Difference between revisions of "Carcassonne Maps - Germany"

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m (→‎Rules: Updated wording referencing to printed spaces)
m (Updated rules according to English rules released online by Cundco)
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* '''1 Map ''Carcassonne Maps - Germany'' '''
* '''1 Map ''Carcassonne Maps - Germany'' '''


Besides, you need:
In addition, you need:
* '''Land tiles:''' It is recommended to play with about 110-120 tiles. It's best to take the tiles of the basic game and 2 expansions. For example, select the basic game with '''Exp. 1 - [[Inns and Cathedrals|Inns and Cathedrals]]''' and '''Exp. 2 - [[Traders and Builders|Traders and Builders]]'''. If so, you play with (72 + 18 + 24 =) 114 tiles. It is also recommended to leave out the additional rules of the expansions (and the additional Meeples) and play only with the tiles.
* '''Land tiles:''' It is recommended to play with about 110-120 tiles. Preferably, you use the basic
game tiles and 2 expansions. If you choose for example the basic game with '''Exp. 1 - [[Inns and Cathedrals|Inns and Cathedrals]]''' and '''Exp. 2 - [[Traders and Builders|Traders and Builders]]''', you'll play with (72 + 18 + 24 =) 114 tiles. It might be helpful to play without the additional rules and meeples of the expansions and to use only the tiles in the beginning.


* '''Meeples:'''  If possible, each player should play with 9 Meeples instead of 7 Meeples (+ 1 Meeple on the scoreboard) <ref>
* '''Meeples:'''  If possible, each player should play with 9 instead of 7 meeples (+ 1 meeple on the scoring board) <ref>
{{IconBook}}
{{IconBook}}
If you need more Meeples: you can order what you need from the [http://cundco.de Cundco.de online store].
If you need additional meeples: you can order everything you need in the [http://cundco.de Cundco.de webshop].
</ref>
</ref>
<br clear="all" />
<br clear="all" />
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=== Preparation ===
=== Preparation ===


There are 3 '''start spaces''' (with a darker edge): '''Rostock''' in the north, '''Erfurt''' in the middle and '''Stuttgart''' in the south. It is recommended to play with at least 2 starting spaces. Take the starting tile (with the dark back) and another randomly selected tile and place them on 2 of the start spaces. You may place these tiles at the beginning.
There are '''3 start-squares''': '''Rostock''' in the North, '''Erfurt''' in the centre and '''Stuttgart''' in the South (with a darker margin). You should start with at least 2 start-squares. Take the starting tile (with the darker backside) and another random tile and place both of them on two start-squares. You start your game by placing your first tile next to these tiles.




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{{EndBlock}}
{{EndBlock}}
{{EndBlockList}}
{{EndBlockList}}
The normal rules of the game will apply. A few new rules will be added. Some are only suggestions and variations, you can add or omit as you like.  
The general rules stay the same, and some new rules are added. However some of them are only variants and ideas which you can apply but don‘t have to.  


('''''Note:''' For the sake of simplicity, the rules mention big and small cities, even if this classification doesn't quite correspond to reality''.)
('''''Note:''' to make it easier to read we will be using the words large city and town even if those words do not always represent reality''.)


<br />
<br />


{{RulesPlacingTile|1====|2=1. Placing a tile|
{{RulesPlacingTile|1====|2=1. Placing a tile|
3=You may only place a Land tile on a pre-printed space. You must place the tile (as usual) next to a tile already placed on the board.
3=You’re only allowed to place a tile on a printed square. As usual, you have to place a tile next to an already placed one.


[[File:Maps_Germany_C2_Place_Tile_Example_01.png|frame|none|'''Example 1:''' You place an valid tile next to the start tile (in Rostock.)]]
[[File:Maps_Germany_C2_Place_Tile_Example_01.png|frame|none|'''Example 1:''' You place a compatible tile next to the starting tile (in Rostock.)]]


