Ghosts, Castles and Cemeteries

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General info and comments

Originally released by HiG in 2022, this expansion belongs to the third edition of the game, known as C3 for short. It has cities with clipped buildings.

Ghosts, Castles and Cemeteries is a expansion for the base game . The components of this expansion are also part of the cooperative standalone game Mists over Carcassonne . You can also use only portions of this expansion, or even combine it with other expansions, but the publisher has not provided any rules for this combination.

Object of the game and gameplay

When playing with Ghosts, Castles and Cemeteries, the object of the game and gameplay are the same as in the base game. Players take turns and try to score as many points as possible by placing land tiles each turn. Additionally, you can mess with your opponents' building plans here and there.

You must still make sure, though — as with the cooperative variant — to place ghosts. Don't worry, nobody loses if the supply of ghosts runs out. This expansion lets you instead use them to your advantage to drive off your opponents' meeples.

Contents

Expansion symbol
  • 60 new land tiles (marked with Symbol GhostsCastlesCemeteries C3.png), some of them with new features (castles and cemeteteries) and some field areas covered in mist.
Tile with a castle, road, and mist
Tile with a cemetery and city
  • A new 2x2 starting tile.
New starting tile
  • 30 guard meeples, 5 in each player color.
Figure Guards C3.png
Guard meeples
  • 15 ghosts, a new neutral figure to haunt any meeples but guard meeples.
Ghost neutral figures
  • A new scoring track to replace the one from the base game.

Notes:

  • In the game, a 2x2 starting tile, counts as 4 single tiles (for example, for an adjacent monastery, cemetery or castle). [1]
  • The castle ruins ending the roads on the starting tile are not mentioned in the rules. Since it looks different from the other castles in the expansion and it is placed at the intersection of four spaces, it may not be considered a proper castle nor be occupied or scored. It just serves as a feature separating fields and ending roads.

Rules

Preparation

Place the new, large starting tile in the middle of the table. Return the base game starting tile to the game box.

Shuffle all new 60 land tiles with the other tiles. Place them in a face-down supply on the table as usual.

You will only need 1 scoring track. Better to use the one from the expansion, leaving the one from the base game in the game box.

Give each player, including yourself, 2 guard meeples and 5 normal meeples in the color of their choice. [2]

Place a 6th meeple in each player color onto space 0/50 of the scoring track. Return the remaining base game meeples to the game box.

Place the remaining guard meeples in player colors in a supply next to the scoring track. Return any guard meeples in unused colors to the game box.

Place the 15 ghosts in a general supply next to the scoring track.

Example: Red and Green set up the scoring track for the game. Both of them place a normal meeple on space 0/50 and 3 guard meeples by the scoring track. The 15 ghosts are set aside too.

Leave the goal token and the level summary from Mists over Carcassonne in the game box. You can also leave the two hounds in the game box — they don't like competitive games.

Mist and ghosts

Mists C3 Figure Ghosts.png


1. Place land tile

First, draw a tile and place it on the board. You must follow the usual rules but ignoring the mist, as it always hovers over a road or a field but it is not part of the terrain itself. The rules for all other types of terrain (cities, roads, and fields) remain unchanged.

2a. Place ghosts

The ghosts in the mist don't matter — ignore them. If you draw a tile with mist on it, you now have the option of bringing ghosts into play. It all depends on how you place the tile:

  • Expand the mist: You place a tile with mist on it such that at least 1 side expands an existing mist bank. You must then add 1 ghost to another player's meeple on the game board. It doesn't matter if you finish the mist bank. You just have to expand it.
  • Limit the mist: You place a tile with mist on it such that at least 1 misty side is placed next to an existing, mist-free tile. In this case, you must then add 1 ghost to one of your own meeples on the game board.
  • It can happen that you simultaneously expand one mist bank while limiting another. In that case you must first add 1 ghost to another player's meeple on the game board, after which you must add 1 ghost to one of your own meeples on the game board.
Example: If you extended the mist (tile top left), you must add a ghost to one of Blue's meeples. If you limited the mist (tile bottom right), you must add 1 ghost to one of your own meeples.

If the general supply of ghosts has run out, you don't need to add any ghosts. Or the other way around: if there aren't any meeples you can add a ghost to, then you skip this step.

As soon as you add the third ghost to a meeple on the game board, you must return the meeple and the ghosts to their respective supplies. It doesn't matter whose meeple it is.

Example: You limited the mist and must therefore add a ghost to your meeple. Since this is the third ghost, your meeple is terrified and runs away. In other words, you return it to your supply, while also returning the ghosts that were haunting it to the general supply.

2b. Place a meeple

After potentially placing ghosts, you may place one of your meeples onto the tile just placed according to the usual rules.

3. Score points

Finally, score according to the usual rules. However, each ghost added to the meeple being scored costs you -2 points. This means that you may end up scoring negative points. Don't worry, you can't go lower than 0 points on the scoring track. Finally, return the scored meeple and any ghosts added to it to their respective supplies.

