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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:Halb so wild (Erste Edition)}}<!--include here possible redirection -->{{UX |seotitle={{TextCarcassonne}} - {{TranslatedPageName}} |sortingtitle=Halflings (1st edition) |image={{filepath:Halflings C1 Clarification Road Example 01.jpg|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }} <span style="display:none"><section begin="description" /> <!--Need to add a description - anyone can add :)--> <section end="description" /></span> <languages />{{ChooseDesign|image=Halflings C1 Spielbox Tile 09.jpg|image2=Halflings C1 Cundco Tile 07.jpg|otherimage=Halfling 1 C2 Tile 09.png|otherimage2=Halfling 2 C2 Tile 07.png|otherlink={{HalflingsLink|edition=C3|logo=noborder}}}} {{Breadcrumbs |link1={{CarcassonneLink}} }} <div class="toclimit-4"> {| style="float:right; text-align:center;" |- | [[File:Spielbox_Halflings.png|x210px]]<br />Spielbox Issue 5 2014<br />(Halflings I) |} __TOC__ </div> == WikiCarpedia authors' disclaimer == {{Disclaimer| Die Designer von '''Halb so wild''' gingen ein Glücksspiel an, indem sie die Kartenform änderten, die sich völlig vom Spielkonzept unterscheidet. Wir sind weit davon entfernt zu beurteilen, ob dieses Experiment ein Erfolg war, aber wir fühlen uns verpflichtet, einige Aussagen zu machen. Über WikiCarpedia verfolgen wir die Fakten und offiziellen Abklärungen, aber bei '''Halb so wild''' ist es fast unmöglich, da es vom Verlag [[Hans_im_Glück/de|'''HiG''']] nicht unterstützt wird. Aufgrund seiner Einzigartigkeit ist es sogar schwierig, ein umfassendes Regelwerk zu erarbeiten, das Antworten auf alle offenen Fragen gibt, die im Zusammenspiel mit anderen Erweiterungen auftreten können. Am Ende sei darauf hingewiesen, dass du beim Spielen von "Halb so wild" auf Situationen stoßen kannst, die hier nicht angesprochen werden, nicht weil wir diese Situationen nicht kennen, sondern weil wir keine Antworten in offiziellen Abklärungen finden konnten. Fühlen Sie sich in solchen Fällen frei, Hausregeln zu machen und Spaß zu haben! }} == Allgemeine Informationen und Kommentare == <div class="mw-translate-fuzzy"> {| style="float:right;" |- valign="top" | [[File:Spielbox_Halflings.png|thumb|right|150px|Spielbox Ausgabe 5 2014 (Halb so wild I)]] | [[File:Sheet_Halflings.png|150px|thumb|right|Stanztafel Halflings I]] | [[File:Sheet_C1_Halfling2.png|150px|thumb|right|Stanztafel Halflings II]] | [[File:Symbol_Spielbox.png|frame|none|Halb so wild I Symbol]] | [[File:Symbol_Halflings2_C1.png|frame|none|Halb so wild II Symbol]] |} </div> <div class="mw-translate-fuzzy"> [[Halflings (1st edition)/de|Halb so wild]] wurden ursprünglich in [[Spielbox/de|Halb so wild]] und [[Hans_im_Glück/de|Hans im Glück]] in {{Year|2014}} veröffentlicht. </div> <div class="mw-translate-fuzzy"> Die [[Halflings (1st edition)|Halb so wild]] Mini-Erweiterung ist in zwei Versionen erhältlich. Eine Version ist in der Ausgabe 5/2014 des Magazins [[Spielbox/de|Spielbox]] ([http://www.spielboxshop.de www.spielboxshop.de]) verfügbar und diese Karten sind mit dem Fünfeck-Symbol gekennzeichnet. Die zweite Version war im Online-Shop von [[Hans_im_Glück/de|Hans im Glück]] erhältlich ([http://www.cundco.de www.cundco.de]) und diese Karten sind mit dem "C"-Anhängersymbol gekennzeichnet. Daher ist es möglich, dass in den folgenden Beispielen Karten gezeigt werden, die nicht Teil des "Halb so wild"-Sets sind, das Sie besitzen können. </div> A later rerelease of this expansion was accompanied by a major revision of the clarifications provided in this page. In the latest rules, the tile grid has preference over individual tiles for different interactions. You may check the latest rules '''{{HalflingsLink|edition=C2|logo=hide|text=here}}'''. == Spielmaterial == * '''12 neue dreieckige Karten (Spielbox: Halb so wild I)''' * '''12 neue dreieckige Karten (Cundco: Halb so wild II)''' == Regeln == === Vorbereitung === <div class="mw-translate-fuzzy"> Diese Mini-Erweiterung ist für bis zu 6 Spieler spielbar. Für mehr als 6 Spieler braucht man ein weiteres Set. Für das erste Spiel mit dieser Mini-Erweiterung empfehlen wir, alle Dreiecksfelder mit der Vorderseite nach unten zu mischen und jedem Spieler 2 zu geben. Die Spieler schauen sich ihre Karten an und bringen sie mit dem Gesicht nach unten an den Tisch vor ihnen zurück. Sobald die Spieler mit den neuen Karten besser vertraut sind, können sie die folgende Variante ausprobieren: Zu Beginn des Spiels werden alle Dreiecksfelder mit der Vorderseite nach oben auf den Tisch gelegt. Es wird ein Startspieler ermittelt. Beginnend mit dem Spieler, der die letzte Reihe ist, und gegen den Uhrzeigersinn, nimmt jeder einen Stein und legt ihn mit der Vorderseite nach unten vor sich hin. Alle Spieler nehmen dann auf die gleiche Weise eine zweite Karte. Somit hat jeder Spieler 2 Steine gewählt, die während des Spiels verwendet werden sollen. <ref> {{IconBook}} Wenn Sie mit weniger als 6 Spielern spielen, sollte jeder Spieler