All the cards in this set are printed with a star at the lower right portion.

When you play "Shadow Hunters" using these additional cards, you need to use the following procedures printed below. Then read the "Game setup" section.

  • Replace character cards

    There are several ways to replace character cards. Please discuss among participating players and decide your favorite way.

  • Play only with these additional characters.

    Only the characters included in this set are used. All the basic character cards will be replaced with these additional character cards. …


Welcome to the Almost Complete Cities and Knights Strategy Guide. Cities and Knights (CaK) is my gaming group's favorite board game, and as a result, I feel pretty confident about write a strategy guide based on my experiences. Given the level of depth that Cities and Knights adds to the basic Settlers game, I'm surprised this hasn't really been done.

I will assume you are generally familiar with the basic rules of basic Settlers and Cities and Knights.


Probability of Resource Production



Most essential to the game is the basic understanding of probability. If you've played settlers enough times, two primary things become clear: …


Alert! Alert! Alert!

All UAC personnel be advised. There has been a code red security breach in the dimensional gateway research facility here at the Union Aerospace Corporation's Mars base. We are under invasion. I repeat, we are under invasion.

Our cameras have picked up a number of unusual entities roam- ing the corridors and rooms of the base. We have compiled the following information about the various types of invaders that we have observed so far.


Species Designations

  • Zombie

    These invaders appear to be UAC personnel who have somehow been possessed. They are slow, extremely numerous, and seem to have gained an uncanny strength. …


This section explains a few additional rules not previously explained.


Escaping the Facility

To have a chance at winning the game, operatives must escape the facility before the proximity dial reaches "99". The most common way for an operative to escape the facility is to play his "Retreat" card while he is in the entry room.

An operative also automatically escapes the facility if he is in the entry room and is forced to move backward by a game effect. Some rooms list Interface functions that allow players to escape the facility. …



Components

  • 75 Influence Cards
  • 2 General Action Cards
  • 25 Role Action Cards
  • 8 Role Tokens
  • 50 Coins
  • Rulebook
  • 25 Role Dividers
  • 2 Dividers

Setup

  • Take the 2 General Action cards and place them in the center of the table.

  • Separate Role Action Cards into 4 piles by type. Choose 5 Role Action cards to play with by randomly taking 1 from each of the Finance, Communications and Force piles and 2 from the Special Interests pile.

    These are the only roles that will be in play for the game. Only include advanced roles if all players are experienced at the game. For your first game we suggest using: Banker, Politician, Guerrilla, Director and Peacekeeper. …



Game Variant - Achievements

To add more variability to the game, players can add achievements to the game play. There are three separate achievement decks: immediate a, mid-game b, and end-game c.

As part of setup, before races are selected, shuffle each deck separately and deal out one card from each deck face up above the main board. These are the only three achievement cards that will be used this game.

Each card has a condition and a point value, which will be scored by each of the players who fulfill the condition at a specific time. …


The job of the traitor is to cause everyone else to lose without getting caught. So, lying about what is on their card will be crucial. Sowing doubt about the motivations of other players is fair game.

Convincing players incorrect block placements are correct is a viable strategy. Calling votes to halt the building is also ok.

The Traitor will act like any other builder, but their card will have the full solution to the puzzle on it. The Hidden Traitor Variant follows all rules as a standard game with one addition; players may call to vote on the identity of the Traitor! …



Components

  • 9 Position Cards
  • 71 double-side Image Cards


Setup

  • With 3 players: 30 Image cards are removed. The other cards make up the draw pile.
  • With 4 players: 20 Image cards are removed. The other cards make up the draw pile.
  • With 5 players: 10 Image cards are removed. The other cards make up the draw pile.
  • With 6 players: all of the Image cards make up the draw pile.

Shuffle the image cards making up the draw pile.

Place 9 of them on the table, making a 3x3 square as shown on the example to the right. The youngest player starts. …



Components

  • Double-sided grid
  • 68 checkers (17 of each color)
  • 8 blockers (2 of each color)

Setup

Hold the grid upright and fold down the leg on each side to form the game base.

Place the grid in the middle of all players.

Each player picks 1 color and takes all the checkers and blockers of that color.

Ensure the slide on the bottom of the grid is locked in place to prevent the checkers from falling out the bottom.

The youngest player goes first. Play then passes to the left. …



Mandates

(Play once anytime).


Use bow for free: +1 attack.

Turn in wood: +2 attack.



Turn in food: flying machine.

Turn in wood: ship.



Use sword for free: +1 attack.

Turn in iron: +2 attack.



Turn in wood: ship.

Turn in iron: submersible.



Turn in food: 3s.

Turn in wood & food: 7s.



Reach 3★ in 1 guild to earn 3 goods, 3s or any vessel.



Turn in iron, wood & food: 9s.

Turn in sulfur, iron, wood & food: 13s.



Reach 3 ★in 1 guild to earn 3 influence, 1 seal or 1 bead. …