CATAN Review

Release: 1995
Players: 3 - 4
Playing Time: 2 h
Economic Negotiation

Summarized Review

Intro

Few games have shaped modern board gaming quite like CATAN. This island-building classic from 1995 drops 3-4 players onto a resource-rich landmass where they'll spend the next two hours constructing settlements, cities, and roads while wheeling and dealing their way to victory. With a stellar 7.09/10 rating and a trophy case packed with awards including the coveted Spiel des Jahres, CATAN sits comfortably in that sweet spot between accessibility and depth. It's complex enough to keep seasoned gamers engaged but simple enough that your family won't flee the table when you suggest it for game night.

The premise is straightforward: be the first to earn 10 victory points by building up your civilization on the island of Catan. What makes it sing is how every decision ripples through the game, creating a web of strategy, negotiation, and just enough luck to keep things spicy.

How It Plays

Setup feels like assembling a puzzle. You'll arrange hexagonal terrain tiles into a honeycomb pattern, each representing different resource types: forests for wood, hills for brick, mountains for ore, fields for wheat, and pastures for sheep. Number tokens get scattered across these tiles, and a robber piece starts on the desert. Players place their initial settlements and roads at tile intersections, collecting starting resources based on where they've built.

Each turn kicks off with a dice roll. Roll a 6? Everyone with settlements next to tiles marked "6" collects the corresponding resources. Roll a 7? The robber moves, blocking production on whatever tile it lands on while letting you steal a card from an opponent. This creates a delicious tension where you're simultaneously hoping for your numbers while dreading that productivity-killing 7.

Resources are your currency. Want to build a settlement? You'll need wood, brick, sheep, and wheat. Eyeing a city upgrade? Better have wheat and ore. The catch is that resource production depends entirely on dice rolls and your settlement placement, so you'll rarely have exactly what you need when you need it. Enter the trading system. "Anyone got ore? I'll give you two sheep!" becomes the table's constant refrain as players negotiate, scheme, and occasionally backstab their way to the resources they need.

Victory comes through multiple paths. Settlements are worth one point, cities two. Build the longest road or maintain the largest army (via development cards) for bonus points. Some development cards award victory points outright, letting you inch toward that magic number 10 in secret. The race intensifies as players near the finish line, often leading to dramatic final turns where alliances crumble and desperate trades fly across the table.

Highlights

CATAN's greatest strength lies in its interactive economy. Unlike games where you're building in isolation, here you're constantly engaging with opponents. Need wheat? You might trade with Sarah, but remember she's one point away from winning. This dynamic creates natural tension where every deal might help or hurt your chances, making each transaction feel meaningful.

The modular board ensures no two games feel identical. Random tile placement and number distribution mean your winning strategy from last game might flop spectacularly this time. Those lucky settlements that generated tons of resources? They might be duds now. This variability keeps the game fresh even after dozens of plays.

Resource management strikes a perfect balance between planning and adaptation. You can strategize all you want, but when the dice consistently ignore your beautiful settlement placement, you'll need to pivot. Maybe you'll focus on ports for better trading rates, or perhaps you'll chase development cards instead. This flexibility rewards players who can read the table and adjust their approach mid-game.

The negotiation system transforms what could be a dry economic game into a social experience. Trades aren't just about card exchange; they're about reading opponents, forming temporary alliances, and knowing when to cut someone off from the resources they desperately need. Some of my most memorable gaming moments have come from perfectly timed "Sorry, no trades for you" declarations.

Finally, CATAN democratizes victory in ways that keep everyone engaged until the final turn. Falling behind in settlements? Chase the longest road. Bad at combat? Focus on development cards. Multiple victory paths mean players rarely feel completely out of contention, maintaining tension right to the end.

Criticisms

Let's address the elephant in the room: dice dependency can be brutal. We've all been there—perfectly placed settlements that never produce because the dice refuse to cooperate. When you're sitting on great spots for numbers that don't roll for entire rounds, the game can feel less like strategy and more like gambling. Sure, good players adapt and mitigate bad luck through trading and smart development card purchases, but sometimes the dice just hate you, and there's not much strategy can do about it.

The robber mechanic, while thematic, often feels more punitive than fun. Getting repeatedly targeted by the robber when you're already behind can create a negative feedback loop where struggling players get kicked while they're down. It's supposed to provide catch-up mechanics, but in practice, it often just makes someone's bad game worse. The "steal a random card" element adds insult to injury, especially when that card was crucial to your plans.

CATAN also suffers from runaway leader problems in some games. Once a player establishes strong resource production, they can sometimes snowball into an unstoppable position. While the robber theoretically prevents this, it requires other players to recognize the threat and coordinate their responses—something that doesn't always happen, especially with newer players who might not see the danger until it's too late.

Conclusion

CATAN remains a masterclass in accessible strategy gaming nearly three decades after its debut. If you enjoy games where negotiation matters as much as planning, where adaptation trumps rigid strategy, and where every session tells a different story, this belongs on your shelf. It's particularly brilliant for players who want something meatier than Monopoly but less overwhelming than heavy Euros.

New board gamers will appreciate how quickly the rules click while veterans will enjoy the social dynamics and multiple strategic layers. Families with kids 10 and up will find it hits that sweet spot of engagement without complexity overload. Just be prepared for some dice-induced frustration and the occasional game where luck overwhelms skill. But honestly? Those dramatic swings and come-from-behind victories are often what make CATAN memorable long after the final settlement is built.

About this Game

In CATAN (formerly The Settlers of Catan), players try to be the dominant force on the island of Catan by building settlements, cities and roads. On each turn dice are rolled to determine which resources the island produces. Players build structures by 'spending' resources (sheep, wheat, wood, brick and ore) which are represented by the relevant resource cards; each land type, with the exception of the unproductive desert, produces a specific resource: hills produce brick, forests produce wood, mountains produce ore, fields produce wheat, and pastures produce sheep.

Set-up includes randomly placing large hexagonal tiles (each depicting one of the five resource-producing terrain types--or the desert) in a honeycomb shape and surrounding them with water tiles, some of which contain ports of exchange. A number disk, the value of which will correspond to the roll of two 6-sided dice, are placed on each terrain tile. Each player is given two settlements (think: houses) and roads (sticks) which are placed on intersections and borders of the terrain tiles. Players collect a hand of resource cards based on which terrain tiles their last-placed settlement is adjacent to. A robber pawn is placed on the desert tile.

A turn consists of rolling the dice, collecting resource cards based on this dice roll and the position of settlements (or upgraded cities—think: hotels), turning in resource cards (if possible and desired) for improvements, trading cards at a port, possibly playing a development card, or trading resource cards with other players. If the dice roll is a 7, the active player moves the robber to a new terrain tile and steals a resource card from another player who has a settlement adjacent to that tile.

Points are accumulated by building settlements and cities, having the longest road or the largest army (from some of the development cards), and gathering certain development cards that simply award victory points. When a player has gathered 10 points (some of which may be held in secret), s/he announces this and claims the win.

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CATAN

Age 10
Players 3 - 4
Playing Time 2 h
Difficulty 2 / 5