recursal/Fanatic-Fandom huggingface dataset:
Metals for Catan 1 (Seafarers 9+ Players)

## Metals for Catan

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Brown Colored Hex marks a random land tile, and a Purple Hex marks a random tile.

## Required Pieces

### Number Tokens

5 2's and 12's, 6 3's, 4's, 10's, and 11's, and 7 5's 6's, 8's, and 9's

### Harbors

5 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Metals for Catan map was designed for and can only be played with the Metals for Catan Scenario. Attempting to play this setup with other scenarios will certainly produce absurd results. The setup and scenario are best played by a group of 9 or more players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands/The 8 Islands/The 10 Islands.

## Additional Notes

Make sure that the extra Mountain Hex does not end up adjacent to any of the ones on the map.
Also, the '2' and '12' number tokens are placed on the same Hexes. (Any Hex with a '2' number token should also have a '12' number token, and vice versa.)

## Variations

Variations can include placing the extra Hexes in a specific way.

## Compatibilities

This Metals for Catan map is compatible with most house rules not related to Desert Hexes or harbors. Due to the map's unique nature, it can only be played with the Metals for Catan Scenario.
The 10 Islands 2

## The 10 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

6 of every number, except for 2's and 12's, which there are only 5 of

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 10 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 9 or more players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor on each island

## Compatibilities

This 10 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
Hekili

HekiliAdultJuvenileKittenNewbornVitalsOwner:FerkGender:FemaleAge:88 moons (7.33 years) at deathStatus:DeceasedAffiliation:StormClan, formerly LonerAppearanceHeight:27 cm *(at shoulder)*Weight:7kgBuild:IntermediateFur length:LongDescription:Blue smoke tortoiseshellEye color:AmberKinSibling:SilvanusEvents**Born** as *Hekili*, TBD
**Became Leader** as *Hekili*, TBD
Metals for Catan 1 (Seafarers 5-6 Player Expansion)

## Metals for Catan

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Brown Colored Hex marks a random land tile, and a Purple Hex marks a random tile.

## Required Pieces

### Number Tokens

3 of: 2's, 3's, 11's, and 12's, and 4 of every other number

### Harbors

5 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Metals for Catan map was designed for and can only be played with the Metals for Catan Scenario. Attempting to play this setup with other scenarios will certainly produce absurd results. The setup and scenario are best played by a group of 5-6 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands.

## Additional Notes

The '2' and '12' number tokens are placed on the same Hexes. (Any Hex with a '2' number token should also have a '12' number token, and vice versa.)

## Variations

Variations can include placing the extra Hexes in a specific way.

## Compatibilities

This Metals for Catan map is compatible with most house rules not related to Desert Hexes or harbors. Due to the map's unique nature, it can only be played with the Metals for Catan Scenario.
The 8 Islands 6

## The 8 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

5 of: 5's, 6's, 8's, and 9's, and 4 of every other number

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 8 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 7-8 players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor on each island.

## Compatibilities

This 8 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
Rivers & Barbarians 1 (Mixed)

## Rivers & Barbarians

### Additional Hexes

The Quarry, Glassworks, and Castle Hex from Traders & Barbarians, and the long River Tile.

### Number Tokens

1 of: 2's, 3's, 11's, and 12's, and 2 of every other number

### Harbors

Use the boats on the frame of the board, or place boat pieces on top of them

This Rivers & Barbarians map was designed so that you could play Traders & Barbarians with The Rivers of Catan. It should be played with the Rivers & Barbarians Scenario. To play this setup with other scenarios, you can change the Glassworks, Castle, Quarry, and River Tiles to normal Hexes, and the Swamps to Desert. It is best if all players have played with both Traders & Barbarians and The Rivers of Catan before.

## Additional Notes

Place the River Tiles, Glassworks, Castle, and Quarry as shown on the map. Note that the Castle and Quarry are both shown in Light Green on the map, but the Castle goes on the Northeast of the map. The '2' and '12' number tokens are placed on the same Hex.

## Variations

Instead of placing the barbarians as stated on the page for the scenario, you may place them in any 3-way symmetrical manner. You can also swap the Castle, Glassworks, and Quarry.

