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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)
Base game variants
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:Ark of the Covenant
Category:Author - Bumsakalaka
Category:Author - Chmura
Category:Author - Christof Struck
Category:Author - Christoph Berger
Category:Author - Danka
Category:Author - Fritz Spinne
Category:Author - Frédérick Renaud
Category:Author - Hans-Dietrich Pester
Category:Author - invinitas
Category:Author - Jeffrey Putnam
Category:Author - Jonathan Warren
Category:Author - Jputt927
Category:Author - Mati
Category:Author - meepleater
Category:Author - MMike
Category:Author - Novelty
Category:Author - oldbonz
Category:Author - Oriol Comas i Coma
Category:Author - Petr Chytka
Category:Author - PresetM
Category:Author - Ratz65
Category:Author - Scott
Category:Author - smoula
Category:Author - Snearone
Category:Author - stalcupojoy
Category:Author - Steven De Potter
Category:Author - Trebuchet
Category:Author - wolnic
Category:Cardcassonne
Category:Discovery
Category:Editorial Content
Category:ExpansionLinks
Category:ExpansionNames
Category:Fan Expansions
Category:Gold Rush
Category:Hunters And Gatherers
Category:Hunters And Gatherers Classic
Category:Hunters And Gatherers v2
Category:Language strings
Category:Mists over Carcassonne
Category:My First Carcassonne
Category:New World
Category:Over Hill and Dale
Category:PageLinks
Category:Profiles
Category:Safari
Category:ScoringRow
Category:South Seas
Category:Spinoff
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
Category:Winter Edition
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:FAQ
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Template:FerriesLink
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Template:FruitBearingTreesLink
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Template:GermanCathedralsLink
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Template:GiftsLink
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Template:GingerbreadManLink
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Template:HungarianPromoLink
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Template:IconArrow
Template:IconBook
Template:IconCommunity
Template:IconDeprecated
Template:IconDerivation
Template:IconHouse
Template:IconPadlock
Template:IconWorld
Template:InnsCathedralsLink
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Template:InterimRule
Template:JapaneseBuildingsLink
Template:JapaneseBuildingsName
Template:KingRobberBaronLink
Template:KingRobberBaronName
Template:LabyrinthLink
Template:LabyrinthName
Template:LabyrinthsLink
Template:LabyrinthsName
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
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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:OverHillAndDaleLink
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Template:PorxadaLink
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Template:RiverLink
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Template:RobbersLink
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Template:RulesAction
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Template:RussianPromosLink
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Template:SafariLink
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Template:SchoolLink
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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
Template:ScoringRowRoadWitch
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:SoloLink
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Template:SpielDochPromoLink
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Template:SpinOffsLink
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Template:TradersBuildersLink
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Template:TunnelLink
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Template:UK2024PromoLink
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Template:UkrainePromoName
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Template:VariantsLink
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Template:VistasLink
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Template:WatchtowersLink
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Template:WellsLink
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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:WinterEditionGingerbreadManLink
