Catan CK 5th Ed Rules 150303 PDF
Catan CK 5th Ed Rules 150303 PDF
Game Rules
& A lmanac
Game Rules
Except where noted below, Catan: Cities & Knights (aka • 4 development flip-charts (“city calendars”)
“Cities & Knights”) uses all the rules from Catan® (aka “The • wooden playing pieces in 4 colors:
Settlers of Catan”). The additional rules include: – 12 city walls (square wooden tokens; 3 of each color)
• a revised turn order; – 24 knights (round wooden tokens; 6 of each color)
• rules for placing and using knights; • 3 metropolis pieces (yellow wooden city gate pieces)
• rules for city development and progress cards; and • 3 metropolis tokens (die cut cardboard)
• rules for the attacking barbarians! • 2 sheets of knight labels
These 12-page rules (pages 2-13) contain all the important • 1 barbarian ship (wooden ship piece)
information that you need to play! Look for specific information
• 1 merchant (wooden cone piece)
about the individual progress cards in the “Almanac,” which
follows after these rules (see pages 14-18). • 1 Game Rules & Almanac booklet
• 1 game overview (on back of this booklet)
G ame Components • 1 event die (with 3 ships and 3 city gate symbols)
• 1 “barbarian tile” with movement spaces for
the barbarian ship What You Need From Your Catan Game
• 36 commodity cards, including: To play Cities & Knights you
will need most of the components Illustration A
– 12 paper (from forest)
from a copy of Catan. Set aside
– 12 cloth (from pasture)
the following Catan pieces, as you
– 12 coin (from mountains) won’t need them: L argest A rmy
– 18 trade progress cards (yellow flag on the back) • The “Largest Army” card; and
– 18 politics progress cards (blue flag on the back) • The building costs cards.
– 18 science progress cards (green flag on the back) See Illustrations A and B.
• 6 “Defender of Catan” victory point (VP) cards Cities & Knights pieces replace Set aside all of these
these components. Use all of the Catan pieces before
A general note on these rules. This is the 5th English- remaining pieces from Catan. you start—you don’t
language edition of Catan: Cities & Knights. Over the years, the need them in C&K.
rules have been clarified, refined, and occasionally updated. As
of January 1, 2015, all of the rules in this version of Catan take
precedence over any previously-published rules.
The New World is Winter and We create wonders knowing onlee truth transcends decay
Illustration D
player must be able to match the number rolled robber by playing of any progress
on the red die with one of the red die icons cards (like the Bishop) or 2 Grain
showing on his flip-chart in the section that matches the knight actions until after the first
color of the city gate rolled on the symbol die barbarian attack.
Illustration G
(see example).
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them with the right the appropriate progress card stack. Victory points,
Trade Politics Science
combination of event die however, remain face-up and in play.
Illustration M
and red die. Knights
Acquiring Progress Cards Knights are essential for achieving victory in Cities & Knights
To be able to draw a progress card: of Catan. Without them, the barbarians will surely pillage your
• You must possess at least one level of city improvement cities and ruin your hopes for victory.
in one or more areas of development. The first level of Like settlements, knights are placed at the intersection of
improvement displays two red dice, the second level three hexes. However, knights do not have to observe the
displays three, and so on. distance rule. Knights can be placed to block construction
• The event die, when rolled on any player’s turn, must show of other players, and they can also be used to break another
the city gate symbol whose color matches the color of one player’s “longest road.”
of your city improvements. Example: See Illustration N. A knight placed at the
• The number on the red die, rolled at the same time, intersection of two players’ roads will keep the opposing
must match one of the red dice displayed on your city colored player
from building
improvement whose color matches the city gate on the
past the knight.
symbol die. The red player
If these three conditions are met, you may draw the top card has four available
from the progress card stack that matches the color of the city
gate on the event die. If more than one player is allowed to
intersections for
knight placement
B A
draw on the same turn, then each player draws in turn order, (marked with
beginning with the player whose turn it is. arrows). If the
red player places
Example: Player A rolls a “6” on the white die, a “3” on the
a knight at
red die, and the yellow city gate on the event die. Player B intersection “A,”
has already built a town hall (blue) and a merchant guild the blue player will
(yellow). Since player B’s yellow improvement shows a red not be able to build Illustration N
die with “3”, showing player B may draw a yellow past that knight.
progress card. Only the red player can build a road there. If the red player
Playing Progress Cards places his knight at “B,” it will break blue’s road, shortening
During your turn, you may play as many progress cards his road for purposes of determining the longest road.
as you wish. All progress cards may only be played after you There are 3 strengths of knights: basic knights, strong
roll the dice (exception: the “Alchemist”). Here are some knights, and mighty knights. A basic knight has a strength of 1,
specific rules about the play of progress cards. More detailed a strong knight has a strength of 2, and a mighty knight has a
instructions about each card can be found in the Cities & strength of 3.
