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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:Winter Edition Base Game}}{{UX |seotitle={{TextCarcassonne}} - {{TranslatedPageName}} |sortingtitle=Winter Edition Base Game |image={{filepath:Box_WE_ZMG.png|nowiki}} |description={{#lst:{{FULLPAGENAME}}|description}} }} <span style="display:none"><section begin="description" /> The city of Carcassonne in southern France is famous for its unique Roman and Medieval fortifications. The players take their chances with their followers in the cities, cloisters, farms and on the roads around Carcassonne. The development of the land is in their hands, and the skillful deployment of the followers as thieves, knights, monks and farmers is the path to success. <section end="description" /></span> <languages />{{ChooseDesign |image=Winter Edition C3 Tile P.png |image2=Winter Edition C2.1 Tile P.png |showcarcassonne=true }} {{Breadcrumbs |link1={{WinterEditionLink}} }} <div class="toclimit-4"> {| style="float:right; text-align:center;" |- | [[File:Box_WE_ZMG.png|right|200px]] |} __TOC__ </div> {{DottedFrameMessage|text=''The city of Carcassonne in southern France is famous for its unique Roman and Medieval fortifications. The players take their chances with their followers in the cities, cloisters, farms and on the roads around Carcassonne. The development of the land is in their hands, and the skillful deployment of the followers as thieves, knights, monks and farmers is the path to success.'' }} == General info and comments == [[File:{{WinterEditionBaseGameLink|edition=WE3|logo=name}}|thumb|right|Game C Logo]] '''Carcassonne: Winter Edition''' was originally released by [[Hans im Glück]] in {{Year|2012}}. A clever tile-laying game, in a winter coat, for 2 to 5 players, aged 8 and above, by [[Klaus-Jürgen Wrede]]. == Contents == * '''72 land tiles''' (including one with a dark reverse) which depict road, city and field segments, as well as cloisters and crossings. * '''12 land tiles''' with winter animals on them. :[[File:Win tiles explained.png|frame|none|<table> <tr> <td colspan="2">Tile description and features:</td> </tr> <tr valign="top"> <td width="200px"> '''A.''' Reverse of the starting tile <br /> '''B.''' A cloister <br /> '''C.''' City segments <br /> '''D.''' Pennant </td> <td> '''E.''' Farm segments <br /> '''F.''' Road segments <br /> '''G.''' Crossings </td> </tr> </table>]] :[[File:WinterTileBack.png|120px|thumb|frame|none|Regular tile back]] * '''40 followers''' <ref> {{IconBook}} '''Question''': Too few followers—are we playing wrong or are there really too few? '''Answer''': In our view there are not too few. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers. </ref> in five colors: :{{Figure|name=NormalMeeple|edition=WE3|color=defaultcolors|variant=imageframe|text=Followers in 5 colors}} Each follower can be deployed as a knight, monk, thief, or farmer. One follower of each color is used as a scoring marker. * One '''scoreboard'''. This is used to track players' scores * One '''rule booklet'''. == Rules == === Overview === The players place the land tiles turn by turn. This leads to the growth of roads, cities, cloisters and farms, to which the players may deploy their followers in order to earn points. As points can be won during the game as well as at the end, the winner will only emerge during the final scoring. The rules for the winter edition are identical to the normal rules of the game Carcassonne. The 12 additional tiles with animal illustrations are played by the usual rules. <ref> {{IconWorld}} One of the animals on the tiles is a Wolpertinger, a beast from southern Germany. The closest American equivalent to this is the Jackalope, although that really doesn’t do the Wolpertinger justice. </ref> <ref> {{IconWorld}} '''[[{{Path|Hans im Glück}}|HiG]]''' has asked the fans of the game for new rules to use with the animal tiles. For now, however, the animals are simply aesthetic. </ref> === Preparation === <div class="wica-banner-icon" style="margin-right: 1em; position:relative;"><div style="position:absolute; right: 0">[[File:Win deer.png|x65px]]</div></div> The starting tile is placed in the middle of the table. The remaining tiles are mixed and placed face-down on the table in several stacks, so that each player can access them easily. <ref> {{IconHouse}} Tiles can also be placed into a sack and drawn randomly. </ref> The scoreboard should be placed at the edge of the table if possible. [[File:Win scoreboard.png|none|400px|frame|Scoreboard]] Each player chooses a color and receives all eight followers of that color, placing one on the '0' field of the scoreboard as a scoring marker. The remaining seven followers stay