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Catan: Seafarers Scenario – Legend of the Sea Robbers

Expansion for CATANExpansion for Catan: Seafarers

Catan: Seafarers Scenario – Legend of the Sea Robbers Rulebook

Table of Contents

Table of Contents

  • Please Note
  • General Rules
    • Two Ships on a Sea Route
    • Friendly Robber
    • General 3:1 Trade
    • Set-up
    • Additional General Rules
      • Friend Cards
      • Chest Tokens
      • Recovering Chests
      • Using Chest Tokens
    • Outposts
    • The Chronicle
    • Victory Point Track
    • Overall Score
    • More Information
      • Variable Set-up
      • Catan Chits
      • Combining with the Cities & Knights Expansion
    • Units
    • Note on Components
  • Chapter 1 – The Castaways
    • Specific Components Needed for Chapter 1
    • General Preparation
    • Additional Preparation
    • Set-up Phase
    • Tasks Assigned by the Council of Catan
      • 1. Building an Outpost on Barren Island
      • 2. Rescuing the Castaways and Bringing Them to Catan
      • 3. Ore Mining on Barren Island
    • End of the Game
    • Entering the Game Results into the Chronicle
  • Chapter 2 – The Attack
    • Postscript to Chapter 1
      • Awarding of Legend Points
    • Specific Components Needed for Chapter 2
    • General Preparation
    • Additional Preparation
    • How the Rescued Castaways Affect Chapter 2
    • Set-up
    • Tasks Assigned by the Council of Catan
      • 1. Building an Outpost on Gold Island
      • 2. Panning for Gold
    • End of the Game
  • Chapter 3 – The Battle Against the Sea Robbers
    • Postscript to Chapter 2
      • Awarding of Legend Points
      • How the Collected Gold Affects Chapter 3
    • Specific Components Needed for Chapter 3
    • General Preparation
    • Additional Preparation
    • Set-up
    • Tasks Assigned by the Council of Catan
      • 1. Sinking Sea Robber Ships
      • 2. Building a Settlement on the Gold Isles
  • Chapter 4 – The Spice Islands
    • Postscript to Chapter 3
      • Awarding of Legend Points
      • Effects of the Sea Battle on Chapter 4
    • Specific Components Needed for Chapter 4
    • General Preparation
    • Additional Preparations
    • Set-up
    • The Sea Robber
    • Tasks Assigned by the Council of Catan
      • 1. Exploring Unknown Sea
      • 2. Establishing Trade Connections
  • The Chronicle

Please Note

Before you play Legend of the Sea Robbers, we suggest that you familiarize yourself with the Catan: Seafarers rules by playing at least the first scenario from that expansion.

The full scope of the legend unfolds best when the same group of players follows the entire story arc by playing all 4 chapters from beginning to end. The results of each chapter have an effect on the next. Since each chapter takes 60–90 minutes to play, you might consider playing the game over several sessions.

You can also play the chapters with different players. (You might even form teams.)

If you want to play a chapter as an independent scenario, please look for the purple text in the "Additional Preparation" section of that chapter. This text provides instructions for "standalone" play.

Since its publication in 1995, the Catan series of games with its extensions and expansions has been revised several times. On our website (catan.com), we provide detailed information about the differences between the editions and on how you can combine them.

General Rules

Except where noted below, Legend of the Sea Robbers uses the same rules as Catan base game and Catan: Seafarers. Additional special rules appear in the respective chapters.

Two Ships on a Sea Route

Each sea route may have up to 2 ships from different players placed on it. You may not place 2 of your own ships on the same sea route. However, as stated in the normal rules, you may not build past an opponent's settlement or city.

Friendly Robber

During set-up, place the robber as indicated by the space next to the "4" space of the victory point scoring track (VP track).

When you roll a "7" or play a knight card, you may not move the robber to a terrain hex that is adjacent to a settlement of a player with 3 or fewer victory points.

If there is no legal terrain hex to move the robber to, place the robber on its starting space.

No matter where the robber moves, every player who has more than 7 resources when a "7" is rolled must select half (rounded down) and return them to the supply as usual—even players with 3 or fewer victory points.

General 3:1 Trade

You can always trade 3 identical resources for any 1 resource of a different type.

Set-up

To set up, follow the rules of the base game. The following additional rules apply:

  • Each player builds 3 settlements in total.
  • Each chapter has a specific board set-up. Each set-up shows 3 or 4 coastal intersections marked with a starting settlement token. You must build your first settlement on one of these intersections (remove the token as you build).
  • Instead of a road, you must place a ship adjacent to your first settlement.
  • If you are the last player to build your first settlement, you are the first to place your second settlement (and its adjacent road). Each other player then follows in counterclockwise order.
  • If you are the last player to build your second settlement, you are the first to place your third settlement (and its adjacent road). Take your starting resources from the terrain hexes adjacent to your final settlement. Each other player then follows, this time in clockwise order.

Important: During set-up, you may not build your second and/or third settlement on the coast. However, you may build on the coast during normal play.

Additional General Rules

Friend Cards

During the game, you receive friend cards as rewards for completing the tasks assigned by the Council of Catan. Each card depicts a character that has an ability that you can use up to twice in each chapter. Once you receive a friend card, you keep it for the rest of Legend of the Sea Robbers. When you use a friend card:

  • You cannot trade or steal a friend card.
  • Each friend card has an "A" side and a "B" side. When you receive a friend card, place it in front of yourself with its "A" side up.
  • You may use the friend card on the same turn you receive it. After you use the friend card for the first time in a chapter, you turn it "B" side up. You may then use the card one more time during the given chapter. Unless otherwise specified, you cannot use the card twice in a given turn. You may use the card in the same manner during later chapters.
  • After using a friend card for a second time in a chapter, put it into the bag where you store the game components of your color. At the beginning of each new chapter, each friend card you acquired during previous chapters is once again active and fully at your disposal ("A" side up).

