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Abbey and the Mayor (1st edition)
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Amazonas
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Base game (1st edition)
Base game variants
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Black Dragon (Fan Expansion)
Black Tower (Fan Expansion)
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Bridges, Castles and Bazaars (1st edition)
Carcassonne Around The World
Carcassonne Game Figures
Carcassonne Game Reference
Carcassonne Junior Base Game
Carcassonne Maps
Carcassonne Maps - Basic Rules
Carcassonne Maps - Germany
Carcassonne Order of Play
Carcassonne Scoring After the Game
Carcassonne Scoring During the Game
Carcassonne Scoring During Turn Sequence
Carcassonne Tile List
Carcassonne Tile Reference
Cardcassonne
Castle Lords (Fan Expansion)
Castles in Germany
Castles in Germany (1st edition)
Category:Amazonas
Category:Ark of the Covenant
Category:Author - Bumsakalaka
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Category:Author - Christoph Berger
Category:Author - Danka
Category:Author - Fritz Spinne
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Category:Hunters And Gatherers v2
Category:Language strings
Category:Mists over Carcassonne
Category:My First Carcassonne
Category:New World
Category:Over Hill and Dale
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Category:Safari
Category:ScoringRow
Category:South Seas
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Category:Star Wars
Category:The Castle
Category:The Castle (Zamek)
Category:The City
Category:The Dice Game
Category:Translatable categories
Category:Translatable templates
Category:Under Construction
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Category:Zamek
Cathedrals in Germany
Cathedrals in Germany (1st edition)
Christmas Present
City Bridges (Fan Expansion)
Cleric and Serf (Fan Expansion)
Collections and Expansions
Count, King and Robber
Count, King and Robber (1st edition)
COVID-19 (Fan Expansion)
Crop Circles
Crop Circles (1st edition)
CundCo
CutCassonne
Darmstadt Promo (1st edition)
Demo Spiel
Devir
Digital Versions
Doris Matthäus
Děčínský Sněžník (Fan Expansion)
Easter in Carcassonne (1st edition)
Expansion List Labels
Expansion Selector Labels
Family Feud (Fan Expansion)
Fan Expansions
Gambler's Luck (Fan Expansion)
Game Figures
Game Figures (1st edition)
Game Reference
Game Reference (1st edition)
Games Quarterly 11 (1st edition)
Ghosts, Castles and Cemeteries
Glossary
Glossary/Abbey
Glossary/Abbot (figure)
Glossary/Abbot (special monastery rules)
Glossary/Active player
Gold Rush
Gold Rush Base Game
Gold Rush Fan Expansions
Gold Rush The Sheriff
Gold Rush Tile Reference
Great Fairs (Fan Expansion)
Halflings
Halflings (1st edition)
Hans im Glück
Heretics and Shrines (1st edition)
HG Tile Reference
Hills & Sheep
Hills & Sheep (1st edition)
Hunters and Gatherers
Hunters and Gatherers Base Game
Hunters and Gatherers Fan Expansions
Hunters and Gatherers Scout
Hunters and Gatherers v2 Base Game
Icons
Inns and Cathedrals
Inns and Cathedrals (1st edition)
Interim rules
Karl-Heinz Schmiel
King and Robber Baron (1st edition)
Klaus-Jürgen Wrede
La Porxada (1st edition)
Lineart
Little Buildings (1st edition)
Lucca Map Mini Game
Mage and Witch
Mage and Witch (1st edition)
Main Page
Main Page Test
Map-Chips Benelux
Map-Chips France
Map-Chips Germany
Map-Chips Great Britain
Map-Chips Iberian Peninsula
Map-Chips Nordics
Map-Chips Taiwan
Map-Chips Ukraine
Map-Chips USA West and East
Marcel Gröber
Meeple Stacking
Mega-Carcassonne
Mindok
Mists over Carcassonne
Mists over Carcassonne Base Game
Mists over Carcassonne The Spell Circles
Monasteries
Monasteries (1st edition)
My First Carcassonne
My First Carcassonne Base Game
New World
New World Base Game
Notes on the Czech translation
NotesOnCzechTranslationLink
NotesOnCzechTranslationName
Opat (fanouškovské rozšíření)
Order of Play
Order of Play (1st edition)
Over Hill and Dale
Over Hill and Dale Base Game
Over Hill and Dale Fan Expansions
Print-and-Play Demo
Profiles
Publishers
Quizzes
Replace Test
Rio Grande Games
River
River (1st edition)
Robber's Son (Fan Expansion)
Russian Promos (1st edition)
Safari
Safari Base Game
Saint Nicholas Scoring Board
Scoring After the Game
Scoring After the Game (1st edition)
Scoring During the Game
Scoring During the Game (1st edition)
Scoring During Turn Sequence
Scoring During Turn Sequence (1st edition)
Scoring Flags
Scoring: A Historical Perspective (1st edition)
Selected Rules Variants
Snakes and Ladders
Solo Variant
South Seas
South Seas Base Game
South Seas Fan Expansions
South Seas Friday
Spiel Doch Promo
Spiel Doch Safari Promo
Spiel Promos
Spielbox
Star Wars
Star Wars Base Game
Star Wars Expansion 1
Summary of Rule Sets & Changes
Summary of Rule Sets & Changes (1st edition)
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Template:AmazonasLink
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Template:GiftsLink
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Template:GingerbreadManLink
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Template:GoldminesLink
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Template:GoldRushLink
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Template:HungarianPromoLink
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Template:IconArrow
Template:IconBook
Template:IconCommunity
Template:IconDeprecated
Template:IconDerivation
Template:IconHouse
Template:IconPadlock
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Template:InnsCathedralsLink
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Template:JapaneseBuildingsLink
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Template:KingRobberBaronLink
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Template:LabyrinthLink
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Template:LabyrinthsLink
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Template:LandSurveyors2Link
Template:LandSurveyors2Name
Template:LandSurveyorsLink
Template:LandSurveyorsName
Template:LittleBuildingsLink
Template:LittleBuildingsName
Template:MageWitchLink
Template:MageWitchName
Template:MainPageLink
Template:MarketsLeipzigLink
Template:MarketsLeipzigName
Template:MessagesLink
Template:MessagesName
Template:MistsOverCarcassonneBaseGameLink
Template:MistsOverCarcassonneBaseGameName
Template:MistsOverCarcassonneLink
Template:MistsOverCarcassonneSpellCirclesLink
Template:MistsOverCarcassonneSpellCirclesName
Template:MonasteriesGermanyLink
Template:MonasteriesGermanyName
Template:MyFirstCarcassonneLink
Template:NewKingsOrdersLink
Template:NewKingsOrdersName
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Template:NewWorldLink
Template:NotesOnCzechTranslationLink
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Template:ObeliskLink
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Template:OlomoucCurdCheeseLink
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Template:OpatFanLink
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Template:RiverLink
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Template:RobbersLink
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Template:RoyalGatewaysLink
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Template:RulesAction
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Template:RussianPromosLink
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Template:SafariLink
Template:SaintNicholasScoringBoardLink
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Template:SchoolLink
Template:SchoolName
Template:ScoringGroupFeatureRoad
Template:ScoringGroupMajorityRoad
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Template:ScoringRowRoad
Template:ScoringRowRoadBridge
Template:ScoringRowRoadCastleLord
Template:ScoringRowRoadFerry
Template:ScoringRowRoadInn
Template:ScoringRowRoadLabyrinth
Template:ScoringRowRoadMage
Template:ScoringRowRoadNoteToken
Template:ScoringRowRoadSignpost
Template:ScoringRowRoadTollkeeper
Template:ScoringRowRoadTunnel
Template:ScoringRowRoadWell
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Template:ScoringRowRoadWonderTile
Template:ScoringRowRobber
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Template:SeasonsLink
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Template:SiegeLink
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Template:SignpostsLink
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Template:SnakesAndLaddersLink
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Template:SnakesAndLaddersScoringBoardLink
Template:SnakesAndLaddersScoringBoardName
Template:SoloLink
Template:SoloName
Template:SouthSeasLink
Template:SpellCirclesLink
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Template:SpielDochPromoLink
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Template:SpielPromosLink
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Template:SpinOffsLink
Template:SpringLink
Template:SpringName
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Template:StartingLandscapeName
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Template:TheDiscoveryLink
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Template:TranslatorRow
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Template:TunnelLink
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Template:UK2024PromoLink
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Template:UkrainePromoName
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Template:VistasName
Template:WatchtowersLink
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Template:WellsLink
Template:WellsName
Template:WetlandsLink
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Template:WheelFortuneLink
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Template:Wicalang
Template:WindRosesLink
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Template:WinterEditionAbbotLink
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Template:WinterEditionBaseGameLink
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Template:WinterEditionCropCirclesLink
Template:WinterEditionCropCirclesName
Template:WinterEditionGingerbreadManLink
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Template:WondersOfHumanityName
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The 4 Seasons
The Abbot
The Adults of Carcassonne
The Ark of the Covenant
The Ark of the Covenant Base Game
The Barber-Surgeons
The Bets
The Black Fairy (Fan Expansion)
The Castle
The Castle Base Game
The Castle Falcon
The Catapult (1st edition)
The City
The City Base Game
The City Gates (1st edition)
The Count of Carcassonne (1st edition)
The Courier (Fan Expansion)
The Dice Game
The Discovery
The Discovery Base Game
The Drawbridges
The Farmers
The Ferries
The Ferries (1st edition)
The Festival
The Festival (1st edition)
The Flier
The Flier (1st edition)
The Flying Machines 2 (Fan Expansion)
The Fortune Teller
The Fruit-Bearing Trees
The Gifts
The Goldmines
The Goldmines (1st edition)
The Hans Statue (Fan Expansion)
The Labyrinth
The Labyrinths (Fan Expansion)
The Land Surveyors
The Land Surveyors Simulator
The Markets of Leipzig
The Messages
The Messages (1st edition)
The Obelisk (Fan Expansion)
The Peasant Revolts
The Phantom (1st edition)
The Plague (1st edition)
The Plague Diagrams (1st edition)
The Princess and The Dragon
The Princess and The Dragon (1st edition)
The Robbers
The Robbers (1st edition)
The School (1st edition)
The Signposts
The Spell Circles
The Tollkeepers
The Tower
The Tower (1st edition)
The Tunnel (1st edition)
The Watchtowers
The Wells (Fan Expansion)
The Wetlands (Fan Expansion)
The Wheel of Fortune (1st edition)
The Wonders of Humanity
Tile Counts
Tile Reference
Tile Reference (1st edition)
Tile Reference (2nd edition)
Tile Reference (3rd edition)
Tile Selector Labels
Timeline
Tournaments and World Championships
Traders and Builders
Traders and Builders (1st edition)
Translation Test
Translations:User:Bumsakalaka/JCloisterZoneLocale/59/qqq
UK 2024 Promo (Fan Expansion)
Ukraine Promo
Under the Big Top
User:Bumsakalaka/JCloisterZoneLocale
User:Bumsakalaka/TextExpansionLabels
User:Paloi Sciurala
User:Petul/Testovací stránka 2
Variants
Vistas (Fan Expansion)
Visual Changes in the 2nd Edition
Visual Timeline (1st edition)
Visual Timeline (2nd edition)
Wagon Movement Rules Changes
WICA Translator
Wikicarpedia:About
Wikicarpedia:Administrators
Wind Roses (1st edition)
Winter Edition
Winter Edition Base Game
Winter Edition Die Kornkreise
Winter Edition The Abbot
Winter Edition The Gingerbread Man
Winter Edition The River
Winter Game Figures
Winter Game Reference
Winter Order of Play
Winter Scoring After the Game
Winter Scoring During the Game
Winter Scoring During Turn Sequence
Winter Tile Reference
Z-Man Games
Zamek Base Game
Zamek Falcon
Language
aa - Afar
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
ak - Akan
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - ᬩᬲᬩᬮᬶ
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Min Dong Chinese
ce - Chechen
ceb - Cebuano
ch - Chamorro
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
ff - Fulah
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gag - Gagauz
gan - Gan Chinese
gan-hans - Gan (Simplified)
gan-hant - Gan (Traditional)
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
grc - Ancient Greek
gsw - Swiss German
gu - Gujarati
guc - Wayuu
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
id - Indonesian
ie - Interlingue
ig - Igbo
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kg - Kongo
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Maori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mni - Manipuri
mnw - Mon
mo - Moldovan
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Min Nan Chinese
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nn - Norwegian Nynorsk
no - Norwegian
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwe
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rw - Kinyarwanda
sa - Sanskrit
sah - Sakha
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - толыши
tn - Tswana
to - Tongan
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu Chinese
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yue - Cantonese
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
qqq - Message documentation
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{{UX |title=Abbey & Mayor |seotitle={{TextCarcassonne}} - {{TranslatedPageName}} |sortingtitle=Abbey & Mayor |image={{filepath:Box_AbbeyMayor_C2_ZMG.png|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }} <div style="display:none;"><section begin="description" /> <!--Need to add a description - anyone can add :)--> <section end="description" /></div> <languages />{{ChooseDesign|image=Abbey_And_Mayor_C2_Tile_A.jpg|otherimage=Abbey_And_Mayor_C1_Tile_Abbey.jpg|otherlink={{AbbeyMayorLink|edition=C1|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} <div class="toclimit-5"> {| style="float:right; text-align:center;" |- | [[File:Box_AbbeyMayor_C2_ZMG.png|200px|right]] |} __TOC__ </div> == General info and comments == [[File:{{AbbeyMayorLink|edition=C2|logo=name}}|frame|right|link=|Expansion symbol]] '''{{AbbeyMayorName}}''' was originally released for the New Edition by [[Hans im Glück| Hans im Glück]] in {{Year|2016}}. It was originally released for the {{AbbeyMayorLink|edition=C1|logo=hide|text=1st Edition}} (Major Expansion #5) in {{Year|2007}}. This expansion introduces new tiles including the special abbey tiles, that allow players to close gaps in the game board. It also introduces new figures with special characteristics: * '''Mayors''', a meeple that can only be placed in cities and has variable strength * '''Wagons''', a meeple that can move to another feature after scoring * '''Barns''', a special figure that triggers field scoring during the game == Contents == * '''12 new land tiles''' * '''6 abbey tiles''' : [[File:Abbey And Mayor_C2_Feature_Abbey_Tile.png|link=#abbey|frameless]] * '''6 mayors''' : {{Figure|name=Mayor|edition=C2|color=defaultcolors|variant=image}} * '''6 wagons''' : {{Figure|name=Wagon|edition=C2|color=defaultcolors|variant=image}} * '''6 barns''' : {{Figure|name=Barn|edition=C2|color=defaultcolors|variant=image}} === New land tiles === The new Land tiles are played like those in the base game. Let us explain a few of the new tiles you will find in this expansion: {{Tile|image=Abbey_And_Mayor_C2_Feature_Tile_01.png|text=There are two separate cities on this tile. The city with the coat of arms ends after the bridge in the lower field. This is important for field scoring. }} {{Tile|image=Abbey_And_Mayor_C2_Feature_Tile_02.png|text=There are two separate cities on this tile. }} {{Tile|image=Abbey_And_Mayor_C2_Feature_Tile_03.png|text=The road on this tile is unbroken. The top part of the road separates two fields, the lower part does not. This is important for field scoring. <ref> {{IconWorld}} The road with a tunnel does indeed count as being “broken” if one is using the '''{{TunnelLink|variant=long|logo=noborder}}''' expansion from the 1st Edition. See '''[[#tunnel tile|Other expansions]]''' for more details. </ref> }} {{Tile|image=Abbey_And_Mayor_C2_Feature_Tile_04.png|text=This road ends in the field. }} {{Tile|image=Abbey_And_Mayor_C2_Feature_Tile_05A_05B.png|text=The road on each of these tiles touches the city, creating 3 separate fields. }} {{Tile|image=Abbey_And_Mayor_C2_Feature_Tile_06.png|text=The road does not end on this tile. Instead, it branches into 3 directions. <ref> {{IconBook}} All of the branches have to be completed in order to score the road scoring. See '''[[#continuous road|Other expansions]]''' for more details on the interaction with the Robber tile from '''{{CountKingRobberLink|variant=long|logo=noborder}}'''. </ref> }} == Rules == === Preparation === Each player receives '''1 Abbey tile'''. If you are playing with fewer than 6 players, return the remaining Abbey tiles to the box. Shuffle the new Land tiles with those from the base game (and any other expansions you wish to use). Place them in multiple stacks, as usual. Then give each player the following 3 figures in their color: '''1 mayor''', '''1 wagon''', and '''1 barn'''. Each player adds these figures to their regular supply of meeples. <ref> {{IconBook}} '''Official status:''' The mayor and wagon are meeples, subject to the usual rules of deployment and affecting the majority. The barn is a special figure, not a meeple. </ref> <span id="abbey"></span> === Abbey === <div class="wica-banner-icon floatright" style="margin-right: 1em">[[File:Abbey_And_Mayor_C2_Feature_Abbey_Tile.png|x65px|link=#abbey]]</div> {{RulesPlacingTile|title=1. Placing a tile|rules= If you wish to place an abbey, do not draw a Land tile at the beginning of your turn. Instead of drawing and placing a Land tile, place your Abbey tile. An abbey may only be placed in an empty space surrounded on its 4 orthogonally adjacent sides. In other words, the abbey may only be used to fill a hole. What is depicted on the 4 adjacent tiles (fields, roads, cities) does not matter; the abbey always fits. If no such hole exists, you may not place your abbey. [[File:Abbey_And_Mayor_C2_Abbey_Example_01.png|frame|none|'''Example 1:''' Since 4 tiles are already adjacent to that empty space, {{ColorRed|you}} may place your Abbey tile there.]] '''Note:''' If one or more players have not placed their abbey when the last landscape tile is drawn and placed, the players will not be able to place them. <ref> {{IconArrow}} This paragraph was not included in the original rules but has been added for the sake of clarity, since the rules in this regard have changed since the First Edition. {{FAQ|width=600px|title= The rules in Big Box 2 and Big Box 3, included the following action regarding the remaining abbeys at the end of the game:<br /> "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."<br /> Does this extra round with abbey tiles still apply? |text=No, this extra rule does not apply anymore. (2/2021) }} This rule wasn't part of the original wording but was added in [[Hans_im_Glück|'''HiG''']]’s and [[Rio_Grande_Games|'''RGG''']]’s '''{{VariantsLink|version=BigBox2|logo=noborder}}''' (and kept in '''{{VariantsLink|version=BigBox3|logo=noborder}}'''), and actually contradicted an earlier FAQ (which stated that the abbey tiles couldn't be placed once the last landscape tile was drawn). It was not included in the New Edition rules either, so a clarification was required.<br /> As a side note, when an abbey was played in this manner in the Old Edition, a meeple could be deployed to the abbey as usual. If the abbey was completely surrounded and thus immediately finished, the abbey was scored as in a normal turn. Then final scoring occurred. (5/2013) </ref> }} {{RulesPlacingMeeple|title=2. Placing a meeple|rules= The abbey behaves like a monastery. You may choose to place a meeple as a monk onto your abbey. <ref> {{IconBook}} When an abbey tile is placed, a meeple '''cannot''' be deployed '''next to''' the abbey (as a knight, for example), as the abbey covers the whole tile. The surroundings are not a city. Thus, a meeple on this tile is a monk. </ref> }} {{RulesScoring|title=3. Scoring a feature|rules= The abbey completes the side of each tile directly adjacent to it. Once you have placed your abbey (and chosen whether or not to place a monk there), score any features completed by its placement. <ref> {{IconWorld}} Abbeys can close cities and roads but they are not part of the feature itself. Bear this in mind when scoring cities completed by abbeys and also when scoring fields. <br /> '''For example:''' Let's assume a city closed by an abbey and a neighboring field that only has a common boundary with the abbey tile. In this case, the field will get no points from that city, as it is not in direct contact with it. </ref> [[File:Abbey_And_Mayor_C2_Abbey_Example_02.png|frame|none|'''Example 2:''' {{ColorRed|You}} place a meeple as a monk. The road with the {{ColorBlue|blue meeple}} is complete. {{ColorBlue|Blue}} scores 3 points.]] Scoring the abbey itself, both during a game and at game end, is identical to scoring a monastery. }} <span id="mayor"></span> === Mayor === <div class="wica-banner-icon floatright" style="margin-right: 1em">{{Figure|name=Mayor|variant=image}}</div> {{RulesPlacingMeeple|title=2. Placing a mayor|rules= You may place your mayor on the tile just placed instead of placing any other meeple. <ref> {{IconWorld}} Note that the mayor is also a meeple. The original rules use the word "meeple" but meaning "normal meeple", as if considering the expansion being played with the base game alone. This sentence was updated accordingly to broaden the reference to any meeples. </ref> A mayor '''may only be placed in a city''' containing no other knights, including mayors. <ref> {{IconBook}} Any meeple, including the mayor, that is placed in a city is considered to be a knight. </ref> <ref> {{IconWorld}} This sentence was updated. The original wording may lead to the interpretation that mayors placed in a city are not knights: "A mayor may only be placed in a city containing no knights or mayors." </ref> <ref> {{IconBook}} The mayor '''cannot''' be placed into a city that already contains a wagon. Both are meeples (according to the definition in the rules), so the city is already occupied by the wagon. </ref> All other rules that apply to meeples also apply to mayors. }} {{RulesScoring|title=3. Scoring a feature|rules= The strength of your mayor is equal to the number of coats of arms in the city it occupies. If two or more players have meeples in the same city, it is scored as follows: * Each '''normal meeple''' has 1 strength. <ref> {{IconWorld}} Except the large meeple and the mayor, all other meeples not mentioned here have 1 strength, the same as the normal meeple: the wagon, the ringmaster ('''{{UnderBigTopLink|variant=long|logo=noborder}}'''), the guard meeple ('''{{GhostsCastlesCemeteriesLink|variant=long|logo=noborder}}'''),and the phantom ('''{{PhantomLink|variant=long|logo=noborder}}'''). </ref> * Each '''large meeple''' <ref> {{IconBook}} A meeple introduced in '''{{InnsCathedralsLink|variant=long|logo=noborder}}'''. </ref> has 2 strength. * Each '''mayor''' has strength equal to the '''number of coats of arms''' in the city. If there are no coats of arms, the mayor has 0 strength. When scoring a city, each player adds the strength of their meeples in the city. The player with the highest strength scores the points for that city. In case of a tie, all tied players score full points. The value of a city is not affected by a mayor. When a city is completed, mayors in that city are returned to their respective supplies. <table class="wica-overflow"> <tr> <td> [[File:Abbey_And_Mayor_C2_Mayor_Example_01.png|frame|none|'''Example 1:''' {{ColorRed|Your mayor}} has 3 strength (3 coats of arms). The {{ColorBlue|2 blue meeples}} add up to 2 strength. {{ColorRed|You}} alone score 20 points.]] </td> </tr> </table> If a city containing only mayors is completed, but with no coats of arms, each mayor has 0 strength and scores no points for the city. {{FAQ|width=600px|title= Blue has a mayor in a city with no coats of arms. Does the city count as occupied? And if so, when the city is scored, will Blue score points? |text=The city is occupied. The mayor has no "strength," so it counts as if there is no meeple, and scores no points. }} }} <span id="barn"></span> === Barn === <div class="wica-banner-icon floatright" style="margin-right: 1em">{{Figure|name=Barn|variant=image}}</div> {{RulesPlacingMeeple|title=2. Placing a barn|rules= You may place a barn instead of placing a meeple. <ref> {{IconBook}} The barn is not a meeple. </ref> If you place a tile that creates a junction where '''4 tiles connect''' to create an open field, you may place your barn directly on that junction. In other words, the corner of each tile forming this junction must only depict a field in order for a barn to be placed there. You may place your barn on a field already occupied by farmers. You may not, however, place your barn on a field already occupied by another barn. <ref> {{IconWorld}} Fields with barns can be joined resulting in fields with more than one barn. </ref> Once placed, a barn remains in play until the end of the game. <ref> {{IconBook}} The barn can, however, be removed by a Festival tile. See '''[[#Other expansions|Other expansions]]''' for more details. </ref> {{BeginBlockList}} {{StartBlock|width=260px}} [[File:Abbey_And_Mayor_C2_Barn_Example_01.png|frame|none|'''Example 1''' - The corner of each tile is a field: {{ColorRed|you}} '''may''' place a barn here.]] {{EndBlock}} {{StartBlock|width=260px}} [[File:Abbey_And_Mayor_C2_Barn_Example_02.png|frame|none|'''Example 2''' - The corners of both bottom tiles have city segments: {{ColorRed|you}} '''may not''' place a barn here.]] {{EndBlock}} {{EndBlockList}} }} {{RulesScoring|title=3. Scoring a feature|rules= '''FARMER SCORING AFTER BARN PLACEMENT'''<br /> If there are farmers in the field where you place your barn, that field is scored '''immediately''', <ref> {{IconBook}} The word "immediately" here means that farmers are scored then removed '''during the normal scoring phase''' of this turn (as opposed to staying on the field until the end of the game). The placement of a barn does '''not''' stop play for a separate scoring phase for the farmers. Thus, the normal “move wood” portion of the turn occurs before the farmers are scored. (10/2012) </ref> just as it would be at the end of the game. Therefore, the player with the most farmers in that field scores 3 points per completed city in the field. It does not matter which player placed the barn that initiated this scoring. Then, all farmers occupying that field are returned to their respective supplies. <table