with the player for the moment, as his or her supply. The youngest player decides who starts the game. === Playing the game === <div class="wica-banner-icon" style="margin-right: 1em; position:relative;"><div style="position:absolute; right: 0">[[File:Win fox.png|x65px]]</div></div> Play progresses in a clockwise fashion. The player whose turn it is carries out the following actions '''in the order given''': # The player '''must''' draw one new '''land tile''' and place it. # The player '''may''' take '''one follower''' from his or her supply and deploy it to the '''tile just placed'''. # If any roads, cities, or cloisters are '''completed''' through the placement of the tile, they '''must''' be '''scored''' now. Then it is the next player's turn. {{GreyStrip|title=1. Place a tile}} As their first action, the player '''must''' draw a tile from one of the stacks. The tile is then shown to the other players (so they can “advise” the player about where to place it) and placed on the table. The player must take care to observe the following: * At least one side of the new tile (with a {{ColorRed|red}} border in the examples below) must touch one or more tiles already in play. <ref> {{IconBook}} '''Question''': We have difficulty deciding when a placed tile represents a new city or belongs to one already being built. '''Answer''': '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. </ref> Corner-to-corner placement is not permitted. * Any city, road, and field segments must continue segments already in play. <ref> {{IconBook}} Cloisters can be placed directly next to each other, or corner to corner. It is not necessary for there to be eight other (non-cloister) tiles neighboring a cloister. A cloister 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 cloister. </ref> <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> 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> {{BeginBlockList|width=800px}} {{StartBlock|width=210px}} [[File:Win example1.png|200px|thumb|frame|none|Road and field segments continue previous segments.]]<br /> [[File:Win example2.png|200px|thumb|frame|none|The city is continued.]] {{EndBlock}} {{StartBlock|width=210px}} [[File:Win example3.png|200px|thumb|frame|none|On one edge, the city is continued. On the other edge, the field is continued.]] {{EndBlock}} {{StartBlock|width=210px}} [[File:Win example4.png|200px|thumb|frame|none|An example of incorrect placement]] {{EndBlock}} {{EndBlockList}} {{GreyStrip|title=2. Deploy a follower}} When the player has placed the tile, he or she '''may''' deploy a follower. In doing so the following points must be observed: * Only one follower may be deployed each turn. * The follower must come from the player's supply. * The follower may only be deployed to the tile just placed. * The player must decide which part of the tile the follower is deployed to <ref> {{IconBook}} If you complete a previously unoccupied city when placing a tile, you do not have to occupy this city and earn the points. You can close the city without it being occupied and (for example) deploy a farmer as long as the farm is unoccupied. The city does not necessarily require a knight to look after it. </ref> <ref> {{IconBook}} '''Question''': On cloister tiles, are we allowed to deploy a follower on the surrounding field segment? '''Answer''': Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.] </ref> as either: <table class="wica-overflow" style="margin: 1ex 22px"> <tr align="center" valign="bottom" style="line-height: 100%"> <th>thief</th> <th></th> <th>knight</th> <th></th> <th>monk</th> <th></th> <th style="padding-right: 1em">farmer</th> <th></th> </tr> <tr align="center"> <td>[[File:Win_placement1.png|x130px]]</td> <td>or</td> <td>[[File:Win_placement2.png|x130px]]</td> <td>or</td> <td>[[File:Win_placement3.png|x130px]]</td> <td>or</td> <td>[[File:Win_placement4.png|x130px]]</td> <td valign="top" align="left" style="line-height: 140%; padding-top: 1ex"><small>here <br />or <br />there </small></td> </tr> <tr valign="top" align="center" style="line-height: 100%"> <td>on a road segment</td> <td></td> <td>in a city segment</td> <td></td> <td>on a cloister</td> <td></td> <td style="padding-right: 1em">in a field.</td> <td align="left">'''Lay down your farmers!'''