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Campaigns

Settlers of Catan DBA Campaign

By Mick Hayman

Uses one or two Settlers boards (for 6-8 players use 2 sets and form a larger playing area.)

Disregard rules referring to the robber baron. Instead of 1 roll for production during each player's go, there are 3 rolls. Besieged cities or hexes with hostile armies in them will not produce.

Setup

Each player starts with 5-6 elements. 1 light horse, 2 psiloi, 1 auxilia, and either 2 spear, warband, cavalry, bow, light horse, auxilia, and or psiloi, or just 1 of either knight or blade. One of the starting towns is now declared the player's capital.

Alternately players may choose historical lists and must take their starting armies out of proportion of that list. The game starts in spring.

In addition to purchasing all the settler stuff, the commodity cards may be used to maintain and purchase new units for the players' army. New units can only be bought before the start of the spring turn:

Costs:

Knights 2 wheat + 1 wheat or sheep, 1 rock , 1 brick or wood.
Cavalry 2 wheat or sheep, 2 wood, rock or brick.
Light Horse 2 wheat or sheep, 1 wood or brick or sheep.
Elephants 2 wheat, 3 wood, 1 rock or brick. Limit 1 purchase per year.
Blades 2 wheat, 2 rock or brick.
Spear 2 wheat or sheep, 2 wood.
Pikes 2 wheat or sheep, 2 wood - must have a city to build.
Warband 2 wheat or sheep, 1 rock, brick or wood.
Auxilia 1 wheat or sheep, 1 wood or brick or rock.
Bow 1 wheat or sheep, 2 wood, brick or rock.
Psiloi 2 wheat or sheep.

Maintenance:

Each spring costs one wheat or sheep card for every 6 elements or portion thereof before new units are deployed. Pay after the augury dice have been cast

Settler cards have additional effects: Each soldier drawn grants one new element of the player's choice except elephants. Landmarks are considered in a players capital and if it is captured in a siege the conqueror may choose to raze the monuments/landmarks. If he does so roll 2 dice: if a 7 or 11 is rolled the population rises up in disgust and destroys 1d6 elements of the razing force in guerrilla action. Tributary status does not occur and the occupying army must retreat away from the city or else continue to lose 1 element per turn that he remains in occupation. Other cards behave normally. Removal of soldier cards called for remove one element of the drawer's choice.

Turns:

Each turn of play in addition to normal use of cards, building new settlements, etc. , players may move units. Each turn now represents one season. The seasons are spring, summer and fall. In spring auguries must be cast and maintenance paid, new units may be purchased. Autumn requires return to winter quarters at the end of the turn. Winter turns are possible but have special rules. There are no commodities rolled for in winter.

Infantry forces may move up to 2 mp, and purely mounted forces may move up to 3 mp. Elephants move only 2mp. Forces must stop if they encounter enemy forces but may move on if the forces are neutral. Armies are represented by counters on the board.

Hexes cost 1 mp to move into except for:

  • Forest: 2mp for mounted
  • Desert: 2mp for foot
  • Mountain: 2 mp for foot, 3 mp for horse

Forces may move along roads to any hex adjacent to a friendly road any distance unless they pass a hex that contains enemy forces.

Units that move into a hex adjacent to an opponents road, town or city may attempt to take control of that piece and replace it with one of their own if they are at war with the player or do battle his armies in the same hex. Players must declare war at the start of their turn after commodities are distributed but before trade.

Taking control of enemy pieces:

A player that has forces next to a enemy road that has no enemy army also adjacent to it, is replaced with a friendly road at the end of the fall turn, unless a winter campaign has been declared by the owner. Roads next to cities and towns may not be taken unless the city/town has fallen in siege.

Towns and cities must be besieged.

A player moves adjacent to an enemy city/town and announces his intent to lay siege. The owning player may choose to defend a city by moving forces from any adjacent hex into the city for a siege, or into the attackers hex and do a field battle. If a battle is fought and lost in defense of a siege, the city/town may then be besieged in the same go.

A undefended town or city is successfully besieged on the roll of 5 or 6. If the owner chose to defend it with troops it is defeated on the roll of a 6 unless the besieger has 3 to 1 superiority in elements in which case it falls on a 5 or 6. Failed sieges cost the besieging player one element from his force. Besieged forces in a town/city may only sally out to fight a battle with the besieger during their turn.

