Road
Extend your route by one edge. Connect to your own road or building; you cannot build through an opponent’s building.
The player guide
Build roads, grow settlements into cities, and be first to ten points on your own turn.
Create or join a room, then start together.
Create room opens your lobby. Choose Join room for a friend’s code, or open their invite link.
Continue with Google or as a guest. Pick a username and portrait, then share the room link with your friends.
The other players select Ready. The host selects Start once everyone is connected and ready.
Place a settlement and a road touching it. Everyone takes a first placement, then the order reverses for the second.
Your second settlement gives you one resource from each neighboring productive tile. Setup pieces are free.
Two-player rooms are Catanova’s custom option using the same island and ten-point goal, without neutral players. The default balanced map also uses custom fairness constraints. Three- and four-player games are the base-game compatibility target. There is no solo mode or public matchmaking.
Five resources pay for everything you build. Learn the pictures and you’ll know your hand at a glance.
A tile produces when its number is rolled. The desert produces nothing.
Extend your route by one edge. Connect to your own road or building; you cannot build through an opponent’s building.
Worth 1 point. Collects 1 resource from each neighboring tile that produces. After setup, it must touch one of your roads.
Worth 2 points total. Replace your own settlement and collect 2 resources instead of 1. The settlement piece returns to your supply.
Draw a hidden card from the deck. You can buy more than one if you can pay and cards remain.
Matching tiles pay every neighboring player, whoever rolled. Settlements collect one; cities collect two.
Make trades and purchases in any order. Keep going while you have legal moves and resources to spend.
Pass to the next player. Their portrait shows the next required action, such as rolling or moving the robber.
A playable development card can be used before rolling, or during your action phase. Finish its effect before taking another action.
No resources are produced. Everyone with more than seven resource cards discards half, rounded down. Development cards do not count.
After all discards, move the robber to a different land tile and steal one random resource from one eligible neighboring opponent. That tile stops producing until the robber moves again.
If several players need a resource and the bank cannot pay everyone, nobody receives that resource from the roll. If only one player is entitled to it, they receive what remains, up to their entitlement. Other resources still produce normally.
The host can leave it off or choose 40, 65, 90, 115 or 140 seconds before the game. Expiry completes required actions using the server’s rule-valid defaults and ends the turn. It does not buy pieces or accept trades for you. Setup placements are untimed; required discards have their own countdowns.
Need one last resource? Ask a friend, or use the bank.
On your turn, select Trade. Click the cards you give and the cards you want. Choose ? Open to offers to let friends propose a return. Both sides must give something, and every trade includes the active player.
Always available on your turn.
Three cards of any one resource.
Two of the port’s named resource.
The question-mark ports are general 3:1 ports. There are four of these and one 2:1 port for each resource.
Select a held development card to read its effect, then play it. No dragging required.
One action card per turn. Bought it this turn? Wait until your next. Hidden Victory Point cards count immediately.
Move the robber and steal from an eligible neighbor. Nobody discards. Played Knights count toward Largest Army.
Place two legal roads without paying their resource costs, subject to your remaining pieces and available sites.
Choose two available resource cards from the bank. They can be the same resource or two different ones.
Choose one resource. Every opponent gives you all the cards they hold of that type.
One hidden point, including on the turn you buy it. It counts toward your total; you do not need to play it as an action.
Road Building requires a legal first road and uses a second whenever possible. Year of Plenty takes one card if it is the only card left in the bank, and cannot be played into an empty bank. These are provisional interpretations; the compatibility ledger tracks the remaining source questions.
Reach ten points on your own turn to win immediately. If you reach ten on someone else’s turn, wait until your turn and still have enough then.
A city is worth two points total, replacing the settlement’s point. Roads do not score points by themselves.
The first continuous route of at least five roads earns it. Opponents’ buildings can break a route; separate branches do not simply add together.
The first player to play three Knights earns it. Knights still in your hand do not count.
Both awards appear on player profiles. To take one, exceed the holder’s qualifying total. Ties normally leave an award where it is; the full road rules cover ties after a route is broken.
Google sign-in keeps your profile and enables friends. Guests expire after seven days of inactivity. Guests can link Google to keep their username. They cannot add friends while still guests.
Let the game reconnect. Return with the same account and invite to recover your seat. The connection panel shows ping and sync status. Keep your guest session and browser storage while playing.
Create a room or join a friend’s invitation.