ArrKaboom
Fan CATAN | Pyroclastic Edition
Creative destruction for the whole family.

In the unsettling shadow of a fickle volcano, farmers and thieves compete for land in a race to control the resources of an island too small for anyone.


Created by Wells Packard (c)2021, revised 08/04/22 | comments

Map Icon - Setup
SETUP
Volcano Icon - Jump In
JUMP IN
QR Code - Share
SHARE

Construction Icon - Build
BUILD
Scales Icon - Trade
TRADE

SHOOT

Gavel Icon - Rules
RULES
Fanned out cards Icon - New Cards
CARDS
Trophy Icon - Winning
WINNING

Board Setup

The Big Island has 36 hexagonal tiles: 9 across and 5 sea tiles one each side. There is a volcano instead of a desert, and river tiles are optional.

1. Stack the volcano tiles and place on the center of the table, with the (2/12) button on top.
2. Randomly place the terrestrial tiles, spiraling out from the volcano.

3. Randomishly place the sea-hex tiles around the edge, 5 per side, alternating between ports and open water tiles.

4. Place the rest of the ID buttons randomly on the remaining terrestrial hex-tiles.

5. Each player is dealt 5 Economic Development cards face down.

6. Roll to see who goes first.



7. Each player in turn places one settlement, a Village, on an intersection, then place a road on an adjacent hex edge.

7.a Settlements must be at least two road segments apart from any other settlement.

7.b Port settlements my choose to build a Sloop instead of a road.

8. Then, reversing the direction, the last player goes first, placing their second settlement, a City, and an adjacent road (or Sloop),

10. Each player starts with 1 resource card per hex available to the second settlement (City) that they placed. Volcano settlements received gold.

10. Every player gets a free bonus Sloop, this must be placed at the port sea-hex closest to one of their settlements.

Order of Play

  1. Starting with the first player, resume clockwise rotation of turns.

  2. Players may only build and trade with others during their own turn.

  3. Knights may be played before OR after rolling the dice. All other moves, actions, etc. are done after the roll, unless specified.

  4. Only one development card may be played per turn, and not the card that was just picked up.

  5. Unless blocked by a special knight, follow the instructions on that card and proceed.

  6. THE ROLE - On their turn, players roll two dice to determine the following events:
3 thru 11 = Harvest
  • All players who have a settlement on a tile with the number rolled, get a resource card for that tile's resource type.

  • 1 card per settlement
  • 2 cards per City.
  • 3 cards per Capital.
  • The roller is responsible for distributing cards.

    Generally this is group-service, players help and hand cards to each other, please make sure everyone is good before you continue.

2 or 12 = Kaboom, a Pyroclastic Event
  • Player rolls one die to determine direction to move the volcanic hotspot. more

  • Any settlements on the edge of the new hotspot are (destroyed) flipped over.

  • All roads, Bridges and Sloops on the edge of the new hotspot are (destroyed) returned to their owner.

  • All fish cards held by all players are donated to players in need of disaster relief.
7 = Robber and Fish
  • When a 7 is rolled, any player with more than 7 cards must forfeit half of them, rounding down, (e.g.: a player holding 11 cards, must give up 5 of them)

  • The player who rolled the 7 must move the robber to a new terrestrial hex-tile, and then blindly take a resource from a player's hand who has a settlement on that hex-tile.

  • If the player has a played any captain as a leadership card, they may opt to place the robber on a port hex tile, taking a card from its owner and shutting it down.
  • After the robber is done stealing, all players may claim fish cards.
    1 fish per sea hex with a seaside settlement as if the sea were a 7.
    1 fish for every sailing vessel
    fun fish facts
A player ends their turn by passing the dice.

Pyroclastic Rules


Fair
Play

  • Before beginning, players should come to consensus on the following variants which (Like free parking) will tweak the game mechanics and affect duration of play.
  • Disputes and reparations for player error, and perceived flaws in game mechanics may be resolved by uninterested players.
  • Changes to rules mid-game must be approved by consensus.

