Export translations
Jump to navigation
Jump to search
Settings
Group
20th Anniversary Expansion
3D Starting Landscape
999 Games
Abbey and the Mayor
Abbey and the Mayor (1st edition)
Accessories and Gadgets
Albi
Amazon Bonus River Tiles
Amazonas
Amazonas Base Game
Amazonas Fan Expansions
Anne Pätzke
Ark Fan Expansions
Ark Tile Reference
Authorised Fan Conversions
Bards of Carcassonne (Fan Expansion)
Base game
Base game (1st edition)
Besiegers Cathars Siege (1st edition)
Black Dragon (Fan Expansion)
Black Tower (Fan Expansion)
Bridges, Castles and Bazaars
Bridges, Castles and Bazaars (1st edition)
Carcassonne Around The World
Carcassonne Game Figures
Carcassonne Game Reference
Carcassonne Junior Base Game
Carcassonne Maps
Carcassonne Maps - Basic Rules
Carcassonne Maps - Germany
Carcassonne Order of Play
Carcassonne Scoring After the Game
Carcassonne Scoring During the Game
Carcassonne Scoring During Turn Sequence
Carcassonne Tile List
Carcassonne Tile Reference
Cardcassonne
Castle Lords (Fan Expansion)
Castles in Germany
Castles in Germany (1st edition)
Category:Amazonas
Category:Author - Bumsakalaka
Category:Author - Chmura
Category:Author - Christoph Berger
Category:Author - Danka
Category:Author - Fritz Spinne
Category:Author - Frédérick Renaud
Category:Author - Jeffrey Putnam
Category:Author - Jonathan Warren
Category:Author - Mati
Category:Author - meepleater
Category:Author - Novelty
Category:Author - oldbonz
Category:Author - Oriol Comas i Coma
Category:Author - Petr Chytka
Category:Author - PresetM
Category:Author - Scott
Category:Author - smoula
Category:Author - Snearone
Category:Author - stalcupojoy
Category:Author - Trebuchet
Category:Author - wolnic
Category:Cardcassonne
Category:Fan Expansions
Category:My First Carcassonne
Category:New World
Category:Safari
Category:ScoringRow
Category:Spinoff
Category:Star Wars
Category:Under Construction
Category:Zamek
Cathedrals in Germany
Cathedrals in Germany (1st edition)
Christmas Present
Cleric and Serf (Fan Expansion)
Collections and Expansions
Count, King and Robber
Count, King and Robber (1st edition)
COVID-19 (Fan Expansion)
Crop Circles
Crop Circles (1st edition)
CundCo
CutCassonne
Darmstadt Promo (1st edition)
Demo Spiel
Devir
Digital Versions
Doris Matthäus
Děčínský Sněžník (Fan Expansion)
Easter in Carcassonne (1st edition)
Expansion List Labels
Expansion Selector Labels
Family Feud (Fan Expansion)
Fan Expansions
Gambler's Luck (Fan Expansion)
Game Figures
Game Figures (1st edition)
Game Reference
Game Reference (1st edition)
Games Quarterly 11 (1st edition)
Ghosts, Castles and Cemeteries
Glossary
Glossary/Abbey
Glossary/Abbot (figure)
Glossary/Abbot (special monastery rules)
Glossary/Active player
Gold Rush
Gold Rush Base Game
Gold Rush Fan Expansions
Gold Rush The Sheriff
Gold Rush Tile Reference
Great Fairs (Fan Expansion)
Halflings
Halflings (1st edition)
Hans im Glück
Heretics and Shrines (1st edition)
HG Tile Reference
Hills & Sheep
Hills & Sheep (1st edition)
Hunters and Gatherers
Hunters and Gatherers Base Game
Hunters and Gatherers Fan Expansions
Hunters and Gatherers Scout
Hunters and Gatherers v2 Base Game
Icons
Inns and Cathedrals
Inns and Cathedrals (1st edition)
Interim rules
Karl-Heinz Schmiel
King and Robber Baron (1st edition)
Klaus-Jürgen Wrede
La Porxada (1st edition)
Lineart
Little Buildings (1st edition)
Lucca Map Mini Game
Mage and Witch
Mage and Witch (1st edition)
Main Page
Main Page Test
Map-Chips Benelux
Map-Chips France
Map-Chips Germany
Map-Chips Great Britain
Map-Chips Iberian Peninsula
Map-Chips Nordics
Map-Chips Taiwan
Map-Chips Ukraine
Map-Chips USA West and East
Marcel Gröber
Meeple Stacking
Mega-Carcassonne
Mindok
Mists over Carcassonne
Mists over Carcassonne Base Game
Mists over Carcassonne The Spell Circles
Monasteries
Monasteries (1st edition)
My First Carcassonne
My First Carcassonne Base Game
New World
New World Base Game
Notes on the Czech translation
NotesOnCzechTranslationLink
NotesOnCzechTranslationName
Order of Play
Order of Play (1st edition)
Over Hill and Dale
Over Hill and Dale Base Game
Over Hill and Dale Fan Expansions
Print-and-Play Demo
Profiles
Publishers
Quizzes
Replace Test
Rio Grande Games
River
River (1st edition)
Robber's Son (Fan Expansion)
Russian Promos (1st edition)
Safari
Safari Base Game
Saint Nicholas Scoring Board
Scoring After the Game
Scoring After the Game (1st edition)
Scoring During the Game
Scoring During the Game (1st edition)
Scoring During Turn Sequence
Scoring During Turn Sequence (1st edition)
Scoring Flags
Scoring: A Historical Perspective (1st edition)
Selected Rules Variants
Snakes and Ladders
Solo Variant
South Seas
South Seas Base Game
South Seas Fan Expansions
South Seas Friday
Spiel Doch Promo
Spiel Doch Safari Promo
Spiel Promos
Spielbox
Star Wars
Star Wars Base Game
Star Wars Expansion 1
Summary of Rule Sets & Changes
Summary of Rule Sets & Changes (1st edition)
Template:20thAnniversaryExpansionLink
Template:20thAnniversaryExpansionName
Template:AbbeyMayorLink
Template:AbbeyMayorName
Template:AbbotLink
Template:AbbotName
Template:AmazonasLink
Template:AuthorOld
Template:BarberSurgeonsLink
Template:BarberSurgeonsName
Template:BardsCarcassonneLink
Template:BardsCarcassonneName
Template:BaseGameLink
Template:BaseGameName
Template:BeginTileList
Template:BesiegersLink
Template:BesiegersName
Template:BetsLink
Template:BetsName
Template:BlackDragonLink
Template:BlackDragonName
Template:BlackTowerLink
Template:BlackTowerName
Template:BridgesCastlesBazaarsLink
Template:BridgesCastlesBazaarsName
Template:CarcassonneAroundTheWorldLink
Template:CarcassonneLink
Template:CarcassonneMapsChipsLink
Template:CarcassonneMapsChipsName
Template:CarcassonneMapsLink
Template:CarcassonneMapsName
Template:CardcassonneLink
Template:CastleLordsLink
Template:CastleLordsName
Template:CastlesGermanyLink
Template:CastlesGermanyName
Template:CatapultLink
Template:CatapultName
Template:CatharsLink
Template:CatharsName
Template:ChooseDesign
Template:ChristmasPresentLink
Template:ChristmasPresentName
Template:CityBridgesLink
Template:CityBridgesName
Template:CityGatesLink
Template:CityGatesName
Template:ClericSerfLink
Template:ClericSerfName
Template:CliffsWaterfallsLink
Template:CliffsWaterfallsName
Template:ContentsHeading
Template:CountCarcassonneLink
Template:CountCarcassonneName
Template:CountKingRobberLink
Template:CountKingRobberName
Template:CourierLink
Template:CourierName
Template:COVID19Link
Template:COVID19Name
Template:CropCirclesIILink
Template:CropCirclesIIName
Template:CropCirclesLink
Template:CropCirclesName
Template:CultSiegeCreativityLink
Template:CultSiegeCreativityName
Template:CutCassonneLink
Template:CutCassonneName
Template:DarmstadtPromoLink
Template:DarmstadtPromoName
Template:DecinskySneznikLink
Template:DecinskySneznikName
Template:DemoSpielLink
Template:DemoSpielName
Template:DigitalVersionsLink
Template:DigitalVersionsName
Template:Disclaimer FanExpansions
Template:DividedCitiesName
Template:DownloadsHeading
Template:DrawbridgesLink
Template:DrawbridgesName
Template:DutchMonasteriesLink
Template:DutchMonasteriesName
Template:EasterCarcassonneLink
Template:EasterCarcassonneName
Template:EditorManualLink
Template:EndTileList
Template:ExpansionSelector
Template:FamilyFeudLink
Template:FamilyFeudName
Template:FanExpansionsHeading
Template:FanExpansionsLink
Template:FAQ
Template:FarmersLink
Template:FarmersName
Template:Feature
Template:FerriesLink
Template:FerriesName
Template:FestivalLink
Template:FestivalName
Template:Figure
Template:FlyingMachines2Link
Template:FlyingMachines2Name
Template:FlyingMachinesLink
Template:FlyingMachinesName
Template:FootnoteIconPara
Template:ForestLink
Template:ForestName
Template:FortuneTellerLink
Template:FortuneTellerName
Template:FruitBearingTreesLink
Template:FruitBearingTreesName
Template:GamblersLuckLink
Template:GamblersLuckName
Template:GameplayHeading
Template:GamesQuarterlyLink
Template:GamesQuarterlyName
Template:GeneralInfoAndCommentsHeading
Template:GeneralInfoAndDownloadsHeading
Template:GeneralInfoHeading
Template:GermanCathedralsLink
Template:GermanCathedralsName
Template:GhostsCastlesCemeteriesLink
Template:GhostsCastlesCemeteriesName
Template:GiftsLink
Template:GiftsName
Template:GingerbreadManLink
Template:GingerbreadManName
Template:GlossaryLink
Template:GoldminesLink
Template:GoldminesName
Template:GoldRushLink
Template:GreatFairsLink
Template:GreatFairsName
Template:HalflingsLink
Template:HalflingsName
Template:HansStatueLink
Template:HansStatueName
Template:HereticsShrinesLink
Template:HereticsShrinesName
Template:HillsSheepLink
Template:HillsSheepName
Template:HuntersAndGatherersLink
Template:IconArrow
Template:IconBook
Template:IconCommunity
Template:IconDeprecated
Template:IconDerivation
Template:IconHouse
Template:IconPadlock
Template:IconWorld
Template:InnsCathedralsLink
Template:InnsCathedralsName
Template:InterimRule
Template:JapaneseBuildingsLink
Template:JapaneseBuildingsName
Template:KingRobberBaronLink
Template:KingRobberBaronName
Template:LabyrinthLink
Template:LabyrinthName
Template:LabyrinthsLink
Template:LabyrinthsName
Template:LandSurveyors2Link
Template:LandSurveyors2Name
Template:LandSurveyorsLink
Template:LandSurveyorsName
Template:LittleBuildingsLink
Template:LittleBuildingsName
Template:MageWitchLink
Template:MageWitchName
Template:MainPageLink
Template:MarketsLeipzigLink
Template:MarketsLeipzigName
Template:MessagesLink
Template:MessagesName
Template:MistsOverCarcassonneBaseGameLink
Template:MistsOverCarcassonneBaseGameName
Template:MistsOverCarcassonneLink
Template:MistsOverCarcassonneSpellCirclesLink
Template:MistsOverCarcassonneSpellCirclesName
Template:MonasteriesGermanyLink
Template:MonasteriesGermanyName
Template:MyFirstCarcassonneLink
Template:NewKingsOrdersLink
Template:NewKingsOrdersName
Template:NewLandTilesHeading
Template:NewWorldLink
Template:NotesOnCzechTranslationLink
Template:NotesOnCzechTranslationName
Template:ObeliskLink
Template:ObeliskName
Template:OtherExpansionsHeading
Template:OverHillAndDaleLink
Template:PeasantRevoltsLink
Template:PeasantRevoltsName
Template:PhantomLink
Template:PhantomName
Template:Piece
Template:PlagueLink
Template:PlagueName
Template:PorxadaLink
Template:PorxadaName
Template:PreparationHeading
Template:PrincessDragonLink
Template:PrincessDragonName
Template:PrintPlayDemoLink
Template:PrintPlayDemoName
Template:ProfilesLink
Template:PublishersLink
Template:ReferenceGuidesLink
Template:RequiredExpansionsHeading
Template:RiverLink
Template:RiverName
Template:RobbersLink
Template:RobbersName
Template:RobbersSonLink
Template:RobbersSonName
Template:RulesAction
Template:RulesDragon
Template:RulesHeading
Template:RulesHistoryHeading
Template:RulesPlacingMeeple
Template:RulesPlacingTile
Template:RulesScoring
Template:RussianPromosLink
Template:RussianPromosName
Template:SafariLink
Template:SaintNicholasScoringBoardLink
Template:SaintNicholasScoringBoardName
Template:SchoolLink
Template:SchoolName
Template:ScoringGroupFeatureRoad
Template:ScoringGroupMajorityRoad
Template:ScoringGroupSizeOfRoad
Template:ScoringHelperNumericalValuesVaryText
Template:ScoringRowLittleBuilding
Template:ScoringRowRoad
Template:ScoringRowRoadBridge
Template:ScoringRowRoadCastleLord
Template:ScoringRowRoadFerry
Template:ScoringRowRoadInn
Template:ScoringRowRoadLabyrinth
Template:ScoringRowRoadMage
Template:ScoringRowRoadNoteToken
Template:ScoringRowRoadSignpost
Template:ScoringRowRoadTollkeeper
Template:ScoringRowRoadTunnel
Template:ScoringRowRoadWell
Template:ScoringRowRoadWitch
Template:ScoringRowRoadWonderTile
Template:ScoringRowRobber
Template:ScoringRowSeasons
Template:ScoringRowTeacher
Template:SeasonsLink
Template:SeasonsName
Template:SiegeLink
Template:SiegeName
Template:SignpostsLink
Template:SignpostsName
Template:SnakesAndLaddersLink
Template:SnakesAndLaddersName
Template:SnakesAndLaddersScoringBoardLink
Template:SnakesAndLaddersScoringBoardName
Template:SoloLink
Template:SoloName
Template:SouthSeasLink
Template:SpellCirclesLink
Template:SpellCirclesName
Template:SpielDochPromoLink
Template:SpielDochPromoName
Template:SpielPromosLink
Template:SpielPromosName
Template:SpringLink
Template:SpringName
Template:StartingLandscapeLink
Template:StartingLandscapeName
Template:StarWarsLink
Template:Text10thedition
Template:Text11thedition
Template:Text1stedition
Template:Text2ndedition
