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KLAUS TEUBER G AME R ULES & A LMANAC

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Page 1: Game Rules almanac - Startseite | Catan.de · PDF fileStarting Map for Beginners Beginners should set up the game according to the example shown here. Place the barbarian tile beside

Klaus Teuber

Game Rules& almanac

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Page 2: Game Rules almanac - Startseite | Catan.de · PDF fileStarting Map for Beginners Beginners should set up the game according to the example shown here. Place the barbarian tile beside

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Game RulesExcept where noted below, Catan: Cities & Knights (aka

“Cities & Knights”) uses all the rules from Catan® (aka “The Settlers of Catan”). The additional rules include:

•arevisedturnorder;

•rulesforplacingandusingknights;

•rulesforcitydevelopmentandprogresscards;and

•rulesfortheattackingbarbarians!

These12-pagerules(pages2-13)containalltheimportantinformationthatyouneedtoplay!Lookforspecificinformationabouttheindividualprogresscardsinthe“Almanac,”whichfollowsaftertheserules(seepages14-18).

Game ComponenTs•1“barbariantile”withmovementspacesfor

the barbarian ship

•36commoditycards,including:

– 12 paper (from forest)

– 12 cloth (from pasture)

– 12 coin (from mountains)

•54progresscards:

–18tradeprogresscards(yellowflagontheback)

–18politicsprogresscards(blueflagontheback)

–18scienceprogresscards(greenflagontheback)

•6“DefenderofCatan”victorypoint(VP)cards

•4developmentflip-charts(“citycalendars”)

•woodenplayingpiecesin4colors:

–12citywalls(squarewoodentokens;3ofeachcolor)

–24knights(roundwoodentokens;6ofeachcolor)

•3metropolispieces(yellowwoodencitygatepieces)

•3metropolistokens(diecutcardboard)

•2sheetsofknightlabels

•1barbarianship(woodenshippiece)

•1merchant(woodenconepiece)

•1GameRules&Almanacbooklet

•1gameoverview(onbackofthisbooklet)

•1eventdie(with3shipsand3citygatesymbols)

WhaT You need From Your CaTan GameToplay Cities & Knightsyou

will need most of the components fromacopyofCatan. Set aside thefollowingCatanpieces,asyouwon’t need them:

•Thedevelopmentcarddeck;

•The“LargestArmy”card;and

•Thebuildingcostscards.

SeeIllustrationsAandB.Cities & Knights pieces replace these components. Use all of the remainingpiecesfromCatan.

Dear Knights of Catan,This booklet contains all of the guidelines you need to play Catan: Cities & Knights®. We recommend that you first

read the “Game Overview” on the back of these rules. Then read the “Game Rules” to familiarize yourself with the basic changes in this expansion. Finally, refer to the “Almanac” when special questions arise during play. Also note that the Almanac includes instructions on how to label the game parts.

Youcanfindfurtherinformationonlineat:mayfairgames.com catan.com klausteuber.com

The New World is Winter and We create wonders knowing onlee truth transcends decay

Ageneralnoteontheserules.Thisisthe5thEnglish-languageeditionofCatan: Cities & Knights.Overtheyears,theruleshavebeenclarified,refined,andoccasionallyupdated.AsofJanuary1,2015,alloftherulesinthisversionofCatantake

precedenceoveranypreviously-publishedrules.

Illustration A

laRGest aRmy

2 Victory Points!The first player to play 3 Knight cards

gets this card. Another player who plays more Knight cards takes this card.

Set aside all of these Catan pieces before youstart—youdon’tneedtheminC&K.

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Youusethedevelopmentflip-chartstotrackthecityimprovementsthatyoupurchase.Eachpageoftheflip-chartshowsthebuildingcostsofeachpiece.Eachsectionalsoshowsthecostofthenextlevelofimprovement.Whenyoubuyacityimprovement,youflipthepagesectionmatchingtheimprovementyoupurchased.

Eachpagesectiondepictsanillustrationoftheimprovementsthatyou’vepurchased,andanumberofreddice.Thesereddicetellyouifyouacquireprogresscards.Thethirdlevelofimprovementineachcategorydescribesthespecialabilityyou’vejustearnedforthatdevelopmenttrack.

City WallsCitywallsarelow,squarewoodenblocksthatyoucanplacebeneathyourcities.Tobuildacitywall,youpay2brickresourcestothebank.Eachcitywallyouhaveontheboardincreasesthemaximumnumberofcardsyoucansafelyholdinyourhandwhena“7”isrolledontheproductiondice.Eachcitywalladds2cardstoyour“safe”handlimit.

Youmayonlybuildacitywallunderacity.Youcannotplaceacitywallunderasettlement.Ifoneofyourcitieswithacitywallisreducedtoasettlement(bythebarbarians),youmustalsoremovethatcitywallfromtheboard.Also,youmayonlybuild1citywallunderagivencity,andyoucanhaveamaximumof3citywallsontheboardatanygiventime.

seTTinG up The island oF CaTanNormally,youplayCities & Knightsonarandom,variablegameboard,justliketheCatanbasegame.However,werecommendthatyouusethepreparedboardset-upshowninIllustrationD(seepage4),it’sidealforyourfirstgameofCities & Knights.Thislayoutprovidesabalancedproductionofresources(mostespeciallygrain)andcommoditiesthatmayprovescarceduringthegame.

Hexagon Tiles and the Barbarian TileAfterconstructingtheframe,placethehexagonaltiles(hexes)withintheframeasshownintheGameOverview. Ifyouareconstructingarandomboard, place the land hexes in the centeroftheframedareaasyouwouldnormally.

Next, place the “barbarian tile” as noted. The barbarian ship will movealongthistracktowardCatan.Again,ifusingarandomboard,shuffletheharbortokensandplacethemnormally.

neW Game pieCes

Progress CardsIn Cities & Knights, these

three card decks replace the developmentcarddeckfromCatan.

KnightsBeforeyouplayCities & Knightsforthefirsttime,youneedtolabelall24knighttokens(theroundwooden“disks”).Thereare6tokensofeachcolor.

Thereare6knightsperplayer(color):

•2basicknights (1ring,openhelmet)

•2strongknights (2rings,fullhelmet)

•2mightyknights(3rings,great-helmwithcrest)

You need to attach 2 labelstoeachknighttoken.LabeleachtokesasshowninillustrationC.Thefrontsideofeachtokengetsthe“inactive”symbol(ablack&whiteimage),thereversesideofeachtokengetsthe“active”symbol(afull-colorhead).

Important: Make sure to affix the correct stickers to each token. The “inactive” front and “active” back of each token must be a knight of matching level. For example, inactive basic on the front, active basic on the back, etc.

Development Flip-chartBeforeplayingyourfirstgame,youmustseparatethespiral-boundpagesofthedevelopmentflip-charts.Eachpageoftheflip-chartsisperforated,sothereare3partstoeachpage.Gentlypullthesectionsofeachpageapart.Whenfinished,youshouldhave5pages,eachdividedinto3separatesections.

Illustration B

Illustration C

KniGhTs Inactive Active

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seTTinG up The GameSorttheresourcecardsinto5stacks,1foreachresource.Placethemface-upneartheisland.

Sortthenewcommoditycardsinto3stacks,oneforeachcommodity.Placethemface-upbytheresourcecards.

Dividetheprogresscardsinto3stacksbytheflagcoloronthebackofeachcard(green,blue,andyellow).Shuffleeachstackseparatelyandplacethemfacedownneartheisland.

Placethe3metropolises,thetradercone,the3dice (1yellow,1red,and1eventdie),andthe“LongestRoad”cardnear the island.

Placetheblackwoodenshiponthe“barbarianship”spaceontheBarbarianTile.ThebarbarianshipmovesalongthistrackonitswaytoCatan.

Placetherobberonthedeserthex.

Eachplayerselectsacolorandtakesallofthepiecesofthatcolor.Eachplayerreceives:

•5settlements,4cities,and15roads (all from the Catanbasegame);

•6knights(2eachofbasic,strong,andmightyknights);

•3citywalls;and

•1developmentflip-chart.

seT-up phaseOnceyou’veconstructedtheboardandarrangedthepieces,begintheset-upphase.Nowtheplayersplacetheirinitialsettlements,cities,androads.Eachplayerrollsthedice;theplayerwiththehighestrollbegins.

Startingwiththefirstplayerandcontinuingclockwisearoundthetable,eachplayerplaces1settlement and 1 road (as in basic Catan).

