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Catan: Cities & Knights
Designer(s)Klaus Teuber
Publisher(s)Kosmos
Mayfair Games
Capcom
999 Games
Players3 or 4 (standard)
2, 5, or 6 (w/ expansions)
Setup timeapprox. 10 minutes
Playing time~90 minutes
Random chanceMedium
Age range12 years and up
Skill(s) requiredDice rolling, Trading

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Catan: Cities & Knights (German: Städte und Ritter), formerly The Cities and Knights of Catan is an expansion to the board gameThe Settlers of Catan for three to four players (five to six player play is also possible with the Settlers and Cities & Knights five to six player extensions; two-player play is possible with the Traders & Barbarians expansion). It contains features taken from The Settlers of Catan, with emphasis on city development and the use of knights, which are used as a method of attacking other players as well as helping opponents defend Catan against a common foe. Cities & Knights can also be combined with the Catan: Seafarers expansion or with Catan: Traders & Barbarians scenarios (again, five to six player play only possible with the applicable five to six player extension(s)).

Catan cities and knights unlock code keygen free

Differences from The Settlers of Catan[edit]

Because of the new rules introduced in Cities & Knights, the game is played to 13 victory points, as opposed to 10 as in the base game The Settlers of Catan.

The following cards are not used in Cities & Knights:

  • the Development Cards—which have been replaced by Progress Cards.
  • the Building Cost Cards—the information on these cards is provided by the City Upgrade Calendar.
  • the 'Largest Army' Card—having a large army is still an advantage, but does not earn victory points so directly as in the regular version of The Settlers of Catan. Instead of soldier cards, one is now able to purchase the eponymous knights.

Commodities[edit]

One of the main additions to the game is commodities, which are a type of secondary resource produced only by cities. Like resources, commodities are associated with a type of terrain, can be stolen by the robber (with Seafarers, also the pirate), count against the resource hand limit, and may not be collected if the robber is on the terrain. Resources may be traded for commodities, and commodities may be traded for resources. Commodities can then be used to build city improvements (provided the player has a city), which provide additional benefits.

The commodities are paper (which comes from forest terrain), coin (from mountain terrain), and cloth (from pasture terrain).

When combining Cities & Knights with Barbarian Attack Project m iso builder for mac. , the written rules are ambiguous with regards to whether commodities are collected along with normal resources when collecting from a Gold River tile, as well as whether or not commodities can be collected directly from Gold River tiles. However, online rules state that 'Gold can only buy you resources, not commodities.'[1]

A city on grain or brick gives two of each, as in the original Settlers. A city on wool, ore, or wood, produces one corresponding resource as well as one corresponding commodity (cloth, coin, or paper). Grain and brick, however, are used for new purchasing options: grain activates knights, and brick can be used to build city walls.

In total there are 36 commodity cards: 12 paper (from forest), 12 cloth (from pasture), and 12 coin (from mountains).

City improvements[edit]

A player with a city may use commodities to build city improvements, which allow several advantages. There are city improvements in five levels, and in three different categories. Each category of improvements requires a different commodity and higher levels require more cards of that commodity. At the third level, players earn a special ability, depending on the type of improvement.

The first player with an improvement at the fourth level can claim any of their cities as a metropolis, worth four victory points instead of two for that city. Each type of improvement has only one associated metropolis, and no city can be a metropolis of two different types (because of this, a player without a non-metropolis city may not build improvements beyond the third level). If a player is the first to build an improvement to the final level (out-building the current holder of the metropolis), they take the metropolis from its current holder.

Knights[edit]

The other significant concept in Cities & Knights is the concept of knights, which replace the concept of soldiers and the largest army. Knights are units that require continuous maintenance through their activation mechanism, but have a wide variety of functions. Knights can be promoted through three ranks, although promotion to the final rank is a special ability granted by the city improvement the Fortress.

Knights are placed on the board in a similar manner to settlements, and can be used to block opposing roads, active or not. However, knights must be activated in order to perform other functions, which immediately deactivate the knight. Knights cannot perform actions on the same turn they are activated, but can be reactivated on the same turn as performing an action. These actions include:

  • Moving along a road (with Seafarers, a line of ships)
  • Displacing opposing knights of a lower rank, forcing the lower ranked knight to retreat
  • Dispelling the robber (with Seafarers, also the pirate) if it is stationed nearby

If a knight is promoted or forced to retreat, its active status does not change.

