Die Seefahrer by Klaus Teuber Published by Franckh-Kosmos 1997 Translated by Richard Ingram Distributed from The Rules Bank by Mike Siggins Contents: 4 boards with push-out edge pieces 4 boards with 12 x sea tiles, 2 x gold fields, 8 x wastelands, 1 x forest tile, 1 x meadow tile, 2 x mountain tiles, 2 x brick tiles; 8 x victory point chips 10 x number chips 1 board with 12 push-out harbour markers 60 wooden ships in four colours ( 15 of each ) 1 pirate ship 1 rule book. Construction of edging tiles Join these together as shown in scenario pictures. Letters join to corresponding letters, except when pieces marked with Xs are used to expand the playing surface. Materials needed For all scenarios, the contents of the basic ( 3-4 player ) Siedler set will be needed. Two basic sets will be needed for the Gross-Catan scenario. A detailed list of materials needed for each scenario is provided in the appropriate rules sections. Harbour pieces For each scenario, the listed harbour pieces should be mixed up face down, then placed face up, one by one, from the resultant pile in a random order in the places shown in the diagrams. The harbour pieces found in the basic set will not be needed. Sufficient sea tiles are provided to replace them. NB All rules are as in the basic game with the following additions. The Additional Rules for the building and use of ships for the additional victory points 1. Boat building To build a ship costs 1 wool and 1 wood. They are placed stationary like roads, but unlike roads, can be moved. A ship can only be placed on a border line between 2 sea hexes or one between a sea hex and a coast line. Whoever builds a ship must place it as follows: next to a coastal village or city, and/or { belonging to next to a boat ( branching off is allowed ) building player } You cannot build a ship next only to a road, nor a road next only to a ship. Only one ship can stand between 2 sea hexes. At the coast, only one ship OR one street may occupy the border line. Function of ships At sea, ships have the same functions as roads on land. A ship unites the two neighbouring intersections. A line of ships forms a chain across the sea. Whoever with a line of ships extending from a village/city, reaches a new land hex can found a new village there - the distance rule is maintained. From that point can a new line of ships be built, or roads built into the new country. Moving ships Unlike roads, ships can be moved in accordance with the following rules: Ships in a line, unbroken between 2 villages/cities, form a closed line of ships, and no ships can be removed from such a line. A line of ships which does not connect 2 villages/cities, forms an open line. The foremost ship in such a line can be removed and placed elsewhere. Only 1 ship can be moved each round. A ship cannot be built and moved in the same round however. Special victory points These are always placed beneath the village/city via which the point was won. Longest trade road Ships will count towards this, but a village/city must be placed so as to join roads and ships at the point(s) where the line changes. Road building development card. Allows you to build a) 2 roads or b) 2 ships or c) 1 road and 1 ship. Gold These are new to the game and give no resource cards. When the number on a gold space is thrown, each affected player can choose any 1 type of resource. Founding phase Whoever builds one of his 2 villages at the coast can place with it a ship instead of a road. Thiscan be a good idea if a player is in a rush to cross the sea. The Sea-thief ( Pirate ship ) The pirate ship starts on any sea hex, in the middle of that hex. a) If a player throws a 7, he can choose whether to move the thief or the pirate ship. If he moves the pirate ship he can steal from the owners of neighbouring ships. b) If a player plays a knight card, he again has the same choice. c) A ship can neither be placed at nor removed from an intersection adjacent to the pirate ship. Scenario 1. To new shores ( page 5 ) For 3-4 players. Time: about 90 minutes 1) Preparations Lay out the main island in accordance with the basic set rules. The rest of the tiles and number chips listed under 3 are used to form the small islands. Remember to use plain sea-tiles, not those with harbours printed on them. Important: Whoever founds a village at a coast, should place a ship with it instead of a road so that they can head out to sea at once . 1) Special rules. Special Victory points For the first village which each player founds on a little island, he will receive a flag tile which he places beneath the village. It does not matter whether other players have founded a village there or not. End of the game: The game ends as soon as one player has reached 13 Victory Points. 1) Materials Tiles ( not including those in main island ) Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 10 0 2 1 1 2 1 1 18 Number chips Number on chip: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 1 1 1 1 0 1 1 1 1 0 8 Harbours 9 ( 5 special and 4 x 3:1 harbours ). Scenario 2. The four islands ( page 6 ) For 3 players. Time: about 90 minutes. 