Cartecassonne

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This page is a translated version of the page Cardcassonne and the translation is 28% complete.
Other languages:
English • ‎Nederlands • ‎français
Box Cardcassonne FR.png

Informations générales et commentaires

Cartecassonne est le jeu de cartes officiel de Carcassonne, il a été conçu par Klaus-Jürgen Wrede et Karl-Heinz Schmiel, et sorti en 2009.

Contenu

4 pistes de score en 4 couleurs (jaune, rouge, vert et bleu)
Elles forment une piste de score sinueuse allant de 1 à 100.

Pistes de score
Note: Les couleurs des pistes de score ne sont pas liées aux couleurs des partisans.
5 grands partisans en 5 couleurs 5 petits partisans en 5 couleurs
Card-bigmeeples.png Card-meeples.png
5 coffres 5 tuiles 100/200 (dos)
Card-chests.png Card-scoretokens.png

140 cartes

• 30 cartes par couleur, réparties ainsi :
Cartes Personnage Cartes Bâtiment Cartes Animaux
8 × 5 × 3 × 5 × 9 ×
Card-bluecard1person.png Card-bluecard2person.png Card-bluecard3person.png Card-bluecardbuilding.png Card-bluecardanimals.png Cartes bleues = ville
Cartes jaunes = Abbaye Cartes rouges = Route Cartes vertes = pré
Card-yellowcards.png Card-redcards.png Card-greencards.png
• Jokers: 2 (dragon et Fée) • 4 animaux • 4 bâtiments • 5 cartes de score
Card-dragoncard.pngCard-fairycard.png Card-wildanimalcard.png Card-wildbuildingcard.png Card-scoringcards.png Points pour les cartes Animaux

Points pour les cartes Bâtiment
• 1 livret de règles • 5 cartes vierges (non utilisé dans le jeu)

Règles

Vue d'ensemble et objectif

Les joueurs amassent des points en effectuant des placements de cartes astucieux et en revendiquant certaines séries de cartes. Le joueur qui a accumulé le plus de points à la fin de la partie est le vainqueur.

Mise en place

Placez les 4 pistes de score au bout de la table, l’une au-dessus de l’autre, comme indiqué ci-dessous, pour former une piste de score continue de 1 à 100. Elles doivent être placées de manière à ce que leur côté ouvert soit face à la table où les joueurs joueront leurs cartes.

Les joueurs placeront des cartes à côté de ces côtés ouverts de façon à ce que les couleurs des cartes correspondent aux couleurs des ouvertures.

Chaque joueur choisit une couleur et reçoit :

1 grand partisan de sa couleur Card-redbigmeeple.png
1 petit partisan de sa couleur qu'il place à côté du 1 de la piste de score Card-redmeeple.png
1 coffre Card-chest.png
1 carte de score Card-scoringcard.png

À moins de 5 joueurs, remettez les cartes de score, les coffres et les partisans non utilisés dans la boîte avec les cartes vierges.

Les joueurs choisissent un joueur qui sera le donneur.

Shuffle the remaining 130 cards several times and place them on the table as a supply. Subsequently, the dealer draws the top-most card and places it next to the opening matching its color. He continues in this way until he has placed 10 cards. If he draws a joker, he places it in the row of his choosing.

The dealer now gives each player cards from the supply, depending on the number of players. This is also done at the beginning of each round:

# of players cards per round # of rounds
2 players 6 cards 10 rounds
3 players 5 cards 8 rounds
4 players 5 cards 6 rounds
5 players 4 cards 6 rounds

Each player takes the cards and holds them secretly in his hand

The dealer drew these 10 cards and placed them on the matching rows. Yellow row = Cloister row, Red row = Road row, Green row = Field row, and Blue row = City row. In this example, there were no field cards drawn. Please remember: the player colors do not correspond to the card colors or rows.

Playing the game

Round start

Cardcassonne is played over several rounds. Each round begins with the player to the left of the dealer and continues clockwise around the table. A round ends when all players have placed all their hand cards, have placed their large followers, and have executed the scoring. Each player, on his turn, must choose to execute one of the following two actions, either:

■ Place one card or
■ Place his large follower.

