User:Paloi Sciurala/NuC

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GO NUTS!

File:NuCfan Tile 06.jpg You are reading the rules for this tile design. File:NuCfan Tile 27.jpg
If your tiles look like this, you have regular Carcassonne tiles.Base Game C3 Tile M.png
If your tiles have a different design, then choose a game from Spin-offs.Rule selection by design Spin-offs.png

{{#DISPLAYTITLE:Nuts under Carcassonne: Base game}}

wallnut plasezi ori 2 nucă, plasezi nucă când plasezi cartonaș cu pădure, chestnut plasezi, hazelnut muți veverițe pe el, de ajustat număr de veverițe, de văzut exact ce se întâmplă când iei nucă (poate doar atunci ai voie să pui veveriță?)

General info and comments

Spin-off by Paloi Sciurala.

GO NUTS!

Components and setup

Components

  • 90 normal land tiles depicting grasslands, paths, chestnut trees, hazelnut trees, walnut trees, forests, and mushroom groups.
File:NutsunderCarcassonne Tile Feature 01.jpg
Tile with grassland, forest, walnut tree, and mushroom group
File:NutsunderCarcassonne Tile Feature 02.jpg
Tile with grassland, forest and chestnut tree
File:NutsunderCarcassonne Tile Feature 03.jpg
Tile with grassland and walnut tree
File:NuCfan Tile Back.jpg
Normal land tile backs - All normal land tiles share the same back
  • 1 start tile.
  • 80 nut tokens.
  • 1 scoreboard.
  • 6 wooden magpies, one in each of the following colors: red, grey, brown, black, white, and orange.
  • 90 squirrels, 15 in each of the following colors: red, grey, brown, black, white, and orange.
File:Figure SquirrelsNuC Base.png

Preparation

Shuffle all 90 normal land tiles, and place them facedown in stacks that are easily accessible to all players.

File:NuCfan Land Tile Stacks.jpg
Normal land tile stacks

Place the start tile in the middle of the table and place 1 nut token to ever side of the start tile.

File:NuC-startiilesetup.jpg
Start tile with nut tokens

Place the scoreboard to the side of the playing area. Place the score markers (the magpies) next to it.

Each player receives 1 nut token. The rest of the nut tokens are placed next to the scoreboard.

File:Nut Tokens Face Down.jpg
Nut tokens next to the scoreboard

Depending on the number of player, each player receives squirrels.

  • If there are 2 players, each player chooses 3 colors and takes all of the squirrels in that color.
  • If there are 3 players, each player chooses 2 colors and takes all of the squirrels in that color.
  • If there are 4 players, each player chooses 1 color and takes all of the squirrels in that color.
  • If there are 5 players, each player chooses 1 color and takes all of the squirrels in that color.
  • If there are 6 players, each player chooses 1 color and takes all of the squirrels in that color.

Only 1 magpie is placed on the scoreboard per player. The unused squirrels and magpie do not take part to the game.

File:NuC Nuts Magpies on Scoreboard.jpg
Magpies on the scoreboard

Overview and object of the game

Players take turns placing land tiles, expanding the savanna and discovering bush, animal trails, and baobab trees. You place meeples in the bush or on animal trails and complete them to score points for the different animals present, and lay meeples on baobab trees to draw new animal tiles. Animal tiles can score additional points or can be used to dig watering holes in the savanna. Players score points throughout the game as well as at the end of the game. The player with the highest score after final scoring wins.

Gameplay

A game of Carcassonne is played in clockwise order. Starting with the youngest player, [1] [2] the current player does the following actions in the order listed below, after which it is the next player's turn, and so on and so forth. First, we'll give you a brief description of the actions you have to do during one of your turns. These actions will be detailed as we present the roads, the cities, and finally the monasteries. So what are these actions?

1. Placing a tile

The player must draw exactly one land tile from a stack and place it faceup adjacent to any tile already on the board to continue the landscape. [3]
Base Game C2 Gameplay Place Land Tile.png

2. Placing a meeple

The player may place a meeple from their supply onto the tile just placed.

