Expansion List - Descriptions
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This page contains descriptions for all of the Fan-made expansions included in the Official and Fan-made Expansion Selector. You can sort the table by clicking on the column titles, or use your Browser search box to search for any key words that may be found in the Descriptions.
Ref | Expansion | Author | Version | Description |
---|---|---|---|---|
(A/1) | Easter in Carcassonne | Fritz_Spinne | C1 | Collect Easter eggs; they can be gained by placing the last tile around an Easter Nest, or when the Easter Bunny hops onto a tile on which you have a follower; unless they have been eaten, the two players with most Easter eggs score additional points; same as "Easter Festival", there has also been a version available on the HiG website |
(A/2) | Easter Festival | Fritz_Spinne | C1 | Collect Easter eggs; they can be gained by placing the last tile around an Easter Nest, or when the Easter Bunny hops onto a tile on which you have a follower; unless they have been eaten, the two players with most Easter eggs score additional points; same as "Easter in Carcssonne" |
(A/3) | Fairy Tales | Novelty | C1 | Contains elements from a number of fan-made expansions based on children's fairy tales |
(A/4) | An Apple a Day | Cappy | C1 | Adds magical apple tokens; some of these apple tokens have special abilities which may be used by the player who has obtained them; rules were not updated after a decision to increase from 14 to 15 tokens |
(A/5) | Timber! | Scott & Novelty | C1 | Adds Timber trade goods for forests |
(A/6) | Gold Rush | Novelty | C1 | Adds coal, ore and gold in the mountains; combine with "Mountains" |
(A/7) | The Ocean (2009) | Skipboris | C1 | Introduces Oceans as a new landscape feature which can divide the playing area into parts and allows for swashbuckling adventure on land and at sea; may be played as a standalone, without the other Carcassonne expansions |
(A/8) | The Ocean (2013) | Skipboris | C1 | Remake of the tiles from "The Ocean" but at higher resolution; features have been kept the same as the original, but there are slight changes to the appearance of several features, beaches, jetties, reefs etc. |
(A/9) | The Ocean : Turbulent Waters | Skipboris | C1 | Play with "The Ocean"; adds maelstorms and hurricanes, the Leviathan and Mermaid, Pirate Sanctuaries, and more |
(A/10) | The Ocean : Buried Treasure | Skipboris | C1 | Maps and treasure, and a few other extras, for use with "The Ocean" |
(A/11) | Lavender Fields | Welli Designs | C1 | Adds honey trade goods and enables double turn for farms |
(A/12) | Wishing Wells | Novelty | C1 | Allows a player to make a wish and carry out action during another player's turn |
(A/13) | Treasure Hunt | Jonathan Wu | C1 | Adds treasure chests and keys on tiles which, when the correct combination is obtained, confers an extension of one's turn with the placement of an extra tile |
(A/14) | Treasure Chest | Novelty | C1 | Played together with "Treasure Hunt", it includes Forest and River tiles |
(A/15) | Lord of the Rings 2 : The Two Towers | Meepleater | C1 | Adds popular tiles from the mythology of the works of Tolkien |
(A/16) | Lord of the Rings 3 : Return of the King | Meepleater | C1 | Adds popular tiles from the mythology of the works of Tolkien |
(A/17) | Family Feud V3 | Frédérick Renaud | C1 | Adds a second set of coloured shields to cities, which cannot be mixed in the same city with the standard blue/white ones; used as the basis for "Family Feud"; introduces cloister tokens |
(A/18) | Breweries V2 | Meepleater | C1 | Adds breweries that increase the score of a completed cloister, and the ability to declare cloisters heretical sects, which negates these bonuses. |
(A/19) | Gold Mines | Scott & Novelty | C1 | Adds a new landscape feature and gold trade goods (several years before the official "Goldmines" expansion) |
(A/20) | Mills and Bakeries V1 | JPutt927 | C1 | Mills are complete when there are 3 tiles on each side (horizontal and vertical) and benefit from nearby bakeries, while farms benefit from the presence of both mills and bakeries at the end of the game |
(A/21) | Mills and Bakeries V2 | JPutt927 | C1 | Mills are complete when there are 3 tiles on each side (horizontal and vertical) and benefit from nearby bakeries, while farms benefit from the presence of both mills and bakeries at the end of the game; v2 contains updated artwork |
(A/22) | Fruit Trader | Jonathan Wu | C1 | When a road or a cloister with a pineapple trade good is completed, the player who completed the road or cloister receives a pineapple trade goods token |
(A/23) | Apothecaries and Tithes | Meepleater | C1 | Players can pay (or receive) tithes, which are stored in several barns to be given to the poor; Apothecaries are also set up to combat disease and increase general health, but rely upon cities for a supply of herbs |
(A/24) | Cleric & Serf | Novelty | C1 | Collects the non-Families tiles from "Families" and with new rules for "Friar and Farmhand" |
(A/25) | Influence of the Church | JPutt927 | C1 | Adds several church-related landscape features and tokens |
(A/26) | Roman Influence | CarcassonneCentral | C1 | Carcassonne Central December 2009 collaborative expansion; introduces a range of Roman buildings to the game, each bringin its own set of rules; building artwork style does not sit easily on the standard tiles |
(A/27) | Taverns | JPutt927 | C1 | After placing a tavern tile, any followers placed on it, or on the surrounding 8 tiles, are marked as drunk and given a token; being drunk leads to only being worth half the normal value in determining majority; for each pair of "ale tokens" the player misses a turn; if run out of tokens, return pairs to supply as they are not counted at game end |
(A/28) | Cemetery | Quevy | C1 | After placing a cemetary, the player selects a follower from the player in the lead and places them into the cemetary; they remain there until a city or monastic site is connected to the cemetary by road; also includes four variants |
(A/29) | Manors | JPutt927 & Leven | C1 | When each Manor is completed (4 adjacent tiles), players declare how many points they are willing to give up to stop a follower being assigned to the manor as servant for the rest of the game; the player who paid the least must place a follower on the manor, although the servant may buy their way out; modified tile set by Leven |
(A/30) | Chariot Race | JPutt927 | C1 | Adds chariot races at the local "Circus", where players can bet on the outcome of races |
(A/31) | Bards of Carcassonne | Trebuchet | C1 | Note tokens are placed on an unoccupied feature on the lute tiles; these boost the score when the features are completed; but you can't put your own follower onto the feature where you place the token; see "The Bards" by snearone for C2 version |
(A/32) | Natural Disasters | CKorfmann & Gwommy | C1 | Adds a number of natural disasters |
(A/33) | Fighters & Scholars | edmil | C1 | Introduces a way of levelling up followers |
(A/34) | Wizards & Witches | JPutt927 | C1 | Adds a bit of magic to Carcassonne (this was created prior to "Mage & Witch") |
(A/35) | Salt and Cocoa Traders | Meepleater | C1 | Adds Salt and Cocoa Trade Goods, with different functions; requires "Traders and Builders" |
(A/36) | New Discoveries | JPutt927 | C1 | Open up a separate landscape area on the table |
(A/37) | Apothecaries | Meepleater | C1 | Adds Apothecaries - prepare concoctions to improve your realm, or destroy that of your enemies |
(A/38) | Lakes and Fishmongers | Quevy | C1 | Lakes are an excellent resource; fishermen can easily catch the fish to sell in the city,and the farmer can use the water to irrigate the fields |
(A/39) | Tug of War - UK Meetup 2015 | Decar | C1 | It is sports day in Carcassonne and local cities and monasteries are competing in the annual Tug of War Tournament |
(A/40) | Fishermen & Pirates | Meeple | C1 | Adds an area of sea, islands, reefs and fishing grounds; when harbours are placed, players may add a fishing boat, and go to sea to collect fish; but watch out for pirates who may damage your boat forcing you to return to port immediately; no English translation |
(A/41) | Santa Claus | Fritz_Spinne | C1 | When a St Nikolas card is drawn Santa is moved to a new city to deliver his presents; any followers in the city, which he leaves, receive gifts according to their station in life; no English translation |
(A/42) | The White Dragon | Ricy | C1 | A second dragon awakens, but this one moves diagonally … otherwise, the same as the dragon from "Princess and Dragon"; no English translation |
(A/43) | The Handicraft | Zotto | C1 | Whoever is the first to complete a road leading to these craft workshops, gains a token; artwork style of buildings is not consistent with C1; no English translation available |
(A/44) | Family Planning | Fritz_Spinne | C1 | In this expansion, a female follower and a number of children (mini-meeples) are added, some set aside at the start with most of the standard meeples; if a player manages to join features which contain different follower types (standard, female, child) several options are available, including children growing up and becoming standard followers; uses Princess tiles from "Princess and Dragon"; no English translation |
(A/45) | Birthday in the Land of Cockaigne | Carcassonne-Forum | C1 | Carcassonne-Forum members designed this expansion for Klaus-Jurgen Wrede, on the occasion of his 50th birthday; it is based around the collection of tokens depicting various lesiure activities |
(A/46) | The Forests of Carcassonne v2.0 | Cosalo & Tanja Pöschl | C1 | A different design of Forest; includes several tile features with different scoring options; German expansion, no English translation |
(A/47) | Tunnel Extra V0.6 | Quevy | C1 | Players have the option of building up to 4 tunnels (instead of the original 1) with additional, numbered, tokens; tiles all contain several tunnel entrances |
(A/48) | Tunnel Extra V1.0 | Quevy | C1 | Players have the option of building up to 4 tunnels (instead of the original 1) with additional, numbered, tokens; tiles all contain several tunnel entrances; updated version includes 3x extra tunnel tiles and tunnel entrance tokens for additional colours |
(A/49) | The Ice Queen | Sigried & Dieter Maute | C1 | When the Ice Queen enters a city, the whole city freezes into ice along with her henchmen; the dragon, normally feared by the inhabitants, must be lured into the frozen city so that he can take up the fight against the Ice Queen and free the city; requires "Princess & Dragon"; no English translation |
(A/50) | The Horses & The Dungeons | Mentor09 | C1 | Players maintain a herd of horses, gained from the market, stolen from other players, or given up as a tithe to the king; if you have none to give you will be thrown into the Dungeon and must miss turns; several event cards, mixed with the normal tiles, may result in a missed turn, or may give amnesty for all; includes 2x river tiles, and 2 cards for "By Order of the King"; no English translation |
(A/51) | Bailiff and Rider | invinitas & KlausiMausi | C1 | The Bailiff has built a large prison and is assisted by The Land Rider; they are moved around the board apprehending highwaymen and taking them back to the prison; no English translation |
(A/52) | The Training Area | Lars120 | C1 | Place a follower on the Training Ground and they can be raised to the strength of a Big Follower after a number of turns; no English translation |
(A/53) | St Nicolas | Seli | C1 | St. Nicholas was a bishop in the city of Myra and is said to have inherited a lot of money; legend has it that he used it to help the poor; collect "Presents" when completing specific features on the tiles; part of Seli's Christmas expansion set (W#2); no English translation |
(A/54) | The Inner Wall | Bojo | C1 | Internal city walls have been built for added protection; each city tile contains one quarter of an inner defense; if you can combine four to form a circle you gain great rewards; no English translation |
(A/55) | Fishers & Sailors | Bojo | C1 | Sprawling expansion; introduces lakes, fish trade goods, and pirate and naval ships |
(A/56) | The Architects | Gwommy | C1 | Uses two sets of tiles, one mixed with the other tiles, the second set aside; when one is drawn (and you have an architect in play), players get to choose whether to use the drawn tile, or the corresponding one that was set aside |
(A/57) | Fences | Gwommy & Elmendalerenda | C1 | Place your bridge tile on a straight road section to link the two fields either side; fence pieces are placed to divide up fields; advanced variant using the tiles is also available |
(A/58) | The Horse | Gwommy | C1 | The horse is moved around the board as roads are completed; if a feature completes with the horse present on any of its tiles, there is a bonus to the scoring player |
(A/59) | The Pope of Avignon | Wicke | C1 | Adds an Avignon city tile and a pope piece that makes cities more valuable |
(A/60) | The Invaders | Whaleyland | C1 | Adds a mechanic similar to the Robber from Settlers of Catan |
(A/61) | The Reconquest of Gaul | Whaleyland | C1 | Adapts aspects of the New World spinoff to the Carcassonne time-period and locale |
(A/62) | Roads to Victory | JPutt927 | C1 | Adds a new type of trade good for roads, and several landscape features which increase or decrease the value of roads |
(A/63) | Marshes | Trebuchet | C1 | A large expansion that introduces the Marsh landscape feature |
(A/64) | The Wonderful Wizard of Oz | Novelty | C1 | Tiles based loosely on the themes from the book of the same name, and a wizard |
(A/65) | Barbarian Horde | JPutt927 | C1 | Requires The City of Carcassonne, which can now be raided |
(A/66) | Dragon Hunters | Novelty | C1 | Adds tiles that kill the wandering dragon (designed to be played with the "Princess and Dragon") |
(A/67) | The Inquisitor | Aenima | C1 | At various times during the game, the Inquisitor moves around the board taking followers back for further investigation; players may use a "Retract" card to try to get their followers back, but there will be a price to pay |
(A/68) | Pied Piper | Quevy | C1 | Carcassonne has been invaded by rats; the residents are not amused, and complain to the mayor who calls a well-known magician to solve the pest problem |
(A/69) | The Boy Who Cried Wolf | Quevy | C1 | Tiles with sheep and wolves, and some "Divided Cities"; grass tokens are used to cover up sheep and wolves on the tiles when they are in the same field |
(A/70) | The Big Black Pig Escape | Aenima | C1/C2 | A player in last position on the scoreboard can move the Big Black Pig across as many tiles as there are players; when the pig reaches a follower, that follower must return the pig to the Pig Farm on the Lake and gains a reward for doing so, but leaves the feature they were on empty |
(A/71) | Wanderer and Mayor's Office | Leven | C1 | The Wanderers is deployed on roads but they own a whole road network; any time a city is connected to that road network, the owner of the Wanderer receives points. The Mayor's Office is deployed when the mayor has the majority of a city; whenever a city or cloister, connected to the city through the road network, gets completed, the owner of the Mayor's Office scores points |
(A/72) | Pig Race to Riches | Carcking & JPutt927 | C1 | Players race their pigs (from "Traders and Builders") from a designated start city to the special Pig Race finishing line tile, moving their pig when they decide not to "move wood"; the other race involves using up all of a set of tokens which are deployed when a player has majority in a feature |
(A/73) | The Gambling (Aenima) | Aenima | C1 | Whenever a player places the Gambling House, play stops and players with an available follower play a single round of "Carcassonne : The Dice Game" and the winner adds their points to the scoretrack |
(A/74) | Buried Treasure | frankdux | C1 | Buy a map, see if it leads you to gold; adds an element of gambling to the game |
(A/75) | Bifröst & Rainbows | Quevy | C1 | The weather is chaotic in Carcassonne; sometimes the cloudy skies bring torrential rain, but the citizens know that, after the sky clears, it will be filled with beautiful rainbows which can be used as bridges to connect fields together |
(A/76) | A winter without snow | Quevy | C1 | The Gingerbread Man, but for the normal game |
(A/77) | Carcassonne Central Competitions Tiles (aka Yellow Abbey) | Quevy | C1 | A collection of the tiles received by participants in tournaments organized by Central Carcassonne; includes "The Yellow Abbey", which is the same as a regular abbey but is mixed in with the normal tiles but can be saved for later use when drawn |
(A/78) | The Legend of Lady Carcas | Dragonlord | C1 | Contains a few ideas to re-create the legend of Lady Carcas; if you add one of the tiles to a besieged city with the Lady Carcas meeple, the city will be worth more; add a pig or a straw knight if the city is extended for extra points; if the city is shared, the Lady works for all players; if Lady Carcas appears in another besieged city, the original city will revert to normal siege rules |
(A/79) | Sailing The Seas C1 | Squiffything | C1 | Extends the base game and other expansions into the realms of the ocean; includes tiles from "The Coast" and adds sea tiles plus ships and treasure chest tokens |
(A/80) | Sailing The Seas : Trade Routes C1 | Wolnic | C1 | Expansion for "Sailing The Seas" adding trade routes between ports and islands; can also be used with "The Coast" and "Master of the Ocean" |
(A/81) | Sailing The Seas : Trade Routes C2 | Wolnic | C2 | Expansion for "Sailing The Seas" adding trade routes between ports and islands; can also be used with "The Coast" and "Master of the Ocean" |
(A/82) | Sailing The Seas C2 | Wolnic | C2 | Extends the base game and other expansions into the realms of the ocean; includes tiles from "The Coast" and adds sea tiles plus ships and treasure chest tokens |
(A/83) | The Coast : Catch of the Day | Wolnic | C1/C2 | Additional tiles for use with "The Coast" which add crab trade tokens (to represent fish and shellfish caught on the shore) |
(A/84) | New Forest : The Hunting Forest | Wolnic | C2 | Wild deer and boar roam amongst the trees; whoever controls the forest can claim the hunting rights, collecting boar head tokens |
(A/85) | The New Forest | Wolnic | C2 | Adds forests to the C2 Carcassonne landscape; Part 1 includes some basic tiles, plus some river and timber tokens; Part 2 includes "An Apple A Day", shrines and other features, while Part 3 includes more tiles, some with features from other expansions |
(A/86) | Pig on a Pedestal | Wolnic | C2 | Statues of a man riding a pig appear along the roads around Carcassonne. Who is making them and placing them there? There is now a game to be the first to see them - who can “collect” the most? |
(A/87) | The Libraries | PresetM | C1 | Libraries are springing up everywhere, and there are rewards for establishing a new library in a town; there are also rewards for connecting outyling areas to the cities by building roads; no English translation |
(A/88) | Dragon Killers | Oldbonz & Meepledrone | C1/C2/WD | Dragon Killers is a variant of "Dragon Hunters"; players can attack the dragon armed with spears forged with metals from meteorites whose sharp spearheads can pierce the magical beast’s armored skin; the Princess will also favour the heroic victors with a temporary alliance |
(A/89) | Dragon Nests | Oldbonz & Meepledrone | C1/C2/WD | Dragon nests turn the dragon into a more vicious creature, but dragon eggs collected from volcanoes have their perks: you gain protection against the dragon, you can fly the dragon and occupy neighbouring features and also score some extra points; requires "Princess and Dragon" and can be combined with "Dragon Killers" |
(A/90) | Wanderers & Myths | Karel Koplík | C1 | The tiles all contain mythical creatures; encounters trigger various actions which are controlled by the player who owns the closest follower on the road; if there is an inn on a road with a mythical being, the player that scores it gains a free meal token for the tales they tell |
(A/91) | The Plague | PresetM | C2 | Conversion of the expansion "The Plague" to C2 artwork style |
(A/92) | City on Fire | Palkan | C1 | Use a trebuchet to damage areas of cities (within a zone of fire around the trebuchet tile), and drive away any occupying knights; points are gained for damaging/destroying cities |
(A/93) | The Alchemist | Meepledrone | C1/C2 | Collect the Four Elements of Alchemy (Earth, Wind, Air and Fire) which grant bonus points when features containing them are scored; they also serve to acquire the Philisopher's Stone, which grants wealth, health and immortality |
(A/94) | The Druid | kettlefish | C1 | The presence of a Stonehenge tile, and/or Druid, affect the scoring of roads on the tile; if the Druid is on a Stonehenge area, all followers on that road are protected from the dragon; it is recommended that "Inns & Cathedrals" and "Princess & Dragon" are used with this expansion; no English translation |
(A/95) | Golden Eggs | Fritz_Spinne | C1 | When the tiles are drawn, players place two golden eggs, one on the tile, and one on an adjacent tile; whoever scores a feature on a tile which also contains a golden egg, takes the egg; the more gold eggs a player has collected, the more each is worth; suggests modifying "Gold Mines" tiles with golden eggs instead; no English translation |
(A/96) | The Dragon Flowers of Carcassonne | Fritz_Spinne | C1 | A player may place a follower as a Flower Picker when one of the tiles is drawn; a die indicates how many flowers are available, and this reduces by 1 each turn and scores 1 point (2 if near a monastery); dragon may stop picking before all flowers picked; requires "Princess and Dragon"; no English translation |
(A/97) | Demons in Carcassonne | Murphy013 | C1 | The fear of the underworld is omnipresent and not without reason. Repeatedly a portal opens and demons escape and try to seize control. Only by joining forces can this threat be stopped. |
(A/98) | The Gambling (invinitas) | invinitas | C1 | When one of the new tiles is drawn, a game of chance is held; the die is rolled and whichever colour is shown, that player (if taking part) draws a token and applies the result; draft rules only; no English translation |
(A/99) | The Rainbow | invinitas | C1 | When drawn the player places a token on the tile, and may place a follower on top; it will remain there until all the rainbow tiles have been placed, when the tokens are turned over and the one where the pot of gold is revealed; no English rules |
(A/100) | Robin Hood | invinitas | C1 | The goal is to place the Robin Hood figure on a road instead of a follower and connect it to another player's road; when the road is completed, the points are deducted from the scoreboard for the player(s) who owns the road at the time of scoring instead of being added; some discussion since draft rules released; no English translation |
(A/101) | Snow Queen | PresetM | WE | When one of the tiles is placed, the Snow Queen is moved to it, and no features on that tile can be completed while she is there; no English translation |
(A/102) | Ignatius of Loyola | CAE Manresa | C1/C2/WD/WE | This expansion adds (one of) four new rules to the game when the Ignatius of Loyola tile is drawn |
(A/103) | The Summer Gingerbread Man | Quevy | C1 | Conversion of "The Gingerbread Man" to C1; see "Mr Pernicek" |
(A/104) | The Painter | Ratz65 | C1 | Each player takes a portrait and hides it under the cover cards; as each market tile is placed, coloured cubes are placed, which may be acquired by the player's Painter during their turn; each of the cover cards has a set number of colours marked on it, and if the player has these the cover can be removed and the painting revealed; rules and tiles, no paintings or covers; no English translation |
(A/105) | The Abbot (Base Game) | PresetM | C1 | Creation of C1 Garden tiles to match those in C2 Base Game |
(A/106) | The Black Death | CAE Manresa | C1/C2/WD/WE | When placed, the Black Death tile causes each player to remove one follower from play, for the remainder of the game |
(A/107) | Riverboats & The Whirlpool | Just a Bill | C1 | Riverboats move up and down the rivers and lakes, picking up swimmers, moving people from one place to another, and searching the river bottom for gold — all while trying to avoid tragedy in the whirlpool; includes 12 river tiles, including a riverside Abbey and features from other expansions |
(A/108) | Carcassonne's Dracula | Carcatronn | C1 | The people of Carcassonne are in a panic when they discover vampires are haunting their cities; knights and monks gather to protect their followers, with the aid of Van Helsing |
(A/109) | The Winter Coast & Catch of the Day | Wolnic | WD | Adds tiles containing land and water that can be used to create a large lake, or length of coastline; includes several river mouths for use with river tiles and crab trade tokens (to represent fish and shellfish caught on the shore) |
(A/110) | Olive Tree Orchards | Welli Designs | C1 | Musing about adding specific crops/orchards within a field, plus a mill to process the produce, both of which add to the value of the field; minimal information available; tile images no longer available; download links don't work |
(A/111) | The Necromancer | Wicke | C1 | Uses tiles from "The Grim Reaple" and "Prayer Labyrinth"; The Necromancer is placed when the first graveyard is placed; features around it may not be completed/extended ; after the second graveyard tile is placed, the Labyrinth tiles are added, and when the first is drawn, By-Tor enters the game and moves to slay The Necromancer |
(A/112) | Keep | Gamemai | C1 | No information available |
(A/113) | Crusades and Representatives of the People | LRV | C1/C2 | Contains three expansions; "The Straightened River" is a series of straight river tiles including bridges that connect the fields on either side of the river; "Crusade Preachers" are moved across the board "collecting" followers; "Representatives of the People" change the way majority is determined in cities with polling stations; some tile designs for C2; some tile designs in "Random Creativity"; no English translation |
(A/114) | Captains & Spies | Servius Sertorius & Meepledrone | C2 | Invade and defend cities with the help of captains; use Place of Arms to improve your city defences against sieges; place spies in palaces to infiltrate other players' features; famine tiles affect field scoring |
(A/115) | The Mill & Beekeeper | Carcassonne93 | C2 | Three mini expansions; in The Beekeper" you draw honey tokens for specific features placed around your beehive; when a "Salt Mine" has 4 tiles placed against its edges, the player adding the last tile scores points; a placed "Mill" may affect the scoring of any neighbouring cities |
(A/116) | Ally or Enemy | Ker42 | C1/C2/WD/WE | When tile is drawn, place it as normal; the player must place a follower of the non-player colour on the tile with a hidden Colour Token underneath; when finished, the colour is revealed and the appropriate player scores the points |
(A/117) | Cosmic Portal 2 : Exploring the Multiverse | Ker42 | C1/C2/WD/WE | Brave followers throw themselves into the mysterious swirling vortex. What will they find on the other side? Winter or desert? Cave men or cowboys? Requires "Mirror Zone : Cosmic Portal" |
(A/118) | Deserts | Darathor | C1 | Adds desert landscape with pyramids and oases; camels placed on roads may grant an extra turn, bonus points, or an extra tile to be played later; Pyramids score when a diamond of tiles around them have been placed; second set of tiles adds features from "Dune" - Sand Worms and Spice Fields - which have their own scoring methods; tiles created in their own style |
(A/119) | Detour and Impasse | Carcatronn & Carcking | C1 | Creates some very large farms but it's fun, as they break up and come together as the detour segments are moved (same as "Ferries", but on land) |
(A/120) | Gambler's Luck | Snearone | C1/C2 | A die roll determines additional pennants for the city, but there's a chance that any pennants will be cancelled |
(A/121) | Kingdoms on the River | Lumen | C1/C2/WD/WE | 2 player or teams; Kingdoms are separated by the Carcassonne River and a boundary that extends beyond the River’s beginning and end, with each placing tiles on "their" side of the river |
(A/122) | Legacy of Rome | Whaleyland | C1 | Three components; The Duke moves around the board granting bonus points if he is in a city when it is scored; if a Ruin is connected to a city by a road, then the city is worth more than normal; Roman Roads are used like Bridges, but on the ground, separating cities and fields |
(A/123) | Double or Nothing | invinitas | C1 | When closing any feature on these tiles, the player may choose to take the risk, and score double … or nothing … on the toss of a coin/token |
(A/124) | Monuments | Darathor | C1 | Each monument has several completion conditions (different surrounding tile layouts); players may add their cubes when helping to complete the monument and gain rewards when a completion condition is met; non-standard art style |
(A/125) | Summer Gingerbread Man | Michael Halbert | C2 | It’s spring and the Gingerbread Man is still on the run …; conversion of "The Gingerbread Man" tiles to C2; also includes C2 versions of the Winter Edition "animal" tiles replacing the animals with C2 features (sheds, garden, etc.) |
(A/126) | Tarots | Oldbonz | C2 | Players placing Tarot tiles will be able to push their luck and steal from roads or score twice as many points for them if the revealed Tarot token matches their color |
(A/127) | The Families | Frédérick Renaud | C1 | Adds a second set of coloured shields to cities, which cannot be mixed in the same city with the standard blue/white ones; used as the basis for "Family Feud"; introduces cloister tokens; re-branded as "Family Feud v3" |
(A/128) | The Lake | JPutt927 | C1 | Adds a large lake, and includes a race to be a lighthouse keeper |
(A/129) | The Pope of Avignon v1.01 | MarkosBoss | C2 | Adds an Avignon city tile and a pope piece that makes cities more valuable |
(A/130) | The Riverside School | Wolnic | C2 | Updated for those who wish to play with The School in C2, these tiles have the school on the banks of a river; combine 1x left and 1x right part for variation; also includes a 2x2 block with river source |
(A/131) | The Riverside School | KlausiMausi | C1 | These tiles have the school on the banks of a river; combine 1x left and 1x right part for variation; also includes a 2x2 block with river source; conversion of C2 version to C1 |
(A/132) | Tithe Barns | Meepleater | C1 | Adds tithe barns to Carcassonne - will you receive the benefits or be forced to pay? (see "That There Is Food In My House") |
(A/133) | Virus | Konrad2605 | C1/C2 | When one of the virus tiles extends an occupied city, the followers are infected and have 3 turns to rid themselves of the virus, or be removed from the city; no English translation |
(A/134) | Kettle of Fish | Novelty | C1 | Adds tiles with icons that increase the value of a river, and fish trade goods |
(A/135) | Phantom of the Opera | Wicke | C1 | When a player places a tile with an Opera House they may place their Phantom there; The Phantom of the Opera scares away all followers on the eight tiles surrounding the Opera House |
(A/136) | Castles, strongholds, towers | Zotto | C1 | No rules available about tile and follower placements, and scoring |
(A/137) | The Shepherds visit the Christ Child | Seli & Fritz_Spinne | WD | Two variants; in both, after a shepherd is placed, they may be moved towards the Stall of Bethlehem and gain rewards when reaching it; requires "The Bethlehem Stable" and "Hills and Sheep" WD; part of Seli's Christmas expansion set (W#3); no English translation |
(A/138) | DoubleSide or DoubleTurn | KlausiMausi & frankdux & Cate | C1 | This brings together some existing expansions/ideas that feature double turns or double-sided tiles - "Double sided tiles" (frankdux), "Double Move Joker" (Cate), "Double Move Tiles" (KlausiMausi), "The Fortune Tellers" (JPutt927); no English translation |
(A/139) | The Abbot (Expansions) | PresetM | C1 | Creation of C1 Garden tiles to match those in C2 (Other Expansions) |
(A/140) | The River Riders | BuLiFM | C1 | Sail your ship along the river; requires "The River" or other river tiles; when a special tile is placed, a regatta is held with points awarded for completed cities on the river; make it as far as the Lake and gain great rewards; no English translation |