Then, the second placement roundbeginswiththelastplayerto place a settlement. It continues counterclockwise around the table(sothefirstplayertoplacea settlement will be the last to place).Eachplayernowplaces1cityand1road,followingallofthe normal rules for placement described in the Catan base game(i.e.,nocitymaybeplacedfewerthan2spacesawayfromallsettlements, etc.).

Youreceiveyourfirst resourcesimmediatelyafteryouplaceyourcity.Youget1resource for each terrain that yourcityisadjacentto.

Placeyourdevelopmentflip-chartinfrontofyouwiththefirstpageshowing(indicatingthatyouhavenotbuiltanycityimprovements).

5••••

2•

10•••

10•••

8•••••

12•9

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3••

6•••••

5••••

11••

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Illustration D

Starting Map for BeginnersBeginners should set up the game according to the example shown here.

Placethebarbariantilebeside the board.

Placethebarbarian ship here.

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Turn overvieWTheplayerwhoplacedthelastcitytakesthefirstturn;afterwards,inclockwisedirection,onebyonetheotherplayerstaketheirturns.Onyourturn,thefollowingactionsareperformed, in the order listed:

•Yourollall3dice.•Theresultsoftheevent(symbol)dieareresolved.•Progresscardsmaybedrawn(dependingontheresultoftheeventdie).•Allplayersproducetheresourcesindicatedbytheredandyellowdice.•Allplayersproducethecommoditiesindicatedbytheredandyellowdice.•Youmaydoanyorallofthefollowinginanyorder:

– Trade resources and/or commodities with the bank and/orotherplayers. –Buildroads,settlements,cities,knights,citywalls,and/orcityimprovements. –Activate,promote,and/orperformactionswithyourknights. –Playanynumberofprogresscards.

Note: The “Alchemist” progress card can only be played before the dice are rolled. It is the only progress card that can be used before the dice are rolled and the results resolved.

speCiFiC aCTions

Dice RollsEachplayerbeginshisturnbyrollingall3ofthedice.Theresultofthedicewilldeterminenotonlywhichterrainhexesproduce resources and commodities, but also what actions the barbarianswilltake,andifanyprogresscardsaredrawn.Theeffectsofthedierollmustberesolvedinaspecificorder:•First,usetheeventdietodeterminewhateventtakesplace

that turn.•Iftheshipsymbolisshowing,thenmovethe

barbarian ship 1 space closer to the island ofCatan.TheshipfollowsthetrackontheBarbarianTile.Theshipbeginsitsjourneyonthe space illustrated with the ship. The barbarians attack whentheshipreachesthelastspace.(See“AttackoftheBarbarians”onpage11.)•Ifoneofthethreecitygatesymbols(blue,green,oryellow)isshowing,thenallplayersmaybeeligibletodrawaprogresscard.Tobeeligible,aplayermustbeabletomatchthenumberrolledon the red die with one of the red die icons showingonhisflip-chartinthesectionthatmatchesthecolorofthecitygaterolledonthesymboldie (see example).

Example: See Illustration F. The event die shows a yellow gate, and the red die shows the number “1.” All those players who have purchased at least the first level yellow city improvement (the market) are eligible to draw a yellow progress card.

Beginningwiththeplayerwhoseturnitis,andcontinuingclockwise,eacheligibleplayerdrawsthetopmostcardfromtheprogresscardstackthatmatchesthecolorofthecitygateshowingontheeventdie.Keepyourprogresscardssecretfromyouropponentsuntilyouplaythem.Youmayneverhavemorethan4progresscardsinyourhand.See“ProgressCards”onpage9.

•Addtheredandtheyellowdicetogethertodeterminewhich hexes produce resources and commodities forallplayers.Allhexeswhosenumbermatchesthissum produces 1 of the appropriate resources for each settlementadjacenttoit.Productionforacityborderingaproducinghexdependsonthetypeofterrainrolled.SeeIllustration J.

AsinCatan basegame,anyhexthatisoccupiedbytherobberdoesnotproduceanyresourcesorcommodities.Also,ifa“7”isrolledonthedice,nohexesproduce:instead,theplayerwhorolledthe“7”mustmovetherobberandmaybeabletosteal1cardfromanyopponentwhosesettlementorcityisadjacenttothe robber. The robber cannot be moveduntilafterthebarbariansreachtheislandofCatanforthefirsttime.Untilthefirstbarbarianattack,ifyourolla“7”,eachplayermustcheckifheisholdingtoomanycardsasusual;however,youdonotmovetherobberfromthedesertandyoudonotstealacardfromanotherplayer.Further,youarenotallowedtomovetherobberbyplayingofanyprogresscards(liketheBishop)orknightactionsuntilafterthefirstbarbarian attack.

Illustration F

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Illustration G

Cities Produce Resource &

Commodity Cards

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TradingandBuildingIn Cities & Knights,youareallowedtobuildandtradeanynumberoftimesandinanyorder.Youdonotneedtofinishallofyourtradingbeforeyoubeginyourbuilding.Alloftherulesfrom CatanapplytotradesmadeinCities & Knights (with the additionofthecommoditycards).Progresscardsmayneverbetradedatanytime.

Allofthebasicrulesforbuildingremainineffect.Thecostofroads,settlements,andcitiesremainunchanged.Thereare,however,2newitemsthatyoumayelecttobuildduringyourturn.Also,youmaynolongerpurchasedevelopmentcardswithresources.

The2newitemsarecitywallsandknights.

CityWallsTobuildacitywall,youmustpaytwobrickresourcestothebank.Placethecitywall(thesquarewoodenpiece)underanycityyouownontheboard.Therearethreerestrictionsontheplacementofcitywalls:

a.Youmayonlybuildcitywallsundercities—never under settlements.

b.Youmayonlybuildonecitywallundereachcity.

c.Youmayneverhavemorethan3citywallsatonetime.

Eachcitywallyoucontrolincreasesthemaximumnumberofcardsyousafelyholdinyourhandwhena“7”isrolledontheproductiondice.Eachcitywalladds2cardstothislimit.

Example: If you have 2 cities, each with a city wall, you may safely hold up to 11 cards in your hand without having to discard half of them when a “7” is rolled.

Ifthebarbarianspillageyourcity(i.e.,reduceittoasettlement),thecitywallisalsodestroyed.Youmustremovethecitywallfromtheboard.

KnightsKnightsarerepresentedbytheroundwoodentokens.Eachknighttokenislabeled on both sides. One side—showingthesymbolofaknight’shelmetinblackandwhite—istheinactiveside.Aninactiveknightmaynotperformanyactions.The other side of the token, which depicts the helmet incolor,istheactiveside.Thetypeofhelmetandthenumberofringsindicatethestrengthoftheknight.

Reminder: See Illustration H. The open-face helmet and single ring denotes a “basic knight.” The full helmet surrounded by a pair of rings indicates a “strong knight.” The great-helm adorned with the glowing sun and trio of rings represents a “mighty knight.”

Ifyouwishto“hire”aknight,youmustpayonewoolandoneoretothebank.Thisallowsyoutotakeabasicknight(openhelmet/onering)andplaceitontheboard.Newlyplacedknightsarealwaysplacedwiththeinactivesideup.Youmayplaceyourknightonanyunoccupiedintersectionconnectedtoyourroads.Thereare2specialpurchasesyoucanmakeonceyouhaveaknight:

ActivatingaKnightInorderforaknighttotakeanaction,hemustfirstbeactivated.Toactivateaknight,youmustpayonegraintothebank.Thenyoumayturntheknighttokenovertotheactiveside,whichdepictsthehelmetincolor.Thestrengthoftheknightdoesnotaffectthecosttoactivateit.Itcostsonlyonegrain,regardlessofwhetheritisabasicknight,oramightyknight.Aknightmaybeactivatedonthesameturnhewasbuilt;however,theknightmaynotperformanactiononthatsameturn.

PromotingaKnightYoucanincreasethestrengthandeffectivenessofyourknightsbypayingadditionalcommodities.Thecosttopromoteabasicknighttoastrongknightorastrongknighttoamightyknightisonewoolandoneore.Whenyoupromoteaknight,returntheoldknighttoken(whichmayberepurchasedlater)andreplaceitwithatokenshowingthenexthigherstrengthlevel.Thenew,strongerknightmustbeplacedinthesamelocationastheknightyouhavepromoted.Thestatusoftheknight,activeorinactive,isnotchangedwhenyoupromotetheknight.Youmaypromoteaknightonthesameturnthathewasoriginallybuilt,oronanylaterturn.Aknightmayonlybepromotedonceperturn.Youmayonlypromoteastrongknighttoamightyknightafteryouhavepurchasedthethirdlevelofthepolitics(blue)cityimprovement(the“Fortress”).