## Compatibilities

This Rivers & Barbarians map is compatible with Harbormaster and most house rules not related to The Longest Road Card, but it can only be played with the Rivers & Barbarians Scenario unless you can change the Glassworks, Castle, Quarry, and River Tiles to normal Hexes, and the Swamps to Desert.
The 10 Islands 1

## The 10 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

6 of every number, except for 2's and 12's, which there are only 5 of

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 10 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 9 or more players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor on each island

## Compatibilities

This 10 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
Rivers & Straights 1 (Mixed 5-6 Player Expansion)

## Rivers & Straights

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest.

## Required Pieces

### Additional Hexes

All River Tiles from The Rivers of Catan and The Rivers of Catan 5-6 player expansion

### Number Tokens

3 2's and 12's, 4 3's, 4's, 5's, 9's, 10's, and 11's, and 5 6's and 8's

### Harbors

5 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Rivers & Straights map was designed so that you could play The Rivers of Catan with Seafarers. It should be played with the Rivers & Straights Scenario. To play this setup with other scenarios, you can change the River Tiles to normal Hexes, and the Swamps to Desert. It is best if all players have played with both The Rivers of Catan and Seafarers before.

## Additional Notes

Place the River Tiles as shown on the map. The '2' and '12' number tokens are placed on the same Hexes. (Any Hex with a '2' number token should also have a '12' number token, and vice versa.)

## Variations

Optionally, you can place specific number tokens on the Gold Hexes.

## Compatibilities

This Rivers & Straights map is compatible with Harbormaster and most house rules, but it can only be played with the Rivers & Straights Scenario unless you change the River Tiles to normal Hexes, and the Swamps to Desert, in which case it could be compatible with other scenarios.
The 8 Islands 4

## The 8 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

5 of: 5's, 6's, 8's, and 9's, and 4 of every other number

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 8 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 7-8 players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor on each island.

## Compatibilities

This 8 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
Rivers & Straights 1 (Mixed 9+ Players)

## Rivers & Straights

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest.

## Required Pieces

### Additional Hexes

All River Tiles from The Rivers of Catan and The Rivers of Catan 5-6 player expansion

### Number Tokens

6 of every number except for 2's and 12's, which there are only 5 of

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This Rivers & Straights map was designed so that you could play The Rivers of Catan with Seafarers. It should be played with the Rivers & Straights Scenario. To play this setup with other scenarios, you can change the River Tiles to normal Hexes, and the Swamps to Desert. It is best if all players have played with both The Rivers of Catan and Seafarers before.

## Additional Notes

Place the River Tiles as shown on the map. The special rivers can be made using normal Hexes by removing Blue from the game and using blue roads to represent the river.

## Variations

Optionally, you can place specific number tokens on the Gold Hexes.

## Compatibilities

This Rivers & Straights map is compatible with Harbormaster and most house rules, but it can only be played with the Rivers & Straights Scenario unless you change the River Tiles to normal Hexes, and the Swamps to Desert, in which case it could be compatible with other scenarios.
Metals for Catan 1 (Seafarers 7-8 Players)

## Metals for Catan

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Brown Colored Hex marks a random land tile, and a Purple Hex marks a random tile.

## Required Pieces

### Number Tokens

5 of every number, except for 2's and 12's, which there are only 3 of

### Harbors

3 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Metals for Catan map was designed for and can only be played with the Metals for Catan Scenario. Attempting to play this setup with other scenarios will certainly produce absurd results. The setup and scenario are best played by a group of 7-8 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands/The 8 Islands.

## Additional Notes

The '2' and '12' number tokens are placed on the same Hexes. (Any Hex with a '2' number token should also have a '12' number token, and vice versa.)

## Variations

Variations can include placing the extra Hexes in a specific way.

## Compatibilities

This Metals for Catan map is compatible with most house rules not related to Desert Hexes or harbors. Due to the map's unique nature, it can only be played with the Metals for Catan Scenario.
Traders & Camels 1 (Mixed)

## Traders & Camels

This Traders & Camels map was designed so that you could play Traders & Barbarians with The Caravans. It should be played with the Traders & Camels Scenario. To play this setup with other scenarios, you can change the Glassworks, Castle, Quarry, and Oasis to something else. It is best if all players have played with both Traders & Barbarians and The Caravans before.

## Additional Notes

The Light Green and Dark Green Hexes mark the Glassworks, Castle, and Quarry (The Castle and Quarry are both Light green, and it does not matter which is which). The '2' and '12' number tokens are placed on the same Hex.

## Variations

Instead of placing the barbarians as stated on the page for the scenario, you may place them in any 3-way symmetrical manner.