(A/141) | Herd of Cattle | Lemmy77 | C1 | When the cattle tiles are placed, the player may add a follower and when it is complete (surrounded by 8 tiles) the player gets one of the cattle pieces which can be added to any field (and which acts like a pig at game end, adding 1 for each city); rules mention keeping a note of the number of completed mmonasteries during the game, but doesn't explain why! |
(A/142) | No Barter, Produce | Dave | C1 | Addition of mill, distillery and tailor's shop which were intended to act as a way of increasing the value of the standard tokens from "Traders and Builders"; download links for tiles not working |
(A/143) | Merry Men | Novelty | C1 | Adds an Outlaw (similar to the King or Robber Baron, but for forests), a Brawling Tournament (the Jousting Tournament from "The Medieval Expansion") and Bluffs |
(A/144) | Angler and Fish Farms | Novelty | C1 | Adds the Angler (longest river), and introduces the "Tournament" for rivers, based on the Fish Farm |
(A/145) | The Hiker | Leven | C1 | Additional Tiles for use with "Vistas", plus a character tile, The Hiker, which adapts the King / Robber Baron mechanism for vista points |
(A/146) | Riches For Priesthood | Olivier Taschereau | C1 | Whoever completes cities or roads with special markers gain either gold, silver or bronze coins/tokens - player with highest value at game end gets additional points; last completed cloister grants High Priest status, worth points for each completed cloister at game end |
(A/147) | Bastions | Leven | C1 | Bastion Towers are found at tile corners and must be connected to at least one existing city segment; deploy a follower as a Sentinel, and when the bastion is completed the Sentinel scores 1 point for each occupiable feature within the bastion's 9-tile area; the Royal Archer adapts the King / Robber Baron mechanism for bastions. |
(A/148) | The Bethlehem Stable | Seli & Fritz_Spinne | C1 | The two tiles are placed next to the start tile and the Angel placed on it; works in a similar way to "The School"; part of Seli's Christmas expansion set (W#1); no English translation |
(A/149) | The Count of Tuscany | Wicke | C1 | Expands "The Count of Carcassonne" by creating a second city, Florence; on high value features, the player may opt to put a follower to Florence, instead of Carcasonne; this strengthens the follower when returning to the game; the Cathars/Siege tiles are used in a separate idea, where the city is worthless when completed |
(A/150) | Green Christmas | Seli & Fritz_Spinne | C1 | The two tiles are placed next to the start tile and the Angel placed on it; works in a similar way to "The School"; part of Seli's Christmas expansion set (W#1); no English translation; C1 version |
(A/151) | Forestry | Gamemai | C1 | No information available |
(A/152) | Grim Reaple | Victor Watrous | C1 | Adds graveyards and an optional Grim Reaper meeple that removes a follower from any surrounding tiles |
(A/153) | The Pig Herders | Big Guy | C1 | There has been growth in agriculture and wealth can result from being a successful pig herder; and a popular myth returns about a city under siege, and the fattened pig that saved that city |
(A/154) | City Council | Gwommy & Novelty | C1 | Tile placements can be vetoed |
(A/155) | Bandit Camp | Oldbonz & Meepledrone | C1/C2/WD | Bandits scare away meeples and other figures on fields and roads and score any abandoned features in your favour |
(A/156) | Inquisition & Assault | Unknown | C1 | An early expansion; includes some new landscape features and event cards which are mixed with regular tiles; these may be positive or negative in their effects, and must be played when drawn; no longer available |
(A/157) | Carousels | Leven | C1 | The tiles reverse the turn order of the players - not suitable for 2 players |
(A/158) | Seasons | TheSteveAllen | C2 | With the changing seasons, the value of different features in the landscape change; many different conditions create an ever-changing game |
(A/159) | The Great Pumpkin | kettlefish | C1 | Pumpkin Patches are placed in fields, and a follower placed on them; only when one of the special Pumpkin Scoring tiles is drawn is there a scoring round for occupied Pumpkin Patches based on how many tiles surround it; no English translation |
(A/160) | Quarter (aka City Districts) | Carsten Engels | C1 | An early expansion, this featured 4 different city areas - market, garden, noble and slum quarters - which alter the value of the city in which they are located; no longer available and no tile images |
(A/161) | Seasons | JPutt927 | C1 | With the changing seasons, the worth of different features in the landscape change; many different conditions create an ever-changing game |
(A/162) | Storno | Leven | C1 | Storno tiles allow the players to choose an already placed tile from the playing field instead of drawing one from the stack |
(A/163) | Orchards : A Trade In Apples | Wolnic | C1/C2 | City tiles with Orchards outside the walls, and Apple Trade Tokens |
(A/164) | The King's Passing | JPutt927 | C1 | Trigger tiles are mixed with the regular tiles, and as each is drawn, more of the player's followers are removed to attend the King in his final hours; the game will end before all tiles in play are drawn, giving a random end point |
(A/165) | The Big Highwayman | Challa007 & Snearone | C1/C2 | When any tile with highwaymen is placed, the "big Highwayman" is moved there, and cancels out any points scoring of features from any of the 8 surrounding tiles; includes rules for 3 variants |
(A/166) | A Carcassong of Ice and Fire | Fritz_Spinne | C1/C2/WD | Large campaign merging C1 and WD, with Wall between the two; also on CarcF; requires many expansions |
(A/167) | Crests of Carcassonne | Gerry & Danisthirty & Carcking | C1 | In development; four distinct sections, including a means of resolving ties in cities, something that is created like a city but scores like a farm, and two others called "Citadel Alliance" and "Pilgrims Path"; download links to rules and tiles no longer work |
(A/168) | Dragon Treasure (Advent Calendar 2016) | Seli & KlausiMausi | C1 | When one of the tiles is placed, one of the gold tokens is placed on it; each player, in turn, may choose to take the token, or search the Dragon's Cave for greater wealth; no dragons required; not available for download |
(A/169) | The Wedding | eolone | C1/C2/WD/WE | Two lovers try to reach a monastery (before it is completed) so they can be married |
(A/170) | New Discoveries: Distant Lands | Wolnic | C2 | Open up a separate landscape area on the table; updated/modified version of JPutt927's "Distant Lands" expansion |
(A/171) | Towers of The Black Prince | Oldbonz | C2 | The Black Prince's tower moves around the playing area like the dragon, destroying any towers it encounters and capturing any followers |
(A/172) | Fruit Merchant | Itomi Bhaa | C1 | A token for each "orchard" shown on the tiles is claimed by the player that completes the road or cloister on that tile; and they may exchange it with another player for a different token |
(A/173) | Frog Buster | Itomi Bhaa | C1 | When any of the river tiles with frogs is surrounded by 8 tiles, the player that places the last tile takes an associated token; they may exchange this token with other players for any token they hold |
(A/174) | The Cursed Pennant | Dave | C1 | Each of the four city tiles contains a quarter of a unique pennant; to have one or more in your city results in you receiving the corresponding token(s); each token scores against you at game end, unless you have all four; download link not working |
(A/175) | The Lighthouse Guard | The Juts | C1 | Lake with central island/tower, with tiles (half land, half water) placed around it; players may place a boat on the lake and race to occupy the tower; shark can be used to force a boat to return to port; download links don't work |
(A/176) | Walpurgis Night | Violet | C1 | After being placed on the first Witch tile, The Witch is moved one square per turn in the direction of the arrow until the next Witch's tile is placed (can use 2x sets of tiles from "The Flier"); The Witch removes any follower passed during the "flight"; some issues during testing, so not developed; no English rules |
(A/177) | Catapults of Carcassonne | eurojo & Johannes Hoppstädter | C1 | Alternative idea using The Catapult tiles; tokens are used to determine various factors when firing and/or rolling the die; requires "The Catapult"; no English translation and link to draft tile designs no longer works |
(A/178) | The Tinkers | Ratz65 | C1 | A Tinker may be placed in a city when one of the tinker tiles is placed, although there are some constraints; tokens are used in several different ways when a city closes with, or without a tinker present; draft rules only; no English translation |
(A/179) | The Fairy Queen & Prince | jeRm! | C1 | Introduces a prince looking for his princess (restrictions on prince tile, princess tile, and follower placement), the Fairy Queen who helps you for a cost, and some double volcanoes |
(A/180) | Dungeons & Peddlers | Runtu | C1 | If a city contains a dungeon, the player with majority may "capture" other followers in the city, but must leave one of their own as guard, who scores points for each captive at end of game (unless a player has used the Dragon to release them); Peddlars are placed on road segments until the end of the game when they score for the whole of that road network (through junctions, etc.) |
(A/181) | Trick or Treat | Danisthirty | C1 | The"Trick-or-Treater" enters the game after 13 tiles, and moves around the board; when it encounters a follower, a "Trick or Treat" is performed, and the result actioned; a Trick leads to points lost/gained, a Treat is to select one of 4x visible tiles for your next turn |
(A/182) | Leprechaun | Carcatronn | C1 | When one of the tiles is placed, the Leprechaun is moved to it with some gold; when a feature is completed on the tile he is on, the player takes the gold, but if another leprechaun tile is drawn, the Leprechaun moves, taking his gold with him, and adding more to the pot; requires further balancing |
(A/183) | Free as a bird | Sleepy | C1 | Follower may be placed on the roof-top take-off ramp; at a cost, the player rolls the dice to determine distance and direction, and the player can move that number of tiles and land on any incomplete feature, or may choose to wait until a more suitable wind is rolled; no English translation |
(A/184) | Underground River | Murphy013 | C1 | River tiles where the river disappears, and another where it re-appears, with land above (the number decided by die roll) |
(A/185) | Champions & Keep | Lamina | C1 | A Keep placed in a city can be occupied and scores for the number of shields; the Champion of that keep may move to any connected city after scoring, and may continue moving in the same fashion as each city completes; BGG link no longer works |
(A/186) | The Shop | Christian Hermann | C1 | Some components only required when playing with specific expansions; players may place a follower in The Shop and use the action displayed at a cost instead of their normal turn; this could include using one of the displayed tiles, or retrieving a follower; other actions are specific to expansions; no tile designs; no English translation |
(A/187) | Pirates of Carcassonne | Unknown | C1 | Player may place a follower on the "X" on the tiles ("X" marks the treasure location), and takes 2x treasure chests; when all 4x diagonal tiles have been placed, the player scores the points on the treasure chest tokens; no English translation |
(A/188) | Cross of Peace | Chmura | C1 | Each cross adds points to the associated road or city; token awarded to the first feature on tile to be completed; no English translation |
(A/189) | Templar | Chmura | C1 | Two major Templar sites and four Garrisons; followers may score additional points when the two main sites are complete by leaving their follower there until the next city with a Templar Garrison is completed; Templars may remove followers from connected roads, while other monastic sites add value; cities with garrisons also score differently from normal; no English translation |
(A/190) | Monks & Heretics | Lomion | C1 | The player who completes a monastery ("trading monastery") or shrine, receives the associated goods token (tokens are from various fan expansions); priories only score if there is an Abbey, or monastery in the surrounding 8 tiles, while the Abbey/monastery score extra points for a priory next to them; no English translation |
(A/191) | The Paramour of Carcassonne | Ratz65 | C1/C2 | The Paramour figure moves around the board distracting followers on associated features, causing their players to miss a turn and give up a few points; she may also move to adjacent tiles if a player places no follower, while a completed feature with her present scores extra points; no English translation |
(A/192) | St Nicholas | Seli | WD | St. Nicholas was a bishop in the city of Myra and is said to have inherited a lot of money; legend has it that he helped the poor; collect "Presents" when completing features on the tiles; no English translation |
(A/193) | Apothecaries and Tithes | Seli & Meepleater | WD | WD version of tiles from "Apothecaries and Tithes" by Meepleater |
(A/194) | Bridges, Castles and Bazaars | Zotto | WD | WD version of tiles from HiG's published expansion |
(A/195) | Hills and Sheep | Moses64 & Seli & Zotto | WD | WD version of tiles from HiG's published expansion; includes alternative set of square tokens, as Telecaster version |
(A/196) | Hills and Sheep | Telecaster | WD | WD version of tiles from HiG's published expansion; inlcudes Castle tokens from "Bridges, Castles and Bazaars"; uses Shepherd expansion image, rather than sheep |
(A/197) | Cleric & Serf | Seli & Novelty | WD | WD version of tiles from "Cleric and Serf" by Novelty |
(A/198) | Frog Buster | Seli & Itomi Bhaa | WD | WD version of tiles from "Frog Buster" by Itomi Bhaa |
(A/199) | Fruit Merchant | Seli & Itomi Bhaa | WD | WD version of tiles from "Fruit Merchant" by Itomi Bhaa |
(A/200) | Fruit Trader | Seli & Jonathan Wu | WD | WD version of tiles from "Fruit Trader" by Jonathan Wu |
(A/201) | Pirates and Plunderers | Seli & Robotman | WD | WD version of the standalone game by Brian L. Bird, Richard Thames Rowan and Jesse McGatha; adapts tiles from "Sailing The Seas : Trade Routes" by Wolnic |
(A/202) | Bastions | Seli & Leven | WD | WD version of tiles from "Bastions" by Leven |
(A/203) | Merry Men | Seli & Novelty | WD | WD version of tiles from "Merry Men" by Novelty |
(A/204) | The Hunting Forest | Wolnic | C1 | Wild deer and boar roam amongst the trees; whoever controls the forest can claim the hunting rights, collecting boar head tokens; C1 version of the C2 expansion |
(A/205) | The Courier | Matisek & Bumsakalaka & Snearone | C1/C2 | The Courier moves around the board; if any follower is added to a tile placed horizontally or vertically from the Courier, and remains there at the end of the turn, the Courier moves there and points are scored for the feature as at the end of the game |
(A/206) | Guild Masters and Beekeepers | The_Bofrostmann | C1/C2 | Guild masters score for trade markers on tiles placed around them, while the new honey trade tokens are only collected when placed adjacent to monasteries; early stages of design |
(A/207) | The Mount of the Duke | José Barros Alonso | C1 | An expansion that introduces its own Forest style, with animal tokens that are gained when forests are completed; tiles include features from several expansions, and a few tiles that introduce additional actions or localised rule variations |
(A/208) | COVID-19 | Danka & šmoula | C2 | After the COVID tile is drawn and placed, COVID spreads from tile to tile (feature to feature) as the rest of the game proceeds; any follower on a newly infected feature, or added to one later, must test; a positive result means removal to the player's supply, but death means removal from the game |
(A/209) | Mario3 Carcassonne | mrskaut | n/a | Uses the graphics of the classic game of nintendo super mario bros; separate score board available |
(A/210) | Zelda 2 Carcassonne | LinkDude | n/a | Rebranding, using pixel sprites from "Zelda II: The Adventures of Link"; includes 12x river tiles |
(A/211) | Pokésonne Core | FiammaFenice | n/a | Spin-off using pokemon styling; includes 2x sets of river tiles, conversions of "Inns and Cathedrals" and "Traders and Builders", plus one additional expansion, "Gym Leader", which appears to be based on "Fruit Trees" |
(A/212) | The Bards | Snearone | C2 | Updated version of "The Bards of Carcassonne" by Trebuchet in C2 art style; add token to a feature when placing a tile, which boosts the score when feature completes |
(A/213) | Ghost Time | invinitas | C1 | 20 tiles, 4x ghosts, 1x ghost hunter; as tiles are drawn ghosts appear and are moved around the board; if the ghost hunter is with your follower you are brave enough not to run away; draft rules only, no tiles |
(A/214) | Fruit Trees | Zotto & Seli | C1 | 3 tiles; attempt to create Fruit Trees for C1 but currently suspended due to restrictions on CarcF to do conversion of expansions between editions |
(A/215) | The University | Safari | C1 | Draft tile design and some rule thoughts on collecting "tokens" (representing learning) when cities with a University complete; depending on the tokens collected, could provide extra turn action; sample tile design |
(A/216) | Dung Heaps | seli | 12x tiles, 12x dung heap tokens; tokens may be placed on farms instead of placing a follower and score towards fields at the end of the game | |
(A/217) | The Trade Routes | Kwyjibo | C1/C2/WD/WE | 12 tiles, 24x goods (10x carrots, 8x chickens, 6x shells); when one of the tiles is drawn a goods token is placed on the tile and one on an adjacent tile; if there are tokens on a tile when a feature completes, the majority holder takes the token(s); points are awarded at the end based on the number of each type of token held; based on "The Gold Mines"; rules and tokens only |
(A/218) | The Wizard Tower | User743 | Adds a tower to the game when the tile is drawn, or play as a starting tile; players place followers there who can try out a spell later in the game; the spell has a chance of working (special die with several blank sides) and if successful the follower gains special points that can be used for extra actions | |
(A/219) | King and Robber | Zotto | WD | WD version of tiles from HiG's published expansion |
(A/220) | Defense of the Cities | Zotto | C1 | Players may place a follower on the special city gate, counting towards city majority with strength 2; if a player extends the city when they have majority, they may place their tower there, which boosts the strength of one of their followers to 3 |
(A/221) | Wetlands | Matisek | C2 | Each player takes one of the double tiles, and places it when they like during the game, scoring points for completed features around the tile, or if placing tiles with water tower or pennant |
(A/222) | River Ports | Oldbonz | C2 | As the river is laid out, player boats are raced along it and may be used to place a regular follower on an empty feature on a previously placed tile (as the boat passes by); river port tiles can be placed instead of drawing a tile, and allows the player's boat to be moved there; first boat to reach end of the river scores points and all boats removed |
(A/223) | Crater | Matisek | C2 | After placing, roll Flier dice and any meeples in area defined by the number are removed |
(F/1) | Fishing Boats | CKorfmann | C1 | Designed to be played with "Fishermen", this adds boats to the river which equate to two fishermen for resolving ties, and which can be moved to connecting river systems rather than being returned to the player's supply |
(F/2) | Promotions | Gwommy | C1 | Add a coloured disc to any follower or special figure in play (your own, or another players) to boost/weaken that follower's abilities, or help/hinder an opponent |
(F/3) | Court Jester (CARC_Zoner) | CARC_Zoner | C1 | Uses the tiles from "The Catapult"; when a follower is placed on a feature "touching" the fair, they can earn Jester skills; then all players try out for who can fly the furthest |
(F/4) | The Day Labourers | Dieter Maute & Charlie-66 | C1 | Each player starts with one Day Laborer; if placed, a player has reduced options during their turn, until they can recruit another Day Laborer; each Day Laborer scores half points for the player closing a feature, and are returned to that player for later use; no English translation |
(F/5) | The Pilgrims | KlausiMausi | C1 | This takes the "hiking" rule from "Over Hill and Dale"; when placed on a road, the player's Pilgrim may walk its length when adding a new tile; no English translation |
(F/6) | The Adventurer of Carcassonne | Dieter "Belushi" Rausch | C1 | Contains two sets of adventure cards - city and forest; move your Adventurer around the board, having adventures at "waypoints" which may be road junctions, inns, cities, monasteries; adventures may lead to financial gain or loss, treasures, or encounters; no English translation |
(F/7) | Sheep & Shepherds | LittleMisfit & Scott Myers | C1 | Adds sheep and shepherds to the game (before the release of "Hills and Sheep") |
(F/8) | Citadels | LittleMisfit | C1 | Place a citadel in a field, and if that field can be closed, there is an option for you to remove followers from cities or roads touching that field |
(F/9) | Castles | LittleMisfit | C1 | Place a castle in a field and gain points if you can connect a field, containing your farmer, to the castle field later in the game; you have the option of removing the farmer to your supply, or leaving him there for the rest of the game |
(F/10) | Thieves Guilds | LittleMisfit | C1 | The Thieves Guild is placed on a road you already occupy; when any city that is connected to the road is completed, you steal the points from the shields and any trade tokens; once used the Thieves Guild remains on the board |
(F/11) | Inn & Stable Owners | ShadowP68 | C1 | Allows the inns and stables on roads to be occupied and scored; play with "Inns & Cathedrals" |
(F/12) | The House of Valois | Wicke | C1 | Adds two followers representing members of the French royal house of Valois who move from city to city boosting their worth |
(F/13) | The Kids are Growing Up | Wicke | C1 | Adds small followers who may be deployed into already occupied features to gain an advantage in ties |
(F/14) | Hog Roast | Novelty & Joff | C1 | Introduces a hog, based on the legend of Dame Carcas |
(F/15) | The Leper | Novelty & Joff | C1 | Adds a leper piece that cause players to lose points as it moves around the land |
(F/16) | Black Tower | Joff | C1 | Adds new types of tower pieces and diagonal capture; designed to be played with "The Tower" |
(F/17) | The Noblemen | Wicke | C1 | Adds followers from New World/Mayflower as Noblemen, who are worth more than standard followers, but there are restrictions on how they may be used |
(F/18) | Monasteries | Meepleater | C1 | To accommodate a growing demand, monasteries are being built to support the surrounding cloisters. |
(F/19) | The Butcher | Joe Vancura | C1 | Players attempt to remove a pig from a farm, sending the pig back to the player for redeployment |
(F/20) | Dual Dragon | Joff | C1 | Two dragons are brought into play; designed to be played with the "Princess and Dragon" |
(F/21) | Sinkholes | Piklach & Rich_The_Fish | C1 | When a sinkhole is placed, all meeples and followers on the affected tiles fall down the hole and become trapped, where they will remain unless a rescue mission is successfully completed on a later turn. |
(F/22) | The Citadel | asparagus | C1 | Proposal for dealing with a mega-city occupied by, say, two players in a 3-4 player game, where the other players might fall well behind just because they missed out, perhaps by adding something else they could achieve as it grows; author admits further balancing/work required |
(F/23) | Small Bridges | Oldbonz | C1/C2 | Allows players to place wooden bridges across a river to connect the fields |
(F/24) | Hook, Line & Sinker | Canada Steve | C1 | The most accomplished fishermen have learned to fish the river well, reeling in their catch for the surrounding cities |
(F/25) | Santa, Snowman & Grinch | Meepledrone | C1/C2 | This is a progressive expansion that starts simple and then you can introduce additional mechanisms as the game progresses; all four characters affect the game, and each other, in different ways |
(F/26) | The Plagues | invinitas | C1 | Ideas for 3 different types of plague - rats, locusts and frogs; only The Plague of Rats is described; when a follower is added to a city, a die is rolled to determine if rats arrive there too; a rat catcher may be deployed to stop the spread of rats, which devalue the city; draft rules only; no English translation |
(F/27) | Hidden Character | invinitas | C1 | Each player has a special characteristic for one follower type; each player places one of their tokens on a feature when closing it; if the other player(s) can guess the characteristic, the player loses one follower from the game; most characteristics change end game scoring; no English translation |
(F/28) | The Crusader | Marvin | C1 | When a player has the minority in a shared city and scores no points, they may place one of the neutral Crusaders next to one of their followers in another city; this negates one opposing knight in that city; a Crusader may also sacrifice themselves to the dragon or tower; no English translation |
(F/29) | The Musician | -enel- | C1 | A strolling player moves around the board and any follower encountered scores 2 points; no English translation |
(F/30) | Les Assassins | izscream & Glöckchen | C1/C2/WD/WE | Each player moves their assassin around the board trying to eliminate other players' followers; not available at present - CarcF Advent calendar |
(F/31) | The Archer | Afrodarko | C1 | Archers may be placed on the top of a Tower; they may injure (1 hit) or kill (2 hits) other followers around the tower (based on tower height); "injured" followers do not count towards majority, but may be "cured" by using points for their recovery; requires "The Tower"; no English translation |
(F/32) | Reinforcement | Fritz_Spinne | C1 | The Reinforcement may be placed alongside an already deployed follower to provide additional strength; German draft rules |
(F/33) | The Black Fairy | invinitas | C1 | If the black fairy is placed next to a follower at the beginning of the player's turn, the player loses one point; no English translation |
(F/34) | Carcassonne overrun by Zombies! | justinkillam | C1 | After the first trigger tile is placed, the first zombie appears on the board; after each player's turn, a zombie is moved, a new one rises, or there is no change; if a moved zombie encounters a regular follower, the latter becomes a zombie; the game ends as normal, or when there are no more followers remaining; several options to rid the land of the zombies |
(F/35) | Play as the Dragon | Big Guy & Whaleyland | C1 | One player takes on the role of The Dragon in this variant and scores points for eating followers and capturing princesses; requires "Princess and Dragon" |
(F/36) | The Doomsayers | Guy | C1 | Once drawn each Doomsayer effect is active until the next Doomsayer tile is drawn; each changes the way in which certain aspects of the game are played while the tile is "active"; sample tile images in forum thread; rules no longer available for download |
(F/37) | Collector | Unknown | C1 | No information available |
(F/38) | Dan the Travelling Man | Michael Halbert | C1 | Dan travels around the board handing out merit to those he passes, and if he shares a tile when a feature on it is scored, he hands out even more |
(F/39) | The Paladin's Duel | mPony | C1 | When a tile with a road corner is placed, extending a road with another player's thief, you can place your paladin; these figures may move along the road on a player's turn, and if both are on the same tile before the road closes, there is a duel; if not, the road is split based onthe relative locations |
(F/40) | The Lady and her Lord | Gerry | C1 | Players place the Lady and Lord followers on separate unconnected roads then attempt to establish a continuous road network between the Lady and Her Lord |
(F/41) | Diocese | Lemmy77 | C1 | The wooden church is placed on a Cathedral when the city completes; thereafter, if a monastery is completed in the 3 rings around it, the monastery scores double points and the wooden church is moved there, and so on for the rings around that monastery; requires the two Cathedral tiles, from "Inns and Cathedrals" |
(F/42) | Boatman | Lemmy77 | C1 | Players may place their boat on a river tile, and it is scored when surrounded by 8 tiles; requires "The River" and/or other river expansions |
(F/43) | Animal Farm | Carcking | C1/C2/WD/WE | Inspired by the animals in Hunters & Gatherers, players draw and place animal tokens on their farms in an effort to boost their value; players attempt to sabotage the farms of their opponents with tokens such as the fox, the wolf and the mole. |
(F/44) | Assassins | LittleMisfit | C1/C2/WD/WE | If you can get both of your Assassins into the same city, or onto the same road, they can remove another follower on that feature for the rest of the game |
(F/45) | Bishop Galzeran | CAE Manresa | C1/C2/WD/WE | Bishop Galzerin moves from one incomplete city to another, blocking further development of that city until he moves on to the next one; if using "Mysterious Light", if both tiles are aligned, Galzerin is removed from the game, as he has "seen the light" |
(F/46) | Cocoa Traders | Meepleater | C1/C2/WD/WE | Superceded by "Salt and Cocoa Traders" |
(F/47) | Falconers and Poachers | Quevy | C1/C2/WD/WE | Wild animal tokens are initially placed on the scoreboard but move to the tiles as the game develops; knights may become falconers, while thieves do a bit of poaching on the side; the aim is to collect as many tokens as possible |
(F/48) | Hospital Against the Plague | Dragonlord | C1/C2/WD/WE | Hospitals and field hospitals are used for protection against "The Plague"; requires "The Plague" |
(F/49) | Pennants | CARC_Zoner | C1/C2/WD/WE | Adds cards to be drawn during gameplay when a tile with a pennant is placed; cards contain a mix of bonus points/actions or penances |
(F/50) | Pilgrimage | Gunpowdertea | C1/C2/WD/WE | Gives monks the ability to go on pilgrimages to other cloisters when a player runs out of meeples |
(F/51) | Sheepdogs, Cabbages and Black Sheep | Quevy | C1/C2/WD/WE | Will the black sheep get the flock into trouble? Will the cabbages bring a profit? Is the shepherd dog able to defend his flock from the wolves? Requires "Hills & Sheep"; no English translation |
(F/52) | Shepherds v2 | LittleMisfit | C1/C2/WD/WE | Adds sheep and shepherds to the game (before the release of "Hills and Sheep") |
(F/53) | Stolen Goods | Quevy | C1/C2/WD/WE | In a small house at the crossroads hides a shady individual; he buys the goods stolen by petty thieves in the neighborhood and then sells them at a good profit |
(F/54) | Tax Collector | LittleMisfit | C1/C2/WD/WE | Use your tax collector to reduce the score of an opponent's city |
(F/55) | The Fog | Meepledrone | C1/C2/WD/WE | After 17 tiles have been played, fog starts to spread across the playing area, hiding followers that may have been placed earlier; you can now place a follower into "unoccupied" features, and they are not included in feature scoring if they are still "hidden" |
(F/56) | The Giant | Wicke | C1/C2/WD/WE | Dragons are spreading terror in the region of Carcassonne; the prayers of the people have finally been answered - the Giant is there to help; requires "Princess & Dragon" |
(F/57) | The Gift (K#19) | Kothmann | C1/C2/WD/WE | Players may place a gift, face-down, next to a follower; when features join with an increase in the number of followers, and any unopened gifts, the gifts are distributed, and then revealed; a "good" gift increases the strength of the follower by 1; a "bad" gift, and follower is removed |
(F/58) | The Infiltrator | Quevy | C1/C2/WD/WE | Each player takes one card (for the follower type of another player); when a player scores points (for anything), if an opponent has the hidden card of the same colour/follower, they can claim the score, or exchange the follower for one of their own |
(F/59) | The Jester and The Minstrel | Scott & Joff | C1/C2/WD/WE | Re-purposes tiles from "The Catapult" |
