Sunday, June 19, 2011

The Fishermen of Catan

Now, to go over the scenario called "The Fishermen of Catan".  There are some fishing ground pieces that go on the frame, a bit like harbors, with a number on them, and the desert hex is replaced by the lake hex.

For the preparation, here is what you have to do different (other than what I just told them).

The fish tokens and old boot are mixed and put in a stack next to the game board.

The robber stays to the side of the board until a "7" is rolled or a Knight is played, as there is no desert for it to start on (it was replaced by the lake).

If you build your second settlement on a fishing ground or the lake, you get a fish token instead of a resource.

Now, the game.

The fishing grounds produce a fish token (two for a city) when the indicated number is rolled, and the lake hex is similar.  It produces for 2, 3, 11, and 12.

Fish tokens can have one, two, or three fish on them, or they can be the old boot.

You can discard fish tokens to perform certain actions (though any excess fish from tokens with multiple fish on hem are lost).  For two, the robber is driven off the board.  For three, you can steal a card from anyone you want.  For four, you get a resource of your choice (not a commodity for Cities and Knights), and for five, you get a free road.  Seven gets you a development card!

You can only have up to 7 fish tokens.  If you would get an 8th, you can discard one of your existing ones to draw one.

The robber cannot steal fish, they cannot be traded, and they don't count against your hand limit of 7 cards when a 7 is rolled.

So what's the old boot?  When you draw it, you must reveal it immediately, and you need one more victory point to win.  However, you can give it to anyone you're tied with or losing to.

Victory conditions are the same as they would normally be (but you need one more victory point if you have the old boot).

Next, I'll go over The Rivers of Catan.  I hope I do soon!

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