## Compatibilities

This Traders & Camels map is compatible with Harbormaster and most house rules not related to Desert Hexes or The Longest Road Card, but it can only be played with the Traders & Camels Scenario unless you change the Glassworks, Castle, Quarry, and Oasis to something else.
Foxfang

FoxfangAdultJuvenileKittenNewbornVitalsOwner:FerkGender:MaleAge:45 moons (3.75 years)Status:LivingAffiliation:StormClanAppearanceHeight:30 cm *(at shoulder)*Weight:8kgBuild:IntermediateFur length:LongDescription:Red tabby and whiteEye color:AmberKinSibling:CherryheartEvents**Born** as *Foxkit*, TBD
**Apprenticed** as *Foxpaw*, TBD
**Made a Warrior** as *Foxfang*, TBD
**Chosen as Successor**, greenleaf of Y1 (BH)
Rivers & Straights (Mixed Scenario)

The Rivers & Straights Scenario is a scenario that can only be played with the Rivers & Straights Map. It is recommended that you have played with both The Rivers of Catan and Seafarers before playing this scenario.

## Setup

Build the Rivers & Straights Map (Links at the bottom of the page) as stated on its respective page.
Starting Settlements can be placed anywhere, and a road or a boat can be placed next to them.

## Gameplay Changes

The main difference from The Rivers of Catan Scenario is that straights are too large to build a bridge across, so you must use boats. Similarly, rivers can only be crossed by bridges.
Both the pirate and the robber are used, and either one can be moved when a 7 is rolled. The pirate starts next to the board, and the robber can start on either of the Swamp Hexes. If you are on a Gold Hex, and the Hex's number is rolled, you take 1 gold. Everything else is as stated in The Rivers of Catan or Seafarers directions.

## Winning

The first player to reach 11 victory points wins the game. All players who's turns come after that player in the round get one more turn for a chance to tie them.

## Compatibilities

The Rivers & Straights Scenario is compatible with Harbormaster and most house rules, and can only be played with the Rivers & Straights Map.

### Compatible Maps

* Rivers & Straights 1 (Mixed)
* Rivers & Straights 1 (Mixed 5-6 Player Expansion)
* Rivers & Straights 1 (Mixed 7-8 Players)
* Rivers & Straights 1 (Mixed 9+ Players)
Finnose

FinnoseAdultJuvenileKittenNewbornFile:Finnose.juvenile.pngVitalsOwner:StoemstarGender:MaleAge:Approx. 13 moonsStatus:LivingAffiliation:SaltClanAppearanceHeight:9.1 inWeight:8 IbsBuild:IntermediateFur length:ShortDescription:Blue mink point with long, fluffy tailEye color:BlueKinMother:CuttlefangSibling:Sharkheart (Adoptive)Events**Born** as *Finkit*, TBD
**Apprenticed** as *Finpaw*, TBD
**Made a Warrior** as *Finnose*, TBD
The Riverfaring Caravans 1 (Mixed 5-6 Player Expansion)

## The Riverfaring Caravans

This Riverfaring Caravans map was designed so that you could play The Rivers of Catan with The Caravans. It should be played with The Riverfaring Caravans Scenario. To play this setup with other scenarios, you can change the River Tiles to normal Hexes, and the Swamps and Oases to Desert. It is best if all players have played with both The Rivers of Catan and The Caravans before.

## Additional Notes

Place the River Tiles as shown on the map. The '2' and '12' number tokens are placed on the same Hexes. (Any Hex with a '2' number token should also have a '12' number token, and vice versa.)
The Oases should be placed so that one caravan from each Oasis is going outwards and 2 are going inwards. (None of the caravans should start facing towards the opposite Oasis.)

## Variations

You can swap the River Tiles, but this will produce the same result.

## Compatibilities

This Riverfaring Caravans map is compatible with Harbormaster and most house rules not related to Desert Hexes, but it can only be played with The Riverfaring Caravans Scenario unless you change the River Tiles to normal Hexes, and the Swamps and Oases to Desert, in which case it could be compatible with other scenarios.
Rivers & Barbarians 1 (Mixed 5-6 Player Expansion)

## Rivers & Barbarians

### Additional Hexes

The Quarry, Glassworks, and Castle Hex from basic Traders & Barbarians, and all River Tiles from The Rivers of Catan and The Rivers of Catan 5-6 player expansion

### Number Tokens

3 of every number, except for 6's and 8's, which there are 4 of

### Harbors

Use the boats on the frame of the board, or place boat pieces on top of them

This Rivers & Barbarians map was designed so that you could play Traders & Barbarians with The Rivers of Catan. It should be played with the Rivers & Barbarians Scenario. It has a specialized large map that may be too big for other scenarios. It is best if all players have played with both Traders & Barbarians and The Rivers of Catan before.

