Průběh hry (původní edice)
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Pořadí hry
Vytvořil Meepledrone, na základě podkladů poskytnutých SkullOne a obervet.
Příprava...
Úvod
- Slovo "vy" se v této části vztahuje na aktivního hráče.
- Žlutě označené kroky představují odchylky od oficiálních pravidel HiG.
- Modře vyznačené kroky jsou prvky z jiných vydání hry Carcassonne, které byly v případě potřeby s trochou kreativity upraveny pro preferovanou verzi.
- If playing with Dopisy (mini 2), the player scoring points chooses which scoring figure to move each time points are awarded. When you see MESSAGES (#ROUND), after scoring is completed for a given round of scoring, if one of your scoring figures has just landed on a dark space of the scoreboard, you may draw a Message tile if there were no other players' scoring figures on it (ZMG rules only). The (#ROUND) identifier indicates the round of scoring within a turn sequence. Only one Message tile can be drawn per round or scoring (even if both scoring figures ended up on dark spaces the same round). Note that resolving a Message tile could also trigger the drawing of another Message tile.
- If playing with Dopisy (mini 2), the player scoring points chooses which scoring figure to move each time points are awarded. When you see MESSAGES, after scoring is completed for the round of scoring, if one of your scoring figures has just landed on a dark space of the scoreboard, you may draw a Message tile if there were no other players' scoring figures on it (ZMG rules only). Only one Message tile can be drawn (even if both scoring figures ended up on dark spaces the same round). Note that resolving a Message tile could also trigger the drawing of another Message tile.
- If playing with the Mini #6 - The Robbers, robbers must take points from the first allowable event. When you see the word ROBBERS, robbers must take points if possible (ignoring rogue points and negative points). When you see ROBBER CHOICE, robbers must take points but they may need to choose which countingscoring figure to take the first points from; this may happen when a robber is on the same space as multiple countingscoring figures that will be scoring points during Step 3B.
- If playing with The Wonders of Humanity, players may obtain one wonder tile along with two additional figures placed next to the scoreboard after a scoring during the game. When you see the word WONDER, you must check if any of the players scoring points has two figures next to a space of the scoreboard (10, 15, 20 or 25). If so, check if any countingscoring figure reaches or exceeds the given marked space. If this happens, the player meeting the condition (or the player you decide if several players meet the condition) will obtain a wonder tile and their two meeples. At this point, move the remaining figures next to the scoreboard, if any, 5 spaces forward, but never beyond the 25 space. If any player still meets the condition to obtain a wonder, repeat the process.
- If playing with the Ruské pohádky, followersmeeples can be trapped by the following tiles:
- Solovei Razboynik: It will trap the closest follower(s)meeple(s) or builder(s) on the road segments connected to this tile. The capture will be triggered by placing a tile or when adding followersmeeples or builders to the road (this includes connecting roads with ferries or tunnel tokens, only if the new road segment is occupied). The affected followersmeeples and builders will be sent to the tree on this tile. When you see TREE TRAP, check if this action applies.
- Vodyanoy: It will trap followersmeeples or special figures (except barns) placed on this tile or any adjacent tile. The affected followersmeeples will be sent to the lake on this tile. When you see LAKE TRAP, check if this action applies.
- If playing with Věštkyně, the following options where chosen for the Order of Play based on the clarifications provided:
- If you have any tiles in your supply, you may choose to play one of them with a valid placement instead of drawing tiles.
- If you draw tiles, you may only choose to play one with a valid placement.
- If none of the tiles drawn can be placed, discard one tile in your hand and draw a new one until it can be placed. In this case, you are not be allowed to use a tile from your supply as an alternative.
- If none of the tiles drawn can be placed, discard them all and draw a new one until it can be placed. In this case, you are not be allowed to use a tile from your supply as an alternative.
- If you are granted a double turn, keep the remaining extra tiles provided by your fortune teller(s) until your builder turn, and then you choose a valid tile to play, dicarding the rest.
- During your builder turn:
- You may not use a tile in your supply instead of placing one in your hand, even if none of them is valid.
- If none of the tiles in your hand can be placed, discard them all and draw one tile at a time until it can be placed.
- If playing with Soška Honzy and the Hans Statue is placed on tile or feature has segment on tile with it, then players get store is multiplied by 2 marked as HANS STATUE 2×, but for negative payment score is 1/2 divided up marked HANS STATUE 1/2.
Kdykoli během vašeho tahu:
- Any number of times:
- Můžete požádat o radu.
- Můžete si přečíst pravidla.
- Můžete se podívat na sázkové žetony ve své zásobě, ale ne na žetony umístěné na hrací ploše.
-
Pouze jednou (i během dvojitého tahu uděleného stavitelem):
- Můžete vykoupit zpět kteroukoli ze svých uvězněných figurekkteréhokoli ze svých uvězněných družiníků zaplacením 3 bodů únosci. ROBBERS WONDER
- You may claim an unclaimed tunnel portal by placing a tunnel token on it. TREE TRAP
- You may allow one followermeeple or special figure (except a barn) to take flight from the Plague (once an infestation is active). LAKE TRAP
- You must spread the plague by placing a flea token (once an infestation is active), if the tile placed is not a new plague source.