(F/60) | The Missionary | CKorfmann | C1/C2/WD/WE | The Missionary (when available) may be deployed by any player, using their coloured token to signify his allegiance when placed on a monastic feature, including a Cathedral; once the feature completes, the Missionary may be used to convert (swap) followers on the surrounding tiles |
(F/61) | The Mists of Carcassonne | Fährmann | C1/C2/WD/WE | Requires Windroses Start tile for orientation; when a fog tile is drawn, it is used to cover an existing tile in play; when a wind tile is drawn, any fog in play is moved in the direction shown, and by the roll of a die (1-3); when it rains, the fog markers are placed under their tiles (as with hills), or if none, the rain tile can be placed beneath another tile itself; such raised tiles can increase scoring of features; no English translation |
(F/62) | The Queen's Menagerie (the Zoo) | Ker42 | C1/C2/WD/WE | Animals have escaped from the Queen's private collection; if you capture and return them you may be rewarded! |
(F/63) | Trading Posts | LittleMisfit | C1/C2/WD/WE | Add your Trading Post to a city you already have a presence in; it scores at the end of the game for other cities connected by road; original rule, in Kevin's PDF from BGG, gave each player 2 Trading Posts |
(F/64) | Urban Warrener (K#18) | Kothmann & Ker42 | C1/C2/WD/WE | Variant of "Queen's Menagerie"; rabbits are placed onto field sections, and are then brought to completed cities where they are scored; also score towards a closed road |
(F/65) | Village Idiot | LittleMisfit | C1/C2/WD/WE | If the Village Idiot is placed on a feature that is later joined to that of another player, the scoring player loses the points instead of gaining them |
(F/66) | Walls that cut corners | asparagus | C1/C2/WD/WE | Players may build a wall instead of placing a follower; the wall is placed along one edge of the placed tile, and forms a boundary between the features either side of the wall; two wall pieces are required between city and road, but only one between city and field |
(F/67) | Court Jester (Kevin Graham) | LittleMisfit | C1 | The Court Jester may only be placed in a city in which there are no other pieces; the goal is to connect that city with a city containing another of the player's followers; the reward is to reposition any tile (surrounded by four tiles) on their next turn |
(F/68) | Mating Meeples | LittleMisfit | C1 | Each player starts with 3 followers; if a player has exactly two of their own followers in a city when it closes, they get an additional follower; they do not get the extra follower if there are more than 2 henchmen in the city (their own or another player's) |
(F/69) | Size does matter | LittleMisfit | C1 | A marker is placed on the scoretrack; if a player completes a city or road with exactly the number of pieces that corresponds to the position of the marker on the scoring board, they get a bonus of that number of points; after scoring, the marker is moved one space forward |
(F/70) | Bonus Tiles | LittleMisfit | C1 | Inspired by the Bonus cards in "The Castle", when your follower lands exactly on the 0, 10, 20, 30 or 40 space on the scoreboard, you may draw one of the bonus cards; continue until all of the cards have been used; use the small markers as reminders |
(F/71) | The Birds | Wicke | WE | A tribute to the 50th Anniversary of the movie by the Master of Suspense, this adds a rules for using the Bird tiles from Winter Edition; a scarecrow placed on the tile drives away followers on any of the surrounding tiles |
(F/72) | The Wicker Man | Wicke | C1 | Place The Wicker Man onto a field containing at least one barn; then all barns in that field are burned and removed from the field |
(F/73) | Fox on the run | Wicke | WD/WE | Rules for the 10x animal tiles in the Winter Edition; move the fox around the landscape granting good luck to those it encounters; 40th Anniversary tribute to the song by the same name, by Sweet, and the album “Desolation Boulevard” |
(F/74) | Zombies & Soldiers | Ted Wikström | C1 | The Walking Dead have made their way to Carcassonne; but behold, the Soldiers are coming to the rescue |
(F/75) | Santa & Elf | Wicke | WD/WE | Santa and Elf figures may be deployed next to one of your followers when you close a feature that is scored by another player; when Santa and Elf are together, you gain a second turn until they are moved again |
(F/76) | Bishops & Dioceses | Jonathan Brown | C1 | The peasants have the utmost respect for the Bishop, and are required to attend their nearest sanctuary for worship. Also, they must pay tithes to the churches, which the local Bishop oversees. |
(F/77) | The Counting House | Carcking | C1 | The players compete to purchase shares of completed features in order to join in the scoring; the players collect and spend gold coins in various ways; the coins are worth a reward at game end; requires "The City of Carcassonne" and The Count, but the original rules are replaced by this variant |
(F/78) | Reeve & Quartermaster | Gerry | C1 | Players establish granaries in the fields (on the tower bases), then transfer it to a city granary; when the city is complete the player with the tallest granary scores the points; re-uses tiles and tower pieces from "The Tower" |
(F/79) | Dignitaries | Meepleater | C1 | Five dignitaries are in play, granting bonus points when, for example, a city, road or monastery is completed when they are present on the feature, negative points for a farm at the end of the game, or protection like "The Fairy" while on a Shrine |
(F/80) | Pick up & Deliver | Ariel Claure | C1 | As tiles are placed, resource markers are placed on newly created roads, cities, fields and cloisters; if extending a feature another player may pick up a resource from that feature and assign it to one of their unused followers, the "delivery man"; points are scored by the delivery man for the different resources |
(F/81) | The Shepherds and The Angel | Seli | WD | Adds an Angel to the tokens which, when drawn, entitles the player to draw two additional tokens, if a wolf is drawn, the Angel drives away the wolf; requires "Hills and Sheep" WD; part of Seli's Christmas expansion set (W#4); no English translation |
(F/82) | The Arbitress | Gwommy | C1/C2/WD/WE | Uses the current location of the Fairy from "Princess and Dragon" as a means of resolving any ties for features |
(F/83) | Doubles Carcassonne | Aeoliner | C1/C2/WD/WE | After an influx of power from the Church, affluent families became curious as to just how much leverage the monasteries possessed; two alliances were forged to guage the development of the Church by guessing how many features would be successfully built around each cloister |
(F/84) | The Big City | Lemmy77 | C1 | If a city contains at least 10 cards, the player may place a wooden city in it and receives an extra 5 points at the end of the game; and adjacent farmer also receives an extra 5 points |
(F/85) | Chapter | Lemmy77 | C1 | The player that places the last tile around a Monastery receives a wooden token, unless it wasn't occupied; each "unclaimed" monastery increases farmer scoring in the field in which it is located |
(F/86) | Laborer and Mendicant (aka Servant and Mendicant) | Christoph Berger | C1 | Created in August 2005 after the release of King and Scout, it was translated as "Friar and Farmhand" in January 2006; the tiles are also part of "Cleric and Serf" |
(F/87) | Friar & Farmhand | Scott & Christoph Berger | C1 | Based on "Laborer and Mendicant" by Christoph Berger, in this update the rules were changed to make them consistent with "King & Robber Baron" |
(F/88) | Sentinel | chrallan | C1 | Whoever builds the highest tower, and places a follower on top, takes The Sentinel character tile; requires "The Tower" |
(F/89) | The Heretic | bassdachs | C1 | Use to record who completes most Cult sites; second version includes additional cult site tiles; requires "Cult Site" tiles |
(F/90) | Prison of Carcassonne | LittleMisfit | C1/C2/WD/WE | The Sheriff is used to capture other player's thieves when occupied road segments are joined; the thief is placed in prison where he must spend 6 turns, unless another thief is captured - he is then immediately released |
(F/91) | By Order of the King | JPutt927 | C1 | Adds objective cards to the game; large download |
(F/92) | Stained Glass | Trebuchet | C1 | Adds a stained glass window-building side game worth extra points at the end of the game; panels can be obtained when placing or finishing a cloister |
(F/93) | Praesidium | jeRm! | C1 | As soon as a player completes the first monastery, the presidium card is taken; if another player completes a monastery, the card is passed to them; while a player has this card, no followers may be captured by an opposing tower; requires "The Tower" |
(F/94) | Quests | LittleMisfit | C1 | Two face-up task cards score if the task is completed; then a new task card is revealed; tasks are of the usual type - build a circular road without interruptions, build a city with 3 coats of arms in it, etc. |
(F/95) | Designer Cities | LittleMisfit | C1 | Create cities with specific shapes to gain additional points |
(F/96) | Father Time | Carcking & Collaborativ | C1 | Adds a time mechanic to the game which creates an escalated ending with a building sense of urgency |
(F/97) | Troop Card | Dieter "Belushi" Rausch | C1 | Players have a "Troop Card" onto which they assign their followers at the start of the game as knights, thieves or monks/farmers; each follower must continue in that role throughout the game |
(F/98) | Advisors | spacewolf009 | C1 | Each player may get an "Advisor" card at the start (depends on number of players and expansions used) which are passed around whenever a player reaches 50 on the scoreboard; "Advisor" cards provide some alternative options for play, such as bonus points for features, or half strength for followers such as the Mayor or Builder |
(F/99) | The German Time Machines (Advent Calendar 2016) | Decar | C1 | When one of these tiles is drawn it is placed next to the scoreboard and one tile already in play is placed on top of it; when the next is drawn, the player removes a tile from play, but then uses the previously selected tile on their turn; no download available |
(F/100) | Carcassonne Maps für 2 - Blanchiland | Meepledrone | Cfür2 | A new island map (not a real place) sized to use the tiles from Carcaassone für 2 |
(F/101) | King Peter III | CAE Manresa | C1/C2/WD/WE | When the King Peter tile is drawn (about half way through the game), the active player selects tiles equal to the number of players, distributes them, and a special round is played before the game continues as normal |
(F/102) | Queen Sibila | CAE Manresa | C1/C2/WD/WE | When drawn, each player may, in turn, place an additional follower onto unoccupied and incomplete landscapoe features |
(F/103) | The Market | CAE Manresa | C1/C2/WD/WE | Adds a neutral follower, the day labourer, who can be hired by one of the players for the remainder of the game |
(F/104) | The Tactician | Gwommy | C1/C2/WD/WE | Use your Tactician token to place a follower onto an unclaimed feature on the tile that your opponent just placed; use once per game |
(F/105) | Tatan | Andreas J Haselbeck | C1/C2/WD/WE | Two variations; the first allows you to take an already placed tile as your turn; in the second, you draw two cards and place them during your turn; at the end of the game, you can use the "Tatan" card to fill gaps in the landscape, scoring based on the number of followers on neighbouring features; no English translation |
(F/106) | Two Builders | Carca_Maker | C1/C2/WD/WE | Each player has two builders instead of one |
(F/107) | The Jousting Tournament | Michael Halbert | C1/C2/WD/WE | Introduces an (optional) Jousting Tournament when more than one player occupies a feature when it closes |
(F/108) | Balloons (K#21) | Decar | C1/C2/WD/WE | A placed farmer may take to the skies in a balloon and moves across the landscape landing on an unoccupied tile, and may be placed on any feature on that tile, even if already occupied on another tile; may require some form of wind direction indicator? |
(F/109) | Land Surveyors 2.0 | Steven De Potter | C2 | Some additional cards for use with "Land Surveyors" |
(F/110) | The Large Abbot (K#1) | Kothmann | C1/C2/WD/WE | Combines the Abbot's "early removal" function with that of the Big Follower; applies when occupying cities and roads, not just monastic sites |
(F/111) | The Blessing of Children | Challa007 | ALL | Players may place children, schools and tents (all neutral) onto the tiles surrounding a newly placed tile; the presence of children adds to the score of any features on that tile |
(F/112) | City Gates and Walls (K#7) | Kothmann | C1/C2/WD/WE | The City Gate may be placed on a city tile edge next to a road, while the City Wall can be placed next to a field; city must contain a shield |
(F/113) | Guesthouses (K#8) | Kothmann | C1/C2/WD/WE | Place a Guesthouse onto any road, to score it like a road with an Inn/Lake |
(F/114) | Mason's Lodge (K#9) | Kothmann | C1/C2/WD/WE | Place the Mason's Lodge into a city with at least two open sides, and it acts as a builder for any player with a follower already in the city when they extend the city later; see "Guesthouses", "Treasure Hunt", "Freemasons" and "Shared Builder" |
(F/115) | Pennant Keepers (K#6) | Kothmann | C1/C2/WD/WE | Pennants in cities are not scored as normal, but the player that closes the city gets 1 token/coin for each; at the end of the game, the number of tokens/coins are scored |
(F/116) | Citadels (K#12) | Kothmann | C1/C2/WD | A slight change to the way in which a closed two-tile city is converted to a "Castle", and how it scores |
(F/117) | Stacked Decks (K#13) | Kothmann | C1/C2/WD/WE | Alternative idea for using Tower floors, but no tiles and no capturing of meeples |
(F/118) | Archabbot (K#14) | Kothmann | C1/C2/WD/WE | Uses Abbot as standard meeple, but can be removed early (as "The Festival") |
(F/119) | Roadsigns (C1 Adaptation) (K#24) | Kothmann | C1 | Rules and tokens that can be used with standard tiles to replicate the C2 mini expansion "The Signposts" |
(F/120) | Alien Abduction - A Crop Circles Variant (K#23) | Kothmann | C1/C2/WD | When a Crop Circle is placed, each player may move a follower from the board (based on the Crop Circle type) to an Alien Abduction zone, or return one from it to a feature of the shown type; requires Crop Circles |
(F/121) | Catapult Extra Token | JPutt927 | C1 | New token, "Invasion" for "The Catapult"; when drawn, an incomplete and unoccupied feature is chosen, and whoever gets closest can occupy it |
(F/122) | Mini Inner City Walls | GinCarc | C1/C2/WD/WE | Build a wall to divide a city into two - see also "City Gates and Walls" |
(F/123) | Metapowers | Carca_Maker | C1/C2/WD/WE | Use extra powers to gain or hide information |
(F/124) | Slopes & Cliffs (Carcassonne turns 3D) | Meepledrone | C1/C2/WD/WE | Add blocks to raise landscape tiles up to create a 3d landscape |
(F/125) | Carcassonne Duels | MarkosBoss | C1/C2/WD/WE | Introduces Carcassonne:Star Wars duels to standard Carcassonne |
(F/126) | Halloween on Carcassonne | DrMeeple | C1/C2/WD/WE | Ideas about which expansions to play with at Halloween (inc. Count of Carcassonne, Mage & Witch, Phantom), and some additional meeples |
(F/127) | Events of Carcassonne | Bockspiele | C1 | Each time a feature is scored, the next event card is displayed; each may affect the way the game is played/scored while active; no English translation |
(F/128) | Pennants of Carcassonne | Bockspiele | C1 | Players receive 3x pennant tokens each, equivalent to 1, 2, and 3 pennants, which they can add to a city tile when placing a follower; may also be used on roads; no English translation |
(F/129) | Bridges, Castles and Bazaars (Castle Tokens) | Telecaster | WD | WD version of castle tokens from HiG's published expansion; no tiles, but tokens included with "Hills and Sheep" tiles |
(F/130) | Little Houses | Zotto | WD | WD version of tokens from published expansion; image in forum thread only |
(F/131) | The Messages | Zotto | WD | WD version of tiles from HiG's published expansion |
(F/132) | Scoring Tiles (50-300) | Unknown | WD | Winter-style Scoring Tiles for values 50, 100, 150, 200, 250 and 300 |
(F/133) | No Time For A Tie (Empate Duro) | Carca_Maker | C1/C2/WD/WE | Approach for resolving situations where there is a tie for majority on a feature; standard meeples individually marked 1-7 or A-G |
(F/134) | Black Dragon | Bumsakalaka | C1/C2/WD/WE | A black dragon is added to the board after the first player scores 50 points, and is moved by the active player when features are completed. |
(F/135) | Beggars and Tormentor | Verena Rechberger & Claudia Spitaler | C1/C2/WD/WE | Beggar's Huts are placed on roads and score half points when road is scored; may also be placed on junctions, scoring for all roads; The Tormentor is used to block a player from extending a feature, with others benefitting if feature is closed, although there are ways to "escape" the torment - both actions triggered by certain values on scoreboard; no English translation |
(F/136) | Obelisk | Stepukiss | C1/C2/WD/WE | Obelisks may be placed on Tower foundations; score for features on surrounding tiles, but also reduce value of those features; bonus if you can place several of your obelisks next to one another; farmer scoring bonus at end; requires the tiles from "The Tower" |
(F/137) | Obelisk | šmoula | C1/C2/WD/WE | Obelisks are placed when four tiles share a field corner (as "Barns") in the turn when the fourth tile is placed; Obelisks are scored when a second ring of tiles is completed |
(F/138) | New World Variant | Aldaron | C1 | Instead of the normal start file, place 10 tiles at one side of the table as a start strip, then build away from those tiles, moving the "surveyors" forward and removing any followers "left behind", as in New World |
(F/139) | Carcassonne Fluxx | drmfreek | C1/C2/WD/WE | Each player draws a number of different rule change cards, which should cover expansions included in the game; 3 or 4 cards are laid out at the start and players may use one of their rule change cards instead of playing a turn to replace one of the "current" rules; includes some ideas for rule cards but doesn't seem to have developed beyond this |
(F/140) | New King's Orders | Snearone | C1/C2 | Updated and modified version of "By The Order Of The King" by jputt927; introduces 3 levels of difficulty to the quests, each player starting with one of each, then random replacements; some minor rule changes; for base game and river only; available in several languages |
(F/141) | Friendly Cities | Zotto | C1/C2/WD/WE | Players place their houses into cities in which they already have a follower; at the end of the game, they score points for completed cities connected by road |
(F/142) | Spies | Ker42 & Kothmann | C1/C2/WD/WE | One of your meeples is used as a spy by one of your opponents, but you don't know which; if you score a feature, your opponent may reveal the spy and claim the points instead of you; you can find out the spy by joining occupied features, when you can check one of the unused cards for who is not a spy |
(F/143) | The Constable | Unknown & Kissybooboo & KlausiMausi | C1/C2/WD/WE | A player's constable removes any other followers from an occupied road; the Constable scores for the road as normal, and gains points at the end of the game for connected cities and monasteries; original in Italian, mentioned on CarcC by kissybooboo, and German translation by KlausiMausi |
(F/144) | City Bridges | Matisek | C1/C2/WD/WE | Link two city tiles across another tile |
(F/145) | Rabbit in the Monastery | Fritz_Spinne | C1/C2/WD/WE | When any monastery is placed, a random monastery trade goods token (3 new types) is also drawn; whoever lays the last tile around the monastery gets the token; rules also include being used alongside "Animal Farm" |
(F/146) | The Kennels | Saphirstein | C1 | 10 kennel tokens available; are built on field tile edges, on previously placed tiles with city walls to the corners, such as the field "lens" on CCCF tiles; discussion about how this should be used |
(F/147) | The Pickpocket | Fritz_Spinne | C1/C2/WD | Pickpockets may be placed into cities and, on each turn, may then place tokens on city tiles which reduces the value of those tiles by 1 or 2 points; when any of "The Robbers" tiles are played a Reeve is brought into play which stops the pickpocketing, and rounds up the pickpockets; requires tiles from "The Robbers" |
(F/148) | The Shepherd Master | Fritz_Spinne | C1/C2/WD/WE | A character tile, like King/Robber, to be used with Shepherds from "Hills and Sheep"; discussion about how to measure the "Shepherd Master", how to track it, and how to score at the end; no definitive decisions |
(F/149) | The Postern Gate | Saphirstein | C1 | City caps, marked with a small gate and exit arrow, can be placed over an existing city cap to remove a trapped follower from a city |
(F/150) | Food must be on the table! | Fritz_Spinne | C1/C2/WD/WE | Resource management is added to the game where food is produced by farmers and assigned to other follower types; on your turn, if you can't feed all your followers, they remain on the board but don't count towards majority and are only returned when the feature closes |
(F/151) | Central Scoring Track and Annex | drewdane | C1 | Modified Score Track with standard tile edges which can be placed in the centre of the table; includes a version with two rivers, plus some city caps that can be placed in fields to close a city, but at increasing price as the game proceeds; see "Scoreboard In The Centre of the Table" and "City Token" |
(F/152) | Mario Scoreboard | SomeMadPoet | n/a | Separate scoreboard for use with "Mario3 Carcassonne" |
(F/153) | Winter Scoretracks | Telecaster | WD | Several score tracks for the Winter Download Version |
(F/154) | New Scoring Board | glh510 & izscream | C1 | Alternative score board designs which fit into the field of play |
(R/1) | The City Gates V1 | Fritz_Spinne & PresetM | C1 | City tiles with gates on the edge of the tiles, allowing them to be placed against fields, roads or other City Gates |
(R/2) | The City Gates V2 | Fritz_Spinne & PresetM | C1 | City tiles with gates on the edge of the tiles, allowing them to be placed against fields, roads or other City Gates |
(R/3) | The City Gates II | Fritz_Spinne & PresetM | C1 | City tiles with gates on the edge of the tiles, allowing them to be placed against fields, roads or other City Gates |
(R/4) | The Fortune Teller (CarcC) | JPutt927 | C1 | Fortune Tellers have been appearing across the land of Carcassonne, possessing the ability to see what lies ahead; a follower placed as a Fortune Teller grants the ability to see more than 1 tile on a player's turn |
(R/5) | The Fortune Teller (CarcF) | JPutt927 | C1 | Fortune Tellers have been appearing across the land of Carcassonne, possessing the ability to see what lies ahead; a follower placed as a Fortune Teller grants the ability to see more than 1 tile on a player's turn |
(R/6) | The Fortune Teller (HiG) | JPutt927 | C1/C2 | Fortune Tellers have been appearing across the land of Carcassonne, possessing the ability to see what lies ahead; a follower placed as a Fortune Teller grants the ability to see more than 1 tile on a player's turn |
(R/7) | The Watchtowers | PresetM | C1 | Conversion of the published expansion "The Watchtowers" into C1 artwork |
(R/8) | The Medieval Expansion : In the Stocks | Joff | C1 | Allows a knight to be temporarily removed from a city |
(R/9) | The Medieval Expansion : Jousting Tournament | Joff | C1 | Creates an additional scoring area in a city |
(R/10) | The Medieval Expansion : The Gallows | Joff | C1 | Used to remove a knight from the city permanently |
(R/11) | The Medieval Expansion : The Order of Chivalry | Joff | C1 | Allows a knight to be added to a city, using unconventional means |
(R/12) | Forests | Scott & Novelty | C1 | A very large expansion that adds forests to the landscape; used as basis for many other expansions |
(R/13) | Wild Boars | Calvin Daniels & KlausiMausi | C1 | Designed to be played with "Log Cabins" and "Forests" |
(R/14) | Green Dragon | Novelty & Scott | C1 | Incorporates features from other published expansions with Forests - Inns, Volcano, Princess, Magic Portal - and adds Logging Camps |
(R/15) | Log Cabins | Novelty | C1 | Tiles with a log cabin that is complete when the four diagonal tiles have been placed |
(R/16) | Evergreen Forest | Novelty | C1 | Foresters Guild, Cherry, and Chivalry icons on Forest segments increase the value of a forest, give a double turn, or allow followers to be swapped |
(R/17) | Forest Fire | JPutt927 | C1 | Adds a fire that wrecks havoc on the forest in which it is placed |
(R/18) | The Little Forest | Quevy | C1 | This small forest provides shelter for robbers, wood for construction and various types of food for the population; these tiles are placed at the start of a game; includes two lake tiles |
(R/19) | Mountains | Scott & Novelty | C1 | Adds Mountains as a new landscape feature; mountains are scored when the tile is played; other expansions in the series require that "Mountains" be used |
(R/20) | Dragon's Lair | Scott & Novelty | C1 | Additional tiles for use with "Mountains", with the features from "Princess and Dragon" |
(R/21) | High Places | Novelty | C1 | Adds cloisters and shrines to tiles for use with "Mountains" |
(R/22) | Pyrénées | Quevy | C1 | Set of starting tiles, which creates a mountain range to splits the landscape (like "The River"); CarcF link includes some extra tiles |
(R/23) | The Foot Hills - Part 1 | TheSteveAllen | C1 | A set of tiles which allow play with "Mountains" and "Forest" expansions in the same game without leaving lots of holes |
(R/24) | The Ocean : Men of the Sea | Skipboris | C1 | Play with "The Ocean"; adds Chateau D'If, betrayal, mutiny and islands to strand sailors on |
(R/25) | The Ocean : Deltas | Skipboris | C1 | Tiles which provide a connection between rivers and "The Ocean" |
(R/26) | Taxes & Tolls | Quevy | C1 | Special towers are built for the purpose of gathering income from features around them, rather than it going to those who have done the work on them; players may place a follower on any unoccupied tower when placing one of the tower cards; German rules in draft only |
(R/27) | Vineyards | Novelty & Gwommy | C1 | Enables a double turn if placed next to a shrine where you have a follower (released before "Hills and Sheep") |
(R/28) | Wheat Fields | Chris Lynn & Novelty | C1 | Enables a double turn if placed next to a cloisters where you have a follower |
(R/29) | Wells | Meepleater | C1 | Wells add to the value of roads |
(R/30) | Wells II | Wolnic | C2 | Wells add to the value of roads; updated version of "Wells" |
(R/31) | Fountain of Youth | Meepleater | C1 | More tiles with wells, but with added landscape types for integration with "Forests", "Fishermen" (or river) and "Mountains" series |
(R/32) | Whispering Woods | Novelty | C1 | Tiles containing both river and forests, and some other landscape features |
(R/33) | Waterfalls | Hester | C1 | A combination of river and a line of cliffs results in waterfalls |
(R/34) | Waterfalls 2 | Quevy | C1 | The fishing near a waterfall can be more profitable, but it all depends on where an angler chooses to place themselves; more tiles featuring river, cliffs and waterfalls, which are combined with the tiles from "Fishermen" |
(R/35) | Swan Lake | Novelty | C1 | Adds swans that increase the value of a river; should be played with "Fishermen", and includes 3 tiles for use with "Forests" |
(R/36) | Fishermen | Novelty | C1 | This large set of river tiles are mixed in with the regular tiles (rather than being placed first), and a player may deploy a follower to the river, source or lake of the tile that was just played as a fisherman |
(R/37) | Fish Huts v2 | Novelty | C1 | To be played with other river expansions, such as "Fishermen", it contains river segments and fish-smoking huts; followers can be deployed to the huts and score points when the hut is completed; updated version of "Fischerhütte" (Fish Huts v1) |
(R/38) | Trifecta | Novelty | C1 | Each tile has at least 3 icons or 3 things going on, taken from a mix of official and fan expansions |
(R/39) | Tributaries | Unknown | C1 | Each river tile contains at least one special icon or feature, taken from other official or river expansions |
(R/40) | Lord of the Rings 1 : Fellowship of the Ring | Meepleater | C1 | Adds popular tiles from the mythology of the works of Tolkien |
(R/41) | Railroads | Matthias Hecking | C1 | Tiles with railroads instead of roads; there are no "ends" for the railroads, and this expansion does not fit with the medieval Carcassonne theme |
(R/42) | Fish Huts v1 (aka Fisherman's Cottage) | Jörg Krühne | C1 | Contains river segments and fish-smoking huts; followers can be deployed to the huts and score points when the hut is completed; later updated and expanded; original HiG version |
(R/43) | Loggers and Millers | Steffen Reichel & stefanogiugliano2 | C1 | The last expansion to be added to the Hans im Glück site in late 2005; original is not in the same style as other Carcassonne tiles; updated tiles on BGG are based on C1, but different tree styles from other forests available |
(R/44) | Forest | Guntram Engelhardt | C1 | Notable for the first four-way roundabout, the tiles are not in the same style as other Carcassonne tiles |
(R/45) | More River (aka New River Tiles) | Martin Storbeck | C1 | The River was given away in Essen (October 2001) for free!; the author made 11 river tiles and called it "Der Fluss in neuen Bahnen" (The River in New Pathways) in March 2002; it is presumed that HiG copied this, added a 12th tile, and renamed it "mehrfluss" (More Rivers) sometime before December 2004; this became the "Rivers II" |
(R/46) | New Tiles (aka City Walls) | Guido Kämmer | C1 | An early collection of new tile configurations, some of which have appeared in other expansions; later released as "Ramparts" |
(R/47) | More New Tiles | Gerry | C1 | Another early expansion containing some new configurations - quite dark |
(R/48) | Butterfly tiles | Benjamin Stengel & Stephan Harms | C1 | More new tile configurations in this early expansion; mostly road and city, with a couple of inn/lake tiles |
(R/49) | All the Rest of the Tiles | notsewkram | C1 | A large collection of other tile configurations using just the standard features of cities, roads and cloisters |
(R/50) | Family Feud V1 | Frédérick Renaud & Novelty | C1 | Repackaged version of "The Families" with a different tile mix - more city tiles |
(R/51) | Family Feud JPutt927 | JPutt927 | C1 | There are now 4 different family factions vying for control of the cities; in this version 2 families may share a city, with one taking a more dominant role |
(R/52) | Archery Tournament | Scott | C1 | Adds the function of "Jousting Tournament" from the Medieval Expansion to farms; designed to be included in "Medieval Expansion" |
(R/53) | Breweries V1.1 | Meepleater | C1 | The monks and clerics of Carcassonne have branched into other fields, in particular, brewing ale; however, this has met with some disapproval |
(R/54) | Wine Merchant | loganmann1 | C1 | Increases the value of roads connected to cloisters, or cities with pennants or wine tokens |
(R/55) | Barriers & City Walls | Gwommy | C1 | Adds various tiles with walls on at least one side, that act in the same way as those of the Abbey |
(R/56) | Drought & Pestilence | CarcassonneCentral & Novelty & Jabberwocky | C1 | Carcassonne Central May 2009 collaborative expansion; rat infected cities lead to any followers present being quarantined there until the end of the game, while drought areas in fields reduce the value of cities |
(R/57) | Marketplace | Scott | C1 | Increases the value of a city for the surrounding farmers, unless the city is besieged |
(R/58) | Corn Circles 3 | Hawkinsssable | C1 | Some new Corn Circle tiles |
(R/59) | Brick Masons | CarcassonneCentral | C1 | The tiles show construction work on city walls; when a city is completed, which contains at least one of the tiles, there is immediate farm scoring in the fields touching that city |
(R/60) | Troubadours | JPutt927 | C1 | Music plays across the landscape as troubadours have begun sharing their songs and intellect with the citizens of Carcassonne; scores 4pts for each follower on the associated feature |
(R/61) | The King's Gate | CKorfmann & JPutt927 | C1 | Allows 2 cities to be magically connected |
(R/62) | Ghettos | Novelty | C1 | Adds a tile similar to the Abbey, but without the cloister; another player must place a follower into the ghetto for the rest of the game |
(R/63) | Labyrinth | CARC_Zoner | C1 | Adds four Labyrinths which work in the same way as cloisters, but you need to complete them quickly or lose your follower |