## Additional Notes

Place the River Tiles, Glassworks, Castle, and Quarry as shown on the map. Note that the Castle and Quarry are both shown in Light Green on the map, but the Castle goes on the South of the map.

## Variations

Instead of placing the barbarians as stated on the page for the scenario, you may place them in any 3-way symmetrical manner. You can also swap the Castle, Glassworks, and Quarry.

## Compatibilities

This Rivers & Barbarians map is compatible with Harbormaster and most house rules not related to The Longest Road Card, but it can only be played with the Rivers & Barbarians Scenario unless you can change the Glassworks, Castle, Quarry, and River Tiles to normal Hexes, and the Swamps to Desert
The Giant Desert Island 2 (Seafarers)

## The Giant Desert Island

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

2 3's, 4's, 10's, 11's, and 12's, and 3 2's, 5's, 6's, 8's, and 9's

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This Giant Desert Island map was designed for and can only be played with The Giant Desert Island Scenario. Attempting to play this setup with other scenarios would likely produce odd results. The setup and scenario are best played by a group of 3-4 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands.

## Additional Notes

Neither of the Gold Hexes should be placed on the main island (The largest one).
If you do not have enough Desert Hexes (You probably do not), you can use any extra Hexes you have, but leaving them numberless (Or place a '2' number token there if the map shows one). Additionally, place a Catan Chit on the central Desert Hex (The one in the middle of the Desert Island) to mark it as the big oasis.

## Variations

Optionally, you can place the Gold Hexes in a manner of your choosing (As long as neither of them are placed on the main island).

## Compatibilities

This Giant Desert Island map is compatible with Harbormaster and most house rules not related to Desert Hexes. Due to the map's unique nature, it can only be played with The Giant Desert Island Scenario.
Shorepaw

ShorepawJuvenileKittenNewbornVitalsOwner:LukeGender:FemaleAge:8 moonsStatus:LivingAffiliation:SaltClanAppearanceHeight:22cm *(at shoulder)*Weight:6kgBuild:Semi-foreignFur length:ShortDescription:Fawn-cream tortoiseshellEye color:YellowEvents**Born** as *Shorekit*, TBD
**Apprenticed** as *Shorepaw*, TBD
Traders & Camels (Mixed Scenario)

The Traders & Camels Scenario is a scenario that can only be played with the Traders & Camels Map. It is recommended that you have played with both Traders & Barbarians and The Caravans before playing this scenario.

## Setup

Build the Traders & Camels Map (Links at the bottom of the page) as stated on its respective page.
In the starting phase, instead of placing a second Settlement, place a City, as done in basic Traders & Barbarians.
Replace the robber with 3 barbarians, and place the barbarians on the roadways next to the Castle, Glassworks, and Quarry so that the barbarian next to the Quarry is facing towards the Castle, the barbarian next to the Castle is facing towards the Glassworks, and the barbarian next to the Glassworks is facing towards the Quarry.

## Gameplay Changes

The main difference is that, since there is no Longest Road Card, a camel on a road decreases the number of wagon move points required to move across that road by one. Everything else is as stated in The Caravans or Traders & Barbarians directions.

## Winning

The first player to exceed 14 victory points wins the game. All players who's turns come after that player in the round get one more turn for a chance to tie them.

## Compatibilities

The Traders & Camels Scenario is compatible with Harbormaster and most house rules not related to Desert Hexes or The Longest Road Card, and can only be played with the Traders & Camels Map.

### Compatible Maps

* Traders & Camels 1 (Mixed)
* Traders & Camels 1 (Mixed 5-6 Player Expansion)
The Seafaring Caravans 1 (Mixed 5-6 Player Expansion)

## The Seafaring Caravans

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Brown Colored Hex marks a random land tile, and a Purple Hex marks a random tile.

## Required Pieces

### Number Tokens

3 of: 2's, 3's, 11's, and 12's, and 4 of every other number

### Harbors

3 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Seafaring Caravans map was designed so that you could play The Caravans with Seafarers. It should be played with The Seafaring Caravans Scenario. To play this setup with other scenarios, you can change the Oasis Hexes to normal Desert Hexes. It is best if all players have played with both The Caravans and Seafarers before.

