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2
Contents
•72 landscape tiles (including 1 starting tile with a different back), which picture city, road, and field segments and cloisters.
•48 followers in 6 colors:
Each follower can be used as a knight, thief, monk, or farmer.
One of each player’s followers is used as his scoring marker.
•1 scoring track:
This tracks the players’ points.
•1 rule booklet and 1 rule summary
Overview
The players place land tiles turn by turn. As they do so, the roads, cities, fields, and cloisters emerge and grow. On these, the players can deploy their followers to earn points. Players score points during the game and at the end. The player with the most points after the final scoring is the winner.
Preparation
Place the starting tile face up in the middle of the table. Shuffle the remaining land tiles face down and stack them in several face-down stacks so that all players have easy access to them. Place the scoring track near one edge of the table to leave room for the players to place land tiles in the middle of the table. Each player takes the 8 followers in his color and places one as his scoring marker in the large space at the lower left of the scoring track. Each player places his remaining 7 followers before him on the table as his supply. The players decide among themselves who will be the starting player, using any method they choose.
Playing the game
Players take turns in clockwise order beginning with the starting player. On a player's turn, he executes the following actions in the order shown:
The player must draw and place a new land tile.
The player may deploy one of his followers from his supply to the land tile he just placed.
If, by placing the land tile, cloisters, roads, and/or cities are completed, they are now scored.
The player’s turn is over and the next player, in clockwise order, takes his turn in the same manner.
Placing land tiles
First a player must draw a land tile from one of the face-down stacks. He looks at it, shows it to his fellow players (so they can advise him on the "best" placement of the tile), and places it on the table, using the following rules:
• The new tile (with red borders in the examples) must be placed with at least one edge abutting one previously placed tile. The new tile may not simply be placed corner to corner with a previous tile.
• The new tile must be placed so that all field, city, and road segments on the new tile continue to field, city, and road segments on all abutting tiles (cloisters are always complete within single tiles).
A clever tile-laying game for 2 to 6 players aged 8 and up from Klaus-Jürgen Wrede
The southern French city of Carcassonne is famous for its unique Roman and Medieval fortifications. It was an important city in southern France during medieval times. The players develop the area around Carcassonne and deploy their followers on the roads (as thieves), in the cities (as knights), in the cloisters (as monks), and in the fields (as farmers). The skills the players employ to develop the area and use their thieves, knights, farmers, and monks will determine who is victorious. But all will have fun playing!!
city segments
back of starting tile
field segments
crossings
cloister
road segments
front of starting tile
---
3
In the rare circumstance where a drawn tile has no legal
placement (and all players agree), the player discards the tile
from the game (into the box) and draws another tile to place.
Deploying followers
After the player places a land tile, he may deploy one of his followers, using the following rules:
• The player may only play 1 follower on a turn.
• The player must take it from his supply.
• The player may only deploy it to the tile he just placed.
• The player must choose where to deploy the follower on the tile, either as a:
• The player may not deploy a follower on a field, city, or road segment if that segment connects to a segment
on another tile (no matter how far away) that already has a follower (from any player, including himself) on
it. See the following examples.
When a player has deployed all his followers, he continues to play land tiles each turn. Although a follower
may not be recalled, followers are returned to players when cloisters, roads, and cities are scored.
The player’s turn is over and the next player in clockwise order takes his turn, and so on.
Remember:
If, through the placement of the tile, cities, roads, and/or cloisters are completed, these
are scored before moving on to the next player.
Scoring completed roads, cities, and cloisters
A COMPLETED ROAD
A road is complete when the road segments on both ends
connect to a crossing, a city segment, or a cloister, or when
the road forms a complete loop. There may be many road
segments between the ends.
The player who has a thief on a completed road scores
one point for each tile in the completed road (count
the number of tiles; separate segments on a tile count
just once).
The player moves his scoring marker forward on the scoring track a
number of spaces equal to the points earned (see also page 5).
Red earns 3
points.
Red earns 4 points.
Blue can only deploy a farmer as
there is already a knight in a
connected city segment.
Blue can deploy his follower as a knight or a thief, but only as a
farmer in the small field where the red arrow points. In the larger
field area, there is already a farmer on a connected field segment.
knight
in a city segment
farmer
in a field segment
monk
in a cloister
thief
on a road segment
lay farmers on their sides!
or
or
or
here
or
here
road and field segments
are continued
on one edge the city segment is
continued and on the other edge
the field segment is continued
city segment is continued
This is an
invalid
placement
---
A COMPLETED CITY
A city is complete when the city is completely
surrounded by a city wall and there are no gaps
in the wall. A city may have many city segments.
The player who has a knight in a completed city
scores two points for each tile in the city (count
the tiles, not the segments). Each pennant on
segments in the city earns the player 2 points.
What if a completed city or road has more than one follower?
