Catan: Cities & Knights – Legend of the Conquerors
Catan: Cities & Knights – Legend of the Conquerors Rulebook
Table of Contents
Table of Contents
- Before You Play
- Preparation & Rules
- Chapter 1 – Resist!
- Chapter 2 – Stop the Conquerors!
- Chapter 3 – Free All of Catan!
- Almanac of Progress Cards
- Component List
Before You Play
Before you play Legend of the Conquerors, we strongly suggest that you play the Cities & Knights expansion a couple of times. Knowledge of the Catan base game rules and the Catan: Cities & Knights rules is required.
The full scope of the legend unfolds best when the same group of players follows the entire story arc by playing all 3 chapters from beginning to end. Each chapter is prefaced by a segment of the story of Catan. You can also play the chapters as separate scenarios with different players and independent from each other.
Before the first game, you must affix 2 stickers to each of the 20 conqueror pieces: a light sticker on one side and a dark sticker on the other. Both stickers on a figure must bear the same flag value (i.e.: light "5" on one side, dark "5" on the other). Once complete, you will have 5 sets of 4 conquerors, each set with the number 2, 3, 4, 5, or 6 on its flags. You also must affix the 16 hexagonal stickers to the bottom sides of the 16 forts. All game components are listed in the Component List at the end of this rulebook. The Component List also includes a suggestion for sorting the game components into the available zip-close bags.
The Catan series of games, with its extensions and expansions, has been revised several times. On the publisher's website (catan.com), detailed information is provided about the differences between the editions and how to combine them.
Preparation & Rules
The rules of the Catan base game and the Cities & Knights expansion apply. The preparation described in the following section applies to all chapters. The changes to existing Catan and Cities & Knights rules that apply to Legend of the Conquerors are also explained in this section. Additional preparations and rules are listed in the respective chapters.
Transcription note: printed page cross-references are rendered as references to the sections of this file, and the diagram captions are not reproduced. A few obvious printing slips are corrected to their evident wording (for example "more then once" is "more than once", "in now your cavalry" is "is now your cavalry", "a number token,that hex in conquered" is "that hex is conquered", and "Legends of the Conquerors" in the trade paragraph is "Legend of the Conquerors"). The printed page numbers in the component tables and the Chronicle are kept where the printed rules refer to them.
General Preparation
- Set aside the following components from the Catan base game: 2 frame pieces, all of the building costs cards, the "Largest Army" card, and all of the development cards.
- Set aside the "Barbarian Tile" from the Cities & Knights expansion.
- Assemble the board for 3 or 4 players, distributing the frame pieces, terrain hexes, and number tokens as shown in the respective illustrations of the chapters.
- Place the settlement markers and road markers on the intersections and paths marked with red borders.
- Put the resource cards, commodity cards, progress cards, and the "Defender of Catan" victory point cards beside the game board.
- Place the "Longest Road" card, the merchant piece, and the three dice beside the game board.
- Each player takes all the playing pieces in one color from the Catan base game and 6 knight tokens from Cities & Knights.
- Each player takes 1 development flip-chart.
- Place the respective chapter tile beside the game board.
- Place the barbarian ship on the starting space (unmarked) of the movement track and one marker per player on the first space of the Hero Track.
Changes to Base Rules
1) Chapter Tile
- Movement Track for the Barbarian Ship: If you roll a ship on the symbol die, move the barbarian ship 1 space in the direction of the arrow on the movement track. Exception: If you roll a "7" on the pipped dice and a ship on the symbol die, do not move the barbarian ship.
- If you move the barbarian ship onto a space with a picture, you must immediately resolve the respective event. The events in the 3 chapters differ and are explained in the chapters' special rules. Only one of the events appears on all three chapter tiles.
- Barbarian Attack: This is the "Attack of the Barbarians" event you already know from Cities & Knights. In Legend of the Conquerors, besides fighting the conquerors, you must also fend off the barbarians. When you resolve the "Attack of the Barbarians" event, follow the Cities & Knights rules.
- Resource Production: According to the Cities & Knights rules, you don't take your resources until after resolving an event.
- Hero Track: The hero track is depicted in the lower left area of each chapter tile. If you perform certain actions during the game, you will move your marker upward 1 space. The number next to each space indicates how many additional victory points you have.
2) General 3:1 Trade
Instead of the usual 4:1 trade in Catan and Cities & Knights, in Legend of the Conquerors the trade rate is 3:1. You can trade 3 identical resources/commodities for any 1 resource/commodity of a different type with the supply.
Additional General Rules
1) Victory Point Track
To keep track of your victory points on the victory point track located on the board frame, you must mark them with one of your markers. At the beginning of a chapter, place one of your markers on the victory point space indicated in the preparation for that chapter. If a space is ever occupied by multiple markers (e.g.: as at the beginning of the game), put them on top of each other. Each time you receive or lose victory points, change your marker's position on the victory point track accordingly. Don't forget to take the additional victory points of the hero track into account.
2) Chronicle
You can find the blank form for the Chronicle on the back of the rulebook's instructions. If you want to play Legend of the Conquerors several times from beginning to end, you can either copy the blank form before the first game or download the form from catan.com and print a copy.
After you finish a chapter, enter the game results indicated into the light areas of the Chronicle. Enter the legend points you have received into the darker areas of the Chronicle. The sum of the legend points shows your score during the course of the legend. The allocation of points is different in each chapter and is explained in the "End of Chapter" section for each chapter.
(The printed rulebook shows an example of a completed Chronicle here; it is not reproduced.)
3) Overall Score
After you have played all chapters, the player with the largest sum of legend points wins Legend of the Conquerors.
In case of a tie, determine the most heroic player of all played chapters combined. To do so, add up the numbers entered in the light-colored spaces of the "Position on the Hero Track" rows of the 3 chapters. The player with the largest sum wins. If the tie persists, multiple players win.
Chapter 1 – Resist!
The chapter prologue and in-chapter story text are omitted as flavour fiction.
Additional Game Components for Chapter 1
- 1 Chapter tile
- 4 Conquerors, Strength 2
- 4 Conquerors, Strength 3
- 4 Conquerors, Strength 4
- 4 Conquerors, Strength 5
- 5 Trading stations
- 4 Settlement markers
- 4 Landing markers
- 4 Road markers
- 1 Directional die
- 8 Markers (4 x 2)
- 18 "Politics" progress cards (see "Almanac of Progress Cards")
- 1 Directional token
- 8 Personal overview cards
Note: the chapter tile and personal overview card print this chapter's events as "Barbarian Raid" and "Conquerors March". The rules text names them "Barbarian Attack" and "The Conquerors Advance", and the rules names are used here.
Goal of the Chapter
The conquerors land on the northwestern coast and from there advance eastward. In chapter 1, your knights are still weak, but you should prevent the conquerors from occupying 7 or more hexes (with number tokens) in a 3-player game and 10 or more hexes (with number tokens) in a 4-player game.
Set-up
General Preparation
The general preparation is explained in "Preparation & Rules" above. Assemble the game board for 3 or 4 players according to the illustrations on the following pages (pages 9 and 10 of the rulebook).
