Cartographer's Almanac

Map № C54TV385 · 3–4 players

Cities & Knights Map

A free Catan Cities & Knights map generator. Same 19-hex board as base Catan with the C&K extras layered on: barbarian invasions, knights, city improvements, commodities, and a 13-VP target.

Land hexes
19
Number tokens
18
Players
3–4
Victory points
13
N 3 9 3 10 6 11 9 5 12 10 8 4 11 8 2 5 4 Desert 6 3–4 players · drawn this day

Short answer

A free Catan Cities & Knights map generator. The C&K expansion uses the same 19-hex board as the base game; this generator produces a balanced random version of that layout with all four adjacency toggles, ready for you to lay out the C&K knights, city-wall pieces, and barbarian-progress track on top.

Why a Cities & Knights generator?

Cities & Knights doesn't change the underlying board. The expansion adds commodity cards (paper, cloth, coin) produced by upgraded forest, pasture, and mountain hexes; a barbarian ship that advances every turn and attacks Catan when it arrives; and knights that defend against the attack. To start a C&K game you still need to lay out the standard hex board — and a balanced one matters more, because runaway production zones plus knight-spam can decide the game very fast.

What this Catan Cities & Knights generator does

Cities & Knights in 60 seconds

How to use this Cities & Knights map generator

  1. Click Shuffle to roll a balanced board.
  2. Toggle the rule constraints if you want a spicier layout.
  3. Click Share and send the URL to all four players — they'll see the exact same map.
  4. Lay out the standard hexes per the share, then add the C&K barbarian-progress track, the four city-knight slots per player, and the city improvement chart per the rulebook.

Why C&K shares the base hex board — and what that means for placement

Cities & Knights doesn't ship a new map for a deliberate design reason: the expansion's complexity budget is already enormous (commodities, knights, barbarians, three improvement tracks, a 13-point victory threshold), and replacing the geometry of the board on top of that would push the game past what most groups will tolerate at first play. The trade-off is that the base game's 19-hex layout has to absorb the extra weight, and a poorly balanced board punishes worse here than anywhere else in Catan.

Commodity hexes change which resources matter. In base Catan, every resource has roughly equal strategic value through the game. In C&K, forest, pasture, and mountain hexes produce commodity cards (paper, cloth, coin) once you upgrade their adjacent cities — and commodities are the bottleneck for city improvements. That means red tokens on the three commodity terrains (especially mountain, which produces coin and unlocks the politics track) are disproportionately valuable. A board where 6 and 8 both land on mountains is materially unbalanced even if it satisfies the no-adjacent-reds rule. The generator's resource-diversification constraint addresses this by spreading red tokens across multiple terrain types, which is invisible at the base-Catan level but load-bearing in C&K.

Knight defence pressure raises the cost of slow openings. The barbarian ship advances once per 7 rolled and reaches Catan after roughly 7–8 sevens. Groups that don't build knights early lose cities to the barbarian attack — and losing a city in C&K is far more painful than losing one in base Catan, because each upgraded city represents commodity-card investment. That makes brick and wheat critical early (knight build cost), which makes the placement of brick/wheat red tokens disproportionately decisive. Same constraint applies: spread the reds across resources, not just across hexes.

The metropolis race compresses the endgame. Reaching level 4 on any improvement track grants a metropolis worth 2 extra VP — and once a player commits to a track, the marginal value of each commodity card on that track jumps sharply. A board with red coin (mountain-6 or mountain-8) and no red paper or cloth tilts the metropolis race toward politics by default. The generator's balance constraints exist partly to prevent that single-axis tilt; if you want a board where one track dominates, loosen the same-resource-adjacency toggle and you'll get it.

Common questions

Does Cities & Knights need a different board?

No. C&K uses the same 19-hex base-game board (or 30-hex 5–6 expansion board for six players). The expansion adds card decks, knight pieces, city improvements, and the barbarian-ship track — not new hexes.

Is there a separate Cities & Knights board?

No, but the scenarios printed in the C&K rulebook sometimes prescribe a specific board layout. For freeform games, this generator's balanced random output is the standard choice.

Can I generate a Cities & Knights board for 5–6 players?

Yes — switch to the Cities & Knights 5–6 generator for the 30-hex stretched layout.

Do the rule toggles affect Cities & Knights gameplay?

Only the board placement. The C&K layered mechanics (commodities, barbarians, knights) are unchanged regardless of which adjacency rules you enable.

Can I combine Cities & Knights with Seafarers?

Yes — the C&K rulebook includes a section on combining with Seafarers. You'll need both expansions plus the relevant 5–6 player extensions if you're playing six. The board layout differs from the standard generator (use a Seafarers map for that combination).

Related: Cities & Knights 5–6 generator · Cities & Knights rules FAQ · Classic Catan generator · Probability reference · Setup checklist · House rules