🎲 BoardGameMate한국어
Back to home
Catan board game box image
Image source: BoardGameGeek

Top 20 · #5 of 52 in Family

Catan

The classic that marked the start of the modern board game era: you roll dice to produce resources and trade freely with the other players to cover what you lack, developing the island as you go. Production, trade, and building all feed into each other, so every turn gives you a different strategic choice.

My collection
👥 3–4 players (best with 4)🔞 age 10+⏱️ 60–120 min🎯 weight 2/5
StrategyFamily

Rules

Roll dice for resources, build roads and settlements, and be the first to 10 victory points. This guide uses diagrams to cover the parts that trip up new players: the distance rule, harbor trades, the robber, and Longest Road.

Edition: Base game (based on the official Catan Studio Game Rules & Almanac) — the game was renamed from The Settlers of Catan to Catan in 2015Cross-checked against the Korean and English rulebooks

Components

ComponentCountNote
Terrain tiles19Hexagons. The layout is different every game
Number tokens182 to 12 (there is no 7)
Resource cards95Brick, lumber, ore, grain and wool
Development cards2514 knight · 6 progress · 5 victory point
Settlements · cities · roads5 · 4 · 15 per playerYou can never have more than this many on the board
Special cards2Longest Road · Largest Army
Other6 sea frame pieces, 9 harbors, 2 dice, 1 robber, 4 building costs cards
The six terrains and what they produce. Only the desert produces nothing, and the robber starts there.
TerrainResource produced
HillsBrick
ForestLumber
MountainsOre
FieldsGrain
PastureWool
DesertNone

The dots on the number tokens

The number of dots under a token shows how likely that number is. More dots means it comes up more often (6 and 8 are printed in red). 7 is the most likely roll of all, but no token carries a 7 — you get the robber instead.

Setup

  1. 1Assemble the sea frame by matching the numbers on the pieces, then lay the 19 terrain tiles inside it. For a first game, the beginner layout in the rulebook is the most balanced choice.
  2. 2Put the number tokens on the tiles as shown. The desert gets no token — it gets the robber.
  3. 3Each player picks a color and takes 5 settlements, 4 cities and 15 roads, plus one building costs card.
  4. 4Sort the resource cards into five face-up stacks, shuffle the development cards into a face-down stack, and put the Longest Road and Largest Army cards and the dice to one side.
  5. 5Each player places 2 settlements and 2 roads on the board, then takes resource cards for the terrain touching their second settlement.

With 3 players

In the beginner layout from the rulebook, nobody takes the red positions. Everything else is the same.

Where things go — intersections and paths

  • Settlements and cities only go on the intersections, the corners where hexes meet. Never along an edge.
  • Roads only go on the paths along the hex edges, and only one road fits on each path.
  • A new road must connect to one of your own roads, settlements or cities.
  • A new settlement must connect to one of your own roads.

The distance rule — the one people break most

You may only place a settlement if all three neighboring intersections are empty. That means not next to someone else's settlement and not next to your own, either. This is why the board ends up with intersections that nobody can ever use.

Once a blue settlement is on the board, the three neighboring intersections (✗) are closed to everyone. The next intersection out (○) is open again.

Your turn (always in this order)

  1. 1Roll both dice. The terrain matching the total produces resources — and everyone collects, not just you.
  2. 2Trade. Deal with the other players, or trade with the bank.
  3. 3Build. Put down roads, settlements or cities, or buy a development card.

You may play 1 development card at any point during your turn, in any order. When you are done, pass the dice to the player on your left.

Step 1 — producing resources

  • For each of your settlements touching a terrain with the rolled number you get 1 resource card, and for each city 2 cards.
  • If you have 2 or 3 settlements touching the same terrain, each of them pays out.
  • A terrain with the robber on it produces nothing, even when its number is rolled.
  • If the bank does not have enough of a resource for everyone who should get it, nobody gets that resource this turn. The exception: if only one player would receive it, that player still gets it.
An 8 is rolled. Blue has a settlement and a city on the mountains and takes 1 + 2 = 3 ore, while red's city on the forest takes 2 lumber.

Step 2 — trading

  • Trading with players: say what you need and what you will give, and haggle. But you may only trade with the player whose turn it is — bystanders cannot swap with each other.
  • Trading with the bank: hand in 4 cards of the same resource for 1 resource of your choice. This always works, with or without a harbor.
  • Harbors: if you have a settlement or city on a harbor corner you trade 3:1, and at a harbor for a specific resource you trade that resource 2:1.