If a siege is successful, loot 3 random cards for taking a town, 5 for a city and 2 extra if it is the capital. The victor may also look at the players victory cards.

Field Battles:

If a war has been declared, battles may occur if two armies occupy the same hex. The attacked player may retreat one hex if he wishes before battle at no penalty. The attacker may continue movement if he still has MP. All players may try to reinforce a battle by declaring the intent to do so. Each player/ally may try to move forces into the hex of battle, success is rolling a 5 or 6 for forces one hex away and a 6 for forces up to 2 hexes away, even with units that have already moved. Defenders setup terrain and deploy their camps. Attacker than sets up his camp. Then defender sets up troops followed by the attacker's setup. Battles are fought with otherwise normal DBA rules. The loser of the battle must retreat from the battle hex if it can ().

If the only available line of retreat crosses an enemy road or into hexes with enemy armies or adjacent to an enemy town or cityit cannot,rolls a d6 and consult the table below to determine how many elements are lost. The survivers are then placed in the nearest uncontested hex that they can retreat to. Defeated forces may retreat into an adjacent town or city. If a side lost its camp or general in the battle that side loses an additional 2 elements after the battle to demoralization. Finally the loser loses elements to pursuit by the victor.

1 No losses
2-3 One element lost
4 Two elements lost
5 Three elements lost
6 Four elements lost

Terrain for the hex is dictates amount of terrain on the battlefield. Use random terrain generator rules. Number of terrain features: Mountain, forest: 1d6 +3, all others 1d6.

Ambushes:

A player moving his armies may be stopped by a neutral army as he moves into its hex if that makes an immediate declaration of war. The battle is fought as an “ambush”. Deployment for ambush require the ambushed to set up his forces in a single column that ends at the edge of the board. The attacker may set up 12” from the edge.

Alliances and Tributary Lords:

Players may declare themselves in alliance. Alliances allow the players to move their forces in a combined turn together or reinforce each others battles.

Players that lose their capital to a siege or otherwise voluntarily submit to another player become tributary vassals to that player. The tributary lord and vassal cannot fight each other and the capital is returned to the vassal's ownership. Vassals cannot declare war without the permission of their lord and must attempt to reinforce any battles that the lord calls for. Tribute in the form of up to 3 commodity cards chosen by the lord must be given to him each autumn. Players may not have more than one lord but a player may be a lord and vassal at the same time. Vassals forces can be sent instead to answer a lords call. Players may renounce vassal status if their lord loses 2 battles consecutively or loses his capital.

Winter turns:

During winter armies return to friendly cities. If they cannot return to a friendly city without crossing an unfriendly road, or desert hex, or last position of an enemy army they must dice for attrition. Roll d6. Remove a number of elements equal to the roll.

Players may choose to campaign in winter. To do so they must spend 1 wheat or sheep for every 3 elements that wishes to remain in the field. These units do not suffer attrition. They may then move and lay siege if they wish as per other turns. They can take enemy roads if there is are no protectors.

Auguries of the Gods::

Each spring roll 2 dice and consult the following table:

Die Result
2 Favored by the gods. General is now +2 and any 3 units can now be declared “sacred band” and are +1 DM in combat. Effects are lost at end of the year.
3 Bounty from heaven: Triple production until your next turn.
4 Good production: double rock/brick/wood production this year
5 Good harvest-double wheat/sheep this year
6 Surplus: gain two free wheat
7 Nothing happens. The gods ignore you
8 Rats in the granary: Lose two wheat
9 Poor harvest-no production this year of wheat/sheep in the next turn
10 Poor production: no rock/brick/wood production this year
11 Famine: no new commodity cards, until your next turn.
12 King dies. Unrest amongst the nobility. No movement this spring, double maintenance costs.

Victory:

Play a set number of turns or until 15 is reached.

Points as per Settlers except largest army is by now counting elements and must be at least twelve. 1 Point is received for being a tributary lord over another player.


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Last Updated: 2/16/99

Comments, questions and suggestions welcome. Send them to Chris Brantley at IamFanaticus@gmail.com.