(R/64) | Dirt Roads v0.1 | Welli Designs | C1 | Adds dirt roads, which can negatively impact the value of regular roads |
(R/65) | Crater | Trebuchet | C1 | When the asteroid strike happens, followers on features connected to the tile (city, road or field) are returned to the players' supply |
(R/66) | Lord of the Manor | Scott | C1 | Adds castles to cities and farms (prior to the publishing of "Bridges, Castles & Bazaars") |
(R/67) | Incarcerated | Novelty | C1 | Creates a Bastille tile, similar to the Abbey that can be placed against any tile edge; after capturing a follower with a meeple they can be placed into the Bastille, and only released when the Bastille is surrounded by 8 tiles |
(R/68) | Trebuchet | Trebuchet | C1 | Designed to counter-balance the destructiveness of towers, destroy towers and protect followers; played with The Tower |
(R/69) | Villages | CarcassonneCentral | C1 | Allows players to make strategic placements of Village tiles in order to boost the value of roads, contribute to cloisters, steal from farmers; includes tiles for use with "Forests", "Mountains" and River |
(R/70) | Reservoirs & Granaries | Meepleater | C1 | Reservoirs provide a new way to score, and a granary can give points or negate a siege; "Cathars"/"Siege" recommended but not required, as 3 siege tiles are included |
(R/71) | Castle Lords | Trebuchet | C1 | Score more road points by extending your castle road |
(R/72) | Upper Carcassonne | Gwommy | C1 | Adds different levels to cities |
(R/73) | Foreign Traders | Gwommy & Novelty & Lakoda | C1 | Carcassonne Central September 2009 collaborative expansion; any city with the Foreign Trader icon grants privileges to the player that closes the city, and to those that score for it |
(R/74) | The Abbot (aka Cloister-ville) | BT | C1 | St Benedict's model for the monastic life was based on the family, with all the monks, as brothers, living a contemplative life of prayer within a monastery, where they serve under the rule of the abbot, as father; this provides new scoring opportunities for cloisters. |
(R/75) | Roman Road & Roman Temple | Novelty & JPutt927 & Jabberwocky | C1 | Carcassonne Central July 2009 collaborative expansion; roman Temple acts as a super Shrine which boosts the worth of a city, or negates the effects of a Cathedral; any player may add a thief to the Roman Road when it is extended |
(R/76) | Lakelands | Guido Kämmer | C1 | Adds lake segments to the Carcassonne landscape; lakes behave in a similar way to cities, with fish instead of pennants, and even the possibility of using builders |
(R/77) | Way Through The City | Silvio Schumacher | C1 | A road divides a city, with city gates where it passes through the walls, and high walls on either side; on one tile the gates are closed, on the other they stand open; no English translation |
(R/78) | The Beggars | Marcus Gwiasda | C1 | Beggar's may be placed in the huts found at road junctions; they make their living from road, city and monastery connections, but may be moved on, or replaced, as others realise how lucrative the business can be; no English translation |
(R/79) | The Landowners | Marcus Gwiasda | C1 | This tiny expansion adds 2 tiles, each with a bridge, allowing meadows to expand to larger areas - one a road, and the other joining two city segments; no English translation |
(R/80) | The Conquerors V1 | Dieter "Belushi" Rausch | C1 | Contains five separate tile features - dirt roads, where fields on either side become joined, a Möbius junction consisting of a separate horizontal and vertical road (although placing a follower on the tile itself means having a foot on both), the Oracle which allows a player to reject their first drawn tile, plus several siege tiles, watchtower and ruins |
(R/81) | The Conquerors V2 | Dieter "Belushi" Rausch & Seli | C1 | Contains five separate tile features - dirt roads, where fields on either side become joined, a Möbius junction consisting of a separate horizontal and vertical road (although placing a follower on the tile itself means having a foot on both), the Oracle which allows a player to reject their first drawn tile, plus several siege tiles, watchtower and ruins; updated tile artwork by seli |
(R/82) | The Conquerors WD | Dieter "Belushi" Rausch & Seli | WD | Contains five separate tile features - dirt roads, where fields on either side become joined, a Möbius junction consisting of a separate horizontal and vertical road (although placing a follower on the tile itself means having a foot on both), the Oracle which allows a player to reject their first drawn tile, plus several siege tiles, watchtower and ruins |
(R/83) | Dragon Riders and Slayers | jeRm! | C1 | introduces a troll beneath a bridge that reduces the value of the road, tiles that cause the Dragon to depart (for a time), and the option for a follower to "ride" the dragon, gaining points for each follower eaten; requires "Princess and Dragon" |
(R/84) | Outposts | Novelty | C1 | A new tile feature protects a follower from being captured by the dragon (designed to be played with the "Princess and Dragon" and "Forests") |
(R/85) | The Labyrinths (stalcupojoy) | Stalcupojoy | C1 | Alternative Labyrinth designs, based on the Spiel Doch tile layout |
(R/86) | Storehouses and Paths | jeRm! | C1 | Introduces some dirt roads that can be placed against field tile edges and storehouses in cities that cancel out any end game scoring for the farmers in the fields around them |
(R/87) | The Bountiful Harvest | Wolnic | C1/C2 | As Summer fades through Autumn, the crops in the fields are ready for harvesting;apples, pumpkins and grapes are sold in the nearby cities or are used by the monks in the monasteries where they are turned into wine or cider. |
(R/88) | Market Commons | CarcassonneCentral & Novelty & Jabberwocky | C1 | Carcassonne Central June 2009 collaborative expansion; all players can choose to add followers to either the field or road under special conditions |
(R/89) | The Well & The Donkey | jeRm! | C1 | When The Donkey tile is placed, each player in that city loses one of their followers from the city; if a Wheat Field tile is placed, any Wheat tokens in a connected city are given to the farmer, not the player that closed the city; similarly for the vineyard tile and any Barrel tokens |
(R/90) | The Well & The Donkey Remastered | huhsak | C1 | When The Donkey tile is placed, each player in that city loses one of their followers from the city; if a Wheat Field tile is placed, any Wheat tokens in a connected city are given to the farmer, not the player that closed the city; similarly for the vineyard tile and any Barrel tokens |
(R/91) | Stone Walls | Carcking & Solazy & Collaborativ | C1 | Players make strategic placement of Stone Wall tiles; the Stone Mason is introduced and points are scored for completed walls; contains tiles for use with other expansions |
(R/92) | The Guilds | Scott | C1 | Four guilds are erecting guild halls; each guild allows you to influence the game in different ways (based on the Assassin's Creed series of games) |
(R/93) | Horses | frankdux | C1 | Allows you to score some points off other player's barns |
(R/94) | Industries | Luke Tubbs & Giles Smith | C1 | Connect the industries to cities to gain more points |
(R/95) | The Coast C1 | Wolnic | C1 | Adds tiles containing land and water that can be used to create a large lake, or length of coastline; includes several river mouths for use with river tiles |
(R/96) | The Coast C2 | Wolnic | C2 | Adds tiles containing land and water that can be used to create a large lake, or length of coastline; includes several river mouths for use with river tiles |
(R/97) | Sailing The Seas : Reefs | Wolnic | C1/C2 | Expansion for "Sailing The Seas" adding reefs along one or more sides of the tiles which force ships to sail around them |
(R/98) | Cliffs and Waterfalls C1 | Wolnic | C1 | Cliffs, rocky outcrops, rivers and waterfalls are added to the landscape |
(R/99) | Cliffs and Waterfalls C2 | Wolnic | C2 | Cliffs, rocky outcrops, rivers and waterfalls are added to the landscape |
(R/100) | Stone Circles and Ley Lines | Wolnic | C1/C2 | The landscape is dotted with stone circles and earthworks – some may just be mounds of stones! Nobody knows where they came from, how old they are, or what they were for. Some claim that several appear to be in alignment … |
(R/101) | New Forest : Autumn Colours | Wolnic | C2 | A selection of the tiles from "New Forest", given an Autumnal colour scheme; Includes "An Apple A Day" |
(R/102) | Cities By The Sea | Wolnic | C2 | For use with "The Coast" (and similar expansions), this includes tiles with cities that continue from one tile to the next, along the seashore; place some as starting tiles |
(R/103) | The Coast : Ports | Oldbonz & Meepledrone | C2 | The port tiles can be placed in the same way as abbeys, but for the coastline |
(R/104) | The Long Tunnel | Oliver Perialis | C1 | An early expansion; roads disappear underground (long before "The Tunnel expansion), there is one pair of tiles for the "long" tunnel, while others have two exits on the same tile and continue the road, the field crossing above; images from 4-tile sampler available, but not the full version; no longer available |
(R/105) | Kingdoms | Astargoth | C1 | Rival lords seek to claim the land for themselves, building palaces and capital cities from which to centralise their rule |
(R/106) | The Thieves' Road | Wolnic | C1/C2 | Adds points to a road where it passes through patches of woodland, or rocky defiles - an ideal place for ruffians to hide. |
(R/107) | Celestial Events | Cristinfunchi & Meepledrone | C1/C2 | Adds celestial events - eclipses, shooting stars and comets - which the devoted people of Carcassonne, lead by superstition, would read as omens, premonitions, divine messages, or even punishments from the heavens |
(R/108) | The White Horse | FarawayPictures | C1 | 3x2 block of tiles with a ground-based artwork of a leaping white horse; players score 2 points when tile is placed; see "The White Horse V2" (from CarcCZ) for modified rules with some clarifications |
(R/109) | The Invasion | jeRm! | C1 | When a "smoke" city is completed, players may leave their followers in the city; they can be used to "invade" any city, when it is completed, that is reachable over the road network; any incomplete "smoke" city scores negative points at game end, and 2-tile "smoke" cities are ignored by farmers; tiles re-used from "The Plague" by Friederich Scholta (from Carcassonne.nl) |
(R/110) | Dairies (aka Wheel of Cheese) | mPony | C1/C2 | Adds The Dairy, which can be occupied and scored during the game or left until later; used with the "Wheel of Fortune" wheel tiles, they add to the value of fields; early versions used a "cow head" symbol |
(R/111) | The Pirate Coast | Hawkinsssable | C1 | A selection of tiles to create a coastal landscape, plus additional river tiles; plus Pirates! |
(R/112) | The Cliffs | Hawkinsssable | C1 | Each tile in the expansion features cliffs, and each tower foundation also features a flying machine - to help you do interesting things with your followers when you draw a tower tile |
(R/113) | The Caverns of Carcassonne | Just a Bill | C1 | Caves may at first be isolated, or connected in awkward ways. As the landscape fills, shortcuts are discovered and clever adventurers exploit the developing underground system to find their way to greater riches. |
(R/114) | Metropolis | Friederich Scholta | C1 | An early expansion (from 2003); large city block is set aside until trigger tile is drawn, when it is added to the landscape; no longer available; originally sold online |
(R/115) | The Winter Abbey | Whaleyland | WE | Creation of an Abbey-style tile for use with the Winter Edition, using a modified Monastery, rather than the normal Abbey image |
(R/116) | The Faerie Circles | Whaleyland | C1 | Rumours in the wind hint at secret faerie circles in the forests where heretics practice their dark arts |
(R/117) | Witch Craft | Zotto | C1 | The features in this set of witch-themed tiles include a bewitched city and cursed meadows, but also a means to lift the curses; draft rules and tiles (some of which have elements that don't fit with the normal artistic style); no English translation |
(R/118) | The Farmers Markets of Carcassonne | Fritz_Spinne | C1/C2 | Farmers' Markets are held at major road junctions; a follower placed to manage it scores when all the roads are completed; adds to farm scoring at game end; C2 tiles designed, plus river bank market, awaiting final version of C1 tiles; no English translation |
(R/119) | Pope & Devil | crazydoggie | C1 | If either of the tiles is placed next to a monastery, they modify the scoring when the monastery is completed; no English translation |
(R/120) | Prayer Labyrinth | Josh Gadreau & Caleb Wong & Seli & Quevy | C1/WD | Link to some low resolution labyrinth/maze tiles (originally on BGG), and discussion/examples of updated versions in improved quality and for WD |
(R/121) | The Hills of Carcassonne | PresetM | C1 | 3x tile design proposals and follow-up discussion about possibly re-making "The Mountains", but using hills to give a better transition from the normal fields; no English translation |
(R/122) | 6 Cloisters aren't enough! | Safari | C1 | The mini-expansions "Monasteries in Germany" and "Monasteries in Holland" are designed to replace the monasteries in the basic game; in this expansion the Dutch monasteries have been added to monastery tiles taken from some of the expansions so that all 12 special monasteries can be played together; no English translation |
(R/123) | Wheel of Fortune 3x3, 2x2 | Telecaster | C1 | Different sized tile blocks containing version of the "Wheel of Fortune" |
(R/124) | European Nobility | Stahlfaust | C1 | Introduces several different shield designs in city segments (no tile designs or numbers of each (possibly 4)) including a generic Carcassonne shield, the number/combination within a city affecting city scoring; if the Carcassonne shield is present, score a point for each connected road; draft rules in German |
(R/125) | The Breweries of Carcassonne | Ratz65 | C1/C2 | Breweries, when completed, score for buildings on surrounding tiles (towns, monastic buildings, castles, etc.); not available at present - CarcF Advent calendar |
(R/126) | Chapels and Monastery Gardens | Fährmann | C1 | With the official introduction of gardens with C2, this expansion now only contains 3x Chapel tiles; these add to the value of a monastery when they are placed in the surrounding ring of 8 tiles, and permit the placement of a builder; no English translation |
(R/127) | Wells in a Roundabout | Fährmann | C1 | When a "well in a roundabout" is part of the road being scored, the player closing it may draw a Bonus Tile (as in "Hunters and Gatherers" when closing a forest with a menhir); Bonus tiles are available separately |
(R/128) | Wells in a Roundabout - Bonus Tiles | Fährmann | C1 | These are the Bonus tiles used with "Wells In A Roundabout"; these typically contain different configurations, multiple city shields, etc. |
(R/129) | Watchtower with Flags - Bonus Tiles | Fährmann | C1 | Where a tower with flag is shown on the city walls, it may be occupied by a follower, scoring the number of continuous wall sections around the city, plus points for each road connection; published before "The Watchtowers"; no English translation |
(R/130) | Country Paths | Fährmann | C1 | These are less well defined tracks through the landscape; they can continue normal roads keeping fields separate, but they may also be placed against a field tile edge; no English translation |
(R/131) | Roads through Cities | Fährmann | C1 | City tiles with roads which continue through the city, from one city gate to another, but which do not split the city or the road |
(R/132) | The River & The Count of Carcassonne | Seli | C1 | Replacement tiles for The City of Carcassonne, with river sources leading away from the city walls |
(R/133) | The Abbot & The Flower Gardens | PresetM | C1 | With the introduction of "The Abbot" and gardens in C2, gardens have been added to tiles in the C1 style |
(R/134) | The Abbot & The Herb Gardens | PresetM | C1 | With the introduction of "The Abbot" and gardens in C2, gardens have been added to tiles in the C1 style |
(R/135) | The Abbot & The Fruit Gardens | PresetM | C1 | With the introduction of "The Abbot" and gardens in C2, gardens have been added to tiles in the C1 style |
(R/136) | The Gardener's Wife | PresetM | C1 | Additional figure and tiles, played in the same way as "The Abbot", but limited to Gardens |
(R/137) | The Imperial City | redhairmax | C1/C2 | The tile contains "The Imperial City" set within a city (scores 4pts), with each of the "edge" cities scoring more as each is completed; discussion about whether this could be excessive; no English translation |
(R/138) | The Flags | LRV | C1 | When a city with a banner is completed, all players with at least one follower score points; a banner in a field adds 2 points at the end of the game; includes 1x tile with "Joker" crop circle; no English translation |
(R/139) | Lake and Anglers - Curse of Lake, Forest and Mountains | PresetM | C1 | The 2 tiles were provided as examples in a wide ranging discussion which included issues of introducing different tile edge types into the game, such as Forests, Lakes and Mountains; tiles come from an unpublished expansion, "Lake and Anglers" |
(R/140) | Random Creativity | LRV | C1 | A collection of mainly river tiles, plus a 4-way roundabout with well, walled cloisters, and a new "Joker" crop circle; no English translation |
(R/141) | GQ 11/06 | Ratz65 | C2 | Conversion of the published "Games Quarterly 11/06" tiles in C2 artwork |
(R/142) | New Forest : Green Dragon (subset) | Wolnic | C2 | Subset of the tiles ("Princess and Dragon" and logging camp) from "Green Dragon" |
(R/143) | Go with the Wind | Leven | C1 | This variant of "The Wind Roses" expansion restricts the area where followers may be deployed; the area is determined by the latest quarter wind rose and the position of the orange or blue wind rose |
(R/144) | Signposts and the Château | Just a Bill | C1 | Introduces a number of road tiles with direction markers which act like Inns; followers may occupy the Château (complete when all roads are closed) and it contributes towards any city on the road network without pennants |
(R/145) | The Übertiles | Just a Bill | C1 | Adds multiple features from different expansions to each tile; each player gets one at the start, may "buy" one at the cost of one follower/special figure, or if they land on the 0 space on the scoreboard |
(R/146) | Country Paths (Advent Calendar 2016) | Fährmann | C1 | These are less well defined tracks through the landscape; they can continue normal roads keeping fields separate, but they may also end against a field tile edge; see "Country Paths" |
(R/147) | The Groves | Leven | C1 | Road junctions at the edge of the tiles |
(R/148) | Wells in a roundabout (Advent Calendar 2016) | Fährmann | C1 | A subset of the tiles containing wells set into a roundabout - see "Wells In A Roundabout" - which grant a Bonus tile for the player closing the road; Bonus cards are available separately |
(R/149) | The Scout | tdrilling | C1 | When the Scout Camp tile is placed, a follower may be added to it; The Scout may be moved (by the player) over the next 5 turns gaining points for cities passed; but may also elso become a knight, thief or farmer |
(R/150) | The Groves V1.2 | Leven | C1 | Updated version of "The Groves" with more clearly defined road junctions at the edge of the tiles |
(R/151) | Lake, Fisherman & Lighthouse | Carsten Engels | C1 | An early expansion; a slightly different artwork style creating a large lake or coastline, with lighthouse and fishing huts; no longer available |
(R/152) | Landowner (aka Landlord) | Carsten Engels | C1 | Adds bridges, tunnels and road ends to allow fields to get bigger; see also "Farmer's Happiness 1 & 2" and "Farmer's Heaven" |
(R/153) | Lighthouses and Water | Marcus Müller | C1 | An early expansion; more lake tiles for use with "Fisherman and Coast", and includes lighthouses; land tiles include a 4-way roundabout; no longer available |
(R/154) | Cliffs and Waterfalls Sheet3 | Wolnic | C1/C2 | Cliffs, rocky outcrops, rivers and waterfalls are added to the landscape |
(R/155) | New Cities | Oliver Perialis | C1 | An early expansion; adds new (for the time) city configurations; no longer available |
(R/156) | New Fields | Unknown | C1 | Tiles contain mostly fields, some of which have several field segments separated by fences, a couple have road ends, and one road tunnel |
(R/157) | Rockfall | Unknown | C1 | Field and road tiles with lines of rocks dividing the fields into smaller sections, and some blocking the roads |
(R/158) | Unexpected Events | Unknown | C1 | City tiles, each with a marker, presumably indicating some event occurs when placed; no rules |
(R/159) | Forest & Marsh | Freetower | C1 | An early expansion; this expands on "Forest and Water" with more forest tiles, plus (?) marsh; no tile images or descriptions found; no longer available |
(R/160) | The Wonders of the World | Zotto | C1 | Tiles include the 7 Wonders of the World, and 5 road tiles with pennants |
(R/161) | Solazy Tiles | Solazy | C1 | An early expansion comprising a mixture of different tile designs - some with walls across the diagonals, a field passing under a bridge, a one-tile city, villages, a 3-way road junction, Thieves Woods/Smugglers Tunnel which are offset by Outposts/Barracks, and a few others |
(R/162) | Vanguard | Maulei | C1 | Vanguard cards give different advantages and disadvantages to players; each player takes one card and it grants one of their follower types special actions during the game - for example, score a closed farm, double turn for any thief or knight, bonus scoring - or select from 3 cards |
(R/163) | Pirates & Plunder | Robotman | C1 | Standalone game based on Carcassonne; players create islands, trade routes, sea zones, and ports, on which the players may place their ships in order to earn points and collect resources |
(R/164) | The Arsonist | Rene Gagnon | C1 | Each player's Arsonist may be played as a regular double-sized follower, or placed in a field in it's special role; it can be used to burn barns and scare off other farmers; see "The Robber Gang" for something similar, but much simpler |
(R/165) | Lords of Wilderness | Dragonlord | C1 | When you place a tile with an icon, put the animal on and it will act as a builder, for forest, river, mountain and field |
(R/166) | Château de Montségur | Dragonlord | C1 | Ideas to replicate the siege of the Château de Montségur; requires "The Tower" tiles |
(R/167) | The Black Knight | Playsthething | C1 | If the tile is placed next to any unfinished city that is currently occupied by one or more knights, the player who laid the tile moves one knight out of the city and onto the black knight tile for a turn; some discussion how this might work with differing number of players |
(R/168) | The Winter River Extra Tiles | Wolnic | WD | 8x river sources and 4x river ends for use with the Winter Download version of river tiles, some of which appeared in the Carcassonne Advent Calendar 2019 |
(R/169) | The Winter River | Fenrir & Wolnic | WE | River tiles for use with WE; fenrir's original low res version available on the first link (hi-res image no longer available); Wolnic's (slightly) better version on the second link; before official WE River release in 2020 |
(R/170) | Winter Edge Coast | Wolnic | C1/WD | A small selection of coastal tiles that can be used when combining C1 and WD tiles |
(R/171) | Winter Islands | Wolnic | WD | Subset of the island tiles in "Sailing The Seas : Extra" with features from some expansions - dragon, tower, cloisters |
(R/172) | The Circus | Sandy Knoll | C1 | When placed, the player must move a follower already in play to the Circus; they will remain there until the player next scores a feature; tile designed for 3d (red/green) glasses |
(R/173) | Fork in the road | Sandy Knoll | C1 | Tile contains a road junction, all three legs of which must be closed before completion; tile designed for 3d (red/green) glasses |
(R/174) | Single City Tile | Sandy Knoll | C1 | Tiles contain an enclosed city on a single tile; tile designed for 3d (red/green) glasses |
(R/175) | Modern Marvels | loganmann1 | C1 | Three Modern Marvels - road construction, drilling for oil, and a burger joint … images don't sit well in in the landscape, or the mediaeval theme |
(R/176) | Sasquatch, Time-Machine & UFO | Shelby Cinca | C1 | Each of the three tiles has a different effect; one reduces the value of a field, the second permits an adjacent tile to be removed, and the last removes a farmer from the field; download link not working |
(R/177) | Monasteries In Spain | Mas9dj & Wolnic | C1 | Spain is rich in monasteries; here are 12 of the most important ones, together with a new way of playing |
(R/178) | Strasbourg | Oliver Perialis & Michael Dörr | C1 | An early expansion with new city and road layouts; no longer available |
(R/179) | Universal Connecting Bars | Seli | C1 | Strips of tiles (with river along one edge) that can be used to combine different games : includes strips for Amazonas, Ark of the Covenant, Carcassonne I, Gold Rush, H&G v1, Mayflower, Over Hill and Dale, South Seas |
(R/180) | Snow Line V1 | Zotto | C1/WD | 5x 4-tile blocks used to connect C1 and WD |
(R/181) | Snow Line V2 | Zotto | C1/WD | Blocks of tiles used to connect C1 and WD |
(R/182) | Connecting Cards (C1-WD) | Zotto & KlausiMausi | C1/WD | It often feels that Summer and Winter come close on the heels of each other; these tiles act to connect tiles from C1 and WD versions; WD version of expansion by KlausiMausi |
(R/183) | Connecting Cards (C1-WE) | KlausiMausi | C1/WE | It often feels that Summer and Winter come close on the heels of each other; these tiles act to connect tiles from C1 and WE versions |
(R/184) | The Archabbeys of Carcassonne | marcel54321 | C1 | An occupied Archabbey scores extra for monasteries on the surrounding 8 tiles; originally planned to include 4 tiles; no English translation |
(R/185) | The 3 Holy Kings | Seli | WD | If a follower is placed as one of the Three Kings, it must be connected to the Bethlehem Stable double tile to score points; roads may continue through cities, monasteries, junctions, etc.; part of Seli's Christmas expansion set (W#5); no English translation |
(R/186) | Czech religious buildings | Unknown | C1 | Follower on a Czech building can be removed at any time, scoring based on the surrounding tiles (1 for central tile, 2 for each of the 4x adjacent tiles, and 3 for each of the 4x diagonal tiles); no English translation |
(R/187) | Player player | Unknown | C1 | Includes tiles with 2 monasteries (score 18pts), some single tile cities (which can be played/score like monasteries, or are scored immediately), a couple of single tile road loops, and a few others; no English translation |
(R/188) | Storehouses and Paths | Unknown | C1 | Introduces some dirt roads that can be placed against field tile edges and storehouses in cities that cancel out any end game scoring for the farmers in the fields around them; expanded version of "Storehouse and Paths" with consistent artwork |
(R/189) | Mr. Pernicek (Gingerbread man) | Chmura | C1 | Conversion of "The Gingerbread Man" tiles to C1; see "The Summer Gingerbread Man"; no English translation |
(R/190) | Mrs Gingerbread Hut | pet"ful | C1 | Other tile configurations for use with "Mr Pernicek" or "The Summer Gingerbread Man" (C1 versions); includes two tiles with the special Hut which, when placed, stops the normal re-deployment of The Gingerbread Man to a new city and scores his current city for the active player; no English translation |
(R/191) | The Wolves | Unknown | C1 | Tiles contain groups of sheep, wolves and a sheepdog; wolves modify the number of sheep adding to the value of the field at the end of the game, while the sheepdog cancels out any wolves in that field; no English translation |
(R/192) | The Overpasses | Chmura | C1 | Cards allowing fields to be connected across other features (road and city); no English translation |
(R/193) | The Thugs | Unknown | C1 | The tile contains a 3-way continuous junction; no follower may be added to this road, and any followers must be removed if it is added to an existing road; no English translation |
(R/194) | The Bridges | Chmura | C1 | Tiles contain lengths of bridges, bridge ends and junctions; followers may be placed on the bridges as toll collectors / guards, gaining points when the city to which it is attached closes, plus points for the bridge itself; no English translation |
(R/195) | The Sorcerer | Unknown | C1 | Three stone features - circle, gate and pillar - which add to the value of roads, but cancel out a connected monastery; also includes "The White Horse V2"; no English translation |
(R/196) | Stonehenge | Unknown (Eldenroot) | C1 | Stone Circle (in large roundabout) cannot be placed next to another monastic site, and vice versa; follower placed on it must wait until it, and all roads, are completed; follower can be placed on road as normal; no English translation |
(R/197) | The White Horse v2 | Unknown | C1 | Conversion of "The White Horse" by FarawayPictures; when first tile is drawn it must be positioned so the others can be placed around it; player can place a follower on the first tile which remains there until horse is completed; can also be used as a Start tile/block; guide ensures adjacent cards are corrrectly placed; no English translation |
(R/198) | The Abbot | Chmura | C1 | C1 conversion of "The Abbot"; no English translation |
(R/199) | Castles, Palaces and more | šmoula | C1 | Some single tile features that act as monastery but you can place as many followers as you like on them to score more when complete, tiles with a city wall on a tile edge which ends a city without scoring and tiles with a road along the tile edges, and "Heroes of Might and Magic", fortresses with roads where the road is owned by the follower in the castle |
(R/200) | City Token | Chmura | C1 | City caps can be used to end a city against non-city tiles (but don't count towards the score of the city); no English translation |
(R/201) | Huguenot Monastery | Lemmy77 | C1 | When cities in the field, where the Huguenot Monastery is located, are completed (or scored at game end) their score is doubled; it also forces any followers in that field to be removed from the game; no English translation |
(R/202) | Huguenot Cathedral | Lemmy77 | C1 | When the Huguenot Cathedral is placed any knights in that city are removed from the game, but any builders or mayors may be recovered when the city is completed; the city is worth more points than normal at game end scoring for any farmer in an adjacent field; no English translation |
(R/203) | Manufactory | Lemmy77 | C1 | When one of the tiles is placed, the player may place a follower on it with trade tokens they have already gained; the number of tokens affects the scoring when the manufactory is completed; requires "Builders and Traders"; no English translation |
(R/204) | Royal Road | Lemmy77 | C1 | Once placed, whenever a road tile is drawn it must be used to extend The Royal Road; it may not be used to end the road, unless that is the only placement option; followers may be added to the road each time it is extended; no English translation |
(R/205) | Master of the Ocean | Oldbonz | C2 | This is a reworking of a number of previously released ocean and coastline expansions; the addition of new tiles/rules brings this closer to the basic Carcassonne game; new features include Lighthouses, several different island structures and Merchant Lords |
(R/206) | Archipel | Oldbonz | C2 | Islands that can be connected together when using "Master of the Ocean" into an archipelago, with many new island features; can also be used with "Sailing The Seas" |
(R/207) | The Golden Abbey | MarkosBoss | C2 | Modified Abbey tile from "Abbey and Mayor", this one had golden yellow roofs, instead of orange; rules ???; no longer available on CarcC, and no discussion found |
(R/208) | Castle, Forge and Marketplace | Lomion | C1 | The Castle acts as a pennant in a city, and adds 1 to the strength of a follower placed on it; the Forges act like Inns, but for all roads leading from the city; a follower on a City Market scores for the trade symbols in the city; and Road Markets double the value of the road (as Inns); requires bazaar tiles from "Bridges, Castles and Bazaars"; no English translation |
(R/209) | The Cathars (Lomion.de) | Lomion | C1 | Rules and tiles appear to be the same as the published version of "The Cathars" |
(R/210) | That there is food in my house | Meepleater | C1 | Duplicate of "Tithe Barns" |
(R/211) | Fake Tiles | Novelty | C1 | A collection of disparate sets of tiles created for members on CarcC; mostly river and forest, but includes some roads with roundabouts; some of the tile designs may have appeared in later expansions |
(R/212) | Census | Leven | C1 | When one of the census tiles is drawn, everyone counts their followers in play and moves a separate mini Meeple on the scoreboard; the player with most census points at the end of the game gets a reward |
(R/213) | The Schoolhouses | Stalcupojoy | C1 | New Schoolhouse tiles that extend the fun of the "The School" expansion beyond the start of the game |
(R/214) | Donjon | Swiecki | C1 | Originally created as a set of 7 tiles, with incomplete rules, this is no longer available to view/download; one tile (low-res) is available to view; the Donjon was a palace based in a city, and it scored for shields in the city, and completed features on the eight surrounding tiles |
(R/215) | The Dwarf | Sinscerly | C1 | The player that places the most recent tile with the "Dark Forest" on it (one of the Dwarf tiles), controls The Dwarf; when a feature containing the Dwarf is completed, the Dwarf may also score the points, steal the points, or move a follower to another location (based on the roll of a die) |
(R/216) | Occitanes Bastides | Oldbonz | C2 | Adds fortified residences occupied by little Lords who try to exert their control over the local roads and derive what income they can from them. |
(R/217) | 3 Barons Archipelago | Oldbonz | C2 | Use with "Master of the Ocean" and "Archipel"; these 3-island clusters are used to modify connecting trade routes, using a mechanism based on "The Ferries" |
(R/218) | Portal | comptechgeek | C1 | Two tiles, each featuring the end of a portal, linking city and road features; see "The Kings Gate" |
(R/219) | Vistas Revisited | Snearone | C2 | Adds "Viewpoints" where Sightseers can score points for stopping to appreciate the beauty of the landscape before them |
(R/220) | New Forest : Evergreen | Wolnic | C2 | Selected tiles from C1 forest expansions - "Evergreen Forests", "Woodlands" and "Whispering Woods"; tiles feature three new symbols, each of which has different functions when played |
(R/221) | New Forest : Forest Fire | Brickmaster92 & Wolnic | C2 | Adds a fire that wrecks havoc on the forest in which it is placed; updated from C1 |
(R/222) | New Forest : Log Cabins | Wolnic | C2 | Tiles with a log cabin that is complete when the four diagonal tiles have been placed; update of C1 version |
(R/223) | (City With) A River Running Through (It) (1) | Wolnic | C1 | Create your own riverside city, or cities, at the start of the game |
(R/224) | (City With) A River Running Through (It) (2) | Wolnic | C1 | A second set of tiles to create your own riverside city, or cities, at the start of the game |
(R/225) | (City With) A River Running Through (It) (WD) | Wolnic | WD | WD version of tiles to create your own riverside city, or cities, at the start of the game; subset of tiles included in "(City With) A River Running Through (It)" |
(R/226) | Abbey and Freemasons | Dieter "Belushi" Rausch & Malte C Hausmann | C1 | An early expansion; Special Abbey requires two rings of tiles to be placed; a Mill can be placed with a follower into an occupied field, and counts towards majority; and several other tiles with their own rules |
(R/227) | Astronomers - UK Rugby Meetup 2015 | Decar | C1 | A new light can be seen above Carcassonne and astronomers have been sent to record it; stars are combined into constellations to score |
(R/228) | Basilicas | KlausiMausi | C1 | The clergy is constantly striving to increase influence; churches may be elevated to the status of basilicas; they are complete when surrounded by two rings of tiles, and reduce the value of neighbouring monasteries |
(R/229) | Catacombs | Whaleyland | C1 | Adds an underground layer |
(R/230) | Chappa'ai | Darathor | C1 | Based on "The King's Gate" fan expansion, this uses pairs of coloured stargates to connect cities, roads or fields; features may be occupied when tiles placed, but are deemed connected thereafter; scored when both sections are closed; uses customised artwork |
(R/231) | Churches of The Order of The Temple | Oldbonz | C2 | Special Churches boost the scores of adjacent features |
(R/232) | Cosmic Portal : Mirror Zone | Ker42 | C1/C2 | A strange vortex suddenly appears over Carcassonne, shifting the entire landscape into an alternate dimension where nothing is what it seems |
(R/233) | Dirt Roads v1.1 | Welli Designs | C1 | Adds dirt roads, which can negatively impact the value of regular roads |
(R/234) | Dubious Creativity | PresetM | C1 | When "Cult, Siege & Creativity" was released in 2008, the idea of making "expansions" for the two blank tiles was raised; several pairs of landscape tiles were created, some of which are rather bizarre and therefore should not be taken too seriously |
(R/235) | Farmer in The Dell | Carcking | C1 | Farm scoring is brought forward into the course of the game and slightly tempers the usual end of game rush for farmer scoring; farms can be scored mid-game if they are closed; includes more tiles with "Bluffs" and "Little House at the Corner" |
(R/236) | Fiefs (aka Fedual Estates) | Stalcupojoy & Kartenbastler | C1 | Feudal Castles score points for all cities in their surrounding Fiefs |
(R/237) | Fire and Rabble | Thorsten Jacob | C1 | An early expansion; this expansion introduced some rebellious elements in the landscape - angry mobs, burning meadows, cities and monasteries, but also the presence of those who would fight to preserve law and order; no longer available |
(R/238) | Fisherman and Coast | Freetower | C1 | An early expansion; includes some of the earliest lake tiles, the placement of a follower as a seaman, and fishermen's huts; no longer available |
(R/239) | Forest and Water | Marcus Müller | C1 | An early expansion; this expands on "Fisherman and Coast" with more lake tiles, some with forest edges; no longer available |
(R/240) | Forest Counts | KlausiMausi | C1 | Where roads pass through small areas of forest, local lords have built a stronghold; they are but thieves in another guise and earn their living from the roads, the cities at either end, and permitting local monks to gather herbs in the woods (for a price) |
(R/241) | French Castles | Oldbonz | C2 | Several new double-tile castles inspired by castles in France (but not based on any in particular); includes at least one next to a river; rules will probably be as for "German Castles" |
(R/242) | German Cathedrals … in the city | Wolnic | C1/C2/WD | The cathedrals from "Cathedrals in Germany" seem out of place, set in the country; here, they have been placed within a city setting; use them to replace the two Cathedral tiles from "Inns and Cathedrals" |
(R/243) | Great Fairs | Oldbonz | C2 | You have the option of placing a regular meeple and a special follower (builder, pig, or barn) on the Great Fair tile in the same turn |
(R/244) | King and Landed Gentry | Thorsten Jacob | C1 | An early expansion; new landscape features which, typically boost the value of the surrounding areas; no longer available and no tile images |
(R/245) | La Sagrada Familia | DrMeeple | C1 | Representation of La Sagrada Familia Cathedral in Barcelona |
(R/246) | Little House at the end of the Lane | Carcking | C1 | A Little House with a road is located at the corner of a tile, and is situated in such a way that if a city (corner) is placed adjacent to it the fields on each side of the road are separated; but if three field segments surround the house then the fields are joined |
(R/247) | Long Ways | Hannes Garsk | C1 | An early expansion; this included a couple of one-tile cities, "roundabout" tiles, and a monastery in a city; no longer available |
(R/248) | Magic Places | Marcus Müller | C1 | An early expansion; adds some vanilla tiles, plus some with special powers, such as exchanging followers, or modifying the landscape ; also translated as "Magical Harbours"; no longer availble |
(R/249) | Magic Worlds | Thorsten Jacob | C1 | An early expansion; various magical effects that affect surrounding features, when placed; no longer available and no tile images |
(R/250) | Manressonne | CAE Manresa | C1 | 1x grid arranged in 7 rows and 2 columns, bordered by the city of Manresa and by the mountain of Montserrat; between them there are 8 spaces in which it is possible to play landscape tiles, and any followers placed there gain an additional point when scoring a feature |
(R/251) | Market and Country | Marcus Müller | C1 | An early expansion; adds features such as market, inn, shrine, robber baron and mill; no longer available and no tile images or complete rules found |
(R/252) | Marketplace | Scott | C2 | Adds two marketplace tiles which increase the value of a city for farm scoring |
(R/253) | Mills and Fortified Towers v1 | Zedo66 | C1 | Superceded by "Mills and Fortified Towers v2", the original contained 4x mills and 2x towers; millers earn their living from the neighbouring farmers and fields, while farmers also benefit; any thieves on roads connected to the towers are removed; no English translation |
(R/254) | Mills and Fortified Towers v2 | Zedo66 | C1 | Millers earn their living from the neighbouring farmers and fields, while farmers also benefit; any thieves on roads connected to the towers are removed; updated in 2013 from "Mills and Fortified Towers v1" this contains an additional 4x mills and 4x towers; no English translation |
(R/255) | Mountains | Marcus Müller | C1 | An early expansion including mountain areas along tile edges; follower can be placed as a Miner; no longer available |
(R/256) | Nature | Zotto | C1 | An early expansion; this includes a number of natural events and disasters - snow and ice, sun and rain, tornadoes, etc. some of which result in the removal of already placed tiles; no longer available |
(R/257) | New Streets | Oliver Perialis | C1 | An early expansion; adds new (for the time) road sections including a 4-way and a 3-way roundabout; no longer available |
(R/258) | New Ways | Friederich Scholta | C1 | An early expansion; adds new (for the time) road tile designs; no longer available |
(R/259) | Origins | Amorpheus | C1 | Stone Age artifacts are discovered during excavations for various projects; if you draw an excavation tiles that matches an artifact tile in your possession, you hide it "beneath" the drawn tile with a follower as "Excavator" (Archaeologist); each Artifact grants different bonuses in the game once discovered |
(R/260) | Overland | Marcus Müller | C1 | An early expansion; introduces a monastery with two roads, some bonuses for roads, and some forests that surround a city, stopping the farmer from claiming points from it at the end of the game; no longer available |
(R/261) | Palace, Farm and Inn | Freetower | C1 | An early expansion; mostlly tiles with a focus on fields and roads; includes, palace, inn and farms which boost fields and roads; no longer available |
(R/262) | Patron Saints - UK Games Expo 2015 | CarcassonneCentral | C1 | Carcassonne Central produced this for UK Games Expo 29th-31st May 2015 in Birmingham; each of the United Kingdom's home nations are represented by a tile which can be played as normal or with the supplementary rules |
(R/263) | Public Buildings | Zotto | C1 | The population grows, the cities become larger and public buildings give them glory and splendor; for each city with a public building, the player with the majority of knights receives extra points; except plague hospitals, for which points are deducted; no english translation |
(R/264) | Robber's Son | Snearone | C1/C2 | A method for removing followers from roads |
(R/265) | Rugby - UK Rugby Meetup 2015 | Decar | C1 | Carcassonne Central members met in Rugby to host the first United Kingdom meetup Event on October 31st 2015; players may place followers onto adjacent tiles rather than the one placed |
(R/266) | Sea and Fishermen (aka The Lake) | Thorsten Jacob | C1 | An early expansion; a slightly different set of lake/coast tiles from others of the same period; no longer available |
(R/267) | The Alleys | Murphy013 & Cate | C2 | Carcassonne prospers and the rich want to upgrade the streets and plant trees alongside them; the longer, the better for the highwaymen, and prettier to look at on the way to the next town |
(R/268) | The Black Tower | Maik63de | C1 | A dark power emanates from "The Black Tower" and drains the resources of those in connected features; no English translation |
(R/269) | The Boom | Zotto | C1 | Adds landscape features which add to the values of cities, or which gain points from neighbouring cities at the end of the game; also includes some road tiles with trains which add to the value of the road; artwork style is not consistent with C1 |
(R/270) | The City Gates C2 | Snearone | C2 | City tiles with gates on the edge of the tiles, allowing them to be placed against fields, roads or other City Gates; conversion of the C1 expansion "The City Gates" |
(R/271) | The Gravediggers | KlausiMausi | C1 | If a player has a follower available when placing one of the tiles, it is placed as "The Gravedigger" and is active for one round; as each player takes their turn they pay "The Gravedigger" for features on the tile they place; and then "The Gravedigger" pays each of the other players for the number of areas on his placed card |
(R/272) | The Holy Grail | Friederich Scholta | C1 | An early expansion; as players complete features, their followers visit the Montsegur Fortress before being returned (and scoring an increasing number of points as the game develops) but must wait until they are replaced by the next follower to complete a feature; apart from the last who remains until the end of the game!; German rules and 4x3 tile block image available |
(R/273) | The Inquisition | Radoslaw Obuchowicz | C1 | When drawn, the tiles must be played on an occupied road or city; any points scored in the feature will be taken by the Inquisitor, regardless of other followers, who remain in place until the feature is completed |
(R/274) | The Lake with River Mouth | Guido Kämmer | C1 | An early expansion; adds tiles with lake edges and includes a set of river tiles, and a river mouth; this has subsequently been made available as "Lakeland", without the river tiles |
(R/275) | The Mysterious Light | CAE Manresa | C1/C2 | The two tiles must be placed in the same line of tiles, and any incomplete features that lie on that line, between them, at the end get bonus points added |
(R/276) | The Occult Tower | Snearone | C1 | The mysterious tower restricts placement of followers in its vicinity (road, city) and anywhere in the same field, cancels out an adjacent builder, and blocks the flight of the Dragon |
(R/277) | The Paved Streets of Carcassonne | Fritz_Spinne & Zotto | C1 | With the rise in importance of Carcassonne, a lively trade developed and the old Roman roads were gradually restored; the paved sections increased trade, and gave better pickings for the thieves; no English translation |
(R/278) | The Plague | Friederich Scholta | C1 | An early expansion; this had city segments greyed out, which affect the city score if unfinished, but also permits a means of entering another player's city directly; also includes a "Medic" tile which can negate the effects of the Plague; no longer available; for tiles, see "The Invasion" |
(R/279) | The Roads of Europe | Carcassonne.cat | C1 | To reflect the Covid-19 pandemic in 2020, when this tile extends a road, any followers on it are moved to an unoccupied and incomplete city (isolation), and the active player gets another turn |
(R/280) | The Robber Gang | Ricy | C1 | Robber Bands are attacking farmhouses, driving out the farmers; any farmers in fields, containing a burning farmhouse, are removed without scoring |
(R/281) | The Trade Road | Oliver Perialis | C1 | (Information - may include summary of rules and low resolution tile images) |
(R/282) | The Vassals | KlausiMausi | C1 | When placing one of the tiles, the player may add it to any field, even if occupied; the player may place a follower on it from their supply, or move one that is already on that field, as they wish; no English translation |
(R/283) | The Wells of Carcassonne | Ricy | C1 | Wells located in a city add to the value of the city when complete; uses the number of shields as a multiplier |
(R/284) | The Wide Lands | Hannes Garsk | C1 | An early expansion; several versions with differing no of tiles (6, 12, 15); includes inns, ruins, and a burning city; no longer available |
(R/285) | Vistas v1.2 | Stalcupojoy | C1 | Adds "Viewpoints" where Sightseers can score points for stopping to appreciate the beauty of the landscape before them |
(R/286) | Volcano and Miner | Marcus Müller | C1 | An early expansion; most of the tiles contain isolated areas of mountain, including a few with dormant/extinct volcanoes - although one may erupt at any time; followers can be placed in the mountains as miners, scoring connected field tiles at the end; no longer available |
(R/287) | Wandering Preachers | Snearone | C1/C2 | Followers on the tiles around the Wandering Preachers gain extra points when the Wandering Preacher is completely surrounded; includes suggestion of using the tiles with hills (from "Hills and Sheep") as preaching mounds and a neutral coloured figure as a reminder; see "Ideas for Bazaar variant" by AlbinoAsian |
(R/288) | Wild River | SxN | C1 | River tiles are mixed with the regular tiles, including several with "whitewater rapids"; these affect certain river activities and can cause previously laid tiles to be removed if the river can't be extended; any roads which bypass the wild river segment gain extra points - the road tiles must be adjacent to the river above and below the white water tiles |
(R/289) | Eminent Domain | frankdux | C1 | Allows you to remove tiles already in play and re-shuffle them for later use |
(R/290) | The Teams Courtyard | CAE Manresa | C2 | The city, in which this tile is placed, scores for each player involved, regardless of the number of their followers |
(R/291) | Scoreboard in the Middle of the Table | PapaGeek | C2 | Several layout options available; see also "Custom Scoreboard" |
(R/292) | Tolls | Quevy | C1 | Place tile to cancel normal scoring of a road |
(R/293) | Power of Attorney | frankdux | C1/C2/WD/WE | Allocate tiles to other players for their turn; use German Cathedrals or German Monasteries as proxy tiles? |
(R/294) | Homestake Dam, Big Backyard, Bag End | Stalcupojoy | C1/C2 | 3x very personal tile designs |
(R/295) | The Royal Gates (King's Gate & Queen's Gate) | Stalcupojoy | C1 | Re-working of "King's Gate", plus 2x Queen's Gate tiles, which can be used to magically link together two separate cities |
(R/296) | The Flight into Egypt | Seli | WD | Place a follower on the road as the Holy Family, and score points by moving along the road; part of Seli's Christmas expansion set (W#6); no English translation |
(R/297) | Jewels | Carca_Maker | C1/C2/WD/WE | Collect jewel/anti-jewel tokens |
(R/298) | Ocean Monasteries and Whirlpools | Oldbonz | C2 | Island-based Monasteries for use with "Master of the Ocean" |
(R/299) | Expropriations | Carca_Maker | C1 | Tile swapping / redevelopment idea |
(R/300) | Forts (fortin) | Oldbonz | C2 | Forts cover half a tile and can have any edge type adjacent |
(R/301) | Cities By The River | Leven | C1 | New river tiles where the cities touch the river; a second set of tiles features ports, with possible rules discussed only in the forum thread |
(R/302) | The Sorcerers | Ailurus | C1 | Deploy a follower as Sorcerer; when the tile has tiles at all 4 corners, the player receives two magic tokens, these can either be additive (white flame) or subtractive (black flame); the additive one is used to place an additional tile, the subtractive one to remove a tile; when both tokens are used the sorcerer returns to the supply; tile images no longer available |
(R/303) | Fish Huts V2 CII | Wolnic | C2 | It contains river segments and fish-smoking huts; followers can be deployed to the huts and score points when the hut is completed; C2 version of "Fish Huts" |
(R/304) | The Labyrinths | MarkosBoss | C2 | Based on the alternative Labyrinth designs by stalcupojoy, updated for use with C2 |
(R/305) | The Relics (Temples and Relics) | Whaleyland | C1 | Bonus tiles (as in H&G) assigned when a cloisters is completed; expanded to include other ideas, such as Pilgrimage Sites, Temples, a cross between Abbey and Shrine, and a travelling relic (as Ark); some tiles in "The Faerie Circles"; download links don't work |
(R/306) | Kombikante | Fritz_Spinne | C1 | City tiles, with gates in the centre of an edge, that can be connected to roads, fields, or other city gates; a pre-cursor to "City Gates"?; no English translation |
(R/307) | Sailing The Seas : Trade Routes Extra | Wolnic | C1/C2 | Expansion for "Sailing The Seas" adding more trade routes between ports and islands; can also be used with "The Coast" and "Master of the Ocean" |
(R/308) | Dairies - C2 milk bucket tiles | Wolnic | C2 | Intended to be used with "The Dairies" these add value to the Dairies and fields at the end of the game; tiles are based on the "Wheel" tiles from "Wheel of Fortune" so could be used to create that (until a C2 version is produced); early version used a wheel of cheese rather than milk bucket behind the numbers |
(R/309) | The Winery | Welli Designs | C1 | Tiles contain image of a building (as Winery) set in a field; no rules; no download available |
(R/310) | The Sunflower Fields | Welli Designs | C1 | Tiles contain a field of sunflowers set on mainly field tiles; some bits of road and city caps; no rules; no download available |
(R/311) | Seven Sins/Virtues | Dave | C1 | Each tile grants a special function or score modification, especially if in cloister zone; download link not working |
(R/312) | The Ruines | The Juts | C1 | Three field tiles (all FFFF) some of which grant a second tile, and some which make you miss the next turn |
(R/313) | Melon Fields | Welli Designs | C1 | Tiles contain fields of melons set on mainly field tiles; some bits of road and city caps; no rules; no download available |
(R/314) | Sailing The Seas : Trade Routes WD | Wolnic | WD | Expansion for "Sailing The Seas" adding trade routes between ports and islands; can also be used with "The Coast" and "Master of the Ocean" |
(R/315) | Alternative Wells II | Cookiemonster16 | C2 | Wells add to the value of roads; some new tile designs |
(R/316) | Untamed River | Unknown | C1 | River tiles are mixed with the regular tiles in use; any river tile must extend the river, but if it doesn't fit against a regular tile, that tile is removed (with any followers); translation of original, on CarcC link for "Wild River" |
(R/317) | First Wells | Snearone | C1/C2 | A reworked and updated version of Meepleater's "Wells" expansion |
(R/318) | Unending Family Feud | Snearone | C1/C2 | Updated version of Family Feud by Frédérick Renaud and Novelty; minor updates (eg gardens) to original tile configration and C2 version |
(R/319) | Forests - part 1 | Scott & Novelty | C1 | The "Forests" expansion has been divided into two 75-tile sets; this part contains the basic tiles |
(R/320) | Forests - part 2 | Scott & Novelty | C1 | The "Forests" expansion has been divided into two 75-tile sets; this part contains tiles with more advanced configurations, as well as tiles which integrate with "The Tower" and "Cult" expansions |
(R/321) | The Trade Road | Maik63de & Oliver Perialis | C1 | Creates a major trade road and palced, initially, like "The River"; re-drawn version of original expansion by Oliver Perialis |
(R/322) | The Simpsons | Cherrybowl | Rebranding, based on "The Simpsons", but no tiles publically available | |
(R/323) | Farm Fight (aka Meadow Fight) | Unknown | C1 | Fences divide a field on the tile into two sections |
(R/324) | Winter is Coming | Oldbonz | C1/C2/WD/WE | Concept for playing both standard and winter versions of the game at the same time, using existing connection tiles and double tiles (such as those by Wolnic in "Carcassonne goes Game of Thrones"), plus Hospitalets (work like Abbeys) |
(R/325) | Action Cards C2 (2022) | Matisek | C2 | Adds multiple features from different expansions to each tile - see "Ubertiles" |
(R/326) | Knight Games | KlausiMausi | C1 | Knight games have always been a magnet for spectators, and the market hustle and bustle also flourished; many come to the city to profit from the spectacle; when trigger tile is drawn, the 3x3 city block is placed according to normal rules and may be occupied as normal; based on original by Zotto; design thread can also be found in Forum |
(R/327) | Knight Games | Zotto | C1 | Knight games have always been a magnet for spectators, and the market hustle and bustle also flourished; many come to the city to profit from the spectacle; when trigger tile is drawn, the 3x3 city block is placed according to normal rules and may be occupied as normal; later reworking of graphics by KlausiMausi |
(R/328) | Welcome to Scotland | Maja von der Alme | n/a | New artwork, setting and changed rules (forests and lochs are common resources and score when they are extended, and some features add to field scoring); two mini-expansions added, with discussion of a third ("Myths, Sagas and Legends"); images from thread are missing and several links to material no longer work |
(R/329) | Kar-Kas-Onn | Giulio Zambon | n/a | Space based re-branding using double-sided tiles (players decide which side to use), two different habitats (cities), while roads are replaced by wormholes, and monasteries by planets; includes 8x text tiles that, when drawn, can be used to modify scoring or actions; includes a 12-tile Nebula replacing "The River" |
(R/330) | Allotment Gardens | Natalia Kulka | n/a | Urban rebrand focussing on allotments, urban farming and summer cottages; the idea was for different artists to reskin the tiles in their own style |
(R/331) | Allotment Gardens | Wojtech Mejor | n/a | Urban rebrand focussing on allotments, urban farming and summer cottages; the idea was for different artists to reskin the tiles in their own style |
(R/332) | Allotment Gardens | Andrew Paterson | n/a | Urban rebrand focussing on allotments, urban farming and summer cottages; the idea was for different artists to reskin the tiles in their own style |
(R/333) | The Snowman | Plattenleger | WE | Snowmen located in a city add to the value of the city when complete; uses the number of shields as a multiplier; Winter adaptation of "The Wells of Carcassonne" |
(R/334) | The Royal Gateways | Snearone | C1/C2 | Re-created version of "The Royal Gates" by Stalcupojoy, including a version for C2, which can be used to magically link together two separate cities |
(R/335) | Carcassonne Spain 2022 Promos | Meepledrone | C1/C2 | 3 mini-expansions by Carcassonne Spain, includes two standalone tiles, and a pair of tiles forming the Alcazar of Segovia, a Spanish Castle; Spanish version also available |
(R/336) | Simpssonne | šmoula | A Simpson's based set of tiles, and characters for use as followers | |
(R/337) | Close Encounters | Guthrie Allen | C1 | Encounters with mysterious beings and crashed spacecraft have the citizens of Carcassonne on high alert; as citizens claim to have strange experiences, farmers race to investigate their fields and lead any crash recovery efforts; sightings and crash sites affect the scoring of standard features which may be in their proximity |
(R/338) | The Snow Sweepers of Carcassonne | bassdachs | WD | 3 (or 6) tiles with snowed in city areas; each player has a special snow-sweeper; if a snow tile is added into a city, a snow-sweeper can be added to reduce the impact, but who also counts towards majority; draft rules only |
(R/339) | Mother Courage | User754 | C1 | Works like The Princess, but for roads; 9 tile designs included in forum thread |
(R/340) | Fog | Poulitou | C1 | 6 tiles with a bank of fog into which a player may place a follower even if there is already one on the connected road or city |
(R/341) | Carriage Tracks | Carmeep | Connected 3-way junctions designed like modern Motorway Junctions to ease the flow of traffic, leading to a small bonus when the road network is completed; 3 tiles with a galloping horse symbol, but no designs included | |
(R/342) | Road Ends | Carca pieza inicio | C2 | Introduces roads that end in, or are split by, farmhouses and forests; also proposed being able to place tiles on top of another one (for example to split a road into two before it completes), so long as all edges matched; it was noted that this might cause issues when playing with "Hills and Sheep"; includes possible tile designs (thumbnails) |
(R/343) | Collaborative - Medieval Historical Events | quevy | C1 | Single draft tile design of a named Italian city, Pinerolo, with a tower into which a trapped follower may be put to sit out the remainder of the game |
(R/344) | Nameless Creativity (Craft Workshops) | Seli | C1 | Adds 4x building types which are, in certain ways, dependent on each other (2 apiaries, 2 candle makers, 2 charcoal burners and 2 blacksmiths - can place follower as craftsman); complete when surrounded, unless there's an associated workshop, which also must be surrounded; score additional points if share zones; tiles no longer available |
(R/345) | The Liberation of the Prisoners | MKM_P | C1 | Initially called Prison Escape; players may place the 6x dungeon tiles in cities in which they have an interest, and move another player's piece into the dungeon; if one of the 10x "escape route" tiles can be placed in a field touching a city in which a player has a captured follower, they may escape and become a farmer in that field, or return to the player; captured followers may also buy their way out of the dungeon |
(R/346) | Friends' children help catch the animals | seli | C1 | Original download no longer available; 44 tiles proposed; was this based on "The Kids of Carcassonne"? |
(R/347) | Village Life | Snearone | C1/C2 | Combines a number of different mechanics and pieces, tile design and rules are still being developed (August 2023) |
(R/348) | Carcassone Hungary Promo | Leven | C2 | Promo for Hungarian Carcassonne website; whoever places the tile may orientate it so as to place a follower onto a diagonally adjacent tile |
(T/1) | Woodlands | Novelty | C1 | Forest areas have more than one icon, taken from other expansions |
(T/2) | Extra Tunnel Tile | Cosalo | C1 | 1x new tunnel tile, to be added when playing with "The Tunnel", by SpielBox |
(T/3) | Ramparts | Guido Kämmer | C1 | An early collection of new tile configurations, some of which have appeared in other expansions; also listed as "City Walls" |
(T/4) | River System | Guido Kämmer | C1 | Adds river tiles, including one that joins the river tiles with those of "Lakelands" |
(T/5) | UFO | Chris Morse | C1 | Tiles depict a crashed UFO; no rules |
(T/6) | Vanilla | Novelty | C1 | Tiles with city segments, roads and fields, but no additional features borrowed from the other expansions |
(T/7) | Thanksgiving 2008 | Novelty | C1 | Tiles have features from various expansions, but have some Fall-colored foliage and leaves for added variety |
(T/8) | Winter 2008 | Novelty | C1 | Includes 5x tiles with wells in roundabouts, and some winter themed tiles |
(T/9) | Math Guy Gamma | mathguy89 | C1 | The tiles have 1 or more city caps, as well as a couple with a shrine or cloisters, and several with road ends |
(T/10) | Math Guy 2008 | mathguy89 | C1 | Mostly fields, but includes some with shrines or cloisters, and road ends |
(T/11) | Math Guy 89 | mathguy89 | C1 | Mostly city-based tiles, some with cloisters or shrines, plus a number of the tiles have several road ends (helping farmers connect fields) |
(T/12) | Perky Dragons & Taverns | scotty13 & Lardarse | C1 | Tiles contain features from "Princess and Dragon" or contain Inns/Lakes |
(T/13) | Wheel of Fortune Extras | JPutt927 | C1 | "Wheel of Fortune" tiles with tie-ins to several of the official expansions |
(T/14) | Crop Circle Advent Calendar | Quevy | C1 | Winter Crop Circle tiles converted to Carcassonne I format |
(T/15) | Garden Tiles for Carcassonne I | Fritz_Spinne | C1 | Garden tiles of Carcassonne II converted for use with Carcassonne I (2 extra tiles included) |
(T/16) | I&C and T&B Garden Tiles for Carcassonne I | Quevy | C1 | Conversion to C1 artwork of C2 tiles from I&C and T&B which contain gardens |
