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.

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you can also see it on your mobile!


- 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.