It is possible through clever placement of land tiles for there to be
more than one thief on a road or more than one knight in a city. In a
completed road or city, the player with the most thieves (on a road)
or the most knights (in a city) earns all the points.
When two or more players tie with the most thieves or knights,
they each earn the total points for the road or city.
A COMPLETED CLOISTER
A cloister is complete when the tile it is on
is completely surrounded by land tiles.
The player with a monk in the cloister
earns 9 points (1 for the cloister tile and
1 each for the other tiles).
RETURNING SCORED FOLLOWERS TO THE PLAYERS’ SUPPLIES
After a road, a city, or a cloister is scored (and only then), the followers involved are returned to the appropriate
players' supplies. The returned followers may be used by the players as any of the possible followers (thief, farmer,
knight, or monk) in later turns.
It is possible for a player to deploy a follower, score a road, city, or cloister, and have the follower
returned on the same turn (always in this order).
1. Complete a road, city, or cloister with the
new tile.
2. Deploy a knight, thief, or monk.
3. Score the completed city, road, or cloister.
4. Return the knight, thief, or monk.
THE FARMS
Connected field segments are called farms. Farms are not scored. They exist only as places to deploy farmers.
Farmers are only scored in the final scoring. Farmers remain in the field segment where they are deployed
for the entire game and are never returned to the players’ supplies!
To emphasize this, place the farmer on its
side on the field segment.
Farms are bordered by roads, cities, and the edge of the area where the land tiles have
been played.
Red earns 4 points
All 3 farmers have their own farms.
The city and road segments separate
the farms from each other.
With the placement of the new land
tile, the 3 players each have 1 farmer on
the farm.
Note: the player who
played the new land tile
may not deploy a
farmer because the
connected field segments
already have farmers.
Red earns 8 points
(4 city tiles, and no
pennants)
When a tile has 2
segments in a city, it
still counts for just 2
points (1 tile).
Red and Blue each score the full 10 points
for the city as they tie with 1 knight each in
the completed city.
Red earns 9 points.
The new land tile connects separate city
segments to complete a city.
Red earns 8 points
(3 city tiles
and
1 pennant).
Red earns 3 points
---
5
THE SCORING TRACK
Record all points on the scoring track. The track is round with 50 spaces. Players can traverse the
track several times if their scores exceed 50, 100, or more. When a player’s scoring marker first passes
the 50 space, he takes one of the point cards and places it in his play area with the “50” side
showing. If his scoring marker passes the 50 space again, he turns the point marker over to the
“100” side. If his scoring marker passes the 50 space again, he takes a second point marker and
places it in his play area with the “50” side showing. If a player’s marker continues to pass the 50
space, he continues using the point markers as described above.
Game end
At the end of the player's turn (after the scoring of any completed cities, roads, and cloisters) during which the
last land tile is placed, the game ends. Then follows the final scoring.
Final Scoring
SCORING OF INCOMPLETED ROADS, CITIES, AND CLOISTERS
For each incomplete road and city, the player, who has a thief on the road
or knight in the city, earns one point for each road or city segment.
Pennants are worth 1 point each. For incomplete roads and cities with
more than one follower, use the rules for completed roads and cities to
determine who scores. For an incomplete cloister, the player with the
monk on the cloister earns 1 point for the cloister and 1 point for each
land tile surrounding it.
FARMER SCORING (for supplying the completed cities)
• Only completed cities are used for scoring farmers.
• The farmer must be in a farm that borders a city to supply it.
The distance of the farmer to the city is unimportant.
• For each completed city a farm supplies, the player who
deployed the most farmer(s) in the farm earns 3 points,
regardless of the size of the city. If players tie with the most
farmers, each scores 3 points.
• A farm can score several cities if they border the farm.
• Several farms can supply a single city. In such a case, each farm
is scored separately, as described above.
• Remove followers as you score the unfinished roads, cities, and cloisters. This will make scoring the farms easier.
When all completed cities are scored in this way, the scoring and the game is over.
The player with the most points is the winner. If players tie with the most, they rejoice in their shared victory.
Blue earns 3 points for the incomplete city on
the lower right. Green earns 8 points for the
larger incomplete city on the left. Black earns
nothing, as Green has more knights in the city
than Black.
Red earns 3 points
for the incomplete
road. Yellow earns 5
points for the
incomplete cloister.
Blue earns 6 points. Red earns
3 points. No farmer scores for the
incomplete city.
Blue earns 9 points.
In this example, Red and Yellow
tie with the most farmers in the
large farm and each earn 6 points
for the two cities (A & B). Blue
earns 3 points for city A, as he
owns the small farm.
Red owns the large farm as he has
the most farmers there. Thus, he
scores 6 points for cities A and B.
Blue owns
scores 3 points for city A.
Indicates the
order the tiles
were placed.
A further example of farmer
scoring is on page 15.
---
6
1 Inns & Cathedrals about 15 minutes longer
additional material
• 18 new landscape tiles (marked with ) • 6 large followers (1 per color)
Rule supplements
Placing landscape tiles
The new tiles are placed as before - field to field, road to road, and city section to city section.
Special features of some of the new tiles:
Placing followers
Each player adds one large follower to his 7 normal followers. He may place
the large follower in the same way as his normal followers.
When a road, city, or field is scored, a large follower counts as 2 normal
followers when determining which player has the most followers in the
completed road, city, or field.
Aft
followers. If a player places his large follower on a field, it will remain there until the end of the game just as normal
followers placed on fields.
Completed cities and roads
A COMPLETED ROAD
Inn on the Lake (6 tiles)
If one or more of the completed road scores 2 points
per
the thief scores 0 points for the player!
A COMPLETED CITY
Cathedral (2 tiles)
If one or both Cathedrals are completed, the city scores 3 points per city
(number of tiles) and pennant. If such a city is not completed by the end of the game, the knight scores 0
points for the player!
only blue scores 3 points for the road
road incomplete at game end:
Blue scores 0 points
Blue scores 6 points
Blue scores 6 points
this cloister
separates the road
into 2 segments
this tile has 4
separate city
segments
this crossing
separates the road
into 2 segments
a player may not
place followers on
these 2 segments
the inn lies only
on the right road
segment
this field ends at
the arrow
city incomplete at game end:
Blue scores 0 points
Blue scores
24 points
---
7
additional material
• 24 new landscape tiles (marked with ) • 20 trade good tokens (9 wine, 6 grain, 5 cloth)
• 6 builders and 6 pigs (1 each per color)
Rule supplements
Placing landscape tiles
The new tiles are placed as before - field to field, road to road, and city section to city section.
Special features of some of the new tiles:
Placing followers
Instead of placing a small or large follower on the tile, the player can choose to place his builder or his pig, if he meets the placing criteria described below.
THE BUILDER
Placing: a player can only place his builder on the tile he just played and only on a road or city segment that is connected to a road or city segment where he has already placed a follower.
Thus, a player must first place a follower on a road or city. On a later turn, when he adds to the road or the city he can place his builder on the added road or city segment.
• The road or city may contain knights, thieves, and builders from other players.
• There may be any number of road/city segments between the thief/knight and the builder.
• A builder can be placed on a road or city and later (after it is scored and removed) be placed on a city or road.
• A player may never place a builder on a field.
Using the builder: whenever a player places a landscape tile that adds to a city or road with his builder on it, he is allowed to take a second turn after he finishes the turn where he placed the tile that added to the road or city.
Thus, after he places a follower (or not) and scores (if required), he takes another complete turn (places a tile, places a follower if he wishes, and scores if required). Then his turn ends. He may not take a third turn in a row!
• The player may not continue past the second turn in a row! If the player adds to the city or road with his second tile placement, he may not take a third turn.
• As long as the city or road remains incomplete, the builder remains there. The player may not voluntarily remove it. When the city or road is completed and scored, the player takes back the builder and any appropriate followers.
• The player may place a follower on either or both tiles placed in a double turn. If the city or road is completed on the first turn, the player can place the returned builder on his second turn.
• The builder does not count as a follower for determining follower majority on a road or city.
2 Traders & Builders about 15 minutes longer
1) Place a thief.
2) Place the builder.
3a) Add to the road.
3b) Draw and place a 2nd tile.
3b) 2nd tile
A player can, for example …
1) Place a thief.
2) Place the builder.
3a) Complete the road and place a knight on the city segment on the new tile.
(The road is scored and the player takes back his follower and builder).
3b) Draw and place a second tile, adding to the city and place the builder there. 2nd tile
The cloister separates the road into 3 segments.
The tile has 3 separate city segments.
The bridge is not a crossing! One road runs from right to left across the tile and the other runs from top to bottom across the tile. The field segments are all separated. The tile on the left has 4 field segments; the tile on the right has 3 field segments.
One road ends at the city; the other ends at the village.
1) 2) 3a)
1) 2) 3a) 3b)
3a) 3b)
---
8
THE PIG
Placing: a player can only place his pig on the tile he just played and only on a field segment that is connected to a field segment where he has already placed a follower.
• The field may contain farmers and pigs from other players.
Using the pig: the pig increases the value of the farmers when scored.
• During the final scoring, a player with a pig in a field with his farmer will score 4 points instead of 3 points for each city he scores. If he does not earn points for a city, the pig adds nothing.
• The pig is not counted for determining which player feeds a city. It is not a follower!
• If the last farmer for a player is removed from a field (due to the effect of a Dragon or other expansion feature), he also removes his pig if it is there. Otherwise, a placed pig remains in the field until the end of the game.
Completed roads, cities, and cloisters
A COMPLETED CITY
A city with trade goods is completed
When a player places a tile that completes a city that has 1 or more trade good symbols pictured, the following occurs: the city is scored in the normal way.
The player who placed the tile that completed the city takes a trade good token for each trade good pictured in the completed city (for the trade goods shown).
It does not matter whether this player has a knight in the city or scores points for the city!
Final scoring
Trade good tiles earn players additional points
At game end, the player with the most wine trade good tokens earns 10 points. The same happens for the player with the most grain and cloth tokens. If players tie with the most, each earns 10 points.
Red plays the tile to complete the city. Blue earns 10 points and Red takes 2 grain and 1 wine trade token.
points
points
Blue has more farmers that “feed” the two completed cities. As he also has a pig in the field, he earns 4 points per city for a total of 8 points. Red does not “feed” either city. Even with a pig in the field, he scores 0 points.
10 0 10
10 10 10
Example in a 2 player game: Blue earns 20 points, Red earns 30 points.
---
9
additional material
• 30 new landscape tiles (marked with ) • 1 wooden dragon • 1 wooden fairy
Rule supplements
Placing landscape tiles
The new tiles are placed as before - field to field, road to road, and city section to city section.
All new landscape tiles show a special symbol (volcano, dragon, princess, or magic portal), which can be used when
placing followers (see below). The complete descriptions of the uses are described below.
Other special landscape tiles:
Placing followers
THE FAIRY
At the beginning of the game, the fairy stands off to the side on the table. Whenever a player places no follower on
his turn, he may, instead, place the fairy on any tile where he has one of his followers. To place the fairy, the player
moves it from the table (if it has not been placed) or from the tile where it stands. The Fairy has 3 effects:
• The Dragon will not visit a tile that has the fairy. Thus, a follower on this tile is protected from the dragon.
• If a player starts his turn with a follower on the tile where the fairy is, he scores 1 point immediately! If a player uses
his builder to take a second turn, he does not score 2 points for the fairy!
• When a feature (city, road, cloister, or farm) with the fairy is scored, the player whose follower stands on the tile
with the fairy scores 3 points for standing there, and may score for the feature as normal. When scored, the follower
returns to its owner, but the fairy remains.
THE VOLCANO (6 tiles)
Whenever a player draws a tile with a volcano, he places it as he would normally place a tile, but he may not place
any followers (or any other figure, except the dragon) on the volcano tile. Instead, the Dragon immediately flies from
his current location directly to this volcano tile, where he stops. No follower may share a tile with the dragon.
THE DRAGON (12 tiles)
Whenever a player draws a tile showing a dragon figure, he places it as he would normally place a tile, and may also place
a follower on the tile as he normally could. If placement of the tile completes a feature, it is scored as normal. Then, the
game is briefly interrupted while the Dragon moves!
Beginning with the player who just placed the dragon tile, and continuing clockwise around the table, each player, on
his turn, must move the Dragon to a new tile that is either horizontally or vertically adjacent to the tile where the
Dragon is. The Dragon always moves 6 times, across 6 tiles, regardless of the number of players (exception: dead end).
The Dragon will not “visit” the same tile twice on his 6 move journey, so the players must watch carefully to ensure he
moves properly. Also, the dragon will never move to the tile where the fairy stands. Whenever the Dragon visits a tile
with a follower, a builder, or a pig, the player whose figure stands on the tile takes the follower, builder, or pig from the
tile, returning it to his supply. When a player’s last thief, knight, or farmer is removed from a road or city with a builder,
or field with a pig, the player takes his builder or pig, putting it in his supply. After the Dragon completes his
journey, the game continues where it was paused.
Dead end: when the Dragon is on a tile from which there is no legal move, he is not moved further on this journey.
Note: as long as no volcano tile is drawn, the Dragon remains away from the game board, and will not be moved. In
this situation, if a Dragon tile is drawn, the player sets it aside and draws another to play in its stead. As soon as a
volcano tile is drawn and placed, the Dragon enters the game, the set-aside Dragon tiles are shuffled face-down with
the other tiles, and the game continues.
3 the Princess & the Dragon about 20 minutes longer
Cloister in the City
When a player places a follower here, he must choose between the cloister
and the city (or other feature on the tile). When he chooses the cloister, it is
scored when surrounded by 8 tiles, even if the city is not complete. He can
place a follower on the cloister even when the city already has a follower (on
a connected tile). The opposite is also true: if he places a monk on a the
cloister, later, a player may play a knight in the city, if otherwise allowed.
Tunnel
The tunnel does not break
the road that runs over or
through it.
---
10
THE MAGIC PORTAL (6 tiles)
When a player draws and places a magic portal tile, he may place a follower on this or any previously placed tile. When doing so, he must follow all other placement rules, for example, not on a feature with another follower. In addition, he may not place his follower on an already completed feature.
THE PRINCESS (6 tiles)
When a player draws and places a princess tile, he places it following the normal rules. If he places the tile so that it adds to a city with one or more knights, he must return one of those knights to its player (his choice, and he may choose a large or normal sized follower). In this case, he may not place a follower (or any other figure) on this tile, even on the field or the road. If he removes the last knight from the city that has a builder of the same color, he removes the builder as well. If he places the tile so that it adds to an empty city, or only starts a new city, he may place a follower (or other figure) in the normal ways.
additional material
• 12 new landscape tiles (marked with ) • 6 wooden mayors • 6 wooden barns
• 6 abbey landscape tiles • 6 wooden wagons
Rule supplements
Preparation
Each player takes 1 abbey landscape tile, 1 mayor, 1 barn, and 1 wagon, which he places in his play area along with his followers.
Placing landscape tiles
The new tiles are placed as before - field to field, road to road, and city section to city section.
Special features of some of the new tiles:
Abbey
When a player wants to use his abbey, he draws no tile to begin his turn and places the abbey tile. The player may only place the abbey tile in an empty space on the table completely surrounded on four sides (not the diagonals) by other tiles, thus filling a “hole” in the map. If there is no such place on the table, the player may not place his abbey tile. The player may place a follower as a monk on the abbey tile. In this case, the same rules apply as for a monk in a cloister - that is, it is scored in the same way. If one or more players have not yet placed their Abbey tiles when the last landscape tile is drawn and placed, they may now do so, if possible, in clockwise order starting from the left of the person who placed the last tile. Then, the game ends.
Abbey & Mayor about 10 minutes longer
This tile shows 2 separate segments.
The city with the pennant ends in the
meadow. This is especially important
for the farmer scoring.
This tile
shows
2 separate
segments.
The road is not interrupted. On the lower
part, it does not separate the field segment,
on the upper part, it does separate the field
segments. This is especially important for
the farmer scoring.
The road
ends in
the field.
The road touches the
city, so that there are
3 separate field
segments on each tile.
The road is not
terminated, but
continues in all
3 directions.
Example with 4 players:
The Dragon starts in the lower right corner.
Anna draws a Dragon tile and finishes her turn normally. Then she moves the Dragon to the tile above it. Bob is next and moves the Dragon to the left. Chris is next and moves the Dragon downward. David must move the Dragon left - this is his only possible move.
Then, it is Anna’s turn again and she moves the Dragon up again. Finally, Bob moves the Dragon up again and the Dragon’s journey ends (6 moves).
The blue and the red followers are returned to their owners supplies as they were on tiles traversed by the Dragon.
---
11
After a player places his Abbey tile (and, perhaps, placed one of his followers on it as a Monk), all four features adjacent to the Abbey tile are considered closed on this side. If this results in the completion of a road, city, or cloister, it is now scored.
Placing the new figures
Mayor
On his turn, a player may place his mayor instead of a follower. He may only place his mayor in a city which has no knight or follower. The usual follower placing rules apply.
When a city is scored, the mayor counts for as many followers as there are pennants in the city. For example, if the city has 3 pennants, the mayor counts as 3 followers. If the city has no pennants, the mayor counts as no followers. A normal follower counts as 1 follower. The large follower from Inns & Cathedrals counts as 2 followers. The value of the city is not changed by the presence of a mayor. After scoring the city, the player takes his mayor back.
Barn Placement
When a player places a tile that creates a junction of four tiles where each of the four tiles has only a field segment at the junction, the player may place his barn instead of a follower. He places his barn at the junction of the four tiles. The player may place his barn even if there are farmers on field segments connected to the place where he places the barn. The barn remains on this place for the rest of the game.
Scoring when placing the barn
When a player plays a barn, the farm it is placed on is immediately scored. The player with the most farmers in the field earns 3 points for each completed city connected to the farm. It does not matter whether the owner of the barn has farmers on the farm or not.
After scoring the farm, the players with followers on the farm return them to their supplies. The barn, however, remains.
When playing with Traders & Builders, a player with a pig on the farm scores 4 points per city instead of 3, if he scores points for the farm. The player takes his pig back afterwards, placing it into his supply.
Scoring when connecting farms
A player may not place a follower on a farm segment connected to the junction with a barn. There may only be one barn on each farm. Of course, connecting two farms, each with a barn, is quite legal. If a player places a tile that connects a farm without a barn to one with a barn, the new large farm is immediately scored and the players take back their followers from the farm. With this scoring, however, a player earns only 1 point per completed city (with a pig from Traders & Builders, 2 points per completed city).
Scoring at game end
At the end of the game, the player with a barn on a farm scores 4 points for all completed cities that touch the farm, regardless of their distance from the barn. If there are several barns on a farm, each scores the full points.
A barn may not be removed, either by the Dragon (from Princess & Dragon) nor by a tower from The Tower.
The mayor has a strength of 3 followers (3 pennants).
Therefore, Blue earns the 18 points for the city.
A Barn may be placed on the left, but not as in the example on the right. The two lower tiles have city segments at the junction along with field segments. The barn may only be placed where there are only field segments at the junction.
The Blue player places his barn. The yellow player earns 6 points for the 2 completed cities, and takes his farmer back into his supply.
Blue places the abbey and completes the road from the left with the red follower. The city below the abbey and the road to the right of the abbey are still uncompleted.
Placing the tile connects the red farmer to the large farm owned by the blue player (barn). Red scores 2 points for the completed cities and takes back his follower.
---
12
Wagon
On his turn, a player may place his wagon instead of a follower. The player may place his wagon on a road, a city, or a cloister that has no other wagon or follower. The player may not place a wagon on a field segment.
When a road with a wagon is scored, the wagon counts just like a follower for scoring purposes. After scoring, the player may return his wagon to his supply.
Alternatively, he may move his wagon to an uncompleted road, city, or cloister that is connected to the feature just scored with the wagon on it. When moving his wagon to a road, city, or cloister, the road, city, or cloister may not already have followers or other wagons on it.
A wagon always counts as though it were a follower during scoring. If there is no available connected road, city, or cloister, the player must return his wagon to his supply.
If several wagons are involved in scoring a feature, the players move the wagons starting with the player who placed the tile and moving clockwise around the table.
additional material
• 36 new landscape tiles (marked with ) • 1 wooden Count
This is a compilation of parts of four small expansions, which can be used together or separately.
Preparation
River II (12 tiles)
The game starts with the river being played instead of the normal starting tile.
Remove it from the game. First, sort out the spring, the branch, and the lake with the volcano and set them aside face-up. Shuffle the remaining river tiles face down. Place the spring in the middle of the table. The players choose a starting player who places the branch next to the spring.
The other players continue in clockwise order, drawing and placing river tiles following one or the other of the river branches. After all the face down river tiles have been placed, the next player places the lake/volcano tile. The river tiles may be placed as normal tiles with the following two exceptions:
• no U-turns • the two branches may not be joined
When he places a river tile, the player may place a follower on the tile using the normal follower placing rules. The players may not place followers on river segments. The player who places the lake/volcano tile may not place a follower on it, but immediately places the first normal tile and may place a follower on it, again using normal follower placement rules. When you play without the corresponding expansions, the inn on the lake, the pig herd, and the volcano have no effect.
Note: When players use "the Count" and "River II" together for a game, it is possible that when placing river tiles they come too close to the city and a tile cannot be placed. If this occurs, river tiles which cannot be placed are removed from the game. Even if the river cannot be laid out completely, the game is continued in normal the way.
The Blue player earns 4 points for the completed road. He may then move his wagon to the cloister connected to the road just scored or to the road just below the end of the road just scored. He may not move his wagon to the road with the Red follower on it, even though it is connected to the road just scored.
River II, Count, King, and Cult about 20 minutes longer
spring branch volcano
The Blue player earns 14 points for the completed city. He may then move his wagon to the road connected to the right of the city just scored. He may also not move his wagon to the connected completed road.
The Blue player earns 2 points for the completed road. He may then move his wagon to the city connected to the road just scored. He may not move his wagon to the road with the Red follower on it, even though it is connected to the road just scored. He may also not move his wagon to the connected completed road.
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13
Placing landscape tiles
The new tiles are shuffled with the other tiles and placed as before - field to field, road to road, and city section to city section.
Special new landscape tile:
the Cult & Heretic
Shuffle the 5 “cult place” landscape tiles with the landscape tiles you are playing with.
The cult place is used and scored exactly like a cloister. If the player places a follower on the cult place, this follower is called a heretic.
Placing the cult place
A player may not place a cult place adjacent to more than one cloister, nor may a player place a cloister adjacent (horizontally, perpendicularly or diagonally) to more than one cult place.
When a player puts a cult place directly (horizontally, perpendicularly or diagonally) adjacent to a cloister occupied by a monk of another player and puts a heretic on it, then the heretic must challenge the monk. The same applies if a player places a cloister and monk directly (horizontally, perpendicularly or diagonally) adjacent to a cult place occupied by a heretic of another player. That is, the monk must challenge the heretic.
The challenge
Once a challenge has been declared, the player (of those two involved in the challenge) who first completes his cult place or cloister scores 9 points as normal. The other player scores nothing and both followers are returned to their players.
If a challenge is not resolved by the end of the game, both players receive the usual points as described in the scoring of cloisters at game end.
When a player places a tile with a cult place, he need not place a follower on the cult place. He may place a follower on the field, or the city or road when present. Also, he may choose to place no follower at all on the tile.
Placing figures
The Count of Carcassonne
Before the game, place the 12 Carcassonne city cards next to each other in the middle of the table as shown. This city is now the starting point for the game. Remove the normal starting tile from the game as it will not be used. There are 4 quarters in the city:
1. the Castle 2. the Market
3. the Blacksmith 4. the Cathedral
Place the wooden figure, the count of Carcassonne, on the castle quarter and begin the game as normal.
