Mists over Carcassonne Base Game

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Dense mist creeps over the fields, swallowing up all of Carcassonne. Even the bravest knights tremble, their armor rattling, when they hear: "The mist is waking up the souls of the Cathars. They are coming for justice!"

To restore peace in Carcassonne, you must work together to appease the restless spirits.

General info and comments

Originally released by Hans im Glück in 2022. Can be played standalone as a co-operative game, or together with the base game as Exp. 11 - Ghosts, Castles & Cemeteries.

Welcome to Mists over Carcassonne! Here we will introduce you to the first cooperative game in the world of Carcassonne. If you already know how to play Carcassonne, then these rules will be even easier for you. We have divided the game into 6 exciting levels, which you must master together. First, we'll explain the basic structure of game using Level 1 as an example. You'll find the explanations for the other levels starting here.

Components and setup

First, let's look at the LAND TILES. The 60 land tiles picture roads, cities, castles, and cemeteries.

Tile with a city
Tile with a castle, a road, and mist
Tile with a cemetery and a city

Additionally, most of the land tiles show mist. You will always find one or more ghosts in the mist, that you must pacify during the game. We will explain more about ghosts later.

Tile with ghosts in the mist

First, place the new starting tile, as shown, in the middle of the table. For Level 1, return all 5 cemeteries and all 5 castles to the box. Shuffle the remaining land tiles and place them in a facedown supply on the table, so that everyone can reach them. [1]

Starting tile (represents 4 regular-sized tiles)
Supply of facedown tiles

Note: Setup for the other levels is a bit different as indicated below.

Take the scoring track and place it near the edge of the table.

Place the level summary next to the scoring track. This will show you which tiles you need (or not), and how many points you need to reach each level.

For Level 1, that's 50 points. Place the goal token on the 0/50 space on the scoring track. Return the 2 hounds to the game box.

Goal token
Hound 1 token, not used in Level 1
Hound 2 token, not used in Level 1
A guard meeple in an unchosen color will serve as the scoring meeple. It will be placed on the 0/50 space on the scoring track along with the goal token.
 
The Level Summary showing the setup for Level 1.

Now, let's look at your playing pieces (meeples, i.e. 'my people'). These represent your followers. They are a bit different from those in the base game and are called 'guard meeples', but for these rules we'll just refer to them as meeples. There are a total of 30, 5 in each color: red, green, blue, yellow, black and pink.

Figure Guards C3.png
Guard meeples

Give each player (including yourself) 5 meeples in their chosen color. These form each player's supply. Then, place 1 meeple in an unchosen color onto the 0/50 space on the scoring track. This is your scoring meeple. Return the rest of the meeples to the box.

Changes for 2 player- and solo game: For a two-player game, give each player 6 meeples in 2 different colors (3 per color). For the solo game, take 12 meeples in 4 different colors (3 per color). Then put 1 meeple in an unchosen color onto space 0/50 of the scoring track.[2]

 Official clarification from the publisher Question: How does the setup for solo and 2 player game work?

Answer: In a 2-player game, each of you plays with 6 meeples in 2 colors (3 per color). You place 1 meeple of an unused color on the scoring track.
In a solo game, you play with 12 meeples in 4 colors (3 per color). You place 1 meeple of in unused color on the scoring track.

Example for a 2 player game: Player 1 takes 3 yellow and 3 green meeples. Player 2 takes 3 pink and 3 blue meeples. You take 1 black meeple and put it on the scoring track as your joint scoring meeple. You return the rest of the meeples to the box.

(FAQ.MoC.0006)

Finally, place 15 ghosts as a general supply next to the scoring track. Place 3 of the ghosts on the ghost symbols shown on the starting tile.

Supply of ghosts
Ghost symbol found in the mist
Ghosts placed on the starting tile.

Object of the game

Players take turns, adding a new land tile to the board each time. This creates an expanding game board on which you place your meeples to score points. During the game, ghosts will keep appearing — your job is to pacify them. Together, you must reach the goal token, i.e. score a certain number of points depending on the level. But watch out: If there are too many ghosts on the board, or you can't draw any more land tiles, then you have lost. All players play together against the game. Show each other your tiles and decide as a team where to place them. Especially in later levels, you will need to cooperate well!

 Official clarification from the publisher Question: How do we win the game?

Answer: Reaching goal tile.
In order to win the game, you must advance your scoring meeple to reach the goal tile, which is placed on a specific space during game setup. (Dized.MoC.0060)

 Official clarification from the publisher Question: What causes us to lose the game?

Answer: Ghost or tile supply.
You lose the game when you run out of ghosts or tiles in the supply: when you must place a ghost or a tile but you cannot, you immediately lose the game. (Dized.MoC.0059)

Gameplay

Play in clockwise direction. Whoever is reading these rules is the start player. Each turn, you must execute a set of actions in a specific order. We will explain as if you are doing everything; you can then explain it to your fellow players. Any details about the following actions will be explained later in the rules, when they become relevant.

1. Placing a new land tile

You must draw exactly 1 new land tile from the facedown supply and place it with at least one edge adjacent to an existing tile. [3]
Mists C3 Gameplay Place Land Tile.png

2. Placing ghosts and meeple

If the tile just placed has mist on it, you must take care of the ghosts (see details below).
You may then place exactly 1 meeple from your supply on the tile just placed.

Mists C3 Gameplay Place Meeple.png

3. Scoring a feature

Finally, you must score all the points obtained by the tile placed. Mists C3 Gameplay Score Points.png

Changes for 2 player- and solo game: In a two-player game, a player can choose any of their 2 colors in each turn. In the solo game, the player can choose any of their 4 colors in each turn. [4]

 Official clarification from the publisher Question: Who is the 1st player?

Answer: You are.
Whoever is reading this FAQ entry is the start player. (Dized.MoC.0057)

 Official clarification from the publisher Question: Can I refuse drawing or placing 1 land tile on my turn?

Answer: No.
On each of your turns, you must draw and place exactly 1 land tile. (Dized.MoC.0056)

 Official clarification from the publisher Question: Can I show a tile I have drawn (but not yet placed) to other players?

Answer: Yes.
You should show each other your tiles and decide as a team where to place them. (Dized.MoC.0058)

 Official clarification from the publisher Question: Does the new tile I place have to touch another tile orthogonally (as opposed to touching diagonally)?

Answer: Yes.
When you place a new land tile, you must place it so it touches at least 1 other tile with one of its sides (orthogonally). It is not enough for the tile to touch another tile with a corner (diagonally). (Dized.MoC.0052)

 Official clarification from the publisher Question: Do I have to place my meeple on a land tile I have just placed?

Answer: No.
After placing a land tile, you may OPTIONALLY place 1 meeple from your supply on this tile. (Dized.MoC.0055)

 Official clarification from the publisher Question: Can I place a meeple on a land tile, which was placed on an earlier turn?

Answer: No.
You may only place your meeple on the new land tile, which you have placed this turn. (Dized.MoC.0054)

 Official clarification from the publisher Question: Can I place several meeples in a single turn?

Answer: No.
You may place up to 1 meeple on your turn. (Dized.MoC.0053)

Roads

1. Placing a tile

The tile you just drew shows 3 roads coming out of a village. You place it next to an existing land tile. You must make sure that one of the new roads connects to the existing one.

Example 1a: You placed this tile. The road matches the road and the field matches the field. Well done!
2. Placing a meeple

After placing the land tile, you may place a meeple onto one of the tile's roads. However, that is only allowed if the road is still unoccupied.

Example 1b: You placed a meeple on the tile just placed. This is possible because no other meeple is present on it.

It is then the next player's turn. They draw a land tile and add it to the board. There is a meeple on the right-hand road coming into the village. Your fellow player therefore cannot place a meeple on it. So they decide to place their meeple on the other road of the tile just placed.

Example 1c: Since the right-hand road is already occupied, Blue decides to place their meeple on the other road.

Changes for 2 player- and solo game: Each turn, you may place a meeple in any of your colors. [5]

3. Scoring a feature

Whenever a road is closed at both ends, it counts as completed and triggers a scoring (e.g. when a road ends in a village, city, or loops back onto itself).

Example 1d: The completed road has 3 tiles.

When a road is completed, it is scored. In this example, your fellow player placed the tile that completed the road with your meeple on it. Each tile of the completed road is worth 1 point. Since this road is 3 tiles long, it is worth 3 points. It is worth 3 points, that is 1 point per tile.

Now the scoring track comes into play. It tells you what you need to reach with your remaining tiles. Each time you score, this goal gets closer.

Since your fellow player triggered the scoring, you move the scoring meeple 3 spaces forward on the scoring track. Finally, retrieve your meeple from the completed road, returning it to your supply.

Example 1e:You keep track of the 3 points you earned on the scoreboard.
Example 1f: Take the meeple that just scored you 3 points and return it to your supply. The blue meeple stays on the board, since it wasn't involved in the scoring — it's on a different feature. That road isn't completed yet, so you haven't scored it yet.

 Official clarification from the publisher Question: Can I place my meeple on a road, which is already occupied by another meeple?

Answer: No.
You may only place your meeple on an unoccupied road. (Dized.MoC.0051)

 Official clarification from the publisher Question: Can another player finish a road with my meeple on it and trigger a scoring?

Answer: Yes.
Whenever a road is completed, its scoring is triggered immediately, regardless which player's turn it is now. (Dized.MoC.0050)

 Official clarification from the publisher Question: How many points does a completed road provide?

Answer: 1 point per tile.
Each tile a completed road is on is worth 1 point. (Dized.MoC.0049)

 Official clarification from the publisher Question: Can I take back my meeple from an unfinished road?

Answer: No.
Your meeples return to your supply only when you complete a road the meeples are on. (Dized.MoC.0047)

You now understand the most important parts of the game. That wasn't hard at all, right? Let's now look at the other feature types:

Cities

1. Placing a tile

Draw a tile to add to the board. If your tile shows a city, you may add it to an existing uncompleted city. Remember that the edges of the tiles must match.

Example: A tile showing a city.
2. Placing a meeple

Next, check if the city already has a meeple in it. If not, you can place one of yours (add it to the city on the tile you just placed).

Example 2a: You placed the tile such that this uncompleted city is now 1 tile larger. The city is unoccupied, so you may add one of your meeples to it.
3. Scoring a feature

Let's fast forward a bit and assume that you drew this tile on your next turn. Since the edges match, you can add it to the city with your meeple in it. Once a city is completely surrounded by city walls, it is completed. That is the case here. Since you have a meeple in this city, you now score it.

Each tile of the completed city is worth 2 points. Additionally, each coat of arms in the city is worth 2 additional points. After scoring, return the meeple from the city to your supply.

Example 2b: You score 8 points! As with any other scoring, move the scoring meeple on the scoring track that many spaces forward. [6] As usual, the meeple that was in the scored feature returns to your supply. [7]

 Official clarification from the publisher Question: Can I place my meeple in a city, which is already occupied by another meeple?

Answer: No.
You may only place your meeple in an unoccupied city. (Dized.MoC.0051)

 Official clarification from the publisher Question: Can another player finish a city with my meeple on it and trigger a scoring?

Answer: Yes.
Whenever a city is completed, its scoring is triggered immediately, regardless which player's turn it is now. (Dized.MoC.0050)

 Official clarification from the publisher Question: How many points does a completed city provide?

Answer: 2 points per tile.
Each tile the finished city is on is worth 2 points. (Dized.MoC.0048)

 Official clarification from the publisher Question: Can I take back my meeple from an unfinished city?

Answer: No.
Your meeples return to your supply only when you complete a city the meeples are in. (Dized.MoC.0047)

 Official clarification from the publisher Question: How many points does a coat of arms in a completed city provide?

Answer: 2.
Each coat of arms in a completed city is worth 2 points. (Dized.MoC.0046)

 Official clarification from the publisher Question: Can I gain points from coats of arms without completing a city?

Answer: No.
Coats of arms provide points only when you complete a city the coats of arms are in. (Dized.MoC.0045)

Mist and the Ghosts

1a. Placing a tile

As always, draw a tile to add to the board. This tile shows mist in addition to the road. Mist always covers a field or a road, never a city.

As usual, you must place the tile such that road matches road and field matches field. When doing so, you do not need to worry about the mist. In other words, you can place a misty road next to a clear road, or the other way around. The same counts for misty fields.

Example: You draw this tile with mist on it. You decide as a team where to place it. You decide to place it next to the rightmost tile, extending the road and ignoring the mist.
1b. Checking mist

Now, check to see if a mist bank has been completed. Mist counts as completed when it is closed on all sides (i.e. there is no way to make it larger — this works in the same way as with a city).

It can never be completed as soon as one side is next to a field or road without mist.

If you completed a mist bank, remove all ghosts from the associated mist, returning them to the general supply. We'll explain how the ghosts got there in the first place now.

Example: This mist can never be completed.
Example: You place this tile, completing the mist bank. You remove all 3 ghosts from the mist. [8]

 Official clarification from the publisher Question: If we place a tile which completes a mist area, do we have to place ghosts first and immediately eliminate them afterwards?

Answer: When you complete a mist area, you do not need to place ghosts, you eliminate all ghosts. [9] (11/2022)

2a. Placing ghosts

If the mist bank is not completed, place as many ghosts on the tile you just placed as there are ghost symbols on it.