class="wica-overflow"> <tr> <td> [[File:Abbey_And_Mayor_C2_Barn_Example_03.png|frame|none|'''Example 3:''' {{ColorRed|You}} place a barn. {{ColorBlue|Blue}} scores 6 points for the 2 completed cities in the same field and returns her farmer to her supply.]] </td> </tr> </table> '''FARMER SCORING BY FIELD CONNECTION'''<br /> A field occupied by a barn may '''NOT''' be occupied by farmers. If you place a tile that connects a field occupied by one or more farmers to a field occupied by a barn, the connected field is scored during the scoring phase of that turn (after {{ColorBlue|2. Placing a meeple}}). The player with the most farmers in that field scores only '''1 point per completed city'''. Then, all farmers occupying that field are returned to their respective supplies. <table class="wica-overflow"> <tr> <td> [[File:Abbey_And_Mayor_C2_Barn_Example_04.png|frame|none|'''Example 4:''' The tile placed this turn connects both meeples to the barn’s field. {{ColorRed|You}} and {{ColorBlue|Blue}} each score 2 points for the 2 completed cities in that field and return the farmers to your supplies.]] </td> </tr> </table> |finalscoring= At the '''end''' of the game, you score '''4 points per completed city''' in the field your barn occupies. If multiple barns occupy the same field, all concerned players score full points. }} <span id="wagon"></span> === Wagon === <div class="wica-banner-icon floatright" style="margin-right: 1em; margin-top: 1em">{{Figure|name=Wagon|variant=image}}</div> {{RulesPlacingMeeple|title=2. Placing a wagon<!--|4=wica-bottom-spacing wica-visible-->|rules= You may place your wagon on the tile just placed instead of placing a meeple. <ref> {{IconWorld}} Note that the wagon is also a meeple. The rules use the word "meeple" but meaning "normal meeple", as if considering the expansion being played with the base game alone. </ref> A wagon may be placed most places a meeple may normally be placed (road, city, monastery, abbey <ref name="wagon-destination"> {{IconWorld}} This feature list should be extended to cover all claimable features available except fields and gardens (only valid for abbot meeples): * {{Feature|name=Road|edition=C3}} * {{Feature|name=City|edition=C3}} * Monastic buildings: ** {{Feature|name=Monastery|edition=C3}} ** {{Feature|name=Abbey|edition=C2}} ** {{Feature|name=Shrine|edition=C2}} ** {{Feature|name=GermanMonastery}} (placed as a monk or as an abbot) ** {{Feature|name=DutchMonastery}} (placed as a monk or as an abbot) ** {{Feature|name=JapaneseBuilding}} (placed as a monk or as an abbot) ** {{Feature|name=DarmstadtChurch}} * {{Feature|name=Cemetery}} * {{Feature|name=HauntedCastle}} * {{Feature|name=BabaYagaHut}} * {{Feature|name=GermanCastle|edition=C2}} * {{Feature|name=GermanCathedral|edition=C2}} </ref>), but it may not be placed in a field. }} {{RulesScoring|title=3. Scoring a feature|rules= When scoring a feature (road, city, monastery, etc. <ref name="wagon-destination" />) a wagon occupies, the wagon is treated like a normal meeple. After scoring, you may return the wagon to your supply, or you may move it to a directly adjacent unoccupied, incomplete feature (road, city, monastery, etc. <ref name="wagon-destination"/>). Adjacent, in this case, means that the feature is on the same tile or a tile orthogonally or diagonally adjacent to the tile the wagon is moving from. <ref> {{IconArrow}} The wagon rules in '''{{AbbeyMayorLink|edition=C1|variant=long|logo=noborder}} {{TextC1}}''' were different in the following aspects: # '''Adjacency:''' The wagon could only move to an unoccupied, incomplete feature connected by a road or sharing a surface/edge/wall: #* Cases allowed: #** Road to road through a crossing #** Road to any claimable feature and vice versa: city (through a gate), monastery (or equivalent feature such as an abbey), etc. #** A city to an adjacent abbey and vice versa #** A city to a monastery within and vice versa #* Cases not allowed: #** Two cities with touching walls or tips on the same or on different tiles. #** Two cities connected by "small roads" where meeples cannot be placed. #** Two cities crossing via bridges but no connected via roads. #** Two roads separated by a feature (any area on a tile that can be claimed by a meeple or that triggers a function) #** A road touching a city wall with no gate #** A road running through a city via a tunnel or passing over via a bridge # '''Placement:''' the wagon could be placed on any tile of the chosen unoccupied, incomplete feature. You may find some examples illustrating the rules change '''[[Wagon_Movement_Rules_Changes|here]]'''. </ref> If there are no such features for your wagon to move to, it must be returned to your supply. If several wagons are involved in a scoring phase, each concerned player chooses whether to return or move their wagon in clockwise order starting with the active player. {{BeginBlockList}} {{StartBlock|width=250px}} [[File:Abbey_And_Mayor_C2_Wagon_Example_01.png|frame|none|'''Example 1: ''' {{ColorRed|You}} score 3 points for the road. Then you may move your wagon to the monastery on the right or the city below.]] {{EndBlock}} {{StartBlock|width=250px}} [[File:Abbey_And_Mayor_C2_Wagon_Example_02.png|frame|none|'''Example 2:''' {{ColorRed|You}} score 6 points for the completed city and may move your wagon to the monastery above or the road below. You may not move your wagon to the completed road above or to the city (occupied by {{ColorBlue|Blue}}) on the left.]] {{EndBlock}} {{EndBlockList}} {{FAQ|width=600px|title=Can you deploy a wagon to a city, score it, and then move the wagon to another feature, all in one turn? Or can you only move the wagon instead of deploying a normal meeple? |text=The wagon can be deployed instead of a normal meeple. If the city is immediately completed, then it’s scored (wagon or "normal" meeple). After scoring, the wagon can be moved. All of that is possible in a single turn. [Wagon movement is not in place of deployment.]}} }} {{GreyStrip|title=Additional examples}} The wagon can move to any feature except fields. However, the wagon can cross a field to reach an uncompleted unoccupied feature on the same tile where the wagon is placed or on an adjacent tile. Moving the wagon depends on the location of the wagon within the feature completed and scored. The target feature can be on the same tile or on an adjacent one. Therefore, the wagon can move one tile away at most. The following examples illustrate the movement of the wagon in various scenarios. ===== Example 1. Moving from a completed city ===== After the city is completed and scored, the wagon moves to an adjacent feature which has to be incomplete and unoccupied. In this case, "adjacent" means a feature on the same tile as the wagon or on a tile orthogonally or diagonally adjacent to it. This means, the wagon action range is limited because it can only move to the same tile or to any of the tiles on the 8 spaces surrounding it. [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_01.png|frame|none|'''Example C2-1.''' The yellow frame shows the tiles within range from the wagon. <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to these road segments on tiles out of range even if they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|3|lime}} The wagon can move to this uncompleted unoccupied abbey because it is within range.</li> <li>{{CircularBox|4|lime}} The wagon can move to the uncompleted unoccupied monastery within the city because it is within range.</li> <li>{{CircularBox|5|lightcoral}} The wagon cannot move to any of these short roads.</li> <li>{{CircularBox|6|lime}} The wagon can move to this uncompleted unoccupied city segment within range.</li> <li>{{CircularBox|7|lightcoral}} The wagon cannot move to this road because it is completed and out of range.</li> <li>{{CircularBox|8|lightcoral}} The wagon cannot move to this monastery because it is out of range even if it is uncompleted and unoccupied.</li> </ul> ]] ===== Example 2. Moving from a completed city ===== After the city is completed and scored, the wagon moves to an adjacent feature which has to be incomplete and unoccupied. In this case, "adjacent" means a feature on the same tile as the wagon or on a tile orthogonally or diagonally adjacent to it. This means, the wagon action range is limited because it can only move to the same tile or to any of the tiles on the 8 spaces surrounding it. [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.png|frame|none|'''Example C2-2.''' The yellow frame shows the tiles within range from the wagon. <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied roads.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to these road segments on tiles out of range even if they belong to uncompleted unoccupied roads.</li> <li>{{CircularBox|3|lightcoral}} The wagon cannot move to this road segment on a tile within range because the feature is completed.</li> <li>{{CircularBox|4|lightcoral}} The wagon cannot move to this road segment on a tile within range because the feature is uncompleted but occupied.</li> <li>{{CircularBox|5|lightcoral}} The wagon cannot move to this road segment because it is out of range and belongs to a completed feature.</li> <li>{{CircularBox|6|lightcoral}} The wagon cannot move to any of these monasteries because they are out of range although uncompleted and unoccupied.</li> </ul> ]] Depending on the position of the wagon in the city, the action range changes, as shown below. {{BeginTileList|width=800px}} {{Block| [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.1.png|x290px|thumb|none|'''Example C2-2.1.''' (Same as previous example) <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to road segments within range on these roads because they belong to completed or occupied features.</li> </ul> ]] }} {{Block| [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.2.png|x290px|thumb|none|'''Example C2-2.2.''' <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to road segments within range on these roads because they belong to completed or occupied features.</li> </ul> ]] }} {{Block| [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.3.png|x290px|thumb|none|'''Example C2-2.3.''' <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to road segments within range on these roads because they belong to completed or occupied features.</li> </ul> ]] }} {{Block| [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.4.png|x290px|thumb|none|'''Example C2-2.4.''' <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to road segments within range on these roads because they belong to completed or occupied features.</li> </ul> ]] }} {{Block| [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.5.png|x290px|thumb|none|'''Example C2-2.5.''' <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to road segments within range on these roads because they belong to completed or occupied features.</li> </ul> ]] }} {{Block| [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_02.6.png|x290px|thumb|none|'''Example C2-2.6.''' <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these road segments on tiles within range because they belong to uncompleted unoccupied features.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to road segments within range on these roads because they belong to completed or occupied features.</li> </ul> ]] }} {{EndTileList}} ===== Example 3. Moving from a completed road ===== After the road is completed and scored, the wagon moves to an adjacent feature which has to be incomplete and unoccupied. In this case, "adjacent" means a feature on the same tile as the wagon or on a tile orthogonally or diagonally adjacent to it. This means, the wagon action range is limited because it can only move to the same tile or to any of the tiles on the 8 spaces surrounding it. [[File:Abbey_And_Mayor_C2_Wagon_Additional_Example_03.png|frame|none|'''Example C2-3.''' The yellow frame shows the tiles within range from the wagon place on the tile bottom right. <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any of these tiles within range because they belong to uncompleted unoccupied roads; two of them are connected to the same crossroads closing the road with the wagon and the other is on an orthogonal tile separated by a field.</li> <li>{{CircularBox|2|lightcoral}} The wagon cannot move to this uncompleted unoccupied city closing the road just completed because it is out of range.</li> </ul> ]] === Other expansions === This section contains additional information about the interactions with other Carcassonne expansions. <div style="margin-top: 0px; margin-bottom: 20px;"> {{GreyStrip|title={{Feature|name=Abbey}}|icon=[[File:Abbey And Mayor_C2_Feature_Abbey_Tile.png|x65px]]}} </div> {{OtherExpansionRule|expansionlink={{BaseGameLink|text=''}}General comments:|rules= {{IconWorld}} You can occupy an abbey with the following meeples: * {{Figure|name=NormalMeeple|edition=C3}} ('''{{BaseGameLink|variant=long|logo=noborder}}''') * {{Figure|name=Abbot|edition=C3}} ('''{{BaseGameName}} - {{AbbotLink|logo=noborder}}'''), since abbeys behave like monasteries. * {{Figure|name=LargeMeeple|edition=C3}} ('''{{InnsCathedralsLink|variant=long|logo=noborder}}''') * {{Figure|name=Wagon}} ('''{{AbbeyMayorLink|variant=long|logo=noborder}}''') * {{Figure|name=Ringmaster}} ('''{{UnderBigTopLink|variant=long|logo=noborder}}''') * {{Figure|name=GuardMeeple}} ('''{{GhostsCastlesCemeteriesLink|variant=long|logo=noborder}}''') * {{Figure|name=Phantom}} ('''{{PhantomLink|edition=C1|variant=long|logo=noborder}}''') }} {{OtherExpansionRule|expansionlink={{TradersBuildersLink|variant=long}}|rules= {{IconWorld}} If a player completes a feature with an abbey tile and his or her builder is on the feature, the feature '''does not''' get “extended” by the abbey (as the abbey is a separate feature), so the player '''does not''' get another tile (i.e. no double turn). {{FAQ|nesting=1|width=600px|title=If cities with trade goods are completed by placement of an abbey tile, are the goods tokens awarded as usual to the player placing the abbey tile? |text=Yes, as the player completed the city.