Expansion 9, now sold as Sheep & Shepherds: hill tiles sit on top of a second tile and break ties, and a shepherd grows a flock until the wolf comes out of the stack.
Build postal routes across Bavaria, drawing cities that fit end to end.
Colours and shapes on wooden tiles; Scrabble without the words.
Expansion 10, now sold as Circus & Artists: the big top pulls a crowd across the map and followers stack into human pyramids for points.
Trams and U-Bahn lines across the city, with sightseeing stops that score at the end.
Expansion 3, now sold as Dragon & Fairy: a dragon walks the board eating followers, the fairy protects the one she stands with, and magic gates drop a meeple anywhere.
Move your canoes across a river of moving discs and do not go over the falls.
The gateway co-op: grab four treasures before the island sinks.
Card drafting so light you can teach it in ninety seconds.
Tunnels, ferries and stations on the best-loved map of the series.
The roll-and-write take on the tile-and-wildlife hit.
A two-player quilt of Tetris pieces and a time track instead of turns.
Three rounds of the same names: describe, one word, then mime.
Fantasy races overrun the map and then go into decline on purpose.
Bet on stacked camels racing round a pyramid; pure, delighted chaos.
Quilt-building for cats: a spatial puzzle that punishes one wrong tile.
A gardener and a hungry panda argue over a bamboo plot.
The best of the Azul family, with wild tiles and a gentler penalty for what you cannot place.
The same drafting moved into a chocolate shop, scoring boxes filled by colour and by shape.
Rescue polyomino cats from a sinking island before Vesh Darkhand arrives.
Panes instead of tiles, and a glazier who only ever moves clockwise around the factories.
Build a stained-glass window from dice, obeying colour and shade rules.
The one real expansion: double-sided boards and a plastic overlay that lets you choose where the pattern goes.
The expansion that gives Catan a real mid-game and a barbarian clock.
Trick-taking where you must predict exactly how many tricks you will win.
A dial between two extremes and a clue that has to land exactly right.
Broken telephone with sketchbooks; the fun is entirely in the reveal.
A gentle legacy game: twenty-four chapters that stick stickers on your board.
A two-player market duel of camels, commodities and bonus tokens.
Roll dice, trigger buildings, race to finish four landmarks.
Infobox