Here is an icon key for Rio Grande Games’ Dominion series. I use this with Toskk’s awesome Dominion Card Picker.
The icons are by Pawel Pawlak on Board Game Geek.
This is a version of Contract Rummy taught to my family by my Aunts Ruth when they visited Colorado in the late 1970s.
Note: The harbor tiles and tokens from the Settlers and Seafarers board games are not used when playing with the Port-Masters supplement.
Piers – To build a pier, you must have a settlement or city on a water hex and the cost is two wood. Unlike ships, piers are not placed at the hex side but directly out from the settlement toward the center of the water hex. After placing the pier, draw one of the Maritime Trade Tokens and place it face-up at the end of the pier.
Wharves – a wharf is an expansion/extension of an existing pier. To build a wharf, you must have a city and a pier on a water hex and the cost is one wood, two bricks, and one ore. Wharves are place cross-wise at the end of an existing pier. After placing the wharf, draw an additional Token and place it face-up at the end of the wharf. If the second Maritime Trade Token is the same as the first, return it to the table and draw again. Each wharf is worth one victory point.
Generic: You can trade any resource or commodity at a 3:1 ratio with the bank.
Special: You can trade the represented resource at a 2:1 ratio with the bank.
Example 1a: The orange player turns in 2 Wood to builds a pier. He places the pier piece as shown and randomly picks a Maritime Trade Token and places it at the end of the pier.– He may now trade with the bank 3:1 on any resource or commodity.
Example 2: The orange player now turns in 1 Wood, 2 Brick and 1 Ore to expand his existing pier into a wharf. He places a wharf piece at the end of his pier as shown. He randomly picks another Maritime Trade Token and places it at the end of the wharf.– He may now trade with the bank 3:1 on any resource or commodity and 2:1 on Wood.– He has scored 1 game point.– No player may build another pier in this ocean hex.
– The orange player may now trade with the bank 3:1 on any resource or commodity.– The brown played may now trade with the bank 2:1 on Sheep.– No player may build another pier or a wharf in this ocean hex.
When the Pirate is later moved to another hex, the player(s) may then again randomly draw a token for each pier or two tokens for a wharf and resume trading there.
see The Seafarers of Catan™ rulebook…
This is an unauthorized supplement to The Seafarer’s of Catan written entirely by me. The original game, The Settler’s of Catan, was invented by Klaus Tueber and is manufacured in the United States by Mayfair Games.
For more information:
Single Table: Three to five may play, best with four.
Multiple Tables: Six or more may play, best with four or five per table. (see Multiple Tables Variant)
A standard pack of 52 plus two jokers. The cards are ranked as follows: 3(low), 4, 5, 6, 7, 8, 9, 10, J, Q, K, A, 2, Black Joker, Red Joker(high). Which joker is which may need to be decided by mutual consent before the first hand. Suits are ignored with the following exception: on the first trick of the first hand, the person who holds the three of clubs leads, but is not required to lead with it.
The entire deck is dealt out one card at a time beginning with the dealer and continuing counter-clockwise. The first dealer is chosen by drawing cards, low card deals. In all subsequent hands, the Slave deals. (to be explained later)
– The Exchange is omitted for the first hand.
After dealing, the Slave must pass his highest-ranking card to the Master. The Master returns any card of his choice to the Slave. If the Slave passes a joker, he may request a specific rank of card (10 or lower) in exchange. The Master must comply if possible. If the Master cannot comply, the Slave may request a different rank of card. All cards during the exchange are passed face up. The Slave leads the first trick of the hand.
Master’s Privilege: The Master, if he so desires, may refuse to accept the high card passed by the Slave. If he does refuse the exchange then the Master leads the first trick.
Slave’s Revolt: If the Slave has both jokers he may keep them and lead the first trick.
The game is played in tricks. The player with the lead plays a card or cards from his hand that follow one of the Standard Forms (see below). Play passes to the left. Subsequent players have two options:
Follow Form – They may take their turn by playing a card or cards from their hands that follow form. Or,
Pass – If unable or unwilling to follow form a player can decline to play any cards on his turn by saying “Pass”. Passing only effects the player’s current turn. The player may choose to play later in the same trick.
The trick continues until one of the players follows form and all subsequent players pass. This player takes the current trick and leads the next one.
When a player plays their last card(s) the trick continues. If the player that played their last card takes the trick, the lead passes to the left.
The hand continues until only one player has cards in his hand. The first player to play all of his cards is called the “Master”. The last player with cards in his hand is called the “Slave”.
Master, First Out – 3 points
Second Out – 2 points
Others Out – 1 point
Slave, Last Out – 0 points
Single – A single card may lead the trick. To follow form requires a single card of rank higher than the last one played.
Pair – Two cards of the same rank may lead the trick. To follow form requires a pair of rank higher than the last pair played.
Bomb – (May be played out of turn.) Three cards of the same rank may lead the trick. To follow form requires a bomb higher than the last one played. Any Bomb follows form for a Single, Pair, Run or Double Run and changes the form mid-trick to Bomb.
Big Bomb – (May be played out of turn.) Four cards of the same rank may lead the trick. To follow form requires a Big Bomb higher than the last one played. Any Big Bomb follows form for a Single, Pair, Bomb, Run or Double Run and changes the form mid-trick to Big Bomb.
Run – Three or more cards of sequential rank may lead the trick. To follow form requires a Run made of the same number of sequential cards with the lowest card higher than the lowest card of the last Run played. The highest card allowed in any run is an Ace.
Double Run – Three or more pairs of sequential rank may lead the trick. To follow form requires a Double Run made of the same number of sequential pairs with the lowest pair higher than the lowest pair of the last Double Run played. The highest pair allowed in any Double Run is a pair of Aces.
Super Bomb – (May be played out of turn.) “The King” and “The Queen”, may lead, follows any other form and always takes the trick.
Two cards of the same rank as the last Single played may be played to complete a bomb. Changes the form mid-trick to Bomb. The two cards may be played out of turn but must be played before a subsequent player follows form. Whichever player plays their card(s) first takes the turn. Play passes to the left.
The game is over after the hand where a player has a score of 20 or more points.
The game is played as above with the following changes:
Players: Players are split as evenly as possible between tables, best with four or five per table.
Cards: One deck of cards per table, as above.
Play: At the end of each hand the Slaves rotate tables and deals.
Winning: The game is over after 16 hands.
-Card Rank: 3 4 5 6 7 8 9 10 J Q K A 2 Jokers
-Three cards minimum in a run. Highest ranking card allowed in a run is an Ace.
-Only a pair added to a played single card completes a bomb. You cannot add a single or pair to a played pair.
-Any four-card bomb beats a three-card bomb. The bomb of two jokers beats everything.
-You may bomb yourself.
-The Double Run (i.e. 9, 9, 10, 10, J, J…)
-If the slave’s highest card is a Joker, the slave may request a return card between 3 and 10.
-The master may reject the Slave’s highest card and take the first lead.
-If the slave has both jokers he may Revolt by keeping both and taking the lead.
My sister-in-law taught my mother-in-law who taught us this game. There seems to have been some deviation in the teaching… If it has a proper name we were never told what it is, so it was always just the “Chinese Card Game”. After a little research, I concluded that we ‘may’ be playing differently than intended. That being the case I have named our version “Master and Slave”. It is a fast paced game, evidently unlike the original, and can get rowdy.
I am posting the rules for my own variant for Settler of Catan. I love ‘Settlers’ but was quite disappointed with the fourth expansion recently released by Mayfair Games. I created this expansion a couple years ago.