'''Big cities'''
'''Large cities'''


You are not allowed to place any tiles on the spaces with already printed '''big city tiles''' (Hamburg, Berlin, Hannover, Ruhrgebiet, Frankfurt and Munich -München-.) A "big city tile" will be connected as soon as you place a tile that reaches one of its sides. From that moment on, any player may place a tile on any open side of this big city tile.
On squares with printed large city tiles (Hamburg, Berlin, Hannover, Ruhrgebiet, Frankfurt und München) you cannot place tiles. As soon as you place a tile next to a city tile it is connected. From now on, everybody can place a tile next to the city tile.  
[[File:Maps_Germany_C2_Place_Tile_Example_02.png|frame|none|'''Example 2:''' You have connected an appropriate tile to the western side of Berlin. In later turns, you will be able to place tiles on the open adjacent spaces.]]


'''Small cities'''
[[File:Maps_Germany_C2_Place_Tile_Example_02.png|frame|none|'''Example 2:''' You have connected Berlin in the West with a compatible tile. From now on, everybody is allowed to place a card on the adjacent squares.]]


Spaces with small cities (spaces with houses such as Bremen, Saarbrücken, Nuremberg, ...) are considered normal spaces. You may place a tile on them according to the normal rules. You can find some variants in section '''[[#Variants|Variants]]''' below.
'''Towns'''


'''Border spaces with adjoining city or road'''
Squares with towns (with a small house, for example Bremen, Saarbrücken, Nürnberg,... ) count as normal squares. You are allowed to place tiles according to the general rules.
''You find some variants in section '''[[#Variants|Variants]]''' below.''


The road and city segments printed on the edge of the map require the placement of a matching tile.
'''Border squares with adjacent city or road'''


[[File:Maps_Germany_C2_Place_Tile_Example_03.png|frame|none|'''Example 3:''' The road and the city on the border are connected with matching tiles.]]
Wherever there are cities or roads printed on the "border" of the map you have to place a compatible tile.


'''Border spaces without connection'''
[[File:Maps_Germany_C2_Place_Tile_Example_03.png|frame|none|'''Example 3:''' The roads and city on the border are connected with compatible tiles.]]


The edge of the map is considered "neutral", meaning that you can place any tile side (city, field or road) where there are no printed roads or cities.
'''Border squares without connection'''


[[File:Maps_Germany_C2_Place_Tile_Example_04.png|frame|none|'''Example 4:''' These boundary spaces don't constraint the type of side facing outwards.]]
The "border" of the map is neutral which means that you are allowed to place your tile the way you want if there are no preprinted towns or roads.
 
[[File:Maps_Germany_C2_Place_Tile_Example_04.png|frame|none|'''Example 4:''' In this case, it doesn’t matter how you place your tiles (with regard to the border.)]]
}}
}}


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{{RulesPlacingMeeple|1====|2=2. Placing a meeple|
{{RulesPlacingMeeple|1====|2=2. Placing a meeple|
3=After placing the tile, you may place a Meeple on it according to the normal rules.
3=After having placed a tile you are allowed to place a meeple according to the general rules.
}}
}}


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{{RulesScoring|1====|2=3. Scoring a feature|
{{RulesScoring|1====|2=3. Scoring a feature|
3='''Big cities'''
3='''Large cities'''


If you complete a big city, you score it according to the normal rules. You consider the printed city tiles like normal city segments. The coats of arms on printed city tiles provide additional points to the owner(s) of the city.
If you complete a large city you score according to the general rules. Preprinted large city tiles are scored in the same way as a normal city tile. Coats of arms <ref>
{{IconWorld}}
The English manual released by [[Cudco.de]] used "Emblems" instead of "Coat of arms" throughout the rules. We are using "coats of arms" for the sake f consistency with the New Edition.
</ref> give bonus points.


[[File:Maps_Germany_C2_Scoring_Example_01.png|frame|none|'''Example 1:''' Berlin is completed. As the owner, {{ColorRed|you}} receive 20 points (6 tiles + 4 coats of arms, scoring 2 points each.)]]
[[File:Maps_Germany_C2_Scoring_Example_01.png|frame|none|'''Example 1:''' Berlin is completed. As the owner, {{ColorRed|you}} get 20 points (6 tiles + 4 coats of arms [2 points per coat of arms.])]]


'''Border spaces with adjoining road or city'''
'''Border squares with adjacent city or road'''


Roads leading out of the playing field complete a road there. If a printed road or city is included in a score, you count it like a normal tile. The owner receives additional points from any coat of arms present.
Roads which end on the border are automatically completed there. Preprinted roads or towns are scored as normal tiles. Coats of arms give bonus points.
{{BeginBlockList|700px}}
{{BeginBlockList|700px}}
{{StartBlock|310px}}
{{StartBlock|310px}}
[[File:Maps_Germany_C2_Scoring_Example_02.png|frame|none|'''Example 2:''' Your road is completed (it ends at the top in Denmark.)
[[File:Maps_Germany_C2_Scoring_Example_02.png|frame|none|'''Example 2:''' Your road is completed (it ends in Denmark.)
{{ColorRed|You}} score 8 points. (4 points from 4 road segments and 4 points from both coats of arms.)]]
{{ColorRed|You}} get 8 points. (4 points for 4 road segments and 4 points for the coats of arms.)]]
{{EndBlock}}
{{EndBlock}}
{{StartBlock|290px}}
{{StartBlock|290px}}
[[File:Maps_Germany_C2_Scoring_Example_03.png|frame|none|'''Example 3:''' Your city is completed. {{ColorRed|You}} score 10 points. (3 city tiles + 2 coats of arms, worth 2 points each.)]]
[[File:Maps_Germany_C2_Scoring_Example_03.png|frame|none|'''Example 3:''' Your city is completed. {{ColorRed|You}} get 10 points. (3 city tiles + 2 coats of arms [2 points per coat of arms.])]]
{{EndBlock}}
{{EndBlock}}
{{EndBlockList}}
{{EndBlockList}}


'''City, road on border spaces'''
'''City or road on the border'''


A city, road or field on the edge (on clouds or by the sea) is considered closed there. You value it according to the normal rules.
A city, road or field placed on the border (next to clouds or the sea) is seen as completed. You score them according to the normal rules.


'''Monastery on border spaces'''
'''Monastery on the border'''


A monastery at the edge of the map does not need 8 adjacent tiles to be valued. Only the adjacent tiles (also diagonally) have to be occupied. In such a monastery scoring, only these tiles get points (printed big city tiles also count.) <ref>
You aren’t required to place 8 adjacent tiles to complete and score a monastery next to the border. Only the surrounding squares
(also the diagonal ones) have to be filled with tiles. However, only real tiles as well as preprinted large city tiles are scored <ref>
{{IconBook}}
{{IconBook}}
Printed tiles containing city and road segments abroad are not taken into consideration when scoring a monastery. Therefore, monastery scoring only takes into consideration:
Printed tiles containing city and road segments abroad are not taken into consideration when scoring a monastery. Therefore, monastery scoring only takes into consideration:
* Regular land tiles, as per the normal rules
* Regular land tiles, as per the normal rules
* Printed big city tiles that may be adjacent to the monastery
* Printed large city tiles that may be adjacent to the monastery


Thus features on the border of the map consider printed tiles differently when scoring (also shown in the table below):
Thus features on the border of the map consider printed tiles differently when scoring (also shown in the table below):
* Roads consider regular tiles and printed road segments abroad
* Roads consider regular tiles and printed road segments abroad.
* Cities consider regular tiles, printed big city tiles and city segments abroad  
* Cities consider regular tiles, printed large city tiles and city segments abroad .
* Monasteries consider regular tiles and printed big city tiles.
* Monasteries consider regular tiles and printed large city tiles.


{| class="wikitable"
{| class="wikitable"
! Feature !! Regular Feature Tile !! Printed Big City Tile !! Printed Feature Segment Abroad  
! Feature !! Regular Feature Tile !! Printed Large City Tile !! Printed Feature Segment Abroad  
|- align="center"
|- align="center"
| '''Road''' || <span class="wica-mark-yes"></span> || <span class="wica-mark-n-a"></span> || <span class="wica-mark-yes"></span>
| '''Road''' || <span class="wica-mark-yes"></span> || <span class="wica-mark-n-a"></span> || <span class="wica-mark-yes"></span>
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</ref>
</ref>


[[File:Maps_Germany_C2_Scoring_Example_04.png|frame|none|'''Example 4:''' {{ColorRed|You}} score your monastery on the border. It scores 5 points (1 point for the monastery and 1 point for each adjacent tile. <ref>
[[File:Maps_Germany_C2_Scoring_Example_04.png|frame|none|'''Example 4:''' {{ColorRed|You}} score your monastery on the border. You get 5 points (1 point for the monastery and 1 point each for the adjacent tiles <ref>
{{IconWorld}}
{{IconWorld}}
This example was updated by the publisher on April 3rd 2019. In the original example, the monastery was not completed since the tile adjacent top right was missing. Moreover, as the monastery had only 3 adjacent tiles, it was scoring 4 points (1 point for the monastery and 3 points for the adjacent tiles.)   
This example was updated by the publisher on April 3rd 2019. In the original example, the monastery was not completed since the tile adjacent top right was missing. Moreover, as the monastery had only 3 adjacent tiles, it was scoring 4 points (1 point for the monastery and 3 points for the adjacent tiles.)   
</ref>)]]
</ref>.)]]


==== Final scoring ====
==== Final scoring ====


As in the basic game, city tiles and coats of arms count only 1 point. For open roads into the neighboring countries, coats of arms also score 1 point only.
As usual, city tiles and coats of arms of cities or roads which haven’t been completed score only 1 point each.


[[File:Maps_Germany_C2_Scoring_Example_05.png|frame|none|'''Example 5:''' The open road gets {{ColorRed|you}} 4 points (3 points for the road and 1 point for the coat of arms.)]]
[[File:Maps_Germany_C2_Scoring_Example_05.png|frame|none|'''Example 5:''' You get 4 points for the uncompleted road (3 for the tiles and 1 for the coat of arms.)]]


}}
}}
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=== <span id="Variants"></span>Variants ===
=== <span id="Variants"></span>Variants ===


'''Small cities'''
'''Towns'''


You can also try the following rule variants for the spaces with small cities:
You can try using the following additional rules for the town squares:
<ol style="list-style-type:lower-alpha">
<ol style="list-style-type:lower-alpha">
<li>If you cover a small city with a tile, you may get '''another turn''' immediately. You can only get '''1''' extra turn when it's your turn.</li>
<li>Placing a tile on top of a town grants you one instant '''extra turn'''. This can only be done once within one draw.</li>
<li>If you cover a small city with a tile, you immediately get '''2 minus points'''.</li>
<li>Placing a tile on top of a town '''costs 2 points'''.</li>
<li>When scoring a road, every visible small city that lies horizontally or vertically next to the road scores '''2 extra points'''.</li>
<li>When scoring a '''road''', you get '''2 bonus points''' for each town which is still visible and touches your road (horizontally
or vertically.)</li>
</ol>
</ol>



Revision as of 18:49, 12 April 2019

Other languages:

General info and comments

Carcassonne Maps - Germany was originally released by Hans im Glück in 2019. It is a variant for the new edition that offers players a new possibility to play Carcassonne by placing tiles on a map of Germany. Hans im Glück suggests some rules variations, but encourage players to design their own too.

Contents

Carcassonne Map - Germany
  • 1 Map Carcassonne Maps - Germany

In addition, you need:

  • Land tiles: It is recommended to play with about 110-120 tiles. Preferably, you use the basic

game tiles and 2 expansions. If you choose for example the basic game with Exp. 1 - Inns and Cathedrals and Exp. 2 - Traders and Builders, you'll play with (72 + 18 + 24 =) 114 tiles. It might be helpful to play without the additional rules and meeples of the expansions and to use only the tiles in the beginning.

  • Meeples: If possible, each player should play with 9 instead of 7 meeples (+ 1 meeple on the scoring board) [1]


Rules

Preparation

There are 3 start-squares: Rostock in the North, Erfurt in the centre and Stuttgart in the South (with a darker margin). You should start with at least 2 start-squares. Take the starting tile (with the darker backside) and another random tile and place both of them on two start-squares. You start your game by placing your first tile next to these tiles.


Rostock start space in the north
Erfurt start space in the middle
Stuttgart start space in the south

The general rules stay the same, and some new rules are added. However some of them are only variants and ideas which you can apply but don‘t have to.

(Note: to make it easier to read we will be using the words large city and town even if those words do not always represent reality.)


1. Placing a tile

You’re only allowed to place a tile on a printed square. As usual, you have to place a tile next to an already placed one.

Example 1: You place a compatible tile next to the starting tile (in Rostock.)

Large cities

On squares with printed large city tiles (Hamburg, Berlin, Hannover, Ruhrgebiet, Frankfurt und München) you cannot place tiles. As soon as you place a tile next to a city tile it is connected. From now on, everybody can place a tile next to the city tile.

Example 2: You have connected Berlin in the West with a compatible tile. From now on, everybody is allowed to place a card on the adjacent squares.

Towns

Squares with towns (with a small house, for example Bremen, Saarbrücken, Nürnberg,... ) count as normal squares. You are allowed to place tiles according to the general rules. You find some variants in section Variants below.

Border squares with adjacent city or road

Wherever there are cities or roads printed on the "border" of the map you have to place a compatible tile.

Example 3: The roads and city on the border are connected with compatible tiles.

Border squares without connection

The "border" of the map is neutral which means that you are allowed to place your tile the way you want if there are no preprinted towns or roads.

Example 4: In this case, it doesn’t matter how you place your tiles (with regard to the border.)


2. Placing a meeple

After having placed a tile you are allowed to place a meeple according to the general rules.


3. Scoring a feature

Large cities

If you complete a large city you score according to the general rules. Preprinted large city tiles are scored in the same way as a normal city tile. Coats of arms [2] give bonus points.

Example 1: Berlin is completed. As the owner, you get 20 points (6 tiles + 4 coats of arms [2 points per coat of arms.])

Border squares with adjacent city or road

Roads which end on the border are automatically completed there. Preprinted roads or towns are scored as normal tiles. Coats of arms give bonus points.

Example 2: Your road is completed (it ends in Denmark.) You get 8 points. (4 points for 4 road segments and 4 points for the coats of arms.)
Example 3: Your city is completed. You get 10 points. (3 city tiles + 2 coats of arms [2 points per coat of arms.])

City or road on the border

A city, road or field placed on the border (next to clouds or the sea) is seen as completed. You score them according to the normal rules.

Monastery on the border

You aren’t required to place 8 adjacent tiles to complete and score a monastery next to the border. Only the surrounding squares (also the diagonal ones) have to be filled with tiles. However, only real tiles as well as preprinted large city tiles are scored [3]

Example 4: You score your monastery on the border. You get 5 points (1 point for the monastery and 1 point each for the adjacent tiles [4].)

Final scoring

As usual, city tiles and coats of arms of cities or roads which haven’t been completed score only 1 point each.

Example 5: You get 4 points for the uncompleted road (3 for the tiles and 1 for the coat of arms.)

Variants

Towns

You can try using the following additional rules for the town squares:

  1. Placing a tile on top of a town grants you one instant extra turn. This can only be done once within one draw.
  2. Placing a tile on top of a town costs 2 points.
  3. When scoring a road, you get 2 bonus points for each town which is still visible and touches your road (horizontally or vertically.)

Tile distribution

Total Maps: 1

Maps Germany C2 Map Germany.jpg
 x1

Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Official clarification from the publisher If you need additional meeples: you can order everything you need in the Cundco.de webshop.
  2. Interpretation from the Community The English manual released by Cudco.de used "Emblems" instead of "Coat of arms" throughout the rules. We are using "coats of arms" for the sake f consistency with the New Edition.
  3. Official clarification from the publisher Printed tiles containing city and road segments abroad are not taken into consideration when scoring a monastery. Therefore, monastery scoring only takes into consideration:
    • Regular land tiles, as per the normal rules
    • Printed large city tiles that may be adjacent to the monastery
    Thus features on the border of the map consider printed tiles differently when scoring (also shown in the table below):
    • Roads consider regular tiles and printed road segments abroad.
    • Cities consider regular tiles, printed large city tiles and city segments abroad .
    • Monasteries consider regular tiles and printed large city tiles.
    Feature Regular Feature Tile Printed Large City Tile Printed Feature Segment Abroad
    Road
    City
    Monastery
  4. Interpretation from the Community This example was updated by the publisher on April 3rd 2019. In the original example, the monastery was not completed since the tile adjacent top right was missing. Moreover, as the monastery had only 3 adjacent tiles, it was scoring 4 points (1 point for the monastery and 3 points for the adjacent tiles.)