Yes.
- 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.
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
No. Not only does this contradict the rules, it is also beneath a knight’s dignity.
No, battle ensues immediately.
Yes.
Yes. Simply use any other symbol of your choice to denote the victory point.
Yes.
Yes.
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.
No. You merely can’t purchase any further city improvements before having built a city again.
Yes.
No.
No. You only receive the production for the settlement.
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.
Turn one of your cities on its side and treat it as a settlement until you have upgraded it to a city again.
The affected player decides.
Yes.
No. The symbol die has no influence on your building activity.
Yes.
You can’t: it is meaningless for the course of the game.
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.
Yes.
Yes.
Yes.
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.
No.
Yes. The robber does not distinguish between commodities and resources; for him, they are only “cards from some player’s hands”.
No.
Then you have a beautiful metropolis wall. But in order not to complicate things further, we continue calling it a “city wall.”
Yes.
Yes. An alternative does not exist.
Yes.
Yes.
No.
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.
No. Displacing is a knight action that may only be performed by the player whose turn it is.
Yes.
No.
They are not awarded at all: there is no Largest Army in the Cities & Knights expansion.
Six: two basic, two strong, and two mighty knights.
One time at most.
Yes, provided that both intersections are connected to your roads as well as to your opponent's roads.
No.
No.
No.
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.
Yes, provided that the knight has been activated on a previous turn.
No. A knight must first be placed on a free intersection of one's own continuous road.
Yes.
No.
Yes.
Yes.
No.
Yes.
Yes.
No.
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.
No, it applies only to the Merchant's owner.
Yes. Those two get along very well, all the more so as merchants are purported to be the real robbers.
Yes.
Yes.
No. The Bishop only drives away the robber.
No. You may only place the piece you have removed from the game board.
Yes. The Diplomat doesn’t fear pirates.
You may use the Diplomat for ships just like you do for roads.
Yes.
Yes.
No, you must opt for any number between "2" and "12" – even if that number is a “7.”
As a matter of fact, you must roll the symbol die. The Alchemist only replaces the roll performed with the pipped dice.
Yes.
You either play the Alchemist or roll the pipped dice. You are not allowed to do both things during the same turn.
You draw the cards from where you have placed the robber.
No.
Yes.
No, in that case you’ve had back luck or a bad memory.
No.
You do.
No. You can use one Crane only for one improvement.
No. You may only play one Building Crane card per each expansion.
Yes.
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.
Yes, provided that he was activated when he deserted to you.
Yes.
Yes.
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.
The victim.
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.
No. Please also see the answer to the question When is a road open?.
No. It is mandatory for a knight to be connected to a settlement or city of his color via roads of his color.
Yes.
No.
It returns to your opponent’s supply.
No. You may play Progress Cards only after the dice result is resolved (only exception: Alchemist).
Yes.
No.
- 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.
Only the Alchemist may be played before rolling the dice.
No.
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.
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.
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.
Always place cards face down under the Progress Card stack.
Yes.
No.
The robber stays on the terrain hex and blocks its new number token.
No. You may only play one Medicine card for one city.
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.
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.
Yes, provided that you have enough knights to apply the two cards to different knights.
Yes.
Yes.
No.
No.
No.
No.
Yes.
Yes.
Yes.
No.
Yes. You may proceed in any order. For example, you may first trade, then build, then trade again, etc.