
Top 20 · #5 of 52 in Family
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.
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.
| Component | Count | Note |
|---|---|---|
| Terrain tiles | 19 | Hexagons. The layout is different every game |
| Number tokens | 18 | 2 to 12 (there is no 7) |
| Resource cards | 95 | Brick, lumber, ore, grain and wool |
| Development cards | 25 | 14 knight · 6 progress · 5 victory point |
| Settlements · cities · roads | 5 · 4 · 15 per player | You can never have more than this many on the board |
| Special cards | 2 | Longest Road · Largest Army |
| Other | — | 6 sea frame pieces, 9 harbors, 2 dice, 1 robber, 4 building costs cards |
| Terrain | Resource produced |
|---|---|
| Hills | Brick |
| Forest | Lumber |
| Mountains | Ore |
| Fields | Grain |
| Pasture | Wool |
| Desert | None |
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.
With 3 players
In the beginner layout from the rulebook, nobody takes the red positions. Everything else is the same.
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.
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.
| Build | Cost | Victory points | Note |
|---|---|---|---|
| Road | Brick + lumber | — | Must connect to your own road or settlement, one per edge |
| Settlement | Brick + lumber + wool + grain | 1 point | Must follow the distance rule and connect to your own road |
| City | 3 ore + 2 grain | 2 points | Only by upgrading one of your settlements. The settlement you take back is reused |
| Development card | Ore + wool + grain | Depends on the card | Once 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.
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.
| Card | How you get it | Victory points | How you lose it |
|---|---|---|---|
| Longest Road | Be the first to build an unbroken road of 5 or more segments | 2 points | It passes on the moment someone builds a longer one |
| Largest Army | Be the first to play 3 knight cards | 2 points | It 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.
| Source | Victory points |
|---|---|
| Settlement | 1 point |
| City | 2 points |
| Longest Road | 2 points |
| Largest Army | 2 points |
| Victory point development card | 1 point (kept hidden) |
No. The distance rule applies to your own settlements just as much as to other players'. All three neighboring intersections must be empty.
No. You only discard with more than 7. Seven is safe.
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.
No. Trades can only be made with the player whose turn it is.
Yes. 4:1 is always available without a harbor. A harbor just improves it to 3:1 or 2:1.
No, only from your next turn on. Victory point cards are the exception and may be played on the turn you buy them.
Count only one unbroken line and ignore the branches. You do not add the lengths of two branches together.
You just move him and steal nothing. He still blocks production on that terrain.
| Item | Detail |
|---|---|
| Designer | Klaus Teuber |
| First published | 1995, Kosmos (Germany) |
| Awards | Spiel des Jahres 1995 · Deutscher Spiele Preis 1995 |
| Sales | More than 32 million copies in 40 languages as of 2020 |
| Name | Originally The Settlers of Catan, shortened to Catan for the 20th anniversary in 2015 |
| Major expansion | Released |
|---|---|
| Seafarers | 1997 |
| Cities & Knights | 1998 |
| Traders & Barbarians | 2008 |
| Explorers & Pirates | 2013 |
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.
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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.
If this one has gotten too easy, try these — same feel, one step up in weight.
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
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