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Manual — Carcassonne: The Wonders of Humanity - Set II

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Klaus-Jürgen Wrede
The Wonders of Humanity
The wonders of humanity have reached
Carcassonne. Each of them brings you
individual advantages. But everyone
can only use one per game. Get the
wonder you want quickly to benefit
from it as often as possible!
Setup
This mini expansion was developed for the Carcassonne base game and its rules still apply.
You can combine The Wonders of Humanity with other expansions.
However, there will be no official rules for these combinations.
We recommend you to play with at least 90 tiles and one additional meeple (e.g. Base game + 1st expansion).
Ignore any additional expansion rules.
• Each player takes all 9 meeples of one color.
Place 2 meeples of each color next to the space 10 of the scoring track.
Note: One of these two meeples is used only to mark your wonder. You can use the big meeple of the
1st expansion or any other token of that color.
• Place a scoring meeple as usual on the space 0 on the scoring track.
You start the game with 6 meeples in your supply.
• Pick 1 wonder tile per player. You can also combine wonders from different sets.
Place them faceup next to the scoring track (exception: Cothon, see p. 4).
Discard the remaining tiles, you do not need them for this game.
Alternatively, you can also prepare as many wonders as you like. You'll have a bigger selection of
wonders and you can choose the right wonder for you, later in the game.
Components
4 wonder tiles (set I)
4 wonder tiles (set II)
4 wonder tiles (set III)
Cothon of Carthage Taj Mahal Nazca Lines Great Wall of China
Note: All wonder tiles count as 5 connected normal tiles.
Circus Maximus Alhambra Stonehenge Notre Dame
Angkor Wat Terrakotta Armee Tikal Abu Simbel

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2. Place meeple on a wonder tile
After you have placed and marked your wonder, you may immediately place up to 2 meeples on different unoccupied features (city, road, monastery or field) of this wonder. You can also place only one or no meeples. If you place 2 meeples, they may also be placed on the same tile-square.

If there is a wonder tile in front of you, you do not draw a tile, but instead place your wonder according to the usual placement rules. Once you have placed it, you have to mark your wonder with one of the 2 meeples you've unlocked before by placing it in the center of the wonder (not on a city, road or field). The marker meeple remains there until the end of the game. For a better distinction from other meeples you can put the marker meeple upside down.

Note: In the very rare case that you can't place the wonder correctly, you draw a tile that you must immediately place so that you can then place your wonder tile next to it. If this is also not possible, the normal tile is removed from the game and you draw another tile and place it, until you can place your wonder tile. You do not place a meeple on the additionally drawn tile.

Special case: If the game has already ended, but the wonder tile you just acquired in your previous turn is still in front of you, you may still place it (even if it is not your turn). After you have placed any meeples on the wonder tile, the game ends.

1. Place a wonder tile
Get a wonder tile
There is one wonder for each player. So you can get a wonder tile only once (for a variation with two wonders per player see pg. 6).
When your scoring meeple reaches or exceeds the space with the meeple pairs (the first time the space is 10), you perform the following steps one after the other:
• Choose one of the wonder tiles and place it in front of you. You don't place it on the game board yet (see 1. Placing a wonder tile).
• Take your two meeples that are next to the scoring track and put them into your supply.
• Move all remaining meeples next to the scoring track 5 spaces further (i.e. the first time next to the field 15, then 20 and then 25).

Attention: You must never move the meeple-pairs beyond the space 25, even if there are more than 4 players. The meeples remain at field 25 until they are reached by all other scoring meeples.

Special case:
If several players reach the space with the meeple pairs on the same turn, the person whose turn it is chooses which of them will take a wonder tile. After that, the meeple pairs are moved 5 spaces forward as usual. If there are still scoring meeples of other players (who have not taken a wonder yet) on or behind the meeple-pair-space, the person whose turn it is decides again who will take the next wonder, and so on.

3. Score with your wonder
Each wonder has its own function that can earn you points. Some wonders give you points during the game, while others give you points at the end of the game.

Scoring during the game
Notre Dame
During the game (not during the turn in which you place the Notre Dame), if you place a meeple on one of the 8 tiles around a monastery, you immediately score 3 points. Whether there is a monk on this monastery or not is irrelevant. Even if several monasteries are adjacent to the tile, you will "only" receive 3 points.

You place your meeple on this tile and immediately score 3 points.

You place the Alhambra. Then place a meeple upside down on the wonder as a marker. Then you place a meeple on the city and another meeple on the free road.