Jump Start

  1. Players are dealt out 5 Economic Development cards each before rolling to see who goes first.
  2. The first settlement placed is a Village.
  3. The second settlement placed is a city.
  4. Players start with resources cards from their second starting settlement (1 card per hex).
  5. Every player gets a free bonus Sloop, this must be placed at the port sea-hex closest to one of their settlements.
  6. The 2 and 12 Hex-ID tokens are now 3 and 11 respectively, 2/12 is always for the volcano.

Trade Pacts

  1. You may only trade on your own turn, or with the person whose turn it is.
  2. In addition to resource cards, players may trade anything; buildings, Sloops, ships, roads, development cards, even promises.
  3. Players may make any agreements between themselves but cannot be held to them.
  4. Only one player can win but messing with others has its own rewards.
Bank Panic
    If a player earns a resource card that is not available from the bank, they may choose to invoke the robber as if a 7 had been rolled. If the resource is still not available, then they get nothing.

New Resource Cards

Fish
  • Catch and release! Before any roll, any player may discard any fish from their hand to avoid having more than 7 cards OR save them to give to the robber or attacking knight.
  • When the robber is done stealing, all players may claim new fish cards.
  • Every sailing vessel gets 1 fish card.
  • Seaside settlements get 1 fish for each sea hex they are on as if all the sea were 7s.
  • Fish can only be traded at a blue (generic) port at the rate of (4:1), 4 fish for any other card, except gold.
  • Fish cannot be used to buy gold.
Gold
  • Players with a settlement on lava receive gold resource cards.
  • Gold may be exchanged 1:1 for any other resources.
  • Gold may be exchanged 1:4 to buy fish.
  • Gold may be purchased 4:1, 1 gold for the price of any 4 (non-fish) resource cards, but only if a blue port is owned.

New Economic Development Cards


Stimulus Cards

Will improve infrastructure, spur economic growth,
and can seriously mess with other players.

Leadership Cards

Each leader has special abilities
and are worth 1/4 VPs each

Tactical Pyroclastic Action

Cannons
Warships & Fortifications may fire cannons at targets.


Each shot costs 1 ore card, and must be paid for prior to rolling,
or the attacking ship or keep is destroyed.
    Rules of Engagement
  • Call your shot before rolling the dice.
  • If the target is undefended, continue firing until you win, or run out of ore.
  • If the target is defended, the attacker gets the first two shots per cannon, (Roll twice) before receiving counter fire.
  • Then players alternate shooting until the event is resolved.
  • Note: after the first shot, all cannons on the board may come into play.
  • Note:that Flagships and Castles have two cannons and both fires simultaneously, unless called otherwise. So, a first strike will roll two dice twice (4 shots), then after that, one roll (2 shots) per mele round. If the attacker has only one ore card, they may fire only one shot.
    A HIT is a roll (> or = ) on the table below.
  • Roads and Bridges must be fully within the zone to be hit,
  • Sloops, Roads, Bridges, and Keeps are DESTROYED when hit.
  • Capitals, Cities, Castles, Frigates and Flagships are DEMOTED.
  • Schooners and Villages are DEFEATED.
  • Defeated Schooners can be CAPTURED with 1 food-card, or they are sunk.
  • Defeated Villages can be CAPTURED with 2 food-cards, or they are flipped.

Firing Radius:
Distance
Target
Same Hex Zone One Zone Two
Sloop 2 4 6
Schooner 3 5 6
Frigate 4 5 6
Flagship 4 5 6
Road 3 5 6
Bridge 3 5 6
Village 4 5 6
City 3 5 6
Capital 3 5 6
Keep 4 5 6
Castle 5 6 6

The Phoenix Factor
A flipped settlement defeated by cannon fire (or regular powder keg) that is not settled by an opponent after 3 full rounds is reborn as a Village, and returns to previous owner, unless a new settlement has been next to it.

