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Welcome to the Starship Catan Game!
Hey there! Are you ready to embark on an exciting interstellar journey? Then you’ve come to the right place! In this guide, I will walk you through the game rules for Starship Catan. Strap in and get ready for an adventure like no other!
Game Setup
First things first, let’s get the game set up. Here’s what you’ll need:
- A game board depicting the star system of Catan
- 16 space sector tiles
- 18 circular number tokens
- 4 starships in different colors
- 60 trade good units (TGU) in 4 colors
- 28 development cards
- 2 dice
Once you have everything ready, lay out the game board and randomly place the space sector tiles face down on the corresponding spaces. Then, place the circular number tokens on top of the tiles, ensuring that they are not repeated on adjacent tiles.
Objective of the Game
Now that we have the game set up, let’s talk about the objective. In Starship Catan, your goal is to be the first player to earn 10 victory points (VP). You can earn VP in various ways, such as building starships, establishing outposts, and completing missions.
Playing the Game
Ready to start playing? Here’s how it works:
- Roll the Dice: On your turn, roll the dice and see which sectors produce resources.
- Collect Resources: Collect resources based on the numbers rolled and the sectors you have starships adjacent to.
- Trade: Use your resources to trade with other players or the bank. You can negotiate deals or make trades based on the trade ratios.
- Build: Spend your resources to build starships, establish outposts, or develop new technologies. These actions will earn you VP.
- Draw a Development Card: You have the option to draw a development card on your turn. These cards can provide special abilities or extra VP.
The game continues clockwise, with each player taking their turn following the same steps. The first player to reach 10 VP wins the game!
Additional Rules and Concepts
There are a few extra rules and concepts you should be aware of:
- Robber: If a 7 is rolled on the dice, the robber is activated. This allows you to steal resources from other players and hinder their progress.
- Missions: Missions are special tasks that can earn you VP. Complete missions to gain an edge over your opponents.
- Spaceports: Spaceports are special locations on the game board that provide extra benefits. Use them strategically to gain an advantage.
And that’s pretty much it! Now you have a good understanding of the game rules for Starship Catan. So gather your friends and get ready for an epic space adventure!
I’m getting ready to launch into space, and I need to make sure my starship is fully equipped. Here’s what I need:
– One starship, which is made up of two parts.
– Five white resource markers and one purple science arrow.
– Two trade goods and one science point, marked with arrows.
– I also need to add a Colony and Trade ship to my hanger (aft).
Once I’ve gathered all these resources, I’ll place them in their designated cargo bays. The remaining cargo bays will have their resource markers turned face down.
Next, I need to choose either a card with a sun or a moon crest. These cards represent the original colonies I start with, and I’ll choose one randomly. I’ll place the starting colony face up in play.
Then, I’ll take six Level 1 module cards, each with a crest on the back. I’ll place these cards, crest side up, in the module spaces on my starship.
I’ll also select one module card to start with, which I’ll turn face up. The rulebook suggests starting with the Logistics module.
Finally, I need to attach three Cannon tiles and two booster tiles to my starship. The Cannon tiles have numbers on them (1 dot), and I’ll attach one 1-dot Cannon tile and two 1-dot booster tiles.
Now my starship is ready for takeoff! Let the adventure begin!
When it comes to playing Astro, there are a few important steps to take into account. First, let’s organize the cards. We have 25 Astro cards, which are divided into two types: 4×5 and 5×1. The remaining Astro cards are considered the bank.
Next, we need to separate the sector cards based on their border color and the roman numeral at the middle bottom. These cards are different from the ones without borders.
Now, let’s shuffle the 40 cards without borders together and create 4 stacks of 10 cards each. These stacks will represent the 4 sectors of space that the starfarers will explore.
As for the cards with borders, they are the reserve cards. We need to separate them into 4 sets and shuffle each set individually. Once shuffled, we should form 1 stack with the cards that have the roman numeral 1 at the top and consecutively down to 4.
Now, we can place the reserve stack to the side and move on to the Adventure cards. Following a similar process, we sort and stack the Adventure cards based on the number on their back, with the number 4 at the bottom. Lastly, we turn over the top 3 cards face up – these cards represent the missions that the starfarers may choose to undertake.
