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ThunderHawk3

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ExmIBi2.png


Hi again all,

After an insomnia-fueled snap judgment much meditation on the subject, I've decided to run another SWS game. Settlers with Swords [SWS] is based on Settlers of Catan with the Seafarer's expansion except I made some rules changes, principally related to Knights/Armies and claiming terrority.

This game has the same rules as the previous one, except rules have been added so you can never be reduced below 2 settlements and you will sometimes get development cards if one of your settlements or cities is captured. In the spirit of EU IV, I term these new rules revanchism. Rules to follow in the next post.

Based on the length of the last game I expect this game to last about a month.

To join just tell me you're in and let me know what color you want (any color's fine as long as it's not already taken and not confusing similar to someone else's).

IE:

In (red please)

I'll start once we get six players, or if there's not enough interest 4 at the bare minimum. Obviously you can't sign up if you're one of the people on my blacklist (you probably know if you are.)

I set up an IRC channel on Coldfront at #SWS_Main. It'll probably help communication for trading discussions and such. You can go to http://www.coldfront.net/tiramisu/ and type /join #SWS_Main to join.

Player Roster and Order:
Raulazo (red)
Gen. Marshall (gray)
KF25 (black)
 
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ThunderHawk3

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Rules

For Catan players // changes from original rules:

  • Walls, Tower, and Castles are now buildings
  • Armies are no longer development cards and have been completely reworked
  • Greatest Wall is now a victory card and worth 1 point
  • Roads no longer have an owner and are instead controlled by walls
  • New development cards have been added to the game
  • The board is bigger and bridges replace ships

Revanchism additions:
  • You now gain development cards or free settlements if you lose settlements, cities, or castles
  • Walls now cost either 1 wood or 1 brick and can be built in more places
  • Settlements can be upgraded directly into castles
  • Castles generate resources like settlements

Key points for new players:

There are five resources in Catan:

  • Wheat, produced from plains (appearing as green tiles with straight rows in zee map)
  • Sheep [wool], produced from pastures (appearing as sheep)
  • Bricks, produced from hills (appearing as off-orange mountain thingies)
  • Iron, produced from mountains (appearing as gray with mines)
  • Wood, produced from forests (appearing as dark green with forests) on the map

You use these resources to buy buildings, roads, walls, settlements, cities, development cards, and so on.

Resources are gained principally through your cities and settlements, which are placed on vertices rather than in hexes. Each turn, two dice are rolled. If you have a settlement adjacent to a tile with the rolled number on it, you get the appropriate resources. If you have a city adjacent, you get two resources instead. How much resources you have is public knowledge in this version of the game.

IE: Suppose you have a settlement on a vertex that borders on a pasture (which produces sheep). The pasture has a big number 4 on it. If a 4 is rolled, you get 1 sheep from this pasture. If you had a city, you'd get 2 sheep instead.

There is a unique unit called the Thief that blocks production.

You can also get resources by trading. On your turn you can trade with any other player or trade in 4 of any one kind of resource to the bank for one of any other. If you control a port, you can get more favorable trading rates. A port with no resource can trade in 3 of any resource for 1 of any other. A port with a specific resource can trade 2 of only that resource for 1 of any other. You control a port if you have a settlement or city on one of the port's two vertices. (I have denoted these in red where there is ambiguity.)

IE: If you have 4 wheat, you can trade them in for 1 sheep. If you had a general port, you can trade 3 wheat for 1 sheep instead. If you had a wheat port, you could trade 2 wheat for 1 sheep, or 4 wheat for 2 sheep.

You can use resources to build stuff on your turn. Stuff you build must be connected to your road network. Roads are built on the edges of a vertex. I have eliminated road ownership in this version of Catan. Instead, a vertex/point is connected to your road network if it connected to one of your settlements by road without any opposing cities, settlements, walls, towers, or anything in the way. A road must be connected to a previous road in your road network.

Roads can be built over water ("bridges"). No other buildings can be built this way.

You can also buy development cards, which you can play for various benefits.

As mentioned, dice are rolled every turn. For most numbers, this generates resources for players. However, if you roll a 7 on your turn, you get to move the Thief. The Thief is a tricky unit that stops anything from being produced in a hex tile as long as he's in that hex. If you roll 7, when you move the Thief, if you move him to some other player's hex, you get to steal a card from that player. The Thief can't be moved into a hex with an army in it.

Also, if you have more than 7 resources when a 7 is rolled (by any player), you have to discard down to 7 cards.

You have 48 hours (increased from original 24) to take your turn. After that I'll skip you. All turns must be taken in thread. I'll tell you at the start of your turn what number you rolled and if you get to move the thief.

