Catan Rules Explained
The base game rules of Catan on one page: reading the board, initial placement, building costs, trade rates, development cards, and how to win β with charts and tables.
This page explains the rules of the Catan base game. HexaColony is a browser game built on those rules and is not an official Catan product. For HexaColony's own team mode and room settings, see the game guide.
1Goal and Win Conditions
Collect resources, build settlements and cities, and earn victory points. The moment you reach 10 victory points on your own turn, you win.
10pt
10 victory points
The game ends the instant you reach it on your turn
3-4
3-4 players
The base game is played by 3 or 4 players
β»
Turn based
Players take turns one at a time, clockwise
In HexaColony you can also change the target score between 7 and 12, or switch to a 2v2 team mode. See the game guide for those settings.
2The Board and Resources
The board is made of 19 hex tiles: five resource-producing terrain types plus a single desert that produces nothing. Each non-desert tile gets one number token from 2 to 12 (there is no 7). That number means: when two dice total it, this tile produces its resource.
19 tiles
Hexagonal tiles form the island
Forest
Wood
Pasture
Sheep
Field
Wheat
Hill
Brick
Mountain
Ore
Desert
No resource
The desert is the only tile that produces nothing, and the robber starts on it. The robber is the piece that moves whenever the dice total 7, and it shuts down production on whatever tile it sits on. More: Rolling a 7 and the Robber
Example Board
A real board layout (the fixed map). Tile colour shows the terrain and the icon shows the resource it produces. The circle in the middle is its number token: when two dice total that number, everyone with a settlement or city touching the tile collects.
3Dice Odds
6 and 8 come up most often; 2 and 12 least. The pips (β) printed on a number token show how likely it is, and 6 and 8 are printed in red. This is the single most important factor when choosing where to settle.
7 is the one total with no number token β it moves the robber instead. It is also the most common roll, so the robber moves roughly once every six turns. Shown as combinations out of 36.
4Initial Placement
Before the game starts, each player places two settlements and two roads. A settlement is the outpost that collects resources, and it is worth 1 victory point; a road extends where you are allowed to settle next. Where you settle here shapes the entire game. More: Building Costs and Limits
Where can you build?
Settlements go on the corners between tiles, not on the tiles themselves, and roads go on the edges. A corner where three tiles meet collects from all three.
- Settlements go on cornersEvery tile touching that corner (up to three) pays you. The settlement shown collects from the 6 wood, the 9 wheat and the 5 brick.
- Roads go on edgesYou may only build on an edge connected to your own settlement or road. Extending your roads opens up new corners to settle.
- β Corners next door are off limitsNeither you nor anyone else can build on a corner directly adjacent to a settlement or city (the distance rule). Always leave at least one corner in between.
First round
In turn order, place one settlement and one road touching it.
Second round
In reverse order, place your second settlement and road β so the last player places twice in a row.
Starting resources
Your second settlement pays out one resource from each tile it touches.
The distance rule
A settlement can never be placed on a vertex adjacent to another settlement or city β always leave at least one vertex empty.
5Turn Sequence
Once placement is done, every player repeats these three steps in turn.
- 1
Roll the dice
Roll two dice. Every player with a settlement or city touching a tile of that number collects resources β one for a settlement, two for a city. On a 7, nothing is produced and the robber moves instead.
- 2
Trade and build
Trade with other players, the bank or a port, then build roads, settlements and cities or buy development cards. There is no limit on the order or number of actions.
More: Trading RulesMore: Development Cards
- 3
End your turn
Pass play to the next player.
6Building Costs and Limits
What each structure costs and how many of them one player can build.
Road
Build limit: 15
Settlement
+1ptBuild limit: 5
Settlements must connect to your own road network and cannot be placed next to another settlement or city.
City
+2ptBuild limit: 4
A city is built by upgrading one of your existing settlements. Once upgraded, that spot yields two resources instead of one.
Development Card
Build limit: 25 in deck
7Ways to Earn Victory Points
There are five sources of victory points.
Settlement
1 point each
City
2 points each
Longest road
2 points. Awarded to the first player with a continuous road of 5 or more, and taken over by anyone who builds a longer one.
Largest army
2 points. Awarded to the first player to play 3 or more knight cards, and taken over by anyone who plays more.
Victory point card
1 point. It counts while simply held in hand β no need to reveal it.
8Rolling a 7 and the Robber
When the dice total 7, no resources are produced and the robber moves instead.
9Trading Rules
Trade to cover the resources you are missing β with other players, the bank, or a port.
Player trading
Any rate you can agree on, in any combination. A trade offer stays open for 30 seconds.
Bank trade (4:1)
Exchange 4 of the same resource for any 1 resource.
Generic port (3:1)
Exchange 3 of the same resource for any 1 resource.
Specialised port (2:1)
Exchange 2 of that port's resource for any 1 resource.
There are 9 ports around the coast: four 3:1 ports and one 2:1 port for each resource. Build a settlement or city on a vertex touching a port to use it.
10Development Cards
Buy one for 1 sheep, 1 wheat and 1 ore. The deck holds 25 cards and every draw is random.
Knight
Move the robber and steal a resource from an adjacent player
Road Building
Build up to 2 roads for free
Year of Plenty
Take any 2 resources from the bank
Monopoly
Name one resource and collect all of it from every other player
Victory Point
Adds 1 victory point (never needs to be played)
Rules for playing cards
- A card cannot be played on the turn you bought it (victory point cards always count and are never played)
- Only one development card may be played per turn
- Once the deck runs out, no more cards can be bought
Know the rules? Put them into practice
Practice mode against AI lets you try everything solo, any time.
Play for free