
Tournament RULES
These rules apply to all countries participating in CATAN Studio’s CATAN® Championship Tournament Program.
Last revised: July 2025
Key Changes for 2026
The 2025-2026 CATAN Tournament Rules have been restructured for greater brevity and clarity. While rule wording has been updated, the intent and interpretation remain consistent with previous versions—except for the following key changes:
- Event Structure and Timing
- 1.1.5: Defined round structure for three event size tiers, including removal of 0-win players before Game 4 in large events (80+ players).
- 1.1.6: Updated rules for Preliminary Rounds, including play order, map study time, and assigned seating.
- 1.1.7 Defined Game 4 structure in large events (80+ players)
- 1.1.8: Map reveal and study time defined.
- 1.1.9: Timed placements defined.
- 1.1.11: Tournament timer rules defined.
- Judges
- Moved Collusion rule to Clarifications (3.0.15)
- Material
- 2.0.1: Disallowed use of Port Tokens
- 2.0.3: Disallowed showing resource or development cards in hand and defined penalties
- 2.0.5: Penalties for revealing development cards.
- Code of Conduct Updates
- 2.1.5: AI software use explicitly prohibited.
- 2.1.8: Alcohol and intoxicants policy updated.
- Clarifications Section
- 3.0.7: Off-turn trade offers allowed
- 3.0.13: Elaboration on 2.0.3 Cards in Hard
- 3.0.15: Collusion rule moved to this section
- 3.0.16: Clarifications for Port Service and Insurance trades
- Media and Documentation
- 3.1: Revisions to the Photography and Video Waiver.
Please review the updated rules in their entirety to familiarize yourself with these changes. Thank you for helping us ensure fair and enjoyable competitions next season!
Table of Contents
1.0 General Rules
Games follow current CATAN English 6th Edition rules.
1.1 Standard Tournament Format
1.1.1 Language: The official tournament language is English.
1.1.2 Game Edition: All games must use the same version of CATAN. CATAN Studio recommends the 6th Edition, but older editions are acceptable as long as consistency is maintained.
1.1.3 Attendance: A minimum of 12 competitors is required for the tournament results to be valid.
1.1.4 Event Structure: Tournaments consist of three stages: Preliminary, Semifinal, and Final rounds.
1.1.5 Round Structure by Event Size:
- 12-28 players: Three Preliminary games followed by a 4-player Final round (no Semifinal).
- 29-79 players: Three Preliminary games, then a top 16 cut to Semifinals. Semifinals use serpentine-style seating (see Rule 1.1.10). Semifinal winners advance to a 4-player Final.
- 80+ players: Four Preliminary games. Players with zero wins after three games are eliminated. Remaining players are seated for Game 4 using serpentine-style seating (see Rule 1.1.7). The top 16 after Game 4 advance to Semifinals. Semifinals use Ranked Seating, and winners move to a 4-player Final.
1.1.6 Preliminary Round Seating: The organizer will create a schedule for three games, either manually or using tournament software. Scheduling priorities are:
- Playing against different opponents
- Rotating play order positions
- Avoiding seating players alongside friends or family
Players select chairs and colors in play order. First position picks their chair, then color, followed by second, third, and fourth. Players must sit according to their assigned play order.
Special Rule for Large Events (80+ players): After eliminating players with zero wins at the end of Game 3, Game 4 seats are assigned using serpentine seating (see Rule 1.1.7). During the map study phase (see Rule 1.1.8), players select their play order from a two-minute global timer.
1.1.7 Seating in Preliminary Game 4 (80+ players only):
To determine how many tables are needed in a Large Event Preliminary game 4, divide the total number of players remaining after the cut by 4. If there is a remainder, 3-player tables are needed.
- 3 players remaining = One 3-player game
Example: 83 players is 20 4-player tables and one 3-player table - 2 players remaining = Two 3-player games
Example: 66 players is 15 4-player tables and two 3-player tables - 1 player remaining = Three 3-player games
Example: 45 players is nine 4-player tables and three 3-player tables.
