Starship Catan

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							Sternenschiff Catan (Spaceship Catan) - Rules
Copyright © 2001 Kosmos Verlag. All rights reserved. This translation © Steven Allen 2001. All rights reserved. This translation may not be distributed for profit. V1.01

Game Components ................................................................................................................................................ 1 Introduction ............................................................................................................................................................. 2 Game Preparation .................................................................................................................................................. 2 Game goal .............................................................................................................................................................. 3 Game Flow ............................................................................................................................................................. 3 Overview ...................................................................................................................................................................... 3 Production Phase ........................................................................................................................................................ 3 1) Warehouse Capacity .......................................................................................................................................... 4 2) Production restriction ......................................................................................................................................... 4 The Flight Phase ......................................................................................................................................................... 4 The Flight ............................................................................................................................................................... 4 Actions in the Flight Phase ..................................................................................................................................... 5 The Trade and Build Phase ......................................................................................................................................... 7 A) Build ................................................................................................................................................................... 7 B) Trading ............................................................................................................................................................... 9 6. The Victory Point Status Cards .............................................................................................................................. 9 a) Friend of the Peoples .............................................................................................................................................. 9 b) Hero of the Peoples ................................................................................................................................................. 9 7. Game End .............................................................................................................................................................. 9 8. Appendix ................................................................................................................................................................ 9 The Cards of the Reserve Decks................................................................................................................................. 9 Base of the Merchants ........................................................................................................................................... 9 Base of the Green-folk ......................................................................................................................................... 10 Base of the Scientists ........................................................................................................................................... 10 Base of the Diplomats .......................................................................................................................................... 10 Lost Planets .......................................................................................................................................................... 10 Median.................................................................................................................................................................. 10 Tips for Players .......................................................................................................................................................... 10 Playing time and strategy. .................................................................................................................................... 10 Supplement to the flight row forget? ..................................................................................................................... 10 Game Balance ...................................................................................................................................................... 11 Order and Layout ................................................................................................................................................. 11 9. Variants ................................................................................................................................................................ 11 1. Production ............................................................................................................................................................ 12 2. Flight Phase ......................................................................................................................................................... 12 3. Trade and Build Phase ......................................................................................................................................... 12 Adventure Cards ............................................................................................................................................................. 13 Centre Tiles..................................................................................................................................................................... 14

1. 2. 3. 4. 5.

1.
       

Game Components
70 Space sector cards 12 Adventure cards 18 Centre tiles 2 playing boards (Spaceships) 1 blue die (1,2,2,3,3,4) 1 yellow die (1,1,2,2,3,3) 18 Astro value 1 14 Astro value 5        6 Cannons 6 Boosters 4 Colony ship tiles 4 Trade ship tiles 10 Resource indicators 2 Knowledge point indicators 2 Victory Point Status cards

Before the first game, remove the game components carefully from the punched cardboard.

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Sternenschiff Catan (Spaceship Catan) - Rules

2.

Introduction

Two starfarers of the Catanian space fleet have got caught with their starships in a wormhole and find themselves in an unknown Galaxy. The starfarers do not know which way they should return to their home, nor do they possess enough engine power. The resource situation is also critical, aboard the starships are only a few trade goods. The situation seemed hopeless. But then the starfarers stumbled across alien but friendly disposed races. The Scientists provided the starfarers with a magnificent sum of Astro, the currency in the alien galaxy. The Green Folk gave the Catanians 2 colonies which would help provide the first resources needed. The Merchants taught the starfarers about the local trade customs. Finally, the Diplomats promise the starfarers help in returning to their home galaxy. First, however, the Catanians must turn out honourable to be accepted by the Galactic Council. Slip now in the role of a starfarer! Lead your starship wisely through the depths of the alien galaxy. Grow your colonies and trade stations. Offer to the pirates your defiance and earn yourselves admission before the Galactic Council!

3.

