Random Team Generator
Paste a roster, choose team count, and generate random or rating-balanced teams with clear assignments for a group activity.
Generate Catan-style board setups with classic or 5-6 player layouts, number-token rules, resource clustering controls, and ports.
Use this generator before setup when you want a fresh board that still respects the house rules your table prefers. Fan-made setup helper; not affiliated with Catan or its publishers.
Catan Board Generator creates a complete starting island for Catan-style tabletop play. It is built for players who like randomized maps but do not want a board that accidentally hands one intersection all the best production, buries a key resource behind weak numbers, or puts the most valuable number tokens shoulder to shoulder. The generator supports standard classic boards and larger 5-6 player layouts, and it keeps the most common house-rule switches close to the map so setup stays quick.
The generator keeps setup quick by using one action for a fresh shuffle. Choose the options your table wants, click Generate Board, and the map is rebuilt with a new internal shuffle so each result feels like a newly mixed board.
Balanced boards are not meant to remove all luck from Catan. Dice rolls, trading, robber timing, settlement choices, and player negotiation still decide the game. The goal is narrower: avoid starting maps that feel distorted before the first settlement is placed. Separating terrain constraints from number-token constraints lets a group decide exactly how structured or wild the board should be.
For a stricter setup, keep 6 and 8 separated and turn off any other touching options your group avoids. For a teaching game, consider desert near center so the robber is easy to find and the island feels familiar. For experienced players who enjoy volatile games, allow more touching options and use fully random resources or numbers.
The generator starts from the terrain distribution for the selected map size. Classic boards use three brick, four lumber, four wool, four grain, three ore, and one desert tile. Expansion boards use a larger distribution with five brick, six lumber, six wool, six grain, five ore, and two desert tiles. Resource tiles are shuffled with an internal pseudo-random generator each time Generate Board is clicked.
When same-resource touching is disabled, the generator builds a constrained terrain layout so matching non-desert resources do not border each other. When same-resource touching is enabled, balanced resource placement searches many shuffled terrain layouts and prefers layouts with fewer adjacent matching resources.
Number tokens are placed only on non-desert tiles. Balanced number placement repeatedly shuffles the token bag and scores each candidate by looking for adjacent high-production 6 and 8 tokens, adjacent low-production 2 and 12 tokens, repeated touching numbers, and uneven production spread across resources. The rule switches decide which contacts are allowed.
The board balance score is a setup diagnostic, not a promise that the game itself is balanced. It penalizes visible board risks: hot-number adjacency, repeated-number adjacency, low-number adjacency when disallowed, resource clusters, large differences in total pip value by resource type, and strong harbor bonuses from ports next to useful production. The harbor bonus penalty is capped at 12 points of the 100-point score. A high score means the generated setup follows the selected constraints closely; a lower score means the board is more volatile or the selected constraints were difficult to satisfy together.
Select the layout and constraints that match the components and edition at the table. Count terrain, number tokens, desert spaces, and ports before setup. Expansions, house components, and regional editions can differ, so the physical game's rulebook and component list remain the authority.
Balanced constraints can avoid some extreme clusters, but they do not make every starting position equal. Port access, resource combinations, turn order, player decisions, and trading all shape the game. Present the generator as a repeatable setup method, not as proof that no position has an advantage.
Agree whether rerolls are allowed before viewing the board. Rerolling because a favorite resource or starting area looks weak introduces preference after the random result. A valid reroll can be reserved for a component mismatch, an impossible setup, or a constraint the group selected but the board failed to meet.
After generating, build the physical board and compare it tile by tile. Check the desert and robber, high-probability number spacing, ports, coastline, and any expansion-specific pieces. Save a screenshot or seed only if the group wants to reconstruct the same setup later.
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Paste a roster, choose team count, and generate random or rating-balanced teams with clear assignments for a group activity.
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Track and adjust player or team scores for board games, card games, party games, classroom activities, and casual competitions.