catan setup
Catan Setup Strategy: How to Place Your First Two Settlements

The Game Is Half-Decided Before the First Roll
Nothing you do in Catan matters more than where you place your opening settlements. Good placement quietly feeds you resources every single turn; bad placement leaves you begging for trades and praying for numbers that never come. This guide walks through how to read the board and make placements that win games.
You can follow along in a real game — play Catan free on Settlr and set up a board while you read.
First, Learn to Read the Numbers
Every number token carries a set of small dots. Those dots tell you exactly how likely the number is to be rolled, because they count the ways two dice can produce it out of 36 combinations:
| Number | Dots (pips) | Ways to roll | Odds per roll |
|---|---|---|---|
| 6 or 8 | 5 | 5 | 13.9% |
| 5 or 9 | 4 | 4 | 11.1% |
| 4 or 10 | 3 | 3 | 8.3% |
| 3 or 11 | 2 | 2 | 5.6% |
| 2 or 12 | 1 | 1 | 2.8% |
The 6 and 8 are printed in red for a reason — they hit more than any other number (7 does not appear on the board because it triggers the robber). When you evaluate a settlement spot, add up the dots on its three surrounding hexes. That total, the "pip count," is the single best quick measure of how productive a spot is.
Balance Resources, Not Just Numbers
High pips on a single resource are a trap. Catan makes you spend a mix of resources to build anything:
- Road: brick + lumber
- Settlement: brick + lumber + wool + grain
- City: 3 ore + 2 grain
- Development card: ore + wool + grain
Notice the pattern. Brick and lumber build your early expansion — roads and settlements. Ore and grain power the late game — cities and development cards. Wool touches everything. A start that gives you all five, or at least four with strong numbers, keeps every option open. A start drowning in lumber with no ore will stall the moment you want to upgrade to cities.
The Two Classic Openings
- Ore–Grain–Wool (the city/dev engine): aims to pump out cities and development cards, chase Largest Army, and win on upgrades. Wants strong ore and grain numbers.
- Brick–Lumber (the expansion engine): aims to spam roads and settlements, grab Longest Road, and claim spots before opponents. Wants strong brick and lumber numbers.
Neither is strictly better — it depends on the board and your opponents. What matters is committing to a coherent plan rather than a random pile of hexes.
Your Two Settlements Should Complement Each Other
You place two settlements in setup, and the second is a snake-draft pick (placement order reverses), so you often get it after seeing what everyone grabbed. Use it to patch the holes in your first settlement.
If your first spot is ore-and-grain heavy, use the second to secure brick and lumber so you can actually expand. If your first spot is brick-and-lumber heavy, grab ore so you are not locked out of cities. The goal across both settlements is coverage: all five resources on solid numbers, ideally with no two of your hexes sharing the same number so a single bad-luck streak cannot dry you out.
Diversify Your Numbers
Two settlements both touching the 6 feels great until three turns pass without a 6 and you have produced nothing. Spread your numbers so you collect on many different rolls. A spot on 8, 5, and 10 that shares no numbers with your other settlement will feel far more consistent than a stack of two red numbers that either flood or famine.
Do Not Forget Ports
A 2:1 port turns a resource you overproduce into everything else. If your board hands you a huge lumber income, a 2:1 lumber port is a private trading post that never says no. A 3:1 (generic) port is a solid fallback when you cannot get a matching 2:1. Ports are strongest when they match a high-pip resource you already dominate — otherwise you have nothing to feed them.
Think About Roads and Blocking
A settlement is also a launch point. Before you commit, ask: where is my next settlement going, and can I reach it before an opponent? A spot with an open, high-value expansion node one road away is worth more than an isolated spot with slightly better numbers. And if a rival is one road from a premium node, taking it first can be worth more than a marginal upgrade to your own income.
A Placement Checklist
- Pip count — add the dots; favor totals around 10+ across the three hexes.
- Resource mix — across both settlements, cover all five resources.
- Number spread — avoid doubling up on the same number.
- A plan — commit to ore/grain or brick/lumber, not a random pile.
- Expansion — is there an open, valuable node one road away?
- Ports — does a 2:1 match a resource you already flood?
A Note for Cities & Knights
In Cities & Knights setup you place a city second instead of a settlement, which front-loads your economy and makes commodity hexes (ore, lumber, wool) even more valuable. Prioritize ore — it feeds both cities and knight promotion. See our full Cities & Knights strategy guide for how those pieces connect.
Put It Into Practice
Reading a board becomes second nature with reps. Jump into a free game on Settlr, try an ore-grain opening on one board and a brick-lumber opening on the next, and feel the difference. And brush up on the math behind it all in our dice probability guide.
Settlr Team
The team behind Settlr — a free, browser-based way to play Catan and the Cities & Knights expansion. We write about strategy, game design, and playing online with friends.
Related articles

Catan Dice Probability: The Numbers Every Player Should Know
Why are 6 and 8 red? A clear guide to Catan dice probability, the pip system, pip counts, streaks, and how to turn the odds into better placement and trading decisions.

Cities & Knights Strategy Guide: How to Win with Knights, Commodities & Progress Cards
Master the Catan Cities & Knights expansion: commodities, city improvements, metropolises, knights, and the barbarian attack — plus a concrete game plan to reach 13 points.