La Ruée vers l’Or (jeu de base)
Vous êtes en train de lire les règles pour ce modèle de tuiles. |
Si vos tuiles ressemblent à ce type de tuile, il s’agit de tuiles Carcassonne normales. |
Si vos tuiles ont un motif différent, choisissez un jeu parmi les jeux dérivés. |
Le Far West. Tout commence par le chemin de fer et rapidement, les campements se transforment en villes. Le commerce avec les Amérindiens s’avère très prospère, sans parler de ces filons qu’on ne cesse de trouver çà et là dans les montagnes. Mais vous n’êtes pas le seul prospecteur à la recherche de ces précieuses pépites d’or. Joignez-vous à la ruée vers l’or dans cette redécouverte du classique moderne, Carcassonne.
Informations générales et commentaires
Commercialisé à l’origine par Hans im Glück en 2014, Carcassonne : La Ruée vers l’Or est un jeu passionnant de pose de tuiles se déroulant pendant la ruée vers l’or du Far West pour 2 à 5 joueurs, âgés de 8 ans et plus.
Matériel
- 72 tuiles Terrain comprenant 1 tuile de départ au verso unique. Ces tuiles illustrent des locomotives, des montagnes avec des pépites d’or, des prairies avec des camps amérindiens et des troupeaux de chevaux sauvages, et des villes.
- 25 cow-boys (5 par couleur) : Chaque cow-boy peut devenir un cheminot, un prospecteur, un marchand ou un fermier. Un cow-boy par couleur sert de marqueur de score.
- 5 tentes de prospecteur (1 par couleur) : Elles sont posées dans les montagnes afin d’exploiter les filons d’or.
- 1 plateau de score : utilisé pour noter les points.
- 1 livret de règles
- 63 jetons Mine : Durant la partie, ils sont posés sur les montagnes, puis « extraits » par les joueurs. Leur verso montre des pépites d’or (1, 2, 3 ou 5 points) ou de la pierre (0 point).
Aperçu du jeu
À tour de rôle, les joueurs placent des tuiles Terrain sur la table. C’est ainsi que seront créés les chemins de fer, les montagnes, les villes et les prairies sur lesquels les joueurs poseront leurs cow-boys afin de marquer des points. Ils partiront également à la recherche d’or dans les montagnes, qu’ils en aient ou non le droit. Lorsque toutes les tuiles Terrain ont été placées, la partie se termine et le joueur ayant le plus de points est déclaré vainqueur.
Mise en place
- Placez la tuile de départ au centre de la table et posez un jeton Mine, face cachée, sur la montagne. Mélangez les autres tuiles Terrain et disposez-les en différentes piles, face cachée, facilement accessibles à tous les joueurs.
- Les jetons Mine restants sont mélangés et placés, face cachée, à portée de main. Nous vous conseillons d’assigner la tâche de poser les jetons Mine à un seul joueur.
- Chaque joueur reçoit 5 cow-boys et 1 tente de la couleur de son choix. Chacun doit poser 1 cow-boy de sa couleur sur la case 0 du plateau de score.
- Le plus jeune joueur choisit qui commence la partie [1].
Déroulement d’une partie
Le jeu se déroule en sens horaire en commençant par le 1ᵉʳ joueur. À votre tour, vous devez faire ces actions dans l’ordre :
- 1. Vous devez piocher 1 tuile Terrain et la placer en respectant les règles (posez un ou plusieurs jetons Mine au besoin).
- 2a. Vous pouvez poser 1 cow-boy de votre réserve sur la tuile que vous venez de placer, OU
- 2b. Vous pouvez poser ou déplacer votre tente sur une montagne, OU
- 2c. Vous pouvez prendre un jeton Mine de la montagne où votre tente est située.
- 3. Si la tuile Terrain placée complète un ou plusieurs chemins de fer, une ou plusieurs montagnes et/ou villes, une évaluation à lieu à ce moment.
Le tour du joueur est alors terminé et c’est au tour du joueur suivant.
1. Placement d’une tuile
The rules contained within dark red borders are the same as in the original
Carcassonne game. Experienced players may skip these sections.
La première action que vous devez effectuer à votre tour est de piocher une tuile Terrain parmi les tuiles face cachée et la placer pour qu’elle se connecte aux autres tuiles déjà placées. Vous devez observer ces règles :
- The newly placed tile (red-bordered in the examples below) must be placed adjacent to at least one existing tile. Diagonal adjacency is not sufficient.