Powder Kegs

The first powder keg you encounter will probably be in the form of a development card being played, you may also may purchase a Powder Keg and deploy it by playing a leadership card:
  • Play aKnight to plant a bomb anywhere on land except a port.
  • Play aCaptain to plant a bomb at any port.
  • Play aPirate to plant a bomb at any port or any ship at sea.
Build your ownStandard Powder Keg
Cost: 4 wood, 1 ore, and 2 gold cards


Hex Center Blast Zone
Targeting Fortifications
Intersection Blast Zone
Targeting Roads & Settlements
  • All settlements and fortifications in target area are destroyed.
  • All roads within the blast radius are returned to their owners.
  • Settlements destroyed by a 1MK blast are flipped over and must be rebuilt.
  • Anyone may build on, or near this site as if unsettled.
  • The original owner may rebuild without connecting roads to it.
  • A Powder Keg dropped in the volcano will trigger2 consecutive eruptions.


  • Mega Kegs
    Why not make it a mega?
    Super-size it for just a bit more?

    A Mega Keg dropped in the volcano will trigger5 consecutive eruptions.

    Hex Center Blast Zone
    Tactical Infrastructure
    Intersection Blast Zone
    Civilian Infrastructure
    Cost: 5 wood, 2 ore, and 2 gold cards


    Scuttling

    • Players may sink OR destroy their own property.
    • Removal costs 2X the cost of building
      Sinking is free.

    Mutiny

    • Ships of war that cannot be maintain the by the end of your turn must flipped, indicating distress.
    • Any player may capture it by playing a pirate card, or by sailing into the same hex and feeding the crew.
    • If the ship is in port, that settlement owner may also seize the crew by feeding it on their turn.

    Piracy

    Any player that suffers a pyroclastic loss, can no longer develop inland, or clearly has no hope of winning, may declare themselves a pirate by yelling, "Arrr!"
      Transition to Pirate
    1. Every road is removed and becomes a Sloop.
    2. Every inland Village becomes a Sloop, coastal settlements and ports may be kept as such or converted.
    3. Cities become Schooners, Keeps become Frigates, and a Capitals or a Castle may become a Flag Ship, but no more than one.
    4. All new ships are moved to closest available sea hex.
    5. At no time may a player have more than 16 Sloops, 6 Schooners, 3 Frigates, and 1 Flagship. Any extras must be abandoned

    6. Conducting Pirate Business
    7. All regular knight cards played from now will now behave as pirate cards but may still be blocked as knights.
    8. Pirates may settle or seize port settlements but cannot build further in-land.
    9. Pirates may not hold the Longest Road.
    10. Pirates may continue to say pirate things like; Arr, Swab, Me-Bucko, and Avast, etc. until told to stop.

    11. Ships of war that cannot be maintained are subject to mutiny.

    Volcano

    • The volcano is activated by a dice roll of a2 or 12.
    • The robber is sent far out to sea.
    • All sailing vessels are moved out of ports.
    • A single die is rolled to determine the direction (1-6) of the lava flow.
    • The hotspot tile is moved in that direction, covering it with lava.
    • The Resource ID for the lava hex tile stays the same, the resource is now gold. to the volcano's prior active position.
    • Flow example:
      1. 2. 3.
      4. 5. 6.
    • Any roads and settlements touching new lava are destroyed.
    • Roads are returned to their owners.
    • Settlements are reduced to rubble (flipped over) the owner may rebuild without a connecting road.
    • Any player may now build on, or near this location.
    • Food Aid, all unaffected players must donate their fish to pyroclastic victims
    • When not exploding, volcano tiles act as resource tiles for gold, for those who dare.



    Building Infrastructure
    and Construction Costs




    s
    Economic Development Cards
    You can buy more Building Stimulus and Leadership cards
    every card is worth the price:
    Cost:
    1 wheat
    1 wool
    1 ore

    Terrestrial Buildings

    Roads | 16 max
    Build on the edges of a terrestrial hex, roads are used to expand. New settlements must be 2 roads apart. New roads can only be placed adjacent to an existing settlement , or to another of your roads
    Cost:
    1 brick
    1 wood

    Bridges | 3 max
    Required to span roads across rivers
    Bridges count as 1 road segment towards longest road
    Settlements may be built on either side of a Bridge.
    Cost:
    2 brick
    2 wood

