Customer Reviews


35 Reviews
5 star:
 (30)
4 star:
 (4)
3 star:    (0)
2 star:
 (1)
1 star:    (0)
 
 
 
 
 
Average Customer Review
Share your thoughts with other customers
Create your own review
 
 
Only search this product's reviews

The most helpful favorable review
The most helpful critical review


62 of 62 people found the following review helpful:
5.0 out of 5 stars great expansion
After falling in love with the original game, I decided to get an expansion pack and this is the first one I got. Great decision.

A little note if you are considering this expansion: be prepared to spend more time learning the game. It takes a lot of looking back at the manual to get the hang of it.

Once you get going, you will become even more hopelessly addicted to...

Published on January 30, 2004 by Isabella Valentine - www.Isab...

versus
6 of 10 people found the following review helpful:
2.0 out of 5 stars Preferred the basic game
The Knights expansion really hoses the player who is furthest behind (the barbarians always trash their city) and it makes mountain squares much more valuable than previously. We may experiment with some house rules, but as is it lengthened the game a lot for very little addition to the fun. The expansion may even make play more random, which Catan really doesn't need.
Published on January 9, 2003 by Frank Sronce


‹ Previous | 1 2 3 4| Next ›
Most Helpful First | Newest First

62 of 62 people found the following review helpful:
5.0 out of 5 stars great expansion, January 30, 2004
= Durability:5.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:5.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
After falling in love with the original game, I decided to get an expansion pack and this is the first one I got. Great decision.

A little note if you are considering this expansion: be prepared to spend more time learning the game. It takes a lot of looking back at the manual to get the hang of it.

Once you get going, you will become even more hopelessly addicted to the game. You get to build giant cathedrals which are twice the value of cities. You also get to fight the barbarian with your knights - which brings all the people playing the game to side WITH each other instead of AGAINST each other.

But I think the ultimate feature in this expansion are the new cards involved. When you draw a development card, you get the coolest options such as viewing everyone's cards and basically taking what you want... as well as other things... such as being able to hold up to 13 cards in your hands if you have the right amount of cities, etc.

Also new in this game is the merchant which allows you a 2 for 1 trade which can be moved around just like the robber.

Get this expansion!!! You will love it!

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


54 of 54 people found the following review helpful:
5.0 out of 5 stars excellent enhancement to Catan, July 3, 2003
By 
"weymot" (Alexandria, VA United States) - See all my reviews
= Durability:5.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:4.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
I been playing Settlers for nearly 8 years (since living in Germany) and I have tried all the expansions. This is the only one I would recommend. Cities & Knights takes Catan to a different level. I felt that the other expansions merely added more of the same to Settlers. C&K lives up to its billing as an expansion: it adds layers of strategy and fun.

There are more ways to get points (13 points needed to win instead of 10) which allow players to better adapt to their situations. Settlements and cities count the same, as does the longest road. The development cards have been replaced by three decks of Progress Cards (Yellow, Green and Blue), one deck for each area of focus in the game: Commerce, Construction, and Diplomacy. These cards are very helpful and can really help turn the tide of a game. Each deck also contains a VP. One of the VPs is in the form of a merchant, who allows a player to trade a resource of their 2:1 as long as the merchant is present. In time, each area of concentration can generate a metropolis, worth 2 points. The key to both the progress cards and the metropolises are Commodity Cards, gained only by cities. There are also Defender of Catan points availabe if you can build the most knights. Knights have multiple abilities including fighting off barbarian invaders, protecting squares from the robber, and blocking opponents from building. Sheep are required to build knights, so no more avoiding the sheep tiles :)

Bottom line: there are a lot of new options. It is a great fit for avid players of the original. Since I have played C&K, I've never gone back to basic Settlers, which now feels overly simple.