1) Preparations Set out the board as shown 1) Special rules Founding phase: Each player can found his initial 2 villages on any islands. Each player therefore has 1 or 2 homes at the start. Other islands are considered foreign territory. Whoever in this phase founds a village at a coast, must place a ship with it instead of a road. This applies only to coasts facing towards other islands, not those formed by edge tiles. Special Victory points You receive 1 special VP for your first village which you found on the first foreign island you reach. You receive 2 special VPs for your first village which you build on each other foreign island. It does not matter if other players have already reached these islands. Example: A player has founded both his start villages on the big, bottom left island. He reaches the top left island with his ships. He founds his first village on this island and receives 1 special VP which he places under the village. From here he reaches the top right village, founds his first village there and receives 2 special VPs. End of the game: The game ends as soon as a player has reached 12 VPs Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 17 0 0 3 3 3 3 3 32 Number chips Number on chip: 2 3 4 5 6 8 9 10 11 12 Total Chips required : 1 1 2 1 2 2 2 2 1 1 15 Harbours 8 ( 5 special and 3 x 3:1 ) Scenario 3. The four island. ( page 7 ) 4 players Time: about 90 minutes. 1) Preparations Set out the board as shown. 1) Special rules as for 3 players End of game: The game ends as soon as a player has reached 12 VPs 1) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 18 0 0 4 4 4 5 4 39 Number chips Number on chip: 2 3 4 5 6 8 9 10 11 12 Total Chips required : 1 2 3 2 2 2 3 3 2 1 21 Harbours 10 ( 5 special and 5 x 3:1 ) Scenario 4. Oceans ( page 8 ) 3 players. Time: about 90 minutes Preparations Lay out the large and small islands and sea tiles as shown. The spaces marked with a ? remain empty - they will be ¾discovered during the game. Shuffle the missing tiles and place them as a face down deck. Shuffle the appropriate number of chips and do the same. Special rules Founding phase - all players found their two start villages on the main island. If you found a village at a coast you should place a ship with it instead of a road. Discovery of new territories As soon as a player places a ship, or later a road, and at the intersection to which it leads there is a space, he should take the top card from the face-down deck and place it in the gap. If it is a land tile he also places the top most number chip on it, and receives at once and for free an appropriate resource card. If it is a sea tile, only the tile itself is placed. No special VPs are awarded in this scenario. End of the game: The game ends as soon as a player reaches 12 VP points. 1) Materials Tiles Top row = face up tiles at game start Bottom row = face down tiles in pile. Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 6 0 1 2 2 2 2 3 18 8 0 0 1 1 2 1 1 14 Number chips - rows as above Number on chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 1 1 2 1 2 1 1 2 1 0 12 0 1 0 1 0 1 1 0 1 1 6 Harbours 8 ( 5 specials, 3 x 3:1 ) Scenario 5. Oceans ( page 9 ) 4 players Time: around 90 minutes 1) Special rules Rules are the same as for 3 players. 12 VPs still signals the end of the game. 1) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total Face-up: 7 0 2 3 3 3 3 3 24 Face-down: 14 1 0 2 1 1 2 1 22 Number chips Number of chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: ( face-up ) 1 2 2 1 2 2 2 2 2 1 17 ( face-down ) 0 1 1 2 1 0 1 1 0 0 7 Harbours 9 ( 5 special and 4 x 3:1 ) Scenario 6. Through the Wasteland ( page 10 ) 3 players Time: around 90 minutes 1) Preparations Set out the board as shown. 1) Special rules Founding phase. The main island is divided into 2 parts by the wasteland tiles. You must found both your start villages on the larger southern and western part of the island. The other part of the island and the small islands are considered to be ¾foreign territories. Special VPs You receive a special VP for the first village you found on one of the little islands. Place it under the village. As before, it doesn t matter if other players are already there. Important: If you found a village at a coast, place a ship with it instead of a road. End of the game: The game ends as soon as a player has reached 12 VPs 1) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 12 4 1 4 5 4 5 4 39 Number chips Number on chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 1 2 3 3 2 3 3 3 2 1 23 Harbours 9 ( 5 special and 4 x 3:1 ) Scenario 7. Through the wasteland ( page 11 ) 4 players Time: about 90 minutes 1) Special rules Use the same rules as for scenario 6. The game ends when a player reaches 12 VPs. 1) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 16 4 2 5 5 4 5 5 46 Number chips Number on chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 2 2 3 3 3 3 3 3 3 1 26 Harbours 9 ( 5 special and 4 x 3:1 ) Scenario 8 New World ( page 12 ) 3 players Time: about 90 minutes 1) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 19 0 0 4 4 4 4 4 39 Number chips Number on chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 1 2 2 2 2 2 3 3 2 1 20 Harbours 9 ( 5 special and 4 x 3:1 ) Set out the edge pieces as shown. Shuffle all the tiles face down and then lay them out within the frame in random order, face up. Do the same with the number chips. Red chips must not be next to each other or on gold tiles. ( Re-arrange them with the agreement of all players as necessary if either case arises). Shuffle the harbour tiles and place them as a face down pile. Beginning with the oldest player, place them one at a time on any land tiles of your choice. 