## Additional Notes

The Oases should be placed so that one caravan from each Oasis is going outwards and 2 are going inwards. (None of the caravans should start facing towards the opposite Oasis.)

## Variations

Variations can include placing the extra Hexes in a specific way.

## Compatibilities

This Seafaring Caravans map is compatible with Harbormaster and most house rules not related to Desert Hexes. This map is only compatible with The Seafaring Caravans Scenario unless you change the Oasis Hexes to normal Desert Hexes, in which case it could be compatible with other scenarios.
Seafarers Custom Setup Scenario 2

The Seafarers Custom Setup Scenario 2 is a scenario designed for use with custom Seafarers setups. It is a great scenario for players trying a custom Seafarers setup for the first time, because it is quite simple.

## Setup

Choose a custom Seafarers setup from this website or design your own. The first and second settlements can be placed on any island (If there are multiple islands), and a road or a boat can be placed next to them.

## Gameplay Changes

When a Gold Hex's number is rolled, you take 1 gold for each Settlement on the Gold Hex, and 2 for each City (If you do not have gold, use Catan Chits as gold). Gold can be used for trading with other players, and 2 gold can be traded into the bank for any resource.
Both the pirate and the robber are used, and either one can be moved when a 7 is rolled. Everything else is as stated in the normal Settlers of Catan or Seafarers directions.

## Winning

How many victory points you play to should depend on the custom setup you are using, and a good way to determine the number of victory points to play to is to count the number of land hexes in your map.

### For a 3-4 player game

* It is not recommended to use 10 or fewer Land Hexes for a 3-4 player game.
* for 11-13 Land Hexes, 8 victory points is recommended.
* For 14-17 Land Hexes, 9 victory points is recommended.
* For 18-22 Land Hexes, 10 victory points is recommended.
* For 23-28 Land hexes, 11 victory points is recommended.
* For 29+ Land Hexes, 12 victory points is recommended.

### For a 5-6 player game

* It is not recommended to use 20 or fewer Land Hexes for a 5-6 player game.
* For 21-23 Land Hexes, 8 victory points is recommended.
* For 24-27 Land Hexes, 9 victory points is recommended.
* For 28-32 Land Hexes, 10 victory points is recommended.
* For 33-38 Land Hexes, 11 victory points is recommended.
* For 39+ Land hexes, 12 victory points is recommended.

## Compatibilities

The Seafarers Custom Setup Scenario 2 is compatible with Harbormaster and most house rules, and works well for most custom setups.
The 8 Islands 3

## The 8 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

5 of: 5's, 6's, 8's, and 9's, and 4 of every other number

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 8 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 7-8 players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor on each island.

## Compatibilities

This 8 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
Book of Proverbs

This article is a stub. You can help Chosen Generation Wiki by expanding it, or you could contribute to the discussion of the topic.

## Information

### Author(s)

* God
* Solomon
* Hezekiah's men (compiled from Solomon)
* Agur
* Lemuel
* Other wisemen

The **Book of Proverbs** is the twentieth book of the Old Testament and the Bible. It is a collection of proverbs, parables, and riddles written in a poetic style.
The Seafaring Caravans 1 (Mixed)

## The Seafaring Caravans

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Brown Colored Hex marks a random land tile, and a Purple Hex marks a random tile.

## Required Pieces

### Number Tokens

2 of: 2's, 3's, 11's, and 12's, and 3 of every other number

### Harbors

3 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Seafaring Caravans map was designed so that you could play The Caravans with Seafarers. It should be played with The Seafaring Caravans Scenario. To play this setup with other scenarios, you can change the Oasis Hexes to normal Desert Hexes. It is best if all players have played with both The Caravans and Seafarers before.

## Additional Notes

The Oases should be placed so that one caravan from each Oasis is going outwards and 2 are going inwards. (None of the caravans should start facing towards the opposite Oasis.)

## Variations

Variations can include placing the extra Hexes in a specific way.

## Compatibilities

This Seafaring Caravans map is compatible with Harbormaster and most house rules not related to Desert Hexes. This map is only compatible with The Seafaring Caravans Scenario unless you change the Oasis Hexes to normal Desert Hexes, in which case it could be compatible with other scenarios.
The Sea of Mist (Seafarers Duel Map)

## The Sea of Mist

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Dark Purple Hex marks a random tile, and a Light Purple Hex marks an unrevealed tile.