The standard Cities & Knights game comes with 24 knights, 6 of each color. The 5/6 player extension adds a further 12 knights, 6 each of two new colors.

Barbarian attacks[edit]

Barbarian attack

Cities & Knights introduces a third die, known as the event die, which serves two functions. The first applies to the concept of barbarians, a periodic foe that all players must work together to defend against. Three of the sides of the event die have a picture of a ship on them. The other three sides have a symbol of a city gate, allowing players who have sufficiently built up a city to obtain progress cards (see below).

The barbarians are represented by a ship positioned on a track representing the distance between the ship and Catan (i.e. the board). Each time the event die shows a black ship, the barbarian ship takes one step closer to Catan. When the barbarians arrive at Catan, a special phase is immediately performed before all other actions (including collecting resources). In this special phase, the barbarians' attack strength, corresponding to the combined number of cities and metropolises held by all players, is compared to Catan's defense strength, corresponding to the combined levels (i.e. 1 point for each basic, 2 for each strong, and 3 for each mighty) of all activated knights in play.

If the barbarians are successful in their attack (if they have a strength greater than Catan), then the players must pay the consequence. The player(s) who had the least defense will be attacked, and will have one city reduced to a settlement. If they only have settlements, or metropolises, then they are immune to barbarians and do not count as the player contributing the least defense.

Should Catan prevail, the player who contributes the most to Catan's defense receives a special Defender of Catan card, worth a victory point. Regardless of the outcome, all knights are immediately deactivated, and the barbarian ship returns to its starting point on the track. In the event of a tie among the greatest contributors of knights, none of the tied players earn a Defender of Catan card. Instead, each of the tied players draw a progress card (explained below) of the type of their choosing. There are 6 Defender of Catan cards.

As the likelihood of having the barbarian move closer to Catan is very high, a variant in common usage is that the robber (and with Seafarers, the pirate) does not move until the first barbarian attack, nor can a knight move the robber before that point.

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Examples where cities are lost:

  1. Player A has 3 cities and 1 active strong knight. Player B has 1 city and 2 active basic knights. Player C has 2 cities and 1 active basic knight. When the barbarians attack, player C will lose one of his cities, because the attack strength (6 cities) is greater than all knights combined (5 knights).
  2. Player A has 3 cities and 2 active basic knights. Player B has 1 city, which is a metropolis, and no active knights. Player C has 2 cities and 1 active mighty knight. Player B's city is a metropolis, and metropolises cannot be destroyed by the barbarians, so Player A loses a city because they have the next fewest active knights.
  3. Player A has 2 cities and 2 active basic knights. Player B has 3 cities and 1 active strong knight. Player C has 2 cities and 2 active basic knights. All players will lose a city, because they all tie in the number of knights activated, and the barbarian attack strength (7 cities) is greater than number of active knights (6 knights).
  4. Player A has 3 cities and 1 active mighty knight and 1 active basic knight. Player B has 2 cities, which both are metropolises, and 1 active basic knight. Player C has 1 city, which is a metropolis, and no active knights. First in line to lose a city is player C, but because his city is a metropolis we need to look at the person next in line. This would be player B, but the same applies for him: he has activated only 1 knight, but both of his cities are metropolises. This leaves player A to lose a city.

Progress cards[edit]

The other significant outcome of the event die is Progress cards, which replace development cards. Because of the mechanics of progress cards explained below, one of the two white dice used in Settlers is replaced by a red die.

Progress cards are organized into three categories, corresponding to the three types of improvements. Yellow progress cards aid in commercial development, green progress cards aid in technological advancements, and blue progress cards allow for political moves. When a castle appears on the event die, progress cards of the corresponding type may be drawn depending on the value of the red die. Higher levels of city improvements increase the chance that progress cards will be drawn, with the highest level of city improvement allowing progress cards to be drawn regardless of the value on the red die.