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Great Wall of China
Each time a city in which you are already represented is expanded with a city wall (by placing a corresponding city tile, regardless of who does so), you immediately receive 3 points.
You draw a tile, look at it and choose one. You decide which one you want to play now. You place the other one face down in front of you.
Blue expands the city wall of your shared city. You immediately receive 3 points.
Blue scores the city which is bigger than two tiles and in which you also have a meeple. Since blue has the majority there, he receives the points for the city, but you receive points for your Tikal wonder. You currently have a total of 4 meeples in cities on the board and therefore you receive (4x2=) 8 points.
Stonehenge
If you complete one or more occupied roads during your turn (not when playing the Stonehenge tile itself), you immediately score 3 points for each road you complete (even if you don't have a meeple on the road yourself). After that, you score the road as usual.
Abu Simbel
When it's your turn, you can choose from 2 tiles. The first time you draw 2 tiles. You choose one and place it as usual.
Place the other one face down in front of you for a later turn.
When it's your turn again, you draw another tile and choose from 2 tiles again, and so on.
If there are no more tiles for you to draw at the end of the game, place the one in front of you.
If your unchosen tile is the last one in the game, it goes to the next player for the last turn.
Tikal
If a city is scored that has at least 3 tiles and you have at least one meeple in it, you receive 2 points for each of your own meeple in a city on the playing field.
The following applies:
• You do not have to be the majority in the scored city.
• The meeple in the scored city also scores 2 points.
Taj Mahal
At the Taj Mahal, you can use standard meeple to receive bonuses during scoring.
With the 'marker meeple' you already receive the first bonus:
Place the meeple upside down on the canal intersection next to the “Road +2” symbol, and from now on, you will receive 2 additional points for every road scoring in which you are involved.
The 1-2 meeples that you are now allowed to place on the wonder tile when building the wonder you can place them on the wonder itself.
Whenever it is your turn and you do not place a meeple on the tile you just played, you may instead place 1 standard meeple on the Taj Mahal or retrieve one from there to your supply.
Place a meeple on the Taj Mahal
You place the meeple on the next available space away from the canal. Each space occupied by one of your meeple gives you an additional or improved bonus when you participate in the corresponding scoring.
Field 1 "Canal Crossing" = +2 points for road scorings
Field 2 = +3 points for city scorings
Field 3 = +4 points for monastery scorings
Field 4 = (from now on) +5 points for road scorings
Field 5 = (from now on) +6 points for city scorings
You complete a road with a meeple on it. You immediately score 3 points.
with city wall without city wall

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Cothon of Carthage (only playable with river)
Unlike all previous wonders, the Cothon is used as the starting tableau and is therefore integrated into the playing field from the outset. The river is created from here.
If you choose the Cothon as your wonder, mark it as your wonder and immediately place up to 2 meeples in different areas on the wonder tile and/or in the harbor there.
Place meeples in harbor
From now on, you may also place your own standard meeple in the harbor of your wonder instead of returning them to the supply after scoring.
Send meeples from the harbor
Whenever it is your turn and you do not place a meeple on the tile you just placed, you may place a standard meeple from your wonder's harbor into a feature along the river.
The following applies:
• This area must start directly on a river tile (directly adjacent to the river)
• No meeple belonging to YOU may be placed in this area yet.
• Foreign meeples may already be standing in this area.
• You may still place the meeple in an area (action 2) if you complete it with the tile you just placed (action 1), thereby triggering another scoring (action 3) during this turn.
Note: The possible areas along the river may be completed relatively early in the game.
This ends the advantage of the wonder, which is usually before the end of the game.
Retrieve Meeple
When you take a meeple from the Taj Mahal into your supply, you always take the last meeple placed (in reverse order).
Exception: The 'marker meeple' remains upside down on the canal intersection. Its bonus always applies.
You place a meeple on space 3.
You receive +2 points for road scoring, +3 points for city scoring, and from now on also +4 points for monastery scoring.
Later, you even place a meeple on space 5.
From now on, you also receive +6 points for city scores (+5 for road scores and +4 points for monastery scores).
Instead of placing a meeple on your played tile, you now send a meeple from the harbor (left).
You place it in the city further down the river, where there is already a yellow meeple (right).
Later, you complete a city on the river with your tile where there is no meeple yet and place a meeple from the harbor there.
You score it and receive 4 points.
You decide to place the scored meeple back into the harbor immediately.
Instead of placing a meeple on your tile, take the last meeple placed on the Taj Mahal from space 5 back into your supply.
From now on, you will again receive +3 points for city scoring (and continue to receive +5 points for road scoring and +4 points for monastery scoring).
Nazca Lines
If you draw a tile that only has the areas road and meadow on it, you may take another turn (graphic elements such as farm, garden, highwayman, lake, walls, etc. are irrelevant.).
Note: If you play with the abbot, a Garden is no longer a graphic element, but a feature.
If you draw another tile that only shows road and meadows, you may take another turn, and so on.
You draw a tile on which only a road and a field can be seen. You show the tile to all players and announce that you now have 2 complete moves.

