Cartographer's Almanac

C&K 5–6 Rules FAQ

Catan Cities and Knights 5–6 — Rules FAQ

20 most-asked questions about Cities & Knights in the 5–6 player configuration, distilled from the official 2025 rulebook. Pair with the C&K 5–6 map generator.

Short answer

Six-player C&K needs all four boxes: base, 5–6 expansion, Cities & Knights, and C&K 5–6 extension. The build phase from the 5–6 expansion still applies; barbarians scale with city count and tend to threaten more often. Victory threshold stays at 13 VP. Plan for 2.5–3 hours.

How do you play Cities and Knights with 5 or 6 players?

You need four boxes on the table: the base Catan game, the 5–6 player base expansion, the Cities & Knights expansion, and the Cities & Knights 5–6 player extension. The C&K 5–6 extension contains the additional knight, wall, and improvement pieces in two extra player colours.

What's different about Cities and Knights in 5–6 player mode?

Three differences: (1) the larger 30-hex board from the 5–6 expansion, (2) the build-phase between turns from the 5–6 expansion still applies (so non-active players can build during the active player's end-of-turn), and (3) more knights, walls, and improvement pieces per player. Victory threshold and core C&K mechanics are unchanged.

How long does a 5–6 player Cities and Knights game take?

Plan for 2.5–3 hours. The build phase keeps things moving, but the larger board, 13-VP target, and barbarian-attack frequency all add length compared to 3–4 player C&K.

Does the build phase work the same in C&K 5–6?

Yes — after the active player ends their turn, every other player gets a build phase: build roads, settlements, cities, knights, walls, and city improvements; activate inactive knights; play one progress card. No trading happens during the build phase.

How many knights can you have in 5–6 C&K?

Each player gets the same per-colour limit as 3–4 player C&K: 2 basic, 2 strong, 2 mighty knights. The 5–6 extension just adds these in two more colours.

Are barbarians stronger in 5–6 player C&K?

The barbarian-ship strength scales with the number of cities on the board, which tends to be higher in six-player games. Defenders need to maintain more active knights collectively to survive attacks, which makes the early-knight strategy stronger in 5–6 mode.

What's the victory threshold in 5–6 player Cities and Knights?

13 VP — same as 3–4 player C&K. Some house rules raise it to 14 to compensate for the longer game with more total VP sources, but the official rulebook keeps it at 13.

Can you play Seafarers + C&K with 6 players?

Yes — but you need all five components: base, 5–6 expansion, Seafarers, Seafarers 5–6 extension, plus C&K and the C&K 5–6 extension. Some published scenarios specifically support this combination, but it's a long, complex game (3.5–4 hours).

How many commodity cards are in 5–6 C&K?

The 5–6 extension adds extra paper, cloth, and coin commodity cards so the bank doesn't run dry with six players upgrading cities. Exact counts are documented in the extension's component list.

How many city improvement chips are in 5–6 C&K?

The 5–6 extension provides additional improvement chips and metropolis tiles for the two extra player colours. The improvement tracks themselves are unchanged from the base C&K expansion. Each track still has five levels, three of them unlock specific abilities (level 3, 4, 5), and the metropolis transfer rules work the same way regardless of player count.

How does turn order interact with the build phase in 5–6 C&K?

Turn order is fixed clockwise as in any Catan game. The build phase happens at the end of each active player's turn, going to every other player in turn order before the next active player begins. This means in a six-player game, between Player A's turn end and Player B's turn start, Players C, D, E, F, and B each get a build phase — five build phases between active turns. Effectively, every player gets ~5 mini-turns of building per round, which keeps engagement high but also means the game state changes dramatically between two consecutive active-player turns.

Can a player win on another player's active turn in 5–6 C&K?

Yes — winning the game can happen during your build phase or when a Constitution progress card is drawn that pushes you over 13 VP. The most common 5–6 C&K endgame scenario is a player who has accumulated 12 VP from cities, metropolis, longest trade route, and a hidden VP progress card, then declares the win by building one final settlement during a build phase. Always count opponent VP totals carefully before your active turn ends — a 12-VP opponent with no visible Victory Point progress cards could still hold one in hand.

How does Defender of Catan scale to six players?

