Here is the good news first. Official tournaments play Catan, the same game you have played all along. The official rules say games follow the current CATAN 6th Edition English rules, and the cards, the costs, and the 10 points are all unchanged.
What changes is the table around the game. A shared map, a clock, a live robber, and firm lines on trading. None of these are hard. They just reward different habits than a relaxed game night does. This lesson walks through each rule that differs from most kitchen tables, and what it changes in how you play.
One promise up front: CATAN Studio updates the program every season. Everything here matches the official tournament rules page as of October 2026. Read the current page before any event.
What changes before the first roll?
Three things, all about setup.
| Rule | At a tournament | What it changes |
|---|---|---|
| One map | Organizers set the board, the same at every table, with a new one each round. Port tokens are not used. | No shuffling, no luck of the setup. Everyone in the room solves the same puzzle. |
| Map study | Five minutes on a shared timer before anyone places. It can end early if the whole table agrees. | You get real time to read the board, so use it with a plan. |
| Timed placements | Two minutes per placement, three for a double placement. | No long stares at the board. Your choices need to be ready before your pick. |
The map rule is quietly the biggest. At home, a lopsided board is just bad luck. At a tournament, every table in the room faces the same lopsided board, so the players who read it best gain on everyone else. Lesson 31 is your map study checklist, and Lesson 32 shows you how to place inside the two minutes.
Seating matters too. In the preliminary games, organizers try to give you new opponents each round and rotate who goes first. You pick your chair and color in play order. So you will play from every seat over a day. Lesson 15 is worth a reread.
Is the robber really live from turn one?
Yes. There is no friendly robber. A 7 on the very first roll works like any other 7: discards, a robber move, and a steal. The robber can also go back to the desert during normal play.
What it changes:
- Your first hand is exposed. Starting cards plus a lucky first roll can put you over 7 cards before your first turn. Plan to spend early.
- Hot hexes get hit early. A settlement on a 6 or an 8 is a target from the first round, not the third. Spread your numbers, the way Lesson 7 taught.
- An early Knight is worth more. With the robber live from the start, a development card that can move it off your best hex pays off sooner.
Can you talk trades while the robber is moving?
No. When the dice land, the roll has to be resolved before anything else. While the robber is in play, nobody may talk about trading resources. If the roller starts negotiating before resolving the robber, the robber goes to the desert and the roller steals nothing.
What it changes: you can still talk about where the robber should go. Your pitch from Lesson 24 is fine. A card offered to steer it is not.
What happens to your hand?
Your cards stay hidden, but your count is public. You must say how many cards you hold when anyone asks. Showing your resource or development cards, or your whole hand, earns a warning the first time. Do it again, and your resource cards stay face up until the end of your next turn, so a robber can pick exactly which one to take.
Trade offers are made out loud, with cards kept hidden. Cards also stay above the table, robbing included, so everyone can follow what moves.
What it changes: no flashing a card to sell a trade. Say it: “One ore for two wheat.” And since counts are public, the habits from Lesson 21 work even better here.
What are the trading rules?
Four rules, and the first is the one that catches friendly players.
| Rule | What it means at the table |
|---|---|
| No free cards | Every trade has to be a real trade. A gift, or a chain of trades that nets someone a free card, counts as collusion. Both players get a warning and the cards go back. |
| No kingmaking | Deals that help both players are fine. Helping another player get ahead with nothing in it for you is penalized. Handing someone a win on purpose is not allowed. |
| Off-turn offers | While the active player is dealing, other players can float trade ideas. Only the active player swaps cards. |
| Nothing is binding | Promises are fine, but nobody has to keep one, and no judge will enforce one. |
Port service and “insurance” trades follow the same line. Say you trade 3 cards for 1 to drop to 7 before a likely 7, with a promise to trade back later. That is legal, as long as nobody ends up with a free card at the end.
What it changes: kindness has to look like a trade. If you want to help the player in last slow down the leader, give them a fair deal, not a gift.
How do you win?
The same way, with one catch: you have to claim it. When you reach 10 points on your own turn, say so. If you forget, the win waits until your next turn, and a lot can happen in a round. If you build a Victory Point card that gives you your 10th point, you can reveal it right away.
What it changes: count your points out loud to yourself before you end every turn. Lesson 25 covers the finish in depth.
What about the clock?
Organizers can run one of two systems. The suggested tournament timer gives each turn 90 seconds plus a 10-minute time bank for the whole game. The other option lets judges start timed turns once a game passes one hour, with about two minutes a turn suggested. Either way, slow turns cost you. Lesson 34 is all about beating the turn timer.
What else is different?
A handful of smaller rules round it out:
- No AI help. Using AI software at the table is banned under the Code of Conduct.
- Announce your notes. You may track rolls or events, but you must say so at the table and tell the organizers. Lesson 21 has the details.
- Roll into a tray or cup. If a die falls off the table, lands hidden, or lands cocked and will not balance, both dice are rerolled.
- The starting player runs the bank, unless the table agrees otherwise. In a final, a judge does it.
- Tables of three can happen when the numbers do not divide evenly. The standings have a rule for them, and Lesson 33 covers standings and tiebreakers.
Try it this week
Your drill: play a home game under official rules.
- Tell your group the plan. Pick a game night and explain that this one is “tournament rules.” Most groups enjoy the challenge.
- Set one board on purpose. Have one player build the board before anyone sits down. If your set has loose port tokens, leave them out and use the ports on the frame.
- Run the setup clock. Five minutes of map study on a phone timer, then two minutes per placement and three for the double.
- Live robber from turn one. No friendly robber. Resolve every roll before any trade talk.
- Hidden hands, public counts. Answer every “How many cards?” and never show a card.
- Real trades only. No gifts, no binding deals, and claim your 10th point on your own turn.
- Debrief for two minutes. Which rule changed your play the most? Write it down. That is the one to practice before your first qualifier.
Level check
Did it stick?
Answer in your head, then open each answer to check yourself.
The first roll of a tournament game is a 7. What happens?
Show answer 1
D. The roller discards if needed, moves the robber, and can steal Official rules have no friendly robber. A 7 on the first turn works like any other 7: discards, a robber move, and a steal.
Red rolls a 7. Before moving the robber, Red asks the table, "Anyone want a wool for a brick?" Under the official rules, what happens?
Show answer 2
A. The robber goes to the desert and Red steals nothing The roll has to be resolved first, and trade talk is off limits while the robber is in play. Negotiating early costs Red the robber move and the steal. Talking about where the robber should go is still fine.
You have 4 cards and Green asks how many you hold. What do the rules ask of you?
Show answer 3
B. Say "four" and keep the cards hidden Your count is public and you must give it when asked. Your cards are not. Showing them earns a warning, then a penalty.
Nice work. That is this lesson's Level check done.
Next lesson
The 5-Minute Map Study
Next, the five minutes before anyone places. Lesson 31 turns your 60-second board read into a full map study checklist, with a time budget for every step.
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