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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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{{DISPLAYTITLE:基本版(第一版)}}<!--include here possible redirection -->{{UX |seotitle={{TextCarcassonne}} - {{TranslatedPageName}} |sortingtitle=Base game (1st edition) |image={{filepath:Box_BaseGame_C1_ZMG.png|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }}<languages />{{ChooseDesign|image=Base_Game_C1_Tile_10.jpg|otherimage=Base_Game_C3_Tile_O.png|otherimage2=Base_Game_C2_Tile_O.jpg|otherlink={{BaseGameLink|edition=C3|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} {| style="float:right;text-align:center;" |- | [[File:Box_BaseGame_C1_ZMG.png|frameless|right|200px]] | [[File:Box_BaseGame1_C1_RGG.png|frameless|right|200px]] |- ||Z-Man Games ||Rio Grande Games |} == 简介 == <div class="mw-translate-fuzzy"> [[File:Symbol_CarcassonneC.png|frame|right|游戏标志“C”]] 最初由'''[[{{Path|Hans im Glück}}|Hans im Glück]]'''(幸运汉斯,下文以HiG指代)于{{Year|2000}}年发行。 </div> Originally released by '''[[{{Path|Hans im Glück}}|Hans im Glück]]''' in {{Year|2000}} 游戏由Klaus-Jürgen Wrede(克劳斯-尤尔根·弗雷德)设计,支持2到5个玩家,建议年龄8岁以上。 <div class="mw-translate-fuzzy"> 法国南部城市卡卡颂因其独特的中世纪罗马式堡垒而闻名。玩家通过摆放地形板块来拓展卡卡颂城周围的道路、城市、修道院和农场,并在此过程中派遣盗贼、骑士、僧侣和农民来占据上述地形得分并取得胜利。 </div> == 内容 == * '''72块地形板块'''(其中一块背面为深色),正面的图像包括道路、城市和农场,以及修道院和交叉路口。 :[[File:Base_Game_C1_Tile_Types.png|368px|frame|none|<table> <tr> <td colspan="2" style="width:368px;">地形板块的内容:</td> </tr> <tr> <td> '''A.''' 起始板块的背面<br /> '''B.''' 修道院<br /> '''C.''' 城市的一部分 </td> <td> '''D.''' 农场的一部分<br /> '''E.''' 道路的一部分<br /> '''F.''' 路口</td> </tr> </table>]] <div class="mw-translate-fuzzy"> * '''40个下属:'''5种颜色,每种颜色8个下属(也称米宝,英文meeple的音译。meeple是my people的缩合,意为我的下属)。<ref>{{IconWorld}} 这一点在1号大盒 [[Variants#Big Box|Big Box]]、2号大盒 [[Variants#Big Box 2|Big Box 2]]、3号大盒 [[Variants#Big Box 3|Big Box 3]]和4号大盒 [[Variants#Big Box 4|Big Box 4]]的规则中都没有提到. 第6种米宝颜色,灰色,列在基本版里,而不是旅馆与主教堂扩展 [[Inns and Cathedrals (1st edition)|Inns and Cathedrals]]. 这是为了让规则读起来更加清晰。另外,5号大盒[[Variants#Big Box 5|Big Box 5]] 加入了紫色和粉色米宝,可以支持最多8个玩家。其他颜色的米宝也可以在网上买到。</ref>: 为了方便之后讲述扩展包的方便,我们把基本版里标准尺寸和形状的下属称作小人,以便与1号大扩展里的大人区分。详见旅馆与主教堂。 </div> :{| class="wikitable" |- style="height:5px;" | style="width:5px; border-right:0px; border-bottom:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"| | style="width:5px; border-left:0px; border-bottom:0px; padding:0;"| |- style="background-color:#ffffff; style="vertical-align:bottom;" | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| | style=" padding:0;"|[[File:Figure_Meeples_Base.png|x50px|center]] | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| |- style="vertical-align:top; text-align:center; font-size: 80%;" | style="width:1px; border-right:0px; border-top:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"|5种颜色的下属 | style="width:1px; border-left:0px; border-top:0px; padding:0;"| |} {{FAQ|title=问:感觉下属太少了,是我们玩得不对还是确实太少? |text=[[File:Base_Game_C1_Meeples_Footer_Note_2.png|frame|right|]]答:设计者特意设计了每个玩家8个小人,这样游戏过程中才会导致一定程度的短缺。本游戏的一个关键因素就在于合理地使用下属。 }} 每个下属可以被派遣为骑士、僧侣、盗贼或农民。每个玩家拿出一个小人放在记分板上计分用。 * '''一个记分板''',用来显示每个玩家的分数。 * '''一本规则'''和'''一张规则增补'''。 == Rules == === Overview === The players place the land tiles turn by turn. This leads to the growth of roads, cities, cloisters and farms, to which the players may deploy their followers in order to earn points. As points can be won during the game as well as at the end, the winner will only emerge during the final scoring. === Preparation === The starting tile is placed in the middle of the table. The remaining tiles are mixed and placed face-down on the table in several stacks, so that each player can access them easily. Tiles can also be placed into a sack or game box and drawn randomly. The scoreboard should be placed at the edge of the table if possible. [[File:Base_Game_C1_Scoreboard.png|frame|none|Scoreboard]] Each player chooses a color and receives the eight followers, placing one on the ‘0’ field of the scoreboard as a scoring marker. The remaining seven followers stay with the player for the moment, as his or her supply. The youngest player decides who starts the game.<ref>{{IconArrow}} This paragraph represents the current [[{{Path|Hans_im_Glück}}|'''HiG''']] rules. The [[{{Path|Rio_Grande_Games}}|'''RGG''']] rules state that the players decide among themselves who will be the starting player, and the [[{{Path|Z-Man Games}}|'''ZMG''']] rules mention both options.</ref> === Playing the game === Play progresses in a clockwise fashion. The player whose turn it is carries out the following actions '''in the order given''': # The player '''must''' draw one new '''land tile''' and place it. # The player '''may''' draw '''one follower''' from his or her supply and deploy it to the tile just placed. # If any roads, cities, or cloisters are '''completed''' through the placement of the tile, they '''must''' be '''scored''' now. Then it is the next player's turn. ==== 1. Place a tile ==== As their first action, the player '''must''' draw a tile from one of the stacks. The tile is then shown to the other players (so they can ‘advise’ the player about where to place it) and placed on the table. The player must take care to observe the following points: * At least one side of the new tile (with a {{ColorRed|red}} border in the examples below) must touch one or more tiles already in play. Corner-to-corner placement is not permitted. * Any city, road, and field segments must continue segments already in play. A newly placed land tile must fit the adjacent terrain on all edges. During placement it is not enough to look for only one side that fits. [[File:Base_Game_C1_Example_Note_9.jpg|frame|none|Illegal tile placement]] In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is removed from the game, and the player draws another. ==== 2. Deploy a follower ==== When the player has placed the tile, he or she '''may''' deploy a follower. In doing so the following points must be observed: * Only one follower may be deployed each turn. * The follower must come from the player's supply. * The follower may only be deployed to the tile just placed. * The player must decide which part of the tile the follower is deployed to as either: {{BeginTileList|nesting=1|width=700px}} {{StartBlock|width=118px}} [[File:Base_Game_C1_Deploy_Thief.png|frame|none|a '''thief''' on a road segment]] {{EndBlock}} {{StartBlock|width=118px}} [[File:Base_Game_C1_Deploy_Knight.png|frame|none|a '''knight''' in a city segment]] {{EndBlock}} {{StartBlock|width=118px}} [[File:Base_Game_C1_Deploy_Monk.png|frame|none|a '''monk''' on a cloister (monastery)]] {{EndBlock}} {{StartBlock|width=138px}} [[File:Base_Game_C1_Deploy_Farmer.png|frame|none|a '''farmer''' on one of those two field segments. Place farmer lying down!]] {{EndBlock}} {{EndTileList}} * There must be no other follower (not even one belonging to the same player) on the road, city, or field segments connected to the tile just placed. It does not matter how far away the follower is. The following two examples may help to explain: {{BeginTileList|nesting=1|width=900px}} {{StartBlock|width=313px}} [[File:Base_Game_C1_Example_Placing_Meeple_1.png|frame|none|{{ColorBlue|BLUE}} can only deploy a farmer: there is already a knight in the connecting city.]] {{EndBlock}} {{StartBlock|width=558px}} [[File:Base_Game_C1_Example_Placing_Meeple_2.png|frame|none|{{ColorBlue|BLUE}} can deploy the follower as a knight or a thief, or as a farmer on the small farm segment: the large farm is already occupied.]] {{EndBlock}} {{EndTileList}} If a player runs out of followers during the course of play, he or she may only place tiles. But don't panic: you can also get followers back. {{DottedFrameMessage|align=left|text= If you complete a previously unoccupied feature when placing a tile, you do not have to occupy it and earn the points. <ref> {{IconWorld}} If you complete an unoccupied feature, it is not mandatory for you to place a follower on it. If you place a follower and occupy the just completed feature, you will score points for it (and remove your follower right away). Otherwise, you will not receive points for the feature. </ref> You can close the city or road without it being occupied and (for example) deploy a farmer as long as the farm is unoccupied. The city does not necessarily require a knight to look after it. [[File:Base_Game_C1_Example_Note_12.jpg|frame|none|Earning points from a closed city]] }} If any feature was completed through the placement of the tile, it must now be scored. If not, the player’s turn is over, and it is the turn of the next player on the left. {{FAQ|title=We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. |text=[[File:Base_Game_C1_Example_Note_7.jpg|frame|right|]] 'Corner to corner' is not a connection. Segments can only be connected on the edges. In the example shown there are two cities at the moment. <br clear="all" /> }} {{FAQ|title=On cloister tiles, are we allowed to deploy a follower on the surrounding field segment? |text=[[File:Base_Game_C1_Example_Note_13.jpg|frame|right|]] Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.] <br clear="all" /> }} ==== 3. Score completed roads, cities or cloisters ==== ===== A completed road ===== A road is completed when the road segments on both sides end in a crossing, <ref> {{IconBook}} In the game there are crossings and junctions. But since all crossings have the same effect—namely, to bring a road to an end—it was decided to sacrifice the distinction between crossings and junctions (or T-crossings, or T-roads...?) in order to not unnecessarily complicate