Building the First Settlement and Placing a Knight
If you are the starting player, replace one settlement marker with a settlement piece. Then replace the adjacent road marker with a road piece. Finally, place 1 inactive basic knight (level 1) on the intersection adjacent to this road. The other players follow in clockwise order and, one by one, place their playing pieces in the same way.
Additional Preparation
- Place the 2:1 trade tokens with the trading station side up on the marked locations of the game board.
- Place the hexagonal directional token on the marked frame piece. Make sure to align the token correctly: the yellow sword must point east (as shown in the board set up).
- On each sea hex, place 1 landing marker.
- Each player places their victory point marker on space "4" of the victory point track located on the frame.
- Remove the politics cards of the Cities & Knights expansion and replace them with the new politics cards of Legend of the Conquerors. Shuffle the new politics cards and put them into the empty card tray compartment.
- There is no robber. Leave it in the box.
- Place the directional die beside the directional token.
- Take the personal overview cards for Chapter 1. The overview cards show the victory conditions and give a concise description of the 3 events.
Building the Second Settlement
If you are the last player to build your first settlement, you are the first to place your second settlement on any legal, unoccupied intersection. Then place 1 road on an adjacent path. The other players follow in counterclockwise order and also place their second settlements and adjacent roads.
Building the Third Settlement and Taking Resources
If you are the last player to build your second settlement, you are the first player to place your third settlement and road. Take the resources from the terrain hexes adjacent to your third settlement. Each other player then follows, in clockwise order.
Converting a Settlement into a City with a City Wall
If you are the last player to build your third settlement, choose any 1 of your settlements, replace it with 1 city, and surround the city with 1 city wall. Other players follow in counter-clockwise order.
Set-up Phase
Each player places 2 settlements, 1 city, 1 city wall, and 1 knight.
Piece counts for the three-player set-up (page 9)
| Terrain | Forest | Hills | Mountains | Fields | Pasture | Desert | Swamp | Sea | Total |
|---|---|---|---|---|---|---|---|---|---|
| Catan | 4 | 3 | 3 | 4 | 4 | 0 | 0 | 0 | 18 |
| Conquerors | 0 | 0 | 0 | 0 | 0 | 0 | 9 | 3 | 12 |
| Total | 4 |
| Number token | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catan | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 18 |
| Conquerors | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Piece counts for the four-player set-up (page 10)
| Terrain | Forest | Hills | Mountains | Fields | Pasture | Desert | Swamp | Sea | Total |
|---|---|---|---|---|---|---|---|---|---|
| Catan | 4 | 3 | 3 | 4 | 4 | 1 | 0 | 0 | 19 |
| Conquerors | 1 | 1 | 1 | 2 | 2 | 0 | 13 | 4 | 24 |
| Total | 5 |
| Number token | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catan | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 18 |
| Conquerors | 2 | 1 | 0 | 1 | 1 | 1 | 0 |
Special Rules
Changes to Existing Rules
1) No Robber When You Roll a "7"
You play without the robber. If you roll a "7," you may not draw a card from an opponent. However, if a "7" is rolled and your hand contains more than the allowed number of cards, you still lose half of your resource and commodity cards.
Please note the following general change to the basic rule: If a "7" is rolled on the pipped die and a ship is rolled on the symbol die, the barbarian ship does not advance.
2) No Building Metropolises
You are not allowed to build metropolises. In each area of development, city improvement ends with level three (page 3 of your development flip-chart).
1) The Conquerors Land
If the barbarian ship is moved to the "The Conquerors Land" event space depicting the purple flag marked "2," you place 1 conqueror of strength "2" on each hex marked with a landing marker.
After this event, each time the barbarian ship is moved to a "The Conquerors Land" event space, you place another conqueror matching the strength flag on each hex marked with a landing marker.
2) The Conquerors Advance
When the barbarian ship moves onto a "Conquerors Advance" event space of the chapter tile, one by one you move each conqueror 1 hex toward the east, southeast, or northeast. The conqueror's movement is not totally predictable. To simulate this, you must roll the direction die for each conqueror to determine which way it moves. Carefully follow the following steps to move the conquerors:
1. The Order in Which the Conquerors Advance
Each "Conquerors Advance" space depicts a directional die icon of a red or green sword. This indicates on which side of the game board the conquerors' advance will begin. Green indicates that the advance will start in the southeast. Red indicates that the advance will begin in the northeast. So, if the green sword is depicted, the southernmost conqueror starts. The other conquerors follow from south to north.
Example 1 – Where does the advance begin? The barbarian ship has moved to the green sword event space on the chapter tile. Look at the Directional marker on the game board. It indicates that green is pointed southeast. That means the "Conquerors Advance" begins with Conqueror "A," because it is located the farthest southeast. "B" follows because it is the next conqueror in a northern direction. Then any other conquerors in a northern direction follow.
Example 2 – Movement order for the advance: The barbarian ship has moved to the red sword event space. Therefore, the northernmost row of conquerors move 1st, followed by the next row of conquerors to the south, and so on. Conqueror "A" starts the advance. In the next row to the south, "B" advances before "C" because it is farther east. "D" advances next. In the next row to the south, "E" is farther east, so it advances next, followed by "F." Then "G" advances and, finally, "H" advances last.
If multiple conquerors occupy in the same row, you first move the conqueror located furthest east. Then, from east to west, you move each conqueror in that row before moving the conquerors in the next row.
2. Orienting the Conquerors
It is important that you move each conqueror only once per "Conquerors Advance" event. To indicate which conquerors have already moved, flip the conqueror piece over as you move it. The opposite side of the piece is a different color to show that you have moved the piece. Also be sure to keep the conquerors oriented so that their direction arrows match the directional token on the board.
3. Rolling the Die to Move Each Conqueror
Starting with the first advancing conqueror, roll the directional die once for each conqueror's movement as follows.
- Roll the die and move the respective conqueror 1 hex in the direction indicated by the die's sword icon if possible (see the third bullet following). Remember to flip the conqueror piece over as you move it.
- Proceed similarly with all following conqueror(s). Finish each row before proceeding to the next row. Remember, you cannot move a conqueror more than once during a single advance, so you must not move conquerors that may have switched rows during their movement.
- You may not move a conqueror onto the following areas:
- the frame of the board (the puzzle-pieces)
- a hex occupied by another conqueror
- a sea hex
- a landing hex (a hex with a landing marker)
- If, for any reason, you can't move a conqueror in the direction indicated by the die roll, choose the next color sword, in clockwise order, and move the conqueror in that direction instead (i.e.: Red changes to yellow, yellow to green, green to red). This substitute move order is indicated by the circular arrow on the direction marker.
- In rare instances you can't move a conqueror in any of the 3 possible directions. If that occurs, don't move it, but it is important to remember to flip it over.
Example 3 – Roll to move each conqueror: The barbarian ship has moved to the green sword event space, so conqueror "A" advances first. Roll the directional die to determine where "A" moves. You rolled a red sword; therefore, you move "A" northeast and then flip it over. "B" advances next. You rolled a yellow sword, so move "B" east and flip it over.
Example 4 – Conqueror advance is partially blocked: You roll a green sword for conqueror "C". But you can't move it in that direction because conqueror "B" already occupies this hex. Instead, move conqueror "C" to the adjacent hex in the red sword direction (indicated by the circular arrow symbol on the directional token) and flip "C" over.
