Catan Brand Guidelines
The game that opened the hobby — a hexagonal island of resources, trading and roads.
Aa
Two constants: a terracotta-and-wheat palette and a classic serif. Abstract homage — not the Catan wordmark or logo.
The game that opened the hobby
Catan brought the world to modern board games.
Catan is a lesson in a single product defining a whole category. It was designed by Klaus Teuber and first published in 1995 in Germany by Kosmos as Die Siedler von Catan (The Settlers of Catan); it won the Spiel des Jahres 1995 and was renamed simply “Catan” in 2015 to unify the brand across some thirty languages. (Teuber, one of the most important designers in the hobby, died in 2023.)
Its icon is the hexagonal, modular island: nineteen terrain hexes that produce brick, wood, sheep, wheat and ore, which players spend to build roads, settlements and cities, trading resources with each other, blocking with the robber, and racing for “longest road,” “largest army” and ten victory points — with production driven by a roll of 2d6. Because the board is assembled fresh each game, no two sessions are the same.
Catan is widely credited as the gateway game that carried the modern “German-style” / Eurogame hobby into the English-speaking world — accessible, social, built on trading and negotiation rather than luck or elimination. It has sold over 40 million copies (an approximate figure) across countless editions and expansions (Seafarers, Cities & Knights). Behind it sits a clear structure worth getting right: Catan GmbH, the Teuber family company, owns the IP and designs the games; Catan Studio is the US/English publisher (part of Asmodee); and Kosmos remains the German publisher. (Honest notes: it’s “Catan,” not “Settlers of Catan,” since 2015; sales are approximate; don’t conflate Catan GmbH with Catan Studio; and no official brand hex is published.)
Colour
Catan lives in a terracotta-and-wheat palette. Click a swatch to copy the hex.
Catan’s identity is warm, earthy and inviting — a terracotta brick-red, ink black, and a wheat gold. The palette reads as the island’s resources: the brick and clay, the wheat fields, the forests and ore of the modular board. It’s a warm, tabletop world that signals resource, place and social play. It’s a terracotta-and-wheat palette that signals the gateway hobby game. The honest caveat: Catan publishes no official brand hex, so the terracotta, ink and wheat here are an original, unofficial interpretation, not first-party values.
The lesson is an earthy resource palette signals warmth and place. Catan’s world reads as inviting and tactile. For designers, it’s a reminder that natural, material colours (brick, wheat, forest) evoke a physical world and draw people in — fitting for a game about land and resources. The takeaways: use earthy, material tones for warmth and place; let the subject’s resources inform the palette; and treat any single hex as unofficial when there’s no published spec.
Typography
The wordmark spirit is a classic serif — warm and settled.
Catan’s identity carries a warm, classic, settled spirit — a “Catan” wordmark whose grounded forms suit a game of building and settling a land. A classic serif captures the mood: it’s warm and timeless, matching a modern classic that feels a little old-world. Set against a terracotta palette, the classic serif feels rooted and inviting — exactly the island-building, resource-trading personality Catan carries. It’s settled rather than flashy, mirroring a board of fields and forests. (Catan’s real wordmark is a trademark we describe but don’t reproduce.) Because the exact mark isn’t ours to use, the honest description is “a classic serif spirit,” not the Catan logo. The type behaves like the brand: warm, classic and settled.
Aa
A classic serif spirit — warm and settled. (Specimen set in Cardo, a classic text serif; NOT the Catan logo, which is a trademark.)
Defining a category as the difference
Catan created the on-ramp.
Catan is a lesson in being the on-ramp to a whole hobby. Before Catan, “board games” in the English-speaking world mostly meant roll-and-move family titles or dense wargames. Catan offered a third thing: a game that was strategic but social, quick to learn but deep, and built on trading and negotiation rather than luck or knocking players out. That combination made it the game people are handed as their first “real” board game — the gateway — and in becoming that on-ramp, Catan effectively created the modern hobby-games market in the US. Its influence is bigger than its (enormous) sales: a huge share of today’s players entered through Catan’s hexes. Defining the category, not just competing in it, is the deepest kind of brand power.
For designers and brand-builders, Catan offers a clear takeaway: creating the on-ramp to a category is more powerful than winning a slice of it. The lessons: make the entry experience accessible without being shallow (easy to learn, deep to master); build around interaction (trading, negotiation) so the product is social by nature; and keep the facts precise — Catan is Klaus Teuber’s 1995 gateway game, its IP owned by the family’s Catan GmbH. It’s also a reminder to keep it honest: it’s “Catan” since 2015; sales figures are approximate; Catan GmbH (IP) and Catan Studio (US publisher, Asmodee) are distinct; and no official brand hex is published, so the palette here is an interpretation. Catan created the on-ramp — proof that defining a category can be the difference.
Explore & save
Keep Catan’s identity on hand — save it to a board in the Made Good inspiration library.
Catan identity set
Pin the terracotta-and-wheat palette and the classic-serif spirit to your own board.