</td> </tr> </table> '''Note:''' For your first game, it is best to play '''without the farmers'''. * There must be no other follower (not even one belonging to the same player) on the road, city, or field segments connected to the tile just placed. It does not matter how far away the follower is. The following two examples may help to explain: {{BeginBlockList|nesting=1|width=850px}} {{StartBlock|width=265px}} [[File:Win placement5.png|255px|thumb|frame|none|{{ColorBlue|BLUE}} may not place a thief, as the road is already occupied. He may play a monk or place a follower on the field.]] {{EndBlock}} {{StartBlock|width=380px}} [[File:Win placement6.png|370px|thumb|frame|none|{{ColorBlue|BLUE}} may not place a knight in the city, as the city is already claimed. He may place a thief on the road or place a follower on the field.]] {{EndBlock}} {{EndBlockList}} If a player runs out of followers during the course of play, he or she may only place tiles. But don't panic: you can also get followers back. '''Now the player’s turn is over, and it is the turn of the next player on the left.''' '''Exception''': If a road, city, or cloister was completed through the placement of the tile, it must now be scored. <ref> {{IconBook}} '''Question''': 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 follower to a new city segment in the same turn? '''Answer''': A player may only deploy one follower per turn, and that follower may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed. </ref> {{GreyStrip|title=3. Score completed roads, cities or cloisters}} ===== A completed road ===== [[File:Win road.png|150px|right]] A road is completed when the road segments on both sides end in a crossing, a city segment, or a cloister, or when the road forms a closed circle. <ref> {{IconBook}} '''Question''': Can a road end in nothing? '''Answer''': No, like all the usual land tiles, a road segment must continue to another road segment on all edges. </ref> There is no limit to the number of road segments which can lie between these endings. {{BeginBlockList|width=800px}} {{StartBlock|width=195px}} [[File:Win road exc1.png|185px|thumb|frame|none|{{ColorRed|RED}} scores 4 points]] {{EndBlock}} {{StartBlock|width=195px}} [[File:Win road exc2.png|185px|thumb|frame|none|{{ColorRed|RED}} scores 3 points]] {{EndBlock}} {{EndBlockList}} A player who has a thief on this completed road scores '''as many points as the road is long''', determined by '''counting the number of tiles'''. <ref> {{IconBook}} '''Question''': How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere? '''Answer''': Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road. </ref> Whenever points are scored, they are immediately recorded on the scoreboard (more on this in the section about the scoreboard). ===== A completed city ===== [[File:Win city.png|150px|right]] A city is completed when its segments are fully encompassed by a city wall and there are no gaps within the city. There is no limit to how many segments a city may contain. A player who has a knight in a completed city scores '''2 points for every city segment'''. '''Every pennant''' (shield symbol) <ref> {{IconWorld}} Note that a pennant only affects the city segment it is in, not the whole tile (if there is more than one segment on a single tile. </ref> '''scores an extra 2 points'''. {{BeginBlockList|width=800px}} {{StartBlock|width=110px}} [[File:Win city exc1.png|100px|thumb|frame|none|{{ColorRed|RED}} scores 8 points (three city segments and one pennant)]] {{EndBlock}} {{StartBlock|width=240px}} [[File:Win city exc2.png|230px|thumb|frame|none|{{ColorRed|RED}} scores 8 points (four city segments, no pennants). <div style="margin-top: 1ex">When both city segments on a tile are in a single city (marked with A), they only count as one segment.</div>]] {{EndBlock}} {{EndBlockList}} What happens if there are several followers on a completed road or in a completed city? Through the wily placement of land tiles it is quite possible for several thieves to be on a road, or for several knights to occupy a city. '''The points are then scored by the player with the most thieves or knights.''' <ref> {{IconBook}} When two followers of one color are occupying a road, city, or farm, you DO NOT score double in these cases. The number of followers has no effect on the points that a player earns from a road, city, cloister, or farm. Two knights do not double the points. The number of followers is only important in establishing who has the majority. </ref> '''In the case of a draw, all players involved score the full number of points.''' [[File:Win city exc3.png|275px|thumb|frame|none|The {{ColorRed|new tile}} joins the previously unconnected city segments, forming a single completed city. <div style="margin-top: 1ex">{{ColorBlue|BLUE}} and {{ColorRed|RED}} both score the full 10 points, as they both have one knight in the city—a draw!