The Journey to Carcassonne
| This expansion is independent of tile design and can be played with any edition of Carcassonne or any spin-off (with small adaptations to the rules). |
| If your tiles have a different design, then choose a game from Spin-offs. |
In this mini-expansion you embark on the beautiful but arduous journey to the "Cité", the castle of Carcassonne. But beware: The stony path along the scoreboard has become narrower!
In this mini-expansion you embark on the beautiful but arduous journey to the "Cité", the castle of Carcassonne. But beware: The stony path along the scoreboard has become narrower!
General info and comments
Expansion symbol |
The Journey to Carcassonne mini expansion was released by HiG for the third edition, known as C3 for short, in 2025. This expansion can be obtained as a standalone sticker (to be stuck on the back of a scoreboard) or as a scoreboard (where the sticker is already applied to the back of a regular C3 scoreboard).
Contents
- 1 scoreboard “The Journey to Carcassonne”, representing the road to the Cité, the castle of Carcassonne. It consists of 3 large and 53 small spaces.
Rules
Preparation
Use the "The Journey to Carcassonne" scoreboard instead of the regular one. Place 2 meeples from each player on space 0. Then draw 4 land tiles face down and place them face up above the scoreboard.
Gameplay
1. Placing a tile
Whenever you draw a tile, place it normally.
2. Placing a meeple
You may place a meeple according to the usual rules.
3. Scoring a feature
Scoring takes place according to the usual rules of the Carcassonne base game.
If you trigger a scoring in which several players score, you decide which color is scored first.
All points of that color from this scoring are added together. Then move one of your scoring meeple on the scoreboard (you choose which). If a scoring meeple lands on an occupied space, the two meeples swap places.
Important! This scoreboard has small and large spaces. Any number of meeples may be placed on large spaces (0 and 50). However, only 1 meeple may be placed on each small space.
White Numbers
On spaces 10, 20, 30, and 40 we rest to capture the beauty of the region.
Whenever you gain enough points, you may turn off onto one of these spaces, provided it is unoccupied. Any excess points are lost. Each such space holds only 1 scoring meeple, which is protected there from other meeples. On a white-number space, your marker’s journey ends; it remains there until the end of the game, where it scores that number of points.
If you stop on a white 10, 20, 30 or 40, choose one of the tiles displayed above the scoring track. On your next turn, instead of drawing, place this chosen tile and take a turn. Then immediately take your normal turn. You thus receive a double turn.
Special case: If you can't draw any more tiles towards the end of the game, but you still have a double-turn tile in your supply, you must still play it. The game only ends when no one can play a tile, even if this means that players have to skip their turn. [1]
The white 50+10 gate stands on the hill before the Cité de Carcassonne. Any number of meeple may stand there. If you reach space 50 during the game, place your marker on the gate; it will be worth 60 points at the end of the game.
If you have turned off onto a white-number space, then at your next scoring you must first place one of your figures involved in that scoring as a scoring meeple on space 0 of the scoreboard. Only then do you move one of your two scoring meeple. This way you always have two scoring meeple to move.
Caution! Any figure that scores points can become a scoring meeple - for example, your Abbot.
You carry out the double turn the next time it is your turn. You place your new scoring meeple on the track at the next scoring in which you participate.
Final Scoring
During final scoring you can no longer turn off onto white-number spaces (including the 50+10 gate), and you cannot swap positions. Perform final scoring as usual and move your scoring meeple accordingly. At the end, add the points of all your scoring meeple. If necessary, you may place additional scoring meeple.
Additional rules
If the path is still not rocky enough, you can play with an additional thief.
The Thief
Preparation
Take a meeple in a color not in play and place it on space 25.
Gameplay
The Thief may be moved by any player. Instead of moving one of your own scoring meeple, you may move the thief the corresponding number of spaces. The player who triggered the scoring decides the order in which players move their scoring meeple. Each player decides for themselves whether to move the Thief or one of their own scoring meeple.
If a scoring meeple lands on the space occupied by the Thief, they swap places as usual. However, if the Thief lands exactly on a scoring meeple, that scoring meeple returns to space 0. If the thief reaches space 50, it goes back to 25. If 25 is occupied, that scoring meeple is moved to space 0. The Thief may not be moved during final scoring.
Footnotes
For Icons explanation and licensing please visit Icons page.
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This paragraph uses a translation of the German rules, since the English version was somewhat misleading.