Hey there! Let’s get started with the game instructions. First things first, put the 6 Level 2 modules aside for now. These modules are like upgraded versions of the Level 1 modules, and you have to earn them before you can use them.
Next, take the “Friend of the People” and “Hero of the People” cards and set them aside as well.
What’s the Goal?
Hey there, future Space Explorer!
So, the name of the game is to be the very first Starfarer to rack up a total of 10 victory points. Sounds cool, right?
Now, I gotta give you the heads up: you automatically score one victory point right from the get-go. You can spot it because each player’s colony planet proudly displays the victory point symbol.
Here’s How You Play
When starting the game, the player who has the moon crest always goes first.
The game is divided into three phases:
- Production phase
- Flight phase
- Trading and Building phase
Once a player finishes their Trading and Building phase, their turn is over.
I. Production Phase
In this phase, players decide which planets will produce resources.
They roll the “yellow” production die. Any card that shows a die with the same number as the roll will produce the resource shown on the card.
Players can also receive science or trade goods if they have the necessary modules.
If the number rolled on the die matches the number on their science or production modules, they will produce those resources as well.
If you want to make changes to a resource, just move the arrow in a clockwise direction to increase it or in a counter-clockwise direction to decrease it. Each 90-degree turn represents a change of 1 resource. But remember, if you go over your storage capacity, any excess resources will be lost.
By default, without the Logistics module, you can store up to 2 resources in each hold. If you have the level 1 module, you get 3, and with the Level 2 module, you get 4.
Your science lab always has room for up to 4 science points.
Lastly, the yellow die indicates the speed of your starship for that turn. At the end of the production phase, place the yellow die next to your boosters and get ready for the flight phase.
II. Flight Phase
First, I need to choose which of the 4 sectors I want to explore. I can only explore one per turn, but I can pick any of them.
Once I pick a sector, my opponent takes the cards in that stack and starts revealing them, one by one. Each time a card is revealed, I move my ship to the corresponding area in the sector.
How fast my ship travels is determined by adding the number on the YELLOW die to the total number of booster dots.
The ship’s total speed determines the maximum number of cards I can explore in a round. It’s like zooming through a deck of cards!
When I flip a card, I have the option to take an action while flying through that card. I can do something cool or interesting!
If I decide to take an action, I’ll lay the card down at an angle. If not, I’ll leave it straight like normal.
But even if I don’t take an action, the other player keeps flipping cards. This line of cards is called the “flight sequence.” It’s like a path of surprises!
My flight only ends under certain conditions:
- The other player flips over cards equal to the speed of my ship.
- I take two actions. I get to do something twice!
- If I encounter a pirate and lose in a fight. Uh-oh!
- If I choose to end my flight early, I have to say so before the next card is played. It’s my decision!
After I finish a flight and complete all my tasks, I need to gather all the cards from the flight sequence. I should then shuffle them before putting the sector stack back where it belongs. During the flight, there are certain things I can do. One option is to buy or sell resources.
When I visit a trade planet in Starship Catan, I have the option to either buy or sell a specific resource. The exchange rate is indicated, and it’s important to take into account how much I can afford and how much storage I have. If I have the resources, I can purchase as many as I want. On the flip side, if I have excess resources, I can sell them at the given rate. It’s important to adjust the resource/lab arrows accordingly. However, when I come across a “diplomat outpost,” I can only buy one resource at the indicated cost. Selling is not an option with the Diplomats since the arrow on the card only goes one way.
Discovering a Trading Colony
If you see a trade planet with a big T in one corner and a “friendship symbol” in the other, that means you can start a trading colony there. To do this, you need to have a trade ship in your hangar. Once you have that, you can trade as usual or start a trade colony. Just remove the trade ship from your hangar and place it by your original colony card.
Starting a Colony
Replacing Cards
When you take a card from the sector deck, you need to replace it. To show that you’ve taken action where the original card was, place the new card face up at a 45-degree angle. After you finish your turn, shuffle the new card back into the deck.
Buying or Selling Science Points
When you go to Kopernikus II, you have the opportunity to exchange science points following the resource guidelines.
