Catan rules: how to play and how to score
Reviewed on 13 October 2026 against the publisher’s rulebook. How we check
Catan plays 3 to 4 players, up to 6 with the expansion: everyone grows their settlements on an island, in a race for victory points. Here are the essential rules, setup and scoring, based on the official rules.
- Players
- 3 to 4 (5 or 6 with the expansion)
- Play time
- About 1.5 hours
- Winner
- First to 10 victory points, on their own turn
Catan quick rules
- The goal
- Everyone grows their settlements on an island made of terrain hexes, which produce five resources: brick, wood, wool, wheat and ore. With them, you build roads, settlements and cities, and you get development cards. The first player to reach 10 victory points on their turn wins: a settlement is worth 1 point, a city 2, and the rest comes from two bonus tiles and from some cards.
- Your turn
- Your turn starts with the Production phase: roll both dice, and every terrain hex whose number disc shows that total produces, for all players. Each settlement on a producing hex gives its owner one resource card, each city two. Then comes the Action phase: trade and build as often as you like, in any order, then pass the dice to the player on your left.
- The seven and the robber
- On a 7, no hex produces. Each player with more than 7 resource cards in hand returns half of them to the supply, rounded down: with 9 cards, you return 4. Then you move the robber to a new hex and take one random card from a player with a settlement or city there; as long as the robber stays, that hex produces nothing.
- Trading
- During your Action phase, you may trade resource cards with the other players, who never trade with each other. With the supply, you trade 4 identical cards for 1 of your choice. A settlement or city on a port makes it cheaper: 3 for 1 at a three to one port, 2 cards of the resource shown for 1 at a two to one port.
- Building
- A road costs one brick and one wood, and must connect to one of your roads, settlements or cities. A settlement costs one brick, one wood, one wool and one wheat; it goes on an intersection connected to your roads and must follow the Distance Rule: the three neighboring intersections must be empty. A city costs two wheat and three ore, and replaces one of your settlements.
- Development cards
- A development card costs one wool, one wheat and one ore: keep it hidden, and don’t play it on the turn you get it. After that, you may play just one per turn, at any time, even before rolling: Knight, Road Building, Invention or Monopoly. Victory Point cards stay hidden until the turn they make you win.
- Bonus tiles and the end
- Longest Route (at least 5 roads in a row, not counting branches) and Largest Army (3 Knight cards played) are worth 2 points each, and change hands as soon as another player does better. The game ends as soon as a player has 10 or more points during their own turn: they then reveal their Victory Point cards. You never win during another player’s turn.
- Beginner pitfalls
- When placing your starting pieces, aim for numbers that come up often, like 6 and 8, and for varied resources. Avoid holding more than 7 cards: a 7 would cost you half of them. An opponent’s settlement on your line of roads cuts it in two, and you only have 5 settlements: remember to upgrade them to cities.
- With five or six players
- With the expansion, the island is bigger and has two deserts; you still play to 10 points. In the 2025 edition, two markers point to two players: player 1 takes a normal turn, then player 2, sitting three seats to their left, takes an Action phase without trading with the others. In earlier editions, after each turn, all the other players may build in turn with the cards in their hand: that’s the Special Building Phase.
- Seafarers
- Seafarers is played in scenarios: each one gives its board, its extra rules and the number of victory points to reach. A ship costs one wood and one wool, goes on the edge of a sea hex and leads to other islands; ships count for Longest Route. The pirate is the robber of the seas, and a gold field hex that produces gives the resource of your choice.
- Cities & Knights
- Cities & Knights is played to 13 victory points, without development cards or Largest Army. Your cities also produce paper, cloth and coin, which pay for city improvements in Science, Trade and Politics; the first player to the fourth level of a track places a metropolis, worth 2 more points. When the barbarian ship reaches Catan, the active knights must drive it off, or the players who defended the least lose a city.
How to score Catan
- Victory points
- Your total on a single counter, if you don’t want the breakdown. You need 10 to win, on your own turn.
- Settlements
- 1 victory point each.
- Cities
- 2 points each. The city replaces the settlement, which no longer counts.
- Longest Route
- 2 points, for the first player with at least 5 roads in a row; it changes hands as soon as someone does better. It’s called “Longest Road” in earlier editions.
- Largest Army
- 2 points, for the first player to play 3 Knight cards, then for whoever has played the most.
- Victory Point cards
- 1 point each, kept hidden until the turn they make you win.
- VP tokens (Seafarers)
- Tokens earned according to the scenario, for example 2 for your first settlement on a small island. The scenario also sets the number of points to reach.
- Cities & Knights
- You play to 13 points. Each metropolis adds 2 points to its city, so 4 in all; each VP token for defending Catan, each Victory Point progress card (Printing, Constitution) and the merchant are worth 1 point.
Worked example
Mia has 3 settlements (3), 2 cities (4), Largest Army (2) and a hidden Victory Point card (1): 3 + 4 + 2 + 1 = 10 points. On her turn, she reveals her card and wins; if she reaches 10 during someone else’s turn, she waits for hers. With Cities & Knights, a city turned metropolis is worth 2 + 2 = 4 points, and you need 13 to win.
