Catan

Gather resources, trade with your rivals, and build roads, settlements, and cities across the island of Catan. First player to 10 victory points wins. It’s the game that pulled most of us into the hobby, and the core loop is simple enough that you’ll be playing within about five minutes.

3 – 4Players
60 – 90 minPlay Time
10+Age

Our full review: Catan Review · Going deeper? Catan Strategies

Note: This is a condensed version of the rules to get you playing fast — nothing important is left out, but read the full rulebook for every edge case.

What’s In The Box

What's in the Catan box — hexagonal region tiles, resource cards, and the components list

  • 19 terrain hexes (the island)
  • 6 sea frames + harbour pieces
  • Number tokens (the circular chips)
  • Resource cards: brick, lumber, wool, grain, ore
  • Development cards
  • Roads, settlements, and cities in 4 colours
  • 2 dice and the robber

Setup (First-Game Beginner Layout)

For your very first game, use the fixed beginner layout printed in the rulebook instead of building a random island. It’s balanced, fast to set up, and lets you learn without arguing over placement.

A fully assembled Catan island with terrain hexes, number tokens, roads, and a settlement

1
Assemble the island in the beginner arrangement from the rulebook — hexes and number tokens go in fixed spots. (Randomize the board once everyone knows the game.)
2
Each player takes all pieces of one colour: 5 settlements, 4 cities, 15 roads.
3
Place your starting 2 settlements and 2 roads on the marked beginner spots (or, in later games, snake-draft them: each player places one settlement + road, then reverses order for the second).
4
Collect one resource card for each hex touching your second settlement to start your hand.
5
Sort resource cards into 5 supply stacks and shuffle the development cards into a face-down deck.

The Building Costs (Keep This Visible)

Everything you build comes from this short list. Most groups keep the cost reference card on the table.

Catan building pieces — roads, settlements, and cities in one colour next to the building costs reference card

BuildCost
Road1 brick + 1 lumber
Settlement1 brick + 1 lumber + 1 wool + 1 grain
City (upgrades a settlement)3 ore + 2 grain
Development card1 ore + 1 wool + 1 grain

How a Turn Works

Each turn happens in the same three phases, in order.

1
Roll for resources. Roll both dice. Every hex showing that number produces — and every player with a settlement touching that hex collects 1 matching resource (a city collects 2). This is the key idea: you earn resources even when it isn't your turn.
2
Trade. Trade resources with other players in any deal you can both agree to. You may also trade with the bank at 4:1 (four of one resource for any one), or better rates if you've built on a harbour (3:1 or 2:1).
3
Build. Spend resources to build roads, settlements, cities, or buy development cards. Settlements must be at least two roads apart, and you can only build connected to your own road network.

Catan harbour trading tiles showing 2:1 and 3:1 bank trade rates

Rolling a 7: The Robber

A roll of 7 produces nothing. Instead:

The Catan robber pawn placed on a grain hex, blocking it from producing

STEP 1

Discard down

Any player holding more than 7 resource cards must discard half (rounded down).

STEP 2

Move the robber

The roller moves the robber onto any hex. That hex produces nothing until the robber leaves.

STEP 3

Steal

The roller steals 1 random card from a player who has a settlement or city on the robbed hex.

You can also move the robber by playing a Knight development card on your turn, even without rolling a 7.

Development Cards

Bought from the deck, played on a later turn (except Victory Point cards, which stay hidden):

Catan resource cards above the development card types — Victory Point, Year of Plenty, Road Building, and Knight

  • Knight — move the robber and steal. Play 3 and you claim Largest Army (2 VP).
  • Victory Point — worth 1 VP each, kept secret until you win.
  • Progress cards — Road Building, Year of Plenty, and Monopoly give one-time boosts.

How to Win

First player to reach 10 victory points on their turn wins immediately. Points come from:

The Longest Road and Largest Army bonus cards, each worth 2 victory points

  • Settlement — 1 VP each
  • City — 2 VP each
  • Longest Road (5+ continuous roads, longest at the table) — 2 VP
  • Largest Army (3+ Knights played, most at the table) — 2 VP
  • Victory Point development cards — 1 VP each
Do I really collect resources on other players' turns?

Yes, and it's the part new players forget most. Whenever a number is rolled, everyone with a settlement or city on a matching hex produces, no matter whose turn it is. Stay alert so you don't miss your cards.

Can I trade with the bank if no one wants to deal with me?

Always. The bank trades 4 of one resource for 1 of any other. Build a settlement or city on a harbour to improve that rate to 3:1 or a specific 2:1.

How close together can settlements be?

Settlements must be at least two road-lengths apart — you can never build on an intersection adjacent to an existing settlement or city, including your own.

When should I switch from the beginner board to a random one?

Once everyone understands the turn flow and building costs — usually after one game. Random setup, with snake-draft placement, is where the real strategy begins.

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Thumbnail image artificially generated for illustrative purposes.