Use this page as a quick rules reference, then go back to the Catan generator when you are ready to create a new board.
Catan Rules
Use this guide as a quick reference for setup, turn order, trading, development cards, the robber, and victory points.
Part 1: The Basics
What Is Catan?
Catan is a strategy board game where 3-4 players compete to build settlements, cities, and roads on an island. You collect resources, trade with other players, and race to be the first to earn 10 victory points.
Game Components
- 19 terrain hexes that form the island
- 6 sea frame pieces for the border
- 9 harbor pieces
- 18 number tokens from 2 to 12
- 95 resource cards across 5 resource types
- 25 development cards
- 4 building cost cards
- 2 special cards for Longest Road and Largest Army
- 1 robber
- 2 dice
- Player pieces for roads, settlements, and cities
The Five Resources
| Resource | Produced By | Color |
|---|---|---|
| Brick | Hills | Red/Brown |
| Lumber | Forest | Green |
| Wool | Pasture | Light Green |
| Grain | Fields | Yellow |
| Ore | Mountains | Gray |
Note: The desert hex produces nothing.
Part 2: Game Setup
Step 1: Build the Island
Arrange the 19 terrain hexes inside the sea frame. You can either:
- Follow the beginner layout in the rulebook
- Randomly place hexes for more variety
Step 2: Place Number Tokens
Place the circular number tokens on each hex except the desert. These numbers determine when each hex produces resources.
Important: Numbers in red, 6 and 8, are rolled most frequently. Numbers 2 and 12 are rolled least frequently.
Step 3: Initial Placement
Each player places 2 settlements and 2 roads before the game begins:
- First round: Starting with the oldest player, each player places 1 settlement and 1 road in clockwise order.
- Second round: In reverse order, each player places the second settlement and road.
- Starting resources: Each player receives 1 resource card for each hex touching the second settlement.
Placement Rules
- Settlements must be placed at intersections where 3 hexes meet
- Settlements must be at least 2 intersections apart from any other settlement
- Roads connect two adjacent intersections
- Roads must connect to your own settlement or road
Part 3: How to Play a Turn
Each turn has three phases in order.
Phase 1: Roll for Production
Roll both dice and add them together.
- Every hex with that number produces resources
- Every player with a settlement touching that hex receives 1 resource card of that type
- Every player with a city touching that hex receives 2 resource cards
Example: If you roll a 9, all hexes with the number 9 produce resources for players with buildings there.
Special Case: Rolling a 7
When someone rolls a 7:
- Discard rule: Any player with more than 7 resource cards must discard half, rounded down
- Move the robber: The player who rolled moves the robber to any hex
- Steal: That player steals 1 random card from any player with a building on that hex
Phase 2: Trade
You may trade resources in three ways.
Domestic Trade
- Negotiate freely with any player
- Trade any number of cards
- Both parties must agree
- Only the active player can initiate trades
Maritime Trade
- Default rate: 4:1 for four identical resources
- Generic harbor: 3:1 if you have a settlement on a 3:1 harbor
- Special harbor: 2:1 for the specific resource shown
Phase 3: Build
Spend resources to build according to the building cost card:
| Building | Cost | Victory Points |
|---|---|---|
| Road | 1 Brick + 1 Lumber | 0 |
| Settlement | 1 Brick + 1 Lumber + 1 Wool + 1 Grain | 1 |
| City | 2 Grain + 3 Ore | 2 (replaces settlement) |
| Development Card | 1 Wool + 1 Grain + 1 Ore | Varies |
Building Rules
- Roads must connect to your existing roads, settlements, or cities
- New settlements must be built on a road you own
- New settlements must follow the distance rule
- Cities upgrade existing settlements
- You are limited to 5 settlements, 4 cities, and 15 roads
Part 4: Development Cards
How They Work
- Buy them during your Build phase
- Draw randomly from the deck
- Keep them secret until played
- You may only play 1 development card per turn
- You cannot play a card on the turn you bought it
Types of Development Cards
Knight Cards
- Move the robber, just like rolling a 7
- Steal 1 card from a player on that hex
- Count toward Largest Army
Progress Cards
| Card | Effect |
|---|---|
| Road Building | Build 2 roads for free |
| Year of Plenty | Take any 2 resources from the bank |
| Monopoly | Name 1 resource and take all cards of that type from other players |
Victory Point Cards
- Worth 1 victory point each
- Stay hidden until needed
- Examples include Library, Market, Chapel, University, and Great Hall
Part 5: Special Achievements
Longest Road
- Awarded to the first player with a continuous road of 5 or more segments
- If another player builds a longer continuous road, they take the card
- Roads can be broken by an opponent's settlement or city built in the middle
Largest Army
- Awarded to the first player who plays 3 or more Knight cards
- If another player plays more Knights, they take the card
Part 6: The Robber
The robber starts on the desert hex and is activated when:
- Someone rolls a 7
- Someone plays a Knight card
Robber Effects
- Blocks production: The hex with the robber produces nothing
- Stealing: When you place the robber, steal 1 random card from any player adjacent to that hex
Strategy Tip
Target players who are ahead or block a hex you do not need.
Part 7: Winning the Game
Victory Points Summary
| Source | Points |
|---|---|
| Each Settlement | 1 VP |
| Each City | 2 VP |
| Longest Road | 2 VP |
| Largest Army | 2 VP |
| Victory Point Cards | 1 VP each |
First player to reach 10 victory points on their turn wins.
You can only win during your turn. If you reach 10 points on someone else's turn, you must wait until your turn to claim victory.
Part 8: Quick Reference
Turn Order Checklist
- Roll dice
- Collect resources
- Handle the robber if a 7 is rolled
- Trade if you want
- Build if you want
- Play 1 development card if you want
Common Beginner Mistakes
- Forgetting the distance rule
- Playing a development card on the turn it was bought
- Building settlements without connecting roads
- Forgetting to collect resources after every roll
Part 9: Strategy Tips for New Players
Early Game
- Prioritize resource diversity
- Favor strong numbers like 6 and 8 when possible
- Build roads that leave multiple settlement options open
Mid Game
- Trade carefully and avoid helping the leader too much
- Watch your hand size when a 7 is possible
- Use harbors to improve weak resource positions
Late Game
- Count visible and hidden victory points often
- Development cards can create surprise swings
- Use the robber and building spots to slow the leader
Appendix: Probability Reference
| Dice Roll | Combinations | Probability |
|---|---|---|
| 2 | 1 | 2.78% |
| 3 | 2 | 5.56% |
| 4 | 3 | 8.33% |
| 5 | 4 | 11.11% |
| 6 | 5 | 13.89% |
| 7 | 6 | 16.67% |
| 8 | 5 | 13.89% |
| 9 | 4 | 11.11% |
| 10 | 3 | 8.33% |
| 11 | 2 | 5.56% |
| 12 | 1 | 2.78% |
Pro tip: More dots on a number token means that number is more likely to be rolled.
Generate a Random Board
Ready to play? Open the generator to build a standard or expansion map, adjust the balance rules, and share the result with your group.
Open Catan GeneratorRules FAQ
How do you set up a standard Catan board?
Build the island with 19 terrain hexes, place number tokens on every non-desert hex, then complete the two-round starting settlement and road placement.
What happens when a 7 is rolled?
Players with more than 7 cards discard half, the active player moves the robber, and then steals 1 random card from an adjacent player on the new robber hex.
Can you play a development card right after buying it?
No. A development card cannot be played on the same turn it was purchased.
How many points do you need to win Catan?
You need 10 victory points, and you can only claim the win during your own turn.