Important: Once per turn, you may use no more than 1 friend card. Normally, you may only use a friend card during your own turn. There are 2 friends that are exceptions to this rule. You can use Oda's and Reiko's abilities when any player rolls for production.

Chest Tokens

When you acquire a chest token, you receive 1 of the following rewards:

  • Chest Rewards: Build either 1 road or 1 ship for free.
  • Chest Rewards: Take any 1 resource of your choice from the supply.
  • Chest Rewards: Take 1 development card from the stack.
  • Chest Rewards: Take the 2 resources depicted from the supply.

Recovering Chests

In some chapters, chest tokens occupy certain sea intersections and coastal intersections. When you place a ship on a sea route adjacent to a chest token, take that token. You may look at the reward side. Then place it face-down in front of yourself.

Using Chest Tokens

  • When you retrieve a chest token, you can't use it to claim the reward until a subsequent turn.
  • You may only use a chest token during your own turn.
  • You may only use 1 chest token per turn.
  • You may use a chest token and play a development card during the same turn (but not a development card you just received from a chest token).
  • After you use a chest token and take your reward, place the chest token face-up on a discard pile beside the board.
  • You may not trade chest tokens.

Outposts

The Council of Catan may assign a task to establish an outpost on a remote island's coast. If one of your ships has reached an unoccupied coastal intersection of the island, you may build an outpost on this intersection.

  • An outpost costs 2 lumber and 1 wool.
  • An outpost is worth 1 victory point.
  • An outpost does not produce resources.
  • You may not upgrade an outpost to a settlement or city.
  • When you build an outpost, the shipping route between your outpost and your connected settlement/city is considered closed. A ship in a closed shipping route may not be moved.
  • When you build an outpost, you do not have to observe the distance rule that applies to settlements. Therefore, you may build an outpost on an intersection that is adjacent to an opponent's outpost.

The Chronicle

You can find the blank form for the Chronicle on the back of these instructions. If you want to play Legend of the Sea Robbers several times from beginning to end, you can either copy the blank form before the first game or download the form from catan.com and print a copy. (You can also record points with a pencil.)

After you finish a chapter, enter the game results requested in the chapter into the light areas of the Chronicle. At the beginning of the next chapter, you receive your legend points (LPs) and enter them into the darker areas of the Chronicle. The sum of the LPs shows your score during the course of the legend.

Victory Point Track

You must keep track of your victory points (VPs) on the victory point track (VP track) located on the frame of the board. At the beginning of a chapter, place one of your markers on the VP space marked "3". If a space is ever occupied by multiple players' markers, put them on top of each other. Each time you receive or lose VPs, change your marker's position on the VP scoring track accordingly.

Keep the "Victory Point" development cards hidden during the game. Do not reveal them until the end of the game. When you do reveal them, mark them on the VP scoring track.

Your play style and actions during a chapter can have effects on the next chapter.

Overall Score

After you have played all four chapters, the player with the highest legend point score wins Legend of the Sea Robbers. In case of a tie, the player who collected the most VPs in all 4 chapters combined wins. If the tie persists, share the win.

More Information

Variable Set-up

When you play Legend of the Sea Robbers for the first time, you should set up the boards as specified in each chapter. You can use variable set-ups the next time you play. To this end, shuffle the terrain hexes and randomly place them in the land area. Do not change the distribution of the number tokens; distribute them as depicted on the game boards of the respective chapters.

Catan Chits

You may receive Catan chits for special achievements. As in the Catan: Seafarers expansion, each Catan chit is worth 1 VP.

Combining with the Cities & Knights Expansion

Legend of the Sea Robbers can easily be combined with the Catan: Cities & Knights expansion. Go to catan.com for the complete rules for this exciting new campaign.

Units

Depending on the chapter, your units represent ore miners, gold miners, or merchants. The rules are explained in the individual chapters.

Note on Components

Before starting your first game, sort the components into the bags provided. Use the Overview of Game Components on pages 26 and 27 of the rulebook.

Chapter 1 – The Castaways

Specific Components Needed for Chapter 1

  • 4 friend cards with the Chapter 1 icon
  • 12 castaway tokens
  • 4 personal overview cards
  • 1 general overview
  • 4 building costs cards
  • 16 chest tokens
  • 5 Catan chits
  • 4 starting settlement tokens
  • 4 markers (4 x 1)
  • 4 outposts (4 x 1)
  • 12 units (4 x 3)

The four Chapter 1 friend cards are:

  • Jerok the Smith – Side "A": "No ore for development cards." When you buy a development card, pay 1 wool & 1 grain instead of the usual cost.
  • Olaf the Master Builder – Side "A": "Move road or build it cheaper." During your turn, you may either move 1 of your open roads as provided in the rules or build a road for only 1 lumber or 1 brick.
  • Oda the Healer – Side "A": "No resources → Take 1 of your choice." If you do not receive resources when the dice are rolled for production (and the dice roll is not a "7"), take any 1 resource of your choice.
  • Captain Dever – Side "A": "Use a chest → Take 1 extra resource." When you use a chest, take 1 additional resource of your choice.

Each card is flipped over ("B" side up) after use.

General Preparation

  • Use the frame pieces, terrain hexes, and number tokens to set up the game board for 3 or 4 players, as shown in the illustrations on page 8.
  • Place the starting settlement markers on the intersections marked with red borders (see illustrations).
  • Place the resource cards and development cards beside the game board. They constitute the "supply."
  • Place the "Largest Army" and "Longest Road" special cards beside the game board.
  • Place the Catan chits beside the game board.
  • Ready the dice.
  • Each of you takes 1 marker, 5 settlements, 4 cities, and 15 roads in one of the available colors.
  • Each of you places your marker on the "3" space of the VP scoring track.
  • Place the robber on its starting position beside the VP scoring track.

