Showing posts with label new. Show all posts
Showing posts with label new. Show all posts

Monday, December 3, 2012

Munchkin RPG (v 0.1)

Rules Variant from Munchkin

In the world of Munchkin RPG, you play the role of a haphazard adventurer who doesn't know much about much.  Somehow you got hired by the king to empty out a nearby dungeon of the great evil that lies within.  Your reward?  As much treasure as you can carry out of the dungeon and equal its weight from the royal treasure room.  Maybe also the princess if you're lucky.  Or a prince if you like that instead. You're handed a backpack full of random weapons, armors, potions, spells, traps, monster eggs, and race-altering mixtures and shoved out the door.  Luckily there is a merchant who has made camp right outside the dungeon entrance.  He'll gladly trade with you and your friends.  Wait... friends?  You didn't think you were the only one hired did you?  The king doesn't care who emerges victorious, so long as the dungeon is empty by the time one of you leaves it.  Venture forth, young Munchkin and claim victory and treasure as your own!


GOAL

The goal of Munchkin RPG is simple.  Defeat the horrible dungeon boss.

SET UP

Give yourself stats.  Choose a High stat and a Medium stat and a Low stat.
A player's High stat grants them the High bonus and the Medium bonus.  A player's Medium Stat grants the Medium bonus and a players Low stat incurs the Low penalty.  Each player's High stat also gives them a special ability usable once per life.  If the player dies, they are allowed to use their special ability again.
Additionally, players are allowed to sort through the deck to pick a Race before the game begins.  Players may not pick a Class in this manner.  They will have to find one as normal.


HIGHMEDIUMLOW
Strength+1 For Each Hand Slot Used
Extra Hand Slot
Special: MUNCHKIN RAGE!!!
+1 Minimum Level-1 Maximum Hand Size
Agility2x Grenade effect
2 Extra Belt Slots
Special: Bait n' Switch
Can equip grenades
face down
-1 to Run Away
Intellect+1 AP Per Round
2 Extra Spellbook Slots
Special: Hidden Agenda
Can spend 1000 gold
to go up a level
-1 AP Per Round
*Details for each stat effect are listed in Glossary/Help.

Players should use some sort of marker to indicate their stats, so they can not be forgotten mid-game.  however, players are allowed to change their stats in the middle of the game, so make sure it is something alterable.

Both decks (door and treasure) are shuffled separately.  Then players construct decks out of the available cards.  Decks must contain at least 12 cards minimum from either type of card (door or treasure) and must have exactly 40 cards.  The players do not get to look at the cards before choosing them.  The players choose how many of door and treasure cards they would like, then they receive that many of each at random.  Extra cards will make up the dungeon and the store inventory.  There is still a community door deck which players draw from, but there is no loot the room option.  Players use the door deck to fight monsters or become cursed.

Players each have a draw pile (backpack), a discard pile, equipment slots, a belt (for grenades) and a spellbook (for curses and traps) and a spot for their race and class, as shown below.

Example Player Layout

Take the remaining treasure cards and deal out 6 random treasure cards and place them all face up in a line in the middle of the play area.  This makes up what the store currently has on sale.  The rest of the treasure cards are placed next to the stock for the remainder of the store's inventory.

The top cards of the door deck are revealed until 6 monsters are revealed. These cards are shuffled together and one is placed face down at random. This is the dungeon boss. The 5 remaining monsters are shuffled into the dungeon.

The end result should look something like the image below.

Example Table Layout

Players then draw 6 cards from their backpack.

The first player is determined randomly.  That player's turn marks the start of the first round.  Play passes to the left.  Once each player has taken a turn, the round ends.  At the end of each round, several game effects take place, as listed later.

After setup, players discard down to having maximum 2 cards in their hand.

RULE CHANGES

Beyond the obvious changes made to the game, there are several less noticeable changes which should be pointed out.
  • No Looting the Room
  • No buying a level
  • No playing directly from your hand into combat.
  • Maximum hand size is 2.  
  • Cards discarded at the end of a player's turn are placed on the bottom of the store's inventory instead of given as charity.
  • Anytime a player shuffles their backpack, they should do so under the table to avoid knowing what type of card will be on top while they shuffle.
  • Players can gain levels to go above level 10.  This has no effect other than making the player stronger in combat.
GAMEPLAY

Players get 5 action points per round.  Action points are restored at the beginning of each round and can be used only during their own turn.  The only exception to this is Throwing an Item and Casting a Spell, which can both be done on an opponent's turn.

