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20th Anniversary Expansion
3D Starting Landscape
999 Games
Abbey and the Mayor
Abbey and the Mayor (1st edition)
Accessories and Gadgets
Albi
Amazon Bonus River Tiles
Amazonas
Amazonas Base Game
Amazonas Fan Expansions
Anne Pätzke
Ark Fan Expansions
Ark Tile Reference
Authorised Fan Conversions
Bards of Carcassonne (Fan Expansion)
Base game
Base game (1st edition)
Besiegers Cathars Siege (1st edition)
Black Dragon (Fan Expansion)
Black Tower (Fan Expansion)
Bridges, Castles and Bazaars
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:Author - Bumsakalaka
Category:Author - Chmura
Category:Author - Christoph Berger
Category:Author - Danka
Category:Author - Fritz Spinne
Category:Author - Frédérick Renaud
Category:Author - Jeffrey Putnam
Category:Author - Jonathan Warren
Category:Author - Mati
Category:Author - meepleater
Category:Author - Novelty
Category:Author - oldbonz
Category:Author - Oriol Comas i Coma
Category:Author - Petr Chytka
Category:Author - PresetM
Category:Author - Scott
Category:Author - smoula
Category:Author - Snearone
Category:Author - stalcupojoy
Category:Author - Trebuchet
Category:Author - wolnic
Category:Cardcassonne
Category:Fan Expansions
Category:My First Carcassonne
Category:New World
Category:Safari
Category:ScoringRow
Category:Spinoff
Category:Star Wars
Category:Under Construction
Category:Zamek
Cathedrals in Germany
Cathedrals in Germany (1st edition)
Christmas Present
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:MageWitchName
Template:MainPageLink
Template:MarketsLeipzigLink
Template:MarketsLeipzigName
Template:MessagesLink
Template:MessagesName
Template:MistsOverCarcassonneBaseGameLink
Template:MistsOverCarcassonneBaseGameName
Template:MistsOverCarcassonneLink
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Template:MonasteriesGermanyLink
Template:MonasteriesGermanyName
Template:MyFirstCarcassonneLink
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Template:NotesOnCzechTranslationLink
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Template:ObeliskLink
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Template:OpatFanLink
Template:OpatFanName
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Template:OverHillAndDaleLink
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Template:RiverLink
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Template:RobbersLink
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Template:ScoringRowRoad
Template:ScoringRowRoadBridge
Template:ScoringRowRoadCastleLord
Template:ScoringRowRoadFerry
Template:ScoringRowRoadInn
Template:ScoringRowRoadLabyrinth
Template:ScoringRowRoadMage
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Template:ScoringRowRoadSignpost
Template:ScoringRowRoadTollkeeper
Template:ScoringRowRoadTunnel
Template:ScoringRowRoadWell
Template:ScoringRowRoadWitch
Template:ScoringRowRoadWonderTile
Template:ScoringRowRobber
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Template:TheCityLink
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Template:UkrainePromoName
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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 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 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 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:NGC 54
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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{{DISPLAYTITLE:Opatství a starosta (původní edice)}}__NOINDEX__{{UX |seotitle={{TranslatedPageName}} - Carcassonne - Česká komentovaná pravidla |sortingtitle=OpatstviZ a starosta (puvodni edice) |image={{filepath:Box_AbbeyMayor_C1_CZ.png|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }} <div style="display:none;"><section begin="description" /> Carcassonne {{TranslatedPageName}} - Wiki stránka s komentovanými pravidly v češtině <section end="description" /></div> <languages />{{ChooseDesign|image=Abbey_And_Mayor_C1_Tile_Abbey.jpg|otherimage=Abbey_And_Mayor_C2_Tile_A.jpg|otherlink={{AbbeyMayorLink|edition=C2|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} {| style="float:right;text-align:center;" |- | [[File:Box_AbbeyMayor_C1_CZ.png|right|200px]]<br/>Mindok |} == Úvod == {{Symbolcs|image={{AbbeyMayorLink|edition=C1|logo=name}}|text=rozšíření}} {{Hra|příprava=ano |rozšíření='''{{AbbeyMayorLink|edition=C1|logo=noborder}}''' |edice=C1 |překlad=ano |vydavatelství=mindok |rok=2007 |součást=samostatně }} {{Carcapedie|text=Více informací o samotném rozšíření naleznete v '''[https://www.carcassonneforum.cz/thread-xxxx.html Carcapedii] Carcassonne CZ fóra''' (pro zobrazení obsahu se prosím zaregistrujte).