Other Tiles:
  • Deserts appear as sandy yellow and have no number. They produce nothing.
  • Seas appear as light or dark blue and have no number. They produce nothing.
  • The muddy-colored tiles with stacks of coins are gold mines. If their number is rolled they produce a resource of any type, of the beneficiary's choosing.

Army Rules and other rules I have changed:

Armies are no longer gained from development cards. You now buy them. You can deploy them adjacent to a city or a castle (deployment can expel the thief). If you don't have a castle or a city then you can't build armies.

Armies live in hexes, like the Thief, instead of on vertices, like buildings. They can be used to capture other players' buildings and fight opposing armies. They can also expel the Thief.

An army is either "in supply" (in a hex connected to your road network) or "without supply" (in a hex not connected to your road network).

You have to pay 1 wheat to activate an army for a turn. An active army can move and attack. An in-supply army can move two hexes, so long as the starting, interim, and destination hex are all connected to your road network. A without-supply army can move only once. An army can attack any building on any vertex on the hex its in, regardless of whether it's with or without supply. An army cannot move after attacking, even if it has not moved before. Armies may only attack once each turn. Armies cannot cross water unless there is a bridge.

Army movement can be blocked by walls, towers, and castles. An army cannot move into a new hex if it is blocked by enemy walls, towers, and castles, on the two relevant vertices.

Multiple armies from the same player can be in one hex at once.

Combat:
It takes 1 army to capture a settlement or wall and no armies are lost. It takes 2 armies to capture a city or tower and one army will be lost. It takes 3 armies to capture a castle, and two will be lost.

If the castle, tower, or city is attacked while surrounded (armies on all three sides), no armies will be lost. Being in supply or out of supply makes no different to these tallies.

If two in supply or out of supply armies (or more) fight each other, both are destroyed and/or even numbers are lost. IE: If 3 in supply armies fight 2 in supply armies, the first player will be left with 1 and the second player with none.

If in-supply armies fight out of supply armies, then each in-supply army destroys an out-of-supply army for free, then equal losses are incurred as above.

If the Thief is expelled by an army, he returns to the desert until the next 7 is rolled. You don't get to choose where to move him. If there is no unoccupied desert for him to return to, the Thief is destroyed and removed from the game.

Walls, Towers, and Castles are now in the game. A wall can be built on a vertex to block an enemy's road network. (In regular Catan this was done by building your own road network, but roads no longer have owners in this version). They can also slow down enemy armies. Towers are upgraded from Walls and can block enemy armies. Castles are upgraded from towers OR cities. They are even tougher than walls, armies can be deployed at castles, and they are worth one victory point. Additionally, Castles give resources as if they were settlements.

An army cannot cross an edge that has opposing player's walls, towers, or castles on both vertices. Settlements and cities do not block movement. One alone is not sufficient to block movement but may render the enemy army without supply.

The player with the longest line of fortifications is now eligible for a victory card called "The Greatest Wall." It is worth 1 victory point and you can claim it if you have a line of fortifications length 3 or greater.

Additionally, ships are now out of the game. They are replaced with regular roads ("bridges") which can be built over water as normal.

Revanchism additions:
  • If you would be reduced to fewer than 2 settlements or 1 city (a castle counting as a settlement for this purpose), you may immediately place an additional settlement at any valid point on the map. If there are no valid points, you draw a free development card instead.
  • If you would lose a settlement (or castle) to an opponent's army but are not reduced to fewer than 2 settlements (or castles) or 1 city, you draw a development card. Losing a city counts as losing two settlements for the purposes of this section. (IE: you would draw two development cards).
  • You can build walls in places that aren't connected to your road network. Instead, you can build walls on any vertex on a hex connected to your road network, or where you have a settlement, wall, or other building.

Development Cards:

Development cards are cards you can buy for a fixed price that can have big effects on the game. I've taken out armies/knights and added more development cards to the game. The deck now consists of:

Conscription: Deploy an army for free. (You must have a city or castle to deploy from)
Forced March: Until the end of your turn, you armies can march 2 hexes further than normal.
Hero City: Play this card only when you have a City under attack. All armies attacking the City are destroyed and the city remains under your control.
Misinformation: Move an opponent's army by one hex. (It still cannot cross fortifications). Your opponent cannot activate this army on his next turn.

Monopoly: Declare a type of resource. All players hand over all of their resources of this type to you.
Monopsony: Declare a type of resource. Until the end of your turn, you can exchange resources of this type at a 1:1 ratio with the bank for any other type of resource.
Year of Plenty: Take two cards of any type from the bank. They may be both of the same type of different.
Act of Sabotage: All players but you discard two resource cards.

