Jeu de base (première édition)

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This page is a translated version of the page Base game (1st edition) and the translation is 45% complete.
Outdated translations are marked like this.
Base Game C1 Tile 10.jpg Vous êtes en train de lire les règles pour ce modèle de tuiles.
Base Game C3 Tile O.pngOuvrez les règles suivantes si vos tuiles ressemblent à ce type de tuile.
Jeu de base Jeu de base
Base Game C2 Tile O.jpg
Si vos tuiles ont un motif différent, choisissez un jeu parmi les jeux dérivés.Rule selection by design Spin-offs.png


Box BaseGame C1 FR.png

Informations générales et commentaires

Logo C du jeu

Commercialisé à l'origine par Hans im Glück en 2000

Un jeu de tuiles astucieux pour 2 à 5 joueurs âgés de 8 ans et plus par Klaus-Jürgen Wrede


La ville de Carcassonne, dans le sud de la France, est célèbre pour ses fortifications romaines et médiévales uniques. Les joueurs tentent leur chance avec leurs partisans dans les villes, les abbayes, les prés et sur les routes avoisinant Carcassonne. Le développement de la terre est entre leurs mains, et le déploiement habile des partisans en tant que voleurs, chevaliers, moines et paysans est le chemin vers la réussite.


Matériel

  • 72 tuiles Terrain (incluant une tuile de départ avec un dos foncé) présentant des sections de villes, de routes, de prés, ainsi que des abbayes et des intersections.
Description des tuiles et des constructions :
A. Dos de la tuile de départ
B. Une abbaye
C. Sections de ville
D. Sections de pré
E. Sections de route
F. Intersections
  • 40 partisans de 5 couleurs [1] :
Figure Meeples Base.png
Partisans en cinq couleurs

 Clarification officielle de l’éditeur Question : Trop peu de partisans — est-ce qu’on joue mal ou est-ce qu’il y en a vraiment trop peu ?

Réponse :
Base Game C1 Meeples Footer Note 2.png
C’est le nombre prévu par les concepteurs. Une certaine pénurie de partisans est tout à fait intentionnelle. Un élément important du jeu est précisément d’apprendre à économiser ses partisans.


Chaque partisan peut devenir chevalier, moine, voleur ou paysan. Un partisan de chaque couleur est utilisé pour marquer ses points.

  • Un plateau de pointage, utilisé pour noter les points des joueurs.
  • Un livret de règles et un supplément.

Règles

Aperçu du jeu

Les joueurs placent des tuiles tour après tour. C’est ainsi que les routes, les villes, les abbayes et les prés sont créés et développés. Les joueurs peuvent poser des partisans sur ces tuiles afin de marquer des points. Les points sont notés pendant et à la fin de la partie. Le joueur qui a le plus de points après le décompte final est déclaré vainqueur.

Mise en place

La tuile de départ est placée au centre de la table. Les autres tuiles sont mélangées, face cachée, et disposées en différentes piles de façon à ce que les joueurs y aient facilement accès. Les tuiles peuvent également être placées dans un sac ou une boîte de jeu et piochées au hasard. Le plateau de pointage doit être placé au bord de la table si possible.

Plateau de pointage

Chaque joueur choisit une couleur, reçoit ses huit partisans et pose l’un d’eux sur la case « 0 » du plateau de pointage comme marqueur de score. Les sept partisans restant sont placés devant le joueur en guise de réserve personnelle.

Le plus jeune joueur décide qui commence le jeu [2].

Déroulement d’une partie

Les joueurs jouent chacun leur tour, en sens horaire. À son tour, un joueur doit effectuer les actions ci-dessous en respectant l’ordre suivant :

  1. Le joueur doit piocher et placer une nouvelle tuile Terrain.
  2. Le joueur peut prendre un partisan de sa réserve et le poser sur la tuile juste placée.
  3. Si, en plaçant la tuile Terrain, des abbayes, routes et/ou villes sont complétées, la ou les constructions complétées doivent être évaluées immédiatement.

