Traders & Barbarians Ultimate - New
Traders & Barbarians Ultimate - New
Traders & Barbarians Ultimate - New
Ignasi and his friends created a blend of all 5 Traders & Barbarians Campaign scenarios:
• The Caravans
1) Leave a space between the odd numbers in the sea frame to enlarge the playfield.
3) Roll a regular dice and the color dice. Assemble the game board according to the result in
the illustration below and randomly fill the gaps with the remaining hexes. (Castles should be
together for aesthetics questions).
4) Remove the “Longest Road”, and “Largest Army” cards. Add the “Harbormaster” card
instead.
5) Play only with the development cards from “The Barbarian Attack.”
6) All number tokens are used in this scenario. Place the tokens starting from any corner hex
and then, proceeding either clockwise or counterclockwise (the direction doesn’t matter). Skip
the hexes that do not produce resources (swamps, deserts, castles, etc.). If the corner hex you
want to start from belongs to one these hex types, place the first number token on an adjacent
hex that points in the desired direction. There are no initial barbarians in any hex.
8) The robber has now two effects: He prevents a hex from producing resources (it can be also
placed on the lake or on the fishing frame), and he increases the number of movement points
required to move the wagon by 2 (affecting the whole hex). Note that the robber can only be
moved by rolling a 7, by spending fish (off the board) or by using a wagon to force him away
(in this case, it can only be placed in non-productive hexes).
9) Each player receives 5 coins; placing settlements and roads adjacent to a river gives no coins
during the whole game, bridges placement gives still 3 coins.
10) When determining where to place a camel, only wool cards can be used for bidding.
11) With only one grain, you can speed up all your knights up to 5 movements (instead of 1
grain per knight). On the other hand, it is no longer possible to speed up your wagon by paying
grain.
• 4 movement points if the wagon crosses without a bridge, • 1 movement point if the wagon
crosses a bridge, and
13) When barbarians attack, assign them to a side of the hex (only one per path, regardless the
hex), they increase the movement cost to move the wagon of that path by two. If you force
them away with your wagon, move them to another side of the same hex. Camels reduce by
one the movement cost.
1. Place camels
2. Move knights
3. Move wagon
16) Each player should record his/her victory points. It is suggested to play with a point track.
17) Apart from the modifications listed above, this scenario is played as described in the rules.
Traders & Barbarians Ultimate for 5 & 6 players.
• The Caravans
1) All the rules for 3/4 players in this scenario are applied.
2) Additional rules for 5/6 players Traders & Barbarians expansion are applied
normally.
3) Remove 2 hills hexes, 3 mountains hexes, 3 pasture hexes, 2 desert hexes
4) From the 5/6 expansion, it is only used the fishermen expansion hexes and the river
hex.
5) Roll a regular dice and the color dice. Assemble the game board according to the
result in the illustration below and randomly fill the gaps with the remaining hexes.
(Castles should be together for aesthetics questions).
6) All number tokens are used in this scenario. Change the ordering, switching R and
K. Place them as explained for 3 and 4 players.
If you want to play a less variable game, just set up the board as following and switch R and N
number tokens:
For questions regarding this scenario please contact Ignasi at: ignamapa@hotmail.com