Cities & Knights
  • If you play according to the basic rule for Cities & Knights: All active knights participate in the battle; therefore, they all are deactivated.

 

  • If you play the variant for “meanies,” each player decides which of his knights participates in the battle, and they are the only ones that are deactivated after the battle.
Cities & Knights

The strength of the barbarians is calculated according to the following formula:
b = s + m
where: b = strength of barbarians, s = number of cities, m = number of metropolises

Cities & Knights

No. Not only does this contradict the rules, it is also beneath a knight’s dignity.

Cities & Knights

No, battle ensues immediately.

Cities & Knights

Yes.

Cities & Knights

Yes. Simply use any other symbol of your choice to denote the victory point.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

Yes. The specification given in the game rules that “no one receives a card” only refers to the fact that no Defender of Catan card is awarded in case of a tie.

Cities & Knights

No. You merely can’t purchase any further city improvements before having built a city again.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

No. You only receive the production for the settlement.

Cities & Knights

If the player with the lowest strength of knights can’t lose a city, the player with the second lowest strength of knights loses one. If this player can’t lose a city either, the player with the third lowest strength of knights loses one. And so on, until a player has lost a city.

Cities & Knights

Turn one of your cities on its side and treat it as a settlement until you have upgraded it to a city again.

Cities & Knights

The affected player decides.

Cities & Knights

Yes.

Cities & Knights

No. The symbol die has no influence on your building activity.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

You can’t: it is meaningless for the course of the game.

Cities & Knights

No. Although you can perform the 5th city improvement afterwards, the metropolis stays with the first player to perform the 5th city improvement in an area.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No. If you only have one 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 this, you must upgrade another settlement to a city.

Cities & Knights

No.

Cities & Knights

Yes. The robber does not distinguish between commodities and resources; for him, they are only “cards from some player’s hands”.

Cities & Knights

No.

Cities & Knights

Then you have a beautiful metropolis wall. But in order not to complicate things further, we continue calling it a “city wall.”

Cities & Knights

Yes.

Cities & Knights

Yes. An alternative does not exist.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

Yes. However, you should consider carefully if this is the best way to trade commodities, because in most cases your opponents will offer you a better rate.

Cities & Knights

No. Displacing is a knight action that may only be performed by the player whose turn it is.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

They are not awarded at all: there is no Largest Army in the Cities & Knights expansion.

Cities & Knights

Six: two basic, two strong, and two mighty knights.

Cities & Knights

One time at most.

Cities & Knights

Yes, provided that both intersections are connected to your roads as well as to your opponent's roads.

Cities & Knights

No.

Cities & Knights

No.

Cities & Knights

No.

Cities & Knights

Yes, provided that your supply still contains a basic knight. In this case, you have first built a basic knight and then promoted him on the same turn, all of which complies with the rule.

Cities & Knights

Yes, provided that the knight has been activated on a previous turn.

Cities & Knights

No. A knight must first be placed on a free intersection of one's own continuous road.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

No. You receive one victory point when you take over the Merchant figure, and you lose the victory point as soon as an opponent plays a Merchant card and thus takes over the Merchant figure.

Cities & Knights

No, it applies only to the Merchant's owner.

Cities & Knights

Yes. Those two get along very well, all the more so as merchants are purported to be the real robbers.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No. The Bishop only drives away the robber.

Cities & Knights

No. You may only place the piece you have removed from the game board.

Cities & Knights

Yes. The Diplomat doesn’t fear pirates.

Cities & Knights

You may use the Diplomat for ships just like you do for roads.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No, you must opt for any number between "2" and "12" – even if that number is a “7.”

Cities & Knights

As a matter of fact, you must roll the symbol die. The Alchemist only replaces the roll performed with the pipped dice.

Cities & Knights

Yes.

Cities & Knights

You either play the Alchemist or roll the pipped dice. You are not allowed to do both things during the same turn.

Cities & Knights

You draw the cards from where you have placed the robber.

Cities & Knights

No.

Cities & Knights

Yes.

Cities & Knights

No, in that case you’ve had back luck or a bad memory.

Cities & Knights

No.

Cities & Knights

You do.

Cities & Knights

No. You can use one Crane only for one improvement.

Cities & Knights

No. You may only play one Building Crane card per each expansion.

Cities & Knights

Yes.

Cities & Knights

No. If, under these circumstances, your opponent chooses a basic knight, he must remove him from the game board, but you are not allowed to place an additional knight.

Cities & Knights

Yes, provided that he was activated when he deserted to you.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

At a location where the rule allows you to build a new knight. This can also be the place where your knight stood before, provided that one of your roads is adjacent to it.

Cities & Knights

The victim.

Cities & Knights

No. You don’t lose the Longest Road because you are moving one of its road pieces, provided that after relocation your continuous road is at least as long as before.

Cities & Knights

No. Please also see the answer to the question When is a road open?.

Cities & Knights

No. It is mandatory for a knight to be connected to a settlement or city of his color via roads of his color.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

It returns to your opponent’s supply.

Cities & Knights

The same rule as for ships apply to roads here.

Please look here: When is a ship “open”?

 

Cities & Knights

No. You may play Progress Cards only after the dice result is resolved (only exception: Alchemist).

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights
  • If you know beforehand that playing the card will have no effect (e.g., the Mining card, provided that you are not settling adjacent to a mountains hex): no.

 

  • If you have no way of knowing it (e.g., Trade Monopoly): yes.
Cities & Knights

Only the Alchemist may be played before rolling the dice.

Cities & Knights

No.

Cities & Knights

In the order stipulated in the game rules, the players draw cards of the respective color until the supply stack is used up. The Catanian Devil take the hindmost.

Cities & Knights

If it isn't your turn, you must discard one of your five progress cards immediately, that is, before the dice roll result is resolved that determines which hexes produce resources and commodities.

If you received it within your turn, you have time until the end of your turn to use a progress card and to get down to a maximum of 4 cards again. If you end your turn and still have more than 4 cards you have to discard the exceeding number of cards.

Cities & Knights

Never. That’s because there is no Progress Card discard pile: played Progress Cards are placed under their respective supply stacks (yellow, blue, or green) and thus are always recycled back into the game.

Cities & Knights

Always place cards face down under the Progress Card stack.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

The robber stays on the terrain hex and blocks its new number token.

Cities & Knights

No. You may only play one Medicine card for one city.

Cities & Knights

First choose a resource type or commodity. Let’s assume that you have chosen “grain”: in this case, during your turn you may take any one Resource Card of a different type or any one commodity of your choice for each two grain cards you pay to the bank.

Cities & Knights

The procedure is the same as when a “7” is rolled and some players have too many resources/commodities: each affected player chooses the cards himself.

Cities & Knights

Yes, provided that you have enough knights to apply the two cards to different knights.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

No.

Cities & Knights

No.

Cities & Knights

No.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

Yes.

Cities & Knights

No.

Cities & Knights

Yes. You may proceed in any order. For example, you may first trade, then build, then trade again, etc.