Example: 4th Game Seating in Large Event with 45 players remaining after zero-win cut (* = 3-player tables):
*Table 1: Rank 1, Rank 24, Rank 25
*Table 2: Rank 2, Rank 23, Rank 26
*Table 3: Rank 3, Rank 22, Rank 27
Table 4: Rank 4, Rank 21, Rank 28, Rank 45
Table 5: Rank 5, Rank 20, Rank 29, Rank 44
Table 6: Rank 6, Rank 19, Rank 30, Rank 43
Table 7: Rank 7, Rank 18, Rank 31, Rank 42
Table 8: Rank 8, Rank 17, Rank 32, Rank 41
Table 9: Rank 9, Rank 16, Rank 33, Rank 40
Table 10: Rank 10, Rank 15, Rank 34, Rank 39
Table 11: Rank 11, Rank 14, Rank 35, Rank 38
Table 12: Rank 12, Rank 13, Rank 36, Rank 37
Following map reveal and study time, the player with the highest ranking has 2 minutes to select their color, chair and play order. This will be globally timed by a host or judge. Then, the person in second position selects their play order, followed by third and fourth. All players should sit in chairs matching their selected play order. Play then proceeds with timed placements as described in Rule 1.1.9.
1.1.8 Map Reveal and Study Time: Players have 5 minutes to study the board and discuss. The timer is global and can end early if all players agree.
1.1.9 Timed Placements: After map study, players have 2:00 per placement, 3:00 for double placement. This should be globally timed. Special timing applies for 3-player tables.
3-Player Tables: The first player should hold placement until the global announcement for player two. The second player will place on the third placement window, and third player on the fourth window, after which it will reverse. 3-player table placements will end on the second placement for player two.
1.1.10 Semifinals Seating: Serpentine-style seating is used for all Semifinals.
Example:
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- Table 1: Rank 1, Rank 8, Rank 9, Rank 16
- Table 2: Rank 2, Rank 7, Rank 10, Rank 15
- Table 3: Rank 3, Rank 6, Rank 11, Rank 14
- Table 4: Rank 4, Rank 5, Rank 12, Rank 13
1.1.11 Game Length and Timed Turns: Games end when a player reaches 10 points and claims victory on their turn. Turn timers (e.g., Tournament Timer or judge-enforced limits) can be applied to maintain schedules. Timer setup and rules are adjustable.
Option 1: Use a Tournament Timer. Set up a turn timer with the following specifications:
Initial Turn Time: 90 seconds
Time Bank: 10 minutes
There is a template for this timer hosted at sharedgametimer.com (https://bit.ly/catangametimer). Full instructions for how to use the tournament timer may be found on catanevents.com (link to come).
Option 2: After one hour of play, all tables still playing are subject to timed turns at the judge’s discretion. Recommended timed turn length is two minutes, but this may be reduced at the judge’s discretion to keep the tournament on schedule. At any point following opening placements, players may call for a judge to enforce timed turns.
1.1.12 Final Game: The winners of each of the Semifinal games, or the top 4 players in a 12 to 27-player event, advance to the Final game. Finalists select chair, color, and play order based on ranking. The process mirrors Rule 1.1.10.
1.1.13 Tournament Winner: The winner of the Final Game will be the winner of the event.
1.2 Variant (Multiple Preliminary) Tournament Format
1.2.1 Multiple Preliminary Rounds: Tournaments may include two or more Preliminary Round events over multiple dates, with Semifinals and Finals held on a final date.
Example: A store may host Preliminary Rounds on separate days in a month or a convention may space Preliminary Rounds over a multi-day event.
1.2.2 Preliminary Round: Each Preliminary Round consists of three or four games using the CATAN base game (see Rule 1.1.5). Total player count is estimated based on unique participants across all Preliminary Rounds.
1.2.3 Participating in Multiple Preliminary Rounds: Players can participate in any number of Preliminary Rounds. Each event generates a separate score, and scores do not overlap or influence one another. Progression to Semifinals is based on the player’s highest Preliminary Round score.
1.2.4 Semifinals and Finals: The top 16 players across all Preliminary Rounds progress to Semifinals. Advancement to the Finals follows Rule 1.1.12.
1.3 Judges
1.3.1 Judges: A judge must be present during the tournament to explain the CATAN Tournament Rules and Code of Conduct at the start. Judges resolve Game Rules and Code of Conduct disputes, but may not provide strategy guidance. All rulings are final.