Players who have reached 4th level gain an extra AP per round.  Players who have reached 8th level gain another extra AP per round.  These Action Points are gain immediately and can be used the turn the player gains that milestone level.

If a player uses all of his action points before his turn, he can only take actions that use no AP.
Players are highly encouraged to use some sort of tokens to indicate how many action points they have in each round.

Available actions

No Action Points
  • Equipping - A player takes an item from his hand and places the card in the appropriate slot on his board (equipment, belt or spellbook).  Items placed as equipment or on the belt must be placed faceup.  Cards places in the spellbook have the option to be placed facedown, but may be placed faceup if the player chooses to have them so (for intimidation purposes, if nothing else).
  • Unequipping - Take an item in play from your equipped items, belt or spellbook and place the card in your hand.
  • Selling an Item - When selling an item players take a card from their hand, reveal it to all players and collect an amount of gold equal to half the card's cost.  This can be represented in any fashion (coins, paper and pencil, tokens, etc).  The sold card is placed on the bottom of the store's inventory. Any card without a cost can be sold for 200 gold. Cards can not be sold to gain a level.
  • Take a Peek - Look at the top card of your backpack. Then put it back.
  • Fighting a Revealed Dungeon Boss - It takes no action points to challenge the dungeon boss if it has already been revealed.
  • Using a Go Up A Level Card - The player reveals a Go Up A Level card, then shuffles it into the store inventory.
  • Stuff an Item - Take any number of cards from your hand and shuffle them into your backpack.
  • Place an Item - Place one card from your hand on top of your backpack.
1 Action Point
  • Throwing an Item/Casting a Spell - The player uses one of the items on his belt or in his spellbook, usually to affect combat one way or another.  The used card is placed in the player's discard pile.  Players can take this action during other player's turns, but only if they have the required action points.
  • Buying an Item - A player may spend his accumulated gold to buy an item from the store.  When an item is purchased, the player has the option to equip the item immediately (if he has a slot available to do so) or to place it on top of his backpack.  The store's empty slot remains empty until the end of the round, when it is replaced with a new card from the top of the store inventory.  Items without a gold cost can be purchased for 400 gold.
  • Frantic Searching - Shuffle your backpack and then draw 1 card from it.  
  • Gift Basket - Pay 300 gold to shuffle the store inventory, then place the top card on top of your backpack, without looking at it.
  • Trapping the Boss - Players may put curses or monster enhancers on an unrevealed dungeon boss. These cards may be placed face down on the boss at the time they are cast. Once the dungeon boss is revealed, these curses affect the one who revealed him, then are discarded as normal. The monster enhancers then attach to the dungeon boss. Once the dungeon boss is revealed, players can still trap it, but must do so by placing the spells face up on the boss. 
2 Action Points
  • Careful Searching - Draw 3 cards from your backpack.  Choose 1 and put it in your hand.  Shuffle the remaining two and the rest of your backpack together.
  • Looking For Trouble - A player can play a monster card from their hand and fight it as normal.
3 Action Points
  • Open a Door - The player draws a card from the dungeon face up, revealing it to all players.  If it is a monster, the player must fight it or run away.  If it is a curse, the player is affected by it.  
  • Reveal/Fight the Dungeon Boss - A level 10 player may reveal or fight the Dungeon Boss.  Details for revealing or fighting the Dungeon Boss are listed below.
4 Action Points
  • Recycle - Shuffle your discard pile into your backpack and draw a card.
6 Action Points
  • Retrain - Choose a new High stat, Medium stat and Low Stat.  The effects of these changes do not take place until the end of the round.
7 Action Points
  • Polymorph the Dungeon Boss - The Dungeon Boss can only by polymorph if it has been revealed.  The player takes the current Dungeon Boss, as well as any monster enhancers and permanent effects on it and shuffles them all into the Dungeon.  Then flips the top cards of the dungeon until a monster card is revealed.  This monster is the new dungeon boss and works as though it had just been revealed as normal, although the current player does not get to fight it when it is revealed.
END OF ROUND

At the end of each round, the store gets new items in stock.  Roll a die and from the side closes to the store inventory, count across, taking the card which is chosen, shuffling it into the inventory and replacing it with the top card. Because the old card is shuffled into the inventory before a new card is chosen, it is possible to pick the same card.  Do this twice at the end of each round.

When getting new inventory, if a card was purchased this turn, roll for new inventory first, rerolling on any sold cards (empty slots) then replace sold inventory after.

Each player goes back to having 5 action points, unless his Intellect or level would force him otherwise.

