ShimaWorld
gamer level 5
4940 xp
4940 xp
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Player Stats
Critic (lvl 1)
240 xp
240 xp
Explorer (lvl 3)
757 xp
757 xp
Professor (lvl 1)
228 xp
228 xp
Reporter (lvl 1)
211 xp
211 xp
About Me
LOCATION-Ouray County, CO......
Magic:TG player since 1996, D&D since 2011, designer board games since 2013 (starting with Small World, hence my username).......
In addition to playing many family games with my daughters ages 5&8, I also started a kids boardgaming club at my wife's school called *Kids Cardly Board*........
High School technology teacher, Ukulele player/teacher, Dancer/choreographer, Video Gamer (from Atari 2600 to X360), Believer!
Catan Junior
Being a fan of the classic game The Settlers of Catan (SOC), I couldn’t wait to someday introduce that world to my young daughters (ages 5 & 8) and my students in my kids board gaming group. However, I didn’t think they were quite ready for the complexity of SOC and would probably get confused by the rules and strategy or fatigued by its running time. Enter CATAN JUNIOR by Mayfair Games, a Catan game designed just for younger players…OR IS IT?!?!
Let me just start off by saying that both my wife and I have played a fair share of SOC with expansions, but after playing Catan Junior (CJ), we immediately both agreed that CJ would be an excellent way to introduce ANYONE of any age (particularly casual gamers) to the world of Catan!
GAMEPLAY
Since many gamers are probably already familiar with how SOC gameplay works, I’ll make lots of comparisons to CJ that way. CJ is basically a streamlined SOC. The theme of CJ is pirates! Yay! Who doesn’t love pirates? Your goal is to be the first pirate to build seven Pirate Lairs before your opponents do. Pirate Lairs are the equivalent to settlements in SOC (there are no pirate cities….). In CJ, there isn’t one large island that generates many resources, but many hex-shaped islands that each generate a single resource, with water lanes separating the islands. The placement of these islands on the board and rolled number needed to generate resources have already been preselected. This makes setup A LOT FASTER than in SOC!
Depending on which color you choose, the game board has pre-marked where your first two starting pirate lairs are placed as well as one pirate ship. The pirate ship is the equivalent to a road in SOC. Rules for building more ships and lairs in CJ is similar to SOC in that you must have a certain amount of resources to build them, and the ships must be built next to your lairs and vice versa. A difference is that you don’t have to be two intersections away from another lair to build your next one. This makes it easier for younger players. There is still strategy on choosing the direction to build your ships on the map to help you gather resources.
Another similarity to SOC is that, instead of a Robber, there is a Ghost Pirate! Ooooooo! He works basically the same the robber, but looks cooler! When a player moves the ghost pirate to an island, they collect 2 of that island’s resource from “the bank” and island now won’t generate resources for anyone until the pirate is moved again.
CJ is played with only a SINGLE six sided die. Like SOC, you roll the die at the start of your turn. There are five resources that can be collected for players who have a lair built next to the generating islands determined by the die roll. A roll of 1-5 will produce Goats, Molasses, Cutlasses, Wood, and Gold for players with Lairs in right places. (A roll of 6 allows the player to move the Ghost Pirate.)
One of the biggest differences/additions to CJ is the The Marketplace, which replaces the trading-resources-with-other-players mechanic. Printed on the side of the board (on the shore) are carts which, at the beginning of the game, will hold one of each resource. On their turn, a player may freely trade 1-for-1 with the marketplace to get a resource they need. Because of that, what the marketplace has to offer is always changing. I like the marketplace idea because it helps prevent arguments/hurt feelings with kids if no one will trade with them. (The rules state that the trading mechanic can easily be put back into the game if you’d like however!) There are no ports in CJ, but a player can always trade 2-1 with the bank to get a resource they need.
Lastly, players can opt to buy a Coco the Parrot token, which is the equivalent in SOC to a development card and doubles as the same as getting the Longest Road title. Coco tokens will net the player either additional resources, a free ship/lair, or a move of the ghost pirate. The player who has the most Coco tokens at any time also gets to build a free lair on Spooky Island (the home of the Ghost Pirate.)
COMPONENTS
**THE BOARD ART, LAYOUT, AND THE COMPONENTS HAVE BEEN UPDATED FOR THE BETTER THAN WHAT IS SHOWN ON THE IMAGE ON THIS PAGE** So check out updated images on sites like BGG or around the net.
The components are excellent! Resources are NOT cards but thick cardboard tokens. In fact there are no cards in this game at all. Everything is either thick quality cardboard (resources, Coco tokens, building menus) or plastic (lairs, ships, ghost pirate). My only gripe is that I prefer wood to plastic, but the detail with the plastic looks cool so… All the pieces are durably made with kids in mind, but I like them as well!
The board is two sided and very colorful and exciting to look at. One side is the 2-player board and the other is the layout for 3-4 players. Unfortunately, there isn’t a way to play with more than 4 players.
CONCLUSION
Catan purists may bristle at this, but I truly feel CJ is the best way to introduce both casual and family gamers to the Catan world. Explaining the gameplay and the setup of the game is much quicker than SOC. Games will last anywhere from only 30m to 1h depending on the players, which makes for a easier choice to play it when time is a factor (especially if you’re trying to squeeze a game in with the kids before bedtime.)
What I really like is all the concepts and strategies (planning your route on the board, resource management, etc) you learn in CJ will carry over to SOC. I feel confident that when I do introduce SOC to my daughters and students, they will grasp the basic gameplay quickly because of their CJ experience, allowing me to just focus on teaching them the deeper gameplay changes that SOC brings, and they won’t feel quite as lost as if I were to have started them out with SOC. That goes for adults as well! My wife said she wished she would have learned CJ first as it would have made SOC a lot easier to quickly grasp.
I rate this game a 10 for Kids and Family Gamers with kids ages say age 9 and under. For other gamer types, your milage will vary, keeping in mind it is designed for a younger audience. I do feel it really is worth considering as a better “gateway” into Catan (and designer games in general) than the full SOC game. It not only is fun to play, but fun to teach. It’s wonderful watching kids figure out the strategies that you know, as an avid gamer, will serve them well as they mature and learn more challenging, complex games.
If you have kids (or maybe even if you don’t), you will be VERY HAPPY with this purchase! It’s a quality, well designed game a family or a group of kids will really enjoy together. And it has lots of replayability, (especially if you add in house rules of your own!)