}} {{IconWorld}} If a player has an abbey left, draws the very last tile, and plays it to a feature where he or she has a builder, the abbey may be played on the second part of the double-turn. }} {{OtherExpansionRule|expansionlink={{CountKingRobberLink|variant=long}}|rules= {{IconWorld|text=The rules that restrict the placement of monasteries next to already placed shrines (and vice versa) also restrict the placement of abbeys. }} {{IconWorld|text=A shrine '''can''' challenge an abbey, and vice versa, because the abbey is also a monastic building. }} }} {{OtherExpansionRule|expansionlink={{FerriesLink|variant=long}}|rules= {{IconWorld}} Placing an abbey may close a road end but not extend it, so it does not allow a player to move a ferry. <ref> {{IconWorld}} This clarification follows the same logic as the interaction of the abbey and the builder. </ref> }} {{OtherExpansionRule|expansionlink={{BesiegersLink}} / {{CatharsLink}} / {{SiegeLink}}|rules= {{IconWorld}} A knight (i.e. meeple) in a besieged city from '''can''' escape via an abbey, as it is a monastic building. }} <div style="margin-bottom: 20px;"> {{GreyStrip|title={{Figure|name=Barn}}|icon={{Figure|name=Barn|variant=image}}}} </div> {{OtherExpansionRule|expansionlink={{TradersBuildersLink|variant=long}}|rules= {{IconWorld|text=If you have the majority in a field where a barn is placed, you score 1 additional point per completed city (4 points total) if your pig is in that field. Furthermore, if you have the majority in a field that becomes connected to a field occupied by a barn, you score 1 additional point per completed city (2 points total) if your pig is in that field. }} {{IconWorld|text=You can place your pig on a tile that connects your farmer to a barn. After scoring your pig, return it to your supply. }} {{FAQ|nesting=1|width=600px|title= May the pig be placed in a field that was just connected to a field with a barn, i.e. on the newly placed tile (immediately before scoring)? |text=Yes, the pig may be placed in already occupied features [and phase {{ColorBlue|2. Placing a meeple}} still happens normally]. }} }} {{OtherExpansionRule|expansionlink={{PrincessDragonLink|variant=long}}|rules= {{IconWorld|text=A barn may not be eaten by the dragon. }} {{IconWorld|text=A barn may be placed on a tile with a volcano. }} {{IconWorld|text=You may not place the fairy by a barn, as the barn is not a meeple. }} {{IconWorld|text=A barn may not be placed using a magic portal. }} }} {{OtherExpansionRule|expansionlink={{TowerLink|variant=long}}|rules= {{IconWorld|text=A barn may not be captured by a tower. }} {{IconWorld|text=You may not place your barn on a tower. }} }} {{OtherExpansionRule|expansionlink={{CountKingRobberLink|variant=long}}|rules= {{IconWorld|text=You can move meeples from the cathedral district to an abbey, as an abbey has all of the characteristics of a monastery. }} {{IconWorld|text=The city of Carcassonne counts as a city when scoring a barn. }} {{IconWorld|text=The barn cannot be placed in the city of Carcassonne. }} {{IconWorld|text=If your barn placement or field connection triggers a field scoring in which you score no points, you may place a meeple in the city of Carcassonne. }} {{FAQ|nesting=1|width=600px|title= If I place a barn on a field on which another player has farmers, causing him/her to score while I score nothing, can I move a meeple to the city of Carcassonne? |text=Yes, that's allowed. Only immediately scored points matter. It doesn't matter that the barn is certain to score at the end of the game. }} {{IconWorld}} If a barn placement or field connection triggers a field scoring, you may move meeples from the market in the city of Carcassonne to that field. Score that field as normal, and return all farmers in that field to their respective supplies. (It doesn't matter that the barn is certain to score at the end of the game.) {{FAQ|nesting=1|width=600px|title= Are the meeples in the market district only used at the end of the game? |text=This is no longer entirely true. Placing of a barn, and the subsequent scoring of the field, '''does''' count as an opportunity to remove a meeple from the city of Carcassonne. Now that fields can be scored at times other than at the end of the game, meeples from the market can be moved to fields earlier in the game. That occurs immediately after the placement of the barn, and before the fields are scored. [''Joining of a field containing a meeple to a field with a barn would logically be another opportunity – Chris O.''] }} {{IconWorld}} You can move meeples from the market district to a field with a barn (and score it) if a field scoring is triggered. (This can happen at the end of the game or with joining of a barnless field to one with a barn.) {{FAQ|nesting=1|width=600px|title= Can a meeple be moved from the city of Carcassonne to a field with a barn? |text=Yes, the farmer will be scored immediately, and so scores only '''1 point''' per city and is (importantly) not on the field during the final scoring proper. [''Obviously, placement of a meeple in this manner still requires a scoring trigger as per the fundamental rules – this could be at the end of the game or with joining of a barnless field to one with a barn – Chris O.''] }} {{IconWorld}} The pig-herd <ref name="pig-herd"> {{IconWorld}} The English rules called this feature "pigsty." We use pig-herd for consistency with Carcassonne I and also in order to avoid the confusion with the pigsty feature introduced in Carcassonne II, scored by some expansions such as '''{{MarketsLeipzigLink|variant=long|logo=noborder}}''' or '''{{TollkeepersLink|variant=long|logo=noborder}}'''. {{BeginBlockList}} {{Block| [[File:River_C2_pigsty.png|frame|none|Pig-herd in River II]] }} {{Block| [[File:Feature_Pigsty_C2.png|frame|none|Pigsty feature]] }} {{EndBlockList}} </ref> ('''The River II''' expansion) only affects field scoring for farmers. Barns do not score additional points from the pig-herd. }} {{OtherExpansionRule|expansionlink={{BridgesCastlesBazaarsLink|variant=long}}|rules= {{IconWorld}} When scoring a field, whether for farmers or barns, castles are worth 1 more point. }} {{OtherExpansionRule|expansionlink={{GhostsCastlesCemeteriesLink|variant=long}}|rules= {{IconWorld}} The barn cannot be placed at an intersection with mist banks, since they separate fields. }} {{OtherExpansionRule|expansionlink={{BesiegersLink}} / {{CatharsLink}} / {{SiegeLink}}|rules= {{IconWorld}} A besieged city scores double points if it lies on a field with a barn. }} {{OtherExpansionRule|expansionlink={{MarketsLeipzigLink|variant=long}}|rules= {{IconWorld}} The city of Leipzig counts as a city when scoring a barn. }} {{OtherExpansionRule|expansionlink={{FestivalLink|variant=long}}|rules= {{IconWorld}} The