Example: You finished the city by placing this tile. The city would normally be worth 8 points. However, 2 ghosts were added to the meeple being scored. You must subract 4 points from your total, so this scoring only brings you 4 points.
Final scoring

Each ghost added to your meeples is worth -1 point.

Guard meeples

Figure Guard Meeple red.png


2a. Placing ghosts

You may never add ghosts to guard meeples. They can't be terrified and driven off the game board.

2b. Placing a meeple

You may place a guard meeple as any other meeple (as a farmer, a monk, etc.).

Cemeteries

Mists C3 Cemetery Example 01.png


1a. Place land tile

Place cemetery tiles as usual.

Example: You place a cemetery as usual.

2a. Place ghosts

Ghosts cannot be added to a meeple placed on the cemetery. [3] [4]

2b. Place a meeple

You may place a meeple or guard meeple onto the cemetery as a cemetery keeper.

You may place a meeple on a cemetery.

3. Score points

You score a cemetery as soon as it is fully surrounded by tiles (like a castle or cloister). Take an additional guard meeple from the general supply and add it to your own supply. You now have another meeple at your disposal. You also return the cemetery keeper to your supply. [5] [6]

If there aren't any guard meeples in your color left in the general supply, then you already have a sizeable advantage and don't get any more.

Example: By placing this tile, you have completely surrounded the cemetery. You score it at the end of your turn, taking a guard meeple from the general supply and adding it to your own. You will have another meeple at your disposal next turn. Finally, return the cemetery keeper to your supply as well.
Final scoring

There is no final scoring for meeples on cemeteries.

Castles

Mists C3 Castle Example 01.png


1. Place land tile

If you draw a castle tile, you place it as usual.

Example: You place with a castle as usual.

2a. Place ghosts

Ghosts may be added to a meeple placed on a castle according to the position of the tile just placed. [7]

2b. Place a meeple

You may place a meeple on a castle. It doesn't need to be a guard meeple; you can also place a normal meeple.

Example: You place a guard meeple on a castle. It could also be a normal meeple.

3. Score points

You score a castle as soon as it is completely surrounded by tiles (like a monastery or a cemetery). Score 2 points for each neighboring tile with mist on it (including the castle tile itself).

Final scoring

Each castle with a meeple on it is worth 1 point for each neighboring tile with mist on it (including the castle tile itself). [8]

Fields and mist

Mists C3 Gameplay Place Land Tile.png


As in the base game, you can place farmers in this expansion.

But watch out: mist acts as a border to fields the same way that cities do. And farmers are afraid of ghosts.

If you place a guard meeple as a farmer, then of course it is safe from ghosts.

Example: You have meeple placed as a farmer in a field. Your opponent also has a farmer in a field, but it is a guard meeple. You cannot, therefore, use ghosts to drive the guard meeple off the field.

You place the tile with the city and mist between your two fields. Since the mist acts as a border to fields, you can use it to separate the two fields.

Other expansions

This section contains additional information about the interactions with other Carcassonne expansions.

Ghosts

  • When scoring or removing a meeple off the board by any action, the ghosts added to it will be returned to the general supply.
  • When moving a meeple to another feature on the board without returning to its owner's supply, the ghosts will stay assigned to the meeple on the new feature. [9]
  • No meeple or special figure can be placed in a field segment covered in mist.
  • Exp. 3 - The Princess and the Dragon:
    • The fairy can be assigned to a meeple with ghosts.
    • The fairy does not protect meeples from ghosts.
    • If a meeple assigned to the fairy is scared off, the fairy will stay on the board.
    • The dragon can be placed on tiles with mist. It doesn't affect the dragon.
    • The dragon can eat meeples with ghosts. The ghosts will be returned to the general supply.
    • The princess may seduce a meeple with ghosts. The ghosts will be returned to the general supply.
  • Exp. 4 - The Tower:
    • A tower can capture meeple with ghosts. The ghosts will be returned to the general supply.
    • Ghosts can be assigned to a meeple on top of a tower.
  • Exp. 5 - Abbey and the Mayor:
    • A field or a road edge with mist placed adjacent to an abbey is considered to limit the mist.
    • A wagon with ghosts will keep them if moved after scoring.
    • A barn cannot be placed on an intersection with mist reaching the corner of any of its tiles.
  • Exp. 9. Hills & Sheep:
    • Shepherds cannot be placed in fields with mist.
    • The field separation caused by the mist also applies to shepherds.
    • A misty edge placed adjacent to a clear one does not extend the fields on the latter.
  • Exp. 10 - Under the Big Top:
  • Ghosts are assigned to acrobats individually.
  • The scoring of the big top is not affected by any ghosts added to its neighboring meeples.

Cemeteries

  • You cannot occupy a cemetery with the following meeples:
    • Abbot (Base game - The Abbot), since cemeteries are not monasteries or gardens.

Castles

  • You cannot occupy a castle with the following meeples:
    • Abbot (Base game - The Abbot), since castles are not monasteries or gardens.

Starting tile

  • Gneral comments:
    • The feature in the middle of the 2x2 starting tile is not a castle. It cannot occupied, scompleted or scored.
    • Other features on the starting tile may be occupied.
    • The 2x2 starting tile counts as four spaces for monasteries, and other features that require to be surrounded.
  • Exp. 3 - The Princess and the Dragon:
    • The dragon may land on the starting tile and eat all the meeples on the 2x2 tile.
    • Other features on the starting tile can be occupied with a magic portal or a flying machine.
  • Exp. 4 - The Tower:
    • A tower may capture a meeple on the starting tile if any of its four squares is in range from the tower.
  • Mini #1 - Flier, The (Flying Machines):
    • Other features on the starting tile can be occupied with a flying machine.
    • A flying machine may land a meeple on any valid feature on the starting tile if any of its four squares is in range from the flying machine.
  • Russian Promos:
    • All meeples placed on the starting tile may be captured by the Vodyanoy tile if placed adjacent to it.

Tile reference

Total Tiles: 60 + 1 start tile

Mists C3 Tile 01.png x2
 
Mists C3 Tile 03.png x1
(1) 
Mists C3 Tile 04.png x1
(2) 
Mists C3 Tile 05.png x1
(2) 
Mists C3 Tile 06.png x1
(2) 
Mists C3 Tile 07.png x2
 
Mists C3 Tile 09.png x2
 
Mists C3 Tile 11.png x1
(1) 
Mists C3 Tile 12.png x1
(3) 
Mists C3 Tile 13.png x1
(3) 
Mists C3 Tile 14.png x3
(3;3;2) 
Mists C3 Tile 21.png x1
(1) 
Mists C3 Tile 20.png x1
 
Mists C3 Tile 22.png x1
 
Mists C3 Tile 23.png x2
(3;2) 
Mists C3 Tile 25.png x1
(2) 
Mists C3 Tile 26.png x1
(2) 
Mists C3 Tile 27.png x1
(1) 
Mists C3 Tile 28.png x1
(2) 
Mists C3 Tile 29.png x1
(2) 
Mists C3 Tile 30.png x1
 
Mists C3 Tile 31.png x1
(1) 
Mists C3 Tile 32.png x1
(3) 
Mists C3 Tile 33.png x1
(1) 
Mists C3 Tile 34.png x1
(2) 
Mists C3 Tile 17.png x1
 
Mists C3 Tile 18.png x1
(2) 
Mists C3 Tile 35.png x1
(2) 
Mists C3 Tile 19.png x1
(2) 
Mists C3 Tile 36.png x2
(2;1) 
Mists C3 Tile 38.png x2
 
Mists C3 Tile 40.png x1
 
Mists C3 Tile 41.png x1
(1) 
Mists C3 Tile 42.png x1
(1) 
Mists C3 Tile 43.png x1
(1) 
Mists C3 Tile 44.png x1
(1) 
Mists C3 Tile 45.png x1
(1) 
Mists C3 Tile 46.png x1
 
Mists C3 Tile 47.png x1
(3) 
Mists C3 Tile 48.png x1
 
Mists C3 Tile 50.png x1
(1) 
Mists C3 Tile 49.png x1
 
Mists C3 Tile 51.png x1
(1) 
Mists C3 Tile 52.png x1
(2) 
Mists C3 Tile 54.png x2
(2;1) 
Mists C3 Tile 55.png x1
 
Mists C3 Tile 56.png x1
(1) 
Mists C3 Tile 58.png x1
(2) 
Mists C3 Tile 57.png x1
(2) 
Mists C3 Tile 59.png x1
(1) 
Mists C3 Tile 60.png x1
(2) 
Mists C3 Start Tile.png x1
(3) - (2x2 start tile)

The numbers in brackets represent the amount of ghost symbols on the tile.


Footnotes

For Icons explanation and licensing please visit Icons page.

  1. Icon Double Arrow Black.png This clarification is not included in the rules but it is based on the rules provided by HiG for the double-sized river source incuded in the 20th Anniversary River.
  2. Icon World Black.png The normal meeples are taken from the base game.
  3. Icon World Black.png This restriction applies to all meeples, even if they are not guard meeples.
  4. Icon World Black.png The wording of this sentence was updated for the sake of clarity.
  5. Icon Double Arrow Black.png This last sentence was missing in the English rules.
  6. Icon World Black.png The cemetery keeper scores no points, just grants an additional guard meeple. Since a cemetery keeper may not be added any ghosts, its owner may not score negative points for it either.
  7. Icon World Black.png The wording of this sentence was updated for the sake of clarity.
  8. Icon Double Arrow Black.png The wording of the oiginal English rules may lead to understand that the castle tile is worth 1 point always, no matter whether it has mist on it:
    "Each castle with a meeple on it is worth 1 point for the castle plus 1 point for each surrounding tile with mist on it."
    Currently, this discrepancy may not cause any difference in scoring, since all the castle tiles have mist on them. However, we preferred to use the accuracy of the German wording.
  9. Icon World Black.png This case follows the lead of The Peasant Revolts, where meeples keep their protection when changing feature.