Place one card

The player places one of his hand cards at the beginning of an empty row or next to the last card previously placed on a non-empty row. The player follows these rules:

• He must place his first card in each round face down.
• He must place each further card in the round face up.
• He must place the card in the row that matches the color of the card (except for face-down cards, see mismatched rules section).
• He may place a joker (animal joker, building joker, dragon, or fairy) on any row.
• He may never place a card between cards already placed.
Black plays a red card and places it on the red row
Blue also plays a red card and places it next to the red card just placed by black.
Green plays a green card places next to the last card on the green row.
Place his large follower

The player places his larger follower at the end of a row. With it the player claims the cards behind it in the row for himself. The claim is only for the cards from the follower to the scoring track or another large follower, whichever comes first.

Follow these rules also:

• Once placed, the follower remains until the next round-end scoring.
• Several followers may be placed in a single row.
• The player who is the last to place his follower laying-down [1] in a round becomes the dealer for the next round.
• The player gets the cards he claims with his follower at the round-end scoring.

Once a player has executed one of the two actions, his turn is over and the next player takes his turn.

Black, Green, and Red place their large followers: Black claims the 4 cards on the field row. Green claims the 4 cards on the city row. After three more cards are placed on the city row, Red places her large follower there to claim those 3 cards after the green follower.

Scoring the cards

When all players have played all their hand cards and placed their large followers, each player takes the cards he has claimed with his large follower and takes back his large follower. Each then scores by moving his small follower along the scoring track. When a player passes 100, he takes a 100 tile, and will turn it one to 200 if he passes 200 points.

The claimed cards are taken (from the rows from bottom to top). Cards not claimed remain in their rows and should be moved close to the scoring track if cards between them and the track are taken. Face-down claimed cards are turned face up. Cards claimed by players are scored as follows by the players.

Card-titleperson.png Person cards (1-3)

Multiply the sum of the values of the numbers on the cards by the number of cards to get the person card score. The player records the score by moving his small follower along the scoring track. The player returns the scored cards to the box.

Red scores the following
3+1+1 = 5
Red has 3 person cards
5 x 3 = 15 points
Card-animaltitle.png Animal cards

Players who have claimed animal cards group them by animal type and score them as described in the example below:

Card-scoringanimals0.png

Red has 2 sheep cards among his claimed cards. He puts them face up in his play area and records the 6 points on the scoring track. The animal cards remain in his play area.
2 cards = 6 points
At the end of a later round, Red claims 2 more sheep cards and 1 animal joker. He places them next to his other sheep cards in his play area, giving him 5 sheep cards. Now he scores 14 points and records them on the scoring track by moving his small follower.
5 cards = 14 points

If the player claims animal joker card(s) without any animal cards in his play area, he scores 3 points for each. As soon as he claims animal cards, he must allocate the animal joker card(s) to one kind of animal card. If a player has animal cards in his play area, but does not add to that animal type in a round, he does not score that type this round.

Card-buildingtitle.png Building cards

Players who claim building cards put them face down under their chests. These cards are scored at game end. The players may not look at the cards under their treasure chests during the game. Building jokers are also placed under the treasure chests and scored at game end.

Red claims 1 building joker and 2 building cards. It puts them under his chest.
Card-jokertitle.png Joker

The dragon and fairy cards immediately score 10 points each, which the player records on the scoring track. These cards are then returned to the box.

Color mismatched cards

Only possible with cards placed face down

If a player claims a face down card that does not match the color of the row it is in, it is handled in the following manner:

For each person card claimed in a false color, the player immediately records 10 points on the scoring track and returns the card to the box.

For each animal or building card claimed in a false color there are two possibilities:

• He immediately records 10 point on the scoring track and returns the card to the box, or
• He places the animal card in his play area and scores points accordingly;

He places the building card under his chest.

Round end

The (new) dealer deals each player new cards according to the table above and the next round begins.

Game end

The game ends immediately when the card supply is exhausted. Any cards that remain unclaimed are returned to the box.

Final scoring

The players score their building cards. Each player takes the cards he claimed during the game from under his chest.

Players score for each group of 2 to 4 different building cards.

Thus, the players score the following points:

1 single building card 0 points
2 different building cards 5 points
3 different building cards 15 points
4 different building cards 30 points

The building joker can be used for each building card.

Players record their building card scores on the scoring track.

Red scores a total of 65 points for his building cards. Group A = 30 points, group B = 30 points, group C = 5 points, and group D = 0 points

The player with most points wins the game.

If players tie with the most points, the player among those tied with the most building cards is the winner.

Notes

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

  1. Icon Double Arrow Black.png Devir rules in Spanish state that the player who is the last to place his follower should put it laying down.