1.3.2 Tournament Fair Play: Judges and organizers cannot play in tournaments they oversee.
1.3.3 Calling a Judge: Players can pause the game and call a judge for Game Rules or Code of Conduct concerns. Rulings are final. Incidents not reported immediately are considered “normal” play and cannot retroactively alter game results. Ongoing situations can be escalated later, even if prior occurrences were not.
1.3.4 End of Game: Players must sign and submit the record sheet to the judge or host. For digital scoring, all players must agree before submission.
1.3.5 Disputing Results: Players must immediately inform a judge if they believe the game result is unfair due to broken rules or illegal play. After the record sheet is signed and scores submitted, no protests or changes are allowed. If a player refuses to sign, the judge will decide the outcome.
1.3.6 Disqualification: Judges can disqualify players for reasons such as cheating or violating the Code of Conduct. Violations include intentionally breaking rules to win, abusive behavior, or helping another player win without benefiting oneself. Code of Conduct details can be found in the official resource. Disqualifications for rules violations must occur during active gameplay or before the record sheet is signed. They cannot occur after all players have signed.
1.4 Points
1.4.1 Preliminary Round: Player rankings in the Preliminary Round are based on the number of victories.
1.4.2 Tiebreakers: Ties are broken in the following order:
- Total victory points from all Preliminary games (max 10/game).
- Victory Point Percentage (VP%) across Preliminary games (see Rule 1.4.3).
- Higher number of second, then third place finishes.
- Drawing lots.
Example: Players A and B both win three games with 38 total points. VP% is calculated to determine rank. Use tournament software to calculate VP% to 16 decimal places when possible. For manual calculations, round to the 4th decimal place as instructed in Rule 1.4.3.
1.4.3 Manual Calculation Method for Victory Point Percentage (VP%): Victory Point Percentage is calculated by dividing a player’s score by the total points at their table. Add VP% across all games for the total. In 3-player games, add a dummy score (average of scores, rounded). Examples below:
For Player A:
- Game 1: Player A earned 10 VPs, and there were a total of 32 VPs at the table.
A’s VP% for this game is: .3125 (10÷32). - Game 2: Player A earned 8 VPs, and there were a total of 30 VPs at the table.
A’s VP% for this game is: .2667 (8÷30). - Game 3: Player A earned 10 VPs, and there were a total of 36 VPs at the table.
A’s VP% for this game is: .2778 (10÷36). - Game 4: Player A earned 10 VPs, and there were a total of 29 VPs at the table.
A’s VP% for this game is: .3448 (10÷29).
A’s Total VP% is: 1.2018 (.3125 + .2667 + .2778 + .3448).
For Player B:
- Game 1: Player B earned 10 VPs, and there were a total of 30 VPs at the table.
B‘s VP% for this game is: .3333 (10÷30). - Game 2: Player B earned 10 VPs, and there were a total of 33 VPs at the table.
B’s VP% for this game is: .3030 (10÷33). - Game 3: Player B earned 8 VPs, and there were a total of 36 VPs at the table.
B’s VP% for this game is: .2222 (8÷36). - Game 4: Player B earned 10 VPs, and there were a total of 31 VPs at the table.
B’s VP% for this game is: .3226 (10÷31).
B’s Total VP% is: 1.1811 (.3333 + .3030 + .2222 + .3226)
Player A is therefore ranked higher than Player B (1.2018 > 1.1811).
In the case of a three-player game, a fourth dummy score will be created by averaging the other three scores (rounding any 0.4 remainder down, and any 0.5 remainder up).
Example: A 3-player game was completed, and the scores were:
- Player A: 8 VPs
- Player B: 10 VPs
- Player C: 7 VPs
The dummy score is created by averaging the above: (8+10+7)/3 = 8.33 = 8 VPs
This average score is included in the calculation as if it were a fourth player when adding up total VPs at the table for VP%: 8+10+7+8 = 33
1.4.4 Semifinals and Finals: After Semifinals, rankings for places 5-16 are updated based on Semifinal results.
After Finals, places 1-4 are ranked by Final table performance. Tiebreaks are applied as in Rule 1.4.2, including Preliminary and Semifinal results.
2.0 Player Responsibilities – Material
2.0.1 Game Board Setup: Tournament organizers generate board layouts, with all tables using the same layout for each game/round. Each round features a new layout. Both “crafted” and “randomized” boards are allowed (traditional spiral setups are optional). Port tokens are not used.
