Cities & Knights still plays on the classic nineteen-hex island. A stricter island keeps ore,
wheat, cloth, coin, and paper from all piling onto one lucky corner.
Cities double production and add commodities. If every six and eight sits on the same two resources, one
seat can snowball. Tournament mode here keeps high totals separated and spreads matching
terrain so more seats stay viable.
Rules you will still handle from the box
Barbarian strength vs. active knights when the ship reaches Catan.
Flipping knights, spending grain to activate them, and promoting for strength three.
Metropolises and merchant improvements on each commodity track.
Frequently asked questions
What does Cities & Knights add? ▼
Commodities from cities, knights you can promote, barbarian attacks, city walls, and new progress cards. Games run longer and reward planning.
Is Cities & Knights harder than the base game? ▼
Most groups treat it as a “next step” after several base games because there are more systems to track on each turn.
Does Cities & Knights need a different island shape? ▼
No. The usual nineteen land hexes stay the same. You add the C&K pieces and decks on top of a normal island.