Additional Preparation

  • Shuffle the chest tokens and castaway tokens face down and place them on the game board, as shown in the set-up for 3 or 4 players. Put excess tokens aside (without looking at them).
  • Place the general overview tile beside the game board and the 4 "Chapter 1" friend cards next to it.
  • Take 1 outpost, 3 units, and 5 ships in your chosen color. In this chapter, you are not allowed to build more than 5 ships.
  • Take 1 build costs card and 1 personal overview card. The overview card reminds you of the tasks assigned by the Council of Catan and shows the rewards you receive for completing the tasks.

Set-up Phase

Choose your starting settlements as described in the set-up section of the general rules (see page 4).

Tasks Assigned by the Council of Catan

Goal: Rescue as many castaways as possible. Locate and return their lost chests.

1. Building an Outpost on Barren Island

Council of Catan: We give each of you the task to build ships, sail to Barren Island, and build an outpost there to provide for the castaways' most basic needs! Also, recover all the castaways' chests you find along the way. We will give you a reward for each chest you recover and return to the castaways. If you expedite the rescue, Captain Dever and part of his crew will join you.

Note: The rewards depicted on the back of the chest tokens do not represent the belongings of the castaways. They are a reward from the Council of Catan for returning the lost possessions to the castaways.

Outpost Rules:

  • You may only build your outpost on a coastal intersection of Barren Island.
  • You may not build roads or settlements on Barren Island.
  • The other rules for the outpost and the rules for recovering and using the chests are explained on pages 4 and 5 of the General Rules.
  • If your ships reach the coast of Barren Island and you build an outpost there, take a friend card.
  • If you are the first player to build an outpost, choose one of the 4 friend cards displayed. Those who build their outposts afterwards choose 1 of the remaining friend cards. In a 3-player game, 1 friend card is left over; remove it from play.

2. Rescuing the Castaways and Bringing Them to Catan

Council of Catan: After you build outposts, rescue the castaways! Provide for them and bring them to Catan. Together, rescue as many castaways as possible!

Castaway Rules:

  • Once you build your outpost, one time during each of your turns, you may secretly look at the face of 1 castaway token.
  • If you want to rescue those castaways, you must immediately pay the resources depicted on the face of that token. "Immediately" means that you must pay the resources right away, without first trading/exchanging resources. Also, you are not allowed to use development cards, friend cards, or chest tokens at that moment.
  • If you do not pay the resources, return the castaway token face down to its original location.
  • If you do pay the resources, you provide for the castaways and rescue them. Put the token under your first settlement/city on the coast of Catan. Place an ore miner (unit) beside this settlement/city for free.

Important: You may rescue no more than 3 castaways. Therefore, you are not allowed to place more than 3 ore miners beside your coastal settlement/city.

If you rescue 3 castaways, you receive special victory points:

  • If you are the first player to rescue 3 castaways, you receive 2 Catan chits.
  • Each other player who subsequently rescues 3 castaways receives 1 Catan chit.

3. Ore Mining on Barren Island

Council of Catan: Captain Dever told us that some of the castaways know a lot about ore mining. They have agreed to lead your people to Barren Island and teach them how to mine ore.

Ore Miners & Ore Mining Rules:

  • You may only move your own ore miners, and only during the trade/build portion of your turn.
  • Ore miners can only move back and forth between your coastal settlement/city and your outpost on Barren Island.
  • Ore miners can only move via your own contiguous shipping route that connects your outpost and your coastal settlement/city.

a) Moving Ore Miners to the Outpost: You must pay either 1 grain or 1 wool for each ore miner you move. After paying, move the ore miner(s) from your coastal settlement/city to your outpost.

b) Mining Ore and Returning Miners: Any miners that are at your outpost at the beginning of your turn (i.e., moved there on a previous turn) are eligible to mine for ore. To mine, take 1 ore card from the supply and move 1 ore miner from your outpost to your coastal settlement/city. This miner is no longer eligible to mine this turn. You may do this as many times as you have eligible ore miners.

Important: You may move a miner that mined an ore back to the outpost by paying 1 grain or 1 wool as usual. That miner, however, is no longer eligible to mine until a subsequent turn.

Example: You have rescued 3 castaways at this point in the game, so you have 3 ore miners (A, B, and C). A is at your outpost (you moved the miner there on an earlier turn). So the miner is eligible to mine for ore. B and C are at your coastal settlement and are not eligible to mine for ore. First, you want A to mine for ore. You move A back to your coastal settlement for free and you take 1 ore card from the supply. Next, you decide to send your miners to the outpost. You pay 2 wool and 1 grain and move A, B, and C to the outpost. Even though you didn't need to move all 3, this enables you to get 3 ore during your next turn. Last, A cannot mine again this turn (no longer eligible). B & C cannot mine this turn (they were not eligible). However, A, B, & C will all be eligible to mine for ore on your next turn.

End of the Game

The game ends if you reach 11 victory points on your turn. You then win the chapter.

Entering the Game Results into the Chronicle

Enter your victory points and the number of your rescued castaways (that is, the number of castaway tokens you placed under your coastal settlement/city) into the Chronicle. Also, enter the combined total of castaway tokens that all players placed under coastal settlements/cities.

At the beginning of Chapter 2, the Council of Catan lets you know how many legend points each of you has scored.

The Legend Continues... Now begin Chapter 2—The Attack.

Chapter 2 – The Attack

Postscript to Chapter 1

Awarding of Legend Points

Look at the number of VPs you earned in Chapter 1, then enter the following legend points (LPs) into the Chronicle:

  • If you have the most VPs, you earn 4 LPs. If there is a tie, all tied players earn 4 LPs.
  • If you have the second most VPs, you earn 3 LPs. If there is a tie, the tied players all earn 3 LPs.
  • If you have the third most VPs, you earn 2 LPs. If there is a tie, the tied players all earn 2 LPs.
  • If you have the fourth most VPs, you earn 1 LP.
  • If you are the 2nd, 3rd, or 4th place player and you rescued at least 3 castaways (i.e., you placed at least 3 castaway tokens under your settlements/cities on the coast) you earn 1 additional LP.

