Trading

Catan: Traders & Barbarians

Traders & Barbarians is distributed as the third major expansion for The Settlers of Catan, although it is actually a compilation of small expansions and variants. (It is independent of the Seafarers and Cities & Knights expansions, but can be combined with them.)

All of the variants and three of the scenarios have been available from various sources in Europe and the United States or through official websites. The Great Rivers and the Fishermen of Catan have been expanded somewhat for this expansion through extra tiles and player pieces.

This compilation includes 5 scenarios:

The Fishermen of Catan - Originally released in the 05/2006 Spielbox magazine and then subsequently released in Games Quarterly magazine. Expanded in this edition.
The Rivers of Catan - Originally released in the Atlantis scenario box, then subsequently in Games Quarterly magazine as "The Great River". Expanded in this edition to include two rivers, one occupying 4 tiles, and one occupying 3.
The Great Caravan - Originally released as a free expansion in Germany.
Barbarian Invasion - New in this edition. - Barbarians are invading Catan and the players have to try to stop them with new knight pieces. This plays very similarly to the flood mechanic in the Atlantis scenario from the Atlantis and Das Buch scenario packs.
Traders & Barbarians - New in this edition. - You get new hexes, one for the castle, one to produce glass, and one to produce marble. You try to rebuild Catan after the invasion. You get gold and victory points if you finish tasks in the castle, but to do so you have to travel back and forth to the castle on roads and undeveloped paths. There are still some barbarians around who interfere with trade routes.

It also includes 4 minor variants:

2-Player Rules - Use the new "Commercial Chips" to force trade with your opponent. Use 3rd and 4th neutral player to block your opponent. Also available online: Klaus2player.pdf
Catan Event Cards - Originally released in the Atlantis scenario box, then subsequently released for sale separately. Replaces the dice with a deck of cards to minimize randomness.
The Harbormaster Card - Originally released in the Atlantis scenario box, then subsequently available online: harbormaster.pdf. Gives two victory points to the player with the most harbor points.
Friendly Robber Rules

This game belongs to the Catan Series.

Cosmic Encounter

Build a galactic empire... In the depths of space, the alien races of the Cosmos vie with each other for control of the universe. Alliances form and shift from moment to moment, while cataclysmic battles send starships screaming into the warp. Players choose from dozens of alien races, each with its own unique power to further its efforts to build an empire that spans the galaxy.

Many classic aliens from earlier editions of this beloved game return, such as the Oracle, the Loser, and the Clone. Newly discovered aliens also join the fray, including Remora, Mite, and Tick-Tock. This classic game of alien politics returns from the warp once more.

In Cosmic Encounter, each player is the leader of an alien race. On a player's turn, he or she becomes the offense. The offense encounters another player on a planet by moving a group of his or her ships through the hyperspace gate to that planet. The offense draws from the destiny deck which contains colors, wilds and specials. He or she then takes the hyperspace gate and points at one planet in the system indicated by the drawn destiny card. The offense vs. the defenses ships are in the encounter and both sides are able to invite allies, play an encounter card as well as special cards to try and tip the encounter in their favor.

The object of the game is to establish colonies in other players' planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five colonies on any planets outside his or her home system. A player does not need to have colonies in all of the systems, just colonies on five planets outside his or her home system. These colonies may all be in one system or scattered over multiple systems. The players must use force, cunning, and diplomacy to ensure their victory.

Castle Panic

The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.

Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

Castle Panic is a cooperative, light strategy game for 1 to 6 players ages 10 and up.

Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer. Players must balance the survival of the group with their own desire to win.

The game includes:
1 Gameboard
1 Rulebook
49 Castle Cards
49 Monster Tokens ( see Token set )
6 Walls
6 Towers
1 Tar Token
2 Fortify Tokens
6 Order of Play Cards
12 Plastic Stands
1 Die

Monopoly

Theme
Players take the part of land owners, attempting to buy and then develop their land. Income is gained by other players visiting their properties and money is spent when they visit properties belonging to other players. When times get tough, players may have to mortgage their properties to raise cash for fines, taxes and other misfortunes.

