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  3. Knights & Keeps

Knights & Keeps

Knights & Keeps makes the game longer and more tactical: cities produce commodities that you use to improve them in trade, politics and science, and a barbarian ship draws closer every time the event die shows a ship. The goal is 13 victory points. The expansion is free in Hexfolk and combines with Ships & Islands and the Chocolate Market.

The idea

In the classic game a city is the end of the line. In Knights & Keeps that's where things start: cities produce commodities, and with those you improve your cities in three areas. Develop an area far enough and you earn a metropolis and lasting special abilities.

Knights & Keeps game in Hexfolk with knights on intersections, city walls and the barbarian track along the edge

At the same time a shared threat grows. A barbarian ship sails towards the island, and when it arrives, everyone together has to muster enough active knights. Contribute too little and you risk losing a city. That turns the race into a question of responsibility as well: if you only build for yourself, you can put everyone in danger.

New rules

How the barbarians are counted

The barbarian track has 7 spaces. When the ship reaches the island, its strength is the number of all cities on the board, metropolises included. Against it stands the strength of every player's active knights, each knight counting as much as its level. A tie means the knights hold. If the barbarians win, among the players with a city that can be pillaged, the one with the lowest active knight strength loses a city, and in a tie everyone affected does. The city goes back to being a settlement. If the knights hold, the biggest single contributor becomes Defender of the Island and gets 1 victory point. If several share the biggest contribution, each of them instead picks a deck and draws a progress card. After every attack all knights become inactive again.

Ways to play

Knights & Keeps has no scenarios of its own, but runs on every island map of the classic game, from the standard board to Giant Land, and on your own maps from the Map Workshop. Together with Ships & Islands you play the 7 seafaring scenarios with knights and barbarians, and the target rises by 2 points.

With the Chocolate Market, the market hands out progress cards from a deck of your choice instead of development cards.

Tips

Combining

Knights & Keeps combines with Ships & Islands and the Chocolate Market. The Event cards variant isn't available with Knights & Keeps, because the event die has its own role here. The classic game without expansions is explained in the rules.

Frequently asked questions

How many victory points do you need in Knights & Keeps?

13, adjustable in the lobby. With Ships & Islands the scenario's target plus 2 points applies.

What happens if the barbarians win?

The player with the lowest active knight strength loses a city, which goes back to being a settlement. If several are tied for lowest, they all lose one. Metropolises are never pillaged.

Is there a tutorial for Knights & Keeps?

Yes. The tutorial in the main menu explains commodities, knights, city improvements and barbarians in a short game, after which you carry on against bots.