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The Colonies Roules
The Colonies Roules
Introduction
The scenario described here is an altered edition of the scenario "Die Kolonien"
("The Colonies"), which was first published in the book "Die Siedler von Catan -
Das Buch zum Spiel". The scenario in this edition contains new and additional game
material.
These instructions refer to the current version of Die Siedler von Catan and
Seefährer with plastic figures. It is possible to play this scenario with older
versions of the game; the slightly different setup is shown on the last page.
1. MATERIALS
Total
Water Wheat Hills Forest Pasture Mountains Desert Gold Jungle Volcano
Home
Island 20 4 4 5 5 0 0 0 0 0 38
and sea
Colonies 3 0 0 0 0 5 3 3 3 2 19*
Base
game/
Seefährer 19 4 4 5 5 5 3 2 0 0 47
hexes
New 4 0 0 0 0 0 0 1 3 2 10
Total 23 4 4 5 5 5 3 3 3 2 57
Number
chips 2 3 4 5 6 8 9 10 11 12 Total
Home
Island 1 2 2 2 2 2 2 2 2 1 18
Colonies 1 1 1 1 1 1 1 1 1 1 10
Some rules of the base game and Seefährer are changed. Only those that are specifically
mentioned here have been altered. If a rule is not mentioned here then the rules of the
base game and Seefährer are still valid.
3. PREPARATION
Set up the game board as shown above. The areas marked with "?" are left empty for now.
Shuffle the trade harbours and place them randomly at the shown places. Shuffle the
hexes to be used for the colonies and place them face down in a stack on the table. There
are 19 hexes in the stack and 18 free spaces on the board. 1 hex will always be left over.
The 10 number chips for the colonies are also to be shuffled and placed face down on the
table. Sort the colony tokens by kind (discovery/jungle, gold, ore, gems).
Every player needs 5 settlements, 4 towns, 15 roads, 3 ships, 1 war fleet and 5 bases
of their colour.
4. GAME SETUP
4-player game: The rules for this phase are the same with one exception: the first
settlement must be placed on the coast facing the colonies and a ship is placed next to
it! No road is placed. The second settlement can be placed as you wish.
3-player game: Every player places an additional third settlement starting with the first
player (who placed the second settlement last).
5. ALTERED RULES
Overview:
5a) Ships
In contrast to Seefährer, the ships are not placed in a row, but move from intersection
to intersection. That is why there are only 3 ships per player.
Ships can discover colonies, create bases and transport colony tokens home.
(See 5b Colonies)
The player can move his ships at any point during his turn after rolling the dice
and distributing the raw materials (he can even move ships that were built during
the same turn).
It is possible to build, move ships, build again, and so on.
The maximum range of the ships is defined by the higher number on the dice. For
example 3 and 5: the player may move every ship up to 5 intersections.
A ship's movement must not end on an intersection occupied by another ship. It
also cannot be built on an occupied intersection. The ship can move across
occupied intersections (no matter if it is occupied by his own ship or another
player’s ship). A ship cannot move across an intersection occupied by the
pirate.
A ship's movement must not end on an intersection with a settlement belonging to
another player. A ship can move across another player’s settlement. A ship's
movement can end on an intersection with occupied by the player's own
settlement.
5b) Colonies
There are valuable and exotic hexes to be discovered in the colonies, for example the
urgently needed ore - but also discoveries, gems and gold used to directly gain victory
points, Development Cards (Entwicklungskarten) or other resources. However, to use
these colonial goods they first have to be transported across the sea to the Home Island.
But even before that the colonies have to be discovered.
Bases allow the creation of settlements on the coast of the colony. To create a
settlement adjoined to one land hex a player needs a base on this hex. To
create a settlement adjoined to 2 land hexes a player needs bases on both of the
hexes. If these conditions are met and the distance to other settlements is taken into
consideration, the usual material is needed to build the settlement. The
base/bases are removed as soon as a settlement is built. The settlement is now
ready to produce colony tokens.
A: Player red has 2 bases and can create a settlement at the shown places.
B: A red settlement is created and the bases are removed.
C: As soon as it is player white's turn he can create a settlement at the shown
locations.
Further Rules
To create a second or third settlement on one hex the player has to build roads, or
create new bases through ships.
Settlements in the colonies can never be converted into cities.
If the number of a colony hex is rolled, the settlements on this area produce colony tokens.
The tokens are placed next to the settlement: mountains produce ore, rivers produce gold,
deserts produce gems, jungles produce discoveries. A volcano produces one colony
token of the player's choice. Every settlement can store 3 tokens. If there are already 3
plates tokens, the settlement does not produce any more.
5d) Volcanoes
There is no Robber!
The pirate starts off the board and joins the game as soon as the first 7 is
rolled, or a Knight Card is played.
The pirate is placed on an unoccupied intersection with at least 1 water
area next to it. He must not be placed adjoined to the frame/edge of the
board.
If a 7 is rolled, a Knight Card is played, or if the pirate is driven away by a
war fleet, the active player has to move the pirate to another free
intersection.
If the pirate is placed on an intersection next to another player's ship or
colonial settlement, the active player may choose one colony token from the ship
or colonial settlement and take it. The stolen token is converted immediately,
if possible.
If the pirate is placed next to another player's Home Island settlement or city
the active player may take a resource card from that player's hand.
Naturally, only one colony token or one resource card is stolen from
one player.
Bases cannot be robbed.
The pirate blocks the intersection it is placed on (as mentioned above).
A settlement cannot be created on the intersection that the pirate is
currently placed on.
The pirate does not block roads, so colony tokens can still be transported,
or another road can be built.
3-player game: the winner is the player who reaches 12 victory points first and
it has to be his/her turn.
HINTS
It might be best to place the colony tokens next to the settlements and ships and not
underneath them. While transporting plates it might be better to move the ship the whole
distance (of that turn) first and then move the plates. It is easier to count the range
travelled that way.
SETUP VARIATIONS
The number chips of the Home Island should stay the same, the areas underneath
might be varied.
The colonies can also be varied in shape and in hexes used. The distance between Home
Island and colony should at least be 2 water areas. Have fun exploring!
Setup for the older version: see image and table below:
Total
Water Wheat Hills Forest Pasture Mountain Desert Gold Jungle Volcano
Home
Island 17 3 4 4 4 1 - - - - 33
and sea
Colonies 6 - - - - 4 3 3 3 2 21*
Number
chips 2 3 4 5 6 8 9 10 11 12 Total
Home
Island 1 1 2 2 2 2 2 2 1 1 16
Colonies 1 1 1 1 1 1 1 1 1 1 10*
All images are from the original German rulebook (KOSMOS Verlag 2007).
Initial German to English translation was done by Mr. Schuster.
Translation expanded and laid-out by Tim Dawson - please contact me (tim_d) on www.boardgamegeek.com if you
see any mistakes!
This work was not created for commercial gain.