immer noch 2 Karten nehmen. (3/2015) </ref> <ref> {{IconHouse}} Als Alternative kann jeder Spieler, wenn er mit weniger als 6 Spielern spielt, so lange Karten ziehen oder wählen, bis die Karten aufgebraucht sind und jeder Spieler die gleiche Anzahl von Karten hat (z.B. 4 Spieler erhalten jeweils 3). (3/2015) </ref> <ref> {{IconWorld}} Beim Spielen mit beiden [[Halflings (1st edition)/de|Halb so wild I und II]] gibt es keinen Konsens über die Anzahl der Steine pro Spieler. Es handelt sich technisch gesehen um zwei separate Mini-Erweiterungen, so dass die Spieler aus jedem Satz zwei nehmen können. Alternativ, weil sie die gleichen Regeln haben und damit funktional eine größere Erweiterung sind, Spieler konnten insgesamt 2 Halblingstapel nehmen. (3/2015) </ref> </div> Mit der Ausnahme der neuen Regeln, die bei dieser Mini-Erweiterung verwendet werden, bleiben alle grundlegenden Carcassonne-Regeln unverändert. === Legen der Karten === On a player’s turn, he may play one of his 2 triangular tiles instead of drawing a normal tile. The triangular tiles are placed according to the usual rules; they must be placed so that at least one of the shorter sides of the tile touches a previously placed tile (not corner-to-corner only) or the longer side touches the longer side of another triangular tile. {{BeginBlockList|width=100%}} {{Block| [[File:Halflings_C1_Example_01.jpg|frame|none|'''Example:''' A triangular tile may be placed as shown here]] }} {{Block| [[File:Halflings_C1_Example_02.jpg|frame|none|'''Example:''' These triangular tiles may be placed as shown here too]] }} {{EndBlockList}} In addition, any city, road, and farm segments must continue segments already in play. '''Note:''' The longer side of a triangular tile may never be placed against the side or a normal tile. {{BeginBlockList|width=100%}} {{Block| [[File:Halflings_C1_Example_04.jpg|frame|none|This road continues across the two triangular tiles]] }} {{Block| [[File:Halflings_C1_Example_03.jpg|frame|none|A triangular tile may '''not''' be placed as shown here]] }} {{EndBlockList}} '''Tiles with expansion features:''' Some of the tiles from the [[CundCo]] version contain features from the '''{{HillsSheepLink|edition=C1|logo=noborder}}''' and '''{{CropCirclesLink|edition=C1|logo=noborder}}''' <ref> {{IconBook}} The sheep on the tile counts as a "permanent" sheep token every time that a shepherd on the associated farm scores his sheep. (11/2014) </ref> <ref> {{IconBook}} The circular crop circle on the Halfling tile is a Joker. This means that the player who places this tile can decide if he or she wants to treat it as a shield, a pitchfork, or a club. (11/2014) </ref> expansions. If you are not playing with those expansions along with '''Halflings''', you may disregard those features. {| |- | [[File:Halflings_C1_Tiles_Expansions_01.jpg|frame|none|Dreieckskarte mit einem Kornkreis, einem Schaf und einem Weinberg]] | width="10" | | [[File:Halflings_C1_Tiles_Expansions_02.jpg|frame|none|Dreieckskarte mit einem Hügel]] |} '''Hills:''' If a player places a triangular tile containing a Hill feature, and you are playing with the '''{{HillsSheepLink|edition=C1|logo=noborder}}''' expansion, the player immediately draws a second (normal) tile, in accordance with the '''{{HillsSheepLink|edition=C1|logo=noborder}}''' rules, and places it face down under the triangular tile. The other “half” of the face down tile may be covered with another triangular tile at a later time. Both triangular tiles would then be considered part of the same Hill. === Wertung === <div style="border: solid thin darkgrey; padding: 5px 15px 5px 15px"> '''<u>WICHTIGE HINWEISE</u>''' * '''Note 1 - Rule changes:''' After the original rules of 2014, the scoring rules for this expansion were changed in 10/2015. ** '''Original rules:''' a triangular tile scores as a normal landscape tile. If there are 2 triangular tiles in the same square “space”, they still only count as '''1 tile (together)''' when scoring a feature: road, city or cloister. ** '''New rules:''' a triangular tile scores as a normal landscape tile. If there are 2 triangular tiles in the same square “space”, they will count as '''1 tile each''' when scoring a feature: road, city or cloister. : The scoring rules next reflect the new ones. * '''Note 2 - Unclear basic rules:''' Due to the lack of clarity in the original rules and in later official clarifications up to date, triangular gaps pose a source of controversy affecting: ** '''Completed features:''' It is not clear in some cases whether a feature containing triangular gaps is considered completed and therefore can be scored: The original scoring rules (and later clarifications) only covered cloisters but no details have been provided for cities, roads or farms, where numerous questions have no official answer yet. <ref> {{IconPadlock}} The following examples show the consequences of the poorly-defined rules as there are cases where no official ruling dictates if a city is completed. {{BeginBlockList|width=600px}} {{Block| [[File:Halflings_C1_Clarification_City_Example_01a.jpg|frame|none|'''Example 1:''' This city containing triangular tiles is completed and can be scored. It includes no triangular (or square) gaps.]] }} {{Block| [[File:Halflings_C1_Clarification_City_Example_01b.jpg|frame|none|'''Example 2:''' The presence of a triangular gap in this city creates a ruling conflict: <ul> <li>Base game rules state this city is not completed as it contains a gap; </li> <li>On the other hand, '''Halflings''' rules do not treat a half-tile gap as a proper one, so the city could be considered completed.