PlayingProgressCardsDuringyourturn,afteryouhaverolledthedice,youmayplayanynumberofprogresscardsinanyorder.Youmayplaythembetweenotheractionstakenduringyourturn.Whenyouplayaprogresscard,resolveallofitseffects,thenplaceit,facedown,undertheprogresscardstackofthematchingcolor.

Formoreinformationaboutprogresscards,see“ProgressCards”onpage9orconsulttheCities & KnightsAlmanac.

Illustration H

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CommodiTiesIn Cities & Knights,we’veadded3new,“refined”materialstothegame(seeIllustrationI).AsinCatan, we refer to the 5basicmaterials(lumber,wool,grain,brick,andore)as“resources.”

The3newmaterials(cloth,coin,andpaper)arecalled“commodities.”Inmanyways,thecommoditiesaretreatedthesameasresources,buttherearealsosomewaysinwhichtheydiffer.Hereareallofthedetailsaboutcommodities:

•Commoditiesareproducedonlybycities,andonlyinforest, pasture, and mountains.•Commodities,whenproduced,areaddedtoyourhandofresourcecards.Theycounttowardtherobberorlimitwhena“7”isrolled.Theymaybestolenbytherobber,orlost as a discard.•Thebordersoncommoditycardsareintertwinedwithribbonsthatmatchthecolorofthecommodity(goldforcloth,greenforpaper,andgrayforcoin).Thebordersontheresourcecardsallareplainknotwork.Bothcommoditycardsandresourcecardshavethesamecardbacks (i.e., a map).•Commoditiesmaybetradedinallthesamewaysasresources.Youmaytradethemfreelywithotherplayers.Youmayexchange4ofthesamecommodityfor1ofanyresourceorcommodityyouchoose.Ifyouhaveasettlementoracityona3:1harbor,youmaytrade3ofanycommodityfor1ofanyresourceorcommodityofyourchoice.Youmayalsotrade4ofanyresourcefor1ofanycommodityyouchoose(3:1ataharbor;2:1ifyouhavethematchingspecialharbor).•Youneedcommoditiestoacquirecityimprovements.•Someprogresscardsspecificallymention“resources”or“commodities.”Thesecardscanonlyaffectthetypeofmaterialtheyspecificallymention.

CiTY improvemenTsOneofyourmostimportantconsiderationsasaprinceofCatanisthecontinuedimprovementofyourcities.Thisimprovementismadepossiblethroughtheuseofcommoditycards.Youareabletoimproveyourcitiesinthreeareasofdevelopment:trade(yellow);politics(blue);andscience(green).Youmaypurchaseimprovementsinall3areasevenifyouownonly1city.

Yourcityimprovementsaretrackedwithyourdevelopmentflip-chart.Yourflip-chartisdividedinto3separateparts, 1foreachofthe3areasofdevelopment.Eachsectionhas 5pages,whichcorrespondtothe5levelsofimprovement youcanacquireineacharea.Atthebeginningofthegame,openpage1ofyourflip-chart;thepageindicatesthatyouhavenoimprovements.

Thevariousimprovementsarerepresentedbyimportantbuildingsthatcanbeconstructedinyourcities,suchasamarket,acathedral,oralibrary.Thecostofabuildingisshowninthelowerrightcornerofeachflip-chartpage.

Example: See Illustration J. The market costs 1 cloth. Pay 1 cloth and flip the Market section of your development flip-chart.

Thefirstimprovementineachareaalwayscosts1commodityofthematchingtype.Thesecondimprovementineachareacosts2ofthatcommodity.Thecostofeachsubsequentimprovementisagainincreasedby1.

Thereisonerestrictiononthepurchaseofimprovements,however.Ifyouhavenocitiesontheboard(becausethebarbarianshavepillagedyourlastcity),youmaynotpurchaseanycityimprovementsuntilyouhavebuiltatleast1city.(See“AttackoftheBarbarians”onpage11.)

Eachimprovementincreasesyourchanceofbeingeligibletodrawprogresscards.Eachimprovementshowsapictureoftheimprovement.Abovethatpictureisarowofreddice.

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Illustration J

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Eachdieshowsanumber.Iftheeventdierollshowsacitygate,youmaydrawaprogresscardoflikecolor—butonlyifthenumber on the red die matches one of the dice pictured on that color’ssectiononyourdevelopmentflip-chart.Ahigherlevelofimprovementincreasesyourchancetodrawprogresscards.

Example: See Illustration K. If you have built the market improvement, it shows 2 red dice. If the event die rolls the yellow city gate, and the red die shows a “1” or “2,” then you may draw a yellow progress card.

In addition, whenyoubuild the third improvementineacharea,youreceiveaspecialability.Youareable to use this abilityfortheremainder of thegame,evenifotherplayersalsoachievethethirdlevelofimprovement(inwhichcasetheyalsogettheadvantage)orifyoupurchaseimprovementsbeyondthethirdlevel.Theadvantagethatyougainfromeachcolorofimprovementisdifferent:

•TradingHouse(yellow):Youmaytradecommodities(ofthesametype)2:1foranycommodityorresource.Youmaymakethistradeonlyduringyourturn,asifyouwereusingaharbor.Thisspecialtradeadvantagedoesnotincluderesources,onlythethreecommodities.

•Fortress(blue):Youmaypromotestrongknightstomightyknightsafteryouhavebuiltthefortress.Youmuststillpaytopromotetheknightsnormally.

•Aqueduct(green): If, when the dice are rolled forproduction,youdonotreceiveanyresourcesorcommodities,youmaytakeanyoneresourceofyourchoicefromthebank.Youmanynot,however,usethisabilitywhena“7”isrolled.

The meTropolisBuildingcityimprovementsisalsoimportantifyouwanttohaveametropolis.Ametropolisisrepresented byayellowcitygate.Thesegates aredesignedtofitoverthewooden citypieces.

Only3metropolisesmaybeinplayatanygiventime:oneeach for trade, politics, and science.

Thefirstplayerwhoachievesthefourthlevelofimprovementinanyoneofthese3areas(thebank,thecathedral,orthetheater)mayplaceoneofthemetropolisgatesonanyoneofhiscitiesontheboard.Youmaytakethemetropolisonlyifnootherplayeralreadycontrolsthefourthlevelimprovementofthatcolor,fortherecanbeonly1metropolisforscience,trade,orpolitics.Whenyouacquireametropolis,placethemetropolistokenoftheappropriatecoloronyourflip-charttoshowwhichareaisassociatedwithyourmetropolis.

Acitywithametropolisisworthatotalof4victorypoints!Thisincludes2pointsforthecityand2additionalpointsfor the metropolis.

Youmaytakeanotherplayer’smetropolisifyouareabletoacquirethefifthlevelofimprovementinthematchingcolorbeforehedoes.Ifanotherplayerreachesthefifthlevelofimprovementbeforethemetropolisownerdoes,hemaytakeboth the metropolis piece and the colored metropolis token.

Ifyouhavereachedthefifthlevelofimprovementinanyarea,noplayermaytakeyourmetropolisaway.

Ametropolisisimmunetothebarbarians.Itcanneverbepillagedorreduced.However,themetropolisiscountedwhendeterminingthestrengthofthebarbarianarmy.

Youmaybuildmorethanonemetropolis.Ifyouarethefirstplayertoreachthefourthlevelofimprovementinmorethanonearea(orifyoureachthefifthlevel,therebytakinganotherplayer’smetropolisaway),youmayplaceanothermetropolisgateononeofyourcities.But,youmaynotpurchaseanyimprovementsbeyondthethirdlevelofagivencolorunlessyouhaveacitywhereyoucouldbuildametropolis.Ifyoudonothavesuchacityontheboard,youmustwaituntilyouhavebuiltatleastonemorecity.

Illustration K

Illustration L 3CityImprovements

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proGress CardsIn Cities & Knights, progresscardsreplacethedevelopmentcards from the Catan basegame.Youdon’tpurchaseprogresscardslikedevelopmentcards;insteadyoudrawthemwiththerightcombinationofeventdieand red die.