## Required Pieces

### Number Tokens

All number tokens from basic Settlers of Catan

### Harbors

1 3:1 boat harbor, and one 2:1 boat harbor for each resource

This Sea of Mist map was designed for and can only be played with The Sea of Mist Scenario. Attempting to play this setup with other scenarios would likely produce odd results. This setup is for 2 players only.

## Additional Notes

The dark purple Hexes are the starting islands, and the light purple Hexes are unrevealed Hexes, similar to the ones in The Fog Islands.
There should be at least one of each type of resource on the starting islands (except for gold, which there should be none of).

## Variations

You can change the numbers of each type of Hex, as long as there is at least one of each type, and the 2 Gold Hexes, although keeping mostly equal proportions of the main Resource Hexes is recommended. Additionally, You can place the Hexes on the starting islands in a specific way.

## Compatibilities

This Sea of Mist map is compatible with Harbormaster and most house rules not related to setup. Due to the map's unique nature, it can only be played with The Sea of Mist Scenario.

## Additional Additional Notes and Additional Variations

If an additional person is available and willing, you can have them flip all of the unrevealed tiles over (without showing either player) and check and fix a few things that may improve gameplay:

* That the starting islands do not connect.
* That the revealed gold islands do not connect.
* Additionally, that neither of the starting islands connect to either of the revealed gold islands.
* That there are no two Gold Hexes adjacent to each other.
* That there is at least one additional island (in addition to the two starting islands and the two revealed gold islands).
The Giant Desert Island 4 (Seafarers 7-8 Players)

## The Giant Desert Island

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

5 of every number, except for 2's and 12's, which there are only 3 of

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This Giant Desert Island map was designed for and can only be played with The Giant Desert Island Scenario. Attempting to play this setup with other scenarios would likely produce odd results. The setup and scenario are best played by a group of 7-8 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands/The 8 Islands.

## Additional Notes

None of the extra Gold Hexes should be placed on the main island (The largest one).
If you do not have enough Desert Hexes (You probably do not), you can use any extra Hexes you have, but leaving them numberless (Or place a '2' number token there if the map shows one). Additionally, place a Catan Chit on the central Desert Hex (The one in the middle of the Desert Island) to mark it as the big oasis.

## Variations

Optionally, you can place the extra Gold Hexes in a manner of your choosing (As long as none of them are placed on the main island).

## Compatibilities

This Giant Desert Island map is compatible with Harbormaster and most house rules not related to Desert Hexes. Due to the map's unique nature, it can only be played with The Giant Desert Island Scenario.
Research Design

(Maxwell 2012)

Designforskning blev oprindeligt oprettet som primært forskning i processen med design, udvikling fra arbejde i designmetoder, men konceptet er blevet udvidet til at omfatte forskning indlejret i processen med design, herunder beskæftiger sig med som led i at designe og forskningsbaseret design arbejde praksis. Konceptet bevarer en følelse af generalitet, der tager sigte på at forstå og forbedre design processer og praksis ganske bredt, snarere end at udvikle domæne-specifik viden inden for alle professionelle inden for design.
The Seafaring Traders & Barbarians 1 (Mixed)

## The Seafaring Traders & Barbarians

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest. A Brown Colored Hex marks a random land tile, and a Purple Hex marks a random tile.

## Required Pieces

### Additional Hexes

2 Quarries, 2 Glassworks, and the Central Castle Hex

### Number Tokens

3 of: 2's, 3's, 11's, and 12's, and 4 of every other number

### Harbors

3 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Seafaring Traders & Barbarians map was designed so that you could play Traders & Barbarians with Seafarers. It should be played with The Seafaring Traders & Barbarians Scenario. It has a specialized large map that may be too big for other scenarios. It is best if all players have played with both Traders & Barbarians and Seafarers before.

## Additional Notes

The Light Green and Dark Green Hexes are Glassworks and Quarries, except for the Light Green Hex in the middle, which marks the Castle. The Glassworks and Quarries always face inward.

## Variations

Variations can include changing more of the Resource Hexes to Desert and Gold, making the Glassworks and Quarries face specific ways (as long as they are facing inwards), and placing the extra Hexes in a specific way.

## Compatibilities

This Seafaring Traders & Barbarians map is compatible with Harbormaster and most house rules not related to The Longest Road Card. This map is only compatible with The Seafaring Traders & Barbarians Scenario unless you change the Glassworks, Castle, and Quarry Hexes to something else, although you may want to add an extra victory point to the goal of any other scenario you play it with because of its specialized large map.
SettlersOfCatanCustomSetupsScenarios&HouseRules Wiki

This is a wiki about Settlers of Catan custom Setups, Scenarios, and House Rules.
We would love to hear about what house rules, setups, and scenarios you play with!