</li> </ul> No official clarification exists to solve this contradiction.]] }} {{EndBlockList}} Similar cases can arise when deciding whether a road is completed if interrupted by a triangular gap. </ref> <ref> {{IconPadlock}} Triangular gaps in farms are also an open question: It is not defined if the break the landscape and therefore can separate farms. </ref> ** '''Undefined interaction with other expansions:''' The landscape discontinuities triangular gaps originate affect the mechanics and/or the scoring of several other expansions. Only partial rule clarifications, if any, have been provided in order to mitigate some of the issues detected. : No more clarifications will be provided by [[Hans_im_Glück|HiG]]. Based on the existing rules and clarification snippets, players try to extrapolate some house rules to address any issues they may encounter, but no consensus can be reached. </div> ==== Scoring a feature <ref> {{IconWorld}} The scoring of a completed city or road will follow the normal rules and any triangular tiles will be counted as a regular tile. {{BeginBlockList}} {{Block| [[File:Halflings_C1_Clarification_City_Example_02.jpg|frame|none|'''Example 1:''' {{ColorRed|RED}} plays the Halfling tile completing his city. He scores 10 points, (2 points for each Halfling tile, 2 points for each of the other tiles, and 2 points for the pennant).]] }} {{Block|[[File:Halflings_C1_Clarification_Road_Example_01.jpg|frame|none|'''Example 2:''' {{ColorBlue|BLUE}} plays the Halfling tile completing his road. He scores 5 points (1 point for each Halfling tile and 1 point for each of the other tiles).]] }} {{EndBlockList}} </ref> ==== '''Cloisters:''' When playing with '''Halflings''', a cloister is considered to be completed even if one or more of its surrounding tiles are triangular tiles. In this case, a triangular tile scores as a normal landscape tile (1 point per tile surrounding the cloister.) If there are 2 triangular tiles in the same square “space”, each tile will count as 1 point when scoring a cloister. <ref> {{IconWorld}} Generalizing the rule for square tiles to include Halfling tiles, cloisters will be completed when the space with the cloister and the eight adjacent spaces are occupied by at least one tile no matter if it is a square of Halfling tile. The presence of triangular gaps in these spaces will not be taken into consideration. </ref> <ref> {{IconWorld}} The following image illustrates the scoring of a completed cloister with Halfling tiles in its surroundings. [[File:Halflings_C1_Clarification_Cloister_Example_01.jpg|frame|none|'''Example:''' This cloister is considered complete even if there is a triangular gap in its surrounding. It will score 16 points (1 point per the cloister tile plus 1 point per triangle tile.)]] </ref> ==== Schlusswertung ==== The game ends immediately at the end of the turn in which the last normal land tile is placed. If any player still has any unplayed triangular tiles in front of them, they may no longer play them. Final scoring then takes place. <ref> {{IconPadlock}} Farm scoring is affected by the landscape continuity. There are cases not covered by the rules or later clarifications. [[File:Halflings C1 Clarification Farm Example 01.jpg|200px|frame|none|'''Example:''' It is not defined if {{ColorRed|RED}} and {{ColorBlue|BLUE}} are on the same farm, as it is not clear whether the triangular gap in the picture interrupts the farm or not. The players will have to decide a ruling and the outcomes will be totally different when scoring the city in this example: <ul> <li>'''Case 1 - The farms are connected:''' If so, {{ColorRed|RED}} has the majority of the farm and gets 3 points for the city. {{ColorBlue|BLUE}} gets 0 points.</li> <li>'''Case 2 - The farms are not connected:''' In this case, {{ColorRed|RED}} and {{ColorBlue|BLUE}} share the farm on the left and will score 3 points each for it. Additionally, {{ColorRed|RED}} is alone in the farm on the right and will score 3 points for it.