How to play Catan

Learn to trade resources, build settlements, and claim victory in Catan.

01

Victory points

Reach the room’s victory target (default 10) on your turn. Settlements are worth 1 point, cities 2. Longest Road and Largest Army are worth 2 each. Hidden victory point cards add 1.

02

Starting settlements

Place one settlement and an adjoining road, then repeat in reverse player order. Keep every settlement at least two edges from another. Your second settlement gives you one resource from each adjacent terrain hex.

03

Roll & collect

Roll two dice at the start of each turn. Matching hexes produce 1 resource per settlement or 2 per city. The robber blocks its hex. The bank starts with 19 cards of each resource for up to four players; larger games use a larger supply.

04

Trade & build

Road: 1 lumber + 1 brick. Settlement: 1 lumber + 1 brick + 1 wool + 1 grain. City: 2 grain + 3 ore. Development card: 1 wool + 1 grain + 1 ore. Build from your own network. You have 15 roads, 5 settlements, and 4 cities.

05

The robber

On a 7, players holding more than the room’s discard limit (default 7) discard half, rounded down. The active player moves the robber to another hex and steals one random resource from a neighboring opponent.

06

Trading

Trade with the bank at 4:1, a general harbor at 3:1, or a matching resource harbor at 2:1. On your turn, offer a combination of resources to another player. Both players must offer resources, and the same resource type cannot appear on both sides. Offers that match an available bank trade must go to the bank.

07

Development cards

For up to four players, the 25-card development deck has 14 Knights, 5 Victory Points, 2 Road Building, 2 Year of Plenty, and 2 Monopoly. Play at most one action card per turn, even before rolling. Newly bought cards must wait until a later turn. Victory Point cards count immediately and remain hidden until the game ends. Larger games use a larger development deck.

08

Longest Road & Largest Army

Longest Road needs at least 5 connected edges without reusing an edge; opposing settlements interrupt it. Largest Army needs 3 played Knights. A tied challenger does not take an award from its current holder.