Game Preparation

Each player puts together the two pieces of their starship and places it before themselves. In the front area of each starship, warehouse areas for four raw materials are located, in the rear area there is a further warehouse and a laboratory. The amount of each raw material that a player possesses is indicated with a resource indicator. Each player puts an indicator thus into the Trade Goods warehouse so that the arrow aligns with the image of the two Trade Goods. Each player possesses 2 Trade Goods at the beginning of the game. The other resource indicators are put reverse side up on the remaining warehouses. This indicates that these warehouses contain no raw materials. The knowledge point indicator is placed to align with a Knowledge Point in the laboratory. Each player possesses 1 Knowledge Point at the beginning of the game. Each player receives 4 tokens on which spaceships are shown: 2 colony ships and 2 trade ships. A colony ship and a trade ship token are put on their hangar positions. Each player places both other spaceship tokens to the right next to their starship. The cards with the star field backs are the space sector cards. Remove both cards with the sun and/or moon crest on the back from them. These are the start colonies of the players. Selecting the start colonies: one player takes each one of these cards into their hands and holds them under the table. The other player selects a hand and gets their start colony. Both players display their start colony openly beneath their starship . The space sector cards which have on their fronts a coloured frame with Roman numerals are reserve cards. Sort the reserve cards out. Mix the 40 remaining space sector cards. Form 4 piles of 10 cards apiece. Put the 4 piles out in the middle between the starships . Sort the reserve cards with the Roman numerals. 4 piles result. Mix each pile. Put the 4 piles together, with the backs face up, in the sequence of the numbers. The pile with the number IV

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Sternenschiff Catan (Spaceship Catan) - Rules
should lie at the bottom and the pile with the number I on top. Place this deck at the side of the game area.  The adventure cards are marked on the back with the phrase "Galactic Council" and a number. Sort the adventure cards using these numbers. 4 piles emerge. Mix each pile and put the 4 piles together with the backs face up, in the sequence of the numbers. The pile with the number 4 should lie at the bottom and the pile with the number 1 at the top. Place this deck at the side of the game area and lay out the first 3 cards.  Players can upgrade their spaceships with Centre tiles during play. Each player receives the 6 Centre I cards with their crest on the back. First of all each player selects secretly a centre, with which he would like to begin the game. The advantage of this centre is available to him from game start until game end. As soon as both players have selected, they put the centre of their choice upwards on an any empty location of their starship. The remaining centres are distributed downwards (crest upwards) as desired amongst the five free locations. Tip: In their first game both players should select the "Logistics-Centre".  The 6 Centre II cards become a deck, with their backs upwards, placed to the side of the starships.  Each player has 3 Cannons and 3 Boosters. On one side is Face I (one point), on the other side is Face 2 (two points). At the beginning of the game, each starship has two boosters and one cannon on Face I. Each player inserts one cannon into a bow slot of their ship and two boosters into the stern slots.  The remaining cannons and boosters are placed to the right of their starships.  Each player takes 25 Astro and places them to the left of their starships.  The remaining Astro become the Bank and are placed next to the Space Sector Deck . The two dice and the Victory Point Status Cards “Friend of the Peoples” and “Hero of the Peoples” are placed in a convenient place. If you have prepared the game and would like to play using “Prof. Easy’s game tutorial”, turn to page 1 of its booklet and carry on reading with the red bordered text box.

4.

Game goal

The player that reaches more than 10 victory points first wins the game. Because at the game start each player possesses a colony, each player starts with one victory point.

5.

Game Flow

Overview
The player with the Moon Crest begins the game. A player turn is split into three phases: 1. Production 2. Flight 3. Trading and Building At the termination of the Trading and Building phase, the other player starts their turn.

