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Base Game

Base Game C2 Box Front.png

General info and comments

Originally released by Hans im Glück in 2014.

Carcassonne, the world-famous French city, is known for its imposing fortifications erected during Antiquity and the Middle Ages. This fortress, surrounded by magnificent walls, still stands today as one of the most unique French cities. In this game, players must develop the area around Carcassonne. They place their followers onto roads and into cities, monasteries, and fields. Only those who make the most judicious placements will gain the points required to win the game.

Info on farmers rules

Farmers are considered a part of the base game for most Carcassonne players. They are also used in every official tournament as they are commonly not considered an expansion. In the new edition of Carcassonne farmers were separated as a supplement to ease access to the game for new players and smooth learning curve. WikiCarpedia follows this streamlined approach. For the sake of other expansions and the rest of the WikiCarpedia, farmers are considered a part of the base game. You can find farmers rules here The Farmers.

Components and setup

Following part will explain initial setup and introduce components of the game.

The 72 LANDSCAPE TILES show roads, cities, and monasteries, in a field.

Tile showing a city
Tile showing a road
Tile showing a monastery

The backs of all the tiles are the same, but the START TILE has a darker colored back, so you can recognize it easily. Other graphical elements such as houses, people, or animals have no impact on the game[1].

Regular back
Dark back

Place the start tile (the one with a dark back) in the middle of the table. Shuffle the remaining tiles and set them as different facedown stacks that are easily accessible to all players. Tiles can also be placed into a sack or game box and drawn randomly.

Start tile

Then comes the scoreboard, which you set to the side of your playing surface (table, floor, etc.).

Part of the scoring track with meeples on initial positions.

Finally, we have the meeples. You will find in the box 40 regular meeples, including 8 meeples in each of these colors: yellow, red, green, blue, and black.[2] In addition, there are also 5 abbots. Usage of abbots is described in The Abbot mini expansion page, including 1 in each of the same colors. Abbots are not important from base game point of view.

float
Meeples

Start by distributing 7 meeples of the color of their choice to each player. These meeples constitute each player’s personal supply. Each player takes seven meeples of their chosen color to form their supply. Place each player's eighth meeple on the 0 space on the scoreboard. These will be used to track each player's score throughout the game. If you are not playing with The Abbot, put those unique meeples back into the box.

Question: Too few followers—are we playing wrong or are there really too few?

Answer:
Base Game C1 Meeples Footer Note 2.jpg
This is the number intended by designers. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers.

Overview and goal of the game

In Carcassonne, players take turns placing tiles and expanding the landscape of roads, cities, monasteries and fields, one tile at a time. Players may place their meeples on the individual features of tiles as well (roads, cities, monasteries, and fields), where they will become highwaymen, knights and monks. Points are earned throughout the game, and the player with the highest score at the end is the winner!

Gameplay

A game of Carcassonne is played in clockwise order. Starting with the youngest player[3], the current player does the following actions in the order listed below, after which it is the next player’s turn, and so on and so forth. First, we’ll give you a brief description of the actions you have to do during one of your turns. These actions will be detailed as we present the roads, the cities, and finally the monasteries. So what are these actions?

  1. Placing a tile: The player must draw exactly 1 Land tile from a stack and place it faceup to continue the landscape.[4][5][6]
  2. Placing a meeple: The player may place a meeple from their supply onto the tile they have just placed.
  3. Scoring a feature: The player must score any feature completed by the tile placement.

The roads


Placing a tile

You draw the depicted tile with three road segments starting from a village. You must place it in such a way that it continues the existing landscape (the tiles already in play)[7]. In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is removed from the game, and the player draws another. [8]

You place the tile here. The road and fields continue the existing landscape.


Placing a meeple as highwayman

After placing the tile, you may place a meeple as a highwayman on one of that tile’s road segments, but only if the road is unoccupied by another highwayman.

In our example, since the road is not yet completed, no scoring occurs (see action 3) and play moves on to the next player.

The next player draws a tile that he/she places to continue the landscape. They may not place a meeple on the road to the right since your highwayman is already present on that road. Instead, they choose to place their meeple as a knight in the city segment of that tile.


You use your meeple as a highwayman on this road. This is possible because no other meeple is present on it.
Since the road to the right is occupied, the blue player decides to put his meeple in the city.


Scoring a road

When both ends of a road are closed, that road is completed and scored. The end of a road is closed when it meets a village[9], a city, a monastery, or it loops onto itself by meeting the other end.[10]

Since the road to the right is occupied, the blue player decides to put his meeple in the city.

Even though it is your opponent that placed the tile, this still completes your road. How many points do you score? When scoring a road, each tile of that road grants you 1 point. Here, since you scored a road that is made out of 3 tiles, you score 3 points.

