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CATAN: Starfarers

Game ID: GID0062380
Game Info
Year
2019
Collection
Rating
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Description

Twenty years ago, the settlers started into the depths of the galaxy to discover unknown planets, the undiscovered universe lying before them. Maybe they'll find planets with good ore or carbon deposits — or perhaps only barren ice planets. They might encounter alien folks and start lucrative trading, with pirates and wormholes being a constant challenge for them.

Catan: Starfarers is a new version of Starfarers of Catan, originally released in 1999, that contains completely revised graphics and game materials, revised rules, and (most importantly) a variable game board that brings even more variety to the exploration of space.

Changes to the mechanics include

-If you are lower in the points you get cards on your turn regardless of what you roll. Two random cards initially, then one, then none as your victory points go up. This is a nice touch. No matter how unlucky you are you still get something. Plus if a player rolls a seven, the person can take a card from any other player, but their opponents now draw a random card from the deck.

- Market Trades: Since you have no roads you no longer need ports so, since you no longer have ports you can trade with the market for any resource on your turn; provided you have the right cards. Additionally the ratios aren't bad, Any resource for 3:1, i.e. three of one for one of any other type. Goods (a type of resource) trades for 2:1. This plus no road blocking allows you to trade for resources and keep playing.

- There are NPC races that can give you benefits, some of which are +1 resources whenever you get a resource of the same type. But you have to get there early. Now there is a new dynamic to the game, going out into space becomes a strategy on its own.

- Negotiated trades: Since the resources are more readily available there are less negotiated trades. They still exist and someone can still trade 1:1, 3:1, etc... but it is no longer a singularly driving force in the game. Unless you have a big move and you're missing that one card.

- Resource (set collection) becomes part of your strategy without being limited to negotiation and luck of the die. I think this actually works better.

Colonization: You colonize to claim planets in a system. This is the same as building towns in Catan. But how many can be in a system (hex) depends on player count. In a three player game you're only allowed two colonies per system. In a four player game each system only holds up to three players colonies. If you got blocked out early from the closest systems, reach further into the stars to other systems. Who knows you might meet pirate and you'll have to fight, or traders, perhaps a race of Travelers who will open a worm hole to anywhere on the map.

Description

Twenty years ago, the settlers started into the depths of the galaxy to discover unknown planets, the undiscovered universe lying before them. Maybe they'll find planets with good ore or carbon deposits — or perhaps only barren ice planets. They might encounter alien folks and start lucrative trading, with pirates and wormholes being a constant challenge for them.

Catan: Starfarers is a new version of Starfarers of Catan, originally released in 1999, that contains completely revised graphics and game materials, revised rules, and (most importantly) a variable game board that brings even more variety to the exploration of space.

Changes to the mechanics include

-If you are lower in the points you get cards on your turn regardless of what you roll. Two random cards initially, then one, then none as your victory points go up. This is a nice touch. No matter how unlucky you are you still get something. Plus if a player rolls a seven, the person can take a card from any other player, but their opponents now draw a random card from the deck.

- Market Trades: Since you have no roads you no longer need ports so, since you no longer have ports you can trade with the market for any resource on your turn; provided you have the right cards. Additionally the ratios aren't bad, Any resource for 3:1, i.e. three of one for one of any other type. Goods (a type of resource) trades for 2:1. This plus no road blocking allows you to trade for resources and keep playing.

- There are NPC races that can give you benefits, some of which are +1 resources whenever you get a resource of the same type. But you have to get there early. Now there is a new dynamic to the game, going out into space becomes a strategy on its own.

- Negotiated trades: Since the resources are more readily available there are less negotiated trades. They still exist and someone can still trade 1:1, 3:1, etc... but it is no longer a singularly driving force in the game. Unless you have a big move and you're missing that one card.

- Resource (set collection) becomes part of your strategy without being limited to negotiation and luck of the die. I think this actually works better.

