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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:Mosty a hrady (původní edice)}}__NOINDEX__{{UX |seotitle={{TranslatedPageName}} - Carcassonne - Česká komentovaná pravidla |sortingtitle=Mosty a hrady (puvodni edice) |image={{filepath:Box_BCB_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=Bridges_Castles_Bazaars_C1_Tile_05.jpg|otherimage=Bridges_Castles_Bazaars_C2_Tile_B.jpg|otherlink={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} <div class="toclimit-5"> {| style="float:right;text-align:center;" |- | [[File:Box_BCB_C1_CZ.png|frameless|right|200px]]<br/>Mindok |} __TOC__ </div> {{FrameMessage|align=center|text=''Krajina v okolí města Carcassonne se dále rozvíjí. Cesty se prodlužují a přes komplikovaná místa v krajině se klenou mosty. Po cestách ze vzdálených zemí přicházejí obchodníci, kteří v krajině rozkládají bazary se vzácným zbožím. V okolí cest navíc vyrůstají hrady, které dohlíží na bezpečnost všech pocestných.'' }} == General info and comments == {{Symbolcs|image={{BridgesCastlesBazaarsLink|edition=C1|logo=name}}|text=rozšíření}} {{Hra|příprava=ano |rozšíření='''{{BridgesCastlesBazaarsLink|edition=C1|logo=noborder}}''' |edice=C1 |překlad=ano |vydavatel=mindok |rok=2010 |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).}} This is the eighth major expansion for {{BaseGameLink|logo=hide|edition=C1|text={{TextCarcassonne}}}} and introduces some new aspects to the game. New features/things are: * Bridges * Castles * Bazaars A Carcassonne expansion is not really a {{BaseGameLink|logo=hide|edition=C1|text={{TextCarcassonne}}}} expansion when there are no new tiles, so in the box you also find 12 tiles that represent city segments, road segments and cloisters in new configurations plus the addition of bazaars which will help create much more than a beautiful landscape. == Herní materiál == * '''12 kartiček krajiny''' z toho '''8 kartiček s bazarem''' {{Imagecs|nesting=1|image={{Feature|name=Bazaar|variant=imagename|edition=C1}}|link=#bazaars|text=bazar}} * '''12 žetonů hradů''' : {{Piece|name=CastleToken|edition=C1|variant=image}} * '''12 dřevěných mostů''' : {{Piece|name=Bridge|edition=C1|variant=image}} == Pravidla == === Příprava hry === The '''twelve new land tiles''' should be mixed with those of the basic game. Over the course of play they will be drawn and placed according to the usual rules. Every player receives '''bridges''' and '''castles''' as follows, depending on the number of players: * With '''two to four''' players, each receives three bridges and three castles * With '''five or six''' players, each receives two bridges and two castles All the rules for {{BaseGameLink|logo=hide|edition=C1|text={{TextCarcassonne}}}} remain the same, except for the following additions. === Placing a tile === The players draw and place tiles according to the usual rules. <ref> {{IconBook}} The yellow ground of a bazaar ends a road. This is slightly different from crossings or bushes, as the wagon cannot cross a bazaar to the other side, since it is a feature. (modified 10/2013) </ref> <span id="bazaars"></span> === The Bazaar === [[File:Feature_Bazaar_C1.png|thumb|right|100px|A Bazaar]] When a tile with a bazaar on it is drawn, the player should place it as usual (including placing a follower, scoring, and even not placing it if there is no place for it). <ref> {{IconArrow}} The portion in parentheses is specific to the [[Rio Grande Games|'''RGG''']] edition and serves to clarify that the bazaar action occurs at the end of the turn, after scoring, not immediately after tile placement. </ref> <ref> {{IconBook}} The bazaar takes place '''after''' the tile is drawn and placed. Thus, if the tile cannot be placed and is discarded, the bazaar will '''not''' occur. (10/2014) </ref> Then a '''bazaar''' will take place, in which land tiles will be ‘auctioned’. The active player uncovers as many land tiles as there are players. Then the '''next player''' selects one of the tiles and declares how many points he or she would bid to keep it (it is possible to offer 0 points!). In the usual order, the rest of the players may make '''one''' bid: either they raise the current bid, or they pass. When all players have either made a bid or passed, the player who selected the tile must make a decision, either: * to '''buy''' the tile from the highest bidder, paying them the number of points bid, '''or''' * to '''sell''' the tile to the highest bidder, receiving the points bid from them in return. As such, the score of one player will be reduced on the scoreboard, and the score of another increased. If the player who selected the tile is the only one who made a bid, then the points should be subtracted from his or her score, but not awarded to anyone else. Players may bid more than they have and move their markers behind 0 on the scoring board. In this case they can place the marker on its side to show it is negative. <ref> {{IconArrow}} The [[Hans im Glück|'''HiG''']] edition of '''{{VariantsLink|version=BigBox3|logo=noborder}}''' rewords this sentence to state “At the very beginning of the game, it is possible for a player to have fewer than 0 points through an auction.” </ref> <ref> {{IconArrow}} The [[Z-Man Games|'''ZMG''']] edition states that “a player may not bid more points than he has,” which is a significant departure from the original rule. (5/2014) </ref> It is then the turn of the next player who has not received a tile during this bazaar. <ref> {{IconArrow}} The [[Rio Grande Games|'''RGG''']] edition of '''{{VariantsLink|version=BigBox3|logo=noborder}}''' adds, “it could be the same player if he did not buy the tile he chose.” </ref> Anyone who has already received a tile may no longer take part in the bidding. The last tile may be taken without payment by the remaining player who has not received a tile. After all the tiles have been auctioned, all players place their purchased tiles as in a normal turn. <ref> {{IconBook}} This would allow a player placing a purchased tile onto a city with a builder to draw another tile before others play their auction tiles, as a "double turn" is part of a normal turn. </ref> This begins with the player after the active player. [[File:BCB C1 bazaar turnOrder.png|frame|none|Example with three players: <br /> {{ColorRed|RED}} draws a tile with a bazaar. She places and deploys a follower to it. Then she uncovers three tiles. <ul> <li>{{ColorBlue|BLUE}} is next in the order of play, selects a tile and bids 2 points for it. {{ColorGreen|GREEN}} passes, while {{ColorRed|RED}} bids 3 points. {{ColorBlue|BLUE}} (the auctioneer) wants to keep the tile, so pays {{ColorRed|RED}} (the highest bidder) the 3 points; that is, {{ColorBlue|BLUE}} reduces her score by 3 and increases that of {{ColorRed|RED}} by 3. </li> <li>Now {{ColorGreen|GREEN}} selects a tile and bids 2 points for it. {{ColorRed|RED}} bids 3 points, and {{ColorBlue|BLUE}} cannot bid. {{ColorGreen|GREEN}} gives him the tile and receives 3 points.{{ColorRed|RED’s}} score decreases by 3. </li> <li>There is now only one tile left, which {{ColorGreen|GREEN}} receives for free. </li> </ul> Beginning with {{ColorBlue|BLUE}}, all players place their purchased tiles as in a normal turn.]] '''Too few tiles:''' If a player places a bazaar and there are not enough face-down tiles for all players, no tile auction occurs. The players ignore the bazaar on the tile and the tile is played as normal. <ref> {{IconArrow}} This rule is found only in the [[Rio Grande Games|'''RGG''']] edition of '''{{VariantsLink|version=BigBox3|logo=noborder}}'''. </ref> '''No chain reaction:''' If, through the placement of a bazaar tile, another bazaar tile is purchased and placed, no further tiles should be uncovered and auctioned. Only when all the uncovered tiles have been allocated and placed can another bazaar take place. <ref> {{IconWorld}} Note that a purchased bazaar tile '''will not''' trigger an auction, but any drawn bazaar tile '''will''' trigger an auction. Nonetheless, as discussed in the [[#Q And A|Q&A clarification]], the auction may not happen immediately if the drawing of the tile occurred during a builder-turn during a bazaar round. </ref> '''Variation:''' As many tiles should be uncovered as there are players. Beginning with the next player, in turn each player selects one of the tiles and places it as in a normal turn. This continues until all the uncovered tiles have been allocated, and then the game continues as normal. <ref> {{IconArrow}} The [[Rio Grande Games|'''RGG''']] edition of '''{{VariantsLink|version=BigBox3|logo=noborder}}''' adds, “Thus, each player places one tile for no cost - thus, no auction!” </ref> <ref> {{IconArrow}} The [[Z-Man Games|'''ZMG''']] edition states that the variant rule should be used if a bazaar tile is drawn and all players have 0 points (as the [[Z-Man Games|'''ZMG''']] rules do not allow negative scores). (5/2014) </ref> <div id="Q And A"></div> {{FAQ|width=600px|title= What is the order of events if the bazaar tile extends