Traders & Barbarians

Six scenarios on the classic island, plus three variants you can add to any game.

Traders & Barbarians is a collection of smaller rule sets on the classic island.

Scenarios

Scenario Target How it plays
Fishermen 10 Coastal fishing grounds and a central lake give fish. Spend fish to remove the robber, steal, take resources, build roads or draw development cards. Whoever holds the old boot needs one extra point to win.
Rivers 10 Two rivers cross the island. Roads can't cross them, but bridges can. Building along a river earns coins; the richest player gains a point and the poorest lose two.
Caravans 12 Camel trains leave the oasis. Each time someone builds, players bid grain and wool to extend a route. Buildings beside a camel score +1, and roads under camels count double for the longest route.
Barbarian Attack 12 Barbarians land whenever someone builds. Three on a tile conquer it (no production). Knights sent from the castle capture them; every two prisoners = 1 point.
Traders & Barbarians 13 Drive your wagon between the castle, quarry and glassworks, loading goods at one and delivering them where they're wanted. Brigands block the roads.
Hexlands for Two 10 A two-player game with two neutral colours that grow when you build. Trade tokens force trades and chase the robber away.

Variants

These can be switched on in the room settings for most scenarios:

  • Friendly robber: the robber can't go next to players with 2 points or fewer.
  • Harbormaster: harbor settlements score harbor points (cities 2). The leader with at least 3 earns 2 points; play to one more point.
  • Event cards: a shuffled deck of 36 cards replaces the dice, so every number comes up as often as it should. Some cards carry events.

On MAK Games, some details of the wagon and goods rules in the main scenario are simplified.

Ready to try it?

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