Showing posts with label scenario. Show all posts
Showing posts with label scenario. Show all posts

Thursday, February 16, 2017

Manahearts: A Mage Knight Scenario

Requires Mage Knight & Mage Knight: The Lost Legion
3 Chapter mostly competitive Scenario (best with 4)
At the end of each chapter, each player scored themselves per normal rules plus scenario specific bonus.  At the end of the third chapter, whoever has the highest score over all 3 chapters wins, even if they lost or were eliminated from previous chapters.

The cards required for this scenario can be FOUND HERE. They are intentionally made with light print and small size because it makes it possible to keep what's written on them secret, even when printed on normal printer paper. Sorry for the poor layout. I have no real excuse.

General Scenario Rules

  • Mage Knights can go over the Fame limit on the fame track.  If the Mage Knight would reach maximum Fame, they put their shield marker back to second from the bottom row (80), with an additional shield on top to note the second time around.
    • Each time the Mage Knight would gain a skill and advanced ability, that works as normal.
    • Each time the Mage Knight would gain additional armor, increased draw limit and unit token, instead the Mage Knight only gains 1 additional armor.

Chapter 1 - Forging the Manahearts

Story

in this chapter, the mage knights have to try to find illusive Manahearts.  However, it is known they appear to be normal mana crystals but must be forged into a Manaheart, but not any mana crystal will work.

Setup

Map shape is up to the players to decide. However, because this scenario is best played with 4 players, it is recommended to play with a wedge shape and use all available map tiles, stacking country tiles on top of the core tiles, as normal.
All skill tokens are used, competitive and cooperative. Players have full opportunity to work together and battle one another throughout this campaign.

Testing a Crystal

Only one crystal can be tested each round and takes the player’s encounter for that turn.  Anytime a player wants to test a crystal they must take it to a magical grove.  If tested, the player rolls 2 mana dice.  If both dice show the same color as the crystal being tested, an unforged Manaheart for that color has been found.  That player takes the Unforged Manaheart card of the appropriate color. Gold and Black can not be used to substitute for a color for this roll.  There can only be 1 Manaheart (unforged or forged) for each base color: Red, White, Blue, Green.  

Forging a Manaheart

Once an appropriate crystal is found that can be forged into a Manaheart, the player must take that crystal to a place to be forged into a functional Manaheart.  Depending on how many Manahearts have been forged, the players must go to different locations.  The first Manaheart must be forged at a Village.  The second Manaheart must be forged at a Monastery.  The third Manaheart must be forged at a Mage Tower.  The fourth Manaheart must be forged at a city.  In this scenario, monasteries can be attacked for an artifact, but they monastery is not destroyed in the process.  The player still marks the monastery with a shield to show that the artifact has been stolen and that that player is no longer allowed to use the services of that monastery. Only one artifact can be stolen from each monastery.
To forge at a mage tower or city still requires defeating the tower or city to gain initial access.
The people of that location can forge the crystal into a Manaheart.  However it takes time.  The process is complete at the end of the round.  The player leaves the crystal at the location.  At the start of the next round, the Manaheart has been forged and the player who dropped it off can go pick it up without a fight.  However, another player can attack the location to steal the Manaheart if they get there first. Once the forged Manaheart is acquired, discard the Unforged Manaheart card and take the Manaheart card instead.
If attacking a village, draw 1 gray token to fight.  If attacking a Monastery, draw 1 purple token.  If attacking a mage tower, draw 1 purple and 1 gray.  If attacking a city, draw the first half of the token present on the dial, rounded up.

Manaheart Abilities

Owning a Manaheart provides many bonuses.
  • Once per turn, it can be used to change a die in the source to the color of that Manaheart.
  • Once per round, can be used to take a card of that color from your discard and shuffle it back into your deed deck.
  • If every die in the source is the same color as the Manaheart, that Manaheart becomes empowered until the source is no longer all that color.
    • While empowered, players do not reroll dice back into the source after using them.  Die used from the source are placed to the side of the board until the last die is used, at which point all the dice are rolled back into the source which will likely cause the Manaheart to no longer be empowered. Cards that force a die in the source to be rerolled do not function correctly and play as though they rolled or chose the color of the empowered Manaheart.
    • The player with an empowered Manaheart can play a card sideways to add +2 to the trait listed in the following table, instead of +1. Cards gain +3 if that card is the same color as the Manaheart.
    • The listed effect is also gained.
COLOR
EFFECT
ABILITY
Red
Attack
All attacks become Coldfire Siege
White
Influence
Refresh all units at the start of each of your turns.
Blue
Defense
You have +3 armor and Resistance to all attacks.
Green
Move
All terrain costs are 1/2.