AcquiringProgressCardsTobeabletodrawaprogresscard:

•Youmustpossessatleastonelevelofcityimprovementinoneormoreareasofdevelopment.Thefirstlevelofimprovementdisplaystworeddice,thesecondleveldisplaysthree,andsoon.

•Theeventdie,whenrolledonanyplayer’sturn,mustshowthecitygatesymbolwhosecolormatchesthecolorofoneofyourcityimprovements.

•Thenumberonthereddie,rolledatthesametime,mustmatchoneofthereddicedisplayedonyourcityimprovementwhosecolormatchesthecitygateonthesymboldie.

Ifthesethreeconditionsaremet,youmaydrawthetopcardfromtheprogresscardstackthatmatchesthecolorofthecitygateontheeventdie.Ifmorethanoneplayerisallowedtodrawonthesameturn,theneachplayerdrawsinturnorder,beginningwiththeplayerwhoseturnitis.

Example: Player A rolls a “6” on the white die, a “3” on the red die, and the yellow city gate on the event die. Player B has already built a town hall (blue) and a merchant guild (yellow). Since player B’s yellow improvement shows a red die with “3”, showing player B may draw a yellow progress card.

PlayingProgressCardsDuringyourturn,youmayplayasmanyprogresscardsasyouwish.Allprogresscardsmayonlybeplayedafteryourollthedice(exception:the“Alchemist”).Herearesomespecificrulesabouttheplayofprogresscards.Moredetailedinstructions about each card can be found in the Cities & KnightsAlmanac:

•Victorypointcardsmustbeplayedimmediatelywhendrawn.TheSpymaynotstealthem,andtheycannotbehiddeninyourhand.Thesecardsdonotcounttowardyourhandlimitof4cards.

•Youmayneverholdmorethanfourprogresscardsinyourhand.Ifyoudrawafifthprogresscard,andyoucannotplayitbecauseitisnotyourturn,youmustdiscardonecard(ofyourchoice)tothebottomoftheappropriatestack.•Progresscardsmaybeplayedonthesameturnthey

are drawn.•Progresscardsmaynotbetradedwithotherplayers,normaytherobberstealthem.•Whenyouplayaprogresscard,placeitfacedownundertheappropriateprogresscardstack.Victorypoints,however,remainface-upandinplay.

KniGhTsKnightsareessentialforachievingvictoryinCities & Knights ofCatan.Withoutthem,thebarbarianswillsurelypillageyourcitiesandruinyourhopesforvictory.

Likesettlements,knightsareplacedattheintersectionofthreehexes.However,knightsdonothavetoobservethedistancerule.Knightscanbeplacedtoblockconstructionofotherplayers,andtheycanalsobeusedtobreakanotherplayer’s“longestroad.”

Example: See Illustration N. A knight placed at the intersection of two players’ roads will keep the opposing colored player from building past the knight. The red player has four available intersections for knight placement (marked with arrows). If the red player places a knight at intersection “A,” the blue player will not be able to build past that knight. Only the red player can build a road there. If the red player places his knight at “B,” it will break blue’s road, shortening his road for purposes of determining the longest road.

Thereare3strengthsofknights:basicknights,strongknights,andmightyknights.Abasicknighthasastrengthof1,astrongknighthasastrengthof2,andamightyknighthasastrengthof3.

Knightsserveyouin2ways.First,theyhelpprotectCatanfromthebarbarianarmy(See“AttackoftheBarbarians”onpage11).Second,youractiveknightscanperformoneactionduringyourturn.Eachknightmayperformany1oftheactionseachturn.Aknightmaynotbeactivatedandthenperformanactiononthesameturn.Aknightcan,however,perform

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Select an opponent who has more victory points than you. You may examine his hand of resource cards and select any 2 cards, which you may

add to your hand.

MASTER MERCHANT

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You may remove any open road (a road with nothing attached at one end). If you remove one of your own roads, you may place

it in another location.

DIPLOMAT

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You may take 2 grain cards from the bank for each fi elds

hex which is adjacent to at least one of your cities or settlements.

IRRIGATION

Illustration M

Trade Politics Science

Illustration N

B A

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anactionandthenbeactivatedagainlateronthesameturn(althoughhecannotperformanotheractiononthesameturn).Whenaknightperformsanaction,theknighttokenisturnedovertotheinactiveside.Toactivatethatknightagain,youmustpayonegrain.

Herearealloftheactionsthatyoumayperformwithanactiveknight:

MovingaKnightYoumaymoveanactiveknighttoanotherintersection.Inorderfortheknighttomove,youmusthavebuiltroadslinkingtheintersectiontheknightismovingfromtotheintersectionthatheismovingto.

Anintersectionmayonlybeoccupiedbyoneknightatatime.However,amovingknightmaypassthroughanynumberofintersectionsthatareoccupiedbypiecesofthesamecolor(assumingthattheyareallconnectedbyroads,asabove).

Afteryouhavemovedtheknight,hebecomesinactive.

Ifyouwishtobuildasettlementonanintersectionoccupiedbyoneofyourknights,thenyoumustfirstmovetheknight.Ifthereisnoemptyintersectionforyoutomoveyourknightto,thenhemaynotmoveandyoumaynotbuildatthatintersection.

Example: See Illustration O. The red player may elect to move his active knight at intersection “A” to either intersection marked with an arrow. The knight may not be moved to “B” or “C,” as red does not have roads connecting these intersections to “A.”

DisplacingaKnightOnyourturn,youmaymoveoneofyouractiveknightstoanintersectionthatisoccupiedbyoneofyouropponent’sknights.Thisiscalled“displacing”aknight.Youmayonlydisplaceaknightifheisweakerthantheknightthatyouaremoving.Thus,astrongknightcanonlydisplaceabasicknight,andamightyknightmaydisplaceabasicorastrongknight.Abasicknightmayneverdisplaceanotherknight.Theownerofthedisplacedknightmustmovehisknighttoanyemptyintersectionthatisconnected,byroads,totheplacefromwhichhewasdisplaced.Thestatusofthedisplacedknight(activeorinactive)doesnotchange.

Ifthereisnoemptyintersectionforthedisplacedknighttomoveto,heisremovedfromtheboard.

Youmaynotdisplaceyourownknights.

Afteryoudisplaceanopponent’sknight,moveyour(displacing)knighttothedisplacedknight’sformerintersection.Yourknightisthenturnedovertohisinactiveside.

Example: See Illustration P. The red player is at it again! He moves his strong knight to the intersection indicated by the red arrow. He may do this because his knight is stronger than the blue (basic) knight (note the number of rings), and he has a road that connects the two intersections. The blue player must now move his displaced knight to “A” or “B,” which are both connected to his original site by roads. He moves to “B.” Note that “C” is not a connected site, so he cannot move to that spot.

ChasingAwaytheRobberYoumayuseoneofyouractiveknightstochaseawaytherobber.Anyknightmaydoso,regardlessofhisstrength.Aknightmayonlychaseawayarobberiftherobberisononeofthethreehexesadjacenttothatknight.

Whenyouchaseawaytherobber,movehimtoanynumberedhexandstealoneresourcefromanyplayerwhohasasettlementorcityadjacenttothathex(asifyouhadplayedaknightcardfromtheCatanbasegamedevelopmentdeck).Afteryouchaseawaytherobber,yourknightisturnedovertohisinactiveside.

Example: See Illustration Q. The red player’s knight can only chase away the robber from the gray hexes. In order for the red player to chase away the robber, he must first move his knight to intersection “A” or “B” (which makes him inactive). Then he must pay one grain to activate his knight. On a future turn, he could then use his knight to chase away the robber.

Illustration P

BAC

Illustration Q

BA

Illustration O

A

CB

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aTTaCK oF The barbarians!Catanisinconstantdangerofattackfromthebarbariansthatliveacrossthesea.Eachturntheeventdie shows a black ship, the barbarian navymovesonespaceclosertowardsCatan.Whentheshipreachesthered-circled space that depicts barbarianslandingontheshore, thebarbariansattackCatan!

Whenthebarbariansattack,followthesesteps:

DeterminetheBarbarians’StrengthThestrengthofthebarbariansisequaltothenumberofcities(includingmetropolises)ownedbyallplayers.Addupallofthecitiesownedbyalloftheplayersanywhereontheislandtodeterminethisstrength.

