Carcassonne
2 - 5 Players
Players must develop
the area around Carcassonne.
They will place their
followers
onto roads and into cities,
monasteries, and fields.
Only those who make
the most judicious
placements
will gain the points
required to win the game.
If you can scan the QR code above,
you can also see it on your mobile!
<Components>
- 1 score board
- 72 land tiles
- tile showing a city
- tile showing a road
- tile showing a monastery
- start tile
- back of regular tile and river tile
- meeples
<Set Up>
The first and most important pieces
of
Carcassonne are the Land tiles
: there are 84 tiles
which
depict roads, cities, and monasteries,
all
of which are generally surrounded by fields.
Twelve (12) of tiles show a river.
These are explained in
the supplementary
rules.
Other graphical elements such as
houses, people, or animals
have no impact
on the game.
Every tile shares the same back,
with the exception of the
start tile
and the twelve River tiles.
The back of those
tiles is darker,
making them easy to set them aside.
Place the start tile
(the one with a dark
back)
in the middle of the table.
Shuffle
the remaining tiles
and set them as
different
face down stacks that are easily
accessible to all players.
Finally, we have the meeples.
You will find in the box
40 regular
meeples, including 8 meeples
in each of these colors
: yellow, red,
green, blue, and black.
In addition, there are also 5 abbots,
including
1 in each of the same colors.
Start by distributing 7 meeples
of the color of their choice to each
player
(don’t forget to give yourself some as well).
These meeples
constitute each
player’s personal supply.
Then, each of you takes
the remaining meeple in their color
and sets it
on space 0 of the scoreboard.
Return to the box any unused meeples
and, for your first game,
the abbots.
Determine a first player.
<Game Progress>
A game of Carcassonne is played
in clockwise order.
Starting with the first player,
the current player does
the
following actions in the order
listed below, after which it
is the next player’s turn,
and so on and so forth.
First, we’ll give you a brief description
of the actions you have to do during
one of your turns.
These actions will be
detailed as
we present the roads, the cities,
and finally the monasteries.
1. Placing a tile
: The player must draw exactly
1 Land tile from a stack
and place it
face up
to continue the
landscape.
2. Placing a meeple
:
The player may place a meeple
from her supply onto the tile
she has just placed.
3. Scoring a feature
:
The player must score
any feature
completed by her tile placement.
The Roads
1. Placing a tile
You draw the depicted tile
with three road segments
starting from a village.
You must place it in such a way
that
it continues the existing landscape
(the tiles already in play).
2. Placing a meeple as a highwayman
After placing the tile,
you may place a meeple
as
a highwayman on one of
that tile’s road
segments,
but only if the road is unoccupied by
another highwayman.
In our example, since the road
is not yet completed,
no scoring occurs and play moves
on
to the next player.
The other player draws a tile that
he places to continue
the landscape.
He may not place a meeple
on the road
to the right since
your highwayman is already
present
on that road.
Instead, he chooses to place his meeple
as a knight in the city segment of that tile.
3. Scoring a road
When both ends of a road are closed,
that road is completed and
scored.
The end of a road is closed
when it meets a village, a city,
a
monastery, or it loops onto itself
by meeting the other end.
So let’s see if there is a scoring here.
There is one because
both ends
of the road are closed.
Even though it is your opponent
that placed the tile,
this still completes
your road.
When scoring a road, each tile
of that road grants you 1 point.
Here, since
you scored a road that
is made out of 3 tiles, you score 3 points.
It is now time to note your score.
You
keep track of your score
with the meeple
you placed on
the scoreboard before
starting the game.
Continuing our
example,
you move it forward 3 spaces
to
show that you’ve scored 3 points.
If
your score passes 50 points,
lay down your
scoring meeple
to show your 50+ points.
After each scoring, return to your
supply
the meeple that was just scored.
The Cities
1. Placing a tile
As usual, you
draw a tile
that
you use to
continue the
landscape.
Of
course, the illustration
must be continued as well.
For
example, a city segment must
be
connected to an open city.
2. Placing a meeple as a knight
Then, you see if there is
already
a meeple as a knight
in the city.
Here, there isn’t,
so you can place
one
of your meeples
as a knight in
this city.
3. Scoring a city
Let’s continue our example
and assume that a few turns have passed.
You now
draw this tile that you place
to continue your city.
Since the tile you’ve placed
completes a feature (here, the city),
it must now be scored.
A city is completed
when it is surrounded
by walls and there are
no gaps inside the city.
Since you have a meeple in the completed city,
you are the player
to score it.
Each tile in a completed city is worth 2 points.
In addition, each coat of arms
is worth 2 more points.
For this city, you score 8 points!
As usual, the meeple that was
in the
scored feature returns to your supply.
The Monasteries
1. Placing a tile
Once more, you draw
a tile
to continue
the landscape.
Monasteries are
always depicted
in
the center of a tile.
When placing
such a tile,
you must, as usual, make
sure
that it continues the illustration.
2. Placing a meeple as a monk
You can place
a meeple on
a
monastery as a
monk.
Of course, that
meeple must
come
from your supply.
3. Scoring a monastery
A monastery is completed
when it is surrounded by tiles.
During scoring,
the monastery
is worth 1 point per tile
that completes it (including the
monastery itself).
By placing this tile, you complete your monastery.
It earns
you 9 points and allows you
to take your meeple back.
<How to Finish the Game>
You may wish that it were
otherwise,
but there must be a winner!
Thus, the game ends immediately
after the turn of the player
who placed the
last tile.
Then, players proceed to a final scoring,
after which the winner
will be known to all!
Once the game is over,
all meeples still in play are scored :
- Each incomplete road
is worth 1 point per tile,
just like during the game.
- Each incomplete city
is worth 1 point per tile
and 1 point per coat of arms,
which is only half the points.
- Each incomplete monastery
is worth 1 point plus 1 point
per adjacent tile,
just like during the game.
- Each field is worth 3 points
per adjacent completed city.
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