}} == Herní materiál == * '''12 new land tiles''' * '''6 abbey tiles''' * '''6 barns''' : {{Figure|name=Barn|edition=C1|color=defaultcolors|variant=image}} * '''6 wagons''' : {{Figure|name=Wagon|edition=C1|color=defaultcolors|variant=image}} * '''6 mayors''' : {{Figure|name=Mayor|edition=C1|color=defaultcolors|variant=image}} <p> Comments on some features present in the tiles of this expansion: </p> {{Tile|image=Abbey_And_Mayor_C1_Tile_Feature_01.jpg|text=This city has two separate segments. The city with the pennant ends in the farm. This is particularly important when scoring the farm. }} {{Tile|image=Abbey_And_Mayor_C1_Tile_Feature_02.jpg|text=The road is not broken. On one side the road divides the farm; on the other side it does not. This is particularly important when scoring the farms. }} {{Tile|image=Abbey_And_Mayor_C1_Tile_Feature_03.jpg|text=The road touches the city, so that on these tiles there are three separate farm segments. }} {{Tile|image=Abbey_And_Mayor_C1_Tile_Feature_04.jpg|text=This tile has two separate city segments. }} {{Tile|image=Abbey_And_Mayor_C1_Tile_Feature_05.jpg|text=The road ends at the house. }} {{Tile|image=Abbey_And_Mayor_C1_Tile_Feature_06.jpg|text=The road does not end, but instead continues in all three directions. }} == Pravidla == === Preparation === At the beginning of the game, every player receives one abbey tile and one mayor, one barn, and one wagon of the player's chosen colour, and places these in his or her supply.<ref> {{IconBook}} '''Official status:''' The mayor and wagon are followers, subject to the usual rules of deployment and affecting the majority. The barn is a special figure, not a follower. </ref> With the exception of the following changes, the basic rules for Carcassonne remain unchanged. === Place a tile === The new land tiles are placed in the usual way. <ref> {{IconBook}} In the case of the tile with the well and three roads, all of the roads have to be completed before scoring. </ref> <ref> {{IconBook}} With the three-way tile in '''{{AbbeyMayorName|edition=C2}}''', the length of the road (e.g. for the purposes of the Robber Baron) 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. </ref> <ref> {{IconWorld}} In the examples for this expansion, the road with a tunnel does indeed count as being “broken” if one is using '''{{TunnelLink|edition=C1|logo=noborder}}''' expansion, in which case the tile contains two as yet unconnected tunnel openings. </ref> <span id="abbey"></span> === Opatství === [[File:{{Feature|name=Abbey|edition=C1|variant=imagename}}]] ==== Příprava hry ==== Each player should, at the start of the game, have one Abbey tile in front of them. ==== 1. Přiložení kartičky ==== Instead of drawing and placing a land tile, a player may instead choose to place his or her abbey tile. <ref> {{IconBook}} 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 (i.e. before the final round of abbey placement). </ref> The abbey may be placed anywhere that precisely one land tile fits: that is, it can only be placed in a 'hole' in which all four sides are already bordered by land tiles. <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition clarifies this sentence by adding "(not the diagonals)". </ref> <ref> {{IconBook}} The rules that restrict the placement of cloisters next to already placed shrines also restrict the placement of abbeys. </ref> If there is no such 'hole' available, the abbey cannot be placed. It does not matter what incomplete features appear on the four tile surrounding the "hole". If one or more players have not placed their Abbey when the last landscape tile is drawn and placed, they may still do so, in clockwise order starting from the left of the person who placed the last tile, as long as it is in accordance with the rules. The game is then over. <ref> {{IconArrow}} This paragraph was added in [[Hans_im_Glück|'''HiG''']]’s and [[Rio_Grande_Games|'''RGG''']]’s '''{{VariantsLink|version=BigBox2|logo=noborder}}''', and actually contradicts an earlier FAQ (which stated that the abbey tiles couldn’t be placed once the last landscape tile was drawn). </ref> <ref> {{IconBook}} When an abbey is played in this manner, a follower may be deployed to the abbey as usual. If the abbey is completely surrounded and thus immediately finished, the abbey