</li> </ul>]] </ref> [[File:Halflings_C1_Example_05.jpg|frame|none|'''Beispiel Endwertung:''' {{ColorBlue|Blau}} erhält 7 Punkte für sein Kloster. {{ColorRed|Rot}} erhält 6 Punkte für sein Kloster.]] === Andere Erweiterungen === <div class="mw-translate-fuzzy"> '''>> Allgemeine Überlegungen''' </div> * When a Halfling tile is beside a triangular gap, the Halfling tile counts as a '''single''' tile. When 2 Halfling tiles are side-by-side to create one square, they count as a '''single''' tile each. This is relevant when considering cloister scoring, city scoring, road scoring, {{Figure|name=Fairy|edition=C1}} protection, {{Figure|name=Dragon|edition=C1}} movement, the {{Piece|name=FleaToken|edition=C1|text=Plague}} token placement, the {{Feature|name=FlyingMachineAircraft|edition=C1|text=Flier}} movement, etc. (10/2014; updated 10/2015) * Derzeit unterstützt [[Hans_im_Glück/de|'''HiG''']] die Erweiterung von '''Halb so wild''' nicht und es werden keine weiteren Abklärungen vorgenommen. Die Kombination von '''Halb so wild''' mit anderen Erweiterungen geschieht dann "auf Risiko der Spieler". In solchen Fällen müssen Haus-Regeln vereinbart werden. '''{{PrincessDragonLink|edition=C1|variant=long}}''' - Fairy protection {{IconWorld}} There is no official clarification regarding how the fairy behaves when placed on a Halfling tile beyond the general considerations above. As a result, we could consider the fairy only protects the triangular tile it is on, since it is a single tile. <div class="mw-translate-fuzzy"> '''>> [[The Princess and The Dragon (1st edition)/de|Burgfräulein und Drache]]''' - Bewegen des Drachens </div> <div class="mw-translate-fuzzy"> * Es gibt keine offizielle Klärung, wie sich der Drache auf Halb so wild Karten über die oben genannten allgemeinen Überlegungen hinaus bewegt. </div> * '''Notes:''' ** '''Rule clarification:''' When moving the dragon, triangle tiles are considered individual tiles. ** '''Open question:''' Can it be assumed that the dragon can move past a triangular gap? Clarifications for other expansions such as '''{{PlagueLink|edition=C1|logo=noborder}}''' (see below), may lead to a positive conclusion but there is no official confirmation. :: [[File:Halflings_C1_Clarification_Dragon_Example_01.jpg|frame|none|'''Example:''' The dragon moves counting triangular tiles independently (as in steps 2, 3 and 5) and skips any triangular gap in its way (as in step 5.) Skipping triangular gaps is not officially confirmed in an explicit way.]] <div class="mw-translate-fuzzy"> '''>> [[The Tower (1st edition)/de|Der Turm]]''' - Turm Reichweite </div> {{IconWorld}} There is no official clarification regarding how tower range is calculated involving '''Halflings''' beyond the general considerations above. * '''Notes:''' ** '''Rule clarification:''' When computing the tiles affected by the tower range, triangle tiles are counted as individual tiles. ** '''Open question:''' Can it be assumed that triangular gaps, if any present, are ignored in the tower range calculation? Clarifications for other expansions such as {{MonasteriesGermanyLink|edition=C1|logo=noborder|text=German/Dutch and Belgian Monasteries}} (see below), may lead to a positive conclusion but there is no official confirmation. :: [[File:Halflings_C1_Clarification_Tower_Example_01.jpg|frame|none|'''Example:''' The picture shows the tiles affected by the tower using different shades of green to identify tiles within range 1 and range 2. The range stretch takes into account triangular tiles independently and skips any triangular gap in the way. Skipping triangular gaps is not officially confirmed in an explicit way.]] <div class="mw-translate-fuzzy"> '''>> [[Abbey and the Mayor (1st edition)/de|Abtei und Bürgermeister]]''' - Teil 1: Legen der Abtei und Wertung </div> {{IconWorld}} An abbey '''can''' be placed if a Halfling tile is on one of the edges, even if there is a Halfling gap on one of the edges. See the clarification images below. (3/2015) {{BeginBlockList|nesting=1|width=950px}} {{Block| [[File:Halflings_C1_Clarification_Example_01.jpg|frame|none|'''Example 1:''' The abbey can be placed here, neighboring a side of the halfling]] }} {{Block| [[File:Halflings_C1_Clarification_Example_02.jpg|frame|none|'''Example 2:''' The abbey can also be placed here, even if it is neighboring the gap left by the halfling]] }} {{Block| [[File:Halflings_C1_Clarification_Example_03.jpg|frame|none|'''Note on Example 2:''' the abbey placement is allowed as the halfling occupies the "place" of a normal landscape tile and the existing gap, marked as a striped area, is not taken into account]] }} {{EndBlockList}} {{IconWorld}} There is no official explicit confirmation on how abbeys are scored when interacting with '''Halflings''' beyond ruling for cloisters. * '''Notes:''' ** '''House rule:''' The scoring of an abbey follows the official rules defined for cloisters. '''{{AbbeyMayorLink|edition=C1|variant=long}}''' - Part 2: Barn placement {{IconWorld}} A barn can be placed as long as 4 tiles touch at the intersection, even if there is one or more Halfling tiles. (10/2015)<br /> : [[File:Halflings_C1_Clarification_Barn_Example_01.jpg|frame|none|'''Examples with square and triangle tiles:''' <ul> <li>'''A:''' The barn can be placed in these cases</li> <li>'''B:''' The barn cannot be placed in this case</li> </ul>]] {{IconWorld}} Additionally