9/22/2023 0 Comments Catan seafarers extensionThe number of victory points specified for each scenario should be increased by 2.If you deactivate an active knight adjacent to the sea hex occupied by the pirate, you may move the pirate.If you interrupt a foreign shipping route by means of a knight (or a settlement), that shipping route is considered interrupted in terms of the "Longest Trade Route." However, the owner of the shipping route may not break it up by moving their ships bordering the foreign knight.In other words, a knight’s connection to a settlement of his color must never be interrupted. If a knight stands on an intersection bordered by the last ship of a shipping route, that shipping route is closed.You may move an active knight to an intersection between three sea hexes if one of your ships is adjacent to this intersection (the knight is then assumed to be on the ship).A knight can also be moved across the sea if the intersection he starts from is connected – via roads and ships or via ships only – to the intersection he ends up on.For scenarios with several islands, the same rules as in the base game apply when the barbarian army attacks.Rules for Cities and Knights with the Seafarer Expansion When playing with the "Seafarers" expansion, you must ensure that certain actions applying to roads are also possible for ships. The exploratory scenarios and all other scenarios featuring many smaller islands are unsuitable. You can use the possibilities of the Seafarers expansion together with Cities & Knights. In our experience, scenarios such as Heading for New Shores and Through the Desert are suitable. ![]() Combination with the Cities & Knights Expansion
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