is scored as in a normal turn. Then final scoring occurs. (5/2013) </ref> ==== Deploy a follower ==== The player may deploy a follower to the abbey as a monk. <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition has a slight change here, in that the final sentence of this section is moved here. </ref> <ref> {{IconBook}} When an abbey tile is placed, a follower '''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 follower on this tile is a monk. </ref> <ref> {{IconBook}} A shrine '''can''' challenge an abbey, and vice versa, because the abbey is also a cloister. </ref> When a player has placed an abbey (and possibly deployed a follower), all four of the adjoining tiles are closed on those sides. <ref> {{IconBook}} 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. </ref> <ref> {{IconBook}} '''Question:''' 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? '''Answer:''' Yes, as the player completed the city. </ref> <ref> {{IconWorld}} The abbey also creates the boundary of a farm. </ref> All completed roads, cities and cloisters are then scored as usual. <ref> {{IconBook}} A knight in a besieged city can escape via an abbey as well as a cloister, as the abbey has all the characteristics of a cloister. </ref> <ref> {{IconBook}} Mayors and wagons can also escape a besieged city via cloisters and abbeys (although it would be quite amusing if the mayor stayed, like a captain going down with the ship). </ref> ==== Scoring ==== Monks in abbeys are scored in the same way as in cloisters. [[File:Abbey_And_Mayor_C1_Tile_Abbey_Example_01.png|frame|none|{{ColorBlue|BLUE}} places the abbey and so completes the road with the {{ColorRed|RED}} follower. {{ColorRed|RED}} scores 1 point and returns the follower to the supply. The city below the abbey and the road to the right are still open.]] ===== Final Scoring ===== Monks in incomplete abbeys are scored in the same way as in incomplete cloisters at the end of the game. <span id="mayor"></span> === The Mayor === {| style="float:right;text-align:center;" |- | {{Figure|name=Mayor|variant=image|edition=C1}} |} ==== Preparation ==== Each player should start the game with a Mayor of their chosen colour. ==== Place A Tile ==== There are no tiles specific to The Mayor, although it should be noted, that city tiles with pennants are of importance to The Mayor follower. ==== Deploy a follower ==== The mayor may be deployed instead of a follower. It may only be deployed to a city in which there is currently no knight; <ref> {{IconBook}} Any follower, including the mayor, that is placed in a city is considered to be a knight. </ref> <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition of '''{{VariantsLink|version=BigBox2|logo=noborder}}''' says instead “no knight or follower”. Some versions of the rules state “no knight or mayor,” but this is redundant, as the mayor is a knight (as is any other follower in a city). (updated 1/2015) </ref> <ref> {{IconBook}} The mayor '''cannot''' be placed into a city that already contains a wagon. Both are followers (according to the definition in the rules), so the city is already occupied by the wagon. </ref> <ref> {{IconBook}} 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) </ref> <ref> {{IconBook}} The mayor '''can''' go through the magic portal. However, the mayor can only be placed in an unfinished and unclaimed city. (2/2013) </ref> the usual rules for deploying followers still apply. <ref name="can"> {{IconBook}} The mayor and the wagon '''can''' be eaten by the dragon, captured by the tower, and seduced by a princess. The mayor and the wagon '''can''' be placed in the appropriate quarter of Carcassonne. The mayor and the wagon '''can''' use a magic portal. </ref> <ref name="tower"> {{IconBook}} '''Question:''' Can the mayor, the wagon, or the barn be placed on top of a tower? '''Answer:''' No, the deployment of these figures is limited to the features described in the rules. </ref> The strength of the mayor, when determining the majority in a completed city, is the same as the number of pennants in the city, or 0 if none. ==== Scoring ==== When scoring a completed city, the following is true: * a normal follower has a strength of one. * the big follower from {{InnsCathedralsLink|edition=C1|logo=noborder}} has a strength of two. '''The strength of the mayor is the same as the number of pennants in the city.''' <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition inserts the following clarification: “For example, if the