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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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<languages /> {{Breadcrumbs |link1={{CarcassonneLink}} }} [[File:PnP_Demo_C2_Rules_Cover.png|right|250px]] == General info and comments == Originally released by [[Hans im Glück|Hans im Glück]] in {{Year|2020}}. It is a free print-and-play demo game: * Print out the tiles included in the PDF rules (see links below) on thick paper, or glue the printouts to cardboard and cut them out carefully. * You will need different-colored pieces. Each player needs 5 pieces of the same color. The original game contains these little wooden pawn which we call "meeples". * You can also create a scoreboard (also included in the PDF rules) on which you can display the points during the game. To use this scoreboard, you will need another character in each player color. You can also record your scores on paper. * This demo game has fewer (48 instead of 72) and smaller tiles. It is also played with fewer meeples (5 instead of 7) than the original Carcassonne. The rules are otherwise the same, and are found below. * In the basic game there are also rules for advanced players and 2 mini-expansions included. The tiles and the scoreboard are included in pages 2 to 4 of the rulebook available here: * English version: ** HiG: [https://www.hans-im-glueck.de/_Resources/Persistent/ad61310df34c6546a94213079763bc3d3eb389db/Carc_Demo_EN.pdf https://www.hans-im-glueck.de/_Resources/Persistent/ad61310df34c6546a94213079763bc3d3eb389db/Carc_Demo_EN.pdf] * German version: ** HiG: [https://www.hans-im-glueck.de/_Resources/Persistent/68701bb6628f07a256efa9ec2eedde9ef679a779/CarcBasic_Demo_D_Low.pdf https://www.hans-im-glueck.de/_Resources/Persistent/68701bb6628f07a256efa9ec2eedde9ef679a779/CarcBasic_Demo_D_Low.pdf] The tile distribution is the same as the one for [[Variants#Carcassonne for 2|Carcassonne for 2]]. == Components and setup == Following part will explain initial setup and introduce components of the game. There are 48 LAND TILES which depict roads, cities, and monasteries, all of which are generally surrounded by fields. {| |- valign="top" | [[File:PnP_Demo_C2_Feature_City.png|none|frame|Tile showing a city]] || [[File:PnP_Demo_C2_Feature_Road.png|none|frame|Tile showing a road]] || [[File:PnP_Demo_C2_Feature_Monastery.png|none|frame|Tile showing a monastery]] |} Every tile shares the same back with the exception of the start tile which you should mark on the back making it easy to set it aside. {| |- valign="top" | [[File:PnP_Demo_C2_Regular_Back.png|none|frame|Regular back]] || [[File:PnP_Demo_C2_Start_Tile_back.png|none|frame|Start tile clearly marked]] |} Place the start tile (the one you marked) in the middle of the table. Shuffle the remaining tiles and set them as different facedown stacks that are easily accessible to all players. Tiles can also be placed into a sack or game box and drawn randomly. {| |- valign="top" | [[File:PnP_Demo_C2_Start_Tile.png|none|frame|Start tile]] || [[File:PnP_Demo_C2_Tile_Stacks.png|none|frame|A couple of facedown stacks]] |} Then comes the scoreboard, which you set to the side of your playing surface. [[File:PnP_Demo_C2_Scoreboard.jpg|none|frame|Part of the scoring track with meeples on initial positions.]] Finally, we have the meeples. For this game, you need 5 pieces of the same color for each player. You will also need 1 additional piece for each player, which you place on space 0 of the scoreboard. {| class="wikitable" |- style="height:5px;" | style="width:5px; border-right:0px; border-bottom:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"| | style="width:5px; border-left:0px; border-bottom:0px; padding:0;"| |- style="float; background-color:#ffffff; style="vertical-align:bottom;" | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| | style=" padding:0;"|[[File:Figure_Meeples_Base.png|x60px|center]] | style="width:1px; border-bottom:0px; border-top:0px; padding:0;"| |- style="vertical-align:top; text-align:center; font-size: 80%;" | style="width:1px; border-right:0px; border-top:0px; padding:0;"| | style="border-right:0px; border-left:0px; padding:0;"|Meeples | style="width:1px; border-left:0px; border-top:0px; padding:0;"| |} == Overview and goal of the game == In Carcassonne, players take turns placing tiles and expanding the landscape of roads, cities, monasteries and fields, one tile at a time. Players may place their meeples on the individual features of tiles as well (roads, cities