Catan
At the table · 60–90 min
Reach 10 victory points on your turn.
Roll for resources, trade, and build roads, settlements and cities.
Score buildings, Longest Road, Largest Army and hidden victory points.
A turn from resources to a settlement
Your settlement borders an unblocked grain hex numbered 6. Your road already reaches a legal, empty settlement site.
Roll and collect
Roll 6+1 grainCollect one grain from that hex. Every player with a building beside a matching, unblocked hex collects, even on your turn.
Trade with the bank
4 ore1 woolExchange four ore for one wool at the standard 4:1 rate. You now have one brick, one lumber, one wool and one grain.
Build and score
Brick + lumber + wool + grain+1 victory pointPay those four cards to build a settlement connected to your road. The neighboring intersections must all be empty.
This is a worked turn after setup. A city produces two resources instead of one; a 7 follows the robber rules below.
Official rulebook and references are linked below.
Settle a new island
3–4 players, first to 10 victory points on their own turn. Place two settlements and an adjoining road each, first clockwise and then in reverse order. Starting resources come only from your second settlement. This table chooses the starting player randomly.
Roll, trade, build
Two dice produce resources for everyone: one per adjacent settlement, two per city. The robber blocks its hex. After rolling, trade and build in any order, as often as you can afford. Use End turn when finished.
A road costs lumber + brick. A settlement costs lumber + brick + wool + grain. A city upgrades your settlement for 3 ore + 2 grain. A development card costs ore + wool + grain. Limits: 15 roads, 5 settlements, 4 cities.
Roads & settlements
Roads connect to your own network. Opponents’ settlements interrupt it. New settlements need your road and must be at least two edges from all other settlements or cities. Cities replace your existing settlements.
Trade at the table
Only the player whose turn it is can trade with others. Send an offer to a player; they can accept, decline, or counter. Both sides must give resources; no gifts or exchanges of the same type. The active player can withdraw an offer. The bank trades 4 identical resources for one; general harbors improve this to 3:1 and specific harbors to 2:1 for that resource.
The robber & resource supply
On a seven, everyone with more than seven resources discards half, rounded down. Then the active player moves the robber and steals a random card from one adjacent opponent. A Knight moves the robber without discarding.
There are 19 of each resource. If production cannot fully supply multiple players, none receive that type. If only one player is entitled, they receive the remaining cards.
Development cards
Play one Knight or progress card per turn, even before rolling, but never one bought that turn. Knight moves the robber. Road Building gives two free roads. Year of Plenty takes two resources from the bank. Monopoly takes every opponent’s cards of a chosen resource. Victory point cards stay hidden and count immediately, including the turn bought.
Victory points
Settlements score 1, cities 2. Longest Road (at least 5 connected road segments, no edge counted twice) and Largest Army (at least 3 played Knights) each score 2. Ties keep the current award holder. Interrupting a road can change the award. Reach 10 on your own turn to win immediately.
Your online table
Full base game with randomized terrain, nonadjacent red numbers, and randomized harbors. No expansions. Hands and development cards stay private; hand sizes, the board, bank, and trades are public. Solo waits for you. Friends have 75 seconds per decision; missed decisions are handled automatically, trades declined, and build phases ended. Reconnect through the same room link and browser.
Based on the official CATAN rules and base-game FAQ. CATAN · Klaus Teuber / CATAN GmbH. Independent digital adaptation. Artwork sources.