It is now time to note your score. You keep track of your score with the meeple you placed on the scoreboard before starting the game. Continuing our example, you move it forward 3 spaces to show that you’ve scored 3 points. Note: if your score passes 50 points, lay down your scoring meeple to show your 50+ points. After each scoring, return to your supply the meeple that was just scored.

You return to your supply the highwayman that earned you 3 points. The blue meeple stays in place since it was not part of a scored feature.

We’ve already seen the most important parts of the game. Now, we will further expand on those actions by showing you how they apply to the other features, namely the cities and the monasteries:

The cities


Placing a tile

As usual, you draw a tile that you use to continue the landscape. Of course, the illustration must be continued as well. For example, a city segment must be connected to an open city.

Example of city tile.


Placing a meeple as a knight

Then, you see if there is already a meeple as a knight in the city. Here, there isn’t, so you can place one of your meeples as a knight in this city.

You placed this tile and it expands the city by one tile. Since the city is unoccupied, you place a meeple there.


Scoring a city

Let’s continue our example and assume that a few turns have passed. You now draw this tile that you place to continue your city. Since the tile you’ve placed completes a feature (here, the city), it must now be scored. A city is completed when it is surrounded by walls and there are no gaps inside the city. Since you have a meeple in the completed city, you are the player to score it.

Each tile in a completed city is worth 2 points. In addition, each coat of arms is worth 2 more points.[11] For this city, you score 8 points! As usual, the meeple that was in the scored feature returns to your supply.

Completed city scoring.

The monasteries


Placing a tile

Once more, you draw a tile to continue the landscape. Monasteries are always depicted in the center of a tile. When placing such a tile, you must, as usual, make sure that it continues the illustration.

Tile showing a monastery


Placing a meeple as a monk

You can place a meeple on a monastery as a monk. Of course, that meeple must come from your supply.

A monastery is always in the middle of a tile. You may place this tile here because the monastery on it is surrounded by fields.


Scoring a monastery

A monastery is completed when it is surrounded by tiles. During scoring, the monastery is worth 1 point per tile that completes it (including the monastery itself).

By placing this tile, you complete your monastery. It earns you 9 points and allows you to take your meeple back.

Completed monastery scoring.

We have already seen most of the rules for Carcassonne. There are only a few points left to see, but first, here is a summary of what we’ve seen so far:

Summary

Placing a tile

  • You must place your drawn tile in such a way that it continues the landscape and the illustration.
  • In some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one.


Placing a meeple

  • You may place a meeple on the tile you’ve just placed.
  • You may not place a meeple in a feature where there already is at least one other meeple, including one of yours.


Scoring a feature

  • A road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop. Each tile in a completed road is worth 1 point.
  • A city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points.
  • A monastery is completed when it is surrounded by 8 tiles. Each of the monastery’s tiles (the 8 surrounding tiles and the one with the monastery itself) is worth 1 point.
  • Scoring always occurs at the end of a player’s turn. At that moment, each player with a meeple in a scored feature earns points.[12]
  • After each scoring, return to your supply the scored meeples.
  • If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.

Game end and final scoring

The game ends immediately after the turn of the player who placed the last tile. Then, players proceed to a final scoring, after which the winner will be known.

Once the game is over, all meeples still in play are scored:

  • Each incomplete road is worth 1 point per tile, just like during the game.
  • Each incomplete city is worth 1 point per tile and 1 point per coat of arms, which is only half the points.
  • Each incomplete monastery is worth 1 point plus 1 point per adjacent tile, just like during the game.
Final scoring - left city: Green is the only one to score 8 points (5 tiles and 3 coat of arms). Black does not score any points since Green has the most meeples in this city.
Final scoring - monastery: Yellow scores 4 points for this incomplete monastery (3 points for the adjacent tiles and 1 point for the monastery itself).
Final scoring - city: Blue scores 3 points for this incomplete city (2 tiles and 1 coat of arms).
Final scoring - road: Red scores 3 points for this incomplete roads (3 tiles).



Once the final score is known, the winner is the player with the most points.[13]

Special cases

Many meeples on the same road



The tile you’ve just drawn could continue the road. However, there already is a highwayman on that road, which means that you may not place yours. You decide to place your tile, and a highwayman, so that it is not connected.
During a following turn, you draw this tile and decide to continue the road with it. Both roads, each with a highwayman, are now connected. Since this completes the road, it is now scored and both you and the other player score 4 points. Then, you both take your meeple back.

Many meeples in the same city



You wish to take control of the city away from yellow and place your tile as pictured with a knight on it. you are allowed to place a knight there because the city segment is not connected to another city segment with a knight on it. If you succeed in linking your two city segments, your two knights will allow you to take the city from yellow.
That is exactly the tile you needed to connect the city segments. Since you now have the most knights in the city, only you get to score the 10 points awarded for completing that city. Then, both you and the other player take back your meeples.

Use a Meeple, Score a Feature, and Get the Meeple Back

You can place a meeple in a feature you just completed, immediately score it, and then return the meeple to your supply.