Production Phase
A player begins their turn by rolling the yellow die. Both players now receive a resource for any colony which matches the rolled dice number (production restriction see below). Anyone who

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Sternenschiff Catan (Spaceship Catan) - Rules
has constructed the science centre or the production centre also receives knowledge points and/or trade goods if the number shown on these centres matches the rolled dice. Anyone receiving a resource, turns the resource indicator in the relevant warehouse a step to the right (by 90 degrees). If the warehouse is empty, flip over the resource indicator. He who received a knowledge point, proceeds correspondingly with the indicator in the laboratory. Knowledge points do not count as resources. In the production of resources, there are two restrictions:

1) Warehouse Capacity
Without a Logistics Centre extension, each warehouse may only store 2 resources. With the Logistics Centre I extension 3 can be stored, and with the Logistics Centre II extension 4 can be stored. If a resource is produced and there is no space in the player’s warehouse, it is lost. A laboratory can always hold up to four knowledge points.

2) Production restriction
If a player possesses several colonies with the same die number, only one of these colonies produces. The player may decide which colony produces. Example The die result also determines the speed of the player’s starship (see flight phase). The player now puts the yellow die - without changing the roll - next to the drives of their starship.

The Flight Phase
The four card decks in the middle are the Space Sector. Each of the 10 cards of a space sector represents an area of this sector. At the beginning of his flight phase, a player must decide in which sector he wants to fly with his ship. By flying into a sector, the cards of a sector are uncovered by the other player one at a time. Each time a card is uncovered, the player “flies” into this area of the sector.
The Flight speed

The number of sector cards that a player may “fly through” during their turn is dependent on the speed of their starship. The speed is calculated from the value of the drives of the starship. Step 2 drives counting as two each. To this speed, the yellow die is added. Example

The Flight
The player decides in which of the 4 sectors (decks) he would like to fly. The other player takes the selected sector deck into his hand, looks at the uppermost card himself and puts it face up below the four decks (exception pirate, see “Pirates”). Depending on the card, the player has the possibility to carry out an action (see page 8). If the player carries out an action, he marks this by turning the card by 45 degrees. After that the other player uncovers the next card. Each new card is put to the right next to the card uncovered before. Therefore the cards form a row. We name this row "flight row".
The End of the Flight Phase

The player’s flight ends, whenever: - the speed of their starship corresponds to the number of cards uncovered, or before this if,
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Sternenschiff Catan (Spaceship Catan) - Rules
they have carried out the 2 actions (The Command Centre upgrade allows 3 or 4 actions) they lose against a pirate in combat they voluntarily conclude their flight

Mixing the Sector Decks

After termination of the flight, the other player gathers the cards of the flight row and mixes them together with the remaining cards of the sector deck. Subsequently he puts the deck back in its original place. Example

Actions in the Flight Phase
Depending on the card, the following actions are possible: A. Buy or Sell Resources B. Create a Trading Post C. Create a Colony D. Buy or Sell a Knowledge Point E. Fulfil a Mission of the Galactic Council.
A. Buy or Sell Resources

If a trading planet is uncovered, the player can sell or buy (double arrow) the indicated resource. If a player buys one or more resources, he pays the amount indicated per resource in Astro to the Bank. After that he turns the Resource Indicator in the relevant warehouse as many steps to the right to reflect how many resources he has bought. He may buy as many resources as he has space in his warehouse (note warehouse capacity!) If he sells one or several resources, he turns the relevant resource indicator the appropriate number of steps to the left or turns it over if he sold all the resources. He takes as many Astro per sold resource from the Bank supply as indicated on the card. Important Tip: the most important aspect of this game is the trade with planets. Only he approaches planets and favourably shops in resources, that in turn permit a lucrative sale of resources or knowledge points, will gain a sufficient quantity Astro to be able to succeed in the game. If the Base of the Diplomats is uncovered during the flight, the player may buy one resource of an any sort for 3 Astro. The sale of a resource is not possible.
B. Create a Trading Post

Trade planets and bases of the alien races possess the symbol “H” and a friendship point (hand). These planets and/or bases can also be used to purchase or sell resources. Alternatively the player may erect a trade station on such a planet to gain this ability. The prerequisite for that is however that he possesses a trade ship in his hangar. If the player can and would like to erect a trade station  He takes the trade ship from its hangar back to his supply.  He then takes trade planet out of the flight row and places it beneath his starship. Anyone establishing a trade station may use it in the following Trade and Build phase (not in the flight phase!) for the purchase or sale of the relevant resource.