Specific Components Needed for Chapter 2

  • 5 friend cards with the Chapter 2 icon
  • 1 general overview
  • 4 personal overview cards
  • 1 gold mining progress tile
  • 12 gold field tokens (6 "2 gold miners" and 6 "3 gold miners")
  • 25 bog iron ore tokens
  • 8 markers (4 x 2)
  • 20 Catan chits
  • 16 chest tokens
  • 4 building costs cards
  • 4 starting settlement tokens
  • 4 outposts (4 x 1)
  • 12 gold miners (4 x 3)

The five Chapter 2 friend cards are:

  • Nyala the Diplomat – Side "A": "Return the robber to the starting space." Move the robber to his starting space. Take 1 resource of the type produced by the hex you removed him from.
  • Reiko the Strong – Side "A": "Protection from the '7'." If a "7" is rolled and you use Reiko, your hand may contain 4 more resources than allowed.
  • Gerhild the Brave – Side "A": "Not in 1st place? → Take 2 resources." If any other opponent has more victory points than you, take any 2 resources of your choice.
  • Suna the Cunning – Side "A": "Robber → Steal from 2 players." If you move the robber, you may steal 1 resource card each from up to 2 affected opponents.
  • Isa the Shipbuilder – Side "A": "Move a ship or build it cheaper." During your turn, you may either move a second open ship or build a ship for only 1 lumber or 1 wool.

General Preparation

  • Use the frame pieces, terrain hexes, and number tokens to set up the game board for 3 or 4 players, as shown in the illustrations on the next pages.
  • Place the starting settlement tokens on the intersections marked with red borders (see illustrations).
  • Place the resource cards and development cards, the "Largest Army" and "Longest Road" special VP cards, and the dice beside the board.
  • Place the Catan chits beside the game board.
  • Each of you takes 5 settlements, 4 cities, and 15 roads in one of the available colors.
  • Each of you places a marker on space "3" of the victory point scoring track. Place the robber on its starting space beside space "4" of the victory point scoring track.

Additional Preparation

  • Place the gold mining progress tile beside the game board. Each of you places a marker in your respective color somewhere beside the "1" space.
  • Place the friend card "Nyala the Diplomat" right beside the gold mining progress tile.
  • Shuffle the chest tokens face down. Place them on the game board, as shown in the set-up for 3 or 4 players (pages 13–14). Put excess tokens out of the game without looking at them.
  • Separate the gold field tokens into 2 face-down piles, one pile of the "2 gold miners," the other with the "3 gold miners." Shuffle each pile and place them on the game board, as shown in the set-up for 3 or 4 players (pages 13–14). Be sure to place the "3 gold miner" tokens on the northern fringe of Gold Island.
  • Distribute the bog iron ore tokens on the pasture hexes. The number of tokens per pasture is shown on the 4- and 3-player tables below.
  • Place the general overview tile beside the game board and the remaining 4 "Chapter 2" friend cards next to it.
  • Take 1 outpost, 3 units, and 5 ships in your chosen color. In this chapter, you are not allowed to build more than 5 ships.
  • If you acquired a friend card in Chapter 1, place it "A" side up in front of yourself.
  • Take 1 building costs card and 1 personal overview card.

Stand-alone Option: Use the following during set-up:

  • Place 4 bog iron ore tokens on each pasture hex.
  • Shuffle the 4 friend cards from Chapter 1 face down. Randomly distribute 1 friend card to each player. In a 3-player game, put the remaining friend card back into the box.

How the Rescued Castaways Affect Chapter 2

The castaways are excited about your willingness to help. They know how to mine bog iron ore and decide to help you mine the ore in the boggy pastures of northern Catan.

During preparation for Chapter 2, place a specific number of bog iron ore tokens on each pasture hex. The number of tokens you place depends on the sum total of castaways all players rescued in Chapter 1 (i.e., the sum of all castaway tokens placed under all coastal settlements/cities).

Distribution of Bog Iron Ore Tokens

Rescued Castaways (4-player game)Bog Iron Ore per Pasture
0–81
92
103
114
125
Rescued Castaways (3-player game)Bog Iron Ore per Pasture
0–51
62
73
84
95

Rules for Bog Iron Ore Mining

If the number of a pasture hex is rolled, each of your adjacent settlements can produce 1 wool or 1 ore—your choice. Each of your adjacent cities can produce 2 wool, or 1 wool and 1 ore—your choice (but never 2 ore).

If you choose ore, remove 1 bog iron ore token from the hex and place it out of the game. If it is your turn, you choose first whether to take 1 ore for 1 bog iron ore token. The other players follow in clockwise order.

Once the bog iron ore tokens on a pasture hex become depleted, that pasture no longer produces ore.

Set-up

  • You are not allowed to build settlements or roads on Gold Island.
  • If you are the first player to build an outpost, you choose one of the friend cards (not Nyala) on display next to the general overview tile. The players who build their outposts afterwards choose one of the remaining friend cards (not Nyala). In a 3-player game, 1 of the friend cards is left over. It is no longer needed, neither for this chapter nor for the chapters that follow. Put the card into the bag for Chapter 2.

Each of you builds 3 settlements on northern Catan as described on page 4.

Note: The rescued castaways help you with bog iron ore mining. Please note the rules on page 12 for mining bog iron ore.

Tasks Assigned by the Council of Catan

Goal: Pan for gold in the rivers of Gold Island and find as much gold as possible.

1. Building an Outpost on Gold Island

Council of Catan: Build ships and establish an outpost on the coast of Gold Island! If you find chests along the way, return them to the castaways, and you will receive a reward from us. The sailors Gerhild, Reiko, Suna, Isa, and Nyala from Captain Dever's crew will join you in due course.

Rules for Outposts

  • If your ships reach the coast of Gold Island and you build 1 outpost there, you receive a friend card.
  • You may only build the outpost on the coast of Gold Island.

2. Panning for Gold

Council of Catan: If you build an outpost, recruit gold miners and have them pan for gold!

Rules for Gold Miners

a) Building and Moving Gold Miners

  • It costs 1 ore & 1 wool to build 1 gold miner. When you buy one, place your gold miner beside your outpost.
  • You may only move your own gold miners, and only during the trade/build portion of your turn.
  • It costs 1 grain to move 1 gold miner a distance of up to 3 intersections.
  • Each gold miner can only be moved once per turn. However, you can move all of your gold miners on your turn.
  • Each intersection can be occupied by a maximum of 3 gold miners. These gold miners may belong to different players.
  • Gold miners must stay on Gold Island.

Example: Blue previously moved 2 gold miners to an intersection occupied by a gold field token that depicts 3 gold miners. Red moves 1 gold miner to that intersection. There are now 3 gold miners beside the token (which is the number of gold miners demanded on the token). Red turns the token over. 3 gold nuggets are depicted on the back of the gold field token.

Example: Red pays 1 ore and 1 wool and places the gold miner beside her outpost. On the same turn, she pays 1 grain. She moves the gold miner a distance of 3 intersections, to the left gold field token. Both the red and blue miners pan for gold. Blue moves his marker forward 6 spaces (3 spaces for each of his gold miners) on the progress tile. Red moves her marker forward 3 spaces. Both players have moved their marker past a space depicting a Catan chit; therefore, each of them takes 1 Catan chit.

b) Panning for Gold

As soon as the number of gold miners at an intersection occupied by a gold field token equals the number of gold miners depicted on that token (2 or 3), immediately turn the token over. For each gold miner you have at this intersection, you move forward on the gold mining progress tile. Move as many spaces as the number of gold nuggets depicted on the token. Remove the gold field token from play. Put it back into the bag.

It is allowed (and makes sense) for gold miners belonging to different players to jointly pan for gold.

c) Reward for Panning for Gold

If you move your marker onto, or past, a space that depicts a Catan chit on the gold mining progress tile, take 1 Catan chit.

If you are the first player to move your marker onto, or past, the space that shows Nyala's image, you receive the friend card "Nyala the Diplomat" (see the example upper right).

Please note: If, after panning for gold, various players can move their markers forward on the progress tile, the player whose turn it is always moves his/her marker first. The other players follow in clockwise order.

If a space is occupied by various markers, place them on top of each other.

End of the Game

The game ends if you reach 12 VPs on your turn. You then win the chapter.

Entering the Game Results into the Chronicle

Enter your VPs and the number of gold nuggets you have panned into the Chronicle. Also, enter the total number of gold nuggets that all of the players have panned.

At the beginning of the next chapter, the Council of Catan lets you know how many LPs each of you earn.

The Legend Continues... Now begin Chapter 3—The Battle Against the Sea Robbers.

Chapter 3 – The Battle Against the Sea Robbers

Postscript to Chapter 2

Awarding of Legend Points

Look at the number of VPs you earned in Chapter 2. Then enter the following legend points into the Chronicle:

  • If you have the most VPs, you earn 5 LPs. If there is a tie, the tied players earn 5 LPs.
  • If you have the second most VPs, you earn 4 LPs. If there is a tie, the tied players earn 4 LPs.
  • If you have the third most VPs, you earn 3 LPs. If there is a tie, the tied players earn 3 LPs.
  • If you have the fourth most VPs, you earn 1 LP.
  • The 2nd–4th place players each earn another 1 LP if they obtained at least 12 gold in a 3-player game or at least 10 gold in a 4-player game. First place earns no additional LPs.

How the Collected Gold Affects Chapter 3

The Council only has the means to further support you if all your combined scores from the gold mining progress tile in Chapter 2 are:

  • at least 40 gold in a 4-player game, or
  • at least 30 gold in a 3-player game.

As a reward, choose a 2:1 harbor token from the supply and place it adjacent to your first coastal settlement.

If all players' combined total gold score did not meet the threshold specified above, you must make do without harbors. Any unused harbor tokens remain out of the game.

Specific Components Needed for Chapter 3

  • 4 friend cards with the Chapter 3 icon
  • 4 personal overview cards
  • 1 general overview
  • 4 building costs cards
  • 16 sea robber cards
  • 4 ship tiles
  • 1 special VP card
  • 15 sea robber ships
  • 4 starting settlement tokens
  • 20 Catan chits
  • 16 chest tokens
  • 8 markers (4 x 2)

The four Chapter 3 friend cards are:

  • Hakon the Trader – Side "A": "1:1 Trade 1x on your turn." Once on your turn, you may trade 1 resource card for any 1 different resource card.
  • Lias the Pickpocket – Side "A": "1 Resource from the leader." Steal 1 resource card at random from the player with the most VPs. If there is a tie for most, you choose which one.
  • Wulf the Nightmare – Side "A": "Knight → Move robber twice." If you play a knight card, move the robber twice in a row. Each time you move him, steal 1 resource card from an affected player.
  • Lea the Gambler – Side "A": "Gamble for resources." Roll 1 die: 1–2: Discard 1 resource of your choice. 3–6: Take 2 resources of your choice.

General Preparation

  • Use the frame pieces, terrain hexes, and number tokens to set up the game board for 3 or 4 players, as shown in the illustrations on the next pages.
  • Place the starting settlement tokens on the intersections marked with red borders (see illustrations).
  • Place the resource cards and development cards beside the game board, as well as the "Largest Army" and "Longest Road" special VP cards and the dice.
  • Place the Catan chits beside the game board.
  • Each of you takes 5 settlements, 4 cities, 15 roads and 15 ships in one of the available colors.
  • Each of you places a marker on space "3" of the victory point scoring track. Place the robber on its starting space beside the "4" of the victory point scoring track.

