You settle an island, collect resources from the dice rolls, and trade with the other players to build roads, settlements and cities. The first to 10 points wins.
What age is Catan for?
Box says 10+
We suggest 8+ with an adult helping, 10+ on their own.
There is a lot to learn before the first turn: resources, building costs, trading and the robber. Eight-year-olds who like maths can play with an adult guiding their trades. Ten and up can handle it alone, though the robber stealing cards can sting.
Medium to learn
3 to 4 players
60 to 90 minutes
About 15 minutes to set up (our estimate)
Competitive
Players can steal from each other. Players can block each other. Content: None
Checked against the CATAN 6th edition English rulebook (CN3081). These steps follow the fixed setup the rulebook recommends for your first game (page 4). It uses the same island every time, so you can copy the pictures in the rulebook.
Want a different island next time? The rulebook also has a Variable Setup that shuffles the board and lets players choose where their starting pieces go (pages 11 and 12).
Catan in eight steps
Scroll through the lesson. The board follows along, and in step 4 you get to roll the dice yourself.
Step 1 of 8: The goal
1
The goal: first to 10 points
You and your rivals are settling a new island. You earn victory points by building settlements and cities, and by a few special achievements. The first player to reach 10 points on their own turn wins.
Everything else in Catan is about one thing: getting the right resources to build.
2
The island makes resources
The board is 19 land tiles. Each type of land produces one resource. The desert produces nothing. Tap a land below to find it on the board.
Every tile has a number disc. When that number is rolled, the tile produces. The dots under the number show how often it comes up. More dots, more often.
3
Settle the corners
Settlements go on the corners where tiles meet. A settlement touches up to three tiles and collects from all of them. Roads go along the edges and are how you reach new corners.
At the start, everyone places two settlements and two roads. One rule to remember: no settlement can be right next to another one. There must be at least two road lengths between them.
Pick corners with a mix of resources and high-dot numbers like 6, 8, 5 and 9. Coral's top settlement on the board touches brick 6, ore 10 and wool 2.
4
Roll and collect
Each turn starts with a roll of two dice. Every player with a settlement touching a tile with that number collects one of its resource, not just the person who rolled. Try it.
Roll to see which tiles light up and who collects.
With two dice, 7 comes up most. Then 6 and 8, which is why they're printed in red. 2 and 12 are rare.
5
Spend resources to build
After rolling, you can build as much as you can afford. Each thing has a fixed recipe. Coral just upgraded a settlement to a city, which now collects two resources instead of one.
6
Trade to fill the gaps
You'll rarely roll exactly what you need. On your turn you can trade.
Ports sit on the coast. Build a settlement on a port corner to unlock its better rate.
7
Roll a 7: the robber moves
A 7 means nobody collects. Instead:
Everyone holding more than 7 cards discards half, rounded down.
The roller moves the robber to a new tile. That tile stops producing until the robber moves again.
Then the roller steals one random card from a player with a settlement or city on that tile.
On the board, Mint rolled a 7 and parked the robber on Coral's brick 6. Rude, but very Catan.
8
Count your points
This is everything that scores. Check after each build.
Each settlement
1
Each city
2
Longest Route, 5 or more roads in a row
2
Largest Army, 3 or more Knights played
2
Victory point development card
1
House rule, not in the rulebook: playing with younger kids? Race to 8 points, play with cards face up, and leave out development cards for the first game. The tracker below the lesson shows its win message at 10, so call the win yourselves at 8, and wherever this lesson says 10, read 8.
How do you teach Catan to kids?
Set up the board first, then teach one turn while you play it. Roll for the kids on the first turn and let them see the island produce something. The rest makes more sense once they have cards in hand. The publisher suggests ages 10 and up, so a 9-year-old may want a little extra help in the first game.
Say this
We are settling an island. The first one to 10 points on their own turn wins.
Every turn starts with a roll. Whatever number comes up, everyone with a settlement next to that number collects a card. You get cards even on other people's turns.