1. Placing a tile
Step 1A: Begin Turn
- If the fairy is next to one of your followersmeeples, score 1 point. HANS STATUE 2× MESSAGES (#1A) ROBBERS WONDER
- If the fairy is next to an acrobat, each of your acrobats in the pyramid gets this bonus point.
- if no fleas are left in the supply, eliminate the oldest Outbreak until one or more fleas on the board become inactive or there is only one Outbreak left.
There are no particular actions for this step.
1. Placing a tile
Step 1A: Begin Turn
- If the fairy is next to one of your followersmeeples, score 1 point. (If the fairy is next to an acrobat, each of your acrobats in the pyramid gets this bonus point.) MESSAGES (#1A) ROBBERS WONDER
- if no fleas are left in the supply, eliminate the oldest Outbreak until one or more fleas on the board become inactive or there is only one Outbreak left.
There are no particular actions for this step.
Step 1B: Draw a Tile
- If you have tiles that you are required to play, you must use them instead of drawing a new tile (or maybe several) or choosing a tile from your supplyIf you have tiles that you are required to play, you must use them instead of drawing a new tile (or maybe several) or choosing a tile from your supply.
- If you have a tile from a previous bazaar auction, you must use that tile.
- If you have a wonder tile in your supply, you must use that tile.
- If the wonder tile cannot be placed, draw an additional tile to place it right before the wonder tile. Discard any invalid tile and draw one tile at a time until the placement of the drawn tile and the wonder tile are both valid.
- If you chose to draw extra tiles for your fortune teller(s) in the first part of a double turn, you must choose a valid tile from the ones left, if any. Discard and re-shuffle the rest.
- If not possible, discard any invalid tile left and draw one tile at a time until it is valid.
- If you do not have to use a tile and you have one or more tiles in your supply, you may use one of them instead of drawing a tile, if there is a valid space to place it.
- An abbey tile
- A Halfling tile
- A German castle tile
- A Wetland tile
- If you did not perform any previous action in Step 1B, randomly draw a tile. Additionally draw one extra tile for each one of your fortune teller(s). Choose one of the tiles drawn with a valid placement.
- If you chose to draw extra tiles for your fortune teller(s) and none of them can be placed, discard them all. Draw one tile at a time until it can be placed, discarding and re-shuffling any invalid tile drawn previously.
- If a dragon is depicted on the tile and the dragon figure is not in play, put the tile aside (to be re-shuffled when the first volcano tile is drawn and placed) and draw randomly a new tile.
- Randomly draw a tile. Additionally draw one extra tile for each one of your fortune teller(s). Choose one of the tiles drawn with a valid placement.
- If you chose to draw extra tiles for your fortune teller(s) and none of them can be placed, discard them all. Draw one tile at a time until it can be placed, discarding and re-shuffling any invalid tile drawn previously.
- If a dragon is depicted on the tile and the dragon figure is not in play, put the tile aside (to be re-shuffled when the first volcano tile is drawn and placed) and draw randomly a new tile.
- Show the tile to all players. Place the tile in front of you while performing the actions associated to the tile.Place the tile in front of you while performing the actions associated to the tile.Place the tile in front of you while performing the actions associated to the tile.
- If a hill is depicted on the tile, immediately draw another tile if any available. If so, keep this new tile face-down underneath the tile with the hill.
- If a Wheel of Fortune icon is on the tile, resolve Wheel of Fortune. ROBBERS WONDER
- If a peasant revolt symbol is on the tile, resolve the peasant revolt for the feature type indicated. ROBBERS WONDER
- If the tile is placeable and you decide to open a gift in your supply, turn the card face up, resolve the action, and place it on top of the discard pile. TREE TRAP / LAKE TRAP ROBBERS WONDER
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#1B) ROBBERS WONDER
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#1B) ROBBERS WONDER
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#1B) ROBBERS WONDER
Step 1C: Place the Tile
- Place the tile. If the placement is illegal, you must discard the tile (and the tile drawn to place underneath a hill as well, if any) and go back to Step 1B.
- You may build a bridge on the tile just placed or a tile orthogonal to the tile just placed if you have any left in your supply. The bridge may be required to make the tile placement legal. (Otherwise, a bridge can be placed at any time during the turn but taking into account restrictions imposed by feature completion and figure placement.) If the placement is illegal without the bridge, you may choose to discard the tile. TREE TRAP
- If placing a bridge on a tile with a tower, you may need to move it slightly to make room for the bridge.
- No bridge can be built on an acrobat tile with one or more acrobats.
- You can build a bridge on a circus tile (with or without the big top).
- If you drew an extra tile to allow the placement of a wonder tile, place it before the wonder tile.
- If you placed a wonder tile, place your marker figure (e.g. a normal followermeeple upside down) in the center of the wonder.
- You may build a bridge on the tile just placed or a tile orthogonal to the tile just placed if you have any left in your supply. The bridge may be required to make the tile placement legal. (Otherwise, a bridge can be placed at any time during the turn but taking into account restrictions imposed by feature completion and figure placement.) If the placement is illegal without the bridge, you may choose to discard the tile. TREE TRAP
- Discard and re-shuffle the remaining extra tiles provided by your fortune teller(s), unless your builder granted you a double turn.