Progress cards, unlike the development cards they replace, can be played on the turn that they are drawn, and more than one progress card can be played per turn. However, they can generally only be played after the dice are rolled. Progress cards granting victory points are an exception, being played immediately (without regards to whose turn it is), while the Alchemist progress card, which allows a player to select the roll of the white and red dice, necessitates the card being played instead of rolling the numerical dice. (The event die is still rolled as normal.)

Players are allowed to keep four progress cards (five in a five to six player game), and any additional ones must be discarded on the spot (unless the 5th card is a victory point, which is played immediately and the original progress cards remain). The only exception to this rule is if a player receives a 5th non-victory point progress card on his or her turn, in which case he or she has the option of playing any one of the five progress cards in his or her hand during the turn, thus bringing the progress card count back down to four. While this clarification is not overtly stated in the Cities & Knights rule book, it is enforced in the online version of the game.

In total, there are 54 progress cards: 18 science, 18 politics, and 18 trade.

City walls[edit]

City walls are a minor addition to Cities & Knights that increase the number of resource and commodity cards a player is allowed in their hand before having to discard on a roll of 7. However, they do not protect the player from the robber or barbarians. Only cities and metropolises may have walls, and each city or metropolis can only have one wall, up to three walls per player. Each wall that the player has deployed permits the player to hold two more cards before being required to discard on a roll of seven. This results in a maximum of 13 cards.

If the barbarians pillage your city, then the city wall is also destroyed and the wall is removed from the board.

The game comes with 12 city walls, 3 of each color.

The Merchant[edit]

The merchant is another addition to Cities & Knights. Like the robber, the merchant is placed on a single land hex. Unlike the robber, the merchant has a beneficial effect.

The merchant can only be deployed through the use of a Merchant progress card (of which there are six), on a land hex near a city or a settlement. The player with the control of the merchant can trade the resource (not commodity) of that type at a two-to-one rate, as if the player had a control of a corresponding two-to-one harbor.

The player with the control of the merchant also earns a victory point. Both the victory point and the trade privilege are lost if another player takes control of the merchant. 6 in 1 solar kit instructions pdf.

City Upgrade Calendar[edit]

In place of The Settlers of Catan standard improvement cost card, Cities & Knights gives a calendar type flip-chart to each player, of course still matching that player's color. The top of the chart has the standard costs from the Settlers game (for settlements, upgrade to city, and roads). It does not include the Development Card cost as those cards are not used in a Cities & Knights game. It does include the costs of hiring a knight, upgrading a knight's level or strength, and the cost to activate a knight. It also includes the cost of a ship, which are not used in a regular game of Cities & Knights, but presumably this is to cater for players who have combined Cities & Knights and Seafarers.

Those are only the rudimentary costs of the game however. The calendar also shows the costs of the next city improvement in each of the three categories — as a city is improved in a category, that segment has its card flipped down calendar style to reveal the newly built improvement, any advantages gained by the improvement, and the updated cost of upgrading to the next level in that category. Each segment, as it is flipped down, also shows the updated dice pattern needed to earn the player a progress card in that category.

External links[edit]

  • Catan: Cities & Knights at BoardGameGeek
  • Official website of the author Klaus Teuber
  • Official PC version of Catan - Cities & Knights

References[edit]

  1. ^von Sebastian Rapp; Klaus Teuber (5 December 2008). 'Combination of 'Barbarian Attack' with 'Cities & Knights''. Catan.com. Retrieved 29 August 2013.

General references[edit]

The official website for the world of Catan. (2016). Retrieved May 17, 2016, from http://www.catan.com/service/game-rules

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Catan:_Cities_%26_Knights&oldid=991292749'

Flourishing trade brings prosperity to Catan. However, all this wealth also attracts barbarians. The knights of Catan are needed! The expansion can also be combined with “CATAN® - Seafarers” and “CATAN® - Traders & Barbarians.” Requires the CATAN® base game to play.

Über das Spiel

Catan Cities And Knights Unlock Code Keygen Torrent

What Is It About?

Use the hexes of the CATAN base game to assemble Catan inside the provided frame. Each player has just finished building a settlement and a city, when dark clouds gather over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sail toward the island's shores. There is still enough time to prepare for confronting the intruders, though. The strength of the hostile barbarian army always corresponds to the number of cities on Catan. In order to successfully defend Catan, the knights of all players combined must be at least as strong as the barbarian army.

