Short answer
A free Catan Cities & Knights 5–6 map generator. Same 30-hex stretched layout as the 5–6 expansion, balanced according to the standard rules, ready to bolt the C&K layered mechanics on top — knights, commodities, barbarians, and the build phase between turns.
What you need to play 5–6 player Cities & Knights
- The base Catan game.
- The Catan 5–6 player expansion.
- The Cities & Knights expansion.
- The Cities & Knights 5–6 player extension (the dedicated kit for six players).
This generator produces the underlying 30-hex board layout for that combination. All knights, walls, city improvements, and barbarian-ship pieces come from those four boxes.
What this Catan C&K 5–6 generator builds
- 30 land hexes: 6 forest, 5 hills, 6 fields, 6 pasture, 5 mountains, 2 desert (matches the 5–6 expansion bag).
- 28 number tokens placed across non-desert hexes.
- Standard balance constraints enforced by default (no 6/8 adjacency, no 2/12 adjacency, no same-number adjacency).
- Robber starts on the first desert; the second desert is dead space (which can still be raided by the C&K barbarian ship).
- Shareable seed URL for all six players.
Differences from 3–4 player Cities & Knights
- Larger board: 30 hexes vs. 19. More space means fewer red-number bottlenecks but also more room for the barbarian ship to threaten distant cities.
- Build phase: after the active player ends their turn, every other player gets a build phase to spend resources. Combined with knight-activation, this keeps everyone engaged across 6-player tables.
- More knights and walls: the 5–6 extension includes knight and wall pieces in two extra player colours.
- Stronger barbarians: the barbarian-ship strength scales with knights in play; with six players' worth of knights, attacks happen more frequently.
Recommended rules for six-player C&K
Keep all four adjacency toggles at their defaults. Six-player C&K is already a long, complex game; the strict balanced-board rules give the fairest possible starting position. If your group enjoys variance, consider same-resource adjacency for thematic clusters — but avoid 6/8 adjacency in 5–6 player C&K, which tends to create unrecoverable production gaps.
C&K + 5–6 endgame math: how long six-player runs really last
The 5–6 player C&K endgame is the most demanding configuration Catan supports, and the numbers underneath it explain why groups consistently underestimate the session length.
The 13-VP target on 6 players is not 1.3× the 10-VP target on 4 players — it's closer to 2×. Three-quarters of a player's progress in C&K comes from city upgrades, the metropolis race, and defender-of-Catan tokens, none of which scale linearly with table size. Each turn is also longer (more players to wait for, plus build phase), and the barbarian ship arrives more often because seven probabilities don't change but pressure across six cities does. Practical implication: expect 2.5–3 hours, not the 90 minutes a four-player C&K game runs.
Pip-pace math. On the 30-hex stretched board, the average two-settlement opening claims roughly 13–15 pips of production (versus 8–9 on a base C&K board). That sounds like more, but resource cost per VP is higher in C&K (city upgrades cost commodities, knights cost specific resource pairs, metropolises require sustained track investment). Net: dice rolls per VP earned actually rises in the 5–6 game. The result is a slower-feeling early game and a faster endgame, because once a player crosses the metropolis threshold the commodity engine ramps quickly.
Why the build phase matters for board generation. The build phase lets non-active players spend resources after each turn, which means resource generation rate, not turn order, is the real currency of the game. A board with one player adjacent to two red commodity hexes and another adjacent to none won't be saved by clever play — that imbalance compounds across hours of build-phase opportunities. The generator's resource-diversification constraint is the single most important balance rule for this format. Leaving the default constraints on is not conservatism; it's the only configuration where 6-player C&K plays out closer to a contested game than a coronation.
Common questions
Can I play Cities & Knights with 6 players using just the base C&K box?
No — you also need the Catan 5–6 expansion AND the Cities & Knights 5–6 extension. They're separate purchases.
How long does a 6-player C&K game take?
Plan for 2.5–3 hours. The build phase keeps things moving but the 13-VP target plus barbarian attacks add length.
Does the build phase change board generation?
No. The build phase is a turn-order rule; the board is laid out the same way. This generator covers the layout only.
Related: 3–4 player Cities & Knights · C&K 5–6 rules FAQ · 5–6 expansion (no C&K) · Probability reference · Setup checklist · Glossary