matters. [[File:Base_Game_C1_Example_Note_15.jpg|frame|none|Crossings and junctions]] </ref> a city segment, or a cloister, or when the road forms a closed circle. There is no limit to the number of road segments which can lie between these endings. A player who has a thief on this completed road scores as many points as the road is long, decided by counting the number of tiles. {{BeginTileList|width=700px}} {{StartBlock|width=205px}} [[File:Base_Game_C1_Example_Closed_Road_1.png|frame|none|{{ColorRed|RED}} scores 4 points]] {{EndBlock}} {{StartBlock|width=205px}} [[File:Base_Game_C1_Example_Closed_Road_2.png|frame|none|{{ColorRed|RED}} scores 3 points]] {{EndBlock}} {{EndTileList}} Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard). {{FAQ|title=Can a road end in nothing? |text=[[File:Base_Game_C1_Example_Note_16.jpg|frame|right|]] No, like all the usual land tiles, a road segment must continue to another road segment on all edges.<br clear="all" /> }} {{FAQ|title=How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere? |text=[[File:Base_Game_C1_Example_Note_17.jpg|frame|right|]] Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road.<br clear="all" /> }} ===== A completed city ===== A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city.<ref>{{IconArrow}} The [[{{Path|Rio_Grande_Games}}|'''RGG''']] edition states rather confusingly that “a city is complete when the city is completely surrounded by a city wall and there are no gaps in the wall.” Obviously, a city cannot be completely surrounded by a wall, and the wall have gaps at the same time. It is the city itself which cannot have gaps, as the [[{{Path|Hans_im_Glück}}|'''HiG''']] rules make clear.</ref> There is no limit to how many segments a city may contain. A player who has a knight in a completed city scores 2 points for every city segment. <ref>{{IconArrow}} Note that the so-called ‘small city’ rule is no longer used in any edition. This rule stated that a city of two segments—the smallest possible completed city— scored only 2 points, or 1 point per tile. Pennants in a small city also scored only 1 point each. However, small cities are now scored in the same way as every other city: that is, 2 points for every city segment, and 2 points per pennant.</ref> Every pennant (banner / shield symbol) scores an extra 2 points. Note that a pennant only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile). {{BeginTileList|width=700px}} {{StartBlock|width=107px}} [[File:Base_Game_C1_Example_Closed_City_1.png|frame|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]] {{EndBlock}} {{StartBlock|width=258px}} [[File:Base_Game_C1_Example_Closed_City_2.png|frame|{{ColorRed|RED}} scores 8 points (four city segments, no pennants)<br /><br />When both city segments on a tile are in a single city (marked with A), they only count as one segment.]] {{EndBlock}} {{EndTileList}} What happens if there are several followers on a completed road or in a completed city? Through the wily placement of land tiles it is quite possible for several thieves to be on a road, or for several knights to occupy a city. The points are then scored by the player with the most thieves or knights. In the case of a draw, all players involved score the full number of points. [[File:Base_Game_C1_Example_Closed_City_3.png|frame|none|The new tile joins the previously unconnected city segments, forming a single completed city. <br /><br />{{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10 points, as they both have one knight in the city—a draw!]] ===== A completed cloister (monastery) ===== A cloister is completed when it is surrounded by eight land tiles. The player who has a monk in the cloister immediately scores '''9 points—1 point for every land tile'''. [[File:Base_Game_C1_Example_Closed_Cloister_1.png|frame|none|{{ColorRed|RED}} scores 9 points]] ===== Returning followers to their owners ===== After a road, city, or cloister has been completed and scored – '''and only then''' – any thieves, knights, or monks involved are returned to their owner. '''From the next turn onwards''', the player can then use them again in whatever role he or she chooses. <br /> <hr /> It is possible to deploy a follower, score immediately, and have the follower returned, all in the same turn. In this case, you must use the following order: <ref> {{IconBook}} Note in the box that features are considered to be complete as soon as the tile is placed, although follower placement and scoring only occur afterwards. This is important when playing with '''{{FlyingMachinesLink|edition=C1|variant=long|logo=noborder}}'''. </ref> # Complete a road, city or cloister with the new tile. # Deploy a thief, knight or monk. # Score the completed road, city or cloister. # Return the thief, knight or monk to your supply. {{BeginTileList|nesting=1|width=800px}} {{StartBlock|width=253px}} [[File:Base_Game_C1_Example_Closed_Feature_1.png|frame|none|{{ColorRed|RED}} scores 4 points]] {{EndBlock}} {{StartBlock|width=375px}} [[File:Base_Game_C1_Example_Closed_Feature_2.png|frame|none|{{ColorRed|RED}} scores 3 points]] {{EndBlock}} {{EndTileList}} <hr /> <br /> {{FAQ|title=If a player draws a tile with two city segments and completes a small city, earning 4 points, can he or she then deploy a follower to a new city segment in the same turn? |text=[[File:Base_Game_C1_Example_Note_14.jpg|frame|right|]] A player may only deploy one follower per turn, and that follower may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed. }} ===== Farms ===== Several connected field segments form a farm. Farms and field segments are not scored during the game. They serve only as places to deploy farmers; the owner of the farm only scores points at the end of the game. As such, '''farmers remain on the farm for the duration of the game and are never returned to their owner!''' <ref> {{IconBook}} Okay, “never” is a long time. In reality, some special mechanics in some expansions ('''{{FestivalLink|edition=C1|logo=noborder}}''' tiles, '''{{PrincessDragonLink|edition=C1|logo=noborder}}''', etc.) do allow return of farmers to their owners. (12/2014) </ref> In order to make that clear, the farmers should be laid on their backs. Farms are separated from each other by roads, cities and the edge of the playing field – this is important during the final scoring. <ref> {{IconBook}} In determining farm size, farms can be limited by all kinds of barriers, for example, roads, cities, or rivers which cannot be circumvented, or the edge of the playing field. It can certainly happen that a farm covers almost the entire playing field, and there will likely be farms that remain open for the entire game. [[File:Base_Game_C1_Example_Note_23.jpg|frame|none|Farms limits]]</ref> <ref>{{IconBook}} River segments also separate farms. (08/2014) </ref> {{BeginTileList|width=850px}} {{StartBlock|width=402px}} [[File:Base_Game_C1_Example_Farm_1.png|frame|none|All three farmers are on their own farms. The road segment and the city separate the farms from each other.]] {{EndBlock}} {{StartBlock|width=402px}} [[File:Base_Game_C1_Example_Farm_2.png|frame|none|After the placement of the new tile, the farms of the three farmers are joined to form one. <br /><br /> '''Be careful:''' The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.]] {{EndBlock}} {{EndTileList}} ===== The scoreboard ===== Any points scored should be recorded on the scoreboard immediately. The board is a track of fifty fields that can be lapped many times. When the field "'''0'''" is reached or passed the player takes a point tile (from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''') and places it in plain view of all other players, with the number "'''50'''" face up. In this way it is clear to all that the player has already scored 50 points or more <ref>{{IconWorld}} The graphic here suggests that it might also be a good idea to lie the follower being used as a scoring marker flat on the scoreboard as the "50" is passed.</ref> If the player reaches or passes the field "'''0'''" again, they should turn the point tile over so that the number "'''100'''" is face up. It is quite possible that the player might lap the circuit a third time: then he or she should take another point tile and display it next to the first, the "'''50'''" face up.<ref>{{IconArrow}} This is the first real difference to previously published editions, now having its own section and a description of point tiles, which were previously considered to be a part of the '''{{InnsCathedralsLink|edition=C1|logo=noborder}}'''.</ref> [[File:Base_Game_C1_Example_Scoreboard.png|frame|none|"50"/"100" tiles and a scoring marker after 50 points.]] {{DottedFrameMessage|align=left|text= '''Note:''' When two followers of one color are occupying a road, city, or farm, you DO NOT score double in these cases. The number of followers (or in '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''' the size of the followers) has no effect on the points that a player earns from a road, city, cloister, or farm. Two knights do not double the points. The number of followers is only important in establishing who has the majority. [[File:Base_Game_C1_Example_Note_21.jpg|frame|none|Scoring when two followers are in the same city]] }} === The End of the Game === The game ends at the end of the turn in which the last land tile is placed.<ref>{{IconArrow}} Note that, according to the [[{{Path|Rio_Grande_Games}}|'''RGG''']] '''{{VariantsLink|version=BigBox3|logo=noborder}}''' rules, the last land tile placed could be an Abbey tile. According to these most recent rules, “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.” This is a reversal of a previous FAQ, which used the statement, “The game is over when the last face-down land tile has been played.” This older statement was to specifically prevent players from placing any abbey tiles which they may still have in their hand after the last ‘normal’ land tile (from the stack, the bag, or the dispenser) had been played.</ref> Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the final scoring. ==== Final Scoring ==== ===== Scoring incomplete roads, cities and cloisters ===== The first things to be scored during the final scoring are the '''incomplete''' roads, cities and cloisters. For every incomplete road, city and cloister the owner scores '''1 point for every tile'''. '''Pennants also now score only 1 point'''. As soon as the feature in question has been scored, the followers involved are removed. [[File:Base_Game_C1_Example_Final_Scoring_1.jpg|frame|none| {{ColorRed|RED}} scores 3 points for the incomplete road. {{ColorYellow|YELLOW}} scores 5 points for the incomplete cloister. {{ColorBlue|BLUE}} scores 3 points for the incomplete city on the bottom right. {{ColorGreen|GREEN}} scores 8 points for the large incomplete city. {{ColorBlack|BLACK}} scores nothing, since {{ColorGreen|GREEN}} has more knights in the city.]] {{FAQ|title=Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighboring tile (e.g. 5), or is an incomplete cloister worth only 1 point? |text=[[File:Base_Game_C1_Example_Note_29.jpg|frame|right|]]During the final scoring, roads earn exactly as much as during the game, that is, 1 point per tile that the road occupies. In the example shown, {{ColorBlue|BLUE}} earns four points at the end of the game. The only exception in the final scoring is a road with an inn from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''', which earns no points whatsoever at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighboring tile. When there are five tiles surrounding the cloister it earns 6 in total.}} ===== Scoring farms ===== Only the farmers and their farms are left, and these will be scored now. The owner of each farm should be established. If several players have farmers on a given farm, then the player with the most farmers is the owner. In the case of a draw, all the players with the most farmers are considered to be owners. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. A bordering city is one that has a wall bordering the farm; a single point of contact at the corner of a tile is not sufficient. If a city borders more than one farm, the owner(s) of each farm score(s) 3 points for the city. <ref>{{IconArrow}} This describes what is known as the "third edition" method of scoring farms, the method currently accepted by all publishers. </ref> <ref> {{IconBook}} '''Question:''' What are the differences to the rules of the first edition, when Carcassonne won Game of the Year? '''Answer:''' The scoring of farms was not from the perspective of the farms themselves, as it is now, but rather from the perspective of the cities. For every city, you had to check how many farmers of each color were adjacent to it, irrespective of from which side. The player with the majority of adjacent farmers supplying a city would earn four points for it. Each city would as such only be scored once, and therefore earned more points. According to the old rules, {{ColorBlue|BLUE}} would be the only one to score points, since two of his or her farmers are supplying the cities, even though they are on different farms. {{ColorYellow|YELLOW}} has only one farmer adjacent to the city and goes home without anything. According to the new rules, both farmers earn points; and following the most recent rule changes, {{ColorBlue|BLUE}} even earns points twice. [[File:Base_Game_C1_Example_Note_33.jpg|frame|none|Scoring farms - differences between editions]] </ref> {{BeginTileList|width=800px}} {{StartBlock|width=342px}} [[File:Base_Game_C1_Example_Final_Scoring_2.jpg|frame|{{ColorBlue|BLUE}} scores 9 points.]] {{EndBlock}} {{StartBlock|width=351px}} [[File:Base_Game_C1_Example_Final_Scoring_3.jpg|frame|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]] {{EndBlock}} {{EndTileList}} [[File:Tiles_are_placed.png]] The numbered boxes indicate the order in which the tiles were placed. {{BeginTileList|width=800px}} {{StartBlock|width=288px}} [[File:Base_Game_C1_Example_Final_Scoring_4.jpg|frame|Having the majority of farmers, {{ColorRed|RED}} owns the large farm, and scores 6 points: 3 each for the cities A and B. {{ColorBlue|BLUE}} owns the small farm, scoring 3 points for city A.]] {{EndBlock}} {{StartBlock|width=288px}} [[File:Base_Game_C1_Example_Final_Scoring_5.jpg|frame|On the large farm {{ColorRed|RED}} and {{ColorYellow|YELLOW}} both have two farmers, and so both score 6 points: 3 each for the cities A and B. {{ColorBlue|BLUE}} owns the small farm, scoring 3 points for city A.]] {{EndBlock}} {{EndTileList}} Every farm scores the bordering cities in the same way. When this has been done, the game is over. The player with the most points wins.