Le tour du joueur est terminé et le joueur suivant effectue son tour de la même façon.

1. Placement d’une tuile Terrain

Pour débuter, un joueur doit piocher une tuile Terrain d’une des piles faces cachées. Il la regarde, la montre aux autres joueurs (afin qu’ils puissent lui donner des «conseils») et la place sur la table en observant les règles suivantes :

  • La nouvelle tuile (avec un contour rouge dans les exemples suivants) doit être placée de façon à ce qu’elle touche au moins un côté adjacent d’une tuile placée précédemment. Le placement de coin à coin n’est pas autorisé.
  • Les sections de prés, de villes et de routes doivent être placées de façon à continuer ou compléter les sections déjà en jeu. Une tuile Terrain nouvellement posée doit s’adapter au terrain adjacent sur tous ses côtés. Lors de la pose, cela ne suffit pas d’avoir un seul côté qui convienne.
    Ce placement n’est pas permis

Dans les rares cas où une tuile piochée ne peut être placée, et que tous les joueurs sont d’accord, elle est retirée du jeu, et le joueur en pioche une autre.

2. Pose d’un partisan

Une fois que le joueur a placé sa tuile, il peut poser un de ses partisans en prenant soin d’observer les règles suivantes :

  • Un seul partisan peut être posé par tour.
  • Le partisan doit venir de la réserve du joueur.
  • Le partisan peut seulement être posé sur la tuile juste placée.
  • Le joueur doit choisir où il pose le partisan sur la tuile. Le partisan peut ainsi devenir :
un voleur sur une section de route
un chevalier dans une section de ville
un moine sur une abbaye
un paysan sur une de ces deux sections de pré. Posez le paysan «couché»!
  • Il ne doit y avoir aucun autre partisan (pas même un appartenant au même joueur) sur les sections de route, de ville ou de pré reliées à la tuile qui vient d’être placée. La distance à laquelle se trouve le partisan n’a pas d’importance. Les deux exemples suivants pourront vous aider à comprendre :
Bleu peut uniquement poser un paysan dans le pré, car il y a déjà un chevalier dans la ville continuée.
Bleu peut déployer un partisan comme chevalier, voleur ou comme paysan sur la petite section de pré : la grande section de pré est déjà occupée.

Si au cours de la partie un joueur n’a plus de partisans, il ne peut que placer des tuiles. Mais soyez sans crainte : il est possible de récupérer des partisans.

If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. [3] You can close the city or road without it being occupied and (for example) deploy a farmer as long as the farm is unoccupied. The city does not necessarily require a knight to look after it.
Earning points from a closed city

If any feature was completed through the placement of the tile, it must now be scored. If not, the player’s turn is over, and it is the turn of the next player on the left.

 Clarification officielle de l’éditeur Question : We have difficulty deciding when a placed tile represents a new city or belongs to one already being built.

Réponse :
Base Game C1 Example Note 7.jpg
'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.


 Clarification officielle de l’éditeur Question : On cloister tiles, are we allowed to deploy a follower on the surrounding field segment?

Réponse :
Base Game C1 Example Note 13.jpg
Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.]

3. Évaluation des routes, villes et abbayes

Une route complétée

A road is completed when the road segments on both sides end in a crossing, [4] a city segment, or a cloister, or when the road forms a closed circle. There is no limit to the number of road segments which can lie between these endings.

A player who has a thief on this completed road scores as many points as the road is long, decided by counting the number of tiles.

RED scores 4 points
RED scores 3 points


Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard).

 Clarification officielle de l’éditeur Question : Can a road end in nothing?

Réponse :
Base Game C1 Example Note 16.jpg
No, like all the usual land tiles, a road segment must continue to another road segment on all edges.


 Clarification officielle de l’éditeur Question : How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere?

Réponse :
Base Game C1 Example Note 17.jpg
Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road.
Une ville complétée

A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city.[5] There is no limit to how many segments a city may contain.

A player who has a knight in a completed city scores 2 points for every city segment. [6] Every pennant (banner / shield symbol) scores an extra 2 points. Note that a pennant only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile).

RED scores 8 points (three city segments and one pennant)
RED scores 8 points (four city segments, no pennants)

When both city segments on a tile are in a single city (marked with A), they only count as one segment.

What happens if there are several followers on a completed road or in a completed city?

Through the wily placement of land tiles it is quite possible for several thieves to be on a road, or for several knights to occupy a city.

The points are then scored by the player with the most thieves or knights. In the case of a draw, all players involved score the full number of points.

The new tile joins the previously unconnected city segments, forming a single completed city.

BLUE and RED both score the full 10 points, as they both have one knight in the city—a draw!
Une abbaye complétée

A cloister is completed when it is surrounded by eight land tiles. The player who has a monk in the cloister immediately scores 9 points—1 point for every land tile.

RED scores 9 points
Returning followers to their owners

After a road, city, or cloister has been completed and scored – and only then – any thieves, knights, or monks involved are returned to their owner. From the next turn onwards, the player can then use them again in whatever role he or she chooses.



It is possible to deploy a follower, score immediately, and have the follower returned, all in the same turn. In this case, you must use the following order: [7]

  1. Complete a road, city or cloister with the new tile.
  2. Deploy a thief, knight or monk.
  3. Score the completed road, city or cloister.
  4. Return the thief, knight or monk to your supply.
RED scores 4 points
RED scores 3 points


 Clarification officielle de l’éditeur Question : 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 follower to a new city segment in the same turn?

Réponse :
Base Game C1 Example Note 14.jpg
A player may only deploy one follower per turn, and that follower 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 follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower 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 follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed.
Prés

Several connected field segments form a farm. Farms and field segments are not scored during the game. They serve only as places to deploy farmers; the owner of the farm only scores points at the end of the game. As such, farmers remain on the farm for the duration of the game and are never returned to their owner! [8] In order to make that clear, the farmers should be laid on their backs.

Farms are separated from each other by roads, cities and the edge of the playing field – this is important during the final scoring. [9] [10]

All three farmers are on their own farms. The road segment and the city separate thefarms from each other.
After the placement of the new tile, the farms of the three farmers are joined to form one.

Be careful: The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.
Le plateau de pointage

Any points scored should be recorded on the scoreboard immediately. The board is a track of fifty fields that can be lapped many times. When the field "0" is reached or passed the player takes a point tile (from Auberges et Cathédrales Auberges et Cathédrales) and places it in plain view of all other players, with the number "50" face up. In this way it is clear to all that the player has already scored 50 points or more [11] If the player reaches or passes the field "0" again, they should turn the point tile over so that the number "100" is face up. It is quite possible that the player might lap the circuit a third time: then he or she should take another point tile and display it next to the first, the "50" face up.[12]

"50"/"100" tiles and a scoring marker after 50 points.
Note: When two followers of one color are occupying a road, city, or farm, you DO NOT score double in these cases. The number of followers (or in Auberges et Cathédrales Auberges et Cathédrales the size of the followers) has no effect on the points that a player earns from a road, city, cloister, or farm. Two knights do not double the points. The number of followers is only important in establishing who has the majority.
Scoring when two followers are in the same city

Fin de partie

The game ends at the end of the turn in which the last land tile is placed.[13] Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring.

Évaluation finale

Évaluation des routes, villes et abbayes incomplètes

The first things to be scored during the final scoring are the incomplete roads, cities and cloisters. For every incomplete road, city and cloister the owner scores 1 point for every tile. Pennants also now score only 1 point. As soon as the feature in question has been scored, the followers involved are removed.

RED scores 3 points for the incomplete road. YELLOW scores 5 points for the incomplete cloister. BLUE scores 3 points for the incomplete city on the bottom right. GREEN scores 8 points for the large incomplete city. BLACK scores nothing, since GREEN has more knights in the city.

 Clarification officielle de l’éditeur Question : Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighboring tile (e.g. 5), or is an incomplete cloister worth only 1 point?

