Promised Lands: the expansion
Promised Lands is free and built in. Tap it on the setup screen, or pick an island with outer isles, and the game sets the rules and points to match. Everything from the base game still applies.
Promised Lands: ships and outer isles
On maps with more than one island, the sea between them becomes part of the game.
- Ships cost 1 wood and 1 wool and sail along the sea edges, from a village on the coast or another ship. A line of ships works like a road: it reaches new coasts where you can settle.
- Moving ships. Once a turn you can move the ship at the open end of a line to another lane, so a route can change course.
- New islands pay. Your first village on an island you reached by ship is worth 2 extra points.
- Gold rivers pay out a resource of your choice when their number is rolled.
- Longest Route replaces Longest Road and counts roads and ships together.
- The sea robber. On a 7 you can move the sea robber instead of the cat robber. It closes the lanes around its hex to new ships, pins the ships there and robs their owners.
Promised Lands plays to the island's own target plus 4 (10 on Classic). Islands made for it include Classic & outer isles, Twin isles, Archipelago and the Random islands that grow outer isles.
More options
- Fog of war hides the outer isles and the sea around them until your roads and ships discover them.
- Treasure chests wait on the outer isles and at sea, holding resources or a development card for whoever reaches them first.
- Edit the island by hand on the setup screen: terrain, numbers and harbours.
- Every rule has a switch under Advanced setup: points to win, the cat robber and discards, the development deck, the awards, the bank and player trading.