The Seafaring Caravans 2 (Mixed Scenario)

The Seafaring Caravans Scenario is a scenario that can only be played with The Seafaring Caravans Map. It is recommended that you have played with both The Caravans and Seafarers before playing this scenario.

Setup
Build The Seafaring Caravans Map (Links at the bottom of the page) as stated on its respective page. Starting Settlements can be placed anywhere, and a road or a boat can be placed next to them.

Gameplay Changes
The main difference from the normal caravans scenario is that a camel can cross the water, but only if there is a ship there. Camels on ships count towards the longest trade route card, same as for roads. Both the pirate and the robber are used, and either one can be moved when a 7 is rolled, although the robber cannot be moved to the desert. Both the pirate and the robber start next to the board. Everything else is as stated in The Caravans or Seafarers directions.

Winning
The first player to reach 12 victory points wins the game. All players who's turns come after that player in the round get one more turn for a chance to tie them.

Compatibilities
The Seafaring Caravans Scenario is compatible with Harbormaster and most house rules not related to Desert Hexes, and can only be played with The Seafaring Caravans Map.

Compatible Maps

 * The Seafaring Caravans 1 (Mixed)
 * The Seafaring Caravans 1 (Mixed 5-6 Player Expansion)

Poll
Have you played this scenario? How much do you like it? Have not played it, no need to Have not played it yet, but would like to Hated it Disliked it "Meh" Liked it Loved it What is with the '2'?