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=='''Goal of the Game and End of Game'''==
==Differences from original Settlers of Catan==
As in classic Catan, the primary goal is to reach '''10 Victory Points (VP)'''.


'''Alternative ending:''' If the event disc bag becomes empty before any player reaches 10 VP, the game ends immediately. In that case, the player with the '''best balance of renewable vs. fossil power plants''' wins.
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Additional resource type: Science (gained from cities) </li>
  <li> Additional resource type: Energy (gained from power plants)</li>
  <li> Events: Can be beneficial or not, depending on the number and type of power plants on the board</li>
  <li>Hazard: Hazards on cities, towns, or power plants prevent players from gaining resources</li>
</ul>


If no player has more renewable plants than fossil ones when this happens, '''everyone loses''' (or the ending is considered “catastrophic”).
==Overview==
 
New Energies is mostly like [[Gamehelpcatan|Settlers of Catan]]: get resources to buy buildings, roads, and development cards.
 
The game can end in one of two ways:
 
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>The first player to reach 10 VP wins (as in classic Catan).</li>
  <li>The Event bag is empty. The player with the best balance of Renewable & Fossil fuel power plants wins. If no player has more Renewable power plants than Fossil fuel power plants, everyone loses.</li>
</ol>
 
==Gameplay==


=='''Gameplay Overview'''==
Each player’s turn is divided into several phases:  
Each player’s turn is divided into several phases:  


=== '''Event Phase''' ===
====Event Phase====
Before production, the player draws one or more '''event discs''' from the bag, depending on the current '''Global Footprint'''.


Each event is resolved in order. Some events are positive (“green”), others negative (“hazards”): they may add hazard tokens, disrupt production, etc.
The active player draws event discs from the bag. The number depends on the current Global Footprint (the Global Footprint is the value of all Fossil fuel plants and Renewable plants on the board).


Events can modify both the '''Local Footprint''' (per player) and the '''Global Footprint''', influencing future event draws.
The discs are placed on the board according to their icon. When all discs of an icon are filled, the event triggers. Events have different effects depending on player's footprint. They may hamper production, give resources, remove resources, or do other things.


=== '''Production Phase''' ===
==== Production Phase====
Dice are rolled as in classic Catan.


Settlements and cities produce resources from adjacent hexes, and '''power plants produce energy'''.
The player rolls two dice (as in classic Catan). The sum of the dice indicates which hexes produce resources on this turn. All players who have towns (settlements) adjacent to those hexes receive 1 resource of that hex. Players with adjacent cities receive 1 resource of that hex and 1 science resource. Power plants on that hex and attached to that town/city produce energy.


If a hex is affected by a '''hazard token''', it does not produce until the hazard is removed.
Hazards prevent resource production. A hex with an Inspector or Hazard does not produce resources. A town, city, or power plant with a hazard on it cannot gain resources.


=== '''Action Phase''' ===
As in Catan, if the player rolls 7, players with 8 resources or more must discard half of them (rounded down). The active player moves the Environmental Inspector (robber) to a new hex and steals 1 random resource from a player with a building adjacent to that hex.
The player may perform several actions, typically in this order (though some can be combined depending on the rules):


* '''Trading:''' exchange resources, science, or energy with other players.
====Action Phase====
* '''Building:'''
** Build roads, settlements, and cities (costs similar to classic Catan).
** Build '''power plants''' (fossil or renewable), which require '''science cards'''.
* '''Spending Energy:''' energy tokens may be used to:
** Buy Resource or Science cards
** Remove hazard tokens (cleaning disasters)
** Demolish one fossil plant per turn to reduce pollution / footprint
* '''Buying Development cards:''' similar to classic Catan (knights/cleanup, progress, etc.). Some development cards act as “Cleanup” cards (knight equivalents).


=='''Ecological Footprint System'''==
The active player may perform several actions (some can be combined depending on the rules):


=== '''Local Footprint (LF)''' ===
'''<u>Propose a Trade</u>'''
Each player tracks their own footprint on their player board.


Building settlements, cities, or '''fossil''' power plants increases it.
As in Catan, you can propose trading resources with other players.
 
'''<u>Trade with Supply</u>'''
 
As in Catan, you can trade resources with the Supply. The standard rate is 4 identical resources '''or''' 3 science resources '''or''' 2 energy for any 1 resource. A building at a harbor can reduce the exchange rate for resources, but not science or energy.
 
'''<u>Build</u>'''
 
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Road:''' Roads must connect to the initial towns and cost 1 brick & 1 lumber</li>
  <li> '''Town:''' Towns must connect to roads and cost 1 brick & 1 lumber & 1 natural fiber & 1 food</li>
  <li> '''City:''' Replace an existing town with a City at a cost of 3 steel & 2 food </li>
  <li>'''Power Plant:''' Build a power plant on a hex adjacent to any town or city. Can only build 1 power plant per turn. Renewable power plants cost 3 science. Fossil fuel power plants cost 1 science.</li>
  <li>'''Development Card:''' Buy a Development Card for 1 food, 1 natural fiber, & 1 steel. There are several different development cards.</li>
  <ul class="bulletlist" style="padding-inline-start:40px;">
    <li>''Road Construction (2x):'' Build 2 roads for free.</li>
    <li> ''High Yield (2x):'' Take 1 resource card from up to 3 different hexes containing your renewable power plants.</li>
    <li>''Research Grant (2x):'' Take any 2 resources from the supply.</li>
    <li>''Victory Point (5x):'' Gain 1 VP.</li>
    <li>''Cleanup (14x):'' Move the Inspector '''or''' remove 1 Hazard from the board. Then steal 1 resource from a player with a higher LF than you. (Like the ''Knight'' card in Catan)</li>
  </ul>
</ul>
 
'''<u>Remove Hazard</u>'''


Building '''renewable''' power plants decreases it.
Spend 1 energy to remove a Hazard of your choice from the board.  


=== '''Global Footprint (GF)''' ===
'''<u>Demolish Power Plant</u>'''
This is the sum of all players’ Local Footprints and is tracked on the main board.


The higher the global pollution level, the more event discs are drawn at the start of each turn, meaning more potential negative events.
Spend 1 energy to demolish a Fossil fuel power plant. This will reduce your Local Footprint (LF).


=='''Events and Disasters'''==
'''<u>Increase Warehouse</u>'''
Event discs may trigger:


* '''Hazards:''' environmental disasters (floods, pollution, etc.) that can block resource production on certain hexes.
Spend 2 energy to increase your card limit to 10. If a 7 is rolled, you no longer need to discard cards unless you have 11 or more.
* '''Positive events:''' especially if players have invested in renewable energy. Green discs in the bag can trigger beneficial global effects.


Hazard tokens are placed on hexes: a hex with a hazard does not produce until energy is spent to clean it up.
==Ecological Footprint==


=='''Victory Strategies'''==
====Local Footprint (LF)====
There are multiple paths to victory:


* '''Classic:''' reach 10 Victory Points through construction and development.
Each player has a Local Footprint determined by their buildings and power plants.  
* '''Green / Sustainable:''' if the game ends because the event bag is empty, players are ranked by their '''renewable-to-fossil ratio'''; the most sustainable player wins.


There is also a '''cooperative / semi-cooperative tension''': too much pollution increases disasters for everyone, so even though players compete, they must monitor the Global Footprint together.
Building settlements, cities, or '''fossil''' power plants increases it.


=='''Differences from Classic Catan'''==
(Your player board displays how this is calculated. Brown '''{{Text|[+]|c=brown}}''' spots, gained from building towns, cities, and Fossil fuel power plants, add to your footprint. Green '''{{Text|[+]|c=green}}''' spots, gained from Renewable power plants, subtract from it.


* Introduction of a '''new resource type: Energy'''.
====Global Footprint (GF)====
* Addition of '''fossil and renewable power plants''', creating a strategic choice between fast but polluting growth or slower sustainable growth.
* A climate / environmental '''event system''' drawn from a bag, influenced by player decisions (pollution, buildings…).
* Ability to '''clean hazards''' by spending energy.
* The '''Environmental Inspector''' replaces the robber as the disruptive figure.