If a player attacks another player and defeats them, the winning player may steal their Manaheart.  No Mage knight may hold more than one Manaheart at a time.  
If a player would do some action so they would be holding more than 1 manaheart, they can only hold one and must choose.  Place a mana crystal of the appropriate color in their hex to indicate the dropped Manaheart. Any player may pick it up by moving into that hex. A player standing the same hex as a manaheart can use the non-empowered abilities of the manaheart.

Goal

The goal of this scenario is the players to find all 4 Manahearts.  Once they have all been forged, this Chapter ends.  

Scoring

5 per manaheart found
10 per manaheart forged
20 per manaheart held or in the same hex at end of chapter

Chapter 2 - Pure Manaheart

Story

In this scenario the Volkaire has shown up on the scene and he has discovered a Black Manaheart. While he carries the Black Manaheart, Volkaire can not be hurt. The Mage knights must work together to forge a Gold Manaheart to overcome his defenses and defeat Volkaire.

Setup

The game is set up the same as Volkaire’s Quest. The Race Level is up to the players.  However it is highly recommended to play on a Fair Race level and Heroic or Legendary Combat level, because the Mage Knights have already gained some levels. The players keep everything they had from the previous chapter, but the map is reset.
During setup, go through all of the map tiles and find each tile with an Ancient Runes and make sure they are included in whichever map setup the players choose. Additionally, go through the Ancient Runes tiles and find the Altar for each of the base mana colors. Add enough other random altar tiles so there are enough for each Ancient Runes. Return the rest to the box and shuffle the tiles for use during the game.

Forging the Gold Manaheart

The Mage Knights must take their Manahearts and forge them together to create the Gold Manaheart.

Infusing the Manahearts

To do this, the players must find every mana alter and infuse that Manaheart with power from a different source.  The player must spend the mana as normal, have the same colored Manaheart and power the Manaheart with something, depending on the color of the Manaheart.
Red is powered by pain and the player must take 4 wound cards into their hand
White is powered by alliance and the player must have at least 10 levels of followers
Blue is powered by protection and the player must take no wounds from a Coldfire Attack 10. This attack can not be put onto units.
Green is powered by nature and the player must have visited a magic grove, a mana mine and any other underground locations (monster den, spawning ground, labryrinth, dungeon, etc) during this round.

Combining the Manaheart Shards

As each Manaheart is infused, that Manaheart is broken into a shard, rendering it useless. Discard the Manaheart card and take the Manaheart Shard card instead. However, once all the Manaheart shards are brought together they fuse into a Gold Manaheart.  Each player maintains control of their manaheart shard, and multiple shards can be carried by one mage knight.  Once a single player holds all four shards, the gold manaheart is created.


Volkaire can only be hurt by the one holding the Gold Manaheart.
A mage knight with the Gold Manaheart can pass to to a mage knight in an adjacent hex by spending 2 Move and 1 Influence.
Mage Knights may combat each other for control of the Gold Manaheart. A victorious player gains the Gold Manaheart after combat.

Gold Manaheart Abilities

Whomever has the Gold Manaheart gains the following abilities.
  • The mage knight holding the gold manaheart can play any card sideways for +2 instead of +1.
  • The player may spend a mana of any base color to turn the Gold Manaheart into that color temporarily. Place the appropriate Manaheart card next to the Gold Manaheart card to indicate which color is currently active.

Goal

If the players defeat Volkaire, they use the Gold Manaheart to shatter the Black Manaheart. They win the Chapter and continue to the next chapter with no penalty.
If Volkaire makes it to the portal, the Black Manaheart shatters upon contact with the portal and the imbalance of power causes the Gold Manaheart to shatter as well.  The players lose this Chapter and suffer penalties in the next Chapter.

Scoring

30 for defeating Volkaire
20 for holding Gold manaheart at the end of the chapter

Chapter 3 - Collapse

Story

With the Manahearts shattered, the world has lost its foundation and begins to crumble on itself.
Players keep everything they had in the previous chapter and the map does not change.