</div>]] ===== A completed cloister (monastery) ===== [[File:Feature_Monastery_WE1.png|x100px|right]] A cloister is completed when it is surrounded by eight land tiles. The player who has a monk in the cloister immediately scores '''9 points—1 point for each land tile, including the cloister itself'''. [[File:Win cloister exc1.png|275px|thumb|frame|none|{{ColorRed|RED}} scores 9 points (for 8 surrounding tiles and the cloister itself.)]] ===== Returning followers to their owners ===== After a road, city, or cloister has been completed and scored – '''and only then''' – any thieves, knights, or monks involved are returned to their owner. '''From the next turn onwards''', the player can then use them again in whatever role he or she chooses. <br /> <hr /> '''It is possible to deploy a follower, score immediately, and have the follower returned, all in the same turn'''. In this case, you must use the following order: # Complete a road, city, or cloister with the new tile. # Deploy a thief, knight, or monk. # Score the completed road, city, or cloister. # Return the thief, knight, or monk to your supply. {{BeginBlockList|nesting=1|width=800px}} {{StartBlock|width=230px}} [[File:Win returning exc1.png|220px|thumb|frame|none|{{ColorRed|RED}} scores 4 points]] {{EndBlock}} {{StartBlock|width=300px}} [[File:Win returning exc2.png|290px|thumb|frame|none|{{ColorRed|RED}} scores 3 points]] {{EndBlock}} {{EndBlockList}} <hr /> <br /> ===== Farms ===== Reminder: for your first game, we recommend playing '''without farmers and fields'''. Several connected field segments form a farm. <ref> {{IconBook}} In determining farm size, farms can be limited by all kinds of barriers, for example, roads or cities which cannot be circumvented, or the edge of the playing field. It can certainly happen that a farm covers almost the entire playing field, and there will likely be farms that remain open for the entire game. </ref> Farms and field segments are not scored. They serve only as places to deploy farmers; the owner of the farm only scores points at the end of the game. As such, farmers remain on the farm for the duration of the game and are never returned to their owner! In order to make that clear, the farmers should be laid on their backs. Farms are separated from each other by roads, cities, and the edge of the playing field – this is important during the final scoring. {{BeginBlockList|width=800px}} {{StartBlock|width=285px}} [[File:Win farms exc1.png|275px|thumb|frame|none|All three farmers are on their own farms. The road segment and the city separate the farms from each other.]] {{EndBlock}} {{StartBlock|width=285px}} [[File:Win farms exc2.png|275px|thumb|frame|none|After the placement of the new tile, the farms of the three farmers are joined to form one. <div style="margin-top: 1ex">'''Be careful''': The player who placed the new tile may not deploy a farmer, since the (now connected) farm is already occupied by farmers.</div>]] {{EndBlock}} {{EndBlockList}} ===== The scoreboard ===== Any points scored should be recorded on the scoreboard immediately. The board is a track of fifty fields that can be lapped many times. When the ‘0’ field is reached or passed, the counting figure should be laid down to indicate that the player has already earned 50 or more points. <ref> {{IconWorld}} Use of counters, such as the 50/100 tiles from the standard edition of Carcassonne (''Inns and Cathedrals'' or ''Big Box'' sets), would also be helpful. </ref> [[File:Win score exc1.png|155px|thumb|frame|none|{{ColorBlue|BLUE}} scores 3 points. He moved his figure that started on 48. To indicate that the score is greater than 50, he lays the figure down.]] === The End of the Game === <div class="wica-banner-icon" style="margin-right: 1em; position:relative;"><div style="position:absolute; right: 0">[[File:Win wolf.png|x65px]]</div></div> The game ends at the end of the turn in which the last land tile is placed. Any roads, cities, and cloisters completed in this round are scored as usual. This is followed by the '''final scoring''', where '''unfinished roads, cities, and cloisters''', as well as the '''farmers''', will be scored. {{GreyStrip|title=Final Scoring}} ===== Scoring incomplete roads, cities and cloisters ===== The first things to be scored during the final scoring are the '''incomplete''' roads, cities and cloisters. For every '''incomplete''' road, city, and cloister the owner scores '''1 point for each segment'''. '''Pennants also now score only 1 point'''. <ref> {{IconBook}} '''Question''': Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighboring tile (e.g. 5), or is an incomplete cloister worth only 1 point? '''Answer''': During the final scoring, roads earn exactly as much as during the game, that is, 1 point per road segment. In the example shown, blue earns four points at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighboring tile. When there are five tiles surrounding the cloister it earns 6 in total. </ref> As soon