the barn placement rules have been updated as follows: The base ground for the barn has to be stable so it cannot wiggle. This means that under the barn: ** all tiles have to touch each other in the middle; ** no quarter is empty in the middle; and ** all tiles have farm in the middle for the placement of the barn. : See the following examples involving Halfling tiles and double-size tiles (see '''{{CastlesGermanyLink|edition=C1|logo=noborder}}'''). (04/2016) {{BeginBlockList|nesting=1|width=950px}} {{Block| [[File:Halflings_C1_Clarification_Barn_Example_02.jpg|frame|none|'''Examples with triangle and double-sized (its long side) tiles:''' <ul> <li>'''A:''' The barn can be placed in these cases</li> <li>'''B:''' The barn cannot be placed in these cases</li> </ul>]] }} {{Block| [[File:Halflings_C1_Clarification_Barn_Example_03.jpg|frame|none|'''Examples with triangle and double-sized (its short side) tiles:''' <ul> <li>'''A:''' The barn can be placed in these cases</li> <li>'''B:''' The barn cannot be placed in these case</li> </ul>]] }} {{EndBlockList}} * '''Note:''' The rules update from 10/2015 overrides, in certain cases, the original four-tile intersection requirement for the placement of the barn defined originally for square tiles. This happens in favor of providing stability to the barn when tiles with other geometries are considered, as can be seen in the examples involving double-size tiles and/or triangle tiles. '''{{AbbeyMayorLink|edition=C1|variant=long}}''' - Part 3: Barn scoring {{IconWorld}} There is no official rules on how barns interact with the landscape discontinuities that can be generated by '''Halflings'''. * '''Notes:''' ** '''Open question:''' Can triangular gaps be considered as holes in the farm landscape? If so, certain tile configuration could lead to the creation of separate farms that converge at an intersection, some of them eligible for barn placement. There is no official rule or clarification stating how triangle gaps affect farms. ** '''Open question:''' When placed on a farm convergence intersection, does the barn connect these separate farms to form one single farm? There is no official rule or clarification on this point, but the official rules for barn placement were designed to ensure it was always placed on one single farm. ** '''House rule 1:''' Triangular gaps could be considered as limits of the landscape (the same as square holes), so several farms can converge at a tile intersection and be disconnected. ** '''House rule 2:''' The barn, when placed (legally) at a point where several farms meet, they should be considered as merged into one single farm. This seems reasonable as the placement of additional Halfling tiles filling the gaps would not alter the previous situation but resolve to materialize the assumed landscape continuity. Additionally, all the barn scoring rules would apply as usual. '''{{HereticsShrinesLink|edition=C1|variant=long}}''' - Shrine scoring {{IconWorld}} There is no official explicit confirmation on how shrines are scored when interacting with '''Halflings''' beyond ruling for cloisters. * '''Notes:''' ** '''House rule:''' The scoring of a shrine follows the official rules defined for cloisters. '''{{BridgesCastlesBazaarsLink|edition=C1|variant=long}}''' - Bridge placement <div class="mw-translate-fuzzy"> * Es gibt keine offizielle Klärung wie Brücken mit '''Halb-so-wild''' verwendet werden. </div> * '''Notes:''' ** '''Open question:''' Can a bridge be placed on a square space only occupied by one to two Halflings? ** '''House rule:''' A house rule could allow the placement of the bridge only if it stands on a stable base ground following the lead of the clarifications for the {{AbbeyMayorLink|edition=C1|logo=noborder}}'s barn (see above). This would mean that bridges could be deployed on a place occupied by a square tile or two Halflings, but not if occupied by one single Halfling. <div class="mw-translate-fuzzy"> '''>> [[The Flier (1st edition)/de|Gluggeräte]]''' - Flieger Reicheite und setzen Des Gefolgsmanns </div> <div class="mw-translate-fuzzy"> * Es gibt keine offizielle Klarstellung darüber, wie die Fliegerdistanz und die Landefälle behandelt werden, wenn es sich um Halb so wild handelt, die über die oben genannten allgemeinen Überlegungen hinausgehen. </div> * '''Notes:''' ** '''Rule clarification:''' When computing the Flier distance, triangle tiles are counted as individual tiles. ** '''Open question:''' Can it be assumed that triangular gaps, if any present, are ignored and only the Halfling tiles are taken into account for computing the Flier distance? Clarifications for other expansions such as {{MonasteriesGermanyLink|edition=C1|logo=noborder|text=German/Dutch and Belgian Monasteries}} (see below), may lead to a positive conclusion but there is no official confirmation. See the examples below following this assumption. {{BeginBlockList|nesting=2|width=600px}} {{Block| [[File:Halflings_C1_Flier_Straight_Example_01.jpg|frame|none|'''Example 