    Village = 1 VP |6 max
    All settlements are built on terrestrial intersections,
    with a minimum spacing of 2 roads, or 1 Bridge apart.
    Yields 1 resource card when touching a hex with the ID rolled.
    Cost:
    1 brick
    1 wood
    1 wool
    1 wheat

    City = 2 VPs |4 max
    This settlement is upgraded from a Village
    Yields 2 resource cards when touching a hex with the ID rolled.
    Cost:
    2 wheat
    3 ore

    Capital = 3 VPs | 1 max
    This upgraded City requires 1 royal leadership card to build
    Yields 3 resource cards.
    Cost:
    2 wheat
    2 wool
    2 ore
    2 gold

    Keep = 1 VP | 2 max
    Fortifications are placed in the center of a port or terrestrial hex
    Requires 1 terrestrial leadership card per Keep.
    The robber may not be placed on a hex with a Keep.
    If the keep is on a port, opponents require permission to trade at that port.
    Keeps on the same hex as a settlement being attacked, may join the mele.
    Its 1 cannon fires once per mele round, cost 1 ore per shot, paid in advance.
    Cost:
    2 brick
    2 wood
    2 ore

    Castle = 2 VPs | 1 max
    Fortification upgrade from a Keep
    Requires 1 Royal leadership card per Castle.
    The robber may not be placed on a hex with a Castle.
    If the Castle is on a port, opponents require permission to trade at that port.
    Castles on the same hex as a settlement being attacked, may join the mele.
    Its 2 cannons each fires once per mele round, cost 1 ore per shot per cannon, paid in advance.
    Cost:
    2 brick
    2 wood
    2 ore
    2 gold

    Nautical Behavior and Construction Costs
    1. Sailing vessels may only be birthed from a player's own port, but they may upgrade at any other port. If another player owns that port, you pay that player instead of the bank.
    2. Only 4 Sloops, (2 Sloops and 1 ship), or 2 ships can occupy the same sea hex, this constraint can be used to form a naval blockade.
    3. All ships my sail up rivers, but only Sloops may pass under Bridges.
    4. Only 1 vessel can occupy the same river hex, a mini blockade.
    5. All seacraft harvest 1 fish when a 7 has been rolled, after the robber has been moved.
    Sloop | 16 max
    Sloops are small sail craft for fishing and exploring.
    Yield 1 fish when a 7 is rolled.
    Move 1 hex per turn at no cost.
    Cost:
    1 wood
    1 wool

    Schooner 1/4 VPs | 4 max
    Upgrade from a Sloop.
    Requires 1 leadership card per ship.
    Moving up to 3 hex per turn requires 1 food card
    A Schooner in another player's port has an enhancedexchange rate.
    Cost:
    1 wood
    1 wool
    1 ore

    Frigate 1 VP | 2 max
    Upgrade from a Schooner.
    Requires 1 captain, OR 2 leadership cards per ship.
    Requires 1 food card per turn, per ship.
    Move up to 4 hex per turn.
    Cannon may fire 1 shot per turn for 1 ore card.
    Cost:
    2 wood
    2 wool
    2 ore

    Flagship 2 VPs | 1 max
    Upgrade from a Frigate .
    Requires 1 captain AND 1 royal per ship.
    Requires 2 food cards per turn, per ship.
    Move up to 5 hex per turn.
    Flagships have 2 cannons and may fire 2 shot per mele round, at a cost of 1 ore card per shot.
    Cost:
    2 wood
    2 wool
    2 ore
    2 gold




    Tactical Pyroclastic Destruction

    Cannon Ball
    Fired from Ships or War and Fortifications, cannon balls are purchased for 1 ore card each and can be used immediately or stockpiled in a keep for later use. If attacking, you may also trade for more ammunition mid-fight.
    See Attack Table.


    Each cannon ball costs
    1 ore card per shot.


    Powder Kegs
    Purchases may be used on same turn, or held as a deterrent in a keep.
    Unprotected settlements are obliterated, same as volcanos.
    Roads and ships within the blast zone are remove.