(T/17) | Tiles holiday winter 2015 2016 | Quevy | C1 | Contains two holiday-themed tile designs without any rules |
(T/18) | Coastal Forests | Wolnic | C1/C2 | Includes link to tiles for use with "The Coast" and "Forests"/"New Forest" expansions |
(T/19) | Fluvium | Wolnic | C2 | Additional river tiles |
(T/20) | Cathar Siege (aka Siege Tiles with Monk Icon) | Scott | C1 | Modification of the 4x official "Siege" tiles, with Monk icon added |
(T/21) | La Porxada Remastered | JPutt927 | C1 | Re-creation of the La Porxada tile within the discussion (but it carries a web-hosting watermark across it); better versions may be available |
(T/22) | Sailing The Seas : Coastal Reefs | Wolnic | C1/C2 | Coastal tiles containing reefs along one tile edge for use with "Sailing The Seas", as well as "The Coast" and "Masters of the Ocean" |
(T/23) | Sailing The Seas : Extra | Wolnic | C1/C2 | Additional tiles for use with "Sailing The Seas", "The Coast" and "Master of the Ocean"; mostly islands with features from some expansions - dragon, flier, tower |
(T/24) | Halflings - The missing tiles | Darwin | C1 | Lots of Halfling tile designs, incorporating features from many of the expansions, and a couple of fan expansion |
(T/25) | Castles on the River | Wolnic | C1 | Adds sections of river and/or coast to some of the German Castles - several options available for each castle for variety |
(T/26) | Divided Cities | Fährmann | C1 | C1 Partial Conversion of the original C2 expansion "Divided Cities"; tiles contain two sections of city that share a tile edge, that may be joined later |
(T/27) | Hungarian Castles | Ramachandra | C1 | Seven Hungarian Castles are on CarcC; all 14 are available to download from CarcF; no specific rules, other than stating they are played as "German Castles" (but they are single tiles), except mixed with other tiles |
(T/28) | Deco Tiles | Ramachandra | C1 | 6x Field tiles with different features on them, including Stonehenge, sinkhole, fossil, ruins, Tree of Life and a pretty landscape with tower, shrubs and flowers |
(T/29) | Circles in the Forest | Leven | C1 | Forest tiles with elements from some of the official expansions like "Bridges, Bazaars & Castles", "Hills And Sheep" and various Mini expansions, including Crop Circles, Mage, Robbers, Flier |
(T/30) | Farmers Heaven | Murphy013 | C1 | Since most of the expansions are mainly focused on the cities, it was time to do something for the farmers; includes lots of road ends surrounded by fields |
(T/31) | The Monastery on the River | Zotto | C1 | A new German Monastery, which sits next to a river (design discussion) |
(T/32) | Map Benelux Cities | PresetM | C2 | Cities from the Benelux Map created as standalone tiles |
(T/33) | The Night Watcher | Violet | C1 | Proposal to add a special symbol or figure to city districts which will increase their value when the city is completed; two sample tiles in thread |
(T/34) | Moated Castle | Trebuchet | C1 | A single tile with a central castle on an island with 4x water edges (tile image no longer available); some discussion of possible rules and other designs |
(T/35) | The Monastery on the River II | KlausiMausi | C1 | Development of other new German monastery designs |
(T/36) | Under the Big Top | PhilippJConrad | C1 | Conversion of the C2 expansion to C1 artwork style - currently on hold |
(T/37) | Alternative Start tiles | Cianopanza | C1 | A selection of alternative tile layouts which still contain a CRFR configuration; tiles re-created/enhanced as "Alternative Start Tiles (again)" |
(T/38) | The Frontier | jeRm! | C1 | Tiles contain forests and mountains, based on tiles originally on carcassonne.nl; no rules |
(T/39) | Map France Cities | PresetM | C2 | Cities from the France Map created as standalone tiles |
(T/40) | Winter on the Other Side of the Mountains | Wolnic | C1/WD | Based on "Pyrénées Extended", one side of the mountain range is C1, the other WD |
(T/41) | City Tableaux | Wolnic | C1 | 3x3 City Tableaux to be used as alternative start tiles; most contain a section of river or coastline |
(T/42) | Farmer's Happiness 1 | Unknown | C1 | Tiles contain just fields and some roads, some of which end near the centre of the tile, creating larger fields |
(T/43) | Farmer's Happiness 2 | Unknown | C1 | Tiles contain fields, cities, and roads, some of which end in a field area |
(T/44) | Forest by the River | Unknown | C1 | No information available |
(T/45) | The City and Lake Connection | Zotto | C1 | Tiles contain cities (and roads) with lake caps, to be played with "Sea and Fishermen" (aka "The Lake") |
(T/46) | The City and Mountain Connection | Zotto | C1 | Tiles contain cities (and roads) with mountain caps, to be played with "Mountains" |
(T/47) | The City, Lake and Mountain Connection | Zotto | C1 | Tiles contain city, lake and mountain caps, to be played with "Sea and Fishermen" (aka "The Lake") and "Mountains" |
(T/48) | The River (PC) | Koch Media | C1 | A special printing of "River 1" was included with the Koch Media computer version of Carcassonne in 2002; the tiles contained security codes printed on the back which are required to be entered during computer game play |
(T/49) | Wind Rose English | JPutt927 | C1 | Conversion of the main Windrose tiles to have "NESW" (English naming convention); includes some additional tile designs |
(T/50) | Wind Rose River | Leven | C1 | Extra tile for use with "The Wind Roses"; includes part of the river |
(T/51) | The Mills | Unknown | C1 | No information available |
(T/52) | Fiance | Unknown | C1 | The tiles each contain a Tardis, plus roads, cities and villages in the fields; suggested rule idea would be to use the tiles to move other tiles, but no definite proposal |
(T/53) | Double sided tiles | frankdux | C1 | If you draw one of the double-sided tiles, you choose which side to play; could be issues when using a tile stack |
(T/54) | Map Great Britain Cities | PresetM | C2 | Cities from the Great Britain Map created as standalone tiles |
(T/55) | Mud Pools and Hot Springs | Wolnic | C2 | Three additional Bath Houses, one at the end of a road near an Inn/Lake, and ones which can be used with "The Coast", and "New Forest" expansions |
(T/56) | Sakura | Wolnic | C2 | Adds cherry trees in blossom along the roads leading to some of the "Japanese Buildings" |
(T/57) | All the Rest of the Tiles | Ratz65 | C2 | A large collection of other tile configurations using just the standard features of cities, roads and cloisters |
(T/58) | Alternative Start Tiles (again) | Cianopanza | C1 | A selection of alternative tile layouts which still contain a CRFR configuration; tiles updated from "Alternative Start Tiles" |
(T/59) | City and Country | Hannes Garsk | C1 | An early expansion, it contained a mix of city and road tiles; 6 and 15 tile selections available; no longer available |
(T/60) | City Expansion | Zotto | C1 | An early expansion, it contained a mix of city and road tiles including a bridge that goes over a city segment and some single tile cities, which benefit farmers; no longer available |
(T/61) | City Expansion 2 | Friederich Scholta | C1 | An early expansion, this is mainly of city tiles in new configuration; no longer available |
(T/62) | City Life | Marcus Müller & Friederich Scholta | C1 | An early expansion; mainly city tiles, including one that can reduce the value of an opponent's city, and a village church that boosts a monastery; no longer available |
(T/63) | Divided Cities | Wolnic | C2 | Tiles contain two sections of city that share a tile edge, that may be joined later; inspired by the tiles in "Hills and Sheep" |
(T/64) | Divided Cities | KlausiMausi | C1 | C1 Conversion of the original C2 expansion "Divided Cities"; tiles contain two sections of city that share a tile edge, that may be joined later |
(T/65) | Divided Forests | Seli | WD | Tiles contain two sections of forest that share a tile edge, that may be joined later; this is a different expansion to the similarly named "Fragmented Forests" |
(T/66) | Double Tiles | Friederich Scholta | C1 | An early expansion, with (possibly) the first double tiles, made by combining two normal tiles, rather than with a feature fitting across the two; no longer available |
(T/67) | Expansion of the River Landscape | Zotto | C1 | Additional river tiles, including a couple of river junctions |
(T/68) | Magic Portals | Oldbonz | WE | A Winter Edition version of the Magic Portals from "Princess and Dragon" |
(T/69) | Pyrenees Extended | Wolnic | C1 | An extended version of "Pyrénées" including tiles that allow it to connect to "Mountains"; used as the basis for "Winter on the other side of the Mountains" |
(T/70) | The Abbot : Alternative tiles | Telecaster | C1 | With the introduction of "The Abbot" and gardens in C2, gardens have been added to tiles in the C1 style |
(T/71) | The Alternative Abbeys | Areta | C1 | Alternative Abbey designs without the heavy orange borders |
(T/72) | The Second River | Zotto | C1 | Similar river tile layouts to those in "The River", but includes a river junction in place of the river source; original tile design pre-dates "The River" |
(T/73) | The Tower | Oldbonz | WE | A Winter Edition version of the tiles from "The Tower" |
(T/74) | Tile Expansion | Cookiemonster16 | C2 | A selection of new river and land tiles, including a few with Shrines |
(T/75) | Winter Coast Ocean Connectors | Wolnic | WD | Tiles that can be used to link together the different sets of tiles from "The Ocean" and "The Coast" (which use different tile edge points for the shoreline |
(T/76) | Winter Coast Ocean Connectors (2) | Seli | WD | Tiles that can be used to link together the different sets of tiles from "The Ocean" and "The Coast" (which use different tile edge points for the shoreline |
(T/77) | Fun With Bluffs | Carcking | C1 | Lines of cliffs that can be used to divide up fields |
(T/78) | 4 way Inn road | karkids | C1 | Example image of crossroads with inn in one quadrant |
(T/79) | Halfling Abbey | Quevy | C1 | Halfling Abbey tile, and musings on other Halfling designs |
(T/80) | Haflings with Forests & Mountains | Darwin | C1 | Halfling tiles with Forests and Mountains |
(T/81) | Forests and Mountains | Darwin | C1 | Tiles combining Forests and Mountains |
(T/82) | La Porxada for winter | loki | C1/WE | WE version of La Porxada, with modified rules |
(T/83) | Carcassonne goes Game of Thrones | thodekey & Wolnic | C1/WD | Tiles to combine C1 and WD; tile images in thread; some GoT rules ideas |
(T/84) | Winter Hospitalets | Oldbonz | C1/WD | Some Abbey-style tiles linking C1 and WD |
(T/85) | Road Variations | Ramachandra | C1 | Artistic Road variations in loops and curves - low res image, download file not available |
(T/86) | C2 Winter Gate | Oldbonz | WE | WE version of Magic Portals, put on hold for possible legal reasons; download created but currently blocked |
(T/87) | The Winter Flier | Oldbonz | WE | WE version of "The Flier", put on hold for possible legal reasons |
(T/88) | Carcassonne goes Game of Thrones (C2) | Oldbonz | C2/WE | C2 version of C1 tiles combining C2 and WE |
(T/89) | Fluvium 2 | Wolnic | C2 | Additional river tiles |
(T/90) | Circus (Zotto) | Zotto | C1 | This is intended as an expanded version of "The Circus" by SandyKnoll, but with properly coloured artwork; discussion about changing the rules so that all players must send a follower to the circus (method to remove a trapped follower) |
(T/91) | Abbey and Mayor | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/92) | Abbey and Mayor | Telecaster | WD | WD version of tiles from HiG's published expansion |
(T/93) | Alternative Monasteries | Seli | WD | 5 new monasteries to create your own tiles |
(T/94) | Base Game and Extra Tiles | Telecaster | WD | WD version of tiles from HiG's Base Game, plus 12 extra tiles |
(T/95) | Castles in Germany | Seli | WD | WD version of tiles from HiG's published expansion |
(T/96) | Cathedrals in Germany | Seli | WD | WD version of tiles from HiG's published expansion |
(T/97) | Cathedrals in Germany | Seli | WE | WE version of tiles from HiG's published expansion |
(T/98) | Corn Circles | Zotto & Safari | WD | WD version of tiles from HiG's published expansion |
(T/99) | Corn Circles I | Telecaster | WD | WD version of tiles from HiG's published expansion; images in forum thread only |
(T/100) | Corn Circles II | Zotto & Safari | WD | WD version of tiles from HiG's published expansion |
(T/101) | Cult, Siege and Creativity | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/102) | Darmstadt | Seli & Spielekreis Darmstadt | WD | WD version of tiles from HiG's published expansion |
(T/103) | Essen Spiel 2014 | Zotto | WD | WD version of tile from HiG's published expansion; image in forum thread only |
(T/104) | Essen Spiel 2015 | Wolf120 | WE | WE version of tiles from HiG's published expansion |
(T/105) | Extra Tunnel | Zotto & Quevy | WD | WD version of tiles from "Extra Tunnel" by Quevy |
(T/106) | Forests | Seli & Scott & Novelty | WD | WD version of tiles from "Forests" by Scott and Novelty; two instances on CarcF, but appear to be the same (see thread ID 2420, which doesn't include the rules) |
(T/107) | Fountain of Youth | Seli & Meepleater | WD | WD version of tiles from "Fountain of Youth" by Meepleater |
(T/108) | Games Quarterly 11 : Winter 2006 | Zotto | WD | WD version of tiles from the published expansion |
(T/109) | Green Dragon | Seli & Scott & Novelty | WD | WD version of tiles from "Green Dragon" by Scott and Novelty |
(T/110) | Half and Half HiG | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/111) | Half and Half SpielBox | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/112) | Inns and Cathedrals | Plattenleger | WE | WE version of tiles from HiG's published expansion |
(T/113) | Inns and Cathedrals | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/114) | Inns and Cathedrals | Telecaster | WD | WD version of tiles from HiG's published expansion |
(T/115) | Log Cabins | Seli & Novelty | WD | WD version of tiles from "Log Cabins" by Novelty |
(T/116) | Mage and Witch | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/117) | Monasteries in Germany | Seli | WD | WD version of tiles from HiG's published expansion |
(T/118) | Monasteries in Germany | Telecaster | WD | WD version of tiles from HiG's published expansion; images in forum thread only |
(T/119) | Monasteries in Holland and Belgium | Seli | WD | WD version of tiles from HiG's published expansion |
(T/120) | Monasteries in Holland and Belgium | Telecaster | WD | WD version of tiles from HiG's published expansion; images in forum thread only |
(T/121) | Monasteries on the River | Seli & Zotto | WD | Tiles with new monasteries on the banks of a river |
(T/122) | Outposts | Seli & Novelty | WD | WD version of tiles from "Outposts" by Novelty |
(T/123) | River I | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/124) | River II | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/125) | Santa Claus | Zotto & Fritz_Spinne | WD | WD version of tiles from "Santa Claus" by Fritz_Spinne |
(T/126) | Scoring Tiles (50-1000) | Seli | WD | Winter Download version Score Tiles in a range of values between 50 and 1000 |
(T/127) | Scoring Tiles (50/100) | Carcatronn | WE | 50/100 Score Tiles for WE (and WD) version |
(T/128) | The Abbot | Telecaster | WD | Tiles from C2 with gardens created in WD style, includes 3 extra tiles |
(T/129) | The Abbot | Zotto | WD | Tiles from C2 with gardens created in WD style, including the 3x extra tiles included by Telecaster |
(T/130) | The Beseigers | Seli | WD | WD version of tiles from HiG's published expansion |
(T/131) | The Beseigers III | Seli | WD | WD version of tiles from HiG's published expansion |
(T/132) | The Catapult | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/133) | The Cathars | Seli | WD | WD version of tiles from the published SpielBox expansion |
(T/134) | The Count of Carcassonne | Seli | WD | WD version of tiles from HiG's published expansion |
(T/135) | The Ferries | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/136) | The Festival | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/137) | The Flier | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/138) | The Forest v2.0 | Seli & Andreas J. Haselbeck & Cosalo &Tanja Pöschl | WD | WD version of tiles from "The Forest v2.0" |
(T/139) | The Gingerbread Man | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/140) | The Gingerbread Man | Telecaster | WD | WD version of tiles from HiG's published expansion |
(T/141) | The Gold Mines | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/142) | The Place of Worship and the Heretic | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/143) | The Plague | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/144) | The Princess and The Dragon | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/145) | The River BB5 | Zotto | WD | WD version of new tiles from HiG's published expansion; tile images in forum thread |
(T/146) | The Robbers | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/147) | The School | Seli | WD | WD version of tiles from HiG's published expansion |
(T/148) | The Tower | Plattenleger | WE | WE version of tiles from HiG's published expansion |
(T/149) | The Tower | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/150) | The Tunnel Expansion | Zotto | WD | Additional tiles for use with "Tunnels" |
(T/151) | The Wells of Carcassonne | Seli & Ricy | WD | WD version of tiles from "The Wells of Carcassonne" by Ricy |
(T/152) | The Wheel of Fortune | Zotto | WD | WD version of tiles from HiG's published expansion; includes base game and special tiles |
(T/153) | The Wheel of Fortune | Telecaster | WD | WD version of tiles from HiG's published expansion; numbered tiles only |
(T/154) | The Wheel of Fortune Expansion | Zotto | WD | Additional tiles for use with "Wheel of Fortune" |
(T/155) | The Wheel of Fortune Extra | Zotto | WD | Additional tiles for use with "Wheel of Fortune", with features from published expansions |
(T/156) | The Wind Rose I HiG | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/157) | The Wind Rose II SpielBox | Zotto | WD | WD version of tiles from SpielBox's published expansion |
(T/158) | Timber! | Seli & Scott & Novelty | WD | WD version of tiles from "Timber" by Scott and Novelty |
(T/159) | Traders and Builders | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/160) | Traders and Builders | Telecaster | WD | WD version of tiles from HiG's published expansion; uses Builder expansion symbol rather than the original pig |
(T/161) | Wells | Seli & Meepleater | WD | WD version of tiles from "Wells" by Meepleater |
(T/162) | Winter Animals | Telecaster | WD | WD version of animal tiles from Winter Edition |
(T/163) | Winter Expansion | Telecaster | WD | New landscape tiles to expand the base game |
(T/164) | Wishing Wells | Seli & Novelty | WD | WD version of tiles from "Wishing Wells" by Meepleater |
(T/165) | Zotto's Animal Tiles | Zotto | WD | WD version of animal tiles from HiG's "Winter Edition" |
(T/166) | Zotto's Extra Tiles | Zotto | WD | New landscape tiles to expand the base game |
(T/167) | Fishermen | Seli & Novelty | WD | WD version of tiles from "Fishermen" by Novelty |
(T/168) | Storehouses and Paths | Seli & EXIT191 | WD | WD version of tiles from "Storehouses and Paths" by EXIT191 |
(T/169) | The Development of the River Landscape | Seli & Zotto | WD | WD version of tiles from the same expansion by Zotto |
(T/170) | The Leprechaun | Seli & Carcatronn | WD | WD version of tiles from "The Leprechaun" by Carcatronn |
(T/171) | The Training Ground | Seli & Lars120 | WD | WD version of tiles from "The Training Ground" by Lars120 |
(T/172) | Woodlands | Seli & Novelty | WD | WD version of tiles from "Woodlands" by Novelty |
(T/173) | An Apple a Day | Seli & Cappy | WD | WD version of tiles from "An Apple A Day" by Cappy |
(T/174) | Castle, Forge and Marketplace | Seli & Lomion | WD | WD version of tiles from the expansion by Lomion.de |
(T/175) | Circles in the Forest | Seli & Leven | WD | WD version of tiles from "Circles in the Forest" by Leven; includes 2x additional English direction tiles |
(T/176) | City and Lake Connections | Seli & Zotto | WD | WD version of tiles from the same expansion by Zotto |
(T/177) | Divided Cities | Seli & Wolnic & KlausiMausi & Fährmann | WD | WD version of tiles from C2 "Divided Cities" by Wolnic, converted to C1 by KlausiMausi and Fährmann |
(T/178) | Dragon Riders and Slayers | Seli & jeRm! | WD | WD version of tiles from "Dragon Riders and Slayers" by jeRm! |
(T/179) | Fairy Queen and Prince | Seli & jeRm! | WD | WD version of tiles from "Fairy Queen and Prince" by jeRm! |
(T/180) | Family Feud | Seli & Frédérick Renaud & JPutt927 | WD | WD version combining tiles from various expansions such as "Family Feud" by Frédérick Renaud and JPutt927 |
(T/181) | Family Feud 2 | Seli & Frédérick Renaud | WD | WD version of tiles from "Family Feud" by Frédérick Renaud; original expansion of 30 tiles included some duplicates, and this set appears to be incomplete |
(T/182) | Farmer's Happiness 1+2 | Seli | WD | WD version of tiles from "Farmer's Happiness" by Unknown Author |
(T/183) | Farmer's Heaven | Seli & Murphy013 | WD | WD version of tiles from "Farmers Heaven" by Murphy013 |
(T/184) | Fisherman and Coast | Seli & Freetower | WD | WD version of tiles from "Fisherman and Coast" by Freetower; original expansion of 24 tiles which may have included duplicates |
(T/185) | Lakelands | Seli & Guido Kämmer | WD | WD version of tiles from "Lakelands" by Guido Kämmer |
(T/186) | Lakes and Fishmongers | Seli & Quevy | WD | WD version of tiles from "Lakes and Fishmongers" by Quevy; original contained 45 tiles |
(T/187) | Lighthouses and Water | Seli & Marcus Müller | WD | WD version of tiles from "Lighthouses and Water" by Marcus Müller |
(T/188) | Lord of the Manor | Seli & Scott | WD | WD version of tiles from "Lord of the Manor" by Scott; original expansion comprised 4 tiles, 2x of each design |
(T/189) | Manufactory | Seli & Lemmy77 | WD | WD version adapted from tiles in "Manufactory" by Lemmy77 |
(T/190) | Meadow Fight | Seli & Unknown | WD | Incomplete WD version of tiles from "Wiesenkampf" by unknown author; original expansion had 12 tiles |
(T/191) | Mills and Bakeries | Seli & JPutt927 | WD | WD version of tiles from "Mills and Bakeries" by JPutt927 |
(T/192) | Mills and Fortified Towers | Seli & Cartsten Both & Zedo66 | WD | WD version of tiles from "Mills and Fortified Towers" by Karsten Both |
(T/193) | River By The Lake (aka River System) | Seli & Guido Kämmer | WD | WD version of tiles from "River System" by Guido Kämmer |
(T/194) | Rivers and Harbours | Seli & Manfred Stenzel | WD | WD version of "Rivers and Harbours" by Manfred Stenzel; original used two sets of river tiles and additional road tiles, converted to rivers, but this includes tile designs |
(T/195) | Sea, Fisherman and Lighthouse | Seli & Carsten Engels | WD | WD version of tiles from the expansion by Karsten Engels |
(T/196) | Stone Circles and Ley Lines | Seli & Wolnic | WD | WD version of tiles from "Stone Cirtcles and Ley Lines" by Wolnic |
(T/197) | The Landowners | Seli & Marcus Gwiasda | WD | WD version of tiles from "The Landowners" by Marcus Gwiasda |
(T/198) | The Little Forest | Seli & Quevy | WD | WD version of tiles from "The Little Forest" by Quevy |
(T/199) | The Medieval Expansion : The Orders of Chivalry | Seli & Joff | WD | WD version of tiles from "Orders of Chivalry" by Joff |
(T/200) | The Ocean | Seli & Skipboris | WD | WD version of tiles from "The Ocean" series of expansions by skipboris, which also includes "Buried Treasure", "Deltas", Men of the Sea" and "Turbulent Waters" |
(T/201) | The Pig Herders | Seli & Big Guy | WD | WD version of tiles from "The Pig Herders" by Big_Guy |
(T/202) | The Second River | Seli & Zotto | WD | WD version of tiles from Zotto's expansion, adapted from an original River expansion |
(T/203) | Troubadours | Seli & JPutt927 | WD | WD version of tiles from "Troubadours" by JPutt927 |
(T/204) | Wood and Water | Seli & Marcus Müller | WD | WD version of tiles from "Wood and Water" by Marcus Müller |
(T/205) | Wood and Water (Alternative) | Seli | WD | Some alternative tile designs for use with "Wood and Water" |
(T/206) | City Gates | Seli | WD | Sample WD version of tile from "City Gates" by Fritz_Spinne |
(T/207) | Cult, Siege and Creativity | Seli | WD | WD version of tiles from HiG's published expansion |
(T/208) | Essen Spiel 2014/2015 | Seli | WD | WD version of tiles from HiG's published expansion |
(T/209) | Essen Spiel 2014/2015 | Seli | WE | WE version of tiles from HiG's published expansion |
(T/210) | Japanese Buildings | Seli | WD | WD version of tiles from HiG's published expansion |
(T/211) | Japanese Buildings | Seli | WE | WE version of tiles from HiG's published expansion |
(T/212) | Prayer Labyrinth | Seli & Josh Gadreau & Caleb Wong & Quevy | WD | WD version of tiles from "The Prayer Labyrinth" by Josh Gadreau, Caleb Wong and Quevy |
(T/213) | The Labyrinth | Seli & CARC_Zoner | WD | WD version of tiles from "The Labyrinth" by CARC_Zoner |
(T/214) | The Labyrinth of Carcasonne | Seli | WD | WD version of tile from SpielDoch expansion |
(T/215) | The Labyrinth of Carcasonne | Seli | WE | WD version of tile from SpielDoch expansion |
(T/216) | The Shrines | Zotto | WD | WD version of tiles from HiG's published expansion |
(T/217) | The Stable of Bethlehem | Seli | WD | Based on "The School" this uses an Angel instead of the Teacher to score extra points when roads are completed |
(T/218) | Winter Scoring Tiles (50-500) | Strix | WD | Monochrome Winter-style Scoring Tiles with Cloisters for values 50 to 500 in steps of 50; second document link in thread as first link has no "250" value |
(T/219) | The Mount of the Duke | Seli & José Barros Alonso | WD | WD version of tiles from "The Mount of the Duke" by Jose Barros; no public download available |
(T/220) | Fluvium Source | Wolnic | C2 | Alternative river sources |
(T/221) | River Source Double Tiles | Oldbonz | C2 | Some new river source tiles - double sized - including one with a volcano, so the Dragon can join in the fun from the start |
(T/222) | Flying Machines 2 | Snearone | C1/C2 | New tiles featuring Flying Machines, but this time with cities, rather than roads |
(T/223) | Coniferous Forest | KlausiMausi | C1 | Includes all known expansions with forests (45+) converted to coniferous forest; tile count not easily available, 1000 estimated based on known Forest expansions; tiles only, no rules or tokens included |
(T/224) | Westward Expansion Ocean Base | Scott Myers | C1 | Strip of ten tiles to replicate the starting coastal strip from "New World" / "Mayflower" |
(T/225) | Westward Expansion Ocean Addition | Eric Miller | C1 | Modification of "Westward Expansion Ocean Base" to split it into 2x 5-tile sections, with the addition of a 3 tile section including river mouth, and a single river mouth tile |
(T/226) | Underpasses | Oldbonz | C2 | Tiles with tunnel entrances similar to "The Tunnel", but for C2; new designs to avoid possible conflict with original publishers |
(T/227) | The Festival 15 | KlausiMausi | C1 | Conversion of the C2 "15th Festival" tiles to C1; tiles are based on C1 version, but with fairground added; download currently disabled |
(T/228) | Map Germany Cities | PresetM | C2 | Individual tiles based on the named city spaces pre-printed on the German Map, released by HiG; tile designs in thread |
(T/229) | Map Iberian Peninsula Cities | PresetM | C2 | Individual tiles based on the named city spaces pre-printed on the Iberian Map, released by HiG; no tile images available |
(T/230) | The Lakes | Oldbonz | WE | Adds a small lake, covering the corner of four tiles that can be used at the start of the game |
(T/231) | Fortress Road | Oldbonz | C2 | C2 update of "Castle Lords"; 3 tile designs in thread |
(T/232) | Fish Huts | Seli & Jörg Krühne | WD | Contains river segments and fish-smoking huts; followers can be deployed to the huts and score points when the hut is completed; later updated and expanded |
(T/233) | Kettle of Fish | Seli & Novelty | WD | Adds tiles with icons that increase the value of a river, and fish trade goods |
(T/234) | Swan Lake | Seli & Novelty | WD | Adds swans that increase the value of a river; should be played with "Fishermen", and includes 3 tiles for use with "Forests" |
(T/235) | The Horse | Seli & jeRm! | WD | The horse is moved around the board as roads are completed; if a feature completes with the horse present on any of its tiles, there is a bonus to the scoring player |
(T/236) | The Well & The Donkey | Seli & jeRm! | WD | When The Donkey tile is placed, each player in that city loses one of their followers from the city; if a Wheat Field tile is placed, any Wheat tokens in a connected city are given to the farmer, not the player that closed the city; similarly for the vineyard tile and any Barrel tokens; WD conversion |
(T/237) | City Borders | Unknown | C1 | 7 tile designs with city walls extending into the corners of the tiles; several occur as duplicates in the mix |
(T/238) | New Cloisters | Unknown | C1 | Tiles with new configurations, each containing a cloisters, some of which have subsequently appeared in other expansions |
(T/239) | Mayflower/New World in C1 style | Seli | C1 | Tile designs from Mayflower/New World created in the C1 artwork style of Doris Matthäus; some duplication of designs - some with symbol, and some without |
(T/240) | Empty Meadows | Tateurdina & Seli & PresetM | C1 | Examples of field only tiles, without any major features; no special rules; see "The Missing Monastery" |
(T/241) | The Missing Monastery | Kai | C1 | Examples of field only tiles, without any major features; no special rules; see "Empty Meadows" |
(T/242) | Carcassonne: Colony | Armored Bore | n/a | Sci-fi based spin-off of Carcassonne; includes 5 sets of player tokens rather than meeples |
(T/243) | Pokemon Carcassonne Masters with River | Directordan86 | n/a | Re-branding based on Pokemon; includes 12x river tiles |
(T/244) | Minimalist Carcassonne | Thrap | n/a | Minimalist rebranding, with flat areas of colour representing cities and fields, and thick line for roads; PDF includes 3x copies of river |
(T/245) | Forests | Zotto | WD | WD version of "Forests" by Scott and Novelty; uses different tree design to other WD Forest expansions; so may pre-date others |
(T/246) | Coastal Bridges | Wolnic | C1 | For use with "The Coast" (and similar expansions), this includes tiles with coastline and bridges that continue from one tile to the next, linking the mainland with small islands and islets |
(T/247) | Coastal Bridges | Wolnic | C2 | For use with "The Coast" (and similar expansions), this includes tiles with coastline and bridges that continue from one tile to the next, linking the mainland with small islands and islets |
(T/248) | Pinkassonne | Ker42 | n/a | Inspired by a HiG April Fool in 2023, where a request for a new theme to fit with HiG's 40th Anniversary resulted, they claimed, in a win for their "Pretty In Pink" design; this is that idea made real, based on 20th Anniversary edition of Carcassonne! |
(T/249) | Gazprom Carcassonne | ShilloInAss | n/a | Designed for Gazprom's museum; 2 types of tiles - Exploration and Production; 12 tile designs for each stage; tiles only; CarcCz version includes other tile layouts expanding the Exploration phase to set of 60 tiles; DeviantArt login required to get original file rather than low-res "public" version |
(T/250) | Disney World Carcassonne | Mira Fitzsimons | n/a | Completed as a personal project for a friend of the designer; CarcCz version has been expanded to create a complete set of 72 tiles |
(T/251) | The Hills Around Carcassonne | PresetM | C1 | Several tile designs with areas of hills which could be used instead of Mountains; not developed further |
(T/252) | Another German Castle | Seli | WD | A new German Castle design (Burg Linn), for the Winter Download version |
(T/253) | Saphirstein's World | Saphirstein | C1 | Simple tile designs of castle-like structures set on a single field tile; 4 designs; no usage idea |
(T/254) | The Rivers and the Count of Carcassonne | Seli | C1 | 8x tiles with river source that can be used to substitute some of the individual tiles for "The City of Carcassonne" (not the large tile blocks); based on an earlier, now unavailable, expansion |
(T/255) | Forest River | Unknown | C1 | Tiles combine river and forests, a few also with city sections; original author and download/info unknown |
(T/256) | Halfling Abbey | Matisek & Snearone | C2 | Halfling Abbey tile, placement rules being discussed |
(T/257) | River Start 2x2 | Matisek | C1 | 2x2 tile blocks with 2 or 4 river connections, for use as start tiles |