- Railroad tracks, mountains, and prairies must continue from this newly placed tile to existing adjacent tiles. In the rare case that a drawn tile cannot be legally placed, it is discarded from the game. The player draws a new Land tile to place instead.
Placing Mining Tokens
When a player places a Land tile depicting a mountain segment, one or more Mining tokens are immediately placed face-down on that mountain. The number of Mining tokens to be placed is equal to the number of gold nugget symbols on the newly placed tile. For the sake of clarity, all Mining tokens on a given mountain should be kept in a single face-down pile.
To ensure you do not forget to place these tokens, it is recommended that one player is assigned this important task. }}
2a. Pose d’un cow-boy
Once a player has placed a tile, they may place a cowboy. The following rules apply:
- Only one cowboy may be placed
- The cowboy must come from their personal supply
- The cowboy must be placed on the newly placed tile
- The cowboy must occupy a single feature. As a ...
Railwayman | Gold miner | Merchant | Farmer | ||||
---|---|---|---|---|---|---|---|
or | or | or | here or there |
||||
on a railroad | on a mountain | in a city | in a prairie | Lay down your farmers! |
Note: For your first game, it is best to play without the farmers.
- No other cowboy (of another player or your own) may be present on the railroad, mountain, or prairie on which you place your cowboy. [2] This is best illustrated by the following examples:
If a player has no cowboys in their supply, they must continue to place tiles on their turn even though they cannot place cowboys. Do not worry: cowboys return to their players’ supplies when they are no longer needed on their respective railroads, mountains, and cities (further explained later).
}}
2b. Pose d’une tente
Instead of placing a cowboy, a player may place their tent on the mountain segment of a tile, or move it from one mountain segment to another. The following rules apply:
- The mountain must not be completed
- The mountain segment of the tile must be vacant (a cowboy may occupy another segment of the same tile)
- Cowboys and tents may still occupy other segments of the same mountain
- The tent may occupy a newly placed tile or a previously placed tile
- There is no functional difference between placing a tent from one’s personal supply and moving a tent from one tile to another
}}
2c. Prospection d’or
On a turn in which a player chooses not to place a cowboy (2a) or pitch a tent (2b), they may choose to take the topmost Mining token from the mountain where their tent is located. It does not matter which other cowboys and tents occupy that mountain, or who possesses the most cowboys on that mountain. The Mining token a player acquires is placed facedown in front of them. A player may view the value of their acquired Mining tokens at any time, but they will only be added to the player’s score at the end of the game.
Attention: If, by the placement of a new tile, one or more railroads, mountains, or cities are completed, proceed to step 3 where these features will be evaluated and scored.
Otherwise, the next player clockwise begins their turn. }}
3. Évaluation des chemins de fer, montagnes et villes complètes
If a road, mountain or city is "completed" by the placement of the land tile, it is now scored.
Un chemin de fer complété
A railroad is completed when its two ends terminate in junctions, cities, and/or mountains, or when it forms a complete loop. Completed railroads can vary greatly in length (few or many segments).
A player whose railwayman alone occupies a completed railroad scores points equal to the “length” of the railroad (number of tiles used). For example, a five-tile railroad is worth 5 points. More examples are pictured below.
Completed Railroad with Locomotives
If there is exactly one locomotive on a completed railroad, the score for that railroad is doubled.
If there are no locomotives, or two or more locomotives on a completed railroad, the score is not doubled.
Le plateau de score
All players track their points with a cowboy on the provided scoreboard, with spaces marked 0-49. Should a player acquire 50 or more points in a game, they should lay their cowboy flat (as pictured to the right) to indicate that they have completed a lap of the scoreboard. In this way, a cowboy lying flat on space 1 of the scoreboard (as pictured to the right) indicates a score of 51 points. [3]
Multiple Cowboys on a completed railroad or mountain
Through clever tile and cowboy placement, multiple cowboys can occupy a single feature.
When such a railroad or mountain is completed, the player who has the most cowboys in a given feature scores the points alone. In case of a tie, all tied players score full points.
Une montagne complétée
A mountain is complete when it is completely surrounded by prairies (has no open sides), and there are no gaps within. Completed mountains can vary greatly in size (few or many segments).
The player who has the most gold miners on a completed mountain first takes all Mining tokens that remain on the mountain, and then scores 1 point for each gold nugget symbol on that mountain. [4] [5]
In case of a tie, the Mining tokens are distributed among the tied players. The tied players take turns taking Mining tokens, starting clockwise from the current player, and continuing until all Mining tokens have been taken. Then, all tied players score full points for the gold nugget symbols on the mountain.
Tents have no effect on the majority, evaluation, or scoring of a completed mountain. A tent occupying a completed mountain is returned to its owner’s supply.
Une ville complétée
A city is complete when all railroad segments (3 or 4) emerging from that city are part of completed railroads.
The player whose merchant occupies a completed city scores 3 points for each completed railroad connected to that city.
Important: A railroad that starts and ends in the same city only adds 3 points to that city’s value (see example to the right).
Retour des cow-boys dans la réserve des joueurs
After a railroad, mountain, or city is completed, the cowboys in those completed features are returned to their owners’ supplies. These cowboys may be used on future turns.
Due to the sequence of a game turn, it is possible to place a cowboy and have it returned to you in the same turn.
In order to do this, one must:
- 1. Place a tile so that it completes a railroad, mountain, or city.
- 2. Place a cowboy from their supply on the newly completed feature (it must not already be occupied by another cowboy).
- 3. Score the completed feature.
- 4. The cowboy is then returned to the player’s supply.
}}
Les Prairies
Unlike the other features, players only score points for their farmers in prairies at the end of the game.
Once a cowboy is placed on a prairie, becoming a farmer, it remains there until the end of the game. For this reason, farmers should always be laid flat on the prairies to remind players that they do not return like railwaymen, gold miners, and merchants. The boundaries of a prairie are formed by railroad tracks, mountains, and the edges of outer tiles. (Important for final scoring!)
Fin de la partie
The game ends immediately after the turn during which the last Land tile is placed. Players proceed to final scoring.
Décompte final
Players will score points for incomplete railroads, mountains, and cities. Players will also score points for farmers. Finally, the points from Mining tokens will be scored.
The player with the most points at the end of the final scoring is the winner!
Évaluation des zones incomplètes
MOUNTAINS: First, all tents and Mining tokens are removed from the game. Then, the player(s) with the most gold miners on the mountain scores 1 point for each gold nugget symbol.
RAILROADS: The player(s) scores 1 point for each tile belonging to the railroad (locomotives have no effect).
CITIES: The player scores 3 points for each completed railroad connected to the city.
After each feature is scored, return the cowboys to their corresponding supplies.
Évaluation des fermiers
The value of each prairie is determined by the number of tipi camps and wild horses occupying that prairie.
- Each tipi camp adds 2 points to the value of a prairie.
- Each herd of wild horses adds 4 points to the value of a prairie.
The player who has the most farmers in a given prairie scores a number of points equal to the value of that prairie. In case of a tie, all tied players score full points, as seen previously with railroads and mountains.
Scoring Gold
All players flip over their Mining tokens and score 1 point for each gold nugget depicted on them. Mining tokens depicting gravel score no points.
The player with the most points is the winner. [6]
Astuces / Règles maison
Si vous trouvez que les quatre cow-boys ne suffisent pas, ou que votre adversaire a réussi à piéger vos cow-boys sur des zones qui ne se termineront jamais parce qu’il ne reste aucune tuile appropriée, vous pouvez adopter la règle maison, basée sur celle du jeu dérivé Mers du Sud, qui vous permet de retirer un cow-boy de l’aire de jeu (sans marquer de points) au lieu de poser un cow-boy. Vous pouvez également utiliser un autre type de marqueur pour le plateau de score et utiliser le 5ᵉ cow-boy dans le jeu.
Ensemble des tuiles
Différents campements amérindiens et troupeaux de chevaux sauvages sont illustrés sur les tuiles.
Notes
Pour les licences et les explications des icônes, veuillez visiter la page des icônes.
- ↑ Si vous ne voulez pas dévoiler votre âge, convenez d’une autre méthode.
- ↑ You may place your cowboy onto a mountain area that contains no cowboys, but is occupied by The Sheriff with the hope that he will be moved away at a later point in the game.
- ↑ Alternatively, use can be made of the 50/100 scoring tiles available as part of the Carcassonne expansion, Auberges et Cathédrales, or from fan expansion sites, such as CarcassonneCentral.
- ↑ If I complete a mountain area which contains my tent, can I first mine it and then distribute tokens and score it? Yes.
- ↑ If there are no gold miners on a completed mountain that contains Mining Tokens, the tokens are removed from the board and placed back in the general supply.
- ↑
The rules by ZMG added the following text not present in the original rules by HiG:
"In case of a tie, the tied players enter a staring duel (or contest if there are more than two). The last cowboy to blink wins!"