and monasteries), where they will become highwaymen, knights and monks. Points are earned throughout the game, and the player with the highest score at the end is the winner. == Gameplay == A game of Carcassonne is played in clockwise order. Starting with the youngest player <ref> {{IconHouse}} It is common practice to choose starting player at random. More on this in house rules section. </ref>, the current player does the following actions in the order listed below, after which it is the next player’s turn, and so on and so forth. First, we’ll give you a brief description of the actions you have to do during one of your turns. These actions will be detailed as we present the roads, the cities, and finally the monasteries. So what are these actions? <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{BeginBlockList|width=900px}} {{StartBlock|width=250px|padding-right=10px|padding-bottom=10px}} {{RulesPlacingTile|header=fake-h4|title=1. Placing a tile|rules= <div style="width:230px; max-width:230px; display:inline-block; height:210px;"> <table> <tr> <td width="130">The player '''must''' draw exactly one land tile from a stack and place it faceup adjacent to any tile already on the board to continue the landscape. <ref> {{IconBook}} A newly placed land tile '''must fit''' the adjacent terrain on '''all edges'''! During placement it is not enough to look for only one side that fits. </ref> </td> <td width="90" valign="top"> [[File:PnP_Demo_C2_Gameplay_Place_Land_Tile.png|center]] </td> </tr> </table> </div> }} {{EndBlock}} {{StartBlock|width=250px|padding-right=10px|padding-bottom=10px}} {{RulesPlacingMeeple|header=fake-h4|title=2. Placing a meeple|rules= <div style="width:230px; max-width:230px; display:inline-block; height:210px;"> <table> <tr> <td width="140">The player '''may''' place a meeple from their supply onto the tile just placed.</td> <td width="80"> [[File:PnP_Demo_C2_Gameplay_Place_Meeple.png|80px]] </td> </tr> </table> </div> }} {{EndBlock}} {{StartBlock|width=250px|padding-right=10px|padding-bottom=10px}} {{RulesScoring|header=fake-h4|title=3. Scoring a feature|rules= <div style="width:230px; max-width:230px; display:inline-block; height:210px;"> <table> <tr> <td width="140" valign="top">The player '''must''' score any feature completed by tile placement.</td> <td width="80" align="right">[[File:PnP_Demo_C2_Gameplay_Score_Points.png]]</td> </tr> </table> </div> }} {{EndBlock}} {{EndBlockList}} </div> === The roads === <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingTile|title=1. Placing a tile|rules= You draw the depicted tile with three road segments starting from a village. You must place it in such a way that it continues the existing landscape (the tiles already in play). In the rare case that a tile cannot legally be placed anywhere, and all players agree, it is removed from the game, and the player draws another. <ref> {{IconHouse}} If drawing tiles out of a bag, a tile that cannot be placed could be returned to the bag for later use. </ref> [[File:PnP_Demo_C2_Road_Example_01.png|none|frame|'''Example 1a:''' {{ColorRed|You}} place the tile here. The road and fields continue the existing landscape.]]}} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingMeeple|title=2. Placing a meeple as highwayman|rules= After placing the tile, you may place a meeple as a highwayman on one of that tile's road segments, but only if the road is not occupied by another highwayman. In our example, since the road is not yet completed, no scoring occurs (see action 3) and play moves on to the next player. The next player draws a tile that he/she places to continue the landscape. They may not place a meeple on the road to the right since your highwayman is already present on that road. Instead, they choose to place their meeple as a knight in the city segment of that tile. [[File:PnP_Demo_C2_Road_Example_02.png|none|frame|'''Example 1b:''' {{ColorRed|You}} use your meeple as a highwayman on this road. This is possible because no other meeple is present on it.]] [[File:PnP_Demo_C2_Road_Example_03.png|none|frame|'''Example 1c:''' Since the road to the right is occupied, the {{ColorBlue|blue}} player decides to put his meeple in the city.]] }} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesScoring|title=3. Scoring a road|rules= When both ends of a road are closed, that road is completed and scored. The end of a road is closed when it meets a village, <ref> {{IconWorld}} Village is a little set of red roofed buildings surrounding the