1:''' This image shows how square tiles and holes are considered when calculating the Flier distance for a horizontal trajectory. This example follows the official rules.]] }} {{Block| [[File:Halflings_C1_Flier_Straight_Example_02.jpg|frame|none|'''Example 2:''' This image shows how triangle tiles (ignoring triangular gaps) are considered when calculating the Flier distance for a horizontal trajectory. Skipping triangular gaps is not officially confirmed in an explicit way.]] }} {{Block| [[File:Halflings_C1_Flier_Diagonal_Example_01.jpg|frame|none|'''Example 3:''' This image shows how triangle tiles are considered when calculating the Flier distance for a diagonal trajectory.]] }} {{Block| [[File:Halflings_C1_Flier_Diagonal_Example_03.jpg|frame|none|'''Example 4:''' This image shows how triangle tiles (ignoring triangular gaps) are considered when calculating the Flier distance for a diagonal trajectory. The same flier distance would result no matter the orientation of the triangular tile with distance 1. Skipping triangular gaps is not officially confirmed in an explicit way.]] }} {{EndBlockList}} :* '''Open question:''' How to proceed if the Flier, following a diagonal trajectory, has to land on a square space occupied by two triangle tiles whose long side is aligned with such trajectory? No official clarification exists. A house rule may dictate that the player may choose a feature of either tile. :: [[File:Halflings_C1_Flier_Diagonal_Example_02.jpg|frame|none|'''Example 5:''' This image shows how triangle tiles are considered when calculating the Flier distance for a diagonal trajectory. This particular case, due to the orientation of the Halflings, has two possible tiles with distance 1. A house rule could determine that if a Flier had to land with such a distance, he/she could choose either of them as the landing tile.]] :* '''House rule:''' A house rule could define that the Flier distance is calculated taking into account square tiles, square gaps and triangular tiles. If the landing place contains two triangular tiles with the same distance, the player will choose either of them at his/her convenience. '''{{PlagueLink|edition=C1|variant=long}}''' - Plague spreading {{IconWorld}} A single triangle hole does '''not''' prevent the {{PlagueLink|edition=C1|logo=hide}} from spreading in that direction. (10/2015) : [[File:Halflings_C1_Clarification_Plague_Example_01.jpg|frame|none|'''Example:''' This picture shows in green a contiguous outbreak area. Triangular gaps do not break its continuity, as per the rules clarification]] <div class="mw-translate-fuzzy"> '''>> [[Monasteries (1st edition)/de|Deutsche/Niederländische und Belgische Klöster]]''' - Abt Wertung </div> {{IconWorld}} A triangle tile takes the place of a regular landscape tile. Thus, a single triangle hole in the map '''does not''' stop the row or column for scoring for {{MonasteriesGermanyLink|edition=C1|logo=noborder|text=German and Dutch/Belgian Monasteries}}'s abbot. Only a hole of a complete regular landscape tile interrupts the row or column. (3/2015) {{IconWorld}} The following image shows how triangle tiles are considered individually when scoring an abbot placed on a German Monastery. It can be seen that triangular gaps are ignored. : [[File:Halflings_C1_Clarification_Monasteries_Example_01.jpg|frame|none|'''Example:''' {{ColorRed|RED}} will get 1 + 2 + 2 + 3 + 1 = 9 points from scoring his/her abbot: <ul> <li>1 point from the monastery tile</li> <li>2 points from the vertical column above the monastery tile (1 point coming from a triangular tile)</li> <li>2 points from the vertical column below the monastery tile (1 point coming from a triangular tile)</li> <li>3 points from the horizontal row to the left of the monastery tile (2 points coming from triangular tiles)</li> <li>1 point from the horizontal row to the right of the monastery tile formed by a single triangular tile</li> </ul> ]] <div class="mw-translate-fuzzy"> '''>> [[Castles in Germany (1st edition)/de|Burgen in Deutschland]]''' - Fertigstellung einer Deutschen Burg </div> {{IconWorld}} There is no official clarification regarding how German Castles interact with '''Halflings''' beyond the general considerations above. * '''Note:''' ** '''House rule:''' A German Castle could be considered completed if totally surrounded by square tiles and spaces occupied by one or two Halflings, following the official ruling for cloisters. ** '''House rule:''' The scoring of a German Castle could be 2 points for the German Castle tile plus 1 point per surrounding tile (square or triangular), taking into account the official rules for cloisters. :: [[File:Halflings_C1_Clarification_German_Castles_Example_01.jpg|frame|none|'''Example:''' This German Castle will get 13 points: <ul> <li>2 point from the German Castle tile</li> <li>5 points from triangular tiles</li> <li>6 points from regular tiles</li> </ul> The German Castle completion and scoring rule is not officially confirmed in an explicit way.]] '''{{LittleBuildingsLink|edition=C1|variant=long}}''' - Area affected by Little Building {{IconWorld}} There is no official clarification regarding how Little Buildings interact with '''Halflings''' beyond the general considerations above. * '''Note:''' ** '''House rule:''' A Little Building only affects the Halfling tile it is placed on, not affecting the other Halfling, if any, sharing the same square space. This consideration comes from the fact that a Halfling counts as a single tile and Little Building affects a whole tile. <ref> {{IconWorld}} With the old rules, a Little Building on a Halfling tile would have affected both triangular tiles sharing the same square space, since they are counted as one single tile for scoring. </ref> === Community Regeln === '''>> Introduction''' This section provides a set basic unofficial '''community rules''' to navigate through the the pitfalls found when playing Halflings. They are not official but will help solve some of the issues derived from the lack of rules for the expansion itself and the interactions with other expansions. The Carcassonne base rules define the behavior and interactions based on a square grid occupied by tiles and holes. The problems with '''Halflings''' arise from the lack of a full set of rules that cover all the cases when a square space is occupied by a triangular tile (that leaves a triangular gap) or two triangular tiles. Triangular tiles are considered as individual tiles, and this affects several aspects of the basic game mechanics. However, triangular gaps become a serious generator of continuous conflict. The incomplete clarifications to the '''Halflings''' rules leave behind a field full of pitfalls and a few hints that players try to squeeze and analyze looking for answers that will never be officially confirmed by [[Hans_im_Glück|'''HiG''']]. With this context, after detailing in the previous section the rules, clarifications, open questions and some house rules for the interactions between '''Halflings''' and other expansions, we'll try to put together some basic remarks that could serve as a short guideline that distill the aforementioned material. '''>> Rationale''' Two principles serve as a cornerstone: * '''Triangular tiles''' are counted as individual tiles * '''Triangular gaps''' show two different behaviors depending on the context: ** A triangular gap can behave as a hole, for example, in a feature ** A triangular gap can be ignored, for example, when moving a figure The table below sums up the different contexts where issues arise and provide an appropriate ruling. But first let's list the game contexts taken into consideration: * '''Landscape Continuity:''' how triangular tiles and gaps affect various features, such as a farm or a city * '''Feature Placement:''' how triangular tiles and gaps affect the placement of a feature, such as an abbey * '''Feature Completeness:''' how triangular tiles and gaps affect a feature to be considered as completed, such as a city or a cloister * '''Featuring Scoring:''' how triangular tiles and gaps affect the scoring of a feature, such as a German Monastery * '''Figure Placing/Movement:''' how figure mechanics are affected by triangular tiles and gaps; for example, the dragon * '''Action Range / Trajectory calculation:''' how action ranges for a tower or the trajectory of a flier are affected by triangular tiles and gaps '''>> How to deal with triangular tiles and gaps''' '''Important Reminder:''' Triangular tiles are considered as '''individual''' tiles. Bear this in mind when placing followers or other figures, and when scoring features. The following table summarizes the community rules for conflicting scenarios. {| class="wikitable" style="text-align: center;" |- ! colspan="7" | Triangular Tiles and Triangular Gap Behavior |- ! width="10%" | Gap Behavior || width="15%" | Landscape Continuity || width="15%" | Feature Placement || width="15%" | Feature Completeness || width="15%" | Feature Scoring || width="15%" | Placing / Moving a Figure || width="15%" | Action range / Trajectory Calculation |- | rowspan="2" bgcolor="#cccccc" | '''A hole''' || Farm <sup>(1)</sup> || || || Farm || rowspan="2" | Bridge || rowspan="2" | |- | City, Road || || City, Road || City, Road |- | rowspan="3" bgcolor="#cccccc" | '''Ignored''' || || Abbey <sup>(2)</sup> || Cloister, Shrine, Abbey, Garden, German Monastery (monk) || Cloister, Shrine, Abbey, Garden, German Monastery (monk) || rowspan="3" | Dragon || rowspan="3" | Tower, Flier <sup>(3)</sup> |- | || || || German Monastery (abbot) |- | Flea Token || || || |} * '''Notes:''' ** '''(1) - Farm continuity:''' The placement of a barn can alter farm continuity if it merges separate farms touching at intersection it is placed on ** '''(2) - Abbey placement:''' An eligible place for an abbey requires its four sides not to be square holes ** '''(3) - Flier landing:''' if the Flier has to land on a square space with two triangular tiles side by side when following a diagonal