Complete a Mission for the Galactic Council
Did you know that there are four Adventure Planets in the Galaxy? It’s pretty cool, right? So, let’s say you land on one of these planets and you meet the requirements of a mission card you see there. Well, guess what? You can claim the rewards that are shown on that card!
If the rewards happen to be fame or victory points, just place the card next to your starship. But if they’re something else, like equipment or resources, then place the card face down next to the adventure deck. Oh, and don’t forget to draw a new adventure card to replace it!
Pirates
When I’m playing the game and the other person draws a pirate card, we don’t immediately reveal it. Instead, we read the paragraph on the card out loud and give the active player a choice: run away or fight. If they choose to fight, it doesn’t count as their turn. No matter what they decide, the pirate card goes into the flight sequence.
If they choose to run, all they have to do is pay off the pirate and keep going on their journey.
If they choose to fight, they add the number of cannons they have to the roll of the blue die. The pirate adds the number on their card to their own blue die roll. The higher number wins, and if it’s a tie, the player wins.
If the pirate wins the fight, the flight ends and we have to deal with any penalties shown on the card. If any part of our Level 2 starship is supposed to be removed, we don’t take it out completely. Instead, we keep it but reduce it to Level 1.
If the Pirate loses – I get to keep any rewards from the Pirate and continue my flight. I take the pirate card and put it with my other fame award cards. I replace the card in the stack with a reserve.
Don’t turn a pirate or replacement card 45 degrees like it’s an action. It’s not.
III. Trading and Building Phase
During this phase, I can trade in the resources I have for boosters, cannons, modules, ships, and more.
When you’re playing the game, there are a few things you need to keep in mind. First, you’ll need to pay the resources or science points that are shown in order to develop items. It’s important to pay attention to this and make sure you have enough resources before trying to create something.
You can also trade with up to two of your trade colonies to get the resources you need. Just remember that all trading must be done at once, so you can’t trade and then immediately use those resources to build something. It takes some planning and strategy to make the most out of your trades.
Trades can also happen between players or with a Trade module. If you’re trading with another player, they can’t refuse the trade if you’re using a trade module. This adds another layer of complexity to the game and requires you to think strategically about when and how to trade.
Finally, there are Friendship and Hero Cards. When you earn at least three friendship or fame points, you can take the corresponding card. Each card is worth one victory point, but you have to be careful because you’ll have to give up the card if your opponent gets more points than you.
So, as you play the game, keep these tips in mind to help you make the best decisions and come out on top. Good luck!
Level II Modules are an important aspect of the game. They are worth 1 victory point each. However, in order to upgrade to a Level II Module, you must first have the corresponding Level I Module.
The game ends when a player reaches a total of 10 victory points. The first player to achieve this goal will be declared the winner.
There are several ways to score victory points in the game. One way is by establishing a Colony Planet. This will earn you victory points. Another way is by holding the “Friend of the People” card or the “Hero of the People” card. These cards also grant victory points.
Additionally, completing specific missions for the Galactic Council will earn you victory points. Lastly, producing a Level II Module will also result in victory points.
Let me give you a brief description of each Module:
– The Sensor Module 1 allows you to examine the top 2 cards from the Exploration Stack. You can choose to place these cards at the bottom of the deck if you want.
– The Logistics Module 1 allows you to store up to 3 resources in each cargo hold.
– The Command Module 1 allows you to take up to 3 actions during your flight phase.
– The Science Module 1 grants you one science point on a matching die roll.
– The Production Module 1 grants you one trade good on a matching die roll.
– The Trade Module 1 allows you to buy one resource from your opponent for 2 Astro once per turn.
– The Sensor Module 2 allows you to examine the top 3 cards instead of the top 2.
– The Logistics Module 2 allows you to store 4 resources instead of 3.
– The Command Module 2 allows you to take up to 4 actions during the flight phase instead of 3.
– The Science Module 2 increases the probability of gaining a science point from 1 in 6 to 1 in 3.
– The Production Module 2 increases the probability of gaining a trade good from 1 in 6 to 1 in 3.
– The Trade Module 2 allows you to buy 2 resources from your opponent for 2 Astros instead of just one.
So, as you can see, these Level II Modules can greatly enhance your gameplay and increase your chances of scoring victory points. Choose wisely and strategize to come out on top!