One note of caution: The learning curve is fairly significant. It is possible for some early games to be much longer than those in basic Settlers, especially if some of the players are notoriously slow. In the back of the manual there is a "quick start" option. I would recommend using this until the players become familiar with game. After a few rounds the average time should become comparable to that of a normal Settlers game.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


65 of 67 people found the following review helpful:
5.0 out of 5 stars More details for Settlers of Catan, July 1, 2003
By 
Joshua Koppel (Chicago, IL United States) - See all my reviews
(REAL NAME)   
= Durability:5.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:4.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
This is another expansion for the popular Settlers of Catan game. There are three main changes that have been added in this expansion.

1) The wandering robber (raider) has been replaced by barbarian hordes that attack the entire island. Players must field and equip knights to protect the island from this force.

2) Trade goods may be produced. Your raw materials (wood, wool, clay, etc.) may be used to produce trade goods such as cloth and books.

3) Cities can now be improved by adding specific buildings to its structure. These buildings are required for the production of the trade goods. Cities can also be upgraded to one of three great metropolises.

This expansion adds more detail to the classic game and extends playing time significantly (don't expect to play it more than once in an evening). But the detail also adds more interest to the game.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


30 of 32 people found the following review helpful:
4.0 out of 5 stars Complicated expansion for Settlers of Catan (I love it!), April 12, 2005
By 
= Durability:4.0 out of 5 stars  = Fun:4.0 out of 5 stars  = Educational:3.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
Cities and Knights (Kosmos and Mayfair Games, 2000 - Klaus Teuber) is probably the most controversial of the Settlers of Catan expansion. And the reason is quite simple - it makes the game quite a bit more complex, changing it entirely. Some people welcome this change, as they feel "vanilla" Settlers is too simplistic, and this expansion adds the complexity that is needed. Others feel that the length and added rules actually detract from the game, dragging what was once a short, fun game into a dreary, endless experience.

I am in the former group, thinking that the benefits of Cities and Knights are largely for those who desire a more complex game with various options. But I do realize that Cities and Knights is a huge change from the original Settlers, and I still revert back to the original game + Seafarers often. But if you like the basic system of Settlers and would like to see it optimized and expanded, then Cities and Knights is your game. Here's a listing of some of the changes...

1.) Commodities: Three more types of cards are included with the game - cloth, coin, and paper - known as commodities. When a city is next to a pasture, mountain, or forest, and the number on that hex is rolled, the player with the city gains cloth, coin, or paper instead of two of the basic resources. Commodities are used by players to upgrade their cities, and in most circumstances are treated like resources- can be traded, stolen, etc.

2.) Walls: Each player receives three square wooden blocks in their color at the beginning of the game. These can be built on a player's turn under one of their cities by paying two bricks. Each city wall allows a player to increase their hand limit (when a robber is rolled) by two cards - to a maximum of eleven cards. Walls are a nice feature; but unless you're hoarding cards, they're not that big of a deal. I've seen some players center their strategies around walls, but never to any kind of game-breaking strategy. Still, another option (and another wooden piece!) is nice to have in the game.

3.) City Improvements: At the beginning of the game, each player is given a flip booklet (calendar) to show their city improvements. On the one side of each of the three sections of the calendar, the players can see all their building options and the costs of each - a great player aid! Players can also use cloth, coin, or paper to improve their cities. Each of the three sections of the city (trade, politics, and science) can be upgraded several times by paying a certain amount of commodities. For example, a player can upgrade to the first politic level - the Town Hall, by paying one coin commodity to the bank. Each time a section of the city is upgraded, one page in that section of the calendar is flipped - showing a picture of the upgrade and the improvement die numbers.