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Sternenschiff Catan (Spaceship Catan) - Rules
C. Create a Colony

If a Colony Planet (K) is uncovered and the player uses a colony ship in his hangar, he may establish a colony on this planet. Thence:  He takes the colony ship from its hangar back to his supply,  He removes the colony from the flight row and places it below his starship. From now on the player can get resources from this planet (see Production Phase). Important: a sector pile must always consist of 10 cards. Therefore, every card which was removed from the flight row, must be replaced immediately with the top card of the reserve deck (see also the appendix " the cards of the reserve pile "). The reserve card is placed face-up in place of the removed card. It is turned about 45 degrees, if the removing of the ticket(map) was connected with an action (Colony or Trade Station base).
D. Buy or Sell a Knowledge Point

If the other player uncovers the card “Galactic Library”, the player may buy as many knowledge points as he can accommodate in his laboratory (maximum 4). For every bought knowledge point he turns the knowledge point indicator a step higher. For each knowledge point he pays 3 Astro to the bank. Conversely the player can sell knowledge points for 3 Astro per point.
E. Fulfil a Mission of the Galactic Council

The planets Pallas, Hades, Picasso and Poseidon are the objective planets of the Adventure Cards (see pages 4 & 5). On most Adventure Cards tasks are presented and an aim planet is indicated in each case which must be approached to fulfil this task. If a player reaches an objective planet and can fulfil the associated task, he gets a reward in the form of commendation, resources, Astro or victory points. If a player has fulfilled the task on an Adventure Card, and it shows neither a commendation nor a victory point, it is discarded near the Adventure Card Deck. If a commendation or victory point is illustrated, the player gets the card and files it face-up below his starship (possibly with other cards with commendations). Example If a task was fulfilled, a new adventure card is drawn from the deck. Should the objective planet of the new card be identical with that of the just removed card, the player may not fulfil the task of the new card in his current flight phase. Should from the beginning of a flight there be two cards with the same objective planet be uncovered, it is open to the player which of the tasks he would like to fulfil. He can also fulfil both, this then costs him 2 actions however.
Pirates

If the other player during the flight phase turns over a pirate card, he does not immediately reveal this. Firstly he reads the first text paragraph on the card and waits for the decision of the player. Once the player has decided, he puts the card face-up in the flight row. If the player gives in to the pirate’s demands, he pays the required Astro to the Bank. The pirate is satisfied and the other player uncovers the next card. If he does not pay because he does not want to or cannot, he must fight.
Combat

First of all the player rolls the blue battle die. To the die result, he adds the value of his canons (step II canons counting two). This is his battle value. Example

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Sternenschiff Catan (Spaceship Catan) - Rules
The other player rolls for the pirate and adds the die result to the canon value printed on the pirate card. The player wins on an equal or higher value, otherwise the pirate wins.
The Pirate Wins

If the pirate wins the combat, it is the end of the player’s flight phase. With stronger pirates, it can lead to the loss of canon and centres. First of all a step I drive or a canon is removed. If a player possesses only step II canon and drives, a step II canon or drive becomes replaced by a step I (turn over). If a player must remove a centre, he has the choice whether he removes a centre I or II. If he removes a centre II, the centre I lying under that is preserved.
The Pirate Loses

If the player beats the pirate, the card will award Astro’s or Resources. Moreover he receives a Commendation: he takes the pirate card and places it beneath his starship (with any other cards with Commendations). The other player takes a card from the reserve deck and puts it in place of the taken card. A pirate event is not an action! Therefore the pirate card (or the new card from the reserve deck if the pirate is defeated) is not turned by 45 degrees.