a feature with a builder? |text=[[File:Bridges_Castles_Bazaars_C1_Bazaar_QA.png|right|]] If you draw a bazaar tile and can perform your builder-turn, first take the appropriate number of face-down tiles and perform the bazaar and the auction. Then a new round with a special property starts – each player has an open and known tile instead of drawing an unknown tile, and you cannot place your abbey as your first tile. If you placed your auctioned tile and you can perform a builder-turn, you can choose to place your abbey or draw a new unknown tile. If any player draws a new bazaar tile [for his or her builder-turn], it will be ignored until the last player who has an auctioned tile finishes his turn (including his builder-turn, if possible). Any pending delayed bazaars will take place now in turn. Once the bazaar rounds are finished, you perform your builder-turn. <ref> {{IconArrow}} There is another version of this rule that states that you perform your builder-turn '''before''' the bazaar. This discrepancy (originated from the mistranslation of a clarification from 5/2013) was considered a valid alternative by HiG as it doesn't change the game much. The rationale behind the original rule is that the bazaar is an action derived from the tile placed in the first part of the double turn, so it should be resolved before the builder-turn is carried out. (08/2016)<br/> {{IconWorld}} This variant, described in the CAR and implemented by [[JCloisterZone|JCloisterZone]] as of 12/2018, may seem more intuitive to some players. It considers the events in the following order: * Draw bazaar and perform first part of your double turn. * '''** // Start pending bazaars // **''' * Draw the tiles (still face-down) * '''( Start delaying any new bazaars )''' * Perform your builder-turn (second part of your double turn) * Turn tiles face-up and perform the auction ** 1st Player with auctioned tile (if a bazaar tile, no bazaar is triggered) ** 1st player’s builder-turn, if applicable ** Next player with auctioned tile (if a bazaar tile, no bazaar is triggered) ** Next player’s builder-turn, if applicable ** ... ** Last player with auctioned tile (if a bazaar tile, no bazaar is triggered) ** Last player’s builder-turn, if applicable * '''( Stop delaying any new bazaars )''' * Player who drew and placed a new bazaar in his/her builder turn (pending delayed bazaar) * '''** Back to // Start pending bazaars // until no pending delayed bazaars **''' </ref> <br /><br /> '''In other words''': * Draw bazaar and perform first part of your double turn. * '''** // Start pending bazaars // **''' * Draw the tiles (still face-down) * Turn tiles face-up and perform the auction * '''( Start delaying any new bazaars )''' ** 1st Player with auctioned tile (if a bazaar tile, no bazaar is triggered) ** 1st player’s builder-turn, if applicable ** Next player with auctioned tile (if a bazaar tile, no bazaar is triggered) ** Next player’s builder-turn, if applicable ** ... ** Last player with auctioned tile (if a bazaar tile, no bazaar is triggered) ** Last player’s builder-turn, if applicable * '''( Stop delaying any new bazaars )''' * Player who drew and placed a new bazaar in his/her builder turn (pending delayed bazaar) * '''** Back to // Start pending bazaars // until no pending delayed bazaars **''' * Perform your builder-turn (second part of your double turn) }} </div> <span id="bridges"></span> {{HeadingStrip|heading=3|title=Bridges|icon={{Piece|name=Bridge|size=x75px|variant=image|edition=C1}}}} During his or her turn, <ref> {{IconWorld}} Of particular note here is that a specific part of the turn for bridge placement is not specified. Obviously one must be placed immediately after tile placement if the tile placement would otherwise be illegal, and a bridge must be placed before a follower if the follower is to be placed on the bridge. However, one could envision a situation where the bridge is not needed for tile placement (e.g. a straightforward attachment on 1 edge) but for strategic reasons the player later in the turn opts to place a bridge on that tile (or even the adjacent one) such that the bridge ends are on tile edges that do not touch other tiles. </ref> and in addition to placing a tile and deploying a follower, a player '''may''' build '''one bridge'''. <ref> {{IconBook}} Note the use of the word “may” in the statement. A player is '''not''' required to use a bridge to place a tile, even if that tile would otherwise have to be discarded. The player has the choice to use the bridge to place the tile '''or''' just discard the tile. (10/2014) </ref> The bridge continues a road; that is, it carries the road over the tiles and counts exactly the same as a road segment on a land tile. <ref> {{IconBook}} As with normal roads, each end of the bridge must continue a road segment (or bridge) already in play or must be adjacent to an empty place for a tile. (12/2014) </ref> <ref> {{IconWorld}} As the bridge is counted just like a printed road segment, any completed road that includes a bridge and a printed road segment on the same tile still only scores 1 point for the tile. (2/2014) </ref> To build a bridge, the following conditions must be met: * The bridge may be built on '''the tile which was just placed''', or on '''an adjacent tile''' which touches it on one side. * '''Both ends''' of the bridge must lie on a '''field''' (not on a city, road, river, or so on). A player may also place the tile so that a road ends at a farm when he or she then continues the road with a bridge. A follower may be deployed to the tile; if the bridge is built on the tile being placed, the follower may be deployed to the bridge. <ref> {{IconWorld}} It is clear from this that the bridge is generally built before deploying a follower. </ref> Farms or cities under a bridge are not divided. Also, several bridges may be built next to each other. <ref> {{IconBook}} One tile cannot have 2 bridges running perpendicular to each other. The rules state that the bridge must lie on a field, and if bridges are stacked, one end of the top bridge will not touch the field. </ref> <ref> {{IconBook}} A bridge that would potentially span a tower foundation '''does not''' prevent the growth of that tower, and that a tower that was already present '''does not''' prevent bridge placement. If the two structures would interfere with each other, the tower pieces can be moved so that they are no longer on the tower foundation symbol. Both structures can then be placed without conflict. (11/2013) </ref> {{BeginBlockList|width=800px}} {{Block| [[File:BCB C1 Bridge ex1.png|frame|none| Building a bridge on the tile being placed: {{ColorRed|RED}} expands her city. As the new tile has no road segments, she builds a bridge to carry the road over the new city segment. ]] }} {{Block| [[File:BCB C1 Bridge ex4.png|frame|none| Next turn: {{ColorBlue|BLUE}} completes his road and receives 3 points (like a normal road segment, the bridge scores 1 point) ]] }} {{Block| [[File:BCB C1 Bridge ex2.png|frame|none| Building a bridge on a tile adjacent to the tile being placed: {{ColorRed|RED}} places a tile and occupies the road. With a bridge she carries the road over the city segment on the adjacent tile. ]] }} {{Block| [[File:BCB C1 Bridge ex5.png|frame|none|Bridges can also be built next to each other and over cloisters, even ones which are already occupied.]] }} {{Block| [[File:BCB C1 Bridge ex3.png|frame|none| Building a bridge here is not allowed, as one end of the bridge lies on a road. ]]}} {{EndBlockList}} <span id="castles"></span> {{HeadingStrip|heading=3|title=Castles|icon={{Piece|name=CastleToken|edition=C1|size=75px|variant=image}}}} [[File:BCB C1 Castle Placement.png|frame|right| With her tile, {{ColorRed|RED}} creates a small city and converts it into a castle. ]] When a player creates a '''town''' – which consists of only two semi-circular city segments <ref> {{IconBook}} This excludes towns which do not consist of two semi-circular segments, such as the '''CFRF''' tile with the triangular city segment shown in the Tile Distribution list of this expansion.<br /> This point was confirmed by Christof Tisch ([[Hans im Glück|HiG]]) on BGG: <br /><br />[https://boardgamegeek.com/thread/538079/1-question-about-castles https://boardgamegeek.com/thread/538079/1-question-about-castles] <br /><br /> {{IconWorld}} This means the following tiles cannot be part of a small city converted into a castle, since the castle token would reveal some city "ruins" from the small city underneath: parts of city walls, city bridges, or even partial city segments:<br /><br /> {{BeginTileList|width=450px}} {{Tile|image=Princess_And_Dragon_C1_Tile_01.jpg|textunder=Top city <br />segment}} {{Tile|image=Abbey_And_Mayor_C1_Tile_03.jpg|textunder=City segment <br />with bridge}} {{Tile|image=Abbey_And_Mayor_C1_Tile_05.jpg|textunder=Squarish city <br />segment}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_06.jpg|textunder=Witch-hat city <br />segment}} {{Tile|image=Hills_And_Sheep_C1_Tile_10.jpg|textunder=Triangular