Réponse :
Base Game C1 Example Note 29.jpg
During the final scoring, roads earn exactly as much as during the game, that is, 1 point per tile that the road occupies. In the example shown, BLUE earns four points at the end of the game. The only exception in the final scoring is a road with an inn from Auberges et Cathédrales Auberges et Cathédrales, which earns no points whatsoever at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighboring tile. When there are five tiles surrounding the cloister it earns 6 in total.
Évaluation des prés

Only the farmers and their farms are left, and these will be scored now. The owner of each farm should be established. If several players have farmers on a given farm, then the player with the most farmers is the owner. In the case of a draw, all the players with the most farmers are considered to be owners. The owner (or owners) of the farm score 3 points for every completed city which borders the farm, or lies within it. A bordering city is one that has a wall bordering the farm; a single point of contact at the corner of a tile is not sufficient. If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for the city. [14] [15]

BLUE scores 9 points.
BLUE scores 6 points. RED scores 3 points. The incomplete city generates no points.

Tiles are placed.png The numbered boxes indicate the order in which the tiles were placed.

Having the majority of farmers, RED owns the large farm, and scores 6 points: 3 each for the cities A and B. BLUE owns the small farm, scoring 3 points for city A.
On the large farm RED and YELLOW both have two farmers, and so both score 6 points: 3 each for the cities A and B. BLUE owns the small farm, scoring 3 points for city A.

Every farm scores the bordering cities in the same way. When this has been done, the game is over.

The player with the most points wins.[16]

 Clarification officielle de l’éditeur Question : It is unclear whether incomplete farms earn points during the final scoring.

Réponse :
Base Game C1 Example Note 30.jpg
It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well.


 Clarification officielle de l’éditeur Question : At the end of the game, do we score farms which are completely closed off by roads, but which don't have any adjacent cities? If so, how?

Réponse :
Base Game C1 Example Note 31.jpg
Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm. All this is of course highly frustrating and cries out for revenge!

Exemple d’évaluation des paysans

Here is a more detailed example of how farmers and their farms are scored.

Be careful with the edges of the farm: farms are separated from each other by roads, cities (if they don’t lie within the farm) and the edge of the playing field.

* Farm 1: BLUE owns farm 1. Two completed cities (A and B) border the farm. For each completed city BLUE scores 3 points (irrespective of their size), or a total of 6 points.

* Farm 2: RED and BLUE own farm 2. There are three completed cities (A, B and C) bordering or lying within this farm. RED and BLUE therefore score 9 points each.

Notice that cities A and B score points for BLUE on farm 1 as well as RED and BLUE on farm 2, since these cities border both farms. The city on the bottom left is incomplete, and so generates no points.

* Farm 3: YELLOW owns farm 3, since YELLOW has more farmers on it than BLACK. There are four completed cities bordering or lying within farm 3, so YELLOW scores 12 points.

Règles non officielles

  • The players decide who starts the game by any method they choose—such as by rolling three followers. The first player to ‘roll’ a standing follower decides who plays first. (Thanks to Joff.)
  • To determine the first player; each player draws a tile from the bag, the player that drew the tile with the most roads (0 to 4) plays first, if there is a tie for most roads, a draw-off takes place. This is repeated until someone wins. (Thanks to michael.)
  • Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis.
  • Play with a three-tile hand. The abbey counts as part of your hand. Play your turn, including the builder, and then draw back up to three tiles. These tiles could be visible to all or hidden to the other players (Thanks to DavidP and youtch.)
  • When playing with a bag for the tiles, the original starting tile may be put into the bag, and unplayable tiles can be put back into the bag rather than set to one side. (Thanks to dwhitworth.)
  • Trees (bushes) on roads do not end the road—only houses do (when the road forks). This makes road building a lot more dynamic. (Thanks to Tobias.)
  • When a tile is the only tile which can currently complete a structure, other players can offer to ‘buy’ it by offering points, trades counter, abbey, and so on. (Thanks to Deatheux.)
  • If you place a tile that fills a hole in the playing field by touching something on all four adjacent sides, you get another turn. This helps motivate people to finish the board even if they do not get an advantage from the placement. (Does not apply to the abbey tile). (Thanks to viberunner.)
  • Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.)
  • The edge of the table limits the playing area. Thus, a player may not place a tile past the edge of the table or move the playing area to place a tile that would have been past the edge of the table. (Thanks to metoth for prompting this one, and to SkullOne for pointing out that this is an official rule from Hunters and Gatherers.)
  • Table borders COMPLETE features as an abbey would. (Thanks to PreGy.)
  • Use colored dice instead of meeples on the scoring track. Start out with the 6 showing on top. When the marker completes one lap, turn it to the number 1 to indicate it has completed one lap. This shows at a glance which player is on what lap and who's ahead. On the 100 space track it’s even easier to determine someone’s score at a glance. (Thanks to Carcking.)


Utilisation d’une table

A number of questions have been asked about rules related to the play area itself, including what happens when the edge of the area is reached, or if a table has to be used for play. The following clarifications are from Georg Wild from HiG (5/2013):

  • The edge of the table is the limit for the game if, as stated in the rules, a table is used.
  • The rules state that the starting tile is placed in the middle of the table. If all of the tiles are shifted to allow more room, the starting tile would no longer be in the middle. So in principle, total shifting of the tiles is not allowed. Additionally, with a manual shift of all of the tiles, the tiles and figures on the field can slip, which could lead to incorrect positioning of tiles or figures.
  • Addition of a second table is possible if one of an appropriate height is added to the first table. If a table is extended (as with an additional panel), make sure that the tiles and figures on the playing field do not slip.
  • Playing on the floor: The rules technically do not allow this, because the rules state that the first tile is placed in the middle of the table. Playing on the floor is not forbidden, however, if use of a table is not feasible. If the floor is used, tiles must be placed so all tiles are visible to all players. Tiles cannot be placed under the sofa, cabinet/shelf, etc.
  • It is important generally, that all the players in the round agree how to play:
    • Table - Standard
    • Table - with "total shifting" of tiles
    • Table - with extension
    • Floor
  • Continue to play fairly and not intentionally unfair to other players.

Ensemble des tuiles

Total des tuiles : 72 [17]

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(D)
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La tuile marquée avec un "(D)" est la tuile de départ (avec un verso foncé).

Notes

Pour les licences et les explications des icônes, veuillez visiter la page des icônes.