Gameplay
On his turn, a player rolls two dice and moves that number of spaces around the board. If the player lands on an as-yet-unowned property, he has the opportunity to buy it and add it to his portfolio or allow the bank to auction it to the highest bidder. If a player owns all the spaces within a color group, he may then build houses and hotels on these spaces, generating even more income from opponents who land there. If he lands on a property owned by another player, he must pay that player rent according to the value of the land and any buildings on it. There are other places on the board which can not be bought, but instead require the player to draw a card and perform the action on the card, pay taxes, collect income, or even go to jail.

Goal
The goal of the game is to be the last player remaining with any money.

Cultural impact on rules
Monopoly is unusual in that the game has official, printed rules, but most players learn how to play from others, never actually learning the correct way to play. This has led to the canonization of a number of house rules that make the game more palatable to children (and sore losers) but harm the gameplay by preventing players from going bankrupt or slowing down the rate of property acquisition. One common house rule has players put any money paid to the bank in the center of the board, which jackpot a player may earn by landing on Free Parking. This prevents the game from removing money from play, and since players collect $200 each time they pass Go, this results in ever-increasing bankrolls and players surviving rents that should have bankrupted them. Another house rule allows players to take "loans" from the bank instead of going bankrupt, which means the game will never end. Some house rules arise out of ignorance rather than attempts to improve the game. For instance, many players don't know that properties landed on but left unbought go up for auction, and even some that know to auction don't know that the bidding starts at $1, meaning a player may pay well below the listed price for an auctioned property.

Background
In the USA in 1933, Charles Darrow devised Monopoly based on an earlier game by Elizabeth J. Magie. The patent was filed 31st August 1935 while the game was on sale in America. Based on an earlier game, The Landlord's Game, it was at first rejected by Parker Bros., as being too complicated to be a success. How wrong could they be! It came to the UK in 1936, made under licence by Waddingtons. Darrow died in 1967 having realised he had developed one of the most successful board games of all times. It was awarded as Game of the Century by the TRA (Toy Retailers Association).

Monopoly was patented in 1935 by Charles Darrow and released by Parker Brothers. The game was actually one of a number of variants in existence at the time, all of which date back to an earlier, 1904 game by Elizabeth J. Magie called The Landlord's Game. Magie was a proponent of the Single Tax put forth by famous author Henry George. The game was designed to show the evils of earning money from renting land (as it leads to the destitution of all but one player) and the virtues of the proposed Single Tax - players could choose to play under regular rules or alternate "Single Tax" rules.

The game didn't really go anywhere and Magie lost interest in it. Variations of the game evolved, however, and homemade versions traveled up and down the Atlantic coast and even as far west as Michigan and Texas, being developed all along the way. Eventually the game was noticed by Charles Darrow, who introduced it to the world in its current form.

Re-implements:

The Landlord's Game

Expanded by:
Official

Monopoly Stock Exchange Add-on
Monopoly Free Parking Mini Game
Monopoly Get Out of Jail Mini Game

Unofficial

Super Add-ons: Monopoly
Entrepreneur's Accessory to Monopoly
Game Spice: Monopoly Expansion
Mafiopoly
Monopoly: Mob Rule Expansion Deck
Final Fantasy Monopoly

Settlers of America: Trails to Rails

Catan is off the island and in America. Fans of Catan are eagerly anticipating the next release in the Catan Histories line.

The 19th Century has arrived, and Americans are heading west. Wagon trains are forming up and heading out to settle new lands and build new cities. These new cities will need railroad lines to bring in new people and necessary goods. Some head west for the adventure, some to start a new life, still others to find work.

Look west to make your fortune. As the population grows, resources will dwindle, and the smart money seeks new sources and new markets. Finance your settlers as they head west to build the cities of tomorrow. Link these cities with rails of steel and operate your railroad to supply the townsfolk with goods. To the west lie lands to settle and fortunes to be made!
Settlers of America: Trails to Rails uses the familiar Catan hex-tile grid to present a map of the United States. Players collect and trade resources in order to purchase, migrate and build settlements, forge railroads, and acquire locomotives. Railroads are used to distribute goods to the interconnected cities. As westward locations are settled, old sources of resources deplete. The addition of gold adds to the depth of play and increases options for the players.