The more advanced a player is, the more progress cards he receives throughout the game and can thus intervene on mixed routes in the game. There are, for example,
- The alchemist - the numbers of the dice can determine the players themselves
- The inventor - the player can switch 2 speed chips, thus improving the position of its cities and settlements
- The dealer - the player can in a 2: 1 exchange
- The Spy - the player gets to choose from the Progress Cards a goal a
- And many more ...
If a player came with his research up to level 3, there are in each area a special authority. I especially like the science (green) may take in any one resource from the player level 3 when it comes out otherwise empty at dice. For particularly fast research services cities can grow to cities and are thus immune to the barbarians, since they would never dare to attack such advanced bulwarks.
Unfortunately Catan is regularly hit by predatory barbarians who land on the coast and want to plunder all the cities. Therefore Catan must be protected by knights. Upon successful defense the best defenders VPs or Progress Cards beckon. The simple, strong and powerful knight to defend not only the cities of a player against barbarians, but can put them under pressure against other players. Ritter can also block roads to eg the other players to prevent them from colonization of "nice" places like enemy knights or expel the robbers. Of course a befitting payment is due for all these actions.
Through this ingenious yet simple ingredients extension ensures Cities & Knights for a totally new gaming experience that goes far beyond that of the base Versionn. The rules are well balanced on the whole and have a clear game basis. I play enthusiastically settlers for more than 10 years and also for children can be dipping into the world of the Middle Ages quite associate with a learning effect.
Conclusion: absolute must for anyone Siedlerer!