You spend cards to build roads, settlements and cities. Settlements and cities are worth points.
You can trade on your own turn. Say what you want and what you will give, and other players can say yes or make a different offer.
If a 7 comes up, nobody collects. Anyone with more than 7 cards gives back half, and the roller moves the robber and takes one card.
When you are done building, pass the dice to your left.
Racing to 8 points instead of 10? Say 8 in the first line.
First-game simplifications
Official variant Use the fixed setup in the rulebook for your first game. The rulebook recommends it for a first time (page 4), and it saves you from placing tiles and starting pieces.
House rule Play with your resource cards face up on the table for the first game, so a grown-up can help each kid see what they can build. The rulebook says to keep them hidden.
House rule Leave the development cards in the box for the first game. That also means nobody can win Largest Army, so the game is only roads, settlements and cities.
House rule Race to 8 points instead of 10 for a shorter game. The points tracker below shows its win message at 10, so call the win yourselves at 8.
House rule Let a grown-up count out discards when a 7 is rolled, so kids are not doing sums while they feel unlucky.
Watch-outs for ages 9 to 11
Waiting can be the hard part. Every roll gives cards to anyone next to that number, so remind kids that good spots keep them in the game on other people's turns.
Trading is where arguments can start. You may not give cards away, so a trade has to swap different cards, and during someone's turn the other players can only trade with that player (page 7).
Kids can feel picked on when the robber lands on them. Agree before you start that the robber is part of the game and anyone can be the target.
Counting costs can slow turns down. Keep the pocket card below close by, with the build costs on its back.
Settlements must stay two edges away from every other building. The rulebook calls this the Distance Rule (page 8). Check it together each time a kid places a settlement.
Back for another game?
Your turn: roll both dice and collect resources, then trade and build in any order, then pass the dice to your left. You may play 1 development card, either before the roll or any time while you trade and build (pages 6, 7 and 9).
Collecting: each settlement on a hex with the rolled number gives 1 card. Each city gives 2 (page 6).
Rolling a 7: nobody collects. Anyone with more than 7 cards returns half, rounded down. Then move the robber to a new hex and steal 1 random card from a player with a building there (page 6).
Trading: you can trade with other players on your turn, or with the supply at 4 of the same card for 1, or at a port (3 for 1 or 2 for 1). You may not give cards away (page 7).
Costs: road is brick and wood. Settlement is brick, wood, wool and wheat. City is 2 wheat and 3 ore. Development card is wool, wheat and ore (pages 8 and 9).
Rules people forget: a new settlement must stay at least two edges from every other building and connect to one of your roads. A city replaces one of your settlements (pages 8 and 9).
Rules people forget: you may play 1 development card per turn, never one you bought this turn. Development cards stay hidden and cannot be stolen, and you may play any number of Victory Point cards to win (page 9).
Points: settlement 1, city 2, Longest Route 2 (5 or more roads in a row), Largest Army 2 (3 or more Knights played), Victory Point card 1. You win when you have 10 or more on your turn (pages 8 to 10).
Every turn, the same loop
If you forget everything else, remember this. It's the whole game on repeat.
RollTwo dice. Everyone collects from matching tiles. A 7 moves the robber.
CollectTake one card per settlement, two per city, from each matching tile.
TradeWith other players, the supply at 4 to 1, or a port.
BuildRoads, settlements, cities, or development cards.
Pass the dicePlay moves to the left. If you have 10 points on your turn, you win.
Then back to roll for the next player.
How do you score Catan?
Count points from settlements, cities and Victory Point cards, and give the Longest Route and Largest Army tiles to whoever holds them. The tracker adds it up for each player and shows a message when someone reaches 10.
Your pocket card
The bit you forget between game nights. Pull this up on your phone at the table, flip it for build costs, and skip the rulebook hunt.
Catan, the short version
10points wins, on your turn
Roll. All players collect from matching tiles.
7 rolled: discard if over 7 cards, move robber, steal 1.