4.) Progress Cards: The development cards and largest army victory point card are removed from the game, and one of the white dice is exchanged for a new red die. Three new progress card decks are added to the game - one for each section of the city, as well as an event die. On each turn, the player rolls the red, white, and event die. After each player takes resources for the number shown on the two resource dice, they check the even die. If the event die shows a city matching the color of one of the three sections of the cities, players check their calendar and the red die. If the number on the red die matches one of the number icons shown on their current level in that section of their city, the player draws a progress card from the matching deck. If the players upgrade each section all the way, they will eventually get a card no matter what number is rolled; as long as the event die shows the color of that section of the city (one out of six). The event cards do a variety of things - many of them the same as those from the original deck, with the notable absence of the soldier cards. Each deck has a different feel to it: the trade progress cards all have to do with the resource and commodity cards, the political progress cards allow players to annoy their opponents (like removing a road, etc.), and the science progress cards allow the player to skip steps (like placing two roads for free). Players must seek to upgrade their cities as quickly as possible, because these cards can be quite useful. It's really nice when you are getting a pile of these cards - and the almanac provided with the game clearly explains each card.

5.) Special Abilities: When player's sections in their city reach the third progress level, they get a special ability. The aqueduct (science section) allows a player to take a resource of their choice if the production roll gets nothing for them. This is a smooth ability to have - especially early in the game, when getting the right resource can put you quite a bit ahead of your opponents. The Merchant Guild (trade section) allows players to trade commodities to the bank at a 2:1 rate. This makes commodities even more important to a player and allows them a lot of flexibility when trading. The fortress (political section) allows players to promote strong knights to mighty knights (explained later). Depending on which ability a player craves the most usually determines which section of the city they improve first, and it's usually a good idea to get to all of them if possible.

6.) Metropolis: Three golden metropolis wooden pieces are included with the game, looking like a city gate. They slide on top of a city piece, making a city look pretty fantastic. The first player to achieve the fourth level of improvement in each of the three sections gets a metropolis gate to place on any of their cities on the board. A city with a metropolis is worth four victory points rather than two! This makes them a hot item to acquire; and if a player can snag two of them, they are all but assured of victory!

7.) Knights: Each player receives six round knight pieces at the beginning of the game - two of three different types (basic, strong, and mighty.) Sticker pictures of the knights are placed on both sides of the piece - one with a black and white picture (the inactive side), and the other in full color (active side). A player may build a basic knight for one wool and one ore at any unoccupied intersection connected to one of their roads, placing it on the inactivated side. A player can activate any basic knight to a strong knight for an additional wool and ore, and can upgrade the strong knight to a mighty knight for the same price, if they have the fortress upgrade. Any inactivated knight can be flipped to their activated side for the cost of one grain. Since this is something that happens a lot in the game, the value of grain is increased greatly. When playing a game of Cities and Knights, try to get a city next to a field - you won't regret it! Knights keep players from building past them and can be moved to another intersection (following roads), but only if they are active. A Knight can move to a spot where the opponent has a knight, but only if they are stronger than the opposing knight (mighty>strong>basic). If the player does so, they "displace" (we like to call it a battle), forcing the opponent to move their knight to an open intersection. If there are no open intersections, the knight is removed from the board (killing, in Catan!). Knights can also move the robber if they are adjacent to the hex the robber is on. The knight then basically behaves as a soldier in the original game, moving the robber to a new spot and stealing a resource/commodity from another player. When moving a knight, displacing another knight, or chasing away a robber, the active knight must be flipped to their inactive side. Knights allow players to be a bit more aggressive in the game. If you ignore them, you'll find that the robber lands on you quite a bit more!

8.) Barbarians: Two conjoined tiles are placed as part of the original setup, depicting a small track showing the movement of a barbarian ship. A ship counter is placed at the first spot on this eight-space track and is moved one space every time a barbarian ship is rolled on the event die. When the barbarian ship reaches the last space on the track (a burning city), the barbarians attack. The strength of the barbarians is equal to the number of cities owned by all players. The players then total the strength of all defending knights (only active ones). Each knight is worth a certain value (basic = 1, strong = 2, mighty = 3). If the knights win the battle (have a equal or higher sum), then they win. The player who has the greatest value of knights on the board in the battle receives one of six "Defender of Catan!" victory point cards. (Ties do not award the card, instead each player gets a free progress card.) If the barbarians win the battle, then the player(s) who contributed the lowest value of knights to the battle have one of their cities reduced to a settlement (a crushing blow!). Either way, the barbarian ship goes back to the beginning of the track, and all knights are turned to the inactive side.

9.) Barbarian evilness: Some people don't like the barbarians, because they attack often and tend to hurt the weakest players. I myself play with an optional rule where the first barbarian attack doesn't count to give players a little time to build up. I think the barbarians are a good thing - they keep the players in check, forcing them to build knights, and provide an opportunity to get more points.

10.) Merchant: A yellow conical wooden piece is included with the game to represent the merchant. Some trade progress cards allow a player to control the merchant, placing it on a hex adjacent to one of their cities or settlements. That player can then trade that resource 2:1. Also, whoever controls the merchant has an extra victory point. The merchant isn't game breaking but can put a lot of power into the hands of the person who has it. This will keep players interested in improving the trade section of their cities.

11.) Variants and Seafarers: Cities and Knights works with Seafarers, but it does make the game longer and a bit more complicated. The rules provide detailed instructions on how to seamlessly merge the two expansions. Also, there are some variants on play included in the rules - one of them being the one I mentioned above, talking about easier barbarians.

12.) Component Quality: Cities and Knights comes with a LOT of stuff, much more than Seafarers, and is definitely worth the price. The little calendars are really nice quality and show the players their eleven options for building each turn. The three decks of progress cards are also pretty neat to look at and offer more choices than the simple deck with the original game. The commodity cards have the same backings as the resource cards, so they can be hidden, mixed up, and stolen; although having one of them stolen can be a bit more annoying than a normal commodity.

13.) Fun Factor: I greatly enjoy this expansion, if only for the sheer amount of options a player has now. Players must balance building the longest road, with upgrading their cities and with building knights - a fine balance must be maintained. It's very easy for a player to fall behind if they don't watch out, and controlling commodities and grain can be rather important. All in all, it's a pretty impressive expansion but could very well overwhelm new players. We had fun fighting off the barbarians, but I could see how some could get frustrated at having continual conflict appear in a game that beforehand had none of it.

All in all, I think this is a worthy expansion to Settlers of Catan. Mr. Teuber did an excellent job where he took a good system and added a lot of unique mechanics to make it basically a totally different game. And that's what the whole matter comes down to. If you liked the basic Settlers game, or even Seafarers, and are looking for more of the same - you just might be disappointed. Cities and Knights changes the basic game of Settlers to a longer, more strategic event. If that's what you want, you'll be quite pleased. If you prefer quickness and simplicity, then stick with the basic Settlers, and try out some new scenarios for variety. Either way, it's amazing the things that can be done with the base system of Settlers.

Tom Vasel
"Real men play board games."
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


12 of 12 people found the following review helpful:
5.0 out of 5 stars Endless variation and great strategy, May 6, 2003
By 
R. Nord "ro-no" (Washington, DC USA) - See all my reviews
(REAL NAME)   
= Durability:5.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:5.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
We had been playing the basic settlers of catan for a few months when we discovered the cities & knights expansion. Now we never play the basic version any more! The addition of commodities to the five basic resources, the use of knights to protect your cities or attack your opponent, the possibility to upgrade your cities: all of these add to the fun and the strategy. A must-have for board game lovers!
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


10 of 10 people found the following review helpful:
5.0 out of 5 stars much more complexity, great add-on!!!, April 9, 2003
By 
Craig J. Horlacher (Mount Gretna, PA United States) - See all my reviews
= Durability:5.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:5.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
If you like Settlers of Catan you should get Seafarers and this!!!

Cities and Knights adds a number of new twists to Settlers of Catan. You need to build Knights, that is very important and my get you burned the first few games you play but once you understand the differences and start considering new stratigies you'll love this expansion set. I doesn't use Development cards. Instead there are Progress card which are similar but there are many more of them and they can do crazy things like let you switch the production numbers on tiles for instance.