- Note: any tile-based feature that is finished is considered complete at this time.
- If a volcano symbol is on the tile, place the dragon on this tile.
- If a princess symbol is on the tile, and the tile is added to an existing city with a knight on it, you may remove a knight of your choice and skip Steps 2B-1 and 2B-2.
- If a plague source is on the tile, the lowest numbered Outbreak token not yet in play must be placed on it.
- If a gold symbol is on the tile, you must place a gold piece on that tile and an adjacent tile.
- If a mage and witch symbol is on the tile, or if the tile joins the features with the Mage and Witch, you must move the Mage or the Witchthe Magethe Witch.
- If a robber symbol is on the tile, your robber and next player’s robber still in their supply may be placed on the scoreboard. If you had already played your robber, you may move it.
- If there is a quarter-wind rose on the tile and you place the tile in the appropriate quadrant of the playing farmfield, you score 3 points. ROBBERS WONDER
- If a hill is on the tile, place the hill tile while keeping the face-down second tile underneath it.
- If placing the Solovei Razboynik tile on a road (or if connecting roads to it), all the thieveshighwaymen on the road are affected by this tile. TREE TRAP
- If placing the Vodyanoy tile, all the followersmeeples on adjacent tiles are affected by this tile. LAKE TRAP
- If the tile placed shows La Porxada, the player may choose between two actions:
- Swapping followersmeeples in play: the player can exchange one followermeeple with one of another player. If the other player rejects, the player must eliminate one of their followersmeeples for the remainder of the game. The active player may protect the exchanged followermeeple against peasant revolts by paying points. Any followersmeeples exchanged will keep their protection against peasant revolts.
- Final scoring bonus
- If placing an Easter Bunny tile, place the Easter bunny figure on it.
- If placing a circus tile for the first time, place an animal token facedown on the circus area and then the big top on it.
- If there is a fruit-bearing tree on the tile, place a stack of 4 fruit tokens of the same type facedown on the tile (it doesn't matter if it matches the type of tree.)
- If placing the second Spiel Doch! 2/2018 tile and they are in the correct order when using the variant rules, you score 5 points. ROBBERS WONDER
- If the tile placed is the last one to surround a bathhouse with a trapped followermeeple, the followermeeple can be taken back by its owner for free. If the owner forgets, the player will have to pay to get it back.
-
If you placed a 20th Anniversary Expansion tile without activating its arrow symbol, you score 2 points (even if you activate an arrow symbol on an adjacent tile). ROBBERS WONDER
- Only one arrow can be activated even if you used an additional tile to place a wonder tile.
- If you activated an "extra turn" arrow symbol on a 20th Anniversary Expansion tile just placed or on an adjacent tile, you are granted an extra turn after finalizing the current one (even if it is a double turn). You cannot not get a second extra turn in a row this way.
- If you extended at least one road or city occupied by one or more players where you don't have the majority after placing the tile, you draw a gift card, look at it without showing it to anyone, and place it face down in your supply.
- If you placed a tile with spell circles in a way that it limits its mist, take as many ghosts from the supply as there are spell circles on the tile and add them to one or more of your own followersmeeples. If any of your followersmeeples ends up with three ghosts, remove the followermeeple and its ghosts.
- If you placed the Stonehenge wonder tile in an earlier turn and you just completed one or more occupied roads, you score 3 points for each road. ROBBERS
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#1C) ROBBERS WONDER
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#1C) ROBBERS WONDER
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#1C) ROBBERS WONDER
2. Placing a followermeeple
Step 2A: Move the Wood (Prologue)
- If you placed a tile with spell circles, move ghosts from the 8 surrounding tiles to place them on the spell circles. If there are not enough, take the remaining ghosts from the supply, if any available.
- If the tile you placed extended the mist, add one ghost from the supply to an opponent's followermeeple, if possible. If this is its third ghost, remove the followermeeple and its ghosts.
Additionally, if the mist has ghosts on spell circles (except those on the tile just placed, if any), add ghosts from those spell circles to followersmeeples from any opponents, if possible (otherwise move the ghosts to the supply):- Move one ghost from a spell circle in the mist (except from the tile just placed, if any), if the mist is incomplete
- Move all the ghost from the spell circles in the mist (including those on the tile just placed, if any), if the mist is completed
If any followermeeple is added a third ghost, remove the followermeeple and its ghosts immediately.
- If the tile you placed limited the mist, add one ghost from the supply to one of your own followersmeeples, if possible. If this is its third ghost, remove the followermeeple and its ghosts.
Additionally, if the mist has ghosts on spell circles (except on the tile just placed, if any), add all the ghosts from those spell circles (except those from the tile just placed, if any) to one or more or your followersmeeples, if possible (otherwise move the ghosts to the supply). If any followermeeple is added a third ghost, remove the followermeeple and its ghosts immediately. - If you have a followermeeple on a bathhouse, you may buy the followermeeple back by losing as many points as the number on the bathhouse tile. You can place the followermeeple in the same turn.
There are no particular actions for this step.
Step 2B-1: Move the Wood (Phase 1)
Skip this step if you removed a knight with a princess symbol.
Otherwise, you may do one and only one of the following:
You may do one and only one of the following:
- Deploy a followermeeple, or up to two followersmeeples if you placed a wonder tile. The magic portal and flier can be used once, if present on the tile.The magic portal can be used, if present on the tile.The flier can be used, if present on the tile. A 20th Anniversary Expansion arrow symbol can be used to add or place a meeple elsewhere, if activated by the tile placement. The followermeeple may be protected if placed on a feature affected by peasant revolts in exchange for points. (Forbidden if volcano or plague source was played.)(Forbidden if plague source was played.)(Forbidden if volcano was played.) TREE TRAP / LAKE TRAP
- Normal followermeeple on feature or wooden bridge
- Big followerLarge meeple on feature or wooden bridge
- Mayor in city
- Wagon on feature (not farmfield) or wooden bridge
- Abbot on garden or monastic building (cloistermonastery, abbey, shrine, German monastery, Dutch & Belgian monastery, Japanese building, Darmstadt church)
- Ringmaster on feature or wooden bridge
- Guard followermeeple on feature or wooden bridge
Note:Notes:
- When placing 2 followersmeeples on a wonder tile, they may share the same square space but not the same feature.
- You are not allowed to deploy a followermeeple directly on an additional tile drawn to place a wonder tile.
- A flying machine on the additional tile cannot be used.
- A magic portal on the additional tile could not be used.
- Every player may have only 2 followersmeeples on a fortune teller tent at the same time.
- Deploy a followermeeple to normal or black tower piecefloor LAKE TRAP
- Normal followermeeple
- Big followerLarge meeple
- Ringmaster
- Guard followermeeple
- Perform an acrobat action
- Add a normal followermeeple to an uncompleted acrobat pyramid with no wooden bridge on the tile LAKE TRAP:
- By direct placement, if the newly placed tile is an acrobat tile or is adjacent to one.
- By means of a magic portal, if present on the tile and not used earlier.
- By means of a flier, if present on the tile and not used earlier.
- By means of a 20th Anniversary Expansion 'place meeple' arrow symbol, if activated by the tile placement.
- Score a completed acrobat pyramid finished in a previous turn and remove all the acrobats from it (including any ghosts added to them) to allow players to build a new acrobat pyramid in future turns. ROBBERS WONDER
- Add a normal followermeeple to an uncompleted acrobat pyramid with no wooden bridge on the tile LAKE TRAP:
- Deploy one of your other figures. (Forbidden if volcano was played.) (Forbidden after playing plague source.)
- Pig to a farmfield containing one of your followersmeeples
- Builder to a city or road containing one of your followersmeeples
- Shepherd to a farmfield not already containing a shepherd. You must perform the following action:
- ExpandGrow the flock action (draw a token)
- Deploy the barn. The farmfield will be scored as a normal feature in Step 3B.
- Perform one special action
- Place a followermeeple on the Wheel of Fortune
- Remove one of your own figure from anywhere in the playing area if the festival symbol was on the played tile
- Retrieve 1 followermeeple or special figure trapped by Vodyanoy or Solovei Razboynik.
- Remove your abbot (and any ghosts added to it) and score its points ROBBERS WONDER
- Protect 1 followermeeple against peasant revolts in exchange for points.
- Deploy / move a neutral figure or token
- Place a normal or black tower piecefloor on any tower base or place a normal, black or white tower piecefloor to any available tower (white tower is not available).
- You may capture a followermeeple if appropriate.
- If two players have captured one of each other’s followersmeeples, they must immediately be exchanged.
- Place a little building on the tile just played
- Move the fairy next to one of your followersmeeples (not allowed if on a castle)
- Place or move your tollhouse on a free crossroad
- Place a normal or black tower piecefloor on any tower base or place a normal, black or white tower piecefloor to any available tower (white tower is not available).
Step 2B-2: Move the Wood (Phase 2)
Skip this step if you removed a knight with a princess symbol.
Otherwise, you may do one and only one of the following:
You may do one and only one of the following:
- Place the phantom in the same way as a normal followermeeple on feature or wooden bridge. The flier and magic portal, if present on the tile, can be used as long as they were not used in Step 2B-1.The magic portal, if present on the tile, can be used as long as it was not used in Step 2B-1.The flier, if present on the tile, can be used as long as it was not used in Step 2B-1. A 20th Anniversary Expansion arrow symbol can be used to add or place a meeple elsewhere, if activated by the tile placement, as long as it was not used in Step 2B-1. The phantom may be protected if placed on a feature affected by peasant revolts in exchange for points. This step is forbidden if a volcano or plague source tile was played.This step is forbidden if a volcano tile was played.This step is forbidden if a plague source tile was played. TREE TRAP / LAKE TRAP
- Note: Every player may have only 2 followersmeeples on a fortune teller tent at the same time.
- Deploy a phantom to a normal or black tower piecefloor LAKE TRAP
- Perform one special action
- Place a phantom on the Wheel of Fortune
There are no particular actions for this step.