When the pure manahearts shattered, shards of both flew everywhere and the mage knights have a chance to grab a Gold or Black shard.  Grabbing both causes them to disintegrate each other.  The world is literally falling apart and only one pure manaheart shard can be brought back.  If a Gold shard is brought back, a time of peace and serenity will come.  If a black manaheart shard is brought back, corruption and villainy will reign.

Setup

At the start of the chapter, each player is given a Gold Manaheart Shard card and a Black Manaheart Shard card. At the end of the game, only one team can win, but all Mage Knights could be on the same team. Each player, going in any order, discards one of the Shard cards facedown and explains which card they are choosing to keep. Bluffing is allowed. The discarded cards are shuffled and revealed. If each Mage Knight discarded the same color, they are all working together to survive the collapsing world. If they did not all choose the same color Shard to keep, then they are not all working together, but they do not know who is on which side.


Go through the Country and Core cards and build a deck of 2 copies of each card whose tile is present on the map. Shuffle the deck and place it to the side. This is the Collapse Deck.


Additionally, every rampaging location is filled with an appropriate monster token.

Collapsing the World

At the end of each turn rotation, each player secretly draws 2 cards from the Collapse Deck and secretly chooses one and discards the other facedown. The chosen cards are piled together and is shuffled and displayed to all players.  For each tile number on the revealed cards, that tile is damaged.  Any mage knights on that tile take a 2 wounds into their hand.  Also put a marker on the tile to show it is collapsing.  If a collapsing tile is damaged again, the tile is destroyed.  Any mage knights on the tile are killed and removed from the game.  That player is eliminated and sits the remainder of the game.

Continuing the Story

If the players lost Chapter 2 and Volkaire escaped, the players draw twice as many collapse cards as there are Mage Knights, damaging (potentially destroying) those tiles before the game starts.

Gameplay

Players can not make use of villages, mage towers, monasteries and keeps during this chapter.  The residents of those locations have all fled.

Goal

Mage knights are racing back to the portal of the world before the world swallows them.  Whichever color shard gets to the portal first is the winner, sealing the losing team away in a collapsing world.

Scoring

35 for being the first player out
15 for being on winning team
-50 for being eliminated

Tuesday, March 3, 2015

Dino Riot! (v 1.1)

(Updated 5 March 2015)
A fully cooperative Sentinels: Tactics scenario for 3 to 5 players.
Requires Sentinels: Tactics - The Flame of Freedom and Sentinels: Tactics - Uprising.
CRASH!! CRACK!! KA-CHOOOOMM!  A sudden explosion rocks all of Megalopolis with a massive earthquake causing an entire section of the city to fall into the chasm. Where those city blocks stood is now a mountain ridge. Before anyone has time to react, ancient dinosaurs start pouring over the ridge. As if that wasn't enough, gangsters and thugs have taken the opportunity to riot within the city, taking anything they can and attacking anyone who gets too close. The citizens of Megalopolis are trying to find refuge within Freedom Tower or the hospital. But will they be able to survive the perilous journey across the broken city?

COMPONENTS
Typical gameplay components as well as:

8x Environment tiles (Megalopois / Insula Primilis)
10?(all) Human tokens (Civilian / Thug)
4x Velociraptor tokens
1x Tyrannosaurus Rex token
2x Scenario Markers

SET UP
Tiles 3 and 6 are Insula Primilis
Remaining tiles are Megalopolis

Get all of the human tokens (Civilian/Thug). Create a pile using all of the human tokens, alternating between Thug and Civilian, starting with Thug there should never be more Civilians in the pile than there are Thugs.

The Elevation 2 and Elevation 3 mountain hexes of Tiles 2 and 8 can never be hazard spaces from Hero abilities (Blazing Tornado, Turret Bot, etc). This includes the entire ridge of those tiles.

Hex Grid Diagram
Several mechanics in this scenario require being able to designate a specific hex on a tile. Spawning humans requires this. These rules will use a method like 4:3:4 to show which hex. The first number shows which tile is being referred to. The second number (Blue text) shows which column on the tile to use. The last number (Red text) shows how far down the column to go, coming back if need be.



