Hills & Sheep (1st edition)
General info and comments
This is the ninth major expansion for Carcassonne and introduces some new aspects to the game.
The Shepherds in the meadows throughout Carcassonne wait peacefully until their entire flock of sheep gathers around. However, they have to be careful that a wolf doesn’t show up before they have led their flock safely into the stable. In the hills, you can take control of lands once thought lost. In addition, many a monk is always happy to have a vineyard near his cloister.
- 18 new land tiles
- 18 sheep and wolf tokens (4x 1 sheep, 5x 2 sheep, 5x 3 sheep, 2x 4 sheep, 2x wolf)
- 1 cloth bag
- 6 shepherds in 6 player colors
The sheep and wolf tokens are all placed in the bag. Each player receives one shepherd of his/her color to add to his followers. The new land tiles are mixed in with the others. With the exception of the new rules used with this expansion, all basic Carcassonne rules remain unchanged.
Placing a tile
The players draw and place tiles according to the usual rules.
Shepherd and Sheep
Shepherd use: If a player plays a land tile containing a field segment, he can decide whether to deploy a follower to the tile as usual, or he may deploy his shepherd to the field segment instead. If he deploys the shepherd, he immediately draws a token from the bag. If he draws a sheep token, he places it near his shepherd on the field. If a wolf token is drawn, it is put back into the bag and the shepherd returns to the player’s supply. If the field extended by the newly-placed tile already contains a farmer, the player may still deploy his shepherd to that field, but he may not deploy his shepherd to a field already containing another shepherd.
Expanding a flock of sheep: When a player extends a field containing his shepherd by placement of a new tile, he may first place a follower  according to the usual rules of placement,  and then he may choose between the following two special actions: 
- Expand the flock (by drawing another token from the bag)
- Herd the flock into the stable (sheep tokens are scored)
Expand the flock
The player draws one token from the bag. There are now two possibilities:
- A sheep token is drawn – The flock continues to expand. The player places the sheep token with the other(s) near his shepherd.
- A wolf token is drawn – The wolf chases the sheep away! The player must now return all sheep tokens from the field to the bag (along with the wolf token), and returns the shepherd to his supply without scoring.
Herd the flock into the stable
Instead of drawing a new token from the bag, the player can decide to score his shepherd's flock. For every sheep pictured on the tokens that have accumulated in his field, he scores 1 point (each token is valued from 1 to 4 points). After scoring, the player returns all sheep tokens from the field to the bag, and returns the shepherd to his supply.
More than one shepherd in a field: By subsequent joining of originally separate fields, more than one shepherd may be present in the same field. If this happens, all sheep in the newly-connected field are considered to be part of the same flock, and (if scored) will earn points for every shepherd in that field. Whenever a sheep token is added to a flock in this case, it will essentially score the same for every shepherd. If one of the shepherds decides to score his flock, all shepherds in that field score the same points (the total of all sheep on all tokens in that field) and all concerned players must return their sheep tokens to the bag and return the shepherds to their supply. If a player draws a wolf token from the bag, the flock is lost for all shepherds in that field. All sheep tokens in the entire field are returned to the bag (along with the wolf token), and all shepherds in that field are returned to players’ supplies without scoring.
The shepherd is not a follower: A player who wishes to score his shepherd must do so by using the “Herd the flock into the stable” action.  The shepherd is not influenced by any other game scoring, and also does not influence any other game scoring.
If any shepherds with their sheep are still present in fields at the end of the game, they do NOT score.
(Idea: Manfred Keller)
Place and occupy: If a player draws a land tile depicting a Hill, he immediately draws a second tile, keeping it face-down, and places it under the Hill tile without looking at the second tile. 
Then, according to the normal rules of placement, he places the two-tile-high Hill and may deploy a follower on it. Other than its increased height, any other features depicted on the Hill tile (city, road, and field) function as they do in the basic game.
Scoring effects of a Hill: When scoring a feature (city, road, or field) with more than one follower, a follower on a Hill breaks any ties in favor of the owner of that follower. The player with a follower on a Hill receives all of the points for that feature. In this case, any other players involved in the tie who do not have a follower on a Hill receive no points for the feature.  
If there is no tie, a follower on a Hill has no additional special meaning. Followers on Hills are returned to a player’s supply as usual after a scoring. These Hill rules also apply to the final scoring at the end of the game.
Placement: A land tile depicting a Vineyard is placed according to the usual rules. Whenever a cloister is completed and scored, the owner receives 3 additional points for every Vineyard on any of the 8 land tiles surrounding the cloister. 
A Vineyard may contribute to the additional points of multiple cloisters.
If any cloisters remain incomplete at the end of the game, any surrounding Vineyards will score no additional points. 
New land tiles
(Idea: Jan König)
|The right side of this tile is a "city side" with two separate city segments. If a tile with a city segment is placed next to it, the two segments are then connected.|
|The right side of this tile is a "field side" with two separate field segments. If a tile with a field segment is placed next to it, the two field segments are then connected.|
Special rules for The Princess and the Dragon expansion
If the dragon moves to a land tile containing a shepherd (with his sheep tokens), the dragon eats the shepherd and all of his sheep. The player returns the shepherd to his supply and places the sheep tokens back into the bag. Note that this is an exception to the rule that states that the dragon only eats followers.  The sheep (and shepherd) simply look too delicious to the dragon, and unfortunately he can no longer restrain himself...
- If you’re not concerned about whether or not players count tiles as a strategy, and you want to be able to use all of the tiles in the game, you can place blank tiles under any hills that are drawn. (Thanks to Crispy Jones.)
Total Tokens: 18
For Icons explanation and licensing please visit Icons page.
- This should actually state that the player can place a figure according to the usual rules of placement, as any legal figure placement (such as the pig or builder) would be allowed here. (7/2014)
- The original ZMG version of the rules stated that the shepherd action is chosen first, then a follower is placed according to the normal rules if desired. This actually could have strategic implications, because the results of the attempt to expand the flock could influence whether or not you place a follower with the original ZMG rules. (And since the word "follower" is actually intended to be "figure," with the original ZMG rules you could return the shepherd to the field immediately after a wolf token kicked him off!) This has since been corrected. (7/2014, updated 3/2015)
- If a tile with a dragon icon is placed and extends the field with the active player’s shepherd, the player can perform the shepherd action (expand or herd the flock) before the dragon moves. (3/2015)
- An early version of the HiG rules incorrectly stated that the shepherd must use the “Expand the flock” action in order to score. (5/2014)
The German rules in the Big Box 5 from 2014 include this sentence. The English Big Box rules differ from the German ones in this point because this special case was added to the German rules at the request of correction readers shortly before printing.
This addition refers to a special case when a farm is surrounded and "closed" with roads and cities so it cannot expand anymore. At that point the shepherd scoring takes place: The player gets points for the sheep, the sheep go back into the bag, and the shepherd goes back to the player's supply. (12/2015)
No farm scoring happens at this point. The surrounded farm will be scored at the end of the game as usual.
The same special case should apply when placing a shepherd on an inner farm. Inner farms are present on several CCCC or CCCF tiles, so they closed by city walls and cannot be extended. In this case, you would place the shepherd on the inner farm, perform the Expand the flock action and, if no wolf token was drawn, you would perform the Herd the flock into the stable action automatically since the filed is already closed. These are examples of CCCC tiles with inner farms:
These are examples of CCCF tiles with inner farms:
The following CCCC tile doesn't show an inner farm as it is not surrounded by walls or roads as a regular farm. The green patch serves just as a decoration for a jousting scene. (In any case, it would be rather odd to have shepherds and flocks around knights in a jousting tournament, right?)
- If the Hill tile drawn is the last tile in the game, the player is still allowed to place it without a second tile underneath. The normal turn (move wood, score features) then takes place. Note that generally a tie break would not be possible with this tile – even if a follower is placed on it, there will be no way to connect that follower to an occupied feature, as the game will be over. (10/2014)
- If the tied players also have equal numbers of followers on hills in that feature, the tie remains unbroken and both players still receive the points. Even if the number of followers on hills is unequal, as long as each of the tied players has at least one follower on a hill, the tie is unbroken and both players receive the points. (5/2014)
- As an alternative tiebreaker method, the number of followers on hills can be counted. Thus, if two players have the same number of followers in a feature, but one player has more of those followers on hills than the other player does, the player with the most followers on hills gets all of the points and the other player gets none. (5/2014)
- The vineyard bonus is also applied to the Abbey tile (Abbey and the Mayor) and Cult Places. When using German/Dutch and Belgian Monasteries, the vineyard bonus is applied to the Monastery if the follower is placed as a monk and the feature is scored as a finished cloister. However, the vineyard bonus is not applied if a follower is placed as an abbot on a Monastery, as the abbot scores only at the end of the game, when the vineyard has no effect. (5/2014)
- Regardless of the type of cloister involved (normal cloister, Abbey, Cult Place, or German Monastery), the vineyard has no effect on final scoring at the end of the game. (5/2014)
- This is an odd clarification / special rule, as the premise is not actually correct. The dragon actually does eat all players’ figures (other than the barn), so eating the shepherd does not represent a change in the rules. (The 2013 The Princess and the Dragon rules have a specific bullet point stating that all players’ figures, not just followers, are fair game for the dragon – this predates the Hills & Sheep expansion.) (1/2015)
- Note that there is no expansion symbol on this tile. Errata included in the HiG packaging notes that one can tell that the tile is a part of this expansion by the presence of the hill. (5/2014)