    Play with a Knight to destroy any inland target, except ports.
    Play with a Captain to destroy any port.
    Play with a Pirate to destroy any port or ship at sea. Refer toBlast Zonein the attack table.

    Powder Keg, 1-MK Blast
    Cost: 4 wood, 1 ore, 2 gold

    Why not supersize that pyroclastic blast?
    Mega Keg, 2-MK Blast
    Cost: 5 wood, 2 ore 2 gold

    Devine Intervention

    The Good Shepard | 2 VPs
    This title can be purchased with a dozen or so sheep by anyone, starting at 12 wool cards, and increasing by 1 wool each purchase.

    The holder gets 2 victory points AND the ability to negate the effects of the volcano, if the holder sacrifices a sheep to the bank after 2/12 is rolled and before the directional roll.

    Remember, only the person who's turn it is can trade with others.
    ...+1


    Economic Development Cards


    36 Leadership Cards | 1/4 VP each
    After being played, Leadership are also used to protect fortified cities and command strong ships, in addition to building the largest army.

    Unless specified otherwise; all LCs when played can move robber and steal 1 resource from an opponent who has a settlement on the robber's new hex tile.
    • LCs are worth 1/4 VP after they have been played.
    • Not all LCs are Knights.
    • Knights may be played before or after rolling.
    • All LCs count towards the largest army achievement.
    • All Pirates are Captains
    • Captains can move the robber as a Pirate, shutting down a port.
    • When a knight is played to deploy a powder keg, the robber is moved by its victim.

    16 Knights of the Round Table | 1/4 VP
    Knights attack by moving the robber to a new terrestrial hex, then blindly taking 1 resource card from the owner of a settlement on that hex.

    Play this Knight to ATTACK, move robber and take 1 card, OR to RETALIATE : move robber and take 1 card.

    Sir Brunor Le Nor
    The Black Knight is special, in that he only attacks other knights, retaliating immediately, by taking 3 cards and moving the robber out to sea.


    2 Kings(Royal Knights)| 1/4 VP
    May attack as a knight, moving the robber, and taking 3 cards from an opponent.

    OR

    Block any form of attack by moving the robber and taking 3 cards from the attacker.


    2 Queens(Royal Warriors)| 1/4 VP
    May attack any player or block any form of attack by moving the robber and taking 3 cards from any player.


    2 Princess(Royal Warriors)| 1/4 VP
    May attack any player, or block a knight by moving the robber and taking 2 cards from any player.


    2 Princes(Royal Knights)| 1/4 VP
    May attack as a knight or block a knight by moving the robber and taking 2 cards from the attacker.


    4 Sea Captains | 1/4 VP (2 are Knights, 1 of which is Royal)


    Will attack by moving robber to any port, shutting it down and taking 2 cards,

    OR seize a ship of war that has a mutinous crew,

    OR upgrade and vessel by one class.


    Trafalgar Bump
    Any Schooner or Frigate commanded by Lord Nelson, immediately becomes a Flagship.


    4 Pirate Captains | 1/4 VP (2 are Queens)


    Will attack by moving robber to any port, shutting it down and taking all gold and fish from its owner,

    OR may seize any ship regardless of crew status,

    OR upgrade a ship by one class.

    Pirate Queens
    May seize any ship regardless of crew status AND upgrade a ship by one class.


    6 Fishy Captains 1/4 VP
    Captains take command of ships, play these cards gather fish and upgrade to a Schooner, OR seize any mutinous ship.



    2 Royal Thieves of the Forest 1/4 VP
    Move the robber to the volcano's origin, take all resource cards from all players, shuffle, and deal them back out again evenly, keeping any extras for yourself.


    2 Court Jesters 1/4 VP
    Play this royal fool and on this turn and you may also play as many development cards as you want on the same turn.


    2 Zen Masters 1/4 VP
    Play this card to block any attack, at any time. Take all of the resource cards from the attacker and give it to the player (not you) who is suffering most. This act of compassion cannot be blocked as an attack.

    .

    44 Stimulus Cards

    Building upgrade cost and leadership included in all stimulus cards.


