Dark Knight Marauders Scenario compatible with Catan and Seafarers
A group of marauding knights has invaded the countryside. What are these mysterious knights protecting? Can you capture their lair and save the island?
Shop Now
This scenario requires either the 5-6 player extension or Seafarers to play as the board must be larger than the standard Catan board.
Requirements for Scenario
IMPORTANT: This scenario requires either the 5-6 player extension or Seafarers to play.
3-4 Player
- Requires:
- Catan Base Game
- Either Seafarers or 5-6 Player Extension
- Set Includes:
- 2 Gold Hexes
- 12 Wooden Knights
- 6 VP Tokens
- Instructions
5-6 Player
- Set Includes:
- 3 Gold Hexes
- 18 Wooden Knights
- 9 VP Tokens
- Instructions
Instructions
Setup
Remove the desert hexes and the robber from the game.
Use the below maps when setting up the Dark Knight Marauders scenario. The Gold Hexes should use the 6 and 8 numbers as shown. All other hexes may use any number. Ports may be placed wherever you would like them. Hex placement shown below is recommended but you may use alternative placement if you prefer.
Rolling a Seven
Hand limits take effect then, instead of moving the robber or pirate, the roller steals one card from a player of their choice. The player then moves a Dark Knight (See Moving the Dark Knights below).
Playing a Knight Card
Playing a knight card allows the player to move a Dark Knight (See Moving the Dark Knights below). However, the player does not steal a resource.
Moving the Dark Knights
The player must move one Dark Knight to an adjacent path.
- No two Dark Knights may occupy the same path
- Dark Knights may not be placed on a path occupied with a road or ship
Capturing the Dark Knights' Treasure
Building a settlement on one of the Dark Knights Gold Hexes gains the player a special victory point token. Each player only receives a single token per hex.
Building around the Dark Knights
Building ships or roads on paths currently occupied by a Dark Knight is prohibited. However, constructing a settlement adjacent to one or more Dark Knights is allowed.
When rolling a Gold Hex, settlements produce one resource of the player's choice, cities produce two.
Ending the Game
The game ends when both Gold Hexes have two or more settlements or a player attains 15 victory points. The player with the most victory points wins. In case of a tie, the player with the most Cities built wins, followed by the most Knights played.
Ending the Game
The game ends when all Gold Hexes have two or more settlements or a player attains 15 victory points. The player with the most victory points wins. In case of a tie, the player with the most Cities built wins, followed by the most Knights played.