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14

You must draw all of your goods. From the FAQ: Resource Cards - Can I voluntarily take less resources or none at all after the production roll? Answer No. I don't believe there is any official guidance on what to do if draws are forgotten about. If it is noticed fairly quickly, the draws should be made up. But if you've gotten to a new ...


13

The Largest Army card is not used in Cities and Knights. See the rulebook p2, under "What you need from your Settlers game" Set aside ... The Largest Army card


13

I often describe Cities and Knights as "the version of Catan where every limitation has a way around it." You can only hold seven cards… unless you build these walls. You only get cards when your numbers roll… unless you have an aqueduct. Etc. Cities and Knights takes Catan and adds a layer of interesting shortcuts, passthroughs, special cases and escape ...


12

The rules for Cities and Knights (pdf) address combining it with Seafarers (page 13). They warn that only certain scenarios work well, and provide rules for things like how to treat ships as roads and how a knight can chase away the pirate. There is also a FAQ on combining the two expansions, which addresses a few points that the published rules don't cover. ...


11

You turn your city marker, and treat it as if it were a settlement. From the Catan FAQ: FAQ - Frequently Asked Questions Barbarians III: Players are Defeated - What happens if I have to downgrade a city to a settlement but don’t have another settlement in stock? Answer Turn one of your cities on its side and treat it as a settlement until you ...


11

It's really important that everyone draw all their goods. One of the core elements of Catan in my mind is the need to keep your hand size to 7 or below as much as possible, to ward off the attentions of the robber. This "problem" is in fact hugely beneficial to the flow of the game, because it encourages people to trade with their opponents, when they ...


11

From the original Catan rules: Important: If the production number for the hex containing the robber is rolled, the owners of adjacent settlements and cities do not receive resources. The robber prevents it. I think it's clear from that that a player doesn't receive production in the scenario that you outline, even if production in some sense ...


9

You might want to contact Mayfair Games -- doing a Google search turned up quite a few people with warped hex tiles as well, and the consensus was to contact Mayfair. If that's a dead end, you can try flattening them with a heavy object, or glue them to some thicker cardstock.


8

You only collect two ore. The 4th edition cards(pg. 15) contain updated text which makes this clear. You may take two ore cards from the bank for each mountain hex which is adjacent to at least one of your cities or settlements. You can purchase an updated card deck. I think this is all you need to update your set to the latest edition.


7

The whole knight/barbarian system makes up for some interesting scenarios, in that you can both gain victory points or cause other players to loose their cities. Knights can be used in a variety of ways instead of just moving the thief. You can destroy other knights by forcing them to move when they can't you can block the roads, to prevent the longest road ...


7

The rules for Seafarers (pdf) do not address combining the two expansions. The rules for Cities and Knights (pdf) do address combining the two games (page 13), warning that only certain scenarios work well, and providing rules for things like how to treat ships as roads and how a knight can chase away the pirate. They do not, however, specify how many ...


7

Yes, This is answered by the online Catan FAQ. Can the players win against the barbarians if there is not one single city on Catan? Yes


7

Opinions will always vary, but what I think one can objectively say is that Cities & Knights adds more complexity and variation to the game as it adds several new dimensions: new resource types, new types of knights, new expansion cards and new 'privileges' gained as you expand your principality. So if this type of 'extra dimensions of complexity' is ...


7

Your are correct. I believe that the official Cities and Kights rules are clear enough for this: Commodities are produced only by cities, and only in forest, pasture, and mountains. It might be different if Cities always produce commodities in C&K, but that's not that case. Cities on grain or brick don't produce commodities, and C&K rules ...


6

You cannot buy commodities using fish. http://download.catan.com/en/download/?combination-Fishermen_Cities-and-Knights.pdf If you discard 3 fish, you may draw one card from the hand of one of your opponents (Resource or Commodity Card). If you discard 4 fish, you may take resource card but not a commodity. The following applies also for the ...


5

Roughly 15x16" for the base game. roughly 15x20" for the 5-6p expansion. About 17x28" for framed base game with C&K, and another 3.125" for 5-6p. Seafarers can be considerably larger... up to 24x36" I've not bothered with Traders and Barbarians, so I cannot speak to it. Note that the travel version (which is base game only) fits nicely on an airline ...


4

I'm pretty sure there's no official rule, but increasing the victory point target seems basically mandatory if you want the whole game to develop.


4

Seafarers, Cities and Knights, and Traders and Barbarians are all expansions for Settlers of Catan. Every expansion requires the original game to setup and play. The various expansions can be mixed. For example, Seafarers and Cities and Knights can be combined without trouble. In some cases the rules conflict - in which case adjustments need to be made. The ...


4

You receive your resource. In the German version the aqueduct description specifically states that it does not work if the seven is rolled. In all other cases it works as usual. You can find this clarification In the largest German FAQ for Catan, but I did not find an English source. This does however only apply if you did not get any resources and ...


3

Yes, you are always limited to the number of pieces you have, no matter what that piece is. In the case of Cities and Knights, the Fortress does only allow you to upgrade your two strong knights (level 2) to mighty knights (level 3), which in itself is only an upgrade of 2 strength. However, in doing so, it also means that you can have up to six knights on ...


3

As Pat indicates in his answer, the Largest Army card is not used. The second part of this question hints at the Defender of Catan points that are awarded, which sort of take the place of Largest Army. When the barbarians reach Catan, if the total strength of active knights equals or exceeds the total number of cities, the player with the most total ...


2

A very nice set of laser-cut acrylic tiles costs about $100 ("How much do you love Settlers of Catan?")


2

Yes, like the Settlements and Cities, you are constrained by the number of knights you have to promote to Mighty knights (or any other type) 2 of each. You can always make house rules but the game was designed with the specific number of pieces they sent along.


1

The tradeoffs are often the usual case... with more complexity, there's a higher learning curve, and all other factors being equal, the game takes longer. However, you do get more depth, strategies, and things to do. Features vary between publisher (e.g. Kosmos vs. Mayfair) and edition (3rd edition and 4th edition Seafarers have some maps that are NOT in ...


1

Let's see... 5 settlements 5VP 4 cities =8 VP Longest Road = 2VP Metropolis = +2VP (above the city it's on) (3 of them). 2 1VP progress cards 6 Defender of Catan VP's as well. There is a progress card that allows removal of an opponent's knight. Time it for just before the barbarians, and make him pull one, then you get your VP for Defender of Catan. ...


1

Get a crafty friend to cut a set of interlocking tiles for you. http://www.thingiverse.com/thing:6681 Or print a set of border pieces. http://www.thingiverse.com/thing:6436


1

To flatten the hexes themselves, stack them and bind them tightly with rubber bands in all 3 directions across the six sides. To avoid the problem of the warped hexes entirely: get a sheet of clear acrylic that is big enough to cover the whole board and border. You could cut it to fit, cut it to fit and in halves for portability, or leave it ...



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