    8 Road Building Cards
    Place 2 new roads,
    OR 1 Bridge as if you had just bought them.

    6 Ship Building Cards

    Place 4 new Sloops anywhere as if you had just bought them,

    OR

    Upgrade any sailing ship by one class.

    4 Market Day Cards

    Take any 3 resource cards from the bank.

    4 Monopoly Cards

    Name one resource type and all players must give you all the cards they hold of that type.

    4 Powder Keg Cards

    Play this attack card to destroy any intersection, flip over settlement and return roads to owners. Anyone may build here; the previous owner may do so, from scratch, without roads.

    4 Kaboom Cards

    A volcanic eruption is triggered as if a 12 were rolled. All ships must leave port to an adjacent sea hex. Roll one die for direction of flow.

    2 Tsunami Cards

    Every player must give up 1 resource card for every seaside settlement.
    All fish are discarded, and ships are moved one hex away from port.

    2 Ship-Sails-In Cards

    On this turn you may trade 1:1 any resource except gold. AND Gold may be traded for 1:2, one gold gets 2 of anything else. AND you may move one of your ships to any port.

    2 City Building Cards

    Player may upgrade any settlement to the next level, regardless of its leadership requirements.

    2 Keep Building Cards

    Place a new Keep as if you had just purchased one.

    2 Cornucopia Cards

    Draw 1 card each of:
    • brick
    • wheat
    • wood
    • wool
    • ore.

    2 Sheep Dog Cards

    Collect all sheep from all players and deal them back out evenly, keeping any extras for yourself.

    2 Ewe Cards

    Playing this card doubles the number of sheep in your hand, once played, no cards can be used or exchanged by you until your next turn.

    2 Fish Kill Cards

    When played, all players must discard all fish due to exposure to wastewater contamination.

    2 Go Fish Cards

    Instead of losing a card to a knight attack, take all of theirs, and they may now pick any 2 from the bank.

    4 Fast Food Cards

    Everyone gets fish as if a 7 had been rolled, and you may draw 1 wheat and 1 sheep card.

    Player Achievement Cards

    Longest Road | 2 VP
    Achievement card for the player with the longest uninterrupted line of 5 or more roads and may include Bridges.

    If a player builds a settlement that intersects another players road, that road is split in two.

    Largest Army | 2 VP
    Achievement card for a player with more than 3 knights and warriors in your hand that have been played.

    Land Grabber | 2 VP
    Achievement for being the first player to build 16 roads and 6 Settlements.

    Good Shepard | 2 VP
    Held by the last player who purchased it for 12 or more wool cards. Price increases by +1 wool each time. Whenever a 2 or 12 is rolled, the holder of this card may sacrifice a sheep and choose the direction of the volcano's flow.

    Harbor Master | 2 VP
    After building 3 port settlements, the player who controls the most ports is named the Harbor Master

    Largest Navy | 2 VP
    Achievement card for a player with 10 or more Boat Points. Sloops = 1 BP, Schooner = 2 BPs, Frigate = 4 BPs, and Flagship = 6 BPs

    Circumnavigator | 2 VP
    Achievement card for the first player to sail a single vessel all the way around the island back to its home port.

    Winning

      Winning requires a player to knowingly have achievedX Victory Points, who may only declare victory at the end of their turn.

      We suggest playing to21 VPs (or 16 VPs for a practice game)
      Keep in mind that this game takes about 2 hours and requires at least one intermission--go for a walk or sleep on it.

      Depending on the number of players, and time available, you may want to add tiles to increase the island size or add other islands to the table.

      There are 50 Victory Points available.

    • 10 VPs come with the 40 Leadership Cards, each worth 1/4 VP.

    • 26 VPs are exclusive to each player through development.
        6Villages1 VP each6 VP max
        4Cities2 VP each8 VP max
        1Capital3 VP each3 VP max
        2Keeps1 VP each2 VP max
        1Castle2 VP each2 VP max
        3Schooners1/4 VP each1 VP max
        2Frigates1 VP each2 VP
        1Flagship2 VP each2 VP
        ________________________________
        21Things Totaling 26 VPs
    • Achievements Cards account for 14 VPs, each worth 2 VPs:
  • The Winner gets to clean up the game and put it back in the box.