as the feature in question has been scored, the followers involved are removed. [[File:Win scoring exc1.png|320px|thumb|frame|none|<ul> <li>{{ColorRed|RED}} scores 3 points for the incomplete road. </li> <li>{{ColorYellow|YELLOW}} scores 5 points for the incomplete cloister. </li> <li>{{ColorBlue|BLUE}} scores 3 points for the incomplete city on the bottom right. </li> <li>{{ColorGreen|GREEN}} scores 8 points for the large incomplete city. </li> <li>{{ColorBlack|BLACK}} scores nothing, since {{ColorGreen|GREEN}} has more knights in the city. </li> </ul>]] ===== Scoring farms ===== '''Note:''' For your first game, if playing '''without farmers and fields''', you will not need to score them. Only the farmers and their farms are left, and these will be scored now. The owner of each farm must be established. If several players have farmers on a given farm, then the player with the most farmers is the owner. In the case of a draw, all the players with the most farmers are considered to be owners of the farm. The owner (or owners) of the farm score '''3 points for every completed city which borders the farm''', or lies within it. <ref> {{IconBook}} '''Question''': It is unclear whether incomplete farms earn points during the final scoring. '''Answer''': It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well. </ref> <ref> {{IconBook}} '''Question''': At the end of the game, do we score farms which are completely closed off by roads, but which don't have any adjacent cities? If so, how? '''Answer''': Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm. All this is of course highly frustrating and cries out for revenge! </ref> If a city borders more than one farm, '''the owner(s) of each farm''' score(s) 3 points for the city. <ref> {{IconArrow}} This describes what is known as the “third edition” method of scoring farms, the method currently accepted by all publishers for all versions of Carcassonne. </ref> {{BeginBlockList|width=800px}} {{StartBlock|width=295px}} [[File:Win scoring farm1.png|285px|thumb|frame|none|{{ColorBlue|BLUE}} scores 9 points (6 points for the upper farmer and 3 points for the lower one).]] {{EndBlock}} {{StartBlock|width=295px}} [[File:Win scoring farm2.png|285px|thumb|frame|none|{{ColorBlue|BLUE}} scores 6 points. {{ColorRed|RED}} scores 3 points. The incomplete city generates no points.]] {{EndBlock}} {{EndBlockList}} [[File:Win tiles are placed.png]] The order in which the tiles were placed. {{BeginBlockList|width=800px}} {{StartBlock|width=270px}} [[File:Win scoring farm3.png|260px|thumb|frame|none|Having the majority of farmers, {{ColorRed|RED}} owns the large farm, and scores 6 points: 3 each for the cities A and B. {{ColorBlue|BLUE}} owns the small farm, scoring 3 points for city A. {{ColorYellow|YELLOW}} does not have a majority, so earns no points.]] {{EndBlock}} {{StartBlock|width=270px}} [[File:Win scoring farm4.png|260px|thumb|frame|none|On the large farm {{ColorRed|RED}} and {{ColorYellow|YELLOW}} both have two farmers, and so both score 6 points: 3 each for the cities A and B. {{ColorBlue|BLUE}} owns the small farm, scoring 3 points for city A.]] {{EndBlock}} {{EndBlockList}} Every farm scores the bordering cities <ref> {{IconWorld}} A bordering city is one that has a wall bordering the farm; a single point of contact at the corner of a tile is not sufficient. </ref> in the same way. When this has been done, the game is over. '''The player with the most points wins.''' ==== Example of farmer scoring ==== Here is a more detailed example of how farmers and their farms are scored. “Wiese” is translated as “farm”. <table class="wica-overflow"> <tr> <td> [[File:Win scoring farm5.png|790px|thumb|frame|none|<table><tr><td><ul> <li>'''Farm 1:''' {{ColorBlue|BLUE}} owns farm 1. Two completed cities ('''A''' and '''B''') border the farm. For each completed city {{ColorBlue|BLUE}} scores 3 points (irrespective of their size), or a total of 6 points. </li> <li>'''Farm 2:''' {{ColorRed|RED}} and {{ColorBlue|BLUE}} own farm 2. There are three completed cities ('''A''', '''B''' and '''C''') bordering or lying within this farm. {{ColorRed|RED}} and {{ColorBlue|BLUE}} therefore score 9 points each. </li></ul></td> </tr> <tr> <td>Notice that cities '''A''' and '''B''' score points for {{ColorBlue|BLUE}} on farm 1 as well as {{ColorRed|RED}} and {{ColorBlue|BLUE}} on farm 2, since these cities border both farms. The city on the bottom left is incomplete, and so generates no points. </td> </tr> <tr> <td><ul><li>'''Farm 3:''' {{ColorYellow|YELLOW}} owns farm 3, since {{ColorYellow|YELLOW}} has more farmers on it than {{ColorBlack|BLACK}}. There are four completed cities bordering or lying within farm 3, so {{ColorYellow|YELLOW}} scores 12 points. </li></ul></td> </tr> <tr> <td>Be careful with the edges of the farm: farms are separated from each other by roads, cities (if they don’t lie within the farm), and the edge of the playing field. </td> </tr> </table> ]] </td> </tr> </table> {{GreyStrip|title=How can multiple followers stand on one feature?