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(Updated format, Included changes from the base game (previous entry) and added some strategy explanation.)
 
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==== 1. New Commodities: Paper, Cloth, and Coins: ====
==== 1. New Commodities: Paper, Cloth, and Coins: ====


* Obtained from Forest, Meadow, and Mountain spaces respectively.
* Obtained from Forest, Pasture, and Mountain spaces respectively.
* Cities producing two of a resource now yield 1 resource and 1 corresponding commodity.
* Cities still produce two cards—1 resource card and 1 corresponding commodity card (instead of 2 resource cards).
* Start the game with 1 city and 1 settlement, making commodities easier to acquire.
* Start the game with 1 city and 1 settlement, making commodities easier to acquire.


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* City improvements are built using commodities and confer various advantages.
* City improvements are built using commodities and confer various advantages.
* Three commodity-specific decks replace the development card deck, corresponding to paper, cloth, and coins.
* Three commodity-specific decks replace the development card deck, corresponding to paper, cloth, and coins.
** Yellow Deck gives trading bonuses
** Blue Deck gives knight bonuses
** Green Deck gives resource bonuses
* Drawing cards tied to improvements - the more built, the higher the chances to draw.
* Drawing cards tied to improvements - the more built, the higher the chances to draw.
* Attaining four improvements of a commodity grants a metropolis worth 2 additional VPs, played until 13 VPs.
* Attaining four improvements of a commodity grants a metropolis worth 2 additional VPs.


==== 3. Knights and Barbarian Defense: ====
==== 3. Knights and Barbarian Defense: ====
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* Strategic Building: Balance resource production with the acquisition of commodities for improvements.
* Strategic Building: Balance resource production with the acquisition of commodities for improvements.
* Metropolis Pursuit: Aim for four improvements of a commodity to secure the metropolis and gain additional VPs.
* Metropolis Pursuit: Aim for four improvements of a commodity to secure the metropolis and gain additional VPs.
* City Walls: The square game piece allows a player to increase his max cards for the robber by two. Must be played under a city, so you can only play as many as you have cities.


==== Knight Management and Defense: ====
==== Knight Management and Defense: ====

Latest revision as of 15:52, 24 May 2024

Changes from the Base Game:

1. New Commodities: Paper, Cloth, and Coins:

  • Obtained from Forest, Pasture, and Mountain spaces respectively.
  • Cities still produce two cards—1 resource card and 1 corresponding commodity card (instead of 2 resource cards).
  • Start the game with 1 city and 1 settlement, making commodities easier to acquire.

2. City Improvements and Commodity Decks:

  • City improvements are built using commodities and confer various advantages.
  • Three commodity-specific decks replace the development card deck, corresponding to paper, cloth, and coins.
    • Yellow Deck gives trading bonuses
    • Blue Deck gives knight bonuses
    • Green Deck gives resource bonuses
  • Drawing cards tied to improvements - the more built, the higher the chances to draw.
  • Attaining four improvements of a commodity grants a metropolis worth 2 additional VPs.

3. Knights and Barbarian Defense:

  • Knights can be built along road networks, used to claim intersections and move the Robber.
  • Defend against periodic barbarian attacks using knights.
  • Successful defense rewards players with the most knights; failure downgrades the fewest knight holders' cities to settlements.

Strategies:

Commodities and City Improvements:

  • Resource Conversion: Utilize cities' new output for commodities; focus on acquiring and utilizing paper, cloth, and coins for city improvements.
  • Strategic Building: Balance resource production with the acquisition of commodities for improvements.
  • Metropolis Pursuit: Aim for four improvements of a commodity to secure the metropolis and gain additional VPs.
  • City Walls: The square game piece allows a player to increase his max cards for the robber by two. Must be played under a city, so you can only play as many as you have cities.

Knight Management and Defense:

  • Strategic Placement: Position knights strategically to claim intersections, move the Robber, and defend against barbarian attacks.
  • Defensive Collaboration: Collaborate with other players to ensure collective defense against barbarian invasions.
  • Upgrade and Activate Knights: Balance the activation of knights with improvements while considering their strength in defense.

Winning Condition:

Accumulate 13 Victory Points through cities, settlements, improvements, metropolises, and successful defenses against barbarian invasions to claim victory in "Catan: Cities and Knights."