The Trade and Build Phase
A) Build
Colony Ship

A Colony ship costs one fuel, ore and food. In order to be able to construct a colony ship, one of the two spaces in the hanger must be free. If so and the player has paid the resources, he takes a colony ship token from its supply and places it in the hangar of his stars ship.
Trade Ship

A Trade ship costs one fuel, ore and trade goods. In order to be able to construct a trade ship, one of the two spaces in the hanger must be free. If so and the player has paid the resources, he takes a trade ship token from its supply and places it in the hangar of his stars ship. Naturally, one can have two Colony ships or two Trade ships in the hanger, but never more than two in total.
Booster

A level I booster costs two fuel. It is put into one of the three stern slots of the starship. A level I booster can for two fuel and one knowledge point be upgraded to a level II booster. The booster is then simply slipped over.

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Sternenschiff Catan (Spaceship Catan) - Rules
Cannon

A level I cannon costs two carbon. It is put into one of the three bow slots of the starship. A level I cannon can for two carbon and one knowledge point be upgraded to a level II cannon. The cannon is then simply slipped over.
Centre I

A level I Centre costs 1 Ore, 1 Carbon and 1 Food. A player paying these resources may uncover any centre lying covered on his starship. From now he may use any advantage of this upgrade.
Logistics Centre

This upgrade allows a player to have three resources in each warehouse.
Command Centre

This upgrade allows the player to have three actions during the flight phase.
Scanner Centre

The player selects at the beginning of its flight phase one of the 4 sector decks. He may look at the both top cards and leave either one or both on top, or move them to the bottom. If he leaves both cards on top, he may determine their sequence. Then he gives the deck to his opponent and his flight begins.
Trade Centre

The player may purchase any one of his opponent’s resources for 2 Astro: he gives 2 Astro to him, turns his own resource indicator in the relevant warehouse a step to the right and turns his opponent’s resource warehouse indicator a step to the left. The opponent cannot defend himself against this “compulsory purchase”.
Research Centre

At the beginning of a turn, when the yellow die is thrown and matches that indicated on this centre, any player who has this centre receives a knowledge point. He turns the knowledge point indicator in his laboratory a step to the right (otherwise it is placed in the laboratory).
Production Centre

At the beginning of a turn, when the yellow die is thrown and matches that indicated on this centre, any player who has this centre receives a trade good. He turns the trade goods indicator in his trade goods warehouse a step to the right.
Centre II

Each centre of the step I can be upgraded to a step II centre. Centre II reinforce the advantages of the step I and count in addition as a victory point. Anyone wishing to construct a centre II, must have previously constructed the corresponding centre I. A centre II costs 1 Ore, 1 Carbon and 2 Food. Once a player has paid this, he extracts the centre II from its pile and puts it face-up on top of the centre I. Example Note: Because there is only one of each step II tiles, only one player can upgrade a particular centre to step II.

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Sternenschiff Catan (Spaceship Catan) - Rules
B) Trading
It will often be the case that a player would construct something if he had the resources. Here planets on which the player established trade stations and placed below his starship, can help further. Each time a player is in his trade and build phase, he may use up to 2 of these trade planets for the purchase or sale of resources or knowledge points. If he uses a trade planet, he may buy as many resources that the relevant warehouse can hold, or in a sale as many resources are available in the relevant warehouse. It is not permitted to use the same planet repeatedly sequentially (i.e. buying -constructing - buying -constructing). Example A player can also try to exchange a needed resource with his opponent. He can offer for that other resources, knowledge points or Astro. When trade between players occurs, they adjust their inventories and/or the knowledge-point state in the laboratory. Using the extension "trade centre" a player can force his opponent to sell it for 2 Astro a resource. A player may always trade in his trade and build phase, regardless of whether he constructed before or not.

6.

The Victory Point Status Cards

a) Friend of the Peoples
The player who possess three Friendship Points (trade planets) or more first, gets this victory point status card, and gains one victory point. After this, the player with the most Friendship Points gains the card. If both players are equal, no one gets the card.

b) Hero of the Peoples
The player who possess three Commendations (cards with Commendations) or more first, gets this victory point status card, and gains one victory point. After this, the player with the most Commendations gains the card. If both players are equal, no one gets the card.