Additional Preparation

  • Shuffle the chest tokens face down. Place them on the game board, as shown in the set-up for 3 or 4 players. Put any excess tokens back into the bag.
  • Place the "Greatest Sea Robber Nemesis" special VP card beside the other 2 special VP cards.
  • Place 1 sea robber ship on each chest token.
  • Sort the sea robber cards according to their backs into 2 piles. Shuffle each pile separately. Place them face down beside the game board.
  • Place the general overview tile beside the game board and the 4 "Chapter 3" friend cards next to it.
  • Have the five 2:1 harbor tokens ready if you are allowed to use them (see "How the Collected Gold..." above).
  • Take a ship tile. Place your second marker on the space to the left of the clay jug space "1".
  • Take 1 building costs card and 1 personal overview card.
  • If you received any friend cards in any previous chapter, place them "A" side up in front of yourself.

Stand-alone Option: Use the following during set-up:

  • When building your first settlement, you may choose, and place, a harbor token.
  • Shuffle the 9 friend cards from Chapter 1 and Chapter 2 face down, then randomly distribute 2 friend cards to each player. Put any remaining friend cards back into the bags.

Set-up

Each of you builds 3 settlements on eastern Catan (see page 4). If you were successful in Chapter 2, place your 2:1 harbor (see "How the Collected Gold Affects..." above).

Tasks Assigned by the Council of Catan

Goal: Sinking the sea robber ships and freeing the hostages.

1. Sinking Sea Robber Ships

Council of Catan: Equip your ships with catapults and sail eastward. Sink all sea robber ships you encounter there.

Rules for Ship Battles

a) Equipping Catapults

The marker on your ship tile indicates how well you equipped the catapults on your ships. The more jugs you have, the better equipped your ships. At the beginning of the game, each player places their marker on the space left of the "1" to indicate that their catapults are equipped with "0" clay jugs.

To equip your catapult, pay 1 ore and 1 lumber. Then move the marker on your ship tile 1 space to the right.

b) Battle

If one of your ships connects to an intersection adjacent to a hex occupied by a sea robber ship, you immediately attack that sea robber ship. To this end, you reveal the topmost sea robber card from one of the two stacks:

  • If you have defeated fewer than 2 sea robber ships so far, reveal the topmost card depicting the number "0" and a ship on the back.
  • If you have already defeated 2 or more sea robber ships, reveal the topmost card depicting 2 ships and a plus sign on the back.

The number of clay jugs on the card denotes the number of clay jugs on the ship tile needed to prevail against the sea robber ship. Compare the number of clay jugs on the card with the number on your ship tile covered by your marker:

  • You Lose the Battle: If your number of clay jugs is less than the number of clay jugs on the sea robber card, you fail to sink the sea robber ship. You must remove the ship that you placed to start the battle. To make up for your loss, you may take either 1 lumber or 1 wool from the supply.
  • You Tie: If your number of clay jugs is equal to the number of clay jugs on the sea robber card, you must move your ship according to the Catan: Seafarers rules. This also applies if you had already moved one of your ships during the same turn.
  • You Win the Battle: If your number of clay jugs is greater than the number of clay jugs on the sea robber card, you have sunk the sea robber ship. You remove the sea robber ship from the game board and place it in front of yourself. In addition, you take the chest token that was lying under the sea robber ship. Use the chest token according to the General Rules (see page 4).

c) After the Battle

After the battle, place the sea robber card face down under the corresponding stack. Then shuffle the stack.

After a battle against a sea robber, your turn ends, regardless of the result of that battle. So, it is a good idea to start a battle only after you have performed other important actions such as building or trading.

Example: You build a ship, and it reaches the intersection of a hex occupied by a sea robber ship. You have defeated 1 sea robber already, so you reveal the top card of the stack with the "0 / Ship" on the back. The card you revealed shows 2 clay jugs. Your ship tile indicates 3 clay jugs. You sink the sea robber ship and win the battle! Take the defeated sea robber ship and place it in front of yourself. Also, take the chest token that was under the sea robber ship. Shuffle the sea robber back into its stack. Your turn is now finished.

Greatest Sea Robber Nemesis

Council of Catan: The first to have sunk 3 sea robber ships receives the honorable title "Greatest Sea Robber Nemesis."

Rules for the Special VP Card

If you are the first player to defeat 3 sea robber ships, you receive the special victory point card "Greatest Sea Robber Nemesis," worth 1 victory point. Another player who manages to defeat more sea robber ships during play can take this card away from you.

2. Building a Settlement on the Gold Isles

Council of Catan: As soon as your ships reach the Gold Isles, free the hostages held captive there. Build a settlement to accommodate the hostages and the rescued—and now hopefully reformed—sea robbers.

Rules for Gold Isles

For your first settlement at any gold field hex, you receive the following rewards:

  • You receive 1 Catan chit.
  • You choose one of the remaining friend cards next to the general overview tile. In a 3-player game, when the 4th friend card is left, remove it from play.

If you build a settlement at a second gold field, you do not receive another reward.

End of the Game

The game ends if you reach 13 VPs on your turn. You then win the chapter.

Entering the Game Results into the Chronicle

Enter your victory points and the number of sea robber ships you have defeated into the Chronicle. Also, enter the total number of sea robber ships that remain on the game board into the Chronicle.

At the beginning of the next chapter, the Council of Catan will let you know how many legend points each of you has scored.

The Legend Continues... Now begin Chapter 4—The Spice Islands.