DeterminetheStrengthofCatan’sKnightsAllactiveknightsofallplayers(eventhosewhodonotownanycities)willdefendagainstthebarbarians.Onlytheactiveknightsarecounted,theinactiveknightsdonotassistindefendingtheislandinanyway.Rememberthatthestrengthofeachknightisbaseduponitstype:basic(1),strong(2),ormighty(3).Sumupthevalueofalltheactiveknightstodeterminethestrengthofthedefendingarmy.

CompareAttackers’andDefenders’StrengthsThere are 2 possible outcomes of this battle:

•Ifthebarbariansarestronger,theyarevictorious!Ifthebarbarianswinthebattle,theypillageoneormorecities.Pillagedcitiesarereducedtosettlements(replacethecitypiecewithasettlement).Thebarbarianspillageonecitybelongingtotheplayerwhohadthelowesttotalstrengthofactiveknightswhenthebarbariansattacked.Anyplayerwhocontributednoknightsareautomaticallyconsideredtohavethelowesttotalstrengthofactiveknights.Ifvariousplayerstieforhavingthelowesttotalstrengthofactiveknights,eachofthoseplayersloses1ofhiscities.

Important: When determining which player has contributed the weakest group of knights, do not count any player who has no cities or any player who has only metropolises. These players are immune to the effects of the barbarian attack.

Ifthebarbarianspillageacitythathasacitywall,thecitywallisdestroyedandremovedfromtheboard.

Example: Players A and B each have two cities. Player C has only a metropolis, and player D has only settlements. The barbarians attack, and their strength is 5 (i.e., 4 cities plus 1 metropolis). Players A, B, and D each have one simple knight activated, and player C has no active knights. Therefore, the knights defend with a strength of 3. Since the knights are weaker, the barbarians win and Catan loses. Because of the loss, players A and B each lose one of their cities. Player C cannot lose anything because he has only a metropolis. Similarly, player D has no cities to lose. Even though C contributed fewer knights than all the other players, since he is immune to the attack it is the next smallest contributor who thus suffers the effects of the barbarians.

•Iftheknightshaveastrengthequaltoorgreaterthanthebarbarians,theknightswinandCatanissaved!Theplayerwiththehighesttotalstrengthofactiveknights(thiswillnotalwaysbethegreatestnumberofknights)willbedeclaredthe“DefenderofCatan”!Asareward,heispresentedwithoneofthe6“DefenderofCatan”victorypoint(VP)cards.EachVPcardisworth1VPandisplacedface-upinfrontoftheplayer.If2ormoreplayerstieforthehighesttotalstrengthofknights,noplayerisdeclaredDefenderofCatan,andnoonereceivesaVPcard.Instead,eachoftheplayerswhotieforthehigheststrengthdrawsthetopcardfromany1ofthe3progresscardstacks(his choice). In clockwise order, eacheligibleplayerselects1card,startingwiththeplayerwhoseturnit is.

BarbariansReturnHomeRegardlessoftheoutcomeoftheattack,thebarbarianshipisreturnedtoitsstartingposition.Allknightsontheboardareturnedsothattheirinactive(black&white)sidefacesup.Startingwiththenextplayer’sturn,thebarbarianswillbeginanewjourneytotherichislandofCatan.

Victory Point1

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DEFENDER OF CATAN

Victory Point Card(Back&Front)

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LosingYourLastCityIfyouareunfortunateenoughtohaveyourlastcitypillagedbythebarbarians,youareallowedtokeepanycityimprovementsthatyoumayhavebuiltbeforetheattack.Youalsokeepallofyourprogresscards.Youmaycontinuetodrawandplayprogresscardsnormally.Note,however,thatyoumaynotbuildanyadditionalcityimprovementsuntilyouhavebuiltatleastonecity.Onceyouownacityagain,youmaycontinuetopurchasecityimprovementsnormally.

The merChanTThe merchant piece (the cone) isputintoplaywheneveranyplayerusesoneofthe“Merchant”progresscards(fromtheyellowstack).Ifyouplayoneofthesecards,youmayplacethemerchantpieceonanylandhexadjacenttooneofyourcitiesorsettlements. Until another merchant cardisplayed,youmaytradetheresource(notcommodity)thatisproduced in that land hex at a 2:1 rate. Allofthenormalrulesfortradingata 2:1 harbor are in effect for these trades.

Note: In addition, as long as you retain control of the merchant, you receive 1 victory point!

Ifanothermerchantcardisplayed,whoeverplayedthatcard(itcouldbeyou)takescontrolofthemerchant.HemaymovetheMerchanttoanyhexadjacenttooneofhissettlementsorcities.Hereceivesthetradebenefit,andhegetsthebonusvictorypoint.

endinG The GameThefirstplayertoaccumulate13ormorevictorypointsduringhisturnimmediatelywinsthegame.Thisplayerbecomesthe“LordofAllCatan”andreceivestheendlesspraiseandloveofallthepeopleofCatan!

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Place the merchant on a land hex next to your settlement

or city. While the merchant remains here, you may trade the resource produced by this

terrain at a 2:1 ratio.

MERCHANT

Merchant Card(Back&Front)

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CONSTITUTION

1 Victory Point!Reveal this card immediately when you draw it. This card

cannot be stolen by a spy.

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Each player who has as many or more victory points than you must discard half his cards to the bank

(resource and/or commodity).

SABOTEUR

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You may activate all of your knights for free.

WARLORD

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Name a resource (brick, grain, ore, lumber, or wool).

Each opponent must give you 2 cards of that type

(if he has any).

RESOURCE MONOPOLY©

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For the rest of your turn, you may trade one resource or

commodity of your choice with the bank at a 2:1 rate.

You may make as many trades as you wish.

MERCHANT FLEET

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When you play this card, you may place 2 roads for free

(if playing with Catan: Seafarers, you may place 2 ships or 1 ship and 1 road instead).

ROAD BUILDING

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You may build 1 city wall for free.

ENGINEER

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You may take 2 grain cards from the bank for each fi elds

hex which is adjacent to at least one of your cities or settlements.

IRRIGATION

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Play this card before you roll the dice. You decide what the results of both

numbered dice will be. Then roll the event die normally. Resolve the event die fi rst.

ALCHEMIST

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Choose an opponent. He must remove 1 of his knights (his choice) from the board. You may place 1 of your own

knights on the board (its strength must be equal to

the knight removed)

DESERTER

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You may displace one of your opponent’s knights, without using a knight of your own. The knight

must be on an intersection connected to one of your roads or lines of ships.

INTRIGUE

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You may remove any open road (a road with nothing attached at one end). If you remove one of your own roads, you may place

it in another location.

DIPLOMAT

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Name a commodity (cloth, coin, or paper). Each opponent must

give you 1 card of that type (if he has any).

TRADE MONOPOLY

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You may offer each opponent a resource card from your hand. In exchange, each player must give

you a commodity card of his choice. If he has none, your resource card is returned.

COMMERCIAL HARBOR

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You may promote up to 2 of your knights for free

(the normal rules for promoting knights still apply). Mighty

knights may not be promoted.

SMITH

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You may swap 2 number tokens of your choice on the game board.

You may not choose any 2, 12, 6, or 8 tokens.

INVENTOR

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You may take 2 ore cards from the bank for each mountains hex adjacent to at least one of your cities or settlements.

MINING

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Examine an opponent’s hand of progress cards. You may take 1 card of your choice and

add it to your hand.

SPY

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Each player who has more victory points than you must give you 2 cards of his choice (resource and/or commodity).

WEDDING

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Move the robber. You may draw 1 random card (resource or commodity) from the hand

of each player who has a settlement or city adjacent

to the robber’s new hex.

BISHOP

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Select an opponent who has more victory points than you. You may examine his hand of resource cards and select any 2 cards, which you may

add to your hand.

MASTER MERCHANT

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Place the merchant on a land hex next to your settlement

or city. While the merchant remains here, you may trade the resource produced by this

terrain at a 2:1 ratio.

MERCHANT

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For 2 ore and 1 grain, you may upgrade one of your

settlements into a city.

MEDICINE

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PRINTER

1 Victory Point!Reveal this card immediately when you draw it. This card

cannot be stolen by a spy.

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One city improvement (abbey, town hall, etc.) that you build this turn costs one less commodity

than usual.

CRANE

See the Almanac on pages 14-18 for card details.

