In a tournament, player D may get away with it; but he definitely wouldn’t at my house, or during any games I’ve played with friends.
In a game that involves open negotiation and trade, intent is an important factor. When a player asks “anyone have a sheep” and anther responds “Sure. For a wheat?” Both players have to infer from the language that the other ...
I agree with player D's interpretation, but it's not clearly enough worded to be enforceable without prior agreement from other players. In a casual setting I would have agreed the interpretation, but allowed player A to re-do his go now that we'd agreed on the card's rules.
Interpretation of the rules
You may offer each Opponent a resource card ...
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 ...
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 ...
It appears the FAQ addresses this kind of situation, and the answer is no.
See question number 3 on this page of official catan FAQ:
Progress Cards: General - May I play a Progress Card if playing it has no effect?
If you know beforehand that playing the card will have no effect (e.g., the Foundry card, provided that you are not settling adjacent to a ...
First, you check if Catan wins or not by comparing the strength of the barbarians (the number of cities) against strength of the knights (the sum of the value of active knights). In the event of a tie in the strengths, Catan wins.
If the barbarians win, the player who contributed the least has one of their cities pillaged. In the event of a tie for the ...
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 ...
Changes to the base game
The biggest change in the base game is that the name has switched from "Settlers of Catan" to just "Catan". They've also updated the art (citation).
Changes to seafarers
Many of the scenario maps are different. It seems they used the maps from the 2008 German printing of seafarers when making 5th edition. The big change is that ...
In general, depending on how well you pay attention to the game and the rolls of dice, you can know almost all cards a player has or at the very least get a good impression of it. Since commodity cards are an important resource, I usually keep track of who has how many of them at a given time. (This is made slightly more difficult by rolls of 7 or playing ...
Yes, you can do this.
None of the Progress Cards have prerequisites that must be fulfilled. The rules do not give any limit on playing a Progress Card that's related to whether or not the Progress Card would help you at all.
Here's the full rules for Playing Progress Cards:
Playing Progress Cards
During your turn, you may play as many Progress ...
It is technically not legal; but how to handle this situation will depend largely on your playgroup’s style and friendliness.
Playing the Deserter card when you don’t have a space to place your new Knight is completely legal:
Progress Cards: Deserter - May I play the Deserter if I can’t place a knight of the same strength?
Also, the ...
Oddly this is clarified in the FAQ under When is a ship “open”?
The full answer is that a knight will interrupt a continuous road, but will not make the road "open", while this is a slightly confusing aspect of the rules it's there to prevent "orphaned" roads, which were not handled in the rules until the advent of volcanoes.
You're right, the rules only state that the player loses one of thier cities but not how to determine which city.
However, the mobile app comes in handy. I created the same conditions as you explained, and this is how they designed the game to handle the situation.
So the player decides which of their cities get pillaged.
From the rules to Sefarers, page 6:
If you roll a "7" during your turn, you may elect to move the pirate
INSTEAD of the robber.
From the Cities and Knights rules, page 5:
The robber cannot be moved until after the barbarians reach the island
of Catan for the first time.
Since the robber can't be moved until the barbarians attack, neither can the ...
Yes. The rules text for Aqueduct is
If, when the dice are rolled for production, you do not receive any resources or commodities, you may take any one resource of your choice from the bank. You may not, however, use this ability when a "7" is rolled.
I think the first sentence is sufficient evidence: the rule does not care about why you do not receive ...
Yes, you can steal from a player even if he has a city wall.
The rules make no mention of a city wall having any effect on stealing from a player when the robber is moved. As you said, the only thing that the walls do is increase your hand limit by 2 for how many cards you can safely hold when a 7 is rolled.
I can't say why the green city did not light up; ...
One ignores players with no cities when determining who loses a city, so Player A must convert one of their cities into a settlement.
If the barbarians are stronger, they are victorious! If the barbarians win the battle, they pillage one or more cities. Pillaged cities are reduced to settlements (replace the city piece with a settlement). The barbarians ...
Players 1, 2, and 3 will each have 1 city pillaged.
You say that players 2 and 3 are protected, but this is not correct. It doesn't matter if an individual player has as many knights as they do cities. All that matters is the total number of cities among all players compared to the total number of active knights among all players.
From the rules:
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.
Here is a link to the Completely Annotated Rules & Almanac for Catan Cities and Knights by Derek Whaley on BGG.
I don't know how official this can be, but the turn overview on page 8 makes it quite clear that you can't use a Knight action before rolling the dice:
The player who placed the last city takes the first turn. Each player,
going clockwise ...
It is not explicitly stated in the rules.
A large Catan faq (German only) argues that, because the rules don't distinguish between metropoles from different branches, the player who owns them may decide which one to revert.
What you describe is a common house rule (I use it as well). In the faq it is mentioned that some people paint the metropoles to make ...
The English rules are correct; you still must discard half your hand if you are holding too many cards. You can find the latest edition of the rulebook on catan.com here. It says;
The robber cannot be moved until after the barbarians reach the island of Catan for the first time. Until the first barbarian attack, if you roll a "7", each player must check ...
Correct, you cannot upgrade to another level 4 unless you first build another city. From the FAQ:
City Improvements and Metropolises - May I upgrade a city to 2 metropolises at the same time?
No. If you only have 1 city and already upgraded it to a metropolis, you are not allowed to build a 4th level of improvement in another area. Before you do ...
Sebastian Rapp of Kosmos confirms on BGG:
Cities & Knights:
If a player has an aqueduct and is entitled to claim a resource for it, he may claim a resource that was not given to the players due to a shortage. He may even do so, if he is only allowed to use the aqueduct because of the shortage.
There's also this second-hand recollection of ...
'May' is optional
It is pretty much universal among board games that if the game says you 'may' take an action, that action is optional. If the word 'may' is not present, the action is usually mandatory.
If, when the dice are rolled for production, you do not receive any resources or commodities, you MAY take any one resource of your choice from the bank. ...
When the barbarians attack, they assume the strength of the total number of cities. Then we look at the total points of active knights on the board. When the knight points equal or surpass the barbarians strength, the Settlers are victorious. However, if there are more cities than knight points, the barbarians win. The actual difference does not matter after ...
Yes, you can take the same kind of action at multiple points in your turn. The relevant rule is:
You may do any or all of the following in any order:
– Trade resources and/or commodities with the bank and/or other players.
– Build roads, settlements, cities, knights, city walls, and/ or city improvements.
– Activate, promote, and/or perform actions with ...
There's a German Q&A on this subject that says Knights are unaffected by volcanic eruptions. The reason for this is simply stated as "Because the rules on eruptions only describe the effects on settlements and cities, you can conclude that nothing happens to knights."
I find this answer quite unsatisfactory, and I recommend that you decide before the ...
There is no official ruling on combining the Jungle hex with Cities & Knights, but there are documented suggestions.
This site has two suggestions:
Two Discovery Tokens may be traded in for one Resource or Commodity card of your choice.
Three Discovery Tokens and one Commodity Card may be traded in for one Progress Card of that color.