![]() ![]() Building roads (and ships, if you combine Cities and Knights with Seafarers), settlements, and upgrading to cities are still here, but now you have to build knights to protect your property, upgrade your cities and be wary of barbarians’ progress.Īll that with a combination of looking out for other players who try to do the same, obstructing them, using political cards on them, and still trying to keep them friendly enough to trade with you. The Player has a lot of options during his turn. ![]() I admit – the first couple of times I played Cities and Knights, I was confused and overwhelmed by all the things to do. ![]() Just like commodities and city improvements, progress cards come in three flavors: technology (cards like Inventor, Irrigation or Mining, etc.), commerce (Merchants and Monopolies, etc.), and politics (Spy, Deserter, Saboteur, etc.). They work similarly to development cards but are significantly more powerful, specialized, and oriented toward harming other players. The second purpose of the third die is to determine the distribution of progress cards. To restore their functionality, one grain per each is needed (or a special progress card). After each barbarian attack, all knights are deactivated. Should barbarians win, the player with the fewer knights loses a city – it’s demoted to a village. If knights win, the player who contributed the most receives a defender card, which is worth one victory point. Cities & Knights introduce Barbariansīarbarians are an important new game mechanic: each time their ship lands on the island, a fight between barbarians and knights is initiated. It serves to determine whether barbarians make any progress toward the island. When a knight is activated (costs 1 grain), it can perform actions such as moving, chasing away the robber, or fighting other knights.Ī third die, event die is introduced. They can be promoted up to two times, to make them even more powerful. Knights are now no longer just cards – they are tokens you buy (for 1 ore and 1 sheep) and place on an intersection on the board. Each city can have one, and each wall increases the maximum amount of resource cards in hand by 2, to a maximum of 13. When a city reaches level 4 in any area, it becomes a metropolis, granting 2 more victory points.Īnother new improvement is the city walls. Every higher-level provides additional benefits like a higher chance to receive progress cards and special abilities. Using commodities, cities can be improved in 3 areas, with each having 5 levels. Commodities can be traded just like resources. There are 3 commodities: cloth (from pasture), coin (from mountains), and paper (from the forest). Cities produce commodities (on top of resources). Having a city is pivotal in the expansion, therefore players start with one city and one village. New Gameplay Mechanics in Cities and Knights City improvements and commodities Let’s see what is Cities and Knights all about. New game mechanics are introduced giving players more options when playing. It shifts the gameplay of Catan into more of a city-development game with elements of fighting barbarians and a deeper element of interaction with other players. Cities and Knights is an expansion of Settlers of Catan, released in 1998. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |