New Shores

How to play

Ten minutes to learn. A lifetime spent blaming the dice.

The goal

Be the first player to reach the chart's victory-point target — 10 VP on Drowning Isles, 7 on Skerry, 12 on Long Coast. Settlements are worth 1 VP, cities 2 VP, and bonuses and hidden estate cards make up the rest.

A turn, in order

  1. Roll the dice. Every tile with that number pays its resource to every player with a settlement (1 card) or city (2 cards) on its corners.
  2. Build, trade, buy — in any order, as much as your hand allows.
  3. End your turn and pass the dice.

What things cost

Road
Connects your network. You have 15.
Settlement +1 VP
On an empty corner touching your road, two corners clear of any neighbour. You have 5.
City +2 VP3×
2×
Upgrades one of your settlements; produces double. You have 4.
Dev card
Drawn from a 25-card deck. Playable from your next turn.

Trading

On your turn, after rolling: propose a player trade (any cards for any cards — others accept, you pick who to close with), or trade with the bank at 4:1 — improved to 3:1 or 2:1 when one of your settlements sits on a matching port.

The seven & the robber

A roll of 7 produces nothing. Every player holding more than 7 cards discards half, then the roller moves the robber to any tile: that tile stops producing, and the roller steals one random card from a player on it.

Development cards

Knight

Move the robber and steal — playable even before you roll. Three played knights earn Largest Army (+2 VP); a bigger army steals the title.

Road building

Place two roads, free.

Year of plenty

Take any two resources from the bank.

Monopoly

Name a resource — every other player hands you all of theirs.

Victory Point

A hidden victory point. Revealed only when it wins you the game.

Bonuses

Longest Road (+2 VP): first unbroken road of 5+; taken by anyone who builds a longer one. Largest Army (+2 VP): first to play 3 knights, taken by a larger army. The game log records every change of hands.

The charts

Drowning Isles — the classic 19-tile chart, 3–4 players, 10 VP. Skerry — a tight 10-tile outpost for 2–3 players, 7 VP, done in under half an hour. Long Coast — a 30-tile sprawl for 4–6 players, 12 VP. The host picks the chart in the lobby; the map itself is drawn fresh at game start.

Maps & scenarios

Every map plays the core rules above — these are the rules each one adds.

Base game

The classic rules, nothing added.

  • First to 10 victory points on your turn wins.
  • Settlements are worth 1 VP, cities 2. Longest Road (5+ segments) and Largest Army (3+ knights) are worth 2 VP each and can be stolen.

Quick game

A pocket map tuned for ~20 minutes.

  • Only 7 VP wins here, on a 10-hex map for 2–3 players. Everything else is the base game.

Large board

A bigger island for bigger tables.

  • 12 VP wins, 4–6 players, 30 hexes. Everything else is the base game.

Island hop

Your first ships: one channel to a small island.

  • 10 VP wins. A 4-hex island sits across a one-hex channel — one ship crosses it.
  • Your FIRST settlement on an island you haven't settled is worth +2 VP.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

New Shores

Full seafaring: outer islands, gold, the pirate.

  • 14 VP wins. Four one-hex islands ring the mainland; your first settlement on each pays +2 VP.
  • Gold hexes produce a resource OF YOUR CHOICE for each adjacent settlement (two for a city) when their number rolls.
  • Setup is on the mainland only; you reach the islands by ship.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

The Four Islands

No mainland — start anywhere, discover everywhere.

  • 13 VP wins. Four islands, open water between them.
  • Setup can be on ANY island. Each island you settle beyond the ones you started on pays +2 VP for its first settlement.
  • Two gold hexes pay a resource of your choice on their roll.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

The Great Crossing

Two shores, one channel, big tables.

  • 14 VP wins, 4–6 players. A 22-hex mainland faces a 9-hex far shore across one channel.
  • Your first settlement on the far shore pays +2 VP.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

New World

The map itself is drawn fresh every game.

  • 13 VP wins. Coastline, islands and water are GENERATED anew each game — no two boards repeat.
  • Your first settlement on each island beyond your starting one pays +2 VP.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

Through the Desert

The frontier is sand, not sea.

  • 12 VP wins. A six-hex desert belt splits the island; there is no water and there are no ships.
  • The land beyond the desert scores like a new island: your first settlement there pays +2 VP.
  • Setup is on the main region only — you cross the desert by road.

The Fog Islands

The map is hidden until you sail into it.

  • 12 VP wins. Fogged tiles hide their terrain and number until one of your roads, ships or settlements touches a corner of the tile.
  • Revealing a LAND tile pays you one of its resource on the spot. Revealing open sea pays nothing.
  • There are no island bonuses on this map — exploration itself is the reward.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

The Forgotten Tribe

Eight islands, already inhabited — bearing gifts.

  • 13 VP wins. The tribe's small islands can never be settled and never produce.
  • Gifts wait along their coastlines: build or move a ship onto a gift edge to claim it — victory point chits, development cards, or harbours.
  • A gifted HARBOUR is yours to place: on a shore edge beside one of your buildings, never next to an existing harbour. It works immediately.
  • The robber starts on a desert, may never enter the tribe's islands, and once it leaves its home desert it can never return there.
  • Ships (1 lumber + 1 wool) are roads for the water: a road needs an edge touching land, a ship an edge touching sea — a coastal edge can take either, and the picker asks when both fit.
  • Roads and ships join ONLY at your own settlement or city. At an empty corner, a ship may extend only your ships and a road only your roads.
  • Longest Trade Route counts roads and ships together, but a road may meet a ship only at your own building on that corner.
  • Once per turn you may MOVE a ship instead of building one: only a ship at the open end of a route (none you built this turn), to any legal edge. Glowing ships can be picked up.
  • The pirate is the robber's sea twin. On a 7 (or a Knight), tap open water to place the pirate instead: it blocks all ship building and movement on its hex's edges and robs a player with a ship there.

Cities & Knights

A second economy — and an invasion to hold back.

  • 13 VP wins. There are NO development cards — knights and progress cards replace them.
  • Cities on forest, pasture and mountains produce 1 resource + 1 COMMODITY (paper, wool→cloth, ore→coin). Commodities buy city improvements.
  • Three improvement tracks (Trade, Politics, Science): level N costs N of that commodity. Level 3 grants an ability, level 4 founds a METROPOLIS (+2 VP), level 5 makes it permanent.
  • KNIGHTS stand on corners: build (ore+wool), activate (grain), promote (ore+wool, once per turn). An active knight can chase the robber or block corners; moving is along your own roads.
  • The EVENT DIE rolls with every throw: barbarian faces advance the invasion ship; gate faces pay progress cards to players with matching improvement levels.
  • When the barbarians land, the island's defence is the sum of active knight levels vs the number of cities. Win: the top contributor takes Defender (+1 VP). Lose: whoever contributed least loses a city. All knights deactivate.
  • The robber starts OFF the board until the first invasion. A 7 still forces discards.
  • Hand limit is 7 plus 2 per city wall (walls cost 2 brick).