Followers in the city
When a player places a tile that causes at least one of his opponents to score at least 1 point while the placing player scores nothing, the placing player, at the end of his turn, may place one follower from his supply on the city quarter of his choice. This placement is in addition to any follower he may place as part of his normal turn, but he may place only one follower in Carcassonne per tile placed, regardless of how many scoring opportunities this placement causes.
The pig herd earns the farmer in that field 1 additional point per city he feeds, if he scores for any cities. If the player has the pig herd and the pig (Traders & Builders expansion rules page 8) he earns 2 additional points
Inn on the lake
See Inns & Cathedrals rules, page 6
This card shows 2 separate city segments. They can be connected of course during the game by other tiles.
Volcano
See Princess & Dragon rules, page 9. Also, the player placing this tile plays no follower on it, but does, immediately, play an additional tile.
1
2
4
3
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14
Illustrationen: Doris Matthäus,
Rules layout: Christof Tisch
We especially thank Karen & Andreas “Leo“ Seyfarth, who
are responsible for a substantial proportion of the
creation of the rules had and also made many suggestions
contributing to the success of the game.
You can find more about Carcassonne at:
www.carcassonne.de
© 2008 Hans im Glück Verlags-GmbH
Birnauer Straße 15 | 80809 München
Fax: 0 89/30 23 36
If you have questions, comments, or
suggestions, please write us at:
PO Box 45715, Rio Rancho, NM 87174 or
RioGames@aol.com or visit us at
www.riograndegames.com
Later, during the game, when a city, road, cloister, or farm is scored, all players with followers in the appropriate
quarter of Carcassonne (see below), may move their followers from Carcassonne to the scoring feature before the
majority is determined in the feature being scored, unless the count is standing in that quarter of Carcassonne. At
game end, when any feature is scored (including farms), players may move their followers in the same way. After
the players have moved their followers, the feature is scored.
Where and when may players move followers from the city:
• from the castle to a scoring city
• from the blacksmith to a scoring road
• from the cathedral to a scoring cloister
• from the market to a scoring farm (only during game-end scoring)
How are the followers moved?
Starting with the player to the left of the player who placed the tile that caused the scoring and moving once
clockwise around the table (the placing player goes last), each player may move 0 to all of his followers from the
appropriate quarter of Carcassonne to the feature being scored. Then, the feature is scored.
Followers not moved, remain in Carcassonne. The followers in Carcassonne may only be moved as described above.
They may not be moved in or removed from Carcassonne in any other way (e.g. returned to the players’ play areas).
The Count
When (and after) a player places a follower in Carcassonne, he may move the count to any of the four
quarters in Carcassonne. No player may move a follower to or from the quarter where the count stands.
Example: a city is being scored and the count stands in the castle (castle --> city). No player may move his
follower(s) from the castle to the scoring city.
The followers in the quarter remain there until the count is moved to another quarter. The count will always be in
one of the four quarters - he never leaves Carcassonne!
Special cases with the other expansions
Inns & Cathedrals:
the large followers may also be placed in Carcassonne. When a large follower is moved from
Carcassonne, he counts as two followers.
Traders & Builders: if a player is allowed a second tile placement due to his builder and he causes opponent
scoring (and not his own) with both placements, he may place a follower in Carcassonne for each placement.
Princess & Dragon: the Dragon may not move onto any of the 12 tiles of the city and, thus, may not remove the
Count or any follower in the city.
Abbey & Mayor: a player may also move his mayor (castle only) and his wagon (castle, blacksmith, or cathedral
only) into Carcassonne. If they are used when scoring, each counts as two followers.
River II: after placing the 12 Carcassonne city tiles, place the spring so the river flows from the edge of Carcassonne.
Players should try to place the river tiles so the river flows away from Carcassonne. Placing river tiles such that it
flows around the city may cause placing problems later.
Scoring completed roads, cities, and cloisters
King & Robber Baron
At the start of the game, set the king tile to the side. When a player places a tile that completes the first
city, he takes the king and places it in his play area. Later in the game, if another player completes a
larger city than any so far in the game, he takes the king. At the end of the game, the player who has the
king, scores 1 point for each completed city in the game.
The robber baron works like the king. In this case, the robber baron always goes to the player who
completed the longest road. At the end of the game, the player who has the robber baron, scores 1
point for each completed road in the game.
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15
Example for farmer scoring:
The following is an example of scoring for farms at game end. The rules for scoring farms can be found on page 5.
Farm 1: Blue owns farm 1. There are 2 adjacent completed cities (A and B). For each completed city Blue earns 3 points (regardless of their sizes). Blue earns 6 points.
Farm 2: Red and Blue own Farm 2 together. There are 3 completed cities (A, B, and C) adjacent to or lying within this farm. Red and Blue each earn 9 points.
