General info and comments
The King dispatches his faithful subjects into the realm. Wealth and prestige awaits any who make wise use of the messengers.
- 8 message tiles
- 6 messengers in 6 colors
Shuffle the message tiles and stack them facedown within easy reach of all players. Each player places the messenger of their color on the 0 space on the scoreboard. Each player should now have one meeple and one messenger on the scoreboard.
Interactions with other expansions
If playing with other expansions, please take the following notes into consideration:
Rounds of Scoring
The rules refer to "rounds of scoring," since all features (and figures) scored in one "round of scoring" are counted together, and only at the end of a "round of scoring" is it determined if a scoring figure is on a dark space, as per the clarifications from 5/2014 and 10/2014.
The active player can receive only one Message from a round of scoring (even if, for example, both scoring figures end up on dark number fields after the scoring of several finished features). However, if the active player gets points from a Message, it is possible that he or she could move a scoring figure and receive another Message, playing it in the same turn. Chains of scoring in this way can continue indefinitely.  
In order to trigger a Message, the landing on a dark space will take into consideration any scoring moving forward a scoring figure on the scoreboard (including stolen points or payments received). No backwards movements of scoring figures landing on a dark space (due to payments) will be considered.
When playing with the base game alone, there is only one round of scoring taking place in phase 3. Scoring feature, identified as Round 3 below.
Depending on the number of expansions used, there are a number of different rounds of scoring that could occur over the course of a turn. Payment of points, as with bidding in a bazaar, or ransoming of a meeple captured by a tower, or paying a meeple back from a bathhouse, does not count as a round of scoring.
In this case, the dispatch may interrupt the current turn, so the active player might need to keep track and resume the turn where he or she left off. The active player doesn't lose any phase of their regular turn when receiving a message.
>> Conventional turn 
1. Placing a tile
2. Placing a meeple
3. Scoring a feature
4. Additional actions
>> Double turn from builder
- As in conventional turn, except Fairy point is omitted in second part of the turn 
- Points from the action of a message
Total Tiles: 8
For Icons licensing and explanation please visit Icons page.
- The ZMG rules include an additional constraint not present in the original rules by HiG: You can only draw message tiles when your scoring meeple and messenger are alone. If another player's scoring meeple or messenger is on a dark space when you land there, you do not draw a message tile.
- The scoring for Messages 1, 2 and 3 only considers those points related to the feature. No bonus associated to any meeples placed on the feature are taken into consideration, since the focus of this message is scoring the feature. Those bonus points for meeples would be scored when the feature is properly scored.
This message would apply to all features considered proper monasteries:
- Shrines / cult places
- German monasteries
- Dutch & Belgian monasteries
- Japanese buildings
- Darmstadt churches
- There is no official clarification stating whether this message should consider special monasteries (German monasteries, Dutch & Belgian monasteries and Japanese buildings) with a meeple placed as an abbot. The original rules were created before the special monasteries where released, so this case is not considered. However, the rules contain no limitations that would prevent players from considering special monasteries with a meeple placed as an abbot. In this case, we will apply the general rule provided by Georg Wild: "If an older expansion only mentions the word monk, this does not exclude meeples placed as an abbot on a German monastery." (7/2014) This will also apply to Japanese Buildings and Dutch & Belgian monasteries. See: http://www.carcassonnecentral.com/community/index.php?topic=781.msg9971#msg9971
The placement of this tile follows a normal turn with all its phases. As indicated in another clarification, the placement of this extra tile may even become a double turn. The player may also receive additional messages.
As in a normal turn, players may decide to use a tile in their supply instead of drawing a new one, such as:
- The ZMG rules allowed the active player to score a feature even without having the majority. This may be due to a mistranslation of the German rules.
Note that you can score 0 points. This scenario may cover:
- A highwayman on road with an inn
- A knight in city with a cathedral
- A knight on besieged city
- A farmer in field with no completed cities
- A mayor in city with no coats of arms
- A mayor on castle token
- A lord/lady on castle token
- You do not have the majority
- Any bonus points associated to the meeple being removed will be scored as if at the end of the game, such as the fairy 3-point scoring bonus or the ringmaster bonus.
- Any other meeples belonging to you or other players remain on the feature, as it is still incomplete.
- In other words, both scoring figures are considered equally, with no differences between the two.
- If, for example, a city and a road are completed and scored by the active player, a different scoring figure (the scoring meeple or the messenger) could be moved for each feature. However, all points scored by that city must be moved by one scoring figure, and all points scored by that road must be moved by one scoring figure.
- The ZMG rules read "You can only draw one message when scoring features," what is less specific than the original ones by HiG, that introduced the concept of round of scoring clarified to a large extent in 10/2014.
- The mechanics associated to "rounds of scoring" are detailed in section Rounds of Scoring, including an up-to-date summary of the clarifications provided in 5/2014 and 10/2014.
- The 1st edition also indicated that if you get points from a Message, it is possible that you could move a scoring figure and receive another Message, playing it in the same turn. Chains of scoring in this way can continue indefinitely.
- The ZMG rules omit this clarification.
- The point tiles are included in Exp. 1 - Inns & Cathedrals, but the Big Box 6 rules assume these tiles are part of the base game. This is the reason why they are mentioned here.
- The ZMG rules instruct players to use their scoring meeple for the final scoring and remove their messenger. The original HiG rules allow players to choose any of their scoring figures (either the scoring meeple or the messenger) for the final scoring and remove the other one.
This clarification referred to Messages 5 and 6 by mistake in the PDF rules available. The HiG printed rules corrected this error. In fact:
- Message 5 refers to coats of arms.
- Messages 5 and 6 only refer to cities, so the mention of farmers doesn't make sense for any of them.
- Message 7 does involve farmers.
- If there is a double turn because of a builder, the placement of the second tile would create at least another round of scoring (at the end of 3. Scoring a feature), and thus another opportunity (or several, depending on the expansions used) to get a Message. (1/2013, updated 2/2020)
- If a tile is added to a feature with a builder and triggers the drawing of Message #4, The Message extra tile comes before the builder extra turn. If the extra tile from the Message is put on the builder's feature, this will create another builder extra turn. Thus, the events would be: initial turn => Message #4 turn => Message #4 builder turn => original tile's builder turn. (11/2013)
- The rounds of scoring are numbered to match the Order of Play.
- Scoring 1 point for possession of the fairy is a separate scoring event, so it can trigger an opportunity to receive a Message by itself. In this case the dispatch may interrupt your turn, so you might have to keep track and resume the turn where you left it. You don't lose a phase of your regular turn. (5/2014)
- Scoring 3 points for placement of a Windrose is a separate event and can also can trigger an opportunity to receive a Message by itself. In this case the dispatch may interrupt your turn, so you might have to keep track and resume the turn where you left it. You don't lose a phase of your regular turn. (5/2014)
Some other actions may only take place once during a double turn but they will not affect messages:
- Prisoner ransom
- Claiming an unclaimed tunnel portal.
- Take flight from the Plague (once an infestation is active).
- Spreading the plague by placing a flea token (once an infestation is active), if the tile placed is not a new plague source.