Example 5 – Conqueror advance is totally blocked: The barbarian ship has moved to the red sword event space. "A" is the northernmost conqueror, so it advances first. You roll the die and get a green sword. Move "A" in the direction indicated (southeast). Conqueror "B" should advance next; however, the adjacent hexes in the southeast and east are either occupied by other conquerors, are a sea hex, or a landing hex. Therefore "B" cannot move and stays in place. Flip it over because it may not move for the rest of this conquerors advance. Next, roll the directional die (once each) for conquerors "C" and "D."
4. Conquered Terrain Hexes
When a conqueror moves onto a terrain hex with a number token, that hex is conquered. To indicate that the hex is conquered, flip the number token over. If you move the conqueror to another hex, the hex the conqueror has left remains conquered.
Rules for conquered terrain hexes:
- Conquered hexes no longer produce resources/commodities.
- Keep the roads, settlements, and cities you built adjacent to conquered hexes; their corresponding victory points remain.
- You may not build a new settlement on an intersection adjacent to a conquered hex.
- You may not upgrade a settlement adjacent to one or more conquered hexes to a city.
- You may only build roads on paths adjacent to at least one unoccupied, unconquered hex.
Example 6 – A conquered hex: You may not build a road between the swamp and the conquered pasture hex. You may build roads on the other paths. Blue cannot build a settlement on the "X" intersection. Red may not upgrade her settlement to a city. The conquered hex cannot produce.
3) Placing and Moving Knights
The Cities & Knights rules apply, i.e., you may only move your knights along your own road network. In addition, the following rules for placing knights apply:
- If you pay 2 ore and 2 wool or 3 ore and 3 wool, you may immediately build a strong knight or–if you have reached the third level of improvement in the area "politics"–a mighty knight and place it according to the rules. You thus don't have to first build a basic knight and then promote it.
- You may place a newly-built knight directly on an unoccupied intersection adjacent to a hex with a conqueror if:
- 1 of your roads connects to this intersection,
- the intersection is not adjacent to 2 or 3 hexes occupied by conquerors (see "Encirclement" below), and
- no battle is triggered that the knight would lose (see below).
4) Battle
If a conqueror moves to a hex whose intersections are occupied by one or more of your and/or your opponents' knights, battle occurs immediately. Compare the conqueror's strength with the strength of the knight or the total strength of all knights occupying intersections adjacent to the hex the conqueror stands on. For this battle, it doesn't matter whether or not your knights are active.
- The conqueror is stronger: The conqueror wins. The defeated knight(s) are removed and their owners put them back into their supply.
- The knight(s) are stronger: The knight(s) win. The conqueror is removed from play.
- Both parties are equally strong: There is a standoff; none of the playing pieces involved in the standoff are removed. Despite the standoff, the conqueror has conquered the hex it was moved to (flip the number token over).
Example 7a: You advance a strength "2" conqueror to the hex located between the red (active-strong) and the blue (inactive-strong) knights. The combined strength of these two strong knights is "4." The conqueror loses and is removed.
Example 7b: Next, you advance the strength "3" conqueror. The blue strong knight on the intersection loses and the owner puts it back into their supply. Since the hex is now conquered, flip the number token over.
Example 8a: First, a strength "4" conqueror advances northeast. The 2 knights (red = active-mighty and blue = inactive-basic) have a combined strength of 4. It's a tie, so conqueror stays and conquers the hex.
Example 8b: Next, you advance the strength "3" conqueror east. That conqueror and the adjacent red mighty knight (strength 3) are tied. However, 2 conquerors now encircle the red knight and defeat it. Remove the red knight. Finally, this causes a problem for the blue knight. Without the support of the departed red knight, blue is weaker (strength 1) than the adjacent strength "4" conqueror. Remove the blue knight.
Encirclement
After each battle, check whether a knight has been encircled. A knight is considered encircled if it stands on an intersection bordering 2 hexes each of which is occupied by a conqueror.
If your knight is encircled, remove it. After removing an encircled knight, check whether there is a knight adjacent to a hex with a stronger conqueror; if so, that knight is removed as well.
Battles When Knights Attack
Your knight attacks a conqueror on its hex if:
- you move your knight to an intersection of the hex,
- you build a knight on an intersection of the hex, or
- you promote one of your knights located on an intersection of the hex.
You may not sacrifice a knight.
You may not:
- Move a knight to, or build a knight on, an intersection bordering two hexes that are both occupied by a conqueror (encirclement) or
- Move a knight to, or build a knight on, an intersection at a hex occupied by a conqueror if this action would result in the knight's immediate defeat.
Breaking a tie: If a conqueror and one or more adjacent knights are tied and you place a knight on an unoccupied, legal intersection at this hex or you promote a knight adjacent to this hex, the knights win and the conqueror is removed.
Example 9a: The red mighty knight (strength 3) and the adjacent strength "3" conqueror are tied. Blue places a basic knight (strength 1) on the intersection marked with the green arrow. Blue cannot place the knight on the intersection marked with a red "X", due to encirclement (i.e., between the 2 conquerors). The strength "3" conqueror (A) is defeated by the two knights (with a combined strength of 5), and is removed. Once the hex is liberated, its number token is turned face up (see page 15).
Example 9b: Blue now upgrades his basic knight to a strong knight. Then he places a new basic knight on the intersection marked with the green arrow, to protect his strength "2" knight in case the strength "3" conqueror moves to the pasture hex (the knights' combined strength is 3).
Reward for a Victory
Each player who participated with one or more of their knights in a victory over a conqueror moves their marker up 1 space on the hero track. Each player may only move up 1 space per successful battle, no matter how many of their knights were involved in the battle or how strong they were.
Example 10: In example 9, Red and Blue contributed to winning the battle against the conquerors. They each move up 1 space on the hero track.
5) Liberating a Terrain Hex
If you build or move a knight to an intersection at a conquered terrain hex (and it potentially defeats a conqueror on that hex), turn the hex's number token face-up and liberate the hex. See example 9a.
End of the Chapter
There are three possible end conditions for this chapter:
- The conquerors occupy 7 or more (in a 3-player game) or 10 or more (in a 4-player game) terrain hexes with number tokens. You have suffered defeat.
- The barbarian ship reaches the last space of its movement track. Resolve the "The Conquerors Advance" event. If afterwards you haven't suffered defeat (see above), you have achieved victory. The player with the most victory points wins. In case of a tie, the position on the hero track determines the winner. If the tie persists, the tying players share the win.
- One player reaches 13 victory points. That player wins the chapter and secures an early victory for the group.
Victory
1. Awarding of Legend Points
For each player, enter the number of victory points (VPs) and the position of the space reached on the hero track into the "Chapter 1" table.
For the VPs, legend points (LPs) are awarded as follows. The player(s) with:
- the most VPs each receive 6 LPs.
- the second-most VPs each receive 3 LPs.
- the third-most VPs each receive 2 LPs.
- the fourth-most VPs receives 1 LP.
For the spaces reached on the hero track, award LPs as follows:
- Remove the marker of the player(s) with the most VPs from the hero track.
