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Die Siedler von Catan: Junior

#27766BGG ↗

2007 · 3-4 players · 30min · weight 1.55 · 540 ratings

v2 v3

BGG raw

ID
27766
Name
Die Siedler von Catan: Junior
Year
2007
Rank
7887
Min players
3
Max players
4
Playing time
30
Min playtime
30
Max playtime
30
Avg weight
1.5484
Num weights
31
Bayes avg
5.6361
Average
6.30437
Users rated
540
Num owned
1115
Wanting
12
Wishing
76
Num comments
119
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (5)
Dice RollingHand ManagementMemoryNetwork and Route BuildingTrading
Categories (4)
Children's GameEconomicNegotiationPirates
Description (1900 chars)

Die Siedler von Catan: Junior is, as you might expect, a junior edition of The Settlers of Catan, and while the game play remains mostly the same – with players collecting and trading resources in order to build things, gain more resources and score points – the setting is new. Instead of being settlers, though, the players are now pirates, with pirate warehouses located on islands in the waters around Catan and ships sailing in those waters. Pirate warehouses are equivalent to settlements in Catan, and the player receive resources from these warehouses whenever a die roll matches the number showing on that island. These resources take the form of equipment cards, and the resources are wood, wool, rum, sabers and gold. With these, players construct ships and more pirate warehouses or buy development cards. Instead of a robber, players must now beware of a Ghost Pirate, which can block the resources normally provided by a warehouse. Each player starts with two pirate warehouses, and the first player to build seven warehouses wins. In order to build a new warehouse, however, a player must go by ship from an existing warehouse to a new construction site, which thus keeps players alternating between constructing ships and warehouses. Aside from the change in theme, other changes between The Settlers of Catan and Catan: Junior include the elimination of cities (i.e., warehouses can't be upgraded) and the distance rule between settlements, resources allocated by the roll of one die instead of a pair of D6s, and the introduction of a marketplace that allows trading with the bank. At the start of the game, one equipment card of each type is placed in the marketplace; on a player's turn, he can exchange one card in hand for a card in the marketplace. At certain times in the game, the marketplace is cleared and reset to feature one equipment card of each type.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).