Common mistakes
- Counting both the settlement and the city that replaced it: a city is worth 2 points, not 3.
- Claiming the win during another player’s turn: you can only win on your own turn.
- Keeping Longest Route after an opponent’s settlement has cut it, or another player has beaten it.
- Forgetting hidden Victory Point cards when adding up.
- Stopping at 10 with Cities & Knights: it’s played to 13 points. With Seafarers, the scenario sets the target.
How to set up Catan
A game takes about 1.5 hours. Follow the first four parts, then the one for the expansion you’re playing. For a very first game, the rulebook offers a ready-made island, the Fixed Setup on pages 4 and 5.
The island
- Assemble the 6 sea frame pieces to form the coast of the island.First game: the rulebook offers a ready-made island, the Fixed Setup on pages 4 and 5. In that case, match the numbers at the puzzle piece ends of the frame.
- Shuffle the 19 terrain hexes facedown, place them at random inside the frame, then turn them faceup.First game: instead, place the hexes, the discs and the starting settlements as shown in the rulebook.
- Place the 18 number discs on the hexes, in alphabetical order and in a spiral.Arrange them letter side up. Place the A on a corner hex, then move toward the center counterclockwise. Skip the desert, which gets no disc. Then turn all the discs number side up.
- Place the robber on the desert.
The supply
- Sort the resource cards into 5 faceup stacks, in the card trays.The card trays form the supply, next to the board.
- Shuffle the 25 development cards and place them facedown in the last empty slot.
- Place the 2 bonus tiles and the 2 dice next to the board.The bonus tiles are Longest Route and Largest Army.
Each player
- Everyone picks a color and takes their 5 settlements, 4 cities, 15 roads and 1 player aid.With the first-game Fixed Setup for 3 players, the white pieces stay in the box.
Starting pieces
- Everyone rolls the 2 dice: the highest roll is the first player.
- Round one, clockwise: everyone places 1 settlement on an empty intersection, then 1 road on an edge next to it.Distance Rule: a settlement can only be placed if the 3 neighboring intersections are empty.
- Round two, counterclockwise: starting with the last player, everyone places a second settlement and 1 road next to it.
- Everyone takes 1 resource card for each hex adjacent to their second settlement.Keep your resource cards hidden in your hand.
5-6 Player Expansion
- Insert the 4 small frame pieces of the expansion between those of the base game.
- Add the 11 terrain hexes of the expansion: the island has 30 hexes, including 2 deserts.
- Return the number discs of the base game to the box and use the 28 discs of the expansion.They are placed the same way, skipping the 2 deserts.
- Add the 25 resource cards and the 9 development cards of the expansion to those of the base game.
- 2025 edition: give the player 1 marker to the first player, and the player 2 marker to the third player to their left.Earlier editions don’t have these markers: they add a Special Building Phase after each turn.
Seafarers
- Choose a scenario in the Seafarers rulebook and build the board according to its map.The frame, the sea and terrain hexes, the number discs and the ports change with each scenario. The scenario also gives the number of victory points to reach.
- Everyone adds the 15 ships of their color to their pieces.When placing starting pieces, a settlement on the coast may get a ship instead of its road.
- Place the pirate on the sea hex marked with a white X on the map.The robber goes on the hex indicated by the scenario. Keep the VP tokens within reach.
Cities & Knights
- Replace the frame piece with the 3:1 port by the one with the barbarian track.
- Return the development cards and the Largest Army tile to the box: they are not used.
- Sort the commodity cards into 3 stacks: paper, cloth and coin.
- Shuffle the progress cards by back color and make 3 facedown stacks: Science, Trade and Politics.
- Place the barbarian ship on the starting space of its track, and the robber next to the final space of the track.Also place the merchant, the 3 metropolis pieces, the event die, a red die and a yellow die next to the board.
- Everyone also takes their 6 knights, their 3 city walls, 1 city improvement board and 3 cubes.In the English edition, the 3 metropolis pieces are shared and wait next to the board, and knights have no helmets: an active knight stands up.
- In round two of placing starting pieces, everyone places 1 city instead of their second settlement.The starting resources are those of the hexes adjacent to that city. The last player to place their city starts the game.
Frequently asked questions
How many points do you need to win Catan?
10 victory points, reached on your own turn. With Cities & Knights, you need 13; with Seafarers, the scenario sets the target.
Who goes first in Catan?
Everyone rolls both dice: the highest roll goes first. When placing starting pieces, the first settlement goes down clockwise and the second counterclockwise, starting with the last player.
What happens when you roll a 7 in Catan?
No hex produces. Each player with more than 7 cards in hand returns half of them to the supply, then you move the robber and take a random card from a player with a settlement or city on its new hex.
Ludingo’s Catan sheet was last reviewed on 13 October 2026, based on: asmodee.net 1, catan.com, asmodee.net 2, asmodee.net 3, BoardGameGeek.