To do so, follow these steps:[14]

__ 1. Place a tile, completing a feature (such as a road, city, or monastery).

__ 2. Place a meeple as a highwayman, knight, or monk on the feature you just completed.

__ 3. Score the completed road, city, or monastery and return the meeple to your supply.[15]

1. You place a tile.
2. You place your meeple on the road.
3. You score 3 points for the road. Return your meeple to your supply.

House Rules

  • The players decide who starts the game by any method they choose—such as by rolling three followers. The first player to ‘roll’ a standing follower decides who plays first. (Thanks to Joff.)
  • To determine the first player; each player draws a tile from the bag, the player that drew the tile with the most roads (0 to 4) plays first, if there is a tie for most roads, a draw-off takes place. This is repeated until someone wins. (Thanks to michael.)
  • Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis.
  • Play with a three-tile hand. The abbey counts as part of your hand. Play your turn. including the builder, and then draw back up to three tiles. These tiles could be visible to all or hidden to the other players (Thanks to DavidP and youth.)
  • When playing with a bag for the tiles, the original starting tile may be put into the bag, and unplayable tiles can be put back into the bag rather than set to one side. (Thanks to dwhitworth.)
  • Trees (bushes) on roads do not end the road—only houses do (when the road forks). This makes road building a lot more dynamic. (Thanks to Tobias.)
  • When a tile is the only tile which can currently complete a structure, other players can offer to ‘buy’ it by offering points, trades counter, abbey, and so on. (Thanks to Deatheux.)
  • If you place a tile that fills a hole in the playing field by touching something on all four adjacent sides, you get another turn. This helps motivate people to finish the board even if they do not get an advantage from the placement. (Does not apply to the abbey tile). (Thanks to viberunner.)
  • Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.)
  • The edge of the table limits the playing area. Thus, a player may not place a tile past the edge of the table or move the playing area to place a tile that would have been past the edge of the table. (Thanks to metoth for prompting this one, and to SkullOne for pointing out that this is an official rule from Hunters and Gatherers.)
  • Table borders COMPLETE features as an abbey would. (Thanks to PreGy.)
  • Use colored dice instead of meeples on the scoring track. Start out with the 6 showing on top. When the marker completes one lap, turn it to the number 1 to indicate it has completed one lap. This shows at a glance which player is on what lap and who's ahead. On the 100 space track it’s even easier to determine someone’s score at a glance. (Thanks to Carcking.)


Use of a Table

A number of questions have been asked about rules related to the play area itself, including what happens when the edge of the area is reached, or if a table has to be used for play. The following clarifications are from Georg Wild from HiG (5/2013):

  • The edge of the table is the limit for the game if, as stated in the rules, a table is used.
  • The rules state that the starting tile is placed in the middle of the table. If all of the tiles are shifted to allow more room, the starting tile would no longer be in the middle. So in principle, total shifting of the tiles is not allowed. Additionally, with a manual shift of all of the tiles, the tiles and figures on the field can slip, which could lead to incorrect positioning of tiles or figures.
  • Addition of a second table is possible if one of an appropriate height is added to the first table. If a table is extended (as with an additional panel), make sure that the tiles and figures on the playing field do not slip.
  • Playing on the floor: The rules technically do not allow this, because the rules state that the first tile is placed in the middle of the table. Playing on the floor is not forbidden, however, if use of a table is not feasible. If the floor is used, tiles must be placed so all tiles are visible to all players. Tiles cannot be placed under the sofa, cabinet/shelf, etc.
  • It is important generally, that all the players in the round agree how to play:
    • Table - Standard
    • Table - with "total shifting" of tiles
    • Table - with extension
    • Floor
  • Continue to play fairly and not intentionally unfair to other players.

Tile reference

Total Tiles: 72


Base Game C2 Tile A.jpg x2
(H)
Base Game C2 Tile B.jpg x4
(F;D)
Base Game C2 Tile C.jpg x1
(W)
Base Game C2 Tile D.jpg x4
(F;P) + (S)
Base Game C2 Tile E.jpg x5
(G;F)
Base Game C2 Tile F.jpg x2
(W)
Base Game C2 Tile G.jpg x1
 
Base Game C2 Tile H.jpg x3
(G;H)
Base Game C2 Tile I.jpg x2
(G)
Base Game C2 Tile J.jpg x3
(H;F;C)
Base Game C2 Tile K.jpg x3
(H;F;D)
Base Game C2 Tile L.jpg x3
&nbsp
Base Game C2 Tile M.jpg x2
(G)
Base Game C2 Tile N.jpg x3
(G;W)
Base Game C2 Tile O.jpg x2
(F;C)
Base Game C2 Tile P.jpg x3
(H;W;T)
Base Game C2 Tile Q.jpg x1
 
Base Game C2 Tile R.jpg x3
(G;W)
Base Game C2 Tile S.jpg x2
(W)
Base Game C2 Tile T.jpg x1
 
Base Game C2 Tile U.jpg x8
(G;2xH;F;P)
Base Game C2 Tile V.jpg x9
(G;2xH;F;2xP)
Base Game C2 Tile W.jpg x4
 
Base Game C2 Tile X.jpg x1
 

One of the tiles marked with "(S)" -tile number four- is the starting tile (with a dark back).