Progress Cards

Science

Trade

Politics

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varianTs and opTional rulesTheserulesarestrictlyoptionalandshouldonlybeusedifagreedonbyallplayersbeforethegamebegins.

seaFarers oF CaTan varianTYoumayusetheCatan: Seafarers Expansionalongwith

the Cities & Knights Expansion. The best scenarios to use are thosethatdonotinvolvetheexplorationofhiddenportionsoftheboard(suchas“TheFogIslands”)ormanysmallislands(suchas“TheFourIslands”),asthesetypesofscenariosmaymakeittoodifficulttocombatthebarbarianarmy.Scenariossuchas“HeadingforNewShores,”or“ThroughtheDesert”bothworkverywellwiththenewrulesincludedinCities & Knights.IfyouchoosetoplayCities & Knights with the Seafarers, here are some important rules:

•AllrulesinCities & Knights that concern “roads” also applyto“ships”aswell.•Whenthebarbariansattack,theyareassumedtoattackalltheislands,countingallcitiesandknightsonallofthem.•Knightsmaybemovedacrossseahexesifroadsandshipsconnecttheintersectiontheknightstartsfromtotheintersectionheismovedto.•Youmaymoveaknighttoanintersectionofseahexes(butnotplaceanewknightthere)ifyouhavealineofshipstothatintersection.Theknightisconsideredtobeontheadjacentship.•Aknightmustalwaysbeconnectedtoasettlementorcityofitscolor.Ifyouhaveaknightatsea,oracrosstheseaonanotherisland,youmaynotmoveanyshipsiftheywouldbreak this connection (the route is considered “closed”).•Youcanuseaknightonaseahexintersectiontochaseawaythepirate,justasyouwouldchaseawaytherobber.

nasTY varianT For experienCed plaYersThisruleaddsanewlevelofstrategyandpoliticstothebattlebetweenthebarbariansandtheknights.Bewarned:Usingthisrulecanmakethegameverynasty(andlongeraswell).

Whenthebarbariansland,alloftheknightsarenolongerassumedtoaidinthedefenseofCatan.Beginningwiththeplayerwhoseturnitis,oneafteranothereachplayerwilldeclarehowmanyofhisactiveknightswillbedefendingCatan.Eachplayermaychoosetocommitsome,none,orallofhisactiveknightstothedefense.ThismaycauseCatantolosethebattle(duetoashortageofknightstrength),whichwouldresultinginsomeplayerslosingacity.Onlyknightsthatarecommittedtothedefensecounttowardthestrengthoftheknightarmy,andonlycommittedknightsaretakenintoaccountwhendeterminingwhocontributedtheweakestforce(andwillhaveacitypillaged).

KniGhT-erranT varianTThisruleallowsyoutouseoneofyouractiveknightstochaseawaytherobberbeforerollingthediceonyourturn.Yourknightbecomesdeactivated.(SeeIllustrationR.)ThishasthesameeffectasplayingaknightcardbeforerollingintheCatan basegame.

easY sTarT varianTManyplayers,especiallythosenewtothegame,finditdifficulttogetstartedifalotof“7”sarerolledand/orthebarbariansstrikeearly.Fortheseplayers,orforplayerswhowishafriendliergame,usetheserules:

•Ifanyplayerrollsa“7”onhisfirsttwoturns,heshouldre-roll.Continuerollinguntilaresultotherthan“7”isobtained.Beginningwiththefirstplayer’sthirdturn,allofthenormalrulesforrollinga“7”apply.•Donotrolltheeventdieduringthefirsttwoturnsofeachplayer.Thebarbarianshipdoesnotmove,andnoplayerdrawsanyprogresscardsduringthistime.Startingwiththefirstplayer’sthirdturn,rollallthreediceandresolve themnormally.Thisvariantisdesignedtogiveallplayersachancetoget“rolling”atthebeginningofthegamewithoutbeinghandicappedbyanearlybarbarianattackorbyrolling alotof“7”s.

The almanaCThefollowingpages(14-19)containalistwiththenamesanddescriptionsofalloftheprogresscardsinCities & Knights.Youmayfinditusefultofamiliarizeyourselfwithallofthecardsbeforeplaying.Youmaythenrefertothissectionasneededduringplay.

Note: The number after the name of each card is the total number of that type of card in the deck.

4•••

8•••••

Red player uses knight to move robber from the “8”

hex to the “4” hex.

Illustration R

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Inventor(2)Switch two number tokens of yourchoice,butnot2,12,6,or8.

Youcanimproveyourproduction!Youmaychooseanytwo number tokens (except 2, 12 6or8)andswitchtheirplacesontheboard.Youdonothavetohaveasettlementorcitynexttothehexeswiththenumbersyouareswapping.If,forexample,youchoosea“9”andan“11”,takethe“9”tokenandputitonthehexwhere the “11” token is. Take the “11” token and put it on the hex wherethe“9”tokenwas.Youcanchoosetoexchangeatokenthatisonthehexoccupiedbytherobber.

Irrigation(2)Collect2graincardsforeachfieldshexadjacenttoatleastoneofyoursettlementsorcities.

You receive 2 grain cards for each fields hex next to any of your settlements and cities. Unlike normal production, cities do not increase this bonus.Example: You have two cities next to a fields hex. You have a settlement next to a different field. If you play the Irrigation card, you will receive 4 grain cards.

Medicine(2)Youmayupgradeasettlementtoacityfor2oreand1grain.

When you play this card, you save 1 ore and 1 grain. You may not combine two of these cards for the same city.

Alchemist(2)Thisistheonlyprogresscardyoucanplaybeforeyourollthedice.Itallowsyoutochoosetheresultsof both production dice. Then, roll theeventdieasnormalandresolvetheevent.When you play this card, take the red and yellow dice and turn them so the result you want is face up. You can even make the dice roll “7.” However, the event has to be resolved first. Then players receive their production as normal. You may not play this card after you roll the dice.

Crane(2)Youcanbuildacityimprovement(abbey,townhall,etc.)for 1commoditylessthannormal.The Crane can only be used to reduce the cost of building one city improvement (turning over a page of your flip-chart). If you build a city, you must pay the normal resource costs. You may use a Crane to reduce the cost of a first-level improvement (to nothing). You may not combine 2 Crane cards for the same improvement.

Engineer(1)Youmaybuildonecitywall

for free.Take a city wall and put it under one of your cities. A city wall increases the number of cards you can safely hold in your hand when a “7” is rolled, by 2 cards. Each city can only have 1 city wall, and you cannot have more than 3 city walls at a time.

science caRds©

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You may build 1 city wall for free.

ENGINEER

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numbered dice will be. Then roll the event die normally. Resolve the event die fi rst.

ALCHEMIST

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One city improvement (abbey, town hall, etc.) that you build this turn costs one less commodity

than usual.

CRANE

© 2

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Cat

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You may swap 2 number tokens of your choice on the game board.

You may not choose any 2, 12, 6, or 8 tokens.

INVENTOR

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Cat

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You may take 2 grain cards from the bank for each fi elds

hex which is adjacent to at least one of your cities or settlements.

IRRIGATION

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For 2 ore and 1 grain, you may upgrade one of your

settlements into a city.

MEDICINE

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Mining(2)Collect2orecardsforeachmountainshexadjacenttoatleastoneofyoursettlementsorcities.

You receive 2 ore cards for each mountains hex next to any of your settlements and cities. Unlike normal production, cities do not increase this bonus.Example: You have 2 settlements next to a mountains hex, and a city next to a different mountains hex. If you play the Mining card, you will receive 4 ore cards.

Printer(1)Thiscardawardsyou1victory

point.You must play this card face up in front of you immediately when you draw it, even if it is not your turn. You may not keep VP cards in your hand. It does not count toward your hand limit of 4 progress cards, and it may not be stolen by the Spy.

RoadBuilding(2)Thiscardallowsyoutobuild2

roads for free.The roads you build do not have to be adjacent to each other. These roads cost you nothing to build. You must follow all the normal building rules. If you are also playing with the Seafarers expansion, you may build 2 roads, 1 road and 1 ship, or 2 ships when you play this card.

Smith(2)Youmaypromote2ofyourknights 1leveleachforfree.

You may not promote “mighty” knights. You may promote a knight regardless of whether he is active or inactive. The condition of the knight (active or inactive) does not change. You may only promote a “strong” knight (level 2) if you have built the “Fortress” city improvement (politics–blue). You may only promote a knight one level per turn.

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When you play this card, you may place 2 roads for free

(if playing with Catan: Seafarers, you may place 2 ships or 1 ship and 1 road instead).