## Wiki Rules

* Please do not vandalize other people's pages.
* Before creating a page, please check to make sure that the topic is not already covered on another page.
* Please organize your pages.
* Please use proper grammar.
* Please categorize your pages by adding the category Custom Setups, Custom Scenarios, or House Rules.

When making a custom scenario that uses a custom setup, always make at least one 3-4 player setup and one 5-6 player setup for it. If you are not familiar with 5-6 player setups, ask an admin for help.

* When creating a custom setup page, please use the custom setup infobox. You can copy the infobox from any custom setup page by going into edit mode, and you can find a hexagonal grid for the map here: http://phrogz.net/tmp/omnifense/img/hexgrid.png
* When creating your map, please use the Wiki's Standardized Colors for Representing Hexes and Harbors
* If you need help with anything, contact an admin.

## About The Categories

### Custom Setups

A custom setup is a customized way of building the board for basic Settlers of Catan or for any of the official expansions or custom scenarios. Anything from just always putting the desert in the middle to having a specific place for every hex can count as a custom setup.

### House Rules

A house rule is a minor variation of basic Settlers of Catan or any of the official expansions or custom scenarios.

### Custom Scenarios

A custom scenario is a major change to the game that uses a special setup and may have special ways to get resources, victory points, etc.

## News

* 7+ Player Setups: Now making setups for 7-8 or 9+ players that can be played with special player pieces such as Purple, Magenta, Black, and Yellow.
* Polls: We have recently added polls, go ahead and vote! We will use the results to determine rating for the setup/scenario/house rule.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Bloopers

This is a page for all of your bloopers, funny mistakes, and epic fails related to this wiki.

## The 1 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

6 of every number, except for 2's and 12's, which there are only 7 of

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 8 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 9 or more players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor onto each island

## Compatibilities

This 20 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
The Giant Desert Island 1 (Seafarers)

## The Giant Desert Island

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

2 3's, 4's, 10's, 11's, and 12's, and 3 2's, 5's, 6's, 8's, and 9's

### Harbors

5 3:1 boat harbors, and one 2:1 boat harbor for each resource

This Giant Desert Island map was designed for and can only be played with The Giant Desert Island Scenario. Attempting to play this setup with other scenarios would likely produce odd results. The setup and scenario are best played by a group of 3-4 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands.

## Additional Notes

Neither of the Gold Hexes should be placed on the main island (The largest one).
If you do not have enough Desert Hexes (You probably do not), you can use any extra Hexes you have, but leaving them numberless (Or place a '2' number token there if the map shows one). Additionally, place a Catan Chit on the central Desert Hex (The one in the middle of the Desert Island) to mark it as the big oasis.

## Variations

Optionally, you can place the Gold Hexes in a manner of your choosing (As long as neither of them are placed on the main island).

## Compatibilities

This Giant Desert Island map is compatible with Harbormaster and most house rules not related to Desert Hexes. Due to the map's unique nature, it can only be played with The Giant Desert Island Scenario.
The 8 Islands 1

## The 8 Islands

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

4 of every number, except for 6's and 8's, which there are 5 of

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This 8 Islands map was designed for use with the scenario from The 4 Islands/The 6 Islands, but it can also be played with other scenarios. The setup and scenario are good for a group of 7-8 players who are new to Seafarers.

## Additional Notes

Make sure that there are at least 3 different types of resources on each island.

## Variations

The harbors can go anywhere, but they should be at least somewhat spread apart, and it is recommended that there be at least 1 harbor on each island.

## Compatibilities

This 8 Islands map is compatible with Harbormaster and most house rules not related to Desert Hexes. It is recommended that it be played with the scenario from The 4 Islands/The 6 Islands, but it can probably also be played with other scenarios.
Traders & Camels 1 (Mixed 5-6 Player Expansion)

## Traders & Camels

This Traders & Camels map was designed so that you could play Traders & Barbarians with The Caravans. It should be played with the Traders & Camels Scenario. It has a specialized large map that may be too big for other scenarios. It is best if all players have played with both Traders & Barbarians and The Caravans before.

## Additional Notes

The Light Green and Dark Green Hexes mark the Glassworks, Castle, and Quarry (The Castle and Quarry are both Light green, and it does not matter which is which). The '2' and '12' number tokens are placed on the same Hexes. (Any Hex with a '2' number token should also have a '12' number token, and vice versa.)

