Difference between revisions of "User talk:MajFrost"

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Revision as of 00:47, 17 October 2018


Safari cover.png

General info and comments

Originally released by Hans im Glück in 2018.

Tropical heats over Africa... We are traveling to savanna where everybody is looking for well known, magnificent animals. Apes swing on branches, lions rests in shades of trees, heavy thumps of elephants shake the ground. Many animals roams next to the waterholes, so it is worthwhile to lie in wait there.

Components and setup

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

  • The 72 LANDSCAPE TILES show paths, bush and baobab in the Savana with the animals resting among them.
Land tile showing a path and one lion.
Land tile showing elephant in the bushes and a baobab in the savanna.
Land tile showing bushes with birds, as well as a zebra and a lions on a paths.
Safari land tile backs. This is the same on tiles.
  • 50 animal tiles.
Animal/watering hole tiles
Example of complete watering hole

Shuffle all 72 tiles and set them as few facedown stacks[1] that are easily accessible to all players.

Land tile stacks

Place the triple sized start tile in the middle of the table[2]. White Ranger cars (short Rangers) do not belong to any player. Place them next to the start tile as shown belog.

Start tile with rangers.

Shuffle all 50 animal tiles and distribute two to each player. Every player puts them face up in front of them. Shuffle rest of them and put them aside face down.

Animal/watering holes facing down

Points tiles should be put next to the scoring track.

Points tile with 50 points on its front
Points tile with 100 points on its back

There are 30 meeples, six of them in each of colors: yellow, red, green, blue and black. Each player gets set on one chosen color.

Meeples

There is also set of five elephants,

Elephant figures

Put them on the starting place of the score track. Set scorebard to the side of your playing surface (table, floor, etc.).

Elephant figures on the scoreboard

Put all unused meeples and elephants back o the box, those will not be used in the course of the game.

Overview and goal of the game

In Carcassonne, players take turns placing tiles and expanding the landscape of savana, paths and bush one tile at a time. Players may place their meeples on the individual features of tiles as well (paths, bush, baobabs and waterholes). When particular feature is finished player gain points for animal present there. Use tokens to boost score or create waterholes. Points are earned throughout the game, and the player with the highest score at the end is the winner!

Gameplay

A game of Carcassonne is played in clockwise order. Active player[3] does the following actions in the order listed below, after which it is the next player’s turn, and so on and so forth. First, we’ll give you a brief description of the actions you have to do during one of your turns. These actions will be detailed as we present the paths, bush, baobabs, patrol cars and waterholes.

1 Placing a tile

Placing a tile: The player must draw exactly 1 Land tile from a stack and place it face-up to continue the landscape. [4]

Safari Rules Gameplay Place Land Tile.png

2 Action

One of three possible actions:

The player may place a meeple from his/her supply onto the tile just placed. Safari Rules Gameplay Place Meeple.png
Move one of the two rangers. Safari Rules Gameplay Move Ranger.png
Begin or expand watering hole. Safari Rules Gameplay Place Animal Tile.png

3 Scoring

The player must score any feature completed by the tile placement. The resulting points have to reflected on the scoreboard.

Safari Rules Gameplay Score Points.png

The paths


Placing a tile

You draw the depicted tile with path segment. You must place it in such a way that it continues the existing landscape (the tiles already in play). In the rare case that a tile cannot legally be placed anywhere, it is removed from the game, and the player draws another. [5]

(Example: placing a land tile)


Placing a meeple on a path

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

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

(Example: Placing a meeple on a path)


1


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

The Bush


Placing a tile

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

(Example: Placing a bushes tile)


Placing a meeple

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

(Example: Placing a meeple in the bushes)


Scoring a bush

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

// Example of a bird

(Example: Bird in the bushes)


Each tile in a completed city is worth 2 points. In addition, each coat of arms is worth 2 more points.[6] For this city, you score 8 points! As usual, the meeple that was in the scored feature returns to your supply.

// Several options depending on how to accompany the text

(Example: Scoring a bush)
File:Safari Rules Bushes Example 03b.jpg
(Example: Giving a zebra from the supply)
(Example: Scoring a bush giving a zebra from the supply)

Baobab


Placing a tile

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

(Example: Placing a baobab)


Placing a meeple

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


// A couple of image versions to choose one

(Example: Placing a meeple under a baobab)
File:Safari Rules Baobab Example 02.jpg
(Example: Placing a meeple under a baobab)


Getting tokens

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

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


// A couple of image versions to choose one

(Example: Scoring a baobab)
File:Safari Rules Baobab Example 03.jpg
(Example: Scoring a baobab)

Patrol car


1a. Placing a tile

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

(Example:Placing a tile)


2a. Not placing a meeple

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

(Example: No meeple placed)


3a. Scoring

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

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


1b. Placing a tile

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

(Example: Pushing away a ranger by placing a tile)


2b. Placing a meeple

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

(Example: Placing a meeple)