Knights Almanac: Knights serve you in 2 ways. First, they help protect Catan
• Victory point cards must be played immediately when from the barbarian army (See “Attack of the Barbarians” on
drawn. The Spy may not steal them, and they cannot be page 11). Second, your active knights can perform one action
hidden in your hand. These cards do not count toward your during your turn. Each knight may perform any 1 of the actions
hand limit of 4 cards. each turn. A knight may not be activated and then perform
an action on the same turn. A knight can, however, perform
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There are 2 possible outcomes of this battle: receives a VP card. Instead, each of
• If the barbarians are stronger, they are victorious! If the the players who tie for the highest
barbarians win the battle, they pillage one or more cities. strength draws the top card from
Pillaged cities are reduced to settlements (replace the city any 1 of the 3 progress card stacks
(his choice). In clockwise order, Victory Point
1
piece with a settlement). The barbarians pillage one city © 2015 Catan GmbH
belonging to the player who had the lowest total strength each eligible player selects 1 card,
of active knights when the barbarians attacked. Any player starting with the player whose turn Victory Point Card
who contributed no knights are automatically considered it is. (Back & Front)
to have the lowest total strength of active knights. If various Barbarians Return Home
players tie for having the lowest total strength of active Regardless of the outcome of the attack, the barbarian ship
knights, each of those players loses 1 of his cities. is returned to its starting position. All knights on the board
Important: When determining which player has contributed are turned so that their inactive (black & white) side faces up.
the weakest group of knights, do not count any player who Starting with the next player’s turn, the barbarians will begin a
has no cities or any player who has only metropolises. These new journey to the rich island of Catan.
players are immune to the effects of the barbarian attack.
If the barbarians pillage a city that has a city wall, the city
wall is destroyed and removed from the board.
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improvements that you may have built before the attack. You
also keep all of your progress cards. You may continue to draw Cards Play this card before you
roll the dice. You decide
what the results of both
numbered dice will be. Then
and play progress cards normally. Note, however, that you may
not build any additional city improvements until you have built CRANE MINING IRRIGATION
at least one city. Once you own a city again, you may continue to
purchase city improvements normally. One city improvement You may take 2 grain cards
You may take 2 ore cards from
(abbey, town hall, etc.) from the bank for each fields
the bank for each mountains
that you build this turn hex which is adjacent to
hex adjacent to at least one
T he Merchant
costs one less commodity at least one of your
produced in that land hex at a 2:1 rate. MERCHANT COMMERCIAL HARBOR MERCHANT FLEET
Trade
terrain at a 2:1 ratio. resource card is returned. trades as you wish.
the resource produced by this
© 2015 Catan GmbH
during his turn immediately wins the game. This player becomes
the “Lord of All Catan” and receives the endless praise and love WEDDING INTRIGUE SABOTEUR
Choose an opponent. He
Examine an opponent’s hand
must remove 1 of his knights 1 Victory Point!
(his choice) from the board. Reveal this card immediately
of progress cards. You may take You may place 1 of your own
1 card of your choice and when you draw it. This card
knights on the board (its cannot be stolen by a spy.
© 2015 Catan GmbH
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knights may not be promoted. does not change. You may only promote a
“strong” knight (level 2) if you have built
the “Fortress” city improvement (politics–
blue). You may only promote a knight one
level per turn.
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choice) from the board. You may You may displace an opponent’s
then place 1 of your own knights, knight. The knight must be on an
on the board. Its strength must intersection connected to at least
equal to the knight removed (the one of your roads or shipping
normal rules for placing knights routes.
DESERTER With this card you can displace INTRIGUE
apply).
When you play this card, your an opponent’s knight without
opponent chooses which of his using a knight of your own. You
knights to remove from the board. can play this card even if you
If he chooses a knight that you do have no knights of your own. The
Choose an opponent. He not have available (for example, displaced knight must be moved
You may displace one of your
must remove 1 of his knights
(his choice) from the board. if he removes a “strong” knight to an empty space. If he cannot, opponent’s knights, without using
a knight of your own. The knight
You may place 1 of your own
and both of your “strong” knights then remove him from the board must be on an intersection
knights on the board (its
(return it to its owner). After the
© 2015 Catan GmbH
Your agents spread chaos in your 1 resource card from your hand.
opponents’ cities! Each of the He must exchange it for any 1
other players who has at least as commodity card of his choice from
SPY
many victory points as you must his hand, if he has any. COMMERCIAL HARBOR
discard half of his resource/
You may use this ability at any
commodity cards. Each player
point during the turn you play
chooses which of his cards
the card. However, you may only
to discard.
force each player to make this
Spy (3) trade with you once that turn.
Your opponent chooses which You may offer each opponent a
Examine an opponent’s hand
of progress cards. You may take
Look at another player’s hand commodity card to give you if he
resource card from your hand. In
exchange, each player must give
1 card of your choice and of progress cards. You may choose has more than one. If you offer a
you a commodity card of his
© 2015 Catan GmbH
Players with an equal number of When you play this card, take the
points as you, or fewer, are not merchant and put him on any
affected by this card. land hex next to one or more
of your settlements or cities. As
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6
in front of themselves
with the first page •••••
2
• 5
••••
showing
(indicating no city
improvements).
3
••
9
••••
10
•••
8
•••••
4
•••
11
••
3
•• 8
•••••
10
••• 5
••••
6
•••••
4
•••
City Production
Terrain Resources Commodities 9
••••
12
•
11
••
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