Is Catan Junior good for kids? Age and difficulty
You are pirates settling islands. Each turn you roll the die, collect tiles, then build ships and lairs or trade at the market. A Ghost Captain blocks islands from producing. First to build seven lairs wins.
What age is Catan Junior for?
Box says 6+
We suggest 6+ with an adult helping, 7+ on their own.
There are several ideas to learn before the first turn: resource tiles, building costs, trading and the Ghost Captain. Costs are shown on a tile by pictures, so a 6 year old can play with an adult guiding the trades and a 7 year old can run it alone.
- Easy to learn
- 2 to 4 players
- 30 to 40 minutes
- About 10 minutes to set up (our estimate)
- Competitive
Players can block each other. Content: Pirate adventure with a Ghost Captain character that blocks islands. The rules describe no violence.
Rated from the rulebook, checked 2026-10-09
Rules as of the Catan Junior 2nd edition English rules.
How do you set up Catan Junior?
Checked against the Catan Junior second edition rulebook from Catan Studio (copyright 2012, 2016 and 2018 Catan GmbH). Page numbers count the cover as page 1, so the story is page 1 and the rules start on page 2. This guide is written from that rulebook, not from the Catan guide.
How do you teach Catan Junior to kids?
The box says 6 and up. We suggest 6 and up with an adult helping, and 7 and up on their own. It is the Catan idea at pirate size: no robber stealing and no points to add up, just a race to build. When the family is ready for more, and kids are around 8, the Catan page is the next step. We suggest Catan from 8 with an adult helping.
Say this
- We are pirates on islands. The first player to build all 7 of their pirates' lairs wins.
- On your turn, roll the die. Everyone with a lair next to an island showing that number gets one of what that island makes, even when it is not their turn.
- Then you can build, buy and trade, in any order. A lair costs 4 different things, a ship costs a goat and a wood. Check the costs tile in front of you.
- You build along a path: a ship next to a lair, then a lair next to a ship. You can not build past another player's piece.
- If you roll a 6, nobody gets anything. You move the Ghost Captain onto another island, which stops it from making things, and you take 2 of what that island makes.
- You can swap with the marketplace once a turn, or with the stockpile any time on your turn by giving two matching tiles for one. Coco tiles give you a free helper action. The player with the most Coco tiles puts a lair on Spooky Island.
The rulebook has one optional rule for advanced players, trading directly with other players (page 6). It has no beginner variant, so the other simplifications below are house rules.
First-game simplifications
- House rule Leave out Coco tiles for the first game. This takes away the tie rule for Spooky Island. The rulebook has no rule for playing without them, so treat it as a house rule.
- House rule Let a grown-up hand out the resource tiles after each roll, so kids only have to point at their lairs next to the island.
- House rule Keep trades to the marketplace for the first game, and let a grown-up do any stockpile trade (swap two matching tiles for one) as a demonstration.
Watch-outs for kids ages 6 to 7
- The roll gives tiles to every player with a lair next to that island, not just the player whose turn it is (pages 3 and 4).
- A 6 does not give anyone tiles. The player who rolled it moves the Ghost Captain and takes 2 tiles from that island (page 4).
- You build in an alternating path. A lair needs one of your ships next to it, and a ship needs one of your lairs next to it. You can not build past another player or share a site (page 4).
- A lair costs 1 cutlass, 1 molasses, 1 goat and 1 wood. A ship costs 1 goat and 1 wood. A Coco tile costs 1 cutlass, 1 molasses and 1 gold (page 4).
- You can use the marketplace only once a turn, and only on your own turn. A stockpile trade needs two matching tiles of yours for one you take (pages 5 and 6).
- If another player ties you on Coco tiles, you take your lair off Spooky Island. It goes back when one player has the most again (page 5).
Back for another game?
- Your turn: roll the die, then build, buy and trade in any order. Then pass the die to the left (page 3).
- Roll: each island showing the number gives 1 matching tile for each adjacent lair, to every player. Nobody gets tiles on a 6. Instead you move the Ghost Captain to another island and take 2 tiles it makes (page 4).
- Ghost Captain: lairs next to the island he sits on make nothing (page 4).
- Build: lair, 1 cutlass, 1 molasses, 1 goat and 1 wood, on an empty site next to one of your ships. Ship, 1 goat and 1 wood, on an empty site next to one of your lairs. Spent tiles go to the stockpile (page 4).
- Coco tile: 1 cutlass, 1 molasses and 1 gold. Turn it up and take the action at once: move the Ghost Captain, build a lair or a ship for free, or take the 4 resources shown. Keep it Coco side up in front of you (page 5).
- Spooky Island: whoever has the most Coco tiles puts an unused lair on it. If someone ties them, they take it off (page 5).
- Trading: with the marketplace once per turn, swap one of your tiles for any tile on a booth. With the stockpile, give two matching tiles and take any one tile, as often as you like (pages 5 and 6).
- If a type of tile runs out, every player returns all of their tiles of that type to the stockpile. They come back on the next player's turn (page 6).
- Winning: the first player to build all 7 lairs wins at once. A lair on Spooky Island counts (page 6).
Your pocket card
For the table. The front is your turn, the back is costs.
Catan Junior, the short version
- Roll: every lair next to that number gets a tile. A 6 moves the Ghost Captain and you take 2.
- Build and buy: a ship next to a lair, a lair next to a ship, or a Coco tile.
- Trade: the marketplace once, or the stockpile with two matching tiles for one.
Pass the die to your left when you are done.
What things cost
| Pirates' lair | 1 cutlass, 1 molasses, 1 goat, 1 wood |
| Ship | 1 goat, 1 wood |
| Coco tile | 1 cutlass, 1 molasses, 1 gold |
Winning
| Lairs to build | 7 |
| Spooky Island lair | counts |
Where do these facts come from?
Age, players and play time come from the publisher. The difficulty and our age suggestions come from reading the official rulebook. We have not built an interactive lesson for Catan Junior yet.
- The publisher's page, checked 2026-10-09
- The rulebook we rated it from
What else could you try?
- Carcassonne: Draw a tile, fit it to the map and claim what you build.
- Azul: Pick coloured tiles, fill your rows and build a scoring wall.
- Crazy Copter: Flip puzzle pieces, fit what you can and race your mouse around the box.
- Dixit: Give a clue for a picture so some, not all, guess it.
Spotted a mistake or got a suggestion? Tell us
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