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CATAN rules

Trade, build and settle the island of Catan: first to 10 victory points wins. Includes every expansion and scenario pack.

Players
2–6 (2 with Catan for Two, 5–6 with the extensions)
Time
60–120 min
Ages
10+
Goal
Collect resources from the hexes around your buildings, trade and build, and be the first to reach 10 victory points on your own turn.

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How to play CATAN

Setup

For a first game use the fixed setup shown in the rulebook; later games can lay the hexes and number discs out at random.

  1. Frame and hexes: Assemble the sea frame, then place the hexes and number discs as the setup diagram shows.
  2. Supply: Sort the resource cards into five faceup stacks. Keep the development cards in a facedown deck, and put the Longest Route and Largest Army tiles near the board.
  3. Robber: Put the robber on the desert.
  4. Pieces: Each player takes a color: 15 roads, 5 settlements, 4 cities.
  5. Fixed setup (first game): Place each player's 2 settlements and roads as the diagram shows (3 players: no white pieces). Each takes 1 card per hex next to their second settlement, shown in black. Then everyone rolls; the highest roll is the first player.
  6. Variable setup: Everyone rolls both dice; the highest roll is the first player. Round 1, in turn order: place 1 settlement and 1 adjacent road. Round 2, in reverse order: place a second settlement and road, then take 1 card for each hex next to it.

Your turn

A turn has two phases, in order: production, then action.

  1. Production: Roll both dice and add them. Every settlement on a hex showing that number gets 1 of its resource, and every city 2. On a 7 nothing is produced.
  2. Action: Trade, build and play development cards, as often as you like, in any order, if you have the resources.
  3. Pass: When you finish, and have not won, pass the dice to the player on your left.

You may play a development card before rolling too.

Rolling a 7

  1. Discard: Every player with more than 7 resource cards returns half of them, rounded down.
  2. Robber: The roller moves the robber to any other hex and steals 1 random card from a player with a building there.
  3. Blocked hex: The robber's hex produces nothing until it moves.

Trading

Building

Example: You hold 3 ore, 2 wheat and 1 wood. You can upgrade a settlement to a city (3 ore + 2 wheat). You can't also build a road, since that needs a brick.

Development cards

The 25 cards are 14 Knight, 5 Victory Point, 2 Monopoly, 2 Road Building and 2 Invention.

Victory points

Winning

Expansion rules

Only needed if you play with the expansion named on each heading.

5–6 players 5–6 Player Extension

Seafarers Seafarers

Play across islands, using ships as sea roads.

Cities & Knights Cities & Knights

A longer game: win with 13 VPs. There are no development cards and no Largest Army.

Traders & Barbarians Traders & Barbarians

Explorers & Pirates Explorers & Pirates

Treasures, Dragons & Adventurers Treasures, Dragons & Adventurers

Legend of the Sea Robbers Legend of the Sea Robbers

Legend of the Conquerors Legend of the Conquerors

Helpers Helpers

Frenemies Frenemies

Oil Springs Oil Springs

Crop Trust Crop Trust

The Fishermen of Catan The Fishermen of Catan

Soccer Fever Soccer Fever

All CATAN rules (116)

Scoring

Turn

Robber

Trading

Clarification

Building

Development Cards

Awards

Ending

5–6 Player Extension expansion

Seafarers expansion

Cities & Knights expansion

Traders & Barbarians expansion

Explorers & Pirates expansion

Treasures, Dragons & Adventurers expansion

Legend of the Sea Robbers expansion

Legend of the Conquerors expansion

Helpers expansion

Frenemies expansion

Oil Springs expansion

Crop Trust expansion

The Fishermen of Catan expansion

Soccer Fever expansion

Expansions covered

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