Cartographer's Almanac
№ 68

Cities & Knights Strategy: The Three-Track Race Explained

Cities & Knights doubles Catan's strategic surface. Here's the three-track race, the knight economy, and how tournament players actually pace it.

TL;DR

Cities & Knights is a three-track race: Trade (paper), Politics (coin), Science (cloth). Reach Level 3 on a track for a metropolis (4 VPs). Tournament players prioritise Politics first (best progress cards), maintain a strong knight economy to defend cities, and reach 13 VPs through a hybrid commodity-and-settlement build. Win condition: 13 VPs.

Cities & Knights doubles Catan's strategic surface area without adding a new map. The hex grid is identical to base Catan; what changes is what you can build, what you fight against, and how cities work. After 60+ games of C&K, here's the strategy framework tournament players actually use.

The three commodity tracks

Cities (not settlements) produce one of three commodities depending on terrain:

  • Forests produce paper (Trade track).
  • Mountains produce coin (Politics track).
  • Pastures produce cloth (Science track).

Each track has 5 levels of City Improvements. Buying improvements requires increasing amounts of the matching commodity. Reaching Level 3 unlocks a metropolis (worth 4 VPs — double a normal city). You can have at most one metropolis per track.

The track ranking

1. Politics — the dominant track

The Politics progress cards (Constitution, Diplomat, Bishop, Saboteur) are the strongest in the game. Bishop alone — which forces every player with cities to discard half their hand — can swing a game. Tournament players go to Politics Level 3 first about 70% of the time.

2. Science — the cheap-tempo track

Science cards include Engineer (free city wall), Resource Monopoly (steal a resource type), and Crane (cheap improvements). Strong utility, slightly less game-changing than Politics. Best secondary track.

3. Trade — the late-game track

Trade cards include Trade Monopoly (powerful) and Master Merchant (steal commodities). The track itself unlocks improved trade rates. Best for groups where the trading economy is dense; weaker in 4-player games where trading is already tight.

The opening

Your opening placements need to balance:

  • Strong wheat + ore for cities (same as base Catan).
  • At least one mountain hex (coin for Politics).
  • Diversified commodity production (forests + pastures + mountains across your two starting corners ideally).

The ideal C&K opening has settlements that border at least one of each commodity-producing terrain. (Generate a balanced C&K layout on the Cities & Knights generator.)

Knights and the Barbarian Ship

The Barbarian Ship advances 1 step on every roll of 7. When it reaches Catan, it attacks: the player(s) with the fewest active knights lose a city to a settlement (or worst case, lose a settlement entirely).

Strategic implications:

  • You need at least 2 active knights by the time the ship arrives (typically 7-9 turns into the game).
  • Knights cost wood + sheep (+ wheat to activate) — much cheaper than settlements/cities.
  • Knight strength matters: Mighty Knights (3) beat Strong (2) beat Basic (1) in the barbarian comparison.

The four phases of a C&K game

Phase 1 (turns 1–10): foundation

Two settlements, race to 1–2 cities. Activate first knight. Goal: be at 3-4 VPs by turn 10.

Phase 2 (turns 10–20): track commitment

Choose your primary commodity track (Politics if you can). Reach Level 1-2 of that track. First barbarian attack arrives — defend with knights. Goal: 5-7 VPs.

Phase 3 (turns 20–35): metropolis race

Push to Level 3 of your primary track. Take the metropolis (+4 VPs vs +2 from a normal city). Race to 8-10 VPs.

Phase 4 (turns 35+): closing

Hybrid build: settlements, dev cards (progress cards in C&K), Largest Army equivalent. Win condition is 13 VPs — substantially more than base Catan's 10.

Common mistakes

  • Ignoring knights early. The first barbarian attack will hit hardest.
  • Spreading across all three tracks. You can't reach Level 3 on three tracks. Pick one.
  • Building settlements too late. The metropolis is great but it's still only 1 city's worth of VPs beyond a normal city. You need settlements for the second tier.
  • Ignoring the Trade rate. The +1 commodity per city per matching terrain stacks. Three forests under your cities = 3 paper per roll of the right number.

The Diplomat trick

The Diplomat progress card (Politics) lets you remove an opponent's road. Combined with a settlement on their road chain, you can break Longest Road off your competitor. One of the most game-swinging plays available, often missed by casual players.

5–6 player C&K

Cities & Knights 5–6 adds the build phase to the C&K rules. Game length pushes 2.5 hours but the strategic surface area roughly triples. Try a balanced layout on the C&K 5–6 generator.

For a primer on whether to buy C&K vs Seafarers, see our head-to-head. For the broader strategic framework, how to win at Catan covers patterns that apply to both modes.

Filed under

strategy cities-and-knights tournament