city has 3 pennants, the mayor counts as 3 followers.” </ref> If the city has no pennants, then the mayor has a strength of zero and scores no points for the city. <ref> {{IconArrow}} The qualification about scoring no points is new in [[Hans_im_Glück|'''HiG''']]’s '''{{VariantsLink|version=BigBox2|logo=noborder}}''', and confirms an earlier FAQ. </ref> <ref> {{IconBook}} '''Question:''' Blue has a mayor in a city with no pennants. Does the city count as occupied? And if so, when the city is scored, will Blue score points? '''Answer:''' The city is occupied. The mayor has no “strength,” so he counts as if there is no follower, and scores no points. </ref> <ref> {{IconWorld}} A mayor could end up in a castle, and the castle would be considered to be occupied. However, because castles have no pennants (similar to the above footnote), the player would receive no points when the castle was completed, as the strength of the followers in the castle would be 0. </ref> The score of the city is not changed by the mayor. After scoring, the mayor is returned to the player's supply. [[File:Abbey_And_Mayor_C1_Figure_Mayor_Example_01.png|frame|none|The mayor has a strength of three (for the three pennants). As such, {{ColorBlue|BLUE}} scores 18 points for the city.]] <span id="wagon"></span> === The Wagon === {| style="float:right;text-align:center;" |- | {{Figure|name=Wagon|variant=image|edition=C1}} |} ==== Preparation ==== Each player should start the game with a Wagon of their chosen colour. ==== Place A Tile ==== There are no tiles specific to The Wagon. ==== Deploy a follower ==== The wagon may be deployed instead of a normal follower. It may be deployed to a road, city, or cloister in which there is no other figure. <ref> {{IconBook}} Instead of "no other figure," this should read "no other follower". </ref> <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition changes “figure” to “no other wagon or follower.” This avoids confusion about the term “follower” but adds a distinction between “follower” and “wagon” which is not valid. </ref> <ref name="can"/> <ref name="tower"/> The wagon may '''never''' be deployed to a field segment. If a feature occupied by a wagon is scored, the wagon counts as a normal follower. ==== Scoring ==== If a feature occupied by a wagon is scored, the wagon counts as a normal follower. After scoring, the player may return the wagon to his or her supply, or may move the wagon to a directly adjacent road, city, or cloister. <ref> {{IconBook}} '''Question:''' What is the definition of [connected/adjacent/neighboring] for the Wagon? If two city walls are touching (maybe even only at a point), can I drive my Wagon from one to another? '''Answer:''' “Connected” means roads which lead to crossings and roads which head directly “into” a city or a cloister. Two cities never connect to each other (in the current land tiles). City walls that touch at a point (such as at the corner of tiles) are '''not''' considered connected, so the wagon '''cannot''' travel from one to the other. Thus, the wagon has to use the roads to move. [Additionally, a road that touches a city at a point but not at a gate in the wall is not connected to the city. Also, a road running through a city via a tunnel is not connected to the city. – Chris O.] (confirmed 5/2013) </ref> <ref> {{IconBook}} The wagon '''cannot''' move directly from one city to the other on the tile shown above. There is a crossing between the two cities, and crossings belong to roads. Thus, for the wagon to move through the crossing, it would have had to have started on a road. The cities are not directly connected from wall to wall. The wagon cannot move to one of the “small roads”, either, as the rules clearly state that followers cannot be placed there. (8/2013) </ref> <ref> {{IconBook}} The wagon '''cannot''' drive through '''any''' feature to get to another feature. Features are '''any''' aspect of the tile that can be claimed by a follower '''or''' that triggers a function, including cloisters, bazaars, crop circles, fairs, etc. [Note: this represents a reversal of a previous clarification. Previously, unclaimable structures such as fairs were not considered features and could be driven through to a road on the other side.] (5/2013)<br /> {{IconWorld}} This means that the wagon cannot drive through any special thing on a tile, including the School. </ref> <ref> {{IconBook}} A wagon '''can''' be placed on an abbey. Additionally, the wagon '''can''' drive onto a