<ref>{{IconArrow}} The [[{{Path|Hans_im_Glück}}|'''HiG''']] rules do not have any instructions regarding what to do in case of a tie. The [[{{Path|Rio_Grande_Games}}|'''RGG''']] rules state that tied players “rejoice in their shared victory.” The [[{{Path|Z-Man Games}}|'''ZMG''']] rules state, “In case of a tie, play another game to determine the winner!”</ref> {{FAQ|title=It is unclear whether incomplete farms earn points during the final scoring. |text=[[File:Base_Game_C1_Example_Note_30.jpg|frame|right|]]It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well.}} {{FAQ|title=At the end of the game, do we score farms which are completely closed off by roads, but which don't have any adjacent cities? If so, how? |text=[[File:Base_Game_C1_Example_Note_31.jpg|frame|right|]]Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm. All this is of course highly frustrating and cries out for revenge! }} ==== Example of farmer scoring ==== Here is a more detailed example of how farmers and their farms are scored. [[File:Base_Game_C1_Example_Farmer_Scoring_1.jpg|frame|none|'''Be careful with the edges of the farm:''' farms are separated from each other by roads, cities (if they don’t lie within the farm) and the edge of the playing field. <br /><br /> * '''Farm 1:''' {{ColorBlue|BLUE}} owns farm 1. Two completed cities (A and B) border the farm. For each completed city {{ColorBlue|BLUE}} scores 3 points (irrespective of their size), or a total of 6 points. <br /><br /> * '''Farm 2:''' {{ColorRed|RED}} and {{ColorBlue|BLUE}} own farm 2. There are three completed cities (A, B and C) bordering or lying within this farm. {{ColorRed|RED}} and {{ColorBlue|BLUE}} therefore score 9 points each. <br /><br /> Notice that cities A and B score points for {{ColorBlue|BLUE}} on farm 1 as well as {{ColorRed|RED}} and {{ColorBlue|BLUE}} on farm 2, since these cities border both farms. The city on the bottom left is incomplete, and so generates no points. <br /><br /> * '''Farm 3:''' {{ColorYellow|YELLOW}} owns farm 3, since {{ColorYellow|YELLOW}} has more farmers on it than {{ColorBlack|BLACK}}. There are four completed cities bordering or lying within farm 3, so {{ColorYellow|YELLOW}} scores 12 points.]] === Variants === There are a number of '''[[Base game variants|variants for the base game]]''', which modify or redefine the rules of the game to achieve different effects. In the early years of the game, expansions were not so common and many fans started to explore alternative rules to exploit the game's potential. '''[[Hans im Glück|HiG]]''' noticed and posted many of these variants on their website for several years. You can find more information about these variants '''[[Base game variants|here]]'''. === House Rules === * The players decide who starts the game by any method they choose—such as by rolling three followers. The first player to ‘roll’ a standing follower decides who plays first. (Thanks to Joff.) * To determine the first player; each player draws a tile from the bag, the player that drew the tile with the most roads (0 to 4) plays first, if there is a tie for most roads, a draw-off takes place. This is repeated until someone wins. (Thanks to michael.) * Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis. * Play with a three-tile hand. The abbey counts as part of your hand. Play your turn, including the builder, and then draw back up to three tiles. These tiles could be visible to all or hidden to the other players (Thanks to DavidP and youtch.) * When playing with a bag for the tiles, the original starting tile may be put into the bag, and unplayable tiles can be put back into the bag rather than set to one side. (Thanks to dwhitworth.) * Trees (bushes) on roads do not end the road—only houses do (when the road forks). This makes road building a lot more dynamic. (Thanks to Tobias.) * When a tile is the only tile which can currently complete a structure, other players can offer to ‘buy’ it by offering points, trades counter, abbey, and so on. (Thanks to Deatheux.) * If you place a tile that fills a hole in the playing field by touching something