The Trade Progress Card is one of the three types of Progress Card introduced in Cities & Knights.
Appearance
As with all card decks, English and international cards are different in size, with English size using the bespoke “Catan size” (54mm x 80mm) cards and international sets using the mini European size cards (43mm x 67mm). Up until the English 6th edition and 4th international edition, the card backs are different between English and international sets, though both use a green version of the common card back for all progress cards. Because of this, Trade Progress Cards are sometimes known by their color as yellow progress cards.
Since the English 6th edition and 4th international edition, both English and international decks share the same back, notwithstanding the differences in card size. The cards are now in light green, to better associate them with the cloth commodity and wool resource.
Gameplay
Trade Progress Cards are gained by a player whenever the trade face is rolled on the Event Die, and the red die rolled for production is one of those indicated by the player’s city improvement board. Once obtained, they are treated no differently from any other Progress Card in a player’s possession.
Commercial Harbor: This card allows a player to make a “forced trade” with each opponent, offering one resource card from the player’s hand for one commodity card from their opponent’s.
This “forced trade” can only be done with players with commodity cards in their hand. A player with no commodity card in their hand neither gives nor receives cards.
This “forced trade” is otherwise optional for the player; a player is not required to make the exchange with every opponent. (For example, they may not have enough resource cards in their hand to accommodate making exchanges with all opponents.)
A player may only perform this “forced trade” with each opponent once per turn, even if they play multiple copies of this card. In other words, if a player performs a “forced trade” with an opponent that turn, they cannot make another “forced trade” to the same opponent, even through the effect of another copy of this card, that same turn.
Guild Dues: This card allows a player to look at the hand of any opponent with greater number of victory points, and take two cards from their hand.
This card was known as Master Merchant prior to the English 6th edition.
A player may not play this card if there are no eligible players, or if the only eligible players have no cards in their hand, as this would constitute discarding a card for no effect.
A player may target an opponent with one card in their hand; that one card is automatically taken as a result.
Merchant: This card allows a player to take possession of the Merchant and place it on any hex adjacent to a player’s own buildings.
Merchant Fleet: This card allows a player to trade a specific resource or commodity at a 2:1 rate with the supply for the remainder of the turn.
Resource Monopoly: When this card is played, the player must name a resource; every opponent must give 2 of that resource type if able.
If an opponent has only one resource card of the type declared, that one card is given to the player.
Trade Monopoly: When this card is played, the player must name a commodity; every opponent must give one card of that commodity type if able.
Manifest
The Trade Progress Card deck consists of 18 cards, consisting of: