Catan: A Complete Rules Guide
From Beginner to Expert
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 (tiles that form the island)
- 6 Sea Frame Pieces (border of the island)
- 9 Harbor Pieces
- 18 Number Tokens (2-12, placed on hexes)
- 95 Resource Cards (5 types)
- 25 Development Cards
- 4 Building Cost Cards (reference cards)
- 2 Special Cards (Longest Road & Largest Army)
- 1 Robber (black pawn)
- 2 Dice
- Player Pieces (settlements, cities, roads in 4 colors)
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, OR
- Randomly place hexes for variety
Step 2: Place Number Tokens
Place the circular number tokens on each hex (except the desert). These numbers (2-12) 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 (clockwise order).
- Second Round: In reverse order, each player places their 2nd settlement and road.
- Starting Resources: Each player receives 1 resource card for each hex touching their 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 (the "Distance Rule")
- 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: 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:
A) Domestic Trade (with other players)
- Negotiate freely with any player
- Trade any number of cards
- Both parties must agree
- Only the active player can initiate trades
B) Maritime Trade (with the bank)
- Default Rate: 4:1 (trade 4 identical resources for 1 of any type)
- Generic Harbor: 3:1 (if you have a settlement on a 3:1 harbor)
- Special Harbor: 2:1 (trade 2 of the specific resource shown for 1 of any type)
Phase 3: Build
Spend resources to build. Refer to your 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 (2 spaces from any settlement/city)
- Cities upgrade existing settlements (return the settlement to your supply)
- You have limited pieces: 5 settlements, 4 cities, 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 (14 total)
- Move the robber (same as rolling a 7)
- Steal 1 card from a player on that hex
- Counts toward "Largest Army"
Progress Cards (6 total)
| Card | Effect |
|---|---|
| Road Building | Build 2 roads for free |
| Year of Plenty | Take any 2 resources from the bank |
| Monopoly | Name 1 resource; all players give you all cards of that type |
Victory Point Cards (5 total)
- Worth 1 VP each
- Keep secret until you win
- Names: Library, Market, Chapel, University, Great Hall
Part 5: Special Achievements
Longest Road (2 Victory Points)
- 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/city built in the middle
Largest Army (2 Victory Points)
- 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, OR
- 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 winning or block hexes that you don't 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 VP on someone else's turn (e.g., they lose Longest Road to you), you must wait until your turn to claim victory.
Part 8: Quick Reference
Turn Order Checklist
- ☐ Roll dice
- ☐ Collect resources (all players)
- ☐ Handle robber if 7 is rolled
- ☐ Trade (optional)
- ☐ Build (optional)
- ☐ Play 1 development card (optional, anytime during your turn)
Common Beginner Mistakes
- Forgetting the Distance Rule — Settlements must be 2 spaces apart
- Playing a dev card you just bought — You must wait until next turn
- Building settlements without roads — New settlements must connect to your road network
- Forgetting to collect resources — Pay attention to every dice roll, not just your own turn
Part 9: Strategy Tips for New Players
Early Game
- Prioritize resource diversity — Try to access all 5 resources
- Good numbers matter — 6 and 8 are rolled most often; 2 and 12 are rare
- Roads give options — Expand to claim good settlement spots
Mid Game
- Trade wisely — Don't help the leader too much
- Watch the robber — Don't hoard more than 7 cards
- Harbors are valuable — A 2:1 harbor can change your game
Late Game
- Count victory points — Know how close everyone is to winning
- Development cards — They can provide surprise victories
- Block opponents — Use the robber and strategic building
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: Numbers with dots on them (in the actual game) indicate frequency — more dots = more likely to be rolled.
Now you're ready to settle Catan! Good luck, and may the dice be ever in your favor! 🎲