Place Extraction Points
Place a marker on (8:4:4) and (2:4:2). These are the points the Civilians are attempting to get towards.

Placing Heroes
Heroes start on Tile 8, in the 2 rows on the lower right, from (8:3:4) to (8:6:3)

Spawning Dinosaurs
The Dinosaurs start on the Tiles 3 and 6.  The Velociraptors spawn on any of the Elevation 3 spots on those tiles.  That's (3:5:1), (6:3:1), (6:4:1), (6:4:2), and (6:5:1) .  The T-Rex starts spanning Tile 3 and Tile 6. Going on hexes (3:5:4) and (6:2:2).
Dinosaurs spawned do get to take a turn on the turn they are spawned.

Spawning Humans
Create a pile using all of the remaining human tokens, alternating between Thug and Civilian, starting with Thug (there should never be more Civilians being placed than Thugs). Take the top token, as it is, and use the following to determine its placement.

Roll 3 dice: 1 White, 1 Blue and 1 Red.

White die determines which tile the human appears:  1 > Tile 5
  2 > Tile 7
  3 > Tile 1
  4 > Tile 2
  5 > Tile 4
  6 > Tile 8

Blue determines which column the human appears on. Orienting the tile with the tile number at the top, count across the top row of hexes, starting with 2. 4 is the peak of the tile, with the tile number. 2 and 5 are the other corners and 3 and 5 are the spots between. Reroll a 1.

Red determines how far down in that column to place the human. Counting the first hex as 1, count down and and back, if needed. If that spot is occupied, place the human is the last available space that was counting during the Red roll. If need be, reroll Blue. If need be, reroll White as well.

If any Civilians would be placed on Tiles 2 or 8, flip the token to be a Thug instead.

Humans do not get a turn the turn they are spawned.

Gameplay
Phase Order: Respawn Dinosaurs, T-Rex, Velociraptors, Heroes, Thugs, Civilians, Respawn Humans

Respawn Dinosaurs
Dinosaurs respawn at the start of the round and each dinosaur killed will respawn.  There should always be 4 Raptors and 1 T-Rex on the board at the end of the Respawn Dinosaurs phase.

T-Rex
The T-Rex will attempt to move towards the target with the highest Health, even if there is a closer target.  However, if the T-Rex moves over or adjacent to a non-environment target at any point during its movement, the T-Rex attacks that target.  The T-Rex will only attack each target once per movement.  If a T-Rex approaches a group of targets, it will attack all adjacent non-dinosaur targets at the end of its movement.

Velociraptors
Velociraptors which are not hunting will move towards the closest non-environment target they can see.
As soon a Hero damages a Raptor, that player takes the Raptor scenario card in front of them.  The Raptors are now hunting that player. Each turn all Raptors will move up to their Move Value as to get as close to that player as possible, moving past other targets to get closer to their pray.  If another player hurts any Raptor, that player takes the Raptor card and becomes the Raptor's pray. If the Raptor's pray becomes incapacitated, the Raptor card is returned to aside the board and the Raptors are not hunting any target.

Thugs can not become hunted by Raptors, but Raptors will still attack Thugs. Velociraptors will not attack the T-Rex nor other Velociraptors .

Any Raptor within range 2 of any other Raptor is in a pack with that Raptor and all Raptors within range 2 of that Raptor.  So two Raptors could be 4 hexes from each other and still in a pack with each other if there is another Raptor within range 2 of both of them.

Raptors not in a pack move first.  If Raptors can not see any non-environment targets and are not in a pack, they will move towards each other into a pack. 
If Raptors can not see any non-environment target and are in a pack with at least 1 other Raptor, all Raptors in the pack (even if one member has already moved this turn) will Sprint towards the closest scenario marker, even if they can't see it.  

Raptors generate hazard spaces, which work as normal for Sentinels: Tactics.  However, Raptors also trigger their hazard space attack if another target enters the Raptor's range as a result of the Raptor's movement.  So a Raptor will attack a target it approaches or a target it passes during its movement. If a Raptor approaches a group of targets, it will attack all adjacent targets at the end of its movement.

If a Raptor kills any target, that Raptor and all Raptors within the same pack, if any, get another turn.

In any case without specific ruling, the players get to choose in which order the Velociraptors take their turns.

Heroes
The Heroes get to take their turns during this phase.