ROAD BUILDING

© 2

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You may promote up to 2 of your knights for free

(the normal rules for promoting knights still apply). Mighty

knights may not be promoted.

SMITH

© 2

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Cat

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You may take 2 ore cards from the bank for each mountains hex adjacent to at least one of your cities or settlements.

MINING

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PRINTER

1 Victory Point!Reveal this card immediately when you draw it. This card

cannot be stolen by a spy.

CityDevelopmentGenerates ProgressCardProduction

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Bishop(2)Movetherobber,followingthenormalrules.Draw1randomresource/commoditycardfromeachplayerwhohasasettlementorcitynexttotherobber’snewhex.When you use this card to move the robber, you can steal 1 random card from each player who has a settlement or city next to the hex that you move to, instead of stealing from only 1 player. If a player has more than 1 settlement or city there, you can still only steal one card from that player.

Constitution(1)Thiscardawardsyou1victorypoint.Youmustplaythiscardfaceupinfrontofyouimmediatelywhenyoudrawit,evenifitisnotyourturn.You may not keep Victory Point in your hand. It does not count toward your hand limit of 4 progress cards, and it may not be stolen by the Spy.

Deserter(2)Chooseanopponent.Hemustremove1ofhisknights(hischoice)fromtheboard.Youmaythenplace1ofyourownknights,ontheboard.Itsstrengthmustequaltotheknightremoved(thenormalrulesforplacingknightsapply).When you play this card, your opponent chooses which of his knights to remove from the board. If he chooses a knight that you do not have available (for example, if he removes a “strong” knight and both of your “strong” knights are already on the board), you may place a basic knight instead. If you cannot place any knights, your opponent must still remove one of his knights. You just lose

the opportunity to place a knight for free. If your opponent removes a “mighty” knight, you may place one of your “mighty” knights even if you have not yet built the “Fortress” city improvement (politics—blue). The knight you place has the same status (active or inactive) as the knight your opponent removed.

Diplomat(2)Youmayremovean“open”

road (without another road or otherpieceatoneend).Ifyouremoveyourownroad,youmayimmediatelyplaceitsomewhereelseontheisland(followingallthenormalbuildingrules)forfree.

An “open” road is a road at the beginning or end of a chain of roads that does not have a knight, city, or settlement of the same color attached at one end. If you remove an opponent’s road, it returns to his supply. If you remove your own road, then you may place it immediately on the board, free of charge (following the normal building rules—connected to your own road or settlement/city). You may remove your own road and choose not to replace it.

Intrigue(2)Youmaydisplaceanopponent’sknight.Theknightmustbeonanintersection connected to at least oneofyourroadsorshippingroutes.

With this card you can displace an opponent’s knight without using a knight of your own. You can play this card even if you have no knights of your own. The displaced knight must be moved to an empty space. If he cannot, then remove him from the board (return it to its owner). After the knight is displaced, board), you may place a basic knight instead, following the normal rules.

Politics caRds©

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Choose an opponent. He must remove 1 of his knights (his choice) from the board. You may place 1 of your own

knights on the board (its strength must be equal to

the knight removed)

DESERTER

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Move the robber. You may draw 1 random card (resource or commodity) from the hand

of each player who has a settlement or city adjacent

to the robber’s new hex.

BISHOP

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CONSTITUTION

1 Victory Point!Reveal this card immediately when you draw it. This card

cannot be stolen by a spy.

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You may remove any open road (a road with nothing attached at one end). If you remove one of your own roads, you may place

it in another location.

DIPLOMAT

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You may displace one of your opponent’s knights, without using a knight of your own. The knight

must be on an intersection connected to one of your roads or lines of ships.

INTRIGUE

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Saboteur(2)Whenyouplaythiscard,eachplayerwhohasasmanyormorevictorypointsthanyoumustdiscard half (round down) of his cards to the bank (resource and/or commoditycards).

Your agents spread chaos in your opponents’ cities! Each of the other players who has at least as many victory points as you must discard half of his resource/commodity cards. Each player chooses which of his cards to discard.

Spy(3)Lookatanotherplayer’shand ofprogresscards.Youmaychoose 1 card to take and add to yourhand.

You may even steal another Spy and play it immediately or save it for later. Victory point cards cannot be stolen.

Warlord(2)Youmayactivateallofyourknightsforfree.

When you play this card, you can activate your knights without paying any grain. Remember that a knight may not perform any actions during the turn after he is activated, but you can activate him after he has performed an action that turn.

Wedding(2)Eachofyouropponentswhohasmorevictorypointsthanyoumustgiveyou2resource/commoditycards of his choice.

If one of these players only has 1 card in his hand, he must give you that card. If he has no cards, then he owes you nothing. Players with an equal number of points as you, or fewer, are not affected by this card.

CommercialHarbor(2)Youmayforceeachoftheotherplayerstomakeaspecialtrade.Youmayoffereachopponentany1resourcecardfromyourhand.Hemustexchangeitforany1commoditycardofhischoicefromhishand,ifhehasany.

You may use this ability at any point during the turn you play the card. However, you may only force each player to make this trade with you once that turn. Your opponent chooses which commodity card to give you if he has more than one. If you offer a resource to a player who has no commodity cards, then you take your card back and the trade is void. You do not have to give this player the resource card.

MasterMerchant(2)Chooseanotherplayerwhohasmorevictorypointsthanyoudo.Lookattheplayer’shandofresourceandcommoditycardsandchoose 2 cards to take and add to yourhand.

You can only play this card on an opponent who has more victory points than you. There is no defense against this “trade,” even if he only has 1 point more than you.

Merchant(6)PlacetheMerchantonanylandhexnextto1ofyoursettlementsorcities.Youmayexchangetheresourcesproducedbythistypeofhexwiththesupplyata2:1rate,aslongasthemerchantremainsonthat hex.

When you play this card, take the merchant and put him on any land hex next to one or more of your settlements or cities. As

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You may activate all of your knights for free.

WARLORD

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Each player who has more victory points than you must give you 2 cards of his choice (resource and/or commodity).

WEDDING

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Each player who has as many or more victory points than you must discard half his cards to the bank

(resource and/or commodity).

SABOTEUR

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Examine an opponent’s hand of progress cards. You may take 1 card of your choice and

add it to your hand.

SPY

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You may offer each opponent a resource card from your hand. In exchange, each player must give

you a commodity card of his choice. If he has none, your resource card is returned.

COMMERCIAL HARBOR

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Select an opponent who has more victory points than you. You may examine his hand of resource cards and select any 2 cards, which you may

add to your hand.

MASTER MERCHANT

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Place the merchant on a land hex next to your settlement

or city. While the merchant remains here, you may trade the resource produced by this

terrain at a 2:1 ratio.

MERCHANT

tRade caRds

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long as the merchant remains here (under your control), you may trade the type of resource produced by this hex with the supply at a 2:1 rate (as is the case with a special harbor). As usual, you may also exchange these resources for commodities. If another player plays a merchant card, he takes control of the merchant and receives the trade advantage and the victory point. If you want to move the merchant to a different hex, you will have to play another merchant card. The robber does not affect the merchant. You also receive 1 victory point for as long as you control the merchant.

CrediTsDesign:KlausTeuber(www.klausteuber.com)Original Development:TM-SpieleGmbH5th Ed. Development Team:PeteFenlon,ArndFischer, RonMagin,BenjaminTeuber,andGuidoTeuber

Art:MichaelMenzel,HaraldLieske,StephenGrahamWalshArt Direction & Graphic Design:PeteFenlon, MichaelaKienle,andRonMagin

Production:RonMagin&PeteFenlonSpecial Thanks: RichardBertok,PeterBromley,RobertT.Carty,Jr.,ColemanCharlton,DanDecker,PatrickDeLaFont,MarindaDarnell,MorganDontanville,ChrisFunk,BeatriceJones,PhilKaplan,HazelKemp,RebeccaKjeer,KimMarino,BradMcWillaims,JimMiles,TrishMiller,AntonioPigafetta(LSKC/39-444),ChuckRice,BridgetRoznai,LarryRoznai,LorenRoznai,BradSteffen,BrianSteffan,BillWordelmann,ElaineWordelmann,AlexYeager,JulieYeager,andGeroZahn.

Original Game Development:WilliamNiebling,GuidoTeuber,ColemanCharlton,RobertT.CartyJr.,WillNiebling,WilliamNiebling,AlexYeager,LarryRoznai,NickJohnson,andPeteFenlon.

With Thanks To:ArndBeenen,PeterBromley,DarwinBromley,ArielButler,KeywoodCheeves,EmilyJohnson,NickJohnson,OliviaJohnston,WolfgangLüdtke,LucMertens,MikeSzul,ReinerMüller,ScharNiebling,DavidPlatnick,LouRexing,KarlRoelofs,AlanRoireau,BridgetRoznai,LorenRoznai,BennyTeuber,ClaudiaTeuber,LiamTeuber,LeifTeuber,TomSmith,MikeStrack,KarlRoelofs,H.JeanVanaise,TrellaWilhite,BillWordelmann,ElaineWordelmann.

Copyright©1995,1997,1999,2005,2007,2015CatanGmbHandMayfairGames,Inc.PublishedunderlicensefromCatanGmbH(www.catan.com).PublishedincooperationwithKosmosVerlag(www.kosmos.de).Catan, Catan Adventures, and all other product titles and marks listed herein are trademarksofCatanGmbH.Allrightsreserved.

Youhavepurchasedagameofthehighestquality. However,ifyoufindanycomponentsmissing,[email protected].

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Name a commodity (cloth, coin, or paper). Each opponent must

give you 1 card of that type (if he has any).

TRADE MONOPOLY

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For the rest of your turn, you may trade one resource or

commodity of your choice with the bank at a 2:1 rate.

You may make as many trades as you wish.

MERCHANT FLEET

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Name a resource (brick, grain, ore, lumber, or wool).

Each opponent must give you 2 cards of that type

(if he has any).

RESOURCE MONOPOLY

maYFair Games, inC.www.mayfairgames.com

MerchantFleet(2)Youmayuseoneresourceorcommodityofyourchoicetomakeanynumberof2:1tradeswiththesupplyduringtheturnthatyouplaythis card.

For the rest of the turn, you may trade one resource or commodity of your choice at a 2:1 rate. You can make as many such trades as you wish. As usual, you may exchange commodities for resources and vice versa.

ResourceMonopoly(4)Namearesource.Eachplayermustgiveyou2ofthattypeofresourceiftheyhavethem.

You may name any of the 5 resources (ore, grain, wool, lumber, or brick). Each player must give you 2 of the named resource if he has them. If a player only has 1 of that resource, he only gives you 1.

TradeMonopoly(2)Nameacommodity.Eachplayermustgiveyou1commodityofthattypeiftheyhavethem.

You may name any of the 3 commodities (coin, paper, or cloth). Each player must give you 1 of the named commodity if he has them.

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almanaC indexEntries PageGame Rules . . . . . . . . . . . . . . . . . . . . . . . . 2GameComponents . . . . . . . . . . . . . . . . . . . . . 2WhatYouNeedFromYourCatanGame. . . . . . . . . . . 2NewGamePieces . . . . . . . . . . . . . . . . . . . . . . 3Knights . . . . . . . . . . . . . . . . . . . . . . . . . . 3DevelopmentFlip-chart . . . . . . . . . . . . . . . . . . 3CityWalls . . . . . . . . . . . . . . . . . . . . . . . . . 3SettingUptheIslandofCatan . . . . . . . . . . . . . . . . 3TilesandtheBarbarianTile. . . . . . . . . . . . . . . . 3SettingUptheGame . . . . . . . . . . . . . . . . . . . . . 4Set-UpPhase . . . . . . . . . . . . . . . . . . . . . . . . 4TurnOverview. . . . . . . . . . . . . . . . . . . . . . . . 5SpecificActions . . . . . . . . . . . . . . . . . . . . . . . 5DiceRolls. . . . . . . . . . . . . . . . . . . . . . . . . 5TradingandBuilding . . . . . . . . . . . . . . . . . . . 6CityWalls . . . . . . . . . . . . . . . . . . . . . . . . . 6Knights . . . . . . . . . . . . . . . . . . . . . . . . . . 6PlayingProgressCards . . . . . . . . . . . . . . . . . . 6Commodities . . . . . . . . . . . . . . . . . . . . . . . . 7CityImprovements . . . . . . . . . . . . . . . . . . . . . 7TheMetropolis . . . . . . . . . . . . . . . . . . . . . . . 8ProgressCards . . . . . . . . . . . . . . . . . . . . . . . 9AcquiringProgressCards . . . . . . . . . . . . . . . . . 9PlayingProgressCards . . . . . . . . . . . . . . . . . . 9Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . 9MovingaKnight. . . . . . . . . . . . . . . . . . . . . 10DisplacingaKnight . . . . . . . . . . . . . . . . . . . 10ChasingAwaytheRobber . . . . . . . . . . . . . . . . 10AttackoftheBarbarians! . . . . . . . . . . . . . . . . . 11DeterminetheBarbarianStrength . . . . . . . . . . . 11DeterminetheStrengthofCatan’sKnights. . . . . . . . 11CompareAttackers’andDefenders’Strengths . . . . . 11BarbariansReturnHome . . . . . . . . . . . . . . . . 11LosingYourLastCity . . . . . . . . . . . . . . . . . . 12TheMerchant . . . . . . . . . . . . . . . . . . . . . . . 12EndingtheGame . . . . . . . . . . . . . . . . . . . . . 12VariantsandOptionalRules . . . . . . . . . . . . . . . . 13

Catan: SeafarersVariant . . . . . . . . . . . . . . . . 13NastyVariantforExperiencedPlayers . . . . . . . . . . 13Knight-ErrantVariant . . . . . . . . . . . . . . . . . . 13EasyStartVariant . . . . . . . . . . . . . . . . . . . . 13

Almanac . . . . . . . . . . . . . . . . . . . . . . . . . 14ScienceCards . . . . . . . . . . . . . . . . . . . . . . 14PoliticsCards . . . . . . . . . . . . . . . . . . . . . . 16TradeCards . . . . . . . . . . . . . . . . . . . . . . . 17

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seTTinG up The Game•Constructtheframearoundtheboard.•Constructtheboardasshown,accordingtothescenarioorusingrandomset-up.•Placenumbermarkersontheboard.•Sortthenewcommoditycardsaccordingtotypeinto3face-upstacks.•Dividetheprogresscardsaccordingtotype(byflagcolor)into3face-downstacks.•Placethe3metropolises,themerchantcone,the3dice(1yellow,1red,and1eventdie),andthe“LongestRoad”cardneartheisland.

•Placetheblackwoodenshiponthe“barbarianship”spaceonthebarbariantile.OnitswaytoCatan,thebarbarianshipwillmovealongthedepictedtrack.

•Placetherobberonthedeserthex.•First,startingwiththefirstplayerandcontinuingclockwise,eachplayerplaces

1 settlement and 1 road (as in Catan).•Second,startingwiththelastplayerwhoplaceda settlementandcontinuingcounterclockwise,each playerplaces1cityand1road.(Thefirstplayerto placeasettlementwillbethelasttoplaceacity). Nocitymaybeplacedfewerthan2hexedgesaway fromanycityorsettlement.

•Eachplayerreceiveshisfirst resourceswhenheplaceshiscity. Hegets1resourceforeach terrainadjacenttohiscity.

•Playersplacetheir developmentflip-charts infrontofthemselves withthefirstpage showing (indicatingnocity improvements).

5••••

2•

10•••

10•••

8•••••

12•9

••••

3••

6•••••

5••••

11••

11••

3••

6•••••

9••••

4•••

4•••

8•••••

Starting Set-up for BeginnersBeginners should set up the game according to the example shown here.

Turn sequenCe•Rollall3dice.

•Resolvetheresultsofthewhiteeventdie.

•Dependingonthewhiteeventdieandthereddie,playersmaydrawprogresscards.

•Allplayersproducetheresourcesindicatedbytheredandyellowdice.

•Allplayersproducethecommoditiesindicatedbytheredandyellowdice.

•Youdoanyorallofthefollowinginanyorder:

– Trade resources and/or commodities with bank and/or otherplayers.

–Buildroads,settlements,cities,knights,citywalls,and/orcityimprovements.

–Activate,promote,and/orperformactionswithknights.

–Playanynumberofprogresscards.

City ProductionTerrain Resources CommoditiesForest 1Wood 1Paper

Pasture 1Wool 1Cloth

Fields 2Grain None

Hills 2Brick None

Mountains 1Ore 1Coin

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