directly connected city or road after scoring (and the other way round, from city/road to abbey), as long as the target feature has not yet been completed. (confirmed 5/2013) </ref> <ref> {{IconBook}} The wagon '''can''' be moved from a city to a cloister that is within that city (or vice versa), as roads are not required for a “connection,” just a shared wall/edge/surface. (confirmed 5/2013) </ref> {{BeginBlockList|width=900px}} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Wagon_Example_01.png|frame|none|{{ColorBlue|BLUE}} scores 4 points for the road and may immediately move the wagon to the cloister or road segment at the bottom. It may not be moved to the road segment occupied by {{ColorRed|RED}}, and naturally not to the farm.]] }} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Wagon_Example_02.png|frame|none|{{ColorBlue|BLUE}} scores 14 points for the city and may immediately move the wagon to the road segment on the right. The wagon may not be moved to the completed road segment.]] }} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Wagon_Example_03.png|frame|none|The wagon is not allowed to move from one city to the other via the “small roads.”]] }} {{EndBlockList}} The feature into which the wagon is moved <ref> {{IconBook}} When moving a wagon to a new feature, the player '''can''' choose which tile to set it on. For example, if moving the wagon from a city to a road which so far consists of five tiles, the wagon can be placed on any of those tiles, not just the first tile that it gets to. For scoring this doesn't matter, but if a dragon or the plague happens to come by, the exact placement will make a big difference. </ref> must be incomplete and unoccupied. <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] version adds the following clarification: "A wagon always counts as though it were a follower during scoring." </ref> If none of the neighboring features are incomplete and unoccupied, the player must return the wagon to the supply. <ref> {{IconBook}} '''Question:''' 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 follower? '''Answer:''' The wagon can be deployed instead of a normal follower. If the city is immediately completed, then it’s scored (wagon or “normal” follower). After scoring, the wagon can be moved. All of that is possible in a single turn. [Wagon movement is not in place of deployment.] </ref> If several wagons are involved in scoring, then each player decides whether to retrieve or move his or her wagon, beginning with the player whose turn it is and continuing clockwise. {{BeginBlockList|width=900px}} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Wagon_Example_04.png|frame|none|{{ColorBlue|BLUE}} scores 2 points for the road and may immediately move the wagon into the incomplete city. The wagon may not be moved to the road segment occupied by {{ColorRed|RED}}, nor to the completed road segment.]]}} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Wagon_Example_05.png|frame|none|This is '''not''' a legal move for the wagon, as cities that have walls touching at a single point are '''not''' considered to be connected. Image from Carcassonne-Forum.]]}} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Wagon_Example_06.png|frame|none|With placement of the red-bordered tile, the wagon '''cannot''' move to the new city segment or either road segment on that tile, as it would have to pass through the crossing. To move to one of the roads, it would have to start from a road segment. A wagon can never be moved to or from a city through a crossing. Both “small roads” are illegal for follower placement. Thus, the only possible movement is to the road segment at the bottom of the image (assuming this isn’t claimed or completed). Image from Carcassonne Central.]]}} {{EndBlockList}} ==== Additional examples ==== If a wagon is placed in a city completed and scored, the wagon can only move to a road, if this road (uncompleted and unoccupied) is directly adjacent to this city (connected to the city walls through a gate). Since a farm is also an feature, there must be no farm between the road and the city. It does not matter where the wagon is placed within the completed and scored feature (e.g. city) before it moves. Features sharing a surface like an adjacent abbey or a cloister within a city can also be considered as a valid destination for the wagon. Moving the dragon depends entirely on feature adjacency, not on the initial position of the wagon within the feature completed and scored. Likewise, the wagon can move to any tile of the adjacent feature (the number of tiles the wagon moves is irrelevant). 