Step 2C: Resolve Move the Wood
- If a ferry lake was on the placed tile, place a ferry. TREE TRAP
- If placement of a tile extended a road with a ferry, the ferry may be moved. Each ferry may only be moved once per turn. TREE TRAP
- If placement of the tile extended the farmfield with your shepherd, you must choose one of the following two actions:
- ExpandGrow the flock (draw a token)
- Herd the flock intoGuide the flock to the stable (score 1 point per sheep) ROBBERS WONDER
- Additionally, if placement of the tile closed the farmfield completely (by roads and/or city walls for example) with one or more shepherds, the following action is triggered automatically:
- Herd the flock intoGuide the flock to the stable (score 1 point per sheep) ROBBERS WONDER
- If the tile placed has one or more followersmeeples on any of its features, and it has one fruit-bearing tree or is adjacent to one or more of them, you may perform one of the following actions per tree and followermeeple:
- Harvesting: Take the top-most fruit token (if available) and score fruit points ROBBERS WONDER
- Selling: Sell from 1 to 4 fruit tokens and score accordingly ROBBERS WONDER
- If you placed the Notre-Dame wonder tile in an earlier turn and you just placed a followermeeple on a tile adjacent to at least one monastic building (cloistermonastery, abbey, shrine, German monastery, Dutch & Belgian monastery, Japanese building, Darmstadt church), you score 3 points. ROBBERS
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#2) ROBBERS WONDER
- Consider the total movement of your counting figures after all the actions are scored: MESSAGES (#2) ROBBERS WONDER
There are no particular actions for this step.
3. Scoring a feature
Step 3A: Identify Completed Features
- Identify all completed features:
- Features completed by tile placement or by abbey placement or by halfling placement or by German castle placement or by wonder tile placement
- Roads
- Cities
- Monastic buildings:
- Monastery
- Abbey
- Shrine
- German monastery (with monk)
- Dutch & Belgian monastery (with monk)
- Japanese building (with monk)
- Darmstadt church
- Baba Yaga's hut
- Gardens
- German castles (except by another German castle)
- German cathedrals
- Haunted castles
- Cemeteries
- Easter Nest area
- Fortune teller tent
- Roads or German cathedrals completed by placement of a bridge
- Roads or German cathedrals completed by placement of a tunnel token
- Roads or German cathedrals completed by placement or movement of a ferry
- FarmsFields to be scored due to barn placement or joining of a farmfield with a farmer to one with a barn
- Castles completed by the completion of a nearby feature (not on the same turn that the castle itself was built)
- If the tile placed completed the city with La Porxada, all players with knights in the city (majority is not considered) take one token to indicate their presence. This action is only necessary if the player who placed La Porxada chose the final scoring bonus
- Features completed by tile placement or by abbey placement or by halfling placement or by German castle placement or by wonder tile placement
- Resolve control of the completed features.
- Normal followermeeple (1 vote)
- Big followerLarge meeple (2 votes)
- Wagon (1 vote)
- Mayor (1 vote per pennantcoat of arms in the city)
- Phantom (1 vote)
- Abbot (1 vote)
- Ringmaster (1 vote)
- Guard followermeeple (1 vote)
- Hill (If there is a tie, tied players with at least one followermeeple on a hill are considered to have control)
- Citizen's Jury scoring tile: All players in a city share the majority no matter their votes
- Players with majority on a completed road leading (directly or indirectly) to the City of Leipzig may send one followermeeple to a quarterdistrict where they have no presence yet.
- Each player receiving points chooses the order in which their features resolve.
- Exception: You determine the scoring order if scoring multiple features controlled by different players and some arbitration is required.
- Exception: You determine the scoring order if there are free bathhouses and multiple features with one followermeeple are scored.
- Exception: A castle must be resolved immediately after any feature which triggers its completion (the castle owner selects the feature if multiple features in the fief were completed by the same tile placement).
- Exception: Completed castles overlapping other completed castles' fiefs must be resolved together.
- Perform Step 3B for each completed feature in the order chosen.
Step 3B: Resolve Completed Features
- If a townsmall city was created by the tile placement, the townsmall city may be converted into a castle by the occupying player. If converted, this feature’s completion is considered to be resolved. Go to the next feature.
- If the Gingerbread Man is in a completed city, all players with knights in the city receive points. You then place the Gingerbread Man in an unfinished city of your choice, or you put it aside if none is available. (How this would interact with a newly-formed castle is unknown. As a castle is no longer a city, the Gingerbread Man should likely be removed with no scoring.) ROBBER CHOICE WONDER
- Rewards for completing the feature
- Collect any trade good tokens
- If the completed feature is a city or road, check to see if it is the new largest one and, if so, receive the King or Robber Baron. Place the king token or robber baron token on the new largest feature accordingly
- If you completed a fortune teller tent, score points for it. ROBBER CHOICE WONDER
- The player to your left may move one or more followersmeeples from the City of Carcassonne to the current feature. Everyone has this opportunity in turn, ending with you. TREE TRAP / LAKE TRAP
- Resolve control of the completed feature, if any update is required.
