2005 Puesto n.º 6083 en BGG

Robber Knights

2–4 jugadores 45 min A partir de 8 años 2.0/5 de complejidad 5.7/10 de valoración

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From the publisher: The knights set off from their castles to conquer the surrounding land. For the wealth of the big towns and the villages belonging to them is just too tempting. Of course, once in possession, no knight wants to lose his newly acquired properties, so this means: caution. For the other players´knights are awake to any opportunity and the newly gained land may be lost again just as quickly to a new lord. Bring your landscape tiles and above all your knights skilfully into play, secure your properties on all sides and watch out for enemy knights at all time.

Qué sensaciones ofrece

Tile Placement Grid Movement Mancala Area Majority / Influence Abstract Strategy Medieval Chivalry / Jousting / Tournaments (Medieval Europe)

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Preparación

1. Each player selects a color and takes 24 tiles (Coat of Arms on back) and 30 knights (discs) of their color. 2. Each player separates their tiles by letter group (A, B, C, D, E) and shuffles each group separately. 3. Each player stacks their tiles face-down with E on the bottom and B on top, forming a personal draw pile. 4. Each player draws 1 castle tile and 1 other tile from their A pile into their hand. The remaining A tiles from all players are randomly arranged face-down to form the starting rectangular layout, then all flipped face-up simultaneously. 5. Determine a start player randomly; play proceeds clockwise.

Flujo del turno

On your turn you may play tiles up to three times (one tile per action). Each action: place 1 tile with at least one edge touching an existing tile in the play area, then draw the top tile from your personal pile. After your third tile play (or earlier if you choose to stop), your turn ends and play passes clockwise. If you play a castle tile as one of your placements, you must immediately carry out the castle's knight-deployment and movement sequence before continuing or ending your turn. You may play fewer than 3 tiles if you wish, but if you have no valid tile to play you must pass.

Puntuación y victoria

Most VP wins; tiebreaker is most unplaced knights. Fuentes de puntuación: Castle tiles: 1 VP each (scored by the player whose knight is on top), Village tiles: 2 VP each (scored by the player whose knight is on top), Town tiles: 3 VP each (scored by the player whose knight is on top)

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Setup

Each player's tiles are sorted by letter (A–E), shuffled per group, and stacked face-down with E on bottom and B on top.

Before the game begins, each player separates their 24 tiles into groups by the letter printed on them (A, B, C, D, E). Each lettered group is shuffled independently, then stacked face-down so that E is at the bottom and B is at the top, forming the player's personal draw pile. This ensures tiles of lower letters are drawn earlier in the game.

Setup

Each player draws 1 castle and 1 other A tile into hand; remaining A tiles form the starting layout, randomly arranged in a rectangle and flipped face-up.

From their A-group tiles, each player draws their castle tile and one other A tile into their hand (held for play on their first turn). All remaining A tiles from all players are pooled, randomly arranged face-down in a rectangle, and then all flipped face-up simultaneously to form the shared starting play area.

Turn structure

On your turn, play up to 3 tiles one at a time; after each placement draw the top tile from your pile.

A player's turn consists of up to 3 tile-play actions. Each action: (1) place exactly 1 tile from your hand with at least one full edge touching an existing tile in the play area, then (2) draw the top tile from your personal draw pile into your hand. After completing all desired actions (1, 2, or 3), your turn ends. If you have no legal tile to place, you must pass your entire turn.

Restriction

The play area has a maximum grid size depending on player count: 7×7 (2p), 9×9 (3p), 10×10 (4p).

The shared play area may not exceed the following maximum dimensions: 2 players — 7×7 tiles; 3 players — 9×9 tiles; 4 players — 10×10 tiles. A tile may not be placed if doing so would cause the play area to exceed these bounds.

Special

When a castle tile is played, the player immediately places up to 5 knights on it and moves the stack to adjacent tiles, leaving knights behind.

Immediately after placing a castle tile, the player places up to 5 knights from their supply onto that castle. The stack of knights then moves from the castle to adjacent tiles one step at a time. Each time the stack moves onto a tile, the player must leave at least the minimum required number of knights on that tile (see terrain minimums). The stack continues moving until all knights are placed or the player chooses to stop. The player may leave more knights than the minimum on any tile. Knights that are left on a tile do not move again for the rest of the game.