(T/258) | River Start 2x2 | Matisek | C2 | 2x2 tile blocks with 2 or 4 river connections, for use as start tiles |
(T/259) | Pyrenees for C2 | bohun | C2 | An updated version of "Pyrénées" tiles for C2 including tile features from a wide selection of recent published and fan expansions |
(V/1) | Shepherds | LittleMisfit | C1/C2/WD/WE | Adds sheep and shepherds to the game (before the release of "Hils and Sheep") |
(V/2) | Dragon | LittleMisfit | C1/C2/WD/WE | Alternative Dragon movement; players lose 1 point for each follower the Dragon passes as it stomps around, rather than eating them |
(V/3) | Bribes | LittleMisfit | C1/C2/WD/WE | Transfer points by negotiating with another player to place their tile where you want them to |
(V/4) | Mobile Knights | LittleMisfit | C1/C2/WD/WE | Knights may be moved from one city to another, along connecting roads, once they've been placed |
(V/5) | Invading Cities | LittleMisfit | C1/C2/WD/WE | After completing a city you may leave any followers in place; on a later turn, you may move those followers along any connecting roads to another city, whether it is occupied or not, or you can return them to your supply if not "moving wood" |
(V/6) | Dragon Slayer | LittleMisfit | C1/C2/WD/WE | The dragon moves (1 or 2 tiles) each turn towards the most recently placed tile, flying over all terrain types; if it is located in a city when that city completes, it is killed and the player who scores for the city gets a bonus; requires "Princess and Dragon" |
(V/7) | Markets | LittleMisfit | C1/C2/WD/WE | Instead of scoring the tokens at the end of the game, they are used to gain additional actions, such as a second turn, etc.; requires "Traders & Builders" |
(V/8) | The Robbers of Carcassonne | eurojo | C1/C2/WD/WE | "The Robbers" are included as part of the game, rather than on the scoreboard; a player's Robber may be placed on the tile just placed and then moved to an adjacent, or connected, feature (some restrictions); when a Robber tile is drawn, Robber scoring takes place; no English translation |
(V/9) | Solomo | Decar | C1/C2/WD/WE | Played within a set of walls made from 26 tiles (leaving the 4x corners empty and creating a 7x6 inner area), the aim is to score as many points as possible using the remaining tiles; game ends if 4 tiles can't be placed, or are discarded |
(V/10) | The Three Musketeers | Gwommy | C1/C2/WD/WE | When connecting a feature to one occupied by your wagon you can add a standard follower on top as Musketeer, who will kill any other playere's followers on that feature; requires "Abbey and Mayor" |
(V/11) | Invasion of Catharism | Joff | C1/C2/WD/WE | An alternative way of playing both the Cathar and Siege tiles together; requires "Cathars" and "Siege" |
(V/12) | Miner & Underminer | CARC_Zoner | C1/C2/WD/WE | Uses the components from "The Tower" in a different way; players can mine for ore, undermine city walls, or counter-mine to protect their cities; requires "The Tower" |
(V/13) | The Bandit | Big Guy | C1/C2/WD/WE | A Bandit has been spotted roaming the countryside, stealing from knights, thieves and monks alike; he may join your side for the right price, and then rob you blind if you turn your back; requires "The City of Carcassonne" / "The Count" |
(V/14) | The Foreman in the Tower | Big Guy | C1/C2/WD/WE | It is 1849, and you are a Foreman renovating the City to save it from destruction; you decide when and how high to build, when to claim something as your own, and when to break things down to use elsewhere; requires "The Tower" |
(V/15) | The Knave of Carcassonne | Decar | C1/C2/WD/WE | The player has a bet with the knights of the King’s court; you must press-your-luck and impress the knights; if you are successful you will be considered their equal; if you fail, you’ll forever be regarded as the court jester |
(V/16) | The Abbot's Walk | Decar | C1/C2/WD/WE | The player is given the task of walking their Abbot from One Cloister to another, and seeing as many features of Carcassonne on the way; the player plays tiles within the strict confines of "The Garden", and uses 8x followers and 1x Abbot |
(V/17) | El Juglar | Nick Leonard | C1/C2/WD/WE | Uses the fair tiles from "The Catapult" and the bazaar tiles from "Bridges, Castles and Bazaars"; with many juglares in town for the fair, some have trouble attracting a crowd; instead, they resort to petty thievery |
(V/18) | Barns Revisited | frankdux | C1/C2/WD/WE | An updated way to play with barns that preserves the original farming mechanic of the base game while still giving the barns a purpose; it also eliminates the possibility of re-farming mega barn farms, over and over, for cheap points |
(V/19) | Catapult Catch | Carcking | C1/C2/WD/WE | Uses the components from Catapult in a different way; requires tiles and tokens from "The Catapult" |
(V/20) | Close the Gap | Albatros & Hans Andersson | C1/C2/WD/WE | If a player places a tile to fill a "hole" (closed on 3 or four sides) the player is able to take a second turn (as with The Builder from "Traders and Builders") |
(V/21) | Campaigns | Whaleyland | C1/C2/WD/WE | Campaign game using most of the expansions |
(V/22) | Lifestyle (aka Life Change) | Tobias Stapelfeld | C1/C2/WD/WE | Followers can be moved to other features instead of placing a follower |
(V/23) | Rebuilding | Tobias Stapelfeld | C1/C2/WD/WE | Each turn, for a cost, players may remove any unoccupied tiles and place them elsewhere |
(V/24) | Squared Carcassonne | Carca_Maker & Zox | C1/C2/WD/WE | Variant inspired by some of the concepts of Tetris |
(V/25) | Customs Officers / Tax Collectors / Publicans | Alexandra Kremers | C1/C2/WD/WE | An early variant idea; followers can be placed as tax collectors at road junctions, scoring one third of the points scored for each road |
(V/26) | Capture | Martin Storbeck | C1/C2/WD/WE | Capture another player's follower when occupied features become connected; the catch is that the newly arrived follower must "guard" the other, possibly leaving the feature open for others |
(V/27) | The Double-sized Follower | Martin Storbeck | C1/C2/WD/WE | Score double points when using a big meeple; resulted from a misunderstanding of the rules |
(V/28) | True North | Just a Bill | C1/C2/WD/WE | Variant for using "The Wind Roses"; tiles must be placed according to their correct orientation; then players may re-locate one of their meeples within that quadrant to any incomplete feature; requires "The Wind Roses" (either version) |
(V/29) | Recassonne | Matjaž Bevk | C1/C2/WD/WE | Lay tiles on others to redevelop them. Also uses 2 "other" tiles as triggers for earthquake. |
(V/30) | Communis | Luis Patricio | C1/C2/WD/WE | Rules to include some (possible) co-operation between players during the game to increase their scoring; scoring of roads, cities and farms is based on the number of followers present and other factors; download link on thread not working |
(V/31) | Visitors of Carcassonne | Guthrie Allen | C1/C2/WD/WE | Based on "Famine in Carcassonne" this also uses a set of gray meeples; players develop the landscape while maintaining a balance of resources; the Grays visit and marvel at the accomplishments and provide aid when they can - but they may vanish just as soon as they appear! |
(V/32) | Rivers and Harbours | Manfred Stenzel | C1/C2/WD/WE | Early expansion idea (probably before "The River" was released), requires using some road tiles from a second copy of the Base Game, painted blue, to be a river/canal |
(V/33) | Carcassollo | t2k | C1/C2/WD/WE | Players are limited to tile placement on an imaginary grid of 7x7 tiles, with the start tile at the center |
(V/34) | Pilgrim Roads | Koschei | C1/C2/WD/WE | A player may place a follower as "Pilgrim" on a "cloister with road" tile; the follower will score the road (2pts per tile), or the cloister, whichever completes first; requires any Monastery tiles with road (including Dutch/German Monasteries) |
(V/35) | The Citadels | Gerry | C1/C2/WD | Variant of Scoring Rules for Roads by Gerry. Players attempt to establish a linked alliance of citadels connected by a continuous network of roads; each structure that terminates a road (crossing, city segment, or cloister) must have another road exiting from it to continue the network; the variant uses Castle tokens differently by keeping completed cities in play to gain more points |
(V/36) | The Chatelaines | Gerry | C1/C2/WD | In addition to receiving the trade goods tokens the player completing a city will receive 1pt per Chatelaine for each trade good in the city; requires "Traders & Builders" and Princess tiles from "Princess & Dragon" |
(V/37) | Wheel of Fortune tiles | Gerry | C1 | Variant for using the tiles from "Wheel of Fortune" (without using the wheel itself); each numbered tile adds points to features when they close |
(V/38) | The Explorers | gabrielgeek | C1 | Alternative idea for using "The Wind Roses" tiles; place a follower when placing a quadrant tile, and gain points for tiles placed in that quadrant; requires "The Wind Roses" |
(V/39) | Loop Runner | Danisthirty & Chooselife | C1/C2/WD/WE | If you create a road loop you may choose to leave your meeple on it as a jogger, and receive 1 point for every lap completed |
(V/40) | Festival Farmers | Michael Halbert | C1/C2/WD/WE | Expands on option in "The Festival", for a monk (if monastery incomplete) and farmer (if field is totally enclosed) to score as at end of game; requires "The Festival" |
(V/41) | The Schools of Carcassonne | Halfling | C1 | After the first school is completed, a new school is placed on the board by the next player; requires multiple copies of "The School" |
(V/42) | Messengers and Robbers variant | Meepledrone | C1/C2/WD/WE | Messengers and robbers are put to work as special figures in the playing area instead of on the scoreboard; requires "The Tower", "The Messengers" and "The Robbers" |
(V/43) | Close The Gap | Kaleostro | C1/C2/WD/WE | Score points for filling in holes in the landscape; different from the similarly named "Close the Gap" by Albatros and Hans Andersson; see also "The Cartographer" by Seli |
(V/44) | The Farrier | SxN | C1/C2/WD/WE | After completing a city, leave a follower in the city to score 1 point per turn for the rest of the game |
(V/45) | Labor Market (K#20) | Kothmann | C1/C2/WD/WE | Each player places two followers in reserve, and as cities are completed may bid to move a follower back and forth in exchange for points |
(V/46) | Hedge Preaching and Iconoclasm | Windekind | C2 | C2 Highwaymen tiles boost the score of the road and reduce the value of any monasteries along its length |
(V/47) | Fight or Flight - A Robbers Variant (K#22) | Kothmann | C1/C2/WD/WE | The Robber figures are placed on the main game board on occupied features, rather than on the scoreboard, with the hope of scoring points for the features if they can "scare away" those already in place; requires The Robbers |
(V/48) | Over-seers and Under-takers (Hills Variant) (K#28) | Kothmann | C1/C2/WD/WE | An alternative way of using the hill tiles from "Hills & Sheep"; the player may look at the "buried" tile, then place a follower on the hill, scoring when unoccupied features on that tile are completed; if not placing a follower, can remove a hill-dweller from play and take the hidden tile and palce it as a second turn |
(V/49) | Barn Variants | Kothmann | C1/C2/WD/WE | A few alternative ideas for using the barn from "Abbey & Mayor" |
(V/50) | Biding Abbot's Absolution (K#2) | Kothmann | C1/C2/WD/WE | After completing a monastic feature, the Abbot remains in place, lying down; can be removed on a future turn (scoring as normal), while also allowing another follower to be removed from a feature (without scoring) |
(V/51) | Castles in Germany - as Starting Tiles (K#3) | Kothmann | C1/C2/WD | Use some of the "Castles In Germany" as starting tiles |
(V/52) | Alternative Trade Goods Scoring (K#4) | Kothmann | C1/C2/WD/WE | Instread of scoring 10pts for holding most of a token type, they are scored in groups of 3 identical, or 3 different, tokens |
(V/53) | Highways (K#5) | Kothmann | C1/C2/WD/WE | Any road with a "bridge" piece scores 2 points (as Inn/Lake); requires Bridges |
(V/54) | Pious Plaza - Cathedral Surrogate (K#10) | Kothmann | C1/C2/WD/WE | Uses the base game CCCC tile in 2 ways; as Cathedral (so city scores 3 pts per tile on completion), or set aside at start of game and can be exchanged if a player draws a FFFF monastery and would rather have the city tile |
(V/55) | Collectives - Proportional Scoring (K#11) | Kothmann | C1/C2/WD/WE | Points for Farms and Cities are allocated based on the number of followers in them, rather than just to the majority stakeholder(s) |
(V/56) | Hatteras Captain (K#16) | Kothmann | C1/C2/WD | Tower floors are automatically added to tower bases, but they can be moved to build higher towers on later turns; followers placed on towers can be moved into features on the tile, even if occupied; replaces normal Tower capture rules; requires "The Tower" |
(V/57) | The Wyvern's Veil - a Dragon Variant (K#17) | Kothmann | C1/C2/WD/WE | As the Wyvern moves around the board it temporarily "hides" followers, allowing others to place a follower on that feature; if a feature scores when Wyvern present, that tile is ignored; requires "The Dragon" |
(V/58) | MegaCarc: UPGRADE Mode | AlbinoAsian | C1/C2/WD/WE | Collect Upgrade Points for sharing features; use those points to gain extra meeples/tiles as the game progresses |
(V/59) | The Inquisitor - revised rules | Oldbonz | C1 | Revised/simplified rules for the expansion "The Inquisitor" by Aenima |
(V/60) | Ideas for Bazaar Variant | AlbinoAsian | Alternative use for Bazaar tiles which score points for followers occupying features surrounding it when it is completed; requires tiles from "Bridges, Castles and Bazaars" | |
(V/61) | Cosmic Orienteers (K#32) | Kothmann | C1/C2/WD/WE | "The Wind Roses" variant based on "The Astronomers"; when a Wind Roses tiles is placed, it scores points if it is in alignment with any other Wind Roses tile |
(V/62) | The Vault | Just a Bill | C1/C2/WD/WE | Separate tiles into two types - basic and deluxe ("The Vault"); after completing a feature without scoring you can start to access the tiles in "The Vault"; several optional ideas included |
(V/63) | Breachers (K#31) | Kothmann | C1/C2/WD/WE | "Beseigers" variant; when one of the siege tiles is placed, a player may use it to move a farmer from a touching field into that city on a later turn |
(V/64) | High Fliers (K#30) | Kothmann | C1/C2/WD/WE | "The Flying Machines" variant without dice; place a follower on top of the hill and on a later turn, they can move to an incomplete feature along the alignment shown by the arrow (unless the tile is surrounded before the flight takes place) |
(V/65) | Royal Garrison (K#25) | Kothmann | C1/C2/WD/WE | Princess variant; if a city contains a Princess tile, other players may place a follower on a tile used to expand it so long as the number of open sides is reduced, even though the city is already occupied |
(V/66) | Flash Points (K#26) | Kothmann | C1/C2/WD/WE | Volcanoes variant; when a volcano tile is surrounded by 8 tiles, it erupts, removing any followers on those eight tiles or the volcano tile itself; features on the eight tiles score bonus points if they complete before the volcano erupts |
(V/67) | Wary Wyrm (K#27) | Kothmann | C1/C2/WD/WE | In this Dragon variant, the Wyrm is attracted to followers that occupy an incomplete feature by themselves, and when a dragon tile is drawn it eats that follower |
(V/68) | Mondo Carcassonne | Andrew Walters | C1/C2/WD/WE | Place your tiles (70 or so per player) in the middle of the table, face up; each person has an identical play sheet with spaces to create a map of twenty four tile; flip a goal card and set the timer; players fill their play sheets in real time, no turns, to score points by completing cities and roads, and competing to best satisfy the selected goal; rules and goal cards available |
(V/69) | Small Fortune (K#29) | Kothmann | C1/C2/WD/WE | "Wheel of Fortune" variant; add the points shown in the tiles to features when they complete; see "Wheel of Fortune tiles" |
(V/70) | Co-operative Carcassonne | sfdrew | C1/C2/WD/WE | Players work to complete mission objectives, such as constructing large cities, laying down massive roads, and establishing large numbers of cloisters; points collected will allow you to add Meeples that your team will need in order to help you reach your objectives |
(V/71) | Famine in Carcassonne | p4warrior | C1/C2/WD/WE | You play as black, with other coloured meeples used as resources which you gain as you complete features, but lose to maintain followers on incomplete features; if you can't pay, a score marker is reduced and if it reaches 0 you lose the game |
(V/72) | The Merchant | sweetcitysweat | C1/C2/WD/WE | Repurposes the bazaar tiles; merchants placed on the tiles score points as features are added around them, but can be removed if any local features are completed |
(V/73) | The Revellers (20th Anniversary) | gabrielgeek | C2 | If there is a group of travelling revellers on a road when it closes, after scoring normally move your scoring piece forward to the next dark square; requires tiles from 20th Anniversay version |
(V/74) | Cathedral (Sagrada variant) | Kothmann | Alternative use for the cathedral tiles from "Inns and Cathedrals"; if all represented players agree, city is declared "incomplete" and scores 1pt per tile/shield at end of game, unless it is closed when it scores 0! | |
(V/75) | Meeple Market Madness | Kothmann | At the start players have a limited number of meeples to use; the remainder, including special followers, become available to buy at a reducing cost as each bazaar tile is drawn during the game; requires Bazaar tiles | |
(V/76) | Dice Game Siege Variant | Kothmann | Alternative play method for rolling the dice (3 distinct sets of 3), with the option of setting some aside for a final bonus roll | |
(V/77) | Pig Variant | Kothmann | Pigs are used as a separate piece to score fields, with some placement restrictions on both the big and later farmers and barns; pigs score 1 point per city in field at end of game | |
(V/78) | Novel Messenger Variant | Kothmann | Messengers are brought into normal play, and are used by being placed alongside any other meeple in play; if the feature on which the messenger is placed is completed, the messenger is withdrawn collecting a message tile in the process, which they should try to deliver to another meeple on their next turn | |
(V/79) | Messengers Variants | Kothmann | Ideas for including the messenger figures onto the main board of play, rather than the scoreboard | |
(V/80) | Tower Ruins | Kothmann | Uses Tower pieces in a new way; when a Cloisters tile is drawn, a tower is built equal to the number of empty squares around it; as each later tile is placed, one tower level is removed, but may be occupied by any player's monk stopping further demolition of the tower; the ruined tower sections add to the value of nearby feature; recluse on tower scores at the end of the game | |
(V/81) | Tax Collectors | Alexandra Kremers | C1/C2/WD/WE | An early variant idea; followers can be placed as tax collectors at road junctions, and scores one third of the points scored for each road; also known as "Publicans" and "Customs Officers" |
(V/82) | Solitaire Carcassonne | dave_s | C1/C2/WD/WE | Based on 40 tiles, you may only place your 8 followers on roads and cities, but you must place one each turn; followers are scored and removed when features are complete; to win you must place all of the tiles without running out of followers; advanced option introduces cloisters as well |
(V/83) | Solitaire Carcassonne Updated | dave_s & reprint & Colette0101 | C1/C2/WD/WE | This extends Basic Solitaire Carcassonne by Dave_S, using all 72 tiles and 10 followers; it also varies in that under certain circumstances you may be able to continue laying tiles, even if you have no followers available; you win if you can place all 72 tiles, and the aim is to do so with the highest score; there is an alternative scoring method based on the score achieved divided by the number of tiles placed (points per tile) |
(V/84) | Quarantine Carcassonne Solo | MattLowder | C1/C2/WD/WE | After laying out The River, select 8 meeples of 4 different colours, each colour signifying a particular role; 2 tiles are drawn and one chosen to use, and over 18 turns you must place the selected tiles and occupy features; scoring occurs only after all 18 tiles have been placed; but you must ensure that there are 3 tiles between each placed meeple, otherwise you lose; a second, more difficult, option is included |
(V/85) | Frozen | drewchap | WE | Re-create the story of "Frozen" over three phases, while also playing Carcassonne; when Elsa and Anna return to Arendelle the game is over, possibly before all tiles have been placed |
(V/86) | Carcassonne and Zombies | jukie | C1/C2/WD | Using the tiles from "Princess and Dragon" Zombies replace the dragon and move when the dragon symbol comes out; zombies remove a follower (replaced by one of their own), scare followers away (if they have a majority on a feature), but can be removed when a cloister is completed; affect the value of cities, roads and fields |
(V/87) | Knights Errant | sylweb | C1/C2/WD/WE | Knights Errant (red/black meeples) appear when a City tile with a shield is drawn; they move (red horizontally, black diagonally) each time a non-shield tile is drawn towards the nearest of your followers, removing the follower if they reach them before the feature is scored |
(V/88) | The Vaults / Safecrackers | bulifm | C1/C2/WD/WE | After drawing a tile you may choose to save it for later, and draw another tile; you may play the reserved tile in a later round instead of drawing a tile, unless one of the other players has "bought" it from you |
(V/89) | Spheres of Influence | Fritz_Spinne | C1/C2/WD/WE | Two player game; using the base game in different artwork styles and a fixed playing area (say 11x14 or 14x14, large enough to accomodate 144 tiles while giving both a chance to lay all their tiles), each player aims to occupy as much of their opponent's half as well as scoring for completed features; where the two sets of tiles meet, features must continue |
(V/90) | Rule for "The Labyrinths of Carcassonne" | maik63de | C1/C2 | Alternative rule suggestions for using "The Labyrinth" tiles |
(V/91) | The Alien - Crop Circles Variant | Fritz_Spinne | C1/C2/WD/WE | Using an Alien figure, if the "Remove Follower" option is chosen when a Crop Circle is played, one of the returned followers is abducted by The Alien and held for a number of turns, or until the next Crop Circle is drawn; requires "Crop Circles" |
(V/92) | The Underworld | invinitas | n/a | Loosely based on the Ravensburger game "The Labyrinth", this is played alongside Carcassonne; if followers have "died" - Dragon, Plague, etc. - they enter The Underworld; rows of tiles are slid back and forth changing the layout of passageways, while the followers try to reach a designated "safe" space where they are "resurrected"; players without a follower in the Underworld also move the passages, plus one of the two skeleton pieces, to try delay the exit of any trapped followers |
(M/1) | The Bread Maker (#1) | Decar | Tiles with bakeries on them; send a meeple there and gain a token | |
(M/2) | The Hobby Horse (#2) | Decar | Hobby Horse figure moves around the board until it meets a follower; thereafter the follower becomes the Hobby Horse and is moved around the board until they meet another follower, when the first replaces the second, etc. etc. | |
(M/3) | Big Boys and Girls (#3) | Decar | Proposal for using the very large meeples from CundCo in a standard tile game | |
(M/4) | The Pied-piper (#4) | Decar | When a tile is placed, all meeples move one tile towards it, onto different features | |
(M/5) | The Special Sausage (#5) | Decar | Each player has a sausage, and may eat it for 4 points, or put in place of another player's follower on the board; whoever completes a feature with a sausage, scores points, even though they may not score for the feature itself | |
(M/6) | Sticky Situation (#6) | Decar | "Sticky" tiles from which a follower can't be returned until a period after the feature is completed | |
(M/7) | The Mole (#7) | Decar | When playing a mole tile, player may turn over any unoccupied tile, forcing completion of any "connected" features; includes discussion of having a Mole figure moving around all such flipped tiles, temporarily flipping them back | |
(M/8) | The Shuffler (#8) | Decar | After placing a shuffler tile, mix any remaining tiles (especially if in stacks) and pick a tile for the next player | |
(M/9) | Strong Winds (#9) | Decar | Each player has a special figure; when placed, any meeples on surrounding tiles are "pushed" one tile away onto the same, or suitable incomplete, feature | |
(M/10) | The Vagabond (#10) | Decar | The Vagabond is moved around the board and can be used to steal points from other players if moved onto a tile with a follower | |
(M/11) | The Tree Chopper (#11) | Decar | When you draw a tile with a tree on it, your special tree feller scores for the number of tiles they must cross from their current tile to the newly placed tile | |
(M/12) | Hotdogs (#12) | Decar | Any follower on a tile surrounding a Hot Dog stand tile scores a bonus point | |
(M/13) | A Barrel of Laughs (#13) | Decar | For each Trade Token a player gets, each of the other players take a half token of one of the other types | |
(M/14) | Christmas Trees (#14) | Decar | Players add baubles to a Christmas tree instead of placing a meeple; at end of game, for each bauble score points equal to the number of followers not in play | |
(M/15) | April Fool (#15) | Decar | When Jester tile is placed, any feature completed by it scores negatively, but if completed on a later turn it scores double | |
(M/16) | The Stocks (#16) | Decar | When tile placed, all players must place a follower in "The Stocks", that can be removed on a later turn by placing a tile next to the Stocks tile | |
(M/17) | Murder Mystery (#17) | Decar | Whenever a feature is scored, you gain an evidence token, or give all other players a token from your stash; whoever has most at the end of the game loses points | |
(M/18) | Hot Cross Buns (#18) | Decar | When a feature is scored by 2 or more players, each may give any player one of their Hot Cross Bun tokens; at the end of the game, whoever has most must assign their tokens to meeples on the board, and any without buns are removed without scoring | |
(M/19) | Easter Bunnies (#19) | Decar | If you complete a feature, a bunny token is placed on the start tile, or any tile adjacent to a previously placed bunny token; if you complete a feature which has a tile with a bunny token on it, you get an extra turn | |
(M/20) | Hedgehogs (#20) | Decar | Whenever a truffle tile is drawn, a truffle token is added to any pennants in incomplete cities; these are handed out when the city is scored, and at the end of the game are scored | |
(M/21) | The Luck Farm (#21) | Decar | Any farmer in the field containing this tile at the end of the game, rolls the dice to determine the worth of each city to them | |
(M/22) | Town Planning Department (#22) | Decar | Each player may immediately block the placement of one tile by another player (or your own), who discards their original tile and draws a new one; see "Town Council" Veto option | |
(M/23) | Town Guard (#23) | Decar | When placing a tile with connected road/city or road/cloisters, any placed follower must be moved from one feature to the other on each subsequent turn, perhaps leaving the other open for another player to occupy | |
(M/24) | State of Mourning (#24) | Decar | Any road or cloisters scored after the first tile is drawn, and before the second, scores half points | |
(M/25) | The Merit Maker (#25) | Decar | The points gained by one pre-selected meeple are recorded during the game, and the player that gains most is given +1 merit on CarcC by each of the other players! | |
(M/26) | The Saw Mills (#26) | Decar | Tokens are added to the placed saw mill tile based on distance from the river source; as features on the tiles around the mill are completed, tokens are distributed and can be used by players later in the game for bonus actions | |
(M/27) | One Colour meeple (#27) | Decar | Everyone plays with the same colour of followers, but with different markings on the feet to differentiate them, which are only revealed when a feature is completed | |
(M/28) | Carcassonne Moles (#28) | Decar | Uses a smilar concept to Magic Portals, but is used to move to feature on the next drawn mole hill tile | |
(M/29) | Mini Battles (#29) | Decar | When the trigger tile is drawn, each player selects 6 tiles, and they play a separate mini game of Carcassonne with any unused followers, with the tiles being mixed back in the bag/stack after it's over; similar to the mini game function of "Cosmic Portal : Mirror Zone" | |
(M/30) | The Catacombs of Carcassonne (#30) | Decar | Build a set of catacombs at the side of the board from a special set of tiles; when features are occupied and closed you lose your follower for the rest of the main game, but gain benefits | |
(M/31) | Penguins and Polar Bears (#31) | Decar | WD/WE | Tiles with Polar Bears on them must be placed on the board "above" the new start tile, penguins below it; polar bears remove followers on any of the surrounding tiles, while penguins add to the score of any follower on a surrounding tile |
(M/32) | Bandits of Carcassonne (#32) | Decar | Requires the game "Bandido"; play a game of Bandido first and if you win, each player gets a Bandit follower that can be used to remove a meeple from one of the surrounding tiles and take their current score for that feature | |
(M/33) | Watering Gardens (#33) | Decar | C2 | Each player has a watering can token that may be placed on a garden when an Abbot is placed; when the four touching tiles have been placed the watering can's role is done and is removed, with a point being added/deducted based on whether the abbot is present or not |
(M/34) | Grass Mats (#34) | Decar | Grass tokens may be placed to split a road and join the fields | |
(M/35) | Saturday Breakfast TV (#35) | Decar | Trigger tiles gradually move a scoring slider up and down to modify the values of cities, roads and cloisters during the game | |
(M/36) | Market Day (#36) | Decar | When one of the market tiles is drawn, players may use points to "buy" additional actions; could use "Bazaar" tiles | |
(M/37) | The Two Towers (#37) | Decar | The tower tiles trigger immediate scoring of features when the second of a particular pair is placed | |
(M/38) | Cow Tipping (#38) | Decar | C2 | If you complete a feature on a tile with a shed, you score a bonus, and if any adjacent tile has a shed, that gives an extra bonus, etc. etc. |
(M/39) | Meeple Tracker (#39) | Decar | Each meeple is numbered, and you must always use the lowest value meeple available; record how many points each meeple scores; see also "No Time For A Tie"/"Empate Duro" by Carca_Maker | |
(M/40) | Carrot Tops (#40) | Decar | If you don't add a follower when placing the tiles, you take a token which scores points immediately, and allows you to return your next drawn tile for a replacement | |
(M/41) | Contract Negotiators (#41) | Decar | Each tile contains a contract that is completed by the player; a sort of tile-based "By Order Of The King" | |
(M/42) | The Herb Garden (#42) | Decar | Earn herb token when completing certain features; in combination these can be used to gain extra actions | |
(M/43) | You Snooze You Lose (#43) | Decar | Tokens assigned when completing a feature; when you have three you must move one follower to a field on the same tile, or miss a turn | |
(M/44) | Cabbage Patches (#44) | Decar | Farms with a cabbage patch score 2 points per city instead of 3, but there are placement restrictions on any tile surrounding a cabbage patch | |
(M/45) | The Carrion Crow (#45) | Decar | Players can place carrion tokens instead of a meeple on unoccupied features, and these are used to lure the crow/vulture away from regular meeples, which it will eat if they are closer when it moves; unused tokens score at the end of the game, but each carrion token in a field effectively negates one city | |
(M/46) | The Bureaucrats (#46) | Decar | A separate board is used to keep track of the numbers of completed roads and cities, as the area around a cloisters is developed, and when a farmer is placed; if a feature you are scoring is top of the tracker it doesn't score | |
