Manual em português

Manual — Carcassonne Big Box 7

Hans im Glück, 999 Games, Bard Centrum Gier · Jogo de tabuleiro · 2021
2–6 · melhor 4 35 min Peso 2.0/5 PDF oficial 24 páginas
7,0 nota Ludopedia
8.2 nota BGG

Qual é a sua dúvida sobre Carcassonne Big Box 7?

Pergunte antes de baixar o manual: o assistente foi treinado neste arquivo e responde na hora, citando a página exata.

Tire dúvidas sobre o jogo

Pergunte qualquer coisa sobre Carcassonne Big Box 7: regras, preparação, componentes, complexidade, preço ou se combina com seu grupo.

Nova conversa 0/1200
Exemplos de perguntas

Escreva sua pergunta primeiro. Você criará sua conta grátis para ver a resposta — leva 20 segundos.

Manual completo

Navegue pelo manual ou baixe o PDF original
24 páginas
Texto completo do manual disponível para leitura Abrir texto

Klaus-Jürgen Wrede
Includes Base Game & 11 Expansions
Digital Tutorial
iOS • ANDROID • DIZE D.COM
Find a fun interactive tutorial for Carcassonne at Dized! This tutorial will guide you step by step through your first game. Just visit the website below or download the Dized app to get started. Have fun playing Carcassonne!

---

2
INTRODUCTION
THE BASE GAME
The Base Rules – 3
The Farmers– 8

EXPANSIONS
The River– 9
The Abbot – 9
Inns & Cathedrals– 10
Traders & Builders – 12
The Flying Machines – 15
The Messengers – 15
The Ferries – 17
The Gold Mines – 18
Magician & Witch – 19
The Robbers – 20
The Crop Circles – 21
APPENDIX
Tile List – 22
Other Pieces – 24
Turn Summary – 24
Credits – 24
The complete starter set, including the base game and 11 expansions.
This big box is the perfect introduction to Carcassonne. Don’t be intimidated by the long rulebook, just start a game
with the core rules, leaving the farmers out for now. For your second game, you can add the farmers. In future
games, you can try some of the other expansions, starting with the first expansion (Inns & Cathedrals), then the
second expansion (Traders & Builders). You can also choose to use only some elements from an expansion and not
others; for instance, you could use only the large meeple from the first expansion and the builder from the second,
without using any other elements.
The River and the Abbot are small expansions that you can add in any combination. If you already have some
experience with Carcassonne, you can add some of the mini-expansions as well. The mini-expansions are not
individually complicated, but when combined together they can result in some more complicated situations to
resolve. Finally, you can combine all the expansions together for the ultimate game of Carcassonne. This will be an
extremely long and demanding game, but once you have enough experience, it will be an unforgettable experience!
Have fun playing, experimenting, and combining!

---

3
CONTENTS & SETUP
THE BASE GAME 35 Min.
Welcome to Carcassonne! This rulebook will quickly guide you through the simple rules of this modern classic. After this brief introduction, you will be able to explain the rules to your fellow players and immediately start playing. First, we will cover setting up the game, and go over the components at the same time. The city of Carcassonne in southern France is famous for its unique walls and castles dating back to Roman and medieval times. You and your followers will travel across Carcassonne making your fortune. The development of the ever-changing landscape of roads, cities, monasteries, and fields is in your hands. Cleverly place your followers as travelers, knights, monks, and farmers to pave the way to victory! Klaus-Jürgen Wrede

Meeple
Front Back
Finally, let’s take a look at the meeple (“meeple” comes from “my people”. It is both singular and plural). The meeple represent your followers who will help you score points during the game. There are 48 Meeple, 8 each in black, red, green, pink, blue, and yellow. Each player should choose a color and take 7 meeple of that color to form their supply. Then, place the 8th meeple on the “0” space of the scoreboard. Return all meeple of unused colors to the box. Place the scoreboard near the play area. Set the 8 points tiles with 50/100 aside for now. You may need them later for scoring.

First, let’s take a look at the land tiles. The 84 land tiles show roads, cities, and monasteries, all of which are surrounded by fields.
Tile with a city
Tile with a road
Tile with a monastery
12 tiles show a river. You don’t need to worry about this or any other elements on tiles right now. We will explain these later. You can return the river tiles to the box for your first game. All of the tiles have the same reverse sides, except for the starting tile and the river tiles which have a dark back, so that you can easily separate them.
Tile with a dark back
Tile with a normal back

First, place the start tile (with a dark back) in the middle of the table. Shuffle the remaining tiles and place them facedown in several stacks so that each player can easily reach at least one stack.
Stacks of facedown tiles
Start tile

---

OBJECT OF THE GAME
GAMEPLAY
Roads
Carcassonne is played in clockwise order, starting with the youngest player. During your turn, do the following actions
in order as listed, after which the next player takes their turn.
1. Place a land tile
You must draw exactly 1 new
land tile from a stack
and place it faceup
connected to a
previously-placed tile.
2. Place a meeple
You may place 1 meeple from
your supply on the
tile you just placed.
3. Score points
You must score all
points from your
tile placement.

1. Place a land tile
The tile you drew shows 3 roads starting from a village. You
place it adjacent to an existing tile, continuing the landscape
illustrated on the tiles.
2. Place a meeple as a traveler
After placing the tile, you may place 1 meeple as a
traveler on one of the road segments on this tile. You
can place a meeple only if there are no meeple
anywhere on that road.
Because the road is not yet completed, no points are
scored (nothing happens during Step 3 of your turn)
and the next player takes their turn. If a player places a
tile that continues the road with your meeple, that player
cannot place a meeple on that road, because there is
already a meeple present.
3. Score points
When a road is closed at both ends (for example, if the
road ends at a village, a city, or loops onto itself ), the road
is completed, and is scored during Step 3 of the turn.
The road to the right is closed at both ends, so it is completed and
scored. Even though another player placed the tile, the road
is completed.
Each tile in a completed road is worth 1 point for the player with their meeple on the road. This road consists of 3
tiles, so you score 3 points!
In Carcassonne, you will be placing land tiles and creating long roads, building large cities, visiting monasteries, and
cultivating the fertile land. While building, you will place your meeple as travelers, knights, monks, or farmers, which
will earn you points. At the end of the game, players will resolve final scoring and the player with the most points wins
the game!
1 2 3
After placing this tile, you
place a meeple on this road,
because there are no other
meeple on this road.
Because the road to the right is already occupied, Blue places
a meeple on the city instead.
You place this tile, with the
road and fields on the tile you
placed continuing the road and
fields on the existing tile.

---

5
Monasteries
Cities
1. Place a land tile 2. Place a meeple as a knight
You draw a land tile and place it, continuing the landscape. In this case, if you draw a tile with a city, the city illustration must continue an existing city.
After placing the tile, you may place 1 meeple as a knight on one of the city segments on this tile. You can place a meeple only if there are no meeples anywhere on that city.
A city is completed when it is fully surrounded by walls and there are no gaps inside the city. With a future tile placement, the city is completed, and you score points because you have a meeple in the city. Each tile in a completed city is worth 2 points. In addition, each coat of arms shown in that city is worth 2 additional points. Just like a road, you remove your meeple from the completed city and return it to your supply.
3. Score points
1. Place a land tile 2. Place a meeple as a monk
You draw a land tile and place it, continuing the landscape. Monasteries are always located in the center of a tile, so when you place a monastery you must continue the existing other landscape features.
After placing the tile, you may place 1 meeple as a monk (or nun) on a monastery.
These are the most important concepts of Carcassonne. Now that you understand these concepts, you can apply them to the other features in the game.
Your points are recorded on the scoreboard.
Move your meeple forward on the scoreboard 1 space for each point you score.
After scoring any feature, remove your meeple from the scored feature and return it to your supply.
You scored 3 points from this road, so you move your meeple on the scoreboard forward 3 points. You return your meeple from the road to your supply. Blue’s knight on the city remains on the city, because it was not involved in the scoring. The city has not yet been completed.
You placed this tile to add to an existing city. Because there are no meeples anywhere on this city, you can place your meeple on the city segment of the tile you placed.
24
8
6
This city has 3 tiles, and has 1 coat of arms. (3 x 2 + 2 =) 8, so you score 8 points, then return your meeple to your supply.
You place this tile here, where it continues the landscape. You place a meeple on the monastery.

---

6
Multiple Meeple on the Same Feature
Summary
A monastery is completed and scored when it is completely surrounded by other
tiles. You score 1 point for each surrounding tile, as well as the monastery tile.
3. Score points
These are all the rules you need to start playing Carcassonne! See below for a summary of the rules, and to help
answer any questions that may arise.
1. Place a land tile
2. Place a meeple
3. Score points

You must place the tile you drew such that it continues the landscape.

In the rare event that you cannot place the tile you drew to continue the landscape, return that tile to the box
and draw a new tile.

You may place a meeple only on the tile you just placed.

You cannot place a meeple on a feature that already has another meeple on it.

A road is completed when both ends lead to a village, a city, a monastery, another feature, or the road forms a
loop back onto itself. Each road tile scores 1 point.

A city is completed when it is fully surrounded by walls and there are no internal gaps within the city. Each tile
of a city and each coat of arms in that city scores 2 points.

A monastery is completed when it is surrounded by 8 tiles. A completed monastery scores 9 points (8 for the
surrounding 8 tiles and 1 for the monastery tile itself).

During step 3 of a player’s turn, all features that were completed by that player’s tile placement are scored. All
players with meeple on completed features score points.

After scoring a completed feature, return your meeple from the scored feature to your supply.

If there are multiple meeple on a single scored feature, the player with the most meeple on the feature scores the
full points for that feature. If multiple players are tied for the most meeple, all tied players score the full points.
Note: If you are confused about how there can be multiple meeple on the same feature, see below.
1
8
7
2
9
6
3
5
4
The tile you drew could continue the road
on the bottom-left tile, but because
there is already a meeple on that
road, you would not be able to place
a meeple on that road. Instead, you
place the tile such that it continues the
landscape, but
does not connect to
that road.
The tile you drew could
continue the road on the bottom-left
tile, but because there is already a
meeple on that road, you would not
be able to place a meeple on that
road. Instead, you place the tile such
that it continues the landscape, but
does not connect to
that road.
You place this tile, which completes the
monastery. You score 9 points, and return
your meeple to your supply.

---

7
GAME END AND FINAL SCORING
The game ends when all of the land tiles have been placed and a player is unable to draw and place a tile during their
turn. When the game ends, resolve final scoring to determine the winner.
During final scoring, all remaining meeple in play are scored. All completed features have already been scored, so only
incomplete features are scored.

Each road scores 1 point per road tile, just like when scoring a completed road.

Each city scores 1 point per city tile and coat of arms, so it scores only half the points it would score during the
game.

Each monastery scores 1 point and 1 point per surrounding tile, just like when scoring a completed monastery.

Each field scores 3 points per adjacent, completed city.
Fields and farmers are explained in the supplemental rules, the rules for final scoring are presented here as a complete
reference. You can ignore fields and farmers for now and add them in after a few games.
Once all final scoring has been resolved, the player with the most points wins!
After you have played 2 or 3 games, we recommend adding the fields and farmers from the supplemental rules, then
start adding additional content to expand your game experience!
You draw a tile that allows you to connect all city segments into a single, completed city.
Because you have more meeple in this city than Yellow, you and only you score the 10 points for the completed city.
You hope to take control of this city away from Yellow, so you place this city tile and place a meeple as a knight. You can do this because the city segment you placed is not connected to another city segment with a meeple on it.
Final Scoring - City
Blue scores 3 points for this incomplete city with 2 city tiles and 1 coat of arms.
Final Scoring - City
Green scores 8 points for this large incomplete city with 5 city tiles and 3 coats of arms.
Black does not score any points, because Green has the majority of meeple in the city.
Final Scoring - Monastery
Yellow scores 4 points for this incomplete monastery with 3 surrounding tiles in addition to the monastery tile.
Final Scoring - Road
You score 3 points for the incomplete road with 3 road tiles.
Once you reach 50 points, take a points tile with the “50” side up and place it in front of you, as a reminder to add 50 to your score on the scoreboard. If you reach 100 points, flip the tile over to the “100” side.
Points tile

---

8
The Farmers
1. Place a land tile
2. Place a meeple as a farmer
3. Score points
As always, you draw a land tile and place it, continuing the landscape. The green landscapes across Carcassonne are fields.
You may place a meeple lying down on a field as a farmer. Unlike travelers, knights, and monks, which are all placed standing up, farmers are placed lying down on their fields. This is a reminder that farmers and fields are scored only during final scoring, not during the game the way other meeple are.
As with other features, you can lay a farmer only on a field that does not already have another farmer on it. The fields are separated by cities, roads, the river, and other features that visually separate fields. For instance, the example to the right shows 3 separate fields.
Unlike other features, fields are scored only during final scoring, not during the game. Thus, farmers will not return to your supply during the game.
During final scoring, each field is scored based on the number of completed cities touching that field. Each field scores 3 points for each completed city touching that field.
Below is a summary of the rules for farmers:

Farmers are placed lying down, not standing the way other meeple are placed.

Farmers are not scored until final scoring, at the end of the game.

Each completed city touching a field is worth 3 points.

As with meeple on other features, multiple farmers can be present on a single field.

As with other features, the players with the most farmers on a field scores the points from that field. If multiple players have the same number of farmers, all tied players score the full points.
This field occupied by red and blue is touching 3 completed cities A, B, and C. This field scores 9 points, and since red and blue are tied for the most meeple, both players score 9 points. City D is not completed, and does not count towards this field's scoring.
Black and yellow both have farmers on this field. Black has the most meeple on this field, and scores the full 12 points for the 4 cities touching this field. Yellow has a farmer on this field in the corner, and scores 6 points for the 2 cities, A and B, touching that field.
You place a tile that adds to a large field stretching from your tile along the road all the way to a city where you already have a knight. You place a meeple lying down on this field as a farmer.
B
A
D
C

---

ca. 3 Min. länger
verlängert das Spiel nicht
9
THE ABBOT
Lake
Source
Example of how
the river can look.
The River
The River is the first mini-expansion for Carcassonne. The River embellishes the
landscape while also allowing for a variety of game setups.
Components
The River consists of 17 tiles with a dark back. These tiles replace the normal
start tile. When playing with the River, return the start tile to the box.
Setup
Set aside the double-wide “source” tile, as well as the 2 “lake” end tiles.
Shuffle the remaining river tiles and stack them facedown. Then, place both lake
tiles at the bottom of the river tile stack in a random order, and place the source
tile on the table as the start tile.
During the game, the “source” tile counts as 2 tiles for all purposes (such as
monastery scoring).
Playing the Game
At the beginning of the game, instead of drawing tiles from the normal land tile
stacks, the players draw from the river tile stack until all the river tiles have been
placed. River tiles must be placed to continue the landscape and you must place
them such that they continue the river specifically. Thus, the river will continue to
lengthen until it is capped by a lake on each end. You may place a meeple
following the normal rules. Meeple cannot be placed on the river itself.
Additionally, the tiles showing a bend in the river cannot be placed such that the
river loops back in on itself; tiles showing a bend in the river cannot be placed in
the same direction as a previously-placed bending tile.
After all river tiles have been placed, the game continues using the normal
land tiles.
Garden
When a monastery or garden is surrounded by 8 tiles, you
score 9 points with your abbot, just like in the base game.
Thus, gardens are scored the same way as monasteries.
The abbot also has a special ability. If you did not place a
meeple during Step 2 of your turn, you can return your
abbot from a tile to your supply. You immediately go to
Step 3 of your turn and score points from that monastery
or garden based on the number of tiles surrounding it as normal. You resolve all other feature scoring during that
step as normal. During final scoring, the abbot is scored as a normal monk.
3. Score points
The Abbot is the second mini-expansion. This mini-expansion uses the abbot meeple, as
well as the gardens, which you may have already noticed on some tiles.
Components and Setup
This mini-expansion uses the 5 abbots in the corresponding player colors. Each player
takes the abbot in their color.
As normal, you draw a land tile and place it to continue the landscape.
When you place a tile showing a monastery or a garden, you can place either a normal meeple or your abbot. The
meeple is placed as normal, but the abbot must be placed either on a monastery or a garden. A normal meeple
cannot be placed on a garden.
1. Place a land tile
2. Place a meeple or your abbot
You place a tile,
but do not place a
meeple. Instead,
you return your
previously-placed
abbot and score
6 points.

---

Note on Expansion Rules
INNS & CATHEDRALS
The next section will introduce you to the other expansions contained in the Carcassonne Big Box. Remember the
three actions of a player’s turn:
1. Place a Land Tile — 2. Place a Meeple — 3. Score Points
If one of these actions remains unchanged by the rules of a given expansion, that action will not be addressed in
that expansion’s rules, in order to keep the rules simple and clear. In some cases, player actions will be mentioned
(but not described) to help rule out possible misunderstandings.
As you’ve seen, expansions can change the basic rules, and the rules of a given expansion will not always fit per-
fectly into the basic player actions. This rulebook will still attempt to classify them as such for simplicity.
Scoring a Road with an Inn on it
When you complete a road with one or more inns, you receive 2 points per tile with a segment of this
completed road (instead of the normal 1 point per tile).
During final scoring, incomplete roads with an inn on them do not score any points. Even if that
road would have normally scored, the presence of an inn will prevent it from scoring.
During final scoring, incomplete cities with a cathe-
dral do not score any points. Even if the city would
have normally scored, the presence of a cathedral
will prevent it from scoring.
Scoring a City with a Cathedral in it
When you complete a city with 1 or 2 cathedrals, you
score 3 points per tile and segment with a coat of arms
of this completed city (instead of the normal 2).
3. Score Points
Contents & Setup
18 land tiles (marked with
) including 6 inns and 2 cathedrals. Shuffle these tiles
in with those from the base game.
6 large meeple
Each player adds the large meeple of their color to their supply.
Final Scoring:
This road is incomplete. You do not
score any points, because there is an inn
on it.
New Features
Inn
Inn Cathedral
15 Min.
You score 10 points for this road, since
there is an inn and f ive tiles.
Here, you
also score 10 points, even
though there are two inns on the road.
You
score 27 points for this
city: 9 x 3 =27 (7 tiles &
2 coats of arms)
Final Scoring:
You do not score any points for
this incomplete city, because there is
a cathedral in it.

---

New Land Tiles
1. Place a Meeple
2. Score Points with a Large Meeple
Instead of placing a normal meeple on your turn, you may place your large meeple, following the normal rules.
When scoring a feature with a large meeple, the large meeple counts as 2 normal meeples for the purpose of
determining who scores points from that feature.
Keep in mind that all players tied for meeples on a feature score all the points. If you have more meeples on a feature
than any other player, you alone score all the points from that feature.
If you place the large meeple as a farmer, place it lying down on the field, as you would with a normal meeple. The
large meeple counts as 2 farmers on that field.
Here are some clarifications on the new land tiles in this expansion.
This tile shows 4 different
city segments and 1 field
with a garden in the center.
The field ends at this point. This monastery splits
the road into
2 separate features.
This tile splits the roads into 3 separate features. The inn
counts for the roads going left and right, but not the
road heading down.
Travelers cannot be placed on these road
segments; they are there only to break
up the fields. The road is split into
2 separate roads.
The Large Meeple
You have a large meeple on this city, while the blue
player has a normal meeple, meaning you have the
majority on this city and score 8 points. The blue player
scores nothing.
You have a large meeple on this city, while the blue
player has 2 normal meeples. You are tied for control,
and both score 12 points.
You placed your large meeple on this
field as a farmer. The blue player has
only a normal meeple there. You have
the majority, and score 9 points for the
completed field.
You place this tile, completing the city. The blue player places this tile, completing this city.

---

The Goods Tokens
TRADERS & BUILDERS
Setup
Shuffle the new land tiles in with those from the base game. Place the goods tokens within reach of all players.
Each player takes the builder and pig of their color.
New Land Tiles
The new tiles have the following special rules:
This tile shows 3 different city segments and 1 field in the center.
This monastery splits the roads and fields into 3 separate roads and 3 separate fields.
The bridge does not end or combine roads; one road goes from left to right, while another, separate road goes from top to bottom. The roads split the field into 4 separate fields.
One road ends in the city, while the other ends at the cottage. The road splits the field into 3 separate fields.
Contents
24 land tiles (marked with ) including 9 with Wine, 6 with Corn, 5 with Cloth
20 goods tokens (9x Wine, 6x Corn and 5x Cloth)
6 pigs
6 builders
15 Min
Scoring a feature with goods symbols
Whenever a player completes a city showing goods tokens, the following occurs:
1.) The city is scored as normal.
2.) The player who completed the city (by placing the last tile) takes the goods tokens shown from the supply.
The player who completed the city takes 1 goods token from the supply for each matching symbol in the city.
It does not matter if the player who completed the city has any knights in that city, or if any knights were present in the city at all; the player who placed the last tile receives the goods tokens from that city.
Place your collected goods tokens faceup in front of you.
3. Score Points
You completed the city. The blue player scores 10 points for completing the city.
You receive the goods tokens: 1 wine & 2 wheat.

---

1. Placing a tile and taking a double turn
If you place a tile that continues the road or city with your builder, you may immediately draw and place another tile. You must still follow all the normal rules while placing this tile.
13
Builders & Pigs
The Builders
Later in the game, the builder has the following effects:
2. Placing a builder
Instead of placing a meeple, you may place your builder on the tile you just placed, but only on a road or city. You must already have a normal meeple on that feature in order to place a builder there.
Your builder is always returned to your supply if you no longer have any meeple on that feature. This typically occurs after the feature has been scored, but some expansions introduce other ways this can happen. You can place your builder on the road tile you just placed, because you already have a traveler on it.
3a3b
You place this tile, continuing the road with your builder, but choose not to place a meeple.
Continuing the same turn, you draw and place another tile, then place another meeple on it.
B
B
A
A
Turn 1 Place a traveler.
Turn 3a You complete the road and place a knight on the city. You then score the road, returning your builder and traveler to your supply.
Turn 3b You place a second tile and place your builder.
Turn 2 Place your builder
This example shows how to resolve a double turn with your builder.
Additional rules for the builder:
You can place a meeple on both the first and second tile of a double turn. If you complete a feature that is occupied by your builder on the first turn, you may place that builder on the tile you place during the second turn (see the example to the right).
• You can only ever take one double turn at a time. If you use the second tile to expand a feature occupied by your builder, you cannot draw and place a third tile.
• During a double turn, you resolve all 3 steps for the turn.
• Multiple builders can occupy the same feature.
• Features are scored after the placement of each tile of a double turn. You must still score any completed features.
1
3a
Builders and pigs are special figures. These special figures have no effect on step 1. Place a tile.
2
3b
Goods tokens during final scoring
During final scoring, the player with the most of each type of goods token (wine, grain, or cloth) scores 10 points.
If there is a tie for a goods type, each tied player scores 10 points.
You score 20 points, while the blue player scores 30 points.
Points: 10 0 10
Points: 10 10 10

---

14
2. Placing a pig
Instead of placing a meeple, you may place your pig on a field on the tile you just placed. However, that field must also contain at least one of your farmers. You can place your pig even if another player’s pig is also in that field.
If there are no farmers of your color remaining in the field with your pig, return your pig to your supply.
Once placed, your pig stays on its field until final scoring, like farmers. You score more points from a field with your pig when that field scores, if you have the majority in that field. Pigs do not count towards majorities in a field. If you have the majority of meeple in a field with your pig, each city adjacent to that field adds 4 points to the field’s points total (instead of the normal 3). Pigs belonging to other players have no impact on your scoring.
Because you have a farmer in this field, you can place your pig on it.
You have the majority in this field. Because your pig is on this field, you will score 4 points per adjacent city. You score 8 points for the 2 completed adjacent cities. The blue player does not have a majority in this field, and scores no points.
The blue player, the green player, and you are all tied for the majority in this field. Both the blue player and you have a pig on the field, so you both score 8 points (4 points per city). The green player does not have a pig on the field, so will score only 6 points (3 points per city).
Your pig still increases your score even if you and another player are tied for the majority in that field with your pig.
3. Final scoring fields with pigs
3. Scoring a feature
The builder does not affect scoring. Builders do not count for determining who has the majority on a feature.
Your builder and all of your meeple are returned to your supply when the feature they occupy is scored.
The Pigs

---

THE FLYING MACHINES
10 Min
2. Place a meeple
After placing a tile with a flying machine on it, you may choose to either place a meeple normally, or on the flying machine.
When you place a meeple on the flying machine, your meeple will move in a straight line in the direction that flying machine faces. Roll the flight die and move your meeple a number of tiles equal to the number of pips on the die (1 to 3 tiles). Your meeple can be placed on any incomplete feature on the tile you land on, even if that feature is already occupied by other meeple. However, meeple placed by a flying machine cannot be placed on a field, even if that field is unoccupied.
Meeple placed by a flying machine immediately become the appropriate type (traveler, knight, or monk).
If you cannot place your meeple on the tile you land on, either because there are only completed features and fields, or because there isn’t a tile in the indicated location, the meeple is returned to your supply. You cannot place another meeple this turn.
You place a tile with a flying machine and decide to try placing a meeple on the flying machine, which is facing diagonally to the top-left. You roll a 3, but there is no tile in this location, so you cannot place a meeple there.
If you had rolled a 2, you could place your meeple on the monastery even though there is a blue meeple there, or on the city, even though there is a yellow meeple there. You could not place a meeple on the road, because it is complete.
You place a tile with a flying machine, which is facing left. This time, you roll a 2. You must place your meeple on the city, next to the blue meeple because you cannot place it on the field or on the completed road.
Humanity has always been fascinated with flight. Now, your meeple can take to the skies, though you never know where they’ll land.
Contents
8 land tiles with flying machines (marked with )
1 flight die (with sides showing 1, 1, 2, 2, 3, & 3)
Setup
Shuffle the new land tiles in with the tiles from the base game. Place the die within reach of all players.

THE MESSENGERS
15 Min.
Contents
8 message tiles
6 messengers
The queen dispatches her faithful subjects across the realm.
Wealth and prestige await any who make wise use of these messengers.
Setup
Shuffle the message tiles and stack them facedown within reach of all players. Each player places the messenger of their color on the “0” space of the scoreboard, so that each player has 1 meeple and 1 messenger on the scoreboard.
Front Back

---

16
3. Score points
Whenever you score points, you must choose to move either your scoring meeple or your messenger forward along the scoreboard. If your scoring meeple or your messenger moves to and stops on either the “0” space or a multiple of 5 (5, 10, 15, etc.), immediately draw and resolve one message. To resolve a message, you must either:
• Resolve the action shown on the message, or
• Score 2 points (as shown on the bottom right of the message tile).
• In both cases, the message tile is then placed facedown on the bottom of the stack of messages.
The message tiles
1
Shortest road: Choose a road on which you have a traveler (you do not need to control the road). If you have a traveler on more than one road, you must choose the road that would be worth the fewest points. Determine the chosen road’s score as you would during final scoring, and you score that many points. Your traveler remains on the road.
2
Smallest city: This resolves the same way as message 1, but for cities instead of roads.
3
Smallest monastery: This resolves the same way as message 1, but for monasteries instead of roads.
5
2 points per coat of arms: For each coat of arms in cities where you have at least one knight (even if you do not have a majority in the city) you score 2 points.
4
Add a land tile: Draw 1 tile and place it, following the normal rules. You can place a meeple or another special figure on it, also following the normal rules.
6
2 points per knight: You score 2 points for each of your knights. The knights remain on their cities.
7
2 points per farm: You score 2 points for each of your farmers. Your farmers remain on their fields.
8
Score a meeple and return it to your supply: Choose a feature with one of your meeples on it, and score it as you would during final scoring. However, even if other players have a majority on the feature, only you score points, though you may choose not to. Then, return your meeple on the feature to the supply.
Additional rules

When you score points, you must move either your scoring meeple or your messenger accordingly.

You can draw only one message when scoring features. Even if both your meeple and your messenger land on a message space during a single turn (by scoring two features), you will still draw only one message tile.

When tracking the points scored from a message tile earlier this turn, if either your meeple or your messenger lands on a message space, you can draw and resolve a second message.
You can draw a message tile only if your meeple or messenger are alone. If there is another player’s meeple or messenger on a message space when you land there, you do not draw a message tile.
Final scoring
At the end of the game, but before final scoring, total the score of both your scoring meeple and your messenger, then place your scoring meeple on the space corresponding to that total, and return your messenger to your supply. Proceed with final scoring as normal; message tiles are not drawn during final scoring.
Inns & Cathedrals:
Message 1: A road with an inn on it is worth 0 points if it is incomplete.
Message 2: A city with a cathedral in it is worth 0 points if it is incomplete.
Messages 6 & 7: The large meeple counts as only 1 knight or farmer.
Traders & Builders:
Taking a double turn with the builder: You can draw a message tile during each 3. Score Points action, as long as either your meeple or messenger is moving to and stopping on a message space each time.

---

17
THE FERRIES
After a ferry is placed, its position on the lake can change during the game:
When playing with the ferries, the turn sequence is modified as follows:
1. Place a tile — 2. Place a meeple — 3. Place a ferry — 4. Move a ferry — 5. Score points
Inns & Cathedrals: The lakes in Inns & Cathedrals do not interact with the lakes in this expansion. Roads that
have a ferry but no inn are still worth only 1 point per tile.
Traders & Builders: Repositioning a ferry to extend a road that your builder occupies does not grant you a double
turn; you must actually place a new tile on that road in order to resolve the double turn.
1. Place a land tile
1. Extending a road with a ferry on it
2. Place a meeple and ferry
3. Score points
If you draw a land tile with a lake, you place it following the normal rules.
If you place a meeple as a traveler on a tile with a lake
that you just placed, take a ferry from the supply and
place it on the lake. You must place this ferry in such a
way that it connects two of the road segments on that
tile, but you choose which two are connected. Any
remaining road segments on this tile end.
When you place a tile with a lake on it, if
you complete one or more features, these
features are scored normally.
If you extend a road with a ferry already on it by placing a tile, you may reposition that ferry on its tile. The ferry must
always connect two road segments. You may choose to reposition the ferry in such a way that it is no longer part of
the road that you extended when you placed that tile. If there are multiple
ferries on the road you just extended, you can move only the ferry closest to
the tile you just placed.
If you continue the road in more than one direction by placing a tile (such
as a tile with a bridge), you may reposition the two closest ferries to the tile
you just placed. Both ferries must have initially been part of the road you
just extended.
By repositioning ferries, it is possible for a road that was previously
completed and scored to now be incomplete.
Each ferry may be repositioned or placed only once per turn. If you
continue a road that already had a ferry on it by placing a tile with a lake,
you must first place the new ferry before you can reposition the
existing one.
You place a
tile with a lake
and your meeple
as a traveler.
You place the
ferry such that
your road now
connects the one
with the blue
traveler on it.
You place a tile with a
lake, then
place a ferry, completing
both the road to the left and
the city.
Blue scores 3 points, you
score 8 points, and both
players return their meeple to
their supplies.
You place a tile, extending a road with a
ferry on it. You move the ferry from 1
to 2. You and the yellow player no
longer have meeple on the same road.
1
2
1
2
3
1
3
3
1
12
2
2
15 Min
A vast array of roads surrounds the realms of Carcassonne.
New ferries along these roads alter paths, providing new opportunities to any of your enterprising travelers.

Setup
Shuffle the new land tiles in with the base game tiles.
Place the ferries within reach of all players.
Contents
8 land tiles with a lake (marked with
)
8 wooden ferries

---

18
1. Place a land tile
2. Place a meeple
3. Score points
When you draw a tile with gold on it, place it normally. Then, place 1 gold ingot on it, and 1 gold ingot on an adjacent tile of your choice. Gold ingots are not placed on specific features. You then place a meeple following the normal rules.
When any feature on a tile with a gold ingot on it is completed, the gold on that tile is distributed while the feature is being scored. The player with control of the scored feature takes all the gold on that tile, as well as every other tile with connected segments of that feature. For roads and cities, every tile that is part of that road or city is included; in the case of monasteries, the monastery and each of its 8 surrounding tiles are all included.

Final Scoring
After the game ends, but before final scoring, set aside all the gold ingots that are still on tiles (the ones that have not yet been collected by a player).
During final scoring, count your collected gold ingots, and compare your final count to the values listed on the scoring tile to determine how many points each of your gold ingots is worth.

You place the tile with a gold symbol. Then, you place 1 gold ingot on the tile you just placed and 1 on the nearby tile in the upper left.

You complete the city. Because you have the majority in the city, you receive the 3 gold ingots from it.

You complete the road. You and the blue player are tied for the majority, and are both entitled to the gold. Because it is your turn, you take 1 gold ingot first, then the blue player takes one, and then you take the last one.

Example: You have collected 7 gold ingots, meaning that they are worth 3 points each. You score a total of 21 points from your collected gold ingots.

When playing with the gold mines, the turn sequence is modified as follows:
1. Place a land tile
2. Place 2 gold ingots
3. Place a meeple
4. Score points
5. Take gold

THE GOLD MINES 10 Min
Gold is scattered throughout the realm, sought by everyone. The value of each ingot, however, remains unknown until the end of the game.

Contents
8 land tiles with gold (marked with )
1 scoring token
16 wooden gold ingots

Setup
Shuffle the new land tiles with those from the base game. Place the ingots within each of all players.

❷ ❶ ❸

---

19
1. Place a land tile
2. Place a meeple
3. Score points
If you draw a tile with the magic symbol on it, place it so that it continues the landscape. However, before continuing
to placing a meeple, you must first place one of the magic figures. The magic figures can be placed only on incomplete
cities or roads, and can never occupy the same feature (the mage and witch can never be on the same feature together).
If both magic figures are already in play, then they must be moved, following the same rules as for placing them. The
magic figures do not need to be placed on or moved to the tile you just placed.
If you cannot place or move either magic figure because there are no eligible locations, you must remove one of them
from a tile and set it aside. The next time another tile with the magic symbol is placed, this figure can be placed again.
If you cause both magic figures to be occupying the same feature, you must immediately move one of the magic fig-
ures. If this same tile placement would also cause a feature to be scored, you move the magic figure before scoring.
You then place a meeple or other figure following the normal rules.
When you complete a feature occupied by a magic figure, they modify the score:

The mage is worth 1 point per tile in the scored feature.

The witch halves the points of the scored feature (rounded up).
When scoring roads with inns and cities with cathedrals where the witch is present, first add the bonus points,
then halve the total. After modifying a scored feature, the magic feature is removed from the tile and set aside.
The next time a tile with the magic symbol is placed, this figure can be placed again.
You complete two roads. The road on the
right has 5 tiles, but the blue player will
score only 3 points for it because of the witch
(half of 5, rounded up, is 3). The road
on the left has only 3 tiles, but will score 6
points because of the mage.
Final Scoring
During final scoring, the magic figures modify the value of the features they occupy as they did during the game.
Inns & Cathedrals:
An incomplete road with both an inn and the mage on it will be worth 1 point per tile (the incomplete inn drops
each tile's value to 0 points, but the mage still provides 1 point per tile in a scored feature it occupies). The mage does
not grant points for coats of arms.
MAGE & WITCH 10 Min
Powerful magicians visit the realm of Carcassonne.
The mage’s presence inspires the citizens, but the witch casts a sinister pall over everything she touches.
Contents
8 land tiles with magic symbols (marked with
)
Setup
Shuffle the new land tiles in with the tiles from the base game. Place the mage and witch figures (collectively called
“magic figures”) within reach of all players.
1 purple
mage figure
1 orange witch figure
You complete this city. Normally, this city would be worth 20
points (8 tiles + 2 coats of arms) x 2 = 20. However, because of the mage
you and the blue player each score 28 points.

---

20
Whenever you draw a tile with a bag, place it normally. Then, place your robber meeple on the scoreboard, choosing
a space that is occupied by at least one other player’s scoring meeple. Then, the next player in the turn order whose
robber is not on the scoreboard places their robber on the scoreboard as well, following the same rules. If you draw
a tile with a bag and your robber is already on the scoreboard, you may choose to move it to a different space.
1. Place a land tile
2. Place a meeple
3. Score points
You can place a meeple or another figure following the normal rules.
Example: The turn order is you, blue, yellow, and green. You draw and place a tile with a
bag, and place your robber on the scoreboard, on the same space as the blue meeple. The blue player’s robber is
already on the scoreboard, so the yellow player places their robber.
Stealing points
If your robber is on the same space as another player’s scoring meeple when that meeple moves (from scoring
points), the robber “steals” points. You score half the points that the other player scored (rounded up), which you
track by moving your own scoring meeple accordingly on the scoreboard. The owner of the “robbed” meeple still
gets the full points as normal. Then, return your robber to your supply.
Additional rules

If your robber is on the same space as a scoring meeple that moves as a result of points gained from robbing
another player, you do not score any points. Instead, your robber is placed on the same space as the scoring
meeple that moved.

If given the opportunity, your robber must steal points. You cannot choose to wait for a future feature that may
score more points.

If your robber is on the same space as multiple other meeples, and more than one is scoring points, you
choose which one to steal from.

If there are multiple robbers on the same space as a meeple that scores points, each robber on that space steals
from that meeple.

Your robber cannot steal from you.
Blue scores 4 points, and you and green
both steal 2 points. Both robbers are returned to their
player’s supply.
You score 5 points,
and the blue robber
steals 3 from you. The
blue meeple advances
3 spaces, and the blue
robber is returned to
the blue player’s supply.
Because the yellow robber cannot steal points gained from a robber, it
will move along with the blue meeple. It now has the opportunity to steal
from both you and the blue meeple.
THE ROBBERS 10 Min
Robbers on the road demand tribute from wayward travelers.
When your meeple score points, another player’s robber may steal some.
Contents
8 land tiles with a bag (marked with
) 6 robber figures
Setup
Shuffle the new land tiles with those from the base game. Each player adds the robber of their color to their supply.
Final scoring
After the game ends, but before final scoring, if your robber is still on the scoreboard, you score 3 points, then return
your robber to your supply.
The Messengers: If either your messenger or your scoring meeple lands on a message space as a result of your robber
stealing points from another player, draw a message tile.

---

4. Crop Circle Actions
After placing a tile with a crop circle on it, you must choose 1 of the 2 following actions:
Additional rules:

The type of meeple that are added or removed is determined by the crop circle you placed.

If A was chosen, you can place the meeple only on a feature where at least one of your indicated meeple is
already present.

If you do not have any meeple of the indicated type in play, but you placed the tile, you must still choose A or B.

If you do not have any meeple of the indicated type in play and did not place the tile, you do not resolve the
chosen action.

Once all players have resolved the chosen action, play resumes starting with the player on your left.
Based on the crop circle, add a meeple to a
feature where you already have a meeple.
Based on the crop circle, remove one of your
meeple from a feature and return it to
your supply.
or
A B

Rake Crop Circles
Affects farmers on fields
Club crop circle
Affects travelers on roads
Shield crop circle
Affects knights on
cities
You place a tile with the shield crop circle
and place one of your meeple on it as a knight.
You choose option A.
Green adds another knight.
Blue has no knights in play, and does
nothing.
You place another knight on the same fea-
ture as the knight you placed earlier in the turn.
You could not choose the city on the top-left side
of the tile, because you did not already have a
knight on that tile.
Example for
A
Example for B
The green player
places a tile with the rake
crop circle, and places a meeple on it as a knight.
This completes the city, and green scores 4 points.
Then, green chooses option B.
Blue removes a farmer.
You remove a farmer.
Green has no farmers, and does nothing.
1
1
2
2
3
3
4
4
THE CROP CIRCLES 10 Min
1
4
2
2
1
3
Mysterious shapes appear in the fields of Carcassonne,
holding a strange power over the knights, travelers, and farmers of the realm.
Contents
6 land tiles with crop circles (marked with
)
Setup
Shuffle the new land tiles in with the tiles from the base game.
Gameplay
When you draw a tile with a crop circle, resolve a standard turn, following the normal steps. Then, resolve a new
action: 4. Crop Circle Actions.
The crop circles separate roads and fields. Meeple cannot occupy crop circles.
Then, all players, starting with the player to your left and proceeding clockwise, must resolve the action you chose,
then you resolve that action.

---

Carcassonne Base Game (72 land tiles + 8 point tiles)
The River (12 river tiles)
Inns & Cathedrals (18 land tiles)
The Gold Mines
(1 scoring token)
The Crop Circles
(6 land tiles)
V3-D: One of these is the starting tile (with a dark back).
Many of the tiles have a small illustration on them. The letters in brackets show which
illustration is on each tile.
B | Bauernhof
(farmhouse)
S | Schweinestall
(pigs)
T | Wasserturm
(water tower)
K | Kuhstall
(cows)
E | Eselstall
(donkeys)
G | Garden
W | Wegelagerer
(traveler)
V3-A 2× | (W) V3-B 4× | (B; E) V3-C 1× | (T) V3-D 4× | (B; S) V3-E 5× | (G; B; T) V3-F 2× | (T) V3-G 1× V3-H 3× | (G; T)
V3-I 2× | (G) V3-J 3× | (W; B; K) V3-K 3× | (W; B; E) V3-L 3× V3-M 2× | (G) V3-N 3× | (G; T) V3-O 2× | (B; K) V3-P 3× | (W; T)
V3-F1 1× V3-F2 1× V3-F3 1× V3-F4 1× | (E) V3-F5 1× | (T) V3-F6 1× V3-GoldW 1×
V3-F7 1× | (B) V3-F8 1× V3-F9 1× | (W) V3-F10 1× | (G) V3-F11 1× V3-F12 1×
V3-EA 1× | (W) V3-EB 1× | (G) V3-EC 1× | (S) V3-ED 1× V3-EE 1× | (B) V3-Korn1 1× V3-EF 1× | (E) V3-Korn2 1×
V3-EG 1× | (T) V3-EH 1× | (G) V3-EI 1× V3-EJ 1× | (W) V3-EKa 1× V3-Korn3 1× V3-EKb 1× V3-Korn4 1×
V3-EL 1× V3-EM 1× V3-EN 1× V3-EO 1× | (B) V3-EP 1× | (T) V3-EQ 1× V3-Korn5 1× V3-Korn6 1×
V3-Q 1× V3-R 3× | (G; T) V3-S 2× | (T) V3-T 1× V3-U 8× |
(G; W; W; B; S)
V3-V 9× |
(G; W; W; B; S; S)
V3-W 4× V3-X 1×
V3-50/100 8x Front & Back

---

23
Traders & Builders (24 land tiles + 20 goods tokens)
The Flying Machines (8 land tiles) The Messengers (8 messages)
The Ferries (8 land tiles) The Gold Mines (8 land tiles)
Mage & Witch (8 land tiles) The Robbers (8 land tiles)
V3-HA 1× | (K) V3-HB 1× | (W) V3-HC 1× V3-HD 1× V3-HE 1× V3-HF 1× | (W) V3-HG 1× | (S) V3-HH 1×
V3-HI 2× | (T) V3-HJ 1× V3-HK 1× | (G) V3-HL 1× V3-HM 1× V3-HN 1× V3-HO 1× V3-HP 1×
V3-FlugA 1× V3-FlugB 1× V3-FlugC 1× | (S)V3-FlugD 1× V3-DepA 1× V3-DepB 1× V3-DepC 1× V3-DepD 1×
V3-FlugE 1× V3-FlugF 1× | (W)V3-FlugG 1× | (B)V3-FlugH 1× | (G)V3-DepE 1× V3-DepF 1× V3-DepG 1× V3-DepH 1×
V3-FährA 1× V3-FährB 1× V3-FährC 1× V3-FährD 1× V3-GoldA 1× | (K)V3-GoldB 1× | (T)V3-GoldC 1× V3-GoldD 1×
V3-FährE 1× V3-FährF 1× V3-FährG 1× V3-FährH 1× V3-GoldE 1× V3-GoldF 1× | (W)V3-GoldG 1× V3-GoldH 1×
V3-MaHeA 1× V3-MaHeB 1× V3-MaHeC 1× | (T)V3-MaHeD 1× V3-RaubA 1× V3-RaubB 1× | (W)V3-RaubC 1× V3-RaubD 1× | (G)
V3-MaHeE 1× | (G)V3-MaHeF 1× V3-MaHeG 1× V3-MaHeH 1× | (B)V3-RaubE 1× V3-RaubF 1× V3-RaubG 1× V3-RaubH 1× | (T)
V3-HQ 1× V3-HR 1× V3-HS 1× V3-HT 1× | (B) V3-HU 1× | (G) V3-HV 1× V3-HW 1× V3-HX 1× | (T)
V3-HWein 9× V3-HKorn 6× V3-H Tuch 5×
Back

---

24
1. Place a tile
2. Place a meeple
3. Score points
4. After scoring

Meeple: Each of these figures is a meeple.

Meeple (base game)
or
Then
Meeple or
Builder or
Remove and score Abbot (The Abbot)
Move your scoring Meeple (base game) or
Place a Ferry (The Ferries) Move a Ferry (The Ferries)
Pig (Traders & Builders)
Large Meeple on the flying machine (The Flying Machines)
Abbot (The Abbot) or
Messenger (The Messengers) on the scoreboard
Large Meeple (Inns & Cathedrals)
Special Figures are not meeple
Neutral Figures/Pieces do not belong to any player

Place 2 gold ingots (The Gold Mines)
Place the Mage or Witch (Mage & Witch)
Place Robbers on the scoreboard (The Robbers)
Distribute Gold Ingots (The Gold Mines) Draw Messages (The Messengers)
Resolve Crop Circles (The Crop Circles) Rob Other Players (The Robbers)

Designer: Klaus-Jürgen Wrede
Tile Art: Anne Pätzke & Marcel Gröber
Layout: Franz-Georg Stämmele
Z-Man Games Team
Producer: Michael Sanfilippo
Head of Studio: Sophie Gravel
Special thanks to Marion Haake, Maik Neumann, Dieter Hausdorf and the members of www.carcassonne-forum.de

Hans im Glück and Z-Man Games are committed to diverse representation and accessible gaming for all. If you have any concerns or suggestions, please contact Z-Man Games through our website, and please see https://www.hans-im-glueck.de/ueberuns.html for more information.

FIGURES
TURN SEQUENCE

or
or
or

© 2021
Hans im Glück Verlags-GmbH
Birnauer Str. 15
80809 Munich
Germany

PUBLISHED BY:
®
1995 County Road B2 West
Roseville, MN 55113 USA
651-639-1905
info@ZManGames.com

Z-Man Games is a ® of Z-Man Games. Actual components may vary from those shown.

---

Por que perguntar ao BoardGamesBot

Em vez de folhear o manual inteiro
  • Respostas precisas Baseadas exatamente neste manual, com a página de origem.
  • Economize tempo Ache a regra em segundos, sem folhear 24 páginas.
  • A qualquer hora Tire dúvidas no meio da partida, direto do celular.
  • 100% grátis Crie sua conta grátis e comece a usar agora.

Como funciona

Três passos até a resposta
  1. 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
  2. 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
  3. 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.

Outros Jogos que Você Vai Gostar

Baseado em mecânicas e tema

8 jogos

Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .