General info and comments
This mini-expansion includes tiles of two mini-expansions published in 2014. While tiles marked with match those of the version which was published in SpielBox magazine (www.spielboxshop.de), tiles marked with stem from another version which was originally available at www.cundco.de exclusively.
This expansion has been developed for the Carcassonne basic game. All the basic game rules still apply in addition to the expansion rules below. You can combine it with other expansions - but at your own risk – i.e. there will be no official rules for these combinations.
- 24 new “half-sized” triangular land tiles
For your first game shuffle all triangular tiles face down (except for those with symbols from expansions). Each player draws 3 triangular tiles, takes a look at them and puts their tiles in front of them face down.
If you have already played Halflings before, you can play the following version: At the beginning of the game put down all triangular tiles face up. Determine which player is first. The player whose turn is last, chooses a tile and places it in front of them face down. The remaining players continue to do the same counter-clockwise until everyone has drawn 3 tiles. The remaining triangular tiles are put back in the box. If you like to play using more triangular tiles, you can do so (depending on the number of players).
1. Placing a tile
Instead of drawing and placing a regular land tile you can choose to place one of your triangular tiles instead. The half-sized tiles are placed according to the rules of the Carcassonne base game, meaning that at least one side of your tile has to continue the landscape of one or more existing tiles. The long side of the triangular tile may never be placed next to a regular land tile continuing its landscape. You may however place a half-sized tile with its long side adjacent to that of another half-sized tile if it continues the landscape.
Game end 
The game ends immediately at the end of the turn in which the last normal (not half-sized) land tile is placed. If any player still has any unplayed half-sized tiles in front of them, they may no longer play them.
2. Placing a meeple
After having placed a half-sized tile, you may now place a meeple on your tile according to the rules of the base game.
3. Scoring a feature
A triangular tile in the surroundings of a monastery is counted just like a regular land tile (it scores 1 point and can complete the monastery). The triangular tile does not have to be adjacent to the tile with the monastery itself in order to complete the monastery.
If two triangular tiles have been placed instead of a regular land tile, you still only score 1 point for this occupied space. 
Tiles with expansion symbols
The following three tiles show symbols of the 9th expansion Hills & Sheep which rules do apply here. The rules of tiles 1 and 2 can be applied without further game material. In order to use the sheep on tile 3, you need material included in the 9th expansion.
1 Vineyard | If a monastery is being completed and scored, its owner earns 3 extra points for each vineyard depicted on the tiles in the vicinity of the monastery (the square space with the monastery and the 8 spaces surrounding it). 
2 Hill | If you place the triangular tile depicting the hill, you draw a regular land tile according to the rules of the 9th expansion and place it under the hill tile. The free triangular space can later be filled by placing another half-sized tile. The hill counts for the whole space and therefore also for a potential second triangular tile. If you have a meeple on a feature with a hill, ties for scoring that feature are broken in your favor.
The tile depicting the crop circle is played differently from the normal crop circle tiles (see Crop Circles).
4 Crop Circle | You play a normal turn with the crop circle tile.  Afterwards you determine a kind of meeple (knight, highwayman or farmer) and choose one of the following actions which all players (including yourself) must complete, starting with the player to your left:
Each player either... 
A) ... may take a meeple from their supply and place it next to another one of their meeples of this kind on the same land tile. 
B) ... must remove one of their meeples of the determined kind from a land tile and put it back into their supply.
If a player does not have any meeples of the determined kind, they cannot complete neither action A nor B.
The Halflings rules have become a source of great controversy due to the many gaps and conclusions left to the reader.
The rules focus on explaining the especial case for monasteries only: The rules from 2014 did not even mention how roads and cities were to be scored and the rules from 2020 just indicate that completed roads and cities with triangular tiles are scored according to the normal rules.
In 2014, the lack of information about road and city scoring led to the interpretation that they should be scored according to the principle provided for monasteries that two triangular tiles in one square space were to be counted as one tile. This assumption would have some consequences when considering interactions with other expansions since triangular tiles would not be considered individual tiles in some cases.
- Scoring features with the rules from 2014:
- Roads and cities are scored according to the number of square tiles (2 triangular tiles are considered 1 square tile)
- Monasteries are scored according the square spaces with tiles (2 triangular tiles are considered 1 tile) - Monasteries can score up to 9 points
The clarifications from 10/2015 shed some light on the scoring of cities and roads (each triangular tile will be considered individually from this moment on), but it changes the way monasteries should be scored, since each tile would be counted individually for monasteries too. So monasteries could score up to 18 points as you could cram that many Halflings tiles in the space occupied by a monastery and the 8 adjacent spaces. These clarifications covered some interactions with other expansions, not all of them, but provided some hints to address some other by analogy (with some house rules, if needed). They would represent a lot of consequences when considering interactions with other expansions since triangular tiles would be considered as individual tiles now. (Double-sized tile were considered individual tiles too, so this also added additional distortions to the way some expansions interacted).
- Scoring features with the clarifications from 10/2015:
- Roads and cities are scored according to the number of individual tiles (square, triangular or double sized)
- Monasteries are scored according the number of individual tiles (square, triangular or double sized) - Monasteries can score up to 18 points
Later in 2020, the re-release of Halflings for Carcassonne II included similar rules to those from 2014. There was a brief indication on how roads and cities should be scored and the rules for the monasteries were a step back from the clarifications from 10/2015, returning to the original ones from 2014. We can assume that the clarifications from 10/2015 still apply except for the scoring of monasteries (and therefore German castles by extension).
- Scoring features with the rules from 2020 + clarifications from 10/2015:
- Roads and cities are scored according to the number of individual tiles (square, triangular or double sized)
- Monasteries are scored according the square spaces with tiles (square, triangular or double sized) - Monasteries can score up to 9 points
The following table summarizes to evolution of the rules and its consequences.
|Feature||Tile occupying a space||Carcassonne I rules from 2014||Clarifications from 10/2015||Carcassonne II rules from 2020|
|Road / City||Scored per tile||Scored per tile||Scored per tile|
|1 square tile||1 tile||1 tile||1 tile|
|1 triangular tile||1 tile (1)||1 tile||1 tile|
|2 triangular tiles||2 tiles → counted as 1 tile (1)||2 tiles||2 tiles|
|1 part of double-sized tile||N/A (2)||1 tile||1 tile (3)|
|Monastery||Scored per occupied space||Scored per tile||Scored per occupied space|
|1 square tile||1 tile → 1 occupied space||1 tile||1 tile → 1 occupied space|
|1 triangular tile||1 tile → 1 occupied space||1 tile (4)||1 tile → 1 occupied space|
|2 triangular tiles||2 tiles → 1 occupied space||2 tiles (4)||2 tiles → 1 occupied space|
|1 part of double-sized tile||N/A (2)||1 tile (4)||1 tile → 1 or 2 occupied spaces (5)|
- (1) There was no explicit rules and the rules. It was assumed that triangular tiles on the same space were considered counted as 1 tile as an adaptation of the scoring rules for monasteries. This may be the result of a misinterpretation.
- (2) Double-sized tiles were released a year later so no provision for double-sized tiles is made in the rules from 2014.
- (3) Not covered in the rules, but aligned with the interpretation of the rules from 2020 and the clarifications from 10/2015.
- (4) Triangular tiles and double-sized tiles were counted as individual tiles for monasteries.
- (5) Not covered in the rules, but change consistent with monastery scoring by occupied space from 2020. It would override the clarifications provided in 10/2015.
>> General considerations
- When a Halfling tile is beside a triangular gap, the Halfling tile counts as a single tile. When 2 Halfling tiles are side-by-side to create one square, they count as a single tile each. This is relevant when considering city scoring, road scoring, Dragon movement, the Plague token placement, the Flier movement, etc. (10/2014; updated 10/2015; updated 04/2020)
- Monastery completeness takes into consideration the adjacent spaces: all adjacent of them have to be occupied no matter if by a square a tile or by one or two Halfling tiles. So there may not be a unoccupied adjacent square space.
- Monastery scoring, on the other hand, will not take into consideration individual tiles but occupied spaces (the one of the monastery and all the adjacent spaces). This is a change from the clarifications from 10/2015 and a return to the spirit of the original rules of 2014. This change will also affect the scoring of all those features with mechanics similar to monasteries by extension: all monastic buildings (abbeys, shrines, Japanese buildings, German monasteries, Dutch & Belgian monasteries, Darmstadt churches), gardens and German castles.
- This geometry change in tiles implies a shift and whenever we consider adjacent tiles around a feature, we should consider all the tiles crammed into the adjacent spaces around that feature. This would include, for example, big top scoring, acrobat placement, watchtower scoring, bathhouse completion, the meeple trapping by the Vodyanoy tile, the Baga Yaga's Hut scoring (although it already considered empty spaces), the Darmstadt church bonus, in addition to castle fiefs.
- At present HiG will not provide clarifications about the interactions with for Halflings. Combining Halflings with other expansions will then happen "at the players' own risk." In such cases, house rules will have to be agreed and applied.
>> The Princess and The Dragon - Dragon movement
- There is no official clarification regarding how the dragon moves on Halfling tiles beyond the general considerations above.
- Rule clarification: When moving the dragon, triangle tiles are considered individual tiles.
- Open question: Can it be assumed that the dragon can move past a triangular gap? Clarifications for other expansions such as The Plague (see below), may lead to a positive conclusion but there is no official confirmation.
>> The Tower - Tower range
- There is no official clarification regarding how tower range is calculated involving Halflings beyond the general considerations above.
- Rule clarification: When computing the tiles affected by the tower range, triangle tiles are counted as individual tiles.
- Open question: Can it be assumed that triangular gaps, if any present, are ignored in the tower range calculation? Clarifications for other expansions such as German monasteries and Japanese Buildings and Dutch and Belgian monasteries (see below), may lead to a positive conclusion but there is no official confirmation.
>> Abbey and the Mayor - Part 1: Abbey placement and scoring
- An abbey can be placed if a Halfling tile is on one of the edges, even if there is a Halfling gap on one of the edges. See the clarification images below. (3/2015)
- There is no official explicit confirmation on how abbeys are scored when interacting with Halflings beyond ruling for monasteries.
- House rule: The scoring of an abbey follows the official rules defined for monasteries.
>> Abbey and the Mayor - Part 2: Barn placement
- A barn can be placed as long as 4 tiles touch at the intersection, even if there is one or more Halfling tiles. (10/2015)
- Additionally the barn placement rules have been updated as follows: The base ground for the barn has to be stable so it cannot wiggle. This means that under the barn:
- all tiles have to touch each other in the middle;
- no quarter is empty in the middle; and
- all tiles have farm in the middle for the placement of the barn.
- See the following examples involving Halfling tiles and double-size tiles (see Castles in Germany.) (04/2016)
- Note: The rules update from 10/2015 overrides, in certain cases, the original four-tile intersection requirement for the placement of the barn defined originally for square tiles. This happens in favor of providing stability to the barn when tiles with other geometries are considered, as can be seen in the examples involving double-size tiles and/or triangle tiles.
>> Abbey and the Mayor - Part 3: Barn scoring
- There is no official rules on how barns interact with the landscape discontinuities that can be generated by Halflings.
- Open question: Can triangular gaps be considered as holes in the farm landscape? If so, certain tile configuration could lead to the creation of separate farms that converge at an intersection, some of them eligible for barn placement. There is no official rule or clarification stating how triangle gaps affect farms.
- Open question: When placed on a farm convergence intersection, does the barn connect these separate farms to form one single farm? There is no official rule or clarification on this point, but the official rules for barn placement were designed to ensure it was always placed on one single farm.
- House rule 1: Triangular gaps could be considered as limits of the landscape (the same as square holes), so several farms can converge at a tile intersection and be disconnected.
- House rule 2: The barn, when placed (legally) at a point where several farms meet, they should be considered as merged into one single farm. This seems reasonable as the placement of additional Halfling tiles filling the gaps would not alter the previous situation but resolve to materialize the assumed landscape continuity. Additionally, all the barn scoring rules would apply as usual.
>> Count, King and Robber - Shrine scoring
- There is no official explicit confirmation on how shrines are scored when interacting with Halflings beyond ruling for monasteries.
- House rule: The scoring of a shrine follows the official rules defined for monasteries.
>> Bridges, Castles and Bazaars - Bridge placement
- There is no official clarification regarding how bridges can interact with Halflings.
- Open question: Can a bridge be placed on a square space only occupied by one to two Halflings?
- House rule: A house rule could allow the placement of the bridge only if it stands on a stable base ground following the lead of the clarifications for the Abbey and the Mayor's barn (see above). This would mean that bridges could be deployed on a place occupied by a square tile or two Halflings, but not if occupied by one single Halfling.
>> The Flier (Flying Machines) - Flier distance and placement
- There is no official clarification regarding how the Flier distance and landing cases are handled when Halflings are involved beyond the general considerations above.
- Rule clarification: When computing the Flier distance, triangle tiles are counted as individual tiles.
- Open question: Can it be assumed that triangular gaps, if any present, are ignored and only the Halfling tiles are taken into account for computing the Flier distance? Clarifications for other expansions such as German/Dutch and Belgian Monasteries (see below), may lead to a positive conclusion but there is no official confirmation. See the examples below following this assumption.