}} <span style="border: 3px solid red"> </span> '''= last tile placed''' {{BeginBlockList|width=800px}} {{StartBlock|width=115px}} [[File:Win mul exc1.png|105px|thumb|frame|none|'''Turn 1:''' {{ColorBlue|BLUE}} places a follower on the field.]] {{EndBlock}} {{StartBlock|width=235px}} [[File:Win mul exc2.png|225px|thumb|frame|none|'''Turn 2:''' {{ColorRed|RED}} places the tile at the upper right and places a farmer on the field. He may do this because the fields are not yet connected. <div style="margin-top: 1ex">After the placement of the {{ColorRed|new tile}}, the fields are not connected at the corners!</div>]] {{EndBlock}} {{StartBlock|width=225px}} [[File:Win mul exc3.png|215px|thumb|frame|none|'''Turn 3:''' Now the two field segments are connected as part of a larger field. In this way it is possible for several followers to be on one farm. <div style="margin-top: 1ex">In this same way, several thieves can stand on one road or several knights can be in one city.</div>]] {{EndBlock}} {{EndBlockList}} === House Rules === {{IconHouse}} The players decide who starts the game by any method they choose—such as by rolling three followers. The first player to ‘roll’ a standing follower decides who plays first. (Thanks to Joff.) {{IconHouse}} 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.) {{IconHouse}} Take your next tile at the end of your turn, to give you time to think about placement and avoid analysis paralysis. {{IconHouse}} 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.) {{IconHouse}} 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.) {{IconHouse}} Trees (bushes) on roads do not end the road—only houses do (when the road forks.) This makes road building a lot more dynamic. (Thanks to Tobias.) {{IconHouse}} 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.) {{IconHouse}} 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.) {{IconHouse}} Incomplete features at the end of the game do not score points at the end of the game. (Thanks to metoth.) {{IconHouse}} 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.) {{IconHouse}} Table borders COMPLETE features as an abbey would. (Thanks to PreGy.) {{IconHouse}} 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 == === 2022 Edition (WE3) === {{BeginTileList|tiles=84}}{{EndTileList}} '''72 tiles''' as in the original Carcassonne: {{BeginTileList|width=700px}} {{Tile|image=Winter_Edition_C3_Tile_A.png|count=2|config=({{Feature|edition=WE3|name=Highwaymen|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}}) - {{Feature|edition=WE3|name=Monastery}}}} {{Tile|image=Winter_Edition_C3_Tile_B.png|count=4|config=({{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=DonkeyStable|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr|count=2}}) - {{Feature|edition=WE3|name=Monastery}}}} {{Tile|image=Winter_Edition_C3_Tile_C.png|count=1|config=({{Feature|edition=WE3|name=WaterTower|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_D.png|count=4|config=({{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=Pigsty|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr|count=2}}) + ({{TextS}})}} {{Tile|image=Winter_Edition_C3_Tile_E.png|count=5|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr|count=3}})}} {{Tile|image=Winter_Edition_C3_Tile_F.png|count=2}} {{Tile|image=Winter_Edition_C3_Tile_G.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_H.png|count=3|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=WaterTower|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_I.png|count=2|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_J.png|count=3|config=({{Feature|edition=WE3|name=Highwaymen|variant=abbr}};{{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=Cowshed|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_K.png|count=3|config=({{Feature|edition=WE3|name=Highwaymen|variant=abbr}};{{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=Pigsty|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_L.png|count=3|config={{Feature|edition=WE3|name=Crossroad}}}} {{Tile|image=Winter_Edition_C3_Tile_M.png|count=2|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_N.png|count=3|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=WaterTower|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_O.png|count=2|config=({{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=Cowshed|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_P.png|count=3|config=({{Feature|edition=WE3|name=Highwaymen|variant=abbr}};{{Feature|edition=WE3|name=WaterTower|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_Q.