Figure Meeple red.png

3. Scoring a feature

The player must score any feature completed by tile placement. Base Game C2 Gameplay Score Points.png

The roads

1. Placing a tile

You draw the depicted tile with three road segments starting from a village. You must place it in such a way that it continues the existing landscape (the tiles already in play). In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is removed from the game, and the player draws another. [4] [5]

Example 1a: You place the tile here. The road and fields continue the existing landscape.
2. Placing a meeple as highwayman

After placing the tile, you may place a meeple as a highwayman on one of that tile’s road segments, but only if the road is unoccupied by another highwayman.

In our example, since the road is not yet completed, no scoring occurs (see action 3) and play moves on to the next player.

Example 1b: You use your meeple as a highwayman on this road. This is possible because no other meeple is present on it.

The next player draws a tile that he/she places to continue the landscape. They may not place a meeple on the road to the right since your highwayman is already present on that road. Instead, they choose to place their meeple as a knight in the city segment of that tile.

Example 1c: Since the road to the right is occupied, the blue player decides to put his meeple in the city.
3. Scoring a road

When both ends of a road are closed, that road is completed and scored. The end of a road is closed when it meets a village, [6] a city, a monastery, or it loops onto itself by meeting the other end. [7]

Example 1d: The road completed has 3 tiles.

 Official clarification from the publisher Question: Can a road end in nothing?

Answer:
PnP Demo C2 Clarification 02.png
No, like all the usual land tiles, a road segment must continue to another road segment on all edges.

Even though it is your opponent that placed the tile, this still completes your road. How many points do you score? When scoring a road, each tile of that road grants you 1 point. Here, since you scored a road that is made out of 3 tiles, you score 3 points.

It is now time to note your score. You keep track of your score with the meeple you placed on the scoreboard before starting the game. Continuing our example, you move it forward 3 spaces to show that you’ve scored 3 points. Note: if your score passes 50 points, lay down your scoring meeple to show your 50+ points.

Example 1e: You keep track of the 3 points you earned on the scoreboard.

After scoring, return any meeples that occupy the road that was just scored to their owners' supply.

Example 1f: You return to your supply the highwayman that earned you 3 points. The blue meeple stays in place since it was not part of a scored feature.

We’ve already seen the most important parts of the game. Now, we will further expand on those actions by showing you how they apply to the other features, namely the cities and the monasteries:

The cities

1. Placing a tile

As usual, you draw a tile that you use to continue the landscape. Of course, the illustration must be continued as well. For example, a city segment must be connected to an open city.

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

Then, you see if there is already a meeple as a knight in the city. Here, there isn’t, so you can place one of your meeples as a knight in this city.

Example 2a: You placed this tile and it expands the city by one tile. Since the city is unoccupied, you place a meeple there.

 Official clarification from the publisher Question: We have difficulty deciding when a placed tile represents a new city or belongs to one already being built.

Answer:
PnP Demo C2 Clarification 01.png
'Corner to corner' is not a connection. Segments can only be connected on the edges. In the example shown there are two cities at the moment.
3. Scoring a city

Let’s continue our example and assume that a few turns have passed. You now draw this tile that you place to continue your city. Since the tile you’ve placed completes a feature (here, the city), it must now be scored. A city is completed when it is surrounded by walls and there are no gaps inside the city. Since you have a meeple in the completed city, you are the player to score it.

Each tile in a completed city is worth 2 points. In addition, each coat of arms is worth 2 more points. [8] For this city, you score 8 points! As usual, the meeple that was in the scored feature returns to your supply.

Example 2b: Completed city scoring.

The monasteries

1. Placing a tile

Once more, you draw a tile to continue the landscape. Monasteries are always depicted in the center of a tile. [9] When placing such a tile, you must, as usual, make sure that it continues the illustration. [10]

Example: Tile showing a monastery
2. Placing a meeple as a monk

You can place a meeple on a monastery as a monk. Of course, that meeple must come from your supply.

Example 3a: A monastery is always in the middle of a tile. You may place this tile here because the monastery on it is surrounded by fields.
3. Scoring a monastery

A monastery is completed when it is surrounded by tiles. During scoring, the monastery is worth 1 point per tile that completes it (including the monastery itself).

By placing this tile, you complete your monastery. It earns you 9 points and allows you to take your meeple back.

Example 3b: Completed monastery scoring.

We have already seen most of the rules for Carcassonne. There are only a few points left to see, but first, here is a summary of what we’ve seen so far:

Summary

1. Placing a tile
  • You must place your drawn tile in such a way that it continues the landscape and the illustration.
  • In some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one. [4]
2. Placing a meeple
  • You may place a meeple on the tile you’ve just placed.
  • You may not place a meeple in a feature where there already is at least one other meeple, including one of yours.
3. Scoring a feature
  • A road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop. Each tile in a completed road is worth 1 point.
  • A city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points.
  • A monastery is completed when it is surrounded by 8 tiles. Each of the monastery’s tiles (the 8 surrounding tiles and the one with the monastery itself) is worth 1 point.
  • Scoring always occurs at the end of a player’s turn. At that moment, each player with a meeple in a scored feature earns points. [11]
  • After each scoring, return the scored meeples to their owners' supply.
  • If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.

Game end and final scoring

The game ends as soon as a player can no longer draw and place a landscape tile. [12] Then, players proceed to a final scoring, after which the winner will be known.

Once the game is over, all meeples still in play are scored:

  • Each incomplete road is worth 1 point per tile, just like during the game.
  • Each incomplete city is worth 1 point per tile and 1 point per coat of arms, which is only half the points.
  • Each incomplete monastery is worth 1 point plus 1 point per adjacent tile, just like during the game.
Example of final scoring:
  • Left city: Green is the only one to score 8 points (5 tiles and 3 coat of arms). Black does not score any points since Green has the most meeples in this city.
  • Monastery: Yellow scores 4 points for this incomplete monastery (3 points for the adjacent tiles and 1 point for the monastery itself).
  • Right city: Blue scores 3 points for this incomplete city (2 tiles and 1 coat of arms).
  • Road: Red scores 3 points for this incomplete roads (3 tiles).

Once the final score is known, the winner is the player with the most points.[13]

Special cases

Many meeples on the same road

Example 4a: The tile you’ve just drawn could continue the road. However, there already is a highwayman on that road, which means that you may not place yours. You decide to place your tile, and a highwayman, so that it is not connected.
Example 4b: During a following turn, you draw this tile and decide to continue the road with it. Both roads, each with a highwayman, are now connected. Since this completes the road, it is now scored and both you and the other player score 4 points. Then, you both take your meeple back.

Many meeples in the same city

Example 5a: You wish to take control of the city away from yellow and place your tile as pictured with a knight on it. You are allowed to place a knight there because the city segment is not connected to another city segment with a knight on it. If you succeed in linking your two city segments, your two knights will allow you to take the city from yellow.
Example 5b: That is exactly the tile you needed to connect the city segments. Since you now have the most knights in the city, only you get to score the 10 points awarded for completing that city. Then, both you and the other player take back your meeples.

Use a meeple, score a feature, and get the meeple back

You can place a meeple in a feature you just completed, immediately score it, and then return the meeple to your supply.

To do so, follow these steps: [14]

__ 1. Place a tile, completing a feature (such as a road, city, or monastery).

__ 2. Place a meeple as a highwayman, knight, or monk on the feature you just completed.

__ 3. Score the completed road, city, or monastery and return the meeple to your supply.

Example - Sequence taking place:
1. You place a tile.
2. You place your meeple on the road.
3. You score 3 points for the road. Return your meeple to your supply.

 Official clarification from the publisher Question: There is a situation that puzzles us. If a player draws a tile with two city segments and completes a small city, earning 4 points, can he or she then deploy a meeple to a new city segment in the same turn?

Answer:
PnP Demo C2 Clarification 03.png
A player may only deploy one meeple per turn, and that meeple may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second meeple to the other city segment immediately after placing the tile. The small city will then be scored and the meeple involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a meeple to. If the meeple is deployed to the small city (1), it will be returned immediately (2) and the player will earn four points, but the meeple cannot be redeployed (3).

Tile distribution

Total tiles: 91
File:Base Game C2 Tile Start.jpg ×1
(Start tile) + Monastery + (H;–)
Base Game C2 Tile A.jpg ×2
Monastery + (H;–)
Base Game C2 Tile B.jpg ×4
Monastery + (F;D;2×–)
Base Game C2 Tile C.jpg ×1
(W)
Base Game C2 Tile D.jpg ×4
(F;P;2×–) + (S)
Base Game C2 Tile E.jpg ×5
(G;F;W;2×–)
Base Game C2 Tile F.jpg ×2
(W;–)
Base Game C2 Tile G.jpg ×1
Base Game C2 Tile H.jpg ×3
(G;W;–)
Base Game C2 Tile I.jpg ×2
(G;–)
Base Game C2 Tile J.jpg ×3
(H;F;C)
Base Game C2 Tile K.jpg ×3
(H;F;D)
Base Game C2 Tile L.jpg ×3
Base Game C2 Tile M.jpg ×2
(G;–)
Base Game C2 Tile N.jpg ×3
(G;W;–)
Base Game C2 Tile O.jpg ×2
(F;C)
Base Game C2 Tile P.jpg ×3
(H;W;–)
Base Game C2 Tile Q.jpg ×1
Base Game C2 Tile R.jpg ×3
(G;W;–)
Base Game C2 Tile S.jpg ×2
(W;–)
Base Game C2 Tile T.jpg ×1
Base Game C2 Tile U.jpg ×8
(G;2xH;F;P;3×–)
Base Game C2 Tile V.jpg ×9
(G;2xH;F;2xP;3×–)
Base Game C2 Tile W.jpg ×4
Base Game C2 Tile X.jpg ×1

Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Notorious rule difference among editions or publishers The ZMG rules of the base game mention the "first player" without explaining how it is decided. However, the Big Box 6 Big Box 6 rules are re-aligned with the HiG rules and indicate the first player is the youngest one.
  2. Common house rule or variant It is common practice to choose starting player at random. More on this in house rules section.
  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. 4.0 4.1 Official clarification from the publisher Alternatively, if legal, the player could place the abbey tile (Exp. 5 - Abbey & Mayor Exp. 5 - Abbey & Mayor) instead of drawing another tile. (1/2013)
    Interpretation from the Community By extension, other tiles in the player's supply could be chosen: a German castle (Castles in Germany Castles in Germany) or a Halfling tile (Halflings Halflings).
  5. Common house rule or variant If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use.
  6. Interpretation from the Community Village is a little set of red roofed buildings surrounding the crossroad.
  7. Interpretation from the Community This list is valid in general terms and should be considered open ended. Some expansions incorporate additional features that may end a road, such as groups of trees and bushes, cottages, lakes, various types of ecclesiastical buildings, castles, etc.
  8. Interpretation from the Community Note that a coat of arms only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile).
  9. Interpretation from the Community Monasteries are always located in the center of a tile, so when you place a monastery you must continue the existing other landscape features. Monasteries tend to be surrounded by fields, so monastery tiles normally have field and road edges. In some expansions, we may also find monastery tiles with city edges, and even monasteries within cities.
  10. Official clarification from the publisher Monasteries can be placed directly next to each other, or corner to corner. It is not necessary for there to be eight other (non-monastery) tiles neighbouring a monastery. A monastery stands in the middle of a field segment and other segments can be placed next to it. In contrast to roads, cities, and fields, it is not possible to connect to a monastery.
  11. Official clarification from the publisher When two meeples of one color are occupying the same road, city, or field, you do not score double in these cases. The number of meeples (or in Exp. 1 - Inns & Cathedrals Exp. 1 - Inns & Cathedrals the size of the meeples) has no effect on the points that a player earns from a road, city, monastery, or field. Two knights do not double the points. The number of meeples is only important in establishing who has the majority.
  12. Notorious rule difference among editions or publishers The ZMG rules state the following, which lead to certain interpretation issues when dealing with some expansions: "The game ends immediately after the turn of the player who placed the last tile."
  13. Interpretation from the Community Rules do not include tiebreakers. That is rules explaining situation when few players share the same score.
  14. Official clarification from the publisher Note that features are considered to be complete as soon as the tile is placed, although meeple placement and scoring only occur afterwards. This is important when playing with magic portals (Exp. 3 - The Princess & the Dragon Exp. 3 - The Princess & the Dragon) or flying machines (Mini #1 - The Flying Machines Mini #1 - The Flying Machines).