Several tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:

Base Game C2 Feature Garden.jpg
G | Garden
Base Game C2 Feature Farmhouse.jpg
F | Farmhouse
Base Game C2 Feature Cows.jpg
C | Cowshed
Base Game C2 Feature Water Tower.jpg
W | Water tower
Base Game C2 Feature Highwayman.jpg
H | Highwaymen
Base Game C2 Feature Pigs.jpg
P | Pigsty
Base Game C2 Feature Donkeys.jpg
D | Donkey stable

Note: The small illustrations of a cowshed, a pigsty and a donkey stable are collectively referred to as sheds or stables.


The Farmers

General info and comments

Originally released by Hans im Glück in 2014.

Farmers are considered a part of the base game for most Carcassonne players. They are also used in every official tournament as they are not considered an expansion. In the new edition of Carcassonne farmers were separated as a supplement to ease approach to the game for new players. WikiCarpedia follows this streamlined approach. For the sake of other expansions and the rest of the WikiCarpedia, farmers are considered a part of the base game.

What would life be without agriculture? We try to answer part of this question by introducing the hard-working farmers who spend long hours in the fields of Carcassonne. As we did for the roads, cities, and monasteries, the farmers will be presented using the actions of a game turn.

Contents

  • None. Only contents of base game are used.

Rules

Placing a tile

You draw the tile shown, and must place it in such a way that the edges of the tile match the edges of the tiles already in play. Fields always refer to the green spaces found in the landscape of Carcassonne.[16]

On the tile shown above, there are three field segments.


Placing a meeple as a farmer

A farmer is a meeple that you place “laying down” in a field segment. Unlike highwaymen, knights, and monks that are all placed standing up, farmers are laid down on a tile because they are only scored at the end of the game. Consequently, they are not returned to your supply after scoring[17]. Laying farmers down ensures that you remember to leave them on the board. As always, you can only place your farmer if there are no other farmers in the field. The fields of Carcassonne are divided by roads and cities. Pictured below are three separate fields.

The field in which you are placing a farmer goes from the tile you just placed to the city with your knight. The YELLOW farmer has not impact since he occupies another field.


Scoring fields

As mentioned previously, farmers are not scored during the game and, consequently, they do not return to your supply. So place your farmers wisely. Now, let’s assume the game is over and that we are conducting the final scoring. Unlike other features, it is not the field tiles that are counted, but the number of completed cities that border a field. Each completed city that touches a field adds 3 points to the value of that field. All fields touched by a city will see their value increased by 3 points[18][19].

Three completed cities touch the large field occupied by a RED farmer and a BLUE farmer. Both players will score a total of 9 points for the three completed cities: A, B, and C. Neither of them scores any points for city D since that city is incomplete.
Both the YELLOW and BLACK players have farmers in the same field, but YELLOW has control, so the YELLOW player will be the only one scoring the field's 12 points for completed cities 1 - 4.
The BLACK player in the small field scores 3 points per completed city ( A and B ), for a total of 6 points.

Summary

A brief summary the most important details about farmers:

  • Farmers are placed “laying down” on the board.
  • Farmers are only scored during the final scoring, not during the game.
  • Each completed city adjacent to a field you occupy gives you 3 points.
  • Each completed city can be worth points for any number of different fields.
  • Similar to roads and cities, if there is more than one farmer in the same field, only the player with the most farmers in that field scores its points. In the case of a tie, each tied player scores full points.


The Abbot

General info and comments

The Abbot logo

The Abbot was originally released by Hans im Glück in 2014.

It introduces the abbot meeple and garden features.

A garden

Along with The River, The Abbot is considered part of the basic game that can be used as desired. [20] It implements a mechanic that is unique to the new edition of Carcassonne, diverging in this aspect from the 1st edition.

With its introduction in 2014, tiles featuring gardens became available in the new design Base Game which included The River. Later, they appeared on tiles in the major expansions as they were re-released in the new artwork, and in Big Box 6 when it was released in 2017. [21] Bear in mind that The Abbot provides a new mechanic involving the abbot meeple, but the tiles it affects are not part of the expansion itself. Garden tiles that have been included in the base game and in expansions are listed for information in the tile distribution below.

Finally, it must be noted that the (new) abbot in this expansion is not the same as the (old) abbot used on German, Dutch and Belgian Monasteries, and Japanese Buildings. The new abbot is a specialized meeple for monasteries and gardens whereas the old abbots were normal meeples placed on specialized monasteries. Just in case things weren’t confusing enough already.

