
- BGG rank
- BGG #23,705
- BGG rating
- 6.0
Switchboard
- 2–4 players
- 45 min
- Complexity 1.8/5
- 1966

2002
Rules assistance for Catch 22
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Catch 22 is a board game released in 2002 for 2–6 players, 45 minutes per game, and ages 12 and up. Its main mechanics are Roll / Spin and Move, Dice Rolling, and Tile Placement.
I originally 'tasted' Catch 22 at one of Major Fun's soirées, where it was an instant hit. Players have to move around a multi-path board by the throw of a die landing on jackpot spaces and collecting 'gold coins' (at least 22 of them....) before they attempt to cross one of several finish spaces with their bounty in tow. Unfortunately, once you have coins, you become a target (when you land on another player, you get their gold). Each player has five plastic 'blocker cubes' that he can place on empty spaces. These blocks stop everyone but that player from continuing along a particular path. Besides the spaces where gold is available, there are those one can land on to switch places with the player of your choice and spaces that allow you to take a blocker cube off the board, which basically means it's not over till it's over. The board's multiple paths give at least a few options on each turn, unless an opponent has blocked your way. And don't worry if somebody's nabbed your gold. Revenge is sweet!
Catch 22 supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Catch 22 is 45 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Catch 22 for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Catch 22 has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Catch 22 belongs to these categories: Dice, Abstract Strategy, and Maze. Its main mechanics are Roll / Spin and Move, Dice Rolling, and Tile Placement. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists Catch 22 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.