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_R.png|count=3|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=WaterTower|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_S.png|count=2|config=({{Feature|edition=WE3|name=WaterTower|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr}})}} {{Tile|image=Winter_Edition_C3_Tile_T.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_U.png|count=8|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=Highwaymen|variant=abbr|count=2}};{{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=Pigsty|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr|count=3}})}} {{Tile|image=Winter_Edition_C3_Tile_V.png|count=9|config=({{Feature|edition=WE3|name=Garden|variant=abbr}};{{Feature|edition=WE3|name=Highwaymen|variant=abbr}};{{Feature|edition=WE3|name=Farmhouse|variant=abbr}};{{Feature|edition=WE3|name=Pigsty|variant=abbr}};{{Feature|edition=WE3|name=Cowshed|variant=abbr}};{{Feature|edition=WE3|name=None|variant=abbr|count=4}})<!--sup>'''*'''</sup-->}} {{Tile|image=Winter_Edition_C3_Tile_W.png|count=4|config={{Feature|edition=WE3|name=Village}}}} {{Tile|image=Winter_Edition_C3_Tile_X.png|count=1|config={{Feature|edition=WE3|name=Village}}}} {{EndTileList}} {{TileIllustrations|edition=WE3|S=1|G=1|F=1|C=1|W=1|H=1|P=1|D=1}} '''12 tiles''' with animals: {{BeginTileList|width=600px}} {{Tile|image=Winter_Edition_C3_Tile_Z01.png|count=1|config={{Feature|edition=WE3|name=Village}}}} {{Tile|image=Winter_Edition_C3_Tile_Z02.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z03.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z04.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z05.png|count=1|config={{Feature|edition=WE3|name=Monastery}}}} {{Tile|image=Winter_Edition_C3_Tile_Z06.png|count=1|config={{Feature|edition=WE3|name=Monastery}}}} {{Tile|image=Winter_Edition_C3_Tile_Z07.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z08.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z09.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z10.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z11.png|count=1}} {{Tile|image=Winter_Edition_C3_Tile_Z12.png|count=1}} {{EndTileList}} === 2020 Edition (WE2) === {{BeginTileList|tiles=84}}{{EndTileList}} '''72 tiles''' as in the original Carcassonne: {{BeginTileList|width=700px}} {{Tile|image=Winter_Edition_C2.1_Tile_A.png|count=2|config={{Feature|edition=WE2|name=Monastery}}}} {{Tile|image=Winter_Edition_C2.1_Tile_B.png|count=4|config={{Feature|edition=WE2|name=Monastery}}}} {{Tile|image=Winter_Edition_C2.1_Tile_C.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_D.png|count=4|config=({{TextS}})}} {{Tile|image=Winter_Edition_C2.1_Tile_E.png|count=5|config=(*)}} {{Tile|image=Winter_Edition_C2.1_Tile_F.png|count=2}} {{Tile|image=Winter_Edition_C2.1_Tile_G.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_H.png|count=3}} {{Tile|image=Winter_Edition_C2.1_Tile_I.png|count=2}} {{Tile|image=Winter_Edition_C2.1_Tile_J.png|count=3}} {{Tile|image=Winter_Edition_C2.1_Tile_K.png|count=3}} {{Tile|image=Winter_Edition_C2.1_Tile_L.png|count=3|config={{Feature|edition=WE2|name=Crossroad}}}} {{Tile|image=Winter_Edition_C2.1_Tile_M.png|count=2}} {{Tile|image=Winter_Edition_C2.1_Tile_N.png|count=3}} {{Tile|image=Winter_Edition_C2.1_Tile_O.png|count=2}} {{Tile|image=Winter_Edition_C2.1_Tile_P.png|count=3}} {{Tile|image=Winter_Edition_C2.1_Tile_Q.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_R.png|count=3}} {{Tile|image=Winter_Edition_C2.1_Tile_S.png|count=2}} {{Tile|image=Winter_Edition_C2.1_Tile_T.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_U.png|count=8|config=(*)}} {{Tile|image=Winter_Edition_C2.1_Tile_V.png|count=9|config=(*)}} {{Tile|image=Winter_Edition_C2.1_Tile_W.png|count=4|config={{Feature|edition=WE2|name=Village}} + (*)}} {{Tile|image=Winter_Edition_C2.1_Tile_X.png|count=1|config={{Feature|edition=WE2|name=Village}}}} {{EndTileList}} {{TileIllustrations|edition=WE2|STAR=1|S=1}} '''12 tiles''' with animals: {{BeginTileList|width=600px}} {{Tile|image=Winter_Edition_C2.1_Tile_Z01.png|count=1|config={{Feature|edition=WE2|name=Village}}}} {{Tile|image=Winter_Edition_C2.1_Tile_Z02.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z03.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z04.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z05.png|count=1|config={{Feature|edition=WE2|name=Monastery}}}} {{Tile|image=Winter_Edition_C2.1_Tile_Z06.png|count=1|config={{Feature|edition=WE2|name=Monastery}}}} {{Tile|image=Winter_Edition_C2.1_Tile_Z07.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z08.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z09.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z10.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z11.png|count=1}} {{Tile|image=Winter_Edition_C2.1_Tile_Z12.png|count=1}} {{EndTileList}} === 2012 and 2015 Editions (WE1) === {{BeginTileList|tiles=84}}{{EndTileList}} '''72 tiles''' as in the original Carcassonne: {{BeginTileList|width=700px}} {{Tile|image=Winter_Edition_C2_Tile_A.jpg|count=2|config={{Feature|edition=WE1|name=Monastery}}}} {{Tile|image=Winter_Edition_C2_Tile_B.jpg|count=4|config={{Feature|edition=WE1|name=Monastery}}}} {{Tile|image=Winter_Edition_C2_Tile_C.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_D.jpg|count=4|config=({{TextS}})}} {{Tile|image=Winter_Edition_C2_Tile_E.jpg|count=5|config=(*)}} {{Tile|image=Winter_Edition_C2_Tile_F.jpg|count=2}} {{Tile|image=Winter_Edition_C2_Tile_G.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_H.jpg|count=3}} {{Tile|image=Winter_Edition_C2_Tile_I.jpg|count=2}} {{Tile|image=Winter_Edition_C2_Tile_J.jpg|count=3}} {{Tile|image=Winter_Edition_C2_Tile_K.jpg|count=3}} {{Tile|image=Winter_Edition_C2_Tile_L.jpg|count=3|config={{Feature|edition=WE1|name=Crossroad}}}} {{Tile|image=Winter_Edition_C2_Tile_M.jpg|count=2}} {{Tile|image=Winter_Edition_C2_Tile_N.jpg|count=3}} {{Tile|image=Winter_Edition_C2_Tile_O.jpg|count=2}} {{Tile|image=Winter_Edition_C2_Tile_P.jpg|count=3}} {{Tile|image=Winter_Edition_C2_Tile_Q.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_R.jpg|count=3}} {{Tile|image=Winter_Edition_C2_Tile_S.jpg|count=2}} {{Tile|image=Winter_Edition_C2_Tile_T.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_U.jpg|count=8|config=(*)}} {{Tile|image=Winter_Edition_C2_Tile_V.jpg|count=9|config=(*)}} {{Tile|image=Winter_Edition_C2_Tile_W.jpg|count=4|config={{Feature|edition=WE1|name=Village}} + (*)}} {{Tile|image=Winter_Edition_C2_Tile_X.jpg|count=1|config={{Feature|edition=WE1|name=Village}}}} {{EndTileList}} {{TileIllustrations|edition=WE1|S=1|STAR=1}} '''12 tiles''' with animals: {{BeginTileList|width=600px}} {{Tile|image=Winter_Edition_C2_Tile_Z01.jpg|count=1|config={{Feature|edition=WE1|name=Village}}}} {{Tile|image=Winter_Edition_C2_Tile_Z02.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z03.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z04.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z05.jpg|count=1|config={{Feature|edition=WE1|name=Monastery}}}} {{Tile|image=Winter_Edition_C2_Tile_Z06.jpg|count=1|config={{Feature|edition=WE1|name=Monastery}}}} {{Tile|image=Winter_Edition_C2_Tile_Z07.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z08.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z09.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z10.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z11.jpg|count=1}} {{Tile|image=Winter_Edition_C2_Tile_Z12.jpg|count=1}} {{EndTileList}} === 2011 Edition (WD) === {{BeginTileList|width=700px|tiles=72}} {{Tile|image=Winter_Edition_C1_Tile_A.jpg|count=2|config={{Feature|edition=WD|name=Monastery}}}} {{Tile|image=Winter_Edition_C1_Tile_B.jpg|count=4|config={{Feature|edition=WD|name=Monastery}}}} {{Tile|image=Winter_Edition_C1_Tile_C.jpg|count=1}} {{Tile|image=Winter_Edition_C1_Tile_D.jpg|count=4|config=({{TextS}})}} {{Tile|image=Winter_Edition_C1_Tile_E.jpg|count=5|config=(*)}} {{Tile|image=Winter_Edition_C1_Tile_F.jpg|count=2}} {{Tile|image=Winter_Edition_C1_Tile_G.jpg|count=1}} {{Tile|image=Winter_Edition_C1_Tile_H.jpg|count=3}} {{Tile|image=Winter_Edition_C1_Tile_I.jpg|count=2}} {{Tile|image=Winter_Edition_C1_Tile_J.jpg|count=3}} {{Tile|image=Winter_Edition_C1_Tile_K.jpg|count=3}} {{Tile|image=Winter_Edition_C1_Tile_L.jpg|count=3|config={{Feature|edition=WD|name=Crossroad}}}} {{Tile|image=Winter_Edition_C1_Tile_M.jpg|count=2}} {{Tile|image=Winter_Edition_C1_Tile_N.jpg|count=3}} {{Tile|image=Winter_Edition_C1_Tile_O.jpg|count=2}} {{Tile|image=Winter_Edition_C1_Tile_P.jpg|count=3}} {{Tile|image=Winter_Edition_C1_Tile_Q.jpg|count=1}} {{Tile|image=Winter_Edition_C1_Tile_R.jpg|count=3}} {{Tile|image=Winter_Edition_C1_Tile_S.jpg|count=2}} {{Tile|image=Winter_Edition_C1_Tile_T.jpg|count=1}} {{Tile|image=Winter_Edition_C1_Tile_U.jpg|count=8|config=(*)}} {{Tile|image=Winter_Edition_C1_Tile_V.jpg|count=9|config=(*)}} {{Tile|image=Winter_Edition_C1_Tile_W.jpg|count=4|config={{Feature|edition=WD|name=Crossroad}} + (*)}} {{Tile|image=Winter_Edition_C1_Tile_X.jpg|count=1|config={{Feature|edition=WE3|name=Village}}}} {{EndTileList}} {{TileIllustrations|STAR=1|S=1}} {{FootnoteIconPara}} {{Category|Completed}} {{Category|Spinoff}} {{Category|Winter Edition}}
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