The player sitting to the left of the player who currently started the round now begins the next round.  Thus the player who went second in the previous round will go first in the upcoming round and the player who went first in the previous round will go last in the upcoming round.

COMBAT

When defeating a monster, players don't get treasure.  They get gold instead.  For each treasure a monster is worth, a player gains 200 gold.  Levels are gained as normal.

Players are able to use the Throw Item and Cast Spell actions during other player's combats.  Typically this is done to make the combat more difficult for the player, but not always.  Players are allowed to ask for help from other players.  This works just like it does in Munchkin proper.  However, with no treasures to pull, players will have to decide how to split the gold, rather than split the treasures.

PLAYER DEATH

Whenever a player dies, the player's 3 most expensive items are placed on top of the store inventory pile. The remaining items are dealt to the remaining, living players. Starting with the player to the dead player's left, each player picks a card from either the dead player's equipment, belt, or spellbook.  Each living player only loots one card from the dead player.

At the end of the round, the dead player shuffles his discard and backpack together then draws 4 new cards, playing whatever he wants to immediately, even if it's not his turn. His next turn is played normally.

Death functions otherwise the same as in normal Munchkin.

DUNGEON BOSS

Once a player reaches level 10, they are able to open the door to the dungeon boss.  The first player wishing to fight the Dungeon Boss is the one to reveal it.  When the Dungeon Boss is revealed, any traps or curses cast on it affect the player who revealed the Dungeon Boss and any monster enhancers affect the Dungeon Boss.  If one of the effects causes the player to no longer be level 10, they are still able to fight the Dungeon Boss, but will have to become level 10 again before they could make another attempt, if required.  The Dungeon boss functions exactly as stated on the card, however the monster becomes level 20 and its "Bad Stuff" becomes the player dies in addition to whatever other Bad Stuff it has.

Once a dungeon boss is revealed, it does not change unless a player polymorphs it.  A dungeon boss can not be persuaded to let players by, can not be poofed away, nor can it be plot deviced or made to go to lunch or anything else to be gotten rid of.  Once a dungeon boss is revealed, no game effect can get rid of it, short of killing it.  Additionally, each time the dungeon boss kills a player, the dungeon boss goes up 2 levels permanently.  If the players successfully run away, the Dungeon Boss does not gain levels.

While the dungeon boss is revealed, players can still fight other monsters by opening other rooms and dealing with the rooms as normal.  Any monster enhancers places on the dungeon boss are not removed after combat.  This has the potential to make the dungeon boss very difficult.  If the players decide the Dungeon Boss has gotten out of hand, they will have to resort to polymorphing it.  However, deciding who has to do the polymorphing can be just as difficult as killing an overpowered Dungeon Boss.

ENDING THE GAME

The game ends when the dungeon boss is defeated.  If a single player defeated the dungeon boss alone, that player wins.  If another player assisted in the combat, those players win.  The victory must be accompanied by a handshake.  Only upon completion of the handshake have both players won the game.  However, if either player shouts "Backstab!" before the handshake is completed, that player wins and the other player loses.  Double However, if both players shout "Backstab!" at the same time, they both stab each other at the same time.  Both players lose.

GLOSSARY / HELP

Action Point / AP - Each action a player wishes to take requires a certain amount of Action Points to be able to perform.  Typically, players have 5 Action Points each round.

Backpack - The pile of cards from which each player draws.  Each player has their own Backpack.

Dungeon Boss - The monster the players must defeat in order for someone to win.  The Dungeon Boss is always base level 20, even if the actual monster card states otherwise.  Any monster enhancers placed on the Dungeon Boss remain even after the combat is over.

Grenade - Any one-time use card which grants a numerical bonus to a die roll.

Monster Enhancer - Any card that modifies the level of the monster. i.e. Ancient, Intelligent, Baby, etc...

Round - A cycle of each player taking a one turn.  Some game effects happen at the end of each round.  The player who takes his turn first in each round moves left each round.

Spell - Any door card that has an effect, i.e. curse, trap, monster enhancer, etc...

Stat - A player's Strength, Agility or Intellect.

Stat Bonuses
High Strength - A player who has a High Strength stat is given bonuses when he uses weapons.  For each hand he uses in combat, he gets a +1 bonus.  For example, if he uses 1 weapon which uses 1 hand, he gets +1.  If he uses 1 weapon that uses 2 hands, he gets +2.  If he uses 2 weapons, each using 1 hand, he gets +2.  Additionally, he is granted an additional hand slot to use for whatever he'd like.  Similar to the Cheat card, he is allowed to use a 2 hand weapon and a 1 hand weapon together.  This would give him +3 from his High Strength.