2) Special rules Founding phase: Each player can found his start villages in any positions of his choice. At game start each player will have 1 or 2 home islands. Other islands are considered foreign territories. Special VPs ( for reaching foreign islands ): You receive one extra VP for each of your first villages founded on foreign islands. End of the game: The game ends when a player reaches 12 VPs. Scenario 9 New World ( page 12 ) 4 players Time: about 90 minutes 2) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 23 0 0 5 4 4 5 5 46 Number chips Number on chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 1 3 3 3 2 2 3 3 2 1 23 Harbours 10 ( 5 special and 5 x 3:1 ) All rules are the same as for 3 players. Scenario 10 The Great Crossing ( page 13 ) 4 players Time: about 90 minutes 1) Trade lines Important: In this scenario there are special VPs awarded for trade lines between villages/cities on Catan and villages/ cities on Transcatan. Trade lines can be of different types: 1. A player forms a direct line with his ships between his village/city and an opponent s village/city on the other island. 2. A player forms an indirect line with his ships between his village/city and an opponent s road on the other island. 3. A player reaches the other island with his ships, founds a village there and so creates a direct line between the islands, joining two friendly villages/cities. 4. A player s line of ships joins an opponent s line of ships to form an indirect line between one of his own villages/cities and another village/city. ( The picture indicates an opponent s one). 5. Branching off is allowed: a chain is formed by joining two different coloured lines of ships which create 2 indirect lines leading to 2 villages/cities on the other island. 6. A trade line cannot extend beyond a village/city. In the example, a trade line does not exist between the red settlement and the second white settlement. 1) Special rules Founding phase: Both of a player s start villages must be founded on only one ( either one ) of the islands. A player s chosen island is his home island. If founding a village at a coast facing the other island, you should place a ship with it instead of a road. Special VPs ( for trade lines ) For each direct line extending from a home village/city a player receives 1 special VP chip which should be placed under his exit village. For each indirect line in which a player has more boats than an opponent has ships, or ships + roads. In the example for point 4, Red receives 1 VP chip. If there is a tie, the chip goes to the player who completed the line. In example 5, Red receives 2 chips as he has completed (and ¾won ) 2 indirect lines. Important: Chips are lost if ships are removed from what are in effect two open lines meeting each other. To reclaim a chip, a player must fill any gaps with his own ships. 1) Materials Tiles Sea Wasteland Gold Wheat Brick Mountain Meadow Wood Total 17 0 0 5 4 4 5 4 39 Number chips Number of chips: 2 3 4 5 6 8 9 10 11 12 Total Chips required: 2 2 2 3 2 2 3 2 2 2 22 Harbours 10 ( 5 special and 5 x 3:1 ) Scenario 11 Grand Catan 4 players Time: 150 minutes NB You need 2 basic sets to play this game. 1) Preparations Set out the main island in the middle as described in the basic game rules. From the second set you will need all land tiles except the wasteland. Muddle these tiles face down, and place them randomly face up in the spaces shown in the diagram. Do not yet place any number chips on the little islands. Fill in the gaps with 23 sea tiles. Each player takes 5 villages, 8 cities, 15 roads and 15 ships. You need the following number chips from the second set: 2,3,4,5,9,10,11. Place them in one of the linen bags. Harbours: 9 ( 5 special and 4 x 3:1 ) 1) Special rules Founding phase: each player founds his start villages on the main island. Rules concerning little islands: As soon as a player places a ship ( or later, a road ) which leads to a tile without a number chip, the player draws a chip from the bag and places it on the tile. When the bag is empty, chips must be taken from the main island and placed on the small island tiles. The following rules must be applied in these cases: a) The player can only remove a chip from a tile at the edge of which he himself has at least one village or city. b) Each village or city on the main island must be left bordering at least one tile still containing a number. No village or city can be left without claim to any resource cards. c) Red chips must not lie next to each other on small islands. BUT if a player cannot remove a chip from the main island because of these rules, he is allowed to break these rules one at a time in order, ( a,b,c ), until he can remove a chip. End of the game: The game ends as soon as a player has reached 18 VPs. Die Seefahrer for 5 and 6 players ( a prQcis ) A box containing 15 green ships, 15 brown ships and 10 scenarios for 5 and 6 players is available. Write to the company for further information. Details are also given regarding the Siedler Homepage; http://www.die-siedler.com the Siedler-Club, from which you can purchase a frame for the main island and a rack for the resource cards etc.etc., and the Siedler card game and tournament expansion. NB To use this expansion, you will need two sets of the original card game and two expansion sets.