Road Building: Build two roads for free. They still must be valid placements.
Colonization: Build a free settlement. It still must be a valid placement.
Fortification: Upgrade a wall to a fort or a fort to a castle for free.
Rapid Development: Upgrade a settlement to a city for free.

Victory Point Cards (Chapel, Library, Market, Palace, University). Worth 1 each.

There are two of each kind of card in the deck.

Construction Costs:

Road: 1 brick, 1 wood
Settlement: 1 brick, 1 wood, 1 wheat, 1 sheep
City: 2 wheat, 3 iron
Dev Card: 1 sheep, 1 wheat, 1 iron

Wall: 1 brick OR 1 wood
Fort: 1 brick, 1 iron, 1 wood
Castle: 2 wood, 2 iron*
*NB: Castles can be upgraded from Forts or Cities

Army: 2 sheep, 2 iron
Activating an army: 1 wheat

Winning:

You win the game when you accumulate 10 victory points. Here are things worth victory points:

Settlements: 1
Cities: 2
Castles: 1
Certain development cards: 1
"The Largest Army": 2
"The Longest Road": 2
"The Greatest Wall": 1

"The Largest Army" can be claimed if you have the largest army and have at least 3 soldiers. The same is true of The Longest Road and The Greatest Wall.
 
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ThunderHawk3

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Maps

Big Map:

JzQu0RG.png

Big Map w/ Grid Numbers:

QJpH7vW.png

Reference for referring to vertices:

XH48fhd.png
 
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Raulazo

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I want to join and I would like to have the red color pls :)
 

ThunderHawk3

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I want to join and I would like to have the red color pls :)

Alright, got you signed up.

Also, due to a silly mistake, I accidentally put the map for the last game up. Whoops. I have fixed this now and the brand new map should be now be visible. I'm working on the big versions for the maps post.
 

ThunderHawk3

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Ah. So I see the map is even worse this time ;)

Nevertheless, definitely IN as Grey, for in our grey uniforms we shall march to rule the map!

I see certain potential on this map. One man's worse is another man's better :)

I've got you signed up, obviously.
 

KF25

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In again.

A few suggestions, the game might be more balanced if the map were bigger and/or the win threshhold were increased, though the new mechanics will certainly help a lot.
 

ThunderHawk3

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In again.

A few suggestions, the game might be more balanced if the map were bigger and/or the win threshhold were increased, though the new mechanics will certainly help a lot.

I already made the map bigger than it is in stock Catan. I can't be sure ahead of time, but I don't think increasing the VP threshold will change much on this map...

Do you have any color preference?
 

KF25

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I already made the map bigger than it is in stock Catan. I can't be sure ahead of time, but I don't think increasing the VP threshold will change much on this map...

Do you have any color preference?

No colour preference.

A bigger map allows for more space between settlements/cities (so that players can actually use walls/towers/castles effectively), while a higher VP threshhold allows more time for players to band together.
 

ThunderHawk3

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Yeah, but since it's the Seafarer's expansion that's par for the course. All that ocean takes up quite a lot of space.

No colour preference.

A bigger map allows for more space between settlements/cities (so that players can actually use walls/towers/castles effectively), while a higher VP threshhold allows more time for players to band together.

I actually did make the map bigger than the standard Seafarer's map. The Seafarers of Catan expansion map is 44 hexes; this one is 61 hexes (about a third larger). I could make it even larger, of course, if you really think this one is still too small.
 

Gen. Marshall

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I actually did make the map bigger than the standard Seafarer's map. The Seafarers of Catan expansion map is 44 hexes; this one is 61 hexes (about a third larger). I could make it even larger, of course, if you really think this one is still too small.

For 5 players, probably yes. Though removing some water/desert may also help, since IIRC the 'standard' Seafarer's scenario has a solid block of 6x6 land hexes in the middle.
 

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I'll wait another 48 hours to fill remaining vacancies. I hope to fill all 6 slots.
 

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Hello.

will we play with 3 players or wait for more?
 

ThunderHawk3

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I leave that up to you guys. Do you want to start with three players? It's fewer than I anticipated but if it's alright with you there's no reason we shouldn't go ahead.
 

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I leave that up to you guys. Do you want to start with three players? It's fewer than I anticipated but if it's alright with you there's no reason we shouldn't go ahead.
Well i think that we could start xD
 

ThunderHawk3

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I'm officially declaring this game cancelled due to lack of interest.
 

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I'm officially declaring this game cancelled due to lack of interest.
Nooooooooooo :(

If you will make a another catan game in the futore, pm me please :)