## Variations

Instead of placing the barbarians as stated on the page for the scenario, you may place them in any 3-way symmetrical manner.

## Compatibilities

This Traders & Camels map is compatible with Harbormaster and most house rules not related to Desert Hexes or The Longest Road Card, but it can only be played with the Traders & Camels Scenario unless you change the Glassworks, Castle, Quarry, and Oasis to something else, although you may want to add an extra victory point to the goal of any other scenario you play it with because of its specialized large map.
The Giant Desert Island 4 (Seafarers 5-6 Player Expansion)

## The Giant Desert Island

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

2 12's, 3 2's, 3's, and 11's, and 4 4's, 5's, 6's, 8's, 9's, and 10's

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This Giant Desert Island map was designed for and can only be played with The Giant Desert Island Scenario. Attempting to play this setup with other scenarios would likely produce odd results. The setup and scenario are best played by a group of 5-6 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands.

## Additional Notes

Neither of the Gold Hexes should be placed on the main island (The largest one).
If you do not have enough Desert Hexes (You probably do not), you can use any extra Hexes you have, but leaving them numberless (Or place a '2' number token there if the map shows one). Additionally, place a Catan Chit on the central Desert Hex (The one in the middle of the Desert Island) to mark it as the big oasis.

## Variations

Optionally, you can place the Gold Hexes in a manner of your choosing (As long as neither of them are placed on the main island).

## Compatibilities

This Giant Desert Island map is compatible with Harbormaster and most house rules not related to Desert Hexes. Due to the map's unique nature, it can only be played with The Giant Desert Island Scenario.
The Riverfaring Caravans 2 (Mixed Scenario)

The Riverfaring Caravans Scenario is a scenario that can only be played with The Riverfaring Caravans Map. It is recommended that you have played with both The Caravans and The Rivers of Catan before playing this scenario.

## Setup

Build The Riverfaring Caravans Map (Links at the bottom of the page) as stated on its respective page.
In the starting phase, any Settlement or road placed next to a River gets you 1 gold, as done in basic Rivers.
The robber starts on the Swamp, and cannot be moved to the desert.

## Gameplay Changes

The main difference is that camels can cross rivers, but only if there is a bridge there, and the bridge is counted as 2 for The Longest Road Card, just like normal roads. Everything else is as stated in The Caravans or Traders & Barbarians directions.

## Winning

The first player to reach 12 victory points wins the game. All players who's turns come after that player in the round get one more turn for a chance to tie them.

## Compatibilities

The Riverfaring Caravans Scenario is compatible with Harbormaster and most house rules not related to Desert Hexes, and can only be played with The Riverfaring Caravans Map.

### Compatible Maps

* The Riverfaring Caravans 1 (Mixed)
* The Riverfaring Caravans 1 (Mixed 5-6 Player Expansion)
The Giant Desert Island 2 (Seafarers 5-6 Player Expansion)

## The Giant Desert Island

'H' marks a harbor, and the color of the 'H' signifies which adjacent Hex it is connected to: Black = North, Cyan = Northeast, Brown = Southeast, Dark Blue = South, Purple = Southwest, and White = Northwest

## Required Pieces

### Number Tokens

3 2's, 3's, 4's, 10's, 11's, and 12's, and 4 5's, 6's, 8's, and 9's

### Harbors

All Harbor pieces from Seafarers and Seafarers 5-6 player expansion

This Giant Desert Island map was designed for and can only be played with The Giant Desert Island Scenario. Attempting to play this setup with other scenarios would likely produce odd results. The setup and scenario are best played by a group of 5-6 players who have already played a Seafarers Scenario such as The 4 Islands/The 6 Islands.

## Additional Notes

If you do not have enough Desert Hexes (You probably do not), you can use any extra Hexes you have, but leaving them numberless (Or place a '2' number token there if the map shows one). Additionally, place a Catan Chit on the central Desert Hex (The one in the middle of the Desert Island) to mark it as the big oasis. Also, make sure to place one red number on each of the smaller islands, and 3 on each of the main islands.

## Variations

You can reverse the '2' and '12' number tokens, but this will produce the same result.

## Compatibilities

This Giant Desert Island map is compatible with Harbormaster and most house rules not related to Desert Hexes. Due to the map's unique nature, it can only be played with The Giant Desert Island Scenario.