Klaus Teuber Game Rules & A lmanac Catan-C&K Rule Book.
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. You can find further information online at: mayfairgames.com catan.
N ew Game Pieces You use the development flip-charts to track the city improvements that you purchase. Each page of the flip-chart shows the building costs of each piece. Each section also shows the cost of the next level of improvement. When you buy a city improvement, you flip the page section matching the improvement you purchased. Each page section depicts an illustration of the improvements that you’ve purchased, and a number of red dice. These red dice tell you if you acquire progress cards.
Setting Up the G ame Sort the resource cards into 5 stacks, 1 for each resource. Place them face-up near the island. Sort the new commodity cards into 3 stacks, one for each commodity. Place them face-up by the resource cards. Divide the progress cards into 3 stacks by the flag color on the back of each card (green, blue, and yellow). Shuffle each stack separately and place them face down near the island.
T urn Overview 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 Illustration F draw a yellow progress card. Beginning with the player whose turn it is, and continuing clockwise, each eligible player draws the topmost card from the progress card stack that matches the color of the city gate showing on the event die.
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.” If you wish to “hire” a knight, you must pay one wool and one ore to the bank. This allows you to take a basic knight (open helmet/one ring) and place it on the board. Newly placed knights are always placed with the inactive side up.
C ommodities City Improvements In Cities & Knights, we’ve added 3 new, “refined” materials to the game (see Illustration I). As in Catan, we refer to the 5 basic materials (lumber, wool, grain, brick, and ore) as “resources.” The 3 new materials (cloth, coin, and paper) are called “commodities.” In many ways, the commodities are treated the same as resources, but there are also some ways in which they differ.
The Metropolis Each die shows a number. If the event die roll shows a city gate, you may draw a progress card of like color—but only if the number on the red die matches one of the dice pictured on that color’s section on your development flip-chart. A higher level of improvement increases your chance to draw progress cards. Example: See Illustration K. If you have built the market improvement, it shows 2 red dice.
P rogress Cards Trade DIPLOMAT IRRIGATION 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. You may take 2 grain cards from the bank for each fields hex which is adjacent to at least one of your cities or settlements. © 2015 Catan GmbH 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.
If there is no empty intersection for the displaced knight to move to, he is removed from the board. You may not displace your own knights. After you displace an opponent’s knight, move your (displacing) knight to the displaced knight’s former intersection. Your knight is then turned over to his inactive side. Example: See Illustration P. The red player is at it again! He moves his strong knight to the intersection indicated by the red arrow.
A ttack of the B arbarians ! Catan is in constant danger of attack from the barbarians that live across the sea. Each turn the event die shows a black ship, the barbarian navy moves one space closer towards Catan. When the ship reaches the red-circled space that depicts barbarians landing on the shore, the barbarians attack Catan! When the barbarians attack, follow these steps: Example: Players A and B each have two cities. Player C has only a metropolis, and player D has only settlements.
IRRIGATION One city improvement (abbey, town hall, etc.) that you build this turn costs one less commodity than usual. You may take 2 ore cards from the bank for each mountains hex adjacent to at least one of your cities or settlements. You may take 2 grain cards from the bank for each fields hex which is adjacent to at least one of your cities or settlements. © 2015 Catan GmbH You may build 1 city wall for free.
V ariants and Optional R ules Knight -Errant Variant This rule allows you to use one of your active knights to chase away the robber before rolling the dice on your turn. Your knight becomes deactivated. (See Illustration R.) This has the same effect as playing a knight card before rolling in the Catan base game. These rules are strictly optional and should only be used if agreed on by all players before the game begins.
Science Cards © 2015 Catan GmbH CRANE One city improvement (abbey, town hall, etc.) that you build this turn costs one less commodity than usual. ENGINEER Switch two number tokens of your choice, but not 2, 12, 6, or 8. You can improve your production! You may choose any two number tokens (except 2, 12 6 or 8) and switch their places on the board. You do not have to have a settlement or city next to the hexes with the numbers you are swapping.
© 2015 Catan GmbH MINING You may take 2 ore cards from the bank for each mountains hex adjacent to at least one of your cities or settlements. PRINTER Mining (2) Collect 2 ore cards for each mountains hex adjacent to at least one of your settlements or cities. 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.
Politics Cards Bishop (2) CONSTITUTION © 2015 Catan GmbH 1 Victory Point! Reveal this card immediately when you draw it. This card cannot be stolen by a spy. © 2015 Catan GmbH DESERTER 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) Catan-C&K Rule Book.indd 16 Diplomat (2) You may remove an “open” road (without another road or other piece at one end).
Trade Cards SABOTEUR Saboteur (2) © 2015 Catan GmbH Spy (3) Examine an opponent’s hand of progress cards. You may take 1 card of your choice and add it to your hand. WARLORD Look at another player’s hand of progress cards. You may choose 1 card to take and add to your hand. You may even steal another Spy and play it immediately or save it for later. Victory point cards cannot be stolen.
CREDITS 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.
A lmanac Index Entries Page Game Rules . . . . . . . . . . . . . . . . . . . . . . . 2 Game Components . . . . . . . . . . . . . . . . . . . . . 2 What You Need From Your Catan Game . . . . . . . . . . 2 New Game Pieces . . . . . . . . . . . . . . . . . . . . . . 3 Knights . . . . . . . . . . . . . . . . . . . . . . . . . 3 Development Flip-chart . . . . . . . . . . . . . . . . .
Setting Up the Game • Construct the frame around the board. • Construct the board as shown, according to the scenario or using random set-up. • Place number markers on the board. • Sort the new commodity cards according to type into 3 face-up stacks. • Divide the progress cards according to type (by flag color) into 3 face-down stacks. • Place the 3 metropolises, the merchant cone, the 3 dice (1 yellow, 1 red, and 1 event die), and the “Longest Road” card near the island.