How to Play Catan: Complete Rules Guide (2026)

Setup, building costs, the robber and development cards, plus the rules most groups get wrong. Written from the official
rulebook.

Catan is the game most people mean when they say they want to get into board games, and it is also the game most groups play slightly wrong for years.

Not badly wrong. Wrong in small ways that quietly decide who wins: a settlement placed one intersection too close, a development card played the turn it was bought, a road that everyone counts as longest when it is not.

Everything below follows the official Catan rulebook, including the places where the official answer is not the one most tables use.

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Before Anything Else: the Box Says Three to Four

The base Catan box plays three or four people. Not two, and not five.

That catches a lot of buyers out, because Catan is famous enough that people assume the base box covers everything. It does not. Five and six players need a separate extension, sold as its own product. Two players is not a supported count in the base game at all.

Check the number on the box against the number of people who actually sit at your table before you buy. It is the most common disappointment with this game and it has nothing to do with the rules.

Quick Facts

Players3 to 4 in the base box
Time60 to 90 minutes
Age10 and up
GoalBe first to 10 victory points, on your own turn
DesignerKlaus Teuber

What You Get, and Why the Numbers Matter

The box holds 19 terrain hexes, 18 number tokens, 95 resource cards and 25 development cards. The development deck splits into 14 knights, 6 progress cards and 5 victory point cards.

The number worth memorising is your personal supply. Each player gets 15 roads, 5 settlements and 4 cities, and that is all you will ever have.

This becomes a real problem in a way new players do not see coming. You can be sitting on a pile of resources, unable to build anything, because all five of your settlements are already on the board. Upgrading one to a city returns the settlement piece to your supply, which is often the only way to unblock yourself.

What Everything Costs

BuildCostWorth
Road1 brick, 1 lumberNo points, but Longest Road is 2
Settlement1 brick, 1 lumber, 1 wool, 1 grain1 point
City3 ore, 2 grain2 points
Development card1 ore, 1 wool, 1 grainVaries

The box includes four building costs cards, one for each player, so nobody has to remember these at the table. Keep them out.

Setup

  1. Assemble the sea frame, then fill it with the 19 terrain hexes.
  2. Place a number token on every land hex except the desert.
  3. Put the robber on the desert.
  4. Sort the resource cards into five face up stacks. Shuffle the development cards face down.
  5. Going around the table in order, each player places one settlement and one road. The road must touch that settlement.
  6. Then, in reverse order, each player places a second settlement and a second road.
  7. Everyone collects one resource for each terrain hex touching their second settlement.

That reverse order matters more than it looks. Whoever places last in the first round places first in the second, which is the game handing the last player a quiet compensation.

One note on the map. The rulebook offers a fixed starting layout for a first game and a random one for later. If you use the beginner setup, the board is the same every time, which is deliberate and worth knowing before somebody complains that Catan is repetitive.

Wooden settlement and road pieces placed on the corners and edges of hexagonal terrain tiles

Your Turn, Step by Step

1. Roll

Roll both dice. Every land hex showing that number produces, and every player with a settlement or city touching one of those hexes collects. A settlement collects one resource. A city collects two.

This happens for everyone, not only the player who rolled. New players miss this constantly, and it is the rule that makes other people’s turns worth watching.

2. Trade and build

The rulebook presents trading and building as two separate phases, and then undercuts its own structure: it explains that the split exists to make the sequence easier for beginners to learn, and advises experienced players to drop it.

So the official answer to “can I trade again after I build?” is yes. Once your group knows the game, you trade, build, trade again and keep going as long as you can pay.

Trading with other players. Only the player whose turn it is can execute a trade. Everyone else can talk, offer and haggle, but two other players cannot swap resources between themselves while it is your turn.

Trading with the bank. Four identical resources for one of anything. A generic harbour improves that to three for one. A specific harbour gives two of that named resource for one of anything.

Building. Roads must connect to your own existing road, settlement or city. Settlements must obey the distance rule below. Cities cannot be built from scratch at all.

The Distance Rule, Stated Properly

The rulebook is precise here, and loose paraphrases of it cause arguments, so read this slowly: a new settlement may go only on an intersection that is empty, and only if none of the three intersections next to it holds a settlement or a city.

It applies to your own pieces as much as anyone else’s. This is the single most commonly broken rule in Catan, and boards played without it look nothing like boards played with it.

Cities

You cannot build a city from nothing. A city only ever arrives by upgrading a settlement you already have on the board.

You pay three ore and two grain, take the settlement piece back into your supply, and put a city in its place. That returned settlement is often the point: it is the piece you need to expand somewhere else.

The Robber, and the Number Seven

Seven is the most common roll on two dice, and in Catan it produces nothing. Instead, three things happen in order.

  1. Every player holding more than seven resource cards discards half, rounded down. Exactly seven is safe. Eight means discarding four. Nine also means four.
  2. The player who rolled moves the robber to a different land hex, or to the desert. It cannot stay where it is.
  3. That player steals one random card from an opponent with a settlement or city touching the robber’s new hex. If several opponents qualify, the active player chooses which one.

The hex under the robber produces nothing while it sits there. Turning off somebody’s best number is frequently worth more than the card you steal.