2.0.2 Visibility of Game Materials: All game materials, including resource and development cards, must remain visible and on the table. Cards must be held above the table at all times, including during shuffling or robbing actions.
2.0.3 Cards in Hand: Players must reveal the number of cards in their hand upon request. Showing resource or development cards, or revealing an entire hand, is not allowed. Violators receive one warning. Repeated offenses result in resource cards being left face-up until the end of the player’s next turn (see Rule 3.0.11). Intentional or especially egregious violations are subject to escalation under Rule 1.3.6.
2.0.4 Resource Distribution: In all games, except for the Final, the starting player acts as the resource handler. If the starting player is uncomfortable, another player may act as handler if all agree. Players may request a judge to handle resources at any time. A judge handles resources in the Final.
All cards must be clearly shown before being handed to the resource handler or supply. The starting player must announce and display cards they give to themselves.
Players may agree to use two resource piles or collect individually, but disputes void these agreements, reverting control to the starting player.
2.0.5 Development Cards: The resource handler can also distribute development cards if the table agrees. Newly obtained development cards must be kept separate from other cards. Development cards must remain hidden until played, but discussion and bluffing about face-down cards is permitted. Violations result in losing the ability to play development cards until the next turn.
2.0.6 Game Pieces: Players must confirm they have the correct game pieces before the start (5 settlements, 4 cities, 15 roads) and verify the deck (25 development cards, 19 of each resource). Any issues should be reported to a judge immediately.
2.0.7 Recordkeeping: Players may track events or dice rolls but must announce this publicly and inform the organizers. If recordkeeping occurs, organizers must collect and swap dice between games.
2.1 Player Responsiblities – Code of Conduct and Anti-Harassment Policy
Players are responsible for adhering to the CATAN Code of Conduct and Anti-Harassment Policy, located here.
3.0 Additional and Supplementary Rules
The following clarify CATAN rules prone to confusion. Where standard rules and these clarifications conflict, these clarifications take precedence.
3.0.1 Start of Turn: A turn begins when the passed dice are received or the tournament timer advances. Players may play development cards or declare victory before rolling the dice but cannot take other actions.
3.0.2 Resolve Die Roll: Once the dice are rolled, the dice roll must be resolved (resources must be distributed, or the robber must be placed and a card stolen) before any other actions may be taken.
This prohibits bargaining that includes discussion about any type of resource exchange, which is only allowed in the trading and building phase.
While the robber is in play, players may not discuss anything regarding a trade of resources. If a player attempts to negotiate a trade before completing the robber action, the robber will be placed in the desert and the player receives no cards as in Rule 3.0.17. Bargaining that includes discussion regarding where to place the robber is allowed.
3.0.3 Building a Road: Players are not allowed to build a road beyond a settlement or city of another player.
3.0.4 “Longest Road” and “Largest Army” Tiles: “Longest Road” and “Largest Army” tiles automatically transfer to qualifying players. Physically taking the tile is not required.
3.0.5 Building a City: A settlement can be upgraded to a city in the same turn it is placed, provided it is in the player’s supply.
3.0.6 Winning with a Development Card: If a player buys a victory point development card, they may reveal it immediately if it earns their 10th point. Knight cards for “Largest Army” victory cannot be played until the next turn.
3.0.7 Off-Turn Trade Offers: Inactive players may propose trades to each other during discussions with the active player but cannot exchange cards. Offers are non-binding.
3.0.8 Action Phase: Trade and build actions can be taken in any order and repeated during a turn, provided the player has sufficient resources.
3.0.9 Turn Actions: An action ends once the next action begins. Players may reposition game pieces (e.g., roads) during the same action but not after starting another action. Resource collection actions are final upon completion. The robber movement action is complete when you take a card from another player. Also see Rule 3.0.10 for clarification on Spent Cards.
3.0.10 Spent Cards: Cards placed in the supply are spent and cannot be taken back. Intentional misspending to lower hand size is prohibited.
Example 1: a player may trade four wool in for a grain, and then decide to take clay instead, as long as it is in that trading action.
Example 2: If a player pays resources to build a settlement, and then realizes they do not have a settlement available, they may build a road instead, but may not retrieve the wool and grain.