If you expanded at least one mist bank (i.e. matched at least one edge of the tile you just placed with mist already on the board), then you place one fewer ghost on the tile. If the tile only shows a single ghost, then you don't need to place any ghosts.

Example: First you place tile 1. You see 2 ghost symbols on it and place 2 ghosts on it. On a later turn, you place tile 2 expanding the mists. Since there is only 1 ghost symbol on it, you don't need to place any ghosts. Well done!

Ghost supply
Important: If, at any time, there are fewer ghosts left in the supply than you need to place on a tile, you immediately lose the game.

Example: Supply of ghosts
2b. Placing a meeple

You can place your meeple like usual on a road or in a city (or in a castle in later levels). You may place your meeple on a road, even if it is covered by mist. However, you cannot place a meeple on a field (with or without mist). [10] [11]

Example: Valid meeple placements on a tile.
3. Scoring: Points or remove ghosts

You may complete mist banks, but they never trigger a scoring (as described above, you remove ghosts instead). However, placing a tile can also trigger a scoring as usual.

If the tile you just placed — regardless of whether it has mist on it — triggers a scoring, you always have 2 options:

  • Either score the points as usual.
  • Or remove up to 3 ghosts from exactly 1 tile of your choice, returning them to the supply.

Special case: When a single tile triggers more than one scoring, the active player decides what happens for each scoring separately.

Example: You complete the road. Instead of scoring 4 points, you choose to remove the 3 ghosts from the topmost tile.

Remember: The starting tile counts as 4 tiles. [12]

 Official clarification from the publisher Question: Does the starting tile count as 1 tile?

Answer: No.
The starting tile represents 4 regular-sized tiles. So if you forego the scoring and remove ghosts instead, you have to choose 1 quarter (regular-sized tile) from which the ghosts are removed. (FAQ.MoC.0001)

Example: The starting tile counts as 4 tiles.

 Official clarification from the publisher Question: I skip scoring to remove ghosts and choose the starting tile. Do I remove all ghosts from the entire starting tile?

Answer: No.
When you choose to remove ghosts from a land tile (instead of scoring), you may choose any regular-sized tile the starting tile represents and remove the ghosts from it. But you cannot remove ghosts from the entire starting tile with a single action this way. [13] (Dized.MoC.0002)

 Official clarification from the publisher Question: Can I place a tile so that a misty road or field touches a regular road or field?

Answer: Yes.
When placing a tile you must place the tile such that road matches road and field matches field, meanwhile mist is ignored when considering tile placement restrictions. (Dized.MoC.0044)

 Official clarification from the publisher Question: Can we finish a mist bank, if its side is touching a regular field or road?

Answer: No.
A mist can never be finished as soon as one side is next to a field or road without mist. In order to finish a mist you must completely surround with edges of the mist, just like a city. (Dized.MoC.0043)

 Interpretation from the Community Question: How do we remove ghosts from the board?

Answer: There are several possibilities depending on the level (see below for details on Level 2 and higher):

  • Official clarification from the publisher Levels 1-6: Finish mist banks.
    When you finish a mist bank, immediately remove all ghosts from the associated mist, returning them to the general supply. (Dized.MoC.0042)
  • Levels 1-6: Choose to eliminate ghosts instead of scoring points.
  • Official clarification from the publisher Levels 2-4: Place 4 tiles around a cemetery.
    As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)
  • Levels 3-6: Deploy a hound on the board next to a meeple in the vicinity of ghosts and use it to remove them.

 Official clarification from the publisher Question: Do I have to place a ghost if I expand a mist bank with a tile which shows only 1 ghost?

Answer: No.
If you expand at least one mist bank when placing a tile (i.e. matched at least one side of the tile you just placed with mist already on the board), then you place one fewer ghost on the tile. If the tile only shows a single ghost, then you don't need to place any ghosts. (Dized.MoC.0041)

 Official clarification from the publisher Question: Can I place a meeple on a road covered by mist?

Answer: Yes.
You can place a meeple on a road, even if the road is covered by mist. In this version meeples cannot be farmers, so you cannot place a meeple in a field (regardless whether the field is covered by mist or not). (FAQ.MoC.0002)

Example: A meeple may be placed on a road with mist but not in a field, covered or not in mist.

 Official clarification from the publisher Question: Can I place a meeple onto a mist bank?

Answer: Not directly.
You can never place a meeple directly onto mist. You may, however, place one onto a clear road or city on the tile, as per usual (or, in later levels, into a castle). (Dized.MoC.0040)

 Official clarification from the publisher Question: Can I score mist banks?

Answer: No.
While you can finish mist banks, they never trigger a scoring (you remove ghosts instead). However, placing a tile with mist can also trigger the scoring of roads and cities in the usual manner. (Dized.MoC.0039)

 Official clarification from the publisher Question: How many ghosts can I remove from a tile, when I forfeit scoring?

Answer: Up to 3.
When placing a tile triggers scoring, you may remove up to 3 ghosts from exactly 1 tile of your choice. (Dized.MoC.0038)

 Official clarification from the publisher Question: Can I remove ghosts from several tiles when I forfeit scoring?

Answer: No.
When placing a tile triggers scoring, you may remove up to 3 ghosts from exactly 1 tile of your choice. (Dized.MoC.0037)

 Official clarification from the publisher Question: If I finish several roads or cities with a single tile, can I choose to score or to remove ghosts for each of them separately?

Answer: Yes.
When a single tile triggers scoring more than once, the active player decides what happens for each scoring separately. (Dized.MoC.0036)

Joint Scoring

You can help each other by connecting your features. However, that can only be done indirectly, and takes some teamwork. If you achieve it, then you can score significantly more points for your roads and cities. We will use roads as an example of how this works.

Example 1a: This tile, that you just drew, could be placed so that it completes the existing road. However, the road is already occupied by one of your teammate's yellow meeple. So, you would not be allowed to add a meeple of your own. Instead, you decide to place the tile such that the roads are not (yet) directly connected.
Example 1b: On one of your next turns, you draw this tile and add it to the two uncompleted roads, joining (and completing) them. Now there are 2 meeples (red and yellow) on the road. Since the road is completed, it triggers a scoring. Each of you score 4 points, i.e. 8 points total. Return the meeples to your respective supplies.

You only get additional points if meeple of different colors are involved in one scoring. Then, you get again as many points for each other color involved. Of course, this also applies to cities.
However, it does not matter if there are several meeple of the same color in the scored area. [11]

 Official clarification from the publisher Question: Do I score more if I have multiple meeples of the same color on a finished road or city? [There are several meeples in one color only]

Answer: No.
It does not matter if there are several meeples of the same color on a finished road or city - you only get additional points for having meeples of different colors on such a road or city. (Dized.MoC.0034)

 Official clarification from the publisher Question: What happens if meeples of multiple colors are on a completed road or city? [There is one meeple of each color]

Answer: The score multiplies.
If you complete a road or a city and there are meeples of several colors on this road or city, you score the road or city once for each different-colored meeple on it. For example, if you complete a 5-point road with 2 meeples of different colors on it, you score 10 points. (Dized.MoC.0035)

 Official clarification from the publisher Question: Do I get points for joint scoring even if one meeple color has the majority in the scored feature? [There is a different number of meeples in different colors - majority does not apply]

Answer: Yes.
Unlike in the base game, it does not matter how many meeples of one color are in 1 feature. Instead, for each color that is involved, you get as many points as usual. (FAQ.MoC.0005)

Example: Each of you gets 6 points for the road, so 12 in total.

 Official clarification from the publisher Question: Do we have to have an equal number of meeples in different colors on a road or a city to trigger joint scoring? [There is the same number of meeples in various colors] [And what if the numbers vary? - majority does not apply]

Answer: No. There are no majorities in Mists over Carcassonne. You count how many different colors are present in the scored feature. For example, you complete a road which goes through 5 tiles and has 2 blue meeple and 1 red meeple on that road. In this case, you score 10 points in total, 5 for Blue and 5 for Red.⁠ [14] (Dized.MoC.0004)

 Official clarification from the publisher Question: Does joint scoring multiply the value of coats of arms in a completed city?

Answer: Yes. Joint scoring multiplies the entire value of a completed city, including the coat of arms value. So if 2 players are involved in joint scoring, each coat of arms would be worth 4 points instead of 2. (Dized.MoC.0001)

 Official clarification from the publisher Question: Can I choose to remove ghosts instead of taking the points from one color in a joint scoring?

Answer: No.
A joint scoring counts as 1 scoring. So choosing to remove ghosts means not getting any points. (FAQ.MoC.0004)

 Official clarification from the publisher Question: If I trigger joint scoring and choose to remove ghosts instead of scoring, do I skip entire scoring (of all players involved in the joint scoring)?

Answer: Yes. If you choose to remove ghosts instead of scoring, you must skip the entire scoring. So if 2 players are involved in joint scoring, you cannot skip one player's scoring to remove ghosts, and then score the other player's points. [15] (Dized.MoC.0003)

Game end

In Mists over Carcassonne, you either win or lose as a team. There is no final scoring. The end of the game can be triggered in various ways:

VICTORY

You reach or pass the goal token on the scoring track. You have scored enough points (50 in Level 1) and won! Congratulations, you can now advance to the next Level.

DEFEAT

1. There are no tiles left in the supply, but you haven't reached the goal token yet.
You have lost, unfortunately, and will need to try the Level again.
      2. There are fewer ghosts left in the supply than you need to place on a tile.
You have lost, unfortunately, and will need to try the Level again.

 Official clarification from the publisher Question: Do we still win the game, if we pass the goal tile on the scoring track?

Answer: Yes.
You win the game immediately when you reach or pass the goal tile on the scoring track - you don't need to score the exact points, marked by the goal tile. (Dized.MoC.0032)

 Official clarification from the publisher Question: Do we score any points (for unfinished cities and roads) at the end of the game?

Answer: No.
There is no final scoring in the game. When the game end is triggered, no more points can be scored, so unfinished roads and cities are worth zero points. (Dized.MoC.0033)

Now you know how to play the first level of Mists over Carcassonne. As soon as you win it, you can keep going with the next level. We will now explain the differences and new elements included with each Level. All rules remain in effect, unless we explicitly change or remove them.

Level 2

Level 2 introduces 2 new types of land tiles to the game. Setup is the same as for Level 1. This time, however, add the 5 castles and 5 cemeteries to the rest of the tiles. All tiles are now in the game. Additionally, you now need to score more points — 75 to be exact. Place the goal token on the 25 space on the scoring track. You will now need to reach it twice. To make that easier to see, you can place the goal token with its grey side up, flipping it to its colored side up when you reach it the first time. If you reach it a second time, you have won.

Castle
Cemetery

Castles

1. Placing a tile

Draw a tile as usual. This time, it shows a castle. There is also a road that ends at the castle. As usual, you must make sure all edges match when adding the land tile to the board.

Example: Tile with a castle.
2. Placing a meeple

You may place a meeple on the castle instead of placing it on the road. As usual, you may only place 1 meeple.

Example: The meeple can occupy this castle.
3. Scoring a feature

Score the castle as soon as it is completely surrounded by land tiles. Score 2 points for tile with mist in its vicinity (including the castle tile itself). [16]

Hurray! When one of your fellow players places this tile, your castle is completely surrounded. It will be scored at the end of their turn. There are a total of 5 tiles with mist on them adjacent to the castle, plus the castle tile itself. You score 12 points and return your meeple to your supply.

 Official clarification from the publisher Question: When does the castle score?

Answer: When surrounded.
You score the castle as soon as it is completely surrounded by land tiles. (Dized.MoC.0029)

 Official clarification from the publisher Question: How many points does the castle provide?

Answer: 2 per mist tile.
When you completely surround a castle with tiles, score 2 points for each surrounding tile with mist on it (including the castle tile itself). (Dized.MoC.0031)

 Official clarification from the publisher Question: When we score a castle, does it provide 2 points for its own tile?

Answer: Yes.
When you score a castle, you score 2 points for each surrounding tile with mist on it, including the castle tile itself. (Dized.MoC.0030)

Cemeteries

1a. Placing a tile

This time, on your turn, you draw a land tile with a cemetery on it. There is also a city on the tile. Place the tile as usual such that the edges match — nothing else happens for now.

Example: Tile with a cemetery.
1b. Burying a meeple

As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you must bury a meeple. That means you must take a meeple from somewhere else on the board and place it on the cemetery, where it will remain until the end of the game.

Then, remove all ghosts from this cemetery tile. We will explain how ghosts end up in the cemetery in the next section.

Special cases:

  • If you don't have any meeples on the board, you must use one from your supply instead.
  • If there is 1 hound next to the buried meeple, the hound is removed from the game. [17] [18]
Example: You added the cemetery to the board on a previous turn. Now, you place a tile next to the cemetery. You decide as a team that Yellow will place a meeple on the cemetery, burying it. From now on, Yellow will play with one less meeple. But by doing so, you were able to pacify 1 ghost, returning it to the general supply.
2a. Placing ghosts

Each time you or another player need to add at least 1 ghost to the mist, you must also add 1 ghost to 1 open cemetery on the board. A cemetery is open as long as it is not surrounded by tiles on all 4 sides. [19]

If there are multiple open cemeteries, you can decide as a team where to add the extra ghost. If there aren't any open cemeteries, then you don't need to add any extra ghosts.

Example: You place a tile and must add 2 ghosts to it. Unfortunately, the cemetery isn't closed yet, which means you must also add 1 ghost to it. Finally, you place a meeple in the city.

 Interpretation from the Community Question: If we place a tile which completes a mist bank, do we add any meeples to an open cemetery?

Answer: No ghost is placed and no ghost needs to be placed in an open cemetery either. The turn sequence would as follows:
1a. Place tile which completes a mist bank.
1b. Remove all the ghosts from the completed mist bank.
2a. Since the mist bank is completed, you do not add any ghost to it or any open cemetery.
2b. Place a meeple as usual if desired and possible.
3. Score any completed features or remove ghosts.
(11/2022)

2b. Placing a meeple

You cannot add a meeple to the cemetery itself. You may, however, place one on an unoccupied road or city on the tile as usual.

 Official clarification from the publisher Question: When we have to add a ghost to a cemetery and we have multiple open cemeteries, how many ghosts do we add?

Answer: 1.
If you must add a ghost and there are multiple open cemeteries, you still add only 1 ghost, deciding as a team where to add the extra ghost. (Dized.MoC.0025)

 Official clarification from the publisher Question: Does a cemetery tile have to be fully surrounded by 8 tiles to trigger burying a meeple? [from Level 2 up to Level 4 inclusive].

Answer: No, only 4.
You must bury a meeple in a cemetery as soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom). (Dized.MoC.0028)

 Official clarification from the publisher Question: What happens, if we must bury a meeple, but there are no meeples on the board?

Answer: Take it from supply.
If you must bury a meeple but you don't have any meeples on the board, you must use one from your supply instead. (Dized.MoC.0026)

 Official clarification from the publisher Question: Can I remove ghosts from a cemetery instead of scoring?

Answer: Yes.
Instead of scoring, you can remove up to 3 ghosts from exactly 1 tile of your choice. This can also be a cemetery. (FAQ.MoC.0003)

Example: The players can remove 3 ghosts from this cemetery instead of scoring a completed feature.

 Interpretation from the Community Question: How do we remove ghosts from a cemetery in Level 2?

Answer: There are several possibilities:

  • Choose to eliminate ghosts instead of scoring points.
  • Official clarification from the publisher Place 4 tiles around.
    As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)

Level 3

After shuffling all 60 land tiles, create 3 equal-sized piles of 20 tiles each.

These symbolize how much time you have to score points. From now on, you must draw from a single pile until it runs out. Only then can you start drawing from the second pile, or later the third one. Additionally, you must score a certain number of points while drawing from each pile. To mark these points, use the 2 hound tokens.

Hound 1 token (Rufus)
Hound 2 token (Ronja)

Place the hound marked with I (Rufus) on the 15 space on the scoring track. You must score at least that many points before the first pile runs out.

Place the hound marked with II (Ronja) on the 0/50 space on the scoring track. You must score at least that many points before the second pile runs out.

You must reach the 0/50 space a second time before the third pile runs out, so place the goal token on that space too. You must score at least 100 points total to win the game. [20]

Failing to reach any of these pre-set scoring requirements means that you lose the Level. [21]

Token placement during the setup of Level 3.

Hounds

The two hounds don't just mark how many points you need to score per pile, they also help you pacify the ghosts.

Example 1a: You scored 8 points with your last tile and moved the scoring meeple to the 16 space on the scoring track. Since you passed Rufus, who was on the 15 space, you have succeeded with the first pile!

As soon as the scoring meeple reaches or passes a space with a hound, the following happens:

You must place the hound immediately (that is, Rufus as per the example above). Add it to any non-buried meeple on the game board. You may then remove up to 3 ghosts each from any 2 different land tiles in its vicinity (including the tile with the hound). Return these ghosts to the general supply as usual.

Example 1b: Your meeple is in a good spot, so you add Rufus to it. You choose the tile Rufus is now on and remove 2 ghosts. Additionally, you choose the cemetery tile and remove 3 ghosts from it, returning all 5 of them to the general supply. You will need to leave 1 ghost behind on the cemetery tile.

Afterwards, take any tiles left in the first pile and put them on top of the second pile. You'll have a little more time to score the 50 points needed for the second pile. Once you do, add Ronja to the board in the same manner.

 Official clarification from the publisher Question: The rules state that when assigning a hound to a meeple, you cannot assign it to a burried meeple. What if there's no meeple on board? Or only burried meeples?

Answer: When there are no meeples or only buried meeples in the game, the hound is lost, since you cannot place it. [22] (11/2022)

3. Scoring a feature

A hound stays with the meeple you added them to until that meeple is scored. After scoring the meeple, score the hound.

When scoring a hound, it doesn't matter if you chose to score points or pacify ghosts when scoring the meeple. During hound scoring, you score 1 point for each ghost currently on the game board.

Important: You may never choose to forego points when scoring a hound to remove ghosts instead.

After scoring, return the hound to the game box. It has earned a rest until the next game.

Again, Rufus and Ronja work exactly the same.

Example: You complete the city. After scoring it, you score Rufus. Return your meeple to your supply and remove Rufus from the game.

 Interpretation from the Community Question: How do we remove ghosts from a cemetery in Level 3?

Answer: There are several possibilities:

  • Choose to eliminate ghosts instead of scoring points.
  • Official clarification from the publisher Place 4 tiles around.
    As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)
  • Deploy a hound on the board next to a meeple adjacent to a cemetery and use it to remove ghosts.

 Official clarification from the publisher Question: Can a hound remove ghosts from its own tile?

Answer: Yes.
After you place a hound on the board, you may remove up to 3 ghosts each from any 2 different land tiles adjacent to the hound, including the tile you placed the hound on itself. (Dized.MoC.0024)

 Official clarification from the publisher Question: Can a hound remove ghosts from a cemetery?

Answer: Yes.
When you place a hound, you remove up to 3 ghosts from any adjacent tile twice, no matter where exactly the ghosts are on this tile. (Dized.MoC.0023)

 Official clarification from the publisher Question: Can I choose to remove ghosts from a land tile instead of scoring a hound?

Answer: No.
You can never choose to forego points when scoring a hound to remove ghosts instead. (Dized.MoC.0022)

Level 4

The setup for Level 4 is almost the same as for Level 3. However, return 2 ghosts to the game box — in Level 4 you'll only have 13 ghosts available.

Additionally, you will need to score more points with each pile. Place Rufus on the 20 space on the scoring track (you'll need to score 20 points by the end of the first pile). Place Ronja on the 10 space on the scoring track (you'll need to score 60 points by the end of the second pile). Place the goal token on the 20 space on the scoring track too, to show that you'll need to score 120 points total. [23]

There are no other special rule changes in this level. However, the increased number of points is quite a challenge. [24]

 Interpretation from the Community Question: How do we remove ghosts from a cemetery in Level 4?