Contents

  • 6 abbots, one in each player color.[22]
Abbots C2.png

Rules

Preparation

Each player adds the abbot of their color to their supply. With the exception of the new rules used with this mini-expansion, all basic Carcassonne rules remain unchanged.

Playing the game

1. Placing a Tile

When placing a tile with a garden, you must place it so that it its edges match the edges of tiles already in play.


2. Placing a Meeple OR the Abbot

When placing a tile with a monastery or garden, you may place your abbot onto the monastery or onto the garden. [23] [24] [25] [26] You may, of course, place a regular meeple onto the monastery, or other features, such as roads, etc. You may not place a regular meeple onto the garden.


3. Scoring with the Abbot

When the monastery or garden occupied by your abbot is surrounded by eight tiles, you score 9 points (just like a regular monastery scoring.)

On your turn, you may decide to not place a meeple,[27] and may instead return your already-placed abbot to your supply. If you do so, you score as many points as the garden or monastery your abbot occupied is worth at that time,[28] exactly like how monasteries are scored during the final scoring.

You place this tile, but choose to not place a meeple. Instead, you return your abbot to your supply, which you placed on a previous turn. You score 6 points (1 for the garden, and 5 for the tiles surrounding it).

Final scoring

During final scoring, incomplete monasteries or gardens occupied by abbots are scored the same way as those occupied by monks.

Tile distribution

The following tile distribution includes all the tiles featuring a garden that can be found in the Base Game and the expansions released until now (12/2018) for the new edition.

Base Game

Total tiles: 8

Abbot-Base Game C2 Tile E Garden.jpg x1
Abbot-Base Game C2 Tile H Garden.jpg x1
Abbot-Base Game C2 Tile I Garden.jpg x1
Abbot-Base Game C2 Tile M Garden.jpg x1
Abbot-Base Game C2 Tile N Garden.jpg x1
Abbot-Base Game C2 Tile R Garden.jpg x1
Abbot-Base Game C2 Tile U Garden.jpg x1
Abbot-Base Game C2 Tile V Garden.jpg x1

River I

Total tiles: 1

Abbot-River I C2 Tile J Garden.jpg x1

Inns and Cathedrals

Total tiles: 2

Abbot-Inns And Cathedrals C2 Tile B Garden.jpg x1
Abbot-Inns And Cathedrals C2 Tile H Garden.jpg x1

Traders and Builders

Total tiles: 2

Abbot-Traders And Builders C2 Tile K Garden.jpg x1
Abbot-Traders And Builders C2 Tile U Garden.jpg x1

The Princess and the Dragon

Total tiles: 2

Abbot-Princess And Dragon C2 Tile B Garden.jpg x1
Abbot-Princess And Dragon C2 Tile J Garden.jpg x1

The Tower

Total tiles: 2

Abbot-Tower C2 Tile E Garden.jpg x1
Abbot-Tower C2 Tile I Garden.jpg x1

Abbey and the Mayor

Total tiles: 1

Abbot-Abbey And Mayor C2 Tile H Garden.jpg x1

Count, King and Robber

Total tiles: 2

Abbot-Count King And Robber C2 Tile B Garden.jpg x1 (King and Robber)
Abbot-River II C2 Tile B Garden.jpg x1 (River II)

Bridges, Castles and Bazaars

Total tiles: 1

Abbot-Bridges Castles Bazaars C2 Tile I Garden.jpg x1

Hills & Sheep

Total tiles: 1

Abbot-Hills And Sheep C2 Tile E Garden.jpg x1

Under the Big Top

Total tiles: 2

Abbot-Under Big Top C2 Tile A Garden.jpg x1
Abbot-Under Big Top C2 Tile G Garden.jpg x1

Flier, The (Flying Machines)

Total tiles: 1

Abbot-Flying Machines C2 Tile H Garden.jpg x1

Mage and Witch

Total tiles: 1

Abbot-Mage And Witch C2 Tile E Garden.jpg x1

Robbers, The

Total tiles: 1

Abbot-Robbers C2 Tile D Garden.jpg x1

Spiel Doch 02/2018

Total tiles: 1

Abbot-Spiel Doch C2 Tile 02 Garden.jpg x1


The River

General info and comments

Expansion symbol for The River I (Big Box 6 version)
Expansion symbol for The River II

The River was originally released for the New Edition by Hans im Glück in 2014. The 1st. Edition of River was release in 2001.

The River II was released for the New Edition by Hans im Glück in 2017 as part of Count, King and Robber. The River II was originally released for the 1st. Edition in 2005, and later bundled in the major expansion Count, King and Robber in 2008.

The river expansions modify the beginning of the game by having players place a set of specific river tiles before the normal tiles.

Contents

  • The River: 12 river tiles, each with with a dark back and no watermark (original version) or a stream watermark (Big Box 6 version)
  • The River II: 12 river tiles, each with with a dark back and a crown watermark

Rules

Preparation

The River and The River II replace the start tile. Select the river expansion you want and discard the other. Set aside the source and lake tiles. Shuffle the remaining river tiles and stack them facedown. Add the lake tile to the bottom of the stack, and place the source tile faceup as the starting tile.

The setup of The River requires to set aside the source (1), and the lake (2).

Preparation of The River II

The river expansion added to Count, King and Robber includes a river fork tile. It should be set aside along with the source and lake tiles. The fork tile is to be placed first (after the source tile) by the first player.

The setup of The River II requires to set aside the source (1), the fork (2), and the lake (3).

Combining The River and The River II

You can combine The River with The River II from base game to make a very long river. Keep only one source and one lake.

Do not use both The River II and The Count of Carcassonne. Combining the two can lead to situations where the river cannot be completed.

Playing the game


1. Placing a tile

You must draw tiles from the River stack before drawing normal tiles. Place your river tile at the end of the river. As always, tiles must be placed so that their edges match the edges of tiles already in play. You cannot make a river turn twice in a row in the same direction (a U-turn), as this risks that the following tile will be impossible to place. Players must draw and place all river tiles before they can draw normal tiles.

When playing with The River II, you may have up to two river branches to choose from when creating the river. You cannot connect both river branches together.

Forbidden placement

Question: With the U-turn rule when making rivers, does that mean no U-turn ever, or just no immediate U-turns because it will complicate the placement of subsequent river tiles?

Answer: Only immediate U-turns are explicitly forbidden. Naturally, there can also be problems if a straight river tile lies between. Turning river the same way three times should also be considered prohibited.


2. Placing a meeple

Like any other tile, you may place a meeple on other features of a river tile you just placed. [29] Meeples cannot be placed on the river itself.

When playing with The River II, if you place the last river tile (the lake with the volcano), you cannot place a meeple on that tile. Immediately after placing it, take another turn by drawing a normal tile.[30]

Lake with volcano from The River II


3. Scoring

The river feature itself cannot be scored. All other features on river tiles are scored as usual.



Example: Completed rivers from expansions The River (A) and The River II (B)

The River II special features

Pigsty (or pig-herd)

The inn and the volcano on the river follow the rules from their expansions (Inns and Cathedrals and The Princess and the Dragon, respectively). The pigsty (or pig-herd) has the same effect as a pig in a field (from Traders and Builders). If you are playing without these expansions, simply ignore these features.

Clarifications for new landscape tiles

The following tiles do not split farms - there is one farm on each tile

River I C2 Tile A.jpg
River I

River II C2 Tile A.jpg
River II

River I C2 Tile L.jpg
River I

River II C2 Tile L.jpg
River II

Farms do not go under small bridges - there are 4 separate farms here

River I C2 Tile B.jpg
River I

River I C2 Tile K.jpg
River I

River II C2 Tile D.jpg
River II

River II C2 Tile H.jpg
River II

and three farms here, one north and two south.

River I C2 Tile H.jpg
River I

While this big bridge does not separate farms. There are two farms here - one eastward and one westward.

River II C2 Tile E.jpg
River II

The houses by this bridge do not end the road.

River I C2 Tile K.jpg
River I

Other expansions

For the River II there are some clarifications when using it with other expansions:

  • Exp. 2 - Traders and Builders: The pigsty increases the value of its field by 1 point per completed city. This bonus is in addition to the points given by the pig.
  • Exp. 5 - Abbey and the Mayor: The pigsty only affects field scoring for farmers. Barns do not score additional points from the pigsty.

House rules

House rules for The River

  • You are not permitted to lay down any meeples until the entire river is down. (Thanks to metoth)
  • Once the river is complete, it may be moved to the center of the playing area. (Thanks to Joff)
  • Instead of starting with the spring and setting aside the lake, put all of the river pieces into the bag. In this way the river can be any size and there is usually more then one option for placing a river tile. (Thanks to DavidP)
  • Mix the original starting tile (without a river) in with the river tiles. If it is drawn then it acts like a 'bonus' tile that can be placed anywhere. (Thanks to RationalLemming)
  • Lay the river in reverse order, from lake to spring. No real advantage, but might be more desirable, when playing the Count of Carcassonne expansion, to have the lake near the City of Carcassonne for purely aesthetic reasons. (Thanks to Scott)