Step 3 — building

BuildCostVictory pointsNote
RoadBrick + lumberMust connect to your own road or settlement, one per edge
SettlementBrick + lumber + wool + grain1 pointMust follow the distance rule and connect to your own road
City3 ore + 2 grain2 pointsOnly by upgrading one of your settlements. The settlement you take back is reused
Development cardOre + wool + grainDepends on the cardOnce the deck runs out, no more can be bought

As long as you have the resources you can build as much as you like in one turn. The limit is your own supply of pieces — 5 settlements, 4 cities and 15 roads.

Upgrading a settlement to a city doubles what that terrain pays you, from 1 card to 2.

When a 7 is rolled — the robber

  1. 1Nobody produces resources.
  2. 2Everyone holding more than 7 resource cards discards half of them, rounded down. Exactly 7 cards is safe.
  3. 3The player who rolled moves the robber to another terrain, or to the desert.
  4. 4That player picks one opponent with a settlement or city touching that terrain and steals 1 card at random. The opponent holds their hand face down and the robber draws one from it.

The terrain the robber sits on produces nothing until he is moved. Shutting down someone else's 6 or 8 is what the robber is really for.

With the robber on the 8 mountains, a roll of 8 pays nothing to the settlements and cities touching it.

Development cards

  • You may not play a card on the turn you buy it. Victory point cards are the only exception.
  • You normally play only 1 card per turn. Until you play it, keep it face down in your hand.
  • Knight card (purple) — playing it moves the robber immediately and steals 1 resource card. Leave the played knight face up in front of you.
  • Progress card (green) — do what the card says, then remove it from the game (back in the box).
  • Victory point card (orange) — keep it hidden. Reveal it when it takes you to 10 points and wins the game. You may play it on the turn you buy it, and you may play any number of them at once.

The two special cards — where games are won

CardHow you get itVictory pointsHow you lose it
Longest RoadBe the first to build an unbroken road of 5 or more segments2 pointsIt passes on the moment someone builds a longer one
Largest ArmyBe the first to play 3 knight cards2 pointsIt passes on the moment someone plays more

Losing one costs you 2 points and gives your opponent 2, so 4 points swing at once. In a game to 10, that is enormous.

Road length is counted as a single unbroken line, ignoring branches. You do not add the lengths of two branches together.

Ending the game

  • You win the instant you reach 10 or more victory points on your own turn.
  • If you reach 10 points outside your turn, the game goes on until someone (you included) reaches 10 on their own turn.
SourceVictory points
Settlement1 point
City2 points
Longest Road2 points
Largest Army2 points
Victory point development card1 point (kept hidden)

Rules people get wrong

Q. Can I build a second settlement on the intersection right next to my own?

No. The distance rule applies to your own settlements just as much as to other players'. All three neighboring intersections must be empty.

Q. Do I discard if I have exactly 7 resource cards?

No. You only discard with more than 7. Seven is safe.

Q. Do I get resources when it is not my turn?

Yes. No matter who rolled, everyone touching that number's terrain collects. That is why you have to pay attention on other players' turns in Catan.

Q. Can two bystanders trade resources with each other?

No. Trades can only be made with the player whose turn it is.

Q. Can I trade with the bank without a harbor?

Yes. 4:1 is always available without a harbor. A harbor just improves it to 3:1 or 2:1.

Q. Can I buy a development card and play it right away?

No, only from your next turn on. Victory point cards are the exception and may be played on the turn you buy them.

Q. How do I count Longest Road when my roads branch?

Count only one unbroken line and ignore the branches. You do not add the lengths of two branches together.

Q. What if there is nobody to steal from where the robber goes?

You just move him and steal nothing. He still blocks production on that terrain.

History and editions

ItemDetail
DesignerKlaus Teuber
First published1995, Kosmos (Germany)
AwardsSpiel des Jahres 1995 · Deutscher Spiele Preis 1995
SalesMore than 32 million copies in 40 languages as of 2020
NameOriginally The Settlers of Catan, shortened to Catan for the 20th anniversary in 2015
Major expansionReleased
Seafarers1997
Cities & Knights1998
Traders & Barbarians2008
Explorers & Pirates2013

The base game is for 3 to 4 players. Playing with 5 or 6 needs a separate player extension, and each expansion you add needs its own player extension as well.

Sources

Catan Studio official rulebook: Game Rules & AlmanacCross-checked against Wikipedia: CatanCross-checked against Namuwiki: Catan (Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-09-08

💡 Master tip

Where you place your first settlements matters most. Aim for intersections where several resources meet, and build up your bargaining power by trading the resources your opponents need. The 2 bonus points from Longest Road or Largest Army also go a long way toward reaching 10.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Dice statistics tracker

Probability spread for each number from 2 to 12, plus a counter for how often the robber's 7 has come up

Comments

Share your thoughts, report a mistake, or request a tool. No sign-in needed — nicknames are not verified, so anyone can use the same one.

Links are not allowed. Up to 5 comments per day.

Loading…