Medium Strength - A player with Medium Strength begins the game with 1 level more than he would normally have.  Typically, this will start a player with Medium Strength at level 2.  However, for example, a player with Medium Strength who was also a Cyborg from Star Munchkin (whose minimum level is 2), would have a minimum level of 3.

Low Strength - A player with Low Strength has his maximum hand size (how many cards he can hold in his actual hands) reduces by 1.  This has no effect on how many weapons his character can use at any one time.

High Agility - Any grenade a player with High Agility uses has any bonuses granted by it doubled.  Therefore a grenade which grants +4 to either side, instead grants +8 when used by a player with High Agility.  If, for whatever reason, a player does not wish to have double the bonus from his grenades, he can have them function with their normal bonus.  Additionally, a player with High Agility has 2 extra belt slots, which can be used to hold more grenades.

Medium Agility - All players without Medium Agility must place their grenade cards face up when equipping them to their belt.  However, players who do have Medium Agility can equip them face down.  This allowed the player more secrecy in what they are able to throw into the combat.  Additionally, since there'd be no way to prevent it anyway, players with Medium Agility are allowed to place any item card they'd like on their belt, so long as they at least pretend it's a grenade.

Low Agility - A player with Low Agility has a -1 penalty to any attempt to Run Away.

High Intellect - A player with High Intellect is granted an additional Action Point each round, totaling 6 normally at low levels.  Additionally, they are granted 2 extra Spellbook slots to use for any curses, traps or monster enhancers.

Medium Intellect - A player with Medium Intellect can spend 1000 gold at any point when he would be able to buy from the store to go up a level.  He can not use this ability to go to level 10.

Low Intellect - A player with Low Intellect has 1 less Action Point per round, totaling 4 normally, at lower levels.

Special Abilities
MUNCHKIN RAGE!!! - This special ability is activated any time the High Strength Munchkin is in combat for whatever reason.  Activating this ability adds a +30 bonus to the Munchkin's combat score.  However, this tires the Munchkin.  In his next combat, that Munchkin's level is considered to be -5.  Any other modifiers (such as weapons, grenades, etc...) apply normally.

Bait n' Switch - This special ability can be used anytime a Munchkin with High Agility is in combat as the main combatant.  This ability can't be used if the Munchkin is helping another player.  The Munchkin (known here as The Jerk) leaves combat (as if he successfully run away) and another Munchkin of his choice (known here as The Sucker) takes his place in the combat.  The Sucker must deal with the monster as if the door had just been opened on him.  Combat continues as normal.  If The Sucker also has High Agility, he can also use Bait n' Switch on another player, but not The Jerk, nor any other player who has used this ability during this combat.  After this combat (but not if The Sucker uses Bait n' Switch to switch with someone else), The Sucker can spring open a door on The Jerk.  At any point during a combat where the Jerk is the main combatant, the Sucker may call revenge.  Combat pauses and the Sucker may flip over cards from the top of the Dungeon deck until he reveals a monster or play one from his hand.  The monster revealed immediately joins combat against the Jerk (as if Wandering Monster had been played).  The Sucker may only do this once.

Hidden Agenda - At any time, a Munchkin with High Intellect (known here as The Illusionist) may play a spell (monster enhancer, curse, trap, etc) face down on a player or monster (as appropriate).  He announces to the affected Munchkin (either the Munchkin being cursed or the Munchkin in combat with the monster being enhanced and known here as The Sap) what his spell's affect is.  The Illusionist is encouraged to lie when announcing his spell's effect.  The Illusionist is not required and is, in fact, not allowed to say the actual name of the spell on the card, only the effect is has.  The Munchkin being affected can either accept his fate and have the spell effect him has The Illusionist claims it does, or The Sap can challenge The Illusionist and flip the card over and takes that effect instead, better or worse.  If The Sap accepts the spell as it was claimed, The Illusionist takes the card cast face down and shuffles it into his discard pile.  The Illusionist can use this ability to cast a spell on himself or any monster with which he is in combat, however any player may challenge the spell being cast.  This ability can not be used while Trapping the Dungeon Boss.

ALTERNATE RULES

Packing Your Bag - For a more intense game, The players are to choose which cards are in their backpacks at the start of the game.  Choose one player randomly to choose first, then go in order, each player choosing 4 cards of either door or treasure or any combination of the two, until each player has 40 cards.

The Real Golden Rule - Once a player has defeated the dungeon boss, all players count their gold and total cost of equipped items, items on their belt and in their hand and counts each spell as 200 gold.  Whoever has the highest total cost wins.  He might not be the one who defeated the dungeon boss, but he's richer than everyone else.  And isn't that what REALLY matters?  In the event of a tie, whoever declares being the winner first, wins the game.

Bigger and Scarier (Probably) - Players begin the set up by specifically choosing the dungeon boss.  This should be agreed upon by all players prior to game start.

Last Man Standing - Once the dungeon boss is defeated, the real victor is the one who tells the king of the great victory.  As soon as the dungeon boss is defeated, the players all turn against each other and begin fighting one another.  A new round begins (shifting the starting player to the left as normal) then each player, on their turn, rather than open a door, can spend 1 AP to attack another player.  Combat begins between those two players as normal.  Other players can jump in on either side to aid one of the combatants.  During this point of the game monster enhancers can be used on players (yourself included) and will remain on that player until they are defeated.  After the combat resolves, the next player alive takes his turn.  This cycle continues as normal until one player survives.


AUTHOR'S NOTES
This hasn't been play tested yet, but I'm hoping to get it out there.  I'll be in an opportunity to test it pretty soon, I think.

The idea here was to give Munchkin a little more structure.  I do enjoy Munchkin a lot for the comedy and general play style, but as anyone who has played Munchkin knows, it's a good way to make enemies out of friends.  In normal Munchkin it was too easy to screw your opponents and steal victory for yourself.  It was basically assumed the first person to reach level 9 wasn't going to win, but the second person who did, had a much better chance, assuming the rest of the players were out of cards to use.

My hope is by limiting the amount of cards players can work with and by limiting the amount of actions they can do each round, it will add a little more balance to the game.  By not allowing players to throw everything they have at each other without limitation, it will require players to think a little more.  On top of that, by requiring players to equip grenades and spells before they can be used, the other players have a bit more of an idea of what they are up against.  This will make the disappointment of losing a battle slightly less so.  Typically, it's not the losing which bothers people, it's the not knowing it was coming.

Additionally, I'm adding a bit of customization to the game.  As I've stated previously, I'm a fan of customization.  It's not a lot, but by giving the players the chance to choose stats, it will make each player less totally reliant on luck-of-the-draw equipment.  

In that same vein, the gold system allows players to stray further away from the luck over skill (which I've also gone over before).  The store allows each player equal opportunity to some of the equipment and everyone has a fair shot at it.  But in not getting rid of luck completely, players are still given a random grab-bag of equipment to start with.  Further, the system wherein the starting player in a round changes each time further pushes a balanced game.

Lastly, the Dungeon Boss idea was something I thought would be interesting.  The main idea came from Munchkin Quest, but with the added level that monster enhancers stay on the Boss, by adding them, you are only making it harder for yourself to win as well.  So the idea of throwing everything you have at the Boss might not be the best tactic.

As I've said, I was really trying to make Munchkin a more balanced game.  Less reliant on chance, which it was solely before.  Munchkin has some great cards, humorous ideas and would be great to play everyday if it wasn't so frustrating to lose.  The hope is that by giving players options, having every player access to the same cards and by limiting how much you can screw over your opponents at any given time, Munchkin will evolve into a much more balanced, friendly game which won't make people want to kill each other (outside of the game, at least).

Wednesday, July 28, 2010

Math Scrabble

Math Scrabble is just like Scrabble, but instead of letters, players get numbers and arithmetic operators.  There is a pile of equal signs that players can freely draw from.  Players will always need at least 1 equal sign, therefore they are extremely important and players should never be stuck not having one.  With regular Scrabble, there are vowels, that are required for every word, but with a variety of vowels to choose from, the chances a better you'd be able to use a vowel are higher. Tthis is not true for equal signs, of which there is only one.

For example, if a player has 2, 5, 7, 1, 3, +, and * they could play a variety of things...
  • 2 + 1 = 3
  • 5 + 2 = 7
  • 5 + 7 = 12
  • 5 * 3 + 2 = 17
All numbers from 0 - 9 would be available, as well as Addition, Subtraction, Multiplication, Division.

Due to the lack of parenthesis, players are allowed to do the order of operations in any order they choose.  Placing a "0" before a number is illegal.  
  • 09 + 4 = 13
The above equation is illegal because of the leading "0".

Because the game is limited to integers and has no decimal point, division can be very difficult.  Noninteger division can only really be done with two division tiles.
  • 2 / 5 + 3 = 1 / 4
The listed above is a legal play.  Because players are allowed to do the order of operations however they'd like, the player can choose to do the 5 + 3 first, making the equation 2 / 8 = 1 / 4, which is true.

Therefore, the tile breakdown is listed as follows.

TileNumber AvailablePoint Value
1102
284
384
484
584
684
784
864
954
052
+72
-72
*64
/48
Blank20
TOTAL100
X, Z and Q are uncommon letters.  Because there isn't really this idea in mathematics, all the number tiles have the same point value, except for 1 and 0, which are certainly more commonly and easily used than other numbers.  This will change the average amount of points a player will have at the end of the game, related to a game of normal Scrabble.

Blank tiles can be used to take the place of any number or operator, as normal.

Otherwise, all the rules that apply to Scrabble also apply to Math Scrabble.

This is still very much a work in progress.  I will certainly be editing this post frequently as I work over and equalize the tile distribution and point values and such.  If you have any input, please let me know.

EDIT:  It was just brought to my attention this game basically already exists.  Sad face.  I'll probably pick it up at some point and try to improve on it.  A lot of the reviews I read said something along the lines of "Great idea, poor execution".  I happen to think I'm great at executions.  ... ... Yeah, that's right.

Saturday, July 24, 2010

Hardcore Catan (v1.1)

Hardcore Catan Variant Rules and Scenario (v1.1)
(Updated 3/15/2011)

Catan is a great game.  It combines strategy, diplomacy and forethought into a fun game anyone can play.  However, it's not challenging.  As much fun as I have playing Catan (and I do), I would never call it a difficult game.  Any frustration comes from other players doing what they can to mess you up.  That's all well and good, but I love a good challenge. That's why I went out of my way to work on these new rules and variants for what I'm calling Hardcore Catan.  It's a couple of variant rules and a scenario that makes Catan a lot harder.

Keep in mind these variants, rules and scenarios are supposed to be difficult.  They are only recommended for people looking for an added challenge.

These rules are mostly singular.  Players can choose to add one or more of these variant rules to make their game of Catan a bit harder.  Some of them require certain expansions, as noted.  Many of the rules also require gold.  Gold comes with the Traders and Barbarians expansion.  However, anything can be used to symbolize how much gold a player has; Buttons, coins, etc.  Rules for gold usage can be found in the Traders and Barbarians rulebook: http://www.catan.com/en/download/?TaB_Rules_051908.pdf

New Year
When players roll to see who goes first, the player who goes first marks the New Year.  The start of that players turn marks a new year.  If playing with Catan Event Cards from the Traders and Barbarians expansion, when the New Year card is drawn, the player who draws it now starts the new year from now on.  Some of the Hardcore Catan rules rely on the new year.

Settling Nomads
As a nomadic tribe finally coming to a rest, players start with only 1 settlement, 1 road and 1 gold.  However, in addition to drawing initial resources from the starting settlement, players may also take one additional resource of their choice.

Famine
Whenever a player rolls doubles for production, they roll again until they roll a result of anything but a 7.  Whatever number is rolled all chits of that number are flipped face down.  Those hexes no longer produce resources.  Once doubles are rolled again, the famine moves elsewhere.  The facedown chits are turned face up and the player rolls again to determine which chits are turned face down.  Additionally, if playing with Fishermen of Catan, all players randomly discard half of their fish tokens (rounded up) due to their fish rotting.

Thieving Robber
The robber isn’t preventing hexes from generating resources.  He’s stealing them.  When he does, he can now also snag a little something else.  Whenever the robber prevents any player from drawing resources, that player also must lose 1 gold.  The amount of gold lost is not related to the number of resources not drawn.  The player will only ever have to play 1 gold when the robber prevents him from drawing resources.  If the player can not pay 1 gold, he must discard a resource of his choice.

Prison Break (Requires Mega Catan; Chasing Away and Arresting Barbarians)
If playing with Mega Catan rules, when a Mighty Knight arrests a barbarian, that barbarian is placed off the board, in a separate location.  Each time the dice are rolled for production, if the number rolled is less than or equal to the number of arrested barbarians, the barbarians prison break and escape throughout Catan.  Starting with the player whose turn it is, players each place one of the prison breaked barbarians around the board, wherever they’d like.  No resources are stolen during this barbarians placement.

Barbarian Advance (Requires Cities and Knights)
Whenever the Black Ship is rolled together with a “7”, the ship moves two spaces, instead of one on the Barbarian tile.  If the barbarian ship needs to only move 1 space to attach Catan, but moves two during a single roll, the ship is still placed in the starting space after the attack is resolved.

