ADAPTATIONS of CATAN An evolution game played on a Settlers of Catan board. The game is derived from ideas from Trias, Evo and Ursuppe. SETUP Place Desert hex on the table. Shuffle and arrange all hexes in 3 circles around it. Shuffle all resource cards and place next to board. Deal 3 to each player. Demark locations for 4 piles: High Season, Low Season, Discard, Game End. Sort and place all development cards face up next to board (1 each: Market, Chapel, Governor's House, University of Catan, and Library; 2 each: Road Building, Monopoly, Year of Plenty; 14 Soldiers). Each player takes one set of 24 pieces. Each piece represents a herd; shape is irrelevent. Roll for active player. START GAME 0. In reverse player order (starting to the right of the active player and moving counterclockwise), each player places 2 pieces on the board, then in player order each player places 2 pieces on the board. Player's cannot exceed hex capacity during placement. TURN ORDER 1. CLIMATE CHANGE and CONTINENTAL DRIFT (current player only) Each player plays one or more cards, resulting in climate change or continental drift, or discard cards. 1a. Player plays 1 card. Take one of the corresponding land mass (hex) and move it at least one step further from desert hex. All herds formerly on the origin hex remain in place (they are swimming). Only 2 players may play a continental drift each turn. 1b. Player plays 2 matching cards. He may move a water hex adjacent anywhere there is no hex. All herds formerly occupying the destination hex, if any, are drowned (removed from the board), unless they have Swimming. Only two players may play a water drift each turn. 1c. Player plays 2 different cards, placing one in the High Season and one in the Low Season piles. Any cards previously in these piles are moved to the discard pile. Only one player may play a season change each turn. 1d. Player plays matched set of 3 cards. He may drift a tile or replace either the High or Low season cards with one of the played cards (so long as they don't match), discard the other two cards, draw 3 more and play again. This action does not count toward the above limitation noted above. 1e. Player may discard any or all of his cards. He takes a bonus action marker (one of the dice). Only two players may gain a bonus action. If a player does not want to, or is unable to, play any cards, he may discard any or all of his cards. After playing, all players draw back up to 3 cards, or 6 if they have Foresight. 2. EVOLUTION and MIGRATION (all players) Each player has 4 action points, 5 if they have Skill, plus any bonus actions. Player may also trade in an adaptation for half of its value in AP's. Starting from the active player, each player does all of his actions, followed by the other players in clockwise order. 2a. Drift a tile (4 points) 2b. Discard a climate change (3 points) to the discard pile 2c. Buy an adaptation card (2/8/12 points) 2d. Rescue swimmers (1 point / 2 swimmers) 2e. Migrate herds (1 point / 4 herds) over land. You may enter water if you have Swimming, at which point you move as above (Rescue swimmers). You move 8 herds if you have Speed. 2f. Reproduce (1 point / herd). 1/2 herds if you have Litters. 3. RESOLVE CONFLICT and REMOVE SWIMMERS (all players) Hexes have the following capacity: Desert: 1, Mountain: 2, Hills: 3. Plains and Fields: 4, Forests: 5. Add 1 to capacity during High Season, subtract 1 during Low Season. If there is any excess (or if you have Territorial, you may opt), remove herds one by one from the players with the least aggressiveness, starting with the least aggressive (if tied, remove in counterclockwise order, starting from right of active player) until capacity is reached. If a player has Retreat, he may move some or all of his pieces to neighboring hexes if it is his turn to remove a piece, so long as the destination hex has no territorial herds and moving there does not result in further conflict. The player with the most pieces remaining in the hex receives one VP for each enemy piece removed, either by conflict or retreat. All player's swimmers are removed from the board unless the player has Swimming and is within one hex of land. 4. GAME END Whenever there is a set of all five lands in the discard pile, remove the set and place one card in the Game End pile. When the 15th card is placed in the Game End pile, the game ends immediately. FINAL SCORING The player with the most pieces on a land mass scores 2 points per hex in that land mass, the second most scores 1 point per hex. Add to your conflict scores and your bonus VP's from the adaptation cards. ADAPTATION CARDS || || ADAPTATION || AP COST || BONUS VP || BENEFIT || || Market || Litters || 12 || 3 || Double reproducion || || Chapel || Intelligence || 12 || 6 || None || || Governor's House || Swimming || 12 || 3 || See above || || University of Catan || Skill || 12 || 3 || Extra AP || || Library || Foresight || 12 || 3 || Hand size = 6 || || Road Building || Speed || 8 || 2 || Double movement || || Monopoly || Territorial || 8 || 2 || Spontaneous Conflict || || Year of Plenty || Retreat || 8 || 2 || Retreat 1 herd/round conflict || || Soldier || Aggresive || 2 || 1 || Conflict bonus ||