Template:Text3rdedition
Template:Text4thedition
Template:Text5thedition
Template:Text6thedition
Template:Text7thedition
Template:Text8thedition
Template:Text9thedition
Template:TextAnnotatedRules
Template:TextC
Template:TextC1
Template:TextC1C2C3rules
Template:TextC1C2rules
Template:TextC1rules
Template:TextC2
Template:TextC2C3
Template:TextC2C3rules
Template:TextC2rules
Template:TextC3
Template:TextC3rules
Template:TextCarcassonne
Template:TextCategory
Template:TextD
Template:TextEdition
Template:TextExpansion
Template:TextF
Template:TextFigure
Template:TextFirstEdition
Template:TextG
Template:TextH
Template:TextP
Template:TextPnP
Template:TextS
Template:TextSecondEdition
Template:TextThirdEdition
Template:TextW
Template:TextWE2
Template:TextWE3
Template:TextYes
Template:TheArkOfTheCovenantLink
Template:TheCastleLink
Template:TheCityLink
Template:TheDiceGameLink
Template:TheDiscoveryLink
Template:Til
Template:Tile
Template:TileDistributionHeading
Template:TileIcon
Template:TileIllustrations
Template:TileSquareSpaceIcon
Template:TollkeepersLink
Template:TollkeepersName
Template:TowerLink
Template:TowerName
Template:TradersBuildersLink
Template:TradersBuildersName
Template:TranslatorRow
Template:TranslatorUserField
Template:TunnelLink
Template:TunnelName
Template:UK2024PromoLink
Template:UK2024PromoName
Template:UkrainePromoLink
Template:UkrainePromoName
Template:UnderBigTopLink
Template:UnderBigTopName
Template:UnderConstruction
Template:UnderTranslation
Template:VariantsLink
Template:VariantsName
Template:VistasLink
Template:VistasName
Template:WatchtowersLink
Template:WatchtowersName
Template:WellsLink
Template:WellsName
Template:WetlandsLink
Template:WetlandsName
Template:WheelFortuneLink
Template:WheelFortuneName
Template:Wicalang
Template:WindRosesLink
Template:WindRosesName
Template:WinterEditionAbbotLink
Template:WinterEditionAbbotName
Template:WinterEditionBaseGameLink
Template:WinterEditionBaseGameName
Template:WinterEditionCropCirclesLink
Template:WinterEditionCropCirclesName
Template:WinterEditionGingerbreadManLink
Template:WinterEditionGingerbreadManName
Template:WinterEditionLink
Template:WinterEditionRiverLink
Template:WinterEditionRiverName
Template:WondersOfHumanityLink
Template:WondersOfHumanityName
Template:ZamekLink
The 4 Seasons
The Abbot
The Adults of Carcassonne
The Ark of the Covenant
The Ark of the Covenant Base Game
The Barber-Surgeons
The Bets
The Castle
The Castle Base Game
The Castle Falcon
The Catapult (1st edition)
The City
The City Base Game
The City Gates (1st edition)
The Count of Carcassonne (1st edition)
The Courier (Fan Expansion)
The Dice Game
The Discovery
The Discovery Base Game
The Drawbridges
The Farmers
The Ferries
The Ferries (1st edition)
The Festival
The Festival (1st edition)
The Flier
The Flier (1st edition)
The Flying Machines 2 (Fan Expansion)
The Fortune Teller
The Fruit-Bearing Trees
The Gifts
The Goldmines
The Goldmines (1st edition)
The Labyrinth
The Labyrinths (Fan Expansion)
The Land Surveyors
The Land Surveyors Simulator
The Markets of Leipzig
The Messages
The Messages (1st edition)
The Obelisk (Fan Expansion)
The Peasant Revolts
The Phantom (1st edition)
The Plague (1st edition)
The Plague Diagrams (1st edition)
The Princess and The Dragon
The Princess and The Dragon (1st edition)
The Robbers
The Robbers (1st edition)
The School (1st edition)
The Signposts
The Spell Circles
The Tollkeepers
The Tower
The Tower (1st edition)
The Tunnel (1st edition)
The Watchtowers
The Wells (Fan Expansion)
The Wetlands (Fan Expansion)
The Wheel of Fortune (1st edition)
The Wonders of Humanity
Tile Reference
Tile Reference (1st edition)
Tile Reference (2nd edition)
Tile Reference (3rd edition)
Tile Selector Labels
Timeline
Tournaments and World Championships
Traders and Builders
Traders and Builders (1st edition)
Translation Test
Translations:User:Bumsakalaka/JCloisterZoneLocale/59/qqq
UK 2024 Promo (Fan Expansion)
Ukraine Promo
Under the Big Top
User:Bumsakalaka/JCloisterZoneLocale
User:Bumsakalaka/TextExpansionLabels
User:NGC 54
User:Petul/Testovací stránka 2
Variants
Vistas (Fan Expansion)
Visual Changes in the 2nd Edition
Visual Timeline (1st edition)
Visual Timeline (2nd edition)
Wagon Movement Rules Changes
WICA Translator
Wikicarpedia:About
Wikicarpedia:Administrators
Wind Roses (1st edition)
Winter Edition
Winter Edition Base Game
Winter Edition Die Kornkreise
Winter Edition The Abbot
Winter Edition The Gingerbread Man
Winter Edition The River
Winter Game Figures
Winter Game Reference
Winter Order of Play
Winter Scoring After the Game
Winter Scoring During the Game
Winter Scoring During Turn Sequence
Winter Tile Reference
Z-Man Games
Zamek Base Game
Zamek Falcon
Language
aa - Afar
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
ak - Akan
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - ᬩᬲᬩᬮᬶ
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
ff - Fulah
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gag - Gagauz
gan - Gan Chinese
gan-hans - Gan (Simplified)
gan-hant - Gan (Traditional)
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
grc - Ancient Greek
gsw - Swiss German
gu - Gujarati
guc - Wayuu
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Maori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mni - Manipuri
mnw - Mon
mo - Moldovan
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nn - Norwegian Nynorsk
no - Norwegian
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwe
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
sa - Sanskrit
sah - Sakha
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - толыши
tn - Tswana
to - Tongan
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu Chinese
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yue - Cantonese
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
qqq - Message documentation
Format
Export for off-line translation
Export in native format
Fetch
<languages /><div lang="en" dir="ltr" class="mw-content-ltr"> <onlyinclude> {{Breadcrumbs|link1={{MistsOverCarcassonneLink}}}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <div class="toclimit-4"> {| style="float:right; text-align:center;" |- | [[File:Fog Over Carc EN.png|frameless|300px|right]] |} __TOC__ </div> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{DottedFrameMessage|text=''Dense mist creeps over the fields, swallowing up all of Carcassonne. Even the bravest knights tremble, their armor rattling, when they hear: "The mist is waking up the souls of the Cathars. They are coming for justice!"'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''''To restore peace in Carcassonne, you must work together to appease the restless spirits.''''' }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == General info and comments == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Originally released by [[Hans im Glück]] in {{Year|2022}}. Can be played standalone as a co-operative game, or together with the base game as {{GhostsCastlesCemeteriesLink|edition=C3|logo=hide|variant=long}}. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Welcome to '''Mists over Carcassonne'''! Here we will introduce you to the first cooperative game in the world of Carcassonne. If you already know how to play Carcassonne, then these rules will be even easier for you. We have divided the game into 6 exciting levels, which you must master together. First, we'll explain the basic structure of game using Level 1 as an example. You'll find the explanations for the other levels starting [[#Level2|here]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Components and setup == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> First, let's look at the LAND TILES. The '''60 land tiles''' picture '''roads''', '''cities''', '''castles''', and '''cemeteries'''. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Features_Example_01.png|none|frame|Tile with a city]] || [[File:Mists_C3_Features_Example_02.png|none|frame|Tile with a castle, a road, and mist]] || [[File:Mists_C3_Features_Example_03.png|none|frame|Tile with a cemetery and a city]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Additionally, most of the land tiles show mist. You will always find one or more ghosts in the mist, that you must pacify during the game. We will explain more about ghosts later. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Features_Example_04.png|none|frame|Tile with ghosts in the mist]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> First, place the new '''starting tile''', as shown, in the middle of the table. For Level 1, return '''all 5 cemeteries and all 5 castles to the box'''. Shuffle the remaining land tiles and place them in a facedown supply on the table, so that everyone can reach them. <ref> {{IconWorld}} The land tiles in the supply will be arranged in several facedown stacks. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Setup_Start_Tile.png|none|frame|Starting tile (represents 4 regular-sized tiles)]] || [[File:Mists_C3_Setup_Tile_Stacks.png|none|frame|Supply of facedown tiles]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''''Note: Setup for the other levels is a bit different as indicated below.''''' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Take the '''scoring track''' and place it near the edge of the table. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Place the '''level summary''' next to the scoring track. This will show you which tiles you need (or not), and how many points you need to reach each level. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> For Level 1, that's 50 points. Place the '''goal token''' on the 0/50 space on the scoring track. Return the '''2 hounds''' to the game box. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Token_Goal.png|frame|none|Goal token]] | [[File:Mists_C3_Token_Hound_1.png|frame|none|Hound 1 token, not used in Level 1]] | [[File:Mists_C3_Token_Hound_2.png|frame|none|Hound 2 token, not used in Level 1]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Setup_Scoreboard_Level_1.png|none|thumb|x300px|A guard meeple in an unchosen color will serve as the scoring meeple. It will be placed on the 0/50 space on the scoring track along with the goal token.]] | | [[File:Mists_C3_Setup_Level_Sumary.png|none|thumb|x300px|The Level Summary showing the setup for Level 1.]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Now, let's look at your playing pieces ('''meeples''', i.e. 'my people'). These represent your followers. They are a bit different from those in the [[Base game|base game]] and are called ''''guard meeples'''', but for these rules we'll just refer to them as meeples. There are a total of 30, 5 in each color: {{ColorRed|red}}, {{ColorGreen|green}}, {{ColorBlue|blue}}, {{ColorYellow|yellow}}, {{ColorBlack|black}} and {{ColorPink|pink}}. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| class="wikitable" |- style="height:5px;" | style="width:5px; border-right:0px; border-bottom:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"| | style="width:5px; border-left:0px; border-bottom:0px; padding:0;"| |- style="float; background-color:#ffffff; style="vertical-align:bottom;" | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| | style=" padding:0;"|[[File:Figure_Guards_C3.png|x60px|center]] | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| |- style="vertical-align:top; text-align:center; font-size: 80%;" | style="width:1px; border-right:0px; border-top:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"|Guard meeples | style="width:1px; border-left:0px; border-top:0px; padding:0;"| |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Give each player (including yourself) '''5 meeples''' in their chosen color. These form each player's supply. Then, place 1 meeple in an unchosen color onto the '''0/50 space on the scoring track'''. This is your scoring meeple. Return the rest of the meeples to the box. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{DottedFrameMessage|align=left|text= '''Changes for 2 player- and solo game:''' For a two-player game, give each player 6 meeples in 2 different colors (3 per color). For the solo game, take 12 meeples in 4 different colors (3 per color). Then put 1 meeple in an unchosen color onto space 0/50 of the scoring track.<ref> {{IconWorld}} The wording of this paragraph was updated in the rules released online in 3/2023. The last sentence was also added at that time. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=How does the setup for solo and 2 player game work? |text=In a '''2-player game''', each of you plays with 6 meeples in 2 colors (3 per color). You place 1 meeple of an unused color on the scoring track.<br /> In a '''solo game''', you play with 12 meeples in 4 colors (3 per color). You place 1 meeple of in unused color on the scoring track. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> :'''''Example for a 2 player game:''''' ''Player 1 takes 3 {{ColorYellow|yellow}} and 3 {{ColorGreen|green}} meeples. Player 2 takes 3 {{ColorPink|pink}} and 3 {{ColorBlue|blue}} meeples. You take 1 {{ColorBlack|black}} meeple and put it on the scoring track as your joint scoring meeple. You return the rest of the meeples to the box.'' (FAQ.MoC.0006) }} }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Finally, place 15 ghosts as a general supply next to the scoring track. Place 3 of the ghosts on the ghost symbols shown on the starting tile. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Figure_Ghosts.png|frame|none|Supply of ghosts]] | [[File:Mists_C3_Symbol_Ghost.png|frame|none|Ghost symbol found in the mist]] | [[File:Mists_C3_Setup_Ghosts.png|frame|none|Ghosts placed on the starting tile.]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Object of the game == Players take turns, adding a new land tile to the board each time. This creates an expanding game board on which you place your meeples to score points. During the game, ghosts will keep appearing — your job is to pacify them. Together, you must reach the goal token, i.e. score a certain number of points depending on the level. But watch out: If there are too many ghosts on the board, or you can't draw any more land tiles, then you have lost. All players play together against the game. Show each other your tiles and decide as a team where to place them. Especially in later levels, you will need to cooperate well! </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How do we win the game? |text= Reaching goal tile. <br /> In order to win the game, you must advance your scoring meeple to reach the goal tile, which is placed on a specific space during game setup. (Dized.MoC.0060) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= What causes us to lose the game? |text= Ghost or tile supply. <br /> You lose the game when you run out of ghosts or tiles in the supply: when you must place a ghost or a tile but you cannot, you immediately lose the game. (Dized.MoC.0059) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Gameplay == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Play in clockwise direction. Whoever is reading these rules is the start player. Each turn, you must execute a set of actions in a specific order. We will explain as if '''you''' are doing everything; you can then explain it to your fellow players. Any details about the following actions will be explained later in the rules, when they become relevant. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <div class="wica-top-spacing wica-visible"> {{BeginBlockList|width=900px}} {{StartBlock|width=250px|padding-right=10px|padding-bottom=10px}} {{RulesPlacingTile|header=fake-h4|title=1. Placing a new land tile|rules= <div style="width:230px; max-width:230px; display:inline-block; height:210px;"> <table> <tr> <td width="130">You '''must''' draw '''exactly 1''' new '''land tile''' from the facedown supply and place it with at least one edge adjacent to an existing tile. <ref> {{IconBook}} 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. </ref></td> <td width="90" valign="top">[[File:Mists_C3_Gameplay_Place_Land_Tile.png|center]]</td> </tr> </table> </div> }} {{EndBlock}} {{StartBlock|width=250px|padding-right=10px|padding-bottom=10px}} {{RulesPlacingMeeple|header=fake-h4|title=2. Placing ghosts and meeple|rules= <div style="width:230px; max-width:230px; display:inline-block; height:210px;"> <table> <tr> <td width="140">If the tile just placed has '''mist''' on it, you must take care of the '''ghosts''' (see details [[#mist-and-ghosts|below]]). <br />You '''may''' then place '''exactly 1 meeple''' from your supply on the '''tile just placed'''.</td> <td width="80" valign="top"> [[File:Mists_C3_Gameplay_Place_Meeple.png|x70px]] </td> </tr> </table> </div> }} {{EndBlock}} {{StartBlock|width=250px|padding-right=10px|padding-bottom=10px}} {{RulesScoring|header=fake-h4|title=3. Scoring a feature|rules= <div style="width:230px; max-width:230px; display:inline-block; height:210px;"> <table> <tr> <td width="140" valign="top">Finally, you '''must''' score '''all''' the points obtained by the tile placed.</td> <td width="80" align="right">[[File:Mists_C3_Gameplay_Score_Points.png]]</td> </tr> </table> </div> }} {{EndBlock}} {{EndBlockList}} </div> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{DottedFrameMessage|align=left|text= '''Changes for 2 player- and solo game:''' In a two-player game, a player can choose any of their 2 colors in each turn. In the solo game, the player can choose any of their 4 colors in each turn. <ref> {{IconWorld}} This was clarified by Brigitte Fuchs of [[Hans im Glück|'''HiG''']] at Spielwiesn in Munich. {{FAQ|width=700px |title= In a solo game: can I choose any of the 4 colors in each turn?<br /> In a 2-player game: Can each player chose any of their 2 colors in each turn?<br /> Or is there a sequence for the colors (as in a 4-player game)? |text= The solo player can choose any of the 4 colors in each turn, as well as the player in a 2-player game can chose any of the 2 colors in each turn (11/2022) }} </ref> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Who is the 1st player? |text= You are. <br /> Whoever is reading this FAQ entry is the start player. (Dized.MoC.0057) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I refuse drawing or placing 1 land tile on my turn? |text= No. <br /> On each of your turns, you must draw and place exactly 1 land tile. (Dized.MoC.0056) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I show a tile I have drawn (but not yet placed) to other players? |text= Yes. <br /> You should show each other your tiles and decide as a team where to place them. (Dized.MoC.0058) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Does the new tile I place have to touch another tile orthogonally (as opposed to touching diagonally)? |text= Yes. <br /> When you place a new land tile, you must place it so it touches at least 1 other tile with one of its sides (orthogonally). It is not enough for the tile to touch another tile with a corner (diagonally). (Dized.MoC.0052) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Do I have to place my meeple on a land tile I have just placed? |text= No. <br /> After placing a land tile, you may OPTIONALLY place 1 meeple from your supply on this tile. (Dized.MoC.0055) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place a meeple on a land tile, which was placed on an earlier turn? |text= No. <br /> You may only place your meeple on the new land tile, which you have placed this turn. (Dized.MoC.0054) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place several meeples in a single turn? |text= No. <br /> You may place up to 1 meeple on your turn. (Dized.MoC.0053) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Roads === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1. Placing a tile|rules= The tile you just drew shows 3 roads coming out of a village. You place it next to an existing land tile. You must make sure that one of the new roads connects to the existing one. [[File:Mists_C3_Road_Example_01.png|none|frame|'''Example 1a:''' {{ColorRed|You}} placed this tile. The road matches the road and the field matches the field. Well done!]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2. Placing a meeple|rules= After placing the land tile, you may place a meeple onto '''one of the tile's roads'''. However, that is only allowed if the road is still unoccupied. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Road_Example_02.png|none|frame|'''Example 1b:''' {{ColorRed|You}} placed a meeple on the tile just placed. This is possible because no other meeple is present on it.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> It is then the next player's turn. They draw a land tile and add it to the board. There is a meeple on the right-hand road coming into the village. Your fellow player therefore cannot place a meeple on it. So they decide to place their meeple on the other road of the tile just placed. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Road_Example_03.png|none|frame|'''Example 1c:''' Since the right-hand road is already occupied, {{ColorBlue|Blue}} decides to place their meeple on the other road.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{DottedFrameMessage|align=left|text= '''Changes for 2 player- and solo game:''' Each turn, you may place a meeple in any of your colors. <ref> {{IconWorld}} This was clarified by [[Hans im Glück|'''HiG''']] in the updated rules (3/2023). </ref> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3. Scoring a feature|rules= Whenever a road is '''closed at both ends''', it counts as '''completed''' and '''triggers a scoring''' (e.g. when a road ends in a village, city, or loops back onto itself). </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Road_Example_04.png|none|frame|'''Example 1d:''' The completed road has 3 tiles.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> When a road is completed, it is scored. In this example, your fellow player placed the tile that completed the road with your meeple on it. '''Each tile''' of the completed road is worth '''1 point'''. Since this road is 3 tiles long, it is worth 3 points. It is worth 3 points, that is 1 point per tile. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Now the scoring track comes into play. It tells you what you need to reach with your remaining tiles. Each time you score, this goal gets closer. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Since your fellow player triggered the scoring, you move the scoring meeple 3 spaces forward on the scoring track. Finally, retrieve your meeple from the completed road, '''returning it to your supply'''. {{BeginBlockList}} {{Block| [[File:Mists_C3_Road_Example_06.png|none|frame|'''Example 1e:'''{{ColorRed|You}} keep track of the 3 points you earned on the scoreboard.]] }} {{Block| [[File:Mists_C3_Road_Example_05.png|none|frame|'''Example 1f:''' Take the meeple that just scored {{ColorRed|you}} 3 points and return it to your supply. The {{ColorBlue|blue}} meeple stays on the board, since it wasn't involved in the scoring — it's on a different feature. That road isn't completed yet, so you haven't scored it yet.]] }} {{EndBlockList}} }} </div> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place my meeple on a road, which is already occupied by another meeple? |text= No. <br /> You may only place your meeple on an unoccupied road. (Dized.MoC.0051) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can another player finish a road with my meeple on it and trigger a scoring? |text= Yes. <br /> Whenever a road is completed, its scoring is triggered immediately, regardless which player's turn it is now. (Dized.MoC.0050) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many points does a completed road provide? |text= 1 point per tile. <br /> Each tile a completed road is on is worth 1 point. (Dized.MoC.0049) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I take back my meeple from an unfinished road? |text= No. <br /> Your meeples return to your supply only when you complete a road the meeples are on. (Dized.MoC.0047) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> You now understand the most important parts of the game. That wasn't hard at all, right? Let's now look at the other feature types: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Cities === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1. Placing a tile|rules= Draw a tile to add to the board. If your tile shows a city, you may add it to an existing uncompleted city. Remember that the edges of the tiles must match. [[File:Mists_C3_City_Example_01.png|none|frame|'''Example:''' A tile showing a city.