- Open question: How to proceed if the Flier, following a diagonal trajectory, has to land on a square tile occupied by two triangle tiles whose long side is aligned with such trajectory? No official clarification exists. A house rule may dictate that the player may choose a feature of either tile.
- House rule: A house rule could define that the Flier distance is calculated taking into account square tiles, square gaps and triangular tiles. If the landing place contains two triangular tiles with the same distance, the player will choose either of them at his/her convenience.
>> The Plague - Plague spreading
- A single triangle hole does not prevent the Plague from spreading in that direction. (10/2015)
- A triangle tile takes the place of a regular landscape tile. Thus, a single triangle hole in the map does not stop the row or column for scoring for German and Dutch/Belgian Monasteries's abbot. Only a hole of a complete regular landscape tile interrupts the row or column. (3/2015)
- The following image shows how triangle tiles are considered individually when scoring an abbot placed on a German Monastery. It can be seen that triangular gaps are ignored.
>> Castles in Germany - Completion of German Castles
- There is no official clarification regarding how German Castles interact with Halflings beyond the general considerations above.
- House rule: A German Castle could be considered completed if totally surrounded by square tiles and spaces occupied by one or two Halflings, following the official ruling for monasteries.
- House rule: The scoring of a German Castle could be 2 points for the German Castle tile plus 1 point per surrounding occupied space (no matter if by square or triangular tiles), taking into account the official rules for monasteries.
>> Little Buldings - Area affected by Little Building
- There is no official clarification regarding how Little Buildings interact with Halflings beyond the general considerations above.
- House rule: A Little Building only affects the Halfling tile it is placed on, not affecting the other Halfling, if any, sharing the same square space. This consideration comes from the fact that a Halfling counts as a single tile and Little Building affects a whole tile. f
This section provides a set basic unofficial community rules to navigate through the the pitfalls found when playing Halflings. They are not official but will help solve some of the issues derived from the lack of rules for the expansion itself and the interactions with other expansions.
The Carcassonne base rules define the behavior and interactions based on a square grid occupied by tiles and holes. The problems with Halflings arise from the lack of a full set of rules that cover all the cases when a square space is occupied by a triangular tile (that leaves a triangular gap) or two triangular tiles.
Triangular tiles are considered as individual tiles, and this affects several aspects of the basic game mechanics. However, triangular gaps become a serious generator of continuous conflict. The incomplete clarifications to the Halflings rules leave behind a field full of pitfalls and a few hints that players try to squeeze and analyze looking for answers that will never be officially confirmed by HiG.
With this context, after detailing in the previous section the rules, clarifications, open questions and some house rules for the interactions between Halflings and other expansions, we'll try to put together some basic remarks that could serve as a short guideline that distill the aforementioned material.
Two principles serve as a cornerstone:
- Triangular tiles are counted as individual tiles
- Triangular gaps show two different behaviors depending on the context:
- A triangular gap can behave as a hole, for example, in a feature
- A triangular gap can be ignored, for example, when moving a figure
The table below sums up the different contexts where issues arise and provide an appropriate ruling. But first let's list the game contexts taken into consideration:
- Landscape Continuity: how triangular tiles and gaps affect various features, such as a farm or a city
- Feature Placement: how triangular tiles and gaps affect the placement of a feature, such as an abbey
- Feature Completeness: how triangular tiles and gaps affect a feature to be considered as completed, such as a city or a monastery
- Featuring Scoring: how triangular tiles and gaps affect the scoring of a feature, such as a monastery (which ignore them)
- Figure Placing/Movement: how figure mechanics are affected by triangular tiles and gaps; for example, the dragon
- Action Range / Trajectory calculation: how action ranges for a tower or the trajectory of a flier are affected by triangular tiles and gaps
>> How to deal with triangular tiles and gaps
Important Reminder: Triangular tiles are considered as individual tiles. Bear this in mind when placing followers or other figures, and when scoring features.
The following table summarizes the community rules for conflicting scenarios.
|Triangular Tiles and Triangular Gap Behavior|
|Gap Behavior||Landscape Continuity||Feature Placement||Feature Completeness||Feature Scoring||Placing / Moving a Figure||Action range / Trajectory Calculation|
|A hole||Farm (1)||Farm||Bridge|
|City, Road||City, Road||City, Road|
|Ignored||Abbey (2)||Monastery, Shrine, Abbey, Garden, German monastery / Dutch & Belgian monastery / Japanese building (monk), Darmstadt church, German castle, Garden||Monastery, Shrine, Abbey, Garden, German monastery / Dutch & Belgian monastery / Japanese building (monk), Darmstadt church, German castle, Garden (3)||Dragon||Tower, Flier (4)|
|German monastery / Dutch & Belgian monastery / Japanese building (abbot)|
- (1) - Farm continuity: The placement of a barn can alter farm continuity if it merges separate farms touching at intersection it is placed on
- (2) - Abbey placement: An eligible place for an abbey requires its four sides not to be square holes.
- (3) - Monastery (and analogous features) scoring: these features ignore triangular gaps and score according to occupied spaces (the one for the feature and the adjacent ones). Spaces can be occupied by square tiles, one triangular tile, two triangular tile to by part of a double-sized tile, by extension.
- (4) - Flier landing: if the Flier has to land on a square space with two triangular tiles side by side when following a diagonal trajectory (i.e., both share the same distance), the player has to choose one of them at his/her convenience as landing tile.
>> How to deal with the barn
Additionally, these are the community rules for the barn:
- Placement Rules: It is placed on the intersection of four square corners where all quarters are partially or fully occupied and meet in the middle. That is, the barn is always placed on a stable base ground. At an intersection can meet from 3 (involving a double-sized tile) up to 8 tiles (all of them Halflings), and all of them should have only farmland to allow the barn to be placed.
- Landscape Continuity: The barn will merge any farms touching at the intersection where it is placed. Thus, farm scoring will happen as usual. Any additional triangular tile placed in any gaps left under the barn will materialize the assumed farm continuity.
>> How to deal with Little Buildings
Little Buildings placed on a Halfling tile will affect only that triangular tile. If another Halfling tile shares the same square space, it will not be affected. 
Total Tiles: 24 halves
Total Tiles: 12 halves
Total Tiles: 12 halves
For Icons licensing and explanation please visit Icons page.
- This section was included in the rules from 2014 but omitted in the rules from 2020.
- This sentence is a translation of the German rules. The English translation by HiG had a different meaning, probably by mistake: "You may also place a Meeple on an adjacent triangular tile if there already is one."
- This comment indicates that triangular tiles are independent, even if they occupy the same square space.
- This sentence is based on the German wording. The English version has a different meaning, possibly by mistake: "If you complete a feature by placing a half-sized tile, it is being scored according to the rules of the base game."
As per the base game rules, completed cities cannot contain gaps. In this case, this means they cannot contain square or triangular gaps. Roads will follow the same rule: A road with a triangular gap will be considered incomplete too.
- The scoring of a completed city or road will follow the normal rules and any triangular tiles will be counted as a regular tile.
- Field scoring is affected by the triangular gaps in the landscape. They are not covered explicitly by the rules or later clarifications. If we apply the principle that other features but monasteries are scored as per the usual rules, triangular gaps should interrupt the field continuity and define boundaries.
Therefore, monasteries are scored taking into account the spaces occupied by the monastery tile and by tiles (1 or 2) in the adjacent spaces. The number of tiles occupying these spaces is irrelevant. This means that:
- A completed monastery will always score 9 points during the game
- An incomplete monastery at the end of the game will score 1 point for the occupied space with the monastery tile and 1 point for each occupied adjacent space.
- The wording has been updated to cover the cases derived from the introduction of Halflings. The original wording only mentioned the 8 adjacent tiles, assuming the rules for square tiles only: "If a monastery is being completed and scored, its owner earns 3 extra points for each vineyard depicted on the 8 tiles surrounding the monastery." With Halflings there may be up to 16 adjacent tiles. Additionally, since there is a half-sized tile with a monastery and another with a vineyard that can be placed together in the same space, this means that there may be vineyards not only on the tiles on adjacent spaces but also on the same space as the monastery. The rules should account for all these case.
- The sheep on the tile counts as a "permanent" sheep token every time that a shepherd on the associated field scores its sheep. (11/2014)
- We are replacing this sentence with a translation of German version. The English wording is somewhat misleading : "A wolf cannot scatter your flock."
- We use a translation of the German rules for clarity. The English wording is this: "Place the triangular crop circle tile according to the rules."
We used a translation of the German rules. The English rules contain a mistranslation stating that:
"Each player must either...
A) ... take a meeple from their supply and place it next to another one of their meeples of this kind on the same land tile.
B) ... remove one of their meeples of the determined kind from a land tile and put it back into their supply."
- The meeple must be placed next to one of your meeple, that is, on the same feature on the same tile.
- According to the interpretation of the rules from 2014, a Little Building on a Halfling tile would have affected both triangular tiles sharing the same square space, since they are counted as one single tile for scoring.