I wouldn't say it's better than Seafarers because I feel they both have their place. This adds complexity which Seafarers adds many new setup possibilities. Get both!!! :)

Make sure you give this expansion a good chance. I didn't like it at first because it seemed ore heavy but once you get used to that and change your statigies you'll love it! Building Knights is very important! Make sure you always have enough active knights!!!

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


9 of 9 people found the following review helpful:
5.0 out of 5 stars The Best Expansion of the Original Game, April 2, 2002
By 
Christine Biancheria (Pittsburgh, Pennsylvania United States) - See all my reviews
(REAL NAME)   
= Durability:4.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:5.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
If you don't own Settlers of Catan, the original board game, you should buy it. It will likely become one of your favorite games quickly. It has many variations, and this is the best of them. However, unlike the original game (which you must own to play this), it takes quite a while to play and is much more involved. If you really like Settlers of Catan, and you have time on your hands and some gamers interested in stepping up the complexity level, this is a great buy. It's a great way to kill a long, slow Sunday afternoon.
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


8 of 8 people found the following review helpful:
5.0 out of 5 stars This is NOT that complicated!, June 8, 2005
By 
= Durability:3.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:3.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
Okay.. My family LOVES Settlers. I play it with my two kids every Sunday. My kids are 11 and 5. The 5 year old totally gets it and often one or the other of the kids beats me fair and square.

When I read the Cities and Knights instructions, I was dubious that my kids could understand it. They insisted they could. So... we tried it. WE LOVED IT! My kids have woken up every day since that first day begging to play it. My 5 year old does need some assistance reading the progress cards but is getting quite adept at recognizing them by sight and is insisting he doesn't need my help any more.

We love CITIES and even the kids say that Settlers is boring in comparison. They only want to play Cities and Knights. I think the greatest improvement of the game is that their are so many different ways to rack up your 13 points. My son loves to go for the defender of Catan points whereas my daughter's preferred method is to go for the Metropolis points.

We have created a few house rules to speed up game play but all of these house rules were established with our original settlers. I love this game and have gotten many of my friends and family members hooked on it. My kids talk about it all the time and I think our Sunday game is our highlight of our week.

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


5 of 5 people found the following review helpful:
5.0 out of 5 stars Best expansion for any game ever!, November 22, 2002
By 
Autumn Riddle (Broken Arrow, OK) - See all my reviews
(REAL NAME)   
= Durability:5.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:5.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
If you own Settlers of Catan, you really must buy this expansion. It opens up a whole new world! Resources can now produce commodities that can be traded or used to upgrade cities. New cards allow the cardholder to take special advantages, get free things or hurt opponents. This expansion requires more strategy to play and makes the original game tons more fun. We never play Settlers without the Cities and Knights expansion anymore!
Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


3 of 3 people found the following review helpful:
5.0 out of 5 stars Makes Settlers Playable for 2, April 7, 2003
By 
D. Allen "d2allen" (Lakewood, CO United States) - See all my reviews
(REAL NAME)   
= Durability:4.0 out of 5 stars  = Fun:5.0 out of 5 stars  = Educational:4.0 out of 5 stars 
This review is from: Cities and Knights of Catan (Toy)
My wife and I have enjoyed the basic Settlers of Catan for several years now. Trouble was that it's not very for 2 people.

She bought me the Cities & Knights expansion and that all changed! First I suggest you have a firm grasp of the basic set rules, because the expansion adds lots more so the learning curve is steep. But that's what makes it fun! More ways to increase your wealth or mess with your opponent, and the unknown factor of the raiding barbarian hordes (argh!)

Only cons is it takes a little assembly and the cardboard is cheap, but it does include a cardboard collar to keep the board tiles from moving; something the original set was sorely missing.

If you are a fan of the basic game and are finding it a little tiring, this expansion will bring back the fun!

Help other customers find the most helpful reviews 
Was this review helpful to you? Yes No


‹ Previous | 1 2 3 4| Next ›
Most Helpful First | Newest First

This product

Cities and Knights of Catan
Cities and Knights of Catan by Mayfair Games, Inc.
Out of stock
Add to wishlist