from the stack and plays it immediately. Depending on the card, Coco helps you with the following tricks:

  • Take "Dies und Das": Take 2 tiles from the general supply. These can be 2 different or identical kinds of "Dies und Das". Observe the tile supply rule.
  • Move the ship: Move the pirate ship to any other ship field. Then you may take 1 "Dies und Das" tile from a bordering landscape field.
  • Drive away Captain Klau: Move Captain Klau to any other landscape field and take 2 "Dies und Das" tiles of the kind of that landscape field from the general supply.

Caution: Place used Coco cards on a common discard pile. When the last card has been used, shuffle the Coco cards of the discard pile and place them again as a face-down draw stack next to the game board.

End of the Game

As soon as the captain has built all of his pirate camps and then erected the black pirate fortress, the game ends and this pirate wins the game.