Difference between revisions of "Base game (1st edition)"

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{{FAQ|title=Too few followers—are we playing wrong or are there really too few?|body=[[File:Base_Game_C1_Meeples_Footer_Note_2.png|frame|right|]]This is the number intended by designers. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers.
{{FAQ|title=Too few followers—are we playing wrong or are there really too few?
|text=[[File:Base_Game_C1_Meeples_Footer_Note_2.png|frame|right|]]This is the number intended by designers. A certain shortage of followers is entirely intentional. An important element of the game is precisely learning to be economical with one's followers.
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{{FAQ|1=We have difficulty deciding when a placed tile represents a new city or belongs to one already being built.
{{FAQ|title=We have difficulty deciding when a placed tile represents a new city or belongs to one already being built.
|2=[[File:Base_Game_C1_Example_Note_7.jpg|frame|right|]] 'Corner to corner' is not a connection. Segments can only be connected on the edges. In the example shown there are two cities at the moment. <br clear="all" />
|text=[[File:Base_Game_C1_Example_Note_7.jpg|frame|right|]] 'Corner to corner' is not a connection. Segments can only be connected on the edges. In the example shown there are two cities at the moment. <br clear="all" />
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{{FAQ|1=On cloister tiles, are we allowed to deploy a follower on the surrounding field segment?
{{FAQ|title=On cloister tiles, are we allowed to deploy a follower on the surrounding field segment?
|2=[[File:Base_Game_C1_Example_Note_13.jpg|frame|right|]] Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.] <br clear="all" />
|text=[[File:Base_Game_C1_Example_Note_13.jpg|frame|right|]] Yes! The same rules are valid for a field surrounding a cloister as for any other field. You can also deploy a farmer next to a cloister. In this case the cloister remains unoccupied for the rest of the game.[unless the cloister is occupied via a magic portal, or from a follower in Carcassonne—ed.] <br clear="all" />
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{{FAQ|1=Can a road end in nothing?|
{{FAQ|title=Can a road end in nothing?|
2=[[File:Base_Game_C1_Example_Note_16.jpg|frame|right|]] No, like all the usual land tiles, a road segment must continue to another road segment on all edges.<br clear="all" />
text=[[File:Base_Game_C1_Example_Note_16.jpg|frame|right|]] No, like all the usual land tiles, a road segment must continue to another road segment on all edges.<br clear="all" />
}}
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{{FAQ|1=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?|
{{FAQ|title=How are the road segments between T-junctions scored? Are the horizontal segments (on top of the T) also ends, or do these count as straight roads that have to be completed elsewhere?|
2=[[File:Base_Game_C1_Example_Note_17.jpg|frame|right|]] Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road.<br clear="all" />
text=[[File:Base_Game_C1_Example_Note_17.jpg|frame|right|]] Every crossing (or junction) ends a road, irrespective of which direction they reach the junction from. The thieves cannot enter the small villages on the junctions either. In the example shown, every thief is on its own road.<br clear="all" />
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{{FAQ|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?
{{FAQ|title=If a player draws a tile with two city segments and completes a small city, earning 4 points, can he or she then deploy a follower to a new city segment in the same turn?
|[[File:Base_Game_C1_Example_Note_14.jpg|frame|right|]] A player may only deploy one follower per turn, and that follower may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed.
|text=[[File:Base_Game_C1_Example_Note_14.jpg|frame|right|]] A player may only deploy one follower per turn, and that follower may be deployed only once, and it must be before any scoring. If the player already occupies the small, now-completed city, he or she may deploy a second follower to the other city segment immediately after placing the tile. The small city will then be scored and the follower involved returned to the player. If the player does not yet occupy this city, he or she can decide which of the two city segments to deploy a follower to. If the follower is deployed to the small city, it will be returned immediately and the player will earn four points, but the follower cannot be redeployed.
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{{FAQ|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?
{{FAQ|title=Final scoring: segments of incomplete roads. 1 point per follower or 1 point per road segment? Cloister: 1 point for every neighboring tile (e.g. 5), or is an incomplete cloister worth only 1 point?
|[[File:Base_Game_C1_Example_Note_29.jpg|frame|right|]]During the final scoring, roads earn exactly as much as during the game, that is, 1 point per tile that the road occupies. In the example shown, {{ColorBlue|BLUE}} earns four points at the end of the game. The only exception in the final scoring is a road with an inn from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''', which earns no points whatsoever at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighboring tile. When there are five tiles surrounding the cloister it earns 6 in total.}}
|text=[[File:Base_Game_C1_Example_Note_29.jpg|frame|right|]]During the final scoring, roads earn exactly as much as during the game, that is, 1 point per tile that the road occupies. In the example shown, {{ColorBlue|BLUE}} earns four points at the end of the game. The only exception in the final scoring is a road with an inn from '''{{InnsCathedralsLink|edition=C1|logo=noborder}}''', which earns no points whatsoever at the end of the game. The cloister earns 1 point for the cloister itself and 1 point for every neighboring tile. When there are five tiles surrounding the cloister it earns 6 in total.}}


===== Scoring farms ===== <!--T:73-->
===== Scoring farms ===== <!--T:73-->
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{{FAQ|It is unclear whether incomplete farms earn points during the final scoring.
{{FAQ|title=It is unclear whether incomplete farms earn points during the final scoring.
|[[File:Base_Game_C1_Example_Note_30.jpg|frame|right|]]It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well.}}
|text=[[File:Base_Game_C1_Example_Note_30.jpg|frame|right|]]It is almost impossible to close off or complete most of the farms. The most important thing when scoring the farms are the cities, which do indeed have to be complete. So: completed cities count on incomplete farms as well.}}




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{{FAQ|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?
{{FAQ|title=At the end of the game, do we score farms which are completely closed off by roads, but which don't have any adjacent cities? If so, how?
|[[File:Base_Game_C1_Example_Note_31.jpg|frame|right|]]Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm. All this is of course highly frustrating and cries out for revenge! }}
|text=[[File:Base_Game_C1_Example_Note_31.jpg|frame|right|]]Strictly speaking, they should be scored exactly like every other farm, with 3 points for every completed city. In this case, that makes a total of zero points. And the farmer is nevertheless unable to leave the farm. All this is of course highly frustrating and cries out for revenge! }}


==== Example of farmer scoring ==== <!--T:79-->
==== Example of farmer scoring ==== <!--T:79-->
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{{IconArrow}} '''{{VariantsLink|version=BigBox5|logo=noborder}}''' actually includes these 72 tiles with standard backs as well as a separate starter tile. Thus, there is effectively an extra tile with a city cap and a horizontal road (CRFR, see Consolidated Tile Reference) in the '''{{VariantsLink|version=BigBox5|logo=noborder}}''' base set.
{{IconArrow}} '''{{VariantsLink|version=BigBox5|logo=noborder}}''' actually includes these 72 tiles with standard backs as well as a separate starter tile. Thus, there is effectively an extra tile with a city cap and a horizontal road (CRFR, see Consolidated Tile Reference) in the '''{{VariantsLink|version=BigBox5|logo=noborder}}''' base set.
</ref>
</ref>
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