House rules for The River II

  • Play the fork of the river first, and lay the spring last. The lakes are mixed in with the other river tiles. (Thanks to Joff)
  • Pigsty (or pig-herd) tiles do not score a bonus. (Thanks to Joff)
  • Play both rivers backwards starting with the city/lake. This is more realistic because you then get two springs producing rivers that join and flow ‘down’ to a lake. Discard two lakes—the plain one from River I and the volcano. To set up, place the lake tile, put one spring tile aside as a final ending tile, and then split the balance of the river tiles into two stacks. The junction tile is shuffled into stack 1 and the other spring into stack 2. Then the stack 1 is placed on stack 2—so that the junction will be drawn sometime before the spring. If playing with the Count of Carcassonne, place the city/lake so that it completes one of the small cities around Carcassonne. (Thanks to dwhitworth)
  • Select only one lake tile and use two spring tiles. Lay the river in reverse order. The fork can be placed randomly, or at some predetermined point. The end result is two rivers flowing into one which then flows into a lake. (Thanks to Scott)
  • Start from the fork, playing tiles on all three branches. Play the spring and lake tiles at the end, or mix two of the three with the rest of the river before play to have two of the three branches end randomly. (Thanks to Scott)

Tile distribution

The River

Total tiles: 12

River I C2 Tile A.jpg x1
Source
River I C2 Tile B.jpg x1
 
River I C2 Tile C.jpg x1
 
River I C2 Tile D.jpg x1
(D)
River I C2 Tile E.jpg x1
(W)
River I C2 Tile F.jpg x1
 
River I C2 Tile G.jpg x1
(F)
River I C2 Tile H.jpg x1
 
River I C2 Tile I.jpg x1
(H)
River I C2 Tile J.jpg x1
(G)
River I C2 Tile K.jpg x1
 
River I C2 Tile L.jpg x1
Lake

Some of the tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:


Base Game C2 Feature Garden.jpg
G | Garden
Base Game C2 Feature Farmhouse.jpg
F | Farmhouse
Base Game C2 Feature Water Tower.jpg
W | Water Tower
Base Game C2 Feature Highwayman.jpg
H | Highwayman
Base Game C2 Feature Donkeys.jpg
D | Donkeys

Additionally, some tiles present additional features indicated in bold (source, and lake.)


The River I (Big Box 6 version)

Total tiles: 12

River III C2 Tile A.png x1
Source
River III C2 Tile B.png x1
 
River III C2 Tile C.png x1
 
River III C2 Tile D.png x1
(D)
River III C2 Tile E.png x1
(W)
River III C2 Tile F.png x1
 
River III C2 Tile G.png x1
(F)
River III C2 Tile H.png x1
 
River III C2 Tile I.png x1
(H)
River III C2 Tile J.png x1
(G)
River III C2 Tile K.png x1
 
River III C2 Tile L.png x1
Lake

Some of the tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:


Base Game C2 Feature Garden.jpg
G | Garden
Base Game C2 Feature Farmhouse.jpg
F | Farmhouse
Base Game C2 Feature Water Tower.jpg
W | Water Tower
Base Game C2 Feature Highwayman.jpg
H | Highwayman
Base Game C2 Feature Donkeys.jpg
D | Donkeys

Additionally, some tiles present additional features indicated in bold (source, and lake.)


The River II

Total tiles: 12

River II C2 Tile A.jpg x1
Source
River II C2 Tile B.jpg x1
(G)
River II C2 Tile C.jpg x1
 
River II C2 Tile D.jpg x1
Inn
River II C2 Tile E.jpg x1
 
River II C2 Tile F.jpg x1
Pigsty
River II C2 Tile G.jpg x1
(H)
River II C2 Tile H.jpg x1
 
River II C2 Tile I.jpg x1
(F) - Fork
River II C2 Tile J.jpg x1
 
River II C2 Tile K.jpg x1
 
River II C2 Tile L.jpg x1
Lake + Volcano

Some of the tiles have a small illustration on them. The letters in brackets show which illustration is on each tile:


Base Game C2 Feature Garden.jpg
G | Garden
Base Game C2 Feature Farmhouse.jpg
F | Farmhouse
Base Game C2 Feature Highwayman.jpg
H | Highwayman

Moreover, some tiles present additional features indicated in bold, some proper of River II (source, fork, and lake), some others serving as tie-in with other expansions (inn, pigsty, and volcano.)

  1. Icon World Black.png They have no impact considering the base rules. They are or in some case probably will be used in expansions. For example The Markets of Leipzig
  2. Icon Double Arrow Black.png This is not mentioned in the Big Box 6 rules. The sixth player is listed here directly at the base game and not at Inns and Cathedrals. This makes the rules clearer.
  3. Icon House Black.png It is common practice to choose starting player at random. More on this in house rules section.
  4. Icon Open Book.png Question: We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. Answer: 'Corner to corner' is not a connection! Segments can only be connected on the edges. In the example shown there are two cities at the moment.
  5. Icon Open Book.png Cloisters can be placed directly next to each other, or corner to corner. It is not necessary for there to be eight other (non-cloister) tiles neighbouring a cloister. A cloister stands in the middle of a field segment and other segments can be placed next to it. In contrast to roads, cities, and fields, it is not possible to connect to a cloister.
  6. Icon Open Book.png A newly placed land tile must fit the adjacent terrain on all edges! During placement it is not enough to look for only one side that fits.
  7. Icon Open Book.png Question: On cloister tiles, are we allowed to deploy a follower on the surrounding field segment? Answer: Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.
  8. Icon House Black.png If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
  9. Icon World Black.png Village is a little set of red roofed buildings surrounding the crossroad.
  10. Icon Open Book.png Question: Can a road end in nothing? Answer: No, like all the usual land tiles, a road segment must continue to another road segment on all edges.
  11. Icon World Black.png Note that a coat of arms only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile).
  12. Icon Open Book.png When two followers of one color are occupying a road, city, or farm, you do not score double in these cases. The number of followers (or in Inns and Cathedrals the size of the followers) has no effect on the points that a player earns from a road, city, cloister, or farm. Two knights do not double the points. The number of followers is only important in establishing who has the majority.
  13. Icon World Black.png Rules do not include tiebreakers. That is rules explaining situation when few players share the same score.
  14. Icon Open Book.png Note in the box that features are considered to be complete as soon as the tile is placed, although follower placement and scoring only occur afterwards. This is important when playing with The Flier.
  15. Icon Open Book.png Question: There is a situation that puzzles us. If a player draws a tile with two city segments and completes a small city, earning 4 points, can he or she then deploy a follower to a new city segment in the same turn? Answer: A player may only deploy one follower per turn, and that follower may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed.
  16. Icon Open Book.png In determining farm size, farms can be limited by all kinds of barriers, for example, roads, cities, or rivers which cannot be circumvented, or the edge of the playing field. It can certainly happen that a farm covers almost the entire playing field, and there will likely be farms that remain open for the entire game.
  17. Icon Open Book.png In reality, some special mechanics in some expansions (The Festival, the Dragon, etc.) do allow return of farmers to their owners. (12/2014)
  18. Icon Open Book.png Question: It is unclear whether incomplete farms earn points during the final scoring. Answer: It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well.
  19. Icon Open Book.png Question: At the end of the game, do we score farms which are completely closed off by roads, but which don't have any adjacent cities? If so, how? Answer: Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm.
  20. Icon Open Book.png As stated in the rules of Big Box 6.
  21. Icon World Black.png The expansions included in Big Box 6 that contained garden tiles are Inns and Cathedrals, Traders and Builders, The Flier (Flying Machines), Mage and Witch and The Robbers.
  22. Icon World Black.png As far as the Big Box 6 is concerned, the sixth set of (pink) meeples is a part of the basic game, not Inns and Cathedrals. The same happens in Big Box 6 with the sixth abbot meeple. Prior to Big Box 6, the Base Game included five abbots, with the sixth included with the sixth set of meeples in Inns and Cathedrals.
  23. Icon Open Book.png The abbot is considered a meeple, but he has limitations as described in this sentence. Therefore the abbot can use a magic portal and can be used as a flier. However, the abbot can only end up on an unfinished monastery or garden, and the monastery or garden must be unclaimed if using the magic portal. (3/2015)
  24. Icon Locked Red.png In contrast with the previous clarification from 3/2015, the Order of Play included in Big Box 6 omits the abbot from the list of figures that can be a flier. There is no clarification if this is a restriction on purpose or just an omission in the rules. (12/2018)
  25. Icon Open Book.png The abbot cannot be placed on a tower. See The Tower for more information.
  26. Icon Open Book.png An abbot could be placed onto an abbey or a shrine/cult place, as they are considered monasteries (albeit the latter heretic). The abbot can be involved in a challenge between a monastery/abbey and a shrine/cult place. The abbot's special ability would allow him to quit the challenge, even if his monastery/abbey or shrine/cult place was not complete, and would score the incomplete feature (monastery, abbey or shrine/cult place). See Abbey and Mayor and Count, King and Robber for more details.
  27. The actual C II rules refer to not placing a “meeple,” but they are also referring to special figures not considered as meeples such as the builder, the pig or the barn, as can be implied according to the figure classification provided in Big Box 6 and making it extensive to all the expansions. Therefore this stipulation actually refer to not performing any other “Move Wood” action at all, but this is not explicitly stated. In other words, the publisher was keeping the rules as simple as possible at the moment when not all the new edition expansions where released. (12/2014, updated 3/2015, updated 9/2018)
  28. Icon Open Book.png This scoring occurs immediately during the “Move Wood” phase when the abbot is removed. This produces a scoring round for Messages. Afterwards, the normal scoring phase occurs. The Order of Play in the new edition (2016) does not protect the abbot from the dragon in contrast with C I rules for the dragon (3/2015, updated 12/2018)
  29. Icon Open Book.png Note that river segments separate farms. (08/2014)
  30. Icon World Black.png That means you cannot execute any other action that turn.