on all four adjacent sides, you get another turn. This helps motivate people to finish the board even if they do not get an advantage from the placement. (Does not apply to the abbey tile). (Thanks to viberunner.) * Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.) * The edge of the table limits the playing area. Thus, a player may not place a tile past the edge of the table or move the playing area to place a tile that would have been past the edge of the table. (Thanks to metoth for prompting this one, and to SkullOne for pointing out that this is an official rule from Hunters and Gatherers.) * Table borders COMPLETE features as an abbey would. (Thanks to PreGy.) * Use colored dice instead of meeples on the scoring track. Start out with the 6 showing on top. When the marker completes one lap, turn it to the number 1 to indicate it has completed one lap. This shows at a glance which player is on what lap and who's ahead. On the 100 space track it’s even easier to determine someone’s score at a glance. (Thanks to Carcking.) === <span id="Use of a Table"></span>Use of a Table === A number of questions have been asked about rules related to the play area itself, including what happens when the edge of the area is reached, or if a table has to be used for play. The following clarifications are from Georg Wild from [[{{Path|Hans_im_Glück}}|'''HiG''']] (5/2013): * The edge of the table is the limit for the game if, as stated in the rules, a table is used. * The rules state that the starting tile is placed in the middle of the table. If all of the tiles are shifted to allow more room, the starting tile would no longer be in the middle. So in principle, total shifting of the tiles is not allowed. Additionally, with a manual shift of all of the tiles, the tiles and figures on the field can slip, which could lead to incorrect positioning of tiles or figures. * Addition of a second table is possible if one of an appropriate height is added to the first table. If a table is extended (as with an additional panel), make sure that the tiles and figures on the playing field do not slip. * Playing on the floor: The rules technically do not allow this, because the rules state that the first tile is placed in the middle of the table. Playing on the floor is not forbidden, however, if use of a table is not feasible. If the floor is used, tiles must be placed so all tiles are visible to all players. Tiles cannot be placed under the sofa, cabinet/shelf, etc. * It is important generally, that all the players in the round agree how to play: ** Table - Standard ** Table - with "total shifting" of tiles ** Table - with extension ** Floor * Continue to play fairly and not intentionally unfair to other players. == Tile Distribution == {{BeginTileList|width=700px|tiles=72 <ref> {{IconArrow}} '''{{VariantsLink|version=BigBox5|logo=noborder}}''' actually includes these 72 tiles with standard backs as well as a separate starter tile. Thus, there is effectively an extra tile with a city cap and a horizontal road (CRFR, see Consolidated Tile Reference) in the '''{{VariantsLink|version=BigBox5|logo=noborder}}''' base set. </ref>}} {{Tile|image=Base_Game_C1_Tile_01.jpg|count=1|config= }} {{Tile|image=Base_Game_C1_Tile_02.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_03.jpg|count=1}} {{Tile|image=Base_Game_C1_Tile_04.jpg|count=2|config= }} {{Tile|image=Base_Game_C1_Tile_05.jpg|count=1}} {{Tile|image=Base_Game_C1_Tile_06.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_07.jpg|count=2|config= }} {{Tile|image=Base_Game_C1_Tile_08.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_09.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_10.jpg|count=2|config= }} {{Tile|image=Base_Game_C1_Tile_11.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_12.jpg|count=2}} {{Tile|image=Base_Game_C1_Tile_13.jpg|count=1|config= }} {{Tile|image=Base_Game_C1_Tile_14.jpg|count=5}} {{Tile|image=Base_Game_C1_Tile_15.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_16.jpg|count=4|config=({{TextS}})}} {{Tile|image=Base_Game_C1_Tile_17.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_18.jpg|count=3}} {{Tile|image=Base_Game_C1_Tile_19.jpg|count=4|config={{Feature|edition=C1|name=Monastery}}}} {{Tile|image=Base_Game_C1_Tile_20.jpg|count=2|config={{Feature|edition=C1|name=Monastery}}}} {{Tile|image=Base_Game_C1_Tile_21.jpg|count=9}} {{Tile|image=Base_Game_C1_Tile_22.jpg|count=8}} {{Tile|image=Base_Game_C1_Tile_23.jpg|count=4}} {{Tile|image=Base_Game_C1_Tile_24.jpg|count=1}} {{EndTileList}} {{TileIllustrations|edition=C1|S=1}} {{FootnoteIconPara}} [[Category:Completed]] [[Category:First Edition]]
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