Chapter 4 – The Spice Islands

Postscript to Chapter 3

Awarding of Legend Points

  • If you have the most VPs, you earn 6 LPs. If there is a tie, the tied players all earn 6 LPs.
  • If you have the second most VPs, you earn 4 LPs. If there is a tie, all the tied players all earn 4 LPs.
  • If you have the third most VPs, you earn 3 LPs. If there is a tie, all the tied players all earn 3 LPs.
  • If you have the fourth most VPs, you earn 1 LP.
  • The 2nd–4th place players each earn another 2 LPs if they have each sunk at least 3 sea robber ships in a 3-player game and at least 2 in a 4-player game. First place earns no additional LPs.

Effects of the Sea Battle on Chapter 4

In Chapter 3, were you able to sink enough sea robber ships so that only 1 sea robber ship remained? If so, you have made the Catanian sea a safer place, and the Council of Catan is indebted to you.

If not (2 or more sea robber ships are left), then the remaining sea robbers have retreated to some nearby islands to repair their ships. In the next chapter, you might encounter them again when you travel on the open sea.

Specific Components Needed for Chapter 4

  • 30 spice cards (10 each of nutmeg, pepper, and cinnamon)
  • 10 trade option cards
  • 1 general overview
  • 4 personal overview cards
  • 4 building costs cards
  • 16 sea robber lairs
  • 12 units (4 x 3)
  • 4 markers (4 x 1)
  • 4 starting settlement tokens
  • 16 chest tokens
  • 20 Catan chits

Note on components: the component list above prints "16 sea robber lairs"; the set-up instructions and the component overview both specify 4 sea robber lair tokens, and the set-up instructions are followed here.

General Preparation

  • Use the frame pieces and the face-up terrain hexes to set up the game board for 3 or 4 players, as shown in the illustrations on the next pages.
  • The white hexes with blue and red borders in the set-up diagrams represent 2 undiscovered areas. Assemble 2 stacks, each consisting of 2 spice hexes, 2 gold field hexes, and 4 sea hexes (3 in a 3-player game). Shuffle the 2 stacks separately, then place the face-down hexes from one stack in the area marked with red borders and the face-down hexes from the other stack in the area marked with blue borders.
  • Separate out the 4 number tokens 5, 6, 8, and 9 from the Catan: Seafarers expansion. Shuffle them. Arrange them in a face-down stack, then place the stack beside the game board.
  • Place the other number tokens face up on the terrain hexes, as shown in the illustrations.
  • Place the starting settlement tokens on the intersections as indicated in the set-up diagram.
  • Place the resource cards and development cards beside the game board, as well as the "Largest Army" and "Longest Road" special VP cards and the dice.
  • Place the Catan chits beside the game board.
  • Each of you takes 5 settlements, 4 cities, and 15 roads in one of the available colors.
  • Each of you places a marker on space "3" of the victory point scoring track. Place the robber on his starting space beside the "4" of the victory point scoring track.

Additional Preparations

  • Place the sea robber from the Catan: Seafarers expansion on the game board, as shown in the illustrations.
  • Shuffle the spice cards and the chest tokens and place them as face-down stacks beside the game board.
  • Place the general overview tile, the 10 trade option cards, and the 4 sea robber lair tokens beside the game board.
  • Take 3 units and 15 ships in your chosen color.
  • If you received any friend cards in any previous chapter, place them "A" side up in front of yourself.
  • Take 1 building costs card and 1 personal overview card.

Stand-alone Option: Use the following during set-up:

  • Play with the 4 sea robber lairs.
  • Shuffle all friend cards face down. Randomly distribute 3 friend cards to each player. Put any remaining friend cards back into the bags.

Note: You can also use the rules of Chapter 4 as a "Spices for Catan" variant for some other Catan: Seafarers scenarios. More information on this can be found on catan.com.

Set-up

Each of you builds 3 settlements on Southeast Catan. The rules are described on page 4.

The Sea Robber

Captain Whitebeard now roams the waters. The standard rules from the Catan: Seafarers expansion and the "Friendly Robber" rule (see page 3) apply to him.

Tasks Assigned by the Council of Catan

Goal: Bartering for as many spices as possible.

1. Exploring Unknown Sea

Council of Catan: One of Captain Whitebeard's confidants has told us that reportedly there are islands in the southeastern sea where the inhabitants grow exotic spices. In addition, it is believed that there are islands with rich gold deposits. Find those islands!

  • If you're lucky and discover a gold field hex, take any 1 resource of your choice from the supply. Afterwards, take the topmost number token from the number token stack. Turn the token over and place it on the gold field hex.
  • If you discover a sea hex, take the topmost chest token from the chest token stack.

Important: If more than 1 sea robber ship remained undefeated in Chapter 3 (refer to the Chronicle), the following rules also apply:

  • Place a sea robber lair in the center of the revealed sea hex (only on the first 4 discovered sea hexes).
  • You can capture the sea robber lairs: As soon as at least 4 ships (belonging to 1 or more players) stand on the edges of a sea hex occupied by a sea robber lair, the sea robbers in the lair are defeated. Remove the sea robber lair. Each player involved receives 1 chest token as a reward.

Example: Red placed 1 ship on an edge of the sea hex occupied by a sea robber lair. Blue placed 2 ships on the edges of this sea hex. Blue builds a third ship. Consequently, Red and Blue defeat the sea robber lair, which is removed. Red and Blue each draw 1 chest token from the stack.

Rules of Exploration

a) Discovering Unknown Areas

If you build or move a ship and one end of this ship points toward the corner (intersection) of an undiscovered hex, you discover this hex. Turn it face up.

b) Receiving a Reward

Depending on the hex type, you get a reward for your discovery:

  • If you discover a spice hex, take the topmost card of the spice card stack.

2. Establishing Trade Connections

Council of Catan: We are pleased that you indeed discovered the legendary spice islands. Now send merchants to the islands and acquire trade options.