- The player(s) whose marker(s) now occupy the most advanced position on the hero track each receive 2 LPs.
- The player(s) whose marker(s) now occupy the second-most advanced position on the hero track each receive 1 LP.
- Important: Any player(s) whose marker(s) are on the starting space of the hero track receive 0 LPs, even if they are in the most or second-most position on the hero track.
Enter the LPs into the "Chapter 1" table of the Chronicle.
2. Chapter 2 Begins
In chapter 2, the story of Catan has new challenges in store.
Defeat
1. Awarding of Legend Points
Although you were defeated in this chapter, the most heroic players receive legend points. You enter them into the "Defeat" table of the Chronicle.
- If your marker occupies the most advanced position on the hero track, you earn 2 legend points. This may apply to multiple players.
- If your marker occupies the second most advanced position on the hero track (at least space 1), you earn 1 legend point. This may apply to multiple players.
- If all players' markers are still on the starting space, no one earns legend points.
Important: In all 3 chapters of Legend of the Conquerors combined, a player cannot reach more than 6 legend points after defeats. Enter the respective number of legend points into an empty field of the "Defeat" table.
2. Repeating Chapter 1
"The powers of fate have turned back time and give you another chance. Should fate have more mercy on you when you repeat the chapter?"
If your answer is "no," you play chapter 1 again, without changes.
If your answer is "yes," each player starts chapter 1 with:
- an inactive, strong knight (level 2),
- the first level of the "politics" city improvement,
- the first level of the "science" city improvement, and
- a randomly drawn "politics" progress card.
Chapter 2 – Stop the Conquerors!
The chapter prologue and in-chapter story text are omitted as flavour fiction.
Additional Game Components for Chapter 2
- 1 Chapter tile
- 4 Conquerors, Strength 3
- 4 Conquerors, Strength 4
- 4 Conquerors, Strength 5
- 4 Conquerors, Strength 6
- 5 Harbors
- 4 Foundry tiles
- 4 Horse farm tiles
- 32 Amber tokens
- 32 Wine tokens
- 18 "Politics" progress cards
- 18 "Battle" progress cards
- 4 Settlement markers
- 4 Landing markers
- 4 Road markers
- 1 Directional token
- 1 Directional die
- 8 Personal overview cards
- 4 Cavalry (4 x 1)
- 8 Markers (4 x 2)
- 4 Cannons (4 x 1)
Note: the chapter tile and personal overview card print this chapter's events as "Conquerors Land", "Barbarian Raid", "Wyler's Help" and "Southern Assistance". The rules text names the events "Barbarian Attack" (from Cities & Knights), "Wyler's Help" and "Support from the South", and the rules names are used here.
Goal of the Chapter
After the conquerors have largely conquered the northeast of Catan, they advance further eastward in order to subdue the entire North. Prevent the conquerors from occupying 4 or more hexes with number tokens in a 3-player game and 5 or more hexes with number tokens in a 4-player game.
Set-up
General Preparation
The general preparation is explained in "Preparation & Rules" above. Assemble the game board for 3 or 4 players according to the illustrations on the following pages (pages 19 and 20 of the rulebook).
Additional Preparation
- Place the 2:1 trade tokens with the harbor side up on the game board as shown.
- Place the hexagonal directional token on the sea hex. Make sure to align it correctly. The yellow sword must point east.
- Place the landing markers on the frame pieces, as shown in the illustrations.
- Place the amber tokens on the intersections indicated in the illustrations. The number indicates whether 1 or 2 tokens are on an intersection. The remaining tokens are the supply.
- Place the wine tokens on the intersections indicated in the illustrations. The number indicates how many tokens (1–5) are on an intersection. The remaining tokens are the supply.
- Remove the Cities & Knights politics cards and replace them with the new Legend of the Conquerors Politics cards. Shuffle these new cards and put them beside the game board.
- Shuffle the new "battle" progress cards and place them face down beside the game board.
- There is no robber in this scenario. Leave it in the box.
- Place the directional die beside the directional token.
- Each player places their victory point marker on space "4" of the victory point track located on the frame of the board.
- Each player takes 1 "foundry" tile and 1 "horse" tile and places them face up in front of themself.
- Each player places 1 cannon of their color on the foundry and 1 horse on the horse farm.
- Take the personal overview cards for Chapter 2.
Set-up Phase
Each player places 2 settlements, 1 city, 1 city wall, and 1 inactive, basic knight–exactly as described in chapter 1 (page 8).
Piece counts for the three-player set-up (page 19)
| Terrain | Forest | Hills | Mountains | Fields | Pasture | Desert | Swamp | Sea | Total |
|---|---|---|---|---|---|---|---|---|---|
| Catan | 4 | 3 | 3 | 4 | 4 | 1 | 0 | 0 | 19 |
| Conquerors | 0 | 0 | 1 | 0 | 0 | 0 | 9 | 1 | 11 |
| Total | 4 |
| Number token | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catan | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 18 |
| Conquerors | 0 | 0 | 2 | 0 | 0 | 0 | 1 |
Note: the printed Conquerors number-token row above sums to 3, while its printed total (1) and the Total row (which gives 1 conqueror token on the 9) agree with each other. The row is transcribed as printed; the board illustration on page 19 governs the placement.
Piece counts for the four-player set-up (page 20)
| Terrain | Forest | Hills | Mountains | Fields | Pasture | Desert | Swamp | Sea | Total |
|---|---|---|---|---|---|---|---|---|---|
| Catan | 4 | 3 | 3 | 4 | 4 | 1 | 0 | 0 | 19 |
| Conquerors | 1 | 1 | 1 | 2 | 2 | 0 | 13 | 4 | 24 |
| Total | 5 |
| Number token | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catan | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 18 |
| Conquerors | 1 | 0 | 0 | 1 | 1 | 1 | 1 |
Special Rules
The rules described in Chapter 1 also apply to this chapter. They are supplemented by the following rules.
Changes to Existing Rules
1) No Robber When You Roll a "7"
Play without the robber. If you roll a "7," you may not draw a card from an opponent. However, if a "7" is rolled and your hand contains more than the allowed number of cards, you still lose half of your resource and commodity cards.
2) No Building Metropolises
You are not allowed to build metropolises. In each area of development, city improvements end with level three (page 3 of your development flip-chart).
3) 5 Progress Cards
You may have up to 5 progress cards (not counting face-up victory point cards) in front of you. If you receive a sixth progress card and you cannot play any progress card (because it isn't your turn), you must immediately discard one of them and place it under the corresponding stack.
Collecting Amber in the Set-up Phase
If you place a settlement on an intersection with 1 or 2 amber tokens, add the amber token(s) to your supply. If you place a road adjacent to a settlement and this road leads to an intersection with 1 or 2 amber tokens, add the amber token(s) to your supply.
Amber and Wine
You need these two commodities to buy battle cards.
General Rules for Amber and Wine
- The amber tokens and wine tokens are not part of the cards in your hand and are not taken into account when a "7" is rolled. Opponents may not steal these tokens from you.
- You may include amber and wine in your "domestic trade" (i.e.: trade with players). You may trade them for other commodities and/or for combinations of resources and commodities.
