Seafarers

Yes. You must build them one after another though. You are not allowed to first build a road via a Road Building card, then build a settlement adjacent to that road by paying the required resources, and finally use the Road Building card once again, this time to build a ship.

Seafarers

It is up to you whether you want to take two resources of the same type or of different types.

Seafarers

That depends entirely on the respective scenario. In scenarios with foreign islands, each player who places his first settlement on a foreign island receives two special victory points (according to the reformed rule). This rule also applies if a foreign island consists only of gold fields.

Seafarers

Yes, if it is not prohibited by a scenario.

Seafarers

No.

Seafarers
  • Roads, cities, and settlements: yes.

 

  • Ships: no.
Seafarers

No.

Seafarers

Yes.

 
 
Seafarers

At the beginning of the game, the robber stands beside the game board. As soon as the first “7” is rolled or the first knight is played, the robber is placed on any of the terrain hexes. Afterwards, he changes hexes as usual.

Seafarers

You can calculate the number of victory points according to the following formula: Number of terrain hexes (not counting deserts) divided by 2.

Seafarers

Yes.

Seafarers

No. You don’t lose the Longest Trade Route when moving one of your ships, provided that after its relocation your continuous trade route is at least as long as before.

Seafarers

You may move a ship to any place where you would be allowed to build a new ship.

Seafarers

No. Please also see the answer to the question When is a ship “open”?

Seafarers

You may always build on the inner edge of the frame but never on the outer edge. On the frame itself, building is only possible at certain places.

Seafarers

Yes. However, this doesn’t create one continuous trade route in terms of being counted toward the Longest Trade Route: unless they are connected via a settlement, you still have two separate trade routes.

Seafarers

No.

Seafarers

A ship is “open” when it is located at the end of a shipping route. As soon as a shipping route connects two settlements (or cities or for Cities & Knights also knights), the shipping route is considered as closed. A ship in a closed shipping route cannot be moved. The same rule applies for roads.

This rule also applies if an opponent builds a settlement on an intersection of your closed shipping route. In this case, your continuous trade route is considered as interrupted; however, the two settlements of the shipping route are still connected, meaning that the shipping route remains closed.

Special Case: If a ship's line starts at a settlement or city and returns to this settlement or city without a building between the individual roads, one of the two ends of the ship's line bordering the settlement or city is considered open. Thus, any of the two ships that border the settlement or city may be moved.

Special Case 2: If a ship's line describes a circle without connecting a settlement or city, then each of the ships in this circle is considered to be a open.

Image
Closed Ship Circle

In the upper picture, any ship other than ship A may be removed.

  • If e.g. Ship F is taken away, only ships G and E are considered open.
  • Instead, if between ships C and D a settlement would be built, then none of the ships would be considered open anymore, since now two settlements would be connected.