- Normal followermeeple (1 vote)
- Big followerLarge meeple (2 votes)
- Wagon (1 vote)
- Mayor (1 vote per pennantcoat of arms in the city)
- Phantom (1 vote)
- Abbot (1 vote)
- Ringmaster (1 vote)
- Guard followermeeple (1 vote)
- Hill (If there is a tie, tied players with at least one followermeeple on a hill are considered to have control)
- Citizen's Jury scoring tile: All players in a city share the majority no matter their votes
- If scoring a city or a road with at least one watchtower, score the watchtower bonus for each player with followersmeeples on a watchtower (no majority applied.) ROBBER CHOICE WONDER
- If scoring a road beginning or ending at crossroads with a tollhouse, score the toll for each tollhouse owner. ROBBER CHOICE WONDER
- Tally points and award points to the controlling player(s) ROBBER CHOICE WONDER
- Road (feature tiles + German cathedrals + inns + mage + witch + little buildings + German castles + bathhouses + labyrinths + signposts + ghosts, taking into account scoring tiles)
- Cities (feature tiles + Cathars / siege / besiegers + cathedrals + mage + witch + little buildings + German castles + bathhouses + Darmstadtium + ghosts, taking into account scoring tiles)
- Monastic buildings (feature and adjacent tiles + vineyards + little buildings + ghosts, taking into account scoring tiles)
- Monastery
- Abbey
- Shrine
- German monastery (with monk)
- Dutch & Belgian monastery (with monk)
- Japanese building (with monk)
- Darmstadt church
- Fields with barn(s) (completed cities / castles + pig + pig-herd + Cathars / siege / besiegers + little buildings + ghosts)
- Baba Yaga's hut (feature tile + little buildings + ghosts)
- Gardens (feature and adjacent tiles + little buildings + ghosts)
- German castles (feature and adjacent tiles + little buildings + ghosts)
- German cathedrals (roads tiles and road segments on German cathedral tiles + inns + little buildings + ghosts)
- Haunted castles (feature and adjacent tiles with mist + little buildings + ghosts)
- Cemeteries (no points for feature + little buildings + ghosts) - Add 1 extra guard followermeeple to your supply, if available
Note: If applicable, these tallied points (that is, the feature points excluding any bonus points) will be used by:- A castle scoring triggered by this feature (not applicable to fields with barn(s))
- The teacher bonus triggered by this feature
- If a player has the teacher, that player scores the same number of points that were awarded to the player scoring the feature. (If more than one player is receiving points simultaneously, the holder of the teacher can choose which points to receive.) The teacher is then returned to the school. ROBBER CHOICE WONDER
- If a fairy is next to a followermeeple in the completed feature, that followermeeple’s owner receives 3 points. (This bonus does not affect acrobats in a pyramid.) ROBBER CHOICE WONDER
- Each player scores their ringmaster, if placed on a completed feature (no majority is considered). ROBBER CHOICE WONDER
- Features triggering the bonus: road, city, cloistermonastery and farmfield (basic game features)
- Each player complying with the Markets of Leipzig requirements for the completed feature will score the appropriate bonus. ROBBER CHOICE WONDER
- If the feature completed is a Darmstadt church, the player(s) with the majority in the vicinity of the church will receive 3 bonus points. ROBBER CHOICE WONDER
- If there is at least one free bathhouse, any followermeeple that takes part in a scoring on its own has to be moved to an unoccupied bathhouse chosen by the followermeeple's owner. You choose the order of these scorings if several followersmeeples are affected. LAKE TRAP
- Remove the mage or witch if they were involved in the scoring of this feature.
- Remove the mage if it was involved in the scoring of this feature.
- Remove the witch if it was involved in the scoring of this feature.
- If a heretic or monk completes its feature, determine if a “race to completion" has been won. If so, return the losing followermeeple to its owner.
- If you completed a road connected to a city drawbridge that is down, a player with the single majority on the feature may move any of their followersmeeples on the road to any of those cities.
- If moved, the active player may protect any followersmeeples against peasant revolts by paying points.
- The followersmeeples keep their protection against peasant revolts when moved.
- You may move any wagons on the completed feature to any adjoining unoccupied uncompleted featureany unoccupied uncompleted feature on the same tile or around it, if any. If more than one wagon can move, you move first, and then order of movement proceeds clockwise. TREE TRAP / LAKE TRAP
- If moved, the active player may protect their wagon against peasant revolts by paying points.
- Wagons keep their protection against peasant revolts when moved.
- Return all remaining followersmeeples on the completed feature to their owners.
- Return all the ghosts on the completed feature to the general supply.
- If one or more of the school's roads were completed, you receive the teacher from the school tiles.
Step 3C: Resolve the Tile Scoring
- If there is at least one gold piece on a tile with the completed features, gold pieces are distributed to the controlling player(s)
- For each tollhouse that just scored at least one group of travellers, turn over the tollhouse token once (even if the tollhouse affected several completed roads)
- If you scored points for at least one road, city or monastic building (cloistermonastery, abbey, shrine, German monastery, Dutch & Belgian monastery, Japanese building, Darmstadt church), change the active scoring tiles for the three feature types.