3.0.11 Building on a Harbor: Players may use a harbor the same turn they build on it.
3.0.12 Running out of Resource Cards: When resource cards run out, no cards are distributed if multiple players are affected. A sole recipient may claim all remaining cards.
Example:
-
- A dice roll generates Wood and Brick resources.
- Three players are supposed to receive 1 Wood each, but there are only 2 Wood cards left in the supply. In this case, no one gets any Wood cards. However, Brick cards are still distributed as usual.
Alternatively:
-
- If the same dice roll means only oneplayer is entitled to collect Wood, and there are 2 Wood cards left (but the player is supposed to get 3), that player will receive the remaining 2 Wood cards.
3.0.13 Keeping Hand Hidden: Players must hide resource cards during trade discussions. Offers must be made verbally. Violations are penalized (see Rule 2.0.3). Please make use of the illustrated player aids provided at international events to assist with language barriers.
3.0.14 Free Resources: It is not legal for a player to give or receive a resource card for “free,” either in one trade or in a series of trades. If a player gets a free card during normal play, that is not a violation. If it is specifically negotiated so that a player gets a free card in a trade or series of trades, that is a violation, and a judge should be called. If this occurs, both players are guilty of collusion.
The penalty for the first offense is a warning, and all cards involved in the trade (all players) are returned to the supply. Further offenses are subject to discipline up to and including disqualification from the CATAN Championship Program.
3.0.15 Collusion: Poor gameplay alone does not justify disqualification. Collusion to advance mutual positions in a game is frustrating but allowed. However, collusion to help another player advance in the tournament without personal benefit results in warnings, and repeat offenses may lead to disqualification.
Intentionally giving another player a win without direct or overall benefit to oneself is strictly prohibited. Strategic plays (e.g., prolonging a game to improve one’s ranking) are allowed if they further personal goals.
3.0.16 Fee for Service: “Port Service,” or trading cards so players who do not own a port can take advantage of port trade costs, and “Insurance,” or trading with another player to get to 7 or less cards in hand with the promise to trade back at a later time, may not result in a net free card per Rule 3.0.14.
Example #1 (Insurance): It is Player A’s turn. Player B is holding 9 cards and offers to trade 3 cards for 1 card to Player A, which reduces their hand size to 7. They agree to trade back after Player B rolls the dice.
Ruling #1: Player A is not required to follow through on this agreement, but the trade itself is legal. If Player B had offered to trade 3 for 1 and then after their roll, only required that Player A return 2 of the 3 cards, that is a net free card for Player A and is illegal per Rule 3.0.13.
Example #2 (Port Service): It is Player A’s turn. Player B needs a brick. Player A has the wood port. Player B offers 2 wood and a wool to Player A in exchange for a wheat, asks Player A to port the 2 wood and get a brick, then they will trade back, but Player A can keep the wool. End result, Player B gets their brick in exchange for a wheat, and Player A gains a wool for free.
Ruling #2: This is an illegal series of trades, as it results in a free card for Player A per Rule 3.0.13. If the wool had not been included in the trade, this would have been a legal, non-binding, future trade.
3.0.17 Claiming Victory: Players must declare victory during their turn if they have 10+ points. Failure to do so delays the opportunity to win until their next turn.
3.0.18 No Friendly Robber: The robber is in effect from the first turn. It may be moved to the desert during normal gameplay.
3.0.19 Forgotten Robber: If a player forgets to move the robber and is still the active player:
Provided the player has not taken further actions such as attempting to trade with other players, the robber is placed on a field of the player’s choice. The active player should then, according to the standard rules, draw a resource card from the hand of another player.
Otherwise, the robber is placed on the desert hex. No cards may be taken.
3.0.20 Rolling Dice: If possible, dice should be rolled into dice trays or by using a dice cup. If either of the dice are ever completely obscured by rolling off the table or landing in a cup/pocket/etc, reroll both dice. If a die is cocked, balance the other die on top, if it slides off, reroll both dice.
3.1 Photography and Video Policy
3.1.1 Waiver: Attending a CATAN Studio CATAN® Championship Tournament Program may lead to the player’s likeness being photographed or captured by CATAN Studio or others working on its behalf. By attending a program event, including Qualifiers, you agree to the CATAN Studio Photography & Video Waiver, located here.
3.1.2 You are subject to the CATAN Studio Photography & Video Policy, located here.