CATAN
Rules
Goal
Be the first player to reach 10 victory points by building settlements and cities, extending roads and earning special victory points.
Roll and production
At the start of a turn, roll two dice. The total activates all terrain hexes with that number. Players with settlements or cities next to those hexes receive the corresponding resources.
Rolling 7
A total of 7 does not produce resources. Players holding more than 7 resource cards discard half, rounded down. Then the active player moves the robber and may steal one random resource card from an eligible opponent.
Building
Use resources to build roads, settlements and cities. New settlements must respect the distance rule: no settlement or city may be built on an adjacent intersection.
Trading
On your turn you may trade resources with other players and use maritime trade through the bank or ports.
Development cards
Development cards can provide knights, progress effects or victory points. A newly bought development card cannot normally be played in the same turn.
Longest Road and Largest Army
Longest Road and Largest Army are each worth 2 victory points while you hold them.
Winning
If you reach at least 10 victory points on your own turn, you win immediately.
Tips
Respect the 2D6 curve
Numbers near 7 occur more often. Sixes and eights are especially valuable production numbers, followed by fives and nines.
Diversify numbers
Strong settlements usually cover several different production numbers instead of relying on one lucky total.
Balance resources
High production is useful only if it produces resources you can actually combine for roads, settlements, cities and development cards.
Plan around 7
Large hands are vulnerable when 7 is rolled. Spend or trade efficiently when you are carrying many resource cards.
FAQ: Do doubles matter?
No. In the base game, doubles have no special effect. Only the total of the two dice matters.
FAQ: Can I trade before resolving a 7?
No. Resolve the effects of the 7 first; trading happens later in the turn.