A seven or a Knight can move it
When seven is rolled, players above the resource-card threshold first complete their discards. The active player then moves the robber to a different tile and resolves any theft. No resource production comes from that seven.
A played Knight also moves the robber, but it does not trigger discarding. The Knight follows development-card timing rules. Both paths lead to a new robber location, while only the seven-roll path checks large hands for discards.
Only its current tile is switched off
The occupied tile produces no resources when its number is rolled. A city touching that tile receives zero from it rather than its usual two. Buildings are not removed, and their other adjacent tiles can still produce.
If another tile elsewhere carries the same number, it is not blocked merely because its number matches. Follow the robber piece, not the number token, when working out a missing payout.
Choose an opponent beside the destination
A victim must have a building adjacent to the new robber tile and at least one resource card. You cannot rob yourself. When more than one eligible opponent is present, choose among the available targets; the stolen resource itself is random.
A player with no resource cards cannot supply a theft even if they have several buildings there. Moving to a tile with no eligible victim still changes the production block, which may be useful on its own.
Balance immediate theft and future production
A high-frequency tile shared by a rival’s cities can be a valuable block. But if your own main settlement touches it too, you are also reducing your economy. Check the buildings and resources involved before choosing the obvious red number.
Think about the next useful build each player is pursuing. Blocking the resource that completes a leader’s plan may matter more than taking a random card from the largest hand. The tutorial lets you explore these choices without a live turn timer.