Colonization: You colonize to claim planets in a system. This is the same as building towns in Catan. But how many can be in a system (hex) depends on player count. In a three player game you're only allowed two colonies per system. In a four player game each system only holds up to three players colonies. If you got blocked out early from the closest systems, reach further into the stars to other systems. Who knows you might meet pirate and you'll have to fight, or traders, perhaps a race of Travelers who will open a worm hole to anywhere on the map.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 7
This page: 7
Sentiment: pos 5 · mix 2 · neu 0 · neg 0
Mentions per page
Showing 1–7 of 7
Video HJyX_MYDTNg Review at 0:16 sentiment: positive
video_pk 66877 · mention_pk 162689
CATAN: Starfarers video thumbnail
Click to watch at 0:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game has a familiar Catan DNA, particularly in its trading mechanics.
  • It's easy to learn and has a small, readable rulebook.
  • The game is described as fun and cutthroat.
  • Players really enjoyed the game, with friends expressing intent to buy it.
  • It's considered a great science fiction game.
  • The host loves the game and regrets not playing it sooner.
  • It's better than Settlers of Catan, according to one player.
  • The final turn victory was epic and fun.
Cons
  • The initial draw of random cards was misunderstood, making trading less impactful until figured out.
  • A player missed out on a point because another player took the desired element first.
  • The host previously disliked the original Starfarers of Catan.
Thematic elements
  • starfaring peoples colonizing space
  • outer space
Comparison games
  • Settlers of Catan
  • Ticket to Ride
  • Horrified
Mechanics (from transcript analysis)
  • area control/placement — Colonies are placed on intersections between planets, and players can build starbases around existing colonies. Trade enclaves can also be established.
  • building — Players use resources to build colony ships, trade ships, starbases, ship upgrades (boosters, freight pods), cannons, etc.
  • card drafting — Players can draw random cards, and at the start, new players get a booster draw of two cards, then one, then none.
  • Dice rolling — Players roll two dice at the start of their turn, and the result determines which planets produce resources.
  • Movement — Ships move across the board based on dice rolls (from balls in a rocket shaker) and boosters, with a base movement of three after an encounter.
  • Push Your Luck — The flight phase involves shaking a rocket with balls; a black ball triggers an encounter, and the movement potential depends on the balls that fall.
  • Resource management — Players collect resources (ore, fuel, food, carbon, goods) from colonized planets to build various game elements.
  • set collection — Collecting resources and potentially specific cards or tokens to achieve objectives or gain advantages.
  • Trading — Players can trade resources with other players or with the supply, with specific rates for different resource types.
  • Victory Points — Players earn victory points by creating colonies, building starbases, taking over pirate bases, establishing trade enclaves, and reaching objectives.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am really enjoying it. I am really having fun with this game. It's kind of cutthroat.
  • Ray made the point. He said, 'I'd rather play this than Settlers.'
  • But, I like this one, too. And I like this one better.
  • I love it. I love this game and I'm kicking myself I didn't play it sooner.
  • You were right. It's it's a fantastic game.
  • I'm going to give Catan Starfarers an 8.5.
References (from this video)
No references stored for this video.
Video ZxKEhuMvdqc watch it played Rules Teach at 0:11 sentiment: positive
video_pk 64708 · mention_pk 158200
watch it played - CATAN: Starfarers video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Impressive, large-scale physical components (e.g., the mothership) that enhance table presence.
  • Multiple setup options in the Almanac offer variety and replayability.
  • Clear, sequential tutorial structure that walks players through production, trading, building, and flight phases.
  • Trade/build loop and flexible actions allow dynamic player interaction and strategic choices.
Cons
  • Noted complexity and learning curve; the host describes 'it's a lot' of rules to absorb.
Thematic elements
  • space exploration, colonization, alien alliances, piracy
  • Space, galaxy exploration
  • space-opera flavor delivered through setup, exploration, and encounters
Comparison games
none
Mechanics (from transcript analysis)
  • combat and pirates — Combat strength is calculated from ship components; pirates are represented by other players and must be defeated by meeting or exceeding pirate strength; outcomes can involve resource loss or token changes.