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. The city is completed by the surrounding walls and the abbey. The city is adjacent to the several farms, an incomplete road, a short road, and an incomplete abbey. Additionally, there is also an incomplete cloister within the city. The wagon can move move to: * The incomplete road (any of its tiles) * The incomplete abbey * The incomplete cloister within the city The wagon cannot move to: * Any farm adjacent to the city * Any road not connected to the city through a gate * The short road connected to the city or any roads connected to it at the junction * The incomplete road connected to the abbey, since it is not connected directly to the city * The cloister with the completed road connected to the abbey * The incomplete city connected through short roads and a junction [[File:Abbey_And_Mayor_C1_Wagon_Additional_Example_01.png|frame|none|'''Example C1-1.''' The yellow border shows the perimeter of the city. <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to this road.</li> <li>{{CircularBox|2|lime}} The wagon can move to this abbey.</li> <li>{{CircularBox|3|lime}} The wagon can move to the cloister within the city.</li> <li>{{CircularBox|4|lightcoral}} The wagon cannot move to the short road ending at the completed city or to any road connected to it through the junction.</li> <li>{{CircularBox|5|lightcoral}} The wagon cannot connect to this city because it is connected through short roads and a junction to the completed city.</li> <li>{{CircularBox|6|lightcoral}} The wagon cannot move to this uncompleted road because it is connected to the abbey, not to the completed city.</li> <li>{{CircularBox|7|lightcoral}} The wagon cannot move to this road because it is completed and connected to the abbey, not to the completed city.</li> <li>{{CircularBox|8|lightcoral}} The wagon cannot move to this cloister because it is directly connected to the completed city; it is connected to a completed road leading to the abbey.</li> ]] ===== 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. The city is completed by the surrounding walls. The city is adjacent to the several farms and 3 roads. Two roads are completed, so the wagon can only move to the incomplete road at the top. The tile where the wagon is placed in the city does not affect the possible options. The result is always the same: an adjacent uncompleted unoccupied feature to the city. Likewise, if the wagon is moved to the incomplete road, it can be placed on any of its tiles. [[File:Abbey_And_Mayor_C1_Wagon_Additional_Example_02.png|frame|none|'''Example C1-2.''' The yellow border shows the perimeter of the city. <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to this road. It can be placed on any of its tiles.</li> <li>{{CircularBox|2|lightcoral}} These roads are connected to the city but they are completed.</li> <li>{{CircularBox|3|lightcoral}} This road does not border directly at the city wall because it starts at the junction.</li> <li>{{CircularBox|4|lightcoral}} This road does not border directly at the city wall because there is a farm between this road and the completed city.</li> <li>{{CircularBox|5|lightcoral}} This road does not border directly at the city wall because it starts at the junction and it is occupied.</li> <li>{{CircularBox|6|lightcoral}} This cloister is not directly adjacent to the completed city because there is a completed road between the cloister and the completed city.</li> <li>{{CircularBox|7|lightcoral}} This cloister is not directly adjacent to the completed city because it is surrounded by a farm.</li> ]] ===== 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. The wagon can move to an adjacent feature on any of the road's ends. The number of tiles the wagon moves is irrelevant. It is only important that the feature is directly adjacent to the completed road. [[File:Abbey_And_Mayor_C1_Wagon_Additional_Example_03.png|frame|none|'''Example C1-3.''' The yellow border shows the perimeter of the city. <ul> <li>{{CircularBox|0|cyan}} Tile just placed.</li> <li>{{CircularBox|1|lime}} The wagon can move to any tile of these directly adjacent roads, because they are uncompleted and unoccupied.</li> <li>{{CircularBox|2|lime}} The wagon can move to any of the tiles in the city because it is directly adjacent to the completed road (the city closes its left end), and it is uncompleted and unoccupied.