  1. Interprétation de la communauté Ceci n’est pas mentionné dans les règles de la Big Box 1 Big Box 1, la Big Box 2 Big Box 2, la Big Box 3 Big Box 3 et la Big Box 4 Big Box 4. le sixième joueur (gris) est intégré directement dans le jeu de base et non pas dans Auberges et Cathédrales Auberges et Cathédrales. Cela rend les règles plus claires. En outre, la Big Box 5 Big Box 5 ajoute des partisans violets et roses pour un maximum de 8 joueurs. Des meeples de couleurs supplémentaires peuvent être acquis en ligne.
  2. Différence de règle notoire entre les éditions ou les éditeurs Ce paragraphe représente les règles actuelles de Hans im Glück. Les règles de Rio Grande Games stipulent que les joueurs décident entre eux qui sera le joueur titulaire, et les règles de Z-Man Games mentionnent les deux options.
  3. Interprétation de la communauté If you complete an unoccupied feature, it is not mandatory for you to place a follower on it. If you place a follower and occupy the just completed feature, you will score points for it (and remove your follower right away). Otherwise, you will not receive points for the feature.
  4. Clarification officielle de l’éditeur In the game there are crossings and junctions. But since all crossings have the same effect—namely, to bring a road to an end—it was decided to sacrifice the distinction between crossings and junctions (or T-crossings, or T-roads...?) in order to not unnecessarily complicate matters.
    Crossings and junctions
  5. Différence de règle notoire entre les éditions ou les éditeurs The RGG edition states rather confusingly that “a city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall.” Obviously, a city cannot be completely surrounded by a wall, and the wall have gaps at the same time. It is the city itself which cannot have gaps, as the HiG rules make clear.
  6. Différence de règle notoire entre les éditions ou les éditeurs Note that the so-called ‘small city’ rule is no longer used in any edition. This rule stated that a city of two segments—the smallest possible completed city— scored only 2 points, or 1 point per tile. Pennants in a small city also scored only 1 point each. However, small cities are now scored in the same way as every other city: that is, 2 points for every city segment, and 2 points per pennant.
  7. Clarification officielle de l’éditeur Note in the box that features are considered to be complete as soon as the tile is placed, although follower placement and scoring only occur afterwards. This is important when playing with Mini n°1 – Les Aéronefs Mini n°1 – Les Aéronefs.
  8. Clarification officielle de l’éditeur Okay, “never” is a long time. In reality, some special mechanics in some expansions (Le Festival Le Festival tiles, Princesse et Dragon Princesse et Dragon, etc.) do allow return of farmers to their owners. (12/2014)
  9. Clarification officielle de l’éditeur In determining farm size, farms can be limited by all kinds of barriers, for example, roads, cities, or rivers which cannot be circumvented, or the edge of the playing field. It can certainly happen that a farm covers almost the entire playing field, and there will likely be farms that remain open for the entire game.
    Farms limits
  10. Clarification officielle de l’éditeur River segments also separate farms. (08/2014)
  11. Interprétation de la communauté The graphic here suggests that it might also be a good idea to lie the follower being used as a scoring marker flat on the scoreboard as the "50" is passed.
  12. Différence de règle notoire entre les éditions ou les éditeurs This is the first real difference to previously published editions, now having its own section and a description of point tiles, which were previously considered to be a part of the Auberges et Cathédrales Auberges et Cathédrales.
  13. Différence de règle notoire entre les éditions ou les éditeurs Note that, according to the RGG Big Box 3 Big Box 3 rules, the last land tile placed could be an Abbey tile. According to these most recent rules, “If one or more players have not yet placed their Abbey tiles when the last landscape tile is drawn and placed, they may now do so, if possible, in clockwise order starting from the left of the person who placed the last tile. Then, the game ends.” This is a reversal of a previous FAQ, which used the statement, “The game is over when the last face-down land tile has been played.” This older statement was to specifically prevent players from placing any abbey tiles which they may still have in their hand after the last ‘normal’ land tile (from the stack, the bag, or the dispenser) had been played.
  14. Différence de règle notoire entre les éditions ou les éditeurs This describes what is known as the "third edition" method of scoring farms, the method currently accepted by all publishers.
  15. Clarification officielle de l’éditeur Question: What are the differences to the rules of the first edition, when Carcassonne won Game of the Year? Answer: The scoring of farms was not from the perspective of the farms themselves, as it is now, but rather from the perspective of the cities. For every city, you had to check how many farmers of each color were adjacent to it, irrespective of from which side. The player with the majority of adjacent farmers supplying a city would earn four points for it. Each city would as such only be scored once, and therefore earned more points. According to the old rules, BLUE would be the only one to score points, since two of his or her farmers are supplying the cities, even though they are on different farms. YELLOW has only one farmer adjacent to the city and goes home without anything. According to the new rules, both farmers earn points; and following the most recent rule changes, BLUE even earns points twice.
    Scoring farms - differences between editions
  16. Différence de règle notoire entre les éditions ou les éditeurs The HiG rules do not have any instructions regarding what to do in case of a tie. The RGG rules state that tied players “rejoice in their shared victory.” The ZMG rules state, “In case of a tie, play another game to determine the winner!”
  17. Différence de règle notoire entre les éditions ou les éditeurs La Big Box 5 Big Box 5 comprend en fait ces 72 tuiles avec le dos standard ainsi qu’une tuile de départ séparée. Ainsi, il y a une tuile supplémentaire avec une section de ville et une route horizontale (CRFR, voir la référence consolidée des tuiles) dans le jeu de base de la Big Box 5 Big Box 5.