ArrKaboom Fan CATAN | Pyroclastic Edition Creative destruction for the whole family.
Board SetupThe Big Island has 36 hexagonal tiles: 9 across and 5 sea tiles one each side. There is a volcano instead of a desert, and river tiles are optional.![]() ![]() ![]()
Player Setup
Order of Play
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Fair Play ![]() |
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Jump Start ![]() |
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Trade Pacts ![]() |
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Bank Panic![]() |
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Special Resource Cards
Fish![]() |
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Gold![]() |
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Economic Development Cards | ||||||||
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Stimulus Cards Will improve infrastructure, spur economic growth, and can seriously mess with other players. | |||||||
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Leadership Cards Each leader has special abilities and are worth 1/4 VPs each |
Tactical Pyroclastic Action | |||
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Cannons Warships & Fortifications may fire cannons at targets. | ||
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Each shot costs 1 ore card, and must be paid for prior to rolling, or the attacking ship or keep is destroyed. |
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Firing Radius:![]() |
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The Phoenix Factor A flipped settlement defeated by cannon fire (or regular powder keg) that is not settled by an opponent after 3 full rounds is reborn as a Village, and returns to previous owner, unless a new settlement has been built on or next to it. |
The first powder keg you encounter will probably be in the form of a development card being played,(keg token) then deployed along with a leadership card, you may also may purchase a Powder Keg and deploy it with a leadership card: | ![]() |
- Play a Knight to plant a bomb anywhere on land except a port.
- Play a Captain to plant a bomb at any port.
- Play a Pirate to plant a bomb at any port or any ship at sea.
Cost: 4 wood, 1 ore, and 2 gold cards







Hex Center Blast Zone Targeting Fortifications ![]() |
Intersection Blast Zone Targeting Roads & Settlements ![]() |
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Ultra 10 MK Kegs Why not Super-size for a bit more? | ||||
A Ultra 10 MK Keg dropped in the volcano will trigger 4 consecutive eruptions.
1:3 chance of opening a volcanic hotspot.
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Hex Center Blast Zone Tactical Infrastructure ![]() |
Intersection Blast Zone Civilian Infrastructure ![]() |









Scuttling
- Players may sink OR destroy their own property.
- Removal costs 2X the cost of building, or last upgrade.
- Sinking is free.
Mutiny 
- Ships of war that cannot be maintain the by the end of your turn must flipped, indicating distress.
- Any player may capture it by playing a pirate card, or by sailing into the same hex and feeding the crew.
- If the ship is in port, that settlement owner may also
seize the crew by feeding it on their turn.
Piracy 
If you play a pirate card, yor're a pirate. Otherwise, any player that suffers a pyroclastic loss,
can no longer develop inland, or clearly has no hope of winning,
may declare themselves a pirate by yelling, "Arr!"-
Transition to Pirate
- Every road is removed and becomes a Sloop.
- Every inland Village becomes a Sloop, coastal settlements and ports may be kept as such or converted.
- Cities become Schooners, Keeps become Frigates, and a Capitals or a Castle may become a Flag Ship, but no more than one.
- All new ships are moved to closest available sea hex.
- At no time may a regular player have more than 8 Sloops, 4 Schooners, 2 Frigates, and 1 Flagship. Pirates have no such rules.
- All regular knight cards played from now will now behave as pirate cards but may still be blocked as knights.
- Pirates may settle or seize port settlements but cannot build further in-land.
- Pirates may not hold the Longest Road.
- Pirates may continue to say pirate things like; Arr, Swab, Me-Bucko, and Avast, etc. until told to stop.
- Ships of war that cannot be maintained are subject to mutiny.
Conducting Pirate Business
Volcano 
- The volcano is activated by a dice roll of a 2 or 12.
- The robber is sent far out to sea.
- All sailing vessels are moved out of ports.
- A single die is rolled to determine the direction (1-6) of the lava flow.
- The hotspot tile is moved in that direction, covering it with lava.
- The Resource ID for the lava hex tile stays the same, the resource is now gold. to the volcano's prior active position.