crossroad. </ref> a city, a monastery, or it loops onto itself by meeting the other end. [[File:PnP_Demo_C2_Road_Example_04.png|none|frame|'''Example 1d:''' The road completed has 3 tiles.]] <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{FAQ|title=Can a road end in nothing? |text=[[File:PnP_Demo_C2_Clarification_02.png|frameless|right|]] No, like all the usual land tiles, a road segment '''must''' continue to another road segment on all edges. <br clear="all" /> }} </div> Even though it is your opponent that placed the tile, this still completes your road. How many points do you score? When scoring a road, '''each tile''' of that road grants you '''1 point'''. Here, since you scored a road that is made out of 3 tiles, you score 3 points. It is now time to note your score. You keep track of your score with the meeple you placed on the scoreboard before starting the game. Continuing our example, you move it forward 3 spaces to show that you've scored 3 points. '''Note:''' if your score passes 50 points, lay down your scoring meeple to show your 50+ points. [[File:PnP_Demo_C2_Road_Example_06.png|none|frame|'''Example 1e:''' {{ColorRed|You}} keep track of the 3 points you earned on the scoreboard.]] After each scoring, '''return to your supply''' the meeple that was just scored. [[File:PnP_Demo_C2_Road_Example_05.png|none|frame|'''Example 1f:''' {{ColorRed|You}} return to your supply the highwayman that earned you 3 points. The {{ColorBlue|blue}} meeple stays in place since it was not part of a scored feature.]] }} </div> We've already seen the most important parts of the game. Now, we will further expand on those actions by showing you how they apply to the other features, namely the cities and the monasteries. === The cities === <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingTile|title=1. Placing a tile|rules= As usual, you draw a tile that you use to continue the landscape. Of course, the illustration must be continued as well. For example, a city segment must be connected to an open city. [[File:PnP_Demo_C2_City_Example_01.png|none|frame|'''Example:''' A tile showing a city.]] }} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingMeeple|title=2. Placing a meeple as a knight|rules= Then, you see if there is already a meeple as a knight in the city. Here, there isn’t, so you can place one of your meeples as a knight in this city. [[File:PnP_Demo_C2_City_Example_02.png|none|frame|'''Example 2a:''' {{ColorRed|You}} placed this tile and it expands the city by one tile. Since the city is unoccupied, you place a meeple there.]] <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{FAQ|title=We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. |text=[[File:PnP_Demo_C2_Clarification_01.png|frameless|right|]] 'Corner to corner' is not a connection. Segments can only be connected on the edges. In the example shown there are two cities at the moment. <br clear="all" />}} </div> }} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesScoring|title=3. Scoring a city|rules= Let's continue our example and assume that a few turns have passed. You now draw this tile that you place to continue your city. Since the tile you’ve placed completes a feature (here, the city), it must now be scored. A city is completed when it is surrounded by walls and there are no gaps inside the city. Since you have a meeple in the completed city, you are the player to score it. '''Each tile in a completed city is worth 2 points.''' In addition, '''each coat of arms is worth 2 more points.''' <ref> {{IconWorld}} Note that a coat of arms only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile). </ref> For this city, you score 8 points. As usual, the meeple that was in the scored feature '''returns to your supply.''' [[File:PnP_Demo_C2_City_Example_03.png|none|frame|'''Example 2b:''' Completed city scoring.]] }} </div> === The monasteries === <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingTile|title=1. Placing a tile|rules= Once more, you draw a tile to continue the landscape. Monasteries are always depicted in the center of a tile. When placing such a tile, you must, as usual, make sure that it continues the illustration. <ref> {{IconBook}} Monasteries can be placed directly next to each other, or corner to corner. It is not necessary for there to be eight other (non-monastery) tiles neighbouring a monastery. A monastery stands in the middle of a field segment and other segments can be placed next to it. In contrast to roads, cities, and fields, it is not possible to connect to a monastery. </ref> [[File:PnP_Demo_C2_Monastery_Example_01.png|none|frame|'''Example:''' Tile showing a monastery]]}} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingMeeple|title=2. Placing a meeple as a monk|rules= You can place a meeple on a monastery as a monk. Of course, that meeple must come from your supply. [[File:PnP_Demo_C2_Monastery_Example_02.png|none|frame|'''Example 3a:''' A monastery is always in the middle of a tile. You may place this tile here because the monastery on it is surrounded by fields.]]}} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesScoring|title=3. Scoring a monastery|rules= A monastery is completed when it is surrounded by tiles. During scoring, the monastery is worth '''1 point''' per tile that completes it (including the monastery itself). By placing this tile, you complete your monastery. It earns you 9 points and allows you to '''take your meeple back'''. [[File:PnP_Demo_C2_Monastery_Example_03.png|none|frame|'''Example 3b:''' Completed monastery scoring.]] }} </div> === Summary === <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingTile|title=1. Placing a tile|rules= * You must place your drawn tile in such a way that it continues the landscape and the illustration. * In some very rare cases, it may be impossible to place the tile. In those cases, simply return the tile to the box and draw a new one.}} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesPlacingMeeple|title=2. Placing a meeple|rules= * You may place a meeple on the tile you’ve just placed. * You may not place a meeple in a feature where there already is at least one other meeple, including one of yours.}} </div> <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{RulesScoring|title=3. Scoring a feature|rules= * A road is completed when both ends lead to a village, a city, a monastery, or the road forms a loop. Each tile in a completed road is worth 1 point. * A city is completed when it is surrounded by walls and there are no holes inside the city. Each tile in the completed city is worth 2 points. Each coat of arms in the completed city is worth an extra 2 points. * A monastery is completed when it is surrounded by 8 tiles. Each of the monastery’s tiles (the 8 surrounding tiles and the one with the monastery itself) is worth 1 point. * Scoring always occurs at the end of a player’s turn. At that moment, each player with a meeple in a scored feature earns points. <ref> {{IconBook}} When two meeples of one color are occupying the same road or city, you '''do not''' score double in these cases. The number of meeples has no effect on the points that a player earns from a road or city. Two knights do not double the points. The number of meeples is only important in establishing who has the majority. </ref> * After each scoring, return to your supply the scored meeples. * If there are multiple meeples in a single scored feature, the player with the most meeples is awarded full points and all other players receive nothing. When more than one player have the most meeples in a scored feature, the tied players all score full points.}} </div> === Special cases === ==== Use a meeple, score a feature, and get the meeple back ==== You can place a meeple in a feature you just completed, immediately score it, and then return the meeple to your supply. To do so, follow these steps: <span style="background:#5C7A1B; color: #5C7A1B">__</span> 1. Place a tile, completing a feature (such as a road, city, or monastery). <span style="background:#0072BC; color: #0072BC">__</span> 2. Place a meeple as a highwayman, knight, or monk on the feature you just completed. <span style="background:#9E2322; color: #9E2322">__</span> 3. Score the completed road, city, or monastery and return the meeple to your supply. [[File:PnP_Demo_C2_Sequence_Example_01.png|none|frame|'''Example -''' Sequence taking place:<br /> 1. {{ColorRed|You}} place a tile. <br/> 2. {{ColorRed|You}} place your meeple on the road. <br/> 3. {{ColorRed|You}} score 3 points for the road. Return your meeple to your supply. ]] <div class="wica-top-spacing wica-bottom-spacing wica-visible"> {{FAQ|title=There is a situation that puzzles us. If a player draws a tile with two city segments and completes a small city, earning 4 points, can he or she then deploy a meeple to a new city segment in the same turn? |text=[[File:PnP_Demo_C2_Clarification_03.png|frameless|right|]] A player may only deploy one meeple per turn, and that meeple may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second meeple to the other city segment immediately after placing the tile. The small city will then be scored and the meeple involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a meeple to. If the meeple is deployed to the small city (1), it will be returned immediately (2) and the player will earn four points, but the meeple cannot be redeployed (3). <br clear="all" /> }} </div> ==== Many meeples on the same road ==== <div class="wica-top-spacing wica-visible"> {{BeginBlockList|width=700px}} {{Block| [[File:PnP_Demo_C2_Multiple_Meeples_Example_01.png|none|frame|'''Example 4a:''' The tile {{ColorRed|you’ve}} just drawn could continue the road. However, there already is a highwayman on that road, which means that you may not place yours. You decide to place your tile, and a highwayman, so that it is not connected.]] }} {{Block| [[File:PnP_Demo_C2_Multiple_Meeples_Example_02.png|none|frame|'''Example 4b:''' During a following turn, {{ColorRed|you}} draw this tile and decide to continue the road with it. Both roads, each with a highwayman, are now connected. Since this completes the road, it is now scored and both {{ColorRed|you}} and the {{ColorYellow|other}} player score 4 points. Then, you both take your meeple back.]] }} {{EndBlockList}} </div> ==== Many meeples in the same city ==== <div class="wica-top-spacing wica-visible"> {{BeginBlockList|width=700px}} {{Block| [[File:PnP_Demo_C2_Multiple_Meeples_Example_03.png|none|frame|'''Example 5a:''' {{ColorRed|You}} wish to take control of the city away from {{ColorYellow|yellow}} and place your tile as pictured with a knight on it. {{ColorRed|you}} are allowed to place a knight there because the city segment is not connected to another city segment with a knight on it. If you succeed in linking your two city segments, your two knights will allow you to take the city from {{ColorYellow|yellow}}.]] }} {{Block| [[File:PnP_Demo_C2_Multiple_Meeples_Example_04.png|none|frame|'''Example 5b:''' That is exactly the tile you needed to connect the city segments. Since {{ColorRed|you}} now have the most knights in the city, only {{ColorRed|you}} get to score the 10 points awarded for completing that city. Then, both {{ColorRed|you}} and the other player take back your meeples.]] }} {{EndBlockList}} </div> === Game end and final scoring === The game ends immediately after the turn of the player who placed the last tile. Then, players proceed to a final scoring, after which the winner will be known. Once the game is over, all meeples still in play are scored: * Each incomplete road is worth 1 point per tile, just like during the game. * Each incomplete city is worth 1 point per tile and 1 point per coat of arms, which is only half the points. * Each incomplete monastery is worth 1 point plus 1 point per adjacent tile, just like during the game. [[File:PnP_Demo_C2_Final_Scoring_Example_01.png|none|frame|'''Example of final scoring:''' <ul> <li>'''Left city''': {{ColorGreen|Green}} is the only one to score 8 points (5 tiles and 3 coat of arms). {{ColorBlack|Black}} does not score any points since {{ColorGreen|Green}} has the most meeples in this city. </li> <li>'''Monastery:''' {{ColorYellow|Yellow}} scores 4 points for this incomplete monastery (3 points for the adjacent tiles and 1 point for the monastery itself).</li> <li>'''Right city:''' {{ColorBlue|Blue}} scores 3 points for this incomplete city (2 tiles and 1 coat of arms).</li> <li>'''Road:''' {{ColorRed|Red}}</span> scores 3 points for this incomplete roads (3 tiles).</li> </ul> ]] Once the final score is known, '''the winner is the player with the most points.'''<ref>{{IconWorld}} Rules do not include tiebreakers. That is rules explaining situation when few players share the same score.</ref> === House rules === * The players decide who starts the game by any method they choose—such as by rolling three meeples. The first player to ‘roll’ a standing meeple decides who plays first. (Thanks to Joff.) * To determine the first player; each player draws a tile from the bag, the player that drew the tile with the most roads (0 to 4) plays first, if there is a tie for most roads, a draw-off takes place. This is repeated until someone wins. (Thanks to michael.) * Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis. * Play with a three-tile hand. The abbey counts as part of your hand. Play your turn, including the builder, and then draw back up to three tiles. These tiles could be visible to all or hidden to the other players (Thanks to DavidP and youtch.) * When playing with a bag for the tiles, the original starting tile may be put into the bag, and unplayable tiles can be put back into the bag rather than set to one side. (Thanks to dwhitworth.) * When a tile is the only tile which can currently complete a structure, other players can offer to ‘buy’ it by offering points, trades counter, abbey, and so on. (Thanks to Deatheux.) * If you place a tile that fills a hole in the playing field by touching something on all four adjacent sides, you get another turn. This helps motivate people to finish the board even if they do not get an advantage from the placement. (Does not apply to the abbey tile). (Thanks to viberunner.) * Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.) * The edge of the table limits the playing area. Thus, a player may not place a tile past the edge of the table or move the playing area to place a tile that would have been past the edge of the table. (Thanks to metoth for prompting this one, and to SkullOne for pointing out that this is an official rule from Hunters and Gatherers.) * Table borders COMPLETE features as an abbey would. (Thanks to PreGy.) * Use colored dice instead of meeples on the scoring track. Start out with the 6 showing on top. When the marker completes one lap, turn it to the number 1 to indicate it has completed one lap. This shows at a glance which player is on what lap and who's ahead. On the 100 space track it’s even easier to determine someone’s score at a glance. (Thanks to Carcking.) == Tile distribution == {{BeginTileList|width=700px|tiles=48}} {{Tile|image=PnP_Demo_C2_Tile_A.jpg|count=1|config=({{Feature|edition=C2|name=Highwaymen|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_B.jpg|count=2|config=({{Feature|edition=C2|name=Farmhouse|variant=abbr}};{{Feature|edition=C2|name=DonkeyStable|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_C.jpg|count=1}} {{Tile|image=PnP_Demo_C2_Tile_D.jpg|count=4|config=({{Feature|edition=C2|name=Farmhouse|variant=abbr}};{{Feature|edition=C2|name=Pigsty|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}};{{TextS}})}} {{Tile|image=PnP_Demo_C2_Tile_E.jpg|count=2|config=({{Feature|edition=C2|name=Garden|variant=abbr}};{{Feature|edition=C2|name=WaterTower|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_F.jpg|count=1|config=({{Feature|edition=C2|name=Highwaymen|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_G.jpg|count=2|config=({{Feature|edition=C2|name=WaterTower|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_H.jpg|count=1}} {{Tile|image=PnP_Demo_C2_Tile_I.jpg|count=2|config=({{Feature|edition=C2|name=Garden|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_J.jpg|count=3}} {{Tile|image=PnP_Demo_C2_Tile_K.jpg|count=2|config=({{Feature|edition=C2|name=Highwaymen|variant=abbr}};{{Feature|edition=C2|name=Cowshed|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_L.jpg|count=2|config=({{Feature|edition=C2|name=Highwaymen|variant=abbr}};{{Feature|edition=C2|name=Pigsty|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_M.jpg|count=2|config=({{Feature|edition=C2|name=Garden|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_N.jpg|count=4|config=({{Feature|edition=C2|name=Garden|variant=abbr}};{{Feature|edition=C2|name=Garden|variant=abbr}};{{Feature|edition=C2|name=WaterTower|variant=abbr}};-)}} {{Tile|image=PnP_Demo_C2_Tile_O.jpg|count=2|config=({{Feature|edition=C2|name=Farmhouse|variant=abbr}};{{Feature|edition=C2|name=WaterTower|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_P.jpg|count=1}} {{Tile|image=PnP_Demo_C2_Tile_Q.jpg|count=1|config=({{Feature|edition=C2|name=Garden|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_R.jpg|count=2|config=({{Feature|edition=C2|name=WaterTower|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_S.jpg|count=1}} {{Tile|image=PnP_Demo_C2_Tile_T.jpg|count=5|config=({{Feature|edition=C2|name=Farmhouse|variant=abbr}};{{Feature|edition=C2|name=Garden|variant=abbr}};{{Feature|edition=C2|name=Highwaymen|variant=abbr}};{{Feature|edition=C2|name=Highwaymen|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_U.jpg|count=4|config=({{Feature|edition=C2|name=Farmhouse|variant=abbr}};{{Feature|edition=C2|name=Highwaymen|variant=abbr}};{{Feature|edition=C2|name=Highwaymen|variant=abbr}};{{Feature|edition=C2|name=None|variant=abbr}})}} {{Tile|image=PnP_Demo_C2_Tile_V.jpg|count=3}} {{EndTileList}} {{TileIllustrations|edition=C2|G=1|F=1|H=1|W=1|P=1|C=1|D=1}} {{FootnoteIconPara}} [[Category:Completed]] [[Category:Second Edition]]
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