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Objective of the Game
In Catan Scenarios: Oil Springs, oil has been discovered on Catan, offering new ways to improve production and upgrade cities to metropolises. However, using oil creates pollution and climate-changing emissions, threatening coastal flooding and potential disaster. Players must decide whether to limit oil usage for the common good or pursue victory at the risk of ruin. The game ends when a player reaches 12 or more victory points after their turn (including resolving the Disaster Phase), or if the fifth number token is removed from a hex, signifying Catan is overwhelmed by flooding. If the game ends due to flooding, the player holding the Champion of the Environment token achieves a "Pyrrhic Victory."
Preparation (Setup)
You'll need all components from The Settlers of Catan™ (SOC) game, plus the new components from Catan: Oil Springs™. For a 3-4 player game, use 15 oil tokens, 4 Metropolis tokens, and 3 Oil Spring tiles. You will also use 1 Champion of the Environment token, 7 Victory Point tokens, and 1 Disaster Track with its Disaster Track marker.
- Lay out the board as shown in the manual.
- Place Oil Spring tiles on the desert hex, the 9 forest hex, and the northeast 10 pasture hex.
- The Robber starts off-board.
- Place the Disaster Track marker on the "0" on the Disaster Track.
For a variable setup, consult the manual for details on this section.
Fluxo do Jogo
The game follows the standard The Settlers of Catan rules, except where noted by the special rules of Oil Springs. A key addition is the Disaster Phase, which occurs after a player's turn is completed but before the dice are passed to the next player, if a disaster has been triggered.
Resource Production
Buildings on oil springs produce oil: one oil for a settlement, two for a city, and three for a metropolis. Unlike resource cards, oil is distributed one at a time, starting with the player who rolled, and then proceeds clockwise until all players receive what they've produced or the supply is exhausted.
The robber may be placed on an oil spring. Oil is kept in front of players, visible to all. When a player is stolen from, the person robbing can choose to take one oil specifically instead of a random resource card. If a 7 is rolled, count each oil as 1 card. If you must discard due to a 7, you may choose to discard oil, returning it to the supply.
Note: You may only hold a maximum of 4 oil at any time. If producing oil would exceed this limit, you cannot take the excess. Similarly, you cannot steal oil, trade for oil with other players, or use development cards if it would result in you holding more than 4 oil.
Environmental Effects from Oil Usage
For every five oil used (not sequestered or returned to the bank), an environmental disaster is triggered. This "disaster phase" is resolved after the turn is completed but before the dice are passed. You can only use oil during a turn until a disaster is triggered. The Disaster Track marker indicates how many oil have been used towards the next disaster. If the marker is on 4, only one oil can be used that turn. If it's on 1, four oil can be used. If a disaster is triggered, resolve it, then reset the marker to zero.
The Disaster Phase
Each time the Disaster Track marker reaches "5" (after the 5th, 10th, 15th, etc. oil is used), roll two six-sided dice to determine where disaster strikes.
- A "7" is Rolled: A natural disaster floods the coasts. Settlements bordering a sea hex are removed from the board (returned to the player's supply), and cities are reduced to settlements. Roads are not affected. A metropolis is also not affected. Destroyed settlements can be rebuilt later, and other players can build there.
- A "7" is Not Rolled: Industrial pollution strikes a hex with the rolled number. If only one hex has that number, it's affected. If multiple hexes share the number, randomly select one. If the number is no longer on any hex, nothing happens.
- If the affected hex does not contain an oil spring, remove its production number token. That hex no longer produces resources. Place the removed number token on one of the open circles on the Disaster Track. If all spaces on the track are filled, the game ends.
- If the affected hex contains an Oil Spring tile, remove 3 oil from the general supply from the game. These become part of the unrecoverable reserve. Oil Spring tiles can continue to be hit by pollution.
If the general supply no longer contains oil and only players hold oil, they discard one oil at a time, starting with the player who caused the disaster and continuing clockwise, until 3 oil are removed from the game.
Ações e Como Jogar
Players have two main ways to use oil during their turn:
- Convert Oil into Resources: You can convert 1 oil into 2 of the same, non-oil resource of your choice. You cannot use maritime trade to obtain oil. However, Year of Plenty and Monopoly development cards can be used for oil.
- Upgrade a City to a Metropolis: You can use 1 brick, 1 grain, 1 ore, and 2 oil to upgrade one of your cities to a metropolis by placing a Metropolis token underneath. A metropolis produces 3 resources instead of 2, is worth 3 victory points, and is immune to coastal flooding.
Multiple oil can be used per turn for both options. Oil used to build is returned to the general supply. Remember, using oil contributes to pollution. After every 5 oil are used, a disaster is triggered, tracked by the Disaster Track marker.
Sequestering Oil
Alternatively, during your turn, you may choose to forgo using 1 oil. To do this, flip one of your oil upside down in front of you (maximum 1 per turn). This "sequesters" the oil, permanently removing it from the game. For every 3 oil you sequester, you gain 1 Victory Point. The first player to sequester 3 oil gains the "Champion of the Environment" token (worth 1 victory point). If another player sequesters more oil than the current Champion, they immediately take the "Champion of the Environment" token.
Fim de Jogo e Pontuação
This scenario can end in two ways:
- Victory Point Threshold: The first player to reach 12 or more victory points after the end of their turn (including resolving the Disaster Phase if applicable) wins the game.
- Environmental Disaster: If the fifth number token is removed from one of the hexes, Catan is overwhelmed by flooding, and all inhabitants must abandon the island. The game ends, and no player truly wins. However, the player who currently holds the Champion of the Environment token achieves a "Pyrrhic Victory." This player is recognized for their efforts to mitigate climate change and is granted the most attractive land on a neighboring island to resettle.
Victory Points are gained through building settlements (1 VP each), cities (2 VP each), metropolises (3 VP each), sequestering 3 oil (1 VP), and holding the Champion of the Environment token (1 VP).
Dicas para Vencer
- Balance Oil Usage and Sequestration: Using oil can accelerate your development by converting resources and building powerful metropolises, but it also pushes the game towards environmental disaster. Sequestering oil earns victory points and can grant the Champion of the Environment token, which is crucial for a "Pyrrhic Victory" if the island is flooded.
- Strategic Metropolis Placement: Metropolises are immune to coastal flooding, making them resilient investments. Consider upgrading coastal cities to metropolises to protect your valuable production from potential "7" rolls during the Disaster Phase.
- Monitor the Disaster Track: Always be aware of the Disaster Track marker. Knowing how many oil uses remain until the next disaster can inform your decisions on whether to use more oil or hold back to avoid triggering a disaster that might harm your position or benefit opponents.
Rules manual
Official PDF file
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