Knights are not used in the form of cards; instead, they are represented by wooden tokens that are placed on unoccupied intersections. Each token has an “active” side depicting a black-and-white knight helmet and an “inactive” side depicting a knight helmet in color. A knight can only fight after he is activated; activation costs one grain. After paying the grain, you turn the knight token over so that its active side is face up. Each ring on the token counts as one strength point.
If the knights of all players combined have enough strength points to defeat the barbarian army, the danger is averted for the moment. However, if the Catanian knights are too weak, a city will be raided and downgraded to a settlement.
This unfortunate event always affects the player who had the lowest total strength of active knights when the barbarians attacked. Besides defending Catan, knights can also be used to chase away the robber or to displace another player’s knight.

When the players are not busy defending Catan, they are competing for the metropolises, which represent two additional victory points. In order to establish a metropolis (which is placed on top of a city), the players first need to improve their cities.

The construction of city buildings, such as the Library, Market, Abbey, or Town Hall, is indicated on development flip-charts.

The players pay for city improvements with commodities such as coins, cloth, or books. How do you get commodities? Instead of two resources, cities adjacent to mountains, pasture, and forest hexes produce only one resource but also one commodity derived from the respective type of resource.
With increasing city improvements, the odds become more favorable for players to obtain new progress cards. Cards such as “Mining,” “Irrigation,” or “Building Crane” allow for faster settlement activities. Cards such as “Merchant,” “Merchant Fleet,” “Trade Monopoly,” or “Resource Monopoly” create advantages with regards to trade. On the other hand, one can irritate stronger players with cards such as the “Deserter,” “Spy,” or “Diplomat.”

Get used to a tougher life on Catan – and a longer but also more exciting game. The first player to reach 13 victory points is the winner.

Possible Combinations

Possible Combinations of “Cities & Knights” with Other Expansions

1. Combination with the “Seafarers” Expansion

You can use the possibilities of the “Seafarers” expansion together with 'Cities & Knights'. In our experience scenarios such as 'Heading To New Shores' and 'Through the Desert' are suitable. The exploratory scenarios and all other scenarios with many smaller islands are unsuitable. When playing with the Seafarers” expansion, you must ensure that certain actions that apply to roads are also possible for ships.

Rules for 'Cities and Knights' with the Seafarer Expansion

  • For scenarios with several islands, the same rules apply to an attack by the barbarian army as in the basic game.
  • Knights can also be moved over the sea, when start and finish are connected by roads and ships, or by ships only.
  • A player may move an activated knight to a sea crossing, if one of his ships is adjacent to this sea crossing (the knight is then on the ship).
  • When a knight stands on a crossroads, where the last ship of a line of ships borders, the ship's line is closed. In other words, the connection of a knight to a settlement of the same color must never be interrupted.
  • If a player interrupts an foreign line of ships with a knight (or a settlement), this line of ships is interrupted in the sense of the 'longest trade route'. Nevertheless, the owner of the line of ships may not dissolve it by transferring his ships, which are adjacent to the foreign knight.
  • If a player deactivates an active knight that borders the field with the pirate, he may move the pirate.
  • The number of victory points specified for each scenario should be increased by 2.
  • For a city on a gold river field, one always receives only raw materials, never merchandise.
  • The dealer may not be placed on a gold river field.
  • The rule, that the robber must not be displaced before the barbarians have reached Catan for the first time is also true for the pirate (who, of course, is not in the desert), should he be in the game.

2. Combination with the “Explorers & Pirates” Expansion

In “Explorers & Pirates,” building cities is not allowed; you build harbor settlements instead. This makes sense when playing “Explorers & Pirates“ independently of other expansions, because its strategic emphasis is on exploration and transporting commodities, crews, and settlers.

In ”Cities & Knights,“ the strategic emphasis is on city expansion and city defense.

Theoretically, it is possible to combine the two expansions and thus create a game that provides an even larger variety of strategies and possibilities to win.