- "Maritime trade" (i.e.: trade via ports) with amber and wine is not permitted. Therefore, you may not trade these commodities for resource cards or commodity cards of the supply.
Collecting Amber
If you build a road adjacent to an intersection with 1 or 2 amber tokens, take the token(s) and add it to your supply.
Producing Wine
If the number of a hills hex or fields hex with wine tokens is rolled, you receive 1 brick card and 1 wine token or 1 grain card and 1 wine token for each city you have adjacent to one of these hexes. In addition, the following applies:
- If various players have a settlement at a terrain hex with wine tokens, the active player takes a wine token first. The other players follow in clockwise order.
- If the wine tokens on a fields hex or hills hex are depleted, you receive the usual 2 grain or 2 brick for your city.
Help from the South
If the barbarian ship is moved to a "Support from the South" event space, each player receives either 1 amber token or 1 wine token from the supply, depending on the picture on the event space.
Battle Progress Cards
The "battle" progress cards support you in your battle against the conquerors.
Purchasing Battle Cards
- If the barbarian ship is moved to a "Wyler's Help" event space of its movement track, each player may buy up to 2 battle cards. Draw the card(s) face down from the supply.
- A battle card costs 1 wine and 1 amber. Put the commodities into the general supply.
- If various players want to purchase battle cards, the active player takes their card(s) first. The other players follow in clockwise order.
General Rules for Battle Cards
- A battle card counts as a progress card, so all usual development cards rules apply to them as well. When purchasing battle cards, you must keep in mind that there's a limit of 5 progress cards per player at any time. For example, if you already have 4 progress cards, you may only buy 1 battle card. This limit also applies to the active player.
- Unless it says otherwise on the battle card, you can only play it on your own turn.
- In the "Almanac of Progress Cards" (page 33) you can find more detailed descriptions of the cards.
Foundries and Horse Farms
You can get more support by better equipping your knights. Building a foundry allows you to use a cannon, which makes a knight stronger. Building a horse farm allows you to use a cavalry, which allows a knight to move faster.
Horse Farm and Cavalry
Each player can build 1 horse farm. The horse farm costs 1 lumber and 1 grain. As soon as you have built it, flip your horse farm tile face down. Place your cavalry piece beside any one of your knights on the game board. This piece promotes that knight to cavalry, enabling it to move outside your own road network. The general rules for knights also apply to cavalry.
In addition, the following rules apply:
- When moving a cavalry, you always move the 2 cavalry pieces (knight + horse) together.
- If you pay 1 grain on your turn, you can move the cavalry piece from one of your knights to another of your knights on the board. This other knight is now your cavalry.
- You may move a horse to another knight for 1 grain.
- You are not allowed to voluntarily return the horse to the horse farm tile.
- A cavalry may jump to unoccupied intersections.
- If your cavalry is defeated during the advance of the conquerors, return the knight to your supply and place the horse on the horse farm tile. If it is your turn, you may promote another one of your knights on the board to cavalry.
- If your cavalry is displaced by an opponent's stronger unit, you may place your cavalry on any unoccupied intersection adjacent to one of your roads. Therefore, you don't have to move your cavalry to an intersection within the continuous road along which he was originally placed.
- The movement and battle rules for knights described in Chapter 1 also apply to cavalries. The only difference between a cavalry and a knight is the option to move your cavalry outside your own continuous road.
On your turn, you may move your active cavalry to any unoccupied intersection of your choice if:
- This intersection is adjacent to one of your roads or
- This intersection is adjacent to a terrain hex with a conqueror and the conqueror is being defeated.
After this action, you must deactivate your cavalry.
If you have moved your cavalry to an intersection adjacent to one of your roads, you can choose to:
- Leave the cavalry on the new intersection and deactivate it or
- Move the cavalry (for example, after a successful battle) back to the intersection you had removed it from and then deactivate it.
After the conqueror's defeat: If you have moved your cavalry to an intersection that isn't adjacent to any of your own roads, you must immediately move the cavalry back to the intersection you had removed it from.
Please note: Your cavalry only breaks another player's continuous road if you move it to an intersection adjacent to one of your own roads.
Foundry and Cannoneer
Each player can build 1 foundry. It costs 1 lumber and 1 ore. As soon as you have built a foundry, turn the corresponding tile face down. Place the cannon beside one of your knights on the game board. The cannon makes the knight a cannoneer and provides that knight with 1 additional strength point. The general rules for knights also apply to the cannoneer.
In addition, the following rules apply:
- When moving a cannoneer within a continuous chain of roads, you always move the two cannoneer pieces (knight + cannon) together.
- If you pay 1 lumber on your turn, you can move the cannon piece from one of your knights to another of your knights on the board. This other knight is now your cannoneer.
- You are not allowed to voluntarily return the cannon to the foundry tile.
- If your cannoneer is defeated during the advance of the conquerors, return the knight to your supply and place the cannon on the foundry tile. If it is your turn, you may promote another one of your knights on the board to cannoneer.
- The movement and battle rules for knights described in Chapter 1 also apply to the cannoneer. The only difference between a cannoneer and a knight is the additional strength point a knight receives because of the cannon.
Important: Cannon and horse exclude each other. A knight that has become cannoneer cannot be given a horse and vice versa.
Example 11: Blue moves his strength strong cavalry (strength 2) to the intersection marked with the green arrow. Together, his cavalry and Red's strong knight have 5 strength points and defeat the strength "3" conqueror. Because Blue's knight is connected to a blue road, Blue may leave his knight where it is or move it back to the intersection it came from. Theoretically, Blue could have moved his knight to the intersection marked with the yellow arrow. If he did, Blue would have been forced to move his knight back to its prior location immediately after defeating the conqueror.
End of the Chapter
There are three possible end conditions for this chapter:
- The conquerors occupy 4 or more (in a 3-player game) or 5 or more (in a 4-player game) terrain hexes with number tokens. You have suffered defeat.
- The barbarian ship reaches the last space of its movement track. You resolve the "Conquerors Advance" event. If afterwards you haven't suffered defeat (see above), you have achieved victory. The player with the most victory points wins. In case of a tie, the position on the hero track determines the winner. If the tie persists, the tying players share the win.
- One player reaches 14 victory points. That player wins and secures an early victory in this chapter.
Victory
1. Awarding of Legend Points
For each player, enter the number of victory points and the position of the space reached on the hero track into the "Chapter 2" table.
For the victory points, legend points are awarded as follows. The player(s) with:
- The most VPs each receive 7 legend points.
- The second-most VPs each receive 5 legend points.
- The third-most VPs each receive 3 legend points.
- The fourth-most VPs receives 1 legend point.
For the spaces reached on the hero track, legend points are awarded as follows:
- If you have the most VPs (or are tied for most), remove your marker from the hero track.
- The player(s) whose marker(s) now occupy the most advanced position on the hero track each receive 2 legend points.
- The player(s) whose marker(s) now occupy the second-most advanced position on the hero track each receive 1 legend point.
- The player(s) whose marker(s) are on the starting space receive no legend points.
Enter the legend points into the "Chapter 2" table of the Chronicle.
2. Chapter 3 Begins
In Chapter 3, the story of Catan has further challenges in store for you.
