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Die Siedler von Catan: Städte & Ritter
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Die Siedler von Catan: Städte & Ritter

original German edition

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Ages Play Time Players
12+ 120-180 minutes 3-4

Designer(s): Klaus Teuber

Manufacturer(s): Kosmos

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To play this game, you must have:
Die Siedler von Catan
original German edition Funagain Games does not stock this edition of this title, usually because it's out of print.

Product Description

This is the long-awaited second expansion for Die Siedler (The Settlers of Catan)--and many believe, the best. This is not a "stand alone" game--you must have the original Die Siedler von Catan. If you are among the 2 million buyer/addicts of Settlers of Catan, you won't want to miss picking up this expansion.

The expansion has, as the name suggests, two main themes--Cities & Knights--and combines several elements from The Settlers of Catan Card Game with some new and exciting features such as Metropolises, Invading Armies, City Development and new Commodities including Money, Cloth and Books. With these new features and additional ways to achieve victory points, the short and simple family game has been developed into a longer and more complicated game with several new strategic and tactical possibilities for the serious gamer.

The two main themes are actually stretched into three:

City Development

A City still produces two cards but, with the exception of Clay and Grain, the second card will not be the normal Raw material, it will be a Commodity card. Instead of the second Wool you get a Cloth; Wood becomes Paper; Ore becomes Money. The Commodities are used to develop the Cities. The City Calendar is an advanced Building Costs Table which let you build specific Buildings as in the card game (Church, Library, Monument, etc.) and is divided into three parts, one for each direction the development of a City can take.

Paper lets the City develop in the Scientific (orange) direction, Cloth develops the City in the (green) market-oriented Direction, and Money allows development in the Political direction. Each building gives the player an extra chance to obtain a Development Card in that color. These cards cannot be bought, but are distributed to any player having the correct die number showing on their Calendar.

The new Development Cards are divided into three colors: Blue Politics Cards are used against other players (using Knights, Spies etc.). The orange Science Cards give the player a better chance to develop his City or land (you can even change the hex die number rolled). The green Commerce Cards make trading easier.

Each City Type gives the player an advantage when the third Building is raised: The Guild allows a player to trade 2:1. The Aqueduct gives the player a Raw Material Card of free choice in any turn in which he wouldn't otherwise receive one (even when a "7" is rolled). And with a Monument, a player may build the strongest type of Knight.

A fourth Building transforms the City into a Metropolis (by placing a golden City gate onto the Church, making it into a three-Towered structure). A Metropolis is worth 4 Victory points, but the player will lose it to the player first building the fifth (and last) Building.

Every player can also build up to 3 City Walls. Every extra Wall protects the player against a Robber by allowing the player to keep 2 extra cards in his hand before he loses half (with 3 Walls he may keep 7+(3x2)= 13 cards).

The Knights

Each players receives 6 Knight counters in his color. They come in three strengths and have a Passive and an Active side. They are built, as in the card game, with Wheat and Ore. One payment makes a small Knight; it can then be developed into a stronger Knight by paying another Wheat and Ore, etc.

The Knights are placed on any free hex corner connected to the players Roads, passive side up. On his next turn a player may pay a Wheat to activate the Knight (flipping the counter). An active Knight may be moved to another free Road connection or onto an opponents (weaker) Knight in a similar Road connection; or he may be used against a Robber or an invading Army. He may not be used in the turn he was activated. After any action a Knight becomes inactive again.

The Invading Army

The Enemy begins 8 spaces away from the Catan Island. Every time one of the three Axe symbols is rolled on the special die the Enemy moves one space towards Catan. When the invading Army reaches land, it has a strength equal to the number of Cities and Metropolises in Catan. Every active Knight shows 1 to 3 Fisted Gloves signifying the strength of the Knight. This totals the combined strength of Catan. If the Enemy is fought off, it will slowly begin a new invasion. If the Enemy is stronger than the Knights, it still begins another invasion--but not before it has burned down at least one City!

Every player who has a City (not a Settlement or Metropolis) counts his number of Fists. The player(s) with the weakest number of active Knights must reduce a City of their choice. If players defeat the Enemy, the player(s) with the strongest Knights receive a free Development Card and a bonus Victory Point as "Saviour of Catan."

Product Information

  • Designer(s): Klaus Teuber

  • Manufacturer(s): Kosmos

  • Year: 1998

  • Players: 3 - 4

  • Time: 120 - 180 minutes

  • Ages: 12 and up

  • Weight: 945 grams

  • Language Requirements: Game components contain substantial foreign text. An English translation of the rules is provided.