barn '''can''' be removed by a Festival tile, before the end of the game. (12/2014) }} ===== Scoring summary ===== {{RulesScoring|header=fake-h4|title=Scoring fields with a barn|rules= {{GreyStrip|title=SCORING DURING THE GAME|transparent=true|heading=none}} '''1. Scoring a field when placing a barn''' If farmer '''majority''' –<br /> * 3 points per completed city adjacent to field * 4 points per castle adjacent to field * (+1) point per castle or completed city with pig (then return pig to owner's supply) * (+1) point per castle or completed city with pig-herd tile <ref name="pig-herd" /> * (x2) if besieged city '''2. Scoring a connected field''' If farmer '''majority''' – <br /> * 1 point per completed city adjacent to field * 2 points per castle adjacent to field * (+1) point per castle or completed city with pig (then return pig to owner's supply) * (+1) point per castle or completed city with pig-herd tile * (x2) if besieged city {{GreyStrip|title=SCORING AFTER THE GAME|transparent=true|heading=none}} '''Scoring the barn''' * 4 point per completed city adjacent to field * 5 points per castle adjacent to field * (+0) points per castle or completed city with pig-herd tile (the pig-herd has no effect on barns) * (x2) if besieged city }} <div style="margin-bottom: 20px;"> {{GreyStrip|title={{Figure|name=Mayor}} and {{Figure|name=Wagon}}|icon={{Figure|name=Mayor|variant=image}} {{Figure|name=Wagon|variant=image}}}} </div> {{OtherExpansionRule|expansionlink={{PrincessDragonLink|variant=long}}|rules= {{IconWorld|text=Both figures may be placed using the magic portal. They may only be placed in features in which they may normally be placed. }} {{IconWorld|text=Both figures may be eaten by the dragon. }} {{IconWorld|text=Both figures may be seduced by a princess. }} }} {{OtherExpansionRule|expansionlink={{TowerLink|variant=long}}|rules= {{IconWorld|text=Both figures may be captured by the tower. }} {{IconWorld|text=Both figures may not be placed on a tower. }} }} {{OtherExpansionRule|expansionlink={{CountKingRobberLink|variant=long}}|rules= {{IconWorld}} Both figures may be placed in the city of Carcassonne with the following exceptions: * The mayor may only be placed in the castle quarter. * The wagon may be placed anywhere '''but in the market'''. : {{IconWorld}} After a wagon is deployed from the city of Carcassonne to a completed feature, it could be moved to an adjacent uncompleted, unoccupied feature after scoring as usual, if any available. }} {{OtherExpansionRule|expansionlink={{BridgesCastlesBazaarsLink|variant=long}}|rules= {{IconWorld|text=Both figures may occupy a castle. However, the mayor (now the lord of this castle) cannot score points for that castle, as that castle does not have any coats of arms. }} {{IconWorld|text=A wagon placed in castle can move to valid feature in the castle fief after scoring. }} {{FAQ|nesting=1|width=600px|title= Can a wagon placed in a castle move to a neighboring unoccupied feature after scoring? |text=Yes, the wagon can move to a neighboring unoccupied feature after scoring. (2/2021) }} }} {{OtherExpansionRule|expansionlink={{FlyingMachinesLink|variant=long}}|rules= {{IconWorld}} The mayor can be a flier. However, the mayor can only land on an unfinished city. If an unfinished city is not available on the tile where the mayor lands, the mayor returns to the player’s supply. (2/2013) }} {{OtherExpansionRule|expansionlink={{BesiegersLink}} / {{CatharsLink}} / {{SiegeLink}}|rules= {{IconWorld}} Both figures, if placed in a besieged city, can escape via a monastery or any equivalent feature, such as an abbey (although it would be quite amusing if the mayor stayed, like a captain going down with the ship.) }} <div id="continuous road" style="margin-top: 0px; margin-bottom: 20px;"> {{GreyStrip|id=tunnel tile|title=New tiles}} </div> {{OtherExpansionRule|expansionlink={{CountKingRobberLink|variant=long}}|rules= {{IconWorld}} The length of a road with the roundabout tile (e.g. for the purposes of the Robber tile) is the total number of tiles in the road, not simply the longest distance between two ends. The road has three ends which have to be closed, but the result is that it's likely to be bigger. : [[File:Abbey_And_Mayor_C2_Tile_M.jpg|frameless]] }} {{OtherExpansionRule|expansionlink={{TunnelLink|variant=long}}|rules= {{IconWorld}} The road with a tunnel does indeed count as being "broken" if one is using '''The Tunnel''' expansion, in which case the tile contains two as yet unconnected tunnel openings. : [[File:Abbey_And_Mayor_C2_Tile_L.jpg|frameless]] }} === House Rules === {{IconHouse}} The wagon can move to the next complete, or uncontested and incomplete, feature. This lets it roll across the board to uncontested features. (Thanks to viberunner) {{IconHouse}} The mayor cannot be captured by the tower. (Thanks to viberunner) {{IconHouse}} The wagon cannot be eaten by the dragon or captured by the tower. (Thanks to viberunner) {{IconHouse}} The mayor is laid flat in the same way as farmers so that you can tell at a glance which cities contain mayors. (Thanks to Joff) {{IconHouse}} The pig-herd <ref name="pig-herd" /> tile can score an extra point per city when there is a barn in the field. == Tile distribution == {{BeginTileList|width=600px|tiles=12}} {{Tile|image=Abbey_And_Mayor_C2_Tile_B.jpg|count=1|config={{Feature|edition=C2|name=Monastery}}}} {{Tile|image=Abbey_And_Mayor_C2_Tile_C.jpg|count=1|config={{Feature|edition=C2|name=InnerField|count=2}} + {{Feature|edition=C2|name=OverpassingCityBridge}}}} {{Tile|image=Abbey_And_Mayor_C2_Tile_D.jpg|count=1|config=({{Feature|edition=C2|name=WaterTower|variant=abbr}})}} {{Tile|image=Abbey_And_Mayor_C2_Tile_E.jpg|count=1|config={{Feature|edition=C2|name=InnerField}} + {{Feature|edition=C2|name=OverpassingCityBridge}}}} {{Tile|image=Abbey_And_Mayor_C2_Tile_F.jpg|count=1|config=({{Feature|edition=C2|name=Cowshed|variant=abbr}})}} {{Tile|image=Abbey_And_Mayor_C2_Tile_G.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C2_Tile_H.jpg|count=1|config=({{Feature|edition=C2|name=Garden|variant=abbr}})}} {{Tile|image=Abbey_And_Mayor_C2_Tile_I.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C2_Tile_J.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C2_Tile_K.jpg|count=1|config=({{Feature|edition=C2|name=Highwaymen|variant=abbr}})}} {{Tile|image=Abbey_And_Mayor_C2_Tile_L.jpg|count=1|config={{Feature|edition=C2|name=TunnelRoad}}}} {{Tile|image=Abbey_And_Mayor_C2_Tile_M.jpg|count=1|config={{Feature|edition=C2|name=ContinuousRoad}} + ({{Feature|edition=C2|name=Farmhouse|variant=abbr}})}} {{EndTileList}} {{TileIllustrations|edition=C2|G=1|F=1|C=1|W=1|H=1}} <div style="margin-top: 2em"> {{BeginTileList|special=6}} {{Tile|image=Abbey_And_Mayor_C2_Tile_A.jpg|link=#abbey|count=6|config={{Feature|edition=C2|name=Abbey}}}} {{EndTileList}} </div> {{FootnoteIconPara}} [[Category:Completed]] [[Category:Second Edition]] [[Category:Second Edition Major Expansion]]