- If a new circus tile was placed, score the animal token under the big top. Then place new animal token facedown on the new circus tile and place the big top on it. ROBBERS WONDER
- If a city or a road with one or more betting offices was completed, settle the bets one betting office at a time. You decide the feature to consider if several options are available. ROBBERS WONDER
- If you played a Gingerbread Man tile and the Gingerbread Man hasn't moved on this turn, move it to a different uncompleted city, if any available. If the Gingerbread Man moves, all players receive points for any knights they have in the city that the Gingerbread Man just left. [1] ROBBERS WONDER
- If you did not score any points from placement of the tile this turn, but one or more opponents did, you may place a followermeeple in the City of Carcassonne. Then, if you did the placement, you may move the Count to a quarterdistrict of your choice.
- Consider the total movement of your counting figures after all the features are scored: MESSAGES (#3) ROBBERS WONDER
There are no particular actions for this step. There are no particular actions for this step.
3b. Moving the dragon
Step 3D: The Dragon Moves
- RGG rules only: If a dragon symbol was on the placed tile, move the dragon.
4. Additional actions
Step 4A: Resolve the Tile Actions
- If a fair symbol was on the placed tile, use the catapult. MESSAGES (#4) ROBBERS WONDER
- Seduction Token: The active player may protect their exchanged followermeeple against peasant revolts by paying points.
- Consider the total movement of your counting figures after all the features are scored: MESSAGES ROBBERS WONDER
- If an Easter Nest area was completed, you and any players with followersmeeples on the neighboring tiles receive Easter eggs.
- If an Easter Bunny tile was placed or an Easter Nest area was completed by a dragon tile, the Easter Bunny phase takes place: players move the Easter bunny figure and receive Easter eggs for each one of their followersmeeples meeting the bunny during its movement.
- If a betting office is on the placed tile, all players may place one betting chip facedown on it. Skip this action if it is the last tile of the game.
- If a crop circle was on the placed tile, you decide whether all players now A) may deploy a followermeeple next to one of theirs already in play or B) must remove a followermeeple of theirs already in play. The type of followermeeple is determined by the type of crop circle. The active player may protect the followermeeple just placed against peasant revolts by paying points.
- You may remove one knight from a besieged city if a cloistermonastery / shrine / abbey / German or Dutch & Belgian monastery / Japanese building / Darmstadt church directly borders:
- Any tile of that city (Siege)
- A Cathar tile (Cathars) or Besiegers tile (Besiegers)
- If a bazaar symbol was on the placed tile (and the tile was not purchased during an auction), and there are enough tiles left:
- Perform an auction. ROBBERS WONDER
- Perform special bazaar round to allow all players to place their purchased tiles, starting clockwise from the player to your left and ending with you (players follow the Order of Play placing the purchased tiles instead of drawing new ones.)
- If a bazaar symbol was on the placed tile (and the tile was not purchased during an auction), and there are enough tiles left, repeat actions 1 and 2 until no player has a pending delayed auction:
- Perform an auction. ROBBERS WONDER
- Perform special bazaar round to allow all players to place their purchased tiles, starting clockwise from the player to your left and ending with you (players follow the Order of Play placing the purchased tiles instead of drawing new ones.) During this special bazaar round, the following special cases may happen:
- A player triggers a double turn: Carry out the two parts of the double turn normally before the next player's bazaar turn.
- A player draws and places a new bazaar tile in the second part of their double turn: Proceed as usual but delay the associated auction until the current bazaar round is finished (A new bazaar round will be carried out.)
- If a bazaar symbol was on the placed tile (and the tile was not purchased during an auction), and there are enough tiles left:
- Perform an auction. ROBBERS WONDER
- Perform special bazaar round to allow all players to place their purchased tiles, starting clockwise from the player to your left and ending with you (players follow the Order of Play placing the purchased tiles instead of drawing new ones.) During this special bazaar round, the following special cases may happen:
- A player triggers a double turn: Carry out the two parts of the double turn normally before the next player's bazaar turn.
- A player draws and places a new bazaar tile in the second part of their double turn: Proceed as usual but ignore the associated auction.
There are no particular actions for this step. There are no particular actions for this step.
Step 4B: Resolve the Turn
There are no particular actions for this step.
4. Additional action
Step 4B: Resolve the Turn
- If you had a builder on a road or city that was extended by the placement of the tile, repeat Steps 1B through 4A once more and only once more.
1. Úvod
Tento Výběr rozšíření umožňuje vybrat rozšíření (nebo jejich části), která se mají použít na zobrazené stránce WICA. Podle vašeho výběru se upraví části Pořadí hry a Hodnocení. Tímto způsobem si můžete stránku přizpůsobit tak, aby odpovídala vaší hře a neomezovaly Vás jakákoli další rozšíření.
Jak bylo naznačeno výše, pokud rozšíření obsahuje více prvků, je možný jejich detailní výběr. Můžete si například vybrat kartičky opatství a vůz z „Opatství a starosta“ a vynechat statek se starostou.
2. Průvodce používáním
Výběr má několik karet pod nimiž se nachází oblast, zobrazující aktuální výběr vašich rozšíření bez ohledu na zobrazenou kartu.
Kliknutím na libovolný štítek karty přejdete na požadovanou kartu. Dalším kliknutím na štítek vybrané karty ji sbalíte a opět rozbalíte, máte tak v případě potřeby přístup k výběru. Kliknutím na jiný štítek karty se výběr automaticky rozbalí.
Následující část popisuje karty a jejich funkce.