- Flow example:
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6.
- Any roads and settlements touching new lava are destroyed.
- Roads are returned to their owners.
- Settlements are reduced to rubble (flipped over) the owner may rebuild without a connecting road.
- Any player may now build on, or near this location.
- Food Aid, all unaffected players must donate their fish to pyroclastic victims
- When not exploding, volcano tiles act as resource tiles for gold, for those who dare.
Building Infrastructure
and Construction Costs
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![]() | Economic Development Cards You can buy more Building Stimulus and Leadership cards every card is worth the price: | |||||||
Cost: 1 wheat 1 wool 1 ore |
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Terrestrial Buildings | ||||||||
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Roads | 16 max | |||||||
Build on the edges of a terrestrial hex, roads are used to expand. New settlements must be 2 roads apart. New roads can only be placed adjacent to an existing settlement, or to another of your roads | ||||||||
Cost: 1 brick 1 wood |
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![]() | Bridges | 3 max | |||||||
Required to span roads across rivers. May only be built on the coast or accross a river. Bridges count as 1 road segment towards longest road Settlements may be built on either side of a Bridge. | ||||||||
Cost: 2 brick 2 wood |
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Village = 1 VP |6 max | |||||||
All settlements are built on terrestrial intersections, with a minimum spacing of 2 roads, or 1 Bridge apart. Yields 1 resource card when touching a hex with the ID rolled. |
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Cost: 1 brick 1 wood 1 wool 1 wheat |
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City = 2 VPs |4 max | |||||||
This settlement is upgraded from a Village Yields 2 resource cards when touching a hex with the ID rolled. | ||||||||
Cost: 2 wheat 3 ore |
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![]() | Capital = 3 VPs | 1 max | |||||||
This upgraded City requires 1 royal leadership card to build Yields 3 resource cards. | ||||||||
Cost: 2 wheat 2 wool 2 ore 2 gold |
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Keep = 1 VP | 2 max | |||||||
Fortifications are placed in the center of a port or terrestrial hex Requires 1 terrestrial leadership card per Keep. The robber may not be placed on a hex with a Keep. If the keep is on a port, opponents reqmeleuire permission to trade at that port. Keeps on the same hex as a settlement being attacked, may join the mele. Its 1 cannon fires once per round, cost 1 ore per shot, paid in advance. | ||||||||
Cost: 2 brick 2 wood 2 ore |
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Castle = 2 VPs | 1 max | Fortification upgrade from a Keep Requires 1 Royal leadership card per Castle. The robber may not be placed on a hex with a Castle. Castles on the same hex as a settlement being attacked, may join the mele. Its 2 cannons each fires once each per mele round, cost 1 ore per shot per cannon, paid in advance. |
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Cost: 2 brick 2 wood 2 ore 2 gold |
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Palace = 3 VPs | 1 max | Fortification upgrade from a Castle Player must have 1 Royal leadership card to build. The Dragons may not be placed on a hex with a Palace. Its 3 cannons each fires once per mele round, cost 1 ore per shot per cannon, paid in advance. |
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Cost: 1 brick 1 wood 1 ore 4 gold |
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Nautical Behavior and Construction Costs
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Sloops are small sail craft for fishing and exploring. | ||||||||
Yield 1 fish when a 7 is rolled. | ||||||||
Move 1 hex per turn at no cost. | ||||||||
Cost: 1 wood 1 wool |
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Schooner 1/4 VPs | 4 max | |||||||
Upgrade from a Sloop. Requires 1 leadership card per ship. Moving up to 2 hex per turn requires 1 food card A Schooner in another player's port has an enhancedexchange rate. | ||||||||
Cost: 1 wood 1 wool 1 ore |
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Frigate 1 VP | 2 max | |||||||
Upgrade from a Schooner. Requires 1 captain, OR 2 leadership cards per ship. Requires 1 food card per turn, per ship to . Move up to 3 hex per turn, cost one food card. Create new seaside settlements. Cannon may fire 1 shot per turn for 1 ore card. | ||||||||
Cost: 2 wood 2 wool 2 ore |
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Flagship 2 VPs | 1 max | |||||||
Upgrade from a Frigate . Requires 1 captain AND 1 royal per ship. Requires 1 food card per turn, per ship every round. Move up to 4 hex per turn. Flagships have 2 cannons and may fire 2 shot per mele round, at a cost of 1 ore card per shot each. | ||||||||
Cost: 2 wood 2 wool 2 ore 2 gold |
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Tactical Ballistics
Cannon Ball | |||||||||||
Fired from Ships or War and Fortifications,
cannon balls are purchased for 1 ore card each and can be
used immediately or stockpiled in a keep for later use.