The spice hexes are inhabited by a foreign clan that makes a living trading spices. As a matter of principle, the Catanians do not settle in areas belonging to different cultures. Therefore, you are not allowed to build settlements or roads on intersections or paths (edges) of spice hexes. You may build ships, though. Since the Catanians cannot produce spices on the spice hexes, the spice hexes do not have number tokens.

Rules for Establishing Trade Connections

a) Placing a Merchant

  • If you have discovered a spice hex and drawn a spice card, on that same turn, or on one of your subsequent turns, you may pla 1 ore + 1 wool to place a merchant on an intersection of the discovered spice hex. (Printed as "pla" in the source; read as "pay".)
  • You can only place a merchant on an intersection adjacent to one of your ships. If you move your ship away from this intersection, you lose the opportunity to place a merchant on this intersection.
  • If you have placed a merchant, the shipping route between your settlement on the coast and the merchant is considered closed. You are no longer allowed to move a ship of this shipping route.
  • Each intersection may only be occupied by 1 merchant.
  • Each merchant must always be clearly assigned to one spice hex. Therefore, you are not allowed to place a merchant on an intersection between 2 spice hexes.

b) Acquiring Trade Options

  • If you are the first player to place a merchant, you choose one of the 10 trade option cards and place it face down in front of yourself. Each player who places a merchant may choose one of the trade option cards that still remain.
  • Only 10 trade options in total are available to all of you. If the trade options are depleted, using a unit as a merchant no longer benefits you.

c) Using Trade Option

  • If you have acquired a trade option card during your turn, you may trade 2 resources of the type depicted on the card for a spice card on that same turn. To this end, you return 2 resource cards of the depicted type to the supply and draw the topmost card from the spice card stack.
  • During your turn, you may repeat this trade as many times as you wish – so long as you have the required resources.
  • A trade option does not allow you to trade another resource card instead of a spice card.
  • Each of you receives at most 1 trade option card for each spice hex. If you want to acquire another trade option, you must place a merchant on an intersection adjacent to a different spice hex.

d) Protection from the Robber

  • For each trade option you have acquired, your hand may contain 2 more cards when a "7" is rolled.
  • If, for example, on 2 spice hexes you have placed 1 merchant each, you have 2 trade options and your hand may contain up to 11 resource cards without being penalized when a "7" is rolled.

e) Spice Cards

There are 3 types of spice cards: nutmeg, pepper, and cinnamon. The rules for spice cards are as follows:

  • You keep spice cards hidden in your hand, together with other resource cards.
  • Spice cards are included in the resource card count when a "7" is rolled and can be stolen from you when the robber is moved.
  • If you play a Monopoly card, you may opt to demand all cards of one spice type – for example, all pepper cards.
  • You may trade spice cards with other players, either for different spices or for other resources (domestic trade).
  • Maritime spice trade (trade with the supply) is not allowed. You may never trade spice cards with the supply for resource cards or other spice cards.

You only receive a spice card:

  • when discovering a spice hex,
  • by trading with opponents,
  • in exchange for the 2 resources depicted on your trade option card,
  • by stealing a card from an opponent's hand when moving the robber or sea robber.

3. Exchanging Spice Cards

Council of Catan: If you barter for everyday spices, all Catanians will be grateful to you.

Rules for Spice Cards

  • One time during your turn, you may discard either 3 spice cards of the same type or 3 spice cards of different types and take 2 Catan chits in exchange. Place the discarded spice cards face up on a discard pile beside the spice card stack.
  • If the cards in the spice card stack are depleted, shuffle the spice cards from the discard pile face down and arrange them into a new spice card stack.

End of the Game

The game ends if you reach 14 VPs on your turn. You then win the chapter.

Entering the Game Results into the Chronicle

Enter your victory points into the Chronicle. Also, enter the number of Catan chits each of you received in exchange for discarding spices.

Awarding of Legend Points

Look at the number of VPs you earned in Chapter 3, then enter the following legend points into the Chronicle:

Note: The printed heading and text of this final awarding read "Chapter 3" (as printed). It is the award made after Chapter 4, so the VPs it refers to are presumably those earned in Chapter 4; the wording is transcribed unchanged.

  • If you have the most VPs, you earn 7 legend points. If there is a tie, the tied players all earn 7 legend points.
  • If you have the second most VPs, you earn 5 legend points. If there is a tie, the tied players all earn 5.
  • If you have the third most VPs, you earn 3 legend points. If there is a tie, the tied players all earn 3.
  • If you have the fourth most VPs, you earn 1 legend point.
  • The 2nd–4th place players each earn another 2 legend points if they – either alone or together with other players – have obtained the most Catan chits for spices. First place earns no additional LPs. If all players have obtained the same number of Catan chits, no further legend points are awarded.

The Legendary Winner

After the last awarding of legend points, if you have earned the largest sum total of legend points in the Chronicle, you are the winner! In case of a tie, you win if you earn the most victory points in the 4 chapters. If the tie persists, share the win.

The Chronicle

The Chronicle is the record sheet for the whole legend. The light areas take each chapter's results; the darker areas take the legend points awarded at the start of the next chapter. The printed record sheet has these entries:

  • Chapter 1: Victory Points; Number of Castaways Rescued; Legend Points; Total Castaways Rescued; Subtotal of Legend Points.
  • Chapter 2: Victory Points; Amount of Gold Found; Legend Points; Total Gold Found; Subtotal of Legend Points.
  • Chapter 3: Victory Points; Number of Ships Defeated; Legend Points; Total Sea Robber Ships Remaining; Subtotal of Legend Points.
  • Chapter 4: Victory Points; Number of Victory Point Chits; Legend Points.
  • Grand Total of Legend Points at the foot of the sheet.
  • Entering the Game Results into the Chronicle
  • End of the Game
  • Entering the Game Results into the Chronicle
  • 3. Exchanging Spice Cards
  • End of the Game
  • Entering the Game Results into the Chronicle
  • Awarding of Legend Points
  • The Legendary Winner