Catan die erste Insel Campaign

Campaign

The campaign consists of the twelve scenarios listed below. The scenarios are played in the order listed. You must win a scenario before you are allowed to proceed to the next one. Whenever you win a campaign scenario, it gets added to the upper area of the Individual Scenario list.

Some of the campaign scenarios are variations of Individual Scenarios, while others are completely new. The number of players listed for each scenario is the number that appear when you play within the campaign. The number may be different if you play one of these scenarios as in individual scenario.

Die erste Insel (The First Island) - 4 Players

This is the basic game with a different name. While the remaining campaign scenarios have at least some variation from any equivalent individual scenarios, this one includes no variations at all.

Die neuen Inseln (The New Islands) - 4 Players

This scenario is the same of "New Shores," except in that there are no special harbors (all of them are 3:1 generic harbots).

Ewiger Nebel (Eternal Fog) - 4 Players

This is the four-player Oceans scenario with three modifications: there are no special harbors, there are ten land hexes (two of each of the basic producing lands) in the fog, and the gold hexes have better numbers.

In all Campaign Scenarios and Individual Scenarios, all visible tiles are the same every time you play. This makes the Oceans scenarios the more intersting scenarios, as the lands under the fog change from game to game.

Goldrausch (Goldrush) - 3 Players

This is a new scenario where you attempt to be the first player to build a settlement on the gold island. While the game does keep track of victory points, they have no meaning in determining the winner of the game (they may have some effect on your score if you win, but I have yet to figure out how they determine those scores. I believe that the victory points development cards have been omitted from the deck (if they are included, then they are just about useless).

Some of the shores include treasures. When you pass a treasure location, you gain either a resource of a development card.

Weites Land (Far Land) - 4 PLayers

This is a variation of Greater Catan with a few minor changes to the placement of the outer islands.

Die Groß Überfahrt (The Great Crossing) - 4 Players

This scenario replaces a scenario that the manual called Handlesrouten. While the description in the manual implies that the object of the original scenario was to establish trade routes (a similar object to that of The Great Crossing), the brevity of the description of the scenario tells me that a completely different scenario was originall planned.

The Great Crossing does appear in the manual, but as an individual scenario. I am only imagine that they were dissatisfied with Handlesrouten and chose to move The Great Crossing to the campaign.

Eiszeit (Ice Age) - 4 Players

This is a scneario where you must deal with limited resources. In this case, the limited resource is grain. The long winter has made it impossible to grow grain, so now you are forced to explore the only island that is warm enough to do so. Unfortunately, the island is also replete with volcanoes (most likely the source of the heat that allows the grain to grow), so establishing settlements next to the best farmland is difficult at best.

Monopole (Monopoly) - 4 Players

As the title implies, this scenario deals with an unbalanced resource distribution. The land is divided into five islands composed of five hexes each. Four of the tiles on each island have the same resource, so anyone who settles on that island has a virtual monopoly on that resource. This is a scenario where trading will be very important. Note that you may not place an initial settlement on the sheep/gold island.

Another feature of this scenario is that the player with the most settlements and cities adjacent to a particular resource is said to hold a monopoly of that resource. A monopoly grants the player one victory point and earns the player one additional resource of that type at the start of each of their turns. This makes the gold monopoly particularly important, as it allows the player their choice of any one resource at the start of each of their turns.

This scenario features bridges. A bridge may be purchased for one wood, one brick, and one ore. A bridge basically acts as a road that is allowed to cross the water, which allows one to get across the water without the aid of sheep (important, since you cannot start on the sheep island). Since bridges are a type of road, they may not be moved.

I have not seen this scenario published in English, but it does appear at the German web site under the name "The Specialists of Catan."

Wüstenräuber (Desert Robber) - 4 Players

This is a Desert Rider scenario that's a little closer to the one at the Mayfair website than the one in the Individual Scnearios section. This scenario does include a volcano, but it does not include jungles (jungles have not been implemented in the CD-ROM game).

Landflucht (Escape Land) - 6 Players

As far as I know, this is the largest scenario ever written for the Catan series. It is so large, that it is unable to fit within the frame of the board game (it also overflows the computer screen). This scenario is what you get when you combine Greater Catan with Oceans. As such, you have to deal with a large victory requirement, an unknown playing area, and the depletion of the numbered tiles from the main island. As this is a Greater Catan scenario, the maximum number of cities is increased.

Just to make things intersting, this scenario also features four volcanoes. In the one game I played, we managed to bypass all four of them and left them in the fog at the end of the game.

The manual states that the number of victory points is 20. After the patch, the nubmer of victory points required is 18.

Catlantis - 4 Players

This is a scenario I have seen at the German web site. The game starts as a normal Seafarers game, but once a player reaches ten victory points, the players begin a battle against the relentless seas.

First the players play one dike round before the seas start rolling in. Starting with this round, players are allowed to build dikes with which to battle against the seas. A land protected with a dike produces no resources, but has some safety against the sea.

After the dike round, the players play twelve turns of storm rounds (that is four rounds in a three player game or three rounds in a four player game). During these rounds, the resource roll determines no only what resources are produces, but also what lands become flooded. A hex without a dike produces its normal resources and then permanently becomes an ocean hex. A hex with a dike produces nothing and loses its dike, but it otherwise survives. If all hexes bordering a settlement, road, or city become destroyed, then it is removed from the game and any victory points associated with it are lost.

Once all the storm rounds are complete, the player with the most victory points is the winner. If there is a tie, then the player who first reaches 10 victory points (and thus triggered the storm rounds) is the winner. If the triggering player is not one of the players involved in a tie, then the first ties player to the left of the triggering player becomes the winner.

Weltwunder (World Wonder) - 5 Players

This is a five player Seafarers scenario where part of the object is to build one of the five wonders of the world: The Grand Theater, The Great Wall, The Colossas of Catan, The Great Bridge, and The Cathedral. The winner is the player that first completes their wonder. A player can only win the game by gaining ten victory points and being further along in construction than any of the other players. Please not that my main source of this information is the manual, and my skills at reading German are hardly stellar.

Each wonder has a condition for starting it construction. Once a player starts with a particular wonder, no other player may construct that wonder. All wonders are built in five stages and each stage costs the same four resources. The resources rquired for each wonder are different, but all of the wonders require one grain (I suspect to feed the workers).




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This page was last modified on 19 June 2000