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The essential expansion that turns entry-level Catan into a deeper strategy game. You raise knights to hold off the barbarian attack, improve your cities with commodities (paper, cloth and coin), and add city walls and Progress Cards on top of that.
The target goes up to 13 victory points, cities start producing “commodities,” and you have to raise knights to hold off the barbarians coming in from the sea. Stopping the barbarians is a group effort, but only one player is rewarded for it. This is the heaviest and the most popular of the Catan expansions.
Laying out the tiles, building settlements, cities and roads, producing resources on the dice, trading, the robber and the distance rule are all the same as in “Catan.” This guide only covers what changed.
Some base-game pieces go back in the box
Put away the base game's Development Cards, Building Cost Cards and “Largest Army” card. Development Cards are replaced by Progress Cards, and Largest Army is replaced by the defense of Catan against the barbarians. “Longest Road” stays in play.
The target is 13 victory points
The base game ended at 10. In Cities & Knights the first player to 13 wins.
| Component | Count | Note |
|---|---|---|
| Commodity Cards | 36 | 12 paper · 12 cloth · 12 coin |
| Progress Cards | 54 | 18 science · 18 politics · 18 trade |
| “Defender of Catan” victory point cards | 6 | 1 point each |
| Knights | 24 | 6 per color (2 basic · 2 strong · 2 mighty) |
| City walls | 12 | 3 per color |
| Metropolis pieces | 3 | One each for science, trade and politics |
| Development flip-charts | 4 | Track the city improvements you have bought |
| Barbarian Ship · Barbarian Tile | 1 each | The tile has the movement spaces printed on it |
| Event die | 1 | 3 ship faces + 3 city gate faces (blue, green, yellow) |
Before your first game
You have to apply the stickers to all 24 knight tokens yourself. The black-and-white side is the inactive side and the colored side is the active side. The number of rings around the helmet shows the rank — 1 ring basic, 2 rings strong, 3 rings mighty.
| Event die | Effect |
|---|---|
| Ship (3 faces) | The Barbarian Ship advances one space. When it reaches the last space, the barbarians attack |
| City gate (blue, green, yellow) | Players with city improvements in that color may be able to draw a Progress Card |
What happens on a “7” changes
If the production dice total 7, you still check for oversized hands as usual, but the robber stays where it is. You do not move it the way you do in the base game.
In Cities & Knights you may build and trade freely on your own turn, commodity cards included.
| Terrain | A settlement gets | A city gets |
|---|---|---|
| Forest | 1 lumber | 1 lumber + 1 paper |
| Pasture | 1 wool | 1 wool + 1 cloth |
| Mountains | 1 ore | 1 ore + 1 coin |
| Hills · Fields | 1 brick · 1 grain | 2 of the same resource (as in the base game) |
Commodities are only for city improvements
Paper, cloth and coin are never used to construct buildings. They go only into city improvements. That makes where you put your cities matter far more than before.
City improvements are split into three areas, each going up to level 5. Pay commodities and flip the matching section of your development flip-chart to record it.
| Area | Commodity used | City gate color |
|---|---|---|
| Science | Paper | Green |
| Trade | Cloth | Yellow |
| Politics | Coin | Blue |
How you earn Progress Cards
When the event die shows a city gate color, check whether the red die rolled at or under the number of improvement levels you have in that area. If it matches, you draw a Progress Card of that area. The further you improve, the more often cards come.
The metropolis — reached at level 4
The first player to reach level 4 in an area places that area's metropolis on one of their cities. A metropolis is worth 2 extra victory points. There is one per area, so only 3 exist in the whole game.
If another player already holds that area's metropolis, you can only take it away by reaching a higher level than they have. Matching their level is not enough.
Knights are worth no victory points. And yet without them the barbarians take your cities. “You must invest in something that never scores” is the tension this expansion runs on.
| Result | What happens |
|---|---|
| Defense holds (knights ≥ barbarians) | Catan is saved. The single player with the highest active knight strength takes a “Defender of Catan” victory point card (1 point) |
| Tied for highest | Nobody gets a victory point card. Instead each tied player draws 1 Progress Card |
| Defense fails (knights < barbarians) | The player with the lowest active knight strength loses 1 city, reduced to a settlement. Anyone who contributed no knights is automatically lowest. If several tie for lowest, each of them loses a city |
After an attack, every knight goes back to inactive
Whatever the outcome, the Barbarian Ship returns to its starting space and every knight on the board is turned back to its inactive side. Activating them again costs again.
Skip the knights on the theory that someone else will handle it, and you are locked in as the lowest contributor and lose a city. Over-invest on your own, and you fall behind on points. Contributing roughly as much as everyone else is the baseline.
No. It is an expansion, so you need the board, tiles and resource cards from the “Catan” base game.
13. Using the base game's 10-point target makes it end far too quickly.
No. The base game's Development Cards and the “Largest Army” card are set aside. Progress Cards take their place. Longest Road stays.
No. You only check for oversized hands, and the robber stays put. Moving the robber is done with Progress Cards or knights.
No. Commodities go only into city improvements.
No, which is exactly the dilemma. You do get 1 point from a “Defender of Catan” card if you lead the defense, though.
No. It adds up every player's cities. When someone else builds a city, you are in more danger too.
When the defense fails you are automatically the lowest contributor and lose a city. The design makes free-riding impossible.
| Item | Detail |
|---|---|
| Designer | Klaus Teuber |
| First published | 1998 (originally “Die Städte und Ritter”) |
| Original game | “Catan,” 1995 — winner of the Spiel des Jahres |
| Reputation | The heaviest of the Catan expansions, and the one recommended most often |
There is a separate 5–6 player extension. The base game's 5–6 player extension and the Cities & Knights 5–6 player extension are two different products, so you need both.
Sources
Official Catan Studio rulebook (Catan: Cities & Knights, English)Korea Boardgames Korean-edition rulebook, “Catan: Cities & Knights” (2015 revision)Cross-checked against Wikipedia: Catan: Cities & KnightsCross-checked against Namuwiki: Catan (Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-09-14
💡 Master tip
Keep your active knight strength just one step above everyone else before the barbarians attack, and you come through while other players lose a city, which puts you in the lead. Focusing your commodity improvements on a single area so you reach the strong Progress Cards first is another line that works.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Barbarian Ship attack counter
Counts the spaces left and adds up every player's active knight strength
City improvement track chart
Shows the bonus at each paper, cloth and coin improvement level
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