city <br />segment}} {{Tile|image=Hills_And_Sheep_C1_Tile_13.jpg|textunder=Both city <br />segments touching}} {{EndTileList}} </ref> <ref> {{IconArrow}} The [[Z-Man Games|'''ZMG''']] rules, however, state that a small city consisting of “two city end segments” would qualify for castle placement, which would allow use of the triangular city segment. (5/2014) </ref> – the '''occupier''' may choose to complete and score it in the usual way (for 4 points), or to convert it into a castle. <ref> {{IconBook}} A city under siege (or under attack from Cathars) '''can''' be converted to a castle, and it is handled as a normal castle. The siege or Cathar attack is '''ignored''' after conversion to a castle. </ref> <ref> {{IconWorld}} Towns are normally occupied by one single follower from one player. However, several followers (from one or more players) may occupy the same town if playing with '''{{FlyingMachinesLink|edition=C1|variant=long|logo=noborder}}'''. In this case, if only one player has the majority in the feature, that player will be the one either scoring it or converting the town into a castle only occupied by the follower(s) of the player with the majority. <br /> Additionally, some special situations may arise when followers from different players share the majority in the same town, since each player may decide differently. So, we may encounter the following scenarios: * '''All the players with the majority decide to score the town:''' The city will be scored as usual taking into account the majority in the feature. * '''All the players with the majority decide to convert the town into a castle:''' The resulting castle will have several occupiers (the followers from the players sharing the majority in the town). If the castle is completed eventually, all the players sharing the castle will score points for it. * '''Some of the players sharing the majority decide to score the town and the rest choose to convert it into a castle:''' The players scoring the city will apply the majority without taking into consideration those followers from players who decided to convert the town into a castle. After scoring, the followers involved will be returned to their owners. The castle will be created only with the followers of the players who decided to convert the town. If the castle is completed eventually, all the players sharing the castle will score points for it. '''Additional notes:''' * '''Deploying followers from the city of Carcassonne:''' If playing with '''{{CountCarcassonneLink|edition=C1|variant=long|logo=noborder}}''', players will be allowed to deploy followers from the city of Carcassonne to the town if at least one player is scoring it. All these additional followers will participate in the scoring only. They cannot be deployed to the town to later occupy the resulting castle if any player decided to convert it instead of scoring the town. * '''Castle tokens:''' Each player who chose to convert the town into a castle will have to place a castle token from their supply on top of the town. No player can keep their castle token for a later use because other player was placing theirs. As an alternative, instead of stacking the castle tokens, you may place only one of them and remove the rest from the game. <br />This means that a player without any castle tokens in their supply cannot decide to convert a shared town into a castle. In this case, the player can only score the town. </ref> To convert it, the occupier places one of his or her castle tokens over the city and moves the follower occupying it into the castle. <ref> {{IconBook}} When placing a castle on these tiles from The Tower, you may need to move a tower on them a bit aside. {{BeginTileList|width=500px}} {{Tile|image=Tower_C1-13.png}} {{Tile|image=Tower_C1-17.png}} {{EndTileList}} </ref> <ref> {{IconWorld}} Note that this is after the Move Wood phase and does not itself constitute a Move Wood phase (and might not even involve the active player). (5/2013) </ref> <ref> {{IconArrow}} The [[Z-Man Games|'''ZMG''']] rules refer to this follower as a "lord". The [[Hans im Glück|'''HiG''']] rules continue to call this follower a knight, as he was in the city. (5/2014) </ref> A town which has been converted to a castle is considered to be incomplete. No points are scored on building a castle. The player receives points only when the first structure (cloister, city, or road) in its vicinity <ref> {{IconArrow}} The [[Z-Man Games|'''ZMG''']] rules call the vicinity of the castle its "fief". (5/2014) </ref> is completed during a subsequent turn. <ref> {{IconArrow}} The [[Rio Grande Games|'''RGG''']] version of the rules states that the castle scores only "when the first feature … in the vicinity of the castle is '''later''' completed" (emphasis added) – while a subsequent turn is not specifically mentioned, it seems apparent in both rule sets that a feature that is completed on the turn that the castle is built does not allow the castle to score. </ref> <ref> {{IconBook}} When playing with '''{{MonasteriesGermanyLink|edition=C1|variant=long|logo=noborder}}''' / '''{{DutchMonasteriesLink|edition=C1|variant=long|logo=noborder}}''': Because an abbot scores only at the end of the game, and this monastery is never considered completed, a monastery with an abbot will not score points for a follower in a castle. (5/2014)<br /> {{IconWorld}} These monasteries can only be completed if unoccupied or if occupied by at least one monk (no matter if other followers are placed as abbots on the same feature). A monastery will not be considered completed when surrounded by tiles if only occupied by followers placed as abbots. </ref> <ref> {{IconWorld}} This reference to "subsequent turn" should be interpreted as a later round of scoring, that is, you cannot create a castle and score it right away. So at least one tile placement has to happen before the castle can be scored. With this in mind, during a double turn (technically one turn with two parts), you would be able to create a castle in the first part of your turn and score it as soon as the second part of the same turn. There is no provision in the rules for ignoring completed features after the castle is created, only during the same round of scoring the castle is created. Check the following example:<br /> # You place a tile that extends a city with your builder and completes a town that you turn into a castle (claimed by you, of course). The builder grants you a double turn. # During the second part of your double turn, you complete another feature in the castle fief and you score the feature and the castle created in the first part of the turn. It would have a similar case when playing with '''{{MessagesLink|edition=C1|variant=long|logo=noborder}}''': # You place a tile that completes a town and another feature. You turn the town into a castle and score the other feature. After scoring your scoring meeple lands on a dark space and you receive Message 7. # You draw a new tile that completes another feature in the fief of the castle just created on this turn. The Message is dispatched on the very same turn but it creates a new round of scoring. As a result, you score the completed feature and the castle. </ref> More precisely, a segment of the structure being completed must be one or more of the tiles adjacent to the castle. The adjacent tiles are the two on which the castle lies, the two tiles to its left, and the two to its right - a total of six tiles. [[File:BCB C1 Castle ex1.png|frame|none| The tiles 1-6 are adjacent to the {{ColorRed|RED}} castle. The occupier could score points from the following structures: <ul> <li>the CLOISTER on 1 </li> <li>the ROAD on 1 </li> <li>the CITY at the top of 3 </li> <li>the CITY on the right side of 6 </li> </ul> (The small city on 3 and 6 was scored before the construction of the castle, and so generates no more points.) ]] The castle is only considered to have been completed when a structure (cloister, city, road, or another castle) which lies on at least one of the six adjacent tiles is completed. The occupier of the structure and the occupier of the castle both receive the full score <ref> {{IconWorld}} This is after any bonuses or penalties (such as the Cathedral or Witch) are accounted for. (4/2014) </ref> for the structure. Then the follower from the castle is returned to the player’s supply; the castle token remains where it is. [[File:BCB C1 Castle ex2.png|frame|none| Example of scoring castles: {{ColorBlue|BLUE}} completes his city and scores 20 points. As a segment of the city lies on a tile (6) adjacent to the castle, and it is the first structure to be completed since the castle was built, {{ColorRed|RED}} also receives 20 points. Both followers are then returned to their owners. ]] The following rules are also valid: * A '''cloister''' is only considered to be adjacent when the cloister itself lies on one of the six tiles (such as tile 1 in the examples above); it is not sufficient for one of the eight tiles surrounding the cloister to be