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Catan cities and knights
Catan cities and knights









In Explorers & Pirates, building cities is not allowed you build harbor settlements instead. The rule according to which the robber must not be moved until the barbarians have reached Catan for the first time also applies to the pirate (who is obviously not in the desert), provided that he is included in the scenario.Ĭombination with the Explorers & Pirates Expansion The merchant may not be placed on a gold field.

catan cities and knights

  • The number of victory points specified for each scenario should be increased by 2.įor a city at a gold field, you only receive resources, not commodities.
  • If you deactivate an active knight adjacent to the sea hex occupied by the pirate, you may move the pirate. If you interrupt a foreign shipping route by means of a knight (or a settlement), that shipping route is considered interrupted in terms of the "Longest Trade Route." However, the owner of the shipping route may not break it up by moving their ships bordering the foreign knight. In other words, a knight’s connection to a settlement of his color must never be interrupted. If a knight stands on an intersection bordered by the last ship of a shipping route, that shipping route is closed. You may move an active knight to an intersection between three sea hexes if one of your ships is adjacent to this intersection (the knight is then assumed to be on the ship).

    catan cities and knights

    For scenarios with multiple islands, the same rules as in the base game apply when the barbarian army attacks.Ī knight can also be moved across the sea if the intersection he starts from is connected – via roads and ships or via ships only – to the intersection he ends up on.Rules for Cities and Knights with the Seafarer Expansion When playing with the Seafarers Expansion, you must ensure that certain actions applying to roads are also possible for ships. The exploratory scenarios and all other scenarios with many smaller islands are unsuitable. In our experience, scenarios such as Heading To New Shores and Through the Desert are suitable.

    catan cities and knights

    You can use the possibilities of the Seafarers expansion together with Cities & Knights. One major appeal of the game is attributable precisely to the threat of the barbarian army,which you have to prepare for as early in the game as possible and include in your strategic planning. Personally, I am not a big fan of such variants. 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. There are certain “house rules” that may soften the impact of the barbarian attack at the beginning of the game. Knights are of no use as long as you don't have grain to activate them. Grain is very important for defending Catan. Such preparation will help you avoid being the target of the barbarian army, i.e., losing a city. Therefore, it is important to start building knights early in the game and to activate them. Considering this circumstance, it may take only 3 or 4 turns until the barbarian ship lands on Catan.

    catan cities and knights

    This means, there is a 50% chance per turn for the barbarian ship to come one step closer to Catan. 3 sides of the event die show the barbarian ship. In Cities & Knights, you roll 3 dice at the beginning of your turn: 2 production dice and 1 event die.











    Catan cities and knights