Defeat
1. Awarding of Legend Points
Although you were defeated in this chapter, the most heroic players receive legend points. You enter them into the "Defeat" table of the Chronicle.
- If your marker occupies the most advanced position on the hero track, you earn 2 legend points. This may apply to multiple players.
- If your marker occupies the second most advanced position on the hero track (at least space 1), you earn 1 legend point. This may apply to multiple players.
- If all players' markers are still on the starting space, no one earns legend points.
Important: In all 3 chapters of Legend of the Conquerors combined, a player cannot reach more than a total of 6 legend points after defeats.
2. Repeating Chapter 2
"The powers of fate have turned back time and give you another chance. Should fate have more mercy on you when you repeat the chapter?"
If your answer is "no," play chapter 2 again, without changes.
If your answer is "yes," each player starts chapter 2 with:
- An inactive strong knight (level 2),
- The first level of the "politics" city improvement,
- The first level of the "science" city improvement,
- A "politics" progress card, and
- A "battle" progress card.
Chapter 3 – Free All of Catan!
The chapter prologue and in-chapter story text are omitted as flavour fiction.
Additional Game Components for Chapter 3
- 1 Chapter tile
- 4 Conquerors, Strength 3
- 4 Conquerors, Strength 4
- 4 Conquerors, Strength 5
- 4 Conquerors, Strength 6
- 4 Settlement markers
- 4 Road markers
- 5 Trade stations
- 16 Forts
- 18 "Battle" progress cards
- 4 Horse farm tiles
- 4 Foundry tiles
- 32 Amber tokens
- 32 Wine tokens
- 3 Roadblock markers
- 4 Cavalry (4 x 1)
- 4 Cannons (4 x 1)
- 8 Markers (4 x 2)
- 8 Personal overview cards
Note: the chapter tile and personal overview card print this chapter's events as "Barbarian Raid", "Conquerors Fail", "Wyler's Help", "Southern Assistance" and "Eastern Assistance". The rules text names the "Charge of the Conquerors" and "Support from the East" events, and the rules names are used here.
Goal of the Chapter
During the battles in the North, the conquerors have sustained heavy casualties. They retreat to forts and wait there for reinforcements, in order to continue their conquest. The reinforcements arrive when the barbarian ship reaches the last space of its movement track. Before the reinforcements arrive, you must try to capture as many forts as possible. If, upon arrival of the reinforcements, there are 3 or more undefeated forts (in a 3-player game) or 4 or more undefeated forts (in a 4-player game), the conquerors have won and Catan is doomed.
Set-up
General Preparation
The general preparation is explained in "Preparation & Rules" above. Assemble the game board for 3 or 4 players according to the illustrations on the following pages (pages 27 and 28 of the rulebook).
Additional Preparations
- Place the 2:1 trade tokens with the trading station side up at the locations shown on the game board.
- Place the roadblock markers on the paths indicated in the illustrations.
- Place the amber tokens on the intersections indicated in the illustrations. The number indicates whether 1 or 2 tokens are on an intersection. The remaining tokens are the supply.
- Place the wine tokens on the intersections indicated in the illustrations. The number indicates how many tokens (1–5) are on an intersection. The remaining tokens are the supply.
- Mix all of the forts without looking at their bottom sides and randomly distribute them among the marked terrain hexes. Place conquerors with strengths 3 to 6 into the forts, as shown in the illustrations.
- Use the "politics" progress cards from the Cities & Knights expansion. You don't need the "politics" cards from Legend of the Conquerors.
- Shuffle the "battle" progress cards and place them face down beside the game board.
- Place the robber on a frame piece.
- Each player places their victory point marker on space "3" of the victory point track.
- Each player takes 1 "foundry" tile and 1 "horse farm" tile. Place them face up in front of you.
- Each player places 1 cannon of their color on the foundry and 1 horse on the horse farm.
- Take the personal overview cards for Chapter 3.
Set-up Phase
Each player places 1 settlement, 1 city, and 1 knight.
Building the First Settlement
If you are the starting player, replace 1 settlement marker with 1 of your settlements and then replace the adjacent road marker with 1 of your roads. The other players follow in clockwise order.
Piece counts for the three-player set-up (page 27)
| Terrain | Forest | Hills | Mountains | Fields | Pasture | Desert | Swamp | Sea | Total |
|---|---|---|---|---|---|---|---|---|---|
| Catan | 4 | 3 | 3 | 4 | 4 | 0 | 0 | 0 | 18 |
| Conquerors | 1 | 1 | 1 | 1 | 1 | 0 | 7 | 0 | 12 |
| Total | 5 |
| Number token | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catan | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 18 |
| Conquerors | 0 | 1 | 0 | 1 | 1 | 1 | 1 |
Piece counts for the four-player set-up (page 28)
| Terrain | Forest | Hills | Mountains | Fields | Pasture | Desert | Swamp | Sea | Total |
|---|---|---|---|---|---|---|---|---|---|
| Catan | 4 | 3 | 3 | 4 | 4 | 1 | 0 | 0 | 19 |
| Conquerors | 3 | 3 | 3 | 3 | 3 | 0 | 9 | 0 | 24 |
| Total | 7 |
| Number token | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 12 | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catan | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 1 | 18 |
| Conquerors | 2 | 1 | 2 | 2 | 1 | 1 | 1 |
Special Rules
Building the Second Settlement and Taking Resources
The final player to place their first settlement is the first to place a second settlement. It must be located on a legal intersection south of the dotted orange line shown on the set-up illustrations. Place 1 road on an adjacent path. Each other player follows in counterclockwise order. Afterwards, each player takes the resources corresponding to the terrain hexes adjacent to his/her second settlement.
Converting a Settlement into a City and Placing a Knight
If you are the last player to build your second settlement, choose any 1 of your settlements, replace it with 1 city, and place an inactive basic knight on an intersection adjacent to one of your roads. Each other player follows in clockwise order.
Support from the East–Road Building
If the barbarian ship is moved to a "Support from the East" event space, each player may build 1 road for free. You must place the road north of the dotted line shown in orange on the set-up illustrations. You may not build the road on, or south of, the dotted line.
Forts
Place a conqueror on each fort. Their strengths range from 3 to 6 as shown in the illustrations. Use your knights to besiege the forts and try to defeat the conquerors.
Roadblocks
During the entire game, you are not allowed to build roads on paths with roadblocks.
General Rules for Forts
- The bottom side of each fort depicts a reward the players receive when they capture the fort.
- The rules for building settlements and roads adjacent to terrain hexes occupied by conquerors, described in chapter 1 and 2, also apply to settlement building and road building adjacent to hexes with forts: you only may build settlements on intersections that are not adjacent to any terrain hex with a fort, and you only may build roads on paths that are adjacent to at least 1 terrain hex without fort.
Example 12: Red may build a road on the path with a green check mark but not on the path between the fields hexes occupied by forts. Red may not build a settlement on the intersection.
Changes to Existing Rules
5 Progress Cards
You may have up to 5 progress cards (not counting face-up victory point cards) in front of you. If you receive a sixth progress card and you cannot play any progress card (because it isn't your turn), you must immediately discard one of them and place it under the corresponding stack.
Important: The following basic rules–which had been changed in Chapters 1 and 2–take effect again in Chapter 3:
- The robber comes into play after the first "Barbarian Attack" event.
- You may build metropolises.
- The "politics" progress cards from Cities & Knights are used.
Special Rules
The special rules described in the sections "Amber and Wine," "'Battle' Progress Cards," and "Foundry and Horse Farm" of Chapter 2 (page 24-26) apply. They are complemented by the following rules:
Capturing a Fort
The rules of the battle against the conquerors differ from the rules of Chapters 1 and 2. If you place a knight on a corner of a terrain hex with a fort, battle doesn't necessarily ensue yet.
Knights whose strength is lower than or equal to the strength of the conqueror in the fort remain on the intersection adjacent to the hex. The fort is only captured if the total strength of the knight(s) surpasses the conqueror's strength. The knights do not have to be active to capture a fort.
If your cavalry participates in capturing a fort and doesn't stand on an intersection adjacent to one of your roads, you must return the cavalry to its starting intersection.
Example 13a: The conqueror in the fort has a strength of "4." 2 units of Red and Orange besiege the fort; their total strength is "3." It is Blue's turn. His cavalry has a strength of "2;" he moves it to an unoccupied intersection at the besieged hex.
Example 13b: The knights have a total of "5" and defeat the conqueror. The fort is captured and the conqueror is removed. Blue must return his cavalry to its starting intersection.
Example 14: The "Charge of the Conquerors" event has occurred. Red and Blue must return their knights at besieged hexes with forts to their respective supply. Blue must also put his horse back on his horse farm. Only Orange's strong knight remains on the game board.
Note (please read to all players): In Chapter 3, initially you can safely move a unit to an intersection at a terrain hex with a fort, even if the unit (alone or together with other units) is weaker than or equally strong as the conqueror in the fort. However, if the barbarian ship is moved to a "Charge of the Conquerors" space, all units on intersections at a hex with a fort are lost. If a charge is impending, prevent the loss of units by either sending sufficiently strong units to the fort to capture it, or work cooperatively with other players so they will send reinforcements on a subsequent turn.
Rewards for Capturing a Fort
- Each player who participated with one or more of their knights in the capture of a fort moves their marker upward 1 space on the hero track.
- Each player who participated with one or more of their knights in the capture of a fort receives the reward depicted on the fort's bottom side one time. The active player takes their reward first; the other players follow in clockwise order. Afterwards, remove the fort and the associated conqueror and put them back into the box.
Example of a reward: Each participating player receives 1 grain and 1 wine from the supply.
Charge of the Conquerors
If the barbarian ship is moved to a "Charge of the Conquerors" event space, the conquerors (symbolized by the conqueror piece in the fort) charge from their forts. In this case, remove all of the players' knights adjacent to a terrain hex with a fort. The forts (and the conquerors inside them) remain where they are, and you must continue to besiege and defeat them.
End of the Chapter
There are two possible end conditions for this chapter:
- One player reaches 18 victory points. That player wins the game and secures an early victory, no matter how many forts remain on the board.
- The barbarian ship is moved to a space depicting red dice. If the red die of the dice roll shows the same number of pips as one of the dice depicted on the event space, the game ends immediately; otherwise, the game continues. The game ends on the last space of the chapter tile at the latest. The number of remaining forts determines victory or defeat:
- If only 0-2 forts (in a 3-player game) and 0-3 forts (in a 4-player game) are on the board, you have achieved victory. The player with the most victory points wins. In case of a tie, the position on the hero track determines the winner. If the tie persists, the tying players share the win.
- If 3-13 forts (in a 3-player game) and 4-16 forts (in a 4-player game) are on the board, Catan is doomed. You have suffered defeat.
Victory
1. Awarding of Legend Points
For each player, enter the number of victory points and the position of the space reached on the hero track into the "Chapter 3" table.
For the victory points, legend points are awarded as follows. The player(s) with:
- the most VPs each receive 9 legend points.
- the second-most VPs each receive 7 legend points.
- the third-most VPs each receive 5 legend points.
- the fourth-most VPs receives 2 legend points.
For the spaces reached on the hero track, legend points are awarded as follows:
- Remove the marker of the player(s) with the most victory points from the hero track. The player(s) whose marker(s) then occupy the most advanced or the second-most advanced position on the hero track receive legend points.
- The player(s) whose marker(s) now occupy the most advanced position on the hero track each receive 2 legend points.
- The player(s) whose marker(s) now occupy the second-most advanced position on the hero track each receive 1 legend point.
Enter the legend points into the "Chapter 3" table of the Chronicle.
2. The Epilogue
You can read the ending of this part of the story of Catan in the epilogue on the next page. (The epilogue is narrative and is omitted.)
Defeat
1. Awarding of Legend Points
Although you were defeated in this chapter, the most heroic players receive legend points. You enter them into the "Defeat" table of the Chronicle.
- If your marker occupies the most advanced position on the hero track, you earn 2 legend points. This may apply to multiple players.
- If your marker occupies the second most advanced position on the hero track (at least space 1), you earn 1 legend point. This may apply to multiple players.
- If all players' markers are still on the starting space, no one earns legend points.
Important: In all 3 chapters of Legend of the Conquerors combined, a player cannot reach more than a total of 6 legend points after defeats.
2. Repeating Chapter 3
"The powers of fate have turned back time and give you another chance. Should fate have more mercy on you when you repeat the chapter?"
If your answer is "no," you play Chapter 3 again, without changes.
If your answer is "yes," each player starts Chapter 3 with:
- an inactive, strong knight (level 2),
- the first level of the "politics" city improvement,
- the first level of the "science" city improvement,
- a "politics" progress card,
- a "battle" progress card, and
- a city wall.
Enter the legend points into the "Chapter 3" table of the Chronicle.
The Legendary Winner
Add the legend points in the "Defeat" table to the subtotal of legend points after Chapter 3.
The player with the largest grand total of legend points is the winner!
In case of a tie, add up the numbers of the spaces on the hero track that their marker had occupied at the end of each chapter. The player with the largest sum wins. If the tie persists, the player with the largest sum of victory points is the winner.
Example 15: Claudia, Arnd, Otmar, and Benjamin have played a total of 5 games. They suffered 2 defeats but finally were able to conclude all chapters with a victory. (The sample filled-in Chronicle table is not reproduced.)
Example of entries for "defeat": The first game ended with a defeat. Claudia and Otmar reached the most advanced position on the hero track, thus obtaining 2 legend points each. Benjamin occupied the second place and received 1 legend point. Arnd got nothing. Later, when another defeat occurred, Claudia once again was the most heroic player, reaching 2 legend points. Arnd and Otmar both occupied position "2" on the hero track and received 1 legend point each. Benjamin got nothing.
Overall score: All legend points of the 5 games are added up. Otmar wins Legend of the Conquerors with 22 legend points.
Almanac of Progress Cards
The rules from Cities & Knights apply. You must play progress cards after your turn's production phase. Exceptions are stated explicitly in the first lines of the text shown on the respective progress card and are described in detail in this almanac.
