Carcassonne Maps - Germany

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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

Besides, 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 and Exp. 2 - 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.
  • Meeples: If possible, each player should play with 9 Meeples instead of 7 Meeples (+ 1 Meeple on the scoreboard) [1]


Rules

Preparation

There are 3 start areas (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 areas. Take the starting tile (with the dark back) and another randomly selected tile and place them on 2 of the start areas. You may place these tiles at the beginning.


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

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.

(Note: For the sake of simplicity, the rules mention big and small cities, even if this classification doesn't quite correspond to reality.)


1. Placing a tile

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.

Example 1: You place an valid tile next to the start tile (in Rostock.)

Big 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.

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

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 below.

Border fields with adjoining city or road

The road and city segments printed on the edge of the map require the placement of a matching tile.

Example 3: The road and the city on the border are connected with matching tiles.

Limit fields without connection

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.

Example 4: These boundary areas don't constraint the type of side facing outwards.


2. Placing a meeple

After placing the tile, you may place a Meeple on it according to the normal rules.


3. Scoring a feature

Big 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.

Example 1: Berlin is completed. As the owner, you receive 20 points (6 tiles + 4 coats of arms, scoring 2 points each.)

Border fields with adjoining road or city

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.

Example 2: Your road is completed (it ends at the top in Denmark.) You score 8 points. (4 points from 4 road segments and 4 points from both coats of arms.)
Example 3: Your city is completed. You score 10 points. (3 city tiles + 2 coats of arms, worth 2 points each.)

City, road on border spaces

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.

Monastery on border fields

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 city tiles also count.)

Example 4: You score your monastery on the border. It scores 4 points (1 point for the monastery and 1 point for each adjacent tile. [2])

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.

Example 5: The open road gets you 4 points (3 points for the road and 1 point for the coat of arms.)

Variants

Small cities

You can also try the following rule variants for the fields with small cities:

  1. 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.
  2. If you cover a small city with a tile, you immediately get 2 minus points.
  3. When scoring a road, every visible small city that lies horizontally or vertically next to the road scores 2 extra points.

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 more Meeples: you can order what you need from the Cundco.de online store.
  2. Question without official clarification The printed city segment diagonally adjacent to the monastery is not counted as a tile. Is this an mistake? It is considered for the completion of the 2-tile city. And some other examples for cities and roads consider printed city and road segments as tiles for scoring.