  • 4 City Calendars
  • 36 Commodity Cards (12 each of Paper, Cloth and Money)
  • 54 Development Cards (18 cards in each direction: Commerce, Politics and Science)
  • 1 Double Hexagon (water with 8 spaces for the enemy army)
  • 1 Enemy Army (wooden marker with an Axe symbol)
  • 1 Trader (wooden figure)
  • 3 Metropolis (wooden figures formed like golden City Gates)
  • 12 City Walls (3 wooden discs in each player-color)
  • 24 Knights (6 round markers in each player's color printed on double-sided cardboard)
  • 1 red die
  • 1 special die
  • 6 "Savior of Catan" Victory Point Cards

Product Reviews


Average Rating: 4.6 in 5 reviews

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Match the languages
August 12, 2000

I agree with the previous reviews: the game is considerably more complex than the base game, but the changes make a fun new game of a classic old game.

I just wanted to point one thing out: if you have the Kosmos (German) version of the base Settlers, you should get this version of this expansion. If you have the Mayfair (English) version, you should wait for the Mayfair expansion (if there ever is one). This is because the expansion adds commodity cards to match resource cards, and the Kosmos cards are a different size and have a different back than the Mayfair cards. If you have the Mayfair base game but the Kosmos expansion, then you can tell the difference between the old resource cards and the new commodity cards. This makes a big difference at card-stealing time!

Well worth the effort
October 28, 1999

This is not so much a simple expansion as a whole additional level to Settlers, adding new city development and production options. Unlike the base game and the Seafarers expansion, whose tremendous staying power seems based on being very easy to learn but still having challenging play, it will take a time or two through to understand the nuances of Stadte & Ritter. It is very much a different game rather than a simple expansion along the lines of Seafarers. But it's well worth the effort.

That having been said, this is not actually that complex on the scale of German games. No more complex than, say, Euphrat & Tigris if you already know the basic Settlers. Plus, it's got a lot of big wins over the basic game which make it worthwhile: the new Progress cards are a huge improvement over the basic Entwicklug cards, being more varied and subtle. They are worth the effort and price of admission alone. The extra VPs gained from building City advances and defending Catan provide much-needed extra avenues to victory; it's now possible to win with a relatively small empire. And being able to use Knights on your opponents (especially in conjunction with the Politics advances) adds an extra level of player interaction. Although the Knights in general are not that powerful, their use is somewhat subtle, and is one of the harder aspects to of the new game to grasp. Once you get it, though, it's a very nice extra detail.

Stadte & Ritter takes a little longer to get comfortable with than basic Settlers, but it is well worth the effort if you are intruiged by a more involved game. It results in a game that is more varied and strategic, with more options and very interesting play.

Excellent expansion set!
January 05, 1999

I've been playing Siedler with the Stdte & Ritter expansion for about six months, and I can't think of anything about this version of Siedler that I don't like. In short, this expansion allows for considerably more diverse strategies than the base version of the game and leads to a much richer gaming experience.

I particularly like the addition of the new commodities, which allow the player to develop their own civilization in different directions, gaining various advantages and kinds of development cards as play progresses.

These days, I only play the base version when pressed for time, or when my gaming companions aren't up for the additional complexities of the Stdte & Ritter version.

by Kos
Every gamer will love it.
July 04, 2001

This is the perfect game for me. 'Catan-basic' is bleak, poor and boring once you have tasted this. You will never want to play the basic game again. You want to play Städte und Ritter!

With some creativity, you can transform the box itself into a great boxcase for all the different parts that the game comprises.

A minus is that it takes too long (4 hours). Also, it has a 'middle' game stage where you don't seem to make any progress. Finally, I think that having to buy the original + Städte und Ritter is a commercial trick and I don't like being tricked that way. That is why I gave it 5-1 stars.

You will still enjoy the experience days later (unlike chess, for instance). But it has lower replay value because it takes at least 3 people and at least 4 hours, and you can't play it if you're tired, since you must be constantly aware.

Don't hesitate, buy it. You will love it!

Recommended For All But Casual Gamers
February 23, 1999

The new options (the development cards, knights, city development, commodities) allow for a much more involved game than the original. I find that I prefer it to the original. It is not better, but different. The development cards and many of the knight's actions offset the vagaries that happen with die rolls. The thief is reduced in importance with this expansion as he is more easily moved and city walls will better protect you from losing half your cards. The cost of upgrading your city, which increases incrementally, many of the development cards as well as the cards becoming more available as the game goes on serve to allow players to catch up to the leader more easily than in the base game. Every game that I have played has been close and enjoyable. With that said why did this not get five stars? It makes the game less accessable to a non-gamer. I have managed to play Settlers with five year-olds and people off the street, because it is easy to grasp the rules, short and fun. If I am playing with this expansion, I can no longer do it.

A note about the time it takes to play - I would take the time that your group takes to complete a base game of Settlers and double it to determine a time frame for the expansion game.

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