Political Progress Cards
Bribery (2x)
Card: Before or after your production phase: Remove the weakest conqueror or one of the weakest conquerors. Place one of your basic knights for free.
On your turn you may play this card either before or after the production phase, i.e., you could use it before rolling the dice, or after rolling and resolving any production/robber. If you play this card and there is no basic knight in your supply, only remove the weakest conqueror or one of the weakest conquerors. Remove it from play. When you place one of your knights, you must observe the corresponding rules.
Brothers in Arms (2x)
Card: Promote an opponent's knight to the next (allowed) level for free –or– activate all of an opponent's inactive knights for free. In return, you advance 1 space on the hero track.
When you play "Brothers in Arms," you can only promote an opponent's strong knight to mighty knight if that opponent has built the third improvement (fortress) in the "politics" area.
As a reward for performing either of the two possible actions, you advance 1 space on the hero track.
Help from the South (2x)
Card: Take 1 of each resource card type from the supply and shuffle the cards face down. Each opponent draws 1 card face down. In a 4-player game, you receive the remaining 2 cards; in a 3-player game, you receive only the 2 top cards.
If you play this card, take exactly 1 resource card of each resource type from the supply and arrange them into a face-down stack. Shuffle the stack and, in clockwise order, have each opponent draw the respective top card from the stack.
In a 4-player game, you take the 2 remaining cards. In a 3-player game, you take the 2 top cards of the remaining 3 cards. Return the bottom card to the supply.
If the supply doesn't contain 1 card of each resource type, you are not allowed to play "Help from the South."
Lea the Healer (2x)
Card: Immediately after a battle: Place 1 defeated knight on an unoccupied intersection. If you choose an opponent's knight, you advance 1 space on the hero track.
You must play this card immediately after the battle between a conqueror and a knight. You may use the card during your turn or an opponent's turn and also before the production phase.
Place the defeated knight (inactive side up) on an unoccupied intersection of your choice (observe the corresponding rules). If there is no unoccupied intersection you could legally place the knight on, you may not play "Lea."
Neighborly Help (2x)
Card: Each opponent with more victory points than you must give you 2 resource or commodity cards of their choice.
If an opponent has only 1 resource or commodity card, they give you only this 1 card. If an opponent doesn't have any resource or commodity cards, they are not affected by the "Neighborly Help."
Road Building Mission (2x)
Card: Build up to 2 roads for free. Each road must be directly adjacent to an intersection occupied by one of your active knights. Deactivate your knight afterwards.
Each of the two roads must be directly adjacent to the intersection with the active knight. If only 1 unoccupied path borders the active knight, you may only build 1 road. All other road building rules still apply.
Spy (3x)
Card: Look at an opponent's progress cards and take 1 of them.
View an opponent's progress cards and take 1 of them. You are also allowed to steal a "Spy" card and then immediately play it. You may not steal face-up cards.
Warlord Roven (3x)
Card: Immediately activate all of your inactive knights for free.
If you use this card to activate your inactive knights, you don't have to pay grain cards for activation.
Battle Progress Cards
Aegis the Naval Heroine (2x)
Card: Immediately after rolling the barbarian ship: Do not move the barbarian ship. Take 1 "Defender of Catan" card. Each opponent takes 1 wine or 1 amber.
You must play "Aegis" immediately after anyone rolls a "ship" symbol on the die. You may use the card during your turn or an opponent's turn.
If you play the card, you receive a "Defender of Catan" victory point card but no wine token or amber token. Each of your opponents can choose whether to take 1 wine token or 1 amber token from the supply.
Archers (3x)
Card: Immediately after rolling the die to determine a conqueror's direction of movement: You do not move the conqueror. Immediately after the "Charge of the Conquerors" event: No "charge" at 1 fort of your choice.
You must play this card while the events are executed. You may use it during your turn or an opponent's turn.
If you play the card in chapter 3, at least 1 knight must stand on the intersections adjacent to your chosen hex with a fort. If no hex meets this requirement, you may not play "Archers."
Cavalry Leader Dagur (4x)
Card: When attacking a conqueror (Chapter 2) or a fort (Chapter 3), your cavalryman is worth 1 additional strength point.
If you play this card, your cavalry only is worth 1 additional strength point in the moment of the attack on a conqueror (Chapter 2) or a fort (Chapter 3). After the attack, he immediately loses the strength point.
Crossbows (3x)
Card: In case of a standoff that involves one of your knights, the conqueror loses (Chapter 2) or the fort falls (Chapter 3).
You may only play the card if one of your knights is involved in a standoff with a conqueror (Chapter 2) or a fort (Chapter 3).
Quartermaster Odo (4x)
Card: Immediately activate all of your knights for free. You may perform an action with 1 knight that you haven't used yet for an action during this turn.
You are not allowed to use the same knight for 2 actions during your turn, i.e., you may only activate a knight and use him immediately if you haven't used him yet during your turn.
Thora (4x)
Card: Before or after your production phase: Place Thora in front of you. Each of your knights is worth 1 additional strength point. Discard Thora prior to your next production phase. While Thora is placed in front of you, none of your opponents may play Thora.
During your turn, you may use this card both before and after the production phase, i.e., you could use it before rolling the dice.
If you have played "Thora," for the duration of one round all your knights receive 1 additional strength point each. The advantage ends as soon as you begin your next turn. You must discard "Thora" before your next dice roll.
Component List
You need the game components from the Catan base game (except for 2 frame pieces, all building costs cards, the "Largest Army" special victory point card, and all development cards) and from Catan: Cities & Knights (except for the "barbarian tile"). We recommend that you sort the game components from Legend of the Conquerors according to this list.
Each player has (in wood of their color):
- 1 Cannon
- 1 Horse
- 2 Markers
Each player has (in die-cut):
- 1 Foundry and 1 horse farm
- 2 personal overview cards per chapter
Shared components:
- 20 Conquerors (4 each of strength 2, 3, 4, 5 and 6; with stickers to indicate their strength)
- 16 Forts (with rewards printed on the bottom): 4 Grain, 4 Road, 2 Wine, 2 Amber, 2 Grain & Amber, 2 Grain & Wine
- 18 Politics progress cards and 20 Battle progress cards (see the Almanac of Progress Cards)
- 32 Amber tokens
- 32 Wine tokens
- 5 Trade stations (Lumber, Brick, Wool, Grain, Ore; harbors on the back)
- 1 Direction marker
- 10 Number tokens (the per-number counts are shown in the printed illustration and are not reproduced here)
- 4 Landing markers
- 4 Settlement markers
- 4 Road markers
- 3 blocked road markers
- Frame pieces: 1 sea frame of size 2; 2 sea frames of size 1; 2 land frames of size 3; 4 land frames of size 1
- 24 Terrain hexes (as printed): 9 Swamp; 3 Fields; 2 Pasture and 1 Pasture with swamp on back; 2 Forest and 1 Forest with swamp on back; 2 Hills and 1 Hills with swamp on back; 1 Mountains and 1 Mountains with swamp on back
Note: the printed terrain-hex list in the component overview adds up to 23 pieces, not the 24 printed in its heading; the list is transcribed as printed.
- 3 Chapter boards (chapter board 2 carries a second side on its back)