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Field guide

How to play Catan

3–4 players (2 with a variant) Medium — resource trading and network building

What is Catan?

Catan is a classic settlement-building game by Klaus Teuber in which you and your rivals colonize a hex-tile island, collecting five resources — brick, lumber, wool, grain, and ore — to construct roads, settlements, and cities. The board is randomized each game, so no two islands play the same way.

Success demands both smart building and smart dealing: dice luck evens out over time, but the player who reads the board, negotiates well, and races to key positions first will almost always find a path to ten victory points before anyone else does.

Setup

Arrange the 19 terrain hexes into the island shape and place number tokens on each hex following the lettered spiral shown in the rulebook — each token is printed with a letter (A through R, skipping C); lay them out in alphabetical order along the spiral path. Surround the island with sea frame pieces and clip harbor tokens into the designated coastal spots.

  1. Snake-draft starting positions: In clockwise order, each player places one settlement on any open intersection — keeping at least two road-edges away from every existing settlement — and one road on an adjacent edge. Then, in reverse clockwise order, each player places their second settlement and a second road.
  2. Collect starting resources: take one resource card for each terrain hex touching your second settlement (the desert gives nothing).
  3. Shuffle the development card deck face-down near the board. Place the robber on the desert hex.
  4. The youngest player takes the first turn.

How to play

Play proceeds clockwise. On your turn you always roll, optionally trade, and then build — in that order.

Every turn: - Roll both dice. Every player (including you) collects one resource card per settlement adjacent to a hex whose number matches the roll, or two cards per city on the same hex. The robber blocks the hex it occupies — no one collects from it. - If you roll a 7, no one produces. Instead, any player holding more than 7 resource cards discards half (rounded down), and you move the robber to any hex, then steal one random card from a player who has a settlement or city next to it. - Trade before or after building: negotiate any deal with other players, trade 4:1 with the bank, or use a harbor you occupy for a 3:1 generic rate — or 2:1 for the harbor's specific resource. - Build by spending resources: a road costs 1 brick + 1 lumber; a settlement costs 1 each of brick, lumber, wool, and grain; a city (upgrading a settlement) costs 2 grain + 3 ore; a development card costs 1 wool + 1 grain + 1 ore. - You may play one development card per turn. A Knight is the only card you can play before you roll; all other development cards must be played after rolling. Road Building lets you place two free roads; Year of Plenty gives you any two resources from the bank; Monopoly lets you name a resource and take all cards of that type from every other player. Knights move the robber and count toward Largest Army.

Major expansions such as Seafarers and Cities & Knights add new modules and mechanics, but they all run on top of this same roll-trade-build core.

How to win

The first player to reach 10 victory points on their turn wins immediately. Points come from: each settlement (1 VP), each city (2 VP), holding Longest Road — a continuous road of at least 5 segments (2 VP), holding Largest Army — having played at least 3 knights, more than anyone else (2 VP), and any victory-point development cards you reveal.

Strategically, aim to settle near high-probability numbers (6 and 8 are rolled most often) and diversify your resource access early. Don't ignore Longest Road and Largest Army — either can flip a close game by swinging 2 VP at once. Keep an eye on your hand size: carrying more than 7 cards into someone else's 7 roll is a costly mistake.