

Each time a section of the city is upgraded, one page in that section of the calendar is flipped - showing a picture of the upgrade and the improvement die numbers.Ĥ.) Progress Cards: The development cards and largest army victory point card are removed from the game, and one of the white dice is exchanged for a new red die.

For example, a player can upgrade to the first politic level - the Town Hall, by paying one coin commodity to the bank. Each of the three sections of the city (trade, politics, and science) can be upgraded several times by paying a certain amount of commodities. On the one side of each of the three sections of the calendar, the players can see all their building options and the costs of each - a great player aid! Players can also use cloth, coin, or paper to improve their cities. Still, another option (and another wooden piece!) is nice to have in the game.ģ.)Ĝity Improvements: At the beginning of the game, each player is given a flip booklet (calendar) to show their city improvements. I’ve seen some players center their strategies around walls, but never to any kind of game-breaking strategy. Walls are a nice feature but unless you’re hoarding cards, they’re not that big of a deal. Each city wall allows a player to increase their hand limit (when a robber is rolled) by two cards - to a maximum of eleven cards. These can be built on a player’s turn under one of their cities by paying two bricks.

Commodities are used by players to upgrade their cities, and in most circumstances are treated like resources- can be traded, stolen, etc.Ģ.) Walls: Each player receives three square wooden blocks in their color at the beginning of the game. When a city is next to a pasture, mountain, or forest, and the number on that hex is rolled, the player with the city gains cloth, coin, or paper instead of two of the basic resources. Here’s a listing of some of the changes.ġ.)Ĝommodities: Three more types of cards are included with the game - cloth, coin, and paper - known as commodities. But if you like the basic system of Settlers and would like to see it optimized and expanded, then Cities and Knights is your game. But I do realize that Cities and Knights is a huge change from the original Settlers, and I still revert back to the original game + Seafarers often. I am in the former group, thinking that the benefits of Cities and Knights are largely for those who desire a more complex game with various options. Others feel that the length and added rules actually detract from the game, dragging what was once a short, fun game into a dreary, endless experience. Some people welcome this change, as they feel “vanilla” Settlers is too simplistic, and this expansion adds the complexity that is needed. And the reason is quite simple - it makes the game quite a bit more complex, changing it entirely. Cities and Knights (Kosmos and Mayfair Games, 2000 - Klaus Teuber) is probably the most controversial of the Settlers of Catan expansion.