Development Cards

A development card costs one ore, one wool and one grain, and you draw blind from the deck. There are three kinds.

Knights. Move the robber and steal, exactly as a seven does, and stay face up in front of you counting towards Largest Army. Fourteen of the twenty-five cards are knights, so this is what you will draw most.

Progress cards. Six cards in three types, two of each, and they are worth knowing by name. Road Building lets you place two free roads following normal building rules. Year of Plenty takes two resources of your choice from the supply. Monopoly names one resource type, and every other player hands you every card of that type they hold.

Victory point cards. Kept hidden. You reveal them on your own turn, at the moment revealing them takes you to ten points and ends the game.

The timing rule almost nobody plays correctly

The rulebook allows exactly one development card per turn, a knight or a progress card but not both, and lets you play it at any point in your turn, including before you touch the dice.

Two things follow, and most tables get both wrong.

You can play a knight before rolling. If the robber is parked on your best hex, move it first, then roll. Groups that always roll first are giving away a free option every single turn.

And one card is one card. A knight and then a Road Building card in the same turn is not legal. Victory point cards are the exception, because revealing them to win is not playing them.

You also cannot play a card you bought this turn.

Four people around a table mid board game with cards in hand and wooden pieces on a hexagonal board

How to Win

First to ten victory points, and only on your own turn.

  • Settlement: 1 point
  • City: 2 points
  • Victory point card: 1 point each, hidden until you win
  • Longest Road: 2 points
  • Largest Army: 2 points

Longest Road, in full

The card goes to the first player with a continuous road of at least five segments. Three details decide games and are routinely missed.

Branches do not add up. Where your road network forks, only the single longest branch counts. A sprawling network can be worth less than a straight line.

A settlement can break your road. An opponent building a settlement on an intersection in the middle of your road splits it in two, and each half is measured separately. That is enough to move the card.

Only strictly longer takes it. The card moves when another player builds a road longer than the current holder’s, not equal to it.

The rulebook draws out what this means in practice: taking the card off somebody is a four point swing, because they lose two and you gain two.

Largest Army

Goes to the first player to play three knights. After that, it moves to any player with more face up knights than the current holder. Matching them is not enough.

The Rules Most Groups Get Wrong

Worth reading even after fifty games. Every one of these is common and every one changes outcomes.

  1. The distance rule. None of the three adjacent intersections may hold a settlement or city, including your own.
  2. Development cards cannot be played the turn you buy them.
  3. One development card per turn. A knight or a progress card, not both.
  4. You can play that card before rolling. The opposite mistake, and it costs you a real advantage every turn.
  5. The discard is more than seven, not seven.
  6. The robber must move to a different hex.
  7. Only the active player trades. Others can offer, not execute.
  8. No trading on credit. “Give me wool now, I will give you ore next turn” is not a legal deal. Trades resolve immediately or not at all.
  9. Longest Road counts one branch. And an opponent’s settlement can cut it.

Playing With Two

The base game is not built for two, and this is not a balance quibble. Catan runs on trading, and trading needs a third person to create a competing offer. With two, every deal is a negotiation between the only two people in the room, so most tables stop trading and the game becomes a slow race decided by dice.

There is an official route if you want one. The Traders & Barbarians expansion includes rules written for a two player game, and it is the box Catan Studio points to for small households. It still requires the base game.

If two players is simply your normal situation, it may be easier to start somewhere designed for it. Our guide to quick board games for couples is built entirely around games made for exactly two.

Frequently Asked Questions

How long does a game of Catan take?

Sixty to ninety minutes with three or four players who know the rules. A first game runs longer, mostly because setup and trading both take a while to click.

Can you play Catan with two players?

Not in the base box, which is listed for three to four, and the trading that drives the game does not function with only two people. Traders & Barbarians adds official two player rules if you want them.

Can you play with five or six?

Yes, with the extension, which is a separate purchase. Check what you are ordering.

Can I play a development card before I roll?

Yes, and you should more often than you probably do. The rulebook allows your one card to be played at any point in your turn, including before the dice. Moving the robber off your own best hex before rolling is the obvious use.

Can you win on someone else’s turn?

No. Victory point cards are revealed on your own turn, which occasionally means sitting on ten points and hoping nobody notices before it comes round.

Do I collect resources when someone else rolls?

Yes. Every roll produces for everyone touching those hexes, not only the player who rolled.

Why can I not build anything even though I have the resources?

Check your supply. You only have 15 roads, 5 settlements and 4 cities. If all five settlements are on the board, you cannot place another until you upgrade one to a city and take the piece back.

Where to Go Next

If you are ready for the next box, our guide to which CATAN box to buy explains what each expansion does and which boxes only look like the game.

If you are still deciding, we looked at whether Catan is still worth playing separately.

If Catan Is Not the Game for Your Table

It is a great game and it is not the right first purchase for everybody.

If ninety minutes is too long, our top 10 entry-level board games covers boxes that teach in five minutes and finish in thirty.

If you liked the idea but not the trading, our look at which classic board games still hold up sorts the old shelf by what survived.

If you want the other long strategic evening, our complete Risk rules guide covers the other game that generations have argued about.

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