Knights & Barbarians: The Expansion Mode Explained
In this mode, building isn’t enough. Barbarians are sailing towards the island and only knights raised by all players together can stop them. On top of that you improve your cities in three directions and collect powerful progress cards.
Play free in your browser – no signup, up to 6 players.
Play nowWhat changes compared to the base game?
- Cities also produce commodities.
- Commodities pay for city improvements in three categories.
- Knights defend the island against barbarians.
- An extra event die moves the barbarian ship and hands out progress cards.
Commodities
| Tile | City receives |
|---|---|
| Forest | 1 wood + 1 paper |
| Pasture | 1 sheep + 1 cloth |
| Mountains | 1 ore + 1 coin |
City improvements and metropolises
| Category | Paid with |
|---|---|
| Science (green) | Paper |
| Trade (yellow) | Cloth |
| Politics (blue) | Coins |
Each category has five levels, each costing one commodity more than the last. The first player to reach level 4 in a category turns one of their cities into a metropolis, worth 4 victory points instead of 2.
Knights
| Knight | Strength | Cost |
|---|---|---|
| Basic knight | 1 | 1 sheep, 1 ore |
| Strong knight | 2 | Upgrade for 1 ore |
| Mighty knight | 3 | Upgrade for 1 more ore |
Knights are placed on intersections. Only activated knights count in battle – activating costs 1 wheat. Active knights can move to a neighbouring intersection for free.
The event die
- Ship (3 of 6 sides): the barbarian ship moves one step closer.
- Green, yellow or blue gate: players with at least level 1 in that category may receive a progress card of that colour.
The barbarian attack
After seven ship symbols the barbarians land. Their strength equals the number of cities and metropolises on the board; the defence is the sum of all active knights of all players.
- Players win: whoever contributed the most active knights earns a victory point as Defender of Hexlands.
- Barbarians win: the player with the fewest active knights loses a city – it is reduced to a settlement.
Progress cards
- Science: Alchemist, Crane (cheaper city), Irrigation, Mining, Smith (free knight upgrades).
- Politics: Bishop, Constitution (+1 victory point), Diplomat, Spy, Saboteur, Wedding.
- Trade: Commercial Harbour, Merchant Fleet (2:1 trades), Merchant, Master Merchant.
Strategy tips
- Cities next to mountains and pastures produce coins and cloth – those improvement tracks are especially strong.
- Watch the barbarian ship and activate knights one or two turns before it lands.
- An early metropolis is 4 points that are hard to take away.
Base rules: How to play · General tips: Strategy guide