3b. Scoring

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

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

(Example: Scoring)

Waterhole


Placing a tile

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


Begin or develop waterhole

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

(Example: Starting a watering hole)
(Example: Expanding a watering hole)
(Example: Expanding a watering hole)


Completing waterhole

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

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

(Example: Completing watering hole)

Summary

Placing a tile

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


Placing a meeple

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


Scoring a feature

  • A road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop. Each tile in a completed road is worth 1 point.
  • A city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points.
  • A monastery is completed when it is surrounded by 8 tiles. Each of the monastery’s tiles (the 8 surrounding tiles and the one with the monastery itself) is worth 1 point.
  • Scoring always occurs at the end of a player’s turn. At that moment, each player with a meeple in a scored feature earns points.[7]
  • After each scoring, return to your supply the scored meeples.
  • If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.

Game end and final scoring

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

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

  • Each incomplete road is worth 1 point per tile, just like during the game.
  • Each incomplete city is worth 1 point per tile and 1 point per coat of arms, which is only half the points.
  • Each incomplete monastery is worth 1 point plus 1 point per adjacent tile, just like during the game.
(Example: Final scoring
A: ...
B : ...
C: ...
D: ...
E: ... )


Once the final score is known, the winner is the player with the most points.[8]

Special cases

Many meeples on the same feature


(Example: Multiple meeples case A)
(Example: Multiple meeples case A)

Use of a Table

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

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

Tile reference

Total Land Tiles: 72 Tiles + 1 Start Tile

Safari Tile 01.jpg  x2
- | -
Safari Tile 02.jpg  x1
E
Safari Tile 03.jpg  x4
E | G | G | Z
Safari Tile 04.jpg  x3
A | E | L
Safari Tile 05.jpg  x1
L
Safari Tile 06.jpg  x4
A | A | E | L
Safari Tile 07.jpg  x5
E | G | G | L | Z
Safari Tile 08.jpg  x1
AA
Safari Tile 09.jpg  x1
AA
Safari Tile 10.jpg  x2
LL | ZZ
Safari Tile 11.jpg  x3
GG | ZZ | ZZ
Safari Tile 12.jpg  x1
Z
Safari Tile 13.jpg  x2
G | Z
Safari Tile 14.jpg  x3
A | AE | ZZ
Safari Tile 15.jpg  x1
AE
Safari Tile 16.jpg  x1
Z
Safari Tile 17.jpg  x1
G
Safari Tile 18.jpg  x1
EL
Safari Tile 19.jpg  x1
EGG
Safari Tile 20.jpg  x5
A | A | G | L | Z
Safari Tile 21.jpg  x4
E | L | Z | -
Safari Tile 22.jpg  x1
L
Safari Tile 23.jpg  x1
AEE
Safari Tile 24.jpg  x1
EEL
Safari Tile 25.jpg  x3
AL | AL | L
Safari Tile 26.jpg  x5
EE | EG | EZ | LL | LZ
Safari Tile 27.jpg  x2
AG | AL
Safari Tile 28.jpg  x2
G | Z
Safari Tile 29.jpg  x1
E
Safari Tile 30.jpg  x4
G | G | L | Z
Safari Tile 31.jpg  x1
LZ
Safari Tile 32.jpg  x1
GG
Safari Tile 33.jpg  x3
A | A | G
Safari Start Tile.jpg  x1 (Start Tile)
AEG

If several tiles of one type are present, it is listed which and how many animals are on each one.

The individual tiles are separated by a pipe symbol. Birds are not listed.

A = ape | E = elephant | G = giraffe | L = lion | Z = zebra | "-" = no animal


Total Animal/Watering Hole Tiles: 50

Safari Animal A.jpg  x10 A
Safari Animal E.jpg  x10 E
Safari Animal G.jpg  x10 G
Safari Animal L.jpg  x10 L
Safari Animal Z.jpg  x10 Z

Letters indicate the animal included on each tile:

A = ape | E = elephant | G = giraffe | L = lion | Z = zebra


Total 50/100 Point tiles: 5

Safari Tile 50 Points.jpg  x5


Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Icon House Black.png Tiles can also be placed into a sack and drawn randomly.
  2. Icon World Black.png See notes on Use of a Table
  3. Icon House Black.png It is common practice to choose starting player at random. More on this in house rules section.
  4. Icon Open Book.png 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.
  5. Icon House Black.png If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
  6. Icon World Black.png Note that a coat of arms only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile).
  7. Icon Open Book.png When two followers of one color are occupying a road, city, or farm, you do not score double in these cases. The number of followers (or in Inns and Cathedrals the size of the followers) has no effect on the points that a player earns from a road, city, cloister, or farm. Two knights do not double the points. The number of followers is only important in establishing who has the majority.
  8. Icon World Black.png Rules do not include tiebreakers. That is rules explaining situation when few players share the same score.