2.1. Karta „Rozšíření“
První tři (respektive čtyři) karty zleva umožňují vybrat rozšíření v celku nebo, (pokud je to možné) i jeho části.
- Velká rozšíření: seznam všech oficiálních hlavních rozšíření vydaných HiG.
- Malá rozšíření: seznam všech oficiálních menších rozšíření vydaných HiG a několika dalšími vydavatelstvími.
- Ostatní rozšíření: seznam ostatních oficiálních a neoficiálních rozšíření, dále také rozšíření „Print & Play“ (vytiskni a hrej) nebo „Cut & Play“ (vystřihni a hrej) vydaná HiG.
- Fanouškovská rozšíření: seznam některých fanouškovských rozšíření. Tato karta nemusí být v některých případech zobrazena.
Na těchto kartách jsou zobrazeny seznamy rozšíření a před každým jednotlivým názvem je zaškrtávací políčko, které umožňuje jeho výběr, případně zrušení.
Rozšíření která obsahují více území nebo prvků mají přidáno klikatelné „[+]“ nebo, „[–]“ když jsou otevřené. V druhém případě se zobrazí všechny části a lze je jednotlivě vybírat a rušit.
Každá karta má textový popisek ve formátu „Skupina (X/Y)“, aby bylo možné identifikovat sadu uvedených rozšíření (označenou skupinou), počet vybraných rozšíření (reprezentovaný písmenem X) a celkový počet dostupných rozšíření (reprezentovaný písmenem Y).
2.2. Karta „Rychlý výběr“
Toto je čtvrtá karta zleva. Umožňuje vybrat z předdefinovaného seznamu dostupných sad rozšíření. Tato karta obsahuje následující části:
- Rozbalovací seznam a tlačítko „Vybrat rozšíření“: Umožňují vybrat a načíst předdefinovaný balíček rozšíření, například Big Box nebo všechna rozšíření pro novou edici.
- Tlačítko „Vymazat vše“ vyprázdní vaše vybraná rozšíření jedním kliknutím.
- Tlačítko „Vybrat vše“ vybere jedním kliknutím všechna dostupná rozšíření.
2.3. Karta „Filtry“
Toto je pátá karta zleva. Umožňuje zvolit, které edice Carcassonne se zobrazí a jakou edici preferujete. Uvažovaná vydání jsou původní edice (C1), nová edice (C2+C3) a zimní krajina. Zimní krajina je zařazena pro případ, že Vás zajímají některá její rozšíření.
Na kartě jsou zobrazeny dva panely:
- Panel „Zobrazit edici“: obsahuje zaškrtávací políčko pro každou dostupnou edici (C1, C2+C3 a zimní krajinu.) Výběr zobrazí pouze rozšíření patřící do zaškrtnuté edice. Pokud je například zaškrtnuto políčko původní edice (C1), budou ve Výběru rozšíření k dispozici rozšíření jako „Kolo osudu“ nebo „Půlky“, v opačném případě je nebude možné vybrat. Vždy musí být vybrána alespoň jedna edice, nelze je současně zrušit.
- Panel „Preferovaná edice“: obsahuje sadu přepínačů mezi původní edicí (C1), novou edicí (C2+C3) a zimní krajinu. Vybrané přepínací tlačítko označí z výběru rozšíření, edici která má přednost před ostatními, když:
- Popisuje referenční pravidla hry, pořadí hry, hodnocení v průběhu hry a herní figurky: Pokud jsou mezi edicemi nějaké rozdíly, zobrazí se pravidla a znění preferované edice. Například pohyb draka se v pořadí hry zobrazí v různých krocích podle toho, zda je vybrána edice C1 nebo C2+C3.
- Zobrazení grafiky v sekcích Hodnocení: U rozšíření dostupných v obou edicích budou zobrazené obrázky odpovídat vybrané edici. Obrázky z rozšíření které vyšlo pouze v jedné edici se nezmění.
Tlačítko pro výběr preferované edice se aktivuje pouze v případě, že je edice vybrána na panelu „Zobrazit edici“.
Obsahuje také zaškrtávací políčko s označením „Označit úpravy pravidel“: Pokud je políčko zaškrtnuto, všechna zobrazená pravidla které neodpovídají preferovanému vydání v přehledu hry, pořadí hry a přehledu figurek se zvýrazní.
Na této kartě se zobrazí popisek podobný tomuto: „Filtry (C1/C2+C3/Zimní krajina) #“. Jsou v něm uvedeny všechny vybrané edice v závorkách a jedna z nich podtržená, tato je preferovaná. Znak „#“ se zobrazí, pokud jsou zaškrtnuty úpravy pravidel.
2.4. Nápověda
Jedná se o právě zobrazenou kartu s nápovědou jak nastavit výběr rozšíření.
Poznámky pod čarou
Vysvětlení ikonek najdete na této stránce.
- ↑ This action it is placed before the opportunity to place a followermeeple in the City of Carcassonne because the placement of the tile could earn the player gingerbread points, and thus prevent placement of a followermeeple in the City of Carcassonne. Of course, since the Gingerbread Man would have to be creatively added to a game of standard-version Carcassonne anyway, this is unlikely to come up very often.