Please note: cities A and B earn Blue 3 points each for Farm 1 and both Red and Blue 3 points each for Farm 2, as the cities are adjacent to both farms.
The city on the lower left is not complete, and, thus, scores no points for any player.
Farm 3: Yellow owns Farm 3, as she has more farmers there than Black. 4 completed cities are adjacent or within Farm 3. Yellow earns 12 points.
Turn sequence
1. DRAW AND PLACE LANDSCAPE TILE
2. “MOVE” WOOD
place small follower (basic game) or place large follower (Inns & Cathedrals)
or
Place Mayor or Wagon, or Barn (Abbey & Mayor)
or
Place Builder or Pig (Traders & Builders)
or
Place or move Fairy or remove knight due to princess (the Princess & the Dragon)
if necessary, DRAGON JOURNEY (the Princess & the Dragon)
3. SCORE
4. AFTER THE SCORING
if appropriate, place follower in Carcassonne and move Count
if necessary, move wagons
FIGURES
Followers: each of these figures is a follower. Special figures are not followers.
Neutral figures: Dragon, Fairy, and Count are neutral: they “belong” to no player.
Rule overview
Farms have borders: farms are separated from each other by roads, cities (when they are not completely within a farm), and the edge of the map.
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16
More information at www. .de
Scoring overview
Fairy 1 point / turn begin
Fairy at scoring 3 points / scoring
Ware tiles
10 points / majority
Farmer majority
3 points / completed city
Farmer majority with pig or pig herd
4 points / completed city
Farmer majority with pig and pig herd
5 points / completed city
Barn
4 points / completed city adjacent to farm
Barn
farmer majority as at game-end
farmers when connecting to barn
1 point / completed city adjacent to farm
+ 1 point / completed city with pig
+ 1 point / completed city with pig herd
Cloister(monk) 9 points Cloister(monk) 1 point/tile
(cloister and each
tile around it)
City(knight) 2 points/tile +
2 points/pennant
City with Cathedral 3 points/tile +
3 points/pennant
City(knight) 1 point/tile +
1 point/pennant
City with Cathedral 0 points/tile +
0 points/pennant
Road (thief) 1 point/tile
Road with Inn 2 points/tile
Road (thief) 1 point/tile
Road with Inn 0 points/tile
DURING the game AFTER the game
completed features farms
uncompleted features farms
Others in the family:
---
B1
Inns & Cathedrals (18 tiles)
River II, Count, King, and Cult (36 Karten)
Carcassonne basic game (72 tiles including the starting tile)
GCult1 1xGCult2 1x
GCult3 1xGCult4 1xGCult5 1x
GRiver5 1xGRiver6 1xGRiver7 1xGRiver8 1x GRiver9 1xGRiver10 1xGRiver11 1xGRiver12 1x
GD 1xGE 1x
GCty5 1x
GCty1 1xGCty2 1xGCty3 1xGCty4 1x
GCty6 1xGCty7 1xGCty8 1x
GCty9 1xGCty10 1xGCty11 1xGCty12 1x
GRobberB 1x
GKing 1x
GA 1xGB 2xGC 1x
GRiver1 1xGRiver2 1xGRiver3 1xGRiver4 1x
*
S
**
A 2xB 4xC 1xD 4xE 5xF 2xG 1xH 3x
I 2xJ 3xK 3xL 3xM 2xN 3xO 2xP 3x
Q 1xR 3xS 2xT 1xU 8xV 9xW 4xX 1x
EA 1xEB 1xEC 1xED 1xEE 1xEF 1xEG 1xEH 1x
EI 1xEJ 1xEK 2xEL 1xEM 1xEN 1xEO 1xEP 1x
EQ 1x
*
*
These tiles have small variations from tile to tile (small huts, sheep, etc.). This tile appears as the start tile (with dark back) as well as other tiles.
---
B2
Traders & Builders (24 tiles)
Princess & Dragon (30 tiles)
Abbey and Mayor (18 tiles)
AAbbey 6xAB 1xAC 1xAD 1xAE 1xAF 1xAG 1xAH 1xAI 1xAJ 1xAK 1xAL 1xAM 1x
HA 1xHB 1xHC 1x
BA 1xBB 1xBC 1x
HD 1xHE 1xHF 1x
BD 1xBE 1xBF 1x
HG 1xHH 1xHI 1x
BG 2xBH 1xBI 1x
HJ 1xHK 2xHL 1x
BJ 1xBK 2xBL 1x
HM 1xHN 1xHO 1x
BM 1xBN 1xBO 1x
HP 1x
HQ 1xHR 1x
BP 1x
BQ 1xBR 1x
HS 1xHT 1xHU 1x
BS 1xBT 1xBU 1x
HV 1xHW 1xHX 1x
BV 1xBW 1xBX 1x
BY 1xBZ 1xB1 1xB2 1xB3 1x
HWine9x HGrain6x HCloth5x
---
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