Answer: There are several possibilities:

  • Choose to eliminate ghosts instead of scoring points.
  • Official clarification from the publisher Place 4 tiles around.
    As soon as tiles are added to all 4 sides of the cemetery tile (left, right, top, bottom), you remove all ghosts from this cemetery tile (in addition to burying a meeple). (Dized.MoC.0027)
  • Deploy a hound on the board next to a meeple adjacent to a cemetery and use it to remove ghosts.

Level 5

Now it gets particularly challenging, as the cemeteries are haunted and don't work the way you are used to. The setup is the same, but the scoring requirements are different. We will quickly summarize them:

As in the previous levels, shuffle all 60 tiles and separate them into 3 equal-sized piles. Again, return 2 ghosts to the game box.

Place Rufus on the 15 space on the scoring track (you'll need to score 15 points by the end of the first pile). Place Ronja on the 0/50 space on the scoring track (you'll need to score 50 points by the end of the second pile). Place the goal token on the 0/50 space on the scoring track too, to show that you'll need to score 100 points total. [25]

Haunted Cemetery

1a. Placing a tile

When you draw a cemetery, place it as usual.

1b. Burying a meeple

As soon as the cemetery tile is completely surrounded by 8 land tiles (as with a castle), you must bury a meeple. That means you must take a meeple from somewhere else on the board and place it on the cemetery, where it will remain until the end of the game. The cemetery is now closed.

Note: Cemeteries aren't closed with only 4 tiles anymore. Do not add any more ghosts to closed cemeteries. [26] [27]

2a. Placing ghosts

Add 1 ghost to each tile with mist adjacent to the cemetery you just placed. It doesn't matter if a mist bank is completed or not, or if any ghosts are already on the tile or not.

2b. Placing a meeple

You cannot add a meeple to the cemetery itself. However, you may place one on any unoccupied road or city on the tile as usual.

Example: Unfortunately, you drew a cemetery tile. You place it as indicated. You then add a total of 3 ghosts to the mist banks adjacent to the cemetery. Finally, you place a meeple on the road.
3a. Scoring a feature

If you completed any features when placing the tile, score them as usual.

3b. Facedown tiles

Haunted cemeteries cause you to gradually lose tiles. As long as at least 1 cemetery is still open, you must now draw 1 tile without looking at it. You must then place it facedown adjacent to an open cemetery. Facedown tiles may be placed adjacent to any type of terrain (roads, cities, etc.), but do not complete anything except cemeteries. All other features with a facedown tile adjacent to them are 'haunted' and cannot be completed anymore. This also counts for castles: if a facedown tile is placed around a castle, then it can't be completed anymore either.

Even if more than one cemetery is open, you still only draw and place 1 facedown tile. In this case, you can choose which cemetery to place it adjacent to.

Example 1a: The cemetery is still open. Therefore, you draw a facedown tile after your usual turn and place it adjacent to the cemetery. This blocks the yellow meeple. It can never be scored.

New faceup tiles can only be placed adjacent to facedown tiles if they also share at least one edge with a different, faceup tile already added to the board. You may place facedown tiles next to other facedown tiles.

Reminder: Facedown tiles count when completing (closing) a cemetery and subsequently burying a meeple.

Example 1b: The cemetery is now closed. You don't have to draw facedown tiles anymore. You decide as a team to bury the yellow meeple.

 Official clarification from the publisher Question: How many tiles do we have to place around a haunted cemetery to close it? [for Level 5 and Level 6]

Answer: All 8.
In order to close a haunted cemetery, you must completely surround it with 8 tiles (just like when scoring a castle). (Dized.MoC.0021)

 Official clarification from the publisher Question: Does a haunted cemetery add ghosts to FINISHED mists when the cemetery is placed?

Answer: Yes.
When you place a haunted cemetery, you must add 1 ghost to each tile with mist on it around the cemetery. It doesn't matter if the mist bank is finished or not, or if any ghosts are already on the tile or not. (Dized.MoC.0020)

 Official clarification from the publisher Question: Can I finish a city or a road, which leads to a facedown tile?

Answer: No.
Facedown tiles may be placed adjacent to any type of terrain (roads, cities, etc.), but do not finish anything except cemeteries. All other features with a facedown tile adjacent to them are 'haunted' and cannot be finished any more. (Dized.MoC.0019)

 Official clarification from the publisher Question: Can I finish a castle with any facedown tiles surrounding it?

Answer: No.
If a facedown tile is placed around a castle, then it can't be finished any more. (Dized.MoC.0018)

 Official clarification from the publisher Question: Can I look at a facedown tile, drawn because of a haunted cemetery?

Answer: No.
As long as you have an open cemetery, you must once per turn draw 1 tile WITHOUT LOOKING AT IT and place it on the board adjacent to any open cemetery. (Dized.MoC.0017)

 Official clarification from the publisher Question: How many facedown tiles do we have to place each turn, if we have multiple open cemeteries?

Answer: 1.
Even if more than one cemetery is open, you still only draw and place 1 facedown tile. In this case, you can choose which cemetery to place it adjacent to. (Dized.MoC.0016)

 Official clarification from the publisher Question: Can I place a land tile so it is ONLY adjacent to a facedown tile (and not adjacent to any faceup tile)?

Answer: No.
New faceup tiles can only be placed adjacent to face-down tiles if they also share at least one edge with a different, face-up tile already added to the board. (Dized.MoC.0015)

Level 6

Exclamation2.png

Rules update

Level 6 has been reformulated by HiG after noticing a mistake in the setup. [28]

An updated version of the rules can be found on CundCo:
https://cundco.de/en/boardgames/a-c/464/carcassonne-mists-over-carcassonne-de?c=33

In the final level, you don‘t have a common scoring meeple. Instead, independently from the number of players, you take 3 meeples in 3 colors, that take part in the game, and place them onto the 0/50 space of the scoring track. You choose the colors of the meeples.

Note: In a 3-player game, every player (color) has its own scoring meeple.

Changes for 2 player- and solo game: In the solo and 2-player games, you don‘t take the 3 meeples from your personal supplies, but from the game box.

Return 3 ghosts to the game box. Shuffle and split the tiles into 3 equal-sized piles. Place the hounds on the 10 space and the 25 space on the scoring track. Place the goal token on the 0/50 space on the scoring track. You have read correctly, this is considerably fewer points than before. But don't celebrate too early — the cemeteries work as in Level 5. However, it gets even harder...

3. Scoring a feature

Unlike the previous 5 levels, all players score their own points from now on.

The required point value for each hound, or for the goal token, only counts as having been reached once each player has reached or passed it. Only then will you receive and be allowed to place the hounds. It is therefore important that all players score points.

If you score points for a color in which you don't have a scoring meeple, you get to decide which scoring meeple you move forward.

Note: If you score a meeple with a hound, the corresponding colored scoring meeple moves forward.

Example 1a: You connect the two cities and then score. Both you and your opponent score 6 points.
Example 1b: Your scoring meeples are in the colors yellow, green and pink. Therefore, you get to choose which color takes the points [granted to red]. You decide for green. You move both the yellow and the green scoring meeples 6 spaces forward each.

 Official clarification from the publisher Question: Is Level 6 impossible?

Answer: Yes and No.
Unfortunately, we made a mistake in the setup of Level 6. As a result, Level 6 is way too difficult for 2, 4, 5 players and when played solo. We apologize for that!
With the changes introduced to the rules of Level 6 you should have a fair chance. (FAQ.MoC.0007)

 Official clarification from the publisher Question: Level 6: Which color gets points if I score the hound?

Answer: You score a hound immediately after scoring the meeple to which you added the hound. Its color indicates which color gets the points for the hound. [29] (FAQ.MoC.0007)

Example: You complete the city. After scoring it, you score Rufus. You move the red scoring meeple forward.

Summary of all Levels

Here you will find a summary of all levels (Mists C3 Summary Numbers 1-6.png) and the precise order of your actions. It shows you which actions take place and when, if several occur at the same time. The individual actions are not a condition for each other. For example, 3b can take place even if 3a has not taken place. Since this is just a summary, we recommend reading the rest of the rules before playing. [30]

1a. Placing a tile
  • The basic Carcassonne rules apply. Ignore the mist when placing tiles.
  • Mists C3 Summary Numbers 3+.png You may only draw from the currently active pile.
1b. Checking mist
  • Once you complete a mist bank, remove all ghosts from corresponding tiles and return them to the general supply.
1c. Burying a meeple
  • Mists C3 Summary Numbers 2+.png If you closed a cemetery you must bury 1 meeple.
  • Mists C3 Summary Numbers 2-4.png A cemetery is closed once tiles have been added to all 4 sides. Return all ghosts in the cemetery to the general supply.
  • Mists C3 Summary Numbers 5-6.png A cemetery is closed once it is fully surrounded by 8 tiles.
2a. Placing ghosts
  • If you placed a tile with mist on it, you must add ghosts. Add 1 fewer ghost if you expanded an existing mist bank.
  • Mists C3 Summary Numbers 2-4.png When adding ghosts to the game board, add 1 additional ghost to an open cemetery.
  • Mists C3 Summary Numbers 5-6.png After placing a cemetery tile, add 1 ghost to each tile with mist adjacent to the cemetery.
2b. Placing a meeple
  • You may place a meeple on a road, city or castle (in Level 2+) on the tile just placed.
3a. Scoring a feature
  • Score roads, cities, and castles once they are completed. Choose to either score the points or remove up to 3 ghosts from 1 tile.
  • If multiple meeples are on the completed feature, score points separately for each different meeple color.
  • Mists C3 Summary Numbers 6.png You have multiple meeples on the scoring track. Score each color separately. Resolve a marker (hound, goal token) only once all players have passed it.
3b. Hounds
  • Mists C3 Summary Numbers 3+.png If you reach a hound on the scoring track, you trigger the next pile of tiles and add the hound to a meeple on the board. Remove up to 3 ghosts each from up to 2 tiles in the vicinity of the hound. [31]
3c. Haunted cemetery
  • Mists C3 Summary Numbers 5-6.png At the end of your turn, draw and place a facedown tile adjacent to an open cemetery. Facedown tiles never complete any features (other than cemeteries).
Game End

The game ends immediately if:

  • You win by reaching the required number of points, or
  • You lose by running out of ghosts to place or by running out of tiles to draw.

Tile reference

Total tiles: 60 + 1 start tile
Mists C3 Tile 01.png ×2
Mists C3 Tile 03.png ×1
(1)
Mists C3 Tile 04.png ×1
(2)
Mists C3 Tile 05.png ×1
(2)
Mists C3 Tile 06.png ×1
(2)
Mists C3 Tile 07.png ×2
Mists C3 Tile 09.png ×2
Mists C3 Tile 11.png ×1
(1)
Mists C3 Tile 12.png ×1
(3)
Mists C3 Tile 13.png ×1
(3)
Mists C3 Tile 14.png ×3
(3;3;2)
Mists C3 Tile 21.png ×1
(1)
Mists C3 Tile 20.png ×1
Mists C3 Tile 22.png ×1
Mists C3 Tile 23.png ×2
(3;2)
Mists C3 Tile 25.png ×1
(2)
Mists C3 Tile 26.png ×1
(2)
Mists C3 Tile 27.png ×1
(1)
Mists C3 Tile 28.png ×1
(2)
Mists C3 Tile 29.png ×1
(2)
Mists C3 Tile 30.png ×1
Mists C3 Tile 31.png ×1
(1)
Mists C3 Tile 32.png ×1
(3)
Mists C3 Tile 33.png ×1
(1)
Mists C3 Tile 34.png ×1
(2)
Mists C3 Tile 17.png ×1
Mists C3 Tile 18.png ×1
(2)
Mists C3 Tile 35.png ×1
(2)
Mists C3 Tile 19.png ×1
(2)
Mists C3 Tile 36.png ×1
(2)
Mists C3 Tile 37.png ×1
(1)
Mists C3 Tile 38.png ×2
Mists C3 Tile 40.png ×1
Mists C3 Tile 41.png ×1
(1)
Mists C3 Tile 42.png ×1
(1)
Mists C3 Tile 43.png ×1
(1)
Mists C3 Tile 44.png ×1
(1)
Mists C3 Tile 45.png ×1
(1)
Mists C3 Tile 46.png ×1
Mists C3 Tile 47.png ×1
(3)
Mists C3 Tile 48.png ×1
Mists C3 Tile 50.png ×1
(1)
Mists C3 Tile 49.png ×1
Mists C3 Tile 51.png ×1
(1)
Mists C3 Tile 52.png ×1
(2)
Mists C3 Tile 54.png ×2
(2;1)
Mists C3 Tile 55.png ×1
Mists C3 Tile 56.png ×1
(1)
Mists C3 Tile 58.png ×1
(1)
Mists C3 Tile 57.png ×1
(2)
Mists C3 Tile 59.png ×1
(1)
Mists C3 Tile 60.png ×1
(2)
Mists C3 Start Tile.png ×1
(3) - (2x2 start tile)

The numbers in brackets represent the amount of ghost symbols on the tile.

Accessories

Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Interpretation from the Community The land tiles in the supply will be arranged in several facedown stacks.
  2. Interpretation from the Community The wording of this paragraph was updated in the rules released online in 3/2023. The last sentence was also added at that time.
  3. Official clarification from the publisher A newly placed land tile must fit the adjacent terrain on all edges! During placement it is not enough to look for only one side that fits.
  4. Interpretation from the Community This was clarified by Brigitte Fuchs of HiG at Spielwiesn in Munich.

     Official clarification from the publisher Question: In a solo game: can I choose any of the 4 colors in each turn?
    In a 2-player game: Can each player chose any of their 2 colors in each turn?
    Or is there a sequence for the colors (as in a 4-player game)?

    Answer: The solo player can choose any of the 4 colors in each turn, as well as the player in a 2-player game can chose any of the 2 colors in each turn (11/2022)

  5. Interpretation from the Community This was clarified by HiG in the updated rules (3/2023).
  6. Notorious rule difference among editions or publishers This sentence added by ZMG was not included in the original rules by HiG.
  7. Notorious rule difference among editions or publishers This sentence missing in the ZMG rules was the one included by HiG.
  8. Notorious rule difference among editions or publishers This rule by ZMG included a wrong version of this image.
  9. Interpretation from the Community This was confirmed by Brigitte Fuchs of HiG at Spielwiesn in Munich in 11/2022, and again by KJW in 1/2023.
  10. Interpretation from the Community You may place a meeple:
    • On a road with or without mist
    • In a city
    • On a haunted castle (available from Level 2 onwards)
    You may not place a meeple:
    • In a field
    • In a mist bank (a field covered in mist)
  11. 11.0 11.1 Interpretation from the Community The wording of this paragraph was updated by HiG in the updated rules (3/2023).
  12. Interpretation from the Community This clarification was added by HiG in the updated rules (3/2023).
  13. Interpretation from the Community This was also confirmed by Brigitte Fuchs of HiG at Spielwiesn in Munich.

     Official clarification from the publisher Question: Does the start tile count as 1 tile when we want to eliminate ghosts instead of counting points?

    Answer: The start tile counts as 4 tiles. (11/2022)

  14. Interpretation from the Community This response contradicts the previous one provided by Dized: Yes. If there are more meeples of one color than of the others, only the majority color scores points, so you collectively score the city or the road once (without joint scoring). For example, you complete a road which goes through 5 tiles and has 2 blue meeples and 1 red meeple. In this case, you score only 5 points. This previous reply was also corroborated by HiG, and posted on Carcassonne Central: https://www.carcassonnecentral.com/community/index.php?topic=6261.msg90600#msg90600
    If there are more meeples in one color than of the others, only the majority color scores points, so you collectively score the city or the road once (without joint scoring). For example, you complete a road which goes through 5 tiles and has 2 blue meeples and 1 red meeple. In this case, you score only 5 points.
    In a nutshell: scores are only count to the player with the most meeples on the feature.
    And for joint scorings, each player has to get the same number of meeples to the feature. (2/2023)
    And it was also previously confirmed by KJW, as posted on Carcassonne-Forum: https://www.carcassonne-forum.de/viewtopic.php?p=76054#p76054
    Majority works the same as in normal Carcassonne.
    If one player has the majority, only that player scores the points.
    But since you play cooperatively, you want of course quite a lot of points and you try to include someone else, but not too many times, so that there is a tie (no majority)!!!
    Ties are here the best way to reach the goal, because then everyone gets the points! (2/2023)
  15. Interpretation from the Community In solo and 2-player games, the same player will be using multiple colors. In this case, each color counts as a different player.
  16. Interpretation from the Community You will score 2 points for the castle tile (which always has mist) and 2 points per adjacent tile with mist. Therefore, a castle may be worth from 2 up to 18 points.
  17. Interpretation from the Community Hound tokens are not used until Level 3. This sentence will not apply to Level 2.
  18. Notorious rule difference among editions or publishers This sentence was missing in the original rules by ZMG. It was later included in the updated rules from 3/2023.
  19. Interpretation from the Community A cemetery is open as long as at least 1 of its 4 sides is still open.
  20. Interpretation from the Community The same as for Level 2, to make the goal token easier to see, you can place the goal token with its grey side up, flipping it to its colored side up when you reach it the first time. If you reach it a second time, you have won.
  21. Notorious rule difference among editions or publishers This sentence added by ZMG was not included in the original rules by HiG.
  22. Interpretation from the Community This was confirmed by Brigitte Fuchs of HiG at Spielwiesn in Munich.
  23. Interpretation from the Community You will have to pass the hounds tokens twice and the goal token 3 times. To make that easier to see, you can place all the tokens on their grey side up, flipping each hound to its colored side up when you reach it the first time. Once you reach the goal token a second time, there will be no hound tokens left on the scoreboard and you may flip the goal token to its colored side. If you reach it again -the third time-, you have won.
  24. Notorious rule difference among editions or publishers This last sentence was omitted by ZMG.
  25. Interpretation from the Community The same as in previous levels, to make the goal token easier to see, you can place the goal token with its grey side up, flipping it to its colored side up when you reach it the first time. If you reach it a second time, you have won.
  26. Interpretation from the Community Haunted cemeteries do not follow the normal rules for cementeries, so you do not place meeples on open haunted cemeteries as in Levels 2 to 4.
  27. Notorious rule difference among editions or publishers This paragraph not present in the original rules by HiG was added by ZMG. The last sentence was omitted in the updated rules from 3/2023.
  28. Interpretation from the Community This has rendered obsolete some previous clarifications provided by Brigitte Fuchs of HiG at Spielwiesn in Munich in 11/2022:
    https://www.carcassonnecentral.com/community/index.php?topic=5778.msg91238#msg91238
  29. Interpretation from the Community This was confirmed by Brigitte Fuchs of HiG at Spielwiesn in Munich.

     Official clarification from the publisher Question: What happens in a hound scoring in Level 6? Who gets the points per ghost? In the previous levels it wasn't an issue because there was only 1 scoring meeple. What now?

    Answer: When scoring the hound in Level 6, the color of the meeple to which the hound was added to gets the points (11/2022)

  30. Notorious rule difference among editions or publishers This paragraph includes the full text provided by HiG in the original rules. ZMG only included the first and the last sentence in this paragraph, omitting the rest.
  31. Notorious rule difference among editions or publishers This sentence has been updated to match the intention of the original rules by HiG. The version included in the English rules by ZMG has a different meaning, maybe due to a mistranslation:
    "Once the hound is fully surrounded, remove up to 3 ghosts from each of 2 tiles."
    This sentence has been corrected in the updated rules by HiG from 3/2023.