(M/47) | The Politicians (#47) | Decar | As each feature is completedThe Politicians - As features are completed, a segment is added to the appropriate "pie" (1 each for farms, cities, roads, and cloisters); when a particular pie is filled, certain meeples are removed from play, which in turn result in adding a segment into a different pie! | |
(M/48) | Take The Day Off (#48) | Decar | Once during the game, choose to miss a turn; on the next turn draw two tiles and play in any order | |
(M/49) | The Ballista (#49) | Decar | Ballista tile must be placed touching only one tile; the player may then carry out one of several actions along a line of tiles | |
(M/50) | Leonardo's Crossbow (#50) | Decar | The Crossbow is moved around the board and then fired, removing any meeples along that line of tiles, and destroying the first set of city walls it hits | |
(M/51) | Interaction Nightmares (#51) | Decar | Each turn the scoring points awarded for completing a feature change | |
(M/52) | Klokanka (#52) | Decar | After scoring a feature you can change one regular meeple into a big meeple | |
(M/53) | Snakes and Ladders (#53) | Decar | Tiles have the top and tail of ladders and snakes with possible meeple movement between the two depending on when they are drawn; second suggestion of using a Snakes and Ladders board in place of the Carcassonne scoreboard | |
(M/54) | The Strimmer (#54) | Decar | When the first farmer is placed, The Strimmer moves across a field on the Start tile, splitting it into several sections, and leaving a strip "fallow"; the same process occurs when any garden tiles are drawn thereafter, in other fields; alternative idea proposed using hedges to divide the fields | |
(M/55) | The Ambassador (#55) | Decar | The Ambassador can be used to negotiate the recovery of a trapped meeple, add value when meeples are on features that connect, or score 1 point when with your supply during your scoring phase | |
(M/56) | The Proofreaders (#56) | Decar | The Proofreader scores points for each complete city around the cloister | |
(M/57) | The Limerick Writer (#57) | Decar | Players scoring in the vicinity of a Limerick tile, must draw a Limerick card, read it out, and apply a scoring modifier to their feature, which may be negative or positive | |
(M/58) | Freemasons (#58) | Decar | Tiles with builder who'll work for anyone when feature extended; see "Mason's Lodge", "Guesthouses", "Treasure Hunt", "Shared Builder" | |
(M/59) | Veni, vidi, vici (#59) | Decar | Each of the special tiles has a different effect; all meeples in play are replaced by a neutral colour meeple, all meeples score as at end of game, or all meeples removed | |
(M/60) | The Musicians' Guild (#61) | Decar | Travelling bands (on roads) add value to the score of the road, while concert halls add value to the cities in which they are located; placing a meeple on the Guild Hall (start tile) allows you to influence those scores (up or down) | |
(M/61) | Facades (#62) | Decar | Introduces tiles with one edge that can be placed against any of two or three of the standard tile edge types | |
(M/62) | Sharpe's Endeavour (#63) | Decar | Each player has a special follower (in place of a regular one), that can be placed as normal, but if the feature isn't closed by the end of their next turn it is removed from the game; if it is on a feature that scores, it doubles the value, and may move to a feature on the placed tile and subsequently acts like a normal follower, with bonus scoring if used as a farmer | |
(M/63) | Cutting me own throat (#64) | Decar | If you complete a feature on one of the tiles, you can spend some points to buy additional actions, some of which may negatively impact you | |
(M/64) | The Benedictines (#65) | Decar | A monk can be placed on these special monasteries, which are scored for cities in the surrounding field | |
(M/65) | The Trappists (#66) | Decar | When a trappist-cloister is placed any meeple on the surrounding tiles scores immediately; they are taken off the board or moved to the trappist-cloister; if a players later adds a tile around the trappist-cloister they may join the party, with points being awarded to those that are already there, and when the trappist-cloister is completed | |
(M/66) | The Blue Nuns (#67) | Decar | Special Cloisters onto which Nuns are placed; they score points for knights in cities on the surrounding eight tiles; they may also be used to remove a previously scored knight on an adjacent tile at which the Nunnery scores (like an Abbot) | |
(M/67) | Old Habits are hard to break (#68) | Decar | Place a meeple with a special nun token on road ends instead of normal features; can later swap the nun with any meeple on a connected feature; depending on which is in place on a junction, the score for connected features varies | |
(M/68) | Everyone's a Critic (#69) | Decar | Artists appear on roads, cities, and farms and boost or negate points for the features | |
(M/69) | Snake Mountain (#70) | Decar | When you complete a 3-tile city, you can form a Snake Mountain (one per player per game) and assign a meeple to it, affecting the farm(s) it's located in and all touching features; it, effectively, steals points from the completed feature; follower can be kicked out, but it can be re-occupied | |
(M/70) | Ode to a Caterpllar (#71) | Decar | Tiles have features (road, city, cloisters) with holes in them; players may "fish" for missing sections (tokens in a bag) if they don't place a follower on their turn; features with holes can't be closed; caterpillar can be moved around the board affecting scoring | |
(M/71) | Scrooge (#72) | Decar | When a Scrooge tile appears each player loses a follower from the board, which can be bought back on a later turn; when another Scrooge tile is drawn, any followers not yet bought back are removed from the game | |
(M/72) | Wee Willie Winkie (#73) | Decar | The Wee Willie Winkie figure moves back and forth between the first and last figures on the scoretrack; if he shares a space with your scoring piece, you don't score points for any closed features | |
(M/73) | Border Disputes (#74) | Decar | If you place a tile and follower, and there is exactly one empty space before the next occupied tile (in one direction) you can switch followers | |
(M/74) | Unstable Ground (#75) | Decar | When the tile is drawn, the player slides a single row or column on tile in any direction; see "Earthquake" for similar | |
(M/75) | Time Paradoxes (#76) | Decar | A phantom is placed as normal on a feature, but can only score (and be removed) when you replace it with a regular follower moved from an already occupied feature without scoring | |
(M/76) | Wishers and Granters (#77) | Decar | Cloud tiles affect the surrounding tiles; some add to the value of surrounding features, while others stop those features being scored until the cloud is complete | |
(M/77) | Sprouts (#78) | Decar | Each player can use their "sprout" to boost the value of a follower; after scoring the follower may move to another feature within two tiles | |
(M/78) | Wimbledon (#106) | Decar | 2 players (or any even number); a game of tennis is played on a special start tile (2x2); as features are scored, you may move your meeple and/or ball within the court; if the ball is moved beyond the opponent's back row you score bonus points | |
(M/79) | Mirror Makers (#107) | Decar | After placing a normal follower, the player may also "mirror" a follower on a neighbouring tile; depending on which follower's feature completes first, one or both may score | |
(M/80) | Musings on The Artist (#108) | Decar | 3 tiles are placed to one side, each having a specific criteria associated; if you meet any of the criteria on your turn you claim the tile, and may play it as a bonus tile on any future turn; the "bought" tile is then replaced so there are always three available | |
(M/81) | Flamingos or maybe Flamingoes (#109) | Decar | Floodwater splits the road on a tile into two sections, both of which may be occupied before the flood waters recede and the two sections of road are re-joined and completed/scored as normal; features on the connected road tiles get a scoring bonus while the flamingos are active | |
(M/82) | The Lemurs (#110) | Decar | Completing a feature on a tile next to a Lemur tile scores a bonus, but causes any followers on tiles surrounding the lemur tile to be removed after scoring | |
(M/83) | Sleuths (#111) | Decar | hen completing features around a Sleuth tile, players may guess if a "clue" has been hidden under it; depending on the success of the guess, the player completing the feature or the owner of a follower on the Sleuth tile, scores the points | |
(M/84) | Decoders (#112) | Decar | Each player keeps 3 tiles (from 5) drawn at the start; these are placed face down in front of them; whenever a player completes a feature, they may guess the tile edges of one tile owned by another player; the tokens are used to indicate how many edges have been correctly guessed; a correct guess scores points but when all of a player's tiles have been correctly guessed they lose points | |
(M/85) | 10 Seconds (Speed Carcassonne) (#113) | Decar | You only have 10 seconds to carry out your turn, otherwise you lose 5 points; makes for a quick game! | |
(M/86) | Tiramisu Haus Katastrophe (#114) | Decar | The special tiles may be placed on top of already placed tiles so that at least one side connects with the existing landscape; the other sides act like Abbey tiles; bonus points for the number of layers | |
(M/87) | Snowdrifts (#115) | Decar | Adds some Winter Edition tiles to the general tile mix; any feature that is on a winter tile scores half points, but if you can place your follower on the winter tile, it scores double; snow tiles break field continuity | |
(M/88) | They think it's all over (2 player) (#116) | Decar | Nets are placed on opposite sides of the start tile, with the ball on the start tile; when one of a few specific events occur, the ball moves towards the opponent's goal; if it passes the net a goal is scored, and a bonus scored; nets are slowly moved outwards as the board expands | |
(M/89) | The Forgetfuls (#117) | Decar | After you place one of these tiles, you miss your next turn | |
(M/90) | "5 Finger"Twister (#118) | Decar | When you draw/place one of your 5 tiles you must place a finger on it; if you draw any of your other Twister tiles, and can touch them together, you will score more points | |
(M/91) | Pig Hunter (#119) | Decar | Whenever a tile with a shed is placed, the Hunter moves towards it scoring points for cities it passes through, and removing any followers it encounters | |
(M/92) | Placing Bids (#120) | Decar | If you don't place a follower you can "tag" a feature you think will be the next of your features to complete; if you're correct it scores as normal, otherwise it scores half points | |
(M/93) | Boops (#121) | Decar | Each tile has a dog on one of the sides, facing outwards; if you can place two "dog-edges" together (nose to nose) you score bonus points; features with single dogs have reduced scoring | |
(M/94) | Hot Tubs (#122) | Decar | Gives the player drawing the tile the option of placing two followers on a feature (city or road only) | |
(M/95) | Eierlegende Wollmilchsau (#123) | Decar | This special figure provides different scoring bonuses depending on which type of follower is associated with it | |
(M/96) | Paleo (#124) | Decar | When the Sabre Tooth Tiger comes into play, the players must work together to complete several actions over a limited period of time; if not, all player's scores are reset to 0 | |
(M/97) | Sandmen (#125) | Decar | When a Sandman tile is placed, the player puts one other player's follower "to sleep"; they remain asleep until the next sandman tile is placed and don't score while asleep | |
(M/98) | Drop-ins (#126) | Decar | When you score a feature which has one of the special symbols, you may immediately place a scoring meeple onto any unclaimed/incomplete feature (like a "Magic Portal") | |
(M/99) | Plagues of Carcassonne : Frogs (#127) | Decar | Any follower on a tile surrounding one of the frog tiles is trapped on the tile for 2 turns after the feature has been scored | |
(M/100) | Plagues of Carcassonne : Disease of Livestock (#128) | Decar | Each plague tile reduces the final scoring of a farm, in which these tiles are located, by 1 for each completed city | |
(M/101) | Plagues of Carcassonne : Darkness (#129) | Decar | Prevents any new tiles being placed around it, unless one of them is a cloister; trapped followers may be removed for no points | |
(M/102) | Plagues of Carcassonne : Boils (#130) | Decar | Affects scoring on the surrounding tiles, and can infect followers on any surrounding tiles; similarity in scoring to "Castles converted from cities" | |
(M/103) | Plagues of Carcassonne : Hail and Fire (#131) | Decar | Affect the scoring of the farms in which they are located, and if any cities are completed after the tile is in play | |
(M/104) | Plagues of Carcassonne : Lice (#132) | Decar | When a Lice tile is placed, 4x lice tokens are added to it; then, when players complete features, they move some of the lice tokens; when a lice token ends on an occupied tile, that lice token remains with the meeple until the feature is scored when the lice token affects the scoring | |
(M/105) | Plagues of Carcassonne : Locusts (#133) | Decar | Locust tiles can be placed against any tile sides; any city or fields touching a locust tile will not score; if they are on a surrounding tile, but not touching the locust tile, their value increases | |
(M/106) | Plagues of Carcassonne : Wild Animals (#134) | Decar | Once a Wild Animal tile has 4 meeples on any of the 8 the surrounding tiles, it is captured, and the active player takes an extra turn and can remove a meeple from the board (without scoring); when the Wild Animal is surrounded by all 8 tiles, any meeples left on those 8 tiles are eaten and removed from the game | |
(M/107) | Plagues of Carcassonne : Water Turned to Blood (#135) | Decar | Blood-coloured river tiles are mixed with the regular tiles but cannot be built in front of; features completed while the Blood River develops have a boosted score, but anything after it is complete are reduced in value | |
(M/108) | Plagues of Carcassonne : Loss of Meeple (#136) | Decar | Players may lose a follower not currently in play when the 2nd, 4th and 6th of the tiles is played; if one of these tiles can be placed into a hole, then the player doing so may recover one of their "lost" meeples | |
(M/109) | Mountain Top Views (#137) | Decar | Tiles contain mountains or viewing platforms; followers on platforms may score points, based on how far they can see in one direction, when the next mountain tile is drawn | |
(M/110) | Mountain Horns (#138) | Decar | When a Horn tile is placed, any followers in the horn's arc are pushed out one tile; if another horn is in the arc, it sounds, and pushes any followers away, too; etc. etc. | |
(M/111) | The Wolves of Carcassonne (#140) | Decar | A wolf moves around the board when a city pennant is drawn, removing any meeple it encounters and a new tile; when 4 meeples have been trapped, each player must take back one meeple from play, plus those trapped by the wolf; the tiles are also reviewed regularly and the tile with most city sides held back until the end of the game | |
(M/112) | Binmen of Carcassonne (#141) | Decar | When cities complete, two rubbish tokens per pennant are distributed to players in that city, who must then assign them to incomplete roads, which affect the roads' worth when they are completed | |
(M/113) | The Tombola (#142) | Decar | When a tile is placed all players get a random token which may contain bonus scoring actions, similar to Quests | |
(M/114) | Tikka Masala (#143) | Decar | The tiles have a spice symbol on each of the four edges; when features are closed, bonuses are applied based on the number of different spice types | |
(M/115) | Street Festival (#144) | Decar | Add bonuses to road scoring, and any cities/cloisters that are close by | |
(M/116) | Southern Fried (#145) | Decar | Features on the tiles have a range of different "ingredients" on them, which are collected when the feature is completed, and which may be used later for additional actions | |
(M/117) | Chicken Coops (#146) | Decar | Initially works roughly the same as Sheep/Shepherds, but tokens are then assigned to other followers in play affecting their scoring, and at the end of the game | |
(M/118) | Counting Your Chickens (#147) | Decar | Players have a small supply of tiles face-down in front of them - but they only get to look at them once; in certain shared scoring situations, you may try to describe one of your hidden tiles, then turn one over; if correct you may play it, otherwise all of your tiles go back and you draw new tiles to replenish your supply | |
(M/119) | Winter-Edition - Dwarves in the Mine | kettlefish | WE | 4x3 start block for WE, with mountains and mines |
(M/120) | Something about Toulouse | Whaleyland | C1 | Thoughts on a hierarchy of rule - King, Dukes, Marquises, etc |
(M/121) | Apprentices (Squires, Pickpockets and Farm Hands) | crasher | C1/C2/WD/WE | Alternative uses for travel set meeples in regular games |
(M/122) | The Merchant of Carcassonne | mkebaron | C1/C2/WD/WE | Adapting Huts (from H&G) to Carcasonne roads |
(M/123) | The Duke (was The King) | Joff | C1/C2/WD/WE | Adapting the Prophet (from "Arc of the Covenant") to Carcassonne - one time use to double feature scoring |
(M/124) | Tiny Ideas | Deatheux | C1 | Tiles which grant an extra function to the player on their turn |
(M/125) | Apprentice Meeple | Jabberwocky | C1/C2/WD/WE | Each player is given one meeple by another player but must keep that meeple busy before they can place ony of their own |
(M/126) | Roadblocks and Road Tolls | Elmendalerenda | C1 | Possible ways to split roads, or raise points by placing a toll house; see "Tolls" |
(M/127) | The Four Horsemen of the Apocalypse | PinkPaisley | C1/C2/WD/WE | Special figures that appear towards the end of the game and are placed next to other meeples to affect final scoring |
(M/128) | The Moated City of Carcassonne | Whaleyland | C1/C2 | Surround the City 4x3 block with River tiles including several junctions as an expanded start; requires lots of River tiles |
(M/129) | Vive La Revolucion | Dave | C1 | Alternative method for getting your followers into a city; re-uses red/yellow pennant tiles from "Family Feud" |
(M/130) | Baby Boom | Dave | C1/C2/WD/WE | Gain extra meeple if have two meeples in a city instead of scoring |
(M/131) | Allies and Intrigues | Dave | C1/C2/WD/WE | Two ideas for sharing, or siphoning points from, features |
(M/132) | The Paladin - Laird and Protector | ReformedCE | C1/C2/WD/WE | Additional figure (double strength) that can be moved around the board, supporting his own followers, or claiming features for himself |
(M/133) | Court Magician | Dave | C1/C2/WD/WE | Place a drawn landscape tile face-down anywhere with your magician which you can retrieve later in the game and play elsewhere |
(M/134) | A Meeple Wears Many Hats | Big Guy | C1/C2/WD/WE | Modifier to a meeple once placed (eg add builder capability, upgrade to Big Meeple, etc.) |
(M/135) | Trading Cloisters | Fritz_Spinne | C1/C2/WD/WE | Adds new trade tokens to Cloisters; can be used with "Animal Farm" |
(M/136) | The Magistrate | Whaleyland | C1 | Some ideas based on The Scout (H&G) |
(M/137) | The Beggars and the Nobles | Tilehunt | C1/C2/WD/WE | Additional figures that either add to, or deduct from, the score of an occupied feature you extend |
(M/138) | City Bridges | Tilehunt | C1/C2/WD/WE | Join two city segments using a Bridge (think Flyovers) over farms, roads, etc. |
(M/139) | Carcassonne RPG | Paul & Big Guy | C1/C2/WD/WE | Gain goal or ability cards when pass 0 on scoretrack |
(M/140) | Cities and Knights | Tilehunt | C1 | Possible translation of Catan expansion (Cities and Knights) to Carcassonne |
(M/141) | Turncoats and Assassin | Fritz_Spinne | C1/C2/WD/WE | Meeples are individually numbered, and 2x number tokens taken by each player; when a feature closes, if another player has the matching token to the meeple they may claim the points instead |
(M/142) | Zombies!!! | Carcatronn | C1 | Zombies randomly move around the board - tile images no longer available |
(M/143) | The Colossus of Carcassonne | Big Guy | C1/C2/WD/WE | Each player/team has a Colossus that gains points during the game, ready for a final battle after other Game End scoring |
(M/144) | Carcassonne: Legacy | Whaleyland | C1/C2/WD/WE | Rules and tiles change as game develops |
(M/145) | The Oldest Profession | Rosco | C1/C2/WD/WE | Female meeple used to distract another player's meeple, or motivate one of your own |
(M/146) | Villain/super thief/politician | Rosco | C1/C2/WD/WE | Extra meeple that can steal points from regular followers - sounds a bit like the Big Meeple |
(M/147) | Bar | play2draw | C1/C2/WD/WE | Drinking contest between followers in shared features |
(M/148) | The City of Carcassonne Divided | Whaleyland | C1 | Re-purpose some aspects of "The City/Count of Carcassonne" to single tiles around the playing area |
(M/149) | Open Hand | asparagus | C1/C2/WD/WE | Play with three tiles in hand, displayed for all to see |
(M/150) | The Friary (Gold Mines repackaged) | asparagus | C1/C2/WD/WE | Score more points the longer a feature is incomplete |
(M/151) | The Gypsies | ILikeGames | C1 | After placing tile, you place a follower on a feature on one of the tiles surrounding it |
(M/152) | The Prince-Bishop | asparagus | C1/C2/WD/WE | Prince-bishop shifts between the players during the game and scores his feature for whoever he owes allegiance to at the time |
(M/153) | The Farmers Of Carcassonne | jappie | C1 | Add tokens around your farmer to gain extra points at the end |
(M/154) | Secret Assassin | frankdux | C1 | Place a "Hit" on other player's meeples and, if a timer goes off, their meeple is assassinated and removed without scoring |
(M/155) | Additional Messenger tiles | frankdux | C1/C2 | Some alternative Messenger Tile ideas |
(M/156) | Ghostbusters | frankdux | C1/C2/WD/WE | Place "ghosts" in features to scare off standard meeples |
(M/157) | The Abbess | Gerry | C1/C2/WD/WE | The Abbess is the same as The Abbot, but can be placed on vineyard instead of a Garden; requires "Hills and Sheep" |
(M/158) | Garrison Expansion | Christopher | C1 | Alternative use for various siege tiles |
(M/159) | Shared Builder | Danisthirty | C1 | Neutral Builder on a road or city tile to be used" by anyone extending the feature to gain a second turn; see "Mason's Lodge", "Guesthouses", "Treasure Hunt" and "Freemasons" |
(M/160) | Carcassonne Tournaments | loki | C1 | Modified German Castles as single tiles with corner symbols that must match adjacent tiles to gain tokens; would also require other tiles to be modified with symbols too |
(M/161) | The Seneschal | Whaleyland | C1/C2/WD/WE | Single figure that boosts a city score when city closes, but then moves to another city |
(M/162) | The Ambassador | loki | C1/C2/WD/WE | Use the wagon's "move after scoring" rule, but applied to The Abbot |
(M/163) | The Drunkard | Quevy | C1/C2/WD/WE | Place a bottle by another meeple to temporarily stop them scoring a feature |
(M/164) | Extending the Black Tower | Ailurus | C1/C2/WD/WE | Capture pieces from a tower using knight move from chess, or cap a tower |
(M/165) | Armoured Knights | franks | C1/C2/WD/WE | Possible use for metal meeple figures as knights with extra abilities and strength |
(M/166) | Saint Martin of Tours | Fritz_Spinne | WE | Same concept as The Gingerbread Man, but for roads; Winter Edition; no tile designs |
(M/167) | Crime and Punishment | Endecay | C1 | If crime tile drawn, any followers in its vicinity are suspected by the active player's detective, who must complete the feature to solve the case |
(M/168) | Villages | Wolnic & Sir Ritchfield | C1/C2/WD/WE | Options for using or scoring Villages |
(M/169) | Mages Mansion and Witches Hut | What If? | C1 | "Home" tiles for the "Mage" and "Witch" |
(M/170) | Giant Fortresses | SRBO | C1/C2/WD/WE | Place fortress and score for number of complete rings of surrounding tiles |
(M/171) | Secret Goals | Danisthirty | C1/C2/WD/WE | Discussion of possible goals or quests; see "By Order of the King" |
(M/172) | Onesies | asparagus | C1 | City-cap shaped tiles that can be placed at the end of the game to help complete features; no images, just suggested contents |
(M/173) | Earthquake | asparagus | C1 | Move tiles when earthquake occurs |
(M/174) | Devil and the Paladin | Dragonlord | C1/C2/WD/WE | Req. Shrines; Devil and Paladin battle it out as monastic sites and shrines are placed |
(M/175) | Rivers and Lakes | Wolnic | C1 | Tiles creating a landscape of many rivers and lakes - sample photo of layout only |
(M/176) | Ticket to Carcassonne | Jasonofthefifth | C1/C2/WD/We | Quest cards for bonus points; see "By Order of the King" and "Secret Goals" |
(M/177) | The German Shepherds | Wolnic | C1 | Some extra tokens and rules for use with "Hills and Sheep" |
(M/178) | Catapult Conversion to C2 | jm | C2 | Conversion of Catapult tiles to C2 - on hold as only CarcF have permission to convert between formats |
(M/179) | Brexit is Coming | trenceval | C1 | Mix of hard/soft rules for co-operative working |
(M/180) | The Cartographer | Seli | C1/C2/WD/WE | Cartographer follower investigates holes in the landscape and scores if/when tile eventually placed there |
(M/181) | The Plague (simpler version) | Servius Sertorius | C1 | A simplified version of the Spielbox expansion, "The Plague" |
(M/182) | The Improbables | Oldbonz | C1/C2/WD/WE | Standard tiles with updated features (like alien ships and dinosaurs …) - you've seen the Captain Kirk thread on CarcC? |
(M/183) | Stargates | Meepledrone & Wolnic | C1/C2/WD/WE | Possible implementation of Stargates leading to minor spin-off games - superceded by "Cosmic Portal : Mirror Zone 2" |
(M/184) | Albigensian Crusade | ETC/SSRediger | C1 | Some discussion of rules and historical aspects, and required expansions, plus reference to other tiles |
(M/185) | The Vikings | Oldbonz | C1/WD | Addition of Vikings to coastal tiles |
(M/186) | Sabotage! | Meepledrone | C1/C2/WD/WE | Tiles to disrupt the completion of a feature until a valid replacement tile can be placed |
(M/187) | Black Tower of Defence | coldhands | C1 | Helps protect against the Dragon |
(M/188) | Fool's Gold | SxN | C2 | Tiles with Fool's Gold affect any adjacent "gold" tiles |
(M/189) | The Volcano component of "The Sorcerer" | SxN | C1/C2 | Two volcanoes that have destructive effects on the landscape if/when they erupt |
(M/190) | Custom Scoreboard | SxN | C1/C2 | Start the game by laying out the edge tiles of the scoreboard from a number of included variants; see "Scoreboard in the Middle of the Table" |
(M/191) | The Other Side | SxN | C1/C2 | Double-sided tiles with similar features, but different topologies (continuous or broken road) |
(M/192) | Korrigans Church | Oldbonz | WE | Winter Edition church tiles with Korrigans (Fairy Folk of Brittany) |
(M/193) | Carcassonne: The Missions / Team-cassonne | Gagoune | C1/C2/WD/WE | Discussion of possible goals or quests, some shared; see other Quest expansions |
(M/194) | Posting Rewards | PapaGeek | C1/C2/WD/WE | Score points by releasing another player's trapped meeple |
(M/195) | Binding Deed | Snearone | C1/C2/WD/WE | Each player can designate a tile that must be filled by the next possible tile match; use back of individual City of Carcassonne tiles |
(M/196) | Windrose Quadrants | Decar | C1 | Alternative for using the Wind Roses tiles |
(M/197) | Geodetic Roses | Kothmann | C1/C2/WD/WE | Variant for Wind Roses |
(M/198) | Gargoyles and Picnics | SxN | C1/C2 | Use Gargoyles on city walls to steal points from city on completion; Picnics offer bonus points to farms |
(M/199) | Double Phantom | Just a Bill | C1/C2/WD/WE | Each player may place two phantoms; when both are in play, and one of them is in a completing feature, a random choice reveals which is the real Phantom, and which the phantom Phantom |
(M/200) | Without Meeples | HiG | C1/C2/WD/WE | Play the game automatically scoring any features you complete each turn; no need to place meeples |
(M/201) | Team Builder | Wolnic | C1/C2/WD/WE | Build your team as the game develops, declining points for features to gain new team members |
(M/202) | Wandering Shepherd | Kothmann | C1/C2/WD/WE | Single uncoloured shepherd piece is moved around to unoccupied fields blocking any farmers being placed there |
(M/203) | Mage and Witch Variants | Kothmann | C1/C2/WD/WE | Links the movements of Mage and Witch; when the Mage moves, the Witch moves to the tile he left; optional idea to include the Fairy (from "Princess and Dragon") as well in this magical merry-go-round |
(M/204) | Multi Meeple Madness | Kothmann | C1/C2/WD/WE | Players can place as many meeples in a feature when they want, even when it's another player's turn |
(M/205) | Mysterons | Decar | Each of the tiles features a set of Mysteron rings; use them to replace any follower, with your own, on any feature extended by the tile, with the replaced piece remaining on the rings; if the feature is extended again, other players may swap a follower with the one on the rings until the main feature can no longer be extended | |
(M/206) | Zombies in Carcassonne! | Fritz_Spinne | C1/C2/WD | Includes several suggestions for using Zombies, or a more equivalent Medieval form, in Carcassonne; a couple of possible mechanisms are proposed, including a slight reworking of "Carcassonne and Zombies" by jukie |
(M/207) | Uno Carcassonne | invinitas | C1/C2/WD/WE | Discussion about integrating UNO into Carcassonne, either changing rules based on the UNO cards on a round-by-round basis, or holding a small personal deck to be played any time; includes some suggestions for actions, and notes existence of other "Event" card-based expansions that change rules during the game |
(M/208) | Socage (formerly "A Tenth") | Macalanias | Socage was one of the feudal duties and land tenure forms in the English feudal system; discussion about a mechanism to introduce tithes into the game, such as players losing a small number of followers for a few turns during the middle part of the game; 6 tiles and a number of different "tithe" tokens with random "values" | |
(M/209) | CarcassUNO | izscream | C1/C2/WD/WE | Use the cards from UNO to determine aspects of game play; each player takes a UNO card at the start of their turn and actions it, such as drawing multiple tiles, reversing play order, sitting a turn out, etc. |
(M/210) | Meteorites | KlausT | Meteorite tiles are placed and cause damage to any surrounding tiles and meeples placed on them | |
(M/211) | Great Wall of China | dertoedlichepass | Concept of a new Carcassonne spin-off game based around the Great Wall of China | |
(M/212) | Resolving Ties | The_Bernd | C1/C2/WD/WE | Inspired by the combat in "Star Wars" spin-off, this is a proposal for a means to resolve ties when a feature is closed |
(M/213) | Princess, Assassin, Halfling and Palace | Fritz_Spinne | Explanation of 3x new character ideas and 1x building type, based on "Carcassong of Snow and Ice"; princess is used to distract a knight in a city, siwtching his allegiance to you; an assassin removes another figure from a feature when you reveal him; palaces mark your largest city and score at the end of the game | |
(M/214) | The Palace of Carcassonne | Dominian | This uses the money cards of "Alhambra" which you can draw instead of "buying" a tile (4 of each available to select); tiles cost varying amounts to buy, based on the features on them | |
(M/215) | Darmstadt - is more possible? | Fritz_Spinne | A couple of rules suggestions for other buildings - a viewing tower that scores for a distant city, and a wedding tower which brings all players together to score points, using the strength of their followers in the city, as a multiplier | |
(M/216) | The Chocolate Road | Violet | When a chocolate factory tile is drawn the Chocolatier moves there; they work like inns if The Chocolatier is present when the road is scored, but are ignored if not; other suggestions include the use of chocolate and cocoa tokens | |
(M/217) | Villages and Paths - a Carcassonne prequel | Fritz_Spinne | C1/C2 | Tiles contain a combination of (1) villages (on some tile edges), paths and monasteries, and (2) meadows/forests; players place one tile of each type on their turn, plus one follower, scoring as usual on completion; then you can play with regular Carcassonne tiles with some restrictions on placement, developing villages into towns, and paths into roads, on top of the intial landscape |