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2. Placing a meeple|rules= Next, check if the city already has a meeple in it. If not, you can place one of yours (add it to the city on the tile you just placed). [[File:Mists_C3_City_Example_02.png|none|frame|'''Example 2a:''' {{ColorRed|You}} placed the tile such that this uncompleted city is now 1 tile larger. The city is unoccupied, so you may add one of your meeples to it.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3. Scoring a feature|rules= Let's fast forward a bit and assume that you drew this tile on your next turn. Since the edges match, you can add it to the city with your meeple in it. Once a city is completely surrounded by city walls, it is completed. That is the case here. Since you have a meeple in this city, you now score it. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Each tile''' of the completed city is worth '''2 points.''' Additionally, '''each coat of arms''' in the city is worth '''2 additional points'''. After scoring, return the meeple from the city to your supply. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_City_Example_03.png|none|frame|'''Example 2b:''' You score 8 points! As with any other scoring, move the scoring meeple on the scoring track that many spaces forward. <ref> {{IconArrow}} This sentence added by [[Z-Man Games|'''ZMG''']] was not included in the original rules by [[Hans im Glück|'''HiG''']]. </ref> As usual, the meeple that was in the scored feature '''returns to your supply'''. <ref> {{IconArrow}} This sentence missing in the [[Z-Man Games|'''ZMG''']] rules was the one included by [[Hans im Glück|'''HiG''']]. </ref>]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place my meeple in a city, which is already occupied by another meeple? |text= No. <br /> You may only place your meeple in an unoccupied city. (Dized.MoC.0051) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can another player finish a city with my meeple on it and trigger a scoring? |text= Yes. <br /> Whenever a city is completed, its scoring is triggered immediately, regardless which player's turn it is now. (Dized.MoC.0050) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many points does a completed city provide? |text= 2 points per tile. <br /> Each tile the finished city is on is worth 2 points. (Dized.MoC.0048) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I take back my meeple from an unfinished city? |text= No. <br /> Your meeples return to your supply only when you complete a city the meeples are in. (Dized.MoC.0047) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many points does a coat of arms in a completed city provide? |text= 2. <br /> Each coat of arms in a completed city is worth 2 points. (Dized.MoC.0046) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I gain points from coats of arms without completing a city? |text= No. <br /> Coats of arms provide points only when you complete a city the coats of arms are in. (Dized.MoC.0045) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === <span id="mist-and-ghosts"></span>Mist and the Ghosts === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1a. Placing a tile|rules= As always, draw a tile to add to the board. This tile shows mist in addition to the road. Mist always '''covers''' a field or a road, never a city. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> As usual, you must place the tile such that road matches road and field matches field. When doing so, you do '''not''' need to worry about the mist. In other words, you can place a misty road next to a clear road, or the other way around. The same counts for misty fields. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Mist_Example_01.png|none|frame|'''Example:''' You draw this tile with mist on it. You decide as a team where to place it. You decide to place it next to the rightmost tile, extending the road and ignoring the mist.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1b. Checking mist|rules= Now, check to see if a mist bank has been completed. Mist counts as completed when it is closed on all sides (i.e. there is no way to make it larger — this works in the same way as with a city). </div> <div lang="en" dir="ltr" class="mw-content-ltr"> It can '''never''' be completed as soon as one side is next to a field or road '''without mist'''. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> If you completed a mist bank, remove '''all ghosts''' from the '''associated mist''', returning them to the general supply. We'll explain how the ghosts got there in the first place now. {{BeginBlockList}} {{Block| [[File:Mists_C3_Mist_Example_02.png|none|frame|'''Example:''' This mist can never be completed.]] }} {{Block| [[File:Mists_C3_Mist_Example_03.png|none|frame|'''Example:''' You place this tile, completing the mist bank. You remove all 3 ghosts from the mist. <ref> {{IconArrow}} This rule by [[Z-Man Games|'''ZMG''']] included a wrong version of this image. </ref>]] }} {{EndBlockList}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= If we place a tile which completes a mist area, do we have to place ghosts first and immediately eliminate them afterwards? |text= When you complete a mist area, you do not need to place ghosts, you eliminate all ghosts. <ref> {{IconWorld}} This was confirmed by Brigitte Fuchs of [[Hans im Glück|'''HiG''']] at Spielwiesn in Munich in 11/2022, and again by [[Klaus-Jürgen Wrede|'''KJW''']] in 1/2023. </ref> (11/2022) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2a. Placing ghosts|rules= If the mist bank is not completed, place as many ghosts on the tile you just placed as there are ghost symbols on it. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> If you '''expanded at least one mist bank''' (i.e. matched at least one edge of the tile you just placed with mist already on the board), then you place '''one fewer ghost''' on the tile. If the tile only shows a single ghost, then you don't need to place any ghosts. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Mist_Example_04.png|none|frame|'''Example:''' First you place tile <span class="wica-white-box">'''1'''</span>. You see 2 ghost symbols on it and place 2 ghosts on it. On a later turn, you place tile <span class="wica-white-box">'''2'''</span> expanding the mists. Since there is only 1 ghost symbol on it, you don't need to place any ghosts. Well done!]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Ghost supply'''<br/> '''Important:''' If, at any time, there are '''fewer''' ghosts left in the supply than you need to place on a tile, you '''immediately lose''' the game. [[File:Mists_C3_Figure_Ghosts.png|frame|none|'''Example:''' Supply of ghosts]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2b. Placing a meeple|rules= You can place your meeple like usual on a road or in a city (or in a castle in later levels). You may place your meeple on a road, '''even if it is covered by mist'''. However, you cannot place a meeple on a field (with or without mist). <ref> {{IconWorld}} You '''may''' place a meeple: * On a road with or without mist * In a city * On a haunted castle (available from Level 2 onwards) You '''may not''' place a meeple: * In a field * In a mist bank (a field covered in mist) </ref> <ref name="update"> {{IconWorld}} The wording of this paragraph was updated by [[Hans im Glück|'''HiG''']] in the updated rules (3/2023). </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Mist_Example_05.png|none|frame|'''Example:''' Valid meeple placements on a tile.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3. Scoring: Points or remove ghosts|rules= You may complete mist banks, but they never trigger a scoring (as described above, you remove ghosts instead). However, placing a tile can also trigger a scoring as usual. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> If the tile you just placed — '''regardless of whether it has mist on it''' — triggers a scoring, you always have 2 options: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> * Either score the points as usual. * '''Or''' remove up to '''3 ghosts from exactly 1 tile''' of your choice, returning them to the supply. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Special case:''' ''When a single tile triggers more than one scoring, the active player decides what happens for each scoring separately.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Mist_Example_06.png|none|frame|'''Example:''' You complete the road. Instead of scoring 4 points, you choose to remove the 3 ghosts from the topmost tile.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <hr /> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Remember:''' ''The starting tile counts as 4 tiles.'' <ref> {{IconWorld}} This clarification was added by [[Hans im Glück|'''HiG''']] in the updated rules (3/2023). </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Does the starting tile count as 1 tile? |text=No. <br /> The starting tile represents 4 regular-sized tiles. So if you forego the scoring and remove ghosts instead, you have to choose 1 quarter (regular-sized tile) from which the ghosts are removed. (FAQ.MoC.0001) [[File:Mists_C3_FAQ_Example_01.png|none|thumb|200px|'''Example:''' The starting tile counts as 4 tiles.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=I skip scoring to remove ghosts and choose the starting tile. Do I remove all ghosts from the entire starting tile? |text=No. <br /> When you choose to remove ghosts from a land tile (instead of scoring), you may choose any regular-sized tile the starting tile represents and remove the ghosts from it. But you cannot remove ghosts from the entire starting tile with a single action this way. <ref> {{IconWorld}} This was also confirmed by Brigitte Fuchs of [[Hans im Glück|'''HiG''']] at Spielwiesn in Munich. {{FAQ|width=700px |title= Does the start tile count as 1 tile when we want to eliminate ghosts instead of counting points? |text= The start tile counts as 4 tiles. (11/2022) }} </ref> (Dized.MoC.0002) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place a tile so that a misty road or field touches a regular road or field? |text= Yes. <br /> When placing a tile you must place the tile such that road matches road and field matches field, meanwhile mist is ignored when considering tile placement restrictions. (Dized.MoC.0044) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can we finish a mist bank, if its side is touching a regular field or road? |text= No. <br /> A mist can never be finished as soon as one side is next to a field or road without mist. In order to finish a mist you must completely surround with edges of the mist, just like a city. (Dized.MoC.0043) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Clarification|width=700px |title= Question: How do we remove ghosts from the board? |text= '''Answer:''' There are several possibilities depending on the level (see below for details on Level 2 and higher): <ul> <li> {{IconBook}} Levels 1-6: Finish mist banks. <br /> When you finish a mist bank, immediately remove all ghosts from the associated mist, returning them to the general supply. (Dized.MoC.0042) </li> <li> Levels 1-6: Choose to eliminate ghosts instead of scoring points. </li> <li> {{IconBook}} Levels 2-4: Place 4 tiles around a cemetery.<br /> As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)</li> <li> Levels 3-6: Deploy a hound on the board next to a meeple in the vicinity of ghosts and use it to remove them.</li> </ul> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Do I have to place a ghost if I expand a mist bank with a tile which shows only 1 ghost? |text= No. <br /> If you expand at least one mist bank when placing a tile (i.e. matched at least one side of the tile you just placed with mist already on the board), then you place one fewer ghost on the tile. If the tile only shows a single ghost, then you don't need to place any ghosts. (Dized.MoC.0041) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Can I place a meeple on a road covered by mist? |text=Yes. <br /> You can place a meeple on a road, '''even if the road is covered by mist'''. In this version meeples cannot be farmers, so you cannot place a meeple in a field (regardless whether the field is covered by mist or not). (FAQ.MoC.0002) [[File:Mists_C3_FAQ_Example_02.png|none|frame|'''Example:''' A meeple may be placed on a road with mist but not in a field, covered or not in mist.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place a meeple onto a mist bank? |text= Not directly. <br /> You can never place a meeple directly onto mist. You may, however, place one onto a clear road or city on the tile, as per usual (or, in later levels, into a castle). (Dized.MoC.0040) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I score mist banks? |text= No. <br /> While you can finish mist banks, they never trigger a scoring (you remove ghosts instead). However, placing a tile with mist can also trigger the scoring of roads and cities in the usual manner. (Dized.MoC.0039) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many ghosts can I remove from a tile, when I forfeit scoring? |text= Up to 3. <br /> When placing a tile triggers scoring, you may remove up to 3 ghosts from exactly 1 tile of your choice. (Dized.MoC.0038) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I remove ghosts from several tiles when I forfeit scoring? |text= No. <br /> When placing a tile triggers scoring, you may remove up to 3 ghosts from exactly 1 tile of your choice. (Dized.MoC.0037) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= If I finish several roads or cities with a single tile, can I choose to score or to remove ghosts for each of them separately? |text= Yes. <br /> When a single tile triggers scoring more than once, the active player decides what happens for each scoring separately. (Dized.MoC.0036) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Joint Scoring === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> You can help each other by connecting your features. However, that can only be done indirectly, and takes some teamwork. If you achieve it, then you can score significantly more points for your roads and cities. We will use roads as an example of how this works. {{BeginBlockList}} {{Block| [[File:Mists_C3_Connection_Example_01.png|none|frame|'''Example 1a:''' This tile, that {{ColorRed|you}} just drew, could be placed so that it completes the existing road. However, the road is already occupied by one of your teammate's {{ColorYellow|yellow}} meeple. So, {{ColorRed|you}} would not be allowed to add a meeple of your own. Instead, {{ColorRed|you}} decide to place the tile such that the roads are not (yet) directly connected.]] }} {{Block| [[File:Mists_C3_Connection_Example_02.png|none|frame|'''Example 1b:''' On one of your next turns, {{ColorRed|you}} draw this tile and add it to the two uncompleted roads, joining (and completing) them. Now there are 2 meeples ({{ColorRed|red}} and {{ColorYellow|yellow}}) on the road. Since the road is completed, it triggers a scoring. Each of you score 4 points, i.e. 8 points total. Return the meeples to your respective supplies.]] }} {{EndBlockList}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> You only get additional points if meeple of different colors are involved in one scoring. Then, you get again as many points for each other color involved. Of course, this also applies to cities. <br /> However, it does not matter if there are several meeple of the same color in the scored area. <ref name="update"/> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Do I score more if I have multiple meeples of the same color on a finished road or city? [There are several meeples in one color only] |text= No. <br /> It does not matter if there are several meeples of the same color on a finished road or city - you only get additional points for having meeples of different colors on such a road or city. (Dized.MoC.0034) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= What happens if meeples of multiple colors are on a completed road or city? [There is one meeple of each color] |text= The score multiplies. <br /> If you complete a road or a city and there are meeples of several colors on this road or city, you score the road or city once for each different-colored meeple on it. For example, if you complete a 5-point road with 2 meeples of different colors on it, you score 10 points. (Dized.MoC.0035) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Do I get points for joint scoring even if one meeple color has the majority in the scored feature? [There is a different number of meeples in different colors - majority does not apply] |text=Yes. <br /> Unlike in the base game, it does not matter how many meeples of one color are in 1 feature. Instead, for each color that is involved, you get as many points as usual. (FAQ.MoC.0005) [[File:Mists_C3_FAQ_Example_04.png|none|frame|'''Example:''' Each of you gets 6 points for the road, so 12 in total.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Do we have to have an equal number of meeples in different colors on a road or a city to trigger joint scoring? [There is the same number of meeples in various colors] [And what if the numbers vary? - majority does not apply] |text=No. There are no majorities in Mists over Carcassonne. You count how many different colors are present in the scored feature. For example, you complete a road which goes through 5 tiles and has 2 blue meeple and 1 red meeple on that road. In this case, you score 10 points in total, 5 for Blue and 5 for Red. <ref> {{IconWorld}} This response contradicts the previous one provided by [[Dized|'''Dized''']]: Yes. If there are more meeples of one color than of the others, only the majority color scores points, so you collectively score the city or the road once (without joint scoring). For example, you complete a road which goes through 5 tiles and has 2 blue meeples and 1 red meeple. In this case, you score only 5 points. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> This previous reply was also corroborated by [[Hans im Glück|'''HiG''']], and posted on Carcassonne Central: [https://www.carcassonnecentral.com/community/index.php?topic=6261.msg90600#msg90600 https://www.carcassonnecentral.com/community/index.php?topic=6261.msg90600#msg90600] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> : If there are more meeples in one color than of the others, only the majority color scores points, so you collectively score the city or the road once (without joint scoring). For example, you complete a road which goes through 5 tiles and has 2 blue meeples and 1 red meeple. In this case, you score only 5 points. : In a nutshell: scores are only count to the player with the most meeples on the feature. : And for joint scorings, each player has to get the same number of meeples to the feature. (2/2023) </div> <div lang="en" dir="ltr" class="mw-content-ltr"> And it was also previously confirmed by [[Klaus-Jürgen Wrede|'''KJW''']], as posted on Carcassonne-Forum: [https://www.carcassonne-forum.de/viewtopic.php?p=76054#p76054 https://www.carcassonne-forum.de/viewtopic.php?p=76054#p76054] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> : Majority works the same as in normal Carcassonne. : If one player has the majority, only that player scores the points. : But since you play cooperatively, you want of course quite a lot of points and you try to include someone else, but not too many times, so that there is a tie (no majority)!!! : Ties are here the best way to reach the goal, because then everyone gets the points! (2/2023) </ref> (Dized.MoC.0004) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Does joint scoring multiply the value of coats of arms in a completed city? |text=Yes. Joint scoring multiplies the entire value of a completed city, including the coat of arms value. So if 2 players are involved in joint scoring, each coat of arms would be worth 4 points instead of 2. (Dized.MoC.0001) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Can I choose to remove ghosts instead of taking the points from one color in a joint scoring? |text=No. <br /> A joint scoring counts as '''1 scoring'''. So choosing to remove ghosts means not getting any points. (FAQ.MoC.0004) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=If I trigger joint scoring and choose to remove ghosts instead of scoring, do I skip entire scoring (of all players involved in the joint scoring)? |text=Yes. If you choose to remove ghosts instead of scoring, you must skip the entire scoring. So if 2 players are involved in joint scoring, you cannot skip one player's scoring to remove ghosts, and then score the other player's points. <ref> {{IconWorld}} In solo and 2-player games, the same player will be using multiple colors. In this case, each color counts as a different player. </ref> (Dized.MoC.0003) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Game end == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> In Mists over Carcassonne, you either win or lose as a team. '''There is no final scoring.''' The end of the game can be triggered in various ways: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <div class="wica-top-spacing wica-visible"> {{RulesPlacingTile|header=fake-h4|title=VICTORY|rules= You reach or pass the goal token on the scoring track. You have scored enough points (50 in Level 1) and '''won'''! Congratulations, you can now advance to the next Level. }} {{RulesScoring|header=fake-h4|title=DEFEAT|rules= <table width="100%"> <tr valign="top"> <td width="48%"> 1. There are no tiles left in the supply, but you haven't reached the goal token yet.<br /> You have '''lost''', unfortunately, and will need to try the Level again.</td> <td width="2%"> </td> <td width="2%" style="border-left: 1px dotted black;"> </td> <td width="48%"> 2. There are fewer ghosts left in the supply than you need to place on a tile.<br /> You have '''lost''', unfortunately, and will need to try the Level again.</td> </tr> </table> }} </div> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Do we still win the game, if we pass the goal tile on the scoring track? |text= Yes. <br /> You win the game immediately when you reach or pass the goal tile on the scoring track - you don't need to score the exact points, marked by the goal tile. (Dized.MoC.0032) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Do we score any points (for unfinished cities and roads) at the end of the game? |text= No. <br /> There is no final scoring in the game. When the game end is triggered, no more points can be scored, so unfinished roads and cities are worth zero points. (Dized.MoC.0033) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Now you know how to play the first level of '''Mists over Carcassonne'''. As soon as you win it, you can keep going with the next level. We will now explain the differences and new elements included with each Level. All rules remain in effect, unless we explicitly change or remove them. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == <span id="Level2"></span>Level 2 == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Level 2 introduces 2 new types of land tiles to the game. Setup is the same as for Level 1. This time, however, add the '''5 castles''' and '''5 cemeteries''' to the rest of the tiles. All tiles are now in the game. Additionally, you now need to score more points — 75 to be exact. Place the goal token on the 25 space on the scoring track. You will now need to reach it twice. To make that easier to see, you can place the goal token with its grey side up, flipping it to its colored side up when you reach it the first time. If you reach it a second time, you have won. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Features_Example_02.png|none|frame|Castle]] || [[File:Mists_C3_Features_Example_03.png|none|frame|Cemetery]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Castles === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1. Placing a tile|rules= Draw a tile as usual. This time, it shows a castle. There is also a road that ends at the castle. As usual, you must make sure all edges match when adding the land tile to the board. [[File:Mists_C3_Castle_Example_01.png|none|frame|'''Example:''' Tile with a castle.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2. Placing a meeple|rules= You may place a meeple on the castle instead of placing it on the road. As usual, you may only place 1 meeple. [[File:Mists_C3_Castle_Example_02.png|none|frame|'''Example:''' The meeple can occupy this castle.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3. Scoring a feature|rules= Score the castle as soon as it is completely surrounded by land tiles. Score 2 points for tile with mist in its vicinity (including the castle tile itself). <ref> {{IconWorld}} You will score 2 points for the castle tile (which always has mist) and 2 points per adjacent tile with mist. Therefore, a castle may be worth from 2 up to 18 points. </ref> [[File:Mists_C3_Castle_Example_03.png|none|frame|Hurray! When one of your fellow players places this tile, your castle is completely surrounded. It will be scored at the end of their turn. There are a total of 5 tiles with mist on them adjacent to the castle, plus the castle tile itself. {{ColorRed|You}} score 12 points and return your meeple to your supply.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= When does the castle score? |text= When surrounded. <br /> You score the castle as soon as it is completely surrounded by land tiles. (Dized.MoC.0029) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many points does the castle provide? |text= 2 per mist tile. <br /> When you completely surround a castle with tiles, score 2 points for each surrounding tile with mist on it (including the castle tile itself). (Dized.MoC.0031) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= When we score a castle, does it provide 2 points for its own tile? |text= Yes. <br /> When you score a castle, you score 2 points for each surrounding tile with mist on it, including the castle tile itself. (Dized.MoC.0030) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Cemeteries === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1a. Placing a tile|rules= This time, on your turn, you draw a land tile with a cemetery on it. There is also a city on the tile. Place the tile as usual such that the edges match — nothing else happens for now. [[File:Mists_C3_Cemetery_Example_01.png|none|frame|'''Example:''' Tile with a cemetery.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1b. Burying a meeple|rules= As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you must bury a meeple. That means you must take a meeple from somewhere else on the board and place it on the cemetery, where it will remain until the end of the game. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Then, remove all ghosts from this cemetery tile. We will explain how ghosts end up in the cemetery in the next section. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Special cases:''' * ''If you don't have any meeples on the board, you must use one from your supply instead.'' * ''If there is 1 hound next to the buried meeple, the hound is removed from the game.'' <ref> {{IconWorld}} Hound tokens are not used until Level 3. This sentence will not apply to Level 2. </ref> <ref> {{IconArrow}} This sentence was missing in the original rules by [[Z-Man Games|'''ZMG''']]. It was later included in the updated rules from 3/2023. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Cemetery_Example_02.png|none|frame|'''Example:''' {{ColorRed|You}} added the cemetery to the board on a previous turn. Now, you place a tile next to the cemetery. You decide as a team that {{ColorYellow|Yellow}} will place a meeple on the cemetery, burying it. From now on, {{ColorYellow|Yellow}} will play with one less meeple. But by doing so, you were able to pacify 1 ghost, returning it to the general supply.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2a. Placing ghosts|rules= Each time you or another player need to add at least 1 ghost to the mist, you must also add 1 ghost to 1 open cemetery on the board. A cemetery is open as long as it is not surrounded by tiles on all 4 sides. <ref> {{IconWorld}} A cemetery is open as long as at least 1 of its 4 sides is still open. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> If there are multiple open cemeteries, you can decide as a team where to add the extra ghost. If there aren't any open cemeteries, then you don't need to add any extra ghosts. [[File:Mists_C3_Cemetery_Example_03.png|none|frame|'''Example:''' {{ColorRed|You}} place a tile and must add 2 ghosts to it. Unfortunately, the cemetery isn't closed yet, which means you must also add 1 ghost to it. Finally, you place a meeple in the city.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Clarification|width=700px |title= Question: If we place a tile which completes a mist bank, do we add any meeples to an open cemetery? |text= '''Answer:''' No ghost is placed and no ghost needs to be placed in an open cemetery either. The turn sequence would as follows:<br /> 1a. Place tile which completes a mist bank.<br /> 1b. Remove all the ghosts from the completed mist bank.<br /> 2a. Since the mist bank is completed, you do not add any ghost to it or any open cemetery.<br /> 2b. Place a meeple as usual if desired and possible.<br /> 3. Score any completed features or remove ghosts.<br /> (11/2022) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2b. Placing a meeple|rules= You cannot add a meeple to the cemetery itself. You may, however, place one on an unoccupied road or city on the tile as usual. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= When we have to add a ghost to a cemetery and we have multiple open cemeteries, how many ghosts do we add? |text= 1. <br /> If you must add a ghost and there are multiple open cemeteries, you still add only 1 ghost, deciding as a team where to add the extra ghost. (Dized.MoC.0025) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Does a cemetery tile have to be fully surrounded by 8 tiles to trigger burying a meeple? [from Level 2 up to Level 4 inclusive]. |text= No, only 4. <br /> You must bury a meeple in a cemetery as soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom). (Dized.MoC.0028) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= What happens, if we must bury a meeple, but there are no meeples on the board? |text= Take it from supply. <br /> If you must bury a meeple but you don't have any meeples on the board, you must use one from your supply instead. (Dized.MoC.0026) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Can I remove ghosts from a cemetery instead of scoring? |text=Yes. <br /> Instead of scoring, you can '''remove up to 3 ghosts''' from exactly '''1 tile of your choice'''. This can also be a cemetery. (FAQ.MoC.0003) [[File:Mists_C3_FAQ_Example_03.png|none|frame|'''Example:''' The players can remove 3 ghosts from this cemetery instead of scoring a completed feature.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Clarification|width=700px |title= Question: How do we remove ghosts from a cemetery in Level 2? |text= '''Answer:''' There are several possibilities: <ul> <li> Choose to eliminate ghosts instead of scoring points. </li> <li> {{IconBook}} Place 4 tiles around.<br /> As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)</li> </ul> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Level 3 == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> After shuffling '''all''' 60 land tiles, create '''3 equal-sized piles''' of 20 tiles each. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> These symbolize how much time you have to score points. From now on, you '''must''' draw from a single pile until it runs out. Only then can you start drawing from the second pile, or later the third one. Additionally, you must score a certain number of points while drawing from each pile. To mark these points, use the 2 hound tokens. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Mists_C3_Token_Hound_1.png|frame|none|Hound 1 token (Rufus)]] | [[File:Mists_C3_Token_Hound_2.png|frame|none|Hound 2 token (Ronja)]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Place the hound marked with I (Rufus) on the 15 space on the scoring track. You must score at least that many points before the first pile runs out. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Place the hound marked with II (Ronja) on the 0/50 space on the scoring track. You must score at least that many points before the second pile runs out. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> You must reach the 0/50 space a second time before the third pile runs out, so place the goal token on that space too. You must score at least 100 points total to win the game. <ref> {{IconWorld}} The same as for Level 2, to make the goal token easier to see, you can place the goal token with its grey side up, flipping it to its colored side up when you reach it the first time. If you reach it a second time, you have won. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Failing to reach any of these pre-set scoring requirements means that you lose the Level. <ref> {{IconArrow}} This sentence added by [[Z-Man Games|'''ZMG''']] was not included in the original rules by [[Hans im Glück|'''HiG''']]. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Hounds_Setup.png|frame|none|Token placement during the setup of Level 3.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Hounds === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The two hounds don't just mark how many points you need to score per pile, they also help you pacify the ghosts. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Hounds_Example_01.png|none|frame|'''Example 1a:''' You scored 8 points with your last tile and moved the scoring meeple to the 16 space on the scoring track. Since you passed Rufus, who was on the 15 space, you have succeeded with the first pile!]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> As soon as the scoring meeple reaches or passes a space with a hound, the following happens: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> You must place the hound immediately (that is, Rufus as per the example above). Add it to any non-buried meeple on the game board. You may then remove '''up to 3 ghosts''' each from any '''2 different land tiles''' in its vicinity (including the tile with the hound). Return these ghosts to the general supply as usual. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Hounds_Example_02.png|none|frame|'''Example 1b:''' Your meeple is in a good spot, so you add Rufus to it. You choose the tile Rufus is now on and remove 2 ghosts. Additionally, you choose the cemetery tile and remove 3 ghosts from it, returning all 5 of them to the general supply. You will need to leave 1 ghost behind on the cemetery tile.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Afterwards, take any tiles left in the first pile and put them on top of the second pile. You'll have a little more time to score the 50 points needed for the second pile. Once you do, add Ronja to the board in the same manner. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= The rules state that when assigning a hound to a meeple, you cannot assign it to a burried meeple. What if there's no meeple on board? Or only burried meeples? |text= When there are no meeples or only buried meeples in the game, the hound is lost, since you cannot place it. <ref> {{IconWorld}} This was confirmed by Brigitte Fuchs of [[Hans im Glück|'''HiG''']] at Spielwiesn in Munich. </ref> (11/2022) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3. Scoring a feature|rules= A hound stays with the meeple you added them to until that meeple is scored. '''After''' scoring the meeple, score the hound. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> When scoring a hound, it doesn't matter if you chose to score points or pacify ghosts when scoring the meeple. During hound scoring, you score '''1 point''' for '''each ghost currently on the game board'''. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Important:''' You may '''never''' choose to forego points when scoring a hound to remove ghosts instead. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> After scoring, return the hound to the game box. It has earned a rest until the next game. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Again, Rufus and Ronja work exactly the same. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Hounds_Example_03.png|none|frame|'''Example:''' You complete the city. After scoring it, you score Rufus. Return your meeple to your supply and remove Rufus from the game.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Clarification|width=700px |title= Question: How do we remove ghosts from a cemetery in Level 3? |text= '''Answer:''' There are several possibilities: <ul> <li> Choose to eliminate ghosts instead of scoring points. </li> <li> {{IconBook}} Place 4 tiles around.<br /> As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)</li> <li> Deploy a hound on the board next to a meeple adjacent to a cemetery and use it to remove ghosts.</li> </ul> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can a hound remove ghosts from its own tile? |text= Yes. <br /> After you place a hound on the board, you may remove up to 3 ghosts each from any 2 different land tiles adjacent to the hound, including the tile you placed the hound on itself. (Dized.MoC.0024) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can a hound remove ghosts from a cemetery? |text= Yes. <br /> When you place a hound, you remove up to 3 ghosts from any adjacent tile twice, no matter where exactly the ghosts are on this tile. (Dized.MoC.0023) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I choose to remove ghosts from a land tile instead of scoring a hound? |text= No. <br /> You can never choose to forego points when scoring a hound to remove ghosts instead. (Dized.MoC.0022) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Level 4 == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The setup for Level 4 is almost the same as for Level 3. However, return 2 ghosts to the game box — in Level 4 you'll only have 13 ghosts available. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Additionally, you will need to score more points with each pile. Place Rufus on the 20 space on the scoring track (you'll need to score 20 points by the end of the first pile). Place Ronja on the 10 space on the scoring track (you'll need to score 60 points by the end of the second pile). Place the goal token on the 20 space on the scoring track too, to show that you'll need to score 120 points total. <ref> {{IconWorld}} You will have to pass the hounds tokens twice and the goal token 3 times. To make that easier to see, you can place all the tokens on their grey side up, flipping each hound to its colored side up when you reach it the first time. Once you reach the goal token a second time, there will be no hound tokens left on the scoreboard and you may flip the goal token to its colored side. If you reach it again -the third time-, you have won. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> There are no other special rule changes in this level. However, the increased number of points is quite a challenge. <ref> {{IconArrow}} This last sentence was omitted by [[Z-Man Games|'''ZMG''']]. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Clarification|width=700px |title= Question: How do we remove ghosts from a cemetery in Level 4? |text= '''Answer:''' There are several possibilities: <ul> <li> Choose to eliminate ghosts instead of scoring points. </li> <li> {{IconBook}} Place 4 tiles around.<br /> As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)</li> <li> Deploy a hound on the board next to a meeple adjacent to a cemetery and use it to remove ghosts.</li> </ul> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Level 5 == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Now it gets particularly challenging, as the cemeteries are haunted and don't work the way you are used to. The setup is the same, but the scoring requirements are different. We will quickly summarize them: </div> <div lang="en" dir="ltr" class="mw-content-ltr"> As in the previous levels, shuffle all 60 tiles and separate them into 3 equal-sized piles. Again, return 2 ghosts to the game box. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Place Rufus on the 15 space on the scoring track (you'll need to score 15 points by the end of the first pile). Place Ronja on the 0/50 space on the scoring track (you'll need to score 50 points by the end of the second pile). Place the goal token on the 0/50 space on the scoring track too, to show that you'll need to score 100 points total. <ref> {{IconWorld}} The same as in previous levels, to make the goal token easier to see, you can place the goal token with its grey side up, flipping it to its colored side up when you reach it the first time. If you reach it a second time, you have won. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Haunted Cemetery === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1a. Placing a tile|rules= When you draw a cemetery, place it as usual. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1b. Burying a meeple|rules= As soon as the cemetery tile is completely surrounded by '''8 land tiles''' (as with a castle), you must bury a meeple. That means you must take a meeple from somewhere else on the board and place it on the cemetery, where it will remain until the end of the game. The cemetery is now closed. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Note:''' Cemeteries aren't closed with only 4 tiles anymore. Do not add any more ghosts to closed cemeteries. <ref> {{IconWorld}} Haunted cemeteries do not follow the normal rules for cementeries, so you do not place meeples on open haunted cemeteries as in Levels 2 to 4. </ref> <ref> {{IconArrow}} This paragraph not present in the original rules by [[Hans im Glück|'''HiG''']] was added by [[Z-Man Games|'''ZMG''']]. The last sentence was omitted in the updated rules from 3/2023. </ref> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2a. Placing ghosts|rules= Add '''1 ghost''' to each tile '''with mist''' adjacent to the cemetery you just placed. It doesn't matter if a mist bank is completed or not, or if any ghosts are already on the tile or not. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2b. Placing a meeple|rules= You cannot add a meeple to the cemetery itself. However, you may place one on any unoccupied road or city on the tile as usual. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Haunted_Cemetery_Example_01.png|none|frame|'''Example:''' Unfortunately, {{ColorRed|you}} drew a cemetery tile. You place it as indicated. You then add a total of 3 ghosts to the mist banks adjacent to the cemetery. Finally, you place a meeple on the road.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3a. Scoring a feature|rules= If you completed any features when placing the tile, score them as usual. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3b. Facedown tiles|rules= Haunted cemeteries cause you to gradually lose tiles. As long as at least 1 cemetery is still open, you must now draw 1 tile '''without looking at it'''. You must then place it facedown adjacent to an open cemetery. Facedown tiles may be placed adjacent to any type of terrain (roads, cities, etc.), but do not complete anything '''except cemeteries'''. All other features with a facedown tile adjacent to them are 'haunted' and cannot be completed anymore. This also counts for castles: if a facedown tile is placed around a castle, then it can't be completed anymore either. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Even if more than one cemetery is open, you still only draw and place 1 facedown tile. In this case, you can choose which cemetery to place it adjacent to. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Haunted_Cemetery_Example_02.png|none|frame|'''Example 1a:''' The cemetery is still open. Therefore, {{ColorRed|you}} draw a facedown tile after your usual turn and place it adjacent to the cemetery. This blocks the {{ColorYellow|yellow}} meeple. It can never be scored.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> New faceup tiles can only be placed adjacent to facedown tiles if they also share at least one edge with a different, faceup tile already added to the board. You may place facedown tiles next to other facedown tiles. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Reminder:''' Facedown tiles count when completing (closing) a cemetery and subsequently burying a meeple. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Haunted_Cemetery_Example_03.png|none|frame|'''Example 1b:''' The cemetery is now closed. You don't have to draw facedown tiles anymore. You decide as a team to bury the {{ColorYellow|yellow}} meeple.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many tiles do we have to place around a haunted cemetery to close it? [for Level 5 and Level 6] |text= All 8. <br /> In order to close a haunted cemetery, you must completely surround it with 8 tiles (just like when scoring a castle). (Dized.MoC.0021) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Does a haunted cemetery add ghosts to FINISHED mists when the cemetery is placed? |text= Yes. <br /> When you place a haunted cemetery, you must add 1 ghost to each tile with mist on it around the cemetery. It doesn't matter if the mist bank is finished or not, or if any ghosts are already on the tile or not. (Dized.MoC.0020) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I finish a city or a road, which leads to a facedown tile? |text= No. <br /> Facedown tiles may be placed adjacent to any type of terrain (roads, cities, etc.), but do not finish anything except cemeteries. All other features with a facedown tile adjacent to them are 'haunted' and cannot be finished any more. (Dized.MoC.0019) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I finish a castle with any facedown tiles surrounding it? |text= No. <br /> If a facedown tile is placed around a castle, then it can't be finished any more. (Dized.MoC.0018) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I look at a facedown tile, drawn because of a haunted cemetery? |text= No. <br /> As long as you have an open cemetery, you must once per turn draw 1 tile WITHOUT LOOKING AT IT and place it on the board adjacent to any open cemetery. (Dized.MoC.0017) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= How many facedown tiles do we have to place each turn, if we have multiple open cemeteries? |text= 1. <br /> Even if more than one cemetery is open, you still only draw and place 1 facedown tile. In this case, you can choose which cemetery to place it adjacent to. (Dized.MoC.0016) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title= Can I place a land tile so it is ONLY adjacent to a facedown tile (and not adjacent to any faceup tile)? |text= No. <br /> New faceup tiles can only be placed adjacent to face-down tiles if they also share at least one edge with a different, face-up tile already added to the board. (Dized.MoC.0015) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Level 6 == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Disclaimer|text='''Rules update''' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Level 6 has been reformulated by [[Hans im Glück|HiG]] after noticing a mistake in the setup. <ref> {{IconWorld}} This has rendered obsolete some previous clarifications provided by Brigitte Fuchs of [[Hans im Glück|'''HiG''']] at Spielwiesn in Munich in 11/2022:<br /> [https://www.carcassonnecentral.com/community/index.php?topic=5778.msg91238#msg91238 https://www.carcassonnecentral.com/community/index.php?topic=5778.msg91238#msg91238] </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> An updated version of the rules can be found on [[CundCo|CundCo]]:<br /> [https://cundco.de/en/boardgames/a-c/464/carcassonne-mists-over-carcassonne-de?c=33 https://cundco.de/en/boardgames/a-c/464/carcassonne-mists-over-carcassonne-de?c=33] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> In the final level, you don‘t have a common scoring meeple. Instead, independently from the number of players, you take 3 meeples in 3 colors, that take part in the game, and place them onto the 0/50 space of the scoring track. You choose the colors of the meeples. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ''Note:'' In a 3-player game, every player (color) has its own scoring meeple. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{DottedFrameMessage|align=left|text= '''Changes for 2 player- and solo game:''' In the solo and 2-player games, you don‘t take the 3 meeples from your personal supplies, but from the game box. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Return '''3 ghosts''' to the '''game box'''. Shuffle and split the tiles into 3 equal-sized piles. Place the hounds on the 10 space and the 25 space on the scoring track. Place the goal token on the 0/50 space on the scoring track. You have read correctly, this is considerably fewer points than before. But don't celebrate too early — the cemeteries work as in Level 5. However, it gets even harder... </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3. Scoring a feature|rules= Unlike the previous 5 levels, all players score their own points from now on. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The required point value for each hound, or for the goal token, only counts as having been reached once '''each''' player has reached or passed it. Only then will you receive and be allowed to place the hounds. It is therefore important that all players score points. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> If you score points for a color in which you don't have a scoring meeple, you get to decide which scoring meeple you move forward. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> '''Note:''' If you score a meeple with a hound, the corresponding colored scoring meeple moves forward. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Level_6_Example_01.png|none|frame|'''Example 1a:''' {{ColorRed|You}} connect the two cities and then score. Both {{ColorRed|you}} and {{ColorYellow|your opponent}} score 6 points.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:Mists_C3_Level_6_Example_02.png|none|frame|'''Example 1b:''' Your scoring meeples are in the colors {{ColorYellow|yellow}}, {{ColorGreen|green}} and {{ColorPink|pink}}. Therefore, {{ColorRed|you}} get to choose which color takes the points [granted to {{ColorRed|red}}]. You decide for {{ColorGreen|green}}. You move both the {{ColorYellow|yellow}} and the {{ColorGreen|green}} scoring meeples 6 spaces forward each.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Is Level 6 impossible? |text=Yes and No. <br /> Unfortunately, we made a mistake in the setup of Level 6. As a result, Level 6 is way too difficult for 2, 4, 5 players and when played solo. We apologize for that!<br /> With the changes introduced to the rules of Level 6 you should have a fair chance. (FAQ.MoC.0007) }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FAQ|width=700px |title=Level 6: Which color gets points if I score the hound? |text=You score a hound immediately after scoring the meeple to which you added the hound. Its color indicates which color gets the points for the hound. <ref> {{IconWorld}} This was confirmed by Brigitte Fuchs of [[Hans im Glück|'''HiG''']] at Spielwiesn in Munich. {{FAQ|width=700px |title= What happens in a hound scoring in Level 6? Who gets the points per ghost? In the previous levels it wasn't an issue because there was only 1 scoring meeple. What now? |text= When scoring the hound in Level 6, the color of the meeple to which the hound was added to gets the points (11/2022) }} </ref> (FAQ.MoC.0007) [[File:Mists_C3_FAQ_Example_05.png|none|frame|'''Example:''' You complete the city. After scoring it, you score Rufus. You move the {{ColorRed|red}} scoring meeple forward.]] }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Summary of all Levels == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Here you will find a summary of all levels (<span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_1-6.png|frameless|x30px]]</span><!--1, 2, 3, 4, 5, 6-->) and the precise order of your actions. It shows you which actions take place and when, if several occur at the same time. The individual actions are not a condition for each other. For example, 3b can take place even if 3a has not taken place. Since this is just a summary, we recommend reading the rest of the rules before playing. <ref> {{IconArrow}} This paragraph includes the full text provided by [[Hans im Glück|'''HiG''']] in the original rules. [[Z-Man Games|'''ZMG''']] only included the first and the last sentence in this paragraph, omitting the rest. </ref> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1a. Placing a tile|rules= * The basic Carcassonne rules apply. Ignore the mist when placing tiles. * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_3+.png|frameless|x30px]]</span><!--Levels 3+:--> You may only draw from the currently active pile. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1b. Checking mist|rules= * Once you complete a mist bank, remove all ghosts from corresponding tiles and return them to the general supply. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingTile|title=1c. Burying a meeple|rules= * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_2+.png|frameless|x30px]]</span><!--Levels 2+:--> If you closed a cemetery you must bury 1 meeple. * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_2-4.png|frameless|x30px]]</span><!--Levels 2, 3, 4:--> A cemetery is closed once tiles have been added to all 4 sides. Return all ghosts in the cemetery to the general supply. * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_5-6.png|frameless|x30px]]</span><!--Levels 5, 6:--> A cemetery is closed once it is fully surrounded by 8 tiles. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2a. Placing ghosts|rules= * If you placed a tile with mist on it, you must add ghosts. Add 1 fewer ghost if you expanded an existing mist bank. * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_2-4.png|frameless|x30px]]</span><!--Levels 2, 3, 4:--> When adding ghosts to the game board, add 1 additional ghost to an open cemetery. * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_5-6.png|frameless|x30px]]</span><!--Levels 5, 6:--> After placing a cemetery tile, add 1 ghost to each tile with mist adjacent to the cemetery. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesPlacingMeeple|title=2b. Placing a meeple|rules= * You may place a meeple on a road, city or castle (in Level 2+) on the tile just placed. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3a. Scoring a feature|rules= * Score roads, cities, and castles once they are completed. Choose to either score the points or remove up to 3 ghosts from 1 tile. * If multiple meeples are on the completed feature, score points separately for each different meeple color. * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_6.png|frameless|x30px]]</span><!--Level 6:--> You have multiple meeples on the scoring track. Score each color separately. Resolve a marker (hound, goal token) only once all players have passed it. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3b. Hounds|rules= * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_3+.png|frameless|x30px]]</span><!--Level 3+:--> If you reach a hound on the scoring track, you trigger the next pile of tiles and add the hound to a meeple on the board. Remove up to 3 ghosts each from up to 2 tiles in the vicinity of the hound. <ref> {{IconArrow}} This sentence has been updated to match the intention of the original rules by [[Hans im Glück|'''HiG''']]. The version included in the English rules by [[Z-Man Games|'''ZMG''']] has a different meaning, maybe due to a mistranslation:<br /> "Once the hound is fully surrounded, remove up to 3 ghosts from each of 2 tiles."<br /> This sentence has been corrected in the updated rules by [[Hans im Glück|'''HiG''']] from 3/2023. </ref> }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesScoring|title=3c. Haunted cemetery|rules= * <span style="display:inline-block;">[[File:Mists_C3_Summary_Numbers_5-6.png|frameless|x30px]]</span><!--Level 5, 6:--> At the end of your turn, draw and place a facedown tile adjacent to an open cemetery. Facedown tiles never complete any features (other than cemeteries). }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{RulesAction|title=Game End|rules= The game ends '''immediately''' if: * You win by reaching the required number of points, or * You lose by running out of ghosts to place or by running out of tiles to draw. }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Tile reference == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{BeginTileList|width=100%|tiles=60 + 1 start tile}} {{Tile|image=Mists_C3_Tile_01.png|count=2}} {{Tile|image=Mists_C3_Tile_03.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_04.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_05.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_06.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_07.png|count=2}} {{Tile|image=Mists_C3_Tile_09.png|count=2}} {{Tile|image=Mists_C3_Tile_11.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_12.png|count=1|config=(3)}} {{Tile|image=Mists_C3_Tile_13.png|count=1|config=(3)}} {{Tile|image=Mists_C3_Tile_14.png|count=3|config=(3;3;2)}} {{Tile|image=Mists_C3_Tile_21.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_20.png|count=1}} {{Tile|image=Mists_C3_Tile_22.png|count=1}} {{Tile|image=Mists_C3_Tile_23.png|count=2|config=(3;2)}} {{Tile|image=Mists_C3_Tile_25.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_26.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_27.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_28.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_29.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_30.png|count=1}} {{Tile|image=Mists_C3_Tile_31.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_32.png|count=1|config=(3)}} {{Tile|image=Mists_C3_Tile_33.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_34.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_17.png|count=1}} {{Tile|image=Mists_C3_Tile_18.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_35.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_19.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_36.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_37.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_38.png|count=2}} {{Tile|image=Mists_C3_Tile_40.png|count=1}} {{Tile|image=Mists_C3_Tile_41.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_42.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_43.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_44.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_45.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_46.png|count=1}} {{Tile|image=Mists_C3_Tile_47.png|count=1|config=(3)}} {{Tile|image=Mists_C3_Tile_48.png|count=1}} {{Tile|image=Mists_C3_Tile_50.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_49.png|count=1}} {{Tile|image=Mists_C3_Tile_51.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_52.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_54.png|count=2|config=(2;1)}} {{Tile|image=Mists_C3_Tile_55.png|count=1}} {{Tile|image=Mists_C3_Tile_56.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_58.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_57.png|count=1|config=(2)}} {{Tile|image=Mists_C3_Tile_59.png|count=1|config=(1)}} {{Tile|image=Mists_C3_Tile_60.png|count=1|config=(2)}} {{EndTileList}} {{BeginTileList}} {{Tile|image=Mists_C3_Start_Tile.png|count=1|width=200px|config=(3) - (2x2 start tile)}} {{EndTileList}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The numbers in brackets represent the amount of ghost symbols on the tile. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Accessories == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| |- valign="top" | [[File:Geister 200x200.jpg|frame|none|[https://cundco.de/en/accessories/499/clear-ghost-meeple-set?c=114 Clear Ghost Meeple Set]]] || [[File:Kristall-gesamt 200x200.jpg|frame|none|[https://cundco.de/en/accessories/500/clear-guard-meeple-set?c=114 Clear Guard Meeple Set]]] || [[File:Frozen 200x200.jpg|frame|none|[https://cundco.de/en/accessories/501/frozen-guard-meeple-set?c=114 Frozen Guard Meeple Set]]] |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{FootnoteIconPara}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[Category:Completed]] [[Category:Mists over Carcassonne]] [[Category:Spinoff]] </div>
Navigation menu
Personal tools
English
Log in
Namespaces
Translate
Variants
expanded
collapsed
Views
Language statistics
Message group statistics
Export
More
expanded
collapsed
Search
Navigation
Main page
Recent changes
Help
Tools
Special pages
Printable version
WICA Toolbox
Editor manual
Broken links
Unused files
Translation statistics
Comments
Under construction
Completed pages
Checked pages
Carcassonne forums
Carc Central (EN)
Carc-Forum (DE)
Carc Forum (CZ)