The base turn structure — roll, trade, build — remains, but each step is significantly expanded.
Roll phase: Roll two production dice as normal, plus a third event die. The event die shows either a barbarian-ship face or a colored gate (yellow = Trade, green = Science, blue = Politics).
- A barbarian face advances the barbarian ship one space toward Catan. When it arrives, compare the total strength of all active knights against the number of cities on the board — if the total strength meets or exceeds the city count, the player with the most active knight strength earns the Defender of Catan VP; if it fails, the player(s) with the least active knight strength each lose a city (it reverts to a settlement). All knights then deactivate, win or lose.
- A colored gate face lets any player whose city-improvement level in that color is at least as high as the number shown on the red production die draw a Progress Card of that color.
Cities and commodities: Cities now produce differently. A city beside forest, pasture, or mountains produces 1 resource and 1 matching commodity — paper (forest), cloth (pasture), coin (mountains). A city on fields or hills still produces 2 of that resource and no commodity. Settlements produce 1 resource as usual.
City improvements: Spend commodities to advance your three improvement tracks. Reaching level 3 in a track lets you upgrade one of your cities into a metropolis (worth 4 VP — two more than the city it replaces — and immune to barbarian attack); higher levels unlock powerful abilities.
Knights: Build a knight for 1 ore + 1 wool — it starts inactive. Pay 1 grain to activate it. Active knights defend against the barbarian, can displace the robber, and can block opponents' road expansions by occupying a key intersection. Each active knight has a strength rating: a basic knight counts as 1, a strong knight as 2, and a mighty knight as 3 — this is what is totalled when the barbarians arrive. Upgrade knights (basic → strong → mighty) by spending additional resources for greater defensive strength.
Progress Cards: These replace the base development cards entirely. You earn them through the event die and use them for a wide range of powerful one-time effects across the three colored decks.