If attacking, you may also trade for more ammunition mid-fight. See Attack Table. | |||||||||||
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Each cannon ball costs 1 ore card per shot. |
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Powder Kegs | |||||||||||
Note: playing powder keg card give the player a bomb token which must be deployed by playing an appropriate leadership card. | |||||||||||
Purchases may be used on same turn,
or held as a deterrent in a keep. Unprotected settlements are obliterated, same as volcanos. Roads and ships within the blast zone are remove. Play with a Knight to destroy any inland target, except ports. Play with a Captain to destroy any port. Play with a Pirate to destroy any port or ship at sea. Refer toBlast Zonein the attack table. | |||||||||||
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Mega Powder Keg, 1-MK Blast Cost: 4 wood, 1 ore, 2 gold | ||||||||||
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Why not supersize that pyroclastic blast? |
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Ultra Powder Keg, 10-MK Blast Cost: 3 wood, 4 ore 4 gold and malice in your heart. | ||||||||||
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Devine Intervention
The Good Shepard | 2 VPs | ||||||||
This title can be purchased
with a dozen or so sheep by anyone, starting at 12 wool cards,
and increasing by 1 wool each purchase. The holder gets 2 victory points AND the ability to negate the effects of the volcano, if the holder sacrifices a sheep to the bank after 2/12 is rolled and before the directional roll. Remember, only the person who's turn it is can trade with others. | ||||||||
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Economic Development Cards
![]() ![]() ![]() ![]() 36 Leadership Cards | 1/4 VP each After being played, Leadership are also used to protect fortified cities and command strong ships, in addition to building the largest army. Unless specified otherwise; all LCs when played can move robber and steal 1 resource from an opponent who has a settlement on the robber's new hex tile.
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16 Knights of the Round Table | 1/4 VP | ||
Knights attack by moving the robber to a new terrestrial
hex, then blindly taking 1 resource card from the owner of
a settlement on that hex. |
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Play this Knight to ATTACK, move robber and take 1 card, OR to RETALIATE : move robber and take 1 card. |
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Sir Brunor Le Nor The Black Knight is special, in that he only attacks other knights, retaliating immediately, by taking 3 cards and moving the robber out to sea. |
2 Kings(Royal Knights)| 1/4 VP | ![]() |
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May attack as a knight, moving the robber, and taking 3 cards from an opponent. OR Block any form of attack by moving the robber and taking 3 cards from the attacker. |
2 Queens(Royal Warriors)| 1/4 VP | ![]() |
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May attack any player or block any form of attack by moving the robber and taking 3 cards
from any player. |
2 Princess(Royal Warriors)| 1/4 VP | ![]() |
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May attack any player, or block a knight by moving the robber and taking 2 cards
from any player. |
2 Princes(Royal Knights)| 1/4 VP | ![]() |
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May attack as a knight or block a knight by moving the robber and taking 2 cards
from the attacker. |
4 Sea Captains | 1/4 VP (2 are Knights, 1 of which is Royal) | ![]() ![]() |
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Sea Captians attack by moving the robber to any port, shutting it down and taking 2 cards, OR may seize a ship of war that has a mutinous crew, OR upgrade any vessel by one class. Trafalgar Bump Any Schooner or Frigate commanded by Lord Nelson, immediately becomes a Flagship. |
4 Pirate Captains | 1/4 VP (2 are Queens) | ||
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Only Pirates may play these cards.
If you declair piracy by playing this card,
it can be used in conjunction with any other
card on that same turn that invloves surprise attack. Pirate Captians attack with this card by: Upgrade a ship by one class. Moving the robber to any port, shutting it down and taking all gold and fish from its owner. Move one of your ships to the loc of an opponant's ship of => value and seize control, it is yours to sell or sail. Pirate Queens Same as above but may seize any ship regardless of class. or upgarade any ship by two classes. |
6 Fishy Captains 1/4 VP | ||
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Captains take command of ships,
play these cards gather fish and upgrade to a Schooner, OR seize any mutinous ship. |
2 Royal Thieves of the Forest 1/4 VP | ![]() |
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Move the robber to the volcano's origin, take all resource cards from all players,
shuffle, and deal them back out again evenly, keeping any extras for yourself. |
2 Court Jesters 1/4 VP | ![]() |
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Play this royal fool and on this turn and you may also play
as many development cards as you want on the same turn. |
2 Zen Masters 1/4 VP | ![]() |
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Play this card to block any attack, at any time. Take all of the resource cards from the attacker and give it to the player (not you) who is suffering most. This act of compassion cannot be blocked as an attack. |
44 Stimulus Cards
Building upgrade cost and leadership included in all stimulus cards. ![]() |
8 Road Building Cards Place 2 new roads, OR 1 Bridge as if you had just bought them. | |
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6 Ship Building Cards Place 4 new Sloops anywhere as if you had just bought them, OR Upgrade any sailing ship by one class. | |
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4 Market Day Cards Take any 3 resource cards from the bank. | |
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4 Monopoly Cards Name one resource type and all players must give you all the cards they hold of that type. | |
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4 Powder Keg Cards Play this attack card to destroy any intersection, flip over settlement and return roads to owners. Anyone may build here; the previous owner may do so, from scratch, without roads. | |
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4 Kaboom Cards A volcanic eruption is triggered as if a 12 were rolled. All ships must leave port to an adjacent sea hex. Roll one die for direction of flow. | |
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2 Tsunami Cards Every player must give up 1 resource card for every seaside settlement. All fish are discarded, and ships are moved one hex away from port. | |
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2 Ship-Sails-In Cards On this turn you may trade 1:1 any resource except gold. AND Gold may be traded for 1:2, one gold gets 2 of anything else. AND you may move one of your ships to any port. | |
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2 City Building Cards Player may upgrade any settlement to the next level, regardless of its leadership requirements. | |
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2 Keep Building Cards Place a new Keep as if you had just purchased one. | |
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2 Cornucopia Cards Draw 1 card each of:
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2 Sheep Dog Cards Collect all sheep from all players and deal them back out evenly, keeping any extras for yourself. | |
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2 Ewe Cards Playing this card doubles the number of sheep in your hand, once played, no cards can be used or exchanged by you until your next turn. | |
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2 Fish Kill Cards When played, all players must discard all fish due to exposure to wastewater contamination. | |
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2 Go Fish Cards Instead of losing a card to a knight attack, take all of theirs, and they may now pick any 2 from the bank. | |
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4 Fast Food Cards Everyone gets fish as if a 7 had been rolled, and you may draw 1 wheat and 1 sheep card. |
Player Achievement Cards
Longest Road | 2 VP | |
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Achievement card for the player with the longest uninterrupted line of 5
or more roads and may include Bridges. If a player builds a settlement that intersects another players road, that road is split in two. |
Largest Army | 2 VP | |
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Achievement card for a player with more than 3 knights and
warriors in your hand that have been played. |
Land Grabber | 2 VP | |
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Achievement for being the first player to build 16 roads and 6 Settlements. |
Good Shepard | 2 VP | |
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Held by the last player who purchased it for 12 or more wool cards.
Price increases by +1 wool each time.
Whenever a 2 or 12 is rolled, the holder of this card may sacrifice a sheep
and choose the direction of the volcano's flow. |
Harbor Master | 2 VP | |
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After building 3 port settlements, the player who controls the most ports
is named the Harbor Master |
Largest Navy | 2 VP | |
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Achievement card for a player with 10 or more Boat Points.