Baggage Train Damage (Requires Traders and Barbarians)
If a Baggage train fails to drive off a barbarian, place a Catan chit (Damage token) on the topmost Baggage Train card for that Baggage Train.   A player may spend the amount of resources that was required to upgrade the Baggage Train to its current level to remove a Damage token.  If a Baggage Train ever has 2 Damage tokens, remove both tokens and the Baggage Train is downgraded to the next lowest level and it loses any commodity token it was carrying.  After a failed battle, the Baggage Train must move past the barbarians as normal by spending extra MP or go around.
If a level 1 Baggage Train ever receives 2 Damage tokens, it is destroyed and removed from the board.  The player may rebuild a new Baggage Train for 1 Lumber, 1 Wool and 1 Ore.  A newly built Baggage Train may be placed at any city the player controls.  Only if the player controls no cities, then it may be place at a settlement instead.

River Crossings (Requires Traders & Barbarians and Rivers)
When a Baggage Train crosses an unbridged river, they are given three options to cross it.  Either by taking a ferry, costing 1 MP and 2 gold; by crossing carefully, costing 3 MP; or by fording the river, taking 1 MP.  If the baggage train is fording the river, that player rolls a die and must roll equal to or less than the current level of their baggage train to cross safely.  For example, an un-upgraded Baggage Train must roll a 1 and a fully upgraded Baggage Train must roll a 1, 2, 3, 4 or 5.  Failure to cross safely means the Baggage Train did not make it across the river. The Baggage Train drops the commodity token is was carrying.  If playing with Baggage Train Damage rule, the Baggage Train also takes a damage token. In either case, the Baggage Train may be placed in either side of the river after failing to cross.

No Ties
If two or more players ever are tied for Longest Road, Harbormaster or Largest Army, no player holds the card.  The card is placed off the board and no player receives victory points from it until another player has more than any other player in roads, harbors or knight cards.  If another then ties that player in roads, harbors or knight cards, the victory point card is immediately placed off to the side again.

Vicious Barbarians (Requires Cities and Knights)




Determining Barbarian Strength
Cities still count as 1 point of Strength for the barbarians, however, settlements count as 0.5 a point for the barbarians.  Round up when determining Barbarian Strength.

Determining Catan’s Strength
A player with only settlements or metropolises still counts his active knights for determining Catan’s strength.  Each city wall grant 0.5 Strength points for Catan. Round down when determining Catan’s Strength.

If Catan Loses…
Every player downgrades a city to a settlement.  If a player only has metropolises, one of his metropolis is downgraded to a city.  He chooses one of his metropolis, removes the golden gates and loses the metropolis token.  If a player has no cities or metropolises, they lose a settlement.  If that settlement was the homeport of a open shipping route, all those ships are destroyed.  Any road segments that are left attached to no settlements or cities are also destroyed.  If a knight is ever left without roads or ships on either side, that knight is removed (unless playing with Wandering Knights rule of Mega Catan).  If a player’s last settlement is destroyed, that player is defeated and no longer plays for the remainder of the game

Rebuilding a Metropolis
Any player may rebuild a lost metropolis by building the 4th or 5th city improvement in that category, as normal.  If every player already has built the 5th level in that category, the first player to spend 5 of the related commodity gains the metropolis of that category.  It can not be stolen by other players, however, if the barbarians destroy the metropolis, it leaves it open for another player to claim by spending 5 commodities.


Pair of Boots (Requires Fisherman of Catan)
The Old Boot token requires the player who has it to have 2 more victory points to win, rather than just 1 more.

Overfishing (Requires Fisherman of Catan)
When players spend Fish tokens, the tokens are placed to the side of the board into the Spent pile.  At the beginning of each new year, 1 fish token per 2 players (round down), chosen at random, is placed from the Spent pile into the Discard pile.  Once the Draw pile of fish is empty, players take what is in the Discard and use those tokens to make a new Draw pile.  Do not mix in those from the Spent pile.  If there are a limited number of fish tokens to draw when several players would need to do so, the players draw the amount they need each in turn.   If there are no fish tokens to draw, no players get to draw.

Upkeep
At the end of each new year (see New Year above), each player must spend 1 gold or 1 resource.  For each new year where he does not or can not, he places a Catan Chit (Maintenance token) next to one of his cities, settlements or metropolises.  At any point when a player could build, they may spend 2 gold or 1 resource to remove a Maintenance token.  Once a location has 2 Maintenance tokens, it is falling apart and production comes to a halt.  Turn the piece onto its side.  The piece no longer produces any resources and does not count for any Victory Points.  A player may get the fallen location running again by spending 6 gold or 3 resources to the bank.  This removes 1 Maintenance token from that location, turns it right side up again and allows it to gain resources.

