Although you may think that the City Wall would also protect you against a Barbarian attack, this is not the case. ![]() ![]() The City Wall is a great way to protect yourself from losing half your cards when a 7 is rolled, since it allows you to hold an additional 2 cards for each City Wall you have on the board (up to a maximum of 3 city walls, and one city wall per city.). Since Colonist is customizable, for those of you who want to play with their house rules, feel free to create a suggestion for your house rule in our suggestions board. Whether you have grown to love or hate seeing a 7 rolled to steal a resource, this rule is in place to allow you and your fellow settlers some breathing room before the Barbarians arrive for the first time. This is an easy rule to overlook, as the robber is such an important part of the game. The difference here is that in Cities & Knights, you cannot move the robber until after the Barbarians attack for the first time. In the base game, any player holding over 7 cards is forced to discard half their hand, and then place the robber on a hex of their choice, stealing a resource from a player with a settlement or city touching that hex. For anyone looking to learn how to play Cities & Knights the right way, why not try out Colonist.io today! Cities & Knights adds a variety of new rules to the base game, including progress cards, commodities, barbarians, and even the ability to move your knights and chase away the robber in order to control different areas of the board.Īs you would expect, these rules can sometimes be misinterpreted when playing the board game in real life, so this article aims to help clear up any confusion surrounding them. ![]() With the release of the Cities & Knights expansion, Colonist.io now allows an even wider range of strategies for you to choose from.
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