  • Strategic Thoughts:

    1. It is always worth buying a development card, but is now the right time?

    2. Playing a knight is like a mini embargo or sanction, target them well.

    3. Consider the Wood/Brick path to road building, settlement expansion, and Longest Road.

    4. Consider the Wheat/Wool/Ore path, for development cards, Largest Army and Good Shepard.

    5. Consider fish your friends, ports and ships are a path to piracy.

    6. There is a 5% chance of Kaboom each roll, then, a 1 in 3 chance of it killing you.

    7. Experience suggests that volcano only erupts 2 to 3 times per game, but you never know.

    8. Once the Volcano has flowed a bit, look for 8s 6s on a lava hex for easy gold.

    9. Consider a port as a starting settlement for immediate trade.

    10. Consider a port as a starting settlement to build Sloops towards another port.

    11. Consider purchasing a powder keg and displaying it as a deterrent.

    12. You can use a powder keg on your own Castle to remove approaching roads.

    13. So far, there is no rule against building a Bridge without a river...hmmm.

    14. If women cannot be knights, they can't be blocked as such.

    15. All pirates and nautical knights are captains or of higher naval rank.

    16. Jesters count as royal leadership cards.

    17. A port with 2 Sloops, is 4 fish every time a 7 is rolled, and can be traded for anything.

    18. If you have 7 good cards and couple of fish, you can drop the fish before any roll to avoid the robber.

    19. If you have 7 cards and a bunch of fish, save to fish to give to the robber.

    20. Rob from the rich, unless someone is building nearby.

    21. Fair trade builds good will.

    22. Minor territory agreements at start great for both players.

    23. If you can't win, take someone else down with you.

    24. It's only a game.


    . ..

    Trade Policy
    & Exchange



    Free Tradebuts...
  • You may only engage in trade with another on your turn.
  • You many exchanges anything with any other player that is mutually agreed upon.
  • When you upgrade a ship in a player's port, you pay them, instead of the bank.
  • A player may not trade at a port it has fired cannon upon.


  • Bank Trades
    Any player, on their turn, may exchange with the bank:
  • 4 of one type of resource card for 1 card of another, except gold.
  • 1 gold card for any other resource card.
  • You can only buy gold with a blue port 3:1.
  • You cannot trade fish for gold.


  • A Settlement on a blue Sea Port may exchange:
  • 4 fish, for 1 card of another, except gold.
  • 3 of one type of resource card for 1 card of another, except gold.
  • 4 of one type of resource card, except fish, for 1 gold card.
  • You cannot trade fish for gold.


  • A Settlement on a Specialty Sea Port may exchange:
    2 cards of specialty resource for 1 card of another, except gold.


    A Schooner docked at a blue seaport may exchange:
    3 of 1 type of resource card for 1 card of another, except gold.
    4 of 1 type of resource card for 1 gold card. You cannot trade fish for gold.


    A Schooner on a specialty seaport may exchange:
    2 of 1 type of resource card for 1 of the specialty. Fish and gold may not be exchanged at specialty ports.


    A Frigate on an opponent's specialty seaport may exchange:
    Any 1 resource card, except fish, for 1 card of the port specialty.

    A warship may not trade at a port it has fired upon.

    A Flagship on an opponent's blue Sea Port may exchange:
    Any 1 resource card, including fish, for any other, except gold.
    1 gold cards for 2 of any other cards.

    A warship may not trade at a port it has fired upon.

    Probability Table

    ID Button Ratio Chance So...
    1:18 5.56% It happens
    1:18 5.56% Infrequently
    1:12 8.33% Here and there
    1:9 11.11% Very good
    1:7 13.89% Almost best
    1:5 16.67% Fishy at best
    1:7 13.89% Less then best
    1:9 11.11% Quite likely
    1:12 8.33% Now and then
    1:18 5.56% Once in a while


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