Cities & Knights of Catan
Players: 2-4 (2-6 with Expansion) Ages 12 and up
Review by Ed, aka Treasure Boy, aka Mako, aka Weird
This expansion replaces the
building cost cards, largest army card, one die and the development deck
from the original game. It adds:
a. A Red Die and an Event Die, you
now roll three dice to start your turn.
b. Barbarian Tile, this is a
counter for the Barbarian hoard that is going to attack Catan.
c. Barbarian Ship, for the
Barbarian tile, it moves whenever the ship is rolled on the Event Die.
d. Three new Commodity cards,
Paper, Coin and Cloth. A city on Forest, Mountain Pasture will produce one
normal and the corresponding commodity. Each will let you upgrade your city.
e. Six Knights for each player,
two of each strength, level 1,2 and 3.
f. City Development Calendar, this
replaces the Building Cost Cards, as you make upgrades you flip down the
corresponding flap (one for each commodity)
g. Progress Cards, three colors, this
replaces the Development Deck. You get them from city upgrades. When a colored
city gate is rolled, everyone checks his city upgrades (the first upgrade pays
off if you roll the right gate and a 1 or 2 on the red die.) and if he made
the right roll, takes a card from the corresponding progress deck.
h. Metropolis, one for each of the
commodity upgrades, the first player to make the fourth upgrade in each
improvement, gets to place a Metropolis arch on a city, this city gets a bonus
2 victory points. The first player to get the fifth upgrade first takes
that Metropolis from the current owner (if it is the same player, nothing
changes). Once someone gets the fifth upgrade, no one can steal it.
i. City Walls, each person can
build up to three. This keeps the thief from stealing from you and lets you
hold 2 more cards in your had (you can have 7 normally, 9 with one wall...)
When the Barbarians reach the
shores of Catan, they attack, all active knights (they must be paid to work
for you!) are called to battle against the common enemy. The Barbarians
strength is equal to the total number of cites on the board. The knights are
added up together, if the Barbarians win, the person with the least amount of
Cities must downgraded a city to a settlement. If players are tied for the
least, they all downgrade one city. If the Barbarians lose, the player with
the highest knight points receives a victory point. If players tie, all the
tied players receive a progress card from the stack of his choice.
The knights are pivotal in this
expansion, they can only be placed and moved to intersections of your road,
this includes the end of your road. A knight can break up someone's road when
placed at the end of yours and in the middle of someone else's. A knight must
be activated to do an action, and it can't do an action on the same turn it is
activated. The actions are:
1.Move. It may move on the same
road to am empty intersection.
2: Displace another knight. A
knight can displace someone else's knight if the other knight is weaker. The
displaced knight must move on down the road, if it doesn't have a legal move,
it is taken off the board.
3. Scare away the Robber. It can
scare away the robber from the three surrounding hex's.
That is it in a nutshell, if you
like Catan, I am sure you would love this expansion.
(one point loss
for game length)