If the Heroes kill the T-Rex, each Hero gets to take either an Attack +1 or a Defense +1 token.

If a Hero is incapacitated, they move back to Freedom Tower and their movement roll becomes “Roll 2, take the lower” for their next turn.

Thugs
On their turn, Thugs will attempt to move towards the target with the lowest Health, even if there is a closer target. They will not avoid any hazard spaces. Thugs will attack any non-Thug target. 

If a Thug can not see any target, they will remain in their spot.

Thugs stop moving as soon as they can attack a target and will not move away if there is already a target within reach at the start of their turn.

Like Raptors, Thugs generate hazard spaces. However Thugs do not trigger their hazard space attack if they move past a target.  They only use their attack at the end of their own movement and when a hazard attack would normally trigger. If a Thug approaches a group of targets, it will attack all adjacent targets at the end of its movement.

If the Thugs kill the T-Rex or a Hero, after the current turn, Spawn all available human tokens as Thugs then the Thugs all get an additional turn.

The players get to choose in which order the Thugs take their turns.

Civilians
Civilians will move towards the closer extraction marker, regardless of line of sight. They will move in such a way that they are numerically the closest they can get to that marker, taking the path of least resistance. In case of ties, the players get to choose. They will not avoid any hazard spaces.

Heroes can use an action to move an adjacent Civilian up to that Civilian’s Move Value in any way that Hero chooses.

Civilians can not enter an extraction point if it is occupied by a Villain token. Civilians can enter an extraction point if occupied by a Hero or Civilian.

Respawn Human
Humans respawn at the end of the round and each human token removed from the board for any reason will respawn.  There should always be every human token on the board at the end of the Respawn Humans phase.

Scoring
Every time a Civilian is killed, the Villain team gets a point.  Remove the Civilian from the board and place it in the pile to be repawned at the end of the round.

Every time a Civilian ends its turn on an extraction marker, after resolving any attacks made on it and surviving, the Hero team gets a point.  Remove the Civilian from the board and place it in the pile to be repawned at the end of the round.

Play continues to the first team to reach 12 points.

For Added Challenge
Add one or more of these small changes to ramp up the difficulty if you are finding this scenario too easy.  The following rules are roughly ordered least game changing to most.

- T-rex increases hex elevation (like Omnitron-V does)
- When a Hero becomes incapacitated, all Civilians on the board flip to Thugs.
- T-rex's Move Value increases to 5.
- Thugs have 2 Health.
- A Thug that kills any target gets +1 Attack and +1 Defense permanently and cumulatively.
- The Villains only need 8 points to win.
- Raptors gain Mobility and 4 Move Value.
- Civilians can not enter a scenario marker if there is a Hero or another Civilian on that marker.
- Remove the scenario marker from the hospital.

Designer Notes
Until there is enough playtesting to find a good balance for scaling the scenario based on number of Heroes, having more Heroes only makes the scenario easier.

I had success with using 20 sided dice to keep score.  Placing one such die on the Thug scenario card to track the Villain score and another die on the Civilian scenario card to track Hero score.

Suggested Tactics
The Heroes need to divide their attention between keeping the dinosaurs contained, killing thugs and helping move civilians along. If the dinosaurs get into the city, they can cause massive casualties. Keeping them within their area is extremely important.  At worst, keep a hero hunted by the Raptors to keep them away from the Civilians.

Thugs and Civilians can appear anywhere, so it’s important the Heroes spread out to maintain a presence everywhere. Because Thugs go before the Civilians, it is important the Heroes do their best to be the closest targets for the Thugs.

Because of the elevation of Freedom Tower and that Civilians only have 3 move value, they can not enter Freedom Tower from the top and they must walk all the way around from the base of the tower, which causes a bottle necking. Heroes should consider using their actions to help move the Civilians along. Also, when using this action, the Hero gets to choose how the Civilian moves, the Hero can move the Civilian closer to the Hospital, which is easier to enter and can help maintain a better flow towards their safety.

A Thug which appears near an extraction point needs to be dealt with immediately. Civilians will continue running to their death at the hands of the Thug until he is killed.

Change Log (v 1.1)
- Modified villain movement to give each a unique 'flavor'.
- Added Component section
- Added For Additional Challenge section
- Fixed formatting and sectioning of the rules
- Clarified some rules

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