7. 8.

Game End Appendix

The game ends if during his turn a player has at least 10 victory points. This player has won!

The Cards of the Reserve Decks
Always then when a card from the flight row is removed by the establishment of a colony or trade station or the victory over a pirate, it is replaced with a card from the reserve deck. In the reserve deck there are other colonies, pirates and trade planets (see also overview on page 15).There is also:

Base of the Merchants
When this card is uncovered during the flight phase, the player can trade any two resources (can be different) for 3 Astro each. The purchase of resources is not possible.

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Sternenschiff Catan (Spaceship Catan) - Rules
Base of the Green-folk
When this card is uncovered during the flight phase, the player can trade 1 knowledge point for 4 Astro. The purchase of knowledge points is not possible.

Base of the Scientists
When this card is uncovered during the flight phase, the player can trade 2 Astro for 1 knowledge point. The sale of knowledge points is not possible.

Base of the Diplomats
When this card is uncovered during the flight phase, the player can trade 3 Astro for any resource. The sale of resources is not possible.

Lost Planets
These cards are "abundance cards". One can carry out no action on them. They cost solely time because a lost planet counts naturally also as an uncovered card.

Median
This card does not provide an action. Anyone creating a trade station over it, gains two more friendship points.

Tips for Players
Playing time and strategy.
Between experienced players “Starship Catan” lasts mostly less than one hour. Between beginners a session can last more than 2 hours. This is because beginners often wrongly estimate the importance of the trade planets. While with the board game “The Starfarers of Catan” the resource incomes are produced mainly by the colonies, these play in this game a lesser role. With “Starship Catan” it is important to dispose at any time of a sufficient amount Astro. To Astro one comes, while one approaches trade planet which buy resources or knowledge points at a high price. Who sells here at a premium previously well bought resources or knowledge points, makes a profit. With this profit a player then again during his flight phase can buy resources from positive trade planets. Naturally this “trade strategy” functions only if the players remember in which sector decks positive buying or selling planets are.

Supplement to the flight row forget?
In the eagerness of the fight it can happen that you forget to replace for a card removed from the flight row with a card from the reserve deck. This is not so terrible. She should examine before mixing a sector pile always again whether he gets 10 cards. If not, you supplement him with the highest card of the reserve deck. Show the card, however, before to your fellow player!

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Sternenschiff Catan (Spaceship Catan) - Rules
Game Balance
If an experienced player plays the first time with a beginner, he will easily win the game as a rule. So that the beginner has a chance, the players can use the following rules:  The beginner gets 30 Astro as start-up capital, the experienced player only 20.  The beginner begins the game with 3 boosters and 2 cannon.

Order and Layout
In the course of the game, every player accumulates below his starship an ever bigger number of cards in the form of colonies, trade planets or commendations. So that the layout remains orderly, similar cards should be put on top of each other so that only the symbolic part of the lower cards can be seen.

9.

Variants

If you liked to experience the game a little bit more exciting, however, also more dependent on luck, play as follows: If the flight row with a card from the reserve deck is supplemented, put this card face-down in the flight row.

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Starship Catan - Turn Summary

1. Production
 Roll the yellow die for production  Depending upon the die result both players receive resources or knowledge points If a player possesses colonies with the same die number, he receives a resource for only one of these colonies.

2.
  

Flight Phase
Flight speed: add the rolled die number to the points value of your boosters. Select a sector batch. A scanner permits you to look at the first 2 cards. The other player uncovers successively the cards. Depending upon the card you can execute an action.

Actions are: - Resources or knowledge points buy/sell. - Create a colony. - Create a trade station on a commerce planet. - Fulfil a mission of the Galactic Council.   If you removed a card from the flight deck, replace it with a card from the reserve deck. If you carried out an action, turn the relevant card by 45 degrees.

Your Flight Phase ends if: - the speed of your starship corresponds to the number of cards uncovered, or before this if, - you have carried out the permitted amount of actions - you lose against a pirate - you voluntarily conclude your flight  After ending your flight phase, the other player mixes the cards of the flight row with the remaining cards of the deck and puts the deck back.

3.
   

Trade and Build Phase
If there is space in the hanger, you can construct a colony ship, trade ship, or both. Using the required resources, you can also construct centres, cannon or boosters. If you possess too few Astro’s, you can sell resources or knowledge points via your trading planets. Note that you can use only 2 of your trading planets.

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Starship Catan - Components

Adventure Cards
Geschenk der Diplomaten (Gift of the Diplomats) Geschenk der Händler (Gift of the Merchants) Umweltkrise (Eco-crisis) Hungersnot (Famine) Piratennest (Pirate Nest) Handelsauftrag I (Trade Order 1) Notruf (Emergency Call) Seuche (Plague) Ratssitzung (Council Meeting) Handelsauftrag II (Trade Order 2) Denkmal (Monument) Wiederaufbau (Reconstruction)
Picasso

Greetings Cataner! On planet Picasso, a gift of the diplomats awaits you. He who reaches the planet, receives any one resource! Greetings Cataner! On planet Pallas a gift of the Merchants awaits you. He who reaches the planet, receives any one resource! There are environmental problems on Poseidon. Whoever reaches the planet and delivers a knowledge point, gets 3 Astro and any one resource. Famine on Picasso! Anyone delivering 1 Food, gets this Commendation and any one resource. On Hades pirates have hidden. Whoever reaches Hades with cannon of total strength 3 to expel the pirates will be rewarded with 3 Astro and any one resource. Pallas urgently needs 1 trade good. Who fulfils the order, gets this medal and any one resource. Our spaceship has run into a gravity trap near Picasso. Anyone reaching Picasso with boosters of total strength “4” can free us. He will receives this Commendation and any one resource. On Hades an unknown plague has broken out. Anyone reaching Hades and delivering 2 Knowledge Points, gets this victory point. The Galactic Council urgently needs 6 Astro for the preparations of the council meeting. Anyone delivering the Astro to Poseidon, gets any two resources. This time Poseidon needs 2 trade goods urgently. Whoever fulfils the order, gets this Commendation and two resources of his choice. On Pallas the population wants to build a monument to the Merchants. Whoever delivers to Pallas 2 Ore and 1 Carbon for us, gets this Victory Point. We have freed Hades from pirates. The population urgently needs construction help. Whoever reaches Hades and donates 10 Astro, gets these two Commendations.

1

Pallas

Poseidon

Picasso

2

Hades

Pallas

Picasso

3

Hades

Poseidon

Poseidon

4

Pallas

Hades

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Starship Catan - Components

Centre Tiles
Logistik-Zentrum I (Logistics Centre) Verwaltungs-Zentrum I (Command Centre) Nachrichten-Zentrum I (Scanner Centre) Level I Handels-Zentrum I (Trade Centre) Wissenschafts-Zentrum I (Research Centre) Producktions-Zentrum I (Production Centre) Logistik-Zentrum II (Logistics Centre) Verwaltungs-Zentrum II (Command Centre) Level II (One of each only) Also 1VP each Nachrichten-Zentrum II (Scanner Centre) Handels-Zentrum II (Trade Centre) Wissenschafts-Zentrum II (Research Centre) Producktions-Zentrum II (Production Centre) Warehouses can hold three Resources each Three actions per turn Rearrange top two cards of a sector deck before flight phase Buy any one opponents resource for 2 Astro Generates Knowledge Point on die roll of 2 Generates Trade Good on die roll of 3 Warehouses can hold four Resources each Four actions per turn Rearrange top three cards of a sector deck before flight phase Buy any two opponents resources for 2 Astro each Generates Knowledge Point on die roll of 2 or 3 Generates Trade Good on die roll of 2 or 3

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