Sloops = 1 BP, Schooner = 2 BPs, Frigate = 4 BPs, and Flagship = 6 BPs |
Circumnavigator | 2 VP | |
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Achievement card for the first player to sail a single vessel all the way around
the island back to its home port. |
There are 50 Victory Points available.
6 | Villages | 1 VP each | 6 VP max |
4 | Cities | 2 VP each | 8 VP max |
1 | Capital | 3 VP each | 3 VP max |
2 | Keeps | 1 VP each | 2 VP max |
1 | Castle | 2 VP each | 2 VP max |
1 | Palace | 3 VP each | 3 VP max |
8 | Sloops | 0 VP each | 0 VP max |
3 | Schooners | 1/4 VP each | 1 VP max |
2 | Frigates | 1 VP each | 2 VP |
1 | Flagship | 2 VP each | 2 VP |
Strategic Thoughts:
- It is always worth buying a development card, but is now the right time?
- Playing a knight is like a mini embargo or sanction, target them well.
- Consider the Wood/Brick path to road building, settlement expansion, and Longest Road.
- Consider the Wheat/Wool/Ore path, for development cards, Largest Army and Good Shepard.
- Consider fish your friends, ports and ships are a path to piracy.
- There is a 5% chance of Kaboom each roll, then, a 1 in 3 chance of it killing you.
- Experience suggests that volcano only erupts 2 to 3 times per game, but you never know.
- Once the Volcano has flowed a bit, look for 8s 6s on a lava hex for easy gold.
- Consider a port as a starting settlement for immediate trade.
- Consider a port as a starting settlement to build Sloops towards another port.
- Consider purchasing a powder keg and displaying it as a deterrent.
- You can use a powder keg on your own Castle to remove approaching roads.
- So far, there is no rule against building a Bridge without a river...hmmm.
- If women cannot be knights, they can't be blocked as such.
- All pirates and nautical knights are captains or of higher naval rank.
- Jesters count as royal leadership cards.
- A port with 2 Sloops, is 4 fish every time a 7 is rolled, and can be traded for anything.
- If you have 7 good cards and couple of fish, you can drop the fish before any roll to avoid the robber.
- If you have 7 cards and a bunch of fish, save to fish to give to the robber.
- Rob from the rich, unless someone is building nearby.
- Fair trade builds good will.
- Minor territory agreements at start great for both players.
- If you can't win, take someone else down with you.
- It's only a game.
Trade Policy & Exchange |
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Free Tradebuts...
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Bank Trades Any player, on their turn, may exchange with the bank: | |
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A Settlement on a blue Sea Port may exchange: | |
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![]() | A Settlement on a Specialty Sea Port may exchange: 2 cards of specialty resource for 1 card of another, except gold. | |
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A Schooner docked at a blue seaport may exchange: 3 of 1 type of resource card for 1 card of another, except gold. 4 of 1 type of resource card for 1 gold card. You cannot trade fish for gold. | |
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A Schooner on a specialty seaport may exchange: 2 of 1 type of resource card for 1 of the specialty. Fish and gold may not be exchanged at specialty ports. | |
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A Frigate on an opponent's specialty seaport may exchange: Any 1 resource card, except fish, for 1 card of the port specialty. | |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() A warship may not trade at a port it has fired upon. | |
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A Flagship on an opponent's blue Sea Port may exchange: Any 1 resource card, including fish, for any other, except gold. 1 gold cards for 2 of any other cards. | |
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![]() ![]() ![]() ![]() ![]() ![]() A warship may not trade at a port it has fired upon. |
Probability Table
ID Button | Ratio | Chance | So... | |
![]() | 1:18 | 5.56% | It happens | |
![]() | 1:18 | 5.56% | Infrequently | |
![]() | 1:12 | 8.33% | Here and there | |
![]() | 1:9 | 11.11% | Very good | |
![]() | 1:7 | 13.89% | Almost best | |
![]() | 1:5 | 16.67% | Fishy at best | |
![]() | 1:7 | 13.89% | Less then best | |
![]() | 1:9 | 11.11% | Quite likely | |
![]() | 1:12 | 8.33% | Now and then | |
![]() | 1:18 | 5.56% | Once in a while |
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