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.

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What changes compared to the base game?

Commodities

TileCity receives
Forest1 wood + 1 paper
Pasture1 sheep + 1 cloth
Mountains1 ore + 1 coin

City improvements and metropolises

CategoryPaid 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

KnightStrengthCost
Basic knight11 sheep, 1 ore
Strong knight2Upgrade for 1 ore
Mighty knight3Upgrade 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

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.

Progress cards

Strategy tips

Base rules: How to play · General tips: Strategy guide

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