  • Encounters — During flight, encounters are resolved by drawing encounter cards and reading aloud the top text; players make choices that lead to outcomes, including spending resources or triggering combat or other effects.
  • Exploration and setup — The setup includes arranging planetary disks, choosing almanac options, and placing initial tokens and ships; first-game setup recommends a fixed layout from the rulebook.
  • Fame tokens and points — Fame tokens are earned from encounters and can form a victory-point symbol; losing tokens can also affect the score if they break a pair; tokens convert to points when formed.
  • Flight phase and movement — Speed is determined by base values plus boosters; ships move along intersections; movement has restrictions (must end on empty intersections, avoid blocking sites, etc.).
  • Outposts, colonies, and upgrades — Colonies can be established at colony sites; colonies can be upgraded to space ports; ships and upgrades (boosters, freight pods, cannons) affect movement, combat, and docking; trade stations are placed at outposts with required freight pods.
  • Production Phase — The active player rolls the dice and adds the values; then every planet with that number yields a resource to players adjacent to that planet, with resources awarded per spaceport and colony adjacent to the rolled number.
  • Resource management — Players manage resources generated by dice rolls; victory points are tracked on a score track; the game ends when a player reaches 15 points or more.
  • Resource management and scoring — Players manage resources generated by dice rolls; victory points are tracked on a score track; the game ends when a player reaches 15 points or more.
  • Trade and build phase — Players trade resources with each other or the supply, and may build structures or ships by paying resources; the current player can finalize deals and exchanges follow specific restrictions.
  • Trading — Players trade resources with each other or the supply, and may build structures or ships by paying resources; the current player can finalize deals and exchanges follow specific restrictions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • as humanity spread throughout the solar system it's population skyrocketed and now it's time to head for new homes in the deep recesses of space you've been chosen as a star fare to find those new homes establish trade colonies forge alliances with alien races and deal with treacherous space pirates it's a lot but the Galactic Empire is looking for a new leader and it could be you so join me at the table and let's learn how to play the game
  • giant freaking mothership
  • mint that's pretty cool
  • that's everything you need to know to play Catan Star Affairs
  • this is a special tutorial because it's part of an event known as tabletop showcase
References (from this video)
No references stored for this video.
Video BRYETfUjCP8 Watch It Played Discussion at 0:25 sentiment: positive
video_pk 64710 · mention_pk 158209
Watch It Played - CATAN: Starfarers video thumbnail
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Brand-new production with revised components and design
  • New insert to organize all components for easy setup
  • Multiple modular setups offering strategic or exploratory play
  • Appeals to both fans of the original and newcomers
Cons
none
Thematic elements
  • exploration, trade, colonization, and encounters with aliens and pirates
  • space exploration with planets, alien outposts, and spacefaring commerce
  • informational overview of a revised edition with emphasis on changes and setup options
Comparison games
  • Catan Starfarers (original edition, 1999)
Mechanics (from transcript analysis)
  • building — Players build settlements and cities and roads to gain victory points.
  • Dice rolling — Rolling dice yields resources that can be traded to build and advance on the board.
  • dice-based resource generation — Rolling dice yields resources that can be traded to build and advance on the board.
  • hidden victory points — Points are accumulated to determine the winner.
  • Trading — Resources can be traded with other players to acquire needed goods.
  • variant_configurations — Supports multiple setups, including strategic and exploration-oriented variants.
  • victory_points — Points are accumulated to determine the winner.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we're gonna bring you a new piece of content each day on Monday
  • starting on November 11th 2019
References (from this video)
No references stored for this video.
Video y-Biw5otw9U Shelfside Review at 0:12 sentiment: mixed
video_pk 60667 · mention_pk 153079
Shelfside - CATAN: Starfarers video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Easy to learn with a concise rulebook and strong player aids
  • Deluxe components and high-quality inserts
  • Mothership upgrades and ship-based movement add depth
  • Rich alien decks with unique passives and flavor
  • Multiple avenues for scoring via aliens, pirates, and fame
Cons
  • High MSRP ($100) for what is perceived as limited replay value
  • Encounter system and wear/tear cards introduce swinginess and can disrupt flow
  • Weak theme immersion and some terminology confusion
  • Pacing can be long without enough conflict to sustain engagement
  • Terminology and tokens (e.g., food/ore naming) can be confusing
  • ReplayabilityVariants are limited and prompts can feel repetitive
Thematic elements
  • Exploration, trade, alliance-building, piracy
  • Outer space with spacefaring civilizations, planets, colonies and spaceports
  • Space opera with encounter-driven events and sci-fi flavor
Comparison games
  • Catan (base game)
  • Scythe
  • Rivals for Catan
  • Seafarers
  • Traders & Barbarians
  • Explorers and Pirates
Mechanics (from transcript analysis)
  • Alien trade posts and passives — Befriending aliens via trade posts grants passive abilities and points; aliens influence economy and scoring.
  • Area movement — Ships move around a map and spaceports expand a player's reach; movement is central to strategy.
  • Charity/RNG resource flow — When VP is low, players draw charity resources; as VP increases, charity cards decrease.
  • Colonies and upgrades — Colonies function like settlements; upgrades to Spaceports unlock new ship actions.
  • Encounter deck and random events — Encounter cards introduce thematic, random events that affect resources, movement, or options each turn.
  • Events — Encounter cards introduce thematic, random events that affect resources, movement, or options each turn.
  • Mothership upgrades and ball-rolling — Mothership upgrades affect ship movement; rolling the ‘balls’ determines how far ships can move.
  • Resource production by dice roll — Rolling two dice determines resource production for players much like classic Catan, with a space-themed resource pool.
  • Sector/map variants — Map sectors can be arranged semi-randomly or fully random, affecting strategy and novelty.
  • Ship-based movement and spaceports — Ships move around a map and spaceports expand a player's reach; movement is central to strategy.
  • Trade and barter — Trading with other players remains, though with altered economics and new resource types.
  • Trading — Trading with other players remains, though with altered economics and new resource types.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Katan star Affairs is definitely a deluxe feeling game in terms of components
  • this is one of the best inserts I've seen with slots for your long ships
  • Starfares really rewards players who understand each alien deck
  • Katan Studio wins again
  • Starfarers is really a game that could justify the box if you love moving ships and upgrading the Mothership
References (from this video)
No references stored for this video.
Video DM9df3H7XOk Game Night Picks - Pair Of Dice Paradise Review at 3:18 sentiment: positive
video_pk 34964 · mention_pk 104228
Game Night Picks - Pair Of Dice Paradise - CATAN: Starfarers video thumbnail
Click to watch at 3:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Modular board increases replayability
  • Dice-driven resource system provides clear tension between luck and strategy
  • Space exploration and trade theme is engaging and thematic
  • Focus on expansion, fleet upgrades, and diplomacy fits the Star Trek-style sci-fi vibe
  • Promotes asymmetrical decision making through diverse upgrade paths
Cons
  • Luck can heavily influence resource generation, leading to variability between sessions
  • Complex fleet upgrade options may introduce a steeper learning curve
  • Theme-heavy presentation might overwhelm players new to resource-management games
  • Pirate mechanics could feel punitive if not balanced carefully
Thematic elements
  • Space trade, exploration, colonization, and conflict with pirates
  • Interstellar galaxy exploration, colonization of distant planets, and diplomacy with alien civilizations.
  • Modular space exploration with flexible story threads through resource management and diplomacy
Comparison games
  • Starfarers of Catan
Mechanics (from transcript analysis)
  • colonization and trade — Establish colonies and trading posts to generate resources and wealth.
  • diplomacy with Galactic Council — Interactions with alien civilizations influence trade and alliances.
  • fleet upgrades — Upgrade ships with freight pods, booster rockets, and cannons to expand capabilities.
  • Modular board — A variable game board that changes each game to increase replayability.
  • pirate threat — Galactic pirates pose obstacles that must be repelled through strategy.
