# Carcassonne: Halb so wild I ## General Info - **Year Published**: 2014 - **BGG Rating**: 6.8 - **BGG Rank**: — - **Players**: 2-6 (Best with: 2) - **Duration**: — - **Weight**: 2.13 / 5 - **Designers**: Klaus-Jürgen Wrede - **Artists**: Doris Matthäus - **Publishers**: Hans im Glück, W. Nostheide Verlag GmbH - **Categories**: Expansion for Base-game, Medieval, Territory Building - **Mechanics**: Area Majority / Influence, Tile Placement ## Verdict If you love Carcassonne and want a fresh board shape without extra rules, Halb so wild I gives you triangular tiles for new tactics.Innovative triangular tilesWorks with version IIQuick setupNo new mechanicsLimited tile countRECOMMENDED ## Description Carcassonne: Halb so wild I is a minor expansion that slices the standard Carcassonne tiles in half, turning them into triangles. The set includes twelve triangular landscape tiles, each half the size of a regular tile but still featuring the familiar fields, cities, roads and cloisters that shape the board. Released by Spielbox in 2014, the expansion was designed to be paired with its sibling, Carcassonne: Halb so wild II from Hans im Glück; the two can be mixed together, creating a larger pool of triangles and more placement possibilities. Core rules of the base game stay unchanged: players keep placing tiles, matching edges, and deploying their followers to vie for majority in regions. The only twist is the geometry of the pieces, which opens new fitting options and subtly shifts area‑control strategies. Since the product only adds tiles, there are no extra rules or objective cards—the focus is on a more compact, dynamic board layout. It works well for quick sessions or for those who want variety without a massive tile count. Complexity stays low (2.1/5), making it friendly for beginners and seasoned players alike who prefer a lighter experience. Playtime isn’t fixed but typically runs 20‑40 minutes, depending on 2‑6 players. In short, Halb so wild I offers a clever way to “cut” the classic Carcassonne while preserving its medieval territory‑building charm. ## How to Play Objective of the Game The "Half & Half" mini-expansion integrates with the basic Carcassonne rules, which remain unchanged except for the new rules introduced by this expansion. Players will be placing triangular tiles to expand the landscape, aiming to score points by completing features like cloisters and roads, as in the base game. Preparation (Setup) This mini-expansion is playable with up to 6 players. If multiple copies or versions of this mini-expansion are present, more than 6 players may participate. Gather the 12 "half-sized" triangular Land Tiles for each version of the mini-expansion being used. For the first game with this mini-expansion, mix all triangle tiles face down. Each player receives 2 triangular tiles. Players look at their tiles and then return them face down to the table in front of them. Once players are more familiar with the new tiles, they may try a variant: At the beginning of the game, all triangular tiles are placed face up on the table. A starting player is determined. Starting with the player who will be last in turn order and moving counterclockwise, everyone takes one tile and places it face down in front of them. All players then take a second tile in the same way. Thus, each player has chosen 2 tiles to use during the game. All basic Carcassonne rules remain unchanged, with the exception of the new rules used with this mini-expansion. Flow of the Game On a player's turn, they have an additional option during their turn: Instead of drawing a normal tile, a player may play one of their 2 triangular tiles. The triangular tiles are placed according to the usual rules. Actions and How to Play Placing Triangular Tiles A player may play one of their 2 triangular tiles instead of drawing a normal tile. Triangular tiles must be placed so that at least one of the shorter sides of the tile touches a previously placed tile (not corner-to-corner only). Any city, road, and field segments on the triangular tile must continue segments already in play. The long side of a triangular tile may never be placed against the side of a normal tile. Triangular tiles may be placed as shown in the example provided (e.g., forming a larger square space with two triangles). They may not be placed in ways that violate the placement rules (e.g., long side against a normal tile, or only corner-to-corner). Cloisters with Triangular Tiles When playing with this expansion, a cloister is considered to be completed even if one or more of its surrounding tiles are triangular tiles. In this case, a triangular tile scores as a normal landscape tile (1 point per tile surrounding the cloister). If there are 2 triangular tiles in the same square "space", they still only count as 1 point (together) for scoring a cloister. Tiles with Expansion Features Some triangular tiles from the cundco.de version contain features from the "Hills & Sheep" and "Crop Circles" expansions. If you are not playing with those expansions along with "Half & Half", you may disregard those features. Hills (with "Hills & Sheep" expansion) If a player places a triangular tile containing a Hill feature, and you are playing with the "Hills & Sheep" expansion, he immediately draws a second (normal) tile, in accordance with the "Hills & Sheep" rules, and places it face down under the triangular tile. The other "half" of the face down tile may be covered with another triangular tile at a later time. Both triangular tiles would then be considered part of the same Hill. End of Game and Scoring Game End Trigger The game ends immediately at the end of the turn in which the last normal (not triangular) land tile is placed. Unplayed Triangular Tiles If any player still has any unplayed triangular tiles in front of them when the game ends, they may no longer play them. Final Scoring Cloisters: A cloister is completed even if surrounded by triangular tiles. Each triangular tile surrounding a cloister scores 1 point. If two triangular tiles occupy the same square space, they collectively count as 1 point for cloister scoring. Roads: Roads can continue across two triangular tiles. Consult the manual for details on other scoring criteria for cities, fields, and other features, as basic Carcassonne rules remain unchanged. Tips for Winning Strategically use your 2 triangular tiles to complete features for scoring, especially cloisters, as they can help complete them even when normal tiles might not fit. Pay attention to the placement rules for triangular tiles, particularly that the long side cannot be placed against a normal tile, to avoid illegal placements and maximize your options. ## FAQ ### How many players can use the expansion? It supports 2 to 6 players, just like the base game. ### What is the typical playtime? Usually between 20 and 40 minutes, depending on player count. ### Do I need to buy version II to play? No, it works alone, though mixing with version II adds more tile variety. ### Does the expansion introduce new rules? No, it uses the same rules as the original Carcassonne. ### What is the complexity level? Low, about 2.1 out of 5 on the BGG scale. ### Are the triangular tiles harder to fit? The shape changes the fitting logic a bit, but it remains intuitive. ### Do I need any extra components? Just the base board and the followers from the main game. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 9.97 (https://boardgameprices.com/item/go?source=A&storeitemid=2595267&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/18470/carcassonne-halb-so-wild?utm_source=boardgamesbot.com