* '''Warehouse tiles''' allow players to increase their hand size.
The Global Footprint is the sum of all players' Local Footprints. The number indicates how many event discs are drawn during the event phase (see tracking board).

Latest revision as of 02:57, 27 November 2025

Differences from original Settlers of Catan

  • Additional resource type: Science (gained from cities)
  • Additional resource type: Energy (gained from power plants)
  • Events: Can be beneficial or not, depending on the number and type of power plants on the board
  • Hazard: Hazards on cities, towns, or power plants prevent players from gaining resources

Overview

New Energies is mostly like Settlers of Catan: get resources to buy buildings, roads, and development cards.

The game can end in one of two ways:

  1. The first player to reach 10 VP wins (as in classic Catan).
  2. The Event bag is empty. The player with the best balance of Renewable & Fossil fuel power plants wins. If no player has more Renewable power plants than Fossil fuel power plants, everyone loses.

Gameplay

Each player’s turn is divided into several phases:

Event Phase

The active player draws event discs from the bag. The number depends on the current Global Footprint (the Global Footprint is the value of all Fossil fuel plants and Renewable plants on the board).

The discs are placed on the board according to their icon. When all discs of an icon are filled, the event triggers. Events have different effects depending on player's footprint. They may hamper production, give resources, remove resources, or do other things.

Production Phase

The player rolls two dice (as in classic Catan). The sum of the dice indicates which hexes produce resources on this turn. All players who have towns (settlements) adjacent to those hexes receive 1 resource of that hex. Players with adjacent cities receive 1 resource of that hex and 1 science resource. Power plants on that hex and attached to that town/city produce energy.

Hazards prevent resource production. A hex with an Inspector or Hazard does not produce resources. A town, city, or power plant with a hazard on it cannot gain resources.

As in Catan, if the player rolls 7, players with 8 resources or more must discard half of them (rounded down). The active player moves the Environmental Inspector (robber) to a new hex and steals 1 random resource from a player with a building adjacent to that hex.

Action Phase

The active player may perform several actions (some can be combined depending on the rules):

Propose a Trade

As in Catan, you can propose trading resources with other players.

Trade with Supply

As in Catan, you can trade resources with the Supply. The standard rate is 4 identical resources or 3 science resources or 2 energy for any 1 resource. A building at a harbor can reduce the exchange rate for resources, but not science or energy.

Build

  • Road: Roads must connect to the initial towns and cost 1 brick & 1 lumber
  • Town: Towns must connect to roads and cost 1 brick & 1 lumber & 1 natural fiber & 1 food
  • City: Replace an existing town with a City at a cost of 3 steel & 2 food
  • Power Plant: Build a power plant on a hex adjacent to any town or city. Can only build 1 power plant per turn. Renewable power plants cost 3 science. Fossil fuel power plants cost 1 science.
  • Development Card: Buy a Development Card for 1 food, 1 natural fiber, & 1 steel. There are several different development cards.
    • Road Construction (2x): Build 2 roads for free.
    • High Yield (2x): Take 1 resource card from up to 3 different hexes containing your renewable power plants.
    • Research Grant (2x): Take any 2 resources from the supply.
    • Victory Point (5x): Gain 1 VP.
    • Cleanup (14x): Move the Inspector or remove 1 Hazard from the board. Then steal 1 resource from a player with a higher LF than you. (Like the Knight card in Catan)

Remove Hazard

Spend 1 energy to remove a Hazard of your choice from the board.

Demolish Power Plant

Spend 1 energy to demolish a Fossil fuel power plant. This will reduce your Local Footprint (LF).

Increase Warehouse

Spend 2 energy to increase your card limit to 10. If a 7 is rolled, you no longer need to discard cards unless you have 11 or more.

Ecological Footprint

Local Footprint (LF)

Each player has a Local Footprint determined by their buildings and power plants.

Building settlements, cities, or fossil power plants increases it.

(Your player board displays how this is calculated. Brown [+] spots, gained from building towns, cities, and Fossil fuel power plants, add to your footprint. Green [+] spots, gained from Renewable power plants, subtract from it.

Global Footprint (GF)

The Global Footprint is the sum of all players' Local Footprints. The number indicates how many event discs are drawn during the event phase (see tracking board).