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5
Scoring at the end of the game
Circus Maximus
At the end of the game, depending on the number
of players, you will receive points for each meeple
of another color in still open cities:
2 players: 4 points
3-4 players: 3 points
5+ players: 2 points
At the end of the game, you first count all roads that
are at least 5 tiles long. In this section, you count 2
relevant streets that give you (2x5=) 10 points.
Alhambra
At the end of the game, you score 5 points for
each of your farmers, regardless of how many
points that farmer scores. If you play with at least
120 tiles you get 6 points. It is not relevant if it is
your own farmer, the field itself scores the points.
Angkor Wat
For each road (open or closed) that is at least 5
tiles long, you receive 5 points at the end of the
game. It doesn't matter whether the roads have
already been scored or are still open, whether there
are meeple on them or not.
Detailed view at the end
of the game:
In a game with three
players you
get 2x3
points for the yellow meeple and 1x3 points for the blue
one. You don't get any points
for your own meeple.
Detailed view at the end of the game:
You
have 2 farmers
on the board. So you receive 2x5 points.
Terracotta Armee
You receive 2 points for every at least 7 tiles that are in a
row or column on the board at the end of the game.
The following applies:
• You may score identical tiles for the column and
for the row.
• Each column and row is only scored once.
At the end of the game, go through column by column and row by
row and count how many of them consist of at least 7 tiles that
are adjacent to each other without a gap. In this section, there is
one row and one column. You get (2x2=) 4 points for this.
Important!
At the end of the game, you first score the wonders that score at the end of the game. After that, you continue with the
normal final scoring. Each wonder tile counts as 5 individual normal tiles. Accordingly, the roads and cities can consist of
more than one tile. You must take this into account during the scoring.
Set I: Stonehenge and Notre Dame each have a road that spans 2 tiles. The Alhambra has a city that spans 3 tiles, and the
Circus Maximus has a city that spans 4 tiles.
Set II: Each wonder, except Tikal, has a road that extends over 2 tiles. Tikal has a road that even counts 3 tiles.

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6
Variation - 2 wonders per player
If you are already familiar with The wonders of humanity, you can also try out the following variant, in which each player
receives up to 2 wonders in the game. You now receive the effects of both wonders. Depending on the situation, you can
also built interesting combinations.
Note: All the rules of the game remain the same. We are only listing the changes here.
Setup
We recommend that you play with at least 120 or more tiles and 2 additional meeple (e.g. base game + river,
+1st expansion and any other tiles from (mini) expansions). But ignore the expansion rules.
• Each player takes 10 meeple of one color. Place 2 meeple of each color next to space 10 outside the scoring board, and
1 meeple next to the 0/50 starting space.
• Choose 2 or any number of wonders per player and place them next to the scoring board.
Receive the 2nd wonder tile
If your counting meeple reaches or exceeds the 50 space, you choose your 2nd wonder, place it in front of you and take the
meeple next to the 0/50 starting space. After that, you use it to mark your 2nd wonder in your next turn, after you have
placed it.
Stonehenge
The monument is a Neolithic megalithic structure. It is located near the river Avon near
Amesbury in southern England, and was erected in several stages (over several hundred
years) starting at least in 3000 BC. There are various hypotheses about the occasion and
purpose of this highly elaborate monument. Stonehenge has been a UNESCO World
Heritage Site since 1986.
Circus Maximus
First built in stone as a permanent installation, construction began around 31 BC. With a
total length of about 600 meters and a width of 140 meters, the Circus Maximus was the
largest circus in ancient Rome. So it was even bigger than the Colosseum and until modern
times the largest stadium in the world. It was used for chariot races until the 6th century. Its
capacity is said to have been up to 250,000 seats, although this is only based on a story. More
likely, but still very impressive, is 150,000 seats.
Alhambra
On the Sabikah Hill in Granada, Andalusia, Spain, stands the Alhambra City Castle. The
castle complex in the Moorish style of Islamic art is about 740 meters long and 220 meters
wide. The most important parts of the Alhambra are the Nasrid palaces with their gardens,
the medina and the Renaissance palace of Charles V. It is one of the most visited tourist
attractions in Europe and was declared a World Heritage Site in 1984.
Note: The map printed on the back of the set-I wonders is only relevant for the Carcassonne
Game Festival 2023 in Carcassonne.
Notre Dame
The Cathédrale Notre-Dame de Paris is a Roman Catholic church. It was built between
1163 and 1345 and is one of the earliest Gothic church buildings in France. It is located in
the historic center of Paris on the Seine island of Île de la Cité. On April 15, 2019, it was
severely damaged by a major fire. Shortly after, the French Parliament decided to rebuild it
true to the original.

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7
Abu Simbel
The rock temples in the village of Abu Simbel were built in the 13th century BC. The
two temples - the large one for the glory of King (Pharaoh) Ramses II, and the small
Hathor-Temple in memory of his wife Nefertari - have been on the UNESCO World
Heritage List since 1979. To save them from the rising waters of Lake Nasser, they
were demolished between 1963 and 1968 and rebuilt 64 meters higher on an island in
Lake Nasser.
Tikal
The ancient Mayan city is best known for its stepped temples. It is located in northern
Guatemala, in the rainforests of the Petén and was one of the most important cities in
the Classic Mayan period in the 3rd-9th century. Tikal experienced its highlights in
the 5th and 8th centuries. Since 2018, researchers have assumed that the area around
Tikal was home to at least one million people. The city was completely abandoned by
the 10th century at the latest.
Great Wall of China
The Great Wall of China is a protective structure built to secure the northern border of
China. The entire structure consists of different sections from different periods, each of
which was built using different construction techniques. The wide, walkable wall from
the second half of the 16th century forms the typical image of the Great Wall of China.
In 1987, UNESCO declared some sections of the Great Wall of China a World
Heritage Site.
Angkor Wat
The most famous temple complex in the Angkor region of Cambodia is located
around 240 km northwest of the capital Phnom Penh. When the country south of
China developed into a regional center of power in Southeast Asia in the 10th century,
the Khmer built large cities and enormous temples. Angkor Wat was built under King
Suryavarman II. The complex was built as the king's state temple and was used to
worship Vishnu. There is also evidence that it was the mortuary temple of
Suryavarman II.
Terracotta Army
The so-called Terracotta Army comprises more than 7,000 life-size soldiers. It is part
of an early Chinese burial complex, the Qin Shi Huang's Mausoleum. Construction
began in 246 BC and Emperor Qin Shi Huang's was buried in it in 210 BC. It is one
of the world's largest tombs, one of the greatest archaeological discoveries of the 20th
century and has been on the UNESCO World Heritage List since 1987.
Nazca Lines
The Nazca Lines are over 1,500 giant geoglyphs in the desert near Nazca and Palpa in
Peru. Due to their enormous size, they can only be seen from a great distance, from
hills, airplanes, drones, or satellites.
The Nazca Plains feature straight lines, triangles, trapezoidal shapes, and figures
measuring up to The Nazca Plain covers an area of 500 km² and features straight lines
up to 20 km long, triangles, trapezoidal areas, and figures ranging in size from
approximately ten to several hundred meters. They were probably created as part of
fertility rituals between 800 BC and 600 AD. The Paracas and Nazca cultures are
considered to be the creators of the lines.

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8
Taj Mahal
The Taj Mahal in India is a mausoleum completed in 1648. The Great Mughal Shah Jahan had it built in memory of his wife, Mumtaz Mahal, who died in 1631. The building consists of fired bricks covered with white marble. In front of it lies an 18-hectare garden with an elongated water basin in the center. In front of it lies an 18-hectare garden with an elongated water basin in the center. To the right and left, the mausoleum is flanked by two buildings made of red sandstone. The Taj Mahal was added to the UNESCO World Heritage List in 1983. Today, it is considered one of the most beautiful and significant examples of Mughal style due to the harmony of its proportions.
Cothon of Carthage
The Cothon of Carthage was probably the world's largest port in the 3rd century BC. It was divided into a commercial area and a military facility. The rectangular commercial port was located offshore. It was necessary to pass through it to gain access to the naval port. This circular facility could accommodate around 200 ships. The shape of the two harbors is still clearly visible today. The archaeological site, located in present-day Tunisia, was declared a UNESCO World Heritage Site in 1979.
© 2025, 2024, 2023 Hans im Glück Verlags-GmbH
Birnauer Str. 15, 80809 Munich
info@hans-im-glueck.de; www.hans-im-glueck.de/en
Designer: Klaus-Jürgen Wrede & the Hans im Glück Team
Illustration of components: Marcel Gröber
Sales Carcassonne & Co GmbH Birnauer Str. 15, 80809 Munich
Visit cundco.de/en for merchandise, mini-expansions and our spare part service.

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