adjacent. * The follower in the castle always receives points for the '''next structure to be completed'''. It may not be left in play in order to receive points for a structure which might be completed later. * It does not matter whether the structure completed actually '''scores''' any points. The castle still receives points for a completed structure which is not occupied by a follower. <ref> {{IconWorld}} Note that this statement essentially indicates that points are tallied for all completed features, even unoccupied ones. However, generally nobody scores (receives those points) for an unoccupied feature. (2/2015) </ref> * Should the placement of a tile simultaneously complete '''more than one structure''' adjacent to the castle, the occupier of the castle may decide which of them to receive points for. <ref> {{IconWorld}} In practical terms, this would probably mean the same as choosing the completed structure worth the most points. </ref> A castle receives points for only '''one''' completed structure. * As a town which is converted into a castle is not considered to have been completed, it is possible for '''two occupied castles to be located next to each other'''. In this case, when one of the castles score points, it counts as a completed structure for the other, and both receive the same points. * At '''game end''', all uncompleted castles score no points and their followers are removed from the board. A castle gets no points from farms in its vicinity. * When converting to a castle, it does not matter whether the small city was already occupied by a follower in the first half of the city, or by the active player deploying a follower to the second half during his or her turn. * Castles separate fields in the same way as a town does. * A knight on a castle cannot be attacked by the dragon. <ref> {{IconBook}} Followers in castles are safe from towers, the dragon, and the plague, as those things affect the tile directly, and castles are not present on a specific tile. </ref> <ref> {{IconBook}} An additional bullet point rule added to '''{{VariantsLink|version=BigBox3|logo=noborder}}''' stated “A player can place the fairy in a castle. If it is there during the castle scoring, it scores 3 points for the player.” However, according to official clarifications, this rule is incorrect. The fairy cannot be placed in a castle, as it should only be placed on features on a discrete tile. <br /> '''Note:''' the New Edition has reverted this ruling and allows you to place the fairy next to a follower in a castle. </ref> * A player can use the wagon to build a castle. <ref> {{IconArrow}} The [[Rio Grande Games|'''RGG''']] '''{{VariantsLink|version=BigBox3|logo=noborder}}''' stated that the “wagon effect” could be used to build a castle, suggesting that the special wagon move could allow a castle to be built outside of the normal turn order or could violate the requirement that the feature receiving the wagon be incomplete, but this is not the case. (01/2015) </ref> If a mayor is on the castle, it does not earn points for the castle, because there is never a pennant there. <ref> {{IconArrow}} The last 3 bullet points were first included in the '''{{VariantsLink|version=BigBox3|logo=noborder}}''' edition of the rules. </ref> When '''scoring farmers''' at game end, a castle on a farm scores 4 points (instead of the 3 usual for a city), or 5 points with a pig ('''{{TradersBuildersLink|edition=C1|variant=long|logo=noborder}}''') or barn ('''{{AbbeyMayorLink|edition=C1|variant=long|logo=noborder}}'''). <ref> {{IconBook}} The pig-herd tile may also grant an extra point to farms for each castle in the field (see '''{{RiverLink|version=II|logo=noborder}}''' and '''{{GamesQuarterlyLink|edition=C1|variant=long|logo=noborder}}'''). This was confirmed in the '''{{VariantsLink|version=BigBox3|logo=noborder}}''' edition of the rules. </ref> <ref> {{IconWorld}} The [[Rio Grande Games|'''RGG''']] '''{{VariantsLink|version=BigBox3|logo=noborder}}''' scoring guide at the end of the rules claims that farms only score points for '''completed''' castles, but this is presumably a misprint, as there is no indication in the rules that this is actually true (especially as followers from incomplete castles are removed, so there would be no way to tell which castles were incomplete and which were complete when scoring farms). </ref> <ref> {{IconBook}} Castles '''do not''' count as cities for the purposes of scoring for the King. Castles '''do''' count for scoring of the Famine sector of '''{{WheelFortuneLink|edition=C1|variant=long|logo=noborder}}''', as this is effectively a scoring of farms. Followers from the City of Carcassonne '''cannot''' move to a castle. </ref> <ref> {{IconBook}} A city under siege (or under attack from Cathars) '''can''' be converted to a castle, and it is handled as a normal castle. The siege or Cathar attack is '''ignored''' after conversion to a castle. </ref> <span id="Popis nových kartiček krajiny"></span> === Nové kartičky krajiny === Rozšíření obsahuje některé kartičky se speciálními vlastnostmi. Celý přehled kartiček z tohoto rozšíření nalezete v části: '''[[#Seznam kartiček|Seznam kartiček]]'''. : {{Tilecs|image=Bridges_Castles_Bazaars_C1_Tile_04.jpg|text='''{{Cs|Klášter ve městě}}:''' Na tuto kartičku je možné družiníka umístit jako obvykle do města nebo na louku, ale také nově na klášter jako mnicha. Pro lepší odlišení můžete mnicha položit naležato. <ref name="knight"> {{IconBook}} Jakýkoli {{Cs|družiník}} ve městě je rytíř. Patří sem normální družiník, velký družiník, starosta, vůz, ředitel a fantom. (01/2015, aktualizováno 1/2019) </ref> Klášter je vyhodnocen v okamžiku, kdy je tato kartička obklopena jinými kartičkami ze všech stran, tj. sousedí s nimi svisle, vodorovně i úhlopříčně ve všech směrech, bez ohledu na to, zda je město uzavřeno či ne. Mnicha lze na klášter umístit i v případě, že město už je obsazeno jiným družiníkem (a opačně lze umístit družiníka do města, i když je obsazen klášter). Pro vyhodnocení kláštera ve městě platí všechna pravidla pro vyhodnocení kláštera ze základní hry.}} {{Tilecs|image=Bridges_Castles_Bazaars_C1_Tile_08.jpg|image2=Bridges_Castles_Bazaars_C1_Tile_10.jpg|text='''{{Cs|Hostinec}}:''' Tyto kartičky obsahují úseky cest s hostinci, ty lze použít při kombinaci tohoto rozšíření s '''1. rozšířením {{InnsCathedralsLink|logo=noborder}}'''. V opačném případě nebudou mít hostince na těchto úsecích cest pro dokončenou cestu žádný vliv.}} <ref> {{IconWorld}} Hostince na kartičce nemá vliv na most umístěný na stejné kartičce. Hostinec má vliv pouze na úsek(y) cesty (vyobrazený) na kartičce. Hostinec se pro most, pokud bude součástí stejné cesty. {{FAQ|width=600px|title= Inns affect those road segments they are on, that is, directly adjacent to. So a bridge placed on a tile with an inn would not be affected by the bridge, since the inn would not be accessible from the bridge. Is this correct? See tile examples from Exp. 8 below. |text= Yes, that is right. The inn only counts for a road segment printed next to it. But a bridge could count as part of an "inn road" if it is linked to it. (1/2021)<br/> [[File:Bridges_Castles_Bazaars_C1_Tile_08.jpg]][[File:Bridges_Castles_Bazaars_C1_Tile_10.jpg]] }} </ref> Otherwise, the inns on these road segments will have no effect on the roads including them. }} == Seznam kartiček a žetonů == {{BeginTileList|width=600px|tiles=12}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_01.jpg|count=2|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_02.jpg|count=1}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_03.jpg|count=1|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_04.jpg|count=1|config={{Cs|Klášter|edition=C1|variant=icon}} + {{Popis}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_05.jpg|count=1|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_06.jpg|count=1}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_07.jpg|count=1|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_08.jpg|count=1|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}+ {{InnsCathedralsLink|edition=C2|logo=noborder|text=''}}+ {{Popis}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_09.jpg|count=1|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_10.jpg|count=1|config={{BridgesCastlesBazaarsLink|edition=C2|logo=noborder|text=''}}+ {{InnsCathedralsLink|edition=C2|logo=noborder|text=''}}+ {{Popis}}}} {{Tile|image=Bridges_Castles_Bazaars_C1_Tile_11.jpg|count=1|config={{Cs|Klášter|edition=C1|variant=icon}}}} {{EndTileList}} {{TileIllustrationscs|edition=C1|M=1|popis=1|Inn=1|link=BridgesCastlesBazaarsLink|feature=Bazaar}} <div style="margin-top: 1em"> {{BeginTileList|width=600px|tokens=12}} {{Tile|image={{Piece|name=CastleToken|edition=C1|variant=imagename}}|size=90px|count=12|link=#castles|config={{Piece|name=CastleToken|edition=C1|variant=short}}}} {{EndTileList}} </div> {{FootnoteIconPara}} [[Category:Vše]] [[Category:První edice]] [[Category:Velká rozšíření první edice]]
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