The Defender of Catan VP card is awarded after each successful barbarian repulsion, to the player whose single greatest knight-strength contribution exceeded all others. Ties produce no award. In 5–6 mode the barbarian ship reaches Catan more often (more cities = more sevens that advance the barbarians indirectly), so Defender VP cards are more abundant — three to five per game is common, versus one to two in 3–4 mode. Players who specialise in early knight production can win largely through stacked Defender cards in 5–6 mode.

What happens if the barbarians attack but only one knight is active?

A single active knight contributes its strength (1, 2, or 3 depending on rank) to the defence tally. If the defender total reaches or exceeds the city count, the barbarians lose and the player with that single knight earns the Defender of Catan card by default (no other player contributed). If a single active knight is insufficient, the barbarians win, and the player with the lowest knight contribution loses a city. In 5–6 mode, the city count is often eight or more — far above what one knight can defend — so coordinated knight activation across multiple players is the typical strategy.

Are city walls more valuable in 5–6 player C&K?

Marginally. A city wall raises the hand-size limit by 2 (max 13 with three walls), which matters more in 5–6 mode where seven probabilities don't change but hand sizes tend to be larger (more turns between your active turns = more cards accumulating). A wall does not affect barbarian-attack defence in any version of C&K — only knights count for that. Walls in 5–6 are typically built late, after major improvements are in place, as insurance against seven rolls.

Can you trade commodities with other players in 5–6 C&K?

Yes, freely. Commodities (paper, cloth, coin) are tradeable like any resource — at any rate during the active player's trade and build phase, or at a 3:1 or 2:1 port if the active player has access. Commodities cannot be traded during the build phase (no trading happens then). Maritime trade rates apply to commodities too: 4:1 generic, 3:1 with a generic port, but no commodity-specific 2:1 ports exist (those are resource-only).

Does the second desert in 5–6 C&K behave differently with the barbarian ship?

No — the second desert is treated identically to the first: a non-producing hex, no settlements adjacent to it can be activated by dice rolls, and the robber/barbarian-ship mechanics treat it as a standard desert. The barbarian ship is on its own track (separate from the board) and does not interact with desert hexes at all. The robber can only be moved to producing hexes via Bishop progress cards or after a barbarian victory, never to a desert.

Are knights replaced when used to defend Catan?

All active knights become inactive after a barbarian attack resolves (whether the barbarians win or lose). The knight pieces remain on the board at their intersections; they simply flip to their inactive face. To re-activate them, players spend 1 wheat per knight on their next active turn. The barbarian ship resets to the start of its track regardless of the outcome. The next attack cycle begins fresh, but players have already spent wheat once on activation — so subsequent attacks tend to be increasingly costly to defend if knight production hasn't kept pace.

How does the metropolis transfer work in 5–6 mode?

A metropolis transfers when another player strictly exceeds the current holder's level on the same track. Example: Player A holds the politics metropolis at level 4. Player B reaches level 4 — no transfer (tie). Player B reaches level 5 — transfer happens: Player A's metropolis-city reverts to a normal city, Player B flips one of their cities into the new politics metropolis. The 2-VP value moves with the metropolis. In 5–6 mode, with six players competing for the same three metropolises, transfers happen more frequently and the VP swings can be significant.

What is the cloth-track strategy in 5–6 C&K and when is it optimal?

The cloth track (trade) is often considered the strongest opening track in 5–6 C&K because the Merchant Fleet improvement at level 3 lets you mark a hex of your choice for guaranteed 2:1 trades — a permanent edge in a six-player game where bank pressure runs higher than in 3–4 mode. The cloth track also unlocks Trading House (level 4) which gives 1 commodity per dice roll on activated cities, accelerating commodity income. Optimal when: you have at least two pasture-adjacent cities, no early competition for the trade metropolis, and your group plays a longer pre-barbarian build-up. Sub-optimal when: you're behind on knights and the barbarian ship is two spaces from arriving.

Source: this FAQ is summarised from the official Catan – Cities & Knights 5–6 Player Rulebook (2025 edition) by CATAN GmbH. Original wording is paraphrased; refer to the official PDF for the canonical text. CATAN® and Cities & Knights are trademarks of CATAN GmbH; this site is an unofficial fan tool.

See also: 3–4 player C&K rules FAQ · C&K 5–6 map generator · Glossary · Setup checklist