trajectory (i.e., both share the same distance), the player has to choose one of them at his/her convenience as landing tile '''>> Wie wird mit Gutshöfen umgegangen''' Additionally, these are the community rules for the barn: * '''Placement Rules:''' It is placed on the intersection of four square corners where all quarters are partially or fully occupied and meet in the middle. That is, the barn is always placed on a stable base ground. At an intersection can meet from 3 (involving a double-sized tile) up to 8 tiles (all of them Halflings), and all of them should have only farmland to allow the barn to be placed. * '''Landscape Continuity:''' The barn will merge any farms touching at the intersection where it is placed. Thus, farm scoring will happen as usual. Any additional triangular tile placed in any gaps left under the barn will materialize the assumed farm continuity. <!-- * A triangular tile is counted as one tile: ** For landscape continuity: affects Farms, Cities and Roads ** For landscape continuity: affects Flea Tokens, ignoring ** For feature completeness (cities, roads) ** For feature completeness (cloisters, shrines, abbeys, gardens...) (!G) ** For scoring a feature (cities, roads) ** For scoring a feature (cloisters, shrines, abbeys, German Monasteries, gardens...) (!G) ** For placing/moving a figure (e.g. dragon,... except barns and bridges, that have particular requirements) (Flier conflict) ** For calculating a trajectory (Flier) or action range (Tower) (!G) xxx <! --T:102-- > * A triangular gap is considered a hole: ** For landscape continuity (farm) - barn can merge farms ** For feature completeness (cities, roads) ** For figure placement (bridge) --> '''>> How to deal with bridges''' A bridge could be placed over two Halflings occupying one square space if both ends are in a field. The bridge will also have to comply with the other usual placement rules. The following considerations are also important, since a bridge is placed across two tiles: * '''Follower placement:''' Any follower placed on the bridge has to be clearly on one of its halves, that is, assigned to one of the Halflings underneath. This is necessary, for example, if playing with the dragon or the Plague in order to know when a follower on a bridge may be affected. * '''Scoring:''' The bridge will count as 1 road segment per Halfling underneath, that is, two tiles in this case. <ref> {{IconWorld}} This is required for the sake of consistency. If the road connected to the bridge loops back and passes under the same bridge, the road underneath would count as two tiles and the one passing over the bridge should have the same number of tiles too. In a nutshell, the number of tiles represented by a bridge has to be aligned with the number of tiles it occupies as each tile is counted once when scoring a road. </ref> '''>> Wie wird mit Häusern umgegangen''' Little Buildings placed on a Halfling tile will affect only that triangular tile. If another Halfling tile shares the same square space, it will not be affected. == Karten Verteilung == === Halb so wild I (Spielbox) === {{BeginTileList|width=550px|tiles=12 halves}} {{Tile|image=Halflings_C1_Spielbox_Tile_01.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_02.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_03.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_05.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_06.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_07.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_08.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_09.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_10.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_11.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_12.jpg|count=1}} {{Tile|image=Halflings_C1_Spielbox_Tile_04.jpg|count=1|config={{Feature|edition=C1|name=Monastery}}}} {{EndTileList}} === Halb so wild II (Cundco) === {{BeginTileList|width=550px|tiles=12 halves}} {{Tile|image=Halflings_C1_Cundco_Tile_01.jpg|count=1|config={{Feature|edition=C1|name=Vineyard}}}} {{Tile|image=Halflings_C1_Cundco_Tile_02.jpg|count=1|config={{Feature|edition=C1|name=Sheep}}}} {{Tile|image=Halflings_C1_Cundco_Tile_03.jpg|count=1|config={{Feature|edition=C1|name=Hill}}}} {{Tile|image=Halflings_C1_Cundco_Tile_04.jpg|count=1|config={{Feature|edition=C1|name=CropCircleUniversal}}}} {{Tile|image=Halflings_C1_Cundco_Tile_05.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_06.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_07.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_08.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_09.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_10.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_11.jpg|count=1}} {{Tile|image=Halflings_C1_Cundco_Tile_12.jpg|count=1}} {{EndTileList}} {{FootnoteIconPara}} [[Category:Completed]] [[Category:Erste Edition]] [[Category:Erste Edition Mini Erweiterung]]
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