</li> ]] <span id="barn"></span> === The Barn === {| style="float:right;text-align:center;" |- | {{Figure|name=Barn|variant=image|edition=C1}} |} ==== Preparation ==== Each player should start the game with a Barn of their chosen colour. ==== Place A Tile ==== There are no tiles specific to The Barn. ==== Deploy a follower ==== The barn may be placed instead of a follower. It may only be placed on the point of intersection of four land tiles, one of which has just been placed by the player. The four land tiles must '''only''' consist of fields at this intersection point. <ref> {{IconBook}} The barn '''cannot''' be placed in the City of Carcassonne. The barn cannot use a magic portal. </ref> <ref name="tower"/> <ref> {{IconBook}} The barn '''can''' be placed on a tile with a volcano. </ref> <ref> {{IconBook}} The fairy '''cannot''' be placed next to the barn, as the barn is not a follower. </ref> <ref> {{IconWorld}} The barn cannot be placed at an intersection with mist banks, since they separate fields. </ref> {{BeginBlockList|width=600px}} {{Block| [[File:Abbey_And_Mayor_C1_Figure_Barn_Example_01.png|frame|none|Correct placement of the barn]]}} {{Block|[[File:Abbey_And_Mayor_C1_Figure_Barn_Example_02.png|frame|none|The barn may not be placed on the righthand picture. The city at the bottom lies on the intersection point]]}} {{EndTileList}} The barn may also be placed on a farm on which there are already farmers, although not one on which there is already another barn. <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition omits this last sentence about other barns. </ref> The barn will remain where it is until the end of the game. <ref> {{IconBook}} The barn '''can''', however, be removed by a Festival tile. (12/2014) </ref> A barn cannot be removed by the dragon (from '''{{PrincessDragonLink|edition=C1|variant=long|logo=noborder}}'''), nor taken prisoner by a tower (from '''{{TowerLink|edition=C1|variant=long|logo=noborder}}'''). ==== Scoring ==== ===== Scoring when placing the barn ===== Any farmers already on the farm are scored immediately, in the same way as at the end of the game. <ref name="immediately"> {{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 farm 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> <ref> {{IconBook}} Placing of a barn, and the subsequent scoring of the farm, '''does''' count as an opportunity to remove a follower from Carcassonne. Now that farms can be scored at times other than at the end of the game, followers from the market can be moved to farms earlier in the game. That occurs immediately after the placement of the barn, and before the farmers are scored. [Joining of a farm containing a follower to a farm with a barn would logically be another opportunity – Chris O.] </ref> That is, the player or players with the '''majority''' of farmers score the usual '''3 points''' for every completed city. <ref> {{IconBook}} A besieged city '''does''' still score double points if it lies on a farm with a barn. </ref> It makes no difference whether the owner of the barn is involved in scoring or not. <ref> {{IconBook}} '''Question:''' If I place a barn on a farm on which another player has farmers, causing him/her to score while I score nothing, can I move a follower to Carcassonne? (While there is no immediate score to me now, the barn is certain to score at the end of the game). '''Answer:''' Yes, that’s allowed. Only immediately scored points matter. </ref> [[File:Abbey_And_Mayor_C1_Figure_Barn_Example_03.png|frame|none|The {{ColorBlue|BLUE}} barn is placed; {{ColorYellow|YELLOW}} scores 6 points for the two completed cities and returns the farmer to the supply.]] Then the players return the farmers to their supply. <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition adds that "the barn, however, remains". </ref> '''Summary for use with other expansions:'''<br /> If farmer '''majority''' –<br /> * 3 points per completed city adjacent to farm * 4 points per castle adjacent to farm * +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 ===== Scoring when a farm is connected ===== No farmer may be deployed to a farm with a barn. <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] version further clarifies this as follows: "There may only be one barn on each farm. Of course, connecting two farms, each with a barn, is quite legal." </ref> If the placement of a tile results in a farm with farmers being connected to a farm with a barn, the farmers are scored immediately. <ref name="immediately"/> <ref> {{IconBook}} Because this joining of farms is a scoring situation, a follower '''can''' be moved from Carcassonne to the farm with a barn. The farmer will be scored immediately, and so scores only 1 point per city and is (importantly) not on the farm during the final scoring proper. </ref> However, the player with the majority of farmers scores only '''1 point''' for every completed city (with a pig: '''2 points''' instead of 1). <ref> {{IconBook}} '''Question:''' May the pig be placed on a farm that was just connected to a farm with a barn, i.e. on the newly placed tile (immediately before scoring)? '''Answer:''' Yes, the pig may be placed in already occupied features [and, as above, the normal “move wood” phase still happens]. </ref> These farmers are then also returned to their owners after scoring. [[File:Abbey_And_Mayor_C1_Figure_Barn_Example_04.png|frame|none|Through the placement of the new tile, the {{ColorRed|RED}} farmer is connected with the farm belonging to the {{ColorBlue|BLUE}} barn. {{ColorRed|RED}} scores 2 points for the two completed cities and retrieves the farmer.]] '''Summary for use with other expansions:'''<br /> If farmer '''majority''' – <br /> * 1 point per completed city adjacent to farm * 2 points per castle adjacent to farm * +1 point per castle or completed city with pig * +1 point per castle or completed city with pig herd tile ===== Final Scoring ===== At the end of the game, the owner of a barn scores '''4 points''' for every completed city adjacent to the farm <ref> {{IconArrow}} The [[Rio_Grande_Games|'''RGG''']] edition adds "regardless of their distance from the barn". This is probably to help introduce players to 3rd edition scoring. </ref> and '''5 points''' for every castle adjacent to the farm. If several barns lie on a single farm through the placement of connecting tiles, each player receives the full score. The pig-herd tile (from '''{{RiverLink|edition=C1|version=II|logo=noborder}}''') does not generate any additional points for the barn. <ref> {{IconArrow}} The last sentence is new to the '''{{VariantsLink|version=BigBox2|logo=noborder}}''' and confirms an earlier FAQ. The statement is not in '''{{VariantsLink|version=BigBox3|logo=noborder}}''', presumably because '''{{RiverLink|edition=C1|version=II|logo=noborder}}''' is not included in this collection. </ref> <ref> {{IconHouse}} The pig-herd tile can score an extra point per city when there is a barn on the farm. </ref> == Domácí pravidla == * Wagons are only allowed to be used in cloisters (and shrines) if the tile also contains a road. This means that the wagon cannot be used in an abbey. (Thanks to dwhitworth) * 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) * The mayor cannot be captured by the tower. (Thanks to viberunner) * The wagon cannot be eaten by the dragon or captured by the tower. (Thanks to viberunner) * The wagon can be used in ‘non-roaded’ features. It can move from the abbey to a touching city or road (one move, one turn) but it cannot do so from a cloister that touches only a farm. (Thanks to viberunner) * 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) == Seznam kartiček == {{BeginTileList|width=600px|tiles=12}} {{Tile|image=Abbey_And_Mayor_C1_Tile_01.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_02.jpg|count=1|config={{Popis}}}} {{Tile|image=Abbey_And_Mayor_C1_Tile_03.jpg|count=1|config={{Popis}}}} {{Tile|image=Abbey_And_Mayor_C1_Tile_04.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_05.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_06.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_07.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_08.jpg|count=1|config=2× {{Cs|Tunel|edition=C1|variant=icon}} + {{Popis}}}} {{Tile|image=Abbey_And_Mayor_C1_Tile_09.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_10.jpg|count=1}} {{Tile|image=Abbey_And_Mayor_C1_Tile_11.jpg|count=1|config={{WellsLink|edition=C1|logo=noborder|text=''}}+ {{Popis}}}} {{Tile|image=Abbey_And_Mayor_C1_Tile_12.jpg|count=1|config={{Cs|Klášter|edition=C1|variant=icon}}}} {{EndTileList}} {{TileIllustrationscs|edition=C1|M=1|Well=1|tunel=1|popis=1}} <div style="margin-top: 2em"> {{BeginTileList|special=6}} {{Tile|image=Abbey_And_Mayor_C1_Tile_Abbey.jpg|count=6|config={{Feature|edition=C1|name=Abbey}}}} {{EndTileList}} </div> {{FootnoteIconPara}} [[Category:Vše]] [[Category:První edice]] [[Category:Velká rozšíření první edice]]