This scenario is played with the game components of both the "Fish for Catan" and the "Spices for Catan" mission.


Setup

Assembling The Game Board Frame

If you have the board from scenario 3 already set up, remove all of the "Pirate Lairs" hexes and tokens and return them to their bag. Take the starting island, green moon, and orange sun hexes and place them in separate piles.

Extend the frame by removing the B1 frame pieces and replacing them with the B2 frame pieces instead. Use sea hex E to fill the gap between hex D2 and sea hex pieces F1 &F2. Place sea hex piece G to the right of the F sea hex pieces, as shown in the example. Otherwise, build the frame exactly as shown.



Creating the Starting Island

Shuffle the chosen terrain hexes and place them randomly in the area of the starting island, terrain side face up. Afterwards, place the number tokens as shown in the example.

Assembling the Unexplored Areas

Remove 1 sea hex from the green moon-backed standard hexes. Take the remaining 7 standard hexes, plus the 3 green moon fish shoal hexes, plus the 3 green moon spice hexes and shuffle them together. Place them, green moon icon face-up, in the northern unexplored area.

Do the same for the orange-backed hexes, and place them in the southern unexplored area.

Preparation

Each player takes pieces as shown below.

Place the "Spices for Catan" and "Fish for Catan" mission cards and the corresponding VP cards beside the game board. Each of you places 1 of your markers on the "S" space of the mission cards.

Place the 24 spice sacks beside the board.

Place the 6 fish hauls beside the board.



Use the free set-up method described in scenario 2: Pirate Lairs.


The Missions

Mission 1 "Fish for Catan": Use all game rules as described in scenarios Land-Ho, Pirate Lairs and Fish for Catan.

Mission 2 "Spices for Catan": In this mission, your crews represent merchants sent to visit villages found on the spice hexes. You must befriend the inhabitants and obtain precious spices by trading with them. These spices must be loaded onto ships and delivered to one of the Council of Catan's docks.



Discovering a Spice Hex

If, by means of one of your ships, you have discovered a spice hex, you receive 2 gold. Afterwards, you place as many spice sacks on the village of the spice hex as there are players in the game.

Placing a Crew and Loading a Spice Sack

If either end of one of your crew-loaded ships points toward the corner of a spice hex (example A), you may place 1 crew on the village of the spice hex. In exchange, you load a spice sack onto the ship (example B). In addition, from now on you have a permanent advantage in the game.



Delivering a Spice Sack

If either end of one of your spice sack-loaded ships points toward either of the docks (anchor icons) on the Council of Catan hex, you may unload that ship. Move your marker forward 1 space on the "Spices for Catan" mission card for each sack you deliver. Place the delivered sacks out of the game.


Additional Rules

You may place only 1 crew on each spice hex. In exchange, you may take or load 1 spice sack from that spice hex.

Once a crew has been placed on the spice hex, it must stay there. It cannot be picked up by a ship anymore.

You may not build a road on the spice hex's paths (edges) or a settlement at its corners until you have placed a crew on the spice hex.

If you haven't used all of your ship's movement points, you may continue to move the ship after loading or unloading a spice sack.

Advantages of the Spice Hexes

If you have placed a crew on the village of a spice hex, you befriend the inhabitants of this village and may immediately (i.e., during the same turn) make use of the advantage depicted on the spice hex. For each advantage there are 2 villages that confer its power (one in the northern unexplored area, and one in the southern unexplored area).

  1. Swift Voyage: The inhabitants of 2 villages are experienced seafarers and help the players to move their ships faster.

    The "Swift Voyage" advantage immediately increases the number of movement points of all your ships by 1. All of your ships now have 5 movement points instead of 4. If you are friends with both villages marked with the "Swift Voyage" advantage, your ships have 6 movement points per turn. If you pay 1 wool, you can increase the number of movement points for a ship by 2 more points. Thus, the maximum number of movement points possible for your ships is 8.

    Note: The Swift Voyage advantage can immediately be applied to the ship that delivered the crew to the hex as long as the hex was not just discovered by this ship.

  2. Pirate Bonus: The inhabitants of 2 villages are experienced fighters against the pirates and increase your chances to successfully chase away a pirate ship.

    One village depicts the face of a die with 5 pips, the other village depicts the face of a die with 4 pips. If you are friends with one of these villages, you drive away an opponent's pirate ship not only by rolling a "6" but also by rolling the number depicted on the village. If you are friends with both villages, you drive away the pirate ship by rolling a "6", "5", or "4".

  3. Fast Gold: The inhabitants of 2 villages are experienced merchants.

    They buy resources and give gold in return.

    If you are friends with one of these villages, once during your trade and build phase you may sell any 1 resource card from your hand for 1 gold from the supply (put your card into the supply and take 1 gold from the supply). If you are friends with both villages, you may sell 1 resource for 1 gold two times during your trade and build phase.


End of the Game

You win "Spices for Catan" if you have 15 VPs on your turn.


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