  • Resource Production — Resources are produced based on dice rolls matching adjacent planets, driving settlement and expansion.
  • spaceports and ships — Spaceports construct ships to transport colonies and expand reach.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You begin your mission with two colonies and a spaceport
  • Resources will need to be harvested from the newly colonized planetary systems
  • Glory and victory will be won by the brave and astute Explorer
  • Leave Terra and the known planets behind to explore and colonize the galaxy
  • Catan Starfarers is a new version of the game Starfarers of Catan
References (from this video)
No references stored for this video.
Video Y3Sd9e1gjxI The Secret Cabal Gaming Podcast Other at 4:05 sentiment: positive
video_pk 10421 · mention_pk 84653
The Secret Cabal Gaming Podcast - CATAN: Starfarers video thumbnail
Click to watch at 4:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Space exploration theme
  • Multiple alien race interactions
  • Complex resource management
Cons
none
Thematic elements
  • Galactic exploration and resource management
  • Outer space colonization
  • Sci-fi colonization
Comparison games
none
Mechanics (from transcript analysis)
  • Alien interactions — Diplomatic encounters with different alien races
  • dice-based resource generation — Roll determines planet resource production
  • ship movement — Mothership and colored balls determine travel
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Catan has sold over 30 million copies worldwide
  • The impact Catan has had on us and our hobby is measurable
References (from this video)
No references stored for this video.
Video lBI4yr98tdU BoardGameBollocks Review at 0:14 sentiment: mixed
video_pk 6123 · mention_pk 125538
BoardGameBollocks - CATAN: Starfarers video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Space theme integrates well with Catan’s core mechanics and adds depth
  • A broad suite of components (colonies, space ports, trading ships, colony ships) expands gameplay and decision space
  • Robber-like element is modified rather than removed, maintaining tension without the original mechanic’s downtime
  • Reprint offers significantly improved component quality
  • Rich potential for strategic planning and thematic storytelling within the Starfarers setting
Cons
  • Game length can be long (roughly three hours for first-time players)
  • Adds multiple layers of randomness (ship moves, encounter cards, resource flows) that can feel chaotic
  • Aesthetics and alien artwork are divisive among players
  • Balance and encounter costs can produce brick-wall moments or perceived unpredictability
  • Some rulebook and almanac variations feel sloppy or overly complex
Thematic elements
  • space exploration, trade, colonization, and encounter-based events
  • A spacefaring civilization explores the galaxy, establishing colonies and trading with alien races.
  • open-ended exploration with episodic encounters and spaceflight progression
Comparison games
  • Catan (base game)
Mechanics (from transcript analysis)
  • Colony and spaceport placement — Colonies are placed on planets; spaceports act as a more powerful centerpiece akin to a city, with additional strategic placement consequences.
  • Colony ships and space travel — Ships enable travel across the galaxy to establish new colonies, unlocking further expansion and scoring opportunities.
  • Combat-like/defense elements — Cannons, boosters, and defenses provide interaction when expanding into contested space or encountering pirates and hazards.
  • Combat: Damage Based — Cannons, boosters, and defenses provide interaction when expanding into contested space or encountering pirates and hazards.
  • Encounter cards during flight — Encounter cards introduce thematic events and costs/rewards, injecting variability into flight phases and expansion plans.
  • resource production via dice — Players collect resources based on dice rolls tied to planets adjacent to their colonies, adapting the vanilla Catan model to a space setting.
  • Trading ships and boosters — Ships and boosters modify movement, resource exchange, and the reach of your exerted influence across space lanes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It takes Catan to a new level both in mechanics and in scope.
  • There's an absolute wealth of things to do; you never stop for something to do with your cards you've got in your hand.
  • The robber mechanism has essentially been not removed but been modified.
  • In the production phase you actually get something; you’re rewarded even though you haven’t rolled the right dice.
  • It’s a decent alternative that suffers from being too long and too random at times.
  • The component quality is absolutely fantastic in the reprint.
References (from this video)
No references stored for this video.
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