![]() ![]() 2 Festival (new) - "Each player must give you one resource card of their choice." Basically a weaker Wedding card.If they only have one card, you decide whether to go through with the trade." This is essentially like the Commercial Harbor card, except it's a forced 2:1 trade instead of a forced resource for commodity trade. In exchange, each player must give you two cards of their choice. 2 Market Day (new) - "You may offer each opponent a card from your hand.There will be 2 Merchant cones in the game, and thus 2 Victory Points available from the Yellow/Trade deck. 2 Merchants - Keeping the number of Merchant cards close to ⅓ of the deck (was 6/18, now 8/25).To this end, I'm hoping to add the following combinations of Progress Cards: Yellow/Trade: At the moment each Progress deck has 18 cards for 3-6 player games I'm considering adding 7 cards to each Progress deck to obviate the possibility of all 18 Progress cards of a color being in people's hands at the start of someone's turn (a very low possibility in a 5-6 player game, but significantly greater in a 7-8 player game due to people rushing Science for an Aquaduct). However, 5-6 Player Cities & Knights did not add any more Progress Cards to any of the 3 decks (Yellow/Trade, Blue/Politics, Green/Science), but I think with 7-8 players this should probably be increased. The Issue: 7-8 Player Cities & Knights of Catanĥ-6 player Settlers added 6 Knights/1 Road Building/1 Year of Plenty/1 Monopoly to the Development Card deck, and our 7-8 player Settlers will do the same. With 7-8 players might start using the Palisade rule more often (mini City Wall that protects 1 extra card on a 7, built under either a settlement or city for 2 Wood or 1 Wood & 1 Brick can upgrade to a proper City Wall for 1 Brick even under a settlement).We normally play with the Harbormaster from Traders and Barbarians. ![]() Considering allowing players to trade with the bank during Special Building Phase for ports/merchants/gold/fish they have instead of building.Traders & Barbarians scenarios will be interesting to figure out, but we normally just multi Rivers/Fisherman/Caravan with Cities & Knights anyhow, so board should be easy enough to figure out in those cases, and the T&B rules won't change from the 5-6 Extension in those circumstances.Same goes for Seafarers scenarios and their respective VP requirements.Base Settlers games should be simple enough: you have to have 10 victory points on your turn to win, so if you get to 10 or beyond on a Special Building Phase you might actually lose to someone who gets 10 on their turn before the dice come back to you.These additions likely be randomized 7/11 draws for the hexes that normally come with a 5-6 player expansion pack. For Seafarers, we almost always play New Shores, so we'll just add space and continue as normal, and ad hoc different scenarios if they come up. Painting the 7th and 8th player pieces Seaside blue and Ivory Silk tan, respectively.įor 7-player Settlers/Cities & Knights/Traders & Barbarians games, we'll be using a 4-hex sided hexagon setup like on Colonist.io's 7-8 player expansion (which adds 7 tiles to the 5-6 player board), while for 8-player we'll add another 7 tiles to the side to make a 4/4/5/4/4/5-hex sided hexagon. Repainting my 6th player pieces Dark Walnut brown to help my colorblind friends distinguish Red/Green/Brown better. Easy formula, just buy a second 5-6 Player Extension set for Settlers, Seafarers, Cities & Knights, and Traders & Barbarians and add them to the game setups. So I'm finally getting around to putting together a 7-8 player expansion for my 4th Edition Catan games.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |