Difference between revisions of "Winter Edition Base Game/ro"
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=== Prezentare generală === | === Prezentare generală === | ||
Jucătorii plasează cartonașele de teren tură cu tură. Acest lucru duce la creșterea drumurilor, orașelor, mănăstirilor și fermelor, pe care jucătorii își pot plasa supușii lor pentru a obține puncte. Din moment ce punctele pot fi obținute atât în timpul jocului, cât și la sfârșit, câștigătorul va fi aflat mereu doar în timpul evaluării finale. | |||
The rules for the winter edition are identical to the normal rules of the game Carcassonne. The 12 additional tiles with animal illustrations are played by the usual rules. <ref> | The rules for the winter edition are identical to the normal rules of the game Carcassonne. The 12 additional tiles with animal illustrations are played by the usual rules. <ref> |
Revision as of 15:19, 12 May 2024
Informații generale și comentarii
Carcassonne: Ediția de iarnă a fost original lansată de Hans im Glück în 2012.
A treia ediție de iarnă a fost lansată de Lineart cu reguli traduse în limba română.
Un joc inteligent de plasare a cartonașelor cu un peisaj de iarnă, pentru 2 până la 5 jucători cu vârsta de 8 ani în sus, creat de Klaus-Jürgen Wrede.
Orașul Carcassonne din sudul Franței este faimos pentru unicile sale fortificațiile romane și medievale. Jucătorii își riscă șansele cu supușii lor în orașele, mănăstirile, pe câmpurile și pe drumurile din jurul Carcassonne. Dezvoltarea ținutului este în mâinile lor, iar plasarea iscusită a supușilor ca tâlhari, cavaleri, călugări și țărani este calea spre succes.
Conținut
- 72 land tiles (including one with a dark reverse) which depict road, city and field segments, as well as cloisters and crossings.
- 12 land tiles with winter animals on them.
- 40 followers [2] in five colors:
Fiecare supus poate fi plasat ca cavaler, călugăr, tâlhar sau țăran. Un supus din fiecare culoare utilizată este utilizat ca marcator de scor.
- One scoreboard. This is used to track players' scores
- One rule booklet.
Reguli
Prezentare generală
Jucătorii plasează cartonașele de teren tură cu tură. Acest lucru duce la creșterea drumurilor, orașelor, mănăstirilor și fermelor, pe care jucătorii își pot plasa supușii lor pentru a obține puncte. Din moment ce punctele pot fi obținute atât în timpul jocului, cât și la sfârșit, câștigătorul va fi aflat mereu doar în timpul evaluării finale.
The rules for the winter edition are identical to the normal rules of the game Carcassonne. The 12 additional tiles with animal illustrations are played by the usual rules. [3] [4]
Preparation
The starting tile is placed in the middle of the table. The remaining tiles are mixed and placed face-down on the table in several stacks, so that each player can access them easily. [5] The scoreboard should be placed at the edge of the table if possible.
Each player chooses a color and receives all eight followers of that color, placing one on the '0' field of the scoreboard as a scoring marker. The remaining seven followers stay with the player for the moment, as his or her supply.
The youngest player decides who starts the game.
Playing the game
Play progresses in a clockwise fashion. The player whose turn it is carries out the following actions in the order given:
- The player must draw one new land tile and place it.
- The player may take one follower from his or her supply and deploy it to the tile just placed.
- If any roads, cities, or cloisters are completed through the placement of the tile, they must be scored now.
Then it is the next player's turn.
1. Place a tile
As their first action, the player must draw a tile from one of the stacks. The tile is then shown to the other players (so they can “advise” the player about where to place it) and placed on the table. The player must take care to observe the following:
- At least one side of the new tile (with a red border in the examples below) must touch one or more tiles already in play. [6] Corner-to-corner placement is not permitted.
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. [9]
2. Deploy a follower
When the player has placed the tile, he or she may deploy a follower. In doing so the following points must be observed:
- Only one follower may be deployed each turn.
- The follower must come from the player's supply.
- The follower may only be deployed to the tile just placed.
- The player must decide which part of the tile the follower is deployed to [10] [11] as either: [12]
- There must be no other follower (not even one belonging to the same player) on the road, city, or field segments connected to the tile just placed. It does not matter how far away the follower is. The following two examples may help to explain:
If a player runs out of followers during the course of play, he or she may only place tiles. But don't panic: you can also get followers back.
Now the player’s turn is over, and it is the turn of the next player on the left.
Exception: If a road, city, or cloister was completed through the placement of the tile, it must now be scored. [13]
3. Score completed roads, cities or cloisters
A completed road
A road is completed when the road segments on both sides end in a crossing, a city segment, or a cloister, or when the road forms a closed circle. [14] There is no limit to the number of road segments which can lie between these endings.
A player who has a thief on this completed road scores as many points as the road is long, determined by counting the number of tiles. [15]
Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard).
A completed city
A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city. There is no limit to how many segments a city may contain.
A player who has a knight in a completed city scores 2 points for every city segment. Every pennant (shield symbol) [16] scores an extra 2 points.
What happens if there are several followers on a completed road or in a completed city?
Through the wily placement of land tiles it is quite possible for several thieves to be on a road, or for several knights to occupy a city.
The points are then scored by the player with the most thieves or knights. [17] In the case of a draw, all players involved score the full number of points.
A completed cloister (monastery)
A cloister is completed when it is surrounded by eight land tiles. The player who has a monk in the cloister immediately scores 9 points—1 point for each land tile, including the cloister itself.
Returning followers to their owners
After a road, city, or cloister has been completed and scored – and only then – any thieves, knights, or monks involved are returned to their owner. From the next turn onwards, the player can then use them again in whatever role he or she chooses.
It is possible to deploy a follower, score immediately, and have the follower returned, all in the same turn. In this case, you must use the following order:
- Complete a road, city, or cloister with the new tile.
- Deploy a thief, knight, or monk.
- Score the completed road, city, or cloister.
- Return the thief, knight, or monk to your supply.
Farms
Several connected field segments form a farm. [18] Farms and field segments are not scored. They serve only as places to deploy farmers; the owner of the farm only scores points at the end of the game. As such, farmers remain on the farm for the duration of the game and are never returned to their owner! In order to make that clear, the farmers should be laid on their backs.
Farms are separated from each other by roads, cities, and the edge of the playing field – this is important during the final scoring.
The scoreboard
Any points scored should be recorded on the scoreboard immediately. The board is a track of fifty fields that can be lapped many times. When the ‘0’ field is reached or passed, the counting figure should be laid down to indicate that the player has already earned 50 or more points. [19]
The End of the Game
The game ends at the end of the turn in which the last land tile is placed. Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring, where unfinished roads, cities, and cloisters, as well as the farmers, will be scored.
Final Scoring
Scoring incomplete roads, cities and cloisters
The first things to be scored during the final scoring are the incomplete roads, cities and cloisters. For every incomplete road, city, and cloister the owner scores 1 point for each segment. Pennants also now score only 1 point. [20] As soon as the feature in question has been scored, the followers involved are removed.
Scoring farms
Only the farmers and their farms are left, and these will be scored now. The owner of each farm must be established. If several players have farmers on a given farm, then the player with the most farmers is the owner. In the case of a draw, all the players with the most farmers are considered to be owners of the farm. The owner (or owners) of the farm score 3 points for every completed city which borders the farm, or lies within it. [21] [22]
If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for the city. [23]
The order in which the tiles were placed.
Every farm scores the bordering cities [24] in the same way. When this has been done, the game is over.
The player with the most points wins.
Example of farmer scoring
Here is a more detailed example of how farmers and their farms are scored. “Wiese” is translated as “farm.”
How can multiple followers stand on one feature?
Reguli ale casei
- Jucătorii decid cine începe jocul prin altă metodă pe care aceștia o aleg, precum aruncarea a trei meepleși. Primul jucător care reușește să arunce un meeple în picioare decide cine începe primul. (Mulțumită lui Joff.)
- Pentru a determina primul jucător; fiecare jucător trage un cartonaș din sac, iar jucătorul care trage cartonașul cu cele mai multe drumuri (0 până la 4) începe primul, iar dacă este o remiză pentru cele mai multe drumuri, are loc o retragere. Acest lucru este repetat până când cineva câștigă. (Mulțumiri lui michael).
- Ia-ți următorul cartonaș la sfârșitul turei tale, pentru a îți da timp de a te gândi la plasare și pentru a evita stagnarea.
- Jucați cu o mână de trei cartonașe. Abația face parte din rezerva dvs. Fă-ți tura, incluzând constructorul, iar apoi trage până la trei cartonașe. Aceste cartonașe pot fi vizibile sau ascunse celorlalți jucători. (Mulțumiri lui DavidP și youtch).
- Când jucați cu un săculeț pentru cartonașe, cartonașul de pornire original poate fi pus în sac, iar cartonașele care nu pot fi plasate pot fi puse înapoi în sac, în loc să fie puse deoparte. (Mulțumiri lui dwhitworth).
- Copacii (tufișurile) de pe drumuri nu finalizează drumul—doar casele o fac (când drumul se divide). Acest lucru face construirea drumurilor mai dinamică. (Mulțumiri lui Tobias).
- Când un cartonaș este singurul care poate completa momentan un teritoriu, alți jucători se pot oferi să ‘cumpere’ cartonașul prin oferirea de puncte, jetoane cu mărfuri, abația și așa mai departe. (Mulțumiri lui Deatheux).
- Dacă plasezi un cartonaș care umple o gaură din câmpul de joc atingând ceva diferit pe toate cele patru laturi adiacente, obții o tură nouă. Asta ajută la motivarea oamenilor să finalizeze tabla chiar dacă nu obțin un avantaj de pe urma plasării. (Nu se aplică cartonașului cu abație). (Mulțumiri lui viberunner).
- Teritoriile nefinalizate la sfârșitul jocului nu valorează puncte la sfârșitul jocului. (Mulțumiri lui metoth).
- Marginea mesei limitează suprafața de joc. Prin urmare, un jucător nu poate plasa un cartonaș după marginea mesei sau să mute suprafața de joc pentru a plasa un cartonaș care ar trece de marginea mesei. (Mulțumiri lui metoth pentru sugerarea acestui lucru și lui SkullOne pentru precizarea faptului că acest lucru este oficial pentru Vânători și culegători).
- Marginile mesei FINALIZEAZĂ teritoriile așa cum o face o abație. (Mulțumiri lui PreGy).
- Folosește zaruri colorate în locul meepleșilor pentru a evidenția scorul. Începeți cu cele șase afișate deasupra. Atunci când zarul trece de 49, întoarce-l pe fața cu numărul 1 pentru a indica că jucătorul are 50+ puncte. Acest lucru face să fie mai ușoară înțelegerea scorului. Când se trece de 100 este chiar mai ușor să înțelegi scorul cuiva. (Mulțumiri lui Carcking).
Ansamblul cartonașelor
Ediția 2022 (WE3)
Cartonașe totale: 84
72 ca în jocul original Carcassonne:
12 cartonașe cu animale:
Ediția 2020 (WE2)
Cartonașe totale: 84
72 ca în jocul original Carcassonne:
12 cartonașe cu animale:
Edițiile 2012 și 2015 (WE1)
Cartonașe totale: 84
72 ca în jocul original Carcassonne:
12 cartonașe cu animale:
Ediția 2011 (WD)
Note de subsol
Pentru licențierea și semnificația pictogramelor te rugăm să vizitezi Pagina pictogramelor.
- ↑ În traducerile de Lineart, nu prea există distincție între „fermă” și „câmp”.
- ↑ Question: Too few followers—are we playing wrong or are there really too few? Answer: In our view there are not too few. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers.
- ↑ One of the animals on the tiles is a Wolpertinger, a beast from southern Germany. The closest American equivalent to this is the Jackalope, although that really doesn’t do the Wolpertinger justice.
- ↑ HiG has asked the fans of the game for new rules to use with the animal tiles. For now, however, the animals are simply aesthetic.
- ↑ Tiles can also be placed into a sack and drawn randomly.
- ↑ 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.
- ↑ 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.
- ↑ 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.
- ↑ If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
- ↑ If you complete a previously unoccupied city when placing a tile, you do not have to occupy this city and earn the points. You can close the city without it being occupied and (for example) deploy a farmer as long as the farm is unoccupied. The city does not necessarily require a knight to look after it.
- ↑ 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.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.]
- ↑ There are several text boxes in the rules suggesting that players play the first game without farmers.
- ↑ 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.
- ↑ 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.
- ↑ Question: How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere? Answer: Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road.
- ↑ Note that a pennant only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile.
- ↑ 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 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.
- ↑ In determining farm size, farms can be limited by all kinds of barriers, for example, roads or cities 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.
- ↑ Use of counters, such as the 50/100 tiles from the standard edition of Carcassonne (Inns and Cathedrals or Big Box sets), would also be helpful.
- ↑ Question: Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighbouring tile (e.g. 5), or is an incomplete cloister worth only 1 point? Answer: During the final scoring, roads earn exactly as much as during the game, that is, 1 point per road segment. In the example shown, blue earns four points at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighbouring tile. When there are five tiles surrounding the cloister it earns 6 in total.
- ↑ 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.
- ↑ 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. All this is of course highly frustrating and cries out for revenge!
- ↑ This describes what is known as the “third edition” method of scoring farms, the method curently accepted by all publishers for all versions of Carcassonne.
- ↑ A bordering city is one that has a wall bordering the farm; a single point of contact at the corner of a tile is not sufficient.