Impoverished Settler
If a player ever has no gold coins at all, he takes a further -1 VP, in addition to the Poorest Settler token.  Penalizing players with 0 gold by a total of 3 VP.  Players may never have less than 0 VP.

No Maritime Trade
Unless players control a harbor, they may not trade with the bank.  Essentially, there is no longer the 4:1 trade available to the players.

No VP Cards
If a player ever draws a Victory Point card, from the Progress or Development cards, they immediately discard that card and draw again.  The Merchant still functions to allow improved trading, but does not count for a Victory Point.

Atlanticatan (Hardcore Scenario)


The island of Atlanticatan is doomed, although the settlers may fully realize it yet.  Their island is doomed to sink beneath the waves.

Initial Setup
Each player begins with 2 settlements and a road attached to each.

Living Dangerously
The outermost hexes of Atlanticatan are a dangerous place to live.  Any settlement or city on the coast are worth an extra Victory Point while they still stand.  Only settlements on the original coastline are worth extra Victory Points.  If a hex sinks and a settlement that wasn’t on the coast, becomes a coastal settlement, it does not gain an extra Victory Point.

Time Passing
Each time a new year passes (See New Year above), make note of how many years have past in total.  Once 10 years have past (add more years for an easier game, or less for a harder game), a catastrophic event occurs and the isle of Atlanticatan begins sinking.

Atlanticatan Begins to Sink
At the end of every new year after the 10th (starting on the 11st), roll both die.  Starting from the production chit “A“ (or the earliest alphabetically if “A” has sunk), count around in a clockwise direction around the circumference of the island, only counting the outermost coastal hexes, skipping hexes that have already sunk.  Whatever hex is chosen has sunk into the ocean.  Flip the hex over to the water side and remove the production chit.  That hex no longer produces recourses.  Only when all of the outer coastal hexes have sunk does the next inner ring have any potential to sink.

Sunken Settlements and Harbors
If any settlements or cities are ever completely surrounded by water hexes, they are removed from play.  Players receive no Victory Points for sunken settlements or cities.  If a hex with a harbor sinks, that harbor is lost and the player may no longer trade through it.


Delaying the Inevitable
At the start of each new year after Atlanticatan begins to sink, if every player discards two resources, no hex sinks this year.  This represents the settlers working together to do whatever they can to keep their island afloat.


The Robber Sinks
If the Robber is standing on a tile that sinks, place him off the board.  Once another “7” is rolled, he is placed back on the board as normal.

Atlanticatan With Other Scenarios
Many scenarios have special hexes or board layouts that are critical for their scenario.  It is not recommended that these scenarios be mixed with Atlanticatan, although you are welcome to try.

Seafarers
If playing with basic Seafarers rules and multiple islands are available, each island sinks separately.  At the start of each year, randomly determine which island will sink this year.  Then proceed as normal for sinking.
If a settlement or city that was a homeport for a open shipping route sinks, that shipping route is destroyed and all ships are return to the player.  If the shipping route was closed, it becomes open again, as it no longer has a port at both ends.

Fishermen of Catan
If playing with Fishermen of Catan, when a fishing tile is no longer adjacent to any land hexes, move the fishing tile inward to land.  Of the two land tiles the fishing hex was adjacent to, randomly determine which of those two sunken land hexes the fishing tile moves into.

A Player Sinks
If a hex sinks and any player no longer has any settlements or cities (or metropolis), he has lost the game and no longer takes turns or collects resources.  Any roads he has left on the board remain where they are.

Saving Atlanticatan
Once a player has reached 12 Victory Points on his turn, he has discovered a means of stopping the island from sinking and becomes the Savior of Atlanticatan and wins the game.

Atlanticatan Sinks
If Atlanticatan completely sinks, the players have all lost the game.  Perhaps in many years people will tell stories of the Lost Civilization of Atlanticatan.


Post Updates
v1.1
- Expanded the Fording the River rule into River Crossing, allowing several new options to the player
- Clarified that the baggage train was meant to drop its commodity token when failing to ford the river, regardless of using the baggage train battle rule
- Fixed some formatting
- Fixed balance issues on Upkeep rule
- Clarified the Merchant in No VP Cards rule
- Clarified Impoverished Settler rule
- Clarified Barbarian Advance rule
- Renamed Baggage Train Battle with Baggage Train Damage
- Balanced and clarified Overfishing rule
- Several clarifications and balance issues fixed to Atlanticatan Scenario