Restriction

If the stack returns to or passes over the castle, at least 1 knight must remain on a plain castle, 2 on a forest castle.

When the moving knight stack occupies the castle tile itself (at the start or if movement routes back), a minimum number of knights must be left: 1 knight if the castle is on a plain terrain, 2 knights if it is on a forest terrain. This minimum applies like all other terrain minimums.

Restriction

Knights entering a tile must leave the terrain minimum: Plain = 1, Forest = 2, Mountain = 3.

When a moving knight stack enters a tile, it must leave at least the minimum number of knights dictated by that tile's terrain type: Plain — leave at least 1 knight; Forest — leave at least 2 knights; Mountain — leave at least 3 knights. The stack may leave more than the minimum. If the stack does not contain enough knights to meet the minimum for a tile, it cannot enter that tile.

Restriction

Knights cannot enter Lake tiles.

During knight movement, the moving stack may never enter or pass through a tile that depicts a Lake. Lake tiles are completely impassable to knights.

Informe estratégico

Contesting High-Value Tiles

Towns (3 VP) and Villages (2 VP) are the most valuable tiles. Since only the topmost knight scores a tile, placing even a single knight on top of an opponent's stack seizes control — but remember the 4-knight cap means a tile can become permanently contested and then locked once full.

Castle Placement Timing

Your castle tile is drawn in the initial hand, but you choose when to play it. Delaying castle play lets you survey the landscape and plan knight routes, but your opponents may fill key tiles (capping at 4 knights) or place Lakes in your path before you deploy.

Terrain as a Barrier

Mountains require 3 knights to enter. Routing your castle's knight stack through mountains costs heavily. Conversely, placing Mountain tiles in your opponent's planned routes can block or drain their stack, leaving fewer knights to threaten your tiles.

Knight Conservation for Tiebreaking

If you expect a close game, deploying fewer than 5 knights per castle preserves unplaced knights for the tiebreaker. Winning the tiebreaker requires the most unplaced knights, so over-deploying can cost you a tied game.

Blocking with Lakes

Lake tiles create absolute barriers — no knights can cross them. Placing a Lake tile adjacent to an opponent's castle or between their castle and valuable territory can cut off their deployment routes entirely.

Managing the Grid Boundary

The maximum grid size is fixed by player count. In a 2-player game (7×7), the board fills quickly. Placing tiles toward the edges early can limit your opponent's placement options, while in 4-player games (10×10) there is far more room to maneuver.

Tile Letter Sequencing

Tiles are drawn in letter order (B first, E last). This means the game's early landscape is built from A and B tiles. Knowing your own tile distribution lets you plan when your castle and high-value tiles will be available to play.

Preguntas frecuentes y casos límite

Can I use a castle to send knights onto a tile that already has 4 knights on it?

No. A tile with 4 knights is full and cannot be entered. The moving knight stack must find an alternate route or stop before that tile.

My knight stack only has 2 knights left and wants to enter a Mountain tile. Can it?

No. Entering a Mountain tile requires leaving at least 3 knights. With only 2 knights, the stack cannot enter a Mountain tile.

My opponent has 2 knights on a Town tile. I place 1 knight on top. Who scores it?

You score it. Control is determined solely by the topmost knight, regardless of how many knights are underneath.

The only path from my castle to a valuable tile goes through a Lake. Can my knights go around?

Knights cannot enter Lake tiles at all. You must find an alternate adjacent-tile path that avoids the Lake. If no such path exists, those tiles cannot be reached from this castle deployment.

I placed my castle on a Forest tile. How many knights must stay on the castle itself?

At least 2 knights must remain on the castle, because it sits on Forest terrain (minimum = 2 for Forest).

I've used all my tiles. What do I do on my turn?

You must pass your entire turn. The game continues until all players have exhausted their tiles.

Two players are tied on VP. One used all 30 knights; the other used only 20. Who wins?

The player who used only 20 knights wins the tiebreaker, because they have 10 unplaced knights versus 0 for the other player.

In a 2-player game, can I place a tile that would extend the grid to 8 columns?

No. In a 2-player game the play area is capped at 7×7. A placement that would push any dimension beyond 7 tiles is illegal.

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