If you want to combine these two expansions, you should be aware that the resulting game is rather complex and perhaps even a bit confusing. However, a group of players who know both expansions well may definitely give it a try. At least for the first attempt, scenario 4 with its “Fish for Catan” and “Spice for Catan” missions should be used

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Rules Suggestion for Combining “Cities & Knights” with “Explorers & Pirates”

A) Building Cities

You are allowed to upgrade settlements to cities. You can choose whether to upgrade a coastal settlement to a city or to a harbor settlement. Subsequent conversion of a city into a harbor settlement or vice versa is prohibited.

B) Setting Up the Starting Island

When choosing the terrain hexes from the “Catan” base game to set up the starting island, remove 1 forest hex and add 1 fields hex instead.

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C) Set-up Phase

Instead of building a settlement, each player builds a city and thus begins the game with 1 harbor settlement and 1 city.

D) Knights

Knights cannot be transported by ship. Therefore, they stay on the island where they were built. Unlike crews, knights you have built on an island occupied by a pirate lair are not allowed to participate in the battle for the pirate lair. You are not allowed to use them as merchants in the villages of the spice hexes either.

Knights may neither be built on intersections nor be moved onto intersections adjacent to an undiscovered hex.

E) Barbarian Attack

When determining the strength of the barbarians, all cities are considered – that is, the cities on the starting island as well as the cities in the discovered areas. Harbor settlements are not included in the count.

The strength points of all knights are also taken into account.

F) Crews

Crews are not counted for the defense of the cities against the barbarians.

G) Commodities

You are not allowed to buy commodities from the supply by paying gold.

If you have the “Fast Gold” advantage, instead of a resource you may also sell a commodity for 1 gold.

H) Progress Cards
  • Medicine: By paying 1 ore and 1 grain, you can convert a settlement into a harbor settlement. Converting a settlement into a city costs you 2 ore and 1 grain.

  • Bishop: Instead of moving the robber – who doesn't exist in the “Explorers & Pirates” expansion – you may place or move your pirate ship. If you place the pirate ship, the owner of the pirate ship that previously occupied the sea hex must return it to his supply.

  • Mining/Irrigation: For a harbor settlement adjacent to a mountains/fields hex you also collect ore/grain.

  • Deserter: The card only applies to knights. Crews are not allowed to desert.

  • Inventor: Except for the 6, 8, 12, and 2 number tokens, you may swap all number tokens – that is, you may also swap number tokens from the starting island with number tokens from the discovered areas and number tokens from defeated pirate lairs.

  • Road Building: You may only build roads – not ships.

I) Aqueduct

If you have built the Aqueduct, and the production roll (except for the “7”) results in you receiving no resources, you may take – according to the “Cities & Knights” rules – any 1 resource of your choice. In addition, under the “Explorers & Pirates” rules, you receive 1 gold.

“Catan - Cities & Knights” For PC And Mac | Catan.com

J) End of the Game

I recommend to calculate the victory points required to win the game as follows:

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  • Victory points of the “Explorers & Pirates” scenario + 5 (for cities, metropolis, and Defender of Catan)

When combining scenario 4 of the “Explorers & Pirates” with “Cities & Knights,” this would result in 20 victory points.

3. Combination with the “Traders & Barbarians” Expansion

Many of the 'Traders & Barbarians' scenarios combine well with 'Cities & Knights' and the scenarios of the Seafarers expansion.

  • Please click here for more information on possible combinations.

Tips

In “Cities & Knights,” a player rolls 3 dice at the beginning of his turn: 2 production dice and 1 event die. 3 sides of the event die show the barbarian ship. This means, there is a 50% chance per turn for the barbarian ship to come one step closer to Catan. Considering this circumstance, it may take only 3 or 4 turns until the barbarian ship lands on Catan.
Therefore, it is important to start building knights early in the game and to activate them. Such preparation will help to avoid being the target of the barbarian army, i.e., losing a city. Grain is very important in terms of defending Catan. Knights are of no use as long as you don't have grain to activate them.

There are certain “house rules” that may soften the impact of the barbarian attack at the beginning of the game. You can, for instance, declare the first barbarian attack void or allow each player to have one activated knight at the beginning of the game.
Personally, I am not a big fan of such variants. One major appeal of the game is attributable precisely to the threat of the barbarian army, which players have to prepare for as early as possible in the game and include in their strategic planning.

Catan Cities And Knights Rules

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Cities & Knights – Game Rules & Almanac (3-4 Players)(6.02 MB)